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Urbania in Iceland - First warlords game

Hi, heres the report to my first completed warlords game. Im not too clever in temrs of coming up with cool names, so "Urbania in Iceland" will have to do, however corny it may sound. 8) lol

http://www.slibby.net/Civ/Warlords1/
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Thanks for the report - some interesting observations. Seems the biggest impact of warlords will be the trebuchets. I assume they were put in to provide something between catapults and a cannons. I can see why they did this as catpults are good against axes/archers, but get terrible odds vs maces and longbows. Cannons however destroy longbows, so something that has reasonable odds vs longbows was needed. I can see many people now bee-lining to engineering, especially as that tech was already good militarily for the +1 movement.
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Hi,

thanks for the report! I like almost everything I've heard about Warlords so far, except for the trebuchet unit. I'll have a look at other's reports as well, but I think I'll buy the expansion - interesting stuff.

You mentioned you didn't understand why you suffered from war weariness in your war against Monty even if you hadn't lost a single unit. This is *not* specific to Warlords! Your WW will increase for every city you take/raze. I guess this had been done to force the winning civ to stop warring at some point so it won't become a runaway civ, except at the end of the game when you'll be able to manage WW easier. So this is some kind of limiting factor similar to the early expansion phases, where you're forced to stop after founding X cities because of economic reasons. I've had huge amounts of WW without losing units as well, simply because I had conquered several cities. I'm not sure I like this system, but I see the need to balance early warfare.

-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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Nice opening. That is one bizarre map. I preordered Warlords myself, and hopefully will have a report on it up to fill the gap after adventure 9.
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Thanks for the report! It was a good read. smile Unfortunately, you came across several of the unbalanced features in Warlords: the Great Lighthouse/Temple of Artemis combo (it's disgustingly powerful with Hannibal's Financial trait and harbor unique building), and the trebuchet unit. Just wait until you try playing as Cyrus and begin making use of features like the Medic III promotion, and vassal states.

Most of what Warlords adds is good... except for a few things that really muck everything up. It reminds me of the expansion to Diablo II, in a way. "You improved so many things, why did you have to go and break feature ___ from the core game?! Argh!"

I hope everyone who's trying the expansion is having fun, but for now I have no desire to purchase it. smile
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Qwack Wrote:Well... after an unsuccesful war with Montezuma, I decide that with this weird world where everyone loves everyone else...

If only that kind of world were "weird" rather than the norm.


Qwack Wrote:WTF? Qin had +13 relations with me and +9 with Kublai. WOW. Why is this AI doing this to me...

A pithy and even eloquent expression of what's amiss with Civ4 Diplomatic victory.


I appreciate the report. That war weariness from taking one city is not looking good to me, but some of the other things seem positive. At least in the short term, I'll be getting all my info about Warlords second hand, so thanks again for this effort. smile


- Sirian
Fortune favors the bold.
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You know with Monty's capital... the Warlods AI has a really nice dumb trick to help it lose wars, leave the AI city with the last defender alive, and don't take the city. End turn. The AI will usually move most of it's forces into the city (including units without defensive bonuses), rather than counter-attacking your stack, they then die really easily to city raider units (this is especially true of mounted and siege units). In this way it's possible to take on really big AI armies with completely minimal losses... in fact this strategy is so good it's probably exploitive, the AI just falls for it hook, line and sinker every damn time... but I still do it because I don't want to move into the city until most of my units have healed and have regained their movement points.
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A nice read lol

I see that though Warlords has fixed a lot of aspects about Vanilla Civ4, it has also created numerous unbalances in the process. I'm still deciding whether to get it or not cry
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Kodii Wrote:A nice read lol

I see that though Warlords has fixed a lot of aspects about Vanilla Civ4, it has also created numerous unbalances in the process. I'm still deciding whether to get it or not cry


The hardest part of game design is fixing existing problems without creating new ones, devising solutions that come without negative side effects.


- Sirian
Fortune favors the bold.
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Sirian Wrote:The hardest part of game design is fixing existing problems without creating new ones, devising solutions that come without negative side effects.

Like adding Masonry as a pre-requisite to Monotheism? lol
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