Napoleonic: Total War III is the latest Napoleonic modification developed by The Lordz Modding Collective (LMC), based on Creative Assembly’s latest title Napoleon: Total War. NTW3 is an in-depth modification and the result of 4 years of development (since 2010), bringing you, as always, the most historically accurate and breathtaking multiplayer experience to date.
Napoleonic: Total War III is the latest Napoleonic modification developed by The Lordz Modding Collective (LMC), based on Creative Assembly’s latest title Napoleon: Total War. NTW3 is an in-depth modification and the result of 10 long months of development, providing the most historically accurate and breathtaking multiplayer experience to date.
The Lordz Modding Collective (LMC) is proud to present to you Napoleonic Total War 3 (NTW3).
is the latest of our Napoleonic mods, based on Napoleon Total War by
the Creative Assembly (CA). You will find download links at the end of
I- Playable Factions
will include 18 nations that partook in the Napoleonic wars. A complete
order of battle was developed for each of them to allow varied armies on
the field. Nations will vary, as they did historically, in unit sizes,
morale, firepower and close combat capabilities, making for different
national strengths and weaknesses. This practically translates into
using different strategies and tactics to achieve victory based on the
Here is a complete list of all playable factions:
II- Gameplay Mechanics:
units represent battalions or regiments. Because of the ‘slot limit’ in
game some compromises were needed. The larger units are either strong
battalions, (British Foot Guard, Hungarian Line) or 2-3 small battalions
(most Russian, and some militia units). Historically unit strength was
variable so the sizes are one interpretation only (based on the
Within the constraints of the 20 unit slots we
tried to allow players to create scale armies of 15 – 30 battalions with
artillery and specialist support. There is room also for a brigade of
cavalry, more if you make sacrifices elsewhere. At the scale of real
Napoleonic battles this would represent a small Corps of maybe 2
infantry Divisions and cavalry support.
rules were used as a base for unit stats. Multiple sources were used to
compare the different value or strength of a unit compared to its
counterpart in other nations. A formula was used to calculate the cost
of the unit based on its stats. Each number in the stats was given a
relative importance compared to the other numbers. This was used as a
coefficient to adjust the price for example of better shooting stats
compared to better melee stats. We applied this formula consistently to
all branches of the army for each nation.
a scaling factor of 1 in-game distance unit equaling 3 metres the
ranges and effects of weapons have been realistically portrayed.
Musketry causes only moderate casualties beyond 100m, becoming virtually
useless beyond 200m. Cannons were based on effective range, with
varying fire rates for sustained, long range bombardment and desperate
‘defend-the-battery’ close range canister.
work has been done to get the balance of Infantry/Cavalry/Cannon right.
This is the essence of Napoleonic warfare, and the equal importance of
each is one reason why this is probably the most popular period for
Wargames. This balance can only be achieved through testing, and our
dedicated team of more than 30 has been providing feedback for many
Also we used unit limits and adjusted costs to prevent spamming.
5/Realistic fatigue & Morale effects
Cavalry starts very powerful, but become useless after a couple of charges until rested again.
Units under heavy fire and weakened may break if something ‘bad happens’.
cannot fire flat out all day, reserving their ammo and energy for
important tasks. As the crewmen become fatigued, the battery loses
reload and accuracy. Past winded, they become very inefficient. Exposure
to musket and especially cannon fire will break down a unit's ‘will to
fight’ making a rout much more likely when the enemy closes.
6/Fog of War
This means you will have no idea what you opponent is up to until you are close to his army.
generally using light cavalry, is required to locate the enemy.
Consequently, tactical and strategic ambushes are possible. I think this
will be a very appealing and distinctive aspect of this mod.
7/Unit Disruption for Infantry/Cavalry Interpenetration.
cannot pass through each other like ‘ghosts through walls’. Friendly
infantry will be considerably slowed and scattered if they attempt it.
cavalry can NOT leap forward from behind a line of infantry to attack
the enemy. You must have gaps for cavalry operations. This seemingly
small feature will have a big impact on how armies are maneuvered on the
III- Historical scenarios
Eagles deals with the historical engagements of the Napoleonic era. It
represents the true ‘grognard’ companion to the NTW3 classic mod. The
battles are carefully researched and recreated with detailed OOBs,
uniforms, and historical behavior.
Maps were created from 1:25000
scale topographical data, villages represented with their correct layout
and stronghold positions.
IV- New Multiplayer Maps
NTW3 includes a complete rework of all vanilla maps as well as more than 130 new maps made from scratch.