We recall Empirenullapoleon: Total War
For a long time I considered Empire: Total War to a failure for Creative Assembly. The start of the full bugs, and many disadvantages, both in strategic mode and in battles. What was my surprise when I found a small, but fairly strong community of fans from the game. The game is loved and considered an important milestone in the development of the series.
The era of empires
At first glance, innovations in Empire are insignificant in nature. Players are still developing cities, gaining soldiers and moving the army. Previous games of the mechanics series were rather wide than deep. Mechanics in Rome or Medieval 2 was enough, but they were weakly connected with each other. In Empire, the developers decided to change this.
Starting from the world map. Three main regions have become available to us: European-Mediterranean, India with interfluve. Caribbean pool with part of North and South America, as well as four coastal territories with factories among America and Africa and Asia. For this I had to pay a modest number of provinces. If this is imperceptibly in Russia and Turkey, then European countries have reduced to one two provinces (not counting the colonies). This situation is compensated by the fact that the province itself has changed its structure. There is also a central city, having captured which can be attached to the territory, but appeared
Create an empire over which the sun will never come out, but a big piece of the world is possible to bite
Introduced a strange division of the central cities of the provinces into large and small. For the large, all construction opportunities are available, while for a small province you can improve only the main building and walls. Depending on the main building, they can be specialized. Developing in a military or economic direction. The central city of a small province cannot turn into a large village, no matter how large the population is, which seriously limits the possibilities and looks strange.
By the way about the economy. For war, you need three things money, money and even more money. If the militias are relatively cheap, then the basic infantry is a linear infantry as a knight in complete vestments, and the construction of a battleship will easily devastate the annual budget. Therefore, unlike previous games of the series, competent economic development of their own territories means, sometimes more than conquering. Each province has a welfare parameter of the region showing how much money is in circulation. In the treasury there is a percentage depending on the tax rate. Interestingly, the meaning of well -being is growing over time. Theoretically, the maximum income bar is not limited by anything. But this growth can be reduced or even turned back with large taxes or enemy actions. And the magnitude of the well -being, and the growth can be spurred by constructing certain buildings in the villages or by opening certain technologies.
Trading has not gone anywhere, risky, but, nevertheless, a more profitable way to replenish the treasury. Already at the beginning of the game, trade will bring income comparable to other sources, and in the future much superior. To receive income, trade routes are necessary, both by sea and before land to the capital. In addition to some averaged goods, trade is conducted by luxury goods like sugar, furs or ivory mined both in settlements and with the help of special ships located in factories. The danger is that in the event of a war, the enemy can easily block the trading path anywhere, depriving the player of income.
An important milestone in development in the series is the introduction of a full -fledged tree of technology, divided into three areas: military, economic and social. With the first two branches is quite clear. Military technology is responsible for the army, artillery and fleet. Moving on it, the player receives new types of soldiers, ability and improvement of characteristics. The economic branch is responsible for the occupancy of the budget and the improvement of buildings. There are somewhat more complicated ones with social improvements to the economy with public order and an increase in the speed of development of new technologies. With this branch you need to be more careful as it is too quickly invested, you can get a deterioration in public order due to the requirements for reforms. Schools (or their improved versions) are needed for research, and you can conduct several research at once in different schools. Limit the rapid development of not only the time of research, but also the requirements of the availability of appropriate buildings. Want to go further along the branch of the troops? Build barracks of the next level. It is necessary to move towards advanced agriculture? At least one improved farm should be.
Separately, I want to note the entire reference interface. Economic and political information has become even more voluminous, but more convenient for understanding. In a couple of clicks you can get almost any information about your empire.
Politics is internal and external
Interestingly, public administration has become much more complex, and various parameters more affect each other. Take, for example, public order. Unlike the previous and many subsequent games of the series in the state, two strata: ordinary people and aristocracy (replaced by the middle class in the republic). For each stratum of the population, public order is its own, as well as factors affecting it. Moreover, the same, can have the opposite effect. So the peasants do not like industrialization, but the aristocrat, on the contrary. Religion is important for the ordinary population at that time, and economic preferences are important for the highest class. The government and the state system also have a serious effect.
Our heads of state are now not rushing along the battlefield, but sit in the offices. The government has its head and a number of ministers giving bonuses depending on their skills. There are three types of government: absolute and constitutional monarchies and the republic. Unfortunately, the forms of government are changing only during civil wars, when some of the classes is quite dissatisfied with the politics to rebel, after which they will offer to choose to support loyalists or rebels. The construction of the state differs by the method of government formation: the player appoints ministers in the monarchy, and elections are held in the republic that the player has little effect. Each system has its own bonuses. So the monarchy likes the aristocrats and ensures order at the expense of the garrison, and the republic receives a serious bonus for technological development.
In addition to members of the government, other personalized characters have not disappeared. The generals lost most of the social capabilities, but the troops are still leading to battle. They can be hired in any quantity, there would be money. Also, in addition to the cavalry, any unit can be prescribed to bodyguards. There were three agents again: a nobleman/scientist, a priest and a saboteur. Their total number is limited by the corresponding buildings, and they themselves cannot be recruited. Agents appear themselves, and in completely random places.
The most useful agent is a priest. His only task is converting into the religion of the faction, there is the benefit of this, but is minimal due to a substantial (compared to previous games) the influence of religion on public order. The saboteur incorporated the possibilities of a spy and killer. He can scout the situation in cities, arrange a sabotage or kill an enemy character. The nobleman (he is a scientist) firstly helps to accelerate research if he is sent to the university or increases the capabilities of production buildings. It can also be sent to the school of another power and try to steal technology. To counteract the enemy nobles, it is possible to join a duel, but the benefits of this Erzatz the killer are not great. I wonder that you can choose a type of duel.
Ambassadors are excluded from the list of agents. Now communication with other fractions is carried out through a separate menu. Very convenient innovation, but it is not the only. Now you can see from what the ratio of fractions with each other is formed. A similar form of government or faith, long trade relations and even common opponents have a beneficial effect on relations, and vice versa, the work of agents, expansion, weak skills of the ruler or ministers, and so on negatively affects.
Diplomacy began to influence the game more strongly. There are no more free lands inhabited by certain rebels. The world is divided between large and secondary nations and with each it is possible to conclude agreements. Countries are much more willing to go to an alliance or the formation of a protectorate, so the battles often go between coalitions. It is always worth watching who is in a relationship with whom. Want to protect the rear and focus all forces on one front? Give your neighbor a disputed region or technology. Who knows, maybe this will be the beginning of excellent friendship or just a delay before a new conquest.
Love for large battalions
Military operations with the preserved basis https://slottiocasino.uk/ have changed in order to match the era more. Starting the battle, you can immediately say goodbye to the dynamic gameplay of the previous parts. The dawn of the powder era has come and the main forces will be soldiers with muskets and artillery. A large role is played not by tactical maneuvers, but by tactical positioning, t.e arrange soldiers and guns so that the maximum number of trunks is directed towards the enemy. Compared to previous games, the gameplay seems viscous and not responsive. At first, inexperienced soldiers and gunners are difficult to fall into the enemy. In the first few moves, it is more profitable to send soldiers to hand -to -handing soldiers, joining the bayonets. Which, by the way, still need to be investigated. And yes, the influence of technology is significant. On the one hand, the player will initially have a limited number of tactical capabilities. They even selected what was available in previous games. On the other hand, the studied technologies fundamentally change tactics. We take the same bayonets, the first option simply turns the shooters into a near battle to the end of the battle, and further development will allow you to shoot without removing the bayonet. Each new study makes the army more deadly: new ammunition for guns, tactical constructions and new units. The army at the beginning and middle of the campaign is felt in different ways, even if it consists of the same units. And here is another thesis. There are no useless units in Empire. Each unit has its own tactical niche. For example, a linear infantry holds the front, a light infantry plays the role of shooters, using a greater range of shooting and retreating. The cores of guns, howitzers and mortar are ideal for firing over long distances and fortifications, and special ammunition in the form of buckshot and bombs for the extermination of soldiers.
During the battles, the game looks good. If I have some complaints to the landscape, then there are almost no models. Soldiers look beautiful even according to modern standards, the uniforms are generally reliable for the era, equipment and weapons are changing depending on the studied technology. It is not enough for the soldiers for the soldiers, as if you are in the wars of clones, but in general it is not too important. Approaching you can hear, drum fighting and screams of teams, and given in the language of the fraction.
There are no mercenaries in this part, so the absent niches should help close the territorial troops. How in the first Mediaval capturing certain provinces, the player will be able to gain unique units. Some of these units lose relevance as technology develops, while others will be useful in any army in any army. It helps that now the replenishment of units does not require return to the city. It is enough to pay a certain amount in the army screen and wait a few moves.
The battle tactics are not limited to the capabilities of units. As in previous games, the terrain has to be taken into account: the hills blocking the fire with direct fire, the swamp slowing down soldiers and so on. There was an opportunity to occupy shelters behind the fences or enter some buildings. If the army stood several moves in the field without movement, before the start of the battle, you can arrange protective fortifications: slingshots, embankments and gearboxes.
But the sieges are no longer impressive. Local squat fortifications do not look as impressive as medieval locks. But you can take from literally on the move, not only with the help of artillery, but also due to the fact that soldiers can throw ropes with cats on which they climb. Defenders can take positions on the walls on the walls.
Unfortunately, terrestrial battles are not deprived of shortcomings. It can be seen that the engine was poorly worked out. Units do not always see the height difference because of which shots go to the ground. For the implementation of finishing and some attacks, soldiers in units should “go” to a certain position, which looks very strange.
Novina series – sea battles. The creators with responsibility approached the confrontation of the fleets. Sea battle in Empire is one of the best in the series and in strategies in general. A variety of ships are available for a choice. Nimble brigs and boats ideal for maneuvering war. Galleys are not so fast and powerful, but independent of the wind. And of course the thunderstorm of the seas. From relatively small fregates of the fifth rank to the Mastodonts of the first, capable of destroying the flotilla of lighter ships alone.
The control of the fleet is complex. You have to take into account the direction of the wind, you can change the speed by changing sailing. In battle, ships can use different ammunition. The nuclei inflict direct damage to the body, the pens break the masts, reducing the move, and the buckshot kills the crew. Ships can be taken on boarding and then the captured ship will enter the fleet.
That cards, that ships models are made at an excellent level. Moreover, the models are interactive. Damage is displayed on ships: masts fall, sails are torn. A crew is visible on the ship, which is not just pointless, but performs various actions: they remove the sails, while the fight is at the guns or shoot from the musket if enemy ships are close enough, and what tragedy is played when the ship is drowning! Lack of one- complexity of control. It becomes difficult to control the large fleet, which is why large-scale battles turn into a landfill.
Despite the similarity in the type and functionality between the units of the fractions, there are also differences. For example, Prussia has the most quick -firing infantry, Russia shows itself perfectly in the onslaught, and, although Türkiye has outdated troops that lose with European in characteristics, compensates them with diversity at the initial stage and a good artillery.
Changes made in Empire change the logic of the strategic regime. If tactical battles have become more stationary, then on strategic it is necessary to use maneuvers more. You can, as before, catch the enemy army in a favorable place, but it has become more difficult to do. More influence is exerted by damage to the economy. Ships should not only block the ports, but also attack the trade routes themselves. At the same time, soldiers do the same on the roads. To this was added the possibility of raids on the rear to destroy villages. It is necessary to create not only large armies for the general battle, but mobile units for the protection of borders and raids.
During terrestrial battles, the computer opponent acts very mediocre, does not bypass from the flanks and does not use the advantages of the area, prefers to crush mass (in fairness it is worth noting that such tactics are justified) . Bueper’s sea battles mainly because each ship can control the computer separately. In addition, AI throws and breaks more often than in past games. On the strategic map, the computer acts more competently, although passively, trying to delay the main thing as possible to prefer to apply maximum harm to the economy.
Everyone has an outfit
Empire lacks polishing and balancing. This is especially evident at the beginning of the campaign. The game throws many problems, but there are not enough tools and resources to solve them. Take at least what is not explained by what strong and weak sides are the countries. You have to find out the experimental method. Mistakes made from the first moves can ruin the campaign at the most unexpected moment. It is necessary to play very carefully, which is drawn and so not the fastest and most interesting start of the game. A dozen moves just have to endure only so that the game is open at least partially. In addition, Empire itself looks unfinished compared to previous parts. Not enough presentation of fractions. Instead of an epic entry, they give a dry squeeze from an adviser on a strategic map. Even an introductory video before the main menu is some kind of impressive. The music is incorporative. Instead of full energy of compositions, I heard some kind of melancholy bleaches. There is not even a set of historical battles. Separately, each such drawback does not look serious, but in place it greatly underestimates the assessment.
But not only the curve balance and the slurred presentation at the beginning pushed the players. Bugs at the start unpleasantly surprised fans. Now, of course, the situation is much better, but there are troubles. FPS falls, missing models. For example, to open the chart settings, I had to climb into the Ini file. In addition, Creative Assembly has changed a policy about mods, seriously complicating their development and implementation in the game. For this game, they were made a minimum amount in the entire series (excluding the first two).
No doubt the game turned out to be controversial (largely due to the fault of the developer and publisher). However, I consider the game underestimated. An unusual view of mechanics, in addition, the era rarely appears in games in general and in strategies in particular. Try the game especially if you can be tired of the new parts.
We cancel colonialism
Additions for the game controversial. Basically, these are unit packs containing literally a couple of units of which, can only be recruited in the campaign and in the singular. Now they are included in the basic game, but then they looked strange. Unfortunately, such a policy continued in subsequent games. I would like to say that the addition of Warpath Campaign deserves attention. But I can’t.
Initially, the idea looks good. The action takes place on the map of North America. The Indians are given to choose from. In addition to them, arts from England Holland and Spain are present on the art. And immediately begins to disappoint.
Firstly, the card is almost unchanged from the main game, and the Indians themselves differ little from each other. Secondly, the Indians have neither government nor tax policy. So, there are no bonuses to taxes and public order, which is why the progress of conquests is regularly interrupted to light the territories. The public order system remains the same, but the estates have changed. The lower class was occupied by local, and the upper colonists. An interesting feature is that economic buildings in villages are divided into local and buildings of colonists. The buildings of the colonists bring good income, but they cause local discontent and converts the population to Christianity, which in the future can lead to religious riots. Locals bring relatively small income, but there are fewer problems from them. In general, the economy at first among the Indians is ahovaya, and trade with Europeans can correct it. Fortunately, and economic buildings and the army are relatively cheap.
Impose a close battle with the militia one on one good tactics! With linear infantry, such a focus will not pass! Shoot.
The Indians have their own unique Tree of Technologies. But there are not many technologies themselves and no one canceled the need to build improved structures for the possibility of further development, which is why local schools are standing idle (but they bring a bonus to public order).
Now about the army and military operations. Indian units are relatively inexpensive, which helps to collect significant forces. Close combat fighters and cavalry show themselves well, especially at first. But archers lose to analogues from previous games. Yes, they can shoot in one gulp, but their effectiveness is much lower than fighters with firearms. It is possible to get muskens and guns, but they will lose to European analogues. In theory, Indians should use ambushes or shake Europeans with each other. The problem is that catching enemy armies is more difficult, and Europeans will rather unite against the player.
The addition turned out to be controversial and very hack. Not new significant mechanics or possible tactics. On the contrary, much of the main game is simply inaccessible. The decisions that called the bitch in the initial stages of the main campaign now operate throughout the complement campaign. It is worth playing if you liked the campaign and you want complications.
Small corporal and all
I can’t consider Napoleon: Total War as a separate game, it is rather a separate addition that does not require the main game, as Alexander was. Nevertheless, I cannot deny that a huge job was done on the game, which, however, was expressed in correcting the shortcomings of the empire.
The first thing that is noticeable at once is the tightened graphics and improved optimization. Detailization of the battlefield and unit models improved slightly (except that improved faces added), for that they pumped effects. During the battle, the battlefield is drawn by smoke and dust, ditches remain from nuclei and bombs. Added a map and model on a strategic art.
The battles have changed little compared to the empire, but the arrows and artillery became more deadly. The strategic regime has acquired several interesting innovations. First, units battered in battles are restored for free, but they do not do it right away. The speed of replenishment depends on whether the army moved in use or not. It can be increased with special buildings or technology development. If the army stands on enemy territory or in the army there is no general and unit in the city, then there is no replenishment. Secondly, General Moroz and the Holler of Heat are now entering the fight on a strategic map. Armies do not carry combat losses in snow and deserts, except for elite soldiers and local troops. Malik changes include modified diplomacy, limited by the faster technological and economic development. Corrected autobah, which saves a lot of time
As the game is clear from the name of the game is dedicated to Napoleon and Napoleonic wars. There are four campaigns. The player takes on the role of Napoleon during the Italian, Egyptian campaign and the European campaign. Italian is a continuation of training, a minimum mechanic and one strong opponent Austria. Egyptian is interesting primarily by the place of action Egypt and Syria with deserts of rare oases and dusty storms. You will have to fight mainly with the Ottomans, although the Mameluks and England are opponents. And finally, the European campaign where you have to challenge all the main powers of Europe. In all campaigns, Napoleonic France is in the minority and will have to competently use the available resources to win. It can help in this issued tasks, something like a mini campaign. Rewards with money and units. Napoleonic campaigns are equipped with videos with entry and epilogue, it would seem, a trifle, but pleasant. The fourth company is dedicated to the coalition of Napoleon opponents in Europe. Made devoid of rollers and with a small set of tasks, therefore, it looks poor.
The first drawback of the game is local. All cards are small. After the scope, Empire does not look very. Second – developers went to a number of simplifications. To a cut economy, we add the impossibility of changing religion in the territory and the absence of the emergence of new villages. The third is monotonous units. In the empire, the choice was more. Yes, all fractions have some differences in characteristics, but not so cardinal as to greatly affect tactics.
The game came out of its addition dedicated to battles on the Iberian peninsula. Three fractions available for the game France, England and Spain. France should finally unite the peninsula, while the Union of England and Spain hold the bridgehead and supplant France for the Pyrenees.
Most parties do not have new units, with the exception of Spain. This faction can recruit to Gerille, weak analogues of regular troops that can be deployed anywhere on the map. War goes not only with the help of guns and rifles, but also with the help of words. English provocateurs and Spanish priests spread propaganda, reducing the influence of the French and causing an uprising, to which France should answer with its agents. This is a rave -altered mechanics of religion. If earlier this aspect could be neglected, then in addition it is one of the main mechanics. The disorder of the campaign comes from its advantages. There are more micro -studies and constant small skirmishes are applied to this, which delays the campaign and turns it into routine.
If you summarize, then Napoleon: Total War turned out to be a less complex and more oriented project by the project. The main mechanics from Empire are honed, but the game grabs the scope and variety of the previous game. Those who started to pass Napoleon after empire the game may seem tonced. Players who have never tried either Empire or Napoleon should start with the pole.
Empire and Napoleon perhaps the most controversial games in the Total War line. Not bad, I want to note, namely the controversial. Many of the ideas moved to subsequent parts where they were and polished. Unfortunately and disadvantages too. Nevertheless, if you like the strategies and games of the Total War series in particular, then these games are worth paying attention.