For increased performance, run this game in turbowarp; https://turbowarp.org/#643508623 or on this website, though the website leads to the music version; 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.
Version with music:https://scratch.mit.edu/projects/377248765/ 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 2/12/2022 v100 you can no longer conduct diplomacy with nations that have lost all their regions... i mean, who would you even negotiate with? decreased the amount of money rebel factions start with. AI factions now take into consideration their ally's reputation and aggression when deciding whether to join their ally's coalition, they are less willing to help untrustworthy, aggressive factions. the AI will also never join an offensive war with a faction that is considered a continental threat (owns 40%+ of regions) but they still join defensive wars with them. units in battle can now surrender if they're pushed well beyond desperately fighting to the death, in that case they stop and their strength goes down by 1 every tick until the entire unit surrenders. Artillery now has a very negative melee defense value, that translates to them taking about double melee damage, and their melee attack rate is halved, keep them safe! Fixed unit experience gain in autoresolve, units don't gain experience from every battle anymore but instead have a chance to rank up or down depending on how big the battle was and how many survivors there were on both sides. So units won't gain much experience if they were only fighting a small army, but they gain much more fighting a big army, and units have a greater chance of losing experience if their army suffered horrific casualties. Experience of rebel militia is now determined by the level of the region's military building instead of 0 or randomly generated, be careful! On the other hand, defeating an uprising will cut instability by 20%, which is very useful if your country is already very unstable, this gives a way for unstable collapsing empires to escape from the spiral of death. units can now retreat into allied regions and fall under their control if there are no regions of their own faction to retreat to. the units will become part of the new faction, but it's better than having them completely be destroyed even when nearby allies would be perfectly happy to receive them, and this also fits perfectly into the coalition war feature, making alliances more important than ever. It's now harder to demand ridiculous amounts of money from AI factions by giving them a few sanity checks to make sure they aren't giving all their money away for an alliance they don't really need. But sometimes they'll still do it anyway if they're really desperate. New unit: Russian Opolcheniye, unique to the russian faction replacing the militia unit! Costing 450 to recruit, they have old arquebuses, so they have the slowest reload, but what they also have is bardiches, which gives them as much melee attack as grenadiers, though their morale and melee defense is still relatively poor. Opolcheniye also replaces standard rebel militia, making Russian rebellions more dangerous. And finally, when the game begins, regions won't just start with only infantry anymore, but also cavalry and artillery depending on the military building level! Hopefully this spices up the early game and lets you play with tons of units from the very beginning! :D 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.