Welcome to the TWC Wiki! You are not logged in. Please log in to the Wiki to vote in polls, change skin preferences, or edit pages. See HERE for details of how to LOG IN.

Napoleon Empire Realism

From TWC Wiki
Jump to navigationJump to search
Napoleon Empire Realism
Platform Napoleon: Total War
Mod Type Gameplay Enhancement
EraNapoleonic Wars
Mod Leader JaM
Release Status 5.2
Forum / Thread Here


Introduction

Napoleon Empire Realism aims to provide gameplay improvements as well as realism reflection on the NTW vanilla design. Diverse game aspects have been modified.

Description

NER, which stands for Napoleon Empire Realism, is a gameplay modification for Napoleon Total War that significantly changes the game from vanilla Napoleon Total War. The aim of the mod is to create a much more realistic and historical game play experience, both in terms of the human player experience, and how the AI behaves. The mod completely changes the pace and feel of the game, and you will find that the game is now much more intriguing, difficult, and fun. This mod is a work in progress (WIP) that is continually being updated. The idea is to come as close as possible (in game terms) to reflecting the reality of Napoleonic warfare and society.

Features

Campaign:

- Starting unit experience via buildings again slightly overhauled.

- Additional Line Infantry units added (partly with unique textures and unit icons/cards), start with 0 exp (recruitable in barracks and gov buildings), represent for now rapidly trained infantry troops, cannot make square, else capable troops. These unit additions are already pre-sets for a later ZoR/AoR system (internal wip), what will look then different also for these early unit additions (ie. also current textures are mainly placeholders).

- Regular Line Infantry units start always with at least 1 exp (recruitable in barracks buildings), represent the experienced infantry troops.

- The additional infantry units dependent on conscription researchment.

- Militia (europe) now dependent on mass mobilisation researchment.

- Militia units now 1 turn recruitment.

- All Cavalry with horse regionID requirement, as well as certain special troops (elites, lights, skirmishers), or just unique with the capital region.

- Ship movement rates adjusted.

- Research: changed Diamond Formation to Army Organisation, is precursor for Army Corps Organisation, provides -1% upkeep land units.

- Research: reserved Army Movement + Logistics for France alone (better historical reflection).

- Lowered other upkeep boni researches, adjusted some other unit boni per research.

- Tax system overhauled: some buildings (economy, admin) increase and some buildings (culture, education, military) decrease the tax income, besides high buildings (culture, education) have additionally slight global tax penalty effects. Whole economy effects: the whole plan was to decrease the bombastic high income in the game after ca. 1 year. Now all the boni with researchment and buildings have a real higher relevance, besides that the strategical part of the game needs a closer planning. GB is clearly the exception, means they get still a huge income, especially if played cleverly by the human player. France has very probably second high chances for a big cashflow, and then Russia.

- Other global boni modifiers (global regression bonus added to 3rd and 4th tier admin, 5th tier increased slightly).

- Ottoman recruitment significantly changed (examples: a lot more units from on Drill Square, some more from on Barracks incl. Cedit Line Inf, Cedit Line Inf dependent on researchment Army Organisation, Irregulars moved to gov string).

- Coalition DLC units, recruitable from on military academy, slightly changed costs/upkeep, recruitment 2 turns (DLC units must have been bought via Steam, of course).

- small ships now represent privateers - they have zero upkeep so they gain a lot of money by blocking trade lines.

- trade Sloop available from lower trade tiers.

- recruitment limits tightened - ship limits are based on historical data of ships available in 1805-1815.

CAI:

- Increased the Recapture value from 2500 to 3000.

- Slight changes in other CAI tables for some rare lines.

- Reduced Merge Units from 5000 to 3000, as i guess the high value goes on the costs of other priorities. Other minor value adjustments.

- France values adjusted slightly once more (AI shall be more agressive).

- Lots of adjustments to naval values - AI will buy more trade ships, should act more actively.

Text loc: (new NER pack file added ... the player needs to decide which text loc modfile he uses, only 1 is allowed, this one is needed for NER to properly display our texts, it's the english text version).

- Name/description entries for the new added line infantry units.

- Some certain units renamed.

- Research texts changed accordingly (incl. the already changed Fire and Advance to Army Movement).

Combat:

- Complete units stats overhaul.

- 0 exp units now represent inexperienced soldiers with no battle experience.

- Minor tweaks to artillery resistance.

- Ship hull resistance values.

- Faction specific naval guns introduced, balistic improved, short range gunnery is much more effective than long range fire.

- Brigs got 18pdr carronades - now they require Carronade research.

Fx:

- Ship damage textures improved again.

The Team

Mod Founder

JaM: Modding (diverse aspects), testing, researchment // focus-department: Combat.pack, Combat_MP.pack, Essentials.pack, partly: Campaign.pack, CAI.pack, Text.pack, patch-compatibility ; management (diverse), local moderator.

Joined post v0.5

DaVinci: Modding (diverse aspects), testing, researchment // focus-department: Campaign.pack, CAI.pack, Text.pack, partly: Combat.pack) ; management (forum/team coordination), local moderator.

Seijitai: Researchment, 2d art-graphics, testing // focus-department: historical detail researchment ; co-management (public promotion/relations person), local moderator.

Joined post v0.76

FilipVonZietek: Testing, researchment // focus-department: multi player mode.

St. Cyr: Testing, researchment // focus-department: single player mode ; public support (help moderation, FAQ authoring).

Joined while v0.76.1/0.7x (internal version)

♔Pdguru♔: Testing, researchment, 2d art-graphics, QM/visual effects // focus-department: single player mode ; public support (help moderation).

MrT: Testing, researchment // focus-department: single player mode ; public support (help moderation).

Shaggy1973: Modding, testing, researchment // focus-department: startpos.esf ; public support (help moderation).

rikktherek: Modding // focus-department: visual effects.

Ex-members (also non-membership/or inactive times)

MCM: Support, testing (joined the team post v0.6, departed the team after the 0.75 release as for a separate project).

♔Pdguru♔: Battle mode testing (joined the team post v0.6, departed the team after the 0.75 release); re-joined after 0.76 release.

Gill: Unit Maker candidate (joined the team post v0.75.1, departed the team due to real life things while v0.76.1/0.7x internal version).

Lord Zimoa: Historical advice, testing // focus-department: consulting campaign and battle mode development. Joined post v0.75.1. Departed while post-0.76.1/0.7x internal version, as for his Lordz Studio project duties and Real Life.

History

This was the first major released mod for N:TW. It featured progressive releases with updated elements and fixes instead of one uber mod a couple of months after the release.

Included Mods

Mod work used within NER or inspired by:

Bethencourt - Certain naval changes inspired by his ETW mod

Luntik - Generals suicide-tendency fix

Flagcarrier - tracers removal mod

Baron von Beer - Modified deployment zones mod (a highly recommended mod for NER)

Forum

Download link and Forum here; Napoleon Empire Realism

YOU can help us improve this Wiki! ~ Look for ways to help and editing advice. ~ If you need further advice, please post here.