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New IGN info on Warlords

Discussion in 'Civ4 - General Discussions' started by Minoan, May 10, 2006.

  1. KrikkitTwo

    KrikkitTwo Immortal

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    Actually, what would be areally interesting is if you went and razed the civ that built the Great Wall, if noone else colonized the Area then barbarians+their cities might spawn inside it ... unable to get OUT. (not very likely but a funny situation)

    It could also be made to act like a River (so -25% to attacking across it if its in enemy territory), for some additional bonus.
     
  2. Olleus

    Olleus Deity

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    It all depends when the great wall comes. If it appears with masonary (unlikely) then it will be very very good. If it comes with construction (more likely) then its pretty pointless as all barbs are dead anyway.
     
  3. Watiggi

    Watiggi Deity

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    The sad thing is if it comes too early, it will be built while you are still expanding. That could get a little tedius. On the other hand, maybe it wont be so bad because you at least know that that area inside the walls wont ever have barbarians in there, so you could afford to be a little lax on you defenses there. I do hope the Great Wall is not a drain on resources though (computer resources - memory and graphics, that is).

    That would be funny. That would be like a slaughter house inside the walls in the late game :lol:

    That would be good. That would make for some interesting defensive setups. I think it should also allow the units there to have zones of control so that units cannot simply walk right on over the wall and straight pass the defending unit. Maybe also allow the defending unit to attack units without leaving their tile if they win (so they stay in the defensive position if they win the battle). Maybe a combination of these ideas. Or maybe it would be a bit much having them all.

    Watiggi
     
  4. DomFirestorm pt

    DomFirestorm pt Chieftain

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    Portugal, Almada
    Everybody knows some other leaders (and nations) than Ramsés, Stalin, Churchill, Augustus and Hannibal, that will come out in The Civ4:Warlords?
     
  5. The_CatSnack

    The_CatSnack Warlord

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    Hello There... The Great Wall seems a bit usless assuming that the tech needed to build it is probably (as it was in civ3) Construction. By the time construction is researched there aren't many barbs around anyway. I agree with the motion that the wall should also work like rivers, giving defenders a defensive bonus behind it or possibly giving units trying to cross it a movement penalty of one or something like that...
     
  6. Commie #4522

    Commie #4522 Prince

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    California, yea boi
    This is gonna be awesome!!1
     
  7. Olleus

    Olleus Deity

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    Maybe it should be impassable to non infantry units, unless you own the squares on both side.
     
  8. Watiggi

    Watiggi Deity

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    I tell you what! Play a huge lakes map with raging barbarians and only put in one AI civ. Then bee-line it to the tech and build the Great Wall. :)

    I wonder what would happen. That other civ would surely be getting swamped with barbarians :goodjob:

    Watiggi
     
  9. KrikkitTwo

    KrikkitTwo Immortal

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  10. GiantRaven

    GiantRaven Prince

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    Imagine if the AI beat you to it :eek: :lol:
     
  11. Codeman

    Codeman King

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    any idea if it will have the palace
     
  12. Ex Mudder

    Ex Mudder Warlord

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    Could someone clarify how first strike works? If you have one first strike chance, does that mean you get one free attack to cause damage, which may or may not succeed, before you start damaging each other in melee?

    An archer with Drill II would then get 2 chances to hit first, and one guaranteed shot that will always hit and do damage? Add 2 XP and Drill 3 and he gets 2 more chances to hit which may or may not succeed. Add 5 XP and Drill 4 and he hits 3 times, then tries to hit 4 times, all before you can take a whack at him?

    Unless you are immune to first strikes, of course. In which case I recommend stacking Spearmen and Pikemen with your Archers.

    Protective looks interesting, but it loses most of it's effectiveness after Gunpowder is discovered. That being said, a 6 xp Cannon with 3 free shots plus 3 possible free shots plus collateral damage would be...

    Impressive? Daunting?

    And you thought Drill 4 Archers were impressive.

    Rome fell because China built a wall?
     
  13. Codeman

    Codeman King

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    there are a couple of articles in the strat section of the site. sorry i can not remember the exact or have a link. i read it early last week. good luck.
     
  14. WillShakeyspear

    WillShakeyspear Chieftain

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    Monrovia, CA, USA
    Similar to what Vael said, but not exactly:

    Remember that this game is a fantasy. Did England build the pyramids in London in the year 400BC? No, that's not a "correct" history, but again, remember, this game is a FANTASY. The game is about CHANGING history, not repeating it.

    As it applies to the Mongols, we play with the Mongols as if they became a civilization that settled cities like so many others. We can give Writing to a civilization that never had it, and take a civ that never made it to the last century to the stars.

    The real issue is that we aren't given the option to make ANY civ become nomadic and warlike in the style of Mongols of old. We are allowed to make the Mongols (and others) more "civilized", but we can't make the Spanish into a marauding tribe of nomadic conquerors?

    Now THAT would be an interesting choice to make...
     
  15. Codeman

    Codeman King

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  16. cabert

    cabert Big mouth

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    AGREED! now who's going to mod this?
     
  17. Mr. Blonde

    Mr. Blonde Dr. techn.

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    Wow, great news and additions that benefit my playstyle :D .

    As always it is far too early to draw conclusions about balance issues, if they leave charismatic this way other traits have to be balanced out accordingly.
    The mobile bases in the Mongolian scenario leave a great tool for mods I guess.

    And great generals/ vassal states new militaristic traits ... I as a warmonger will have wet dreams until I get my hands on a copy.

    Rant: when will they ever implement the Habsburg empire as civilisation in a civ game? They would *only* be important for Ottoman conquest, Napoleonic conquest and WWI scenarios. I mean Vikings, Gallics and Zulus are so much more worthy civilisations :rolleyes:
     
  18. risc06

    risc06 Chieftain

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    Even though the Hapsburg empire was a dynastic thing rather than the basic model for other 'civilizations', I must say, I agree (Ottomans are technically only one group of Turkic tribes). I recently put a post on the WWI scenario thread and I'll say it again here: CIV has always been a bit too nationalistic. In CIVIII the concept of nationality bugged me, because that form of personal loyalty to a 'nation-state' did not exist broadly until the eighteenth century and the French Revolution, and even then it was a European thing. The Hapsburg empire, Russian empire, and numerous multi-'national' states survived and prospered quite well until nationalism made significant inroads.

    Maybe (for experienced modders and designers, unlike myself) one of the major effects of discovering the 'Nationalism' tech should be the growth of national identity in citizens. This would make trading cities much easier in the earlier to mid-game, but harder in the later game, and also make war and conquest more difficult against a civ with a developed national consciousness (and of course, it would be more historically accurate). This might also be extended in the new vassal state diplomatic arrangement - those civs with nationalism would produce unhappiness if their government acceded to being a vassal, whereas those without would go along more easily.
     
  19. dshirk

    dshirk Firaxian

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    These will be actual units that you keep to the rear. They spawn military units for you once they sit still for a turn or two. On a side note, treat these units like gold. They are defenseless, so you will need escorts to stay with them. As for spitting out tanks and infantry, no worries. This is a time-limit scenario, so you have to move quickly.
     
  20. DaviddesJ

    DaviddesJ Deity

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    A size-6 city doesn't have 1.5x the output of a size-4 city. Typically, in the early game, a city produces (hammers plus food) equal to 3 for the core, plus 1 for each tile worked, plus 2 for each resource tile worked. Take a city with two developed resources (fairly typical)---the production increase from size 4 to size 6 is roughly from 11 to 13, which is +18%, not +50%.
     

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