-- Added the Late start and Early Start campaigns
-- Final rework of the land Tech Tree
-- Fixed Ring and Socket bayonet placement on tech tree
-- Fixed crashing Early Campaign startpos file
-- Added splines for campaign roads to global graphics pack
-- Moved all factions to full AI, if needed, in both startpos.esf
-- Removed additional recruitment slots for France, Prussia, and Spain
-- Fixed placement for 'European Doctrine' for eastern factions
-- Added HusserlTW's fix to his startpos files for missing emergent religious buildings
-- Fixed missing general recruitment on minor faction government buildings
-- Moved Minutemen to conscript recruitment time for the US
-- Tightened the Free Company's recruitment area using the new region resources
-- Increased recruitment time for ALL Elite Units of America
-- Removed the factions; The Barbary States and the three New World protectorate
While we do make some historical changes and try to bring a level of realism to the game we prefer not to label the mod; if we were to do so we'd call it a 'gameplay mod' more than anything else.
Overview
- Realistic recruitment
- Balanced combat
- Balanced economy
- New technologies
- New historical units
- All factions playable
Partial List of Features
- Manpower and supply govern how many troops you can recruit.
- Whole economic structure of the game reworked; unit costs, buildings costs, and more.
- Research now costs as schools have an upkeep, whether they are researching or not.
- Completely reworked morale system for both land and naval battles.
- Completely reworked naval combat; turning, ranges, speed, acceleration, and a lot more.
- Resistance plays a huge role and prevents steamrolling the world in most cases.
- Tech tree and related research times completely reworked. Simpler technologies are easier to aquire, and some of the later philosophical techs will take some time to finish.
- Removal of fire and advance and volley fire.
- Artillery made much more effective; ranges increased based on shot type, accuracy adjusted with reload speed. Shots are much less accurate after 350 meters.
- Infantry weapon ranges increased. Muskets do less damage at ranges over 50 meters.
- Platoon fire now available only for Ferguson riflemen.
- Tighter unit formations.
- Light infantry doctrine and rank fire are lower in the tech tree and require less points to research than before making them easier to get earlier in the game.
- All non-emergent factions playable.
- Historical units - Potsdam Giants, Zeiten Hussars, Marines, Swiss Guards, Decanni Lancers, Douaniers, Regimiento Inmemorial del Rey, and more; more being compiled every week.
- Balanced combat; Reload bonuses for firing drills are evened out, square formation for realistic, morale levels due to flanking and rear attacks more of a problem than before, units tire more quickly when running over long distances.
- Light infantry now equipped with bayonets.
- Experience caps (number of kills or deaths needed, etc.) lowered. Units gain experience quicker this way.
- Fixed Taxes and other bugs that CA hasn't patched yet.
- Revamp of Empire's numbers; Charge increased for cavalry and infantry; morale adjustments based on level of training, movement and morale on terrain or in weather, misfires, etc.
- Redone/expanded descriptions for several units.
- 3 turns per campaign year.
- Increased recruitment and build times to suit the longer turns.
New Land Technologies
- Advanced Reloading Drills - Grants a 5% reloading bonus; grants access to optional Fire by Rank and Platoon Firing.
- Advanced Live firing Drills - Grants +2 Morale in battles; required to progress in the tech tree.
New Ordinance Technologies
- Standardized Calibers - Precursor; required to progress in the tech tree. Requires Measuring Tools economic tech.
- Standardized Ammunition - Precursor; required to progress in the tech tree.
- Standardized Production - Final result of standardization; reduced costs for all artillery. Requires Interchangeable Parts tech.
- Horse Artillery - Grants access to horse artillery. Requires Selective Breeding tech.
Community Contributions
- Trasibulos UI, Naval & Land Flags (Republic/Monarchy) Retextures
- MechDonald's Blood, Smoke, and Sound Mod
- Captain Cox's Load screens
- Remo's retextures
- Sinuhet Formations
- Waronmar's pipmod
- Swiss Halberdier's AUM
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every time I play campaign no matter what nation I am go bankrupt ?
It's because you probably going into enemy territory, which have to pay more for them rather than less in your "home"/conquered regions. You are also probably training to many units and not building up your economy enough before hand, causing your economy to suffer and collapse.
Just saying that thanks for this tip before i start playing so i won't have problems ;)
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How did you make the custom units in this mod?
So with artillery is this mod similar to Darthmod? Where the Artillery fire at an angle so that they don't always have to be on the high ground to fire from behind your Infantry.
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Empire.exe not found
nvm i didnt put the mod in the same folder
I can't launch empire with the mod, it boots up empire, then crashes. what do I do?
So I am very confused. Every time I start a campaign, I go bankrupt within a few turns, despite my policy budget tab telling me that I'm making a profit.
Can anyone help, or explain this to me?
Crashed on startup with empire exe has stopped working