Compara los precios de Sid Meier's Civilization IV - Warlords (DLC) en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Firaxis Games. Publicado por 2K Games. Lanzado el 25/10/2006. Disponible en PC. Géneros: Strategy. Puntuación Metacritic: 94/100.

Civ IV's first expansion bolts on vassal states, great generals, and six new scenarios that give the base game's late-game a serious second wind.

Warlords is the first expansion released for Civilization IV, and it does exactly what a good expansion should: it targets the parts of the base game that felt thin and fills them in without breaking what already worked. The headlining additions are vassal states and great generals, two systems that fundamentally change how you think about mid-to-late game warfare. Vassals let you end a war without razing every city yourself, accepting a subordinate state that pays tribute and votes with you in the UN but still takes management attention. Great generals, earned through combat experience, can be attached to units for a significant combat bonus or settled as super-specialists who accelerate military research. Neither mechanic is cosmetic - both force real decisions at real turning points in a game. The expansion also ships with six new historical scenarios: Alexander's conquests, the Viking age, a Chinese warlord period, Genghis Khan's campaigns, a Mediterranean scenario, and the Peloponnesian War. These are not the throwaway single-session scenarios some expansions pad their feature list with. Each one is built around specific victory conditions and unit rosters that push you toward particular play styles. The Genghis Khan scenario in particular rewards aggressive early expansion in a way the standard game never quite demands, making it a useful sandbox for players who want to practice fast military builds before taking them into a full game. Scenarios also function as compressed tutorials for specific strategic concepts, which is genuinely useful for newer players who find a full 500-turn game overwhelming. The civs added here - Sitting Bull's Native Americans, Shaka's Zulus, Hannibal's Carthaginians, and several others - each come with unique units and leader traits that open up build paths not well-served by the base roster. Sitting Bull's protective and expansive traits combined with the Totem Pole unique building create a defensive early-game posture that can snowball unexpectedly into cultural dominance by the medieval era. Carthage gets War Elephants and a commerce-boosting unique building that suits a maritime trading strategy. None of these are gimmicks - each civ adds at least one coherent strategic identity the base game was missing. The honest critique is that Warlords was followed relatively quickly by Beyond the Sword, which is a larger and more ambitious expansion that includes much of Warlords' content plus considerably more. If you are building a Civ IV library from scratch today, Beyond the Sword is the priority purchase. Warlords sits in an awkward spot as the thinner of the two expansions, and some of its scenario content covers ground that Beyond the Sword's scenarios revisit more elaborately. That said, the vassal states and great generals mechanics are tight, well-balanced additions that hold up, the scenarios are genuinely replayable, and the 92 percent positive review score on thousands of ratings tells you this content aged better than most DLC from 2006. Diego, Scout Team

Sid Meier's Civilization IV - Warlords (DLC)

Sid Meier's Civilization IV - Warlords (DLC)

Complemento / DLC de Sid Meier's Civilization® IV — ver juego completo
25 oct 2006Firaxis Games2K Games
GamerScout opina

Civ IV's first expansion bolts on vassal states, great generals, and six new scenarios that give the base game's late-game a serious second wind.

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Warlords is the first expansion released for Civilization IV, and it does exactly what a good expansion should: it targets the parts of the base game that felt thin and fills them in without breaking what already worked. The headlining additions are vassal states and great generals, two systems that fundamentally change how you think about mid-to-late game warfare. Vassals let you end a war without razing every city yourself, accepting a subordinate state that pays tribute and votes with you in the UN but still takes management attention. Great generals, earned through combat experience, can be attached to units for a significant combat bonus or settled as super-specialists who accelerate military research. Neither mechanic is cosmetic - both force real decisions at real turning points in a game. The expansion also ships with six new historical scenarios: Alexander's conquests, the Viking age, a Chinese warlord period, Genghis Khan's campaigns, a Mediterranean scenario, and the Peloponnesian War. These are not the throwaway single-session scenarios some expansions pad their feature list with. Each one is built around specific victory conditions and unit rosters that push you toward particular play styles. The Genghis Khan scenario in particular rewards aggressive early expansion in a way the standard game never quite demands, making it a useful sandbox for players who want to practice fast military builds before taking them into a full game. Scenarios also function as compressed tutorials for specific strategic concepts, which is genuinely useful for newer players who find a full 500-turn game overwhelming. The civs added here - Sitting Bull's Native Americans, Shaka's Zulus, Hannibal's Carthaginians, and several others - each come with unique units and leader traits that open up build paths not well-served by the base roster. Sitting Bull's protective and expansive traits combined with the Totem Pole unique building create a defensive early-game posture that can snowball unexpectedly into cultural dominance by the medieval era. Carthage gets War Elephants and a commerce-boosting unique building that suits a maritime trading strategy. None of these are gimmicks - each civ adds at least one coherent strategic identity the base game was missing. The honest critique is that Warlords was followed relatively quickly by Beyond the Sword, which is a larger and more ambitious expansion that includes much of Warlords' content plus considerably more. If you are building a Civ IV library from scratch today, Beyond the Sword is the priority purchase. Warlords sits in an awkward spot as the thinner of the two expansions, and some of its scenario content covers ground that Beyond the Sword's scenarios revisit more elaborately. That said, the vassal states and great generals mechanics are tight, well-balanced additions that hold up, the scenarios are genuinely replayable, and the 92 percent positive review score on thousands of ratings tells you this content aged better than most DLC from 2006.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamVassal StatesGreat GeneralsHistorical ScenariosTurn-Based 4XMilitary StrategyLate-Game DepthExpansion ContentCiv Builder

Requisitos del sistema

Mínimos

Windows 2000/XP, 1.2GHz Intel Pentium 4 or AMD Athlon processor or equivalent, 256MB RAM, 64 MB Video Card w/ Hardware T&L (GeForce 2/Radeon 7500 or better) DirectX7 compatible sound card, 1.7GB of free hard dr…

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Reseñas y valoraciones

Metacritic
94
Steam
92%(3,601)

Información del juego

Desarrolladora
Firaxis Games
Distribuidora
2K Games
Fecha de lanzamiento
25 oct 2006

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Sid Meier's Civilization IV - Warlords (DLC) está disponible en PC.

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Sid Meier's Civilization IV - Warlords (DLC) se lanzó el 25 de octubre de 2006.

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Sid Meier's Civilization IV - Warlords (DLC) fue desarrollado por Firaxis Games y publicado por 2K Games.

¿Merece la pena comprar Sid Meier's Civilization IV - Warlords (DLC)?

Sid Meier's Civilization IV - Warlords (DLC) tiene una puntuación Metacritic de 94/100, lo que lo convierte en uno de los títulos destacados de Strategy. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.