“I begin by taking. I shall find scholars later to demonstrate my perfect Right.” - Frederick II the Great
Mod architecture and philosophy
Above all, we want to achieve a more challenging game -- perhaps slower, but also deeper, and more closely resembling historical accounts. Our goal is not to make a more dramatic or cinematic game. War does not now, and did not then, resemble Braveheart, the Patriot (as enjoyable as those movies are) and other highly dramatized, Hollywood movies. These are not a good source for making historical decisions in game balance. We have studied the history of the region, and at least one of us is a soldier and a veteran, albeit one serving in our own strange modern half-wars. It may not be much, but we hope that we can add at least a few thin insights as we strive to create a sense of verisimilitude.
When possible, we have tried to avoided change core balance around units. While many small adjustments have been made, staying close to original values will make it easier for players to utilize the excellent work provided by other modders. Additionally, adjusting core balance can cause the AI to make poor decisions, both on the battlefield and when recruiting troops.
Likewise, we have avoided changing core game mechanics, such as the number of turns per year. Core changes like these can cause problems; in the case of turns per year, this will make buildings that cause economic growth per turn (since there are more turns) overly strong when compared to buildings that create wealth (i.e. add to GDP). Adjust the growth downwards to account for this can cause problems with the AI's purchase decisions.
Main features
- No changes without historical rationale, gameplay balance, and consideration for AI decision making.
- Detailed AOR system that allows for multi-facted Imperial armies with representative and unique line troops from many different regions. There are over 30 new units recruitable by many factions! These include the Walloon Guard, Chuguevski Cossacks, Freikorps Cavalry, Georgian Khevsurs, Swiss Infantry, and many more units, each balanced for gameplay. Additionally, many changes have been made to unit statistics and recruitability to improve historical realism and balance.
- Unique unit roster for the French Republic, with appropriate blue uniforms
- More authentic Ottoman unit roster, adding many more units such as Sekban Fusiliers, Cebülü Cavalry, Azab Infantry, and new ship types.
- Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability.
- Changes to naval battles: longer, and weapon differeniated, range for cannon, and slower and more deliberate ship handling.
- Changes to campaign dynamics: significantly reworked aspects of the happiness, research, income, building benefits, campaign income, governments and more. Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI. You will have to make very hard choices.
- Dozens of new descriptive strings to communicate changes to unit types, remove non-period wording, based on proper descriptions pack originally from l33tl4m3r.
- Adjusted traits and ancillaries for greater player challenges, and more characters with both positive and negative traits.
- Reduced speed of research through adjustment to buildings, characters and government types.
- Dozens of other small improvements to improve gameplay.
Featured third party content
- Blood and Smoke mod by Mech_Donald
- Pip-mod and Marble UI by Waronmars
- Equipment mod by Erasmus777
- Animations modifications by Tiyafeh
- Model fixes by Ahiga and Reiksmarshal
- Musket and cannon sounds by Obushnikov. They're hands-down the best I've heard - listen for the snap of the hammer!
- More authentic government office titles by jeweetwel_youknow
- Realistic Flags mod by Spanky
- Period loading screens by Spanky, accompanied by lesser known period music by Corelli, Telemann, Bach and others
- Modified early-game campaign script by TheStinger
- French revolutionary textures by Mr Thib, Gerard Duval and Amiral_Bruix
- Unique models/skins for British, French, Spanish, Russian and American marines and naval officers by Officerpuppy
- No replenishment in enemy lands - mod by T.C. (http://www.twcenter.net/forums/showthread.php?t=545672)
- Pikemen animation fix - Primergy (http://www.twcenter.net/forums/showthread.php?t=371796)