Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Difference between revisions of "Huron Confederacy (ETW Faction)"

From TWC Wiki
Jump to navigationJump to search
m (Alter)
 
(8 intermediate revisions by 4 users not shown)
Line 1: Line 1:
{{Faction|image=[[Image:Huron_Confederacy_flag.jpg|250px]]|Name=Hannover|Game=[[Empire: Total War]]|Religion=[[Animist (ETW Religion|Animist]]|Culture=Native American}}
+
{{Faction|image=[[File:HuronWyandot FlagETW.png|250px]]|Name=Huron Confederacy|Game=[[Empire: Total War]]|Religion=[[Animist (ETW Religion)|Animist]]|Culture=Native American}}
 +
The '''Huron Confederacy''' (renamed to '''Huron-Wyandot''' after the release of ''The Warpath Campaign'' DLC) is an unplayable minor faction in ''Empire: Total War''.
  
[[Category:Empire Total War Factions]]
+
==Overview==
 +
The Huron are friendly with the French and are likely to attack British colonies in North America in the first few turns. Their territory south of Rupert's land is easy to access, but it is difficult and rather impractical to eradicate the Huron early as they have a territory in the north-west corner of the Americas, poor in resources and surrounded by unusable wilderness. The French might find good allies with the Huron in their contest with Britain over the Americas, as the Huron can, like other minor nations, field a very large army that may prove insurmountable by early armies.
 +
 
 +
==Starting Position==
 +
 
 +
===Basics at start===
 +
 
 +
*Protectorates – None
 +
*Allies – None
 +
*Trade Partners – None
 +
*Enemies –Pirates
 +
*Religion – Animism
 +
*Government – Absolute Monarchy
 +
*Ruler – Theyanoguin I (Chieftan)
 +
*Population – 11,038
 +
*Prosperity - Destitute
 +
*Prestige – Feeble
 +
*Treasury – 8000
 +
*Technology – None
 +
*Gentlemen – None
 +
*Rakes – None
 +
 
 +
====America Theatre====
 +
 
 +
=====Fort Sault Ste. Marie, Huron Territory=====
 +
*Starting Buildings – Hunting Grounds
 +
*Infrastructure – Not Developed
 +
*Population – 5,092
 +
*Wealth – 46
 +
*Religion – Animism 80.0%, Catholicism 20.0%
 +
*Starting Towns/Ports – Timmins Trapper Post (Fur Trader), Pukaskwa Mines (Not Developed)
 +
*Later Villages/Ports – Longlac (Village), Kapuskasing (Village)
 +
 
 +
=====York Factory, Northwest Territories=====
 +
*Starting Buildings – Hunting Grounds
 +
*Infrastructure – Not Developed
 +
*Population – 5,946
 +
*Wealth – 46
 +
*Religion – Animism 100.0%
 +
*Starting Towns/Ports – St. Joseph Trapper Post (Fur Trader)
 +
*Later Villages/Ports – Churchill (Port)
 +
 
 +
{{ETW Factions}}
 +
 
 +
[[Category:ETW Factions]]

Latest revision as of 16:02, 24 May 2023

Huron Confederacy (ETW Faction)
HuronWyandot FlagETW.png
Name: Huron Confederacy
From Game: Empire: Total War
Religion:Animist
Culture: Native American
Playable:

The Huron Confederacy (renamed to Huron-Wyandot after the release of The Warpath Campaign DLC) is an unplayable minor faction in Empire: Total War.

Overview

The Huron are friendly with the French and are likely to attack British colonies in North America in the first few turns. Their territory south of Rupert's land is easy to access, but it is difficult and rather impractical to eradicate the Huron early as they have a territory in the north-west corner of the Americas, poor in resources and surrounded by unusable wilderness. The French might find good allies with the Huron in their contest with Britain over the Americas, as the Huron can, like other minor nations, field a very large army that may prove insurmountable by early armies.

Starting Position

Basics at start

  • Protectorates – None
  • Allies – None
  • Trade Partners – None
  • Enemies –Pirates
  • Religion – Animism
  • Government – Absolute Monarchy
  • Ruler – Theyanoguin I (Chieftan)
  • Population – 11,038
  • Prosperity - Destitute
  • Prestige – Feeble
  • Treasury – 8000
  • Technology – None
  • Gentlemen – None
  • Rakes – None

America Theatre

Fort Sault Ste. Marie, Huron Territory
  • Starting Buildings – Hunting Grounds
  • Infrastructure – Not Developed
  • Population – 5,092
  • Wealth – 46
  • Religion – Animism 80.0%, Catholicism 20.0%
  • Starting Towns/Ports – Timmins Trapper Post (Fur Trader), Pukaskwa Mines (Not Developed)
  • Later Villages/Ports – Longlac (Village), Kapuskasing (Village)
York Factory, Northwest Territories
  • Starting Buildings – Hunting Grounds
  • Infrastructure – Not Developed
  • Population – 5,946
  • Wealth – 46
  • Religion – Animism 100.0%
  • Starting Towns/Ports – St. Joseph Trapper Post (Fur Trader)
  • Later Villages/Ports – Churchill (Port)
Empire: Total War | Factions | Playable Factions:
Austria | France | Great Britain | Marathas | Ottoman Empire | Poland-Lithuania | Prussia | Russia | Spain | Sweden | United Provinces | United States* *Must complete Road to Independence to unlock United States
Non-playable Factions:
Barbary States | Bavaria | Cherokee Nations | Courland | Crimean Khanate | Dagestan | Denmark | Genoa | Georgia | Hannover | Huron Confederacy | Inuit Nations | Iroquois Confederacy | Italian States | Knights of St. John | Morocco | Mughal Empire | Mysore | Plains Nations | Portugal | Pueblo Nations | Persia | Pirates | Savoy | Venice | Westphalia | Wurttemberg
Protectorate Factions:
Barbary States | Courland | Crimean Khanate | Louisiana | New Spain | Saxony | Thirteen Colonies
Emergent Factions:
Afghanistan | Gran Colombia | Greece | Hessen | Hungary | Ireland | Mamelukes | Mexico | Naples & Sicily | Norway | Punjab | Quebec | Scotland | United States
Cancelled Factions:
Khanate of Khiva | Tuscany | Mecklenburg | Schleswig-Holstein | Swiss Confederation
Tutorial Factions:
Virginia Colonists | Powahatan Confederacy