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Prussian Guide

Foreword:

I myself have played many Prussian campaigns, although the hardest I've tried and completed was on hard/medium difficulty. I played the game on very hard/very hard simultaneously while writing this guide to ensure accuracy and the most AI aggression.

The Beauty of a Total war game is every campaign is different. However, this does make it almost impossible to write a step-by-step guide for the whole campaign. The Prussian Campaign is probably one of the best to write a guide about because you are war with no nations initially (Barbary States can be made peace with and Pirates don't enter Europe), so the first few turns are rather predictable. Once war breaks out though, The strategy is up to you.

This guide will give you in-depth details on all aspects of the situation at the beginning of a Prussian campaign, and give you turn by turn instructions until war is declared, and suggest goals for the long term.

Please be aware that the Gold values in this guide may be slightly different depending on ministers, but nothing too drastic.

I would love to update this guide as patches are released and new strategies are shared. If you have any suggestions, different strategies, even questions about tactics behind a certain move, Feel free to contact me In the Forum section of Empire Total War Heaven. Any submissions proved viable will be added, with credit given to the originator of course.

Happy Reading,
Shadowdrummer46

The Kingdom of Prussia - The Sleeping Giant of Europe

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Prussian faction flag.

"War is the national industry of Prussia." - Comte de Mirabeau, French Statesman

Intro

The first thing you must understand about Prussia is they are military machine. They develop military technologies very fast (via a great gentleman initially), which means larger forces of technologically advanced troops. Although all these advantages will be needed. Prussia will constantly be at war with major nations and virtually any minor nation it comes in contact with. Being in central Europe is a curse and a blessing, since you don't have vast amounts of lands to cross to reinforce an army or capture a region, but neither does the enemy. One must learn how to balance government minister bonuses, town garrisons, taxes, and army compositions; all with very little income. Meaning diplomacy is another major key to this campaign.

Prussian Faction Specific Units

(Most info from the Royal Academy unit list)

Death's Head Hussars

  • Class Cavalry
  • Melee Attack 12
  • Charge Bonus 10
  • Defense 5
  • Morale 19
  • Recruitment Cost 1140 Upkeep Cost 340
  • Unit Limit: 1
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Prussian Death's Head Hussars.

In Game Description:
These superb horsemen are a force that can be used as a screen by the main army, or for strategic scouting to locate the enemy. They are armed with curved sabers and smoothbore carbine muskets. Their gaudy, almost popinjay uniforms should not lead enemies to underestimate them as mere dandies – these are trained, disciplined and dangerous soldiers.

Hussars have a certain swashbuckling attitude towards the business of warfare, and the bandit origins of the Hungarian "huszárok" are certainly evident. Even non-Hungarian hussars cultivate a slightly barbarous air, and little private or enemy property is safe when they are around! Oddly, they are also unusually democratic, and troopers expect to be consulted by their officers before attacking the enemy, again probably a legacy of their brigand heritage.

Historically, many nations adopted hussars after the Austrian type proved successful, and military fashions were also influenced by the hussars' splendid and elaborate uniforms. Hussar uniforms became slight caricatures, but remained very fashionable and popular, particularly with ladies – perhaps it was the very tight breeches that were so appealing.

Prussian Jaegers

  • Class Light Infantry
  • Range 125
  • Accuracy 65
  • Reloading Skill 30
  • Ammo 15
  • Melee Attack 7
  • Charge Bonus 4
  • Defense 7
  • Morale 9
  • Recruitment Cost 990 Upkeep Cost 240
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Prussian Jaegers.

In Game Description:
Whether they are called light infantry, jaegers, tirailleurs or chasseurs à pied, it is the job of these men to screen the main battle line, harass the enemy and, if possible, pick off important men in the enemy's ranks. Unlike their fellows in the line infantry, light infantrymen are trained to think for themselves, use the ground and cover intelligently, and not fight in rigid lines. Instead, they form a loose skirmish line and fire independently at their own designated targets. The effect is a constant, low-level barrage rather than the crashing thunder of a volley but the effect is quite deadly as officers and sergeants are picked off and removed from the fight. Against cavalry, however, their best defense is to withdraw to their own battle line.

Historically, the Austrians were widely regarded as producing the finest light infantry forces in Europe. Other nations did catch up, but in the case of Britain and France it was their experiences in fighting in North America that persuaded them of the wisdom of light troops. Battle lines were simply impossible to manage in the dense woodlands, and largely pointless against the native tribes!

Prussian Grenadiers

  • Class Heavy Infantry
  • Range 70
  • Accuracy 45
  • Reloading Skill 15
  • Ammo 15
  • Melee Attack 13
  • Charge Bonus 18
  • Defense 16
  • Morale 9
  • Recruitment Cost 910 Upkeep Cost 220
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Prussian Grenadiers.

In Game Description:

Wearing a distinctive brass fronted mitre cap, the Prussian Grenadiers are an explosive force to be reckoned with on the battlefield.

Explosive grenades are one of the oldest types of gunpowder weapon, and one of the most dangerous to use. Grenades are a simple cast iron ball, with a fuse sticking out of the top. Fuses are notoriously unreliable, and grenadiers can die as their own bombs explode prematurely. Yet no matter how terrifying grenades are for the throwers, they are infinitely worse for the targets! Grenadiers see themselves as elite, and occupy the place of honour at the right of the line on parade. They have good reason: only large, brave men become grenadiers, because it takes a big chap to throw one properly. Even their uniform makes them look bigger thanks to the pointed grenadier's cap; a tricorne gets in the way of a good throw.

Historically, grenadier regiments and battalions began as ad hoc assault forces. All line infantry regiments had grenadier companies; collecting these sub-units gave commanders a useful group of heavily armed, aggressive and skilful soldiers. Grenadier companies remained in line infantry regiments after the creation of grenadier regiments, but they abandoned grenades. Instead, each grenadier company became a "heavy mob" of the biggest and strongest soldiers in a regiment.

Prussian Life Guard

  • Class Heavy Infantry
  • Range 70
  • Accuracy 50
  • Reloading Skill 65
  • Ammo 15
  • Melee Attack 12
  • Charge Bonus 21
  • Defense 18
  • Morale 12
  • Recruitment Cost 1200 Upkeep Cost 300
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Prussian Life Guard.

In Game Description:

The Prussian life guards are equipped similarly to line infantrymen. However their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. They do a good job as garrison troops and are dedicated to the crown.

These troops are equipped in much the same way as line infantrymen, and carry smoothbore muskets as their primary weapons. There, however, the similarities end. Their uniforms are altogether more splendid, marking them out as a superior force, in arrogance if nothing else. This attitude can serve them well in battle, as the guard can hardly be seen to be cutting and running, no matter how hot the enemy fire. They are also expected to do a good job as garrison troops, keeping the royal family safe no matter what the locals might think or be tempted to do by some foolish revolutionary fervour.

Historically, the French Maison du Roi (literally "house of the king") were the epitome of household troops. They provided a ceremonial guard at every state occasion, and Louis XIV picked them from candidates sent in by each regiment; inappropriate candidates brought punishment on the officers who had sent them! The Prussian "Potsdam Giants" were a quirky household guard, the product of Frederick I's obsession with very, very tall men and military pomp. Oddly, he wasn't a very warlike chap at all.

Prussian Frei-korps

  • Class Light Infantry
  • Range 90
  • Accuracy 50
  • Reloading Skill 35
  • Ammo 20
  • Melee Attack 6
  • Charge Bonus 5
  • Defense 11
  • Morale 7
  • Recruitment Cost 1340 Upkeep Cost 330
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Prussian Frei-korps.

In Game Description:
On the battlefield, they are skirmishers used to counter enemy light troops that cause problems to the highly regimented Prussian regulars. Those recruited into the Frei-korps include foreign mercenaries, ex-prisoners and deserters from other armies. Their less-than-reputable nature makes the Frei-Korps perfect for raids and independent operations where the ability to live off the land (by stealing) is more important than parade ground drill. They travel light and their uniforms are deliberate plain to avoid drawing unwelcome attention.

Historically, Fredrick the Great (1740-86) had little respect for the Frei-korps. He was a believer in discipline and drill in soldiers, and the independence of light troops held little appeal. The men were basically sneaky and professional rascals and this was simply un-gentlemanly and dishonourable to the 18th Century mind. Frederick's army was supremely disciplined, but even he had to accept that sometimes a certain "flexibility" was required, hence the Frei-korps.

Despite the name, the Freikorps formed in Germany after the Great War had little in common with these 18th Century troops, as they were "free" brigades of anti-communist ex-soldiers, returning from the front with no prospects and little loyalty to the Weimar Republic.

Prussian Garde Du Corp

  • Class Heavy Cavalry
  • Range 0
  • Accuracy 0
  • Reloading Skill 0
  • Ammo 0
  • Melee Attack 19
  • Charge Bonus 17
  • Defense 19
  • Morale 12
  • Recruitment Cost 1090 Upkeep Cost 270
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Prussian Garde Du Corp.

In Game Description:
The Prussian Garde Du Corp is a replacement for the Prussian standard Household cavalry. These heavy horse shock troops are best used to break enemy lines and overrun enemy positions. With a strong charge and fearsome attack, these riders make short work of those who would oppose a Prussian monarch.

Royal guards are elite, but they are also a court regiment where appearance is as important as fighting ability. As gentlemen they are hardly expected to associate with the common sort of soldier, and this does not make them popular or respected with the rest of the army. They are also often unloved by the general populace too, as they are the last line of defence for the royal family, and this may mean that they are sometimes required to turn their swords on their countrymen to put down domestic trouble.

Historically, perhaps the oddest sounding of the various royal guard cavalry regiments were the curiously named horse grenadier guards. Common sense would seem to indicate that these men would only ever get to throw their grenades once, before their horses took off at speed towards all points of the compass! In British service the Household Cavalry regiments did not, and do not, have sergeants: they have a rank "corporal of horse". The word "sergeant" has the same origins as "servant", and no gentleman, even a private trooper, is ever a servant.

Prussian Bosniaks

  • Class Lancers
  • Range 0
  • Accuracy 0
  • Reloading Skill 0
  • Ammo 0
  • Melee Attack 9
  • Charge Bonus 27
  • Defense 10
  • Morale 7
  • Recruitment Cost 1090 Upkeep Cost 270
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Prussian Bosniaks.

In Game Description:
Bosniaks are lancers, used to skirmish and for chasing down enemies.

These light-fingered cavalrymen are irregular forces, deployed where courage and speed are required, and mounted on the best horses. Their disciplinary shortcomings can be overlooked as long as they fight as if captained by the Devil himself! Looting is second nature to these men, and is (possibly rightly) considered a second source of pay. The other, unsavoury activities associated with pillage are equally considered a right, not a perquisite. This reputation for lawlessness often counts against them.

Although they have their origins in the Balkans, as the name suggests, "Bosniak" lancers can include men from many nations. Historically, the prototype for this unit was raised by an Albanian, Stephen Serkis, who recruited a force of lancers originally intended for Saxon service. He then offered his men to Frederick the Great (1740-86) of Prussia. Even though Frederick thoroughly disapproved of irregular troops in Prussian service, he took them into his army, and later recruited Poles, Lithuanians and Tatars to replenish the ranks. The regiment was eventually amalgamated into various other light cavalry forces by the beginning of the 19th Century.

Diplomacy and Trading

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Trade screen.

United Provinces, Great Britain, and Maratha Confederacy are crucial trade routes. Try to establish an alliance with Britain and United Provinces as soon as possible (UP might take a very long time, possibly never at all). Just make sure not to drag either UP or GB into a war with Austria as they will probably break their alliance with you. Do this by not "calling your Allies to help" when you declare war, or war is declared on you.

Be careful who you trade with as well, you don't want to be trading with an enemy of an allied nation. Be careful to check a countries relations to your allies and bordering nations before trading with them, we don't want to make any leaders upset. Although in extreme desperation, after a peace treaty has been signed, it might be necessary to trade with your former enemy.

Taxation and Ministers

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Government policies.

Since you will be conquering many territories, the lower the taxes, the quicker the region can start being taxed. Any territory you conquer should have its taxes turned off before anything else, unless in the rare case that it's happy already. They should remain turned off, and your army garrisoned there, until the population is happy enough to be taxed, preferably with only a small garrison, or better yet, none at all, provided they aren't on a war front of course!

Cabinet members also play a key part in diplomacy and taxation. Make sure you watch your ministers VERY closely. They can develop very negative traits out of nowhere. The main goal in the Prussia Cabinet is to have as many ministers as possible with positive lower class bonuses, While not sacrificing job rating; it's a true balancing act. Check your Cabinet every turn to make sure there is no improvements that can be made by replacing ministers. Don't be afraid to take a one or two star drop in job performance to put a young (20-26 year old) candidate into your cabinet, so long as the positive population bonuses aren't far worse than the current minister.

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Your ministers.

A tip for finding better ministers - before you replace a chosen minister, put all the bad candidates in his position first, and then put your intended replacement in his spot. Next turn you will start generating new ministers! This works the whole campaign (with monarchies only of course)!

Notes on Naval Development

With all this combat on land I don't recommend wasting time developing naval technologies, as sixth rates can be built with any Trading Port or Shipyard. The distance between Stockholm, Sweden, and Abo, Finland is short enough for a single sloop to cross in one turn and drop off an army without conflict. Keeping a single cheap ship in a port ensures you can only be blockaded not have your port damaged. For this purpose developing a single sloop in each port should be the only naval investment before around 1730ish. Prussia doesn't need to cross any water to fight wars, so you really don't need ships other than to protect your ports.

Sending a trade fleet to a trade theater is just wasting money, as soon as it starts trading it will be attacked by pirates. The only way to avoid this is sending a formidable fleet with them; but you don't start off with a port capable of sending more than sloops or brigs. Regardless, you would not be able to support any sizeable fleet economically, as ships are very expensive to recruit and maintain.

You won't have enough money to support your needed armies anyway, without having to worrying about a large navy.

Information on Bordering Nations

Austria will be at war with many nations within the first few turns, so they might wait a while to declare war on you, it might be a good strategy to trade with them or even ally yourself with them against Poland (as Austria starts allied with UP and GB). They do however possess an army almost capable of matching yours. So be careful not to give them too much technology or territory as it could backfire in the long run.

Poland is a Dying empire, as the summary says. Surrounded by superior forces on all sides and hated by almost every nation for being a constitutional monarchy. They are fairly easy targets early game if you catch them at war with many nations, although they sometimes compose a formidable army, but usually only around Warsaw, Poland. Mostly they just have small scattered forces that wreak havoc on your buildings outside of your cities. Another thing to consider is their number of allies and protectorates. A war with Poland can bring 3+ countries into war with you at once. Prussian military is superior, but there are limits to its capabilities.

Sweden most likely won't come in contact with you until several turns in, via your conquering of Courland or their conquering of Denmark, whichever happens first. They usually posses one of, if not the best, navies in the game and a formidable land army. Thankfully they will be spending most of their early years waging war with Russia and Denmark. Additionally most of their forces are spread out into 1-3 units in an army.

The Minor Nations surrounding Berlin can be great trade partners, but they will eventually turn on you. It would be best to boost your relation with any minor nations to your western border as much as possible and secure trade routes. Denmark (which is recommended by the intro) will be driven back to owning only Iceland fairly quickly by Sweden, so I wouldn't recommend long term trade dependency with them; if they don't declare war on you first.

You start with a trade agreement with Hannover, but as you expand your empire, they will eventually turn on you. Don't underestimate them, however, as this small state can produce one hell of an army.

General Strategy

This strategy is pretty conservative. In the opening turns it makes you one of the least prestigious nations in the world. After 4-5 years however the sacrifices will pay off tenfold. Dismantling a large portion of low quality regiments in the opening turn does nothing but save money. A Period of peace lasting the first few turns allows for a great amount of research, building construction, and army recruitment, all while not having to worry about one of your cities being attacked.

Starting Conditions

The starting conditions are kind of bleak. Your country is split in half, and surrounded by nations who you have an uneasy peace with. Not to worry, with these suggestions you should be more than ready to take on anyone within a few years. All while having solidly defended cities and happy populations!

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Your starting provinces.

Starting Territories, Armies, and Agents

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Brandenburg.

Berlin, Brandenburg

  • Barracks
  • Cannon Foundry (upgradeable immediately)
  • Royal Palace (upgradeable immediately)
  • Conservatorium (upgradeable immediately)
  • No wall (upgradeable immediately)

Outside towns contain:

  • 2 Farms
  • 1 School
  • 1 Trade port
  • 1 Weaver Cottage

Armies and Agents:

  • 1 Rake
  • 1 Gentleman
  • 1 Army (garrisoned)
    • 1 General
    • 1 Gendarmerie (cavalry)
    • 1 Demi-Cannon
    • 3 Line Infantry
    • 1 Pikemen
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East Prussia.

Konigsberg, East Prussia

  • Barracks
  • Cannon Foundry (upgradeable immediately)
  • Governor's Palace
  • Conservatorium slot, No Building(upgradeable immediately)
  • Admiralty slot, No Building (upgradeable immediately)
  • No wall (upgradeable immediately)

Outside Cities Contain:

  • 1 Farm
  • 1 Craft Workshop
  • 1 Coaching Inn

Armies and Agents:

  • 1 Protestant Missionary
  • Army A
    • 1 General
    • 1 Gendarmerie (cavalry)
    • 1 Demi-Cannon
    • 2 Line Infantry
    • 1 Pikemen
    • 1 Militia
  • Army B (Garrisoned in Konigsberg)
    • 1 Demi-Cannon
    • 1 Militia
    • 1 Line Infantry

Opening Turn Suggestions

The objective of the first few years of this campaign is to update and develop a superior military force, and set yourself up to be able to support these armies by economical and industrial development. Follow these steps you will be in A great position to turn your small nation into a Empire.

First Turn (8500 gold)

  • Destroy Craft Workshop in East Prussia to make way for a school
  • Send gentlemen in Brandenburg to college in Magdeburg and research ring bayonet eventually up to, and including, Military Syllabus
  • Move non-garrisoned army in East Prussia to Konigsberg
  • Delete any Pikemen, Militia, and Irregular Calvary in all (2)armies (all units besides Cannons, Generals, and standard Line Infantry)
  • Upgrade Conservatorium to Opera House in Berlin, Brandenburg
  • Build Conservatorium in Konigsberg
  • Build Admiralty in Konigsberg
  • Upgrade Coaching Inn in East Prussia to a Bawdyhouse
  • Upgrade all Farms
  • Lower taxes: 2 for Upper Classes and 1 for Lower Class
  • Replace ministers to make best use of their traits, paying special attention to the bonuses to population effects.
  • Acquire trade route with Great Britain and The Maratha Confederacy (they are pretty much guaranteed).
  • Present Austria with the "Finest China" state gift. After that re-open negations with them and offer 500 gold for a trade agreement, which they should accept.
  • Ask Saxony for a trade agreement and they should send a counter offer, and for a small sum, (in my campaign 110 gold) they will trade with you.
  • Request a peace agreement with the Barbary States, to get rid of their pesky trade route pirating. They may counter-offer for a small fee, but it's worth every penny.
  • Move Rake into Berlin

This should Leave you with 90 gold and is the end of your first turn.

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Prussian Campaign Objectives.

Second Turn (5800 gold)

  • Build school at empty town in East Prussia
  • Send Missionary into Warsaw, Poland
  • Build a wall around Berlin, Brandenburg
  • Replace a minister if a new candidate is a better fit for any spots.

This should leave you 300 gold and is the end of your second turn.

Third turn (5600 gold)

  • Upgrade Conservatorium to Opera House in Konigsberg, East Prussia
  • Replace a minister if a new candidate is a better fit for any spots. (do this every turn)

This should leave you with 4900 gold and is the end of your third turn.

Note- around this time in the campaign, Poland will very likely cancel their trade agreement with you, because Austria will most likely take Western Prussia from Poland (Separating their route to Berlin). Since Austria is now Very friendly with Prussia and allied with one of your trade partners (Great Britain), as well as trading with you, don't feel threatened by it. Consider it a blessing, because instead of splitting your future army in East Prussia to take a moderately defended West Prussia and advance the rest of your army on your eastern front against Poland, you can have the whole army march east or northeast (if you must take care of Courland, but that's Thinking Ahead, a key concept with Prussia).

If this situation doesn't occur for you (which is rare) splitting your armies will still be a viable option in this strategy. It will put an additional strain on your economy though.

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Trade agreement cancelled.

Fourth Turn (10390 gold)

  • Upgrade Bawdyhouse in East Prussia to a Theatre
  • Upgrade Royal Palace to Imperial Palace in Berlin, Brandenburg

This should leave you with 2300 gold and is the end of your fourth turn.

Fifth Turn (7480 gold)

Note-Ring bayonet research is done, and so is your school in East Prussia. When a new Gentlemen spawns send him to Tilsit.

  • Set school in Magdeburg, Brandenburg to research Military Syllabus
  • Set school in Tilsit, East Prussia to research Empiricism
  • Upgrade Opera theatre in Berlin, Brandenburg to a Royal Observatory
  • Recruit a Sloop at Trade Port in Brandenburg

This should leave you with 4300 gold and is the end of your fifth turn.

Sixth Turn (9600 gold)

  • Upgrade Opera House in Konigsberg to a Royal Observatory

This should leave you with 7100 gold and is the end of your Sixth turn.

Seventh Turn (12150 gold)

  • Upgrade wall in Berlin, Brandenburg
  • Send Sweden the "Finest China" state gift.
  • Turn New Emergent Town into Craft Workshop

This should leave you with 600 gold and is the end of your seventh turn.

Eighth Turn (5550 gold)

  • Upgrade Theatre in East Prussia to a Pleasure Garden

This should leave you with 2650 gold and is the end of your eighth turn.

Note-After this turn Poland declared war on me and invaded East Prussia and attacked my school and farm with a small army. Make sure you DESELECT the "Call allies to Help" option. Otherwise Russia, Courland, and Saxony will join Poland's side.

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War!

Ninth Turn (7725 gold)

Note- Military Syllabus Research is finished

  • Recruit 1 Regiment of horse and 2 Regiments of line Infantry in East Prussia
  • Upgrade Barracks to Drill School in both Berlin, Brandenburg and Konigsberg, East Prussia
  • Set school in Magdeburg to research Canister Shot

This should leave you with 1750 gold and is the end of your ninth turn.

This is where my turn-by-turn section ends. War is unpredictable, so any instructions thus forth might put you in a bad situation, although I do recommend turning the first port you capture into a Shipyard.

Further Advice

You should recruit an army composed mainly of line infantry in East Prussia. Once your army is assembled make sure to leave a force behind to protect Konigsberg (possibly militia or a couple regiments of line infantry if you can afford it). Then proceed east to take Lithuania.

A Generic army setup for early game is:
1 General
5 24lb Demi-cannons
4 Regiments of Cavalry
10 Line Infantry

Note- Dragoons have garrisoned policing bonuses, but they also have a fairly high recruitment and upkeep costs so recruit them when you can, but not too often Then delete them when they are no longer needed.

Once Lithuania is taken, and your army replenished, you might want to split your army into two armies, incase Courland declares war on you. Send the stronger army southeast to take Belarus and Vollhynia territory. Continue on the warpath south until Poland is surrounded by Austria and Prussia, and cut off all its allies, which means no trade income.

If you do this however, make sure to keep diplomatic relations with Russia good. They will probably declare war eventually, but are easy to get a peace agreement with. Further down the road you will have to go to war with Austria, so keep that in mind so you don't expand to fast. Remember, you have 200 turns to take only 40 territories so there is no rush.

As for Berlin, Brandenburg, wait an extra 2-3 turns before recruiting an army. Then Hannover or Saxony might declare war on you. If not you have a strong army garrisoned your city.

Long Term Goals

If you manage to unite all of the German nations (Austria, Poland, And Prussia) and can defend your borders from all aggressors, then it's time to raise taxes a bit, build a trade fleet with some heavy ships to guard them and take over a trade theater. A monopoly on a theater (one ship in each slot) produces more money than all ships in one trade slot.

After this you can just build armies and navies, while you laugh your way through the remaining years!

Wait until you control all German territories (mention above) including Russia if possible before converting to a Republic. It makes most nations hate you.

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War!

User Submitted Tips and Optional Strategies.

Readercolin, from ETWH forums says:

I disagree with who your first target should be. I have found that the best first target is Sweden.

Why?

Sweden is one of the best provinces in the early game as they get ALOT of money from the various lumber mills, mines, etc. As in it can pull in almost 10k gold before turn 10.

The best way is to wait till they go to war with Russia, so you can attack them while their armies are elsewhere. And because of the size of the province, once you clear the Swedes out of the province they can only come from one direction, and it's a very long march. And since they should be at war with Russia, you might even be able to get peace with them after snatching the province.

Once you have that, then you can choose which direction to head. The province gives you 3 seaports, so if you want to rush the trade theaters, you can do that. If you want to use the cash to wipe out Austria and Poland, go right ahead.

Out Reach, from ETWH forums says:

If you declare war on Poland's protectorates you can force a war with Poland without her other allies. (This works for any nation)

Credits

etw.heavengames.com
totalwar.honga.net
Gaius Colinius
Readercolin
Out Reach
The Whole Community at ETWH

Well I hope this guide helps everyone. I sure put enough time into it. Anyone with any questions, comments, or corrections Go to my "Prussian Guide" thread on Empire Total War Heaven.


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