|
|
|
Sword of Doom...
Last Seen: Yesterday @ 12:09 AM
Posts: 2,375
Visits: 20,502
|
|
| Sid Meier's Civilization IV: Warlords  Release date: Jul 2006
|
| Sid Meier's Civilization IV: Warlords is the first expansion pack for the award-winning game that has become an instant world-wide hit. Paying homage to some of history's greatest military leaders, the expansion will deliver six unique and interesting scenarios, giving players the chance to change the course of history with the help of their new powerful "warlord" unit. Civ IV: Warlords will include new civilizations, leaders, units, and wonders that will offer even more fun and exciting ways for players to expand their civilization's military power as they strive for world domination.
Features
- Warlords: A new great person type called the Warlord.
- Vassal States: Conquer an enemy and subjugate them to your rule.
- Game Scenarios: The expansion will deliver six scenarios.
- New Civilizations: The pack will provide 6 new civilizations and associated unique units.
- Civilization Leaders: Ten new leaders will be provided. The list will include leaders for the new civilizations as well as additional leaders for existing civilizations.
- Leader Traits: Two new leader traits.
- New Wonders: There will be three new wonders.
- Unique Buildings: Each civilization will have a new unique building as well as their unique unit.
- New Units, Resources, and Improvements: Many new items will be presented throughout the scenarios.
- Core Game Tweaks and Additions: Expanded features and gameplay tweaks will be made to the core game.
- Post-Release Patches and Game Upgrades: The pack will contain all of the patches and game additions (pit boss, etc.) yet released for Sid Meier's Civilization IV.
Scenario List
- Chinese Unification (350 BC): Take control of one of Ancient China's kingdoms in an attempt to unify the country by either the pen or the sword.
- Peloponnesian Wars (430 BC): Mighty Athens and Sparta struggle for dominance of Greece and surrounding territories.
- Alexander's Conquests (330 BC): Alexander attempts to conquer the world to the south and east of Greece, taking on the Persians, Egyptians, and Indians.
- Rise of Rome (300 BC): Battle as Rome, Carthage, Greece, Gaul, or Egypt for control of the Mediterranean.
- Vikings (800 AD): Become ruler of the Vikings and send your men out on numerous raids against Europe. Victory is decided by how much loot can be acquired.
- Genghis Khan (1206 AD): Relive the conquests of one of history's greatest military leaders and capture - or if you must, destroy - all of Asia.
|
|
| Source: www.mygamer.com
|
--

Greatest CivIV Strategy Ever Devised!
|
 |
 |
|
|
|
|
Sword of Doom...
Last Seen: Yesterday @ 12:09 AM
Posts: 2,375
Visits: 20,502
|
|
|
This update from www.gamingexcellence.com Civilization IV: Warlords Preview The first expansion to Civilization IV will add a variety of new gameplay elements to the highly popular release. By Matt Felske
May 30, 2006 - While many games at E3 have gamers drooling at the mouth in anticipation, the Warlords expansion to the 2005 release Civilization IV release is stocked with enough new content to revive interest in this series.
For those who have never played any of the releases in the Civilization franchise, the series is based on an epic Empire building strategy model that involves the gamer in raising the most powerful Civilization that the world has ever seen. By combining a unique mix of economics, politics and warfare, the Firaxis’ developers have revolutionized the art of strategy gaming. This latest expansion not only increases the depth of gameplay, but keeps the balance just right so that you can have the best experience to date.
While we were only able to view a short video, the information contained in it covered all the new content included in the expansion. Civilization IV: Warlords contains new scenarios, civilizations, a new unit called a Great General, and finally, Vassal states.
In the original release of Civilization IV, the game contained Great People, which were born to civilizations at predetermined intervals. And while there were many types of military units found in each era of gameplay, there was never any form of hero unit, a general of sorts. Warlords includes a new unit called a Great General and is awarded to your civilization after winning a few battles. They can be attached to any military unit to create a Heroic Warlord unit. This warrior allows all military forces in the same square to earn more experience points. Like other Great People, the Great General can be used to construct a military academy, or can be converted into a military instructor who provides +2 experience points.
In the original game, each civilization was given a unique unit that could help the player in a specific era. While this is still used in the expansion, Warlords has now given unique buildings to each country. On top of that, there are now six new civilizations to choose from.
Vassal states introduce an alternative to totally and utterly conquering neighboring countries. If your civilization manages to create a vassal state, they would give your country tribute in the form of money, research development and tech tribute. Your obligation ends up being to defend your vassal states from enemy attack. While this expansion to Civilization IV only expands on the gameplay experience, there should to be enough new content to renew an interest in the series.
------------------------ The Vassal State angle is very interesting, to say the least. 
|
--

Greatest CivIV Strategy Ever Devised!
|
 |
 |
|
|
|
|
WE WILL DESTROY YOU
Last Seen: 3/11/2010 10:53 AM
Posts: 6,812
Visits: 31,300
|
|
|
|
|
|
Leader
      
Last Seen: 2 days ago @ 2:19 PM
Posts: 746
Visits: 2,593
|
|
|
|
|
|
Sword of Doom...
Last Seen: Yesterday @ 12:09 AM
Posts: 2,375
Visits: 20,502
|
|
|
|
|
|
Sword of Doom...
Last Seen: Yesterday @ 12:09 AM
Posts: 2,375
Visits: 20,502
|
|
Unique Buildings announced... This article from IGN.comCivilization IV: Warlords Complete details on all the new civilizations. July 5, 2006 - We're all very encouraged by the work Firaxis is doing on the Civilization IV expansion, Warlords. The new title includes a number of additions -- loads of new war-heavy scenarios, new leader traits, six new civilizations, a handful of extra leaders for existing civs, a new unique building for every civ in the game, a new warlord unit, and a cool new option to create dependent vassal states. We've been playing our very own build of the game, but with so much new stuff, it's hard to know just what to cover first. We thought we'd offer up a look at the brand new civilizations first, giving you a bit of history, a description of their leader and a glimpse at their unique units and buildings. We're already waist deep in a few of the scenarios as well, so we'll be sure to bring you a closer examination of them in the near future. And now, on with the civs! The Carthaginians During Classical times, the North African city of Carthage became the center of a thriving mercantile empire. Using the money generated from trade to buy powerful fleets and hire various mercenaries, the Carthaginians expanded throughout the western Mediterranean. Their growth eventually brought them up against the Roman Republic. The two civilizations warred on and off for over a hundred years until the final victory of the Romans destroyed the Carthaginian Empire for good. Hannibal is the only leader available for Carthage. His Financial and Charismatic traits ensure that his coffers are always full. The Charismatic trait also means that his armies train and learn from combat much quicker than those of his enemies. True to the Carthaginian ideal, his favorite civic is Free Market. The Carthaginians start the game with the Mining and Fishing technologies. Carthage replaces the Horse Archer with its own Numidian Cavalry. Though it only has a strength of 5, the Numidian Archer begins with the Flanking I promotion, giving it an extra 10% chance to withdraw from combat. As if that wasn't good enough, the Numidian Cavalry also gets an additional 50% bonus against all melee units. The Cothon replaces the Harbor for the Carthaginians. In addition the regular trade and health bonuses offered by regular harbors, the Cothon allows its city to have one additional trade route. The Celts Originally inhabiting central and western Europe, the Celts' reputation has suffered at the hands of Greek and Roman historians. Thought to be a backwards people, the Celts actually possessed a formidable military tradition and a sophisticated religious system. Though not able to compete with the Romans in terms of trade or civics, the Celts were nevertheless able to organize themselves long enough to sack Rome itself in the early years of the Republic. Centuries later the Romans would have their revenge and eliminate the Celts from all but the most western parts of Britain. The Celts are led by Brennus, a chieftain who led the Celts against Macedon and northern Greece a few generations after the sack of Rome. In keeping with the Celtic character Brennus relies on his Spiritual and Charismatic traits to boost his cultural and military powers. Not surprisingly, his favorite civic is Organized Religion. The Celts begin the game with the Hunting and Mysticism technologies. Where other civs rely on Swordsmen for their early offenses, the Celts can make use of Gallic Warriors. The Gallic Warriors are identical to the Swordsmen in every respect except that the Warriors begin with the Guerilla I promotion, which gives them an added defensive bonus on hills. Celtic players can extend this promotion to other units by building Duns. These hill-forts replace Walls in Celtic cities and will offer a free Guerilla I promotion for any unit built in that city. The Koreans Among the oldest and longest-lived civilizations in the game, the Koreans have a lot of history to draw on. The Korean civilization has managed to survive numerous invasions by pretty much every one of their neighbors, from Chinese assaults over 2000 years ago to the Russian and Japanese attacks just over a hundred years ago. Korea has also known much internal conflict, finding itself torn between the well-known Three Kingdoms of antiquity to the North and South division that currently exists. Korea's leader is Wang Kon, a ninth-century leader who was the first to unify the entire country. Though he saw his own share of military conflicts he nevertheless managed to incorporate shrewd diplomacy and compromise into his overall strategy as well. His Protective trait ensures he holds on to whatever he owns, while his Financial trait gives him a slight advantage in the economic realm. His favorite civic is Caste System, which allows him to fine tune the output of his cities. The Koreans begin with both Mysticism and Mining. Anyone who's played a game featuring the Koreans is bound to be familiar with the Hwacha. This rocket cart could launch loads of flaming arrows at masses of enemy troops, making it an impressive if not exactly accurate ranged attack. Replacing the Catapult, the Hwacha is identical in every respect except that it gains a 50% bonus against melee units. How do you say "Not too shabby" in Korean? The Korean's unique building is the Seowon. It's exactly like the other civilizations' Universities but it generates an extra 10% research. The Ottomans Far from just being remembered for liking to put their feet up, the Ottomans were at one time one of the most feared military powers in the world. Based in Asia Minor in the eastern end of the Mediterranean, the Ottomans first rose to power in the thirteenth century, subjugating their neighbors and eventually putting an end to the Byzantine Empire with the capture of Constantinople. Benefiting from the early adoption of gunpowder, the Ottomans proved less progressive in later centuries and soon fell behind her neighbors in terms of economy and military technology. A series of nationalist revolts and the Ottoman's unfortunate alliance with the Central Powers in World War I finally put an end to the Ottoman Empire. Mehmed II, the leader responsible for the destruction of the Byzantines, is the Ottoman ruler in the game. Reflecting the Ottoman's adoption of Byzantine civil service, he makes use of the Organized trait which saves him half the civic upkeep costs he'd normally suffer. Coupled with the Expansive trait, Mehmed can grow a large empire before costs become an issue. His favorite civic is Vassalage, which grants him even more savings on his armies. The Ottomans start the game with The Wheel and Agriculture. The Ottoman Janissaries are elite infantry units that replace Musketmen. Originally drawn from the ranks of slaves and prisoners, the Janissaries eventually rose to become the Sultan's personal guard. Though they have the same attack value as Musketmen, they also gain a 25% bonus against archers, cavalry and melee units. Rather than building Aqueducts, the Ottomans create Hammams. These steam baths generate an additional 2 happiness for the cities in which they're built. The Vikings You can't hardly have a game about warlords without including the Vikings. The Scandinavian bogeymen first burst onto the scene in the eighth century when they began carrying out raids across Northern Europe. Striking at Britain, France and Russia, the Vikings were undoubtedly fierce warriors. But they were also profitable traders and far-ranging maritime explorers. The Vikings were eventually tamed by their conversion to Christianity after which they settled down among the very people they had once terrorized. The Viking leader is Ragnar, a somewhat legendary king from early in the Viking's story. In keeping with his people's character, Ragnar has the Aggressive trait, giving his units an early promotion and support in the form of cheaper barracks and docks. Ragnar also reflects the Viking love of trade with his Financial trait. His favorite civic is Hereditary Rule which allows him to garrison soldiers to keep the peace. The Vikings begin the game with Hunting and Fishing. The Viking Berserker replaces the Maceman, and it comes with some substantial improvements. Not only does the Berserker gain a 10% bonus to city attacks but he also gains the Amphibious promotion which allows him to attack directly from the sea and negates all penalties for attacking across rivers. In the early stages of the game that can make quite a difference. Vikings build Trading Posts instead of Lighthouses. They still offer commercial bonuses like extra food from water tiles and access to the Great Lighthouse wonder but they also grant all newly created naval units with the Navigation I promotion. This promotion gives each of the Viking ships an extra movement point. Since the Trading Post never becomes obsolete, it gives the Vikings an edge even late in the game. The Zulus A longtime favorite of Civilization fans, the Zulus didn't make the cut for Civilization IV. They're finally back in the Warlords expansion, however, much to the delight of warmongers everywhere. Though not around for a very long time, the Zulu Empire still managed to achieve quite a bit of notoriety thanks to the military reforms of Shaka. Changes in weapons and tactics allowed Shaka to dominate his neighbors. Caught in the path of British imperial ambitions in the nineteenth century, the Zulus found themselves defeated by European technology and industry and were forced to live under the shadow of apartheid in South Africa. Shaka is a military leader so it's only fitting that he possesses the Aggressive trait. He also manages to make use of the Expansive trait to sustain larger cities than his contemporaries. Shaka tends to rely on the Police State civic which gives him a substantial bonus to military unit production and reduces war weariness at home. The Zulus have one of the most mobile ancient units in their Impi. Replacing the basic Spearman, the Impi not only has an additional movement point but he also reduces the movement penalties associated with terrain by one point as well. This makes them a very good hit-and-run force that can strike virtually anywhere at will. Zulu warriors are trained at the Ikhanda, which replaces the basic Barracks. It costs an additional ten resources to build the Zulu Ikhanda but it's worth the investment as it benefits from a 20% reduction in maintenance. source --------------- I love the idea of the Unique Buildings. It adds yet another dimension. I believe all of the existing civs will have unique buildings also. I also can't wait to send my Numidian Cavalry into battle... Carthage was my favorite Civ in CivIII, and could easily become the same in CivIV.
|
--

Greatest CivIV Strategy Ever Devised!
|
 |
 |
|
|
|
|
Hewhocannotbenamed
      
Last Seen: 11/21/2009 4:13 AM
Posts: 2,189
Visits: 5,197
|
|
|
I had made a new thread for this yesterday, but for some reason the mods are reviewing new threads now and it never appeared. I've been posting on this site for years, when did this start? The playing as the barbs mode sounds interesting. More Civ 4 Warlords info (Taken from here http://www.gamespot.com/pc/strategy/civilizationivwarlords/news.html?sid=6153304&mode=previews): Civilization IV: Warlords Updated Impressions - Details on Two Newly Revealed ScenariosFiraxis has surprised us with the addition of two new scenarios in the upcoming Civilization IV expansion, and we've got all the details. Developer InterviewProducer Jason Bergman fills us in on Civ IV: Warlords. Watch | Download If more is better, than fans of Civilization have some good news regarding Civilization IV: Warlords, the upcoming expansion to last year's hit PC strategy game. (Not to mention GameSpot's 2005 PC Game of the Year.) We recently got an updated look at Warlords, and we've learned that there's going to be more content than originally expected, including a cool new scenario that finally lets you play as the barbarians in a Civilization game. As an expansion pack, Warlords will improve Civilization IV in two ways. Fans of the regular Stone Age-to-Space Age game mode will get new civilizations, new leaders, new Great Wonders, and more, which will flesh out the core game to a greater degree. For example, you can play as the Vikings; if you're England, you can get Winston Churchill as your leader; or you can build the mighty Great Wall wonder, which literally erects a wall on your borders to keep those pesky barbarians out of your territory. If you're looking for a different challenge, you can play one of the eight new scenarios in Warlords, and yes, that's a bump up from the original six scenarios that were announced for the expansion. The first of these two new scenarios is Omen, which is an alternative history scenario in which Great Britain and France race to settle North America, yet strange and mysterious events occur along the way. As you can probably guess from the name, there should be a supernatural element in this scenario, which is a change of pace from the six original scenarios, all of which are historically based. The second new scenario is Barbarians, which finally puts you in the position of those pesky barbarians that plagued you in all of the Civilization games. This mode begins just like any Civilization game, with a map being randomly generated and the artificial intelligence picking civilizations to play and taking their turns. However, after they're done with their turns, you can jump in as the barbarians. You'll start with a large amount of gold, which you'll use to purchase and upgrade military units, such as swordsmen, trebuchets (one of the new units in the expansion), horsemen, archers, and more. After you've selected them, your units will appear on the map from their main base and begin to look for cities to sack. As a barbarian, your ultimate goal is to wipe out all civilizations from the map, and you'll do so by taking enemy cities and burning them to the ground. You won't be able to take over cities and govern them yourself, so the name of the game is pillaging for gold, which can be used to purchase more units. As the game progresses, you'll get more advanced units to keep up with the civilizations. What's really cool about this mode is that it offers a different play experience each time, because the map and starting conditions are randomly generated at the start. The other scenarios may not be randomly generated, but they're designed to offer unique play experiences just the same. Each scenario is basically an extensive modification of Civilization IV, offering new units, new tilesets, new technologies, and new rules. For instance, in the Viking scenario, your job isn't to conquer the world, but to amass a certain amount of gold in a set number of turns. This means that you can use your Viking units to seize and pillage cities or take them over, like you can in the regular Civilization game, but there's also a new option as well: ransom. You can ransom back a captured city back to its owner for a good amount of gold, at which point your units will depart and the city will revert ownership. However, you can do this only once per city, because if you capture and try to ransom it back again, its owner will know better than to trust you. Another way to make money in the Viking scenario is to hunt for treasure. The way it works is that you "research" a treasure map, like you research any technology. Once you've researched it, a tiny indicator on the minimap will tell you where to look, and you'll receive a text clue as well. At this point, you get a special treasure unit that you have to use to search the general location of the treasure. Once he comes across the treasure, you must then make sure that the treasure unit travels safely back to your capital, or else you can't cash in. You can imagine how this will play out, particularly in a multiplayer game as other players battle to intercept the treasure unit. And, yes, that does also mean that the scenarios will be playable as both single-player and multiplayer games. So in the Chinese unification scenario, which takes place during the tumultous times chronicled in the historical novel Romance of the Three Kingdoms, up to seven different factions battle for control of China, and you can have up to seven human players in a game. We can expect the other scenarios to offer as much variety as the Viking scenario, which is exciting, since it's clear that they offer gameplay that's different from Civilization as we traditionally know it. Of course, if you're looking for traditional Civilization gameplay, you'll get that as well, only with a lot of new stuff to play with. Either way, Warlords looks solid, and the good news is that it's almost done. The expansion is on track to release around the end of July.
|
--
 "In our November issue we mistakenly labeled World in Conflict as ESRB rated M instead of T. Because apparently, it's ok to detonate a nuclear device in a major American city, as long as you don't see the blood of the countless innocent people you've killed until you turn 17." PC Gamer #169 Need help with your civ addiction (or just a good laugh). Go to civanon for help. "You won't stop playing until you WANT to stop playing."
|
 |
 |
|
|
|
|
Queen
      
Last Seen: Yesterday @ 3:54 PM
Posts: 6,857
Visits: 11,126
|
|
|
|
|