Hi Robroy3, Thank you for the kind words, they are very much appreciated. Knighttime and I spent a lot of time on this project and are glad to hear many of our members seem to enjoy the experience. Of course, I would be remiss if I didn’t thank TheNamelessOne once again for his fabulous ToTPP-Lua project, without which none of this would have been possible. For those who are familiar with the genre, the Avalon Hill Company released many great board games back in the day of which Mark McLaughlin’s “War and Peace”was one. I recall spending many enjoyable hours playing his game. Of course by its nature my Test of Time computer scenario was going to be different in execution but I tried nonetheless to capture the essence of that game into my design and in that sense I owe Mr. McLaughlin a debt of gratitude for inspiring me in my own version of the Napoleonic wars. In actuality, after reviewing all the feedback provided by the players, I started working on version 1.1 of the scenario with Knighttime about a month ago. I’m now in the testing phase. I’m not certain how long it will take to complete this phase but I expect a least a few weeks. For those who may be interested, here is a list of the main changes that were implemented and are currently being tested: Added unit and wonders descriptions in the Civilopedia Replaced the base game images for city improvements and wonders Replaced the winter.wav file by one provided by Techumseh Added Help key function to allow users to get unit stats in game (press on the TAB key to bring up the HELP screen). The HELP screen also displays if a leader bonus is being applied to a unit’s attack factor or not. Added Power Board Relations screen (press on F3 key to see the diplomatic status between France and the other powers) Modified the onActivate() function for artillery shells to remain focused on the shell that was just generated Removed the Constabulary unit from the game and replaced it with the DO NOT USE unit (if you accidently build any they will automatically get deleted at the end of each turn). (Note: the Constabulary unit, which occupied the Settler spot in the unit grid, was NEVER intended to be used in the game, but would nevertheless show up as the default item in the production queue of a city that was just captured, even if its prerequisites were set to NO in the rules.txt file. By replacing it with the DO NOT USE unit my goal was to eliminate this problem altogether). The Tech Paradigm has been increased from 20 to 30 Modified the tech tree: Heavy Artillery now requires Warehouses & Supply Logistics Modified the tech tree: Siege Warfare now requires Gribeauval System & Warehouses Increased France’s starting treasury by 400 francs (from 1350 to 1750) The first three changes were done to slow down players’ ability to 1) beeline for the heavy artillery/siege mortars advances and 2) complete the French research tree too early, thereby allowing them to ratchet up the income tax rate to unrealistically increase the influx of francs into the treasury. Though the 12pdr canon already existed prior to the war, they didn’t start showing up in significant numbers in Napoleon’s artillery batteries till after 1809. As I may have already mentioned, Napoleon struggled throughout the wars to maintain France’s finances afloat. Based on some of the feedback I received from players, I felt an adjustment was required in this area to bring it a little more in line with the historical narrative (the 400 francs added to the initial treasury was done to compensate for the loss of revenue that was a consequence of the increased tech paradigm). Replaced the French ‘Sapeurs’ unit icon Added messages if Charles or Blucher are killed prior to the war of the 6th Coalition Modified Charles initial placement in war of 3rd Coalition (he will no longer generate in northern Italy) Added extra Partisans activity in Tyrol (with war of 4th Coalition) and Vendee regions (if British units capture certain French coastal cities) Added Minor Forts to the roster of units created as part of the British capture of certain French coastal cities events, so be forewarned should you decide to leave these cities undefended in the future as they won’t be so easy to recapture. Fixed issue where winter attrition was happening to units in Temperate Forest and Hill tiles Coalition forces now have a 1 in 2 chance of capturing French artillery units if they are defeated in battle, so be wary of leaving your artillery unprotected moving forward if you don’t want to see them turned against you. Added Magdeburg to the map and made it a required city to defeat Prussia in war of 4th Coalition Removed Brunswick as required city to defeat Prussia in war of 4th Coalition, though it continues to be a recruiting center for troops from the Prussian minor power of Brunswick Added extra locations for British Iberian reinforcements to arrive on. Removed Riga as a city required to subdue Russia, though it continues to be a Continental Port, in addition to being a location for the Tsar to receive British funded troops when at war with France. Added Coastal Fortress improvements to Anvers, Calais and Brest (removed minor fort from Brest). Revamped the overall British naval move to commands and added movement orders along the Spanish and French Mediterranean coasts Removed the ability of French naval units from generating shells in port (you can now only do so in an ocean tile) Modified the Maritime Supremacy rules whereby British naval losses are only counted if an English ship is killed by French naval shells (hence losses due to Shore Bombardment or ships caught in port by ground units no longer count), or if same said vessel loses a naval battle after attacking a French ship. These changes were implemented, to prevent the French from taking advantage of AI behaviors that a human player would simply not pursue (such as launching repeated suicide shore bombardment attacks, or move his ships into a port that was at risk of being captured by French ground forces). Replaced French ‘Naval Shells’ unit by ‘18 pdr Shells’ and ‘24 pdr Shells’ units Frégate now fires up to 1 x ‘18 pdr Shells’ unit per turn Deux-ponts now fires up to 1 x ‘24 pdr Shells’ unit per turn Trois-ponts can now fire up to 2 x ‘24 pdr Shells’ units per turn Villeneuve provides leader combat bonus to ‘18 pdr shell’ and ‘24 pdr shell’ units, so his early survival takes on a new significance Revisited and modified the units stats for all French and Coalition vessels in the view of making them more balanced Removed the “Can spot submarines” flag from the Deux-ponts and Trois-ponts vessel, thereby significantly increasing the value of having Frégate units, and their ability to locate enemy vessels at sea, in your naval order of battle. (Note: without the flag, the only way a friendly ship can locate an enemy vessels would be when trying to enter their tile, thereby revealing their location). Added French invasion of England conditions, that will create an invasion reaction force Modified the British reinforcements to the Iberian Peninsula to reroute them to Britain as long as French forces exist on the island and England hasn’t been subdued Modified the event file to relocate Wellington to England, should he be located in the Iberian Peninsula and France has invaded England. Obsolete the British Navy, British Admiralty and British Trade wonders if France captures London Modified the consequences of British surrender to include: Grant a large war indemnity to France Transfer all Spanish cities controlled by England back to Spain Transfer all Portuguese cities controlled by England to France Delete all British and Portuguese troops from the Iberian Peninsula Delete all British Royal Marines, Naval and Swedish units Numerous other small modifications and additions were done to the events, game, rules and map files hopefully to enrich the player experience and increase the play balance. I would like to thank Knighttime, once again, who not only coded the HELP key function (redesigned from OTR to work for Napoleon (thanks Prof. Garfield and John for letting us use your idea)), the Power Board Relations, the complex French Invasion of England events but also cleaned up many parts of the code and restructured, not only the whole Diplomatic framework, but the entire lua file in a more logical order. Once the testing is completed and all the final details sorted out I will release version 1.1, hopefully sooner rather than later.