Documente Academic
Documente Profesional
Documente Cultură
the scope of the game is unparalleled as it pretty much involves most of the
world aside from Australia and Asia. Introduces real-time naval battles in the
game. Unit replenishment is also simplified to a button click instead of having
to send units back to territories for retraining. Most units carry a gun, and
cavalry arent the killing machines they once were.
Napoleon Gameplay is much more polished (faster unit responses) than
Empires, though the concepts are largely the same. Unit replenishment is
different, as it occurs slowly and automatically in friendly territories so players
cannot just hide their armies for 2 turns and emerge fully healed.
Empire or Napoleon? - You play Empire for the wide range of the campaign
map, from America to India. It focuses more on a longer time period as well, so
the technology advancements are more significant. Napoleon has the better
combat, its more polished and more immersive.
Shogun 2 - Covers the Sengoku Jidai, basically the M2-era of Japan. Cavalry
are quite weak as everyone carries an anti-cavalry weapon. Battles are generally
extremely fast as many units are focused on offense and have very weak
defenses. Introduces a rock-paper-scissor concept for units in order to optimize
multiplayer and tap into the mainstream SC/CoD crowd.
RoTS Rise of the Samurai covers the Genpei war, the first real war in Japan.
Units fight in loose formation, theres no real army, just a lot of warbands.
Harder than the other games due to how easy it is to kill levy and the AI is more
prone to backstabbing the player.
FoTS Fall of the Samurai covers the Boshin War, the modernization war of
Japan. Contrary to popular belief, the Shogunate is NOT a backwards, anti-tech
faction. They are pro-tech (the Imperialists are also pro-tech, but antiforeigners) and backed by the French. Gameplay is like a lovechild between
NTW and S2, with katana units fighting alongside extremely modern units
armed with breech-loading rifles. Naval units can bomb cities to damage
buildings and kill garrisons as well as support units in the field. Its what ETW
and NTW should have been. The best gun battle TW game in terms of polish
and features.
Rome 2 The long-awaited sequel to Rome 1 Total War. Unfortunately, the
game was designed for high metacritic scores and therefore can be extremely
lacking in terms of gameplay. Only time will tell if patching can make the game
the sequel that Rome 1 deserves, or just an extremely casualized version of total
war. Given the amount of attention it has received on sites such as 9fag and
leddit, it would appear this casualization has drawn in a lot of new blood at the
cost of the older fanbase.
While reading the pastebin, it has been highly suggested to listen to Total Wars
OST.
Playlist of all the Mobilize, Battle, Win, Lose, and Credits songs.
http://www.youtube.com/playlist?
list=PLP8DahXsUYhWzNTOGEt8907RRet9K4VaL
>Im new because Im from /gsg. Nah kidding Im just a bonehead, how do I
into combat?
GENERAL ADVICE
Use the pause button.
Read the fucking manual.
M merges understrength units together on the campaign map. Warscape its
Alt+M
A battle is divided into 3 phases.
1.
Deployment This is where you set up a formation that youll be pretty
much using for the rest of the game. Now is a good time to take a good note of
the terrain. Can you spring an ambush from the woods? Will the enemy have
hills that it can camp on? Are there river crossings besides that bridge that need
to be defended?
2.
Skirmish If both armies have plenty of ranged units, this is the time when
the melee units are advancing to meet each other and the ranged units are
shooting at each other. At this time the cavalry may be fighting each other for
flanking dominance or just generally screening the ranged units. You may also
send cavalry/fast infantry into flanking positions at this point.
3.
Clash Your infantry have met, your cavalry might still be fighting against
theirs, and now its time to figure out how youre going to win. Your infantry
may be buying time if theyre inferior, or they may be doing the winning. If you
had the advantage in the skirmish phase, position your ranged units at the flanks
so they can shoot into the enemys sides. If your cavalry are available and
theyre not the shitty kind, hammer the enemys rear with them.
4.
Rout Your infantry have won the day and the enemy are running. This is
where you kill the fuck out of the enemy troops that are routing. Cavalry are
suitable for this task because of their speed. Routing troops die very easily so
its best to target elites just so they dont live to fight you another day. If its
your troops that are routing, withdraw everyone who is remaining so they dont
suffer further casualties.
When outnumbering an enemy, hit them from the sides and rear whenever
possible.
Spears beat Cavalry beat Swords beat Spears, GENERALLY. Missile beats
most at range, but dies in melee.
HAMMER AND ANVIL Infantry pins everyone else down and your
cavalry/ranged units smash their asses. Works most of the time assuming you
have cavalry or some sort of hard hitting infantry.
Pre-Warscape Campaign Tips
- You can exchange SOME retinues and ancillaries between characters. Simply
drag and drop.
>Gunpowder Game Tips
Its pretty unnerving for people used to melee battles when the gun games pretty
much involve shooting only.
Watch for inclines in the terrain. Zoom in periodically to see if a slight mound of
earth is blocking line of sight (and bullets!).
Hammer and Anvil does exist, but theres a new factor: Artillery. Howitzers are
short ranged but can fire over lines of men, so you can position them safely
behind the troops. Cannons cannot, and so you must place them within your
lines or on raised terrain somewhere.
Cavalry should only attack from the side or rear, and expect heavy casualties for
them if you make even the slightest mistake.
Its best to let the men pick their own targets, especially in Empire where the
units will not fire until every man in the unit is in formation. Just let them stand
still and let the enemy come to them, where they will usually get the first shots
off.
-------------------------------------------------------------------------------------------------------1B. Rome Total War Questions (includes questions on Barbarian Invasion and
Alexander)
>ROME Tips
Turn on guard mode, and then let your infantry stand there. Dont give them
commands, just let them get charged. Watch as they fight back but never get
tired while the enemy gets killed.
When playing as a Roman faction, conquering the destined territories of the
other families usually fucks up their plans so they never amount to much when
the dreaded civil war comes.
3.
Constantinian Reforms
The Constantinian Reforms were meant to represent the reforms of Diocletian,
Constantine, and Gallenius (sp?) implemented in order to better facilitate the
military workings of an extremely large empire. Instead of having whole
legions running around, the army was divided up into a field army and frontier
garrison. Frontier garrison troops were typically second-rate soldiers who were
also the very farmers and townspeople of the regions they protected. They can
hold a line and in some cases perform successful attacks but their main use is for
keeping order and siege defenses. Field army units are your conquerors and
offensive elements. The following is a list of units and their uses:
Instructions - Follow the installation of EB in the pastebin. You must install
Jirisys Megamod and use EB with Alex.exe!
This submod is not game save compatible if youve recruited the RS 2 legion
units because I removed many of them to make space for the Constantinian units
due to a hardcoded limit. There are some left but I dont remember which ones
Ive removed.
Link: http://www.mediafire.com/?8tqa08jcjgp8z8g
>Medieval 2 Tips
Hammer and Anvil are pretty much how youll win your battles in M2. Cavalry
charges are extremely powerful even by shit tier cavalry as long as you line them
up with their victims. Spearmen are a counter but even they will take heavy
casualties.
>I cannot into Late Medieval Pikes and Gunpowder, why?
>Pikes
Pikemen are a varying bunch. Vanilla M2 pikes are bugged in that they pull their
sword out too soon. Kingdoms pikemen are fixed to some extent but still bug
out. The only way to fix M2 pikemen is to use the retrofit mod that adds
kingdoms features to the M2 main campaign.
Now, to pikemen. Pikemen begin in spearwall mode and guard mode. Spearwall
mode means the pikemen will use pikes. Otherwise they'll use swords.
In Guard Mode, pikemen will adopt a bracing formation when they're stationary.
You'll see the front row kneel down and etc. This is only effective against
cavalry charges (similar effect to deploying stakes) as the pikemen won't
automatically attack units that are in contact with the pikes. With guard mode
off, you'll notice they won't brace, but instead the front row will merely present
pikes forward. This means the men are ready to do push of pike against anyone
who tries to attack them head on. Still, pikemen are buggy and might just switch
to swords.
>Musketeers, Arquebusiers, and Handgunners
M2 gunpowder units reload extremely slowly. The problem is compounded even
further by that stupid fire by rank where units take their time to switch rows.
They can't arc shots either, so what's a good way to use them?
I use them like I use crossbows. I place them in the front of my formation. They
let off the first volley and quickly run past my melee units (usually a pike wall
with men-at-arms placed between the pikemen) Assuming there's no pesky
cavalry running around, I run my gunners to the flanks and fire into the crowd
enemy units trying to push my line. If I don't have cavalry dominance, I
sometimes leave gaps in my melee line. These are "Firing holes" for which my
musketeers have a clear shot at enemy units.
It's essentially like a Roman maniple system.
Install M2
Install Kingdoms
Download patch from TW centre and patch to 1.5
Download Gingantus' rage of dark gods mod
http://www.twcenter.net/forums/showthread.php?525138-RodG-1-5-Easy-andpainfree-Install that (install every part of the setup file, aka part 1, part 2, and
part 3. This isnt a linked setup)
Download and install quickfixes for it.
>Thera - Who would win, Romans, Mongolian Samurai, Conquistadors,
Fantasy Monsters, Empire:TW English Pirates, Mammoth riding Native
Americans, Dinosaur riding Aztecs, Renaissance Holy Roman Empire, Knights
in Shining Armor France, Arthurian England, Irish and Scottish Clansmen,
Vikings, Medieval Russians, Black Armored Transylvanians, The Teutonic
Order, The Crusaders, Turks, Elephant Riding Arabs, or Dark Age Spain?
http://www.gameupdates.org/details.php?id=5380
Torrent Link for both main download and patch.
>De Bello Mundi - Rome Total War remade in the M2 engine. New mod!
Much focus on Romes unit roster, everybody else has shit, so dont expect area
of recruitment along the lines of Europa Barbarorum.
http://www.twcenter.net/forums/forumdisplay.php?1975-De-Bello-Mundi%28DBM%29
>Third Age Lords of the Rings, total war style. The MOST popular mod out
there by far.
Link here: http://www.twcenter.net/forums/showthread.php?t=500418
>Broken Crescent Another excellent mod focusing on the Middle East
>Deus Lo Vult: Focused much more on roleplay, this one is more harder than
SS, it's more focused in RP than the previous, if you love roleplaying this one is
a must have
>Chivalry II: Sicilian Vespers: this mod is divided in several campaigns:
-Dark Age Era; Play as one of europe's faction before the first millennium, you
will find a pagan northern Europe, the Magyar tribes in the east , Saxon
kingdom in the British isles and the children of Charlemagne in Western and
Central Europe
-Early Era; Basically the regular grand campaign with more factions, new
factions not represented in the previous mods are Serbia, Bulgaria and
Armenia(though it's represented in DLV)
-High Era; you will play with a faction after the 4th crusade, being the most
interesting factions IMO the Latin Empire(crusade state founded after the
capture of Constantinople, the byzantine empire and the quest to recapture the
Golden Horn.
-Late Era; It gathers around the Sicilian Vespers,a rebellion that occured in sicily
in the 14th century, Sicily is a good choice as faction to play, or
Provence/Aragon and try to control Southern Italy
-Renaissance Era; As the name says, it takes place in the renaissance, Europe
Faces the Ottoman Menace and the Rise of the Iberian
Monarchies(Castille/Aragon), The hundred years war is no more, and great
power in the east, the Polish-Lithuanian Commonwealth has risen.
Interesting Scenarios would be the attempt to make the Holy roman empire
weaker in Italy as the French, the Unification of the two Hispanic
kingdoms(Castille-Aragon) and the conquest of it's historical possessions, try to
survive and restore the byzantine empire or destroy it once for all, or even the
Latin empire playing as Achaea.
>Stainless Steel, a complete overhaul that adds various mechanics to the game
such as the Byg Grim's reality mod, useful for some roleplay, and recruitment
based on eras. Also features a complete retexture of the factions and a new and
better campaign map. Also known as Heavy Cavalry: Total War due to its
buffing of cavalry to the pint where they can defeat spearmen. Spearmen are
still their counter though, theyre a lot better at defeating cavalry than most other
infantry types except those with armor-piercing weapons.
>Eras Total Conquest: Unique mod, probably the only one on which you have
the entire world map, it's also divide in campaigns you have to choose in the
launcher
It features an AOR system that allows you to recruit other factions' units when
you conquer their provinces, but the letdown is that there's almost no core units,
so you can only recruit the native units (f.e in the world campaign if you play as
spain you can't recruit musketeers in south america, only native troops), but
apart some few inconveniences, it's a pretty solid mod. Has probably the most
variety of factions, from Ireland to the Japanese shogunate and from Muscovy to
the Khmer Empire, a lot of more which i'll let you discover by your own
-from 970 to 1500 is basically M2TW vanilla campaign map, new factions are
Croatia, Sweden, Bosnia, and a whole bunch of swap factions
-India, europe and africa campaings, you will have the opportunity to play as
either Despotate of Epirus or Empire in Nicaea in the first one, never seen this
and one of the features that pleases me the most, also the Delhi dynasty and the
african nation are interesting choices
-Europe, Asia and Africa, Play as the mongols in the 13th century and try to
conquer the world or fight them as the Song or Jin dynasty, the other campaign
is about the sucessor states of the Mongol Empire, that begins in the 1320s
-Whole world campaign: Begins in 1550. the spain have a shitload of colonies,
same as portugal, feats the duchy of prussia and the austrian habsburgs, in the
east there's the Ming, the Mughal Empire and Japan.
>Bellum Crucis: Another favorite, Bellum Crucis has some extraordinary game
tweaks, and it probably hosts the best representation of a feudal europe amongst
all the other mods. The most notable feature is the council of nobles(you must
gain and keep their support, if you don't you might expect unrest and a
possibility of a civil war), the ability to change religion if you are
excommunicated, getting technology to unlock certain buildings or even spread
unrest and plagues using agents. It has a unique unit roster and a solid AI. It
also has an area of recruitment system like EBs. In fact, every time you end a
turn there will be historical events and other information that is given to the
player to read regarding the actual history of that year, so its actually the EB
treatment given to the Medieval period.
A maritime trade system is also present, you recruit a ship from the capital and
with luck it will gain the "empty hold" trait(meaning it's a merchant fleet and to
say it has no cargo) and then you send it to a coastal region far from your capital,
and each turn your ship spends there there's a possibility of gaining a trading in
spaice/ivory/gold, etc. trait, then you send it back to you capital to receive 2000
florins
Technology is also presented at some degree, mostly it improves the bonuses
buildings you build give you, and you are also able to steal them from your
rivals using a spy/assassin(can't remember
Battles are meant for you to be played; this meaning that if you autoresolve
you'll lose, you are forced to play all battles.
You can claim the throne of a country if its leader died and you have a marriage
with that faction.
Bellum Crucis 6.3 English translation
http://www.mediafire.com/download/f3tw1d539yiyi3c/BellumCrucis_eng_transl
ation.zip
>Hyrule Total War: What if Link never existed? Essentially one very big piece
of fanfiction that had a lot of work devoted to it. The modder is now working for
Sony, so dont expect many updates for the mod.
Download Core Files, Full Releases, and Patches. Extract them all into the same
folder.
http://www.twcenter.net/forums/showthread.php?549472-Releases
For people who don't have Kingdoms:
>1648
a mod about the thirty years' war. I advise to play as Sweden or the Utrecht
Union(Netherlands) as first, because the mod isn't easy. Its unit roster is great
and even features a marching drumming cadence. A new feature is probably
small towns around the map, which have the same function as stone forts but
have the city's model to add immersion to the game.
The mod is in german, but there's an english translation for it.
Naval combat in Empire is hard to understand at first, but like 18th century
warfare, easy to get into after that first contact. Remember to have the wind
blowing from your back so you have more movement, don't fire salvos unless
you are really close to the enemy ship and choose your shot accordingly.
This means that if you're behind the enemy ship you should use chainshot or
regular round shot to cause a morale drop. Don't use chainshot from the sides, as
it will be less effective than from the back.
Grape shot should only be usefd when you're close to the enemy and want to
demoralize them before boarding.
Your Admiral should be kept safe at all times. Losing him will cause severe
damage to your units morale and likewise to the enemy if you manage to kill
him.
Also be ready to have your ships take a beating. Tis hard to see your sailors take
damage, but that is to be expected.
Let's move into land combat. Your standard army will have linemen, brave men
who are expected to get shot at, blasted and bayoneted and hold the goddamn
line. These guys will stay with you for a long time in any given campaign and
you should take care to respect them. They can take cavalary charges and keep
on fighting and later, when they have bayonets and know how to form a square,
can even kill whole units of them.
They are not expected to move into melee unless they really need to. They aren't
very good melee fighter but they can get the job done against skirmishers or
other linemen, but not against specialized units such as Janissaries or Cheroke
warriors.
When you start the game, most won't even have bayonets and when they first
arrive they make you lose the ability to fire their guns. After that though, they
get ring bayonets and socket bayonets, meaning they now have a pike and a gun.
Still, don't throw them against melee infantry unless it is absolutely necessary.
You also have artillery, the mistress of the field. These guns are your trump card
and they can break an army when used properly. You have several ways of using
them in battle. You can put them in your line, as shown on the screenshot, where
they will prove to be good against infantry and cavalry by the use of grape shot,
which absolutely destroyes everything, as it acts like an oversized shotgun.
Be aware that the enemy might be able to rush it with cavalry or tough units,
making a big hole in your line and turning your cannons into useless shotguns.
Personally, I prefer to deploy them behind my units. They're protected there and
they can lob roundshot over your line into a confused enemy mass, continously
damaging their morale and making them regret ever attacking you. The problem
with this strategy is that you lose the opportunity to use grape shot and you can
only fire at the enemy for so long, as after they reach your lines you can no
longer fire because you would hit your units.
Disregard that last part if your name is Edward Longshanks.
Now, with your linemen holding the line and your artillery positioned so you can
attack the enemy we come into specialized units, like the Grenadiers.
The Grenadiers are big strong men who don't need no general. They have great
morale, they can use their guns and they have the brawn to stand up and fight the
enemy in melee. In vanilla Empire they even have grenades!
You should put them either at your flanks to hold off the enemy or in the middle
to take the brunt of the enemy attack.
However, they have less men than a standard unit of Linemen, so don't waste
them in a prolonged fight against a unit of them. Use them to charge the enemy
line and create confusion in the enemies ranks or to counter an enemy melee unit
like shown on the screenshot here.
The we have skirmishers. These can be Fusiliers, Chasseurs, Caadores,
Tiradores, Greenjackets, etc.
They have more range than your linemen and should fight on loose formation, to
screen the enemy lines shooting at the enemy line with impunity and raking in
the kills. As battles goes on, they should move into the flanks and get the enemy
while your line attacks.
They are weak against cavalry, so take care of them and keep them properly
protected from them with your own cavalry or Grenadiers.
They have great accuracy and the time they take to reload varies from faction to
faction, but I think that they usually take more time to reload than other units.
Just keep them out of melee or linemen, leep them focused on the flanks of the
enemy or other skirmishers.
And finally, Cavalry. These are not the rape trains from Medieval 2, Rome or
Shogun 2, but that doesn't mean they are weaklings or poor units. These are the
troops responsible for breaking the enemy, taking care of skirmishers and enemy
artillery.
Use them to protect your flanks from enemy cavalry if they can. This means,
don't use a unit of Hussars to take care of a Regiment of Horse, as they'll get
destroyed because they are light cavalry.
Use them to flank the enemy and destroy the enemy artillery or, in a prolonged
battle, to take care of an unit of linemen if they have their sweet, tender asses
showing.
Be wary of squares of infantry as these will completely destroy your anus. Also
use them to run down the enemy when they start to run from the fight, as they
can reform if you don't take care.
Never charge a unit, unless they are skirmishers and even then, from the front
and never charge into your units. You'll take losses and a morale hit, making it a
no-no.
Now for the Overworld map. You have three major theater where you can act.
The Americas, Europe and India. Europe is the standard old continent, cities are
developed and you have some things that you can build up, such as factories and
in the Ottoman territory, cotton to sell and trade.
In America you have tobacco plantations and Gem mines, making it also a reach
territory to conquer, build up and get money. However, you have Spain, Holland,
France and a couple of other major factions to contend and fight for territory,
making it bad for your diplomacy.
In India you have the Marathas and Mughals. You also have tea. Lots and lots of
tea to get and trade. You won't step in any major nations toes if you play it right
and can take a big chink of territory before the British or the Netherlands decide
to fuck with you. By this time however, you should have a pretty strong
economy and can hold against them, or at least pay them to go take a hike.
Now, each territory you take has a capital which has to be managed. Each
territory has a couple of towns that can be developed and it falls to you to decide
how to develop a province.
For example, if you take a region fromt he ottomans you should probably build a
church in a town so you can get a priest. You then move that priest into another
province so he can convert the populace to your religion, while the church
converts the populace from the province where it was built.
After a region is completely converted and there is no more religious unrest,
which you can check by clicking the capital of the province, you should tear
down the church or move the priest. If you tear down the church the populace
will get a bit sad, but fuck them. Build a unit of milicia and use the town to
either build a factory or a school, as these are more useful for the future.
Speaking of schools, these are where you research new technologies. They also
spawn gentlemen, who should be used to speed up research.
You do this by placing them in schools you own.
You have three branches to research. Military, Industrial and Civil. These are
useful as they give you bonuses, allow you to recruit new troops, use new
weapons, etc. What you research is your choice, but I encourage you to research
bayonets first, as they give you a real edge in combat and make your linemen, as
stated above, capable of melee fighting well enough to not immediatly die.
And finally, taking cities.
Picture this, Imperator. You have just taken the enemies Capital, Istanbul. You
are of course, white and civilized. But the populace of Istanbul is not. They are
unwashed, are pissed at you for taking the capital and to make matter worse,
they are Muslim!
You'll have revolts when taking capitals. Be prepared for this. After three turns a
rebellion will spawn and they can keep your army tied down for quite some
time, so http://www.youtube.com/watch?v=L0AiN8vrn9Y [Embed]
Each time you quell a rebellion, the resistance to occupation will go down. Time
also makes it go down each turn and having a priest (if they are from another
religion) will also help you taking over the region. Meanwhile you'll just have
deal with it and keep the region.
Lastly, I want to talk to you about Diplomacy.
The AI is retarded, so you'll have to plan accordingly. Always try not to be a
dick. Don't break alliances when you can, don't ask for a peace treaty and
immediatly break it the next turn, keep trading with the same factions and try to
limit your assassinations.
If relations are going down, consider giving the faction a bit of cash, a
technology or a gift. These will keep them happy with you and make them not to
attack you.
If they go to war and you are able to, join the war against the enemy faction, lest
you get the unreliable Ally trait.
Consider making buffer states, giving regions to a no name faction so that you
have a buffer against other factions, so that if shit hits the fan, you at least don't
get immediatly swarmed by enemy stacks.
Use your navy! You can completely block the mediterrainean by putting a navy
near spain. Don't think that the sea isn't important, because it fucking is. Attack
trade lanes and get a bit of cash.
Also, the AI knows. If they see you taking all of the Ottoman Empire and
removing the Kebab from the world, don't be surprised when Persia declares war
on you. If you were Persia and suddenly Russia destroyed the Ottomans and
were now eyeing your beautiful muslims, wouldn't you declare war to get them
off there?
Be aware that you take a hit to relations each turn if your king, for example, is a
Retard (Charles 2). If your religion and government is different , you'll also take
a hit to relations. Sometimes there will also be a war of sucession. Nothing you
can do about this, you just have to tough it out.
In short, don't be a dick and most nations won't declare war on you just because.
We'll I guess I'm done.
>40 units per army instructions FOR EMPIRE More of a game tweak, requires
some technical knowledge.
Download ESFEdit 1.4.3
http://www.twcenter.net/forums/showthread.php?260597-Esf-Editor-1-4-3
Extract and open up the save file you wish to edit.
Go to Campaign_save -> Campaign_env -> Campaign Model
To your right you will see to rows with the number "20"
Change the top to 40, for 40 units per land army. You can do the same for the
bottom if you wish for 40 ships per fleet.
Save.
GO here and download the UI mods so your eyes won't bleed at the clusterfuck.
http://www.twcenter.net/forums/showthread.php?498455Albtraum23UIModEmpire-for-40-Units
Change the top to 40, for 40 units per land army. You can do the same for the
bottom if you wish for 40 ships per fleet.
Save.
A yari ashigaru, your basic pikeman, is not a Hellene. Unlike the Hellenes, he
runs fast like a motherfucker in the direction you tell him too, and he routs even
faster when the battle doesn't go his way.
ALWAYS put him in yari wall to hold the enemy at bay. That extends his
lifespan by 10-15 more seconds, which is precious time in the lightning fast
warfare of Shogun 2.
Standard hammer and anvil (spear + cavalry) doesn't work too well. Why?
Because of the rock papers scissor system and the fact that Japanese cavalry was
shit. Most casualties in the Sengoku Jidai were caused by archers. Use archers to
flank from a distance or use yari samurai/katana/nodachi samurai as your
flankers.
Now, what the fuck is cavalry for then?
Yari cavalry are your anti-cav and general-poppers. They can also charge archers
but withdraw them ASAP. Katana cavalry can fight with sustained combat, but
it's better off to use them like mounted katana samurai. Use the horse to move
them where they are needed, then dismount to fight.
>I'm getting spread thin. What do?
It doesn't matter who you really play as so long as after you take 3-5 initial
provinces you sit back, take a breather, and pump up your economy. You should
have 1-2 production provinces to make your armies, preferably they have some
other resource building like pastures for cavalry or a blacksmith for infantry. The
other provinces should be economically focused, good farms, inns and
marketplaces. Garrisons are overrated. Try to not fight a war on two fronts.
Keep two main armies once you have a handfull of provinces under control,
using Garrisons only to keep public order, build happiness buildings where
needed to reduce your garrison need and get some more income. Defense should
be handled by your second army, and eventually a tertiary or quaternary army.
FOCUS ON CIVIL TECHS DAMMIT. Ashigaru alone can hold off siege
assaults very well.
>Good Mods for S2TW?
>Bayonet Mod adding in unused bayonet models to modernized rifle units.
FOTS ONLY
http://www.twcenter.net/forums/showthread.php?538081-Bayonets
>Time Warp Mod for FoTS. Ports over the Shogun 2 and RoTS units to FoTS
campaign to give an edge to the traditional runthrough.
http://www.mediafire.com/?b84kd3893i88eir
>Ashigaru Slingers Mod -S2 ONLY
http://www.mediafire.com/?oiy75kokya81fd6
>S2TW has weird sound bugs, recommend you run Simphonia Semplice every
time you remove/add a mod that deals with units.
http://www.twcenter.net/forums/showthread.php?t=544459
>Tired of cheating AI in Shogun 2? Use this.
www.twcenter.net/forums/showthread.php?519382-Yarkis-Reduced-AICheating-Mod
>Unit mods, such as Radious? Darth?
Opinions are divided on these mods. Radious unit packs add a lot of units but
some are weird like mounted katana ninjas. These two mods are guys who
modded the game to fit their own taste and without any higher objective
whatsoever. Darthmod for Shogun 2 isnt as popular as Darthmod for Empire.
>TRoM3 : Total overhaul of the sengoku campaign, aim for historical realism,
features :
-Katana samurai replaced by Yubusame Samurai, they got a bow with low ammo
and are better in melee than Bow samurai
-Yari samurai is the new dedicated melee
-Ashigaru tech tree, you start with short yari ashigaru and bow ashigaru, as you
advance in the tree they gain moral and you unlock new specialised units, top
tier are pike & shot ( square formation of death ) and sharpshooters ( with light
inf training ), better not research the highest tier before tax reform.
-Better combat and morale
-Better teppo
-Best AI of all mods
-Adds AOR household units wich are cheaper and retain the color of their clan
-Caps certain units
-New economy and ressource system
Overral it adds the most feature and is really enjoyable. It's like vanilla++++
>The Sekigahara campaign : total overhaul which focus on the east vs west war.
-Religion replaced by allegiance
-Adds shitload of clans with new units and traits
-New general depending on clan ( Date for example has teppo armed generals )
-Better ai
-New economy
Overall a very good non-vanilla experience.
Fall of the Samurais :
>Land of the Rising sun : has a S2 version but isn't really good, it's TRoM3 but
worse.
For FotS howerer it's awesome :
-Reworked all units
-Range scale with gun and tier of the unit ( levy has 110, Guards have 320, light
infantry 360 )
-Accuracy scales with range
-New foreign units ( cav and light infantry )
-Better economy
-Better campaign AI and Diplomacy ( late game is often 2 stacks vs 2 stacks
with your allies )
-Better battle AI, fights become really intense
-Hard as fuck siege
-New artillery units ( with canister shot )
Only downside : IT RUINS NAVAL FIGHTS
---------------------------------------------------------------------------------------------------------2D. Rome 2 Total War Questions
>Where is guard mod?
It's turned on by default for some units. Roman units have a tendency to keep in
formation while fighting. All units will cheer instead of pursuing routing
enemies.
>My hoplites break out of shield phalanx when I tell them to attack!
Shield phalanx disables itself when the unit is told to attack. CA said it was a
design decision where hoplites will break phalanx to charge (yeah right) To
utilize hoplites in shield phalanx on the offense, simply ctrl click behind the unit
you want to attack.
>I cant deal with this squalor and public order, what gives?!
Research techs that increase public order. You can't develop cities to their fullest
extent anymore. You have to wait for slots to open up (speed it up via edicts or
low taxes) and place priority of public order buildings over squalor-causing
buildings It's historically accurate, bro. Also when a city can expand, expand it
and immediately build something. Dont wait or slums will appear in that slot
and will require demolishing. Slums take away from your food stocks and
generate unhappiness. They also allow you to recruit Mob or Pleb units,
depending on your faction.
>Why are there 3 ways to assassinate people? Its all the same!
Zeal, Authority, and Cunning are different stats that are not evenly distributed
among agents upon recruitment. Different agents grow their stats differently, so
be sure to send agents that can counter enemy agents' weak stats. Ex: Your spy
has strong zeal. That dignitary has low zeal. Use the spy. That champ has
strong zeal, but low cunning. Send an agent with high cunning to get rid of him.
Don't use zeal vs. zeal in this case.
Also, these 3 stats unlock different skills as they are leveled, and skills for each
agent and general. Zeal tends to unlock brute force abilities and survival rates
for agents. Cunning unlocks troop support and leads your generals to become
understanders of strategy. Authority unlocks passive abilities for agents and also
unlocks troop buff abilities for generals, but these usually take on a charismatic
overtone.
>Why do my units blob and not attack cohesively?
There's a distinct audio difference between an actual cohesive attack or a chaotic
block when you give the order.
An actual cohesive attack occurs when you click on the enemy banner once and
you hear a "TINK", the attack audio. The blob happens when you click on an
enemy soldier and you hear a "move order" sound effect as opposed to an attack
sound effect.
Patches have remedied this to some extent.
>Why is fatigue screwed up?!
Using abilities turns your men from Fresh to Exhausted after the ability duration
wears off. Either save it for a final push to guarantee victory or don't use them at
all.
>Javelins, Slings, or Bows?
Bows are anti-skirmishing. They have an average rate of fire and decent
damage, but low armor penetration. They do kill other ranged units rather well,
if only because the other units lack the rate of fire, range, armor, or some
combination of the three.
Slingers have shit damage and rate of fire but average armour penetration. Over
time, they can drop armored units better than the other ranged weapons.
Problem is that it takes time, and run speeds are so quick time is very limited.
So try to use slingers to flank.
Javelins hit the hardest but have the shortest range.
If you want to edit your unit number individually then you need to:
1) using PFM 3.0.2 open up data_rome2.pack file in your Data Folder.
2) click on the DB tab
3) scroll down and locate main_units and click on it. You will find a listing of all
units and you can change all attributes not just unit numbers. Change your units
to whatever you like.
4) now locate land_units and click on it. You need to edit here the number of
mounts riding units get. Or else you will see 3 to 4 men on each horse!!. Edit the
number of mounts to the same number as your number of men.
If you want to edit your unit number using a multiplier then you need to:
1) using ESF editor open up your save game.
2) Click on compress_data >> campaign_env >> campaign_setup >>
campaign_setup_options
3) Change the second number to whatever you like. 2 will give 320 men per unit
(2x160). 3 will give 480 men per unit (3x160) and so on. WARNING: this will
give more ships per unit. So if this will bother you, then don't use the multiplier.
Land Units Every level -> 2 accuracy, +2 reload, +1 melee attack, +1 defense.
Every 2 levels -> +1 morale
Naval units Every level -> +2 accuracy, + 2 reload skill. Every 2 levels -> +1
morale
Shogun 2 (campaign, because multiplayer is different)
http://www.totalwars.ru/encyclopedia/how_to_play/031_enc_manual_army_exp
erience.html
>Difficulty
Total War has 2 different difficulties for the campaign and for battles. Increasing
campaign difficulty gives the AI more money, less penalties that cause rebellion,
and they can spawn units in the fog of war. Increasing battle difficulty gives
enemy units crazy stat bonuses and on Very Hard even peasants can beat your
knights.
>Total War Mechanics? How do I what?
When you pause the game and double click the unit card in the UI, a big info
panel will pop up.
Itll tell you things about stats, so lets look at some basics.
>Attack Generally tells you how good a unit is at killing things. In warscape
engine games such as ETW this is called Melee Skill. Ranged units also have a
separate value called Missile Attack.
*Attacks that are effective against armor just means that half of the victims
armor is negated. This trait is useless against enemies with high defense
skill/shield values and low armor values.
*If a unit has 2 melee weapons (pikemen with pike and sword), this number is
that of the primary weapon (pike), not the sword. This does not apply in the
warscape engine.
** In RTW, Attack is actually used to calculate the likelihood a strike will hit an
enemy. Lethality (a hidden value) determines whether that blow is a killing
blow.
>Defense Generally speaking, this tells how good a unit is at surviving against
ranged attacks and melee attacks. It is calculated against attack values. This is
split into 3 separate values:
1.
Defense Skill This applies only to MELEE attacks from the FRONT.
This is summarized as a units ability to dodge and parry.
2.
Shield This applies MELEE and RANGED attacks from the FRONT and
LEFT of a man. Left-handed people do not exist in total war. Summarized as a
units shield quality and ability to use a shield. **in M2 shield only applies
from FRONT.
3.
Armor This applies to MELEE and RANGED attacks from ALL sides.
Note: Armor also increases heat fatigue, so upgrading your units armor will
make them tire out more easily in desert areas. Still worth it.
**Surprisingly enough, Shield and Armor values exist in ETW and NTW,
though they are all summed up with defense skill as Melee Defense. DLC
units tend to not die so easily because they have shield bonuses assigned to
them. S2TW differentiates between defense skill and armor.
>Morale This is a units tendency to not run the fuck out of there when things
are going poorly. Pre-warscape games do not display an exact numerical value
(its in the game files) By meaning of going poorly, these things decrease
morale:
Being in combat
Being attacked from flank or rear
Getting shot (Friendly fire inflicts a bigger penalty, but AI in ETW and
NTW do not suffer from friendly fire)
30% casualties
70% casualties (stacks with above)
Frightening units/weapons (gunpowder, though guns dont do additional
morale penalties in ETW/NTW)
General is killed
Army has lost combat (in other words, 80% of army is dead)
Bad general traits
These things increase morale:
Friendly units nearby
Inspiring elite units
General nearby
Charging
>Unit Mass
This is a value that I believe doesnt exist in the warscape engine, where you
sometimes see 100 men standing on one square inch of ground.
Unit mass applies when two units are fighting each other and one side starts to
back up slowly because theyre lighter. Its an important factor to consider when
youre deciding on what units would hold a solid line and what units are good in
punching through a line. It might also factor in charging.
>Charge
The charge bonus is a number applied to attack when a unit is charging.
It is a ONE-TIME attack bonus that happens during a charge. If the charge is
done poorly where only a few men make contact then essentially you just wasted
a charge. This is why I prefer upgrading melee attack instead of charge in
S2TW because I tend to have boneheaded moments.
**In warscape engine, units that are charged from the front while in ready
status will use their defense skill to negate a charging enemys attack. I think its
a direct subtraction, but dont think too much on it. Therefore, yari ashigaru
should NEVER counter-charge. They should stay still and brace for charges, so
while theyll still get fucked if No-dachi charge them, they would fare better
standing and ready tan if they were also charging.
>Unit Spacing
This value shows how far apart each man stands from each other in a unit.
Generally a loose spacing provides better protection from missiles because of a
scatter effect, but this allows enemy cavalry to easily push through. Also, men
that are spaced far apart are generally crappier at covering each others backs
even in a general melee.
**Unit spacing actually plays an effect in the warscape engine. Even though the
animations show 1 vs 1 duels, nearby men are actually calculated in the killing.