Sloops are fast and weak, ships of the line are slow and powerful and frigates are somewhere between. In addition to moving troops from one area to another, ships can be used in direct combat with each other. There's a naval side to the game as well. Researching new clothing types let troops from hot countries fight better in the cold. The technology for horse-drawn carriages allows you to move your artillery more quickly. Each government type has access to different types of technologies, so you'll be limited in what you can research. Your units are also able to benefit from more than seventy different technologies spread across three distinct eras. Lines are good for massed fire, while squares are useful when repelling cavalry charges. Formation controls (located in the lower left of the interface) allow you to adapt to tactical situations. Each nation will also have unique units, like the English Blackwatch, French Imperial Guards and Russian Cossacks. All of the units have great animations, whether it's a group of voltigeurs reloading their rifles or a group of lancers wheeling about for a charge. Players will be able to lead fusiliers, lancers, grenadiers, hussars and artillery. There are ten classes of units drawn from the period. Better commanders will improve morale and can lead more troops. Each commander begins as a lieutenant and can be promoted to captain, general and, eventually, field marshal. Though you'll be in charge of the battles, you'll also need to rely on certain historical commanders, like Wellington, Napoleon and Blücher. Of course, the most important diplomatic option in your bag is the declaration of war. As in Civilization, you can barter back and forth changing the terms of the agreement till they're mutually acceptable. You can even arrange marriages these won't factor into succession disputes, but marriages will work to increase the friendship between your nation and another. The range of diplomatic options is fairly broad: you can form alliances or right of passage agreements, or offer raw materials. Mines will increase the ovterall production, Harbors will allow for foreign trade and Intelligence Buildings will offer information on surrounding armies.īuilding an Office lets you conduct diplomacy with the other players in the game. You can also increase the productivity or usefulness of a given province by building one of the seventy or more buildings in the game. Russia will offer up more materials and Brittany will generate more commerce. The provinces also generate bonus resources based on their historical output. You'll gather resources like money, material, population and food from each of the provinces you control. Be warned though: capital territories generally contain impressive fortifications that make them easier to defend. If you can manage to take over an enemy's capital, you gain control of their empire. There will be 55 land provinces, each with unique battle maps, and 29 maritime provinces. (The AI will have over either of these phases for you if you'd rather just focus on one area of the game.) Players will lead their forces across a map of Europe and North Africa taking territories from their neighbors. Like in the Total War campaigns, there are two parts to the gameplay here, a turn-based strategic management phase and a tactical battle phase. Russia, for instance, will have a high population and raw materials while England will enjoy high levels of commerce and a strong navy. Beyond having unique units and starting locations, each nation is distinguished by different ratings in the areas of commerce, military, science and resources. You'll be able to lead one of five historic nations: Austria, England, France, Prussia and Russia.
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