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  1. #1
    feanor68's Avatar Civis
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    Default TWC Grand Campaign Guide - BRITAIN

    If you're a beginner to NTW, or to TotalWar itself, Britain is the faction to start with, as it is the "easiest" to play and win with -- it's also a great faction if you still want to have some NAVAL activity

    Also, much appreciation to egervari, who took the time to point out at least two errors in the original guide (corrected guide is now uploaded), as well as provide feedback/suggestions for how to improve it. I hope others might follow his lead, as I don't claim to be perfect and can always use some solid proof-reading and feedback for improving these guides

    Below are the download links for this guide and the map/index that accompanies it...

    Because there is a 1MB limit on posting PDF-files, this 44-page (not a typo) guide is compressed in the RAR-file -- once downloaded and decompressed, the PDF is 2.67MB

    The RAR-file also contains the 2-page PDF of the Coded Campaign Map & Index, created by Luckylewis... if you like this guide and want to know who to thank besides me, please don't forget Luckylewis, as his map/index are a key tool to using the guide

    Attachment 108200

    Attachment 108201
    Last edited by feanor68; September 11, 2010 at 12:39 PM. Reason: updated Trade Values on Map Index
    I came, I saw, I wrote a guide

  2. #2

    Default Re: TWC Grand Campaign Guide - BRITAIN

    Looks excellent! Something for me to read!
    Formally known as 'Marshal Beale' - The Creator the Napoleon TW mods - 'Napoleon Order of War' and 'Revolution Order of War'

  3. #3

    Default Re: TWC Grand Campaign Guide - BRITAIN

    epicness
    Well, if I, Belisarius, the Black Prince, and you all agree on something, I really don't think there can be any further discussion.
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  4. #4
    LuckyLewis's Avatar Loutre
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Fanstastic work Feanor, really impressive work there.
    Muh signature is so out of date all muh pictures died.

  5. #5
    The Hedge Knight's Avatar Fierce When Cornered
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    I think you have underestimated the value of spice and missed at least one spice node... I can make as much from spice as with ivory easily using just one extra ship....

  6. #6
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by 'The Hedge Knight View Post
    I think you have underestimated the value of spice and missed at least one spice node... I can make as much from spice as with ivory easily using just one extra ship....
    If we missed any trade nodes, please let me know ASAP which one and we'll fix it... we have 19 on our map.

    As for the value of Spice, I think it's below Ivory at the start of a game, but once it's being traded, the price falls pretty dramatically (according to my French campaigns, at least). Until I can perform the test outlined below, I stand by my disclaimer of 'Value' written on the chart

    If I get the time this weekend, or if someone wants to gain a bit of Rep, it would be nice to see a test performed. Using Britain, since they can most easily take and hold ALL of the Trade nodes, place only ONE trade ship on all 19 (20?) nodes. Wait 5 turns, then post what each commodity is generating per the Trade tab in 'Government'.
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Nice indeed. +rep, Sir
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  8. #8
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Thanks for the positive feedback/rep -- always nice to get some encouragement

    On the Trade note, I was able to conduct the experiment myself, that I mentioned above, so here are the results...

    With only ONE trade-ship on each of the 19 available Trade Posts (or nodes), the commodities officially rank as follows (1 being the best, etc):

    1. Ivory
    2. Sugar
    3. Spices
    4. Cotton
    5. Tobacco
    6. Tea
    7. Furs
    8. Coffee

    The screen-shot below shows the result on the Trade tab, after I secured all 19 of the Trade Posts and placed only one trade-ship on each, then let 5 turns pass. Also of note/interest, I tried cancelling all of my Trade Agreements to see if that had any effect... what happened is that each commodity lost approximately 1-unit of value per turn, but their relative rank to one another stayed exactly the same.

    In any case, Spice's value is slightly higher than what was previously shown on the Map/Index, but Ivory is far and away the best commodity to control in the game.

    I have corrected the charts and amount-of-Stars (i.e. base-line Value) for each commodity on the current Index, as well as in the British guide itself. Cheers!

    Spoiler Alert, click show to read: 
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  9. #9

    Default Re: TWC Grand Campaign Guide - BRITAIN

    I'm curious... in the English campaign pdf... which version of the game was used? I encountered some different problems, namely the french not attacking the same areas but rather sending a massive naval fleet to deal with my trade ships Maybe I did 1 thing wrong that changed the whole course of the game? Just curious what expansion/patches you had.

  10. #10

    Default Re: TWC Grand Campaign Guide - BRITAIN

    Okay, first I want to say this guide is freaking awesome. It is really exactly what I needed for sure.

    I wanted to point a few things that could be changed:

    Admiral Nelson’s fleet engaged the entire Dutch Navy as it tried to flee into the Bay of Biscay; in the ensuing battle, five (5) of the eight (8) Dutch ships were destroyed, one (1) was able to flee north, and two (2) Indiaman were captured; move Admiral Nelson’s fleet to raid the port at La Coruńa, Spain (SP1), then move towards Portsmouth, England (B1) for repairs – note, if any of Admiral Nelson’s ships were undamaged, leave them behind to continue raiding the Spanish port until Admiral Nelson’s return
    This is rather vague. I ran this battle with no damaged ships and I get the 2 indiaman, what it's unclear as to which ships should stay behind? The first time I did this, I just sent the admiral alone... but then later I found that the guide needed the indianmen... so I had to restart.

    It would be great to just specifically say which ships to leave behind

    Move the 38-gun 5th Rate at Rotterdam, Holland (N1), to raid the port at Antwerp, Flanders & Wallonia (F5), then move it back to raid/blockade the port at Rotterdam – continue this action on each turn until further instruction
    This is another one that I think should just be repeated in the guide. The first time I ran through the guide, I forgot on one of the turns! I think it's fair to say that new players are going to forgot. I vote to just copy/paste this on every turn in the guide to avoid confusion

    - Move Admiral Elphinstone to the center of the western English Channel, to block the lone Dutch ship seeking refuge in its home waters
    This is where I think my game started to deviate from the guide. I sent him in the middle of the choke point of the channel, but I didn't even see the ship move as an NPC move, and it was somewhere in the fog of war. Anyway to be a bit more specific on this movement?

    Turn 3: Funds: your Treasury should be at approximately 1,900 with income of 1,369 per turnpredicted
    My funds were at 3214 at this time. Later on in the guide, you tell the player to take 2 foot from London and send them to the dock... but they don't exist. My guess is that somewhere you forgot to instruct the player to build these 2 footman.

    It's either that, or the game mechanics are different in the version you used.

    In turn 4: recruit one (1) Merchantmen at each of the following Trading Ports in England (B1) – Liverpool, Bristol, and Chatham Docks; repair Admiral Nelson’s recently-arrived fleet at Portsmouth, England (B1)
    Unforutnately, Admiral Nelson was a bit short to arrive there. He didn't need the repairs, but I'm guessing this is going to mess things up. I actually ran this guide 2 times up to this point, and both times he was short

    STRATEGY NOTE: With the arrival of Admiral Nelson’s fleet at Sandy Bay, Gibraltar (B5),
    Lastly, I on turn 8->9, the french navy goes by Gibraltar and you're given an opportunity to intercept. Is this what is supposed to happen? The french raid the trade line after I declined.

    As for the quoted line above, this is where my game completely falls apart, because Admiral nelson cannot get to sandy bay. There is the french navy in the way. I can attack, which is pretty much my only option if I am to follow the guide.

    Review any alerts/diplomacy changes: a French Spy was exposed after trying to assassinate General Wellesley at Gibraltar (B5) – your own Spy should now kill the infiltrator
    This didn't happen. Actually, on turn 5 or so, that spy blew up my cantonment. I did kill the spy a couple of turns later as you said though.

    ALSO

    1. There is part in the guide where you saw Admiral Nelson should be resting up at the port near England... but you never told the person to move him there I had him waiting in Gibraltar the entire time. Luckily I moved him many turns late and you still never demanded anything of Nelson... so I caught up.

    2. There must have been 1 part of the guide that didn't mention to move the ships from the 3 merchantmen ports, because I forgot. If not, then that's my bad. Anyway, this mistake set me back 50-100 gold per turn, which really messed up the purchases. I just kept playing and tried to catch up with your turns.

    EDIT: Now that I got to turn 24, I realize that it was an error in the guide. It said to heal Admiral Nelson's navy at port Portsmouth, but then you instruct them to go to Gibraltar again. I'm guessing you meant heal them at Gibraltar...

    3. The suggested technologies like that advanced technology to reduce ship upkeep costs (-10% one) was never available for trade.
    Last edited by egervari; September 11, 2010 at 01:10 AM.

  11. #11
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Spoiler Alert, click show to read: 

    Quote Originally Posted by egervari View Post
    Okay, first I want to say this guide is freaking awesome. It is really exactly what I needed for sure.

    I wanted to point a few things that could be changed:

    This is rather vague. I ran this battle with no damaged ships and I get the 2 indiaman, what it's unclear as to which ships should stay behind? The first time I did this, I just sent the admiral alone... but then later I found that the guide needed the indianmen... so I had to restart.

    It would be great to just specifically say which ships to leave behind

    This is another one that I think should just be repeated in the guide. The first time I ran through the guide, I forgot on one of the turns! I think it's fair to say that new players are going to forgot. I vote to just copy/paste this on every turn in the guide to avoid confusion

    This is where I think my game started to deviate from the guide. I sent him in the middle of the choke point of the channel, but I didn't even see the ship move as an NPC move, and it was somewhere in the fog of war. Anyway to be a bit more specific on this movement?

    My funds were at 3214 at this time. Later on in the guide, you tell the player to take 2 foot from London and send them to the dock... but they don't exist. My guess is that somewhere you forgot to instruct the player to build these 2 footman.

    It's either that, or the game mechanics are different in the version you used.

    Unforutnately, Admiral Nelson was a bit short to arrive there. He didn't need the repairs, but I'm guessing this is going to mess things up. I actually ran this guide 2 times up to this point, and both times he was short

    Lastly, I on turn 8->9, the french navy goes by Gibraltar and you're given an opportunity to intercept. Is this what is supposed to happen? The french raid the trade line after I declined.

    As for the quoted line above, this is where my game completely falls apart, because Admiral nelson cannot get to sandy bay. There is the french navy in the way. I can attack, which is pretty much my only option if I am to follow the guide.

    This didn't happen. Actually, on turn 5 or so, that spy blew up my cantonment. I did kill the spy a couple of turns later as you said though.

    ALSO

    1. There is part in the guide where you saw Admiral Nelson should be resting up at the port near England... but you never told the person to move him there I had him waiting in Gibraltar the entire time. Luckily I moved him many turns late and you still never demanded anything of Nelson... so I caught up.

    2. There must have been 1 part of the guide that didn't mention to move the ships from the 3 merchantmen ports, because I forgot. If not, then that's my bad. Anyway, this mistake set me back 50-100 gold per turn, which really messed up the purchases. I just kept playing and tried to catch up with your turns.

    EDIT: Now that I got to turn 24, I realize that it was an error in the guide. It said to heal Admiral Nelson's navy at port Portsmouth, but then you instruct them to go to Gibraltar again. I'm guessing you meant heal them at Gibraltar...

    3. The suggested technologies like that advanced technology to reduce ship upkeep costs (-10% one) was never available for trade.


    Hi egervari, let me first say, thanks for all the feedback, +rep for your efforts. Also, I'm glad the guide is as helpful as you wanted, since your the "target audience". My only request, if you ever post such a detailed review/questionaire again, is that you number ALL of your individual points -- it makes responding to them, like the very last three you listed, much easier, as well as making all the "quoted" messages unnecessary. With that said, let's see if I can answer some of your questions/comments...

    I'm curious... in the English campaign pdf... which version of the game was used? I encountered some different problems, namely the french not attacking the same areas but rather sending a massive naval fleet to deal with my trade ships Maybe I did 1 thing wrong that changed the whole course of the game? Just curious what expansion/patches you had.
    I'm playing on the latest version, 1.3, and since I wanted to make sure that nothing would affect my play-through compared to someone else's, I have absolutely no MODs installed (i.e. total "vanilla" version"). My retail version of the game is the "Limited Edition", which came with the 15 additional units. On a related note, it stinks not being able to add any MODs, as there are some great add-ons out there -- two of my favorites that add some "pep" to the game are La♔De♔Da♔Brigadier Graham's music-mod, located HERE and Swiss Halberdier's Additional-Units-mod, located HERE. And when you're ready to move beyond the guides and the "regular factions", I'd recommend trying husserlTW's Total-Factions-mod, which unlocks any faction to play and is located HERE.

    This is rather vague. I ran this battle with no damaged ships and I get the 2 indiaman, what it's unclear as to which ships should stay behind? The first time I did this, I just sent the admiral alone... but then later I found that the guide needed the indianmen... so I had to restart.

    It would be great to just specifically say which ships to leave behind
    It's odd that you had NO damaged ships -- seems almost impossible... Maybe you're assuming they are not damaged because they "look" OK (?), but the way to check for damaged ships after a battle is to click an individual ship in the fleet, then move your mouse-pointer over to the "Repair" symbol in the top right corner and hover -- a message should pop up, telling you how much it will cost to repair the ship or that no repairs are necessary... As for telling you which ship to leave behind to raid the Spanish port, that would vary with each play-through -- in my play-through for the guide, the only ship from Nelson's fleet that came through the Dutch battle with NO damage was the 106-gun 1st Rate.

    This is another one that I think should just be repeated in the guide. The first time I ran through the guide, I forgot on one of the turns! I think it's fair to say that new players are going to forgot. I vote to just copy/paste this on every turn in the guide to avoid confusion
    While I can appreciate the frustrations associated with forgetting to follow a repetitive-order/instruction, the guide does assume that the player will take some responsibility for their play, i.e. write yourself a note, etc Seriously though, some of those orders are written like that in order to save me some time in compiling the guide... between actually playing through a game, then documenting it, and finally creating a "finished" guide, there are roughly 40-hours of total work involved in the process (most of which is the compiling of the guide itself, with all the formatting, etc). But your point is taken, so I'll try to avoid the technique in future guides.

    This is where I think my game started to deviate from the guide. I sent him in the middle of the choke point of the channel, but I didn't even see the ship move as an NPC move, and it was somewhere in the fog of war. Anyway to be a bit more specific on this movement?
    In my play-through, he was moved to the western edge of the English Channel, in the middle, so that his ship's area of influence could cover the entire entrance, in case the lone Dutch survivor made a break for that area, which it didn't... in the guide, the Dutch ship tried to get around western Ireland, in between Turns 2-3, so I used Admiral Cornwallis' fleet, recently victorious at St. Augustine TP, to destroy the last Dutch ship (per guide) on Turn 3.

    My funds were at 3214 at this time. Later on in the guide, you tell the player to take 2 foot from London and send them to the dock... but they don't exist. My guess is that somewhere you forgot to instruct the player to build these 2 footman.

    It's either that, or the game mechanics are different in the version you used.
    If your funds were that much greater, my only guess is that you sent the two Indiaman, previously captured from the Dutch fleet, to one of the TP's, rather than sending them back to Portsmouth for repairs with Admiral Nelson's fleet. As for the two Foot, they were ordered to be built on Turn 1 (one at London, the other at Gibraltar), per the guide on Page 15.

    Unforutnately, Admiral Nelson was a bit short to arrive there. He didn't need the repairs, but I'm guessing this is going to mess things up. I actually ran this guide 2 times up to this point, and both times he was short
    This seems to be a repetitive issue you raise, i.e. your ship's movement falling short of that described in the guide, so here's my guess... You are trying to manually dictate the end-point and route of movement on EACH turn, rather than picking your FINAL destination (which might take many turns to arrive at) and letting the game dictate your route, as well as where the ship(s) end up at the conclusion of each turn of movement. There's no other explanation I can think of, since technologies are not playing a role yet (i.e. Top Sails aren't available, etc) and the guide was written using Vanilla-movement-rates.

    Lastly, I on turn 8->9, the french navy goes by Gibraltar and you're given an opportunity to intercept. Is this what is supposed to happen? The french raid the trade line after I declined.

    As for the quoted line above, this is where my game completely falls apart, because Admiral nelson cannot get to sandy bay. There is the french navy in the way. I can attack, which is pretty much my only option if I am to follow the guide.
    Yeah, I think this is where it all started to come apart for you... by the end of Turn 9 in the guide, I had Admiral Nelson's fleet at Sandy Bay, dropping off General Wellesley's army, and barring access for the remaining Spanish navy and French navy to the Atlantic. If your movement choices (see note above) prevented this, you should have "hunted down" and destroyed any of the fleets that got out of the Mediterranean. But it also seems you had the opportunity to intercept the French fleet before it could break out, but you allowed them to pass by unharmed and start raiding your trade, so I can only say one thing... Nelson would've been ashamed of you

    This didn't happen. Actually, on turn 5 or so, that spy blew up my cantonment. I did kill the spy a couple of turns later as you said though.

    ALSO

    1. There is part in the guide where you saw Admiral Nelson should be resting up at the port near England... but you never told the person to move him there I had him waiting in Gibraltar the entire time. Luckily I moved him many turns late and you still never demanded anything of Nelson... so I caught up.

    2. There must have been 1 part of the guide that didn't mention to move the ships from the 3 merchantmen ports, because I forgot. If not, then that's my bad. Anyway, this mistake set me back 50-100 gold per turn, which really messed up the purchases. I just kept playing and tried to catch up with your turns.

    EDIT: Now that I got to turn 24, I realize that it was an error in the guide. It said to heal Admiral Nelson's navy at port Portsmouth, but then you instruct them to go to Gibraltar again. I'm guessing you meant heal them at Gibraltar...

    3. The suggested technologies like that advanced technology to reduce ship upkeep costs (-10% one) was never available for trade.
    Yes, the movements and actions of the Spies are very unpredictable, not to mention that the results of their actions (i.e. failed, succeeded, etc) are generated by the random-seed-method, so ANY deviations from what was instructed by the guide (at any point) will necessarily dictate a new result. Sorry you lost your Cantonment, but cheers on being able to kill the worthless subverter a few turns later

    Now I can reference your numbered-points

    1. Score one for egervari! There IS a typo on page 23 for Turn 16 that repeats the "repair" message for Nelson's fleet that was ordered back on Turn 4 (page 17) -- this is an instance of using copy/paste and forgetting to delete unnecessary commands -- totally my bad, which I'll correct and re-post after I finish this post to you.

    2. Score two for egervari! Turn 13 is where the error occurs -- the guide fails to instruct you to move the 3 Merchantmen that were just built, and is one of those repetive-orders that I did include every applicable turn (except Turn 13 by mistake) for beginners, at least until Year Two, when I leave the recruiting/moving of Merchantmen up to the user completely (this is where the funds available will usually start to differ between what the guide says it has and what the user actually has)

    3. This could be the result of the random-seed-generator, meaning the Ottoman's at some point in your game didn't choose to acquire Bottling and Canning... bummer, but you can always choose to research it yourself

    So that's it, I think. Thanks so much for taking the time to point out some of the errors in the guide, as well as your suggestions for improving it. Try the French guide when you have the time, and if you can point out any errors, there's more of my appreciation (and +rep) coming. Cheers!
    I came, I saw, I wrote a guide

  12. #12

    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by feanor68 View Post
    Hi egervari, let me first say, thanks for all the feedback, +rep for your efforts. Also, I'm glad the guide is as helpful as you wanted, since your the "target audience".
    No problem! I managed to beat the campaign, so the article still did me quite a bit of good. I used it for more strategy than tactics because my game deviated too much. Because I had many french ships causing havoc (even though I was blocking the ports), my turns got slowed down by 3-4 turns overall. It's okay though!

    I'm playing on the latest version, 1.3...
    WEIRD! You know what I did? I uninstalled the game, and reinstalled it back to 1.0 vanilla (I did this during my second attempt at the guide) and it was much more consistent. Perhaps my first time around, I really just didn't do things right. Not at all sure.

    It's odd that you had NO damaged ships -- seems almost impossible...
    Naturally, you're right. I thought the # of passengers was the ship's health, or vice-versa. Nonetheless, it looked like my ships were fine.

    I guess maybe mention in the guide how to look for ship damage and then mention to only keep ONE ship back? Also make sure to mention that the indianmen go for the trip

    It's easy to see how I made this mistake, because it appeared that all of the ships were not damaged, so I kept them all back. LOL (I was really new at this point). Keep in mind too, the player doesn't know what moves to expect in the future, so if he guesses wrong... it's kaput

    In my play-through, he was moved to the western edge of the English Channel, in the middle, so that his ship's area of influence could cover the entire entrance
    Yeah, I played it again because I realized that my move causes the AI to make entirely different moves. I finally got it to work like the guide I would recommend to send the ship as far into the english channel as possible (the edge of the blue sphere). That caused the Dutch ship to move to the right area, and was also in my field of vision.

    If your funds were that much greater, my only guess is that you sent the two Indiaman, previously captured from the Dutch fleet, to one of the TP's, rather than sending them back to Portsmouth for repairs with Admiral Nelson's fleet. As for the two Foot, they were ordered to be built on Turn 1 (one at London, the other at Gibraltar), per the guide on Page 15.
    That's what I mean about the 2 foot. The player needs to build a total of 4 foot, 2 and 2 to follow the guide. Both times I followed all the instructions, and I was 2 foot behind I guess I could run it a 3rd time just to make sure. I know I built the 2 foot in the beginning though and already moved them to the portsmouth dock.

    If your movement choices (see note above) prevented this, you should have "hunted down" and destroyed any of the fleets that got out of the Mediterranean.
    I did. I had to do a lot of 1-2 ship fleets to attack the intruders. This came up every few turns. I think I got a lot more harassment than you did in the guide. I was sure to block all the ports you mentioned, and also remember the missing ones. Who knows when it comes to the AI

    But it also seems you had the opportunity to intercept the French fleet before it could break out, but you allowed them to pass by unharmed and start raiding your trade, so I can only say one thing... Nelson would've been ashamed of you
    Yep, I killed it, and managed to captured the 122-gun ship and a few others. It more-or-less made up for my losses. Unfortunately, this attack put further damper on my funds since I had to repair all of those expensive ships, so I was behind 1000 or so money, which caused me to sell technology to keep up with the guide. But of course, this messed up all my future tech trading that I was supposed to do later on. LOL.

    Thanks so much for taking the time to point out some of the errors in the guide, as well as your suggestions for improving it. Try the French guide when you have the time, and if you can point out any errors, there's more of my appreciation (and +rep) coming. Cheers!
    No problem! Glad to help. You helped me after all. I learned a lot.

    I had some weird things happen in my game too. The ottoman empire went to war with me. Austria was actually losing territory like crazy. I think they were supposed to win Northern Italy, but they lost it... and then proceeded to lose Vienna too. And with that, I lost my super profitable trade route with them for a massive part of the game. And then prussia got hannover, the last victory condition for me... so I gave them paris and 3 other places to win the game.

    Do I need to install the total factions mod you recommended to play as the french? Or do you mean the Europe campaign in the napoleon-specific campaigns?
    Last edited by egervari; September 11, 2010 at 01:45 PM.

  13. #13
    feanor68's Avatar Civis
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by egervari View Post

    Do I need to install the total factions mod you recommended to play as the french? Or do you mean the Europe campaign in the napoleon-specific campaigns?
    No to the first question, yes to the second... but I think you figured that out per the post in the separate thread...
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by egervari View Post
    That's what I mean about the 2 foot. The player needs to build a total of 4 foot, 2 and 2 to follow the guide. Both times I followed all the instructions, and I was 2 foot behind I guess I could run it a 3rd time just to make sure. I know I built the 2 foot in the beginning though and already moved them to the portsmouth dock.
    I've just started playing through your guide and absolutely love it (I've always failed at the "bigger picture" stuff so holding my hand like this is a great way to teach me) however I have to concur with the above poster - the 2 Foot ordered to Portsmouth do not exist and I've followed your guide down to the tee. I'm wondering if maybe you mean move the 1 Light Dragoon and 1 Light Foot as they seem to be left behind doing nothing?
    Last edited by Matsky; September 24, 2010 at 08:57 AM.

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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Fantastic guide, Feanor!


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  16. #16
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by Finlander View Post
    Fantastic guide, Feanor!
    Thanks Finlander, I personally like the page-header-icon/graphic... wonder who made that

    Gonna need a new one for the next guide, but there's currently a 3-way tie in the poll I made for the community to choose the next guide's faction, so I'll PM you in a week or so when there's a decision... thanks again!
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by feanor68 View Post
    Thanks Finlander, I personally like the page-header-icon/graphic... wonder who made that

    Gonna need a new one for the next guide, but there's currently a 3-way tie in the poll I made for the community to choose the next guide's faction, so I'll PM you in a week or so when there's a decision... thanks again!
    Thanks feanor for the kind words.

    I'm waiting for your PM.


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  18. #18

    Default Re: TWC Grand Campaign Guide - BRITAIN

    I´ve played all factions more than once (yes i´m quite addicted to NTW ), and just wanted to share my experience with you about the British campaign.

    I also thought that it was the easiest but i ´ve played in H/H and it turns out to be really tough if Prussia, Ottoman Empire and France share an alliance among them. And of course Spain with the Gibraltar "issue".

    All i can say is that i didn´t accomplished my mission in time, Hannover and Denmark i was close but could´t made it.

    If I didn´t liberate other states and tried to keep them in my empire i surely wasn´t going to survive.

    The French armies are definitly the most tough in the game and Russia dissapeared in a few years.

    A real challenge...

  19. #19
    Lucius Verenus's Avatar Tiro
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Quote Originally Posted by Finlander View Post
    Fantastic guide, Feanor!
    I agree, great guide !! + rep

    I actually have a GB campaign going but started out slightly differently.

    For quick funds I emulated Edward III and made one stack army go on a Chevauchee, starting with Flanders which I looted and demolished.

    Then down to Bretagne which surrendered, looted and demolished it and moved army in same turn to Caen to repeat same. Then loaded it again and took it to Aquitaine. I didn't attempt to hold any of these places at this time but took them again later

    With the money from all that I was able to rack up my economy (trade ships to the North Americas ports etc) and build up my armies in England which then went and took Norway then Denmark and Hannover. Meantime using my slightly beefed up Navy as your guide suggests.

    With that strategy I was also able to ramp Gib up to a military units producer and build an army there

    Trouble is I am now at Oct 1810 - the only people left independent of me are Sicily, two provinces Romania and the Swedes and Russians - guess I will conquer Russia as something to do until 1812

    Cheers

    Lucius


  20. #20
    feanor68's Avatar Civis
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    Default Re: TWC Grand Campaign Guide - BRITAIN

    Thanks for the comment Lucius! Also, interesting strategy notes you described -- I've never tried a "slash-and-burn" strategy myself (it's not in my nature ), but that's a great way to make some quick-cash at the start of game, for any faction I suppose. Thanks again!
    I came, I saw, I wrote a guide

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