Part II, in which we fight overland and oversea
Naval battles aren't that much different from Empire's. Of course the graphical effects are improved here too, and we have a couple of new ship types to play with.
Saying that I never really got on with the naval combat in Empire, so there may be some more subtle alterations I've not noticed. The main addition is a repair order you can issue ships, which causes them to stop whatever they're doing and start repairing themselves. Although again, it's more tempting to let them burn
Campaign wise I'm about half way through Italy, having played the tutorial already mainly for the lulz. Again, the graphics are moved up a notch.
I think the biggest change for Empire vets is going to be the logistics and attrition. Leaving your army out in the field during a cold winter or in the middle of a desert summer (turns are two weeks this time around) will see men desert, die or generally get lost. Elite units are thankfully immune, as are those who are naturally acclimatised to the conditions.
On the up side, you no longer need to replenish casualties (though since you can't, it could also be a downside). You have a supply line back to your capitals which, provided there's fresh recruits available, will automatically replenish missing troopers. A new town type, the supply depot, increases the rate this happens. Generals are slightly different this time around; rather than recruiting a generic general from the ranks when you opt to recruit a general you can choose from a pool of historical figures, each one priced according to his traits and abilities.
Building wise farms, mines etc are a staple. There's a couple of new buildings such as the market town. It's now more clear precisely how given buildings influence your economy, which isn't necessarily a bad thing. The other major addition is the ability to switch building types. If you decide for example your dockyard would be more useful as a trading port then you can use this to convert it. It still costs gold and takes time to switch, but you get a nice discount for the trouble.
A few minor changes too. Demanding surrender is now more logical, with you being told whether the troops are willing to surrender or not (usually after taking losses they seem happy too). You do get the loot option when siezing a settlement, but since this all but razes it to the ground and pisses off the population it's not necessarily that useful. Research is still in, though I've yet to explore the tech tree.
Diplomacy is a tricky one. Yes, you get more options. Problem is, if you're playing one of Napoleon's campaigns the diplomatic stances seem set, and switch according to scripted events. This is likely to be different in the "grand campaign" game, but I've not got to it yet. Seems a shame to revamp and improve the feature and then not make much use of it.
Thus far the campaign isn't that large a step from Empire, however there are numerous subtle changes which do improve the game somewhat. It would probably be remiss of me not to mention the much expanded historical battle selection too. Most of Napoleon's defining moments are covered, although this time they're locked until you win the preceding battle, making them almost a mini-campaign in themselves. Given the scarcity of these in Empire it's much appreciated.
Tiberius Decimus Maximus said:
So does it have a uniform editor?
Not that I can see, although rumour has it it'll come in a patch. To be honest it's not really needed; you can tell your troops apart by the style of their sideburns.