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The Definitive Warlords Change List

For the benefit of those who do not have Warlords yet (and maybe even for those who do), here's a complete list of changes and additions.

The Great General Unit
Great Generals are generated like Great People, except instead of Great Person Points generated by cities, it uses the total XP of your army. Like GPPs, once you accumulate enough XP, a Great General will appear in one of your cities, the accumulated count resets to zero, and you start working toward your next Great General (which, like other Great People and GPPs, takes a progressively higher number of accumulated points for each one).

The Great General has three special abilities:
  • Join a city as a Great Military Instructor. All new units built in that city receive +2 XP.
  • Construct a Military Academy in a city. The city receives a +25% production bonus when building military units.
  • Lead another unit as a Warlord. To do this, you select a unit in the same tile for the Great General to attach to. Upon doing so, the General grants 20 bonus XP divided evenly between all units on the tile. The unit you attached the Warlord to receives two additional benefits as well:
    • All future upgrades for that unit are free. Additionally, the unit retains all of its experience after the upgrade.
    • The unit gains access to several advanced upgrades. These are only available to units that have been joined with a Warlord.
      • Combat IV (+25% strength)
      • Medic III (+15% healing rate to units in the same and adjacent tiles)
      • Tactics (+30% chance to withdraw from battle)
      • Leadership (+50% experience gained from combat)
      • Morale (+1 movement range)

Vassal States
(This section is directly copied from the Warlords manual.)

A vassal state is one that has sworn allegiance to another state, providing its master state with some benefits in exchange for the master's pledge to protect and promote the vassal's welfare.

Benefits of Vassal Agreements
A vassal agreement results in some extra happiness throughout the master's empire, as well as some unhappiness for the vassal.

Other benefits for the master include a right of passage through vassal territory, and visibility inside all vassal cities. In addition, the master's units heal as fast as they heal in his own territory, and can take full advantage of the vassal's foritifications.

The master has the right to demand access to any resource under vassal control, even if it is their only one. However, there is one catch. If the vassal refuses to pay this tribute, the agreement immediately ends and a state of war automatically results between the two parties. That is the only case where a state of war can result between a master state and a vassal state. Normally, the two parties are prevented from attacking each other and in addition if the master goes to war against a third party, the vassal automatically enters the war on the side of the master. Vassal states do not have the power to declare war or make peace on their own.

Cost of Vassal Agreements
When possessing vassals, the Master civilization incurs a higher maintenance cost for its own cities. This cost increases as the number of vassal cities under his control increases. (Note that the master doesn't pay maintenance for the vassal's cities -- he just pays extra maintenance for his civ's cities.)

Types of Vassal Agreements
During peace time, a civilization can offer to become a vassal of a more powerful civilization with knowledge of Feudalism. This is a temporary agreement that can be broken by the vassal (but not by the master) after 10 turns. For this type of peaceful cassalage, when the agreement is signed, any civilization at war with either of the two parties is automatically at war with both parties.

During wartime, a vassal agreement results in capitulation.

Capitulation
Capitulation has the same effects as peaceful vassalage, but it cannot be broken by the vassal state even after 10 turns, unless the vassal state grows to more than half of the land area and population of the master state. Capitulation may also be annulled by the vassal if the vassal state loses half of its land area since the time the agreement was signed. Capitulation forces the vassal state to immediately adopt the master's war/peace state against third parties.

Victory Conditions
In terms of victory conditions and score, the master state gets credit for half of the land and population of the vassal state and the vassal state gets credit for the other half. (Note, however, that acquiring vassals is not necessarily a ticked to an easy domination victory, because the higher maintenance cost for your own cities may drag your economy to a halt.)

New Units For All Civs
  • Trebuchet
    • Siege Weapon
    • Strength: 4
    • Movement: 1
    • Cost: 60
    • Requires Engineering
    • Does not receive defensive bonuses
    • 25% withdraw chance
    • Causes collateral damage
    • +100% city attack
    • Can bombard city defenses (-25% per turn)

  • Trireme
    • Naval Unit
    • Strength: 2
    • Movement: 2
    • Cost: 50
    • Requires Sailing, Bronze Working
    • Upgrades to Caravel. Frigate
    • Cannot enter ocean
    • +50% vs. Galley

New Buildings For All Civs
  • Stable
    • Cost: 60
    • Requires Horseback Riding
    • New mounted units receive +2 XP

  • Monument
    The Monument is simply a renaming of the Obelisk (which now refers to the Egyptian unique building). No stats have changed.

New World Wonders
  • The Great Wall
    • Cost: 250 (Double production speed with Stone)
    • +2 [Image: culture.png], +2 [Image: greatperson.png] (Great Engineer)
    • Requires Masonry
    • Prevents barbarians from entering borders on continent
    • +100% Great General emergence inside cultural borders
    • Can only be built on Classical and earlier starts

  • The Temple of Artemis
    • Cost: 400 (Double production speed with Marble)
    • +8 [Image: culture.png], +2 [Image: greatperson.png] (Great Merchant)
    • Requires Polytheism
    • +100% trade route yield
    • +1 free Priest
    • Can only be built on Classical and earlier starts
    • Obsolete with Chemistry

  • The University of Sankore
    • Cost: 550 (Double production speed with Stone)
    • +8 [Image: culture.png], +2 [Image: greatperson.png] (Great Scientist)
    • Requires Paper
    • +2 [Image: research.png] from all state [Image: religion.png] buildings
    • Can only be built on Renaissance and earlier starts
    • Obsolete with Computers

New Leader Traits
  • Imperialistic
    • +100% Great General emergence
    • +50% production of Settler

  • Charismatic
    • +1 [Image: happy.png] in all cities
    • -25% XP needed for unit promotions
    • +1 [Image: happy.png] from Monument, Broadcast Tower

  • Protective
    • Free promotion (City Garrison I, Drill I)
      • Archery units
      • Gunpowder units
    • Double production speed of Walls, Castle

New Civilizations

Note: Unless otherwise noted, all unit/building attributes are in addition to the attributes of the base unit/building. Attributes changed from the base unit/building will have the base values noted in parens.
  • Carthaginian Empire
    • Leader: Hannibal (Financial, Charismatic)
    • Unique Unit: Numidian Cavalry (replaces Horse Archer)
      • Strength: 5 (Horse Archer: 6)
      • +50% vs. melee units
      • Starts with Flanking I
    • Unique Building: Cothon (replaces Harbor)
      • Cost: 100 (Harbor: 80)
      • +1 trade routes

  • Celtic Empire
    • Leader: Brennus (Spiritual, Charismatic)
    • Unique Unit: Gallic Warrior (replaces Swordsman)
      • Starts with Guerilla I
    • Unique Building: Dun (replaces Walls)
      • Free Guerilla I promotion for units built in this city
      • Obsolete with Rifling (except defensive bonus)

  • Korean Empire
    • Leader: Wang Kon (Financial, Protective)
    • Unique Unit: Hwacha (replaces Catapult)
      • +50% vs. melee units
    • Unique Building: Seowon (replaces University)
      • +35% [Image: research.png] (University: +25%)

  • Ottoman Empire
    • Leader: Mehmed II (Expansive, Organized)
    • Unique Unit: Janissary (replaces Musketman)
      • +25% vs. archery units
      • +25% vs. mounted units
      • +25% vs. melee units
    • Unique Building: Hammam (replaces Aqueduct)
      • +2 [Image: happy.png]

  • Viking Empire
    • Leader: Ragnar (Aggressive, Financial)
    • Unique Unit: Berserker (replaces Maceman)
      • +10% city attack
      • Starts with Amphibious
    • Unique Building: Trading Post (replaces Lighthouse)
      • Free Navigation I promotion for units built in city

  • Zulu Empire
    • Leader: Shaka (Aggressive, Expansive)
    • Unique Unit: Impi (replaces Spearman)
      • Movement: 2 (Spearman: 1)
      • Starts with Mobility
    • Unique Building: Ikhanda (replaces Barracks)
      • Cost: 60 (Barracks: 50)
      • -20% Maintenance


New Leaders For Original Civs
  • England: Winston Churchill
    • Charismatic, Protective
    • Favorite Civic: Nationhood

  • Rome: Augustus Caesar
    • Creative, Organized
    • Favorite Civic: Representation

  • Egypt: Ramesses II
    • Spiritual, Industrious
    • Favorite Civic: Theocracy

  • Russia: Josef Stalin
    • Aggressive, Industrious
    • Favorite Civic: State Property

Changes To Original Leaders
  • Asoka
    • Favorite Civic: Free Religion (was: Universal Suffrage)

  • Bismarck
    • Favorite Civic: Nationhood (was: Representation)

  • Catherine
    • Creative, Imperialistic (was: Creative, Financial)

  • Cyrus
    • Charismatic, Imperialistic (was: Creative, Expansive)

  • Frederick
    • Philosophical, Organized (was: Philosophical, Creative)

  • Gandhi
    • Philosophical, Spiritual (was: Spiritual, Industrious)

  • Genghis Khan
    • Aggressive, Imperialistic (was: Aggressive, Expansive)

  • Hatshepsut
    • Favorite Civic: Theocracy (was: Hereditary Rule)

  • Huayna Capac
    • Industrious, Financial (was: Aggressive, Financial)

  • Isabella
    • Favorite Civic: Theocracy (was: Police State)

  • Julius Caesar
    • Organized, Imperialistic (was: Expansive, Organized)

  • Kublai Khan
    • Favorite Civic: Bureaucracy (was: Hereditary Rule)

  • Mao Zedong
    • Expansive, Protective (was: Philosophical, Organized)

  • Napoleon
    • Organized, Charismatic (was: Aggressive, Industrious)

  • Peter
    • Favorite Civic: Bureaucracy (was: Police State)

  • Qin Shi Huang
    • Industrious, Protective (was: Industrious, Financial)
    • Favorite Civic: Bureaucracy (was: Police State)

  • Roosevelt
    • Favorite Civic: Mercantilism (was: Universal Suffrage)

  • Saladin
    • Spiritual, Protective (was: Philosophical, Spiritual)

  • Tokugawa
    • Aggressive, Protective (was: Aggressive, Organized)

  • Victoria
    • Financial, Imperialistic (was: Expansive, Financial)

  • Washington
    • Expansive, Charismatic (was: Financial, Organized)
    • Favorite Civic: Free Speech (was: Universal Suffrage)


Changes To Original Units
  • Chariot
    • +100% vs. Axeman
    • 10% withdraw chance (originally: 20%)

  • Cossack
    • Strength: 15 (originally: 18)

  • Horse Archer
    • -10% city attack
    • 20% withdraw chance

  • Quechua
    • Starts with Combat I


Changes To Original Buildings
  • Barracks
    • Cost: 50 (originally: 60)
    • New land units receive +3 XP (originally: +4)

  • Castle
    • +1 trade routes
    • Obsolete with Economics


Changes To Original Wonders/Projects
  • The Spiral Minaret
    • +2 [Image: commerce.png] from all state [Image: religion.png] buildings (originally: +1)

  • West Point
    • Requires a unit of Level 6 experience (originally: Level 5)

  • Heroic Epic
    • Requires a unit of Level 5 experience (originally: Level 4)


Unique Buildings

Note: Unless otherwise noted, all unit/building attributes are in addition to the attributes of the base unit/building. Attributes changed from the base unit/building will have the base values noted in parens.
  • America: Mall (replaces Supermarket)
    • +10% [Image: commerce.png]
    • +1 [Image: happy.png] from Hit Musicals, Hit Singles, Hit Movies

  • Arabia: Madrassa (replaces Library)
    • +4 [Image: culture.png] (Library: +2)
    • Can turn 2 citizens into Priest

  • Aztec: Sacrificial Altar (replaces Courthouse)
    • Cost: 90 (Courthouse: 120)
    • -50% anger duration from sacrificing population

  • China: Pavillion (replaces Theatre)
    • +25% [Image: culture.png]

  • Egypt: Obelisk (replaces Monument)
    • Can turn 2 citizens into Priest

  • England: Stock Exchange (replaces Bank)
    • +65% [Image: commerce.png] (Bank: +50%)

  • France: Salon (replaces Observatory)
    • +1 free Artist

  • Germany: Assembly Plant (replaces Factory)
    • Can turn 4 citizens into Engineer (Factory: 2)
    • Builds 50% faster with Coal

  • Greece: Odeon (replaces Colosseum)
    • +3 [Image: culture.png]
    • +2 [Image: happy.png] (Colosseum: +1)
    • Can turn 2 citizens into Artist
    • +1 [Image: happy.png] from Hit Singles

  • Inca: Terrace (replaces Granary)
    • +2 [Image: culture.png]

  • India: Mausoleum (replaces Jail)
    • +2 [Image: happy.png]

  • Japan: Shale Plant (replaces Coal Plant)
    • +10% [Image: production.png]
    • Provides Power (no resources required)

  • Mali: Mint (replaces Forge)
    • +25% [Image: production.png]

  • Mongolia: Ger (replaces Stable)
    • New mounted units receive +4 XP (Stable: +2)

  • Persia: Apothecary (replaces Grocer)
    • +2 [Image: healthy.png]

  • Rome: Forum (replaces Market)
    • +25% [Image: greatperson.png] birth rate

  • Russia: Research Institute (replaces Laboratory)
    • +2 free Scientist

  • Spain: Citadel (replaces Castle)
    • -50% damage to defenses from bombardment (except vs. gunpowder-based units)
    • New siege weapons receive +2 XP


Other Changes
  • Units
    • New promotion Guerilla III (+25% Hills Attack)
    • Drill II, III, IV: 20% collateral damage protection (stacks with each promotion)

  • Technology
    • Gunpowder is a requirement for the Pinch promotion

  • Buildings
    • City Garrison and City Raider promotions now apply to forts as well as cities
    • Forts provide defensive bonuses only to units on the same team (or vassal) as the cultural owner of the plot

Reply

Do add to Kaga's usefull list.

The AI seems now alot more capable of taking Cities at least Monty is.

In the first of my two games I have seen Monty taking on Julius and beating him into submission and Louis doing the same to Georg and in the other Monty attacked Alex and wiped him out. Additional I have seen Monty using stacks which were really impressive (considering that it were Prince-lvl).
Reply

Thanks for posting all this information in such a readable format, Chairman Kaga. A nitpick:

Quote:Barracks
  • New units receive +3 XP (originally: +2)
Shouldn't this be "originally +4"?

Also, I saw references on Apolyton to changes in the Redcoat (lower strength?) and the Praetorian (higher cost?).
Reply

Chairman Kaga Wrote:[*]Persia: Apothecary (replaces Grocer)
  • +65% Commerce (Bank: +50%)

Does this building replace the Grocer or the Bank?

If grocer, shouldn't it be something like +40%. Also, I am guessing that it is +gold, not commerce.

sgc
Reply

Those are the Stock Exchange stats.
The Apothecary has +2 Health.
Reply

Nice list. Also worthy of mention is the fact that several exploits have been addressed: poprush bugs, worker-stealing, fractional science.

[threadjack]
Is it possible to support Realms Beyond by purchasing Warlords through the RB site?
[/threadjack]
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According to the manual (I have not played it yet, and can't wait to get home from work) the Cossack is now Strength 15 instead of 18 and Praetorians cost 5 more hammers. Redcoats seem to the be the same.
Reply

Redcoats have been reduced to 14str(same as riflemen) but with their 25% bonus to gunpowder units intact.
Reply

While we're on the subject, let me pass on one undocumented change that went into Warlords. I lobbied hard for the removal of war weariness from Always War, but it was not to be. (I also wanted an across-the-board reduction in WW, but that also was denied.) There was, however, a minor change: war weariness in Always War games now dissipates at the same rate as a civ at peace normally. What that means in practice, I don't know because it's not something I've ever tested. Hopefully it will improve things somewhat, although I wish that the higher-ups would simply have eliminated it altogether. Not my call. Sorry guys, I did my best on that one.
Follow Sullla: Website | YouTube | Livestream | Twitter | Discord
Reply

Sullla Wrote:While we're on the subject, let me pass on one undocumented change that went into Warlords. I lobbied hard for the removal of war weariness from Always War, but it was not to be. (I also wanted an across-the-board reduction in WW, but that also was denied.) There was, however, a minor change: war weariness in Always War games now dissipates at the same rate as a civ at peace normally. What that means in practice, I don't know because it's not something I've ever tested. Hopefully it will improve things somewhat, although I wish that the higher-ups would simply have eliminated it altogether. Not my call. Sorry guys, I did my best on that one.
thanks Sullla for lobbying for players like me. The dissipation maybe refers to the time you do not fight them actively? Anyway, I hope with warlords in play, AW will be doable on higher levels than prince. So far it seems that AW can only be won on games that are skewed in favor of the human in one way or another. It would be nice to be able to play a standard monarch game and still be able to beat the AI in AW. Maybe the warlord might help here.
That said I have no warlords xp so I have no experience at all as to how it plays out.
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