Version 1.4.7 is out - Windows, MacOS and Linux compatible


Foothold in India: The Great Game

The Great Game was a rivalry between the 19th century British and Russian Empires over influence in Asia, primarily in Afghanistan, Persia, and later Tibet. The two colonial empires used military interventions and diplomatic negotiations to acquire and redefine territories in Central and South Asia. By the early 20th century, a line of independent states, tribes, and monarchies from the shore of the Caspian Sea to the Eastern Himalayas were made into protectorates and territories of the two empires.

Foothold in India is a light overhaul modification, addressing the problems of vanilla Empire while staying true to its spirit.

It is a modular project, with all '.pack' files acting as independent modules that can be applied in any combination with each other or as standalone modifications.

The mod is designed to run on MacOS, Linux and Windows.


The key features are:

  • Handover of the eastern coast of India to Britain and France, countering Marathas and promoting competition in the subcontinent
  • Overhaul of eastern factions' troop rosters in the style of vanilla ETW
  • Overhaul of diplomatic relationships, primarily between eastern factions, to make them more dynamic
  • Introduction of Shia Islam with fully functional missionaries for Persia and the Mamluk states
  • Small changes in campaign starting armies and buildings to make the game more balanced
  • 6 different campaign options
  • Bug fixes
  • Many packs, improving sounds and graphics, battle mechanics, unit stats, campaign AI and much more, and all of them can be activated and deactivated and applied to the game in any combination you would like

Foothold in India page on TWCenter

Foothold in India source code on GitHub

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Foothold in India: The Ottoman overhaul

Hello everyone! I'm delighted to present you the 1.4.3 update. The main focus of it is to overhaul the Ottoman roster.

New Ottoman units

Syrian Ridge

No Ottoman army can be imagined without a strong and numerous cavalry arm. In the new update, the Ottoman Empire acquired 2 new cavalry units:

  • The swift and capable Deli Lancers, acting as high-class light lancers, posessing outstanding melee stats and training, similar to Hungarian Uhlans
  • And the terrifying Silahdars - the Ottoman palace guard cavalry unit, comparable to Ahadis and Qurchis

Deli Lancers

Aside from these, the Mamluks also received a buff in training and unit size, making them more resilient in proper melee fights, especially in comparison to Deli Scouts, which used to simply surpass the Mamluks in almost everything in vanilla.

Moreover, the update introduces one infantry unit: the Anatolian Janissaries. These are an even stronger version of Cairo Janissaries, designed to be a counter to the elite infantry of the West. Incapable of forming squares, armed with sabers, with somewhat lacking shooting skills but excellent melee stats and very decent morale, this unit is almost on par with most European elites, providing the Ottomans with the needed firepower, while still keeping the focus on cavalry and artillery. Only 4 units can be recruited, in Anatolia. The unit is unlocked in grand campaign by activating tgg_unitpack_anatolian_janissaries.

Other changes and wrap-up of previous updates since 1.4

Cossacks charging Crimean cavalry

In the new update, most of the cannons recruitment and upkeep costs are multiplied by a factor of around 1.3 - 1.4. This should make the AI use them less and create more balanced armies, technically balancing the artillery against other troop types. A similar strategy is used, for instance, in Napoleon Total War.

1.4.1 and 1.4.2 have seen the Russian roster receiving some minor improvements, acquiring Streltsy with firearms and optional improved line infantry in 2 different flavours.

Portugal became an absolute monarchy. The better bulk of Eastern musketeers are now capable of applying European firing drills if you choose to apply the corresponding pack. While all the new [non-vanila] units received slight stats and price adjustments to make them a bit more varied and less similar to vanilla prototypes.

And finally, 1.4.3 introduces one new loading screen: the gorgeous "Bathsheba" by Jean-Léon Gérôme, 1889. So enjoy the artwork. And have fun!

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Detailed changelog since 1.4:

New in 1.4.1:

  • Made Saxony catholic in tgg_campaign_late_vanilla.
  • Fixed Azzars unit size in tgg_unit_manpower.
  • Enabled Mughals to recruite Banduqchis (Hindu Musketeers) in tgg_unitpack_india - this is historically accurate and doesn't change a lot, since the pack already gives them Islamic Musketeers.
  • Added tgg_unit_eastern_firing_drills, giving access to European firing drills to Janissaries, Jazayerchis, Qizilbashi, Bargir and Sikh Musketeers.
  • Added tgg_unitpack_streltsy giving firearms to Russian Gorodskiye Streltsy.

New in 1.4.2:

  • Made Portugal an absolute monarchy in tgg_campaign_early.
  • Added optional packs tgg_unitpack_russian_line_trained and tgg_unitpack_russian_line_suvorov, buffing Russian Line Infantry, improving their training (in both packs) and shooting skills (only in "Suvorov" pack).
  • Significantly nerfed Gorodskiye Streltsy's [with muskets] melee stats in tgg_unitpack_streltsy.
  • Significantly reduced vanilla Ottoman Mamluks upkeep in tgg_unitpack_ottoman.
  • Tweaked the new Eastern units' stats and prices to make them more varied and less similar to vanilla prototypes.

New in 1.4.3:

  • Increased Mamluks unit size to 80, improved their training, reverted their upkeep cost back to vanilla values and increased Circassian Armoured Cavalry upkeep in tgg_unitpack_ottoman.
  • Gave Deli Lancers and Silahdars guard cavalry to Ottomans and Mamluk States in tgg_unitpack_ottoman.
  • Gave elite Anatolian Janissaries to Ottomans in custom battles in tgg_unitpack_ottoman.
  • Added tgg_unitpacks_anatolian_janissaries pack, unlocking elite Anatolian Janissaries in campaigns. Recruitment is only possible in Anatolia and is limited to 4 units. In my opinion, tgg_unitpack_ottoman makes Ottomans a cavalry-heavy faction by giving them brilliant and diverse cavalry, while giving them elite infantry, almost on par with elite European, diffuses this focus. However, it is up to the player to decide. To deactivate, append the `.bak` extension.
  • Added tgg_unit_guns_expensive pack, increasing most artillery recruitment and upkeep costs by a multiplier of around 1.3-1.4.
  • Added one new loading screen in tgg_media_orientalist_loading_screens.
Foothold in India - Special News Issue

Foothold in India - Special News Issue

News 3 comments

Preliminary polls results analysis and ideas on further development.

 Foothold in India 1.4: Big Persian update

Foothold in India 1.4: Big Persian update

News 2 comments

New Persian roster, Shia Islam, improved late campaign and much more.

Foothold in India 1.3.2 is out!

Foothold in India 1.3.2 is out!

News

Big changes in early campaign, diplomacy adjustments, better AI and more.

Foothold in India 1.3 - Now MacOS and Linux compatible!

Foothold in India 1.3 - Now MacOS and Linux compatible!

News

Linux migration and a surprise attack on ETW community.

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Foothold in India 1.4.7 Complete - Full Version - Any OS [with ultima flags fix]

Foothold in India 1.4.7 Complete - Full Version - Any OS [with ultima flags fix]

Full Version 4 comments

Napoleon battle terrain generator, pirates with mass fire and small fixes. With the latest media add-on included.

Foothold in India 1.4.7 Light - Full Version - Any OS

Foothold in India 1.4.7 Light - Full Version - Any OS

Full Version 1 comment

Napoleon battle terrain generator, pirates with mass fire and small fixes. Without the media add-on.

INCOMPATIBLE with FiI: 1830 Startpos Demo

INCOMPATIBLE with FiI: 1830 Startpos Demo

Demo 3 comments

Demo of the 1830 starpos. Not compatible with FiI. Install over fresh vanilla.

INCLUDED in FiI: Territories in India for Britain and France in Vanilla

INCLUDED in FiI: Territories in India for Britain and France in Vanilla

Full Version

Gives Britain and France territories in India in Vanilla grand campaign.

INCLUDED IN FiI: Patch6 - A conservative community bug-fix compilation

INCLUDED IN FiI: Patch6 - A conservative community bug-fix compilation

Patch

The aim of this patch is to fix the most apparent bugs and oversights of Vanilla Empire as conservatively as possible while staying true to it's spirit.

Symphony Sound Packer - A tool for ETW modders

Symphony Sound Packer - A tool for ETW modders

Audio Tool

British Line Infantry starts shouting "Revolutionary Guard!" when you click them after installing a mod with new units? This tool should help you. All...

Post comment Comments  (40 - 50 of 169)
Stonewall_Jackson
Stonewall_Jackson - - 46 comments

btw, is it possible to use this mod alongside VDM?

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Erzya Creator
Erzya - - 220 comments

VDM requires a WALI .exe running. I'm developing on Linux and Windows executables can not be easily launched there, so I can't ensure the mod's compatibility with VDM. However, IMO, there is nothing too special in Foothold on India, which could make vanilla version of VDM non-functional. You could try combining the mod with vanilla VDM and see if it works for you.

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

Would it be safe to install it in the middle of a game?

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Erzya Creator
Erzya - - 220 comments

I'm not sure. You can try. However, I would advise trying with a new campaign.

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

ive decided against installing it for now since i dont want to risk my save, but one feature that would be nice to see added from VDM are the extra options from captured settlements, like occupation, looting, genocide, etc. also maybe something like a dead faction uprising feature where a fallen nation could arise again from its former capital, along with a pop-up event that allows you to play as the rebels as in similar to vanilla revolutions

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Erzya Creator
Erzya - - 220 comments

Hi everybody! I'm searching for someone to test Windows compatibility of a certain small feature I've implemented. If anybody is interested, please drop me a message.

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

what feature is it?

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Erzya Creator
Erzya - - 220 comments

Hi Stonewall_Jackson!

The feature is a hybrid trade port/shipyard, specifically made for important provinces with only one port, such as Netherlands and Portugal. The criteria of success is that the AI is eventually capable of upgrading it, making ships there and the game functioning without corrupting crashes (after which you can't reload an auto save) up to 200+ turns (technically, till victory/defeat). I suggest using Plains Nations while disabling campaign shroud and using some autoclicker to make it easier.

Still interested?

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Stonewall_Jackson
Stonewall_Jackson - - 46 comments

ah sry 200 turns might be too much for me lol, busy with college now

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Erzya Creator
Erzya - - 220 comments

I can totally understand, heh) No worries.

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Erzya Creator
Erzya - - 220 comments

Hello! I launched a small poll on further developments in the "polls" section". I'm pretty sure you'll like the ideas listed there. I encourage you to take part!

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Gerrmans
Gerrmans - - 1 comments

Can you make a version of tgg_unit_stats_light where there are atleast 200-250 men soldiers per unit? I hate how darthmod slows down ships and makes battles longer. Please it would be a dream come true. I know you can do it in the preference script but it doesn't change in the road to independence campaign. FANTASTIC mod!!

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Erzya Creator
Erzya - - 220 comments

Hi Gerrmans. Thank you! Consider writing a review and giving a rating in the "reviews" section.

I don't change naval stats in any way, even in Darth mod unit stats. So the pack should not affect ship's speed in any way.

And, yes, I can make a pack, which simply increases the numbers and does nothing else. I will include it in the next update.

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