An fan-made page of Empire Realism mod for Empire: Total War. All credits to the mod team. Empire Realism is a mod for Empire: Total War which adds tweaks and other changes which are intended to enhance the realism and challenge of the Grand Campaign, and which make some significant gameplay changes towards realism and historical accuracy.
Latest version of Empire Realism mod, released in February 2018.
Preparation:- In case you have installed a former Empire Realism version (ie. ER 3.5-3.7), remove all those previous ER files (they have a "ER_" prefix). - Make sure you have a clean ETW vanilla installation, means an unmodified Empire total War installation with latest ETW patches by CA (via Steam), ie. launch ETW vanilla one time to verify it works as expected.- Backup your Data/Campaigns folder (optional - as you can still restore original files via STEAM)Install ER 5 files:- Copy/paste all ER5 files into the ETW Data folder, overwrite old files.- Ready. Start the ETW game as usually.
Path: Program Files/Steam/steamapps/common/empire total war/data
ER4 no longer requires to modify campaign unit multiplier!
Path: users/(your computer name)/AppData/Roaming/The Creative Assembly/Empire/Scripts
- ER-default unit multiplier is x1. Game is balanced to ultra settings which should give you 200 men per Line Infantry unit.
Mod doesn't need to be activated via Mod Manager.
Artillery overhaul:
- Artillery speed adjusted based on technology and gun type. Light infantry guns will be able to keep up with infantry, while heavy guns will be slower to move. Later Artillery will be a faster and more maneuverable than old one.
- Artillery accuracy now depends on gun caliber and gun technology. Large caliber guns will be more accurate than light guns.
- Artillery muzzle speed now based on caliber with heavy guns having higher speed than light guns (having longer "flat"range)
- Artillery reload speed now based on sustained rate of fire, Late guns will have higher rate of fire than early guns.
- Early heavy and medium guns will now have 3 guns per unit, Light Infantry guns will have 2 guns per unit. Late Artillery will have 4 guns per unit.
- All Eastern Artillery units set to 3 guns per unit
- Eastern Field artillery unit added (renamed Sakers), with 3 guns per unit and slightly faster movement (than other eastern batteries)
- Adjusted Eastern artillery progression with 18lber heavy artillery replacing Demicannons, while Artillery advancements introducing 24lber heavy artillery
- Artillery dispersion values adjusted, now depends on gun caliber, with light guns having higher dispersion than heavy ones.
- Artillery height in unlimbered state adjusted based on artillery type.
- Artillery limbers hitpoints adjusted based on artillery type.
- Artillery can no longer "run" and it will move same speed no matter what. Only exception are Horse Artillery units
- Costs adjusted for all Artillery units, with heavy artillery being costlier. Light artillery units will be less upkeep demanding (early sakers will be less of a strain on the economy)
Naval Changes:
- Adjusted tech description for improved naval guns (made of Iron, therefore cheaper. Iron guns cooled off faster, therefore crew could reload them faster)
- reworked sailing model for square rigged and fore-aft ships. Square rigged ships will have clear speed advantage sailing with the wind, while Fore-aft rigged ships will be a lot better against the wind.
- Reworked hull resistances for all ships, larger ships will have clear advantage in gunnery duels. Overall naval battles will have faster pace than before.
- reworked base campaign movement points for all ships. Ships of the Line will be now slower (60), Frigates faster (90).
- Grapeshot reworked for all ships. Only top deck guns will fire grapeshot, lower gundecks will fire solid shot with high accuracy bonus (short range gunnery will be very effective selecting this mode)
- Reworked naval gun accuracy model. Gunnery is now flatter, more likely to hit at combat range. Long range engagement now possible only by aiming for sails (chainshot button)
- Chainshot reworked, guns will be firing solid shot with higher elevation and reduced accuracy. Only carronades will fire chainshot with higher damage against sails.
- Dispersion values adjusted, with carronades having higher dispersion, while long chasing guns having lower dispersion.
- Naval gun damage now based on kinetic energy.
- Solid shot now causes splinter effect when hitting hull. Larger calibers create higher splinter effect. Splinters have higher chance of killing or wounding crew. (carronades despite lower penetration will have high splinter effect)
Campaign Changes:
- Road to Independence Chapter I reworked, this campaign uses different scale 1:2 (instead of 1:3 for rest of the game) due to much smaller scale. Unit stats adjusted for 17.century combat style. Scale changed to 12 turns per year.
- Road to Independence Chapter II tweaked, unit strength and composition adjusted, all horse units removed from Virginia and France, so battles will be closer to real historical battles of that era in North America. Technologies added to France, so it will have access to socket bayonets and several techs used at the time of campaign. Scale changed to 12 turns per year.
- Road to Independence Chapter III adjusted, changes to unit composition, unit sizes. Britain got access to all technologies it should have access to at the start of 1775. Scale changed to 12 turns per year.
- Grand Campaign startpos updated for new unit composition and size. adjusted bonus technologies, scale changed to 4 turns per year.
- Traits and ancillary bonuses adjusted to make them a bit more significant.
- Removed campaign stealth ability from generals to prevent "invisible armies" to player and AI (especially AI which will now less likely leave regions undefended because it doesn't see enemy army)
- Tax percentages adjusted, happiness penalties reworked, now minimal tax still adds some discontent, so excluding region from taxes has its benefit
- Taxable population is now either Lower class or Middle class. Upper class/Nobility is no longer taxable, no matter government type.
- Government bonuses adjusted to cope with new Lower/Middle taxable classes. Nobility is least satisfied in Republic, and most satisfied in Absolutist monarchy
- Republic and Constitutional Monarchy got tax bonus to compensate for inability to "pick" ministers like Absolutist Monarchy can
- For same reason policing cost is reduced for both Republic and Constitutional Monarchy
- Technology bonuses adjusted, Enlightenment research (clamor for reform) now impact specific classes
- Reworked Ministerial bonuses, having a good minister in proper position now plays a big role.
- Diplomatic bonus for Prime Minister and Ruler increased. Ruler bonuses are strict, but good Prime Minister can compensate weak Ruler now.
- Diplomacy attitudes reworked and made clearer. AI will consider more important actions in deciding process (own alliances, player alliances), while actions of smaller importance (breaking trade, agent actions) will play smaller role
- Minister of Finance and Governors now provide higher taxation bonus
- Agents (Gentleman,Rakes or Bishops) will now only spawn in their buildings (no longer you will have to transport a gentleman from Canada back to Europe to place him in University)
- Agents cap depends on quality and quantity of their specific buildings.
- Assassination restored to Rakes, Gentleman can now spy and Generals got high subterfuge (hidden) bonus to be more resistant against assassination attempts.
- Mughal Empire received same AI behavior group as Maratha, therefore will present a bit more resistance to them
- Morocco received "pirates" AI behavior, as they were part of Barbary Pirate states
- Morocco renamed to Barbary States. Barbary Pirates lands handed over to Morocco at Turn 2. This change should open the trade in Mediterranean a bit.
- Removed Bayonet research from Ottomans and Marathas, as Eastern countries considered bayonet unworthy of a warrior. Ottomans get bayonet with European Doctrine research, which enables Nizam units
- Adjusted position in the tech tree for Improved muskets and light infantry doctrine
- Building a Shipyard will now take more time (24 turns/6 years). Further upgrades wont take that long (8 turns). This change simulates how complicated process was to acquire ability to build military ships.
- Unit costs slightly adjusted for Prussia to give them fighting chance at the start.
- Can Trade attribute only applied to trade ships,number of Trade ships increased to 6, Larger Indiaman enabled for more European factions (Venice,Genoa,Hannover),resource background supply reduced, making trade goods more costly. AI priorities towards trade areas slightly increased.
- Reworked tax penalties to large empires, now max number of regions is 240, which reduces the impact per additional region
- Economy growth bonuses reworked, now mostly linked with government type, minister, tax and education.
- GDP bonuses adjusted for all economy buildings, now more linear. GDP value is usually around 1/10 of building cost (GDP is added to town wealth, which is then taxed). This change should reduce amount of money player has late in the game.
- Tax bonuses increased for Native Americans to prevent them going bankrupt.
- Colonial Light cavalry removed from French and Virginia armies. (light cavalry was not present in North America in that time period)
- Fort slot removed from game, to reduce amount of sieges (existing forts are kept though so there will be still some as AI wont destroy own forts)
Battle Changes:
- Unit stats completely overhauled, and based on soldier body type, and unit quality/morale. Bayonet bonus now plays bigger role (militia units without bayonets are very vulnerable in melee)
- Reload rates for all units adjusted, Line infantry reloads faster than skirmishers (which go for slower aimed fire with higher accuracy instead)
- Cavalry morale reworked, Light cavalry will be easier to rout than heavy cavalry.
- General Bodyguards are now Grenadier Battalion with excellent stats. Cost of promoting General considerably increased to accommodate unit of Grenadiers. Generals wont be a waste of slot anymore. Same applied to Indian, Eastern and Ottoman Generals.
- European factions wont be able to recruit standard Grenadiers. Will be only available as General unit. Exception are specialized units for certain factions (Prussians, Russians, French etc)
- Eastern infantry movement rates reworked, they move slower than western counterparts. exception are irregular units that are as fast as western light infantry (light infantry was inspired by them originally)
- Eastern infantry received additional defense bonus based on armor they wear. At the same time, heavily armored units set to be a lot slower.
- Ammo loadout reworked for all infantry. Western Line infantry now carries 60 rounds, Militia 40. Eastern Infantry carries 15 rounds, and Eastern Irregulars/Skirmishers 30 rounds. Archers now carry 18 arrows.
- Camel Gunners now armed with Swivel light artillery (zamburak), unit reduced to 12, range set to 120, ammo to 8. Unit can fire only from halt.
- Ottoman artillery progression reworked, at the start Ottomans will have very slow siege artillery, with research lighter more mobile pieces will be recruitable.
- Deli Horsemen converted into light dragoon unit, will fight with sabers while mounted, but will be able to dismount and use the carbine (can no longer fire from horseback)
- American Natives now divided into two groups - warriors and skirmishers. Skirmishers fight in open formation and move fast, while warriors keep steady pace. Skirmishers will also have more ammo, but will be less effective in melee.
- Artillery now divided into three groups - Siege, Field and Horse artillery. Siege Artillery due to being too heavy wont reinforce in battles.
- Early European Heavy cavalry now equipped with cavalry pistols. Ammo reduced to 4, reload set to 1 (so they will be able to fire 4 salvos in quick succession)
- Bavarian Line Infantry recruitable for Austrian, French or Prussians when they occupy Bavaria
- Austrian Line Infantry (now called German Imperial Infantry) no longer recruitable in Hungary, instead, Hungarian Line (now called Royal Hungarian Infantry) is available there ( no longer requires Military Syllabus)
- Native Plain Nations got Lancers and Mounted Musketeers back
- Slavic Rebels got Musketmen unit (former Gorodskie Streltsy) as they are closer in look to typical Slavic rebels would look like (definitely not in uniform and wearing a tricorn)
- Pandurs replaced by Grenzer (skirmishers). Only single Pandur unit existed during 18.century, while Grenzers were commonly deployed also as Skirmishers. This way, instead of single unit, Austria gets 6 skirmisher units.
- New unit icons for battle map added (General, Artillery, Infantry and Cavalry)
- Infantry on fort walls reloads a lot quicker, this is to offset the fact only front rank fires. While in reality number of men firing will be reduced, men standing behind would load muskets and pass them forward increasing the rate of fire for men in front.
- Because this reload bonus for infantry on walls also applies to fort artillery, fort guns got reload rate doubled to counterbalance it.
- Allied native units reworked. French now has much larger pool of Natives (8 vs 4) fighting for them than British. This is to compensate less numerous French units recruitable in North America.
- Canadian Skirmishers renamed to French Canadian Militia, unit still fights in open order, but its stats are degraded to militia level. Unit is only available in Canada, instead, French got ability to recruit Frontiersmen as well.
- Extract into data folder, overwrite anything it asks to overwrite.
- Enjoy playing Empire Realism 5