Some people, after reading our review of Empire: Total War, wanted to string us up and splice our main brace. We can’t help it if the bugs other people experienced didn’t happen to us. Still, it’s safe to say that there were some problems that perhaps could and should have been sorted out before release – specifically the AI’s total lack of ability to perform invasions over a stretch of water.
Of course, that and other issues have been fixed, tweaked and patched over since release. It’s safe to say it’s a more stable release than it was originally, even if some of us still haven’t had any issues of note. And now comes Napoleon: Total War, the first ‘expandalone’ in the franchise’s history. This English-mangling corporate buzzword means that you don’t need the original Empire to play Napoleon, but if you do own it, some of Napoleon’s whiz-bang new features will integrate into Empire. The stunted Corsican with delusions of grandeur won’t have any restrictions imposed upon his quest for glory, then.
Napoleon will be much more story-driven than Empire, akin to the Alexander expansion for Rome: Total War. The first of the three different campaigns will focus on Italy (1796), detailing the small general’s rise to prominence. The setting then shifts to the Middle East (1798), before moving to the Grand European theatre (1805-1812), where he invites everyone to rumble.
Creative Assembly say they are drawing inspiration, especially for the first two campaigns, from the Road to Independence bit of Empire, while retaining a lot of the core concepts from the main chunk of the game.
Turns have been chopped down to two-week periods in a bid to reflect the more micro-historical aspect of the events in question. This also applies to the way the campaign maps have been drawn up, focusing not so much on large regions with a big city plonked in the middle, but on smaller areas, villages and towns. Three different types of settlement will be available, focusing on either economic, industrial or intellectual pursuits. As you might have guessed, this will also necessitate the introduction of new technology research trees, both to reflect this change in the infrastructure and to cater to inventions and advances that had been made at the beginning of the 19th Century.
There’ll be up to 322 unique units in the game, although some of these will only be usable when playing certain historical scenarios. Interestingly, for those of you who are interested in military history, you might also notice some real-life regiments that are still around dotted about the place. To accommodate so many different varieties of unit, there’ll be an increase in the number of soldiers visible on screen during the battles.
Speaking of the battles, Creative Assembly have been stressing how they’ve wanted to make the battles feel and look more realistic. Smoke, rain and different environmental effects will all have more of a part to play this time round. For example, fight in the rain and there’s the chance that your gunpowder will become sodden, leading to the odd misfire that could have a big impact on the battle. Position the camera near cannons or cavalry charges and you might just see your view juddering about, adding to the cinematic feel of the battles.
As for the units on the field itself, the generals will have been buffed with new abilities. However, Creative Assembly have contradicted themselves a little with this.
The PR folks told us these new abilities will make us want to get the generals involved in combat a lot more frequently, instead of employing the usual tactic of hiding them at the back to make sure they don’t snuff it. However, they also tell us that the method of recruiting generals will be different, as they’ll be drawn from a finite pool instead of just created out of any unit you like.
This indicates that instead of risking him on the frontline, as the developers claim you’ll want to do, you’ll be even less keen to get him stuck in, because losing a general now would impact your chances in the long term far more than it used to. A curious idea this is, so we’ll have to see how this develops and works out in practice.
This indicates that instead of risking him on the frontline, as the developers claim you’ll want to do, you’ll be even less keen to get him stuck in, because losing a general now would impact your chances in the long term far more than it used to. A curious idea this is, so we’ll have to see how this develops and works out in practice.
The primary reason for Napoleon’s first failure to force all Europeans to wear a big string of onions round their necks and constantly consume snails was, of course, the disastrous attempt to conquer Tsarist Russia. The sheer scale of the country stretched the French supply lines to the breaking point, until his soldiers started freezing to death in the hollowed out corpses of their horses.
In previous Total War games, the only hindrance said expanses would provide was to slow your progress. Now, you’ll have to set up a supply system to stop your guys from dying of hunger. To do this, you can build supply depots as you move along. It isn’t perhaps the most sophisticated way of handling the issue, but it should suffice. It’ll also provide a method for the defending armies to stave off advancing forces by going guerrilla on the supply depots. Cut off the supply and it doesn’t matter how big the enemy’s army is, they’ll soon be whittled down to nothing.
Diplomacy will be trickier, as you can imagine. Play as France and everyone will almost certainly hate you, being that you’re the most powerful, and to win you basically have to bump them all off. Luckily, you’ll be able to play as other factions as well, so it’s not all Francophilia.
A new AI Director system should make the campaign flow better than before, with a substantial raft of improvements to the AI. For example, computer-controlled factions will have more short-term campaign objectives, not just “Kill the player at all costs.” Hopefully, this will mean some of the quirks of Empire’s diplomacy will also be ironed out, like certain factions refusing to trade with you, despite you being on the best possible terms with them.

Civilian units will also change. Gone are the wandering preachers, unrealistic in this particular timeframe, while the Rake has morphed into the Spy, who’s able to slip into enemy camps for purposes of sabotage. Gentlemen are still around, and will be able to distribute pamphlets for propaganda and political destabilisation purposes.
Strangely, naval combat seems to have less emphasis placed on it than in Empire. Whether this is true or not, only time will tell. It would be a strange decision, given the importance navies played in the Napoleonic Wars: Trafalgar, anyone? Some improvements will be made, like the new ability to repair ships while at sea. Again, whether this means completely repaired or just patched up a bit, we don’t know just yet.
Creative Assembly are claiming that Napoleon will appeal to a broader base than any other game in the Total War franchise. The focus on smaller-scale campaigns instead of distant grand strategy will, they say, make it more appealing to regular strategy players. Ones who like to micro- rather than macro-manage, perhaps. This is the sort of thing we can only determine after playing the game first-hand, so we won’t comment on the validity of these claims just yet.
Having said that, it does make sense that people put off by the sheer scale of the grand campaign will be more likely to embrace a cut-down version. Those who weren’t enamoured with Empire won’t find this expansion changing their minds. However, the smaller scale, extra development, and tweaks made to the engine might be enough to convince you that it isn’t a wreck after all.
Creative Assembly have a history of making good expansions for their games, so we can’t see any reason this won’t follow in that grand tradition. And if you’re wondering where Waterloo is, you’ll be able to play that as a historical scenario. The main campaign finishes in 1812, so Napoleon’s final bow will be taken elsewhere.
Oct 15, 2009
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