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

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(Overview)
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==Overview==
 
==Overview==
  
Maratha has one severe weakness--the complete lack of any formal light infantry. They do, however, possess large amounts of high-quality melee infantry, elephants, and superior artillery.
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Maratha has severe weaknesses--the inability to research Fire by Rank (and other equivalent squad firing technologies) and the complete lack of any formal light infantry. These deficiencies will haunt them in the late-game where both are important assets. The Maratha do, however, possess large amounts of high-quality melee infantry, elephants, and superior artillery.
  
 
==Starting Position==
 
==Starting Position==

Revision as of 23:07, 30 July 2011

Maratha Confederacy (ETW Faction)
Xx.jpg
Name: Maratha Confederacy
From Game: Empire: Total War
Religion:Hindu
Culture: Indian
Playable:


The Maratha Confederacy is one of the 11 playable major factions in Empire: Total War's Grand Campaign.

Game Description

Maratha Monarchy.jpg Maratha Republic flag.jpg

In the 18th century, the young Maratha Confederacy is aiming for expansion. They wish to reclaim India's lands from the Mughal rulers in the north. Since the Mughals are Muslims, the Maratha Hindus consider them foreigners. Therefore, the conflict is also a religious one - to an extent at least. While the Mughal Empire is large and contains many riches, the country's army is not big nor strong enough to counter major invasions. The Mughals have become used to their power and the Marathas have a good chance of success in the upcoming war.

However, the empire of Mysore which borders the Maratha Confederacy as well, which might become a thorn in the Marathas' side. Mysore's intentions aren't clear, and it is hard to surmise what goals they may have in mind. Furthermore, European powers such as Portugal and the United Provinces have already gotten involved in the Indian theater. For now, their only intentions are fiscal, but it is impossible to tell what they may end up doing. A war in their southern regions against Europeans with modern rifles and cannons is the last thing the Marathas need right now. For now, the peace should be kept - until the Mughals are dealt with, at least. Eventually, the Marathas will have to prove that their type of warfare can compete with that of the Europeans. But will armies consisting mostly of swordsman, a few riflemen and some elephants be able to handle Europe's modern armies?

Overview

Maratha has severe weaknesses--the inability to research Fire by Rank (and other equivalent squad firing technologies) and the complete lack of any formal light infantry. These deficiencies will haunt them in the late-game where both are important assets. The Maratha do, however, possess large amounts of high-quality melee infantry, elephants, and superior artillery.

Starting Position

Victory Conditions

Short Campaign

Capture and hold 15 regions by the end of the year 1750, including Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar, Carnatica, Mysore, and Ahmadnagar.

Long Campaign

Capture and hold 24 regions by the end of the year 1799, including Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar, Carnatica, Mysore, Ahmadnagar, Punjab, Orissa & Circars, Bengal, and Ceylon.

World Domination

Capture and hold 40 regions by the end of the year 1799, including the region Bijapur.

Basics at start

  • Protectorates – None
  • Allies – None
  • Trade PartnersUnited Provinces, Mysore
  • EnemiesPirates, Mughal Empire
  • Religion – Hinduism
  • Government – Absolute Monarchy
  • Ruler – Tarabai I (Queen)
  • Population – 2,483,276
  • Prosperity – Moderate
  • Prestige – Feeble
  • Treasury – 7500
  • Technology - None
  • Brahmin – Abhinash Yalamanchili (Bijapur)
  • Eastern Scholar – Shrimant Pannu (Bijapur)
  • Thugee – Gagan Raavi (Ahmadnagar)
  • Generals - Rustam Akurdikar (Satara), Jainil Rawat (Ahmandnagar), Balkrishna Indukuri (Hyderabad)
  • Admirals - None

India Theatre

Satara, Bijapur
  • Starting Buildings – Barracks, Subadar’s Palace, Nautch Dancing School, Cannon Foundry, Settlement Fortifications
  • Infrastructure - Basic Roads
  • Population – 802,138
  • Wealth – 3602
  • Religion – Hinduism 85.0%, Islam 15.0%
  • Starting Towns/PortsKhed Wetlands (Rice Paddies), Kolhapur (School), Bijapur (Cotton Weaver’s Cottage), Vengurla (Trading Port)
  • Later Villages/Ports – None
  • PlantationsYadgir Plantations (Small Cotton Plantation)
Arcot, Caranatica
  • Starting Buildings – Military Governor’s Encampment, Settlement Fortifications
  • Infrastructure – Basic Roads
  • Population – 1,681,138
  • Wealth – 4905
  • Religion – Hinduism 90.0%, Islam 10.0%
  • Starting Towns/PortsGudur Wetlands (Rice Paddies), Rajapalaiyam Mines (Open Gem Pit), Trichinopoly (Tavern), Cochin (Cotton Weaver’s Cottage), Calicut (Trading Port)
  • Later Villages/PortsMadras (Port), Pondicherry (Port)
  • PlantationsDarahpuram Plantation (Small Tea Plantation), Periyar Plantation (Small Spice Plantation)

Units

The Marathas Confederacy does not boast outstanding armies of line infantry and grenadiers, like those of their European counterparts. Rather, especially in the beginning of the campaign, the faction relies more heavily on melee units, such as Hindu Swordsmen, to close the gap and fight the enemy.

However, being situated in India, generals have access to elephants instead of horses, which not only are sturdy and boast ranged weaponry, but also provide a morale effect against any potential adversaries (the downside being a larger target for enemy cannon).

Cavalry

Infantry

Special Units

The Marathas can train an unlimited number of formidable Sikh solders out of the regions of Punjab, Kashmir, and Hindustan. Sikh warriors have superior statistics compared to Hindu units and also have better morale. If the Marathas conquer the Persian regions, they can also train Afghan Hillmen, irregulars.

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