List of changes in Warlords

Alexandru

Chieftain
Joined
Jan 17, 2006
Messages
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Since I couldn't find one in the documentation, I have compiled a list with changed things in Warlords as compared with v1.61 (for the NEW things you can go here)

Buildings
  • Heroic Epic requires a level 5 unit (as oposed to 4 previously) and West Point level 6 (as oposed to 5)
  • Barracks provide only +3XP (instead of +4XP) but are cheaper (50 hammers instead of 60)
  • Castles provide +1 Trade route (the benefit expires with Economics)
  • The Spiral Minaret gives +2gold per building (instead of +1)
  • Obelisk is renamed a Monument (Obelisk is now a Unique Building for Egypt)
Units & Combat
  • Chariots get +100% attack vs. Axemen (only attack)
  • Chariots have +10% retreat chance (instead of +20%)
  • Pinch promotion (anti-gunpowder) is available only after researching Gunpowder
  • Drill II-IV provide collateral damage reduction also (besides the original first strikes)
  • Guerilla promotion line has III promotions now (Guerilla III adds +25 Attack (!!) to hills)
  • Redcoats reduced to 14 strength (from 16)
  • Cossacks reduced to 15 strength (from 18)
  • Siege units are immune to collateral damage (except Machine Gun)
  • Horse Archers have reduced (-10%) City Attack but get +20% retreat chance
  • Forts act as a city for combat purposes
  • Forts can be built over forests
  • Selecting large stacks displays the units on more than one row
  • The stack tooltip no longer shows all combat details for all units in a stack.. only the 'first' one in the stack is shown
  • When capturing workers they cannot move in the same turn (therefore you have to be able to defend them in order to keep them)
  • Marine & SAM Infantry no longer promote to Mech. Infantry (they are end-of-the-line unit).
  • Machine Guns promote to Mech. Infantry instead of SAM Infantry
City Management
  • Production->Science/Gold/Culture converts 100% of the production (instead of 50%) and the production bonuses are applied (like Forge, Factory etc) (they did not in vanilla civ which makes this the probably the Warlords change with the biggest effect... now the big production cities can become temporary big science/money/culture generators).
  • Science/Gold/Culture and Maintenance are now computed with 2 decimal places at the city level (and rounded only at the civ level)
  • F1 screen now allows the management of specialists.
  • After capturing a city you are prompted to build something immediately (as opposed to the end of resistance)
Game Options
  • Goodie huts can be disabled (No Tribal Villages)
  • New map options: World Wrap (Torroidal/Flat/Cylindrical), Resources (Balanced/Standard)
Other
  • Fascism gives a free Great General for the first civilization that discovers it
  • The leader dialog box no longer displays the attitude on the top of the box
  • The amount of hammers reported in the tooltips when chopping a forest is not dependent anymore on the production now but the bonuses (if any) still apply (inside the city... the chopping hammers appear in the production tooltip as a separate line).
  • The hammers that result from chopping are not added immediately but in the next turn.
  • Rivers give benefits to additional plots in some cases (eg.. river delta... give bonus to three plots instead of two)
  • Several leaders have the traits changed (complete list)
  • BUG?: City governor switches cities with negative food (even with as few as -1 food) to 'Fast Starvation Mode' (it creates the maximum number of specialists possible with the result that city population decreases much faster than 'it should')
No Changes
I am mentioning these because I have often saw references to 'changes in Warlords' that did not actually happen. Here are the ones:
  • Civics
  • Praetorians
 
This may be something I missed in Vanilla, but I don't think it is:

Seige class units, in addition to being immune to Collateral Damage, always defend last, regardless of their remaining strength.

In the game (Monarch) I am currently playing, I (Hannibal) invaded Russia (Peter) with Artillery, Cavalry, Riflemen and Machine Guns. Peter counter attacked with Artillery. My Artillery units should have been my "best" defenders, since they had the same base strength as the MGs, but get +50% vs seige units, too. Peter's Artillery killed everyone of my machine gunners first.

Has it always been this way?
 
No, it was changed for Warlords. Siege units now always defend last, regardless of whether they are stronger than the other defenders or not.
 
It was quite a surprise. I like it. . . it even makes sense. . . it just caught me a little off guard.
 
It makes Hwacha's not so useful in SP though since you can't just bring a stack of them with a spear or 2 and the AI defends with archers most of the times.
 
I have 1 question.

Permanent alliances are still restricted to 2 civs or did that change?

Thanks!
 
Some errors in the OP:

Praetorians were changed. They now cost 45 hammers to build rather than 40. A minor change, no doubt, but a change nonetheless.

Marines and SAM Promote to Mechanical Infantry, but SAM does not become obsolete anymore at the introduction of Mech Inf.

Also: Gunship now moves faster along friendly rail lines.

There are also several new promotions available for units:

Combat IV
Guerilla III
Leadership
Morale
Tactics
Medic III

The Kremlin was nerfed to a 33% reduction in cost for cash rushing (down from 50%)
SDI Wonder production increased.
Wonders generate GP Points even after obsolescence


Some civics costs were changed.
 
carl corey said:
The gunship thing was changed in vanilla Civ, patch 1.61, not in Warlords.


Thank you.

I believe some of the other changes were also incurred with patch 1.61, and although I can no longer remember which ones, I believe the cost of civics were a 1.61 change.
 
Probably... It's quite hard to keep track of everything. I even missed the Fascism Great General the first time, since I had no idea it was there. Grrr! Hopefully they will get a double patch out: one for vanilla and for Warlords, in which they will put together all the changes that can be applied to both games. So yeah, thanks, Alexandru, for starting the thread.
 
drkodos said:
There are also several new promotions available for units:

Combat IV
Guerilla III
Leadership
Morale
Tactics
Medic III
it's combat VI!
And some of those promotions are only available to warlords (leadership, morale, tactics)
The Kremlin was nerfed to a 33% reduction in cost for cash rushing (down from 50%)
SDI Wonder production increased.
Wonders generate GP Points even after obsolescence

Some civics costs were changed.
those are 1.61 changes
 
cabert said:
it's combat VI!
And some of those promotions are only available to warlords (leadership, morale, tactics)

those are 1.61 changes

The first was a typo from my MS. The rest are just oversights from not having 1.61 installed previously.

Either way, the Praetorians are now 45 Hammers, yes? Or am I mistaken about that one as well? :crazyeye: That was the point that drew me in, and I tried to get cute with those others. No surprise it comes back and bites me. :cry:
 
drkodos said:
Either way, the Praetorians are now 45 Hammers, yes? Or am I mistaken about that one as well?
:) You are indeed right, however this was changed in one of the vanilla patches (like the other changes in your list). It's my fault though 'cause I assumed that everyone runs vanilla with 1.61. I will edit the post to be clear what baseline I am using for comparison.
 
I've noticed that Gunships can no longer move on ontherwise inpassable mountains... sadly enough, i liked that feature... made them worthwile for a bigger scale production on some maps. (hit and run)
 
Can someone please confirm that a railroad built atop a mine gives +1 :hammers:? That's what the tooltip said when I hovered over the Mine button with a worker last night, but I haven't gotten to railroads yet.

And did this change in 1.61 or Warlords? Thanks.
 
Thanks for the list, Alexandru. I will add it to the info center and credit you for that. Thread stickied.
 
Can someone please confirm that a railroad built atop a mine gives +1 ? That's what the tooltip said when I hovered over the Mine button with a worker last night, but I haven't gotten to railroads yet.

And did this change in 1.61 or Warlords? Thanks.

Building railroads on mines and lumbermills does give +1 hammer. This is not a warlords change though, in fact it has been like that since Civ 4 v.1.0.
 
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