Warlord Frequently Asked Questions

Players, please contribute to this list with questions and answers. If you think I say something wrong, or badly articulated, let me know.



Q) I've just received my setup results, what should be my first goals?
A) Your first goals should be to capture one or two of the nearby cities. You received some radio signals from various nearby cities. You have pinpointed the approximate location, now send single fighters on observe to the area. Cities numbered 1 through 100 are player ones, so stay away from those, but all others should be possible to take. Move your artillery, infantry and tanks towards these. It could be smart to move them together in corps, one general in each infantry division and corp. Lone tanks are easy prey for bombers, but the tanks are your most valuable units this early. You may save some orders by moving them together, but may gain less new land and get there slower. Another important goal is to reach tech level 3 as early as you can. Having good railroal connections between your cities early on, is such an advantage I cannot describe it.

Q) How do I spend my resources best to gain new tech?
A) Before the changes, the optimal way was to spend 7xcurrent tech level, and you'd most probably get it. However, this has changed and I haven't found what is best. In game 27 I have found that approximately 2x10 PPs would get you there. It is possible that found tech from ruins count more than E orders now than before the changes. My best suggestion is that it goes like this 20 - 35 - 50 - 65 etc. But do not take this as anything more than a vague idea. Spending it all in one go seems to be less effective than several goes. Just like I wouldn't invent the neutrino reactor tomorrow if you gave me a zillion today.

Q) What should I produce?
A) The ultimate answer is very easy - build infantry! This is the general rule, but you might want other units with time. More engineers to build railroads and canals, more planes to bomb, observe and carry paratroopers, transports to ship your armies across the strait, and warships to defend those. Defense levels on cities could be smart, as it could be faster than building and sending forces, but costs more money. As you advance in tech, you may need paratroopers and artillery. Early on, build infantry, engineers as you need them.

Q) How tough are defence levels of cities?
A) An important question. You'll need to capture the few neutral cities around you quickly. There are two things to think over, 1) How much attack value your force has and 2) How much infantry you have after the city has returned fire. You'll need at least one infantry after the city is reduced to defence level zero. How it is calculated is a bit complex, but what you should know is that each defence level adds firepower to the city and that defence level sustains at least 6 and does 6 damage every turn until you have reduced it to zero. This means that 3 infantry will take a defense level 1 city alone, as it does 6 damage and thus reduces the city to defence level 0, while you have 1 infantry left. However, it is possible that you will need 4 infantry, I have never pushed my luck that far. Defence level 2 is tougher, but 3 tanks and 5 infantry should normally be enough. As a general rule of thumb, 4 infantry is enough against defence level 1, 8 against level 2, 16 against level and 32 against level 4 etc. You might do it in less, but you may be gambling with higher losses, as you take more than one round to reduce the city to defence level 0. Some neutral cities increase their defence levels now and then. For player run cities, there are forces to consider as well, even generals, so then you'll have to consider things yourself, there's no recepie.

Infantry against empty cities

This is a table of how many infantry you must send against a city to get minimum losses, and how many infantry that is. Table assumes only infantry being used.
Defence Level # of Infantry for min losses Minimum losses
1 5 2
2 14 4
3 25 8
4 40 12
5 60 20
6 80 24
7-9 Unknown Unknown

Q) I am always short of order slots, what do I do?
A) Everybody has this problem, and it keeps balance in the game as smaller empires usually suffer less from this problem. I can only give you some hints, you'll have to consider every detail yourself. Try to move your armies in large corps and issue move orders for the sector they are in, not every unit. Use the advance order when you can. Do only the necessary observe orders (but keep an eye on the sea if you fear anything from that direction), while putting observation posts on strategical places. Plan your construction, so you will have to issue as few as you can of those on future turns.

Q: What makes up the rating score?
A: Myself, I never cared too much, but some friendly dude came up with the complete formula (C.J.P.Vermeulen@stud.tue.nl): (Forces*PP cost)+(#Cities28)+(Total #Defence Levels*5)+(#Tech levels above 1*50)+(Income*4). An easy example: I have 20 infantry, 2 artillery, 3 bombers, 5 fighters, 2 cities (defence levels 4 and 1), tech level 2 and an income of 12.250 PPs. The total rating should then be (20*1)+(2*4)+(3*6)+(5*4)+(2*28)+((4+1)*5)+50+(12.25*4)=246. I have tested this and found that the formula explains the rating increase perfectly, but it does not calculate my rating. Typically there is 110 or so unaccounted rating points in turn 1, while 80 in turn 30, decreasing steadily. It may be that there is a variable for having cities at all or something, that decreases with the number of turns. Well, just a guess anyway. Any other experiences with this figure?

Q: Other large nations seem to get tech levels fast than I. What am I doing wrong?
A: With the new tech levels, tech is actually very important. Don't fall behind! Large nations have one advantage, and that is that they can actually produce nothing in some cities. This is a luxury that you should consider. First of all, it saves you 3 orders if you take a new city. Second and the most important bonus is that you spend less each turn, and so get more income to spend on research.

Q: How effective are nukes?
A: Surprisingly enough, I can answer this without having achieved the tech. They are so effective it hurts, even for those who use them. One nuke is one dead city, not to mention the units there and the terrain nearby. 10 nuclear missiles means 10 dead cities, not imagine what that will do should they be used on your empire! Defences are city defence levels and high tech level. If your enemy has nukes, he is so much at advantage that you probably are up to the neck in trouble-gum. The defenses against nukes doesn't become very effective before tech level 8, and even then you need city defense levels. Tech level 8 and defense level 7 seems to make nukes a waste of energy, but since such a city probably contains most of the enemy aircraft, maybe it is worth nuking after all. It might require as much as a dozen nukes in a single strike though. If you do not have tech level 9, and capture an enemy airfield or city that contains nukes, you will still not be able to use them. I took one such airfield, and even my engineers reported it as 'something'. Maybe something should be done about this, I don't know. I know I had to be clever to take that airfield, and I think one should be rewarded for that. Then again, it is easy to take airfields with paratroopers (I had none, as the nuking tore apart my airfleet, no use for featherfalling soldiers if you can't take them to the sky in the first place).


Cezton@nvg.ntnu.no