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Elanzer
QUOTE
Overview
Empire: Total War is set in the 18th century a turbulent era that is the most requested by Total War�s� loyal fan base and a period alive with global conflict, revolutionary fervour and technological advances. With themes such as the Industrial Revolution, America�s struggle for independence, the race to control Eastern trade routes and the globalisation of war on land and sea, Empire: Total War� promises to be amongst the richest and most dynamic PC RTS games of all time.

Empire: Total War will see the debut of 3D naval combat within the Total War� franchise. PC Gamers will be able to intuitively command vast fleets or single ships upon seascapes rich with extraordinary water and weather effects that play a huge role in your eventual glorious success or ignominious defeat. After pummelling your enemy with cannon fire, close in to grapple their ship and prepare to board taking control your men as they fight hand to hand on the decks.

Along with the revolutionary introduction of Naval Combat, Empire: Total War� will see further enhancements to the Total War� series signature 3D battles and turn based campaign map. Real time battles will pose new challenges with the addition of cannon and musket, challenging players to master new formations and tactics as a result of the increasing role of gunpowder within warfare. And the Campaign Map � for many the heart of Total War� � will see new improved systems for Trade, Diplomacy and Espionage with agents, a refined and streamlined UI, improved Advisors and extended scope taking in the riches of India, the turbulence of Europe and the untapped potential of North America.

�Empire: Total War� is a huge revolutionary step for the series. We�re delighted to introduce true 3D naval combat, something that adds a totally new dimension to Total War� games. We�re genuinely excited about what we�re achieving with the naval battles and also by the scale of the improvements being made to the core of the game � the land battles and the campaign. This will undoubtedly be the biggest and best Total War� game we�ve ever made.�

General Information
-Empire: Total War will be the most accessible Total War game ever. Enhanced auto management, revolutionized UI, improved advice system and tutorials all combine to introduce new players to the concepts of Total War, quickly and easily.
-Empire: Total War will boast a full re-write of the AI with a wider range of strategies and tactics, providing a formidable opponent on land, sea and on the campaign map.
-The game is set in the years 1700 to the early 1800�s, a turbulent age of gunpowder, revolution, discovery and Empire Building.

Campaign Map
-The game will include 10 playable factions including Britain, Prussia, France, Spain, America and the massive Ottoman Empire.
-Revolutionised Total War campaign spanning 3 continents and featuring new, enhanced systems for Trade, Diplomacy, Missions and Espionage.
-An all-new fully animated campaign map with all buildings and upgrades visible.
-Huge cast of historical figures including Peter The Great, Malborough and Charles XII of Sweden

Battlefield Gameplay
-New Real-Time 3D Naval Warfare takes Total War�s unparalleled battle action to the high seas with players commanding single ships or vast fleets.
-Realistic sailing model, cannon and musket fire, boarding actions, fully destructible sails, rigging and hulls and a full range of weather effects to influence battles.
-Land battles that will feature heavy artillery in the form of cannons, mortar and early rocket launchers, with bouncing cannonballs slicing through drifting gunsmoke to tear up lines of infantry. Bagpipes, drummers, flautists and trumpeters will fill the air with play out over the crack of musket fire

Multiplayer
-A brand new multiplayer component will include player rankings, leagues and ladders and completely new gameplay modes.

I know not many people around here care for epic RTS games, but I'm stoked and you should be too.
[The_Minotaur]
QUOTE(Elanzer @ Aug 23 2007, 07:41 AM)
I know not many people around here care for epic RTS games, but I'm stoked and you should be too.


i played my share of Medieval 2: Total War which i still find entertaining after first playing it the day i got my computer. Im really excited about the new Naval combat and musket and the cannon fighting options since the regular swords and clubs are getting old
Downloaded
was never a fan of the totalwar games.
Elanzer
QUOTE([The_Minotaur] @ Aug 23 2007, 12:07 PM)
i played my share of Medieval 2: Total War which i still find entertaining after first playing it the day i got my computer.  Im really excited about the new Naval combat and musket and the cannon fighting options since the regular swords and clubs are getting old


Are you getting the Kingdoms expansion? That's out at the end of the month.
[The_Minotaur]
QUOTE(Elanzer @ Aug 23 2007, 10:01 AM)
Are you getting the Kingdoms expansion? That's out at the end of the month.


yep, im eagerly awaiting the release, that should keep me occupied until i can save up for Empire.
MR.change
QUOTE(Downloaded @ Aug 23 2007, 04:38 PM)
was never a fan of the totalwar games.

for me anything below WWII is not very preferred ,although I was once fond of age of empires 2, so I may change my mind latter, but right now I'm not really in the mood for total war or any of that stuff.
Santana Claws
I might actually buy it from the sound of it. It might be interesting to see how this plays out, depending on how early the game is set in the 18th century there may still be some melee units other than cavalry. I'd definitely play as the British... or the Prussians... if they had them. It'd be really cool to see an rts set in the Napoleonic wars imo, but this certainly sounds cool enough.
Shaun
Sounds spermingly epic good sire
Elanzer
Some facts that have been collected from various interviews and magazines:

QUOTE
Time Period:
The game is set in the years 1700 to the early 1800's, a turbulent age of gunpowder, revolution, discovery and Empire Building.

Victory conditions:
The player's aim is to create the greatest Republic or Empire the world has known, spanning not just a continent but the world! Can you hold on to lands in the New World, or establish a rich trading empire in the Indies?

Continents:
- North America
Spanish settlements in the Caribbean.
British Colonists/Americans in the west.
Native Americans.

- South America

- Europe

- North Africa
French colonies in North Africa.
Native Africans.

- Central Asia
English trading posts in India.
Mughals in India.
Indonesia.

Historical figures:
- Peter The Great
- Malborough
- Charles XII of Sweden.
- Wellington.
- Napoleon (according to PC Gameplay).
- According to Mike Simpson, there's even a possibility to have Napoleon himself in your own ranks when around the end of the century you recruit an artillery unit in Corsica.

Nations:
Playable: 11. (May change slightly).
- Britain
- America
- Sweden
- United Provinces (Netherlands)
- Poland-Lithuania
- Russia
- Prussia
- Venice
- Spain
- France
- Ottoman Empire
Non-playable: approximatly 40.

Undetermined (playable or non-playable):
- Poland-Lithuania.

AI:
- Empire: Total War will boast a full re-write of the AI with a wider range of strategies and tactics, providing a formidable opponent on land, sea and on the campaign map.
- One of the quirks of the old engine was that the diplomacy and military AI were two separate routines, developed separately by two different programmers. Those systems fought each other. The military side would say 'we need to invade' while the diplomatic side will say 'well, I just made a treaty with them.' Getting them to work together was difficult. It meant the behaviour wasn't always consistent.' Throwing out those systems should fix the quirks, while allowing for new game mechanics.

Campaign map:
- An all-new fully animated campaign map with all buildings and upgrades visible, upgrades are done by clicking on them on the Strategic Map.
- New improved systems for Trade, Diplomacy, Missions and Espionage in that Diplomats, Spies and Assassins will no longer be represented on the map.
- A refined and streamlined UI.
- Improved Advisors and tutorials.
- Queens are portrayed: According to Mike Brunton "But given that there's Queen Anne and Catherine the Great and Empress Marie-Therese, we'd be a bit remiss not to include proper queen-type queens, now wouldn't we?"
- New agents and diplomacy traits functions are also planned, but no details are known about that yet.
- Revolutions can happen, leading to the separation of countries. (As an example, a rebellion of the Scotts was given).
- Enhanced auto management.
- The big change for the fans is the reinvention of army movement. "It's fair to say that the campaign map in Rome and Medieval was divided into army-sized tiles, "Each tile could hold one army. In Empire, there's no tiling system. The player will never see any type of tiling artefact - it's entirely freeform. It's like taking the squares off the chessboard."
- Slavery appears, but it's not something you can actively get involved in.
- You will be able to build colonies. It will make a difference, whether you settle in the wilderness of the Americas, or whether you can use preexisting infrastructure in India.
- Each nation will still have a capital.
- You can change the form of government between: absolute monarchy, constitutional monarchy, and Republic. This will directly influence how you can deal with revolts and how fast you develop new technologies. Other factions will treat you according to your form of government.
- Taxes can be set seperately for Nobles, Burghers, and Peasants.
- The event movies will be in also, as there are already some screenshots from them too.

Land Battles:
- Maximum of twenty regiments (according to James Russell in PC Gameplay). (I'm sorry, but I have to say that I'm really dissapointed about this).
- Real time battles will pose new challenges with the addition of cannon and musket, challenging players to master new formations and tactics as a result of the increasing role of gunpowder within warfare.
- Capturing and occupying key buildings around the map. They will automatically take up defensive positions and fire out of windows/doors. You'll need to be careful however, because artillery can destroy buildings.
- Using cover, such as behind walls.
- Earth walls can be constructed, units entrenched and the battlefield is fully destructible.
- One can only besiege star shaped forts...
- Sound will be adjusted and improved so that the battlefields will become much more alive!

Artillery:
- Heavy artillery in the form of cannons, mortar and early rocket launchers, with bouncing cannonballs who bounce differently depending on the surface they hit slicing through drifting gunsmoke to tear up lines of infantry.
- Cannons will seize up and explode.
- Well-organized batteries of cannon.

Infantry:
- Bagpipes, drummers, flautists and trumpeters will fill the air with play out over the crack of musket fire, the boom of artillery and the thunderous charge of cavalry.
- Generals will bark out orders to their regiments as the player orchestrates the battle utilizing formations, unit abilities and drills.
- Formations: Line to mass their fire, Square to defend against cavalry charges or spread out in loose formation to minimize damage from cannon fire are all excellent tactics that the player will have to keep in mind.
- There will be a fire button. It's a sort of override tool so you can time your shot when you want to. And timing is critical. Let off muskets too early, and you won't do enough damage. Let off your muskets too late in the face of a cavalry charge, and you've got every chance of being crushed by a flying dead horse."
- There's more of an emphasis on fire in Empire, but that doesn't mean that shock isn't also a vital component of battle. (Most of your fire units will have a shock attack as well.)

General:
- Weapons will jam and misfire.
- The field of conflict will become strewn with the bodies of wounded and dying men, lacerated and dismembered by pike, bayonet and shot.
- Draw armies out of the cities, removing the dominance of sieges. That's being done by making region improvements - structures such as barracks, mines and palaces - exist outside of the city, vulnerable to attack. Generals can no longer afford to hide behind their city walls in the event of an invasion. They must sally forth and chase the aggressor away.

Sea Battles:
- 3D naval combat
- Intuitively command vast fleets or single ships
- After pummelling your enemy with cannon fire, close in to grapple their ship and prepare to board taking control of your men as they fight hand to hand on the decks.
- Once a ship is conquered by bordering it, you add it to your navy, but, this doesn't mean you can deploy it straight away, you'll have to return to a harbor, recruit a crue, repair damage to the ship before you're able to put it into service.
- Movement of ships is identical to the way land armies are moved, you have several harbors in which you can construct ships and these are then one at a time moved on the campaign map.
- Realistic sailing model. (Different wind conditions, different light conditions, different weather conditions).
Example: A gust of wind is caused by a whirlpool of wind moving vertically; they actually move quite slowly and cover quite large areas - you see it because it makes the surface of the water rough, and the rest shiny. It means you can build gameplay into entering and chasing gusts of wind, and using them to overtake an enemy fleet."
- Cannon and musket fire.
- Boarding actions.
- A full and very detailed damage model . The cannonballs can knock down masts, damage the sails , riggings and hulls and they'll kill individual men. That obviously affects the manouvrability of your ships.
- Full range of weather effects to influence battles. These will play out on stunning, ultra-realistic seascapes, as cannons and muskets blaze away, cutting through the smoke and fog to splinter, pierce and shatter hulls, sails and masts, laying waste to crew members and sending them to Davy Jones' Locker.
- Ship-specific formations and admiral traits.
- Each ship takes up a single unit space.
- Players can field fleets of up to 20 ships with each of about 100 men on board who will make sure there is utter chaos and explosions on board.
- Pirates are included.
- You'll have a variety of choices to make when engaging in naval combat. Your cannons can be directed to aim for the hull to sink an enemy, for the decks to clear the way for boarding action by your marines, or for the masts to reduce the enemy's speed and maneuverability.
- There will be various classes of vessel, which will essentially vary by maneuverability, speed, and firepower.
- Command your ships whether you want to aim at the sails or at the hull, or at the men on the decks. You can choose what ammunition to load (Three types).
- You'll see and feel it all: the wind in the sails, the choking atmosphere of the gun-deck as the crew frantically reload the cannons, the fights on deck... the man at the steering wheel, driving the boat. (we definatly need to read up on those nautical terms).
- Seablockades can be performed to cripple the economy of other nations.
- Screenshot: Sinking ship.(PC Gameplay).

Graphical:
- Brand new graphics engine and technology which will include:
- Seascapes rich with extraordinary water and weather effects that play a huge role in your eventual glorious success or ignominious defeat.
- New advanced landscape and flora systems, dynamic weather and new battle choreography and occupy-able and destructible battlefield buildings.
- New ballistics and physics model.

Gameplay:
- The game won't start full tilt with access to every single feature. Players will have the chance to wade around in the shallow end of the pool for a while before having to contend with all the options the game has to offer.
- Even when the other options start opening up, the team has reduced many of the management hassles that are present in the series. Recruiting big armies in Medieval II or in Rome require you to issue individual production orders in a number of different provinces. Empire will allow you to build large armies simply by recruiting units at your general. He'll then translate that request into production orders in nearby provinces.
- Similarly, players of previous Total War games have had to balance each of their provinces individually to maximize tax output and minimize unrest. Now, the game makes use of a more comprehensive tool to manage things across your entire empire.
- Given the time period, managing unrest is going to be a relatively important concern. As your society advances, your citizens will demand more and more freedom, which can definitely put a crimp in your own policies. You can choose to liberate them and become a modern enlightened state, or you could hold on to your power a little longer by crushing your people under an oppressive regime. Where previous games saw peoples aligned by religious affiliation, Empire will tend to focus more on this concept of political freedom as a component of happiness.

Multiplayer:
- A brand new multiplayer component will include player rankings, leagues and ladders and completely new gameplay modes.
Santana Claws
Interesting to see America as a playable "empire". The country was just born and didn't have much to compete in the international arena. This looks like it will be an interesting game, but I'll have to continue my German theme from CoH and play as the Prussians tongue.gif

I was thinking about buying Medieval Total War 2 and the expansion. Videos Elanzer showed me made the game seem pretty in depth.
Elanzer
In depth enough to put off the likes of Shifty and Guns from playing it more than once.
The_Sorrow
Hmm, I've always wondered what it would be like to play a game set in those times, I might get it when it comes out.
Elanzer
Fresh bumpage, new info from FAQs:

QUOTE
Q: War in the 18th century? Won’t troops just line up in front of each other and fire away?
A: Um, no. It’s a bit of a paradox that the “romanticized” idea of the warfare is one that can be interpreted as dull. Men did not line up in orderly queues to be shot while singing their national anthems (apart from anything else, there were no national anthems). Muskets are not modern assault rifles, and once you’d fired your gun you had to close with the enemy and use cold steel. There’s nothing tame about a battlefield of any era, and hand-to-hand fighting was still a major part of any engagement. The bayonet is invented during our period! Melee fighting was as vicious in the 18th century as it had ever been. Cavalry played an important role on the battlefield too, not only in some famous charges but as a vital harassing force, constantly menacing the enemy into formations which were vulnerable to artillery. Formation discipline was crucial to victory so players will have to learn and master these, making more intelligent use of formation and maneuver than before. Add to that the importance of finding cover from enemy fire plus the ability to occupy and defend buildings and you have an environment more diverse and tactically challenging than any previous Total War battlefield.


Q: Won’t the rampant expansion of European powers over less developed countries unbalance things in Empire? Won’t players be able to simply sweep aside native populations and establish colonies?
A: No, not necessarily. This is where the art of the game designer comes in, at least in our opinion. It’s our job to make sure that the game isn’t just a predictable rush for colonies. The question also ignores the number of wars that went on across Europe during the 18th Century as well.

There was “rampant” European expansion during the Empire period, but the European nations and their trading companies weren’t guaranteed to have things their own way at all. In India, for example, the Europeans fought against each other and used proxies in a series of vicious little wars that could have seen the Europeans driven out on several occasions. That they weren’t is more a tribute to cunning diplomacy, bribes, and the fact that some local princeling was always willing to cut a deal.

Interestingly, native populations weren’t always swept aside. At least part of the sense of grievance felt by the American Colonials towards the British government was fuelled by the agreements that London had struck with the native tribes to restrain their colonisation efforts. In India the Europeans were in no position to sweeo “the natives” aside. Instead, they mounted a “hostile takeover” and left the senior and middle management in place; the poor old peasants at the bottom of the heap probably never realised that they were now farming “colonial” land.


Q: Will the emergence of new governmental systems be reflected in the game? Will we be able to play as a monarchy or republic and will that affect the gameplay?
A: Revolution is a key theme of the era. In Empire there are three different potential forms of government. Players will have to decide how to contend with social changes as their society “progresses”. This is a really exciting area we’re currently developing at CA. Ruling a monarchy with an iron fist involves different challenges from governing a republic. The three government types have their own advantages and disadvantages and as pressure for reform grows, revolution and civil strife can occur, and players will have to deal with the consequences of that.


Q: Will religion play an important role in Empire: Total War?
A: It’s clear that the Enlightenment caused a few headaches for some of the clergy of the time. With that in mind, religious issues are still relevant in Empire, but less important than in Medieval II. The Pope won’t be dropping Lord Nelson a line asking him to retake the Holy Land, but religion does play a part in social order and diplomatic relations.


Q: How many factions will there be in the game? And will [insert name of home country here] be included?
A: These two related questions are two of the most popular, particularly the “Will my country…” bit. People also wondered how we end up with the faction list. Surprisingly, nationalism and irrational prejudice do not drive our choices. If they did, then Yorkshire, Dorking, the Kingdom of Bognor, Chicken Madras and the Democratic Workers’ Republic of Woking would automatically be factions. In every game.

Naturally, not all factions are equal. This has always been the case; it is far harder to win as the Western Romans, big though the faction is, than the Saxons in R:TW Barbarian Invasion. We tend to define factions as being potentially playable (or not), by their culture, whether they are major or minor, and whether they might be “emergent” when we look at the candidate list. We then look at getting a good mix in terms of culture, national unit and army lists, and gameplay potential.

We use “culture” as a way of collecting similar factions together and sharing resources: you’ll find Western European nations all share a lot of the same cultural baggage, so it make sense to have a common set of game resources for them. Sometimes this means we can sneak in extra factions because they are similar to something we have already done (hurrah!): it is relatively easy to add Mysore if the material for the Mughals and the Maharattas already exists.

The major/minor split is our take on whether a faction starts the game with more than one region (e.g. France = major; Hanover = minor). When we are considering who to include a minor faction is less likely to make the cut than a major one. Some potential factions end up as rebels early on because the nation in question simply did not go anywhere during Empire’s historical period. Often these were considered for full faction status before they were assigned to the rebel category: it is not sensible, for example, to do a full faction work up on the Republic of Genoa.

Emergent factions (these, you might remember, were in RTWBI) are those nations that did, or might, come into being during a game’s historical period, or could have come into being. The most obvious one in the Empire period is the United States of America. There are no guarantees that the USA will appear, but if there is a rebellion in the right sort of area, at the right sort of time and other factors are appropriate, then rather than seeing rebels, you will see the Continental Army marching off to war.


Q: Will ships gain experience and associated bonuses and, if so will, they be gained by ships sunk or men killed?
A: Ships crews will gain battle experience and this will have gameplay effects. We’ll talk more about this another time.


Q: How are the Physics of naval combat going to work - are there going to be factors to do with the wind/weather?
A: That’s cheeky, more than one question in a question? It’s a taste of the cat, for you! Not easy to answer in a short Q and A either. Where do I start?
In this game we are looking at trying to create the best and most realistic environment and sea battles you will have ever seen, running in real time, in a game. Golly.
Ships have buoyancy models that effect their motion through and across the waves. Get a big hole in your hull and you will sink. All ships have location modelling of hull damage too.
The wind itself is modelled using simplified physics acting upon the ships, the ships sails and the sea. Rain, fog and snow are also weather that will be present in battles.
The projectiles fired from cannon each have their path and velocity tracked individually and so will cause varying amounts of damage to anything (sails, masts, rigging, hull, decks and men) that block that path. Obviously a big first-rate ship of the line is going to be able to take a pounding; a sloop, on the other hand, is going to have to rely on keeping out of the way of the big guns.
As part of creating a realistic sea battle, the sea will be using statistically accurate waveforms found in seas in the real world. These waveforms are animated using a Fast Fourier Transform. The sea surface itself is rendered using the Fresnel equation to blend between reflection and refraction. This sea acts upon the ships that sail on them, causing them to roll and pitch. This roll and pitch then effects the accuracy of the gunnery. Have we baffled you with technical terms yet? Good.
Hope that answers your question.


Q: Will Pirates/Privateers play any roles in the game? Can we hire them to harass ports of call or go after enemy nations merchant ships to disrupt their trade?
A: Yes. They will raid your trade routes and on occasion attack ports that are poorly defended. If they think they can outgun an isolated naval vessel they will give it a go too. The player can raid the trade routes of enemy factions and also blockade enemy ports with their naval vessels during wartime.
Elanzer
I wish Santana would get back already, I need someone to discuss this with.
KingTut
I would discuss it but my last total war outing was rome (which I loved) so Im a bit out of the loop
Elanzer
This thread has everything you can possibly know about the game thus far.
KingTut
I need to update myself is what i really mean. It sounds friggin awesome. Have they made many changes to their engine? (missed out on Medieval 2) Or am i not reading throughly enough?
KingTut
Ignore everything past awesome in my previous post
Oversiege
I'l love to play with the united provinces ( the netherlands ) seeming we were a pretty powerfull little country around that time smile.gif
Downloaded
if I were to get the game... I would play the United Provinces as well. I'm half dutch donchano.
Elanzer
Just keeping the thread alive. New images of the added naval combat. Water and locational damage is looking good.

user posted image
user posted image
Crazy Asian
this game will raep my PC.
Santana Claws
Do you have the ability to ram, board ships, and have infantry skirmish on them? Are there sharpshooters in the crow's nests and stuff? Can you shoot Horatio Nelson?
Elanzer
See previous info and FAQ.

QUOTE
- After pummelling your enemy with cannon fire, close in to grapple their ship and prepare to board taking control of your men as they fight hand to hand on the decks.
Santana Claws
Nice... I forgot to go back and look over the faq... I remember it being frikken huge though.
Elanzer
Land battle screens:

user posted image
user posted image
user posted image
user posted image
user posted image
Santana Claws
Looks gorgeous.
KingTut
QUOTE(Crazy Asian256 @ Mar 27 2008, 10:08 PM)
this game will raep my PC.

Downloaded
...wow, that looks absolutely incredible.
Rifleman
It does?
Elanzer
Yes. Only bad thing is they're deployed in columns instead of lines, fools.
Downloaded
tsk tsk. how much does a desktop that can run a game like this on full everything with no trouble cost?
Elanzer
If they'd released specs they'd be in this thread, so no clue.

Mocap trailer:

http://www.gametrailers.com/player/34396.html
Elanzer
Bump. Some more nuggets of information I've picked up around the place:

QUOTE
- Infantry units will contain officers and other special roles, and advanced animations with their firing lines, first row kneeling, dragoons will be able to dismount/remount, etc.

- Colonial units gain special bonuses. For example, A British unit recruited in Britain may be superior in their native temperate environments, but will suffer in the jungles of India. However, units recruited from British colonies in India will be well suited to them and gain advantages over opponents that are not acclimatised.

- It is still up in the air how far the world map/game area will span. The only solid information is that it will not go much further east than India. It seems Brits will be unable to seize their rightful colony of Hong Kong sad.gif The biggest question now though is if it will stretch south all the way around Africa to allow Europeans 'normal' access to the East, or have a cut-off at the equator and an automatic traversal around Africa costing a few turns.

The map is assumed/hoped to appear along the lines of this:

user posted image
Elanzer
New land battle screen. Yes bayonets are missing, it's because they're not in the game yet, but they will be.

user posted image
Downloaded
they've all got slightly different faces!
Elanzer
They had that in Medieval 2, naturally it would be in Empire. CoH has it as well.
Scud.NOR
Literally just discovered this thread: INSTANT HARD ON! happy.gif

When is this baby coming to the stores?
Elanzer
Early 09 sad.gif
Oversiege
thaaaaaaaats way to long to wait sad.gif
Elanzer
That's because it'll be a great game.
Oversiege
I have no doubt that it wont be a great game. It's just that I already played medievel 2 total war for a lot of times. And I just like the industrial revolution as a whole smile.gif
Elanzer
New trailer. Cinematic, but shows the gist of the game.

http://www.gametrailers.com/player/36102.html
Downloaded
brilliant trailer!
Elanzer
Boxart unveiled. Apparently there's also an American version floating around somewhere with different flags.

user posted image
KingTut
first post on this page. The foreground image is the same but the flags in the backgrounds change.

http://shoguntotalwar.yuku.com/topic/36021...variations.html
Elanzer
Interesting, thought there was only two. Seen different boxart for different regions before but never one for each country.
WolfXI
lolfrench.

moar like user posted image
Elanzer
Tell that to Napoleon.
WolfXI
i dont want to talk to a rotting corpse. :<
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