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Empire Realism

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Revision as of 10:30, 19 November 2010 by Tango12345 (talk | contribs) (What it does)
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Empire Realism is a hosted mod for Empire Total War which adds tweaks and other changes which are intended to enhance the realism and challenge in the Grand Campaign, and which make some significant gameplay changes towards realism and historical accuracy.

What it does

  • Reworked unit stats,weapons,fire drills (based on system we have in Napoleon Empire Realism)
  • Different military tactics for Nations - clear distinction between western and eastern military doctrine
  • Richer naval experience - every ship type has its realistic use - small ships (Brigs, Sloops, Corvettes) are considered to be Privateers - they have 0 upkeep - blocking enemy trade lines with those ships adds profit to the crown. Due to higher movement radius, they are uncatchable by the Ships of the Line, so Frigates must be used for that (they have same movement radius)
  • Naval stats adjusted so ships behave realistically, Large maindeck guns shoot double-shots at short distances, chasing long guns are able to cripple sails due to higher accuracy (chasing guns are placed only on prow), Ships of the Line are hard to sink, destroying guns and killing crews is the best way how to disable them
  • New damage textures for ships so they now dont look wierd when shot at (no longer those big ugly squared holes)
  • New radar map icons

Features

Doctrine

Western Infantry will be formed in tight formations, mostly in 3-4 ranks, firing voleys from 2 ranks. Infantry will be skilled with bayonets, will be able to form squares. Their main advantage over others will be massive firepower at close ranges. Western cavalry will be formed into 2-3 ranks again in tight formations using long cavalry swords or sabres. Western artilery will be represented by standard calibers used at that time, with switch to lighter more maneurable pieces as the time progreses.

Eastern military doctrine (if we can call it that way) will be based on older drills - For example Ottoman Janissaries will still represent a medieval warrior force, using ranged weapons as a suplemental - they will fight in deeper fomations firing from first rank only. (upgrading to NIzams units will be a huge benefit to Ottomans) Same will be true for Indians - less skilled units will be formed in mob like formations, equipped with older type of weapons. Cavalry similar to infantry will fight medieval style - they will charge in (mob) columns trying to overwhelm enemy. but without any advanced cavalry drill they will be relativly easy prey for profesional western (heavy) cavalry.

Eastern Artillery wil lbe composed mostly of heavy fixed pieces, which will make Eastern armies very slow to move on campaign map.

And as an bonus - Natives - their units wil lbe no match against western infantry in open terain, but they will have other benefits - their bowmen will be able to hide anywhere and shoot without being spotted, melee troops thanks to lightweight weapons will be able to move fast, which will make them very deadly at charging into reloading infantry (especialy from flanks or rear.)


Weapons

Standard flintlock will be able to fire 2 rounds per minute, elite units with high experience will be able double that. obsolete matchlock muskets will be able to fire one round every 45 seconds, but will have higher lethality than flintlocks due to larger projectiles (0.9 vs 0.8). Bows will be the fastest shooting weapons with rate of fire 10-12 arrows per minute. their dissadvantage will be low lethality in comparation to gunpowder weapons (0.25 vs 0.8), but together with other abilities like hiding in long grass and stealth firing they will have its place on battlefield. Just dont expect them to survive long in head on duels at short ranges (50m) against western Line Infantry...

Artillery

Howitzers will get overhaul - they now will be able to fire solid shots at medium ranges directly, explosive or special shells indirectly at long range and later even canisters (again direct trajectory). Explosive shells will have reduced amount of splinters and lower accuracy so they will be usable only in larger numbers (like 2-3 batteries firing at one target)

Direct fire artilery will be adjusted as well - larger will be the caliber of the gun, more accurate gun will be,greater range it will have,but reloading will be slower. small guns (3-6pds) will be able to fire 2-3 shots in time heavy battery will fire one salvo, which will make light guns very usefull for their rapid reactions, but once you start using them to artilery duel at longer ranges they will have no chance against heavy pieces.

The Team

  • DaVinci
  • JaM
  • Naimad
  • Shaggy1973
  • Count Zimoa of Flanders
  • vonPeretz

External Links

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