Total War: EMPIRE - Definitive Edition

Total War: EMPIRE - Definitive Edition

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Campaign Guide: Great Britain
By Empire_TW
An in-depth campaign guide for Great Britain.
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Introduction: Great Britain


This is an in-depth guide for Great Britain. This guide will include unique units and buildings and where to build them, starting position info, recommendations for first targets, tips for research, tips on how to use your agents best, and more.

NOTE: This guide will be taking units added by DLC into consideration.
Starting Information and Victory Conditions


Starting Year:
1700

Starting Regions:
England - London (Capital)
Bahamas - Nassau
Ireland - Dublin
Jamaica - Port Royal
Rupert's Land - Moose Factory
Scotland - Edinburgh

Starting Government:
Constitutional Monarchy

Religion:
Protestantism

Starting Funds:
7500

Amount of Starting Generals:
3

Amount of Starting Admirals:
3

Amount of Starting Gentlemen:
1

Amount of Starting Rakes:
1

Amount of Starting Missionaries:
1

Victory Conditions:
Capture and hold 35 regions by the end of the year 1799, including the regions shown:
Gibraltar (Owned by Spain)
Scotland (Already Owned)
Hindustan (Owned by the Mughal Empire)
Egypt (Owned by the Ottoman Empire)
Georgia (Owned by the Cherokee Nations)
Leeward Islands (Owned by Pirates)
Ireland (Already Owned)
Florida (Owned by Spain)
Malta (Owned by the Knights of Saint John)
Bengal (Owned by the Mughal Empire)
Bijapur (Owned by the Maratha Confederacy)
England (Already owned, it is the British Capital)
New France (Owned by France)
Faction Strengths and Weaknesses


Map Position/Starting Stance Strengths: Great Britain benefits from being an island that the AI will never invade, you also don't need to deal with enemy agents operating on your homeland. Britain in the Americas also has a good military recruiting building in Jamaica as well as having good unit options in Rupert's Land. Britain also starts as a Constitutional Monarchy so early industrializing is easy.

Map Position/Starting Stance Weaknesses: While the AI may never invade you, they will happily blockade your ports and given that your first large amount of spending will be to protect your colonies it might be awhile before you can guard all your ports properly. As previously mentioned your first priority will be defending your colonies, the Iroquois Confederacy will declare war on the 13 colonies on the first turn and you will need to protect them.


Military Strengths: Great Britain has a solid military, great line infantry, many unique units to recruit and most British ships have +15 to reloading skill and increased hull strength when compared with other factions' ships of the same category.

Military Weaknesses: A lot of Britain's great units come late and are expensive, other than that there really isn't much weaknesses in Great Britain's military. One thing of note is that they lack light cavalry and lancer units aside from colonial and East India Company light cavalry/lancers and light dragoons.
Unit Roster
The previous section covered the strengths of the British army and navy this section will simply list the full roster of units available to them.

Elite Infantry:
Blackwatch
Coldstream Guards
Guards
Republican Guards (requires government change to republic)

Line Infantry:
Line Infantry
Hessian Line Infantry
33rd Foot
King's Royal Regiment of New York

Grenadiers:
Grenadiers
Hessian Grenadiers
Royal Welsh Fusiliers

Light Infantry/Skirmishers/Irregulars:
Chasseurs Britanniques
Ferguson Riflemen
Green Jackets
Light Infantry
Roger's Rangers
Fraser's Rangers
Rangers

Militia:
Militia
Conscripts (requires government change to Republic)

Melee Infantry:
Pikemen

Cavalry:
Regiment of Horse
Yeomanry

Dragoons:
Dragoons
Light Dragoons
Tarleton's Light Dragoons
Brunswicker Dragoons

Lancers:
East India Company Lancers

Heavy Cavalry:
Heavy Cavalry
Horse Guards
Life Guards

General:
General's Bodyguard

Fixed Artillery:
Sakers
Demi Cannons
Mortars
Rocket Troop

Foot Artillery:
12-lber Foot Artillery
24-lber Foot Artillery
12-lber Howitzers
24-lber Howitzers
Puckle Guns

Horse Artillery:
3-lber Horse Artillery
6-lber Horse Artillery

Local/Colonial Units:
Colonial Light Infantry (Requires territory in the Americas, India, Middle East, and North Africa with military buildings)
Colonial Line Infantry (Requires territory in the Americas, India, Middle East, and North Africa with military buildings)
Colonial Militia
Colonial Light Cavalry (Requires territory in the Americas, India, Middle East, and North Africa with military buildings)
Colonial Dragoons (Requires territory in the Americas, India, Middle East, and North Africa with military buildings)
Company Infantry (Requires territory in India with military buildings)
Company Cavalry (Requires territory in India with military buildings)
Native Indian Cavalry (Requires territory in India with military buildings)
Native African Infantry (Requires territory in North Africa with military buildings)
Pandours (Requires territory in the Balkans)
Ghoorkas (Requires the Kashmir territory)
Dahomey Amazons (Requires territory in North Africa with military buildings)
Native Musketmen Auxiliary (Requires territory in the Americas)
Native Warrior Auxiliary (Requires territory in the Americas)
Native Bowmen Auxiliary (Requires territory in the Americas)
Mounted Tribal Auxiliary (Requires territory in the Americas)

Naval Warships:
Bomb Ketch
Brig
Sloop
Galley (requires territory in the Baltic Sea or the Mediterranean Sea)
Light Galley (requires territory in the Baltic Sea or the Mediterranean Sea)
Carronade Frigate
HMS Victory
Razee
Rocket Ship
Sixth Rate
Fifth Rate (along with an Admiral's flagship variant)
Forth Rate
Third Rate (along with an Admiral's flagship variant)
Second Rate
First Rate (along with an Admiral's flagship variant)
Heavy First Rate
Steamship

Merchant Ships:
Indiaman
Unique Units/Buildings and Where to Build Them
Great Britain like every other major faction has two unique buildings along with a wide variety of unique units for it's army, this section will detail the effects of these unique assets and where to build them.

Somerset House
Built in your national capital (which should be London)
Category: Government
Level: 6
Turns to build: 8
Building cost: 10000
Effects:
+1 Happiness (lower classes)
+1 Happiness (nobility classes)
+5 repression in the region
+10% tax bonus to region tax income
Recruitment capacity (units in training):3
Enhances National Prestige
Recruits basic infantry and cavalry

The British Museum
Built in your nation's Capital (which should be London
Category: Culture
Level: 4
Turns to Build: 8
Building Cost: 10000
Effects:
+5 Happiness (Middle Classes)
+5 Happiness (Nobility)
Enhances National Prestige

Unique Units:
I mentioned Britain's entire unit roster in a previous section but here I will explain where to build the more unique/DLC American units and any technology that is required to build them.
Note: Some of the buildings required to build some of these units do have technology requirements.

Company of Select Marksmen Fraser's Rangers

Technology Requirements: None
Building Requirements: Military Governor's Barracks in Upper Canada

Roger's Rangers

Technology Requirements: None
Building Requirements: Barracks or Military Governor's Barracks in North America

Chasseurs Britanniques

Technology Requirements: Light Infantry Doctrine
Building Requirements: Army Encampment in England

Green Jackets

Technology Requirements: Machine Rifling
Building Requirements: Army Board

Ferguson Riflemen

Technology Requirements: Screw Breach
Building Requirements: Army Staff College

Hessian Grenadiers

Technology Requirements: Improved Grenades
Building Requirements: Drill School or Military Governor's Barracks in North America

Royal Welch Fusiliers

Technology Requirements: Cadenced Marching
Building Requirements: Drill School in England

King's Royal Regiment of New York

Technology Requirements: None
Building Requirements: Military Governor's Barracks in Upper Canada

33rd Foot

Technology Requirements: None
Building Requirements: Barracks in England

Coldstream Guards

Technology Requirements: None
Building Requirements: Army Board in Scotland

Blackwatch

Technology Requirements: None
Building Requirements: Army Board in Scotland

East India Company Lancers

Technology Requirements: None
Building Requirements: Drill School anywhere in India

Brunswicker Dragoons

Technology Requirements: Carbines
Building Requirements: Barracks in England

Tarleton's Light Dragoons
Technology Requirements: Shortened Carbines
Building Requirements: Military Governor's Barracks in New York

Horse Guards

Technology Requirements: None
Building Requirements: Army Staff College in England

HMS Victory

Technology Requirements: None
Building Requirements: Steam Drydock in England
Opening Moves

In this Section I will be going over what are think the best first moves while playing as the Great Britain. Including first targets, research, agent priorities, and diplomacy moves.

Government

Great Britain starts out as a Constitutional Monarchy which is regarded as the best government type in the game, changing governments is not recommended.

Diplomacy

Gaining trade agreements is your main priority in diplomacy, second is selling off any technologies you have. What you can get varies from nation to nation but ask for 1,000 as a starting point.

Research

The first technology I recommend getting is canister shot, it will give smaller armies an edge, especially in India and the Americas.

Agents
For Agents, send gentlemen into your research center in Cambridge, if you get anymore and they don't increase research then send them to the mainland to steal techs from other nations. As for Rakes you get one, you will have to move him to the mainland where he is best used as a spy. Missionaries you get in the Americas should be sent to convert the whole theater, since the population is much lower than Europe a single missionary will easily be able to convert most settlements by themselves thus making building a religious building not necessary. Any missionaries you get in Europe should be sent to Ireland and eventually Scotland, after that North Africa as those regions will have a lot of religious unrest if you conquer them.

Army
Now the first thing you are gonna do in Europe is send all troops in Britain and Ireland except for John Churchill on a 5th rate and send them to India, you have multiple victory conditions in India and it is best to get started there early.

Mysore is your first target, once you conquer this region it will be your launching point for taking the rest of the sub continent.

As for the Americas you will need to start recruiting here right away, in Jamaica and Rupert's Land Specifically

The 13 Colonies will be declared war on by the Iroquois Confederacy right on the first turn and you will need to rally a force to deal with them. You will have a fleet off the coast of Georgia, recruit as many troops in the Caribbean and sail to pick them up, they will be heading for New York which will be taken by the Iroquois.

Navies
In Europe one of your 5th Rates should be transporting your army to India, for the rest of your European Navy keep them stationed in your ports, you should start constructing all the indiamen you can to secure trade in the trade theaters. Only build one 5th rate per trade theater though, heavily expanding your navy in the Warship department will hinder your economy and you need the funds the most for expanding land armies in India and the Americas. As for your navies in the Americas, as said earlier you want to use one fleet to transport an army to New York, your other fleets should be used to take out the pirate fleets, once those are sunk you will want to blockade the Pirate ports so they can't build any more ships.

Second Move and Your Victory Conditions
On turn two you will receive your mission to annex the 13 Colonies

Once the Iroquois threat to the 13 Colonies has been solved this should be your biggest goal in the Americas, you will also want to get rid of the Pirates

Once you get some more money coming in you will want to recruit an additional army in the Caribbean to take the Pirate Islands.

In Europe once you start making money from all the trade theaters you will want to start building a handful of 4th rates so you can properly defend your ports along with building a medium sized army, their target being Malta.

Malta is a victory condition and will make a good launching point for when you invade North Africa, establishing a force in North Africa will make fighting the Ottomans for Egypt (another one of your victory conditions) significantly easier.

As for India, once you established yourself in Mysore, the Maratha Confederacy should offer you an alliance, decline this, they will also declare war on you. Why you might ask?, you don't want to be helping the Marathas, they are your rival and their capital is one of your victory conditions. They might send forces to attack you in Mysore but Mysore has fort defenses and can recruit many troops so holding out should be easy, eventually you will start advancing on their territory. Ally with the Mughal Empire if you want, eventually you will get going after them too but they aren't too angry at you at the start and them winning the conflict with the Maratha Confederacy is better as the Mughal Empire is a weaker nation and will be easier to fight in the future as opposed to the Marathas.

Eventually you will have conquered all of India and will expand in the middle east to link your India colonies with your North Africa ones like this

Victory and Beyond

Once you have all of your Victory Conditions met you should be in total control of the Americas and India, India and your North Africa Colonies being linked. This should make your borders extremely easy to defend. If you wish to expand more into Europe and conquer the whole world it should be easy, though you can easily just sit back and defend your territory until the game ends. Be sure to station armies on those borders though, as anyone can declare war on you as you wait for the game to end.
Conclusion

Thanks for reading, feedback and comments would be greatly appreciate. Leave any questions as well and I'll be happy to answer them.

I plan on writing guides for all the other nations too once I get playthroughs of them done (I'm playing this game after a long time and am playing all the nations again) The other factions that are done is the USA, France, Austria, and United Provinces here is the links:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1735435353
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2184430847
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2410842538
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2425180365
I also have a Multiplayer guide too, the link for that one:
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=624134097
3 Comments
Xythe 6 Jun, 2022 @ 8:13pm 
On Hard, the Indians bum rushed Rupert's Land with a half stack and took it. I ended up focusing a lot on the US at the expense of an India campaign. Was going okay until the save file got corrupted...

Now to try again with some of your pointers. :)
sarrapis 19 Nov, 2021 @ 4:08am 
Thanks very useful
fazinator_ 25 Sep, 2021 @ 6:20am 
nice