Napoleon: Masters of Europe
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Napoleon: Masters of Europe (MoE) is the result of a joint effort by l'Aigle and Steph. It merges Imperial Eagle from l'Aigle and Vive l'Empereur from Steph.
Contents
History
MoE is the result of a several months joint effort by l'Aigle and Steph. It was first announced on August 30, 2011 and received a hosted forum on October 6, 2012. The mod is currently in beta, which was released on March 24, 2012 with the most recent update on October 21, 2012.
Description
Masters of Europe merges Imperial Eagle from l'Aigle and Vive l'Empereur from Steph. The current beta/demo is only for custom battles and not intended for campaigns.
Features
Factions
The current playable factions in land battles include the French Empire, French Royalist, Brittany, Great Britain, Ireland, and Scotland. The current playable factions in naval battles include the French Empire and Great Britain
New factions are planned with the next one to be Prussia.
Gameplay
Battle Mechanism
The goal of MoE is to try to improve gameplay and balance. These are the main changes in the battle mechanism
- Tracers have been removed.
- New battlefield smoke
- Formation: For the moment it's a direct integration of the Hedge Knight's formations, but his may change.
- Units stats: Overall rebalancing of attacks, defense, melee, moral, accuracy, etc....
- Moral and fatigue:
Moral has been reworked. Troops are more likely to break in dire circumstances, but they have also more chances to come back. Moral effect events have more effect (attack on the flank, under fire, being inspired...)Fatigue should recover faster, but is also gained faster.
Artillery:
- Number of guns reduced to three, two for Howitzer, except French 12lb.
- Damage, range, and RoF balanced
Cavalry:
- Charge are more deadly and can penetrate unprepared lines.
- Cavalry is weaker if stuck in melee.
- Cavalry is powerful, but weak against squares. It is still possible to break one, but at the cost of heavy casualties.
- Hussar can deploy forward to try to harass or ambush the enemy. Be careful not to expose them too much!
Infantry:
- Infantrymen will shoot and reload as soon as they can. The first two ranks will shoot, and often the third one.
- Grenadiers do not have grenade but have a good moral and correct range attack. They are stronger in melee and can inspire nearby troop.
- Skirmishers have good morale and range but low melee. They can deploy forward.
- Elite and guard units can be very strong. They have good stats, especially very high morale, bBut they are not superman and can still be killed and broken.
- There are more chances of misfires.
- Musket fire, especially from afar, is not very deadly. You may have to come closer.
Navy:
- Overall change of the stats, to have something more progressive with the different types of ships
- Wind effect reworked
Unit Roster
Each faction will ultimately have it's own roster. For the moment, the uniforms for Britain and France have been completed, other factions will follow in the coming months. Each unit is named in its national language.
When the uniform changes, there are several versions of the unit, for each time period. Generally, an availability date has been defined for each unit, and in the campaign, the unit will become available, or will be disabled at the proper date. In Campaign mode, the units appear and disappear at the proper date. In battle mode, the UI lets you select a period (Early, Middle, Late) and the available units are set to your selection.
Most of the types of units that existed historically are included, including some foreign troops (Brunswick, Swiss regiments for France), but a few are left voluntarily. A few honor regiments (such as the Black Watch) are included. In campaign, you will find more based on the standard unit but with more experience and a unique name.
Each faction also has one or two extra units, such as "Murat's cuirassiers" or "Uxbridge". In campaign, they will be present on the map at start, but won't be recruitable. If you lose them, they are gone!
Regions, Recruitment, and Limits
Every unit has a recruitment limit. The total limit is roughly half the number of historical regiments. Units can be recruited only in their region of origin. Each type of units listed in the rosters has "copies" for each region where it can be recruited, with a limit specific to the region. The graphics are the same, but the name is sightly different. Thus, except for some special units, each unit has only a few regions of origin, with specific limits. The total limit for the unit type is the sum of the limits for each region.
Example(warning limits here are just an example): France has the "Fusilier d'Infanterie de Ligne" unit. It exists in several versions:
- Fusiliers d'Infanterie de Ligne de Normandie : limit 4
- Fusiliers d'Infanterie de Ligne de Bretagne: limit 4
..... - Fusiliers d'Infanterie de Ligne (no region in the name, for the France region): limit = 8
In Custom Battle you will only see the main units (here "Fusiliers d'Infanterie de Ligne"), others will appear only in the campaign. As France controls eleven regions where the unit can be built it gives a total limit of 48. However, if France annexes some additional regions, like Holland, it can also recruit them there, raising the limit by 4. On the other hand, if Britain capture Brittany and Normandie, the limit is reduced by eight. Therefore, it is very important to protect your regions.
Each faction can recruit their national units only in their national regions. In the other regions they can only recruit local troops, and are called "occupied troops." Occupied troops are usually a little weaker than the national troops, but as your national troops are limited, you may have to rely on these allies to help your war effort. This means that since the unit can be recruited only in their region of origin, if you sent them to fight on the other side of the map, they will replenish slower. For instance, if France annexes Bavaria, it won't be able to recruit French troops there, only Bavarian troops. For the minor factions, such as Bavaria, the uniforms of the national and occupied units are the same. For the major factions, occupied units are different. The list is not the same as for the national units, and the uniforms are also different.
The name of the unit contains its region of origin. Ex: "Kürassiere {Bayren}", "Fusilier de l'infanterie de ligne {Bretagne}"
Buildings and Recruitment
With the regional recruitment of units, it is important that units can be recruited in each region. France cavalry included cuirassiers and dragoons from the very beginning, but chevau legers lanciers were introduced in 1811 only. While in CA campaign, France starts with some lancers but no cuirassier.
Therefore, we have modified the buildings required to create units.
- Units are mostly recruited in the barracks (including artillery), but they can also be recruited from the administrative center, (for infantry/cavalry), or a fort.
- Farms allow recruiting infantry / cavalry
- Horse pasture allow recruiting cavalry
- Factories allow recruiting artillery
- Gun smithing allow recruiting infantry
- Supply depots also allow recruiting
- The "Fort" slot in cities allows building Fort, but also Barracks and Artillery buildings.
When a unit is recruited in its main building (i.e.: Artillery in artillery building, infantry and cavalry in barracks), they can get an experience bonus with high level building. When recruited with another building (ex: infantry via administrative center), they never have experience bonus.
The "advanced" units are available much sooner.
Naval Recruitment
Each faction has its own list of recruitable ship type. Each comes with a limit, relatively low for the biggest ships such as 122-guns and quite high for frigates. Merchant ships are also limited. The limit is regional again. The name of the ship include the port where it is recruited (except for England and Spain, since these regions have several ports). For instance, you could find for France:
- Vaisseau de 118 {Brest}
- Vaisseau de 118 {Toulon}
When necessary, the largest ships are limited to only some region. France can build 118-guns in Brest, Toulon or Nantes (Rochefort), while it can build frigates in any French region.
A faction can build its own ships only in its own regions. If it occupies a region from another faction, then it can build "local ships" there. If England invades Britanny, England cannot build "122-guns 1st rate ship of the line" there, but it can build "Vaisseau de 118"
Some factions like Poland, Hungary, and Bavaria, have no navy and cannot recruit any ship of their own even if they capture a port. However, they can build local ships. If you want to play as Hessen and want to invade England, you have to invade Hollande first, so you can build Dutch ships there, beat the English fleet, land in England, and capture London.
About ship names and icons: the ship type is in local language and the icons show the ship with its normal national colours, whoever build or control it. Ex: A French 122-guns will be named "Vaisseau de 118" and have icon with white colours, even if built and controlled by England.
However, the name of the ship, and the colour in game will come from the faction which built it.
Ex: If England captures Britanny and builds a 122-guns there, the full name will be (for instance) "HMS Victory, Vaisseau de 118 {Brest}". The ship will have an icon with white colour, but in battle it will have the standard British yellow colours.
User Interface
- New battle selection UI
- New army setup UI
- New unit pannel in the battle UI
- New loading screens
- Increased zoom in and zoom out limits in campaign
Improved Textures
Horses and Saddlecloth
- Each faction now has its correct saddlecoth for each type of units.
The Team
- The Team
- Steph - Mod Leader
- l'Aigle
- Sacrebleu
- Prince of Essling