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* DawnOfAnEra: The medieval era has become a distant memory as Europe enters the Enlightenment.
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* Pirate: They are in the Caribbean and the trade theaters. The Barbary States also count.

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* Pirate: {{Pirate}}: They are in the Caribbean and the trade theaters. The Barbary States also count.



* VestigialEmpire: There are a few. Portugal, Venice, the Mughal Empire, the Knights of St. John, and the Papal States, are a just a few of them. However, you can subvert this if you use a mod to play as these factions.

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* VestigialEmpire: There are a few. Portugal, Venice, the Mughal Empire, the Knights of St. John, John and the Papal States, States are a just a few of them. However, you can subvert this if you use a mod to play as Most of these factions.
factions are unplayable without using mods.
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*ThePapalStates: This is a faction in Italy. You can not play with them without a mod, but you can easily conquer them for your empire.
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* TheKnightsHospitallers: They control a single island on Malta, and are only [[VestigialEmpire a shadow of their former power]]. You can only play as them with the assistance of a mod.
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* Pirate: They are in the Caribbean and the trade theaters. The Barbary States also count.
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* HatesEveryoneEqually: The Barbary States are at war [[ExaggeratedTrope with every single nation]], the Ottoman Empire being the sole exception.
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* VestigialEmpire: There are a few. Portugal, Venice, the Mughal Empire, the Knights of St. John, and the Papal States, are a just a few of them. However, you can subvert this if you use a mod to play as these factions.
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* EndOfAnAge: It must appear this way from the point of view of the Native American Nations and the Mughal Empire.

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* TheAmericanRevolution: The third "Road to independence" campaign

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* TheAmericanRevolution: The third episode of the "Road to independence" campaignscenario


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* SevenYearsWar: The second chapter in the "Road to Independence" scenario, and you can choose to recreate this on the main campaign if you play as the British or the French.
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* TheAmericanRevolution: The third "Road to independence" campaign
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* TheFrenchColonialEmpire: France controls much of Canada, a good chunk of the caribbean, and a snippet of South America. If you play as them, you can take over India or North Africa in the name of the French crown.
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* TheBritishEmpire: Britian by this time controls the Bahamas, part of Canada, and the thirteen colonies. If you play as them, you can go to and colonize [[BritishRaj India]] in the name of the crown. If you play the United States campaign, Britain already controls all of Canada and the eastern coast of India.

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* TheBritishEmpire: Britian by this time controls the Bahamas, part of Canada, and the thirteen colonies. If you play as them, you can go to and colonize [[BritishRaj [[TheRaj India]] in the name of the crown. If you play the United States campaign, Britain already controls all of Canada and the eastern coast of India.
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*TheBritishEmpire: Britian by this time controls the Bahamas, part of Canada, and the thirteen colonies. If you play as them, you can go to and colonize [[BritishRaj India]] in the name of the crown. If you play the United States campaign, Britain already controls all of Canada and the eastern coast of India.
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* TooDumbToLive: ''Empire'' introduces the "garrison building" mechanic which allows you to put infantry in selected buildings and turn them into defensive strongpoints that are resilient to musket bullets but are an inviting target for artillery. Two problems introduced with this innovation are that you can actually garrison a building that's already on fire and that garrisoned infantry will not evacuate a burning building unless manually ordered to do so. Because of this, it is actually possible to lose a whole unit of infantry in a structural collapse.

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* TooDumbToLive: ''Empire'' introduces the "garrison building" mechanic which allows you to put infantry in selected buildings and turn them into defensive strongpoints that are resilient to musket bullets but are an inviting target targets for artillery. Two problems introduced with this innovation are that you can actually garrison a building that's already on fire and that garrisoned infantry will not evacuate a burning building unless manually ordered to do so. Because of this, it is actually possible to lose a whole unit of infantry in a structural collapse.
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* TooDumbToLive: ''Empire'' introduces the "garrison building" mechanic which allows you to put infantry in selected buildings and turn them into defensive strongpoints that are resilient to musket bullets but are an inviting target for artillery. Two problems introduced with this innovation are that you can actually garrison a building that's already on fire and that garrisoned infantry will not evacuate a burning building unless manually ordered to do so. Because of this, it is actually possible to lose a whole unit of infantry in a structural collapse.
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* HistoricalHeroUpgrade: GeorgeWashington (the classic example) in the "Road to Independence" campaign.

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* HistoricalHeroUpgrade: GeorgeWashington UsefulNotes/GeorgeWashington (the classic example) in the "Road to Independence" campaign.
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* InASingleBound: Boarding fights in a Naval Battle are quite ridiculous as the crewmen of the attacking ship will jump at unrealistic heights.
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* JackOfAllStats: The Third-Rate Ship has the best balance of Cost, Crew Size, Firepower, Hull Strength, and Mobility.

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* JackOfAllStats: The Third-Rate Ship has Ships have the best balance of Cost, Crew Size, Firepower, Hull Strength, and Mobility.Mobility. For the price of one First-Rate you can have 2-3 Third-Rates instead.
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* JackOfAllStats: The Third-Rate Ship has the best balance of Cost, Crew Size, Firepower, Hull Strength, and Mobility.
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* ImprobableUseOfAWeapon: One of the possible non-fatal pistol duel resolutions: Both shoot simultaneously, both guns jam, so one of them ''throws'' his pistol into his adversary's face.

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* AnachronismStew: ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire, when it is supposed to be St. Petersburg from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game.
** This is somewhat justifiable by the mechanics. Moscow was the power center and capital of Russia before (historically the government of Russia was the "Tsardom of Muscovy"), and St. Petersburg was taken over from the Swedes after the game already started. While in Napoleon most of the important functions had been moved to Moscow to protect against St. Petersburg's exposed position.

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* AnachronismStew: ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire, when it is supposed to be Empire. While Moscow was the historical kernel of the Empire and later became a capital once more, St. Petersburg filled this role from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game.
** This is somewhat justifiable by the mechanics. Moscow was the power center and capital of Russia before (historically the government of Russia was the "Tsardom of Muscovy"), and St. Petersburg was taken over from the Swedes after the game already started. While in Napoleon most of the important functions had been moved to Moscow to protect against St. Petersburg's exposed position.
game.
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** This is somewhat justifiable by the mechanics. Moscow was the power center and capital of Russia before (historically the government of Russia was the "Tsardom of Muscovy"), and St. Petersburg was taken over from the Swedes after the game already started. While in Napoleon most of the important functions had been moved to Moscow to protect against St. Petersburg's exposed position.
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* AnachronismStew: ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire, when it is supposed to be St. Petersburg from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game. During Napoleon's campaigns in ''Napoleon'', the goal is to take Moscow, thereby defeating Russia and winning. Except, in RealLife, Napoleon did reach Moscow only to see it burned by the retreating forces following their "[[SaltTheEarth scorched earth]]" policy, and he was forced to return with nothing.

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* AnachronismStew: ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire, when it is supposed to be St. Petersburg from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game. During Napoleon's campaigns in ''Napoleon'', the goal is to take Moscow, thereby defeating Russia and winning. Except, in RealLife, Napoleon did reach Moscow only to see it burned by the retreating forces following their "[[SaltTheEarth scorched earth]]" policy, and he was forced to return with nothing.

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Empire: Total War is the fifth entry in the TotalWar series of games, released in 2009.

This game is the first game to make guns a major part of the gameplay and the first to include immersive naval battles, a change which has divided fans of the series to this very day.

Taking place in the 18th century, there are several countries you can choose from, and the Road To Independence campaign follows the founding of the United States, this campaign was according to the developers tailored specifically to the United States market.

!!Tropes used by Empire Total War include:

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Empire: [[quoteright:256:http://static.tvtropes.org/pmwiki/pub/images/empire_total_war_cover_art_5127.jpg]]

''Empire:
Total War War'' is the fifth entry in the TotalWar VideoGame/TotalWar series of strategy games, released in 2009.

This game
2009. Like other games in the series, it features a mixture of [[TurnBasedStrategy turn-based]] and [[RealTimeStrategy real-time]] strategy, allowing the player to move armies and manage cities on a grand-scale strategy map, then zoom in to fight epic real-time battles when two armies meet. It is the first game in the series to make guns a major part of the gameplay gameplay, and the first to include immersive real-time naval battles, a change which has divided fans of the series to this very day.

battles.

Taking place in the 18th century, there are it allows the player to control one of several countries you can choose from, European or Asian powers in a bid to found colonies, fight off rivals and establish a hegemony on the world stage. Changes in thought brought along by TheEnlightenment allow experimentation with new kinds of governmental philosophy and research of more new technologies than ever before. The world is changing rapidly, and any rulers who wish to survive this turbulent century must adapt or die.

In addition to the Grand Campaign,
the Road To to Independence tutorial campaign follows the founding of the United States, this campaign was according States while teaching the basics of gameplay to the developers tailored specifically player. The Warpath [[DownloadableContent DLC]] includes new playable Native American factions as an addition to the United States market.

!!Tropes used by Empire Total War include:
main campaign.

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!!This game provides examples of:

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* AwesomeButImpractical: First-Rate Ships. Especially the ''Santissima Trinidad''. They're so slow and they hurt your economy so much ''just by merely existing''.




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* BilingualBonus: Units will answer to your commands in their respective languages.
* BoringButPractical:
** Sweden has a typical European army list, with only one unique unit, the [[FinnsWithFearsomeForests Hakkapeliitta]] [[FragileSpeedster light cavalry]]. They're also the only faction in the whole game to ''not'' receive any new units through {{DLC}}. However, to compensate, their base-line units have fairly good statistics: Their Line Infantry are surpassed only by those of Britain, France and Prussia. While they're criticized as a boring faction to play, they remain high-tier in multi-player and quite a few players swear by them.
** Most of Austria's available units are average if not weaker compared to their French or British counterparts. On the other hand, it's compensated by there being more men in each unit, the light infantry Greasers and the Hungarian variants.
* CannonFodder: The Armed Citizenry are little more than local townsfolk hastily given muskets and would break before just about ''any'' other unit. They are mainly used in sieges, either in [[ZergRush massed rushes]] or for garrisoning buildings.
* DeathFromAbove: Get yourself a decent number of heavy howitzers and bombardment mortars with percussive shells and watch your enemies get blown to smithereens. Incidentally, this function is actually what makes it safe to stick your own units in front of them... as long as you're not aiming there, anyway.
* GlassCannon: Artillery. Despite being ''the'' core of a proper army, even moreso in the latter, they are extremely vulnerable in close quarters unless immediately supported by infantry (preferably line) or cavalry to check a charge... or with canister shot ready and waiting to be fired to do the same. Part of the role of cavalry in the game is to destroy (can't capture 'em) any undefended guns that they can charge... from the side or behind, that is.
* HistoricalHeroUpgrade: GeorgeWashington (the classic example) in the "Road to Independence" campaign.
* MacrossMissileMassacre: There are rocket troops and rocket ships, but their tactical effectiveness is limited compared to simply getting proper artillery (although rocket ships can kill any large and slow ship in the game, due to their forward firing weapons, long range and ability to start fires).
* TheMusketeer: Ranged infantry and cavalry can befit the trope with varying effectiveness depending on unit stats and abilities. Dragoons are the best example, but are limited to melee attack when on horseback (since they're basically "infantry who ride to the fight"), while several minor nations have cavalry who can fire carbines from horseback.
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Taking place in the 17th century, there are several countries you can choose from, and the Road To Independence campaign follows the founding of the United States, this campaign was according to the developers tailored specifically to the United States market.

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Taking place in the 17th 18th century, there are several countries you can choose from, and the Road To Independence campaign follows the founding of the United States, this campaign was according to the developers tailored specifically to the United States market.
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* AmazonBrigade: The Amazons of Dahomey, actual RealLife BodyguardBabes (albeit appearing slightly too early).

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* BadassBookworm: In ''Empire'', Gentlemen serve as both scholars and duelists.

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* BadassBookworm: In ''Empire'', Gentlemen can serve as both scholars and duelists.duelists.

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* Badassbookworm: ** In ''Empire'', Gentlemen serve as both scholars and duelists.

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* Badassbookworm: ** BadassBookworm: In ''Empire'', Gentlemen serve as both scholars and duelists.
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Empire: Total War is the fifth entry in the TotalWar series of games, released in 2009.

This game is the first game to make guns a major part of the gameplay and the first to include immersive naval battles, a change which has divided fans of the series to this very day.

Taking place in the 17th century, there are several countries you can choose from, and the Road To Independence campaign follows the founding of the United States, this campaign was according to the developers tailored specifically to the United States market.

!!Tropes used by Empire Total War include:

* AnachronismStew: ''Empire'' and ''Napoleon'' both feature Moscow as the capital of the Russian Empire, when it is supposed to be St. Petersburg from 1713 to 1918. This also includes the Russian unique buildings the Winter Palace and the Kunstkamera museum, which are located in St. Petersburg in RealLife but can only be built in Moscow in the game. During Napoleon's campaigns in ''Napoleon'', the goal is to take Moscow, thereby defeating Russia and winning. Except, in RealLife, Napoleon did reach Moscow only to see it burned by the retreating forces following their "[[SaltTheEarth scorched earth]]" policy, and he was forced to return with nothing.
*AntiCavalry: The square formation is the infantryman's very eloquent and persuasive argument against cavalry, but charging your cavalry head on into infantry is a bad idea in general. Cavalry are restricted to flanking and maneuvering by this time in history, and the vast majority of infantry can hold their own against any force of cavalry stupid enough to try a full frontal charge, thank you very much. Cavalry are best used as flankers; failing that, they are best concentrated against small segments of line to break units in detail while the infantry focus on keeping the other side's infantry from turning their guns on the cavalry.
* ArtificialStupidity: Your artillery captains may need to be hanged in ''Empire''. When told to cease fire, they tend to discharge their loaded guns directly into the line of battle. If they aren't relentlessly baby-sat, expect embarrassing friendly-fire incidents the second their target moves within musket range of friendly infantry. God forbid cannon arranged in a line, and the target moves to their immediate right or left. However unintentionally hilarious it is to see them shooting each other in the back from mere feet away, the fact that in many campaign battles friendly fire causes far more deaths than the enemy is frustrating indeed.
*Badassbookworm: ** In ''Empire'', Gentlemen serve as both scholars and duelists.

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