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Early Praise For Empire: Total War

CVG had a chance to preview Empire: Total War, the latest in Creative Assembly's popular strategy series. This installment focuses on a time period which includes the Industrial Revolution and the struggle for US independence. CVG praises the intuitive interface and the improved AI, as well as the level of detail shown in large-scale battles. Quoting: "With a single mouse click I changed my troops' attack orders to melee and sent a sea of blue uniforms sweeping down the hill at the enemy. Zooming into the action revealed a previously unmatched level of battlefield realism and detail, with each motion captured soldier actively seeking out an opponent before engaging in a mortal shoving and stabbing match. Men toppled into the mud, squirming with terror before receiving a deft bayonet jab to the windpipe. After a titanic, 20-minute struggle the tide turned my way with the enemy hightailing it thanks in no small part to a bullet to the British general's head that broke his men's morale."

7 of 79 comments (clear)

  1. Re:Malware by Fluffeh · · Score: 5, Funny

    It comes preloaded with British you insensitive clod!

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  2. Re:Lovely, but... by Dutch+Gun · · Score: 4, Insightful

    ...are they making an effort to be historically accurate?

    I've always liked the Total War series (since Shogun) but must admit to having been caught referring to some of the "history" I learned from the games. Rome:TW is particularly bad in this regard. Granted that the player can drastically alter the outcome of history, for instance by having a massive Portuguese empire take over all of Europe by 1250 A.D., but it would still be nice to be playing with actual historically significant events and persons.

    And I have a lot of hope for this one, since a good chunk of it will deal with American history which many of the developers probably know a bit more about than Roman, Japanese, or medieval European history.

    Also, I wonder whether we can now start looking forward to, say, Normandy: Total Way, which would be terrifyingly awesome. As the technology has gotten better, the series has tended to move forwards in time, with the exception of Medieval 2 which revisited a time period that had already been covered.

    I haven't played the games myself. But... aren't they giving you control over an entire campaign? I'm not sure how they can give you any significant freedom while still retaining historical accuracy, other than in a fairly broad sense regarding period tactics, strategies, and military technologies.

    Maybe a separate historical mode that sets up battles and results in a campaign that mirrors actual history? But in that sort of mode, you'd be limited to working within the framework of a single battle, of course, to try to achieve results similar to a historical counterpart.

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  3. Re:Unit AI by routerl · · Score: 4, Funny

    I think there is more fun to be had giving orders when they are actually being obeyed.

    That's why I shoot deserters.

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  4. Re:I'm gonan have to read this but by DrMrLordX · · Score: 4, Informative

    Actually, you could manage cities in Rome: Total War by making sure you could micromanage build orders without a governor (admit it; you moved all your family members into the field to bolster your ranks with free heavy cavalry units, right?) and then built nothing but basic agricultural upgrades. As long as you maximized the health/public order buildings and minimized the number of buildings that would add to population growth rate (agricultural upgrades, fertility temples, etc) you could get a city with stagnant population growth in most instances without missing out on any of your city upgrades. Usually the city would crap out on population growth at around 20-30k people which was manageable. In those pesky cities that would keep growing, either due to favorable conditions or due to the AI building up agricultural upgrades that you could not tear down prior to your conquest of said city, you could depopulate you city peacefully by recruiting tons of peasants (it helped if you had units sizes set to the largest size) and using them as garrison forces on the edges of your empire to keep down rebellions. Peasants were the best, cheapest unit for garrison duty. With sufficient experience (Temple of Mars anyone?) they made halfway-decent troops when deployed correctly.

    Also, you had to remember to NEVER take slaves or otherwise you'd have infusions of populace throughout your empire which could make growth sporadic and difficult to control. Not historically accurate for Roman growth but eh, whatever.

  5. Re:Lovely, but... by Minwee · · Score: 5, Insightful

    I haven't played the games myself. But... aren't they giving you control over an entire campaign? I'm not sure how they can give you any significant freedom while still retaining historical accuracy, other than in a fairly broad sense regarding period tactics, strategies, and military technologies.

    Imagine, for the moment, being given complete control over the American Civil War. You would play the North under Douglas MacArthur and start with a division of Panzer tanks and two battalions of chariots from Pennsylvania. The South is split up into three different kingdoms, each headed by its own Pope, and you will need to capture their three holy cities of Pensacola, Columbus and Houston in order to win. Fortunately, swashbuckling pirates from Antigua show up every few turns to offer their services as mercenaries in your Grande Armée.

    That's about what playing Rome: Total War is like. It's entertaining, but has very little to do with actual history. It's not that the events of the campaign are wrong, it's more that the armies and people involved have all been picked from different time periods or fantasy novels and thrown together into a blender set to "purée". The end result is a reasonably enjoyable, somewhat balanced game, but it is filled with bizarre inaccuracies like the Roman legions fielding companies of archers, and Julius Caesar riding around the battlefield at the head of his own band of Teutonic knights. Don't even start with the crazy armies that come out of Briton.

    I personally enjoyed R:TW, and am willing to forgive a lot of the changes having been made in the name of game balance, but it looks like the Creative Assembly team skipped doing some of their homework there. Fans of the Total War series have been hoping for some time that the development team would have an unpleasant encounter with a ruler-wielding nun who would remind them to take their research a little more seriously with their next game.

  6. Re:Lovely, but... by donscarletti · · Score: 5, Informative

    You would play the North under Douglas MacArthur and start with a division of Panzer tanks and two battalions of chariots from Pennsylvania

    The Total War games are each set in a single time period. All of the units are drawn from the same general technology level and the cities are in fixed places. Sure, they don't hit the mark every time, e.g. the chariots and scythes being the primary weapons of Ptolemaic Egypt but they deviate to make the game more fun, not because they are ignorant. I think you're referring to the Civilization series here, Civ 3 to be precise since you have 3 units under the one general, though you should have upgraded your chariots to cavalry before you put them in McArthur's army since they cannot be upgraded when they're in there.

    it is filled with bizarre inaccuracies like the Roman legions fielding companies of archers...

    They did. They had always had auxiliary archer units and/or Roman archers called sagiterii. The Roman military during the Republic and early Empire was built around a core of heavy infantry but they realized early on that they had to field a diverse and flexible army or face devastation.

    ...Julius Caesar riding around the battlefield at the head of his own band of Teutonic knights...

    The Romans employed large amounts of cavalry units, originally mostly supplied by allied kingdoms. In fact the word "ally" comes from the Latin "allae" meaning squadrons of cavalry. The Romans won the favor friendly chieftains in places like Germania in order to supply units that the Roman legions lacked. The Tutonic Knights themselves were a later military founded well after the fall of the Western Empire and the Germans at that time were more likely to fight on foot, however the idea of a Roman general commanding German horsemen is very possible.

    ...Don't even start with the crazy armies that come out of Briton.

    You mean Celtic warriors wearing nothing save a torc and a liberal coating of woad on their faces? Much was exaggerated about the "barbarity" of the northern barbarians by classical Roman and Greek historians, but they certainly did have some quite unorthodox battle tactics.

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  7. Even lovlier, and a bigger but by MaulerOfEmotards · · Score: 4, Interesting

    You reply in good faith and for good intentions but you are somewhat mistaken,

    First, Romans did NOT field regiments of archers. However, following Gaius Marius' reforms, in legions a cohort (8-10 centuries of 60 men) could have archers attached. These were generally placed as an archery shield in front of the front maniples and retracted when enemies approached. More usual, however, was simply the legionaries throwing their pilum javelin before equipping their gladius short sword.

    Secondly, Romans did NOT field any cavalry units. Cavalry fight from horseback, and cohesive military cavalry usage requires stirrups. Romans DID use mounted infantry though, and this could also perhaps harass enemy skirmish flankers. Stirrups wasn't invented until approximately the 7th or 8th Century. Thus, cavalry does not mean "mounted soldier". Also, the Roman social hierarchy included a "knight" class. This is not to be interpreted anachronistically as of a kind with the medieval knights, it simply means a social status above Plebeian but beneath the Patrician strata eligible for election to Senate.