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Bit ahistorical but that's just how the vanilla game is.
- Lowering the campaign difficulty from Very Hard to Hard (or from Hard to Normal)
- If the campaign is not sufficiently challenging with a lower difficulty level, then various mods allow you to play as a minor faction (such as Darthmod, Imperial Splendour, Empire Total Factions and Imperial Destroyer). I enjoy playing as a minor faction (with Empire Total Factions, you can also play as an emergent faction such as Quebec, the United States, Ireland, Scotland, Hungary or Punjab). Also, mods such as Bran's Empire BAI can make battles more challenging: http://www.twcenter.net/forums/showthread.php?729169-BRAN-S-EMPIRE-BATTLE-AI-MOD
- To boost your economy in the long term without other nations all attacking you at once, you could try expanding more in the Americas and India (this is much more difficult with some factions such as Prussia). European nations tend to gang up on any country which expands quickly in Europe. One way to expand is to capture the islands belonging to the Pirates early on, if you can avoid their galleons. When you have done this, you can do two things: (1) send trade ships to the trade theatres, without worrying about pirates attacks and (2) replace the shipyards with trade ports (in the islands held by the pirates) and then choose which American territories to take over next. Alternatively, you could send a force early on to build yourself an empire in India, taking advantage of the war between the Maratha Confederacy and the Mughal Empire, (Sorry if I am telling you things that you already know). Another way to do this is to play a faction which starts in the Americas (with a mod) or India.
- Using a mod to make diplomacy more reasonable, such as this one: http://www.twcenter.net/forums/showthread.php?689345-More-reasonable-diplomacy-mini-mod-(using-taw-s-research-into-the-territorial-expansion-problem-v10-May-16-2015) or this one: http://www.twcenter.net/forums/showthread.php?740260-Diplomacy-almost-completely-fixed-(war-expansion-and-all)-and-actually-reasonable!. Both these mods reduce the diplomatic penalty for expansion (or cause it to be reduced more quickly).
For getting started, play building everything up and do not declare war, do not give away military rights, and do not create alliances (early game), but do create as many trade agreements you can (I refuse trade agreements where they want something in return). Rather build your towns focusing on government center, and roads. In this case, just build and cycle turns. Austria will declare war at about 15 turns. Move FAST taking them out. The faster you move doing this, the more respect (really fear you will do it to them) you earn. In the case of Prussia, avoid an alliance with Sweden until they are no longer hated by England and you are stong enough to stand against Poland.
This is one example of one faction starting. Each faction has their own challenge. As a general rule, if you want to go to war with Poland, declare war on one of thier protectorates or you will face Russia as well, Austria you declare war on Bavaria, France, declare war on Fench colonies, Spain declare war on the Spanish colonies, England decalre war on 13 colonies. Looking under diplomacy you will find the protectorates listed. If you want to declare war and they have no protectorates, they will have a list of allies. declare war on the ally with no other allies.
Reading those mods the creator also says:
"A mod fixing the port/town wealth bug, where towns in regions with ports never increase in wealth. Now towns in regions with ports increase in wealth correctly. (just get it, can't believe it was never patched): Link
A mod increasing port GDP to composite for its inherent decrease in the mod above: Link"
I followed those links and got a bit confused on how he actually fixes it and what he does in the "fix of the fix"?
Then I also read this:
http://www.twcenter.net/forums/showthread.php?662274-town-port-growth-amp-spawn-%28for-modders%29&highlight=
Does that fix have no drawbacks or?
Has anyone actually done it for all ports in game and can share it?
EDIT: nevermind it was this thread that the first guy used to make his bugfix mods.
I have spent upwards of 40 hours trying to learn the ropes, and I have been playing Total war for years (hell even did a legendary playthrough of Shogun 2).
I just cant figure out this game or Napoleon. Neither the campaigns nor the battles.
Which is a shame, as I like the aesthetic of 18th century warfare.
I know every campaign is winnable of course, just wondering why I suck so much balls at it. I could take over the entire earth with a couple of units of Equites in RTW :D.
I have a ton of hours in this game and even today find nuances that change how I play, which is one of the reasons I like this game so much.
As to your problems: You need to do a little more explaining, like level of play, is it vanilla, campaign mode, what nation is of the most interest, then perhaps myself and others would be able to be more helpful, also you can help yourself by researching similar threads. If you have some specifics, you might google it (to save time).
Anyway I play as Great Britain normally, and I have problems on every difficulty (which is sad). Its a lot of little things I am wondering, like Great Britains northern territory in America. What can you even do to prevent the natives from declaring war, and when they do declare how are you supposed to defend that territory? I have no idea how to build units quickly enough.
Still, I am having a game right now where I am doing most of what Hawk says, on top of having changed 3 of my money buildings into schools to run down the tech tree, best I have done so far.
I didnt even bother defending the northern American territory, just gave it to the Dutch. This is the only game I have ever had where the Dutch survived past turn 10, and no one has declared war on me yet (because the Dutch are fighting everyone).
And instead of trying to take the native Americans land I am just backstabbing the 13 colonies (through the USA) and no one seems to care.
How about I give you the first few steps? See that priest standing in your territory just above Hurons? Move him just across the border into their territory first turn of the game. he will make it there on the next turn. Recruit 2 units of anything as extra garrison. You can disband them in 5 or 6 turns if you dont need or want those units. Raising the Protestant religion level will make them friendlier towards you,
Spain declares war on me, the turn after Maratha declares war on me, the turn after that Maratha launch an amphibious invasion of North America with a full stack of veteran sihk melee units.
I dont even know :D
Tried the clergy fella, didnt bother with agents like that normally just use religious agents to lessen public order in conquered towns. He converts people so fast. Like 10k a month. He is a beast :D.
Been doing some experimenting with GB (hard campaign). To prevent the Hurons from DOW on you, do this: On the very first game turn swap regions Rupert's Land with Cherokee's Kentucky, the Cherokees will even pay you several hundred dollars to complete the deal, this will accomplish 2 things: (1). Cuts trade between the Cherokee and the Iroquois (but does not stop the Iroquois from DOW the 13 Colonies during the turn change). (2). Puts you right next to 2 of your Misson Goals of Capturing regions of Cherokee Territory and Georgia, plus there will be no war with the Hurons, which ends up devouring your scant resources for little gain. Kentucky requires a change in government, as well as road improvement and building a farm, virtually the same would have to be done in Rupert's Land. The 2 units at Rupert's Land will teleport (repatriate) to the northern border of Kentucky (leave them there for back-door attack on the Iroquois next turn).. The 13 Colonies will do just about nothing to defend NY, so you have devise a way to get your island garrisons to NY or NE to recapture Albany, otherwise Colony trade will come to a halt, once Albany is captured give it back to the Colonies, if you want to have their trade, you'd be crazy not to.... From there start taking Iroquois regions. There's more to this, but at least it's an idea to kick around...
In my last Maratha campaign I at one didn't progress any further into Europe lest I'd force Poland-Lithuania into a landwar with me. Their navies were no problem but their armies were massive! They had pretty much everything from their starting regions to France, so their economy was also beastly.
As for not dying, well, there's plenty of things to be done. First, never auto-resolve. You can easily win a battle that auto-resolve will lose if you know how to position your men well.
Next to that, know your nation. England has to rely on a strong navy to deter enemy invasions, so that'll be your first concern. Next to that, trade and only if you're going for an Americas campaign, your army.
For Prussia it's a whole lot different, here you want to research to Fire By Rank asap to beat the Austrians (and Polish, though you can easily gang up on the Austrians with the Polish) in order to get an advantage on the battle. Since your focus is primarily aimed in the European theater, economy is also a good choice.
United Provinces for example, relies heavily on trade in the start of the game so researching enlightenment is a good way to start.
Side edit; I just achieved the "kill 1 million enemies" :O
Side side Edit; Also, if you're neighbouring a country that will most likely declare war on you, grant them military access. As long as they have the military access, they won't declare war on you.