
Expect to see enemy shipping sagely switching from blockades to bombardments, and dashing off to help with troop transportation when the need arises. Lead campaign designer Janos Gaspar described how computer-controlled admirals now have a much more sophisticated understanding of geography and, thanks to a new taskforce system, are much better at setting up fleets and dealing with several tasks simultaneously. Improvements in naval nous sound even more substantial. Artificial opponents have had special lessons in Not Acting Like Pillocks When Faced With Gatling Guns, so hopefully, we shouldn't see too many Last Samurai style frontal assaults. The increased reach and lethality of line units means that tactics that produced victories in Shogun 2 may well produce valedictions in Fall of the Samurai.Ĭhatting to James Russell (lead designer) and Jamie Ferguson (lead battle designer) about the re-education of the tacAI, the pair talked of the work that has gone into honing its threat awareness, (specifically in relation to fields of fire), decisiveness, and use of such manoeuvres as flanking and – gulp – double envelopment.



The shooting irons used by Ruritanian wonders like White Bear Infantry, Royal Marines and Kiheitai riflemen fire further and faster, and are far more likely to hit what they're aimed at than the fusty muskets of Empire and Napoleon: Total War. By the time of Realm Divide, it's likely your troops will be doing most of their slaying with fancy Westerndesigned rifles and artillery pieces, rather than cold steel and arrows.
