Rock, Paper, Shotgun

Empire: Total War, An Interview

Posted by Jim Rossignol on October 13th, 2008 at 7:46 pm.

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Not all empires are built in intergalactic space, you know. Some are built in history, and that’s the subject of this latest interview: matters pertaining to the latest strategic behemoth from the British studio, Creative Assembly. We chart some of the major differences between this and previous games, with particular attention paid to the turn-based campaign map and the radical changes brought about by the new game’s battle engine. Crucially, Empire: Total War drags the Total War series a couple of centuries closer to the modern age. The 18th century setting is one of ranked, musket-heavy land armies, rip-roaring sea battles, complex revolutionary politics, and colonial ambition. It’s these two elements, as well as a desire to reflect some of the social changes (hiring generals rather than relying on hereditary feudal heirs, for example) of the 18th century, that motivate the designs implemented by Creative Assembly’s lead on the project, James Russell. We were lucky enough to be able to put some questions to Russell. You can read his rather detailed responses below.

RPS: How are the political changes of the era (I actually said 17th century, but I meant 18th century. Sigh!) reflected in your gameplay?

Russell: It’s the 18th century: the 1700s. It was a time of tumultuous social change and upheaval, including the American Revolution and the French Revolution. We’ve put a lot of effort into enhancing how public order works, and the game includes unrest due to industrialisation, religious differences and intellectual advances, and different government types which have differing effects on each social class. Each government type has to be played differently if you are to avoid rebellion or revolution and the overthrow of the old order.

RPS: What kind of changes have you made to the campaign map when compared to the previous games?

Russell: The most obvious difference is the sheer scale of the game world. This was the time when Europe was extending its power across the world, and when the first truly global wars were fought. As well as the European theatre, the campaign map stretches west to include the Caribbean and much of North America and east to include the whole of India, as well as special trade areas such as the East Indies and the Ivory Coast.

Another big change is the fact that regions have towns and other resource buildings spread around the landscape, unlike previous Total War titles where all a region’s buildings were contained inside a single settlement. This means you can interact with each region building directly on the map – it also means you can attack enemy towns, farms and other buildings without having to besiege the region capital. Because you can raid and damage a region like this, it becomes more important for defenders to use their armies in defensive manoeuvres rather than just camping inside the city. This also helps improve the variety of battles by reducing the frequency of siege battles.

We’ve also centralised some features at the national rather than regional level, which streamlines management for the player by reducing repetition. This allows us to deepen the gameplay at the same time as reducing the management burden. For example, we’ve added a lot of depth to the trade system, and tax levels can be set separately for the ruling classes or the people, with different consequences – but policy is conducted at a theatre level: the player no longer has to make a decision for every single region.

RPS: What’s so exciting about all this ship-to-ship combat then, eh?

Russell: Naval combat is one of the biggest additions for Empire: Total War. The game is set in the 18th century – the great age of fighting sail, the ideal period in which to introduce naval battles to the series. Battles on the high seas with fleets of ships offers a whole new gameplay experience. Ships play very differently from land units: they have to be manoeuvred with the wind in mind, they fire massive broadsides at right angles to their direction of movement. Ships have hulls, crew, guns, masts and sails, all of which can be damaged separately with different effects, crippling the ship’s ability to move or fire or repel boarders – even sinking the ship, setting it on fire or causing its magazine to explode. We have lots of different types of ships that work in different ways and are suited to different uses. There is a whole set of new tactics to get to grips with to master the naval battles, with lines of battle attempting to ‘cross the T’ and devastate the enemy with raking fire. It all feels very distinct from the land battle gameplay.

RPS: And how has combat on the terrestrial battlefield changed for Empire: Total War?

Russell: The land battles in Empire have moved on a great deal, and they play and feel very different from previous Total War titles. The most obvious development with 18th century warfare is the growing emphasis on ranged gunpowder weapons: cannons and muskets. The player needs to carefully consider fields of fire and cover. Buildings became very tactically significant on the battlefields of the period because of the cover they provide and in Empire, land units can be positioned inside buildings during battle – though you need to take care as these can be destroyed by artillery. Of course, melee remains an important (and visceral!) part of the combat all the same. We have tried to reflect the development of military technology throughout the century, and you will see soldiers improve their firing drills, and artillery able to fire more devastating high-tech ordnance in battle as a result of your research efforts on the campaign map. Units that are dug in on the campaign map will also (if defending against attack) be able to deploy a variety of defensive features that each offer unique tactical advantages.

RPS: When I saw the game in June you mention that the role of generals changed somewhat?

Russell: The most distinct change those familiar with previous Total War titles will notice is the new ability generals have to order recruits to reinforce their armies. Instead of having to build armies at different cities and then manually assemble them, you can now order troops directly at the general and they will automatically be recruited at the optimum nearby city and then sent out to join your army as ordered. Of course, you can still do things manually as well. You can also choose to promote a new general from the ranks.

RPS: It seems like AI was a big issue for players of Medieval II, can you explain how AI changes will improve play Empire: Total War?

Russell: We’ve put a lot of effort into improving how the player’s behaviour impacts diplomatic relations with different AI nations, and into making the AI behave in an intuitive manner. It’s very important for the player’s sense of immersion in a believable world of rival countries that other nations respond in a way that makes sense in terms of how the player has been behaving. For example if you back-stab your allies, the whole world will see you as dishonourable and you will lose friends quickly. Religious and political differences will all impact how the AI views you, as will your alliances and wars with other nations. In addition, different nations will have different personalities with preferences for different kinds of activity – for example a preference for naval power or for research and building up economically.

The battle AI has also been much improved and is aware of the significance of the battle in terms of the campaign map context – is the battle a vital fight to the death? Or might a tactical withdrawal be the best tactic if the battle starts to go the wrong way? Different nations will also use different tactics and strategies, which gives battles more variety and makes the AI less predictable.

RPS: What aspect of Empire: Total War do you think mainstream coverage will miss out on or ignore?

Russell: A lot of coverage is inevitably focused on the graphical advances made by the new engine, and how beautiful the game looks – especially the spectacular naval battles. But in many ways, it’s the multitude of small details that make the game more immersive. Generals developing certain traits as a result of the way you use them. Flag bearers and officers shouting orders on the battlefield. The way your population gets unhappy if you attack a friendly nation but patriotic if you attack a hostile nation. The way a country can become hostile if you’re caught spying, or if you go to war with someone they like; or the way their hostility might soften if you go to war with a country they dislike. These little touches that can really add to the player’s response to playing the game. Even the most cunning player will have lots of interesting new strategies and tactics to explore.

Empire: Total War is set for release in February 2009.

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84 Comments »

  1. secfox says:

    Really looking forward to the naval battles.

  2. Curtis says:

    I’m extremely sure of six countries that have to be in this game, otherwise its not worth your money because of history loss.
    The American Army (yes, I am biased so we have to go first :D), Great Britain (Or England, or Britain), France (French Revolution… Napoleon… Duh…), Prussia (Peace with France at first, then at war when them, causing the loss at Waterloo), Austria (Just kinda chillen’ but still important), and Russia (Napoleon invasion with 600,000 men). Oh, and Spain (Colonies). So seven.

  3. Curtis says:

    But yeah, this is the game I’m looking forward to the most right now.
    To bad its so far away from now.
    But it seems like this is going to be a good one, specially with all the decisions you have to make.
    And, of course, the incorporation of naval battles.

    FEBRUARY COME FASTER DAMN IT!

  4. Curtis says:

    Haha, oops. I ment American Colonies, not army.

    Sorry for spaming.

  5. Bolta says:

    Its pretty cool, all the graphics of the ship, the water(that looks extremely detailed; but is the fire in ship battles really going to look like it is as that looks really unrealistic.

    Going away from the battles to the campaign map. I was wondering whether that details cultural differences like in Britannia:total war would be included, that would be awesome.

    Also I found when play M2TW that in Huge Cities when buildings such as roads, farms, walls and mines were upgraded to their fullest that the cultural difference would stay there forever thus causing unrest forever.
    In ETW will you be able to change the culture of buildings after a certain amount of time.

  6. Petey says:

    I hope the creater be able to pick different typ of govement, like demoncrate or monarcy: for demoncrate the congress should able some kind of decsion and if the congress or the senate get to strong the player should use force or military migh to over come it.

    Now that would be a real game!!!!!!!!!!!!!!!!!!!!! Because in the real world you can’t make the decsion. Now that the AI the creater should put.

    There should also be slave in the game too.

  7. tehe says:

    Will Naval Units be able to attack land units on the battle map?

  8. Walter says:

    I’m sooo getting this game.. I can’t wait for the release… Total war series is my fave strategy/tactics game.. none come close.. cinematic, massive and quite realistic in nature.. with the naval battles.. this will sure be a blast!!

  9. secfox says:

    any idea what system requirements ?

  10. jomag says:

    yeah what are the requiremens

  11. bamabem says:

    Yeah I definitely would like the system requirements for this game.

    Great game though! Can’t wait for February 6th!

  12. General Malaise says:

    I take it no one knows what the system requirements are gonna be?!?!
    All this talk and we don’t know if it’ll work on our machine! -Oh dear…………

  13. downz says:

    the only thing im really botherd about is the , that is the battle ai, after all even on the hardest difficulty medievil total war 2 was a breeze and i dont consider my self “hardcore” it was just too easy, and just about everyone i know who played it agreed, heres hoping

  14. Luke says:

    Along with the dismounting cavalry thoughts, has there been any thought towards a land foray by a naval ship? The British used to raid the coastlines with sailors from her frigates, Horatio Hornblower style, and quite a large portion of the crew could be used as a small army (with cannons!) to raid resource areas. I’m really excited about this game coming out. Though I want it to run on my computer, don’t dumb it down enough so everyone can run it. This is a game people should have to prepare for.

  15. Gummiand says:

    I don’t know if it’s going to be good or bad… but I surely hope it’ll be very good!! :) it’s absolutly a Must Buy, so I hope they made it as brilliant as they say!

  16. tomtheginger says:

    http://blogs.sega.com/totalwar/

    I dont know whether you guys have been checking this website much, but theres 5 FAQ’s on Empire total war here, as well as a couple of other articles. I believe the answers to your questions such as playable factions at the start, and cavalry dismounting. Nothing on specs im afraid tho :(, i might by a new comp just to be prepared XD

  17. Morrits says:

    I can’t freaking wait! I instald all total games and played them so many times since I know this one is coming out

    But i have a solution for all ‘waiters’, get a job and buy yourself a nice bigass PC because your gonne need it.

  18. Javier says:

    Why didn’t they asked about the Multiplayer section. It’s there but it doesn’t work poeple been complaining for a very long time now and they seem to not care. I hope that the least they can do is at least improve the AI to make game playable without mods great ideas but great game you just need to try to hear you customers demand!

  19. cody says:

    im not really worried about the system requirements because what im putting in my computer could easily play the best of games…..im getting an nividia 9500 graphics card (512mb) and another 2 gigs of DDR2 ram…….i have thought about gettin ATI Radeon’s new graphic’s card the HD 4870…..its 1024mb…..but the cost is way outa my budget.

  20. bhlaab says:

    I would pretty highly advise against a 9500 or any made-for-budget card. You’re probably better off with a “high end when it was made” card thats a couple years old, but don’t quote me on that.

  21. blabla says:

    Blablablabla.
    Empire will suck, CA is a guarantee for surprising us with a crappy, buggy game with dumbass AI, inaccurate maps, inaccurate uniforms and overpowered units.

  22. Dan says:

    this is all good, why is everyone flagging a game before its out? even though all of you are complaining youll all still buy the game, as will I, the AI in any game is never gona be amazing because humans are so unpredicatable its impossible to make life like AI, you can just hope they allow us to play the campaign map online, now that would be good because not everyones freinds live close enough for LANs, anyway dont knock it till youve tried it.

    and please dont keep saying about the GC, this about the AI, the only fear ill have about the AI is the ship battles, theres gona be so many exploits on this if it only goes slightly wrong, i.e. knocking other ships sails out before they get anywhere from an unrealistic range, OR the ship AI not using the wind correctly.

  23. Heliocentric says:

    Ship ai has potential to be great. No terrain, so the ai can focus on higher level stuff. Homeworld 2 ai was bastard hard at times because the ai need only consider the units. In truth i never expect a fair challenge in any game from ai. Apart from turn based games, there ai can brute force .

  24. Insurance Salesman says:

    If you can play as the Mongolians, this game will be the best one EVER. If not, it’ll still be great, even if the A.I. sucks (it’ll be fixed with mods).

    Can you play as the Mongolians, or at least the Chinese?

  25. matt says:

    would the greeks be a rebel army in the Ottoman empire or a playable faction

  26. weoweo says:

    Any1 know if we can play as Prussia? I sure as %$#^ hope so, their sick

  27. smrda says:

    are there going to be crusades in game?????

  28. Liam says:

    can you play as scotland or is it come under the british for the first 7 years

  29. Liam says:

    you cant do crucades because there would be prodisants

  30. Si says:

    ooh come on guys! All the time i hear the same old complaints and questions like the campaign’s too small or thier are’nt enough factions.

    From a technological point of view just look at how far we’ve come since shogun, yet they’ve still managed to keep that same spirt in the game we all fell in love with. Someday, there will be a game like this, maybe even from the total war series it’self, that is TOTALLY realisitic so to speak… but from what i’ve seen so far, it’s only getting better.

    I look forward to getting this game, although I’m sure a new computer will have to come first *sigh* i also look forward to the games my kids will get (in the distant future hehe) and just compare them to golden eye and zelda that I grew up with. through all the amazing graphics etc. i just hope the designers remeber it’s the soul of the game that really counts ;)

  31. reece says:

    the land battles suck, the camera on the land battles sucks also, they have ruined the whole total war experience.

  32. Joe says:

    Reece how can you say that, the camera on the land battles is thhe same as they have always been!

    Also the land battles rule. As does the game! Sooooo good.

  33. Gap Gen says:

    Actually, the camera changed between Medieval and Rome – in Rome, the camera sweep forwards as you pan down.

  34. gurnoor says:

    all said…..but what are the system requirements for this….i think this gamez gonna be demanding as far as system reqs are concerned….

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