Empire Total War Walkthrough

This page contains a full-text walkthrough for Empire Total War, the real-time strategy game released exclusively for the PC.

Game Features

  1. New real-time 3D naval warfare enables players to command single ships or vast fleets.
  2. 18th Century setting puts players in the role of a founding father
  3. New multiplayer component includes player rankings, leagues and ladders, and completely new gameplay modes.
  4. New graphics engine and technology features real-time seascapes, new advanced landscape and flora systems, and dynamic weather.

About the Game

Empire Total War is the fifth entry in the Total War series of strategy games for the PC. The game contains enhancements to the series' signature 3D battles and turn-based campaign map. The addition of the cannon and musket as weapons, challenges players to master new formations and tactics.

The campaign map introduces a variety of new and upgraded elements, including new systems for trade, diplomacy and espionage with agents; a refined and streamlined user interface; improved advisors; and a vastly extended scope, taking in the riches of India, the turbulence of Europe and, for the first time, the untapped potential of the United States.Official Site: Empire Total War

Introduction

  • Empire: Total War is a complex strategy game fought over half the world during the eighteenth century. The following walkthrough details eighteenth century warfare to help you plan your own strategic assaut on Europe as well as strategies for the playable empires in "Grand Campaign" Mode and the special campaign "Road to Independence".
  •  
  • The Strategic Map
  • The strategic map is where you make decisions about your army's infrastructure and recruitment. The map is divided into regions controlled by conquering large cities known as region capitals. These region capitals are surrounded by an area containing a number of smaller villages, forts, and economic buildings. Region capitals are where most political and military buildings are located. Most land units are recruited in region capitals while naval units are recruited at ports. The map is further divided into three main combat theaters: Europe, the Americas, and India. To switch between theaters use the arrows on the map in the lower left hand corner of the user interface. Familiarize yourself with the four basic areas you will encounter: buildings, gentlemen, the technology tree, and the city planning screen.
  •  
  • Basics
  • Spend the first five turns or so establishing your infrastructure. Take care of each of the following:
    1. Move any weak fleets or armies together so they are not quickly destroyed.
    2. Build buildings on any resource spots that are empty, especially plantations.
    3. Set your initial school to research a technology, either Plug Bayonets, Common Land Enclosures, or Physiocracy.
    4. Move your large home armies to the theater in which you plan to mobilize forces via naval vessels.
    5. Once you begin to mobilize your forces against an enemy continue your offensive until the enemy controls no land route to attack you or is completely destroyed.
    6. If during an offensive other nations declare war on you that hold no regions of strategic value to you, attempt to repair relations with the nation by giving them state gifts.
    7. Ignore forts and other buildings while mobilizing an invasion. Only attack region capitals.
    8. Never enter into offensive siege battles.
    9. Siege cities with your army for the two to five turns.
    10. Do not spend early turns pursuing alliances and trade routes.
    11. If you plan to maintain a large navy, invest in trade ships and send them to South America and Africa.
    12. Do not invest in a navy however if you have no strategic interests separated by oceans.
    13. If you have interests in the Americas try to establish control over the entire theater.
    14. Do not spend valuable time and money building garrison forces to protect islands.
    15. In the early game, the ideal army consists of a general, a single unit of cavalry, a single unit of mobile artillery, and seventeen units of line infantry. Continually replenish your main army and recruit replacement units as necessary.

Grand Campaign 01 Great Britain

  1. NOTE: This campaign centers on achieving dominance over the Americas.
  2. Begin with holdings in the Bahamas and Jamaica as well as a good relationship with the Thirteen Colonies protectorate.
  3. Take a mission to capture the regions that pose a risk to your colonies: Georgia, Cherokee Territory, and New France.
  4. Keep the colonies happy until you finish this mission.
    • Short Campaign
  5. Ends: 1750
  6. Regions Must Hold: 25
  7. Starting Regions: Bahamas, England, Ireland, Jamaica, Rupert's Land, Scotland
  8. Required Regions: New France, England, Ireland, Leeward Islands, Gibralter, Scotland, Hindustan, Florida, Georgia
    • Long Campaign
  9. Ends: 1799
  10. Regions Must Hold: 35
  11. Starting Regions: Bahamas, England, Ireland, Jamaica, Rupert's Land, Scotland
  12. Required Regions: New France, England, Ireland, Leeward Islands, Gibralter, Scotland, Hindustan, Florida, Georgia, Egypt, Malta, Bijapur, Bengal
    • First Turn
  13. Combine your fleets in the Caribbean and off the American coast.
  14. Move the new larger fleet between Jamaica and the Bahamas.
  15. Establish a sugar plantation at the undeveloped spot in the Bahamas.
  16. Spend the rest of your initial treasury recruiting ships of the line in Europe and upgrading the government buildings in your regions.
  17. Begin researching either Plug Bayonet or Physiocracy as the best initial technology.
    • First Blood
  18. Take on the Leeward Islands, a pirate haven, for your first initial target.
  19. Assemble a force of at least six to ten line infantry in Jamaica.
  20. Transport your army with your large fleet to the island.
  21. NOTE: Leeward Islands rarely builds up a strong land based defense but the pirate fleets start out very strong.
  22. The AI has a strong distaste for island nations and will likely not bother to conquer the Leeward Islands.

Grand Campaign 02 France

  1. NOTE: The French Grand Campaign also centers on military dominance of the Americas.
  2. Gather a strong nacy to seize the coast from your British rivals.
  3. Secure the valuable trade routes between Europe and the colonies.
  4. Take on an early mission to conquer areas in America required for victory.
  5. Upon completion you will gain control of Louisiana.
    • Short Campaign
  6. Ends: 1750
  7. Regions Must Hold: 20
  8. Starting Regions: France, Acadia, Alsace-Lorraine, French Guana, New France, Newfoundland, Upper Canada, Windward Islands
  9. Required Regions: New France, Corsica, New York, Confederation of New England, Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin Territory, Liguria, Michigan Territory, France
    • Long Campaign
  10. Ends: 1799
  11. Regions Must Hold: 30
  12. Starting Regions: France, Avadia, Alsace-Lorraine, French Guyana, New France, Newfoundland, Upper Canada, Windward Islands
  13. Required Regions: New France, Corsica, New York, Confederation of New England, Leeward Islands, Pennsylvania, Cherokee Territory, Savoy, Algonquin Territory, Liguria, Michigan Territory, Savoy, Orissa & Circars, Hindustan, Flanders, Carnatica, Egypt
    • First Turn
  14. Recruit ships at your American ports.
  15. NOTE: Naval conflict with the British will happen quickly.
  16. Recruit sufficient ground forces in Europe to form a strong army
  17. Be prepared for the United Provinces, Savoy or one of the other minor European nations to declare war on you early.
  18. Research either Plug Bayonet or Common Land Enclosures for your initial technology to research for France.
    • First Blood
  19. Be adaptable during early turns due to threats of attack in Europe.
  20. Take on either United Provinces or Savoy first.
  21. NOTE: These two will usually declare war on you anyway. If it is not looking that way, take on Leeward Islands first to eliminate the pirate nation and secure trade routes to Europe.

Grand Campaign 03 Austria

  1. NOTE: This grand campaign is a large land war with fronts open on every possible side. No missions are available.
  2. Technological dominance is easy with Austria as large amounts of land from the Ottoman Empire can be conquered as well as land with schools built in Italy and Greece.
  3. Do not overspend on naval development as Austria has no overseas interests.
    • Short Campaign
  4. Ends: 1750
  5. Regions Must Hold: 15
  6. Starting Regions: Austria, Bohemia and Moravia, Croatia, Hungary, Silesia, Transylvania
  7. Required Regions: Austria, West Prussia, Hungary, Rumelia, Brandenburg, Venetia
    • Long Campaign
  8. Ends: 1799
  9. Regions Must Hold: 30
  10. Starting Regions: Austria, Bohemia and Moravia, Croatia, Hungary, Silesia, Transylvania
  11. Required Regions: Austria, West Prussia, East Prussia, Hungary, Rumelia, Brandenburg, Venetia, Poland
    • First Turn
  12. Begin with a large number of troops scattered across the territory.
  13. Consolidate the majority of troops into two to three armies.
  14. Place one of the armies along the shared border with Venetia.
  15. Position another army in the north-eastern part of your territories close to Poland and East Prussia.
  16. Check for undeveloped resources and partially developed towns .
  17. Pursue Collective Land Enclosures as your initial technology. This will help expand core region population quickly.
    • First Blood
  18. Seize Venetia as early as possible.
  19. NOTE: Venice will maintain control of some southeastern territories behind the Ottoman Empire.
  20. Once you have seized Venetia, the Mediterranean ports will be blockaded or pillaged by the Venetian Navy.
  21. This blocks your overseas trade.
  22. Position a single infantry unit to garrison each port.
  23. Rebuild them as fishing fleets.

Grand Campaign 04 United Provinces

  1. NOTE: The United Provinces campaign begins with minor holdings in all three theaters as well as additional regions in all three theaters with most beginning the game controlled by the three major powers: Spain, France, and Great Britain.
  2. Use diplomacy.
  3. Sequence conquests.
  4. Make peace with the major powers after you have all the regions you need from them.
  5. Especially pacify the local Indian population as you make your move on India.
  6. TIP: Building a large number of churches will go a long way to pacifying the Indian population.
    • Short Campaign
  7. Ends: 1750
  8. Regions Must Hold: 15
  9. Starting Regions: Curacao, Ceylon, Netherlands, Dutch Guyana
  10. Required Regions: Curacao, Ceylon, Netherlands, Dutch Guyana, French Guyana, New Andalusia, Carnatica, New York, Flanders
    • Long Campaign
  11. Ends: 1799
  12. Regions Must Hold: 25
  13. Starting Regions: Curacao, Ceylon, Netherlands, Dutch Guyana
  14. Required Regions: Curacao, Ceylon, Netherlands, Dutch Guyana, French Guyana, New Andalusia, Carnatica, New York, Flanders, Goa, Bijapur, Hindustan, Mysore
    • First Turn
  15. Gather a single large land army in each theater.
  16. Recruit troops for these armies early in the American colonies.
  17. Go to war with two nearby regions during the first turn.
  18. Seize Flanders with your European forces.
  19. Seize French Guyana in South America.
  20. The best initial technology for United Provinces is Plug Bayonet.
    • First Blood
  21. Be sure to acquire Flanders early to remove threat of land war in Europe with Spain.
  22. This will also help to defend against the French invasion.
  23. Move on French Guyana early to defend holdings in Dutch Guyana.

Grand Campaign 05 Spain

  1. NOTE: Begin this campaign in control of New Spain with an alliance with France.
  2. The two main challenges to face are inevitable attack coupled with the need to invade a number of extensively garrisoned regions.
    • Short Campaign
  3. Ends: 1750
  4. Regions Must Hold: 25
  5. Starting Regions: Cuba, Flanders, Florida, Gibralter, Hispaniola, Lombardy, Naples, Sardinia, Spain
  6. Required Regions: Trinidad and Tobago, Flanders, Curacao, Gibralter, Netherlands, Lombardy, Naples, Austria, Spain, Texas
    • Long Campaign
  7. Ends: 1799
  8. Regions Must Hold: 35
  9. Starting Regions: Cuba, Flanders, Florida, Gibralter, Hispaniola, Lombardy, Naples, Sardinia, Spain
  10. Required Regions: Trinidad and Tobago, Flanders, Curacao, Gibralter, Netherlands, Lombardy, Naples, Austria, Spain, Texas, Morocco, Portugal
    • First Turn
  11. Begin recruiting infantry to strengthen defenses in Lombardy, Flanders and Florida. These regions are likely to be attacked right off the bat.
  12. Spend your remaining funds building political buildings in Lombardy, Spain and Naples.
  13. Start on the Plug Bayonet as the best initial technology for Spain.
    • First Blood
  14. Spain's first battles will most likely be defensive, especially in Flanders against the Dutch.
  15. Also watch for Louisiana to wage war against Florida early on.
  16. Once your defense is in place, your first offensive moves should be around the Mediterranean.
  17. Move troops from Spain to Naples by boat and invade the Italian states from Naples.
  18. You will also be in good position to strike at Venice if it threatens Italy or Lombardy.

Grand Campaign 06 Prussia

  1. Begin in Prussia under threat from Poland, Sweden and Russia.
  2. You are also split apart by Poland.
  3. Take land from Poland to unify the Prussian state.
  4. If you are careful, you will be able to grab two regions on your first turn.
  5. Ignore the navy unless you need to ferry troops through the Baltic to the east and west sides of your empire.
  6. Keep an eye on the smaller nations to the west.
    • Short Campaign
  7. Ends: 1750
  8. Regions Must Hold: 15
  9. Starting Regions: Brandenburg, East Prussia
  10. Required Regions: Brandenburg, East Prussia, West Prussia, Württemberg, Rhineland, Poland, Silesia, Bavaria, Hannover, Saxony, Bohemia and Moravia, Alsace-Lorraine, Denmark
    • Long Campaign
  11. Ends: 1799
  12. Regions Must Hold: 25
  13. Starting Regions: Brandenburg, East Prussia
  14. Required Regions: Brandenburg, East Prussia, West Prussia, Württemberg, Rhineland, Poland, Silesia, Bavaria, Hannover, Saxony, Bohemia and Moravia, Alsace-Lorraine, Denmark, Austria
    • First Turn
  15. Quickly take the regions west and south of East Prussia.
  16. Usually, neither region capital will be garrisoned by the Polish and you will face mainly irregulars.
  17. Repair the political buildings as soon as you achieve your goal.
  18. Recruit infantry units in Brandenburg and East Prussia as quickly as possible.
  19. Be prepared for Poland and Russia to go after Brandenburg and East Prussia on their turns.
  20. Start with Plug Bayonets for your best initial technology for this region.
    • First Blood
  21. Unify Brandenburg and East Prussia before doing anything else.
  22. NOTE: This will not only but Poland off from the Baltic, but will provide better mobility to move troops over land from the west to the east side of your empire.
  23. Secure West Prussia and Poland with good-sized garrison forces.
  24. Recruit a large single army.
  25. March on the smaller states to the west of your empire.
  26. Watch out for Austria. They are likely to strike while you are in the midst of military action with Denmark.

Grand Campaign 07 Poland-Lithuania

  1. Begin Poland's campaign allied with Russia.
  2. Poland is also in control of a few small protectorates in Western Europe.
  3. It is critical to your success that you expand simultaneously in two directions to gain control of most of central Europe as far north as Sweden and as far south as Rumelia.
    • Short Campaign
  4. Ends: 1750
  5. Regions Must Hold: 15
  6. Starting Regions: Belarus and Volhynia, Galicia and Podolia, Lithuania, Poland, West Prussia
  7. Required Regions: Belarus and Volhynia, Galicia and Podolia, Lithuania, Poland, Austria
    • Long Campaign
  8. Ends: 1799
  9. Regions Must Hold: 25
  10. Starting Regions: Belarus and Volhynia, Galicia and Podolia, Lithuania, Poland, West Prussia
  11. Required Regions: Belarus and Volhynia, Galicia and Podolia, Lithuania, Poland, Austria, Brandenburg, Sweden, Rumelia
    • First Turn
  12. Reinforce Poland and West Prussia. These areas are prime targets for Austrian and Prussian agression.
  13. Spend extra money on political buildings in the eastern areas of your empire.
  14. Russia is a valuable ally. Stay on their good side.
  15. Plug Bayonet is also the best initial technology for Poland-Lithuania.
    • First Blood
  16. In Poland's Grand Campaign, Prussia will most likely cause conflict first.
  17. Hold out long enough and Prussia may offer to swap West Prussia for East Prussia.
  18. Accept this trade.
  19. Should the trade not be offered, raise a large army to take East Prussia by force.
  20. Sweden's established Baltic navy and geographical isolation will cause you the most problems.
  21. TIP: Hope for war between Denmark and Sweden. This will eliminate many of your problems for this campaign.

Grand Campaign 08 Ottoman Empire

  1. This campaign begins with the largest number of holdings of any of the empires.
  2. These holdings will continuously be under attack due to religious differences and historical grievances despite all of your diplomatic efforts.
  3. Austria, your biggest adversary, will move against your northwest regions shortly after beginning.
  4. Do not waste money on naval efforts.
    • Short Campaign
  5. Ends: 1750
  6. Regions Must Hold: 20
  7. Starting Regions: Anatolia, Armenia, Bosnia, Bulgaria, Egypt, Greece, Meopotamia, Moklavia, Palestine, Rumelia, Serbia, Syria
  8. Required Regions: Hungary, Chechnya-Dagestan, Persia, Rumelia, Austria, Venetia, Galivia and Podolia, Moklava, Palestine, Rumelia, Serbia, Syria
    • Long Campaign
  9. Ends: 1799
  10. Regions Must Hold: 30
  11. Starting Regions: Anatolia, Armenia, Bosnia, Bulgaria, Egypt, Greece, Meopotamia, Moklavia, Palestine, Rumelia, Serbia, Syria
  12. Required Regions: Hungary, Chechnya-Dagestan, Persia, Rumelia, Austria, Venetia, Galivia and Podolia, Moklava, Palestine, Rumelia, Serbia, Syria
    • First Turn
  13. Consolidate troops in the northwest and east-central regions of the empire.
  14. Form a defensive army in those areas bordering the Austrian Empire.
  15. Organize one army to use in your initial offensive against Persia.
  16. Use your treasury to develop the empire.
  17. Establish trade routes with distant countries, e.g., Great Britain, United Provinces, Sweden, and Denmark. #Research either Plug Bayonets or Common Land Enclosures.
    • First Blood
  18. Form one large single army.
  19. Move against Persia as quickly as possible.
  20. This will enable easy access to India for trade and allows you to move forces to the African western front of northeastern front near Russia.
  21. Build a large number of churches to ease resistance from the local populace.
  22. Maintain relations with Poland as long as possible.

Grand Campaign 09 Russia

  1. Begin with an alliance with Poland and extensive holdings in northeastern Europe.
  2. Avoid full conflict with Sweden and the Ottoman Empire until you have established both a few reasonably sized armies and a strong and stable economy.
    • Short Campaign
  3. Ends: 1750
  4. Regions Must Hold: 20
  5. Starting Regions: Arkhangelsk, Astrakhan, Bashkiria, Don Voisko, Karclia, Komi, Muscovy, Tatariya, Ukraine
  6. Required Regions: Crimea, Chechnya-Dagestan, Poland, Muscovy, Belarus and Volhynia, Lithuania, Estonia and Livonia, Ingria, Georgia, Sweden
    • Long Campaign
  7. Ends: 1799
  8. Regions Must Hold: 30
  9. Starting Regions: Arkhangelsk, Astrakhan, Bashkiria, Don Voisko, Karclia, Komi, Muscovy, Tatariya, Ukraine
  10. Required Regions: Crimea, Chechnya-Dagestan, Poland, Muscovy, Belarus and Volhynia, Lithuania, Estonia and Livonia, Ingria, Georgia, Sweden, Rumelia, Ingria, Persia
    • First Turn
  11. Reinforce those borders shared with the Crimean Khanate and Sweden.
  12. Be prepared from an early attack from Sweden. This would pose a serious threat.
  13. Begin your expansion with the Crimean Khanate, a weak protectorate of the Ottoman Empire.
  14. Build fur trappers on any undeveloped resource spots during the first turn. Fur trade with Poland can be a major source of income.
  15. Do not participate in an early war between Sweden and Denmark to avoid a major diplomatic hit.
  16. Start with the Plug Bayonet as the initial technology in the Russian campaign.
    • First Blood
  17. Move against the Crimean Khanate before any other region as it is very weak early in the game.
  18. It will afford you a port onto the Black Sea
  19. Build a garrison to maintain order in the region once you have conquered it.
  20. Move your troops against the regions to the east.
  21. Maintain your southeastern offensive taking Persia.
  22. Reinforce your main northern front with Sweden while you continue your offensive in the south.
  23. Invade the Polish regions you need as a victory condition last as they are a reliable ally and trade partner.

Grand Campaign 10 Sweden

  1. Begin the campaign with some large regions surrounded by enemies.
  2. Poland, Denmark, and Russia all have diplomatic ties and are not your biggest fans.
  3. Taking Prussia for your victory condition could cause conflict with the smaller western European nations as well.
    • Short Campaign
  4. Ends: 1750
  5. Regions Must Hold: 15
  6. Starting Regions: Estonia and Livonia, Finland, Ingria, Sweden
  7. Required Regions: Brandenburg, Norway, Ingria, Sweden, Poland, Muscovy
    • Long Campaign
  8. Ends: 1799
  9. Regions Must Hold: 25
  10. Starting Regions: Estonia and Livonia, Finland, Ingria, Sweden
  11. Required Regions: Brandenburg, Norway, Ingria, Sweden, Poland, Muscovy, Courland, Karelia
    • First Turn
  12. Reposition and consolidate your armies.
  13. Form two major armies, one near Stockholm and the other near St. Petersburg.
  14. Transport and leave a single infantry on your ports to prevent Denmark from damaging them.
  15. Make sure all of the timber resources have buildings.
  16. Spend remaining funds recruiting naval units.
  17. Negotiate trade agreements with the Maratha Confederacy, Great Britain, and the Ottoman Empire.
  18. Research Plug Bayonets prior to other technologies.
  19. Once your war with Denmark is complete, your navy will only be used for troop transport.
    • First Blood
  20. The campaign starts with Courland, Poland and Russia all extremely aggressive towards you.
  21. Begin recruiting line infantry early and as fast as you can.
  22. Have a large army ready for Courland to initiate attacks on your troops near St. Petersburg.
  23. Strike at Courland at St. Petersburg as soon as they declare war.
  24. Take care of Norway.
  25. Deal with Denmark next as they directly impact your trade and naval transports, as well as force you to maintain a rear guard near Stockholm.

Grand Campaign 11 Maratha Confederacy

  1. Begin with two territories in India and a large number of mediocre units.
  2. Your goal is to eliminate all of the other existing powers with holdings in India including the Portugese, Dutch and Mughal Empire.
  3. It is necessary throughout this campaign to learn to balance military expansion with the need to pacify cities and maintain trade partners.
    • Short Campaign
  4. Ends: 1750
  5. Regions Must Hold: 15
  6. Starting Regions: Bijapur, Carnatica
  7. Required Regions: Bijapur, Carnatica, Berar, Ahmadnagar, Mysore, Hindustan, Gujarat, Hyderbad, Goa
    • Long Campaign
  8. Ends: 1799
  9. Regions Must Hold: 24
  10. Starting Regions: Bijapur, Carnatica
  11. Required Regions: Bijapur, Carnatica, Berar, Ahmadnagar, Mysore, Hindustan, Gujarat, Hyderbad, Goa, Ceylon, Punjab, Orissa & Circars, Bengal
    • First Turn
  12. Start the campaign at war with the Mughal Empire and two of their armies within your regions.
  13. Consolidate your armies, two on the bordering Mughal regions.
  14. Recruit four Bargir infantry in your capital.
  15. Build the undeveloped gem field in the southernmost area of India.
  16. Use your consolidate army and the troops you have in your capital, including those you just recruited to destroy the two small Mughal armies, on your next turn.
  17. Research Plug Bayonet first.
    • First Blood
  18. Break your agreement with Portugal and seize the Portuguese colony in India on your second turn.
  19. Portugal is a non-issue once this colony is conquered.
  20. Portugal may send privateers to pirate your trade routes or blockade your ports, but this should not have a significant impact on your economy or ambitions.
  21. Leave the Dutch colony on the tiny island east of India alone till you control most the other required regions for victory.
  22. This tiny colony will provide you with a valuable trade ally and rarely develops a strong garrison.

Road to Independence

Act One
  1. Act One of the Road to Independence Campaign opens with a battle sequence between the Jamestown settlers and raiding Native American tribes.
  2. NOTE: As with the remaining scripted battles within the campaign, whether you win or lose the battle has no effect.
  3. Concentrate fire and reposition your infantry as little as possible to win the battle.
  4. Concentrate fire on the Native American general unit once it appears.
  5. NOTE: The opposing units have very low morale stats.
  6. Following the battle is a tutorial progression without a time limit.
  7. THe tutorial instructs you to build a succession of buildings.
  8. Follow the on-screen instructions. It is very difficult to fail.
    • Act Two
  9. The second act is less of a tutorial than the first.
  10. Battle as a British colony fighting the French during the French-Indian War.
  11. Complete each mission as assigned to generate sufficient income to recruit and maintain your army.
  12. Start a trade alliance.
  13. Follow the prompts for the remainder of the act.
  14. Use an army of fifteen to twenty infantry to overpower the French forces.
    • Act Three
  15. Act Three opens with a scripted version of the Battle of Bunker Hill.
  16. NOTE: This is a very difficult battle and you will likely lose. As before, whether you win will have no real effect on the revolution campaign.
  17. To win the battle, move your units close together to offset their low morale.
  18. Keep at it with your artillery fire.
  19. Force some units to break before they make it all the way up the hill.
  20. Enter the campaign map after the battle with control of Boston alone.
  21. To claim victory, you need to control fifteen regions including the eight main colonies.
  22. Strike against Maine, the major hub of British troop movement from Canada.
  23. Build a full-sized army to move against New York.
  24. Secure each region after conquering it.
  25. Rebuild your army before going after Pennsylvania.
  26. Expect a strong defense and great resistance.
  27. Once you control Pennsylvania, you can easily sign alliances with most tribes in addition to cutting off the flow of British troops to the south.
  28. Establish Pennsylvania as your primary base.
  29. Build a second army to secure the north.
  30. Send your main army south.
  31. The British will mainly march from Montreal and Quebec. They may also invade parts of Iroquois territory.
  32. The computer AI will keep armies small for the most part and use them to dismantle your northern region improvements, especially in Maine and New York.
  33. Do not use auto-battle to destroy these smaller armies as auto-battle treats reinforcements as far more valuable than they actually are.
  34. Keep working your way south.
  35. Once you control Florida and have a police force in place in the southern colonies, bring your main army north again.
  36. Territories will not pose much of a threat from here on out.
  37. You most likely will not play past 1800 before meeting the victory conditions.
    • Act Four
  38. Act Four is a full grand campaign mode where you plan as the Americans.
  39. To claim victory, you must captrue 22 regions and hold seven listed victory regions.
  40. Each victory region is in the Americas, mapping out the formation of the early United States.
  41. Form trade alliances with low impact trade partners, e.g., Maratha Confederacy.
  42. Move initially against the native nations of the Americas who have few allies.
  43. Starting Regions: Carolinas, Confederation of New England, Georgia, Maine, Maryland, New York, Pennsylvania, Virgina
  44. Required Regions: Texas, Pennsylvania, Upper Louisiana, New Mexico, New France, Michigan Territory, Florida
    • First Turn
  45. Due to your late start, you begin with a large number of technologies.
  46. Upgrading various buildings is critical as you can upgrade two or more successive times with the amount and type of technology in your possession.
  47. Begin recruiting an army in Pennsylvania.
  48. Research the National Debt. This will save your empire a great deal of money on upkeep.
    • First Blood
  49. Move against either the Iroquois or Cherokee early.
  50. Both will likely have large garrisons from the beginning of the campaign.
  51. Gather one single large army to deal with either.
  52. Conquer both tribes before moving on to tougher regions allied with major nations.
  53. As you continue to move west, build plenty of churches to combat the religious differences you will encounter.

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