【MOD下载】【帝战】帝国真实4.4

标签:
游戏帝国全面战争 |
分类: 帝国全面战争MOD介绍 |






MOD介绍——安娜科穆宁
1、步兵:
线列步兵
优点:良好的火力、卡座刺刀
缺点:士气平庸
掷弹兵
优点:士气高昂、纪律严明、良好的火力、卡座刺刀、治安加成
缺点:高征募费用和维持费用、数量有限
近卫军
优点:士气极高、纪律严明、良好的火力、卡座刺刀
缺点:高征募费用和维持费用、数量有限
驻防部队
优点:良好的火力、卡座刺刀、士气
缺点:仅限于保卫城市
散兵
优点:优秀的火力、伏击战术、散阵和快速移动能力
缺点:对抗骑兵无力、部队规模小
步兵技术进步
在18世纪,军事技术是非常重要的,因为它极大地提高了步兵的作战效能。它不再仅仅是刺刀进步,而是步兵效能被提升,通过升级武器和训练(现场灭火训练、空心方阵),反正意味着需要更多的钱进行适当的装备和训练,也就提升了步兵的征募和维护费用。
2、骑兵
重骑兵\宪兵
优点:良好的防御和盔甲,在马上射击
缺点:冲锋威力小,征募费用高
胸甲骑兵
优点:良好的防御和盔甲,突击
缺点:征募费用高
龙骑兵
优点:可下马,突击
缺点:不如重骑兵有效
禁卫龙骑兵
优点:良好的冲锋,突击,可下马
缺点:高征募费用和维护费用,需要良好的协调来有效发挥作用
骠骑兵
优点:快速移动,突击,高机动性
缺点:没有盔甲
枪骑兵
优点:突击,长枪高攻击,高机动性
缺点:长枪近战低防御
轻骑兵
优点:快速移动,可下马,规模小,高机动性
缺点:近战弱小
禁卫重骑兵
优点:突击,良好的近战能力
缺点:征募费用高
3、炮兵
散弹炮
优点:比长管炮有更好的机动性和射速
缺点:射程和霰弹比长管炮弱
长管炮
优点:更远射程,更高伤害
缺点:移动缓慢,射速较慢
轻步兵炮
优点:比散弹炮更快移动和部署,高射速
缺点:短射程,低损伤,小霰弹筒
12磅中型野战炮
优点:远射程,良好的杀伤,有效的霰弹
缺点:中等射速,移动\部署速度
24磅重炮
优点:长射程,高杀伤,致命的霰弹
缺点:低射速,慢
12磅榴弹炮
优点:抛射开火,良好的霰弹
缺点:每支部队炮数较少
殖民地炮
优点:唯一可在殖民地招募的炮兵
缺点:每支部队炮数较少
6磅晚期野战炮
优点:射速,移动和部署速度
缺点:射程,低破坏
4磅晚期野战炮
优点:射速,移动和部署速度
缺点:射程,低破坏
8磅晚期野战炮
优点:良好的射速、射程、机动性
缺点:无
12磅晚期野战炮
优点:长射程,高精度,高破坏
缺点:晚期炮中最慢射速
24磅榴弹炮
优点:抛射开火,良好的霰弹
缺点:每支部队炮数较少
骑炮
优点:高机动性,高射速
缺点:短射程,易受炮火杀伤
4、海军
海军上将的旗舰
70-74炮战列舰
64炮战列舰
60炮战列舰
50-54炮战列舰
44-48炮重型护卫舰
32炮护卫舰
24炮护卫舰
单桅帆船\双桅帆船
海盗双桅船\海盗三桅船
东印度商船\商船
5、作战指南
协调系统
士气影响
经验
移动和可操作性
枪械\射速\哑火
Installation Instructions:
Spoiler Alert,
click show to read:
Preparation:-
In case you have installed a former Empire Realism version (ie. ER
3.5-3.7), remove all those previous ER files (they have a "ER_"
prefix). - Make sure you have a clean ETW vanilla installation,
means an unmodified Empire total War installation with latest ETW
patches by CA (via Steam), ie. launch ETW vanilla one time to
verify it works as expected.- Backup your Data/Campaigns folder
(optional - as you can still restore original files via
STEAM)Install ER 4 files:- Copy/paste all ER4 files into the ETW
Data folder, overwrite old files.- Ready. Start the ETW game as
usually.
Path:
Program Files/Steam/steamapps/common/empire total war/data
ER4 no longer
requires to modify campaign unit multiplier!
Path: users/(your computer name)/AppData/Roaming/The Creative
Assembly/Empire/Scripts
- ER-default unit multiplier is x1. Game is balanced to ultra
settings which should give you 200men per Line Infantry
unit.
Mod doesn't need to be activated via Mod Manager.
Guides for Empire Realism IV
UNIT GUIDE to
Empire Realism
Infantry:
Line Infantry
Pros: Good Firepower,Bayonets
Cons: average morale
Mainstay unit for all Western Armies. They receive standard
training upon recruitment, therefore they start with 1 EXP point.
Their main defense is concentrated firepower especially from close
range, but they also carry bayonets which allows them to charge the
enemy. Because armor is long gone, Line infantry is vulnerable to
melee attacks from other infantry or mainly from cavalry. Their
bayonets are very effective at killing, just not as effective at
defending,besides standoff distance they provide. With Line
Infantry you need to watch their cohesion status closely, as they
become less effective once they start loosing cohesion, which will
happen soon if you leave them firing for long time. Also melee will
instantly disorganize units so be careful and always keep
reserves.Their Effectiveness can be improved via advanced infantry
training and new equipment that can be available via
research.
Grenadiers
Pros: High Morale, disciplined,Good firepower, Bayonet, Policing
Bonus
Cons: High unit cost and upkeep, limited numbers
Grenadiers were another specialist troops, recruited from
experienced and tallest men of the Line Infantry regiment. As Light
Infantry they were also composed as a Company, but often cross
attached into independent Battalions. Some countries like France or
Russia went even farther and fielded full Grenadier Regiments
(Grenadiere de Roy, Russian Guard Grenadiers). They are good shots,
but their main advantage it their individual strength, which made
them feared by other Infantry units. Their main tactics should be
Shock Action bayonet charge, which might often break morale of
weakened enemy just by their presence on the battlefield. They also
have good cohesion and will lose it much slower than other units.
Grenadiers were also often used as policing unit due to their
physical predisposition, therefore they also have policing
bonus.
Guards
Pros: Excellent Morale,Disciplined,Good Firepower, Bayonets
Cons: Limited numbers, High cost and upkeep
Guards are Elite Infantry, Pride of Monarchs, who spend a lot of
money on their training and equipment. Guard units only accepted
exceptional individuals with previous military experience, which
means Guard units starts with EXP 4 or higher. Guards have high
morale, which makes them very hard to break, while they keep their
cohesion better than normal units. Anyway because they are costly,
its best to use them as reserve unit and use them at the decisive
points in battle instead of letting them to be spend dueling other
Line Infantry Regiments. Guard Infantry is not linked with Military
buildings but with Government tiers, so they are only available
from Capital City building at least Royal Palace.
Garrison Troops
Pros: Good Firepower,Bayonets,morale
Cons: Limited to defended cities
European Garrison troops are formed mostly from Invalids and
veterans which are no longer fit for field service, anyway their
previous experiences makes them effective defending force. They
have good morale and stats, but cannot be used outside cities.
Anyway they can match standard infantry on defense, providing good
defending force for capitals, so you wont need huge garrison formed
from standard Line Infantry units.
Skirmishers
Pros: Excellent Firepower, Ambush tactics, open formations and
ability to move fast
Cons: no defense against cavalry,small unit size
Skirmishers are recruited from local North American populace from
experienced woodsmen and hunters as they are better suited at North
American type of warfare.They are usually formed in independent
companies, and are fighting in open order using terrain to best
advantage. They can set ambushes, scout the area and engage high
profile targets at range like generals or artillery crews. In
proper terrain they are able to remain undetected by normal
infantry and firing at them while not providing any viable target
for their mass salvos.
Infantry Technology advancements:
Military Technology is very important in 18.century, as it greatly
increases the effectivity of infantry. its no longer just bayonet
advancement, but Infantry effectivity can be increased via improved
weapons and training (Live Fire training, Square formation), anyway
each such change means more money is needed for proper training or
to equip the soldiers which increases the cost and upkeep of
infantry units.
Cavalry:
Cavalry was completely reorganized
in ER4, where most western nations is using some sort of heavy
armored cavalry at the beginning of the game, while further
military progress and improved doctrines bring light cavalry
doctrines. Some western factions will also start experimenting with
Uhlans, which will be unique initially for Poland-Lithuania
armies.
Heavy Cavalry/Gendarmes
Pros: Good defense and armor, fire from saddle
Cons: less effective charge, cost
Heavy cavalry is the mainstay of
most of European armies in the beginning of 18.century. They
usually use short carbines to engage enemy at range, and then
charge with sword, anyway this also makes their charge less
effective. Anyway their heavy armor makes them formidable in close
melee, which makes them quite hard to resist even frontally. Anyway
armor wont stop all bullets so as musketry progresses, these men
will find attacking infantry is harder and
harder.
Cuirassiers
Pros: Good defense and armor, Shock action
Cons: cost
More modern than Gendarmes,
Cuirassiers stopped using carbines prior to charge and instead
attacked enemy in closed formation and swords which made them
practically irresistible. Their shock tactics can break weaker unit
before contact while thanks to their heavy cuirass they can take on
any other cavalry unit. Their cost is their only
disadvantage.
Dragoons
Pros: Dismountable, Shock Action Charge
Cons: Not as effective as heavy cavalry
Dragoons started as mobile
infantry and they dismounted before battle, anyway later they were
more and more used as medium cavalry to break infantry via charges.
They are equipped with shorter musket and sword, can dismount and
act like skirmishers, anyway they are not as good as specialized
units either as cavalry or infantry. Some countries like Russia
relied mostly on Dragoons which were their main heavy cavalry type,
besides light cavalry.
Dragoon
Guards/Carabiniers/Horse Grenadiers
Pros: Good charge, Shock Action, dismountable
Cons: Cost and Upkeep, require good cohesion to be
effective
Dragoon Guards or also known as
Regiments of Horse, were lightly equipped heavy cavalry formed of
selected men and equipped as heavy dragoons. They usually carry
rifled carbines, anyway they only use them dismounted. But their
main purpose is shock action charge as they are using strong heavy
horses. They have same effect on infantry as any other heavy
cavalry, anyway their lack of heavy armor might be a problem if
facing Cuirassiers. But using proper tactics they can successfully
fight against these with good chance winning.
Hussars
Pros:Fast Moving, Shock action charges, high maneuverability.
Cons: no armor
Hussars are very special kind of
Light cavalry. They are very good swordsmen, with very high morale,
often charging full speed into battle. They rise smaller more
nimble horses allowing them to outmaneuver heavy cavalry easily
which makes them effective flanking force which can be very
dangerous even to heavy cavalry. Anyway their best usage is to use
them for "little war" making a waste to enemy villages and economy
buildings, while in battle they can perform flanking maneuvers and
hit hard the unprotected artillery train, or chase down the routing
enemy.
Lancers
Pros: Shock Action Charge,high attack because of Lance, high
maneuverability
Cons: lower melee defense due to a Lance
Lancers are perfect shock cavalry.
they fight in close formation, dealing huge damage during a charge.
Thanks to their lances they are very dangerous against other
cavalry, anyway if caught in close melee they will be at
disadvantage due to length of their lance. Anyway Lancers are
perfect in pursuit, their longer reach gives them advantage
fighting infantry while their light horses give them good mobility.
Initially in Europe, only Poland Lithuania uses them as regular
force (Russia has access to Lance equipped Cossacks), where light
Uhlans supplement elite heavily armored Winged Hussars. Anyway
later they are available to other countries as well.
Light Cavalry/ Chaseur Cheval/
Light Dragoons
Pros: Fast moving, Dismountable, smaller cohesion impact, high
maneuverability
Cons: weaker in melee
Light cavalry has advantage of
being able to move fast across the battlefield. They don't use
formed charges, and instead rely on individual swordsmanship and
speed, which means they are less affected by cohesion loss impact.
Anyway units like Chaseur Cheval are also skilled skirmishers, able
to dismount and effectively skirmish enemy infantry from terrain
cover. They can be also effective chasing down routed
infantry.
Guard Heavy Cavalry
Pros: Shock Action Charge, Good melee
Cons: Cost
Same as with Guard Infantry, Guard
Heavy cavalry get the best men, best equipment and best training of
all. Usually they wore metal helmets or metal caps inside of hats,
while they also have metal front plate under their coat which gives
them good melee protection. Their charge is devastating, they have
high morale which makes them unstoppable charging force. Same as
Cuirassiers they can overrun even heavily defended positions,
anyway because of their cost, its better to use them when time is
right instead of initial charge against all guns and muskets enemy
has.
Artillery
Artillery progression is
influenced by technology improvements, and has dramatic effect on
its quality. There are several Artillery reforms available each
significantly improving quality of artillery.Anyway technology
development doesn't just bring new guns, but also new projectiles.
Heavy canister and improved explosive shells for howitzers are only
available after extensive research, making Ordnance and metallurgy
technology tree very important in the long run.
Sakers
Pros: better mobility and rate of fire than culverins
Cons: lower range and weaker canister than
culverins
Sakers are initial artillery
available from the beginning, and represents a variety of medium
and light guns of different calibers used in late 17 early
18.century. They have decent rate of fire, but are not very
accurate, but are good enough to support infantry if needed. They
are relatively cumbersome weapons that are slow to aim or deploy,
so you need to be very careful and deploy them with enough distance
from enemy, while keep some protection near.
Culverins
Pros: Longer range, high damage
Cons: slow moving, slow rate of fire
Culverins represent heavy field
artillery of variable calibers used during early years of
18.century. Because of heavier caliber its slightly more accurate
than sakers, has longer range and damage, which makes them
practically a requirement for any sieges. They can also be used in
battles, but their low rate of fire puts them at disadvantage
against more modern guns. They are also very slow to move in
campaign, slowing down the army, so its sometimes better leaving
them in separate marching column which will follow the main army so
it wont slow it down. Culverins are very slow to deploy, while
their crew contains many civilians who will run away in case of any
danger.
Light Infantry guns
Pros: faster moving and deploying than sakers, high rate of
fire
Cons: short range, low damage, small canister
Light infantry guns are usually
composed of small caliber(2-4pdr) guns used for infantry support
role.They can keep up with infantry, and they can deploy faster
than earlier guns, anyway they are not ideal for counter-battery
work, as their short range and low damage makes them less effective
in this role. Anyway they can be dangerous to any infantry or
cavalry unit that gets into range thanks to their high rate of
fire. They have canister, anyway because of small caliber it is not
very effective.
12pdr field(Medium) Guns
Pros: long range, good damage, effective canister
Cons: average rate of fire, speed of
movement/deployment
Early 12pdr gun represents a
qualitative jump over previous heavy and medium guns like Sakers
and Culverins. It practically gives you artillery which has same
range as culverins with rate of fire of saker but with slightly
improved accuracy.Early 12pdrs are still relatively cumbersome
guns, slow to move, anyway faster than earlier guns, which makes
them good universal artillery unit,with a bit limited
availability.
24pdr heavy Guns
Pros: long range, high damage, deadly canister
Cons: low rate of fire, slow
Early 24pdr heavy guns represents
heavy batteries usually used for sieges, as they are too heavy to
be effectively used in offensive battles. Anyway their range, and
damage makes them very effective in defense. They out-range any
artillery, which makes them ideal for counter-battery fire,but
their rate of fire is slow. Similar to Culverins, they are not
ideal to march with the army.
12 pdr howitzers
Pros: indirect fire, good canister
Cons: smaller number of guns per unit
12pdr howitzers are a specialist
artillery unit with just 2 barrels per unit. Anyway they are
designed for indirect fire with their explosive shells, or direct
canister fire. They are good supplement unit for main artillery
battery, which allows it to cover targets more effectively. with
technological progress they will receive heavy longer range
canister and improved explosive shells which will improve their
effectivity significantly.
Colonial Guns
Pros: only artillery unit available in colonies
Cons: smaller number of guns per unit
Artillery was not very common in
colonies, and units that were sent there usually got lighter guns
due to their better mobility. They are good as infantry support,
but limited numbers makes them not as effective, anyway they are
able to suppress enemy infantry at longer range. Its best to keep
some skirmishers close, as artillery units can be suppressed or
destroyed by enemy skirmishers who can hide in bad terrain around
the battery.
6pdr Field Guns (late)
Pros: rate of fire,movement and deployment speed
Cons: range, lower damage
Ultimate light artillery unit
available after artillery reforms. late 6pdr is lighter than
previous light guns, it is faster to deploy and move around the
battlefield making it ideal infantry support unit, but can also
work as universal artillery. it has shorter range than older heavy
artillery but its more accurate and can fire much faster than any
other artillery unit. thanks to its weight and redesigned lighter
gun carriages it has very good mobility on battlefield and on
campaign map.
4pdr Field Guns (late)
Pros: rate of fire,movement and deployment speed
Cons: range, lower damage
French late light artillery unit
based on Gribeauval design. It has improved carriage, lighter gun
weight and precisely manufactured gun barrel which make it probably
the best light gun of 18.century. Like all late guns it can fire
both light and heavy canister.
8pdr Field Guns (late)
Pros: Good rate of fire, range, mobility
Cons: none?
French medium field gun based on
Gribeauval design. Same as 4pdr, it was lighter than previous guns
of same caliber, had much better mobility, while it also has
improved accuracy which makes French 8pdr extremely good medium
gun, which can supplement roles of heavier or lighter
guns.
12pdr Field guns (late)
Pros: long range, high accuracy, high damage
Cons: slowest rate of fire of all late guns
Late 12pdr Field Gun took the role
of heavy field artillery. Thanks to advancements in metallurgy and
manufacturing, guns were 2x lighter than older 12pdr guns, their
carriages were more sturdy and more mobile, which made Late 12pdr
gun superior to any kind of heavy artillery. It could keep up with
other units, its range was long enough to out-range any other
artillery unit, and thanks to improved barrels and usage of wooden
sabots, it was very accurate gun at normal battle
ranges.
24 pdr howitzers
Pros: indirect fire, good canister
Cons: smaller number of guns per unit
24pdr howitzers are a specialist
artillery unit with just 2 barrels per unit. They are designed for
indirect fire with their explosive shells, or direct canister fire,
which makes them ideal supplement unit for main artillery battery,
which allows it to cover targets more effectively. with
technological progress they will receive heavy longer range
canister and improved explosive shells which will improve their
effectivity significantly. Higher caliber means they can fire much
heavier shell and larger canister which makes them much more
effective than previous 12pdr howitzers.
Horse Artillery
Pros: high mobility,high rate of fire
Cons: shorter range, vulnerability to artillery
fire
Introduction of Horse artillery
units gave Commanders a unit that could keep up with rapid columns
and provide them with fire support. This makes them ideal for
supporting Cavalry divisions, that can react much faster than any
other unit would. Horse Artillery units can deploy very fast, have
high rate of fire, and usually their crews are the best trained
gunners in the army, which makes horse artillery very dangerous
unit. Anyway because of higher number of horses, Horse artillery
was vulnerable to counter battery fire. Best usage is to use them
as reserve unit that will exploit any enemy
weakness.
Navy
Naval unit stats were also reworked in ER4, making them more
historically close to the era, while providing player with real
ship design issues nations of 18.century had to work with.
Important fact now is that not every European nation has ship
building tradition and is capable building warships. Practically
only major nations like Britain,France, Spain, Netherlands, Sweden
or Russia are capable building them, with their own approach to
build quality and armament.
Admiral Flagships
There are several Admiral Flagships available. Initially you can
have 86gun three-decker armed with 32pdr guns on lower deck,18pdr
on middle deck and 9pdrs on upper deck, but with Dockyards also
100gun three-decker become available, which carries heavier battery
(32/24/12) but also has much stronger hull. Later, with Navy
reorganization new designs become available. while 86gun Ships will
disappear, new 100gun ship will be available with improved hull
strength. French navy chosen different approach and they also have
Flagship two-decker ships available, which carry heavier guns than
usual Double-deckers (36 and 24pdrs). Anyway with naval tree fully
researched, you will gain access also to ultimate Flagships -
120gun Three-deckers which are the strongest ships in game.
70-74gun Ships of the Line
70-74gun Double-deckers were the mainstay battle ships of
18.century used by all naval nations. Initially these ships usually
carried 70 guns and were moderately armed with 24 and 12pdr guns,
There were also larger designs available like Spanish 70gun ships
with 24/18pdrs or French early 74 gun ship with 36/18pdrs. British
found themselves out-gunned when facing these opponents therefore
after some naval reforms they also started to use 74gun Ships with
32/18pdrs. French and Spanish replied with even heavier designs
armed with 36/24pdr guns,but such heavy battery meant those ships
were too overloaded which had negative impact on their structural
strength. British ships overall had much stronger hulls that could
take more damage from fire or from weather.
64 Gun Ships of the Line
These ships were intended to replace older 60 gun ships in battle
line, and most of the time were just converted from older 70gun
ships,but there were also some new build ships. They carry lighter
battery than 74gun ships (24/18 or 24/12), and are practically the
smallest ships that were able to fight in classic battle
line.
60gun Ships of the Line
Most numerous Ships of the Line in the beginning of the century
were slowly replaced by heavier ship types. They carried 24pdrs on
lower deck and 9 or 12pdr guns on upper deck. They are good ships
which can serve well until heavier 74 gun ships appear in larger
numbers, anyway at that time they are obsolete only good for
patrols and trade fleets protection, as their hull is not thick
enough to survive hits from 32pdr guns for long time.
50-54gun Ships of the Line
Smallest ships of the line
available in the beginning of the century are meant to be a cost
effective choice for initial fleets. Usually they carry 24pdr guns
on lower deck and 9pdr on upper deck,but French and Spanish ships
(54gun) usually carried 18pdrs as a main battery. They are the
weakest line Ships, anyway their cost means many shipbuilding
capable nations would prefer them over costlier ships.
44-48 gun Heavy
Frigate
These heavy double decker frigates
are mostly converted from late 17.century line ships, anyway also
several new were built. Usually carried 12pdr on lower deck and
9pdr on upper deck they didn't had enough of firepower to survive
duels with heavier Line ships, anyway they carried enough of guns
to engage smaller vessels, which made them ideal for guarding trade
lines, hunting pirates and raiding enemy trade ships, anyway their
maneuverability could not cope with smaller frigates which could
out-turn them or outrun them. With late naval reforms older 70and
60gun ships of the line were sometimes razzed to heavy frigates,
keeping their main battery while their sailing abilities improved,
which made them ideal for cruiser duty.
32gun Frigate
Originally a French design, this
Frigate has just single gun deck high above water, which makes this
ship very fast and maneuverable vessel ideal for anti-piracy duty
and scouting. It can successfully engage smaller ships, something
that is not always the case with heavier ships. Its cost is much
lower, which makes it very useful for any duties you might have.
They are especially good to scout the seas and provide the recon
info about movement of enemy fleets before they can reach your
shores (enemy will most likely engage single lonely frigate, which
will give up his position and most likely intention (you can detect
invasion fleets this way). Later it was found that 12pdr guns are
not enough, so late designs appeared armed with either heavy
carronades or long 18pdr guns which greatly increased their
firepower while preserving their speed and
maneuverability.
24gun Frigate
Smallest frigate available
initially is usually armed with 9pdr guns. It is cheap ship ideal
for scouting and anti-piracy duties, anyway because of weaker guns,
it might get into trouble if engaged by larger fleets of smaller
ships like Pirate Brigantines or Xebecs. With "letter of marque"
you will be able to recruit special version of this ship -
Privateer Frigate. These were largest ships used for raiding enemy
trade routes, and while they are relatively costlier to "recruit"
because of their private origin, they don't cost any
upkeep.
Sloop/Ketch
Smallest vessel available in the
game, they are good as scouts or with Letter of Marque as a
privateers to raid the enemy trade lines. Thanks to their sail plan
they are very fast and maneuverable, anyway they wont survive any
combat with stronger ships.
Pirate Brigantine/Pirate
Xebecs
These are special vessels used by
Pirates or Barbary pirates. they are very fast and maneuverable
ships,capable outmaneuvering any other ship, while carrying larger
crew preferred course of action for them is to board the enemy
ship. They carry small caliber guns, which wont give them much
chance in gunnery duels with large ships, anyway they can be quite
annoying as pirates usually prefer raiding trade lines with
them.
East Indiamans/Trade
ships
Naval trade is represented by
trade lines in ER4, while standard trade ships are removed.
Instead, all Ships that are capable securing resources from trade
areas are now representing East Indiamans, largest trade ships of
18.century. These vessels were used for trade with distant colonies
in India, Africa and China and were build by Private companies
which handled the trade with these areas. East Indiaman size was
about the same size as double decker Frigates or 50-60gun Ships of
the Line, anyway because they were not primarily military vessels
their armament was much weaker, as they they optimized to have
large cargo areas, which prevented them from using heavy guns.
While they usually had around 30-50 guns, their crew was not as
numerous and had no military training so their effectivity was low,
anyway it was enough to protect themselves against pirates and
privateers.
Combat Guide
Empire Realism uses unique combat design which tries to simulate
real aspects of 18.century tactics.Entire combat evolves around
three things which were never that important in vanilla game -
Fatigue/Cohesion Morale and experience.
Cohesion
system.
Former Fatigue was renamed to
Cohesion (while fatigue descriptions were also kept) and now
represents the state of units, how well they can respond to
commands of their officers. Cohesion impacts the unit
accuracy,movement speed, melee combat and morale, so its very
important to keep Cohesion high so unit fight effectively. There
are several ways how you can lose cohesion in
ER.
Movement automatically reduce unit
cohesion, as moving longer distances in line formation was very
problematic and usually ended up with disorder if unit was forced
to march too far in such formation. Musket fire is another way how
to lose cohesion. Each volley reduces cohesion significantly, so
normal trained men are usually only able to fire about 3 salvos
until they get disordered by its effect. This is the main reason
why no unit was able to keep using its fire drill for long time, as
usually after first initial shots in combat, soldiers tended to
fire their weapons out of order. Officers were unable to control
it, because of all the noise and smoke produced by musket
fire.Continuous musket fire also reduces accuracy, due to smoke
which obscures the view, and overall disorder, where soldiers fired
shots without aiming into the smoke. Therefore, its beneficial to
check the unit status during firefight, and stop units from
depleting their ammo without any significant effect.
Melee. Close combat was always
bloody thing, as infantry didn't had any armor or any means to
effectively protect themselves against thrusting bayonets. Any
melee combat caused complete disorder of the unit almost instantly,
which most of the time resulted in unit with weaker morale to
withdraw before enemy reached them. Anyway if two units met in
close combat, you can count on both being immediately disordered,
which makes them vulnerable to counter-charges done by fresh units
in reserve. Melee combat is always vicious, with huge casualties,
but usually its very short and decisive. This was the main reason
why bayonet charge become praised by all generals as the most
effective tactics, even though musketry was responsible for much
more dead than close combat,anyway that was more result of a fear
being caught in close combat and killed which caused men to rout
and run instead of facing enemy with bayonets.
Cohesion system applies also to
cavalry practically the same way as it applies to infantry, but it
has much more importance. Cohesion is the most important thing for
cavalry. Their charge depends on it. Cavalry charging in close
ranks with good cohesion is unstoppable, while disordered cavalry
would get always repelled. Movement speed greatly affect cavalry
cohesion, faster it moves, faster it lose the cohesion. if you
order your cavalry to gallop across the battlefield to engage the
enemy at the other side of the battlefield, your unit will get
there faster,but completely disordered, which will make their
charge ineffective (disordered units get 100% charge penalty), and
their melee weak (disordered units have 50% melee penalty).
Therefore, you need to plan the approach of your cavalry carefully,
to avoid the ground that can be covered by enemy artillery while
your cavalry is moving forward into position. Only when you are at
distance slightly greater than musket range you should order them
to do a charge, so they will do it with best results. Once you see
your cavalry is getting disorganized, its better to withdraw them
and charge with another squadron instead of keeping them in
contact.
Morale impact
Morale is practically as important
as cohesion in combat. Morale system in ER makes musketry and
artillery fire reduce morale of unit significantly, so it is
possible to break enemy unit approaching just by concentration of
fire. Actual casualties are not that important, as units with low
morale will rout even with light casualties taken, while units with
high morale will march forward even if they take lots of casualties
in the process.
Morale can be impacted by several
other things beside enemy fire. Unit that doesn't have its flanks
supported by nearby friendly unit will have its morale reduced.
Also just pure presence of enemy at the flank reduces the morale
significantly. At the other side, having flanks supported by own
units increases the morale of the unit, which means having reserves
behind the attack line is very important.
In defense, being on slope
increases morale as well. And there is general presence near, which
inspires men, and increase the overall morale of the units nearby.
So, having all things combined together can make difference between
victory and defeat. Your men will get under fire from enemy
infantry and artillery, so its very important to support them so
they could withstand such morale drop.
Anyway even if your units morale
drops and it starts running, nothing is definite. Unit might/will
recover, if it wasn't badly damaged, and it managed to get into
safety. Having units in reserve so they can replace routed units is
more and more important..
Cavalry combat is all about
morale. Shock action cavalry relies on morale break of defenders
before actual impact happens. All melee cavalry therefore cause
morale shock on enemy just by being near. While heavy cavalry might
be strong enough to break even good infantry positions, it will
most likely end up with a lot of casualties,therefore its always
better to use them for attacks against already weakened enemy
positions and decide the battle with the charge.
Morale is also deciding factor for
cavalry engaging cavalry. attacks on flanks or rear can break even
heavy cuirassiers, therefore proper course of action against enemy
cavalry units is needed. Light cavalry squadrons can benefit from
their superior maneuverability and speed on flanks, while heavy
cavalry should occupy enemy in front. Sudden flanking attack done
by Hussars might be very lethal, and might result in complete enemy
destruction and a lot of captured men(all men that are "touched"
after unit routes are automatically "killed" anyway this represents
them surrendering if they have no way to get out). While shock
action applies to all units, there is one specialist unit that has
morale bonus against other cavalry units - Lancers. Sole presence
of lancers on battlefield will reduce morale of enemy cavalry
nearby. Facing lancers was very problematic for any unarmored
cavalry, as lancers had longer reach and could kill enemy horsemen
at distance while they had very hard time trying deflecting lance
thrusts.
Experience
Empire Realism use unique
experience system for some time. This system is based on simple
fact, that inexperienced men were not as effective as experienced
men.If you recruit rookies who never fired a shot into your guard
regiment, they will look good on parades (if they manage to move
properly) but once they get into combat they wont be anyhow
effective, as they have no experience from fight. They never fired
a shot. And if such unit meets on battlefield with enemy unit,
which was constantly fighting last few years and is full of
veterans, they will badly defeat your inexperienced guard no matter
their nice uniforms.
ER uses system where 0 experience
means no training, such soldiers never reloaded or fired their
weapons, never had to march in formation
etc.
Experience 1 represents units with
basic training or some combat experience. Their morale is a bit
higher, their cohesion doesn't drop that fast, and they can reload
and fire more effectively.
Experience 2 represents well
trained troops, that already seen some combat. These men have very
good morale, and are fully effective with their
weapons.
Experience 3 represents veteran
troops. These men were on several campaigns and know all about the
war.Usually Grenadiers are recruited from veteran troops of the
regiment, as well as other specialist units.
Experience 4 and higher represents
Elite Guard units which are highly trained Elites, handpicked men
from other units, or exceptional recruits. Usually these units
received constant training to keep their combat readiness high.
they received lots of training rounds, trained every day for few
hours to be ready. Because such training was very expensive, no
nation could afford it for all units.
Experience influences unit
accuracy,morale, cohesion,reload and melee. Experience levels are
not entirely linear,for example, accuracy goes up faster with level
1 and 2,but then slows down with 3-4, and is higher at 6 and it
doesn't change afterwards. Reload stat is linear, and each level
gives +10 to reload skill which is responsible for reloading
process and misfire rate. Discipline/cohesion is also nonlinear, it
gives no bonus on low levels but increases dramatically on level 3.
Anyway, rule is, experienced unit is more effective than similar
unit with lower experience. Because of engine issues in ETW, you
can only see real stats if you open them in battle. Unit stats
opened on campaign map will only show initial stats.
Movement and
maneuverability
ER4 uses realistic movement speeds
which are adjusted for used combat scale. Infantry units usually
marched at 50m/minute, while they could also move at double pace
(if needed) up to 100m/min. Double Pace was usually used for any
formation changes, or it was used as a standard movement speed when
unit was formed into column. In ER4 there is no running speed, as
Line infantry training and doctrine forbid such things, and
required Line infantry to keep formation and cohesion at all
costs.
Cavalry units at the other side,
were using several different movement speeds.while normal walk was
about the same speed as Infantry double pace, or 100m/minute,
cavalry used trot to shorten the distance to enemy, or gallop
(300m/min) for any rapid movements, envelopments and similar. In
ER4 cavalry "walks" at trot (200m/min) and runs at gallop. Once
they are at charging distance they will slow down a bit so they
wont lose the cohesion or if infantry wont rout, they will not
crash into them at full speed which would result in total confusion
in cavalry ranks. Charging distance is usually about the same
distance as musket range, therefore if your cavalry has to engage
infantry frontally, its better to receive the salvo at maximum
distance than facing it at short range.
Light cavalry and Hussars because
of smaller horses are just slightly faster (while heavy horse would
be faster with a hussar, it usually carried heavy cuirassier
instead of lightweight hussar), but difference is not big, anyway
light cavalry can catch up with heavy cavalry in pursuit. Units
like Uhlans or Lancers are extremely effective pursuers, as they
can catch any unit while their lance gives them much better reach
to kill enemy from safe distance.
Besides movement speed, all ER4
units have also custom maneuverability based on unit type and
training.
With infantry, highly trained
heavy Infantry is able to change formation or maneuver much faster,
than standard infantry. Militia units at the other side will have
huge problem keeping formation and deploying into line. Skirmishers
at the other side will be able to charge direction very fast, using
their open formation advantage.
Maneuverability will be one of
very important abilities for cavalry. While heavy cavalry will be
not able to change directions easily and therefore will be more
suited for frontal attacks, Light cavalry will be able to turn very
quickly, which will make them ideal flankers. Also in bad
situation, light cavalry would be able to turn and run much
faster.
Musketry/ rate of
fire/misfires
As many of you noticed, units in
ER4 fire much faster than in any other mod. This is because of
several reasons. Main reason which was responsible for chosen time
scale, is in-game reloading animation. If you seen any youtube
videos with reenactors reloading a smothbore musket, you would
notice they rammed the bullet just once. But in ETW/NTW games,
infantry is usually ramming the bullet 20-30 times. That would only
be the case if infantry was using very tight fitting balls, or
rifled barrels, but non of this is true in 18.century. Bullets were
made much smaller, so they didn't slowed down reloading process,
resulting lower accuracy was not considered as a problem. Rifled
muskets and carbines were only used by skirmishers and some
cavalry,but not by Line Infantry units.
Usual line infantry battalion of
600 men with 2 rank firing was able to fire around 2-3 rounds per
minute, which means entire unit delivered 800-1200 rounds per
minute, which is about 2x higher than combat rate of fire for
machine-guns..
Therefore with ER4, i have
measured the reloading animation, and set the limits so veteran
troops would ram the bullet 2-4 times max (best is 2, which
represent single ramming and returning the rammer back). Anyway
such fast musket fire, required other things to be scaled to the
same level. Therefore movement speed of all units, and artillery
rate of fire is also scaled for the same scale, so in combat,
artillery will be able to fire against approaching enemy same
amount of shots as it would in reality.
Another important stat in ER4 is
misfire rate. Because of tactics that required fast reloading and
firing, malfunctions were very often. By average, no musket was
able to fire more than 50-60 rounds without malfunction. Usually
cartridges could be spoiled by water, flint might not work
properly, ignited powder in the pan didn't got inside the barrel,
or bullet could get stuck, etc.. Therefore in ER4 failing rate for
muskets is quite high (this was actually not used in vanilla, and
all musket had 0 failing rate, misfires were only result of
flintlock mechanism which was defined as same value for all
weapons). In the beginning when you don't have any proper research
available, failing rate of musket could be as high as 40%. while
unit experience reduces failing rate significantly, you can also
invest in military research, that can improve this. Techs like Live
Fire training will reduce misfire rate but will increase the cost
of infantry, as such live fire training was not something cheap.
Improved muskets available later will also reduce failing rate but
also increase reloading speed. There is quite significant
difference in rate of fire of early infantry and late infantry just
because of all this new technology and training
procedures.
安装说明——安娜科穆宁
1、需要纯净的原版1.6,安装在纯英文路径
2、使用好压解压【帝战】帝国真实4.4.7z
3、打开ER44文件夹,把文件夹内的所有一切全部剪切粘贴到\empire total war\data
4、正常启动帝国全面战争
下载地址——安娜科穆宁
帝国真实4.4 ——29.6M