Okay i found these in a german forum...they claim they got an exclusive interview and came out with this...this cannot be verified...Its a web translation of german so bear with the bad english and grammar..
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Facts [Empire: Total War]
[Groups]
It has already been announced that in Empire: Total War to the fifty different groups exist. It will also give the groups at the beginning of the campaign do not yet exist, but by rebellions may arise, as for example in Scotland will be the case. The following groups were already confirmed the dickgedruckten be playable, the United States of America, but probably only in another, small campaign:
* Cherokee * France * UK * Hanover * Iroquois * Range of the Moguls * Then Mara * Mysore * Netherlands * Austria * Ottoman Empire * Poland * Portugal * Prussia * Scotland * Russian Empire * Sweden * Spain * Venice * United States of America
Pretty interesting factions...One or two surprises in there...of course now not all factions are playable from the very start as some appear later in the game..this leads to speculation that the campaign has different starting dates to accomodate some later faction being playable.
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[General]
Compared to other parts of the series will emerge at Empire: Total War much change. The following things were in relation to the general gameplay and the campaign already confirmed:
* In addition to the usual big campaign is yet another, small campaign, especially the way the United States of America to treat independence. It is controlled by the founding of Jamestown to victory at Yorktown rich. * The card will be all parts of the world, from the west coast of North America to India, north of the equator. * The Artificial Intelligence (AI) has been completely redesigned, according to the developer, is the AI for each battle, even if the same starting conditions are completely new. * The agents are no longer on the map to be seen, however, the agent system. * The alliances and enmities are now the actual historical facts, as well as the military and economic strengths and weaknesses of the groups. * In Empire: Total War, there will be three different forms of government, these are: absolute monarchy, constitutional monarchy and republic. The form of government at various levels will affect the game, such as diplomacy and technologies. * The taxes are now individually adjustable for the nobility, the Bürgetum and farmers. * At the beginning of the campaign, there will be no more rebel provinces, also the regions historic name. * There will be more cities in a province: A provincial capital and several smaller cities, but also all have names. * The players will allow themselves to Fort farmers, it can not be founded their own cities. However, it will make a difference whether you colonies in the wilderness of the American continent was built or whether the well-developed infrastructure of India uses. * There will be a different commodity system, but is no longer known, except that there are trade routes is blocked and can be plundered. * Most of the buildings are now a province on the map and be located outside of cities, it is possible, for example, a province economically without destroying the risk to enter into a siege. * The card is now no longer divided in boxes, in which each an army or a fleet, are, but it will be possible to the armies and fleets relatively freely on the map.
No more rebel regions! I dont know about this one...this will make it more of a challenge...
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[Country battles]
Here are the facts already confirmed in the country battles:
* It can go back to a maximum of twenty units commands. * In Empire: Total War is the gunpowder a much larger role, but plays in the melee battles continue to play a major role. * The entire field is destructible. * The player will be able to build walls behind which to hide units, also will make it possible to units in Häußern or behind walls to hide. * There will be different formations, which will be important to select the correct tactic for a win to develop. * In the units will also musicians, the atmosphere of the game will improve. * The weapons of the soldiers will stick and fail. * Some special cavalry units, it will be possible during a battle of their horses and again abzusitzen aufzusitzen other cavalry units will decide before a battle.
Like World in Conflict I mean this is a time where artilerry and projetile weapos played a role...so this is important.
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[Others]
Other things that have already been confirmed: * To a certain extent, there will be a ranking system. When commanders on land and sea, are three ranks. * Empire: Total War is a completely new graphics technology. * A new dynamic landscape system brings more atmosphere into the game, and there will be a completely new ballistics and physics to what the battles are real. * There will be a brand new multiplayer mode.
RIght...so this cannot be verified...
This post has been edited by frags: Jul 26 2008, 02:14 PM
There is no doubt Creative assembly are the best developer for "large scale" strategy game. (sorry for supreme commander fans). I have played all the total war series (excluding some bad expansion), there is not pretty much innovation in gameplay only enhancement in graphics (which is why medieval 2 score ranks lower than Rome).
However, they take a huge gamble by not progressing to titles like Rome 2, Shogun 2 (i'm still waiting) but create a totally different era than b4. The colonisation age (from IGN, gamespy & gamespot preview), there is lack of melle units as opposed to its early games. I will have no doubt they will push the map to a "huge proportion as well" I will tell everyone what they are waiting for in this game (no not the graphics, sound, story.....etc) BUT the naval battle.
I love naval battle scenes (pirates of the carribean, master & commander), so this alone will push it for at least Top 5 games of the year.
I think you will be very happy once you see an in game footage of naval battles. It is said to be stunning ...
This post has been edited by frags: Aug 13 2008, 09:51 PM
OMFG!!!It looks amazing!!!!The fire effects and actually the animation looks so smooth...no framerate hiccup...WOW!!!i think i will LOVE this game! Total War forever!!!
Here is a screenshot of the naval gameplay trailer. A look at the UI. It looks similar to the prototype UI that was available earlier. Sorry for the big screen. Easier for you guys to see.
Some question marks in there not sure what they are...
Well not really...close but not quite...you cant build your own cities remember Total War is a genre by its own. Turn based campaign with real time battles.
Added on August 16, 2008, 1:43 pm
QUOTE(fujkenasai @ Aug 16 2008, 12:58 PM)
I hope they have ships that ram into the spanish armada during Queen Elizabeth the 1st Era.
Ships that crash into each other does do damage. Ships built for ramming? Maybe...Ships are pretty expensive...So i'm not sure if that will be a good strategy using regular ships. Developers still dont want to say whether got fireships in the game...I mean surely they have to have that...
BTW there is a steam ship in that trailer if you look closer...you will see it...Those American ships got p8wned!
This post has been edited by frags: Aug 16 2008, 01:43 PM
Basically you start out on a campaign map. The map is divided by regions and each regions has a single city. This map has many cities/regions and these cities are controlled by you, the other factions as well as rebel factions(small independant cities). On this campaign map you make your upgrade choices(upgrade your cities) and build your armies(each city can build units for you)...each city has a slot for city upgrade and army training and each of this takes a a number of turns to complete. Most units take one turn to train and buildings/infrastructure for cities take much longer. You can group these units you have trained from the cities into an army and these armies are led by generals that have stats of their own. Win more battles and they get better stats that improve the morale of your troops or create shock in the enemy troops.
There are also agent units like spies, assasins, priest, diplomats that you can train and move around the campaign map and they each have their own functionality(you can guess lah what they do).
You can move these armies around the map and they just like Civ have movement points. Not in number but represented by the movement line. Obviously if you have thing like siege equipment...it will make the army able to travel less distance...all cavalry armies can travel further etc. Once you have taken your turn you end turn.
BTW if in your turn your move your army to an enemy army thse two armies will clash and you will go into the real time battle phase where you control your army and must defeat this enemy army. Just like you can, and enemy can move his army to clash with yours when it is taking its turn and you will go into the real time battle phase.
There are some very deep strategic gameplay options due to these gameplay mechanics like you can use spies to spy one neighbouring region and you can discover any attacking force that might plan to attack your region(there is a fog of war). The real time battles follow realistics combat rules...higher ground gives better range for ranged units(archers)...Units become tired running/walking long distances(trekking uphill)...Use forest to cover your army from ranged fire/ to ambush your enemy. Use heavy cavalry to charge weak units to break their morale(oh like DoW units got morale...break them and they will route running for their lives)..Use pikemen to stop and kill these cavalry charges(like in Braveheart). Oh and also if you move an army to an enemy city you siege it and you go into real time battle when you attack it...here you attack the city(what type of walls depends on how upgraded the city is) in real time and control and manuever them by first breaking the walls/gate and taking the town/city center.
Obviously defenders have a huge advantage as they can place their troops at the most advantageous location. There i tried my best to explain..
You can clearly see the different cities here and the armies on the turn based campaign map. Move the army to the enemy city to siege or enemy army to attack them in real time.
Whe you attack them you go into this real time phase...you control units...very tactical and realistic strategies..
This post has been edited by frags: Aug 16 2008, 02:48 PM
Ahh yeah I mean fireships forgot the term for it, those ships saved Britain from the Spanish Armada.
Whoo hoo Iron Clad. Medieval total war Though they have better graphics my favorite is still rome since the romans have an empire, is it me or does rome total war have higher walls?
No Iron Clad as far as i know in ETW Yeah the walls in Rome did seem higher...maybe because the structures in the city were smaller in Rome? More bigger buildings in M2TW.
Yeah Im more intrested in other cultures and design than the western designs got bored with them maybe cos too much of a cliche.
Well so far the non european faction than is confirmed to be playable is Ottoman empire and the Mughals. Ottoman I presume would own parts of the middle east and maybe north Africa and the Mughals some parts of northern India...
What can fans of the total war franchise expect from Empire? At the GC, we had the opportunity to interview studioboss Mike Simpson on the upcoming title A chat with the chief dev:
As announced, this time around you will have to prove yourself as ruler in the 18th century - this is the age of enlightment, of the industrial revolution, and ends during the chaotic phase surrounding the french revolution. According to Simpson it will even be possible to have Napoleon amongst your ranks, if you recruit an artillery unit in Corse towards the end of the century...
Two important innovations will make the franchise even more attractive during this turbulent period: Firstly, there will be real time sea battles. Creative Assembly will serve you the same exciting and tactically refined war experience as on land. You can send entire fleets into battle, pound either the rump or the sails with shots, or fire directly at the crews, there will be boarding manoeuvres, and the possibility to sink frigattes quickly with well-positioned shots. Up to 20 ships with each around 100 men on board should provide chaos and a storm of explosions at sea; last but not least also pirates will feature.
Secondly, the engine has been totally overhauled. Besides the jump in graphics Simpson thinks that also the AI mechanisms on the strategic map have been improved. This map will feature in a fresh design the worlds of North America, Central America, the Caribbean, Europe, and India and shall provide more freedom and comfort while developing new strategies and tactics. By the way, Simpson mentioned that the Indian forces are highly efficient and that that part of the world will be very difficult to conquer because of its high cultural level.
Instead of recruiting troops manually from each settlement to be joined later on, each general can now automatically call men to his arms - these come from the cities on the map to him. New agents and diplomacy functions are planned, but Simpson did not want to got into too much detail yet. What we could extract from him was that you will be able to use sea blocades to bring the economy of a nation to its knees.
Fighting on land will feature many new possibilities because of the use of firearms and artillery. You will now only be able to besiege star shaped bastions and not first get the walls down and then storm the cities (like in the middle ages), but on the other hand the environment gains in importance: you can shelter troops, build earth trenches, use walls and buildings as cover, as well as reduce everything on the battlefield to rubble and ashes.
During the fights, the principle of stone-paper-scissors still counts: a cav unit does not stand a chance against densely grouped troops, arranged in a square and equipped with bayonets. These on the other hand are rather cumbersome, and the ideal victim for artillery attacks from the distance. There will of course be a multiplayer mode, but there is no information on that yet.
We are curious whether this game can trump the only good real time strategy for this period, Imperial Glory."
After the overwhelming battle, the devs show us the second pillar of this strategy title: The Campaign map. In this turn-based part of the game you draw and move troops, or build cities. Everything like the predecessors. But the game world of Empire is gigantic: Next to Europe there is America and even India to conquer. The territories contain many more cities than the previous titles. Additionally you can now place units with the accuracy of pixels, a tiled map, as in Medieval 2 does not exist anymore.
The building of important buildings has been similarly revised: you no longer have to change into the city view to build, say, a harbour, but do this simply at the desired point of the map. To recruit troops you previously had to go into cities and then draw them together at a point of the map. Also this is part of the past. Each General can now recruit troops within his area of influence, depending on which city is nearby. The forts able to build such armies have a much more strategical role as in Medieval 2: These forts have now a radius of influence that no enemy army can cross. Passes in mountains and rivers can be effectively sealed.
Politik spielt bei Empire: Total War eine gewichtige Rolle. Politics plays a key role in Empire: Total War.
Of course the devs of Creative Assembly have also given great consideration to the economic system. You not only rise taxes for single regions, but also separately for the lower and upper classes. The proper political work is now carried out by ministers, coming with an opposition. Each of these politicians brings certain advantages to the state, but has also to put himself up for election. The colonies on the other hand are ruled by governors. But also here: if you don't feel like micromanaging, the computer takes over these jobs.
We got to see two new units during the presentation: The "Rake" replaces the spy and the assassins from previous titles. He can make assassination attempts or infiltrate enemy armies. The infiltrated troops are from now - despite the fog of war - on always visible to the enemy. !
The second new unit is the Gentleman: he can challenge opponents to duels and get them out of the way. His input for science is crucial: put the good man into a city with a university, and he will develop new technologies. Typical: also here historic role models are used, such as Isaac Newton.
Regarding science: a Tech-Tree comes into play in Empire: Total War . At the just mentioned universities you can research things such as new troop formations or types of amunition. Also the mine field mentioned in the battles will be developed here. The tech-tree is divided in three parts: Philosophy, technical knowledge and weapons. Particularly important is the first one, because only this can be used to gain prestige and esteem. Prestige you can use in the areas of military, shipping, economy or enlightment. The more powerful your fleet with trading vessels and warships, the more prestige. What do you need this for? Well, one of the campaigns has the goal of "becoming the most esteemed nation".
Diplomacy: an overview map now helps to distinguish friend from foe Here you now see each country in a colour, red countries do not really like you, and green ones are your allies. You can now make diplomatic suggestions such as the payment of money in a normal or demanding manner..
An enormously important point of the game is the seatrade. You can now exactly observe who is shipping what where and how much money they are earning doing this. If you want to annoy your enemy, just park your fleet in the midst of their trading route, similarly to the blocking of harbours in previous games. Every time the ship of an opponent goes past you, you now earn a substancial part of their income. Of course pirates can not be missing from such a game. The protection of your shipping routes is consequently immensely important!
The last innovation the devs showed us after a good hour of flooding us with info is the revolution. You may know this from previous games. but also here things have changed. If such a rebellion occurs in your capital, you have to decide: do I join the revolution or the loyal troops. You gain control over the corresponding army and go into battle to defend your doctrine. Thus, with a success of the rebellion the state can change from a monarchy to a republic.
So far our first comprehensive insight from the halls of the GC. The love to detail that the devs have put into their baby is daunting. In a side remark we get to know that alone the creation of the seas for the sea battles to over a year to develop. We think: it was worth it!
yeah... next year sure must presuade my dad get my own game rig.. lol 512mb gc or 1gb gc.. single gc enough for me.. lol.. then the mobo must dual sli capable.. lol
The video memory is not the thing which makes a video card good. Its not that important. Video Memory helps if you have a bigger monitor and if you have to r un the game in higher res. Other than that no real difference. Its all about the graphics chipset.
i think they should remake RomeTW and if possible China 3 kingdom
i prefer close combat warfare rather then range combat warfare
QUOTE(Cheesenium @ Sep 30 2008, 06:02 PM)
The land battles looks good.Looking forward to this game too.
*Adds Empire Total War on the list. I would love it if they go to WW1.
China 3 Kingdom will be damn awesome.
QUOTE(Aoshi_88 @ Sep 30 2008, 06:15 PM)
Doubt they'd put China campaigns in unless you're talking of the Three Kingdoms history onwards. There's nothing much going on for China during the 18th Century.
Looking at the time period of Empire: Total War I'm almost 100% sure the expansion pack is going to be about Napolean. Maybe...just maybe they could do something similar like in Kingdoms where they have 4 different smaller cmapaigns instead of one. In that case there is chance of them including maybe a American Civil War campaign, Napolean Campaign and maybe Far East campaign.
But not sure if CA UK will make such a huge expansion pack.
Aoshi88...I only have one word...Opium Wars or Anglo-Chinese Wars 1839 to 1842 and 1856 to 1860. As i said...maybe expansion pack.
PS : ETW ends 1820 so just perfect for Opium Wars and Napolean in the Xpack.
This post has been edited by frags: Sep 30 2008, 06:33 PM
I mean the Chinese 3 Kingdoms.Not in Empire Total War.
Still,by seeing the way Total War is being made.It seems more like they putting the time line of their games closer and closer to our present date.
Do correct me if im wrong.
A WW1 Total War would be sweet but not after that.
Not really. You forgot Shogun Total war before Rome. Set during the Shogunate Daimyo era of feudal Japan then they went to Medieval Europe and only then back to ancient Europe. So it doesn't really follow a timeline. The reason they picked the Renaisance era was because of Naval battles(more important then ever).
Total War games have a certain flavour of warfare that is about epic battles and not long range/ small skirmishes. Formation of the army is very important in all Total War games. Making a more modern Total War game will be a lot different that the previous ones.
Empire period still is about army formations and positioning because Muskets aren't acurate and they need to fire a volley at a certain range to maximise its damage. Thats why one regiment had so many men in it. I'm afraid WW1 or even WW2 will change that. I dont think i will like that.
This post has been edited by frags: Sep 30 2008, 07:18 PM
In WW1 and WW2, you'd end up with 120men companies. And that's company level, not down to platoon or squad-level yet.
Yes i realise using the term regiment is not quite accurate to describe a single unit. My point is there is less emphasis on cohesion in formations of units...more on movement, surpression and cover.
Moving to modern times will change what we know of Total War. I mean imagine WW2 in RTW.
Massive new info and goodies! Empire: Total War FAQ 6
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QUOTE
Hi guys,
Welcome to our sixth Empire: Total War FAQ, where this month we tackle even more of your Land Battle questions…
Will guns be distinguishable by their appearance and smoke etc?
You will be able to tell the difference between very large, large, medium and small cannon, carronades, 8 and 10 inch mortars, rifles, carbines and muskets, I’m not sure you will get more granularity than that. We felt that anything more is unlikely to be noticed in the thick of battle.
If artillery gun crew lines are broken, will they flee to safer ground until its safe to return, or will they route from the field?
This question is not easily answered as it depends on the situation. If the artillery is sufficiently spooked, they will flee. If not, they will route to a safer place until they can return to their guns or the situation turns so bad they have to run from the field of battle.
Can we have the option to preview a battlefield before choosing battle?
Generals don’t always get to pick the ground that they fight on and great generals will even take the ground chosen by the enemy and make it their own. Or to put it another way: The current mechanism assumes that the battlefield chosen is the best that could be attained as a result of manoeuvre and counter manoeuvre of opposing forces and the limits of terrain in the area. We give the player time to review the battlefield in the deployment phase and there are a number of cues as to the likely composition of the battlefield obtainable by looking at the campaign map.
Will Empire: Total War generals (not captains) play a lesser role in field combat compared to previous Total War games?
It depends? If the question is: will they be less likely to be able to act like a powerful killing machine the answer is a categorical yes. In the period of this game generals were far less renowned for their individual prowess (although some exceptions are present that prove the rule - e.g. Charles of Sweden) in battle and much more for their ability to swing a battle by being at the right place at the right time and inspiring their troops with both good planning and sensible commands. In the same way, failure to place your general where he is most effective will result in problems keeping your troops from being quickly demoralised.
Will there be a “fire by rank” system for troops in line formation, e.g. British redcoats? And will you be taking into account that some armies may have better skills than others in some areas e.g. British troops could fire and reload their muskets faster then the French could?
The short answer to all that is yes but with some reservations. It will depend on a nation’s research into tactics, the units deployed, their experience, what system is used and how good they are compared to their opponents. The British were not always the best at everything. If they had been they would have beaten the Americans in the War of Independence, Wellington would not have needed the support of Blucher at Waterloo and he would not have said it was “a close run thing”.
Are different countries’ uniforms, colours and changes in uniforms included?
Yes but as much as we would like to include every uniform, every turn back, every button, every badge and every uniform colour represented by every nation, in the game, and reflect all those uniform changes in detail over the 18th century (100 years), the logistics really aren’t viable for a game made in the time we have.
As a result we chose to select a representative sample of uniforms from throughout the period to reflect that change and variety. Every nation has a “national colour” that we use to represent that nation and is featured strongly in their uniforms. On top of that we add variations, where we think its effective, in their uniforms that are appropriate either according to faction or unit type or in some cases both. That isn’t the end of things though.
Will Calvary with swords point their swords at the enemy who they are charging at instead of holding it upright like in “Rome: Total War”?
We completely overhauled the animations system for Empire. Cavalry will now lower their swords or lances in the final approach of a charge.
Can riflemen be ordered to hide in long grass and shoot when enemies are on top of them and then charge with bayonets?
Simple answer: Yes as long as they are trained in field-craft and you have researched the bayonet.
Early guns were very sensitive to damp and damage. Will this be represented in game?
Yes, of course. Rain and snow are both significant contributors to misfires and hang-fires, along with unit fatigue, training and morale states. If it is raining or snowing too much then gunpowder combat becomes next to impossible A particularly inept soldier can end up blinding themselves with a flash in the pan or rupturing a cannon and killing the crew.
Will the battle maps be bigger?
Yes they are. The battlefield playable areas are currently up to 1.4km2.
Will the environment determine movement rate and morale?
Yes both have a noticeable effect on the movement and morale of units, according to their origin and the environmental conditions
At the time of the American Revolution, the standard British six-pounder cannon had a crew of fifteen men working the gun (not just standing around it). Will we see this sort of realism reflected on the battlefield? If not, why?
Sadly, no we won’t have 15 men crews. This is because the choreography required was something we found to actually detrimental to gameplay as well as being incredibly complex to code. In the end we went for a smaller number that carry out a representative set of actions, most importantly those involving loading and firing.
Will it be possible to shot at the horses so they are dead, but the riders stand up and keep on fighting without their horses?
We are looking in to a suitable method of implementing this but we have yet to come up with a solution that works in all cases.
Will our men finally be intelligent enough to load their weapons while the enemy is still out of range, and then FIRE when the enemy gets into range?
That would depend on the player. Have you set your unit to fire at will or to fire when ordered? How well trained are your troops? If they have time, your units will change to their melee option.
Q: Will famous characters such as Wellington make an appearance in the game, and will they have special abilities to reflect their historical importance?
If the conditions are right they will.
What new character traits are there?
This is far too big a question to answer in an FAQ. Traits and ancillaries certainly haven’t been ignored. They have been updated and crafted to fit the period. Per character you can expect to see more meaningful, character building and far less contrary traits and ancillaries. Although this will mean fewer traits per character there will be no less variety than previous games.
That wraps it up for this month. Keep your questions coming on our official forums and stay tuned to www.totalwar.com for the latest updates!
Take care,
Mark O’Connell
Faction Preview: France
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France has had fifty years of military and administrative excellence under Louis XIV, the Sun King and his servants. They achieved this in spite of a backdrop of strife and rebellion sparked by France’s involvement in the Thirty Years War. Louis and his able ministers, Cardinals Richelieu and Mazarin, were able to steer France away from the feudal struggles that hampered growth, and they created a centralised government where the King’s power is absolute.
In 1700, France is the pre-eminent power in Western Europe, with an unrivalled army, vast colonies and a King who is respected and feared by all, both at home and abroad. Few nations pose any real threat to his well-equipped armies and heavily fortified borders.
The French Bourbon dynasty is strong, even though Louis XIV is aging. There are sons and relations aplenty, with legitimate claims to many titles. To the south, the lack of a Hapsburg heir in Spain – and the feeble-mindedness of Charles II – means that a Bourbon could one day rule in Madrid. A course of action that brings this about has much to recommend it. Of course, not all offshoots of the Hapsburg line are weak as their Spanish cousins. The Austrian Habsburgs, and other European nations, may not be entirely willing to see a Frenchman or French nominee as King of Spain. No matter.
France is surrounded by possibilities, and beyond Europe there are other continents to conquer and colonise: New France in North America, and the riches of India. The untrustworthy British may have to be swept aside or crushed, but what is wrong with that?
Land Unit : Grenadier
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Grenadiers are large, strong men, armed with muskets and carrying bags of bombs to hurl at the enemy’s ranks.
Explosive grenades are one of the oldest types of gunpowder weapon, and one of the most dangerous to use. Grenades are a simple cast iron ball, with a fuse sticking out of the top. Fuses are notoriously unreliable, and grenadiers can die as their own bombs explode prematurely. Yet no matter how terrifying grenades are for the throwers, they are infinitely worse for the targets! Grenadiers see themselves as elite, and occupy the place of honour at the right of the line on parade. They have good reason: only large, brave men become grenadiers, because it takes a big chap to throw one properly. Even their uniform makes them look bigger thanks to the pointed grenadier’s cap; a tricorne gets in the way of a good throw.
Historically, grenadier regiments and battalions began as ad hoc assault forces. All line infantry regiments had grenadier companies; collecting these sub-units gave commanders a useful group of heavily armed, aggressive and skilful soldiers. Grenadier companies remained in line infantry regiments after the creation of grenadier regiments, but they abandoned grenades. Instead, each grenadier company became a “heavy mob” of the biggest and strongest soldiers in a regiment.
Naval Unit : Sloop
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A sloop of war is usually ketch-rigged with two masts. These small vessels handle well in restricted waters.
The ability to navigate in exceptionally shallow or dangerous waters makes sloops very useful in such seas as the reef-strewn waters of the Caribbean. They can also operate without the need for extensive onshore naval facilities nearby. They are also extremely useful as fleet auxiliaries, carrying out communications tasks and vital inshore scouting work, and can hunt down smaller prey such as privateers and small enemy cargo vessels. A sloop-of-war (sometimes a corvette in French service) is a different vessel from a civilian, merchant sloop, having a flush deck, two square-rigged masts, guns, and a larger crew.
Historically, a post captain would rarely command a ship this small. The commanding officer was the “master and commander” (this is the origin of the modern naval rank of commander), and held the formal rank of lieutenant. Captain Cook RN commanded HMS Resolution, a sloop converted from a collier (coal ship), on his epic Pacific voyages and was highly satisfied with its performance. Sloop captains could be aggressive: before his promotion to post captain, Thomas Cochrane commanded the 14-gun HMS Speedy and managed to capture “El Gamo”, a Spanish xebec of 32 guns with a crew six times larger than his own!
Dev Diaries : Land Battles in the Old Regime and the early Enlightenment
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Hi there,
My name is Jamie Ferguson. I’m a senior game designer on the Total War series. Some of you may know me from the official forums where I show up, from time to time. In this two-part diary I’m going to be talking about both the historical background of war in the 18th century and its game implementation and impact on the Land battles of Empire: Total War.
Well, where do you start? Drinking a soldier’s 2-pint ration of grog (an 18th Century concoction of water, rum, sugar and limejuice) might get you in the mood but won’t help with keeping a clear understanding of things. We could just talk about the various features of battle in Empire Total War, but that wouldn’t really give anyone an insight as to why they are there. So bear with me as I’m going to include some background to the why and wherefores of Empire: Total War.
The first myth we have to destroy, as a developer of Empire, is the common and preconceived idea that 18th century warfare was “slow”, “plodding”, and just involved “blokes standing in a line and then blasting away at each other. Warfare in any period can be stripped to it’s most basic form. In previous Total War games – Shogun, Rome and Medieval, we’ve explored a wide variety of historical warfare and unlocked an enormous amount of fun through the strategic possibilities presented by each period. This is certainly the case with Empire – the land battles in this game will be the most spectacular and strategically varied we’ve ever created.
The reality of 18th century warfare was far from simplistic. It was based around a rapidly changing world, full of new and developing technologies, both in warfare and society. This was the era of the Enlightenment, the Agricultural Revolution and the beginning of the Industrial Revolution. The “old way” of doing things was being shaken to its foundations by new thinking, new writing, new weapons and anything else that seemed new. Battles in the Empire period were just as likely to become free flowing, and sometimes, chaotic affairs, as they were in any period before or since. Just as in history, a player in Empire will have to consider the formations and positioning of units at the beginning and during a battle. These will be important because manoeuvre, counter manoeuvre and tactical planning of well-timed attacks are a vital element of successful combat. Denying the enemy space for manoeuvre is, as a result, also essential. The principles then, are easy to grasp.
"All that is advantageous to the enemy is disadvantageous to you, and all that is useful to you damages the enemy" Vegetius
What is often forgotten is that the fast, dispersed and mobile warfare of the modern age is only possible because of electronic communications and modern weaponry. In the Empire period troops had to be within telescope range of the commanding general and musket armed troops needed to be used en-masse and at close range. After all smooth bore muskets were very unreliable and inaccurate, especially at the beginning of this period. Many a battle was lost for the want of a competent officer in the right place at the right time or the infantry lines becoming too raged and dispersed. To reflect this in Empire, your armies’ performance will be affected by your general’s proximity to his troops. Spread your forces too far and you might have problems on your flanks. Leave your forces to thinly spread and their fire becomes ineffective. All of this will require a successful player to think on their feet and be aware of the ebb and flow of the battle. The player is going to have to be aware of the use of combined arms (Infantry, Artillery and Cavalry and their formations) in order to get good results on the battlefield. Just lining up your troops and firing away at the enemy isn’t going to win unless the enemy are seriously outnumbered or you are protected by the walls of a fort against an enemy devoid of artillery.
"No man is to be employed in the field who is not trained and tested in discipline" - Vegetius
“Is that’s all that’s different?” You ask. Well, as many of our fans know, Total War games follow a Revolution/Evolution cycle. Empire is our revolution and appropriately enough revolutions were taking place on the battlefield, as well as in the streets and fashion houses of cities in the 18th Century.
So although, in 1700, there were still some, old style, 17th Century levy troops of pike-armed men and armoured heavy cavalry, their time was coming to an end. Even if the threat of being stabbed by a foot or two of sharp metal was still a good way of making the enemy blink, a massed volley of lead musket balls was an even more effective method of removing your opponents. Increasingly so, as musket weaponry was now beginning to be mass-produced and allowed standing armies of relatively cheap but combat effective troops. As a result new and, sometimes experimental, unit types were becoming common. For example Dragoons, Musket-armed Grenadiers, light infantry and line infantry and mobile artillery were becoming a permanent feature of standing armies. A far cry from the previous melee based armies of Total War. The armies the player starts with at the beginning of Empire will reflect this transitional phase. And it will up to the player to modernise, improve and build up their army. Failing to invest in research or improving your military infrastructure might result in your army being outclassed by its opponents.
"Let him who desires peace prepare for war." Vegetius
Unlike previous Total War games troops won’t only be a result of the buildings you construct. We wanted to create that feeling of revolution, change and innovation that was such a strong feature of the period throughout the game. For example; the soldiers that fought in this period were often a reflection of the government that they fought for. As a result unit availability won’t just be based on a faction or culture. They will also reflect your nation’s government type as well as its scientific and technological research. Revolutionary or Republican units aren’t going to be available to an Absolute monarchy and Imperial Household Guards aren’t going to be available to a Republic. The same also goes for technological advancement. A rifled musket unit isn’t going to be available unless you research all the right elements that make mass produced rifled barrels (as opposed to smooth bore muskets) possible.
In previous Total War games when you got something new you had to hire completely new units to take advantage of that new item. Although there are still cases where this is true, we now also have improvements that automatically get rolled out across your nation’s armies and navies. For example bayonet improvements starting with the “Plug” bayonet and moving through to the final “Socket” version that improve your musket troop’s melee ability and also gradually become less of a hindrance to your units’ ability to fire. There will be researchable innovations in military drills, such as the Prussian firing drills, that increase your units’ rate of fire. Or improvements in construction like the copper bottoming of ships, that make them less prone to fouling and thus faster moving. All of these will be rolled out to existing units, automatically.
Blimey! So much to talk about and so little time and space to tell you all about it. I guess I’m going to have to leave us there, waiting for the next part of this diary where I shall talk more about the actual units and the ways that the player can effect changes to the battlefield itself. Speak to you soon. http://www.totalwar.com
The system of provinces and regions are a bit different in Empire. As you can see whole of England is a single region. But the way it works is that there are outlying towns in that region and London is the capital of that region.
And yes you can settle in the carribeans. You dont build new colonies like civ still but maybe you take over existing settlements. You can see the water surrounding the Carribean is of a green colour. This will reflect in the naval battles in the area with greenish sea.
A lot of info in this screen. You can see here you have a single region management UI and this one is for England(when you click London). You can see that there is different happiness levels for the aristrocats and the plebes, you can set different tax levels for them or exempt taxes from the region(very handy if there is a rebelion going on).
As it had been said before, you can recruit troops from your generals. Just click on your general and you are given the options of troops you can recruit from nearby towns(it depends on your upgrade level of course to determine what troops you get). Less micromanagement about remembering about recruiting troops from specific cities.
The functionality of the diplomacy screen looks similar to previous games except you can also trade technologies/ or sell them and use them for negotiation.
Major change(for the better)...you cant simply go waltzing in any territory. You need to declare war on a nation or sign a military access pact to be able to enter to a region not belonged to you.
As usual you get an interface that allows you to look at your entire empire and be able to change tax rates etc. The tutorial message says any ungarrisoned city will generate militia which can defend the city. You cant move these militia out of the city. Militia are useful for day to day policing of public order.
Here is a summary screen of your government and gives details such as properity, wealth, prestige, state religion, capital. There are different tabs and one named Ministers allow you to look at your cabinet and hire ministers which might give your specific boosts. Also the text below the summary says "Hold the highest prestige rating until the year 1799" kinda hints that the game ends at 1799 and doesn't go past 1800. You would most probably be able to continue past this like all previous games though.
You can upgrade your capitals by focusing on trade or military by picking different upgrade types. You can see that some upgrades will appear in your capital and some will appear in outlying towns in your region.
And of course you still have agents(reduced) like in Empire spying/assasination/sabotaging duties is done by the rake. Similar system with ancilarry charaters like previous total wars.
This post has been edited by frags: Oct 29 2008, 12:59 PM
Good News! Empire: Total War will be using Steam for its multiplayer infrastructure. No more gamespy!
QUOTE
Full Steam Ahead for Empire: Total War LONDON (28th October, 2008) – SEGA Europe Ltd. today announce that Empire: Total War™ will incorporate Steamworks™, a complete suite of publishing and development tools that offers PC game developers and publishers access to the game features and services available through Steam.
Steamworks will support both the retail and electronic versions of the Empire: Total War game giving players game updates, downloadable content, friend-list support and achievements. To play single-player Empire: Total War,players need only to connect to the internet once via the Steam client after installing the game.
Steamworks will serve as Empire: Total War’s multiplayer backend, providing server browsing and match-making functionality, bolstering Total War’s new level of commitment to multiplayer game modes and features. Further details on multiplayer will be announced soon.
SEGA is also pleased to announce the Special Forces Edition of Empire: Total War. This premium-packaged edition of the title offers true aficionados of the series the chance to build their empire with the help of a range of exclusive elite units and plot their next move on a detailed print of the globe-spanning Campaign Map.
Additional elite units are available as pre-order bonuses with major game retailers throughout Europe, alongside a pre-purchase incentive when purchasing the title as a PC digital download from Steam. For details on content, availability and pricing, please visit www.totalwar.com/empire/preorder.
"We are delighted to be working with an infrastructure as effective as Steam" said Mike Simpson, Studio Director at the Creative Assembly. "Having their matchmaking and support systems on board for Empire; Total War makes a huge difference both for players and for the development team. It not only helps make multiplayer slick and sizzling, it also frees up a huge chunk of the team's time which helps make the whole game better."
"Total War has become one of the most successful franchises in PC strategy gaming, one of the industry’s mainstay genres," said Gabe Newell, president of Valve. "We’re honored Sega selected Steamworks as they expand the franchise with leading-edge online services."
Empire: Total War is set in the 18th century, a turbulent era that is the most requested by Total War’s loyal fan base and a period alive with global conflict, revolutionary fervour and technological advances. With themes such as the Industrial Revolution, America’s struggle for independence, the race to control Eastern trade routes and the globalisation of war on land and sea, Empire: Total War promises to be the richest and most dynamic PC RTS game of all time. Empire: Total War will be released on the 6th of February.
For further information on Empire: Total War please visit www.totalwar.com. For assets on Empire: Total War or other SEGA games please visit www.sega-press.com.
You can pre purchase ETW now in Steam and get a free download of RTW!
ANd they also announced a special edition:
QUOTE
In a time when a soldier’s life could be given easily and quickly, it took extreme courage and determination for a true hero to forge a reputation for themselves. Whether through harsh and highly disciplined training, generations of successful military tradition or world-leading technology, the units available as part of the Empire: Total War Special Forces Edition are among the very best of the best.
The Special Forces Edition introduces six of the most influential military forces of the 18th Century. True to the period, these exclusive elite units become available on the campaign map via a certain faction or once a specific geographical region is under control.
The Empire: Total War Special Forces Edition also includes a beautifully illustrated version of the Campaign map, showing all three theatres of war (America, Europe and India) and their connecting, highly prized trade routes.
Special Forces Units The following elite units are included as part of the Empire: Total War Special Forces Edition. This premium packaged edition for aficionados of the Total War series comes complete with a unique Steam unlock code. Once the game is installed and verified by Steam, players can enter their code and unlock these elite units which will then appear in the single player game.
HMS Victory - The Royal Navy’s most distinguished and formidable first rate ship of the line; Lord Nelson’s 104 gun flagship is one of the most heavily armed ships of the 18th Century.
Rogers’ Rangers - Major Robert Rogers’ company of rangers are highly trained elite light infantry, specialising in reconnaissance and special operations. They are extremely mobile in even the most challenging environments.
Ottoman Organ Gun - A viciously powerful field gun, able to inflict incredible damage on the opposing army. Emphatic proof of the Ottoman Empire’s advanced knowledge of gunpowder and firearms technology.
Ghoorkas - "Better to die than be a coward" has been the motto of these elite Nepalese soldiers for centuries. Disciplined, tough and courageous, they carry a deadly 18-inch long, curved knife known as the kukri.
Corso Terrestre Guerillas - An independent light infantry guerrilla regiment, experienced in skirmish and stealth tactics. Surprise raids and ambushes are the guerillas’ favoured tactics, a way to compensate for their limited number and light armour.
Bulkeley's Regiment - A French unit of Irish mercenaries with a fearsome reputation for hardiness. Exceptionally tough and resilient, they make for a highly flexible and dependable regiment.
Not very thrilled about special editions having exclusive units.