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Difference between revisions of "Great Britain (ETW Faction)"

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(Unit Overview)
(Strategy: error: not ONLY Rupert's Land can produce infantry, Jamaica can, and better than Rupert's Land)
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==Strategy==
 
==Strategy==
  
The British have a stable situation in the European theatre since the AI rarely, if ever, stage naval invasions. The British have great opportunities to expand in the Americas if it can manage to transport armies there (it only has Rupert's land for recruitment in the beginning). Given its strong starting navy and abundance of ports, the British can take a majority of the trading positions if it begins constructing indiamen as soon as possible. Its navy can also be used to transport troops to India, which is rich in resources and ripe for the taking. Aside from all these, the British should attempt to complete its mission assigned by the Thirteen Colonies as soon as possible; it will provide a huge boost of income, which will make a large difference especially in the early game.
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The British have a stable situation in the European theatre since the AI rarely, if ever, stage naval invasions. The British have great opportunities to expand in the Americas if it can manage to transport armies there (Rupert's land and Jamaica for recruitment in the beginning: Jamaica can produce colonial line infantry at the beginning). Given its strong starting navy and abundance of ports, the British can take a majority of the trading positions if it begins constructing indiamen as soon as possible. Its navy can also be used to transport troops to India, which is rich in resources and ripe for the taking. Aside from all these, the British should attempt to complete its mission assigned by the Thirteen Colonies as soon as possible; it will provide a huge boost of income, which will make a large difference especially in the early game.
  
 
When controlled by the AI, Britain tends to be very passive in the European theatre other than the occasional raiding of trade routes. It also tends to take control of the thirteen colonies within the first few turns.
 
When controlled by the AI, Britain tends to be very passive in the European theatre other than the occasional raiding of trade routes. It also tends to take control of the thirteen colonies within the first few turns.

Revision as of 04:57, 24 November 2011

Great Britain (ETW Faction)
Britain flag.jpg
Name: Great Britain
From Game: Empire: Total War
Religion:Protestant.pngProtestant
Culture: European
Playable:


Great Britain is one of the 11 playable nations in Empire: Total War's Grand Campaign. It is also one of the major factions in the game.

Overview

Britian Monarchy Flag.jpg Britian Republic Flag.jpg

Great Britain is not a natural creation, but the marriage of separate kingdoms and peoples. The new nation has been through a century of unparalleled turbulence: an unwelcome joining of Scotland and England; religious strife; civil wars; an executed king; military dictatorship; a populist monarch restored; and the overthrow of a second king. Less than 15 years ago, the hated Catholic James II was forced into exile in the Glorious Revolution and a Protestant monarchy restored. A short, vicious war in Ireland put paid to any chance of a Catholic Stuart restoration. Nonetheless, the exiled James Stuart has sympathisers, the Jacobites, throughout Britain. Despite – or perhaps because of – this turbulent history, Britain is an engine driving the scientific and cultural advancement of northern Europe: turmoil fuels creativity.

As an island nation, Britons have always looked to, as Shakespeare puts it:

“…the silver sea, Which serves it in the office of a wall, Or as a moat defensive to a house…”

Britain’s strength lies at sea, but in trade and colonisation as much as naval power. Trade taxes pay for the navy; the navy allows unhindered trade. The English Channel keeps the French at bay and, to a lesser extent, the Dutch. With Dutchman William III on the British throne, there is ambivalence in the traditional rivalry with the Netherlands!

The English and Scots like to think that they can sleep safe, that no foreign invader or tyranny need worry them. They are partly right, but only as long as there is no centralised Continental power. A nation that can unite the resources of Europe will surely crush the dream of Albion. This, then, is the fundamental aim of Britain: to side with the weak in Europe against the strong – and steal as many overseas possessions as possible while doing it!

Starting Position

Great Britain starts off with the British Isles and various colonies in America: Rupert's Land, the Bahamas and Jamaica. The 13 colonies are a British protectorate, but are not directly controlled. They will join the British Empire by completing a mission given by them; that of defeating the Cherokees, and controlling Georgia and New France. Hannover, Austria, the United Provinces and Portugal are all allies of Great Britain, with France and Spain being potential enemies.

King William III is currently sitting the British throne.

Details

On land, Great Britain possesses statistically the best line infantry of all the factions, above average light infantry, average artillery, and good light and heavy cavalry. As one of the most powerful naval powers in Empire: Total War, Great Britain begins their campaign with an unusually high number of ports, navies, and three very good admirals. This early strength can allow Britain to dominate the seas before other nations could marshal their navies, should it choose to. Britain also has access to the full roster of European ships, including the versatile Razee. Britain has the ability to train an unusually high variety of unique units, including Rogers' Rangers, Coldstream Guards, the Black Watch, HMS Victory, Ferguson Riflemen, and more.

Strategy

The British have a stable situation in the European theatre since the AI rarely, if ever, stage naval invasions. The British have great opportunities to expand in the Americas if it can manage to transport armies there (Rupert's land and Jamaica for recruitment in the beginning: Jamaica can produce colonial line infantry at the beginning). Given its strong starting navy and abundance of ports, the British can take a majority of the trading positions if it begins constructing indiamen as soon as possible. Its navy can also be used to transport troops to India, which is rich in resources and ripe for the taking. Aside from all these, the British should attempt to complete its mission assigned by the Thirteen Colonies as soon as possible; it will provide a huge boost of income, which will make a large difference especially in the early game.

When controlled by the AI, Britain tends to be very passive in the European theatre other than the occasional raiding of trade routes. It also tends to take control of the thirteen colonies within the first few turns.

Victory Conditions

Short Campaign

Capture and hold 25 regions by the end of the year 1750, including: New France, Georgia, Leeward Islands, Ireland, Gibraltar, Florida, Hindustan, Scotland, and England.

Long Campaign

Capture and hold 35 regions by the end of the year 1799, including: New France, Georgia, Leeward Islands, Ireland, Gibraltar, Florida, Hindustan, Scotland, England, Egypt, Malta, Bijapur, and Bengal.

World Domination

Capture and hold 50 regions by the end of the year 1799, including: England.

Basics at start

  • ProtectoratesThirteen Colonies
  • AlliesAustria, Hannover, United Provinces, Portugal
  • Trade PartnersUnited Provinces, Thirteen Colonies, Sweden, Portugal
  • EnemiesBarbary States, Pirates
  • Religion – Protestant
  • Government – Constitutional Monarchy
  • Ruler – William III (King)
  • Population – 9,179,510
  • Prosperity – Spectacular
  • Prestige – Sublime
  • Treasury – 7500
  • Technology - Seasoning
  • Missionaries – Robert Watson (Rupert’s Land)
  • Rakes – James Whitston (England)
  • Gentlemen - Isaac Newton (England)
  • Generals - John Churchill (England), Henri de Massue (Ireland), Kevin Mcdowell (Port Royal)
  • Admirals - Edward Russell (Irish Sea), George Rooke (English Channel), John Leake (Northwestern Atlantic Ocean)

Europe Theatre

London, England
  • Starting Buildings – Barracks, Parliament Chamber, Conservatorium, Admiralty, Cannon Foundry
  • Infrastructure - Basic Roads
  • Population – 5,153,143
  • Wealth – 6775
  • Religion – Protestantism 75.0%, Catholicism 25.0%
  • Starting Towns/PortsDevon Farmland (Peasant Farms), Bristol (Trading Port), Portsmouth (Dockyard), Oxford (Church School), Coalbrookdale (Iron Mine), Birmingham (Craft Workshop Smiths), York (Craft Workshops Weavers), Lincolnshire Farmland (No Building), Cambridge (School), East Anglia Farmland (Peasant Farms), Greenwich (Commercial Port)
  • Later Villages/PortsLiverpool (Port), Manchester (Village), Newcastle (Port), Swansea (Village)
Edinburgh, Scotland
  • Starting Buildings – Army Encampment, Governor’s Residence, Settlement Fortification
  • Infrastructure - Basic Roads
  • Population – 831,761
  • Wealth – 2725
  • Religion – Protestantism 70.0%, Catholicism 30.0%
  • Starting Towns/PortsSpeyside Farmland (Peasant Farms), Glasgow (Trading Port)
  • Later Villages/PortsDundee (Village), Inverness (Village)
Dublin, Ireland
  • Starting Building – Magistrate
  • Infrastructure - Basic Roads
  • Population – 3,065,477
  • Wealth – 2875
  • Religion – Protestantism 30.0%, Catholicism 70.0%
  • Starting Towns/PortsShannon Farmland (Peasant Farms), Cork (Craft Workshops Smith), Waterford (Trading Ports)
  • Later Villages/PortsBelfast (Port), Galway (Village)

America Theatre

Port Royal, Jamaica
  • Starting Building – Military Governor’s Barracks
  • Infrastructure - Not Developed
  • Population – 124,054
  • Wealth – 522
  • Religion – Protestantism 80.0%, Animism 20.0%
  • Starting Towns/PortsKingston (Trading Port)
  • Later Villages/Ports – None
  • Commodity Towns – None
  • PlantationsMarchmont (Small Sugar)
Nassau, Bahamas
  • Starting Building – Magistrate
  • Infrastructure - Not Developed
  • Population – 2,044
  • Wealth – 200
  • Religion – Protestantism 90.0%, Animism 10.0%
  • Starting Towns/PortsGrand Bahama (Trading Port)
  • Later Villages/Ports – None
  • PlantationsAndros (Not Developed) (Sugar or Coffee)
Moose Factory, Rupert’s Land
  • Starting Building – Magistrate
  • Infrastructure – Not Developed
  • Population – 3,031
  • Wealth – 254
  • Religion – Protestantism 20.0%, Animism 80.0%
  • Starting Towns/PortsAbitibi Farmland (Not Developed), Fort Albany (Trading Port), Ogoki Trapper Post (Fur Trader), Misstani Trapper Post (Not Developed)
  • Later Villages/PortsFort Rupert (Village)
  • Plantations – None

Units

Artillery

Cavalry

Infantry

Navy

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