Hints for playing the WARLORD Character
It is hard to determine,
even from this later point in history whether the Stellar Warlords
who came to play a major role in the early days of the Second
Empire were villains or heroes. Often, it depended upon whom they
worked for and who was victorious (meaning who wrote the history).
However, the mercenary Warlord, though sometimes ruthless, was
meticulous in his personal code of honor, no matter how strange
it seemed to Client races. Warlord warriors were brave and fearless
and well trained. Only rare and isolated cases have been reported
of civilian populations being harmed by occupying Warlord forces.
Most Warlord populations turned to mercenary work for a chance
to leave the poor economic circumstances of their systems and
to see the Galaxy.
As the Star Barons expanded, the Warlords became
the warriors of choice, the foot soldiers of the Imperial Wars.
The occupation of these soldiers of fortune has given rise to
rumors about their trustworthiness but usually from faithless
Clients. The Warlords were quick to take offense and dangerous
to double-cross. But their courage has never been questioned.
At least, not by anyone who lived...
- excerpt Encyclopaedia Galactica
- 50 points for each World captured decreasing by 10 points
each time the World is captured (by any Player) until it is
worth a minimum of 10 points per capture.
- 1 point for each point of Fleet Strength
- 25 points for each Fleet captured
- 50 points for each world destroyed by Gravitronic Disruptor
- 2 Imperial Credits per world deposited at Homeworld for each
world given in Tribute to another player.
- Warlord’s BattleStars add 6 to Fleet Strength, 6 to
Shield Strength and can move 3 worlds per turn.
- Special Alliance condition – Warlord will auto-capture
un-protected worlds from Allies.
- The Runesword (Also Raider)
- The Prime Radiant (Also Philosopher)
- The Iridium Palace (Also Baron)
- The Tram-X-Krang (Also Terminator)
The Warlord's BattleStars can travel 3 worlds per turn
much better then the other Starlords whose BattleStars limit their
Fleet speed to 2 world per turn. Also, the Warlord Tribute: Warlords
can give an unlimited number of worlds captured, on the turn they
are captured, as tribute to another Starlord for points, without
affecting their normal 3 gift limit. A subtle difference in the
Warlord Alliance condition makes having Allies easier for them,
though it might not seem like it at first. Warlords will capture
unprotected worlds from Allies as well as Neutrals and enemies.
As capturing worlds is so important to the Warlord, this allows
alliances with other Starlords will can careful direct the Warlord
to specific worlds and who can protect all the worlds that he
does not want his pet Warlord to capture.
WARLORD TRIBUTE: The Warlord has access to a Tribute List in the War Room that
displays all the worlds captured in the previous turn. The Tribute
List allows the Warlord to check off which of these worlds will
be Awarded for Tribute to any player s/he has met. Worlds that
were captured from the player designated as client do not produce
Imperial Credits. The Warlord may treat the captured worlds in
any normal way, including removing valuable artifacts or credits
captured during conquest but only worlds immediately captured
will available for tribute. Any actions that would lead to ownership
change, however, will supercede that Tribute Award, i.e. capture
by another player, a ravage causing the world to Rebel, etc. In
the case of a superceding action the Warlord will receive no credits.
WARLORD STRATEGIES: What a ferocious title you have, Warlord! Your goal seems the simplest of all of the characters, though the solution
of how to succeed at it may not be. You want to be the biggest
and baddest character in the game. Size does matter! Big fleets
and lots of them count. Also, you want to conquer anything and
everything. That’s where your points come from, conquering
worlds and fleets. This is not a problem early in the game because
every world you go to you automatically conquer. It is very important
for you to understand the process of capture, which is based on
a game principle called "contention". If you haven’t
read it yet, read about Contention for more information.
As mentioned, you will probably not have too
many problems conquering the 22 worlds that are intrinsically
yours if you expand as far and as fast as you can (350 divided
by the 16 Starlords in a Universe). You will have no one to argue
with at these first worlds. But then things can get tough. People
will probably not just agree that you can conquer your worlds
even though you just do it for fun and don’t mean anything
personal by it. In fact you don’t even mind giving them
back so that you conquer them again. Still, people are likely
to go postal on you, even if you are the Robin Hood of the universe.
So, you will have to work out some deals. Some of these are naturals,
The Warlord wants your business. Don’t see
why you can’t arrange to conquer worlds in his empire in
return. Especially if you are willing to not protect them so that
he can easily get them back. Some of them he won’t want
back because he will want o drop raw materials on them for awhile.
Lots of way to work with a Trader if you are creative.
Like all the other characters, your deals with
the Houri will depend upon whom the Houri is emulating. In most
cases, you won’t care. Just look at any of the other character
types below and shape your relationship based on those.
This character may very well want you to do some
conquering in his empire. If you are very, very nice to him, he
will tell you where and when and then he can Raid those worlds
after you conquer them. This would be especially good if he was
already an ally of the Baron you want to work with. This is also
a possible client, though not as honorable as the Baron relationship.
Raiders are a lot less principled.
Philosopher’s are uncomfortable with material
things like worlds. They would like to shed them, if they are
wise and you may have to explain that to them. They need to do
deals with a lot of their worlds but having a Warlord conquer
them might work to their advantage for awhile so that they can
go back to minionizing. Another important task you can perform
for a Philosopher is conquering worlds that have been taken over
You are not natural enemies, neither are you natural
allies. However, there may be times when robotized worlds need
conquering for one reason or another and you may need the services
of a Terminator. If you wanted to find a sort of neutral character
you could use as a client for awhile until you switch clients
and re-conquer worlds, this is a great choice.
This is the most natural. Barons love worlds,
especially high population, high resource producing worlds. You
can make one a client and they will help you find targets and
they should be willing to build up your fleets, maybe even give
WARLORD HINTS FROM THE GALACTIC EFFECTUATOR: The Warlord will make early points with his captures.
It is a real challenge to keep this Attila the Hun personage going,
though. It takes political savvy and creativeness to find reasons
why other characters should let you change the ownership of a
world, even temporarily. However you are a terrific ally, if with
a hair trigger. The Warlord can work very well with any of the
Characters who need Worlds such as the Baron and Raider but very
satisfactory alliances can be arranged with the Philosopher, the
Houri, the Terminator and the Trader.