This mod is a complete overhaul for Empire Total War that aims to make combat more realistic and the campaign more interesting. Most aspects of the game are completely altered in some form or another. Gone are the constant siege battles, projectile trails and hordes of firelock armed citizenry. Larger unit sizes and vastly increased ranges gives a battlefield stretched across the whole map with numerous cannon, more impressive infantry and devastating cavalry. In campaign there are now 12 turns per year, giving you as long as you like to complete your campaign and decreased movement range on the map varying on unit type. Native American forces are completely overhauled and far more effective, platoon fire now works as an advantage and comes much earlier and no longer is the race to the Fire By Rank technology the primary deciding factor of the campaign. Garrisons are now made of proper soldiers instead of citizens and can be a potent fighting force. Naval battles are entirely altered, with boarding rebalanced and cannon ranges and reload times varying by size, making a more dynamic naval battle. Morale has been entirely reworked on sea and on land, as has fatigue.

Now included is my version of SwissHalberdier's AUM-EMP with his permission. His version of that mod can be found at Twcenter.net(AUM-EMP)-3-7-updated-14-3-18

AUM-EMP adds a huge number of units to the game and they have been rebalanced in this download to fit with Prelude To War's balancing. I strongly recommend his Optional Graphics Pack, it brings the game into a more current look and makes unit differentation from distance far superior. HUGE thanks to SwissHalberdier for allowing me to include this brilliant mod and for all his amazing work on the original version. You may also need .UCP to get AUM-EMP to work, some people do some dont but you can find it on the TWC link above or by looking at the comments on AUM-EMP's ModDB page, or simply by clicking Twcenter.net


Download the PreludeToWarOverhaul and put the .pack files in your ETW data folder and the startpos file in your data/campaigns/main folder (make a backup of the vanilla startpos first) and then enable the packs with Mod Manage (available on ModDB and elsewhere, if you dont already have it just google Mod Manager 1.5 Empire and youll find it extremely easily)

I have a discord server for all my TW mods, feel free to join to discuss or for assistance Discord.gg

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Prelude To War Overhaul

Prelude To War Overhaul

Full Version 16 comments

A complete release of the mod now including my rebalanced version of Swiss Halberdier's AUM-EMP (with his permission) his mod can be found over at TWC...

PreludeToWar

PreludeToWar

Full Version 6 comments

Initial Upload of the Prelude to War overhaul mod

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Hi, i love the work you put jnto it. I actually just bough the game to play this mod.

i noticed the Native American Nations cannot create the unit bowmen when you play them. They can only use Musketmen which in native have a small amount of unit size. I didn't test it in game, but did you change the unit size of musketmen in game?

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TheDukeTW Creator
TheDukeTW

All unit sizes are changed and will vary from faction to faction, for Native American nations the Iroquois tend to be the most numerous. Bowmen should be available, mske sure youve followed the installation instructions and check that muskets ahve a range of 200 in game to be sure it is running properly

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camper-futter
camper-futter

Hey,
the mod looks very promising. Did you do some changes to the AI?

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Guest
Guest

Cheers, looking forward to give good olĀ“Empire a try again together with your Mod. May i ask if you did some changes to the AI and its behaviour?

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TheDukeTW Creator
TheDukeTW

It responds well to the unit changes in battle and feels better but nit actual changes for battle, but for campaign its had completely updated financial, tech and unit recruitment priorities altered so they work much better and build proper forces. Some ais have also been given 'full' wi where they previously had 'maintainance', making some factions function better

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DeadEye13
DeadEye13

Is the United Provinces basic line infantry supposed to start with platoon fire? Kinda sucks all the fun out of it when your basic line infantry works as a machinegun and literally melts enemy units within seconds.

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TheDukeTW Creator
TheDukeTW

Yeah its deliberate as firstly its a hell of a lot more fun than the race to the fire by rank tech being the whole campaign decider, all factions have the drills so it doesnt give you an advantage over anyone else. Also given that platoon fire is also knkwn as 'Firing Dutch' it seems appropriate that they have it.

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DeadEye13
DeadEye13

Thank you for the reply. Some units don't seem to have it though. Dutch marines fired by rank, and the spanish AI Line infantry seemed to do it too.

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TheDukeTW Creator
TheDukeTW

All factions hace both fire by rank and platoon fire on game start, the drills have been balanced to be roughly equivalent in power but different. Rank fire will give morale shock and spike damage as well as allowing troops to stand close to one another or compensate for lack of accuracy with volume of fire. Platoon allows every man to take aimed shots without the smoke from the man in front but is slightly wider spaced and doesnt need the same level of discipline. Platoon fire units generally prefer long attrition engagements whereas fore by rank units tend to prefer swift decisive action. Both are valid but each has strengths and weaknessess. Troops without either will shoot en mass.

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