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  • Comments/Questions about Warlords

    hello all. long time reader, new member, first time poster.

    im a warmonger, through and through. as such, im looking forward to the following leaders: victoria--fin. is always good, solid UU, imp looks good, and the UB is okay as well. both khans look good with the ger, especially genghis. their keshiks, knights, and especially their cavalry could do quite a bit of damage. both caesars appear solid as well: julius could have the best early game of anyone with quick settlers and praetorians crushing virtually anything, which leads to GG, which in turn come out even faster for him. hannibal looks great: good UU, UB, starts with mining, and char/fin sounds very strong. cyrus seems to have great synergy between his traits and might be fun. mehmed (good UB, good UU although hes not around for long, fairly good traits), catherine (excellent UU, starts with mining, good traits even without financial), and shaka (at least the UB) look interesting. i love napoleon's new traits, but hate the french UU and especially UB.

    disappointments/soft spots: 1) barracks getting -1 exp. woe to those of us who like killing for a living, but it shouldnt be too bad. 2) vassals not paying tribute. i hope they take a realistic (aka submissive) stance when you demand money and resources from them. 3) as a roman fan, i cant come to grips with the roman UB--the caesars were meant for fighting and the forum doesnt add much to a non-builders table--in my normal game, it will net me 1 or 2 more GP than average. other UBs that look underpowered are the russian research institute (too late except for maybe last-minute space race boost), french salon, greek odeon, celtic dun (plus the celtic UU, sorry), and the arabian madrassa.

    pluses: 1) its obvious, but charismatic and imperialistic. both look great from a warmongers standpoint. if GG are all theyre cracked up to be, imp looks especially devastating, even more so if you get them out early in the game. 2) even without direct tribute payments, the vassal system looks awesome (again for warmongers). i cant say how many times ive destroyed a civ, only to have them found a city in the middle of nowhere, usually near an icecap and out of practical reach. im guessing domination wins will be much less aggravating, especially on the world map where everyone gets to the south pacific/australia just in the nick of time. there are many more pluses, but other people have written enough on them already.

    had some questions about warlords maybe some of you could shed some light on:

    i know this is somewhat old, but i havent been convinced yet: ive heard how tokugawa should be a great warmonger because of agg/pro, especially with gunpowder units. however, it strikes me that warmongers go on the offensive a lot more than the defensive. as such, city garr is almost useless (except when units are posted in newly conquered cities to heal). protective really only gives gunpowder units drill I when it comes to offensive combat. to me, that doesnt justify losing organized, which has to be one of the greatest warmonger traits there is. to those who say they will be really good with barracks, vassalage, and theocracy, thats true, but they will still only have drill I over a non-pro civ (and combat I over a non-agg civ); also running vassalage, theocracy, and any other costly civics is a lot more painful with a large empire when you dont have org. or its cheaper courthouses. id just rather have him keep organized over protective.

    can you declare war on a vassal, or is the only way to keep demanding things from them until theyve had enough of it? also, does anyone know how the AI factors in vassals when declaring war (hopefully appreciating the combined power of both the vassal and master civs, like a defensive pact)?

    could someone straighten me out on what exactly a GG does when made into a warlord? ive read way too many conflicting reports--many make it sound like a warlord does surprisingly little, others make him sound game-breaking.

    how do you think youll use a GG? im thinking usually ill use them for the +25% production. it just seems to contribute more to the war effort over the course of an entire game than the other 2 options. exceptions: maybe +2 exp. in really high production cities or if im cyrus (2 exp.+barracks+vassalage or theocracy+charismatic=level 3 units). maybe use one or two for warlords, but only for huge stacks right before a large campaign, like right before you unleash cavalry or tanks.

    thats all for now.
    "In the absence of orders, go find something and kill it." -- Rommel

  • #2
    Re: Comments/Questions about Warlords

    Originally posted by Grubby
    3) as a roman fan, i cant come to grips with the roman UB--the caesars were meant for fighting and the forum doesnt add much to a non-builders table--
    I disagree. Whenever I think of Rome, I think of the Senate first and the Legions second. Rome had a strong army, but its true backbone was its political system that promoted great individuals to rise and shine - it was not a mindless militaristic horde.
    The problem with leadership is inevitably: Who will play God?
    - Frank Herbert

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    • #3
      i know this is somewhat old, but i havent been convinced yet: ive heard how tokugawa should be a great warmonger because of agg/pro, especially with gunpowder units. however, it strikes me that warmongers go on the offensive a lot more than the defensive. as such, city garr is almost useless (except when units are posted in newly conquered cities to heal). protective really only gives gunpowder units drill I when it comes to offensive combat. to me, that doesnt justify losing organized, which has to be one of the greatest warmonger traits there is. to those who say they will be really good with barracks, vassalage, and theocracy, thats true, but they will still only have drill I over a non-pro civ (and combat I over a non-agg civ); also running vassalage, theocracy, and any other costly civics is a lot more painful with a large empire when you dont have org. or its cheaper courthouses. id just rather have him keep organized over protective.


      I don't know about you, but I also need defenses when I warmonger. Mostly in regards to newly captured cities, to withstand the AI counter attack. City garrison helps there.

      But my favorite part of the Protective trait is Crossbowmen. Free Drill I, so you can go further down that line - Drill II with Barracks, or straight to Drill III if you have Theocracy/Vassalage. Drill III Crossbowmen are heckuva good units!

      In the end, everything comes down to your preference, but I think that Tokugawa is one of the very best warmongers now. I also have always had great respect for the Samurai unit.
      Solver, WePlayCiv Co-Administrator
      Contact: solver-at-weplayciv-dot-com
      I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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      • #4
        Re: Comments/Questions about Warlords

        Originally posted by Grubby
        3) as a roman fan, i cant come to grips with the roman UB--the caesars were meant for fighting and the forum doesnt add much to a non-builders table--in my normal game, it will net me 1 or 2 more GP than average.
        This is a great effect. Say your gaining 10 GPP a turn and you need 500 GPP. With a Forum you get 13 GPP a turn so it will only take 39 turns. Also, if you raise the total amount of points needed to 1000 and the base GGP a turn to 15 a Forum would get you 19 GGP a turn. Therefor it would take you 53 turns instead of 67 tuns. Where did you get the idea the Ceasers were meant for conquering just look at their traits. Also, you must not be very good at this game if you don't get more than 11 GP in a normal game.
        USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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        • #5
          Bonuses are rounded down, not up. The Roman Forum will only give 2 gpp extra when the base is 10 and 3 gpp extra when the base is 15. After a recent discussion on the Parthenon in the strategy forum I've come to the conclusion that the Roman Forum is a very weak unique building. Given both the Caesers have strong trait pairings and a good unique unit this is probably for the best.
          LandMasses Version 3 Now Available since 18/05/2008.

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          • #6
            Re: Re: Comments/Questions about Warlords

            Originally posted by Will9


            This is a great effect. Say your gaining 10 GPP a turn and you need 500 GPP. With a Forum you get 13 GPP a turn so it will only take 39 turns. Also, if you raise the total amount of points needed to 1000 and the base GGP a turn to 15 a Forum would get you 19 GGP a turn. Therefor it would take you 53 turns instead of 67 tuns. Where did you get the idea the Ceasers were meant for conquering just look at their traits. Also, you must not be very good at this game if you don't get more than 11 GP in a normal game.
            like thedrin said, the GPP the forum generates are rounded down. the forum is kind of weak, especially if you do more fighting than building.

            as for the caesars traits, they are excellent for wars: org. helps with a large empire/expensive warring civics, imp requires fighting a lot to get its full effect, and creative is good for almost anyone, including warmongers. it would be a crime not to aggressively use praetorians. so it still seems like they are very good for warmongering and that there are much better builders out there than the romans.

            i consistently win on monarch with relative ease. i just dont try to get GP, as that would mean taking away from war production: ill get the national wonders, 1 or 2 world wonders, and some specialists, but thats it. it works well; why fix whats not broken.

            Solver: i agree with putting some units in newly conquered cities (usually to heal); defense, though, hasnt been a great problem. on monarch ive been attacked only 3 or 4 times, even when setting the game to aggressive AI. even then, the attacks have been poorly executed. maybe just me. admittedly, i dont use crossbowmen much at all. perhaps i should look into them more. as for samurai: dont get me wrong, i use them as much as possible when i play as toku, but they arent nearly as dominant in their time as other UU. just a small point.

            overall, though, toku losing org. for drill I and getting quicker future drills for archer units is going to be a tough pill for me to swallow. but like you said, its completely a matter of preference.
            "In the absence of orders, go find something and kill it." -- Rommel

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            • #7
              Re: Re: Re: Comments/Questions about Warlords

              Originally posted by Grubby


              like thedrin said, the GPP the forum generates are rounded down. the forum is kind of weak, especially if you do more fighting than building.

              as for the caesars traits, they are excellent for wars: org. helps with a large empire/expensive warring civics, imp requires fighting a lot to get its full effect, and creative is good for almost anyone, including warmongers. it would be a crime not to aggressively use praetorians. so it still seems like they are very good for warmongering and that there are much better builders out there than the romans.
              I could probably take any leader and make the most powerful nation and still be a major builder. Like right now I'm playing a game as Ceaser and I was being attacked but I kept most of my cities building. I just brought my army that I had slowly built up from my already developed cities. Even if I am doing major warmongering Forums will help me alot.
              USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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              • #8
                Re: Re: Re: Re: Comments/Questions about Warlords

                Originally posted by Will9


                I could probably take any leader and make the most powerful nation and still be a major builder. Like right now I'm playing a game as Ceaser and I was being attacked but I kept most of my cities building. I just brought my army that I had slowly built up from my already developed cities. Even if I am doing major warmongering Forums will help me alot.
                yes, you can build with any civ, just as you can go to war and win with any civ. my point is that if youre a builder, there are much better civs to build with than rome. at the same time, rome is much more favorable to warmongering and the forum will only help that slightly. its better than nothing, but not that useful. the forum simply doesnt complement romes strengths.
                "In the absence of orders, go find something and kill it." -- Rommel

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                • #9
                  If you think it is a bad effect what UB would you prefer. Augustus was behind one of the largest builders in Roman history. Ceaser probably would have been a builder if he had time. The Romans were major builders in real life why not in civ.
                  USA! USA! USA! USA! USA! USA! USA! USA! USA! USA!
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                  • #10
                    ... The forum simply doesnt complement rome's strengths.

                    To play to a civs 'strengths' is NOT a good thing. Better to be strong in more (or ALL) areas.

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                    • #11
                      Look, Rome's armies were just well-trained and well-equipped and well-disciplined.

                      Everything the barbarian tribes weren't, which were essentially who Rome fought mostly.

                      The greeks were simply overwhelmed by numbers, the Carthaginians were weak, Egypt...well, that's a different story, and everyone else simply wasn't as strong as the legionaires.

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                      • #12
                        Hey, I like the idea of being able to play the barbarians. Besides being able to raze cities to the ground for gold, it would be nice to be able to enslave any remaining citizens! I'm sure we won't run out of ideas on how we can use these slaves!

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