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Warlords Manual

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Page 1: Warlords Manual

© 2006 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV: Warlords, Civ, Civilization, 2K Games, the 2K logo, Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis ames. Firaxis is a trademark of Firaxis Games, Inc . Mac version published and distributed by Aspyr Media under license. Aspyr® is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks and trade names are the properties of their respective owners. 11480-1MNA

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TTAABBLLEE OOFF CCOONNTTEENNTTSS

Chapter 1IN THE BEGINNING 5

Introduction ...................................................................6The Civilopedia .............................................................7System Requirements ...................................................7Installation......................................................................8Starting a Game.............................................................8The Civilization IV Web Site: www.CivIV.com ........8

Chapter 2NEW STUFF 9

Introduction .................................................................10The Great General Unit ..............................................10New Diplomatic Options...........................................13New Civilizations .......................................................14New Leaders................................................................14New Units ....................................................................15New Buildings.............................................................16New Wonders ..............................................................17New Item List ..............................................................17

Chapter 3NEW SCENARIOS 36

Introduction .................................................................37Scenarios Overview ....................................................38450 BC: Chinese Unification......................................40444 BC: The Peloponnesian War ...............................58

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336 BC: Alexander The Great ....................................61300 BC: The Rise Of Rome .........................................71800 AD: The Age of Vikings ......................................841206 AD: Ghengis Khan .............................................87Barbarian Horde ..........................................................95Omens ................................................................................97

Chapter 4MAIN GAME UPDATES 101

Introduction ...............................................................102Getting The Updates ................................................102The Updates...............................................................102The Pitboss .................................................................105

APPENDIX 110Reference Charts........................................................111

Credits.........................................................................141

Limited Software Warranty and License Agreement............................................148

Product Support ........................................................150

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CHAPTER 1IN THE

BEGINNING

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INTRODUCTIONWELCOME TO WARLORDS!Welcome to the Civilization® IV Warlords expansion pack forSid Meier's Civilization® IV! Warlords expands the world ofCivilization IV, adding new civilizations, new leaders, newbuildings and new units, plus some exciting new scenarios.The Warlords installation disk also includes all of theupdates/bug fixes to the original Civilization IV game codethrough this product's release date. Check the Civilization IVweb site for any more recent updates (see below).

Important: Please note that you need to have Sid Meier'sCivilization IV installed on your computer to use this product.Warlords cannot be played without Civilization IV. See later inthis chapter for information on installing this expansion pack.

THIS MANUALThis manual describes the material included in Warlords. It isbroken into four chapters and an appendix.You don't need toread this manual before enjoying Warlords: experiencedCivilization IV players are encouraged to jump right in andstart playing; you can refer to this manual if you run intosomething you don't quite understand.

CHAPTER 1: IN THE BEGINNINGThat is the introductory section you're reading right now.

CHAPTER 2: NEW STUFFThis chapter describes the new civilizations, leaders, buildingsand units included in Warlords.

CHAPTER 3: NEW SCENARIOSThis chapter describes the six new scenarios provided in Warlords.

CHAPTER 4: RULES CHANGESChapter four details the new rules and rules changes made toCivilization IV in previous updates (patches) and in this package.

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APPENDIXThis contains updated charts and tables, followed by credits,warranty information, tech support contact numbers, and thefun copyright information.

THE CIVILOPEDIAWhen you install Warlords, the Civilization IV onlineCivilopedia will be updated to provide comprehensive infor-mation on the new stuff provided in this package. We urgeyou to check it out as necessary.

Note that each game scenario comes with its own Civilopediadescribing all of the material provided in that scenario. If anitem is scenario-specific and doesn't appear in the maingame, it will only be listed in the scenario's Civilopedia, not inthe main game's Civilopedia.

SYSTEM REQUIREMENTSThe system requirements for Warlords are nearly identical tothose for Sid Meier's Civilization IV - with Warlords requiringa CD-ROM and the additional support for nVidia 7300 andATI Radeon X1900 video cards.

You need a copy of Sid Meier's Civilization IV installed on yourcomputer to use Warlords.

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INSTALLATIONTo install Sid Meier's Civilization IV-Warlords for Mac OS,double-click the installer on the CD and follow the onscreeninstructions.

STARTING A GAMETo start Warlords double click on the Civilization IV-Warlords iconinside the Civilization IV folder. A new option has been added tothe Main Menu - “Play a Warlords Scenario.”See Chapter Three formore details on Warlords scenarios.

THE CIVILIZATION IV WEBSITE: WWW.CIVIV.COMThe Civilization IV web site contains news and information aboutCivilization IV and Warlords. It also provides links to fansites andplaces where you can hook up with other players for online games ofCivilization IV.The site is constantly updated and well worth a look.

You can find it at www.CivIV.com.

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CHAPTER 2NEW

STUFF

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INTRODUCTIONWarlords brings a lot of cool new stuff to Civilization IV,including the new Great General/Warlord unit, and a bunchof new civilizations, leaders, special buildings and units.

THE GREAT GENERAL UNITIn Warlords, you get a new type of person: the Great General.Your civilization gains Great Generals by winning battles.Once generated, you can turn your Great General into aWarlord by joining him with another unit in the field. Thataction also distributes a one-time experience bonus to units inthe same tile. Alternatively, you can use your Great General toconstruct a military academy, or you can turn him into a greatmilitary instructor specialist.

GETTING A GREAT GENERAL UNITGreat Generals are generated as your units gain experiencepoints (XPs). Your can monitor your XPs on the "CombatExperience Track" (which is found on the Military Advisorpage [F5]). When you have acquired a certain number of XPs,a Great General unit will be placed in one of your cities. TheCombat Experience Track is reset to zero, and further XPs will count toward generating the next Great General. EachGreat General costs more points to generate than did the previous one.

Roll the cursor over the Combat Experience Track to see exact-ly how many XPs you currently possess and how many youneed to get the next Great General.

MOVING YOUR GREAT GENERALGreat Generals have a Movement Speed of 2. Like other greatpeople they can move around the map alone, be carried oncaravels and submarines, or be stacked with other units. GreatGenerals can also be assigned to "lead" a military unit as aWarlord (see below for details), in which case it moves withthe unit it is leading.

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LOSING A GREAT GENERALIf a Great General is alone in a space and an enemy unitenters that space, the Great General is destroyed. The GreatGeneral is also destroyed if he is in a naval vessel that sinks orin a city that is captured or destroyed. When turned into a"Warlord," the Great General is lost if the unit it is "leading"(see below) is destroyed.

GREAT GENERAL SPECIAL ABILITIESGreat Generals have a number of special abilities. Like otherGreat People, Great Generals are expended when they usetheir abilities.

GREAT GENERAL SPECIAL ACTIONSGreat Military Instructor

The Great General can join a city as a great military instructor.New units constructed in that city receive +2 experience points.

Construct Military Academy

The Great General can construct a military academy in a city.The city receives a +25% production bonus when buildingmilitary units.

LEAD UNIT AS A WARLORDWhen you perform this action, the Great General becomes aWarlord and joins one of the units in the same space. He dis-tributes 20 experience points evenly among all military unitsin the space.

Where The Great General Can Perform This Action

The Great General can perform this action anywhere, as long asthere is at least one eligible unit in the space with the Great General.

How To Perform This Action

Once you have clicked on the Great General's "Lead Troops asa Warlord" action button, you'll do the following:

1. Choose Which Unit to Attach to: If there is only one eligi-ble unit in the space, the Warlord is automatically attached tothe eligible unit.

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2. Assign Promotions to Units in the Space: The game auto-matically splits the Great General's 20 bonus experience betweenall units in the space. If this triggers promotions for one or moreunits, you pick which promotion(s) each of the units receives.

EFFECTS OF WARLORD ATTTACHMENTTO A UNITIf a Warlord is attached to a unit, that unit receives two benefits:

1. Free Upgrades: If the unit becomes eligible for upgrades, theydo not cost you any gold. In addition, the unit retains all of its expe-rience after the upgrade.

2. Access to Special Promotions: The units also gain access tosome special promotions not available to units without Warlords,such as Combat VI (+25% strength), Medic III (+15% healing rateto unit in the same and adjacent tiles), Tactics (+30% chance towithdraw from battle when losing),Leadership (+50% more expe-rience gained from combat), and Morale (+1 movement range).

NEW DIPLOMATIC OPTIONSVASSAL STATESA vassal state is one that has sworn allegiance to another state,providing its master state with some benefits in exchange forthe master's pledge to protect and promote the vassal's welfare.

BENEFITS OF VASSAL AGREEMENTSA vassal agreement results in some extra happiness throughoutthe master's empire, as well as some unhappiness for the vassal.

Other benefits for the master include a right of passage throughvassal territory, and visibility inside all vassal cities. In addition,the master's units heal as fast as they heal in his own territory,and can take full advantage of the vassal's fortifications.

The master has the right to demand access to any resourceunder vassal control, even if it is their only one. However, thereis one catch. If the vassal refuses to pay this tribute, the agree-ment immediately ends and a state of war automaticallyresults between the two parties. That is the only case where a

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state of war can result between a master state and a vassalstate. Normally, the two parties are prevented from attackingeach other and in addition if the master goes to war against athird party, the vassal automatically enters the war on the sideof the master. Vassal states do not have the power to declarewar or make peace on their own.

COST OF VASSAL AGREEMENTSWhen possessing vassals, the Master civilization incurs ahigher maintenance cost for its own cities. This costs increas-es as the number of vassal cities under his control increases.(Note that the master doesn't pay maintenance for the vas-sal's cities - he just pays extra maintenance for his civ's cities.

TYPES OF VASSAL AGREEMENTSDuring peace time, a civilization can offer to become a vassalof a more powerful civilization with knowledge of Feudalism.This is a temporary agreement that can be broken by the vas-sal (but not by the master) after 10 turns. For this type ofpeaceful vassalage, when the agreement is signed, any civi-lization at war with either of the two parties at is automatical-ly at war with both parties.

During wartime, a vassal agreement results in capitulation.

CAPITULATIONCapitulation has the same effects as peaceful vassalage, but itcannot be broken by the vassal state even after 10 turns,unless the vassal state grows to more than half of the landarea and population of the master state. Capitulation may alsobe annulled by the vassal if the vassal state loses half of itsland area since the time the agreement was signed.Capitulation forces the vassal state to immediately adopt themaster's war/peace state against third parties.

VICTORY CONDITIONSIn terms of victory conditions and score, the master state getscredit for half of the land and population of the vassal state andthe vassal state gets credit for the other half. (Note, however,that acquiring vassals is not a necessarily a ticket to an easy

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domination victory, because the higher maintenance cost foryour own cities [see above] may drag your economy to a halt.)

NEW CIVILIZATIONSSix new civilizations have been added to the game. These are:

Carthage

Celts

Korea

Ottomans

Vikings

Zulu

NEW LEADERSEach of the new civilizations has a leader. Further, we haveadded some additional leaders to existing civilizations. Seethe "New Items List," below, for the leaders' traits.

NEW LEADERS FOR NEW CIVILIZATIONSCarthage: Hannibal

Celts: Brennus

Korea: Wang Kon

Ottomans: Mehmed II

Vikings: Ragnar

Zulu: Shaka

NEW LEADERS FOR EXISTING CIVILIZATIONSEngland: Winston Churchill

Rome: Augustus Caesar

Egypt: Ramesses II

Russia: Josef Stalin

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NEW LEADER TRAITSWarlords adds three new leader traits to the game:Imperialistic, Charismatic and Protective. See the New ItemsList, below, to learn about the new traits.

Note that existing leaders have been reassigned traits to betterbalance these new traits. Each leader's traits are listed below.

NEW UNITSIn addition to the Warlord unit discussed above, this packageincludes other new units for Civilization IV. Each of the sixnew civilizations receives its own unique unit, and we'veadded a number of new units that all civilizations can employ.

UNIQUE UNITS FOR NEW CIVILIZATIONSSee the New Items List and the Civilopedia for details on thenew unique units.

Carthage: Numidian Cavalry (replaces Horse Archer)

Celts: Gallic Warrior (replaces Swordsman)

Korea: Hwacha (replaces Catapult)

Ottomans: Janissary (replaces Musketman)

Vikings: Berserker (replaces Axeman)

Zulu: Impi (replaces Spearman)

NEW UNITS ALL CIVILIZATIONS CAN USEThese new units can be used by any civilization (assuming theymeet the technology and resource requirements, of course).

TREBUCHET

This is a medieval artillery unit. It is especially effective againstunits inside a city. See the New Items List for details.

TRIREME

This is a new early naval combat unit. It cannot carry militaryunits, but it has an advantage when fighting standard Galleys.

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SCENARIO-SPECIFIC UNITSMany of the scenarios (see Chapter 3) contain new units;however, most of these units are scenario-specific and cannotbe used outside of their scenario (because they would likelyupset game-balance).

NEW BUILDINGSUNIQUE BUILDINGSIn Warlords we have added the concept of "unique buildings"to Civilization IV. Now each civilization (new and existing)has a special building that only it possesses. Like uniqueunits, each unique building replaces an existing building. Seethe New Items List to find out about the unique buildings.

NEW BUILDINGS ALL CIVILIZATIONSCAN USESTABLE

This building provides experience for mounted units.

MONUMENT

This building replaces the obelisk, which has become the specialbuilding for the Egyptian Empire. It has all of the same functionsand statistics as did the original obelisk in Civilization IV.

NEW WONDERSThree new wonders have been added to the game: the GreatWall, the Temple of Artemis, and the University of Sankore.See the New Item List for details.

The Great WallA huge defensive work constructed by ancient China to makebarbarian incursions more difficult.

The Temple of Artemis

A magnificent Greek-style temple constructed in Turkey.

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The University of Sankore

An early Islamic university constructed in Timbuktu, Africa.

NEW ITEM LISTThis contains all of the new civilizations, leaders, leader traits,buildings, wonders, and units appearing in Warlords. The listis organized by civilization; items available to all civilizationsappear at the end of the list. See the Civilopedia for back-ground details on all items in this list.

AMERICAN EMPIRELEADER: ROOSEVELT

Industrious: +50% wonder production. Double productionspeed for forge.

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

LEADER: WASHINGTON

Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.

Expansive: +3 health per city. Double production speed ofgranary, harbor.

UNIQUE BUILDING: SHOPPING MALL

Replaces: Supermarket

Production Cost: 150

Requirements: Refrigeration, Grocer

Effects: +10% wealth, +1 health from cow, deer, pig, and sheep.+1 happiness from hit musicals, hit singles, and hit movies.

ARABIAN EMPIRELEADER: SALADIN

Protective: Free promotion (drill I) for archery, siege andarmored units. Double production speed for walls and castle.

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Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: MADRASSA

Replaces: Library

Production Cost: 90

Culture: +4

Requirements: Writing

Effects: +25% research. Can turn two citizens into priests,and two citizens into scientists. Required to build university,National Epic, and the Great Library.

AZTEC EMPIRELEADER: MONTEZUMA

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: SACRIFICIAL ALTAR

Replaces: Courthouse

Production Cost: 90

Requirements: Code of Laws

Effects: -50% maintenance cost for city; half anger durationfrom sacrificing population (to construct buildings). Requiredto build Forbidden Palace.

CARTHAGINIAN EMPIRE (NEW)Starting Technologies: Fishing and Mining

NEW LEADER: HANNIBAL

Charismatic: +1 happiness in all cities. +1 happiness from

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monument and broadcast tower.

Financial: +1 gold on plots that produce 2 gold.

UNIQUE BUILDING: COTHON

Replaces: Harbor

Production Cost: 100

Requirements: Compass

Effects: +1 trade routes. +50% trade route yield. +1 healthfrom clam, crab, and fish.

UNIQUE UNIT: NUMIDIAN CAVALRY

Mounted Unit, Strength 4, Movement 2

Replaces: Horse Archer

Cost: 50

Requirements: Horseback riding, archery, horse resources.

Special Abilities: Immune to first strikes. 50% attack bonusvs. melee units. +30% withdrawal chance.

Doesn't receive defensive bonuses.

CELTIC EMPIRE (NEW)Starting Technologies: Hunting and Mysticism

NEW LEADER: BRENNUS

Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.

Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: DUN

Replaces: Walls

Production Cost: 50 (double speed with stone)

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Requirements: Masonry

Effects: +50% defensive bonus (except versus gunpowder-basedunits). Free Guerilla I promotion to units constructed in city.Required to build castle.

UNIQUE UNIT: GALLIC WARRIOR

Melee Unit, Strength 6, Movement 1

Replaces: Swordsman

Cost: 40

Requirements: Iron working, iron.

Special Abilities: +10% city attack. Begins with Guerilla Ipromotion (+20% defense in hills).

CHINESE EMPIRELEADER: MAO ZEDONG

Expansive: +3 health per city. Double production speed ofgranary, harbor.

Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.

LEADER: QIN SHI HUANG

Industrious: +50% wonder production. Double productionspeed for forge.

Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.

UNIQUE BUILDING: PAVILION

Replaces: Theatre

Production Cost: 50

Culture: +3

Requirements: Drama

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Effects: +25% culture. +1 happiness per 10% culture rate.Can turn 2 citizens into artists. +1 happiness from dye.Required to build Globe Theatre.

EGYPTIAN EMPIRELEADER: HATSHEPSUT

Creative: +2 culture per city. Double production speed of the-atre, coliseum.

Spiritual: No anarchy. Double production speed when con-structing temple.

NEW LEADER: RAMESES II

Industrious: +50% wonder production. Double productionspeed for forge.

Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: OBELISK

Replaces: Monument

Production Cost: 30

Culture: +1

Requirements: Mysticism

Effects: Can turn 2 citizens into priests.

Obsolete By: Calendar

ENGLISH EMPIRENEW LEADER: CHURCHILL

Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.

Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.

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LEADER: ELIZABETH

Financial: +1 gold on plots that produce 2 or more gold.

Philosophical: +100% great person birth rate. Double pro-duction speed for university.

LEADER: VICTORIA

Financial: +1 gold on plots that produce 2 or more gold.

Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.

UNIQUE BUILDING: STOCK EXCHANGE

Replaces: Bank

Production Cost: 200

Requirements: Banking

Effects: +65% wealth. Required to build Wall Street.

FRENCH EMPIRELEADER: LOUIS XIV

Creative: +2 culture per city. Double production speed of the-atre, coliseum.

Industrious: +50% wonder production. Double productionspeed for forge.

LEADER: NAPOLEON

Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

UNIQUE BUILDING: SALON

Replaces: Observatory

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Production Cost: 150

Requirements: Astronomy

Effects: +25% research. 1 free artist. Can turn 1 citizen intoscientist. Required to build laboratory.

GERMAN EMPIRELEADER: BISMARCK

Expansive: +3 health per city. Double production speed ofgranary, harbor.

Industrious: +50% wonder production. Double productionspeed for forge.

LEADER: FREDERICK

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

Philosophical: +100% great person birth rate. Double pro-duction speed for university.

UNIQUE BUILDING: ASSEMBLY PLANT

Replaces: Factory

Production Cost: 250 (double speed with coal)

Unhealthy: +1

Requirements: Assembly Line

Effects: +25% production. +50% production bonus withpower. Can turn 4 citizens into engineers. Required to buildcoal plant, hydro plant, and nuclear plant.

GREEK EMPIRELEADER: ALEXANDER

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Philosophical: +100% great person birth rate. Double pro-duction speed for university.

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UNIQUE BUILDING: ODEON

Replaces: Colosseum

Production Cost: 120

Culture: +3

Requirements: Construction

Effects: +1 happiness per 20% culture rate. Can turn 2 citi-zens into artists. +1 happiness from hit singles.

INCAN EMPIRELEADER: HUAYNA CAPAC

Financial: +1 gold on plots that produce 2 or more gold.

Industrious: +50% wonder production. Double productionspeed for forge.

UNIQUE BUILDING: TERRACE

Replaces: Granary

Production Cost: 60

Culture: +2

Requirements: Pottery

Effects: Stores 50% of food after city-growth. +1 health fromcorn, rice, and wheat.

INDIAN EMPIRELEADER: ASOKA

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

Spiritual: No anarchy. Double production speed when con-structing temple.

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LEADER: GANDHI

Philosophical: +100% great person birth rate. Double pro-duction speed for university.

Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: MAUSOLEUM

Replaces: Jail

Production Cost: 120

Great People: +1

Requirements: Constitution

Effects: -25% war weariness. +2 happiness. City is more like-ly to generate Great Prophet.

JAPANESE EMPIRELEADER: TOKUGAWA

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.

UNIQUE BUILDING: SHALE PLANT

Replaces: Coal Plant

Production Cost: 150

Requirements: Assembly line, factory

Effects: +10 production. Provides power (causing +2 unhappiness).

KOREAN EMPIRE (NEW)Starting Technologies: Mysticism and Mining

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NEW LEADER: WANG KON

Financial: +1 gold on plots that produce 2 or more gold.

Protective: Free Drill I and City Garrison I promotions toarchery and gunpowder units. Double production speed forwalls and castles.

UNIQUE BUILDING: SEOWON

Replaces: University

Production Cost: 200

Culture: +3

Requirements: Education, library

Effects: +50% research. Required to build Oxford University.

UNIQUE UNIT: HWACHA

Siege Weapon, Strength 5, Movement 1

Replaces: Catapult

Cost: 40

Tech Requirement: Construction

Special Abilities: Can withdraw from combat (25% chance).Causes collateral damage. +50% vs. melee units. Can bom-bard city defenses (-15% per turn).

Doesn't receive defensive bonuses.

MALINESE EMPIRELEADER: MANSA MUSA

Financial: +1 gold on plots that produce 2 or more gold.

Spiritual: No anarchy. Double production speed when con-structing temple.

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UNIQUE BUILDING: MINT

Replaces: Forge

Production Cost: 120

Requirements: Metal Casting

Effects: +25% production; +10% wealth. Can turn 1 citizeninto engineer. +1 happiness from gems, gold, and silver.Required to build Ironworks, the Colossus, the Eiffel Tower,and the Statue of Liberty. +1 unhealthiness.

MONGOLIAN EMPIRELEADER: GENGHIS KHAN

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.

LEADER: KUBLAI KHAN

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Creative: +2 culture per city. Double production speed of the-atre, coliseum.

UNIQUE BUILDING: GER

Replaces: Stable

Production Cost: 60

Requirements: Horse resource

Effects: New mounted units receive +4 experience points.

OTTOMAN EMPIRE (NEW)Starting Technologies: Agriculture and The Wheel.

NEW LEADER: MEHMED II

Expansive: +3 health per city. Double production speed ofgranary, harbor.

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Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

UNIQUE BUILDING: HAMMAM

Replaces: Aqueduct

Production Cost: 100

Happiness: +2

Health: +2

Requirements: Mathematics, masonry

Effects: Required to construct the Hanging Gardens.

UNIQUE UNIT: JANISSARY

Gunpowder Unit, Strength 9, Movement 1

Replaces: Musketman

Cost: 80

Tech Requirement: Gunpowder

Special Abilities: +25% vs. archery units. +25% vs. melee units.+25% vs. mounted units

PERSIAN EMPIRELEADER: CYRUS

Charismatic: +1 happiness in all cities. +1 happiness frommonument and broadcast tower.

Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.

UNIQUE BUILDING: APOTHECARY

Replaces: Grocer

Production Cost: 150

Health: +2

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Requirements: Guilds, currency

Effects: +25% wealth. Can turn 2 citizens into merchants. +1health with bananas, spices, sugar, and wine. Required tobuild supermarket.

ROMAN EMPIRENEW LEADER: AUGUSTUS CAESAR

Creative: +2 culture per city. Double production speed of the-atre, coliseum.

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

LEADER: JULIUS CAESAR

Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.

Organized: -50% civic upkeep. Double production speed oflighthouse and courthouse.

UNIQUE BUILDING: FORUM

Replaces: Market

Production Cost: 150

Requirements: Currency

Effects: +25% gold. +25% great person birth rate. Can turn 2 citi-zens into merchants. +1 happiness from fur, ivory, silk, and whale.

RUSSIAN EMPIRELEADER: CATHERINE

Creative: +2 culture per city. Double production speed of the-atre, coliseum.

Imperialistic: +100% Great General (Warlord) emergence.50% faster production of settlers.

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LEADER: PETER

Expansive: +3 health per city. Double production speed ofgranary, harbor.

Philosophical: +100% great person birth rate. Double pro-duction speed for university.

NEW LEADER: STALIN

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Industrious: +50% wonder production. Double productionspeed for forge.

UNIQUE BUILDING: RESEARCH INSTITUTE

Replaces: Laboratory

Production Cost: 250

Unhealthy: +1

Requirements: Computers, observatory

Effects: +25% research. +50% spaceship production. 2 freescientists; can turn 1 citizen into additional scientist.

SPANISH EMPIRELEADER: ISABELLA

Expansive: +3 health per city. Double production speed ofgranary, harbor.

Spiritual: No anarchy. Double production speed when con-structing temple.

UNIQUE BUILDING: CITADEL

Replaces: Castle

Production Cost: 100 (double speed with stone)

Culture: +1

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Requirements: Engineering, walls.

Effects: +50% defensive bonus (except versus gunpowder-basedunits). -50% damage to defenses from bombardment. +2 expe-rience points to siege units and +1 trade route (until Economics).

VIKING EMPIRE (NEW)Starting Technologies: Fishing and Hunting

NEW LEADER: RAGNAR

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Financial: +1 gold on plots that produce 2 gold.

UNIQUE BUILDING: TRADING POST

Replaces: Lighthouse

Production Cost: 60

Requirements: Sailing

Effects: Free "navigation 1" promotion for naval units con-structed in city. Water tiles provide +1 food. Required to con-struct the Great Lighthouse.

UNIQUE UNIT: BERSERKER

Melee Unit, Strength 8, Movement 1

Replaces: Maceman

Cost: 70

Requirements: Bronze working and copper or iron.

Special Abilities: +50% versus melee units. Starts withamphibious promotion (no combat penalty for attacking fromsea or across a river). +10% city attack.

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ZULU EMPIRE (NEW)Starting Technologies: Agriculture and Hunting

NEW LEADER: SHAKA

Aggressive: Free promotion (combat I) for melee and gunpow-der units. Double production speed of barracks and drydock.

Expansive: +3 health per city. Double production speed ofgranary, harbor.

UNIQUE BUILDING: IKHANDA

Replaces: barracks

Production Cost: 60

Requirements: None

Effects: New units receive +3 experience points. -20% main-tenance cost for city.

UNIQUE UNIT: IMPI

Melee Unit, Strength 4, Movement 2

Replaces: Spearman

Cost: 35

Requirements: Hunting and copper or iron.

Special Abilities: +100% versus mounted units. Starts withthe "mobility" promotion (-1 movement cost for any spacethat costs 2 or more mps to enter).

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NEW UNITS ALL CIVILIZATIONS CAN USETREBUCHET

Siege Weapon, Strength 4, Movement 1

Cost: 60

Tech Requirement: Engineering

Special Abilities: Can withdraw from combat (25%). Causescollateral damage. Receives +100% strength bonus when attack-ing units in cities. Can bombard city defenses (-25% per turn).

The Trebuchet does not receive defensive bonuses.

TRIREME

This is a new early naval combat unit. It cannot carry militaryunits, but it has an advantage when fighting standard Galleys.

Naval Unit, Strength 2, Movement 2

Cost: 50

Tech Requirement: Sailing

Special Abilities: +50% vs, Galley. Cannot enter ocean.

NEW BUILDINGS ALL CIVILIZATIONSCAN USESTABLE

Production Cost: 60

Effects: New mounted units receive +2 experience points.

MONUMENT

This building replaces the obelisk building in Civilization IV.

Production Cost: 30

Culture: +1

Requirements: Mysticism

Effects: +1 to city's culture.

Obsolete By: Calendar

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NEW WONDERSTHE GREAT WALL

World Wonder

Production Cost: 250 (double speed with stone)

Culture: +2

Great People Points: +2

Requirements: Masonry

Effect: Prevents barbarians from entering cultural borders onthat continent. Doubles Great General points generated frombattles within your cultural borders.

Obsolete By: Nothing

THE TEMPLE OF ARTEMIS

World Wonder

Production Cost: 400 (double speed with marble)

Culture: +8

Great People Points: +2

Requirements: Polytheism

Effect: +100% trade route yield. 1 free priest. The city is morelikely to generate Great Merchants.

Obsolete By: Chemistry

THE UNIVERSITY OF SANKORE

World Wonder

Production Cost: 550 (double speed with stone)

Culture: +8

Great People Points: +2

Requirements: Paper

Effect: +2 research points from state religious buildings.City more likely to generate Great Scientists.

Obsolete By: Computers

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NEW LEADER TRAITSCHARISMATIC

Effect: +1 happiness in all cities. +1 happiness from monu-ment and broadcast tower.

IMPERIALISTIC

Effect: +100% Great General emergence. +50% faster pro-duction of settlers.

PROTECTIVE

Effect: Free Drill 1 and City Garrison 1 promotions to archery andgunpowder units. Double production speed for walls and castles.

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CHAPTER 3NEW

SCENARIOS

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INTRODUCTIONIn Civilization IV, scenarios challenge players to take on pre-set situations. Most of the scenarios in Warlords are historical,allowing you to recreate actual events from history. AsPericles, can you win the Peloponnesian War and save Athensfrom destruction? As Hannibal of Carthage, can you lead yourmighty elephants to victory against Imperial Rome? Can youlead the Mongol hordes against the West and wreak evenmore havoc than Genghis Khan? Some scenarios are ahistor-ical, in which you can explore interesting situations that neveractually occurred.

Scenarios often contain special rules, units, civilizations andso forth that do not appear in a regular game of Civilization IV.You can check out the scenario descriptions, below, or jumpright in and let yourself be surprised. (As always, we recom-mend the latter approach: try a scenario a couple of times andthen, as necessary, read its description.)

SCENARIOS' CIVILOPEDIASEach scenario's Civilopedia lists the units, techs, civilizations,and so forth that appear in that scenario. If a new item hasbeen added for the scenario, it will be listed in the Civilopedia,and if an item doesn't appear in the scenario (for instance,nukes cannot be found in the Genghis Khan scenario) it isn'tlisted in that scenario's Civilopedia, either. If an existing itemhas been altered to better fit the scenario, the scenario'sCivilopedia will reflect that difference as well.

CREATE YOUR OWN SCENARIO—OR PLAY SCENARIOS CREATED BYOTHER PLAYERS!Check out the Sid Meier's Civilization IV web site atwww.CivIV.com to learn how to create your own scenariosand find scenarios created by other Civilization IV players.

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SCENARIOS OVERVIEWHISTORICAL SCENARIOS

450 BC: Chinese Unification 1 to 7 Players

Seven feudal kingdoms seek to destroy their enemies and ruleall of China! A game of alliances, treachery, and massivearmies.

444 BC: The Peloponnesian War 1 or 2 Players

Greek and Athens, two very different civilizations, are lockedin a life-and-death struggle for domination of Greece. CanAthens' wealth and sea-power stop the mighty Spartanarmies?

336 BC: Alexander the Great 1 Player

Become Alexander and march your armies across three conti-nents, destroying all who stand in your way. Can you matchthe exploits of perhaps the greatest military leader of all time?

300 BC: The Rise of Rome1 to 5 Players

Five mighty civilizations—Rome, Carthage, Greece, Egypt,and the Celts—engage in a winner-take-all fight for domina-tion of the Eastern Mediterranean. The victor will control thedestiny of Western Civilization for the next millennia.

800 AD: The Age of the Vikings1 Player

As the Viking King Ragnar Lodbrok, lead your mighty long-boats in daring raids against the soft and corrupt civilizationsto the south.You don't particularly want to conquer your foes:you just want their money. All of it. By any means necessary...

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1206 AD: Genghis Khan 1 Player

As leader of the Mongol Horde, you seek nothing less thanthe conquest—or destruction—of every civilization unfortu-nate enough to find itself in your way. Leave a trail of burningcities from China to Italy and North Africa!

ALTERNATE HISTORY SCENARIOS

Barbarian Horde 1 Player

A chance to see how the other guy lives. The game creates aworld, complete with competing civilizations. You enter thegame controlling the Barbarians—can you destroy all of civiliza-tion before they get you? (You know you've always wanted to!)

Omens1 or 2 Players

Britain and France struggle for dominance over the great prizeof North America! Beware: this is a religious and culturalstruggle as much as it is a military fight, and it's filled withstrange portents and mystical occurrences!

HOW TO LAUNCH THE SCENARIOSOn the main menu, select "Single Player" and then choose"Warlords Scenarios" to access the scenarios.

SAVING AND LOADING SCENARIOSThis works like regular saves/loads. If the game must load adifferent mod it will automatically exit the game and thenrestart using the correct module.

SCENARIO DETAILSFollowing are detailed descriptions of all of the scenariosincluded in Warlords. Each entry contains the following sec-tions:

Players: This shows how many players can take each otheron in the scenario.

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Type: This tells whether the scenario is historical, alternatehistory, totally out there, and so forth.

Overview: The overview provides background for the sce-nario.

Scenario Units, Buildings, Terrain, Improvements,Technologies, Etc.: These sections list any new or altereditems appearing in the scenario. If an item from the maingame appears in the scenario unchanged, it isn't listed here.(You can see all items appearing in the game in the scenario'sCivilopedia.)

Special Rules:This section lists any special rules appearing in thescenario.These often include the scenario's victory conditions.

450 BC: CHINESEUNIFICATIONBy Jon Shafer

Design Assistance by Gloria “Nolan” Carson

Players: 1 to 7

Type: Historical

Overview

Despite being one of the world's oldest civilizations, for muchof its existence China has never seen a common ruler. Theyear is 450 BC and a fragmented nation seeks a powerfulleader to unite the people and bring glory to East Asia.Commonly referred to as the "Warring States" period, this erasaw some of the most ferocious combat in history. It wouldnot be for another 2,200 years in the Napoleonic Wars that theworld would again see massive armies of millions of men gointo battle.

The seven Chinese powers which have a shot at victory at thestart of the Warring States period are the Qin, Qi, Chu, Yan,Han, Zhao and Wei. Each of them seeks to unify China by anymeans necessary. While war is the direct route to success,winning through diplomacy is also possible. Should the only

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surviving civilizations—if any—be among your allies or vas-sals you will be first to ever take the name: Emperor of China.

SCENARIO UNITS

Archer ITech Requirements: Archery

Resource Requirement: None

Strength: 3

Movement: 1

Unit Class: Archery

Special Abilities: 1 first strike; +50% city defense; +25% hillsdefense.

Polearm ITech Requirements: Mining

Resource Requirement: Copper or Iron

Strength: 4

Movement: 1

Unit Class: Melee

Special Abilities: +100% vs. mounted units.

Chariot ITech Requirements: The Wheel

Resource Requirement: Horse

Strength: 5

Movement: 2

Unit Class: Mounted

Special Abilities: Doesn't receive defensive bonuses.

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Archer IITech Requirements: Feudalism

Resource Requirement: None

Strength: 4

Movement: 1

Unit Class: Archery

Special Abilities: 1 first strike; +50% city defense; +25% hillsdefense.

Polearm IITech Requirements: Feudalism

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Unit Class: Melee

Special Abilities: +100% vs. mounted units.

Chariot IITech Requirements: Metal Casting

Resource Requirement: Horse

Strength: 7

Movement: 2

Unit Class: Mounted

Special Abilities: Doesn't receive defensive bonuses.

Swordsman ITech Requirements: Iron Working

Resource Requirement: Iron

Strength: 6

Movement: 1

Unit Class: Melee

Special Abilities: +10% city attack.

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Crossbowman ITech Requirements: Mathematics

Resource Requirement: Iron

Strength: 6

Movement: 1

Unit Class: Archery

Special Abilities: 1 first strike; +50% vs. melee units.

Heavy Cavalry ITech Requirements: Horseback Riding

Resource Requirement: Horse

Strength: 6

Movement: 2

Unit Class: Mounted

Special Abilities: Immune to first strikes; doesn't receivedefensive bonuses; +50% attack vs. Catapult. +40% chance ofwithdrawal from attack.

Polearm IIITech Requirements: Mohism

Resource Requirement: Copper or Iron

Strength: 6

Movement: 1

Unit Class: Melee

Special Abilities: +100% vs. mounted units.

Swordsman IITech Requirements: Steel

Resource Requirement: Iron

Strength: 7

Movement: 1

Unit Class: Melee

Special Abilities: +10% city attack.

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Crossbowman IITech Requirements: Legalism

Resource Requirement: Iron

Strength: 7

Movement: 1

Unit Class: Archery

Special Abilities: 1 first strike; +50% vs. melee units.

Heavy Cavalry IITech Requirements: Independent Cavalry

Resource Requirement: Horse

Strength: 8

Movement: 2

Unit Class: Mounted

Special Abilities: Immune to first strikes; doesn't receivedefensive bonuses; +50% attack vs. Catapult. +30% chance ofwithdrawal from combat.

CatapultTech Requirements: Machinery

Resource Requirement: None

Strength: 6

Movement: 1

Unit Class: Siege

Special Abilities: Doesn't receive defensive bonuses; canwithdraw from combat (25% chance); causes collateral dam-age; can bombard city defenses (-15%/turn).

GalleyTech Requirements: Naval Warfare

Resource Requirement: None

Strength: 2

Movement: 4

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Unit Class: Naval

Special Abilities: Can carry 2 units; Cannot enter ocean spaces.Can bombard city defenses (-15% per turn).

BUILDINGS

Family AltarProduction Cost: 80

Culture: +1

Requirements: Filial Piety

Enables: Family Emissary units.

Effects: Allows +1 Priest specialist.

TempleProduction Cost: 80

Culture: +1

Happiness: +1

Tech Requirements: City States

Effects: Allows +1 Priest specialist.

WONDERS

Sun Tzu's Art of War Type: World Wonder

Production Cost: 2200

Tech Requirements: Philosophy

Effects: When built, Sun Tzu's Art of War gives every unitbuilt by that team +1 experience points. It also provides +2Great Engineer points per turn.

The Great Classical LibraryType: World Wonder

Production Cost: 160 (double speed with Marble)

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Culture: +8

Tech Requirements: Rule of Heaven

Effects: The Great Classical Library grants a free technologywhen completed. It also provides +1 Great Scientist pointsper turn.

Book of History Type: National Wonder

Production Cost: 200 (double speed with Marble)

Culture: +4

Tech Requirements: Rule of Heaven

Other Requirements: Library

Effects: +100% great person birth rate; increases the chancesof generating a Great Artist.

National WallType: National Wonder

Production Cost: 180 (double speed with Stone)

Culture: +6

Tech Requirements: Masonry

Other Requirements: Walls

Effects: Prevents Barbarians from entering national borderson continent. +1 health and +1 population in all cities.Increases the chances of generating a Great Engineer.

Underground TombType: National Wonder

Production Cost: 250 (double speed with Stone)

Culture: +4

Tech Requirements: Construction

Effects: Decreases war weariness in all cities by 75%. +1 freespecialist in all cities. Increases the chances of generating aGreat Artist.

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CIVICSMILITARYMilitiaTech Requirements: None

Upkeep: Low

Effect: None. The default Military civic.

Feudal LevyTech Requirements: Crop Rotation

Upkeep: High

Effect: All military units are produced with food.

Warrior HousesTech Requirements: Iron Working

Upkeep: Medium

Effect: Can draft 2 units per turn; Barracks provide +2 happi-ness per city.

PacifismTech Requirements: Philosophy

Upkeep: None

Effect: +100% great person birth rate in cities with state reli-gion; +1 support cost per military unit.

Professional ArmyTech Requirements: Militarism

Upkeep: None

Effect: +50% military unit production in all cities; +1 supportcost per military unit; +1 happiness per military unit in a city.

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GOVERNMENTDespotismTech Requirements: None

Upkeep: Low

Effect: None; the default government civic.

VassalageTech Requirements: Bronze Working

Upkeep: High

Effect: New units receive +2 experience points; cities supportone extra unit.

BureaucracyTech Requirements: Rule of Heaven

Upkeep: Medium

Effect: +50% production and commerce in capital.

NationhoodTech Requirements: Filial Piety

Upkeep: Medium

Effect: Can spend gold to finish production; +1 commercefrom Villages and Towns.

AbsolutismTech Requirements: Machinery

Upkeep: Medium

Effect: No war weariness; +1 production from Mine andWorkshop improvements.

LABORTribalismTech Requirements: None

Upkeep: Low

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Effect: None. The default Labor civic.

SlaveryTech Requirements: Masonry

Upkeep: Low

Effect: Can sacrifice population to finish production in cities.

SerfdomTech Requirements: Feudalism

Upkeep: Low

Effects: Workers build improvements 50% faster.

Independent FarmersTech Requirements: Independent Farmers

Upkeep: Medium

Effect: Farm improvements produce +1 food; -33% militaryunit production in all cities.

Educated EliteTech Requirements: Meritocracy

Upkeep: Medium

Effect: Cities receive +2 free specialists.

ECONOMYDecentralizationTech Requirements: None

Upkeep: None

Effect: The default Economy civic.

Barter EconomyTech Requirements: Sailing

Upkeep: Medium

Effect: +15% commerce in all cities.

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MercantilismTech Requirements: Horseback Riding

Upkeep: Medium

Effect: +1 free specialist in all cities; no foreign trade routes.

Free MarketTech Requirements: Mathematics

Upkeep: Medium

Effect: +1 trade routes in all cities.

State MonopolyTech Requirements: Calligraphy

Upkeep: Low

Effect: No distance maintenance costs in cities; +1 food forWorkshop, Watermill, Windmill & mine.

RELIGIONPrimitivismTech Requirements: None

Upkeep: None

Effect: The default Religion civic.

ShamanismTech Requirements: Divination

Upkeep: High

Effect: +100% culture in all cities; +25% commerce in capital city.

DaoismTech Requirements: City States

Upkeep: Low

Effect: +1 happiness in cities from nearby forest features.

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ConfucianismTech Requirements: Philosophy

Upkeep: Low

Effect: +2 health in all cities.

MohismTech Requirements: Mohism

Upkeep: Low

Effect: +33% research in all cities.

LegalismTech Requirements: Legalism

Upkeep: Low

Effect: New units receive +5 experience points; -1 happinessin all cities.

TECHNOLOGIESAgricultureTech Requirements: None

Leads To: Crop Rotation

Enables: Agriculture enables the Granary building and Farmimprovement.

FishingTech Requirements: None

Leads To: Sailing

Enables: Fishing enables the Fishing Boat unit, Fishing Netsand Whaling Boats improvements and the ability to workwater spaces.

ArcheryTech Requirements: None

Leads To: Filial Piety

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Enables: Archery enables the Archer I unit and the Barracksbuilding.

DivinationTech Requirements: None

Leads To: Rule of Heaven

Enables: Divination enables the Library building, Cottageimprovement, and the Shamanism civic.

The WheelTech Requirements: None

Leads To: City States

Enables: The Wheel enables the Chariot I unit. Workers canbuild roads and the pasture improvement.

MiningTech Requirements: None

Leads To: Bronze Working; Masonry

Enables: Mining enables the Polearm I unit and the Mineimprovement and reveals the Gold bonus.

Crop RotationTech Requirements: Agriculture

Leads To: Feudalism; Horseback Riding

Enables: Crop Rotation enables the Stable building, theCamp improvement and the Feudal Levy civic.

SailingTech Requirements: Fishing

Leads To: Mathematics

Enables: Sailing enables the Galley unit, the Lighthouse andMarket buildings, and the Barter Economy civic. It enablestrading along coastal spaces.

Filial PietyTech Requirements: Archery

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Leads To: Horseback Riding; Philosophy

Enables: Filial Piety enables the Family Altar building, thePlantation improvement and the Nationhood civic.

Rule of HeavenTech Requirements: Divination

Tech Allows: Philosophy; Iron Working

Enables: Rule of Heaven enables the Great Classical Libraryworld wonder, the Book of History national wonder and theBureaucracy civic.

City StatesTech Requirements: The Wheel

Leads To: Metal Casting; Feudalism

Enables: City States enables the Temple building, theWorkshop improvement, and the Vassalage and Daoismcivics.

Bronze WorkingTech Requirements: Mining

Leads To: Iron Working; Metal Casting

Enables: Bronze Working enables the Forge building and theVassalage civic. It also allows Workers to cut down forests andjungles, and it reveals the Iron resource.

MasonryTech Requirements: Mining

Leads To: Mathematics; Construction

Enables: Masonry enables the Walls building, the NationalWall national wonder, the Quarry improvement and theSlavery civic.

FeudalismTech Requirements: Crop Rotation and City States

Tech Allows: Independent Farmers; Construction

Enables: Feudalism enables the Archer II and Polearm II

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units, the Windmill and Watermill improvements and theSerfdom civic.

MathematicsTech Requirements: Sailing and Masonry

Leads To: Currency; Machinery

Enables: Mathematics enables the Crossbowman I unit, theCastle building, the Fort improvement and the Free Market civic.

Horseback RidingTech Requirements: Filial Piety and Crop Rotation

Leads To: Militarism; Calligraphy

Enables: Horseback riding enables the Heavy Cavalry I unit,Grocer building, Heroic Epic national wonder and theMercantilism civic.

PhilosophyTech Requirements: Rule of Heaven and Filial Piety

Leads To: Calligraphy; Militarism

Enables: Philosophy enables the Courthouse building, theSun Tzu's Art of War world wonder and the Pacifism andConfucianism civics.

Metal CastingTech Requirements: City States and Bronze Working

Leads To: Construction; Currency

Enables: Metal Casting enables the Chariot II unit, Harborbuilding and the ability to spread irrigation away from sourcesof fresh water.

Iron WorkingTech Requirements: Bronze Working and Rule of Heaven

Leads To: Machinery; Independent Farmers

Enables: Iron Working enables the Swordsman I unit,Aqueduct building and Warrior Houses civic.

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Independent FarmersTech Requirements: Feudalism and Iron Working

Leads To: Legalism; Independent Cavalry

Enables: Independent Farmers enables the IndependentFarmers civic and increases the speed with which Workerscomplete improvements by 50%.

CurrencyTech Requirements: Mathematics and Metal Casting

Leads To: Meritocracy; Water Works

Enables: Currency grants a free Great Merchant to the first todiscover this tech; it enables the Bank building and provides+1 free trade route to all cities.

MilitarismTech Requirements: Horseback Riding; Philosophy

Tech Allows: Independent Cavalry; Legalism

Enables: Militarism grants a free Great General (Warlord) tothe first to research it, enables the Professional Army civic andincreases road movement by +1.

CalligraphyTech Requirements: Philosophy and Horseback Riding

Leads To: Mohism; Meritocracy

Enables: Calligraphy grants a free Great Artist to the first toresearch it and enables the Theatre building and State Monopolycivic. It allows the building of wealth, research and culture.

ConstructionTech Requirements: Metal Casting, Masonry and Feudalism

Leads To: Water Works; Steel

Enables: Construction grants a free Great Engineer to thefirst to research it and it also enables the Underground Tombwonder. It constructs bridges wherever roads cross rivers.

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MachineryTech Requirements: Iron Working and Mathematics

Leads To: Steel; Mohism

Enables: Machinery enables the Catapult unit, theObservatory building and the Absolutism civic.

LegalismTech Requirements: Independent Farmers; Militarism

Leads To: None

Enables: Legalism enables the Crossbowman II unit and theLegalism civic.

MeritocracyTech Requirements: Currency and Calligraphy

Leads To: None

Enables: Meritocracy enables the University building and theEducated Elite civic.

Independent CavalryTech Requirements: Militarism and Independent Farmers

Leads To: None

Enables: Independent Cavalry enables the Heavy Cavalry IIunit and increases the movement of naval units by +1.

MohismTech Requirements: Calligraphy and Machinery

Leads To: None

Enables: Mohism enables the Polearm III unit and theMohism civic.

Water WorksTech Requirements: Construction and Currency

Leads To: None

Enables: Water Works allows the construction of Farms withouta source of irrigation and increases Farm food production by +1.

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SteelTech Requirements: Machinery and Construction

Leads To: None

Enables: Steel enables the Swordsman II unit. Workers gen-erate 50% more production from chopping down forests.

SPECIAL RULES

Family HousesIn a manner similar to how missionaries spread religion in themain game, blood from Family Houses can be spread aroundthe map by Family Emissaries. The more a bloodline spreadsacross the world, the more favorable other civilizations will betowards you, particularly if the blood from your line ascendsto their throne (that is, if they adopt your State Religion).

Emperor's CouncilThe Emperor's Council is the means by which a player can winthis scenario diplomatically. It works similarly to the UnitedNations in the core game, where a leader is elected, followedby a vote to determine the winner of the game. Your vassalswill always vote for you in the election. To achieve a diplomat-ic victory will require good relations with many civilizations, somake sure to spread your bloodline and trade when you can!

VICTORY CONDITIONS

DominationIf any civilization controls 38% of the world population and64% of the world's land area it will win.

ConquestWhile unlikely, it is possible to win the game by completelydestroying every other civilization on the map.

DiplomaticBuilding the "Emperor's Council" world wonder unlocks thisvictory type, which holds an election to determine if oneleader is chosen as victor by his peers.

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Time LimitThe game lasts a maximum of 200 turns, and if no other vic-tory conditions are met by then, the civilization with the high-est score is victorious.

444 BC: THEPELOPONNESIAN WARBy Paul Murphy

Players: 1 or 2

Type: Historical

Overview

The year is 444 BC. Having successfully driven off the Persianinvasion of a few years ago, the Grand Alliance of Greek city-states has since broken into two factions: Athens and herallies/subject city-states form the Delian League; they are richand cultured, and they possess the world's strongest navy.Sparta and other mainland cities comprise the SpartanAlliance, banded together to stop Athens from achieving totaldominance of Greece. While poorer and less advanced thanthe Athenians, the Spartan army is by far the most powerfularmed force on Greece. Which side will you guide to domina-tion of the Ancient World?

SCENARIO UNITS

Hellenic MissionaryRequirements: Hellenic Monastery

Strength: 0

Movement: 2

Special Abilities: This is a "National Unit;" only three areallowed to be in play at one time. Hellenic Missionaries canspread "Hellenism," the Greek religion.

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HopliteTech Requirement: Improved Formations I

Resource Requirements: Copper or Iron

Strength: 4

Movement: 1

Special Abilities: +25% attack bonus versus Spearmen.+100% versus mounted units.

PhalanxTech Requirement: Improved Formations II

Resource Requirements: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +25% Hills defense. +100% versus mount-ed units.

GalleyTech Requirements: Sailing

Resource Requirements: None

Strength: 2

Movement: 8

Special Abilities: 2 cargo space.

TriremeTech Requirement: Advanced Sailing

Resource Requirements: None

Strength: 2

Movement: 8

Special Abilities: +50% vs. Galleys. A Trireme can carryScouts, Explorers, Missionaries, Spies, and great people. Itcannot carry other units. Triremes cannot enter Ocean spaces.

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Scenario BuildingsAgoraRequirements: Currency

Effects: +25% gold. Can turn two citizens into Merchants. +1happiness with Fur, Ivory, or Whale.

Notes: Agoras are Greek markets.

High WallsCulture: +1

Requirements: Mathematics, Walls

Effects: +50% defense. Double production speed with stone.

Military EncampmentRequirements: Improved Formations II, Barracks

Effects: New land military units receive +4 experience points.

SenateRequirements: Code of Laws

Effects: -50% city maintenance cost

Note: Senates have the same function as Courthouses in themain game

NEW TECHNOLOGIES

Advanced SailingPrerequisites: Bronze Working and Sailing

Leads To: Nothing

Allows Construction of: Trireme, Drydock

ConstitutionPrerequisites: Code of laws

Leads To: None

Enables: Representation

Notes: The Greeks achieved advanced governmental forms

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far earlier than can occur in the main game. To reflect this, inthis scenario Code of Laws leads to Constitution (rather thanalso requiring Nationalism as in the main game).

Improved Formations IPrerequisites: Bronze Working

Leads To: Improved Formations II

Allows Construction of: Hoplites

Improved Formations IIPrerequisites: Improved Formations I

Leads To: Nothing

Allows Construction of: Phalanx, Military Encampments

SPECIAL RULES

VassalsEach side begins play with several "Vassal" states. (See"Vassals," page 3, for details.)

VICTORY CONDITIONS

Time LimitThe game lasts 100 turns. At the end of the one-hundredthturn the side with the highest score wins a marginal victory.

Capture the Enemy Capital The Spartan Alliance wins immediately upon capturingAthens. The Delian League (Athens) wins immediately uponcapturing Sparta.

336 BC: ALEXANDERTHE GREATBy Ed Piper

Players: 1

Type: Historical

Overview

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The year is 336 BC and your father, Phillip II of Macedon, hasbeen assassinated, leaving the Empire of Greece in your hands.The people of Greece are rebellious and have little faith in anunproven leader.They must be brought back into line!

Persia, to the east, is large but weak. Crushing Persia is the firststep towards fulfilling your goal of conquest of the entire KnownWorld. So take hold of the reigns of power and find your destiny!

SCENARIO UNITS

HypaspistsTech Requirements: None

Strength: 5

Resource Requirement: Iron or Copper.

Movement: 1

Special Abilities: 75% combat bonus verse melee units; 50%combat bonus verse mounted units.

Companion CavalryTech Requirements: None

Resource Requirement: Horse

Strength: 6

Movement: 2

Special Abilities: 50% combat bonus verse Catapults.Immune to first strikes. Doesn’t receive defensive bonuses.

PeltastsTech Requirements: None

Resource Requirement: None

Strength: 2

Movement: 2

Special Abilities: +100% defensive bonuses on Hills, Forestand Jungle. +50% city defense bonus. 1 first strike. +20% chanceto withdraw.

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ProdomoiTech Requirements: None

Resource Requirement: Horse

Strength: 3

Movement: 3

Special Abilities: 50% combat bonus verse Catapults.Immune to first strikes. Ignores terrain movement costs. +30%chance to withdraw. Doesn’t receive defensiuve bonuses.

SCENARIO BUILDINGS

Spartan BarracksCost: Cannot Build

Culture: None

Requirements: None

Effects: Provides Guerilla I promotion any unit producedfrom that city.

Macedonian BarracksCost: Cannot Build

Culture: None

Requirements: None

Effects: Provides Flanking I promotion any unit producedfrom that city.

Athenian BarracksCost: Cannot Build

Culture: None

Requirements: None

Effects: Provides City Garrison I promotion any unit pro-duced from that city.

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Barbarian BarracksCost: Cannot Build

Culture: None

Requirements: None

Effects: Provides City Raider I promotion any unit producedfrom that city.

Egyptian TempleCost: 80

Culture: +1

Requirements: Egyptian Mythology must be present in city.

Effects: Functions the same as other Temples.

Greek TempleCost: 80

Culture: +1

Requirements: Hellenic religion must be present in city.

Effects: Functions the same as other Temples.

Zoroastrian TempleCost: 80

Culture: +1

Requirements: Zoroastrian religion must be present in city.

Effects: Functions the same as other Temples.

NEW TECHNOLOGIES

Hunting TechniquesPrerequisites: None

Leads To: Advanced Hunting Techniques, Concealment

Promotion Allowed: Woodsman I

Enables: Hunting Techniques allows Woodsman I to beselected as a promotion by your units

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Constant Drilling IPrerequisites: None

Leads To: Constant Drilling II, Horse Breeding I, Concealment

Promotion Allowed: Drill I

Enables: Constant Drilling I allows Drill I to be selected as apromotion by your units

Elevated Defense IPrerequisites: None

Leads To: Observation, Elevated Defense II

Promotion Allowed: Guerilla I

Enables: Elevated Defense I allows Guerilla I to be selected asa promotion by your units

Standing Army IPrerequisites: None

Leads To: Standing Army II, Wedge Assault

Promotion Allowed: City Garrison I

Enables: Standing Army I allows City Garrison I to be select-ed as a promotion by your units

Barbarian Assimilation Prerequisites: None

Leads To: Barbarian Assimilation II, Wedge Assault

Promotion Allowed: City Raider I

Enables: Barbarian Assimilation allows City Raider I to beselected as a promotion by your units

Battlefield Siege IPrerequisites: None

Leads To: Battlefield Siege II

Promotion Allowed: Barrage I

Enables: Battlefield Siege I allows Barrage I to be selected asa promotion by your units

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ConcealmentPrerequisites: None

Leads To: Hunting Techniques; Constant Drilling I

Promotion Allowed: Cover

Enables: Concealment allows Cover to be selected as a pro-motion by your units

ObservationPrerequisites: Elevated Defense

Leads To: None

Promotion Allowed: Sentry

Enables: Observation allows Sentry to be selected as a pro-motion by your units

Military Surgeons IPrerequisites: None

Leads To: Military Surgeons II

Promotion Allowed: Medic I

Enables: Military Surgeons I allows Medic I to be selected asa promotion by your units

Military Surgeons IIPrerequisites: Military Surgeons I

Leads To: Recruitment

Promotion Allowed: Medic II

Enables: Military Surgeons II allows Medic II to be selectedas a promotion by your units

Standing Army IIPrerequisites: Standing Army I

Leads To: Standing Army III, Recruitment

Promotion Allowed: City Garrison II

Enables: Standing Army II allows City Garrison II to beselected as a promotion by your units

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Wedge AssaultPrerequisites: Standing Army I or Barbarian Assimilation I

Leads To: None

Promotion Allowed: Shock

Enables: Wedge Assault Techniques allows Shock to beselected as a promotion by your units

Barbarian Assimilation IIPrerequisites: Barbarian Assimilation I

Leads To: Barbarian Assimilation III, Torsion Spring

Promotion Allowed: City Raider II

Enables: Barbarian Assimilation II allows City Raider II to beselected as a promotion by your units

Advanced Hunting TechniquesPrerequisites: Hunting Techniques

Leads To: None

Promotion Allowed: Woodsman II

Enables: Advanced Hunting Techniques allows Woodsman IIto be selected as a promotion by your units

Constant Drilling IIPrerequisites: Constant Drilling I

Leads To: Constant Drilling II, Power of the Phalanx

Promotion Allowed: Drill II

Enables: Constant Drilling II allows Drill II to be selected as apromotion by your units

Elevated Defense IIPrerequisites: Elevated Defense I

Leads To: Lead from the Front

Promotion Allowed: Guerrilla II

Enables: Elevated Defense II allows Guerrilla II to be select-ed as a promotion by your units

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Barbarian Assimilation IIIPrerequisites: Barbarian Assimilation

Leads To: None

Promotion Allowed: City Raider III

Enables: Barbarian Assimilation allows City Raider III to beselected as a promotion by your units

Battlefield Siege IIPrerequisites: Battlefield Siege I

Leads To: Battlefield Siege III, Torsion Spring

Promotion Allowed: Barrage II

Enables: Battlefield Siege II allows Barrage II to be selected asa promotion by your units

Constant Drilling IIIPrerequisites: Constant Drilling II

Leads To: Constant Drilling IV

Promotion Allowed: Drill III

Enables: Constant Drilling III allows Drill III to be selected asa promotion by your units

Horse Breeding IPrerequisites: Constant Drilling I

Leads To: Power of the Phalanx, Lead from the Front, HorseBreeding II

Promotion Allowed: Flanking I

Enables: Horse Breeding I allows Flanking I to be selected asa promotion by your units

RecruitmentPrerequisites: Military Surgeons II or Standing Army II

Leads To: Army Servants

Promotion Allowed: March

Enables: Recruitment allows March to be selected as a pro-motion by your units

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Standing Army IIIPrerequisites: Standing Army II

Leads To: None

Promotion Allowed: City Garrison III

Enables: Standing Army III allows City Garrison III to beselected as a promotion by your units

Torsion SpringPrerequisites: Battlefield Siege II or Barbarian Assimilation II

Leads To: None

Promotion Allowed: Accuracy

Enables: Torsion Spring allows Accuracy to be selected as apromotion by your units

Constant Drilling IVPrerequisites: Constant Drilling III

Leads To: None

Promotion Allowed: Drill IV

Enables: Constant Drilling IV allows Drill IV to be selected asa promotion by your units

Power of the PhalanxPrerequisites: Constant Drilling II or Horse Breeding I

Leads To: None

Promotion Allowed: Formation

Enables: Power of the Phalanx allows Formation to be select-ed as a promotion by your units

Lead from the FrontPrerequisites: Horse Breeding I or Elevated Defense

Leads To: None

Promotion Allowed: Charge

Enables: Lead from the Front allows Charge to be selected asa promotion by your units

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Battlefield Siege IIIPrerequisites: Battlefield Siege II

Leads To: None

Promotion Allowed: Barrage

Enables: Battlefield Siege III allows Barrage to be selected asa promotion by your units

Horse Breeding IIPrerequisites: Horse Breeding I

Leads To: Army Servants

Promotion Allowed: Flanking II

Enables: Horse Breeding II allows Flanking II to be selectedas a promotion by your units

Army ServantsPrerequisites: Horse Breeding II or Recruitment

Leads To: Cultural Assimilation, Charge and Reform

Promotion Allowed: Mobility

Enables: Army Servants allows Mobility to be selected as apromotion by your units. Army Servants also increases move-ment on roads.

Cultural AssimilationPrerequisites: Army Servants

Leads To: None

Promotion Allowed: Commando

Enables: Cultural Assimilation allows Commando to beselected as a promotion by your units

Charge and ReformPrerequisites: Army Servants

Leads To: None

Promotion Allowed: Blitz

Enables: Charge and Reform allows Blitz to be selected as apromotion by your units

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SPECIAL RULESVassalsEgypt begins this scenario as a Vassal state to Persia. (See"Vassals," page 3, for details.) If you take an opponent's civi-lization as a Vassal state, it will count towards the "Rule theWorld" victory condition.

Strength of the LeaderAlexander is represented in this scenario as a Warlord, whichallows him to be joined to a unit. As the unit Alexander isattached to gains in experience, Alexander will gain better"titles." The better the title Alexander gains the better theeconomy of Greece will function. But beware—if Alexandershould be defeated in battle he will lose his title.

Loss of AlexanderIf the unit Alexander is joined to is destroyed, Alexander willbe injured and unable to lead his Army for 6 turns. After 6turns Alexander will return and may be joined to a unit. Whileinjured Alexander's title will revert to the worst title.

VICTORY CONDITIONSTime LimitThe game lasts 156 turns. At the end of the 156th turn the civ-ilization with the highest score wins a partial victory.

Rule the WorldControlling every city in the world—either by making its civ-ilization a Vassal or by conquering or destroying it—will resultin a complete victory.

300 BC: THE RISE OF ROMEBy Ed Piper

Players: 1 to 5 players

Type: Historical

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Overview

The year is 300BC. The civilizations surrounding theMediterranean Sea, Rome, Carthage, Greece, and Egypt,nervously attempt to establish borders and trade routes.Meanwhile the clannish Celts seek to nurture their fledglingcivilization and gain unity. Each civilization is looking tomaintain peace with its neighbors (and to gain dominance ofthe Mediterranean).

“Igitur qui desiderat pacem, praeparet bellum.” - Vegetius

Translation: "If you want peace, prepare for war."

SCENARIO UNITS

Gallic WarriorTech Requirements: None

Resource Requirement: Iron

Strength: 4

Movement: 1

Special Abilities: +50% attack bonus when attacking cities;+50% defensive bonus on Hills.

Gallic Warrior IITech Requirements: Upgrade Gallic Warrior

Resource Requirement: Iron

Strength: 4

Movement: 1

Special Abilities: +50% attack bonus when attacking cities;+50% defensive bonus on Hills and Forest.

Gallic Warrior IIITech Requirements: Upgrade Gallic Warrior II

Resource Requirement: Iron

Strength: 5

Movement: 1

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Special Abilities: +50% attack bonus when attacking cities.+50% defensive bonus on Hills and Forest.

Archer IITech Requirements: Upgrade Archer

Resource Requirement: None

Strength: 4

Movement: 1

Special Abilities: +50% defense bonus when defending a City;+25% defensive bonus when defending hills; 1 First Strike.

Celtic ChariotTech Requirements: None

Resource Requirement: Horse

Strength: 4

Movement: 2

Special Abilities: Doesn't receive defensive bonuses; 30%chance to withdraw from attack.

Celtic Chariot IITech Requirements: Upgrade Celtic Chariot

Resource Requirement: Horse

Strength: 4

Movement: 2

Special Abilities: Doesn't receive defensive bonuses; 30%chance to withdraw; immune to First Strike.

Celtic Chariot IIITech Requirements: Upgrade Celtic Chariot II

Resource Requirement: Horse

Strength: 4

Movement: 3

Special Abilities: Doesn't receive defensive bonuses; 40%chance to withdraw; immune to First Strike.

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Egyptian ArcherTech Requirements: None

Resource Requirement: None

Strength: 4

Movement: 1

Special Abilities: +50% defense bonus when defending a City;+25% defensive bonus when defending hills; 1 First Strike.

Egyptian Archer IITech Requirements: Upgrade Egyptian Archer II

Resource Requirement: None

Strength: 5

Movement: 1

Special Abilities: +50% defense bonus when defending aCity; +25% defensive bonus when defending hills and forest;1 First Strike.

Egyptian AxemanTech Requirements: None

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +10% defense bonus when defending aCity; +10% defensive bonus when defending hills; +50%combat bonus versus Melee units.

Egyptian Axeman IITech Requirements: Upgrade Egyptian Axeman

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +10% defense bonus when defending aCity; +10% defensive bonus when defending hills; +75%combat bonus versus Melee units.

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Egyptian Axeman IIITech Requirements: Upgrade Egyptian Axeman II

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +10% defense bonus when defending aCity; +25% defensive bonus when defending hills; +75%combat bonus versus Melee units.

War ChariotTech Requirements: None

Resource Requirement: Horse

Strength: 5

Movement: 2

Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike.

War Chariot IITech Requirements: Upgrade War Chariot

Resource Requirement: Horse

Strength: 5

Movement: 2

Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike; +10% attackbonus when attacking cities.

War Chariot IIITech Requirements: Upgrade War Chariot II

Resource Requirement: Horse

Strength: 5

Movement: 2

Special Abilities: Doesn't receive defensive bonuses; 20%chance to withdraw; immune to First Strike; +10% attackbonus when attacking cities; starts with Blitz promotion.

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Horse Archer IITech Requirements: Upgrade Horse Archer

Resource Requirement: Horse

Strength: 4

Movement: 2

Special Abilities: Immune to First Strike; 1 First Strike;+50% combat bonus versus Catapults.

Horse Archer IIITech Requirements: Upgrade Horse Archer II

Resource Requirement: Horse

Strength: 5

Movement: 2

Special Abilities: Immune to First Strike; 1 First Strike;+50% combat bonus versus Catapults.

HorsemanTech Requirements: None

Resource Requirement: Horse

Strength: 6

Movement: 2

Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults.

Numidian CavalryTech Requirements: None

Resource Requirement: Horse

Strength: 5

Movement: 2

Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 25%chance to withdraw; +50% combat bonus versus Melee units.

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Numidian Cavalry IITech Requirements: Upgrade Numidian Cavalry

Resource Requirement: Horse

Strength: 6

Movement: 2

Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 25%chance to withdraw; +50% combat bonus versus Melee units.

Numidian Cavalry IIITech Requirements: Upgrade Numidian Cavalry II

Resource Requirement: Horse

Strength: 6

Movement: 2

Special Abilities: Immune to First Strike; doesn't receivedefensive bonuses; +50% combat bonus versus Catapults; 35%chance to withdraw; +50% combat bonus versus Melee units.

PhalanxTech Requirements: None

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units.

Phalanx IITech Requirements: Upgrade Phalanx

Resource Requirement: Copper or Iron

Strength: 5

Movement: 1

Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units; +125%combat bonus versus Melee units

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Phalanx IIITech Requirements: Upgrade Phalanx II

Resource Requirement: Copper or Iron

Strength: 6

Movement: 1

Special Abilities: +25% defensive bonus when defendinghills; +100% combat bonus versus Mounted units; +125%combat bonus versus Melee units

PraetorianTech Requirements: None

Resource Requirement: Copper or Iron

Strength: 7

Movement: 1

Special Abilities: None

Praetorian IITech Requirements: Upgrade Praetorian

Resource Requirement: Copper or Iron

Strength: 7

Movement: 1

Special Abilities: +10% attack bonus when attacking cities.

Praetorian IIITech Requirements: Upgrade Praetorian II

Resource Requirement: Copper or Iron

Strength: 8

Movement: 1

Special Abilities: +10% attack bonus when attacking cities.

Praetorian IVTech Requirements: Upgrade Praetorian III

Resource Requirement: Copper or Iron

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Strength: 8

Movement: 1

Special Abilities: +25% combat bonus versus Mountedunits; +10% attack bonus when attacking cities.

Praetorian VTech Requirements: Upgrade Praetorian IV

Resource Requirement: Copper or Iron

Strength: 9

Movement: 1

Special Abilities: +25% combat bonus versus Mountedunits; +10% attack bonus when attacking cities.

Praetorian VITech Requirements: Upgrade Praetorian V

Resource Requirement: Copper or Iron

Strength: 9

Movement: 1

Special Abilities: Immune to First Strike; +25% combat bonusversus Mounted units; +10% attack bonus when attacking cities.

Praetorian VIITech Requirements: Upgrade Praetorian VI

Resource Requirement: Copper or Iron

Strength: 9

Movement: 1

Special Abilities: 0-1 First Strikes; Immune to First Strike;+25% combat bonus versus Mounted units; +10% attackbonus when attacking cities.

Swordsman IITech Requirements: Upgrade Swordsman

Resource Requirement: Copper or Iron

Strength: 6

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Movement: 1

Special Abilities: +20% attack bonus when attacking cities.

Trireme IITech Requirements: Upgrade Trireme

Resource Requirement: None

Strength: 4

Movement: 2

Special Abilities: 0-1 First Strikes, Immune to First strikes

War Elephant IITech Requirements: Upgrade War Elephant

Resource Requirement: Ivory

Strength: 8

Movement: 1

Special Abilities: +25% combat bonus versus Mounted units;Doesn't receive defensive bonuses; Causes Collateral Damage.

Warrior IITech Requirements: Upgrade Warrior

Resource Requirement: None

Strength: 2

Movement: 2

Special Abilities: +25% defense bonus when defending aCity, Immune to First Strike.

Warrior IIITech Requirements: Upgrade Warrior II

Resource Requirement: None

Strength: 2

Movement: 2

Special Abilities: +25% defense bonus when defending aCity, Immune to First Strike.

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SCENARIO BUILDINGSPhoenician TempleCost: 80

Culture: +1

Requirements: Phoenician Mythology must be present in the city.

Effects: Functions the same as other Temples.

Roman TempleCost: 80

Culture: +1

Requirements: Roman Mythology must be present in the city.

Effects: Functions the same as other Temples.

Celtic TempleCost: 80

Culture: +1

Requirements: Celtic Mythology must be present in the city.

Effects: Functions the same as other Temples.

Egyptian TempleCost: 80

Culture: 1 culture per turn

Requirements: Egyptian Mythology must be present in the city.

Effects: Functions the same as other Temples.

WONDERStatue of ZeusWorld Wonder

Cost: 500

Culture: +10

Requirements: None

Effects: Decreases maintenance in all cities by 10%.

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NEW RESOURCEVictory ResourceFood: 0

Production: 0

Commerce: 0

Improved By: Victory Resource Stronghold

Comments: There are 4 Victory Resources in the single-play-er version of this scenario. A player earns 10 victory points perturn for every Victory Resource he controls which has a VictoryResource Stronghold improvement on it.

NEW IMPROVEMENTSVictory Resource StrongholdImproves: Victory Resource

Tech Requirement: None

Effect: Provides 10 victory points per turn. Increases defen-sive bonus of the tile by +25%.

NEW TECHNOLOGIESTrain MerchantPrerequisites: None

Leads To: None

Allows Construction of: None

Every time that Train Merchant is researched a GreatMerchant will be created in your civilization's capital.

Train ProphetPrerequisites: None

Leads To: None

Allows Construction of: None

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Every time that Train Prophet is researched a Great Prophetwill be created in your civilization's capital.

Train ArtistPrerequisites: None

Leads To: None

Allows Construction of: None

Every time that Train Artist is researched a Great Artist will becreated in your civilization's capital.

Train EngineerPrerequisites: None

Leads To: None

Allows Construction of: None

Every time that Train Engineer is researched a Great Engineerwill be created in your civilization's capital.

Train ScientistPrerequisites: None

Leads To: None

Allows Construction of: None

Every time that Train Scientist is researched a Great Scientistwill be created in your civilization's capital.

UPGRADE UNITS TECHNOLOGIESEach civilization has special technologies which allow it toconstruct advanced units available only to that civ. TheRomans, for example, begin play knowing how to create thebasic Praetorian unit. The Roman player has the opportunityto study the "Upgrade Praetorian" technology, which thengives him the ability to create the more powerful Praetorian IIunits. Once the Romans know "Upgrade Praetorian," theycan then study "Upgrade Praetorian II," followed in turn by"Upgrade Praetorian III," "Upgrade Praetorian IV," and soforth, each allowing them to create ever-more powerful

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Praetorian units. Each civilization in the game can study spe-cific techs that allow it to upgrade its special units.

SPECIAL RULESVictory ResourcesEach of the five playable civilizations begins controlling one ofthe five Victory Resources. A civilization earns ten victorypoints per turn for each Victory Resource (which has beenimproved by a Victory Resource Stronghold) it controls.

VICTORY CONDITIONSTime LimitThe game lasts 250 turns. At the end of the 250th turn the sidewith the highest score wins a victory.

Conquest VictoryThe game ends when one civilization eliminates all rivals. Acivilization is eliminated when its last city is captured ordestroyed—even if it still has units in play.

Domination VictoryThe game ends when one civilization controls 75% of theworld population and 75% of the world' land area.

800 AD: THE AGE OFVIKINGSBy Ed PiperPlayers: 1 player

Type: Historical

Overview

The Year is 800 AD and you are the Viking King, Ragnar Lodbrok.The chill of the long winter bites into your fingers as you lookover your fleet of mighty longships. These boats will take you

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across the cold sea to your raiding destinations. Do you raid fortreasure to purchase food and goods for your children and peo-ple? Surely. Do you raid to prove yourself before your god?Possibly. Do you raid for the sheer adventure of it? Definitely!

SCENARIO UNITSBerserkTech Requirements: None

Resource Requirement: None

Strength: 7

Movement: 1

Special Abilities: +50% attack bonus when attacking meleeunits. Begins play with the “Amphibious”promotion.

Viking LongboatTech Requirements: None

Resource Requirement: None

Strength: 2

Movement: 4

Special Abilities: Can carry two units.

TreasureTech Requirements: None

Resource Requirement: None

Strength: 0

Movement: 3

Special Abilities: Can be returned to capital for gold.

SCENARIO BUILDINGSViking Ship YardCost: 60

Culture: +1

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Requirements: None

Effects: Naval vessels constructed in the city gain +2 experi-ence points.

Norse TempleCost: 80

Culture: +1

Requirements: Norse religion must be present in the city.

Effects: Functions the same as other Temples.

NEW TECHNOLOGIESResearch RelicPrerequisites: None

Leads To: None

Allows Construction of: None

Effect: This technology can be researched multiple times.Each time you learn Research Relic you will learn of a newRelic in a distant land. Capturing that Relic and returning it toyour civilization will generate 1000 gold.

SPECIAL RULESCapturing RelicsThere are ancient and powerful "Relics" scattered throughoutthe world. You learn of the location of a Relic by researchingthe Research Relic technology (see above). If you capture aRelic and return it to your capital city, you earn 1000 gold.

Ransoming CitiesCapturing an opponent's city and then ransoming it back to thenation who originally owned it is a good way to accumulategold. However, if you ransom a city back to its original owner,you are expected to never attack that city again. If you do attacka city you ransomed, you will be known as a dishonest barbar-ian, and no civilization will ever accept your ransom offer again.

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VICTORY CONDITIONS

Time LimitThe game lasts 200 turns. At the end of the two-hundredthturn if you have not gained enough gold you will lose.

Economic VictoryUpon accumulating a set amount of gold, the game will endand you will achieve victory. The amount of gold requireddepends on the game difficulty selected.

1206 AD: GENGHIS KHANBy Jon Shafer

Players: 1

Type: Historical

Overview

In this scenario you will take the role of the Mongol GreatKhan in 1206 AD and unleash your armies on all of Eurasia.Youhave many possible paths to glory: through the destruction ofall of civilization, or through the subjugation of its people—oryou can achieve greatness by embracing civilization and prov-ing that nomads can achieve the pinnacle of world culture.

You start the game with no cities, but you do have the specialCamp unit at your disposal. Camps are essentially movingfactories that produce new military units for your warmachine.You may, of course, increase your unit output furtherby capturing cities rather than burning them to the ground.

You gain victory points by capturing enemy cities, as well as bykilling enemy units and pillaging cities and plot improvements.

Great success is demanded of a mighty Mongol ruler—andyou must move quickly. Your score drops constantly as thegame progresses, and you must constantly earn victory pointsto keep it from plunging to the bottom. If your score everreaches zero, you lose immediately!

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SCENARIO UNITSCampTech Requirements: None

Resource Requirement: None

Strength: 0

Movement: 2

Unit Class: None

Special Abilities: Produces military units.

Mongol Horse ArcherTech Requirements: None

Resource Requirement: None

Strength: 11

Movement: 3

Unit Class: Mounted

Special Abilities: Immune to first strikes. Doesn't receivedefensive bonuses.

Mounted SwordsmanTech Requirements: None

Resource Requirement: None

Strength: 9

Movement: 3

Unit Class: Mounted

Special Abilities: +50% vs. melee units. Immune to firststrikes. Doesn't receive defensive bonuses.

Light Javelin-ThrowerTech Requirements: None

Resource Requirement: None

Strength: 8

Movement: 2

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Unit Class: Archery

Special Abilities: 1 first strike. 50% chance of withdrawingfrom an attack if losing. +50% City and Hills defense.

TrebuchetTech Requirements: Siege Warfare

Resource Requirement: None

Strength: 5

Movement: 2

Unit Class: Siege

Special Abilities: Causes collateral damage. Can bombardcity defenses (-15% per turn). 25% chance of withdrawingfrom combat if losing. Doesn't receive defensive bonuses.

Chinese SwordsmanStrength: 7

Movement: 1

Unit Class: Melee

Special Abilities: +10% City Attack

Chinese CrossbowmanStrength: 6

Movement: 1

Unit Class: Archery

Special Abilities: 2 First Strikes. Causes Collateral Damage.+50% vs. Melee

Chinese CannonTech Requirements: Gunpowder

Resource Requirement: None

Strength: 9

Movement: 1

Unit Class: Siege

Special Abilities: Causes collateral damage. Can bombard

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city defenses (-20% per turn). 25% chance of withdrawingfrom combat if losing. Doesn't receive defensive bonuses.

War ElephantTech Requirements: Elephant Domestication

Resource Requirement: None

Strength: 8

Movement: 1

Unit Class: Mounted

Special Abilities: +50% vs. melee units. Doesn't receivedefensive bonuses.

War GalleyTech Requirements: Naval Warfare

Resource Requirement: None

Strength: 2

Movement: 3

Unit Class: Naval

Special Abilities: Can carry 2 units. Cannot enter Ocean spaces.

NEW TECHNOLOGIESNote: Instead of gaining knowledge through research, theMongols receive new technology by capturing or destroyingtwo cities from a civilization (or by making the civilization intoa vassal). Each civilization can provide just one new technol-ogy. (See the special rules section, below.)

Strong-Arm DiplomacyStrong-Arm Diplomacy enables the ability to vassalize othercivilizations in the game (see "Vassals," page 13 in this manual).

Where to Get It: It is acquired from the Xi-Xia civilization(Yellow).

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Siege WarfareSiege Warfare enables construction (in cities or through Camp gen-eration) of the powerful Trebuchet unit, vital for capturing cities.

Where to Get It: It is acquired from the Jin China civilization (Red).

ReconnaissanceReconnaissance enables the "sentry" promotion for your units,allowing them to see an extra plot away. (Unlike in the maingame, this promotion has no other promotion prerequisites.)

Where to Get It: It is acquired from the Uighurs civilization (Orange).

GunpowderGunpowder enables construction of the Chinese Cannon unit,another powerful siege weapon capable of collateral damage.

Where to Get It: It is acquired from the Song China civilization (blue).

Naval WarfareNaval Warfare enables construction of the naval War Galley unit.

Where to Get It: It is acquired from the Korean civilization(Brown).

Battlefield DeceptionBattlefield Deception enables the "feint attack" promotion foryour units, increasing their odds of retreating from a losing attack.

Where to Get It: It is acquired from the Kara-Khitai civilization(Light Green).

Counterweight EngineeringCounterweight Engineering enables the promotion "siegetactics" for your units, giving them an extra bonus whenattacking cities.

Where to Get It: It is acquired from the Khwarizm civilization(Peach).

Elephant DomesticationElephant Domestication enables the construction of the WarElephant unit in your cities.

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Where to Get It: It is acquired from the Indian civilization(Light Purple).

Greek FireGreek Fire automatically grants all of your units the promo-tion of the same name. The Greek Fire promotion provides 1free first strike.

Where to Get It: It is acquired from the Abbasid civilization (White).

Encirclement TechniqueEncirclement Technique enables the "encirclement" promo-tion for your units, which allows them to cause collateraldamage in every battle they fight.

Where to Get It: It is acquired from the Russian States civi-lization (Grey).

Desert SubsistenceDesert Subsistence enables the promotion "desert adapta-tion" for your units (they must have Combat I as well), allow-ing them to move twice as fast through desert terrain.

Where to Get It: It is acquired from the Mamluk civilization(Dark Red).

Life of WarLife of War instantly grants a free Great General (Warlord)unit at one of your Camp units.

Where to Get It: It is acquired from the Seljuk civilization(Dark Yellow).

Favored by GodFavored by God provides a single boost of 200 in your score.

Where to Get It: It is acquired from the Byzantine civilization(Dark Green).

Chivalrous LifestyleChivalrous Lifestyle provides increased unit support, allowingyour cities to support more units for free.

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Where to Get It: It is acquired from the Hungarian civiliza-tion (Dark Pink).

State ReligionState Religion provides +1 gold per city with your state reli-gion under your control.

Where to Get It: It is acquired from the Polish civilization(Dark Purple).

SPECIAL RULESThe Camp UnitThe Mongol Camp is a very important unit in your quest toconquer Asia. It is unique—no other unit holds a similar func-tion in the standard game of Civilization IV.

The Mongol civilization was nomadic and did not build citiesthroughout most of its history. Rather, the entire Mongol peo-ple moved as the armies moved, with the women and chil-dren following behind and young men growing up to taketheir fathers' places on the battlefield. The Camp is essential-ly a "city on wheels," and produces the armies that you willuse to fuel your war machine.

Camps produce units at random. You cannot choose what unitsyour Camps will produce like you can for cites, nor can you be surehow often a Camp will produce a unit. However, you can manipu-late the odds to increase the likelihood of a Camp producing unitsmore quickly, and of them producing the specific unit you want.

The Camp's Production RateA camp has a small chance of producing a new unit every turn.Thatchance increases if you didn't move the Camp in the previous turn.

Which Unit the Camp will ProduceThe Camp has the following base odds of producing specific units:

Base Odds for Pre Siege-Warfare:

Horse Archer: 40%

Mounted Swordsman: 40%

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Light Javelin-Thrower: 18%

Camp: 1.2%

Base Odds for Once You Learn Siege-Warfare:

Horse Archer: 32%

Mounted Swordsman: 32%

Light Javelin-Thrower: 14%

Camp: .9%

Trebuchet: 19%

Terrain Odds Modifiers

These odds shift, depending upon what kind of terrain theCamp occupies, as follows:

Plains: Improved odds of producing a Horse Archer

Desert: Improved odds of producing a Mounted Swordsman

Hills: Improved odds of producing a Javelin Thrower

Forest: Improved odds of producing a Trebuchet

None of the Above: If the Camp is in Forest prior to obtaining"Siege Warfare" or occupies any plot type not listed above, theCamp has the "Base Odds" of producing the various unit types.

ScoreScore is not tabulated through normal means, but instead isgained by capturing cities, forcing civilizations to become yourvassal, or destroying anything in your path. Owning citiesand vassals will provide a steady "score income" while theirdestruction will provide an immediate lump sum of points.

Remember that the Mongols lose some score points everyturn, requiring continual conquest in order to avoid immedi-ate defeat and to achieve victory.

VassalsAfter acquiring the "Strong-Arm Diplomacy" technology, youmay try to make other civilizations your vassals. Vassals providevictory points per turn in addition to their normal functionality.(See "Vassals," page 13, for details.)

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TechnologyTechnology is not gained through research like in the normalgame, but is instead obtained by defeating enemies. Takingtwo cities from or vassalizing a civilization will grant a newtechnology, with effects listed above.

VICTORY CONDITIONSScore ThresholdIf the Mongols’score reaches 3,000 points they will win. If thescore ever drops to zero or below for at least one turn, theylose immediately.

Time LimitThe game lasts 300 turns, and if no other victory conditions aremet then the civilization with the highest score is victorious.

ConquestWhile unlikely, it is possible to win the game by completelydestroying or vassalizing every other civilization on the map.

BARBARIAN HORDEBy Jesse Smith

Players: 1

Type: Alternate History

Overview

Civilization has begun to thrive across the lands. Cities are beingbuilt, land is being worked, and mankind is becoming compla-cent. How disgusting! It is time to crush these corrupt heathensand return their tortured lands to the wild. As leader of the bar-barian horde you must eliminate civilization from the world!

In this scenario the game generates a world, complete withcompeting civilizations. The game "auto-plays" for a numberof turns, allowing the civilizations to grow and flourish as in anormal game. Then you enter as leader of the barbarians.Your

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mission is to destroy everything in your path.

This scenario has a very high replay value. Each time you playthe world will be different, presenting new challenges andopportunities. You get to set the number of turns the gamewill auto-play before you enter, letting you determine justhow "developed" the civilizations will be.

You do not research or perform city management during thisscenario. It is all about the combat.

SPECIAL RULESDifficulty LevelsAt the "Dawn of Man" screen you will be asked to choose acustom difficulty. The difficulty affects how much gold youbegin the game with, the units available to you, and, mostimportantly, the number of turns the game will auto-playbefore you begin. The longer the game auto-plays, the moredeveloped the civilizations are—and the more difficult theywill be to conquer.

Experiment with modifying the standard civilization difficultylevels along with the Barbarian-specific difficulty levels to cre-ate a truly challenging experience. A Deity/Hard game is theultimate challenge!

The Barbarian Horde ScreenThis screen allows you to purchase new units and promotionsfor existing units. You can access the Barbarian Horde screenat any time by pressing the F4 key.

Purchasing Your HordeUpon completion of the auto-play you receive a Camp unit.All units you purchase will be placed on your camp unit. Theonly exception to this is naval units, which are placed in a ran-dom water tile adjacent to the camp. If you are out of gold butdiscover you are on an island, you may purchase a free Galleyas long as you do not have any other naval units.

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VICTORY CONDITIONSConquestThis game lasts until you have wiped out Civilization or itwipes you out!

OMENSBy Tim McCracken

Players: 1 or 2

Type: Alternate History

Overview

The year is 1753, and you command your nation's forces—GreatBritain or France—in North America, at the start of the Seven Years'War, as both sides struggle for control of the Ohio River Valley, a vitalstrategic corridor in the heart of the New World.

Your king received a divine warning: an opposing faith threatens tospread among the heathens and if native belief in your own religiondoes not increase dramatically, you will be punished. Periodically, aDivine Messenger will appear to check on your progress. If yourprogress is adequate, they will depart content. Should you fail toimpress them, Divine Retribution will be enacted.

SCENARIO UNITSBRITAIN

RegularsTech Requirement: Rifling

Strength: 14

Movement: 1

Special Abilities: 25% vs Mounted, 25% vs. Gunpowder.

GrenadiersTech Requirement: Chemistry

Strength: 12

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Movement: 2

Special Abilities: +50% vs Gunpowder.

MilitiaStrength: 10

Movement: 2

Special Abilities: First Strike, +50% city defense.

Haudenosaunee RidersResource Requirements: Horses

Strength: 6

Movement: 3

Special Abilities: Immune to First Strike, +50% vs Cannon,No defensive bonus.

Mingo WarriorsStrength: 5

Movement: 2

Special Abilities: First Strike, +100% vs. Animals, +50%Hills Defense.

CannonTech Requirement: Steel

Strength: 13

Movement: 1

Special Abilities: Bombard, -25%. Causes collateral damage.

FRANCE

French MarinesStrength: 10

Movement: 2

Special Abilities: +50% City Attack.

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GrenadiersTech Requirement: Chemistry

Strength: 12

Movement: 2

Special Abilities: +50% vs Gunpowder.

Mounted Chippewa ArchersResource Requirements: Horses

Strength: 6

Movement: 3

Special Abilities: Immune to First Strike. +50% vs Cannon.Receives no defensive bonus for terrain.

Ottawa WarriorsStrength: 5

Movement: 2

Special Abilities: +50% Hills Defense. First Strike. +100%vs. Animals.

CannonTech Requirement: Steel

Strength: 13

Movement: 1

Special Abilities: Bombard -25%. Causes collateral damage.

LENAPE (AI)Lenape WarriorStrength: 5

Movement: 1

Special Ability: +50% Hills Defense. First Strike. +100% vs.Animals.

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Lenape RiderStrength: 6

Movement: 3

Special Ability: Immune to First Strike. +50% vs Cannon.No defensive bonus for terrain.

SPECIAL RULESThe MessengersAt certain points during the game, "Divine Messengers" willmeasure your religious influence. If they appear it is becausethey are displeased with your progress; prepare for discipli-nary measures.

VICTORY CONDITIONSReach 75% Religious InfluenceOnce the final messenger arrives, the player must have a totalreligious influence of 75% in order to win. If this percentageis not achieved, the player loses.

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CHAPTER 4MAIN GAME

UPDATES

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INTRODUCTIONSince its release,we have made a number of fixes/adjustments to thegame code in Civilization IV. While most of these are hidden to theplayer, addressing bug fixes, memory leaks, hardware compatibilityissues and the like, we have also made some adjustments to game-play, to address balance issues and to generally make things morefun. These changes have been periodically released as "patches,"available for download from the Web.

This chapter describes the "visible" changes we've made to thegame (up to the publication of this manual). Check the READMEfiles on the Warlords disc to find out about any later changes,as wellas to get info on the "hidden" fixes if you wish.

This chapter also describes the "PitBoss" feature that was includ-ed in Warlords and in the game patches. This multiplayer-onlyfeature is described at the end of the chapter.

GETTING THE UPDATESCheck Aspyr’s Support site, support.aspyr.com, for any futureWarlords updates.

THE UPDATESBASIC RULESAirlift:You can't airlift units from foreign cities.

Border expansion: Border expansion occurs in a city when thecity's culture is 10, 100, 500, 5000, and 50000. (This is at Normalgame speed; the amounts differ at other game speeds.)

LEADERSLeader traits updated and new traits added. See Chapter Two ofthis manual for details.

UNITSMarines and SAM Infantry now upgrade to Mechanical Infantry.

Gunships now move faster along friendly rail lines.

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Increased production cost for Praetorians.

Decreased production cost for Jaguars.

Spies no longer have a per turn maintenance cost.

The Quecha unit starts with the Combat I promotion.

Horse Archers receive a -10% penalty when attacking cities.

Cossacks are strength 15, +50% when facing mounted units.

Chariots receive a +50% strength bonus when attacking Axemen,but their withdrawal chance is reduced to 10%.

Horse Archers receive a 20% withdrawal chance.

New promotion: Guerilla III (requires Guerilla II) provides +25%bonus when attacking into hills.

Drill II gives 20% collateral damage protection.

Drill III gives an extra 20% collateral damage protection.

Drill IV gives an extra 20% collateral damage protection.

WORKERS AND SETTLERSProduction yield from Workers chopping down forest isreduced to 20.

When Workers chop down a forest or jungle,the nearest city gets fewerproduction points the farther the space is from the city.

TECHNOLOGYWe have altered some of the prices of the technologies to betterreflect their relative powers.

Horseback Riding is now a classical tech.

Mathematics increases forest chop yields by +50%.

Calendar now centers the world map (instead of Astronomy).

Gunpowder is a requirement for the Pinch promotion.

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WONDERSKremlin now gives -33% hurry production cost.

The cost of constructing the SDI wonder has increased.

SDI cannot be built until the Manhattan Project is completed.

Wonders continue to generate great person points even if theybecome obsolete.

West Point is available after you get a level 6 unit (was level 5).

Heroic Epic available after you get a level 5 unit (was level 4).

Spiral Minaret gives 2 gold per state religion building in yourempire (was 1).

CIVICSFree Trade: Medium upkeep

State Property: Low upkeep

Hereditary Rule: Low upkeep

Representation: Medium upkeep; it now provides +2 happinessin biggest cities.

Slavery: No upkeep

Emancipation: Low upkeep

Nationhood: No upkeep

Environmentalism: Medium upkeep. It is now made available bythe Medicine tech.

Free Speech: Low upkeep

BUILDINGSCastles give +1 trade route until Economics.

City Garrison and City Raider promotions provide defensivebonuses in forts (as well as in cities).

Forts provide defensive benefits only to units on the sameteam (or vassal) as the cultural owner of the plot.

Barracks are cheaper (50 instead of 60) but provide less expe-rience (3 instead of 4).

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TERRAINForests now provide +0.5 health if within a city radius.

INTERFACEThe Military Advisor screen now displays visible Barbarian units.

[ESC] closes every screen.

Pillage hotkey is changed to [Shift-P].

Improve Nearest City (Automated) is now [Shift-Cmd-C].

Intercept hotkey is changed to [I].

Contact Civ Pop-up by pressing [Shift-D].

You can declare war by pressing [Option] and clicking on the nameof the enemy leader in the score display.

To change a unit's name just click on that name on the bottom leftside of the screen.

To activate Voice-over IP in multiplayer,press the [Scroll Lock] key.

MULTIPLAYERRandomized processing order when multiple players try to moveon the same turn slice.

Only the host can set the admin password.

Expanded subject for PitBoss e-mail.

Firepower is now average of curr and max strength.

Number keys perform leaderhead actions on Civilopedia leaderscreen.

THE PITBOSSWhile the Pitboss server is not being supported on Macs, the Mac

version of Warlords will continue to support connecting to a

Pitboss server hosted off a PC.

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APPENDIX

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REFERENCE CHARTSKKEEYY FFUUNNCCTTIIOONNUUnniittss[B] Bombard[B] Build city (with settler)[C] Center on unit[E] Explore with unit (automated)[F] Fortify/Sleep; wake from fortification/sleep[G] Go-to mode[L] Load (onto ship)[S] Sentry[Shift-U] Unload (off ship)[W] Wait[Option-Click] Group all units on a tile together[Cmd-# Key] Bind selected unit or group to that number key[Cmd-Click] Group all units of the same type on a tile

together[Delete] Delete unit[Shift-Click] Tile context menu[Spacebar] Skip turn

WWoorrkkeerr CCoommmmaannddss[A] Build improvements (automated)[H] Build camp[I] Build farm[K] Build workshop[L] Build lumbermill[M] Build mine[N] Build trade network (automated)[Q] Build quarry[R] Build road/railroad[T] Build cottage[Option-C] Remove forest or jungle

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[Option-R] Road-to mode[Cmd-Shift-C] Improve nearest city (automated)[Cmd-F] Build fort[Shift-P] Build pasture, plantation[Shift-W] Build watermill (on river), windmill (on hill)[Shift-W] Build winery (on wine), well (on oil)

WWoorrkk BBooaattss[F] Build fishing nets[O] Build offshore platform[Shift-W] Build whaling boats

AAiirr UUnniittss[B] Air bomb mode (enemy cities/tiles)[R] Recon mode[S] Air strike mode (enemy units)[Alt-R] Rebase mode

AAddvviissoorrss[F1] Domestic advisor[F2] Financial advisor[F3] Civics advisor[F4] Foreign advisor[F5] Military advisor[F6] Technology advisor[F7] Religion advisor[F8] Victory Conditions[F9] Info Screen[F10] Capital City[F11] Globe View[F12] Civilopedia

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GGeenneerraall[P] Ping the map[Option-I] Remove interface[Option-Q] Retire (give up)[Cmd-W] Access Worldbuilder[Option-D] Change Player Name/E-mail[Ctrl-# Key] Save a production queue (in city screen)[Cmd-B] Toggle bare map on/off[Cmd-I] Minimize interface[Cmd-L] Load game[Cmd-M] Turn music on/off[Cmd-O] Options menu[Cmd-R] Flag resources on/off[Cmd-S] Save game[Cmd-T] Turn grid on/off[Cmd-Y] Turn tile yields on/off[Cmd-Left Arrow] Lock camera angle 45 degrees clockwise[Cmd-Right Arrow] Lock camera angle 45 degrees counterclockwise[Enter] Cycle units, advance to next turn[\] Cycle to previous selected unit[Escape] Exit current screen/bring up menu[,] Cycle to previous unit (same tile)[.] Cycle to next unit (same tile)

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[/] Cycle through active workers[Home],[End] Cycle through cities[Insert] Open nearest friendly city screen[Left/Right Arrows] Jump to next city (in city screen)[PageDown] Zoom camera out[PageUp] Zoom camera in[Pause] Pause game[PrintScreen] Take screenshot[Shift-Enter] Force turn to end[Shift-Left Arrow] Rotate camera clockwise[Shift-Right Arrow] Rotate camera counterclockwise[Tab] Chat to team [Shift-Tab] Chat to all[Cmd-Tab] Chat/Event Log[Scroll Lock] Voice Chat to team[Shift-Scroll Lock] Voice Chat to all[Cmd-Scroll Lock] Voice Chat in Diplo Screen

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EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))A

rche

r3

125

Arc

hery

Arc

hery

Non

e1

first

str

ike,

+50%

city

def

ense

,+2

5% h

ills

defe

nse

Art

iller

y18

115

0Si

ege

Art

iller

yN

one

No

defe

nsiv

e bo

nus,

25%

with

draw

ch

ance

,col

late

ral d

amag

e,+5

0%

vs.s

iege

,bom

bard

city

def

ense

s (-

25%

per

turn

)

Axe

man

51

35M

elee

Bron

ze W

orki

ngBr

onze

OR

Iron

+50%

vs.

mel

ee

Battl

eshi

p40

622

5N

aval

Indu

stria

lism

Oil

OR

Ura

nium

Bom

bard

city

def

ense

s (-

20%

per

turn

),co

llate

ral d

amag

e

Bom

ber

168

140

Air

Radi

o,Fl

ight

Oil

Col

late

ral d

amag

e,-5

0% v

s.na

val,

can

dest

roy

tile

impr

ovem

ents

,bo

mb

city

def

ense

s (-

15%

per

turn

)

Bers

erke

r8

170

Mel

eeC

ivil

Serv

ice,

Cop

per O

R Iro

nVi

king

uni

que

unit

(Mac

eman

),M

achi

nery

+10%

city

atta

ck,+

50%

vs.

mel

ee

units

,beg

ins

with

Am

phib

ious

Cam

el A

rche

r10

290

Mou

nted

Gui

lds,

Non

eA

rabi

an u

niqu

e un

it (K

nigh

t),H

orse

back

im

mun

e to

firs

t stri

kes,

no d

efen

sive

Ridi

ng,A

rche

rybo

nus,

25%

with

draw

cha

nce

Can

non

121

100

Sieg

eSt

eel

Iron

No

defe

nsiv

e bo

nus,

25%

with

draw

ch

ance

,col

late

ral d

amag

e,bo

mba

rd

city

def

ense

s (-

20%

per

turn

)

TE

RR

AIN

F OO

DP

RO

DU

CT

ION

CO

MM

ER

CE

DE

FEN

SIV

EM

OV

EM

EN

TC

OM

ME

NT

SB

ON

US

CO

ST

Bas

e Te

rrai

n

Coa

st1

02

10%

1C

anno

t bui

ld c

ities

Des

ert

00

00%

1Im

prov

emen

ts ta

ke+2

5% lo

nger

Gra

ssla

nd2

00

0%1

Ice

00

00%

1Im

prov

emen

ts ta

ke+5

0% lo

nger

Oce

an1

01

0%1

Peak

00

00%

Impa

ssab

le

Plai

ns1

10

0%1

Tund

ra1

00

0%1

Impr

ovem

ents

take

+25%

long

er

Terr

ain

Feat

ure

s

Fallo

ut-3

-3-3

0%2

-.50

hea

lth

Floo

dpla

ins

+30

00%

1-0

.4 h

ealth

Fore

st0

+10

50%

2+0

.5 h

ealth

Hill

s-1

+10

25%

2

Ice

00

00%

Impa

ssab

le

Jung

le-1

00

50%

2-0

.25

heal

th

Oas

is+3

0+2

0%2

Fres

h w

ater

sou

rce

Page 115: Warlords Manual

112200

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IITTSS TT

RR EENN

GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))C

arav

el3

360

Nav

alO

ptic

sN

one

Car

go s

pace

1 (c

an tr

ansp

ort

mis

sion

arie

s,sc

outs

,exp

lore

rs,

spie

s,gr

eat p

eopl

e),c

an e

xplo

re

rival

terr

itory

Car

rier

165

175

Nav

alFl

ight

Oil

OR

Ura

nium

Car

go s

pace

3 (c

arrie

s fig

hter

s)

Cat

apul

t5

140

Sieg

eC

onst

ruct

ion

Non

eN

o de

fens

ive

bonu

s,25

% w

ithdr

awch

ance

,col

late

ral d

amag

e,bo

mba

rd

city

def

ense

s (-

15%

per

turn

)

Cav

alry

152

120

Mou

nted

Mili

tary

Tra

ditio

n,H

orse

sN

o de

fens

ive

bonu

s,30

% w

ithdr

awG

unpo

wde

r,ch

ance

,+50

% a

ttack

ing

vs.c

anno

nH

orse

back

Rid

ing

Cha

riot

42

25M

ount

edTh

e W

heel

Hor

ses

No

defe

nsiv

e bo

nus,

20%

w

ithdr

aw c

hanc

e.+5

0% v

s.A

xem

en

Cho

-Ko-

Nu

61

60A

rche

ryM

achi

nery

,Iro

nC

hine

se u

niqu

e un

it (C

ross

bow

),A

rche

ry2

first

str

ikes

,col

late

ral d

amag

e,+5

0% v

s.m

elee

Con

quis

tado

r10

290

Mou

nted

Gui

lds,

Iron,

Hor

ses

Span

ish

uniq

ue u

nit (

Kni

ght),

Hor

seba

ck R

idin

g,im

mun

e to

firs

t str

ikes

,+5

0% v

s.m

elee

Cos

sack

152

120

Mou

nted

Mili

tary

Tra

ditio

n,H

orse

sRu

ssia

n un

ique

uni

t (C

aval

ry),

no

Gun

pow

der,

defe

nsiv

e bo

nus,

30%

with

draw

Hor

seba

ck R

idin

gch

ance

,+50

% a

ttack

ing

vs.c

anno

n,+5

0% v

s.m

ount

ed

Page 116: Warlords Manual

112211

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GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))C

ross

bow

man

61

60A

rche

ryM

achi

nery

,Iro

n1

first

str

ike,

+50%

vs.

mel

eeA

rche

ry

Des

troye

r30

820

0N

aval

Com

bust

ion

Oil

OR

Can

see

subm

arin

es,3

0% c

hanc

e to

Ura

nium

inte

rcep

t airc

raft,

bom

bard

city

de

fens

es (-

15%

per

turn

)

Expl

orer

42

40Re

con

Com

pass

Non

eBe

tter r

esul

ts fr

om tr

ibal

vill

ages

,ca

n on

ly d

efen

d,ig

nore

s te

rrai

n m

ovem

ent c

osts

,sta

rts

with

G

ueril

la I,

Woo

dsm

an I

Fast

Wor

ker

03

60Sp

ecia

lN

one

Non

eIn

dian

uni

que

unit

(Wor

ker)

,ca

n im

prov

e til

es

Figh

ter

126

100

Air

Flig

htO

ilC

an in

terc

ept a

ircra

ft (5

0% c

hanc

e),

dest

roy

tile

impr

ovem

ents

,bo

mb

city

def

ense

s (-

5% p

er tu

rn)

Frig

ate

84

90N

aval

Ast

rono

my,

Oil

Bom

bard

city

def

ense

s C

hem

istry

(-10

% p

er tu

rn)

Gal

leon

44

80N

aval

Ast

rono

my

Non

eC

argo

spa

ce 3

Gal

ley

22

50N

aval

Saili

ngN

one

Car

go s

pace

2,

cann

ot e

nter

oce

an s

quar

es

Gre

at A

rtis

t0

20

Spec

ial

Non

eN

one

Can

sta

rt a

gol

den

age,

disc

over

ate

chno

logy

,cre

ate

a gr

eat

wor

k (+

4000

cul

ture

),jo

in a

city

Page 117: Warlords Manual

112222

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MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))G

allic

War

rior

61

40M

elee

Iron

Wor

king

Iron

Cel

tic u

niqu

e un

it (S

wor

dsm

an),

+10%

city

atta

ck,s

tart

s w

ith

Gue

rilla

I

Gre

at E

ngin

eer

02

0Sp

ecia

lN

one

Non

eC

an s

tart

a g

olde

n ag

e,di

scov

er a

tech

nolo

gy,h

urry

pro

duct

ion

of a

bu

ildin

g,ca

n jo

in a

city

Gre

at M

erch

ant

02

0Sp

ecia

lN

one

Non

eC

an s

tart

a g

olde

n ag

e,di

scov

era

tech

nolo

gy,c

ondu

ct a

trad

em

issi

on,e

xplo

re ri

val t

errit

ory,

join

a c

ity

Gre

at G

ener

al0

20

Spec

ial

Non

eN

one

Can

join

uni

t as W

arlo

rd (g

rant

s 20

xps

to u

nits

in s

pace

),ca

n co

nstr

uct

Mili

tary

Aca

dem

y,ca

n jo

in c

ity

Gre

at P

roph

et0

20

Spec

ial

Non

eN

one

Can

sta

rt a

gol

den

age,

disc

over

a

tech

nolo

gy,c

onst

ruct

a re

ligio

us

shrin

e,jo

in a

city

Gre

at S

cien

tist

02

0Sp

ecia

lN

one

Non

eC

an s

tart

a g

olde

n ag

e,di

scov

er a

te

chno

logy

,con

stru

ct a

n ac

adem

y,jo

in a

city

Gre

nadi

er12

110

0G

unpo

wde

rChe

mis

tryN

one

+50%

atta

ckin

g vs

.rifl

eman

Gun

ship

244

160

Hel

icop

ter

Rock

etry

,O

ilC

anno

t cap

ture

citi

es,n

o de

fens

ive

Flig

htbo

nus,

flies

ove

r ter

rain

,25%

w

ithdr

aw c

hanc

e,+1

00%

vs.

arm

ored

Page 118: Warlords Manual

112233

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GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))H

orse

Arc

her

62

50M

ount

ed

Hor

seba

ck

Hor

ses

Imm

une

to fi

rst s

trik

es,n

o Ri

ding

,Arc

hery

defe

nsiv

e bo

nus,

+50%

atta

ckin

g vs

.cat

apul

t,-1

0% c

ity a

ttack

Hw

acha

51

40Si

ege

Con

stru

ctio

nN

one

Kor

ean

uniq

ue u

nit (

Cat

apul

t),no

de

fens

ive

bonu

s,25

% w

ithdr

awal

ch

ance

,col

late

ral d

amag

e

ICBM

00

400

Spec

ial

Rock

etry

, U

rani

umC

an n

uke e

nem

y la

nd, r

equi

res

Fiss

ion

Man

hatta

n Pr

ojec

t wor

ld w

onde

rIm

mor

tal

42

25M

ount

edTh

e W

heel

Hor

ses

Pers

ian

uniq

ue u

nit (

Cha

riot),

20%

with

draw

cha

nce,

+50%

vs.

arch

ery,

50%

vs.

Axe

men

Impi

42

35M

elee

Hun

ting

Cop

per O

RIro

nZu

lu u

niqu

e un

it (S

pear

man

),+1

00%

vs

mou

nted

,sta

rts

with

M

obili

ty

Infa

ntry

201

140

Gun

pow

der

Ass

embl

y Li

ne,

Non

e+2

5% v

s.gu

npow

der

Rifli

ng

Ironc

lad

122

100

Nav

alSt

eel,

Iron,

Coa

lC

anno

t ent

er o

cean

squ

ares

,can

St

eam

Pow

erbo

mba

rd c

ity d

efen

ses

(-10

% p

er tu

rn)

Jagu

ar5

135

Mel

eeIro

n W

orki

ngN

one

Azt

ec u

niqu

e un

it (S

wor

dsm

an),

+25%

jung

le d

efen

se,

+10%

city

atta

ck

Page 119: Warlords Manual

112244

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VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))Ja

niss

ary

91

80G

unpo

wde

rGun

pow

der

Non

eO

ttom

an u

niqu

e un

it (M

uske

tman

),+2

5% v

s.A

rche

ry,M

ount

ed,a

ndM

elee

uni

ts

Jet F

ight

er24

1015

0A

irC

ompo

site

s,O

il,C

an in

terc

ept a

ircra

ft (7

0% c

hanc

e),

Flig

htA

lum

inum

dest

roy

tile

impr

ovem

ents

,bo

mb

city

def

ense

s (-

10%

per

turn

)

Kes

hik

62

50M

ount

edH

orse

back

H

orse

sM

ongo

l uni

que

unit

(Hor

se

Ridi

ng,A

rche

ryA

rche

r),1

firs

t str

ike,

no d

efen

sive

bo

nus,

igno

res

terr

ain

mov

emen

t co

sts,

+50%

atta

ckin

g vs

.cat

apul

t

Kni

ght

102

90M

ount

edG

uild

s,Iro

n,H

orse

sIm

mun

e to

firs

t str

ikes

,H

orse

back

Rid

ing

no d

efen

sive

bon

us

Long

bow

man

61

50A

rche

ryFe

udal

ism

,N

one

1 fir

st s

trik

e,+2

5% c

ity d

efen

se,

Arc

hery

+25%

hill

s de

fens

e

Mac

eman

81

70M

elee

Civ

il Se

rvic

e,C

oppe

r OR

Iron

+50%

vs.

mel

eeM

achi

nery

Mac

hine

Gun

181

125

Sieg

eRa

ilroa

dN

one

Can

onl

y de

fend

,1 fi

rst s

trik

e,+5

0% v

s.gu

npow

der

Mar

ine

241

160

Gun

pow

der

Indu

stria

lism

,N

one

Star

ts w

ith A

mph

ibio

us,

Rifli

ng+5

0% a

ttack

ing

vs.m

achi

ne g

un,

+50%

atta

ckin

g vs

.art

iller

y

Mec

hani

zed

322

200

Gun

pow

der

Robo

tics,

Non

eSt

arts

with

Mar

ch,2

0% c

hanc

e to

Infa

ntry

Rifli

ngin

terc

ept a

ircra

ft

Page 120: Warlords Manual

112255

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VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))M

issi

onar

y0

240

Spec

ial

Non

eN

one

Can

spr

ead

relig

ion,

requ

ires

mon

aste

ry

Mod

ern

Arm

or40

224

0A

rmor

edC

ompo

site

s,O

il,A

lum

inum

1 fir

st s

trik

e,no

def

ensi

ve b

onus

,C

ompu

ters

star

ts w

ith B

litz

Mus

kete

er9

280

Gun

pow

der

Gun

pow

der

Non

eFr

ench

uni

que

unit

(Mus

ketm

an)

Mus

ketm

an9

180

Gun

pow

der

Gun

pow

der

Non

e

Nav

y SE

AL

241

160

Gun

pow

der

Indu

stria

lism

,N

one

Am

eric

an u

niqu

e un

it (M

arin

e),

Rifli

ng1-

2 fir

st s

trik

es,+

50%

atta

ckin

g vs

.m

achi

ne g

un,+

50%

atta

ckin

g vs

.ar

tille

ry,s

tart

s w

ith A

mph

ibio

us

and

Mar

ch

Num

idia

n C

aval

ry5

250

Mou

nted

Hor

seba

ck R

idin

g,H

orse

Car

thag

inia

n un

ique

uni

t (H

orse

A

rche

ryA

rche

r),i

mm

une

to fi

rst s

trik

e,no

de

fens

ive

bonu

s,30

% w

ithdr

awal

ch

ance

,-10

% c

ity a

ttack

,+50

% v

s.C

atap

ults

,Tre

buch

ets,

and

Mel

ee u

nits

Panz

er28

218

0A

rmor

edIn

dust

rialis

m,

Oil

Ger

man

uni

que

unit

(Tan

k),n

o Ri

fling

defe

nsiv

e bo

nus,

+50%

vs.

arm

ored

,st

arts

with

Blit

z

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112266

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RR EENN

GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

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BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

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II RREE MM

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alan

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135

Mel

eeH

untin

gC

oppe

r G

reek

uni

que

unit

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arm

an),

OR

Iron

+25%

hill

s de

fens

e,+1

00%

vs.

mou

nted

Pike

man

61

60M

elee

Engi

neer

ing

Iron

+100

% v

s.m

ount

ed

Prae

toria

n8

145

Mel

eeIro

n W

orki

ngIro

nRo

man

uni

que

unit

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ords

man

)

Que

chua

21

15M

elee

Non

eN

one

Inca

n un

ique

uni

t (W

arrio

r),+

25%

city

def

ense

,+10

0% v

s.ar

cher

y,st

arts

with

Com

bat 1

Redc

oat

161

110

Gun

pow

der

Rifli

ngN

one

Engl

ish

uniq

ue u

nit (

Rifle

man

),+2

5% v

s.m

ount

ed,

+25%

vs.

gunp

owde

r

Rifle

man

141

110

Gun

pow

der

Rifli

ngN

one

+25%

vs.

mou

nted

SAM

Infa

ntry

181

150

Gun

pow

der

Rock

etry

Non

e40

% c

hanc

e to

inte

rcep

t airc

raft,

+50%

vs.

helic

opte

r

Sam

urai

81

70M

elee

Civ

il Se

rvic

e,Iro

nJa

pane

se u

niqu

e un

it (M

acem

an),

Mac

hine

ry2

first

str

ikes

,+50

% v

s.m

elee

Scou

t1

215

Reco

nH

untin

gN

one

Bette

r res

ults

from

trib

al v

illag

es,

can

only

def

end,

+100

% v

s.an

imal

s

Settl

er0

210

0Sp

ecia

lN

one

Non

eC

an fo

und

a ne

w c

ity

Page 122: Warlords Manual

112277

UUNN

IITTSS TT

RR EENN

GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

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CC AATT EE

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RR YYRR EE

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II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))Sk

irmis

her

41

25A

rche

ryA

rche

ryN

one

Mal

i uni

que

unit

(Arc

her)

,1-

2 fir

st s

trik

es,+

50%

city

def

ense

,+2

5% h

ills

defe

nse

Spea

rman

41

35M

elee

Hun

ting

Cop

per O

R Iro

n+1

00%

vs.

mou

nted

Spy

02

80Sp

ecia

lC

omm

unis

mN

one

Requ

ires

Scot

land

Yard

nat

iona

lw

onde

r,in

visi

ble

to a

ll un

its,c

an

expl

ore

rival

terr

itory

,can

exp

ose

rival

spi

es,s

tart

s w

ith S

entry

Stea

lth B

ombe

r20

1220

0A

irC

ompo

site

s,O

il an

d 50

% c

hanc

e to

eva

de in

terc

eptio

n,Fl

ight

,A

lum

inum

colla

tera

l dam

age,

-50%

vs.

nava

l,Ro

botic

sca

n de

stro

y til

e im

prov

emen

ts,

bom

b ci

ty d

efen

ses

(-20

% p

er tu

rn)

Subm

arin

e24

615

0N

aval

Radi

o,O

il O

R U

rani

umC

argo

spa

ce 1

(can

tran

spor

t C

ombu

stio

nm

issio

narie

s,sc

outs

,exp

lore

rs,s

pies

,gr

eat p

eopl

e),i

nvis

ible

to m

ost

units

,50%

with

draw

cha

nce

Swor

dsm

an6

140

Mel

eeIro

n W

orki

ngIro

n+1

0% c

ity a

ttack

Tank

282

180

Arm

ored

Indu

stria

lism

,O

ilN

o de

fens

ive

bonu

s,Ri

fling

star

ts w

ith B

litz

Page 123: Warlords Manual

112288

UUNN

IITTSS TT

RR EENN

GGTT HH

MMOO

VV EEMM

EE NNTT

CC OOSS TT

UUNN

II TTTT EE

CC HHNN

OOLL OO

GGYY

RR EESS OO

UURR CC

EESS PP

EE CCII AA

LLAA

BB IILL II

TT IIEE SS

NNAA

MMEE

CC AATT EE

GGOO

RR YYRR EE

QQUU

II RREE MM

EE NNTT((

SS))RR EE

QQUU

II RREE MM

EE NNTT((

SS))Tr

ansp

ort

165

125

Nav

alC

ombu

stio

nO

il O

R U

rani

umC

argo

Spa

ce 4

Treb

uche

t4

160

Sieg

eEn

gine

erin

g,N

one

No

defe

nsiv

e bo

nus,

25%

w

ithdr

awal

cha

nce,

colla

tera

l da

mag

e,+1

00%

city

atta

ck,

bom

bard

citi

es (-

25%

/turn

)

Trire

me

22

50N

aval

Saili

ng,B

ronz

eN

one

Can

not e

nter

oce

an,+

50%

vs.

Wor

king

Gal

leys

War

Cha

riot

52

25M

ount

edTh

e W

heel

Hor

ses

Egyp

tian

uniq

ue u

nit (

Cha

riot),

imm

une

to fi

rst s

trike

s,no

def

ensiv

ebo

nus,

10%

with

draw

cha

nce,

+50%

vs.

Axe

men

War

Ele

phan

t8

160

Mou

nted

Con

stru

ctio

nIv

ory

No

defe

nsiv

e bo

nus,

+50%

vs.

mou

nted

War

rior

21

15M

elee

Non

eN

one

+25%

city

def

ense

Wor

k Bo

at0

230

Spec

ial

Fish

ing

Non

eC

anno

t ent

er o

cean

squ

ares

,can

cr

eate

fish

ing

boat

s,w

halin

g bo

ats,

offs

hore

pla

tform

s

Wor

ker

02

60Sp

ecia

lN

one

Non

eC

an im

prov

e til

es

Page 124: Warlords Manual

112299

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

BB uuii ll dd

ii nngg ss

Aca

dem

ySp

ecia

l4

Gre

at S

cien

tist u

nit

+50%

rese

arch

Airp

ort

250

Flig

ht (u

se te

ch ic

ons)

-1 h

ealth

,+1

trade

rout

es,c

an a

irlift

1 u

nit p

er tu

rn

Apo

thec

ary

150

Gui

lds,

Cur

renc

yPe

rsia

n un

ique

bui

ldin

g (G

roce

r),+

2 he

alth

,+25

% g

old,

can

turn

2 C

itize

ns in

to M

erch

ant,

+1 h

ealth

from

ban

ana,

spic

e,su

gar,

or w

ine

Aqu

educ

t10

0M

athe

mat

ics,

Mas

onry

+2 h

ealth

Ass

embl

y Pl

ant

250

Ass

embl

y Li

neG

erm

an u

niqu

e bu

ildin

g (F

acto

ry),

-1 h

ealth

,+25

% h

amm

ers,

+50%

ham

mer

s w

ith p

ower

,can

turn

4 C

itize

ns in

to E

ngin

eer

Bank

200

Bank

ing

+50%

gol

d

Barr

acks

50N

one

New

land

uni

ts re

ceiv

e +3

exp

erie

nce

poin

ts

Bom

b Sh

elte

rs10

0El

ectr

icity

,-7

5% d

amag

e fro

m n

ukes

Man

hatta

n Pr

ojec

t

Broa

dcas

t Tow

er17

5+5

0%M

ass

Med

ia+1

hap

py p

er 1

0% c

ultu

re ra

te,c

an tu

rn 2

citi

zens

in

to A

rtis

t,+1

hap

py fr

om m

ovie

s,m

usic

,or d

ram

a

Budd

hist

30

0

+50%

Mus

ic,B

uddh

ism

,+2

hap

py if

Bud

dhis

m is

sta

te re

ligio

n,ca

n tu

rn

Stup

a(d

oubl

e w

/copp

er)

thre

e Bu

ddhi

st te

mpl

es2

citiz

ens

into

Prie

st,+

1 ha

ppy

from

ince

nse

Bunk

er10

0El

ectr

icity

-75%

dam

age

from

air

units

Page 125: Warlords Manual

113300

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

Cas

tle10

0 (d

oubl

e w

/ston

e)1

Engi

neer

ing,

wal

ls+5

0% d

efen

se (p

re-g

unpo

wde

r uni

ts)

Chr

istia

n 30

0+5

0%M

usic

,Chr

istia

nity

,+2

hap

py if

Chr

istia

nity

is s

tate

relig

ion,

can

turn

2

Cat

hedr

al(d

oubl

e w

/ston

e)th

ree

Chr

istia

n te

mpl

esci

tizen

s in

to P

riest

,+1

happ

y fro

m in

cens

e

Cita

del

100

1En

gine

erin

g,w

alls

Span

ish

uniq

ue b

uild

ing

(Cas

tle),

+1 tr

ade

rout

e,+5

0% d

efen

se

(dou

ble

w/st

one)

(pre

-gun

pow

der u

nits

),-5

0% d

amag

e to

def

ense

s fro

m

bom

bard

men

t (ex

cept

vs

gunp

owde

r-ba

sed

units

),+2

exp

erie

nce

poin

ts to

sie

ge w

eapo

ns

Coa

l Pla

nt15

0A

ssem

bly

Line

,fac

tory

Prov

ides

pow

er w

ith C

oal f

or a

fact

ory,

-2 h

ealth

Col

iseu

m12

0C

onst

ruct

ion

+1 h

appy

face

,+1

happ

y fa

ce p

er 2

0% c

ultu

re ra

te

Con

fuci

an30

0

+50%

Mus

ic,C

onfu

cian

ism

,+2

hap

py if

Con

fuci

anis

m is

sta

te re

ligio

n,ca

n tu

rn

Aca

dem

y(d

oubl

e w

/copp

er)

thre

e C

onfu

cian

tem

ples

2 ci

tizen

s in

to P

riest

,+1

happ

y fro

m in

cens

e

Cot

hon

100

Com

pass

Car

thag

inia

n un

ique

bui

ldin

g (H

arbo

r),+

1 tra

de ro

ute,

+50%

trad

e ro

ute

yiel

d,+1

hea

lth fr

om c

lam

,cra

b,or

fish

Cou

rtho

use

120

Cod

e of

Law

s-5

0% M

aint

enan

ce

Dry

dock

120

Stee

lN

ew w

ater

uni

ts re

ceiv

e +4

exp

erie

nce

poin

ts,

build

wat

er u

nits

50%

fast

er,-

1 he

alth

Dun

50M

ason

ryC

eltic

uni

que

build

ing

(wal

ls),

free

Gue

rilla

I pr

omot

ion

for

(dou

ble

w/st

one)

units

bui

ld in

the

city

,50%

def

ense

Fact

ory

250

Ass

embl

y Li

ne+2

5% h

amm

ers,

+50%

ham

mer

s w

ith p

ower

,ca

n tu

rn 2

citi

zens

into

Eng

inee

r,-1

hea

lth

Page 126: Warlords Manual

113311

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

Forg

e12

0M

etal

Cas

ting

+25%

ham

mer

s,ca

n tu

rn 1

citi

zen

into

Eng

inee

r,+1

hap

py fr

om g

ems,

gold

,or s

ilver

,-1

heal

th

Foru

m15

0C

urre

ncy

Rom

an u

niqu

e bu

ildin

g (M

arke

t),+2

5% g

old,

+25%

gre

at

pers

on b

irth

rate

,can

turn

2 C

itize

ns in

to M

erch

ant,

+1 h

appy

from

fur,

ivor

y,si

lk o

r wha

le

Ger

60A

nim

al H

usba

ndry

Mon

golia

n un

ique

bui

ldin

g (S

tabl

es),

+4 e

xper

ienc

e po

ints

for n

ew m

ount

ed u

nits

Gra

nary

60Po

ttery

Stor

es 5

0% o

f foo

d af

ter g

row

th,

+1 h

ealth

from

cor

n,ric

e,or

whe

at

Gro

cer

150

Gui

lds,

Cur

renc

y+2

5% g

old,

can

turn

2 c

itize

ns in

to M

erch

ant,

+1 h

ealth

from

ban

anas

,spi

ces,

suga

r,or

win

es

Ham

mam

100

Mat

hem

atic

s,M

ason

ryO

ttom

an u

niqu

e bu

ildin

g (a

qued

uct),

+2 h

appy

,+2

heal

thy

Har

bor

80C

ompa

ss+5

0% tr

ade

rout

e yi

eld,

+1 h

ealth

from

cla

m,c

rab,

or fi

sh

Hin

du M

andi

r30

0+5

0%M

usic

,Hin

duis

m,

+2 h

appy

if H

indu

ism

is s

tate

relig

ion,

(dou

ble

w/m

arbl

e)th

ree

Hin

du te

mpl

esca

n tu

rn 2

citi

zens

into

Prie

st,+

1 ha

ppy

from

ince

nse

Hos

pita

l20

0M

edic

ine

+3 h

ealth

,hea

ls u

nits

in c

ity a

n ex

tra 1

0% d

amag

e pe

r tur

n

Hyd

ro P

lant

200

Plas

tics,

fact

ory

Prov

ides

pow

er fo

r a fa

ctor

y

Ikha

nda

60Zu

lu u

niqu

e bu

ildin

gne

w la

nd u

nits

rece

ive

+3 e

xper

ienc

e,-2

0% m

aint

enan

ce(b

arra

cks)

Isla

mic

Mos

que

300

+50%

Mus

ic,I

slam

,+2

hap

py if

Isla

m is

sta

te re

ligio

n,ca

n tu

rn 2

citi

zens

(d

oubl

e w

/mar

ble)

thre

e Is

lam

ic te

mpl

esin

to P

riest

,+1

happ

y fro

m in

cens

e

Jail

120

Con

stitu

tion

-25%

war

unh

appi

ness

Page 127: Warlords Manual

113322

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

Jew

ish

300

+50%

Mus

ic,J

udai

sm,

+2 h

appy

if Ju

dais

m is

sta

te re

ligio

n,ca

n tu

rn 2

citi

zens

Sy

nago

gue

(dou

ble

w/st

one)

thre

e Je

wis

h te

mpl

esin

to P

riest

,+1

happ

y fro

m in

cens

e

Labo

rato

ry25

0C

ompu

ters

,obs

erva

tory

+25%

rese

arch

,+50

% s

pace

ship

pro

duct

ion,

can

turn

1 c

itize

n in

to S

cien

tist,

-1 h

ealth

Libr

ary

902

Writ

ing

+25%

rese

arch

,can

turn

2 c

itize

ns in

to S

cien

tist

Ligh

thou

se60

Saili

ngW

ater

tile

s +1

food

Mad

rass

a90

4W

ritin

gA

rabi

an u

niqu

e bu

ildin

g (L

ibra

ry),

+25%

rese

arch

,Can

turn

2

Citi

zens

into

Prie

st,C

an tu

rn 2

Citi

zens

into

Sci

entis

t

Mal

l15

0Re

frige

ratio

nA

mer

ican

uni

que

build

ing

(Sup

erm

arke

t),+1

0% g

old,

+1 h

ealth

from

cow

,dee

r,pi

g,or

she

ep,+

1 ha

ppy

from

mov

ies,

mus

ic,o

r dra

ma

Mar

ket

150

Cur

renc

y+2

5% g

old,

can

turn

2 c

itize

ns in

to M

erch

ant,

+1 h

appy

from

fur,

ivor

y,si

lk,o

r wha

les

Mili

tary

Sp

ecia

lG

reat

Gen

eral

Uni

t+2

5% M

ilita

ry U

nit P

rodu

ctio

nA

cade

my

Min

t12

0M

etal

Cas

ting

Mal

ines

e un

ique

bui

ldin

g (F

orge

),-1

hea

lth,+

25%

ham

mer

s,+1

0% g

old,

can

turn

1 c

itize

n in

to E

ngin

eer,

+1 h

appy

from

ge

ms,

gold

,or s

ilver

Mon

aste

ry60

2M

edita

tion,

+10%

rese

arch

,can

trai

n re

ligio

n's

mis

sion

arie

s in

city

(1 fo

r eac

h re

ligio

n)m

onas

tery

's re

ligio

n

Page 128: Warlords Manual

113333

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

Mon

umen

t30

1M

ystic

ism

Nuc

lear

Pla

nt25

0Fi

ssio

n,fa

ctor

yPr

ovid

es p

ower

for a

fact

ory

with

Ura

nium

,sm

all c

hanc

e of

nuc

lear

mel

tdow

n

Obe

lisk

301

Mys

ticis

mEg

yptia

n un

ique

bui

ldin

g (M

onum

ent),

can

turn

2 c

itize

ns in

to P

riest

s

Obs

erva

tory

150

Ast

rono

my

+25%

rese

arch

,can

turn

1 c

itize

n in

to S

cien

tist

Ode

on12

03

Con

stru

ctio

nG

reek

uni

que

build

ing

(Col

oseu

m),

+2 h

appy

,+1

happ

y pe

r 20

% c

ultu

re ra

te,c

an tu

rn 2

citi

zens

into

Art

ist,

+1 h

appy

from

mus

ic

Pavi

lion

503

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ma

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n tu

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113344

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MMEE

CC OOSS TT

CC UULL TT

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RR EEQQ

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TT SS(( SS

))EE FF

FF EECC TT

Seow

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113355

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

N Na at t

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NNAA

MMEE

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RR EEQQ

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EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

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113377

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

The

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Page 133: Warlords Manual

113388

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

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Page 134: Warlords Manual

113399

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

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114400

NNAA

MMEE

CC OOSS TT

CC UULL TT

UURR EE

RR EEQQ

UUII RR

EE MMEE NN

TT SS(( SS

))EE FF

FF EECC TT

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Page 136: Warlords Manual

114411

OOrriiggiinnaall CCiivviilliizzaattiioonnTTeeaamm

Original Creator ofCivilizationSid Meier

Sid Meier's Civilization IVLead DesignerSoren Johnson

WWaarrlloorrddss TTeeaamm

ProducerJesse Smith

Associate ProducerClint McCaul

DesignersAlex MantzarisTim McCrackenPaul MurphyEd PiperJon ShaferJesse Smith

Lead ArtistSteve Ogden

ArtJerome AtherholtMike BatesRob CloutierGreg CunninghamGreg FoertschEd Lynch

Dorian NewcombArne SchmidtJack SnyderSeth SpauldingArtie WeisenNathan Wright

Lead ProgrammerAlex Mantzaris

3D ProgrammerJason Winokur

Additional ProgrammingJon ShaferJesse SmithSergey Tiraspolsky

Lead Audio DesignersMark CromerMichael Curran

Sound DesignerAdam Larossa

ComposersMark CromerMichael Curran

Additional Music ByJeff BriggsRoger Briggs

WritersPaul MurphyMichael Soracoe

Quality Assurance Manager

CREDITS

Page 137: Warlords Manual

114422

Tim McCracken

Quality AssuranceGrant FrazierScott Wittbecker

Tools and AutomationEngineerSergey Tiraspolsky

ManualPaul Murphy

ChairmanJeff Briggs

CEO / PresidentSteve Martin

Chief Creative OfficerSid Meier

FFiirraaxxiiss MMaannaaggeemmeenntt

Executive ProducerBarry Caudill

Director of TechnologyBretton Wade

Director of Creative ResourcesSeth Spaulding

Manager, Marketing andMediaKelley Gilmore

Manager, Online MarketingDennis Shirk

Human Resources ManagerSusan Meier

Office ManagerDonna Rubb

IT ManagerJosh ScanlanAAddddiittiioonnaall

Introduction MovieJanimation, Inc.

Voiceover Production / PostProductionWave Generation

Voiceover Production DirectorDavid Lipes

Scaleform TeamBrendan TribeMichael AntonovSven DixonDavid CookAndrew Reisse

SSppeecciiaall TThhaannkkss

To the Frankenstein crew forall of their help!To our supportive and lovingfamilies and friends.The incredible Civilization IVcommunity.

22KK PPuubblliisshhiinngg

PresidentChristoph Hartmann

VP Product DevelopmentGreg Gobbi

VP Business AffairsDavid Ismailer

VP Sales & LicensingSteve Glickstein

Development Manager

Page 138: Warlords Manual

114433

Jon Payne

Associate ProducerJason Bergman

VP MarketingSarah Anderson

Director of MarketingTom Bass

Senior Product ManagerChristina Recchio

Associate Product ManagerAlison Moy

Director of Public RelationsMarcelyn Ditter

International PR DirectorMarkus Wilding

Sr. Public Relations ManagerJay Boor

Media SpecialistLarry Stephens

Director of OperationsDorian Rehfield

Art DirectorLesley Zinn

Web ManagerGabe Abarcar

Web DesignerJohn Kauderer

Game AnalystsWalt WilliamsJim Yang

Strategic Sales and Licensing ManagerPaul Crockett

Production ManagerJack Scalici

Production CoordinatorFrank Fleizach

Special Thanks:Marc BermanBob BlauDavid Boutry Ryan BrantAlice ChuangScott DeFreitas David Edwards Dan EinzigDavid GershikMegan HenrettaJenn Kolbe Ting LauSusan LewisJerry LunaXenia MulNan TehNatalya WilsonPeggy Yu

Quality Assurance Director Lawrence Durham

Lead TesterAngel Gonzalez

Senior TesterSteve Allstead Jr.

Quality Assurance TeamSteve BianchiNick SporichDavid SandersBrian ErzenCarlos ThomasKameren NealMonty BulchandKevan Killion

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Cory PoudrierAdam ScottJason WilsonJustin WallerGriffin FunkDaniel Ferry

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General ManagerNeil Ralley

International PR DirectorMarkus Wilding

International MarketingDirectorMatthias Wehner

International ProductManager Ben Wyer-Roberts

Licensing DirectorClaire Roberts

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Development MangerFernando Melo

Technical ProducerSajjad Majid

Development TeamSimon PicardDan BailieDenby GraceMark Ward

Localization ManagerScott Morrow

LLooccaalliizzaattiioonn TTeeaammss

Around the WordEffective Media GmbHSynthesis International SrlSynthesis Iberia

22KK IInntteerrnnaattiioonnaall QQAA

QA ManagerChris Rowley

QA SupervisorDom Giannone

QA Localization SupervisorIain Willows

Mastering EngineerWayne Boyce

Lead QA Technician Steve Manners

QA TechniciansDenver CockellNatalie HolkhamIain MooreArsenio FormosoMichael BunningRob JenkinsRussell KeawpannaKephuc Nguyen

QA Localization TechniciansAlessandro CilanoKaren Rodríguez AnadónMarco AngiuoniNicolas AdamPascal GeilleRaul GarciaSebastian Frank

European Publishing Team Adrian LawtonAlexander Harlander

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Ana LafuenteAndreas TraxlerAnthony DoddBen PayneBen SeccombeCorrine HerbaultCristiana ColomboDavid PowellEmmanuel TramblaisFabio GusmaroliFederico ClonferoGabby FitzgeraldGabriel HackerGiovanni OldaniHeinz HennJames CrockerJames EllingfordJames QuinlanJan SturmJochen FärberJochen TillJon BroadbridgeJonnie Bryant Jose Antonio Muñoz-CaleroFernandezLeigh HarrisMark JacksonMark LugliMonica PuricelliNasko FejzaNico GruppOlivier TroitOnno BosRaquel Garcia Gonzalez Sandra DoschSandra MeleroSandrine ChatrenetSarah SeabySerhad KoroSimon RamseySylvie BarretThomas MahoneyTom Baker

Tracey ChaplinValentine HeliotWarner GuinéeZoran Roso

22KK IInntteerrnnaattiioonnaall --CChhiinnaa

AnimatorsXu JieShen HuJin YiYuan Zhi Wei

ArtistsShi Wen JunDing Quan Qi

Game DesignersXiong JieChen Qiang PanChen MuZou Jun Jie

ProgrammersSun TingLin YinYang Jin Hui

Sound DesignerYang Jie

ProducerLiu Jing

General ManagerJulien Bares

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Senior Project ManagerKelly Bates

Director of DevelopmentGlenda Adams

Director of QA and TechnicalSupportTim Attuquayefio

Development ManagerMark Krenek

Technical Support/CompatLab ManagerAndy Brazell

Associate ProducerMatt Scates

Assistant PublisherElizabeth Howard

Project CoordinatorPatrick Rogers

Director of MarketingLeah Heck

Marketing ManagerAmity Ponsetti

PR Marketing AssistantKarri Scott

Lead Graphic DesignerLance McIlhany

Creative Marketing DirectorZach Rener

Additional ArtJennifer Becker

QA SupervisorBard Alexander

QA LeadsSean Vowels

QA Team LeadRaul Iglesias

QA Testing TeamRobert BassAnthony DiRaddoKhoa HuynhJohn Lopez

Compatibility Lab TechniciansJessie BoyerPete KnausAndrew Horwitz

Technical SupportJason McClureJennifer BeckerTom Rees

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Clint ParkerJoe RinaldiHaley Lumpkin

Macintosh DevelopmentMacintosh programming by Andy Molloy

Build EngineerSam Morris

Localization Project ManagerKarin Groepper Boosman

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LIMITED SOFTWAREWARRANTY AND LICENSE AGREEMENTIMPORTANT - READ CAREFULLY: YOUR USE OF THIS SOFTWARE (THE“PROGRAM”) IS SUBJECT TO THE SOFTWARE LICENSE TERMS SET FORTHBELOW. THE “PROGRAM” INCLUDES ALL SOFTWARE INCLUDED WITHTHIS AGREEMENT, THE ASSOCIATED MEDIA, ANY PRINTED MATERIALS,AND ANY ON-LINE OR ELECTRONIC DOCUMENTATION, AND ANY ANDALL COPIES OF SUCH SOFTWARE AND MATERIALS. BY OPENING THISPACKAGE, INSTALLING, AND/OR USING THE PROGRAM AND ANY SOFT-WARE PROGRAMS INCLUDED WITHIN THE PROGRAM, YOU ACCEPT THETERMS OF THIS LICENSE WITH ASPYR. (“ASPYR”).

LIMITED WARRANTY: Aspyr Media warrants the original purchaser that this disc is free from defects andmaterials and workmanship for a period of ninety (90) days from the date of pur-chase. Aspyr Media will, at its option, repair or replace this disc, free of charge,postage paid with proof of date of purchase, at its offices. EXCEPT AS SET FORTHABOVE, THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES,WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANYWARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PUR-POSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS ORCLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ASPYR.

When returning the Program for warranty replacement please send the originalproduct disks only in protective packaging and include: (1) a photocopy of yourdated sales receipt; (2) your name and return address typed or clearly printed; (3)a brief note describing the defect, the problem(s) you are encountered and the sys-tem on which you are running the Program; (4) if you are returning the Programafter the 90-day warranty period, but within one year after the date of purchase,please include check or money order for $10 U.S. currency per CD replacement.Note: Certified mail recommended.

In the U.S. send to:Warranty ReplacementsAspyr Media, Inc.PO Box 5861Austin, Texas78763

LIMITED USE LICENSE: Subject to the conditions described below, Aspyr grantsyou the non-exclusive, non-transferable, limited right and license to install anduse one copy of the Program solely and exclusively for your personal use. Allrights not specifically granted under this Agreement are reserved by Aspyr and,as applicable, Aspyr's licensors. The Program is licensed, not sold, for your use.Your license confers no title or ownership in the Program and should not be con-strued as a sale of any rights in the Program. All rights not specifically grantedunder this Agreement are reserved by Aspyr and, as applicable, its licensors.

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LICENSE CONDITIONSYou agree not to:

•Exploit the Program or any of its parts commercially, including but notlimited to use at a cyber cafe, computer gaming center or any other location-based site. Aspyr may offer a separate Site License Agreement to permit youto make the Program available for commercial use; see the contactinformation below.•Sell, rent, lease, license, distribute or otherwise transfer this Program, or any copies of this Program, without the express prior written consent of Aspyr.Use the Program, or permit use of the Program, in a network, multi-user arrangement or remote access arrangement, including any on-line use, except as otherwise specifically provided by the Program.•Use the Program, or permit use of the Program, on more than one computer, computer terminal, or workstation at the same time.•Make copies of the Program or any part thereof, or make copies of the materials accompanying the Program.•Copy the Program onto a hard drive or other storage device; you must runthe Program from the included DVD-ROM (although the Program itself may automatically copy a portion of the Program onto your hard drive during installation in order to run more efficiently).•Reverse engineer, derive source code, modify, decompile, or disassemble the Program, in whole or in part.•Remove, disable or circumvent any proprietary notices or labels contained on or within the Program.•Export or re-export the Program or any copy or adaptation thereof in violation of any applicable laws or regulations.

OWNERSHIP: All title, ownership rights and intellectual property rights in and tothe Program and any and all copies thereof are owned by Aspyr. The Program isprotected by the copyright laws of the United States, international copyrighttreaties and conventions and other laws. The Program contains certain licensedmaterials and Aspyr may protect their rights in the event of any violation of thisAgreement. You agree not to remove, disable or circumvent any proprietarynotices or labels contained on or within the Program.

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ASPYR TECHNICAL SUPPORT

TToo rreeggiisstteerr yyoouurr ccooppyy ooff tthhiiss ggaammee pplleeaassee ggoo ttoo::http://www.aspyr.com/register

If you are having problems installing or using this software, we want to help. Youshould read through the manual and the Readme file on the game disc before con-tacting Aspyr Technical Support. Please ensure that your computer meets the min-imum system requirements that are listed on the bottom of the box. Our TechnicalSupport representatives will not be able to help customers whose computers donot meet these requirements. So that we can better help you, please have the fol-lowing information ready:

-Complete product title-Exact error message reported (if any)-A brief description of the problem-Your computer’s processor type and speed (PowerBook 1.5 GHz, PowerMacintosh G5 1.8 GHz etc.)

-Amount of RAM (MB, GB)-Make and model of your video card (ATI, Nvidia)-Speed of your CD-ROM or DVD-ROM drive(16x, 4x, etc.)-Operating System (Mac OS 10.3.8, Mac OS 10.4 etc)

CCoonnttaacctt uuss oovveerr tthhee IInntteerrnneett::If, after reviewing all the known issues in this Readme file, you are still having difficulties, please visit our online technical support page athttp://support.aspyr.com/, and click on the "Browse Knowledgebase" link. Ifyour problem is not currently listed under "Game Issues" , then please gather allinformation regarding the problem, including attempts to resolve the problem,error messages, and computer specifications and open a support ticket located athttp://support.aspyr.com. This form will then be sent to Aspyr Media TechnicalSupport.

CCoonnttaacctt uuss bbyy PPhhoonnee::You can also contact us by phone by calling (512) 708-8100. Note that this num-ber is for technical assistance only. No hints or tips will be given out over theTechnical Support line. When calling our Technical Support line, please makesure you are in front of your computer and prepared to provide all necessaryinformation about your computer.

YYoouu ccaann aallssoo ccoonnttaacctt AAssppyyrr TTeecchhnniiccaall SSuuppppoorrtt bbyy mmaaiill::Aspyr Media, Inc.P.O. Box 5861Austin, TX 78763-5861

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Classical selections in the public domain courtesy of Naxos of America Inc.

John Adams publishers: John Adams masters:Boosey and Hawkes Nonesuch RecordsMusic Sales West E M I ClassicsAssociated Music Publishers Naxos of America Inc.

Portions of this software are included under license. ©2005 Numerical Design, LTD. All rights reserved.

Portions of this software are included under license: ©2005 ScaleformCorporation. All rights reserved.

Portions of this software are included under license.©2005 Numerical Design, LTD.

This product contains software technology licensedfrom GameSpy Industries, Inc. © 1999-2005 GameSpyIndustries, Inc. All rights reserved.

Orchestral samples included in this recording from the Vienna SymphonicLibrary

Main Menu Earth based on Earth Image Blue Marble: Reto Stöckli, NASA EarthObservatory Cinematics courtesy of Liquid Development, LLC and Brain ZooStudios

Pen Tools Scripts courtesy of Paul Neale (www.paulneale.com)

Speex Codec © 2002-2003, Jean-Marc Valin/Xiph.Org Foundation

Redistribution and use in source and binary forms, with or without modifica-tion, are permitted provided that the following conditions are met:

• Redistributions of source code must retain the above copyright notice, this listof conditions and the following disclaimer.

• Redistributions in binary form must reproduce the above copyright notice, thislist of conditions and the following disclaimer in the documentation and/orother materials provided with the distribution.

• Neither the name of the Xiph.org Foundation nor the names of its contributorsmay be used to endorse or promote products derived from this software with-out specific prior written permission.

Page 147: Warlords Manual

© 2006 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV: Warlords, Civ, Civilization, 2K Games, the 2K logo, Firaxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis ames. Firaxis is a trademark of Firaxis Games, Inc . Mac version published and distributed by Aspyr Media under license. Aspyr® is a registered trademark of Aspyr Media, Inc., and the Aspyr star logo is a trademark of Aspyr Media, Inc. Mac and the Mac logo are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. The ratings icon is a trademark of the Entertainment Software Association. All other trademarks and trade names are the properties of their respective owners. 11480-1MNA