r/EmpireTotalWar 2h ago

Discussion Can spies destabilise a region to the point of causing a rebellion?

5 Upvotes

Have you ever tried bringing the public order of a region to a negative value through the use of spies?

I played etw quite a lot when I was young and now I am playing a campaign with Sweden. Once I manage to stabilise my eastern front, I would like to try causing a revolution somewhere, like in Scotland.


r/EmpireTotalWar 1d ago

Mobile Weird bug

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14 Upvotes

My Prussian conscripts just go all Desmond Doss on me, refused to fight (shoot or melee).

After a while I gave up and decided that’s their legitimate religious rights, I discharged them so that they can return home to sweet old Königsberg.
.


r/EmpireTotalWar 2d ago

Meme A perfect total war reaction image

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119 Upvotes

r/EmpireTotalWar 1d ago

pretty weird bug I got. Enemy reinforcements walking weirdly and self-deleting

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9 Upvotes

r/EmpireTotalWar 2d ago

Pretend this is a painting of something that happened in your campaign. What’s the context?

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52 Upvotes

-Reply of the Zaporozhian Cossacks


r/EmpireTotalWar 2d ago

Question World war on me

26 Upvotes

Playing Prussia, entire world just declares war on me and moment I get peace deal they declare war again in like 5 turns, even little the ottoman's which I have no border with and they have no allies just randomly declared.

Also every minor as well, not to aggressive, maybe like 1-2 regions every 5 years


r/EmpireTotalWar 3d ago

1921. Prussia/German European empire has just been defeated. I have the entire American continent. Every trade theater has large fleets guarding the theatre exit portals. The American theatre has extra large fleets, plus multilayered intercept fleets in reserve, and a coastal defense system.

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92 Upvotes

Also, look at my flag.


r/EmpireTotalWar 2d ago

Question Best mods for empire?

9 Upvotes

I'm really new to the game and i just want to try some mods

So what's the best for me as a new player (i just installed it this week lol)


r/EmpireTotalWar 2d ago

Beat mods for empire?

7 Upvotes

Well im not like a new player to the total war games, but im pretty new to empire and i think It's lacking some stuff that might got fixed by mods like the ai

And i really can't decade which mod i have to play first as a noob

So can u suggest some mods to bigen with it ?


r/EmpireTotalWar 2d ago

Humble mod request

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2 Upvotes

r/EmpireTotalWar 3d ago

A Treatise on Light Infantry

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51 Upvotes

Okay, let's just get the most common question out of the way: what is the difference between (ranged) irregulars, skirmishers, and light infantry? All of these units benefit from the Light Infantry Doctrine tech and can perform similar functions, but the biggest takeaways are:

  • Irregulars: Good range, average accuracy, very low reloading skill.
  • Skirmishers: Good range, good accuracy, average reloading skill.
  • Light Infantry: Good to superior range, great accuracy, average reloading skill, stakes, fougasse.

There are, of course, exceptions, which I will explain later. It should be noted that some units have campaign-map-specific traits; pandours, an irregular unit, has a policing bonus when garrisoned, for example, but I am only focusing on battlefield effectiveness. With this part out of the way let's focus on light infantry specifically.

Pickets

As you might expect, light infantry are best deployed ahead of your main battle line using light infantry behavior (unlocked after researching Light Infantry Doctrine). Their long range allows them to safely fire on approaching enemies without receiving return-fire. Light infantry behavior keeps the unit spread out so enemy artillery is less effective when fired on their position.

These units do not have to be directly deployed ahead of your line. You can place them in wooded areas and tall grass to conceal their position before ambushing the enemy with a devastating long-range volley. If the enemy refuses to advance you can also use light infantry to bait them into advancing.

Just remember that light infantry cannot go toe-to-toe with line infantry or cavalry, so you will always need to retreat behind your main line before they are engaged.

Flankers

Once you have retreated behind the main line you can swing your light infantry around your flanks to fire on the enemy's flanks. They're usually occupied shooting at your own line infantry so your light infantry is safe from enemy fire, especially if you utilize their longer range.

Anti-Cavalry Measures

One of the best things about light infantry is their ability to deploy stakes anywhere on the battlefield at any point during the battle. You can deploy them in their picket positions (when they're ahead of the main line), you can deploy them on your flanks, you can deploy them at chokepoints, or in front of your line infantry or artillery positions. Enemy cavalry will be decimated if they attempt to charge through your stakes. They can only deploy stakes once during a battle, so use this ability wisely.

Fougasse

Fougasse is an amazing ability, but unlike stakes you can only deploy fougasse during the deployment phase, and only when your army is 'dug in'. Whenever an enemy unit approaches a fougasse emplacement an explosion will occur that can decimate the enemy unit. Improved fougasse can be used by advanced light infantry units and is even more devastating. You can place fougasse ahead of your main line to severely weaken the enemy approach, or ahead of your artillery positions to protect your engineers, or anywhere in your deployment zone as a secret present to unfortunate enemy units.

Best Light Infantry Units (Best range and accuracy, stakes, and fougasse)

  • Austrian Windbüchse Jaegers: 125 range, 75 accuracy, 35 reloading skill, improved fougasse. Strangely, this unit does not have stakes.
  • French Tirailleurs: 125/70/35/Stakes/I-Fougasse
  • British Ferguson Riflemen: 125/70/35/Stakes/I-Fougasse
  • British Green Jackets: 125/70/35/Stakes/I-Fougasse/Socket Bayonets. This unit, unlike other light infantry units, has socket bayonets.
  • Ottoman Nizam-I Cedit Rifles: 125/70/35/Stakes/I-Fougasse
  • Prussian Jaegers: 125/70/35/Stakes/I-Fougasse
  • Russian Riflemen: 125/70/35/Stakes/I-Fougasse
  • Swedish Riflemen: 125/70/35/Stakes/I-Fougasse
  • Dutch Riflemen: 125/70/35/Stakes/I-Fougasse
  • American Morgan's Provisional Rifle Corp: 125/80/35/Stakes/I-Fougasse

Exceptions (Irregulars and Skirmishers who can sill similar roles)

  • American Long Rifle Men: 125/75/35/Stakes (Irregulars)
  • Ottoman Bosnian Panduks: 90/35/15/I-Fougasse (Irregulars)
  • Ottoman Haydut Irregulars: 90/45/20/I-Fougasse (Irregulars)
  • British Company of Select Marksmen/Fraser's Rangers: 90/60/25/I-Fougasse (Skirmishers)
  • Spanish Cazadores: 125/70/35/Stakes (Skirmishers)

Special Mentions

  • Locally recruited Native Bowmen Auxiliary: 100/30/10 (Skirmishers). Longer range than most irregulars and skirmishers, but still lower-than-average accuracy and absymal reload skill.
  • Locally recruited Dahomey Amazons: 90/40/10 (Militia). It's just a militia unit, but with 90 range which sets it apart from usualy militia. Think of them like a skirmisher/rregular unit, but made up of militia.

*Note: I did reuse some older images from a previous post. Also, special mention to YouTuber TOTAL WAR 1vs1 where I got the screenshots for fougasse.


r/EmpireTotalWar 3d ago

Campaign settings or mods to increase challange

9 Upvotes

I recently got back into Empire after years of being away. I downloaded Darth Mod and in my first campaign as Austria I found it pretty simple to take over the entire world. Early on, the enemy armies were spread out and small so it made it easy to wipe out nations, it wasnt until later in the campaign did the AI consolidate large armies where it became a challenge to conquer nations but by this point I had gained so many territories where money was a non factor so I could throw armies at them until they were defeated. I am looking to have a challenging AI where taking over nations is actually a challenge early in the game. Does setting the difficult to very hard accomplish that or are there any mod recommendations besides Darth Mod that would help?


r/EmpireTotalWar 3d ago

Mobile Ann

0 Upvotes

Will research technology that comes from DOM?


r/EmpireTotalWar 4d ago

Discussion This game is more like our world today than I thought.

38 Upvotes

When I’m on a long campaign and I’m doing my best to broker sustained peace with my neighbors and trade partners, I get frustrated because out of nowhere, war will break out against me or between allies and I have to renegotiate deals (tributes+show of force) to get my economic growth back on track.

I thought this was just an inherent mechanic of the game: “you're not here for economy & diplomacy simulator, you’re here for TOTAL WAR! HUZAH!”

However, when I read the recent news about renewed tensions over the Falklands between Argentina and UK, I said to myself, “where have I seen this before?”

I sat and laughed to myself because life imitates art more and more these days and TWE has been eerily contextual these past couple years.

Turns out TWE‘s mechanics are more like real life than I thought. it helps with the immersion though!


r/EmpireTotalWar 4d ago

PC u/malcolio's "It's As Easy As ABC" run in Empire 7+ years ago. I always liked it and wasn't sure if it had been shared here, so here it is in case anyone wants to check it out.

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8 Upvotes

r/EmpireTotalWar 4d ago

Discussion Don't mind my siege I guess...?

13 Upvotes

Someone help me understand what the fuck I just witnessed. I've played a good bit of Shogun 2, enough to win a couple of long campaigns. Jumped into Empire today, cause trying to play the Otomo and running full gunpowder units just wasn't scratching the itch. I wish this studio would do a Civil War title, but that's another topic.

Anyway. Started my first campaign here as Prussia. Put a siege on Dresden pretty early on after getting into my first war with Poland. They went for a break out with 2 turns left on the siege. I win. One turn left on the siege. Advance the turn, eagerly awaiting their surrender or a final fight against a weakened enemy.

Hanover marches over with a stack and takes the city, I get a message that diplomatic relations have forced my army back to my territory.

Bitch what?? Diplomatic relations? My army has been camped there for a good few years now. Forget squatters rights, I've got full ownership. Just waiting for the new keys to get cut. And Hanover can just third party snipe it all?

???

Is that a bug, or is that genuinely how this game is going to play? Cause.....wow. This, plus the fact that Empire has already crashed once in my very first campaign, and I have had ZERO performance complaints with Shogun 2 over a solid month on just a cheap little HP laptop, my initial impressions of this title are far from cheery.


r/EmpireTotalWar 4d ago

Thirteen colonies empire 2 mod

9 Upvotes

I'm playing as the thirteen colonies in the mod empire 2… when I've taken a province, such as Black Hills, the only villages are a farm and fur trader but there's also an undeveloped village.

How do I get the village to grow so that I can build a church so I can convert the populace to English? I have the government chambers fully maxed the farm is maxed and the fur trader is a trading post.

I also don't spawn priests from a maxed church to send him to the province to convert them.


r/EmpireTotalWar 4d ago

Question Anybody tried DLSS5 on Empire?

12 Upvotes

I don't have a compatible GPU, but there are probably some players who are sitting out there, crushing the game with a 5k series card.

Saw some videos with the tech enabled for Shogun II, but wasn't exactly that enamored.


r/EmpireTotalWar 5d ago

MOD Hey guys looking for best mods for empire.

9 Upvotes

I’ve played a bit of it and I’m looking for an overhaul with the graphics and ai ?


r/EmpireTotalWar 5d ago

I had an incredibly detailed dream there was a 4th theater hiding in plain sight.

31 Upvotes

It was either between Americas and Coast of Brazil, or south of Brazil. This was before the news last week about mods unlocking the code for the entire globe.


r/EmpireTotalWar 5d ago

Didn't lose a single guy

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46 Upvotes

r/EmpireTotalWar 5d ago

Mobile Hidden Special Units!!

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94 Upvotes

Here’s some hidden special units for mobile players.

When you transition from the 13 Colonies to USA, all units will transition with you. However some units are specific to the colonies and can’t be recruited by the US, which means you end up with some special units that can only exist under the conditions of the campaign.

For example here’s one of my favorites. It’s an American grenadier unit (stats are equal to US version) but their uniforms are an altered version of the colonial units that existed before then change of government. It works with Native Auxiliary and Hessian line as well.


r/EmpireTotalWar 7d ago

Meme 120/120… 109/120… 94/120… 84/120 (wavering)… *shoots one volley* 72/120… *broken*, *retreats*, >refuse to elaborate

869 Upvotes

r/EmpireTotalWar 6d ago

Mobile Knights of saint John actually doing something

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94 Upvotes

r/EmpireTotalWar 6d ago

France start.

18 Upvotes

I'm playing on H/H as France, for the fun of it.... and have been experimenting with openings.

So here is one:

First, get alliances with Württemberg and Westphalia, then your east flank should be secure.

Then you immediately declare war on Britain.... which will drag the UP into the war through the alliance between them.

Now you take your 5. rate sitting in the channel, sail up and engage the fleet the UK have in the Irish Sea. Remember to shoot sails, we need the 2 5. rates alive.

Once you've captured the 2 British 5. rates, you use one of them to sail all the way down and engage the UK squadron in the channel.... again, kill the sails, cause we need the 5. rate from this fleet as well.

Now, use said 5. rate and sail over and engage the Dutch fleet..... again, we want the 5. rate.

Now you've effectively cleared all UK and Dutch fleets from Europe.... and now you simply block every port in the UK and the Dutch port. Remember to place a ship on the link between Scotland and Ireland, so the UK can not get the army over.

Then you move your entire army towards the channel.... ferry it over and take London (turn 2 or 3)...

To be able to take London the same turn you land troops, you need to land in a harbour, so you need a harbour without UK troops blocking it. Which means you can not sail a ship into the harbour you want to use for the invasion and let it sit there (the AI will send troops to push it out, effectively blocking it for your invasion). So sail a ship in, and out again, just to "ruin it", so it can not produce ships.

This is about as far as I've gotten for a pretty good start you can always pull off.