“Death is nothing, but to live defeated and inglorious is to die daily.” - Napoleon Bonaparte
We are proud to present to you The Rights of Man II for Napoleon: Total War. Building on the experience in making The Rights of Man mod for ETW and the valuable feedback from players, The Rights of Man II is designed to bring a more authentic feel to the battle and campaign mechanics, both for single player and multiplayer.
Mod architecture and philosophy
To create a slower paced, more challenging game; preserve the general gameplay and look-and-feel of the original (i.e. no extended campaign, new regions, new factions etc); and strive to reflect authentic 19th century tactics on the battlefield.
With the advent of MP campaigns, it will be impossible to keep offline and online gameplay separated. Unit stats etc will be balanced for MP as much as possible, but SP gets precedence.
Due to extensive changes to the campaign files, it is mandatory that you start a new campaign when switching from vanilla ETW. For the moment, TROM2 is designed to work with the Grand Campaigns (France and Coalition) only. Later releases may include more changes to the other campaigns. This mod has been optimised for Hard (campaign) and Hard (battles) difficulty settings.
Main features
No changes without historical rationale, gameplay balance, and consideration for AI decision making.
Detailed AOR system that allows for a multinational army composition with representative and unique line troops from many different regions. There are many new units recruitable, each balanced for gameplay. Additionally, many changes have been made to unit statistics and recruitability to improve historical realism and balance.
Changes to battle dynamics: movement speed, projectile ballistics, lethality, fatigue and morale to more closely match historical accounts and doctrine, while maintaining game balance and playability.
Changes to naval battles: longer, and weapon differeniated, range for cannon, and slower and more deliberate ship handling.
Changes to campaign dynamics: significantly reworked aspects of the happiness, research, income, building benefits, campaign income, governments and more. Balancing progress, happiness and industrialization will be much more challenging, and the better balanced buildings will help the CAI.
Addition of carefully selected new units
Dozens of other small improvements to improve gameplay, including corrections to text descriptions: no more "Voltiguers" or "Lonian Sea"!
Featured third party content
These third party modifications enhance the look and feel of the game. They are included in the trom2_extras.pack, which is installed together with the core TROM2 files. If you wish to disable the extras, use LtChambers' ModManager for NTW utility which can be found at http://www.twcenter.net/forums/showthread.php?t=344757
Alternative minimap icons (Being Earnest)
Complete removal of tracers (Ftmch)
Bicorne Hat fix for French Fusiliers in Italian Campaign (Oby)
No Camera Shake (Moopere)
Blood effects (Mech_Donald)
No leaves, seeds and pollen (Zaitochisan)
No Dust (Radious)
Brightworks (Reiksmarshal)
Weapon Sound Effects (Radious)
Additional units (Bar07)
All Battle Maps (Baron von Beer)
Battle Mechanics
The TROM2 battle mechanics are designed to give a more authentic feel to the battles. Movement speeds and casualty rates have been reduced, which results in slower paced action and places more emphasis on manoeuvring. Some NTW features have been removed because they were either unhistorical (grenades) or they were an impedient to the AI (gabionades).
Working with the valuable feedback from the MP community, the TROM2 battle mechanics have been carefully balanced with the complexity of human-vs-human encounters in mind.
Land combat:
Accuracy of all weapons greatly reduced
Movement speed reduced to around 60-70%
Loading times of artillery and small arms increased
Weapon effectiveness reduced
Projectile ranges increased
The AI will use Light Infantry in their main attack line instead of wasting them on the flanks
Units will fatigue much quicker in combat (shooting/melee) and will recover slower from fatigue (known bug: artillery is unaffected)
Artillery easier to destroy
All regular infantry units use volley fire (up to 3 ranks can fire)
Fire and advance removed
Gabionades removed (this helps the AI when defending: it will no longer abandon its guns while repositioning)
Ammo load changed to 16 for Line/Grenadiers/Elite, 24 for Light Infantry and 36 for Skirmishers/Irregular infantry
Skirmishers/Irregulars have full hiding abilities (but not while moving/firing), other units are more restricted
Light Infantry can form squares
Stakes removed
Grenades removed
Naval combat: Work in this area is still in progress...
Naval projectiles ranges significantly increased. The overall range for accurate engagement is now significantly larger, and now reflects historical accounts and is better balanced with the very large size of the maps. At shorter ranges, naval projectiles do a little more damage than in the original game.
All ship speeds reduced by about 15%: realistically, they should be even less but we feel that reducing them further would degrade the overall pace of the game
Morale: ships are more likely to surrender before they sink; effect of raking attacks significantly increased
Campaign Mechanics
Main features (the list is not exhaustive):
Reduced research points of all research buildings by 20%
Adjusted the unit roster so that all units are now available with level 3 buildings. This will result in more capable AI armies throughout the campaign.
A set of basic units (Dragoons, Line Infantry and 6-lber Foot Artillery) is available from all building lines to allow smaller nations to recruit better armies
Increased build times for all land units by +1
Agent spawn rate halved
New technologies: McAdamized roads and Artillery live fire exercises
Reduced AI desire to raid
Increased AI desire to help allies
Reduced AI tendency to recruit artillery
Reduced AI desire to blockade ports; aggressiveness of AI fleets increased
Increased unit recruitment and upkeep costs for the player on H/VH (20%/30%)
Increased policing costs for the player on H/VH
Reduced repression bonus for the player on H/VH
AI units suffer much less attrition (the AI can't handle attrition), while the attrition for the player has been increased up to 30% on VH (take care!)
AOR recruitment system
Goals
Our chief aim is to represent the multinational character of 19th century armies, making the battles more colourful by giving these units their own uniform.
Make existing foreign units available for recruitment when a nation conquers another nation’s capital.
Create new units that can only be recruited in a particular region.
How it works When for example you play as France and capture the territory of the Netherlands, you will be able to recruit a limited number of Dutch Line Infantry (provided you have the required building for line infantry). This unit will have its own distinctive uniform and unit card, so that you’ll be able to recognise it on the battlefield. Now your infantry will not all be wearing the same uniforms, but you’ll also see guys in red, green, blue, or whatever!
Spoiler Alert, click show to read:
Uniforms/Unit cards Every foreign unit you recruit will have its own distinctive uniform and unit card, so you can recognise it easily on the battlefield as well as on the campaign map. These units use the game's default models and textures so that they blend in nicely with the rest.
Walloon, Saxon and Piedmontese Line Infantry in Austrian service
Hanoverians in British service
National Regiments/Provisional Regiments "National" Regiments: these regiments are only recruitable in a nation's home regions. "Provisional" Regiment (or Régiment Étranger): this is a generic infantry unit that is recruitable in provinces where no "national" regiments are available. These units are generally cheaper, but have lower morale. In German and Italian territories, these units appear as generic "German" or "Italian" Infantry. Provisional regiments use a different model and texture, so that it is easy to distinguish them. Typically, you will also be able to recognise them by the fact that they are wearing their full equipment.