Initial Upload of the Prelude to War overhaul mod
To install, place the PreludetoWar.pack into your ETW data folder. MAKE A BACKUP OF YOUR STARTPOS (find this in data-> campaigns-> main) this will be needed if you ever want vanilla startpos again. AFTER making a backup you can place the startpos file from the zip to replace the original.
The Mod will overhaul just about every aspect of gameplay. The campaign differs from history by classing the entire era as the year rather than simply 1700. This means that, for example, the Thirteen Colonies have already declared independence at the beginning of the game. The Colonies of all European nations have distinct, separate characters in their own right. The Thirteen Colonies are freat marksmen, Louisiana can make use of Native American troops and New Spain have a more traditional but ultimately effective force.
No Replenishment on the Campaign map, no forts in towns and triple to musket range are three of the most key features of the overhaul but the list goes on and on. The r/totalwar subreddit has many more details but by the time I've detailed the last seven years of changes it'd be ten.
Discord.gg for questions, It is a Discord for my TWW2 mod so when it says The End Times don't be surprised, theres a channel set aside for this mod.
I recommend the AUM-EMP optional graphics pack.
Hopefully there is a version of AUM-EMP to give more units to this mod but I need to contact SwissHalberdier for permisson which is proving difficult
Credit goes to HusserlTW for his LoS work in his ETF mod which I used as a template for my own.
HYPED
Great, let me know what you think
Very awesome. Thanks!
No replenishment? What's the logic in that? Units do so all the time IRL. Sure, it's a rough abstraction at best in the game that's less than ideal, but it's also a quality of life feature to make the game less tedious. That alone makes me unsure of trying this out tbh, and I'm all about historical authenticity and realism.
It adds aspects of gameplay that were otherwise missing. You effectively have to deal with supply lines now and keep the troops flowing, colonies take maval support now and you cant take half the other side of the world with a single brig and army anymore. One of the major wars of the period is the Revolutionary war and that was decided to a great extent by supply lines and it was something entirely missing from the game, you took one army and so long as you won battles you threw a bit of cash at it and bang, more men. It gives a defensive advantage and a more complex game. It also means that losing well matters, guerilla tactics can work and bringing down enough forces matters. Spanish guerilla, russian scorched earth and americans similarly guerilla suddenly all work. Units are bigger so you dont need an afmy to be at full strength to function on the battlefield and with far more complex combat options available the numbers arent as make or break the battle.
It also allows for more campaign options on the army side, you can send light scout forces forwards who move significantly faster to skirmish with the enemy and punch well above their weight without those couole of thousand kills only mattering for two turns.
If there was a good replenishment mechanic then id me all for it but having tried it for hundreds of hours each way, no replenishment is a more challenging, interesting and strategic game.
Thanks for replying. I see your point, especially in regards to offensive, long-range wars. I agree; much the same in Medieval where you need the proper facilities to replenish your own troops (and with the prerequisite culture percentage depending on the version), attrition makes stacked, powerful foreign armies susceptible to the real repercussions of Pyrrhic victories beyond momentary vulnerability before replenishment. Fighting long-range wars is challenging in its own right, especially without large local forces in support.
If only replenishment were more nuanced! I hate to lose super veteran units.