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Features


With the announcement of The WarChiefs, Ensemble Studios introduced some exciting new features and gameplay additions. Below is what information we have gathered on we think are the most notable of the new gameplay concepts, modes and ideas.

» Trade Monopoly | Stealth | The Firepit | Treaty Mode

Trade Monopoly

Trade Monopoly is a new victory condition introduced in The WarChiefs. To win by Trade Monopoly, you must control over half of the Trading Post sites on the map (including both Trade Route sites and Native Settlements) for 5:00 minutes once you activate the timer. To be able to activate the timer, you must control over half of the trade posts on the map, must be in the Industrial Age and it costs 500 food, 500 wood and 500 coin. The Trade Monopoly timer can be activated from any trading post that you control.

Stealth Units

Navajo Riflemen (19 KB)

Two Navajo Riflemen - the one on the left is in standard volley mode, and the one on the right is in stealth mode.

Several units in The WarChiefs have a stealth ability. Units that are in stealth mode have a vastly reduced speed (0.5x), and cannot attack whilst in the mode. Standard units that have the ability to go into stealth mode are the Sioux Tashunke Prowler, the Iroquois Forest Prowler, the Aztec Jaguar Prowler Knight, the Navajo Rifleman, the Native Scout, the European Spies, Agents, Assassins and the Ninja mercenary. Several units can also acquire the ability to go into stealth mode by sending cards; these are the Aztec Coyote Runner and the Sioux WarChief. The Spy/Agent/Assassin units can also see enemy units that are in stealth mode, as can enemy Explorers, WarChiefs, Envoy, Explorer's Dog, War Dog, Native Scout and the Ninja mercenary. The only buildings that can see units in stealth mode are the Town Centre and the Fort.

Another point to note is that if you are in stealth mode, and you unstealth and attack an enemy unit, or are detected by a unit or building, you cannot go back into stealth mode until you are out of range of enemy units and buildings.

The Firepit

Iroquois Firepit (25 KB)

Iroquois villagers dancing at their Firepit.

A major new addition to the gameplay of the native american civilizations in The WarChiefs is the Firepit building. At the Firepit building, which can be built in the Discovery Age for 100 wood, the player can assign up to 25 villagers to perform a ceremonial dance, each of which has its own particular benefit. The more villagers that are dancing, the stronger the effect will be.

The following Firepit dances are available for the Aztecs, the Iroquois and the Sioux:

Aztec

  • Aztec Firepit (24 KB)
  • 1. Fertility Dance - speeds up unit production
  • 2. Gift Dance - increases the experience point (XP) trickle rate
  • 3. WarChief Dance - increases WarChiefs hitpoints and can bring him back to Firepit if he is down
  • 4. Alarm Dance - spawns warrior units over time, which lose their hitpoints gradually over time
  • 5. War Dance - increases the damage your units do
  • 6. Holy Dance - spawns Healer units over time
  • 7. Healing Dance - regenerates hitpoints of idle units over time
  • 8. Garland War Dance - spawns Skull Knight units over time

Iroquois

  • Iroquois Firepit (24 KB)
  • 1. Fertility Dance - speeds up unit production
  • 2. Founder Dance - spawns Travois units over time
  • 3. Gift Dance - increases the experience point (XP) trickle rate
  • 4. WarChief Dance - increases WarChiefs hitpoints and can bring him back to Firepit if he is down
  • 5. Alarm Dance - spawns warrior units over time, which lose their hitpoints gradually over time
  • 6. War Dance - increases the damage your units do
  • 7. Holy Dance - spawns Healer units over time
  • 8. Earth Dance - increases total population limit

Sioux

  • Sioux Firepit (24 KB)
  • 1. Fertility Dance - speeds up unit production
  • 2. Gift Dance - increases the experience point (XP) trickle rate
  • 3. WarChief Dance - increases WarChiefs hitpoints and can bring him back to Firepit if he is down
  • 4. Alarm Dance - spawns warrior units over time, which lose their hitpoints gradually over time
  • 5. War Dance - increases the damage your units do
  • 6. Holy Dance - spawns Healer units over time
  • 7. Fire Dance - increases unit damage against buildings and ships
  • 8. War Song Dance - spawns the Dog Soldier unit over time

Treaty Mode

Treaty Mode (25 KB)

The message signalling the end of the Treaty Mode timer.

The new Treaty mode is a special game-type in which players can designate a period of time at the start of the game in which players are not allowed to attack or build near each other. For example, in a 40 minute treaty game, players will not be able to attack each other until 40 in-game minutes have passed and also will not be able to build outside a designated radius around their primary Town Center for those 40 minutes.

There are 4 time periods available for treaty mode: 10 minute peace-time, 20 minute peace-time, 30 minute peace-time and 40 minute peace-time. Trade Monopoly victories are not available in Treaty Mode. Also note that although you are not allowed to attack enemy units or build near them, you can move your units inside the enemy town freely, although defensive structures such as outposts will be able to attack your units.