Warlord Differences ('Help' for Diety Players

starlifter

Deity
Joined
Jun 17, 2001
Messages
4,210
LOL,

OK OK, I know... some of you Deity players are going to really need help playing at Warlord, so I researched some info and will post it for all:

PASSAGE OF TIME:

At Warlord, we get 200 turns by 1 AD!! Holy cow! At Diety, it is only 100 at 1 AD! Even King (GOTM 7) has 150 turns in 1 AD.

From 4000 BC to 1000 AD, time passes at 20 years per turn. From 1000 AD to 1500 AD, time goes by at 10 years per turn, then five until 1750. After 1750, all levels pass at 1 year per turn.

SPACESHIP:

In GOTM 7, my SS landed before turn 250. But I believe I read somewhere that an SS cannot be launched before 1 AD. So if you are going to launch a SS, this might be a factor.

The AI will not try very hard to build a Spaceship at Warlord. The AI is also not supposed to gang up against you when you launch a SS at Warlord.

HAPPINESS:

At Warlord, you get 5 FIVE!! content citizens per city! At Deity, it is only one (at King it is 3). Five content citizens is similar to starting out in Deity with a free temple and the Oracle in each city!!

FOOD:

The number of rows in an AI food box is 13. This means the AI will not grow very fast, and you won't find big juicy AI cities to slaughter. At Deity, there are 8 rows of food in an AI food box (10 rows in human's box).

SCIENCE:

The human science increment is only EIGHT!! Wow! At Deity it is 14 (plus one, if you are ahead). This means research will be CHEAP for humans!! Tech tree should be done by 1 AD <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>.

The AI science increment is 13. At Deity, it is 10 (minus one if human is ahead).

For new guys/gals: What is a science increment? It is how much more that the next research will cost. The smaller the science increment, the faster the next advance will be discovered.

So science should be trivial at Warlord... fast for humans, slow for the AI! Maybe some things, like universities, won't even be necessary, even in late game?!

TECH ASSISTANCE (AI SCIENCE 'CHEAT'):

In theory, there is no AI 'cheat' for science at Warlord. I ahve not verified this, since I've never played warlord.

BARBARIANS:

At Warlord, barbs attack with only 50% strength, LOL! At Deity, they attack with 150% strength. In effect, barb chariots (at warlord) attack like barb warriors would (at deity). Said a different way, all your units have (in effect) city walls around them when attacked by barbs at Warlord (assuming you are used to Deity). WOW WOW WOW!!!

And since it's Raging Hordes, the rout should be on! Don't forget the easy 150g for capturing barb leaders... surviving the barb first assault to get that leader should be easy now!

Popping huts should be pretty painless, since it will be easier to survive those huts that barbs pop out of. If you attack mid/late game huts in teams (like I often do), you may not need as many units to control the hut barbs.

ALLIANCES:

At Warlord, the odds of AI Alliances against you are much less than Deity.

DIPLOMATS/SPIES:

The AI can NOT bribe your cities!! I think you can bribe the AI cities though. not that the AI will have any cities worth bribing, LOL...

Bribes by humans should be cheaper, since the AI will grow so slowly!

BTW, the AI cannot expel your spies at Warlord (so sayeth the Prima Strategy Guide)... so they needn't work in team in allied (or Peace/Cease Fire) territories. Note: at least one person has said the AI does indeed expel dips at Warlord
frown.gif
.

Well, that's what I know at the moment... I just wanted everyone to have "even footing" as we set out to really teach the world a lesson in GOTM 8.... and I know us players used to Deity are going to need all the help we can get, LOL... <IMG SRC="http://forums.civfanatics.com/ubb/wink.gif" border=0>

EDIT: Changed 250 to 200 in the "Passage of Time" section, as Chofritz correctly pointed out. Added note to Dip/Spy expulsions, based on Chofritz's post.


[This message has been edited by starlifter (edited September 05, 2001).]
 
I don't know if this happened to anyone else, but i got gang banged by the ai's, i'm peacefully sitting there on the island, building by components, modules, and structurals, and i haven't even made an agressive move since a long time ago, and suddenly, everybody starts forming pacts against my agression! WHAT AGRESSION! I'VE JUST BEEN SITTING HERE! There the agressive ones if you ask me, then the japanese arrive, and say that my lifestyle makes them ill and demands money, and i refuse to give money and they declare war on me, so i take out one of my tanks and get rid of the stinking marines and suddenly, they start activating their secret alliances against me!

well, i did pathetically, only having 7 cities, SS in 1975 (ad of course)
 

by jc011, posted September 04, 2001 09:05 PM

I don't know if this happened to anyone else, but i got gang banged by the ai's, i'm peacefully sitting there on the island,
...

It sounds like you also have Civ II MGE. People say Civ II MGE has the most aggressive AI.

I suspect, based on your reported experience, that the inhibition of AI aggression when you build and launch your SS at Warlord level was removed in Civ II MGE, LOL!

So I wouldn't count on the AI treating you well after you launch, esp. if you play Civ II MGE
smile.gif
.

by Duke of Marlbrough:

Is it also correct that Barbs will only have land based uprisings, not naval ones? I know I read this somewhere and have been basing my defense on it quite a bit (completely).

I seem to recall reading that somewhere now that you metion it. However, I would not count on it. My main defense against barbs in newer cities is often only a freight/caravan, and one or two roving dips/spies. Late in the game, many of my cities are undefended... but I still won't normally pay a ransom, assuming they ask for a lot before sacking my city. If you keep a small amount in your treasury (I rarely have more than a few hundred gold), the ransom is not too bad.
 

Is it also correct that Barbs will only have land based uprisings, not naval ones? I know I read this somewhere and have been basing my defense on it quite a bit (completely).
No, it isn't correct.
I've had quite a few barb ships in my game.
 
It just goes to show that you can't blindly believe everything you read.
wink.gif


I guess I'm lucky that I haven't had one land yet. I'll correct that assumption very quickly.
smile.gif


It actually is somewhat of a challenge to play at this level simply because at Deity I was kinda on auto pilot. I knew what the boundaries were, but here I have to adjust to them. I am use to a much more aggressive AI and have to redo my conquest strategy becasue the AI in this game won't declare war on me (yes, I follow my 'spottless' reputation rule).
frown.gif
 
Originally posted by starlifter:
LOL,

PASSAGE OF TIME:

At Warlord, we get 250 turns by 1 AD!! Holy cow! At Diety, it is only 100 at 1 AD! Even King (GOTM 7) has 150 turns in 1 AD.


Well, 200 turns until 1 ad,
wink.gif


Originally posted by starlifter:


BTW, the AI cannot expel your spies at Warlord... so they needn't work in team in allied (or Peace/Cease Fire) territories.


Well I say they can,
wink.gif
At least they can expel my diplos...

Otherwise a needed post,
smile.gif
 
Why do my computer screw up my messages? And BTW I'm not using a pc so something must be seriously wrong, lol
 
It is also very important to keep in mind that the WONDERS are completely differently
needed in lower levels.

------------------
<IMG SRC="http://www.virtuallandmedia.com/flags4/europe/FIN.GIF" border=0> I have stolen this idea from Az.I'm a pathetic little wimp.
 
Thanks for the corrections, Chofritz! you are right, there are 200 turns by 1 AD, not 250 as I originally said
wink.gif
. As for the diplomat expulsions in Warlord, my original source for that was the Prima Civ II guide, but I have not yet had any first-hand experience at Warlord.
 
Since I started this thread, I figured I should make a few new observations now that I have reached 1 AD in GOTM 8. This may be of use to players who have not completed (or not started) GOTM 8 yet.

<br />SCIENCE: Researching the entire tech tree by 1 AD is possible in GOTM 8, even though I stopped research after Fusion and Stealth (Labor Union and Fundamentalism remain) to concentrate on gold for expansion and a SS. I did not detect an AI science 'cheat', but really wished the AI sould cheat, since this greatly accelerates the rate of overall science in the world. After mid-game, even gifting science to the AI caused advances to be so expensive that I don't think the civ I gifted (my Ally, the Sioux) will ever again complete an advance.

DIPLOMATS/SPIES: The human can indeed bribe AI cities, and I did just that in many cases. In fact, the senate forced peace with the english, so I subverted their last city to destroy their civilization.

GROWTH: The AI grows so slowly that it's cities are not nearly as 'juicy' as at deity.

HAPPINESS: Human happiness was trivial, but a few cities (unexpectedly) required a colosseum to cap off their growth at 30% luxuries and no trade routes. Normally, colosseums are often needed at about size 13 or 14 at deity to keep the red guys out.

ALLIANCES: Only the Sioux would ally with me, but they have been pretty solid. They have warned me a few times, but so far been true to the Alliance. As always, I've kept a "Spotless" record.

BARBARIANS: Wow, what a romp. They have been swarming at times, but easily controlled and their leaders easily killed, even at the GOTM 8 setting of "Raging Hordes".

POLLUTION: This is one thing I did not think of originally. Pollution is so easy to control, since the pollution icons have such a low probablity of making a polluted square at warlord. At Deity, I don't mess around when the tech tree is done, since I'd be swimming in white skulls all over the map without pollution control. But about hald my cities only have Mass Transit+Hoover Dam (Hydro Plant), and no recycling. Only on rare occasion does a piece of pollution pop out, even when a city produces 10 or 12 pollution icons (in the city status screen).

america1s.jpg
 
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