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.
But my focus of course has always been on multiplayer, and that's why I've decided to open a Discord server dedicated to the mod. I hope you'll be satisfied and willingly help improve upon this formula while getting some games in, the more data I collect the better I can serve you guys.

Discord link: Discord.gg

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...

Rise of the Eagles is live on ModDB!

Rise of the Eagles is live on ModDB!

News 4 comments

Hey guys, Rise of the Eagles, a Napoleonic Wars era mod for Medieval 2: Total War, has finally made its appearance on ModDB!

RSS Files
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 1.1b FULL Version

Rise of the Eagles 1.1b FULL Version

Full Version 48 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...

Rise of the Eagles 1.1a AI Fix

Rise of the Eagles 1.1a AI Fix

Patch

AI Fix for Rise of the Eagles, aimed at improving performance and mobility of the AI on the battlefield.

Rise of the Eagles Patch 1.0g

Rise of the Eagles Patch 1.0g

Patch

Rise of the Eagles update 1.0g. Patch notes in the description.

Rise of the Eagles Patch 1.0f

Rise of the Eagles Patch 1.0f

Patch 2 comments

Rise of the Eagles update 1.0f. Patch notes in the description.

Comments  (0 - 10 of 331)
jalimhabei
jalimhabei

I'm love for this mod.
Thank you and congratulations for your patience and talent, your shinning human been.
I know thats boring, but, any chance to one day add america's in this mod ??? These period was very important for us, Latin american countries get their "independencia" by the weakness of Portugal and Spain

Reply Good karma Bad karma+1 vote
[TWC]_Sirlion Creator
[TWC]_Sirlion

Thanks for the comment.
Yes I know but I have already reached the limit of the map, I would need to make one entirely new just for that and all new units which is impossible because the limit is 500 units and I have already more than 300 used up. So it would require a whole new mod.

Reply Good karma+2 votes
Viranto
Viranto

Looks amazing this mod! Hope it have more cities than napoleon total war.

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Thank you. Download it to find out.

Reply Good karma+1 vote
Guest
Guest

Awesome mod, but the Portuguese citys/villages are wrong. Porto is where vigo is located on your map.

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Noted, thanks. I need a campaign map consultant to make it more accurate I'm aware many places arent where they should be.

Reply Good karma+1 vote
[TWC]_Sirlion Creator
[TWC]_Sirlion

Just so you know I'm working on a LARGE AI overhaul.

Reply Good karma+4 votes
Vicstark
Vicstark

There is a community to play this in multiplayer?

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[TWC]_Sirlion Creator
[TWC]_Sirlion

Not yet. There will be, hopefully. I'm looking into making a discord for that.

Reply Good karma+2 votes
RogueAssassin575
RogueAssassin575

Hey like the mod, how are things going for multiplayer support/ the next release? Any thought of maybe at a later date adding "Regiments of Renown" (like that is in warhammer) for units like the Coldstream Guard, KGl, or Blackwatch?

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[TWC]_Sirlion Creator
[TWC]_Sirlion

At the moment I'm working at a snail's pace because of irl stuff. Dont expect anything before March.

I have no idea what a Regiment of Renown is.

EDIT: ah maybe you want specific regiments as "hero" units? It's doable, but MTW2 has a 500 units limit at the moment, so that would take away a precious slot for a more common unit.
Until youneuoy unlocks that limit with his tool, I need to be extra careful of what units I'm adding.

Reply Good karma+1 vote
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Highest Rated (3 agree) 9/10

Good job! by Crociato78

Mar 31 2020 by Crociato78

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