About:
An enhanced version of John Ellis's Napoleonic Wars era scenario on a large map of Europe by McMonkey.

Hosted by the Scenario League. Successfully tested in Civ2 MGE.

File added to this area as part of Blake's lost scenario/mod files restoration & cataloging project which can be found here:
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Original Description/Intro:
^^BONAPARTE III McMonkey's adaptation of John Ellis' original
^
^^THE FRENCH BID FOR EMPIRE!.
When the Peace of Amiens collapsed in May 1803, Europe had enjoyed
19 months of uneasy ceasefire. General Bonaparte was intent on
expansion - the English, in particular, were intent upon stopping
him. The scene was set for a conflagration that could set all of
Europe ablaze...
^
^^Recommended levels: PBEM as Colonel. French or English play at Marshal level.
^^Any others, play at General or Colonel level, to compensate for their government types.
^
^
Spoiler Click to expand :
OBJECT:
Become the most powerful Empire you can before Napoleon historical career ended
when he died in May 1821.
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As a guide take these targets:
French (71VPs) >106 = Marginal Victory, >142 = Decisive Victory
English (76VPs) >114 = Marginal Victory, >152 = Decisive Victory
Austrians (48VPs) >72 = Marginal Victory, >96 = Decisive Victory
Prussians (41VPs) >62 = Marginal Victory, >82 = Decisive Victory
Russians (69VPs) >104 = Marginal Victory, >138 = Decisive Victory
Spanish (35VPs) >53 = Marginal Victory, >70 = Decisive Victory
Swedish (27VPs) >41 = Marginal Victory, >54 = Decisive Victory
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No technologies may be acquired by conquest.
Government switching is not permitted.
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THE NATIONS:
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A few quick comments. The VP targets are now based on your starting total.
Get 150% for a marginal win, 200% for a decisive one. Of course,
as France, I don't feel I've won unless I have taken Vienna,
Berlin and either London or Moscow!
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_________________________________________
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The French
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The protagonists of the scenario. Biggest army, second-highest
VP total to achieve. Their Government form is basically Communism
- not so far from the ideals of the Revolution! They get more free
support for units (6) than the Monarchies (4) so can build the large
army they are going to need. Army quality good: Infantry/cavalry
about 50% veteran to start with, their famous artillery 100% veteran.
(Boney was a gunner, so no wonder).
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Navy good (40% veteran). Second best overall, but awkwardly split
between the Med and the Channel.
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Try to keep your alliance with the Spanish. They have a goodish navy
and together you can hope to take on the Royal Navy.
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_________________________________________
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The British
-----------
Small army, even with the Portuguese and Hannoverians. Their Government
form is basically Republic, so the folks at home will get restless
at too many units outside a 3 square radius of a friendly city. Remember,
most squares have fortresses so your units don't have to stay in
cities. You can build Prisons to help you with domestic unrest, or the War
Patriotism wonder. Be aware though, that this wonder may become
obsolete suddenly!.
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Very rich (bribe others to be allies?), and with good science. However,
periodically the event engine will drain your treasury with
subsidies made to the enemies of Napoleon, so don't let your treasury fall
below about 1,000 gold. Nearer the Industrial Revolution than
the others. Army units are very expensive to build (The English had no
conscription until the First World War), but they are rather good.
OK, I'm biased, but they did well historically.
%
Use your outstanding navy (100% veteran) to keep the French at bay to begin
with, and you have time to build up a reasonable army. Each unit
costs 1 shield to support, though. Expansion is a problem. Spain and
Norway/Sweden are the obvious routes to begin with. Then it just has to
be France. The highest VP target, and a scattered Empire that it is not easy
to defend.
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_________________________________________
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The Austrians
-------------
Napoleon's main continental opposition, in the real world. This time, it's
up to your diplomacy. Below average infantry (although good
Grenadiers), outstanding cavalry and under-developed artillery. Tiny Navy.
Good room for expansion to the south and west. Maybe even
Turkey. You have to keep the Russians, French and Prussians sweet (most of
the time) to allow your troops to move into the Balkans.
Keeping the French at bay will not be easy, especially in Italy!
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You have a few Horse Artillery units, but can build no more until you get
the appropriate tech. You have no Imperial Guard.
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Something of an initial cash flow problem. Build Traders and Banks. Moderate
VP target.
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The Prussians
-------------
Surrounded by potential enemies! Probably the hardest to play well without
exceptional diplomacy. Flatter everyone and build up your army.
Forget naval power. Low VP target, and no wonder. Strangely, the computer
always seems to do quite well when playing the Prussians,
although they always get involved in a war of attrition against the Russians
that they eventually start to lose.
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You have a few Uhlans units, but can build no more until you get the
appropriate tech.
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The Russians
------------
Handicapped by their Government form (Despotism), science is a struggle and
cash is always a problem. Should be played at Colonel, or at
the most, General level. Your large number of cities allows you to build hordes
of troops, though, especially the cheaper sort (due to your
low productivity) so bully your tech out of your weaker neigbours. Easy expension
to the south, but the vast distances and terrible road
system make it difficult to switch your armies about. Maybe worth making a bid
for naval supremacy in the Black Sea or the Baltic, but
probably not both at once. High VP target, but you start off with a high score,
and a large if scattered army.
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You have a few Uhlans units, but can build no more until you get the appropriate
tech.
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_________________________________________
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The Swedish
-----------
Smallish, but good, army. Moderately sized and high quality navy. Lots of
opportunity to expand in Scandinavia and a good defensive position
at home. Look out for the Russians, who are your main rivals in the area.
Low VP target.
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_________________________________________
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The Spanish
-----------
Good sized, if rather inexperienced, navy. Terrible army. The worst. Still,
your artillery is as good as the others' and you don't have many
rivals, especially if you can keep the French on your side. Moderate-to-Low
VP target, and all of North Africa, Sicily and perhaps Portugal
to invade. Not a bad bet, really.
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You have a few Horse Artillery units, but can build no more until you get the
appropriate tech.
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_________________________________________
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PBEM HOUSE RULES
-----------------
PRUSSIA & AUSTRIA AS VASSALS: If France captures Berlin or Vienna then the Prussian
or Austrian player must act as a vassal of France. France cannot capture any more
territory from that nation but it may send French troops through their territory.
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It is up to the Vassal nation how much they co-operate with the French. They may
just allow access, they may join forces with the French.
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Vassal status is terminated if the capital is liberated by a foreign power.
If The Vassal wishes they may wish to stick with the French. If not they will need
to negotiate with their liberator over getting back their capital.
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I know this rule is a little long winded but it should eliminate wars of annihilation
to some extent. After all, after the first exile of Napoleon, France was allowed to
become a Kingdom, only for the monster to return!
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SPAIN AS VASSAL: If Britain or France (or whoever else) captures Madrid then Spain
must become the vassal of that nation, much the same as the rule above.
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GENERAL RULES:
*Black clicking is banned. Using this trick eliminates the element of surprise and a
lot of the fun that that brings!
*Stack size checking is permitted. Although you may not know the compositiion of your
enemy, you may know roughly how big it is. Therefore I consider this a valid tool.
*No building of new cities, only rebuilding raized ones.
*No pillaging of stackable terrain. Roads, mines and irrigation are fair game.
*All the other normal rules apply (IE no rehoming trade, ship chaining etc...)
*Do not sell"Non-Combatants" and you have to rebuild non-combatans immediately after
you conquered a city!
*No alliance between France and Britain.
*No sneak attacks. One turn peace after declaration of war.
*Trade embargo is allowed.
*You cannot build a new palace while you already have one.

_________________________________________
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Like John Ellis' other scenarios, units become veteran in the fires of battle.
No Barracks or Port Facilities. The standard infantry move is 2.
Roads multiply this by 4, not 3.
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Changes
-------
*Longer game. Monthly turns from May 1803 to May 1821 when historically Bonaparte died.
*France has more cities as well as a Bonaparte unit.
*Britain will recieve a Duke of Wellington units through events in 1808.
*Invasion barges have had their troop capacity raised but their movement reduced to 1.
*There are no Marine units.
*Invasion coast terrain has been added. This high movement cost square will force an
invasion force to spend at least one enemy turn on the beaches organizing themselves
for the push inland.
*Britain starts the game with the British Admiralty Wonder.
*The road move multiplier and ship movement rates have been doubled to compensate for
the roughly double size map.
*The defence rate of French infantry is now comprable to other nations.
*A Spy unit has been added. He is an expensive, one shot unit who can only investigate
cities. Useful for planning a crucial attack but too expensive to use all the time!
*British defences in Portugal have been strengthened.
*Britains south coast has been strengthened.
*Various new cities and altered old ones. Ownership of some cities has been corrected.
*Independent cities usually have Fortresses. This will slow down the rate at which
players can expand at the AI's cost.
*Gibraltar now on hills instead of mountains. Has a Fortress so should be a very tough
nut to crack, but not impossible!
*Rush building problem that allowed British to gain three deckers cheaper has been
solved by reducing the cost of Dragoon Guards to 120 gold.
*Guards events have been ammended to be random repeaters instead of one-offs.

Screenshots:
SBonaparte3.png

SBonaparte3.png
Author
Blake00
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