Empire Total War Regions
Capture and hold 25 regions by the end of the year 1799, including the regions shown. Dutch Guyana, Flanders, Bijapur, Ceylon, Curaçao, French Guyana, Mysore, Hindustan, New York, New Andalusia, Netherlands, Goa, Carnatica
empire total war regions
You get this quote from time to time on the loading screen of E:TW, and it pretty much sums the philosophy of E:TW. The Total War series has always been about battles and building up empires. However, to recruit armies and maintain your empire you need money.
Income sources in E:TW are comprised of Taxes, Trade, King's Purse, Protectorate tribute, from treaties with other nations and raiding. This income will be spent to develop your empire, recruit new armies and fleets, maintaining your troops and keeping your population under control.
In Empire: Total War we saw the introduction of regions with towns outside the city for the first time in a Total War game. Each region has a capital, and whatever nation controls the capital will control the region and benefit from its income. Outside the capital you have towns, farms, mines, plantations, ports and road infrastructure. The level of each of these structures will affect how much money it will contribute.
Each region has a certain income as explained earlier, but in the game you don't get the whole income generated by your regions. In reality, what you get is a percentage of this income in the form of taxes.
Each region has a capital, and every capital has a government building. You will notice in the description of the government building that each tier or level will give you a certain modifier for taxation. This value is a multiple of three: 3%, 6%, 9%, 12% and 15%. In most regions you can have a government building that offers you up to 9%, and only nations' capitals will be able to construct the last two tiers that offer 12% and 15%. Military government buildings can offer a maximum of 3% tax rate modifier.
As your empire expand, so will the expenses for maintaining and managing your empire will increase. When your empire is under four regions including your capital region, your administration costs will be zero. Once you expand beyond this number, your tax rate will decrease with each newly conquered region to reflect the extra costs that will go into hiring bureaucrats to gather your taxes.
In earlier Total War titles, the amount of taxes you made was proportional to the population you have in your regions. In Empire, that is no longer the case; simply tax depends on a region's income. However, if a region's income is constant, while your empire's size increases and number of armies and fleets necessary to maintain it rises, you will get bankrupt quite quickly.
In the region's window, you get the total value of wealth of a region in the total income row, and as you can see, wealth is an actual amount that you benefit from through taxes. Wealth is the most important factor in your economy in Empire Total War after trade, and can be even more important if you don't have trade-centered economy. In mid-late game, Wealth can be contributing to over 50% of your regions' income and giving you a comfortable treasury to work with.
Let's cover the basics of trade lanes. When you have a trade treaty with an AI nation, a trade lane will join your capitals together. If there is a direct land route from your capital to your trade partner's capital and all the regions in between are controlled by either one of you, then trade will be conducted overland.
The number of naval trade lanes that a nation has depends on two factors: How many ports you have in your capital region or in the regions that are connected to your capital, and the level of each port.
For example, in Paris, you have multiple ports from the get-go at year 1700. Having two tier-1 commercial ports in Paris will give you a total of 4 trade lanes. If you expand to the west and invade Amsterdam, you will notice that the number of trade routes available to you has not changed. The simple reason for this is that there is not direct land lane between Amsterdam and Paris. If you add Flanders to your possessions you will see that you get 3 extra sea trade lanes. That's because now you have a direct land route between Paris and Amsterdam, and the trade port in that region is a tier-2 port which offers 3 extra sea trade lanes.
Another aspect of importing resources to your capital that should be checked on is the capacity of your commercial ports. There are 4 tiers of commercial ports, and each tier will offer more capacity for transport. So if you have two or three regions producing resources and they share a single first tier commercial port, in most probability most of your resources are not being delivered to you capital. To check if a region's resources are being imported, open the region's panel and check the total income row. If a resource is not being transported entirely, its icon will be shadowed.
Let's cover blockades first. Any hostile navy can blockade a port, which results in a total loss of transport of goods that you might have had coming in or out of that port. That means a total loss of trade resources if it is a colony, and total loss of global trade with trade partners if it is the port connected to your capital. Blockades must be dealt with immediately because you will be losing a lot of money that you cannot afford. In the trade panel, you'll see the whole trade lane in red with an "x" sign over the icon.
In empire, you have 8 tradable goods: Fur, Ivory, Spices, Cotton, Sugar, Tea, Coffee and Tobacco. All of these can be acquired by either controlling regions that produce them or by having trade fleets occupy trade nodes that generate them for you.
Plantations affect your economy in two forms. In the regions where you have plantations, you will notice that the amount of resources you are exporting to your capital is actually added to the region taxable income, meaning that you make some taxes out of the resources. The second effect is the trade resource itself which will enter into your global trade income.
Each tier of plantation will offer you greater amounts of the same resource which should increase your total trade income. But always keep an eye on commodity prices to make sure that no market oversaturation may occur. Another thing to keep an eye on is the commercial ports' capacity and that all of your resources are being transported to your capital as discussed earlier.
Industrial structures, schools, cultural buildings and port are all constructed in towns and ports that grow out of villages. Most regions have underdeveloped villages that grow according to the available farming and fishing facilities and technologies implemented. You have to encourage this growth in order to benefit from building structures you need to develop your nation economically and culturally. Taxation Policy for lower classes affects population and town growth negatively, so you have to keep balanced taxation policies to allow towns to grow.
In Empire, Industry takes an important role in increasing your regions' income. You have three types of industrial buildings: Metal Works, Weavers and Pottery. The last type of industrial structure is available in a very limited number of places (Palestine). In most towns, you will be given an option to build either a Metal Works or a Weaving factory.
Farming increases population growth and contribute to the taxable income of a region. Each level of farming facilities you construct will give a higher boost to population growth and will give higher income in your regions. One important effect of population growth is that it prompts villages' growth into towns and ports that you build into industrial, commercial and cultural centers.
Roads connect regions together, and connect towns and ports with the capital of the region. Roads increase the movement speed of armies and agents when used. They also increase the wealth generated in the region. The last level of Roads will also contribute to your nation's prestige rating.
Tech Tree was introduced in Empire for the first time in the Total War series. The tech tree is categorized into three trees: Military, Industry and Enlightenment. Each of those trees is split into several branches. You will have to balance your research efforts between the three trees so that you can have a powerful empire. Having multiple universities will help you diversify your research and to beat the AI to some techs which will increase your Prestige Rating.
Enlightenment Techs also will increase clamor for reform in regions where you have schools, so don't try to research them faster than you can pacify your populace. Clamor for Reform does not affect regions where you don't have a university.
The remaining ministers affect your economy through the discounts they offer your nation. The Justice minister will give you discount to town watch costs in your entire empire, which can amount to much if you are having troubles with your population. The Army minister will offer discounts on both land army recruitment costs and upkeep costs. The navy minister will offer discounts on both navy recruitment costs and upkeep costs.
If the populaces in your empire are discontent with your government and the life style you are enforcing on them, you will have to be a benevolent tyrant and repress them until you can deal with their malcontents. During this time, any regions with a non-positive happiness (a yellow or red background for the class portrait) will require the recruitment of some invisible troops as Town Watch. The amount of repression you can get out of Town Watch depends your Justice Minister.
The first visible effect of Bankruptcy is army desertion. The average soldier joins your army for the pay, and if you cannot pay him he will walk away and go back to get a job as a farmer or laborer. This alone can cause you to lose battles and regions that you would've won without suffering Bankruptcy. The other effect is that you lose experienced regiments as retraining units will replenish lost soldiers with fresh ones, reducing the overall experience of the regiments.