

Should you lose any of these useful units you'll find more periodically spawn around your empire turn after turn. Lastly there's the gentleman, who if placed in educational buildings can speed research. Missionaries work to spread the influence of your religion and function rather simply if you place them in a territory, they'll automatically start converting. Empire's rakes are like spies or assassins, in that they can infiltrate or sabotage enemy towns or take out other agents. Keeping tabs on your immediate surroundings is best accomplished by using agents, non-military individual units used for a variety of functions. And if you feel you need a little extra push, instead of simply sending a proposal you can send it with a threat. Such fiscal generosity will improve your standing, making it more likely the nation would comply with demands for trading agreements, demands for technology, military access, or an alliance. Should you want to sway a particular nation to your cause it's possible to make donations in the form of three tiers of "state gifts," essentially lump sums of money. There's also a handy map included that shows the layout of allies and enemies, highlighting them in green and red respectively.

The game's diplomacy menu allows you to click through all nations major and minor, view which land is currently under their control, who they're aligned with, and with what nations they're at war. Before doing anything rash in the campaign it's usually a good idea to check out the diplomatic relationships of the world's nations to see who you might be available for trade, who's fighting who, and how you can take advantage of prevailing circumstances. It also displays your nation's prestige rating, showing how military, naval, enlightenment, and economics and industry elements contribute to the total score. Keeping track of all these objectives is handled through an in-game menu once the grand campaign is launched, with a display that shows which nations still need to be conquered and where they're situated on the map. Some really impressive campaign map visuals. Then there's a prestige victory, which in addition to requiring a list of territories be taken and held challenges you to earn the highest prestige rating by 1799. The world domination victory condition removes lengthy lists of specific required territories though to succeed you'll still need to capture and hold a large number of countries before 1799. The long campaign is the same thing except the year limit is moved out to 1799, and the totals for number of territories required are generally higher, though again it differs across nations. A short campaign option cuts progress off at the year 1750, requiring you to capture and hold a certain number of territories, including specific ones that differ depending on which nation you've chosen for play. As for objectives, the game offers four types of grand campaign victory conditions. Before diving in you can set a difficulty slider for the level of challenge on the campaign map and during battles, adjust time limits for fights, select whether you want to automate city management, and tweak a few other settings. The campaign spans three theatres of war Europe, India, and America. Running from 1700 – 1799, you're given the choice of playing as Great Britain, France, Austria, United Provinces, Spain, Prussia, Poland-Lithuania, the Ottoman Empire, Russia, Sweden, or the Maratha Confederacy. That's not to say the grand campaign is devoid of objectives. We're not referring to the Road to Independence campaign mode that presents a more structured, objective and narrative driven sequence of scenarios. When we say grand campaign, we mean the full, open-ended campaign where you pick from a number of different nations and are given the freedom to proceed however you see fit, forging alliances, invading nations, and generating wealth. Help is appreciated.What you may not yet have a good sense of is the grand campaign map, something you'll spend quite a bit of time staring at, fiddling with, and panning across when managing your empire. Viceroyalty of Sicily (this should really belong to Spain) Saxony (Credit to Alexander the Pretty Good)Ģ7. Cower in fear of how bad the first one was)Ģ0. (Edit: The one up currently IS the better one. Picture courtesy of two minutes with mspaint. I tried to go anti-clockwise but it didn't work as well as planned. Anybody want to help me identify all of the different factions? Sorry that the numbers are in odd places.
