Commanders hidden Nationality

Bobisback

Emperor
Joined
Feb 16, 2003
Messages
1,169
why do warlords have hidden Nationality???? that's the only thing that bugs me about this mod. I do not understand it? The Ai wastes so much resources on building them just to send them to there death???? I do not get it?

Thanks,
Bob
 
ok cool they are really pissing me off, check this out. In my game now it seems that the AI can attack who he chooses, I have a tunnel system that goes to my homeland, on the opposite end of it I have infantry with no way to get by, then I have naval units on the tunnels. He moved his warlord unit through my bunker and passed my infantry and attacked one of my battle cruisers on the tunnel???? WTH is up with that????? And then he moved back into his city..... where i cannot attack him????

what was the original thought behind giving them hidden Nationality?
 
what was the original thought behind giving them hidden Nationality?

Well.... First of all, they are WARLORDS. They are being paid by gold, silver, gems and pearls. They are brutal paramilitary commanders who rape, pillage, murder and burn. The new changes allows only warlords with one of the following civics : Despotism, Fascism, Junta, Vassalage and Nationalism.

I changed the Banner from being that in the thread below to this one, hoping people would catch the drift ;)


And the original plan : http://forums.civfanatics.com/showthread.php?t=325400
 
Are they still super-skilled megaunits rather than the untrained and poorly equipped rabble that they are in real life?
 
Yes. He has to be fearsome otherwise its just an anoying clutter unit crossing over the border and smacked like a fly. Is he too powerfull? Yes if you meet him with only 1 unit, but 2 or 3 should be able to counter him easely. Since everyone can attack him there wouldnt be any point in making a national limited unit less powerfull than the standard army.
 
Are they still super-skilled megaunits rather than the untrained and poorly equipped rabble that they are in real life?

The Warlords that a represent here actually were pretty strong in history until the creation of nationalism, which led to professional national armies and gendarmes who could easily deal with rabble in the hinterlands. The warlords that are in modern failed states such as Somalia and Afghanistan do not compare to the mercenary captains of the Italian Renaissance. I guess that means that the Industrial and Modern Warlords can be cut for historical reasons, especially since I added some modern Hidden Nationality Units for the modern era (Leftist Guerrilla, Fundamentalist Guerrilla, Paramilitary).

Also keep in mind, the soldiers that make up the earlier warlord units would likely outnumber one of your basic units and likely be better experienced at combat as well. I haven't check the code, but having a Warlord should count towards your power twice as much as a basic unit from that era due to what it represents.
 
Throwing in 2 cents from a newbie perspective: For me (first game of RoM/AND currently in progress), the warlord chiefs are certainly a very noticeable addition. When they became available, they were by far the most powerful unit I could build. It felt almost compulsory to build one, since the AI built them too, and I didn't have a good counter at that time in case one of the warlords attacked me. Using my own warlord was confusing at first, it took some time getting used to the fact that I can enter (but not attack) friendly cities.

My current strategy is to station the warlord chief in a city which borders on three neighbors (all of which I have Open Borders with) and prey on passing units. I gave my warlord the "Morale" promotion so that he can often go on hit-and-run missions, ending the turn in the safety of the city. It's interesting because of the novelty and the ability to secretly badger my neighbors so early on, but I have two concerns.

One is whether the AI is actually able to use the unit n a decent way. The other is whether the warlord chief might be so powerful that every early military strategy necessarily has to revolve around him, this might feel forced after a while. But I haven't played enough AND to build an opinion on either of these concerns, they are just thoughts that cross my mind while playing.
 
I find the warlords to be a pain in the arse. What usually happens is my vassals use them to capture my workers going through their territory. I either have to accept that as life, or spend a great deal of effort manually patrolling that area. It gets to the point where I'd actually like to wipe out the offending civ, but I can't because they're my vassals. I'd like to delete them. Does anyone know where in the folders the XML files are located?

EDIT: never mind. I was looking in the Afforess folder. I've found them in the Custom Units folder. Now they die.
 
After having played for a while now, I have to say that I, too, regard the Warlords as annoying rather than enhancing the game. The general idea is interesting, but the current implementation is severely flawed imho. It's not just that they have a hidden nationality (that definitely is annoying at times, but it also opens up interesting tactics), they are also way too strong for the times in which they appear. I can usually dominate the battlefield simply by adding a group of warlords to my army. They are incredibly strong to begin with, and after gaining some experience (which is easy for them because they can prey on unsuspecting neutral or even allied units) they become practically unbeatable, no AI army even dares to touch the stack.

It's an interesting feature and I'd like to see it made working rather than removed, but it definitely needs a lot of work yet.
 
I have to agree, I liked them a first but now they are just annoying. Of course they are easy to disable so there is not much of a problem.
 
Play 1.75beta. No Warlord there.
 
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