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The game introduces a new type of "Great Person" unit, known as a Great General. Great Generals are usually created when the total experience earned by a civilization's military units against other civilizations reaches specified thresholds, rather than Great Person points generated by its cities. In addition, the civilization that acquires the "Fascism" technology first receives a free Great General. A Great General can be used similarly to other Great Persons: to join a city as a "Great Military Instructor", which gives +2 experience points to any military unit created in the city, or to create a Military Academy, which permanently boosts military unit production (by +50%) in the city. The Great General can also be attached to a military unit forming a joint unit led by the Warlord, sharing 20 experience points with all units in its square and giving the Warlord unit free upgrades and exclusive access to special promotions. In all normal games and most scenarios, a destroyed Warlord unit is lost permanently. However, in the Alexander and Genghis Khan scenarios, the title characters serve as Great Generals, and if either is lost, he will be re-born in his civilization's capital city after several turns.
The new Vassal States feature allows players to take up other empires as "vassals," the game's equivalent of protectorates. When an empire becomes a vassal, it loses the ability to declare war and make peace independently, and may be called upon to pay "tribute" in the form of game resources to its "master" (suzerain) state in return for the promise that its master will protect the vassal. Players can use Vassal States to achieve a Domination Victory, since half the vassal's land and population count towards a domination victory for the master, but not vice versa. Similarly, if the master goes to war with another civilization, the vassal too has to go to war. However, other countries' opinions of you will worsen if you have a vassal they dislike. The vassal may still reject trades for gold and technologies.
During peacetime, civilizations can offer their vassalage in return for protection from an enemy, but it may be ended if the state's relative land and population statistics change. Vassal agreements signed in a state of mutual war, as part of a peace treaty, are considered capitulation and bind both parties. The agreement is terminated, however, if the vassal acquires 50% more land area than the master or the vassal loses half of the land it held when the agreement was signed. The only way a master can terminate the agreement is if the vassal refuses to pay tribute. The master can then choose to declare war.
After vanquishing the Persian invasion in 480 BC, tensions between Athens and Sparta lead them to compete for ownership of the Greek world in 444BC. The Athenians start with a strong economy and mastery of the sea, but their empire is far-flung.Warlords cd key,Civilization IV Warlords code, The Spartans have few overseas possessions but a powerful land army. Both sides have multiple city-state allies, represented as vassal states.
This scenario puts the player in charge of one kingdom, seeking to defeat six rival kingdoms of the Warring States Period to gain control of China. Bloodlines replace religions as a measure of influence that can be spread via emissaries in the same way as missionaries in the original game. An "Emperor's Council" wonder allows a vote-determined victory (similar to the UN in the regular game) as an alternative to outright conquest.
# The player plays as Ragnar Lodbrok, ruler of the Vikings, and has to organize massive, loot-gathering raids on England, Ireland,buy Warlords,Civilization IV keys, and Northern Europe. The goal of this scenario is to amass a certain amount of gold (which varies according to difficulty level) within 200 turns. Money can be earned by sacking cities, ransoming captured cities back to their original owners, and by researching the location of treasures and bringing them back (in the form of a special treasure cart unit) to the Viking capital.
# Genghis Khan: The player controls the Mongol hordes as they attack Asia. Without a starting city, the Mongolian civilization have special "camp" units, that are similar to settlers but when deployed will automatically spawn different types of units, depending on the terrain type occupied. The goal of this scenario is to accumulate "victory points" by capturing or destroying enemy cities, destroying enemy units, and pillaging improvements. The player steadily loses points over time (based on difficulty level), Warlords serial,Civilization IV Warlords store,and must aggressively earn new points to avoid going negative and losing the scenario. The technology tree for the Mongols in this scenario is radically different from the original Civilization IV technology tree; each of the 15 enemy civilizations represents a technology that can be earned by the Mongols by either capturing two of that civilization's cities, or by vassalizing that civilization.cd key of Warlords
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