Great Britain (ETW Faction)
Great Britain (ETW Faction) | |
---|---|
Name: | Great Britain |
From Game: | Empire: Total War |
Religion: | Protestant |
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
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; in addition, most British ships have +15 to reloading skill and increased hull strength when compared with other factions' ships of the same category. 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 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
- Protectorates – Thirteen Colonies
- Allies – Austria, Hannover, United Provinces, Portugal
- Trade Partners – United Provinces, Thirteen Colonies, Sweden, Portugal
- Enemies – Barbary 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/Ports – Devon 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/Ports – Liverpool (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/Ports – Speyside Farmland (Peasant Farms), Glasgow (Trading Port)
- Later Villages/Ports – Dundee (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/Ports – Shannon Farmland (Peasant Farms), Cork (Craft Workshops Smith), Waterford (Trading Ports)
- Later Villages/Ports – Belfast (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/Ports – Kingston (Trading Port)
- Later Villages/Ports – None
- Commodity Towns – None
- Plantations – Marchmont (Small Sugar)
Nassau, Bahamas
- Starting Building – Magistrate
- Infrastructure - Not Developed
- Population – 2,044
- Wealth – 200
- Religion – Protestantism 90.0%, Animism 10.0%
- Starting Towns/Ports – Grand Bahama (Trading Port)
- Later Villages/Ports – None
- Plantations – Andros (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/Ports – Abitibi Farmland (Not Developed), Fort Albany (Trading Port), Ogoki Trapper Post (Fur Trader), Misstani Trapper Post (Not Developed)
- Later Villages/Ports – Fort Rupert (Village)
- Plantations – None
Units
Artillery
- Sakers
- Demi-Cannons
- 4-inch Mortar Battery
- Rocket Troop
- 12-lber Howitzer Foot Artillery
- 24-lber Howitzer Foot Artillery
- 12-lber Foot Artillery
- 24-lber Foot Artillery
- Puckle Guns
- 6-lber Horse Artillery
- 3-lber Horse Artillery
Cavalry
- Heavy Cavalry
- Life Guards
- Horse Guards
- East India Company Lancers
- Mounted Tribal Auxiliary
- Yeomanry
- Regiment of Horse
- East India Company Cavalry
- Native Indian Cavalry
- General's Bodyguard
- Colonial Dragoons
- Colonial Light Cavalry
- Dragoons
- Light Dragoons
Infantry
- Coldstream Guards
- Republican Guard
- Guards
- The Black Watch
- Grenadiers
- Pandours
- Native Musketmen Auxiliary
- Native American Musketeers
- Colonial Light Infantry
- Light Infantry
- Chasseurs Britanniques
- Green Jackets
- Ferguson Riflemen
- Sepoys
- Line Infantry
- African Native Infantry
- Hessian Line Infantry
- East India Company Infantry
- Colonial Line Infantry
- Pikemen
- Ghoorkas
- Colonial Militia
- Militia
- Conscripts
- Dahomey Amazons
- Rangers
- Rogers' Rangers
- Brig
- Sloop
- Razee
- Sixth Rate
- Fifth Rate
- Admiral's Flagship, 5th Rate
- Fourth Rate Ship of the Line
- Third Rate Ship of the Line
- Admiral's Flagship, 3rd Rate
- Second Rate Ship of the Line
- First Rate Ship of the Line
- Heavy First Rate
- Admiral's Flagship, 1st Rate
- Carronade Frigate
- Steamship
- Galley
- Light Galley
- Indiaman
- Bomb Ketch
- Rocket Ship