2 broken concepts: colonies and warlords

noto

Warlord
Joined
Apr 4, 2004
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238
When warlords came out i bought it right away and I was thrilled about the imperialist trait. The very first games I played were with imperialist civs because the GG unit really interested me, and with imperialistic you get more. Sadly, I noticed that my warlords kept dying before they did anything useful for me. I thought that I was just being careless, sending them into battle when the odds were'nt good enough. Then, I thought about the math involved and realized that warlords are near useless units. It's sad that Firaxis hasn't even fixed this yet, since Warlords was released a while ago. Think about it - if you say that you're only going to use your warlord when the odds are at least 80%, that means that statistically speaking you're unit has a 51.2% chance of surviving 3 battles. A whole whopping 3 battles. So what good is that unit? It wins you 3 battles that were easy battles to begin with, and then it dies. Sure, it could last 5 or 6, but it could also die after 1 or 2. 3 battles is enough to win maybe one promotion. So then I thought that perhaps the thing to do with the warlord unit would be to protect it for a long time, let it only fight when the odds are at least 95% and let it get to a really high level. However, even if it only fights at 95%, that means it has roughly a 50% chance of surviving 14 battles. So let's say it dies after 15 battles, when good has it done you? It's won 14 battles, sure, but they were battles at 95% odds, which means you only let it fight after the battle had already been won (when the enemy had only a few really injured units left). I don't know about everyone else, but this isn't exactly as thrilling as I expected the warlords to be. Not only that, but if you can only use your warlord unit to fight a battle when the odds are extremely in your favour, what is the point of the unit?
So, the only use I can see coming from a warlord unit is giving it something like the medic 3 promotion, and then not letting it fight at all. That way, it will stay alive and it will provide some use while not fighting. This is very unfortunate as that ability from the Great General unit is useless.
This also made me realize just how pathetic the imperialist trait is. If the GG unit's only useful abilities are to build a war academy and to settle in a city for an extra 2 XP, that is pathetic compared to the charismatic and aggressive traits. I think to save the concept of the warlord and to make the imperialist trait actually useful for something, Firaxis should have allowed the player to revive their warlord unit - think Warcraft 3. If you lost a warlord unit in battle, you would have to wait a few turns (maybe a turn per level of the unit) and then you could pay a certain amount of gold to revive it. I think this would really add to the game. What it would mean is that warlord units would essentially stick around for the duration of the game, and the ones that were created early would start to become very powerful later on in the game. Now, when I say very powerful, it's not as if your one unit would be a one-unit army. Even a unit with combat 6 and drill 4 would die if it was ganged up 3 to 1 or 4 to 1.
I think warfare would become more interesting with this rule, as the warlords would be involved in the most crucial fights. If you invaded a neighbour, your stack would roll up to their city, spearheaded by 4 warlords, but in their city defending they would have 3 warlords of their own. The warlords would then actually fight each other, as I think Firaxis intended them to. This would also have the effect of possibly saving the imperialist trait, as an imperialist civ would have more warlords than a non imperliast one. Would this ruin game balance? I don't think so. Keep in mind that EVERYONE gets warlords, not just imperialist civs. Would it tip the balance more in favour of warfare? Again, I don't think so, because you would need to spend a significant amount of gold to revive the warlord unit - meaning you would need to spend resources to revive it, resources that could have been spent doing something else. I could be wrong, but I don't think such a rule would harm the game, I just think it would make warfare more interesting. Obviously Firaxis pictured wars between civs involving warlord units, that is why they added the concept in the first expansion pack. I just think that the Firaxis team didn't do enough math and testing. As it stands right now, the warlord is useless (except for medic 3).

Well that was my 1st beef. Now to my second - colonies. What is the freakin point?? If you control your own cities on another landmass, they generate commerce and producting for you. They speed up research like any other city and you can build things in them. With BTS and its colonial expense system, you cannot build too many cities on another land mass (I like to play the Terra map, so this has totally changed the game). What you can do instead is make colonies. Now, this might be an interesting twist to the game if colonies actually benefitted the player that made them. What I find, though, is that you spend a lot of resources setting up cities on another continet, turn them into a colony, and it doesn't directly benefit you at all.
First of all, you obviously do not get any commerce, research, or production when the cities are controlled by another civ. So there has to be some benefit, right? Well I remember reading that in BTS trade routes are more important, especially with the new custom house building and privateers and naval blockades, etc. But...again, I don't know what they were doing at Firaxis but they didn't play test this enough. First of all, I find that 90% of the time I make a colony it runs mercantalism, the other 10% of the time it runs state property. I have no idea why, this applies to any civ. Well if your colony is running mercantalism, then trade routes aren't doing you any good, are they? And if it's running either merc or SP, then you can't spam it with corporations (another possible way the colony could benefit you). So, I find that in games where I have created a colony I spend a lot of time engaging that colony in diplo and bribing it to change civics every 10 turns. Eventually I run out of things with which to bribe it.
But it gets worse - even if the colony did run free market, you aren't the only one to benefit! Any civ could trade with it, any civ could win those lucrative overseas trade routes, and any civ can plant a corporation in your colony. So, essentially, if you build a colony and it runs free market what you have done is helped out all of your rivals. Setting up a colony takes a lot of resources and if it helps everyone out just as much as you, I can't understand the point. One thing they kept mentioning at Firaxis was "you can use it to grab a resource". Okay...if all I wanted to do was get access to a plot of oil or aluminum on another continent, I could just build a bloody city there. 1 city won't incur colonial expenses. Thus, I see colonies as a massive investment of production, population, and time, that doesn't really pay off. The game needs to make the colony actually benefit its master.
On a related topic - I generally have the same beef with vassal states. They don't really do a whole lot for their master. They don't provide you with extra commerce or research. However, I have found that I often vassalize civs now in my games, simply because war weariness makes it very difficult to totally kill a civ, and so I vassalize them and move on to the next target when I'm playing a military game. It makes the game end sooner. You can win sooner because rather than having to totally kill a civ, you can just take about half its cities and then it will capitulate. Also, if the vassal is on your home continent and you share that continent with an enemy, the vassal can actually be quite useful. In fact, that's probably the number 1 most useful aspect of a vassal - they are a wartime ally that cannot back out. Interestingly enough, that's historically accurate - the whole point of vassalization in feudal times was military. Anyway, so yes, a vassal state can sometimes be useful for a war ally. But not a colony. A colony is a weak collection of very small cities on another continent. How could it really help you out in wartime? It can't. Thus, I think the whole colony aspect of the game is broken. They serve no purpose. But, I didn't write this thread to just complain, I actually would like it if someone out there could prove me wrong. It's sad if warlords and colonies are useless aspects of the game. Has anyone figured out how to get substantial benefits from either of these things? I would love to know!
 
Well first the easier part, colonies. THey are not broken as far as the AI seams to make good ue of them and I never create them. I have no problems with this at all.

Part II: Warlords. There is another similar thread regarding can openers, but I will voice my view on GGs

1) The medic III promoted unit is essential to keep a military campiagn going in a meaningful way.

2) Settling GGs. Sorry but to me this is a very important and valuable ability. In my Bismark RPC I could build 17XP Panzers from a city (had west Point and Pentagon). Even early a settled GG in the HE city means alot of 5 XP units without having to run vassalage or theocracy. Also setteld GGs get the benefit from representation and Sisten chapel, although minor compared to thier primary uses.

3) Military Academy. Not a bad use but to me the best use is a settled GG.

4) Privateers are a great source of GGs which require no war.

5) Attaching a GG to a unit to get the leadership promotion can get yourself ALOT of additional GG points.

So the answer is, NO they are not broken.
 
The main point of vassals and colonies is to control territory without having to invest in it further. New cities and cities a long way away cost a lot in maintenance - often more than they earn for a long time.

I tend to take out my first opponent totally and then vassalize subsequent opponents. This speeds up the war - I can move onto the next victim more quickly rather than spending production and troops mopping up. The vassal typically doesn't help much - but stopping the war and moving on does. And the vassal counts towards my domination chances (50% of pop/land) or diplomatic win (100% of pop).

Colonies for me tend to be mini vassals that I create out of an AIs land as I carve them up. Especially in archipelago. Once I have 3-4 cities I might make them a colony. That gives an instant two defenders per city which helps me keep warring. And means I won't have to pay/invest in that city. Its better than razing because your team is militarily stronger and no enemy AI can settle that land. Sometimes of course the AI cities might be worth keeping. But often if they are on another continent you might be better with a colony and a vassal each occupying half of the original AIs land.

I have played games where my vassals have been strong enough to keep teching and by trading with my vassal and directing their research I have been researching faster than I otherwise would have.

Starting a colony with your own settlers generally leads to a very weak colony. The only purpose for doing this is land denial - eg a juicy island on the other side of the world might be worth plonking three settlers on and establishing a colony to prevent a nearby AI from settling it first. Maintenance costs would kill the idea otherwise.

I tend to settle my warlords. And Imperialistic isn't the strongest trait. But its not too bad either - 7 settled great generals and a barracks means you are starting with four promotions in your HE city.
 
@madscientist - about settled GG's. Do the math. Remember that all civs get GG's, so an imperialistic one will get a fraction more. Now, in the course of a game, how many GG's can you settle? 10? 15? 20? If you're playing a conquest game where your empire stretches across 20-30 cities you might have generated upwards of 15 GG's through warfare. However, such a game would probably mean at least 20 of your cities would be production cities. Now compare that to the aggresive trait. This trait gives you a free level boost. If we're talking level 4, that's equivalent to, what, a 7XP boost? So the aggresive trait would in effect be equal to 3 settled GG's in every city. Well, even if you generated 15-20 GG's in a game (which I've never done, even playing Rome and winning by conquest) that would only give you enough GG's to settle 3 in 5 or 6 cities. So it seems to me that the imperialist trait does essentially the same thing as aggresive, only it does it worse. Also, compare it to the charismatic trait and you will find a similar story. Now, as I said in the OP, if the warlord unit could be revived, then it would be a whole different story, but I can't see the IMP trait as anything more than a poorer version of the AGG or CHA trait. This wasn't obv to me until I did the math. Honestly, add up the XP bonuses from the 3 dif traits and you will see what I mean. Maybe someone out there who actually enjoys writing out formulae could give this a go.
 
I usually only use warlords to give me a level 6 unit so that I can build West Point. I'll usually make that unit a Medic III and I'll have it accompany my stack, but I try not to attack with it once I have all the experience I need. Beyond that, I've always had more success settling GG's instead of making them Warlords - I don't see a lot of value to creating tons of Warlords out of GG's, but wouldn't call it broken, either.

EDIT: The IMP trait is generally considered to be one of the weaker traits. I don't think you'll get too much of an arguement about that.
 
about the colonies - OK, you guys made a good point. Colonies are useful when you conquer enemy cities on another continent...I usually play terra maps so that almost never happens. I'm usually fighting on my own continent, therefore colonies were something I created with my own settlers. I can see the use (very limited use) of colonies when conquering cities on another land mass...although that's essentially the same thing as vassalizing.
 
Actually, I find that the strength of imperialistic lies in its secondary ability. Sure, the GG points are nice, but they're like philosophical. Great for getting early great people, but you don't end up with more in the long run. That means earlier medic 3, and earlier XP 10 units out of the barracks; theo/vass + barracks = 7 xp. Add a GG and your siege units are 1 fight away from CR 3, as are your maces. But that's secondary.

The other big benefit of imperialistic is the settler production bonus. This is actually pretty nice, because you can access it regardless of the type of start you have. Food-heavy? Whip them. Hammer-heavy? Well, the bonus works automatically. This is important because it lets you expand bigger earlier, and early expansion is key. Admittedly, it's easy to over-expand, but an imperialistic civ is going to get to sites earlier than another civ so will have better pick of good city sites. Plus, you can then fight a defensive war to secure your big territory and settle cheap GGs to leverage the production bonus of a larger territory. Think of it similarly to the creative trait. Both of them don't give a huge bonus in the mid-end game, but are great early on. Admittedly, creative has cheaper buildings as well, but cheaper GGs are similarly important.

That said, I don't think imperialistic is a particularly phenomenal trait. I'd certainly prefer organized or financial, or even charismatic, depending on what I wanted to do.
 
Yes imperialistic is only dwarfed in weakness by protective.. I hate it when I play as the romans, otoh, their UU is so sick that they need that nerf..
 
Yeah, you're right about Rome. Sometimes the UB's, UU's, and traits balance themselves out. The Celts, for example, have a UB and UU that are probably two of the weakest in the game. But Boudica, with AGG and CHA combo is a war god. With Rome it's the opposite. Rome's traits aren't so good but the forum is really nice and, well, then there are the praets. The praets are something totally unique in the whole game. No other unique unit compares to them. Playing Rome feels like I'm playing a senario...it's like a totally different game. If you're playing pangae or Terra with Rome...lol...is it even possible to not win?
 
True enough. :) Though I think the quechua is another contender for best UU.

I have a question about the "no vassals" option. Will enabling it reduce maintenance costs of cities on other continents?
 
The other big benefit of imperialistic is the settler production bonus. This is actually pretty nice, because you can access it regardless of the type of start you have. Food-heavy? Whip them. Hammer-heavy? Well, the bonus works automatically. This is important because it lets you expand bigger earlier, and early expansion is key. Admittedly, it's easy to over-expand, but an imperialistic civ is going to get to sites earlier than another civ so will have better pick of good city sites. Plus, you can then fight a defensive war to secure your big territory and settle cheap GGs to leverage the production bonus of a larger territory. Think of it similarly to the creative trait. Both of them don't give a huge bonus in the mid-end game, but are great early on. Admittedly, creative has cheaper buildings as well, but cheaper GGs are similarly important.

While I agree that there's an advantage with the production bonus of whipping settlers with IMP, I think you're overstating the advantage a bit. Of course we know that the IMP settler bonus only applies to production, not food. In the early game, most of your production for both settlers and workers will likely come from food. Now granted, you mentioned whipping, which basically converts food to hammers and is covered by the IMP bonus, but in order to whip, you still have to let the city grow. So while you're letting the city grow, you're not going to build workers or settlers. Putting off worker production can really slow you down. Still, you're right, it's one way of doing things... though I'm not sold on the idea that it's necessarily a better way of doing things.

This strategy you mentioned can still be done without IMP, though not quite as effectively. Whipping settlers with IMP will give you +45 hammers per pop, where as whipping without IMP will give you +30... you're settlers cost 100 (normal speed). A pop 4 city producing 14 food and 2 hammers should be able to whip a settler by turn 5 of building a settler, if my math is correct. With IMP, the same city would be able to pull it off by the second turn building the settler. So, in this example, using your strategy with IMP only picks up three turns.
 
Colony on another continent isn't "very limited" - its a powerful alternative to running State Property. Extra troops, no maintenance costs and an instant war ally and trade partner. No need to garrison several of your captured cities - let your vassal do that. And no need to raze and worry about someone else filling in the space.

Imperialistic is weak compared to other traits I agree. But it can have very good combinations. I particularly like Imperialistic/Creative for a fast early land grab with Cathy. And Justinian is the god of war. Spiritual for fast war civics, a great UU, lots of settled generals and a UB for near infinite happiness.
 
I will agree that the fast settler is a stronger trait for IMP than the fast GG (still not a problem there). With some mines and food your capital can spam out 3 settlers pretty fast and get the best land or cut off an AI. ONce they are cut off you can develope a little slower, but that early settling approace can be very big, often more of a game turning point than using half the other traits.
 
@Noto: If you're arguing that imperialistic is a weak trait, it's a fair point. In practice you don't see that many extra generals, and the settler bonus is badly weakened by only affecting hammers rather than food (I still consider this to be bugged). There isn't much going for it, so Imperialistic regularly features at the bottom of most trait rankings.

Great Generals though are far from useless. Attaching them to a unit isn't usually a good option (aside from the Medic 3 MASH unit), and one or two very unusual scenarios. Merging them into cities is the action of choice, since in practice most of your units tend to be built in quite a small number of cities. The Military Academy is often of use as well, particularly at the slower speeds when it's more unusual to be able to build any unit in a turn. As to reviving warlords - I'm not sure about this. It would just result in accumulation of these units throughout the game, and I'm willing to bet the AI would make a mess of it.

Moving on to colonies I wouldn't say they're useless either, though the AI is far too keen to create them. The maintenance costs of keeping an entire overseas continent can be colossal - certainly more than the cities are worth, particularly as they probably have minimal infrastructure. By making them independent you remove these costs, but also get a civ that will always trade with you and be an ally. I've never had significant problems keeping them in a useful set of civics - only large civs tend to run SP once Free Market or State Property is available.

There is also the micromanagement aspect - it can get very tedious giving build orders to large numbers of cities, particularly in the latter stages of a conquest game, and their relevance to the outcome is minimal. Dumping them onto a colony can save a lot of fairly pointless micromanagement.
 
Great Wall is a very nice boost to Imperialistic since it is one of the very (VERY) few bonuses that are multiplied rather than added.

Great Wall = x2 Great General Points in your territory (and at sea, apparently).

Imperialistic = x2 Great General Points.

Great Wall + Imperialistic = x4 Great General Points in your territory.


...no, it's still not Financial, Organized, Creative or Philosophical, but it's suddenly a lot more impressive. Also, whipping settlers is a lot more attractive with Imperialistic than without.
 
About settling GG's: I sometimes play as a peaceful builder, and sometimes as a warmonger. In order for the IMP trait to be useful, one must be a warmonger, period. Now, you say that in "most games most units are built from a few cities". I agree that in games where I'm not warmongering, I have fewer cities and they are more specialized, including a super military city. I'll have that one city that has good production and it will include my westpoint, military academy, etc. In a peaceful builder game I will thus have a smaller army, but it will be a small army of high level units. However, I don't see how IMP helps this at all. When I'm warmongering, I end up storming across the whole map, consuming dozens of cities. By the time I hit 20+ cities I've given up on specialization and many of my cities are now producing military units. With more and more cities producing military units (think 10 or even 15 devoted to this task), the GG's suddenly don't seem as useful. It's only in a warmonger game like that when I will get a lot of GG's anyway, and it's just that type of game where the GG's are less useful. It's as if the IMP trait doesn't even synergize with itself.
What I've been trying to say the whole time is in order to truly measure the value of a trait, you must compare it to what you are giving up. You must compare it to AGG or CHA for warfare. If I have 10 cities producing units, I don't see how settled GG's could amount to as much of an XP bonus as the AGG or even CHA trait.
And, you're probably right that the AI wouldn't know how to handle reviving warlords. Honestly though, I just can't imagine that Firaxis added the warlord unit, named the frikken expansion pack "WARLORDS", and had this in mind.
Back to the colony issue. I honestly find my colonies keep choosing mercantilism, whether they are America, Korea, Portugal, whatever. I've been very frustrated in my games with colonies as I'm always opening the diplo to bribe them into adopting free market. Plus, it doesn't make any sense for them to choose merc. So I'm just having bad luck?
 
Warlord units are not the best aside from a medic 3 unit which is great actually. I tried them out originally and they are just so-so imo.

Colonies I don't use much but don't seem broken to me. They do what they are advertised to do. I just wish they were advertised to do a bit more that's all.
 
Just a note about warlord units, i played a game with always war on and made a couple of these. Woodsman 3 for first strikes is very important, and don't attack unless you get at least 95-96% odds. (later on it will almost always be in the 99%+ zone)
In the end (i played defense) i had two warlord infantrys with Combat 6, Drill IV, Woodsman 3 and leadership of course. They never ever lost. (so many first strikes is insane)

And i make a habit out of making my warlord medic combat useful too. Get woodsman 3 on your first warrior if possible, upgrade him to an axe and get combat 1 and stuff from your first war. (keep him alive, don't waste him on 60-70% odds) Attach warlord get medic and leadership upgrades and start combat line. Woodsman 3 Medic 1 is just as good as medic 3, and not very hard to get. Then the first strikes makes your warlord survive. I do this in most my games and i have yet to lose him with an attack. (Defense is were i lose him, most usually because i'm not paying attention and make a mistake ;))

Warlords are awesome, and if i could get 2-3 more during a game, i would attach them to units more often. Even with imperialistic i get too few for my taste, so i end up with just the medic. Settled GG's is just too good :D
 
Warlord units are not the best aside from a medic 3 unit which is great actually. I tried them out originally and they are just so-so imo.

Colonies I don't use much but don't seem broken to me. They do what they are advertised to do. I just wish they were advertised to do a bit more that's all.

What more would you want Colonies to do? Sometimes I use them, sometimes I don't depending on the situation, but I haven't found myself wishing they would do something more. (Yes, I do agree with the developers' decision to divorce technology trading from the colony mechanic, for game balancing purposes.)

The only mechanic that would be interesting to try would be something akin to the Revolution Modpack (which I haven't tried yet,) where there is a chance for overseas cities to try to form their own civ and forcibly declare independence if they are neglected....but that wouldn't change what traditional colonies or vassals can/can't do.

As for Mercantilism, IIRC, Colony/Vassal cities and Master cities are all considered "home" cities for Mercantilism trade route purposes, so trade with a colony isn't cut off if the Mercantilism economic civic is selected. (Which means, unfortunately, that they don't get the 'international trade bonus, either.) I don't recall if this applies to corporate branches, too, but considering how friendly colonies tend to be, it usually isn't a big deal to persuade them to switch to Free Market, if that's what you want.
 
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