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Sid Meier's Civilization IV: Warlords

Civilization has a long history of expansions. The second and third games in the series each had two expansion packs released for them. Warlords continues the tradition by introducing both improvements and additions to the regular campaign game, as well as introducing a slew of new scenarios that offer a completely different style of play from the epic game. The expansion adds six new civilizations, and while they're introduced to flesh out the individual scenarios, they're all available in the regular campaign game, as well. You can now play as the Carthaginians, the Celts, the Koreans, the Ottomans, the Vikings, and the Zulus. Just like the civilizations in the core game, each of these civilizations has its own unique units, famous leaders from history, and snazzy musical theme.

Sid Meier's Civilization IV: Warlords

Warlords takes its name from the new warlord unit in the game, which is sort of like the old great-general unit from previous Civ games. Indeed, in the regular campaign game, warlords appear as great generals, sort of like how the great artists, great engineers, and other great-people units would pop up from time to time in Civ IV. Armed with a variety of powers, great generals can lead your armies in war, and they can bestow experience points on regular units under their command. Or, great generals can speed up your military-unit production in a certain city or make it so that new units start out with extra experience.

While the additions to the core game are nice, they're not exactly ground breaking. The regular campaign feels pretty much the same as before, only there are new leaders and civs to contend with. There are also a number of new wonders of the world, but for the most part they blend into the existing wonder set pretty seamlessly, save for the Great Wall, which has the cool effect of erecting a huge wall around the borders of whichever civilization completes it first. Still, the real meat in this expansion is in the scenarios, which are basically brand-new games in many regards.

A number of new scenarios are basically retellings of epic conquests from long ago. Alexander's Conquest focuses on Alexander the Great in the fourth century BC, and your job is to conquer your way eastward across the Persian Empire and into India before you run out of turns. You really have to push aggressively to accomplish everything before time runs out. The Peloponnesian Wars and the Rise of Rome scenarios also cover the ancient Mediterranean world. The former is a challenge thanks to the geography of Greece, as you must master sea power to move armies around the many islands of the archipelago. You can play as either the Spartan or the Delian League (Athens). The Rome scenario, on the other hand, focuses on the Mediterranean at large, and you can play as the Carthaginians, the Romans, the Celts, the Egyptians, or the Grecians to see which civilization is ascendant.

Two of the scenarios are set in the Far East. The Genghis Khan scenario really turns convention on its ear, because the goal isn't to conquer and settle so much as it is to conquer and pillage everything to the ground. The Mongols also have a unique build mechanic, since they're essentially a nomadic society. Rather than build cities, the Mongols bring their camps along with them, and where you set up your camp determines what kind of units are recruited that turn. Grassland means cavalry, while desert means infantry and forests can be catapults, assuming you've recovered the technology from a sacked civilization.

Finally, the Barbarians scenario lets you play as those pesky barbarians that plague the campaign game. In fact, this scenario starts out just like a regular Civ IV game, only the artificial intelligence controls all of the civilizations. The game will begin just like a normal game, and at a certain point your barbarians are introduced. You'll start out with enough gold to purchase different barbarian units and unit upgrades, and then you have to destroy as many civs as possible. You can't capture cities; you can only sack them, as well as pillage terrain improvements. This gives you gold, which can be used to purchase more units at your mobile camp, which must be defended. This can be fun, as after having endured barbarians over the course of four Civilization games, it's satisfying to have the shoe on the other foot for a change.

Well, in your mind, anyhow. In the actual expansion pack you have to make do with eight new scenarios that let you replay historical wars, plus additions to regular Civ IV like six civilizations, ten leaders, a handful of units, techs and wonders. Warlords also includes loads of rule tweaks, including an option to turn rival states into vassals.

The game received two official expansions over two years: Sid Meier's Civilization IV: Warlords (adding gameplay mechanics based on war dominance) and Sid Meier's Civilization IV: Beyond the Sword (adding various new gameplay mechanics, from the concept of corporations to random events). Both expansions add new civilizations, leaders, units, and buildings. All the content from Warlords (with the exception of the expansion's scenarios) is included in Beyond the Sword (which also includes twelve custom mods, ranging from historically accurate to medieval fantasy to science fiction). An official standalone game was made using the game engine, dubbed Sid Meier's Civilization IV: Colonization, which remakes the 1995 game Sid Meier's Colonization.

Civilization IV features wonders of the world that any civilization can build that are separated into national and world wonders. World wonders can only be built once per game, while national Wonders can be built once by each nation or team. There are 46 wonders in total:

The first expansion for Civilization IV, Warlords, was announced on 16 March, 2006. It adds 3 new leader traits, 6 new civilizations, 10 new leaders (including 4 for existing civilizations), 3 new wonders, 9 new units, and unique buildings for all the civilizations. Also added was the vassal state mechanic where defeated civilizations can act as a tributary to the victor, biding its time to rise again.

Announced 28 March, 2007, the second expansion, Beyond the Sword, focuses on the late game. It introduces Corporations, a late game alternative to religion, and adds new units, buildings, and technologies to the post Gunpowder eras. It also adds 10 new civilizations, 16 new leaders (6 for existing civilizations), 5 new wonders, 16 new buildings, 23 new units, and 6 new technologies. Also included are 11 new scenarios, ranging from medieval to science fiction.

There are now more than 100 random events, such as floods, earthquakes, diplomatic marriages, golden ages, or unexpected demands, with a geographical, economic, or political impact. These can favor the player or present another obstacle, and they are also presented as quests during gameplay, with rewards upon completion. Corporations are another new element; just like religions, these can be spread all over the world and provide benefits in exchange for resources. The espionage options have been expanded, there are advanced starts to play in any era and buy components from an already-developed nation, space victory has become more complex to achieve, diplomatic victory offers more solutions, and there are new world types and an option to choose any leader for any civilization.

The content provides 10 new civilizations (Babylon, Byzantines, Ethiopia, Holy Roman Empire, Khmer, Mayans, Native Americans, The Netherlands, Portugal, and Sumer), 6 new leaders for the existing civilizations (Abraham Lincoln, Queen Boudica, Charles de Gaulle, Pericles, Suleiman the Magnificent and Darius), 11 new scenarios, new world, and national wonders, and also general units, buildings, promotions, and technologies.

General gameplay changes include improved AI, more stress on the navy through on-map ocean routes, a revamped foreign advisory screen, colonies from the motherland forming new civilizations, and much more.

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 delivers 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 includes new civilizations, leaders, units, and wonders that offer even more fun and exciting ways for players to expand their civilization's military power as they strive for world domination. 041b061a72


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