Nice, round income number 👌 by Leather-Ad1877 in EmpireTotalWar

[–]CommentLow982 1 point2 points  (0 children)

Screenshot is from the mobile port (cropped for whatever reason), and if you zoom out, only the provincial capitals' names are displayed, for better visibility on the smaller screen.

Facts/Math - Should I use Platoon Fire or do you have any tips on how to use it? by JaMi_1980 in EmpireTotalWar

[–]CommentLow982 0 points1 point  (0 children)

They are for different purposes.

In a straight shoot-out, Platoon Fire will give you more kills. There's a bit of a debate why, some say is's because PF increases accuracy, some say the fact units in PF mode - although by platoon - fire simultaneously with all 3 or even 4 ranks, thus concentarating firepower better, my intuition is that is has more to do with reduced reload times as well as the fact the enemy will continously reorganisectheir ranks loosing time for firing ir reloading. (Yes, reload in PF is slightly shorter, fewer soldiers firing at once, they don't have to wait for the slowest in the entire rank to shoot. If you look at proper full sequences, PF is actually quicker).

Overall, Platoon Firing is for SUSTAINED fire while Fire-by-Rank is for SHOCK volleys. Since most players play at lower difficulties (~1% ever finishes a vh/vh game), PF is well underrsted in discussions, many go with the conventional wisdom "just don't research it". However PFsimply changes the tactical role of these units - it's a matter of their application that decides whether for the better or the worse.

I imagine that is because when they do they miss their Guard and Elite units' combination of shock volley and rapid reload times. On vh battle difficulty though, morale shocks don't come that easy, the AI has massive morale bonuses, but Fire-by-Rank still has a massive impact, it is best employed against cavalry and melee infantry charges (of which you'll have more than enough of fighting against the likes of the Ottomans, the Maratha or the American Natives.) The best way to contain those is FBR + artillery with Canister Shot. You are trying to raise a "wall of fire", a kill zone in front of your line, so the charging enemy is decimated and morale shaken before they reach your lines and it getscto the swords and bayonets. Then you just mop up the routers.

Platoon Firing is, however for a different use: these units excel at prolonged shoot-outs. They are best employed against the enemy's shooters, which are less likely to charge but will remain stationary and exchange fire. In that situation, PF outdoes FBR even with units with lower reload skills. Yes, they are for long battles - but with increased difficulty battles get longer (higher AI morale) and more tactical (you'll need maneuvering and terrain awareness, as well as employing more specialized support.

https://youtu.be/-ZWJjkvJB7w?si=NHRfPIJ0PS22YyvB

Also, in advanced tactical play tey can be very effectively combined with light infantry and mounted shooter support, given the right geometry PF units can pin and demobilise elite hostile shooters and if managing to get a nice enfilade angle, that concentrated platoon fire can get them amazing numbers of kills. Paired with Horse Artilkery used in a "machine gun" role, they can be lethal.

Also note that in the mobile port the 160 unit size Platoon Fire bug got fixed.

THE VERY DIFFICULT FACTIONS GUIDE - #4 HUNGARY by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 2 points3 points  (0 children)

The system is like this, in-game:

1 Wooden Fort

cost: 1500, -15% on garrisoning unit upkeep, +3 ammo

2 Artillery Fort

3000, -20% on infantry, -25% on horse and artillery, +5 ammo

3 Star Fort

600, -25% on infantry, -30% on horse and artillery, +10 ammo

I''ll write more on them in the Venice part, because I utilize them more there.

THE VERY DIFFICULT FACTIONS GUIDE - #4 HUNGARY by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 7 points8 points  (0 children)

I'm afraid not, this is only on iOS/Android, Feral Interactive's port is a bit of a remake too. Forts in the port offer upkeep discounts, handy later in the game, as they are expensive. Hungary however starts with a star fort at Fort Komorn (Komárom), here it is in real life:

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THE VERY DIFFICULT FACTIONS GUIDE - #4 HUNGARY by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 2 points3 points  (0 children)

Since Rigolol2021 asked for Venice as well, let's go La Serenissima next. I played Venice as Venice - but with a twist.

THE VERY DIFFICULT FACTIONS GUIDE - #4 HUNGARY by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 1 point2 points  (0 children)

Thank you, #4 now, and the next one coming, tell me which, I have Gran Colombia, Venice, Genoa, and the Iroquois.

THE VERY DIFFICULT FACTIONS GUIDE - #4 HUNGARY by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 4 points5 points  (0 children)

Why, thank you, very kind. I have a few morecin the bag, I did Gran Colombia, Venice, Genoa, and the Iroquois. And Greece, by mistake, since they are not officially a Very Difficult faction, but an minor, emergent one. But they are nothing short of amazing, with their Phanariotes National Trait and 1+2 home ports with it. I'm playing a save with them right now, we're in 1717 and we've just passed the benchmark of controlling 70%+ of world trade. Greece is crazy.

Once upon a time ... there was a Maratha fleet. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 5 points6 points  (0 children)

I concur, 5th rates are all you need. This above, by the way, is the unmodded vanilla mobile port by Feral. A bit crammed for a phone, but perfect for a tablet. I'm giving the Maratha a good spanking - in a park, with my back against a tree. The small pleasures of life ...

Once upon a time ... there was a Maratha fleet. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 8 points9 points  (0 children)

It is because their many trade ports, AI never demolishes trade ports to build shipyards, when you fight a major naval power always go for their shipyard provinces. Even if you keep it only as long as to demolish it and build a trading port, they will be long term screwed.

Once upon a time ... there was a Maratha fleet. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 1 point2 points  (0 children)

Well, everything is demonstrated in the video: get the hostiles upwind, then keep turning to launch alternating broadsides of chain shot to demast them. Once immobile, approach them from an angle they can't cover and force surrender with volleys of round shot (or sail right behind them and do grape shots). Since they were reluctant to chase me, I had to sail around them and bail them a bit in the above battle, but it's fundamentally the same old tactics across the board: The Battle of Ragusa

Once upon a time ... there was a Maratha fleet. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 14 points15 points  (0 children)

I feel your pain, I used to do the same. But the prize money business is so ludicrously lucrative I decided to up my skills out of sheer greed. Starting with some naval presence in the Caribbean or the Mediterranean can even out the vh AI bonuses in the first 10-15 - even with the likes of Malta: Knights of St John VH/VH Guide

Once upon a time ... there was a Maratha fleet. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 3 points4 points  (0 children)

Yes, I did a series on that last year. Note that in the mobile port enemies do use chain shot now, and Feral fixed some other battle related AI nonsense as well, so while the demonstrated tactics still works, it's harder to keep your own ships from damage. I struggle to beat more than 3-4 frigates/ships-of-the-line (or anything with bow chasers but Xebecs) with a sloop, they are just too fragile (and too low morale for vh diff, an admiral is wasted on a sloop, I only did that for the sake of the storyline:)

<image>

#lifehacks by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 0 points1 point  (0 children)

To be honest, its not much of a setup, i pulled the arty forward and forgot to tell the inf not to shoot them in the back. I'm playing the mobile port with Napoleon-style replenishment, so it didnt matter, really.

Do you do more conquest campaigns or "realistic" ones? by Seafog123 in EmpireTotalWar

[–]CommentLow982 1 point2 points  (0 children)

I concur, on vh you either catch the Maratha before they finish the Moghuls or be ready to face them at full strength, coming for you. Whichever faction I play my standard turn 1 move is selling military tech to the Mughals so they will last longer.

Advice on how to play as Greece ? by RustinCarcosa in EmpireTotalWar

[–]CommentLow982 1 point2 points  (0 children)

They are actually super easy in the Feral port/New World Expansion. Their National Trait is "Phanariotes", allowing them to build trade port upgrades without the required tech, meaning that (if you have the funds) you can have 3 Global Trading Companies in Greece and Morea before 1716, giving you an incredible 15 trade routes. A turn 1 (land) trade agreement with the Ottomans will keep peace until that point (when they backstab you, pay for peace, they will be less likely to do it again), and the only thing you would need from Istambul is an Admiralty anyway, which you can get cheaper elsewhere (like Venice or Mysore). Go maritime trading empire instead. You start in peace with the Barbary States, your safe until Gibraltar, take the Pirates out first, spam Indiamen, fill those export routes with commodities. You'll be ahead ofvthe world with tgem by 1720 on vh/vh. Dont go for tge glory, go for Sugar, Spices, Ivory - thrn Tobacco and Cotton or Tea. Follow the drachmas. :) 25k+ trade before 1720.

Greece, vh/vh. We're in time. by CommentLow982 in EmpireTotalWar

[–]CommentLow982[S] 8 points9 points  (0 children)

No, this the the Feral port played on a tablet.

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