For increased performance, run this game in turbowarp; https://turbowarp.org/#595086648 or on this website; hdggdalonsgames.weebly.com/empire-total-war-in-scratch.html Welcome to Empire Total War in Scratch, a strategy game with boardgame-like campaign and realtime battles! It's really good and I hope to work on it more so it finally gets the attention it deserves, instructions are below Mouse over a city and press Q to select it, left click on a city to see further details about its garrison. same goes with units in battle, press Q to select units A to attack/move once you have selected a city to attack and another to attack from (the game tells apart yours and enemy cities automatically for you) Press 1 to access region view without having to click the button at the top left Press 2 to exit any menu Press 3 to access the nation view from the campaign map Press 4 to access the diplomacy screen from the campaign map Left Click on a spot on the battlefield to tell your selected unit to go there X to deselect all units in battle, handy to get your bearings F to get a selected unit to fire, G to get a selected unit to halt all actions including firing and moving. Beware, friendly fire is on! You can turn on turbo mode (shift+click green flag) to speed up loading on the campaign map, but I would turn it off in battle (just shift+click the green flag again to toggle it off), it messes everything up :P please play and remix it! :D it's a fairly decent game now, i can't believe i've come this far! it's got a good framework for both the campaign and the battles, with diplomacy, a construction/recruitment system, tax levels, and more! There is a way to save your game, this is how you would save it before saving was added; when you want to leave the game, make sure it's on your turn on the campaign map and not in battle. Then you need to remix it AND make a small change (see inside, drag a block around without taking anything out) then click "Save now" or let it save itself to save the unique game state.
Full version: WARNING: This will probably not work on mobile because the project size is too big :P Tracklist moved to notes in backdrop Changelog also moved to notes in backdrop, but I can still list the newest update here: update 11/3/2021 v96 i figured out how to implement cannons into the game! at last the roaring of cannons can be heard in the battlefield, and the holy trinity of infantry, cavalry, and artillery is complete! artillery can be recruited if you have a barracks (level 2 military building) or higher, and costs 1500 because cannons are expensive, yo! to keep things simple, artillery is always assumed to shoot over allied units and cannot inflict friendly fire. now, you can have a "back line" of artillery raining cannonballs on the enemy! even better, cannonballs can penetrate multiple enemy units, which makes them great against massed hordes of infantry. their cannonball strength decreases much slower than musket bullets, meaning they have a much longer range, but they are still affected when hitting forests and hills and other terrain obstructions. keep them safe though, they are completely stationary, only have 150 men, and are nearly useless if caught in melee. i also added a new unit, mamluks! they are the heavy cavalry unit for eastern/muslim nations, and while their defense is lower than western cuirassiers, their attack is deadlier and their speed is in between light and heavy cavalry, so that sorta makes them medium cavalry? cuirassier attack has been decreased slightly, while winged hussar attack has been increased slightly. the effect of experience on morale has been slightly increased so that a fully vetted exp 9 unit of militia can have almost as much morale as a unit of fresh exp 0 grenadiers. i changed the diplomacy ai to be much less likely to declare war if they are already in another war, which makes the AI play slower and more cautious in general, but also ensures that they aren't throwing away their manpower starting new wars when they need it for the war they already have going on. The ai will also adapt to be a bit more strategically defensive if they are facing superior enemies, so they will be more hesitant to attack right away and prefer to build up their forces first, to try to achieve defeat in detail to do list: (4)more unit types, working on it (4)economy and buildings, working on it (10)rebellions and emerging nations, done! (5)decent battle ai, working on it (5)diplomacy, alliances, and treaties, working on it (10)save system implemented ;) There is a way to save your game, this is how you would save it before saving was added; when you want to leave the game, make sure it's on your turn on the campaign map and not in battle. Then you need to remix it AND make a small change (see inside, drag a block around without taking anything out) then click "Save now" or let it save itself to save the unique game state.