Video
Empire Total War: Naval Battle Training...
Study Empire Total War: Naval Battle Training..., a Dr. Alex Clarke video from 5 Apr 2023, with 16 time notes. Topics include Age Of Sail, Fleet Command, Line Of Battle.
Time notes
- 2:19Building an Age-of-Sail battle fleetChapter
The custom battle pairs an opposing fleet built around third rates with a British mix of second, third, fourth, and fifth rates, illustrating how ratings shape fleet composition.
- 8:12Wind and formation before contactNotable Point
The French line sails crosswind and nearly into the wind, while its leading second rate is likely to enter range before the rest of the formation.
- 12:52Why smaller ships avoided the battle lineNotable Point
A chase could force a sixth rate to face the only enemy available, but fifth and sixth rates normally kept clear of third rates in a fleet action.
- 14:02Breaking the line to concentrate forceNotable Point
The aim is to cut into the rear of an enemy line and overwhelm a portion of it with more ships than it can answer.
- 14:54When a smaller rate attacks a heavier shipNotable Point
A smaller warship could force an unequal engagement by attacking, but the heavier rate's weight and volume of fire made that choice exceptionally dangerous.
- 17:09Cohesion after the battle line breaks upNotable Point
Once a line of battle disintegrates, a coherent group of ships can matter more than the original formation plan.
- 18:25Delegating control in a simulated fleet actionNotable Point
The player cannot micromanage every ship, so weak artificial intelligence turns fleet coordination into a problem distinct from sailing one vessel well.
- 23:29Visual detail is not the same as historical accuracyNotable Point
Convincing ship models encourage historical expectations, although the sailors' and marines' uniforms and the underlying game behavior do not necessarily match the period.
- 29:41When a naval simulation stops behaving historicallyChapter
The training battle prompts a distinction between historically plausible ship handling and the incentives created by a game's own systems.
- 31:22Disabling masts to isolate enemy shipsNotable Point
Damaging an enemy fleet's masts offers a way to reduce mobility and create opportunities to defeat ships separately.
- 36:08One ship is not the same as a fleetNotable Point
A one-on-one duel lets the player focus on one hull, while fleet combat exposes the harder problem of coordinating multiple ships.
- 37:42Using wind and tacking in a sailing duelNotable Point
A one-ship duel makes the effects of wind, turning room, tacking, and bow-chaser fire easier to see than the earlier fleet melee.
- 40:01Broadside arcs and the limits of the game modelNotable Point
The duel highlights the historical desire to fight on a ship's engaged side, while the simulation allows fire from both sides more freely than a crewed vessel could.
- 40:30Pre-Trafalgar ship construction under fireNotable Point
A punishing hit prompts a reminder that these pre-Trafalgar warships had not yet been strengthened at their ends to deal with shot.
- 41:17Working onto an opponent's stern quarterNotable Point
Wind helps bring the loaded engaged side toward the enemy's stern quarter, joining broadside alignment to positional advantage.
- 43:08Total gun count versus the actual broadsideNotable Point
The duel distinguishes a ship's cumulative gun count from the number of guns it can bring into the broadside that actually faces the enemy.