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.

United Provinces (ETW Faction)

From TWC Wiki
Revision as of 07:50, 16 September 2011 by Frederick (talk | contribs) (Game Description)
Jump to navigationJump to search
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.

Game Description

The United Provinces are a Protestant stronghold in North-western Europe, a place where science, trade and freedom of thought have flourished since the Spanish were driven out in the last century. Having tamed their land and held back the sea, the Dutch have also embraced the sea and become the foremost naval power in the world. A mere generation ago, the Dutch navy sailed into the Thames and burned the English fleet at anchor: this kind of bravado and expertise is not quickly forgotten.

Dutch merchantmen range across the world’s oceans, and the wealth of the world passes through Dutch ports. Dutchmen can be found trading in the Indies, where they give the locals a run for their money, and the Caribbean. They are everywhere, in fact, where there is a profit to be made. Spanish claims to the New World and its trade are cheerfully ignored, as are Spanish threats. The Dutch have learned to live with Hapsburg threats hanging over their heads. Having beaten off brutal attempts to bring them to heel, the Dutch now have little love for Hapsburg-ruled Spain or Austria. A distant Catholic emperor holds no appeal for them. An expansionist France, on the other hand, does bear watching, and guarding against.

Other rivals close at hand are now less of a threat than they used to be. The British have been… tamed is too strong a word… brought to their senses by having a good, honest Dutchman on their throne. William III of Orange was an acceptable Protestant ruler for the British when they needed one. His presence has done much to calm relations, especially as the equally-mercantile British have designs on world trade that should rightfully be Dutch!

For the future, the Dutch have much to be hopeful about. They have a strong navy, and a tradition of victory. There is wealth aplenty in every corner of the world, if only the Dutch have the will to go and take it!

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 are the only playable faction that possesses regions in all three theatres at the beginning. 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. Finally, the United Provinces are the only republic at the beginning of the game, meaning that they have advantages in research and reduction in clamour for reform-useful traits to remember when taking control of new research stations. Unfortunately, a great number of the more powerful Dutch units--such as the Blue Guard, Holland Guard, Household Cavalry, and Garde du Corps-- are only available if the United Provinces becomes a monarchy.

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. Expanding in the Americas could initially be difficult due to the Dutch colonies being surrounded by French, Spanish, and Pirate territories. However, with the development of a strong fleet it is possible to wrest control from the pirates, and the development of a strong army in the Netherlands itself will discourage French and Spanish retaliation.

Regarding trade: an easy way of generating funds quickly is to send fleets of fluyts - the special Dutch trading ship - to the various trading theatres. Fluyts are sturdy ships that are only marginally weaker than galleons and are adequate protection against pirates and rival fleets in the early game. Of particular interest is the theatre in the East Indies, as the Dutch already have a fleet there and have a colony nearby (Ceylon), while all other European powers are too far away to take advantage of the region in the early game.

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

Warships

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