Between Empires has a number of unique mechanics, both in battle and on the campaign map, in order to represent the 19th century.
Between Empires completely replaces Warband's native division system, instead using a new company system that allows players to split infantry units into multiple line, guard, or light infantry companies. Artillery and cavalry also utilize this system, with differentiated company types existing for both. You can access the company set-up in the pre-battle deployment menu.
In battle, discipline and stamina. Discipline is an abstraction of morale and affects accuracy. Casualties, enemy fire, and exhaustion negatively affect discipline, and should discipline fall below a certain threshold (15% by default, this threshold can be further improved by skills) the company will break and retreat. Other skills can make units hold for a brief moment despite being broken, allowing you to hold the line or plug gaps.
Stamina is drained when your units fight in melee or run (which can be toggled with the ~ tilde key [left of 1]). Low stamina negatively impacts discipline, accuracy, and movement speed.
Furthermore, you can (and have to) access a new aerial view in order to command your troops. Use the “U” key to access it, left click either the company banner in the bottom left, or the company itself on the battlefield to select it (hold down shift to select multiple at the same time), and click and hold right click to move a selected company.
Again, utilize the “U” menu to access the aerial view command feature.
Units no longer automatically face the enemy as is case in native, instead facing and moving the way you tell them to.
Infantry utilizes different formations based on their company type. Line and guard infantry uses lines at game start, while light infantry utilize skirmish tactics.
Soldiers don't fire while moving, negating the need to tell units to hold fire when you move them. This doesn't apply to the “Charge!” order.
Players and AI factions have access to a technology tree, which dynamically changes weaponry, munitions, army sizes and effectiveness in battle. Most of these technologies are tied to a certain year. The mod, set between 1860 and 1895, includes dynamic time progression, the speed of which can be changed at the players digression. Some factions start off with certain technologies researched to represent their armies state at game start, such as Prussia having access to breech-loaders in 1860.
Between Empire includes a unique artillery system, with both howitzers and field guns being present. Artillery can be recruited in any fort on the campaign map, via the armoury menu. A maximum of 5 - 7 guns can be used in battle, with technologies increasing the limit. Artillery is available in both siege and field battles, and can be controlled as any other company.
At game start, howitzers are inaccurate, slow firing, and are prone to firing shells without them exploding, while field guns are more accurate, but fire in a straight line, and use archaic round shot.
Technologies fundamentally change the effectiveness and increase the ammunition capacity of both howitzers and field guns.
Diplomacy Unique diplomacy features has been added, including alliances, expanded peace negotiations menu and improved diplomatic AI. Most of it's features are avaiable in dialog with your faction minister.
Alliances work as offensive and defensive pacts, ensuring support of allied faction in case of war. They require work on improving relations with faction you to make alliance with.
New peace menu now allows to exchange centers between opponents, taking war damage they caused to each other into account of AI peace negotiations desicions. It also allows to sign peace with multiple warring allies and enemies at once.
New Infamy mechanics now will make factions react to countries that act too expanisve, or untrustworthy. Nations that act too harsh - declaring wars, claiming others' territory and breaking alliances too often - will meet foreign pressure, and be turned down diplomatically by other governments. Some faction leaders will be more and less agressive, and more and less reliable.
U – Opens the aerial view
While in aerial view:
Q and E – Turns the camera (you will have to disable quest menu hotkey that is "Q" by default)
Space and Ctrl - Increases and decreases camera height respectively
~ (Tilde, button left of “1”) - Toggles the selected companies between running and marching
Middle mouse button - hold it to rotate camera vertically while in aerial view.
Q – If you have a revolver or pistol selected, you will fire a shot form your hip, fanning the revolver. This is more accurate when delivering rapid fire at short range than “spamming” left click would be.
Built upon our new front-line feature, peace, and parts of diplomacy as a whole have been overhauled.
Peace is foremost about coercion, and whoever wins in the field of battle will also gain an upper hand in later negotiations. The course of the war decides if you have to make concessions, grand reparations, or if you will be the one filling your pockets with gold, or expand your lands even further. Peace can no longer be negotiated directly with leaders, instead, players will have to initiate peace negotiations via their Secretary of State, who replaces native's minister.
Alliances now play an important role in Between Empires, working as both offensive and defensive pacts. Breaking an alliance will be looked down upon as an dishonourable act by nations all across Africa, Europe, and Asia, generating considerable amounts of infamy. However, this doesn't mean nations will blindly follow their allies, player or AI alike, into pointless wars. Be weary of what wars you fight in, because your allies will be. Alliances are defined by your relation with a nation, which can be improved via new interactions with your Secretary of State in your capital.
War is a filthy affair, and as such, prolonged combat, or threats to existing power structures by overly ambitious kings might be their immediate downfall.
Taking cities, breaking alliances, and being engaged in offensive wars will generate infamy, similarly to a number of grand strategy games. Infamy decays over time, however, if you let international pressure mount, foreign powers will have more legitimacy in striking you back down. Note that any amount of infamy might allow a nation to construed a reason to attack you.
Your nations current infamy level can be viewed in the reports menu.
The second version of our mod has been released! Find it in the files section.
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Only for Mac users - follow instructions in archive to make mod work on your Mac computer. Full compatibility is still not guaranteed.
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