Difference between revisions of "Pirates (ETW Faction)"
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==Overview== | ==Overview== | ||
− | The Pirates are seafarers, and are a faction in [[ETW]]. They operate mainly in the Carribean, although their ships often reach many theatres including all trade theatres, and sometimes India and Europe. They are unplayable without modding. An interesting faction, pirates can train only one land unit type, Buccaneers (swordsman), with a total limit of six. Generals are available to this faction as with all the other factions. | + | The Pirates are seafarers, and are a faction in [[ETW]]. They operate mainly in the Carribean, although their ships often reach many theatres including all trade theatres, and sometimes India and Europe. They are unplayable without modding. An interesting faction, pirates can train only one land unit type, Buccaneers (swordsman), with a total limit of six. Generals are available to this faction as with all the other factions, so a human player will have to rely almost exclusively on these Generals for his land force after the early game. |
− | Pirates are at war with everybody, and generally hated for their disruption of trade routes. They possess a formidable fleet at the beginning of the game, too strong for any nation to take on initially without investing serious capital into a navy. However, pirate ships can make valuable prizes--especially their galleons and fluyts. | + | Pirates are at war with everybody, cannot make peace, and are generally hated for their disruption of trade routes. They possess a formidable fleet at the beginning of the game, too strong for any nation to take on initially without investing serious capital into a navy. However, pirate ships can make valuable prizes--especially their galleons and fluyts. |
Pirates hold some islands in the Carribean, such as Trinidad/Tobago, and Curacao, and since they are hostile with everyone, they are easy pickings for a determined military force that does not wish to make any more enemies themselves. The islands are, however, usually very poor and resource deficient, meaning they should not be a priority target if a nation is hungering for a larger and more lucrative territory in the Carribean. | Pirates hold some islands in the Carribean, such as Trinidad/Tobago, and Curacao, and since they are hostile with everyone, they are easy pickings for a determined military force that does not wish to make any more enemies themselves. The islands are, however, usually very poor and resource deficient, meaning they should not be a priority target if a nation is hungering for a larger and more lucrative territory in the Carribean. | ||
− | Pirates are the only minor nation in Empire: Total War to have unique units: Race-built Galleons. These ships are similar to brigs in terms of firepower. Pirates are also the only faction that have access to both galleons and fluyts. | + | Pirates are the only minor nation in Empire: Total War to have unique units: Race-built Galleons. These ships are similar to brigs in terms of firepower. Pirates are also the only faction that have access to both galleons and fluyts. On the other hand, they cannot recruit any Ship of the Line, Razee, Bomb Ketch or Rocket Ship. |
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+ | They also have greatly improved Public Order and very strong Armed Citizenry who almost match Line Infantry. | ||
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+ | Like most factions, they are completely destroyed and their forces disband when they lose their last region. | ||
{{ETW Factions}} | {{ETW Factions}} | ||
[[Category:ETW Factions]] | [[Category:ETW Factions]] |
Latest revision as of 09:57, 28 August 2020
Pirates (ETW Faction) | |
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Name: | Pirates |
From Game: | Empire: Total War |
Religion: | Protestant |
Culture: | Caribean |
Playable: |
The Pirates is an unplayable minor faction in Empire: Total War.
Overview
The history of piracy is almost as long as the history of ships themselves, but Empire: Total War depicts the pirates as operating in the Caribbean. Piracy in the Americas were problematic for all who visited its waters, and would continue to do so even into the 20th century, although the problem became more minor as the United States Navy and the British Royal Navy began to hunt pirates.
Overview
The Pirates are seafarers, and are a faction in ETW. They operate mainly in the Carribean, although their ships often reach many theatres including all trade theatres, and sometimes India and Europe. They are unplayable without modding. An interesting faction, pirates can train only one land unit type, Buccaneers (swordsman), with a total limit of six. Generals are available to this faction as with all the other factions, so a human player will have to rely almost exclusively on these Generals for his land force after the early game.
Pirates are at war with everybody, cannot make peace, and are generally hated for their disruption of trade routes. They possess a formidable fleet at the beginning of the game, too strong for any nation to take on initially without investing serious capital into a navy. However, pirate ships can make valuable prizes--especially their galleons and fluyts.
Pirates hold some islands in the Carribean, such as Trinidad/Tobago, and Curacao, and since they are hostile with everyone, they are easy pickings for a determined military force that does not wish to make any more enemies themselves. The islands are, however, usually very poor and resource deficient, meaning they should not be a priority target if a nation is hungering for a larger and more lucrative territory in the Carribean.
Pirates are the only minor nation in Empire: Total War to have unique units: Race-built Galleons. These ships are similar to brigs in terms of firepower. Pirates are also the only faction that have access to both galleons and fluyts. On the other hand, they cannot recruit any Ship of the Line, Razee, Bomb Ketch or Rocket Ship.
They also have greatly improved Public Order and very strong Armed Citizenry who almost match Line Infantry.
Like most factions, they are completely destroyed and their forces disband when they lose their last region.