Civilization IV: Warlords

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Template:Future game

Civilization IV: Warlords
Sid Meier's Civilization IV:Warlords
Developer(s)Firaxis Games
Publisher(s)Take Two Interactive
EngineGamebryo
Platform(s)Windows (confirmed)
ReleaseJuly 24 2006
Genre(s)Turn-based strategy
Mode(s)Single player, multiplayer

Civilization IV: Warlords is the first official expansion pack of the critically-acclaimed turn-based strategy video game Civilization IV. [1]

Features

Warlords is due to add many new features [2] to the original game. These include:

Great General

The game introduces a new type of "Great Person" unit, known as a Great General. This unit appears like other Great People, based on the amount of experience that your civilization's units earn. It can be used in a similar manner to other Great Persons: it can be used (with other Great Persons) to trigger a Golden Age, or can join the city as a "Super Specialist", or more specifically, a "Military Advisor" - in which capacity it will add +2 experience points to units created in the city. It can be sacrificed to build a Military Academy, which grants a +25% bonus to military production in that city. It can also be attached to another military unit to create a Warlord unit. Any other units in the same tile at the time a Warlord is created receive +20 experience points. The unit the Warlord is attached to receives free upgrades. It also gains exclusive access to five new promotions:

  • Combat VI: +25% strength
  • Leadership: +50% experience from combat
  • Medic III: Heals units in same and adjacent tiles 15% per turn
  • Morale: +1 movement
  • Tactics: +30% withdrawal chance

If the unit the Warlord is attached to is destroyed, so is the Warlord.


Vassal States

The new Vassal States feature allows players to take up other empires as "vassals". When an empire becomes a vassal, it has to give money, research development and technology as tribute to its "master", in return for the promise that its master will not destroy the vassal civilization. Alternatively, civilizations can offer their vassalage if they need protection from another enemy. Players can use Vassal States to achieve Domination Victory, since the vassal's land automatically becomes the master's land, but not vice-versa. Similarly, if the master goes to war with another civilization, the vassal too has to go to war. The agreements which establish Vassal State relationships are not permanent, being subject to a renewal every ten turns.

Unique Buildings

In order to make the civilizations unique, every civilization has received a "Unique Building", a building with special advantages. Different civilizations will have different unique buildings. These unique buildings will replace an existing, standard building.

Civilization Unique Building Replaces Bonuses
America Mall Supermarket +10% Commerce; +1 Happiness from Hit Musicals, Hit Singles and Hit Movies
Arabia Madrassa Library +2 culture (+4 total); can turn two citizens into Priests
Aztecs Sacrificial Altar Courthouse -50% unhappiness from sacrifice; costs 90 (reduced from 120)
Carthage Cothon Harbor +1 trade route; costs 100 (increased from 80)
Celts Dúns Walls Free Guerilla I promotion to units built in this city
China Pavilion Theater +25% culture
England Stock Exchange Bank +15% commerce (+65% total)
Egypt Obelisk Template:Ref 1 Monument Can turn two citizens into Priests
France Salon Observatory +1 free Artist
Germany Assembly Plant Factory +50% production with Coal (+75% total); can turn four citizens into Engineers
Greece Odeon Colosseum +3 culture; +1 happiness from Hit Singles; can turn two citizens into Artists
Incans Terrace Granary +2 culture
India Mausoleum Jail +2 happiness
Japan Shale Plant Coal Plant +10% production (+60% total)
Korea Seowon University +10% research (+35% total)
Mali Mint Forge +10% commerce
Mongolia Ger StableTemplate:Ref 2 Mounted units get +2 experience
Ottomans Hammam Aqueduct +2 happiness
Persia Apothecary Grocer +2 health
Rome Forum Market +25% great person birth rate
Russia Research Institute Laboratory +2 free Scientists
Scandinavia Trading Post Lighthouse Free Navigation I promotion to naval units built in this city
Spain Citadel Castle Siege weapons get +2 experience; -50% damage from non-gunpowder bombardment
Zululand Ikhanda Barracks -20% maintenance

Template:Ref 1The regular Obelisk from the original game has been renamed to a Monument.
Template:Ref 2The Stable will be a new building, unlocked when the "Horseback Riding" technology is researched. [4]

New content

New leader traits

Three new leader traits will be added:

Trait name Effect
Charismatic +1 happiness per city, -25% XP needed for unit promotions, +1 happiness from Monument and Broadcast Tower
Protective Archery and Gunpowder units receive Drill I and City Garrison I automatically, Double production speed of Walls and Castle
Imperialistic +100% Great General emergence, +25% production speed of settlers

New civilizations

Six new civilizations have been introduced:

Civilization Starting Technologies Leader Leader Traits Favored Civic Unique Unit Replaces
Carthage Mining, Fishing Hannibal Charismatic, Financial Free Market Numidian Cavalry Horse Archer
Celts Hunting, Mysticism Brennus Spiritual, Charismatic Organized Religion Gallic Warrior Swordsman
Korea Mysticism, Mining Wang Kon Protective, Financial Caste System Hwacha Catapult
Ottoman Empire The Wheel, Agriculture Mehmed II Expansive, Organized Vassalage Janissary Musketman
Scandinavia Hunting, Fishing Ragnar Aggressive, Financial Hereditary Rule Berserker Maceman
Zululand Unknown Shaka Aggressive, Expansive Police State Impi Spearman

New leaders

Apart from the leaders of the six new civilizations, there are four new leaders in Civilization IV: Warlords.

Civilization Leader Leader Traits Favorite Civic
Egypt Ramesses II Industrious, Spiritual Theocracy
England Winston Churchill Charismatic, Protective Nationhood
Rome Augustus Caesar Organized, Creative Representation
Russia Joseph Stalin Aggressive, Industrious State Property

Existing leaders

Some existing leaders will incorporate the new traits introduced in Warlords, and some have their traits shuffled. Traits in bold are new traits introduced for that leader. These new traits replace the older assignment of traits for the leader. The older traits are given alonside.

Civilization Leader New Traits Old trait(s)
America Washington Charismatic, Expansive Financial, Organized
Arabia Saladin Protective, Spiritual Philosophical
China Mao Zedong Expansive, Protective Philosophical, Organised
Qin Shi Huang Industrious, Protective Financial
England Victoria Financial, Imperialistic Expansive
France Napoleon Charismatic, Organized Aggresive, Industrious
Germany Frederick Organized, Philosophical Creative
Inca Huayna Capac Financial, Industrious Aggressive
India Gandhi Philosophical, Spiritual Industrious
Japanese Tokugawa Aggressive, Protective Organised
Mongolia Genghis Khan Aggressive, Imperialistic Expansive
Persia Cyrus Charismatic, Imperialistic Creative, Expansive
Rome Julius Caesar Imperialistic, Organized Expansive
Russian Catherine Creative, Imperialistic Financial

New scenarios

  • Peloponnesian Wars: After vanquishing the Persian invasion, Athens and Sparta find themselves competing for ownership of the Greek world at the close of the fifth-century BC.
  • Chinese Unification: Starting in 350BC, this scenario sees the player struggling to defeat rival kingdoms to gain control of China.
  • Alexander's Conquests: Alexander's scenario has distinct features that are not seen in other scenarios added. In this scenario, the player controls both the Macedonian forces and Alexander himself, who is represented in the game as a special Great General unit who cannot die in battle (and is instead "wounded" for a few turns). The technologies for this scenario are all military and give benefits to units in the field. Finally, the civic menu will be replaced with a series of titles (ranging from "Alexander the Upstart" to "Alexander the Great") and will aid the player by giving reductions to war weariness and city maintenance costs.
  • The Rise of Rome: With Greek power on the wane, the powers of Rome, Carthage, Gaul and Egypt rise to compete for ownership of the Mediterranean.
  • Vikings: As ruler of the Vikings, the player will organize massive, loot-gathering raids on the rest of Europe.
  • Genghis Khan: Khan's scenario is very different from the others added. The Mongolian civilization will be able to construct a unique "camp" unit, which will automatically create different units when it is stationary, depending on its location. The goal of the scenario is not to create a large empire, but to destroy all rival empires. The technology tree for the Mongolians in this scenario will be fundamentally different from the generic Civilization IV technology tree; instead a wide variety of technologies can be learned by conquering enemy cities.
  • Omen: In an alternative history setting, the player must race to colonise North America while playing as either France or Great Britain. Whilst playing, various supernatural and mysterious events can occur.
  • Barbarians: In a new gameplaying concept, the player takes control of the barbarian state, who's aim is to destroy all other civilizations on a randomly-generated map. In this scenario, cities are rendered uncatchable; instead, if a barbarian unit enters a city it is razed, providing gold with which further units can be produced.

New World Wonders

  • The Great Wall
    • Cost: 250 (double speed with Stone)
    • +2 Culture
    • Prevents Barbarians from entering your current cultural borders on that continent (the wall does not move as your borders expand)
    • Doubles the number of Great Generals emerging from combat inside your cultural borders
    • Requires Masonry
  • The Temple of Artemis
    • Cost: 400 (double speed with Marble)
    • +8 Culture
    • Income from trade routes doubled in that city
    • Gives one free priest specialist in that city
    • Requires Polytheism
    • Obsolete with Chemistry
  • The University of Sankore
    • Cost: 550 (double speed with Stone)
    • +8 Culture
    • Adds +2 research to all buildings associated with your state religion
    • Requires Paper
    • Obsolete with Computers

New Buildings

New Units

The game will include new units:

  • Trireme (Naval vessel) - Str 2, Move 2, Cost 50; +50% vs. galleys, no cargo space
  • Trebuchet (Siege Weapon) - Str 4, Move 1, Cost 60; +100% city attack, bombards defenses for -25%/turn
  • Great General (Great Person).

Civiliation-Specific Units

  • Impi (Zulus): Spearman with 2 movement and -1 terrain movement cost
  • Gallic Warrior (Celts): Swordsman with free Guerilla I promotion
  • Hwacha (Koreans): Catapult with +50% atack vs. melee
  • Berserker (Vikings): Amphibious Maceman with +10% city attack
  • Janissary (Ottomans): Musketman with +25% vs. archers, melee, and cavalry
  • Numidian Cavalry (Carthage): Str 5 horse archer with +50% attack vs. melee

Scenario & "Flavor" Units

Most of these units appear to be for the scenarios, and may or may not be included in the Epic game.

  • Chinese Junk
  • Chinese Archer
  • Chinese Chariot
  • Chinese Spearman
  • Egyptian Archer
  • Arab Archer
  • Slinger
  • Macedonian Companion Cavalry
  • Macedonian Hypaspist
  • Viking Treasure Cart
  • Mongol Camp
  • Mongol "Naginata"

External links