Warlords (game series) - Wikipedia, the free encyclopedia. Warlords is a computer game series created by Steve Fawkner, in which role- playing elements are combined with turn- based strategy in a fantasy setting. The series includes four official games and two extension packs. Several remakes (both officially supported and fan- contributed) exist. Gameplay[edit]The central aspects of Warlords game series are units, heroes, cities and diplomacy. Units are the expendable resource in Warlords, produced and/or purchased in all active cities. Units come in different types such as light infantry, archers, elephants, and even mythological creatures such as minotaurs and unicorns. All units in Warlords have several standard properties: strength, distance of movement per turn, cost, and upkeep. Some have additional special abilities such as fly, bonuses to defense or combat, or traverse difficult terrain without hindrances.[1] Since the introduction of Warlords III, units also have hit points. Allies are a special type of unit only found by searching ruins or hidden temples. Allies are relatively powerful compared to regular units, don't require upkeep, and often include one or more special abilities. Allies include units such as wizards, dragons, devils, and archons (angels). Some versions of the game, such as Warlords II, have an option to allow cities to produce allies like regular units. In this case, the allies require upkeep and have a production cost. Heroes are a special type of unit with a unique set of properties and special abilities: [2][3]Possess items - Heroes may pick up items found in ruins or in hidden tombs. These items increase your hero's or his stack combat abilities, player income, or the ability to cast spells (Warlords III); Search ruins and hidden tombs - Heroes may search ruins and hidden tombs to fight a special enemy unit. If successful, the hero is rewarded with money, items, or allies; Receive and complete a quest - A hero may receive a quest from a temple, whereupon completion results in a reward of money, items, or allies. Only one hero at a time may be on a quest; Cast spells - Starting with Warlords III, heroes may gain the ability to cast spells. Experience Points - Heroes are the only units to gain experience points by killing enemy units, conquering cities, and completing quests. More experience results in higher levels, up to a maximum of level 5 (except in Warlords 4) increasing the unit's combat abilities and movement per level. Within Warlords 4 you may keep 3 units from each battle as a personal retinue, this creates a replayability within the game and allows you to obtain very high levels with each of the units you hold in your retinue (waaaay above level 5). Each player begins play with a level 1 hero at the start of the game. Unlike other units, additional heroes can not be produced by cities or discovered in ruins or hidden tombs. The only way to gain a new hero is to accept an offer in exchange for money. Hack Information: health hack, money hack, lives hack, speed hack(not too much cause it will be hard to play) Game Information Warlords: Heroes combines the good old. Warlords III: Reign of Heroes was a decent game with a large following. Darklords Rising picks up after the first and adds more scenarios, more campaigns, new units. Kongregate free online game Warlords: Heroes - Fight your way through 4 episodes of fantasy battle. Buying fighting moves, amour and hiring h. Play Warlords: Heroes. Newly hired heroes often come with allies.[1] Heroes have the potential to be the most powerful unit in the game. The game flow of Warlords typically involves capturing the cities. The default winning condition is to conquer most of the cities on the map. The cities are the main source of new units in the game.[1] Up to four different units can be available in a single city with an ability for player to buy production — to replace the currently available units with others at some initial cost. Once the player owning the city orders production of unit, the city will provide new units of a kind until another order is issued.
The production may be forwarded from one city to another, allowing player to concentrate armies on the borderline or in another location of strategic interest.[3]The cities also serve the defense purpose: the defenders of city enjoy the "city bonus", which increases armies' strength. Several units have the special ability to cancel the city bonus. Once a city falls to another player, he has a choice whether to occupy, pillage, sack or raze it. Once razed, the city can't be rebuilt. Sacking the city removes all the production options returning the player half of their cost. Pillaging the city results in removal of some production options (those being the most expensive units in Warlords and Warlords II and the units player can't produce in Warlords III). Diplomacy[edit]The relations between the players are regulated by the diplomacy: the players should declare wars before actually engaging their armies in battles. While there is a possibility to attack another player without prior negotiations, such behavior may be followed by unilateral declaration of war by all other players on a violator.[2]Battles[edit]The battles in Warlords (with the exception of Warlords IV) are non- interactive. The process of battle is shown as two enemy stacks opposing each other; when a unit is killed it disappears from the battle screen. The outcome of the battle is calculated using the units' abilities and several other factors using a sophisticated algorithm.[3]Original games of the series[edit]The games of the series are noted for the strong AI.[4][5]The games are set in the fantasy world of Etheria, and tend to be based around the traditional premise of good versus evil, with neutrality in between. Heroes on the side of good are the Sirian Knights, the mercantile Empires of Men, the elves and the dwarves. On the side of evil are the demonic horsemen: the Lord of Plague, the Lord of Famine, the Lord of War, and the ever present Lord Bane, Lord of Death. The politics of the world, however, are more complicated than they first appear, particularly in the third installment of the series. For example, the Minotaurs, who were created as servants for Sartek, the Lord of War, are a neutral race rather than an evil one. Also, the third game opens with the human Empire pillaging and exploiting the newly discovered lands of the peaceful Srrathi snakemen, in an obvious nod to the historical European conquest of the Americas. Most importantly from a player's point of view, a Hero's race is not as important in determining their moral alignment as their choice of class. For example, while the Undead are evil as a rule, an Undead Paladin would be treated as good (though such a thing is only possible in the third game, wherein all previous restrictions on race and class combinations have been removed). Warlords[edit]The first game in the series, Warlords, was created in 1. Steven Fawkner and was published by SSG. It featured eight different clans battling for the control of the mythical land of Illuria: Sirians, Storm Giants, Grey Dwarves, Orcs of Kor, Elvallie, Horse Lords, Selentines, and Lord Bane. Each clan could either be controlled by the computer or by a human player, allowing up to eight participants taking turns in hot seat play. Gameplay consisted of moving units, attacking opponent units or cities, adjusting production in cities, and moving hero units to explore ruins, temples, libraries, and to discover allies, relics, and other items. The goal of the game was to conquer the land of Illuria by capturing or razing at least two thirds of the cities in the land.[1]Reviewers cited the basic sound and average graphics of the game, compensated by simple user interface and "high dollar- to- play value".[1][6]Computer Gaming World favorably cited the sophisticated computer opponents, and concluded that the game "has everything to offer the strategy gamer who has a taste for a bit of the fantasy genre", especially those who enjoyed Empire or Reach for the Stars.[7] The magazine named the game and Command HQ as its 1. Wargames of the Year.[6] In a 1. Warlords II[edit]Following the success of Warlords, SSG released Warlords II in 1. This version included five maps (although the later released mission pack increased the number). Another new feature was 'fog of war' - optionally, enemy units or even the map could be concealed from players without units close enough to see them. The interface of the game was improved, as were the graphics (with additional unique city graphics for each different player). Moreover, the game featured multiple army, city, and terrain sets (still in 1. The updated version of the game — Warlords II Deluxe — was released in 1. It allowed for custom tile, army and city sets for maps and provided support for 2. Thanks to the publication of the editor, Warlords II Deluxe led to an increase of user- created content. Many new maps, army and terrain sets, and scenarios were distributed on the Internet for the game.[2]Warlords III[edit]After a four- year hiatus, SSG developed Warlords III: Reign of Heroes. The game was released for Microsoft Windows and used new system capabilities to dramatically improve graphics: [4]The heroes acquired the ability to cast spells to receive the temporary benefit. Each spell has its price expressed in mana points, which became the second (after gold) resource in game. The campaign system also became more advanced: the heroes from the previous game of the campaign followed the user to the new game, keeping their experience and items.[3]Another new feature of the Reign of Heroes is the flexible races concept: every player had a number of pre- defined units he was able to produce, and an additional number of units that could join him. This allowed for more consistent storyline in the campaigns and made players' advancement more challenging, as the natural production of the further cities normally wasn't matching the player's race. Unlike the previous versions Reign of Heroes provided several hero classes. Each class has its own upgrade paths and costs of upgrade options. The upgrade options themselves became user- selectable, giving the player more control over the heroes' development. The city levels in Reign of Heroes became more important, as in battles it equaled to city bonus. The players received ability to promote cities to next level for a fixed amount of gold.
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