Mod Overview

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.

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Emergent Factions

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.


Religion Overhaul

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.


Starting Buildings

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

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

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.


Loading Screens

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.

Small Update - The Great War VI

Small Update - The Great War VI

News 39 comments

We have reached a tipping point in the new update where it has gotten so big and has so many changes and new content that we felt calling it 5.2 doesnt...

French Hotchkiss Machinegun & Lebel Rifle

French Hotchkiss Machinegun & Lebel Rifle

News 9 comments

Continuing from my previous article, here are new Hotchkiss heavy MG and Lebel rifle posted in sketchfab. Ive also added some relevant videos about the...

A New Way to View Models - 5.2 Models

A New Way to View Models - 5.2 Models

News 37 comments

I havent posted here in a while but i wanted to show you guys that theres still work being done on the update and show off some new models.

TOTAL WAR Mod Award: WINNERS!

TOTAL WAR Mod Award: WINNERS!

News 12 comments

Announcing the winners for Creative Assembly's 1st Mod Awards

RSS Files
[PATCH] The Great War 5.1.4

[PATCH] The Great War 5.1.4

Patch 270 comments

Re-upload of the 5.1.4 patch, last patch was uploaded when I was drunk and so there were... problems. Many apologies. NOTICE: This includes all patches...

[OUTDATED] [PATCH] The Great War 5.1.3

[OUTDATED] [PATCH] The Great War 5.1.3

Patch 103 comments

Patch 5.1.3, [SAVEGAME COMPATIBLE] fixes campaign crash due to industrial buildings, fixes campaign problems with certain unit scales, fixes certain campaign...

[OUTDATED] [PATCH] The Great War 5.1.2

[OUTDATED] [PATCH] The Great War 5.1.2

Patch 63 comments

Patch 5.1.2, enabling multiplayer and fixing a host of bugs and crashes. Re-uploaded in a zip with a different compression so it can be opened by all...

The Great War 5.1

The Great War 5.1

Full Version 276 comments

A full version, if upgrading from 5.0, delete all old 5.0 files and install this.

[OUTDATED] The Great War 5.0

[OUTDATED] The Great War 5.0

Full Version 161 comments

Version 5.0 of The Great War mod, original release version

Comments  (0 - 10 of 4,684)
Guest
Guest

Where is it Bulgaria in the this mod ?

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BDIZZLE356
BDIZZLE356

You can recruit Bulgarian troops as the Ottomans, because the campaign map for NTW is limited and we cant add regions we decided to have the Ottomans present instead of Bulgaria.

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Guest
Guest

Good afternoon, what good to know that there will be an update of this Mod, out of curiosity, will be incorporated models of warships more similar to those of the period 1914 to 1918 that recreates this Mod, as was done with the models of soldiers, Cannons and tanks or are the obsolete models of steam ships from the 19th century of the base game Napoleon TW still going to come out?

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BDIZZLE356
BDIZZLE356

Sadly there is no model converter for NTW for ships. We've tried many things to make the current ships look WW1ish but theres not much else we can do at this point until there is a model converter.

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reeses
reeses

Launcher wont work. Can anyone help me ?

----------------------------------------------------------------------------
# PROGRAM STARTED #
C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\
C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\\data
C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\\data\campaigns
C:\Program Files (x86)\Steam\steamapps\common\Napoleon Total War\\data\The Great War

# Fetch Update #
Getting Update.txt
# Launch Button #
41 mod files found
Move File: _GreatWar5_Agents.pack
[Write Mod Line]
[Found]
Move File: _GreatWar5_Agents_Working.pack
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Move File: _GreatWar5_AI.pack
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Move File: _GreatWar5_Battleterrain.pack
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Move File: _GreatWar5_DB.pack
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Move File: _GreatWar5_DB_Rebels.pack
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Move File: _GreatWar5_Textures_Naval.pack
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Data Folder Files:
all_scripted.lua
battleterrain.pack
battle_scripted.lua
buildings.pack
data.pack
language.txt
local_en.pack
local_en_patch.pack
media.pack
patch.pack
patch2.pack
patch3.pack
patch4.pack
patch5.pack
patch6.pack
patch7.pack
patch_media.pack
patch_media2.pack
rigidmodels.pack
sound.pack
variantmodels.pack
variantmodels2.pack
_GreatWar5_Agents.pack

# Game Process Starting #
Attempting to hook process
Process found after 1 loops
Waiting for exit: 17:10:23:589
Caught exit: 17:10:23:589
Restoring packs
# Exiting launcher #

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ivanspasov15
ivanspasov15

when will this come out

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woc-cunningcanine
woc-cunningcanine

BDIZZLE356That would be perfect. Having a discord is great for getting the word out there about the mod. Me and my admins can definitely do whatever you need in terms of the discord and publicity. We are very enthusiastic about the mod and even have a twitter page. Please feel free to join whenever you want. Once again thank you so much and we hope to see you soon! (Join TGW discord with this link: Discord.gg)

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Guest
Guest

Good morning, it is very good news to know that this mod is going to be updated, out of curiosity. Will the new emerging factions that the new patch bring be available to play in the campaign of this mod? thank you very much for the update work

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BDIZZLE356
BDIZZLE356

None of the emergent factions will be playable as the campaign starts in 1914 before they existed.

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woc-cunningcanine
woc-cunningcanine

Hey guys, Once again I want to ask the devs if it would be possible to get them in a discord I made. Right now it is getting some members and idk if there is another discord for the mod but I made a fan discord where I have setup rules, have a growing admin team and am looking to get the developers of the mod inside for the next release of TGW VI. Please just message me through Modb if you would be interested and have a wonderful morning,evening or night.

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BDIZZLE356
BDIZZLE356

I kind of shy away from Discord being that its mainly for voice chat and I am terribly antisocial haha. I have a feeling the rest of the team has a similar view. We rarely even participate in live chat tbh. I'd be down to give it a shot but I dont own a mic, again antisocial issues, but I could text chat from time to time.

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woc-cunningcanine
woc-cunningcanine

Hey Bdizzle, Can you add me on steam or join the discord? We are really excited to have you but communicating with you and your team is a little hard since Modb is the only way we have found to contact you. I will link my steam and the discord here:
Steamcommunity.com
Discord.gg

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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

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