The Great War mod is a total conversion modification for Napoleon: Total War. It aims to create an authentic representation of World War 1-era tactics, strategies and general warfare within the game. Watch as waves of battalions advance under the cover of massed artillery barrages and deadly poison gas, or stay and play it safe hidden behind their defenses. Machineguns will brutally mow down uncareful attackers and defenses are manned by thousands of troops, armed with rapid breech-loaded rifles. SMG Infantry, Flamethrowers, Snipers and Elite Stormtroopers are a few among the many units that attempt to break the stalemate, while the sheer industrial output of all nations in the conflict - and the density of forces along most fronts - ensure that advances are measured in metres, not in the grand distances of earlier days. Commanders must learn to control massive battles, where audacity and wit must overcome seemingly impossible odds.
Dreadnoughts rule the waves in the grand collisions between the world's mightiest navies, while cruisers and destroyers launch raids on ports and merchant shipping, gradually forcing nations into starvation and resource shortages. Battles are carried out at long ranges, with the biggest metal titans bolstering an impressive and unprecedented firepower.
The artillery barrages, huge explosions, clouds of dense poisonous gas and the sheer scale of battles help create a feeling of awe and truly exposes the capabilities and wonders of the 'Total War 3' engine. Watch battalions evaporate under withering shelling, melt away in poison gas or be turned into piles of corpses in front of enemy positions in the mods enthralling land battles.
Rule at the head of any of the many countries that watched Europe become engulfed in war, lead your nation however you want in a free sandbox campaign that set you off at the start of the war.
The Greatest war the world has ever seen is about to begin, it's time for you to take your place in it.
Many new emergent nations have been added to the campaign map.This also includes fixes to the current rebels for each region fixing several issues the existed in 5.1.4. The borders are obviously not completely accurate but changing them would have taken a very long time if it is even possible, regardless the map does allow for an amazing number of emergents to be place rather accurately.
Here is a composite image of a completely dismantled Europe.
These emergent factions and locations where based on the reference map below
Along with the emergent factions some region specific rebels have been added.
We are also adding all new campaign map army models, above are some examples of very basic ones. As this is part of the new uniforms and unit cards that aren't finished yet I wont be posting in detail about that quite yet.
In the previous version of the campaign map there were still some regions practicing animism in Russia. There was also an entire religion missing... Judaism. We decided to overhaul the region religions nit just to make them more historically accurate but to add a little religious and cultural tension making it a little bit more likely emergent nation would emerge. I would have preferred to have religion be replaced with ethnicity but either way we wanted to represent the Jewish people in the mod for historical and gameplay reasons.
Here are some examples of the more diverse region religions in a select few regions in the new campaign map.
The breakdowns of each group of religions were based on the following reference maps.
Both the starting building in region capitals and the towns themselves have been complete overhauled on the new campaign map. The goal was create a group of regions at the core of some of the major nations that would include every building type necessary to do research and build every unit type. This way you could afford to lose a region or two without crippling your ability to wage war, this also helps the AI tremendously. Certain regions were given railroads at the start as well in order to form a railroad backbone across the major nations. Overall movement points have been reduced and the bonus from railroads has been increased to make them more strategically important to build and maintain.
Here is an example of the bonus you get from railroads now.
Here are images of each major factions core and railroad backbone.
Starting armies have been completely changed in the new campaign map. Now each major nation starts with a small but relatively powerful army including an elite unit, light infantry, artillery and a heavy focus on cavalry. This is to reflect the state of most nations armies at the start of the war; small, well trained, with an over dependence on light artillery and cavalry. There is also a dynamic element to the starting armies, depending on who you play with certain nations will receive extra units. This also goes for minor nations. If you play as a minor nation you will start with extra troops compared to the starting armies size if you didn't play as them. This is to give you a slightly better chance of surviving a sudden onslaught from a major nation early in the campaign.
Region wealth have been overhauled as well. The goal was to tone down Frances incredible income and boost Germany to make it far more historically accurate. Great Britain's region wealth was also increased to allow them to support a larger navy. All minor nations had their income increased as well allowing for one region factions to put up a better fight.
And finally we have three new loading screens in the new update. They were created by Cedric37 from the Total War Center forums. Here is his gallery if you want to check out his other work.
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Highest Rated (41 agree) 10/10
I am giving this mod a 10, not just because I know it will be amazing. But because of the hard work and determination that the developers have put into this mod. 3 Years of incredible work.
Not just that. But also with the troubles on release day they have worked all day and night trying to get it working. For this they have my utter most thanks and gratitude.
Thank you. For all your hard work.
Aug 11 2013 by Eliminator96