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Watching tribesmen battering each other to death with clubs, or
rabid lions devouring your first scout, while a distant nation announces
war on you because of your heathen beliefs, are just some of the
infinite trials (and pleasures) of Civilization
IV - and the best bit? You, as the player, get to stare down
from your godlike vantage point and enjoy the carnage. What a way
to wile away a rainy Sunday afternoon!
Civilization
is about playing out your fantasies of world domination without
having to leave the comfort of your bedroom (or having to bother
with messy politics), and the Warlords expansion pack is just the
icing on the cake of an already marvellous game. So, what are you
getting with Warlords that's new, other than the usual patches?
Well,
perhaps the best development is the new Great General Unit, which
you can only get by winning battles; the unit is then generated
within your city. Once you have your Great General, you can create
a warlord by attaching him to another military unit, or you can
use him to found a military academy, or become a specialist military
instructor. Whichever route you choose, the Great General unit enhances
the strategic elements of the gameplay and gives you more options
in your warfare. Generating a Great General means earning experience
points in battle, and each new GG unit requires more experience
points than the last, so using them wisely is imperative. They are
pretty good, but not invincible, and are certainly not an advantage
to waste. Great Generals can be lost if they are alone in a space
when an enemy unit enters it, or if they happen to be on a ship
that sinks (a Great General always goes down with his vessel), or
if they are in a city that is captured.
However,
no doubt the first thing you are going to want to do when you get
the Great General is combine him with another military unit to transform
him into a Warlord - well, really who wouldn't? Warlords bring an
array of bonuses to their new underlings; twenty experience points
are evenly divided among the nearby troops, so play it tactically
and decide how many of your units you wish to benefit from this
bonus before letting your Great General near them, as the extra
XP might just trigger a promotion for your soldiers. They also bring
bonuses to the specific unit that they're attached to, which include
free upgrades when the unit becomes eligible and special promotions
not otherwise available, such as extra healing, not only to your
troops, but to fellow troops in the same or adjacent space to you.
You can also get special promotions in strength, tactics (the chance
to retreat from a losing battle, a very useful promotion if you
don't want to lose your Warlord in a futile fight) and in combat
and movement.
However,
all of these bonuses do come with a downside - get cocky with your
new Warlord's abilities, or just get unlucky (which is what usually
happens to me) and you could see the whole unit lost, along with
your Warlord, and you will have to start desperately earning XP
again to be able to create a new one. Perhaps the safer option is
to use your early Great Generals to found military academies, which
ups a city's ability to churn out soldiers, or turn your Great General
into a maniacal drill sergeant (otherwise known as a Great Military
Instructor) and new units will be whipped into shape with extra
experience points. Still, the advantages of having a Warlord are
clear, particularly when you are trying to achieve the tougher Victory
wins, like Domination, where extra-strength troops can prove essential,
but although the Great Generals are this expansion pack's key selling
point, there are other reasons why you would want to invest in it.
There
is the new Vassal States option, where you can enter into an agreement
with another civilization where they provide you with a number of
benefits, and all you have to do in return is promise to protect
them and their welfare. (Yes, we all know that you are going to
turn on them as soon as you get bored with being nice - they probably
know it too, they're just too afraid to say anything!) Adopting
the agreement means you will get extra happiness throughout your
empire, while the Vassal state loses some of its happiness (surprise,
surprise). Your healing potential is improved in the Vassal's territory
and you can also use the Vassal's fortifications, travel freely
on Vassal turf and get to see inside the Vassal city. If you go
to war with someone else, the Vassal has to immediately join forces
with you and you get credit for half of all the land for scoring
purposes. It all sounds so good there must be a downside, right?
Well, as the master state you incur extra maintenance costs for
your own cities, but not the Vassal's, although the more Vassal
state agreements you make, the more your costs rise, which can really
put a pinch on your pocket. In addition, while you can demand access
to any of the Vassal's resources, they might just decide to show
some backbone and refuse to let you in, which will result in war.
(Still, we all know you were going to massacre them anyway).
Other
additions include new civilizations - now there are Vikings and
Celts! There are new leaders including Winston Churchill for us
Brits (and a very good likeness it is too), Ramesses II, Josef Stalin
and Augustus Caesar. The Warlords pack also gives access to three
new leader traits, Imperialistic (speeds production of settlers),
Charismatic (boosts happiness in cities) and Protective (which gives
speed boosts to buildings' walls and castles, along with other military
benefits). The sensible thing to do is pick the leader with the
best set of characteristics to suit your style of play, but when
it comes down to it, we know we always pick the character we really
want to be and worry about characteristics later (or maybe that's
just me? Could explain some things…) There are new units, including
the medieval trebuchet, new buildings such as the stable (increases
the XP of mounted troops) and the monument, which replaces the obelisk
(now unique to the Egyptian empire) with all the same attributes
as its predecessor, and there are new wonders such as the Great
Wall and Temple of Artemis.
An
interesting inclusion is the Scenarios, in which you take over a
pre-existing civilization (usually based around a historical war),
and are given a set of challenges you have to complete to win. For
instance, take the Vikings - you are King Ragnar, looking to raid
and pillage your way across the globe, you have berserker troops
and longboats, and essential to your cause is the establishment
of shipyards. To win the scenario you must collect a certain amount
of gold (depending on the difficulty level) in 200 turns or less.
To do this you must use special abilities such as relic research,
which will help you to locate hidden relics, and ransoming captured
cities - you're only supposed to capture and ransom a city once,
else you are considered a dishonest barbarian (one wonders if the
real Vikings would have cared?) For some players used to the freeform
modes of play, the constraints of the scenarios may seem annoying
and will possibly put them off initially, but trying some of them
out proves that they are a welcome addition to the Civilization
game, and a good way to hone your tactical skills.
The
graphics and sound remain similar to the original, and hence are
both beautiful and dynamic at the same time. Look at those horses
peacefully grazing, unaware of your men creeping up to forcefully
domesticate them, or the sheep frolicking on the hillsides, unaware
of your intention to farm them and turn them into lamb burgers.
Look at Churchill's wrinkles, or the dainty outfits of your settlers
- there is such attention to detail. Sound wise there are no complaints
either, although hearing Rule Britannia play over and over in tribal
music can be a trifle irritating, and personally I am not sure about
using Leonard Nimoy as the narrator, but he is a staple of the game
by now, and anyway I am only really picking at an otherwise immaculate
and well presented game.
If
you loved Civilization IV then you will love Warlords - with its
new enhancements, it does everything it should, giving you new stuff
without causing your favourite bits of the old game to become obsolete
or pointless. The new scenarios add another dimension to the gameplay,
as do the Great Generals, and who wouldn't want a Warlord unit?
Also, hands up who wants to have a Vassal civilization at their
beck and call? In fact, there are so many good reasons to buy this
game that I'm surprised you haven't stopped reading this already
and are not, right at this moment, in the process of buying it.
Hello? Hello! Oh, they've gone… my work here is done!
Reviewed by Sophie Jackson for AceGamez (All Rights Reserved).
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