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	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=33002</id>
		<title>Infantry Tactics in Empire: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=33002"/>
		<updated>2010-12-28T12:39:47Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warfare}}&lt;br /&gt;
&lt;br /&gt;
== Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
Infantry form the backbone of most armies in the game. They are used to hold the line, wear down the enemy, garrison, skirmish and many other key roles. Generally they are not used to out maneuver an enemy, as that is more the role of cavalry, but if they are successful in manouvering around an enemy, they can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
== Pre and post firing drills ==&lt;br /&gt;
&lt;br /&gt;
One of the technologies that can be researched in the game is the fire by rank drill. Once researched, the use of infantry greatly increase. They go from only having the first rank firing to the first 3 ranks. The other firing drill is platoon fire, which is used by Elite Infantry like Guards and also by grenadiers. &lt;br /&gt;
&lt;br /&gt;
===Pre firing drills===&lt;br /&gt;
&lt;br /&gt;
Early in the game the infantry available will be militia, line infantry and possibly grenadiers a bit later. Before firing drills, all these units will only be able to fire with the front rank. This means that, unless the line is spread very thin, a lot of units will not be firing and therefore the full weight of firepower cannot be brought to bear. This must be taken into consideration when using infantry. Although spreading the units into 1 rank thick lines will maximise the firepower, a lot of units will be too far away to be of any use.  &lt;br /&gt;
&lt;br /&gt;
====Leapfrogging====&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple tactic that allows more firepower to be brought to bear on the enemy whilst also having the benefit of changing which squads are at the front taking fire (meaning less casualties per unit and consequently better morale) and allowing your units to reloads at seperate times. To execute this tactic do the following:&lt;br /&gt;
#Line your troops up into 2 seperate lines. 2 or 3 ranks deep is generally good.&lt;br /&gt;
#It is helpful to make one line into one group and the other into another group. It is helpful if they are roughly equal size.&lt;br /&gt;
#Put both units on hold fire and advance until the front row is in range of the enemy.&lt;br /&gt;
#When you decide to open fire, activate fire at will on the front row. Once they have fired, they will start reloading.&lt;br /&gt;
#Select the second row and use the advance key (&#039;) to move them infront of the first row. Turn on their fire at will and turn it off for the row behind.&lt;br /&gt;
&lt;br /&gt;
Repeat this as long as you want. You can also retreat with this by moving the front row behind the second row. The back row should always have fire at will off to prevent them shooting your own troops in the back.&lt;br /&gt;
&lt;br /&gt;
===Enveloping===&lt;br /&gt;
If your line is spread out thinly,  with your units in 1 rank thick lines, you can use this to your advantage. When your centre units are engaging the enemy, and the units on your extreme left or right flank are not engaging the enemy, move them to the flanks, so that your formation looks like this- \__/. The enemy units are in the middle of this &#039;V&#039;. Thus your units will envelop the enemy, and will fire into the enemy&#039;s flanks, causing a good number of casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More to come later&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics Guides]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Camp-134.jpg&amp;diff=32685</id>
		<title>File:Camp-134.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Camp-134.jpg&amp;diff=32685"/>
		<updated>2010-12-23T13:35:43Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Camper&amp;#039;s formation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Camper&#039;s formation&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turtling&amp;diff=32684</id>
		<title>Turtling</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turtling&amp;diff=32684"/>
		<updated>2010-12-23T12:51:40Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warfare}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; can refer to a tactic or campaign strategy that emphasizes heavy defense. Both definitions involve a player hoarding resources and building up heavy defenses early on in the game, while refusing to risk moving and/or exposing his or her weak spots. This typically involves minimizing losses a là [[Attrition warfare|attrition]] and baiting opponents to attempt an attack.&lt;br /&gt;
&lt;br /&gt;
The term turtling is derived from the protective shell of a turtle and the reluctancy of the turtle to emerge from that shell.&lt;br /&gt;
&lt;br /&gt;
== As a Battle Tactic ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; as a battle tactic emphasizes the defense to the point where the turtling player neglects building up forces to attack the enemy, and typically refuses moving his or her forces from deployment.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
&lt;br /&gt;
Turtling originally emerged in strategy games as an easy-to-learn battle tactic for new players, as it did not require good reflexes or reaction time, unlike [[Rush|rush tactics]]. Not only that, but army choice also influenced how turtling developed and spread. In the [[Total War|Total War series]], the prevalence of heavy , defense-oriented units, such as pikemen, and the addition of [[Unit special abilities#Defense-oriented abilities|defense-oriented special abilities]], notably the phalanx and the schiltrom drove the development of turtle strategies as a whole. &lt;br /&gt;
&lt;br /&gt;
The release of [[Medieval II: Total War Kingdoms]] in 2007 coincided with the release of pop culture hit &#039;&#039;300&#039;&#039;, as did the peak of [[Rome: Total War]] multiplayer activity, and as a consequence, new, inexperienced players toyed with the turtle strategy to mimick a famous battle scene in &#039;&#039;300&#039;&#039;. Players chose all-pike or spearmen armies, and arranged them so that they faced in all directions; the turtling player then refused to move and the resulting tactic became known amongst inexperienced players as &amp;quot;&#039;&#039;Playing 300&#039;&#039;&amp;quot; and among experienced players as a &amp;quot;&#039;&#039;noob box&#039;&#039;&amp;quot;. See [[Formations]] for more on this subject.&lt;br /&gt;
&lt;br /&gt;
===History in Total War===&lt;br /&gt;
&lt;br /&gt;
Turtling has taken place in every Total War game to date, but it perhaps only came to prominence with [[Rome: Total War]]&#039;s debut in 2004. The addition of the phalanx formation, explained to be nearly invulnerable from frontal attack, may have been misleading in that the phalanx formation actually had many weaknesses (&#039;&#039;See [[Formations]] for more&#039;&#039;). Neither the tutorial nor the ingame advisor could explain that, even if placed in a formation protecting all sides, the loss of tactical mobility could cripple team games and allow flanking with superior missile units.&lt;br /&gt;
&lt;br /&gt;
In non-melee based games such as Empire:Total War and Napoleon: Total War, this tactic is seen extremely rarely, if ever at all. The turtle&#039;s army, being immobile, would be suscpetible to long-ranged light infantry units, as well as to flanking manoeuvres. The turtle&#039;s army would also be unable to bring enough guns to bear against the enemy if the enemy targets a particular flank/side. This makes Turtling a good way to lose multiplayer battles. Instead, a variation of this tactic, known as [[camping]] is often used by inexperienced players.  &lt;br /&gt;
&lt;br /&gt;
[[Image:Noob_triangle.jpg|thumb|right|Image of a triangle-shaped formation used by turtling players. The intimidating look of the masses of spears is deceptive.]]&lt;br /&gt;
&lt;br /&gt;
===Stake Boxes===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Stakes are probably one of the most inefficiently used weapons by new players.&amp;quot;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-User &#039;&#039;Yellowmelon&#039;&#039;, &amp;lt;small&amp;gt;at [[The Guild|the Guild]]&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;stake box&#039;&#039;&#039; is a defensive box formed by placing archers&#039; stakes around one&#039;s army to defend from all flanks. This is not a good strategy, because contrary to what it might seem, these boxes, like other turtle strategies, endanger teammates and actually allow flanking to be easier. The placement of ranged units in these boxes means that opponents can destroy such forces by deploying more archers in a [[Missile war|missile war]]. This is because only a select number of archers can face front at a time, and any who venture outside of the box may be quickly routed by light cavalry or mobile infantry contingents.&lt;br /&gt;
&lt;br /&gt;
== As a Campaign Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; as a campaign strategy relies on typical human behavior to avoid risks if they perceive such risks to not be worth the outcome. As such, turtling involves building up large stacks of units in a compacted area to discourage opponents from attacking, allowing the turtling player to build up resources and advance technology without running the risk of being attacked.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
&lt;br /&gt;
To turtle, a player will simply accumulate armies in one place without attacking other players. As the game progresses, the turtle becomes stronger but other players will not risk attacking in fear of getting weak for no benefit. The turtle exploits the selfishness of other players to its advantage until it is powerful enough to start taking them out one by one.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Turtling&amp;diff=32683</id>
		<title>Turtling</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Turtling&amp;diff=32683"/>
		<updated>2010-12-23T12:40:55Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Warfare}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; can refer to a tactic or campaign strategy that emphasizes heavy defense. Both definitions involve a player hoarding resources and building up heavy defenses early on in the game, while refusing to risk moving and/or exposing his or her weak spots. This typically involves minimizing losses a là [[Attrition warfare|attrition]] and baiting opponents to attempt an attack.&lt;br /&gt;
&lt;br /&gt;
The term turtling is derived from the protective shell of a turtle and the reluctancy of the turtle to emerge from that shell.&lt;br /&gt;
&lt;br /&gt;
== As a Battle Tactic ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; as a battle tactic emphasizes the defense to the point where the turtling player neglects building up forces to attack the enemy, and typically refuses moving his or her forces from deployment.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
&lt;br /&gt;
Turtling originally emerged in strategy games as an easy-to-learn battle tactic for new players, as it did not require good reflexes or reaction time, unlike [[Rush|rush tactics]]. Not only that, but army choice also influenced how turtling developed and spread. In the [[Total War|Total War series]], the prevalence of heavy , defense-oriented units, such as pikemen, and the addition of [[Unit special abilities#Defense-oriented abilities|defense-oriented special abilities]], notably the phalanx and the schiltrom drove the development of turtle strategies as a whole. &lt;br /&gt;
&lt;br /&gt;
The release of [[Medieval II: Total War Kingdoms]] in 2007 coincided with the release of pop culture hit &#039;&#039;300&#039;&#039;, as did the peak of [[Rome: Total War]] multiplayer activity, and as a consequence, new, inexperienced players toyed with the turtle strategy to mimick a famous battle scene in &#039;&#039;300&#039;&#039;. Players chose all-pike or spearmen armies, and arranged them so that they faced in all directions; the turtling player then refused to move and the resulting tactic became known amongst inexperienced players as &amp;quot;&#039;&#039;Playing 300&#039;&#039;&amp;quot; and among experienced players as a &amp;quot;&#039;&#039;noob box&#039;&#039;&amp;quot;. See [[Formations]] for more on this subject.&lt;br /&gt;
&lt;br /&gt;
===History in Total War===&lt;br /&gt;
&lt;br /&gt;
Turtling has taken place in every Total War game to date, but it perhaps only came to prominence with [[Rome: Total War]]&#039;s debut in 2004. The addition of the phalanx formation, explained to be nearly invulnerable from frontal attack, may have been misleading in that the phalanx formation actually had many weaknesses (&#039;&#039;See [[Formations]] for more&#039;&#039;). Neither the tutorial nor the ingame advisor could explain that, even if placed in a formation protecting all sides, the loss of tactical mobility could cripple team games and allow flanking with superior missile units.&lt;br /&gt;
&lt;br /&gt;
[[Image:Noob_triangle.jpg|thumb|right|Image of a triangle-shaped formation used by turtling players. The intimidating look of the masses of spears is deceptive.]]&lt;br /&gt;
&lt;br /&gt;
===Stake Boxes===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&#039;&#039;&#039;&amp;quot;Stakes are probably one of the most inefficiently used weapons by new players.&amp;quot;&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-User &#039;&#039;Yellowmelon&#039;&#039;, &amp;lt;small&amp;gt;at [[The Guild|the Guild]]&amp;lt;/small&amp;gt;&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;stake box&#039;&#039;&#039; is a defensive box formed by placing archers&#039; stakes around one&#039;s army to defend from all flanks. This is not a good strategy, because contrary to what it might seem, these boxes, like other turtle strategies, endanger teammates and actually allow flanking to be easier. The placement of ranged units in these boxes means that opponents can destroy such forces by deploying more archers in a [[Missile war|missile war]]. This is because only a select number of archers can face front at a time, and any who venture outside of the box may be quickly routed by light cavalry or mobile infantry contingents.&lt;br /&gt;
&lt;br /&gt;
== As a Campaign Strategy ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Turtling&#039;&#039;&#039; as a campaign strategy relies on typical human behavior to avoid risks if they perceive such risks to not be worth the outcome. As such, turtling involves building up large stacks of units in a compacted area to discourage opponents from attacking, allowing the turtling player to build up resources and advance technology without running the risk of being attacked.&lt;br /&gt;
&lt;br /&gt;
===Details===&lt;br /&gt;
&lt;br /&gt;
To turtle, a player will simply accumulate armies in one place without attacking other players. As the game progresses, the turtle becomes stronger but other players will not risk attacking in fear of getting weak for no benefit. The turtle exploits the selfishness of other players to its advantage until it is powerful enough to start taking them out one by one.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32649</id>
		<title>Infantry Tactics in Empire: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32649"/>
		<updated>2010-12-20T12:21:35Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: /* Enveloping */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
Infantry form the backbone of most armies in the game. They are used to hold the line, wear down the enemy, garrison, skirmish and many other key roles. Generally they are not used to out maneuver an enemy, as that is more the role of cavalry, but if they are successful in manouvering around an enemy, they can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
== Pre and post firing drills ==&lt;br /&gt;
&lt;br /&gt;
One of the technologies that can be researched in the game is the fire by rank drill. Once researched, the use of infantry greatly increase. They go from only having the first rank firing to the first 3 ranks. The other firing drill is platoon fire, which is used by Elite Infantry like Guards and also by grenadiers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pre firing drills===&lt;br /&gt;
&lt;br /&gt;
Early in the game the infantry available will be militia, line infantry and possibly grenadiers a bit later. Before firing drills, all these units will only be able to fire with the front rank. This means that, unless the line is spread very thin, a lot of units will not be firing and therefore the full weight of firepower cannot be brought to bear. This must be taken into consideration when using infantry. Although spreading the units into 1 rank thick lines will maximise the firepower, a lot of units will be too far away to be of any use.  &lt;br /&gt;
&lt;br /&gt;
====Leapfrogging====&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple tactic that allows more firepower to be brought to bear on the enemy whilst also having the benefit of changing which squads are at the front taking fire (meaning less casualties per unit and consequently better morale) and allowing your units to reloads at seperate times. To execute this tactic do the following:&lt;br /&gt;
#Line your troops up into 2 seperate lines. 2 or 3 ranks deep is generally good.&lt;br /&gt;
#It is helpful to make one line into one group and the other into another group. It is helpful if they are roughly equal size.&lt;br /&gt;
#Put both units on hold fire and advance until the front row is in range of the enemy.&lt;br /&gt;
#When you decide to open fire, activate fire at will on the front row. Once they have fired, they will start reloading.&lt;br /&gt;
#Select the second row and use the advance key (&#039;) to move them infront of the first row. Turn on their fire at will and turn it off for the row behind.&lt;br /&gt;
&lt;br /&gt;
Repeat this as long as you want. You can also retreat with this by moving the front row behind the second row. The back row should always have fire at will off to prevent them shooting your own troops in the back.&lt;br /&gt;
&lt;br /&gt;
===Enveloping===&lt;br /&gt;
If your line is spread out thinly,  with your units in 1 rank thick lines, you can use this to your advantage. When your centre units are engaging the enemy, and the units on your extreme left or right flank are not engaging the enemy, move them to the flanks, so that your formation looks like this- \__/. The enemy units are in the middle of this &#039;V&#039;. Thus your units will envelop the enemy, and will fire into the enemy&#039;s flanks, causing a good number of casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More to come later&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics Guides]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32648</id>
		<title>Infantry Tactics in Empire: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32648"/>
		<updated>2010-12-20T12:20:23Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
Infantry form the backbone of most armies in the game. They are used to hold the line, wear down the enemy, garrison, skirmish and many other key roles. Generally they are not used to out maneuver an enemy, as that is more the role of cavalry, but if they are successful in manouvering around an enemy, they can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
== Pre and post firing drills ==&lt;br /&gt;
&lt;br /&gt;
One of the technologies that can be researched in the game is the fire by rank drill. Once researched, the use of infantry greatly increase. They go from only having the first rank firing to the first 3 ranks. The other firing drill is platoon fire, which is used by Elite Infantry like Guards and also by grenadiers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pre firing drills===&lt;br /&gt;
&lt;br /&gt;
Early in the game the infantry available will be militia, line infantry and possibly grenadiers a bit later. Before firing drills, all these units will only be able to fire with the front rank. This means that, unless the line is spread very thin, a lot of units will not be firing and therefore the full weight of firepower cannot be brought to bear. This must be taken into consideration when using infantry. Although spreading the units into 1 rank thick lines will maximise the firepower, a lot of units will be too far away to be of any use.  &lt;br /&gt;
&lt;br /&gt;
====Leapfrogging====&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple tactic that allows more firepower to be brought to bear on the enemy whilst also having the benefit of changing which squads are at the front taking fire (meaning less casualties per unit and consequently better morale) and allowing your units to reloads at seperate times. To execute this tactic do the following:&lt;br /&gt;
#Line your troops up into 2 seperate lines. 2 or 3 ranks deep is generally good.&lt;br /&gt;
#It is helpful to make one line into one group and the other into another group. It is helpful if they are roughly equal size.&lt;br /&gt;
#Put both units on hold fire and advance until the front row is in range of the enemy.&lt;br /&gt;
#When you decide to open fire, activate fire at will on the front row. Once they have fired, they will start reloading.&lt;br /&gt;
#Select the second row and use the advance key (&#039;) to move them infront of the first row. Turn on their fire at will and turn it off for the row behind.&lt;br /&gt;
&lt;br /&gt;
Repeat this as long as you want. You can also retreat with this by moving the front row behind the second row. The back row should always have fire at will off to prevent them shooting your own troops in the back.&lt;br /&gt;
&lt;br /&gt;
===Enveloping===&lt;br /&gt;
If your line is spread out thinly,  with your units in 1 rank thick lines, you can use this to your advantage. When your centre units are engaging the enemy, and the units on your extreme left or right flank are not engaging the enemy, move them to the flanks, so that you make a formation like this-\_ _/. The enemy units are in the middle of this &#039;V&#039;. Thus your units will envelop the enemy, and will fire into the enemy&#039;s flanks, causing a good number of casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More to come later&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics Guides]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32647</id>
		<title>Infantry Tactics in Empire: Total War</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Infantry_Tactics_in_Empire:_Total_War&amp;diff=32647"/>
		<updated>2010-12-20T12:19:39Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Infantry Tactics ==&lt;br /&gt;
&lt;br /&gt;
Infantry form the backbone of most armies in the game. They are used to hold the line, wear down the enemy, garrison, skirmish and many other key roles. Generally they are not used to out maneuver an enemy, as that is more the role of cavalry, but if they are successful in manouvering around an enemy, they can be extremely effective.&lt;br /&gt;
&lt;br /&gt;
== Pre and post firing drills ==&lt;br /&gt;
&lt;br /&gt;
One of the technologies that can be researched in the game is the fire by rank drill. Once researched, the use of infantry greatly increase. They go from only having the first rank firing to the first 3 ranks. The other firing drill is platoon fire, which is used by Elite Infantry like Guards and also by grenadiers. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pre firing drills===&lt;br /&gt;
&lt;br /&gt;
Early in the game the infantry available will be militia, line infantry and possibly grenadiers a bit later. Before firing drills, all these units will only be able to fire with the front rank. This means that, unless the line is spread very thin, a lot of units will not be firing and therefore the full weight of firepower cannot be brought to bear. This must be taken into consideration when using infantry. Although spreading the units into 1 rank thick lines will maximise the firepower, a lot of units will be too far away to be of any use.  &lt;br /&gt;
&lt;br /&gt;
====Leapfrogging====&lt;br /&gt;
&lt;br /&gt;
This is a relatively simple tactic that allows more firepower to be brought to bear on the enemy whilst also having the benefit of changing which squads are at the front taking fire (meaning less casualties per unit and consequently better morale) and allowing your units to reloads at seperate times. To execute this tactic do the following:&lt;br /&gt;
#Line your troops up into 2 seperate lines. 2 or 3 ranks deep is generally good.&lt;br /&gt;
#It is helpful to make one line into one group and the other into another group. It is helpful if they are roughly equal size.&lt;br /&gt;
#Put both units on hold fire and advance until the front row is in range of the enemy.&lt;br /&gt;
#When you decide to open fire, activate fire at will on the front row. Once they have fired, they will start reloading.&lt;br /&gt;
#Select the second row and use the advance key (&#039;) to move them infront of the first row. Turn on their fire at will and turn it off for the row behind.&lt;br /&gt;
&lt;br /&gt;
Repeat this as long as you want. You can also retreat with this by moving the front row behind the second row. The back row should always have fire at will off to prevent them shooting your own troops in the back.&lt;br /&gt;
&lt;br /&gt;
===Enveloping===&lt;br /&gt;
If your line is spread out thinly,  with your units in 1 rank thick lines, you can use this to your advantage. When your centre units are engaging the enemy, and the units on your extreme left or right flank are not engaging the enemy, move them onto the flanks, so that you make a formation like this-   \_ _/. The enemy units are in the middle of this &#039;V&#039;. Thus your units will envelop the enemy, and will fire into the enemy&#039;s flanks, causing a good number of casualties. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
More to come later&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics Guides]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Grand_Campaign_(ETW)&amp;diff=32529</id>
		<title>Grand Campaign (ETW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Grand_Campaign_(ETW)&amp;diff=32529"/>
		<updated>2010-12-16T12:57:57Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The campaign in Empire: Total War has received a massive upgrade in size and scope with the biggest Total War campaign map yet, and a whole host of brand new features in government, alliances and revolutions. In addition to the main campaign, E:TW also features a secondary, introductory single player campaign called &#039;&#039;Road to Independence&#039;&#039;, which allows the player to play through the United States&#039; War of Independence.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Empire: Total War covers an era of tumultuous social change and upheaval, and therefore major changes have been made in public works, trade, diplomacy, missions and espionage to reflect the time period accurately. Included in these changes is the heavily-anticipated revolution feature, leading to the separation of countries and the forming of new distinct ones. Akin to princesses, queens are represented (given that there&#039;s Queen Anne and Catherine the Great and Empress Marie-Therese, wouldn&#039;t it be remiss to not include queens?) as well as other new agents and characters. Empire: Total War also includes an all-new fully animated campaign map. In this campaign map, the player can liberate the United States from the clutches of the dastardly British, battle for world supremacy in classical Europe, trade and barter for exotic spices and herbs in India and the Dutch East Indies or scramble for every isolated oasis in the Middle East and North Africa. To reflect this wondrous era even further, E:TW lets the player decide on their form of government between these three ideologies: absolute monarchy, constitutional monarchy, and republic. Every form of government influences your relations with other countries, how the players deals with revolts and how speedy the player will be able to develop new groundbreaking technologies in a variety of ways. Slavery, which unfortunately plagued this era in history, does get representation in E:TW, however there are limits to the amount of involvement the player can commit towards it. Religion and the Pope maintain a presence, but a degraded one. With all these features, the player will be set to become a crafty statesman forever known as a founding father of their respective nation or a mighty and powerful general who lead their country to glory and &#039;&#039;true&#039;&#039; worldwide conquest.&lt;br /&gt;
&lt;br /&gt;
==Features==&lt;br /&gt;
&lt;br /&gt;
===The Campaign Map===&lt;br /&gt;
&lt;br /&gt;
The Empire: Total War campaign map covers Europe, the Middle East, India, North America, and the Caribbean. There are also sea-only trade regions off the coasts of Brazil, Africa, and the East Indies (the Dutch  [[File:Empire 2010-12-16 18-09-43-88.jpg|thumb|400px|A screenshot of the campaign map, showing a major city, towns, farmland, a general and some agents]]Spice Islands). Since the campaign map is stretched across the globe, the different locations are divided into theatres. In order to transverse from one theatre to another by naval means, Empire: Total War introduces &#039;transition zones&#039;. The player must sail their ships or transports into one of these transition zones and sometime later the player&#039;s ship will arrive in the next theatre. Thamis, CA developer, stated &amp;quot;to sail from Europe to India, for example, you would sail to the Canary Islands, transition of the Ivory Coast, transition of the Straits of Madagascar, and then transition to India.&amp;quot; In addition, the player may select another theatre as a destination point and their ship will happily oblige, but may get intercepted by pirates or other disruptions along the way.&lt;br /&gt;
&lt;br /&gt;
===Taxes===&lt;br /&gt;
&lt;br /&gt;
Rather than managing each region individually and specifically, like in Medieval 2: Total War and Rome: Total War, Empire: Total War introduces &amp;quot;governorships&amp;quot;, which, according to Thamis, &amp;quot;are treated as one tax region&amp;quot;. This governorship can consist of many regions and is managed by one governor alone. The player can let the government auto-manage taxes, or the player can take the economic role into their own hands and control the set tax amounts for the nobles, burghers and lower class, which is a new feature to the Total War series. In addition, when the populace is feeling rebellious, the player may cut taxes out completely for a given time to ease the tensions and increase happiness. &lt;br /&gt;
&lt;br /&gt;
===Army Movement===&lt;br /&gt;
&lt;br /&gt;
In Rome: Total War and Medieval 2: Total War, the campaign map was divided into army-sized tiles, meaning each tile could hold exactly one army. However, in Empire: Total War there will be absolutely no tile-system. The whole campaign will be freeform, the player can transverse anywhere on the map (to a certain extent) without being held up and without having your enemy enclose you next to lofty mountains and marshy rivers. &amp;quot;It&#039;s like taking the squares off the chessboard.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Technology Tree===&lt;br /&gt;
&lt;br /&gt;
In a new addition to the Total War series, Empire: Total War introduces a technology system that enables the player to research new innovative technologies while constructing and upgrading new buildings and advancements. The campaign will provide a host of technologies that the player can pursue and focus on, and each technology is equipped with beneficial and disadvantageous traits. For example, one technology may give your units a wider selection of special abilities on the battlefield; another technology might improve the type of ordnance your artillery carries; a third technology can enable new building infrastructure to facilitate the flow of your economy, and so on.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:ETW Information]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Empire_2010-12-16_18-13-33-55.jpg&amp;diff=32528</id>
		<title>File:Empire 2010-12-16 18-13-33-55.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Empire_2010-12-16_18-13-33-55.jpg&amp;diff=32528"/>
		<updated>2010-12-16T12:50:37Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Travel destinations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Travel destinations&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Empire_2010-12-16_18-09-43-88.jpg&amp;diff=32527</id>
		<title>File:Empire 2010-12-16 18-09-43-88.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Empire_2010-12-16_18-09-43-88.jpg&amp;diff=32527"/>
		<updated>2010-12-16T12:50:00Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Campaign map&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Campaign map&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Protestant_(ETW_Religion)&amp;diff=32468</id>
		<title>Protestant (ETW Religion)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Protestant_(ETW_Religion)&amp;diff=32468"/>
		<updated>2010-12-15T14:41:44Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protestantism&#039;&#039;&#039;( [[Image:Protestant.png|15px]] ) is a religion shared by some factions and countries in [[Empire: Total War]]. It is one of the three major divisions within Christianity. &lt;br /&gt;
&lt;br /&gt;
Unlike the other divisions, Protestantism does not have a centralized hierarchy or capital, and is instead made up of different denominations, though this is not represented ingame.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&#039;&#039;Four out of twelve&#039;&#039; major factions in [[Empire: Total War]]&#039;s Grand Campaign are Protestant; that is, four out of nine major factions in Europe.&lt;br /&gt;
&lt;br /&gt;
European Protestant nations are often allied because of the Catholic threats from powerful factions like  [[Spain (ETW Faction)|Spain]] and [[France (ETW Faction)|France]] on the European mainland. The European Protestant nations also usually have a historical friendship, improving their relations further. &lt;br /&gt;
&lt;br /&gt;
Protestantism is mainly the religion of western and northern parts of Europe in the beginning of the game. Protestant factions do, however, own colonies and protectorates to which they spread their faith. As a result, the emerging [[United States (ETW Faction)| United States]] and the [[Thirteen Colonies (ETW Faction)| Thirteen Colonies]] share the Protestant faith with[[Great Britain (ETW Faction)| their mother country]].&lt;br /&gt;
&lt;br /&gt;
===List of Protestant Factions===&lt;br /&gt;
The major factions in the game which are Protestant are-&lt;br /&gt;
*[[Great Britain (ETW Faction)| Great Britain]]&lt;br /&gt;
*[[Prussia (ETW Faction)| Prussia]]&lt;br /&gt;
*[[Sweden (ETW Faction)| Sweden]]&lt;br /&gt;
*[[United Provinces (ETW Faction)| United Provinces]]&lt;br /&gt;
*[[United States (ETW Faction)| United States]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Influence===&lt;br /&gt;
&lt;br /&gt;
Empire: Total War is set during the Enlightment period, which, historically, religion became less significant in the everyday lives of Europeans, and the research of new sciences and technologies became more prominent. Thus, relgion&#039;s influence is downplayed ingame. In fact, Empire: Total War&#039;s official manual does not even contain a section on religion.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Religion]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:ETW Information]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Regiment_of_Horse_(ETW_Unit)&amp;diff=32328</id>
		<title>Regiment of Horse (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Regiment_of_Horse_(ETW_Unit)&amp;diff=32328"/>
		<updated>2010-12-13T15:42:49Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Image:Regiment_of_Horse.jpg]]|Class=Cavalry|Men=45|Guns=N/A|Recruitable From=Army Encampment, Military Governor&#039;s Encampment|Region=Europe|Recruitment Cost=940|Upkeep Cost=280|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
These cavalry are shock troops, intended to charge into melee and deliver terrible blows with their straight swords.&lt;br /&gt;
To this end, the horses of these regiments are all large beasts, and trained to bring out a nasty temperament: it is not just the rider who fights in some cases! They use their weight to push enemies back, while slashing to kill and maim.&lt;br /&gt;
&lt;br /&gt;
Historically, many regiments of horse were raised under contract by a colonel, and were regarded as his personal property. A colonel could choose his own officers by selling commissions or by appointing his friends and cronies to the posts. He also had a free hand over drill, uniform and horses for “his” regiment, and it was not unknown for unscrupulous men to have a few “ghosts” in the regiment so that their pay could be claimed from the government and kept by the colonel. Given that the regiment was “his” property, it was also not unknown for a colonel to argue with his general if his men were ordered to carry out dangerous, unpleasant or low-status tasks. A colonel had his honor and profits to consider, after all.&lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
*[[Image:Austria_flag.jpg|25px]] [[Austria (ETW Faction) | Austria]]&lt;br /&gt;
*[[Image:France_flag.jpg|25px]] [[France (ETW Faction) |France]]&lt;br /&gt;
*[[Image:Britain_flag.jpg|25px]] [[Great Britain (ETW Faction)|Great Britain]]&lt;br /&gt;
*[[Image:Prussia_flag.jpg|25px]] [[Prussia (ETW Faction) |Prussia]]&lt;br /&gt;
*[[Image:Spain_flag.jpg|25px]] [[Spain (ETW Faction) |Spain]]&lt;br /&gt;
*[[Image:Sweden_flag.jpg|25px]][[Sweden (ETW Faction) |Sweden]]&lt;br /&gt;
*[[Image:Dutch_flag.jpg|25px]] [[United Provinces (ETW Faction) |United Provinces]]&lt;br /&gt;
*[[Image:United_States_flag.jpg|25px]] [[United States (ETW Faction) |United States]]&lt;br /&gt;
[[Category:Cavalry]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Russia_(ETW_Faction)&amp;diff=32327</id>
		<title>Russia (ETW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Russia_(ETW_Faction)&amp;diff=32327"/>
		<updated>2010-12-13T15:41:00Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Completed units list, minor additions to special units&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Russia_flag.jpg|250px]]|Name=Russia|Game=[[Empire: Total War]]|Religion=[[Orthodox (ETW Religion)|Orthodox]]|Culture=European}} &lt;br /&gt;
&lt;br /&gt;
The Russian Empire is one of the 11 playable nations in Empire: Total War&#039;s Grand Campaign. It is also a major faction in the game.&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
Russia is a huge country with many possibilities but also big problems. Parts of the country are still in the Middle Ages and the army is not on one level with that of the other European powers. However, more and more reforms are being made and the army is improving at a steady rate. Eventually, Russia might be strong enough to expand further into Europe, even if that results in a war with the powerful Swedish kingdom lying in the west. The Russian Empire also borders the commonwealth of [[Poland-Lithuania (ETW Faction)|Poland-Lithuania]] which also blocks its further expansion into Europe. Therefore, a war with the Polish will be inevitable sooner or later. On top of that, the [[The Ottoman Empire (ETW Faction)|Ottoman]] protectorate on the Crimea makes a Russian port on the Black Sea impossible. If Russia ever wants to gain access to the important harbors there, war will have to be declared and many battles will have to be fought. &lt;br /&gt;
&lt;br /&gt;
In conclusion, Russia borders many strong nations and war with them isn&#039;t unlikely. However, if the huge empire wants to be able to compete with the modern European armies, it has to reform quickly. Otherwise, the country will not be capable of much more than empty threats. Russia&#039;s isolated geographic position has advantages as well, however. While Russia has a hard time influencing European politics, the major powers of Europe will not be able to influence - let alone conquer - Russia, either. The vast steppes will prevent any major invasion and the cold winter will ensure that no foreign army comes close to Moscow. As a result, Russia might be in a difficult position in the beginning but if the Empire manages to overcome its weaknesses it could well end up becoming one of the most important powers in the world.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
At the beginning of the game, the Orthodox Russian Empire owns a grand total of nine huge regions. However, most of them are not very populous. The Russian capital lies in Moscow. Russia&#039;s possessions are all located in the European theater and the empire doesn&#039;t own any colonies in the American or Indian theater. &lt;br /&gt;
&lt;br /&gt;
Russia shares a very long border with the powerful kingdoms of Sweden and Poland. Furthermore, the country borders the Ottoman protectorate on the Crimea and the kingdom of Georgia in the Caucasus. Russia&#039;s relations with both Sweden and the Ottomans are notoriously bad so a war might break out sooner or later. Russia does not have any protectorates to begin with. &lt;br /&gt;
&lt;br /&gt;
===Victory Conditions===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Campaign&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Capture and hold 20 regions by the end of the year 1750, including: &#039;&#039;&#039;Crimea&#039;&#039;&#039;, &#039;&#039;&#039;Poland&#039;&#039;&#039;, &#039;&#039;&#039;Chechenya-Dagestan&#039;&#039;&#039;, &#039;&#039;&#039;Muscovy&#039;&#039;&#039;, &#039;&#039;&#039;Belarus &amp;amp; Volhynia&#039;&#039;&#039;, &#039;&#039;&#039;Lithuania&#039;&#039;&#039;, &#039;&#039;&#039;Estonia &amp;amp; Livonia&#039;&#039;&#039;, &#039;&#039;&#039;Ingria&#039;&#039;&#039;, &#039;&#039;&#039;Georgia&#039;&#039;&#039;, and &#039;&#039;&#039;Sweden&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Long Campaign&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Capture and hold 30 regions by the end of the year 1799 including: &#039;&#039;&#039;Crimea&#039;&#039;&#039;, &#039;&#039;&#039;Poland&#039;&#039;&#039;, &#039;&#039;&#039;Chechenya-Dagestan&#039;&#039;&#039;, &#039;&#039;&#039;Muscovy&#039;&#039;&#039;, &#039;&#039;&#039;Belarus &amp;amp; Volhynia&#039;&#039;&#039;, &#039;&#039;&#039;Lithuania&#039;&#039;&#039;, &#039;&#039;&#039;Estonia &amp;amp; Livonia&#039;&#039;&#039;, &#039;&#039;&#039;Ingria&#039;&#039;&#039;, &#039;&#039;&#039;Georgia&#039;&#039;&#039;, &#039;&#039;&#039;Sweden&#039;&#039;&#039;, &#039;&#039;&#039;Persia&#039;&#039;&#039;, and &#039;&#039;&#039;Rumelia&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;World Domination&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Capture and hold 40 regions by the end of the year 1799, including: &#039;&#039;&#039;Ingria&#039;&#039;&#039; and &#039;&#039;&#039;Muscovy&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
===Basics at start===&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Protectorates&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Poland-Lithuania&#039;&#039;&#039;, &#039;&#039;&#039;Denmark&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Trade Partners&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Poland-Lithuania&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Enemies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Ottoman Empire&#039;&#039;&#039;, &#039;&#039;&#039;Crimean Khanate&#039;&#039;&#039;, &#039;&#039;&#039;Barbary States&#039;&#039;&#039;, &#039;&#039;&#039;Pirates&#039;&#039;&#039;&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Absolute Monarchy&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Ruler&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Pyotr I (Tsar)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 4,480,845&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Prosperity&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Moderate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Prestige&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Weak&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Treasury&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 7500&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Technology&#039;&#039;&#039;&amp;lt;/u&amp;gt; - None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Missionaries&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Stephan Yavorsky (&#039;&#039;&#039;Muscovy&#039;&#039;&#039;)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Rakes&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Ivan Nikitin (&#039;&#039;&#039;Muscovy&#039;&#039;&#039;), Yegor Kissin (&#039;&#039;&#039;Belarus &amp;amp; Volbynia&#039;&#039;&#039;)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Gentlemen&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Ivan Motorin (&#039;&#039;&#039;Muscovy&#039;&#039;&#039;)&lt;br /&gt;
&lt;br /&gt;
====Europe Theatre====&lt;br /&gt;
&lt;br /&gt;
=====Moscow, Muscovy=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Barracks, Governor’s Mansion, Cannon Foundry&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Basic Roads&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 1,563,284&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 4325&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 100.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Tula Farmland&#039;&#039;&#039; (Peasant Farms), &#039;&#039;&#039;Lovat Farmland&#039;&#039;&#039; (Peasant Farms), &#039;&#039;&#039;Orel Mines&#039;&#039;&#039; (Iron Mines), &#039;&#039;&#039;Mordovia Farmland&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Borovichi Forests&#039;&#039;&#039; (Logging Camp), &#039;&#039;&#039;Nizhny Novgorod&#039;&#039;&#039; (School), &#039;&#039;&#039;Bryansk&#039;&#039;&#039; (Craft Workshops Smiths), &#039;&#039;&#039;Yaroslavl&#039;&#039;&#039; (Coaching Inn), &#039;&#039;&#039;Rybinsk&#039;&#039;&#039; (Craft Workshops Weavers), &#039;&#039;&#039;Veliky Novgorod&#039;&#039;&#039; (Craft Workshops Weavers)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Vishniy Volochek&#039;&#039;&#039; (Village), &#039;&#039;&#039;Pereslavl-Rayazansky&#039;&#039;&#039; (Village), &#039;&#039;&#039;Smolensk&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Kiev, Ukraine=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Army Encampment, Cannon Foundry, Governor’s Residence&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; - Basic Roads&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 717,496&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 1750&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 100.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Myrhorod Farmland&#039;&#039;&#039; (Peasant Farms), &#039;&#039;&#039;Ostor Farmland&#039;&#039;&#039; (Peasant Farms), &#039;&#039;&#039;Belgorod Mines&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Kharkov&#039;&#039;&#039; (Craft Worshops Smiths)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Poltava&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Arkhangelsk, Arkhangelsk=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 832,690&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 1454&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 90.0%, Animism 10.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Vytegra Forests&#039;&#039;&#039; (Logging Camps), &#039;&#039;&#039;Kotlas Trapper Post&#039;&#039;&#039; (Fur Trader), &#039;&#039;&#039;Kamenka Trapper Post&#039;&#039;&#039; (Fur Trader), &#039;&#039;&#039;Zavolzksh Forests&#039;&#039;&#039; (Logging Camp)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
&lt;br /&gt;
=====Cherkassk, Don Voisko=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Building&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 216,920&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 125&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 50.0%, Islam 50.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Krasnodar Farmland&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Armavir Farmland&#039;&#039;&#039; (Not Developed)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Stavropol&#039;&#039;&#039; (Village), &#039;&#039;&#039;Maikop&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Kazan, Tatariya=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Building&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 945,736&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 682&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 40.0%, Islam 40.0%, Animism 20.0%,&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Bolgar Trapper Post&#039;&#039;&#039; (Fur Trader), &#039;&#039;&#039;Pensa Farmland&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Donzek Mines&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Rasskasovo Farmland&#039;&#039;&#039; (Peasant Farms)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Saratov&#039;&#039;&#039; (Village), &#039;&#039;&#039;Tsaritsyn&#039;&#039;&#039; (Village), &#039;&#039;&#039;Asov&#039;&#039;&#039; (Village), &#039;&#039;&#039;Vorenezh&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Astrakhan, Astrakhan=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 53,557&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 250&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 70.0%, Islam 30.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Balakovo Farmland&#039;&#039;&#039; (Not Developed)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Samara&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Ust-Sysolsk, Komi=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 71,357&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 0&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 25.0%, Animism 75.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Perm&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
=====Ufa, Bashkiria=====&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Buildings&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Magistrate&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Infrastructure&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Not Developed&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Population&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 26,287&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Wealth&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 157&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Orthodox 70.0%, Animism 30.0%&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Starting Towns/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Orsk Farmland&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Tolyatti Farmland&#039;&#039;&#039; (Not Developed), &#039;&#039;&#039;Avzyan Trapper Post&#039;&#039;&#039; (Fur Trader)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Later Villages/Ports&#039;&#039;&#039;&amp;lt;/u&amp;gt; – &#039;&#039;&#039;Orenburg&#039;&#039;&#039; (Village)&lt;br /&gt;
&lt;br /&gt;
YOU SHOULD RESTORE THIS PAGE INCLUDING KARELIA REGION&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
*[[Sakers (ETW Unit)|Sakers]]&lt;br /&gt;
*[[Demi-cannons (ETW Unit)|Demi-cannons]]&lt;br /&gt;
*[[12 lbr foot artillery (ETW Unit)|12 lbr foot artillery]]&lt;br /&gt;
*[[24 lbr foot artillery (ETW Unit)|24 lbr foot artillery]]&lt;br /&gt;
*[[3 lbr horse artillery (ETW Unit)|3 lbr horse artillery]]&lt;br /&gt;
*[[6 lbr horse artillery (ETW Unit)|6 lbr horse artillery]]&lt;br /&gt;
*[[12 lbr howitzer foot artillery (ETW Unit)|12 lbr howitzer foot artillery]]&lt;br /&gt;
*[[24 lbr howitzer foot artillery (ETW Unit)|24 lbr howitzer foot artillery]]&lt;br /&gt;
*[[Puckle guns (ETW Unit)|Puckle guns]]&lt;br /&gt;
*[[Rocket troop (ETW Unit)|Rocket troop]]&lt;br /&gt;
*[[Gorodskiye Streltsy(ETW Unit)|Gorodskiye Streltsy]]&lt;br /&gt;
*[[Cossack Infantry(ETW Unit)|Cossack Infantry]]&lt;br /&gt;
*[[Line Infantry(ETW Unit)|Line Infantry]]&lt;br /&gt;
*[[Light Infantry(ETW Unit)|Light Infantry]]&lt;br /&gt;
*[[Riflemen(ETW Unit)|Riflemen]]&lt;br /&gt;
*[[Hand Mortar Company(ETW Unit)|Hand Mortar Company]]&lt;br /&gt;
*[[Grenadiers(ETW Unit)|Grenadiers]]&lt;br /&gt;
*[[Guards(ETW Unit)|Guards]]&lt;br /&gt;
*[[Viborniye Streltsy(ETW Unit)|Viborniye Streltsy]]&lt;br /&gt;
*[[Regiment of Horse(ETW Unit)|Regiment of Horse]]&lt;br /&gt;
*[[Dragoons(ETW Unit)|Dragoons]]&lt;br /&gt;
*[[Light Dragoons(ETW Unit)|Light Dragoons]]&lt;br /&gt;
*[[Tatars(ETW Unit)|Tatars]]&lt;br /&gt;
*[[Cossacks(ETW Unit)|Cossacks]]&lt;br /&gt;
*[[Cossack Ataman Cavalry(ETW Unit)|Cossack Ataman Cavalry]]&lt;br /&gt;
*[[Hussars(ETW Unit)|Hussars]]&lt;br /&gt;
*[[Cuirassiers(ETW Unit)|Cuirassiers]]&lt;br /&gt;
*[[Household Cavalry(ETW Unit)|Household Cavalry]]&lt;br /&gt;
&lt;br /&gt;
While Russia is reforming at a fast rate, the empire&#039;s army still can&#039;t compete with that of other major powers. Since its troops aren&#039;t really disciplined nor well-trained, the country&#039;s strength lies in the sheer size of its army. Quantity over quality has become Russia&#039;s motto. As a result, the empire fields many weak but cheap units, ranging from line infantry to cossack infantry. Therefore, a Russian commander has to utilize his numerical advantage in order to compensate for the lack of quality. While Russia&#039;s units might not be able to withstand more experienced and reliable soldiers, their sheer numbers may well overwhelm more advanced armies. That way, Russia can overcome its technological disadvantages and might well be able to compete with Europe&#039;s modern forces.&lt;br /&gt;
&lt;br /&gt;
===Special Units===&lt;br /&gt;
&lt;br /&gt;
Russia fields several unique units. Amongst them there are the poleax-armed Gorodskiye Streltsy, the Viborniye Streltsy cavalry, two types of cossack cavlry, the ranged cossack infantry and the Hand Mortar Company. While the Gorodskiye Streltsy are used as melee support in early Russian armies, they become obsolete in the later stages. They also have poor militia-level morale. The cossack infantry are similar to line infantry, except cheaper and having poorer stats. Viborniye Streltsy are the mounted counterparts of the Gorodskiye Streltsy, armed with sabres. They are comparable to [[Provincial Cavalry (ETW Unit)|Provincial cavalry]]. The Hand Mortar Company is an interesting unit, as the men in the unit carry large blunderbuss-type launchers, which they can use to launch grenades with the same range as a musket. &lt;br /&gt;
&lt;br /&gt;
*[[Cossacks (ETW Unit)|Cossacks]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Empire Total War Factions]]&lt;br /&gt;
[[Category:Karelia]]&lt;br /&gt;
{{ETW Factions}}&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Ahadis_(ETW_Unit)&amp;diff=32209</id>
		<title>Ahadis (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Ahadis_(ETW_Unit)&amp;diff=32209"/>
		<updated>2010-12-08T09:52:14Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Unit|image=Image:Ahadis.png|Class=Guard Cavalry|Men=60|Guns=N/A|Recruitable From=Army Staff College|Region=Worldwide|Recruitment Cost=1110|Upkeep Cost=330|Technology Needed...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Image:Ahadis.png]]|Class=Guard Cavalry|Men=60|Guns=N/A|Recruitable From=Army Staff College|Region=Worldwide|Recruitment Cost=1110|Upkeep Cost=330|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Dressed in the finest uniforms, their saddles encrusted in precious gems, their weapons and equipment likewise, their horses perfectly turned out and decorated with tassels, the Ahadis would look entirely at home guarding a magnificently-appointed palace. They are capable of that, but they are also capable of so much more. These are practical warriors for a working battle, with a good grasp of tactics and the skills needed to cut almost any enemy to ribbons. As they charge home the tassels make each horse appear winged!&lt;br /&gt;
&lt;br /&gt;
Each man is hand picked, trained to ride without thinking about it, and given the very best horse and equipment Mughal money can buy.&lt;br /&gt;
&lt;br /&gt;
“Ahadi” literally means “royal messenger”, and the message they delivered on the battlefield was a devastating one of terror and violence! &lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
* Unique to Mughals&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Fluyt_(ETW_Unit)&amp;diff=32181</id>
		<title>Fluyt (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Fluyt_(ETW_Unit)&amp;diff=32181"/>
		<updated>2010-12-07T15:02:26Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Unit|image=Image:fl1.jpg|Class=Fluyt|Men=142|Guns=41|Recruitable From=Dockyard/Fishing fleet/Trading port|Region=Worldwide|Recruitment Cost=1510|Upkeep Cost=240|Technology ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Image:fl1.jpg]]|Class=Fluyt|Men=142|Guns=41|Recruitable From=Dockyard/Fishing fleet/Trading port|Region=Worldwide|Recruitment Cost=1510|Upkeep Cost=240|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The ship is a good sailer, as befits a design coming from a seafaring nation like Holland.&lt;br /&gt;
&lt;br /&gt;
Historically, the fluyt was originated by Dutch shipbuilders, and the type helped the Dutch to become a maritime trading nation in the 17th Century. Extensively used by the Dutch trading companies, it was soon adopted by other nations. The vessels were easy for a relatively small crew to handle, and could carry around a dozen cannon for self-defence, although these were sometimes left ashore so that even more cargo could be carried.&lt;br /&gt;
&lt;br /&gt;
The fluyt had a distinctive “fat-bottomed” cross section. This was a cunning scheme to avoid taxes and tolls, as the Danish had a habit of charging tolls based on deck area for access to the straits between Denmark, Norway and Sweden. A small deck (the big cargo hold below counted for nothing) meant lower taxes! The Dutch had to pay these tolls if they wanted access to any of the lucrative Baltic trade. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Fluyts are like  a slightly smaller, faster, handier version of the Spanish galleon. Only recruitable by the Dutch, they give them an advantge when in comes to trade in the trade theatres, as fluyts can actually defend themselves quite well if the need arises, unlike other factions&#039; indiamen or dhows.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Fl1.jpg&amp;diff=32180</id>
		<title>File:Fl1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Fl1.jpg&amp;diff=32180"/>
		<updated>2010-12-07T14:57:59Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Provincial_Cavalry_(ETW_Unit)&amp;diff=32179</id>
		<title>Provincial Cavalry (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Provincial_Cavalry_(ETW_Unit)&amp;diff=32179"/>
		<updated>2010-12-07T14:29:39Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Place image]]|Class=Cavalry|Men=60|Guns=N/A|Recruitable From=Gvernor&#039;s residence|Region=Worldwide|Recruitment Cost=|Upkeep Cost=|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
These light horsemen are often little more than mounted militia, but with a greater social standing. Cavalry always see themselves as better than footsoldiers, but in this case, it may be true. It is, after all, not cheap to purchase and maintain a decent horse, and this means that men with financial standing make up the majority of recruits.&lt;br /&gt;
&lt;br /&gt;
They are, however, not as disciplined as regular cavalry, simply because they do not have the time or available resources to learn the craft of war as thoroughly. They are, however, extremely useful in policing the rougher, lower orders and keeping the existing social structure intact.&lt;br /&gt;
&lt;br /&gt;
Historically, there are many examples of yeomanry or gendarmes turning on their own citizenry with surprising and horrific violence. They were widely used against the anti-factory Luddites in northern England and, most infamously, were responsible for the Peterloo Massacre in 1819, when the Manchester and Salford Yeomanry charged a mostly peaceful, but excited crowd, and cut down many unarmed protestors.&lt;br /&gt;
&lt;br /&gt;
===Variations===&lt;br /&gt;
There are a few different versions of this unit, such as Yoemen or gendarmerie, but the model and stats are exactly the same.  &lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
*Austria&lt;br /&gt;
*United Provinces&lt;br /&gt;
*Poland-Lithuania&lt;br /&gt;
*Spain&lt;br /&gt;
*Sweden&lt;br /&gt;
*United States&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Provincial_Cavalry_(ETW_Unit)&amp;diff=32178</id>
		<title>Provincial Cavalry (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Provincial_Cavalry_(ETW_Unit)&amp;diff=32178"/>
		<updated>2010-12-07T14:29:05Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Unit|image=Place image|Class=Cavalry|Men=60|Guns=N/A|Recruitable From=Gvernor&amp;#039;s residence|Region=Worldwide|Recruitment Cost=|Upkeep Cost=|Technology Needed=None}}  ==Overvi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Place image]]|Class=Cavalry|Men=60|Guns=N/A|Recruitable From=Gvernor&#039;s residence|Region=Worldwide|Recruitment Cost=|Upkeep Cost=|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
These light horsemen are often little more than mounted militia, but with a greater social standing. Cavalry always see themselves as better than footsoldiers, but in this case, it may be true. It is, after all, not cheap to purchase and maintain a decent horse, and this means that men with financial standing make up the majority of recruits.&lt;br /&gt;
&lt;br /&gt;
They are, however, not as disciplined as regular cavalry, simply because they do not have the time or available resources to learn the craft of war as thoroughly. They are, however, extremely useful in policing the rougher, lower orders and keeping the existing social structure intact.&lt;br /&gt;
&lt;br /&gt;
Historically, there are many examples of yeomanry or gendarmes turning on their own citizenry with surprising and horrific violence. They were widely used against the anti-factory Luddites in northern England and, most infamously, were responsible for the Peterloo Massacre in 1819, when the Manchester and Salford Yeomanry charged a mostly peaceful, but excited crowd, and cut down many unarmed protestors.&lt;br /&gt;
&lt;br /&gt;
===Variations===&lt;br /&gt;
There are a few different versions of this unit, such as Yoemen or gendarmerie, but the model and stats are exactly the same.  &lt;br /&gt;
&lt;br /&gt;
==Factions==&lt;br /&gt;
Austria&lt;br /&gt;
United Provinces&lt;br /&gt;
Poland-Lithuania&lt;br /&gt;
Spain&lt;br /&gt;
Sweden&lt;br /&gt;
United States&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Sixth_Rate_(ETW_Unit)&amp;diff=32177</id>
		<title>Sixth Rate (ETW Unit)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Sixth_Rate_(ETW_Unit)&amp;diff=32177"/>
		<updated>2010-12-07T13:54:01Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Unit|image=Image:6rt_1.jpg|Class=6th rate|Men=92|Guns=32|Recruitable From=Shipyard|Region=Worldwide|Recruitment Cost=940|Upkeep Cost=230|Technology Needed=None}}  ==Overvie...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Unit|image=[[Image:6rt_1.jpg]]|Class=6th rate|Men=92|Guns=32|Recruitable From=Shipyard|Region=Worldwide|Recruitment Cost=940|Upkeep Cost=230|Technology Needed=None}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
The Royal Navy system of rating ships defines a “sixth rate” as a small frigate: a single-deck ship, square-rigged, with around 28 nine-pounder guns, and a crew of around 200 men. This is the smallest vessel in the system set out by Samuel Pepys, and the smallest command of a post captain. This means that sixth rate captains are either old men, passed over for command, or young, ambitious officers looking to make their mark. It’s also worth pointing out that, even with “only” 28 nine-pounder cannons at his command, the captain of a sloop has more firepower than many generals ashore!&lt;br /&gt;
&lt;br /&gt;
Historically, the sixth rates’ small size made them handy for scouting work and perfect where speed and good sailing qualities were required. They were a very good counter to privateers in smaller luggers, brigs and sloops; sixth rates can chase them down and have enough guns and men to win the subsequent engagement! They were also extremely useful in blockades, as they could sail in shallow waters and keep close watch on enemy ports. &lt;br /&gt;
&lt;br /&gt;
==Uses==&lt;br /&gt;
Sixth rates are a useful ship for any early fleet. Though they lack the firepower of a fifth rate, they are significantly faster and handier, while still being more durable and having more guns than a brig or a sloop. Thus they are extremely useful for catching fast, annoying ships like brigs, sloops, galleys, etc. and allows the larger ships to concentrate on the enemy&#039;s stronger ships without having to be bothered by the little ones. They is also good for destroying rocket ships or bomb ketches, as its smaller size and fast speed make it hard to hit with inaccurate rockets or mortar rounds. Larger ships, however, run the risk of being hit and set afire. Also, they can move quickly around ships like galleons, firing chain shot at them to rip their sails or knock down their masts, as they have 500 range as compared to the 400 range of galleons.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:6rt_1.jpg&amp;diff=32176</id>
		<title>File:6rt 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:6rt_1.jpg&amp;diff=32176"/>
		<updated>2010-12-07T13:42:09Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Punjab_(ETW_Faction)&amp;diff=32175</id>
		<title>Punjab (ETW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Punjab_(ETW_Faction)&amp;diff=32175"/>
		<updated>2010-12-07T13:28:47Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Faction|image=250px|Name=Punjab|Game=Empire: Total War|Religion=Sikh|Culture=Indian}}  ==Overview== Punjab is an emergent natio...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:punj_12.jpg|250px]]|Name=Punjab|Game=[[Empire: Total War]]|Religion=[[Sikh (ETW Religion|Sikh]]|Culture=Indian}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Punjab is an emergent nation in India, which has Sikhism as its State Religion. They start with one region, Punjab, the capital of which is Lahore. Punjab has many expansion oppurtunities; it can use the Mughal-Maratha conflict to its advantage, and take on either of them, or fight both for control of India. Th Punjabi armies can also march into Afghanistan and Persia, and then, onward to Georgia, Russia or Egypt.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
If you have HusserlTw&#039;s excellent Empire: Total Factions mod installed, which you can find at TWcenter.net, you can play as Punjab and your campaign will begin in the year 1783. Your only starting region is Punjab. You will have no starting general, but will have a small garrison in Lahore. The Punjabi faction leader, Charat I, is a less than awe-inspiring leader, only causing his nation to lose 20 prestige a turn. &lt;br /&gt;
&lt;br /&gt;
[[File:punj2_12.jpg|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
===Basics at start===&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Protectorates&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Trade Partners&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Enemies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Sikh&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Absolute Monarchy&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Ruler&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Charat I (King)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Treasury&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 5000&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Missionaries&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Thugs&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Eastern Scholars&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Punjab is quite rich in natural resources, having a rice and wheat farm and a gold mine. Also, there is a weavers&#039; cottage and an iron workshop. A tavern is also present. Punjab&#039;s position means that it can trade with the Mughals, Marathas and Afghanistan over land, but as they have no ports, sea trade with Europeans is impossible until a territory with a shoreline is captured. &lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Punjab is quite advanced, and starts with many technologies researched. There is a school at Rawalpindi, but you don&#039;t have any starting scholars.&lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Apart from a small garrison in Lahore, you have no armies, and only one general. The Punjabi roster is exactly the same as that of the Marathas.   &lt;br /&gt;
&lt;br /&gt;
==Early Strategy==&lt;br /&gt;
Trade relations need to be established with the Mughals and the Marathas. The small amount of troops in Lahore will serve your purpose for the first turn, but more sould be recruited. There is no point in recruiting any other line infantry except Sikh musketeers or Bargir Infantry, as the other types are too indisciplined. On the first turn, use a few units to annex nearby Kashmir. Sindh is an important target, as it will allow you to get a trade port, and begin exporting your trade goods. After you have taken Afgahnistan&#039;s valuable territories, you are ready to take on the Marathas and/or the Mughals. Expanding into Persia is also a good option, and will allow you access to Eastern Europe, leading to trade/war with Russia. But you should make sure you are a force to reckon with in India, or the Marathas might just push you out. India is very rich in tea and cotton, so it is profitable and pragmatic to keep increasing your holdings there.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Punj2_12.jpg&amp;diff=32173</id>
		<title>File:Punj2 12.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Punj2_12.jpg&amp;diff=32173"/>
		<updated>2010-12-07T13:08:23Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Punj_12.jpg&amp;diff=32172</id>
		<title>File:Punj 12.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Punj_12.jpg&amp;diff=32172"/>
		<updated>2010-12-07T13:00:17Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Quebec_(ETW_Faction)&amp;diff=32171</id>
		<title>Quebec (ETW Faction)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Quebec_(ETW_Faction)&amp;diff=32171"/>
		<updated>2010-12-07T11:27:55Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Created page with &amp;quot;{{Faction|image=250px|Name=Quebec|Game=Empire: Total War|Religion=Catholic|Culture=European}}  ==Overview== Quebec is an emerg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Faction|image=[[Image:Quebec.jpg|250px]]|Name=Quebec|Game=[[Empire: Total War]]|Religion=[[Catholic (ETW Religion|Catholic]]|Culture=European}}&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
Quebec is an emergent Catholic nation, which will be created as the result of a successful rebellion in New France, a succesful revolution in France, or due to the capture of all the European holding of the Faction of France. The capital of Quebec is Quebec, New France, and the government type is absolute monarchy.&lt;br /&gt;
&lt;br /&gt;
==Starting Position==&lt;br /&gt;
&lt;br /&gt;
If you have HusserlTw&#039;s excellent Empire: Total Factions mod installed, which you can find at TWcenter.net, you can play as Quebec and your campaign will begin in the year 1783. Your only starting region is New France. You will have no starting general or starting troops.&lt;br /&gt;
&lt;br /&gt;
===Basics at start===&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Protectorates&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Allies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Trade Partners&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Enemies&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Religion&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Catholic&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Government&#039;&#039;&#039;&amp;lt;/u&amp;gt; – Absolute Monarchy&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Ruler&#039;&#039;&#039;&amp;lt;/u&amp;gt; – varies (King)&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Treasury&#039;&#039;&#039;&amp;lt;/u&amp;gt; – 5000&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Missionaries&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Rakes&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
*&amp;lt;u&amp;gt;&#039;&#039;&#039;Gentlemen&#039;&#039;&#039;&amp;lt;/u&amp;gt; – None&lt;br /&gt;
&lt;br /&gt;
===Economy===&lt;br /&gt;
Quebec has a good starting economy, with a lot of growth potential. Its natural resources are also being exploited to a good extent. At St Jean trapper post (abundant yield), a fur exchange is already constructed, producing 80 pelts a turn. Marsoui forests have a lumber mill, which contributes to the town wealth of Quebec. An iron minefield is located at Mont-Laurier, and an average yield farmland area is found at St Lazare.&lt;br /&gt;
At Tadoussac, there is a Commercial port, that is capable of exporting a lot of your produced furs, and Gaspe has a bawdyhouse. &lt;br /&gt;
&lt;br /&gt;
===Technology===&lt;br /&gt;
Quebec is quite advanced, and starts with many technologies researched. Unfortunately, Quebec doesn&#039;t have even one education and research building, so you will have to either build or capture one. Also, Quebec starts without a gentleman. &lt;br /&gt;
&lt;br /&gt;
===Military===&lt;br /&gt;
Quebec starts out without an army or a navy, and has no starting generals. But Quebec&#039;s unit roster is quite good, and is well-balanced, being very similar to that of France.&lt;br /&gt;
&lt;br /&gt;
==Roster==&lt;br /&gt;
&lt;br /&gt;
===Auxiliaries===&lt;br /&gt;
* Native musketmen auxiliaries&lt;br /&gt;
* Native bowmen auxiliaries&lt;br /&gt;
* Mounted Tribal auxiliaries&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
* Courers de Bois                             [[File:Queb_561.jpg|thumb|300px]]&lt;br /&gt;
* Colonial Line infantry               &lt;br /&gt;
* Grenadiers&lt;br /&gt;
* Royal Ecossais&lt;br /&gt;
* Maison du Roi&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
* Colonial light cavalry&lt;br /&gt;
* Colonial dragoons&lt;br /&gt;
* Cuirassiers&lt;br /&gt;
* Garde du Corps&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
* Demi cannons&lt;br /&gt;
* Sakers&lt;br /&gt;
* 12 lbr foot artillery&lt;br /&gt;
* 24 lbr foot artillery&lt;br /&gt;
* 6 lbr horse artillery&lt;br /&gt;
* 12 lbr howitzer foot artillery&lt;br /&gt;
* 24 lbr howitzer foot artillery&lt;br /&gt;
* Puckle guns&lt;br /&gt;
* Rocket troop&lt;br /&gt;
&lt;br /&gt;
==Early Strategy==&lt;br /&gt;
The player should get trade rights with the USA, Britain, France and the Iroquois on the very first turn and begin exporting fur pelts. Another priority is to begin recruiting an army and to get a General. A good very early army for Quebec should have colonial line infantry, colonial light cavalry, demi-cannons and/or sakers, and a few Courers de Bois. Also, the player should upgrade his farms and weavers&#039; workshops as soon as possible. Once an army is assembled, the best targets are British, French or Iroquois lands. The British and French are no longer major powers in the Americas, while the new nation of the United States has lots of land and decent armies. The British are at war with the French, while the French are allied with the United States. Once a few territories have been added to your fledgling nation (choose good territories with farms and fur posts), you should be developing at a healthy rate, and can turn your ambitions towards the lands of the United States or make a naval invasion of Brazil/ Mexico. Remember to keep up a good amount of trade, and keep exporting your resources. Building a good-sized navy is important, but not essential, as you can have many land and sea trading partners, thus not having to rely on only sea trade.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Queb_561.jpg&amp;diff=32170</id>
		<title>File:Queb 561.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Queb_561.jpg&amp;diff=32170"/>
		<updated>2010-12-07T11:17:58Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=File:Quebec.jpg&amp;diff=32169</id>
		<title>File:Quebec.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=File:Quebec.jpg&amp;diff=32169"/>
		<updated>2010-12-07T10:12:38Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: The Quebec flag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Quebec flag&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32168</id>
		<title>Historical Battles (ETW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32168"/>
		<updated>2010-12-07T09:21:47Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
Every Total War game so far has featured several historical battles. Famous encounters such as the battle of Trebia where Hannibal crushed the Roman legions can be played. In each historical battle, the player can repeat history, or change it completely. This is no different in Empire: Total War, and the player will be able to test his abilities as a commander in several engagements and skirmishes. The only difference in E:TW, however, is the notable addition of historical naval battles. So far, two historical battles have been revealed, both of which are featured in the Empire demo as well.&lt;br /&gt;
&lt;br /&gt;
However after investigating some of the files inside the game there are many files with the names of other famous battles, primarily land battles.&lt;br /&gt;
Including such as the Battle of Blenheim and the Battle of Culloden. The files are in .xml format and what use they have is unknown at this moment in time.&lt;br /&gt;
&lt;br /&gt;
==Historical Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Brandywine Creek===&lt;br /&gt;
&lt;br /&gt;
During the American Revolutionary War, the British sent an army under Major-General Sir William Howe to take Philadelphia from the Revolutionaries. In order to counter this attack, General George Washington positioned his army on the high ground right next to Chadds Ford, a passage across the Brandywine River. There, the two armies met on September 11, 1777. However, Howe&#039;s army managed to bypass the American defenses by crossing the river via a ford a few miles north. Historically, this flanking maneuvre caught the Americans off-guard and the following battle resulted in a clear British victory which allowed the capture of Philadelphia. &lt;br /&gt;
&lt;br /&gt;
In the game, the player starts out as the British near the Brandywine Creek with the American army deploying on the other side of the river. The British army consists of one unit of General&#039;s Bodyguards, one unit of Grenadiers, one unit of Highlander Infantry, two units of guards, two units of Line Infantry, three units of Hessian Infantry, one unit of Light Dragoons, two units of 6 lber Horse Artillery, two units of Hussars and one unit of Light Infantry. The American artillery is situated on a hill on the riverbank and controls the whole area. Chadds Ford lies almost directly in front of the British army but is heavily defended by the majority of the American forces. To the north there lies another ford which is only guarded by a few units of infantry lying in ambush. &lt;br /&gt;
&lt;br /&gt;
The player can either attack one of the fords with the bulk of his army or he can divide his forces and attack both passages simultaneously. Since the main ford is guarded by the main part of the American army, it would be adviseable to focus on the second passage. However, since the American artillery tends to stay on the high ground near Chadds Ford, a few units of cavalry could stay behind and wait until the cannons are unprotected.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Lagos===&lt;br /&gt;
&lt;br /&gt;
During the Seven Years&#039; War, France planned to invade Britain and gathered troops near the British Channel. Two fleets, one from Brest in the Bretagne and another from Toulon in southern France, were supposed to bring this army to the British Isles. However, shortly after the French fleet from Toulon had passed the straights of Gibraltar it came across a British fleet led by Sir Edward Boscawen which had been waiting for it. On August 19th 1759 a battle ensued between the two fleets. The British fleet was victorious and the French plan of an invasion of Britain never came into operation.&lt;br /&gt;
&lt;br /&gt;
In the game, the player controls six ships whereas the AI has seven. However, the player has access to each one First Rate and one Second Rate ship while the AI does not. Therefore, the player has a slight advantage despite being numerically inferior. The French fleet forms two columns, both pointing at the player. Generally, the AI will try to surround the player&#039;s ships in order to cannonade them from all sides. Attempts of boarding are a possibility as well. &lt;br /&gt;
&lt;br /&gt;
===The Battle of Rossbach===&lt;br /&gt;
&lt;br /&gt;
On 5th November, 1757, during the Seven Years&#039; War, Prussian forces under King Frederick II crushed a numerically superior Franco-Austrian force near the village of Rossbach in Saxony. This battle is considered to be one of Frederick II&#039;s greatest actions.&lt;br /&gt;
&lt;br /&gt;
In the game, the player has control of the Prussian forces, and has a General&#039;s bodyguard, 3 units of line infantry, 1 unit of grenadiers, 2 12-lbr foot artillery batteries, 1 6-lbr horse artillery battery, 1 unit of cuirassiers, 1 unit of hussars and 1 unit of dragoons. The enemy forces are depolyed on a rocky hill overlooking the flat land that the player is on. The French and Austrain infantry rush down the hill, with the Austrians moving towards the player&#039;s left centre, and the French towards the right centre. It is advisable for the player to use his 12-lbr foot artillery battery on the left to take out the Austrian guard unit, and shift his other 12-lbr foot artillery to the right, to aid the horse artillery in bombarding the French. One unit of line infantry and the cuirassiers and dragoons should be shifted to the left flank, to intercept a flanking manoeuvre by the Austrian cavalry which aims to kill the player&#039;s general. Once the left flank is secure, the dragoons may be sent up the hill to destroy the Austrian artillery. The French on the right are mainly composed of line infantry and grenadiers, and can be countered by the player&#039;s line infantry and by usage of canister rounds by the player&#039;s horse and foot artillery batteries on the right.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Fontenoy===&lt;br /&gt;
&lt;br /&gt;
The Battle of Fontenoy, 11 May 1745, was a major engagement of the War of the Austrian Succession in which French forces defeated the combined British, Dutch and Austrain forces near Tournai in Belgium. The French forces were commanded by General Maurcie de Saxe.&lt;br /&gt;
&lt;br /&gt;
In the game, the player commands the French, and is deployed on an elevation in the middle of the map. The player controls 1 General&#039;s bodyguard, 1 unit of Garde du corps heavy cavalry, 4 units of line infantry, 2 units of Irish Brigade, 2 units of Maison du Roi elite infantry, 2 units of hussars, 1 unit of cuirassiers and 3 12-lbr foot artillery batteries. The British forces will attack the player&#039;s centre and left flank and the Austrians and Dutch will attack the right flank with small forces. In the centre, the British troops will march up to the player&#039;s position in wide columns. The player should attack these columns with his foot artillery in the centre, and target the British guards. After exchanging a few vollies, the AI might charge the player&#039;s line, and so the player should use his cavalry to hammer and anvil the enemy. On the left flank, a few units of British line infantry and foot artillery will attack, but the player&#039;s line infnatry and 12-lbr battery over there should take care of them. Meanwhile, the right flank will be attacked by Dutch heavy cavalry, foot artillery and line infantry, and then by Austrian line infantry and foot artillery. The player has some line infantry and foot artillery, but these will probably prove to be too few to hold off the enemy. As soon as the centre is consolidated, units should be sent to help defend the right flank, and thus destroy the Austro-Dutch forces. The enemy artillery will not pose a threat,as the player&#039;s forces are on high ground.     &lt;br /&gt;
&lt;br /&gt;
[[category:ETW Information]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32167</id>
		<title>Historical Battles (ETW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32167"/>
		<updated>2010-12-07T08:49:45Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
Every Total War game so far has featured several historical battles. Famous encounters such as the battle of Trebia where Hannibal crushed the Roman legions can be played. In each historical battle, the player can repeat history, or change it completely. This is no different in Empire: Total War, and the player will be able to test his abilities as a commander in several engagements and skirmishes. The only difference in E:TW, however, is the notable addition of historical naval battles. So far, two historical battles have been revealed, both of which are featured in the Empire demo as well.&lt;br /&gt;
&lt;br /&gt;
However after investigating some of the files inside the game there are many files with the names of other famous battles, primarily land battles.&lt;br /&gt;
Including such as the Battle of Blenheim and the Battle of Culloden. The files are in .xml format and what use they have is unknown at this moment in time.&lt;br /&gt;
&lt;br /&gt;
==Historical Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Brandywine Creek===&lt;br /&gt;
&lt;br /&gt;
During the American Revolutionary War, the British sent an army under Major-General Sir William Howe to take Philadelphia from the Revolutionaries. In order to counter this attack, General George Washington positioned his army on the high ground right next to Chadds Ford, a passage across the Brandywine River. There, the two armies met on September 11, 1777. However, Howe&#039;s army managed to bypass the American defenses by crossing the river via a ford a few miles north. Historically, this flanking maneuvre caught the Americans off-guard and the following battle resulted in a clear British victory which allowed the capture of Philadelphia. &lt;br /&gt;
&lt;br /&gt;
In the game, the player starts out as the British near the Brandywine Creek with the American army deploying on the other side of the river. The British army consists of one unit of General&#039;s Bodyguards, one unit of Grenadiers, one unit of Highlander Infantry, two units of guards, two units of Line Infantry, three units of Hessian Infantry, one unit of Light Dragoons, two units of 6 lber Horse Artillery, two units of Hussars and one unit of Light Infantry. The American artillery is situated on a hill on the riverbank and controls the whole area. Chadds Ford lies almost directly in front of the British army but is heavily defended by the majority of the American forces. To the north there lies another ford which is only guarded by a few units of infantry lying in ambush. &lt;br /&gt;
&lt;br /&gt;
The player can either attack one of the fords with the bulk of his army or he can divide his forces and attack both passages simultaneously. Since the main ford is guarded by the main part of the American army, it would be adviseable to focus on the second passage. However, since the American artillery tends to stay on the high ground near Chadds Ford, a few units of cavalry could stay behind and wait until the cannons are unprotected.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Lagos===&lt;br /&gt;
&lt;br /&gt;
During the Seven Years&#039; War, France planned to invade Britain and gathered troops near the British Channel. Two fleets, one from Brest in the Bretagne and another from Toulon in southern France, were supposed to bring this army to the British Isles. However, shortly after the French fleet from Toulon had passed the straights of Gibraltar it came across a British fleet led by Sir Edward Boscawen which had been waiting for it. On August 19th 1759 a battle ensued between the two fleets. The British fleet was victorious and the French plan of an invasion of Britain never came into operation.&lt;br /&gt;
&lt;br /&gt;
In the game, the player controls six ships whereas the AI has seven. However, the player has access to each one First Rate and one Second Rate ship while the AI does not. Therefore, the player has a slight advantage despite being numerically inferior. The French fleet forms two columns, both pointing at the player. Generally, the AI will try to surround the player&#039;s ships in order to cannonade them from all sides. Attempts of boarding are a possibility as well. &lt;br /&gt;
&lt;br /&gt;
===The Battle of Rossbach===&lt;br /&gt;
&lt;br /&gt;
On 5th November, 1757, during the Seven Years&#039; War, Prussian forces under King Frederick II crushed a numerically superior Franco-Austrian force near the village of Rossbach in Saxony. This battle is considered to be one of Frederick II&#039;s greatest actions.&lt;br /&gt;
&lt;br /&gt;
In the game, the player has control of the Prussian forces, and has a General&#039;s bodyguard, 3 units of line infantry, 1 unit of grenadiers, 2 12-lbr foot artillery batteries, 1 6-lbr horse artillery battery, 1 unit of cuirassiers, 1 unit of hussars and 1 unit of dragoons. The enemy forces are depolyed on a rocky hill overlooking the flat land that the player is on. The French and Austrain infantry rush down the hill, with the Austrians moving towards the player&#039;s left centre, and the French towards the right centre. It is advisable for the player to use his 12-lbr foot artillery battery on the left to take out the Austrian guard unit, and shift his other 12-lbr foot artillery to the right, to aid the horse artillery in bombarding the French. One unit of line infantry and the cuirassiers and dragoons should be shifted to the left flank, to intercept a flanking manoeuvre by the Austrian cavalry which aims to kill the player&#039;s general. Once the left flank is secure, the dragoons may be sent up the hill to destroy the Austrian artillery. The French on the right are mainly composed of line infantry and grenadiers, and can be countered by the player&#039;s line infantry and by usage of canister rounds by the player&#039;s horse and foot artillery batteries on the right.&lt;br /&gt;
&lt;br /&gt;
[[category:ETW Information]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32166</id>
		<title>Historical Battles (ETW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32166"/>
		<updated>2010-12-07T08:49:27Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: Undo revision 32165 by Mavortium (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
Every Total War game so far has featured several historical battles. Famous encounters such as the battle of Trebia where Hannibal crushed the Roman legions can be played. In each historical battle, the player can repeat history, or change it completely. This is no different in Empire: Total War, and the player will be able to test his abilities as a commander in several engagements and skirmishes. The only difference in E:TW, however, is the notable addition of historical naval battles. So far, two historical battles have been revealed, both of which are featured in the Empire demo as well.&lt;br /&gt;
&lt;br /&gt;
However after investigating some of the files inside the game there are many files with the names of other famous battles, primarily land battles.&lt;br /&gt;
Including such as the Battle of Blenheim and the Battle of Culloden. The files are in .xml format and what use they have is unknown at this moment in time.&lt;br /&gt;
&lt;br /&gt;
==Historical Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Brandywine Creek===&lt;br /&gt;
&lt;br /&gt;
During the American Revolutionary War, the British sent an army under Major-General Sir William Howe to take Philadelphia from the Revolutionaries. In order to counter this attack, General George Washington positioned his army on the high ground right next to Chadds Ford, a passage across the Brandywine River. There, the two armies met on September 11, 1777. However, Howe&#039;s army managed to bypass the American defenses by crossing the river via a ford a few miles north. Historically, this flanking maneuvre caught the Americans off-guard and the following battle resulted in a clear British victory which allowed the capture of Philadelphia. &lt;br /&gt;
&lt;br /&gt;
In the game, the player starts out as the British near the Brandywine Creek with the American army deploying on the other side of the river. The British army consists of one unit of General&#039;s Bodyguards, one unit of Grenadiers, one unit of Highlander Infantry, two units of guards, two units of Line Infantry, three units of Hessian Infantry, one unit of Light Dragoons, two units of 6 lber Horse Artillery, two units of Hussars and one unit of Light Infantry. The American artillery is situated on a hill on the riverbank and controls the whole area. Chadds Ford lies almost directly in front of the British army but is heavily defended by the majority of the American forces. To the north there lies another ford which is only guarded by a few units of infantry lying in ambush. &lt;br /&gt;
&lt;br /&gt;
The player can either attack one of the fords with the bulk of his army or he can divide his forces and attack both passages simultaneously. Since the main ford is guarded by the main part of the American army, it would be adviseable to focus on the second passage. However, since the American artillery tends to stay on the high ground near Chadds Ford, a few units of cavalry could stay behind and wait until the cannons are unprotected.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Lagos===&lt;br /&gt;
&lt;br /&gt;
During the Seven Years&#039; War, France planned to invade Britain and gathered troops near the British Channel. Two fleets, one from Brest in the Bretagne and another from Toulon in southern France, were supposed to bring this army to the British Isles. However, shortly after the French fleet from Toulon had passed the straights of Gibraltar it came across a British fleet led by Sir Edward Boscawen which had been waiting for it. On August 19th 1759 a battle ensued between the two fleets. The British fleet was victorious and the French plan of an invasion of Britain never came into operation.&lt;br /&gt;
&lt;br /&gt;
In the game, the player controls six ships whereas the AI has seven. However, the player has access to each one First Rate and one Second Rate ship while the AI does not. Therefore, the player has a slight advantage despite being numerically inferior. The French fleet forms two columns, both pointing at the player. Generally, the AI will try to surround the player&#039;s ships in order to cannonade them from all sides. Attempts of boarding are a possibility as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:ETW Information]]&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
	<entry>
		<id>https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32165</id>
		<title>Historical Battles (ETW)</title>
		<link rel="alternate" type="text/html" href="https://wiki.twcenter.net/index.php?title=Historical_Battles_(ETW)&amp;diff=32165"/>
		<updated>2010-12-07T08:14:44Z</updated>

		<summary type="html">&lt;p&gt;Mavortium: /* The Battle of Lagos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==General Information==&lt;br /&gt;
&lt;br /&gt;
Every Total War game so far has featured several historical battles. Famous encounters such as the battle of Trebia where Hannibal crushed the Roman legions can be played. In each historical battle, the player can repeat history, or change it completely. This is no different in Empire: Total War, and the player will be able to test his abilities as a commander in several engagements and skirmishes. The only difference in E:TW, however, is the notable addition of historical naval battles. So far, two historical battles have been revealed, both of which are featured in the Empire demo as well.&lt;br /&gt;
&lt;br /&gt;
However after investigating some of the files inside the game there are many files with the names of other famous battles, primarily land battles.&lt;br /&gt;
Including such as the Battle of Blenheim and the Battle of Culloden. The files are in .xml format and what use they have is unknown at this moment in time.&lt;br /&gt;
&lt;br /&gt;
==Historical Battles==&lt;br /&gt;
&lt;br /&gt;
===The Battle of Brandywine Creek===&lt;br /&gt;
&lt;br /&gt;
During the American Revolutionary War, the British sent an army under Major-General Sir William Howe to take Philadelphia from the Revolutionaries. In order to counter this attack, General George Washington positioned his army on the high ground right next to Chadds Ford, a passage across the Brandywine River. There, the two armies met on September 11, 1777. However, Howe&#039;s army managed to bypass the American defenses by crossing the river via a ford a few miles north. Historically, this flanking maneuvre caught the Americans off-guard and the following battle resulted in a clear British victory which allowed the capture of Philadelphia. &lt;br /&gt;
&lt;br /&gt;
In the game, the player starts out as the British near the Brandywine Creek with the American army deploying on the other side of the river. The British army consists of one unit of General&#039;s Bodyguards, one unit of Grenadiers, one unit of Highlander Infantry, two units of guards, two units of Line Infantry, three units of Hessian Infantry, one unit of Light Dragoons, two units of 6 lber Horse Artillery, two units of Hussars and one unit of Light Infantry. The American artillery is situated on a hill on the riverbank and controls the whole area. Chadds Ford lies almost directly in front of the British army but is heavily defended by the majority of the American forces. To the north there lies another ford which is only guarded by a few units of infantry lying in ambush. &lt;br /&gt;
&lt;br /&gt;
The player can either attack one of the fords with the bulk of his army or he can divide his forces and attack both passages simultaneously. Since the main ford is guarded by the main part of the American army, it would be adviseable to focus on the second passage. However, since the American artillery tends to stay on the high ground near Chadds Ford, a few units of cavalry could stay behind and wait until the cannons are unprotected.&lt;br /&gt;
&lt;br /&gt;
===The Battle of Lagos===&lt;br /&gt;
&lt;br /&gt;
During the Seven Years&#039; War, France planned to invade Britain and gathered troops near the British Channel. Two fleets, one from Brest in the Bretagne and another from Toulon in southern France, were supposed to bring this army to the British Isles. However, shortly after the French fleet from Toulon had passed the straights of Gibraltar it came across a British fleet led by Sir Edward Boscawen which had been waiting for it. On August 19th 1759 a battle ensued between the two fleets. The British fleet was victorious and the French plan of an invasion of Britain never came into operation.&lt;br /&gt;
&lt;br /&gt;
In the game, the player controls six ships whereas the AI has seven. However, the player has access to each one First Rate and one Second Rate ship while the AI does not. Therefore, the player has a slight advantage despite being numerically inferior. The French fleet forms two columns, both pointing at the player. Generally, the AI will try to surround the player&#039;s ships in order to cannonade them from all sides. Attempts of boarding are a possibility as well. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:ETW Information]]&lt;br /&gt;
&lt;br /&gt;
===The Battle of Rossbach===&lt;br /&gt;
&lt;br /&gt;
On 5th November, 1757, during the Seven Years&#039; War, Prussian forces under King Frederick II crushed a numerically superior Franco-Austrian force near the village of Rossbach in Saxony. This battle is considered to be one of Frederick II&#039;s greatest actions.&lt;br /&gt;
&lt;br /&gt;
In the game, the player has control of the Prussian forces, and has a General&#039;s bodyguard, 3 units of line infantry, 1 unit of grenadiers, 2 12-lbr foot artillery batteries, 1 6-lbr horse artillery battery, 1 unit of cuirassiers, 1 unit of hussars and 1 unit of dragoons. The enemy forces are depolyed on a rocky hill overlooking the flat land that the player is on. The French and Austrain infantry rush down the hill, with the Austrians moving towards the player&#039;s left centre, and the French towards the right centre. It is advisable for the player to use his 12-lbr foot artillery battery on the left to take out the Austrian guard unit, and shift his other 12-lbr foot artillery to the right, to aid the horse artillery in bombarding the French. One unit of line infantry and the cuirassiers and dragoons should be shifted to the left flank, to intercept a flanking manoeuvre by the Austrian cavalry which aims to kill the player&#039;s general. Once the left flank is secure, the dragoons may be sent up the hill to destroy the Austrian artillery. The French on the right are mainly composed of line infantry and grenadiers, and can be countered by the player&#039;s line infantry and by usage of canister rounds by the player&#039;s horse and foot artillery batteries on the right.&lt;/div&gt;</summary>
		<author><name>Mavortium</name></author>
	</entry>
</feed>