Total War: NAPOLEON - Definitive Edition

Total War: NAPOLEON - Definitive Edition

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Napoleon Total War - Guide to Factions
Por Ragnar
This guide gives an overview of the military campaign differences between the playable factions in the main campaigns, excluding the Peninsular Campaign.
   
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Introduction
Napoleon Total War covers a compressed time period compared to its predecessor Empire Total War. This game focuses on the military campaigns then on the social and technological change of factions. The French Revolutionary Wars were a period of rapid reform and innovation in the use of technology and battlefield tactics. The campaign progression represents this process of reform and tactical innovation that occurred through the period from 1796 to 1815.
Land Warfare
Historically, in the 18th century European armies were formed from an officer corps drawn from the nobility overseeing volunteer soldiers drawn from the lower classes. Low loyalty and dedication to absolute monarchs meant that large armies were not easy or cheap to maintain. Cavalry were often upper class and few in number offering a supporting role. Artillery was heavy and employed separately to the main battle.

French reforms at the start of the Revolutionary Wars introduced conscription that dramatically enlarged the armed forces thanks to nationalist loyalty to the state: by 1794 the Republic could boast 1.1 million troops compared to the pre-Revolutionary number of 150,000. Additional new methods of organisation, supply, mobility and command set the pace for more dynamic warfare than had been typical of the 18th century. Many of these saw the French inflict heavy defeats upon the old nations of Europe who were unprepared for such innovation in the ways of war.

Over the course of the Napoleonic Wars, the great nations of Great Britain, Austria, Prussia and Russia were driven to rapidly reform in the face of embarrassing losses. Conscription among other reforms allowed greater numbers of troops to be raised and deployed to counter the French. Mobilisation of whole nations to war is represented by much of the technological progression in the game.

The key military innovation on the battlefield in this era was Combined Arms. It represented a closer integration between various components of the army: line infantry, light infantry, cavalry and artillery. Greater tactical mobility and use of terrain was encouraged rather than set piece battles on open fields.

Early levels of military recruitment provide Militia, Line and Light Infantry, light cavalry in the form of Hussars, Lancers and Light Dragoons, and both Foot and Horse Cannons. Mid-game buildings enable heavy troops: Grenadiers, early Guard units, Dragoons, Cuirassiers and other Heavy Cavalry, as well as Howitzers. The last level of buildings provides the best Guards units on foot and horse and Rocket artillery.

France
France could be considered the central nation in this game, being the main protagonist of many of the campaigns. As pioneers in conscription, the French have great militia in the National Guard, early guards in the Young Guard and the best guard units in the game - the Old Guard. They have good light infantry, but no rifle armed skirmishers (125 range). Cavalry is strong including many lancer units, missile and Guard cavalry. At most levels, the French have superior artillery, in particular horse artillery and an enlarged foot artillery unit.

Diplomatically France starts with many historical grievances against the major powers of Prussia, Spain and the Ottoman Empire.
Austria
Austria is an old nation whose military is composed of many different nationalities from within its empire and is slow to reform. A key distinction is between German and Hungarian troops where the former are recruited in any Austrian province and the latter only in Hungary. The Austrian army lacks elite units, relying on volume of troops rather than quality or diversity as well as good light troops.

Infantry and cavalry are unremarkable except for rifle-armed militia and skirmishers that don't require research as well as silent Airgun skirmishers. Hungarian units are slightly better than German and there are no foot or horse guards. For artillery, they lack horse artillery and access earlier howitzers in return making them a less mobile army overall.

Diplomatically, Austria starts with historical grievances against Russia, but historical friendships with Great Britain and Prussia.
Prussia
Prussia had a relatively outdated military at the start of the wars, relying on tactics and training from forty years earlier. Early defeats led to national shock and strong reforms including conscription. Prussia was subjugated by France during the war and was even compelled to send troops on the campaign into Russia. This faction generally has good, orthodox units with a slight strength in light infantry thanks to early rifles and elite rifles later on. As one of two factions who can access rifle units without needing additional technology this will be a strength of the faction.

Diplomatically, Prussia starts with historical grievances against France and Sweden, while have friendships with Austria and Great Britain.
Russia
Russian units have excellent charge bonuses and are typically immune to winter attrition, in exchange for overall poor shooting statistics. Infantry are melee-oriented with unique light infantry, grenadier and foot guard units. Like the French, they lack 125 range rifle units. They have decent cavalry, accessing lancers early with good hussars and horse guards. Russia is one of the few factions with true mounted infantry for mobility. Their howitzers are the best in the game.

At the start of the game, Russia has historical grievances with Prussia, Ottoman Empire, Denmark and Sweden.
Great Britain
A naval power, Great Britain's army is small but strong. Good Infantry is its backbone with some support from cavalry and artillery. They field decent line infantry, no grenadiers but access guards early and have a few unique line regiments. The do get rifle units, but not as early as Austria and Prussia due to research requirements. Cavalry is limited: light dragoons, heavy dragoons and horse guards - these will be useful but probably not decisive. Similarly, artillery is decent but not remarkable. Their units are statistically above average, but have a higher upkeep than other nations which will keep land forces small.

Great Britain starts the game with historical grievances against Denmark and Russia, while having friendships with Austria, Ottoman Empire, Prussia and Sweden.
Naval Warfare
Naval progression represents early mobilisation and later technological advancements. Many factions may never need to go to the third level of shipyard and research the technologies needed to unlock the late game units.

The first level of shipyard recruits auxiliaries and sail frigates, including the Carronade Frigate when the technology is researched.

The second level recruits ships of the line - 50-gun to 74-gun for all nations - and the Bomb Ketch. France, Spain, Great Britain, Russia, Denmark, Norway, and the Ottoman Empire can recruit 80-gun ships. France can recruit 122-gun ships, Spain and Great Britain can recruit 106-gun ships while the latter can also recruit Razees and 98-gun ships.

In addition to the Rocket Ship, the final level allows steam powered vessels to be built: Steam Paddle Frigate, 38-gun Steam Frigate, 80-gun Steam Ship and the Ironclad. These all need technology to unlock. Great Britain and Spain can recruit 122-gun ships from this level without extra technology needed.

Generally French ships are faster and more accurate than the standard for no extra cost, while British vessels have better reload skill and morale for an elevated cost. Spain starts with the Santissima Trinidad which is a 140-gun vessel that cannot be rebuilt.

Therefore, of the major playable nations, Austria and Prussia have the most limited naval roster, and should they need to develop a strong navy would benefit most from steam technologies as the Ironclad is comfortably the best vessel.
Technology
Technology research has three main streams: Civil, Military and Industrial. Some factions will benefit from focusing in some areas more than others.

Civil
This technology chain unlocks the legal chain of region buildings which contribute to wealth and public order. The technologies in this chain are generally useful to all factions and affect wealth, research, happiness and diplomacy. Some are needed to unlock Military technologies for example National Census unlocks Mass Mobilisation and in turn the third level of Barracks.

Military
One line of technology unlocks the Barracks buildings levels which means this will be important for most factions who are going to need army advances. This line revolves around mobilisation and conscription represented by discounts and enhancements to militia units to the fourth level of Barracks. Historically, the large armies fielded in the Napoleonic Wars included many militias through the introduction of conscription so these technologies encourage the factions to do the same.

The remaining Military technologies are largely unchained and allow for cherry-picking based on specific strategic needs. Early technologies unlock infantry and cavalry tactics, increase campaign range, reduce costs and improve replenishment. Later technologies unlock novel technologies: experimental howitzers and shot types, rockets and rifles.

Naval progression is less linear, with key technologies towards the later part of the stream. Early technology unlocks Carronade Frigates and improves all units, but later research dramatically changes the naval dynamic. In conjunction with several late Industrial technologies, steam-powered vessels are unlocked, including the Ironclad. Outside of those, Uniform Armament increases the power of cannons on naval vessels, in some cases by 40-50%. This can rejuvenate older vessels and allow many to fight up a rate.

The naval technology stream is not as necessary for factions with naval strength (Great Britain, France and Spain) as they can build powerful sail vessels at the top level of dock with the Steam Engine technology from the Industrial chain. Therefore they will benefit lesser naval nations like Austria and Prussia as they level the playing field.

Industrial
Industrial technology drives wealth generation for the most part, although latter technologies unlock steam-powered naval vessels.
2 comentarios
NIKO 22 MAR a las 7:32 
what about spain?
RodSmooth 23 ENE a las 16:23 
Great guide, thanks for helping me get into this game even though I'm 15 years late to the party.