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 4 comments

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 9 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...

Post comment Comments  (0 - 10 of 393)
ArcadeGames
ArcadeGames - - 78 comments

Maybe you can add/use some audio files from the game 'Imperial Glory'? :) Cheap old game that had nice unit marching voices.

Or marching songs/audio files from napoleonic era tv shows like Sharpe and Hornblower :)

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[TWC]_Sirlion Creator
[TWC]_Sirlion - - 229 comments

Thank you. If I ever return to work on this project - perhaps with MTW2 remastered in the future - I will consider it.

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ArcadeGames
ArcadeGames - - 78 comments

Thanks for reply :) some other questions/suggestions as been trying out campaign more. If you ever do return to it in the future

- What are those floating horse symbols across map for?
- Wont countries run out of money trying to maintain those huge navies and then cant afford to train new units or build new buildings? V expensive upkeep,

I thought maybe historic countries with naval tradition can have smaller but powerful navies or some other limit on high tier ships to keep their navies powerful but small for the historical naval factions and other factions just start off with a cheap transport ship? (takes v long to construct).

but would be nice if any nation could unlock higher level tech (in ships or whatever) if thats what they chose to focus their money on .

but i do understand the reasoning behind it, like the UK having a big excellent navy, just because the map is not a world map where they would have to get around and fight many naval battles, transport troops, and fight rebel pirates, i thought they didnt need a navy so big and expensive just for this regional setting

I tried making a navy as Turkiye but the ships were v bad, and i ran out of money quite fast anyway lol

-can you teach me where and how to edit diplomacy file so that all nations are neutral and not at war at game start? i like creating my own rp story, alternative alliances/history each time i play a save

-unrest, public disorder a big problem , especially when cash runs being spread out and then being attacked by powerful stacks . (although some its fine it makes sense, like Ireland having rebellions)

-i like that there are some forts, if some more famous historical forts in strategic/famous places can be added around map, would be cool

-i think i saw piedmont or some country with the old mtw2 mongol flag, so needs changing.

I kind of like it with fewer agents all over the map cluttering it up, but was thinking it might be easier to make more cash with merchants, was it removed from the game? i didnt check all the buildings i was building in depth yet through building tier tree screen . i will have to do that again later if i have time. Maybe there can be a limit to only 1 agent of each type :) 1 spy, 1 merchant, 1 rook/assassin?

-powerful rebel army's on game start, i guess its fine. I didnt check brigand, rebel spawn rate in descr_strat yet. But was kind of surprised they were already close to my capital at game start

Im just recalling these few things from memory, not in game right now. Hope suggestions are ok and welcome :))

I will try to get good at the mod and play it more when I have time, maybe I just havent understood the gameplay yet , still used to vanilla style gameplay so need to adjust and get better at public order management and holding off attacks or expanding.

I really like the settlements u made though, i was v impressed with how they look. Everything else generally seemed fine that i didnt mention , from recollection :)

(oh and Imperial Glory is v good game to get more ideas from, pick it up for a few dollars when its on steam sale :) it has excellent diplomacy ai system )

Also would you consider making a campaign/map for that america civil war mod for mtw2 some french dev team made (it was battles only, no playable campaign)? i think it was called 'succession tw', I think some guy was attempting to develop one, but there has been silence for a while - 2 years, so it might be discontinued. It only had playable battles, which were good! but no campaign map

although i think someone else made a civil war mod before that called greys and blues. I dont know if that had a campaign map, i never tried it because it had bad reviews saying it was buggy and crashed a lot, but maybe u could combine both mods and fix their issues if their dev teams let u, i mean if u ever had any interest in that kind of war era/region too :)

a civil war campaign map would be so nice, as well as this mod :) if u ever find the time in the future, just an after thought that came to my mind just now, so thought i would throw it out there and ask cheers!

(edit - i looked it up, its called 1861 ('Secession Civil War v1.3' -
3 May 2020 — 'Based on Secession Civil War' campaign mod v1.2 by Obeseian Starting in early 1861 TBD.)

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[TWC]_Sirlion Creator
[TWC]_Sirlion - - 229 comments

Thanks for the suggestions. "floating horse symbols" are probably some remnants from the original flags in MTW2. I couldnt fix all of them. AI Countries cant go bankrupt due to a script I added and armies are being spawned when necessary so dont worry about it.

I have no interest in Civil War or American history whatsoever. I personally find it boring and not influential in world history as a whole. So if I ever make another mod like this it will be Crimean or Franco-Prussian war.

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ArcadeGames
ArcadeGames - - 78 comments

okay no problem, thanks :)

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Thunderofcannons
Thunderofcannons - - 190 comments

My only complaint is the morale is way to high and all units fight to the death, is there anyway to lower the morale to make it more realistic?

Would also be cool to give units more ammo if you give them less morale.

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[TWC]_Sirlion Creator
[TWC]_Sirlion - - 229 comments

Sadly morale is very difficult to balance in MTW2. The engine is not equipped for musket warfare. There's a lot of magic behind the scenes doing tricks to get it working. If I lower the morale even further down troops may rout immediately.

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driver8369
driver8369 - - 5 comments

for those who are admirers of this era this mod is the perfect game, there are things that can be improved but in general there is no campaign more perfect than the one offered by this mod, napoleon total war has a very short campaign bad, the fact that that it has so few settlements in all of europe makes it disappointing, this mod corrects that and allows you to take the campaign to another level, very satisfying, without a doubt you have to play it

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achwell
achwell - - 42 comments

Hi All,
Unfortunately I can't get the game to load I get a message Fatal graphic error and then the game crashes, I don't play via steam but just with DVD rom I have 52 mods that I can play and have never had this error message before does anyone know a solution for this?

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ArcadeGames
ArcadeGames - - 78 comments

not sure but maybe you have to patch your kingdoms.exe with 4gb patch? If you internet search '4gb patch fix for mtw2' you should be able to find the solution

A lot of mods usually need it. But this mod is running/working fine for me

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