Re: Darthmod vs Imperial Destroyer vs Imperail Splendor
I have played DarthMod and Imperial Splendour.
They have some things in common. Both factions unlock factions and add units. Both make big changes to the game-play. Both mods change the sound effects and the economy, and both make battles play out in a different way.
There are some differences. Imperial Splendour slows down combat a lot, for example musket infantry are more inaccurate and ships have much stronger hulls. In Imperial Splendour, the fatigue system is used to represent unit cohesion and morale is much more fragile. Militia will waver unless they're well-protected on their flanks or close to a general. Cavalry sometimes break on contact with the enemy - instead of being able to charge the enemy repeatedly in a short time, you need to rest your cavalry in between charges (and even then you might lose them when they charge). I believe that these changes aim to offer better historical realism and more challenging game-play.
The modders behind Imperial Splendour have also worked hard to make different factions feel different, with unique technology trees and unique buildings for example. There are two versions of Imperial Splendour. Version 2.2.1.b starts in 1700, while Rise of the Republic starts (if I remember correctly) in the same year as the start of part 4 of the Road to Independence campaign, in the 1780s.
Last edited by Alwyn; August 27, 2020 at 02:21 AM.