Games PC CROWN OF GLORY-EUROPE IN THE AGE OF NAPOLEON User Manual

© 2005 Matrix Games and Western Civilization Software All Rights Reserved. Matrix Games and Matrix Games logo are trademarks of Matrix Games. All other trademarks and trade names are the properties of their respective owners and Matrix Games and Western Civilization Software make no claim thereto. 1-8388100029-8-US
Contents
Installation . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 7
Uninstalling the game .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 7
Product Updates . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 7
Game Forums.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 7
1. Basics .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 9
1.1. Introduction . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 9
1.2 Main Menu .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 9
1.2.1 Local Game .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. . 9
1.2.2 Load Local Game . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 10
1.2.3 Remote Game .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 10
1.2.4 PBEM . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11
1.2.5 Exit .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11
1.3 Main Screen.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11
1.3.1 Layout . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11
1.3.2 e Strategic Map .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 11
1.4 Turn Structure .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 12
1.4.1 Order Phase .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 12
1.4.2 Movement Phase.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 12
1.5.0 Mouse Controls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 12
1.6 Unit Information and Detailed Controls.. .. .. .. .. .. .. .. .. .. .. 16
1.6.1 Divisions, Armies, and Corps .. .. .. .. .. .. .. .. .. .. .. .. .. .. 16
1.6.2 Controls and Details for Divisions.. .. .. .. .. .. .. .. .. .. .. .. 16
1.6.3 Controls and Details for Armies and Corps.. .. .. .. .. .. .. .. 17
1.6.4 Ships and Fleets .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 20
1.6.5 Controls and Details for Ships.. .. .. .. .. .. .. .. .. .. .. .. .. .. 20
1.6.6 Controls and Details for Fleets . .. .. .. .. .. .. .. .. .. .. .. .. .. 20
Capacity . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 20
1.6.7 Diplomats .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 21
1.6.8 Details for Diplomats.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 21
1.6.9 Generals.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 22
1.6.10 Details for Generals .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 22
1.7 Province Detailed Controls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 23
1.8 Map Controls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 25
1.9 Report Controls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 26
1.10 Relationship Summary Bar . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 26
1.11 Keyboard Shortcuts .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2. Game Concepts . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2.1.0 Military .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2.1.1 Units and Construction Cost .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2.1.2 Unit Information . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2.1.3 Advanced Units . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 27
2.2 Upgrades .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32
2.3 New Commanders.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32
3. Combat Basics . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32
3.1 Movement and Terrain .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 32
3.2 Battle Limits . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 33
4. Quick Combat .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 33
4.1 Naval Actions .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 35
5. Detailed Combat . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 36
5.1 Unit Properties . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 37
5.2 e Tactical Map . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 38
5.2.1 Terrain . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 38
5.2.2 Terrain Properties . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39
5.2.3 Fortresses .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 39
5.3 Sight .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 40
5.3.1 Fog of War . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 40
5.3.2 Sighting Rules .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 40
5.3.3 Representation of Units on the Screen. .. .. .. .. .. .. .. .. .. 40
5.4 Initialize Battle . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 43
5.5 Turn Structure .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 43
5.5.1 Assign Initiative .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 43
5.5.2 Surrendered Units, Local Supply, Reinforcement .. .. .. .. .. 43
5.5.3 Check for Victory vs. General Retreat .. .. .. .. .. .. .. .. .. .. 43
5.5.4 Leaders Make Rally Checks .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 43
5.5.5 Global Morale Loss.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 43
5.5.6 Guard Units Raise Morale . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.5.7 Unit Turn .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6 Unit Options .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.1 Change Formation .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.2 Deploy and Recall Skirmishers . .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.3 Change Facing.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.4 Wait / Delay .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.5 Fortify . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 44
5.6.6 Sentry.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 45
5.6.7 Skip Turn .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 45
5.6.8 Attach Commander . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 45
5.7 Movement Rules.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 45
5.8 Fire-Combat . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 46
5.10 Smoke .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 49
5.11 Turn Completion .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 49
5.12 Commanders.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 49
5.13 Weather .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 49
5.14 Winter and Desert Combats.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 50
6. Political Concepts .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 51
6.1 Nations and Countries .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 51
6.2 Attitude.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 51
6.3 Protectors and Protectorates . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 51
6.4 Violating Territory .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 52
6.5 Relationships . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 52
6.5.1 Types of Relationships . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 52
6.5.2 Changes in Relationships .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 52
6.6 Conquered Countries . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 52
6.7 Rumors .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 53
6.8 Treaties .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 53
6.9 Victory Points .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 53
6.10 Empire . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 53
6.10.1 Benefits of Becoming an Empire .. .. .. .. .. .. .. .. .. .. .. .. 53
6.10.2 Penalties for Losing Imperial Status.. .. .. .. .. .. .. .. .. .. .. 54
6.11 National Morale . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 54
6.11.1 National Morale Modifiers.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 54
6.11.2 Effects of National Morale.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 54
6.11.3 Insurrection . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 54
6.11.4 Political Goals . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 54
6.12 Glory .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 55
6.12.1 Glory Modifiers.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 55
7. Economic Concepts .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 56
7.1 Resources .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 56
7.1.1 Un-tradable resources.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 56
7.1.2 Tradable Resources .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 56
7.1.3 Luxury and Textile Consumption .. .. .. .. .. .. .. .. .. .. .. .. 57
7.2 Weather.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 57
7.3 POW Labor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 57
7.4 Developments .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 57
7.4.2 Walls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.3 Roads .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.4 Barracks .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.5 Banks .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.6 Culture .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
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7.4.7 Farms .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.8 Factories.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 58
7.4.9 Courts . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
7.4.10 Docks .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
7.4.11 Synergistic Effects of Developments . .. .. .. .. .. .. .. .. .. .. 59
7.5 Colonies . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
7.6 Trade .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
7.6.1 Active Trade Routes . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
7.7 Supply and Upkeep . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 59
8. Advisor Screens . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 60
8.1 Economy Advisor . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 60
8.1.1 National Parameters . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 60
8.1.2 Tax Rate.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61
8.1.3 Feudal Dues .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61
8.1.4 Welfare .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61
8.1.5 Military Readiness .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61
8.1.6 Draft .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 61
8.1.7 Borrowing Money .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 62
8.1.8 Economy Expert .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 62
8.1.9 National Reports.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 62
8.1.10 Trade . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 62
8.1.11 Review Trade .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2 Development Advisor . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2.1 Labor Allocation .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2.2 Experts .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2.3 Military Production . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2.4 Developmentss.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.2.5 Culture Report.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.3 Military Advisor .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 63
8.4 Diplomacy Advisor . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 64
8.4.1 View Relations.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 64
8.4.2 Make New Treaty . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 66
8.4.3 Treaty Overview .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 67
8.4.4 Treaty Clause Descriptions . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 68
8.4.5 View Treaties . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 69
8.4.6 Plant Rumor.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 69
9. Game Control Buttons .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 69
9.1 Options.. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 69
9.2 Events Report .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 70
Appendix . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 70
Mouse Controls .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 70
Keyboard Shortcuts .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 70
Main Screen . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 70
Detailed Combat . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 71
Upgrades .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 72
Regional Bonus Units .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 74
PBEM .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 74
Strategy Guide . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 75
France 1805 . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 75
Spain 1805 .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 80
Notes: . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 80
Miscellaneous Strategic Tips: .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 80
Tips for Detailed Combat . .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 81
Scenario Guide .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 83
e Era .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 83
e Scenarios .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 83
Credits .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. .. 90
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Installation
Please ensure your system meets the minimum require­ments listed below. To install the game, insert the CROWN OF GLORY CD into your CD-ROM drive. If you have dis­abled the Autorun function on your CD-ROM or if you are installing from a digital download, double-click on the in­stallation archive file, double click on the Setup.exe file then double click on the file that is shown inside the archive / that is located on your CD. Follow all on-screen prompts to com­plete installation.
Uninstalling the game
Please use the Add/Remove Programs option from the Win­dows Control Panel to uninstall the game.
Product Updates
Remember, once you have signed up for a Matrix Games Member account, you do not have to sign up again – at that point you are free to register for any Matrix Games product you purchase. Thank you and enjoy your game!
Game Forums
Our forums are one of the best things about Matrix Games. Every game has its own forum with our designers, develop­ers and the gamers playing the game. If you are experiencing a problem, have a question or just an idea on how to make the game better, post a message there.
Go to http://www.matrixgames.com and click on the Fo­rums hyperlink.
In order to maintain our product excellence, Matrix Games releases updates containing new features, enhancements, and corrections to any known issues. Keeping up with these updates is made easy and is free by signing up for a Matrix Games Member account. When you’re signed up, you can then register your Matrix Games products in order to receive access to these important game-related materials. Doing so is a simple two step process:
Sign Up for a Matrix Games Member account – THIS IS A ONE TIME PROCEDURE; once you have signed up for a Matrix account, you are in the system and will not need to sign up again. Go to www.matrixgames.com and click the Members hyperlink at the top. In the new window, select Register NOW and follow the on-screen instructions.
When you’re finished, click the Please Create My New Ac­count button, and a confirmation e-mail will be sent to your specified e-mail account.
Register a New Game Purchase – Once you have signed up for a Matrix Games Member ac­count, you can then register any Matrix Games title you own in your new account. To do so, log in to your account on the Matrix Games website (www.matrixgames.com). Click Reg­ister Game near the top to register your new Matrix Games purchase.
Once you’ve registered your game, when you log in to the Members section you can view your list of registered titles by clicking My Games. Each game title is a hyperlink that will take you to an information page on the game (including all the latest news on that title). Also on this list is a Down­loads hyperlink that takes you to a page that has all the latest downloads, including patches, for that particular title.
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1. Basics
1.1. Introduction
Crown of Glory is an historical empire-builder and military simulation set in the Europe of the Napoleonic Era—the period covering 1800-1815. Players control one or more of the great national powers—France, Britain, Prussia, Austria, Russia, Spain, Sweden, and Turkey—wielding authority over their nations’ social, economic, mercantile, military, and diplomatic spheres.
At the strategic level, Crown of Glory is played in a turn­based manner on a map of Europe and North Africa divided into movement areas. At this level each turn represents one month of game time.
In a typical turn at the strategic level a player might do such things as:
• Assign generals to armies and corps
• Move military units and trading vessels
• Set military production
• Choose military upgrades
• Manage supply chains
• Re-allocate the division of labor in a province
• Propose new trade routes
• Direct economic improvements in a province
• Send diplomats off to perform one of many diplomatic tasks, such as foment an insurrection, spy, or foster goodwill
• Plant rumors to mislead other players
• Draft a treaty to propose to one or more other players
• Dispense wealth to smaller countries in an attempt to secure their allegiance
The Game
The goal of Crown of Glory is to accumulate Glory. Glory is a measure of the greatness and renown of a nation across all spheres of activity: the culture of its cities, the success of its diplomats, the happiness of its citizenry, the success of its trade and economy, the goals secured in its national interest, foreign cities captured in siege, and enemy armies driven from the field of battle.
1.2 Main Menu
On beginning a new game of Crown of Glory, you will be pre­sented with an opening screen.
At the bottom of this screen you will find the Main Menu buttons, which are as follows:
1.2.1 Local Game
Players can choose to resolve battles either in a simple “quick combat” grid, or in detailed tactical combat. In detailed tac­tical combat, battles are resolved in a turn-based simulation played out on a randomly generated hex map at the division/ brigade level.
In a typical turn at the tactical level a player might:
• Change a unit’s formation
• Fire or charge on an enemy position
• Attempt to rally a disordered or broken unit
• Deploy or recall skirmishers
• Re-supply a unit from a supply caisson
• Order a unit to cross a ford in a river
• Move a general into command of a new unit
• React to changes in weather or the onset of nightfall
• Call for reinforcements from neighboring provinces
• Exploit concealment granted by lingering battlefield smoke
This option begins either a new single-player game, or a new all-local hot-seat game. A hot-seat game is a multi-player game played on one computer, a game in which players al­ternate sitting in the “hot seat.”
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After Local Game is selected, a Setup Local Game screen is opened that allows the player or players to:
1) choose which nations will be under human control
2) set the names of the leaders of the nations
3) choose a game scenario, and
4) set the AI game difficulty level.
5) set the game length
6) determine the victory condition
5) Likewise, set the game length by clicking on the Game Length button, and picking from the list. Use the scroll bar on the right-hand side to scroll down the list if necessary.
6) Finally, you can choose what conditions will de­termine the winner of the game, in terms of Glory points.
When you’re finished setting up the game, click “OK” to pro­ceed to the game itself.
1.2.2 Load Local Game
This allows the player to resume a previously saved single­player or local hot-seat game. A Windows menu will open up to your saved game folder, and you may pick the game you want from the list.
Note: to load a previously saved multi-player game, the player on the computer that is acting as the server begins a new multi-player game using the Remote Game option described below. Once the multi-player game is begun, he loads a saved game, as described above. The game data is then broadcast to all other players.
1) Choose which nations will be under human con­trol by clicking the “Computer” button beside each nation’s name. You can toggle this button between the “Computer” setting and the “Human” setting by clicking on it.
2) Set the names of the leaders of the nations by click­ing on the box containing the name of the leader, on the line for the nation. The box will then be highlighted in grey, and you can delete and type in whatever name you choose using the keyboard. You may also leave it as is.
3) Crown of Glory allows the player to choose one of several starting scenarios that correspond to vari­ous years throughout the Napoleonic era. The 1820 scenario is not quite historical, but has been designed as a balanced game, in which the national powers begin on a roughly equal footing. Choose the scenario by clicking on the Scenario button. You’ll get a pop-up menu of scenarios. Click on the desired scenario, and then click “OK”. The scenario listed will then update on the Setup screen. You can also leave it as is, and the game will default to the scenario displayed.
1.2.3 Remote Game
This option opens a menu that presents options for selecting the medium of remote game-play, such as LAN (local area network), TCP/IP (for internet play), serial connections, and so forth.
You may be prompted to enter an IP address. Enter one as necessary, otherwise simply click “OK”.
After a player has cho­sen the remote medium, he is then prompted whether he wants to act as the server and host a new game, or whether he wants to connect to
an existing server running on the medium he has chosen.
4) Set the difficulty level in a similar manner, by click­ing on the Difficulty button and choosing the de­sired difficulty level from the pop-up screen. You can also leave it as is, and the game will default to the level displayed.
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After a player chooses either to host a game or to join an existing server, he is presented with the Multi-player Setup Screen.
This screen allows each player to choose one or more na­tions to control during the course of the game, and allows the server player to choose a game scenario and to set the game’s difficulty level, all as described above in the Local game section. Each player then clicks “OK” on his setup screen to proceed to the game.
The Game
ever need to save a game, open a saved game, end the game, or exit the program, use this button.
The remaining features and controls are described through­out the manual below, beginning with the main strategic map.
1.3.2 e Strategic Map
Political Entities
1.2.4 PBEM
Crown of Glory supports a play-by-email mode. See the sec­tion at the end of the Appendix on PBEM for details.
1.2.5 Exit
Quits the game and returns to Windows.
1.3 Main Screen
1.3.1 Layout
You will see the main strategic map of Europe occupying most of the screen, divided into provinces.
Below this is a control box, with information about the prov­inces. To the right of the control box is a small zoom map of Europe, which you can click to zoom in and out of a larger view. Use the small plus sign (“+”) and minus sign (“-“) on the right-hand side of the zoom box to control the zoom. You may also use the wheel-mouse when the mouse-cursor is located in the area of the zoom map to zoom in and out.
There are eight nations in the game: France, Britain, Swe­den, Prussia, Austria, Russia, Spain, and Turkey.
There are also numerous independent countries--Baden, Naples, Egypt, etc.
In general, the game is visually represented at the strategic level by units and provinces.
Units
Units are represented by human figures, according to the type of unit represented. There are several different kinds of units: military troop units, such as cavalry and infantry; generals; diplomats; and ships. Each has its own figure. Multiple units in the same place are represented by a single figure, called a stack.
Container Units
Units can be combined into a container unit—an army, a corps, or a fleet. Armies, for example, are represented by a flag on the strategic map. We will cover these different con­tainer units below.
To the left of the control box are several buttons which you will use to control the game. One of these is the Game but­ton; click it to view a pop-up menu of game options. If you
Provinces
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Provinces represent the geographical and political regions of Europe and the Ottoman lands during the Napoleonic era. Each province has a capital city.
City Units
In remote multi-player games, all players issue their orders on their own computers simultaneously. After all orders have been submitted, the game proceeds to the Movement Phase.
Each city is itself another type of container unit, into which other units may be placed. This will also be covered below.
Fog of War
A nation can only see into certain provinces on the main map of Europe. Provinces which remain obscured from a nations view are said to be under the fog-of-war (FOW).
Non-container units controlled by a nation all penetrate the fog-of-war to a distance of one province. Each unit, how­ever, has a small chance of penetrating the fog-of-war to a depth of one additional province in a random direction, so that a nation always has a chance to get a small glimpse be­yond enemy lines.
Diplomats can both obscure provinces using fog-of-war and reveal them. See the section Diplomats below for more in­formation.
Attitude
Countries hold positive or negative attitudes towards the player nations. If this attitude is very strongly in a positive direction, a small flag of the favored nation will appear over each province of that country, to indicate its strong favor for that country.
1.4.2 Movement Phase
This is the phase in which the orders players issued to their units are carried out. The sub-phases of the Movement Phase are:
a) Sieges – units unopposed by enemy units besiege en-
emy cities;
b) Diplomats – Diplomat units perform their special or-
ders;
c) Movement Sub-Phases 1-6 – units move and do battle
during the last six sub-phases:
1) Political – declarations of war come into effect, of­fers of alliance and surrender are made;
2) Income – provinces, colonies, and merchant ships produce income for the nations that control them;
3) Upkeep – nations pay to support units, maintain depots, uphold treaty clauses, and to consume lux­uries;
4) Weather – a new weather pattern is generated for the upcoming turn;
5) Production – work proceeds on units and provin­cial development under construction;
1.4 Turn Structure
Each turn of the game represents one month of simulated time.
Each turn consists of two main phases:
1) the Order Phase
2) the Movement Phase.
1.4.1 Order Phase
During this phase players issue orders to the units under their control. No order is actually carried out during this phase, though the interface will often depict orders as if they had actually occurred. For instance, if a player orders a unit to move from Switzerland to Tyrolia, the unit will be re-drawn in the destination province—Tyrolia; however, the unit is not yet actually located in Tyrolia. This will occur during the Movement phase, after every order has been given.
In hot-seat multi-player games, players alternate sitting at the same computer and issuing orders to their units.
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6) Treaty – newly ratified treaties come into effect, treaty clauses of existing treaties are enforced.
1.5.0 Mouse Controls
In general, you use your mouse buttons to perform the fol­lowing types of actions:
• Left-click to select things;
• Right-click either to de-select things, or to get access to more detailed information and commands.
The Game
Examining Units and Provinces
Move the mouse-cursor over a unit or province to view in­formation pertaining to that unit or province at the bottom center of the screen.
Information and controls pertaining to the selected unit or province are displayed at the bottom center of the screen, surrounded by a green border, which indicates that the unit or province is selected. While a unit or province is selected, other units may not be inspected.
Moving the mouse when a unit is selected will display move­ment arrows for that unit. We’ll cover this below in Issuing a Move Order to a Selected Unit.
Stacks of Units
When more than one type of unit is located in the same province the units are drawn as a stack. Units are put into a stack with other units of the same category: for instance, all of a player’s infantry are put into the same infantry-stack, regardless of whether a particular infantry is a guard unit, a militia, a regular infantry, a light infantry, or any other type of infantry. They are then represented by a regular infantry figure, wearing a uniform representing the nation to which they belong.
To select the first unit in the stack, left-click on the stack. Repeatedly clicking on the same stack cycles through the units in the stack.
Units in cities cannot be examined in this manner. Examin­ing units in cities will be covered in the section Unit Types and Detailed Unit Controls below.
Selecting Units and Provinces
Select a unit or province by left-clicking on it.
Selecting Multiple Units
Left-click on a unit while holding the CTRL key to se­lect more than one unit.
To select all the units in a stack, hold down the CTRL key while left-clicking on the stack-icon.
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Issuing a Move Order to a Selected Unit
After selecting a unit, move the mouse-cursor over the prov­ince to which you wish to move the unit. If a valid move-path (without geographic or political barriers) exists between the province containing the currently selected unit and the des­tination province beneath the mouse-cursor, then a path is
drawn between the two provinces consist­ing of arrows shaded between green and red.
A green-shaded ar­row indicates easy movement between two provinces; a red­shaded arrow indi-
cates more difficult movement. Left-click on a province to issue the move order to the currently selected unit or units.
Units that have been issued movement orders are re-drawn in the destination province to indicate their destination; how­ever, remember that these units will not attempt to move to the destination province until the Movement Phase, which occurs after all players have finished issuing all of their or­ders. (Note that during the Movement Phase a unit may fail in its attempt to move to its destination, as described be­low.)
After a move order is issued, the selection is cleared so that the player can easily select another unit.
To issue a move order without clearing the selection, move the mouse-cursor over a province—so long as it is a valid destination—and hit the ‘m’ key.
Right-clicking on a unit figure on the map will open up a pop-up attachment box for that unit, showing a list of all the units which the unit figure represents on the map.
Each unit represented by the figure is represented by a bar with the unit’s title.
Selecting Units From Attachment Boxes
Right-clicking on a stack opens up an at­tachment box for the entire stack, showing all the units in the stack. From the stack attachment box, you can click on the bar for a specific unit to select that unit.
Right-clicking on a container unit will provide an attach­ment box for the container unit, from which one can select a specific unit in the same manner.
(More about container units and their attach­ment boxes can be found in the sections below.)
You can select mul­tiple units from both stack and container unit attachment boxes by holding down the CTRL key, and left­clicking on the units you wish to select from the attachment box.
You can also order a unit to move to a province, but only if another friendly unit moves there first, by pressing the ‘s’ key.
You may also specify a city, corps, or army as the an indi­vidual unit’s destination.
Attachment Boxes
Units are either in­dividual, unattached units, whether alone or in a stack, or they are attached to con­tainer units (an army, corps, fleet, ship, or city).
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The attachment box closes automatically when the mouse­cursor is moved outside of the attachment box. Any units you have selected from it can then be given orders.
(Right-clicking on an individual unit will open up an indi­vidual attachment box, which can be used to select the unit, though it is never necessary to do so, since individual units can be individually selected from the strategic map.)
Unselecting Units and Provinces
Hit the space-bar to de-select all units.
You can also right-click, as noted above, on a province to de-select a unit. Remember that right-clicking on a stack or container will open up the attachment box for that stack or container. Also, right-clicking on the controls at the bottom of the screen will not do anything, except for the thumbnail map, as specified above.
The Game
A unit that began the turn unattached is also de-selected when the player clicks (whether left- or right-) on the prov­ince that contains the unit.
Attaching Units to a Container Unit
Cities, armies, corps, and fleets can have units attached to them. A unit attached to a city is considered to be inside of the city’s walls; such a unit protects the city during sieges.
A unit attached to an army or corps is considered to be trav­eling with the army or corps; it moves as the army/corps moves.
A unit attached to a fleet travels with the fleet.
In reference to their ability to hold attached units, cities, armies, corps, and fleets are refered to as container units. Units must be in the same province as a container unit in order to be attached to them.
To attach a unit to a container unit:
1) If the unit is not already in the same province as the container, give a move order to place the unit in the same province as the container.
loan from another nation cannot be attached to your units either way.
Attachment Boxes for Container Units
Right-click on a container unit to open an attachment box that shows all of the units attached to the container unit. If the container unit itself has different container units at­tached to it, then these are also shown, with their own at­tached units. Each container unit will have a bar describing the unit (XV Army, for example), along with bars below it representing the units attached to the container.
Right-clicking on a province while holding down the CTRL key will open up an attachment box for the entire province, showing all units and container units for that province.
2) Select the unit and move the mouse-cursor over the container unit. If it is possible to attach the unit to the container unit beneath the mouse-cur­sor, the mouse-cursor will change to a down­arrow shape.
3) If and when you see the down-arrow, left-click to attach the unit.
Military units may also be attached using this method to fleets that are located in provinces containing port cities.
Note that some types of container units can have other con­tainer units attached to it—cities can contain armies, armies can contain corps, etc. However, armies cannot contain oth­er armies, nor can they contain fleets. In addition, units on
Using the Container Unit Attachment Box
Using the Attachment Box to Attach Units
If you have selected a unit from the main screen, and have opened up an attachment box for a container unit, you can drop the selected unit into the container unit by moving the cursor over the container unit that you wish to insert it in on the attachment box (army, corps, fleet, or city), until you see the down-arrow pointing to the appropriate container unit.
(If it is not valid to attach the unit to the container, note that you won’t see the down-arrow.) Left-click to drop the unit into place.
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Using the Attachment Box to Select Units
To select a unit from the attachment box, left-click on the unit’s bar in the attachment box to select it. To select multi­ple units, hold down the CTRL key and left-click on the units you wish to select. You can then move the unit to a different container unit in the Attachment box as follows:
1.6 Unit Information and Detailed Controls
There are specific details and controls for both divisions and armies and corps, as well as for ships and fleets. We’ll cover each in turn.
Moving Units Between Container Units
After you have selected a unit from the attachment box for a container unit, move the mouse-cursor over another con­tainer unit in the attachment box. If it is valid to attach the selected unit to this container, then the mouse-cursor will change to a down-arrow.
In this case, left-click to change the attachment to this container.
Note that this procedure can be used to move a unit
between any two sub-con­tainers: for instance, to change attachments between an army and a corps that are both contained within the same city.
Detaching a Unit from a Container
Right-click to open the attachment box for the container. Then, hold down the ALT key, and left-click on a unit to de­tach it from the container. This will immediately detach the unit from the container, and place it in the province, without further orders.
1.6.1 Divisions, Armies, and Corps
Divisions are the basic military unit. When unattached to another unit, they are represented on the strategic map by an appropriate figure (infantry, cavalry, etc.)
They into an army or corps, or assigned to a city or fleet, as outlined above.
Armies and Corps are container units into which divisions can be placed. They are represented on the strategic map by a flag.
Corps can be attached to oth­er armies, but they cannot be attached to other corps, and armies cannot be attached to anything other than cities and fleets.
When you move the cursor over an unattached unit, detailed information about it is given in the control box at the bottom of the screen. If the unit is a stack, you’ll see the information for the topmost unit within the stack. To select the details for a different unit, select another unit from the stack as de­scribed above in Stacks of Units
Moving Troops via a Fleet
Military units—troops and generals—can be attached to fleets for transportation across sea zones. They are assigned to the fleet as with any other container unit; one troop unit is allowed in a fleet per ship, plus any number of generals.
Unloading Units from a Transport
Select the military unit, or units, that you wish to unload (right-click on the fleet to open the fleet’s attachment box and then select the unit or units you wish to unload). Then left-click on the desired adjacent province. Only the selected military units will be unloaded.
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If the stack is in a city, you’ll need to bring up the attachment box for the city to get details for the units in the city, and select the unit from the list to view its details.
1.6.2 Controls and Details for Divisions
Divisions can normally move up to 3 provinces per turn, ex­cept for cavalry, which can move up to 5 provinces per turn.
Name
The name of the unit will be provided in the control box, above the nation’s flag.
The Game
Unit Statistics
Next, you’ll see three graph bars representing Strength (in green), Morale (in blue), and Initiative (in white). Note that if you move the mouse over each bar, you’ll get a numeric value for the statistic.
Strength
Strength is a measure of the men and equipment available to a division.
Infantry and cavalry units have a maximum strength of 10,000. For cavalry units, the strength is also considered to be a measure of available horses.
Artillery units begin with a maximum strength of 3,000.
Infantry and cavalry divisions depleted below strengths of 2,000 are removed at the end of the Movement Phase, as are artillery depleted below a strength of 1,000 and ships below a strength of 3.
Morale
The morale of a division is a measure of both the quality of the troops and the fervor of their spirit.
exact modifiers to initiative are listed in Details for Armies and Corps.
To the right of the controls, you will also see a series of icons (horses, infantry, etc.) representing overall unit quality— your unit strength and morale. The number of icons repre­sents strength, and the type of icons displayed represent mo­rale—for low morale units, you may see militia mixed in with regular infantry, for example, and for high morale units, you may see some elite icons in the mix. This is just a graphic way of representing the overall morale for that unit.
You’ll also see a few buttons, as follows:
Supply / Forage toggle button
Players may specify whether units are us­ing supply depots (if depots are available) or whether the units will forage for supplies. The toggle button displays the current setting. To change the setting, click on the button, and it will switch to the other setting.
A unit set to use supply will draw supply from
an adjacent friendly supply depot if one is available.
Inspect Orders
Morale ranges on a scale from 1 to 10. Units with a morale below 1.7 are militia (if infantry) or irregular (if cavalry).
Infantry units with a morale above
8.0 are elite guard units.
Militia and guard have special rules by which they operate in combat.
Along with strength, mo­rale is used to determine how effective a unit is in combat.
A unit that participates in a battle has a 50% chance of ex­periencing a morale gain of .1 (but morale cannot be raised to a level of 8.0 in this manner, nor can a militia-type unit become a regular unit in this way.)
Initiative
Initiative represents the ease with which a unit can move on the strategic map. Whenever a unit attempts to move between two provinces, it must make an initiative check. The base chance of suc­ceeding this check is given by a unit’s initiative rating. This check is modified by the types of terrain along the edges of the source and destination provinces, the weather condi­tions present in either of the provinces, the level of road de­velopment present in either of the provinces, and whether the movement is through friendly or enemy territory. The
This button opens a pop-up display listing all of the orders that have been issued to this unit this turn.
Auto-Join
This button opens a list of armies, corps, cities, and
fleets. Select an entry from this list to give an auto-join destination to the division. A division with an auto-join destination will, whenever it has no other orders outstanding, attempt to move toward the province containing its destination and to attach itself to the specified target.
Details for armies, corps, fleets, and cities are slightly dif­ferent.
1.6.3 Controls and Details for Armies and Corps
Armies and Corps can usually move up to 3 provinces per turn.
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Name
Weather Penalty to Initiative
Players can rename their own armies, corps, and fleets by clicking on the name.
Strength
Gives the total strength for the container unit. This is fol­lowed by the normal, or theoretical, maximum strength for that army or corps. (This maximum can sometimes be ex­ceeded, depending on a variety of factors.) The strength is also represented by a series of square green dots below the army or corps. The army or corps will also note the number of generals attached to it by a separate string of square yel­low dots.
Morale
Gives the average morale of the units that comprise the con­tainer unit.
Initiative
Gives the average initiative of the units that comprise the army or corps. Note that units within an army or corps may receive an initiative bonus.
When either armies, corps, or divisions are moving the fol­lowing initiative modifiers apply:
+10% for movement into home territory +10% for each March Logistics upgrade +25% if moving while foraging +25% if moving by forced march +5% for each level of road
Terrain Penalty to Initiative
Weather Initiative Multiplier
Ice 0.6
Snow 0.5
Heavy Snow 0.3
Rain 0.9
Fog 0.8
Flood 0.4
Storm 0.3
This penalty is applied for weather located in both the source and in the destination province.
Normal March / Force March toggle button
Players can specify whether their armies and corps are using regular movement, or are mov­ing by forced march.
A unit moving by forced march receives +25% to its initiative rating, but suffers penalties if it is involved in combat during the subsequent move phase.
Seek Battle / Avoid Battle toggle button
Players can choose whether or not their armies and corps will attempt to seek or avoid battle during the subsequent movement phase.
Units set to avoid battle will always avoid bat­tle with another unit that is also attempting to avoid battle.
Terrain Cavalry Artillery
Clear 0 0 0 0
Desert -25 -30 -25 -35
Forest -20 -40 -20 -30
Marsh -30 -50 -30 -40
-40 -60 -40 -50
Steppe -25 -35 -25 -35
River -20 -30 -10 -40
Water X X X X
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If a unit attempting to avoid battle encounters a unit seeking battle, there is a 50% chance per movement phase that they will have an encounter.
Use Supply / Forage toggle button
Players can specify whether units are using sup­ply depots (if depots are available). or whether the units will forage for supplies.
A unit set to use supply will draw supply from an adjacent friendly supply depot if one is available.
The Game
Plunder / No Plunder toggle button
Players can choose to have an army or corps plunder the province in which it will begin the movement phase.
Plundering provides free upkeep for the army or corps and all divisions attached to it.
A plundering division has a 25% change to de-
stroy a random development within a province.
If art developments are plundered in an enemy province, the art development level of one of the plundering nation’s prov­inces will be increased by one level, though art developments stolen in this way may only be transferred to a province with a lower level of art than the province that was plundered.
Plundering attempts that result in the loss of a development level in a province also steals a small amount of resources. For each level of development destroyed, the plundering player acquires one resource point each of horses, iron, tim­ber, wool, textiles, wine, spice, and luxuries.
A plundering unit that lowers a development area in a prov­ince and has a morale greater than 1.7 (militia level) and less than 7.5 (guard level minus .5) receives a .05 morale in­crease.
Units may only plunder in enemy territory and in their own home territories. Each unit attempting to plunder in its home territory lowers the level of national morale by 5 points.
tion to the attacking siege strength, and is then compared to a random value generated in proportion to the defend­er’s siege strength. Guerilla units provide three times their strength modifier to siege strength.
If the siege check is successful, the attackers will be able to launch an attack on the city. As a result of this attack the at­tackers may be driven off, or the city may be defeated with the remaining defenders surrendering. If the siege check is not successful then the city will take some casualties, repre­senting losses to skirmishing and starvation.
The following factors provide approximately the same level of siege strength:
• Every 10,000 strength points of attacking infantry or cavalry
• Every 1,500 strength points of attacking artillery
• Every 3,333 strength points of defending infantry or cavalry
• Every 1,500 strength points of defending artillery
• Every 1 level of Gun development in the besieged prov­ince
• Every 10 ships in a fleet set to blockade the port of a besieged city
If the attacker’s siege strength, as outlined above, is below half of the defender’s siege strength, then the attacker will not have sufficient strength in the province to attempt a siege on the city.
Armies and corps that are part of forces besieging a city may have one of three siege instructions:
Units plundering in enemy territory lower attitude with that enemy by 50 points and with all countries by 10 points.
Inspect Orders
This button opens a pop-up display listing all of the orders that have been issued to the unit this turn.
Set Siege Instructions
At the beginning of the
Movement Phase, dur­ing the Siege Sub-Phase, military units automatically be­siege enemy cities. All military units located in a province containing an enemy-controlled city, that are not opposed by any enemy military units unattached to the enemy city, automatically make a siege attempt on the city.
Siege Rules
Units besieging a city first make a siege check to attempt an attack on the city. Both sides of the siege have a certain level of siege strength. A random value is generated in propor-
· Normal Siege – this is the standard method of resolv­ing sieges, and is the option that occurs by default when no armies or corps are present in a siege.
· Starve the City – this is a slow, though safer, way of sieging a city. The besieging units here will almost always forego the siege check in favor of a long, slow siege.
· Charge the Walls – this is a reckless attack on the city. The attacker receives a large bonus to his siege check but takes a much higher level of casualties in any ensu­ing attack on the city.
Starvation casualties for a besieged city that is an un-block­aded port are much lower than they would otherwise be for a land-locked city, or for a port that is blockaded by an enemy fleet.
If a city under siege is captured after a battle involving a multi-national besieging force, the city will come under the control of one of the besieging nations, randomly deter­mined according to each nation’s contribution to the siege in this location.
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1.6.4 Ships and Fleets
Ships are oceangoing military units. When unattached to a fleet, they are represented on the strategic map by the appropriate figure.
They can be attached to other divisions and
combined into an army or corps, or assigned to a city or fleet, as outlined above. They can both move up to 6 sea zones per turn.
Fleets are container units into which ships can be placed. They are rep­resented on the strategic map by an anchor with a waving pennant.
1.6.6 Controls and Details for Fleets
Capacity
Each ship in a fleet, regardless of type, allows the fleet to transport one additional military division.
If the number of ships in a fleet falls below the number of divisions attached to the fleet, the excess divisions attached to the fleet will be expelled from the fleet – expelled into the depths of the ocean, if the fleet is currently located in a sea zone.
Fleets cannot be attached to anything.
As with other units, when you move the cursor over an unat­tached ship or fleet, detailed information about it is given in the control box at the bottom of the screen. If the unit is a stack, you’ll see the information for the topmost unit within the stack. To select the details for a different unit, select another unit from the stack as described above in Stacks of Units
1.6.5 Controls and Details for Ships
Strength
Gives the strength of this ship unit on a scale of 1 – 10.
Ships located in a port are repaired at the end of every Move­ment Phase.
Each level of Docks Development in a province has a 50% chance to repair 1 level of damaged ship unit each turn.
Morale
Ship Strength
Shows the total ship strength for the fleet.
Morale
Shows the average quality level of ships in the fleet.
Initiative
Shows the aggregate movement initiative for the ships in the fleet.
Seek / Avoid Battle toggle button
Players can choose whether or not their fleets will attempt to seek or avoid naval actions dur­ing the subsequent movement phase. Units set to avoid naval actions will always avoid fight­ing with another unit that is also attempting to avoid naval actions.
If a unit attempting to avoid battle encounters a unit seeking battle there is a 50% chance they
will have an encounter.
Gives a measure of the quality level of this unit on a scale of 1 - 10.
Initiative
Shows the base chance that this unit has to move success­fully.
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If one side in a naval zone involves only privateers then that side will automatically attempt to avoid any naval action and will have a 90% chance of success.
Interception / No Interception toggle button
Naval fleets at sea have the ability to attempt to intercept enemy fleets in adjacent sea zones. A player may order a fleet to attempt to intercept or to ignore enemy fleets with the interception / no interception button.
A fleet attempting to intercept an enemy fleet has a 75% chance of moving to intercept.
A fleet may only make one interception attempt each turn.
Inspect Orders
This button opens a pop-up display listing all of the orders that have been issued to this unit this turn.
The Game
Legal
A diplomat’s legal skill is a measure of his ability to exploit laws and customs.
Set Detailed Order
Set Port to Blockade
For a fleet in a sea zone
this is used to issue an order to the fleet to blockade an enemy port. Clicking on this button opens a list of ports that are possible to blockade from the sea zone.
Blockading a port prevents trade routes from operating through the port, deprives the blockaded nation of some co­lonial income, and the province being blockaded produces only half of its normal monetary income.
Port Attack toggle button
A fleet blockading a
port can also be issued a separate order to make an attack on the harbor of that port. Each level of Gun development in the province being attacked in this way acts as the equivalent of a heavy ship that receives the first attack in every round of combat.
1.6.7 Diplomats
You begin the game with a certain number of diplomats, each with a historical name. Diplo­mats can move up to five provinces in a turn. Diplomats may freely enter and remain in sea­zones, though they may not perform any diplo­matic activities while at sea.
A player can set one
detailed order for each diplomat he controls. Each diplomatic activity occurs at the beginning of the move phase before any units move.
The diplomat’s chance of success in a particular endeavor is related to the three intrinsic ratings held by every diplomat given above: Espionage, Influence, and Legal.
• Obscure – Hides this province in fog-of-war to other players. The diplomat “makes a check” against his Espionage rating—the diplomat generates a random number, like a dice roll. The chance to succeed is the percentage equivalent of the diplomat’s Espionage rat­ing within home territory, and half of this rating out­side of home territory. If the check is lower than the rating, then it succeeds; if it is higher, it fails.
• Spy – Random check as above, with chance to succeed equivalent to Espionage rating, to penetrate fog-of-war in a province. There is also a separate check with an equal chance to reveal production. (Revealed produc­tion is displayed in the player’s Events Report.)
1.6.8 Details for Diplomats
Espionage
Espionage is a measure of the diplomat’s ability to arrange political subterfuge and other acts of covert intrigue.
Influence
Influence is a measure of both a diplomat’s personal charm and his ability to forge and to exploit political connections in order to sway changes of allegiance between countries, and to interfere in their internal political matters.
• Charm – The diplomat increases the attitude with the country or nation in which he is located by 1-10 points per every 10 points of Influence, So, for an Influence of 20, the increase will be a random number between 1 and 10, plus another random number between 1 and
10. These numbers are generated independently, and then added.
• Goodwill – The diplomat increases the attitude of all adjacent countries and nations by 1-4 points per every 10 points of Influence.
• Malign – The diplomat lowers the attitude of the nation most favored by the nation or country in which he is located, by 1-10 points per every 10 points of Legal,
• Insurrection – Must make two checks against Espionage and Influence ratings. If successful, the non-homeland province in which the diplomat is located has an insur-
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rection, and reverts to independent status. If unsuc­cessful, the attitude of all countries in play toward the diplomat’s nation is lowered by 50 points.
• Capture / Expel – Try to kick out opposing diplomats from a country or nation. Diplomats make opposing checks—each diplomat is given a random number no higher than his Legal rating. Whichever diplomat has the higher number wins. You have a -50 penalty to your check outside of home territory. You can’t expel someone from his home nation. Expelled diplomats are returned to their nation’s capital or, during war­time, are either captured (50% chance) or disbanded (50% chance).
• Delay Battle – Unit makes a check to stop any battles that occur in this province—the chance to win is 20 points less than its Legal rating.
• Propaganda Lowers National Morale in target nation by 1-5 points per every 10 points of Espionage, but only if the target nation’s morale is greater than zero.
1.6.9 Generals
You begin the game with a certain number of generals, each with a historical name. Addition­al generals are added to your home provinces as the game progresses. Generals can move up to five provinces in a turn, but they must be at­tached to a fleet to cross a sea zone.
1.6.10 Details for Generals
Each general has a historical image, displayed on the con­trol screen. Generals have three attributes – Morale Bonus, Initiative Bonus, and Tactical Bonus – that determine how effective the general is in various aspects of combat. These bonuses are measured on a relative scale of 0 – 1.0.
Morale Bonus
• Coup – This is an attempt to take control of an indepen­dent country. The diplomat must make three checks, against Influence, Espionage, and Legal. If any of the checks fail, the attitude of all countries toward the dip­lomat’s nation are lowered by 30 points, and there is a 20% chance that the country in which the diplomat at­tempted the coup will seek the protection of one of the nation’s enemies.
• Pressure Peace – If successful Legal and Influence checks are both made, then the nation in which the dip­lomat is located must lose a monetary penalty (random 10-50) in order to remain at war. The check is made for each nation with which this nation is at war.
• Resistance – The diplomat makes two checks: one against Espionage, and one against a value 20 points higher than his Influence. If he succeeds both, then the diplomat creates a guerilla unit (belonging to the home nation of this province) in an occupied province.
• Trade Stop – If the diplomat successfully makes a Le­gal check, then one trade route that originates in this province (chosen at random) is cancelled.
In addition to these abilities, each diplomat unit automati­cally affects the outcome of a nation’s surrender, or of a surrender received by a nation. The diplomat’s success in modifying a surrender is a function of its Legal rating. (See Surrender and Victory Points for more information.)
Another function of diplomats is to reveal the attitudes of nations/countries toward the nation that controls the diplo­mat. See the Attitude sub-section under the Politics section below for further details.
In combat this general provides his morale bonus to a unit under his command, helping the unit to change formation, attack, rally, resist falling into disorder, etc.
Initiative Bonus
The general provides a bonus to movement for units under his command.
Tactical Bonus
The general provides a bonus to casualties caused during combat. In a charge combat, top quality generals can in­crease combat damage by as much as 30%; in a fire combat, the best generals can increase damage by about 15%.
Special Ability
Some generals have one or more special abilities, such as:
• +20 to National Morale
• Displace Defender:
A charging unit under this general is more likely to displace the unit it is charging.
• Cavalry Re-form:
Charging cavalry under this general have a 50% chance to avoid becoming disordered or shaken when charging any unit (normally cavalry automatically become disordered when charging a non-disordered unit).
22
The Game
• Stand Against Charge:
A unit under this general is much less likely to become disor­dered or displaced when targetted by a charge attack.
• Great Devotion:
A unit under this general recovers double the normal amount of morale
Cavalry Bonus
A few generals are especially proficient in the command of cavalry divisions. Generals that have this rating provide a bonus to damage inflicted by cavalry units charging while under their command.
Rank
Every general has a rank of between 1 and 4 stars:
****
ruler of his nation, and his presence on the battlefield repre­sents an increased degree of command and control.
At the beginning of each turn of combat any routed friendly unit on the battlefield has a chance to become rallied.
National Commander – This leader is the supreme
1.7 Province Detailed Controls
Left-click on a province to select it. Information and com­mands pertaining to the selected province appear at the bot­tom of the screen.
Production Queue
This box shows the list of units under production in this province. Yellow bars indicate number of turns that must pass before units will be completed.
To add another unit to the province’s production list, click on the production queue area.
Army Commander – This leader has the authority to
***
command an entire army.
At the beginning of each turn of combat any routed friendly unit attached to the same army as this leader has a chance to become rallied.
Corps Commander – This leader can rally units in the
**
same corps.
Division Commander – This leader can command divi-
*
sions directly but the influence of his command does not ex­tend to other divisions.
Set Auto Join
This button opens a list of armies,
corps, and cities. Select an entry from this list to give an auto-join destination to the general. A general with an auto-join destination will, whenever he has no other orders outstanding, attempt to move toward the province containing its destination and to attach himself to the specified target.
Inspect Orders
This button opens a pop-up display listing all of the orders that have been issued to this general this turn.
Production cannot progress if the province contains enemy units at the end of the movement phase.
Men
Shows the number of population factors available for recruitment into military service and to provide economic output.
When a military unit is added to the production queue, one or more men are drawn either from the province where the production order was placed, or from one of the surrounding friendly provinces.
The amount of labor a province produces and the amount of cotton and wool it converts into textiles is proportional to the level of men in the province.
Each province has a base level of population it can sustain. Each level of road developments allows the population of the province to exceed the base sustainability by one population
23
factor. However, provinces that have populations in excess of base sustainability require increasingly more amounts of food to sustain.
Forage Value
Military divisions – infantry, cavalry, and
artillery – must receive food and other supplies while in the field. A unit that fails to receive supply will suffer attrition and lose strength – an approximate loss of 10% of the unit’s remaining strength each time it fails to receive supply. A unit can receive supplies in one of three ways: by supply via depots, by plunder, or by forage.
An approximation of the unit strength a province can support foraging in it each turn is shown in the province’s details. The actual unit strength a province can support in forage in any turn can vary, and is somewhere between 25% higher or lower than the listed forage value. This is simply a measure of the vagaries of economic and agricultural production.
The base cost to supply an infantry division is 1 money and 2 food. The base cost for cavalry and artillery is 1 money and 1 food. Supplying divisions beyond 20 in a single province re­quires 2 additional money cost per division supplied. Supply cost increases by .5 money / unit for units located in enemy territory. Also, the upkeep cost of depots located in neutral or enemy territory (but not allied territory) is doubled.
Military divisions can draw supply from a depot in their own province or from an adjacent province. Divisions will only draw supply through their own nation’s supply depots unless the nation controlling them has an active treaty agreement allowing the unit to share another nation’s supply depots. Even when sharing depots, the nation controlling the divi­sion to be supplied must still pay all costs associated with the supply.
Supplying units in enemy territory adds 50% to the mone­tary cost of supply. Rough weather in the division’s province increases the monetary supply cost.
Approximately 16% of the men attempting to forage in a province in excess of the amount that the province can actu­ally support foraging in it are lost as casualties.
Inclement weather reduces the forage level in a province.
Foraging casualties are doubled when foraging in an enemy controlled province.
Forage casualties are tripled during winter months for units located in the northern parts of the map.
Foraging casualties are halved for nations that have the Or­ganized Foraging upgrade, and also for guerilla infantry, Cossack infantry, and Cossack Cavalry units.
Depot Toggle
This button toggles the placement of a supply depot in the province.
Depots can only be built in cities under your control, or adjacent to other depots under your control, in a supply chain. This supply chain must be maintained; if a break in the supply chain occurs, and there are two depots non-adjacent to one another, there is a chance that every un­connected depot disappears each turn.
Depots can be removed by un-checking the toggle. Depots are free to build, but have a significant upkeep cost that must be paid each turn.
Depots can be built and maintained in sea-zones, though a nation must maintain at least one ship in the sea-zone at the end of every Movement Phase or the depot in the sea-zone will be lost.
Province Management
This button the province
management screen that al­lows the player access to detailed information and options regarding the economic development of the province.
Reinforce To…
By clicking on this button, the player
opens a list of all military groups (armies and corps) as well as all of the cities under the player’s con­trol. Select one of these to set the reinforcement destination for this province: all new units constructed there will auto­matically be set to auto-join the selected destination.
Top ree Production
This shows the top three areas of resource production in the province. The player can adjust which resources the province produces by opening the Province Management screen and adjusting the division of labor within the province. Right­clicking on the slider bars will lock the bar in place, so you can adjust other bars without moving the locked bars.
Development Schedule
Each province can be working to increase one area of development.
A circular yellow dot beside the province’s city indicates that the province is working on an area of development. The areas of development are Guns, Walls, Roads, Barracks, Banks, Culture, Farms, Factories,
24
The Game
Courts, and Docks. Each area has eleven levels of possible development, measured from 0 to 10.
The development schedule shows which development the province is working to improve and how long this is action is expected take. Players may hurry the development of a province by adjusting the division of labor in the province management screen. See Economy: Developments for in­formation on the cost and effects of developments in a prov­ince.
Development Levels
These show the ten areas of development in a province and the level of development in each (note that only port prov­inces can contain levels of Docks).
If the province has a current area under development, the button for the area of development under production will be highlighted with a yellow box. Development areas that a player can afford to initiate are shown with a black, raised button. Development areas that a player cannot afford are shown with a grey, flat button.
1.8 Map Controls
Moving the Map
Moving the mouse-cursor to the edge of the screen scrolls the map toward that edge. The cursor keys may also be used to scroll the map.
A sub-menu will then open that contains the options which can be toggled to control what sort of information is dis­played on the main map:
• Show Attitude – toggles whether or not attitude pie charts are drawn on the main map.
The attitude charts are displayed over every independent country adjacent to a province in which the player has a diplomat. The attitude charts are shaded in the eight colors representing the player-controlled nations. They show how the attitude of the country beneath the chart favors each na­tion represented on it: the degree to which a nation’s color is shown on the chart represents the positive attitude that the country has toward that nation relative to the positive atti­tudes of all other nations represented on the chart.
• Show Trade Routes – toggles whether or not trade routes are shown on the main map.
Holding down the SHIFT key and moving the mouse-cursor scrolls the map in the direction of motion.
Left-clicking on the thumbnail map in the bottom-right cor­ner of the screen centers the map on the location clicked.
Setting Information Shown on Map
Right-click on a province. From the menu that pops up, se­lect “Map.”
25
• Show Production – toggles whether or not the four most productive resources of each province are drawn on the main map.
The player can click on one of these tabs to open the corre­sponding report.
To close a report ei­ther click on the ‘X’ tab, or click on the tab corresponding to the report that is cur­rently open.
1.10 Relationship Summary Bar
On the main screen, the TAB key is used to toggle the rela­tionship summary bar open and closed.
1.9 Report Controls
There are eight reports that the player can open to see more information about various areas of the game. The reports are:
• Economy – resource production and consumption
• Supply – supply costs, reinforcements, and the drafting of troops
• Production – new units built
• Battles – battles, sieges, and naval actions
• Chat – in a multi-player game, you can send messages to other players and to read messages from them, which appear in the chat report
• Political – declarations of war, sneak attacks, surren­ders, formation and dissolution of protectorates
• Rumor – contains random bits of information that may otherwise be unknown to the player. Some rumors may give false information; the chance of a rumor’s be­ing true increases with the number of courts develop­ments a nation builds. In a multi-player game players can spend political actions (on the Economic Advisor screen) to attempt to plant rumors
• Treaty – new treaties for proposal, treaties ratified and dissolved, and the effects of treaties in force
Players open reports by moving the mouse cursor to the bot­tom edge of the map, just above the summary bar at the bot­tom of the main screen. When the mouse is in this area a panel of menu tabs pops up.
The relationship summary bar shows flag icons representing all eight nations in the game. One of the eight nations will be highlighted in a blue rectangle: the player can change which nation is highlighted by moving the mouse cursor over a nation’s flag to change the highlight to the nation below the mouse cursor.
The attitudes and political relationships between the eight nations and the highlighted nation are portrayed using a face icon to show attitude and various icons to represent po­litical relationship.
Sometimes the attitude face icon is replaced with a number. The color of the number determines its meaning:
• White: Shows Victory Points owed to the highlighted nation--when one nation surrenders to another, the surrendering nation owes a certain level of Victory Points. The victorious nation can spend these Victory Points to construct a treaty which it is then able to im­pose upon the defeated nation.
• Yellow: Shows peace turns remaining between the na­tion and the highlighted nation. The nation with peace turns may not declare war on the other nation until a number of turns have passed equal to the remaining number of peace turns.
• Red: Shows the slaughter level of the highlighted na­tion. This is number of men belonging to the nation that the highlighted nation has killed during the cur­rent war between the two nations, in units of 100’s of men.
26
The Game
1.11 Keyboard Shortcuts
A handy table of keyboard shortcuts can be found in the Ap­pendix at the end of the manual.
2. Game Concepts
2.1.0 Military
2.1.1 Units and Construction Cost
To build a unit a nation must expend enough resources to pay for the entire cost of the unit. A nation must also be able to pay the cost in Men, by reducing the appropriate number of population-factors, either from the province in which the new unit is to be built, or in an adjacent province controlled by the nation. (The player has no control over this: they are taken from the surrounding area at random.)
After the cost is paid, the unit is added to a province’s pro­duction queue. When a certain number of turns have passed, the unit will be completed and will appear in the province which was building it. The base time-to-build varies by unit type, and is adjusted by the following conditions:
• Existing items in the queue: 25% of the total build­time for all items currently in the queue is added to the build-time of any item added to the queue
• If a province has 4 levels of Barracks and Factories, then the build-time for infantry and cavalry is reduced by 1 in that province.
• If a province has 6 levels of Barracks and Factories, then the build-time for infantry and cavalry is reduced by 2 in that province.
• If a province has 9 levels of Barracks and Factories, then the build-time for infantry and cavalry is reduced by 3 in that province.
• If a province has 4 levels of Factories then the build­time of artillery is reduced by 1; if 8 levels of Factories, the build-time of artillery is reduced by 2; if 10 levels of Factories, by 3.
• Εvery 2 levels of Docks reduces the build-time of ships by 1 turn.
2.1.2 Unit Information
The various costs in the chart on page 26 are the resource costs to begin construction on a unit of this type. In addi­tion, each unit has a value for these factors:
Upkeep Cost: the amount of money required to maintain a unit each turn. Any turn in which upkeep cannot be paid then the unit loses approximately 1/8th of its strength.
Turns to Build: the base number of turns that elapse between the order to build a unit and its completion.
Base Initiative: this is the base chance that an order to move the unit will be successfully executed.
Scout Chance: the chance that the unit will penetrate the fog-of-war one province beyond which it can normally see.
Move on Sub-Phase: Each Movement Phase includes six movement sub-phases. Cavalry, generals, diplomats, and ships have an opportunity to attempt to move on each sub­phase. Infantry- and artillery-type units (including armies and corps) may only attempt to move on sub-phases 2-4, ex­cept for Light Infantry, which may move with generals and diplomats on sub-phases 2-5.
Men: gives the number of population factors that are re­moved from this or adjacent friendly provinces when con­struction is begun on this unit.
2.1.3 Advanced Units
The advanced units are variations on the basic units. They can require unique prerequisites in order to build or to ac­quire through a nation’s feudal levy; if so, this is noted be­low. In addition, they receive the listed combat modifiers to the basic rules for combat (see the next section below for Combat rules.)
Light Infantry
In quick combat
• -1 to attack compared to regular infantry
• +2 defense bonus compared to regular in­fantry
In detailed combat
• have a reduced cost to deploy skirmishers (only 2 move­ment points), and under normal circumstances may do so without the need to make an organizational check.
• do more damage when skirmishers are deployed than regular infantry.
• have reduced movement costs compared to regular in­fantry when skirmishers are deployed
• have a chance to avoid being charged by enemy infan­try
• fire out of forests, villages, and orchards without an at­tack penalty.
• scout one hex farther, and require only half as many movement points to change formation, than regular infantry.
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Unit
Money
Horses
Labor
Cost (Men)
Population
Iron
Timber
Textiles
Cost
Upkeep
Build
Initiative
Turns to
Base
Chance
Scout
Sub-Phase
Moves on
Army Corps 100 20 20 0 0 0 80 15 2 60 15 2-4 Fleet 100 0 20 0 20 100 40 15 4 85 15 1-6 Infantry (regular) 50 20 20 2 20 0 0 2 3 50 10 2-4 Militia 0 0 20 3 0 0 0 2 1 50 10 2-4 Guard 250 20 20 1 40 0 40 2 6 60 10 2-4 Light Infantry 50 20 20 2 20 0 60 2 4 60 5 2-5 Rifle Infantry 50 0 50 2 120 0 40 2 12 50 10 2-4 Landwehr Militia 25 0 30 3 0 0 0 0 3 50 10 2-4 Guerilla Infantry 50 0 20 2 20 0 0 0 3 50 10 2-4 Cossack Infantry 50 20 20 2 20 0 0 0 3 50 10 2-4 Jager Infantry 0 20 10 2 20 0 200 2 4 50 10 2-4 Janissaries 50 20 20 2 20 0 0 0 3 50 10 2-4 Cavalry (regular) 100 80 20 1 10 0 0 4 6 70 30 1-6 Heavy Cavalry 100 120 20 1 40 0 40 4 8 60 30 1-6 Light Cavalry 100 80 20 1 10 0 40 4 6 70 55 1-6 Cossack Cavalry 100 80 20 1 10 0 0 0 6 95 30 1-6 Irregular Cavalry 0 140 10 1 0 0 0 2 2 60 10 1-6 Lancer 200 80 20 1 10 0 120 2 9 70 55 1-6 Artillery (regular) 100 20 40 1 100 10 0 2 9 40 2 2-4 Heavy Artillery 20 20 20 1 300 30 0 2 10 20 2 2-4 Horse Artillery 100 80 60 1 100 10 0 2 9 60 2 2-4 Howitzer 75 20 40 1 200 10 0 4 9 40 2 2-4 Ship 150 0 60 1 10 50 20 4 12 85 10 1-6 Frigate 150 0 30 1 10 50 20 4 9 95 30 1-6 Heavy Ship 200 0 60 1 20 100 40 6 15 75 10 1-6 Merchant 0 0 0 1 0 0 200 4 8 60 5 1-6
50 20 20 0 0 0 40 15 6 60 25 2-4
28
Privateer 0 0 0 1 0 150 0 0 9 60 10 1-6
Transport 50 0 30 1 0 50 20 2 9 75 10 1-6
General 0 0 0 0 0 0 0 0 0 85 10 2-5
Diplomats 300 0 0 0 0 0 100 20 6 75 10 2-5
Depot 50 0 10 0 0 0 0 15 0 0 0 0
POWs 0 0 0 0 0 0 0 0 0 50 15 2-4
City 0 0 0 0 0 0 0 0 0 0 20 0
Port 0 0 0 0 0 0 0 0 0 0 20 0
The Game
Rifle Infantry
(Requires Barracks development level 8.)
In quick combat
• +2 attack bonus compared to regular infan­try
In detailed combat
• receive much reduced range penalties
• can attack two hexes farther than regular infantry
• at close range do 20% more damage than regular in­fantry.
Landwehr Militia
These are infantry divisions that Austria and Prussia raise every May. For every 25 points of Feudal Dues, Austria and Prussia can raise enough Landwehr Militia to have one unit per unoccupied province they own.
In detailed combat
• 2 fewer movement points than regular infan try
Guerilla Infantry
Nations may automatically generate guerilla units when their home territories are occu­pied. Each home territory so occupied has a 35% chance to produce a guerilla unit each turn. Spain and Turkey receive bonuses to this chance, as do nations targeted by total war.
Guerilla units do not surrender but are dis­banded instead.
• can move through enemy zones of control by paying double the normal movement cost,
• severe penalties to enter line formation
When a nation is no longer at war with anyone all of their guerilla units are disbanded.
Cossack Infantry
Each May Russia receives enough Cossack units (50% cavalry / 50% infantry) to bring its total Cossack units to a total equal to its Feudal Dues, divided by 25 times the number of unoc­cupied “Cossack Provinces” it owns.
Cossacks take only half normal foraging casu­alties.
In both quick combat and detailed combat
• Cossack infantry fights as regular infantry, with a slightly reduced effective range and slightly increased movement
Jager Infantry
Jager infantry are light rifleman units. They can only be produced by Prussia, Sweden, Aus­tria, Russia and certain Germanic countries.
In quick combat
• +1 attack bonus compared to regular infan­try
In detailed combat
• have skirmishing, scouting, and movement qualities of light infantry
• receive less of a penalty for attacking at long range.
Janissaries
In quick combat
• +3 defense bonus compared to regular infantry
In detailed combat
• can continue to move a short distance after attacking
• receive defensive terrain bonuses twice
• have 50% chance to avoid charges from enemy infan­try
• receive one-third fewer casualties from many forms of attack
• cost to move through rough terrain decreased by 1
• get no extra movement point cost when moving adja­cent to enemy units
• do -33% damage when charging, -50% damage when firing
Janissaries are elite Turkish infantry units. The Turkish player receives enough Janissar­ies each September to bring his total Janissar­ies up to 2 times Turkey’s level of Feudal Dues divided by 25.
Janissaries are created with a higher morale than Turkish infantry normally receive.
In quick combat
• +1 attack bonus compared to regular infantry
In detailed combat
• receive a 10% damage bonus
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