Hello! Some of you may have noticed that I've been running new Empires 1800s scenarios again. And I wanted there to be a bit of a guide written out so people have a decent idea of what each civilization has access to. To help choose strategies and make your civilization/unit choices.
This scenario is one with 11 different civilizations, each with unique bonuses, where each player is bordered by multiple others and may have only a single ally. Starting Turn 2, all Civ's Capitals will have a Capital Building placed in its midst, which constitutes a powerful defense that prevents early-capture. Field Guns, or a good bulk of Attack Units, are necessary to bring them down.
Cavelry
Cavs work the same way Tanks do in modern maps. However, there are other Cavelry-type units with other names. Cosacks, Cataphract Lancers, Cuirassiers, etc. Any special units that are designated as "anti-cavalry" in their bio will have bonuses against ALL of them.
Infantry
Infantry works the same way they do in modern maps. However, there is a double-meaning when it comes to bonus defense/attack. ALL units in the game that walk and shoot (militia, Prussian Infantry, Chu Ko Nu, Minute Men, Guerilla Fighters, etc.) are considered "infantry." Special units that are designated as "anti-infantry" in their bio will have bonuses against all of them.
Guerilla Fighter
These are this game's equivalent to Marines. Same stats, same cost. General Stealth Unit.
Frigates and Man-O-War
These are this game's equivalents to the two typical naval attack units.
Howitzers
Howitzers are both a Defensive and Offensive Anti-Infantry unit, sporting a solid 6 ATK and 6 DEF. They gain +2 ATK against all Infantry units, making them equal to Cavs when attacking. And they gain +6 DEF against Infantry. In terms of cost-efficiency, they are in many ways a unit that can attack like Cavs and defend like Infantry (or better). Their downside, of course, is their slow movement range and inability to take cities. Howitzers can get sniped before reaching their targets and have to be used intelligently.
Fortifications
Fortifications are expensive, but powerful, defensive units that tout high HP, high DEF, and have additional defensive bonuses against most standard Cav and Infantry units. Making Naval Vessels and Cannons more cost-effective against them.
Field Guns
Field Guns are a high-attack unit that shares the Howitzer's slow movement speed. They are stronger than Cavs, but in most cases not enough to be cost-efficient. Where they excell is their significant Attack Bonus against Fortifications. Generally, assuming no crits from the Fortification, two tend to be enough to bring one down.
These are your general units, Militia notwithstanding, that are accessible to all areas. But there are many other Special Units unique to certain civilizations. As well as Events. Below I will be describing each Civ's benefits.
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BRITISH EMPIRE
The British Empire is a powerful force across the map. Starting the game with more funds than any other civilization, and with significant holdings in the Americas and India. They have many options, however their wealthy start to the game only serves to offset the economic drain that comes from managing the defense of three different regions. Most players with the least luck are those that invest too much into dying colonies and go bankrupt. However, proper management and a clever selection of your ally can put the British Empire quickly into the position of 'the one to beat.'
The British Empire's Ultimate Unit appears on Turn 2, and it is the HMS Caledonia. The HMS Caledonia is a transport vessel that can hold up to 10 Units. It sports an attack of 5, and a whopping Defense of 25. Additionally, it gains 5 more defense against other Naval Units. Making it both a great defensive blockade unit, or a great Landing Unit that secures the city you landed units in to take when they push out into enemy lands. It's got a high Move Range and 12 HP, making it the toughest Transport Vessel in the game. However, you cannot build these and you will never get another one. Use it wisely.
The British Empire, beginning Turn 3, gain a General in the Americas - their Native American ally Tucemseh. Tucemseh is a general unit with the added bonus of being a Stealth Unit, making it hard to pin down and kill. Alongside Tucemseh, they gain a Peace Envoy necessary to take the Shawnee Nation and begin to produce Native troops in the area. Archers - a weaker but cheaper stealth unit compared to Guerilla Fighters, and Mounted Natives - which have 1 less ATK,DEF, and HP than other Cavs, but +3 Movement Speed.
The British Empire's Unique Unit is the Royal Navy Ship Of The Line. Which, while costly to build, and slower than other Naval Units, are the most powerful buildable Naval Unit in the game. Additionally, they have +5 Defense and +2 Attack against other Naval Units, making them the menace of the sea. They also have +2 Attack on Fortifications, making them a good choice against shoreline Fortifications.
Finally, British have Reinforcements on Turn 8. A number of Indian Constripts appearing in several groups of 6 around the map in all of their holdings. Indian Conscripts are essentially Infantry with -1 Defense, but possessing the Move Range of Cavelry. Allowing you to quickly move them to bolster a city's defense.
FIRST FRENCH EMPIRE
The First French Empire is an interesting civilization, posessing some of the strongest units in the game but also finding themselves in a difficult location to defend their capital. Germania, Britain, and Spain, on their immediate borders - with Ottomans not far off. The're among the wealthier starting nations, but far from the wealthiest.
The French Empire's Ultimate Unit is the French Engine, which appears on Turn 2 alongside 10 free Infantry. The French Engine is a powerful defensive transport, with 20HP, 10DEF, and 3 Attack. It can carry up to 14 Infantry quickly around the map, moving 50% faster than Cavalry.
The French Empire has two Unique Units.
- First, instead of the general Cavalry Unit, they can make Cuirassiers. They cost the same as Cavalry do for all other civs, but have +1 Attack, +3 Crit Chance, and +1 Range. Making them the ultimate Main Attack Unit in the game.
- Second, they have the Montigny Mitrailleuse, a slow-moving volley gun that sports 3ATK, 7DEF, and a whopping 13 Critical Chance. This unit has a significant Defensive Bonus [+6] against all Infantry Units, except for those with Stealth in which case the bonus is [+4]. This combination of Special Units puts the French into a position where they can devour enemy infantry. Both with their hard-hitting cavs and their infantry-annihilating defensive guns.
The French Empire gets reinforcements on Turn 6. Where a General [Napoleon Bonaparte] appears next to 20 Units labeled "Napoleon's Army." Napoleon's Army is Ground: Main Attack, meaning they benefit (or depreciate) based on Strategies that strengthen or weaken Ground: Main Attack Units. These units sport 7 ATK/DEF, and a 13 Move Range. Which allows them to quickly be moved with Napoleon to a defensive or offensive position. However, these units are a one-off and once dead will not come back.
Due to their Cuirassiers and economically productive cities, France is an incredibly important region to control if you want to win the game. If France manages to take over a significant portion of Europe, the chances of them losing becomes small. On the other hand, if any other Civ in Europe conquers France, their chance of victory becomes just as likely.
SPANISH EMPIRE
Spain begins the game with more map control than anyone else, however the vast majority of that control is in the Americas far from their capital. Which is, arguably, the least defensible capital in Europe. Among the 11 Civs, Spain begins the game with the 3rd smallest starting funds - but has more city-based income than any other.
The Spanish Empire's Ultimate Unit is the Spanish Cog, two of which appear in Turn 2. The Spanish Cog is a Transport Vessel with 4DEF/5ATK, making it more defensible than your standard Transport Ship. But that's not where it truly shines. The Spanish Cog can carry up to 25 Units, and has 16 Move Range - 3 more than your typical Transport Ship. Making it the fastest ship in the entire game.The Spanish Cog can move an enormous mass of units swiftly across seas and oceans. However, you only get two, and they cannot be replaced.
The Spanish Empire's Unique Unit is the War Dog. A Stealth Unit that is weaker than Guerilla Fighters, but much faster. and with double the Crit Chance. Additionally, they gain a Defensive Bonus against other Stealth Units like Guerilla Fighters and Archers, being capable of sniffing them out.
The Spanish Empire does not get Reinforcements.
PORTUGUESE EMPIRE
Portugal begins the game with an incredible economy, but their Capital is direly exposed. Fortunately, their unique units make up for that issue.
Portugal does not have an Ultimate Unit, and is the only civ in the game to lack some special one-time unit at the start of the game. However, its unique unit is phenomenal.
Portugal's Unique Unit is the Organ Gun. The Organ Gun is much like the French Montigny Mitrailleuse, but with 1 less Defense, 5 less CRIT chance, 1 more Hit Point, and 1 more Move Range. Aside from these differences, it has one other major difference: It is not only an anti-infantry unit, but also an anti-cavalry unit. Gaining a whopping +6 against all Cav and Infantry type units. Though it does takes a -2 DEF deficit against all cannons and Naval Attack, it can mass-demolish the general units you would usually expect someone to attack you with.
Portugal starts the game with some Organ Guns on the map at key points, and a free Man-O-War, but does not get Reinforcements through the game.
GERMANY & PRUSSIA
Germany begins the game with the least funds, but two advantages: A significant economy and a small radious to defend with all of their units. Their income is equal to the Ottomans, despite the Ottomans controlling significantly more mass.
Germany has 15 Countries, Ottomans have 29. And yet, the same income. Showing how much more valuable Germany's cities are on average. They are an imposing force in Eastern Europe.
Germany's Ultimate Unit is the Wunderwaffe, three of which spawn on Turn 2. These are extremely slow-moving Defensive Cannons with 10DEF, 10CRIT, and bonuses against all cannon-type units.
Germany has two Unique Units:
- First, in the Prussian portions of their reign, they have Prussian Infantry. Prussian Infantry are the same as the standard Infantry unit, except they have +1ATK/DEF and Move Speed. They are to Infantry what the French Cuirassaiers are to Cavalry. And as a Ground: Main Defense unit, they gain any benefits from Stategies that invest in Ground: Main Defense.
- Secondly, in Austria and Hungary, they can produce War Wagons. War Wagons are an anti-Cavalry Cavalry unit. They are well-rounded, and compared to Cavalry have: -2ATK, -1RNG, +2HP, +2DEF. They also gain +4 DEF and +2ATK against Cavs, and can transport up to 4 Militia. War Wagons are a good way to counter enemies that rely entirely on Cavalry, and they're also a decent way to move your Trash Units (militia) around to places where they're more useful as a buffer.
Germany has Reinforcements on Turn 3, where 12 free War Wagons will spawn in Prussia. This is the earliest Reinforcements in Europe, giving them a slight jump. But it's also one of the smallest Reinforcements.
RUSSIAN EMPIRE
Russia is a powerhouse with significant control of the map, but a smaller economy than most others. They start with the third-least funds out of all civs, and their income-to-city ratio is on the lower end. However, they have access to some incredible advantages that overcome that disadvantage.
Russia has two Ultimate Units: The Tsar Ship, and the Howitzer Wagon.
-The Tsar Ship, which appears outside Saint Petersberg on Turn 2. It has a fair amount of ATK/DEF, and high HP. But it's important role is its ability to move up to 4 Tsar Cannons. You only get one Tsar Ship.
- The Howitzer Wagon, five of which appear, in Turn 2. These Wagons have a fair amount of bulk themselves, and can carry up to 4 Howitzers a piece. Allowing you to make use of the Howitzer's superiority as a unit without worrying about its slow speed. Your Howitzer Wagons spawn each half-filled with free Howitzers, ten in total, with the capacity to carry another ten should you invest in making them. If stacked together, the five fully-manned Howitzer Wagons constitute a devastating line-breaking Death Ball right off the bat at the start of the game. However, once your Wagons are destroyed, you will not get anymore.
Russia has two Unique Units: The Tsar Cannon, and the Cossack.
- The Tsar Cannon is a super-cannon that moves slowly, even more slowly than Field Guns, but is considerably more powerful. With +1ATK, +5DEF, +8CRIT. It shares the Field Gun's +2 Attack Bonus against Infantry, but expands on the Field Gun's Bonus against Fortifications by 5 additional ATK. It also has greater Defensive Bonuses than Field Guns against Infantry. However, it is costly, and extremely slow. The Tsar Ship is the only workaround for its speed.
- The Cosack is a Cavalry Unit with half the ATK (4) and half the DEF (2) as normal Cavalry. Though they are half the strength of Cavalry, they are one-third the cost. Making them arguably the most cost-efficient unit in the game. Even if Russia's economy dwindles, the Cosack gives them a fast-moving offense at a cheap price. For example, if you were going to invest $720 into Cavalry, you'd get 6. A stack of 48ATK/24DEF. If you invest the same amount into Cossacks, you'd get 16. A stack of 64ATK/32DEF. They are individually extremely weak, but can be a cost-effective way to surprise an enemy and/or intimidate them with numbers.
Russia has reinforcements immediately, on Turn 2. Some free Cosacks, Scout Cavalry, and most importantly: Howitzer Wagons and Howitzers. They also get additional Reinforcements on Turn 5 - a few cannons and stealth units - deep in Ottoman territory. But be wary, the Ottomans get the same in your territory on the same turn.
PERSIAN EMPIRE
The Persian Empire is, without a doubt, the weakest civilization in terms of starting holdings and economy. However, they are also the civ with the greatest starting funds and have the most Reinforcements.
The Persian Ultimate Unit is a General [Abbas Mirza] with a 100% Crit Chance and 18HP, who spawns in with 15 Cataphract Lancers, 2 War Wagons, 3 Cossacks, and 6 Scout Cavalry.
The Persian Unique Unit is the Cataphract Lancer, a Cavalry Unit that costs the same as regular Cavs, but has -1ATK and -1DEF, with +3CRIT. The Cataphract Lancer is an Anti-Infantry unit, which gains +3ATK/+1DEF against all Infantry units. Making them more cost-effective against your standard city defenses (militia/infantry) than regular Cavalry. Especially when it comes to taking the few neutral areas of the map.
The Persians gain additional reinforcements on Turn 3, which consists of nine free Cataphract Lancers.
And, the latest (and by far biggest) cluster of Reinforcements in the game, on Turn 12, Persians get a second general - the Persian Warlord - who is accompanied by a significant free Army consisting of 40 Cataphract Lancers, 40 Infantry, and 8 Cossacks. They also gain 5 free Frigates.
OTTOMAN EMPIRE
The Ottoman Empire is arguably the most powerful individual civilization, starting with a decent economy, massive map control, and a large amount of starting units. However, this is paired with numerous disadvantages: Their status in the center of the map makes them a desirable target for numerous enemies, of whom they immediately have 4 bordering them. They have a wide range to defend, and usually find themselves facing multiple opponents at once.
The Ottoman Empire's Ultimate Unit is the Bombard Train, two of which appear on Turn 2 accompanied by 4 Great Bombards. Bombard Trains are a high-defense, high-HP unit capable of offsetting the Great Bombard's slow speed and carry them across the map. They can carry up to 3 great Bombards.
The Ottoman Empire has 2 Unique Units:
- The Great Bombard, which is the Ottoman equivalent to the Tsar Cannon. But, it is even more powerful (and slightly more costly) than the Tsar Cannon. It is a devastating cannon when used against Infantry and Fortifications, but slow moving and costly. These are incredible units which, if used intelligently,
- The Bombard Ship, an expensive Naval Vessel with only 1ATK but rocking 18DEF. It can carry up to 3 Great Bombards.
The Ottoman Empire gets a small band of Reinforcements on Turn 5, a few cannons and stealth units in Russia's territory. But be wary, Russia gets the same in yours.
THE QING DYNASTY
The Qing Dynasty is in a unique position. They do not have any immediate threats besides Japan. And they have considerable map control, economy and units. On the downside, they have the second-lowest starting funds and little-to-no help in the form of free units.
The Qing Dynasty's Ultimate Unit is the Nest of Bees, three of which spawn on Turn 2. They are a slow-moving artillery unit that has a massive (+15) Defensive bonus against Cavalry.
The Qing Dynasty has two Unique Units: The Chu Ko Nu, and War Wagon.
- The Chu Ko Nu can be created anywhere in China, and has the same stats as your general Infantry but has a lower CRIT chance and costs 15 more. However, it is an Anti-Infantry Infantry unit, which gets +2 Defense and +3 Attack against all infantry. The Chu Ko Nu isn't great against Cavs, but is superior to infantry if you're seeking an offense/defense duo-unit. It is also Ground: Main Defense and thus benefits from Strategies that boost such units.
- The War Wagon can be created only in Korea, it is the same unit that Germans can make in Hungary and Austria. (Described above)
The Qing Dynasty begins the game with a few Chu Ko Nu accompanying their Nests of Bees, as well as a few Chu Ko Nu on their far border. But they do not get additional Reinforcements through the game.
The Qing Dynasty and Imperial Japan have fought one another in every game I've run, though the option to ally is availible if they both wish to use their sole alliance on eachother. Because of this tendency for them to have a direct fight, with no one around to interfere, they have undergone heavy balance checks to put them on even grounds with eachother. In the early testing games (many years ago) China would dominate Japan. However, they currently appear to be beating eachother roughly 50% of the time. Meaning that the choice of strategy, and the players' skills and decisions, play a huge role in who wins. In the most recent game as of writing this, the two maintained similar troop counts as they rose and fell for ten turns, during which Japan took China's capital, almost held it long enough to win, lost it, and has since lost its capital to China. A fight between these two is a close one, but whoever wins controls most of Asia unopposed, while the Western world continues to fight one another. I imagine an alliance between the two would be quite powerful, however. If it ever happens.
IMPERIAL JAPAN
Imperial Japan has the least amount of territory in terms of landmass as any civ. But, they also have the second-most starting funds to compensate for this. Additionally, they have a number of islands across the Pacific which gives them Pacific Dominance, as well as Naval Blockades that make it harder for China to Blitz their capital immediately.
Imperial Japan's Ultimate Unit is the Fusa-Sen, a slow but grand Naval Blockade Vessel sporting 5ATK, 20DEF, 20HP, and the capacity to transport up to 6 Flaming Ballista. They begin the game with three of these monsters.
Imperial Japan's Unique Unit is the Flaming Ballista, an Artillery unit that specializes in Anti-Naval Defense. They're slow moving, with 5ATK and 7DEF. But they gain +5DEF against all Naval Attack Units. Making them match Man-O-Wars 1-to-1 at half the cost. And being an Island Civ, this unit makes frustrating a landing on their shores that much easier.
Imperial Japan begins the game with a few war ships, and a few Flaming Ballistas, that show up when their Fusa-Sen do. But get no additional Reinforcements through the game.
UNITED STATES OF AMERICA
The US is also in a unique situation. Bordered by Britain and Spain, but far from anyone else's capital and thus far from anyone's immediate concern. The US has clear dominance over Britain in the region, and while they appear weaker than Spain have a number of advantages that give them a potential edge
if the two don't ally.
The United States gets two Ultimate Units, both of them are Generals with high HP and a 100% Crit Rate. The first, Winfield Scott, appears with numerous Infantry around him on Turn 2. The second, Major Ridge, appears on Turn 3 alongside some Native American units and a Cherokee Peace Envoy which is necessary to take the Charokee Nation, which provides them access to Archers and Mounted Natives [Both described in the British Empire section.] Having two Generals right off the bat gives them a lot of options militaristically going forward. The only other civs with a General are France and Persia. France doesn't get theirs until Turn 6, and Persia doesn't get their second General until Turn 12. Giving USA a jump in that regard.
The United States' Unique Unit is the Minute Men, which is equal to Militia in every way - except they have +5 CRIT chance, +2 Move Range, and only cost 10 to build them. Effectively allowing USA to build "Ground: Secondary Defense" units at 1/3rd the cost as anyone else - and move them twice as fast. Strategies that benefit Ground: Secondary Defense can massively benefit Americans.
The United States' get Reinforcements on Turn 3. Alongside their second General, comes 10 Archers and 5 Mounted Natives. Along their coastline they also get 5 Canoes (basically the equivalent of a Submarine, only buildable in a few places on the Map) which can transport up to 4Archers.) As well as 20 Archers readily positioned to be placed inside them. This allows USA to have 5 Canoes filled with archers stealthily patrolling the Atlantic right at the start of the game. If USA takes the Red Sticks from the British, they can thereafter build more canoes.
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And there you have it, a breakdown of every civilization in my Scenario. Hopefully this can be useful to you if you're about to - or already - playing it. To use as a reference when fighting someone else. I plan to routinely start new games in Casual, so keep an eye out!