The Great War mod is a total conversion modification for Napoleon: Total War. It creates an authentic representation of World War 1-era tactics, strategies and general warfare within the game. Including stunning new visuals that include entirely new models and textures for equipment, vehicles and more, the mod immerses you into the era with brand new gameplay unlike anything you've experienced in Total War before.

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6.1 Change Log (Games : Napoleon: Total War : Mods : The Great War : Forum : Announcements : 6.1 Change Log) Locked
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Jun 1 2022 Anchor

Campaign Changes

Added new historical events

Rebalanced campaign difficulty values and finished ironman mode

Overhauled starting buildings to allow for better unit recruitment and building options

Changed victory regions for some factions so they don't overlap with allies victory regions

Adjusted Germany's CAI settings to increase recruitment

Overhauled the AI funding script to boost the central powers

Tweaked the battle AI to make the AI stop and shoot back sooner

Increase Spains base other income to 4000

Replaced several vanilla UI elements that were still present

Reduce negative effects of influenza pandemic

Fixed emergent factions with wrong religion and government type

Removed scripts that cause rebellion spawn in Spain navarre and catalonia when playing as spain

Increased repression difficulty bonus for AI for all difficulties

Reduce the number of pellets in the machine gun projectiles and artillery explosions to prevent battle crashes

Increased the size of spawned armies for emergent factions

Modified ai guidance script to allow the player to declare war on any faction when playing as entente or neutral factions

Overhauled recruitment slots for all buildings to prevent recruitment bug

Removed trait that allows ambushes anywhere on the map

Added custom historical missions to major factions

Removed all AOR restrictions for minor factions and Spain

Restored vanilla wind values for naval battles to prevent crashing

Removed United States as emergent faction in the Netherlands region

Fixed/finished rebel forces spawned units and uniforms

Mustard gas unit now requires the chemical factory building to recruit

Overhauled spawned rebel armies during German revolution

Remove negative repression bonus on hard and very hard difficulty

Fixed unit size options and historical text options in launcher

Fixed ambush battles crashing during loading

Fixed wrong starting techs assigned to neutral factions

Added 2000 base income to neutral factions

Overhauled port tech requirements, recruitment points and building units allowed

Increased tax income for high level admin buildings

Fixed some civil techs that had broken effects

Fixed broken diplomacy restrictions for the Netherlands

Added new Ahistorical campaign option that removes all specific victory regions

Fixed script that prevents neutral from joining the war too early not working

Allowed militia to be recruited in all regions after researching tech

Removed vanilla dialects tech requirement from level 3 college

Increased campaign movement point of mountain infantry

Overhauled naval upkeep costs to be more balanced

Added small resupply bonus to ports

Added tactical mode with smaller unit sizes

Fixed missing unit descriptions

Fixed various text typos

Overhauled turns to build for all units to be more balanced

Increase base income for Britain to 5000

Added Estonia and Moldavian Republic

Increased base income for ottomans

Allowed all factions to recruit tanks

Fixed some rebel factions having wrong names

Fixed settlement siege model for Ottoman city still being vanilla

Overhauled inter-faction diplomatic relations to be more accurate

Added new flag for Germany

Removed fortification slot and airfields completely to prevent AI from breaking in battles

Completely rebuilt sounds pack file to prevent sound related crashes

Fixed campaign voices being mixed up for Britain, Spain, France, Germany, Austria, Italy and Russia

Added correct flag for Lithuania, White Russia and the State of Slovenes Croats and Serbs

Made militia the only unit with campaign policing bonus

Added many more historical battle marker names for the Eastern and Balkan fronts

Fixed mustard gas unit not requiring gas warfare tech

Removed unrest from all level 1 buildings except factories and mines

Increased the amount of goods provided by trade nodes to 8 and added 50% increase of goods per additional trade ship

Battle Changes

Fixed Austrian rifle mirroring issue

Increased line of site values for all units

Removed sails from ships and redesigned masts to look more ww1ish

Reduced the rate of fire for infantry so they stay in the kneeling position longer to simulate the men taking cover

Increased ammo for all infantry and cav

Removed whistling sound of incoming artillery shells to prevent battle crashes

Fixed railway gun and super heavy siege howitzer for France being set as mobile instead of fixed

Added rifle grenade version of Mannilcher

Fixed vanilla model still showing up on LOD4 for artillery scopes

Reduced firing arc of infantry to decrease chance of unit turning in battle

Allowed general staff to dismount

Increase sniper range and line of site

Gave Canadian shock troops grenades

Fixed battle unit voices being mixed up for Britain, Spain, France, Germany, Austria, Italy and Russia

Made heavy field guns and heavy howitzers mobile instead of fixed for all factions

Fixed Ottoman army still using vanilla battle formations

Modified base naval formation to be more effective

Added new uniforms for sailors and admirals

Slightly increased space between soldiers in infantry units

Edited by: BDIZZLE356

Jun 1 2022 Anchor

what is meant by AOR restrictions? also will there already be the updates you told me about the Italian rebels? however beautiful mod and this update the r will make it better

Jun 1 2022 Anchor

AOR restrictions control what units you can recruit in certain regions. Some regions you capture you will only be able to recruit basic infantry and militia while other regions that have no AOR restrictions will allow you to recruit all units.

Jun 3 2022 Anchor

I was getting a lot of Events like "The Fall of Austria" and "The Storming of Berlin" without any description text and without the necessary triggers having happened (for example, Berlin was more than safe). Has that also been fixed?

Jun 7 2022 Anchor
Packy21 wrote:

I was getting a lot of Events like "The Fall of Austria" and "The Storming of Berlin" without any description text and without the necessary triggers having happened (for example, Berlin was more than safe). Has that also been fixed?

You can already fix that by setting "Authentic Naming" to "off" in the launcher's mod settings.

Jun 28 2022 Anchor

"Allowed all factions to recruit tanks"

This is so sweet! Now I can truly start the Communist Takeover after my russian playthrough, however I wanted to know if the tank recruitment cost and upkeep will be reflected depending on whatever faction you're playing, like Britian and France will have cheaper tank costs while maybe factions like Spain, Russia, Ottomans, etc. will have a higher cost to recruit tanks?

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