Empire Total War Ottoman Empire Guide
- Ottoman Empire Game
- See Full List On Totalwar.fandom.com
- Ottoman Empire Grand Campaign Guide - Steam Community
- Reference
- The Crimean Khanate is a weak protectorate of the Ottoman Empire and an ideal place to start your expansion. Make sure you build fur trappers on any undeveloped resource spots during the first turn. Your trade in fur with Poland can be a major source of income. If Sweden declares war on Denmark you may want to forgo participation.
- The history of Europe over the last centuries can be seen as the history of the Ottoman Empire and a few annoying, small nations that thwarted Ottoman ambitions. Ottoman power is unmatched in its extent and grandeur, straddling the traditional trade route between Europe and Asia.
Topic Subject: | a question about ottoman economy |
« Previous Page 123 ··· 7Next Page » |
posted 02-07-09 12:23 PM EDT (US) why do people think ottoman eco sucks in the late game without TPs and they never stand a chance? Does not it take the same time to train a vil. (moreover they are free!) and have not they got a superior army to win? what make difference between ottos and others about their economies? | |
Author | Replies: |
posted 02-07-09 12:27 PM EDT (US) 1 / 159 why do people think ottoman eco sucks in the late game without TPs and they never stand a chance? Does not it take the same time to train a vil. (moreover they are free!) and have not they got a superior army to win? what make difference between ottos and others about their economies?Their villagers train slower so its hard to make a come back if you get raided badly or your rush gets beaten back.. 'Rot's given a free pass simply because he's Rot.' - theferret |
posted 02-07-09 01:02 PM EDT (US) 2 / 159 even after the mosque improvments ? and is it the only reason that why it is so ? |
A subreddit for the Total War strategy game series, made by Creative Assembly. Discussions, strategies, stories, crude cave-drawings, and more for Medieval 2, Empire, Shogun 2, Rome 2, Attila, Thrones of Britannia, Warhammer, Three Kingdoms and others.
posted 02-07-09 01:10 PM EDT (US) 3 / 159 Without mosque improvements, they train twice as slowly as other civs' vils. Before they get all of their mosque techs, their eco is slowed down significantly because of that. ESO2: Kyle_The_Brave Clan: Proud Officer of Trỉρℓε ΣņτễηţϠ, [TΣ] 'Why make your own inspirational quotes when you can just read the side of O_Man's Ssips juices?' - A wise prophet 'The best way to die is to spontaneously combust during a drum solo battle with Lars Ulrich' - The Blair |
posted 02-07-09 01:26 PM EDT (US) 4 / 159 late game, otto's arent that weak. When you set up 3 TC's and do the mosque upgrades, you can max out on villagers quite fast. And an army of jans, great bombard and spahi/mams isnt easy to defeat. The only problem is that it takes some time before you can boom at full speed and most other civs will outboom you because of that. [This message has been edited by Bart331 (edited 02-07-2009 @ 01:28 PM).] |
Ha_Luke Sig Award Winner | posted 02-07-09 01:36 PM EDT (US) 5 / 159 Spahi/Mams are just temporary so when they are dead you can't replenish them. A bigger problem is that they don't get the faster infantry training card. That means that janns don't train as fast as other infantry. So in an spamfest it's difficult to keep up, even if they have a great economy. An otto is very strong in early age 4, when have their upgraded Spahi and some great bombards from their unique church tech. After you defeat that army they have problems. [TΣ]_Ha_Luke_331 'All murderers are punished unless they kill in large numbers and to the sound of trumpets.' -Voltaire 'A good decision is based on knowledge and not on numbers. ' - Plato [This message has been edited by Ha_Luke (edited 02-07-2009 @ 01:37 PM).] Cardfight vanguard ride to victory 3ds rom free download utorrent. Vanguard: Ride – Lock – Stride to Victory!! Is the one of the best cardfight series games for Nintendo 3DS, Developed by FuRyu. Cardfight Vanguard Game Psp. |
posted 02-07-09 01:50 PM EDT (US) 6 / 159 well, so an ottoman musn not turtle but they should slow down the enemy by harassing, raiding while he was going fast fortress or industrial. at late he must have TCs and TPs and a potential of a strong economy. at least it makes sense to me . |
Ottoman Empire Game
posted 02-07-09 01:51 PM EDT (US) 7 / 159 There vills train slower that's one of the reasons there eco is weaker. |
posted 02-07-09 02:19 PM EDT (US) 8 / 159 vills trains slowly, their eco only gets good once mosque upgrades+3tc's are created which is later on in the game thus giving the other civs a huge eco advantage already. As stated, in late late game, otto eco is alright with 99 vills+2 factories, but they lose in treaty often due to the fact that their units train slowly so will get overwhelmed quickly. |
retribution1423 Skirmisher | posted 02-07-09 11:33 PM EDT (US) 9 / 159 So in an spamfest it's difficult to keep up, even if they have a great economy.there is a card to make jans able to build raxes, so you can spam raxes and get troops that way, you can also get the church upgrade which helps abit. The only prob with this of course is you have to get to the point where your eco can back this up - other civs can do this faster than you and there inlyes what everyone else said. Mudkips did 9/11 - The way I see it is, I'm playing this game for the fun of it, not to prove that I have a fiery E-wang of doom. [This message has been edited by retribution1423 (edited 02-07-2009 @ 11:34 PM).] |
posted 02-07-09 11:40 PM EDT (US) 10 / 159 ottomans generally werent made to boom..but if u get stuck into doing that, you can still max vills, imperial, and spam jans+abus. Abus late game are da bomb lol, added to that mams and spahi + GB from factories and if u can, fish boom, u can own! =D i've tried |
posted 02-07-09 11:52 PM EDT (US) 11 / 159 Veteran and Imperial Jans literally tear through everything. |
posted 02-08-09 00:02 AM EDT (US) 12 / 159 no they dont imperial gendarmes, backed by a french eco, as long as the ottoman doesnt have all the fishing on the map, will completely kill jans easy cause they arent as good against cavalry as other musket type units. but that was a fine opinion indeed james, would you have anything to say on mine? Rank: Captain My Strategies:French Semi-FF French 2x Musket Rush French 2x Xbow Rush My Mapguides: Northwest Territories |
posted 02-08-09 00:14 AM EDT (US) 13 / 159 Jans do not tear through anything. Skirms with the arsenal upgrade (gives them 3x bonus vs. HI) rape Jans. |
posted 02-08-09 00:16 AM EDT (US) 14 / 159 yea thats a good point too Ganzzer, jans obviously arent as great as james thinks they are, but if hes willing to attack someones skirms with jans that sure would be humorous Rank: Captain My Strategies:French Semi-FF French 2x Musket Rush French 2x Xbow Rush My Mapguides: Northwest Territories |
posted 02-08-09 00:39 AM EDT (US) 15 / 159 Of course your not going to just have Jans. Your going to have Hussars, Mams, Spahi's and Abus as well. But stil - Veteran Jans are extremely strong, and if you FF they can tear through Colonial Armies easy with support from a few Abus and Hussars/Spahi/Mams. |
posted 02-08-09 00:46 AM EDT (US) 16 / 159 yeas that is a possibility james, often veteran units are stronger than colonial units has something to do with upgrades i suppose Rank: Captain My Strategies:French Semi-FF French 2x Musket Rush French 2x Xbow Rush My Mapguides: Northwest Territories |
posted 02-08-09 03:15 AM EDT (US) 17 / 159 Still, Veteran Janissaries are extremely strong. |
posted 02-08-09 04:32 AM EDT (US) 18 / 159 Veteran Jans are extremely strong, and if you FF they can tear through Colonial Armies easy with support from a few Abus and Hussars/Spahi/MamsVeteran Cuirassier/Veteran Hussars/Falcs/Veteran Lancers/(and everything you can imagine) are extremely strong, and if you FF they can tear through Colonial Armies easy with support from Ronin/Elmeti/Highlander/Swiss Pikemen/Jaeger and some more mercs. Of course you gonna beat an age 2 army with an age 3 army! Imperial Jans are strong, but don't counter cav as good as other (equally upgraded) HI. That plus the fact that you can't keep spamming them, makes them vulnerable late game. [TΣ]_Ha_Luke_331 'All murderers are punished unless they kill in large numbers and to the sound of trumpets.' -Voltaire 'A good decision is based on knowledge and not on numbers. ' - Plato |
posted 02-08-09 08:19 AM EDT (US) 19 / 159 Yes, Jans are strong, they beat imperial musketeers one on one, and they are equal or better than royal guard musketeers one on one. In a sense, jans are like the ottoman's royal guard/unique musketeer. If I ever play ottomans, I would spam artillery and cav. They have cards for both. Abus have around 200 damage v infantry late game, and their imperial grens and imperial gardeners can really put a dent in their army. RESIGNED FROM AGE OF EMPIRES until further notice Rush Strategies - Russian and French The Complete Guide to the Russians The Ottoman Semi-FF ESO: Arcane_Ranger - Official Officer Of The A-US Blue Seals Clan |
posted 02-08-09 10:46 AM EDT (US) 20 / 159 they dont beat brits royal guard Mudkips did 9/11 - The way I see it is, I'm playing this game for the fun of it, not to prove that I have a fiery E-wang of doom. |
posted 02-08-09 11:45 AM EDT (US) 21 / 159 The brits fully upgraded musketeers are OP. |
posted 02-08-09 12:40 PM EDT (US) 22 / 159 they arent exactly op tyler, they are simply one of the brits advantages. Rank: Captain My Strategies:French Semi-FF French 2x Musket Rush French 2x Xbow Rush My Mapguides: Northwest Territories |
posted 02-08-09 01:15 PM EDT (US) 23 / 159 i think that no upgrades for imperial abus would easily kill FU imperial redcoats, dont ya think? |
posted 02-08-09 01:58 PM EDT (US) 24 / 159 They might not be OP I guess, but they are really strong and there is just no chance as russia vs them with strelets or musk . |
posted 02-08-09 05:00 PM EDT (US) 25 / 159 what is spam ? |
« Previous Page 123 ··· 7Next Page » |
Age of Empires III Heaven » Forums » Strategy Central » a question about ottoman economy | Top |
Announcement
Pages: 1Deutz Service Manuals | F3L2011 | F4M2011 | BF4M2011.
See Full List On Totalwar.fandom.com
- Index »
- Games »
- All Other Games »
- [Empire Total War] The Big Guide to Gameplay
Source
There are a multitude of game mechanics, features and aspects in Empire: Total War that are very poorly explained (if at all) in the manual, the Road to Independence or by the in-game advisors. Since the game's release last week, I've seen a great number of posts asking questions about alot of things, and I've started a few myself. I've also seen alot of posts asking the same questions.
As I've been ignoring my social life and personal hygiene in favour of Creative Assembly's latest creation as well as perusing these forums, I think I've got most of it figured out, and I thought that making something of a compilation of things I've found in various other threads on this forum and others could be helpful. I will try to lay out most of the more obscure aspects of many of the mechanics of the Grand Campaign.
Towns, Ports, Farms and Mines
Most people has probably noticed that there are now building slots outside of the main city of a region (if not, I fear for you). These are divided in to the categories of Towns, Ports, Mines, Farms, Plantations and Fur Trading Posts. You can see what category a building slot is by hovering your mouse over it. (Please note that some of the buildings as well as the agents they spawn have different names for some of the factions/religions. They share the same function however.)
Towns
Towns is the main category. In the Towns you can build one of four different buildings; School, Church School, Craft Workshop and Coaching Inn. Once you decide which of these 4 to build in your town, you cannot build one of the other three building types in that same town. You can, however, destroy the existing building if you want to build another type in it's stead. Every one of these four buildings can be upgraded three times, except the Church School that only has two upgrades. You can see when a town can be built on or upgraded, it will have a rotating gold hammer above it. These only show when you can afford to build something or upgrade existing buildings.
Schools enable you to conduct research in the technology tree, this is their main function. They also reduce the public order in their region by inciting clamor for reform. The higher you upgrade your schools, the faster it will research technology and the more public unrest it will cause. Some of the technology in the Social tree requires you to have a school upgraded to a specific level, and others will allow you to upgrade your schools to these required levels. Schools also spawn the agent Gentleman. The Gentlemen have three uses. They can be placed in your own schools to boost research, they can be placed in another nation's schools to try to steal their technology, or they can be used to duel other nation's gentlemen, a form of 'assassination'.
Church Schools' main purpose is to convert the region's population to your own religion. In addition, they provide a happiness bonus for the part of the lower class in the region that belongs to the same religion as the Church School, which means that as it converts more people, more people will receive this happiness bonus. Church Schools also spawn the agent Missionary. The missionary is almost exactly what a priest is in M2:TW, simply park him in a region to have him convert the populace to your religion.
Coaching inns are simply buildings that provides happiness for the region's population. At first it only gives a happiness bonus to the lower classes, but as you upgrade it, this bonus will be applied to the nobility/middle class as well. The coaching inns also spawn the agent Rake. Rakes are essentially spies and assassins of older Total War games combined into a single agent. They can infiltrate armies and cities to provide you with information about them, or assassinate other agents on the campaign map.
Craft Workshops come in two different variations, weavers and smiths. Smiths are only available to you if the same region also has a mine providing a metal, but weavers can be built in any town. The purpose of the Craft Workshops is simply to provide region wealth, they are your money makers (besides trade and taxes). As you upgrade them, they also give you the ability to research more advanced industrial technology. The difference between the smiths and the weavers is that they give you access to different technology as you upgrade them. The smiths also earn a little more money.
Ports
Ports come in three different variations; trade ports, shipwrights and fishing ports. Trade ports increases the wealth of the region, allows you to export resources from the region, increases your maximum number of trade lanes by sea, and enables you to build merchant shipping as well as very minor war ships. Trade ports will be covered more thoroughly in the 'Trade' section further down.
Fishing ports provides the region with a small bit of region wealth as well as food, which increases population growth.
Shipwrights is where you recruit your navy. They are the only place where you will be able to build the more advanced war ships. At the fourth upgrade level, you can choose between upgrading to a Naval Hospital or a Steam Drydock. The Steam Drydock is able to construct the incredibly powerful First Rate Ships of the Line, as well as some other ships like the Steam Ship. The Naval Hospital can not build First Rates, but can build everything up to and including the Second Rate, and they give these ships a small experience bonus. Naval Hospitals require a much lower technology level in order to be built, and will therefore be available long before the Steam Drydock which requires the research of the Steam Engine. Therefore they are far from useless, even though they cannot build any ship that the Steam Drydock cannot.
Farms and Mines
Farms, mines plantations and fur posts.
The buildings are built over their specific resources, and these are the only buildings that can be constructed in these building slots. The resources they are built upon will vary in their yield, IE some farms will produce more than others. If you hover your mouse over the resource you can see it's yield.
Farms gives a small increase in region wealth, increases the population growth through food production, and they also allow you to research agricultural technology.
Mines simply provide region wealth.
Plantations are found almost exclusively in the Americas and India. There are numerous variations, such as Sugar, Cotton, Tea, Coffee, Tobacco. They supply their specific resources, which are used for trade. Sometimes the same plantation slot can give you the option of two or more different kinds of resources to grow. In this case, check which resource gives has the highest price on the world market by going to the 'Trade' tab in your Government window. As always, you have to choose which one you want to build, as you can only have one plantation in each slot. The higher you upgrade your plantation, the more they will produce of the resource.
Fur trapping posts provides you with fur, a resource that is used for trade. As with plantations, the more you upgrade a fur trapping post, the more furs it will provide.
Region capitals
Regional Capitals are the main cities of each region. They are the ones you have to conquer in order to take control of a region from an enemy.
They come in two sizes, most cities only have one building slot that is used for the government building and another in which you can construct walls to improve your city's defense. In these smaller cities, when you've upgraded the government building one step, you get to choose between constructing a military governor's encampment or a continued upgrade of the government building. The military encampment will enable you to recruit more advanced troops. The government building will instead increase your tax income from that region, as well as give a public order boost.
The larger cities, almost exclusively (but not quite) the capitals of the different factions have five different building slots plus the one that is used for the wall. The different buildings you can construct in these slots enable you to research different technology (for example, more advanced ammunition for your artillery from the Cannon Foundry buildings) and recruit various military units. There is one slot for each of these military and government buildings, so the only choice you have to make is what you'll spend money on to upgrade first. You don't have to choose what types of buildings to build as wit the towns. There is also a slot for the construction of a cultural building or an academic one. The cultural one will provide a happiness boost to the population, and the academic will provide a boost to your rate of research and spawn gentlemen. After the first building in this slot, you will have to choose which 'specialization' to upgrade it too.
If you double-click on a region capital it will give you an important breakdown of that region. It will show you the public order, region wealth and income, population growth and religious statistics.
Public Order
The public order is affected by buildings in the region, tax level, if you conquered the region recently, if your religion is different from the majority of the population's, garrisoned troops and people in your government. It is also affected by clamor for reform, which increases with the construction of schools and the researching of technology in the social tree. The Town Watch is something that kicks in automatically to help you control your region if the public order dips too low, but it's pretty expensive, so make sure you try to keep your people happy. An easy way to keep a region happy is to exempt it from taxes, especially for newly conquered ones. Some troop types, like the Dragoon, has an extra effect on public order, compared to normal troops, when they are garrisoned in a city.
If the happiness of one of the classes reaches -1, it will go on strike the first turn (writing letters of complaint for the sissy middle class and nobility), riot the second turn (damaging buildings) and if nothing has changed by the third turn, they will revolt. If this happens in a region that you have conquered from another faction, the revolt might 'belong' to that faction. If it's been destroyed, it can re-emerge. Some regions can also revolt and thus create their own independent nations. This is one of the ways in which the United States of America can emerge. (I've also seen Norway, Columbia, Mexico, Quebec, Scotland and Finland.)
Region Wealth
Region wealth is basically the amount of wealth that the buildings in the region produces (think of it as a sort of GDP for your region). This is then taxed to provide you with income. Thus, a mine (for example) will not generate pure income, it will generate a taxable amount of wealth. The wealth of your region will increase or decrease with time. Building and social technology will enhance the rate of increase, but very hard taxation will cause a decrease in wealth, which means that you will earn less money each turn.
Population
Population growth is decided by food production and tax level. More food and lesser taxes will increase the population growth. The growth rate of our population decides when the villages in your region will grow to become full towns that you can build in. You can see when the next village will develop under the population growth breakdown.
The religion square simply shows you how large portion of the region's population belongs to which religion. To increase the portion that belongs to your own, construct Church Schools or send a missionary to the region.
Agents
Gentlemen
The Gentlemen have three uses. They can be placed in your own schools to boost research, they can be placed in another nation's schools to try to steal their technology, or they can be used to duel other nation's gentlemen, a form of 'assassination'. They spawn randomly from Schools (and it's upgrades) and each school building increases the maximum number of gentlemen you can have by one. After spending a while researching technology of a specific tech-tree, they can gain traits that increases the rate at which they can research technology of that specific tree. Therefore you can have specialized schools that you use to only research a specific tree, such as one with a gentleman that is really good at researching military technology, one that takes care of industrial research etc.
A note on Scholars (The version of the Gentleman for Ottoman Empire/Persia/Mughal Empire/Maratha), they cannot duel. They can perform all the other functions of a gentleman though.
Rake
Rakes are essentially the spies and assassins of older Total War games combined into a single agent. They can infiltrate armies and cities to provide you with information about them, or assassinate other agents on the campaign map. They spawn randomly from Coaching Houses (and it's upgrades).
Missionary
The missionary is almost exactly what a priest is in M2:TW, simply park him in a region to have him convert the populace to your religion. The Missionary spawns randomly from Church Schools and it's upgrades. These buildings have different names for each religion.
Government, Government Types and Revolutions
Your nation is governed by a head of state and a few ministers forming up the cabinet. These can all acquire different traits and ancillaries that gives bonuses to everything from public order to research rate and economic growth. The amount of stars the ministers have represents how proficient they are at doing their respective jobs. For example, a really good army minister will grant you substantial discounts in unit training cost and upkeep. Some traits makes the ministers better or worse at holding certain positions, so you should check every minister's traits to make sure that everyone has the position he is most suited for. As an Absolute Monarchy or a Constitutional Monarchy you can have your ministers switch position (more on that further down). You can view the minster's and their effects in the 'Ministers' tab of the Government window. The 'Opposition' that you see at the bottom of the screen are the replacements for fired ministers. If you fire a minister, a random one from the opposition will take his place.
The 'Policies' window shows you if any region is unhappy, which regions you have exempted from taxes, and it allows you to set the tax level. Right-click on a region on the map to open that region's window, or left-click on the region to have the camera center on it. Note that you set the tax level individually for each theatre by flipping between them using the arrows under the map.
Government Types
There are three different kinds of government types in Empire: Total War. Absolute Monarchy, Constitutional Monarchy and Republic.
The Absolute Monarchy gives a happiness boost to the nobility, a public order penalty to the lower class and a high level of repression. Repression is just what it sounds like, enforced public order. The Absolute Monarchy also allows you to fire and appoint ministers to your hearts content by dragging and dropping them around to different posts. Your head of state is your King or Queen and sits for life.
The Constitutional Monarchy gives a small happiness bonus to the nobility as well as a moderate amount of repression. It also allows you to drag ministers around, but only allows you to fire one each turn. Your cabinet also has to suffer elections, one each 10 turns (or when you call for one). If you have a low government popularity (visible at the top of the government tab, and affected by amongst other things tax levels) your whole cabinet may be replaced. Your King or Queen, however, sits for life. The Constitutional Monarchy also offers small bonuses for research and economic growth.
The Republic gives a large happiness boost to your lower classes and replaces the nobility with the middle classes. It offers a low level of repression however. Your head of state is elected along with the cabinet every 8 turns. You can fire one minister per turn, but you cannot drag them around to assign them to different areas. The Republic offers the largest bonuses for research and economic growth.
Revolutions
To change your government type, you will have to instigate a revolution (these might also come along whether you wish it or not). When the population of one or both of the classes in a region gets angry (-1 or lower public order), they will go on strike/write complaint letters the first turn, riot the second and revolt the third if nothing has still been done. If this revolt happens in your nation's home region, it will become a revolution. When these occur, you will be given the choice of joining the revolutionaries or to stay loyal to your current government and keep your current form of government.
If the lower classes are the ones that starts the revolution, the result will be a Republic. If it's the middle classes, the result will be a Constitutional Monarchy. If it's the nobility, the result will be an Absolute Monarchy. Thus, if you want to go from an Absolute Monarchy to a Constitutional one, you will first have to angry the lower classes and become a Republic, then anger the middle classes to become a Constitutional Monarchy. If you are an Absolute Monarchy and you angry the nobility, you'll still be an Absolute Monarchy, but you'll get a new King or Queen.
Note that, as mentioned above, revolutions can only occur in your home region. If the population in another region gets angry, this will not start a revolution but merely a revolt that you will have to squash before it spreads.
A few tips concerning revolutions is to move any troops out of your home region before they happen if you want to join the revolutionaries, or to move them into the capital if you want to join the current government. Troops in the capital will stay loyal to your current government. If you want to join the revolutionaries, it can also be a good idea to destroy any walls you might have built in your capital. To create a revolution more easily, you can crank up the taxes for the class you wish to start the revolution to max, while exempting all other troublesome regions than your capital from taxes, so that they don't revolt while you're occupied with your revolution.
While the country is in this state of revolution, the rest of your nation will be completely grayed out until the revolution is concluded, and nothing will happen in your other regions. Therefore make sure you end each revolution as quickly as possible.
Flags before and after revolutions ..
Diplomacy
At the diplomacy screen you have a few very useful tools at your disposition. Perhaps the most useful one is to see what other nations think of you, and why they think as they do. To do this, simply select your own country in the list and then hover over a region on the map that is owned by the region who's opinion you're interested in. This will show you a breakdown of how and why that nation feels toward you. You can do this for other nations as well, simply select them instead of your own. Note that the bonus from state gifts can never exceed +100, no matter how much money you give away.
Some people have had difficulties in obtaining trade agreements with other major powers. To do this, it helps if you give them technology or military access. You can also simply offer money in return. It's almost always worth it, since they rarely want more than a few thousand, an amount easily made back in a few turns of trading. If you desperately want a peace treaty from an enemy, try offering them back a region that you've captured from them, or money. Most smaller nations also only want a few thousand in order to become protectorates, and that is also almost always worth it since they earn you that amount of money in a few turns, just like with trade agreements. Protectorates can also act as very valuable buffers between you and an enemy, and they are usually pretty hard to conquer since they like to keep one or two full stack armies around their capitals.
Trade
The trade system can be one of the hardest ones to really understand, since it's somewhat un-intuitive.
Let's start with the Trade tab in your Government window.
This tab gives you a breakdown of the world prices of the different resources (useful for deciding on different plantations, if not much else) as well as how much you produce, how they arrive to their destination, what you export to what nation and how much income each trade agreement gives you. You can also see if your trade routes to your trade partners are pirated. If it says in this window that one of your routes is being pirates, but you can't find a navy interrupting your trade anywhere, you've either missed a pirating navy (they like to hang out in the trade theatres), but most likely it's because the port of a nation you're trading with is damaged, occupied or blockaded, in which case you can't do much short of going to war. Note that you only produce a finite amount of resources of each type, so just because you have alot of trade agreements doesn't mean that you'll make buckets of money if you don't produce enough resources to export to them all.
Trade Ports
The trade ports have a number of impacts on your trade. The more trade ports you have in your nation's home region, the more trade partners you can have. You also need to construct a trade port in order to export the regions resources. If you are a European nation and you have a colony in the New World, that colony will not trade it's resource(s) unless you construct a trade port. Building trade ports in a region without a trade resource in it, but that is adjacent to a landlocked region that produces one of the resources, the trade port can export the landlocked region's goods. Otherwise, if a region does not produce a tradeable resource, it's trade ports will not generate a trade route and will thus not generate trade income (it still provides the standard bonus to region wealth though, so it will still make you money).
You can pirate the enemy's trade routes by attacking their trade routes that you see on the campaign map with your navies. This will steal part of their trade income to yourself. The more ships in the pirating navy, the more money will be stolen. The most effective way to starve an enemy economically is, however, to blockade the trade ports in his home region, though this will not give you any money it will completely shut down almost all of his trade. The AI can do the same thing to you of course.
Trade Theatres
There are four trade theatres, the Brazilian coast, the Ivory coast, the Strait of Madagascar and the East Indies. You can switch your view to these by clicking on them on the minimap in the bottom-left corner. These theatres have a number of yellow circles with anchors on them, called trade spots. To use these, recruit merchant ships (Indiamen) at your trade ports and park them on top of these circles.
Only one nation can occupy a trade port at a time, so hurry and send out your ships before they are all taken by the AI. These trade ports will supply you with different resources (for example Ivory from the Ivory coast) that you can export to your trade partners. The more Indiamen you have a trade port, the more resources it will produce. It's better to have one Indiaman each on two different ports than two on the same one though, plus you're denying a trade port from your enemies. Pirates and enemies can sink these ships just like any other ships, so protect them with warships if they're threatened.
Research
The research tree is divided in three main categories; Military, Industry and Social. The Military category is further divided into Infantry/Cavalry, Ordnance (Artillery) and Navy. These three trees consist of technologies that enables you to make use of new troop types, new formations and firing drills, as well as reduced upkeep costs and the like. The Industrial tree is divided into Agriculture, Metal Industry and Textile Industry. These technologies allows you to construct more advanced factories and farms which earns you more money, and to increase these buildings' effectiveness. The Social tree consists of technologies that increases your trade income, your research rate and turns your population into revolting malcontents.
Research is conducted out of schools. The more you upgrade your schools and fill them with Gentlemen, the faster the research will go. If you own multiple schools (from constructing them or from conquering regions with schools already built), you can research multiple technologies at the same time. You select which school should research what the the top of the research screen. Note that several schools can not team up on the same technology, they can only research different ones.
Naval Battles
In naval battles, grouping your ships helps tremendously. I generally group my ships together into a Line formation and toggle fire at will on. I then use only group movement commands to have my ships follow the lead ship. This still bugs out sometimes, but it's the easiest way of doing things in my experience.
A sound tactic is to have your line 'cross the T' of the enemy's line. The broadside of your ships should be facing the stern or front of the enemy's ships.
If you have experienced your ships sinking without apparent reason, there is a perfectly logical explanation to this. Sometimes the enemy will hit your ship slightly above or below the waterline and open a hole in the hull, which means that your ship will take in water if it turns rapidly in the direction that the hole is in, dipping it below water. This is shown by a 'taking in water' alert on the ship's tooltip that is incredibly hard to see and notice. The best way to save your ship when this happens is to simply run down the anchor and have the ship remain immobile.
When your ships catch fire, deactivate Fire at Will. This will free up men from the gun-crews to put out the fires.
Boarding other ships is pretty bugged at the moment, especially boarding a small ship with a large one. You will see suicidal sailors jumping from the rigging of the large ship to the deck of the small one, only to die by the fall.
Random Tips
If you conquer a European faction's all regions in Europe, that faction will be destroyed and all that faction's colonies in the Americas or India will emerge as independent nations (or become pirates/rebels). Same goes for Marathas, kick them out of India and they will be destroyed and their colonies will behave as the European ones (in the highly unlikely event that they have acquired colonies outside of India).
In the campaign, if you complete the victory objective before the turn limit, you'll still need to hold on to these and play to the end (1750 for short or 1799 for long campaigns) to really win and be rewarded with the cinematic and cheesy speech.
If you're having trouble with stuttering cinematics, turn off the SSAO option in the graphics options, this will make your cinematics almost lag free.
When obtaining trade agreements with minor factions, prioritize the bigger of these such as Persia, Savoy and Venice.
Landing troops from a navy to the coast of a region will make the army unable to move for the rest of that turn once it's on the ground. However, if you land your army in a port (yours or an occupied enemy's) it can move in the same turn it lands.
If you capture a region from one of the Native American tribes, you should destroy their buildings. This allows you to build your own in their stead, which are more productive and can be upgraded further.
When you replenish your armies with the '+' button, it will be completed in two turns if you don't move it around and if you have a land route open to a friendly territory. If you continue to fight and move the army around, it will not replenish to it's full numbers. It's possible that it will replenish a portion of the lost troops however, even if you move it around and perform combat operations with it.
When your army has been standing still at the same spot for one whole turn, when attacked, your troops can construct the defensive fortifications. Infantry can deploy the anti-cavalry hedges and trenches, artillery can construct defenses around themselves and Light Infantry can place fougasses. This is called being 'dug in' and is represented by sharpened stakes around your army on the campaign map.
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.
A nice trick you can perform to eradicate an enemy faction in a single turn is to simply get an alliance or military access with them. This will enable you to simply walk armies into his territories and park them outside every single one of his cities. When they're all placed, simply cancel the alliance by attacking him. Conquer every one of his cities this way in the same turn to wipe him out before he can even respond. If he has large armies, but they are away from his own regions, this will enable you to destroy the faction without fighting his most dangerous armies. It's almost an exploit, I know, the AI does nothing to counter it.
When moving your army on the campaign map, you can hold down the right mouse button, instead of just clicking it, to see which path the army will take and to change that path.
Contributors making this guide better:GR34
HMS Victory — The Royal Navy's most distinguished and formidable first rate ship of the line; Lord Nelson's 104 gun flagship is one of the most heavily armed ships of the 18th Century. Play as the British.
Rogers' Rangers — Major Robert Rogers' company of rangers are highly trained elite light infantry, specialising in reconnaissance and special operations. They are extremely mobile in even the most challenging environments. Play as the British.
Ottoman Organ Gun — A viciously powerful field gun, able to inflict incredible damage on the opposing army. Emphatic proof of the Ottoman Empire's advanced knowledge of gunpowder and firearms technology. Play as the Ottomans.
Ghoorkas — 'Better to die than be a coward' has been the motto of these elite Nepalese soldiers for centuries. Disciplined, tough and courageous, they carry a deadly 18-inch long, curved knife known as the kukri. Control the Kashmir territory.
Corso Terrestre Guerillas — An independent light infantry guerrilla regiment, experienced in skirmish and stealth tactics. Surprise raids and ambushes are the guerillas' favoured tactics, a way to compensate for their limited number and light armour. Play as Spain.
Bulkeley's Regiment — A French unit of Irish mercenaries with a fearsome reputation for hardiness. Exceptionally tough and resilient, they make for a highly flexible and dependable regiment. Play as the French.
Some Preorders contains these xtra units.
USS Constitution - this unit is available when playing as the USA and your technology has sufficiently advanced. It may also be captured by opposing factions.
Death’s Head Hussars - this unit is available when playing as Prussia and your technology has sufficiently advanced. Prussia must also hold Brandenburg.
Dahomey Amazons - this unit is available when holding territory in North Africa.
Varegg wrote:
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.RavyGravy wrote:
Varegg wrote:
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.Short campaign: Play until 1750 and hold whatever provinces you have to at that point ..
Long campaign: Play until 1799 and hold whatever provinces you have to at that point ..
Road to independance: Finish the campaign to unlock United States as playable faction ..
RavyGravy wrote:
Varegg wrote:
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.Whenever I finish a chapter of the road to independence (can't remember which it is, it's the one where you have to hold 8 of the listed colonies and 15 total by 1815), I get the cutscene and then dumped back on the main menu. Continuing the campaign returns me to where I was on the turn before the cutscene. Is it bugged?
Bevo wrote:
RavyGravy wrote:
Varegg wrote:
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.Ottoman Empire Grand Campaign Guide - Steam Community
Whenever I finish a chapter of the road to independence (can't remember which it is, it's the one where you have to hold 8 of the listed colonies and 15 total by 1815), I get the cutscene and then dumped back on the main menu. Continuing the campaign returns me to where I was on the turn before the cutscene. Is it bugged?I guess, because I finished my Road to.. and the last chapter I play as US. with all what Grand campaign offers.
Bevo wrote:
RavyGravy wrote:
Reference
Varegg wrote:
In order to play as the United States of America in the campaign, play the Road to Independence. Chapter 4 of the RtI takes place on the full campaign map with all factions and regions and takes place between 1783 and 1810 (You can continue to play after this point if you wish , just like in the Grand Campaign). As it starts in 1783, alot of technology is already researched and some buildings are already upgraded to a pretty high level.Whenever I finish a chapter of the road to independence (can't remember which it is, it's the one where you have to hold 8 of the listed colonies and 15 total by 1815), I get the cutscene and then dumped back on the main menu. Continuing the campaign returns me to where I was on the turn before the cutscene. Is it bugged?happened to me when i finished too
Please send me a PM or post in this thread if you have additions or changes to the guide
Pages: 1
- Index »
- Games »
- All Other Games »
- [Empire Total War] The Big Guide to Gameplay
Board footer
Privacy Policy - © 2020 Jeff Minard