Total War: EMPIRE - Definitive Edition

Total War: EMPIRE - Definitive Edition

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Capital Battlefields of Empire Total War
By pgeerkens
A compilation of battlefield screen-shots for each Region Capital, each from a single (presumed most commonly used) attack direction.

Additionally, each screenshot will show my battlefield deployment for the battle. Perhaps this compilation of battlefield layouts can assist and inspire others in improving their game play.
   
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Introduction
This Guide is my labour of love to Empire Total War. In it I desire to both compile an archive of the beautiful battlefields that every Player encounters, on every campaign, when a region capital without fortification is assaulted; and a distillation of my approach to fighting the battles of this era. As such it is barely 7% or so complete as I write this, in early September 2024, and will likely take some months to complete.

I invite you to join me on this journey, as I endeavour to add a few more maps, with annotation and commentary, each week.
Deployment Notes
General

Artillery

Ottomans
Prior to obtaining their Nizam-I Cedit in the late game, Ottomans have only a combination of elite musketeer infantry (Janissaries) without square formation and inferior musketeer infantry (Isarelys) with. You will usually see me deploy 2 Isarelys to either or both flanks, usually refused and in column formation for faster conversion into square formation against cavalry. Being in column formation at start also means less micro-management of the square conversion in obtaining a powerful cross-fire against the attacking cavalry. With their supporting artillery and own high accuracy, this does a fine job of protecting the Janissary Musketeers in the centre of my line against marauding enemy cavalry. They will on occasion take a cavalry hit; but it is rarely a full charge by an undepleted squadron, and usually repelled without any extreme difficulty or losses.
American Theatre - Caribbean Sea
Caribbean Sea
American Theatre - Central/South America
Central/South America
  • Antigua Guatemala, Guatemala

  • Panama, Panama

  • Bogato, New Granada

  • Caracus, New Andalusia

  • Paramaribo, Dutch Guyana

    https://steamproxy.com/sharedfiles/filedetails/?id=3327183886
    Turn four Spanish assault with the force accumulating to take out the tough pirate base in Antigua, Leeward Islands as well as Bahamas in the next two turns.

  • Cayenne, French Guyana
American Theatre - Eastern Seaboard
Eastern Seaboard
  • St. Augustine, Florida

  • Savannah, Georgia

  • Charleston, Carolinas

  • Williamsburg, Virginia

  • Annapolis, Maryland

  • Philadelphia, Pennsylvania

  • Albany, New York

  • Boston, Confederation of New England

  • Falmouth, Maine

  • Fort Nashwaak, Acadia
American Theatre - Northern Interior
Northern Interior
  • York Factory, Northwest Territories

  • Fort Sault Ste. Marie, Huron Territory

  • Moose Factory, Prince Rupert's Land

    https://steamproxy.com/sharedfiles/filedetails/?id=3322000174

  • Niagara, Algonquin Territory

  • Cayuga, Iroquois Territory

  • Montreal, Upper Canada

  • Quebec, New France

  • Agvituk, Montagnais

    https://steamproxy.com/sharedfiles/filedetails/?id=3321496342
    Unexpectedly , my artillery arrived on my far left flank, almost in the Huron deployment area, rather than behind me. Fortunately the Huron were sporting about it, and allowed it to peacefully march around, with its single cavalry support, to my hill top position, beginning their assault only after it had deployed and unlimbered. :Steamhappy:

  • St. John's, Newfoundland
American Theatre - Southern Interior
Southern Interior
  • Santa Fe, New Mexico

  • Yankton, Black Hills

    https://steamproxy.com/sharedfiles/filedetails/?id=3322329452

  • Mexico, New Spain

  • Villa de Bexar, Texas

  • New Orleans, Lower Louisiana

  • Fort de Chartres, Upper Louisiana

  • Chicasa, Kaintuck Territory

  • Tellico, Cherokee Territory

  • Fort Pontchartrain du Detroit, Michigan Territory
European Theatre
Atlantic Ocean & English Channel
  • Reyjavik, Iceland

    https://steamproxy.com/sharedfiles/filedetails/?id=3322021356
    Notice the "close defence" behind the town, supported by howitzers and yet (just) out of range of the entrenched Danish artillery. This is very powerful, as winding their way through the streets slows enemy troops' advance and exposes them to additional howitzer volleys. I could have usefully deployed even further right, by one or two battalion widths, as the best Danish defenders always come around the right side of the village (as seen by the Player); but it's been several campaigns since I last played this out manually in the absence of fortifications.


Western Mediterranean

Eastern Mediterranean

Baltic Sea

Central Europe

Eastern Europe

Balkans

Middle East


  • Yerevan, Armenia

    https://steamproxy.com/sharedfiles/filedetails/?id=3322423475
    This battle, advancing on Yerevan from the NW, is always a fun one. The AI is going to attempt turning our right flank with its best troops, while feinting through the village with its rabble and a few others. We must be prepared to repel both.

    Note how our (immobile) demi-cannons are placed with round shot line of fire against AI troops either advancing straight through the village or attempting to maneuvre between our centre and right flank. in defending our centre we are again behind the village, supported by howitzers taking advantage of the slowness of troops winding through the narrow streets. The furthest left howitzers could even have been placed advantageously on our right, beside or behind the other howitzers.

    Meanwhile our 18-lbers are anchoring defence of our right flank. I didn't squeeze them forward to the escarpment edge to full advantage; so their round shot and canister fire both had less effect than I intended, so still useful.

    This deployment is a rare example of knowing exactly what my lines of fire will be - so my initial deployment is taking advantage of that and is not in its usual *temporary* straight lines, but is rather an example of how I always (later) rearrange my musketeers to get flanking fire on advancing troops.

  • Zahedin, Baluchistan

    https://steamproxy.com/sharedfiles/filedetails/?id=3322446681
Indian Theatre - North
Northern India
Indian Theatre - South
Cabinet Management
For those struggling with Public Order, here is a tableau that I've found useful in planning my cabinet shuffles.

Turn 4 Cabinet Shuffle - Before
Head
Finance
Justice
Defence
Admiralty
Total
America
3P
-1 / +1
6
— / +1
Ind.Rev.
4
— / +1
5
+1 / —
Patron
Tactic.
5
— / —
Comm.
— / +3
3
-1/ +1
Cand. # 1
Cand. # 2
Cand. # 3
Cand. # 4
Cand. # 5
Keep
to Def.
to Amer.
to Adm.
3
— / +1
4
— / +1
Stall.
Tact.
4
— / +1
Stall.
5P
-1 / +2
Stall.
Turn 4 Cabinet Shuffle - After
Head
Finance
Justice
Defence
Admiralty
Total
America
from #2
from #4
from #3
3P
-1 / +1
6
— / +1
4
— / +1
5
— / +1
Stall.
Tact.
5P
-1 / +2
Stall.
-2 / +6
4
— / +1
Stall.
Cand. # 1
Cand. # 2
Cand. # 3
Cand. # 4
Cand. # 5
3
— / +1

Legend:
Position
Origin or Destination
Stars (Pious)
Happiness Effect: Upper / Lower
Trait 1
Trait 2

The fundamental premise is that to obtain the best Cabinet possible, you must be adding a new candidate to the pool every turn. This means clearing the pool every 4 turns (or occasionally sooner) while leaving one acceptable candidate so as to reduce risk on the next shuffle.

Above I have outlined the actual Turn 4 shuffle for my current fast start Spanish campaign. Normally I would wait one more turn; but this is a great case study for when not to:
  1. Three strong candidates are being appointed, for an improvement of +3 in Lower Class Public Order.
  2. It's early game, on a fast start campaign, so that Public Order improvement is sorely needed.
  3. The acceptable candidate left behind is nearly identical to the weakest Minister left in place, eliminating risk on the next shuffle.

Note that the +3 improvement, from +3 to +6, in Lower Class Public Order comes at the (usually, as now, irrelevant in an Absolute Monarchy) decrease of -1 in Upper Class Public Order.

Note that there is also an improvement of +1 to Repression in the American Theatre due to the stars for that minister going from 3 to 4.

Finally, the only Cabinet posts where stars have a meaningful impact on one's campaign are:
  • Finance, where every star matters; and
  • Justice and Colonial Secretaries, where it is essential to have 4 stars (for the +1 Repression) but the next bump is only at 7 stars. So 4, 5 and 6 stars are all the same for practical purposes.
3 Comments
Radscorpion 18 Oct, 2024 @ 4:44pm 
This is GOLD! I favourited this. This can especially be useful when in multiplayer campaigns. Will be on the lookout for when it finishes
pgeerkens  [author] 15 Oct, 2024 @ 7:11pm 
Command modifiers work during auto-resolve; but AFIK have no other effect.
Morale modifiers definitely work in NTW, and I'm pretty sure they work here in ETW as well.
Both cases definitely work for Admirals, so I see no reason why they wouldn't also work for Generals.

I can't think of any others, offhand, which would matter enough to notice from just casual play.
SSGT FISH 15 Oct, 2024 @ 5:03am 
What if any traits for Generals actually work? I see a lot of contradicting info on this topic.