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.
Hello everyone! I'm delighted to present you the 1.4.3 update. The main focus of it is to overhaul the Ottoman roster.
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:
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.
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!
Preliminary polls results analysis and ideas on further development.
New Persian roster, Shia Islam, improved late campaign and much more.
Big changes in early campaign, diplomacy adjustments, better AI and more.
Linux migration and a surprise attack on ETW community.
Napoleon battle terrain generator, pirates with mass fire and small fixes. With the latest media add-on included.
Napoleon battle terrain generator, pirates with mass fire and small fixes. Without the media add-on.
Demo of the 1830 starpos. Not compatible with FiI. Install over fresh vanilla.
Gives Britain and France territories in India in Vanilla grand campaign.
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.
British Line Infantry starts shouting "Revolutionary Guard!" when you click them after installing a mod with new units? This tool should help you. All...
Is it possible to make it so that units take up population depending on where they were recruited/replenished as an alternative to forced limit caps? Also maybe certain units could be limited to certain population classes, like Muslims and Upper Class for the Sipahi, Jazayerchis etc.
Hi Stonewall_Jackson! It's not possible to set religion requirements for the population which will go into recruiting a unit. However, depleting population for unit recruitment is possible. I'll think about it.
Hello is there a Discord group link for this mod?
Hi supyar56! This mod doesn't have a discord. It is developed by me alone. I try to read and answer everything people write here. Do you believe I should make a discord group? What for?
Hi everyone! I'm delighted to present you version 1.4.6.
The most important changes are introduction of optional Darth Mod unit stats (goes best together with Darth battle mechanics) and improved modular structure.
Changelog:
- Added tgg_campaign_ai_darth, implementing campaign AI adjustments from Darth Mod. To activate, remove the .bak extension. IMPORTANT: Use only one of the tgg_campaign_ai_* packs, but not several at a time.
- Added optional tgg_battle_mechanics_darth with battle mechanics from Darth Mod. To activate, remove the .bak extension. IMPORTANT: Use only one of the tgg_battle_mechanics_* packs, but not several at a time.
- Added tgg_battle_unit_stats_darth, porting unit stats and sizes from Darth Mod. To activate, remove the .bak extension. IMPORTANT: Use only one of the tgg_battle_unit_stats_* packs, but not several at a time.
- Replaced tgg_unit_formationstight and tgg_unit_manpower with tgg_battle_unit_stats_tight and tgg_battle_unit_stats_more_grenadiers_lights. All tgg_battle_unit_stats_* packs are mutually exclusive. For more information, please read "Battle mechanics" section in "The Mods" chapter.
- Separated tgg_battle_increased_misfire from patch6: increases matchlock muskets misfire chance from zero to 16%, and flintlock muskets from zero to 12%.
- Reduced Jazayerchis cost.
- Increased grenade launchers range to the same level as muskets and fixed some minor issues in tgg_battle_mechanics_napoleon.
- Gave Britain and France Army Encampments and Cannon Foundries in Bengal and Hyderabad in tgg_campaign_1700 and tgg_campaign_1700_vanilla_foothold_in_india.
- Added custom battles presets for Mughals and Persia and gave 24-lber Foot Artillery to Marathas in late preset with large funds.
- Enabled Denmark, Portugal, Mexico and Gran Colombia in custom battles.
- Fixed Mexican uniform colours.
- Renamed campaigns packs to represent start year.
- Restructured sections order in README.
Hello everyone!
Thanks to the inimitable FEARtheMoose, the new Britain save-game/end-turn crash fix has been tested on Windows. Britain and France should now become finally available for bug-free playing experience.
If you re-download 1.4.5, you will have the fix included in the .zip file. I encourage you to report the performance in the new poll!
Have fun!
Hello everyone! It seems, the mod still crashes for some users when they play Britain, even after my latest fix. I'd like to know how severe that is. I encourage you to take part in the latest poll!
IMPORTANT!
I updated 1.4.5 to include a fix to a crash occuring when loading saved games, affecting Britain, France, Denmark and Barbary states. This was due to several varied cases of incorrect BDI usage in building slots. If you re-download 1.4.5, you will have the fix included.
Kudos to cece_ETWII for providing me an insight, which helped me solve it!
Im still getting the save crash issue playing as Britain. Without fail everytime i end turn 2 it CTD, then i cant load the save without CTD.
I reinstalled the entire game and mod fresh with the fix version this morning, as well.
Am i missing something?
EDIT: i just noticed the crashes only happen if i have built anything in india.
Hi FEARtheMoose. Thanks for reporting! I'll check this. Does the game work fine for all other factions (except Britain and France)?
i havent tested the other factions yet. if i get a chance i will though!
Also to double check it was just the buildings in india causing issues, i swapped to the vanilla early campaign in this mod and then used a user.script file to activate all the other pack files related to this mod and everything works fine as britain that way. So issue is definitely localised to the files in the campaign folders that arent vanilla campaigns.
thanks for looking into it, the mod is great so far outside of this little bug!
The bugs are certainly in tgg_campaign_early and tgg_campaign_early_foothold_in_india. Not in the packs and not in other campaigns.
UPD: I played 12 turns for Britain, saving and loading the game on every turn before finishing the turn. I constructed all sort of buildings in British India and hired troops there. I also saw French successfully doing the same. Also I verified, that Barbary States also have no related BDI bugs. I develop and test on Linux.
1. Which OS do you use: Windows, Linux or MacOS?
2. Do you use Proton (if you don't know what it is - it means you don't)?
3. When reinstalling the game, did you remove the game folder and all scripts completely?
1) im running most recent version of windows 10
2) no i dont, no idea what that is!
3) yes i uninstalled empire total war, then deleted the folders from steam/steamapps/common/empire total war + %appdata%/theCreativeAssembly/empire
This isnt my first rodeo with modding total war haha. i actually already made my own modifications to this mod myself! I will try the entire resinstall process again on friday when i get a chance as my current campaign using my method i mentioned earlier seems to have encountered a bug around turn 100 which causes the game to become unresponsive on russia AI turn for some reason
Sounds cool! Which kind of modifications are these?
By the way, you don't need to use user.empire_script.txt: every pack is in movie format [unless you changed their type on purpose].
Oh just some value changes to units, removed platoon fire unit ability, upkeep, unit caps. That sort of thing, nothing major!
okay thats good to know about the user script
Mind sharing the packs you made? Just curious.
i didnt make any new packs, i just made changes to the existing ones. Is there something specific you want to know or anything?
Not really. I'm just implementing Darth Mod and Napoleon battle mechanics tuning and unit stats for the next update. And I find it curious to see which improvements people come up with. If I find the mechanics good, I may even include them as a pack. Or at least learn something from them, heh)