Empire: total war america

Empire: total war america DEFAULT

The United States is an emergent faction in  Empire: Total War. This faction can only be unlocked in the Grand Campaign upon completion of the Road to Independence campaign.

Description[]

The United States of America is a nation forged in the fires of revolution and rebellion against a British government seen as distant, foreign and tyrannical by many Americans.

After the French and Indian Wars, the British government took an unreasonable line: the American colonists should pay taxes to contribute to the navy and army that helped defend them. After all, those colonial fellows enjoyed the benefits of peace, protected by Britain's expensive soldiers and sailors. The colonists had other views. The British sent more troops but largely tried to ignore the rebels.

Aided, once they had rebelled, by the French Bourbons (who, for reasons of their own, had every wish to see Britain preoccupied by war and then humiliated by seditious rebels), the Americans faced down Britain. The struggle split countries, cities, towns, even families, but it united the nation.

In its wake, the revolution left behind a new kind of nation, a republic where men choose their own destinies, and are not subject to the whims of kings. This spirit of independence is a source of strength: it is an idea worth defending! It is also a source of weakness, for Americans cherish the right to do as they think best. This is not necessarily a good thing in an army.

America now has a future of boundless possibilities. A continent stretches away to the West, and no one is entirely sure what is to be found there. The Atlantic swell washes against the eastern seaboard, and beckons American seamen onwards: trade and adventure lie that way too. There may still be scores to settle with the British in Canada, or ambitious nations from Europe to discourage. There is much to do, if this newest and boldest of nations is to survive and prosper.

General Information[]

The United States is unique as it is the only playable emergent faction in the game by default, and is the only emergent faction that becomes a major faction.

The United states is now free to expand and become economically rich on the American continent. It has to tie a few enemies up before it becomes a world power, especially the Native Americans.

United States Campaign[]

The Starting Position for US campaign.

Goals[]

Capture 22 total territories, including the 7 specific territories below, by Late 1825

Starting Position[]

Campaign starts in 1783

Regions

  • Falmouth, Maine
  • Boston, Confederation of New England
  • Albany, New York 
  • Pennsylvania, Philadelphia
  • Annapolis, Maryland
  • Williamsburg, Virginia
  • Charleston, Carolinas
  • Savannah, Georgia

Unit Roster[]

The United States has average line infantry, with the same statistics as minor faction line infantry and colonial line infantry. It also has access to a pool of unique line infantry with the Elite Units of America DLC. The DLC also provides some unique cavalry. The United States has unique light infantry: Long Rifle Men and Legion of the United States, the latter being oversized light infantry regiments similar in function to PrussianFrei-korps. Unusually, the United States can train US Marines--somewhat undersized guard regiments--in regions that have a Naval College to complement their standard guard roster.

The United States has access to the standard European roster of artillery units, with no strengths and weaknesses to speak of.

Along with Great Britain, United States are one of only two factions to have a unique ship: the USS Constitution, a powerful and durable 24-pounder Frigate. Their ships are also somewhat better than most other faction's ships, with the exceptions of Great Britain and France: most American ships boast a +10 reload speed over their rivals (though inferior to Great Britain's +15), along with better than average hull strength and morale. In addition, some American ships are cheaper than average to build and maintain.

General Information[]

Once it emerges, the United States generally becomes a dominant regional player in the Americas, annexing Native American factions and developing a formidable military. It rarely expands outside of the Americas, however. Additionally, their non-heavy cavalry all have good stamina, allowing them to run for longer, and for them to use regiments of horse in place of light cavalry, giving them a slight advantage.

Unusually, the A.I for the United States tends to field large numbers of light infantry and riflemen, particularly if the Elite Units of America DLC is installed.

Trivia[]

Sours: https://empiretotalwar.fandom.com/wiki/United_States

Empire: Total War

2009 video game

2009 video game

Empire: Total War is a turn-based strategy and real-time tacticsvideo game developed by Creative Assembly and published by Sega. The fifth installment in the Total War series, the game was released in 2009. The game, which focuses on the early modern period of the 18th century, was announced at the Leipzig Games Convention in August 2007. The macOS version of the game was released by Feral Interactive on 10 June 2014. The Linux version was released, also by Feral Interactive, on 8 December 2014.

Players choose an 18th-century faction and set out to achieve domination over the known world through military force, diplomacy, espionage and economics. The interface and play are similar to earlier Total War titles: although the campaign element of the game is turn-based, players can direct battles in real-time. Empire: Total War is the first game in the series to allow naval battles to be conducted in real-time. In addition to the standard campaign mode, a special campaign follows the development of the United States from the settlement of Jamestown to the American War of Independence. Players may also recreate several historical battles from the early modern era, such as the Battle of Fontenoy, Battle of Rossbach, Battle of Pondicherry, Battle of Brandywine Creek and Battle of Lagos.

Empire: Total War was met with universal acclaim; several critics commended it as one of the foremost strategy titles of recent times. Praise was bestowed upon the extensive strategic breadth, accurate historical challenges and visual effects. The real-time land battles, with a far greater focus on gunpowder weaponry than earlier Total War titles, were considered successful. Criticisms focused on shortcomings with the game's artificial intelligence and on the real-time naval battles being difficult to control and co-ordinate. The game was a commercial success, topping sales charts within a week of release; nevertheless, several Creative Assembly employees later commented on various issues caused by a perceived early release.

On 18 November 2018, Empire: Total War (along with Medieval II and Napoleon) was rebranded as Total War: Empire – Definitive Edition, making all downloadable content free alongside the core game, and thus giving access to players who already owned a copy.

Gameplay[edit]

Empire: Total War is focused on exploration, economics, politics, religion, the founding of colonies and, ultimately, conquest. The game is set in the early modern period from 1700 until the end of the 18th century,[1] allowing players to lead various nations and attempt to dominate Europe, the Middle East, India, North America and the Caribbean, along with the maritime trade theatres of the South American coast, Gulf of Guinea, Mozambique Channel and the East Indies.[2] As with previous Total War games, Empire: Total War consists of two separate areas of gameplay: a turn-based geopolitical campaign that allows the user to deploy complex strategies by moving armies and navies across the globe, conducting diplomacy, trade, espionage, and managing the internal politics of their nation, as well as a real-time battle mode that enables players to command military forces in battle both on land and at sea.

The game features about fifty 18th-century factions; however, only eleven of the most powerful and influential are playable. In western Europe, these are Great Britain, France, the United Dutch Provinces, Spain and Sweden, and in central and eastern Europe, Prussia, Austria, Russia and Poland–Lithuania. In the Balkans and Middle East, the Ottoman Empire is the principal faction, while the Maratha Confederacy and Mughal Empire are the major powers on the Indian subcontinent.[3] The New World colonies of the major powers are represented as protectorates of their home nation. The establishment of new nations during the era, such as Revolutionary France and the United States is reflected in the game, although these major events may be averted by player actions.[4][5] Smaller factions, such as the German and Italian states, Native American tribes, and North African countries such as Morocco, are also represented.[4]

A story-driven campaign entitled "Road to Independence" is also included, allowing the player to guide the foundation of the United States of America in three structured chapters.[6] The first sees the player establish and develop the English colony of Jamestown, the second focuses on George Washington seeking to expel the French from the Ohio Valley in the French and Indian War, whilst the third has the player directing the American Continental Army against the British in the War of Independence. This campaign is goal-oriented and strictly historical, and also functions as a tutorial for the gameplay, both military, economic and political. Completion of "Road to Independence" unlocks the newly formed United States to use in a shorter, later version of the full campaign.[7]

Campaign[edit]

The main campaign of Empire: Total War involves a player choosing a faction and moving to forge a global empire during the 18th century. Each faction controls various historical provinces, each with a regional capital, and a number of other settlements ranging from minor villages to prosperous sea ports (as long as they are coastal territories). The player can recruit armies and navies to take and defend provinces by military means, or adopt diplomacy and politics to make advances in the game. In addition, players can use economics and religion to their advantage, as well as clandestine means such as espionage and assassination.[5] The campaign mode is turn-based, with each turn representing six months starting in summer or winter, allowing the player to attend to all needs of their faction before ending their turn and allowing the artificial intelligence to make all other factions' moves.[8]

The campaign mode has been redesigned from earlier games to reflect early modern politics and economics

The campaign mode is similar to those in Rome: Total War and Medieval II: Total War, but with several enhancements. It features three main theatres of play: Europe (which also includes North Africa and the Middle East), the Americas, and the Indian subcontinent, as well as four minor trade theatres: the East Indies, the Ivory Coast, the Straits of Madagascar and Brazil. The way provinces work has been decentralised: although a central settlement is still used, other locations within a province can generate trade and technology, allowing factions to disrupt a province's productivity without assaulting the main settlement.[8] Diplomacy, taxation, and trade have been streamlined to reduce the need for micromanagement, including allowing the player to appoint ministers to govern the nation. Previous Total War games required the player to promote a governor for each major city, whereas in Empire ministers' qualifications affect the government of all cities, modified in each case by the size of the metropolitan administration, reflecting the shift from premodern city-statehood to modern nation-statehood.[9][10] The wandering scholars, spies, emissaries and assassins used in previous titles to deal with diplomacy, trade and espionage have been replaced with just three units: gentlemen, rakes, and missionaries. The former handle research and can challenge other characters to a duel (thus eliminating the diplomatic risk of being implicated in an assassination plot), while rakes perform clandestine tasks such as spying, assassination, and sabotage. Missionaries serve to convert the populace to the state religion, which reduces religious unrest and softens cultural unrest.[11] Isomorphic units also exist for the Ottomans, Persians, and other near eastern nations, replacing rakes with Hashashin, while Indian nations use Thugees for the same purposes, and all nations south and east of the Ottoman Empire use Eastern Scholars instead of gentlemen (although these cannot duel). The isomorphic religious leaders are Catholic, Orthodox, and Protestant missionaries, Imams, and Brahmin. The way armies are produced also differs: in addition to being produced at settlements, generals can now build their armies in the field by recruiting from nearby settlements.[8] Players can now research technologies along a technology tree, advancing in areas such as infrastructure, politics, agriculture and the military.[4]

Changes in government may occur during the campaign, for example as a consequence of a rise in republicanism.[5] The United States may only come into existence if the ruling British Empire is unable to maintain social order. In addition, nations with highly unpopular governments and a history of workers' unrest may experience revolutions similar to the French Revolution. When the middle or upper classes become disenchanted with a current government, a civil war or revolt may occur.[4] Upon revolution, the player can choose to side with the rebels or with the loyalists. The type of government selected by the player will determine how other factions view the player and influence their diplomatic relations. While religion no longer plays a central role (as in Medieval II: Total War), it is still important in helping bring under control newly captured regions and in influencing diplomatic relations between nations.[4]

Factions will have varying objectives as their victory conditions, such as establishing successful colonies and trade routes, and controlling specified regions.[12]

In January 2009, after the delay of the release of Empire Total war, the addition of a full campaign multiplayer mode was unveiled.[13] The technology to create a multiplayer campaign game was not available in previous Total War games, and the extended development, due to the delayed release, allowed the Creative Assembly to implement the underlying technology for such a mode in Empire: Total War. On 7 December 2009[14] Sega released keys for a beta multiplayer campaign where two players could play online together as separate nations. Eventually, due to the incomplete and buggy nature of the beta alongside other development focuses, it was cancelled, never being fully patched into the game. In 2013, CA's community team released some additional keys for fans of the game, so they could play the incomplete multiplayer beta.[15] Even after the closing date at the end of 2013, beta keys for the campaign was still available from Sega customer support.

Warfare[edit]

The second major area of gameplay is the battle system. Unlike the campaign game, here players control battles in real-time. As with all titles in the series after Shogun: Total War, battles can take place on both land and at sea. However, Empire is the first to allow naval battles to be fought in real-time; in previous titles they were automatically resolved by the game's artificial intelligence. Automatic resolution of battles remains an option for both land and sea battles. Separately from the main campaign game, players can recreate individual historical battles in the 18th century and early 19th century.[16]

Land-based combat features a greater focus on gunpowder weaponry than in previous games

In land engagements, players have an 18th-century army consisting of units such as cavalry, musketeers, riflemen and artillery. Each has its own intrinsic advantages, disadvantages, cost, and overall effectiveness. Players must use 18th-century tactics and formations to defeat their enemies. The battlefield terrain and the weather are also important.[17] Factions can lay siege to settlements, replacing open land battles with street fighting and close-quarter combat. Each unit has morale, which increases if the battle goes well, or decrease after heavy casualties, army losses, coming under artillery bombardment, or with the death of the general. Tactical situations such as attacking from a flank or the rear, or depriving a unit of allied reinforcements, also hit morale. When a unit's morale is sufficiently depleted, it will be routed and flee the battlefield. Depending on whether morale is merely broken or entirely shattered, the player may be able to rally the unit and regroup. Victory is achieved by causing every enemy unit to rout, or be annihilated. In addition, sieges can be won if the attacker manages to take control of the settlement's central square for a set amount of time. Empire: Total War also introduces several new battlefield elements to the Total War series. Units can take cover behind walls or in buildings, allowing increased interactivity with the terrain and making some buildings points of tactical importance.[8] Field defences may be constructed on the battlefield. Infantry units can also scale small obstacles such as walls and fences. Each unit has different capabilities such as Square Formation, Wedge, Diamond, Equip bayonets, or Fire at will.

In naval battles, players control a fleet of up to twenty varied ships, and use 18th-century tactics to overcome enemy fleets. As with army units, each ship's crew has a set amount of morale that changes as a battle progresses; a crew may attempt to withdraw their vessel from the battle if their morale is broken, or in extreme cases may surrender. A battle is won when all hostile ships have been sunk, captured, or have left the map.[18] Individual ships can be maneuvered, or remain in formation with other ships from the fleet. Players can designate which parts of a hostile ship they want a crew to target, making ships prone to sustaining authentic damage during a battle: masts can be toppled, sails and gun ports can be destroyed and damage can entirely disable a ship's ability to manoeuvre or eventually sink it.[8] The types of ammunition can be used during a battle are grapeshot, chain-shot and round shot, which have different uses, from killing enemy crew to disabling enemy movement. As battles progress, crews can try to board enemy vessels and fight hand-to-hand in an attempt to capture the ship.[18] The weather in a naval battle is also important; bad weather can create poor visibility.[18] Ships cannot be repaired in mid-battle unlike its successor, Napoleon: Total War, but fires on board ships can be put out automatically.

Development[edit]

Real-time naval battles are a major new addition to the Total Warseries. One designer spent a year working on the water's physics system.[19]

Empire: Total War was announced by Creative Assembly and publisher Sega at the Leipzig Games Convention on 22 August 2007.[20] In their press release, Creative Assembly outlined various features in the game, such as the new game engine and the addition of real-time naval combat. However, while the game had been in the planning stages since the release of Rome: Total War,[21] it was still in early development; no gameplay footage was demonstrated at the convention.[1] The game was announced alongside The Creative Assembly's console title Viking: Battle for Asgard.[22] Media releases over the subsequent months showed screenshots of the game and elaborated more on Empire: Total War's game mechanics. The game's trailer, consisting of computer-generated cut scene footage, was released 10 July 2008.[23] A playable demonstration of the game's naval combat was showcased at the E3 convention later in July 2008, where it was estimated that the game would ship in 2009.[18] The land combat was demonstrated at the later 2008 Leipzig Game Convention in August 2008.[24] At the convention, Creative Assembly announced that the game was out of the alpha development phase, and that they were aiming for a release date of 6 February 2009.[25]

On 28 October 2008, it was announced that the game would be released on Valve's content delivery system Steam on the official release date of 6 February; the game requires Steam to install and run for both retail and electronic versions and is integrated into Valve's Steamworks programme to allow updates and multiplayer to function more efficiently.[citation needed] The game's release was delayed in December 2008 to allow for the development of extended multiplayer features,[26] with a new release date for March 2009.[27] A demonstration of the game, featuring the Battle of Brandywine and the Battle of Lagos, was released over Steam on 20 February 2009.[28] The game was released on 3 March 2009.[29] Since release, Empire: Total War has been subject to updates delivered through the Steam system,[30] aimed at optimising performance and removing any bugs remaining in the game.[21]

James Russell, the lead designer on the project, stated in an interview that the 18th century was chosen as the setting as "it's a fabulously colourful period... the 18th century is the great age of fighting sail, and it's the obvious arena in which to set our spectacular new sea battles." Russell also stated that the dynamic and far-reaching changes of the era, from political revolutions such as the French Revolution, economic revolutions such as the Industrial Revolution to military revolutions such as the widespread use of gunpowder, gave the "opportunity to develop some really interesting new features and gameplay dynamics that make for a lot of variation".[5]Motion capture animation was used extensively to make characters seem more lifelike. For increased authenticity, research was conducted into 18th-century aspects such as duels, although designers also observed the choreography of actors in related films and TV series, such as Sharpe.[31]

Empire: Total War ships with nine different versions of box art, eight of which represent the major faction for the market the game is sold in, and one general international version. For instance, German customers are presented artwork displaying colours with the Prussian eagle and Prussian army uniforms, whilst the American artwork shows the American revolutionaries and the Betsy Ross flag.[32] A special edition version of Empire: Total War entitled Special Forces incorporates six elite faction-specific units: HMS Victory, the French Irish Brigade, Spanish guerillas, Gurkha infantry, Rogers' Rangers and the Ottoman Ribauldequin.[33] Additionally, three retailers were provided with a special unit for customers to receive; Amazon.com customers were given the Dahomey Amazons, buyers from Best Buy were able to receive the USS Constitution and customers buying from Game received the Death's Head Hussars.[citation needed] A further 14 units were added with the objective of increasing graphical and unit variety among the factions.[34] These 14 units were released as part of the game's 1.3 patch in June 2009; accompanying the update was a second set of 14 units, released as downloadable content for purchase.[35]

In September 2009, a DLC pack titled The Warpath Campaign was announced for release the following month, as was the next game in the series, Napoleon: Total War. The campaign, released as downloadable content, focuses on the battles of the Europeans and Native Americans throughout most of North and Central America. The new campaign expands the North American territories and features 5 new playable factions: Iroquois, Cherokee, Huron, Pueblo and Plains Nations. New researchable technologies were also added, along with the new scout and shaman agents and new faction-specific objectives.[36]Napoleon: Total War, released February 2010, focuses on the life of Napoleon Bonaparte, building upon the technology used for Empire: Total War. Napoleon was released as a standalone game rather than an expansion for a number of reasons, mostly to do with technical limitations; according to Mike Simpson "the level of detail required to successfully depict the Napoleonic Wars is an order of magnitude greater than we were working to with Empire: Total War".[37] Empire and Napoleon Total War Collection – Game of the Year was then released on 1 October 2010 joining both games together, including all of the available downloadable content.[citation needed]

Release[edit]

Empire: Total War was released on 3 March 2009 to the North American market, on 4 March in Europe, on 5 March in Australia, and on Christmas Day in Japan. The game has become the fastest selling Total War title to date; Empire topped British video game sales charts for all platforms in the week of release, the first PC exclusive title to do so in a year and a half.[38][39][40] The game was reported to have sold nearly double the number of Rome: Total War and Medieval II: Total War.[41] In the United States, Empire: Total War and its Special Forces edition were ranked as first and second respectively in the PC sales charts for the week of release.[42] The game's Australian version debuted as the top PC game; across all platforms Empire: Total War was ranked fourth, behind Halo Wars, Wii Fit and Killzone 2.[43] Sega reported the game sold 810,000 units worldwide during their last fiscal year period of 2008.[44] However, consumer response was hampered by technical problems arising from incompatibility with certain Nvidiadrivers released after the game's development was completed and reports of installation problems with the Steam content delivery system.[45] In an interview with IGN, Studio Communications Manager Kieran Brigden discussed the problems inherent in developing such a huge and ambitious game, saying: "Are there some issues with Empire? Yes there are." As part of its post-release support, he said that Creative Assembly is planning on addressing issues with stability and performance, as well as adding improvements for gameplay and artificial intelligence.[21]

Mike Simpson, Creative Assembly's studio director, started a blog in October 2009, in a deliberate attempt to engage with the game's user community and counter some of the negative reaction which the game had received. He explained The Creative Assembly "were not entirely happy with the state of Empire: Total War when it went out", but felt the Metacritic user rating of 67 percent was unfair, stating that his reason for blogging was a concern that the negative ratings could even damage the amount of money available for developing future games.[46] In later posts he described the February 2009 release date as "commercial reality",[47] and explained why they had hit significant problems with the game's AI close to release. Simpson describes the campaign AI as "by far the most complex code edifice I’ve ever seen in a game", and said that they had reached a tipping point where consideration of too many factors led to an AI which "disagrees with itself chronically and often ends up paralysed by indecision".[48] It was only after patch 1.5—six months after the original release—that Simpson felt comfortable sending it to friends of his, having previously been too embarrassed about the flaws.[48] With regard to the battle AI, Simpson said that the lead battle AI programmer had left to return to his family just before the end of the project. The battle AI at that stage struggled to beat good players even with an obvious level of handicapping, and it had taken some time for other programmers to understand three years' worth of code; progress had been "frustratingly slow" as they strived for a game where real world tactics would work.[49]

Reception[edit]

Reception

Empire: Total War received "universal acclaim" according to the review aggregation website Metacritic.[50] Reviewers praised the large scope of the game's strategy map PC Gamer UK noted that the game "takes a great deal of its design philosophy from the events and trends of its era", which enabled the game to reasonably reflect the challenges faced by the factions' historical counterparts.[63] Praise was also given to the extensive number of factions, down to very small factions such as the Knights of St. John and a renegade pirate settlement.[63]Kieron Gillen, reviewing for Eurogamer, described the campaign map as "endless" and due to the large amount of content, observed that he had managed to complete the entire campaign without even visiting the Indian theatre of play (approximately a full one fourth of the playable game world); a factor that enhanced the game's replayability.[52] Other reviews echoed this sentiment; GameSpot stated that "even a short, 50-year campaign can take a good amount of time to complete, given that each turn requires strategic thinking on multiple fronts".[56] Praise was further bestowed on the refined interface, introduction of a technology tree and level of strategic thinking required for the campaign map.[57][63][64] However, some reviewers noted inconsistent behaviour with the campaign artificial intelligence; 1UP.com noted that it could perform illogical choices, such as "the occasional suicidal war between Dagestan and Russia",[64] while GamePro was critical of the artificial intelligence in a number of areas, including the inability to mount a naval invasion or utilise effective strategies on the campaign map.[54]

The real-time land battles in Empire were considered well constructed. Expressing that The Creative Assembly had effectively implemented what it had learned since Shogun: Total War, GameSpy described the addition of personal firearms and friendly fire as something that "changes the tactical nature of the game much as it did in real life", and noting that the player controls and enemy AI were "competent".[57]IGN felt that the real-time aspects captured "the cinematic brilliance of it all without ever falling back on obvious exaggerations or pretenses" and that the controls, specifically in relation to unit formation, were much improved.[62] GameSpot put the real-time land battles as "enjoyable to command and enjoyable to watch", particularly commending the amount of detail in each model and animation for every soldier, points carried in several other reviews.[62][63][65] However, GameSpot thought that the artificial intelligence could appear "confused" in some circumstances,[56] and the Game Informer "second opinion" review said that "the enemy AI falls apart from time to time".[53] In addition, Eurogamer felt that units' pathfinding abilities in fort sieges were insufficient,[52] and Game Informer also criticised pathfinding around obstacles.[53]

Naval combat was subject to more criticism than land battles. PC Format described the visuals in a naval battle as "incredible", but stated that the controls were "frustrating; genuine naval tactics fast disappear out of the window as [the player] struggles to bring [their] navy’s cannons to bear on the enemy".[65]PC Gamer UK reciprocated this view, but noted that naval strategy was a "deeply difficult task" for a developer, and that "The Creative Assembly have done the best that their game template would allow".[63] IGN praised the graphical quality of the naval battles and stated that "trying to line ships up correctly, making the most of the wind and choosing targets appropriately is very rewarding", but that "the formations and pathfinding leave a lot to be desired".[62] GameSpot commented that "the AI seems incapable of managing [a naval battle] with much success".[56]

Despite criticisms, most reviews were ultimately favourable to Empire: Total War. While IGN felt that the game "drags a bit and there are some small, rough edges in the tactical battles", the game still "deserves to be mentioned in the same breath as the greatest names in gaming history".[62] 1UP.com finished by saying "For all its problems, it's undoubtedly progress",[64] while Eurogamer felt that issues "limit [the game] to being merely one of the games of the year," but implied that a post-release patch could deal with these flaws.[52] GameSpot summarised that the game was "complex and rewarding" and GameSpy praised the game for "the simplified interface elements, great campaign, and much-improved map and information screens [that] make this the most accessible Total War yet, and a great place for those unfamiliar with the series to get started".[57]Crispy Gamer, while acclaiming the game "spectacular" and "lovingly historical", criticised the documentation and concluded that the game falls apart due to its bad AI.[66] The Game Informer reviewers criticised the AI, but still described the overall game experience as "fantastic" and "outstanding".[53]GamePro provided a dissenting opinion; although describing Empire: Total War as a game with a potential that "with some extra tweaking, could have proven itself an excellent title", noted that it "has a heap of problems that need resolving" with bugs and crashes.[54]PC Gamer UK enthusiastically proclaimed the game as "one of the most playable, important and accomplished games ever created".[63]

The downloadable content The Warpath Campaign was criticised by Game Watcher for not integrating into the original campaign and for only adding a few new units. Concerns were also voiced about the difficulty curve, though the reviewer felt the DLC provided players a challenge by playing as the technologically backward Native Americans against the European interlopers.[36]

References[edit]

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  3. ^"Empire: Total War: Factions". Total War. Archived from the original on 15 October 2011. Retrieved 27 July 2016.
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  5. ^ abcdButts, Steve (18 April 2008). "Empire: Total War Interview". IGN. Retrieved 27 July 2016.
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  10. ^GameSpot staff (6 October 2008). "Empire: Total War Interview: Streamlined Interface, New Prestige System, and World Domination". GameSpot. Retrieved 27 July 2016.
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  12. ^Miller, Jonathan (27 October 2008). "Empire: Total War Updated Impressions – Diplomacy, Strategy, and Massive Land Battles". GameSpot. Retrieved 27 July 2016.
  13. ^IGN PC Team (22 January 2009). "Q&A: Empire: Total War's Multiplayer Modes".
  14. ^Rossignol, Jim (1 December 2009). "Empire: Total War Campaign Multiplayer".
  15. ^Toko, King (25 May 2013). "Empire: Total War Multiplayer Campaign Beta is Available Once Again for a Limited Time".
  16. ^"Fighting Battles". Empire: Total War (manual). Creative Assembly. March 2009. pp. 26–32.
  17. ^Korda, Martin (16 September 2008). "Preview: Empire: Total War". PC Zone. Archived from the original on 18 September 2008. Retrieved 27 July 2016.
  18. ^ abcdChiappini, Dan (16 July 2008). "E3 2008: Empire: Total War Impressions". GameSpot. Retrieved 27 July 2016.
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  25. ^Onyett, Charles (21 August 2008). "GC 2008: Empire: Total War Progress Report". IGN. Retrieved 27 July 2016.
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  30. ^"Empire: Total War Update History". Steam. 19 May 2010.
  31. ^Kim C. (22 May 2008). "Empire: Total War Official Movie 1". GameSpot. Retrieved 27 July 2016.
  32. ^O'Connell, Mark (14 July 2008). "Empire: Total War box art variations..."Yuku. Archived from the original on 23 October 2008. Retrieved 2 November 2008.
  33. ^Creative Assembly (29 October 2008). "Empire: Total War – Special Forces Edition!". Sega. Archived from the original on 3 November 2008. Retrieved 27 July 2016.
  34. ^Brigden, Kieran; Lusted, Jack; O'Connell, Mark (20 May 2009). "The Update". Yuku. Archived from the original on 27 June 2009. Retrieved 25 May 2009.
  35. ^Rossignol, Jim (22 June 2009). "Empire: Total War DLC And 1.3 Patch". Rock Paper Shotgun. Retrieved 27 July 2016.
  36. ^ abRobinson, Joe (13 October 2009). "Empire: Total War – Warpath Campaign Expansion Review". Game Watcher. Retrieved 28 July 2016.
  37. ^O'Connell, Mark (14 January 2010). "Why Napoleon? – By Mike Simpson". Sega. Retrieved 22 May 2010.
  38. ^Ivan, Tom (10 March 2009). "Empire: Total War topples Killzone". Computer and Video Games. Future plc. Archived from the original on 17 October 2014. Retrieved 27 July 2016.
  39. ^Crossley, Rob (10 March 2009). "Empire Total War Invades UK Charts". Edge. Future plc. Archived from the original on 12 March 2009. Retrieved 27 July 2016.
  40. ^Howson, Greg (10 March 2009). "Empire: Total War conquers charts". The Guardian. Guardian Media Group. Retrieved 27 July 2016.
  41. ^Burnes, Andrew (10 March 2009). "Empire: Total War Breaks U.K. Sales Records". VE3D. Archived from the original on 8 April 2009. Retrieved 27 July 2016.
  42. ^Cowan, Danny (13 March 2009). "Saling The World: Killzone 2, Empire: Total War Head Worldwide Charts". Gamasutra. Retrieved 19 March 2009.
  43. ^Kozanecki, James (12 March 2009). "Aussie game charts: March 2–8". GameSpot. Archived from the original on 13 October 2012. Retrieved 27 July 2016.
  44. ^"Financial Result"(Portable Document Format) (in Japanese). Sega Sammy Holdings. 13 May 2009. p. 7. Retrieved 11 September 2009.
  45. ^Martin, Matt (9 March 2009). "Latest Total War game hampered by Steam, Nvidia issues". GamesIndustry.biz. Retrieved 10 March 2009.
  46. ^O'Connell, Mark (1 October 2009). "Blogging for Quality – By Mike Simpson". Sega. Retrieved 22 May 2010.
  47. ^O'Connell, Mark (3 November 2009). "Who is this game for anyway? – By Mike Simpson". Sega. Retrieved 22 May 2010.
  48. ^ abO'Connell, Mark (9 October 2009). "Blog the second – By Mike Simpson". Sega. Retrieved 22 May 2010.
  49. ^O'Connell, Mark (10 November 2009). "Battle AI – By Mike Simpson". Sega. Retrieved 22 May 2010.
  50. ^ ab"Empire: Total War for PC Reviews". Metacritic. Retrieved 28 July 2016.
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  54. ^ abcDagley, Andrew (26 March 2009). "Empire: Total War". GamePro. IDG Entertainment. Archived from the original on 12 June 2009.
  55. ^Hunt, Geoff (15 April 2009). "Empire: Total War Review". Game Revolution. Retrieved 28 July 2016.
  56. ^ abcdVanOrd, Kevin (9 March 2009). "Empire: Total War Review". GameSpot. Retrieved 28 July 2016.
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  62. ^ abcdeButts, Steve (6 March 2009). "Empire: Total War Review". IGN. Retrieved 28 July 2016.
  63. ^ abcdefgRossignol, Jim (March 2009). "Review: Empire: Total War". PC Gamer UK. Bath, United Kingdom: Future plc (198): 54–59. Archived from the original on 4 March 2009. Retrieved 28 July 2016.
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External links[edit]

Sours: https://en.wikipedia.org/wiki/Empire:_Total_War
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Downloadable Content

1st Delaware (United States) — These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only to around 200 paces when fired in volleys. The ability to fire and reload with machine-like regularity with comrades falling all around is what wins battles; that and an ability to fight in a variety of tactical formations. Any enemy foolhardy enough to charge their cavalry at this unit while they are in square will find them a tough target.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in Pennsylvania 1st Maryland (United States) — By their very nature, line infantry are vulnerable to bombardment from artillery and sniping from skirmishers; it takes a special kind of courage to stand and carefully fire volleys at the enemy then dispatch them with a bayonet charge. Extensive drill, training and battle have helped mould these men into soldiers, capable of dealing with the enemy on equal terms.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in Maryland 2nd Continental Light Dragoons (United States) — When a friendly unit is being harassed by an enemy beyond its fire range, these cavalrymen can react immediately, riding to the enemy to counter the threat. When mounted they are good in melee, at the charge, and can fire their carbines. They are not very effective in close combat on foot, leaving themselves vulnerable when acting as melee infantry.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in Confederation of New England 2nd New York (United States) — Marching or line regiments make up the majority of units in European-pattern armies. They are so-called because they form the line of battle, not because they deploy in lines. They can also form square, a particularly effective tactic against cavalry charges, although this leaves the unit incredibly vulnerable to artillery fire and skirmishers. This weakness aside, the versatility of a line regiment makes them a valuable addition to any force.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in New York 33rd Foot (Britain) — The 33rd Foot are known as "The Pattern" for their stoic professionalism in battle; they are able to calmly pick targets and fire on them even while skirmishers' shots whiz by their ears, artillery shells explode around them and cavalry charges bear down upon them. To guard against such devastating enemy charges they can move from line to square formation.
Single Player Campaign Requirements: Available when playing as Great Britain and holding the Barracks in England Brunswick Dragoons (Britain) — Brunswicker dragoons are versatile troops; they have a powerful charge that can break enemy infantry formations, and can ride to critical spots on the battlefield to lend support to beleaguered allies. However, should they be pitted against infantry formed in square their charge will fall short of the power achieved by heavy cavalry units. They do have the advantage of being armed with carbine muskets, but they are trained to use these when on foot; dragoons should not be expected to engage in close combat effectively when dismounted.
Single Player Campaign Requirements: Available when playing as Great Britain and holding the Barracks in England Hessian Grenadiers (Britain) — Grenadiers see themselves as elite, and usually occupy the place of honour at the right of the line. They have every reason to be proud: only large, brave men become grenadiers. This size and strength makes them impressive and gives them an edge in melee combat. They are vulnerable when attacked by heavy cavalry and skirmish troops. This aside, grenadiers are dedicated soldiers who will follow orders to the letter.
Single Player Campaign Requirements: Available when playing as Great Britain and holding a Drill School or Military Governors Barracks in North America King's Royal Regiment of New York (Britain) — This loyalist regiment is made up of line infantrymen who fire mass volleys into the main body of an enemy to break them. Once their ammunition is spent or the enemy is sufficiently weakened, they can fix bayonets and deliver a decisive charge. Because these men fight in close formation, they are vulnerable to long-range attacks by artillery and skirmishers, but they can counter cavalry charges by moving to a square formation.
Single Player Campaign Requirements: Available when playing as Great Britain and holding the Barracks in Upper Canada whilst having Improved Grenades technology Lee's Legion (United States) — Fast moving and highly skilled, these men are truly skilled horsemen. They do not fire their carbines whilst mounted, however, preferring to ride men down and dispatch them with cold steel. These impressive collection of skills make them ideal for use against artillery and skirmishers. However, should they find themselves facing well-disciplined line infantry, formed in square, their weaknesses would swiftly become evident.
Single Player Campaign Requirements: Available when playing as the United States and holding the Drill School in any American province and having the Shortened Carbine technology Morgan's Provisional Rifle Corp (United States) — Organized as light infantry but armed with rifles rather than smoothbore muskets, riflemen have every right to see themselves as elite. Chosen for initiative and intelligence, they do not need close supervision by their officers. These crack shots are trained for ranged combat and will be found wanting if they engage in melee. At their best in cover, their loose formation makes them a tough target for line infantry, and their uniforms allow them to blend into the landscape as they stalk their human prey.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in Virginia whilst having the Light Infantry Doctrine technology Pulaski's Legion (United States) — These cavalrymen, armed with lances, have a devastating charge, which is especially effective against enemy line infantry. Pulaski's Legion is best employed to rush and break the enemy line, and then it should be pulled back for another charge before the enemy regains their senses. Despite their great initial attack, a wise commander will avoid leaving them in melee, as they are extremely vulnerable in prolonged close-combat.
Single Player Campaign Requirements: Available when playing as the United States and holding the Barracks in Virginia Royal Deux-Ponts Regiment (France) — Line infantry are responsible for holding the line in battle, forming the backbone of the army while specialist troops harass and chip away at the enemy. Once the enemy is worn down, the regiment can rush them with a finishing bayonet charge. Their close formation gives them strength when attacking, but leaves them vulnerable to artillery and harassing skirmishers. If under threat from cavalry they can form a defensive square.
Single Player Campaign Requirements: Available when playing as France and holding the Barracks in Alsace-Lorraine whilst having the New Model Bayonet Drill technology Royal Welch Fusiliers (Britain) — Armed with grenades and a powerful throwing arm, the Royal Welch Fusiliers are far more than your average missile troop. Their skills extend past the throwing of highly explosive projectiles, also encompassing the fine art of marksmanship, muskets being the weapon of choice. Although primarily expected to fight at range, fusiliers are also more than capable in melee and on the charge. Their only real weakness is artillery and heavy cavalry who could charge them from the flank or the rear.
Single Player Campaign Requirements: Available when playing as Great Britain and holding the Barracks in England whilst having the Cadenced Marching technology Company of Select Marksmen/Fraser's Rangers (Britain) — Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. Their ranks are mostly drawn from frontiersmen already hardened to living in the wilderness and capable of hiding in a variety of terrain types. Excellent marksmen, they excel at ranged combat but suffer in prolonged melee attacks. They are trained to conceal themselves and fight in loose formation, but if caught in the open by line infantry or cavalry they are likely to sustain heavy casualties.
Single Player Campaign Requirements: Available when playing as Great Britain and holding the Barracks in Upper Canada Tarleton's Light Dragoons (Britain) — Named for Banastre Tarleton, also known as "The Bloody Ban", these troops are ideal for countering enemies such as skirmishers and artillery. Tarleton's dragoons have fast horses and can quickly reach enemies out of range of friendly line units. Upon reaching their target, they can unleash a cavalry charge or engage in melee. Dismounted, they can use their carbines to fire upon the enemy, although they are relatively vulnerable in close-combat.
Single Player Campaign Requirements: Available when playing as Great Britain whilst holding a Military Governors Barracks in New York whilst having the Shortened Carbines technology
Sours: https://store.steampowered.com/app/10607/Empire_Total_War__Elite_Units_of_America/
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Introduction: The United States of America


NOTE: Completion of the first 3 chapters of Road To Independence must be completed first before unlocking the American for the Grand Campaign.

This is an in-depth guide for the United States of America. This guide will include unique units and buildings and where to build them, starting position info, recommendations for first targets, tips for research, tips on how to use your agents best, and more.

NOTE: This guide will be taking units added by DLC into consideration.
Starting Information and Victory Conditions


Starting Year:
1783

Starting Regions:
Pennsylvania - Philadelphia (Capital)
Carolinas - Charleston
Confederation of New England - Boston
Georgia - Savannah
Maine - Falmouth
Maryland - Annapolis
New York - Albany
Virginia - Williamsburg

Starting Government:
Republic

Religion:
Protestantism

Starting Funds:
7500

Amount of Starting Generals:
3

Amount of Starting Admirals:
1

Amount of Starting Gentlemen:
1

Amount of Starting Rakes:
1

Amount of Starting Missionaries:
1

Victory Conditions:
Capture 22 total territories by the end of 1825 including the regions shown:
Texas (Owned by the Pueblo Nations)
Pennsylvania (It is the U.S. starting capital)
Upper Louisiana (Owned by France)
New Mexico (Owned by Spain)
Florida (Owned by Spain)
New France (Owned by Great Britain)
Michigan Territory (Owned by the Iroquois Confederacy)
Faction Strengths and Weaknesses
Map Position/Starting Stance Strengths: The United States has a strong starting position because they are in a theater that is full of primitive tribes and lightly defended European colonies. This means that you can dominate your opponents whilst having armies that are smaller than usual. Population is also quite small so converting regions to your religion will be extremely easy, so much so that your missionaries can convert roughly have the theater just by themselves with Hispaniola, New Grenada, and New Andalusia being the toughest regions to try to convert to Protestantism. The US also starts with two major cities, Philadelphia and Boston.

Map Position/Starting Stance Weaknesses: Now something that many might not know is that one big weakness that the US has is that a glitch causes every single other faction to instantly research the entire tech tree after the first turn, there is however one upside to this but I will cover that in a later section but for now all you need to know is that you will be at a disadvantage technologically for the entire game. Also, since you are the only major nation that's home region is the Americas it will not be able to use gentlemen to go around stealing tech. Another weakness is that the US's starting navy is literally 3 ships and the AIs will be quick to expand their navies, the US's economy also can't really support a significant naval expansion early so gaining 100% naval dominance is extremely unlikely and at most you will be able to fend off standard strength enemy fleets from any trade fleets you have. The US also cannot industrialize too fast or it will lead to public order issues, which would require one to lower taxes early which isn't ideal.

Military Strengths:
The American land army for the most part is average but it's strengths lie in it's light infantry and militia. Long Riflemen (which benefit from not needing machine rifling to build) and Legion of the United States are very good units. Another good mention goes to the minutemen which despite being militia are still very good units. The US also benefits from having a handful of unique DLC regiments that can be used to add morale support to your armies that may be more militia centered. The US cavalry roster is below average however their regiment of horse and militia cavalry have the 'good stamina' bonus which helps make up for having a below average cavalry roster.

Now the navy, along with Great Britain, United States are one of only two factions to have a unique ship: the USS Constitution, a powerful and durable 24-pounder Frigate (which are also unique ships that are only available to the Americans). Their ships are also somewhat better than most other faction's ships, with the exceptions of Great Britain and France: most American ships boast a +10 reload speed over their rivals (though inferior to Great Britain's +15), along with better than average hull strength and morale. In addition, some American ships are cheaper than average to build and maintain.

Military Weaknesses: Besides being behind in technology because of the glitch mentioned earlier, the American army does lack a few things. They have no heavy cavalry without switching governments. Elite infantry is also a bit lacking, prior to the 6 royal/republican guards you can have once you acquire the tech, the US only get 2 regiments of US Marines as elite infantry along with the 1st Maryland, this is extremely meager compared to the fact that both Prussia and Sweden can recruit 15 units of Superior Line Infantry.
The previous section covered the strengths of the American army and navy this section will simply list the full roster of units available to them.

Elite Infantry:
1st Maryland
US Marines
Republican Guards
Guards (Requires government change to monarchy)

Line Infantry:
Line Infantry
1st Delaware
2nd New York

Grenadiers:
Grenadiers

Light Infantry/Skirmishers/Irregulars:
Long Riflemen
Rangers
Morgan's Provisional Rifle Corp
Legion of the United States

Militia:
Militia Infantry
Minutemen

Cavalry:
Regiment of Horse
Provincial Cavalry

Dragoons:
Dragoons
Light Dragoons
Lee's Legion
2nd Continental Light Dragoons

Lancers:
Pulaski's Legion

Heavy Cavalry:
Household Cavalry (Requires government change to monarchy)

General:
General's Bodyguard

Fixed Artillery
Sakers
Demi Cannons
Mortars
Rocket Troop

Foot Artillery:
12-lber Foot Artillery
24-lber Foot Artillery
12-lber Howitzers
24-lber Howitzers
Puckle Guns

Horse Artillery:
3-lber Horse Artillery
6-lber Horse Artillery

Local/Colonial Units:
Colonial Light Infantry (Requires territory in India, Middle East, and North Africa with military buildings)
Company Infantry (Requires territory in India with military buildings)
Company Cavalry (Requires territory in India with military buildings)
Native Indian Cavalry (Requires territory in India with military buildings)
Native African Infantry (Requires territory in North Africa with military buildings)
Pandours (Requires territory in the Balkans)
Ghoorkas (Requires the Kashmir territory)
Dahomey Amazons Dahomey Amazons

Naval Warships:
Bomb Ketch
Brig
Sloop
Galley (requires territory in the Baltic Sea or the Mediterranean Sea)
Light Galley (requires territory in the Baltic Sea or the Mediterranean Sea)
Carronade Frigate
USS Constitution
24-lber Frigate
Rocket Ship
Sixth Rate
Fifth Rate (along with an Admiral's flagship variant)
Forth Rate
Third Rate (along with an Admiral's flagship variant)
Second Rate
First Rate (along with an Admiral's flagship variant)
Heavy First Rate
Steamship

Merchant Ships:
Indiaman

The United States also starts out with a unit of 'Light Cavalry' which resembles a unit of Colonial Light Cavalry that the Europeans can build in their colonies, no others can be built not can it be reattained if completely killed.

In this Section I will be going over what are think the best first moves while playing as the United States. Including first targets, research, agent priorities, and diplomacy moves.

Government

The United States is a Republic and given that the campaign is significantly shorter than the others (87 turns compared to the other 200) I don't recommend changing governments. So the only real advice is that if you get any significantly troublesome cabinet members that you simply fire them.

Diplomacy

Remember back when I stated that there is a glitch that caused all other nations to get the full tech tree after the first turn? Well this is where I'm gonna tell you about the upside to this. You can sell away all your technology for a great amount of money.

Here is the best way to go about this:

The United Provinces: Sell Separation of Powers for 3,000 then Rights of Man for 2,000
NOTE: Rights of Man won't show up until Separations of powers is sold this applies to everyone

Russia: Sell all techs for 5,000

Maratha Confederacy: Sell all techs for 3,000

Sweden: Separation of Powers 1,000 and Rights of Man for 1,000

Prussia: Separation of Powers for 500 and Rights of Man for 500

Poland: Separation of Powers for 500 and Rights of Man for 500

Ottoman Empire: All techs for 5,000

Mughal Empire: All techs for 2,000

Great Britain: Rights of Man for 500

Austria: Separation of Powers for 250 and Rights of Man for 250

Wurttemberg: Separation of Powers for 100 and Rights of Man for 100

Westphalia: Separation of Powers for 100 and Rights of Man for 100

Punjab: All techs for 750

Pueblo Nations: Measuring tools and steam pump for 500 and coke blast furnace for 500

Plains Nations: Measuring tools and basic steam pump for 500 and coke blast furnace for 300

Persia: All techs for 500

Morocco: All techs for 500

Mysore: All techs for 750

Mamelukes: All techs for 300

Iroquois Nations: 20 turns of military access, measuring tools, and basic steam pump for 500, then trade coke blast furnace for a trade agreement

Now you should have a great amount of starting capital to get going, keep in mind that you don't want to industrialize too fast nor waste too much on military which would be overkill for the weak natives and lightly defended European colonies. It is best to invest in your government buildings, trade ships and farms.

Research

As stated before the American grand campaign is significantly shorter so you want to prioritize military tech so you can get the most out of your DLC units. Go for the Reformed Naval Administration so you can get the US Marines then proceed down the military branch so you can get Light Infantry Doctrine and Shorten Carbines. Later in the campaign you will run into so much funds that you can spend the last few turns buying up any techs that you didn't get to.

Agents

Rakes: Send your rakes into French and Spanish territory to assassinate their missionaries, Spain will most likely be stockpiling them in Central America.

Missionaries: As stated before religious conversion in the Americas is extremely easy so you should be sending your missionaries around to converting the theater to your religion, your starting one should finish converting Georgia then head off to the Cherokee regions that you should have conquered on turn two.

Gentlemen: All gentlemen should be sent to your colleges since there are no other nations that have colleges in the theater.

Army

The Cherokee are a prime first target for your forces in Georgia, combine the troops who are stationed in the regional capital with those led by John Sullivan standing in the country side and have them move as close to the border as possible. On turn two you should be able to go in and take out the Cherokee in one stroke.

As for your other armies, General Greene should be placed in New York and Wayne should be placed on the border with Acadia. Slowly build these forces up, roughly into stacks of ten total units.

Navies

You first naval task should be to churn out some trade ships so you can get some nodes in the trade theaters, be sure to build up the shipyard in Virginia so you can build up your navy, for the time being you should send one fifth rate to each trade theater that you have a presence in.
Second Move and Your Victory Conditions
Your Next target should be the Anglo-Iroquois Alliance, as stated before you should have forces ready, they should be at 10-12 unit armies and some forces should be sent to the army that conquered the Cherokee (I sent the 1st Delaware, Pulaski's Legion, and 2 units of artillery to them). Now should be a good time to expand your navy, the shipyard should be around finished and cranking out some 24lber frigates along with the USS Constitution to defend your trade ports. To a new player this might be a daunting task however once you have a good grasp of fighting land battles this shouldn't be too hard of a task. One thing to keep in mind is that the Iroquois might take Upper Louisiana from the French, it is worth sending a rake into the Michigan area to see if they will do this, them taking Upper Louisiana is a good time to strike. The reward for this War will be all of Canada, which includes on of your victory conditions and one or two victory conditions from the Iroquois (depending if they took Upper Louisiana). The British holdings in the Caribbean should also be secured, I suggest a 4th army for this task. After this war you should have an income level large enough to gain enough funds to buy lower Louisiana from France for 35,000 (sometimes 40,000).

The Rest of your Victory Conditions.
At this point you should still have Texas, Florida, and New Mexico to secure. At this point your economy should be able to support your armies being full stacks along with your navy being further expanded and a full scale invasion of all of Spain's colonies should an easy task.


Victory over the Spanish should result in all your victory conditions being met. What you do next is up to you. Personally I like to secure the theater entirely, all that should be left are a few Dutch and French colonies should be left which will be easy pickings for your now powerful military. Another thing You can do is buy up all the techs that you won't get to.

One thing to consider is expansion into India, the Maratha Confederacy has a super aggressive AI and will send armies into the Americas

If expansion into India isn't something you are interested in then be sure to have navies stationed near the theater's enter points, they will keep sending armies.

A trade agreement should show their port so you can easily predict when they are gonna try for an invasion.
Close
Sours: https://steamcommunity.com/sharedfiles/filedetails/?id=1735435353

America war empire: total

For other appearances of this faction in the Total War series, see United States.

The United States is an emergent faction in  Empire: Total War. This faction can only be unlocked in the Grand Campaign upon completion of the Road to Independence campaign.

Description[]

The United States of America is a nation forged in the fires of revolution and rebellion against a British monarch seen as distant, foreign and tyrannical.

After the French and Indian Wars, the British government took an entirely unreasonable line: the American colonists should pay taxes to contribute to the navy and army that helped defend them. After all, those colonial fellows enjoyed the benefits of peace, protected by Britain's expensive soldiers and sailors. The colonists had other views. The British responded with political stupidity and military ineptitude.

Aided, once they had rebelled, by the French Bourbons (who, for reasons of their own, had every wish to see Britain preoccupied by war and then humiliated by seditious rebels), the Americans faced down Britain. The struggle split countries, cities, towns, even families, but it united the nation.

In its wake, the revolution left behind a new kind of nation, a republic where men choose their own destinies, and are not subject to the whims of kings. This spirit of independence is a source of strength: it is an idea worth defending! It is also a source of weakness, for Americans cherish the right to do as they think best. This is not necessarily a good thing in an army.

America now has a future of boundless possibilities. A continent stretches away to the West, and no one is entirely sure what is to be found there. The Atlantic swell washes against the eastern seaboard, and beckons American seamen onwards: trade and adventure lie that way too. There may still be scores to settle with the British in Canada, or ambitious nations from Europe to discourage. There is much to do, if this newest and boldest of nations is to survive and prosper.

General Information[]

The United States is unique as it is the only playable emergent faction in the game by default, and is the only emergent faction that is also a major faction.

The United states is free to expand and become economically rich on the American continent. It has to tie a few enemies up before it becomes a world power: Great Britain still retains some lands to the north, and the French and Spanish both have considerable holdings in the Americas. Finally, there are the various Native American factions.

United States Campaign[]

The Starting Position for US campaign.

Goals[]

Capture 22 total territories, including the 7 specific territories below, by Late 1825

Starting Position[]

Campaign starts in 1783

Regions

  • Falmouth, Maine
  • Boston, Confederation of New England
  • Albany, New York 
  • Pennsylvania, Philadelphia
  • Annapolis, Maryland
  • Williamsburg, Virginia
  • Charleston, Carolinas
  • Savannah, Georgia

Unit Roster[]

The United States has average line infantry, with the same statistics as minor faction line infantry and colonial line infantry. It also has access to a pool of unique line infantry and cavalry with the Elite Units of America DLC. By default, United States Provincial Cavalry have the good stamina bonus, making them somewhat superior to their counterparts and useful as a substitute for light cavalry--although they are correspondingly slightly more expensive. The United States has unique light infantry: Long Rifle Men and Legion of the United States, the latter being oversized light infantry regiments similar in function to PrussianFrei-korps. Unusually, the United States can train US Marines--somewhat undersized guard regiments--in regions that have a Naval College to complement their standard guard roster. The United States also have Minutemen, somewhat superior militiamen with good concealment abilities and only marginally more expensive than regular militia.

The United States has access to the standard European roster of artillery units, with no strengths and weaknesses to speak of.

Along with Great Britain, United States are one of only two factions to have a unique ship: the USS Constitution, a powerful and durable 24-pounder Frigate. Their ships are also somewhat better than most other faction's ships (with a better reloading speed and morale), with the exceptions of Great Britain and France. Generally, ships built by the United States have 10 more reloading skill, and 1 more morale. Unlike Great Britain and France, however, their ships' costs are mostly not more expensive than average. 

General Information[]

Once it emerges, the United States generally becomes a dominant regional player in the Americas, annexing Native American factions and developing a formidable military. It rarely expands outside of the Americas, however.

Unusually, the A.I for the United States tends to field large numbers of light infantry and riflemen, particularly if the Elite Units of America DLC is installed.

Trivia[]

Sours: https://totalwar.fandom.com/wiki/United_States_(Empire:_Total_War)
HOW AMERICA CONQUERED THE WORLD - Empire Total War

A slave is no longer a human slave does. Not have any rights all his existence is subordinated only to the service of the Mistress, the slave has no will and is not allowed anything, everything that the slave does is fulfills the will of the Mistress the slave sleeps only then and exactly as much as the Mistress will eat exactly as much as much as the Mistress wants and what the Mistress will allow.

The Mistress completely controls the actions of the slave, visiting the toilet is possible only with the permission of the Mistress and only when the Mistress.

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To work. I'll be leaving soon. We look at the clock.



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