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Thread: The Great E:TW Informative Thread

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    Default The Great E:TW Informative Thread

    I have made a great informative thread for Empire Total War with the help of Rebel6666.

    Anyone who'd like to add their own good guides to this thread please PM me and please don't copy anyone else's work.

    Special thanks to: Rebel6666, Rave and ilikeicehockey

    Starting nation info by Miniwally

    Spoiler Alert, click show to read: 

    Key
    London = Capital
    London = Capital which is a Small City (For Minor Factions)
    London = Big city (More than two buildings can be built here)
    London = Small City (only one building and a wall)

    After Certain towns names there may be another word(s) these show what can be
    Built there and in some cases what can be collected there.

    Farmlands = Farms (Non-Tradable)
    Wetlands = Rice (Non-Tradable)
    Vineyards, Groves = Vineyards (Non-Tradable)
    Mines = Gems, Gold, Silver (Non-Tradable)
    Forests = Logging (Non-Tradable)
    Trapper Post = Fur (Tradable)
    Plantations = Coffee, Cotton, Spices, Sugar, Tea, Tobacco (All Tradable)

    Great Britain
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – Thirteen Colonies
    Allies – Austria, Hannover, United Provinces, Portugal
    Trade Partners – United Provinces, Thirteen Colonies, Sweden, Portugal
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Constitutional Monarchy
    Ruler – William III (King)
    Population – 9,179,510
    Prosperity – Spectacular
    Prestige – Sublime
    Treasury – 7500
    Technology - Seasoning
    Missionaries – Robert Watson (Rupert’s Land)
    Rakes – James Whitston (England)
    Gentlemen - Isaac Newton (England)
    Generals -
    John Churchill 8 stars, Age 50, England,Unsavoury Bawd -1 happiness lower classes, Great General +3 Command in Land Battles, Riding Master +2 Command when leading cavalry units, Steady Under Fire +1 morale in battles

    Henri de Massue 3 stars, Age 52, Ireland, (Follower) Mercenary French Gunner +2 command when leading artillery units, +5% to artillery units' campaign movement range, Courageous Leader +3 morale in battles

    Kevin Mcdowell 3 stars, Age 41, Port Royal, (Follower) Military Surveyor +5% to army campaign movement range, Cautious -5% to chance of assassination.

    Admirals -
    Edward Russell 5 stars, Age 47, Irish Sea, (Follower) Naval Surgeon +10% recovery chance of battle casualties, Aggresive Commander +2 command at sea when attacking, Son of the Sea +2 command in sea battles +5% movement range for ships on the campaign map.

    George Rooke 4 stars, Age 50, English Channel, Lacking Combative Instincts -1 command at sea when attacking, Sickly -5% to campaign movement range, Born to the Quarterdeck +1 command in sea battles +5% movement range for ships on the campaign map.

    John Leake 7 stars, Age 44, Northwestern Atlantic Ocean, Great Admiral +3 to command in sea battles, Swashbuckler +1 command at sea when attacking +1 to morale in battles, Slippery Character +1 to morale in battles +1 to command when commanding frigates.

    Europe Theatre

    London, England
    Starting Buildings – Barracks, Parliament Chamber, Conservatorium, Admiralty, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 5,153,143
    Wealth – 6775
    Religion – Protestantism 75.0%, Catholicism 25.0%
    Starting Towns/Ports – Devon Farmland (Peasant Farms), Bristol (Trading Port), Portsmouth (Dockyard), Oxford (Church School), Coalbrookdale (Iron Mine), Birmingham (Craft Workshop Smiths), York (Craft Workshops Weavers), Lincolnshire Farmland (No Building), Cambridge (School), East Anglia Farmland (Peasant Farms), Greenwich (Commercial Port)
    Later Villages/Ports – Swansea (Village), Manchester (Village), Newcastle (Port), Liverpool (Port)

    Edinburgh, Scotland
    Starting Buildings – Army Encampment, Governor’s Residence, Settlement Fortification
    Infrastructure - Basic Roads
    Population – 831,761
    Wealth – 2725
    Religion – Protestantism 70.0%, Catholicism 30.0%
    Starting Towns/Ports – Speyside Farmland (Peasant Farms), Glasgow (Trading Port)
    Later Villages/Ports – Dundee (Village), Inverness (Village)

    Dublin, Ireland
    Starting Building – Magistrate
    Infrastructure - Basic Roads
    Population – 3,065,477
    Wealth – 2875
    Religion – Protestantism 30.0%, Catholicism 70.0%
    Starting Towns/Ports – Shannon Farmland (Peasant Farms), Cork (Craft Workshops Smith), Waterford (Trading Ports)
    Later Villages/Ports – Belfast (Port), Galway (Village)

    America Theatre

    Port Royal, Jamaica
    Starting Building – Military Governor’s Barracks
    Infrastructure - Not Developed
    Population – 124,054
    Wealth – 522
    Religion – Protestantism 80.0%, Animism 20.0%
    Starting Towns/Ports – Kingston (Trading Port)
    Later Villages/Ports – None
    Commodity Towns – None
    Plantations – Marchmont (Small Sugar)

    Nassau, Bahamas
    Starting Building – Magistrate
    Infrastructure - Not Developed
    Population – 2,044
    Wealth – 200
    Religion – Protestantism 90.0%, Animism 10.0%
    Starting Towns/Ports – Grand Bahama (Trading Port)
    Later Villages/Ports – None
    Plantations – Andros (Not Developed) (Sugar or Coffee)

    Moose Factory, Rupert’s Land
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 3,031
    Wealth – 254
    Religion – Protestantism 20.0%, Animism 80.0%
    Starting Towns/Ports – Abitibi Farmland (Not Developed), Fort Albany (Trading Port), Ogoki Trapper Post (Fur Trader), Misstani Trapper Post (Not Developed)
    Later Villages/Ports – Fort Rupert (Village)
    Plantations – Marchmont (Small Sugar Plantation)

    United Provinces
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – Austria, Great Britain
    Trade Partners – Great Britain, Maratha Confederacy, Mughal Empire
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Republic
    Ruler – Willem (President)
    Population – 2,137,943
    Prosperity – Affluent
    Prestige – Moderate
    Treasury – 7500
    Technology -None
    Missionaries – Jeroen Grasdyke (Ceylon)
    Rakes – Willem Ganesvoort (Flanders)
    Gentlemen – Willem’s Gravesande (Netherlands)
    Generals -
    Hendrick van Nassau-Ouwerkerk 5 stars, Age 65, Netherlands, (Follower) Drillmaster -1 to morale in battles +10% to infantry units' campaign movement range, Attacking General +1 to command when attacking on land, Little Sergeant +5% to infantry units' campaign movement range, Superior General +2 command in land battles.

    Christiaan van Waldeck 4 stars, Age 55, Amsterdam, Good Defender +1 command when defending on land, Brave Soldier +2 to morale in battles, Soldier From Birth +1 to command in land battles.

    Joord Coster 3 stars, Age 43, Trincomalee, Rumours of Cowardice -1 to morale in battles.

    Admirals-
    Philips van Almonde, Age 56, North Sea, A Good Dutchman -10% upkeep costs for all naval units +5% movement range for ships on the campaign map +2 to morale in battles, Masterful Attacker +3 command at sea when attacking.

    Gerard Callenburgh, Age 58, Caribbean Sea, Son of the Waves +5% movement range for ships on the campaign map, Sailor From Birth +1 to command in sea battles, Cunning Seamaster +2 command at sea when defending.

    Europe Theatre

    Amsterdam, Netherlands
    Starting Buildings – Barracks, State Capitol, Conservatorium, Admiralty, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 1,890,682
    Wealth – 2550
    Religion – Protestantism 95.0%, Catholicism 5.0%
    Starting Towns/Ports – Leeuwarden Farmland (Not Developed), Emmen Farmland (Tenanted Farms), Den Haag (Weaver’s Cottage), Rotterdam (Commercial Port), Utrecht (School)
    Later Villages/Ports – None

    India Theatre

    Trincomalee, Ceylon
    Starting Buildings – Army Encampment, Magistrate
    Infrastructure – Not Developed
    Population – 239,114
    Wealth – 873
    Religion – Protestantism 0.0%, Catholicism 30.0%, Hinduism 35.0%, Buddhism 35.0%
    Starting Towns/Ports – Anamaduwa Wetlands (Rice Paddies), Ratnapura Mines (Not Developed), Kandy (Craft Workshop Weavers), Colombo (Trading Port)
    Later Villages/Ports – None
    Plantations – Dimbula Plantations (Small Tea Plantation)

    America Theatre

    Punda, Curacoa
    Starting Building – Military Governor’s Barracks
    Infrastructure – Not Developed
    Population – 5,092
    Wealth – 612
    Religion – Protestantism 95.0%, Animism 5.0%
    Starting Towns/Ports – Kralendijk (Craft Workshops Weavers), Otrobanda (Trading Port)
    Later Villages/Ports – None
    Plantations – Aruba (Small Sugar Plantation)

    Paramaribo, Dutch Guyana
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 3,055
    Wealth – 2793
    Religion – Protestantism 80.0%, Animism 20.0%
    Starting Towns/Ports – Yuruan Mines (Open Gem Pit), Paranam Mines (Gold Mine), Moengo Forests (Not Developed), Demarara (Trading Port)
    Later Villages/Ports – None
    Plantations – Groningen (Small Sugar Plantation)

    Prussia

    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Poland-Lithuania, Hannover
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Absolute Monarchy
    Ruler – Friedrich I (King)
    Population – 2,165,685
    Prosperity - Moderate
    Prestige – Weak
    Treasury – 8000
    Technology – Plug Bayonet
    Gentlemen – Gottfried Liebniz (Brandenburg)
    Missionaries – Gottfried Arnold (East Prussia)
    Rakes – Karl Moor (Brandenburg)
    Generals -
    Leopold von Anhalt-Dessau 7 stars, Age 24, Berlin, Riding Master +2 command when leading cavalry units, Prussian Officer +2 command when leading infantry units, Darling of the Gutter Press +2 to morale in battles, Superior General +2 command in land battles, Petty Tyrant -1 to morale in battles +10% to infantry units' campaign movement range.

    Alexander zu Dohna-Schlobitten 7 stars, Age 39, East Prussia, Brave Soldier +2 morale to battles, Attacking General +1 to command when attacking on land, Superior General +2 command in land battles, Little Sergeant +5% to infantry units' campaign movement range, Drillmaster +2 command when leading infantry units, +5% to infantry units' campaign movement range.

    Admirals - None

    Europe Theatre

    Berlin, Brandenburg
    Starting Buildings – Barracks, Cannon Foundry, Royal Palace, Conservatorium
    Infrastructure - Basic Roads
    Population – 1,216,906
    Wealth – 5783
    Religion – Protestantism 95.0%, Catholicism 5.0%
    Starting Towns/Ports – Mecklenburg Farmland (Peasant Farms), Lussatia farmland (Peasant Farms), Rostock (Trading Port), Potsdam (Weaver’s Cottage), Magdeburg (College)
    Later Villages/Ports – Wismar (Town), Stetting (Town), Koslin (Town)

    Konigsberg, East Prussia
    Starting Buildings – Barracks, Governor’s Palace, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 948,779
    Wealth – 4051
    Religion – Protestantism 80.0%, Catholicism 20.0%
    Starting Towns/Ports –Masuria Farmland (Not Developed), Tilsit (Craft Workshop Weavers), Tannenburg (Coaching Inn)
    Later Villages/Ports – Memel (Port)

    Maratha Confedaracy
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – United Provinces, Mysore
    Enemies – Pirates, Mughal Empire
    Religion – Hinduism
    Government – Absolute Monarchy
    Ruler – Tarabai I (Queen)
    Population – 2,483,276
    Prosperity – Moderate
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Brahmin – Abhinash Yalamanchili (Bijapur)
    Eastern Scholar – Shrimant Pannu (Bijapur)
    Thugee – Gagan Raavi (Ahmadnagar)
    Generals -
    Rustam Akurdikar 5 stars, Age 34, Satara, (Follower) European Turncoat +2 command when attacking on land, Cold-blooded -5% to recovery chance of battle casualties -2 to morale in battles, Cunning General +1 to command during ambushes, Sepoy General +2 to command when fighting in India.

    Jainil Rawat 5 stars, Age 31, Ahmandnagar, (Follower) Surgeon +10% to recovery chance of battle casualties, Superior General +2 to command in land battles, Confident Attacker +3 to command when attacking on land, Cunning General +1 to command during ambushes.

    Balkrishna Indukuri 5 stars, Age 29, Hyderabad, (Follower) Exploring Officer +5% to campaign movement range, Genuphobe +1 to morale in battles, Courageous Leader +3 to morale in battles, Born To Fight +2 to command in land battles.

    Admirals - None

    India Theatre

    Satara, Bijapur
    Starting Buildings – Barracks, Subadar’s Palace, Nautch Dancing School, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 802,138
    Wealth – 3602
    Religion – Hinduism 85.0%, Islam 15.0%
    Starting Towns/Ports – Khed Wetlands (Rice Paddies), Kolhapur (School), Bijapur (Cotton Weaver’s Cottage), Vengurla (Trading Port)
    Later Villages/Ports – None
    Plantations – Yadgir Plantations (Small Cotton Plantation)

    Arcot, Caranatica
    Starting Buildings – Military Governor’s Encampment, Settlement Fortifications
    Infrastructure – Basic Roads
    Population – 1,681,138
    Wealth – 4905
    Religion – Hinduism 90.0%, Islam 10.0%
    Starting Towns/Ports – Gudur Wetlands (Rice Paddies), Rajapalaiyam Mines (Open Gem Pit), Trichinopoly (Tavern), Cochin (Cotton Weaver’s Cottage), Calicut (Trading Port)
    Later Villages/Ports – Madras (Port), Pondicherry (Port)
    Plantations – Darahpuram Plantation (Small Tea Plantation), Periyar Plantation (Small Spice Plantation)

    Spain
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – New Spain
    Allies – New Spain, France, Bavaria
    Trade Partners – New Spain, France, Venice
    Enemies – Cherokee Nations, Plains Nations, Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Carlos II (King)
    Population – 17,218,596
    Prosperity – Affluent
    Prestige – Sublime
    Treasury – 7000
    Technology - None
    Missionaries – Gaspar Jimenez (Florida), Urbano Larino (Spain)
    Rakes – Bartolome Barleus (Flanders)
    Gentlemen – Juan Nunez de la Pena (Spain)


    Europe Theatre

    Madrid, Spain
    Starting Buildings – Barracks, Royal Palace, Conservatorium, Admiralty, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 7,122,636
    Wealth – 3325
    Religion –Catholicism 100.0%
    Starting Towns/Ports – Navarra Farmland (Peasant Farms), Andalusia Farmland (Not Developed), Leon Mines (Iron Mine), La Mancha Vineyards (Vineyards), Barcelona (Coaching Inn), Salamanca (School), Granada (Craft Workshops Weavers), Cadiz (Shipyard), Cordoba (Craft Workshops Smiths), Sevilla (Church School), Cartagena (Trading Port)
    Later Villages/Ports – Bilbao (Port), Andorra (Village)

    Gibraltar, Gibraltar
    Starting Buildings – Magistrate
    Infrastructure - Basic Roads
    Population – 85,569
    Wealth – 150
    Religion –Catholicism 100.0%
    Starting Towns/Ports – Sandy Bay (Shipyard)
    Later Villages/Ports – None

    Brussels, Flanders
    Starting Building – Governor’s Residence
    Infrastructure – Not Developed
    Population – 2,070,712
    Wealth – 2262
    Religion –Catholicism 55.0%, Protestantism 45.0%
    Starting Towns/Ports – Maas Farmland (Peasant Farms), Antwerp (Shipyard), Luxemburg (Craft Workshop Weavers), Ghent (Weaver’s Cottage)
    Later Villages/Ports – None

    Milan, Lombardy
    Starting Building – Governor’s Residence
    Infrastructure – Not Developed
    Population – 2,065,724
    Wealth – 850
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Cremona (Craft Workshop Smiths)
    Later Villages/Ports – None

    Naples, Naples
    Starting Building – Magistrate
    Infrastructure – Basic Roads
    Population – 5,347,551
    Wealth – 2350
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Calabria Vineyards (Vineyards), Apulia Farmland (Not Developed), Calinassetta Farmland (Peasant Farms), Marsala Vineyards (Vineyards), L’Aquila (Craft Workshops Smiths), Palermo (Church School)
    Later Villages/Ports – Potenza (Village), Taranto (Port), Siracusa (Port)

    Cagliari, Sardinia
    Starting Building – Magistrate
    Infrastructure – Basic Roads
    Population – 318,520
    Wealth – 1625
    Religion –Catholicism 100.0%
    Starting Towns/Ports – Olbia Vineyards (Vineyards), Iglesias Mines (Silver Mine)
    Later Villages/Ports – Alghera (Port)

    America Theatre

    La Habana, Cuba
    Starting Building – Military Governor’s Encampment, Settlement Fortifications
    Infrastructure - Not Developed
    Population – 52,170
    Wealth – 594
    Religion – Catholicism 95.0%, Animism 5.0%
    Starting Towns/Ports – San Cristobal Farmland (Peasant Farms), Santiagro de Cuba (Trading Port)
    Later Villages/Ports – Puerto Principe (Village), Holguin (Port)
    Commodity Towns – None
    Plantations – Calaiguan Plantation (Small Tobacco), Ciego de Avilla (Small Sugar), San Nicolas (Small Tobacco Plantation)

    St. Augustine, Florida
    Starting Building – Military Governor’s Barracks, Settlement Fortification
    Infrastructure - Not Developed
    Population – 3,228
    Wealth – 52
    Religion – Catholicism 95.0%, Animism 5.0%
    Starting Towns/Ports – Wewahitchka Farmland (Not Developed)
    Later Villages/Ports – St Marks (Village), Tequesta Mission (Village)
    Plantations – Immokalee Plantation (Small Sugar Plantation)

    Santo Domingo, Hispaniola
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 152,485
    Wealth – 352
    Religion – Catholicism 95.0%, Animism 5.0%
    Starting Towns/Ports – Maniche Farmland (Peasant Farms), Port-de-Paix (Trading Port)
    Later Villages/Ports – Leogane (Port), Santiago de los Caballeros (Village), San Juan (Port)
    Plantations – San Pedro Plantation (Small Sugar Plantation), Pignon Plantation (Tobacco Not Developed), Puerto Rico Plantation (Coffee or Sugar Not Developed)


    Sweden
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Great Britain, France
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Absolute Monarchy
    Ruler – Karl XII (King)
    Population – 2,756,923
    Prosperity – Moderate
    Prestige – Weak
    Treasury – 7000
    Technology - None
    Missionaries – Thor Sjoland (Finland)
    Rakes – Lars Gathenhielm (Ingria)
    Gentlemen – Christopher Polhem (Sweden)


    Europe Theatre

    Stockholm, Sweden
    Starting Buildings – Barracks, Governor’s Palace, Conservatorium, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 1,847,230
    Wealth – 6864
    Religion – Protestantism 95.0%, Animism 5.0%
    Starting Towns/Ports – Fagersta Mines (Iron Mine), Vara Farmland (Not Developed), Kristineberg Mines (Silver Mine), Karlstad Forests (Logging Camp), Sundsvall (Logging Camp), Rovaniemi Trapper Posts (Fur Trader), Malmo (Trading Port), Gothenburg (Craft Workshops Smiths), Linkoping (Craft Workshops Weavers), Uppsala (School), Karlstad (Coaching Inn), Visby (Fishing Fleet)
    Later Villages/Ports – Lulea (Village), Umea (Port)

    St. Petersburg, Ingria
    Starting Buildings – Army Encampment, Magistrate
    Infrastructure - Basic Roads
    Population – 90,994
    Wealth – 1375
    Religion – Protestantism 30.0%, Orthodox 60.0%, Catholicism 10.0%
    Starting Towns/Ports –Naziya Farmland (Not Developed), Kingisepp Forests (Logging Camp), Staraya Ladoga (Shipyard)
    Later Villages/Ports – Konstradt (Port), Luga (Village)

    Abo, Finland
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 416,251
    Wealth – 1664
    Religion – Protestantism 90.0%, Animism 10.0%
    Starting Towns/Ports – Pyhasalmi Mines (Not Developed), Kokkola Forests (Logging Camp), Lieska Trapper Post (Fur Trader), Vasa (Craft Workshop Smiths)
    Later Villages/Ports – Helsingfors (Port), Uleaborg (Village),

    Riga, Estonia & Livonia
    Starting Building – Governor’s Residence, Settlement Fortifications
    Infrastructure – Basic Roads
    Population – 402,448
    Wealth – 1150
    Religion – Protestantism 95.0%, Catholicism 5.0%
    Starting Towns/Ports – Vidzeme Farmland (Peasant Farms), Narva (Coaching Inn), Reval (Craft Workshop Weavers)
    Later Villages/Ports – Parnu (Port)

    Austria
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Wurttemberg, Bavaria, United Provinces, Westphalia, Savoy, Great Britain
    Trade Partners – Italian States, Bavaria, Venice
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Leopold I (King)
    Population – 13,306,428
    Prosperity – Moderate
    Prestige – Respected
    Treasury – 8500
    Technology - None
    Missionaries – Abraham a Sancta Clara (Hungary)
    Rakes – Georg Brankovic (Serbia)
    Gentlemen – Johannes Despotovic (Austria)


    Europe Theatre

    Vienna, Austria
    Starting Buildings – Barracks, Royal Palace, Conservatorium, Cannon Foundry, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 2,390,663
    Wealth – 4300
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Tyrol Mines (Iron Mine), Voralberg Farmland (Peasant Farms), Danube Farmland (Peasant Farms), Rauris Mines (Gold Mine), Salzburg (Craft Workshops Weavers), Graz (School), Triest (Trading Port), Innsbruck (Church School)
    Later Villages/Ports – None

    Prague, Bohemia & Moravia
    Starting Buildings – Army Encampment, Governor’s Residence, Conservatorium
    Infrastructure - Basic Roads
    Population – 3,147,771
    Wealth – 1750
    Religion – Catholicism 40.0%, Protestantism 60.0%
    Starting Towns/Ports – Pilsen Farmland (Peasant Farms), Ostrau Mines (Iron Mine), Olmutz (Coaching Inn)
    Later Villages/Ports – Budweis (Village)


    Breslau, Silesia
    Starting Buildings – Governor’s Mansion
    Infrastructure – Basic Roads
    Population – 1,531,752
    Wealth – 1300
    Religion – Catholicism 40.0%, Protestantism 60.0%
    Starting Towns/Ports – Odor Farmland (Peasant Farms), Gleiwitz (Craft Workshops Smiths)
    Later Villages/Ports – Glogau (Village)

    Pressburg, Hungary
    Starting Building – Military Governor’s Encampment, Settlement Fortifications
    Infrastructure – Basic Roads
    Population – 4,051,868
    Wealth – 450
    Religion – Catholicism 80.0%, Protestantism 20.0%
    Starting Towns/Ports – Balaton Farmland (Peasant Farms), Csongrad Farmland (Not Developed)
    Later Villages/Ports – Banska Stiavnica (Village), Bud & Pest (Village), Szeged (Village), Nyiregyhaza (Village)

    Klausenburg, Transylvania
    Starting Building – Military Governor’s Encampment
    Infrastructure – Basic Roads
    Population – 1,430,912
    Wealth – 1325
    Religion – Catholicism 0.0%, Protestantism 5.0%, Orthodox 95.0%
    Starting Towns/Ports – Hunedoara Farmland (Peasant Farms), Brasov Mines (Iron Mine)
    Later Villages/Ports – Szatmarnemeti (Village), Gyulafahervar (Village)

    Zagreb, Croatia
    Starting Buildings – Governor’s Residence
    Infrastructure – Basic Roads
    Population – 753,462
    Wealth – 975
    Religion – Catholicism 100.0%
    Starting Towns/Ports –Karlovac Farmland (Peasant Farms), Split (Craft Workshops Weavers), Vodice Vines (Vineyard)
    Later Villages/Ports – Osijek (Village), Rijeka (Port), Zadar (Port)

    Russia
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – Poland-Lithuania, Denmark
    Trade Partners – Poland-Lithuania
    Enemies – Ottoman Empire, Crimean Khanate, Barbary States, Pirates
    Religion – Orthodox
    Government – Absolute Monarchy
    Ruler – Fyotr I (King)
    Population – 4,480,845
    Prosperity – Moderate
    Prestige – Weak
    Treasury – 7500
    Technology - None
    Missionaries – Stephan Yavorsky (Muscovy)
    Rakes – Ivan Nikitin (Muscovy), Yegor Kissin (Belarus & Volbynia)
    Gentlemen – Ivan Motorin (Muscovy)


    Europe Theatre

    Moscow, Muscovy
    Starting Buildings – Barracks, Governor’s Mansion, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 1,563,284
    Wealth – 4325
    Religion – Orthodox 100.0%
    Starting Towns/Ports – Tula Farmland (Peasant Farms), Lovat Farmland (Peasant Farms), Orel Mines (Iron Mines), Mordovia Farmland (Not Developed), Borovichi Forests (Logging Camp), Nizhny Novgorod (School), Bryansk (Craft Workshops Smiths), Yaroslavl (Coaching Inn), Rybinsk (Craft Workshops Weavers), Veliky Novgorod (Craft Workshops Weavers)
    Later Villages/Ports – Vishniy Volochek (Village), Pereslavl-Rayazansky (Village), Smolensk (Village)

    Kiev, Ukraine
    Starting Buildings – Army Encampment, Cannon Foundry, Governor’s Residence
    Infrastructure - Basic Roads
    Population – 717,496
    Wealth – 1750
    Religion – Orthodox 100.0%, Catholicism 20.0%
    Starting Towns/Ports – Myrhorod Farmland (Peasant Farms), Ostor Farmland (Peasant Farms), Belgorod Mines (Not Developed), Kharkov (Craft Worshops Smiths)
    Later Villages/Ports – Poltava (Village)

    Arkhangelsk, Arkhangelsk
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 832,690
    Wealth – 1454
    Religion – Orthodox 90.0%, Animism 10.0%
    Starting Towns/Ports – Vytegra Forests (Logging Camps), Kotlas Trapper Post (Fur Trader), Kamenka Trapper Post (Fur Trader), Zavolzksh Forests (Logging Camp)
    Later Villages/Ports –None

    Cherkassk, Don Voisko
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 216,920
    Wealth – 125
    Religion – Orthodox 50.0%, Islam 50.0%
    Starting Towns/Ports – Krasnodar Farmland (Not Developed), Armavir Farmland (Not Developed)
    Later Villages/Ports – Stavropol (Village), Maikop (Village)

    Kazan, Tatariya
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 945,736
    Wealth – 682
    Religion – Orthodox 40.0%, Islam 40.0%, Animism 20.0%,
    Starting Towns/Ports – Bolgar Trapper Post (Fur Trader), Pensa Farmland (Not Developed), Donzek Mines (Not Developed), Rasskasovo Farmland (Peasant Farms)
    Later Villages/Ports – Saratov (Village), Tsaritsyn (Village), Asov (Village), Vorenezh (Village)

    Astrakhan, Astrakhan
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 53,557
    Wealth – 250
    Religion – Orthodox 70.0%, Islam 30.0%
    Starting Towns/Ports – Balakovo Farmland (Not Developed)
    Later Villages/Ports – Samara (Village)

    Ust-Sysolsk, Komi
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 71,357
    Wealth –0
    Religion – Orthodox 25.0%, Animism 75.0%
    Starting Towns/Ports – None
    Later Villages/Ports – Perm (Village)

    Ufa, Bashkiria
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 26,287
    Wealth – 157
    Religion – Orthodox 70.0%, Animism 30.0%
    Starting Towns/Ports – Orsk Farmland (Not Developed), Tolyatti Farmland (Not Developed), Avzyan Trapper Post (Fur Trader)
    Later Villages/Ports – Orenburg (Village)

    France
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – Louisiana
    Allies – Spain
    Trade Partners – Spain, Louisiana, Savoy, Sweden
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Louis XIV (King)
    Population – 26,059,676
    Prosperity – Spectacular
    Prestige – Sublime
    Treasury – 8000
    Technology - Physiocracy
    Missionaries – Guillaume Vasser (Upper Canada), Guillaume Chretien (France)
    Rakes – Roger Fouquet (Michigan Territory), Urbain Despreaux (France)
    Gentlemen – Bernard le Bovier de Foutanelle (France)


    Europe Theatre

    Paris, France
    Starting Buildings – Barracks, Royal Palace, Opera House, Admiralty, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 24,567,308
    Wealth – 6278
    Religion – Catholicism 80.0%, Protestantism 20.0%
    Starting Towns/Ports – Poitou Farmland (Not Developed), Brittany Farmland (Not Developed), Bordeaux Vineyards (Vineyard), Loire Vineyards (Vineyard), Auvergne Mines (Iron Mine), Lille (Coaching Inn), Brest (Shipyard), Orleans (School), Clermont-Ferrand (Craft Workshops Smiths), Dijon (Church School), Marseille (Trading Port), Bordeaux (Craft Workshops Weavers), Le Havre (Trading Port)
    Later Villages/Ports – Calais (Port), Lyon (Village), Nantes (Village), Toulouse (Village)

    Strasbourg, Alsace-Lorraine
    Starting Buildings – Military Governor’s Encampment, Settlement Fortification
    Infrastructure - Basic Roads
    Population – 1,442,152
    Wealth – 2625
    Religion – Catholicism 80.0%, Protestantism 20.0%
    Starting Towns/Ports – Metz Mines (Iron Mines), Nancy (Craft Workshops Smiths)
    Later Villages/Ports - None

    America Theatre

    Quebec, New France
    Starting Buildings – Army Encampment, Magistrate
    Infrastructure - Basic Roads
    Population – 16,044
    Wealth – 1307
    Religion –Catholicism 95.0%, Animism 5.0%
    Starting Towns/Ports – St. Jean Trapper Post (Fur Trader), St. Lazare Farmland (Peasant Farms), Mont-Laurier Mines (Not Developed), Marsoui Forests (Logging Camp), Tadoussac (Trading Port)
    Later Villages/Ports – Trois-Rivieres (Village)
    Plantations - None

    Montreal, Upper Canada
    Starting Building – Magistrate
    Infrastructure - Not Developed
    Population – 8,100
    Wealth – 39
    Religion – Catholicism 30.0%, Animism 70.0%
    Starting Towns/Ports – Ahmic Trapper Post (Fur Trader), Conestoga Farmland (Not Developed)
    Later Villages/Ports – Fort Frontenac (Village), Tkaronto (Village), Sault Sainte-Marie
    Plantations – None

    Fort Nashwaak, Acadia
    Starting Building – Magistrate
    Infrastructure - Not Developed
    Population – 6,706
    Wealth – 1428
    Religion – Catholicism 70.0%, Protestantism 20.0%, Animism 10.0%
    Starting Towns/Ports – Northesk Mines (Silver Mine), Nova Scotia Farmland (Peasant Farms)
    Later Villages/Ports – Bathurst (Village), Cap Fourchu (Port), Louisbourg (Port)
    Plantations – None

    Martinique, Windward Islands
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 8,151
    Wealth – 372
    Religion – Catholicism 90.0%, Animism 10.0%
    Starting Towns/Ports – Barbados (Trading Port)
    Later Villages/Ports – None
    Plantations – St. Vincent (Small Sugar Plantation)

    Plaissance, Newfoundland
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 7,031
    Wealth – 1246
    Religion – Catholicism 70.0%, Protestantism 25.0%, Animism 5.0%
    Starting Towns/Ports – Badger Trapper Post (Fur Trader), St. George’s Forests (Logging Camp), Burgeo Farmland (Not Developed), St. John’s (Trading Post)
    Later Villages/Ports – Bonavista (Village)
    Plantations – None

    Cayenne, French Guyana
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 4,184
    Wealth – 257
    Religion – Catholicism 85.0%, Animism 15.0%
    Starting Towns/Ports – Camopi Mines (Not Developed), Sinnamary (Trading Post)
    Later Villages/Ports – None
    Plantations – Maroni (Small Spice Plantation)

    Poland-Lithuania
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – Courland, Saxony
    Allies – Denmark, Russia
    Trade Partners – Russia, Prussia, Courland
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Constitutional Monarchy
    Ruler – August II (King)
    Population – 7,213,790
    Prosperity – Moderate
    Prestige – Weak
    Treasury – 6000
    Technology - None
    Missionaries – Zachariasz Wincek (Galicia & Podolia)
    Rakes – Pawel Wojs (Poland)
    Gentlemen – Stanislaw Lukasiewicz (Poland)


    Europe Theatre

    Warsaw, Poland
    Starting Buildings – Barracks, Government Council, Conservatorium, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 2,537,597
    Wealth – 1850
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Swietokrzyskie Farmland (Peasant Farms), Vistula Farmland (Peasant Farms), Cracow (School), Lodz (Craft Workshops Weavers)
    Later Villages/Ports – Lublin (Village), Bialystok (Village)

    Vilnius, Lithuania
    Starting Buildings –Governor’s Residence, Conservatorium
    Infrastructure - Basic Roads
    Population – 830,847
    Wealth – 1400
    Religion – Catholicism 70.0%, Protestantism 30.0%
    Starting Towns/Ports – Sudovia Farmland (Peasant Farms), Daugava Farmland (Peasant Farms), Gardinas (Coaching Inn), Dinaburg (Craft Workshops Weavers)
    Later Villages/Ports – Kaunas (Village), Brest-Litovsk (Village)

    Minsk, Belarus & Volhynia
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population – 706,142
    Wealth – 1450
    Religion – Catholicism 60.0%, Orthodox 40.0%
    Starting Towns/Ports – Zytomierz Farmland (Peasant Farms), Grodno Farmland (Peasant Farms), Babruysk (Craft Workshops Weavers)
    Later Villages/Ports – Vitebsk (Village), Homyel (Village), Pinsk (Village)

    Gdansk, West Prussia
    Starting Building – Magistrate
    Infrastructure – Basic Roads
    Population – 1,291,974
    Wealth – 450
    Religion – Catholicism 45.0%, Protestantism 55.0%
    Starting Towns/Ports – Pommerania Farmland (Peasant Farms), Elblag (Craft Workshops Weavers)
    Later Villages/Ports – Bydgoszcz (Village), Poznan (Village), Gdynia (Port)


    Lwow, Galicia & Podolia
    Starting Building – Magistrate, Settlement Fortifications
    Infrastructure – Basic Roads
    Population – 1,847,230
    Wealth – 2050
    Religion – Catholicism 70.0%, Orthodox 30.0%
    Starting Towns/Ports – Ternopil Farmland (Peasant Farms), Turka Forests (Logging Camp), Rzeszow (Craft Workshops Smiths)
    Later Villages/Ports – Brody (Village), Kaminiec (Village)

    Ottoman Empire
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – Barbary States, Crimean Khanate
    Allies – None
    Trade Partners – Mughal Empire, Venice, Crimean Khanate, Barbary States, Genoa
    Enemies – Pirates, Russia
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Mustafa II (Sultan)
    Population – 21,243,292
    Prosperity – Moderate
    Prestige – Weak
    Treasury – 7500
    Technology – Improved Grenades
    Imams – Butrus Rauf (Bosnia), Ibrahim Husrev (Moldavia)
    Hashishins – Damat Baghdadi (Georgia)
    Scholars – Meshur Dede (Anatolia)


    Europe Theatre

    Istanbul, Rumelia
    Starting Buildings – Barracks, Sublime Porte, School of Calligraphers, Ordnance Factory, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 3,266,938
    Wealth – 1075
    Religion – Islam 50.0%, Orthodox 50.0%
    Starting Towns/Ports – Macedonia Farmland (Peasant Farms), Thrace Farmland (Not Developed), Marmara Groves (Vineyards), Thessaloniki (Trading Port)
    Later Villages/Ports – Kozani (Village), Skopje (Village), Adrianople (Village)

    Cairo, Egypt
    Starting Buildings – Cannon Foundry, Governor’s Residence, School of Calligraphers
    Infrastructure - Basic Roads
    Population – 4,757,393
    Wealth – 602
    Religion – Islam 80.0%, Orthodox 20.0%
    Starting Towns/Ports – Tanta Farmland (Peasant Farms), Asyut (Craft Workshops Weavers), Luxor (Coffee Homes)
    Later Villages/Ports – Suez (Village), Alexandria (Port), Darnah (Village), Aswan (Village)
    Plantations – Sohag (Small Cotton Plantation)

    Ankara, Anatolia
    Starting Buildings – Provincial Barracks, Cannon Foundry, Governor’s Residence
    Infrastructure – Basic Roads
    Population – 3,006,316
    Wealth – 2450
    Religion – Islam 80.0%, Orthodox 20.0%
    Starting Towns/Ports – Aydin Groves (Vineyards), Adana Farmland (Peasant Farms), Denizli Mines (Iron Mine), Yozgat Farmland (Peasant Farms), Erzurum (Small Madrassa), Izmir (Trading Port), Bursa (Craft Workshops Weavers), Antalya (Shipyard), Konya (School), Trabzon (Craft Workshops Smiths)
    Later Villages/Ports – Sinop (Port), Batman (Village), Kayseri (Village)

    Jerusalem, Palestine
    Starting Building – Magistrate, School of Calligraphers, Settlement Fortifications
    Infrastructure – Basic Roads
    Population – 565,764
    Wealth – 200
    Religion – Islam 80.0%, Catholicism 10.0%, Orthodox 10.0%,
    Starting Towns/Ports – Gaza (Local Fishery),
    Later Villages/Ports – Elat (Village)

    Damascus, Syria
    Starting Building – Magistrate, School of Calligraphers
    Infrastructure – Basic Roads
    Population – 1,218,714
    Wealth – 1761
    Religion – Islam 70.0%, Orthodox 20.0%, Catholicism 10.0%,
    Starting Towns/Ports – Paphos Mines (Iron Mine), Limassol (Local Fishery), Beirut (Trading Port), Latakia (Local Fishery), Aleppo (Craft Workshops Weavers)
    Later Villages/Ports – None
    Plantations – Al Bab (Small Cotton Plantation)

    Baghdad, Mesopotamia
    Starting Buildings – Provincial Barracks, Governor’s Residence, School of Calligraphers
    Infrastructure – Basic Roads
    Population – 2,110,142
    Wealth – 861
    Religion – Islam 100.0%
    Starting Towns/Ports – Ar Rifa Farmland (Peasant Farms), Erbil (Craft Workshops Weavers), Basra (Trading Port), Mosul (Small Madrassa)
    Later Villages/Ports – Kut (Village)
    Plantations – Kirkuk (Small Cotton Plantation)

    Athens, Greece
    Starting Buildings – Provincial Barracks, Magistrate, School of Calligraphers
    Infrastructure – Basic Roads
    Population – 1,304,069
    Wealth – 1600
    Religion – Orthodox 90.0%, Catholicism 5.0%, Islam 5.0%
    Starting Towns/Ports – Epirus Farmland (Peasant Farms), Pleistos Groves (Not Developed), Crete Groves (Vineyards), Ioaninna (Craft Workshops Smiths), Piraeus (Trading Port)
    Later Villages/Ports – Larissa (Village), Heraklion (Port)

    Yerevan, Armenia
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 1,219,484
    Wealth – 1200
    Religion – Islam 10.0%, Orthodox 90.0%
    Starting Towns/Ports – Oltu Mines (Iron Mine), Agri Farmland (Peasant Farms), Artvin (Craft Workshops Smiths)
    Later Villages/Ports – Kars (Village)

    Sarajevo, Bosnia
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population – 646,344
    Wealth – 450
    Religion – Orthodox 35.0%, Catholicism 35.0%, Islam 30.0%
    Starting Towns/Ports – Zenica Mines (Iron Mine), Prijedor Farmland (Peasant Farms), Ragusa (Trading Port), Podgorica (Coffee House)
    Later Villages/Ports – Bijeljina (Village)

    Belgrade, Serbia
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population – 980,037
    Wealth – 1000
    Religion – Islam 15.0%, Orthodox 85.0%
    Starting Towns/Ports – Trepca Mines (Silver Mine), Maeva Farmland (Not Developed)
    Later Villages/Ports – Timisoara (Village), Nis (Village)
    Sofia, Bulgaria
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population –1,530,289
    Wealth – 150
    Religion – Islam 20.0%, Orthodox 80.0%
    Starting Towns/Ports – Wallachia Farmland (Peasant Farms), Kjustendil Mines (Not Developed), Razgrad Farmland (Not Developed)
    Later Villages/Ports – Craiova (Village), Bucharest (Village), Burgas (Port), Varna (Port)

    Iasi, Moldavia
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population – 637,801
    Wealth – 850
    Religion – Islam 10.0%, Orthodox 60.0%, Catholicism 30.0%
    Starting Towns/Ports – Tarakliya Farmland (Peasant Farms), Savinesti Mines (Iron Mine)
    Later Villages/Ports – Tighina (Village)

    Savoy
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Austria
    Trade Partners – France
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Victor Amedeus II (King)
    Population – 652,308
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – Severiano Gagliano (Turin)
    Missionaries – None
    Rakes – Lucio Amaroso (Turin)


    Europe Theatre

    Turin, Savoy
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 652,308
    Wealth – 2675
    Religion – Catholicism 80.0%, Protestantism 20.0%
    Starting Towns/Ports – Provence Vineyards (Wineries), Nice (Trading Port), Chambery (Craft Workshops Weavers)
    Later Villages/Ports – Chieri (Village)

    Persia
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Mughal Empire, Dagestan
    Enemies – Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Hoseyn I (Sultan)
    Population – 5,967,796
    Prosperity – Meagre
    Prestige – Feeble
    Treasury – 8000
    Technology – None
    Imams – None
    Hashishins – Mahmood Sharudi (Persia)
    Scholars – Bahmin Mehani (Kabul), Shahab Na’imi (Esfahan)


    Europe Theatre

    Esfahan, Persia
    Starting Buildings – Provincial Barracks, Cannon Foundry, Pasha’s Palace
    Infrastructure - Basic Roads
    Population – 4,259,171
    Wealth – 3000
    Religion – Islam 100.0%
    Starting Towns/Ports – Bafq Mines (Iron Mine), Hormozgan Farmland (Not Developed), Na’in Farmland (Peasant Farms), Bandar Abbas (Trading Port), Shiraz (Coffee House), Teheran (Large Madrassa)
    Later Villages/Ports –Qom (Village), Mashhad (Village), Kermanshah (Village)

    Ardabil, Azerbaijan
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 1,092,000
    Wealth – 1400
    Religion – Islam 95.0%, Orthodox 5.0%
    Starting Towns/Ports – Zanjan Farmland (Not Developed), Salyan Farmland (Peasant Farms), Tabriz (Craft Workshops Smiths)
    Later Villages/Ports – Baku (Village), Ganja (Village), Rasht (Village)

    Zahedan, Baluchistan
    Starting Building – Magistrate
    Infrastructure – Not Developed
    Population – 162,025
    Wealth – 0
    Religion – Islam 100.0%
    Starting Towns/Ports – Sarbaz Farmland (Not Developed)
    Later Villages/Ports – Khuzdar (Village), Turbat (Village)

    India Theatre

    Kabul, Afghanistan
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 454,600
    Wealth – 475
    Religion – Islam 100.0%
    Starting Towns/Ports – Balkh Farmland (Peasant Farms), Buklak Farmland (Not Developed)
    Later Villages/Ports – Mazari Sharif (Village), Herat (Village), Kandahar (Village)

    Inuit Nations
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Lawoughqa I (Chieftan)
    Population – 2,263
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – None
    Rakes – None


    America Theatre

    Agvituk, Montagnais
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 2,263
    Wealth – 39
    Religion – Animism 90.0%, Catholicism 10.0%
    Starting Towns/Ports – Mistastin Trapper Post (Fur Trader)
    Later Villages/Ports – Rigolet (Village), Cartwright (Port), Catucto (Port)

    Iroquois Confederacy
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Cherokee Nations
    Enemies – Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Tokose Mathla I (Chieftan)
    Population – 14,856
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 8000
    Technology – None
    Gentlemen – None
    Rakes – None


    America Theatre

    Cayuga, Iroquois Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,134
    Wealth – 450
    Religion – Animism 60.0%, Protestantism 30.0%, Catholicism 10.0%
    Starting Towns/Ports – Magog Trapper Post (Not Developed), Adirondack Farmland (Subsistence Farms), Oneida (Craft Workshops Weavers)
    Later Villages/Ports – Mohawk (Village), Cartwright (Port), Catucto (Port)

    Niagara, Algonquin Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 3,773
    Wealth – 177
    Religion – Animism 90.0%, Protestantism 10.0%
    Starting Towns/Ports – Allegany Trapper Post (Fur Trader), Cuyahoga Farmland (Subsistence Farms)
    Later Villages/Ports – Fort Presque Isle (Village), Fort Duquesne (Village)

    Fort Pontchartrain du Detroit, Michigan Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,949
    Wealth – 175
    Religion – Animism 100.0%
    Starting Towns/Ports – Saginaw Farmland (Not Developed), Wapakoneta Farmland (Subsistence Farms)
    Later Villages/Ports – Kekionga (Village), Fort St. Joseph (Village)

    Morocco
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Moulay Ismail I (Sultan)
    Population – 1,838,572
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 9000
    Technology – None
    Imams – None
    Hashishins – Babur Al Khlaiwi (Morroco)
    Scholars – Moinuddin Al Dalharni (Tangier)


    Europe Theatre

    Tangier, Morroco
    Starting Buildings – Cannon Foundry, Bey’s Mansion, School of Calligraphers
    Infrastructure - Basic Roads
    Population – 1,838,572
    Wealth – 2775
    Religion – Islam 100.0%
    Starting Towns/Ports – Guercif Farmland (Peasant Farms), Boujad Farmland (Peasant Farms), Imini Mines (Iron Mine), Fes (Craft Workshops Weavers), Agadir (Shipyard)
    Later Villages/Ports – Casabranca (Port), Marrakech (Village)

    Knights of St John
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler –Ramon I (King)
    Population – 64,216
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – None
    Missionaries – None
    Rakes – None


    Europe Theatre

    Valleta, Malta
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 64,216
    Wealth – 2625
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Marsaxlokk (Shipyard)
    Later Villages/Ports – None




    Info on Unit Abilities by Miniwally

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    Abilities


    Researched

    Wedge Formation – Trained to charge in wedge formation in order to better penetrate enemy formations

    Diamond Formation – An evolution of the wedge formation, the diamond formation is even more effective at disrupting enemy formations.

    Light Infantry Tactics – Spreading out to find cover helps to reduce casualties.

    Canister Shot – A short range anti-personnel munition

    Shrapnel Shot – An air-burst munition which showers targets with metal fragments

    Percussion Shells – Explode on impact, thus less error prone than conventional explosive shells

    Quicklime Shells – These projectiles burst to shower the target with caustic quicklime

    Plug Bayonet – Provide melee bonuses, particularly against charging units, but prevent further firing once fixed

    Ring Bayonet – Provide melee bonuses, particularly against charging units, but cause slower reloading when fixed

    Socket Bayonet – Provide melee bonuses, particularly against charging units

    Platoon Firing Drill – Trained to fire in groups, or platoons, so as to maintain an unceasing fire on the enemy.

    Can adopt square formation – Can adopt a square formation to repel cavalry attacks at the cost of mobility.

    Can use the fire and advance drill – This unit can advance by rank claiming ground whilst maintaining a steady rate of fire.

    Rank firing drill – Will fire by rank from front to rear, each rank kneeling to reload and allowing those behind a clear field of fire

    Automatic

    Inspires Nearby Units – This fine body of men set an inspiring example to comrades nearby, making them less likely to rout.

    Can Rally Routing Comrades – These men command sufficient enough respect to be able to rally there routing comrades.

    Can hide in Woodland – When stationary in wooded areas, these men will position themselves so as to be invisible to the enemy

    Can hide in Light Scrub – When stationary in light scrub, these men will position themselves so as to be invisible to the enemy

    Can hide in Long Grass – When stationary in long grass, these men will position themselves so as to be invisible to the enemy

    Can hide in Buildings – Once they have garrisoned a building, these men will lie low until the time is right to spring there ambush

    Can Dismount – This unit can dismount to fight on foot then remount quickly reposition

    Garrison Policing Bonus – The draconian techniques employed by these men when on garrison duty are highly effective at maintaining public order.

    Slow-Moving – This unit is unable to move at anything above walking pace

    Can Skirmish – A skirmishing unit will retreat from enemies threatening their position

    Paths Seldom Trod – These men use every fold of the land to conceal the route of their march, and are harder to spot on the campaign map.

    Good Stamina – Superb stamina makes these men tire less quickly

    Resistant to Heat Fatigue – These men suffer less fatigue when fighting in a hot climate

    Can Place Stakes – Sharpened stakes can be used to deter enemy cavalry charges

    Resistant to Morale Shocks – These men are better able to resist the sudden shocks of combat without breaking and running

    Can Throw Grenades – Can throw crude grenades to clear entrenchments or occupied buildings

    Scares horses – The unfamiliar sight, sound and smell of a camel or elephant can unsettle enemy horses

    Scares enemies – The fierce appearance of these warriors is unnerving for those who must face them in battle

    Remains hidden whilst walking – These men can slowly stalk a target without giving away their position, though running or firing will draw attention.


    Steam Achievements by Miniwally

    Spoiler Alert, click show to read: 



    Perfidious Beast
    Use treachery to best effect by turning against at least five allied nations and attacking them.



    Observe Diplomatic Niceties
    Use diplomatic threats to good effect by making gains from five separate negotiations.



    Assassin!
    Use your assassins to kill, in unlooked-for fashion, twenty men who hinder your plans.




    The Efforts Of Others
    Successfully steal five technologies researched by other nations.




    Affairs Of Honour
    Use your duellists to kill twenty men on the "field of honour"




    Polymath
    Have your natural philosophers and scientists research all the technologies available to your nation.





    Bloody Madman
    Carve a bloody path to victory: kill a hundred thousand enemies!




    Tyrant And Ogre
    Bring terror to the hearts of men: kill half a million enemies!




    Conqueror Of All
    Be hailed as a true conqueror: kill a million enemies!




    Founding Father
    Take one region by conquest, somewhere in the world.




    Expansionist Power
    Capture ten regions, anywhere in the world.





    A New Rome
    Demonstrate outstanding ability, and capture one hundred regions.



    Only Obeying Orders
    Ensure that thirty missions, regardless of detail or type, are successfully brought to a conclusion.





    Into The Breach!
    Attack! Attack! Attack! Win ten multi-player siege battles when commanding a besieging army.




    The "chevaux De Frise"
    Defend, sir, defend! Win ten multi-player siege battles when commanding the defenders of a fortress.





    Blooded
    Demonstrate your sense of duty and honour: complete ten multi-player battles.




    Drumbeat To Victory
    Draw the sword and march onwards: complete one quick battle.




    Whiff Of Grapeshot
    Gain some experience of combat: complete one ranked battle.




    L337 Guard
    Achieve victory in ten multiplayer battles, cutting a bloody path to greatness through your enemies' plans.




    Marshal's Baton
    Achieve victory in fifty multiplayer battles, dashing your enemies' hopes in pieces in the process!




    Command Of The Ocean
    As a commanding admiral, win ten multi-player naval battles.




    Raw Recruit
    War sir, is a terrifying experience! Take part in a multiplayer battle.




    Grand Tactician
    Win ten classic multi-player battles.




    American Hero
    Complete the Road to Independence campaigns freeing the American colonists from British rule!




    Accomplished Strategist
    Complete the main campaign game on the easy difficulty setting.




    Veteran Strategist
    Complete the main campaign game on the medium difficulty setting.




    Emperor Of Europe
    Subdue and hold all the provinces and regions in Europe at the same time.




    Emperor Of Europe
    Subdue and hold all the provinces and regions in Europe at the same time.




    Master Of The Americas
    Conquer or control all the provinces and regions in the Americas at the same time.




    Maharajah Of The Indies
    Have mastery over all the provinces and regions in India at the same time.


    Last edited by miniwally; March 04, 2010 at 02:54 PM.

  2. #2

    Default Re: The Great E:TW Informatitive Thread

    Starting nation info Continued by Miniwally

    Spoiler Alert, click show to read: 

    Mughal Empire
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Persia, United Provinces, Ottoman Empire, Mysore, Portugal
    Enemies – Pirates, Maratha Confederacy
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Aurangzeb I (Sultan)
    Population – 62,459,352
    Prosperity – Affluent
    Prestige – Feeble
    Treasury –9000
    Technology – None
    Imams – Firuz Shafi (Berar), Afzal Panni (Rajpootana)
    Thugees – Alam Rathor (Berar), Baharji Bakhsh (Gujarat)
    Scholars – Mohinder Shafi (Hindustan), Sikandar Borah (Hindustan)

    India Theatre

    Akbarabad, Hindustan
    Starting Buildings – Provincial Barracks, Ordnance Factory, Nautch Dancing School, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 14,138,433
    Wealth – 1911
    Religion – Islam 35.0%, Hinduism 60.0%, Buddhism 5.0%
    Starting Towns/Ports – Aligarh Wetlands (Not Developed), Bhiwani Farmland (Peasant Farms), Bansdih Wetlands (Not Developed), Gwalior (Tavern), Benares (School), Sitapur (Craft Workshops Weavers), Delhi (Craft Workshops Weavers)
    Later Villages/Ports – Gorakphur (Village)
    Plantations – Srinagar Plantations (Not Developed), Najibabad (Small Sugar Plantation)

    Hyderabad, Hyderabad
    Starting Buildings – Cannon Foundry, Thakur’s Mansion, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 416,390
    Wealth – 764
    Religion – Islam 30.0%, Hinduism 70.0%
    Starting Towns/Ports – Mancheral Wetlands (Not Developed), Suriapet Farmlands (Peasant Farms)
    Later Villages/Ports – Golconda (Village), Nizamabad (Village), Kurnool (Village)
    Plantations – Bhainsa Plantations (Small Tea Plantation)

    Calcutta, Bengal
    Starting Buildings – Provincial Barracks, Thakur’s Court, Nautch Dancing School
    Infrastructure – Not Developed
    Population – 23,601,307
    Wealth – 373
    Religion – Islam 20.0%, Hinduism 50.0%, Buddhism 30.0%
    Starting Towns/Ports – Saharsa Wetlands (Rice Paddies), Rajshahi Wetlands (Not Developed), Bhagalpur (Tavern), Port of Calcutta (Trading Port)
    Later Villages/Ports – Patna (Village), Dacca (Village)
    Plantations – Assam Plantations (Not Developed), Daulatpur Plantations (Small Spice Plantation)

    Ahmedabad, Gujarat
    Starting Building – Provincial Barracks, Thakur’s Court
    Infrastructure – Not Developed
    Population – 793,180
    Wealth – 450
    Religion – Islam 30.0%, Hinduism 70.0%
    Starting Towns/Ports – Rajkot Farmland (Peasant Farms), Surat (Trading Port)
    Later Villages/Ports –Baroda (Village), Porbandar (Port)
    Plantations – Shahada Plantations (Not Developed)

    Lahore, Punjab
    Starting Building – Provincial Barracks, Zamindar’s Court, Nautch Dancing School
    Infrastructure – Basic Roads
    Population – 939,802
    Wealth – 3050
    Religion – Islam 30.0%, Sikh 45.0%, Hinduism 25.0%
    Starting Towns/Ports – Jehlum Mines (Iron Mine), Sargodha Wetlands (Rice Paddies), Kandhkot Mines (Gold Mine), Kandhkot Farmland (Not Developed), Khanpur (Tavern), Kasur (Small Madrassa)
    Later Villages/Ports – Rawalpindi (Village), Multan (Village)

    Nagpur, Berar
    Starting Buildings – Zamidar’s Court
    Infrastructure – Not Developed
    Population – 2,033,820
    Wealth – 125
    Religion – Islam 40.0%, Hinduism 60.0%
    Starting Towns/Ports – Chakradharpur Mines (Not Developed), Bilaspur Wetlands (Rice Paddies)
    Later Villages/Ports – Chanda (Village), Raipur (Village)
    Plantations – Tadoba Plantations (Not Developed)

    Cuttack, Orissa & Circars
    Starting Buildings – Zamidar’s Court
    Infrastructure – Not Developed
    Population – 1,019,281
    Wealth – 2075
    Religion – Islam 40.0%, Hinduism 60.0%
    Starting Towns/Ports – Kendrapara Wetlands (Rice Paddies), Balangir Wetlands (Rice Paddies), Rourkela Mines (Iron Mine), Sambalpur (Craft Workshops Smiths)
    Later Villages/Ports – Vizianagram (Village), Puri (Port), Yanaon (Port), Masulipatnam (Village)

    Neroon Kot, Sindh
    Starting Buildings – Zamidar’s Court
    Infrastructure – Not Developed
    Population – 1,206,684
    Wealth – 150
    Religion – Islam 65.0%, Hinduism 35.0%
    Starting Towns/Ports – Manjhand Wetlands (Rice Paddies), Nawabshaw Farmland (Not Developed)
    Later Villages/Ports – Umerkot (Village), Larkana (Village), Kolachi (Port)

    Udaipur, Rajpootana
    Starting Buildings – Zamidar’s Court
    Infrastructure – Basic Roads
    Population – 4,338,401
    Wealth – 1489
    Religion – Islam 35.0%, Hinduism 65.0%
    Starting Towns/Ports – Sahumbar Mines (Iron Mine), Fatehpur Farmland (Peasant Farms), Shahpura (Craft Workshops Weavers)
    Later Villages/Ports – Jodhpur (Village), Jeypore (Village)
    Plantations – Jalor Plantations (Small Tea Plantation)

    Ahmadnagar, Ahmadnagar
    Starting Buildings – Zamidar’s Court
    Infrastructure – Basic Roads
    Population – 11,596,237
    Wealth – 500
    Religion – Islam 40.0%, Hinduism 60.0%
    Starting Towns/Ports – Jawhar Wetlands (Rice Paddies), Bombay (Trading Port)
    Later Villages/Ports – Pune (Village)
    Plantations – Hingoli Plantations (Not Developed)

    Srinagar, Kashmir
    Starting Buildings – Zamidar’s Court
    Infrastructure – Not Developed
    Population –1,063,071
    Wealth – 200
    Religion – Islam 72.2%, Sikh 22.2%, Hinduism 5.6%
    Starting Towns/Ports – Barumala Farmland (Peasant Farms), Chamba Farmland (Not Developed)
    Later Villages/Ports – Jammu (Village)

    Ujjain, Malwa
    Starting Buildings – Zamidar’s Court
    Infrastructure – Not Developed
    Population – 1,312,746
    Wealth – 125
    Religion – Islam 40.0%, Hinduism 60.0%
    Starting Towns/Ports – ChhatarpurFarmland (Peasant Farms)
    Later Villages/Ports – Tighina (Village)
    Plantations – Khandwa Plantations (Not Developed)

    Mysore
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Maratha Confederacy, Mughal Empire
    Enemies – Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Chikka I (Sultan)
    Population – 2,741,572
    Prosperity – Meagre
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Brahmin – None
    Eastern Scholar – Abhinav Paritala (Mysore)
    Thugee – Chandrika Jadhav(Mysore)

    India Theatre

    Mysore, Mysore
    Starting Buildings – Provincial Barracks, Subadar’s Palace, Nautch Dancing School
    Infrastructure - Basic Roads
    Population – 2,741,572
    Wealth – 2633
    Religion – Islam 10.0%, Hinduism 85.0%, Buddhism 5.0%
    Starting Towns/Ports – Mulbagal Mines (Open Gem Pit), Pulivendla Mines (Not Developed), Karkal Wetlands (Rice Paddies), Srirangapatna (School), Bangalore (Craft Workshops Weavers)
    Later Villages/Ports – Mangalore (Port), Bellary (Village)
    Plantations – Chitradurga Plantations (Small Tea Plantation)


    Italian States
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Austria, Genoa
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Clement XI (King)
    Population – 1,409,297
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – Nicolo Matarazzo (Central Italy)
    Missionaries – None
    Rakes – Adalberto Cuda (Central Italy)


    Europe Theatre

    Rome, Central Italy
    Starting Buildings – Army Encampment, Cannon Foundry, Governor’s Palace, Opera House, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 1,409,297
    Wealth – 1250
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Montepulciano Vineyards (Not Developed), Umbria Vineyards (Not Developed), Latina Vineyards (Not Developed), Siena (Craft Workshops Smiths), Bologna (Jesuit College), Ravenna (Trading Port)
    Later Villages/Ports – Florence (Village)

    Hannover
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Westphalia, Great Britain
    Trade Partners – Prussia, Denmark
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Absolute Monarchy
    Ruler – Georg Wilhelm I (Konig)
    Population – 1,546,076
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – Ehregott Ausubel (Hannover)
    Missionaries – None
    Rakes – Rudolf Koehler (Hannover)


    Europe Theatre

    Hannover, Hannover
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 1,546,076
    Wealth – 2325
    Religion –Protestantism 90.0%, Catholicism 10.0%
    Starting Towns/Ports – Braunshweig (Craft Workshops Smiths), Hamburg (Craft Workshops Weavers)
    Later Villages/Ports – Cuxhaven (Port)

    Plains Nations
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – Spain, Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Chonocape I (Chieftan)
    Population – 5,203
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – None
    Rakes – None

    America Theatre

    Yankton, Black Hills
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,203
    Wealth – 150
    Religion – Animism 100.0%
    Starting Towns/Ports – Moosehorn Trapper Post (Not Developed), Monowi Farmland (Subsistence Farms)
    Later Villages/Ports – Quivira (Village)

    Denmark
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – Poland-Lithuania, Russia
    Trade Partners – Hannover
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Constitutional Monarchy
    Ruler – Frederik IV (King)
    Population – 1,539,253
    Prosperity – Meagre
    Prestige – Feeble
    Treasury – 8000
    Technology - None
    Missionaries – None
    Rakes – None
    Gentlemen – Ole Romer (Denmark)


    Europe Theatre

    Copenhagen, Denmark
    Starting Buildings – Army Encampment, Cannon Foundry, Government Council, Conservatorium
    Infrastructure - Basic Roads
    Population – 912,680
    Wealth – 2550
    Religion – Protestantism 100.0%
    Starting Towns/Ports – Jutland Farmland (Peasant Farms), Holstein Farmland (Peasant Farms), Aarhus (Trading Port), Odense (School)
    Later Villages/Ports – Schleswig (Village), Aalborg (Village), Husum (Port), Lubeck (Port)

    Reykjavik, Iceland
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 50,208
    Wealth – 200
    Religion – Protestantism 95.0%, Animism 5.0%
    Starting Towns/Ports – Skogar Farmland (Peasant Farms), Akureyri (Local Fishery)
    Later Villages/Ports – Hofn (Port)

    Christiania, Norway
    Starting Buildings – Governor’s Residence
    Infrastructure – Basic Roads
    Population – 576,365
    Wealth – 2025
    Religion – Protestantism 95.0%, Animism 5.0%
    Starting Towns/Ports – Mo i Rana Mines (Iron Mine), Kirkenes Mines (Not Developed), Arendal Farmland (Not Developed), Ringsaker Forests (Logging Camp), Orkdal Forests (Not Developed), Bergen (Local Fishery),
    Later Villages/Ports – Trondheim (Village), Stavanger (Village)

    Portugal
    Spoiler Alert, click show to read: 


    Basics at start

    Protectorates – None
    Allies – Great Britain
    Trade Partners – Great Britain, Mughal Empire
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Constitutional Monarchy
    Ruler – Pedro II (King)
    Population – 1,692,853
    Prosperity – Moderate
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Adriano Chissano (Goa), Hugo Spinoza (Portugal)
    Gentlemen – Vicente Lobato (Portugal)


    Europe Theatre

    Lisbon, Portugal
    Starting Buildings – Army Encampment, Government Council, Conservatorium, Admiralty, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 1,101,544
    Wealth – 3475
    Religion –Catholicism 100.0%
    Starting Towns/Ports – Douro Vineyards (Not Developed), Alentejo Farmlands (Peasant Farms), Evora (School), Porto (Trading Port), Covilha (Craft Workshops Weavers)
    Later Villages/Ports – Leiria (Village), Faro (Village)

    India Theatre

    Goa, Goa
    Starting Buildings – Magistrate
    Infrastructure – Basic Roads
    Population – 591,309
    Wealth – 1007
    Religion – Catholicism 50.0%, Hinduism 40.0%, Buddhism 10.0%
    Starting Towns/Ports – Barcelor (Trading Port)
    Later Villages/Ports – None
    Plantations – Yellapur Plantation (Small Tea Plantation)s

    Crimean Khanate
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorate of – Ottoman Empire
    Allies – None
    Trade Partners – Ottoman Empire
    Enemies – Russia, Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Devlet I (Tsar)
    Population – 109,670
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Imams – None
    Hashishins – Alam Abbasi (Crimea)
    Scholars – None


    Europe Theatre

    Bakhchisaray, Crimea
    Starting Buildings – Military Governor’s Encampment
    Infrastructure – Not Developed
    Population – 109,670
    Wealth – 1850
    Religion – Islam 60.0%, Orthodox 40.0%
    Starting Towns/Ports – Nemyriv Farmland (Peasant Farms), Rog Mines (Iron Mine), Donetsk Farmland (Peasant Farms), Sevastopol (Trading Port)
    Later Villages/Ports – Odessa (Port), Czerkasy (Village), Kerch (Village)

    Pueblo Nations
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – Cherokee Nations, Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Weyapiersenwah I (Chieftan)
    Population – 5,269
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – None
    Rakes – None


    America Theatre

    Villa de Bexar, Texas
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,269
    Wealth – 0
    Religion – Animism 70.0%, Catholicism 30.0%
    Starting Towns/Ports – Mistastin Trapper Post (Fur Trader)
    Later Villages/Ports –Laredo (Village), Corpus Christi (Port)
    Plantations – Del Rio Plantation (Not Developed), Rio Grande Farmland (Not Developed)

    Venice
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Spain, Ottoman Empire, Austria
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Republic
    Ruler – Silvestro Valiero (Minister)
    Population – 1,792,952
    Prosperity – Meagre
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Benigno Luzzatto (Venice)
    Gentlemen – Fabiano Gabrieli (Venice)


    Europe Theatre

    Venice, Venetia
    Starting Buildings – Army Encampment, State House, Opera House, Cannon Foundry
    Infrastructure - Basic Roads
    Population – 1,527,873
    Wealth – 3575
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Maniago Vineyards (Wineries), Verona (Coaching Inn), Udine (Craft Workshops Weavers), Chioggia (Trading Port)
    Later Villages/Ports – None

    Patras, Morea
    Starting Buildings – Magistrate
    Infrastructure - Basic Roads
    Population – 265,079
    Wealth – 1450
    Religion – Orthodox 95.0%, Catholicism 5.0%
    Starting Towns/Ports – Voupradia Vineyards (Vineyard), Sparta Farmland (Peasant Farms), Corinth (Craft Workshops Smiths)
    Later Villages/Ports – Pylos (Village)

    Genoa
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Ottoman Empire, Italian States
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Republic
    Ruler – Givolamo De Mari (Minister)
    Population – 648,113
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Vito Minnelli (Genoa)
    Gentlemen – Gustavo Pontecorvo (Venice)


    Europe Theatre

    Genoa, Liguria
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 542,663
    Wealth – 1425
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Luguria Vineyards (Not Developed), La Spezia (Craft Workshops Weavers), Porto Maurizio (Trading Port)
    Later Villages/Ports – None

    Bastia, Corsica
    Starting Buildings – Magistrate
    Infrastructure - Basic Roads
    Population – 105,450
    Wealth – 525
    Religion – Catholicism 100.0%
    Starting Towns/Ports – Corte Vineyards (Vineyard)
    Later Villages/Ports – Ajaccio (Village)

    Cherokee Nations
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Louisiana, Iroquois Confederacy, Thirteen Colonies
    Enemies – Spain, New Spain, Pueblo Nations, Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Catecahassa I (Chieftan)
    Population – 16,693
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 8000
    Technology – None
    Gentlemen – None
    Rakes – None


    America Theatre

    Chicasa, Cherokee Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 6,152
    Wealth – 602
    Religion – Animism 100.0%
    Starting Towns/Ports – Dahlonega Mines (Not Developed), Atoka Farmland (Subsistence Farms), Casseta (Craft Workshops Smiths)
    Later Villages/Ports – Tuckabatchee (Village), Autiamique (Village), Catucto (Port)
    Plantations – Rabbit Ridge Plantation (Small Cotton Plantation)

    Tellico, Kaintuck Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 6,015
    Wealth – 443
    Religion – Animism 100.0%
    Starting Towns/Ports – Kanawha Farmland (Not Developed), Sycamore Shoals (Craft Workshops Smiths)
    Later Villages/Ports – Lexington (Village)
    Plantations – Lost Creek Plantations (Small Cotton Plantation)

    Savannah, Georgia
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 4,526
    Wealth – 0
    Religion – Animism 35.0%, Protestantism 75.0%
    Starting Towns/Ports – None
    Later Villages/Ports – St. Mary’s (Port)
    Plantations – Swainesboro Plantation (Not Developed)

    Bavaria
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Spain, Austria
    Trade Partners – Austria
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Maximilian II (Konig)
    Population – 1,070,360
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Jurgen Schmitt (Bavaria)
    Gentlemen – Johann Pachelbel (Munich)


    Europe Theatre

    Munich, Bavaria
    Starting Buildings – Army Encampment, Cannon Foundry, Governor’s Palace, Conservatorium
    Infrastructure - Basic Roads
    Population – 1,070,360
    Wealth – 2600
    Religion – Catholicism 95.0%, Protestantism 5.0%
    Starting Towns/Ports – Franconia Mines (Iron Mine), Nurnberg (Craft Workshops Smiths), Coburg (School)
    Later Villages/Ports – Augsburg (Village)

    Westphalia
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Austria, Hannover, Wόrttemberg
    Trade Partners – Wόrttemberg
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Joseph Clemens I (Konig)
    Population – 3,510,336
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Adolf Friedlander (Cologne)
    Gentlemen – Peter Mehring (Cologne)


    Europe Theatre

    Cologne, Rhineland
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 3,510,336
    Wealth – 2250
    Religion – Catholicism 70.0%, Protestantism 30.0%
    Starting Towns/Ports – Cleves Farmland (Peasant Farms), Eisenach Mines (Not Developed), Munster (Craft Workshops Weavers), Marburg (College), Cassel (Craft Workshops Smiths), Frankfurt (Coaching Inn)
    Later Villages/Ports – None

    Georgia
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Dagestan
    Enemies – Barbary States, Pirates
    Religion – Orthodox
    Government – Absolute Monarchy
    Ruler – Giorgi XI (Premier)
    Population – 526,280
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Agapios Andreoulakis (Tbilsi)
    Gentlemen – Konstantinos Pispini (Tbilisi)

    Europe Theatre

    Tbilisi, Georgia
    Starting Buildings – Military Governor’s Encampment
    Infrastructure – Not Developed
    Population – 526,280
    Wealth – 700
    Religion – Orthodox 90.0%, Islam 10.0%
    Starting Towns/Ports – Mingrelia Farmland (Peasant Farms), Dusheti Trapper Post (Not Developed), Suhumkale (School)
    Later Villages/Ports – Batumi (Port)

    Wόrttemberg
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – Austria, Westphalia
    Trade Partners – Westphalia
    Enemies – Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – Eberhard Ludwig I (Konig)
    Population – 3,680,140
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Florian Ziegler (Suttgart)
    Gentlemen – Maximilian Aichinger (Stuttgart)


    Europe Theatre

    Stuttgart, Wurttemberg
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 3,680,140
    Wealth – 1675
    Religion – Catholicism 80.0%, Protestantism 20.0%
    Starting Towns/Ports – Breisgau Vineyards (Wineries), Heidelberg (School), Ulm (Coaching Inn)
    Later Villages/Ports – None

    Dagestan
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – Persia, Georgia
    Enemies – Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Anoushiravan I (Premier)
    Population – 301,495
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Imams – None
    Hashishins – Manouchehr Zameni (Tarki)
    Scholars – Akbar Durrani (Tarki)

    Europe Theatre

    Tarki, Chechenya-Dagestan
    Starting Buildings – Military Governor’s Encampment
    Infrastructure – Not Developed
    Population – 301,495
    Wealth – 75
    Religion – Islam 60.0%, Orthodox 30.0%, Animism 10.0%
    Starting Towns/Ports – Grozny Farmland (Not Developed)
    Later Villages/Ports – Derbent (Village)

    Courland
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorate of – Poland-Lithuania
    Allies – None
    Trade Partners – Poland-Lithuania
    Enemies – Barbary States, Pirates
    Religion – Protestant
    Government – Absolute Monarchy
    Ruler – Friedrich I (Premier)
    Population – 849,273
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – Eanuel Veit (Jelgava)
    Gentlemen – Jurgen Nadel (Jelgava)


    Europe Theatre

    Jelgava, Courland
    Starting Buildings – Military Governor’s Encampment
    Infrastructure - Basic Roads
    Population – 849,273
    Wealth – 1625
    Religion – Protestantism 85.0%, Catholicism 15.0%
    Starting Towns/Ports – Preili Farmland (Peasant Farms), Tukums Forests (Logging Camp), Kuldiga (Craft Workshops Smiths)
    Later Villages/Ports – Ogre (Village), Liepaja (Port)

    Huron Confederacy
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies –Pirates
    Religion – Animism
    Government – Absolute Monarchy
    Ruler – Theyanoguin I (Chieftan)
    Population – 11,038
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 8000
    Technology – None
    Gentlemen – None
    Rakes – None


    America Theatre

    Fort Sault Ste. Marie, Huron Territory
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,092
    Wealth – 46
    Religion – Animism 80.0%, Catholicism 20.0%
    Starting Towns/Ports – Timmins Trapper Post (Fur Trader), Pukaskwa Mines (Not Developed)
    Later Villages/Ports – Longlac (Village), Kapuskasing (Village)

    York Factory, Northwest Territories
    Starting Buildings – Hunting Grounds
    Infrastructure – Not Developed
    Population – 5,946
    Wealth – 46
    Religion – Animism 100.0%
    Starting Towns/Ports – St. Joseph Trapper Post (Fur Trader)
    Later Villages/Ports – Churchill (Port)

    Saxony
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorate of – Poland-Lithuania
    Allies – None
    Trade Partners – None
    Enemies – Barbary States, Pirates
    Religion – Catholic
    Government – Absolute Monarchy
    Ruler – August I (Konig)
    Population – 920,614
    Prosperity - Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology – None
    Gentlemen – None
    Missionaries – None
    Rakes – None


    Europe Theatre

    Dresden, Saxony
    Starting Buildings – Army Encampment, Cannon Foundry, Governor’s Mansion., Conservatorium
    Infrastructure - Basic Roads
    Population – 920,614
    Wealth – 2000
    Religion – Protestantism 65.0%, Catholicism 35.0%
    Starting Towns/Ports – Thuringia Farmland (Peasant Farms), Sayda Mines (Iron Mine), Leipzig (Bawdyhouse)
    Later Villages/Ports – Erfurt (Village)

    Barbary States
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorate of – Ottoman Empire
    Allies – None
    Trade Partners – Ottoman Empire
    Enemies – France, Georgia, United Provinces, Russia, Savoy, Austria, Denmark, Sweden, Venice, New Spain, Genoa, Louisiana, Saxony, Spain, Westphalia, Poland-Lithuania, Italian States, Thirteen Colonies, Hannover, Bavaria, Prussia, Courland, Knights of St John, Portugal, Great Britain, Pirates
    Religion – Islam
    Government – Absolute Monarchy
    Ruler – Mehmed I (Sultan)
    Population – 4,530,480
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 9000
    Technology – None
    Imams – None
    Hashishins – Jahangir Farrakhan (Tunis), Mohammed Al Amri (Tripolitana), Nurddin Akil (Algiers)
    Scholars – None


    Europe Theatre

    Tripoli, Tripolitana
    Starting Buildings – Military Governor’s Encampment, Settlement Fortifications
    Infrastructure - Basic Roads
    Population – 339,458
    Wealth – 200
    Religion – Islam 100.0%
    Starting Towns/Ports – Surt (Trading Port)
    Later Villages/Ports – Misratah (Village), Benghazi (Village)

    Tunis, Tunis
    Starting Buildings – Cannon Foundry, Magistrate
    Infrastructure – Basic Roads
    Population – 2,642,789
    Wealth – 1125
    Religion – Islam 100.0%
    Starting Towns/Ports – Zaghouan Farmland (Peasant Farms), Djerissa Mines (Iron Mine), Safaqis (Shipyard)
    Later Villages/Ports – Kasserine (Village), Tataouine (Village)

    Algiers, Algiers
    Starting Building – None
    Infrastructure – Basic Roads
    Population – 1,548,233
    Wealth – 1325
    Religion – Islam 100.0%
    Starting Towns/Ports – Zaccar Mines (Iron Mine), Tizi Ouzou Farmland (Peasant Farms), Oran (Shipyard)
    Later Villages/Ports – Bejaia (Village), Annaba (Port)

    Pirates
    Spoiler Alert, click show to read: 

    Basics at start

    Protectorates – None
    Allies – None
    Trade Partners – None
    Enemies – All
    Religion – Protestant
    Government – Absolute Monarchy
    Ruler – Miguel I (Minister)
    Population – 13,682
    Prosperity – Destitute
    Prestige – Feeble
    Treasury – 7500
    Technology - None
    Missionaries – None
    Rakes – None
    Gentlemen – None

    America Theatre

    Antigua, Leeward Islands
    Starting Buildings – Military Governor’s Encampment
    Infrastructure 9,156
    Wealth – 62
    Religion – Protestantism 90.0%, Animism 10.0%
    Starting Towns/Ports – Guadeloupe (Shipyard)
    Later Villages/Ports – None
    Plantations – Dominica Plantation (Small Sugar Plantation)

    San Jose de Oruna, Trinidad & Tobago
    Starting Buildings – Magistrate
    Infrastructure – Not Developed
    Population – 4,526
    Wealth – 43
    Religion – Catholicism 95.0%, Animism 5.0%
    Starting Towns/Ports – Puerto de Espana (Shipyard)
    Later Villages/Ports – None
    Plantations – Siparia Plantation (Small Sugar Plantation)



    Info on Ranks by Miniwally

    Spoiler Alert, click show to read: 


    Ranks

    First Rank
    Second Rank
    Third Rank
    Fourth Rank
    Fifth Rank
    Sixth Rank
    Seventh Rank
    Eighth Rank
    Ninth Rank


    Upgrades per Rank



    • +2 Accuracy
    • +2 Reloading Skill
    • +1 Melee Attack
    • +1 Defence
    • +0.5 Morale


    Info on Diplomatic Relations by Miniwally

    Spoiler Alert, click show to read: 


    Relations


    Positive +
    Same Government Type - (If you have the Same Government type as them) +30
    Military Alliance - (If you have an alliance with them) +30, goes up 1 each turn
    An enemy of my enemy is my friend - (If your friend’s with an enemy of their enemy) +5
    National Leaders command Respect – (National Leader has Diplomatic relations in Ministers screen), + Whatever diplomatic relations goes up by
    Same Religion – (Sam Religion as that nation) +10
    Historical friendship – (???) +??? , goes down 1 each turn
    Trade agreement – (Have a trade agreement with that nation) +40
    State Gift received – (Give a state gift in diplomacy to that nation) +100, goes down 1 each turn

    Negative -
    Religious Differences – (Different Religion of that nation) -5 does not include Animism and Orthodox
    Different Government Type - (If you have a different government type to them) Republic to Absolute Monarchy and vice versa -30 Constitutional Monarchy to either -15
    Territorial Expansion – (Been taking territories in there theatre)
    Alliance with an enemy nation - (Allied with a nation they’re at war against) -21
    Alliances were not honoured - (Broke an alliance with a different nation)
    Alliance Broken – (Broke an alliance with that nation) -40, goes down 2 each turn
    War! – (At war with that nation)
    Trade agreement broken – (Broke a trade agreement with that nation)
    Assassination attempts – (Tried to assassinate someone from that nation) -50 goes down 2 each turn
    Assassination attempts – (Tried to assassinate someone from a different nation) -5 goes down 1 each turn
    Historical grievances – ???
    Threats of attack – (Threatened the nation in diplomacy) -30, goes down by 3 each turn
    Acts of Espionage – (Infiltrating that nation and failing) -20, goes down 2 each turn
    Acts of Espionage – (Infiltrating a different nation and failing) -2, goes down 1 each turn
    Acts of Sabotage – (Sabotaging that nation and failing) -20, goes down 2 each turn
    Acts of Sabotage – (Sabotaging a different nation and failing) -2, goes down 1 each turn
    War declared on a friend - ???

    Last edited by miniwally; August 10, 2009 at 03:50 PM.

  3. #3

    Default Re: The Great E:TW Informative Thread

    Info on Public Order by Miniwally

    Spoiler Alert, click show to read: 


    Public Order


    Here is a list of public order factors and how to get them

    Positive

    Garrisoned Forces: Having units garrisoned in the settlement
    Town Watch: When happiness is angry (red), maximum of +4 (costs money)
    People in Government: Anyone in government with a trait that +happiness or (for repression) having a good minister for justice or individual theatres (says how much repression is given)
    Government Buildings (Repression): Having Buildings with repression in the region effect
    Religious Happiness: Having Buildings in the region that grant happiness for a religion
    Entertainment and Culture: Having Buildings in the region that grant happiness
    Patriotic Fervour: Winning wars
    Resistance to Foreign Occupation : Owning a settlement for a long time

    Negative



    Religious Unrest: People in this settlement don’t follow your religion



    Tax Burden: Higher taxes more negative this is.
    • First level Tax 1
    • Second Level Tax 2
    • Third Level Tax 4
    • Fourth Level Tax 10
    • Fifth Level Tax 16
    War Weariness: Losing battles in wars

    Industrialisation: Having Buildings with Industrialisation Effect (In building info says how much)
    People in Government: Anyone in government with a trait that –happiness or (for repression) having a bad minister for justice or a theatre (says how much repression is given)
    Clamour for Reform: Having Buildings with Clamour for Reform effect or researching technologies that have It (It says in info how much)
    Resistance to foreign occupation: Taking over a new territory that has been controlled by the same faction for a long time (Longer the faction owned it bigger the effect is)

    Public Order Penalties for Government Type

    Absolute Monarchy: +2 for Higher Classes, -2 for Lower Classes
    Constitutional Monarchy: +1 for Higher Classes, +1 for Lower Classes
    Republic: +1 for Higher Classes, +3 for Lower Classes

    Government Type (Repression)

    Absolute Monarchy: +5 for Higher Classes, +5 for Lower Classes
    Constitutional Monarchy: +3 for Higher Classes, +3 for Lower Classes
    Republic: +2 for Higher Classes, +2 for Lower Classes



    Deployable Defences by ilikeicehockey

    Spoiler Alert, click show to read: 
    After leaving an army stationary for two turns a ring of wooden stakes will appear around your army. This means that your army has the ability to deploy defences in battle if attacked. These defences can only be deployed in the deployment phase (before the battle starts). I've used them all with the exception of one so I'll describe and tell you who can deploy them...

    Trench (all infantry except armed citizens)-Kind of like a sandbag barrier that slants down towards your enemy and protects your troops from musket balls. Their head and shoulders will not be shielded but in rank fire, the kneeling troops are protected. Your casualties are WAY lower using this. Tip: Make your units wider to have more longer trenches.

    Earthworks (all artillery) -Sandbag barriers are built around your cannons protecting them from fire. Doesn't work that well as I've faced this defence many times and all I do is charge them or give them a rank fire volley and they will usually route. Problem with this is once you're setup you cannot move your artillery even if they're horse or foot. AI isn't that smart so once it's setup it moves around and leaves the artillery exposed.
    Tip: Don't use unless its stationary artillery or if you're in a very good position and won't leave them exposed (eg. hill)

    Stakes (all infantry except armed citizens) - Self-explanatory. Casualties are about 90-95% for walking/charging into it for cavalry. Note: I think your own forces can go over your own stakes without losing any units (AI does this so I assume we can too). Be careful, the AI likes to use this a lot and it can be hard to spot.

    Improved Fougasse (riflemen/jaegers, advanced light inf.) - a mine type device that is placed in front of the unit (the length is about a 120 line inf. unit in 3 ranks from left to right). Can be identified by a whitish trough at the end of the strip. I've only used this once but supposedly it is deadlier than the regular due to 2 waves of explosions instead of 1. When detonated it can kill almost an entire unit if timed correctly. Damage zone is marked by red area.


    Fougasse (basic light infantry only) - I think it only has 1 explosion so it is less powerful and will cause less casualties.


    Using these defences is also useful for seiges. If you seige a city and wait two turns you will then be able to use your deployable defences even if you're attacking.

    If you're defending a city you will also have the opportunity to deploy these defences whether you're fighting in a fort or in the outskirts.


    Hope this helps.


    E:TW Modifications

    Spoiler Alert, click show to read: 


    Empire Total War : Modifications


    A Proper Empire: Terra Incognita
    A Proper Empire balances combat, morale, technologies, costs, battlefield effects and more! Terra Incognita adds a strategically challenging campaign-focused mod for A Proper Empire!

    Download Link

    DarthMod Empire
    It was pointless to resist... The DarthMod series of Mods strikes back to destroy all gameplay inconsistencies of the original game and offer you better AI, realistic battles and unequaled challenge.

    Download Link

    Imperial Splendour
    Imperial Splendour attempts to create the best Empire: Total War experience possible without destroying the essence of the game, with an eye towards expanding and enriching the experience, while adding to the game's realism whenever possible.

    Download Link

    Regalia of Nations
    Regalia aims to improve the aesthetic appeal of Empire Total War by reworking the Faction Flags (Regimental, Faction, and Naval), Uniforms, Graphical Effects, Sound, and Music. This is NOT a gameplay altering mod.

    Download Link

    The Rights of Man
    The Rights of Man is a historical mod focused on improving and expanding, not radically revising, the gameplay for Empire Total War.

    Download Link
    Last edited by miniwally; August 17, 2009 at 09:19 AM.

  4. #4

    Default Re: The Great E:TW Informative Thread

    Loads of info here, +rep.

    A PDF would be nice so it can be printed out as a guide.

    Are you sure about "Resistance to foreign occupation"? I think it's always -30 for capitals and -13 for other provinces, may be max values after some time of ownership though.

    EDIT: yes, those are the starting values that go down with time.
    Last edited by daniu; August 17, 2009 at 09:55 AM.

  5. #5

    Default Re: The Great E:TW Informative Thread

    I'll look into what you said daniu however it would not be true when a settlement has been taken over by a different faction as i starts going down.

  6. #6

    Default Re: The Great E:TW Informative Thread

    Religious Unrest: People in this settlement don’t follow your religion
    • 0.1%-11% your religion 9 Religious Unrest,
    • 11%-21% your religion 8 Religious Unrest,
    • 21%-31% your religion 7 Religious Unrest,
    • 31%-41% your religion 6 Religious Unrest,
    • 41%-51% your religion 5 Religious Unrest,
    • 51%-61% your religion 4 Religious Unrest,
    • 61%-71% your religion 3 Religious Unrest,
    • 71%-81% your religion 2 Religious Unrest,
    • 81%-95% your religion 1 Religious Unrest
    • 95%-100% your religion 0 Religious Unrest
    Isn't religious unrest also tied to the population of a region? Because lowly populated regions only need to reach 80% to have 0 religious unrest.

  7. #7

    Default Re: The Great E:TW Informative Thread

    I've not seen this and my finsings seem to be consistent with my regions however i'll check this and if you find a case where my findings are wrong please post a print screen and i'll delete that bit and try to find out the relationship between population and religious unrest.

  8. #8

    Default Re: The Great E:TW Informative Thread

    I will post them as soon as I upload them.

    Here, I play as the Ottomans and removed all ministers with "pious" trait and all priests and made sure there were no religious structures; I had not researched secular humanism:

    Spoiler Alert, click show to read: 






    I'll post more images of my French Campaign soon.
    Last edited by Rave; August 04, 2009 at 04:55 PM.

  9. #9

    Default Re: The Great E:TW Informative Thread

    I see all of those regions are big cities this may be a factor in it.

    By studying your pictures it seems to be halving it. If you could find soem more pics of this it would help. Thank you for the help.

  10. #10

    Default Re: The Great E:TW Informative Thread

    Here are some more images from the French campaign, again, I eliminated all outside factors such as "pious" traits, no secular humanism; this one has small settlements as well:

    Spoiler Alert, click show to read: 




















    Last edited by Rave; August 04, 2009 at 05:45 PM.

  11. #11

    Default Re: The Great E:TW Informative Thread

    hmm ok i'll delete that bit for now and try to look at this population theory

  12. #12
    l33tl4m3r's Avatar A Frakkin' Toaster
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    Default Re: The Great E:TW Informative Thread

    Also, doesn't "Hide in Woodlands" also denote the ability to seige?

    I'll check, if you confirm one way or the other I'll check here!
    [House of Caesars|Under the Patronage of Carl von Dφbeln]

  13. #13

    Default Re: The Great E:TW Informative Thread

    The abilities are all correct. Being able to hide in woodland it means that when you're in woodland the unit is invisible nothing to do with sieging

  14. #14

    Default Re: The Great E:TW Informative Thread

    I see that town watch is empty. I'll attempt to explain it:

    Town watch is an emergency repression bonus that appears when the unhappiness levels exceed the happiness levels. With no outside effects, it will reach up to 4, but depending on the effects of your Justice Minister that number can change.

    1 town watch repression is equal to -41.5 rounded up to -41, because .5 always rounds up. 2 town watch are equal to -83, and so on.
    It is calculated by the formula: nth term = -41.5*n
    Where "nth term" is the amount it will equal and "n" is the amount of town watch.

    Both lower and upper classes' town watch cost the same.

    Also, the quality of the Justice Minister also effect the cost of town watch.
    So for example, if I have a 4 star Justice Minister it will -3% of the town watch cost; so the formula in this case will be:
    nth term = -41.5*n*(100%-x%) = -41.5*97% = -40.255, which rounded to the nearest unit gives -40.

    There you go. Summer maths lesson.

  15. #15

    Default Re: The Great E:TW Informative Thread

    so do you know how it calculates how much town watch it has in a settlement and the maximum town watch it can have? great thanks +rep

  16. #16

    Default Re: The Great E:TW Informative Thread

    Quote Originally Posted by miniwally View Post
    so do you know how it calculates how much town watch it has in a settlement and the maximum town watch it can have? great thanks +rep
    If your Justice Minister provides no bonuses or negatives every settlement will be able to give 4 town watch to each class. Depending on the bonuses or negatives your minister gives that number can change.

  17. #17

    Default Re: The Great E:TW Informative Thread

    so is that a maximum of +4 to public order?

  18. #18

    Default Re: The Great E:TW Informative Thread

    Quote Originally Posted by miniwally View Post
    so is that a maximum of +4 to public order?
    If your minister provides no bonuses, then yes.

    A 4 star Justice Minister will provide a +1 bonus to max repression making it +5, while a 7 star Justice Minister will provide a +2 bonus making the it +6. I think that the best Justice Minister can provide only up to 2 bonus to town watch, but I'm not sure.

  19. #19

    Default Re: The Great E:TW Informative Thread

    I've put the bit of just mninisters seperate

  20. #20

    Default Re: The Great E:TW Informative Thread

    Good work Miniwally keep it up and we will be waiting for updates + Rep
    TIME TO DIE!!!! Proud Son of Viking Prince

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