12 pounder heavy artillery is more mobile but is only available later in game after some technological development. Heavy artillery batteries also reduce the movement points of the army on the campaign map so they are not ideal for an offensive army unless it is intended for attacking and taking cities. As was the case historically, the heavier guns have higher range and better accuracy, but they take much longer to reload, and because they are immobile can be vulnerable to attack by enemy cavalry if they are not adequately defended.
Realistic Artillery-there is a wide variety of artillery available from heavy 18-24 pounder batteries that are immobile on the battlefield to small light 3-6 pounder horse artillery. These tactics will break less experienced troops, but must be used with caution against more experienced troops as they will be able to deliver sa econd salvo much faster which may cause terrible damage to your unit, after all it will be well within the enemy killing range. This allows realistic 18th century tactics to be used to attract enemy fire at maximum range, while your unit can close up to short range before firing a devastating volley and then charging with bayonets fixed. Realistic Ballistics-musket fire is very effective at short ranges,while much less effective at the maximum range. This is very important feat with 2 rank fire as experienced units are able to deliver salvos much faster-out-shooting and most likely decimating a less experienced enemy. The more experienced troops have higher morale and rate of fire. As one would expect the more experience points a unit has, the more effective it will become. Experience-this makes vital changes to the effectiveness of any unit. All soldiers in any unit will fire at will and not wait for everyone else in their rank to have reloaded. This actually allows them to fire with more men than with line formed single rank, but they are also not as disciplined nor as accurate. The only exceptions to this are Eastern nations and Native Americans who still use the less effective single rank fire with scattered mob formations. Instead (almost) all units use 2-rank volley fire. Upgraded Land Combat-Firing Drills have been removed for reasons of effectiveness (they caused bugs for the Battle AI). New damage textures for ships so they now dont look weird when shot at (no longer those big ugly squared holes). Naval stats adjusted so ships behave realistically, Large maindeck guns shoot double-shots at short distances, chasing long guns are able to cripple sails due to higher accuracy (chasing guns are placed only on prow), Ships of the Line are hard to sink, destroying guns and killing crews is the best way to disable them. Due to higher movement radius, they are uncatchable by the Ships of the Line, so Frigates must be used for that (they have same movement radius) Richer naval experience - every ship type has its realistic use - small ships (Brigs, Sloops, Corvettes) are considered to be Privateers - they have 0 upkeep - blocking enemy trade lines with those ships adds profit to the crown. Different military tactics for Nations - clear distinction between western and eastern military doctrine. Reworked unit stats,weapons,fire drills (based on the system in Napoleon Empire Realism). Under the leadership of JaM Empire Realism Reloaded II was released in August 2011, with a great many additional benefits over previous versions of the mod. It recieved a hosted forum of its own in October of that year. #HOW BIG IS DARTHMOD FOR EMPIRE TOTAL WAR MOD#
The mod was originally released in June/July 2009 by Davinci and was initially based on DarthMod Empire.