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United Provinces (ETW Faction)

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Revision as of 19:57, 8 October 2010 by 98.228.226.145 (talk) (Navy)
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United Provinces (ETW Faction)
Dutch flag.jpg
Name: United Provinces
From Game: Empire: Total War
Religion:Protestant
Culture: European
Playable:


The United Provinces are one of the 11 playable nations in Empire: Total War's Grand Campaign. They are considered a major faction in the game.

Overview

The United Provinces, also known as the Netherlands or Holland, had been under Spanish rule for quite some time. However, they eventually declared their independence and defended it with blood and steel. At the beginning of the 18th century, the country is now an independant republic and no longer under Spanish dominance. While their former rulers still hold the region of Flanders to the south, the Netherlands have successfully established themselves amongst the other European powers. The young republic has already become a centre of trade and mercantilism. Dutch trade ships reach every corner of the world and bring the riches of Asia, Africa and America to the European customers. Furthermore, the Dutch have already founded several colonies, ranging from Dutch Guyana in South America to Sri Lanka and possessions in Indonesia.

However, Holland is surrounded by powerful adversaries. Spain is still bitter about the defeat and wants to reclaim its old province. On top of that, Spain's ally France is expanding rapidly and the small republic might seem to be easy prey. In Germany, the smaller states but also kingdoms like Prussia and Austria want to increase their territory and the United Provinces might become a target sooner or later. In India, expansion might be hard for the Dutch since both the Maratha Confederacy and the Mughal Empire are rather powerful. And in America, the Netherlands have to face many already established colonial empires.

Will the small, rich republic be able to overcome its disadvantages? Can traders become the rulers of the known world?

Starting Position

The United Provinces start with the Netherlands in the European theatre, Curaçao and Dutch Guyana in the American theatre and Ceylon in the Indian theatre. They also begin with a trade fleet in the East Indies trade theatre. The Dutch start allied to Great Britain and Austria. They also start with trade agreements with the Mughal Empire, the Maratha Confederacy and Great Britain. Good starting moves for the Dutch are to consolidate control of Flanders - under Spanish Rule - and either Westphalia to the South or Hannover to the East. This will give the Dutch a strong hold over Northern Europe. Wiping out the French by taking Paris early is also a good plan, and allows the Dutch forces in the Carribean and Southern America to take French colonies without being too worried about the situation back home in Europe. Expansion in India is also a lucrative idea, and taking Southern India - especially Mysore - will help fund the expansion in other theatres which do not make as much money as this one. Another easy way of generating funds quickly is to send fleets of Fluyts - the special Dutch trading ship - to either Brazil or the Ivory Coast. This will bring in an awful lot of money to help fund exapansion. The Dutch have a hard starting position at first glance, but a closer inspection shows that a careful choice of alliances can assure the Dutch easy conquest and easy financial gain.

Victory Conditions

Short Campaign

Capture and hold 15 regions by the end of the year 1750, including: Ceylon, Curaçao, French Guyana, New Andalusia, Dutch Guyana, Carnatica, Flanders, New York, and the Netherlands.

Long Campaign

Capture and hold 25 regions by the end of the year 1799 including: Ceylon, Curaçao, French Guyana, New Andalusia, Dutch Guyana, Carnatica, Flanders, New York, the Netherlands, Bijapur, Mysore, and Goa.

World Domination

Capture and hold 40 regions by the end of the year 1799, including: the Netherlands.

Basics at start

  • Protectorates – None
  • AlliesAustria, Great Britain
  • Trade PartnersGreat Britain, Maratha Confederacy, Mughal Empire
  • EnemiesBarbary States, Pirates
  • Religion – Protestant
  • Government – Republic
  • Ruler – Willem (President)
  • Population – 2,137,943
  • Prosperity – Affluent
  • Prestige – Moderate
  • Treasury – 7500
  • Technology - None
  • Missionaries – Jeroen Grasdyke (Ceylon)
  • Rakes – Willem Ganesvoort (Flanders)
  • Gentlemen – Willem’s Gravesande (The Netherlands)
  • Generals - Hendrick van Nassau-Ouwerkerk (The Netherlands), Christiaan van Waldeck (Amsterdam), Joord Coster (Trincomalee)
  • Admirals - Philips van Almonde (North Sea), Gerard Callenburgh (Caribbean Sea)

Europe Theatre

Amsterdam, The Netherlands
  • Starting Buildings – Barracks, State Capitol, Conservatorium, Admiralty, Cannon Foundry, Settlement Fortifications
  • Infrastructure - Basic Roads
  • Population – 1,890,682
  • Wealth – 2550
  • Religion – Protestantism 95.0%, Catholicism 5.0%
  • Starting Towns/PortsLeeuwarden Farmland (Not Developed), Emmen Farmland (Tenanted Farms), Den Haag (Weaver’s Cottage), Rotterdam (Commercial Port), Utrecht (School)
  • Later Villages/Ports – None

India Theatre

Trincomalee, Ceylon
  • Starting Buildings – Army Encampment, Magistrate
  • Infrastructure – Not Developed
  • Population – 239,114
  • Wealth – 873
  • Religion – Protestantism 0.0%, Catholicism 30.0%, Hinduism 35.0%, Buddhism 35.0%
  • Starting Towns/PortsAnamaduwa Wetlands (Rice Paddies), Ratnapura Mines (Not Developed), Kandy (Craft Workshop Weavers), Colombo (Trading Port)
  • Later Villages/Ports – None
  • PlantationsDimbula Plantations (Small Tea Plantation)

America Theatre

Punda, Curacao
  • Starting Building – Military Governor’s Barracks
  • Infrastructure – Not Developed
  • Population – 5,092
  • Wealth – 612
  • Religion – Protestantism 95.0%, Animism 5.0%
  • Starting Towns/PortsKralendijk (Craft Workshops Weavers), Otrobanda (Trading Port)
  • Later Villages/Ports – None
  • PlantationsAruba (Small Sugar Plantation)
Paramaribo, Dutch Guyana
  • Starting Building – Magistrate
  • Infrastructure – Not Developed
  • Population – 3,055
  • Wealth – 2793
  • Religion – Protestantism 80.0%, Animism 20.0%
  • Starting Towns/PortsYuruan Mines (Open Gem Pit), Paranam Mines (Gold Mine), Moengo Forests (Not Developed), Demarara (Trading Port)
  • Later Villages/Ports – None
  • PlantationsGroningen (Small Sugar Plantation)

Units

Artillery

Infantry

Cavalry

Navy

Trading

Special Units

The Dutch special units are the Fluyt - a heavily armed trading vessel comparable to a fifth rate ship - and the V.O.C. Infantrymen and Cavalrymen in the India theater. These are independent soldiers who are comparable to Line Infantry or Colonial Line Infantry in the other two theatres of war.

Empire: Total War | Factions | Playable Factions:
Austria | France | Great Britain | Marathas | Ottoman Empire | Poland-Lithuania | Prussia | Russia | Spain | Sweden | United Provinces | United States* *Must complete Road to Independence to unlock United States
Non-playable Factions:
Barbary States | Bavaria | Cherokee Nations | Courland | Crimean Khanate | Dagestan | Denmark | Genoa | Georgia | Hannover | Huron Confederacy | Inuit Nations | Iroquois Confederacy | Italian States | Knights of St. John | Morocco | Mughal Empire | Mysore | Plains Nations | Portugal | Pueblo Nations | Persia | Pirates | Savoy | Venice | Westphalia | Wurttemberg
Protectorate Factions:
Barbary States | Courland | Crimean Khanate | Louisiana | New Spain | Saxony | Thirteen Colonies
Emergent Factions:
Afghanistan | Gran Colombia | Greece | Hessen | Hungary | Ireland | Mamelukes | Mexico | Naples & Sicily | Norway | Punjab | Quebec | Scotland | United States
Cancelled Factions:
Khanate of Khiva | Tuscany | Mecklenburg | Schleswig-Holstein | Swiss Confederation
Tutorial Factions:
Virginia Colonists | Powahatan Confederacy
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