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.

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