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Difference between revisions of "StartPos Mods (ETW)"

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{{mod3|mod=Startpos Mods (ETW)|image=|platform=[[Empire Total War]]|era=18th Century |leader=[[HusserlTW]]|mod-folder= |release=Varies, see mod sections below|map= }}
 
{{mod3|mod=Startpos Mods (ETW)|image=|platform=[[Empire Total War]]|era=18th Century |leader=[[HusserlTW]]|mod-folder= |release=Varies, see mod sections below|map= }}
  
The Startpos Mods for [[Empire Total War]] are a collection of varying mods that change the faction starting positions and playable factions in the Grand Campaign as well as units and buildings. This Series includes STURM UND DRANG 2, Greek Mod 2.3 and Empire Total Factions, as well as others.
+
 
 +
The '''Startpos Mods''' for [[Empire Total War]] began as an idea on transferring in "action" all the knowledge that came out of HuserlTW's research about startpos.esf file and the game's starting position. Two groups of mods are included in this series. First are those that just unlock or activate some in game elements like minor factions, emergent, etc. The second group includes full mods with some new scenario and ideas. This Series includes Empire Total Factions, Surm und Drang 2, The Civil War, Greek Mod and Early American Colonization mini campaigns for Americas map. More details in the [http://www.twcenter.net/forums/showthread.php?t=350349 mod thread].
 +
 
 +
 
 +
==Empire Total Factions==
 +
 
 +
 
 +
<div style="text-align: center;">
 +
[[Image:Etf_sm.JPG]]
 +
</div>
 +
 
 +
 
 +
Empire Total Factions (ETF) is a combination of several startpos mods that make playable all factions in the Early (normal), Late and Warpath campaigns. With ETF you can play as any faction with a couple of clicks, without replacing, copying or deleting any files, through the use of a dedicated launcher. Moreover the mod use it's own folder and do not overwrite any of the vanilla files. There is a choice of campaigns including:
 +
 
 +
* Early Campaign with all factions playable.
 +
 
 +
* Late Campaign with all factions playable (including emergent factions).
 +
 
 +
* Warpath Campaign with all factions playable, including emergent factions.
 +
 
  
 
==STURM UND DRANG 2==
 
==STURM UND DRANG 2==
This is a completely new version of STURM UND DRANG with the aims of the previous edition of the mod: to introduce new factions, adding in to the original game the flavour of modern nations' birth. This new mod version is stable, includes more factions, new units, improved AI and more. The AI this mod uses is a combination of Darth's CAI and Luntik's BAI. [http://www.twcenter.net/forums/showthread.php?t=401881 The Preview Thread]has more details. This mod will remain under constant development, HusserlTW has already started making more new factions. Every bit of help is most welcome especially in artistic work and in the creation of units and /or in bringing in existing unit mod packs.  
+
 
 +
<div style="text-align: center;">
 +
[[Image:Sd.png]]
 +
</div>
 +
 
 +
 
 +
In decade of 1770 some young German writers -among them '''J.W. von Goethe''' - made a movement called '''Sturm und Drang''' (Storm and Urge). This movement adopted the radical ideas of '''Johan Gottfried Herder''' (1744-1803). Herder had promoted the importance and the beauty of the German folk tradition, the Celtic and medieval gothic art, which had been stigmatized as primitive and brutal, comparing with fine and noble French art. He believed that language and literacy express the peculiar population spirit (Volksgeist) and declared that only the cultivation of mother language can permit population to escape from barbarity status. Giving a new meaning to the significance of "culture", Herder connected the unique cultural temperament or identity of a population (Kulturcharacter), with the location that he lives, the geographical and climate circumstances.
 +
 
 +
These ideas inspired Sturm and Drang and to the end of the 18th century the new political, patriotic movement of '''Romanticism''' (which later developed in an aesthetic and artistic one) had appeared. Romanticism was encouraging the estimation of folk poetry and tradition which created the so called national literacy and art. Herder's promoted connection between culture and location birthed the significance of '''Nation''' as unique and distinguishable cultural community. Every nation has the right to be declared as an equal distinguishable and independent political community, a state . In 19th century the modern nations-states started to appear tearing apart the old Grate Empires...
 +
 
 +
<div style="text-align: center;">
 +
 
 +
[[Image:Sd2.JPG]]
 +
</div>
 +
 
 +
The aim of Sturm und Drang mod is to add in the game the flavour and the heat of the new Nation-States creation in late 18th and 19th centuries. Sturm und Drang 2 presents a series of new factions that are not present in original game in a complete stable mod, with new units, improved AI and more. This mod will remain under constant development, HusserlTW has already started making more new factions. In current version the player can play as:
 +
 
 +
'''European factions:'''
 +
 
 +
* Iceland
 +
* Finland
 +
* Belgium
 +
* Risorgimento factions ( Regno d'Italia, Regno di Sardegna, Regno Lonbardo–Veneto)
 +
* Croatia
 +
* Serbia
 +
* Moldavia
 +
 
 +
'''American Factions:'''
 +
 
 +
* US (Early Campaign)
 +
* Haiti
 +
* Brazil (starting in region French Guiana)
 +
 
 +
'''Indian Factions:'''
 +
 
 +
* Sikh (Punjab)
 +
 
 +
More details in the [http://www.twcenter.net/forums/showthread.php?t=403545 mod thread].
  
 
===With Thanks to===
 
===With Thanks to===
 +
 
* [[DARTH VADER]]
 
* [[DARTH VADER]]
 +
 
* danova  
 
* danova  
 +
 
* ♔Sir Digby Chicken Caesar♔  
 
* ♔Sir Digby Chicken Caesar♔  
 +
 
* tiyafeh  
 
* tiyafeh  
 +
 
* Luntik  
 
* Luntik  
 +
 
* jarnomiedema
 
* jarnomiedema
  
==Greek Mod 2.3==
 
This is version 2.3 of the Greek mod with many changes that aim to make it more interesting and more joyful faction to play as. The most obvious changes are in textures. There are some fine textures made by Anastasios and some temporary textures made by HusserlTW. All the textures should be reworked by Anastasios in the next releases. Some units historically had traditional uniforms and guns. It has been attempted to make it as close as possible to the truth bearing in mind serious limitations in changing models.
 
  
However the most important changes in the game play are the changes in units stats and units recruitment. Stats where reworked have had in mind the VH level where Greece normally has no chance. Even now it is very challenging and only a TW expert has a few chances to succeed.  
+
==The Civil War Mod==
 +
 
 +
''<div style="text-align: center;">
 +
 
 +
" We have shared the incommunicable experience of war. We have felt, we still feel, the passion of life to its top. In our youths, our hearts were touched with fire."
 +
 
 +
[http://en.wikipedia.org/wiki/Oliver_Wendell_Holmes,_Sr. OLIVER WENDELL HOLMES]
 +
 
 +
</div>''
 +
 
 +
<div style="text-align: center;">
 +
[[Image:tcw_sm.png]]
 +
</div>
 +
 
 +
Perhaps the worst disaster for a nation -after losing its independence- is probably the civil war. Almost in all cases, history describes civil wars as very bloody affairs that cost great loses in human and material resources, while their results are extended for long time after its official end. The American Civil War (1861-1865) was such a brutal 4 years war which left behind 970.000 casualties ( 3% of the population), but also unsolved social, political, economic and racial tensions which continue to shape contemporary American thought. The causes of the war, the reasons for the outcome, and even the name of the war itself, are subjects of much controversy, even today.
 +
 
 +
"The Civil War" is the most common name, particularly in modern American usage. That is the name I also gave to this mod which is about the war between the American states. I've tried to combine the great CA's game of ETW, some of the excellent work of the Blue and the Gray mod team and the history of the civil war. Futures like historical portraits or the chronicle of the war give the opportunity to the player to enjoy a quality game and the same time to get some filling of the historical period mod is referred to. The grey, black and white colours that have been used in game's menu, loading screens, etc. represent the atmosphere of a fratricidal war, as it is the civil war, written among the blackest pages of a nation's history...
 +
 
 +
<div style="text-align: center;">
 +
[[Image:TCWlog.png]]
 +
</div>
 +
 
 +
TCW mod contains 6 campaigns in first official release. Three of them can be played as Confederate States and three as Union States. There are two "classic" and one "mission" campaign for each. Classic are the campaigns where both factions start more or less according the historical positions they had after the seceding of the southern states. They are available in global map (grand campaign) and American map (warpath campaign). Mission campaigns start in non historical positions and are available only in global map. In CS mission, the Confederate owns only Virginia and N&S Carolinas. The rest Southern states have established the Lower Southern States which is allied to CS, while Union is in whole piece. In second turn a mission is assigned for CS and if it is successful LCS joins CS.
 +
 
 +
US mission has a different scenario. Here Union States own Pennsylvania, New York and New England. The Northern States from Maine to Illinois belong to Northern Confederate States allied to US. All the rest states are separate individual factions with southern states allied to CS which owns only Virginia. Meryland, Kentucky and Missouri States are neutral to both US and CS. In second turn a mission is assigned by NCS to US with the reward of unification in one nation. Northern states recruit Union type units and southern Confederate type.
 +
More details in the [http://www.twcenter.net/forums/showthread.php?t=425018 mod thread].
 +
 
 +
===With Thanks to===
 +
 
 +
* Blue and the Gray mod team
 +
 
 +
* Danova
 +
 
 +
* Sir Digby Chicken Caesar
 +
 
 +
* Britabroad
 +
 
 +
* Kungfuserge
  
The Mod adds new buildings and units to the Greek Faction, see the [http://www.twcenter.net/forums/showthread.php?t=323668 mod thread] for more details.
+
* Swiss Halberdier
 +
 
 +
 
 +
==The Greek Mod==
 +
<div style="text-align: center;">
 +
 
 +
[[Image:Grmod.jpg]]
 +
</div>
 +
 
 +
 
 +
Greek mod aims to present the first steps of the modern Greek State birth that came out from the flames of 1821 Revolution against Ottomans. The mod was first founded by Demis14 but was abandoned in version 1.3. HusserlTW and Anastasios developed it further, presenting a completely new mod. Greek army reformed completely to reflex the time period with historical accurate names and descriptions while Anastasios remade all textures. Many Grrek stuff added like titles, prestige buildings, special edition naval units, a mass AOR system, improved animations and many more.  More details in the [http://www.twcenter.net/forums/showthread.php?t=323668 mod thread].
  
 
===With Thanks to===
 
===With Thanks to===
 +
 
* Danova
 
* Danova
 +
 
* Sir Digby Chicken Caesar
 
* Sir Digby Chicken Caesar
 +
 
* tiyafeh
 
* tiyafeh
 +
 
* Kungfuserge
 
* Kungfuserge
 +
 
* DARTH VADER
 
* DARTH VADER
 +
 
* Gertrudius!
 
* Gertrudius!
 +
 
* KKB5
 
* KKB5
  
==Empire Total Factions==
 
Empire Total Factions (ETF) is a combination of the several startpos mods that make playable all factions in the Early (normal), Late and Warpath campaigns. With ETF you can play as any faction with a couple of clicks, without replacing, copying or deleting any files, through the use of a dedicated launcher. Moreover the mod use it's own folder and do not overwrite any of the vanilla files. There is a choice of campaigns including:
 
* Early Campaign with all factions playable.
 
* Late Campaign with all factions playable.
 
* Late Campaign with all emergent factions unlocked and present from the start of the campaign.
 
* Late Campaign as an emergent faction but the others are not unlocked and present in the start. In this case you have to choose the specific faction in the ETF interface.
 
* Warpath Campaign with all factions playable, including emergent factions.
 
  
 
==Early American Colonisation==
 
==Early American Colonisation==
This mod is about the American colonization in the 17th century. At this time Spain has already established colonial territory in Central and South America, and in the Caribbean. Starting in 1647, it uses the third episode of Road to Independence as a base.  European factions have a strong presence in the Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements on the coastline of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are at peace, have trade relations and some of them are allied with the natives that own the regions they have settled down in. All North America and Newfoundland belongs to the native Americans. In the Caribbean strong pirates are looking to loot passing trade ships. The Europeans can recruit armies in all regions they own, but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. in every region. Professional units can be recruited in limited numbers only in the starting regions and the major cities that they may conquer like Boston, Pennsylvania or Quebec. Some units are excluded completely from the game for historical reasons. Natives have limits on the numbers of firearm-armed units, and cannot recruit artillery. Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy Ist) and the steam ships. The pirates can recruit strong fleets. All types of naval ships can be recruited in trading ports so there is no need to build dedicated naval ports.  
+
 
 +
<div style="text-align: center;">
 +
[[Image:Eac.JPG]]
 +
</div>
 +
 
 +
 
 +
This mod is about the American colonization of the 17th century. At this time Spain has already established colonial territory in Central and South America, and in the Caribbean. Starting in 1647, it uses the third episode of Road to Independence as a base.  European factions have a strong presence in the Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements on the coastline of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are at peace, have trade relations and some of them are allied with the natives that own the regions they have settled down in. All North America and Newfoundland belongs to the native Americans. In the Caribbean strong pirates are looking to loot passing trade ships. The Europeans can recruit armies in all regions they own, but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. in every region. Professional units can be recruited in limited numbers only in the starting regions and the major cities that they may conquer like Boston, Pennsylvania or Quebec. Some units are excluded completely from the game for historical reasons. Natives have limits on the numbers of firearm-armed units, and cannot recruit artillery. Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy Ist) and the steam ships. The pirates can recruit strong fleets. All types of naval ships can be recruited in trading ports so there is no need to build dedicated naval ports.
 +
 
 +
More details in the [http://www.twcenter.net/forums/showthread.php?t=316228 mod thread].
  
 
===European colonial factions===
 
===European colonial factions===
 +
 
* British West Indies
 
* British West Indies
 +
 
* Nova Gallia (New France)
 
* Nova Gallia (New France)
 +
 
* Westindische Compagnie (Dutch West India Company)
 
* Westindische Compagnie (Dutch West India Company)
 +
 
* Nya Sverige (New Sweden)
 
* Nya Sverige (New Sweden)
 +
 
* Neu Kurland (New Courland)
 
* Neu Kurland (New Courland)
 +
 
* New Spain
 
* New Spain
  
 
===Native American Factions===
 
===Native American Factions===
 +
 
* Innu
 
* Innu
 +
 
* Ongwanonsionni
 
* Ongwanonsionni
 +
 
* Ochetiyotipi Shakowin (Sioux)
 
* Ochetiyotipi Shakowin (Sioux)
 +
 
* Ani-Yunwiya
 
* Ani-Yunwiya
 +
 
* Wendat
 
* Wendat
  
 
===With Thanks to===
 
===With Thanks to===
 +
 
* Demokritos, for his research
 
* Demokritos, for his research
 +
 
* Hinkel, for his help in making flags.
 
* Hinkel, for his help in making flags.
 +
  
 
==Early American Colonisation for Warpath Campaign==
 
==Early American Colonisation for Warpath Campaign==
 +
 
This mod is based on the Warpath campaign map. It follows the same concepts and scenario of EAC that is based on the RTI episode 3 campaign map. The Warpath Campaign has the advantages of more regions, units and factions. In this mod there are 2 more native factions (7 in total), Pirates are back and all the new vanilla units from Warpath are included.  
 
This mod is based on the Warpath campaign map. It follows the same concepts and scenario of EAC that is based on the RTI episode 3 campaign map. The Warpath Campaign has the advantages of more regions, units and factions. In this mod there are 2 more native factions (7 in total), Pirates are back and all the new vanilla units from Warpath are included.  
 +
More details in the [http://www.twcenter.net/forums/showthread.php?t=316231 mod thread].
 +
 
===Native factions===
 
===Native factions===
 +
 
* Ochetiyotipi Shakowin (Sioux alliance of Mdewakanton, Wahpeton, Wahpekute, Sissiton, Yanktonai, Yankton and Teton)
 
* Ochetiyotipi Shakowin (Sioux alliance of Mdewakanton, Wahpeton, Wahpekute, Sissiton, Yanktonai, Yankton and Teton)
 +
 
* Myaamia Confederacy (the alliance of Miami, Shawnee, Delaware, Wyandot, Mingo, Chickamauga-Cherokee etc)
 
* Myaamia Confederacy (the alliance of Miami, Shawnee, Delaware, Wyandot, Mingo, Chickamauga-Cherokee etc)
 +
 
* Ocesvlke Tvlwv-vlke (the ”v” is pronounced as English ”a”) (Creek Confederacy)
 
* Ocesvlke Tvlwv-vlke (the ”v” is pronounced as English ”a”) (Creek Confederacy)
 +
 
* Wabanaki (confederacy of Abenaki, Maliseet, Penobscot, Passamaquoddy and Mi'kmaq)
 
* Wabanaki (confederacy of Abenaki, Maliseet, Penobscot, Passamaquoddy and Mi'kmaq)
 +
 
* Numunuu (Comanche)
 
* Numunuu (Comanche)
 +
 
* Oñgwanonsioñni (Iroquois Confederacy of Mohawk, Oneida, Onondaga, Cayuga and Seneca, plus Tuscarora later)
 
* Oñgwanonsioñni (Iroquois Confederacy of Mohawk, Oneida, Onondaga, Cayuga and Seneca, plus Tuscarora later)
 +
 
* Anishinaabeg (tribal group of Ojibwe, Ottawa, Potawatomi, Algonkin, Nipissing, Mississauga and Saulteaux)
 
* Anishinaabeg (tribal group of Ojibwe, Ottawa, Potawatomi, Algonkin, Nipissing, Mississauga and Saulteaux)
 +
 +
 
===With Thanks to===
 
===With Thanks to===
 +
 
* Demokritos for his research.
 
* Demokritos for his research.
 +
  
 
== External Links ==
 
== External Links ==

Revision as of 06:25, 26 May 2011

Template:Mod3


The Startpos Mods for Empire Total War began as an idea on transferring in "action" all the knowledge that came out of HuserlTW's research about startpos.esf file and the game's starting position. Two groups of mods are included in this series. First are those that just unlock or activate some in game elements like minor factions, emergent, etc. The second group includes full mods with some new scenario and ideas. This Series includes Empire Total Factions, Surm und Drang 2, The Civil War, Greek Mod and Early American Colonization mini campaigns for Americas map. More details in the mod thread.


Empire Total Factions

Etf sm.JPG


Empire Total Factions (ETF) is a combination of several startpos mods that make playable all factions in the Early (normal), Late and Warpath campaigns. With ETF you can play as any faction with a couple of clicks, without replacing, copying or deleting any files, through the use of a dedicated launcher. Moreover the mod use it's own folder and do not overwrite any of the vanilla files. There is a choice of campaigns including:

  • Early Campaign with all factions playable.
  • Late Campaign with all factions playable (including emergent factions).
  • Warpath Campaign with all factions playable, including emergent factions.


STURM UND DRANG 2

Sd.png


In decade of 1770 some young German writers -among them J.W. von Goethe - made a movement called Sturm und Drang (Storm and Urge). This movement adopted the radical ideas of Johan Gottfried Herder (1744-1803). Herder had promoted the importance and the beauty of the German folk tradition, the Celtic and medieval gothic art, which had been stigmatized as primitive and brutal, comparing with fine and noble French art. He believed that language and literacy express the peculiar population spirit (Volksgeist) and declared that only the cultivation of mother language can permit population to escape from barbarity status. Giving a new meaning to the significance of "culture", Herder connected the unique cultural temperament or identity of a population (Kulturcharacter), with the location that he lives, the geographical and climate circumstances.

These ideas inspired Sturm and Drang and to the end of the 18th century the new political, patriotic movement of Romanticism (which later developed in an aesthetic and artistic one) had appeared. Romanticism was encouraging the estimation of folk poetry and tradition which created the so called national literacy and art. Herder's promoted connection between culture and location birthed the significance of Nation as unique and distinguishable cultural community. Every nation has the right to be declared as an equal distinguishable and independent political community, a state . In 19th century the modern nations-states started to appear tearing apart the old Grate Empires...

Sd2.JPG

The aim of Sturm und Drang mod is to add in the game the flavour and the heat of the new Nation-States creation in late 18th and 19th centuries. Sturm und Drang 2 presents a series of new factions that are not present in original game in a complete stable mod, with new units, improved AI and more. This mod will remain under constant development, HusserlTW has already started making more new factions. In current version the player can play as:

European factions:

  • Iceland
  • Finland
  • Belgium
  • Risorgimento factions ( Regno d'Italia, Regno di Sardegna, Regno Lonbardo–Veneto)
  • Croatia
  • Serbia
  • Moldavia

American Factions:

  • US (Early Campaign)
  • Haiti
  • Brazil (starting in region French Guiana)

Indian Factions:

  • Sikh (Punjab)

More details in the mod thread.

With Thanks to

  • danova
  • ♔Sir Digby Chicken Caesar♔
  • tiyafeh
  • Luntik
  • jarnomiedema


The Civil War Mod

" We have shared the incommunicable experience of war. We have felt, we still feel, the passion of life to its top. In our youths, our hearts were touched with fire."

OLIVER WENDELL HOLMES

Tcw sm.png

Perhaps the worst disaster for a nation -after losing its independence- is probably the civil war. Almost in all cases, history describes civil wars as very bloody affairs that cost great loses in human and material resources, while their results are extended for long time after its official end. The American Civil War (1861-1865) was such a brutal 4 years war which left behind 970.000 casualties ( 3% of the population), but also unsolved social, political, economic and racial tensions which continue to shape contemporary American thought. The causes of the war, the reasons for the outcome, and even the name of the war itself, are subjects of much controversy, even today.

"The Civil War" is the most common name, particularly in modern American usage. That is the name I also gave to this mod which is about the war between the American states. I've tried to combine the great CA's game of ETW, some of the excellent work of the Blue and the Gray mod team and the history of the civil war. Futures like historical portraits or the chronicle of the war give the opportunity to the player to enjoy a quality game and the same time to get some filling of the historical period mod is referred to. The grey, black and white colours that have been used in game's menu, loading screens, etc. represent the atmosphere of a fratricidal war, as it is the civil war, written among the blackest pages of a nation's history...

TCWlog.png

TCW mod contains 6 campaigns in first official release. Three of them can be played as Confederate States and three as Union States. There are two "classic" and one "mission" campaign for each. Classic are the campaigns where both factions start more or less according the historical positions they had after the seceding of the southern states. They are available in global map (grand campaign) and American map (warpath campaign). Mission campaigns start in non historical positions and are available only in global map. In CS mission, the Confederate owns only Virginia and N&S Carolinas. The rest Southern states have established the Lower Southern States which is allied to CS, while Union is in whole piece. In second turn a mission is assigned for CS and if it is successful LCS joins CS.

US mission has a different scenario. Here Union States own Pennsylvania, New York and New England. The Northern States from Maine to Illinois belong to Northern Confederate States allied to US. All the rest states are separate individual factions with southern states allied to CS which owns only Virginia. Meryland, Kentucky and Missouri States are neutral to both US and CS. In second turn a mission is assigned by NCS to US with the reward of unification in one nation. Northern states recruit Union type units and southern Confederate type. More details in the mod thread.

With Thanks to

  • Blue and the Gray mod team
  • Danova
  • Sir Digby Chicken Caesar
  • Britabroad
  • Kungfuserge
  • Swiss Halberdier


The Greek Mod

Grmod.jpg


Greek mod aims to present the first steps of the modern Greek State birth that came out from the flames of 1821 Revolution against Ottomans. The mod was first founded by Demis14 but was abandoned in version 1.3. HusserlTW and Anastasios developed it further, presenting a completely new mod. Greek army reformed completely to reflex the time period with historical accurate names and descriptions while Anastasios remade all textures. Many Grrek stuff added like titles, prestige buildings, special edition naval units, a mass AOR system, improved animations and many more. More details in the mod thread.

With Thanks to

  • Danova
  • Sir Digby Chicken Caesar
  • tiyafeh
  • Kungfuserge
  • DARTH VADER
  • Gertrudius!
  • KKB5


Early American Colonisation

Eac.JPG


This mod is about the American colonization of the 17th century. At this time Spain has already established colonial territory in Central and South America, and in the Caribbean. Starting in 1647, it uses the third episode of Road to Independence as a base. European factions have a strong presence in the Caribbean, in Central and in northern parts of South America. All of them, except New Spain, also maintain trade settlements on the coastline of North America. These settlements are presented as forts and they are protected by a stationed garrison. In the beginning, Europeans are at peace, have trade relations and some of them are allied with the natives that own the regions they have settled down in. All North America and Newfoundland belongs to the native Americans. In the Caribbean strong pirates are looking to loot passing trade ships. The Europeans can recruit armies in all regions they own, but there are limitations in the type and the numbers of units. Generally they can recruit unlimited units of settlers, militia, minutemen, native mercenaries, etc. in every region. Professional units can be recruited in limited numbers only in the starting regions and the major cities that they may conquer like Boston, Pennsylvania or Quebec. Some units are excluded completely from the game for historical reasons. Natives have limits on the numbers of firearm-armed units, and cannot recruit artillery. Unavailable naval units include the ships that are over 3rd rate (2nd, 1st, Heavy Ist) and the steam ships. The pirates can recruit strong fleets. All types of naval ships can be recruited in trading ports so there is no need to build dedicated naval ports.

More details in the mod thread.

European colonial factions

  • British West Indies
  • Nova Gallia (New France)
  • Westindische Compagnie (Dutch West India Company)
  • Nya Sverige (New Sweden)
  • Neu Kurland (New Courland)
  • New Spain

Native American Factions

  • Innu
  • Ongwanonsionni
  • Ochetiyotipi Shakowin (Sioux)
  • Ani-Yunwiya
  • Wendat

With Thanks to

  • Demokritos, for his research
  • Hinkel, for his help in making flags.


Early American Colonisation for Warpath Campaign

This mod is based on the Warpath campaign map. It follows the same concepts and scenario of EAC that is based on the RTI episode 3 campaign map. The Warpath Campaign has the advantages of more regions, units and factions. In this mod there are 2 more native factions (7 in total), Pirates are back and all the new vanilla units from Warpath are included. More details in the mod thread.

Native factions

  • Ochetiyotipi Shakowin (Sioux alliance of Mdewakanton, Wahpeton, Wahpekute, Sissiton, Yanktonai, Yankton and Teton)
  • Myaamia Confederacy (the alliance of Miami, Shawnee, Delaware, Wyandot, Mingo, Chickamauga-Cherokee etc)
  • Ocesvlke Tvlwv-vlke (the ”v” is pronounced as English ”a”) (Creek Confederacy)
  • Wabanaki (confederacy of Abenaki, Maliseet, Penobscot, Passamaquoddy and Mi'kmaq)
  • Numunuu (Comanche)
  • Oñgwanonsioñni (Iroquois Confederacy of Mohawk, Oneida, Onondaga, Cayuga and Seneca, plus Tuscarora later)
  • Anishinaabeg (tribal group of Ojibwe, Ottawa, Potawatomi, Algonkin, Nipissing, Mississauga and Saulteaux)


With Thanks to

  • Demokritos for his research.


External Links