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** The flag of the Republican Maratha Confederacy is the same as that of today's India.


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** The University of Évora (in Portugal) was extinct 59 years into the game's timeplay, by the Marquis of Pombal who expelled the Jesuits (who directed said university); this, however, is not reflected in the game, and the University of Coimbra, which was older and continued to exist all along, does not show on the map (nor its city).
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** If AI has a religious minority within the province, it will turn every new town into a church school, madrassa or an ashram, along with building those in free slots at the campaign start. That despite the fact short from colonial provinces with population below 50 thousand it will ''never'' be possible to fully convert the population in any meaningful quantity, while AI won't even hear about building other structures than religious ones until reaching 100% of national religion. This is particularly egregious in case of France and Great Britain, who actively gimp themselves, as their capital province starts with ''huge'' population and 20% of it being of non-dominant religion. It makes it flat-out impossible to convert more than 0.1% per turn ''for no real gain'', as the religious minority is small enough to not provide any instabilities, but AI will still chase after 100% unity. However, ''nothing'' beats Indian theatre, where every single province short from Goa has population counted anywhere between 5 to 30 ''million'', and AI will gleefully try to convert locals to own religion anyway.
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* AndZoidberg: The Mughal Empire is the only one of the game's major powers that is not a playable faction (except, of course, by [=MOD=]).

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* AndZoidberg: The Mughal Empire is the only one of the game's major powers that is not a playable faction (except, of course, by [=MOD=]).using a mod).



** Portugal isn't so much a vestigial empire as most of its territory was located in Brazil and Africa, which do not appear in the game except as trade theaters you can't conquer or colonize.

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** Portugal isn't so much a vestigial empire as most of its territory was located in Brazil and Africa, which do not appear in the game except as trade theaters you can't conquer or colonize. (It was, however, one in India, which was one of the war theaters, as well as in Asia in general).
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* AndZoidberg: The Mughal Empire is the only one of the game's major powers that is not a playable faction (except, of course, by [=MOD=]).
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* ThenLetMeBeEvil:
** Each province taken from a country by force nets a ''massive'' diplomatic penalty of -60 to relationship with the loser. And it's rarely profitable to just stop on a single province. Since there is no way you will fix that penalty, you might as well go with complete conquest of that country or at least aiming to do so.
** Conquering ''any'' province provides a "territorial expansion" penalty of -5 to ''everyone''[[note]]The only exceptions are the Ottomans, and more importantly, you don't generate that penalty as them, too[[/note]]. Conquer too much too fast and the world will start to hate you, leading to the situation you either keep conquering, or end up with a GangUpOnTheHuman scenario. However, if the conquest is done at slow enough pace, the penalty can be avoided.
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* PowerAtAPrice: Enlightenment technologies provide you with passive (and quite substantial by late game) growth of wealth. They are also a source of raw unhappiness, along with further increase of clamour for reform generated by any schools and universities you have build, so the more you research into it, the harder it is to keep masses under control as a non-republic[[note]]Of course, if your ''goal'' is to become a republic, there is no price, as your goal is to start a revolution, but bar few countries, everyone else is better off keeping their starting monarch and the cabinet than go republican[[/note]].

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* PowerAtAPrice: Enlightenment technologies provide you with passive (and quite substantial by late game) growth of wealth. They are also a source of raw unhappiness, along with further increase of clamour for reform generated by any schools and universities you have build, so the more you research into it, the harder it is to keep masses under control as a non-republic[[note]]Of course, if your ''goal'' is to you ''want to'' become a republic, there is no price, as your goal is to start a revolution, but bar few countries, everyone else is better off keeping their starting monarch and the cabinet than go republican[[/note]].
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* PowerAtAPrice: Enlightenment technologies provide you with passive (and quite substantial by late game) growth of wealth. They are also a source of raw unhappiness, along with further increase of clamour for reform generated by any schools and universities you have build, so the more you research into it, the harder it is to keep masses under control as a non-republic[[note]]Of course, if your ''goal'' is to become a republic, there is no price, as your goal is to start a revolution, but bar few countries, everyone else is better off keeping their starting monarch and the cabinet than go republican[[/note]].


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* UnstableEquilibrium: Despite various counter-mechanics, the research can be very easily manipulated to allow 10 or even more technologies to be researched alongside each other, turning the entire concept of TechTree into a joke. The main reason why from ''[[VideoGame/TotalWarShogun2 Shogun 2]]'' onward only one tech can be researched at time is due to Creative Assembly realising the problem.
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* StupidityIsTheOnlyOption: You ''must'' develop ring bayonets if you plan to continue any sort of military research. This means you gain a (hefty at this point of the game) -5 reload speed debuff to all troops that are carrying bayonets. And you won't develop a tech that counters this debuff until you research two technologies and upgrade one of your barracks - in total some 15-25 turns, depending on your situation. Similarly, Government by Consent and Separation of Powers, two of techs that predominately provide your with clamour for reform, are pre-requested to even get to meat and gravy of the Enlightenment techs and, by extent, late-game industrial and military technologies.
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* NeverBringAKnifeToAGunFight: Once fire by rank becomes a thing, the firepower of your regiments will increase to the point where melee units become painfully obsolete, as they have hard time to even get close enough to engage in combat. And to fire by rank, you first need to ''at least'' have ring bayonets, meaning musket infantry is going to do fine in close quarters.

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** Due to the way how alliances and protectorates are handled, Polish-Lithuanian Commonwealth starts in a fantastic position due to an alliance with Russia, rather than being at a verge of political collapse, like it was historically.



* GeoEffects: Few, both on global and tactical scale
** Hills and uneven terrain obscure your view, along with line of fire for artillery. Bushes and forests offer protection during battle, allowing to sneak closer.
** Indian theatre, along with Persia, are by default "hot" climate. Any unit that lacks specific trait will suffer double the fatigue.
** Russia and Maratha start in the corners of their respective theatres. This means they are ''much'' harder to overrun or even invade in the first place. Doubly so in case of Russia, which on top of being in the corner of the map, also comes with ''really'' big provinces, so you will spend quite some time just marching toward their cities. And anyone who isn't Dutch will have to spend half a dozen turns to even sail to India in the first place, hoping for the best with their landing party.



* PaperTiger: Ottomans, Mughals and, at least early on, Russia, are large countries that appear fearsome. Attack them and they fold like a house of cards. In fact, Mughals are so weak, nearly just as weak Maratha Confederacy can easily defeat them on its own within first 30 turns... and becomes the new PaperTiger of India, ending up underdeveloped both economically and technologically under AI, while lacking units capable of fighting against even the mid-game European infantry.



* PoliticallyCorrectHistory: Game takes place in the 18th Century, with hardly a mention of slavery except that you can abolish it. The West African trade theater, which historically was at the heart of the Atlantic slave trade, is wholly an ivory market.

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* PoliticallyCorrectHistory: Game takes place in the 18th Century, century, with hardly a mention of slavery except that you can abolish it. The West African trade theater, which historically was at the heart of the Atlantic slave trade, is wholly an ivory market.


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** Maratha becomes this once defeating Mughals. They lack any sort of modern army and any European that comes knocking to their door is going to have a field day with them.

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** France: Ships are faster but have less hull strength.
** Prussia: Superior infantry.

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** France: Ships are faster but have less hull strength.
Fastest ships and elite infantry units.
** Prussia: Superior infantry.line infantry.
** Russia: Grenadiers and line infantry excell in close-quarters.



** Sweden: Weaponised HumansAreAverage.



** Ottoman Empire: Inferior navy with dated ship designs that are poorly armed and fragile.
** Maratha Confederacy: Can field sword infantry which are excellent in melee combat. Inferior navy with dated ship designs.

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** Ottoman Empire: Inferior navy with dated ship designs that are poorly armed Artillery and fragile.
an entire slew of locally-hired, unique auxiliaries.
** Maratha Confederacy: Can field sword infantry which are excellent in Cavalry, elephants and wide selection of melee combat. Inferior navy infantry, but serious problems with dated ship designs.fielding a "modern" army.
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* FullCircleRevolution: Each form of government can be overthrown and replaced with another, ultimately allowing to even go back to your initial position. The key is to know that lower classes will always try to set up a republic, while upper classes will try to turn your government one step closer to absolete monarchy, with constitutional one as a mid-point. You can't however form a constitutional monarchy without first becoming a republic.
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* DecadentCourt:
** Beware when you're playing as an Absolute Monarchy and you keep ministers in their offices for life. Even if they start out good, they will slowly, but surely start to amass negative ancilliaries and traits, unless already having full list (which is hard, to say at least). Worst of all, ministers can gain "Corrupt" trait, which starts to cause direct problems and financial setbacks faction-wide.
** Ottomans opening situation is about having extremely incompetent cabinet combined with insignificant ruler and corruption so high, provinces lose 40-50 coins of wealth per turn, destroying entire tax base in about 10 turns, as there will be nothing to tax in just few years. Human player can and should switch the starting ministers with the possible candidates, or it will quickly get out of hand. AI, meanwhile, ''never'' sacks those ministers, which is the main reason for Ottoman decline in 19 out of 20 games.
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* CrutchCharacter: Great Britain start with sir Isaac Newton, while Prussia has Gottfried Wilhelm Leibniz. They are ''significantly'' better than just about any other gentleman that can be spawned [[DiscOneNuke for next 30-40 years]], in turn greatly speeding up research for their countries.

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* CrutchCharacter: Great Britain start with sir Isaac Newton, while Prussia has Gottfried Wilhelm Leibniz. They are ''significantly'' better than just about any other gentleman that can be spawned [[DiscOneNuke for next 30-40 years]], in turn greatly speeding up research for their countries. Both will also die soon, so use them until they last.
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* InfinityPlusOneSword: Very late in the game, Machine Rifling technology allows to recruit riflemen regiments. Great Britain, Prussia and Austria take it a step further, having access to special variants. Those are all excellent skirmishers, with unmatched accuracy and in case of Austria, so powerful, there is a recruitment cap on how many you can get. On top of that, all riflemen have a special ability to deploy improved fougasses before battle starts - essentially land mines.

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** The steamships, at least in form presented in the game, never entered service in any navy, for plethora of reasons. Not to mention steam-powered vessels didn't show up until 19th century outside a small handful of (failed) experiments.


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** The steamships, at least in form presented in the game, never entered service in any navy, for plethora of reasons. Not to mention steam-powered vessels didn't show up until 19th century outside a small handful of (failed) experiments.
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* ArtisticLicenseHistory:
** The steamships, at least in form presented in the game, never entered service in any navy, for plethora of reasons. Not to mention steam-powered vessels didn't show up until 19th century outside a small handful of (failed) experiments.
** The game, and especially unit and technology descriptions, are heavily biased toward British achievements. While at least somewhat understandable when navy and textile industry are involved, this also leads to weird situations where anything related with army and cavalry is quickly ignored, because hey, Great Britain didn't do that, so no point talking about it. The game is predominately decided by your land forces marching into battle.
** [[https://en.wikipedia.org/wiki/Girardoni_air_rifle Girardoni air rifle]] is described as "not a success". While prohibitively expensive to mass produce, it was anything but a failure when deployed in military engagements and substantial effort was made by the Habsburg empire to at least get a full regiment equipped with those due to how advantageous the air rifle was in combat.


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* ObviousRulePatch: Austria can recruit only 2 regiments of Windbüchse Jaegers, insanely powerful skirmishers that don't have to reload and are ''very'' accurate. Historically, the real limit was in how expensive and time-consuming it was to make [[https://en.wikipedia.org/wiki/Girardoni_air_rifle Girardoni air rifles]], but given this is a game, there would be nothing stopping players from simply amassing more money to get yet another regiment, hence the unit cap.
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** Prussia: Superior infantry.
** Spain: Cheaper, if slightly weaker units.
** Dutch Republic: Presence on all theatres and easy access to trade nodes.
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* SchmuckBait: So you've decided to expand your plantations and send extra ships to the trade nodes? Congratulations, you supplied more goods to the global market, decreasing their price! Hope you've got extra trade partners to make up the price loss by number of exports going...
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* VideoGameCrueltyPotential: Part of your job is going to be brutally quelling rebellions of people asking for voting rights or, frankly, any rights at all, along with opportunity to influence their own government. On top of that, once you have fully developed region, there is no downside to setting taxes to minimum, since you don't need population growth anymore, while doubling your income is always great. There is also the whole American and India theatre, where you can opportunistically join local wars or outright conquer indigenous people for your own profit.

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* VideoGameCrueltyPotential: Part of your job is going to be brutally quelling rebellions of people asking for voting rights or, frankly, any rights at all, along with opportunity to influence their own government. On top of that, once you have fully developed region, there is no downside to setting taxes to minimum, maximum, since you don't need population growth anymore, while doubling your income is always great. There is also the whole American and India theatre, where you can opportunistically join local wars or outright conquer indigenous people for your own profit.
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* AlwaysChaoticEvil: Pirates are at war with everyone and you can't even engage with them diplomatically.
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* LogicalWeakness: Factions exists only if they have at least a single province under their control. Take over the Leeward Isles and Trinidad provinces (something that can be done even with colonial militia) and pirates disappear - ''globally''.
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* GoddamnBats: The Pirates faction can quickly become a pain in the ass at the start of Grand Campaign because they already have Galleons and Fluyts at their disposal while everyone else only has access to weaker ships.
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* CrutchCharacter: Great Britain start with sir Isaac Newton, while Prussia has Gottfried Wilhelm Leibniz. They are ''significantly'' better than just about any other gentleman that can be spawned [[DiscOneNuke for next 30-40 years]], in turn greatly speeding up research for their countries.


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* ShoutOut: Prussian starting rake? [[Theatre/TheRobbers Karl Moor]].

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* 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 largely restricted to flanking and maneuvering when battling infantry 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. Some infantry units are also capable of placing a long row of spikes that are difficult to see and will shred any charging cavalry formation. AI-controlled cavalry regiments are happy to charge straight through the spikes and lose half their men.

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* AntiCavalry: AntiCavalry:
** At the game start, while being declared as obsolete, pikemen are still serving this role. Until bayonets of any kind are researched, your musket-armed troops need to be covered by pikemen as effective anti-cavalry measurement. As you progress with construction of more advanced buildings, you simply lose ability to train new pikemen units. And while indeed obsolete and very niche in their application, pikemen are far better at stopping cavalry than your line infantry is going to be for next few decades.
**
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 largely restricted to flanking and maneuvering when battling infantry 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. Some infantry units are also capable of placing a long row of spikes that are difficult to see and will shred any charging cavalry formation. AI-controlled cavalry regiments are happy to charge straight through the spikes and lose half their men.

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** Some units can also be available before they were historically, if player has good economy and research. Although most notable example are steamships at the end of the naval tech tree.

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** Quebec, if gaining independence, will use the [=post-WW2=] flag to represent it.
** Some units can also be available before they were historically, if player has good economy and research. Although most notable example are steamships at the end of the naval tech tree.tree - which can be achieved around late 1740s with dedicated enough research.



** Line infantry, the most common infantry available to European powers, start the game with no access to bayonets. Three different types of bayonets must be researched in sequence before they can be used: the plug bayonet, the ring bayonet and the socket bayonet. However, in real life, the socket bayonet was already in widespread use by the time of the game's start (1700 A.D.), while the player likely won't have access to it until a few decades have gone by.

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** Line infantry, the most common infantry available to European powers, start the game with no access to bayonets. Three different types of bayonets must be researched in sequence before they can be used: the plug bayonet, the ring bayonet and the socket bayonet. However, in real life, the socket bayonet was already in widespread use by the time of the game's start (1700 A.D.), while the player likely won't have access to it until a few two decades have gone by.



* Eurabia: This can happen if you manage a Muslim faction, especially the Ottoman Empire.

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* Eurabia: EnlightenedSelfInterest: It is generally more profitable to have more countries on the map (thus guaranteeing their survival), as that means more trade partners. The more trade partners you have, the easier it is to keep prices of luxury goods high, while in the same time selling bigger amount of them.
* {{Eurabia}}:
This can happen if you manage a Muslim faction, especially the Ottoman Empire.


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* NormalFishInATinyPond: French-controlled province of Quebec in Americas has Army Encampment already build and option to add to it Cannon Foundry. This allows to recruit Line Infantry from the start and quickly add artillery to support it. No other European power will have access to those buildings for next 18-20 turns, while natives don't have anything even remotely similar in their unit roster.


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* VideoGameCrueltyPotential: Part of your job is going to be brutally quelling rebellions of people asking for voting rights or, frankly, any rights at all, along with opportunity to influence their own government. On top of that, once you have fully developed region, there is no downside to setting taxes to minimum, since you don't need population growth anymore, while doubling your income is always great. There is also the whole American and India theatre, where you can opportunistically join local wars or outright conquer indigenous people for your own profit.
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** Another vicious cycle covers AI inability to handle taxation and population growth. To unlock new towns and thus gain opportunity to speed up research or gain additional income, it takes first population to grow to specific level and construction of advanced farmland to support it, too. AI is eager rising taxes on lower classes to the max, providing ''negative'' population growth. In the same time, all possible ports (one of the most profitable town slots) will be used to build fishing ports, to offset the negative population growth. Since AI suffers from budget shortage because of this, it keeps taxes high, which means still negative population growth, which means no new slots, which means no money... And if more than single religion is present in the province, AI will fill ''all'' the towns with religious buildings, trying to convert the population to 100% of state religion - even if not suffering from any kind of religious unrest (it stops being a factor around 60% dominance of the state religion) and reaching the 100% value would take rest of the game.

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** Another vicious cycle covers AI inability to handle taxation and population growth. To unlock new towns and thus gain opportunity to speed up research or gain additional income, it takes first population to grow to specific level and construction of advanced farmland to support it, too. AI is eager rising to rise taxes on lower classes to the max, providing ''negative'' population growth. In the same time, all possible ports (one of the most profitable town slots) will be used to build fishing ports, to offset the negative population growth. Since AI suffers from budget shortage because of this, it keeps taxes high, which means still negative population growth, which means no new slots, which means no money... And if more than single religion is present in the province, AI will fill ''all'' the towns with religious buildings, trying to convert the population to 100% of state religion - even if not suffering from any kind of religious unrest (it stops being a factor around 60% dominance of the state religion) and reaching the 100% value would take rest of the game.

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* CycleOfHurting: AI will end up trapped in an endless revolt spam by mid-game. Since various technologies increase clamour for reform and so do higher levels of universities, while Absolute Monarchies by default suffer from highest clamour and industrial buildings provide their own discontent (unless one is a Constitutional Monarchy), this leads to just insane levels of unhappiness. AI will be unable to quell or control this, leading to a three-turn cycle repeating non-stop: unhappiness pop-up, riots (damaging building and decreasing population) and revolt. If the revolt wins, it will auto-raze the province, decreasing its wealth further. To make matters worse, AI will try to solve the problem by building inns and churches, which will be nowhere near the required level to deal with the unhappiness, but will prevent from generating money for armies. And if the revolt in capital province wins, then the new republic is very likely to collapse into the same cycle anyway.

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* CycleOfHurting: CycleOfHurting:
**
AI will end up trapped in an endless revolt spam by mid-game. Since various technologies increase clamour for reform and so do higher levels of universities, while Absolute Monarchies by default suffer from highest clamour and industrial buildings provide their own discontent (unless one is a Constitutional Monarchy), this leads to just insane levels of unhappiness. AI will be unable to quell or control this, leading to a three-turn cycle repeating non-stop: unhappiness pop-up, riots (damaging building and decreasing population) and revolt. If the revolt wins, it will auto-raze the province, decreasing its wealth further. To make matters worse, AI will try to solve the problem by building inns and churches, which will be nowhere near the required level to deal with the unhappiness, but will prevent from generating money for armies. And if the revolt in capital province wins, then the new republic is very likely to collapse into the same cycle anyway.anyway.
** Another vicious cycle covers AI inability to handle taxation and population growth. To unlock new towns and thus gain opportunity to speed up research or gain additional income, it takes first population to grow to specific level and construction of advanced farmland to support it, too. AI is eager rising taxes on lower classes to the max, providing ''negative'' population growth. In the same time, all possible ports (one of the most profitable town slots) will be used to build fishing ports, to offset the negative population growth. Since AI suffers from budget shortage because of this, it keeps taxes high, which means still negative population growth, which means no new slots, which means no money... And if more than single religion is present in the province, AI will fill ''all'' the towns with religious buildings, trying to convert the population to 100% of state religion - even if not suffering from any kind of religious unrest (it stops being a factor around 60% dominance of the state religion) and reaching the 100% value would take rest of the game.
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* CycleOfHurting: AI will end up trapped in an endless revolt spam by mid-game. Since various technologies increase clamour for reform and so do higher levels of universities, while Absolute Monarchies by default suffer from highest clamour and industrial buildings provide their own discontent (unless one is a Constitutional Monarchy), this leads to just insane levels of unhappiness. AI will be unable to quell or control this, leading to a three-turn cycle repeating non-stop: unhappiness pop-up, riots (damaging building and decreasing population) and revolt. If the revolt wins, it will auto-raze the province, decreasing its wealth further. To make matters worse, AI will try to solve the problem by building inns and churches, which will be nowhere near the required level to deal with the unhappiness, but will prevent from generating money for armies. And if the revolt in capital province wins, then the new republic is very likely to collapse into the same cycle anyway.

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* 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.

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* ArtificialStupidity: ArtificialStupidity:
** For whatever reason, AI will absolutely refuse to build or upgrade its roads, unless swimming in cash and having everything else already build. It's not that bad when it's some tiny province that can be easily crossed within a single turn regardless, but becomes a problem when it's Russia, Ottomans or anywhere in India or Americas. On top of that, roads are intended as a counter to the penalty of Absolute Monarchy (where almost all countries start) to wealth generation, so AI not only is making army movement needlessly hard for itself, it also ends up leaching the wealth base for taxation it its provinces in no time due to combination of over-taxation and various innate penalties, ending up even poorer.
**
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.


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** Roads. Not even the improved ones, just basic roads. For measle 750 coins, they provide your units with substantial increase of movement speed, while also giving you +3 wealth generation. This in turn allows to negate higher level of taxation put on nobility or ignore the penalty of Absolute Monarchy government type. And this can be further improve to cobbled roads, which cost the same, double the movement speed and further rise the wealth to +4.

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