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CMM@@##@@##$QIv....i;;;cc;i:,:;YXXX777Yc;i,... ... .iI#@#$#######@@@@@@MMM. tMM@@@@@#WE6z7i:cn8W$BWW0A1Yiiii;;;iiiiiiiii;ct2I1c;c1E####@@@@@@@@@@@@@@M@. tMM@@@@@#0I2AbW@MMMMMMMMMM@@#W0EZZ9998E0W$#@@@MMM@@$B$#@@@@@@@@@@@@@####@M@. tMM@@@@@@@@@@MMMMMMMM@@@@@@@@@@@@@@@@@@@@@MMMMMMM@@@@@@@@@@@@@@@@###BB$#@M@. tMMM@@@@@@M@@@@@###$$$$B$$$$$######@@@@@##########@#@#@#######$$$BBWQWB#@M@. nMMMM@@@@@@@##$BBBWWWWWWWWWWBWBB$$$$$$$$$$########@@@@@@@#######$$$$B$$#@M@. zMMMMMMMMMMM@@@@@###@@@@@@@@@@@@@@@@@@MMMMMMMMMMMMMMMMMM@@@@@@@@@@@@@@@MMMM. 0MMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMMM: Author: Warfreak Version: 3.1 Date Started: 5/3/09 NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED! REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK ABOVE. IF YOU HAVE ANY STRATEGIES NOT LISTED, PLEASE SEND THEM IN. INPUT IS ALWAYS WELCOME. *~~~~~~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~~~~~~* Warfreak's Top Tip: Use Ctrl+F to quickly navigate this guide. Table of Contents �1 Introduction [1.01] Introduction [1.02] Version History [1.03] Using Steam [1.04] Downloadable Content �2 Road to Independance [2.01] Episode One - The Jamestown Colony [2.02] Episode Two - The French and Indian War [2.03] Episode Three - American War of Independance [2.04] United States - A New Nation �3 The Grand Campaign [3.01] Great Britain [3.02] France [3.03] Austria [3.04] United Provinces [3.05] Spain [3.06] Prussia [3.07] Sweden [3.08] Russia [3.09] Poland-Lithuania [3.10] Ottoman Empire [3.11] Maratha Confederacy �4 The Warpaths Campaign (Requires The Warpaths Downloadable Content) [4.01] Iroquois Confederacy [4.02] Huron-Wyandot [4.03] Plains Nations [4.04] Pueblo Nations [4.05] Cherokee Nations �A Appendix [A.01] Buildings [A.02] Infantry Units [A.03] Cavalry Units [A.04] Artillery Units [A.05] Naval Units [A.06] Traits [A.07] Followers [A.08] Technology [A.09] Infrastructure �B Strategies [B.01] Fighting Infantry [B.02] Fighting Cavalry [B.03] Fighting Artillery [B.04] Assaulting a Fortress [B.05] Reader Strategies [B.06] Trading Guide [B.07] Infrastructure Guide [B.08] Naval Battles [B.09] MY Fighting Strategy [B.10] The Warpath Battle [A] Contact Information [B] Credits [C] Webmaster Information [D] Copyright Notice *~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin (o.0)~~~~~~~~~~~~~~~~~~~~~~~* [1.01] Introduction Welcome to my 47th guide, offically the third guide using my new template which I hope you will find to your liking, well, it is far superior to the last one. Anyway, this is the first time for both playing the Total War series as well as writing for it, though I hope my experience in RTS will make up for that shortfall. Shall we begin now? One of the reasons I enjoy writing for Total War is that the English used is British English, which means my spelling is correct in game. For once. This guide will cover all of Empire: Total War, including the Special Forces units, all the special pre-order units, Elite Units of the West DLC and the Warpaths DLC. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.02] Version History Version 0.1 [5/3/09] Basic template complete. Some minor work done. It is rather quick pumping out a guide, but it is needed to clear out the questions on the message boards. Completed the first of the two episodes of the Road to Independance, which I found rather simple, and I am amazed at the amount of work completed on this update, seeing I have another guide in progress and work was done on that as well today. Version 0.2 [6/3/09] The Road to Independence is done, a lot of traits and followers are covered, but more still needs to be done. Version 0.3 [7/3/09] More on buildings, started British Grand Campaign, traits and follows added, Infrastructure complete. Version 0.4 [8/3/09] Massive Update on Buildings and started on Tech. Version 0.5 [9/3/09] More on Buildings, Tech and Campaign. Version 0.6 [10/3/09] Small update, done some units and buildings. Version 0.7 [11/3/09] Small update, since I'm a bit sick and have limited free time on my hands. Version 0.8 [12/3/09] Large update to make up for yesterday, or technically, since this is written at about 12:11am, its the day before yesterday. Version 0.9 [13/3/09] Black Friday means big update. Version 1.0 [14/3/09] Big update. I mean big. Version 1.1 [15/3/09] Away from PC most of the day, so work is rather limited. Version 1.2 [16/3/09] Eyes droopy, got 4 hours sleep, stupid tea kept me awake with caffeine. Version 1.3 [17/3/09] All technology should be done, buildings mostly done. Version 1.4 [18/3/09] Small update, Wednesday isn't the FAQing day. Version 1.5 [28/3/09] I am indeed alive. Version 1.6 [29/3/09] Started on some of the provinces. Version 1.7 [5/4/09] Started on battle strategies. Version 1.8 [30/4/09] Killed off provinces, it wasn't necessary. Reader strategies updated, how to fight cavalry updated as well. Finished Artillery and Fortresses, and finished the Francois campaign. Version 1.9 [20/8/09] Well, dead revival, fixed up on the ship section, given the patch overhaul, addition of new units. Version 2.0 [21/8/09] Completed the US campaign, more units and buildings. Version 2.1 [23/8/09] Completed even more units and buildings. Version 2.2 [6/9/09] More buildings, units and research, since some are nation specific. Version 2.3 [8/9/09] More done on nations, completed the Dutch. DLC units added. Version 2.4 [17/9/09] Massive update, been on this for weeks. Finished Prussia, Sweden and nearly all of Russia. Version 2.5 [21/9/09] Completed all the factions guides, nearly all the buildings for the Marathas and only the Infantry and Cavalry units for the Marathas before the guide is complete. Version 2.6 [22/9/09] Hiya! Complete. Unless the DLC is released soon, I doubt I'll update this anymore. Otherwise. Complete!!! Verison 2.7 [7/10/09] Okay, started on the Warpaths campaign. I've done a general guide for the Iroquois. That leaves 4 more to go. From there, I need to finish off the rest of the buildings, all of the technology, which isn't a lot, and all the units. I've also added in all the DLC units for the Pre-Order and all non-Native units from the Warpaths DLC and 1.5 patch. Version 2.8 [8/10/09] Started on more of the DLC, I've done most of the generic units, all the units for the Iroquois, all the buildings are now complete, and I've made a move on the technology. If all goes good, I should be able to wrap up this guide in about 2 more updates, so it should be finished on Version 3.0, if everything goes to plan, which it normally doesn't. Version 2.9 [9/10/09] Okay, due to some problems with Steam, seems like I won't be able to update this proper till Monday with more units and tech, and the last of the DLC's campaigns. However, this gives me an opportunity to add in some stuff I have forgotten about. Basically, that massive patch will take far longer than expected. So a positive out of a negative. Update, I finally got it to work. Version 3.0 [11/10/09] Completed the Warpaths Campaign. The guide is complete. Again. For the second time. SECOND! Whether I update this guide in the future will depend on whether Creative Assembly will release any more DLC. If there is, there is a chance that I'll update it, if there is not, then this is it. Version 3.1 [8/12/09] The Units of America DLC was released just over 8 hours ago, and I have completed all of the units for it. Enjoy. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.03] Using Steam Empire: Total War is one of the first games that require you, when installing from the DVD/Retail version to use Steam. First of all, you need to make sure you have an internet connection, otherwise, you are doomed before you start. Install the game, but you need the Net first. Steam will prompt you to put in the serial code, and if need be, create an account if you don't already have one. It will install the game, and after about 20 minutes, it will be done. Go grab a cookie or run to the shops to get some eyedrops, you'll need it for the ownage of Total War. Now, if you want to play and you don't have the internet access all the time, such as dial-up users, access Steam and use the My Games tab. Let the game be updated via Steam, and wait until it gives the 100% Ready sign. Then, you can launch the game. Quit, making sure it works, and head to settings, making sure that the "Don't Save Account Credentials" Button IS NOT ticked. Now, you can go offline, or when you next use Steam and you are offline, Steam will access your offline account and Empire: Total War, since it is 100% Ready, will be able to be played offline. This is a quick summary of this link https://support.steampowered.com/kb_article.php?ref=3160-AGCB-2555 So if you are still lost, read there. This part is necessary just to make sure no one has problems with Steam, and everyone can play it. However, there will be problem using Steam. Given that you need it to be at the 100% ready sign to play, the latest patches, which amount to a nice total of about 500mb, you will be downloading for a long time if you are using a dial-up connection, and still it will take hours on a decent ADSL/ Cable line. Also, the download speed will vary, given the time on the day, the speed of your connection, the speed of the servers, the amount of users, etc, so it will take some time. This can cause some problems. Therefore, if you wish to avoid updates, I suggest you always start in offline mode, otherwise, you will be here for a while. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [1.04] Downloadable Content The Steam Store is also home to downloadable content, commonly referred to as DLC, for Empire Total War. For those not familiar with that concept, these are basically little packages, that you can purchase for a small fee, to enhance your gameplay. Here, I'll list down the content that is available on the Steam Store for Empire Total War. The first DLC to be released was the Elite Units of the West. It retails for about $3.50 USD, purchased via the Steam Store. Released late in June, this DLC pack basically unlocks a fair amount of units for the game. This was released at the same time as the Patch 1.3, giving you all those units to play with. About 14 new units were released, a variety of infantry and cavalry units. The second DLC released was the Warpath Campaign. This retails around $10 USD, so it is a tad pricey, but unlocked were new units and the abilty to play the Warpath Campaign, basically, it is the Grand Campaign, except you only get to play with the 5 Native tribes, and restricted to the American theatre. However, if you ask me, it is well worth every penny. This was released in early October, 2009, around the same time as the 1.5 Patch, and just before the next DLC. The third DLC was released just after the Warpath Campaign. This DLC is the Special Forces + Bonus Units DLC. It retails for about $2.50 USD. This DLC allows players to get units previously available only to owners of the Special Forces edition of the game. It also unlocks 3 units available due to pre- order bonuses. However, while it will unlock 9 units for regular customers, it will be FREE to all owners of the Special Forces edition, you will get it the instant you update your game. That is, you get the 3 bonus units for free. If you are asking about the Special Forces edition, it is a special edition of the game, where you got a different box, and a map, as well as those pre-order units, now available as a DLC package. However, what few people actually have is the Collectors Edition. This edition contains the Special Forces box, but it comes in a special Wooden Box, containing a special Total War Compass and Hip Flask. Of course, there may be some around, but these are the true collectables. Naturally, I have the Collectors Edition. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.01] Episode One - The Jamestown Colony "In April 1607, three Virginia Company ships sailed into Chesapeake Bay under the command of Captain Christopher Newport. They made landfall on the southernmost peninsula in the bay, naming it Cape Henry in honour of the Prince of Wales. Life for the early settlers was far from easy, even though they ruled themselves. Newport returned to England for supplies, leaving Captain John Smith, an acquitted mutineer, in charge. With limited food supplies, the constant presence of disease, and the danger of attack by the native tribes, many of the settlers perished within a few months of reaching the New World. If this new community is to fluorish they will need food, in the shape of farms and fisheries. A cash crop like tobacco will prove the financial viability of the colony to those back home in England and much-needed income for the settlers. Complacency, however, is dangerous. The native tribes remain a threat." Well, this is the first of the episodes for the Road to Independence, which is essentially a tutorial for the game. There are three Chapters in this Episode, so basically, this mission is seperated into three, which isn't all that hard, since it is more or less a tutorial. Chapter 1 "You must lead the early settlers to establish Jamestown as a safe a prosperous settlement in this dangerous new world. From time to time, the British Government will issue various missions for you to perform. As you complete these missions, the wealth and security of Jamestown will improve and your influence throughout the whole of the new world will expand." OBJECTIVE : Peasant Farms "Your first task in the New World should be the protect of the Jamestown Settlement and the survival of its people. By building a farm in the designated area to the west of Jamestown the colonists will be able to produce their own food and sustain themselves in the years ahead. Supplies from England are irregular and not guaranteed. You must make Jamestown self sufficient in order for this fragile colony to survive." Reward = Treasury +500 When you start this mission, you get this mission to start off and you need to build a farm on the nearby Woodland Forest, and you just need to wait a single turn before you can have it ready and complete this objective. And when that is done, the port of Yorktown is founded, and this provides a n area to fish. OBJECTIVE : Fishery "Taking advantage of the bounty of the oceans will help to sustain your growing population. Building a fishery on the eastern coast will improve the region's food supply and prepare your people for expansion into northern territories." Reward = Unlock Chapter 2 Now, you will see that there is a fishery, or rather, port which is named Yorktown, so you will need to build the fishery there, and it does take two turns to be fully complete. Just take your time. Meanwhile, you need to start recruiting some militia from your settlement via the appropriate tabs. You need a good mix, and then merge them with your main group led by John Smith. When the fishery is done, you get hit with the next two objectives Chapter 2 "You have successfully built a farm and fishery in your Jamestown region. The settlement should now grow and prosper, so it is time to deal with the threat from local native tribes. You must send an army to capture the village to the north east." OBJECTIVE : Colonial Militia "Your presense in this new world is not wholly welcome. Increase your military strength as a protecting against attacks by the native tribes. Recruit more men and increase your army in order to protect the people. The locals will resist expansion in their territory and so "persuasion" by musket and shot will almost be required from time to time." Reward = Treasury +500 OBJECTIVE : Werowocomoco "To the North East lies the Native America stronghold of Werowocomoco. In order to expand your holdings in Virginiathe threat from this native settlement must be extinguished. Attacks on Jamestown and its surrounding farmsteads should cease. Conquer Werowocomoco in the name of the King! The settlement was home to the Powhatan princess Pocohontas, a woman renowned for preventing the execution of Captain John Smith." Reward = Unlock Chapter 3 Now, you need to recruit militia. You only need to recruit one Colonia Militia unit, but you only want one, the Jamestown Militia units are a tad superior and better in terms of combat damage than the colonial Militia. Build up an army, merge them with Captain John Smith's army and get them to get ready for an attack. Despite what the game says, there isn't really an attack on your settlement, it will be docile, so don't worry about defending against enemy attacks. The Settlement is protected by a bunch of natives. They are led by their General, Wahunsonacock, and protected by a regiment of Bowmen and two regiments of Armed Tribesmen. Even with your initial force, you can easily take over the settlement, Auto-Complete will save you the hassle of battle but everyone likes battle don't they? Conquer the city in any way you see fit and that will complete this chapter and there is only one more chapter to go. Chapter 3 "Your successful capture of this village has significantly reduced the threat against Jamestown. To fully establish a British foothold in North America, you must now capture the remaining native village far to the North." OBJECTIVE : Shackamaxon "The last Native American town lies to the north, in the foothills of the mountain. It is secure and well defended. Fail to capture this place and all you have worked for could be lost. By fending off the threat posed by native tribes, expansion of the colonies becomes possible. With no danger of attack, immigrants from home will be more willing to come to the colonies to seek a new life." Reward = Complete Episode One Now, the enemy will start to send enemy armies to fight your main one. There are two that will normally spawn, one is of a lone bowmen regiment, and that will normally head towards Jamestown. The second, which is tougher, will consist of 2 Bowmen Regiments and 2 Armed Tribesmen Regiment, and that will head to your new settlement of Werowocomoco. To prevent that from happening, have your main army intercept both of them, and if you are lucky, both will be destroyed. However, as a fallback, have both Jamestown and Werowocomoco defended by militia that you have recruited in Jamestown, and that should easily fend off the weakened enemy. Once those two parties have been wiped off, you need to attack the settlement of Shackamaxon. Don't take this lightly, you really need reinforcements in this battle. They have 2 Regiments of Bowmen but 10 Regiments of Armed Tribesmen. Sure, you might have guns, but mass infantry tactics tend to win the day, so you should at least have 10 Regiments with you. I attacked with 12 Regiments, just to be sure. When that battle is over, you have completed the first episode. There are still more to come however. "Thanks to your efforts, the Jamestown settlement has prospered! No longer reliant on food from England, the settlers can start amassing wealth and expanding Britain's colonies in America. The Jamestown settlement has made a good start, but complacency is now a dangerous thing. As world of the successful colonisation of the New World spreads, more people arrive from the Old World. Other European nations have taken note of your success. They too are looking to the New World with a view to possible expansion of their own interests. Although vast, these American lands are not endless. Confrontation is inevitable." *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.02] Episode Two - The French and Indian War "The French and Indian War begin as the result of British and French rivalries in North America, and were part of a larger, globe-spanning conflict between the two nations. In 1754 both countries wanted control of the Ohio Valley, an uncharted, but potentially valuable area. Each built a chain of forts into the valley to stake their claims, and conflict was inevitable, as struggles between native tribes were used to foment further trouble. The war was a tough experience for the British. Both sides quickly realised that alliances with local tribes would be an asset. The French were better at using the North American terrain to their advantage, and early battles saw heavy British losses. However, it was during this conflict that a young officer called George Washington began his military career. To secure America, the British must remove the French threat. Take control of the Ohio Valley. Fort Niagara must be in British hands if an attack on the Southern fort of Louisberg is to succeed, and allow a campaign northwards to Quebec and Montreal." Chapter 1 "The French have established a series of forts in the Ohio Valley. The forts are well defended and will be difficult to take through military force alone. Perhaps the Iroquois tribes to the North will provide you with much-needed assistance?" OBJECTIVE : Iroquois Confederacy "You have been tasked to form an alliance with the local Iroquois tribe. The skill and knowledge of their warriors will be of great benefit to you in the war against the French. Instigate negotiations by clicking on the Diplomacy button." Reward = Treasury +500 OBJECTIVE : Fort Niagara "The British Government has ordered you to capture the settlement of Fort Niagara. The fight across the rest of North America cannot continue until you have achieved this mission. The only direct route to Fort Niagara is guarded by the heavily fortified Fort Duquesne - although an alternative route may exist through the forests in Iroquois territory. Engaging in diplomacy with the Iroquois and gaining military access through their lands may provide an easier route." Reward = Unlock Chapter 2 OBJECTIVE : Fort Dequesne "Fort Dequesne dominates passage through the Ohio Valley. Capture it to help establish our dominance in the region." Reward = Treasury +500 Well, you want to start off this chapter by making friends with the Iroquois. You need to make them your allies, which is rather useful, and then ask for military access, as well as a trade agreement. The first one is useful if you want to perform a sneak attack on Fort Niagara, the latter is useful since you get more money from it. Now, you start off with two armies, one led by William Jackson, and the other led by George Washington. Washington's force is rather lacking, so you might want to get some recruits to back up that smaller force. Fort Niagara is lightly defended, and if you have military access, you can sneak through the hills in Iroquois territory and attack. That still leaves Fort Dequesne standing. That fort is extremely well defended, however, you can take that form alone using the auto-battle function with Jackson's starting force, which will take a fair amount of casualties. Lay siege to the force, and wait for the counter attack, since you have the advantage of defending and they have the job of repelling you. You still will take a fair amount of casualties, about a 50% loss, so that is rather annoying to rebuild your forces. Fort Niagara itself is relatively weak. It is armed with a Calvary and Artillery Regiment, 2 Marine Regiments, 1 Native Musketeers Regiment and 2 Firelock Regiments. This is rather a weak force when they are facing a proper army. Chapter 2 "You have captured Fort Niagara! The Ohio Valley is firmly under British Control. However, the war against the French is still being fought across the entire Thirteen Colonies, and it is not going well for the British. Far to the North and East, a large French fleet guards the crucial port of Louisberg. You must build a fleet to match the French and send an army to capture Louisberg." OBJECTIVE : Louisberg "You must capture the crucial French port of Louisberg. The land route is long and arduous, so you should build a fleet of ships to transport an army to the outskirts of the city. You will not be able to launch an assault on the main French strongholds of Quebec and Montreal until this mission has been completed." Reward = Unlock Chapter 3 OBJECTIVE : Dockyard "If you are to successfull transport an army along the coast to capture the port of Louisberg, you will need to build a navy capable of standing up to the powerful French frigates. The British Governement has therefore tasked you with the construction of a dockyard at the port East of Williamsburg. You will need to dismantle any pre-existing buildings in that port in order to construct the Shipyard." Reward = Treasury +500 Now that you have captured the Fort Niagara settlement, you need to build up a larger empire, because more money is necessary to build a large fighting force. Now, you need both your land armies at full strength. The largest of your armies should take on Fort Oswego, which is right next to Fort Niagara. This will take out the first of the French armies that stand in your way. Repair and make sure that force is at full strength. Reinforce both armies, and taken on Fort Carillon. It is extremely heavily fortified, and you need both armies to siege it at the same time to make the enemy outnumbered. One army might just cut it, but it will be hard due to them outnumbering you, and you will take extremely heavy losses. This is the last of the major French territories near you that you can take. This will provide you with a large amount of funds. With all the money flowing in, upgrade all your Fur Trading Posts to ensure that you get more mohney to play around with. Build the Shipyard, and then upgrade it into a Dockyard, and you get the next objective. OBJECTIVE : Fifth Rate "The British Government has tasked you with building a navy capable of transporting an army through heavily defended French waters." Reward = Treasury +500 Now, you need to concentrate on an army, unless you want to take the ground approach. Given that you have had some good successes on the ground, you might just want to take on that approach. For the naval approach, you need at least 3 Fifth Rates, with an Admiral, before taking the enemy on. The French have a good mix of Sloops and Brigs, and they are no match for your Fifth Rates. A group of 5 Sloops and Brigs vs 3 Fifth Rates ended with 4 sunk, no friendly casualties. Now, you need to land the troops. If you took the land approach, you need to take down Fort Beausejour, and it is moderately fortified, but with enough force, you can take it down without suffering too much in the way of casualties. Now, the big problem is the town of Louisberg. It is heavily fortified, and it is packed with troops, so two armies need to be used to bring them down. You need all your heavy firepower to capture it, or some extremely good flanking strategies. Chapter 3 OBJECTIVE : Quebec "You must capture the French stronghold of Quebec. You cannot win the war against the French if this city is not under your control." Reward = Complete Episode Two OBJECTIVE : Montreal "You must capture the French stronghold of Montreal. You cannot win the war against the French if this city is not under your control." Now, you must move your forces back towards the settlement of Fort Carillon, which I told you to capture earlier, and this is where you can cross the river, and you are immediately greeted by Fort Chambly, which is not too heavily guarded, but use both armies to combine and sustain minimum losses. Capture that fort quickly, and move both armies towards Quebec, which happens to be less fortified than Montreal is. This is needed to be done quickly before the French take over the fort again or have time to build up more forces that you need to take down. If you attacked Fort Chambly with two armies, fortified/reinforced at Fort Carillon, then losses will be rather trivial, and you need to press your advantage. After taking Quebec, you need to rebuild your forces if they are badly hurt, and you need to maybe reinforce them. After taking Quebec, you have more money to play with, and therefore, you can get things done with more firepower than before. Fort Carillon is a good place to pick up some reinforcements, so send them over, and get ready to take on Montreal. Quickly, move forwards with both armies and use them to siege Montreal and finally, finish this chapter once and for all. "The French are defeated! You can claim a decisive victory for Britain over her long-standing enemy. The British now control North America, giving them the valuable resources of the Ohio Valley. But this time of peace may be short lived. Britain's policies in America are seen as overbearing and repressive by the colonists. Excessive taxes and restrictions on expansion have left the American people longing for freedom, not British rule. If this situation continues, the Thirteen Colonies will be forced into open warfare to win the right to self government." *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.03] Episode Three - American War of Independance "In 1775, a storm is brewing in America. Following the end of the French and Indian Wars, many people in the Thirteen Colonies were increasingly incensed by the British. Laws and new taxes are being imposed from London, and "seditious talk" of revolution is no longer a whisper! Discontent is widespread, but it is not until a morning in April, 1775, that talk becomes warfare. In Lexington, a group of British soldiers open fire on local militiamen. This skirmish, the Battle of Lexington and Concord, saw the first shots fired in a conflict that would split families, divide friends, and tear apart an empire. As so the fight for America's freedom had truly begun. Until the British are removed from the Thirteen Colonies, Americans shall never truly be free. If the British Army is to be driven out, the Americans will need help. Allying yourself with the enemies of the British could provide the experienced troops required to remove them from America once and for all." Battle of Bunker Hill We start off in the Battle of Bunker Hill. This is where you need to hold the hill against the British invaders, and you are terribly outnumbered in terms of troops, but you have the upper ground, so this is a good advantage to counteract the enemy. Now, you start off with a good deal of Militiamen, 2 Regiments of Cavalry and 3 Regiments of Artillery. Now, you need to quickly deploy your artillery, including the ones at the back, and get them ready to fire at the front on British assault. Use your Cavalry, at double speed, to move quickly towards the two sets of British artillery, one on the hill to your left, and the second to your North near the house. Move behind the enemy lines and sneak up on the Artillery to get rid of them. This is important because they will be firing on your own artillery as well as frontline militia. Now, your militia all need to face an opponent. For every regiment that the British have on the flanks, you need to have two regiments facing them in order to quickly defeat them and outflank them. For the frontal assault that the British are preparing, use your artillery to fire on them, this will cause them a fair amount of casualties, and that will be easier for your militia. Now, you have several groups of militia. On your left, there are two regiments and you are facing one regiment. The frontline militia should all be ready to fire on advancing British troops, and on your right flank, there are some buildings, garrison them to ensure that your militia don't sustain too much damage. Your left and right flanks should hold through the course of the battle, the Garrisoned building regiment will easily be able take down several regiments at the expense of a few men. When your Cavalry has dispatched the Artillery, move and attack the enemy British troops from the back, and this will cause them a lot of damage. They will be too focused on the frontline militia, and you can easily cause many weakened regiments to be routed before the Cavalry regiment is routed. The British will soon launch an attack from the back on your Artillery, so move any idle Minutemen columns and your General's Bodyguard to counter the lone Cavalry regiment. After this, you are faced with a bunch of ragtag British frontline infantry, so wipe them out. With this, you should easily win, even though you are outnumbered. The American Revolution Now, we get to the real battle, to wipe out the British. After your win at Bunker Hill, you get more experienced units from the battle, so you have that to your advantage. If you lost, you won't get any extra units. Victory Condition: Capture and Hold 15 Regions by the end of Year 1825 This is hard, you are outnumbered on land and on sea, so you will need to fight a lot of battles early on to save more troops. Now, for your empire, you need to do a lot of building, build Farms and Docks in Boston so you get more income flowing in, and therefore, sustain more troops. Also, start developing some technology, and this will make it easier to sustain a large empire. Now, using your existing army, you need to move ahead and capture Maine. This is the closest Region Capital to you and you have the advantage in terms of troops. You will need to fight the army led by William Howe so take them down. Capture Maine, and move one army back to Boston and keep one in Maine, and reinforce both armies. Now, split into single armies, sending one towards New York, and defend a raid by the British about turn 5. The second army should be kept in Maine until you are ready to take on Fort Nashwaak. Capture both of them quickly, sending more reinforcements if you fear that you don't have enough firepower to take both settlements. With Maine and New York under your control, this is where you need to solidify your power. You should still have plenty of time, and now you have plenty of money. If you want, although this is entirely optional, you can use the army in Maine to move east and take Acadia, and they is a wise move, there is a Silver Mine there, providing massive income. Movement into Canada, Quebec in New France and Montreal in Upper Canada are further sources of income, which allows you to maintain a larger, and more armies to fight the British. Capture both of them if you want, and reap the rewards. The next reason to capture both Quebec and Montreal is that the enemy will continue to send forces at Maine and try to capture your settlements, so you might as well capture them just to make sure that the enemy threat to your settlements are at an end. Another optional movement for money is to move the army from New York into Iroquois Territory and capture Cayuga, giving more money for you and providing more funds. All the above territories don't help your objective, but it does give more money, and makes it easier to crush the British. Conquer where the Revolutionaries couldn't, take over Canada. Meanwhile, you need to start building a navy. This is because the British will use their fleets to take out your trade routes, which is a problem because they are your main source of money. So you really want to make sure the British fleet remains docked. A small fleet of about 5 Sixth Rates should easily contain their fleet. The Push South By now, you have captured a fair amount of regions, and the majority of enemy forces are to your south. Keep raising armies, building another army raising it to three strong armies, and at least 1 fleet, with developed regions making sure upkeep isn't a problem. Philadelphia is a problem because it is heavily fortified, but if you have the army of about the same size, it shouldn't be too big of a problem because what the enemy will do when you siege the place is that the enemy will move and counterattack, in order to repel you, and that is where you have the advantage. All you need to do is to crush their counter-attack and then move on the offensive and retake the city. Meanwhile, the Iroquois will move and join the British, so you get some more land off them, but even though they might have the numbers, they don't have many firearms. But still, match them for numbers and you are bound to win against them. With the fall of Philadelphia, you need to push south to continue the fall of the British. The Iroquois isn't much of a problem, just defeat their raiding parties, or if you want, you can capture both Niagara and Detroit, but that involves a large army and you don't have too much time to move and capture them. Now, move south and capture Maryland and Virginia, and that will start to make the British a bit more concerned. Now, this is where a strong fleet comes in, you need about 6 Sixth Rates and that should easily take care of any enemy ships that come along once you capture the region, and force the enemy's ship out to sea. From there, you only have three more regions to capture, Carolinas, Georgia and Florida. They aren't heavily fortified, so you can move your ships down and transport an army to capture the settlements. The Cherokee Nations will soon declare war on you as well, so make sure that other armies are ready to counter-attack the enemy assault. Now, the last state, Florida. You probably need two armies here because the enemy has fortified Florida up pretty well, to the max, so you need a lot more firepower to break the siege. With that out of the way, you need to capture some more regions, you need a total of 15 regions to offically win this, and become the United States. Those Natives who decided to declare war on you seems to be a good target. "Free Americans have thrown off their chains, and driven out the tyrannical British oppressors! At last, America is the Land of the Free, as well as the Home of the Brave. The remaining British troops leave American shores by the shiploads and American independence has been fully, if reluctantly, accepted in London. Without your efforts, none of this would have been possible. American would remain in the hands of the British. Your careful timing and well-timed aggression have brought Americans to a new dawn. The dark night of British rule is at an end. The bright dawn of a united America lies ahead." After this, there is a campaign for America, it technically isn't the Grand Campaign for America per se, but it is the only campaign where you can play as the United States in freeplay. This will be covered in the Grand Campaign section. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [2.04] United States - A New Nation Maybe not a new section then. "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 inepitude. Aided, once they had rebelled, by the French Bourbons (who, for reasons of their own, had every wish to see Britain pre-occupied 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." Well, what you need to do in this mission is to control a total of 22 regions, and you have to control a specific set of 7 as well. The 7 provinces are: Texas, Pennsylvania, Upper Louisiana, New Mexico, New France, Michigan Territory and Florida. Florida is controlled by the Spanish, whilst Upper Louisiana is controlled by the French. Mishigan Territory is controlled by the Iroquois, Texas is controlled by the Pueblo Nations, New France by Britain and New Mexico by Spain, though it is isolated. Pennsylvania is controlled by you in the start. Well, given what you have, this is going to be hard. Like what the little description says, you will need to purchase the land off the French and Spanish, given that you are allied with France and you really don't want to piss off a major ally. Build up your economy to give you enough money to sustain a large army, and then you will need to go to war. Against who is completely up to you, but I suggest you go to war against the Native Indians, taking over Texas and all their other land, which you will need to expand. Stick solely to the continential United States, don't expand to the Caribbean just yet. With a powerful economy and good allies supporting you, you can easily take control of New France, and then take Upper Canada, which will severely limit the amount of force Britain can project into your nation. Unlike other Grand Campaigns, you need to worry about enemies in the America theatre, which is few and far between. Other than that, this is a lot less painful, there is a lot less diplomacy to worry about, so think of it as a starting board for the Grand Campaigns that you can play next. Good hunting. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.01] Great Britain "Great Britain is not a natural creation, but the marriage of seperate kingdoms and people. This new nation has been through a century of unparalleled turbulence: an unwelcome joining of Scotland and England; religious strife; civil wars; an executed king; military dictatorship; a populist monarch restored; and the overthrow of a second king. Less than 15 years ago, the hated Catholic James II was forced into exile in the Glorious Revolution and a Protestant monarchy restored. A short, vicious war in Ireland put paid to any chance of a Catholic Stuart restoration. Nonetheless, the exiled James Stuart has sympathisers, the Jacobites, throughout Britain. Despite - or perhaps because of - this turbulent history, Britain is an engine driving the scientific and cultural advancement of northern Europe; turmoil foils creativity. As an island nation, Britons have always look to, as Shakesphere puts it: "... the Silver sea, Which serves it in the office of a wall Or as a moat defensive to a house ..." Britain's strengh lies at sea, but in trade and colonisation as much as naval power. Trade taxes pay for the navy; the navy allows unhindered trade. The English Channel keeps the French at bay and, to a lesser extent, the Dutch. With Dutchman William III on the British throne, there is ambivalence in the traditional rivalry with the Netherlands! The English and the Scots like to think they can sleep safe, that no foreign invader or tyranny need worry them. They are partly right, as only as long as there is no centralised Continential power. A nation that can unit the resources of Europe will surely crush the dream of Albion. This, then, is the fundamental aim of Britain: to side with the weak in Europe against the strong - and steal as many overseas possessions as possible while doing it!" Victory Conditions --==Short Campaign==-- "Capture and hold 25 regions by the end of the year 1750, including the regions shown. New France, Georgia, Leeward Islands, Ireland, Gibraltar, Florida, Hindustan, Scotland, England." --==Long Campaign==-- "Capture and hold 35 regions by the end of the year 1799, including the regions shown. Egypt, Malta, Florida, England, Bijapur, Bengal, Georgia, Scotland, Hindustan, Ireland, Gibraltar, New France, Leeward Islands." --==Prestige Victory==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. New France, Georgia, Leeward Islands, Ireland, Gibraltar, Florida, Hindustan, Scotland, England. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 50 regions by the end of the year 1799, including the regions shown. England." The Grand Campaign is where you basically lead a nation to glory by completing the victory conditions that you are shown. I will be giving the outline for all campaigns using the Long Campaign victory condition. This is to ensure the best consistancy in the game. The Campaign We start off the campaign with a total of 7500 and control of 6 provinces, some in America and the rest in Europe. This is on normal difficulty, this is your average difficulty. First turn, you want to first of all, build upgrades, especially in the Americas where you can start new industries there, and that will give a nice boost to income. Also, start building alliances with those nations that are friendly to you, and trade agreements to anyone you can. Also, in Europe, grab one of your fleets and one army, and move them towards the Ivory Coast, which is at the bottom of the Europe Map, and this will send take some time, but necessary. When you end turn, make sure that CPU moves are off, because that will drag your CPU down into the gutter. Also, it will show other nations giving their offers to you, and that means some nations will give trade agreements, which is nice. Next turn, you get the first objective OBJECTIVE: Georgia, Cherokee Territory, New France "The leaders of the Thirteen Colonies suggest that you ensure the future domination of Britain in the Americas by consolidating your control over the surrounding area. If you succeed in capturing the regions of Georgia, Cherokee Territory, and New France, the Thirteen Colonies will be yours to command. Be sure to maintain friendly relations with them until this union is secured." Reward = The Thirteen Colonies will join your nation Georgia and Cherokee Territory are both under the control of the Cherokee whilst New France is, understandably, under the control of France. You need to be able to move armies into Georgia and Cherokee Territory, so your army in Bahamas and the fleet stationed there will need to be used to take the provinces of Georgia and Cherokee Territory. You will need to declare war and you might want to call some allies to join you, especially the Thirteen Colonies. The French however, you will need to wait for a while, considering your force in Rupert's Land is quite weak, and you need a strong force to take New France, so bide your time. When it is right, then you need to strike, and you get the Thirteen Colonies. After a few turns, you will have your fleet on the edge of Europe, so send the fleet to India. You might want to load them up with an large army, one large army indeed, because you want to take on Mysore, because that is the smallest empire in India and that will get you a good foothold in India. Or you can take on Goa, which is owned by Portugal, but that means a European war, which you probably could win give that you have a decent navy. On the topic of European wars, I suggest that you keep out of them, breaking alliances if need be, until you have a larger army. Whilst you have a far superior navy, you need land units and until you have a few full strength armies, don't consider a land war. However, the Hurons will declare war on you sooner or later, so make sure that Rupurt's Hand is well built up because you need to defend and counter-attack. Take Huron Territory, and keep it from the French who want to take it from you. You need it to assault France. Another point of interest right now is the base in Antigua, held by the pirates. They are only pirate mobs, but there are over 1000 of them, you will need to have some sort of numbers to take them over. However, you can easily raid the port to stop any further pirate threat to your shipping. When you have the numbers, take over the province. Capturing the Territories You really need to start building up your ground forces, and if that means you need to declare war in order to keep the money rolling in, do so. I had Sweden declaring war on the Thirteen Colonies, both were allies, so lets invade Sweden. You need to attack countries not allied to anyone else and where you have available forces. You will need to declare war on the Mughal Empire, mainly because you will probably need their provinces. The Maratha will need to go as well, mainly because you need some of their provinces. You will be doing a lot of battling, so Auto Resolve is a nice option. By 1720, William III will pass on, and you will be led by Victoria I, armed with some new traits, so check them out. You still need to conquer the new territories, so keep an eye out for wars, and take on nations that have no allies, making it easier to conquer. When you conquer, use your navy to your advantage. You can easily blockade all their trade routes by sea, which get you some extra income, and cut off their empire, so it makes it easier for a ground invasion. Have three main armies, one in America, Europe and India, and some smaller armies. American Rebellion By the 1770's, the Americas get more important. If you don't do a good job there, they will rebel against you, starting the American Revolution, so seriously, don't piss them off, just be nice, and lower taxes. Even though you might win, your Economy will suffer like a waiter when flies are found in the soup. If you do want to fight when them, just don't make the same mistakes that the British did in reality, press the rebels at every chance, blockade their land and finally, make sure that you limit their numbers by quickly capturing their cities. What You Need To Do Remember, when you play as Britain, you need to remember that you are a massive island. It will be hard for the enemy to invade if you control the high seas, and an army at home won't hurt. Technology research is extremely vital to your country, so make sure you always upgrade your tech for better and strong troops and a stronger economy. If you want a hint as Great Britain, naval blockades are a good source of money and since you have a large navy, be mindful of that. Also, remember that your navy needs to be equal in all three theatres, because pirates will certainly be a big pain. I had to move a European fleet to America because I neglected to keep an eye on that area. Needless to say, Pirates are quite strong, they will use Galleons, which are equal to a Fourth Rate Ship of the Nine. Technology wise, you will need to concentrate on all aspects. You need to play a lot of catchup, so naval techs are going to be important to start, and other military techs are needed if you are going to be a superpower. Economics will be needed as well as Philosophy to advance your buildings to have a big trading empire. Therefore, if you want to be as badass as Great Britain was in reality, you really need to have a lot of tech research. I mean a lot, so you need to have multiple colleges. Put them in safe zones, such as your mainland because they will decrease happiness when you develop them into universities. Reader's Suggestions This is the section of my guide that is devoted to reader's strategies about how to play and win as Great Britain. If you have any ideas, send them in. Submitted by bailiff05 "Hi, I read the latest update on your Empire Total War Guide regarding the Grand Campaign for Great Britain. I am currently in the middle of a World Domination Campaign with Great Britain on normal difficulty and have an alternate method for starting, albeit a very risky one and probably only best for more experienced players. For the first few goes I built up a full land army and then the first thing I did was invade France, who only have 2 small armies near the start and only 2 territories. I don�t know whether you figured this out yet, but when you capture France�s territories in Europe, their territories in the Americas fall out of their control and the faction is destroyed. Some of these territories then fall under the control of rebels and others under the control of a new faction that arises. The same happened when I destroyed the Spanish in Europe. This obviously makes it much easier to conquer these territories and therefore makes it easy to capture New France as part of the Thirteen Colonies objective. Also when the new faction arises they have no allies or enemies so there aren�t really any ramifications. I�ve also gotten to a point where things are getting a little heated in Europe and even my allies are beginning to dislike me because of my expansionism. Whether this is just because I am too powerful or because I have expanded to fast though, I don�t know. However, because I conquered the Americas with relative ease I now have an absolutely ridiculous economy that can support a vast army in Europe." *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.02] France "France had some fifty years of military and administrative excellence under Louis XIV, the Sun King and his servents. They achieved this in spite of a backdrop of strife and rebellion sparked by France's involvement in the Thirty Years War. Louis and his able ministers, Cardinals Richelieu and Mazarin, were able to steer France away from the feudal struggles that hampered growth, and they created a centralised government where the King's power is absolute. In 1700, France is the pre-eminent power in Western Europe, with an unrivalled army, vast colonies, and a King who is respected and feared by all, both at home and abroad. Few nations pose any real threat his well- equipped armies and heavily fortified borders. The French Bourbon dynasty is strong, even though Louis XIV is aging. There are sons and relations aplenty, with legitimate claims to many titles. To the south, the lack of a Hapsburg heir in Spain - and feeble-mindedness of Charles II - means that a Bourbon could one day rule in Madrid. A course of action that brings this about has much to recommend it. Of course, not all offshoots of the Hapsburg line are as weak as their Spanish cousins. The Austrian Hapsburgs, and other European nations, may not be entirely willing to see a Frenchman or French nominee as King of Spain. No matter. France is surrouded by possibilities, and beyond Europe there are other continents to conquer and colonise: New France in North America, and the riches of India. The untrustworthy British may have to be swept aside or crushed, but what is wrong with that?" Victory Conditions --==Short Campaign==-- "Capture and hold 20 regions by the end of the year 1750, including the regions shown. New France, Corsica, New York, Confederation of New England, Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin Territory, Liguria, Michigan Territory, France." --==Long Campaign==-- "Capture and hold 30 regions by the end of the year 1799, including the regions shown. New France, Savoy, New York, Orissa & Circars, Algonquin Territory, Michigan Territory, Carnatica, Flanders, Confederation of New England, Pennsylvania, Liguria, France, Corsica, Hindustan, Cherokee Territory, Egypt, Leeward Islands." --==Prestige Victory==-- "Capture and hold 20 regions by the end of the year 1799, including the regions shown. New France, Corsica, New York, Confederation of New England, Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin Territory, Liguria, Michigan Territory, France. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 50 regions by the end of the year 1799, including the regions shown. France." Let Us Start We start off with 8 provinces and a total of 8000 Gold. Now, what you want to do is to gain some territories in Europe and quick. Now, don't worry about the British, what you do want to do is to get Military Access from Spain, combine all three garrisons near Paris, and march through the Flanders. You want to take some lone provinces quickly before you they get allies and build up in stength. The best two are Rhineland and Wurttemburg. The province of Rhineland requires the three garrisons from Paris and the Wurttemburg province requires the garrisons and army near Alsace-Lorraine. After your first turn, you get your First Objective OBJECTIVE: Michigan Territory, Algonquin Territory, Cherokee Territory "The leaders of Louisiana, your protectorate in the Americas request your help. If you succeed in capturing the Michigan, Algonquin and Cherokee Territories, the domination of France in America will be almost guaranteed, and the lands of Louisana will be yours to control too. Be sure to maintain friendly relations with them until this union is secured." Now Michigan Territory is controlled by the Iroquois, Cherokee Territory is understandably controlled by the Cherokee and the Algonquin Territory is under the control of Iroquois. They aren't under the control of any nation, so you will need to build up a force in Upper Canada and New France and then build it so you have a good balance between artillery and infantry, and then attack all the Natives. Attack all of them, mainly for the land, as well as the resources. You are better off taking them all out, this is to prevent the British from having a chance to capture some land. Expanding Your Territory If you want to beat the British, the first thing you want to do is to move in and beat the crap out of the Thirteen Colonies. Declare war on them and take all their land. Do not worry about the British, with the AI's inability to launch naval invasions, you only need to worry about the strength of the colonies. Just make sure that they don't have too many allies that you need to fight. The Thirteen Colonies will provide you with a hell of a lot of wealth for such an early period in the game. Meanwhile, what you need to do is to start to build up a force in Europe, and send them down to India and conquer as much as you can. India is also a source of wealth, and considering the amount of wealth the Colonies will bring in and the massive technological and firepower advantage, take some holdings in India and deny this to Britain. With the Thirteen Colonies and most of India is yours, you will have a lot of wealth, but you still have Europe to deal with. Since you have Britain on its own, it shouldn't be too hard to get rid of them, just blockade them with some ships, but then you need a big navy. Controlling All Of Europe You will need Spain's help for now, you need them to help you conquer Europe. Expand and take on Prussia and Austria, crushing any lone state that is standing in your path. After Prussia and Austria are down, then you need to solidify your holdings in Europe for now. You need to rebuild and reinforce the borders with troops. What you need to do for now is to take on Africa. If you have hit the southern states, the pirates will be causing some problems, so send in the navy and some hardened troops to flush them out. That will bring in some more money. Now that you are ready, position all your troops near Spain, and all their holdings overseas. We are about to backstab them in the best way possible, with troops marching through their lands. You want Flanders straight away, and if you have military access through their lands, then it would be simple to place a few armies right outside Madrid. Take their land, and once all their land in Europe is gone, you just need to control the rebels in their territories. The Rest of the Journey Now, what you do with France's superpower is up to you from here. You can take the rest of America and India. Or you can conquer and take care the rest of Europe, the rest is utterly up to you. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.03] Austria "The history of Austria is one of warfare against invaders from the east, and the infidel Turks in particular. Originally, the Duchy was the eastern marches of the Holy Roman Empire (the Ostmark) and the defensive important of Austria to the rest of Europe is immense. For nearly 250 years, the Ottoman Turks have hurled themselves against the bastion of Austria, reaching the gates of Vienna on more than one occasion. The last time was in 1683, Austrian bravery has kept them at bay, every time. After the bloodletting of the last century - the Thirty Years War - within the Holy Roman Empire, Austria is a leading power among "the Germanies". Leopold I, the ruling Hapsburg, has brought peace and prosperity, and maintained a first-class military machine (in particular, the Austrian have mastered the tactics of using light, irregular troopss.) This gives the Austrians the potention to become a truly great power, either within the borders of the old Empire, to be south in Italy, or to the east. This latter scheme requires the Turks to be persuaded - at sword point - that their destiny lies outside Europe. The Austrians also have much to be proud of in the arts, music and culture. Beyond their immediate borders, there are other matters for the Hapsburgs to consider. The Spanish branch of the family is for now close to extinction, as Charles II has failed to produce an heir, among his other problems. Perhaps Spain should remain a part of Hapsburg domains, but this might lead to confrontation with France. And then, of course, there are the pan-Slavic, Christian Orthodox ambitions of the Russian Tsar to consider." Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Austria, West Prussia, East Prussia, Hungary, Rumelia, Brandenburg, Venetia." --==Long Campaign==-- "Capture and hold 30 regions by the end of the year 1799, including the regions shown. East Prussia, Hungary, Austria, Brandenburg, West Prussia, Venetia, Rumelia, Poland." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Austria, West Pressia, East Prussia, Hungary, Rumelia, Brandenburg, Venetia. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Austria." Lets Go Marines! Austria starts off with a measly 6 provinces and a bunch of coins. You start off allied with Great Britain, the United Provinces, Bavaria, Savoy, Westphalia and Wurttemburg. So, naturally, you are going not to be very friendly to the French, the Spanish, who are actually hostile to you, the Ottomans and the Polish. Well, lets be honest, Austria wasn't known throughout the ages as pioneers of the New World, so basically, you won't be needing to move into the new theatres, the Americas and India. So there isn't any use to expand your holdings there. However, it doesn't mean that you can send in some trade ships to the new theatres, such as Brazil, to get some trade goods back home. The reason why you shouldn't expand to America or India is that you will be making unnecessary enemies. For now, you aren't at war with the French or the Spanish, so you really don't need to piss them off. Besides, right beside you is a prime target, the small, single province countries, such as Saxony and to a lesser extent, Prussia. What is important is that you cannot ignore that the fact that you will go to war. Build up a very strong income to build and then maintain an army. Your first target are single province nations that you aren't too friendly with, such as Saxony and Prussia, and set your armies there, and get ready to fight. Building Your Empire This is the hard part, taking those nations, maintaining peace and surviving the new wars. Odds are, Poland and the Ottomans aren't going to be too friendly at this point, and if war hasn't broken out, it will soon. Move your armies to these fronts when you can keep the peace. Not only is fighting these two nations essential sooner or later, it will help build an empire. This however, creates 2 new fronts, a northern and southern front. The Polish in the North, the Otoomans hiding in the South. For this, you will need some help, so try to get some help from nearby nations with heavy military power, mainly the Russians. You can safely shift most of your military power from your nation to fight Poland and the Ottomans because there should still be plenty of nations that can act as a buffer between you, and the alliance of the French and Spanish. Until those buffer nations are taken out, you still have time to fight your enemies. Poland should be easy to take out, they are relatively close by and they don't have many in terms of provinces that you need to capture. However, the problem are the Ottomans, they have a lot of provinces and there is a hell of a lot of space. My solution for this is to fight them so that their influence in Europe is weak, fight them until you capture Istanbul. From there, there is only a single land route between you and the Ottomans, so as long as you defend that area well with a fully stacked army, you shouldn't have a problem keeping the Turks at bay. You can conquer the rest of Eastern Europe later on. Debts To Be Settled However, whether you like it or not, the French and Spanish are going to be a threat sooner or later. You want it to be later, so you can take out Poland and keep the Turks at bay, and shift your now experienced military units to the Western Front. The French and Spanish are good for one thing, they have little provinces in Europe that you need to worry about, especially the French. The French only have 2 provinces, the Spanish have 6, and some you will need some naval power for. They will get you into a fight, and it is best to knock France out of the war first. They have a strong military force that they will use, and that will give you the option to take down their colonies in the Americas. The Spanish are a bit harder to take out, mainly because they have more colonies and they are all over the place, but again, take them out with your experienced forces and this gives you to option to take their colonies as well. From Here On In You are on your own. What I've given you is a basic outline of what you can do, take down Poland and keep the Turks at bay, to build up a force and take down the French and Spanish. But from here on in, what now? You can finish off the Turks completely by sending in some of your experienced armies to take them out, because considering the land mass you will be fighting on, there is a lot of land for little in terms of provinces. Or, alternatively, you can so something the Austrians didn't do, which is to travel to the Americas and suppress the rebels and conquer the former colonies of the French and Spanish if you have taken them out. The game gives you an infinite amount of possibilities, it is a question of whether you are going to try ot not. Reader Strategy! Below is a strategy for playing Austria by C Donovan, outlining a way to heal up the old wounds. After some editing and spellchecking, here it is. "The most obvious choice for me was to seal old wounds. I obtained a ceasefire and trade agreement with the Ottomans and even got the Polish to be my allies! I also got a Ceasefire with the Barbarians (The Barbary states) and then, I got to work. Since I didn't want my Populace to be unhappy I built Church schools in my fresh towns, got my farms upgraded (with some "Research"), and I sent my Catholic Missionries to the city just North of Prague (I think it's Bohemia, unless Bohemia is Prague's name). I then mustered as much Militia as I could, got a General, 2 Regiments of Provincial Cavalry and some Demi-cannons, and the Invasion of Italy began! (Oh right....I decided to attack Venice. That also got me at war with the Italian states. Both of those nations are Catholic, so it wasn't all bad.) After a relatively easy battle for Venice and Rome (I only had to Auto-resolve the attack on Rome), I had a lot more money and 2 more provinces. After that, Prussia decided to declare war on me. Not such a good move for them OR Me. (Them because they got Me, Poland and Wurtemburg as enemies, me because the Brits cancelled their Alliance with me.) I quickly built The Highest level Barracks I could in Prague and Vienna to get Line Infantry. At the same time, I got my Veteran Militia from the Italian Campaign up north. I was able to get 3 Regiments of Demi-Cannons, 12 of Militia, 2 of Line Infantry and a General up to the North. I decide to strike quickly.... Sadly, not quick enough to defend Prague from a Prussian seige(I don't believe in Garrisoning heavily). In retaliation, I attacked Prussian held Berlin with my previously mentioned army (1 General, 3 Artillery, 12 Militia, 2 Line Infantry). After a bloody seige (out of my 1,800 men, only 535 were left), I had won. That spurred my anger. I then decided that Demi-Cannons and Militia were crap and then, with my 2 big cities (Berlin and Vienna) started to up my Oomph a little more with 6-Lber Horse Artillery and Regiments upon Regiments of Line Infantry. I decided quickly I needed all the Industry I could get so I attacked Saxony (also held by Prussians) and Bavaria. Saxony was hard but I defeated Bavaria on the first battle. I also was able to, then, train my first GOOD Cavalry (which I would come to depend on); Carabineers. With a combo of Moveable Artillery, Excellent Infantry, Great Cavalry and a total of 5 towns to Research stuff with(and Gentlemen in each one), I soon kicked Prussia's ass (with a loss, in total, of about 5,000 Men), The Polish (My Allies, Remember) Took Prague and nurtured it like a baby (Still are), I had trade with Half of the world, and I still wasn't done. I soon "Blitzkreiged" Wurttemburg(Who broke their alliance after I killed Bavaria), Southern Italy, Milan, and Caligari (All of which belonged to Spain), Cologne, Rhineland (They have very advanced roads), and Alsice-Lorraine (French territory). I have targeted Amsterdam currently (Spanish held), and Paris (which isn't really heavily defended, for some reason). I am also planning for the Naval Invasions of Greece (Venetian Held) and Mainland Spain and Portugal (Both of which are Spanish territory). Well, that's my current limit, besides having researched the Tech needed for Cadenced Marching and Rank fire, Carcass and Explosive shot, Naval stuff to the extent of Flintlock Cannon, and gotten all the way to Selective Breeding. I also am making tons of cash and am the leading nation in terms of Prestige." The only problem I would have with this strategy is the use of militia and the lack of defence. What I would generally do is to use Line Infantry exclusively in my armies, no militia at all. Costly to start and maintain, but they are decent in battle. Also, you should have several armies as well. You don't need them at full strength, but you need to make sure all your fronts are defended, because like what happened, the AI will declare war whenever it wants to, which is a good thing, if you want land, and a bad thing if you don't have armies to defend against their army. You should always make sure that your province capitals are defended by an army that can reach there in 2 turns, which means more in terms of upkeep, but will save you when they declare war on you. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.04] United Provinces "The United Provinces are a Protestant stronghold in North-western Europe, a place where science, trade, and freedom of thought have flourished since the Spanish were driven out in the last century. Having tamed their land and held back the sea, the Dutch have also embraced the sea and become the foremost naval power in the world. A mere generation ago, the Dutch navy sailed into the Thames and burned the English fleet at anchor: this kind of bravado and expertise is not quickly forgotten. Dutch merchantmen range across the world's oceans, and the wealth of the world passes through Dutch ports, Dutchmen can be found trading in the Indies, where they give the locals a run for their money, and the Caribbean. They are everywhere, in fact, where there is a profit to be made. Spanish claims to the New World and its treade are cheerfully ignored, as are Spanish threats. The Dutch have learned to live with Hapsburg threats hanging over their heads. Heaving beaten off brutal attempts to bring them to heel, the Dutch now have little love for Hapsburg-ruled Spain or Austria. A distant Catholic emperor holds no appeal for them. An expansionist France, on the other hand, does bear watching, and guarding against. Other rivals close at hand are now less of a threat than they used to be. The British have been ... tamed is too strong a word ... brought to their senses by having a good, honest Dutchman on their throne. William III of Orange was an acceptable Protestant ruler for the British when they needed one. His presense has done much to calm relations, especially as the equally-mercantile British have designs on world trade that should rightfully be Dutch! For the future, the Dutch have much to be hopeful about. They have a strong navy, and a tradition of victory. There is wealth aplenty in every corner of the world, if only the Dutch have the will to go and take it!" Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Ceylon, Curacao, French Guyana, New Andalusia, Dutch Guyana, Carnatica, Flanders, New York, Netherlands." --==Long Campaign==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. New York, Bijapur, Netherlands, Hindustan, Dutch Guyana, Flanders, Curacao, Goa, French Guyana, Carnatica, Ceylon, New Andalusia, Mysore." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Ceylon, Curacao, French Guyana, New Andalusia, Dutch Guyana, Carnatica, Flanders, New York, Netherlands. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Netherlands." Rule the Seven Seas The Dutch start off with little in terms of provinces, they have 2 in the Americas, 1 in Europe and 1 in India. However, they do make valuable starting points. Currently, you can build up an army in Europe and get ready to take on Spain. If you take on Spain, be prepared to take on New Spain and France. However, unlike what you will think, given the position of most of your colonies, you can take most of the Spanish holdings in America, including Cuba, Florida and Hispaniola. Most of New Spain is actually quite valuable, they have plenty of valuable mineral deposits and plenty of stuff to trade off. In India, you start off with both major Indian nations rather unfriendly, and because of this, they will, sooner or later, think it is smart to declare war on you. This is another blessing, you have a powerful navy, sinking their invasion forces, while you can build up a powerful force and take on their provinces. This is the blessing of having few provinces. In America, you start with a strong navy to take down the enemy invasion fleets, and as such, you can bide your time to build up a strong navy. In Europe and India, you have a lone province, Europe has a massive army, India, well, you are surrounded by water. Conquer the Enemy It won't be soon because the Spanish get pissed off and declare war. When they do, you want to hit them back and retake Flanders. If you want to declare war for strategic, Portugal is a nice target. Their province of Goa is a nice foothold in India and their own home province is a good target for you to take on the Spanish and pose a threat to Madrid. You need to start to build a large presense in America, that is where a lot of money can be made in a heartbeat. There is little in terms of enemy defences to protect cities, and there is lots in trade and taxes to be had. Spain is a definite enemy, sooner or later, you will need to take them on. Another good target are the pirates. Their base of Leeward Islands is a good place to capture, and their remaining provinces. They will pose a threat to you when you want to move around the map, they will happily take on your trade routes. By capturing their provinces, you get money and safety. It is a a win win. In India, the two major empires are constantly at war with each other. With this, you can ally with one to destroy another, and then conquer the other to make sure they get the message. This will take some time, but it is a good source of income. The Place is Home However, the most important thing, besides expanding your holdings in the Americas and in India, is your presence in Europe. No matter what you do, you will be under attack from all directions. Only the Austrians and the British are your allies here, and you need to make sure you keep it that way. The French and the Spanish are your natural enemies. Take down Flanders, and you will have a stepping stone towards Paris. The French only have 2 provinces, initially, in Europe, France, and Alsace- Lorraine. Take them both, and their vast overseas holdings in the Americas are ripe for the taking. From here on, you need to protect your lands in Europe. You don't need to expand too much, but the nations of Germany, the Prussias, are good targets and the single province nations are also good targets. You will have to keep some on side though, you need some trade partners as well. Build up your trade income to build up and maintain a large navy and army, keep your allies in check, and make sure your enemies don't have a chance to build on their currently holdings overseas and at home. The United Provinces is hard to play, like Prussia, no one is friendly much. and as such, you need to be paranoid. However, given that the AI likes to declare war as often as it can, all this can change at a heartbeat, and given your holdings in all three theatres, you need to keep an eye on everyone. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.05] Spain "The Spanish have long been conquers and colonisers in distant parts. Indeed, the Spanish and Portuguese signed a treaty in 1494 that nearly divided the world between themselves. The Spanish went conquering "for God, Spain and to get rich". They succeeded, to a great degree, in all these aims. Spain is a staunchly Catholic country, and the Church and the fearsome Spanish Inquisitonn still have their hold over men's hearts. This partly expalins why, for all its wealth. Spain is economoically backward: the Church sees usary (money lending) as sinful. This may be so, but this lack of credit does not help the merchant classes. Economic growth is also not helped when it is beneath the dignity of any hidalgo gentlemen to earn money or work. But a gentleman's honour is worth defending and a nation's glory is worth winning, so courage is not in short supply. Indeed, Spain is blessed with courageous men on both land and sea. That Spain will need defending, and soon, is self-evident to many. Charles II, "El Hechizado" or "the Bewitched" is a feeble-minded and pathetic figure, a shadow of his Hapsburg ancestors, and childless, Spain has suffered from his weakness of mind and government, but Charles cannot live forever. When he dies, what forces will shape the destiny of the Empire? Will Spain once again face its Protestant rivals down? Will there be a new generation of conquistadores to plant the Spanish flag on distant shores? His successor will have much to ponder, but a brave nation to lead back to greatness!" Victory Conditions --==Short Campaign==-- "Capture and hold 25 regions by the end of the year 1750, including the regions shown. Trinidad & Tobago, Austria, Spain, Texas, Netherlands, Curacao, Flanders, Lombardy, Naples, Gibraltar" --==Long Campaign==-- "Capture and hold 35 regions by the end of the year 1799, including the regions shown. Austria, Spain, Texas, Morocco, Lombardy, Trinidad & Tobago, Netherlands, Gibraltar, Curacao, Flanders, Portugal, Naples" --==Prestige Victory==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. Trinidad & Tobago, Austria, Spain, Texas, Netherlands, Curacao, Flanders, Lombardy, Naples, Gibraltar Be the nature attaining the highest prestige rating at the end of the year 1799" --==World Domination==-- "Capture and hold 50 regions by the end of the year 1799, including the regions shown. Spain" The Spanish Amarda Reborn With Spain, you get a fair amount of starting provinces in Europe and America, a good start in tax money. For the first turn, just do as you would do, build up a trade fleet or upgrade your buildings, and wait until you get the mission. OBJECTIVE: Trinidad & Tobago, Texas, Curacao "The government of New Spain, your protectorate in the New World, has requested that you ensure Spanish domination in the Americas by consolidating your control. If you succeed in capturing the regions of Trinidad & Tobago, Texas and Curacao, the lands of New Span will be at your command. Be sure to maintain friendly relations with them until this union is joined. Reward: New Spain will join your nation." This should now be your mission for the time being, you need to take on the Pirates, who only serve as a menace anyway, the Dutch and a lone Native nation for the kill. This isn't that hard. You are already at war with the Cherokee in America, so take care of them first, and build up a proper army with them before anything else. Give them experience and they will fight well. The Dutch aren't that hard to take care of, they only have the Netherlands in Europe that they need to defend, so build up your army in the Flanders to take them on and defeat them. With them out of the way, you have a bit more wriggle room, since Curacao is also owned by them. Take down those rebels, and you will have the mission complete. New Spain is large and there is a lot of wealth to be had there. With that little part out of the way, we can control on taking on the rest of the world. Beyond the Frontiers With the Dutch out of the way, you will need to take on the Portuguese. They aren't too friendly towards you, and they only have 2 provinces, one at home and the other in India. Take them out, and now, there should be 2 rebel nations in India. There is Ceylon, left by the Dutch, and there is going to be Goa, as long as the other nations haven't touched it. This gives you a lot of stepping stones on what you want to do. You definitely want more space, and the best nation to take on for that will be Britain. They aren't too keen on you at the start, and seeing you have France for an ally, you will have some firepower to play with. Before you take them on, you will need to have a strong navy, both at home in Europe and in the Americas, as well as a strong army to play with, both at home and abroad. The British will have the Americas, but more interestingly are their possessions in the Caribbean, such as Jamaica and the Bahamas. You want these, to give you control of the entire area, and the Americas, where the US currently sit, would be a nice takeover target as well. Whilst in Europe, the British Isles look like a good target. Battlegrounds: Fields of Europe If you want some revenge, the attack on the Austrian Empire seems like a good one, not only does it give you a lot more room in Europe, which is always a nice thing, you are getting back for putting a weak ruler on the Throne by them. Other than that, you have India to take care of, there is a fair amount of work if you are going to capture all of that, or you can take on the Ottomans and the Barbary Pirates, which are right next to your capital. That seems a place for some target practice. The Spanish Empire is quite easy to play, they aren't as landlocked as the central European powers, and that is nice. From here on, you should have enough to take on the rest of the world, the world is your apple, you make do of it as you will. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.06] Prussia "Prussia itself has only been "German" since the 13th Century, when the Teutonic Knights carved out a new Christian state on the Baltic coast. The present Kingdom of Prussia is a new state, the result of a union between the duchies of Brandenburg and Prussia and it is a Kingdom only because the current ruler, Elector Frederick III has decided to improve his status to that of King! In doing so, however, he has been carefulnot to offend the Holy Roman Emperor, the Archducke of Austria, and calls himself the King "in" Prussia, not the King "of" Prussia. The form of words is a fig leaf: Frederick is King. And he is king of a potentially powerful and influential Protestant nation, the centre of gravity within "the Germanies" for all those who would look elsewhere for a lead than Catholic Austria. The Prussians belive - not without reason - that their virtues as a people can carry them through any trouble: martial discipline, sacrifice, a sense of order, but this sense of duty should not be confused with ignorance or intolerance, no matter what others may say. Prussians have always had to fight, but that has made them competent, not bloodthirsty. They have the potential to become a great continential power thanks to their martial traditions, many of which can be traced back to the Teutionic Knights. These could form the basis of a truly world-beating army. Under the right guidance, they could unit the German-speaking people into a single entity, dominate the Baltic and, perhaps, extend their reach far beyond the confines of Central Europe." Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Bohemia & Moravia, Brandenburg, Austria, Wurttemburg, Rhineland, Poland, Silesia, Bavaria, East Prussia, Hannover, Saxony, Alsace-Lorraine, Denmark, West Prussia." --==Long Campaign==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. Bohemia & Moravia, East Prussia, Austria, Brandenburg, Denmark, West Prussia, Silesia, Poland, Rhineland, Hannover, Wruttemburg, Bavaria, Alsace-Lorraine, Saxony." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Bohemia & Moravia, Brandenburg, Austria, Wurttemburg, Rhineland, Poland, Silesia, Bavaria, East Prussia, Hannover, Saxony, Alsace-Lorraine, Denmark, West Prussia. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Brandenburg. The Rise of the Unrisen Prussia is one of the best countries to play around in, because there is just so much war-mongering that you will need to do. You basically need to fight everyone on Europe to complete your objectives. Like what you are told in the little starting snippet, you will be need ally yourself with Britain, the United Provinces, Sweden and Denmark. Well, maybe not Denmark, seeing that you will need to beat the crap out of them later on. You start off with only 2 provinces, and they are seperated, so you have an easy to manage empire to start off with, but you need to unify your land. To start off, Saxony is a nice target, they are alone, and they will have a nice large city, so you can take it for the good amount of money that you will get. However, we will need to start a war with a big nation soon, and your first target needs to be, unfortunately, Poland. This time, you will need to retake West Prussia, you need to space in order to link your empire together, and from there, you need to build up a large empire. Move downwards and take more and more of their land, but keep some armies at home, because some nations won't like you attacking Poland. Meanwhile, you will need a trade partner, so use Britain as one. They are friendly at the start, so you will have an added bonus there. Make sure you build up a navy, because if you want more money from trade goods, that is where you will need to get some, from new theatres. To Defeat the Enemy Checklist After you have taken care of Poland, you have a choice. Who do you want to take on next? Well, the little nations around your own nation are a good target, they are single provinces, so take them out, add them into your empire and keep a close eye on them, to ensure they don't start rebelling and retake your province. Now, the next empire. Who shall it be? You can follow history and take on the Austrians, or break history and take on the French, either way, you will need to take one of them on. However, given that the French have the Spanish as backup, you might as well take on the Austrians, and get access to the sea. The Austrians have a lot of land to cover, but luckily, you don't need to have a lot of standing armies, though you might want a full stacked army to keep an eye on the French. Build up your forces, and move southwards, but make sure you don't expand too quickly, less you have some rebelling provinces against you. By this point, more and more Catholic nations will start declaring war on you, so you will need to slow down your advance to defend your empire. But after you have taken on the Austrians, you will narrow down your enemy list somewhat. But not much. The Enemy List Grows After taking on the Austrians and the Poles, you will have 2 fronts to consider. Which enemy do you want to take on? You have the Russians on the one side, and the French on the other. This is a problem, both are quite powerful. If you want to worry, worry about the French. They are more likely to hate the crap out of you, so you might as well declare war on them. They aren't of the same religion after all. Alsace-Lorraine is quite an easy take, but taking on Paris is a different story. Once you declare war, more often than not, the city will have a full stack of angry mobs and there is, annoyingly, the Spanish. They will be there to protect their friends. For all intents and purposes, lets assume the Spanish are there. For this, you will need to take command. The best way to win is to have your artillery launching barrage after barrage on the enemy fortress, shelling it into a nice piece of rubble, and using some Canister Shot, turn it into a shotgun and destroy the enemy advance. Slowly but surely, you will take a toll on the enemy and they will retreat. After taking on the French, it is pretty much what you want to do. You can go after all the French possessions in the Americas, and possibly, the Indias for some more money. Or you can take on the Spanish, wipe them out, and then collect all the holdings available to you from the Spanish and French collapse. Alternatively, you can take on the Russians or the Turks, and take more of their land. However, one thing will be clear. As Prussia, you will be the most hated, but the most powerful nation in all of Europe if you play it correctly. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.07] Sweden "Sweden dominates Scandinavia and the Baltic, a Northern European empire that is the legacy of the incomparable warrior-king, Gustavus II Adolphus. Even though he died in battle at Luetzen in 1632, the army that he created helped Sweden profit from the seemingly endless religious struggles of the Thirty Years War. The nation that emerged from that conflict immeasurably stronger in military terms, and able to invade its Baltic neighbours at will. This military power did, however, cost money and Swedish lives. Neither of these commodities are available in abudance, and prudish stewardship has been necessary too. Charles XI, however, has left an impressive arsenal in place for his son, should he wish to take up the sword; and Charles XII has an obsessive interest in soldiering. As the new century dawns, Sweden is a strong, aggressive state, surrounded by jealous rivals from whom she has taken territory in the last hundred years. To the east, the Russians would like unhindered access to the Baltic, and therefore Western Europe and beyond. To the south, Poland- Lithuania wants its lost lands back. To the west, the other Scandinavian nations want independence or an end to the Swedish domination of the Baltic. In all these potential threats, however, lurk opportunities for those bold enough to seize the chance. Individually, Sweden's rivals are not quite as threatening as they might appear. Russia is huge, that much is true, but incredibly backwards. There is no reason why the Baltic, as a Swedish "Mare Nostrum", cannot become the basis of a new Northern, Protestant empire. Sweden's armies are the equal of any in Europe, and her navy is not without resources and skill. With a home empire secured, who is to say that an overseas empire cannot be taken and held too?" Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Brandenburg, Norway, Poland, Muscovy, Sweden, Denmark, Ingria." --==Long Campaign==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. Sweden, Courland, Brandenburg, Poland, Ingria, Denmark, Karelia, Muscovy, Norway." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Brandenburg, Norway, Poland, Muscovy, Sweden, Denmark, Ingria. Be the nation attaining the highest prestige rating at the end of the year 1799" --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Sweden" Known For More Than IKEA You are going to have a hard time to play as Sweden. You are already trading and friendly with the British and the French, and they will serve as good allies in this game. One important goal is to always keep them on side and that means on your side. Ally with them if you can, you will need their help. The first problem you will face is definitely Russia. They are quite aggressive and they really want to retake St. Petersburg. However, their armies are quite weak, and they need to cross a lot of land to retake that long city, so you just need to shove some line infantry there to keep them off. Meanwhile, build up an army of your own to take on the Russians. You will want to take Karelia first, this will remove a front in which they can retake Moscow from. You will need 2 armies if you want to take on the Russians, 1 to make sure that the province itself is under check and the enemy doesn't decide to retake the capital, and the second army is to take on and get rid of the enemy's provinces, in order to stop their raids. Slowly, you will need more armies as more and more of your troops will be needed to stop the resistance in the cities. Taking over all of Russia is a big ask, and it will take a fair amount of time, so you will need to build up more armies and navies and have them do their thing in order to build up a large empire. Playing Fair Ain't Fair You will need to build up a navy to take on other nations. A quick and easy target will be Prussia. They aren't very strong and still are quite weak, so taking over Brandenburg and East Prussia is a relatively easy task for 2 decent sized armies. Prussia is easy, and lets move on to take on Denmark. Take on their two provinces that are close to yours, and then, you will have Iceland. You can take it, and this would be useful as a staging point to move off into the American and India theatres. After that, you will need to finish off the Russians, if you haven't done so already. This will give you most of your objectives done. Now, with those nations under your belt, you need to get bold and take on some new land. Fighting Fire with Water If you want to have some say in the Americas and India, you can guess the target. The Netherlands. The Dutch only have a single province, and they have some provinces overseas. Send in staging forces overseas near their holdings there, so when they will fall under rebel control, you can take them straight away. Send in a full stacked army and capture Amsterdam. This is important if you want a trade empire. The reason you take on the Dutch to expand overseas is simple. Moving to the Americas is hard if you don't want to piss off the French and the British. You can wait until they attack each other, play it safe, and capture the rebelling lands. From here, you need to take on Poland in order to complete your objectives. This isn't that hard, if you can take on the Russians, Prussians, Danish and the Dutch, Poland isn't going to be difficult. The difficult part is trying to do all this whilst surviving the declarations of war that is bound to follow. Keep good with your allies, and build some new ones that you'll backstab later, and keep a strong navy at all times, and armies on all fronts, in case someone gets trigger happy. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.08] Russia ""Muscovy", as its rulers have previously called it, is a sleeping giant, with age-old traditions and ways of doing things. Here, the feudal way of life has become so entrenched that the serfs are as tied to the land as cattle, and with almost as few rights. It is a vast, deeply conservative and religious country. Mother Russia and the Orthodox Church are the two pillars of national belief. The Tsar may be the father of his people, but by tradition and practice he is a stern parent, Ivan the Terrible was well named, and he has not been the only ruler with an iron will. Russia needs a strong hand controlling the "Third Rome", the true home to Christianity (according to the Orthodox Church) after the fall of Byzantium. Now, however, Russia is changing, awakening. It is beginning to look outwards, towards the best that the rest of the world has to offer in terms of ideas, culture and might. These things must be introduced carefully, to avoid the ills of free-thinking that best some Western nations. When Russia does fully realise its strength, however, it will be formidable indeed. It has boundless resources to draw upon, and the steadfast courage of its people to bolster its armies. It can be a formidable foe, and a difficult one for an enemy to attack. One thing that Russia does have is endless space, and the lack of apparently defensible frontiers actually becomes a defence in itself. Invaders can be lured deep into the steppes, and left to the mercies of "General Winter" and Russia's endless, empty lands. To the west lies the wealth of Europe and access to the wider world through a port on the Baltic. That the troublesome Swedes are in the way is a bonus, for they will have to be crushed! To the south, there are fellow Slavs and Orthodox Christians in the Balkans to be incorporated into a Greater Russian empire. The infidel Turks have lands and wealth aplenty too, but possibly the strength to defend them. And beyond, there is a wider world awaiting conquest by the sons of the Mother Russia." Victory Conditions --==Short Campaign==-- "Capture and hold 20 regions by the end of the year 1750, including the regions shown. Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus & Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, Sweden." --==Long Campaign==-- "Capture and hold 30 regions by the end of the year 1799, including the regions shown. Georgia, Chechenya-Dagestan, Persia, Belarus & Volhynia, Estonia & Livonia, Rumelia, Ingria, Muscovy, Lithuania, Poland, Crimea, Sweden." --==Prestige Victory==-- "Capture and hold 20 regions by the end of the year 1799, including the regions shown. Crimea, Poland, Chechenya-Dagestan, Muscovy, Belarus & Volhynia, Lithuania, Estonia & Livonia, Ingria, Georgia, Sweden." Be the nation attaining the highest prestige rating at the end of the year 1799" --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Sweden" March into the Russian Winter You start as Russia and you have a lot of provinces to play with. And a lot of land. Sure, if you are defending, this is a good idea, but since you are going to be attacking, this is a problem. What the intro gives you is a nice start. You will need access to the Seas. You need to take on the Crimean Khanate first, they only have a single province, easy to wipe out. Then there are the other lone nations to take on. Dagestan and Georgia are also easy targets, but once you take those, you will need to keep an army there at all times, that is your link to the Ottoman Empire, and they will attack, since you don't get along with them all too well. I mean, you start off at war with them. Figure that out. For now, you are Allied and have a trade agreement with Poland. This gives you enough time to start taking on Sweden. Also build up a trade agreement and alliance with the British, French and the Spanish, they are the powerful nations that you don't want to deal with early on, when you are still weak. Victory for the Wicked You want to start a war with Sweden as soon as you have enough forces to play with. Inglia needs to be in your hands as fast as you can, seeing that this gives you access to the Baltic sea. You need to quickly build a navy and get an invasion force to take their provinces, you don't want the Swedes to get some reinforcements and send them in to take over your provinces. After taking on Sweden, you will have your armies standing acting as guards, so use this time to reinforce your armies with new troops, more line infantry and heavy cavalry, and get rid of your weak units, like provincial troops and your militia. Make sure you take out Courland as well, they are a good province to use to get to Poland. You will need more of your armies around Poland, seeing that is your next target, provided that you are keeping the Turks at bay. Poland is often by itself, so you will have it easy. Make sure they are alone, and then strike. Your armies should be able to take out Lithuania, Belarus and Galicia pretty quickly, and you can easily advance towards Poland and Prussia, if they still control it. Enemies at this Corner The Turks are still a problem. You can easily wipe out the Polish, but the problem with the Turks is that they have a hell of a lot of land to take on. This will boost your province count greatly. This is where you move most of your armies from your Poland conquest south, but not all. Austria may be a little worried from your nearby conquests and may declare war on you, so you will need an army to at least keep the frontline defended. If you have built up alliances with Britain, Spain and France, it should be good for you. You have enough friends to prevent them from getting involved with what you are doing, but don't take on too much land, you will get them edgy. If you want to expand overseas, you really don't want to head into the Americas. There is far too much French, British and Spanish influences there, so your best bet is India. Why? If you have taken out the Turks, you have a nice land route there. Take out the Persians, and you have direct access via land. From there, you can take on all of India, bit by bit. However, taking down the rest of Europe isn't a big problem either. I mean, you have many armies to play with, just hold the line, and slowly advance. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.09] Poland-Lithuania "Poland is an old idea, and an old kingdom. Like anything old, it has old enmities and problems. The problems, and enmities, are those of any state surrounded by ambitious rivals, all of whomare looking to become stronger at someone else's expense. Sweden's ambition to create an empire around the Baltic; Tsar Peter's desires to make Russia a great European power to rival the style of Bourbon France; the Austrians and Prussians seeking to define a greater Germany and secure their borders; even the distant Ottomans have to be considered, should they ever launch a new assault on Christian Europe. An in the middle of all of this, a Polish-Lithuanian state that is not under the control of a single, strong ruler, a man who can impose his will to defend his people. Instead, Poland is something altogether stranger: a land where the people have a say in government. That the country has survived at all is a tribute to the spirit of its people. Adn yet, these rivalries could be turned to advantage. A Polish leader who picked his alliances carefully, and his wars equally so, could do much to make his country great. The Russians have no divine right to dominate the steppes, or the Swedes to control the Baltic. The various German states need allies, the same as other nations, and cannot expect to take anything they want without a struggle. A clever Polish leader could make much of this situation, if he can manage the hopes, expectations and fears of his people at home." Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Lithuania, Brandenburg, Poland, Belarus & Volhynia, Austria, Galicia & Podolia." --==Long Campaign==-- "Capture and hold 25 regions by the end of the year 1799, including the regions shown. Poland, Lithuania, Austria, Belarus & Volhynia, Sweden, Brandenburg, Rumelia, Galicia & Podolia." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Lithuania, Brandenburg, Poland, Belarus & Volhynia, Austria, Galicia & Podolia. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Poland." Lets Do the Invading Okay, this is one of the hardest nations to play, and with good reason. You start off in a very bad position. You are surrounded by many nations that will want your dead. Your trade alliances and your allies won't be there forever. Okay, let me start out with your friends. The British are good allies, they will be of use. For power and support, the French and the Spanish are useful as well, they will make sure, or rather, they assure you that they won't invade you. The same cannot be said about your neighbours. The Prussians and the Ottomans are going to be your first targets. The Ottomans will be wanting to take on the southern area of your empire, and the Prussians will be wanting to seek to bridge that gap between East Prussia and Brandenburg. The next problem will be your protectorates. Courland is easily defendable and you can just take control of them instead. However, Saxony is not so easy to defend. You need to either smash through Prussia to get through to defend them, or you will need to start a war with Austria. Why Can't It Be Easy? The problem is that all your neighbours want you dead. Be it the Swedes and the Prussians in the north, the Russians to the East, the Ottomans to the South and the Austrians to the West, everyone wants a part of your land, so you will need armies ready on all fronts. For now, you need to crush some of your enemies quicksmart. Prussia needs to be taken care of, and knocking out the Swedes aren't so bad either. That will give you some breathing room, and some space. However, the fight against the Ottomans will be tough. They have a lot of land to cover, so just keep them to stalement down near Istanbul, you will get some ground for your empire, and a simple place to defend. Enemies Just Keep Coming Your next two enemies are going to be a problem. The Austrians and the Russians. Assuming you have the French and the British under your influence, those two are the last main powers that stand in your way. You will need to take out the Russians and Austrians, they are both in your way. The Russians have lots of land, but their army is easy to defeat. This is a dual edged sword, you will need to have more armies to maintain order in the captured cities, but they are quick and easy to get rid of. The Austrians are quite the opposite. They are hard to defeat in battle, but their lands are quick to take over, compared to the Russians. Either way, you will need to take them both on. The Final enemy remaining is the Ottoman Empire. If you have kept them at bay at Istanbul, you will need to need to get a navy. A single ship is more than enough, you just need to transport an army or two to their southern states so you have opened several fronts for them. The Barbary states are going to be an issue, so do us a favour and take their lands as well. But from there, you can do what you wish. The French and the British as still friendly towards you, so you can give them a little shock. Or take on the Dutch and head overseas. It is your decision, but I must stress, this is one of the hardest nations to play. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.10] Ottoman Empire "The history of Europe over the last centuries can be seen as the history of the Ottoman Empire and a few annoying, small nations that thwarted Ottoman ambitions. Ottoman power is unmatched in its extent and grandeur, straddling the traditional trade route between Europe and Asia. The Ottomans also have power over the whole of the Mediterranean coast of North Africa. This Turkish, Islamic empire supplanted the Orthodox Byzantine Empire in the 15th Century and since then it has had a continuing, if not always whole- hearted, ambition to expand further westwards into the heart of Europe. In living memory, Turkish armies have reached the gates of Vienna, Austria, only to be turned back by the steadfast defenders. Turkish expansionism has always been a part of palace politics; when a Sultan has felt secure at home he has attacked Europe, when a Sultan has felt threatened by his Janissary military commanders, he has sent them to attack. The Ottomans face challenges but within these are great opportunities. The army and navy look old fashioned compared to those of some states, but the soldiers of the Sultan are numerous indeed. Strategically, the Empire is in a potentially strong position: the Balkans are a natural bastion to defend Istanbul, and a possible springboard for conquest into central Europe. There may even be valuable allies to be found among Austria's rivals, the authority the Pope to stop his European flock making treaties with infidels is all but gone. Control of the Mediterranean would allow a Sultan to do as he pleases with the smaller European powers. And to the east, the route to India offers the chance of riches." Victory Conditions --==Short Campaign==-- "Capture and hold 20 regions by the end of the year 1750, including the regions shown. Austria, Chechenya-Dagestan, Persia, Rumelia, Venetia, Hungary, Galicia & Podolia." --==Long Campaign==-- "Capture and hold 30 regions by the end of the year 1799, including the regions shown. Hungary, Persia, Austria, Venetia, Spain, Poland, Morocco, Chechenya-Dagestan, Rumelia, Galicia & Podolia." --==Prestige Victory==-- "Capture and hold 20 regions by the end of the year 1799, including the regions shown. Austria, Chechenya-Dagestan, Persia, Rumelia, Venetia, Hungary, Galicia & Podolia. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 45 regions by the end of the year 1799, including the regions shown. Rumelia." Let the Cannons Ring The Ottomans are quite hard to play at the start, mainly because they are hated by most of the European powers. If you want a friend, France is the only nation that starts off as indifferent to you, and given that they are quite strong in terms of their military, they are useful as an ally. You will be fighting a lot on this game though. You start off at war with the Russians, so your first job is to let the Crimean Khanate fall. This is important, because once it is fallen, since you are already at war with the Russians, you can send in an army, recapture it, and then keep an army there, as it is a good staging point to attack Kiev and Moscow. Your next order of business is to wipe out Georgia and Dagestan, they are both buffers to your border to Russia, so take them out and you can effectively launch a 2 front battle with the Russians. However, you can't sleep easy yet because you have kept the Russians at bay. Load Up the Cannons! You will need to wipe out Venice. You have a neighbouring province in Athens, so you can take out their smaller province there, but to access their capital, you'll need to solidfy your army along the Austrian border and get ready to declare war on them, if they haven't done so already. They are hostile to you to say the least. Wipe out Croatia, and you have a free pass towards Venice. You will need to solidfy your hold in Moldavia, you will have the Polish and the Russians to deal with, and given that they are allied, they will pose quite a problem, so dealing with the Polish is going to be necessary, but don't stretch your armies too far that they cannot deal with the problems of your conquered cities. And while all this is happening, you'll need an army to take out Persia, seeing that they will declare war on you, sooner or later, so you might as well take the initative to wipe them out first because they start causing some economic harm with their incursions. Let the Cannons Fire It will take a fair amount of time to wipe the Persians, Russians, Austrians and the Polish. In fact, it should take up at least half a long campaign if you keep everything in check, keeping up with surprises. You don't need to worry too much about a navy, the Barbary States will do a nice job of pissing off the enemy's navies to the extent that a navy without a lot of guns is more or less a paperweight. One thing that you do need to take care of is your own empire. The more you conquer, the more land that you need to worry about. And by the time you have taken out the Austrians, Russians and the Poles, you will have a fair amount of hatred directed at your way from Europe. If you want, you can move into India and start a war there. You are already allied to the Mughals, and given that they are quite useless most of the time, you can wait until they have lost most of their land, or wait until they have lost all of their land, and then launch an invasion of the Marathas and take most of India. The tradeoff for the Ottomans is this. Fighting in Europe early will knock out enemies that will come howling down for your blood later on, but fighting in India early gets you more money. The decision is yours. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [3.11] Maratha Confederacy "The Maratha Empire or Confederacy was born in warfare, as the result of the successful overthrow of Mughal rule less than a generation ago. Raja (king) Shivaji managed to gain control of the Pune region, and from then Mughal power was no longer invincible. As might be expected, the Mughals and the Marathas still nurse a dislike for each other. Unlike the foreign (in origin) Mughals, the Marathas rulers are Indian princes and kings. They know the value of the Indian way of doing things, of the age-old strength of their lands. Their armies may look old fashioned, possible quaint to foreign eyes, but that makes them no less effective. The empire exists solely because it has the military strength to withstand the Mughal threat. Perhaps now, though, it is time to think of expansion. It may no longer be enough to hold off the Mughals; perhaps they should be driven from India altogether, and a new empire with Indian rulers established. Perhaps only Indians truly have the ability to withstand the Europeans who are starting to demand much of India. For now, the Europeans want only money and trade, but soon they will be after concessions, a little piece of land here, another piece there, until it is ruled by foreigners from across the sea. Unless a strong hand guides India, it is possible that the rule of Mughal outsiders will be replaced by the lordship of European outsiders. And perhaps, on day, a Maratha could demand concessions from a European, in his lands..." Victory Conditions --==Short Campaign==-- "Capture and hold 15 regions by the end of the year 1750, including the regions shown. Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar, Carnatica, Mysore, Ahmadnagar." --==Long Campaign==-- "Capture and hold 24 regions by the end of the year 1799, including the regions shown. Mysore, Bijapur, Punjab, Carnatica, Ahmadnagar, Orissa & Circars, Goa, Bengal, Hyderabad, Malwa, Ceylon, Hindustan, Berar, Gujarat." --==Prestige Victory==-- "Capture and hold 15 regions by the end of the year 1799, including the regions shown. Gujarat, Hindustan, Hyderabad, Goa, Malwa, Bijapur, Berar, Carnatica, Mysore, Ahmadnagar. Be the nation attaining the highest prestige rating at the end of the year 1799." --==World Domination==-- "Capture and hold 40 regions by the end of the year 1799, including the regions shown. Bijapur." Rise of the Inferior Well, you don't start in a good position, lets put it this way. You are heavily outnumbered, you only have 2 provinces. You start with the fact that you are already at war with the Mughals, but for now, you need to maintain that. Keep the borders in check, for now, but be prepared to piss off a few European powers. However, before you hold the line, you might as use the starting positions of your starting armies to capture Hyderabad and Ahmadnagar. Those two regions should give you a buffer against the enemy Mughal for now. But now you need to consolidate the gains, and get ready to fight. You will need to backstab the Mysore province quickly. They have a large amount of land, they are right in the middle of your territory, and they are a very wealthy nation. That should be enough to have you take them over and boost your economy. Goa is another problem. You want to take it out, however, you will need to piss off Portugal. Of course, you can hope that the Spanish at home will defeat them, but don't rely on hope, just knock them out. Meanwhile, while all this is going on, you will need a navy. Carnatica will have a number of developing ports, so you can build a shipyard and get a navy up and running, a good navy as well. Defeat the enemy navies first, and now, with limited control of the seas, you want to ally yourself to the Europeans for trade reasons. The French, British and Prussians are good choices. Britain, Spain and France are the best targets, mainly because they aren't hostile to you and that they won't collapse on you, all three will be end game nations. Making New Enemies, No Friends The fact is that with a navy, you want to control all of India. That means breaking up your trade agreement with the Dutch, the reason I told you to trade with the British, French and Spanish. That will give you a bit of trade income. The Dutch control Ceylon. And you want that. Move an army to capture the lightly defended port. They will fight back, but with a navy, you can block their invasion fleets. With southern India completely under your control, you need to advance north. The problem is that you'll need more armies to keep the frontline under check, you don't want enemies slipping past your lines and attacking your safe regions. Keep the lines safe, and move forwards. The best solution is to move northeast, capture Orissa and Bengal, and those armies can move west and support your other armies moving north. This way, you effectively surround them. An invasion from the sea on Sindh will only improve your odds of beating the enemy Mughal. From there, advance and capture the rest of India from the Mughal. You want them destroyed, not merely in a weak position. Defeat them, control the cities and from there, consolidate your rule over all of India. The Future Looks Bright From here, you will have several armies, but no one to fight on your own grounds. If you have enough armies, you can move north and take on Persia. They have a lot of land, and they are quite nice targets, given that they are quite weak in terms of their military. After taking out the Persians, you can take out the Ottomans. You can move your armies towards Armenia and Mesopotamia and capture those two cities, and from there, split your armies, one moving west towards Anatolia, and the next moving south to capture Syria, Palestine and Egypt. Alternatively, you can take on the Russians through Georgia and Dagestan. However, you can ship a few of your armies overseas, either to the Americas or Europe itself, and capture a few provinces from the Dutch and Portugal if they are still standing. But after the capture of India, the decision on what to do next is completely yours. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.01] Iroquois Confederacy The Warpaths Campaign is a seperate campaign battle, it is only set in the Americas, which seems bleedingly obvious, but seems to raise the ire of the diehard Total War fanatics. Anyway, basically, it is the same as the Grand Campaign, except you are limited to the Americas, and you only have 5 factions to play with, the Iroquois Confederacy, Plains Nations, Cherokee, the Pueblo Nations and the Huron. We shall start with the Iroquois Confederacy. All games start in 1783, however, the same as the US Grand Campaign. "The Iroquois Confederacy represents an alliance of six native tribes who share a common language and homeland in the north west of America. They call themselves "Haudenosaunee", loosely translated as "People of the Longhouse". During their tenure in America the French named them "Iroquois", a word derived from the Huron-Wyandot word meaning "Black Snake". The hostility between the Iroquois and their neighbours is the result of conflicts over fur trading. The Huron-Wyandot traded with the French and, because of this, the Iroquois naturally found themselves allied with the British. This aided them in battle, eventually contributing to the expulsion of the French from America. They also supported Great Britain during the American War of Independence, something that now places them at odds with the United States. Fortunately the Iroquois are masters of irregular warfare: appearing from the undergrowth, striking at their targets, and disappearing again as quickly as they arrived. What they lack in terms of technology and firepower, the Iroquois make up for with guile, cunning, and ruthless brutality when on the warpath." Victory Conditions --==Short Campaign==-- "Capture and hold 14 regions by the end of the year 1813, including the regions shown. Upper Canada, New York, Michigan Territory." --==Long Campaign==-- "Capture and hold 20 regions by the end of the year 1823, including the regions shown. New France, Huron Territory, Michigan Territory, Indiana Territory, New York, Maryland, Pennsylvania." --==World Domination==-- "Capture and hold 30 regions by the end of the year 1828, including the regions shown. Iroquois Territory." On the Warpath Today The first thing you will notice is that the general playing screen has changed. Although the layout has changed, all the little buttons are still the same. Basically, what you need to know is that there are two agents of yours, the Scout, which is the Rake/Assassin character, and the Shaman, which is the Gentleman and the Priest mixed together. Anyway, you are the Iroquois, and the first thing to do is to build up a strong economy. Sure, back in the day, it wasn't so much a big concept, but you need more money. I mean, I'm sure that the Native Americans didn't have a tax system, but only then would the game make sense. We don't want to be trading in trinkets, do we? And guess what, you are already at war with the Huron and the Cherokee, so the provinces to the north and to the south of your current position is ripe for the takings. You should have a strong garrison in Ohio, so you can use that garrison to capture and take over Michigan, and you should get some more money there. With that out of the way, you can move your main army down south, and take over Kaintuck from the Cherokee, and that should set you down for now. You need to build up a larger army though. There is a Iroquois Heli From there, you need to wipe out the rest of the Cherokee and the rest of the Huron. This might take some time, but it is well worth it, you will have more land, you will have more money, and most important, a more experienced army. This is necessary if you want to continue fighting. From here, it is most likely the United States will attack you. They will want more land, and you are the most likely target, you stand in their path between them and the frontier. For that, you will be attacked, and if you have a strong military, you should have a little advantage against them. If you want, you will have to hit them from the South and the North. Take their small provinces, start with Georgia and New York. They won't be very well defended, but it will give you more of their land. From there, your army in Georgia will need to move north, and continue to take land. The army in New York will need to be split. You will need to have 2 armies, one to move south to take out Philadelphia onwards, and the second army to move on and take out Boston and Maine. This isn't going to be easy, you will need a fairly powerful military to do substantial damage, but the stakes are well worth it. Cleaning up the Mess From taking out the United States, something that will probably ruin history somewhere down the track, you will have the option to do as you will. You can continue to wipe out the rest of the tribes, the Pueblo and the Plains Nations for your own personal entertainment. Or you can take on a challenge and take on the British and / or the Spanish. Spain has a lot of land, but you will need to move south significantly in order to take them on. The British have lands that are closer to yours, a lot closer, but the problem is that you need to transverse a lot of land in order to reach them. It is up to you what you will do, but the most important is that you do enough in order to complete and achieve your goals for your game. And given the victory conditions, it will probably be the British that are on the short end of the stick. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.02] Huron-Wyandot "The Huron-Wyandot, or "Wendat" in their own language, are four tribes who speak similar language and occupy lands in the central northern part of the continent. Hardy trappers and traders, the Huron-Wyandot came into contact with French explorers in the early part of the seventeenth century, and forged an alliance based on trade. The chance to gain the upper hand over their hated Iroquois neighbours was also welcome. The French approached the Wendat as they were the least suspicious of European settlers and the most advanced traders, but by naming their new partners "Huron" meaning "ruffian", they showed their true feelings of superiority. As allies of France, the Huron-Wyandot naturally became enemies of the British and the Thirteen Colonies, but they supported Great Britain during the American War of Independence. They realised that the United States intended to expand westwards into their territory. Now the smoke of battle has cleared, the Huron-Wyandot's goals remain the same: destroy the Iroquois and keep the United States from taking their native lands." Victory Conditions --==Short Campaign==-- "Capture and hold 12 regions by the end of the year 1813, including the regions shown. Rupert's Land, Ohio Territory, Iroquois Territory." --==Long Campaign==-- "Capture and hold 20 regions by the end of the year 1823, including the regions shown. Upper Canada, Rupert's Land, Algonquin Territory, Ohio Territory, Iroquois Territory, Upper Louisana, New France." --==World Domination==-- "Capture and hold 30 regions by the end of the year 1828, including the regions shown. Huron Territory." Your Natural Enemy For now, you start off with only one single enemy, the Iroquois, and you stand at a good position to take them out. That should be your first goal, build up your provinces, and then take out the Iroquois quickly. You need to do this quickly because you still have a large amount of nations that aren't happy with you. By fully wiping out the Iroquois, you will give yourself another front, you need to deal with the United States. Right now, the Plains Nations, the British and the United States are quite pissed off at you, so in that case, you care looking at a worst case of a three front war, the Plains Nation to the west, the British to the north, and the United States to the East. You are surrounded. With this, you will need three armies, one on each front, in order to have all the points covered. The most important thing is that you will cover all the fronts. This is in case the enemy comes a knockin. If they do, you will just need to defend those frontier provinces, until you can reinforce their position. Pick your Enemies If neither of those three have declared war on you yet, then you have a chance to declare war on them. The best pick are the Plains Nations, mainly because they have a few provinces, which makes it easier on you to take them out quickly, and mainly because they won't have as powerful units. With those guys out of the way, you get set up some nice trade agreements with the Spanish, since they are rather friendly towards you, and that you will probably need the money anyway. However, that depends whether you like them or not, and mainly because they will be able to take a beating and still be able to trade with you. From there on, it is either the British or the United States that you will need to have a fight with. Again, it comes down to the situation where the Thirteen States have a lot of provinces, but also a strong military, whilst the British don't have as strong an army, but they will have larger, more spread out provinces. It is your poison to pick. Tribal Warfare It will take fair amount of time to wipe those guys out. Not because they are powerful, but because they have a lot of space to cover, your income will need to support a lot of armies, which is more or less impossible, and you will need to deal with a lot of unrest. The problem with playing as the Natives is that unrest causing rebellion is a far greater threat than when you were playing as the Europeans, mainly because the settlers have guns, whilst a majority of your troops are using bows and arrows, or resorting to melee. Simply put, it is, more often than not, forced upon you to take command of a battle, simply because you can probably do a lot better than autoresolve, and that you'll take a lot less losses, and you'll probably win a bit more as well. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.03] Plains Nations "The Plains Nations are a loose confederacy of nomadic and village-dwelling tribes from the west of America, drawn together by their subsistence from the hunting of bison. Bison provide the tribes with almost everything: their culture is completely dependent upon them. The beasts are not just food, but also give clothes, tools, ornaments, and weapons. Until relatively recently the Plains people did not have a settled base, instead following the migration patterns of the bison. This slow progress created the familiar "Tipi" dwelling, and they are horse masters without peer, thanks to the horses left behind by Spanish settlers. Unsurprisingly, the Spanish were not willing to share their equestrian skills with the natives they wished to subjugate. This led to hostility from both the Plains and Pueblo Nations. When the Spanish pulled back from New Mexico in 1680 they left many horses behind, and both tribal groups were quick to take advantage of this. The Plains Nations are generally unfriendly towards their fellow natives, maintaining just enough contact to boost their income through trade." Victory Conditions --==Short Campaign==-- "Capture and hold 12 regions by the end of the year 1813, including the regions shown. Northwest Territory, Indiana Territory, Upper Louisana." --==Long Campaign==-- "Capture and hold 20 regions by the end of the year 1823, including the regions shown. Northwest Territory, Upper Louisana, Indiana Territory, Michigan Territory, Rupurt's Land, Apache Territory, Wichita Territory, New Mexico." --==World Domination==-- "Capture and hold 30 regions by the end of the year 1828, including the regions shown. Black Hills." The Sweeping Vast Plains You start off at war with the Spanish, and they are only on a single front, so you have the Pueblo Nations to serves as a buffer. Your first goal here is to send in your first army to take and capture Upper Louisana. This will give you an easy to defend front against the Spanish invaders. What you want to hope is that the Spanish takes out the Pueblo Nations, that way, you can gain their land without too much of a fuss. From there, you need to start fighting the Spanish, and hold them at bay. The best is that you keep advancing and take more and more of the Spanish land, but when you have taken out most of their influence in America, you can capture and take Mexico, and that should serve as a good stop point, until you can send in more forces. However, you will need to move north as well, as your armies slowly take their take to capture all of Spain's holdings. You should only attack when you are ready, given that you still need to worry about resistance to foreign occupation. The Trip Up North The problem with moving north, the British aren't pissed off or friendly with you, so who do you want on? The Huron are the best target, they are enemies of the British, more or less, and they aren't too strong. That will give you three more provinces, more or less. But sooner or later, you will need to take on the British, as per your campaign objectives. Take on the British through Rupurt's Land and the Northwest Territories. That will allow you to sweep the British around the coastal regions, whilst protecting your hard earnt gains. This should, if you have taken out the Huron as well, will give you a solid looking nation to defend. If you wipe out the rest of the British, you will need to face the threat coming from other tribes, and more importantly, from the United States. From Here On In From here, you either take on the United States or finish the rest of the Spanish. The Spanish have a lot of wealth, but they have very large provinces, so that you will need to cover a lot of ground. The United States however, doesn't have as much land, but they do have a lot of tax money. However, they are quite powerful on the ground, so they can give your army a pounding if you do not have adequate forces or gunpowder units to fight with. Either way, they are quite hard to defeat. You cannot defeat the Spanish completely, given you lack to power to invade via the sea, and it will be hard to keep the United States under your control, they will spawn rebellions like crazy. Either way, it is up to you which route you wish to take part in. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.04] Pueblo Nations "The Pueblo Nations take their name from the Spanish word for the clay and earth settlements they live in: "pueblo" means "village". Since the Spanish arrived in North America, the Pueblo have suffered greatly at their hands: Spanish massacres and forced conversions to Catholicism caused an uprising in 1680, and the eventual expulsion of Spain from the region for 12 years. During this time the natives were able to breed horses left behind by the Spanish and develop impressive equestrian skills. By the time the campaign begins, the situation for the Pueblo is almost as bad as it was one hundred years earlier. Spain have reasserted their oppressive ways, but at least the Pueblo Nations can now fight back. By combining their irregular tactics with European ideas and weapons, it is possible the Pueblo could drive Spain out of America for good." Victory Conditions --==Short Campaign==-- "Capture and hold 13 regions by the end of the year 1813, including the regions shown. Texas, Cheyenne Territory, New Mexico." --==Long Campaign==-- "Capture and hold 20 regions by the end of the year 1823, including the regions shown. Lower Louisana, Cheyenne Territory, New Spain, Chickasaw Territory, New Mexico, Texas." --==World Domination==-- "Capture and hold 30 regions by the end of the year 1828, including the regions shown. Apache Territory." Where's Zorro Gone? Well, you need to take two nations on at once. You need to quickly take out the Plains Nations, if you don't attack, they'll declare war on you pretty quickly, so you don't have a lot of time. Also, the problem will be with the Spanish, you start off at war with them. The first province to take off the Spanish is Santa Fe, it is right behind your nation, and it is best to ensure that the Spanish do not get the chance to launch a surprise attack from the back, seeing it's your capital that is in the firing line. From there, you should quickly wipe out the Plains Nations, mainly to avoid them launching a surprise attack on you. You need to do this quickly because you have a lot of space between your capitals and the Spanish armies, and you don't have long before they cover that space and threaten your towns. Where's Waldo Instead You should start off taking Texas off the Spanish, it will essentially break the Spanish holdings in American by a half, and giving you a nice little break. You can there split your armies, you can send half of your forces to take out Louisana and the rest of the Spanish holdings east of Texas, and the rest of your forces to take out the Spanish colony of Mexico, and from there, take out the rest of South America. This won't be easy though. Again, you will probably need to take command on the battlefield, because autoresolve normally sends in your forces to fight like a normal, conventional fight, which is quite stupid, because in a battle with artillery and muskets, it isn't hard to tell who will win. Instead, you will be relying on a hell of a lot of flanking and rear attacks. Despite what some people may say, being cowardly and all, your melee infantry are a great tool to use to absorb or sponge most of the melee damage, whilst your cavalry, which the Pueblo are great with, can move quickly and hit from the flanks, routing your enemies. Where's Everybody Gone? From here, you will have spent a fair amount of your campaign taking on the Spanish. If you have managed to capture all their holdings that you can, including those in South America, you have done very well. Otherwise, that is one of the places you can head off and capture. From here, the next target should be the Cherokee. They are a tribe that aren't too friendly to you. Besides, if you are playing in the long campaign, you will need to take them on anyway. They aren't too strong anyway, but of course, there is nothing as easy, just varying levels of difficulty. From here, it is up to you what to do. If you want, you can take on the United States, and improve on your current situation, or you can take on the British, and finish them off for good, well, finish off their American presence anyway. That is completely up to you. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [4.05] Cherokee Nations "The Cherokee are the largest and most powerful of the Native American Nations, yet their position remains a fragile one. As the campaign begins they are almost entirely surrounded by settlers from Europe. The Spanish occupy Florida and Louisana to the south and west, and the United States lies to the north and east. Despite this proximity, the Cherokee have remained fairly isolated from their neighbours due to the mountainous topography of their homelands. They regularly trade with the United States, but are hostile to the expansionist Spanish, allowing other, smaller tribes to settle between them and create a buffer against any European expansion. Occasionally, tribal tensions eruptinto violence, as the Cherokee are largely hostile to other peoples and are protective of their own interests. Maybe it is the suspicious nature and need to compete that has helped keep Cherokee population levels high throughout their turbulent history? Certainly, this approach has aided their rise to supremacy in this corner of America." Victory Condition --==Short Campaign==-- "Capture and hold 13 regions by the end of the year 1813, including the regions shown. Lower Louisana, Ohio Territory, Carolinas." --==Long Campaign==-- "Capture and hold 20 regions by the end of the year 1823, including the regions shown. Carolinas, Upper Louisana, Georgia, Algonquin Territory, Florida, Iroquois Territory, Lower Louisana, Ohio Territory." --==World Domination==-- "Capture and hold 30 regions by the end of the year 1828, including the regions shown. Cherokee Territory." There Once Was a Man You are just about hostile to everyone. You start off at war with the Iroquois and the Spanish, and the United States, as well as Britain, well, they don't look to kindly towards you. Basically, think of this game as the one as Prussia. You are hated by everyone, but you can wipe everyone out because you are that strong. Basically, you are surrounded by enemies. What you need to do is to rid the Spanish influence, and wipe out the Iroquois attackers. However, for now, do nothing to the Iroquois, because the problem with taking them out is that you don't have the manpower to defend against the Americans when they decide to invade. For now, we need to deal with the Spanish and hold them at bay. You need to move your forces, and your first target should be Florida. From taking out Florida, you can move on and take out both Lower and Upper Louisana, and this should give you a good front to hold them at bay. Or Was There Really? From here, what you need to attack will depend on what the Spanish has done to the Plains and the Pueblo Nations. Normally, the Spanish should have done significant damage to them, if not destroyed them. This is good news for you if this is the case. Why? Because you get more ground to steal off the Spanish, that's a good enough reason. However, if this is not the case, then you will need to take a bite and take on the Spanish. Again, the best position is to hold the Spanish at Mexico, there is enough land there to serve as a buffer as well as a nice bottleneck. From here, you need to start to worry over the Iroquois. You need to support a few armies to invade the Iroquois land. The reason why you will need several armies is in case the United States decide it is a fun time to declare war on you and try to take your land. This is because the lands of the Iroquois is exposed to a fair amount of people who want you dead, you will have to worry about not only the United States, but also the Huron and the British, and the British is the one to be worried about. There WAS NO MAN It is more or less inevitable that you will need to take on the United States, less they declare war on you. You need to move your forces quickly and attack swiftly, and if you have taken the Iroquois lands, then it is a lot easier than you would think. From where you stand, as the Cherokee, you can easily take out Carolinas and Georgia with relative ease, and you can move from Iroquois Territory and move on New York, and from there, the 2 major cities of the United States, Philadelphia and Boston, will be within your grasp. From there, it is more or less a mop up operation, but still be careful of enemy forces that lurk there. From here, when you have taken on and defeated the United States, you need to think about what to do with the Spanish. They are still there, and they won't be going away anytime soon. Also, you need to deal with the British, they will be getting very nervous and edge after you have defeated the United States, something they couldn't do properly. And the rest of the tribes that have survived, they will want your blood. Basicaly, when you only have enemies, it makes things rather black and white on who to take out, and who to let live. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.01] Buildings These are all the buildings that will appear in the game, as well as their description as well as their effect in the game. All will be listed, as well as what they do. Note that some buildings will have units that cannot be trained. Some buildings will only allow buildings to be trained in certain episodes of the Road to Independance Campaign, others in the Grand Campaign itself. All shall be in alphabetical order. If a building is capable of producing units, I will not name them because they are different from faction to faction on what they are able to produce because as you can easily tell, not all factions have the exact same units. Also, if the building in question requires another building, it basically means that the building you wish to build requires the required building to be on the plot before building. --==Admirality==-- "A navy requires an administration to keep ships manned, supplied at sea, to keep dockyards well stocked and ready, and bring order to the large organisation. Even more than an army, a fleet is a highly technical and very expensive organisation. The land-bound officers of an admiralty oversee every aspect of organisation, making sure that sea-going captains want for nothing when they finally engage the enemy. A dockyard is useless unless someone has organisd the supply of timber; the timber remains stacked on the wharf until someone approves the naval architect's plans; a completed ship is useless without officers and men; and the crew expects to eat, be paid and receive prize money. All of these tasks require clerks, secretaries and experienced admirals to keep the inevitable paperwork in order and thus the machinery of a navy working. Historically, the head of admiralty could expect to have a senior position in government and untrammelled access to the monarch or president. He was often spending a significant proportional of the national wealth: navies and their dockyards were some of the biggest "industrial" enterprises in the world during the 18th Century. A powerful and effective navy guaranteed that trade could continue, unimpeded by nefarious foreigners!" * Enhances National Prestige * Enables Research of Sextant, Naval Shore Facilities, Flintlock Cannon, Seasoning --==Ajinkyatara==-- "From its location near the city of Satara this great fortress dominates the surrounding area. It is located on top of an imposing mountain, making any attempt to take it difficult indeed. Even a long siege would be a difficult proposition, as the fort is well supplied with water. The fort itself controls the surrounding countryside completely: no foe can move in southern Maharashtra without being observed. The fort was take by Shrimant Shahu Sambhaju Raje Bhonsle Chhatrapati Maharaj (1682-1749), the fourth ruler of the Maratha Empire. Shahu Chhatrapati was a survivor, of both Mughal capacity and a Maratha civil war. He was freed at the end of the War of 27 years (1681-1707) and managed to bring stability and careful expansion to the Marathas. Given that he had spent most of his childhood as an honoured prisoner of the Mughals, his efforts are creditable indeed." * Requires Army Staff College * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * Recruitment Capacity (Units in Training) : 4 * Enhances National Prestige * Recruits all infantry and cavalry * Built by the Marathas as highest Military building in Satara --==Akademia Szlachecka Korpusu Kadetow==-- "This cadet school produces fine officers for the Polish Army. Historically, the Akademia, or Szkola Receyska, was the Knights' School or the Nobles' Academy for Cadets. It was the first state school in Poland, established by King Stanislaw August Poniatowski, the last elected monarch of the Polish-Lithanuian Commonwealth in 1765. King Stanislaw had an abiding belief in the worth of education,both to the individual and the state. Surrounded by enemies, he did his best to advance Polish interests. One of the more interesting officer cadets was Tadeusz Koscuiszko (1746- 1817). Benjamin Franklin recruited him to serve in the Continential Army, and he was appointed as head (military) engineer. His contributions at Ticonderoga and Saratoga, among other occasions eventually lead to his promotion to brigadier general. He was also given citizenship, land and a large cash grant. To his eternal credit, he used his reward money to help black slaves achieve their freedom. Not satisfied with that, he returned home to Poland and organised a rising against the occupying Russians, although this ended in failure. Tsar Paul I, however, obviously thought him important and influential, in return for an oath of loyalty, 20,000 prisoners of war were freed. Before his death in exile in 1815, Kosciuszko had also freed all his serfs in Poland." * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * Recruitment Capacity (Units in Training) : 4 * Recruits the best infantry and cavalry units * Requires Army Staff College * Built by the Polish as the highest Military ranked Building in Warsaw --==Albertina Museum==-- "The Albertina is a collection of antiques and objects that are the glory of Vienna. Originally constructed as a palace by Count Emanuel Teles Silva-Tarouca on top of one of Vienna's bastions, the count must have used his influence as master of the Court Construction Office, otherwise the defences might have been left in place. The building subsequently came into the possession of Duke Albert of Saxon-Teschen, the former governor of the Netherlands. He brought the extensive collection of artwork and antiquities to Vienna from Brussels, and had the palace extended to hold them all. In 1776, the collection expanded when the Austrian ambassador in Venice, Giacomo Durazzo, gave around 1000 artworks to Duke Albert, so that they would have a safe home. The Albertina, as the collection and palace became known, survived even the collapse of Hapsburg power in 1918 at the end of the Great War, and the bombing of Vienna in the Second World War. It remains one of Europe's great art museums. * +5 Happiness (Nobility) * +5 Happiness (Lower Classes) * Enhances National Prestige * Requires Great Museum * Built by the Austrians as their highest Museum building in Vienna --==Ancestral Grounds==-- "A place to honour the dead and pray to them for advice and guidance. Some places in the mortal world have a stronger connection to the spirit world than others. These are places where the spirits of the ancestors feel comfortable, places where men can talk with them and ask for their wisdom. Historically, the most famous example of these places is Black Hills of Dakota, a place believed to be the spiritual centre of the world. This hallowed land was respected by those who sought wisdom. Unfortunately, it was also the site of a rich gold seam." * +2 Happiness (Lower Classes) * +2 Happiness (Nobility) * Converts the populace to Animism * Spawns Shamans. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Enables research of Spirit of the Forest * Recruits basic infantry --==Arc de Trimophe==-- "This is a magnificant and imposing monument to French military prowess and success. All armies and nations need to mark their victories and honour their dead. The Arc de Trimophe was the largest structure of its type ever designed, and as intended to be a grandiloquent gesture of French military superiority. This, given that Napoleon Bonaparte had direction of the French Army, was entirely reasonable. Created to mark Napoleon's victory at Austerlitz in 1805, the structure was commissioned a tear later, but not completed until the 1830s. Napoleon ordered a wooden mock-up to be put in place by 1810, and work was completely halted after the Bourbon restoration. Napoleon's corpse eventually passed though the arch on its way to its final resting place at Les Invalides. This was not the remarkable thing to pass through the arch, at the victory parade to mark the end of the First World War, a pilot flew his Nieuport biplane under the arch as part of the event! The Tomb of the Unknown Soldier is a later addition, commemorating the honoured dead and missing of the French army in the Great War." * Requires Army Staff College * Built by the French as their highest Military Building in Paris * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * Recruitment Capacity (Units in Training) : 4 * Recruits all French military units --==Army Council==-- "This is the centre of the army's bureaucracy, where clerks and secretaries of state labour to make the fighting soldiers' as awkward as possible! It is a truism that soldiers that little time for the bureaucrats who send them their orders. Some organisation above the level of regiment is, however, a necessary evil: supplies must be purchased and distributed, transport organised, officers' promotion lists kept in order, and generals given their orders. All this means paperwork, paperwork, and more paperwork! Money, and the power to spend it, are vitally important and all government secretariats are keen to hold on to both. Historically, the government departments that ran armies in the 18th Century were far from being defence ministries or anything approaching a general staff. A central war planning function was almost unheard of, and often generals were quite unwilling to deal with the authorities at home, preferring to control everything themselves. In Europe the army organisations dealt with pay and rations: often spending time making sure that colonels really did raise regiments they were being paid for! The Ottomans were much more organised, and their armies were on a professional footing and raised on a national basis, even if some of the units raised were rather old fashioned." * Requires Military Academy * Recruitment Capacity (Units in Training) : 3 * Enables Research of Light Infantry Doctrine, Shortened Carbines, Platoon Firing * Recruits most land based units --==Army Encampment==-- "Moving an army into an encampment well away from civilians is a useful thing to do. Soldiers no longer have easy access to the "demon drink" for start! Seperating troops from civilians also allows better training and indoctrination. Regiments have the space to practice drills and instil discipline in their men. Civilians also have funny ideas, and it is often best if common soldiers do not learn of their freethinking and sometime disloyal ways. An encampment, however, does not always look very military. Apart from the fact that soldiers could carry on their civilian trades to supplement their army wages, an army encampment would also be thronged with women and children. Soldier's wives were expected to look after their men; wash, cook, clean, sew uniforms, act as nurses, and even help bury the dead! A cunning officer who once managed "the baggage" well could effectively double the number of hands there were for fetching and carrying. Among the children, young boys could find employment for drummers and musicians from as young as ten years of age. Historically, it was not unknown for officers to enrol their own children (even babies!) as musicians, so that they gained seniority from the date they joined the army!" * Recruitment Capacity (Units in Training) : 1 * Enables research of Plug Bayonets and Carbines * Recruits: Basic Infantry and Cavalry --==Army Staff College==-- "This institution educates soldiers in more advanced aspects of warfare, not just in the theory of tactics. Tactics may win battles, but wars were won thanks to information, strategy and, above all, supply. An army that is unfed and lost is no use to anyone. An army staff college produces officers with the skills needed to deal with the many details involved in keeping an army in the field. Apart from an understanding of strategy, officers were taught military illustrations (the vital skill of producing accurate sketch maps and diagrams), some surveying, military law, how to behave like a young gentleman (regrettably necessary in some cases), horsemanship, weapons handling and given character-building instruction. The end product is a manwho can be an aide to a general in all situations. Historically, the British, for example, had an inherent distrust of armies as tools of tyranny, and this may have contributed to the low priority given to raising professional standards. Pupils had to fund their studies from their own pockets at the Royal Military College! This had an additional advantage, of course, in ensuring that only candidates from the "right" social class could afford to attend. Other nations were not so suspicious of giving soldiers necessary military skills." * Requires Army Council * Recruitment Capacity (Units in Training): 4 * Enhances national prestige * Enables Research of Machined Rifling, Percussion Caps, Screw Breeches * Recruits all land based units --==Artillery Fort==-- "An artillery fort is a permanent defensive structure, mounting as many heavy guns as the builders can afford to emplace. An artillery fort has strong walls and parapets with embrasures: gaps for cannons to fire through at attackers. Properly served and loaded with grape or canister shot, guns turn the approaches to the fort into death traps for any attacking infantry. The fort has to be strongly constructed to withstand repeated pounding by attacking cannons, and by the recoil of its own pieces. Repeated firing by even small cannons, such as nine-pounders, causes tremendous strain on the structure. The other risk to the fort is, of course, fire. While the fabric of the building itself will not burn, the magazine holding the powder and shot for the fort can catch fire and explode. Historically, it is not unknown for defenders to blow their own forts up, by accident or design. The powder magazine was a dangerous place, and required rigid abherence to correct procedures by everyone if disaster was to be avoided. On one occasion at Fort York, during the War of 1812, the defending British set off the magazine as they withdrew to deny the contents to the American attackers, killing hundreds of the assault force in the explosion." * Requires Wooden Fort --==Barracks==-- "A national army requires central organisation, if only for pay and rations. Regiments may be at the perserve at their commanding officers, but the functionaries control the purse strings! An army guarantees paperwork of all king, and a secretariat grows to keep it all in order. There is an obvious needs to make sure units receive orders and supplies in a timely manner - and without unscrupulous suppliers stealing too much money. Headquarters staff must also organise transport in co- operation with the navy, keep a list of officers and their commissions, organise parades to impress the great and the good, and offer assistance to the civil power in times of need. Historically, European armies were organised in an ad hoc fashion in the 18th century. Usually, the biggest permanent battle formations were regiments, armies were assembled as-and-when a crisis loomed under the command of favoured general. Even so, the concept of the central command telling colonels what to do with their regiments often met stiff opposition. The Ottoman and Mughal empires were better organised in theory, and did have larger and permanent battle formations such as corps and divisions." * Requires Army Encampment * Recuirment Capacity (Units in Training) : 1 * Enables research of Ring Bayonet, Square Formation, Military Syllabus * Recruits: Stronger Infantry and Cavalry --==Bawdyhouse==-- "A bawdyhouse, whorehouse, bagnio, bordello, brothel, or "School of Venus" is a business given over to the selling of sexual services. Although considered illegal and immoral in many cultures, prostitution takes place on which can only be described as an industrial scale in many cities. It is estimated that in London as many as one in six of the population had some link to the underworld of bawdyhouses. In other parts of the world there was less stigma attached to being a prostitute, but the life was always a hard one, open to exploitation and with the constant danger of violence from both clients and bawdyhouse owners. Bawdyhouses range from very high-class establishments where customers are by invitation only to backrooms in filthy taverns - and everything in between. Life was hard in 18th Century Europe for women; other than service, there were few honest jobs open to them and prostitution was always an easy option, especially for the young and good looking. It became the lot of many by default. Probably the most famous representation of the corruption of a woman was Hogarth's "A Harlot's Progress", a series of six illustrations showing a young girl arriving in London, being inveigled into whoredom, and then gradually debauched, broken, and finally dead (of the pox). It was the fate of all too many." * Requires Coaching Inn * +3 Happiness (Lower Classes) * +3 Happiness (Middle Classes) * Spawn Rakes. Maximum number +1 --==Berlin Academy==-- "The academy is a gathering of the finest scientific and academic minds in Germany, uniting science and the humanities in one organisation. While the Academy was a pet project of Prince Frederick III, the Elector of Brandenburg, he did not fund it from royal or state treasuries. Instead, he rather cleverly granted the academy a monopoly on producing and selling calendars in his domain, giving it a steady, but not substantial, income. When Frederick was crowned as "King in Prussia", the Academy was granted royal patronage. Under Frederick the Great, a man normally regarded as a warrior-king, the academy merged with Prussian Nouvelle Societe Litteraire (French being a primary language of literature and culture in the 18th Century) and the Royal Academy of Sciences. He also offered cash prizes as incentives to the members to investigate and solve the scientific conundrums of the day. The Academy had its own laboratories, an observatory, libraries, an operating theatre (for public demonstrations of surgury), and gardens for plant specimens." * Requires Royal Academy * +3 Happiness (Lower Classes) * +3 Happiness (Nobility) * +3% to Technology Research Rate * Spawn Gentlemen. Maximum Number: +1 * Enhances National Prestige * Built by the Prussians as the highest Cultural Building in Berlin --==Bey's Mansion==-- "In an absolute monarchy, the monarch's person is the wellspring of all authority. Lackeys - no matter now mighty - serves at the Monarch's pleasure and need take no account of locals! Absolute monarchy is an effective and sometimes brutal form of government. The monarch's powers are not limited in any way. What the monarch decrees simply happens. If it does not, heads roll, often literally! The machinery of provincial government receives the same authority from the Crown. A governor, thalur or bey (depending on the nation in question) has the power to do anything to his subjects, providing he delivers what his monarch requires - and this is usually tax income and soldiers. Any other considerations can be put to one side; it is the duty of subjects to obey in an absolute state, and those who dare argue back are quite rightly treated as faithless rebels. Historically, absolutism was the main form of Government in many 18th century states. Louis XIV of France was speaking the truth when he repeatedly claimed "L'Erat, c'est moi!". Like many absolutists and their apologists, he sincerely believed that he was responsible for his actions only to God." * Requires Governor's Residence * +2 to Repression in the Region * +6% Coin bonus to region tax income * Recruitment capacity (units in training) : 1 * Recruits, Infantry, Cavalry and Artillery units --==Brandenburg Gate==-- "This is a magnificant monument to Prussian military prowess and the peace it obtained. Sited on one of the original city gates of Berlin, the Brandenburg Gate stands at the end of the Unter den Linden, the original approach to the city palace of Frederick II, the King of Prussia. The monumental entrance was always intended to overawe and dwarf anyone going to the palace, making clear Prussian greatness before they had even begun their audience with the monarch. The choice of a Classical style was quite deliberate, as it was intended to echo the achievements of Rome and Greece. The decoration of a Quadriga of Victory, or four-horse chariot, is also intended to evoke ancient connotations of triumph, specifically the quadriga from the Hippodrome of Constantinople. It was definitely a symbol of peace through strength, which is almost certainly one of the reasons that it was looted and taken to Paris by Napoleon in 1806 after his victory at Jena-Auerstedt. The quadriga was returned in 1814, when Napoleon went into exile on Elba, and given the Iron Cross symbol that it currently carries. Subsequently, the Brandenburg Gate managed to survive two World Wars and the Cold War in a relatively undamaged state." * Requires Army Board * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) * Enhances National Prestige * Recruitment Capacity (Units in Training): 4 * Recruits all Cavalry and Infantry * Built by the Prussians as the highest Military Building in Berlin --==Brothel==-- "A house of pleasure, run by a bawd or pimp, where the business consists entirely of slaking the physical pleasures of anyone with the money to pay. Other than domestic service or labouring in the fields, there are very few ways that a woman can earn an independent living. Selling herself and her skills as a sexual partner are an obvious choice to many, and brothels provide a relatively safe place to work - certainly safer than the city streets. Male prostitution is not unknown, and some brothels cater for an entirely different cilentele. Historically, India had a tradition of raising lovemaking to a fine art. A significant portion of the Sanskrit "Kama Sutra" deals explicitly with sex, and another considers the acquisition and use of courtesans as lovers. This was an additional reason for the fascination of European traders and soldiers in India, far from home as they were, with the local women. A flourishing community of expatriates who were married to, or living with, native Indian women existed in the 18th Century. The somewhat bigoted idea of "Victorian" morality and "muscular Christianity" among later cohorts of colonial administrators put paid to this and, ironically, brothels enjoyed a resurgent trade." * Requires Bawdyhouse * +1 Happiness (Nobility) * +4 Happiness (Lower Classes) * Spawns Assassins. Maximum Number: +1 --==Burial Ground==-- "A sacred site where a tribe can honour its fallen warriors for all time. A wide variety of burial customs are observed. Some believe that the air is important to the passing of their loved ones. Thus wooden scaffolds are created and the dead placed on top, so their spirit may pass into the wind. Others believe the spirit must be kept with the body after death and thus build "spirit houses" to trap the spirit. These little wooden structures can take many forms, some even look like miniature houses standing over the body. Burial rites are often closely tied to tribal totems: eagle-related tribes, for example, always place their dead on scaffolding. A bear totem tribe often buries the dead in wooded areas, and so on." * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) * Converts the populace to Animism * Spawns Shamans. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Enables research of Call of the Wild * Recruits basic infantry --==Cannon Foundry==-- "Cannon foundries not only make guns, but also ammunition and the associated equipment for artillerymen. They are hot, dangerous places to work. The casting of early cannons is more of an art than a science, and few of the weapons produced are standarised weapons. This is the result of casting limitations, the quality of the iron and bronze available, and the manufacturing process (cannon casting as an adaptation of bell making). Most 6-pounders would be around the right calibre, but no two were truly identical. It was enough that the cannon did not burst and kill its crew, and hurled a shot in the general direction of the enemy. Cannon foundries are also responsible for making the ball shot used by the weapons, but not the powder. No one but a raving lunatic would make gunpowder anywhere near a foundry, with the risk of stray sparks and consequent catatrophe! That said, making guns, like any casting work, is a dangerous business: if the sand moulds are even slightly damp then a steam explosion could occur. Anyone nearby is likely to be killed or maimed by hot metal and pieces of the mould. In 1716, an explosion at the English foundry in Moorfields killed and injured many people when metal was poured into a damp mould. Among those hurt were Colonel Armstrong, the Surveyor-General of Ordnance. The foundry itself was totally destroyed." * Enables research of Canister Shot, Improved Grenades * Recruits: Basic Artillery --==Chapter School==-- "The virtue and value of hard, honest toil are lessons worth teaching, along with a clear understand of God's universe and Man's place within it. The Protestant faith has always encouraged learning and the associated hard work of study among its faithful. Indeed, intellectual effort and its rewards are seen as being as worthy as physical labour, something that reflects the Protestant work ethic. It has also encouraged a degree of curiosity and free thinking about Creation, although within sensible limits. Curiosity is one thing, non-conformism and radicalism something else entirely, and hardly welcome in society at large! Historically, the Protestant work ethic maintained that hard work and subsequent worldly success were indicatations of personal salvation. This, supposedly, encouraged the faithful to all work the harder. It is, however, a simplistic analysis to see that this lead directly to the intellectual, industrial and financial successes of Protestant nations in the 18th Century. The end of the Catholic strictures against usury (money lending) almost certainly helped fuel mercantile and industrial progress." * Requires Church School, Protestant Nation * +2 Happiness for the Protestant Population (Lower Classes) * Converts the populace to Protestantism * Spawns religious agents. Maximum number: +1 --==Chief's Lodge==-- "Home to the Chief of a tribe; where all can come for help and advice from their leader. A Chief's lodge is not only home to the man's whole family, and one family could live in the lodge for many years as the position was passed down from father to son. The chief presides over many matters, and is expected to give every one his best attention. In some tribes a chief's standing was denoted by the length and number of feathers in his "war bonnet". These were earned for acts of bravery on behalf of the tribe. Eagle feathers had a deep symbolism attached to them and if a chief had any he was a great man indeed!" * +6% Coin tax bonus to region tax income * +50 Coins to region wealth * +2 Coins per turn to town wealth in the region * Recruitment Capacity (Units in Training) : 1 * Enables Research of Improved Farming * Recruits basic infantry --==Church School==-- "The Church has always needed educated men to fill its ranks. It is also important to teach the True Faith to the children of the wealthy. In a time where basic education is not a right but a bought-and-paid-for priviledge, the education provided by Church Schools was often good, as well as being the only option. There is, of course, a Scriptural emphasis in what is taught, but the sons of merchants, nobles, and the wealthy can gain a good grounding for life and, possibly, further education. A few gifted pupils may be offered charitable scholarships, but these are few and recipients are never permitted to forget that they should be showing appropriate gratitude. Patronage must always be appreciated! Historically, learning has been the preserve of the established Church in many countries. A priest was both tutor and confessor in many communities and households. It also made sense for the Church to control access to education, for that way heresy and dissent could be stamped out early. For non-conformist preachers, offering education to paying cilents was also a way of subsidizing their meagre income and spreading the Word of the Lord in the process." * Requires Town * +1 Happiness for the X Population (X is national Religion) (Lower Classes) * Converts the populace to X (X is the national Religion) * Spawns religious agents. Maximum number: +1 --==Classical University==-- "A university offers young men of good standing the finest of educations and the chance to study with the greatest minds of the age. Education is vital to those who wish to enter the professions, or make their way in government using talent alone. A good, well-trained brain is an excellent substitute for birth and social connections. A young gentlemen's studies can be wide ranging, and need not be tied to any particular faculty or subject area - an awarded degree or doctorate is proof enough of intellectual achievement. Historically, in Europe at least, the established church controlled most universities, either through paying for them or by laws requiring the tutors to take holy orders. Sir Issac Newton was very unusual in that he didn't take orders when he was appointed Lucasian Professor of Mathematics at Cambridge (a post currently held by Stephan Hawking), arguing that the post required the holder to spend time on science, not the Anglican Church. However, the requirement for teachers to accept Church Doctrine did mean that universities had a socially conservative outlook. While scholarships were available, students had to have money to attend, reinforcing this conservatism. While wild, threatening ideas about the world and the way it worked did emerge from universities, the institutions were rarely radical or revolutionary breeding grounds." * Requires College * Enhances National Prestige * -5 Happiness. Clamour for Reform * Conducts technology research. Points per turn: 17 * Spawns Gentlemen. Maximum Number: +1 * Enables Research of Seperation of Powers, Joint Stock Companies, Rights of Man, National Debt, Wealth of Nations --==Clearances==-- "Renting to tenants may not guarantee a high enough income for the landowner. It can be more profitable to displace people by an animal cash crop. Tenanted farm can only generate so much income from rents. With an increase in town size, it an increased demand from industry for agricultural products, it is more profitable to have herds of animals, not a gaggle of tenants. Meat and wool demand increases rapidly as towns grow. Apart from any other considerations, moving people off land also creates large areas where landowners can indulge a passion for hunting. While this generates little income, it does give social status. The "Highland Clearances" are probably the most famous example of a forced change in land usage on a large scale. Contary to popular belief, Highland clan leaders carried out most of the Scottish clearances, driving their own kinsmen and clans into exile. The chieftans needed to pay for their sophisticated life that they could have in Edinburgh and London by reinventing themselves as Scottish gentry. Sheep income earned more money than the crofters did." * Requires Tenanted Farms, Four Field Crop Rotations * +0.7% to Population Growth * Reduces the Chance of Food Shortages * +X Coins to Region Wealth (Depends on Yield of Farming Region) * Enables research of Selective Breeding, Seed Planting Drill, Advanced Irrigation, Steam Pumped Land Drainage --==Coaching Inn==-- "A coaching inn is a large public house with rooms where weary travellers can rest overnight. A coach or post-chaise is the only practical and vaguely civilized method of getting from A to B overland, other than hiring a horse. Regular runs exist between many major towns, run on a commercial basis by private companies, necessitating a series of coaching inns roughly a day's travel apart where passengers can rest overnight. Horses must also be changed at regular intervals if speed is to be maintained. Coach journeys of any length demand epic levels of stamina from passengers, hence the need for good inns. The condition of most roads is execrable, the suspension on most coaches is somewhat lacking, the schedule is punishing and the risk of robbery by "gentlemen of the road" should not be underestimated. The locals, of course, also drink and eat at the coaching inn, and a good one will have a high reputation for its cellar and its provender. The usual selection of "entertainment" for gentlemen travellers is available, always at the right price! The word coach, by the way, comes from the Hungarian "Kocsi szeker" meaning "Wagon of Kocs", the place where the first coach was produced." * Requires Town * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) * Spawn Rakes. Maximum number +1 --==Coffee House==-- "Coffee drinking is a civilised way of passing time, exchanging gossip and keeping up with the important news of the day. Islamic law is quite strict in forbidding some food and drink for the faithful; intoxicating alcoholic drinks fall into this category. This is why coffee drinking has become a social activity, oiling the wheels of society without any of the risks, dangers and the shame of public intoxication. The drink itself is a stimulant, and some conservative imams disapprove of it as a result but this has not prevented its general acceptance across all social classes. The coffee house has also become a place of entertainment too. Historically, Middle Eastern rulers did not always regard coffee drinking as being a desirable pasttime for the general population. Its stimulating effect was seen as somewhat suspect when the drink became wildly popular, although this is precisely what had made coffee popular with Sufis. When the drink reached Europe, coffee houses rapidly became popular. Some turned into businesses venues where finanical deals were struck: the massive insurance business Lloyds of London started life as traders in a coffee house!" * Requires Town * +2 Happiness (Lower Classes) * Spawns Assassins. Maximum Number: +1 --==Coffee Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Coffee Plantation * Enhances National Prestige * 40 Sacks of Coffee produced each turn --==College==-- "A college offers an academic education - a veneer of civilised sophistication - to the sons of aristocracy and gentry. A college education is expensive, and there are few charity-funded places or scholarships for the less socially fortunate. It is a privilieged man who goes to college; money or patronage are needed more than intellect. Although there is discussion and teaching of the radical ideas of science and philosophy to the students, the college masters are likely to have a conservative outlook. Most of the students are the same, they are from the top rungs of society's ladder, and they have little interest in seeing the natural "status quo" altered. Historically, attending college was probably the most boring element in the education of "young gentlemen", although the actual work required was not that arduous. The "Grand Tour" became fashionable during the 18th Century, when the rich would wander Italy (Greece being an Ottoman possession), taking in the sites of Antiquity and the great works of the Renaissance. In the process they would spend a foutune on Classical-period statuary and relics, paintings by the great masters, and anything else that took their fancy. Quite reasonably, the less aesthetically refined, but well funded, would seek an exotic "education" in local taverns and bawdyhouses!" * Requires School, Empiricism * -4 Happiness. Clamour for Reform * Conducts technology research. Points per turn: 13 * Spawns Gentlemen. Maximum Number: +1 * Enables Research of Utiliarianism, Government by Consent, Divison of Labour --==College of Divinity==-- "A college of divinity specialises in religious education, inculcating all the minutiae of the Protestant faith in its students. The graduates of this school are armed with the theological arguments against other branches of Christianity, and a sense of mission to spread the truth of Protestantism as widely as possible. Intellectual effort is expected over and above simple-minded faith. Originally, many western European universities based on religious training establishments, where divinity was the main (and sometimes only) field of study. Their graduates were granted doctorates, indicated that they were qualified to teach theology to others. However, the universities were also often tied to the established Catholic Church, and Protestantism was a revolt precisely against the failings of established religion. Where Protestantism replaced Catholicism as the offical state religion, teaching changed to remove "papist" doctrine and error. This did not, however, prevent further, lesser schemes such as the rise of non-conformists sects like Methodism. These nonconformists also wished to teach their views, and they were often denied teaching places at universities." * Requires Chapter School, Protestant Nation * +4 Happiness for the Protestant population (Lower Classes) * Converts the populace to Protestantism * Spawns religious agents. Maximum number: +1 --==Commercial Basin==-- "With the addition of exchanges, shipping agents, custom houses, even more warehouses and even more docks, a basin becomes an economic powerhouse. A commercial basin opens up new opportunities for trade, as agents now put together cargoes and charter vessels for merchants who would otherwise be unable to trade. Money, rather than sea experience, became the driving force for success, and trade does not need to go through the basin to make money for the men of property! The infamous triangle of trade between Bristol and Liverpool in England, Africa and the Caribbean sugar islands is probably one of the most profitable trade routs ever invented. Manufactured goods, guns, cloth and trinkets went to Africa, where they were traded to the local warlords. Slaves, carried in the most horrendous conditions imaginable, made up the cargo for the middle run, across the Atlantic. In the Caribbean, the survivors were sold, and the ship loaded with sugar and rum for the run back to Britain. There was some handsome profit in each leg, and the ships were never idle. Even better, the merchants of Bristol and Liverpool never needed to see the suffering their commerce caused, always assuming that they cared." * Requires Commercian Port * Improves Export Capacity (Increases Trade Value) * +4 trade routes possible (Sea) * +800 Coin to region wealth * +7 Coin per turn to town wealth in the region * Recruits Basic Battle Vessels, Indiaman --==Commercial Port==-- "Adding warehouses, additional docks and even the services of excisemen to a port increases the amount of trade that can be done. Now cargoes can be consolidated and shipped onwards. Shipping goods to a home market is only one way of making money from trade. There is more to be earned from shipping valuable goods to new markets in other countries. The ability to warehouse an incoming cargo and only release it when the price is right also increases profits. Most maritime nations - Britain and Holland in particular - had rules that enforced a native nationals-only rule for carrying goods into their ports. Anything, for example, that arrived in the Port of London should have come in a "British bottom". This kind of protectionism in trade also applied to colonies and indirectly caused at least one war, the War of Jenkin's Ear (1739-48), between Spain and Britain. The Spanish were alleged to have chopped off the ear when Jenkins was caught trading in Spanish territory; the British had previously agreed in a treaty not to do this. The war became part of the War of Austrian Succession (1740-48) but, incidently, marks the first public occasion that "God Save the King" was used as the British national anthem, to celebrate the capture of Pueblo Bello in Panama by Admiral Vernon." * Requires Trading Port * Improves Export Capacity (Increases Trade Value) * +3 trade routes possible (Sea) * +600 Coin to region wealth * +5 Coin per turn to town wealth in the region * Recruits: Basic Battle Vessels, Basic Trading Ships --==Communal Farming==-- "An area of farmland worked by the tribe as a whole, to raise crops or livestock. Communal farming allows a tribe to expand its farmed lands, as the workforce moves beyond simple subsistence. The rough division of labour creates farming specialists, experts in husbandry or crops. Their knowledge enriches the whole tribe. As European influence increased, the tribes recognised the need to hold more territory, if only to deprive the invaders of the best lands." * +1.2% to population growth * Reduces the chance of food shortages * +X Coins to region wealth (Depends on Yield) --==Conservatorium==-- "A conservatorium is a school for musicians, specialising in highly cultured music required for church and state occasions. While the emphasis on music for a cultured and upper class audience, the education provided by the conservatorium is practical and vocational. Those who pay the fees intend to earn a living as musicians, at the very least in an orchestra of a wealthy patron, and, at best, as a composer of some renownm able to choose between commissions, patrons, and even nations! A conservatorium has to provide what its customers want, and they generally produce well-polished musicians who can pass themselves off, when needed, as professionals or members of the minor gentry. Historically, many of these schools began as either royal academies of music or choristers' schools for the great cathedrals. All music had to be performed live, and the need for new, innovative and excitating music at every state or religious event required an enormous amount of musicians - and talented composers with prestdigious work rates! Great composers, such as Mozart and Handel, were celebrities and royal houses outbid each other in an effort to obtain their services as a prestigious ornament to a court." * +1 Happiness (Lower Classes) * +1 Happiness (Middle Classes) --==Cotton Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Cotton Plantation * Enhances National Prestige * 40 Bales of Cotton produced each turn --==Council of Elders==-- "Keepers of wisdom, the Council of Elders see to it that their people's way of life is respected and continued. An elder is expected to be able to walk between the two worlds of men and spirits. Being able to bring back knowledge from the other world sets such a man apart and gives him wisdom which may belie his years. Many elders have spent the seasons of their lives on spirit quests, and have learned much. All decisions, even the smallest must go to the Council of Elders before any action can be taken. From the small to the great, everything must be considered: from marriages requiring the approval of the council to the blessing of this year's hunting." * +3% coin bonus to region tax income * +25 coins to region wealth * +1 coin per turn to town wealth in the region * Recruitment Capacity (Units in Training) : 1 * Enables research of Improved Fishing, Hunting Techniques * Recruits basic infantry --==Council of Tribes==-- "This is a permanent meeting place for peoples who share beliefs and traditions. A tribe within a nation remains independent under its own chief, but gains strength by having permanent and close allies. The great council presides over matters that threaten all the tribes. As European settlers arrived in even-greater numbers, more and more tribes joined together into confederacies and nations. They were all united by a common fear - the need to claim back their lands, and naked opportunism." * +12% Coin Bonus to region tax income * +100 Coins to region wealth * +4 Coins per turn to town wealth in the region * Recruitment Capacity (Units in Training) : 1 * Enables Research of Money Economy * Recruits basic infnatry --==Craft Workshops (Smiths)==-- "Artisans and their crafts workshops are the basis of all manufacturing work and trade. They are vital to the growth of a local economy. Craft workshops are the basis of a thriving economy. Each craftsman and his family work from dawn to dusk to produce a bale of cloth, carpet, cutlery, swords, guns - anything, in fact that needs to be made. The system has hardly changed in centuries. Craftsmen are paid piecework rates, making it in their interests to to have the whole family labouring away. Each workshop produces a complete item from start to finish of the manufacturing process, and there is little organisation in producing the finished goods. The small-scale approach does impose limits on overall production. Historically, it was possible for craft-based technique to produce large quantities of goods, but only having entire communities working in the same craft. The steel town of Sheffield, England, became a centre of cutlery making (and later steel production) on the strength of its craft-based workshops. The coming of mills would sweep away generations of expertise, as jobs were de-skilled and mechanised." * Requires Town * +400 Coins to Town Wealth * +5 Coins per turn to Town Wealth in the region --==Craft Workshops (Weavers)==-- "Artisans and their crafts workshops are the basis of all manufacturing work and trade. They are vital to the growth of a local economy. Craft workshops are the basis of a thriving economy. Each craftsman and his family work from dawn to dusk to produce a bale of cloth, carpet, cutlery, swords, guns - anything, in fact that needs to be made. The system has hardly changed in centuries. Craftsmen are paid piecework rates, making it in their interests to to have the whole family labouring away. Each workshop produces a complete item from start to finish of the manufacturing process, and there is little organisation in producing the finished goods. The small-scale approach does impose limits on overall production. Historically, it was possible for craft-based technique to produce large quantities of goods, but only having entire communities working in the same craft. The steel town of Sheffield, England, became a centre of cutlery making (and later steel production) on the strength of its craft-based workshops. The coming of mills would sweep away generations of expertise, as jobs were de-skilled and mechanised." * Requires Town * +300 Coins to Town Wealth * +6 Coins per turn to Town Wealth in the region --==Deep Gem Shaft==-- "The term for a gem field is an "occurance", and often the site has a very small surface area. Eventually, the easy stones are found, and the miners must dig a shaft to find more. Given that miners are paid only for the gemstones they find and not for any other work, the shaft sunk into the ground is often extremely crude. Shoring up and pumping out the shaft may seem like sensible activities, but both of these things go unpaid and therefore undone. The mine owners do not care about casualties; men who die need no wages, merely hold up production and stop others earning. The shafts often have to go deep indeed, as gemstones are deposited in very small areas. This does not matter. All that matters is finding riches. Few miners worry that side tunnels are little more than death traps, given the chances of discovering the perfect stone!" * Requires Open Gem Pit * -1 Happiness from industrialisation (lower classes) * +X Coins (Depends on the Yield of the Mine) --==Dockyard==-- "A dockyard can carry out major shipbuilding work, and usually includes a large number of associated artisans and tradesmen from coopers to victuallers. Dockyards also have extensive shore facilities, such as ropeworks, forges, furnaces and, possibly most important of all, seasoning sheds. Using "green" timber for shipbuilding results in vessels that can work (have a little flexibility), something that the French shipbuilders regard as a good thing, even though it means that their ships leak in heavy seas. Seasoning wood for months or years is prudent, and most other navies follow this practice. On more than one occasion in the century, Royal Navy raiding parties made a point of destroying stocks of timber, in particular, masts - stored in enemy shipyards. The loss of timber stocks not only set back shipbuilding by many years, but also ensured that battle damage was hard to make good too. Burning timber rather than stealing it must have gone against the natural inclinations of many RN officers and seamen, as their prize money for the goods was also going up in smoke!" * Requires Shipyard * Recruits: Basic Battle Vessels --==Drill School==-- "A drill school creates the common practices for an army, and turns a collection of disparate forces into a precise and clockwork killing machine. In an age when all battlefield manoeuvres must be performed exactly, drill is a necessary part of all military training. Constant repetition of actions involved in loading and firing a piece are useful in themselves, but of more use is the unthinking obedience to superiors that is, literally, drilled into every man in the ranks. When a soldier is concentrating on his place in line and on not attracting the attention of his sergeant or officer, he will not worry about what the enemy might be doing. Drill also has another benefit for an army too; men busy on the parade ground cannot be getting into trouble or finding a tavern! In Britain, one aspect of 18th Century drill survives to this day in the form of a ceremonial parade called "Trooping the Colour", carried out on the monarch's offical birthday on Horse Grounds, in London. Originally, this parade was not a celebration but a practical exercise: the men needed to know what "the colours", or flags, of their unit looked like. The fact that the monarch gets to review the soldiers is not the point! In battle, the men would need to be able to rally to, and then defend, these colours on command." * Requires Barracks * Recruitment Capacity (Units in Training): 2 * Recruits Intermediate Infantry and Cavalry * Enables Research of Wedge Formation, Socket Bayonet, Cadenced Marching, Fire by Rank --==Drydock==-- "A dry dock is a large brick or stone basin with a set of watertight gates. Once a ship has floated in, the lock gates are shut and the dock drained. Within the dry dock, the ship is supported on blocks, and extra timbers are used to wedge firmly upright as the water is removed. By carefully timing the movement of a ship to take advantage of high and low tides, the amount of pumping (by hand) is minimised. Movements into and out of the dock are tidal, and work must be finished by the next high tide. The advantages of being able to work on a warship and then float it away are considerable. Dry docks are equally useful for construction and repair, and are often at the centre of a large complex of workshops specialising in every aspect of shipbuilding. The organisation required for all this activity means that craft-based skills of the master shipwright are still valuable, but naval architects producing plans, drawings and schedules are now a vital part of the process. Naturally, the master of the docks can treat the entire enterprise as his own (as long as he delivers the ships needed) and award contracts as he sees fit to friends and cronies! Offical making profits from the government's investment was an accepted cost of business and, provided the men were not too greedy, an assurance that they were looking after their interests and those of the navy!" * Requires Dockyard * Recruits all the nation's battleships --==Engineer School==-- "Military engineering is a highly technical field of study, best carried out by trained officers and not left to common soldiery with mattocks! The school teaches all the specialised skills that an officer of engineers will require, such as surveying, the use of explosives, military architecture, construction, the arts of siege warfare, military illustration (used to create maps) and much else besides. Some mundane tactical skills are taught as well, but engineers are not expected to command armies and issue orders to gentlemen. It is their lot to position guns and advise when a breach in a fortress' walls is "practicable", and could fall to an assult. Sappers and miners, like artillery experts, had long history of being permanent retainers in royal armies of the medieval and Renaissance periods, siege works needed experts to demolish castle walls. Thanks to the likes of the French Marshal Vauban (1633-1707) and his magnificant fortifications, the need for military engineers to create, or break into, defences grew, not lessened, during the 18th Century. The elaborate and layered defences that he and his successors developed required skilled architects and builders. Engineer officers became a corps of highly educated experts, while leaving the hard, mucky work of digging to the rank-and-file sappers and pioneers of course!" * Requires Ordnance Board * Enhances national prestige * Enables research of Shrapnel Shot, Percussion Shells * Recruits all Artillery --==Fishing Fleet==-- "A deep sea fishing fleet can bring in a larger catch than inshore boats. Most of the catch has to be salted or pickled for return to port. Salting relies on preserving the caught fish in dry salt in barrels or boxes. This is the method favoured by many fishering along the North African coast. Pickling preserves the catch in brine (sea water with even more added salt). In both cases, the salt stops any fungus or other rot from settling in, and may even improve the taste of the fish, although the fish will need to soak in fresh water before it can be cooked. All of this perservative work is required because the fleet ranges far out to sea for days at a time, looking for big shoals of fish. The cargo can take weeks to each port, and even longer to reach inland markets, and if salting was not used the catch would be both disgusting and lethal to anyone eating it!" * Requires Local Fishery * +0.8% to Population Growth * +300 Coins to Region Wealth * Recruits: Basic Battle Vessels --==Fishing Fleet (Native)==-- "Canoes manned by experienced hunters can exploit inshore shoals of fish. No one can afford to ignore a plentiful food supply, even if gathering it means braving the ocean as well. Sea fishery is a risky undertaking, but one that can feed many. The spearing skills and equipment used by each man are the same as for freshwater fish. Once taken, fish can be smoked or salted to last the long winter months. Historically the North American tribes did not really have the sailing technology to exploit the vast stocks of sea fish that were to be found off the coast. However, given that the potential of this food source was demonstrated by the Europeans, it is likely they would have exploited it given the chance." * Improves export capacity (increases trade values) * +1 trade routes possible (Sea) * +0.5% to population growth * +80 Coins to region wealth --==Foundry==-- "A foundry is an advanced site for metal production and weaponry; superior arms improve units that can be recruited by the tribe. The foundry furnace improves the quantity and quality of metal; guns can be created and adequate barrels can be made. The Warrior Society units that are furnished with such guns enter battle with confidence in, and knowledge of, in their weapons. This greatly enhances their utility on the battlefield. Foundries and ironworks were established in America as early as 1619. The earliest example discovered so far was the Falling Creek iron works, established by the Spanish. It included the first blast furnice in America, and a water wheel that was powered by the nearby James River falls. The ironworks met its end in the summer of 1622 when the Powhaten tribe, led by Opchanacanough, organised a series of raids on the James River area. Falling Creek was burnt to the ground." * Spawns Scouts. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 3 * Recruits ALL Native American units --==Fur Exchange==-- "Furs are a mark of luxury and status, as well as a practical way of keeping warm. The demand can strip areas of their native fauna. Although the medieval sumptuary laws (that defined who could wear what) are largely ignored in Europe, the wearing of fur is often restricted to royalty and other high-status individuals: the British House of Lords sets out regulations for the fur trimming on peer's robes, while fur is often reserved for warloads in the East. Lesser status furs are available to anyone with the money to spend. In Europe, even artists benefited from the fur trader's work: sable-hair brushes (actually made from a kind of weasel) are extremely good for watercolours, as they come to a fine point and hold paint well. Watercolour landscapes became very fashionable during the 18th Century, both to own and to paint. Painting watercolours became an accomplishment for marriageable young ladies, a delicate art to show off their sensibilites. In the process, watercolours became an important part of tourism, as they allowed the rich to record what they had seen on their travels." * Requires Fur Market * 40 Fur Pelts produced each turn --==Fur Market==-- "There is almost an insatible demand for fur. Pelts are traded for trinkets and manufactured goods, including firearms. Trade in furs is highly profitable, and almost any item can be parleyed into a good deal for pelts. Shipping fur back to the home market can be more of a problem, as transport in the wilderness relies heavily on finding navigable river routes. By 1700, the Hudson Bay Company was well established and expanding its operations into previously French-dominated territories. It had been set up in 1670, in London, by a royal charter to trade with the natives of Canada. The company traded English wool blankets to the native tribes in return for beaver pelts, and became the de facto colonial British government in Canada. Some of its trading posts become sites of substantial fortifications. In this, it matched the East India Company's success in the Eat. It did much better than the EIC in surviving to the present day; the again, the EIC had a spectular lack of success in pursuading Mughal India to take heavy woollen blankets as trade goods!" * Requires Fur Trader * 25 Fur Pelts produced each turn --==Fur Trader==-- "Fur trader are explorers and backwoodsmen, practical men in search of the wealth that the wilderness contains: animal pelts. Exploiting natural animal resources is one of the cheapest and most effective ways of making profit from virgin territory. It takes training, luck and money to extra mineral wealth, but anyone - if they are tough enough - can hunt, or with the natives for pelts. Historically, men looking for animal pelts for the finest furs explored swathes of North American and the Siberian wilderness. In America, it was beaver pelts that drove the traders further into the hinterland; in Siberial it was sable pelts that drove traders deeper into the wilds. Demand for furs at home in Europe was almost insatiable, probably helped by a cold period in climate and a singular lack of effective central heating!" * 15 Fur Pelts produced each turn --==Fur Trader / Native==-- "With the desire for furs every increasing, trading in them is a lucrative business. Trading in fur can be a long-winded affair until the final customer is reached, as moving furs from the wilderness relies heavily on finding river routes to transport them. The use of wooden canoes allows the furs to be sent great distances in a much shorter thing than if they had been sent by land. Historically, many European outsiders that became "woodsmen" actually took up the native way of life, adopting their clothing, lodgings and customs. Some married native women, thus creating bonds to the tribe that came with the benefit of free and easy trade." * 15 Fur Pelts produced each turn --==Fur Trading Post==-- "A building in the wilderness specifically used as a meeting place for the trading of furs and manufactured goods. As European influence increased, the tribes recognised the need to hold more territory, if only to deprive the invaders of the best lands." * Requires Fur Trader/Native * 25 Fur Pelts produced each turn --==Games Field==-- "A formal training area for tribal warriors to perfect battle skills and learn necessary discipline. Protecting family and land is the first responsibility for a young warrior. Learning weapon skills during the hunt gives a man the skills of a fighter; learning to fight alongside others makes him a useful warrior, and a credit to his tribe. Historically, warriors used the bow and arrow with astounding skill, thanks to constant hunting. Other daily tools such as the hatchet-like tomahawk were useful in war too. Oddly, in some tribes it was the custom to bury tomahawks once a war was ended (hence "bury the hatchet"). The tribes, however, never developed an organised approach to warfare to match that of the European invaders." * Spawns Scouts. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Enables Esearch of Winter Clothes * Recruits basic Native American infantry --==Global Trading Company==-- "A massive enterprise controlling a nation's trade to one part of the globe, or in certain commodities. Trading companies can be enormous, with fleets of armed merchant ships carrying all manners of cargo. The successor to the medieval adventurers, they generate fantastic wealth from their operations. Usually granted a government monopoly in either a geographical area or in a set of trade goods, the companies can also act as a privatised diplomatic service in distant corners of the globe. They are known to do deals with local potentates for trade concessions, military access, tax farming and they have taken over native governments by imposion their "advisors." Historically, the great East India companies of Britain, France, and the Netherlands were armed, quasi-independent mercantile mini-states. The British East India Company was wealthy almost beyond imagining: its trade represented about one-sixth of the British national income. Like the French "Compagnie francaise pour le commerce des Indes orientales" and Dutch "Vereeningde Oost-Indische Compagnie", the "John Company" has its own fleet and army. In India it fought wars and had its own foreign policy, giving the British government little choice but to support its actions. In modern times only petrochemical, mining and arms companies have commanded considerable power over nations." * Requires Commercial Basin * Enhances National Prestige * Improves export capacity (increases trade value) * +5 Trade Routes Possible (Sea) * +1000 Coins to Region Wealth * +9 Coins per turn to town wealth in the region * Build Battle and Trade Vessels --==Gold Mine==-- "Mining is a dirty, dangerous business. Men hack out all manner of valuable minerals by hand, risking life and limb for the mine owner's profits. Lit only by candles (which they must by themselves) or lamps with naked flames, most miners are labouring in conditions that resembles hell on Earth. In some mines firedamp (methane) is a constant risk thanks to the candles - an explosion can happen at any time. The risk of a slow death is there tool; stone dust and poisonous minerals such as arsenic: ruin a man as surely any explosion. there were also accidents. Miners are paid only for the valuable minerals that they extrace, so there is little incentive to carry out much work for safety's sake. Pit props may keep the roof from collapsing, but putting them in does not earn any payment - the miners may even be charged for the materials! And it is not just men who labour below ground. Women often pull carts from the working face to the surface. Children needed less space and air than adults, and make ideal support workers, clearing tunnels and bringing food and water to the miners. In smaller seams, children are the perfect labourers. All of this is secondary, however, to the business of making money, and mining can be a very profitable industry." +X to Region Wealth (Depends on the Yield of the Mine) --==Government Chambers==-- "An imposing meeting place for the "great and good" to offer their advice to the local governor, and influence the course of local politics. The monarch acts within the law and with the consent of the governed in a constitutional monarchy. This is what distinguishes the system from the crude absolutism of rule by the sovereign's whims and foibles: laws limit what the Crown can do, what taxes can be levied, and how people can be treated. In such a system, it is wise for the people to be consulted, and to be seen to be consulted, even if the sovereign's appointed governors actually make the decisions. Often, executive power is handed down to a local council of worthies: men wealthy and well connected enough to have a stake in the survival of the state. They can be trusted to act loyally, in the best interests of the monarch, themselves and the people. Historically, appointed governors oftten took it upon themselves to select local men to advise them about local matters. For example, there was a tradition in English colonies overseas for landowners to offer their services and best advice to the London-appointed governors, whether it was welcome or not!" * Requires Government Council, Constitutional Monarchy * +3 to Repression in the Region * +6% Coin bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits: Basic Infantry and Cavalry --==Government Council==-- "A constitutional monarch's powers are limited by law, as are those of appointed governors. Viable consultation can ease the use of even these limited powers. While the people do not have to be listened to, it is a wise course of action to consult them in local matters. The process may be real or a fig leaf, but one result is that the council takes the blame for poor decisions, not the Crown or its governors, beys to thalurs! The propertied classes and local dignitaries on the council almost certainly owe their advisory status to their wealth or social position: democracy may play a part, but the franchise is likely to be very limited indeed. The lower social orders are unlikely to be given any say in how they are governed. This lack of broad consultation is not as bad as it sounds. The government cannot overstep the bounds of its powers. There is a contract (or even an informal understanding) between government and governed as to what the Crown may do without the consent of the people (ther people being those with a stake in the country - men of property in other words). Historically, this is essentially the model that the British arrived at: the King and his ministers ruled, but needed Parliament to raise taxes and pay for everything!" * Requires Governor's Residence, Constitutional Monarchy * +2 to Repression in the Region * +4% Coin bonus to region tax income * Recruitment capacity (units in training) : 1 * Recruits: Infantry and Cavalry Units --==Governor's Mansion==-- "In an absolute monarchy, the monarch's person is the wellspring of all authority. Lackeys - no matter now mighty - serves at the Monarch's pleasure and need take no account of locals! Absolute monarchy is an effective and sometimes brutal form of government. The monarch's powers are not limited in any way. What the monarch decrees simply happens. If it does not, heads roll, often literally! The machinery of provincial government receives the same authority from the Crown. A governor, thalur or bey (depending on the nation in question) has the power to do anything to his subjects, providing he delivers what his monarch requires - and this is usually tax income and soldiers. Any other considerations can be put to one side; it is the duty of subjects to obey in an absolute state, and those who dare argue back are quite rightly treated as faithless rebels. Historically, absolutism was the main form of Government in many 18th century states. Louis XIV of France was speaking the truth when he repeatedly claimed "L'Erat, c'est moi!". Like many absolutists and their apologists, he sincerely believed that he was responsible for his actions only to God." * Requires Governor's Residence, Constitutional Monarchy * +2 to Repression in the Region * +4% Coin bonus to region tax income * Recruitment capacity (units in training) : 1 * Recruits, Infantry, Cavalry and Artillery units --==Governor's Palace==-- "This magificant palace is a pale reflection of a monarch's glory, power and wealth, not those of the governor's person. In an absolute monarchy, there is a great chain fo authority that stretches down from the monarch's person even to the lowliest of his subjects. Everyone has a place, sanctioned by time, custom and the approval of the monarch and no one is exempt from the awful majesty of the sovereign's power. This is especially true of governors away from the royal court. They may rule from marble palaces, but they do so not in their own right but by the authority granted from the Crown. If any of them ever forgot that the grandeur and luxury that surrouned them are entirely borrowed, the penalties for personal aggrandisement are terrible indeed. Having been raised up, they have an awfully long way to fall. In reality, many governor's residences in absolute monarchies combined luxury (for who was to say when the king would visit?) with enough barracks and stables to house a small army. Absolutism always relied on the concepts of the "rod and the axe" to maintain authority, although by the 18th Century a good stock of gunpowder and a fine collection of artillery did better service." * Requires Governor's Mansion * +3 to Repression in the region * +9% Coin Bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits basic infantry --==Governor's Residence==-- "As a province grows, the central government appoints its own governor with greater powers, rather than relying on the services of a member of the local, minor gentry. No matter what his title - Lord Lieutenant (to the Monarch), Governor, Pasha, Thalur - the man appointed to oversee a province is a minor monarch, even in a republic! His main duties are tax raising and defence, and he is the government's man rather than a senior member of the local community. He is both protector and enforcer. He can enforce the law as he sees fit, ignore it when inconvenient and even grant pardons. He can impress men into military service and use them against any who dare to rebel. He has to power of life and death over his subjects - although he may have to use the justice system rather than simply having people shot. And, best of all, in an age of "interest" he has the power to fill his own and his friend's purses at the state's expense. Historically, office holders in the 18th Century (almost regardless of country or government style) seemed to have trouble keeping the state's money out of their own pockets. It was acceptable for a man to appoint himself or a friend as a contractor, tax farmer or monopolist and make a handsome profit." * Requires Magistrate, Constitutional Monarchy * 1 to Repression in the Region * Recruitment Capacity (units in training) : 1 * Recruits: Infantry and Cavalry Units --==Grand Opera House==-- "This impressive setting for musical performances allow the audience to delight in novel entertainments, and admire the good taste of the house's patron. Little expense is spared on a grand opera house, particularly in the "front of house" area where the audience are to be found. A grand opera house is a maginificant structure, the equal to any palace in terms of luxurious appointments and detailing to overawe the visitors. The staged can be equally elaborate, featuring enormous casts and intricate settings. This is conspicious consumption raised to a high art, even before the music starts! Many rulers in the 18th Century acted as a patron of the arts, and opera in particular. Apart from being fablously and famously expensive (therefore demonstrating the patron's wealth), the musical form was also growing in popularity and quality. The staging and music of opera advanced tremendously during the period, with works from composers of genius such as Mozart, Handel, and Scarlatti. Emperor Joseph II of Austria, the "music king", was particularly fortunate that his love of the art coincided with a flowering of musical talent in Europe. He used the arts as a subtle tool of nationalism, promoting a Germanic culture within Austria." * Requires Opera House * +3 Happiness (Lower Classes) * +3 Happiness (Middle Classes) --==Great Arsenal==-- "A great arsenal is a government-owned facility, intended to manage the manufacturing and development of long guns and all the paraphernalia needed. The development of new cannons is an expensive and sometimes risky business, and one that the state likes to keep under its immediate control. No government likes to contemplate rebellion, but central control of heavy artillery and its production is a wise policy. Rebels without cannons are an annoyance; with large guns, rebels can become revolutionaries! Large guns are necessary for armies (and navies for that matter) to operate effectively. The ability of a nation to projects it power in war is, in a large part, measured by the size and variety of its artillery train. Historically, the arsenals of many states were peacetime stores for cannons, shot and powder; domestic peacekeeping by an army rarely required artillery. Once cast, a cannon barrel could spend decades in storage before mounted on a carriage and used in anger. Gunpowder, too, could spend neglected years in storage, and this caused all kinds of problems when it was finally issued to gunners. Money for the upkeep of stores also caused problems, too often ending upin the pockets of the Masters of Ordnance and his friends!" * Requires Ordnance Factory * Enables Research of Carcass Shot * Recruits Intermediate Artillery --==Great Ashram==-- "An ashram offers wisdom and learning to all those who come within its walls. This retreat from the cares of the world is a place of peace and tranquility, as well as a place of profound learing and contemplation. Not quite a monastry, or matha, an ashram is bound by an informal code of conduct laid down by the religious leader or sage who leads it. Traditionally, the ashram are detacted from everyday concerns, and concentrate to the spiritual development of the students. Some act as schools for children too. Even though they are places of peace, not everyont who makes a pilgramage to an ashram has peaceful intent. The journey, both internal and external, can teach a warrior much about the business of warfare and some ashrams do offer a form of martial arts training. In the Hindu epic: The Ramayana, warrior princes receieve weapons training at an ashram." * +4 Happiness for the Hindu Population (lower classes) * Converts the populace to Hinduism * Spawns religious agents. Maximum number: +1 --==Great Charbagh==-- "These formal gardens are a retreat from the hurly-burly of the everyday world, and a place where important guests can be entertained. These are space where rulers, their important functionaries, ambassadors and the "great and good" can take their ease, enjoying the peace of shade, running water, natural beatuty, and pleasant scents. The design of Persian gardens influences the layout of a charbagh, (the word itself has Persian origins), and the plants that are grown. The central idea is to reflect or recreate Paradise in an earthly setting, albeit with the limitations that humans always bring to their works. The garden is divided into four sections, each with its own reflecting pools, formalised streams and fountains, and carefully selected paintings. Water features are important because they represent the four rivers of Paradise. The plants carry symbolic meanings too, for those educated enough to "read" the garden, such as the cypress trees representing death. Often verses of sacred texts are carved into the stonework, or inlaid in wall tiles, as a further aid to contemplation. The most famous charbagh in existance is probably best known for the tomb it contains: laid out in 1632, the gardens of the Taj Mahal in Agra, are a superb formal setting for any building." * Requires School of the Arts * +3 Happiness (Nobility) * +3 Happiness (Lower Classes) --==Great Estates==-- "The largest estates can have a huge acerage turned over to the pleasure of their owners. Pleasure in a carefully manicured nature is secondary to the need to make money! The largest estates are a statement of wealth, complete with dazzling palace-like grand houses in the latest styles and built without thought to the expense. Landowners and the great nobility vie with each other to produce not just homes, but idealized landscapes around them. Where the terrain is not dramatic enough, it is ruthlessly reorganised to suit the owner's tastes. In the interests of art and beauty the workers, their homes, and their farms are removed from the land. Historically, a group of landscape architects in Europe completely remodelled many country estates into idyllically perfect vistas for their clients. They created the fantasy of a natural landscape, improving on what was there to make entirely "artificial" (and this is not a term of disapproval at the time) parkland dotted with romantic ruins and gothic follies. In the process, men like Lancelot "Capability" Brown remade hills, flooded valleys, moved rivers, destroyed entire villages and displaced people without mercy. Many of these amazing houses and gardens still exist today, if only as tourist attractions." * Requires Clearances * +0.9% to Population Growth * Reduces the Chance of Food Shortages * +X Coins to Region Wealth (Depends on Yield of Farming Region) * Enables Research of Threshing Machine --==Great Museum==-- "This splendid structure is a celebration of national greatness, celebrating the progress of a country towards its current perfection. Some objects in the collectoin are the spoils on war, gifts from travellers, the items collected on the whims of past rulers, and intriguing curios from around the world. This is, in many ways, the national equivalent of a savant's "cabinet of curiosities": a miscellany of interesting things, collected simply because they were interesting. The other half of the collection is a clear demonstration of national prowess in all fields, be that a piece of intricate machinery, a work of superlative craftsmanship, the largest cannon in the world, and so on. It is understandable if a certain chauvinism creeps into the enterprise, it is an exercise in national trumpet-blowing! Historically, private museums and displays had developed from the collections in "cabinet of curiosities", and some of these had ended up as government or royal property. The world-famous British Museum began this way, when Sir Hans Sloane's collection was left to George II so that it could be preserved for the nation. Now a wonderful collection of antiquities, the Museum was intended to be a universal collection, and had natural history, geology, and science exhibits." * Requires Grand Opera House * Enhances National Prestige * +4 Happiness (Lower Classes) * +4 Happiness (Middle Classes) --==Great Parliament==-- "The seat of parliament in a constitutional monarchy, as the monarch has become a ceremonial figurehead with deliberately limited powers. Parliamentary government involves the elected representatives of the people forming a government with the monarch's consent - although the ministers who emerge from the system may not be entirely to the monarch's taste! While the sovereign can at least have an advisory role, and choose chief ministers, those ministers determine national policy. Unless a ministry can command majority support in parliament, its policies, of left or right, radical or conservative, will fail. The terms "left" and "right" to define political views in an elected system come from just before the violent birth of the French Republic, with the absolutist Louis XVI was moving towards a constitutional monarchy. The liberal deputies of the "Third Estate" in the "Estates General" (a parliament called by Louis) sat to the left of the assembly president's chair, while the nobility (the "Second Estate") with more conservative views sat on his right. The terms "left" and "right" have continued to this day, usually in a disapproving fashion. Louis' success with his constitutional experiments was limited: the guillotine ended his reign in a sudden and cravat-ruining fashion!" * Requires Government Chamber * +5 to Repression in the Region * +10% Coin Bonus to region tax income * Recruitment Capacity (Units in Training): 3 * Recruits basic militia --==Gunnery School==-- "A practical education in the arts of gunnery and the uses of firepower can be a very useful thing for an officer of artillery. Gunners see themselves as a "race apart" from army officers, and with good reason. They are skilled specialists who have spent years studying their trade. In the wrong hands, cannons can be as dangerous to their users as to the enemy, so gunners are actually expected to know what they are about. Unlike army officers, who have often obtained their rank through the purchase of a commission, gunners are promoted on seniority and merit. It is not enough to stand around looking brave; a gunner needs to understand military surveying and drawing, mathematics, ballistics, some military engineering, and have a grasp on technical matters. This can create tensions between "gentlemen" officers and the gunners practicing a "trade." Historically, many corps of artillery and gunnery schools are older than national standing armies, as they can date their foundations back to the times when a Master of Ordinance or Artillery was part of a royal household. The most famous artillery student is, of course, Napoleon Bonaparte; his interest was considered surprising given his background as a member of the minor nobility." * Requires Great Arsenal * Enables research of Explosive Rockets * Recruits Strong Artillery, Mortars and Howitzers --==Gunsmiths==-- "A gunsmith is an indispensible asset with the skill to produce and maintain firearms. The Europeans brought guns to the Americas, but the native tribes have not been slow to adopt them. A gun is a status symbol for a warrior, and needs care if it is to work properly. The smiths of many tribes have learned to repair and even manufacture firearms, following the invaders' patterns. For the most part, Native American tribes gained guns through trade or from vanquished foes. One of the earliest guns to become available to them was a lightweight, smoothbore, French flintlock musket, thanks to the trading and political policies carried out in New France (Canada). The French gave "their" natives guns in the hopes of discomforting British Settlers." * Spawns Scouts. Maximum Number: +1 * Recruitment Capacity (Units in Queue) : 3 * Enables Research of Improved Ironworking, Cannon Casting * Recruits: All Native American Infantry --==High Chief's Lodge==-- "The High Chief has the final say, and his dwelling reflects his status. Tribal structure relies on everyone knowing his place and recognising where power is vested. The tribal sub-chiefs need a supreme leader to bring them together, to be a voice for his people. The High Chief fulfils this role, acting as father to his tribe with, if he is wise, the guidance of the medicine men and older warriors. Historically, tribal leaders were the key in determining tribal policies, especially towards the invading Europeans. King Philip's War of 1675-6 seems to have been the result of Metacomet (or "King Philip" as the English settlers called him) realising that trading tribal lands for goods was the height of folly, despite what previous leaders had done." * +9% Coin Bonus to region tax income * +75 Coins to region wealth * +3 Coins per turn to town wealth in the region * Recruitment Capacity (Units in Training) : 1 * Enables research of Written Language * Recruits Basic infantry --==High Porte==-- "A palace that is almost beyond magnificant, intended to be the envy and amazement of the world. All places are intended to overawe and intimidate those who seek an audience. The scale of everything is monumental and slightly inhuman, providing the ultimate stage for the public exercise of absolute power. This palace is the external realisation in marble and gold and the fundamental truth that here is a sovereign lord who has no limits: nothing is beyond his ambition. The entire resources of the state can be spent to create such a palace, if desired, if it costs a thousand lives, no matter. Within the walls, the palace is a world within a world, where offical prequisites are jealously guarded and fought over, even as the officals scurry to carry out their master's every wish. Historically, such as the Winter Palace in St Petersburg, Russia, and the High Porte, the private court of the Ottoman Sultans, were almost small towns in themselves. Their grandour still inspires admiration and amazement, even today. From the Tsar and the Sultan downward, there was a strict hierarchy with everyone plotting and counter-plotting to keep or gain status. Even the servents "below stairs" had their own pecking order." * Requires Sublime Porte * +5 to Repression in the region * +15% coin bonus to region tax income * Recruitment capacity (units in training) : 3 * Recruits basic infantry --==Hofburg==-- "This magnificant palace is a suitably grand and imposing surroundings for the business of running an Empire. The Hofburg was the imperial residence of the Hapsburgs in Vienna, with sections dating back to the Middle Ages. The idea of this being a single palace is something of a mistake, as it is a complex of buildings that has grown up over the centuries as the needs (not to mention rivalries and dislikes) of the Hapsburg rulers have changed. It housed chapels, a music school, and numerous small residents for the cadet branches of the family. Indeed, there is a complete second palace in the Imperial Stables, a result of a falling out between the Holy Roman Emperor Ferdinand I and his son, the Crown Prince Maximillian. Relations between the two were so bad that the Emperor did not want his son under the same roof! Over the centuries the Hofburg has been extensively rebuilt and remodelled as funds have been available and tastes have changed. It remains, however, a serious expression of Imperial power and grandeur. The building is still in use today as the offical residence of the Austrian president." * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * +5 to Repression in the region * +15% Coin Bonus to Region Tax Income * Recruitment Capacity (Units in Training) : 3 * Enhances National Prestige * Recruits basic infantry * Highest level Government building, built in Vienna by the Austrians --==Horse Breeder==-- "Horses are incredibly valuable and those who look after them command great respect. The keeping and training of horses is a noble profession, as wealth can be measured in a tribe's horses. The beasts are so revered that a breeder will bring his prized horses into his home in bad weather. The Spanish conquistadors reintroduced horses into America during the sixteenth century. Their arrival had a profound effect on the Native American peoples and their way of life. It became a great achievement to steal the best horses from neighbouring tribes." * Converts the Populace to Animism * Recruitment Capacity (units in training) : 1 --==House of Representatives==-- "This is the centre of the republic: the beating heart of the nation where the great and good gather to seat their people to a better future. The "great and the good", naturally enough, need suitably imposing surroundings to carry out their burdensome law-making duties. Indeed, the magnificance of the building used for represenative assemblies can only bolster the honour and the prestige of the republic! That is also adds gravitas to the representives themselves is no more than mere coincidence. The number of chambers and their methods of selection differ from republic to republic. Nearly all feature one chamber to pass laws and another to revise them. While the people may have a say in who creates the law "the great and the good" usually take considerable pains to enfranchise only sections of the people. By carefully excluding votersthanks to age, sex, wealth, religion, birth, and geological location, the political classes can make public support a largely meaningless term. The less astute and largely unwashed masses of the people are important, but that does not mean they should interfere in government business!" * +4 to repression in the region * +12% bonus to region tax income * Recruitment capacity (units in training) : 2 * Recruits basic militia --==Hunting Grounds==-- "A large area inhabited by a variety of wild animals hunted for the meat and pelts. Hunting is a way of life, and the methods and techniques used have been handed down for generations. The seaons play a huge role in the way hunting parties operate: in autumn when the grasses are dry, fire is used in hunting. Once a herd of animals is located a large arc of fire is started while, the hunters pick the animals as they run from the flames. The re-introduction of the horse into the Americas meant that tribes could hunt over a greater range for extended periods of time. On the Great Plains, some young braves you pursue buffalo for months on end." * Spawns Scouts. Maximum Number: +1 * Recruitment Capacity (units in training) : 1 * Enables Research of Ironworking * Recruits basic Native American infantry --==Imperial Naval Engineers' School==-- "Despite the name, the naval college offers training to naval architects, shipbuilders and quarterdeck officers. The Naval Engineers' School began as a training school at the Golden Horn shipyards, and was put on a formal footing by Cezayirli Gazi Hasan Pasha (1713-90), the Grand Vizier of Sultan Mustafa III, and a Franco-Hungarian military advisor, Francois Baron de Tott. It was a part of Mustafa's efforts to modernise the Turkish military and naval system in the face of considerable resistance from the janissaries and their leadership. The teaching given was extremely good, and produced fine officers. Hasan Pasha is actually more interesting than the school, as he started life as a slave in eastern Turkey and rose through the ranks of the military. He even spent time with the Barbary Pirates of Algiers and, while there, domesticated a lion as a pet! Despite being on the losing side at Battle of Chesma in 1770 his ship, the 84-gun Real Mustafa, was one of the few on the Turkish side to emerge with any credit. His record certainly helped with it came to driving through the (limited) reforms that Mustafa managed to advance. Baron de Tott's other achievement was the establishment of a new cannon foundary." * Requires Naval College * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * -5% to Upkeep Costs for all naval units * Enhances National Prestige * Built as highest Naval Building by the Turks in Istanbul --==Imperial Palace==-- "A palace that is almost beyond magnificant, intended to be the envy and amazement of the world. All places are intended to overawe and intimidate those who seek an audience. The scale of everything is monumental and slightly inhuman, providing the ultimate stage for the public exercise of absolute power. This palace is the external realisation in marble and gold and the fundamental truth that here is a sovereign lord who has no limits: nothing is beyond his ambition. The entire resources of the state can be spent to create such a palace, if desired, if it costs a thousand lives, no matter. Within the walls, the palace is a world within a world, where offical prequisites are jealously guarded and fought over, even as the officals scurry to carry out their master's every wish. Historically, such as the Winter Palace in St Petersburg, Russia, and the High Porte, the private court of the Ottoman Sultans, were almost small towns in themselves. Their grandour still inspires admiration and amazement, even today. From the Tsar and the Sultan downward, there was a strict hierarchy with everyone plotting and counter-plotting to keep or gain status. Even the servents "below stairs" had their own pecking order." * Requires Royal Palace * +5 to Repression in the region * +15% coin bonus to region tax income * Recruitment capacity (units in training) : 3 * Recruits basic infantry --==Improved Settlement Fortifications==-- "At settlements grow there is a need for more elaborate defence in depth. The fortifications are designed to intimidate any attacking force, and then kill them. Extensive fortifications cost huge sums of money and much effort. There is little point in constructing them unless they are well maintained and needed for the future survival and prosperity of the town. A defensive wall is good for a sense of security, but does not feed a hungry family after a poor local harvest! As a practical matter, then, these fortifications are erected along borders and around towns of real strategic significance. The defences are laid out according to the latest military fashions, and as well as built as any purely military fortification. This can cause local problems, as prime building land is either used for the fort themselves, or must be kept clear to provide excellent fields of fire. During long periods of peace, the city fathers must resist the temptation to cover the killing zones with houses and commercial properties! Historically, fortresses created by Marshal Vauban of France dominated their towns for centuries. The fortresses of Strasbourg, in Alsace, are typical of his work, and were a clear geographical boundary until the end of the 19th Century. * Requires Settlement Fortifications * +1 Happiness (Lower Classes) * +1 Happiness (Middle Classes) * Surrounds city approaches with a ring of star forts, protecting it from assault * Enhances national prestige --==Independence Hall==-- "Every new nation needs a birthplace. Independence Hall in Philadelphia was actually built by the Pennsylvania colonial legislature as their State House, and so for the first two decades after its completion it was home to part of the British administration in America. It is a practical, red brick building in a grand colonial style and has an architectural honesty and pleasing, human proportion to it that is sometimes lacking in grander neo-Classical structures. From 1775, the building was the home to the Second Continential Congress, the representatives of the Thirteen Colonies who approved the Declaration of Independence. The romantic view is that the "Liberty Bell" was wrung to bring citizens to hear the reading of the Declaration in July 1776. Unfortunately, for romantics, historicans now believe that the steeple of Independence Hall was in too bad a stateto allow the ringing of bells from the Hall. That hasn't stopped the romantics from believing the story for a minute! Independence Hall was abandoned by Congress when the British occupied Philadelphia from 1777-78. The government eventually moved to a specially created federal district (later to become Washington DC) when a mutiny by the Continential Army drove them out of Philadelphia in 1783. But for the actions of the mutineers, Philadelphia would probably still be the capital of the United States." * Built in Philadelphia by the US as the maximum Government building * Requires Presidential Palace * +1 Happiness (lower classes) * +1 Happiness (middle classes) * +5 repression in the region * +15% coin bonus to region tax income * Recruitment capacity (units in training) : 3 * Enhances national prestige * Recruits basic infantry and cavalry --==Ironmaster's Works==-- "Hot, mortally dangerous, clamorous and flithy, the forges and works of the ironmasters are, for some, a presentment of Hell on Earth. Blacksmiths can only produce small quantities of good quality iron, and small items, thanks to their reliance on muscle power for all work. The ironmasters have the financial backing and imagination to scale up the production of iron, and use water power to force air into the furnaces and power machines to work the metal. Where there is a plentiful supply of coal, water and ore, the ironmasters can make a profit. The Industrial Revolution and the modern world we now live in owe their existance to one small valley in Shropshire, England. Coalbrookdale had good supplies of water and coal and this encouraged Abraham Darby to establish his coke-burning foundry there to make iron (there had been foundries in Coalbrookdale before, producing cannon shot among other things). Charcoal-powered furnaces were becoming uneconomic, as the demand for wood outstripped supply, hence the switch to coal and coke. Darby's methods were revolutionary and the family business went from strength to strength. The production of high-quality iron generated demand for more; the Iron Bridge at Ironbridge, for example, demonstrated that iron was a superb construction material, thanks to the efforts of Abraham's grandson, also called Abraham." * Requires Iron Workshops * +X to town wealth (Depends on Yield) * +11 Coins per turn to town wealth in the region * Enables research of Machine Tools, Puddling Furnaces, Steam Engine --==Iron Mine==-- "Mining is a dirty, dangerous business. Men hack out all manner of valuable minerals by hand, risking life and limb for the mine owner's profits. Lit only by candles (which they must by themselves) or lamps with naked flames, most miners are labouring in conditions that resembles hell on Earth. In some mines firedamp (methane) is a constant risk thanks to the candles - an explosion can happen at any time. The risk of a slow death is there tool; stone dust and poisonous minerals such as arsenic: ruin a man as surely any explosion. there were also accidents. Miners are paid only for the valuable minerals that they extrace, so there is little incentive to carry out much work for safety's sake. Pit props may keep the roof from collapsing, but putting them in does not earn any payment - the miners may even be charged for the materials! And it is not just men who labour below ground. Women often pull carts from the working face to the surface. Children needed less space and air than adults, and make ideal support workers, clearing tunnels and bringing food and water to the miners. In smaller seams, children are the perfect labourers. All of this is secondary, however, to the business of making money, and mining can be a very profitable industry." +X to Region Wealth (Depends on the Yield of the Mine) --==Iron Workshops==-- "Blacksmiths are the heart of many communities. Their skills make tools for the farm, the home and the workshop alike. Smiths make everything that the world of work uses, from ploughshares, horseshoes and sickles to knives, nails, and wagon tires. They even make the machinery to make more machines, as they make tools for themselves and other crafts not to mention the working parts of many workshops. The people with the surname "Smith" (or its equivalent) shows the historical importance of ironworking! The job is, however, dirty and dangerous. Fire is an ever-present danger, and working with red hot metal has risk all of its own. It breeds tough, hardy, independent men with an unsentimental eye for profit. Making iron requires a great deal of charcoal as fuel. This means that the secondary industry of charcoal burning uses large tracts of woodland to make charcoal, and is one of the main limitations on iron production. It is almost impossible to produce enough charcoal, year after year, to keep the furnaces burning because managed woodlands don't grow fast enough." * Requires Craft Workshop (Smiths) * +X to region wealth (Depends on the wealth of the town) * +8 Coins per turn to town wealth in the region * Enables research of Basic Steam Pump, Coke Blast Furnace, Measuring Tools --==Iron Workshops / Natives==-- "Workshops create tools and trade goods for the tribe. A workshop is a vital resource for the community, whatever it produces. These small-scale industries have a large role to play in the tribe's prosperity and survival. Beads, for example, were an important craft produce in Native American society. They were used in ceremonial jewellery and clothing as a form of currency where barter was not used. Despite the large number of people involved in craftwork, the tribes never used anything more powerful than human muscle in their industries." * -2 Happiness from Industrialisation (Lower Classes) * -2 Happiness from Indistrialisation (Nobility) * -15% Recruitment Cost for all land units * +X to region wealth (Depends on the wealth of the town) * Recruitment Capacity (Units in Training) : 1 --==Jesuit College==-- "The Catholic Church has educated the social elite for many centuries, and the Society of Jesus provides a vigorous training for young minds. Originally formed as the Church's "shock troops" of the Counter-Reformation, the Jesuits have long used education as a weapon in their struggles against Protestant heresy. Their colleges gives Catholic students an excellent grounding in many disciplines, as well as making sure that their faith is certain and sure. A few pupils receive scholarships or charity, but the majority of them are the children of the social elite in Catholic nations. Jesuit Colleges have an essentially conservative bent, and exist to confirm the existing political and social order (and the Church's over-arching authority) in the minds of the students, not make them question the world. The Society of Jesus had a long tradition of intellectual excellence, a legacy of its duty to debate with Protestant reformers of the Church. Many of the Vatican's best scientists and thinkers have been found among its ranks. The Jesuits also have a long tradition of educating the laity, and still provide a secular and religious education that is the equal of any other in the world." * Requires Church School, Catholic Nation * +2 Happiness for the Catholic Population (Lower Classes) * Converts the Populace to Catholicism * Spawns religious agents. Maximum Number: +1 --==Konglig Museum==-- "This impressive collection of art would be an ornament to any nation. The Royal Musuem was founded in 1792 by King Gustav III, and gave a home to his exquisite artwork collection. It now forms the core of the Swedish National Museum. Gustav was an absolutist, as might be expected of a nephew of Frederick the Great of Prussia. He objected to parliamentary reforms, sought to distract everyone's attention with an unsuccessful war against Russia and ignored public opinion. Although he was a playright and a patron of music, the arts and sciences, and spent liberally on all of them, he did so without gaining much popularity against the people or nobles. His museum was the result of his free spending ways: where art was concerned, he was rather liberal with his money. In the end, Gustav was assassinated by a conspiracy of noblemen at the Royal Opera House, an event that itself turned into an opera by Giuseppe Verdi, Un ballo in maschera (The Masked Ball). Verdi had to change many of the details due to government censorship, as the assassination of a monarch was felt to be a bit too controversal in Italy of the 1850s." * Requires Grand Opera House * +5 Happiness (Lower Classes) * +5 Happiness (Nobility) * Enhances National Prestige * Highest ranked Cultural building in Stockhelm built by the Swedes --==Koninklijke Kweekschool voor de Zeevaart==-- "This naval school produces fine naval officers for Dutch sea service. The Dutch Navy owes its existance to the arming of Dutch trading ships in the 16th Century and earlier, often indirect contravention of orders from their Spanish overlords. The independently-minded Dutch were not minded to take much notice of such instructions. A centralised navy, dedicated solely to warfare, could trace its origins back to 1488, and had managed to dominate the seas for much of that time. A formal training system for officers, however, had to wait until 1785 when this land-based training establishment was opened. Before that, officers had learned their trade at sea, in a very practical way. the whole business was formalised under the short-lived Republic of Batavia (1795-1806), although by this time maritime supremacy had passed to the Royal British Navy. Nevertheless, the Kweekschool voor de Zeevaart was one of the most prestigious naval schools, and produced fine officers." * +1 Happiness (Nobility) * +1 Happiness (Middle Classes) * -5% Upkeep Costs for all Naval Units * Enhances National Prestige --==Kunstkamera==-- "This huge collection of natural curiosities and rarities is intended to educate and inform. The museum was the idea of Peter the Great, and was built facing his magnificant Winter Palace in the purpose-built "window on the west" of St. Petersburg. The collection has a morbid, even prurient air to it, as it features a huge number of "natural curiosities" in the form of human and animal foetuses and still-births, all carefully preserved so that their details can be studied. The point, however, wasn't simply to collect odd items for the sake of collecting oddities. Peter the Great wished to debunk the superstitions and fears of Russia which, even though he was the tsar, he regarded as backwards and ignorant. He had little interest in collecting man-made objects, unlike the hunters and collectors of antiquities at other great museums of the time. Major collection of minerals, rocksand scientific instruments were added to the Kunstkamera (a word derived from the Dutch). The museum survived as a single collection for around a century, then its collections were despatched to a variety of Imperial museums." * +5 Happiness (Lower Classes) * +5 Happiness (Nobility) * Enhances National Prestige * Requires Great Museum * Built as highest ranked cultural building in Moscow by the Russians --==Large Ashram==-- "An ashram offers wisdom and learning to all those who come within its walls. This retreat from the cares of the world is a place of peace and tranquility, as well as a place of profound learing and contemplation. Not quite a monastry, or matha, an ashram is bound by an informal code of conduct laid down by the religious leader or sage who leads it. Traditionally, the ashram are detacted from everyday concerns, and concentrate to the spiritual development of the students. Some act as schools for children too. Even though they are places of peace, not everyont who makes a pilgramage to an ashram has peaceful intent. The journey, both internal and external, can teach a warrior much about the business of warfare and some ashrams do offer a form of martial arts training. In the Hindu epic: The Ramayana, warrior princes receieve weapons training at an ashram." * +2 Happiness for the Hindu Population (lower classes) * Converts the populace to Hinduism * Spawns religious agents. Maximum number: +1 --==Large Coffee Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Coffee Plantation * 25 Sacks of Coffee produced each turn --==Large Cotton Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Cotton Plantation * 25 Bales of Cotton produced each turn --==Large Madrassa==-- "A madrassa is an Islamic place of learning, where Muslims can study not only their faith, but also the law, jurisprudence, science and history. These schools are often attached to mosques, but they do not offer religious instruction alone. Those who wish to do so many study the Qur'an, and become honoured as a "hafiz" when they have memorised the whole text. Others may choose a wider syllabus and learn additional subjects such as history, logic, shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet, peace be upon him - and correct intrepretation of the Qur'an. Those who finish their studies will gain status as scholars and imams, and become leaders in the wider commmunity expected to intrepret the law and religion for their fellow Muslims. Historically, some madrassas offered their pupils an even wider choice of subjects, including Arabic literature, literature, English, French, Dutch and other useful trade languages as well as science, mathematics and world history. The scholars produced were intelliectually rounded individuals, often better prepared for later studies than the counterparts in Europe. There were even madrassas that specialised as medical schools." * +2 Happiness for the Muslim Population (Lower Classes) * Converts the populace to Islam * Spawns religious agents. Maximum number: +1 --==Large Spice Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Spice Plantation * 25 Pounds of Spice produced each turn --==Large Sugar Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Sugar Plantation * 25 Loaves of Sugar produced each turn --==Large Tea Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Tea Plantation * 25 Chests of Tea produced each turn --==Large Tobacco Plantation==-- "Plantations are a very successful method of growing cash crops to meet demand in the home market. For the owner, a large plantation is a prestigious investment. The profits, however, can be substantial, and this wealth is often reinvested in recreating an upper-crust lifestyle for the plantation's owning family. This is true even in republics; egalitarianism only extends so far, and rarely includes the field hands doing the back-breaking labour! Owners behave with staggering levels of brutality towards their workers, regardless of whether or not they are formally slaves. Partly, of course, it is fear that leads them to behave this way: the workers outnumber the overseers many times over. A large plantation is also an island of home luxuries in an alien land. Owners have money to import anything and everything from home, and some take the opportunity to behave like kings in their own tiny empires. They are the propertied classes, the ones with influence, and few people at home really care about their methods." * Requires Small Tobacco Plantation * 25 Barrels of Tobacco produced each turn --==Lazienki Park==-- "These magnificant gardens are a splendid setting for any royal palace. The Park and its gardens were acquired by Stanislaw II August Poniatowski, the last King and Grand Duke of the Polish-Lithanuian Commonwealth, after his election. Although already impressive, he set about remodelling them, and made the gardens his life's work, building his "Palace on the Water" in a suitable magnificant setting by the Lake. This watery connection was how the park got its name of Lazienki or "Royal Baths" Park after the bathing pavilion that was constructed in the gardens. The garden was also a magnificant setting for Stanislaw's regular dinner parties with leading artists, writers and politicans. While Stanislaw was something of an autocrat, he was also a believer in education and the ideas of the Enlightenment, using the dinners to engage with leading thinkers. The park and palaces were lucky to survive the Warsaw Rising in 1944. They were mined for destruction, but the German occupiers never completed their demolition works, although Lazienki Palace was burned." * +5 Happiness (Nobility) * +5 Happiness (Lower Classes) * Enhances National Prestige * Requires Great Museum * Built by the Polish as highest Cultural Building in Warsaw --==Local Fishery==-- "No one can afford to ignore a plentiful, cheap source of food. Inshore fishing can bring in good catches. A local fishery, however, only takes fish from waters nearby, and most fishermen use small boats, thus limiting the overall size of the catch. There is always a surplus that can be sent inland to supplement local food supplies. While catches can be seasonal as fish come and go according to the tides and currents, it is rare for the catch to fail completely. Fishing is a dangerous activity; each year the sea claims it's share of fishing fleets and the lives of many men. Historically, fish was an important food staple all over the world. There were religious prescriptions that encourages the eating of fish such as the Catholic requirement not to each flesh on a Friday. Islamic jurisprudence sees fish with scales as halal (permissible), while some authorities hold that shelled sea creatures are haraam (forbidden). Given the bottom-dwelling nature of mussels, clans, and so on and the risk of inherent food poisoning if they are improperly stored or cooked, this is a sensible precaution." * 2 Turns to Build * +0.6% to Population Growth * +X Coins to Region Wealth (Depends on the Town's Wealth) * Recruits: Sloop --==Local Fishery (Native)==-- "Fishing is an activity undertaken by all members of the tribe, using a variety of tools and techniques. Like many aspects of the Native American way of life, fishing is dependent upon the seasons. Ice fishing in winter is a cold, lonely and slow business compared to using nets and lures in spring. The arrival of fish off the coast and in rivers is also tied to the passing seasons. Fish often played a key part in mythology, none more than the salmon. One tale tells of a salmon becoming involved in a contest for a chief's daughter. The contest saw the salmon break a set of elk antlers into pieces to win the hand of the young maiden." * Improves export capacity (increases trade values) * +1 trade routes possible (sea) * +0.3% to Population Growth * +X Coins to region wealth (Depends on Yield) --==Logging Camp==-- "Virgin forests are a vital strategic as well as economic resource. A logging camp allows the tall timber to be cut and used locally or shipped to the home country. Apart from its obvious uses in construction and as fuel, timber is vital for shipbuilding. All vessels of the period are entirely wooden, and need hundreds of tons of good quality lumber, of many kinds, each. Frames and structural members, for example, are made of oak. Buildings also use a large amount of wood both in the structure and during the building process as scaffolding. Historically, the forests of the eastern seaboard of America was extremely useful strategic resources, as they became an excellent source of the trees needed for masts and yards for the British Royal Navy. By their nature, masts need tall trees! Other types of timber became important cash crops, such as mahogany found in the Far East, prized for its strength and beauty." * +X Coins to Region Wealth (Depends on Yield of the Forest) --==Lumber Mill==-- "A water-powered lumber mill produces logs and sawn timber from prime forests. Its semi-finished product can then be sold on local markets or shipped to the home market. It is more efficient to ship half-finished planks and logs than tree trunks, this increasing profits from logging. Even though most of the equipment used is brought in from home, a lumber mill on a good site can easily repay the investment. The hard work needed to dig a mill pond and race, as well as carefully position a waterwheel is also handsomely repaid when a powered saw starts work. Historically, it was possible for a logging operation to denude a forest of all its profitable trees, in the process causing terrible environmental damage. Without the trees, the soil is soon gone, washed away in the first strong rains. It then becomes impossible for any kind of forest to re-establish itself. This worried hardly anyone in the 18th Century (there were exceptions - some men did go out of their way to plant trees so that navies would never be without supplies), as the world had been given to men to subdue, and there were always more trees in the next valley." * Requires Logging Camp * +X Coins to Region Wealth (Depends on Yield of the Forest) --==Magistrate==-- "The magistrate is, for common people, the government made flesh. There may be a president or governor on the coinage, but it is the magistrate's pronouncements that really matter! Law and order are the basis of good, bad and indifferent government. Appointed as a judge for his local standing, the magistrate of a region often acts as an administrator, tax collecter, thief-taker, leader in charitably good works, military recruitment and father figure to his community. A magistrate usually represents both the state and the landed classes. It is his task, as often as not, to protect the rights of property than of people, even when a republican regime is in power - liberty and equally are all very well, but the deserving rich need to be sure their wealth is safe! Magistrates also often have the power to raise troops as formed units, and to send convicted men into the military as a punishment. The magistrate, therefore, becomes the first line of defence against the mob in times of disorder." * +1 Repression in the Region, Constitutional Monarchy * Recruitment Capacity (Units in Training) : 1 * Recruits: Infantry Units --==Maharaja's Palace==-- "A palace that is almost beyond magnificant, intended to be the envy and amazement of the world. All places are intended to overawe and intimidate those who seek an audience. The scale of everything is monumental and slightly inhuman, providing the ultimate stage for the public exercise of absolute power. This palace is the external realisation in marble and gold and the fundamental truth that here is a sovereign lord who has no limits: nothing is beyond his ambition. The entire resources of the state can be spent to create such a palace, if desired, if it costs a thousand lives, no matter. Within the walls, the palace is a world within a world, where offical prequisites are jealously guarded and fought over, even as the officals scurry to carry out their master's every wish. Historically, such as the Winter Palace in St Petersburg, Russia, and the High Porte, the private court of the Ottoman Sultans, were almost small towns in themselves. Their grandour still inspires admiration and amazement, even today. From the Tsar and the Sultan downward, there was a strict hierarchy with everyone plotting and counter-plotting to keep or gain status. Even the servents "below stairs" had their own pecking order." * Requires Raja's Palace * +5 to Repression in the region * +15% coin bonus to region tax income * Recruitment capacity (units in training) : 3 * Recruits basic infantry --==Major Fishery==-- "A major fishery is a complex network of workshops and small industries, all providing the equipment needed for large scale fishing. Life for a fisherman is hard, with months at sea in harsh conditions chasing the shoals. Ashore, there are many people working to exploit the catch. Apart from the craftsmen directly involved in ship and boat building, chandlers, net weavers, and the like, there are also smokehouse operators, coopers, salt merchants, shippers - and in some parts of the world, the inevitable press gangs looking for experienced sailors. Historically, hunting the largest "fish" of all - whales - was extremely profitable and, depending on the species, highly dangerous. Whalers used hand-thrown harpoons, often from large rowing boats launched from a mother ship. A wounded whale could easily destroy its hunters' flimsy craft. Again depending on the type, whales were taken for their meat, whalebone (baleen, the "comb" used to filter out plankton when feeding) and their blubber, which was rendered down into whale oil (actually a kind of runny wax) used in lighting, cosmetics and industry." * Requires Fishing Fleet * +1.2% to Population Growth * +400 Coin to Region Wealth * Recruits: Basic Battle Vessels --==Meeting Hall==-- "A place for the community to, socialise and have their say on tribal matters. A wise chief listens to his people, and use their collective wisdom and instincts. The meeting hall gives a venue where their concerns can be heard and tribal business carried forward. The hall is also the social centre of the tribe too, where happy occasions such as marriages and births can be celebrated. Meeting halls were decorated with beautiful depictions of tribal history, the spirits and important animals. Some tribes also practiced sand painting, although this was used as a healing ritual. The sand images varied according to the sickness to be cured, and the beauty of the work affected the success of the healing." * +4 Happiness (Lower Classes) * +4 Happiness (Nobility) * Conducts technology research. Points per turn: 20 --==Military Academy==-- "A military academy is a training establishment for young officers, those who must rely on talent, rather than connections or wealth, for perferment. In most countries, military command is limited to those in the ruling classes. There is a quite sensible belief that only those with a stake in the survival of society will defend it properly. However, they are counter-arguments to the effects that military matters are complicated, and "gentlemen amateurs", no matter how well connected, are not good enough, Military academies, therefore, teach the theory and practice of the military sciences. The graduates, however, are sometimes regarded as common tradesmen because of their knowledge. The French were the pre-eminent military power of Western Europe, and lead the way in military training with the creation of a "Ecole Militaire" in 1751 to educating promising cadets from poorer backgrounds. It was later re-organised and re-named as the "Ecole des Cadets-gentilshommes" or "School of Young Gentlemen" which subverted the original intent, although Napoleon Bonaparte was a graduate of the new school. By contrast, the United Kingdom's military schools mostly provided an education for the orphans of serving officers, with no more than the hope that the pupils would go into the army. The Ottoman military system included the Janissaries, a class of warrior-administrators, selected and indoctrinated as children, who effectively ran the Ottoman Empire." * Requires Drill School * Recruitment Capacity (Units in Training): 2 * Enables Research of New Model Bayonet Drill, Diamond Formation, Reorganised Procurement, Fire and Advance * Recruits Intermediate Infantry and Cavalry --==Military Governor's Barracks==-- "Barracks provide more than simple housing blocks for regular military forces. The buildings also serve to remind the local people who is in charge. They are a statement in brick and stone that the military are present to defend the state and keep order. Usually constructed around a drill square, they are a carefully segregated military would deliberately kept from the civilians beyond. The walls present a blank, defensible, and intimidating face to the outside world. It can be important to keep troops away from the assorted temptations of flesh and the bottle. Civilians also harbour unsuitable, unmilitary ideas of disobedience and disloyalty - there must be limits to what an army can permit its men to think! Historically, in Europe the fashion for building barracks blocks seemed to mirror the fascination with the Classical World of Greece and Rome. Among its other achievements, the Roman army had stantardised designs for military buildings; armies in the 18th Century began to be similarly standardised. Governments employed good architects too: Nicholas Hawksmoor, for example, built the garrison barracks at Berwick-upon-Tweed for the British government. He was almost the equal of Sir Christopher Wren in talent if not in lasting fame, and produced many fine churches to replace those lost in the Great Fire of London." * Requires Military Governor's Encampment * +1 to Repression in Region * +2% Coin Bonus to Region Tax Income * Recruitment Capacity (Units in Training) : 2 * Recruits: Basic and Intermediate Infantry, Cavalry, Artillery --==Military Governor's Encampment==-- "Moving an army into an encampment well away from civilians is a useful thing to do. Soldiers no longer have easy access to the "demon drink" for start! Seperating troops from civilians also allows better training and indoctrination. Regiments have the space to practice drills and instil discipline in their men. Civilians also have funny ideas, and it is often best if common soldiers do not learn of their freethinking and sometime disloyal ways. An encampment, however, does not always look very military. Apart from the fact that soldiers could carry on their civilian trades to supplement their army wages, an army encampment would also be thronged with women and children. Soldier's wives were expected to look after their men; wash, cook, clean, sew uniforms, act as nurses, and even help bury the dead! A cunning officer who once managed "the baggage" well could effectively double the number of hands there were for fetching and carrying. Among the children, young boys could find employment for drummers and musicians from as young as ten years of age. Historically, it was not unknown for officers to enrol their own children (even babies!) as musicians, so that they gained seniority from the date they joined the army!" * Requires Governor's Residence * +1 to Repression in the region * +2% Coin bonus to region tax income * Recruitment Capacity (Units in Training) : 1 * Recruits: Basic Infantry, Cavalry and Artillery --==Modern University==-- "This is a centre of learning and original thought, where the sciences and arts of Mankind are extended. The investigation of the universe, and disputation over the results, are not done out of any sense of altruism, of course. National pride in intellectual achievement is an important motve in the work undertaken. Personal pride and ambition are also stern taskmasters. But what is significant is that the ideas, theories and fact generated at the university are not kept within the academic elite. This flowering of learning informs and inspires artists, poets and musicians, and well-read laymen too. The practical benefits of the advances made here percolate out into the wider national society, improving life for the ordinary people in ways both small and dramatic. In the 18th Century, great universities and the great minds they attracted were sources of nationalistic pride. Sir Issac Newton was lauded across Europe for his work at Cambridge in England. The University of Gottingen aided the development of "German-ness" by publishing research and standard texts in German as well as Latin (the traditional language of learning). Gottingen was also unusual in, rather daringly, letting lecturers teach any book with reference to the State of Church!" * Requires Classical University * -7 Happiness. Clamour for Reform * Conducts technological research. Points per turn: 24 * Spawns Gentlemen. Maximum Number: +1 * Enhances National Prestige * Enables research of Citizenship, Secular Humanism, Free Trade Doctrine, Abolition of Slavery, Classical Economics --==National Academy==-- "An academy is a "gentlemen's club", of sorts, for the greatest minds of a nation to gather for discourse, lectures, debates and some very nice dinners. Academies concern themselves with all aspects of national, cultural and scientific life. From the most abstract of mathematical conundrums to the collection of natural wonders and the study of languages and lexicography, nothing is outside the interests of academicians. The members are, by and large, selected by their peers, although individual governments do use their influence to secure places for worthy men - and these learned societies are not above granting membership to royalty in the hope of securing patronage! Large projects were matters of national prestige. The Academic francaisem was charged with the collation of an offical French dictionary. The epic voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire of the British Royal Society to observe the transit of Venus across the Sun from Tahiti. Other nations sent observers to, among other places, Canada and Siberia - Cook got the nicest destination! By observing the event from different sides of the Earth, parallax made it possible to calculate the size of the solar system and establish the astronomical unit. * Requires National Observatory * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) * +8% to Technology Research Rate * Spawns Gentlemen. Maximum Number +1 * Enhances National Prestige --==National Observatory==-- "An observatory is a centre of many scientific studies, not just astronomy. All the phyiscal sciences are advanced here. The study of the heavens leads to advances in mathematics, and improvements in scientific instrument making, horology, and perhaps most importantly of them all, navigation and surveying. Accurate star charts and lunar tables (showing the phases of the moon) enable sailors to accurately determine their position at sea, and a navy that can navigate accurately is one that can carry out its duties effectively. An observatory is also a centre for national prestige, as discoveries made and published reflect well on the institute and the nation that funds its work. Historically, observatories were vital in the development of navigation and accurate clocks. This is why the zero-degree longitude line passes through the Royal Observatory in Greenwich, London (until 1884 most states used their own nationalistic reference points.) Indeed, the nationalism of astronomy often leads to the ignorance of the observations and deductions of non-European astronomers. Astronomers could also be outrageous flatterers. After he discovered what he thought was a new planet, Sir William Herschel chose the name "Georgium Sidus", or George's Star, in a transparant bit of sucking up to his patron, King George III. Other astronomers also flirted with the name "Herschel" then settled on "Uranus" for the new planet." * Requires Opera House * +4% to Technology Research Rate * Spawns Gentlemen. Maximum Number +1 * Enhances National Prestige * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) --==Nautch Dancing School==-- "Dancing has a long history in India, both as entertainment and act of worship. Nautch dancing is for entertaining people, not honouring the gods! The dancers draw on Hindu temple traditions, but their dances are secular. All styles of dance can fall into the category of Nautch, but the dancers are always well-presented and graceful girls. Indeed, a career as a Nautch girl can be a way for a girl to work her way out of poverty or a low social caste. Good performers can find work in the courts of rulers from nawabs to zamindars, and their presence adds considerable lustre to any formal event. Muslim rulers also employ Nautch dancers to entertain their guests. Historically, Nautch dancing rose to prominence under the Mughal emperors but they continued to be popular, even when the British East India Company took over much of the administration of the Indian sub-continent." * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) --==Naval Board==-- "Ships at sea were a visible sign of naval power but without organisation, they are worthless. A naval administration keeps the fleets at sea running smoothly. More than simply organising supplies, fleet movements, promotions and pay, a naval administration also draws up plans for the future: it oversees construction of new dockyards and naval facilities, husbands scarce resources (some sea-going officers would say a little too carefully), and collects navigation charts and improved ship designs from all over the world. The navy secretariat studies anything worthwhile to make the sea service more effective or (better yet) cheaper! As navies increased in size during the 18th Century, the support organisations ashore become correspondingly large. The Royal Navy was the largest "business" in the world, employing tens of thousands of workers to produce everything needed for the fleet from ropes to nails, yards to swivel guns. The functionaries needed to oversee this enterprise had to be clever, clear thinking and reasonably honest; a man would give a lucrative contract to friends, if he could, but not if it risked the good of the Service. Other nations never really matched the efficiency of the British Royal Navy system, and their fleets at sea suffered as a result." * Requires Admiralty, Naval Shore Facilties * Enhances National Prestige * Enables Naval Architecture Advances, Improved Grape Shot, Longitude Watch, Reformed Naval Administration, Carronades, Lime Juice and Sauerkraut, Copper Bottoms --==Naval College==-- "This school provides a theoretical and academic education in all matters of seamanship to young men desirous of a career in the naval service. The college exists to provide the practical mathematics needed for safe navigation, a theoretical understanding of the mysteries of ship building (a complex subject, given the rigging of most ships), gunnery, swordsmanship, the manners of gentlemen, some Classics, perhaps a foreign language, and the laws and usages of war. The final product is a junior officer who is presentable, but not necessarily useful aboard a ship! A stupid or ill- prepared man could sink his ship and kill his crew as surely as any enemy, and to master their chosen profession newly-minted officers must go to sea. In the 18th Century, virtually every navy recognised the need for professional naval officers. While men had nothing more to offer than good breeding could do a fine job in command of armies, ship's captains really needed to know their jobs, otherwise their careers really would end on the rocks! The better navies of the time operated as a "moderated meritocracy" - influence and connections still counted, but ability, training and character counted for more." * Requires Naval Board * Enhances National Prestige * Enables Rifled Cannons, Improved Coppering, Sheet Lead Cartridges, Top Gallants, Preserved Food --==Naval Hospital==-- "A naval hospital gives high quality care to the sick and wounded. A sailor who finds himself looked after here can count himself lucky! The navy pays for doctors and surgeons to cure his infirmities: he has a bed in a clean ward, and best of all, he cannot spend his pay on drink and loose living. From the navy's point of view, their men are returned to duty quickly and cannot desert or be "crimped" (pressed into service) by unscrupulous carers. Historically, illness abaord ship could be a serious problem: "ship fever" (typhus) could destroy a crew more surely than a battle. It was traditional to put the sick ashore and leave them in the dubious care of lodging house and tavern owners. Death was the most likely outcome for the patient. The British Royal Navy constructed hospitals ashore to look after their sick and wounded: skilled seamen, it has to be said, were not easy to find, and taking good care of them made excellent sense. Better health care for sailors also came in small matters, such as the Royal Navy's "portable soup", a kind of dried beef stock that made a hot meal with the addition of hot water and a few vegetables. Good food aboard ship was as important as good doctoring ashore." * Requires Drydock * Enhances national prestige * Recruits nearly all battle worthy ships --==Nur-u Osmaniye Mosque==-- "This magnificant Baroque and Rococo mosque is one of the finest religious buildings ever constructed. It is designed in a style that was extremely popular in the Ottoman Empire of the 1700s, and was ordered by the Sultan Mahmud I in 1748. Unfortunately for him, it was only completed in the reign of Sultan Osman III in 1755, and is probably the most significant achievement of that particular sultan. The name of the mosque, "Light of Osman" commemorates his efforts in financing this superb, light, airy buliding with its many windows. By most standards (even those of an 18th Century absolute monarch) Osman was a little odd. He was notably intolerant towards non-Muslims and generally regarded as a bit insignificant before he took the throne. He had lived much of his life within the palace as a prisoner. He loathed music, and banished every musician from his court. He also found the company of women extremely distasteful, having been imprisoned within the harem section of the palace. When he became Sultan he took to wearing iron shoes so that his approach would always be audible. Any women in the vicinity were expected to hear him coming, and then find somewhere to hide while he passed by. He was succeeded by Mustafa II, a better fellow and ruler by far." * Requires Great Museum * +5 Happiness (Lower Classes) * +5 Happiness (Nobility) * Enhances National Prestige * Built by the Turks has the highest Cultural building in Istanbul --==Ornamental Tulip Gardens==-- "Formal gardens are a place of quiet comtemplation, where the cares and burdens of the state can be set aside for a while. The tulip is a native flower of, among other places, Anatolia, and the flower has long been prized by the Ottomans. Planted in formal gardens, the design of which owes much to the Persian "paradise garden", they are a spectular display of shapes and colour. The layout of the gardens is intended to reflect the layout of paradise, and perfect blooms are a part of that. Despite the insane finanical spectulation of "tulip mania" in Holland during the 17th Century, the tulip was not a native plant; it had arrived from the Ottoman Empire. The Dutch, however, were quite innovative when they indulged in the lunacy of tulip spectulation, trading individual bulbs at ridiculously inflated prices. They even operated a "tulip futures" market on specimens that hadn't even been planted or grown! Dishonest was rife and eventually the spectulation had to stop; the tulip market collapsed, like all financial bubbles, leaving many penniless. The tulip, fortunately, remains a popular garden plant to this day, although thankfully without the financial jiggery- pokery! Gardeners with too much money did pay high prices for tulip bulbs in the 18th Century although these were for planting, not financial speculation." * Requires School of Poetry * +3 Happiness (Lower Classes) * +3 Happiness (Nobility) --==Open Gem Pit==-- "Wherever gems are found, men will work in the most foul of conditions in the hope of striking it rich. This is simply an open pit - the word quarry is hardly appropriate, as that would imply some sort of organisation - where workers scrabble in the mud to find gemstones. As miners are only paid for what they find, it is possible for men to work for days or week shifting mud and rock without seeing a single penny. The prospect of find that one, valuable strike is enough to keep them going, even when the risk of the pit collapsing is great. Others work the spoil heaps, searching for valuable stones that have been thrown aside in the rush to delve into the earth. What with the diggings, the shantytown that surrounds the working, and the spoil heaps, an open pit is an eyesore. It is also some of the most valuable real estate in the world. * +X to Region Wealth (Depends on Yield of Gem Field) --==Opera House==-- "An opera house was a sumptuous feature for the performance of highly stylized musical plays. Society figures attend to be seen rather than for amusement. No expense is spared in making an opera house a grand venue. An opera house rivals many great palaces with the luxury of its fixtures and fittings, as these public areas for the audience are more important than the entertainment. Theatrical contrivances and mechanical tricks may make the staging as grand as the music, but for the elite it was the gossip, plotting and backbiting that is the real pleasure of a night at the opera. In the 18th Century opera was done in the Italian "serious" style, a musical form that influenced many non-Italian composers such as Mozart. The plots were intentionally simple, based on Classical themes, usually tragic and often had a highly conservative bent - as befitted the tastes of the patrons paying for the music. Many are still performed today. One fashion that has (mercifully) ended is the use of castrati singers: young men gelded so that their voices did not break and remained in the soprano range." * Requires Conservatorium * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) --==Ordnance Board==-- "This council of state is charged with looking after all matters relating to the production and use of artillery. The committee is in charge of the design, development, casting and storage of artillery pieces for all the armed forces. The members are also in charge of powder production for the army and navy too, all too often with the bureaucratic muddle and rivalry that this can cause. The Ordnance is an important national asset because artillery is very expensive and yet a measure of national power. Historically, great guns and siege weapons always required specialists to operate them, men quite seperate from common soldiery. In charge was a Master of Ordnance, a man of some importance in medieval royal households. His duties of looking after the king's artillery train eventually required a large staff of gunners, founders, powder makers, mathematicians, surveyors, and even wagon drivers. In time, all of these men came under the control of the Board or Council of Ordnance, depending on the state involved, and they extended their responsibilities to take in the management of fortresses and, in some cases, the manufacture of all weapons for the army and navy." * Requires Gunnery School * Enables Research of Quicklime Shells * Recruits nearly all artillery --==Ordnance Factory==-- "An Ordnance factory is a large-scale enterprise dedicated to the design and manufacture of guns and their associated equipment for the army and navy. The large-scale manufacturing of cannons is a monopoly often retained by the state, even in a republic: there is no need for anyone other than a government to own large cannons! The creation of large guns is also a difficult and expensive business, and the state is the only authority that can afford to do it. The number of guns available is therefore a measure of national prestige, and the ability to produce guns (rather than buy them from foreigners) is equally prestigious. An Ordnance factory adds lustre and firepower to armies. Historically, most Ordnance factories began as royal establishments, giving the crown in each nation a source of cannons. These were needed for reducing the castles of recalcitrant barons! Even though politics moved on, the state control of cannon production remained. The royal household, or near- ministrial status of the Master Gunner or Master of the Ordnance is proof that artillery was an important part of national or royal prestige. Size really did matter! The Ottoman Turks had a strong tradition of artillery production, in particular heavy siege guns." * Requires Cannon Foundry, Canister Shot * Enables Research of Explosive Shells * Recruits More Artillery --==Palacio Real de Madrid==-- "The Royal Palace is a suitable setting for any monarch with pretensions to rule much of the world. Originally a Moorish fortress when Madrid was ruled by the Islamic emir of Cordoba, and then a castle under the stewardship of the Christian kings of Castile, the site was not regularly used as a royal residence. The Antiguo Alcazar or Old Castle dated back to the 16th Century, but this burned down on Christmas Eve, 1734. King Phillip V, the first of the Bourbon rulers of Spain, ordered a new palace to be constructed. Perhaps he had it in mind to create a rival to Versailles, the palace of his grandfather, Louis XIV of France. In the event, he died before the construction work was complete and never lived in the New Palace, as it was only in 1764 that Carlos III occupied the building. As a setting for a monarchy, however, the palace had been well worth waiting for! It is vast: with 2800 rooms it is far bigger than any other European palace. It is still the offical residance of the Spanish monarchy, although it is only used for state occasions." * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * +5 to Repression in the Region * +15% Coin to Region Tax Income * Recruitment Capacity (Units in Training) : 3 * Enhances National Prestige * Recruits basic infantry * Built by the Spanish as the highest Government building in Madrid --==Palais Bourbon==-- "Governments need a suitably magnificant setting to conduct their business. Lawmakers should meet in awe-inspiring and magnificant buildings, because then there is a chance that they will take the business of making new law seriously. If something cannot be built for the purpose, then taking the extremely expensive home of a "dashed aristo" will do quite nicely! Historically, the Palais Bourbon was built as a home for Louise-Francoise, duchesse de Bourbon, one Louis XIV's legitmised bastards by one of his favourite mistresses, Francoise-Athenais de Montespan. The building, although rather magnificant and scarcely a hovel, was not technically a palace, because Louise-Francoise herself did not have royal rank. After the French Revolution, it was nationalised and used as a meeting place of the Council of Five Hundred. It is still a parliament building, now acting as home to the deputies of the French National Assembly, the lower legislative house of the French Republic. Louise-Francoise probably wouldn't recognise her old home, as it has been extensively remodelled. * Requires Imperial Palace * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) * +5 to repression in the region * +15% coin bonus to region tax income * Recruitment Capacity (Units in Training) : 3 * Enhances national prestige * Recruits basic infantry * Maximum Level of Government Building in Paris --==Palatial Estate==-- "A royal palace set in its own magnificant gardens and parkland, complete with annals, artfully arranged woodlands, and a tame population of beautified peasants and animals. This is a pure statement of the nation's wealth and power. No expense is spared in order to give the monarch a suitable setting. Apart from the landscape itself, which is carefully ordered to banish wild nature and the lower orders, the palace itself is a magnificant structure, unrestrained by any budgetary constraints. This is a setting for balls, masques, intrigues, and plots, all under the watchful eye of the monarch and his inner circle. Versailles was probably the most magnificant example of this kind of palace. From the palace itself to the mock farm (complete with sheep washed in eau de cologne) for the Queen to play at being a shepherdess, no expense was spared. It was a very public projection of the wealth and the prestige of the Bourbons and of France itself. The place was designed to overawe and confound lesser men with its sumptuous, sybaritic comforts." * Requires Great Estates * +1 Happiness (Nobility) * Enhances National Prestige * +0.9% to population growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on Yield of Farm) --==Parliament Chamber==-- "This is the beating heart of the nation, where the representatives of the people meet to form a government for their sovereign. An assembly of the great and good passes law in the monarch's name for the good order of the state, and not all these laws will be necessarily wanted by the monarch. A good deal of hard-headed bargaining between the sovereign, his ministers and the parliamentary assembly ensures that while no one is entirely happy, no one is ever entirely excluded from the exercise and benefits of power. The assembled represenatives allow the monarch to collect taxes, and in return, the state protects the liberties of subjects. The monarch is as bound by laws as his subjects. Despite the involvement of the people in government, there need be no broad franchise. Property requirements, social class and religious affiliation often limit the entitlement to a vote. However, that the monarchy bothers to consult its subjects even to a limited extent is a remarkable thing: the sovereign has ceded power to the people and stuck by this contract, recognising that mostly-willing subjects are better than unwilling slaves cowed into obedience." * Needs to be the Capital, Constitutional Monarchy * +4 to Repression in the region * +8% Coin Bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits Militia --==Pasha's Palace==-- "This magificant palace is a pale reflection of a monarch's glory, power and wealth, not those of the governor's person. In an absolute monarchy, there is a great chain fo authority that stretches down from the monarch's person even to the lowliest of his subjects. Everyone has a place, sanctioned by time, custom and the approval of the monarch and no one is exempt from the awful majesty of the sovereign's power. This is especially true of governors away from the royal court. They may rule from marble palaces, but they do so not in their own right but by the authority granted from the Crown. If any of them ever forgot that the grandeur and luxury that surrouned them are entirely borrowed, the penalties for personal aggrandisement are terrible indeed. Having been raised up, they have an awfully long way to fall. In reality, many governor's residences in absolute monarchies combined luxury (for who was to say when the king would visit?) with enough barracks and stables to house a small army. Absolutism always relied on the concepts of the "rod and the axe" to maintain authority, although by the 18th Century a good stock of gunpowder and a fine collection of artillery did better service." * Requires Bey's Mansion * +3 to Repression in the region * +9% Coin Bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits basic infantry --==Peasant Farms==-- "The basis of all agriculture is the humble peasant, labouring in the field to bring in his master's crop, or to keep his master's animals alive. Day-to-day life for a peasant farmer has barely changed in a thousand years. It is a short, hard life of abject poverty and backbreaking labour. He can expect nothing better than to work and die in the same village, tilling the same fields, his life bounded by the same horizon. Peasant farms are not terribly efficient: the landowners have little interest beyond their rents and tithes. The problem for them is that peasant economies are, by their very nature, cash poor and most income is in kind, and there is a limit to where you can spend a goat! Historically, life for a peasant was pretty much the same all over the world: work from dawn to dusk. In Russia, the peasants were serfs tied to the land and the property of the landowner as much as any cow or goat. In India, peasants were a caste locked into their social position by hallowed custom. The system eventually broke down in Western Europe thanks to industrializatio needing a constant supply of workers and changes in land usage." * 1 Turn to Build * +0.3% to Population Growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on Yield of Farming Region) * Enables research of Common Land Enclosures, Improved Animal Husbandry --==Pioneer Cabins==-- "Pioneer cabins are built on land sold to European settlers. The sale provides a cash lump sum, but the Europeans cause unrest by their presence. Log cabins provide shelter and safety for pioneers as they migrate to the unexplored west. The pioneers live simple lives on civilization's frontier, and these dwellings prove more than adequate for survival. However, the sale of land that intrinsically cannot be owned causes unrest amongst the tribal locals, and the gradual encroachment upon their way of life by strange European interlopers is worse. The sales provide funds for the further development of tribal society, but there are many who resent this loss of the old ways. The perilous journey of the pioneer was undertaken by those seeking a new life. Upon arrival a suitable site for a cabin was chosen, and the land around would be cleared of vegetation. The cabins were relatively easy to build and used notches to slot the stacked log walls together. They could be insulated against the weather by stuffing any gaps with sticks, rocks and a coating of mud." * -1 Happiness from Industrialisation (Lower Classes) * +525 Coins to region wealth * +5 Coins per turn to town wealth in the region * Converts the populace to Protestantism --==Pioneer Farms==-- "Farms built on land bought from the natives provide food for the pioneers and money for developing tribal societies, but may be seen as a threat. For pioneers, day-to-day life can be a dangerous struggle. Cut off from outside supplies, not to mention luxuries from established towns, starvation is a constant threat. Farms enable pioneers to control food production and become independent, though many among the tribes are wary of the gradual encroachment of outsides. Pioneers introduced new farming techniques to the native tribes, advancing existing farming traditions by increasing yields. The planting of the "three sisters" was an important aspect of this tradition, and a major food source for tribes. Squash, maize, and climbing beans were all planted in what is now called a "complimentary planting" system. The maize provided a frame for the beans to climb and the squash, by spreading across the ground, prevented weeds from competing with the food crops." * -2 Happiness from Industrialisation (Lower Classes) * +700 Coins to region wealth * +10 Coins per turn to town wealth in the region * Converts the populace to Protestantism --==Pleasure Gardens==-- "An ornamental garden, laid out in a formal style with pleasant walks to show off horticultural workers and the fashionable elements of society equally. Public gardens are for the enjoyment of the leisured classes, and this usually means the moneyed classes. The chance to wonder through a carefully tended landscape, enjoy a rural idyll and, possibly, a fashionable "pique- nique" while being seen by one's peers is definitely a pleasure of the rich. Historically, pleasure gardens often catered to a wide cilentele, not all of whom came to enjoy the flowers. Visitors who stayed after dark could enjoy entertainments of a very non-horticultural; though similarly earthy, nature. The character of the gardens changed as night fell: they became the haunt of prostitutes, gambliers, mollies and the foully debauched. Vauxhill Gardens in London, for example, were notorious as playgrounds of vice and disgusting iniquity, were a meal, a whore (of any kind) and a drunken evening of sin were available to anyone with sufficient funds, if they could avoid a mugging. The elaborate theatricals and fireworks staged at Vauxhill were merely a bonus for watching revelers!" * Requires Theatre * Enhances National Prestige * +5 Happiness (Lower Classes) * +5 Happiness (Middle Classes) * Spawns Rakes. Maximum number: +1 --==Practice Fields==-- "An open space for warriors to practice horsemanship, break in and train horses, and practice basic Cavalry tactics. Horses raised and trained in a tribe are used to constant human contact - the lack of fences means that someone must always stays with the herd. Horses are respected and never saddled: in turn riders develop their skills and fight better while not in the saddle! Historically, native warriors are accustomed to hunting with bows from horseback, and they adapted quickly to firing guns while mounted. Although slower to reload, guns had status value for the warriors that carried them into battle and on the hunt." * Requires Warrior Lodge * Converts the populace to Animism * Recruitment Capacity (units in training) : 1 * Recruits All Native American units --==Presidential Palace==-- "The palace of a republic's president, the people's most exalted servant, is the expression of a nation's dignity in stone. The president is expected to live in some style, yet retain his accessibility as the elected leader. Like many royal palaces, a president's home is home to a working bureaucracy, keeping the affairs of the nation in order. Republics often hark back to the Classical themes of their culture: European republics hark back to Roman architecture for its grandeur, monumential scale and implied permaence. Other republics have a similar tendancy to appropriate the dignity of the past for their political buildings. Historically, and despite many egalitarian protests, most presidential residences are palatial in luxury if not in size. Most presidents are from the moneyed classes, after all, and are used to their creatre comforts. Of course, a republic does not imply any kind of equality, merely that "the people" have the greatest say in government; the ruling classes still exists and still expect their perquisites. Purpose-built presidential palaces are usually grander, as an exercise in overawing visiting foreign dignitaries with the power and prestige of the nation itself and the office of president (if not always the prestige of the current holder of the office.) * Require House of Representatives * +5 to Repression in the region * +15% coin bonus to region tax income * Recruitment capacity (units in training) : 3 * Recruits basic infantry and cavalry --==Raja's Academy==-- "An academy is a "gentlemen's club", of sorts, for the greatest minds of a nation to gather for discourse, lectures, debates and some very nice dinners. Academies concern themselves with all aspects of national, cultural and scientific life. From the most abstract of mathematical conundrums to the collection of natural wonders and the study of languages and lexicography, nothing is outside the interests of academicians. The members are, by and large, selected by their peers, although individual governments do use their influence to secure places for worthy men - and these learned societies are not above granting membership to royalty in the hope of securing patronage! Large projects were matters of national prestige. The Academic francaisem was charged with the collation of an offical French dictionary. The epic voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire of the British Royal Society to observe the transit of Venus across the Sun from Tahiti. Other nations sent observers to, among other places, Canada and Siberia - Cook got the nicest destination! By observing the event from different sides of the Earth, parallax made it possible to calculate the size of the solar system and establish the astronomical unit. * Requires Raja's Observatory * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) * +3% to Technology Research Rate * Spawns Gentlemen. Maximum Number +1 * Enhances National Prestige --==Raja's Observatory==-- "An observatory is a centre for many scientific studies, not just astronomy. All the physical sciences are advanced here. The study of the heavens lead to advances in mathematics, and improvements in scientific instrument making, biology and, perhaps most importantly of all, navigation and surveying. Accurate star charts and lunar tables (showing the phases of the moon) enable sailors to determine their positions at sea, and a navy that can navigate accurately is one that can carry out its duties effectively. An observatory is also a centre for national prestige, as discoveries made and published reflect well on the institute and the nation that funds its work. Historically, observatories were vital in the development of navigation and accurate clocks. This is why the zero-degree longitude line passes through the Royal Observatory in Greenwich, London (until 1884 most states used their own nationalistic reference points.) Indeed, the nationalism of astronomy often leads to the ignorance of the observations and deductions of non-European astronomers. Astronomers could also be outrageous flatterers. After he discovered what he thought was a new planet, Sir William Herschel chose the name "Georgium Sidus", or George's Star, in a transparant bit of sucking up to his patron, King George III. Other astronomers also flirted with the name "Herschel" then settled on "Uranus" for the new planet." * Requires School of the Arts * +2% to Technology Research Rate * Spawns Scholars. Maximum Number +1 * Enhances National Prestige * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) --==Raja's Palace==-- "The residence of a sovereign should inspire awe and dread in equal measure, overwhelming lesser men by its magnificence. This magnificant structure is the beating heart of an empire, its nerve centre and the glory of the nation given physical form. Every carved detail, every piece of luxorious inlay, every painted ceiling, every tile on the floor, has been paid for by the blood and swear of the nation's people, and all to glorify the person of the monarch. The rule and his state are one, for under an absolute system of government, all power resides in the person of the monarch. The court exists only to provide obedient servants, as an absolutist system can permit no rivals to the throne. The servants of the state must be kept firmly n their place, and made to remember that they wield borrowed (at best) power. The source of power needs a suitably magnificant setting, a public stage where upstarts can be broken and brought to heel, subtly or otherwise. All royal palaces, no matter what culture produces them, represent a substantial investment of national wealth. From Versailles in France to the places of the Sultan in Istanbul, money was no object when it came to royal luxury. Taxes, after all, belong to the monarch in person, not the state." * Requires Subadar's Palace * +4 to repression in the region * +12% coin bonus to region tax income * Recruitment capacity (units in training) : 2 * Recruits basic infantry --==Real Academia de Bellas Artes de San Fernando==-- "The fines arts are an ornament to any civilized nation. The Academy received royal approval in 1774, but it was not until the reign of Carlos III that it found a proper home in a former Baroque palace. This is somewhat surprising given that Carlos was a benevolent despot and rather fond of hunting. He was, however, also much given to public works and, more significantly for the advancement of the arts, has had a serious falling out with the anti-Enlightenment Jesuits. He suppressed the order in Spainand rendered the Spanish Inquisition largely ineffective. The Academy included many artists of note, but surely its most distinguished master was Francisco Goya (1746-1828). Goya was supremely talented, and became the painter of choice in the Spanish court. His work marks a transition between the work of the "Old Masters" and the modern world to come: his painting "La maja desnuda" has been described as the first non- symbolic nude painting in the Western world. Sadly, he was toutured by deafness and illness in later life, and his painting took on a grimmer, darker feel. The Academy is now home to a fine collection of paintings from the 15th Century onwards." * Requires Royal Academy * Highest ranked Cultural Building in Madrid, built by the Spanish * +3 Happiness (Lower Classes) * +3 Happiness (Nobility) * +3% to Technology Research Rate * Spawns Gentlemen. Maximum Number: +1 * Enhances National Prestige --==Rice Farm==-- "By introducing organisation beyond the simple hand-to-mouth methods of peasantry, rice yields are improved. Rice does require extensive earthworks in terms of ditches, dykes, and watercourses. Without a substantial and controllable supply of fresh water, crop yields will suffer. By moving away from a peasant-level growing pattern, where each farmer is responsible for only his fields and nothing else, a rice farm takes maximum advantage of the available land and water supply. Although rice is an important crop, it is not a complete diet in itself. The causes and cures of dietery "diseases" (actually, deficiencies) where dimly understood by 18th century medical men, if indeed they were seen as being problems caused by a poor diet at all. Doctors knew fresh food helped people with scurvy, by why this worked was a complete mystery. Other dietery mysteries, such as beriberi, were equally impenetrable. In that case, white rice, often seen as a higher-status dish than brown, un-husked rice, can be the cause of beriberi. Rice husk often contains a relative large amount of thiamine (vitamin B1), the lack of which causes beriberi, a crippling condition. The causes and cures of beriberi, which was endemic in some parts of Asia, remained unknown until the early 20th Century." * Requires Rice Paddies * +0.6% to Population Growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on the Yield of the Rice Field) --==Rice Farming Estates==-- "Large plantations allow for capital investment in rice production and planning beyond the next harvest. Yields can rise as a result. The key, of course, to all large estates is the profit to be made by the owners and a general increase in trade beyond immediate markets. Plantations are hacked out of the surrounding forests and land made productive if there is a home market to be satified. Foodstuffs always find a ready market, and rice is an easy commodity to ship without too much spoilage. Historically, rice growing eventually became an important part of the economy in colonial Georgia and Carolina and, in turn, had a direct impact on the already-thriving slave trade. Slaves from rice-growing areas of Africa attracted a premium price because they were more useful to plantation owners, and this naturally influenced where slaves traders procured their unfortunate wares. Knowledgeable Africans were victimised by the trade and shipped to America precisely because of their skills; a strong back was always useful, but a skilled labourer was much more useful - and profitable." * Requires Rice Farm * +0.9% to Population Growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on the Yield of the Rice Field) --==Rice Paddies==-- "Rice is a staple foodstuff for many people, and produces the best crops when grown in a system of flooded fields. Paddy fields require breakbacking labour by farmers to plant, maintain and harvest the rice crops. Flooded fields do not readily lend themselves to any kind of labour-saving devices; and all domesticated draft animals (other than the water buffalo) suffer when used to cultivate rice paddies. A large amount of manual labour is also required to maintain the elaborate system of waterways and dykes needed to keep fields flooded to the right depth. Too much water will ruin a rice crop just as surely as too little. All of this needs manual labour, a class of peasants to work the land constantly. Historically, rice is one of the oldest cultivated crops; no one is quite sure when and where it was first domesticated. Humans have domesticated wild rice streams more than once in seperate parts of the world, including dry field varients that grow like other cereals. Rice remains one of the vital food crops of the world." * +0.3% to Population Growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on the Yield of the Rice Field) --==Royal Palace==-- "The residence of a sovereign should inspire awe and dread in equal measure, overwhelming lesser men by its magnificence. This magnificant structure is the beating heart of an empire, its nerve centre and the glory of the nation given physical form. Every carved detail, every piece of luxorious inlay, every painted ceiling, every tile on the floor, has been paid for by the blood and swear of the nation's people, and all to glorify the person of the monarch. The rule and his state are one, for under an absolute system of government, all power resides in the person of the monarch. The court exists only to provide obedient servants, as an absolutist system can permit no rivals to the throne. The servants of the state must be kept firmly n their place, and made to remember that they wield borrowed (at best) power. The source of power needs a suitably magnificant setting, a public stage where upstarts can be broken and brought to heel, subtly or otherwise. All royal palaces, no matter what culture produces them, represent a substantial investment of national wealth. From Versailles in France to the places of the Sultan in Istanbul, money was no object when it came to royal luxury. Taxes, after all, belong to the monarch in person, not the state." * +4 to repression in the region * +12% coin bonus to region tax income * Recruitment capacity (units in training) : 2 * Recruits basic infantry --==Turkish Bath==-- "The influence of Ottoman culture and power extends to how people enjoy themselves. A Turkish bath is not just a place to get clean, socialise and catch up on gossip. Intimate pleasures are also available - at a price. The bathhouse staff, or "tellak", help customers wash themselves, much as the slaves did in Roman and Byzantine baths centuries before. Incidentally, Bzyantine designs influenced the layout and processes of the Turkish bath. However, tellak are young men (never women) recruited from among the non-Muslim subject peoples of the Ottoman Empire, selected for their good looks and pliant ways. A visit to a Turkish bath can therefore be a purely hygenic exercise, an opportunity for gossip, or a chance to indulge a taste of depravity. Historically, Turkish baths did become popular across Europe although not necessarily always as disguised bawdyhouses. By the Victorian period, they were a popular - and unimpeachable - adjunct to many gentlemen's clubs and the better sort of hotel." * Requires Coffee House * +3 Happiness (Lower Classes) * Spawns Assassins. Maximum Number: +1 --==School==-- "A school offers education to the children of those willing to pay the fees. In some schools, subsidies from religious or charitable groups may be available. Education is not a right or even considered much of privilege in many societies. The skills of reading (a little), hunting, and beating recalcitrant servants are the only worthwhile accomplishments of "proper gentlemen". A smattering of religious education puts a veneer of civilisation on top. The emerging middle and mercantile classes value education a good deal more highly, and pay for it to be drummed into their children! A few schools, mostly the work of charities and religious bodies, exist to teach the children of the deserving poor, or give orphans some kind of start to life. The British system of state education and "public schools" (which are actually non-state private schools) owe its confusing terminology to this period. Public schools were open to the public - the public who could pay - while private schools took pupils as they saw fit. British mass "state education" would have to wait for another century. State education existed in some countries, but always ran the risk of creating an imbalance between learning and obedient loyalty if it was extended much beyond those with a real stake in society." * Requires Town * -3 Happiness. Clamour for Reform * Spawns Gentlemen. Maximum Number: +1 * Conducts technology research. Points per turn: 9 * Enables research of Empiricism, Physiocracy, Social Contract --==School of Calligraphers==-- "Calligraphy is the art of writing and, by extension, the art of producing books. It is a worthy accomplishment to product beautiful script. The art of calligraphy and the skill of writing beautifully are important because they preserve and communicate the revelations of the Qur'an. The work of calligraphers is prized and collected for its inherent beauty, as well as its meaning. The mastery of the many styles and forms is a lifetime's work, but one that can bring rich rewards. A student cannot sign work until he had received an "icazet" or diploma, granted for producing an examination piece in the presence of several teachers. Standards are exceptionally high, but a recognised calligrapher could expect to have his work treasured by his cilents. Calligraphy also forms the basis of some Islamic decoration (along with geometric arabesque art) and has a figurative style were interweaved words create images. These "calligrams" are both intricate and incredibly beautiful artworks. Calligraphy also has influences on other artistic endeavours, such as the creations of elaborate carpets and textiles." * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) --==School of Poetry==-- "Poetry is a form of literature held in high regard throughout the Turkish, Persian and Arab-speaking world by all the educated classes of society. The styles and hidden allegorical meanings of poems take much time to master, and there is a rich set of traditions to draw on from all three languages. Ottoman "divan" poetry use Persian forms and many borrowed words (as Turkish does not suit Persian rhyming schemes). Arab poetry can be a great many styles, some of which need careful handling if they are not to offend religious sensibilities. Poetry can distract from proper Islamic studies, as well as praise God. A school of poetry teaches all of these nuances, and provide a grounding for those who wihsh to become court poets, a rewarding position for those who have talent. Finding a patron to, of course, a matter for individual students, and a good grasp of calligraphic styles can help too. Being literate and having a beautiful style of penmanship is truly something to be treasured." * Requires School of Calligraphers * +2 Happiness (Lower Classes) * +2 Happiness (Nobility) --==School of the Arts==-- "There are rich traditions in the Hindu, Buddhist and Islamic arts that are valued by the educated and wealthy. India is the birthplace of many cultures and arts, and the ruling classes have enough money to attend - and pay for - the best of everything. This creates a demand for skilled artisans of many kinds, and a demand for training in the arts from rich dilettantes who wish to dabble for themselves and, after all, an educated patron can spend his money wisely. There are schools specialising in every art, from erotic temple statuary to maniscript illumination - and everything in between. Historically, some of the finest buildings and artistic achievements in India were created during the period of Mughal rule, in a style that can be called Islamo-Indian. The Islamic Mughal ruling class appreciated the skills of their Hindu subjects, and made full use of them in creating a rich and beautiful environment. At places like Lahore Fort, later rulers continued the tradition of architectural and artistic excellence." * Requires Nautch Dancing School * +2 Happiness (Lower Classes) * +2 Happiness (Nobility) --==Seminary==-- "This Catholic establishment educates those hoping to join the priesthood, making sure that their instruction is firmed routed in Church dogma. The syllabus concentrates on giving students the theological, spiritual and philosophical tools needed to carry out their duties, as well as a solid "Classical" education to produce men who will be well-respected members of society. Where science and the natural world are touch upon, it is always with an emphasis on how they reveal God's grand plan of creation. A seminary is not intended to produce an enquiring mind, only a very disciplined one. Historically, the seminary system owes its existance to the forces of the Counter-Reformation, a movement that aimed to defeat the heretical, Protestant views of Martin Luther and his ilk. The Council of Trent recognised education as a weapon in its struggles against schism. The Church required an educated and intelligent group of priests, who could argue successfully in its defence. While the 18th Cenutry is seen as the "age of Enlightenment", the Reformation and the Counter-Reformation had yet to play themselves out completely and the Church's place in the hearts of men, affairs of state and God's universe was still open to argument. In parts of Europe, the Catholic Church was still a tremendous force for social, political and scientific conservatism." * Requires Jesuit College, Catholic Nation * +4 Happiness for the Catholic population (Lower Classes) * Converts the populace to Catholicism * Spawns religious agents. Maximum Number: +1 --==Seraglio==-- "An enclosed section of a palace, where the concubines are secluded, ready for pleasure of their master and away from the lustful gazes of other men. The word came to English through Italian, where the Turkish "serai" (palace) was confused with the Latin "sera" (door-bar). A "serai" was any grand palace built around a courtyard, not just a harem. Despite this confusion, there were seperate quarters for concubines (Circassian girls were highly prized for their reputedly amazing good looks), and access was tightly controlled. The whole idea of a seraglio was something of an obsession in Western Europe, and the subject matter of many works of art in "Turkish" Oriential style, which was quite popular during the 18th Century. Obviously, it combined the exotic and the naughtily erotic in tasteful pictures for the rich! The concept provided the inspiration for Mozart's opera, "Die Entfuhrun aus dem Serail" (Abduction from the Seraglio), where the hero attempts to rescue his love from the clutches of an Ottoman Pasha. First performed in Austria in 1782 under the (indirect) patronage of the Austrian Emperor, Joseph II, there had to be a suspicion that anti-Turkish sentiment informed the piece. Nevertheless, the opera was a success and personally very profitable for Mozart." * Requires Turkish Bath * +1 Happiness (Nobility) * +4 Happiness (Lower Classes) * Spawns Assassins. Maximum Number: +1 --==Settlement Fortifications==-- "Defences constructed around a town will hold off many attacks, but cannot be expected to hold off heavy attacks forever. Settlements defences are seldom allowed to be truly impregnable defences. Practical matters such as cost, or the need to house a growing population, often stop city fathers from investing fully in their own defences. Instead, their defences are good enough to deter a casual attack, and good enough to hold up an enemy's advance. Interlocking fields of fire can sweep attackers off the glacis as the defenders reap a terrible toll. It takes a disciplined approach to reduce a settlement's fortification to a point where a breach is "practicable" and the town can be taken. Historically, the town garrison was often offered the "honours of war" and allowed to march away with their weapons, but only if they gave up without a fight. The townsfolk were likely to be spared of any indignity. Once, however, the attackers had launched an assault, then the town, its inhibitants and the garrison were fair game for any amount of pillaging and looting. The assault was a dangerous business, and a lawless orgy afterwards was often the soldiers' reward." * Surrounds city approaches with a ring of artillery forts, protecting it from assault --==Shamanic Gateway==-- "A gateway to the spirit world, controlled by a shaman or medicine man. The spirit world has a lot of sway over the events that unfold on a day to day basis. They can bring tidings of joy, but the can alsobring news of impending doom. Those that have the ability to commune with the spirits hold a position of great power within society. Shamans use a wide variety of methods to reach the spirit world. One of these is to use drumming to hull them into a deep trance. Another is to use potions and herbs to ease their passage into the spirit world, allowing them to commune freely with the spirits and learn hidden truths." * +5 Happiness (Lower Classes) * +5 Happiness (Nobility) * Converts the populace to Animism * Spawns Shamans. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Recruits basic infantry --==Shaniwar Wada==-- "This magnificant fortified palace is a visible expression of Maratha greatness. The palace name reflects the auspicious day Shaniwar (Saturday), 10 January 1730 when the foundation stones were placed by the prime minister, Baji Rao, of the Maratha Empire. This wada (or residential complex) was never intended for the king, but to be an offical residence for prime ministers and his administration of the Maratha Empire. No expense was spared in its construction: every door in the building was hand-carved from the finest teak: every floor was the finest marble available. The palace took two years to complete; and later prime ministers made it grander still, adding bastions, and magnificant gardens. When designed, the Shaniwar Wada was as much a fortress as palace. An army attempting to breach its gate faced formidable defences. This building still exists, although it is much reduced from its former grandeur. A fire in 1828 destroyed much of the original leaving only the granite stones undamaged." * Requires Maharaja's Palace * +1 Happiness (Lower Classes) * +1 Happiness (Nobility) * +5 to Repression in the region * +15% Coin Bonus to Region Tax Income * Recruitment Capacity (Units in Training) : 3 * Enhances National Prestige * Recruits Basic Infantry * Built as highest Government buliding by the Marathas in Satara --==Shipyard==-- "A shipwright needs somewhere to build ships, even if this is only a slipway and a timber yard - but any piece of firm foreshore will do for smaller vessels! The services of a smithy within the yard are also very useful, as most ships use a surprising amount of bespoke ironwork in their construction, not to mention hundreds of nails. A shipward cab produce smaller vessels and carry out repairs and maintenance too. Careening is a regular chore for wooden vessels: hulls become fouled with weeds and barnicales that cause drag and slow the vessel. A shipway has all the gear necessary to empty a ship, then haul it onto a beach or slipway so that it can be scraped clean and washed by the tides. Historically, shipwards needed a good source of timber close by, or were on the estuaries of navigable rivers (so that wood could be shipped from further inland to the yard). Buckler's Hard on the Beaulieu River in the New Forest in southern England is a typical shipyard in where it was constructed. However, it is larger than many, and had an exclusive staff of artisans and could handle two ships at once. The shipwrights of Buckler's Hard built HMS Agamemnonm, Admiral Horatio Nelson's favourite ship, in 1781; many of the crew were equally attached to their captain, and followed him to later commands." * Recruits: Basic Battle Vessels --==Silver Mine==-- "Mining is a dirty, dangerous business. Men hack out all manner of valuable minerals by hand, risking life and limb for the mine owner's profits. Lit only by candles (which they must by themselves) or lamps with naked flames, most miners are labouring in conditions that resembles hell on Earth. In some mines firedamp (methane) is a constant risk thanks to the candles - an explosion can happen at any time. The risk of a slow death is there tool; stone dust and poisonous minerals such as arsenic: ruin a man as surely any explosion. there were also accidents. Miners are paid only for the valuable minerals that they extrace, so there is little incentive to carry out much work for safety's sake. Pit props may keep the roof from collapsing, but putting them in does not earn any payment - the miners may even be charged for the materials! And it is not just men who labour below ground. Women often pull carts from the working face to the surface. Children needed less space and air than adults, and make ideal support workers, clearing tunnels and bringing food and water to the miners. In smaller seams, children are the perfect labourers. All of this is secondary, however, to the business of making money, and mining can be a very profitable industry." +X to Region Wealth (Depends on the Yield of the Mine) --==Small Ashram==-- "An ashram offers wisdom and learning to all those who come within its walls. This retreat from the cares of the world is a place of peace and tranquility, as well as a place of profound learing and contemplation. Not quite a monastry, or matha, an ashram is bound by an informal code of conduct laid down by the religious leader or sage who leads it. Traditionally, the ashram are detacted from everyday concerns, and concentrate to the spiritual development of the students. Some act as schools for children too. Even though they are places of peace, not everyont who makes a pilgramage to an ashram has peaceful intent. The journey, both internal and external, can teach a warrior much about the business of warfare and some ashrams do offer a form of martial arts training. In the Hindu epic: The Ramayana, warrior princes receieve weapons training at an ashram." * +1 Happiness for the Hindu Population (lower classes) * Converts the populace to Hinduism * Spawns religious agents. Maximum number: +1 --==Small X Plantation / Native==-- "An area of land given over to the growing of a crop for trade. Plantations can turn a large profit for their owners, providing the seasons are kind. The divisions of lands into small sections under a series of private owners means that profits can be made for personal gain. These profits can them be used to buy a plantation owner power and prestige within their society. As land-holding becomes concentrated in the hands of a few people, the chance for profit and for investment in those lands also grow. Income is not diluted into feeding many farmers and their families. With large plantations it also becomes practical to hold slaves on a larger scale. The slave trade was not something that was carried out only by Europeans. Many Native American tribes were also in the habit of keeping slaves - both bought from traders and captured in warfare - to work their lands." * 15 Units of X produced each turn --==Small Coffee Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Sacks of Coffee produced each turn --==Small Cotton Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Bales of Cotton produced each turn --==Small Madrassa==-- "A madrassa is an Islamic place of learning, where Muslims can study not only their faith, but also the law, jurisprudence, science and history. These schools are often attached to mosques, but they do not offer religious instruction alone. Those who wish to do so many study the Qur'an, and become honoured as a "hafiz" when they have memorised the whole text. Others may choose a wider syllabus and learn additional subjects such as history, logic, shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet, peace be upon him - and correct intrepretation of the Qur'an. Those who finish their studies will gain status as scholars and imams, and become leaders in the wider commmunity expected to intrepret the law and religion for their fellow Muslims. Historically, some madrassas offered their pupils an even wider choice of subjects, including Arabic literature, literature, English, French, Dutch and other useful trade languages as well as science, mathematics and world history. The scholars produced were intelliectually rounded individuals, often better prepared for later studies than the counterparts in Europe. There were even madrassas that specialised as medical schools." * +1 Happiness for the Muslim Population (Lower Classes) * Converts the populace to Islam * Spawns religious agents. Maximum number: +1 --==Small Spice Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Pounds of Spice produced each turn --==Small Sugar Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Loaves of Sugar produced each turn --==Small Tea Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Chests of Tea produced each turn --==Small Tobacco Plantation==-- "A plantation is an estate carved from the virgin forests of a new territory for growing one cash crop for export to the home market. There are tremendous profits to be made in growing crops to satisfy the demand for luxury goods in Europe and elsewhere. There are also tremendous risks: crops may fail, slaves may revolt and, once a cargo is gathered, the ship carrying it home may sink! Plantations are labour-intensive, especially during harvest time. They may not be necessarily profitable without indentured or slave labour. Slaves are self-explanatory, but indentured labour was the result of the European taste for transporting convicted felons to their colonies. Once a criminal record, several years of forced or cheap labour was imposed on him or her, and this indenture could be traded to a plantation owner. It was possible to buy out an indenture and become free, an option that was rarely available to slaves. Originally, the English word "plantation" was used to refer to any colony "planted" in a new location, even the Scottish settlers in Ulster were a plantation. There was no implication of farming one cash crop." * 2 Turns to Build * 15 Barrels of Tobacco produced each turn --==Somerset House==-- "This is a national government building, purpose-built to house many of the important departments of state in a suitably awe-inspiring style. Built on the Strand, Somerset House was in a neo-classical style, and was not unusual in having its own water gates and docks in the basement. Eightteenth Century roads were fairly appalling, so the River Thames was the main highway through London and well frequented by Government officals.The Thames was also the main sewer for London, which may have made it difficult for casual onlookers to distinguish between politicans and lumps of dung. When Somerset House was designed, it was intended to be a home for most of the Government, at least according to the Act of Parliament in 1775 that enabled the work. Among other departments, space was to be available for the Salt Office, the Stamp Office, the Tax Office, the Navy Office (later the Admiralty), the Navy Victualling Office, the Public Lottery Office, the Hawkers and Pedlar Office, the Hackney Coach Office, the Surveyor General of the Crowns Land Offce, the Auditors of the Imprest Office, the Pipe Office, the Offices of the Duchies of Lancaster and of Cornwall, the Office of the Ordinance, the Bargemaster's House, and the King's Barge Houses. Over the next decades, additional building work allowed the Royal Academy, the Royal Society and the Society of Antiquities to find rooms, not to mention the University of London as some government tenants either moved out or were closed down." * Maximum Level of Government Building in London * +1 Happiness (Middle Classes) * +1 Happiness (Nobility) * +5 to Repression in the region * +10% Coin Bonus to region tax income * Recruitment Capacity (Units in Training): 3 * Enhances National Prestige * Recruits Militia --==Spice Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Spice Plantation * Enhances National Prestige * 40 Pounds of Spice produced each turn --==Spiritual Circle==-- "An area of great spiritual power respected and honoured by all. A spirit centre is a centre of sacred power that has been blessed by a spiritual leader or Shaman. Entry to these circles is only from the east, and once inside the sacred dancers move round the circle in the same direction as the path of the sun through the sky. Spirituality was, and still is, a deeply important aspect of Native American life. Many believed that there were three levels of spirit order, the first being spirits on earth. Every being was made to have the power of the spirits within them. These were in turn controlled by the final level of spirits; those that oversee the whole universe." * +4 Happiness (Lower Classes) * +4 Happiness (Nobility) * Converts the populace to Animism * Spawns Shamans. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Enables research of Spirit Medicine * Recruits basic infantry --==Star Fort==-- "A star fort is an enormous system of bastions and defensive positions with interlocking fields of fire: an intimidating obstacle to any attacker! In the Medieval period, castles had relied on high walls to make them impregnable and to give them a sense of overwhelming grandeur - part of their purpose was simply to intimidate lesser men. With the advent of gunpowder artillery, a different defensive scheme was required. Fortifications sank into the ground, protected by enormously thick walls, deep counterscarps and a sloping bank or glacis that would, hopefully, cause cannon shots to ricochet over the defences rather than penetrate. Passive defence, however, is not enough. The layout of projecting bastions in a star fort creates interlocking fields of flanking fire to destroy attackers as they approach over the sloping glacis. In theory, no attacker should reach the wall without coming under sustained and murderous attack from the defenders. The star shape evolved so that no part of the defences would be "blind" to fire from somewhere within the fort. The whole structure is, in fact, one massive killing zone for artillery weapons and defensive musketry. Historically, the most notable creator of star forts was the French military engineering genius, Marshall Varban (1633-1707); his name is virtually synonymous with the design. His defences at Verdun were still in use during the battle there in 1916 during the First World War." * Requires Artillery Fort --==State Capitol==-- "This magnificant building is the embodiment of the Republic and of the people's continuing involvement in their own laws and governance. The state capitol of a republican province is the seat of government, and place where the to the good government of their region. At regional level government is usually divided into an upper and lower chamber, although both are elected. The regional governor himself may still be an appointee of the central government, a useful way of balancing local and national interests. All that said, little expense is spared on the capitol building itself, as this is a considerable source of pride and unity. Despite the seemingly democratic nature of the system, there is no guarantee that anything approaching all the adult population will actually have a vote. Historically, the extension of the franchise to the popular majority is a late development in many democracies and republics. The US state of New Jersey, for example, allowed women the vote after the Revolution in 1775, only to take the right away in 1807!" * Requires State House * +3 to Repression in the Region * +6% Coin bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits: Basic Provincial Militia --==State House==-- "A republic stands for government of its people, for the people and (to some extent) by the people, and it is here that the people's representatives meet to discuss local issues. Republics maintain representative government structures at a local level, with each province eventually having its own assembly as it becomes rich or populous enough to justify it. Locally elected worthes enact local laws, appoint of form the judiciary, raise militias, and exercise all the other functions of government, sometimes with a degree of common sense. Represenative government is the basis of a republic, although the qualifications needed to be a voter are often restrictive. Represenation of "the people" is not necessarily democratic: most republics prevent the unwashed masses from voting by having property, age, sex, class or religious restrictions. Of these, property and social classes qualifications are by far the most common - the logic being that only men of substance have a properly vested interest in their nation's survival, and the wisdom to exercise their franchise correctly. Historically, even the Founding Fathers of America were very careful in establishing that only men with property could vote - universal suffrage was an alien and frightening idea! * Requires Governor's Residence * +2 to Repression in the region * +4% Coin bonus to region tax income * Recruitment Capacity (Units in Queue) : 1 * Recruits: Basic Infantry and Cavalry --==State Madrassa==-- "A madrassa is an Islamic place of learning, where Muslims can study not only their faith, but also the law, jurisprudence, science and history. These schools are often attached to mosques, but they do not offer religious instruction alone. Those who wish to do so many study the Qur'an, and become honoured as a "hafiz" when they have memorised the whole text. Others may choose a wide syllabus and learn additional subjects such as history, logic, shari'ah law, the Hadith - the recorded sayings and deeds of the Prophet, peace be upon him - and correct intrepretation of the Qur'an. Those who finish their studies will gain status as scholars and imams, and become leaders in the wider commu?nity expected to intrepret the law and religion for their fellow Muslims. Historically, some Madrassas offered their pupils an even wider choice of subjects, including Arabic literature, English, French, Dutch as other useful trade languages as well as science, mathematics and world history. The scholars produced were intellectually round individuals, often better prepared for later studies than the counterparts in Europe. They were even madrassas that specialised as medical schools." * +4 Happiness for the Muslim Population (lower classes) * Converts the populace to Islam * Spawns religious agents. Maximum Number: +1 --==Steam Drydock==-- "A steam drydock is a magnificant achievement of an industrializing nation: a manufactory of ships without equal! The kind of beam engines used to pump water around a canal system (and drain mines) can drain a drydock efficiently. Using steam to power these engines is an obvious keep, but once steam engines are in a dockyard this goes far beyond pumping seawater around. This can be used to drive sawmills, lathes, even block-making machines and as the lifting power for dockside cranes. The efficiency gains - admittedly with some new risk of fire, as the main shipbuilding material is wood - are impressive! The scale of the military-naval industry could be large in maritime nations, even discounting civilian yards. The British Royal Navy dockyards were the largest industrial organisation in the world during the 18th Century, and could make every part of a warship from a mast to a nail; guns were the exception, and they came from the Board of Ordnance. The ropewalk at Chatham, Kent, produced anchor ropes and was the longest brick building in Europe when constructed. It is still producing high quality ropes for ships today. The dockyards were so important that damaging them by fire or explosion carried the death penalty - something not actually repealed until 1971 (two years after the UK death penalty was finally abolished for murder)." * Requires Drydock * Enhances National Prestige * Recruits all Battleships --==Steam Engine Factory==-- "This huge workshop creates the steam engine that provide motive power for other factories and their machinery; it is a birthplace of a new industrial age. Steam-powered machines offer a way of creating unlimited goods of many kinds in an efficient manner. This enormous ironworks designs, develops and creates new static steam engines of many kinds, from the beam engines used to pump water out of mines, to the stationary engines used to haul plateway wagons, and the complicated expansion engines that provide power to other machines. Each new technical advance can be applied to work of the shop itself, and other manufactories soon benefit from any improvements, if they pay for the engineers' work. The "shock of the new" in the 18th Century was immense and nowhere more so than in the factories and mills that steam engines made possible. Workers' lives were transformed overnight, and they had to master many strange new concepts: steam engines could be dangerous things. It's worth remembering that many workers were killed by poorly installed or maintained engines, boiled alive thanks to steam explosions or mangled by a lack of safety features. Safety valves to release excess pressure were fitted not only to save lives, but also the expense of rebuilding if a boiler did explode!" * Requires Ironmaster's Works * Enhances National Prestige * +X Coins to region wealth (Depends on the wealth of the town) * +14 coins per turn to town wealth in the region * Enables research of Interchangable Parts --==Steam-Powered Cloth Mill==-- "A mill powered by steam engines can produce cheap goods of good, reliable quality on large machines. Profits from the mill can be enormous, as the machines run day and night, for as long as the steam engines have coal and water, and there are raw materials to process. Usually there is a central engine, and power for various machine is transferred by a series of axles and belt drives. Powered machinery is dangerous, and injuries among workers are common. This is particularly true among child workers, who are small enough to crawl beneath the looms and fix problems as they occur. It is all to easy to get caught in the whirling machinery and lose a limb, or worse. Historically, workers saw steam power as a threat to the livelihoods. "Plug riots" where workers destroyed boiler plugs to render steam engines useless were common in Britain. The Luddite movement was so threatening that machine breaking was made a capital crime, and men were executed for it. The French term "sabotage" originally referred to workers throwing their wooden sabots (shoes) into machinery to cause stoppages. The running of mills night and day did create jobs, but it also introduced the tyranny of obeying the clock through shift works." * Requires Water-Powered Cloth Mill * Enhances national prestige * +X Coins to Region Wealth (Depends on the wealth of town) * +18 Coins per turn to town wealth in the region * Enables research of Mass Production --==Steam-Powered Sugar Mill==-- "A sugar mill allows the refinement of raw sugar cane into processed sugar, a delicacy easily transported to the almost insatiable home market. A sugar mill takes sugar cane and crushes it to extract the juice: when powered by steam, the crushing gears can extract much more juice from the plants. The juice is boiled down until it crystallizes as sugar of various grades. As might be imagined, the process is hot (especially in tropical climates) and dangerous to the workers: injuries from being dragged into the machinery are not uncommon. Milling improvements allowed more sugar cane to be processed, and make the whole process more efficient as well. Historically, even though European demand seemed to have no limits the price of sugar actually fell over time as manufacturing improved. A healthy trade in machine parts for mills also grew up between Europe and the sugar-growing regions." * Requires Sugar Warehouse * 60 loaves of sugar produced each turn * Enhances national prestige --==Steam-Pumped Gold Mine==-- "As soon as a mine delves below the water table, water is a problem and flooding a constant danger. Pumping or lifting the water allowes the miners to reach richer, deeper mineral seams. A steam beam engine, linked to a pump, can lift enough water to make it economically sensible to dig deep shafts. Historically, Thomas Newcomen was the first develop a practical "atmospheric" engine for draining deep mines sometime around 1710. His design had problems and was very inefficient, but it worked well enough to be widely adopted where coal was cheap. It was an atmospheric engine because the steam cooled, thus sucking the piston down the cylinder. The need to repeatedly warm and cool the machine made it wasteful. Jame Watt's beam engine design was altogether more efficient. He had a seperate steam condenser, and kept the cylinder at a constant temperature. He as also lucky in his choice of working partner, Mathew Boulton, who proved an astute business manager and lobbyist; he even pursuaded the British Parliament to extend their patent, guaranteeing them further profit! * -1 Happiness from Industrialisation (Lower Classes) * +X Coins to Region Worth (Depends on the Yield of the Mine) --==Steam-Pumped Iron Mine==-- "As soon as a mine delves below the water table, water is a problem and flooding a constant danger. Pumping or lifting the water allowes the miners to reach richer, deeper mineral seams. A steam beam engine, linked to a pump, can lift enough water to make it economically sensible to dig deep shafts. Historically, Thomas Newcomen was the first develop a practical "atmospheric" engine for draining deep mines sometime around 1710. His design had problems and was very inefficient, but it worked well enough to be widely adopted where coal was cheap. It was an atmospheric engine because the steam cooled, thus sucking the piston down the cylinder. The need to repeatedly warm and cool the machine made it wasteful. Jame Watt's beam engine design was altogether more efficient. He had a seperate steam condenser, and kept the cylinder at a constant temperature. He as also lucky in his choice of working partner, Mathew Boulton, who proved an astute business manager and lobbyist; he even pursuaded the British Parliament to extend their patent, guaranteeing them further profit! * -1 Happiness from Industrialisation (Lower Classes) * +X Coins to Region Worth (Depends on the Yield of the Mine) --==Steam-Pumped Silver Mine==-- "As soon as a mine delves below the water table, water is a problem and flooding a constant danger. Pumping or lifting the water allowes the miners to reach richer, deeper mineral seams. A steam beam engine, linked to a pump, can lift enough water to make it economically sensible to dig deep shafts. Historically, Thomas Newcomen was the first develop a practical "atmospheric" engine for draining deep mines sometime around 1710. His design had problems and was very inefficient, but it worked well enough to be widely adopted where coal was cheap. It was an atmospheric engine because the steam cooled, thus sucking the piston down the cylinder. The need to repeatedly warm and cool the machine made it wasteful. Jame Watt's beam engine design was altogether more efficient. He had a seperate steam condenser, and kept the cylinder at a constant temperature. He as also lucky in his choice of working partner, Mathew Boulton, who proved an astute business manager and lobbyist; he even pursuaded the British Parliament to extend their patent, guaranteeing them further profit! * -1 Happiness from Industrialisation (Lower Classes) * +X Coins to Region Worth (Depends on the Yield of the Mine) --==Stockholms Slotts==-- "The Royal Palace in Stockholm is a suitably grand setting for a monarchy with pretensions to rule the Baltic and northern Europe. Built on the site of an older fortress called the Three Crowns, the current Palace is actually its second incarnation as the first building was destroyed in fire in 1697. The current version was designed by Count Nicodemus Tessin (the Younger), an able Baroque architect and city planner, and took the best part of 50 years to complete in brick and sandstone. Much of the surrounding city was also re-laid as moats and the like were filled in. The Palace is still in use today as the offical residence of the Swedish monarchy, and houses significant museum collections, including the Livrustkammaren, or Royal Armoury within its 609 rooms. This is the oldest museum in Sweden, established by the great Gustavus Adolphus in 1628 when he decided to keep and display his equipment from his Polish campaigns. The various departments of the royal court and household are also still based in the palace, as are the Hogvakten, the Royal Guard of the Svea Livgarde (Lifeguards), who have been a part of Palace life since the 1750s." * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * +5 to Repression in the Region * +15% Coin to Region Tax Income * Recruitment Capacity (Units in Training) : 3 * Enhances National Prestige * Recruits basic infantry * Built by the Swedes as highest Government building in Stockholm --==Subadar's Palace==-- "This magificant palace is a pale reflection of a monarch's glory, power and wealth, not those of the governor's person. In an absolute monarchy, there is a great chain fo authority that stretches down from the monarch's person even to the lowliest of his subjects. Everyone has a place, sanctioned by time, custom and the approval of the monarch and no one is exempt from the awful majesty of the sovereign's power. This is especially true of governors away from the royal court. They may rule from marble palaces, but they do so not in their own right but by the authority granted from the Crown. If any of them ever forgot that the grandeur and luxury that surrouned them are entirely borrowed, the penalties for personal aggrandisement are terrible indeed. Having been raised up, they have an awfully long way to fall. In reality, many governor's residences in absolute monarchies combined luxury (for who was to say when the king would visit?) with enough barracks and stables to house a small army. Absolutism always relied on the concepts of the "rod and the axe" to maintain authority, although by the 18th Century a good stock of gunpowder and a fine collection of artillery did better service." * Requires Thakur's Mansion * +3 to Repression in the region * +9% Coin Bonus to region tax income * Recruitment Capacity (Units in Training) : 2 * Recruits basic infantry --==Sublime Porte==-- "The residence of a sovereign should inspire awe and dread in equal measure, overwhelming lesser men by its magnificence. This magnificant structure is the beating heart of an empire, its nerve centre and the glory of the nation given physical form. Every carved detail, every piece of luxorious inlay, every painted ceiling, every tile on the floor, has been paid for by the blood and swear of the nation's people, and all to glorify the person of the monarch. The rule and his state are one, for under an absolute system of government, all power resides in the person of the monarch. The court exists only to provide obedient servants, as an absolutist system can permit no rivals to the throne. The servants of the state must be kept firmly n their place, and made to remember that they wield borrowed (at best) power. The source of power needs a suitably magnificant setting, a public stage where upstarts can be broken and brought to heel, subtly or otherwise. All royal palaces, no matter what culture produces them, represent a substantial investment of national wealth. From Versailles in France to the places of the Sultan in Istanbul, money was no object when it came to royal luxury. Taxes, after all, belong to the monarch in person, not the state." * +4 to repression in the region * +12% coin bonus to region tax income * Recruitment capacity (units in training) : 2 * Recruits basic infantry --==Subsistence Farms==-- "An area set aside for the care and cultivation of livestock and crops. Livestock and crops were a valuable commodity, allowing the population to grow without relying on what food can be found by hunting and gathering. They provide a constant food source, more than the meat brought in by hunting parties. Although the processes involved in keeping farms went against the grain of Native Americans' religion, they did keep crops. They tended to favour corn, beans, and squash, crops they referred to as "the three sisters." * +0.1% to population growth * Reduces the chance of food shortages * +X Coins to Region Wealth (Depends on the Yield of the Farm) --==Sugar Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Sugar Plantation * Enhances National Prestige * 40 Loaves of Sugar produced each turn --==Sultan's Academy==-- "An academy is a "gentlemen's club", of sorts, for the greatest minds of a nation to gather for discourse, lectures, debates and some very nice dinners. Academies concern themselves with all aspects of national, cultural and scientific life. From the most abstract of mathematical conundrums to the collection of natural wonders and the study of languages and lexicography, nothing is outside the interests of academicians. The members are, by and large, selected by their peers, although individual governments do use their influence to secure places for worthy men - and these learned societies are not above granting membership to royalty in the hope of securing patronage! Large projects were matters of national prestige. The Academic francaisem was charged with the collation of an offical French dictionary. The epic voyage of Captain Cook, RN, in 1768-71 was partly influences by the desire of the British Royal Society to observe the transit of Venus across the Sun from Tahiti. Other nations sent observers to, among other places, Canada and Siberia - Cook got the nicest destination! By observing the event from different sides of the Earth, parallax made it possible to calculate the size of the solar system and establish the astronomical unit. * Requires Sultan's Observatory * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) * +3% to Technology Research Rate * Spawns Gentlemen. Maximum Number +1 * Enhances National Prestige --==Sultan's Observatory==-- "An observatory is a centre for many scientific studies, not just astronomy. All the physical sciences are advanced here. The study of the heavens lead to advances in mathematics, and improvements in scientific instrument making, biology and, perhaps most importantly of all, navigation and surveying. Accurate star charts and lunar tables (showing the phases of the moon) enable sailors to determine their positions at sea, and a navy that can navigate accurately is one that can carry out its duties effectively. An observatory is also a centre for national prestige, as discoveries made and published reflect well on the institute and the nation that funds its work. Historically, observatories were vital in the development of navigation and accurate clocks. This is why the zero-degree longitude line passes through the Royal Observatory in Greenwich, London (until 1884 most states used their own nationalistic reference points.) Indeed, the nationalism of astronomy often leads to the ignorance of the observations and deductions of non-European astronomers. Astronomers could also be outrageous flatterers. After he discovered what he thought was a new planet, Sir William Herschel chose the name "Georgium Sidus", or George's Star, in a transparant bit of sucking up to his patron, King George III. Other astronomers also flirted with the name "Herschel" then settled on "Uranus" for the new planet." * Requires School of Poetry * +2% to Technology Research Rate * Spawns Scholars. Maximum Number +1 * Enhances National Prestige * +2 Happiness (Lower Classes) * +2 Happiness (Middle Classes) --==Sweat Lodge==-- "An area of great power and energy; used for a variety of rituals, including the rain dance and ghost dance. One of the most powerful holy grounds is the medicine wheel. These areas are a representation of the path an individual must walk in their life time. By standing on each of the spokes a man can understand what it is to walk another's path and fully appreciate all aspects of life and nature. Historically, the most famous medicine wheel is found at Big Horn in Wyoming; it was the first to be created and was built on a ridge of Medicine mountain. People visited the site seeking harmony with the powerful spirits that inhabited it, searching for a greater understanding of the mysteries of mother earth." * +3 Happiness (Lower Classes) * +3 Happiness (Nobility) * Converts the populace to Animism * Spawns Shamans. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 1 * Enables research of Riding the Winds * Recruits basic infantry --==Tavern==-- "A tavern is a drinking establishment where all manner of drink, food and entertainment are available - always providing that the money is forthcoming! Drink is one of the solace's of a long working day. There are, of course, religious and social taboos about getting drunk, but these rarely bother tavern owners or their customers! A tavern provides a place to drink cheaply, pick up the local news, gossip, gamble (cockfighting is a popular pastime) and generally have a few hours respite from the day's labour. It is often the "other" centre of community, where the real business of running a town goes on, well away from offical interferrence. A tavern is distinguished from an inn because it does not offer overnight accommodation, although rooms for private functions - and discreet entertainment of an intimate or personal nature - may well be part of the service." * Requires Town * +2 Happiness (Lower Classes) * Spawns Assassins. Maximum Number: +1 --==Tea Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Tea Plantation * Enhances National Prestige * 40 Chests of Tea produced each turn --==Tenanted Farms==-- "Tenent farmers are a large social step up from the humble peasant. They may toil as hard, but they do so for their own profit not that of a distant master. Tenanted farms primarily produce cash crops. The landlord expects his rent to be paid, so subsistence farming is a waste of time, as it will not guarantee any income. Successful tenants, who develop their land, can become quietly wealthy men and may be able to buy their farms. For a landlord the main benefit of tenanted farms is that income from them is in cash, not kind. Absentee landlords can live the high life in a city; they rarely need trouble themselves with the mud and muck of the countryside - as long as they have trustworthy agents and tenants! A leisured class of "gentlemen farmers" and rentiers therefore arises, all thanks to the efforts of tenant farmers. Historically, tenanted farms made good profit but, like all farming, were subject to the vagaries of weather. Tenancies could be, and were, passed down the generations of families, something that allows tenants to see a point in developing "their" land with their cash surplus." * Requires Peasant Farms, Common Land Enclosures * +0.5% to Population Growth * Reduces the Chance of Food Shortages * +X Coins to Region Wealth (Depends on Yield of Farming Region) * Enables research of Four Field Crop Rotation --==Teyler Museum==-- "The Museum is the private collection, antiquities and books that intrigued the founder. Pieter Teyler van der Hulst (1702-1778) left his fortune to the furthering of science and culture, as befitted a part-Scottish following of the Scottish Enlightenment. He also left money for some almshouses for the poor folks of Haarlem. Before his death he had established various learned societies in the town and, like many gentlemen of the period, had a "cabinet of curiosities": a large collection of objects of interest or antiquarian value. His fortune, made from the cloth trade, was certainly large enough to let him indulge in his passions for science and collecing. The museum was a reflection of his interests, and was added to over the years so that it now had a fine collection of fossils, scientific instruments (and making them something of a Dutch speciality), coins, paintings, prints and drawings. Pieter Teyler left a charitable and worthy legacy of a "Christian Gentleman" in the museum and the almshouses." * +5 Happiness (Nobility) * +5 Happiness (Lower Classes) * Enhances National Prestige * Requires Great Museum * Built only by the Dutch in Amsterdam as highest Cultural Building --==Thakur's Court==-- "As a province grows, the central government appoints its own governor with greater powers, rather than relying on the services of a member of the local, minor gentry. No matter what his title - Lord Lieutenant (to the Monarch), Governor, Pasha, Thalur - the man appointed to oversee a province is a minor monarch, even in a republic! His main duties are tax raising and defence, and he is the government's man rather than a senior member of the local community. He is both protector and enforcer. He can enforce the law as he sees fit, ignore it when inconvenient and even grant pardons. He can impress men into military service and use them against any who dare to rebel. He has to power of life and death over his subjects - although he may have to use the justice system rather than simply having people shot. And, best of all, in an age of "interest" he has the power to fill his own and his friend's purses at the state's expense. Historically, office holders in the 18th Century (almost regardless of country or government style) seemed to have trouble keeping the state's money out of their own pockets. It was acceptable for a man to appoint himself or a friend as a contractor, tax farmer or monopolist and make a handsome profit." * Requires Zamindars Court * 1 to Repression in the Region * 2% Coin Bonus to region tax income * Recruitment Capacity (units in training) : 1 * Recruits: Infantry and Cavalry Units --==Theatre==-- "Sensation and spectacle for the people can keep them occupied and entertained, not to mention distracted from politics. A night at the theatre is a bawdy, rambunctions, rowdy, exciting, and novel experience. The theatre holds up a mirror to society, and sometimes society does not like what it sees. The audience shows little respect, heckling is an art, and performers play to their claques rather than follow the text. Yet each great performance, each actor-manager, each new work, is eagerly followed by the chattering classes. Historically, theatres could mean a great deal of trouble for the authorities. Riots were not uncommon if unpopular or provocative plays were staged, and David Garrick, the leading light of the London stage, was forced to kneel in apology before a fickle audience he had offended. They were in the process in completely wrecking his theatre and his liveihood! Because of this public excitability, and the potential for subversive propaganda, in the interests of "public morality" all governments closely monitored theatre performances. Indeed, Great Britain only scrapped censorship in theatres in 1968 when the Lord Chancellor's Office no longer required London theatres to have approval for every production." * Requires Bawdyhouse * +1 Happiness (Nobility) * +4 Happiness (Middle Classes) * Spawns Rakes. Maximum Number: +1 --==The British Museum==-- "The British Museum is a collection of curiosities, antiquities and books that is the envy of the civilized world. Many 18th Century gentlemen collecters exhibited a "cabinet of curiosities" to friends and rivals. Competition for the most noteworthy and prestigious items soon meant that "cabinets" were often whole rooms or suites set aside for this expensive hobby. Studying the curiosities themselves also became a respectible field of scholarly endeavour by antiquarians, a strange collection themselves of dusty, rum coves with limited social skills. The British Museum began as one of these collections, but George II donated the Old Royal Library, thus guaranteeing that every book ever published in Britain would end up on its library shelves. Further equally generous gifts, such as Garrick's library of plays, and shrewd purchases made sure that the collection of antiquities grew at a prodigious rate. Sir William Hamiliton (the husband of Emma Hamiliton, the mistress of Admiral Horatio Nelson) profited quite handsomely when he sold his collection of Roman and Greek items to the Museum. He had collected them, as a hobby, for next to nothing while the ambassador of Naples, Italy. It probably took his mind off being cuckolded. The Museum also became home to spoils of exploration and conquests: objects collected during Captain Cook's expedition to the South Seas were exhibited at the museum for a time. The Rosetta stone also ended up in the Museum, having been captured from the French after Napoleon's abortive attempt to conquer Egypt." * Highest level of Museum in London * Requires Great Museum * +5 Happiness (Middle Classes) * +5 Happiness (Nobility) * Enhances National Prestige --==The Smithsonian Institution==-- "The Smithsonian is an establishment dedicated to learning and knowledge, with a world-renowned collection of objects and manuscripts. The Smithsonian is not like other major museums, established to show off the collections of wealthy patrons or as an exercise in national glory. Instead, it is the legacy of a man who was neither American nor visited the country. James Smithson (1765-1829) stipulated that his fortune was to be used for the "increase & diffusion of Knowledge among men" if his nephew died without leaving an heir. With over pre-inflationary $500,000 in the fund, it took Congress nearly a decade to decide how to spend the money and the Smithsonian "Castle" in Washington was only completed in 1855. Since then, the Smithsonian has become one of the world's leading repositories for historical objects and archives, funded by the US government and private donations. It now has 20 different branches, specialising in everything from ethnic art and objects to aerospace exhibits, and helping to manage the Smithsonian is one of the (very few) offical duties of the Vice President of the United States." * Highest level of Museum in Philadelphia, Built by the US * Requires Great Museum * +5 Happiness (lower classes) * +5 Happiness (middle classes) * Enhances National Prestige --==Tobacco Warehouse==-- "Warehousing a cash crop allows control over the supply of goods, and therefore greater profits as the vagaries of market prices have less effect. By holding onto a crop until the market is "right", plantation owners can get the best price for their harvest. They can also calm the violatility of the commodity's market by evening out the supply over the course of a year, rather than having a harvest glut and then a shortage for the rest of the time. A warehouse also allows plantation owners to wait until the seasons and winds are favourable for a fast sea journey back to the homeland; shipping losses and transit times are both reduced. Finally, Warehousing also allows smaller crops to be consolidating for shipping back to the home market, and for the crop to be properly graded. The finest parts of the harvest can be sold at the highest price, rather than simply being lumped in with any old druss." * Requires Large Tobacco Plantation * Enhances National Prestige * 40 Barrels of Tobacco produced each turn --==Trading Port==-- "Shipping goods of any kind by land is difficult and expensive. Any item that has to travel more than a few miles goes by ship wherever possible. Most good are simply terrible, and bulk cargoes (such as coal) must go by ship anyway: it is the only way of moving goods cheaply and relatively quickly. It also makes the whole world a marketplace, even if the customers are not sure what to make of the goods being sent (British merchants insisted on exporting heavy woollen cloth to India for years, even though there was no obvious market for it.) Coastal trade can be also very profitable. For example, a "cheese fleet" did nothing but shuttle back and forth between London and the northwest of England, bring Cheshire cheeses to the London market. By a happy accident of geology, Cheshire had rock salt mines that provided a preservative for the local cheese to make the sea journey to London. Although salty, this was undoubtedly healthier than most foods on a gentleman's table in the 18th Century!" * Improves Export Capacity (Increases Trade Values) * +2 Trade Routes Possible (Sea) * +X Coins to Region Wealth (Depends on the Town's Wealth) * +3 Coins Per Turn to Town Wealth in the region * Recruits: Basic Battle Vessels, Basic Trading Ships --==Tribal Drill Grounds==-- "A forming training area for tribal warriors to perfect battle skills and learn necessary discipline. Protecting family and land is the first responsibility of a young warrior. Learning weapon skills during the hunt gives the man the skills of a fighter; learning to fight alongside others makes him a useful warrior, and a credit to his tribe. Historically, warriors used the bow and arrow with astounding skill, thanks to constant hunting. Other daily tools such as the hatchet-like tomahawk were useful in war too. Oddly, in some tribes it was the custom to bury tomahawks once a war was ended (hence "bury the hatchet"). The tribes however, never developed an organised approach to warfare to match that of the European invaders." * Settlement of Conquered Native American Tribe * Converts the populace to Animism * Recruit Capacity (Units in Training) : 1 --==Village Longhouse==-- "A large wooden framed structure used as a communal area for the whole tribe. Long houses are similar to wigwams, in that they use a wooden pole frame covered with elm bark. There are holes at intervals along the roof to allow smoke from the fires burning inside the building to escape. During the winter months the two main entrances are covered with animal pelts to keep out the cold winds. Long houses are big enough for an entire extended family or clan and have raised platform areas for sleeping mats, leaving large areas of the lower floor for socializing." * +2 Happiness (Lower Classes) * +2 Happiness (Nobility) * Conducts technology research. Points per turn: 10 --==Vineyards==-- A vineyard is a farm dedicated to the growing of grapes and the production of wine, but on a relatively small scale. Wine is one of the pleasures of life for all classes of societies and, along with ale, is the standard drink of many Europeans thanks to poor quality water supplies in towns and cities. No one actually cares about the public health implications of wells and open sewers in close proximity to each other! The patterns of growth and consumption of wine in the 18th Century often had some odds roots. The British tale for "claret" (Bordeaux wines) dates back to the Middle Ages when the English monarchy controlled the region. Much of the earliest "New World" wine was supposedly the result of plantings by the Catholic Church to ensure that they had a supply of wine for Mass. Grape varieties can have similar odd origins: Shiraz, for example, started as Syrah grapes, originating in Persia and were brought back to France around the time of the Crusades. There were many more local grapes varieties today, because pests from America wiped out older types in the 19th Century. * +0.2% to population Growth * Reduces the chance of Food Shortages * +X Coins to Region Wealth (Depends on the Yield of the Land) --==Warrior Lodge==-- "A lodge set aside for warriors and the elders of the tribe to discuss matters of importance before deciding policy. As European influence increased, the tribes recognised the need to hold more territory, if only to deprive the invaders of the best lands." * Spawns scouts Maximum Number: +1 * Recruitment Capacity (units in Training) : 2 * Enables Research of Gun Dealing, Sharp Shooting * Recruits most Native American Units --==Warrior Society==-- "A warrior society allows the recruitment of military units and adds to the experience of bow-armed units. There is no greater measure of a man than how he handles himself in warfare; it is an honourable pursuit for a Native American. When needed, peasants and farmers can take up arms to fight for survival, but real warriors are needed if there is to be any proper defence against invaders. A warrior society instils a sense of courage and honour in the tribe's fighters, as well as laying the groundwork for training in the arts of ambushing. Warrior societies played an important role in tribal life. They provided warriors with a social structure and gave them prestige within the tribe. Each society had its own distinctive rituals and encourage bravery through rivalry with other societies nd the promise of higher society rank. Although these positions provided great respect and privileges they also came with huge personal sacrifices for an individual. A "bear-belt wearer" in the Big Dog Society of the Crow, for example, was expected to walk straight up to the enemy during battle and never, ever retreat no matter what happened." * Spawns scouts. Maximum Number: +1 * Recruitment Capacity (Units in Training) : 2 * Enables Research of Ambush Tactics, Powder Making * Recruits most Native American units --==Water-Powered Cloth Mill==-- "A water-powered cloth mill allows the operation of large weaving machines, beyond what human muscles can power and, consequently, larger profits. The waterwheel is one of the oldest sources of motive power in the world. Watermills have been grinding flour since Classical times, and used to power tools for nearly as long. Ultimately, waterpower relies on gravity. Damming streams to make millponds to provide a head of water is futile unless the water is there in the first place; the expense is pointless if the mill itself is not a lot lower than the water supply. Steep-sided valleys and plentiful rain therefore determine where watermills are likely to be economically viable propositions. Once the waterwheel is turning, it drives a series of axles. Individual machines take power by a pulley-and-leather-belt system. This limits the overall size of the mill, because a wheel can only drive a limited number of machines thanks to friction and the fundamental inefficiencies of a gearless drive. Thanks to few or no safety features - and leather strapping moving at high speed - a mill is a dangerous place to work. Any unlucky worker trapped by the machinery will be crippled or killed in seconds, and probably have their wages stopped for causing the mill owner to lose profits during the cleaning of blood and body parts." * Requires Weaver's Cottage * +X to Town Wealth (Depends on Wealth of the Town) * +14 Coins per turn to town wealth in the region * Enables research of Punch Card Looms, Power Loom --==Weaver's Cottage==-- "The move from very traditional craft to a more formal "cottage industry" allows trade and manufacturing to expand significantly. A "cottage industry" is literally that: one where whole families live and work in their cottages at the same craft. Once the whole community is engaged in the same trade, output can be relatively substantial, but limited by the skills of the workers. There is some division of labour involved: family women tend to be the yarn producers, while men operate the manual looms. From dusk to dawn, the machines have to work in order for families to survive; they are paid piecework rates, so must work quickly. Historically, weaving was a substantial industry but entirely cottage-based before the rise of water and steam-powered mills in Yorkshire, England. Cloth and "piece" halls in market towns allowed the consolidation of bulk shipments from many small suppliers. The system, however, was incapable of producing goods of a consistant quality (as each weaver worked to his own standards), and could not be scaled to match demand. Artisans took years to master their trades, not the weeks it took to install a new machine in a powered mill." * Requires Craft Workshop (Weavers) * +X to region wealth (X depends on wealth of the town) * +10 Coins per turn to town wealth in the region * Enables research of Spinning Jenny, Spinning Mule, Flying Shuttle --==Weaver's Lodge / Native==-- "Trade goods are valuable to a tribe, barter allows access to many items that cannot be made by the people themselves. As trade becomes increasingly valuable many are seeking an additional source of income through business run from home. Wool is a by-product of farming sheep for food, and weavers can make it into useful cloth for trade and clothes. To begin with, weaving is a "home industry", but eventually there is enough work to make specialisation worthwhile. There are other forms of weaving, of course. Basketwork is an important craft for many tribes, if only to create storage for grain and food to last the harsh American winters." * +X to region wealth (X depends on wealth of the town) * +10 Coins per turn to town wealth in the region * Enables research of Spinning Jenny, Spinning Mule, Flying Shuttle --==Wineries==-- "A winery takes the product of seveal vineyards and produces wine on a large scale, shipping much of it in casks to distant markets. Glass is expensive, and it is better to ship casks to market and then have the consignment bottled by wine merchants to suit local tastes. The casks can then be broken down for easy shipment back for refilling. The maturing process in the casks is a happy accident that improves the flavour of the wine! The 18th Century was a period when food adulteration was common - whitening flour with chalk, for example - and wine was no exception. Watering was the least offensive and probably safest practice, as the alcohol would kill infectious parasites and germs in the water. Also common was the practice of sweetening wine by adding various chemicals, including lead. Lead was known to be poisonous, but without legislation to protect customers, there was nothing that could be done to stop vintners adding whatever they wanted to wine." * Requires Vineyards * +0.4% to population Growth * Reduces the chance of Food Shortages * +X Coins to Region Wealth (Depends on the Yield of the Land) --==Wine Estates==-- "A wine estate represents a substantial investment in wines, land and time. wine is lovingly produced, carefully aged, and sold on at a premium. The entire process is still subject to the vagaries of weather, soil and time. It is quite possible for an estate to produce a truly great wine one year and a foul one the next because, while standards were improving, there are still a great many variables that are only dimly understood. In some parts of the world, a great wine estate is a prestigious possession, over and above it's economic value. And the value could be great indeed: the 18th Century was a time of prodigious boozing in Europe, Georgian Englishmen, for example, apparently had bottomless gullets even by contemptorary standards, as the available water was not always fit to drink. Contary to the popular belief of the time, excessive drinking was not the cause of gout (an agonising inflammation of the joints) only a contributory factor. Gout is triggered by a high- protein diet (as favoured by the wealthier classes of the period), and the liberal use of toxic lead compounds to sweeten the wine probably did little to help matters!" * Requires Wineries * -1 Happiness from Industrialisation (Lower Classes) * Enhances National Prestige * +0.6% to population Growth * Reduces the chance of Food Shortages * +X Coins to Region Wealth (Depends on the Yield of the Land) --==Winter Palace==-- "Peter the Great's splendid building was intended to rival any royal palace anywhere in Europe or beyond. It did so magnificantly. The location in St. Petersburg was part of Peter's policy of opening up to western ideas, where they were suitable for Russia, and his adoption of western architecture, culture and technology. The Tsar wanted his Palace to be the centrepiece of a "Third Rome" on the River Neva, and a new Imperial seat of government for all the Russias. It was deliberately built to be a palace rather than a fortress like the Kremlin in Moscow, although the wide prospects and avenues of St. Petersburg certainly made it entirely defensible by musket-armed troops. The Palace remained the offical home of the Tsars for the next two centuries. It continued to play an important part in Imperial affairs until the end of Tsarist Russia and beyond. The 1905 "Bloody Sunday" massacre of unarmed protestors publically demonstrated that the Tsar, for all the propaganda about being the "Little Father" of his people, had scant regard for the needs of ordinary folk. The storming of the Winter Palace in 1917 is an ironic moment in Russia history, the defining moment in the establishment of the Soviet state." * Requires Imperial Palace * +1 Happiness (Nobility) * +1 Happiness (Lower Classes) * +5 to Repression in the region * +15% Coin bonus to region tax income * Enhances National Prestige * Recruitment Capacity (Units in Training) : 3 * Recruits Intermediate Infantry and Cavalry * Built by the Russians in Moscow as highest Government building --==Wooden Fort==-- "A wooden fort is a substantial defensive work, built from logs and supporting earthworks. As a defensive work, it is well able to withstand enemy attacks when properly defended by stalwart men, a garrison should expect to hold out against attacks for some little time. The walls are high enough to give a good firing position to any defenders, and any aggressor had better bring a ladder or particularly acrobatic attackers to siege! The walls are only the most visible part of the defence: the surrounding trees and undergrowth are cut back to provide a clear firing - and therefore killing - ground for the defenders. This cleared ground often extends well beyond musket range, to deny attackers the chance to approach unseen. Unlike a stockade, a fort is a relatively permanent structure and, as such, it serves to mark ownership of territory as much as to command the surrounding area. Forts are positioned with an eye to using existing terrain, commanding any strategic approaches (such as passes and river crossings) and intimidating the natives." * Built by armies --==Yusekokul==-- "This establishment provides higher education to any who desire instruction in religious matters and for those seeking positions of authority. The syllabus concentrates on traditional Islamic areas of study, and emphases the philosophical underpinnings of faith, the theological and spiritual orthodoxies, and the legal implications of following the teachings of the Prophet (peace be upon him). The result is a highly educated man, who can act as a scholar in the wider community, but has the intellectual and practical abilities to hold many government positions. The graduates of a yusekokul can be relied upon to carry out their duties with diligence. Historically, the Ottoman Empire relied almost entirely upon its Muslim population for administrators at every level. Minority religions were granted legal protections and treated leniently, but it was almost unheard of for a professed Christian or Jew to reach a position of high authority. Although education was valued, the janissaries did have something of a military stranglehold on the administration of the Empire. Inherently, resistant to change, the janissary administrators were a deadening force in the intellectual, political and scientiifc life of the Empire." * Requires Large Madrassa * +4 Happiness to the Muslim Population (Lower Classes) * Converts the populace to Islam * Spawns religious agents. Maximum Nubmer: +1 --==Zamindar's Court==-- "The zamindar is an overseer of taxes. His word is more than law for the peasants; it can be life and death if he chooses to take all of their surplus crop and more. The land-holding system of the zamindar (the word comes from the Persian for "landholder") outwardly has much in common with feudal systems common in Europe and Japan. Land tenure is given to office holders and nobles. However, as an overseer of taxes a zaminder only holds his lands as long as he pays the stipulated revenue to the central government. He is, in effect, a tax farmer: his income and profit are dependent solely on his ability to tax his lands. He also carries out judical and military duties for his tenured lands. Historically, the zamindari system suvived both the end of Mughal rule and the British Raj. Tax farming allowed the European trading companies to take over as zamindars themselves (and make a profit), even before the Mughal collapse, as they could pay governments for the right to collect taxes." * +1 to repression in the region * Recruitment Capacity (Units in Training) : 1 * Recruits Basic Infantry *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.02] Infantry Units Units are basically units that you need to use on the battlefield to fight for you. There are many units, and not all of them belong to one faction, many will be available to all factions, some will be exclusives. Units are seperated by characteristics. Men basically means the maximum number of people in the regiment. Guns means the amount of cannons that are on the artillery or battle vessel. Range means the maximum distance the unit can shoot the enemy. The bigger the value, the further the maximum shooting distance of the unit is. If it is 0, then the unit is a melee unit. Accuracy is another trait. The higher the value, the chances of the unit hitting the enemy is greater. That means a value of 35% means that there is only a 35% chance that a musket ball will hit the enemy. Of course, the higher the better, again, 0 means melee. Reloading skill is one where the higher the value, the faster the unit will reload their muskets and hire, the higher, the better, and the lower the chance of a misfire. 0 again means melee. Ammunition means the amount of ammo your troops have. The higher, the more ammo your troops will carry with them, because you need to remember that ammo is a limited resource for all gunpowder units. 0 again means melee. Firepower is specifically for siege units, the stronger, the more damage it will do. Melee Attack is the amount of damage that you units will do in close quarters so it either means the unit is melee or the unit attached bayonets to their weapons. Charge Bonus is where you have your units, in melee mode, rush headfirst into the enemy front lines. This will amplify the damage that your units will do and reduce the amount of damage taken. Defence is basically the defence of the unit. It sort of works that it increases the amount of hits they can take before they die. The more, of course, the better. This is replaced by Hull Strengh on ships. Speed is for naval vessels, and basically means the speed of the unit, as you can guess, useful on the map and in battle. Manoeuvrability is the turning speed of the boat, useful in battle because turning means the rate you can swing around and give another broadside. Finally, there is morale. This is the morale of the unit, which means the amount of damage they will take before they retreat out of the battle. The more means the more willing they are to fight to the death, and lower means they will run when things just don't go their way in the slightest. I will not post the upkeep and recruitment costs, mainly because they are highly variable due to ministers, research, etc. I shall also post their abilities, given that they are quite useful. I'll also post the Grand Campaign characteristics. The ones in the Road to Independence evolve, whilst the Grand Campaign stats are rather, well, static. They might different from Empire to Empire, so keep that in mind. This will be split up into four sections depending on what type of unit they are. --==1st Delaware==-- "Musket-armed troops who use massed volleys to break an enemy, relying on discipline to withstand any counter-fire. 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 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. The 1st Delaware Regiment came into being in 1776 under the supervision of Colonel John Haslet; they went on to fight in the Battle of Long Island in August of that year. Along with the 1st Maryland Regiment they were able to repel the British, allowing Washington and his troops to make a safe retreat. The Delaware was then forced to make a daring retreat through marshland while escorting 23 prisoners of war. Their action during this battle prompted Washington to appoint them his rear guard when he strategically withdrew his army from Brooklyn to Manhattan." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 9 * Can hide in woodland * Resistant to morale shocks Only available to the US in the province of Pennsylvania **Requests Elite Units of America Downloadable Content** --==1st Maryland==-- "Elite infantrymen responsible for holding the line, these versatile troops are equally at home with muskets or bayonets. 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. Historically, the 1st Maryland regiment was raised to protect the province of Maryland and came under the command of Colonel William Smallwood. In July 1776 the troops were assigned to the main Continential Army and in the months that followed they joined Sterling's Brigade. They took part in the Battle of Guildford Courthouse, but it was at the Battle of Long Island that they earned their formidable reputation. They single-handedly covered the American retreat, holding off superior numbers of British regulars." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 50 Ammunition = 15 Melee Attack = 7 Charge Bonus = 11 Defence = 17 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Only available to the US in the province of Maryland **Requests Elite Units of America Downloadable Content** --==2nd New York==-- "These musket-armed troops use massed volleys to break an enemy, relying on discipline to withstand any counter-fire. 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. The 2nd New York regiment was raised in 1775 and placed under the command of Colonel Philip van Cortlandt. The can Cortlandt family history was already impressive; Philip's great grandfather was the first American-born mayor of New York and the family name was used for various place names across America. Colonel van Cortlandt was promoted to brigadier general following acts of valour at the Siege of Yorktown. He lived out his remaining years as a politican, eventually dying at the age of 81." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 15 Morale = 9 * Can hide in woodland * Resistant to morale shocks Only available to the US in the province of New York **Requests Elite Units of America Downloadable Content** --==33rd Foot==-- "These troops are responsible for holding the line, equally skilled using their bayonets or firing massed volleys. 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. The 33rd Foot was originally raised in 1702 as the Earl of Huntington's Regiment of Foot. It was not until 1751, when all regiments were numbered rather than taking their general's name, that it became the 33rd Foot. They left England for America in May of 1776 and were part of the force that besieged Charlestown. They joined Howe's New York Campaign and took part in a number of key battles including Brandywine. Despite losses the 33rd Foot were able to break the American line, pursuing them for a full 2 miles. The regiment eventually became "The Duke of Wellington's", the only unit in the British Army to honour a non-Royal." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 10 Charge Bonus = 12 Defence = 14 Morale = 9 * Can hide in woodland * Resistant to morale shocks Only available to the British in the province of England **Requests Elite Units of America Downloadable Content** --==Afghan Hillmen==-- "These fierce and independent men spend their lives fighting, making them superb irregular troops for a general they respect. Mountains breed men who are unforgiving to their enemies, suspicious of strangers and wary around their friends. Life is hard in the mountains, and it is easier to take something than build, grow or make it. Banditry, feuds, revenge, and murder are a way of life for many, and the survivors of this harsh school of life must be tough and uncompromising in their hating. All this means that they are superb in war: deadly shots and dirty fighters. Any governor who tries to impose order rapidly finds that hill folk may fight each other, but they will always unite against the outsider. Historically, many outside powers have tried to tame the wilder elements in Kurdish and Afghan society but with mixed results. Alexander the Great gave up, even after marrying a Bactrian woman, Roxana. In 1842, for example, a 15,000-strong British column decided to withdraw from Afghanstan back to India. Only one man actually made it back to "civilization" alive." Regiment Size = 60 Range = 90 Accuracy = 45 Reloading Skill = 20 Ammunition = 20 Melee Attack = 4 Charge Bonus = 2 Defence = 6 Morale = 3 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Good stamina * Resistant to heat fatigue Recruited in the Afghanstan region by the Ottomans and Marathas --==African Native Infantry==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 35 Reloading Skill = 25 Ammunition = 10 Melee Attack = 4 Charge Bonus = 4 Defence = 9 Morale = 7 * Can hide in woodland * Resistant to heat fatigue This unit is trained in an European power's African colonies --==Armed Peasantry==-- "Arming the people is something that leaders find detestable and frightening, necessary perhaps, but certainly unwelcome. These people are the common people with whatever dangerous weapons they can obtain by fair means or foul. If a leader has reached the point of asking his people to act as this kind of militia, things are indeed desperate! If the governed have reached this point on their own, then matters are truly desperate for their leaders!" Regiment Size = 60 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 3 Melee Attack = 4 Charge Bonus = 4 Defence = 6 Morale = 4 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Recruited by the Marathas --==Armed Tribesmen==-- "Arming the people is something that leaders find detestable and frightening, necessary perhaps, but certainly unwelcome. These people are the common people with whatever dangerous weapons they can obtain by fair means or foul. If a leader has reached the point of asking his people to act as this kind of militia, things are indeed desperate! If the governed have reached this point on their own, then matters are truly desperate for their leaders!" Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 6 Charge Bonus = 5 Defence = 1 Morale = 3 * Can hide in woodland * Can hide in light scrub Used only when defending cities by Native American tribes. **Requires The Warpaths Downloadable Content** --==Atakapa Elite Warriors==-- "These men are stealthy warriors armed with axes, ideal for ambushes and skirmish warfare. Atakapa Warriors have a fearsome reputation and an ability to read a landscape immediately. This allows them to move swiftly and silently without the possibility of detection. The combination of field craft and an element of surprise makes these warriors ideal for ambush and sudden skirmishes. The Atakapa's weapons of choice are tomahawks, small axes that lend themselves perfectly to quiet attacks, either when thrown or in hand-to-hand combat. The Atakapa originated from present day Louisana and had a repuation among their neighbours for cannibalism. Literally translated, the name Atakapa means "man-eaters", and was given to them by the Chocktaws. The Atakapas actually referred to themselves as the Ishaks or "people". There is, of course, always the chance that the name Atakapa might have been a misunderstanding between the Chocktaws and the French explorers who first recorded the name. Cannibalism was extremely rare amongst Native American tribes, and the few recorded descriptions concern the ritualised eating of vanquished foes." Regiment Size = 90 Range = 40 Accuracy = 40 Reloading Skill = 35 Ammunition = 4 Melee Attack = 12 Charge Bonus = 10 Defence = 6 Morale = 10 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Remains hidden whilst walking * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Cherokee Nations **Requires The Warpaths Downloadable Content** --==Azzars==-- "These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effect, mobile "mob". Such men have little to do with standard military protocols and practice, or even organisation, often taking up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviour. This can work in their favour, so in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and face with a well-ordered force they can be at a disadvantage. In such a case, their mobility can be boon, allowing them to harass an enemy and withdraw as soon as the fight goes against them." Regiment Size = 60 Range = 90 Accuracy = 35 Reloading Skill = 10 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 2 Morale = 3 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina * Resistant to heat fatigue Trained by the Ottomans as a mob unit --==Bargir Infantry==-- "Heavily influenced by European military training, Bargirs are a match to most line infantry regiments. With their equipment paid for by the state and their organisation based on tried and tested European principles, Bargir infantry are more reliable tha most Indian foot soldiers. Armed with good muskets and often trained or lead by mercinery European officers, Bargirs provide their general with a range of tactical options on the battlefield. Traditionally, armies on the Indian subcontinent were geared towards mounted troops who enjoyed a high status compared to infantry. Footsoldiers, mainly drawn from the lowest echelons of society, were typically a disorganised rabble, useful to a commander only because they added numbers to an army. They were expendable, poorly-equipped and easily-dismayed in battle, often making them a liability rather than an asset. The social mobility which characterised Maratha society allowed a more modern view of the role of infantry to come to prevalence. Through observation of European methods, the equipment and training of Maratha infantry began to improve, allowing the successful use of advanced manoeuvres and firing drills." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 15 Morale = 7 * Can hide in woodland * Resistant to morale shocks * Resistant to heat fatigue Trained only by the Marathas --==Bashi-Bazouks==-- "These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effect, mobile "mob". Such men have little to do with standard military protocols and practice, or even organisation, often taking up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviour. This can work in their favour, so in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and face with a well-ordered force they can be at a disadvantage. In such a case, their mobility can be boon, allowing them to harass an enemy and withdraw as soon as the fight goes against them." Regiment Size = 60 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 8 Defence = 3 Morale = 5 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina * Resistant to heat fatigue Trained only by the Ottomans as a mob unit --==Beylik Janissary Grenadiers==-- "The janissaries are professional soldiers, hardened by arduous training and given the best equipment in the army. As a force, they are the cream of the Ottoman army, but, in comparsion to some other nations, they fight in a slightly old fashioned way. This is small comfort to those who stand against them, as the janissaries are personally brave to the point of foolhardiness. They are also given to festooning themselves with weapons and hurling themselves into any fray! Historically, the corps of janissaries (the term means "new soldiers") dates back to the 14th Century. They were intended to replace the unreliable ghazi tribe warriors with a force indoctrinated to be completely loyal to the Sultan. This was achieved by taking boys as young as five for training and conversaion to Islam if required. The janissaries had their own corps of engineers, supply troops and were even paid regularly, whether they wer at war or not! Over time, however, they came to be used as bureaucrats and administrators, and this gave them too much power over the Ottoman Empire. Eventually, the janissaries' entrenched position in government became arrogance and an entrenched position against chance, and so helped the Ottomans to stagnate and decline." Regiment Size = 60 Range = 70 Accuracy = 45 Reloading Skill = 35 Ammunition = 15 Melee Attack = 11 Charge Bonus = 12 Defence = 11 Morale = 8 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Resistant to heat fatigue Trained only by the Ottomans --==Beylik Janissary Musketeers==-- "The janissaries are professional soldiers, hardened by arduous training and given the best equipment in the army. As a force, they are the cream of the Ottoman army, but, in comparsion to some other nations, they fight in a slightly old fashioned way. This is small comfort to those who stand against them, as the janissaries are personally brave to the point of foolhardiness. They are also given to festooning themselves with weapons and hurling themselves into any fray! Historically, the corps of janissaries (the term means "new soldiers") dates back to the 14th Century. They were intended to replace the unreliable ghazi tribe warriors with a force indoctrinated to be completely loyal to the Sultan. This was achieved by taking boys as young as five for training and conversaion to Islam if required. The janissaries had their own corps of engineers, supply troops and were even paid regularly, whether they wer at war or not! Over time, however, they came to be used as bureaucrats and administrators, and this gave them too much power over the Ottoman Empire. Eventually, the janissaries' entrenched position in government became arrogance and an entrenched position against chance, and so helped the Ottomans to stagnate and decline." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 40 Ammunition = 15 Melee Attack = 9 Charge Bonus = 10 Defence = 11 Morale = 8 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units * Resistant to heat fatigue Trained only by the Ottomans --==Blackfoot Blood Warriors==-- "Armed with axes and a distinct lack of fear, the Blackfoot Blood Warriors are fearsome foes indeed. Blackfoot Blood Warriors charge headlong into enemy lines bellowing fearsome war cries to terrify their enemies. They are experts at hand-to-hand fighting, and little use for anything else. Even the clothes they wear are designed to frighten and intimidate: Blood Warriors wear traditional war shirts emblazoned with symbolic representations depicting their victories in battle. These give the wearer the protection of the Spirits. They also provide an illustrated guide to all the reasons why an enemy should know fear! Warrior societies played a key role in the day to day life of young Native Americans. The Blackfoot Blood Warrior society, or "aiinikiks" (meaning "all comrades"), was a "graded" society. When a group of boys reached fighting age they would present the most junior members of the society with gifts in order to "purchase" positions. Once a deal had been struck between two fighters they would smoke a pipe to seal the deal. The warrior that had sold his position would then present gifts to a man in the grade above him, and move up in status." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 8 Defence = 11 Morale = 9 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Plains Nations **Requires The Warpath Downloadable Content** --==Blue Guards==-- "The Blue Guards are the elite bodyguard unit that serves the rulers of the Netherlands. All royal guards think of themselves as the elite of their national armies. Sometimes, they are court regiments where a martial appearance is valued more than real soldiering. The Blue Guards, however, have a tradition of fighting, and can shame any line regiment with their discipline and skill. This does not make them popular as they are, of course, with gentlemen and superior to any mere common infantry. Historically, the Blue Guards began as the personal bodyguard to Protestant William of Orange (later William III of England and Scotland). They followed him as he drove out the Catholic King James II after the "Glorious Revolution" of 1688. They were at the forefront of the attack during the Battle of the Boyne in Ireland in 1690, wading across the river to fall upon James' line. With William's claim to the throne secure after James' defeat, the Blue Guards remained his personal bodyguards until his death in 1702. William could not bring himself to really trust Englishmen. After his death the Blue Guards returned to the Netherlands, and resumed their duties there, playing a key role in the War of Spanish Succession." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 60 Ammunition = 15 Melee Attack = 11 Charge Bonus = 15 Defence = 20 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Hired by the Dutch in Amsterdam **Requires Elite Units of the West Downloadable Content** --==Bowmen==-- "A bow-armed force capable of long-range, almost-silent, attacks. The bow is a tool as well as a weapon, used for providing food and defending the tribe. In the time it takes a musketeer to fire and reload, a skilled bowman can loose several arrows making them formidable enemies. Tribesmen hone their skills daily, hunting to provide food for their families and furs to trade with Europeans. The materials used to make a bow vary from tribe to tribe. Some are made from wood, others from the horn of elks or mountain sheep. Bowstrings are sinew or rawhide but, in an example of using whatever is to hand, the Dakotas are reputed to use the necks of snapping turtles!" Regiment Size = 60 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 20 Melee Attack = 4 Charge Bonus = 3 Defence = 1 Morale = 4 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue * Resistant to cold fatigue Trained by all Native Tribes. **Requires The Warpaths Downloadable Content** --==Bulkeley's Regiment==-- "Expatriate infantry are exiles in another nation's service: men with nothing left to lose but their lives. Europe is awash with exiles, the dispossessed have that taken up arms thanks to war, religious persecution and politics. Some fight to free their homelands and some because home is gone. A few fight for the romance of it all, and for glory and riches. All serve because it is a better choice than starving. Whatever their motives, expatriates are a useful source of men. If someone can carry a musket, there is a place in the ranks. There is always the suspicions that individuals who have turned their coats once may do so again, even though this is unfair to many. As a result, it is unusual for expatriates to serve under their own officers. Despite the fact that many in the ranks are intelligent enough to act as skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets and usually fight as line infantry. It is easier to maintain discipline in such units. Historically, expatriate infantry varied in quality. The Irish Catholic "Wild Geese" in French service fought well, especially against the English. The French Royal "Chasseurs Britaiques" in the British army, did not relish battle and often deserted at the first opportunity." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 50 Ammunition = 15 Melee Attack = 11 Charge Bonus = 11 Defence = 19 Morale = 11 * Can hide in woodland Used only by France. **Requires Special Forces Edition** --==Cazadores==-- "Riflemen are skirmishers and snipers without peer, picking off leaders to sow confusion in enemy ranks. Organised and equipped as light infantry with rifles, not smoothbore muskets, riflemen have every right to see themselves as an elite. Chosen for initiative and intelligence, they fight without close supervision from their officers. Their uniforms set them apart in an age when soldiers dress like peacocks: they deliberately blend into the landscape so that they can stalk their prey. Historically, the most famous riflemen, the British Greenjackets, carried infantry rifles designed by Ezekiel Baker. This muzzle-loading flintlock used a small ball from a tightly rifled barrel to give superb accuracy. There are accounts of riflemen holding targets for each other at hundreds of paces! It was a slow business to load the piece properly, as high- quality powder was carefully measured out and the bullet wrapped in a leather patch then tapped down the barrel to engage with the grooves. All of this could take a minute or more to do properly, but the resulting shot was deadly over astonishing ranges. Baker even carefully supplied a "sword bayonet" so that the overall length of his rifle plus bayonet matched that of a line infantryman's bayonet-tipped musket." Regiment Size = 60 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 20 Melee Attack = 7 Charge Bonus = 12 Defence = 6 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina * Resistant to heat fatigue Trained by the Spanish only. --==Cemaat Janissaries==-- "The janissaries are professional soldiers, hardened by arduous training and given the best equipment in the army. As a force, they are the cream of the Ottoman army, but, in comparsion to some other nations, they fight in a slightly old fashioned way. This is small comfort to those who stand against them, as the janissaries are personally brave to the point of foolhardiness. They are also given to festooning themselves with weapons and hurling themselves into any fray! Historically, the corps of janissaries (the term means "new soldiers") dates back to the 14th Century. They were intended to replace the unreliable ghazi tribe warriors with a force indoctrinated to be completely loyal to the Sultan. This was achieved by taking boys as young as five for training and conversaion to Islam if required. The janissaries had their own corps of engineers, supply troops and were even paid regularly, whether they wer at war or not! Over time, however, they came to be used as bureaucrats and administrators, and this gave them too much power over the Ottoman Empire. Eventually, the janissaries' entrenched position in government became arrogance and an entrenched position against chance, and so helped the Ottomans to stagnate and decline." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 13 Charge Bonus = 9 Defence = 10 Morale = 7 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained only by the Ottomans --==Cemaat Janissary Grenadiers==-- "The janissaries are professional soldiers, hardened by arduous training and given the best equipment in the army. As a force, they are the cream of the Ottoman army, but, in comparsion to some other nations, they fight in a slightly old fashioned way. This is small comfort to those who stand against them, as the janissaries are personally brave to the point of foolhardiness. They are also given to festooning themselves with weapons and hurling themselves into any fray! Historically, the corps of janissaries (the term means "new soldiers") dates back to the 14th Century. They were intended to replace the unreliable ghazi tribe warriors with a force indoctrinated to be completely loyal to the Sultan. This was achieved by taking boys as young as five for training and conversaion to Islam if required. The janissaries had their own corps of engineers, supply troops and were even paid regularly, whether they wer at war or not! Over time, however, they came to be used as bureaucrats and administrators, and this gave them too much power over the Ottoman Empire. Eventually, the janissaries' entrenched position in government became arrogance and an entrenched position against chance, and so helped the Ottomans to stagnate and decline." Regiment Size = 60 Range = 70 Accuracy = 42 Reloading Skill = 32 Ammunition = 15 Melee Attack = 11 Charge Bonus = 11 Defence = 10 Morale = 8 * Can throw grenades * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Resistant to heat fatigue Trained only by the Ottomans --==Chasseurs a Pied==-- "Light infantry are skirmishers who harass the enemy while screening the main body of an army. Initiative, aggression and pace of action mark these men out and they consider themselves a cut above other infantry, regardless of the title that they use. Light infantry, jaegers or chasseurs do not mindlessly follow orders, but pick and choose their own ground and targets, using such cover as they can find. They carry standard smoothbore, muzzle-loading muskets, but they do not rely on massed volley fire; they deliberately aim (as well as they can, given that muskets lack sights), at individuals within the enemy ranks. This selective fire can disrupt enemy formations or drive off enemy skirmishers. Over time, development in tactics and weapons will make them very effective as snipers as well as covering forces. In 1700, many European nations did not recruit light infantry regiments, Each line infantry regiment had a light company, but the massed volley was the proper way to employ firepower. As irregular light troops proved their worth and tribal natives refused to co-operate by fighting formal, set piece battles, it was realised that collecting together light companies in ad hoc regiments was no longer enough. Direct recruitment of light infantry regiments began in earnest, and by the end of the 18th Century every army fielded fast, light regiments." Regiment Size = 60 Range = 90 Accuracy = 55 Reloading Skill = 30 Ammunition = 20 Melee Attack = 5 Charge Bonus = 4 Defence = 6 Morale = 6 * Can Skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Available only to France --==Chasseurs Britanniques==-- "Expatriate infantry are exiles in another nation's service: men with nothing left to lose but their lives. Europe is awash with exiles, the dispossessed have that taken up arms thanks to war, religious persecution and politics. Some fight to free their homelands and some because home is gone. A few fight for the romance of it all, and for glory and riches. All serve because it is a better choice than starving. Whatever their motives, expatriates are a useful source of men. If someone can carry a musket, there is a place in the ranks. There is always the suspicions that individuals who have turned their coats once may do so again, even though this is unfair to many. As a result, it is unusual for expatriates to serve under their own officers. Despite the fact that many in the ranks are intelligent enough to act as skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets and usually fight as line infantry. It is easier to maintain discipline in such units. Historically, expatriate infantry varied in quality. The Irish Catholic "Wild Geese" in French service fought well, especially against the English. The French Royal "Chasseurs Britaiques" in the British army, did not relish battle and often deserted at the first opportunity." Regiment Size = 60 Range = 80 Accuracy = 60 Reloading Skill = 30 Ammunition = 15 Melee Attack = 5 Charge Bonus = 4 Defence = 6 Morale = 5 * Can Skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Available only to Britain --==Coldstream Guards==-- "The reputation of these elite soldiers and the example they set provides encouragement to comrades nearby. These men are a cut above the average line infantry regiment and they are often the lynchpin of a commander's battle strategy. The presence of such men in the line of battle is enough to lift the hearts of all those around them, strengthening their determination to resist any enemy. A general can be confident that these men will hold, and he can base the rest of his strategy around that fact. The factors which lead a regiment to acquire an exalted position within its country's military are hard to define: training and skill play their part, but in the main it is phyiscal and mental endurance that keeps good men fighting even when the tide of battle is against them. A lucky few carry such strength within themselves, but others derive it from the proud martial traditions of their regiment. In Europe, the famous "vieux" and "petits-vieux" regiments of France have centuries of such history to call upon, whilst the various deeds of the British Coldstream Guards and Black Watch regiments reinforce the natural grit of the men in the ranks." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 40 Ammunition = 10 Melee Attack = 9 Charge Bonus = 6 Defence = 15 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Hired by the British in Edinburgh. --==Colonial Light Infantry==- "Light infantry are skirmishers who harass the enemy while screening the main body of an army. Initiative, aggression and pace of action mark these men out and they consider themselves a cut above other infantry, regardless of the title that they use. Light infantry, jaegers or chasseurs do not mindlessly follow orders, but pick and choose their own ground and targets, using such cover as they can find. They carry standard smoothbore, muzzle-loading muskets, but they do not rely on massed volley fire; they deliberately aim (as well as they can, given that muskets lack sights), at individuals within the enemy ranks. This selective fire can disrupt enemy formations or drive off enemy skirmishers. Over time, development in tactics and weapons will make them very effective as snipers as well as covering forces. In 1700, many European nations did not recruit light infantry regiments, Each line infantry regiment had a light company, but the massed volley was the proper way to employ firepower. As irregular light troops proved their worth and tribal natives refused to co-operate by fighting formal, set piece battles, it was realised that collecting together light companies in ad hoc regiments was no longer enough. Direct recruitment of light infantry regiments began in earnest, and by the end of the 18th Century every army fielded fast, light regiments." Regiment Size = 60 Range = 80 Accuracy = 55 Reloading Skill = 30 Ammunition = 15 Melee Attack = 5 Charge Bonus = 3 Defence = 6 Morale = 7 * Can Skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina * Resistant to heat fatigue This unit is trained in a nation's colonies. --==Colonial Line Infantry==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 10 Melee Attack = 8 Charge Bonus = 5 Defence = 13 Morale = 9 * Can hide in woodland This unit is trained in a Nation's colonies. --==Colonial Militia==-- "These musket-armed troops are recruited to defend their own locality, not carry the war to an enemy's land. Militia or provincial troops are commonly held to be inferior to regular soldiers and, although they are trained to use the same tactics as marching regiments of the line, there is some truth in this assertion. Militia are expected to act as reassuring presence, and sometimes as a police force in suppressing local disturbances. Historically, it was not unusual for militia to be locals recruited as part- time soldiers while retaining their day jobs and trades. In Britain, for example, service in the militia was seen as a good idea; you not only looked very patriotic for volunteering, but you could not be sent overseas! For ambitious would-be officers, there was a hidden financial benefit for joining the militia. A commander who could persuade his men to transfer to the army with him would not have to pay the cost of his regular commission." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 10 Melee Attack = 6 Charge Bonus = 4 Defence = 11 Morale = 5 * Can hide in woodland * Can hide in light scrub Recruitable only in your nation's colonies --==Company Infantry==-- "Raised in India, these European mercenaries do not fight "for King and Country" but for the great East India trading companies. Company infantry are professional soldiers drawn exclusively from Europeans, both officers and other ranks. They are members of private armies for the traders, but one that is available to further national needs when required. They fight using European doctrine and equipment as line infatrymen, carrying smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax gatherers, and a potent threat against the local princes in India, even away from the battlefield. Native regiments under European officers exist too, but their reliability is doubtful. Historically, the great East India trading companies were often closer to being nations in their own right than business ventures. India was so wealthy that the companies needed armies, not just guards, to protect and expand their interests and prestige. The British East India Company (the "John Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had their own armed forces: 1 in 5 VOC employees were soldiers!" Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 7 * Can hide in woodland * Resistant to heat fatigue These troops were recruited in India most nations --==Company of Select Marksmen / Fraser's Rangers==-- "These elite marksmen are trained in wilderness warfare and taught to survive in harsh conditions. 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 the are likely to sustain heavy casualties. Historically, Fraser's Rangers was a British brigade in Canada and composed of General Fraser's 24th Regiment of Foot, with light infantry and grenadier units from Sir Guy Carleton's Montreal force. These men took part in a number of key battles during the American Revolution, must notably the Battle of Bennington where they sustained heavy losses. They also fought at Saratoga, where they came up against Major General Morgan and his 500 elite riflemen. Morgan's men were attacked by the British advanced company, but Fraser and his rangers drove them back, allowing the advanced company to retreat." Regiment Size = 60 Range = 70 Accuracy = 60 Reloading Skill = 25 Ammunition = 20 Melee Attack = 7 Charge Bonus = 9 Defence = 5 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Only available to the British in the province of Upper Canada **Requests Elite Units of America Downloadable Content** --==Conscripts==-- "These men are legally compelled to serve in the army, on pain of imprisonment or death. As a result, they may not be the most enthusaistic of soldiers! Conscripts are usually given basic training of a kind; a measure of drill instruction and enough knowledge of their weapons so that they are less danger to themselves than the enemy. However, it is often impossible to instil military skills and virtues in men who do not want to be in the army, and for this reason their grasp of even elementary tactics may be scant. This can cost lives in battle, as the use of conscripts is to march them towards the enemy en masse, and hope that the enemy cannot kill them all. Conscription is an easy method of recruiting troops, by simply compelling the adult male population to join the army for a set period or until an emergency ends. Usually there are enough special exemptions so that the moneyed classes do not have to join the ranks. Conscription is now without its costs; as men are swept into the ranks, the supply of labourers and even skilled workers can vanish almost overnight." Regiment Size = 120 Range = 70 Accuracy = 35 Reloading Skill = 15 Ammunition = 3 Melee Attack = 6 Charge Bonus = 9 Defence = 11 Morale = 6 * Can hide in woodland * Can hide in light scrub Hired by some European powers as massed troops. --=='Corso Terrestre' Guerillas==-- "These men are not soldiers, but civilians driven to take up arms against their nation's enemies. Guerillas are not a recognised military organisation at all, but bands of fighters and neighbours who have adapted banditary to be a way of making war. They fight hard, because if they are not captured they can expect little mercy from an enemy: at best, a trial before inevitable execution. War and vendetta are often the same things for guerillas: wrongs done and the resulting hatred are what drive them to fight. They are best when employed in ambush, or to skirmish and harass. They cannot be expected to fight in carefully dressed lines likes soldiers, because they are not soldiers. Historically, the Spanish people had an enormous capacity for carrying on wars against foreign occupiers long after their rulers had capitulated or made their peace with an enemy. Guerillas arose as an act of rebellion. The name itself is Spanish, and means "little war": the constant skirmishing and sniping that wears out an occupying army. When his men were bogged down there, Napoleon described Spain as an "ulcer", thanks in part to the constant partisan warfare carried on by the guerillas." Regiment Size = 60 Range = 90 Accuracy = 35 Reloading Skill = 15 Ammunition = 20 Melee Attack = 9 Charge Bonus = 9 Defence = 4 Morale = 5 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Trained only by the Spanish in Madrid **Requires Special Forces Edition** --==Cossack Infantry==-- "Cossacks are a free warrior people, fine horsemen and terrible foes, from the steppes of Russia and Asia. They are organised into large hosts, each under the leadership of an ataman, or chief. Within each host, small Cossack bands fight as seperate units. Traditionally, Cossacks are cavalrymen without peer, as might be expected of a steppe people, but they are equally adept at fighting on foot. They are personally brave, even headstrong, in the presense of enemies, something that can make them too eager to get into the fight. Historically, Russians and other Eastern Europeans have had an ambiguous relationship with the Cossacks. There is admiration for their fighting qualities, yet a certain wariness of their wild nature. This has not stopped them from being used as irregular troops by many nations. Even as late as the Second World War entire Cossack divisions were used by the Soviet Army, and then by the Germans who invaded Russia. Those Cossacks who served with the Germans (there were Cossack Waffen-SS divisions) were either killed in combat or captured and sent to die in labour camps." Regiment Size = 120 Range = 70 Accuracy = 30 Reloading Skill = 20 Ammunition = 15 Melee Attack = 7 Charge Bonus = 8 Defence = 6 Morale = 5 * Can hide in woodland * Resistant to cold fatigue Trained only by the Russians --==Coureurs de Bois==-- "These elite light infantrymen are trained in wilderness warfare and taught to survive in harsh conditions. Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. The ranks are mostly drawn from frontiersmen already hardened to living in the wilderness, as their experience making them ideal for further training. The wild nature of their environment is reflected in the unconventional tactics they are taught, and they are given some leeway where formal army dicipline is concerned. Historically, rangers were employed by the British army and were used in the hostile environments of North America during the French and Indian War. They would carry out long distance winter raids using crude snowshoes to travel. The most famous and revered of all rangers were the "Rogers' Rangers", named for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers are carried on today by the US Army Rangers, although the modern unit owes its existence to the Second World War experience to US troops fighting alongside British commandos and a reformed force in the Korean War." Regiment Size = 60 Range = 80 Accuracy = 60 Reloading Skill = 25 Ammunition = 15 Melee Attack = 8 Charge Bonus = 4 Defence = 3 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Available only to the French --==Dahomey Amazons==-- "These merciless female warriors, armed with rifles, are rightly feared by men for their aggressing in battle. Originally formed as a band of elephant hunters, they were developed into a royal bodyguard recruited from among the King's wives, a group of women that sometimes numbered in the hundreds. Willing volunteers expand this force, while other recruits are put forward by disgruntled husbands and fathers who visit the King with tales of spousal misbehaviour! The Amazons are denied the right to marriage once in the regiment, and religion is used to give them a sense of being sacred. They are extremely well trained, and inculcated with a very aggressive attitude. They are ferocious fighters with a reputation for decapitating those who were unfortunate to become their captives. Woe betide the foe that underestimates them!" Regiment Size = 120 Range = 90 Accuracy = 40 Reloading Skill = 10 Ammunition = 5 Melee Attack = 7 Charge Bonus = 8 Defence = 3 Morale = 6 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina * Resistant to heat fatigue Available only in Custom Battles, Early. **Requires Special Forces + Bonus Units Downloadable Content** --==Desert Warriors==-- "Harsh and unforgiving warriors are born in harsh and unforgiving lands. These men are as deadly as their deserts. Living in a desert makes a man tough and ruthles, or dead. The weak do not survive, and this fierce cull produces proud and dangerous warriors. Their battle skills have been honed by years of raiding and goat thievery, or against the more settled people of oasis villages. Defeat is unthinkable, because defeat is death. Traditionally, the Bedouin were among the most dangerous of desert tribes, fighting among themselves when outsiders weren't available. Constantly on the move to find new pastures for their livestock, they learned to live with the minimum of possessions and little external support in the harshest of lands. Loyalty to the tribe and family was all that helped a man survive." Regiment Size = 120 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 5 Melee Attack = 4 Charge Bonus = 4 Defence = 7 Morale = 4 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Recruited in the Desert Regions in Asia by the Ottomans and Marathas --==East India Company Infantry==-- "Raised in India, these European mercenaries do not fight "for King and Country" but for the great East India trading companies. Company infantry are professional soldiers drawn exclusively from Europeans, both officers and other ranks. They are members of private armies for the traders, but one that is available to further national needs when required. They fight using European doctrine and equipment as line infatrymen, carrying smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax gatherers, and a potent threat against the local princes in India, even away from the battlefield. Native regiments under European officers exist too, but their reliability is doubtful. Historically, the great East India trading companies were often closer to being nations in their own right than business ventures. India was so wealthy that the companies needed armies, not just guards, to protect and expand their interests and prestige. The British East India Company (the "John Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had their own armed forces: 1 in 5 VOC employees were soldiers!" Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 10 Melee Attack = 8 Charge Bonus = 5 Defence = 13 Morale = 9 * Can hide in woodland * Resistant to heat fatigue These troops were recruited in India by Britain --==Ferguson Riflemen==-- "Ferguson Riflemen are scouts and snipers, who harass the enemy by targeting officers and leaders. Major Patrick Ferguson's remarkable and patented flintlock is a breech- loading weapon, with a cunning screw mechanism that opens the breech for loading and still seals the chamber tightly for firing. In the hands of a well-trained man, firing the piece is rapid; the labourous business of muzzle loading is no more! The rifling makes it accurate and deadly! Historically, Ferguson intended his gun to go into the hands of an elite force, under officers of enterprise and daring, who would move rapidly, use cover, and could deliver accurate and withering fire. In practice, the weapon was not a success, because it was difficult to manufacture in quantity and somewhat fragile in the rough conditions of a battlefield: the screw mechanism would jam if not treated with respect. After Ferguson was wounded in action, his critics lost no time in equipping the unit with Brown Bess muskets, and then eventually disbanding Ferguson's prized riflemen." Regiment Size = 60 Range = 125 Accuracy = 65 Reloading Skill = 30 Ammunition = 15 Melee Attack = 5 Charge Bonus = 4 Defence = 8 Morale = 9 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina These troops are only available to the British. --==Firelock Armed Citizenry==-- "Arming the people is something that leaders find detestable and frightening, necessary perhaps, but certainly unwelcome. These people are the common people with whatever dangerous weapons they can obtain by fair means or foul. If a leader has reached the point of asking his people to act as this kind of militia, things are indeed desperate! If the governed have reached this point on their own, then matters are truly desperate for their leaders!" Regiment Size = 60 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 2 Melee Attack = 4 Charge Bonus = 4 Defence = 5 Morale = 3 * Can hide in woodland * Can hide in light scrub Used only as a unit to defend your cities when attacked. --==Frei-korps==-- "These light infantry are used to harass the enemy and screen the main body of the army. On the battlefield, they are skirmishers used to counter enemy light infantry troops that cause problems to a highly regimented Prussian regulars. Those recruited into the Frei-korps include foreign mercenaries, ex-prisoners and deserters from other armies. Their less-than-reputable nature makes the Frei-korps perfect for raids and independent operations where the ability to live off the land (by stealing) is more important than parade ground drill. They travel light and their uniforms are deliberately plain to avoid drawing unwelcome atteention. Historically, Frederick the Great (1740-86) had little respect for the Frei-korps. He was a believer in discipline and drill in soldiers, and the independence of the light troops held little appeal. The men were basically sneaky and professional rascals and this was simple un-gentlemanly and dishonourable to the 18th Century mind. Frederick's army was surpremely disciplined, but even he had to accept that sometimes a certain "flexibility" was required, hence the Frei-korps. Despite the name, the Freikorps formed in Germany after the Great War had little in common with these 18th Century troops, as they were "free" brigades of anti-communist ex-soldiers, returning from the front with no prospects and little loyaltey to the Weimar Republic." Regiment Size = 90 Range = 90 Accuracy = 50 Reloading Skill = 35 Ammunition = 20 Melee Attack = 6 Charge Bonus = 5 Defence = 11 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Trained only by the Prussians **Requires Elite Units of the West Downloadable Content** --==French East India Company Infantry==-- "Raised in India, these European mercenaries do not fight "for King and Country" but for the great East India trading companies. Company infantry are professional soldiers drawn exclusively from Europeans, both officers and other ranks. They are members of private armies for the traders, but one that is available to further national needs when required. They fight using European doctrine and equipment as line infatrymen, carrying smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax gatherers, and a potent threat against the local princes in India, even away from the battlefield. Native regiments under European officers exist too, but their reliability is doubtful. Historically, the great East India trading companies were often closer to being nations in their own right than business ventures. India was so wealthy that the companies needed armies, not just guards, to protect and expand their interests and prestige. The British East India Company (the "John Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had their own armed forces: 1 in 5 VOC employees were soldiers!" Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 7 * Can hide in woodland * Resistant to heat fatigue These troops were recruited in India by the French. --==Frontiersmen==-- "These elite light infantrymen are trained in wilderness warfare and taught to survive in harsh conditions. Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. The ranks are mostly drawn from frontiersmen already hardened to living in the wilderness, as their experience making them ideal for further training. The wild nature of their environment is reflected in the unconventional tactics they are taught, and they are given some leeway where formal army dicipline is concerned. Historically, rangers were employed by the British army and were used in the hostile environments of North America during the French and Indian War. They would carry out long distance winter raids using crude snowshoes to travel. The most famous and revered of all rangers were the "Rogers' Rangers", named for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers are carried on today by the US Army Rangers, although the modern unit owes its existence to the Second World War experience to US troops fighting alongside British commandos and a reformed force in the Korean War." Regiment Size = 60 Range = 90 Accuracy = 50 Reloading Skill = 30 Ammunition = 20 Melee Attack = 8 Charge Bonus = 10 Defence = 7 Morale = 5 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained by the Spanish in the Americas, similar to Ranger units. --==Ghoorkas==-- "Recruited by colonial powers, these indigenous Indian infantry are renowned for their loyalty and resilience. These indigenous troops formed hugely effective regiments when used by the European East India companies. They were acclimatised to India with a resilience and endurance that put Europeans to shame. In combat, they typically displayed unwavering bravery and a tenacious determination. Often recruited from barren or mountainous regions, these men are tough and hard working. Loyal without question, their familiarity with local culture allowed Europeans to fight insurgencies and unrest with understanding as well as brute force. The sepoys of the British East India Company were typical in that they had native and European officers. "Natives" never commanded Company battalions, but their opinions were always sought by the better sort of European officer. The Ghoorkas were a special case, because Nepal was never colonised, but a treaty was made between the company and the native King." Regiment Size = 150 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 10 Defence = 8 Morale = 7 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained by a European power in Kashmir with Native Indian Government Building **Requires Special Forces Edition** --==Gorodskiye Streltsy==-- "These light soldiers are the traditional guardians of Russian towns, part militia, part police and part fire brigade! The viborniye ("electives" who have chosen to serve in the ranks) and gorodskiye (municipal) streltsy are both hereditary militia. Originally raised from the ranks of tradesmen by Ivan the Terrible, they are an old- fashioned and traditionally-minded group. Over the centuries, membership of the streltsy has been passed down from father to son, and a lack of new volunteers - new blood - has ossified the old ways of battle. The streltsy are reliable, however, in defence of their homeland. Historically, the streltsy posed a significant challenge to the young Peter the Great (ruled 1682-1725). Angered by changes in the army which removed their traditional privileges (of having an extremely easy life), the streltsy attempted to overthrow Peter. In 1698 they marched on Moscow, intent on replacing him with his sister, Sophia Alekseyevna. Previous attempts to change the system had usually provoked riots by the streltsy - the very people supposed to suppress such trouble - or worse. This time, Peter's new- model "Western" -fashion forces crushed them. This was not the end to the streltsy, however, as Russia's precarious position during the Great Northern War (1700-21) meant that Peter had to recall them to the colours." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 12 Defence = 8 Morale = 3 * Can hide in woodland * Paths seldom trod * Garrison policing bonus * Resistant to cold fatigue Trained only by the Russians --==Green Jackets==-- "Riflemen are skirmishers and snipers without peer, picking off leaders to sow confusion in enemy ranks. Organised and equipped as light infantry with rifles, not smoothbore muskets, riflemen have every right to see themselves as an elite. Chosen for initiative and intelligence, they fight without close supervision from their officers. Their uniforms set them apart in an age when soldiers dress like peacocks: they deliberately blend into the landscape so that they can stalk their prey. Historically, the most famous riflemen, the British Greenjackets, carried infantry rifles designed by Ezekiel Baker. This muzzle-loading flintlock used a small ball from a tightly rifled barrel to give superb accuracy. There are accounts of riflemen holding targets for each other at hundreds of paces! It was a slow business to load the piece properly, as high- quality powder was carefully measured out and the bullet wrapped in a leather patch then tapped down the barrel to engage with the grooves. All of this could take a minute or more to do properly, but the resulting shot was deadly over astonishing ranges. Baker even carefully supplied a "sword bayonet" so that the overall length of his rifle plus bayonet matched that of a line infantryman's bayonet-tipped musket." Regiment Size = 60 Range = 125 Accuracy = 65 Reloading Skill = 30 Ammunition = 15 Melee Attack = 5 Charge Bonus = 4 Defence = 12 Morale = 9 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina These are a British only unit. --==Grenadiers==-- "Grenadiers are large, strong men, armed with muskets and carrying bags of bombs to hurl at the enemy's ranks. Explosive grenades are one of the oldest types of gunpowder weapon, and one of the most dangerous to use. Grenades are a simple cast iron ball, with a fuse sticking out of the top. Fuses are notoriously unreliable, and grenadiers can die as their own bombs explode prematurely. Yet no matter how terrifying grenades are for the throwers, they are infinitely worse for the targets! Grenadiers see themselves as elite, and occupy the place of honour at the right of the line on parade. they have good reason: only large, brave men become grenadiers, because it takes a big chap to throw one properly. Even their uniform makes them look bigger thanks to the pointed grenadier's cap, a tricorne gets in the way of a good throw. Historically, grenadiers regiments and battlions began as ad hoc assault forces. All line infantry had grenadier companies, collecting these sub-units gave commanders a useful group of heavily armed, aggressive and skilful soldiers. Grenadier companies remained in line infantry regiments after the creation of grenadier regiments, but they abandoned grenades. Instead, each grenadier company became a "heavy mob" of the biggest and strongest soldiers in a regiment." Regiment Size = 60 Range = 70 Accuracy = 50 Reloading Skill = 35 Ammunition = 10 Melee Attack = 10 Charge Bonus = 7 Defence = 17 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Trained by all nations. --==Grenzers==-- "Grenzers are aggressive skirmishers, armed with an unusual double-barrelled musket. These light infantry are used to harass and disrupt the enemy as battle commences. Like other skirmishing forces the grenzers consider themselves a cut above most infantrymen. They are expected to show individual aggression, initiative and soldiering skills, not just obey and fight in formation. Unusually, they carry heavy double-barrelled (over-and-under) muskets, allowing the shots before reloading. This innovative weapon doubles the firepower of a grenzer unit, compared to any other skirmishing force. Added to this, grenzers are taught to select their targets carefully, making them quite deadly opponents. Historically, the Austrians had a tradition of creating high-quality light forces such as hussars and skirmishers. The grenzers were a part of this tradition, recruited from among the Coast and Transylvania population of the Austrian Empire's domain as frontier guards against the Turks. As frontiersmen, they had a certain air of lawlessness and even banditry, but they proved extremely able light troops and were used against Austria's other enemies. Over time, however, they became a hybrid type between line infantry and skirmishers, often deployed in battle in the line, but with the ability to skirmish when necessary. As identifiable infantry units, the Grenzers remained in Austrian service until the end of the First World War in 1918." Regiment Size = 60 Range = 90 Accuracy = 55 Reloading Skill = 40 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 7 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Trained only by the Austrians. --==Guard Grenadiers==-- "Guard Grenadiers are chosen from among the bravest and largest men in the Polish army. Renowned for their stoic resolve, Guard Grenadiers can be relied on not to break under the strain of battle. Apart from anything else, throwing grenades is a dangerous business, but potentially devastating to the enemy. Strength is also needed in hand-to-hand combat, and Guard Grenadiers are a useful force of shock troops to be hurled against a wavering enemy. Their skills and physical presence makes them intimidating, even before steel is drawn. The 18th Century was a period when there were attempts to codify and define every aspect of military life to the smallest detail. Everything, from the smallest button on a uniform, to the way a man marched, was subject to discussion, regulation, and draconion punishment for deviation. The Polish Guard Grenadiers were subject to rigorous drill in every aspect of their training. Their throwing drill for grenade had stances to be adopted when, priming, igniting and throwing a grenade. Woe betide any Grenadier who did not follow the laid down procedure! Equally, woe betide any man who failed to dress to the appropriate standard, or behave as expected of a Guardsman!" Regiment Size = 60 Range = 70 Accuracy = 50 Reloading Skill = 50 Ammunition = 15 Melee Attack = 11 Charge Bonus = 15 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained only by the Polish. **Requires Elite Units of the West Downloadable Content** --==Guardia de Infanteria==-- "The elite foot guards are charged with protecting the persons of the monarch and the royal family. These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good jobas garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour. Historically, the French Masion du Roi (literally "House of the King") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pump. Oddly, he wasn't a very warlike chap at all." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 55 Ammunition = 15 Melee Attack = 9 Charge Bonus = 13 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained only by the Spanish --==Guards==-- "The elite foot guards are charged with protecting the persons of the monarch and the royal family. These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good jobas garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour. Historically, the French Masion du Roi (literally "House of the King") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pump. Oddly, he wasn't a very warlike chap at all." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 40 Ammunition = 10 Melee Attack = 11 Charge Bonus = 6 Defence = 17 Morale = 14 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained by most nations. --==Guerillas==-- "These men are not soldiers, but civilians driven to take up arms against their nation's enemies. Guerillas are not a recognised military organisation at all, but bands of fighters and neighbours who have adapted banditary to be a way of making war. They fight hard, because if they are not captured they can expect little mercy from an enemy: at best, a trial before inevitable execution. War and vendetta are often the same things for guerillas: wrongs done and the resulting hatred are what drive them to fight. They are best when employed in ambush, or to skirmish and harass. They cannot be expected to fight in carefully dressed lines likes soldiers, because they are not soldiers. Historically, the Spanish people had an enormous capacity for carrying on wars against foreign occupiers long after their rulers had capitulated or made their peace with an enemy. Guerillas arose as an act of rebellion. The name itself is Spanish, and means "little war": the constant skirmishing and sniping that wears out an occupying army. When his men were bogged down there, Napoleon described Spain as an "ulcer", thanks in part to the constant partisan warfare carried on by the guerillas." Regiment Size = 60 Range = 90 Accuracy = 45 Reloading Skill = 10 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 2 Morale = 3 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Trained only by the Spanish in Madrid --==Hand Mortar Company==-- "The hand mortar can be used to place a grenade on a target beyond normal throwing range. Despite its name, the hand mortar is more of a grenade launcher, wiht a wide barrel, typically of bronze, mounted on a musket stock so that it can be fired from the shoulder. This method of delivery offers increased range, but the weapons are temperamental and prone to misfires or bursting. This, coupled with the variable quality of the grenades fired, means that in the wrong hands a hand mortar can often be as much of a danger to the man firing it as to the enemy. Despite this, the grenade is a useful battlefield weapon when used against an empire deployed in cover, or for clearing choke points. Historically the armies of the Ottoman Empire and Russia employed the hand mortar. In the Russian military, hand mortar detechments typically operated in support of the artillery, possible because the unpredictability of the weapon made it unpopular among the line regiments! The Ottomans always treated grenades as a form of "thrown artillery"." Regiment Size = 60 Range = 70 Accuracy = 50 Reloading Skill = 40 Ammunition = 6 Melee Attack = 11 Charge Bonus = 11 Defence = 15 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks --==Hessian Grenadiers==-- "Hessian Grenadiers are large, strong men, armed with muskets, grenades, and a fearsome reputation. Grenadiers set 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. The 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. Historically, Hessian soldiers were renowned for their skills and discipline. This is due, in part, to the harsh penalties imposed upon them for any indisciplined. Corporal punishment was a regular occurance, minor offenses often being punished with clubs and cudgels! Another popular punishment was "the gauntlet": a ritualistic beating that involved a soldier's comrades gather in two lines to beat the accused as he ran or walked past them. For more serious offenses Hessian soldiers would be swiftly hanged. This treatment did not make them tolerant of rebellious behaviour in others, including civilians." Regiment Size = 60 Range = 70 Accuracy = 45 Reloading Skill = 35 Ammunition = 15 Melee Attack = 10 Charge Bonus = 14 Defence = 14 Morale = 8 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Only available to the British in a North American province **Requests Elite Units of America Downloadable Content** --==Hessian Line Infantry==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 10 Melee Attack = 6 Charge Bonus = 4 Defence = 12 Morale = 7 * Can hide in woodland Found in North America, hired as mercanaries by the British. --==Hindu Musketeers==-- "These musketeers are a useful addition to any force, even if they lack the fire discipline of regular soldiers. For all its smoke and noise, handling the smoothbore, muzzle-loading musket can be taught to all but the most stupid of men. Once the basic skills of loading have been mastered, it is simply a matter of point the loud end at the enemy and pulling the trigger. It is in God's hand as to what happens next! Even the most inexperienced or cack-handled of peasants can be useful with a musket in his hands. The noise of a volley is often enough to frighten, and any casualties in the enemy ranks are a bonus. Historically, such units of irregular musket men would arrive at a battlefield with all kinds of weapons, from ancient matchlocks handed down from father to son, to modern government-issue weapons looted from the enemy dead. This lack of standardisation did not matter much, as it was the ability to fire at all that made the unit a useful force." Regiment Size = 120 Range = 70 Accuracy = 25 Reloading Skill = 20 Ammunition = 15 Melee Attack = 9 Charge Bonus = 8 Defence = 6 Morale = 5 * Can hide in woodland * Resistant to heat fatigue --==Hindu Warriors==-- "A sword is an honourable weapon for any warrior. The man who carries one must demonstrate this courage if he is to cut down his foe. Although a sword, no matter what its design, may appear outdated next to a musket, it has one great advantage, it never needs loading. A truly skilled swordman will never want for employment, and he is an intimidating sight to many regular musket-armed soldiers. Units of swordsmen are also easier to hand tactically on a battlefield. A general does not have to make fine judgements about when to hold or give fire: he need only send his men forward to do their killing work at the right time. Once committed, they will keep fighting until death or victory comes." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 15 Charge Bonus = 9 Defence = 17 Morale = 7 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained by the Marathas --==Holland Guards==-- "The Holland Guards are infantry, charged with protecting the national leader and his immediate family. These troops are equipped as line infantry, and carry smoothbore muskets. Their uniforms are splendid, and mark them out as a superior unit, in arrogance if nothing else. They are trained to deliver devastating volley fire, and never to waver in the face of a foe. this attitude serves them well in battle, as the Guard can hardly be seen to cut and run, no matter how hot the fight. Historically, the guards sometimes became the only unit a leader could rely on when politics got out of hand, most of the time. It was not unknown for the Guard to be kingmakers, even in a republic, and only give their protection to their preferred choice of leader. With the turbulent history of the Dutch, the Holland Guard were provided with numerous opportunities to change the national leader. As the 18th Century drew to a close, the fire of the French Revolution was spreading throughout Europe: free thinkers swa the merits of the Revolution and many set their minds on something similar in their own countries." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 60 Ammunition = 15 Melee Attack = 7 Charge Bonus = 11 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Hired only by the Dutch in Amsterdam. --==Hungarian Grenadiers==-- "Hungarian Grenadiers are strong men with the ability to hurl a grenade with precision into enemy lines. Recruited from the largest and strongest men available, grenadiers must be capable of throwing a grenade far enough so that the subsequent explosion does not kill them! Even so, fuses are notoriously unreliable, and men sometimes die from premature explosions. Yet no matter how worrying grenades are for the grenadiers, they are definitely worse for the targets! Grenadiers, thanks to their imposing figure, are also used as close-quarters shock troops, as they have the edge in a melee over smaller men. Historically, Hungarian Grenadiers were a sight to behold on the battlefield in their magnificant uniforms. Hungarian units in the Austrian army were raised by feudal levy. Although the Austrians had an integrated military, Hungary remained a seperate kingdom, even though it shared a Hapsburg monarch with Austria. Military enlistment in Austrian service was originally for life; in 1757 limited service was introduced in the hopes of attracting better recruits and thereby improving the calibre of the soldiers. Men were allowed to enlist for a maximum of 6 years or for the duration of any hostilities, whichever was longer." Regiment Size = 60 Range = 70 Accuracy = 50 Reloading Skill = 40 Ammunition = 15 Melee Attack = 9 Charge Bonus = 13 Defence = 17 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Trained only by Austrian in the Hungary province **Requires Elite Units of the West Downloadable Content** --==Infantry Petit-Veiux==-- "The reputation of these elite soldiers and the example they set provides encouragement to comrades nearby. These men are a cut above the average line infantry regiment and they are often the lynchpin of a commander's battle strategy. The presence of such men in the line of battle is enough to lift the hearts of all those around them, strengthening their determination to resist any enemy. A general can be confident that these men will hold, and he can base the rest of his strategy around that fact. The factors which lead a regiment to acquire an exalted position within its country's military are hard to define: training and skill play their part, but in the main it is phyiscal and mental endurance that keeps good men fighting even when the tide of battle is against them. A lucky few carry such strength within themselves, but others derive it from the proud martial traditions of their regiment. In Europe, the famous "vieux" and "petits-vieux" regiments of France have centuries of such history to call upon, whilst the various deeds of the British Coldstream Guards and Black Watch regiments reinforce the natural grit of the men in the ranks." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 50 Ammunition = 15 Melee Attack = 7 Charge Bonus = 11 Defence = 17 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Available only to the French. --==Infantry Veiux==-- "The reputation of these elite soldiers and the example they set provides encouragement to comrades nearby. These men are a cut above the average line infantry regiment and they are often the lynchpin of a commander's battle strategy. The presence of such men in the line of battle is enough to lift the hearts of all those around them, strengthening their determination to resist any enemy. A general can be confident that these men will hold, and he can base the rest of his strategy around that fact. The factors which lead a regiment to acquire an exalted position within its country's military are hard to define: training and skill play their part, but in the main it is phyiscal and mental endurance that keeps good men fighting even when the tide of battle is against them. A lucky few carry such strength within themselves, but others derive it from the proud martial traditions of their regiment. In Europe, the famous "vieux" and "petits-vieux" regiments of France have centuries of such history to call upon, whilst the various deeds of the British Coldstream Guards and Black Watch regiments reinforce the natural grit of the men in the ranks." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 50 Ammunition = 15 Melee Attack = 7 Charge Bonus = 15 Defence = 17 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Available only to the French. --==Irish Brigade==-- "Expatriate infantry are exiles in another nation's service: men with nothing left to lose but their lives. Europe is awash with exiles, the dispossessed have that taken up arms thanks to war, religious persecution and politics. Some fight to free their homelands and some because home is gone. A few fight for the romance of it all, and for glory and riches. All serve because it is a better choice than starving. Whatever their motives, expatriates are a useful source of men. If someone can carry a musket, there is a place in the ranks. There is always the suspicions that individuals who have turned their coats once may do so again, even though this is unfair to many. As a result, it is unusual for expatriates to serve under their own officers. Despite the fact that many in the ranks are intelligent enough to act as skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets and usually fight as line infantry. It is easier to maintain discipline in such units. Historically, expatriate infantry varied in quality. The Irish Catholic "Wild Geese" in French service fought well, especially against the English. The French Royal "Chasseurs Britaiques" in the British army, did not relish battle and often deserted at the first opportunity." Regiment Size = 120 Range = 70 Accuracy = 35 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 8 Defence = 11 Morale = 7 * Can hide in woodland Trained only by the Spanish in Madrid --==Isarelys==-- "These musketeers are a useful addition to any force, even if they lack the fire discipline of regular soldiers. For all its smoke and noise, handling the smoothbore, muzzle-loading musket can be taught to all but the most stupid of men. Once the basic skills of loading have been mastered, it is simply a matter of point the loud end at the enemy and pulling the trigger. It is in God's hand as to what happens next! Even the most inexperienced or cack-handled of peasants can be useful with a musket in his hands. The noise of a volley is often enough to frighten, and any casualties in the enemy ranks are a bonus. Historically, such units of irregular musket men would arrive at a battlefield with all kinds of weapons, from ancient matchlocks handed down from father to son, to modern government-issue weapons looted from the enemy dead. This lack of standardisation did not matter much, as it was the ability to fire at all that made the unit a useful force." Regiment Size = 120 Range = 70 Accuracy = 30 Reloading Skill = 20 Ammunition = 15 Melee Attack = 4 Charge Bonus = 8 Defence = 12 Morale = 5 * Can hide in woodland * Resistant to heat fatigue Trained by the Ottomans as basic Line Infantry --==Jaegers==-- "Light infantry are skirmishers who harass the enemy while screening the main body of an army. Initiative, aggression and pace of action mark these men out and they consider themselves a cut above other infantry, regardless of the title that they use. Light infantry, jaegers or chasseurs do not mindlessly follow orders, but pick and choose their own ground and targets, using such cover as they can find. They carry standard smoothbore, muzzle-loading muskets, but they do not rely on massed volley fire; they deliberately aim (as well as they can, given that muskets lack sights), at individuals within the enemy ranks. This selective fire can disrupt enemy formations or drive off enemy skirmishers. Over time, development in tactics and weapons will make them very effective as snipers as well as covering forces. In 1700, many European nations did not recruit light infantry regiments, Each line infantry regiment had a light company, but the massed volley was the proper way to employ firepower. As irregular light troops proved their worth and tribal natives refused to co-operate by fighting formal, set piece battles, it was realised that collecting together light companies in ad hoc regiments was no longer enough. Direct recruitment of light infantry regiments began in earnest, and by the end of the 18th Century every army fielded fast, light regiments." Regiment Size = 60 Range = 90 Accuracy = 55 Reloading Skill = 30 Ammunition = 20 Melee Attack = 5 Charge Bonus = 4 Defence = 6 Morale = 6 * Can Skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Trained only by the Austrians --==Jamestown Settlers==-- "The inhibitants of colonial towns must sometimes take up arms to defend themselves. Self-defence was a part of life in Elizabethian and Jacobean England. A man expected to look after his family and property as the local parish constables were not necessarily a reliable police force. In some parishes the constables were either old men, or non-existant. Men were also expected to join the local fencibles or trained bands, a militia for the defence of the kingdom in times of trouble. Skill-at-arms was therefore not unknown in the general population, and these skills were taken to the New World by the colonists. In times of tension with the native tribes, the fact that the colonists could, if needs must, protect themselves, was useful." Regiment Size = 60 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 15 Melee Attack = 8 Charge Bonus = 4 Defence = 7 Morale = 5 * Can hide in woodland * Can hide in light scrub Found in the Road to Independance Campaign. --==Janissary Hand Mortar Boluk==-- "The hand mortar can be used to place a grenade on a target beyond normal throwing range. Despite its name, the hand mortar is more of a grenade launcher, wiht a wide barrel, typically of bronze, mounted on a musket stock so that it can be fired from the shoulder. This method of delivery offers increased range, but the weapons are temperamental and prone to misfires or bursting. This, coupled with the variable quality of the grenades fired, means that in the wrong hands a hand mortar can often be as much of a danger to the man firing it as to the enemy. Despite this, the grenade is a useful battlefield weapon when used against an empire deployed in cover, or for clearing choke points. Historically the armies of the Ottoman Empire and Russia employed the hand mortar. In the Russian military, hand mortar detechments typically operated in support of the artillery, possible because the unpredictability of the weapon made it unpopular among the line regiments! The Ottomans always treated grenades as a form of "thrown artillery"." Regiment Size = 60 Range = 70 Accuracy = 45 Reloading Skill = 35 Ammunition = 6 Melee Attack = 8 Charge Bonus = 8 Defence = 13 Morale = 8 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Resistant to heat fatigue Trained by the Ottomans only --==John Smith's Band==-- "A group of settlers armed with arquesbuses and commandered by Captain John Smith. John Smith is a fearless leader. His no-nonsense approach to colonisation has led men, who would otherwise have rested on their laurels, to work hard to provide for themselves and their fellow settlers. Armed with arquebuses and a desire to colonise the New World, these men will have to fight to make a home for themselves in an inhospitable land. Historically, John Smith was a bit of a rogue. During the voyage to the New World, he incited mutiny and was locked in the brig, pending trial upon arrival. The ship's captain - Christopher Newport - intended to have Smith executed, but, thanks to the orders issued by the Virginia Company before the voyage had even begun, Smith was reprieved. He was named as one of the leaders of the early colony, and as such Newport fell compelled to let him live." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 15 Ammunition = 15 Melee Attack = 10 Charge Bonus = 5 Defence = 6 Morale = 7 * Can hide in woodland * Can hide in light scrub * Inspires nearby units * Good stamina Found in the Road to Independance Campaign. --==King's Royal Regiment of New York==-- "Whether using their muskets or their bayonets, these infantrymen hold the line in battle. This loyalist regiment is made 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 weaked, 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. The King's Royal Regiment of New York was a misleading name for a regiment that never actually stationed in New York. In fact, the men spent a great deal of their time in Montreal. The unit was originally comprised of colonists fleeing "patriot", or rebel, persecution and in time proved to be a very effective raiding party. This may have been thanks to the Native American warriors who often accompanied them in action. These warriors were led by their own chiefs, and the number attached to the regiment would vary in size depending on the campaign." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 11 Charge Bonus = 12 Defence = 13 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Only available to the British in the province of Upper Canada **Requests Elite Units of America Downloadable Content** --==Kurdish Hillmen==-- "These fierce and independent men spend their lives fighting, making them superb irregular troops for a general they respect. Mountains breed men who are unforgiving to their enemies, suspicious of strangers and wary around their friends. Life is hard in the mountains, and it is easier to take something than build, grow or make it. Banditry, feuds, revenge, and murder are a way of life for many, and the survivors of this harsh school of life must be tough and uncompromising in their hating. All this means that they are superb in war: deadly shots and dirty fighters. Any governor who tries to impose order rapidly finds that hill folk may fight each other, but they will always unite against the outsider. Historically, many outside powers have tried to tame the wilder elements in Kurdish and Afghan society but with mixed results. Alexander the Great gave up, even after marrying a Bactrian woman, Roxana. In 1842, for example, a 15,000-strong British column decided to withdraw from Afghanstan back to India. Only one man actually made it back to "civilization" alive." Regiment Size = 60 Range = 90 Accuracy = 45 Reloading Skill = 20 Ammunition = 20 Melee Attack = 4 Charge Bonus = 2 Defence = 6 Morale = 3 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Good stamina * Resistant to heat fatigue Recruited in the Baghdad region by the Ottomans and Marathas --==Landless Rabble==-- "A mob, armed with whatever they have been able to steal. These people are hardly even peasants, as they do not have any land to work. But they can still be pushed into taking up arms, a desperate action for such folk. At best, they will be armed with argicultural tools (these can still kill in angry hands) and whatever they have managed to loot. They are of dubious military worth." Regiment Size = 150 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 5 Charge Bonus = 1 Defence = 3 Morale = 2 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained by the Marathas --==Legion of the United States==-- "The Legion is a composite force of infantry, able to fight in a battle line and as skirmishers. These men are professional soldiers, the best that can be found in the United States. Each man is trained to fight with guts, independence and determination. All are schooled in the tactics of formal, European fighting, where giving fire from rigid lines is the norm, yet they are also fighting in a flexible, loose skirmish fashion that is ideally suited to war against the natives. The Legion may not be numerous, but it makes up for that in fighting spirit! The Founding Fathers were very suspicious of armies and believed that a citizen militia was quite sufficient for national defence. Events proved them wrong. Formed in 1791 to fight the natives, the Legion was America's first standing army. Under the leadership of "Mad" Anthony Wayne - so called not because he was insane, but because he was "mad for it" and always up for a fight - US units were properly trained for the first time. After Wayne was killed in 1796, his Legion was reorganised into more conventional infantry regiments, which still exist as combat units in the US Army today." Regiment Size = 90 Range = 90 Accuracy = 50 Reloading Skill = 35 Ammunition = 50 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in buildings * Good stamina Trained only by the United States **Requires Elite Units of the West Downloadable Content** --==Life Guard==-- "The elite foot guards are charged with protecting the persons of the monarch and the royal family. These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good jobas garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour. Historically, the French Masion du Roi (literally "House of the King") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pump. Oddly, he wasn't a very warlike chap at all." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 65 Ammunition = 15 Melee Attack = 9 Charge Bonus = 18 Defence = 18 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained only by the Prussians. --==Life Guards of Foot==-- "The elite foot guards are charged with protecting the persons of the monarch and the royal family. These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good jobas garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour. Historically, the French Masion du Roi (literally "House of the King") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pump. Oddly, he wasn't a very warlike chap at all." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 55 Ammunition = 15 Melee Attack = 9 Charge Bonus = 13 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained by the Swedes. --==Light Infantry==- "Light infantry are skirmishers who harass the enemy while screening the main body of an army. Initiative, aggression and pace of action mark these men out and they consider themselves a cut above other infantry, regardless of the title that they use. Light infantry, jaegers or chasseurs do not mindlessly follow orders, but pick and choose their own ground and targets, using such cover as they can find. They carry standard smoothbore, muzzle-loading muskets, but they do not rely on massed volley fire; they deliberately aim (as well as they can, given that muskets lack sights), at individuals within the enemy ranks. This selective fire can disrupt enemy formations or drive off enemy skirmishers. Over time, development in tactics and weapons will make them very effective as snipers as well as covering forces. In 1700, many European nations did not recruit light infantry regiments, Each line infantry regiment had a light company, but the massed volley was the proper way to employ firepower. As irregular light troops proved their worth and tribal natives refused to co-operate by fighting formal, set piece battles, it was realised that collecting together light companies in ad hoc regiments was no longer enough. Direct recruitment of light infantry regiments began in earnest, and by the end of the 18th Century every army fielded fast, light regiments." Regiment Size = 60 Range = 80 Accuracy = 55 Reloading Skill = 30 Ammunition = 15 Melee Attack = 5 Charge Bonus = 3 Defence = 6 Morale = 7 * Can Skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Trained by most nations. --==Line Infantry==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 30 Ammunition = 10 Melee Attack = 8 Charge Bonus = 5 Defence = 15 Morale = 10 * Can hide in woodland * Resistant to morale shocks This unit has different stats depending on the type of empire you are playing as. These stats are from the British version. --==Long Rifle Men==-- "The woods of the frontier have taught these men the value of marksmanship and and an accurate firearm. The fur trade which thrives in the American frontier forests is a rich source of men who are reliant of their marksmanship for survival. With no ready access to the kind of manufactories found in Europe, this hardy and self- sufficient breed have learnt to fashion their own rifles. The guns themselves reflect the demands made by their environment. With an unusually long rifled barrel, they are far more accurate than any smooth-bore musket, an important factor when powder and shot are hard to come by and game must be stalked for many hours before a shot can be taken. This distinctive design is however slightly awkward to reload. The skills of the hunter translates well to the battlefield, especially when employed against regular troops who often have no experience of such tactics and no answer to a foe who appears as if from nowhere and will not then stand still to be shot at. Adept at concealing themselves amongst trees, these men can stalk any prey, remaining hidden as they move slowly within range." Regiment Size = 60 Range = 125 Accuracy = 75 Reloading Skill = 35 Ammunition = 20 Melee Attack = 7 Charge Bonus = 9 Defence = 7 Morale = 6 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina * Resistant to heat fatigue These are only used by the United States --==Maison du Roi==-- "The elite foot guards are charged with protecting the persons of the monarch and the royal family. These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good jobas garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour. Historically, the French Masion du Roi (literally "House of the King") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pump. Oddly, he wasn't a very warlike chap at all." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 55 Ammunition = 15 Melee Attack = 9 Charge Bonus = 13 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained by France. --==Medicine Men==-- "Medicine men commune with the spirit world, bringing the spirits' wisdom and strength to the aid of their fellow warriors. In times of battle, they ask the spirits to guide and protect the tribe's fighters, keeping them from true knowledge of the enemy's strengths and guiding the aim of every man. They carry individual totems that hold great power: objects struck by lightning, or that have been in contact with the dead. This is their contribution to the safety and strength of all involved in a battle. Historically, medicine men and shamen gave supposedly magical power to those in their tribes, but they also gave practical medical help too. They had a deep knowledge of herbs and plants, many of which could be used to heal wounds and well as treat illness." Regiment Size = 60 Range = 40 Accuracy = 45 Reloading Skill = 20 Ammunition = 4 Melee Attack = 9 Charge Bonus = 8 Defence = 9 Morale = 9 * Can rally routing comrades * Can hide in woodlands * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Inspires nearby units * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue These are available only to native tribes. **Requires The Warpaths Downloadable Content** --==Militia==-- "These musket-armed troops are recruited to defend their own locality, not carry the war to an enemy's land. Militia or provincial troops are commonly held to be inferior to regular soldiers and, although they are trained to use the same tactics as marching regiments of the line, there is some truth in this assertion. Militia are expected to act as reassuring presence, and sometimes as a police force in suppressing local disturbances. Historically, it was not unusual for militia to be locals recruited as part- time soldiers while retaining their day jobs and trades. In Britain, for example, service in the militia was seen as a good idea; you not only looked very patriotic for volunteering, but you could not be sent overseas! For ambitious would-be officers, there was a hidden financial benefit for joining the militia. A commander who could persuade his men to transfer to the army with him would not have to pay the cost of his regular commission." Regiment Size = 120 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 15 Melee Attack = 4 Charge Bonus = 8 Defence = 9 Morale = 4 * Can hide in woodland * Can hide in light scrub Available in most nations. --==Militia Infantry==-- "These musket-armed troops are recruited to defend their own locality, not carry the war to an enemy's land. Militia or provincial troops are commonly held to be inferior to regular soldiers and, although they are trained to use the same tactics as marching regiments of the line, there is some truth in this assertion. Militia are expected to act as reassuring presence, and sometimes as a police force in suppressing local disturbances. Historically, it was not unusual for militia to be locals recruited as part- time soldiers while retaining their day jobs and trades. In Britain, for example, service in the militia was seen as a good idea; you not only looked very patriotic for volunteering, but you could not be sent overseas! For ambitious would-be officers, there was a hidden financial benefit for joining the militia. A commander who could persuade his men to transfer to the army with him would not have to pay the cost of his regular commission." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 5 Melee Attack = 6 Charge Bonus = 4 Defence = 11 Morale = 5 * Can hide in woodland * Can hide in light scrub Slight variation from the Militia unit. --==Minutemen==-- "These self-appointed militiamen are expert shots and fight as irregular infantry, often under officers chosen by the men. Minute are so called because they pride themselves on being ready to defend their homes and families within a minute of being alerted to danger. This somewhat optimistic claim should not, however, underestimate their ability to inflict damage on enemies with their long-ranged muskets. They are adept at using what cover is available, and at sniping from that cover. Historically, the minutemen were among the first American forces to engage British regular troops during the American War of Independance (1775-1783). Their throughly unsporting habit of not standing in line to get shot was much despised by their British opponents. Had the Geneva Convention applied at the time, the minutemen could have been shot out of hand as "illegal combatants" because they certainly did not wear uniforms. It can be argued that the success of the minutemen gave rise to the Second Amendment of the US Constitution (the right to keep and bear arms) although it is often forgotten that the text mentions a "well regulated militia" as "being necessary" which, it could also be argued, might not be quite the same as everyone who wants one having a gun. The name "Minutemen" was recently revived as the same of a nuclear intercontinential ballistic missile in USAF service." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 10 Melee Attack = 8 Charge Bonus = 5 Defence = 3 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod Minutemen are a US only unit --==Mohawk Elite Warriors==-- "These fierce warriors are skilled both at skirmishing and fighting in close combat. The flexibility of Mohawk Elite Warriors makes them invaluable on the battlefield, and they can pepper an enemy at a distance with arrows then engage in close combat to break any survivors. The Mohawks are merciless in warfare and practice the collection of scalps for trophies, meaning enemies can expect a literally hair-raising death! Anybody who manages to avoid a scalping might be tortured before being burned at the stake, or, if very lucky, adopted into the clan as a replacement for a dead Mohawk. Historically, many Native American tribes used furs and skins to trade with the European settlers. High demand forced the Mohawks into intensive hunting that soon depleted the beaver population in their area, leaving them with little to trade. In 1630 the Mohawks started the "Beaver Wars", attacking other tribes and seizing control of the lucrative fur trade. Because of their loyalty to the British, the Mohawks concentrated their attacks on the tribes trading with the French, hurting their enemies and making a profit in the process." Regiment Size = 90 Range = 70 Accuracy = 40 Reloading Skill = 15 Ammunition = 15 Melee Attack = 10 Charge Bonus = 8 Defence = 7 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in building * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue * Resistant to cold fatigue Recruited only by the Iroquois Tribe **Requires The Warpaths Downloadable Content** --==Morgan's Provisional Rifle Corp==-- "Morgan's Corp are skirmishers and snipers without peer, picking off leaders to sow confusion in enemy ranks. Organised 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 in into the landscape as they stalk their human prey. The men of Morgan's Provisional Rifle Corp was seen by many, including George Washington, as elite soldiers; they were well acquainted with the use of a rifle and were expert marksmen. This exceptional reputation meant they were chosen to accompany Benedict Arnold to attack Quebec. The attack began during a blinding snowstorm and ended in failure. Morgan did manage to get a few of his men over the wall and in to the city, something which no other American achieved." Regiment Size = 60 Range = 125 Accuracy = 80 Reloading Skill = 35 Ammunition = 20 Melee Attack = 10 Charge Bonus = 10 Defence = 8 Morale = 9 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Only available to the US in the province of Virginia **Requests Elite Units of America Downloadable Content** --==Muscogee Tribesmen==-- "These elite bowmen have honed their skills with the bow through years of practice in warfare and hunting. Muscogee bowmen are deadly shots, capable of shooting the shiny buttons off a European soldier at one hundred paces! Their warrior spirit encourages competition, and this healthy competition encourages the warrior spirit. Trained from an early age, these men use their bows to feed their families and for protection. They are specialists in skirmish warfare, and provide assistance to the main force of the tribe, protecting against enemy skirmish attacks and harassing the foe where possible. Historically, the Muscogee and Cherokee relationship with the European powers was a rocky one. During the French and Indian War they sided with the British, but this alliance was far from settled. As the war progressed, the conduct of British soldiers angered the Cherokee; renegade troops committed terrible crimes against Cherokee women and children when the warriors were away. This eventually prompted the Cherokee and their allies to attack the British, and their war continued until peace was declared between France and Britain in 1763. The Cherokee eventually made peace in November of that year." Regiment Size = 90 Range = 70 Accuracy = 50 Reloading Skill = 25 Ammunition = 14 Melee Attack = 8 Charge Bonus = 6 Defence = 8 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Recruited by the Cherokee Nations **Requires The Warpaths Downloadable Content** --==Musellims==-- "A mob, armed with whatever they have been able to steal. These people are hardly even peasants, as they do not have any land to work. But they can still be pushed into taking up arms, a desperate action for such folk. At best, they will be armed with argicultural tools (these can still kill in angry hands) and whatever they have managed to loot. They are of dubious military worth." Regiment Size = 150 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 6 Charge Bonus = 2 Defence = 4 Morale = 3 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue --==Musketmen==-- "These warriors are experienced in the use of European firearms. A musket is a status symbol among the tribes, even though it is not as practical or reliable as a hunting bow. A musket does, however, have a greater killing power and range than a bow. Warrior tactics in battle closely resemble those of European skirmishers, moving as small groups and firing as individuals. Massed volleys are almost unknown. Historically, the tribes used whatever smoothbore muskets they could obtain by trade, thefy or conquest. It was highly unlikely that any two guns would bear more than a passing similarity, unless the tribe had managed to ambush and defeat a European military unit." Regiment Size = 90 Range = 90 Accuracy = 40 Reloading Skill = 20 Ammunition = 15 Melee Attack = 9 Charge Bonus = 7 Defence = 4 Morale = 7 * Can skirmish * Can hide in woodlands * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue * Resistant to cold fatigue Trained only by the Native tribes. **Requires The Warpath Downloadable Content** --==Native American Auxiliary==-- "These tribesmen are willing to fight for European gold, and a musket apiece. A musket is a status symbol among the tribes, even though it is not as useful in a fight as an old-fashioned and reliable bow. It is, however, a mark of personal bravery that a warrior has taken on in battle, or been considered worthy enough to have been given one of the precious weapons. These men are the most irregular of forces, unwilling to take formal army discipline, yet willing to fight like men possessed when the need arises. In the early days of European settlement, the Native American were happy to work with the various foreign powers that colonised America, even forming alliances against their neighbours and other Europeans. The tribes soon became involved in trade, fought wars because of the allegiances they forged, and were forced into new alliances as old tribal enemies took up with Europeans." Regiment Size = 60 Range = 80 Accuracy = 40 Reloading Skill = 15 Ammunition = 15 Melee Attack = 10 Charge Bonus = 5 Defence = 3 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in tall grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Recruited in North America. --==Native American Warrior==-- "A band of fearless warriors armed in traditional fashion for close, personal combat. Warriors dominate Native American society. They defend the tribes and earn renown while doing so. This gives them the status to become unchallenged chiefs and leaders in all aspects of tribal life. Hunting is also a fine preparation for war, as it teaches a man to be unafraid of bloodshed and danger. Historically, the tribes used a wide variety of weapons for the hunt and warfare. Some were the same for both but others, like the war club, were of little use except when hunting other men. Traditionally carved from a single piece of hard wood, as the influence of Europeans grew, the war club came to imitate the shape of a rifle butt." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 13 Charge Bonus = 7 Defence = 9 Morale = 8 * Can hide in woodland * Can hide in light scrub * Can hide in tall grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Available only to tribes. --==Native American Lancers==-- "These mounted men carry long lances capable of causing significant damage to enemy. The horsemenship of many Native Americans is unparalleled. Able to wield any number of weapons on horseback, they are formidable foes. Perhaps their most deadly weapon from horseback is the lance. Often decorated with items to commemorate courageous acts performed by a warrior, eagle feathers mark a particularly ferocious man. The traditional lance used for hunting was found to be far too long for use in warfare, and a much shorter version was developed. The materials used to make a lance would depend on the area a tribe inhabited, but the "business end" was made from flint, a material far sharper than many more "civilised" materials." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 13 Charge Bonus = 7 Defence = 9 Morale = 8 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Available only to tribes. --==Native Bowmen Auxilliary==-- "These tribal warriors are willing to fight for foreign powers, but at a price. The bow is a practical tool: it puts food in bellies as well as killing enemies. A skilled bowman can stalk his prey (man or beast) in utters silence, before killing with a well-aimed shot of a broad-headed arrow, designed to cause massive bleeding. In the time it takes to fire and reload a musket, a good bowman can fire half a dozen aimed shots, and probably have moved to better ground while doing so. In the early days of their contact with the various foreign powers that colonised America, the tribes were glad to co-operate with them, and formed alliances with the French, British and Dutch. The tribes soon became involved in trade, and often ended up fighting proxy wars on behalf of their allies." Regiment Size = 60 Range = 100 Accuracy = 40 Reloading Skill = 5 Ammunition = 15 Melee Attack = 3 Charge Bonus = 3 Defence = 1 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Good stamina * Resistant to heat fatigue Recruited in North America. --==Native Musketmen Auxilliary==-- "These tribesmen are willing to fight for European gold, and a musket apiece. A musket is a status symbol among the tribes, even though it is not as useful in a fight as an old-fashioned and reliable bow. It is, however, a mark of personal bravery that a warrior has taken on in battle, or been considered worthy enough to have been given one of the precious weapons. These men are the most irregular of forces, unwilling to take formal army discipline, yet willing to fight like men possessed when the need arises. In the early days of European settlement, the Native American were happy to work with the various foreign powers that colonised America, even forming alliances against their neighbours and other Europeans. The tribes soon became involved in trade, fought wars because of the allegiances they forged, and were forced into new alliances as old tribal enemies took up with Europeans." Regiment Size = 60 Range = 90 Accuracy = 35 Reloading Skill = 15 Ammunition = 15 Melee Attack = 8 Charge Bonus = 6 Defence = 3 Morale = 5 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in tall grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Recruited in North America. --==Native Warrior Auxilliary==-- "These tribal warriors are willing to fight for foreign invaders, as it gives them a chance for glory and fame. No true warrior willingly runs from a fight. A man's worth in tribal society is often measured by his skill as a warrior and war leader. Fighting for the Europeans gives a man many chances to go into battle, earn honour and gain in skill and reputation. The chance to fight traditional tribal enemies is also welcome. Historically, European settlers had few qualms about exploiting the warlike nature of some native peoples of the New World. It was far better to have a "noble savage" at your side than facing you in battle." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 13 Charge Bonus = 5 Defence = 2 Morale = 10 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Recruited in North America. --==Nizam-I Cedit Infantry==-- "These troops of the "new model" army are armed, equipped and trained in the latest Western European military fashion. Fighting in formal order with tight control and disciplined fire is a new idea for Turkish forces; the traditional method has usually involved heavily armed and very brave men hurling themselves pell-mell at the enemy. The nizam-I cedit fight just as bravely, but with much more organisation. This "new model" army is such a break with the past that it has even adopted Western-style military dress for the most part. Historically, the Nizam-I Cedit reforms were made vital by the repeatedly poor performances of the Ottoman armies against the Russians. The Empire's inability to defend itself against a growing Slavic threat, and European predatory moves, was the reason why Turkey became the "sick man of Europe". The French Revolutionary Republic (anxious for any allies at the time) provided much of the starting expertise that the Ottomans required for retraining their army in modern tactics and methods. The process was not without problems, though. The janissaries resented their loss of privileges and position and eventually the corps had to be disbanded." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 35 Ammunition = 15 Melee Attack = 8 Charge Bonus = 9 Defence = 13 Morale = 9 * Can hide in woodland * Resistant to heat fatigue Trained only by the Ottomans --==Nizam-I Cedit Light Infantry==-- "These troops of the "new model" army are armed, equipped and trained in the latest Western European military fashion. Fighting in formal order with tight control and disciplined fire is a new idea for Turkish forces; the traditional method has usually involved heavily armed and very brave men hurling themselves pell-mell at the enemy. The nizam-I cedit fight just as bravely, but with much more organisation. This "new model" army is such a break with the past that it has even adopted Western-style military dress for the most part. Historically, the Nizam-I Cedit reforms were made vital by the repeatedly poor performances of the Ottoman armies against the Russians. The Empire's inability to defend itself against a growing Slavic threat, and European predatory moves, was the reason why Turkey became the "sick man of Europe". The French Revolutionary Republic (anxious for any allies at the time) provided much of the starting expertise that the Ottomans required for retraining their army in modern tactics and methods. The process was not without problems, though. The janissaries resented their loss of privileges and position and eventually the corps had to be disbanded." Regiment Size = 60 Range = 90 Accuracy = 45 Reloading Skill = 30 Ammunition = 20 Melee Attack = 5 Charge Bonus = 4 Defence = 9 Morale = 6 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina * Resistant to heat fatigue Trained only by the Ottomans --==Nizam-I Cedit Rifles==-- "These troops of the "new model" army are armed, equipped and trained in the latest Western European military fashion. Fighting in formal order with tight control and disciplined fire is a new idea for Turkish forces; the traditional method has usually involved heavily armed and very brave men hurling themselves pell-mell at the enemy. The nizam-I cedit fight just as bravely, but with much more organisation. This "new model" army is such a break with the past that it has even adopted Western-style military dress for the most part. Historically, the Nizam-I Cedit reforms were made vital by the repeatedly poor performances of the Ottoman armies against the Russians. The Empire's inability to defend itself against a growing Slavic threat, and European predatory moves, was the reason why Turkey became the "sick man of Europe". The French Revolutionary Republic (anxious for any allies at the time) provided much of the starting expertise that the Ottomans required for retraining their army in modern tactics and methods. The process was not without problems, though. The janissaries resented their loss of privileges and position and eventually the corps had to be disbanded." Regiment Size = 60 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 20 Melee Attack = 10 Charge Bonus = 10 Defence = 9 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina * Resistant to heat fatigue Trained only by the Ottomans --==Ojibwa Warriors==-- "The strength of these tomahawk-armed warriors lie in close combat with their foes. Fear the sound of Ojibwa Warriors travelling to war! Songs are sung, dances danced, and tales of glory told by the light of campfires. As they near a battle the Ojibwa makes their final preparations for war: strong medicine is prepared and war paint applied. These are not men to quail in the face of an enemy. In May 1830 the Indian Removal Act was passed by the US Congress. This allowed the United States government to move tribes from east of the Mississippito the west. Though the process was supposedly voluntary, the system was used "creatively". In 1850, the Ojibwa was forced to move when their annual payments and supplies were sent east, away from their spiritual home. Only a small percentage of the payment and supplies arrived, and as a result over three hundred Ojibwa died from disease and starvation. Public outcry eventually led to the Act's repeal and the establishment of Native Reservations." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 14 Charge Bonus = 8 Defence = 12 Morale = 9 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Huron-Wyandot. **Requires The Warpaths Downloadable Content** --==Pandour==-- "These irregular troops are often poorly equipped and ill-disciplined, but they can be a very effect, mobile "mob". Such men have little to do with standard military protocols and practice, or even organisation, often taking up arms in extraordinary circumstances. This lack of discipline means that they can sometimes be extremely brutal, even brutish, in their behaviour. This can work in their favour, so in that it gives enemies pause for thought. More typically, their lack of discipline counts against them, and face with a well-ordered force they can be at a disadvantage. In such a case, their mobility can be boon, allowing them to harass an enemy and withdraw as soon as the fight goes against them." Regiment Size = 60 Range = 90 Accuracy = 35 Reloading Skill = 5 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 2 Morale = 3 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina Recruited in Eastern Europe. --==Petun Wolf Warriors==-- "These axe-wielding warriors instil terror and can cause the enemy to rout. The appearance of the fearsome Petun Wolf Warriors, cloaked in animal skins and daubed in war paint, is enough to put terror in the stoutest of hearts! Their tomahawks can be used in close combat or flung from afar, but the effect on an enemy's skull will remain constant and terrible! If a warrior defeats an enemy's couragethe battle is already half won: only the messy business of hacking at the flesh remains undone. The Petun were part of the Huron Confederacy and lived in what is now Southern Ontario. The Petun's name comes from the tobacco plant that they cultivated, smoked and traded. Tobacco was commonly used by the Native Americans, as they believed it to be a gift from the Creator. Due to its sacred origins, tobacco was used in offerings to the spirits, charms and incantations. It was also used for medicinal purposes and smoked to mark important social occasions, deals or decisions." Regiment Size = 90 Range = 40 Accuracy = 45 Reloading Skill = 55 Ammunition = 0 Melee Attack = 11 Charge Bonus = 10 Defence = 12 Morale = 11 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Scares enemies * Good stamina * Resistant to heat fatigue Recruited only by the Huron. **Requires The Warpaths Downloadable Content** --==Pikemen==-- "Pikemen carry long spears of a type that would have been familiar to the soldiers of Alexander the Great. Despite the fact that firepower is the key to battle, "trailing a pike" into battle is more gentlemanly than carrying a gun. Pikemen are shock troops, relying on mass and impact in melee. Pikes are not without their uses, a solid wall of spear points is a formidable barrier to any Cavalry attack. Pikemen still march into battle because not every European nation can afford (or find) enough guns for everyone. Sending men into battle with an obsolescent weapon is better than sending them forward with nothing at all. By 1700, most European generals realised that the pike and pikemen were hopelessly outdated and outclassed on a modern battlefield. Pikemen had been a vital part of all infantry formations, protecting musketeers from Cavalry and being the "shock" element of melee combat. There was a fatal problem for pikemen: a musket could kill at a distance, and once a decent bayonet was developed, pikes really did lose their point! Although a brillant general in every (other?) respect, Maurice de Saxe, the great Marshal General of France, remained an advocate of the pike even in the 1740s. By then, it was obvious that pikes were useless against massed musket-armed infantry." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 8 Charge Bonus = 2 Defence = 7 Morale = 8 * Can hide in woodland Normally not trained by any nation, available in starting units early in the game for most nations. --==Pioneer Militia==-- "These hardy sons of the frontier have taken up arms to defend their homes and loved ones. Although not trained soldiers, pioneers can turn their natural advantages of self-reliance and mutual help to advantage in times of war. Although they are an armed rabble at fight sight, they have marksmanship skills honed by the need to put food in their children's bellies. Their muskets might have seen use in bring down quail or deer, but they are still capable of killing men. In hand-to-hand combat against the native tribes they have the disadvantages of all so-called civilized men, but with some native cunning as a result of living alongside the natives for so many years. The colonial frontier required men to be self-reliant in all things, including defence. A man who could not take up arms to defend his homestead and family would soon find himself without both. Self-defence, however, was often extended to become a form of pre-emptive self-defence, as the colonial settlers banded together and, for a want of a better term, went on the warpath against their tribal neighbours. Their logic was impeccable in its own terms, entirely driven by fear that the tribes would attack them if they did not attack first." Regiment Size = 60 Range = 90 Accuracy = 25 Reloading Skill = 10 Ammunition = 25 Melee Attack = 7 Charge Bonus = 8 Defence = 4 Morale = 4 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Paths seldom trod * Resistant to heat fatigue Trained only by the United States. --==Prussian Jaegers==-- "Light infantry forces form a skirmish line to slow the enemy advance and keep their own line unmolested by enemy skirmishers. Whether they are called light infantry, jaegars, tirailleurs or chasseurs a pied, it is the job of these men to screen the main battle line, harass the enemy and, if possible, pick off important men in the enemy's ranks. Unlike their fellows in the line infantry, light infantryman are trained to think for themselves, use the ground and cover intelligently, and not fight in rigid lines. Instead, they form loose skirmish line and fire independently at their own designated targets. The effect is a constant, low-level barrage rather than the crushing thunder of a volley but the effect is quite deadly as officers and sergeants are picked off and removed from the fight. Against cavalry, however, their best defence is to withdraw to their own battle line. Historically, the Austrians were widely regarded as producing the finest light infantry forces in Europe. Other nations did catch up but in the case of Britain and France it was their experiences in fighting in North America that persuaded them of the wisdom of light troops. Battle lines were simply impossible to manage in these dense woodlands, and largely pointless against the native tribe!" Regiment Size = 60 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 7 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Tried only by the Prussians, obviously. --==Rangers==-- "These elite light infantrymen are trained in wilderness warfare and taught to survive in harsh conditions. Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. The ranks are mostly drawn from frontiersmen already hardened to living in the wilderness, as their experience making them ideal for further training. The wild nature of their environment is reflected in the unconventional tactics they are taught, and they are given some leeway where formal army dicipline is concerned. Historically, rangers were employed by the British army and were used in the hostile environments of North America during the French and Indian War. They would carry out long distance winter raids using crude snowshoes to travel. The most famous and revered of all rangers were the "Rogers' Rangers", named for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers are carried on today by the US Army Rangers, although the modern unit owes its existence to the Second World War experience to US troops fighting alongside British commandos and a reformed force in the Korean War." Regiment Size = 60 Range = 90 Accuracy = 50 Reloading Skill = 30 Ammunition = 20 Melee Attack = 8 Charge Bonus = 10 Defence = 7 Morale = 5 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Available only to Britain and the US. --==Republican Guard==-- "The Republican Guard are the elite of the nation, proud to fight for their people and unwavering in the defence of their hard-won battles. The guard are trained to fight in the same fashion as line infantry, standing in line to deliver volley fire from their smoothbore muskets. They are, however, considered to be elite, as they are chosen for their devotion to the national cause and for their personal courage. In a republic all men may be equal, but the guard are more equal than other soldiers! In much the same way as a royal or household guard would do in a monarchy, this force also has a ceremonial role, giving protection to the head of state. Their presence at formal occasions adds gravitas to the business of the republic. A republican guard is different from a royal guard in one other respect: it can include political officers in its ranks, whose main job is to watch for signs of disloyalty. Historically, the "palace guard" sometimes became the only unit a leader could rely on when politics got out of hand, most of the time. It was not unknown for the guard to take the role of "kingmakers", even in a republic, and only give their protection to a presidential candidate of whom they approved." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 55 Ammunition = 15 Melee Attack = 9 Charge Bonus = 13 Defence = 18 Morale = 11 * Can hide in woodland * Can hide in light scrub * Immune to morale shocks * Inspires nearby units The Guard unit of Republic nations. --==Regiments Estrangers==-- "Expatriate infantry are exiles in another nation's service: men with nothing left to lose but their lives. Europe is awash with exiles, the dispossessed have that taken up arms thanks to war, religious persecution and politics. Some fight to free their homelands and some because home is gone. A few fight for the romance of it all, and for glory and riches. All serve because it is a better choice than starving. Whatever their motives, expatriates are a useful source of men. If someone can carry a musket, there is a place in the ranks. There is always the suspicions that individuals who have turned their coats once may do so again, even though this is unfair to many. As a result, it is unusual for expatriates to serve under their own officers. Despite the fact that many in the ranks are intelligent enough to act as skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets and usually fight as line infantry. It is easier to maintain discipline in such units. Historically, expatriate infantry varied in quality. The Irish Catholic "Wild Geese" in French service fought well, especially against the English. The French Royal "Chasseurs Britaiques" in the British army, did not relish battle and often deserted at the first opportunity." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 10 Melee Attack = 8 Charge Bonus = 5 Defence = 13 Morale = 11 * Can hide in woodland These are mainly French units. --==Riflemen==-- "Light infantry forces form a skirmish line to slow the enemy advance and keep their own line unmolested by enemy skirmishers. Whether they are called light infantry, jaegars, tirailleurs or chasseurs a pied, it is the job of these men to screen the main battle line, harass the enemy and, if possible, pick off important men in the enemy's ranks. Unlike their fellows in the line infantry, light infantryman are trained to think for themselves, use the ground and cover intelligently, and not fight in rigid lines. Instead, they form loose skirmish line and fire independently at their own designated targets. The effect is a constant, low-level barrage rather than the crushing thunder of a volley but the effect is quite deadly as officers and sergeants are picked off and removed from the fight. Against cavalry, however, their best defence is to withdraw to their own battle line. Historically, the Austrians were widely regarded as producing the finest light infantry forces in Europe. Other nations did catch up but in the case of Britain and France it was their experiences in fighting in North America that persuaded them of the wisdom of light troops. Battle lines were simply impossible to manage in these dense woodlands, and largely pointless against the native tribe!" Regiment Size = 60 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 7 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina Hired only by the Dutch Army and the Swedes --==Rogers' Rangers==-- "These elite light infantrymen are trained in wilderness warfare and taught to survive in harsh conditions. Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. The ranks are mostly drawn from frontiersmen already hardened to living in the wilderness, as their experience making them ideal for further training. The wild nature of their environment is reflected in the unconventional tactics they are taught, and they are given some leeway where formal army dicipline is concerned. Historically, rangers were employed by the British army and were used in the hostile environments of North America during the French and Indian War. They would carry out long distance winter raids using crude snowshoes to travel. The most famous and revered of all rangers were the "Rogers' Rangers", named for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers are carried on today by the US Army Rangers, although the modern unit owes its existence to the Second World War experience to US troops fighting alongside British commandos and a reformed force in the Korean War." Regiment Size = 60 Range = 90 Accuracy = 65 Reloading Skill = 35 Ammunition = 20 Melee Attack = 9 Charge Bonus = 11 Defence = 9 Morale = 9 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue Available only to the British in the American colonies **Requires Special Forces Edition** --==Royal Deux-Ponts Regiment==-- "These are versatile infantry of the line, able to dispatch enemies with musket or bayonet. 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. Historically, the Royal Deux-Ponts take their name from the Duke of Deux- Ponts who raised the regiment on his German estates. The regiment served throughout the Seven Years War and remained active after the war, while many long established French units were disbanded. It went on to serve as part of the French expeditionary force that arrived in America in 1780 under Jean-Baptiste Donatien de Vimeur, comte de Rochambeau." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 30 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 9 * Can hide in woodland * Resistant to morale shocks Only available to the French in the province of Alsace-Lorraine **Requests Elite Units of America Downloadable Content** --==Royal Ecossais==-- "Expatriate infantry are exiles in another nation's service: men with nothing left to lose but their lives. Europe is awash with exiles, the dispossessed have that taken up arms thanks to war, religious persecution and politics. Some fight to free their homelands and some because home is gone. A few fight for the romance of it all, and for glory and riches. All serve because it is a better choice than starving. Whatever their motives, expatriates are a useful source of men. If someone can carry a musket, there is a place in the ranks. There is always the suspicions that individuals who have turned their coats once may do so again, even though this is unfair to many. As a result, it is unusual for expatriates to serve under their own officers. Despite the fact that many in the ranks are intelligent enough to act as skirmishers, expatriate infantry carry smoothbore, muzzle-loading muskets and usually fight as line infantry. It is easier to maintain discipline in such units. Historically, expatriate infantry varied in quality. The Irish Catholic "Wild Geese" in French service fought well, especially against the English. The French Royal "Chasseurs Britaiques" in the British army, did not relish battle and often deserted at the first opportunity." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 45 Ammunition = 15 Melee Attack = 9 Charge Bonus = 17 Defence = 17 Morale = 11 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Used only by France. --==Royal Welch Fusiliers==-- "Elite grenade-armed troops, capable of fighting in line with an impressive charge and excellent melee skills. 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, musket 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. The Royal Welch Fusiliers were founded in 1689. At this time they weren't known as the Fusiliers, this title was not bestowed upon them until 1702. A further addition was to follow after the War of Spanish Succession in 1713, when they became the Royal Welch Fusiliers. This wa a variation of "Welsh" used at the time. Later members of the regiment would earn 14 Victoria Crosses (the highest British award for gallantry) and can count famous servicemen and poets Siegfried Sassoon and Robert Graves amongst their number." Regiment Size = 60 Range = 70 Accuracy = 45 Reloading Skill = 40 Ammunition = 15 Melee Attack = 12 Charge Bonus = 16 Defence = 17 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Only available to the British in the province of England **Requests Elite Units of America Downloadable Content** --==Scots==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 8 Charge Bonus = 14 Defence = 13 Morale = 7 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Hired by the Dutch in Amsterdam --==Semenys==-- "Arming the people is something that leaders find detestable and frightening, necessary perhaps, but certainly unwelcome. These people are the common people with whatever dangerous weapons they can obtain by fair means or foul. If a leader has reached the point of asking his people to act as this kind of militia, things are indeed desperate! If the governed have reached this point on their own, then matters are truly desperate for their leaders!" Regiment Size = 60 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 2 Melee Attack = 4 Charge Bonus = 4 Defence = 5 Morale = 3 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained only by the Ottomans as a mob unit --==Sepoys==-- "Recruited by colonial powers, these indigenous Indian infantry are renowned for their loyalty and resilience. These indigenous troops formed hugely effective regiments when used by the European East India companies. They were acclimatised to India with a resilience and endurance that put Europeans to shame. In combat, they typically displayed unwavering bravery and a tenacious determination. Often recruited from barren or mountainous regions, these men are tough and hard working. Loyal without question, their familiarity with local culture allowed Europeans to fight insurgencies and unrest with understanding as well as brute force. The sepoys of the British East India Company were typical in that they had native and European officers. "Natives" never commanded Company battalions, but their opinions were always sought by the better sort of European officer. The Ghoorkas were a special case, because Nepal was never colonised, but a treaty was made between the company and the native King." Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 10 Melee Attack = 6 Charge Bonus = 4 Defence = 10 Morale = 7 * Can hide in woodland * Resistant to heat fatigue These are recruited in India by European powers. --==Siberian Hunters==-- "These elite light infantrymen are trained in wilderness warfare and taught to survive in harsh conditions. Rangers are used for scouting and raiding missions far beyond the skills of ordinary men. The ranks are mostly drawn from frontiersmen already hardened to living in the wilderness, as their experience making them ideal for further training. The wild nature of their environment is reflected in the unconventional tactics they are taught, and they are given some leeway where formal army dicipline is concerned. Historically, rangers were employed by the British army and were used in the hostile environments of North America during the French and Indian War. They would carry out long distance winter raids using crude snowshoes to travel. The most famous and revered of all rangers were the "Rogers' Rangers", named for the commanding officer, Robert Rogers. The traditions of Rogers' Rangers are carried on today by the US Army Rangers, although the modern unit owes its existence to the Second World War experience to US troops fighting alongside British commandos and a reformed force in the Korean War." Regiment Size = 60 Range = 90 Accuracy = 50 Reloading Skill = 30 Ammunition = 20 Melee Attack = 8 Charge Bonus = 10 Defence = 8 Morale = 5 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to cold fatigue Trained only by the Russians. --==Siemenovski Foot Guards==-- "These elite foot guards are charged with protecting the persons of the Tsar or Tsarina and the Imperial Family. Armed and equipped in the same fashion as line infantrymen with smoothbore muskets. They are, however, altogether more splendid fellows in uniforms cut out from the finest cloth. Sartorial elegance is not the only mark of superiority, as these men are arrogant (with good reason), well trained and terrifying soldiers. Any general is glad to have these men to hand, as they can be relyed upon, unlike many line infantry units. They also make fearsome garrison troops as their loyalty to the throne makes them ruthless in suppressing dissent. The Siemenovski Foot Guards were raised by Peter the Great (1682-1725) during his time at the Royal Lodge in Preobrazhenskoe. The Guard began as two Poteshyi companies Peter created to learn about the art of command. The Siemenovski Foot Guards proved themselves invaluable in Peter's eyes, and further guard regiments were raised from among Russian nobles for years to come. The Guards were not just a military force: Peter used them as a political and administrative weapon. Officers were sent out to enforce Peter's reforms across Russia." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 60 Ammunition = 15 Melee Attack = 11 Charge Bonus = 15 Defence = 20 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained by the Russians upon completion of the Winter Palace **Requires Elite Units of the West Downloadable Content** --==Sikh Musketeers==-- "Sikhs are an independently-minded people, fiercely brave, and extremely adept in battle. Sikhs are a distinctive community from northern India; they are easily recognised by their turbans, beards and uncut hair. They also carry swords as one of the marks of their faith, and sometimes for less ceremonial purposes. In addition to being a devout people, Sikhs have a proud martial tradition, like many in the Punjab. As fighters, they are fierce foes, and rightly feared by their neighbours and enemies. Historically, Sikhism is the youngest of the world's major religions. The word "sikh" can be translated as disciple or pupil. Arising in 15th Century Mughal India, the leaders of the new faith were often persecuted by the Mughals, although sometimes for political rather than religious reasons. With the decline in Mughal power, the Sikhs managed to carve out a kingdom of their own, and gave the advancing British several nasty shocks. It is noticeable that the British Raj later made very extensive use of Sikh troops. Even today, when Sikhs are only a tiny percentage of India's population, they represent a substantial part of the Indian Army's officer corps." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 30 Ammunition = 15 Melee Attack = 7 Charge Bonus = 10 Defence = 16 Morale = 8 * Can hide in woodland * Resistant to heat fatigue Recruited by the Marathas --==Sikh Warriors==-- "Sikhs are an independently-minded people, fiercely brave, and extremely adept in battle. Sikhs are a distinctive community from northern India; they are easily recognised by their turbans, beards and uncut hair. They also carry swords as one of the marks of their faith, and sometimes for less ceremonial purposes. In addition to being a devout people, Sikhs have a proud martial tradition, like many in the Punjab. As fighters, they are fierce foes, and rightly feared by their neighbours and enemies. Historically, Sikhism is the youngest of the world's major religions. The word "sikh" can be translated as disciple or pupil. Arising in 15th Century Mughal India, the leaders of the new faith were often persecuted by the Mughals, although sometimes for political rather than religious reasons. With the decline in Mughal power, the Sikhs managed to carve out a kingdom of their own, and gave the advancing British several nasty shocks. It is noticeable that the British Raj later made very extensive use of Sikh troops. Even today, when Sikhs are only a tiny percentage of India's population, they represent a substantial part of the Indian Army's officer corps." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 14 Charge Bonus = 12 Defence = 18 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Recruited by the Marathas --==Superior Line Infantry==-- "The reputation of these elite soldiers and the example they set provides encouragement to comrades nearby. These men are a cut above the average line infantry regiment and they are often the lynchpin of a commander's battle strategy. The presence of such men in the line of battle is enough to lift the hearts of all those around them strengthening their determination to resist any enemy. A general can be confident that these men will hold, and he can base the rest of his strategy around that fact. The factors which lead a regiment to acquire an exalted position within its country's military are hard to define: training and skill play their part, but in the main it is physical and mental endurance that keeps good men fighting even when the tide of battle is against them. A lucky few carry such strength within themselves, but others derive it from the proud martial traditions of their regiment. In Europe, the famous "vieux" and "petits-vieux" regiments of France have centuries of such history to call upon, whilst the various deeds of the British Coldstream Guards and Black Watch regiments reinforce the natural grit of the men in their ranks." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 45 Ammunition = 15 Melee Attack = 7 Charge Bonus = 10 Defence = 15 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Trained only by the Prussians and Swedes. --==Swiss Guards==-- "These Swiss soldiers are the trusted guards of the King's person and his residences and, like all Swiss troops, are disciplined and well trained men. Resplendent in bright red uniforms, the Swiss Guard is recruited in the cantons of Switzerland. Armed with smoothbore muskets, these men are not just a decorative, court regiment, but very capable warriors, certainly the better of ordinary line infantry units. Their origins mean that they can be trusted not to involve themselves in French conspiracies. French monarches are not the first to realise that foreign soldiers are often hated and distrusted more than the monarchy itself by many internal enemies! The Swiss Guard, therefore, live and die in the service of the throne, because, viewed cynically, their survival demands it. In August 1792, France was in turmoil. King Louis XVI (1774-92) was a hollow, hated figurehead. The Swiss Guard were his last line of defence, guarding the Tuileries Palace when the revolutionaries attacked. The Bourbons escaped, but hundreds of their royal Swiss Guards were killed. Many survivors succumbed to their wounds or were murdered during the September Massacres. Finally, in 1821 a statue was erected in Luccerne to commemorate the sacrifice made by the Swiss Guard. It depicts a dying lion, symbolically protecting the French monarchy." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 60 Ammunition = 15 Melee Attack = 11 Charge Bonus = 15 Defence = 20 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Available only to the French. **Requires Elite Units of the West Downloadable Content** --==Swiss Infantry==-- "These muskets-armed troops are use massed volleys to break an enemy, relying on discipline to withstand any counter fire. "Marching regiments" or "line battlions" make up the majority of units in European-style armies. They are so called because they form the line of battle, not because they always deploys in line. Indeed, over time the capabilities of line infantry should improve as new tactics, drill and weaponry are developed. These soldiers carry muzzle-loading, smoothbore muskets firing lead balls as wide as a man's thumb. These are inaccurate weapons, effective only over 200 paces or so and when fired in massed volleys. The ability to fire and reload with machine-like regularity with shot and bullet flying and comrades falling all around is what wins battles. Historically, in many armies colonels receive a fee to raise regiments, which remained their personal property and commands. They jealously guarded their right to appoint friends, relatives and hangers-on as regimental officers. This contractor system, however, allowed unscrupulous officers to make handsome profits by pocketing the pay of non-existant soldiers. The better colonels did take a pride in their regiments, spending their own fortunes on good uniforms and weapons. The capabilities of a "standard" line infantry unit therefore varied between nations and over time. It wasn't until the 1760s that anything approaching uniformity of drill, equipment, and regulations became the norm. Line infantry regiments remained unchanged throughout the period, and their organisational patterns still forms the basis of modern military units." Regiment Size = 120 Range = 70 Accuracy = 45 Reloading Skill = 40 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 15 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks Hired only by the Dutch --==The Black Watch==-- "The reputation of these elite soldiers and the example they set provides encouragement to comrades nearby. These men are a cut above the average line infantry regiment and they are often the lynchpin of a commander's battle strategy. The presence of such men in the line of battle is enough to lift the hearts of all those around them, strengthening their determination to resist any enemy. A general can be confident that these men will hold, and he can base the rest of his strategy around that fact. The factors which lead a regiment to acquire an exalted position within its country's military are hard to define: training and skill play their part, but in the main it is phyiscal and mental endurance that keeps good men fighting even when the tide of battle is against them. A lucky few carry such strength within themselves, but others derive it from the proud martial traditions of their regiment. In Europe, the famous "vieux" and "petits-vieux" regiments of France have centuries of such history to call upon, whilst the various deeds of the British Coldstream Guards and Black Watch regiments reinforce the natural grit of the men in the ranks." Regiment Size = 120 Range = 70 Accuracy = 50 Reloading Skill = 35 Ammunition = 10 Melee Attack = 11 Charge Bonus = 8 Defence = 17 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Hired by the British in Edinburgh. --==Tirailleurs==-- "Light infantry forces form a skirmish line to slow the enemy advance and keep their own line unmolested by enemy skirmishers. Whether they are called light infantry, jaegars, tirailleurs or chasseurs a pied, it is the job of these men to screen the main battle line, harass the enemy and, if possible, pick off important men in the enemy's ranks. Unlike their fellows in the line infantry, light infantryman are trained to think for themselves, use the ground and cover intelligently, and not fight in rigid lines. Instead, they form loose skirmish line and fire independently at their own designated targets. The effect is a constant, low-level barrage rather than the crushing thunder of a volley but the effect is quite deadly as officers and sergeants are picked off and removed from the fight. Against cavalry, however, their best defence is to withdraw to their own battle line. Historically, the Austrians were widely regarded as producing the finest light infantry forces in Europe. Other nations did catch up but in the case of Britain and France it was their experiences in fighting in North America that persuaded them of the wisdom of light troops. Battle lines were simply impossible to manage in these dense woodlands, and largely pointless against the native tribe!" Regiment Size = 60 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 7 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Good stamina These are hired by the French. --==Tribesmen==-- "Tribesmen are a melee unit, relying primarily on force of numbers over skill. When the tribe is threatened all men are called to arms. Young or old matters little as long as they have the strength and will to hold a weapon. Some men may have never seen battle, and only have weapons used in the hunt. Pride in protecting the tribe and the possible spoils that come from distinguishing oneself in battle are enough to drive tribesmen forward. Historically, tattoos commemorated the brave actions of a tribesmen. Fish bones or rock splinters were used to cut the design, and soot or natural dyes coloured the wound. If one tribe defeated another in battle all those on the winning side were given tattoos to commemorate the victory. Animal totems were another popular theme, giving the wearer the strength of the creature in the tattoo design." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 6 Charge Bonus = 5 Defence = 2 Morale = 4 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Resistant to cold fatigue * Resistant to heat fatigue Available to all Native Tribes. **Requires The Warpaths Downloadable Content** --==US Marines==-- "These infantrymen are tough, resourceful and excellent marksmen, even with their smoothbore shortened, sea-pattern muskets. The Marines are light infantry, line infantry and sea-going soldiers: whatever is required to carry out their appointed task, they will turn their hands to it. Every Marine prides himself on being a fighting soldier first and foremost especially if he is an officer. This battle-winning spirit is a powerful weapon in the Marine arsenal, and these men will rarely, if ever, run from a fight. Traditionally, the US Marines claim to date back to 1775, and the establishment of the Continential Marines during the Revolution. These forces were disbanded when America won its independence, and the Congress was forced to raise new forced of a United States Navy and a Marine Corpsin 1798 when war with Revolutionary France looked likely. The units were raised with such haste that they were given hand-me-down infantry uniforms, including the uncomfortable stocks that give the Marines their "Leathernecks" nickname. That war never came, but the Marines were in action within a short pace of time, proving their worth in fights against the Barbary Pirates. Marine officers wearing full dress uniform still carry a "Mameluke" pattern sword to commemorate these early successes." Regiment Size = 90 Range = 70 Accuracy = 50 Reloading Skill = 45 Ammunition = 15 Melee Attack = 7 Charge Bonus = 11 Defence = 17 Morale = 9 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units These units are only hired by the United States **Requires Elite Units of the West Downloadable Content** --==V.O.C. Infantry==-- "Raised in India, these European mercenaries do not fight "for King and Country" but for the great East India trading companies. Company infantry are professional soldiers drawn exclusively from Europeans, both officers and other ranks. They are members of private armies for the traders, but one that is available to further national needs when required. They fight using European doctrine and equipment as line infatrymen, carrying smoothbore, muzzle-loading muskets. These soldiers were also enforcers, tax gatherers, and a potent threat against the local princes in India, even away from the battlefield. Native regiments under European officers exist too, but their reliability is doubtful. Historically, the great East India trading companies were often closer to being nations in their own right than business ventures. India was so wealthy that the companies needed armies, not just guards, to protect and expand their interests and prestige. The British East India Company (the "John Company"), the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had their own armed forces: 1 in 5 VOC employees were soldiers!" Regiment Size = 120 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 6 Charge Bonus = 9 Defence = 13 Morale = 7 * Can hide in woodland * Resistant to heat fatigue Hired by the Dutch in India --==Walloon Guards==-- "The blue-clad Walloon Guards are an elite infantry regiment, dedicated to the service of Spain and the Royal Family. Although a court regiment and expected to be immaculate at all times, they are also capable field soldiers. Trained to fight in line of battle, they are far steadier under fire than any ordinary infantry and equally capable in close-quarters fighting too. Historically, this bodyguard unit was originally raised in mostly Catholic Wallonia (now part of Belgium), a Hapsburg, and therefore Spanish possession at the time. As with other royal families, it was considered safer to have outsiders as guards for the monarch than the locals, who might put their local sympathies ahead of royal safety in times of crisis. The loss of the Spanish Netherlands meant that non-Walloons had to be accepted into their ranks, although the name and the tradition of loyalty to the crown were retained. The first intake of Walloons had all been big men, to act as shock troops, but by the middle of the 18th Century they had been remodelled as a royal guard, consciously aping the French Bourbon Swiss Guards to add dignity to the Spanish court, by then under another branch of the Bourbon family." Regiment Size = 120 Range = 70 Accuracy = 55 Reloading Skill = 60 Ammunition = 15 Melee Attack = 11 Charge Bonus = 15 Defence = 20 Morale = 12 * Can hide in woodland * Can hide in light scrub * Resistant to morale shocks * Inspires nearby units Hired only by the Spanish in Madrid with the Palacio de Real Madrid **Requires Elite Units of the West Downloadable Content** --==Warriors==-- "A band of fearless warriors armed in traditional fashion for close, personal combat. Warriors dominate Native American society. They defend the tribes and earn renown while doing so. This gives them the status to become unchallenged chiefs and leaders in all aspects of tribal life. Hunting is also a fine preparation for war, as it teaches a man to be unafraid of bloodshed and danger. Historically, the tribes used a wide variety of weaponsfor the hunt and warfare. Some were the same for both but others, like the war club, were of little use except when hunting men. Traditionally carved from a single piece of hard wood, as the influence of Europeans grew, this war club came to imitate the shape of a rifle butt." Regiment Size = 120 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 12 Charge Bonus = 6 Defence = 7 Morale = 7 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue Hired by all the Native Tribes. **Requires The Warpath Downloadable Content** --==Warrior Society==-- "These are the strongest, bravest and most ferocious men of the tribe, proficent in all forms of combat. Members of a Warrior Society are the tribal equivalent of professional soldiers. The most practiced and deadly men in the tribe, they have a position of great power. They provide military leadership and war chiefs are chosen from their ranks to keep discipline, organise hunting partiesand oversee ceremonies. Warrior societies quickly gained a reputation for unrelenting ferciousness. They would literally tether themselves to one spot on the battlefield, and not move until the battle was over. They would battle against any enemy that came at them and never ever consider retreat. They were skilled with a number of weapons including the tomahawk and the war club." Regiment Size = 90 Range = 40 Accuracy = 45 Reloading Skill = 30 Ammunition = 4 Melee Attack = 11 Charge Bonus = 10 Defence = 10 Morale = 11 * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Paths seldom trod * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue Hired by all Native Tribes. **Requires The Warpath Downloadable Content** --==Windbuchse Jaegers==-- "These skirmishers and scouts carry almost-silent airguns and are well suited to stealthy sniping and tactical ambushes. Windbuchsenjager are woodmen, hunters and poachers - men with a good grasp of field craft. Their speciality is skirmishing, to disrupt enemy formations with harassing fire, or to stop the enemy doing the same to their comrades. Unlike other light troops, however, they carry airguns. These weapons give them a distinctively unfair advantage! Apart from the fact that is silent, with no muzzle flash or smoke, the windbuchse ("wind rifle") has a 20-round magazine and fires as quickly as quickly as the jager can pull the trigger. The gun can drive a ball through a plank (or a man) at 100 paces,but the velocity of shots drop as the air reservoir empties. Austrian gunsmiths have produced a deadly, if delicate, weapon in the windbuchse! However, it needs a highly trained and very fit man to use it properly: pumping up the air reservoir is a huge effort. Historically, airguns were not a success. They were quiet, but they did not work after rough treatment, something that was inevitable in battle. Napoleon Bonaparte hated them and decreed that any captured "assassin" with an airgun was to be executed, not treated as a soldier." Regiment Size = 45 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 25 Melee Attack = 4 Charge Bonus = 4 Defence = 10 Morale = 7 * Can skirmish * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Can hide in buildings * Remains hidden whilst walking * Good stamina These are only trained by the Austrians --==Winnebago Warriors===-- "Armed with tomahawks, these warriors give no quarter in hand-to-hand fighting. The Winnebago are not the most forgiving of tribes, and do not forget a transgression easily. On the battlefield, they are fearsome fighters in a melee whenever they are allowed to close with enemies. The thrill of battle is their strength and joy. Away from the battlefield, many an envoy has met the wrong end of a tomahawk or ended up in a Winnebago's belly after mistakenly thinking they could be bargained with or bought. By 1665, a series of misfortunes caused the Winnebago's numbers to dwindle to five hundred: there was a disastrous storm, and an epidemic decimated the tribe. The remainder starved as they were too weak from disease to harvest their crops. Seeing the Winnebago so depleted, their former Illinois enemies sent them food and warriors as an act of goodwill. The newcomers were welcomed, and then killed during a celebrating feast. The vengeful Illinois waited until they had an opportunity to attack, during the Winnebagos' winter hunt and almost wiped them out. Only at the end of the Beaver Wars was the tribe restored by intermarriage with Algonquin refugees." Regiment Size = 45 Range = 125 Accuracy = 70 Reloading Skill = 35 Ammunition = 25 Melee Attack = 4 Charge Bonus = 4 Defence = 10 Morale = 7 * Can rally routing enemies * Can hide in woodland * Can hide in light scrub * Can hide in long grass * Remains hidden whilst walking * Paths seldom trod * Inspires nearby units * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue Trained only by the Iroquois Tribe. **Requires The Warpaths Downloadable Content** *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.03] Cavalry Units --==2nd Continential Light Dragoons==-- "Trained in mounted and dismounted combat, this light cavalry unit is useful to reinforce cornered comrades. 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. The 2nd Continential Light Dragoons were one of the first cavalry units raised in 1776 following Washington's realisation that the war was going to be far longer than expected. His original plan was to raise 3,000 horsemen, but it soon became obvious that paying and equipping so many horsemen was beyond the resources of Congress. Instead, four small regiments of light dragoons was raised. The 2nd Light Dragoons were commanded by Colonel Elisha Sheldon, who was commemorated for his efforts by the citizens of Sheldon, Vermont." Regiment Size = 60 Range = 90 Accuracy = 45 Reloading Skill = 30 Ammunition = 20 Melee Attack = 7 Charge Bonus = 10 Defence = 6 Morale = 8 * Can skirmish * Can hide in woodland * Garrison policing bonus * Good stamina Only available to the US in the province of Confederation of New England **Requests Elite Units of America Downloadable Content** --==2nd Hussars==-- "These elite light cavalrymen are used for skirmishing and are some of the finest horsemen in the Prussian Army. Hussar duties include patrolling, gathering of information and denying the enemy the freedom to do the same. They also provide the valuable service of pursuing routing enemies, and their speed makes them a useful reserve to attack any enemy unit that is about to break. Bringing about such a crisis can make the difference between victory and defeat. Historically, hussars in Prussian service were not large men, with a maximum height of 1.67 metres, possibly the result of their largely peasant upbringing; their horses were proportionally small. Their commanding officers were, however, under no such restrictions and were drawn from among the Prussian Junkers. General Hans Joachim von Ziethen started as an infantry officer, but transferred to the dragoons when his commander took a dislike to his "squeaky voice and mean, insignificant appearance". Possibly because of these personal qualities he developed a reputation as a duellist and dissenter. This aggressive attitude served him well when he transferred to the 2nd Hussars and he was given command. He remained with the regiment for 45 years, even after promotion to general's rank until his death at 87." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 13 Charge Bonus = 17 Defence = 11 Morale = 10 * Can hide in woodland * Paths seldom trod * Inspires nearby units * Good stamina Hired only by the Prussians in Berlin after the Brandenburg Gate **Requires Elite Units of the West Downloadable Content** --==Apache Mescalero Warriors==-- "These horse archers used speed to sweep in, attack, and then ride out of range. The Mescalero Apache are a mountain people and, unusually for such a folk, highly skilled riders. Masters of irregular warfare, they have an intimate knowledge of the landscape, and concealment skills that give them an edge over enemies. The Mescalero Apache take full advantage of the environment, and recognise the importance of subterfuge and diversions when fighting a larger enemy force. They even create fake camps, climb sheer rock faces to leave no trail, and live off the land, all to confound enemy trackers. Their horses are not only for hunting and battle, but are also eaten when food is scarce. The Mescalero Apache lived among the mountains of New Mexico and Texas. The heart of their homeland was the peak of the Sierra Blanca. Their name originates from their use of the century mescal plant, a reliable source of food that can be found in the deserts of New Mexico. The tribe harvested the plant's heart and cooked it by steaming. Today the plant is used in a very different form: it is distilled to create mescal, a spirit closely related to tequila." Regiment Size = 45 Range = 70 Accuracy = 50 Reloading Skill = 10 Ammunition = 20 Melee Attack = 10 Charge Bonus = 9 Defence = 9 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained by the Pueblo Nations **Requires The Warpaths Downloadable Content** --==Bargir Lancers==-- "These cavalrymen are armed with a long spear or lance that makes them particularly deadly when charging. The lance is probably the oldest cavalry weapon. It gives the user a chance ot put all the momentium of himself and his charging horse into one very sharp point that can, in the hands of a skilled man, be driven right through any man. This is what makes lances so intimidating to face but, if the lancer does not kill his target, then he is vulnerable. A long lance is a good deal less useful in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts. Historically, many nations used lancers, although the European fashion for them owes much to the uhlans: cavalry raised for Austrian and Prussian service. The French adopted lancers with some enthusiasm, and Napoleon even included Polish lancers in his Imperial Guard. In India the lance had long been used as a weapon, and lancer skills were often improved by "pegging" (picking tent pegs out of the ground with the lance tip) or pig-sticking (hunting wild pigs or even wild dogs with the lance). Native Indian lancers were rightly feared by European troops." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 7 Charge Bonus = 25 Defence = 9 Morale = 5 * Can hide in woodland * Good stamina * Resistant to heat fatigue Trained by the Marathas --==Bosniaks==-- "Bosniaks are lancers, used to skirmish and for chasing down routing enemies. These light-fingered cavalrymen are irregular forces, deployed where courage and speed are required, and mounted on the best horses. Their disciplinary shortcomings can be overlooked as long as they fight as if captained by the Devil himself! Looting is second nature to these men, and is (possibly rightly) considered a second source of pay. The other, unsavoury activities associated with pillage are equally considered a right, not a prequisite. Their reputation for lawlessness often counts against them. Although they have their origins in the Balkans, as the name suggest, "Bosniak" lancers can include men from many nations. Historically, the prototype for this unit was raised by an Albanian, Stephan Serkis, who recruited a force of lancers originally intended for Saxon service. He then offered his men to Frederick the Great (1740-86) of Prussia. Even though Frederick thoroughly disapproved of irregular troops in Prussian service, he took them into his army, and later recruited Poles, Lithuanians and Tatars to replenish the ranks. The regiment was eventually amalgamated into various other light cavalry forces by the beginning of the 19th Century." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 27 Defence = 10 Morale = 7 * Can hide in woodland Hired only by the Prussians. **Requires Elite Units of the West Downloadable Content** --==Brunswick Dragoons==-- "These German dragoons are heavy cavalry, skilled in the use of sword and carbine. 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. The Brunswicker Dragoons (and other Brunswick units) left Germany for America under the command of Col. Friedrich Riedesel in 1776. When the dragoons arrived in America they did so without horses. They were paid as heavy infantrymen and acted in this capacity for many of the early campaigns. At the Battle of Bennington most of the 120 men were either killed or captured, dramatically reducing the size of the unit. Those that did survive rejoined the main body of British troops after the surrender at Saratoga. This under-strength regiment remained in garrison duty in Canada until 1783, when it returned to Brunswick." Regiment Size = 60 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 15 Melee Attack = 8 Charge Bonus = 11 Defence = 9 Morale = 8 * Can dismount * Can hide in woodland * Garrison policing bonus Only available to the British in the province of England **Requests Elite Units of America Downloadable Content** --==Camel Nomads==-- "Camel nomads are lord of the merciless desert and few who face them there in battle live to tell the tale. There is no environment harsher than the desert, and the nomadic tribesmen who inhibit it are as pitless as the shifting sands. The trackless sandy wastes are littered with the bones of those foolish enough to have ventured there in defiance of those who call this place home. Nomads are experts in using the desert to defeat an enemy before risking an attack, although they tend to fare less well in cooler climes. The nomads' camels can withstand searing temperatures which would quickly exhaust a horse - and no horse is happy with the sound and smell of camels either! A common nomad tactic is to allow the intense heat of the desert to weaken their foe, then to thin their numbers with fire from their archaic-looking matchlocks. Despite their ancient appearance, those muskets are well- maintained and used to deadly effect. Once an enemy has begun to falter, nomads risk a more direct attack, closing for the kill with their scimitars. The weird ululating battle cries favoured by the nomadic tribesmen are often amongst the last sounds heard by their exhausted and dispirited victims!" Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 12 Defence = 7 Morale = 5 * Can hide in woodland * Scares horses * Resistant to heat fatigue Hired by the Ottomans and Marathas in the Desert Regions of Asia --==Carbineers==-- "These light cavalrymen are armed with carbines, it is their role to harass enemies with fire. They are a highly mobile unit, with enough long-range firepower to hurt many enemies; the pistols used by some cavalrymen are only really suitable for close-in fighting during a melee. Their carbines fire a smaller ball than the muskets of infantrymen, but it is still large enough to maim and kill a target. Having the speed of light cavalry, these men are a useful force for any general; they can be moved quickly to a key part of the line to give fire, and then redeployed with equal speed. They are also remarkably difficult opponents for heavy cavalry, it is hard to come to grips with an enemy who can simply outpace you! Historically, the carbine was only a smaller calibre version of an infantry musket. The idea to cut down the barrel only emerged when it became clear that reloading a full-length musket on horseback was a horrible job, even if the enemy weren't trying to kill you at the same time. Attaching the carbine to the user by a sling finally made it into a very practical, deadly weapon." Regiment Size = 45 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 20 Melee Attack = 7 Charge Bonus = 8 Defence = 7 Morale = 6 * Can skirmish * Can hide in woodland * Good stamina Hired by the French, Spanish and Austria --==Chasseurs a Cheval==-- "Light cavalry are used to screen an army and act as its eyes and ears; they can also pursue fleeing enemies and keep them from regrouping. These horsemenhave many national titles, and military fashion plays a huge part in their employment and naming; light horse, chasseurs a cheval, chevau-legers, even hussars and dragoons are used as titles by light cavalry forces. Regardless of the name, their purpose, tactics and equipment usually have much in common. They disdain armour, even the sensible steel skull caps favoured by many beneath their offically sanctioned tricornes and helmets. They carry swords, carbines and pistols, but they are not expected to charge home, merely harass and pursue enemies. Their horses are always fast with good endurance, well bred and well looked after; a cavalryman without his horse is, after all, useless. Traditionally, light cavalry forces also undertook the role of communications for an army. Their speedy horses made them ideal for carrying messages between camps, or as gallopers on the battlefield. They were also among the most "dandified" of soldiers, and light cavalry uniforms of the period are some of the gaudiest ever created. This made recruitment easdy, because prospective troopers could see what a dashing figure they would cut for the ladies!" Regiment Size = 45 Range = 70 Accuracy = 45 Reloading Skill = 20 Ammunition = 10 Melee Attack = 9 Charge Bonus = 10 Defence = 6 Morale = 5 * Can hide in woodland * Path seldom trod * Good stamina Used only by the French. --==Chevaux-legers==-- "These cavalrymen armed with a long spear or lance that makes them particularly deadly when charging. The lance is probably the oldest cavalry weapon. It gives the user a chance to put all the momentium of himself and his charging horse into one very sharp point that can, in the hands of a skilled man, be driven through any man. That is what makes lances so intimidating to face but, if the lancer does not kill his target, he is then vulnerable. A long lance is a good deal less use in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts. Historically, many nations used lancers, although the European fashion for them owes much to the ulhans, cavalry raised for Austrian and Prussian service. The French adopted lancers with some enthusiasm, and Napoleon even included Polish lancers in his Imperial Guard. In India, the lance had long been used as a weapon, and lancer skills were often improved by "pegging" (picking tent pegs out of the ground with the lance tip) or pig-sticking (hunting wild pigs or even wild dogs with the lance). Native Indian lancers were rightly feared by European troops." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 9 Defence = 4 Morale = 9 * Can hide in woodland These are mainly French units. --==Cheyanne Dog Soldiers==-- "These mounted warriors fight on foot, and possess a bravery that few can lay claim to and even fewer display. Cheyenne Dog Soldiers are master horsemen and use their skills to great effect. They prefer to use their horses for swift transport rather than as war horses, dismounting to fight hand-to-hand. Dog Soldiers uphold an oath of unflinching bravery, and will stand fast even when the battle appears lost and all others have fled. They are ideal for a fast paced attack against a strategic enemy position where the enemy must retake the ground, and as a last line of defence when all hope is lost. The Spanish conquistadores re-introduced the horse to the Americas (quite by accident), and the animals were soon adopted for war by the natives. They became integral in the day-to-day tasks of hunting and travelling across the plains, jobs which had previously been performed by dogs. Horses were so highly prized they even became trophies: warriors often had one horse that they prized above all others and used only for bison hunts. These horses were always tethered directly outside a warrior's tipi, and were key targets for enemy raiding parties." Regiment Size = 60 Range = 90 Accuracy = 50 Reloading Skill = 35 Ammunition = 20 Melee Attack = 9 Charge Bonus = 12 Defence = 7 Morale = 8 * Can skirmish * Can hide in woodland * Garrison policing bonus * Good stamina Trained only by the Plains Nations **Requires The Warpath Downloadable Content** --==Chief's Bodyguard==-- "These riders are entrusted with the life of their chief, and are highly skilled an dedicated to their task. They are expected to shadow the chief at all times and, if necessary, lay down their lives to protect him. This is one of the highest honours available to a warrior, and those that are afforded it will proudly show their status. Chiefs were often chosen for previous acts of valour and were men that other warriors respected and would follow accordingly. Although chiefs held the power to make decisions in the tribe the elders had the power to over rule them on any decisions that did not focus on the good side of the tribe. These tribal elders were also responsible for choosing a new chief when the previous one died." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 7 Charge Bonus = 10 Defence = 5 Morale = 9 * Can rally routing comrades * Paths seldom trod * Inspires nearby units * Resistant to heat fatigue * Resistant to cold fatigue These are the General's Bodyguard of the Native Tribes. **Requires The Warpaths Downloadable Content** --==Colonial Dragoons==-- "Despite appearances, dragoons are not really Cavalry but mounted line infantry, riding into a battle then fighting on foot. Horses give mobility, not shock value in combat. Dragoons do not charge home, but ride to critical spots on the battlefield where infantry firepower is needed. They carry smoothbore, muzzle-loading muskets with shortened barrels (to make reloading easier) originally called "dragons" or dragoons; over time, this name transferred to the men. Dragoons are also useful for riot control and civil suppression ("dragooning" is to bully people into a course of action). Their usefulness as infantry and "cheap" Cavalry means that they can put down all kinds of trouble, as cutting down civilians is beneath the dignity of proper Cavalry regiments. Historically, dragoons slowly became Cavalry soldiers like any other, and stopped fighting as mounted infantry, although many regiments did retain the name. The Cavalry had always regarded them as (lower paid) social inferiors, and the infantry had resented them as not being proper footsloggers, so the dragoons welcomed their new acceptability." Regiment Size = 60 Range = 70 Accuracy = 40 Reloading Skill = 10 Ammunition = 10 Melee Attack = 9 Charge Bonus = 6 Defence = 5 Morale = 8 * Can hide in woodlands * Garrison policing bonus * Resistant to heat fatigue Recruitable only in your nation's colonies. --==Comanche Mounted Warriors==-- "These mounted musketeers have superior riding skills, making them an effective attack force. The Comanche are gifted horsemen with an unmatched understanding of their horses. These skills allow them to cross even rough ground with terrifying speed, and then pepper an enemy with musket balls and tomahawks. They can then quickly withdraw to safely to reload, or rejoin the main body of a tribal enemy. When the Spanish left horses in North America, the Comanche quickly recognised their potential, and rebuilt their lives around the animals. Their individual skills on horseback seemed almost magical to their enemies: riding bareback, they could even pick up fallen comrades at the gallop! The Comanche were particularly fond of pinto horses, believing them to be sacred. Pintos were supposedly to give their riders invulnerability in battle." Regiment Size = 45 Range = 70 Accuracy = 45 Reloading Skill = 30 Ammunition = 20 Melee Attack = 10 Charge Bonus = 9 Defence = 7 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Plains Nations **Requires The Warpaths Downloadable Content** --==Cossacks==-- "Cossacks are a free warrior people, fine horsemen and terrible foes, from the steppes of Russia and Asia. They are organised into large hosts, each under the leadership of an ataman, or chief. Within each host, small Cossack bands fight as seperate units. Traditionally, Cossacks are cavalrymen without peer, as might be expected of a steppe people, but they are equally adept at fighting on foot. They are personally brave, even headstrong, in the presense of enemies, something that can make them too eager to get into the fight. Historically, Russians and other Eastern Europeans have had an ambiguous relationship with the Cossacks. There is admiration for their fighting qualities, yet a certain wariness of their wild nature. This has not stopped them from being used as irregular troops by many nations. Even as late as the Second World War entire Cossack divisions were used by the Soviet Army, and then by the Germans who invaded Russia. Those Cossacks who served with the Germans (there were Cossack Waffen-SS divisions) were either killed in combat or captured and sent to die in labour camps." Regiment Size = 45 Range = 70 Accuracy = 35 Reloading Skill = 15 Ammunition = 10 Melee Attack = 9 Charge Bonus = 13 Defence = 7 Morale = 6 * Can hide in woodland * Paths seldom trod * Good stamina * Resistant to cold fatigue --==Cossack Ataman Cavalry==-- "Cossacks are a free warrior people, fine horsemen and terrible foes, from the steppes of Russia and Asia. They are organised into large hosts, each under the leadership of an ataman, or chief. Within each host, small Cossack bands fight as seperate units. Traditionally, Cossacks are cavalrymen without peer, as might be expected of a steppe people, but they are equally adept at fighting on foot. They are personally brave, even headstrong, in the presense of enemies, something that can make them too eager to get into the fight. Historically, Russians and other Eastern Europeans have had an ambiguous relationship with the Cossacks. There is admiration for their fighting qualities, yet a certain wariness of their wild nature. This has not stopped them from being used as irregular troops by many nations. Even as late as the Second World War entire Cossack divisions were used by the Soviet Army, and then by the Germans who invaded Russia. Those Cossacks who served with the Germans (there were Cossack Waffen-SS divisions) were either killed in combat or captured and sent to die in labour camps." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 14 Defence = 9 Morale = 7 * Can hide in woodland * Paths seldom trod * Inspires nearby units * Good stamina * Resistant to cold fatigue --==Company Cavalry==-- "Recruited to fight in India, company Cavalry are mercenaries fighting for the greatest trading companies. The officers and men in these units are European, not locals, even though these regiments were raised in India. They are supposedly more reliable than native levies when defending European interests. Company Cavalry are equipped in European rathan than Indian fashion; they fight as light, sabre-armed cavalry. Their tasks include acting as scouts, screening the main body of an army, and pursuing fleeing enemies - taking a sabre to someone already running away is likely to keep him running! It is not their main job to break enemy units or to fight other cavalry." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 12 Defence = 8 Morale = 7 * Can hide in woodlands * Resistant to heat fatigue These troops are recruited in India by the United States. --==Creek Horse Riders==-- "Creek Horse Riders are capable of missile attacks or devastating charges into enemy units. These mounted warriors are armed with muskets and axes, their strength lies in the flexibility these weapons gives them on the battlefield. They can unleash a barrage of firepower on an enemy then use their axes to terrible effect when charging home. By targeting the enemy flank or rear, they can break units on their own. In 1813 the Creek nation was divided by a civil war, that came to be known as the Red Stick War. The Red Sticks were Creek who believed the tribe should return to the traditional ways of life and reject American influences. When a group of Red Sticks were executed by the Creeks for killing two settler families it sparked a tribal war, with the Americans joining the fight. The Red Sticks lost, and Colonel Andrew Jackson forced the Creeks to cede twenty million acres of land to the US Government, regardless of Creek loyalties. Jackson later became President, and was responsible for the contraversial Indian Removal Act of 1830. Regiment Size = 45 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 20 Melee Attack = 12 Charge Bonus = 10 Defence = 9 Morale = 9 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue These troops are only recruited by the Cherokee Nations **Requires The Warpaths Downloadable Content** --==Crow Horse Warriors==-- "These mounted warriors are armed with bows for skirmishing and axes for charging home. Crow Horse Warriors can employ two tactics in warfare to great effect. Firstly, they can wear an enemy down with arrows; they can then demolish them by charging home and doing terrible work with their axes. Fear is a stranger to Crow warriors: the battlefield is a chance to prove that a warrior has mettle, and so improve his standing within the tribe. Historically, the Crow gave recognition and status to individuals who had achieved much in war. They could take part in religious ceremonies, name children and gain rank and reputation within the tribe. Warriors who "counted coup" against enemies would decorate their war shirts with rosettes, or wear wolf tails at the heels of their moccasins. Conversely, anti-social behaviour was punished: the Crow had "joking relatives" whose job was to shame each other into behaving appropriately. If good behaviour wasn't observed, the next step was exile, or the destruction of the offender's lodge and belongings." Regiment Size = 45 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 20 Melee Attack = 14 Charge Bonus = 12 Defence = 8 Morale = 11 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Pueblo Nations **Requires The Warpaths Downloadable Content** --==Cuirassiers==-- "Cuirassiers are heavy cavalry who still wear armour who rely on the shock of impact to defeat enemies. These are big men, mounted on big horses, and their primary task is to crash into enemy forces and engage in hand-to-hand combat. To this end, they wear back- and breastplates over leather padding - the cuirass - and usually wear reinforced metal helmets too. Heavy straight swords are the weapons of choice. A wise commander with a cuirasser force under his hand keeps it as a battering ram to hit the enemy at the critical point. Historically, armoured cavalry were the direct functional descendents of armoured knights and three-quarter-armoured "lobsters" of 16th Century armies. Despite the military mania for neatness and order, nearly all cuirasses had a small dent in them. This was a proofing mark, where a pistol ball had been fired into the cuirass to "prove" that it worked as armour. A cuirass with a hole in it after this test would be thrown back into the furnace! Cuirassiers still exist in modern armies, although their armour is now purely ceremonial. The French army still has two regiments of cuirassiers, the Italians have a Presidential Honour Guard, and technically the Household Cavalry in the British Army are also cuirassiers. Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 17 Charge Bonus = 15 Defence = 12 Morale = 10 Hired by most European powers. --==Death's Head Hussars==-- "Hussars are light cavalry, used as skirmishers and for scouting ahead of an army. These superb horsemen are a force that can be used as a screen by the main army, or for strategic scouting to locate the enemy. They are armed with curved sabres and smoothbore carbine muskets. Their gaudy, almost popinjay uniforms should not lead enemies to underestimate them as mere dandies - these are trained, disciplined and dangerous soldiers. Hussars have a certain swashbuckling attitude towards the business of warfare, and the bandit origins of the Hungarian "huszarok" are certainly evident. Even non-Hungarian hussars cultivate a slightly barbarous air, and little private and enemy property is safe when they are around! Oddly, they are also unusally democratic, and troopers expect to be consulted by their officers before attacking the enemy, again probably a legacy of their brigand heritage." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 15 Defence = 17 Morale = 11 * Can hide in woodland * Paths seldom trod * Good stamina Trained only by the Prussians in Brandenburg. **Requires Special Forces + Bonus Units Downloadable Content** --==Deli Horsemen==-- "These extravagantly attired light cavalry are an extremely useful force for any general. Easily recognisable by their distinctive animal skins and feathered shields, these troops are recruited from many peoples. They have an ethos of personal, rather than collective, bravery. The animal skins worn include wolf, leopard and bear pelts, and their winged shields are enhanced by attaching bird feathers to them. They are armed with scimitars, and they can cause terrible slashing wounds in hand-to-hand combat. The task of the scouts, though, is to avoid combat, seek out the enemy and return with news. Historically, Deli infantry men and cavalry were irregular troops, and deli horsemen would often find employment guarding caravans and important dignitaries." Regiment Size = 45 Range = 70 Accuracy = 35 Reloading Skill = 15 Ammunition = 10 Melee Attack = 11 Charge Bonus = 11 Defence = 7 Morale = 6 Trained by the Ottomans only. --==Dragoons==-- "Despite appearances, dragoons are not really Cavalry but mounted line infantry, riding into a battle then fighting on foot. Horses give mobility, not shock value in combat. Dragoons do not charge home, but ride to critical spots on the battlefield where infantry firepower is needed. They carry smoothbore, muzzle-loading muskets with shortened barrels (to make reloading easier) originally called "dragons" or dragoons; over time, this name transferred to the men. Dragoons are also useful for riot control and civil suppression ("dragooning" is to bully people into a course of action). Their usefulness as infantry and "cheap" Cavalry means that they can put down all kinds of trouble, as cutting down civilians is beneath the dignity of proper Cavalry regiments. Historically, dragoons slowly became Cavalry soldiers like any other, and stopped fighting as mounted infantry, although many regiments did retain the name. The Cavalry had always regarded them as (lower paid) social inferiors, and the infantry had resented them as not being proper footsloggers, so the dragoons welcomed their new acceptability." Regiment Size = 60 Range = 70 Accuracy = 40 Reloading Skill = 10 Ammunition = 10 Melee Attack = 9 Charge Bonus = 6 Defence = 5 Morale = 8 * Can hide in woodlands * Garrison policing bonus Hired by nearly all European powers. --==East India Company Cavalry==-- "Recruited to fight in India, company Cavalry are mercenaries fighting for the greatest trading companies. The officers and men in these units are European, not locals, even though these regiments were raised in India. They are supposedly more reliable than native levies when defending European interests. Company Cavalry are equipped in European rathan than Indian fashion; they fight as light, sabre-armed cavalry. Their tasks include acting as scouts, screening the main body of an army, and pursuing fleeing enemies - taking a sabre to someone already running away is likely to keep him running! It is not their main job to break enemy units or to fight other cavalry." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 12 Charge Bonus = 8 Defence = 6 Morale = 9 * Can hide in woodlands * Resistant to heat fatigue These troops are recruited in India by the British. --==East India Company Lancers==-- "These cavalrymen armed with a long spear or lance that makes them particularly deadly when charging. The lance is probably the oldest cavalry weapon. It gives the user a chance to put all the momentium of himself and his charging horse into one very sharp point that can, in the hands of a skilled man, be driven through any man. That is what makes lances so intimidating to face but, if the lancer does not kill his target, he is then vulnerable. A long lance is a good deal less use in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts. Historically, many nations used lancers, although the European fashion for them owes much to the ulhans, cavalry raised for Austrian and Prussian service. The French adopted lancers with some enthusiasm, and Napoleon even included Polish lancers in his Imperial Guard. In India, the lance had long been used as a weapon, and lancer skills were often improved by "pegging" (picking tent pegs out of the ground with the lance tip) or pig-sticking (hunting wild pigs or even wild dogs with the lance). Native Indian lancers were rightly feared by European troops." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 19 Defence = 4 Morale = 9 * Can hide in woodland * Resistant to heat fatigue These troops were recruited in India by the British. --==Elephant Musketeers==-- "These troops ride into battle on the back of elephants, beasts who very presence spreads terror throughout enemy ranks. Like many animals, elephants can be trained to ignore the sights, smells and, above all, hellish noises of a battlefield. They can also be trained to fight, goring men with their tusks and trampling others underfoot. Elephants make superb platforms for men to fight from, giving them an automatic height benefit over many opponents. There are risks to using elephants in warfare. They do panic, and if they stampede they will cause terrible damage to everyone, friends and foe alike. Indian elephants, however, are relatively tractable beasts, and there is a long history of using them as beasts of burden. There is also a long history of using unusual animals in combat, from elephants to war dogs, and even seals and dolphins in more recent times. Elephants at least stand a chance of survival, unlike the Russian mine dogs of the Second World War, who were trained to look for their dinners under enemy tanks. This doesn't sound too bad, until you learn that the dogs were carrying explosive packs on their backs. Dinner time on the battlefield was always terminal for the dog and his target tank." Regiment Size = 30 Range = 70 Accuracy = 45 Reloading Skill = 25 Ammunition = 20 Melee Attack = 22 Charge Bonus = 27 Defence = 10 Morale = 11 * Scares horses * Scares enemies * Resistant to heat fatigue Trained only by the Marathas --==French East India Company Cavalry==-- "Recruited to fight in India, company Cavalry are mercenaries fighting for the greatest trading companies. The officers and men in these units are European, not locals, even though these regiments were raised in India. They are supposedly more reliable than native levies when defending European interests. Company Cavalry are equipped in European rathan than Indian fashion; they fight as light, sabre-armed cavalry. Their tasks include acting as scouts, screening the main body of an army, and pursuing fleeing enemies - taking a sabre to someone already running away is likely to keep him running! It is not their main job to break enemy units or to fight other cavalry. By 1700, the great European trading companies were so huge they could afford armies of their own, seperate from the national army. The British East India Company, the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had armies, fleets and forts in India and the far east. The Dutch felt it profitable to have one fifth of their employees in uniform, and the other companies were not far behind." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 12 Defence = 8 Morale = 7 * Can hide in woodlands * Resistant to heat fatigue These troops are recruited in India by the French. --==Garde a Cheval==-- "The Garde a Cheval are gentlemen of quality, hand picked from the best families, who protect the monarch. The Garde a Cheval are a court regiment where appearance is just as important as fighting prowess. The gentlemen of this unit (and they were all gentlemen) are not the common sort of soldier, and they are not respected by the rest of the army. Often, they are also unloved by the people too, as they stand with the monarch, and this can mean taking a sabre to their own countrymen. Historically, from 1721 the Russian throne was protected by a mounted guard regiment, a unit drawn almost exclusively from the nobility. Because of their duties and control of access to the Imperial family, the Garde a Cheval had significant political power. Although drawn from the nobility, the original guards were not appointed for their military skills: as the bodyguards of the Empress Elizabeth, they were chosen for their other "endowments". The Empress had a roving eye, and a taste for handsome young men of good blood. A certain kind of stamina was also required! This kind of behaviour merely served to confirm the prejudices against Russians in the more refined (or so they liked to think) royal courts of Western Europe." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 21 Charge Bonus = 19 Defence = 17 Morale = 13 * Inspires nearby units Trained by the Russians after completing the Winter Palace. --==Garde du Corps==-- "The royal guard cavalrymen are all gentlemen, hand picked to protect the person of the sovereign. Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble. Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speeds towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 19 Charge Bonus = 17 Defence = 15 Morale = 12 * Inspires nearby units This is a French and Dutch Guard unit. --==Gendarmerie==-- "These locally recruited Cavalry are a valuable aid in keeping order. These light horsemen are often little more than mounted militia, but with a greater social standing. Cavalry always sees themselves as better than footsoldiers, but in this case, it may be true. It is, after all, not cheap to purchase and maintain a decent horse, and this means that men with financial standing make up the majority of recruits. They are, however, not as disciplined as regular Cavalry, simply because they do not have the time or available resources to learn the craft of war as thoroughly. They are, however, extremely useful in policing the rougher, lower orders and keeping the existing social structure intact. Historically, there are many examples of yeomanry or gendarmes turing on their own citizenery with surprising and horrific violence. They were widely used against the anti-factory Luddites in northern England and, most infamously, were responsible for the Peterloo Massacre in 1819, when the Manchester and Salford Yeomanry charged a mostly peaceful, but excited crowd, and cut down many unarmed protesters." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 7 Defence = 5 Morale = 7 * Can hide in woodland This is a predominately French, German unit. --==General's Bodyguard==-- "These tough warriors and soldiers have only one task: keeping their commander alive and well in the swirling chaos of battle. A general can only do his duty properly if these men keep rough and unpleasant fellows from interrupting his calm deliberations about how to kill as many of the enemy as possible for as little loss as possible. Only the most loyal and fiercest fighters are assigned to a general's bodyguard. Good manners are a bonus, of course, but a strong sword arm and a deadly aim are more useful! Their general is especially of the finest quality, and their pay is often supplemented from the general's own pocket: they have a sound financial interest in keeping him alive, as well as their honour in carrying out a duty successfully!" Regiment Size = 24 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 15 Charge Bonus = 12 Defence = 11 Morale = 14 * Can rally routing comrades * Inspires nearby units You need to promote a unit to General for this unit to appear. --==Guardia de Corps==-- "The royal guard cavalrymen are all gentlemen, hand picked to protect the person of the sovereign. Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble. Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speeds towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 19 Charge Bonus = 17 Defence = 15 Morale = 12 * Inspires nearby units Trained only by the Spanish. --==Hakkapeliita==-- "Light cavalry are used to screen an army and act as its eyes and ears; they can also pursue fleeing enemies and keep them from regrouping. These horsemenhave many national titles, and military fashion plays a huge part in their employment and naming; light horse, chasseurs a cheval, chevau-legers, even hussars and dragoons are used as titles by light cavalry forces. Regardless of the name, their purpose, tactics and equipment usually have much in common. They disdain armour, even the sensible steel skull caps favoured by many beneath their offically sanctioned tricornes and helmets. They carry swords, carbines and pistols, but they are not expected to charge home, merely harass and pursue enemies. Their horses are always fast with good endurance, well bred and well looked after; a cavalryman without his horse is, after all, useless. Traditionally, light cavalry forces also undertook the role of communications for an army. Their speedy horses made them ideal for carrying messages between camps, or as gallopers on the battlefield. They were also among the most "dandified" of soldiers, and light cavalry uniforms of the period are some of the gaudiest ever created. This made recruitment easdy, because prospective troopers could see what a dashing figure they would cut for the ladies!" Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 13 Defence = 11 Morale = 6 * Can hide in woodland * Good stamina * Resistant to cold fatigue Trained only by the Swdes. --==Heavy Cavalry==-- "These cavalrymen see themselves as elite. It is their job to smash into enemy units and destroy them utterly. Heavy cavalry are so called to distinguish them from the light cavalry forces. It was not the job of heavy cavalry to pursue enemies. It is their lot to use their speed and weight directly against enemies, battering them into breaking by shock of impact. To this end, they are usually armed with fearsome heavy swords that are quite capable of skewering a man or carving him in two. This role often means that heavy cavalry are held as a reserve by a wise general, so that they can be used to batter a hole in a critically weakened point of an enemy line. Historically, there was debate during the period about the purpose of cavalry forces. Some generals favoured having their men close with the enemy and use "cold steel" of its terrifying morale impact. Britain's John Churchill favoured this approach, keeping his men short of ammunition while on campaign so that they weren't tempted to use any bullets in battle! The other school of thought, naturally enough, favoured using cavalry firepower to break enemy formations. Heavy cavalry did, therefore carry carbines and pistols, depending on the army they served in." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 15 Charge Bonus = 13 Defence = 10 Morale = 12 Hired by the British and the Swedes. --==Horse Guards==-- "Horse Guards are an elite heavy cavalry unit, with a fierce reputation and deadly sabres. It is the task of the heavy cavalry to break the enemy by shock. Simply put, the Horse Guards are expected to charge home and smash enemy ranks by weight and speed. They are not for chasing down enemies: this is the work of light cavalry forces. Instead, they are a battering ram, hurled over short distances against close-formed enemies in the hope of producing a breakthrough and further confusion. These highly trained cavalrymen lend a further touch of class, thanks to the role as part of the royal household guard, to the brutal business of a cavalry charge. Historically, the Horse Guards remain a feature of the British Army although they now use tanks. Their name is attached to Horse Guards and Horse Guards Parade. This building complex was designed by William Kent and completed in 1755 and are still used by the Household Cavalry. Horse Guards Parade is the setting for "Trooping of the Colour", a practice that dates back to the 17th Century. A regiment's colours (or flags)were a rallying point in battle and so they were shown to the soldiers so that they would be recognised in battle. Today, the ceremony is used to celebrate the offical birthday of the ruling monarch; at the time of writing Queen Elizabeth attends every year and takes the salute at the end of the parade." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 21 Charge Bonus = 19 Defence = 13 Morale = 13 * Inspires nearby units Hired only by the British and Dutch **Requires Elite Units of the West Downloadable Content** --==Household Cavalry==-- "The royal guard cavalrymen are all gentlemen, hand picked to protect the person of the sovereign. Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble. Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speeds towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 19 Charge Bonus = 17 Defence = 15 Morale = 12 * Inspires nearby units Available to most European powers as elite Cavalry. --==Hungarian Hussars==-- "Hussars are light cavalry, used to skirmish and for scouting ahead of an army. Like other light cavalrymen, hussars have speed, "dash" and an elitish attitude towards ememies. Hungarian Hussars are, without exception, superb equestrians, as might be expected for a Magyar force. Their organisational origin as irregular forces (reputedly recrtuied from among brigands) gives them a certain independence of spirit, something that aids them in reconnissance work. They carry a curved sabre and a muzzle-loading smoothbore carbine. this is a smaller calibre weapon than an infantry musket, the "sawn off" length of carbines being a late development to make reloading on horseback an easier exercise. Austria had raised units of irregular Magyar horseback called "huszarok" in the mid-15th Century, and they had fought bravely for Matthias Corvinus, the King of Hungary and Croatia and Duke of Austria, but it was not until the 1680s that regular hussar regiments were formed. Having proved their utility in Austrian service, other nations soon added hussars to their own armies - and enthusiastically adapted hussar uniforms as a fashion statement for cavalrymen. In some armies, hussar uniforms grew ever so gaudy, exaggerated and, frankly, needlessly suggestive in the cut of the very tight breeches! The cavalrymen didn't mind that they were being dressed up like peacocks, as a splendid uniform was always useful in attracting the ladies!" Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 15 Defence = 8 Morale = 6 * Can hide in woodland * Paths seldom trod * Good stamina Available only to the Austrians in Hungary Province --==Hussars==-- "Hussars are light cavalry, used to skirmish and for scouting ahead of an army. Like other light cavalrymen, hussars have speed, "dash" and an elitish attitude towards ememies. Hungarian Hussars are, without exception, superb equestrians, as might be expected for a Magyar force. Their organisational origin as irregular forces (reputedly recrtuied from among brigands) gives them a certain independence of spirit, something that aids them in reconnissance work. They carry a curved sabre and a muzzle-loading smoothbore carbine. this is a smaller calibre weapon than an infantry musket, the "sawn off" length of carbines being a late development to make reloading on horseback an easier exercise. Austria had raised units of irregular Magyar horseback called "huszarok" in the mid-15th Century, and they had fought bravely for Matthias Corvinus, the King of Hungary and Croatia and Duke of Austria, but it was not until the 1680s that regular hussar regiments were formed. Having proved their utility in Austrian service, other nations soon added hussars to their own armies - and enthusiastically adapted hussar uniforms as a fashion statement for cavalrymen. In some armies, hussar uniforms grew ever so gaudy, exaggerated and, frankly, needlessly suggestive in the cut of the very tight breeches! The cavalrymen didn't mind that they were being dressed up like peacocks, as a splendid uniform was always useful in attracting the ladies!" Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 13 Defence = 6 Morale = 6 * Can hide in woodland * Paths seldom trod * Good stamina Hired by the Dutch and Prussians only. --==Kalmuks==-- "These light cavalrymen are superb horsemen, expert in skirmishing and harassing an enemy. There is a long tradition on the steppes of fighting from horseback. Children are put in the saddle before they can walk, and this makes them almost part of the horse. In previous centuries, accurately firing a bow while riding at speed requires a man who has expectional ability with both weapon and a horse. Steppe warriors can control their horses using their knees, and without the need to hold the reins they can use weapons easily and well. Their tactics has always involved galloping up to a slower enemy, delivering a devastating volley, and then riding away again. This way of warfare has survived in the era of pistols and muskets, although most steppe warriors carry numerous weapons (if they can) to avoid reloading in the heat of battle. Historically, all the eastern nations had an ambiguous relationship with the steppe people. They both feared them and wanted their services. This allowed the more cunning steppe tribes to keep a measure of automony when other "natives" were being ruthlessly crushed." Regiment Size = 45 Range = 100 Accuracy = 20 Reloading Skill = 5 Ammunition = 20 Melee Attack = 7 Charge Bonus = 9 Defence = 4 Morale = 3 Trained by the Russians only, similar to Tatars. --==Lancers==-- "These mounted men carry long lances capable of causing significant damage to enemy. The horsemenship of many Native Americans is unparalleled. Able to wield any number of weapons on horseback, they are formidable foes. Perhaps their most deadly weapon from horseback is the lance. Often decorated with items to commemorate courageous acts performed by a warrior, eagle feathers traditionally mark a particularly ferocious man. The traditional lance used for hunting was found to be far too long for use in warfare, and a much shorter version was developed. The materials used to make a lance would depend on the areas a tribe inhabited, but the "business end" was made from flint, a material far sharper tha many more "civilized" materials." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 5 Charge Bonus = 24 Defence = 2 Morale = 4 * Can hide in woodland * Paths seldom trod * Resistant to heat fatigue * Resistant to cold fatigue Trained by all Native tribes. **Requires The Warpath Downloadable Content** --==Lee's Legion==-- "Speed and agility, coupled with the ability to fight on horseback or on foot, makes these men very useful in a fight. Fast moving and highly skilled, these men are 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 weakness would swiftly become evident. Lee's Legion was commanded by Henry "Light Horse" Lee, the father of famed Confederate general Robert E. Lee. Henry Lee's first commission was as Captain of the Virginia Light Dragoons. During his time as a captain he caught the eye of Washington while leading a series of successful raids on enemy supply trains. At Paulus Hook, New Jersey, he increased his renown by taking 400 British soldiers prisoner with the loss of only one of his cavalrymen. This action earned him a gold medal, an honour usually reserved for only men of general's rank." Regiment Size = 60 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 9 Charge Bonus = 12 Defence = 6 Morale = 8 * Can hide in woodland * Garrison policing bonus Only available to the US in the any province **Requests Elite Units of America Downloadable Content** --==Life Guards==-- "The royal guard cavalrymen are all gentlemen, hand picked to protect the person of the sovereign. Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble. Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speeds towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 17 Charge Bonus = 13 Defence = 10 Morale = 16 * Inspires nearby units The Guard unit of several nations. --==Life Guards of Horse==-- "The royal guard cavalrymen are all gentlemen, hand picked to protect the person of the sovereign. Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble. Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speeds towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 19 Charge Bonus = 17 Defence = 15 Morale = 12 * Inspires nearby units Trained by the Swedes. --==Light Dragoon==-- "Light dragoons are mounted skirmishers, riding to a fight then engaging the enemy on foot. Their horses are for mobility, not for any shock value in battle and are often little better than nags and ponies, rather than decent warhorses. In battle, this is unimportant as light dragoons dismount and form a skirmish line to harass an enemy and screen the main body of their own army. The main weapon carried is a shortened musket, originally termed a "dragon" or dragoon (like "rifle", the term came to be applied to the man carrying the gun). This is not an accurate weapon, but is no worse than any other smoothbore. Light dragoons are also useful in suppressing riotous and rebellious civilians. Their horses give them strategic mobility, allowing them to police large areas effectively and come to the aid of the local authorities. Historically, dragoons lost their role as mounted infantry over the course of the 18th Century, and became another kind of light cavalry, although they retained the name. The officers and men welcomed the change to a role that had a higher social status (and usually better pay rates.)" Regiment Size = 60 Range = 70 Accuracy = 45 Reloading Skill = 10 Ammunition = 15 Melee Attack = 11 Charge Bonus = 7 Defence = 6 Morale = 10 * Can skirmish * Can hide in woodland * Garrison policing bonus * Good stamina Hired by most European powers. --==Mamelukes==-- "Mamluks are fearless light horsemen, deadly when deployed against a broken or unsupported enemy. Mounted on tireless light horses and armed with scimitars, they are commonly employed to harass an enemy force, restricting its space to manoeuvre easily. Once battle is fully joined, they will often time their charges to coincide with those of a supporting infantry unit, seeking to break the enemy quickly then wreaking havoc amongst them as they flee. Mamluks were traditionally slave soldiers of the various caliphs and sultans of the Middle Ages, captured as children and raised in the Islamic faith to provide their master with a force of men unconnected to any other part of the hierarchy. Over time, the Mamluks accured power of their own and even went as far as seizing control of Egypt; they founded a Mamluk Sultanate in 1250. Though the Mamluk's strength enabled the Sultanate to repel several invasions by Christian crusaders and Mongols, it was eventually overpowered by the Ottoman Empire in 1517. The Mamluks so came into the service of the Sublime Porte." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 15 Defence = 10 Morale = 6 * Can hide in woodland * Good stamina * Resistant to heat fatigue Hired by the Ottomans only. --==Mounted Tribal Auxiliary==-- "These tribesmen are willing to fight for European gold, and a musket apiece. A musket is a status symbol among the tribes, even though it is not as useful in a fight as an old-fashioned and reliable bow. It is, however, a mark of personal bravery that a warrior has taken on in battle, or been considered worthy enough to have been given one of the precious weapons. These men are the most irregular of forces, unwilling to take formal army discipline, yet willing to fight like men possessed when the need arises. In the early days of European settlement, the Native American were happy to work with the various foreign powers that colonised America, even forming alliances against their neighbours and other Europeans. The tribes soon became involved in trade, fought wars because of the allegiances they forged, and were forced into new alliances as old tribal enemies took up with Europeans." Regiment Size = 45 Range = 70 Accuracy = 35 Reloading Skill = 5 Ammunition = 15 Melee Attack = 9 Charge Bonus = 7 Defence = 4 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Recruited in North America. --==Mounted Tribal Gunners==-- "These warriors are experienced in the use of European firearms. A musket is a status symbol among the tribes, even though it is not as practical or reliable as a hunting bow. A musket does, however, have a greater killing power and range than a bow. Warrior tactics in battle closely resemble those of European skirmishers, moving as small groups and firing as individuals. Massed volleys are almost unknown. Historically, the tribes used whatever smoothbore muskets they could obtain by trade, thefy or conquest. It was highly unlikely that any two guns would bear more than a passing similarity, unless the tribe had managed to ambush and defeat a European military unit." Regiment Size = 45 Range = 70 Accuracy = 35 Reloading Skill = 20 Ammunition = 20 Melee Attack = 8 Charge Bonus = 7 Defence = 4 Morale = 6 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue Trained only by the Native tribes. **Requires The Warpaths Downloadable Content** --==Native American Lancers==-- "These mounted men carry long lances capable of causing significant damage to enemy. The horsemenship of many Native Americans is unparalleled. Able to wield any number of weapons on horseback, they are formidable foes. Perhaps their most deadly weapon from horseback is the lance. Often decorated with items to commemorate courageous acts performed by a warrior, eagle feathers mark a particularly ferocious man. The traditional lance used for hunting was found to be far too long for use in warfare, and a much shorter version was developed. The materials used to make a lance would depend on the area a tribe inhabited, but the "business end" was made from flint, a material far sharper than many more "civilised" materials." Regiment Size = 60 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 5 Charge Bonus = 24 Defence = 2 Morale = 3 * Can hide in woodland * Paths seldom trod * Resistant of heat fatigue Available only to tribes. --==Native Indian Cavalry==-- "Sipahis are superb horsemen and their ornate lances are deadly when brought to bear at the charge. Though prematurely abandoned by many European armies, the lance remains a formidable weapon when used at the charge, concentrating the weight of horse and rider into a single needle-sharp point. The lance has retained its popularity in India, a centre of excellence with the weapon. The term "sipahi" has its roots in ancient Persian where it means simply "army". In common with cavalry formations the world over, sipahis have an air of high status and their elaborate arms, mounts and armour underline the fact that they are not mere foot-sluggers. A general who can call on their knows that once a battle is joined, the shock of their charge, skilfully applied, can swiftly destroy all but the most resolute and dipciplined army." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 18 Defence = 4 Morale = 9 * Can hide in woodland * Resistant to heat fatigue Recruited in India. --==Navajo Scout Warriors==-- "These warriors have honed their archery and horsemanship over years of riding. As a result, these men are horse archers almost without peer, well able to use any ground to full effect. Even superior firepower may be of little use against them, as they have the speed to attack and then pull out of range before it can be brought to bear. Raiding has always been an important, even natural, part of the Navajo economy. This made many enemies for the Navajo among other tribes as well as European settlers. After many years of Navajo raids, counter-raids and treaties, the United States government demanded the surrender of the Navajo. It was the adoption of a scorched-earth policy that starved the Navajo out of their homelands. In January 1864, many Navajos started what became known as the Long Walk, a journey to Fort Sumner. The overcroweded reservation contained ten thousand people inhabiting an area meant for five hundred. Four hundred of those were Mescalero Apaches, rivals of the Navajo. The Navajos were eventually allowed to return home, in 1868, finally completing their Long Walk." Regiment Size = 45 Range = 70 Accuracy = 30 Reloading Skill = 30 Ammunition = 20 Melee Attack = 10 Charge Bonus = 9 Defence = 7 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Pueblo Nations **Requires The Warpath Downloadable Content** --==Ojibwa Horse Warriors==-- "These powerful cavalry warriors combine mobility with hand-to-hand combat skills. The Ojibwa Horse Warriors' manoeuvrability makes it possible for them to cover large distances quickly and bear down on enemy threats beyond other units' range. Wielding bows and tomahawks, the Ojibwa bombard foes with an assault that is both swift and terrible. They are an excellent force to counter skirmishers. Historically, the Ojibwa were friendly with the French and fought alongside them against the British during the French-Indian Wars. Unfortunately, the Ojibwa had to deal with the British victors when the war was over. Rather than learning the good relationships the French had built up, the British discouraged any camaraderoe and ceased the annual tradition of gifts to the tribes. This provoked Pontiac's Rebellion, an uprising consisting to many tribes, including Ojibwa, under the Ottawa leader Pontiac." Regiment Size = 45 Range = 70 Accuracy = 40 Reloading Skill = 20 Ammunition = 20 Melee Attack = 10 Charge Bonus = 9 Defence = 9 Morale = 8 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Huron-Wyandot tribe. **Requires The Warpath Downloadable Content** --==Onondaga Fire Keepers==-- "These heavy cavalry are adept at harassing enemy troops with missile fire. The Fire Keepers are hardened warriors, honoured by the Iroquois. Thundering into battle armed with muskets and tomahawks, the Onondaga are useful for quickly reinforcing isolated units and taking on troublesome skirmishers. The fires of war burn bright in their souls and bellies! As the Fire Keepers of the Iroquoid Confederacy, the Onondaga were responsible for gathering the Grand Council of the Iroquois. They opened and closed the councils, and sanctioned the decisions arrived at by the Council chiefs. The Onondaga were also Keepers of the Wampum: the Wampum belts were historical records of the Iroquois' traditions, rituals and events. Onondaga remains the capital of the Iroquois Confederacy to this day." Regiment Size = 45 Range = 70 Accuracy = 45 Reloading Skill = 40 Ammunition = 20 Melee Attack = 12 Charge Bonus = 11 Defence = 10 Morale = 10 * Can skirmish * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue * Resistant to cold fatigue These are only recruited by the Iroquois. **Requires The Warpaths Downloadable Content** --==Pindari Horsemen==-- "These unruly bands of sabre-armed cavalry have a cruel reputation, and are experts in ambushes and skirmishing. The Pindari are irregular force of men from many lands and social classes, united only by the fact that they are all Pindari. With an elected leadership and a distain for military convention, they are not an easy force to control, but allowed to do a little looting, they can be a useful force of skirmishers. Originally attached to the Marathas armies, these men were forced to turn to banditry for any kind of proper income. Not surprisingly, this proved to be more profitable and safer than large scale battle. and the Pindari have specialised in raiding ever since. If they must fight, though, they will, and with considerable skill." Regiment Size = 45 Range = 70 Accuracy = 25 Reloading Skill = 10 Ammunition = 10 Melee Attack = 9 Charge Bonus = 10 Defence = 6 Morale = 4 * Can hide in woodland * Can hide in light scrub * Paths seldom trod * Good stamina * Resistant to heat fatigue Trained only by the Marathas. --==Pioneer Raiders==-- "These irregular cavalry aer a rabble, not a military force, but they are hardy, brutal individuals, well able to fight for hearth and home. These men are armed with carbines, and dead-eye shots, well used to using firearms to feed their kinfolk. They are equally adept at hunting men, both criminals and enemies. They can fight from horseback, or dismount and fight just as well as an ill-trained but courageous dragoon militia force. The ability to cover the terrain quickly and then fight as best suits the ground makes them a relatively formidable threat. The pioneers are almost forced to fight as dragoons of a sort rather than a proper cavalry force because of their available forces. Cavalry horses are expensive, highly trained and rare beasts on the frontier. A pioneer can, in moments of need, throw a blanket and saddle on his plough horse and ride it into battle. Of course, the loss of a horse is greater than just the loss of a transport. It can also mean starvation for a family as land goes unplugged or crops rot in the field because they cannot be harvested." Regiment Size = 45 Range = 70 Accuracy = 25 Reloading Skill = 15 Ammunition = 20 Melee Attack = 7 Charge Bonus = 9 Defence = 4 Morale = 6 * Can dismount * Can skirmish * Can hide in woodland * Good stamina Trained only by the United States --==Provincial Cavalry==-- "These locally recruited Cavalry are a valuable aid in keeping order. These light horsemen are often little more than mounted militia, but with a greater social standing. Cavalry always sees themselves as better than footsoldiers, but in this case, it may be true. It is, after all, not cheap to purchase and maintain a decent horse, and this means that men with financial standing make up the majority of recruits. They are, however, not as disciplined as regular Cavalry, simply because they do not have the time or available resources to learn the craft of war as thoroughly. They are, however, extremely useful in policing the rougher, lower orders and keeping the existing social structure intact. Historically, there are many examples of yeomanry or gendarmes turing on their own citizenery with surprising and horrific violence. They were widely used against the anti-factory Luddites in northern England and, most infamously, were responsible for the Peterloo Massacre in 1819, when the Manchester and Salford Yeomanry charged a mostly peaceful, but excited crowd, and cut down many unarmed protesters." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 11 Defence = 5 Morale = 5 * Can hide in woodland Hired as basic cavalry in your provinces. --==Pulaski's Legion==-- "A combination of speed and a powerful charge makes these mounted troops exceptional shock cavalry. 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 to prolonged close-combat. Pulaski's Legion was created by a Pole, Casmir Pulaski. He was forced to flee Poland after being implicated in a plot to kill the King; it was during is exile in Paris that Pulaski met Benjamin Franklin. Franklin convinced him to aid the emerging American army against the British and Pulaski joined Washington's army just before the battle of Brandywine. During the battle he led a scouting missing that discovered the British flanking movement. This act alone earned him the position of brigadier general of the American cavalry." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 25 Defence = 7 Morale = 8 * Can hide in woodland Only available to the US in the province of Virginia **Requests Elite Units of America Downloadable Content** --==Regiment of Horse==-- "These cavalry are shock troops, intended to charge into melee and deliver terrible blows with thei straight swords. To this end, the horses of these regiments are all large beasts, and trained to bring out a nasty temperament: it is not just the rider who fights in some cases! They use their weight to push enemies back, while slashing to kill and maim. Historically, many regiments of horse were raised under contract by a colonel, and were regarded as his personal property. A colonel could choose his own officers by selling commissions or by appointing his friends and cronies to the posts. He also had a free hand over drill, uniform, and horses for "his" regiment, at it was not unknown for unscrupulous men to have a few "ghosts" in the regiment so that their pay could be claimed from the government and kept by the colonel. Given that the regiment was "his" property. It was also not unknown for a colonel to argue with his general if his men were ordered to carry out dangerous, unpleasant, or low status tasks. A colonel had his honour and profits to consider, after all." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 12 Charge Bonus = 8 Defence = 6 Morale = 9 * Can hide in woodland Hired by most European nations. --==Tarleton's Light Dragoons==-- "These British dragoons are excellent light cavalry, using sabres when mounted and carbines when on foot. Named for Banastre Tarleton, also known as "The Bloody Ban", these troops are ideal for coutnering enemies such as skirmishers and artillery. Tarleton's dragoons have fast horses and can 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. Banastre Tarleton sailed to America as a volunteer in 1775, quickly earning the rank of major for his bravery in the New York campaign. By the time Tarleton retired he had worked his way up through the ranks to General, and was even invested as Knight Grand Cross of the Order of the Bath, a significant honour, for his efforts. Offically the 17th Light Dragoons, Tarleton's troopers were the mounted element of the British Legion. At the time, the Legion was a mixed force of cavalry and infantry and was sometimes referred as Tarleton's Legion." Regiment Size = 60 Range = 70 Accuracy = 40 Reloading Skill = 25 Ammunition = 15 Melee Attack = 8 Charge Bonus = 11 Defence = 8 Morale = 8 * Can dismount * Can hide in woodland * Garrison policing bonus Only available to the British in the province of New York **Requests Elite Units of America Downloadable Content** --==Shatural Camel Gunners==-- "These camel troops are armed with large-bore long muskets, and all of them are crack shots. Like many desert troops, these men have learned the trade of killing in a hard school. The desert is unforgiving to those who are weak, and a man who cannot fight well is unlikely to survive the constant feuding and banditry that his neighbours will visit upon him. The scarcity of resources has also taught these men the value of making every shot count. When a bullet and a shot's worth of gunpowder must be stolen, taken as loot or bought at enormous cost, a wise man makes sure that he only shoots at something he can kill. These gunners carry very large musket, with the bore the width of two thumbs on a grown man. Such a weapon is too large for any foot soldier to carry around in a desert, which is why these men fight as mounted infantry: riding into battle, the dismounting to deliver their devastating fire. Any wound from them is likely to be fatal, even an apparently minor one in a limb: musket balls often have bubbles and flaws when they are cast which causes them to burst inside a target, causing horrendous injuries." Regiment Size = 45 Range = 90 Accuracy = 35 Reloading Skill = 20 Ammunition = 20 Melee Attack = 5 Charge Bonus = 10 Defence = 7 Morale = 5 * Can hide in woodland * Scares horses * Resistant to heat fatigue Trained only by the Ottomans and Marathas in the desert provinces --==Silladar Lancers==-- "These cavalrymen are armed with a long spear or lance that makes them particularly deadly when charging. The lance is probably the oldest cavalry weapon. It gives the user a chance ot put all the momentium of himself and his charging horse into one very sharp point that can, in the hands of a skilled man, be driven right through any man. This is what makes lances so intimidating to face but, if the lancer does not kill his target, then he is vulnerable. A long lance is a good deal less useful in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts. Historically, many nations used lancers, although the European fashion for them owes much to the uhlans: cavalry raised for Austrian and Prussian service. The French adopted lancers with some enthusiasm, and Napoleon even included Polish lancers in his Imperial Guard. In India the lance had long been used as a weapon, and lancer skills were often improved by "pegging" (picking tent pegs out of the ground with the lance tip) or pig-sticking (hunting wild pigs or even wild dogs with the lance). Native Indian lancers were rightly feared by European troops." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 5 Charge Bonus = 24 Defence = 5 Morale = 3 * Can hide in woodland * Good stamina * Resistant to heat fatigue --==Sipahis==-- "Sipahis are superb horsemen and their ornate lances are deadly when brought to bear at the charge. They are unswerving faithful and proudly deserving of their elite status. Mounted on the finest horseflesh, they carry ornate lances which are are deadly when brought to bear at the charge. When delivered in the flanks or rear of an enemy formation, such a charge proves decisive to the course of the battle. As fief-holders, Sipahis are granted income from a parcel of land in exchange for their military service, and they are also expected to supply a number of armed men. Highly disciplined and enjoying the high status common to many cavalry corps, Sipahis see themselves as superior to the sometimes unruly Janissaries, with whom they maintain a simmering rivalry. A contributing factor to this is that Sipahis are all ethnic Turks, whereas the Janissaries are of mixed stock, recruited as children from provincial Christian families and converted to the Islamic faith. Regardless of these petty concerns, Sipahis represent the best horsemen available to the Sublime Porte." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 14 Charge Bonus = 23 Defence = 13 Morale = 10 * Resistant to heat fatigue Recruited only by the Ottomans and Marathas --==Tatars==-- "These light cavalrymen are superb horsemen, expert in skirmishing and harassing an enemy. There is a long tradition on the steppes of fighting from horseback. Children are put in the saddle before they can walk, and this makes them almost part of the horse. In previous centuries, accurately firing a bow while riding at speed requires a man who has expectional ability with both weapon and a horse. Steppe warriors can control their horses using their knees, and without the need to hold the reins they can use weapons easily and well. Their tactics has always involved galloping up to a slower enemy, delivering a devastating volley, and then riding away again. This way of warfare has survived in the era of pistols and muskets, although most steppe warriors carry numerous weapons (if they can) to avoid reloading in the heat of battle. Historically, all the eastern nations had an ambiguous relationship with the steppe people. They both feared them and wanted their services. This allowed the more cunning steppe tribes to keep a measure of automony when other "natives" were being ruthlessly crushed." Regiment Size = 45 Range = 100 Accuracy = 20 Reloading Skill = 5 Ammunition = 20 Melee Attack = 7 Charge Bonus = 9 Defence = 4 Morale = 3 Trained by the Russians, Ottomans and Polish in Eastern Europe --==Uhlans==-- "These cavalrymen are armed with a long spear or lance that makes them particularly deadly when charging. The lance is probably the oldest cavalry weapon. It gives the user a chance ot put all the momentium of himself and his charging horse into one very sharp point that can, in the hands of a skilled man, be driven right through any man. This is what makes lances so intimidating to face but, if the lancer does not kill his target, then he is vulnerable. A long lance is a good deal less useful in a melee than a sword, and a lancer is at a disadvantage once the close fighting starts. Historically, many nations used lancers, although the European fashion for them owes much to the uhlans: cavalry raised for Austrian and Prussian service. The French adopted lancers with some enthusiasm, and Napoleon even included Polish lancers in his Imperial Guard. In India the lance had long been used as a weapon, and lancer skills were often improved by "pegging" (picking tent pegs out of the ground with the lance tip) or pig-sticking (hunting wild pigs or even wild dogs with the lance). Native Indian lancers were rightly feared by European troops." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 29 Defence = 9 Morale = 7 * Can hide in woodland * Good stamina Hired only by the Austrians and Prussians --==V.O.C. Cavalry==-- "Recruited to fight in India, company Cavalry are mercenaries fighting for the greatest trading companies. The officers and men in these units are European, not locals, even though these regiments were raised in India. They are supposedly more reliable than native levies when defending European interests. Company Cavalry are equipped in European rathan than Indian fashion; they fight as light, sabre-armed cavalry. Their tasks include acting as scouts, screening the main body of an army, and pursuing fleeing enemies - taking a sabre to someone already running away is likely to keep him running! It is not their main job to break enemy units or to fight other cavalry. By 1700, the great European trading companies were so huge they could afford armies of their own, seperate from the national army. The British East India Company, the Dutch "Vereenigde Oostindische Compagnie" (VOC) and the French "La Compagnie francaise des Indes orientales" all had armies, fleets and forts in India and the far east. The Dutch felt it profitable to have one fifth of their employees in uniform, and the other companies were not far behind." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 11 Charge Bonus = 12 Defence = 8 Morale = 7 * Can hide in woodlands * Resistant to heat fatigue These troops are recruited in India by the Dutch. --==Vibomiye Streltsy==-- "These light soldiers are the traditional guardians of Russian towns, part militia, part police and part fire brigade! The viborniye ("electives" who have chosen to serve in the ranks) and gorodskiye (municipal) streltsy are both hereditary militia. Originally raised from the ranks of tradesmen by Ivan the Terrible, they are an old- fashioned and traditionally-minded group. Over the centuries, membership of the streltsy has been passed down from father to son, and a lack of new volunteers - new blood - has ossified the old ways of battle. The streltsy are reliable, however, in defence of their homeland. Historically, the streltsy posed a significant challenge to the young Peter the Great (ruled 1682-1725). Angered by changes in the army which removed their traditional privileges (of having an extremely easy life), the streltsy attempted to overthrow Peter. In 1698 they marched on Moscow, intent on replacing him with his sister, Sophia Alekseyevna. Previous attempts to change the system had usually provoked riots by the streltsy - the very people supposed to suppress such trouble - or worse. This time, Peter's new- model "Western" -fashion forces crushed them. This was not the end to the streltsy, however, as Russia's precarious position during the Great Northern War (1700-21) meant that Peter had to recall them to the colours." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 9 Charge Bonus = 11 Defence = 5 Morale = 5 * Can hide in woodland * Garrsion policing bonus * Resistant to cold fatigue Trained only by the Russians --==War Elephants==-- "These troops ride into battle on the back of elephants, beasts who very presence spreads terror throughout enemy ranks. Like many animals, elephants can be trained to ignore the sights, smells and, above all, hellish noises of a battlefield. They can also be trained to fight, goring men with their tusks and trampling others underfoot. Elephants make superb platforms for men to fight from, giving them an automatic height benefit over many opponents. There are risks to using elephants in warfare. They do panic, and if they stampede they will cause terrible damage to everyone, friends and foe alike. Indian elephants, however, are relatively tractable beasts, and there is a long history of using them as beasts of burden. There is also a long history of using unusual animals in combat, from elephants to war dogs, and even seals and dolphins in more recent times. Elephants at least stand a chance of survival, unlike the Russian mine dogs of the Second World War, who were trained to look for their dinners under enemy tanks. This doesn't sound too bad, until you learn that the dogs were carrying explosive packs on their backs. Dinner time on the battlefield was always terminal for the dog and his target tank." Regiment Size = 30 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 25 Charge Bonus = 26 Defence = 9 Morale = 10 * Scares horses * Scares enemies * Resistant to heat fatigue Trained only by the Marathas --==Winged Hussars==-- "Polish Winged Hussars make a brave sight in any battle, their wings giving them an imposing and intimidating appearance. These troops are usually members of the nobility, for only they can afford the expense involved in being a memberof this prestigious force. They are armed with long lances, sabres and pistols for fighting at close quarters. Their armour and elaborate uniforms, complete with two towering, feathered wings, set them apart from other "hussars", and make them appear to be a kind of cuirassier to the uneducated eye. Their charge with levelled lances and fearsome appearance is enough to strike terror into many foot troops. Historically, the Polish Winged Hussars had been inspired by the successes of the Hungarian hussars. Over the centuries since their establishment, they became a heavier, armoured force and, if possible, even more convinced of their elite status. The truth was somewhat different: as the 18th Century dawned, the Winged Hussars were outmoded and, in the face of disciplined firepower, no longer quite as effective as they had once been." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 16 Charge Bonus = 25 Defence = 17 Morale = 12 * Paths seldom trod * Inspires nearby units Trained only by the Polish. --==Yeomanry==-- "These locally recruited Cavalry are a valuable aid in keeping order. These light horsemen are often little more than mounted militia, but with a greater social standing. Cavalry always sees themselves as better than footsoldiers, but in this case, it may be true. It is, after all, not cheap to purchase and maintain a decent horse, and this means that men with financial standing make up the majority of recruits. They are, however, not as disciplined as regular Cavalry, simply because they do not have the time or available resources to learn the craft of war as thoroughly. They are, however, extremely useful in policing the rougher, lower orders and keeping the existing social structure intact. Historically, there are many examples of yeomanry or gendarmes turing on their own citizenery with surprising and horrific violence. They were widely used against the anti-factory Luddites in northern England and, most infamously, were responsible for the Peterloo Massacre in 1819, when the Manchester and Salford Yeomanry charged a mostly peaceful, but excited crowd, and cut down many unarmed protesters." Regiment Size = 45 Range = 0 Accuracy = 0 Reloading Skill = 0 Ammunition = 0 Melee Attack = 10 Charge Bonus = 7 Defence = 5 Morale = 7 * Can hide in woodland This is a predominantly British unit. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.04] Artillery Units --==12-lber Foot Artillery==-- "Foot artillery batteries are the core of an army on campaign: the weapons that win battles and batter down walls. Despite the name, foot artillery batteries are towed by horses, not men. The artillerymen march alongside their pieces. All guns are smoothbore, and rated by the size or weight of the solid projectile that they fire: a 12-pounder is so called because it hurls a cannonball weighing 12 pounds towards the enemy! It may not do so very accurately, as the casting of barrels and balls means that there is inevitable a gap (windage) between a shot and the barrel sides. This means the cannonball rattles down the barrel when fired, leading to an inherent accuracy. As technology advances, other types of ammunition can be fired. Historically, there was limited standardisation between guns, even in the same battery. Parts from one gun would not always fit a sister piece. A gunner would know the quirks of his own weapon intimidately. Cunningly, the French attempted to develop a system of interchangable components for all their guns and field equipment. Jean Baptiste Vaquette de Gribeauval (1715- 1789), the inspector of Artillery, tried but he wasn't entirely successful. Even after he had finished there were still more than 20 different types of wheel in use!" Regiment Size = 18 Guns = 4 Firepower = 27 Range = 400 Accuracy = 45 Reloading Skill = 30 Morale = 3 * Slow-moving * Can hide in woodland Recruited by the European powers --==12-lber Howitzer Foot Artillery==-- "Howitzers send shells plunging into enemy formations and over defences, making cover irrelevent. Howitzers fall somewhere between guns and mortars, the other main artillery types. They have a limited mobility, like guns. Like mortars, they do not fire straight at the target, but send shots high into the air to plunge down on a target (and over anything in the way). By angling the barrel and changing the propellent charge used, howitzers have an impressive flexibility in shell trajectories. Experienced crews can lob explosive shells and incendiary rounds with great accuracy into a "beaten" zone, making life utterly miserable and very short for anyone within it. In close action, they can fire canister rounds directly into enemy formations, like giant sawn-off shotguns. The term foot artillery applies because the gunners walk into battle alongside the draft animals. Like all artillery, the rating of these howitzers refers to the nominal weight of shots fired; loading the heavier pieces made for strong gunners! Historically, howitzers - like many other artillery pieces - were far from standardised weapons in the 18th Century. Shells and spare parts made in one foundry did not always fit another foundry's pieces, even if the calibre was nominally identical and the two guns were part of the same battery in the field. It took a good deal of effort and argument to get foundries to standardise barrels and ancillary equipment, even in a single country." Regiment Size = 18 Guns = 4 Firepower = 27 Range = 400 Accuracy = 45 Reloading Skill = 25 Morale = 4 * Slow-moving * Can hide in woodland Recruited by the European powers --==18-lber Foot Artillery==-- "Foot artillery batteries are the core of an army on campaign: the weapons that win battles and batter down walls. Despite the name, foot artillery batteries are towed by horses, not men. The artillerymen march alongside their pieces. All guns are smoothbore, and rated by the size or weight of the solid projectile that they fire: a 12-pounder is so called because it hurls a cannonball weighing 12 pounds towards the enemy! It may not do so very accurately, as the casting of barrels and balls means that there is inevitable a gap (windage) between a shot and the barrel sides. This means the cannonball rattles down the barrel when fired, leading to an inherent accuracy. As technology advances, other types of ammunition can be fired. Historically, there was limited standardisation between guns, even in the same battery. Parts from one gun would not always fit a sister piece. A gunner would know the quirks of his own weapon intimidately. Cunningly, the French attempted to develop a system of interchangable components for all their guns and field equipment. Jean Baptiste Vaquette de Gribeauval (1715- 1789), the inspector of Artillery, tried but he wasn't entirely successful. Even after he had finished there were still more than 20 different types of wheel in use!" Regiment Size = 18 Guns = 4 Firepower = 33 Range = 400 Accuracy = 50 Reloading Skill = 30 Morale = 3 * Slow-moving * Can hide in woodland * Can hide in light scrub * Resistant to heat fatigue Trained only by the Ottomans and Marathas --==18-lber Horse Guard Artillery==-- "Intended to keep with rapidly-advancing mounted forces, horse artillery batteries have a touch of "cavalry dash" about them. Horse artillery units are distinguished from other types of artillery forces because everyone rides into battle; drivers ride the horses, while gun crews are often given seats on the gun limbers. The cannon assigned to horse artillery units usually fire relatively small calibre rounds although, as always, the weight of the shot is used to designate different horse artillery types. The weight of fire is considered to be less important than the speed with which it can be moved to a firing position, deployed, and then removed to a new site. This is what gives horse artillery its appeal to generals: the ability to rapidly give fire almost from anywhere on the battlefield. Horse artillery can be used as a flexible reserve, or to exploit a weakness in an enemy line. Historically, in many countries horse artillery developed a cavalry-like air of being an elite force. This attitude is entirely understandable. Dragging heavy artillery pieces across country at the gallop is an inherently dangerous thing to do, even without people shooting at you!" Regiment Size = 18 Guns = 4 Firepower = 33 Range = 400 Accuracy = 65 Reloading Skill = 50 Morale = 7 * Can hide in woodland Trained only by the French --==24-lber Foot Artillery==-- "Foot artillery batteries are the core of an army on campaign: the weapons that win battles and batter down walls. Despite the name, foot artillery batteries are towed by horses, not men. The artillerymen march alongside their pieces. All guns are smoothbore, and rated by the size or weight of the solid projectile that they fire: a 12-pounder is so called because it hurls a cannonball weighing 12 pounds towards the enemy! It may not do so very accurately, as the casting of barrels and balls means that there is inevitable a gap (windage) between a shot and the barrel sides. This means the cannonball rattles down the barrel when fired, leading to an inherent accuracy. As technology advances, other types of ammunition can be fired. Historically, there was limited standardisation between guns, even in the same battery. Parts from one gun would not always fit a sister piece. A gunner would know the quirks of his own weapon intimidately. Cunningly, the French attempted to develop a system of interchangable components for all their guns and field equipment. Jean Baptiste Vaquette de Gribeauval (1715- 1789), the inspector of Artillery, tried but he wasn't entirely successful. Even after he had finished there were still more than 20 different types of wheel in use!" Regiment Size = 18 Guns = 4 Firepower = 42 Range = 400 Accuracy = 55 Reloading Skill = 5 Morale = 4 * Slow-moving * Can hide in woodland Recruited by all nations --==24-lber Guard Artillery==-- "Foot artillery batteries are the core of an army on campaign: the weapons that win battles and batter down walls. Despite the name, foot artillery batteries are towed by horses, not men. The artillerymen march alongside their pieces. All guns are smoothbore, and rated by the size or weight of the solid projectile that they fire: a 12-pounder is so called because it hurls a cannonball weighing 12 pounds towards the enemy! It may not do so very accurately, as the casting of barrels and balls means that there is inevitable a gap (windage) between a shot and the barrel sides. This means the cannonball rattles down the barrel when fired, leading to an inherent accuracy. As technology advances, other types of ammunition can be fired. Historically, there was limited standardisation between guns, even in the same battery. Parts from one gun would not always fit a sister piece. A gunner would know the quirks of his own weapon intimidately. Cunningly, the French attempted to develop a system of interchangable components for all their guns and field equipment. Jean Baptiste Vaquette de Gribeauval (1715- 1789), the inspector of Artillery, tried but he wasn't entirely successful. Even after he had finished there were still more than 20 different types of wheel in use!" Regiment Size = 18 Guns = 4 Firepower = 42 Range = 400 Accuracy = 65 Reloading Skill = 50 Morale = 7 * Slow-moving * Can hide in woodland Trained only by the French --==24-lber Howitzer Foot Artillery==-- "Howitzers send shells plunging into enemy formations and over defences, making cover irrelevent. Howitzers fall somewhere between guns and mortars, the other main artillery types. They have a limited mobility, like guns. Like mortars, they do not fire straight at the target, but send shots high into the air to plunge down on a target (and over anything in the way). By angling the barrel and changing the propellent charge used, howitzers have an impressive flexibility in shell trajectories. Experienced crews can lob explosive shells and incendiary rounds with great accuracy into a "beaten" zone, making life utterly miserable and very short for anyone within it. In close action, they can fire canister rounds directly into enemy formations, like giant sawn-off shotguns. The term foot artillery applies because the gunners walk into battle alongside the draft animals. Like all artillery, the rating of these howitzers refers to the nominal weight of shots fired; loading the heavier pieces made for strong gunners! Historically, howitzers - like many other artillery pieces - were far from standardised weapons in the 18th Century. Shells and spare parts made in one foundry did not always fit another foundry's pieces, even if the calibre was nominally identical and the two guns were part of the same battery in the field. It took a good deal of effort and argument to get foundries to standardise barrels and ancillary equipment, even in a single country." Regiment Size = 18 Guns = 4 Firepower = 40 Range = 400 Accuracy = 40 Reloading Skill = 25 Morale = 4 * Slow-moving * Can hide in woodland Recruited by all nations --==3-lber Horse Artillery==-- "Intended to keep up with rapidly-advancing mounted forces, horse aritllery batteries have a touch of "cavalry dash" about them. Horse artillery units are distinguished from other types of artillery forces because everyone rides into battle; drivers ride the horses, while gun crews are often given seats on the gun limbers. The cannon assigned to horse artillery units usually fire relatively small calibre rounds although, as always, the weight of the shot is used to designate different horse artillery types. The weight of fire is considered to be less important than the speed with which it can be moved to a firing position, deployed, and then removed to a new site. This is what gives horse artillery its appeal to generals: the ability to rapidly give fire almost from anywhere on the battlefield. Horse artillery can be used as a flexible reserve, or to exploit a weakness in an enemy line. Historically, in many countries horse artillery developed a cavalry-like air of being an elite force. This attitude is entirely understandable. Dragging heavy artillery pieces across country at the gallop is an inherently dangerous thing to do, even without people shooting at you!" Regiment Size = 18 Guns = 4 Firepower = 9 Range = 400 Accuracy = 60 Reloading Skill = 35 Morale = 4 * Can hide in woodland Recruited by the European powers --==4-inch Mortar Battery==-- "A mortar is a large calibre, fixed artillery piece that lobs an explosive shell in a high arc at the enemy. To the uneducated eye, a mortar looks like a large, stumpy cooking pot, set at an angle in a heavy wooden frame. Indeed, the weapon's name may even have come from its similarity to the mortars used to grind spices. Mortars use indirect fire, firing their shells high into the air to plunge down on enemy positions. This makes them ideal for use in siege warfare. Unlike a howitzer, a mortar uses a fixed, and relatively small, charge of gunpowder to propel its shell. Range is adjusted by changing the angle of fire; accuracy is subject to winds and weather, thanks to the flight path. There is also a practical minimum range to mortar fire, no artilleryman is going to drop a shell so close that he will be caught in the blast. Their size, expressed in terms of the diameter of shell they fire, indicates their destructiveness. Mortars have returned to favour with armies since the First World War. Modern designs based on the British Stokes trench mortar, come in many sizes. Most can fire shells with proximity fuses as anti-personnel rounds. The larger examples can fire sophisticated "smart" munitions that guide themselves onto targets." Regiment Size = 18 Guns = 4 Firepower = 42 Range = 750 Accuracy = 15 Reloading Skill = 5 Morale = 4 * Can hide in woodland Recruited by the European powers --==6-lber Horse Artillery==-- "Intended to keep up with rapidly-advancing mounted forces, horse aritllery batteries have a touch of "cavalry dash" about them. Horse artillery units are distinguished from other types of artillery forces because everyone rides into battle; drivers ride the horses, while gun crews are often given seats on the gun limbers. The cannon assigned to horse artillery units usually fire relatively small calibre rounds although, as always, the weight of the shot is used to designate different horse artillery types. The weight of fire is considered to be less important than the speed with which it can be moved to a firing position, deployed, and then removed to a new site. This is what gives horse artillery its appeal to generals: the ability to rapidly give fire almost from anywhere on the battlefield. Horse artillery can be used as a flexible reserve, or to exploit a weakness in an enemy line. Historically, in many countries horse artillery developed a cavalry-like air of being an elite force. This attitude is entirely understandable. Dragging heavy artillery pieces across country at the gallop is an inherently dangerous thing to do, even without people shooting at you!" Regiment Size = 18 Guns = 4 Firepower = 15 Range = 400 Accuracy = 50 Reloading Skill = 30 Morale = 3 * Can hide in woodland Recruited by the European powers --==64-lber Heavy Artillery==-- "These enormous cannons can pound enemies to pieces in very short order. Their size and weight make them almost immoble once emplaced. As the name suggests, these huge guns fire cannon balls in excess of 60 pounds. The impact of such a shot crushes anyone unlucky enough to be caught, and does terrible damage to any structure hit. That canister shot can be added on top of such a ball is merely piling on the misery for the unfortunate targets. These enormous guns require large-scale support to operate effectively. Indeed, in Indian service they are often towed by elephants rather than a team of smaller draught oxen! Historically, guns this size were difficult to cast without flaws; the size of gunpowder charge involved in firing these guns meant that any flaw would be fatal to the gunners. Secondly, there was the difficulty of moving these guns to the battlefield. Smaller artillery produced substantial trains of draught animals, additional carts for powder, spares and shots, (all with more draught animals) - and then all of these would need feeding and watering, even before the gun crews were considered. That is was considered worthwhile to produce and then use these guns with all these drawbacks shows just how destructive they were." Regiment Size = 18 Guns = 4 Firepower = 70 Range = 600 Accuracy = 35 Reloading Skill = 30 Morale = 3 * Can hide in woodland Recruited only by the Ottomans and Marathas. --==9-lber Artillery==-- "A saker is an old-fashioned style of light cannon, deployed in a fixed position. Artillery pieces are expensive to cast, as a result, they tend to be in service until captured, destroyed or rusted away. Sakers are a prime example of this, as many of the barrels date back to the 17th Century, even if they have been taken from dust-covered warehouses and mounted on refurbished carriages. They are relatively light cannons in terms of the shot fired, which is much the same as a six-pounder. Some sakers are even old enough to have been intended for stone ammunition, and this is reflected in the fact that the windage (or difference between the barrel bore and shot size) is often quite large. This "rattling" of a shot down the barrel when it is fired does not help accuracy. Despite the light weight of shot, sakers are anything but lightweight guns. Saker gun carriages are large, awkward and tactically immobile. Gunners and draft animals can drag them into place before a battle, but there is little chance of moving a gun to be a better firing position once the action has commenced. Although obsolescent, there were 14 sakers in the "Blenhelm train" of artillery in 1704 available to the Duke of Marlborough - guns were expensive and he took what was available." Regiment Size = 18 Guns = 4 Firepower = 21 Range = 400 Accuracy = 40 Reloading Skill = 30 Morale = 3 * Can hide in woodland Trained only by the Ottomans. --==Artillery==-- "Native Artillery gives the firepower needed to put formal, set-piece battles against Europeans on an equal footing. Artillery gives any war chief an awesome amount of power to strike down his enemies. It does, however, require careful handling in battle to make artillery work well with the informal tactics that many tribes use. The art of making and repairing cannons is one that tribal smiths can understand, but it is not an easy process with their tools and resources. Historically, the Native Americans never developed anything approaching an artillery corps. Heavy weapons did not suit their style of fighting and would have reduced the tribes' strategic mobility too. The Europeans were also quite careful to prevent the tribes acquiring any cannons: the military independence that this would have granted was a step too far." Regiment Size = 18 Guns = 4 Firepower = 21 Range = 400 Accuracy = 35 Reloading Skill = 25 Morale = 3 * Can hide in woodland Trained by the Native Americans **Requires The Warpaths Downloadable Content** --==Bombardment Mortar==-- "A mortar is a large calibre, fixed artillery piece that lobs an explosive shell in a high arc at the enemy. To the uneducated eye, a mortar looks like a large, stumpy cooking pot, set at an angle in a heavy wooden frame. Indeed, the weapon's name may even have come from its similarity to the mortars used to grind spices. Mortars use indirect fire, firing their shells high into the air to plunge down on enemy positions. This makes them ideal for use in siege warfare. Unlike a howitzer, a mortar uses a fixed, and relatively small, charge of gunpowder to propel its shell. Range is adjusted by changing the angle of fire; accuracy is subject to winds and weather, thanks to the flight path. There is also a practical minimum range to mortar fire, no artilleryman is going to drop a shell so close that he will be caught in the blast. Their size, expressed in terms of the diameter of shell they fire, indicates their destructiveness. Mortars have returned to favour with armies since the First World War. Modern designs based on the British Stokes trench mortar, come in many sizes. Most can fire shells with proximity fuses as anti-personnel rounds. The larger examples can fire sophisticated "smart" munitions that guide themselves onto targets." Regiment Size = 18 Guns = 4 Firepower = 36 Range = 750 Accuracy = 10 Reloading Skill = 5 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Trained by the Ottomans --==Cannons==-- "A demi-cannon is a heavy artillery piece from the previous century, deployed in a fixed battlefield position. Although obsolete, a demi-cannon is still a dangerous weapon to face as it fires a ball with a nominal weight of around 24 pounds. This large calibre makes for a large weapon with a massive gun carriage. Once properly emplaced, a demi-cannon is hard enough to adjust for aim, let along drag to a new location! Originally, this lack of tactical mobility was not a problem, as the gun was for siege work or for a battlefield where there was little artillery present. It was unlikely to ever suffer any kind of counter- battery fire, so didn't need to be moved. Artillery was sometimes incredibly dangerous to its users as well as the targets: fire was a terrible risk. The artillery baggage train usually held an enormous quantity of powder, and any stray spark was liable to cause an explosion. Anyone out of place caught near the powder train could expect little mercy: some generals ordered that enemy agents should be burned alive if caught in an arson attempt, and immediate lynching for their own errant soldiers wandering too near the artillery train!" Regiment Size = 18 Guns = 4 Firepower = 42 Range = 400 Accuracy = 50 Reloading Skill = 30 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Recruited by the Marathas --==Demi-Cannons==-- "A demi-cannon is a heavy artillery piece from the previous century, deployed in a fixed battlefield position. Although obsolete, a demi-cannon is still a dangerous weapon to face as it fires a ball with a nominal weight of around 24 pounds. This large calibre makes for a large weapon with a massive gun carriage. Once properly emplaced, a demi-cannon is hard enough to adjust for aim, let along drag to a new location! Originally, this lack of tactical mobility was not a problem, as the gun was for siege work or for a battlefield where there was little artillery present. It was unlikely to ever suffer any kind of counter- battery fire, so didn't need to be moved. Artillery was sometimes incredibly dangerous to its users as well as the targets: fire was a terrible risk. The artillery baggage train usually held an enormous quantity of powder, and any stray spark was liable to cause an explosion. Anyone out of place caught near the powder train could expect little mercy: some generals ordered that enemy agents should be burned alive if caught in an arson attempt, and immediate lynching for their own errant soldiers wandering too near the artillery train!" Regiment Size = 18 Guns = 4 Firepower = 38 Range = 400 Accuracy = 45 Reloading Skill = 30 Morale = 4 * Can hide in woodland Recruited by all nations. --==Guns==-- "A saker is an old-fashioned style of light cannon, deployed in a fixed position. Artillery pieces are expensive to cast, as a result, they tend to be in service until captured, destroyed or rusted away. Sakers are a prime example of this, as many of the barrels date back to the 17th Century, even if they have been taken from dust-covered warehouses and mounted on refurbished carriages. They are relatively light cannons in terms of the shot fired, which is much the same as a six-pounder. Some sakers are even old enough to have been intended for stone ammunition, and this is reflected in the fact that the windage (or difference between the barrel bore and shot size) is often quite large. This "rattling" of a shot down the barrel when it is fired does not help accuracy. Despite the light weight of shot, sakers are anything but lightweight guns. Saker gun carriages are large, awkward and tactically immobile. Gunners and draft animals can drag them into place before a battle, but there is little chance of moving a gun to be a better firing position once the action has commenced. Although obsolescent, there were 14 sakers in the "Blenhelm train" of artillery in 1704 available to the Duke of Marlborough - guns were expensive and he took what was available." Regiment Size = 18 Guns = 4 Firepower = 21 Range = 400 Accuracy = 40 Reloading Skill = 30 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Recruited by the Marathas --==Large Mortar==-- "A mortar is a large calibre, fixed artillery piece that lobs an explosive shell in a high arc at the enemy. To the uneducated eye, a mortar looks like a large, stumpy cooking pot, set at an angle in a heavy wooden frame. Indeed, the weapon's name may even have come from its similarity to the mortars used to grind spices. Mortars use indirect fire, firing their shells high into the air to plunge down on enemy positions. This makes them ideal for use in siege warfare. Unlike a howitzer, a mortar uses a fixed, and relatively small, charge of gunpowder to propel its shell. Range is adjusted by changing the angle of fire; accuracy is subject to winds and weather, thanks to the flight path. There is also a practical minimum range to mortar fire, no artilleryman is going to drop a shell so close that he will be caught in the blast. Their size, expressed in terms of the diameter of shell they fire, indicates their destructiveness. Mortars have returned to favour with armies since the First World War. Modern designs based on the British Stokes trench mortar, come in many sizes. Most can fire shells with proximity fuses as anti-personnel rounds. The larger examples can fire sophisticated "smart" munitions that guide themselves onto targets." Regiment Size = 18 Guns = 4 Firepower = 36 Range = 750 Accuracy = 10 Reloading Skill = 5 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Trained by the Marathas --==Mortar==-- "A mortar is a large calibre, fixed artillery piece that lobs an explosive shell in a high arc at the enemy. To the uneducated eye, a mortar looks like a large, stumpy cooking pot, set at an angle in a heavy wooden frame. Indeed, the weapon's name may even have come from its similarity to the mortars used to grind spices. Mortars use indirect fire, firing their shells high into the air to plunge down on enemy positions. This makes them ideal for use in siege warfare. Unlike a howitzer, a mortar uses a fixed, and relatively small, charge of gunpowder to propel its shell. Range is adjusted by changing the angle of fire; accuracy is subject to winds and weather, thanks to the flight path. There is also a practical minimum range to mortar fire, no artilleryman is going to drop a shell so close that he will be caught in the blast. Their size, expressed in terms of the diameter of shell they fire, indicates their destructiveness. Mortars have returned to favour with armies since the First World War. Modern designs based on the British Stokes trench mortar, come in many sizes. Most can fire shells with proximity fuses as anti-personnel rounds. The larger examples can fire sophisticated "smart" munitions that guide themselves onto targets." Regiment Size = 18 Guns = 4 Firepower = 18 Range = 750 Accuracy = 15 Reloading Skill = 5 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Trained by the Marathas --==Organ Gun==-- "Thanks to its multiple barrels, an organ gun can fire devastating volleys all on its own. An organ gun has several barrels that can fired, almost simutaneously, when a gunner applies the match. In theory, each barrel can be loaded with a different kind of projectile, although given the different ranges of, say, shot and canister, this would be wasteful. Only a suicidal or slightly mad artilleryman would use explosive shells. There is a good change that the first shell would have exploded in its barrel before the last is prepared. There has always been a tendancy to make artillery pieces with more than one barrel. The great Leonardo da Vinci was amony many to design a ribauldequin, or volley gun. As so often with artillery, the Ottoman Turks were ahead of European gunmakers in their work. They also persisted with producing organ guns after other nations had abandoned them. They also experimented with cannons of different calibres, where a central barrel would be surrounded by small bore tubes cast into the main cannon wall. The French also flirted with a design for a triple-barrelled cannon early in the 18th Century, but it was heavy and offered no real advantages over three ordinary guns of the same calibre." Regiment Size = 18 Guns = 4 Firepower = 12 Range = 400 Accuracy = 40 Reloading Skill = 25 Morale = 3 * Can hide in woodland Trained only by the Ottomans **Requires Special Forces Edition** --==Puckle Gun==-- "The Puckle gun is a tripod-mounted repeating heavy musket or small cannon, capable of rapid fire. It achieves this by using pre-loaded breech chambers that are rotated into line with the barrel, fired and then a new chamber is positioned for the next shot. All this is achieved mechanically, by the operator revolving a handle at the back of the piece. As long as loaded magazines are available for the piece, a puckle gun can be kept in rapid fire action! Historically, Jame Puckle's "defence gun" was not a huge success, partly because the engineering of 1718 simply wasn't up to the task of producing components with fine tolerances. His gun had promise, though, as it could fire shots around three times faster than a well-trained fusilier. One odd feature of the design was the two versions offered to potential customers: a round barrel fired conventional bullets for shooting at Christian (but not Protestant) enemies, while a second barrel was offered that fired square bullets (that allegedly did more damage) for use against Turks and similar unwelcome infidels. The British Royal Navy never bought any, and other users were equally reluctant to part with their money. Puckle's career as a gunsmith ended in failure for him and his investors. Regiment Size = 18 Guns = 4 Firepower = 3 Range = 150 Accuracy = 40 Reloading Skill = 25 Morale = 4 * Slow-moving * Can hide in woodland Recruited by the European Powers --==Rocket Band==-- "War rockets are a terrifying device, capable of carrying different kinds of warhead and of causing utter panic in their targets. These iron tubes filled with gunpowder propellant are fired in large volleys: the noise alone could somewhat be unnerving. Each rocket is laid in an angled launcher, and it is the job of the artilleryman to correctly judge the angle of launch and drop the rockets in the middle of the enemy. He also needs to take into account wind, as the long tails of the rockets can mean they are blown off cause. The least dangerous rockets are tipped with a large spear point, but explosive heads are also fitted. Historically, it was the Indian war rockets used by Tippu Sultan of Mysore that introduced Europeans to the concept. The experience was not a pleasant one. The British copied these weapons as the Congreve rocket system, and used them aboard ships as well as on land. A rocket troop was present at the final defeat of Napoleon at Waterloo in 1815, although accounts of their effectiveness vary. Congreve's system even included illumination rounds to light up the battlefield!" Regiment Size = 18 Guns = 4 Firepower = 6 Range = 750 Accuracy = 15 Reloading Skill = 5 Morale = 3 * Can hide in woodland * Resistant to heat fatigue Recruited by the Marathas --==Rocket Troop==-- "War rockets are a terrifying device, capable of carrying different kinds of warhead and of causing utter panic in their targets. These iron tubes filled with gunpowder propellant are fired in large volleys: the noise alone could somewhat be unnerving. Each rocket is laid in an angled launcher, and it is the job of the artilleryman to correctly judge the angle of launch and drop the rockets in the middle of the enemy. He also needs to take into account wind, as the long tails of the rockets can mean they are blown off cause. The least dangerous rockets are tipped with a large spear point, but explosive heads are also fitted. Historically, it was the Indian war rockets used by Tippu Sultan of Mysore that introduced Europeans to the concept. The experience was not a pleasant one. The British copied these weapons as the Congreve rocket system, and used them aboard ships as well as on land. A rocket troop was present at the final defeat of Napoleon at Waterloo in 1815, although accounts of their effectiveness vary. Congreve's system even included illumination rounds to light up the battlefield!" Regiment Size = 18 Guns = 4 Firepower = 6 Range = 750 Accuracy = 15 Reloading Skill = 5 Morale = 4 * Can hide in woodland Recruited to all but the Ottomans and Marathas --==Sakers==-- "A saker is an old-fashioned style of light cannon, deployed in a fixed position. Artillery pieces are expensive to cast, as a result, they tend to be in service until captured, destroyed or rusted away. Sakers are a prime example of this, as many of the barrels date back to the 17th Century, even if they have been taken from dust-covered warehouses and mounted on refurbished carriages. They are relatively light cannons in terms of the shot fired, which is much the same as a six-pounder. Some sakers are even old enough to have been intended for stone ammunition, and this is reflected in the fact that the windage (or difference between the barrel bore and shot size) is often quite large. This "rattling" of a shot down the barrel when it is fired does not help accuracy. Despite the light weight of shot, sakers are anything but lightweight guns. Saker gun carriages are large, awkward and tactically immobile. Gunners and draft animals can drag them into place before a battle, but there is little chance of moving a gun to be a better firing position once the action has commenced. Although obsolescent, there were 14 sakers in the "Blenhelm train" of artillery in 1704 available to the Duke of Marlborough - guns were expensive and he took what was available." Regiment Size = 18 Guns = 4 Firepower = 21 Range = 400 Accuracy = 40 Reloading Skill = 30 Morale = 4 * Can hide in woodland Available to the European powers *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.05] Naval Units --==24-pounder Frigate==-- "A frigate is a single deck warship, used for independent cruises, commerce trading and convoy protection. American frigates are stronger than those built by other nations, both in terms of the punishment they can sustain and in weight of broadside. The two factors are related: the design includes diagonal bracing, and think planking, allowing a ship of this type to mount 24-pounder cannons in place of the usual 12-pounders carried aboard frigates. This American frigate still has all the tradiational virtues of the type. It is a good sailor, and can operate far from home waters. It outguns other frigates, but has the necessary speed to escape from larger battleships. Historically, the reasons for creating a large class of frigates were strategically sound for the fledging United States. There was, of course, not shortage of suitable timber in American yards on the eastern seaboard to make ships to this design. More importantly, however, the designed recognised that America simply didn't have the manpower to create a navy to the European model. She needed ships that used relatively small crews for the amount of havoc they could cause!" Regiment Size = 134 Guns = 48 Firepower = 132 Range = 500 Accuracy = 57 Reloading Skill = 8 Hull Strength = 4654 Speed = 17 Manoeurability = Medium --==Admiral's Flagship, 1st Rate==-- "The first rate is the largest type of "ship of the line", intended to be the command ship at the centre of any fleet. While these warships are among the most powerful vessels afloat, they are poor sailors being both slow and unresponsive. This is not a serious shortcoming because, armed with around 100 cannons firing 32-, 24- and 18-pounder balls on their three decks, they can fire a terrible and destructive broadside. They carry a crew of over 800 sailors, gunners and marines and have more artillery than most land armies. Their cost, however, is a drawback and few navies can afford to build or maintain more than a handful of them. Their great size, however, means that an admiral and his staff can be carried with little disruption to the normal working of the ship. One first rate flagship never ever reached the sea! The British Royal Navy's HMS St Lawrence was built, launched and served only on Lake Ontario. Shallow rapids meant that few vessels could reach the lake from the sea, and Niagara Falls prevented any ship from leaving the lake in the other direction. Regiment Size = 264 Guns = 106 Firepower = 238 Range = 500 Accuracy = 63 Reloading Skill = 8 Hull Strength = 9408 Speed = 14 Manoeurability = Low --==Admiral's Flagship, 3rd Rate==-- "The third rate is a compromise between firepower and handling. A stable gun platform, it also makes a good flagship. Overall, the "74" (from the number of guns carried) or "third rate" is a very practical vessel. With a crew of around 700 men, it has enough firepower and resilience to survive most battles. It can deliver a horrendously effective broadside from its 32-pounders (on the lower deck), 18-pounders on the upper deck and 9-pounders in the upper works. It also has enough space to house an admiral and his busy staff in some comfort, even if the ship's officers have to sacrifice their living space. Historically, many admirals and commadores chose 74s to be their flag vessels. In the 18th Century, "commadore" was not a formalised naval rank, but and appointment as a "temporary fleet commander". Appointing a commadore allowed the navy to choose any talented or well-connected captain, no matter how junior, for command. Admiral was usually a rank that any captain, no matter how useless, could reach if he lived for long enough!" Regiment Size = 196 Guns = 74 Firepower = 231 Range = 500 Accuracy = 63 Reloading Skill = 8 Hull Strength = 5544 Speed = 16 Manoeurability = Low --==Admiral's Flagship, 5th Rate==-- "Flagship frigates are single-deck warships, combining good handling, firepower and endurance at sea. These handy frigates are used for pursuit, convoy protection, commerce raiding and reconnaissance work and, when operating as a deteched squadron, as a flagship for the admiral in charge. Excellent sailing characteristics, especially in inshore waters, make it a useful addition to any blockading fleet, and perfect for aggressive admirals. Accommodation for the flag officer and his small staff may be a little on the snug side, as these are fighting vessels with little spare room for many creature comforts. This is a footling inconvenience when considered against the chance to carry the fight to the foe! An admiral's flagship, normally a somewhat staid appointment, is an excellent appointment for men who are hungry for glory - when that flagship is a frigate. Historically, the term "fifth rate" is a Royal Navy one, and applies to the largest single-deck frigates, mounting some 44 12-pounder guns. However, every navy that used European designs found a use for this class of vessel." Regiment Size = 130 Guns = 48 Firepower = 112 Range = 500 Accuracy = 63 Reloading Skill = 6 Hull Strength = 3080 Speed = 18 Manoeurability = Medium --==Bomb Ketch==-- "The "bomb" is a floating weapons platform, usually adapted from a small, two-masted ketch. The whole ship is considered around a single large-calibre mortar. Strongly-built bomb ketches must stand the recoil of repeated mortar discharges. Often chains replace the rigging ropes nearest the mortar to prevent muzzle blast damage. They are the only naval vessels to carry and use explosive shells, making them a hazardous assignment. That fact that the ketch should be at anchor in order to fire accurately also makes them easy targets for any return fire. Bomb ketches are not good sailing ships. The mortar has to be on the centre line, with a clear vertical field of fire. This means that the masts had to be aft of their ideal positions, making the ship handling qualities rather poor. With these limitations in mind, however, they are a powerful addition to any admiral's firepower. The ability to deliver shells by indirect fire (lobbing shells into fortifications, for example), is very useful. Historically, the bomb ketch was a French invention, but other nations perfected the idea. The British mounted the mortar on a rotating platform so that it was no longer necessary to move the whole vessel to change aim. "The Star-Spangled Banner", the US national anthem, commemorates these ships with the line "the bombs bursting in air."" Regiment Size = 42 Guns = 14 Firepower = 66 Range = 750 Accuracy = 60 Reloading Skill = 4 Hull Strength = 1176 Speed = 16 Manoeurability = Low --==Brig==-- "A brig is a lightly armed, small, two-masted sailing ship, much prized for its exceptional handling and sailing qualities. The term "brig" is a contraction of "brigantine" (an earlier sailing ship design), although the two types do not have the same rigging. A brigantine carries fore-and-aft sails, while a brig is square-rigged: this explains why the brig was favoured, for square rigging requires far fewer skilled hands to sail the vessel. The term "brig" could also include many rigging sets, including the strangely named "hermaphrodite brig", which had a square- rigged forward mast and schooner-riged aft (main) mast. All brigs, in the hands of a good captain, are handy little ships, and can virtually turn in their own length. This manoeurability partly makes up for the light armament, usually no more than a couple of cannon - and those no larger than 12-lbers. The development of carronades (short-barreled, short-range, large-bore weapons) added to a brig's firepower. Historically, the fledging United States Navy used brigs, especially on the Great Lakes. USN brigs also put up a brave account of themselves against the Barbary Pirates." Regiment Size = 78 Guns = 26 Firepower = 76 Range = 500 Accuracy = 60 Reloading Skill = 7 Hull Strength = 1258 Speed = 21 Manoeurability = High --==Carronade Frigate==-- "Carronade frigates are single-deck vessels, with extremely impressive short- range firepower. Normally frigates would be armed with long guns, probably no larger than 12-pounders. A few short-barrelled 64-pounder carronades might be aboard to give a close-in broadside more weight of shot. A carronade frigate goes one better, and carries nothing by carronades - short guns that are half the weight of the equivalent conventional cannon. Whiule the weight of the broadside is truly awesome, the frigate has to get in close in order to blow an enemy to smithereens thanks to the carronades' limited range. A clever enemy will stay out of range of the carronades' horrendous power and take long range pot shots. Historically, only the Royal Navy experimented with an all-carronade armament aboard HMS Glatton (in service from 1795). Glatton carried 28 64-pounder and 28 32-pounder carronades, giving a weight of fire that was more than 17% greater than HMS Victory could deliver at the Battle of Trafalgar! This massive firepower allowed her, on one occasion, to chase all eight vessels in a French squadron back to port. Oddly enough, the next two vessels to carry the name "Glatton" in RN service were also massively over-armed." Regiment Size = 76 Guns = 24 Firepower = 52 Range = 300 Accuracy = 60 Reloading Skill = 8 Hull Strength = 2856 Speed = 18 Manoeurability = Medium --==Dhow (Trade Ship)==-- "A dhow is a traditional Arab sailing vessel, rigged with a lateen sail. Although an ancient design, it is an efficient and handy craft, particularly for coastal work - and pirates! The design of the dhow has remained unchanged over hundreds of years; it simply doesn't need to be improved. Used throughout the Arab worldas trading boats, pirates also favour them because of their good handling, and relatively high speed. That said, the design may well as be Indian in origin, later adoped by Arab seafarers. A well-handled dhow has the advantage over many European ships, in that it can stay out of the firing footprint of most lumbering ships and yet is quick enough to be able to escape in even the lightest of breezes. The lateen (or triangular) sail is also a ancient design. It is not, however, perfect for all conditions. The canted lateen yardarm is difficult to handle in stormy conditions with a small crew. This may explain why the sailing rig is favoured in the Mediterranean, the Red Sea and around the Arab peninsular rather than the Atlantic. The construction method of stitching the planks together is a unique feature of the dhow. Historically, Europeans tended to use the term "dhow" indiscriminately to mean any vessel rigged with lateen sails. An Arab sailor would make a much finer distinction based on the hull configuration." Regiment Size = 11 Guns = 3 Firepower = 68 Range = 500 Accuracy = 36 Reloading Skill = 2 Hull Strength = 904 Speed = 19 Manoeurability = Low --==Fifth Rate==-- "Frigates are single-deck warships used for a variety of tasks thanks to a combination of good handling, firepower and endurance at sea. "Fifth Rate" is a Royal Navy term for the largest of the single-deck frigates, square-rigged ships that carry some 44 guns, usually no heavier than 12-pounders. Originally a French design - but quickly adopted by other European powers - the frigate is used for pursuit, convoy protection, commerce raiding and reconnaissance work. The design's excellent sailing characteristics and good handling, especially in inshore waters, make it a useful addition to any blockading fleet. The frigate's ability to operate far away from a home port also makes it a useful cruiser, carrying the fight to the enemy in unexpected waters. Frigates can have the advantage over larger, two-deck ships in rough waters. A frigate captain rarely has to worry about his gun deck taking on water, and can therefore fight in conditions that leave bigger ships at a disadvantage. However, fifth rates are not powerful enough to face battleships. They have the speed and handling to stay out of trouble: they do not have the strength of construction to survive a pounding! Against sloops, brigs and merchantmen, however, they are deadly. This makes them excellent postings for officers hungry for prize money and glory. Frigate captains made splendid role models for fictional heroes: Thomas, Lord Cochrane earned a fortune in prize money, gained the nickname "le loup des mers" (sea-wolf) and was the inspiration for fictional heroes Horatio Hornblower and Jack Aubrey." Regiment Size = 130 Guns = 48 Firepower = 112 Range = 500 Accuracy = 60 Reloading Skill = 8 Hull Strength = 2856 Speed = 18 Manoeurability = Medium --==First Rate Ship of the Line==-- "The first rate is the largest type of "ship of the line", intended to be the command ship at the centre of any fleet. While these warships are among the most powerful vessels afloat, they are poor sailors being both slow and unresponsive. This is not a serious shortcoming because, armed with around 100 cannons firing 32-, 24- and 18-pounder balls on their three decks, they can fire a terrible and destructive broadside. They carry a crew of over 800 sailors, gunners and marines and have more artillery than most land armies. Their cost, however, is a drawback and few navies can afford to build or maintain more than a handful of them. Their great size, however, means that an admiral and his staff can be carried with little disruption to the normal working of the ship. Regiment Size = 264 Guns = 106 Firepower = 238 Range = 500 Accuracy = 60 Reloading Skill = 10 Hull Strength = 8772 Speed = 14 Manoeurability = Low --=-Flyut (Trade Ship)==-- "A Flyut is a design for a square-rigged merchantman that is faster and handier than a galleon. The shipis a good sailor, as befits a design coming from a seafaring nation like Holland. Historically, the flyut was originated by Dutch shipbuilders, and the type helped the Dutch to become a maritime trading nation in the 17th Century. Extensively used by the Dutch trading companies, it was soon adopted by other nations. The vessels were easy for a relatively small crew to handle, and could carry around a dozen cannon for self-defence, although these were sometimes left ashore so that even more cargo could be carried. The flyut had a distinctive "fat-bottomed" cross section. This was a cunning scheme to avoid taxes and tolls, as the Dutch had a habit of charging tolls based on the deck area to access to the straits between Denmark, Norway and Sweden. A small deck (the big cargo hold below counted for nothing) meant lower taxes! The Dutch had to pay these tolls if they wanted access to any of the lucrative Baltic trade." Regiment Size = 142 Guns = 41 Firepower = 115 Range = 500 Accuracy = 43 Reloading Skill = 5 Hull Strength = 4454 Speed = 16 Manoeurability = Low --==Fourth Rate Ship of the Line==-- "The fourth rate is the smallest vessel styled a "ship of the line" (of battle), carring as many as 60 guns. Ship of the line were the mainstay of fighting fleets: strong and stable gun platforms for battering enemy vessels into submission. The designation of "fourth rate" for ships of this size was a British Navy one, and covers a number of designs, all with very similar handling and combat power. All fourth rates are square-rigged, two-deck ships, with up to 60 guns on board in a mixture of calibres, usually a mixture of 24-, 18- and 12-pounders, with the heavier guns mounted on the lower deck. Even though fourth rates are obviously smaller than the third-rate 74s, their firepower is much lower than a simple number of guns comparsion would indicate. There is no structural strength or space for coping with the recoil of massive guns. As a result, although partially it makes up for this by beind a handier sailing vessel, especially in shallow waters. Historically, it was obvious by the 1750s that ships of this size were not tough enough to stand in the line of battle against larger vessels. Over time, various admiralties removed these smaller battle ships from the active service, or sent them to minor stations where they were unlikely to encounter powerful enemies. Some survived as converted transports." Regiment Size = 152 Guns = 58 Firepower = 158 Range = 500 Accuracy = 60 Reloading Skill = 8 Hull Strength = 4152 Speed = 16 Manoeurability = Low --==Galleon (Trade Ship)==-- "A galleon is a square rigged warship, capable of long ocean voyages and of carrying some cargo. Demi-culverins are the usual armament carried. A galleon is a strong, seaworthy vessel, capable of surviving an Atlantic crossing in the worst of weathers. This is a tribute to their builder's methods and techniques, learned over the decades of making caravels and carracks. The line of a galleon show its medieval heritage, as a type similar to the earlier ships, but without their high forecastle shape. The galleon retains a high stern castle, but its main fighting power is on the gun deck. This charge meant that galleons are not fighting platforms for (land) troops, but fight with broadside batteries of demi-culverin cannons. In this respect, it is a forerunner to the later square-rigged rated ships of the line. The guns and the strength of construction make them dangerous targets, as numerous English pirates and privateers discovered to their cost. A galleon can also carry a substantial cargo. The Spanish galleon fleets carry bullion from the New World, for example, made a tempting target because they were such good cargo vessels. The wealth they imported was almost beyond calculation. The gold and silver, however, damaged Spain by flooding the country with "cheap" money, and there was no understanding of economics to help stop the problem." Regiment Size = 176 Guns = 58 Firepower = 188 Range = 50 Accuracy = 43 Reloading Skill = 5 Hull Strength = 4683 Speed = 15 Manoeurability = Low --==Galley==-- "Galleys are propelled by both oars and sails, with cannons on firing platforms above the rowers' heads. Although made obsolecent by the rise of broadside-firing sailing ships, galleys still have a place in naval warfare. The wind (or its lack) does not limit their movement, and, if well handled, galleys can run rings around sailing ships. A galley has a reasonable amount of firepower for its size with cannons on a firing platform, or with a full gun deck above the rowers (on a design called the galleas). Up to five men work each oar; these are convicts (at best) or slaves (at worst). The life of a rower is hard, brutal, and can be short: chained to their oars, they will go down with the galley if it founders. The galley's main disadvantage is its vulnerability in heavy seas: it would almost certainly sink in a full Atlantic seaway. It is most useful in relative calm waters such as the Mediterranean or Baltic. These smaller seas also help keep a galley close to port: the large crew size means that they cannot venture far from a supply port, making them unsuitable for trans- oceanic voyages. Historically, the galley survived for a long time as a practical warship in sheltered waters. The Ottomens, Swedes and Russians all used them in their battle fleets. As late as the 1790s they were still in use in the Baltic and the Mediterranean (C.S. Forrester has his famous fictional hero Horatio Hornblower face Spanish galleons in one encounter). North African corsairs also used galleys, as they had a ready supply of European slaves to serve in them" Regiment Size = 74 Guns = 2 Firepower = 174 Range = 500 Accuracy = 57 Reloading Skill = 3 Hull Strength = 1032 Speed = 18 Manoeurability = High --==Heavy First Rate==-- "For some navies big is never quite big enough! This oversized "first rate ship of the line" is more a floating fortress than a mere battleship. This 120-gun (or larger) "first rate" is larger than a normal ship of that class, and far more powerful than a simple count of guns would imply. The ship carries 32-, 24- and 18-pounders its decks, and wherever possible heavier guns to replace the standard cannon found on a normal first rate. The result is quite expensive, very powerful, very prestigious warship, but one that can have limited utility. Few nations could afford the expense of building and crewing such a vessel, or can operate it far from shore facilities for very long. Its sailing qualities might be charitable described as "lubberly": this is not a ship for chasing down enemies. All these drawbacks are secondary to its massive firepower and intimidating presence: this is a ship for dashing enemies to very small pieces! Historically, only the Stantisima Trinidad, a Spanish "super battleship" of four decks and some 136 guns, ever fought in action. Constructed as a three- decker she was enormous at 120 guns, ever before her reworking. She fought at Cape St Vincent (1797) and Trafalgar (1805), and foundered after the latter battle in a storm while being towed away as a prize. The American USS Pennsylvania (ordered 1821; completed 1837) never saw action. The US Navy destroyed her in 1860 to keep her out of Confederate hands." Regiment Size = 300 Guns = 122 Firepower = 246 Range = 500 Accuracy = 58 Reloading Skill = 8 Hull Strength = 10042 Speed = 12 Manoeurability = Low --==HMS Victory==-- "HMS Victory is a first rate ship of the line, carrying some 100 guns and a crew of more than 800 men. Like all first rates, Victory is not a handy ships, being both slow and unresponsive. Good sailing qualities, however, are secondary to the weight of broadside that she can both deliver and withstand. This is important in a warship that is intended to form the centrepiece of any squadron and act as an admiral's flagship. Completed in 1765, Victory is probably the most famous first rate in history, and the only one still in existance. The work of naval architect and genius Sir Thomas Slade, Victory was always intended to be a flagship; the Royal Navy perferred the smaller 74s as battleships. Forty years later, in 1805, she was Horatio Nelson's flagship at Trafalgar, a battle which gave the Royal Navy undisputed mastery of the world's oceans for more than a century." Regiment Size = 268 Guns = 106 Firepower = 252 Range = 500 Accuracy = 65 Reloading Skill = 8 Hull Strength = 10586 Speed = 14 Manoeurability = Low Built only by the British in their ports **Requires Special Forces Edition** --==Indiaman (Trade Ship)==-- "The Indiaman is an armed merchant ship, strongly built for the trade routes between Europe and the East. It is not a warship but can defend itself in need. The Indiaman is a three masted, square-rigging sailing ship of some 1000 tons displacement. Although work for the relatively small crew is hard, there are compensations: they can trade goods in their own right, and make excellent profits by doing so. Unusually for a merchant ship, an Indiaman carries cargo, passengers, and a good number of guns. Intended to sail from Europe to the other side of the world and back carrying valuable - sometimes priceless - cargoes, these ships have to be able to defend themselves. The passengers can expect some creature comforts, being both officers of the owning trade companies and assorted "gentlemen" seeking their fortunes in foreign parts. Historically, East Indiamen resembled ships of the line, both in their general configuration and paintwork. At the Battle of Pula Aura (1804), the ambiguous appearance and aggressive handling of a squadron of British Indiamen completely humbugged the French Admiral, Charles-Alexandre Linois. He withdraw in the face of "superior" forces. Commodore Nathaniel Dance, of the British Company fleet, received a knighthood and a handsome reward for his cunning. National navies purchased Indiamen and converted them into troopships and warships." Regiment Size = 54 Guns = 12 Firepower = 36 Range = 500 Accuracy = 36 Reloading Skill = 4 Hull Strength = 1938 Speed = 16 Manoeurability = Low --==Light Galley==-- "Light galleys have sails and oars, and light cannons mounted on platforms above the rower's benches. In restricted waters, galleys are useful craft, although in any kind of heavy sea they can be dangerous to manage: it would be a brave or foolish captain who risked his galley in the North Sea or Atlantic. Although they do not carry as many guns as a modern sailing vessel, the ability to move independently of the wind is very useful. The fighting crew of a galley is a relatively small part of the full crew, because the rowers are often convicts or pressed men and aboard only as strong backs, not as stout hearts. Indeed, in some navies the rowers are often more of a threatto the crew than the enemy! The number of men carried also limits the strategic range of a galley: they simply cannot carry enough food and water to sustain the crew for longer than a few days. Historically, galleys did good service in sheltered waters like the Mediterranean and the Baltic, and the Ottomans, Russians and Swedes all used them in anger. They were also favoured by the Barbary Coast Pirates, who could be guaranteed a good supply of slave rowers from captured European merchantmen." Regiment Size = 16 Guns = 2 Firepower = 174 Range = 500 Accuracy = 27 Reloading Skill = 2 Hull Strength = 578 Speed = 19 Manoeurability = High --==Race-Built Galleon==-- "A galleon is a square rigged warship, capable of long ocean voyages and of carrying some cargo. Demi-culverins are the usual armament carried. A galleon is a strong, seaworthy vessel, capable of surviving an Atlantic crossing in the worst of weathers. This is a tribute to their builder's methods and techniques, learned over the decades of making caravels and carracks. The line of a galleon show its medieval heritage, as a type similar to the earlier ships, but without their high forecastle shape. The galleon retains a high stern castle, but its main fighting power is on the gun deck. This charge meant that galleons are not fighting platforms for (land) troops, but fight with broadside batteries of demi-culverin cannons. In this respect, it is a forerunner to the later square-rigged rated ships of the line. The guns and the strength of construction make them dangerous targets, as numerous English pirates and privateers discovered to their cost. A galleon can also carry a substantial cargo. The Spanish galleon fleets carry bullion from the New World, for example, made a tempting target because they were such good cargo vessels. The wealth they imported was almost beyond calculation. The gold and silver, however, damaged Spain by flooding the country with "cheap" money, and there was no understanding of economics to help stop the problem." Regiment Size = 176 Guns = 58 Firepower = 109 Range = 500 Accuracy = 43 Reloading Skill = 5 Hull Strength = 1481 Speed = 18 Manoeurability = Medium --==Razee==-- "A razee is a robust frigate, created by cutting the top deck off a larger ship of the line. Frigates are a vital part of any balanced sea-going fleet. They are cruisers that can operate independently and are swift to hunt down enemy merchantmen. The chance or prize money makes them popular postings among officers and men alike! One way of creating a large, powerful frigate is to take a two-deck ship of the line and, in effect, saw off the top deck creating a single- deck frigate. The first result is that a 64-gun ship crew can now only carry 44 guns, but the ones that remain are heavier than those normally found on a frigate, typically 32- or 24-pounders rather than the expected 18s! The second result is that the razee retains the strong timbers of the original 64, making it a robust ship in combat. Thirdly, having lost its upper works, the new ship generally handles rather well under sail. All this work takes time and valuable dock space of course. Historically, one of the most successful razees was HMS Indefatigable, commanded by Edward Pellew. In the company of another frigate, Pellew took on - and defeated - the Droits de l'Homme, a French 74, in 1797. During the next year or so, Pellew and the Indefatigable went on to take a further nine vessels. Regiment Size = 134 Guns = 48 Firepower = 124 Range = 500 Accuracy = 60 Reloading Skill = 10 Hull Strength = 4654 Speed = 18 Manoeurability = Medium --==Rocket Ship==-- "A rocket ship is a floating arsenal, usually converted from a two-masted ketch-rigged vessel. The whole ship is given over to a rocket battery and the necesary stores. A rocket ship is intended to plaster a large area with a huge number of rocket projectiles in a very short time. The need for a large deck space to be clear for the rockets' launch troughs compromises the ship's handling and sailing qualities, but this is a small price to pay for horrendous and terrifying firepower! There is also the danger to the crew: the risk of explosion is enough to age any captain prematurely, and rigging chains (not ropes) and wetted sails are standard features. Military rockets are the result of European troops getting some very nasty surprises when campaigning in India (Congreve's rocket system was designed to copy Indian weapons). The large variety of warheads, including explosive shells, makes rockets a versatile but often inaccurate weapon. The best way of using rockets is en masse: the more fired at a single target, the better, given that some are almost inevitably going to fly astray - not that this inaccuracy matters to those on the receiving end! Historically, the Royal Navy used rockets to bombard ports and enemy fortifications. The phrase "the rockets' red glare" in the US national anthem commemorates the use of Congreve rockets against Fort McHenry, which guarded the harbour entrance at Baltimore, Maryland, during the War of 1812." Regiment Size = 16 Guns = 3 Firepower = 66 Range = 750 Accuracy = 20 Reloading Skill = 6 Hull Strength = 578 Speed = 16 Manoeurability = Low --==Second Rate Ship of the Line==-- "The second rate is a three-deck "Battle Ship of the Line" carrying up to 98 cannons, a powerful unit in any fleet. This three-deck warship is a compromise design between the firepower of a first-rate ship and the sea-keeping qualities of a third-rate 74. Like many compromises, the result was something that pleases few, but the extra weight of the broadside does compensate for poor sailing qualities. The design does have one unexpected benefit: many captains are often quick to identify second rates as much larger ships and, as a result, flee from a "much superior" enemy! The lower gun deck houses 32-pounders, and this explains the "tumblehome" shape of all ships of the period: the bulge at water level and just above in the hull allowed more room on the lower decks for the recoil of large cannons; the lighter guns on the higher decks did not recoil as much. Historically, only the British Royal Navy commissioned many ships of this rating, other nations simply built first rates instead. This might be due to the Royal Navy needing to keep large shipson foreign stations as flagships, an assignment that would have been wasteful and expensive for a first rate." Regiment Size = 224 Guns = 86 Firepower = 166 Range = 500 Accuracy = 60 Reloading Skill = 10 Hull Strength = 6796 Speed = 14 Manoeurability = Low --==Sixth Rate==-- "A sixth rate is the smallest class of frigate. It is a useful scout for slow battle fleets, and usually has excellent handling characteristics. The Royal Navy system of rating ships defines a "sixth rate" as a small frigate: a single-deck ship, square-rigged, with around 28 nine-pounder guns and a crew of around 200 men. This is the smallest vessel in the system set out by Samuel Pepys (the very same fellow who is now famous for his sometimes rude diaries), and the smallest command of post captain. This means that sixth rate captains are either old men, passed over for command, or young, ambitious officers looking to make their mark. It's also worth pointing out that, even with "only" 28 nine-pounder cannons at his command, the captain of a sloop has more firepower than many generals alone! Historically, the sixth rate's small size made them handy for scouting work and perfect where speed and good sailing qualities were required. They were a very good counter to privateers in small luggers, brigs and sloops: sixth rates can chase them down and have enough guns and men to win the subsequent engagement! They were also extremely useful in blockades, as they could sail in shallow waters and keep close watch on enemy ports." Regiment Size = 92 Guns = 32 Firepower = 78 Range = 500 Accuracy = 60 Reloading Skill = 8 Hull Strength = 2196 Speed = 19 Manoeurability = Medium --==Sloop==-- "A sloop of war is usually ketch-rigged with two masts. These small vessels handle well in restricted waters. The ability to navigate in exceptionally shallow or dangerous waters makes sloops very useful in such seas as the reef-strewn waters of the Caribbean. They can also operate without the need for extensive onshore naval facilities nearby. They are also extremely useful as fleet auxiliaries, carrying out communications tasks and vital inshore scouting work, and can hunt down smaller prey such as privateers and small enemy cargo vessels. A sloop-of-war (sometimes a corvette in French service) is a different vessel from a civilian, merchant sloop, having a fresh deck, two square-rigging masts, guns, and a larger crew. Historically, a post captain would rarely command a ship this small. The commanding officer was the "master and commander" (this is the origin of the modern naval rank of commander), and held the formal rank of lieutenant. Captain Cook RN commanded HMS Resolution, a sloop converted from a collier (coal ship), on his epic Pacific voyages and was highly satisfied with its performance. Sloop captains could be aggressive: before his promotion to post captain. Thomas Cochrane commanded the 14-gun HMS Speedy and managed to capture "El Gamo", a Spanish xebec of 32 guns with a crew six times larger than his own!" Regiment Size = 62 Guns = 18 Firepower = 84 Range = 500 Accuracy = 60 Reloading Skill = 6 Hull Strength = 1396 Speed = 22 Manoeurability = High --==Steamship==-- "A steamship still uses sails, but the ability to ignore the wind is highly desirable in a warship. By fitting a steam engineand all its machinery into an existing hull, naval architects hoped to create a ship-of-the-line not tied to the wind and tide. In this, they were moderately successful. A steamship can sail independently of the prevailing winds, but most still spend a good deal of time under the sail. Coal is expensive, and coaling stations are few and far between: steam is not a practical method of strategic movement. Tactically, however, it is a different story. With powerful guns, a steamship can out-manoeuvre any sailing ship. Admittedly, the idea of going into battle with a fire raging in the belly of his ship is not one that appeals to every captain. Boiler explosions are not entirely unknown either, as safety features are installed as the fancy takes the engineer, not as a matter of course. A stray shot through the engine room can also do terrible damage. Historically, the conversion of ships of the line to steam was never going to be anything more than a stopgap measure. Steamships, with their dirt and smoke, were not popular with traditionally minded captains, particularly in the British Royal Navy. They expected obsessively high standards of neatness and cleanliness, with no soot and lubricating oil smeared over their nice clean ships." Regiment Size = 114 Guns = 34 Firepower = 216 Range = 500 Accuracy = 60 Reloading Skill = 10 Hull Strength = 3134 Speed = 18 Manoeurability = High --==Third Rate Ship of the Line==-- "The third rate is an excellent compromise between firepower and handling qualities. A stable gun platform, it has more guns than many whole armies! The third rate, or "74" (from the number of guns aboard), is a supremely practical weapon of war. With a crew of around 700 men, it is a "wooden world" in itself and a statement of national power. A two-deck design, it is strong enough to mount very heavy cannons on its lower deck, often 32- pounders. With 18-pounders on the upper gun deck and then 9-pounders in the upper works, it has a devastating broadside. The design and construction means a 74 can withstand horrendous damage in battle. Historically, the French invented the concept of the 74-gun ship in the mid 18-Century. The design was so good that other navies lost no time in copying it or in capturing French ships. French vessels, while well-designed, were often made from green timber that "worked" in heavy seas and therefore leaked. Dutch examples had a shallower, broader draft to suit their harbours and shore waters. The few American 74s were extremely strong and well made. British 74s were well constructed too, although there was a regrettably tendancy to save money by recycling timber - complete with timber rot- from older vessels! Amazingly, HMS Implacable, the last of the third rates, was scuttled in 1949! Built in 1800 by the French, and captured at Trafalgar in 1805, she stayed in service until 1842. Eventually, she ended her days as a coal hulk." Regiment Size = 196 Guns = 74 Firepower = 231 Range = 500 Accuracy = 60 Reloading Skill = 10 Hull Strength = 4818 Speed = 16 Manoeurability = Low --==USS Constitution==-- "The USS Constitution is a powerful, heavy frigate in the United States Navy. She is easily equal of many smaller fourth rate ships of the line in terms of combat power as she carries 44 24-pounder guns; a normal frigate in another navy would carry 12-pounders at best. The Constitution is also strongly built and large, allowing her to withstand punishment from other frigates and still be able to outrun larger opposition. Unlikely as it sounds, the United States sold off the ships of the Continential Navy after the Revolutionary War. This had unfortunate consequences because the Barbary pirates noticed that, if America was a new nation, American ships were no longer protected by any treaty signed with Britain. The USS Constitution was therefore intended to combat the pirates. Even more incredibly, once a treaty with the pirates had been signed, construction was suspended! Eventually, Congress agreed to fund the ship, and she was launched in 1797." Regiment Size = 134 Guns = 48 Firepower = 189 Range = 400 Accuracy = 60 Reloading Skill = 40 Hull Strength = 6586 Speed = 17 Manoeurability = Medium Built only by the United States **Requires Special Forces + Bonus Units Downloadable Content** --==Xebec==-- "The xebec is a lateen-rigged ship with exceptional speed, making it popular with North African corsairs hunting wealthy infidel merchants! These relatively small vessels have three masts carrying fore-and-aft sails, making them handy sailors, even in light winds. The lateen sails also allow the ship to sail close-hauled to the wind, making pursuits easier. Even when becalmed, some xebecs can still be dangerous enemies to face, as they carry oars and can close with an enemy at a time of their own choosing. Although not quite as well armed as a European frigate, xebecs carry a formidable arsenal of 12- or 18-pounder guns. This, combined with their excellent sailing characteristics, makes them particularly suitable for piracy, and the corsairs - the infamous Barbary Pirates - of the North African coast use them. They can also carry a good-sized crew of ruffians! Historically, the Barbary Pirates were a severe threat to European traders for centuries, partly because of excellent warships like the xebec (the name probably comes from an Arabic word "shabbak", meaning a small warship). Eventually a few xebec-frigates were used by European Mediterranean naval powers, where the basic xebec hull shape was preserved but the distinctive lateen walls were replaced by square rigged sails. A few xebecs carried a hybrid rig with both square and lateen sails." Regiment Size = 88 Guns = 24 Firepower = 147 Range = 500 Accuracy = 57 Reloading Skill = 2 Hull Strength = 1200 Speed = 19 Manoeurability = High Used mainly by Pirates and the African Nations *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.06] Traits Traits are little, well, traits that are possessed by your characters. There are several sets of traits. There are five sets. The one represented by the black face on the purple backdrop is a passive effect, that is, it will always be there. The Books will mean it is related to research and the Crossed Swords means it is effective only in battle. The Anchor will be part of Battle traits, except it is for water. The Crossed Tools are industrial traits. The Clasped hands are Religious Traits. Traits are gained in two ways. Most battle traits are gained after a battle, after a win or loss. The other way is to have them gained over time. Your ministers, gentlemen, rakes, generals and leader will all gain some traits, both good and bad, over time. Anyway, below, there are the traits. I'll list them into five groups, battle, research, industry, religious and passive. Note that you have really, no control on the passive traits, and sort of an influence on battle, given that you get the good traits on a win, bad traits on a loss. Battle Traits can, be lost in a battle if the General loses. Battle Traits --==Able Seaman==-- * +1 to Command at Sea when defending --==Admiral of the Bathtub==-- * Research points per turn for military technologies : 1 --==A Fair Fight?==-- * Enables the army to conduct attacks as ambushes --==Aggressive Attacker==-- * +2 to Command when attacking on land --==Aggressive Commander==-- * +2 to Command when attacking on sea --==A Good Dutchmen==-- * -10% upkeep costs for all naval units * +2 to Morale in battles * +5% movement range for ships on the campaign map --==A "Good Seat"==-- * +1 to Command when leading cavalry units --==A Lack of "Bottom"==-- * -1 to morale in Battles --==An Eye for Trajectory==-- * +1 to Command when leading Artillery units --==Armchair General==-- * Research points per turn for military technologies : 1 --==A Taste for Battle==-- * +2 to Command when attacking on land --==Attacking General==-- * +1 to Command when attacking on land --==Blockade Runner==-- * +1 to Command when Commandering Frigates --==Bloody==-- * -1 to Morale in all Battles --==Born Cavalryman==-- * +2 to Command when leading Cavalry Units --==Born to Fight==-- * +2 to Command in Land Battles --==Brave==-- * +2 to Morale in Battles --==Brave Sailor==-- * +1 to Command in Sea Battles * +1 to Morale in battles --==Brave Soldier==-- * +2 to Morale in all Battles --==Captain Fishface!==-- * -1 to morale in battles --==Cold-Blooded==-- * -2 to Morale in battles * -5% to recovery chances of battle casualties --==Common Labourer==-- * +1 to Command when Beseiging --==Confident==-- * +3 to Command when attacking on land --==Confident Admiral==-- * +1 to Command in Sea Battles --==Confident Defender==-- * +3 to Command when defending on land --==Confident General==-- * +1 to Command in Land Battles. --==Confident War Chief==-- * +1 to Command in Land Battles --==Contempt for the Turk==-- * +1 to Command when in battle against the Ottomans --=="Corporal in Gold Braid"==-- * +1 to Morale in all Battles --==Cool Under Fire==-- * +1 to Morale in all Battles --==Courageous Leader==-- * +3 to Morale in all Battles --==Cruelty Mocked==-- * -1 to Morale in all Battles --==Cunning General==-- * +1 to Command during ambushes --==Cunning Seamaster==-- * +2 to Command at Sea when defending --==Dangerous==-- * -1 to Morale in Battles --==Deeds Recounted==-- * +1 to Morale in Battles --==Defensive Admiral==-- * +3 to Command at Sea when Defending --==Defensively Inept==-- * -1 to Command when defending on land --==Defensively Weak Admiral==-- * -2 to Command at Sea when Defending --==Dithering Defender==-- * -1 to Command when defending on land --==Drillmaster==-- * +2 to Command when leading Infantry Units * +5% to infantry unit's campaign movement range --==Famous Post Captain (in his day)==-- * +1 to Command when commanding Ships of the Line --==Ferang==-- * +2 to Command when in battle against European nations --==Fighting Sailor==-- * +1 to Command at Sea when attacking --==Fleet Tactics==-- * +3 to Command when commanding Ships of the Line --==Frigate Captain==-- * +1 to Command when commandering Frigates --==Frontier General==-- * +2 to Command when fighting in the Americas --==Frontiersman==-- * +1 to Command when fighting in the Americas --==General in Infantry==-- * -1 to morale in battles * +3 to Command when leading infantry units * +10% to infantry units campaign movement range --==General of Cavalry==-- * +3 to Command when leading cavalry units * +5% to cavalry units campaign movement range --==Glorious Admiral==-- * +4 to Command in Sea Battles --==Glorious General==-- * +3 to Command in Land Battles --==Going Native==-- * +1 to Command when fighting in India --==Good Defender==-- * +1 to Command when defending on land --==Good on Attack==-- * +1 to Command when attacking on land --==Great Admiral==-- * +3 to Command in Sea Battles --==Great General==-- * +3 to Command in Land Battles --==Hero of the Army==-- * +4 to Morale in all Battles --==Hero of the Nation==-- * +1 to Prestige per turn * +4 to Morale in Battles --==Hero of the Navy==-- * +1 to Command in Sea Battles * +3 to morale in battles --==Hero-Worshipped==-- * -1 to Command in land battles * +4 to Morale in battles --==Hold the Walls!==-- * +2 to Command when besieged --==Horseman==-- * +1 to Command when leading Cavalry units --==Independent Command==-- * +3 to Command when commanding frigates --==Lacking Combative Instincts==-- * -1 to Command at Sea when Attacking --==Line Expert==-- * +2 to Command when commanding Ships of the Line --==Masterful Attacker==-- * +3 to Command at Sea when attacking --==Master Gunner==-- * +1 to Command when leading artillery units --==Master of Horses==-- * +2 to Command when leading cavalry units --==Melancholy Soul==-- * +1 to Command when defending on land --==Military Writer==-- * Research points per turn for military technologies: 2 --==Moral Jellyfish==-- * -3 to Morale in Battles --==Natural Scout==-- * +5% to Army Campaign Movement Range --==Plotter of Wars==-- * Research points per turn for military technologies: 3 --==Polish Heritage==-- * +1 to Command when defending on land --==Poor At Sieges==-- * -1 to Command when besieging --==Poor General==-- * -1 to Command in Land Battles --==Riding Master==-- * +2 to Command when leading Cavalry Units --==Rumours of Cowardice==-- * -1 to Morale in Battles --==Sailor From Birth==-- * +1 to Command in Sea Battles --==Sepoy General==-- * +2 to Command when fighting in India --==Siege Expert==-- * +1 to Command when beseiging --==Skilled Siege Commander==-- * +1 to Command when being Beseiged --==Skilled Siege Defender==-- * +1 to Command when Beseiged --==Slippery Character==-- * +1 to Command when Commandering Frigates * +1 to Morale in Battles --==Soldier from Birth==-- * +1 to Command in Land Battles --==Son of the Sea==-- * +2 to Command in Sea Battles * +5% Movement Range for Ships on the Campaign Map --==Son of the Waves==-- * +5% Movement Range for Ships on the Campaign Map --==Steadfast==-- * +1 to Command when commandering Frigates --==Steady==-- * +1 to morale in battles --==Stiff-Necked Spaniard==-- * +1 to Morale in Battles --==Superior Admiral==-- * +2 to Command in Sea Battles --==Superior General==-- * +2 to Command in Land Battles --==Superior War Chief==-- * +2 to Command in land battles --==Swashbuckler==-- * +1 to Command at Sea when Attacking * +1 to Morale in Battles --==Thinker on War==-- * Research points per turn for military technologies: 2 --==Tribal War Chief==-- * +2 to Command in land battles * Enables the army to conduct attacks as ambushes --==Unstoppable Attacker==-- * +1 to Command in Land Battles * +3 to Command when attacking on land --==War Leader==-- * +1 to Command in Land Battles * Enables the army to conduct attacks as ambushes --==Warrior from Birth==-- * +1 to Morale in battles --==With Mother's Milk==-- * +2 to Command when in battle against the Ottomans Industrial Traits --==Capitalist==-- * +2 Happiness (Middle Classes) * +2 to Manage for Treasury Administration --==Stallholder==-- * +1 Happiness (Middle Classes) * +1 Management for Treasury Administration Passive Traits --==A Cruel Wit==-- * +2 to Duelling when Duelling with Swords --==Addled Wits==-- * -1 to Command in land battles * -2 to Morale in battles --==A Fascination with Foreigners==-- * -1 Happiness (Nobility) * +10 to Diplomatic Relations --==A Good Listener==-- * +1 to Subterfuge for Infiltration Missions --==Agrarian==-- * +1 to Management * +1 Happiness (Nobility) * -1 to Management for Treasury Administration --==A Happy Drinkner==-- * +1 to Morale in Battles --==A Holy Light==-- * +2 to Zeal when seeking converts in India --==A Hunter Born==-- * -1 to Management --==A Little Too Clever==-- * -2 Happiness (Nobility) * +10% to Technology Research Rate * +1 Prestige per turn --==A Nose for Trouble==-- * +2 to Subterfuge when Counterspying --==A Sportsman Born==-- * -1 to Management --==A Test of Endurance==-- * -1 to Zeal when seeking converts in India --==Army Enthusiast==-- * -5% Recruitment Cost to all Land Units --==Assassin==-- * +1 to Subterfuge for Assassination Missions --==Autocrat==-- * +1 to maximum town Repression bonus from town watch --==Believer in Name Only==-- * This man understands religion, but does not have a hold over them. --==Bloodyhand==-- * +2 to Subterfuge for Assassination Missions --==Bon Vivant==-- * +1 to Management * +1 Happiness (Lower Classes) --==Born to Quarterdeck==-- * +1 to Command in Sea Battles * +5% to movement range of ships on the campaign map --==Brother to the Wolf==-- * +2 to Command during ambushes --==Buffalo Warrior==-- * +1 to Morale in Battle --==Camp Follower==-- * +3 to Management for Army Administration --==Cautious==-- * -5% Chance of Assassination --==Cloak and Dagger==-- * There is something glamourous and dangerous about the shadow world. --==Commissioner==-- * +2 to Management for Navy Administration --==Corresponds with the Learned==-- * +5% to Technology Research Rate * +5% to Clamour for Reform --==Crisis of Faith==-- * -2 to Zeal when seeking converts in India --==Crude==-- * -5 to Diplomatic Relations --==Cunning as Two Foxes==-- * +3 to Subterfuge for Infiltration Missions --==Darkly Charismatic==-- * +1 to Duelling when duelling with Swords --==Darling of the Gutter Press==-- * +2 to Morale in All Battles --==Deathbringer==-- * +3 to Subterfuge for Assassination Missions --==Devout==-- * +2 to Zeal * -10% to Religious Unrest --==Divine Right to Rule==-- * +2 to Management * -1 Happiness (Nobility) * +1 Prestige per Turn --==Drawing Room Philosopher==-- * +5% to Clamour for Reform --==Drunken==-- * -5 to morale in battles --==Dull as a Flounder==-- * This man may have heard of the art of public speaking, but her certainly doesn't believe it is worth learning. --==Eastern Mystic==-- * +2 to Command when in battle against the Ottomans * -5% to army campaign movement range --==Enlightened Despot==-- * -5% to the cost of Town Watch --==Faith Reaffirmed==-- * +1 to Zeal when seeking converts in India --==Fertile Ground==-- * +1 to Zeal when seeking converts in Europe --==Fingers in the Privy Purse==-- * -2 to Management * -1 Happiness (Nobility) --==Fond of Sailors==-- * +3 to Management of Navy Administration --==Four-Bottle Man==-- * -1 to morale in Battles --==Freak of Nature==-- * -2 to Management * -2 Prestige per turn --==Frugal and Thrifty==-- * +1 to Management * -1 Happiness (Nobility) * -2 Management for Treasury Administration --==Genuphone==-- * +1 to morale in battles --==Gone Native==-- * -1 to Zeal when seeking converts in the Americas --==Good Aim==-- * +2 to Duelling when duelling with pistols --==Good News==-- * +1 Morale in All Battles --==Good Saboteur==-- * +1 to Subterfuge * +1 to Subterfuge for sabotage missions --==Good Swordsman==-- * +2 to Duelling when duelling with swords --==Glutton==-- * -2% to campaign map movement range --==Hale and Hearty==-- * +5 to Campaign Movement Range --==Harsh Reputation==-- * +1 to Management * -1 Happiness (Lower Classes) * +1 to Management for Justice Administration --==Hates the White Man==-- * +2 to Command when in battle against European nations --==Head for Figures==-- * -5% upkeep costs for all naval units --==Honey-Tongued==-- * +2 to Subterfuge for Sabotage Missions --==Honest==-- * +1 to Management --==Incorruptable==-- * -1 to Management * -2 Happiness (Nobility) * +3 to Management for Treasury Administration --==Industrial Revolutionary==-- * +1 to Management for Treasury Administration --==Informers==-- * +3 to Subterfuge when Counterspying --==Interested in Europeans==-- * +5 to Diplomatic Relations --==Iron Hand==-- * -2 Happiness (Lower Classes) * +1 Happiness (Middle Classes) * +2 to Management for Justice Administration --==Jug Head==-- * +1 Happiness (Lower Classes) * -1 Happiness (Nobility) * +3% Clamour to Reform --==Keeper of the Dark Secrets==-- * +5 to subterfuge when counterspying --==Lewd==-- * -1 Happiness (Lower Classes) --==Lewd and Loose==-- * -10 to Diplomatic Relations --==Likes Uniform==-- * -10% Recruitment Cost for Naval Units --==Little Sergeant==-- * +5% to infantry units' campaign movement range --==Local Knowledge==-- * +1 Subterfuge when Counterspying --==Looks to the Eagles==-- * +1 to Command during ambushes --==Majestic==-- * +1 to Management * +1 Prestige per turn --==Medicine Charm==-- * +2 to Morale in Battles --==Mentioned in Dispatches==-- * +1 to Command when leading infantry units * +1 to Morale in all Battles --==Mole==-- * +2 to Subterfuge --==Morally Impaired==-- * -1 to Management --==Murderous Imbalance==-- * +2 to subterfuge for assassination missions --==Nasty, Brutish, and American==-- * -2 to Zeal when seeking converts in the Americas --==Natural Horseman==-- * +1 to Command when leading cavalry units --==Naval Enthusiast==-- * -5% Recruitment Cost for all Naval Units --==No Sense of Shame==-- * +1 Happiness (Nobility) --==Nonsenical Outbursts==-- * -2 Prestige per turn --==Obsessive==-- * -5% to land military technology research rate * -10% recruitment cost for all land units * -5% recruitment cost for Cavalry --==Odd==-- * -1 to Morale in Battles --==Patron==-- * +1 to Management for Navy Administration --==Peacemaker==-- * +1 to Diplomatic Relations --==Petty Tyrant==-- * -1 to Morale in Battles * +10% to infantry units' campaign movement range --==Pious==-- * +1 to Zeal * -5% to Religious Unrest --==Promotes on Merit==-- * +1 to Management * +1 Happiness (Middle Classes) --==Prussian Junker==-- * +1 to Command when leading infantry units --==Prussian Officer==-- * +2 to Command when leading infantry units --==Rather Clever==-- * +5% to technology research rate * +1 Prestige per turn --==Raving and Drolling==-- * -3 to Management * -2 Prestige per turn --==Res Publica==-- * +1 to Management * +5% to Clamour for Reform * +1 Prestige per turn --==Rosy-Cheeked==-- * +5% to Campaign Movement Range --==Soaked in Claret==-- * -2 to morale in all battles --==Sickly==-- * -5% to Campaign Movement Range --==Something of a Banker==-- * +1 to Management for Treasury Administration --==Something of a Blade==-- * +1 to Duelling when Duelling with Swords --==Spiritual Leader==-- * +1 to Zeal when seeking converts in the Americas * +1 to Diplomatic Relations --==Status Quo==-- * -1 Happiness (Lower Classes) * +1 Happiness (Nobility) * -3% to Clamour for Reform --==Steady Hand==-- * +1 to Duelling when Duelling with Pistols --==Steady Under Fire==-- * +1 to Morale in Battles --==Stormcloud==-- * +1 to Subterfuge for Sabotage missions --==Strategist==-- * +2 to Management for Army Administration --==Sybarite==-- * +1 Happiness (Lower Classes) * -1 Happiness (Nobility) --==Tactician==-- * +1 to Management for Army Administration --==The Great Outdoors==-- * +10% to Campaign Movement Range --==Three Bottle Man==-- * This man's wine merchant is comfortably wealthy --==Too Clever==-- * -2 Happiness (Nobility) * +10% to technology research rate --==Touched By His Hand==-- * +4 to Zeal --==Trencherman==-- * -1% to Campaign Movement Range --==Tyrant==-- * +2 to Maximum Repression Bonus from Town Watch --==Uncle to his Men==-- * +1 to Morale in battles --==Unsavoury Bawd==-- * -1 Happiness (Lower Classes) --==Upright==-- * +1 to Management for Treasury Administration * -1 Happiness (Nobility) --==Weasel Cunning==-- * +1 to Subterfuge to Infiltration missions --==Woodland Preacher==-- * +1 to Zeal when seeking converts in the Americas Research Traits --==Academic Fellow==-- * +4 to Research --==A Man of Business==-- * Research points per turn for industrial technologies : 3 --==Banking Genius==-- * Research points per turn for enlightenment technologies : 3 --==Compleat Banker==-- * Research points per turn for enlightenment technologies : 1 --==Doctorate==-- * +1 to Research --==Emeritus Professorship==-- * +3 to Research --==Factory Master==-- * Research points per turn for industrial technologies : 1 --==Gentleman Farmer==-- * Research points per turn for industrial technologies : 2 --==Gentleman Scientist==-- * Research points per turn for industrial technologies : 1 --==Learned Member==-- * +1 to Research * Research points per turn for industrial technologies : 1 --==Manufactory Owner==-- * Research points per turn for industrial technologies : 2 --==Moral Thinker==-- * Research points per turn for enlightenment technologies : 2 --==Rustic Gentlemen==-- * Research points per turn for industrial technologies : 1 --==Respected Philosopher==-- * Research points per turn for enlightenment technologies : 3 --==Scholar==-- * Research points per turn for enlightenment technologies : 1 --==Tenured Professorship==-- * +2 to Research --==Wind Rider==-- * +2 to Subterfuge for Infiltration missions *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.07] Followers Followers are sort of like traits, think of them as SUPER TRAITS. These are basically always positive, which is a good thing, unlike traits. These are more or less people who follow you main unit, and they can go and attach themselves to anyone who can have a trait, and that means it will be able to attach itself to Generals, Admirals, Gentlemen, Rakes, Ministers and Leaders. Followers such as Ancileries are listed here as well. --==Aide de Camp==-- * +1 to Command in Land Battles --==Amusing Cad==-- * +1 Happiness (Nobility) * -1 Happiness (Lower Classes) --==Architect==-- * No structure, placed harmoniously within a landscape, is entirely wasted sir! --==Barber==-- * -1 to Morale in Battles * -5% chance to death at the end of the turn --==Berdache==-- * +1 to Morale in Battles --==Blood Brother==-- * +2 to Command when fighting in the Americas --==Capering Loon==-- * Research points per turn for enlightenment technologies: 1 * Research points per turn for military technologies: -1 --==Captive Colonist==-- * +1 to Diplomatic Relations --==Captured Lady==-- * +2 to Management --==Captured Wife==-- * +1 to Management --==Captured Woman==-- * -1 to Command when in battle against European nations --==Choirmaster==-- * +1 Happiness (Nobility) --==Circassian Beauty==-- * -10% to chance of Assassination * +2 Prestige per turn --==Comptroller==-- * -4% bonus to global tax income * +2 to Management for Treasury Administration --==Confidential Secretary==-- * +2 to Management for Treasury Administration * -1 to Management for Justice Administration --==Contrary Brave==-- * +2 to Command in Land Battles * +1 to Morale in Battles --==Controller of Works==-- * -5% to Cost of constructing cultural buildings * -5% to Cost of constructing metalworking buildings --==Corn Factor==-- * -1 Happiness (Lower Classes) * +5% Wealth Generated by arable farms --==Coup Stick==-- * -1 to Command in Land Battles * +2 to Morale in battles --==Court Composer==-- * +2 Happiness (Nobility) --==Crimper==-- * -5% Recruitment cost for Infantry --==Cunning Monkey==-- * +1 to Subterfuge for sabotage missions * +1 to Subterfuge for infiltration missions * +1 to Subterfuge for assassination missiles --==Desert Mystic==-- * -5% to army movement range * +3 to Zeal --==Drillmaster==-- * +10% to infantry units' campaign movement range * -1 to morale in battles --==Dusty Librarian==-- * +2 to Research --==Eastern Mystic==-- * -5% to army campaign movement range * +2 to Command when in battle against the Ottomans --==European Black Sheep==-- * +2 to Command when in battle against European nations --==European Prospector==-- * 5 Fur Pelts produced each turn --==European Turncoat==-- * +2 to Command when attacking on land --==Exploring Officer==-- * +5% to Campaign Movement Range --==Expert Purser==-- * -4% Upkeep Costs for all Naval Units * -1 to Morale in Battles --==Favourite War Pony==-- * +1 to Command when leading cavalry units --==Flag Lieutenant==-- * +1 to Command at sea when Attacking --==Foul-Mouthed Parrot==-- * +1 to Command at Sea when Attacking --==Fur Trapper==-- * +2 to Command during ambushes --==Galloper==-- * +1 to Command in Land Battles --==Hagiographer==-- * -2 to Morale in Battles --==Harridan==-- * -1 Happiness (Lower Classes) * -1 Happiness (Middle Classes) --==Industrial Genius==-- * Research points per turn for industrial technologies : 2 --==Lance==-- * +1 to Command when attacking on land --==Landscape Gardener==-- * +2 Happiness (Nobility) * -1 Happiness (Lower Classes) * +10% to cost of constructing farm buildings --==Loyal Sowar==-- * +2 to Command when fighting in India --==Lunatick==-- * +10% to Chance of Assassination * Research Points per turn for enlightenment technologies: 2 --==Man-Eating Tiger==-- * +1 to Repression across the theatre * -1 to Management for Justice Administration --==Master of Lunacy==-- * -1 to Repression across Theatre * -5% to chance of Assassination --==Mercenary French Gunner==-- * +2 to Command when Leading Artillery Units * +5 to Artillery Unit's Campaign movement range --==Military Artist==-- * +5% to Army Campaign Movement Range --==Military Padre==-- * +2 to morale in battles --==Military Surveyor==-- * +5% to Army Campaign Movement Range --==Mistress==-- * +1 Happiness (Nobility) --=="Mistress"==-- * -2 Happiness (Middle Class) * +1 Happiness (Nobility) --==Naval Surgeon==-- * -10% to recovery change of battle casualties --==Naval Surveyor==-- * +2 Management to Navy Administration --==Numismatist==-- * +2 to Management for treasury administration * -1 Happiness (Nobility) --==Parrot==-- * +1 to morale in battles --==Patriotic Sword==-- * +1 to Duelling when duelling with Swords * +2 to Morale in Battles --==Pet Hermit=-- * +5% to cost of constructing industrial buildings * +1 Happiness (Nobility) --==Pipe of Peace==-- * +1 to Diplomatic Relations --==Poet Laureate==-- * -1 Happiness (Lower Classes) * +1 Happiness (Nobility) --==Polymath of the Spheres==-- * Research points per turn for industrial technologies: -2 * Research points per turn for enlightenment technologies: 2 --==Presentation Sword==-- * +1 to Duelling when duelling with Swords * +1 to Command at Sea when attacking * +1 to Morale in Battles --==Private Secretary==-- * +1 to Management of the Treasury Administraiton * +2 to Management of the Justice Administration --==Prize Agent==-- * +2 to morale in battles --==Professional Witness==-- * +1 to Management for Justice Administration * +1 to repression across the theatre --==Radical Pamphleteer==-- * +1 to Subterfuge for Sabotage Missions * +1 to Subterfuge for Infiltration Missions --==Runaway Wrench==-- * -1 to Morale in Battles * +3 to Command when in battle against European nations --==Sacred Cow==-- * -10% to religious unrest --==Secret Policeman==-- * +5% chance to Spawning Rakes * -5% Chance of Assassination --==Sommelier==-- * +1 Happiness (Nobility) --==Stupid Nephew==-- * +2 to Morale in Battles --==Surgeon==-- * +10% to recovery chance of battle casualties --==Tax Farmer==-- * -2 Happiness (Lower Classes) * +4% Bonus to Global Tax Revenue --==Thieftaker==-- * +2 to repression across the theatre * -1 Happiness (Nobility) --==Thug==-- * -1 to Subterfuge for sabotage missions * +3 to Subterfuge for assasination missions --==Wagonmaster==-- * +5% to army campaign movement range --==War Bonnet==-- * +1 to Morale in Battles --==Well-Connected Mistress==-- * +1 to Management for Justice Administration * +1 to Management for Treasury Administration *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.08] Technology The technology tree is the same for everyone, and is basically the way you improve your units and empire. You might face the enemy with the exact same army as you, technology will provide the edge that you need to win. There are many techs in the game, and given that I have absolutely no clue about national units, I just list the ranking of units you can recruit. There are three branches of research, Military, Industry and Philosophy, and they all have sub-groups. For the Military, you have the Military, Ordnance and Naval. Industry will have Agriculture, Textile and Metal. These will be listed, as well as prerequistites and what they will lead to and do. All technology will also require a certain building to be built somewhere in your empire. Without this building, you cannot build any new technology. Again, this is all in alphabetical order. ****************************************************************************** *Note that all the technologies that are only found with The Warpaths * *Downloadable Content installed with have been marked, just so you don't get * *confused. * ****************************************************************************** The Natives also have technologies, but they fit in one page. There are 3 branches, compared to the 7 that the Europeans have. They don't have named attached, so I get to have a little creative license. Seeing the first branch starts with a Burial Ground, I will call it the Mystic Branch. The second deals with the Military, so it will be Military. Finally, the third branch deals with the Economy and Culture, so that will be its name. So let us begin with all the technology that is available. Note that for the European technologies, there are 2 that are faction specific, one for the British and one for the Austrians, but they will be clearly marked out for you to see. --==Abolition of Slavery==-- "The abolition of slavery removes the right of one man to own another, and outlaws any trade in human beings as property. The slave trade is highly profitable for those who engage in it, whether through trade such as that from Africa to the New World, or conquests such as the depredations of European shipping by the Barbary Pirates of North Africa. The morality and necessity of slave owner, however, are disputed. Abolition of the trade has its roots in religious feelings, and in radical Enlightenment thought, but its effects are clear: a cessation of slave taking, transportation, and exploitation. Historically, abolition was far from universally popular. William Wilderforce (1759-1833), the MP for Kingston-upon-Hull in Yorkshire, campaigned for many years in the face of bitter opposition from mercantile interests. His eventual success only outlawed slavery in British possessions and British involvement in any foreign trade. The Royal Navy acted as a "world policeman", attempting to stop the African trade at source. Oddly, English judges had already decided that slaves could become free by stepping onto British soil in 1772. Wilberforce's work was the start of a process that continues even today with attempts to stop "people trafficking." Requires = Citizenship Building Needed = Modern University Leads To = None Stream = Philosophy --==Advanced Irrigation==-- "The techniques and tools of managing water flow on farmland, to improve the soil and crop yields. Advanced irrigation is the application of scientific ingenuity and mechanical principles to the use and distribution of water. Marshy landscapes are drained and tamed to make productive and profitable farmland, rivers can be dammed and diverted, ponds and the landscape itself reworked to the benefit of its owners. These advances are leading to the cultivation of land that would previously considered unsuitable for agriculture, providing more food for a growing population. In Europe, the Dutch were the masters of irrigation and water management - hardly surprising given the low-lying nature of much of the Netherlands! In Asia and India, rice farmers had long practical experience with paddy fields. Crop irrigation is an ancient skill, dating back to the down of agriculture: the Egyptions used the yearly flooding of the Nile as the basis of their entire civilisation, a dead world that scholars and antiquaries in the late 18th Century were beginning to explore." Requires = None Building Needed = Clearances Leads To = Steam-Pumped Land Drainage Stream = Agriculture, Industry * +0.4% to the population growth impact of farms * Reduces the chances of food shortages * +10% Coin Wealth generated by farms * Enhances national prestige * Leads to Wine Estates --==Airguns==-- "Rifles that only use compressed air rather than gunpowder to propel bullets, airguns are almost silent in use and produce no muzzle flash or smoke. There are two ways of powering an air gun: a pneumatic, pumped reservoir of air, or a spring-powered piston. The reservoir, which uses the muscles of the user to reach pressure, is by far more reliable and practical mechanism. A pistol requires very fine tolerances, making it too expensive and unreliable to manufacture. Given that any air gun is expensive to make, it also makes sense to give them rifled barrels. The Austrians where the only nation to employ airguns and with only partial success. The "Windbuchse" (wind rifle) was made by Girandoni (1744-1799), a gunsmith from Tyrol. The weapon was accurate, quiet and quick firing, but too delicate for everyday use. It used a pneumatic system fired a carbine- sized bullet, and had a 20-round integral magazine. An experienced user could fire off all 20 rounds in less than half a minute; a reservoir was built into the stock, and could be removed independently from the magazine for recharging." Requires = None Building Needed = Army Staff College Leads To = None Stream = Military, Military * Enables recruitment of Windbuchse Jaegars These are only used by the Austrians --==Ambush Tactics==-- "Used correctly, surprise is an effective weapon: ambushes can give an edge over larger enemy forces. Understanding of the land and centuries of hunting experience have taught Native Americans many techniques they can adapt for warfare. Europeans may frown upon these ambushes and see them as cowardly and skulking, but this is probably because they work! And what general likes to admit that he as been outwitted and outclassed by mere savages? In 1755 the British general Edward Braddock fell foul of one of the most devastating ambushes of the French and Indian War. Sent to attack the French at Fort Dequensne, Braddock made a fatal error when he took his men through a narrow valley, and was ambushed by tribesmen and their French allies. A massacre ensued, Braddock was killed, and his force lost 900 men, along with many horses and provisions." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Warrior Society Leads To = None Stream = Military, Native * Allow all units to fire while hidden --==Basic Steam Pump==-- "This is steam-powered mechanical contrivance allows the easy drainage of mines, among other tasks. Practical "steam engines" that can do useful work offer many advantages over other sources of power such as animals and waterwheels. A beam engine that harnesses the pressure of steam to work a mechanical pump can be used to pump water out of mine workings either more effectively or from greater depths. In both cases, the profits of the mine are greatly increased. Historically, there were several almost-abortive attempts to create a "steam pump", with most of the early efforts carried out by engineers in Cornwall, England. This county was rich in many mineral ores, and landowners were prepared to pay handsomely for profitable innovations. Captain Thomas Savery (1650-1715) developed a "fire engine" that worked, after a fashion and as well as it could, given the time's engineering limitations. It was, however, the beam "atmospheric engine" of Thomas Newcomen (1664-1729) that harnessed steam power and made miner's lives safer." Requires = Nothing Building Needed = Iron Workshops Leads To = Coke Blast Furnice Stream = Metal Industry, Industry * -10% to cost of constructing metalworking buildings * -10% to cost of constructing mines * Leads to Steam-Pumped Gold, Iron and Silver Mines --==Cadenced Marching==-- "Marching to a beat unifies the movement of soldiers, and makes it possible to more accurately measure pace. Originally drums were not carried onto the battlefield to provide musical accompaniment to the business of killing. They were there as a "repeater" system for the shouted orders, as it was obvious that a single voice would be lost in the murderous hubbub of battle. However, it was soon realised that a regular beat was useful in teaching men how to load, present and fire their muskets. From that idea it is a short step to making sure that soldiers are trained to do everything in a regular beat, including marching. Drummers, originally intended only to beat a coded tattoo for particular orders, can also keep time for a whole regiment. With cadenced marching, a unit no longer ambles to its destination, it steps out with determination! A cunning colonel can even up the pace and have his men cover more ground by having the drummers beat a little faster! Historically, many colonels of infantry regiments did pay for bands out of their own pockets, knowing that music could lift the spirits of "the lads" as surely as a bottle of gin." Requires = Square Formation Building Needed = Drill School Leads To = None Stream = Military, Military * Improves campaign map movement speed * Enhances national prestige --==Call of the Wild==-- "Nations living in harmony with their lands are bettle able to exploit natural resources. The earth is mother to all and no man can claim ownership. The tribes have lived by this rule for generations, and it serves them well. Although they control the land they occupy they do not own it. By respecting and living in harmony with the earth a tribe can obtain the maximum benefit, so improving the life of the people. Forced migration out of traditional homelands claimed many lives: the Cherokee called this "the Trail of Tears" with good reason. Some 17,000 Cherokee were forcibly transported across the Mississippi by soldiers under the command of General Winfield Scott in 1838. It is estimated that around 4000 of them died in the process, mostly from disease and starvation in the transit camps." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Burial Ground Leads To = Spirit of the Forest Stream = Mystic, Native * +10% Wealth generated by farms * Enables building of Ancestral Grounds --==Canister Shot==-- "This ammunition for cannons is a cylinder stuffed with musket bullets that bursts as soon as it leaves the gun barrel. Any cannon can be turned into a giant shotgun using the appropriate size of round. Normal cannon balls are terrible enough when they hit, but they will usually only kill or injure a few men. Canister is a short-range weapon, and used as a last-ditch defence against a massed attack. The slaughter inflicted on nearby enemies can be fearsome indeed. Usually, canister shots are made of tin, which serves to keep everything together while it is rammed down the barrel, but it is no impediment to bursting effect. It is not uncommon for artillery crews to load a canister shot on top of a normal cannon ball, if they have time, to maximise killing the power. Canister is still used by armies todays, and has been refined over the years: beehive rounds used flechettes (small darts) rather than round shot, but the principle is the same. The 120mm main gun on the modern US M1 Abrams tank is capable of firing canister ammunition, making it a 60-tonne armoured shotgun." Requires = None Building Needed = Cannon Foundry Leads To = None Stream = Ordnance, Military * Enables Canister Shot * Recruits: Basic Artillery * Leads to Ordnance Factory --==Cannon Casting==-- "This technology allows the small-scale production of artillery, and reduces the upkeep costs of firearm-equipped units. Cannons are a most destructive force indeed, but not a brave and noble way of fighting! But, as enemies have cannons, only a foolish tribe would not seek to protect their land and people. The strength of the tribes may be in stealth and surprise, but a new weapon of such power demands new ways. Historically, the use of cannon by Native Americans was rare, as the European settlers carefully controlled their artillery pieces. They were given away rarely, for a tribe with heavy guns would be a threat indeed. In 1661, the Maryland colonists, supplied their allies, the Susquehannocks, with men, ammunation and a cannon with which to defend their village against Iroquois attack." Requires = THE WARPATH DOWNLOADABLE CONTENT! Powder Making Building Needed = Gunsmith Leads To = None Stream = Military, Native * Enables building of Foundry --==Carbines==-- "A carbine is a smoothbore musket, lighter than a standard infantry weapon, for use by Cavalrymen. An infantry musket fires a ball about the width of a man's thumb: a pound of lead is melted down to make about 10 or 12 rounds. A carbine fires a smaller ball: some 15-17 rounds from the same amount of lead. This smaller bullet does slightly reduce its killing potential, but the reduction in recoil when fired from horseback is welcome. A carbine is, however, just as long as a regular infantry musket, something that makes it awkward to reload while mounted. A carbine is often fitted with a sling-and-swivel to attach it to a Cavalryman's shoulder belt, so that it cannot be lost while riding at speed. Historically, there was some debate over whether or not regiments of horse should be equipped with firearms at all. John Churchill, the Duke of Marlborough, favoured Cavalry using cold steel against the enemy. He felt that the morale impact of a Cavalry charge was more important than any marginal increase in firepower. As a result, his Cavalrymen received a tiny allocation of three rounds apiece - for the whole of a campaign season, not each battle!" Requires = Nothing Building Needed = Army Encampment Leads To = Wedge Formation Stream = Military, Military * Enables Carbines. This allows the recruitment of carbine-wielding Cavalry units * Enables Firearm Cavalry --==Carcass Shot==-- "This ammunition is a hellish incendiary, contrived from combustible substances wrapped in canvas, strengthened and supported by iron hoops. The shells are made by pouring an unpleasant cocktail or turpentine, tallow, resin, saltpetre, sulphur and antimony compounds into a canvas sack, which is supported by iron interlocking hoops. This mixture hardens, and the shot can then be fired from mortars and howitzers. A weapon with a low muzzle velocity is required, otherwise the canvas rips apart and the crew are showered with the burning contents of the canvas. The hoops hopefully prevent the shot from bursting as it leaves the barrel, setting the users on fire rather than the target. In theory, the mixture should burn for a few minutes when the shot bursts on impact, and be incredibly difficult to extinguish. Certainly dousing the flames with water will have little effect. This makes carcass shot particularly useful against defensive positions, and an extremely unpleasant weapon when used against troops in the open." Requires = None Building Needed = Ordnance Factory Lead To = Quicklime Shells, Explosive Rockets Stream = Ordnance, Military --==Carronades==-- "This weapon is a short-barrelled, muzzle-loading cannon that can be mounted on the upper decks of a warship. Carronade differ from the normal warship "long guns" by having a shorterned barrel, relatively to the weight of shot. Short barrels require reduced gunpowder charges; large charges would be wasted because they would not have time to burn properly. This gives a reduced muzzle velocity, less recoil, and a lighter weapon. As a further benefit, carronades require fewer gunners to fire them. There is, however, a tactical price to pay: carronades are short-range weapons. In close, but only in close, they can do fearful slaughter. Historically, the carronade was developed by the Carron Company of Fife, Scotland. It was a huge success initially, as the weight of shot more than made up for its short range, 68-pounder carronades were quite easily carried aboard even small ships. HMS Victory carried 68-pounder carronadesas part of her armament: one raking round shot and a load of 500 musket balls did terrible slaughter on the gun deck of the Bucentaure at the Battle of Trifalgar in 1805." Requires = Improved Grape Shot Building Needed = Naval Board Leads To = Rifled Cannons Stream = Naval, Military * Enhances National Prestige * Able to Recruit Carronade Vessels --==Citizenship==-- "The idea of belonging to a society and adhering to its rules in order to reap the benefits of being a citizen. A man must be accountable for his own actions, for if he is not, is he a man at all? When actions are considered in the context of others, men begin along the path of citizenship. With the status of citizen there are responsibilities that are inherent in this position. In order to gain the advantages and privileges of being a citizen, a man must adhere to the rules laid out by those that have made him this. The idea of citizenship hails from Classical antiquity, and in particular the study of Roman authors and their views upon Roman Republic politics. Certain members of society were given "citizenship", in effect creating a ruling class with greater political and social rights than their fellow nationals. Slaves and foreigners were not to be given political rights, and any social rights they had were limited at best. This "Roman" idea of citizenship did not imply any move to democracy of any kind, but it did imply a commonality of interests among the citizenry." Requires = None Building Needed = Modern University Leads To = Abolition of Slavery Stream = Philosophy * -1 Happiness (Middle Classes). Clamour for reform * -10% recruitment cost for infantry * +6 Coins per turn to town wealth in the region * Enhances National Prestige --==Classical Economics==-- "An attempt to understand, explore, and explain economic growth and development. Classical economics seeks to change the way a nation's wealth is considered. No longer is the amount of money in a king's treasury the sole measurement of national wealth. The earnings of the populace are now taken into account. With this step forward people leave feudal society and stop forward as individuals seeking their own gains for their own benefit. Classical economics was eventually superceded. Its influence does still linger however, especially within the modern school of thought known as "new classical economics." Historically, the school of classical economics was originally created by Scottish philosopher Adam Smith, but David Ricardo is leading the school forward in its belief and methods. His debates on such topics as the Corn Laws with Thomas Malthus are giving theorists much to consider. One of the key questions the theory seeks to answer is: how can a society be built upon a system where man seeks to further only his own interests?" Requires = Free Trade Doctrine Building Needed = Modern University Leads To = None Stream = Philosophy * -1 Happiness. Clamour for reform * +14 Coins per turn to town wealth in the region * +15% Coin Wealth generated by all buildings * Enhances National Prestige --==Coke Blast Furnace==-- "A furnice used to smelt ore efficiently and cheaply, allowing the creation of iron on a large scale. Iron smelting is traditionally done on a small scale, using charcoal as a fuel for the furnace. Demand for iron is now such that the charcoal burning industry can no longer keep up, simply because there aren't enough trees to be chopped down for fuel! Instead, new methods using coal and, in particular, coke, can produce more iron of better quality. Coke is coal that has been heated in a confined space so that its volatile components are driven off, producing a carbonized residue. This burns in the same steady fashion as charcoal, and is an ideal fuel for blast furnaces. In these air is forced through as quickly as possible, quickly raising temperature and melting the ore. Historically, it was English ironmaster Abraham Darby (1678-1717) who discovered coke could be used in blast furnaces, and to better effect than charcoal. His iron was not of good quality but could be produced cheaply. He founded a dynasty of ironmasters who are directly responsible for the new "cast iron age" of the early Industrial Revolution." Requires = Basic Steam Pump Building Needed = Iron Workshops Leads To = None Stream = Metal Industry, Industry * +10% Coin Wealth generated by metalworking buildings * Enhances national prestige * Leads to Ironmaster's Works --==Common Land Enclosures==-- "The appropriation of community land is an efficient way for the landed classes to increase their wealth. Enclosure laws removes the rights of the lower social classes to graze their animals on common land, because it is now legally somone's private property, and fenced in as such. Farming does become more efficient as a result because subsistance farming is replaced by cash crops, and there is more food grown. This is of little consequence to the common people who have been dispossessed of their ancient rights. They cannot feed themselves anymore from their own smallholdings and herds which grazed on the commons, and must take the wages offered by the new landlords. In England, the landowners sitting in Parliament were not backwards in passing many "Inclosure" Acts for their own benefit in the 18th Century. Enormous parcels of land were, effectively, stolen from the common working people and incorporated into private estates. The effect was to empty the landscape of unwanted labourers, who were forced into the new mill towns and rapdily industrialising cities, swapping rural poverty for urban squalor. Poor laws did little to alleviate poverty, other than making sure that the poor moved on to starve somewhere else." Requires = Nothing Building Needed = Peasant Farm Leads To = Nothing Stream = Agriculture, Industry * +0.2% to the population growth impact to farms * Reduces the chance of food shortages * Leads to Rice Farms, Wineries, Tenanted Farms --==Copper Bottoms==-- "Ships can be protected from fouling and the ravages of worms by covering them with copper sheeting below the waterline. Wooden ships are a rich feast for many marine animals, and a home for all manner of weeds and barnicles. Over time, any hull becomes fouled when weeds and encrustations to the point that the ship's speed is compromised. Worse still, given time, worms will eat the planks of the ship to the point where its bottom literally falls out! Other than scraping a beached hull clean, there is no cure, worm eaten timbers have to be chopped out and replaced. Coppering involves nailing or bolting thin sheets of metal over the whole of a ship's underside. The copper is toxic to worms and weeds, and greatly extends the working life of a ship, and improves its sea keeping qualities. Historically, coppering was only a partial solution to the problem of fouling. It worked well in keeping the hull clean but, thanks to an electrolytic reaction with iron bolts used to hold the ship together, the bolts rotted away! The iron, copper, and seawater had created a battery, and the (unintentional) iron cathodes were damaged by the reaction." Requires = Seasoning Building Needed = Naval Board Leads To = Improved Coppering Stream = Naval, Military * +5% Recruitment cost for all naval units * +10% topspeed of ships in battle * +5% movement range for ships on the campaign map --==Diamond Formation==-- "An improved method for positioning and manoeuvring a cavalry unit, so that it may change direction with expedition. A diamond formation, as the name suggests, is a way of employing all the men of a cavalry unit to best effect. Rather than being arranged as a simple wedge, the point towards the enemy, the unit tapers off from its broadest point. Even though the riders may be knee-to-knee to maximise the shock of impact should a charge connect with a target, a diamond-formed unit can change direction quickly. This is not true with the earlier cavalry wedge, the members of which find any kind of wheeling turn difficult to execute. Historically, the Swedes were among the leaders in European cavalry tactics at the start of the 18th Century; King Charles XII was all in favour of closely packed, large cavalry formations that he believed that those would break the enemy by fear alone. There was debate among military men in other nations too: in Britain the Duck of Marlborough favoured his cavalry charging home with cold steel, rather than relying on fear or bullets to do their terrible work" Requires = Wedge Formation Building Needed = Military Academy Leads To = Shortened Carbines Stream = Military, Military * Enables cavalry diamond formation. This replaces the wedge formation --==Division of Labour==-- "The idea that the specialisations of roles within an industry creates a more skilled and organised workforce. As society expands its capabilities and needs grows within it. By dividing labour amongst workers a manufactory power can develop a more skilled and effective work force, in turn leading to a quicker production time and larger profits. Allocating workers to specific tasks create a more skilled and knowledgeable work force, capable of passing their knowledge on to others. Scottish philosopher Adam Smith (1723-1790) was a firm proponent of the division of labour. He argued that the rate of production would be dramatically increased within industry if work was divided effectively. In "The Wealth of Nations", he called for a public education system to be put in place to teach workers the finer points of their craft. Economist William Petty took a different view point: he argued that the main purpose of the division of labour was creating a more skilled work force, rather than speeding up production times." Requires = Physiocracy Building Needed = College Leads To = Joint Stock Companies Stream = Philosophy * +4 Coin per turn to town wealth in the region * +10% Coin Wealth generated by industrial buildings * Enhances national prestige * Leads to Plantation Warehouses --==Dreamwalking==-- "The dream world not only reveals a man's destiny, but also the location of hidden enemies. Properly harnessed the power of dreams enables warriors to see through an enemy's deceptions: hidden units can be hunted down before they can spring an ambush! Native Americans believed strongly in prediction through dreams, and would make decisions guided by them, even abdicating leadership or turning back from a battle if a dream told them it was the right thing to do. Direction and purpose could be acquired by embarking on a vision quest. The vision seeker isolated himself, achieving a heightened condition through fasting, hallucinogens, or even self-mutilation, then waiting for the vision to appear. This often came in the form of a bird or animal, and once recieved would be followed without question; the seeker had to remain in harmony with the wishes of the Spirits. Requires = THE WARPATH DOWNLOADABLE CONTENT! Spirit Medicine Building Needed = Shamanic Gateway Leads To = None Stream = Mystic, Native * Increases the line of sight of all generals --==Empiricism==-- "The belief that all human knowledge is gained through experience and those aspects of life that cannot be directly experienced must not exist. As men seek to explain the world around them, and their place within it, new theories are formulated almost weekly and such theory is empiricism. Empericists believe that the human mind is a tabula rasa (white paper), and our experiences as we grow and learn make a mark on this paper. It is though these marks that we identify with things and understand them. The work of philosopher John Locke (1632-1704) was the driving force behind the inception of empiricism. He redefined the tabula rasa argument, first worked on by Ibn Tufail in the 12th century. His key works explored the human mind and often clashed with other theorists of his time. The rationalists, for example, held the human mind to be capable of comprehending some things without the need of the senses, through faith. Locke, on the other hand, believed the mind was only capable of comprehending things through experience." Requires = None Building Needed = School Leads To = Nothing Stream = Philosophy * +5% to technology research rate * +2 Coin per turn to town wealth in the region * Enhances National Prestige * Leads to College --==European Doctrine==-- "The European way of organising armies and training soldiers is fashionable because is has been successful on the battlefield. The wholesale adoption of a completely new military model in troop types, drill, tactics, deployment, strategy, supply, fortifications and force organisation is a wrenching change for any Medieval or Renaissance-style army. The military "doctrine" of European powers is not so much a formalised approach to the business of making war, but a collection of practical solutions that have been found to work in many battles in many wars on many continents. From basic ideas such as the equipment carried by an infantryman, to sophisticated concepts of star fortifications, European methods have been forged in the crucible of war! Historically, the Ottoman Empire had an army that was old fashioned, even in 1700. The "New Soldiers" of the janissary corps had ossified military thinking in a very conservative fashion, and intended to keep fighting as they had done for centuries. The rest of the world had moved on. A military treaty with Revolutionary France (a nation desperate for allies) began the process of updating the Ottomans' "new model army", based on then-current Western military thinking." Requires = None Building Needed = Drill School Leads To = Nothing Stream = Military, Military * Enhances National Prestige * Enables Recruitment of Nizam-I Cedit Infantry --==Explosive Shells==-- "Hollow projectiles, filled with gunpowder, which, by use of a timed fuse, explode near enemies. Cannonballs are usually exactly that: solid lumps of iron (or stone, for some early weapons) that do damage on impact. They must hit the target to have an effect. Explosive shells, however, are cunningly contrived to explode after a set time, causing damage and injury to everything within the blast. A cast iron sphere contains gunpowder, a lit fuse burns down a set rate until the blasting charge is reached. The skill of the gunner is in judging the trajectory of the shot and the length of fuse required to explode the shell over or amongst the enemy. Historically, the weapons used for shells were most often short-barrelled mortars or howitzers. Apart from anything else, the gunner had to reach down the barrel to ignite the shell fuse, and then get out of the way before the piece fired or the shell exploded. It was not unknown for gunners to be killed by premature shell bursts, either in the barrel or shortly after firing! The explosive shell lives on today in the form of cartoon bombs with the word "BOMB" on the side in large, unfriendly letters." Requires = Improved Grenades Building Needed = Ordnance Factory Leads To = None Stream = Ordnance, Military * Enables explosive shells for howitzers and mortars * Leads to recruitment of artillery units * Leads to Great Arsenal --==Fire and Advance==-- "A tactic which allows a unit to move forward in sections, while enjoying the benefits of covering fire from its own men. When using this evolution, infantry units do not advance as a solid mass, but divide into smaller groups, each of which then advances a short distance in turn. While a group is stationary, it loads and then discharges the muskets at the enemy, harassing them and covering the advance of their moving fellows. Overall, a unit advances more slowly because of the repeated stops made by its companies to fire, but the constant, though limited, fire maintained against the enemy is compensation enough. This manoeuvre it demands a great deal of comradely loyalty from both officers and men, as each manoeuvring group relies on the fire of the other to keep the enemy at bay while it advances. Good discipline and weapons drill are also required, so that the stationary companies will always be ready to give fire when needed. Properly executed, it can be a devastating and effective way of closing with the enemy. The tactic has remained in use to the present day as a method of advance called "bounding overwatch", a particularly useful technique for armoured units where tanks give each other covering fire." Requires = None Building Needed = Military Academy Leads To = None Stream = Military, Military * Enables line infantry fire and advance drill --==Fire by Rank==-- "This firing pattern for infantry units prouces a barrage of musketry by having each rank, or line of men, fire in turn. By careful timing, it is possible for a constant fire to be maintained for, as soon as one rank has fired, it begins reloading. By the time other ranks in the unit have fired on their turn, all men should have reloaded and ready to give fire once more. This requires a good level of discipline and obedience, as each rank must listen only to orders from the relevent officers and sergeants. The drill involved in loading a smoothbore musket must also be mastered by every man in the unit. Carried out correctly, the result is a series of volleys that give enemies no respite from a hail of musket balls! Historically, it was usual for units to draw up formations three ranks deep, this being considered the "best" compromise between weight of fire and ease of control. Deeper formations were tried, but there was always a risk to men in the forward ranks from careless shots from the rearmost ranks - men were shot in the back by inexperienced comrades. Of course, this firing pattern also meant that only one man in three was ever loaded and ready to fire at any given time!" Requires = None Building Needed = Drill School Leads To = None Stream = Military, Military * Enables line infantry fire by rank firing drill --==Flintlock Cannons==-- "The simplist ideas are often the most effective. Fitting a flintlock to a cannon reduces misfires and speeds firing. Traditionally, cannons are fired by applying a slow-burning match to the touch hole in the breach. The primer catches, flashes into the main barrel, and the resulting explosion fires the projectile. The gun captain needs to be careful, stay out of the line of the recoil, and keep his linstock away from any gunpowder. However, a burning match is not foolproof, and the method can produce misfires and, more dangerously, "hangfires" where the priming powder is burning, but has not - yet - set off the main charge. By taking the flintlock from a standard musket and attaching it to a cannon breach, a reliable spark can be created, making firing a cannon a much more reliable process. Any risk of the slow match being extinguished, or causing an accidential explosion, is gone. The gun captain has only to cock the flintlock, stand well back, and then pull the lanyard to fire his gun. This certainty of fire is much valued aboard warships. Historically, only the British Royal Navy and the US Continential Navy adopted the flintlock for use on cannons." Requires = None Building Needed = Admiralty Leads To = None Stream = Naval, Military * -5% Reduction to Navan Cannons' Reloading Time * Enhances National Prestige --==Flying Shuttle==-- "A flying shuttle means the width of a loom can be increased beyond the span of a weaver's arms. Manually powered looms can only make pieces of cloth that are no wider than the easy reach of the weaver, simply because he has to throw the shuttle carrying the woof across the warp threads on the loom. A flying loom uses a clever arrangement of lines and pulleys to launch the "flying" shuttle with a tug on a cord, catch it at the other side of the loom, and return it with another tug of the cord. The width of the loom, and so the width of the cloth, can be increased as a result, and the quality of the cloth also improves, as the weaver is now free to use one hand to comb and compact the woven material. The device was invented by Englishman John Kay (1704-80), and it brought him little but unhappiness. Weavers saw it as a threat to their livelihoods, and other inventors stole the idea and never paid him a penny for his work. The unfortunate man died penniless, having failed to sell his idea to the French, (Good Lord, the French!) after his ill luck in Britain." Requires = None Building Needed = Weaver's Cottage Leads To = Punch-Card Loom Stream = Textile Industry, Industry * +15% Wealth Bonus to Town Wealth from textile industry buildings * Enhances National Prestige --==Four Field Crop Rotation==-- "By planting four different crops in succession the quality of soil in a field can be markedly improved. Simply: better soil means better harvests, and by grouping fields into fours, the crops are grown every year, just in different places. Farmers have long practiced crop rotation, leaving fields to lie fallow one year in every four to recover their fertility. This system works, but it means that a quarter of farmland is doing nothing every year. This reduces profits and food supply. Four-fields rotation adds an extra, useful crop to the series that actually improves the soil, clover or turnips are typical plantings. Viscount Charles "Turnip" Townshend (1674-1738) brought this Dutch invention to England, earning his nickname for his devotion to the crop and his exceedingly predictable dinner conservations on the subject. Despite the boredom of his dinner guests, his improvements worked, and were part of a larger agricultural change that further enriched the landed classes. In England, with the Enclosure Acts that effectively stole the common grazing lands of the rural community, crop rotation made the wealthy even wealthier." Requires = None Building Needed = Tenanted Farms Leads To = None Stream = Agriculture, Industry * +0.3% to Population Growth impact on farms * Reduces the Chance of Food Shortages * Leads to Clearances, Rice Farming Estates --==Free Trade Doctrine==-- "The concept that trade should be unimpeded by taxes, tariffs or any other restriction enacted by authority. Free trade is an intensely pleasing prospect for traders. The basic principle is that the less those in power involve themselves in matters of trade the more it will be able to flourish and grow, thus creating wealth. Taxes, tariffs or other restrictions that can be laid upon trade will only prove counterproductive. This runs entirely counter to the medieval idea of guilds, that sought to limit trade and production of goods to those who had spent years learning their craft. Historically, David Ricardo (1772-1823) was one of the leading minds in the advancement of the free trade doctrine. He sought to prove it could be beneficial not only to be economically strong, by also to be economically weak. He developed this theory and it became known as the theory of "Comparative Advantage." The key point of the theory was the idea that a region or country should specialise in goods that are easily and economically made within their borders. By doing this, a sizeable yet easy profit would result and grow from trade with others." Requires = Wealth of Nations Building Needed = Modern University Leads To = Classical Economics Stream = Philosophy * -1 Happiness. Clamour for reform * +25% Coin Bonus to the growth in trade route income * +10 Coin per turn to town wealth in the region * +25% Coin Wealth generated by ports * Enhances national prestige * Leads to Global Trading Company --==Government by Consent==-- "The concept that no man can be ruled without his prior consent. Society is built on a series of laws and understandings; no man can be governed unless he deems those in power worthy of his respect, or capable of upholding his interests. This, in essence, is government by consent. Followers of this theory think rulers should never have the right to force any beliefs on those they rule. If the rulers don't have the consent of the masses they can be overthrown and replaced by others chosen by the masses. Historically, philosopher John Locke spent many years musing about government, and the correct way to govern a society in order to preserve the rights of the individual. His thoughts culminated in his work "The two treaties of government." Each of these outlined his thoughts on traditional forms of government, and his suggestions on how things could be improved." Requires = Social Contract Building Needed = College Leads To = Seperation of Powers Stream = Philosophy * -1 Happiness. Clamour for reform * +5% to technology research rate * +3 Coin per turn to town wealth in the region * Enhances national prestige --==Gun Dealing==-- "Trading with outsiders means you can give your warriors firearms, when you cannot make them. A tribe that fails to keep pace with an enemy risks leaving itself vulnerable to attack. However, sometimes the best course of action is to trade, rather than to try to make everything. The Europeans are greedy for furs, and there is no shortage of hunters who can get them. Hard bargaining can get you many guns, until the tribe's smiths can learn the necessary skills. In the 1600s, European settlers supplied guns to the native tribes, through trade or gifts to secure alliances. As tribes adopted firearms, they quickly became a necessity. A people without guns ran the risk of destruction by enemies armed with the new weapons. Though the tribes did gain some independence from European suppliers by learning metalworking and gun maintenance, making gunpowder remained a slow and difficult process. The natives still had to rely on foreigners for powder, putting them at a distinct disadvantage." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Warrior Lodge Leads To = None Stream = Military, Native * Enables building of Warrior Society --==Hunting Techniques==-- "Better hunting and care of the land increases income from fur trapping. Men hunt to feed their families, their tribe. These skills are valuable, too, for the trade goods that they provide. Europeans will barter anything for furs. Therefore, any small improvement in the way the tribe conducts its hunts is welcome, and profitable. Each tribe had tactics tuned to the surroundings and the animals they hunted. The Plains people perfected techniques for hunting bison: a band of warriors would scare the herd into a stampede towards a cliff. The animals would fall over the edge, being pushed over by their stampeding herd-mates. As a way of hunting, this was very effective, and very dangerous: warriors could be gouged to death if the stampede did not go as planned." Requires = THE WARPATH DOWNLOADABLE CONTENT! Nothing Building Needed = Council of Elders Leads To = None Stream = Economy and Culture, Native * +25% Bonus to Fur Production * Enables building of Chief's Lodge, Warrior Society, Fur Trading Post --==Improved Animal Husbandry==-- "The application of rational, scientific principles to the care and breeding of farm livestock. Animal husbandry is, of course, a practical skill of every farmer, cowhand, shepard, pigboy and egg collector on just about every farm in the world. It is, however, a matter of hard-won individual experience and folklore rather than rational, organised study. When gentlemen scholars apply their "scientific methods" of study to animals close to home, an improvement in animal care, health and breeding quality can result, leading in turn to greater yields for the farmers. Historically, Thomas Coke, 1st Earl of Leicester (1754-1842) was a leading light in this field in Europe. He reorganised his land and home at the family seat, Holkam Hall. His "Holkam Sheerings" were gathering of agriculturalists and gentlemen farmers, who came to admire his flocks and herds - and see new ways of turning a profit. Many now see these as the forerunners of the traditional county and agrilcultural shows that take place to this day." Requires = Nothing Building Needed = Peasant Farm Leads To = Selective Breeding Stream = Agriculture, Industry * Reduces the chance of food shortages * +5% Coin Wealth generated by farms --==Improved Coppering==-- "Coppering a ship prevents weeds fouling it, and this improved method prevents the ship's structural bolts from mysteriously rotting away. Copper sheets fitted to a wooden ship keeps weeds and worms at bay, making the ship faster in the water and longer lasting in service. However, until the advent of a new alloy for making bolts to hold ship's timbers in place, coppering caused the iron bolts to be eaten away. Although nobody understands why the iron bolts fail, experiments have revealed that an allow of copper and zinc can make bolts of sufficient strength that are immune to the mysterious problem. Copper sheathing for a ship is not a trival expense, being about six times more expensive than replacing damaged timbers. For those navies who do it, however, the improved performance from not having weed-fouled hulls s well worth the expense. Fancy metalurgy is a small additional price to pay. Historically, the alloy bolts made coppering a success, so much so that "copper bottomed" bacame a mark of approval: something so (financially) sound it could not possible fail. The method remained in use until the development of anti-fouling paints; even iron hulls get fouled by weeds." Requires = Copper Bottoms Building Needed = Naval College Leads To = Top Gallants Stream = Naval, Military * -5% upkeep costs for all naval units * +10% topspeed to ships in battle * +5% movement range for ships on the campaign map --==Improved Farming==-- "Applying European argicultural techniques to existing native knowledge produces a beautiful and varied harvest. European settlers have brought new crops of coffee, sugar cane, spices and wheat to cultivate; cattle, pigs, and sheep; and new iron tools. When combined with the native knowledge of the land, these new argicultural ideas can provide plentiful harvests to feed future generations, as long as the farmer maintains a healthy respect for the nature spirits, and does not try to exploit them. Long before Europeans arrived, the Native Americans already had a long history of farming, including crops such as potatoes, tobacco, squash, cocoa, and beans. Slash-and-burn techniques were used to clear large areas, and crop locations were regularly moved to prevent over-farming. The Europeans introduced improved tools, new crops and a heavier emphasis on livestock. In parts of the New World the natives reared alpacas for wooland guinea pigs for food, but most of their meat came from hunting rather than rearing domesticated animals. Incidentally, the turkey is the only domesticated North American farm animal." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Chief's Lodge Leads To = None Stream = Economy and Culture, Native * +0.5% to the population growth impact of farms * Enables building of High Chief's Lodge --==Improved Fishing==-- "New fishing methods increase food supplies. The rivers, lakes, and seas around America contain an abundance of fish. By refining age-old skills, the amount of fish a tribe can catch through their fisheries is greatly increased. Native Americans employed a variety of fishing techniques, the most successful being fishing weirs. These underwater cages could be used to trap large numbers of fish with minimum effort, and often spanned the entire width of a river." Requires = THE WARPATH DOWNLOADABLE CONTENT! Nothing Building Needed = Council of Elders Leads To = None Stream = Economy and Culture, Native * +10% Coin Wealth generated by fisheries * Enables building of Fishing Fleet --==Improved Grape Shot==-- "Grape shot turns a naval cannon into a giant blunderbass, delivering a devastating blast of man-killing shot into a target. Grape shot is usually a canvas bag that contains a large number of small cannon balls. These are usually larger than the musket balls used in canister shot for land-based artillery, as they are expected to blast through wooden ships. Indeed, a part of their terrible killing effect comes from the fact that they not only spread out from the gun barrel when fired, but also shatter the target into equally deadly splinters. "Splinter" in this case can mean a lethally pointed piece of wood as long as a man's shorts! Improved grape shot puts the killing balls into a cylindrical container with wooden base or "sabot" (shoe), that acts as a poison when the cannon fires. Improved grapeshot can therefore can do even more damage to the crew of a target. Historically, a broadside of grapeshot from HMS Swallow killed the infamous pirate Batholomew "Black Bart" Roberts in 1722. However, grapeshot was normally used to "rake" enemy ships by firing into the bow or stern. With no transverse bulkheads to absorb any damage, few would survive such an attack." Requires = Canister Shot Building Needed = Naval Board Leads To = Carronades Stream = Naval, Military * Improves the effectiveness of grape shot --==Improved Grenades==-- "Advances in ironworks and in the development of more reliable fuses can be applied to that most dangerous of hand-held weapons, the grenade. Grenades are dangerous weapons to their users as well as enemies. Premature detonation is always a risk, one that will probably kill and certainly maim the grenadier and anyone else nearby. There is also a need for a grenadier to throw the grenade further than its explosive killing radius! By making the hollow case thinner and being careful with the powder composition in fuses, it is possible to make grenades slightly safer for the user. Historically, grenades were for the strongest and largest soldiers. It was rightly assured that a big chap could throw a cricket ball (baseball) sized grenade at a distant enemy. The weight of a dozen grenades in a pack was not a trivial load. Flintlock grenade throwers were developed: these had very short, wide barrels and used gunpowder to launch the grenade - a man-portable mini-mortar! The need to load a musket, light a fuse and fire at an enemy promptly before the grenade exploded made them tricky (and nerve-wracking) to use." Requires = None Building Needed = Cannon Foundry Leads To = Explosive Shells Stream = Ordnance, Military * Improves the effectiveness of grenades --==Improved Ironworking==-- "New ironworking allows the manufacture of small arms, reducing the upkeep costs of gunpowder-armed units. Mastering the craft not only frees a tribe from relying on Europeans for iron goods, but also ensures a guaranteed supply of metal and weapons in times of trouble. The introduction of guns has dramatically altered warfare: the best way to keep past is for a nation to own and control their own means of making firearms. During the seventeenth century, many Native Americans became proficent gunsmiths, as metalworking skills became increasingly important, for both hunting and warfare. Owning a firearm was a mark of prestige for a warrior, and he would personalise his weapon with decorative beaded buckskin and brass studs. Damaged firearms could also be repaired, and barrels shortened to make them less cumbersome for use on horseback. It is a short step from such work to creating entire original arms." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Gunsmith Leads To = None Stream = Military, Native * -3% Recruitment cost for all native gunpowder units * Enables building of Foundry --==Interchangable Parts==-- "Uniformity in the parts of any machine or device means that it can be assembled easily or broken items can be replaced quickly. Many device are hand-built by craftsmen to extremely high standards, but this brings its own problems. If a designed component doesn't fit into a machine, it can be carefully worked until it does; in itself, this is no bad thing, but the altered piece may not now fit into an appropriately identical mechanism. By making identical parts within a fine tolerance, identical machines can be built from any mixture of those parts. Work can be developed amongst craftsmen, and broken parts can be replaced easily, even by a user! This is particularly useful for the military, as muskets and other equipment can be quickly repaired in the field rather than being thrown away or expensively rebuilt. This advance became widely known about thanks to American inventor Eli Whitney (1765-1825). He built ten muskets in front of a US Congressional committee, took them to pieces, mixed up the parts, and rebuilt the muskets. The act was impressive, but he had cheated by having all his demonstrations pieces carefully handcrafted to extremely exacting standards. He was largely copying the idea of Frenchmen Honore Blane." Requires = None Building Needed = Steam Engine Factory Leads To = None Stream = Metal Industry, Industry * -5% upkeep costs for all army units * -10% upkeep costs for all naval units * +5% Coin Bonus to town wealth from all buildings * Enhances national prestige --==Ironworking==-- "Being able to work metal well makes the manufacture of weapons a quicker, easier process. As America becomes home to an increasing number of European settlers, gunpowder weapons have become widespread. It is therefore useful for native nations to manufacture and maintain guns for themselves, instead relying on trade with foreigners for weapons. Ironworking is a new practice for many, but vital if the tribes are to survive. Historically, the Navajo and Hopi people were famed for their ability to make jewellery; silversmithing was particularly advanced among the Navajo. Other metalworking skills could be added to these methods, as the scale might be different but the principles were the same." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Hunting Grounds Leads To = None Stream = Military, Native * +5% Coin Wealth generated by industrial buildings * Enables building of Games Field, Iron Workshop --==Joint Stock Companies==-- "A company owned by a group of individuals known as shareholders who can sell their stake in the company for profit. Joint stock companies are developed by financiers who, as part of their ownership, become shareholders. They are then given stocks that they can sell at any time, perferably for a profit. Coffee houses are popular haunts for men looking to trade in stocks. Many coffee house owners even keep a record of the prices of stocks and commodities, encouraging these new financiers to conduct their affairs within the establishment - all the while indulging in expensive and fashionable coffee drinking! Historically, the South Sea Company was one of the more notorious joint stock companies. Robert Harley, the British Treasurer, set it up but, although the company appeared to be interested in trade, its chief purpose was to fund government debt incurred during the War of the Spanish Succession (1701- 1714). Rampant speculation pushed share prices to insane levels and, in the inevitable crash, many lost their entire fortunes." Requires = Division of Labour Building Needed = Classical University Lead To = Wealth of Nations Stream = Philosophy * -1 Happiness. Clamour for Reform * +5 Coin per turn to town wealth in the region * +10% Coin Wealth generated by all buildings * Enhances national prestige * Leads to Commercial Basin, Fur Exchange --==Light Infantry Doctrine==-- ""Being, in the main, a newly improved method of deployment for the correct use of light troops upon the field of battle..." Skirmishers deploy as a screen ahead of the main battle line, usually as a widely spaced line of men. It is their job to harass the enemy line by peppering them with a few musket balls and scout for weaknesses. Most importantly, they must prevent the enemy from doing the same thing. They will not stop a serious enemy attack only delay it. Advanced skirmishing requires a degree of intelligence from those in the ranks. They form small groups, spotting important targets in the enemy ranks and deliberately shooting them. For preference, enemy officers and sergeants are the main victims, as their loss causes confusion and doubt in the rank- and-file. Light infantry officers direct their men, rather than rigidly control them , leaving the brightest and best in the army to make their own kills. Historically, light troops were hunters, poachers and the like, or the complete light companies from existing regiements gathered into a new unit. A few nations, such as Great Britain, chose to arm their elite skirmishers with rifles rather than smoothbore muskets." Requires = None Building Needed = Army Board Leads To = Platoon Firing Stream = Military, Military * Enables advanced light infantry drill * Allows recruitment of light infantry --==Lime Juice and Sauerkraut==-- "A man is what he eats and, if he eats properly, he will keep at bay some of those pitiable afflictions that weaken and destroy him. Scurvy is a terrible, disabling and ultimately fatal risk to all seafarers and many others. Most ship's companies can expect to lose some of their number to its ravages. It begins mildly enough, with bad breath, bleeding gums, spots, and lays its victims low. Scurvy, however, is entirely avoidable if fresh fruit and vegetables are eaten. Failing that, the juice of limes can be stored aboard ships without losing its health-giving potency and sauerkraut (despite being pickled) can be a substitute for fresh cabbage. In the 18th Century no one had the faintest idea that vitamin deficiency was the cause of scurvy, but a few clear thinkers recognised that something was mission from sailors' food. Scottishnaval physican James Lind (1716-1794) proved by systematic experimentation that fresh fruit was a cure for scurvy, possible the first clinical trial ever conducted. He also advocated keeping ships clean and fumigated, and should be seen for all these as a hero of naval medicine for the improvement he made to the sailor's lot." Requires = None Building Needed = Naval Board Leads To = Preserved Foods Stream = Naval, Military * -5% Upkeep costs for all naval units * Enhances national prestige * Leads to Naval Hospital --==Longitude Watch==-- "This watch keeps excellent time, enabling sailors to use it to calculate their longitude with some certainty. While latitude is relatively easy to calculate for mariners, it is far harder to estimate longitude. Deak reckoning can put a ship many leagues out of position, making it incredibly risky to approach a possibly reef- strewn coast. Having a reliable "home" time, it is possible to compare local readings, and so calculate longitude. In the 18th Century, poor navigation was a dangerous issue. Admiral Sir Cloudesley Shovell (1650-1707) and 1400 others in his Royal Navy squadron died when a fleet went a aground off the Scillies. Dead reckoning misplaced the fleet in a position of safety and, to add to the navigators' problems, no one could place the Scilly Islands on a map with any degree of accuracy either. Clearly, improvements were needed in navigational tools and the British Longitude Act of 1714 offered the immense fortune of �10,000 to anyone who could devise a method for successfully calculating that element of a position. English clockmaker John Harrison (1693-1776) did eventually produce a chronometer that kept very accurate time, but spent more effort in trying to get the money out of a recalcitrant government committee!" Requires = Sextant Building Needed = Naval Board Leads To = None Stream = Naval, Military * +10% movement range for ships on the campaign map * Enhances national prestige --==Machined Rifling==-- "Thanks to precision machinery, barrels can now have very accurate grooves for rifling, without troubling a master gunsmith to do the work. Rifling in a barrel imparts a spin to a projectile, making it fly with greater accuracy once it leaves the barrel. Grooves are cut in a spiral helix pattern on the inner surface of the barrel, and this twist is what makes the bullet spin as it is fired. A lead bullet is actually distorted by the gunpowder explosion, and forced into the grooves. Making such a barrel was a task for a highly skilled gunsmith, meaning that rifling was reserved for hunting rifles for the extremely wealthy and the nobility. A machine tool that can do the job means that rifled barrels can be turned out in some quantity, and that they will be the same time after time. This machine cuts one groove at a time, meaning that at least six or seven passes are required to properly rifle a barrel. Historically, only the British fields a large force of riflemen, armed with Ezekiel Baker's outstanding weapon." Requires = None Building Needed = Army Staff College Leads To = Screw Breach Stream = Military, Military --==Machine Tools==-- "Precision, machine tools make components reliably and accurately, replacing the skilled eye and hand of a craftsman. It is possible for a skilled man to make parts for any device that are all the same size and quality, but is was not easy for him to do this day in, day out. By using a series of machines that are set to carry an individual task each, it is possible to replace the skills of the craftsman with unskilled labour. A man only needs to know how to place a work item in a machine and pull a lever. The machine itself will always drill the proper hole, cut a shape or turn an item. The main restriction on the number of any device made disappears, as skilled labour is only needed to set up the machines. As a secondary benefit it is also possible to standardise even the most basic of items, such as nuts and bolts. John Wilkinson (1728-1808), for example, created a new method of making cannons by casting them as a solid "lump" and then accurately boring out the barrel with a machine. His technique could also be applied to steam engine cylinders." Requires = Measuring Tools, Wealth of Nations Building Needed = Ironmaster's Works Leads To = Steam Engine Stream = Metal Industry, Industry * -15% Recruitment cost for all land units * +5% Coin bonus to town wealth from all buildings * Enhances national prestige * Leads to Ceramic Factory, Lumber Mill --==Mass Production==-- "A system for making items in huge quantities, where manufacturing is no longer dependant upon the skills of individual craftsmen. Craft-based manufacturing of any kind has a ceiling on the number of goods that it can produce. The goods themselves may be beautifully made, but the number of expert workers is the limitation: people can only make so many things if they are doing everything for themselves. Mass Production mechanises the basic and repetitive tasks of production, and divides work into simple, repetitive and repeatable tasks. No longer does a master craftsman labuor to make one item from start to finish. Instead, work is broken down into simple tasks and each given to a worker with the item passing to the next person for the next task. Each job is simple, so mechanical aids and tools can be used in place of expertise. Marc Brunel (1769-1849) was a French engineer who fetched up in England after the French Revolution. His block-making machines are a typical example of mass production in the period. They let unskilled labour make the blocks and pulleys needed in the thousands by the Royal Navy - blocks were a vital part of ship's rigging." Requires = Classical Economics Building Needed = Steam-Powered Cloth Mill Leads To = None Stream = Textile Industry, Industry * -10% recruitment cost for all land units * -10% recruitment cost fof all naval units * +10% Coin bonus to town wealth from all buildings * Enhances national prestige --==Measuring Tools==-- "Accurate measuring tools make possible the measurement of everything, allowing scientific and technical work to proceed apace. Until there are reliable instruments, standard units of measurement can only exist within a single workshop or scientist's laboratory. How can a scientist describe the distances or sizes of his experiments and be sure that anyone else is working to the same dimensions? Craftsmen must make everything, from a clock cogwheel to a musket mainspring to a spinning machine, by trial and error, relying on modifying spaces until they fit well enough to work, but not necessarily accurately. An accurate measurement method, which is used in different locations, means that consistency and repeatability can triumph! Historically, Jesse Ramsden's dividing engine and screw cutting lathe allowed the repeatable creation of graduations on measuring tools. Ramsden's early work in Britainhad been on the thorny problem on longitude, and a reward of �300 (a small fortune at the time) enabled him to expand his business and create the tools that lead to accurate sextants. By 1785 his expertise was being used to make a theodolite for the Royal Engineers' Ordnance Society, allowing the eventual mapping of the whole of the United Kingdom." Requires = None Building Needed = Iron Workshops Leads To = Machine Tools Stream = Metal Industry, Industry * +5% Wealth Bonus to town wealth from all buildings * +5% Wealth Bonus generated by industrial buildings * Leads to Metalled Roads --==Military Syllabus==-- "This is a formal system of studies for all young gentlemen seeking a career and success as senior military officers. While gifted amateurism and the minor gentry's natural leadership and impressive shouting can do wonders at regimental level, for higher level commands a military education is necessary. There are matters of co-operation between the different arms of infantry, cavalry and artillery; there are considerations of supply, intelligence, military engineering, politics and grand strategy. They are not trivial subjects, and require some study if they are to be useful to a general officer. A military syllabus approaches these matters in an organised way, and sets out a programme of study for a gentlemen to undertake. At the very least, the reading list will keep the less cerebral officers from attaining high rank! The development of a system of military education aided the creation of a centralised army staff, as it produced the professional officers needed to carry out the necessary duties. In many countries, professionalism was often viewed with deep suspicion, because it challenged the idea of nobility and propertied classes having an automatic right to command. Talent and proper training could trump the settled and natural order of things!" Requires = Ring Bayonets Building Needed = Barracks Leads To = None Stream = Military, Military * -5% Upkeep Costs for all army units * Enhances National Prestige * Leads to Drill School --==Money Economy==-- "Money in the form of coinage helps a tribal economy, and simplifies trade and taxation. Bartering has been the only form of trade in tribal society for generations, with beads and pelts acting as easily understandable currencies. The introduction of a system of money makes buying and selling goods a much less complicated affair, allowing the tribe to create wealth without just accumulating goods. It also makes collecting taxes much easier because, for any government, money is easier to use than a stack of animal pelts! Historically, Native Americans used a currency known as wampum, which consisted of a variety of small shell beads. Once Europeans arrived in America they adopted the use of wampum, as the easiest way to trade with the natives. Just like any other form of currency, wampum could be affected by inflation. The beads had originally been hand crafted by skilled tribemen. However, factories were developed for making wampum, making it virtually valueless." Requires = THE WARPATH DOWNLOADABLE CONTENT! Written Language Building Needed = Council of Tribes Leads To = None Stream = Economy and Culture, Native * +10 Coins per turn to town wealth in the region * +20% Coin wealth generated by all buildings --==National Debt==-- "The idea that a state can, like an individual, borrow money against future (tax) income. Kings have always run up debts, borrowing money (sometimes at sword's point) from subjects and great banking houses. The debt, however, was the personal responsibility of the king. Eventually, his credit would run out. The concept of national debt allows a nation to borrow to finance expansion and conquest. Wars can be financed by issuing bills and bonds, and to be repaid - probably - from taxation. Scottish economist, gamabler and rake John Law (1671-1729) made several advances in his field, his most notable being the introduction of the French national bank. He also proposed state control over national finances and trade. As a result, the state used all national profits to pay off national debt. Eventually, his schemes collapsed but in the process he gave the Western world bank notes and the word "millionaire". National debt could also be a dangerous thing, for government officals. When the share trading of the "South Sea Bubble" spectacularly failed in 1720, government creditors were out of pocket because they had been paid off in shares. The Chancellor of the Exchequer, John Aislabie, was imprisoned in the Tower of London for his incompetence." Requires = Seperation of Powers Building Needed = Classical University Lead To = None Stream = Philosophy * -5% Upkeep costs for all army units * -5% Upkeep costs for all naval units * +8 Coins per turn to town wealth in the region * Enhances national prestige --==Naval Architecture Advances==-- "This is a new approach to the business of designing, building, arming and commissioning warships for the navy. The struggle to find a perfect design for a ship of the line occupies many minds in many admiralties around the world. Ideally, the perfect design for each type of vessel will be a standard, repeatable plan that any compotent shipwright can execute. There must be compromise between the various elements of the ship: armament and its type, speed, sail area, strength of hull, endurance (in terms of supplies carried) and so forth. If any of these are unbalanced, then the ship will sail or fight poorly, and the fleet be weakened as a result. Historically, distinct "classes" of warships built to standardised designs emerged by a process of experimentation. Shipwrights were expected to use naval architects rather than build ships by rule of thumb, the way things had always been done. Navies encouraged the practice because a certain pleasing neatness resulted if ships were built to recognise standards. In Britain, for example, the work of Sir Thomas Slade (1704-71) was exceptional: he produced a standard plan for the third rate 74, and over 40 ships were built to his design." Requires = None Building Needed = Naval Board Leads To = Reformed Naval Administration Stream = Naval, Military * -5% recruitment cost for all naval units * Enhances national prestige * Leads to Drydock --==Naval Shore Facilities==-- "A fleet is more than just a collection of ships. It requires an organisation and support ashore to keep it afloat and battle worthy. Ships at sea requires regular repairs, even if they are not fighting, as wind and wave will take a toll of even the strongest vessel. Even ships that are not active require some maintenance support, as barnicles and weeds must be removed if sailing performance is not to be compromised. A warship requires a prodigious quantity of stores, food, water, and ammunitions too: all of these must be collected, properly preserved and then loaded quickly and efficiently. All of these tasks mean that navies must have their own shipyards, repair shops and warehouses available at all times. It is not enough to rely on civilian capacity. Historically, the Royal Navy was the largest single industrial "business" in the 18th Century world. A huge fleet demanded shore facilities such as dockyards on an equally vast scale, and in every part of the world. Just suppling the fleet with food, drink, and spare parts required tremendous purchasing organisation, but the Navy was also capable of building and repairing vessels. Even British foreign policy in places like the Baltic was dominated by the need to keep the navy supplied (with mast timers and tar, in the case of the Baltic.)" Requires = None Building Needed = Admiralty Leads To = None Stream = Naval, Military * Enables Building of Dockyard, Naval Board --==New Model Bayonet Drill==-- "A drill which has been refined to formalise the lasest fashions in bayonet usage, making for a more effective melee attack. The first bayonets did a fine job of providing mustketeers with the equivalent of a short pike to use in an emergency. Because they were pike replacements, the drills used were largely based on the well-known and understood pike drills. Now, however, bayonets are seen as something more than substitute pikes, something that pragmatic soldiers discovered for themselves. New books are emerging, advocating a new fashion of bayonet drill: holding the bayonet-carrying musket at waist height, rather than advancing with it levelled at shoulder height. There is also an emphasis on the offensive use of the bayonet, carrying the fight to the enemy, rather than using it defensively to keep attackers at bay. In the thick of hand-to-hand fighting, however, many soldiers use their muskets as clubs, as the need to live takes precedence over formal training! Historically, this development is the birth of the "spirit of the bayonet" and the belief in the efficacy of "cold steel" which was to last for the next two centuries in some armies." Requires = None Building Needed = Military Academy Leads To = Reorganised Procurement Stream = Military, Military * +3 to charge bonus for bayonet-equipped units * Enhances national prestige --==Percussion Cap==-- "This small copper container holds a chemical mixture that reacts explosively when hit; the flash is used to ignore a main gunpowder charge. A percussion piece has less to go wrong than a flintlock during firing: there is no flint to become loose; no need to charge the pan with loose powder and less to get wet in bad weather. Instead a small cap is fitted over the end of a small tube at the breech end of the barrel. The cap is filled with fulminate of mercury, a most volatile substance. When it is struck by the hammer it explodes, but in a small way. The flash travels down the tube and ignites the main charge of gunpowder, and the musket fires. Historically, the percussion cap was the invention of a Scottish clergyman, Alexander John Forsyth (1769-1843), who was looking for a solution to a hunting problem. The flintlock's flash in the pan before the main charge fired alerted birds that they were about to be shot, causing them to fly away in a deucedly unsporting fashion. The newly discovered and very unstable fulminate of mercury gave him an invisible spark that didn't warn his feathered victims!" Requires = None Building Needed = Army Staff College Leads To = None Stream = Military, Military * Enhances national prestige * Reduces the impact of rain on misfires * -5% misfire chance for all gunpowder weapons --==Percussion Shells==-- "This is a cannon shell which explodes on impact, rather than as the result of a burning fuse igniting the bursting charge. Explosive shells usually rely on the gunner lighting a seperate fuse on the shell itself prior to the gun being fired. The fuse burns at a set rate, and explodes after a selected time regardless of whether or not a target has been hit or the enemy is nearby. Incorrectly set fuses can kill friends or gunners, or not explode at all. Explosive shells are also limited to mortars and howitzers which lob their projectiles in a high arc. The percussion shell, however, is cunningly fashioned to take advantage of the explosive properties of fulminating compounds. These chemicals burst into flame when struck, and this can be used to ignite larger charges of gunpowder. The shock of an impact on a target is transferred to the fulminate, which then ignites the shell's bursting charge. Such shells can be fired from ordinary cannons, directly at an enemy. Historically, the work of Henri-Joesph Paixhans (1783-1854), who combined the flat-firing cannons and a reliable percussion shell, lead directly to the obsolescence of the wooden warship and the rise of the ironclad." Requires = Carcass Shot Building Needed = Engineer School Leads To = None Stream = Ordnance, Military * Enables precussive shells. These replace explosive shells for howitzers and mortars. --==Physiocracy==-- "Physiocrats believe the only real source of wealth is land and therefore only agriculture is worthy of investment. Physiocracy means "ruled by nature" and this perfectly sums up the attitude of the theory's adherents. They believe that land is the only profitable commodity man can own, and should be the sole concentation of those attempting to make a successful living. The idea is also based on the assumption that humans are instinctively selfish and as such will always act to the benefit of themselves before others. Physiocrats believe that this human characteristic is vital to a thriving economy. If a rule hampers the move forwards by levying taxes, imposing regulations and generally attempting to control the flow of trade he will prevent the creation of wealth and stunt wealth generation. As leaders in the development of physiocracy, the French created the theory of "laissez-faire". This helped to explain their views on the amount of input a ruler should have on trade, and became an influential idea still used to promote economic liberalism today." Requires = None Building Needed = School Leads To = Division of Labour Stream = Philosophy * +3 Coin per turn to Town Wealth in the Region * +15% Coin Wealth Generated by Farms * Leads to Large Plantations --==Platoon Firing==-- "This firing plan for musketry ensures an infantry unit keeps up a continual barrage of shots against an enemy. Nearly all line infantry carry smoothbore, muzzle-loading muskets. These take considerable time to reload after firing: anything up to a minute for poorly trained or nervous troops. During that time, the enemy can close or return fire unmolested. In the time it takes to reload, a unit can be cut down, its half-loaded weapons useless in the face of an aggressive foe. It is sensible to make sure that not everyone in an infantry unit is reloading at the same moment, this, in turn, means that not everyone should be firing at the same time. Platoon fire is a way of dividing a unit into smaller groups that each fire, reload and fire again in turn. The result is a "rippling fire" down a line formation and, as the last platoon fires its muskets, the first is ready to fire again. A unit can always give some fire to the enemy at all times, even if this is less than a complete volley. When more than one unit is involved all the troops in every first platoon fire, followed by all the second platoons, and so on, creating several rippling barrages down the battle line. The word "platoon" in this context does not have the modern meaning of being a sub-unit of a military company. Platoon assignment to what was a "fire group" was made on an ad hoc or informal basis, and could mean a whole regiment being assigned to a "platoon"." Requires = Light Infatry Doctrine Building Needed = Army Board Leads To = None Stream = Military, Military * Enables platoon firing drill * Leads to Army Staff College --==Plug Bayonet==-- "A plug bayonet turns a musket into a crude spear or half-pike by plugging the muzzle with a blade handle, like a cork into a bottle. At one time "marching regiments" were composed of musketeers and pikemen. The pikes provided protection for the musketeers while they slowly reloaded and in the event of a Cavalry attack. In a melee the musketeers reversed their guns and used them as clubs, or dropped them and drew swords. Neither solution was ideal, and equipping half a unit with pikes also halved its potential firepower. As muskets became lighter and no longer needed a firing rest, it became practical to attack a blade to the muzzle, giving the user a better-than-makeshift weapon in melee. Ramming a blade, hilt first, into the muzzle became a practical solution. The soldier then has a short pike to fend of Cavalry, and use in hand-to-hand combat. The drawbacks are that it is often difficult to remove the plug bayonet once used in anger and resume firing, the user cannot reload - and only a fool fires a gun when the barrel is blocked! Historically, muskets with plug bayonets were the equivalent of short likes, and old-fashioned pike drill applied; men advanced with their muskets held shoulder high, and levelled at the enemy." Requires = Nothing Building Needed = Army Encampment Leads To = Ring Bayonet Stream = Military, Military * Enables infantry to fix bayonets in battle --==Powder Making==-- "Learning to make gunpowder cuts the cost of recruiting gun-armed units. The ability to create gunpowder means that a tribe no longer depends on supplies from fickle European traders. The tribe can therefore give muskets to more of its warriors, because they can be used, not just carried as clubs. Bullets are less of a problem, as they can be cast by any competant smith, and many gunpowder weapons come with bullet mounds as part of their accoutrements. But the availability of powder remains key: make that, and there are few limits to your power. Gunpowder is actually a relatively simply compound, but one that takes time and skill to manufacture. Making the ideal mix is a matter of trial and error once the ingredients are understood, but grinding the powder to the right size takes steady nerves and real care. Powder for a handgun needs to have the right size grains if it is not to be too weak to fire a bullet or, worse still, burn too quickly and shatter the gun barrel. The user does not often survive such a disaster." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Warrior Society Leads To = Cannon Casting Stream = Military, Native * -6% Recruitment cost for native gunpowder units * Enables building of Gunsmith --==Power Loom==-- "A powered, mechanical loom that can be operated by shifts of unskilled workers. Manual weaving is a skilled craft, one that requires long years to master and, as always, this limits the output of a craft-based industry. The power loom automates many of the movements needed to weave cloth. A cunning series of levers, cams, gears and springs make the individual elements of the loom move in precise time. The operator monitors the work, and makes sure that the machine is supplied with yard. This unskilled labour requires nimble fingers, but not the master craftsmanship of old. During the 18th Century powered looms were seen as a threat to many livelihoods, provoking riots and unrest when they were installed in mills. Edmund Cartwright (1743-1823) was not the first to turn his mind to mechanical weaving, but he was the first to understand the economics of the problem: that a power loom had to make more than a manual weaver, or that one operator had to be able to work several looms at the same time. His machine was not perfect, but it showed promise and the way ahead." Requires = Punch Card Loom Building Needed = Water-Powered Cloth Mill Leads To = None Stream = Textile Industry, Industry * +5% Coin Wealth generated by textile workshops and factories * +20% Coin Bonus to town wealth from textile industry buildings * Enhances national prestige * Leads to Steam-Powered Cloth Mill --==Preserved Foods==-- "Keeping food fresh at sea requires that it is preserved in some way; at the very least, this makes it taste fairly horrible. A variety of preserving methods are used to aid the storage life of food. Meat and, to a lesser extent, cheese can be salted and stored for years, but the inevitable saltiness makes it a poor substitute for fresh food. Ship's biscuits and flour for bread can be stored in barrels for long periods, but are notoriously prey to weevils. Beer likewise can be store for a while thanks to the preservative effect of hops. Other foods are harder to keep fresh, and the solutions were put into port regularly, carry animals for slaughter, or go without. It is, however, now possible to preserve food in jars or metal canisters: they are cooked in the container and then quickly sealed to keep out the air. Historically, the process was pioneered by French confectioner Nicolas Appert (1749-1841). He spotted that food boiled in seal containers only spoiled once the air was admitted, and earn himself a substantial prize once he went into production: a labourious business as each tin had to be hand made." Requires = Lime Juice and Sauerkraut Building Needed = Naval College Leads To = None Stream = Naval, Military * Enhances national prestige * +2 to morale in battles --==Puddling Furnace==-- "This furnace keeps the pig iron and fuel seperated, preventing impurities from reaching the pool of molten metal. As a result, the puddling furnace makes a very good quality end product. It does not, however, turn raw ore into refined metal: it needs refined iron of reasonable quality to produce the best results. The metal is placed in the heart of the furnace along with oxidizing agents and melted by blowing flames from the fire onto it: the puddle formed in the open hearth is manually stirred by the operators - a risky job for anyone! The iron produced can be worked further into wrought iron, a strong, malleable, material with many uses. Historically, English ironmaster Henry Cort (1740-1800) developed the process, partly in response to the poor quality of iron he dealt with in his job working for the Royal Naval Dockyards. Unfortunately, he was not much of a businessman and he did not gain great wealth from his work: he died a ruined man." Requires = None Building Needed = Ironmaster's Work Leads To = None Stream = Metal Industry, Industry * -15% Recruitment cost for artillery * +20% Coin Wealth generated by metalworking buildings * Enhances national prestige --==Punch Card Loom==-- "A loom that makes patterned materials thanks to a mechanism which follows instructions coded into a set of holed cards. Patterns are created in woven cloth by lifting different warp threads as the shuttle passes through the loom. Even on a manual loom intricate designs can be created by lifting threads in the right order, but this relies on the skill of the weaver. The punch-card loom mechanizes the lifting of warp threads. A series of punch cards is drawn through the machine as the cloth is woven; each card has an intricate pattern of holes that allow levers to drop through as the card is "read." The lever trips a mechanism that raises the corresponding warp thread at the right time to create a pattern. Providing the cards are in the correct order and the holes are properly punched, the machine can dependably and repeatably produce any desired design with no need for a master weaver. Joseph Marie Jacquard (1752-1834) is credited as the father of the punched card loom, although his work draws on machines that used a paper roll for the instructions. The loom cards are direct ancestors of the computer punched card, once the bane of every computer department!" Requires = Flying Shuttle Building Needed = Water-Powered Cloth Mill Leads To = Power Loom Stream = Textile Industry, Industry * +15% Coin Bonus to town wealth from textile industry buildings * Enhances national prestige --==Quicklime Shells==-- "This unpleasant and ungentlemenly artillery projectile showers the target with quicklime, a compound that causes burns and blindness. Quicklime is a dangerous, caustic product that gets very, very hot when it is slaked with water. It does have entirely innocent uses: plaster, mortar and whitewash for buildings, and in glass making; but as a weapon it is frightening indeed. The smallest amount will cause painful, even fatal, burns on exposed flesh. The eyes are especially vulnerable because they are moist with tears. Quicklime shells carry an explosive charge so as to burst above enemy lines, but they are still dangerous to the gunners using them. Historically, quicklime had a long history of use in warfare, daring back to Classical antiquity. This did not make it an acceptable weapon in the eyes of many military gentlemen who, quite rightly, realised that what could be used against the enemy could also be used against them. Further, liuke all chemical weapons, it was entirely dependent on the wind to send the caustic agent in the right direction once released. It was true that, short of running away, there was no practical defence against perfidous and odious chemical weapons." Requires = Carcass Shot Building Needed = Ordnance Board Leads To = None Stream = Ordnance, Military * Enables quicklime shells. This replaces carcass shot for howitzers and mortars --==Reformed Naval Administration==-- "The desire to keep a well-supplied, healthy and effective fleet at sea requires a tremendous amount of administration and paperwork, paperwork, paperwork! Traditionally, many naval nations have relied on treating a navy as one more part of the royal household, or a series of temporary arrangements that draw on the merchant fleets in times of war. A reformation of the navy's shore administration replaces the ad hoc arrangements of previous centuries with a properly trained and salaried secretariat, men who understood the worlds of business, account books and legal matters better than they know the sea. It is they who organise and run the naval service not, as was once the case, admirals and officers too old or crippled to walk the quarterdeck. The change, while bemoaned by sea officers, is undoubtedly necessary to ensure that a fleet can remain at sea, with crews, food and equipment as required, and shore facilities for repair when they are needed, wherever they are needed. Historically, maintaining maritine power at sea was not an option for any nation that engaged in overseas trade. The only guarantee that sea lnads would be open for merchant vessels was the guns of a powerful navy. A nation without warships was, sooner or later, a nation without its own trading fleet." Requires = Improved Naval Architecture Building Needed = Naval Board Leads To = None Stream = Naval, Military * Enhances national prestige * Leads to Naval College --==Reorganised Procurement==-- "As armies grow in size and complexity, foraging and looting rarely support military operations for long periods. Supply must be put on a formal lodging. Traditionally, the colonel of each regiment was responsible for making sure that his men are adequately clothed and shod, and carry weapons and ammunition to see them through a campaign. However, as armies increase in size military officers actually began to compete with each other for scarce resources, and this only serves to drive up prices - and the profits of the unscrupulous and unpatriotic. It also turns the centralised co-ordination of, and sharing of, campaign supplies into an administrative triangle. It is true that it does not matter if an army has many types of shoes, as long as everyone has a pair. But something as seemingly simple as a common size of cannon ball can become problematic if every colonel of every regiment is allowed to organise and order his own weapons. In addition to laying down standards for drill and military evolutions, during the 18th Century the army staffs of various nations (such as they were) also began to sort out the tangle of supply. The whole business was, in many nations, riddled with corruption and preferential treatment for friends, with bribes and kickbacks as well. While a certain amount of patting money into friends' pockets was considered acceptable, there were limits." Requires = New Model Bayonet Drill Building Needed = Military Academy Leads To = None Stream = Military, Military * -5% recruitment cost for all land units * Leads to Army Board, Gunnery School --==Riding the Winds==-- "Let the wind carry your spirit vision over all nearby settlements and look within, so seeing the plans of your enemies. Walls and fortifications may keep out enemies and their prying eyes, but are little use against the forces of nature. Channelling the spirit force of the wind to move through the world and see everything is a powerful thing. No word or deed can escape the vision granted. The mind's eye can see all information about an enemy. The Native American belief in the spirit world was more than religious: it was central to their continued existance as a people. The spirits existed in everything and, therefore, everything was connected and had a purpose and place in the world. From the mightest oak to the smallest insect, from the flow of the river to the swirl of the storm, all had spirits. It was believed that people should exist in harmony with the spirits of nature rather than see them as something to be tamed and controlled." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Sweat Lodge Leads To = Spirit Medicine Stream = Mystic, Native * Learn more about the content of enemy settlements and armies * Enables buildling of Spiritual Circle --==Rifled Cannon==-- "Rifling a barrel increases the accuracy of a weapon, and this principle can be applied to large cannons as well as small arms. Ordinary naval cannons are smoothbore weapons, meaning that the barrel is a simple tube to contain the explosion. The limitations of casting mean that cannons are quite crude and windage, the gap between the barrel and shot, is always a problem. A shot often "rattles" down the barrel when fired, making it inherently inaccurate. The loss of accuracy with a smoothbore makes its maximum range of academic interest only, simply because it becomes a matter of luck rather than judgement to hit anything far away! A rifled cannon solves these problems. By using machines to bore out the barrel from a blank casting, one inaccuracy is removed. Another machine cuts a helical pattern of grooves into the barrel wall. This imparts a spin to any shot as it travels down the barrel, and a spinning projectile flies true. This makes the effective range of a rifled cannon shot much greater than one from a smoothbore, although the maximum range for both is similar. Historically, rifled cannons used manufacturing techniques developed for making accurate steam pistons and cylinders." Requires = Carronades, Machined Rifling Building Needed = Naval College Leads To = Sheet Lead Cartridges Stream = Naval, Military * Enables rifled naval cannons * Enhances national prestige --==Rights of Man==-- "A theory promoting the rights of the individual, and introducing the view that "Men are born free and remain free and equal in rights. Every man deserve rights, regardless of his nationality, class and any other categorization placed upon him by his fellow man. These rights should extend to anything that does no injury to others. Any law imposed should only have the power to prevent things, and nothing else. These are the new ideas implicit in the Rights of Man. Theorists believe law is an expression of the general will and as such should not be controlled by a single individual. Historically, Thomas Paine (1737-1809), an English revolutionary who was involved in both the American and French Revolutions, wrote the "Rights of Man". His work supported and advanced the ideals behind both revolutions: he had a strong belief in the need for freedom of speech. He stated that a man should never be punished for his views and should be free to voice them to the masses. In a time when some of his fellows were prosecuted for publishing radical theories this was a dangerous view point indeed. Paine is still regarded as a hero to this day." Requires = Seperation of Powers Building Needed = Classical University Lead To = None Stream = Philosophy * +10% to technology research rate * +5 Coin per turn to town wealth in the region * Enhances national prestige * Leads to Modern University --==Ring Bayonet==-- "This long blade has a ring which fits around the outside of a musket barrel, allowing the weapon to be fired while it is attached. The ring bayonet serves to turn a musket into a short, and rather heavy, pike. This is considerably more threatening to enemies using the weapon as a clumsy club in a hand-to-hand fight. The bayonet is a push fit, and it is the tightness on the ring around the bayonet that keeps it in place, most of the time. Ring bayonets can be pulled off in the heat of combat by becoming wedged in enemy flesh, and they can be pushed back along the barrel. They are, however, a considerable advance over the plug bayonet. There is some dispute over the origin of the ring bayonet, and it may be the case that several military men in different countries developed it at almost the same time. Its advantage over the plug bayonet - the user could still give fire - made sure that it was popular. A ring bayonet would not offset from the barrel, making it awkward to reload a musket with one fitted." Requires = Plug Bayonet Building Needed = Barracks Leads To = Military Syllabus Stream = Military, Military * Enables ring bayonets. This replaces plug bayonets --==Screw Breech==-- "This cunning mechanism does away with the need to load a wepaon by ramming charge and shot down the muzzle, making the whole business quicker. Instead, a handle underneath the rear of the barrel causes the screw section of the breech to drop away, allowing the user to put a ball and a charge into the barrel. The handle is then turned back; the breech closes and seals the firing chamber. The gun then fires like any other flintlock. Better yet, the screw breech doesn't require the user to stand in order to be able to use a ramrod to proper effect. Historically, Major Patrick Ferguson (1744-1780) was the first to produce a practical military weapon with a screw breech. The mechanism was expensive to manufacture, so using it on a rifle was a sensible idea. In expert hands, Ferguson's rifle was a superb weapon with a high rate of fire, but is was delicate compared to a flintlock. Ferguson's tactics of skirmishing and sniping at the enemy didn't fit the prevailing mind set of the British Army of the time. After Ferguson was wounded and no longer an advocate for his rifle or tactics, his unit was disbanded with unseemly haste." Requires = Machined Rifling Building Needed = Army Staff College Leads To = None Stream = Military, Military * Enhances National Prestige * Recruits the best infantry units * Available only to the British --==Seasoning==-- "The practice of setting green timber aside after it is felled to dry naturally, so that it can be then used in shipbuilding. Seasoning takes time, as wood will dry out at its own pace once the tree has been felled and brought to a lumber yard. Large sheds are required, where the timber can be left in dry conditions for a year or more until it is ready for use. Some, as it dries, will warp and prove unsuitable for further work. In the case of oak, the wood actually gains strength over time as it dries out and settles into its final form. Historically, ships and warships in particular, needed an enormous amount of lumber, of many different kinds. It could take a century for a tree to grow large enough for use, so shipwrights needed to use their materials carefully. In an attempt to save money and timber, the British Royal Navy had a policy of recycling parts from old ships (which sounds commendably "green" nowadays) but this had the effect of transferring old rot to new builds. The French perferred to build ships out of unseasoned wood, maintaining that ships that had flexibility to "work" sailed better." Requires = Nothing Building Needed = Admiralty Leads To = Cooper Bottoms Stream = Naval, Military * -10% Upkeep Costs for all naval units * +5% Recruitment Costs for all naval units * Enhances National Prestige --==Secular Humanism==-- "Secular Humanism is the attempt to create a functioning society that excludes religious beliefs as a governing principle. Secular humanists hold that things should not be taken on blind faith, and religion should be taken into consideration only for each individual and not society as a whole. Although humanists seek to remove religion from its deeply ingrained position in society, they do treat it with the same careful deliberation they apply to all their investigations. Everything is looked at in a critical, careful, and most importantly, "scientific" way. The doctrine of secular humanism also seeks to improve society through reason, an open exchange of ideas and tolerance. If a society is built up of individuals who feel fulfilled it will function better on the whole than one which concentrates on the greater good. Historically, the term "secularism" was invented by George Holyoake (1817- 1906) in an attempt to explain as inoffensively as possible this concept about religion and its place in society. Before that, it was termed "Owenite" after Robert Owen (1771-1858) and his trenchant opposition to organised religion. Holyoake had spent six months imprisoned for blasphemy, after expelling the concept in a public lecture." Requires = None Building Needed = Modern University Leads To = None Stream = Philosophy * -50% to religious unrest * -1 Happiness. Clamour for reform * +6 Coins per turn to town wealth in the region * Enhances National Prestige * Enables building of Royal Academy --==Seed Planting Drill==-- "A horse-drawn machine that plants seeds in regimented lines, and then covers them with earth. The seed drill replaces the old method of a farm hand simply walking the fields and scattering seed by hand. Instead of wasting seed or allowing them to be eaten by birds and scavengers, the drill plants them in a controlled manner. Seeds are poured into a hopper, and then a cunningly mechanical contrivance assures that each is properly buried at the right depth. Wastage is reduced, the plants have the correct amount of room, and crop yields are increased. The inventor, Jethro Tull (1674-1741), was a practical man and a believer in empirical studies to determine the truth. He was of the opinion that plants gained much of their nutrition from the soil, and that it made sense to both improve it and remove weeds with an eye to increasing harvests. His seed drill was the only one of his inventions that aided the Agricultural Revolution in Britain. This (forcibly) freed workers from the rural economy and drove them to seek work in the new mills of the Industrial Revolution." Requires = None Building Needed = Clearances Leads To = None Stream = Agriculture, Industry * -15% to cost of constructing farm buildings * -15% to cost of constructing plantations * Enhances national prestige --==Selective Breeding==- "Crossbreeding animals to produce hybrids by applying the scientific method increases their desirable and profitable characteristics. The simple ideas are often the most effective: by seperating a farm's herds by sex, animals cannot breed as nature intended and the inclination takes thems. The farmer can select the male animal used to impregnate his flock or herd, and choose the good characteristics he wants the next generation to inherit! By repeatedly selecting the "father of the flock" for his good and profitable qualities, the worth of the whole flock increases over each generation. Robert Bakebell (1725-1795) was the first to try this simple scheme at his farm in Leicestershire, England. His new breed Dishley Longhorn cattle and English Leicester sheep were only popular during his lifetime, but the pattern had been set. New crossbreeds replaced them, and the size and yields of farm animals increased dramatically. Perhaps a touch ironically, the modern trend is to preserve ancient farming bloodstock types, in the hope that they may have benefits for today's farmers." Requires = Improved Animal Husbandry Building Needed = Clearances Leads To = None Stream = Agriculture, Industry * +15% Coin Wealth generated by farms * Leads to Clearances --==Seperation of Powers==-- "A theory proposing that, in order to have a fair and just society, all powers of rulership must never be in the hands of just one person or group. "Unlimited power is apt to corrupt the minds of those who possess it..." Kings have long had the freedom to do as they will, often resulting in injustice, cruelty and tyranny. This is the very reason for the development of a theory that proposes splitting power between different and possibly competing departments of government. Historically, the French political commentator Charles de Secondat (1689- 1755) began France's move away from the "States general" (the division of the French people into the three estates of clergy, the artistocracy and everyone else) under the absolute authority of the King, towards a seperation of powers. He was also responsible for the divison of government into legislative, executive and judicial parts. One branch makes law, the second enforces them, and the third oversees the process of justice." Requires = Government by Consent Building Needed = Classical University Lead To = National Debt, Rights of Man Stream = Philosophy * -1 Happiness. Clamour for reform * +1 Happiness (Middle Classes) * +4 Coin per turn to town wealth in the region * Enhances national prestige --==Sextant==-- "This precision navigation tool allows a skilled user to calculate his latitude. The basic purpose is to measure the height of a star or other heavenly object above the horizon. If a measurement of the sun's height at noon is taken, then the measured angle relates directly to the latitude of the observer using the sextant. Skilled navigators can also use the moon or any star listed in a naval almanac for the same purpose. If a navigator uses his sextant horizontally, he can measure the angle between and two prominent landmarks and so, by triangulation, accurately fix his own position on a chart. This is a huge advance on any method of dead reckoning, even if it does not help in establishing longitude. A sextant is a delicate thing, and requires skilled repairs if damaged. Historically, the sextant was a development of earlier devices like the backstaff and the astrolabe. The sextant is so called because the measuring arc is exactly one-sixth of a circle. Earlier attempts at similar instruments were the octant (one-eighth) and the quadrant (one-quarter); both used the same basic sighting method, but the arc was either too small to be practical or made the device unwieldly." Requires = None Building Needed = Admiralty Leads To = Longitude Watch Stream = Naval, Military * Enhances National Prestige * +5% Movement range for ships on the campaign map --==Sharp Shooting==-- "A steady hand, a sharp eye and training improve marksmanship, a useful skill to impart to warriors. Although sharpshooting involves bullets rather than arrows, the idea is the same; pick your target, aim carefully, and let fly. When outmatched, any tactical advantage that can be gained through the use of carefully positioned marksmen is welcome. A tribe that can pass skills from warrior to warrior makes the best use of its people too. Early firearms used by the Native Americans were single-shot, muzzle-loading flintlock pistols. Those guns inspired awe and fear,but were, in fact, primative, inaccurate and unwieldy. It was only after the arrival of repeating breech-loaders that the bow became largely obsolete, and by then the natives were the masters of firearms in both hunting and warfare." Requires = THE WARPATH DOWNLOADABLE CONTENT! Hunting Techniques Building Needed = Warrior Lodge Leads To = None Stream = Military, Native * Increases the marksmanship of units in battle by +5 --==Sheet Lead Cartridges==-- "These lead containers hold standard gunpowder charges for cannons, keeping them dry in the often wet conditions aboard ship. Powder is traditionally kept in the magazine deep in the bowels of the ship, carefully isolated from any stray sparks or naked flames. Traditionally, when going into action, the master gunner had his crew prepare small bags, each containing the right amount of powder for a given weight of cannon. The bags were then distributed to the gun captains, making loading a quicker and safer process. However, cloth bags will still get wet in the normal course of events aboard ship, or sparks falling on them can cause explosions. This has brought about the development of other containers for gunpowder charges. The most successful in the experiments are cylinder-shaped cartridges made of soft sheet lead, which can be filled with powderand then carefully bent closed by hand. These can be prepared before battle, and are largely immune to both sparks and damp. The whole lead cylinder is rammed into the barrel, followed by a shot. A sharp spike rammed into the touchhole pierces the cartridge, allowing the primer to fire the main shot. The result is a reliable and safe loading procedure." Requires = Rifled Cannons Building Needed = Naval College Leads To = None Stream = Naval, Military * -5% reduction to navan cannons' reloading time * -5% reduction to misfires for naval cannons * Enhances national prestige --==Shortened Carbine==-- "Shortened carbines are smoothbore muzzle-loading flintlocks, issued to cavalry units instead of ordinary muskets. The carbine fires a lighter ball than an infantry musket: a pound of lead can make 15-17 pounds. Being handmade, these balls often have bubbles and other flaws in them, and can burst apart after hitting flesh, making far larger wounds than their apparent size would indicate. Originally, a carbine had the same length barrel as an infantry musket. This made reloading while mounted rather difficult, and it was realised that cutting down the barrel would make a handier weapon with only a small decrease in accuracy and killing power. The term carbine is still in use: at the time of writing, the M4 carbine carried by modern US soldiers is a development of the M16, itself a shortened form of the AR-15 rifle designed in the late 1950s. The number of spherical bullets made from a pound of lead is also used today as a way of indicating the bore of shotguns: a 12-bore would fire a solid lead ball weighing around 1/12 of a pound." Requires = Diamond Formation Building Needed = Army Board Leads To = None Stream = Military, Military * -5% to carbine reloading time --==Shrapnel Shot==-- "This explosive projectile inflicts casualties by liberally peppering enemies with shot and iron splinters as it bursts above them. Canister shells are intended to turn cannons into enormous shotguns or blunderbusses, treating men as so many targets to be shredded with musket balls. They have a limited range and utility. The shrapnel explosive round, however, is a long range weapon, and has much in common with a mortal shell or hand grenade. Once loaded and the fuse lit, it is fired at the enemy with the intention of bursting like a mortar shell. Unlike a mortar, it does not rely solely on explosive power: there is the added refinement that the shell casing is designed to splinter into killing fragments and there are musket balls within. If a shrapnel shell bursts above an enemy unit, the casualties can be terrible indeed. This deadly weapon was developed by the eponymous Henry Shrapnel (1761- 1842), an officer in the British Royal Artillery. His "spherical case" shell was such an obvious advance in artillery killing power that he was rapidly promoted, given a generous state pension and immortalised by having his name become a new word for any kind of fragment deliberately built into a bomb or shell." Requires = Carcass Shot Building Needed = Engineer School Leads To = Percussion Shells Stream = Ordnance, Military * Enables shrapnel shot for cannons --==Social Contract==-- "The concept of a moral, and sometimes political, agreement that is made when a person becomes a member of society. Theorists hold that humans reside in the "state of nature." In this state, men are free to do as they wish, without the constraints of the "greater good." However, some will seek to improve themselves, by working the land to create property. To protect this property man must leave the state of nature and seek society and the laws it provides. This is when a social contract is required, to describe what is expected of a member of society. The social contract put forth by French Enlightenment think Rousseau (1712- 78) sought to dispel the disorder that comes from man's rise from the state natural. It also addressed the key problem presented to man in a community, how can we live together and still keep our individual freedom? Rousseau suggested that in order for individuals to live in harmony they must give their will to the "general will." By laying aside ego men can begin to live as a community." Requires = Nothing Building Needed = School Leads To = Government by Consent Stream = Philosophy * +10% to Technology research rate * +2 Coin per turn to Town Wealth in the region * Enhances National Prestige --==Socket Bayonet==-- "A blade fitted with a collar that attaches to a musket barrel and then locks in place, turning the weapon into a useful short pike. The socket bayonet is a development of earlier bayonets, and corrects their defective methods of attaching the blade to the musket. Previous designs simply jammed the bayonet into the barrel or relied on a tight fit around the barrel. The socket bayonet has a collar with an L-shaped slot that fits over a lug on barrel, and then turns to lock it in place. The blade is also offset from the barrel centreline, so that a soldier can still fire and then reload his piece without cutting off his own fingers! Historically, this improvement has stood the test of time. Socket bayonets are still issued for modern rifles and carbines, and still used in combat. The "twist and lock" mechanism is still used for civilian purposes and diverse light bulbs and vacuum cleaner tubes. There is, however, no really satisfactory explaination as to why the French military decided to offset the bayonet above the barrel, right into the sight line of the user!" Requires = None Building Needed = Drill School Leads To = None Stream = Military, Military * Enables Socket Bayonets. These replace ring bayonets * Enhances National Prestige * Leads to Military Academy --==Spinning Jenny==-- "This device is, at heart, a powered spinning wheel that allows the bulk creation of thread for weaving. Manual spinning is a slow, tedious business, and one that cannot be speeded up, only given to more hands to do. The spinning jenny mechanises the process, by turning the spindle on its side and having it roll to and fro as the thread is spun. A single worker can, using the jenny, produce eight threads at a time, rather than just one. Quality may suffer, but this is a secondary consideration, as is the well-being of the workers. They are often children, who have hands small enough to reach into the machinery while it is running and would otherwise be idle and undoubtedly given to all manner of mischief. The device is usually credited to James Hargreaves (1720-1778), a weaver and carpenter from Lancashire in England. While his invention was clever, he was not a businessman or lawyer, and he suffered much lost income as a result of not using patent law properly." Requires = None Building Needed = Weaver's Cottage Leads To = Spinning Mule Stream = Textile Industry, Industry * +10% Wealth Bonus to Town Wealth from textile industry buildings * Enhances national prestige --==Spinning Mule==-- "This machine produces very high quality yarns efficiently, cheaply and in the quantities required for mechanical weaving. A clever contraption, the spinning mule is a hybrid of two other textile machines, the spinning jenny and the water frame, hence the term "mule". It is a machine that produces thin, strong yard at high speed, that can be used for both wrap and woof on a loom. It is the answer to every mill owner's prayers, giving both the quality and quantity needed to keep up with the demand for thread from powered looms. The spinning mule was the invention of Samuel Crompton (1753-1827), an inventor from Lancashire in northern England, who was so hard up that he was forced to sell the rights for his invention before he patented it. This did not make him a rich man. Initially used for cotton, the mule was eventually adapted for other yarns such as wool. Crompton did eventually receive a grant from the British Parliament for his work to aid the textile industry: his attempts to run his own business were always less than sparkling." Requires = Spinning Jenny, Division of Labour Building Needed = weaver's Cottage Leads To = None Stream = Textile Industry, Industry * +5% Wealth generated by textile workshops and factories * Enhances national prestige * Leads to Water-Powered Cloth Mill --==Spirit Medicine==-- "Spirit medicine increases unit morale by protecting warriors from evil spirits. Spirits are in everything: they affect the lives of men for both good and evil. A warrior needs constant protection from the ill will of evil spirits and enemies. This is provided by a shaman who communes with the spirits. The efforts of a shaman can increase individual unit morale by helping them discover their spirit medicine. Each native tribe had its own system of beliefs, the common theme being a belief in the spirits of the earth. Many tribes sought knowledge and power by embarking on vision quests, presided over by shamans. They sought spirit medicine, and this usually took the form of birds and animals that present themselves in times of need." Requires = THE WARPATH DOWNLOADABLE CONTENT! Riding the Winds Building Needed = Spiritual Circle Leads To = Dreamwalking Stream = Mystic, Native * +1 Happiness (Lower Classes) * Enables building of Shamanic Gateway --==Spirit of the Forest==-- "The Spirit improves any bonuses already gained from the Call of the Wild. By making the correct offerings to the Spirit of the Forest, a tribe can establish a link with the Creator, and so gain access to more of the Earth's bounty. Untouched woodlands and fields can yield just as much worth as worked farmland, because the spirits are at peace. Animal spirits played a key role in tribal religious beliefs, and some were thought to have negative effects. The Apache believed that some animals contained the ghosts of witches and other restless spirits; owls, bears, snakes, and coyotes were the keepers of such ghosts. Coyotes also played the role of tricksters in Apache religion, and featured heavily in their beliefs about the world's creation. Shamans who had power and control over coyotes were held in high regard as they had the stability to cure the illnesses that these malevolent spirits could cause." Requires = THE WARPATH DOWNLOADABLE CONTENT! Call of the Wild Building Needed = Ancestral Grounds Leads To = None Stream = Mystic, Native * +20% Wealth generated by farms * Enables building of Sweat Lodge --==Square Formation==-- "A defensive posture for musket-armed infantry units, creating an impassible wall of steel to fend off cavalry attacks. As the name suggests, this is four two- or three rank lines of infantry arranged as a hollow square, with everyone facing outwards. It is a version of the obsolete pike "hedgehog", making any cavalry charge a suicidal advance. Bayonets are fixed to muskets when appropriate and possible. Forming a square requires good order in the ranks. The outer companies of an infantry unit in line have to "fold back" to form the sides and back of the square, without losing cohesion in the process. The unit colours take up station in the centre, a final rallying point should the square be broken. It is also possible to form larger squares with more than one unit. The square is, of course, a tempting target for enemy artillery. Whether it is better to form square in the face of cavalry and risk an artillery barrage, or stay in line to mitigate artillery fire and risk a cavalry charge can be a tactical conundrum! Theoreticians argued infantry could defeat a cavalry charge by firepower along. Brigadier General Richard Kane (later Military Governor of Gibraltar) remarked, "If a body of Foot have by Resolution and keep their Order, there is no Body of Horse dare venture within their Fire..." but for him that fire was to be delivered from a square, not a line. He was arguing for discipline as the key to success." Requires = Nothing Building Needed = Barracks Leads To = Cadenced Marching Stream = Military, Military * Enables infantry square formation * Enhances national prestige --==Steam Engine==-- "This mechanical engine harnesses pressurised steam to provide motive power for all manner of machinery. The power comes from letting steam into a cylinder beneath a piston, and then cooling it rapidly. The partial vacuum created sucks the piston down the cylinder; more steam then enters and is cooled, creating a backwards-and- forwards stroke that can be converted by cams into rotary motion. The engine itself remains stationary, but its power can be transferred by axles, gears and belts to other machines. Some steam engines are simply harnessed to pumps and the reciprocating motion of the piston is used to lift water out of mines. A steam engine requires water and fuel, but it can be installed anywhere. As long as a fire burns and the boiler has water, it will provide profitable power for a mill or mine. The practical steam engine was the brainchild of Scotsman James Watt (1736- 1819), who improved the earlier machines of Thomas Newcomen and others. It was Watt who first used the term "horsepower" as a measure of an engine's output - something that still brings joy to all modern petrolheads! He was also honoured by giving his name to the SI unit of derived power, the watt." Requires = Machine Tools Building Needed = Ironmaster's Work Leads To = None Stream = Metal Industry, Industry * +15% Coin Wealth generated by industrial buildings * Enhances national prestige * Leads to Industrial Iron, Silver Mining Complex, Steam-Powered Cloth Mill, Steam-Powered Sugar Mill, Steam Drydock, Steam Engine Factory --==Steam-Pumped Land Drainage==-- "The use of steam pumps to drain marshy and low-lying land for agriculture. There is always a growing demand for food and a finite amount of land where it can be grown. With new steam-powered pumping machines and cunningly laid out ditches, it becomes possible to drain land previously considered impossible to use. Water runs downhill, but where there is no "downhill", it must be lifted and carried away by man's artifice. A steam pump can raise water at a rate no normal - or man-powered contraption can possible match. In Europe, the Dutch were (naturally enough, given their geography) the experts on drainage, the windmills to move water into higher channels were it could flow away. Those, however, relied entirely on the wind. This steam-powered beam engine, used to drain mine workings, had no such weaknesses, and continued to pump as long as it had water and fuel. In Britain, the beam engine not only allowed the drainage of land, but also eased the problems of canal construction and routing." Requires = Advanced Irrigation, Basic Steam Pump Building Needed = Clearances Leads To = None Stream = Agriculture, Industry * +0.5% to the population growth impact of farms * Reduces the chance of food shortages * Enhances national prestige --==Threshing Machine==-- "A machine used to "seperate the wheat from the chaff" in a very literal fashion. The harvesting of any cereal crop is only one part of the work. Threshing is the backbreaking process of seperating the grain from the stalks: work that takes as long as the gathering-in of the crop itself. The horse- driven machine takes the grain, seperates it from husk and stalk, and then collects it. The work of many men is done in seemingly no time at all, and with less wastage. Historically, Scottish inventor Andrew Meikle's (1719-1811) threshing machine was not an immediate success, but the design soon improved. Its inner workings can be deduced from its other name of "thrashing machine!" It was not popular among the rural working classes, as many lost their jobs. The 1830 Swing Riots included machine breaking by the dispirited and desperate rural poor, mirroring the urban Luddite riots that targeted mills. "Captain Swing", the mysterious leader and figurehead of the rioters, probably never existed as a single individual, making "him" impossible to trace and catch!" Requires = None Building Needed = Great Estates Leads To = None Stream = Agriculture, Industry * Reduces the chance of food shortages * +25% Coin Wealth generated by farms * Enhances national prestige --==Top Gallants==-- "Top gallants are extra sails at the top of the mast, giving the ship more sail area and therefore a higher speed. All sailing ships rely on the wind for motive power. The only practical way to make a better speed through the water at a particular wind velocity is to put on more sail. Each mast is designed to take a main sail and a topsail, but it is possible with top gallants to add an extra sail above the topsail. Naturally, this requires more yards, ropes and skilled sailors to set the sails. Adding a top gallant is also something of a strain on the fabric of the ship: the extra strain on a mast can, in high winds, rip it right out of a hull. This catastrophic damage to the whole ship can also cause casualties among the crew. The speed and handling of a ship can also be improved by careening the hull: a process that takes days. This, however, is not something that will instantly give more speed, unlike setting the top gallents." Requires = Improved Coppering Building Needed = Naval College Leads To = None Stream = Naval, Military * Enhances national prestige * +10% increase of speed in battle for ships with top gallants * +10% increase to movement range on campaign map for ships with top gallants --==Utilitarianism==-- "The theory that an action and its worth should be judgedon utility and its benefit to others. The many building blocks of society fit together in complex patterns. Understanding this puzzle makes a man wise indeed. Theorists are now using utilitarianism, in an attempt to understand these complexities. This school of thought holds that human will, by its very nature, seeks to serve its own interests. Utilitarianism proposes that in order for a society to function successfully people must begin to consider the utility of their actions and how they affect society as a whole. Historically, utilitarianism concentrated on the needs of the many outweighing the needs of the few. The leading mind in this field was Jeremy Bentham (1748-1832), who maintained that nature had placed mankind under the governance of two sovereign masters, pain and pleasure. He believed that these two factors made mankind infinitely governable, as long as leaders exploited these weaknesses without exploiting those they govern." Requires = None Building Needed = College Leads To = None Stream = Philosophy * -1 Happiness. Clamour for reform * +3 Coins per turn to town wealth in the region * -20% to cost of constructing cultural buildings * Enhances National Prestige * Leads to Classical University --==Wealth of Nation==-- "The Wealth of Nations stresses the importance of the division of labour, pursuit of self interest and freedom of trade. This is a set of theories aimed at advancing political economy and promoting the pursuit of self-interest. The concept encourages people to consider the importance of the division of labour (so that productivity can be maximised) and the freedom of trade. Theorists state that all goods should be fairly priced and selling levels agreed mutually between buyers and sellers, with little outside influence from government or any other party. Historically "The Wealth of Nations" was a new and innovative piece of work written by Adam Smith, aimed at increasing the average reader's understanding of economies. As one of the greatest minds of his time, Smith, along with a number of other great men created "Scottish Enlightenment". Their influence was far reaching in the work of their contempories. Smith is widely held to be the father of modern economics." Requires = Joint Stock Companies Building Needed = Classical University Lead To = Free Trade Doctrine Stream = Philosophy * -1 Happiness. Clamour for reform * +25% Coin Bonus to the growth in trade route income * +8 Coin per turn to town wealth in the region * +5% Coin Wealth generated by all building * Enhances national prestige --==Wedge Formation==-- "A cavalry formation used to break through an enemy line by shock and impact. There are many conflicting schools of thought with regard to the proper use of cavalry, not least on the matter of how to attack the enemy. There are those officers who hold that fire is the proper weapon for a cavalry soldier: that the carbine and pistol are the correct weapons of a horseman. There are those who maintain that the proper role of cavalry is to close the enemy and attack them with cold steel: the sabre, sword and lance. The wedge formation is the product of the second group of theorists. By forming units into a narrow wedge, a charge can bring the maximum weight of effort against the smallest possible section of an enemy line. In theory, the attack should be able to force its way into and then through the target, breaking it in the process and spreading chaos in the enemy ranks. Historically, this tactic was not without its appeal to educated officers, who studied the military history of the Romans and Greeks. Alexander the Great had used such a tactic, and if it was good enough for him..." Requires = Carbines Building Needed = Drill School Leads To = Diamond Formation Stream = Military, Military * Enables cavalry wedge formation --==Winter Clothes==-- "Unforgiving weather is no threat to victory when warriors are clad in heavy winter clothing. Warriors cannot fight well in extreme weather conditions, and thick furs are the surest way to protect against the biting cold. Hunting skills directly aid the business of war, as plundered pelts will protect against unfriendly weather, much like they did for their original owners. For the tribes of the Great Plains, buffalo were crucial to sustaining their way of life. Once a beast was killed, nothing was wasted: the bones made farming tools; the horns; cooking utensils; the bladder made a food bag; sinews could be used to string bows; even the poor creature's scrotum could be turned into a rattle! Buffalo hide was used for clothes, and the beard and hair for decoration. The buffalo was not only a feast, but provided the cutlery, storage facilities and a new cloak for the cooks!" Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = Games Field Leads To = None Stream = Military, Native * Makes units resistant to cold in battle * Enables building of Warrior Lodge --==Written Language==-- "The adoption of the written word improves diplomacy; treaties can be recorded clearly for posterity. Increased contact with other cultures bring with it knowledge of written language; in trade and treaties, bargains struck with Europeans and others can be enforced. Not every man's word can be trusted, and the ability to keep written contracts reveals any later trickery. During the 18th century the Iroquois Confederacy was an ally to the British, fighting alongside them against the French and Huron tribes. The Mohawks created a system of writing for the Mohawk language, and provided education for their children. The Mohawk chief Joseph Brant was one of these students, and in 1772 he even translated the Gospel of Mark into the Mohawk language." Requires = THE WARPATH DOWNLOADABLE CONTENT! None Building Needed = High Chief's Lodge Leads To = Money Economy Stream = Economy and Culture, Native * +20 to Diplomatic Relations * Enables buildilng of Council of Tribes *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A.09] Infrastructure Infrastructure is just an optional upgrade that you can purchase for each specific region, and the purchase of Infrastructure will only effect the region in which it was built in. There is only a single set of infrastructure in the game, and that is roads. Roads are needed to move your armies across the province faster as well as provide more funds for the state, seeing that the faster goods are delivered, the more money you can make. --==Basic Roads==-- "These are roads where a considerable effort has been made to improve the surface, and provide proper drainage for water. Constructing roads allow local goods to reach nearby markets, and gives some useful work to paupers and work-shy individuals who would otherwise be moved on or require expensive charity. At the very least, the larger rocks have been moved out of the road, pounded into pieces and the resulting rubble used as a roadbed. Drainage dishes means that the road ceases to be a convenient gutter for rainwater, and a muddy hell for anyone trying to use it. Historically, there was often a military imperative for building roads. Troops and artillery require good roads for strategic deployments and rapid reaction. In Scotland, General Wade completed a network of roads to "Roman" standards during the 1720s so that armies could quickly move into the rebellious Highlands - the Jacobite supporters of the ousted Stuart dynasty were a constant threat. His achievement was celebrated in a (now defunct) verse of the then-new British anthem. Lord, grant that Marshal Wade May, by thy mighty aid, Victory bring, May he sedition hush, And, like a torrent, rush Rebellious Scots to Crush, God save the King" * +3 per Turn to Town Wealth in the region * Improves campaign map movement speed --==Cobbled Roads==-- "These are hardwearing roads paved with small stones, able to take much heavy traffic. Building a cobbled road is an incredibly labourous business. Each small paving stone must be shaped, placed, and mortared into position. If done properly, the road also requires foundations, a careful camber to carry rain water, and extensive drainage on either side. The end result is a fine road that is extremely durable, but not entirely comfortable for carts, carriages or foot traffic: cobbles can be hellishly bumpy! Historically, the expense of cobbles, and the fine-looking result of cobbling a street, meant that there were only used in or near towns for high status routes where the great and the good could not be expected to wallow in mud like poor people. Cobbles, however, did serve the poor in another way, they were the perfect size for rioters! Levered out of place, they were the ideal thrown weapon (along with the half-house brick or "brickbat") for a bit of informal demonstrating with any nearby unwelcome representatives of law and order." * Requires Basic Roads * +4 per Turn to Town Wealth in the region * Improves campaign map movement speed --==Metalled Roads==-- "A metalled road is surfaced with small broken stones, providing a good, strong and long-lasting route for military and civilian traffic. The road is actually constructed in layers of increasing large stones (going down through a cross section), with each layer being compressed by rolling. The end result is a solid path that can drain cleanly. This method is often used for key strategic and commercial routes between cities and defence points. Tolls are often charged to private users of such excellent roads and turnpikes. Historically, "metalled roads" were only covered in "tarmac" in 1820, when the idea of using tar to stabilise the top layer was tried by John Loudon McAdam (1756-1836), although "tarmac" itself was not called that until 1901! Road building produced some other interesting characters, such as Blind Jack of Knaresborough, Yorkshire. Although completely sightless thanks of childhood smallpox, John "Jack" Metcalf (1717-1810) was, at various times, a fiddle player, and army recruiter, and a haulier. When a turnpike was built near his birthplace he used his local experience to create a masterpiece of a road, including a section on a raft of logs across a bog. His blindness was no handicap in bringing road projects in on time and to cost, although he is always at a loss to explain to others how he managed his finances so well." * Requires Cobbled Roads * Enhances National Prestige * +5 per Turn to Town Wealth in the region * Improves campaign map movement speed *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.01] Fighting Infantry Enemy infantry will come in two varieties, melee and ranged infantry. Now, depending on the type of infantry, it will determine how you would want to fight them. --==Fighting Melee Infantry Using Infantry==-- Melee infantry are basically close combat troops, and if you let them enter close range, you will be in a bayonet fight. If you only have infantry to play with, then this will be difficult. With infantry, melee will be even stevens, however, ranged infantry, such as musket infantry, will have a slight advantage. You can shoot at them as they move closer, and technological advances will help you greatly. Abilities such as Fire by Rank and Platoon Firing will give you more time and decrease the amount of enemy infantry charging at you. Advances in bayonets will be extremely useful in reusing the same infantry regiment after the engagement. While taking potshots with one infantry regiment might be hard, you should have at least a few regiments against one melee regiment. This is because it is up to the enemy to fight you, since they will lack firepower otherwise. As such, have infantry on the flanks. If the regiment looks like it is going to attack a regiment for certain, post other regiments along the path and shoot the flanks. This will take down their numbers. If you are forced to head into melee combat, send more regiments with bayonets into battle. It is extremely stupid to let a regiment duke it out with another regiment melee style, because melee infantry are exceptionally good at what they do. Do not give them the chance. Otherwise, have ranged infantry shoot at the melee fighters whilst they are taking on your own infantry. Remember to switch your infantry back to normal fighting mode after the engagement. This is where technological improvements come in. The better your bayonet research is, the more useful infantry is. For example, plug bayonets will put your infantry at a disadvantage, though plug bayonets are more useful. --==Fighting Melee Infantry Using Cavalry==-- Cavalry have it two fold, again, there is ranged and close combat cavalry. Ranged cavalry have it easy, they can easily move quickly behind the enemy melee regiment and attack from the back. This will be a much more delicate operation, though it is superior in the form of hit and run techniques. Also, attacking from the back has a severe impact in the terms of morale and it is useful to have your enemies running and fleeing, though you want to chase the survivors. Using close combat cavalry is far more tricky. The most important factor when you are using cavalry to head into close combat is what type of unit you are using. Basic Regiments of Horse are useless in combat, but if you use Life Guards for example, it is a far different story. It is even greater if you use General's Bodyguard to do the mission. Close combat cavalry is exceptional in close quarters because they can move extremely quickly around the battlefield, and that means you can attack the enemy from the back. You will want to attack from either the left or right flanks, or if you can manage it, attack from behind. Cavalry in close combat have the advantage over their infantry counterparts, they can easily take down three to four soldiers with loss of one of their own. Also note that you should charge into battle with cavalry, give the enemy a bigger morale shock than they would like. --==Fighting Melee Infantry Using Artillery==-- You can never attack melee infantry using artillery alone, you will always need some backup. That being said, most cannons will have an extremely good run attack melee infantry because you have more time to target them. The more technological advances in Ordnance you have, the better. Items such as explosive shells will deal far greater blows to enemy infantry than normal, conventional cannon balls. With the damage done, you want to move your cannon out of harms way, and move them back behind your own regiments of infantry and cavalry. This is because once melee units move close to artillery, you will suffer the loss of the entire artillery regiment. --==Fighting Ranged Infantry Using Infantry==-- Ranged infantry using your own infantry is a difficult venture. Melee infantry will hvae the advantage if you manage to attack the enemy from the back or the flanks. Remember that if you manage to get a full strength melee infantry regiment to a regiment of line infantry, the battle is yours for certain unless you stuff up. If you want to use melee infantry, move them through woods and hide them there, if they have that ability, and wait until the enemy moves right next to them, and strike from the rear, causing mass panic. Melee infantry might not be the best weapon ever, but it can cause a lot of damage if you use their abilities and their talents well. However, for most of the game, you will be using ranged infantry for this game. And as such, you will need to learn how to counter line infantry with line infantry. For this, technology will again prove to be important. Light infantry are exceptional, they have much longer range, and as such, they can pick off normal conventional infantry with ease. They are the best against ranged infantry. If you do not have access to them, only normal infantry, then you will need several regiments. The more regiments that fire on an enemy regiment, the more damage you can dish out and the less your own regiments will take. You want to have upgrades such as Fire by Rank and Platoon Firing to dish out more damage to enemies. Because originally, only the first line fires, and that is a problem. If you have access to advanced infantry, such as grenadiers, then it will be even better for you. Grenades are exceptionally useful, since ranged infantry stand in formation, and by standing in formation, they are making themselves great targets for splash damage. --==Fighting Ranged Infantry Using Cavalry==-- The trick here is to use close combat cavalry. Ranged cavalry such as Dragoons will be at a disadvantage, reasons later. Close Combat cavalry have it easy, and if you research formation upgrades, it will make it even more useful. Ranged infantry, as a general rule of thumb, are not excellent in melee combat, and as such, a charging formation of close ranged cavalry will cause disaster for that regiment. You will want to attack the enemy from the back, at worse, from the sides. Never attack head on, because of the obvious reason that the enemy's field of fire is straight at you, and you don't want any losses. If you are using ranged cavalry, you will need to attack from the rear or from the flanks. You are going to be using hit and run, and the way to do this is by exploiting the time it takes for a regiment to turn. It takes a fairly long period of time for an entire regiment to turn 90 degrees and because of this, you can easily attack from the sides, or better, the rear, hit until they are about 30 degrees from firing positions, and then mount up and flee. Never stand and fight with ranged cavalry. You do not want to take them on in a volley of musketballs, because they will win, and win with relative ease. That is why ranged cavalry is at a disadvantage, as well as the fact that they will have shorter range on average, and on a one on one battle, it will result in your loss. --==Fighting Ranged Infantry Using Artillery==-- With Artillery, you have the upper hand, you will easily outrange the enemy for a great deal, and with explosive upgrades, it will be an extremely useful weapon against stationary infantry. However, when they get too close, you will want to retreat, because they will be able to shoot down your gunners and that will mean that you have the guns, just no one to staff them. Remember to take into account the time it takes to pack up artillery and move them away from the enemy, but use normal cannons, howitzers and mortars are ineffective because they have a pretty big minimum range, and that makes things a little more difficult. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.02] Fighting Cavalry Cavalry is a tricky beast, and they are going to be one of the hardest units that you will be fighting to take down. Luckily, there aren't too many of them in a regiment, which makes fighting them that bit easier on your numbers. Again, there are two types of cavalry, ranged cavalry and melee cavalry, and it is the latter that is hard to beat. --==Fighting Ranged Cavalry Using Infantry==-- This is where you want to bring out your shooters. You either upgrade and have decent line infantry, and fight them head on. This is a tough battle, it would be better to attack and hit the enemy cavalry from the side. You would want to surround and hit cavalry from the side and the back, hitting them from the front is a nigh impossible task. You will probably want to morale kill them, constant shooting will do that. If you are fighting melee cavalry, you really want to have a lot of infantry with you, you want to shoot them down quicksmart. If you have to go into melee, you need more than a single regiment for a battle, I'd advise you sending in three regiments in order to make sure that the enemy stays down in battle. Ranged cavalry is easier to beat, you can sneak in a regiment or two from the back and melee them. If they are units like dragoons, they would have dismounted, and this makes them extremely vulnerable. However, they are still powerful units, so you really don't want to be wandering around, waiting for them to turn up. Infantry is the worst way to deal with cavalry, it is messy and it will often lead to a hell of a lot of casualties. I'd advise you use something else, something more, powerful. --==Fighting Ranged Cavalry Using Cavalry==-- If you are fighting ranged cavalry, you want to use melee cavalry because they can cover good ground and really make sure that those sharpshooters get what is coming to them. Attack from the back to get the most fear out of the enemy, but a normal flank attack would be more than sufficient. The worst about fighting ranged cavalry is having your units slowly advancing towards the target, you really want to move quickly, even if it means that your troops get more tired. Cavalry that uses guns are more likely to get a kill, so you want to make sure that that doesn't happen. Ranged Cavalry will not be good unless you get them from the rear lines, or at worst, from the flanks. Do not waste your cavalry on the frontlines fighting each other, it costs too much money to use cavalry like that and as such, don't bother using cavalry. --==Fighting Ranged Cavalry Using Artillery==-- Ranged Cavalry using Artillery is rather fun. Cavalry with range will be on the losing fight with artillery, and the more powerful the artillery, the more destruction it will rain on them. The artillery will be needed because they easily are more accurate then the ranged cavalry. However, if they decide to advance, there is no way you can pack up and move back in time, so either have spear artillery formations sort of like this > ||| Where the | are the cavalry units and > your artillery formation. That way, you can shoot back, giving enough time to move your useless artillery back with covering fire. Also, remember that the enemy cannot get too close, if they do, they may fall within the minimum range of the artillery, and they will be shot at and that isn't a good solution. Artillery, if used in this way, should be guarded and make sure that the enemy doesn't get too close, because you will have shot up artillery instead. --==Fighting Melee Cavalry Using Infantry==-- Melee Cavalry with infantry, I can already tell you, will be an uphill battle and you will be losing a lot of men for this. Cavalry excel in melee conditions and you will be fighting at a disadvantage. Think about it this way, you are on the ground, and you are fighting someone who is higher up than you and moving a lot faster than you. Losing battle. If you insist, the only way is to mass line infantry and shoot them down and hope that their line breaks before they reach your infantry. Otherwise, you will need to prep your frontline infantry and send them into melee, and fight them. If you have a melee combat with cavalry, you need several regiments to even make it an even fight. You need at least two regiments to make a colonial cavalry unit flee, so if you are fighting higher up units such as Guards, you are going to need a lot of firepower. As I said, do not use infantry to deal with cavalry, it is an impossible fight. However, your best bet is to use the Square formation. This will pretty much make it impossible for melee cavalry to beat your units. However, this is only effective if you are using line infantry, good line infantry in a square formation can drain up a melee division long enough until you can rush other units into the sector to fight them. --==Fighting Melee Cavalry Using Cavalry==-- Cavalry on cavalry is slightly more fair, and it is an easier fight. The thing is that you actually have a chance to win without losing tons of regiments. I will refrain from mentioning ranged cavalry, they are basically a faster version of infantry. General advise is, don't use ranged cavalry. Melee Cavalry is a decent counter to melee cavalry, mainly because you will actually have a fighting chance. Attack from the usual locations, the rear and the flanks, and if you double speed them, they will attack with a hell of a lot of force. Again, you shouldn't take them on alone, you should bring in a few regiments of shooters to give you a little backup. Melee cavalry is a hard enemy to fight, but a combination, with your own cavalry leading the charge would be an ideal method. --==Fighting Melee Cavalry Using Artillery==-- This is a poor idea, you can maybe dish out and kill a few troops of the regiment if you are using your own artillery, but the problem is that the inaccuracy, which is bound to happen if the enemy isn't travelling straight towards you, will cost you a lot of space. Basically, you are trading space for firing cannonballs, but you will not be accurate enough to ensure that you knock out the regiment unless it is travelling in a straight line towards you, where accuracy is set in stone. Never use artillery alone. So, you are asking, by now, how the hell do I fight melee cavalry? Well, it is simple. Frontline infantry shoots them as they approach, with artillery as cover. From there, your cavalry will charge in from the back and ambush them. I find that dealing with each regiment with your full force is much easier than having your entire army all over the place. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.03] Fighting Artillery Artillery is relatively easy to fight, but the question is, how many losses you can sustain before you take it out. They don't put up much of a fight, but they will fire at you, and I'll teach you how to remove them, safely. --==Fighting Artillery Using Infantry==-- This is generally not a good idea. Infantry, unless you manage to move out of the range of fire of the artillery, will be fired upon and by the time that you reach the artillery, a fair amount of your units will have fallen along the way. If you insist on using artillery, then you need to attack from the side or rears, never attack from the front. Attacking from the front means that you will be hit by cannonfire, and although inaccurate, it will whittle down your numbers, and more importantly, your morale. March from the sides, double speed your troops, and although this would exhaust them, they'll thank you when you aren't sending them into the grinder. Attack from the side, and they only have 18 men, so it won't take too long to get rid of that unit. If they run, you can easily catch them. And as a note, do not try to outrange artillery. Don't try it, they have you outranged easily. --==Fighting Artillery Using Cavalry==-- This is the best option by far. Cavalry have a hell of a lot of speed, and you can easily move from the flanks and rear and demolish them. Don't use ranged cavalry, it is far better to use melee cavalry. Even if that means you need to use your general's bodyguard, it is a better option than sending in your troops to get rid of a single artillery emplacement. Ranged cavalry is a bit harder to use, but follow the rule that since that they have the speed, they can move in and out of the artillery's range with impunity, and as such, they can move quickly and take artillery out. The greatest worry is that ranged artillery stands still in front of the artillery and shoots them, and that will lead to a ravaged regiment. --==Fighting Artillery Using Artillery==-- This is like the game Scorched Earth, it is basically a game of two units lobbing cannonballs around. The more technologically advanced your artillery research and units are, the more likely they are to actually hit. This is a game of hit and miss. Since they are normally at the limits of the artillery range, it is a game of trial and error, and it is more or less sheer luck that will hit the other artillery. Hitting the other artillery normally means disabling a gun, which is better than individually targeting the gunners. Have fun seeing how gets the first hit. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.04] Assaulting a Fortress Fortresses are a pain to take down manually, and this is the only method to do it because late in the game, when you need to deal with star fortresses, even if you outnumber the enemy, you seem to lose a lot of troops. So you need to take command. I suggest some cavalry regiments, 5 artillery regiments and a nice size of infantry forces. Now, what you want to do is to have your artillery in range of the fortress and bomb it. There will normally be infantry on the top of the walls so constant bombardment will either kill some of them and you will break a hole for your troops to move into. The enemy will send cavalry and infantry at you, and this is easy to counter, you have the advantage, they are going to chase you off, so adjust your artillery and target the infantry. Use all your infantry and cavalry to attack the defenders and either rout them or kill them completely. In the meantime, when the threat has passed, get rid of the walls and try to wipe out the enemy infantry. When you can no longer do serious harm with your artillery, you will need to move in. If some of the fortress walls still stand, move in your infantry to move up those walls as they scale it. Move your cavalry through the offical, or demolished entrances, and take out the enemy artillery if they are still remaining. If they remain, they will stay on top of the fortress walls and try to shoot you, so see if your artillery can shoot back. When your infantry scale the walls, you probably need to find and get rid of the remaining infantry. Use the buildings inside the fortress by rushing your infantry to capture those buildings, using that cover to take out the enemy. To capture the fortress, killing everyone isn't enough, you need to move and have your forces near the enemy flagpole. The enemy has about 2 minutes to get you out of the area, and if you manage to keep and defend that position, you capture the fortress. This is the same with cities as well. Try to make sure that the enemy is fully killed, they still might pose a threat even if they aren't in the area. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.05] Reader Strategies This is the part of the guide that is submitted by you, the reader. I welcome all strategies and inputs, after all, I can only play the game so many times before even I get bored of it. Anyone who sends it in will have their name here in all of its glory. I'll keep it verbatim, so make sure that you can actually spell please. This strategy specifically deals with playing as Great Britain and the Ottoman Empire, and was submitted by Zach Beechler. This was before CA will send out a patch that will allow AI invasions. No more Fortress Great Britain. "The biggest non-performance related problem I had was being able to afford an army large enough to not only defend against annoying raids, but also destroy my opponents outright. The small nations somehow can afford one or two full stacks, while a great, intercontinental power (Britain, France, Portugal, etc.) has trouble affording even one. To solve this problem, I tried out every nation with a trade port and found a way to gain as much cash as possible. Playing as the Ottoman Turks on Hard, around 1730, even with low taxes in all regions, I had so much money that I couldn't spend it all. The key is the first 10 or so turns. Factions without a trade port are at an extreme disadvantage in the long run, and will not be able to do the following until they are able to clear out pirate fleets. The first 4 turns should be spent building as many trade ships as possible. The first finished batch should make a beeline straight to Madagascar, Brazil, or the East Indies as the computer seems to flood the Ivory coast first. The second fleet should go to one of the other locations. Also, try to take as many trading spots as possible, because two trade ships on two spots gives more money than two ships on one spot. As far as protecting the trade ships themselves, I've never had the computer attack the ships, just the trade route. Periodically adding trade ships to your existing spots will help as the game progresses, but grabbing as many as possible before the competition is the key. The next step is to use the first few turns grabbing as many trade treaties as possible, even if you have to pay or plan on going to war with them soon. The cash increase is definitely worth it over a few turns; just wait to attack until you get your investment back. The Italian nations are great trade partners, as they hardly ever cancel trade rights, they aren't aggressive, and won't ask for too much money up front. At this point, you might have more partners than trade goods. Creating an army in your home theater and shipping it to America or India should be the next objective. Or, if you're the Turks, conquer Georgia to gain access to furs then spread east through Persia to India. The Pirate nation in America is a good target for nations that don't have an American presence, while attacking the Mughals or Marathas is better than Mysore. The reasoning, is that Mysore does not have a developed trade port, while the other nations do. The southern region of the subcontinent is a great foothold, as it's one of the richest, starts with a port, and the Marathas cannot raid your plantations due to Mysore blocking their path. Another option is to attack Spain, Portugal, France, or the Netherlands in Europe. Taking over all of a nation's European regions will destroy the nation, leaving their colonies open as easy pickings later. As far as technology goes, I tend to research the Enlightenment ones first (for the faster research bonus), first tier farm upgrades, and Military Syllabus (for reduced army maintenance). The Enlightenment will allow for large plantations, and the farm upgrades will help increase town growth, which will allow the ports in the American mainland to grow faster. Nothing like owning Georgia and Florida with no way to export their goods. Doing these things while neglecting your army during the first few turns will help make your nation fantastically wealthy later. The only problem is that some nations will be bothered by your expansion, so presenting state gifts to your best trade partners is a good move to secure long-lasting trade routes, even if your treasury takes a short-term hit. Oddly, no one cares if the Ottoman Empire expands explosively in Europe, and the Ottomans don't care if you do either. Of course, a nation already at war should focus enough on their starting army to survive. One final note: The AI appears to be broken completely, as I've NEVER seen any nation except the Pirates move troops across water, and that was when the Pirates took over the Dutch Island region ONCE. This means that Britain's army never left, and no one ever attacked the island. I guess since CA is a british company (which explains why all the flavor text is about Britain or France), they wanted to give their home nation a boost by making it unattackable." The next of your reader strategies was sent in by Paul Slade, detailing on naval strategies. "I've just read through your guide, and I find it most impressive, you clearly put a lot of effort in and, therefore, it is something to be proud of. Anyway, compliments aside, I just thought that it may be good for you to add to this guide a small piece of useful advice. The Ivory Coast, one of the trade theatres, is a source of ivory, something that is extremely valuable. I've had Ivory earning me 20,000 a turn at peak times. This is very useful for any campaign, especially the British. With the strong fleet that is a requirement for the British, it is relatively easy to protect trade fleets, and funds from the ivory coast can be used to buy off other empires if needed, and stop them attacking your trading fleets. I would also believe that any country capable of making Fluyts or Galleons would be useful here, as both those ships are perfectly capable of self defence, but I can't express on that point as I have yet to play as a country capable of building the stated ships. Finally, I would like to add that the earlier you start, the better. I started getting Ivory quite early on, and the only competition was from Portugal, which is only a small empire, and so was simple to destroy, meaning I had a monopoly on Ivory at the end. On a final note, I found it quite useful to have a fleet stationed by the ivory coast at all times, as the Indiaman, the British trade ship, is very much lacking in firepower, being only a small, 12 gun ship. I apologise if this was rather long winded, but I'm currently waiting for Empire: Total War to install itself to my new hard drive, and I've nothing better to do then ramble on about trade fleets and Ivory. If you have read this entire message, thank you for your time, and I hope it's of use to you." *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.06] Trading Guide As you would have noticed, trading forms a very important part of your revenue. If you are playing with provinces in India and America, trading will make up a significant part of your income. So, how do you trade? What do you trade? Basically, what is traded are valuable items. Items such as Ivory, Spices, Tobacco, Cotton, Sugar and Fur are traded. Of course, you will need to gain access to these resources. There are two methods. The first is to control the province which provides these resources. For example, by controlling a Fur Post, you will get Fur products. The second method is to head into the trade theatres. There are 4 trade theatres that you can head to. Brazil, the Ivory Coast, Madagascar and the East Indies. You can send in trade ships, ones with gold coins next to their unit frame, to a port there. Ports have a little gold marking near the land, you cannot miss it. All this is covered in the manual. By sending in your ships there, they will gain access to valuable trade goods, and send them back to your empire. The more ships you have in a port, the more is sent, and remember, on these ports, you can stack your ships, so you have have a fair amount of ships on a single port. Of course, they will need defending, or not, if you use Galleons. Trade is important, but the most important thing is that you do not ever let your expenses exceed your tax income. That is, trade should always be equal or less than the total revenue you get per turn. This is important because of your trade partner gets blockaded, you don't lose out on the valuable money. It is best to have 2 or 3 trade partners, and ones who are good enough or far away enough that you won't attack them. In Europe, a good trade partner will be Britain, provided that you don't plan to invade them. Make these trade partners at the beginning, because over time, you get a bonus for trade, so the longer you trade when them, the bigger the bonus. Sometimes, you will see a drop in your trade income. This is due to two reasons. Either an enemy fleet has decided to commit piracy on one of your trade routes, or your trade partner has lost control of their trade port in their capital province. The first is easy to get rid of, send in the navy to mop up the enemy navy, but, if it is the second, then you will have problems. You have two choices, either cancel the trade agreement, or you can wipe out the enemy who has taken over the port. Simply put, you need to do something, because your trade partner is going to do squat, they are rarely going to take back their port. And you can't take it back from them, unless you decide to invade them. So attacking their enemy seems a good way to go. Also, did I mention you get a few free bonuses such as more provinces? *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.07] Infrastructure Guide When you capture a province, what is the first thing that you do? Well, besides the bleedingly obvious of repairing everything that the city has endured when your army blew it up. And besides clearing the rest of the enemies in the province. Well, my suggestion is that you build roads first. There are several reasons to build roads, they are quick to build, they don't cost too much, they provide a decent economic benefit to the province, and most importantly, they will allow for you to move your armies faster along the roads. Which is useful when you need to move them to the next province. But after that, the next things you need to do is to build up the farms. And all plantations and mines that you have. However, after that, you need to do something with the towns. Generally speaking, Churchs and other religious based buildings are relatively useless. At first, they may seem useful to remove some unhappiness from religious unrest, however, building more and more entertainment buildings, with the end result being Pleasure Gardens, the religious unrest becomes rather moot. And by the time you research Secular Humanism, it is more or less a bunk argument. Now, you need to build a good balance between universities, Pleasure Gardens and Workshops. Simply put, you should only build universities in the large provincial capitals, the ones where you have the ability to build Opera Houses. The small, single building provinces are less useful, but the large cities are good places, with Pleasure Gardens built to mitigate the clamour for reform argument. For the rest of the provinces, you basically need 2 Workshops per Pleasure Garden. That should be the general ratio, but you can always send in some troops to beef up the garrison if need be, when Town Watch simply doesn't do the trick. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.08] Naval Battles Naval battles are a new feature, and it is interesting, because it is one of the hardest things to master in the game. To put it simply, there are two types of ships, ships that are slow with lots of guns, and ships that are weak and exceptionally fast. Basically, the ships that are fast are useful for hit and run tactics, that they can attack enemy ships and move out of their gun range, but later in the game, it becomes a useless tactic, simply because the bigger ships take too long to destroy. I'll admit, I really hate commanding naval battles, they aren't as easy, but take it as a simply game of numbers. Your goal is to sink the enemy ship, so use one ship to gang up on as many as you can. If there is one ship, attack it with all of your ships, and move from there. Another method is the blockade method. Generally, if the enemy is weak and they are outgunned, your best method is to stay put, weigh anchor, and make your ship point their guns towards the enemy. This way, it is up to your enemy to move around you, whilst you pound them with some cannon fire. However, like I said, I hate these battles, I tend to let auto-resolve finish them off. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.09] MY Fighting Strategy Now, the part we all like, how is it I fight my LAND battles? Well, providing that the enemy has the usual assortment of infantry, cavalry and artillery, I will normally have a fully stacked army. I prefer to have about 6 units of heavy cavalry, a General, of course, 2 to 4 pieces of artillery, and the rest a mix between line infantry and grenadiers. When the enemy deploys, your biggest threat will be their artillery. With it, you cannot advance forwards. For that, send 2 units of heavy cavalry around the side, and attempt to flank them. The enemy will normally keep them stationary, or they will move, but they move slowly. Wait for a gap that you are not shot at by enemy infantry or attacked by their cavalry, and try to take out all the artillery. That is your biggest threat gone, and it all goes downhill from here. Basically, they will send their cavalry at you. This is where your line infantry will come in useful. Set them to melee mode, and use a square formation. A square formation makes it relatively easy to engage and take out enemy cavalry with infantry. When they are on the move, use your own cavalry to attack them from the rear or the flank, and that should be the end of the cavalry. Now, you have the grounds to deal with, and this is going to be the bloody part of the battle. Your own line infantry will need to hold the line, whilst your own artillery needs to be deployed to thin out their ranks a little with canister and shrapnel shot. Your line infantry needs to engage with the enemy infantry, and whilst the line infantry is fighting, move your grenadiers forwards. Toggle their grenades, and have them advance until they can fire their grenades on the enemy lines. With your line infantry giving cover, have them toss their nades and that should really thin out the enemy ranks, and with your grenadiers switching to their rifles after tossing their grenades, they should rout. From here, it goes downhill fast. Your cavalry, if it still survives from their prior battles, should be used to rear attack or outflank surviving infantry units, whilst your line infanry advance and take out those still standing. And that is standard operating procedure. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B.10] The Warpath Battle What you need to be doing a lot of during the Warpath Campaign is a lot of battle. Why? Because Auto-Resolve will be screwing you over royally if you do not. The game plays it out using a conventional battle, one with infantry shooting at each other in good distance. And the natives are terrible at this. So you need to take command. What you main units are going to be is a mix of melee units, cavalry units and ranged units. Your melee and ranged units are mainly infantry based units. Basically, your melee units are going to take the brunt of the enemy attack. Essentially, they are not there to deal damage. Your ranged units are the main killers, think of them as the line infantry of your battle forces. Your cavalry are your main attack force though. Think of it this way, the melee infantry are the shield, your ranged infantry and cavalry are the spear. The best thing to look for are the abilities of your units. A fair amount of your units have the ability to move around without being seen, which makes your job a hell of a lot easier. You can easily sneak forces close to the enemy, and give them a little surprise. Bowmen are exceptionally good for this task. However, other than that, the battle is more or less the same. However, there is something that you will lack, and that is artillery. You will sorely lack the artillery support that you would otherwise enjoy. However, the tactics remain the same. Don't worry about enemy artillery however, given that your units are well hidden, the enemy is far more likely to hit their own troops than to hit you. I've had enemy artillery kill their own line infantry regiment, whilst having all my bowmen taking no hits at all. Attacking forts is a completely different matter. This is because you lack the artillery that you need to take on the enemy, and given that the enemy has the easy job of defending, the best method is to lure out the enemy. Continue a siege, and let the enemy come towards you. This way, you will have the advantage, the enemy does not have their fortifications to scare you, and they will not be use their artillery support to great effect. Don't worry too much about waiting for the enemy to move out. They will move out of the fort eventually, because when you are sieged, there isn't a lot you can do, so basically, they will need to break out of that siege, and you will be able to wipe them out. Of course, if there are survivors, there will not be a lot, so it will be relatively easy to then, next turn, assault the fort and kill the rest, taking the town as a result. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [A] Contact Information APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that c,h,e,a,t,c,c.c,o,m. Remove the commas. !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !Before you Email me, read everything in this Contact Information section and! !check the guide. If the information is already listed, your email will be ! !promptly deleted. ! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! E-Mail Me, and for the love of all that isn't sacred, make sure that the title of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just hurl abuse, I will promptly hurl more abuse back, and save it so the entire world can abuse you and see your stupidity. When you write the Email, you have to do so in English, and English only. No foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so forth, mainly because I won't be able to understand it. There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will not read emails full of lols, rofls or the like. No lazy English either. I won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But that doesn't mean you send me a business letter detailing what information you want to know either. Finally, if you see that there is something wrong in this FAQ, or something that you think should be included in it, please send it in, the worse you can do is to have it rejected, but if I think it is a good addition, I'll add it with the next update as well as give you credit for the addition. Corrections are always welcome. I will also NOT RESPOND to the following: * Phishing Sites * Attempted Scams * Mass Spamming * Forward Messages * Advertising * Technical Issues * Illegal Activities * Unrelated Emails to the Game * Emails about Another Game All problems with technical issues to do with the gameplay such as bugs and glitches should be sent to the developer or publisher, or look for fixes or ways to avoid it. All technical issues with hardware should be sent to the manufacturer of the piece of hardware in question. The secret email address is: hillsdragon13 [at] [ho.tm.ail] [dot] [co.m] Now, the legend: [at] = @ [ho.tm.ail] = Remove the .'s [dot] = . [co.m] = Remove the .'s If you feel generous, you can send money via Paypal to that address. It is completely optional, but I'm curious to see how much I can milk, I mean make out of this. All donations are appreciated, seeing I have to pay for the game this guide is for, and that does cost money, more since I'm faced with the outrageous prices found in Australia. It may be a pain in the ass, but most smart people could figure out the real email address. The problem is that people would normally Ctrl+F to find the email address without reading the relevant guidelines, as well spamming sites which always find their way to my inbox. Also, do not add me to your MSN, Yahoo or any other instant messaging system because you will be blocked and deleted permanently. Also, I will not accept invites to be your Facebook friend, or join any other social networking site because all invites will be rejected. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [B] Credits The credits section is where all the credits for the guides go. Anyone or anything that remotely helped out with this guide goes here, and that goes for all those people out there who have interesting information to send in. You know, your name could be on this list as well. CJayC, The Creator of GameFAQs, thanks for all the memories SBAllen for administrating GameFAQs, keep up the good work Bailiff05 for a strategy for playing as Great Britain C Donovan for sending in a strategy for playing as Austria You, no point of writing if no one is reading Creative Assembly for developing the game ASCII Generators for the ASCII Art Me for making it, yes, I'm that arrogant =) *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [C] Webmaster Information This is where all the sites that this guide can appear on are listed. If the site name is not on this list, that means that either they are accepted by me but not listed, due to logistical reasons (this is the same copyright section as all the other guides, and no point listing a Civ 4 site on a Sims game), or they are not allowed outright. Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is allowed or disallowed. www.GameFAQs.com <Master Copy> www.NeoSeeker.com www.SuperCheats.com NeoSeeker and SuperCheats will have the guides a full day after it appears on GameFAQs. This is because those two sites grab any new update from me from GameFAQs itself, so if you are itching for the newest version, please check www.GameFAQs.com first. It will NEVER BE ALLOWED TO APPEAR ON www.cheatcc.com Why, because they stole some of my works before, and I will not forget that. No amount of goodwill will be able to repair what you have done. *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~* [D] Copyright Notice This game is Copyright 2009 Creative Assembly. All Copyrights are held by their rightful owners as well as any Trademarks used. This document is protected by copyright laws in many countries, so please don't steal. This FAQ can be used for personal use, which means you can store a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to sell for your own financial gain. Doing so is fraud, and I will promptly have all the money gained wired for directly to me. If you do sell it, and you are caught, I will launch court proceedings if necessary. If a website steals this, I will have your site shut down, either through talking to your server, Internet Service Provider, and if you are a big site, through your advertisers. It might start with a small email of request, but I can snowball it. In fact, I will. You also cannot claim this guide as your own. You are not allowed to use this guide and submit this to another website, claiming it as your own work. I will google search random phrases from my own FAQ just to ensure that it hasn't been stolen or hijacked by other people. I am also not affiliated with any corporation, and I was not paid by any developer, publisher or distributor for the production of this guide. This was done solely out of my own free time and will, a dedication to the gaming industry in general. This document is copyright 2009. All Rights did not engage in a Total War. This FAQ uses the V2.0 Template. <('.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.'<)~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~(>'.')> END OF FILE Watch In Awe, Aeria Gloris END OF FILE