A Napoleonic Era mod set between 1806 and 1821. Explore the possibilities of an European Empire under Napoleon I or try to crush his domain under the Ancient Regime's heel. Will freedom prevail? Will tyranny overthrow the last enlightened despot? The fate of the world is in your hands.

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Units have much higher morale overall, making it harder for them to break, and they have been balanced accurately for each category of infantry and cavalry; a slight rebalance of overall damage and lethality ratings for each and every infantry unit has also been performed, with bayonets now dealing a fixed 20 damage (!) to make melee encounters last a little less, as it was often the case in this type of warfare. Moreover, nation-specific parameters have been refined. The French are encouraged to go on the offensive and gain the upper hand on the battlefield very quickly, as they are now faster than the other nations and stronger in melee; the British are stronger on the defense and their shots are more accurate than the French, but they lack in close combat ability and are slower, thus encouraging for a more tactical and stationary approach to the situation. Many such little changes have been made throughout the rosters to make them a little more varied, with stregths and weaknesses for each.

On top of this I've been working hard on a complete rebalance of cavalry and cavalry charges in general. Now every category of cavalryman has its own proper mount with strengths and weaknesses compared to other mounts, different mass and different reach (Lancers for example can disengage more easily and reach the target before contact due to their polearms). What follows is a general table detailing the new bonuses and penalties for each cavalry type:

Hussars : lancer -2, dragoon -4, cuirassier -6
Dragoons : lancer -2, hussar +4, cuirassier -4
Cuirassiers : lancer +6, hussar +6, dragoon +4
Lancers : hussar +2, dragoon +2, cuirassier -6
Light Dragoons \ Chasseur à Cheval : lancer -2, dragoon -4, cuirassier -6

As you can see now Cavalry as a whole acts with a sort of rock-paper-scissors minigame within itself, where Heavy Cavalry excels at being, well, heavy, but is slow and tires easily, Light Cavalry is ideal against infantry for hit and run tactics, and Lancers can perform well against Light Cavalry and even Dragoons but they tend to have poor lethality rates and low damage, to similate that past the lance, they can be very vulnerable and are easily killed. They need to be used as a shock unit for flanking or rear action.

To better control fatigue, I've made it so every climate gives maximum heat penalty, this way I can easily control fatigue levels for every single unit in detail.
This gave me the possibility to make it so that heavy cavalry is easily exhausted; now if you want to perform a successful charge you'll have to calculate the risks as Cuirassiers are very powerful but they also act as a one shot cannon. Will you smash through that line of infantrymen or wait to snipe some lone squadron of lancers? Think hard because they'll have to move on the gallop and it'll be too late by the time they perform their task.

I hope you'll enjoy this new version as much as I've enjoyed testing it.

New units include

- Bashkir Cavalry for the Russian Empire
- Royal Scots Greys and KGL Hussars for Great Britain
- Polish-Lithuanian Tatars for Poland\Grand Duchy of Warsaw

As far as AI changes, I've done an extensive research on how EBII does things and I've implemented some of their ideas (all credit for that goes to Z3n on TWC) while adding some variables of my own. I had to make a compromise: either have the AI attack a lot, or defend a lot. Seeing as the type of warfare has changed drastically since Medieval times and this engine is sadly not equipped for full on musket warfare, I had to arrange things so that the AI would be more defensive to make it even remotely realistic and presentable.
The result is that you "can" exploit the AI now, with missile cavalry. But why would you ruin your own fun? Apart from that, I'm quite happy with the results for now, AI armies overall behave more cautiously, cohesive and stationary when necessary, this means that wild charges out of nowhere are way less present and the opposing army always tries to have reserves. This is a double edged sword as again, it can be exploited, but its far better than before.

Rise of the Eagles patch 1.4.1 and troubleshooting

Rise of the Eagles patch 1.4.1 and troubleshooting

News

Rise of the Eagles patch v1.4.1 contains the following fixes: - Fixed a couple logic errors in the campaign script - Fixed incorrect naming of units that...

Rise of the Eagles Patch Survey

Rise of the Eagles Patch Survey

News

As the new year draws nearer and new projects and irl commitments get in the way, I thought it would be high time to ask the community what they think...

Rise of the Eagles 1.1

Rise of the Eagles 1.1

News 2 comments

A new version of Rise of the Eagles is being released. This version updates the mod to 1.1 introducing a new scripting structure as well as fixing some...

Rise of the Eagles 1.0 (Open Beta)

Rise of the Eagles 1.0 (Open Beta)

News 7 comments

Well, what can I say, I wanted to keep it in the oven a little more but due to multiple circumstances, including the recent viral outbreak, I was compelled...

RSS Files
Rise of the Eagles patch v1.4.1

Rise of the Eagles patch v1.4.1

Patch

Rise of the Eagles patch v1.4.1 contains the following fixes: - Fixed a couple logic errors in the campaign script - Fixed incorrect naming of units that...

Rise of the Eagles v1.4 Full Version

Rise of the Eagles v1.4 Full Version

Full Version 4 comments

Rise of the Eagles update 1.4. Patch notes in the description

Rise of the Eagles v1.2  Full Version

Rise of the Eagles v1.2 Full Version

Full Version 1 comment

The new version of Rise of the Eagles is here, this release was aimed at drasticly improving and changing some fundamental aspects of the gameplay, while...

Rise of the Eagles v1.3  Patch

Rise of the Eagles v1.3 Patch

Patch

Rise of the Eagles update 1.3. Patch notes in the description.

Rise of the Eagles 1.1b FULL Version

Rise of the Eagles 1.1b FULL Version

Full Version 47 comments

Major update of RotE. This new version adds many fixes and a revamped UI, better campaign resources, regimental names, font, unit cards and balance changes...

Rise of the Eagles 1.1a FULL Version

Rise of the Eagles 1.1a FULL Version

Full Version 12 comments

Full version of RotE uploaded on ModDB. This is both for convenience and for necessity as the mod broke with the latest patch for no apparent reason...

Comments  (0 - 10 of 382)
NKGalahad
NKGalahad

Looks Great & enjoying it with the limits of Medival Engine, all I can say is use google maps on your phone or tablet & you can get somwhat close to or able to fix Spain. keep up the modding for this Mod, I enjoy it so far.

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Thank you. I'll think about that... reworking the map at this point is rather difficult. But I'll fix what can reasonably be fixed.

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Guest
Guest

Hi question please, wich one do i need to download to play this mod

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Rise of the Eagles v1.4 Full Version

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Guest
Guest

I download the 1.4 ,but I don't know how to installer , please teach me ,thank you.

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[TWC]_Sirlion Creator
[TWC]_Sirlion

You install it like any other MTW2 mod. Put the folder in MTW2\mods subfolder and run it with the .bat file provided, or alternatively if you want proper names for your regiments and larger battle maps, run it with the .exe file provided (its just a renamed copy of HotSeatTool made by youneuoy).

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RiceGuy_Now
RiceGuy_Now

is there anyway to lower unit sizes?

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[TWC]_Sirlion Creator
[TWC]_Sirlion

In the game's options I suppose? I play on Huge. If you mean the men for each unit... its' around 70-80 each, which is very little. The balancing was made with Huge size in mind

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Jinete_de_España
Jinete_de_España

Hey Sirlion. Congratulations for the mod, I never thought I would uninstall Napoleon Total War from my computer but your mod is way much better. I am really enjoying it.
If you ever consider making a mod about the 17th century, let me know and I´ll get rid of ETW as well!!!

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Aha, thank you very much. Actually you dont have to uninstall NTW, you can install my Realism Core mod for that (it's on TWC at the moment). I'm also working on a ETW mod as we speak so keep that space occupied for a little while longer.

Reply Good karma+2 votes
Jinete_de_España
Jinete_de_España

I will take a look at your Realism Core mod for NTW and I am looking forward your ETW mod because it is so hard to find a realistic mod for it

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