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.

Report abuse Napoleonic Total War III ver 3.0 - Part 1
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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
this presentation.

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
nation used.

Here is a complete list of all playable factions:

  • France
  • Britain
  • Russia
  • Austria
  • Prussia
  • Spain
  • Ottoman
  • Bavaria
  • Denmark
  • Hesse-Darmstadt & Baden
  • Northern Italy
  • Poland
  • Portugal
  • Saxony
  • Sweden
  • United Netherlands
  • Westphalia
  • Württemberg

II- Gameplay Mechanics:

1/Unit Sizes

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
1808-1815 period).
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.

2/Unit Ratings

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.

3/Weapon Effects

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
months now.
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.

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Napoleonic Total War III ver 3.0 - Part 1
Post comment Comments
Guest Nov 21 2012, 6:54pm says:

Any changelog from the previous version?

+2 votes     reply to comment
Liberalis Nov 24 2012, 11:24am says:

Sure, click "read more +" in the description above.

+2 votes     reply to comment
mindbender Feb 15 2013, 9:50am replied:

So are u responsing to my question and saying I can install the 2.6+++ Epic Mod over my Nap TW 111 and just delete the script file as I go back and forth?

+2 votes     reply to comment
Guest Feb 13 2013, 12:19pm says:

Can I install DarthMod Nap 2.6 three plus Epic Edition on my NTW 111 Release 2.0 or do I have to uninstall NTW 3 first then install DMN 2.6 +++ Epic Edition my email is by the way love these mods its like getting a new game for free

+1 vote     reply to comment
Guest Feb 14 2013, 8:37am says:

So I gather you are responding to my question and refering to this

"NTW3 comes with its own manager that will allow you to pick to play the classic mod or the historical scenario. It also has a "delete script\" button. It is recommended to press it if you had been playing other mods so as to not have any bugs/incompatibility issues . "

and this meaning I can instill the Epic +++ on top of NTW 111 and just use the delete script when not using the Epic plus?

+1 vote     reply to comment
snoppendenstore Mar 23 2013, 5:42pm says:

how do i install?

+3 votes     reply to comment
marcoulpio May 5 2013, 1:33pm says:

hi thismoddoesnor run it kieeps sayinG...that NTW iii IS NOT INSTALLED......

+1 vote     reply to comment
boring71 Jun 21 2013, 3:40am says:

great mod!thanks,i can't wait to play!

+1 vote     reply to comment
luksm23 Jul 5 2013, 2:43am says:

The Total War Series is a very well put together platform. I have always been satisfied with the graphics and game play mechanics, and I have been happily entertained by the little movies thrown into the game from the very first TW game I played, Shogun (the first TW Shogun) I have also enjoyed the little things that the devs put into the games to give the game, the leaders, and the generals a little bit more depth. The only real issue I have consistently had with the Total War Franchise is Unit Scale. I know that it is difficult to represent the accurate amount of troops usually contained in a Roman Legion or a Prussian Line Infantry Regiment, so I just got used to the idea of a limit of 10 slots per flag. My solution to the unit scale problem was to add up the total number of troops in an army. Say the number was 348. I would simply add a zero to the end of that number and the army would be 3,480. New units of 80 soldiers would be regiments of 800.

+1 vote     reply to comment
JavierLT21 Feb 11 2014, 6:14pm says:

It's possible to have 40 units in skirmish or multiplayer? I know that in the campaign we can have 40 units armies, but what about in skirmish, or multiplayer?

+1 vote     reply to comment
JavierLT21 Feb 11 2014, 6:54pm says:

Sorry, i was going to comment about the 40 armies in darthmod, but i put it here, my bad

+1 vote     reply to comment
MarchalScorpions Mar 4 2014, 4:13am says:

I would love to install the mod but I cant find the installation instructions anywhere!
And is this mod compatible with the great war? ( the great war is launched manually and not installed constantly)

+1 vote     reply to comment
Yarrikultra Apr 21 2014, 1:18pm says:

So ive been trying to get an answer to this for a while, (posted on twcentre forums) whenever I run the .exe for parts 1 or 2 of this mod, I get an error saying "invalid files are present". I am using 64 bit windows 7, please help me!

+1 vote     reply to comment
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Released Feb 28, 2012
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