RotR faction description by Cro_Hunger999:
The signing of the preliminary treaties in Paris marked the end of the golden age of trade, and the Kingdom is faced with new problems, both internal and external. Christian VII's insanity made him incapable of bringing any decisions and with the state in crisis, the future of the Kingdom is unclear. The old ministries since the fall of Struensee have proved inefficient and with the crown prince's coming of age a new coup d'état is nearing. Denmark should not get entangled in Russia's diplomatic affairs that easily and should, when the time is right, discuss other options, but for now Sweden is a major threat and Russian assistance a necessity.
Gustav III has set his eyes on Norway and is trying to bring Denmark in a state of complete isolation so good relations and alliances are a key to safety. Gustav is already mobilizing all his available forces so expect an attack very soon.
Concluding trade treaties with nations like the Kingdom of Sicily, Portugal and Spain will provide new resources and help boost your economy. Although currently at peace, the Barbary States pose a constant threat to Denmark's trade routes so building a strong navy to protect those routes is beneficial.
It is important you pay close attention to the events in India, as old combatants in their battling will be too busy to watch the activities of the Danish East India Company and their mutual bombarding may serve to you as an opportunity to expand the company's influence. The European equilibrium is threatened and how Denmark will adapt to the new changes is up to you.
The interpretation of Denmark follows the one of the "The Sons of the Dannebrog" mod.
Danish Artillery
Danish Artillery is entirely average throughout the 18th Century. Things don't really get interesting until the 19th, when they experimented quite a bit with rockets and rapid-fire weapons (at some point we might be able to introduce them as incredibly late-game units, but not now). Their cannons follow the 3-, 6-, and 12-lber designations common throughout most of Europe, and their howitzers the 7- and 10-lber sizes of Prussia and Austria. The 7-lber Howitzer has a 5 1/2-inch caliber (140 mm) and uses the same-sized shot as a 24-lber cannon. The 10-lber Howitzer, on the other hand, possesses a much larger 6 1/2-inch caliber (165 mm) and fires the same size shot as a 32-lber cannon, which is used nowhere in Europe except on Ship of the Lines.
Note that although the howitzer's size designation makes it seem like it's smaller than a 12-lber cannon, the designation is based on a completely different principle. Whereas a cannon's designation is based on the weight of a cast-iron ball that is capable of being fired by the gun, a howitzer (following the Austrian method) is based on stone weight. That is, how large a stone ball is capable of being fired.
New to 2.1 is a series of faction-specific Artillery Technologies. These technologies, while in themselves being new to Imperial Splendour, also introduce a new gameplay mechanic: unit obsolescence through technology. That is, as technology is researched the player/faction will receive access to new units, and old units will be taken away.
Artillery Technologies specific to Denmark:
- Tier 1: Standardization of Calibers - Prior to researching this, the player will only have access to 17th-Century guns, such as the Saker, Demi-Culverin, Culverin, and Mortars. Note that the cannons are buildable at any level of building (although they do gain experience at varying building levels), while the Mortar is buildable at Tier 3 and beyond. The only way to upgrade to the standardized 18th-Century guns (including Howitzers) is through the use of this technology.
- Tier 3: Adjustable Elevation for Mortars - Believe it or not, most mortars in the early part of this period were fixed at a 45-degree firing angle in their mounts, and the only way to adjust for range was to either increase or decrease the powder charge. This technology enables Mortars to be built that have an adjustable elevation, making the mortar significantly more accurate (although still not very).
- Tier 4: Horse Artillery - Just like the name sounds. This technology enables the player to build horse artillery.
- Tier 4: Artillery Reforms - This technology, like Standardization of Calibers before it, is a huge step forward in the player's ordnance capabilities. This technology encompasses a host of real-world advances, such as a turn-screw for adjusting elevation of the cannon, an optic range-finder mounted on the carriage or sometimes on the gun itself, a horizontal boring method of creating cannon (rather than the old method of casting a gun around an empty center) which reduces the "windage" (the gap between the size of a ball and the interior of the gun's barrel) which thereby reduces the amount of gunpowder necessary to achieve the same range which thereby reduces the size/weight of the gun necessary to safely fire any given piece of ordnance, and new lighter carriages to move the guns around. The general in-game effects of this technology are to introduce significantly more accurate and cheaper weapons. This applies to every artillery piece in the player's arsenal, with the exception of mortars.