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CIV-Warlords Screenshots

Some screenshots for Warlords can be found here including Churchill and Augustus.
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There is a preview of warlords at PC IGN (with new screenshots).

Now we know the new leader traits:
- Charismatic
- Protective
- Imperialistic

Quote:First up are the new leader traits. We had thought that there would only be two of these but it turns out that the team has actually included three new traits and ten brand new leaders to take advantage of them. Carthage's Hannibal, for instance, has the old Financial trait but also benefits from the new Charismatic trait. With this new trait Hannibal is able to gain an additional two happiness in each city as well as a 25% reduction in the cost of unit promotions. He'll also gain double production when creating Broadcast Towers late in the game.

England's new leader Churchill also has the Charismatic trait and benefits from the Protective trait as well. Artillery and archer units built by Protective leaders will automatically have the Drill I and Drill II promotions. Any walls or castles built by protective leaders will construct twice as quickly.

We're not sure yet which civs benefit from the final trait but we do know what it is and what it does. Civs that have the Imperialistic trait gain a 100% increase in Great General emergence and a 25% production boost when creating settlers. Some of the new civs don't use these new traits at all. Shaka of the Zulus for instance benefits from the Aggressive and Expansive traits.


There is also a new Great Leader: the Great General

Quote:Generated by the combat experience of your units, the Great Generals can do a wide variety of things. If you move them into a city, they can provide benefits like most other Great Leaders. You can sacrifice a Great General to create a new military academy or to grant additional experience to units created from that city.

Great Generals find even more direct application in the field. If you decide to turn them into Warlords, they'll have to be attached to a specific unit. The benefits of this are that the unit in question starts accumulating experience much more quickly than your other units. Additionally, units stacked with a Great General gain a one time experience boost. Be careful though; if a Warlord unit is destroyed he's gone forever.


The last quote I give you is something I don't like:

Quote:We also confirmed that the new unique buildings for each civ will merely replace an existing building. Like the unique units, these civ-specific buildings will offer a slightly better benefit to the civ that owns them.


Any thoughts?
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2 free Drill promotions sounds a bit OTT, as does 2 free happy faces - I hope they've got the balancing right smile
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BeefontheBone Wrote:2 free Drill promotions sounds a bit OTT, as does 2 free happy faces - I hope they've got the balancing right smile

I agree. As a matter of fact I just posted this on CFC as an example

Edit: It was pointed out to me that I had the Drill I & III promotions incorrect.

Let's just take a look here:
Archer:
Str 3
1 first strike
+50% city defense
+25% hills defense

Protective Archer:
Str 3
2-3 first strike
+50% city defense
+25% hills defense

Put this guy in a city built on hill. Eff. Str = 6 w/ 2-3 first strikes. Axemen wont touch him. Swordsmen will have a lot of trouble. Put two of these and a Medic unit, and sacrifices will HAVE to be made to take this city.

Add a City Garrison I (which almost all of them should have. Build in a city w/ a RAX and you've got it.) and you are talking about a Eff. Str of 6.6 w/ 2-3 FS. Swordsmen will get mowed down.

Add Drill III, Archer now has 2-5 FS. Even swordsmen wont touch him. Even catapults will have trouble with this guy, meaning less collateral damage. 5 FS might take out a lot of units anyway, meaning the archer goes untouched.

Or how about a 10 xp Archer: Promotions: Drill I (free), Drill 2 (free), CG1, CG2, CG3. Eff Str: 8.25 w/ 2-3 FS (w/ additional .3 vs Melee.)

Or how about this 10 xp Archer: Promotions: Drill I (free), Drill 2 (free), Drill 3, CG1, CG2. Eff Str: 7.35 w/ 2-5 FS.

Or how about this 10 xp Archer: Promotions: Drill I (free), Drill 2 (free), Drill 3, Drill 4, CG1. Eff Str: 6.6 w/ 4-7 FS. Catapult might not even get into the city to do collateral damage.

Now add in Cheap walls, and these guys might have to be air bombed out.

And (assumming that this on on ArcherY units, not Archer Units) we haven't even started talking about Logbowmen yet. When they first appear, it gets VERY difficult to take a city. Add 1-2 FS to them and life just got very difficult. Add 2 more (possibly) with Drill III and catapults might not even get in to do collateral damage. Add Drill IV and you now have 4-7 FS on a 6xp Lowbowman. Cheap walls and 25% natural city defense and you are looking at Eff Str of 9 w/ 4-7FS. And that isn't even on a hill. On a hill you add 3 more Eff Str. VERY tough. Even Macemen will have a hard time hitting him. You might have to wait for knights, and even then, w/ Drill IV, they will get +10%.

If for some reason one of the new leaders is Agg/Prot, you might have to be 2 tech levels ahead to beat this guy. lol
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BeefontheBone Wrote:2 free Drill promotions sounds a bit OTT, as does 2 free happy faces - I hope they've got the balancing right smile

Well Expansive leaders get +2Health, so the precedent's there for Charismatic, but the key to the balance may be (assuming the report to be accurate) that there's no cheap building associated.

For Protective, it really depends on the phraseology; as written it's just Archers and Artillery which receive the free promotions which doesn't sound too unreasonable, but if that actually means Archery Units & Seige Weapons, then that may be something to be concerned about.
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scottin Wrote:Protective Archer:
Str 3
3 first strike
+50% city defense
+25% hills defense

Put this guy in a city built on hill. Eff. Str = 6 w/ 3 first strikes. Axemen wont touch him. Swordsmen will have a lot of trouble. Put two of these and a Medic unit, and sacrifices will HAVE to be made to take this city.

In fact, you could almost say that city was well PROTECTED! lol

Btw - Drill I only grants a first strike chance, not a first strike. And don't forget there are units that ignore first strikes (horsies). Perhaps the people working on the game are not as crazy as it first appears. smile
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Hi,

hm...my problem with the "Protective" trait is that the AIs are nearly unable to capture enemy (AI) cities already as it is. Now if they face a protective opponent, it probably gets even worse.

The fact that the AIs wage too few wars and if they do, don't manage to accomplish much against other AIs is still one of the main weaknesses of the game IMO. I haven't read the preview; have they tried to improve the AI as well, or only added new content?

But Sulla's right; maybe they have put more thoughts into the game than many of us assume just from reading the preview info. Let's wait until the expansion comes out before starting any real discussion. smile

-Kylearan
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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Sullla Wrote:In fact, you could almost say that city was well PROTECTED! lol

Btw - Drill I only grants a first strike chance, not a first strike. And don't forget there are units that ignore first strikes (horsies). Perhaps the people working on the game are not as crazy as it first appears. smile

Oh, make no mistake about it. I have a lot of respect for the guys a Firaxis. They have done such a good job in balancing the vanilla game, that I am sure they try to do a similar job on the expansion. I am just pointing out that Archers have become MUCH harder.

And I have edited my original post to show the changes, but still with Drill 4 the is an 87.5% chance of getting 5 FS against equal strength opponents, which with all of their bonuses, means Swordsmen. eek
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But if you take Drill III and Drill IV with an archer, you AREN'T taking City Garrison I and City Garrison II. Someone can crunch the math if they like, but I think I'd much rather have a +45% to city defense than a couple of extra first strikes. I'm pretty sure than when push comes to shove, I'd rather have more combat strength than more first strikes.

You distort the argument when you assume that an archer will somehow be able to have both Drill IV and several City Garrison promotions. Unless this is from a West Point city, that's pretty unlikely. More to the point, even IF that were the case, would it really be the end of the world to have civs that are good at defending themselves? (Defending themselves with archers, that is, so something that wouldn't last forever.) Aggressive, which makes it much easier to attack and take out other civs, would seem to be more of a balancing issue, and I don't hear anyone worrying about that one. smile
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Hi,

Sullla Wrote:But if you take Drill III and Drill IV with an archer, you AREN'T taking City Garrison I and City Garrison II. Someone can crunch the math if they like, but I think I'd much rather have a +45% to city defense than a couple of extra first strikes.
Granted, my experience with first strikes comes from longbows and crossbows, not from archers, but I'd prefer to have a Drill IV archer over a City Garrison II (or even III) archer any day. Drill I-III is not so hot, but Drill IV is deadly - most foes die before they manage to cause any damage, which is much better than the City Garrison II unit who will have suffered enough damage after two or so attacks to be vulnerable.

Most people underestimate the Drill promotion, most probably because I-III looks rather weak and it takes time and effort to get to Drill IV. If you manage that however, and it looks to be much easier via the protective trait, then that unit will be a lot better than a City Garrison unit.

-Kylearan
There are two kinds of fools. One says, "This is old, and therefore good." And one says, "This is new, and therefore better." - John Brunner, The Shockwave Rider
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