Background
The Napoleonic Wars were a series of conflicts involving Napoleon's French Empire and changing sets of European allies and opposing coalitions that ran from 1803 to 1815. As a continuation of the wars sparked by the French Revolution of 1789, they revolutionized European armies and played out on an unprecedented scale, mainly due to the application of modern mass conscription. French power rose quickly, conquering most of Europe, but collapsed rapidly after France's disastrous invasion of Russia in 1812. Napoleon's empire ultimately suffered complete military defeat resulting in the restoration of the Bourbon monarchy in France. The wars resulted in the dissolution of the Holy Roman Empire.
But that was what really happened. It is 1804 and the War of the Third Coalition has just begun. Today, we change history
Rules
Here are some example stats. I will go line-by-line and explain the rules for each stat.
The French Empire
Government: Imperial Monarchy
Player: Emperor Napoleon I/
Economy: 28c-5c+4c stability=27c
Treasury: 6c
Army
1. Boulogne Detachment: 10 Infantry Divisions, 5 Artillery Pieces//Regulars// Upkeep: 0c
2. Army of the Rhine: 20 Infantry Divisions, 15 Cavalry Divisions 10 Artillery Divisions//Regulars// Upkeep: 3c
3. Army of Italy: 10 Infantry Divisions, 5 Cavalry Divisions, 5 Artillery Pieces//Veterans// Upkeep: 1c
Navy
1. Channel Fleet: 15 Frigates, 4 Man-of-Wars//Regulars// Upkeep: 1c
STABILITY: 70% (+4c)
TECHNOLOGY RESEARCH:
-none-
TREATIES:
The Entente-Signed with Batavia, Italy, Confederation of the Rhine, and Spain
RIVALS:
United Kingdom
Austria
Russia
So the stats are few and relatively easy to explain. So here we go.
The government stat is quite self explanatory. Your people tend to be more sympathetic towards nations that share the same government as you, though there are exceptions when you are at war with someone, or any other explanation you can think of. While Monarchial governments can be more stable and orderly, Republican governments are filled with Nationalism, which can be crucial at times
Economy is where you see a very simple formula worked out to give you the amount of credits you can spend each turn. The first number is your gross income, simply a sum of all the income you control. Upkeep from your military is then subtracted. Finally, you see another value coming from the stability stat of your nation (more on that later). This can either be a positive or negative number. The solution at the end is the amount you can spend this turn on new units, tribute, or anything else you would want to spend money for. You may have a negative number at the end, in which case you will either have to make up for it with money from your treasury, or, if you don’t have any money in your treasury, you can borrow from creditors.
To gain credits
-Occupy Territory
-Invest into Industrial technology
-Invest into your economy (Note: you CAN NOT just say increase eco, you must give me a reason, like Trade, Agriculture, or Industry)
-Total Militarization (Bad effects later)
To Lose Credits
-Lose territory
-Neglect technology
-Neglect investment into your economy
-Fight a losing war
So let's take the United Kingdom for example. They have 32 Credits. Let's say they want to increase that. He can do it by many ways. One way would be to conquer a territory, say, Spanish Florida. From a combination of resources, population size and markets. Due to Florida having a good amount of resources, the British may end up making 2 or 3 more credits once they stabilize the region. It could take a few months, or it could take several years depending on size and how many troops you station there.
Or he could simply invest into his economy. Say he has 32c's. X will equal the amount of c's he has to spend to raise by 1 c. To get to the next level, he would have to spend X so that 32/X=2/3. Another example would be if I had 4 c. I would have to spend 6c in order for 4/6=2/3 and increase the economy. Also you can simply multiply by 1.5
Treasury is quite simple as well. This is where the credits you don’t spend each turn go. You can put as many credits you want here. You may also go negative in your treasury, resulting either from a negative economy or just because you needed extra money on top of a positive income. This represents your government borrowing from creditors in your country. You can only go a maximum of 50c in the red. Every 5 turns you are in the red (kept track in brackets) you are charged a 10% interest fee, which is added to your debt, with a minimum charge of 1c. You may be in the red as long as you want, but if you exceed 50c you will be forced out of office and your country will go through a revolution (you will have to start from scratch).Also, every time you are charged an interest fee, your stability will decrease by 5%.
Your military is divided into army and navy. Each branch has its own set of units that you may purchase each turn, with their own individual costs. A list of current units to purchase will be on the front page. Each branch is further divided into separate armies and fleets of which you can name yourselves. These are listed, and their corresponding number will be placed on the map to indicate where they are (armies and navies in numbers, wings in letters according to their place in alphabet (1st wing will be an a on the map, 2nd will be a b, and so on). You may move them each turn. The distance a division can move is marked in the upper right corner of the map. One fleet may carry only one division at a time and can only move a set amount each turn
Training for each army is also present. There are 4 levels of training: Green, Regulars, Veterans and Elites. When an army or fleet is first created, it is Green. To upgrade from Green to Regular, it costs 10c. To upgrade from Regular to Veteran, it costs 20c, and to upgrade from Veteran to Elite, it costs 30c. I take training seriously when I do battle results, and is very important. There is also upkeep for each level, added to the army, wing or fleet. For Regular training, the upkeep is 0. For Veteran, it is 1c per army/fleet/wing, and for Elite its 2c. If your army is Green, then you actually get a negative credit bonus, meaning I subtract a credit of upkeep from your army/navy/fleet. This essentially means you can have way more units in a Green army and pay less in upkeep. You cannot make profit from upkeep.
Upkeep is calculated for each branch, and further broken down to each army, fleet, and wing. The way it is figured is simple. For each army, I add up the number of units in the army, and for every 10 units after 20 I add 1c, with a minimum of 1c. So if you have 19 units in an army, you don’t pay upkeep, but if you have 21 or any amount up to 29, you pay 1c, and 30 you pay 2c, etc. So with our example, there are 20 units in the Army of Italy, so the initial upkeep is 0. Then since it has veteran or higher status, I would add another credit to upkeep, making it a total of 1c for this army. For navies, I replace the 20 Units with 15 and for every 5 over, I add 1c.
Stability is an incredible. It really can also be called an approval rating, but I went with stability for its all-encompassing definition. Basically this is the only other place you can earn an income. You can also lose money here. Here is how it works.
This game takes treaties and pacts very seriously, and so finally here is a stat to enforce that. The stability rating is affected by pacts you either make or break. For example, if you make a pact with an NPC or player nation, you are expected to honor that pact, or else your stability will drop as your people protest your dishonesty. So, if the United Kingdom signs a defensive pact with Portugal, and then lets it get gobbled up by France, its stability will drop. By how much is governed on the the UK’s actual reaction. If they did nothing to stop France, then it may drop as much as 15%. If the UK actively sent troops to protect Portugal, but failed, the stability may only drop 5%. You may also drop by 5 or so percent if a rival of yours is victorious in war, your economy remains in the red (explained in economy section), you make a deal with a rival that “breaks character,” or any other number of reasons.
You can also gain in stability when you sign a new pact with a nation (amount depends on nature of pact and if it is good for your nation), succeed in honoring a treaty or pact, accomplish a National Goal (more on this below), win a war, etc.
The amount you get from stability is simple. For every 5% over 50, you gain +1c, and for every 5% below 50 you lose a credit. So with stability of 70, France gains 4c a turn. If he would drop to just 69, then he would only earn 2c. Anything from 46-54 is neutral, you don’t gain and you don’t lose anything. If you happen to be above 95, you get an extra 1c, and if you are at 100 (highly unlikely), you gain a bonus of 5c on top of what you would be earning normally.
Technology is where the technologies you are currently researching or are done researching is listed. You may research as many technologies at a time as you like. More on technology in the technology section of the front page.
Treaties is the section that lists all your official treaties and pacts. Deals MUST be signed publicly! If it looks as if you have made a deal in private (so to protect yourself from stability harm or gain) the populace may go into an uproar and you may lose massive amounts of stability! You may cancel any deal you want at any time (though this may also hurt your stability). Make deals wisely! You should also check this section every turn and let me know of any discrepancies, this is very important! You may also start out with treaties in the beginning of the game.
Rivals is the list that your people believe are rivals to your nation. This may only by altered by the feelings of your people (me) and not you.
National Goals will be PMed to each nation at the start of the game. It will be a list of 5 or so long-term goals that you can strive for if you wish. When accomplished you will be awarded a package of 40c and your stability will rise 20% for every goal. These won’t be easy, and may intertwine with other Player goals.
UNIT LIST
Levied Troops: Your citizens simply given a gun, taught how and who to shoot, and sent to battle. Very lightly armed and equipped with the lowest quality of weapons. Cost 1c for 4 Divisions
Irregulars: Irregulars cannot be recruited. These are men and boys who have flocked to your cause and have taken arms up for you. They may come to you when you are invading their territory (ala Liberation) or help defend their homelands. Better trained and equipped than Levies, Irregulars will leave the army when they feel, and although you can try to prevent it, there can be some consequences.
Note: You DO NOT pay upkeep for Irregulars
Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of professional, well trained infantry equipped with good quality weapons. Cost: 1c
Cavalry Division: Your only means of a mobile land unit, they are well trained and equipped. While they are fast, some terrain is harder to pass with them. Cost: 2c for 1
Artillery Brigade: Your rain of death upon your enemy, these heavy weapons are useful when attacking fortified positions, as well as cities and forts. Cost: 3c for 1
Frigates: These are quick and efficient naval vessels. Not as good in ship to ship combat as Man-O-Wars, but good for patrolling the sea lanes. Cost: 1c for 1
Man-O-Wars: These are the best wooden fighting ships available. Not only for combat, but each also represent a nation’s prestige and power. Cost: 3c for 1
The Napoleonic Wars were a series of conflicts involving Napoleon's French Empire and changing sets of European allies and opposing coalitions that ran from 1803 to 1815. As a continuation of the wars sparked by the French Revolution of 1789, they revolutionized European armies and played out on an unprecedented scale, mainly due to the application of modern mass conscription. French power rose quickly, conquering most of Europe, but collapsed rapidly after France's disastrous invasion of Russia in 1812. Napoleon's empire ultimately suffered complete military defeat resulting in the restoration of the Bourbon monarchy in France. The wars resulted in the dissolution of the Holy Roman Empire.
But that was what really happened. It is 1804 and the War of the Third Coalition has just begun. Today, we change history
Rules
Here are some example stats. I will go line-by-line and explain the rules for each stat.
The French Empire
Government: Imperial Monarchy
Player: Emperor Napoleon I/
Economy: 28c-5c+4c stability=27c
Treasury: 6c
Army
1. Boulogne Detachment: 10 Infantry Divisions, 5 Artillery Pieces//Regulars// Upkeep: 0c
2. Army of the Rhine: 20 Infantry Divisions, 15 Cavalry Divisions 10 Artillery Divisions//Regulars// Upkeep: 3c
3. Army of Italy: 10 Infantry Divisions, 5 Cavalry Divisions, 5 Artillery Pieces//Veterans// Upkeep: 1c
Navy
1. Channel Fleet: 15 Frigates, 4 Man-of-Wars//Regulars// Upkeep: 1c
STABILITY: 70% (+4c)
TECHNOLOGY RESEARCH:
-none-
TREATIES:
The Entente-Signed with Batavia, Italy, Confederation of the Rhine, and Spain
RIVALS:
United Kingdom
Austria
Russia
So the stats are few and relatively easy to explain. So here we go.
The government stat is quite self explanatory. Your people tend to be more sympathetic towards nations that share the same government as you, though there are exceptions when you are at war with someone, or any other explanation you can think of. While Monarchial governments can be more stable and orderly, Republican governments are filled with Nationalism, which can be crucial at times
Economy is where you see a very simple formula worked out to give you the amount of credits you can spend each turn. The first number is your gross income, simply a sum of all the income you control. Upkeep from your military is then subtracted. Finally, you see another value coming from the stability stat of your nation (more on that later). This can either be a positive or negative number. The solution at the end is the amount you can spend this turn on new units, tribute, or anything else you would want to spend money for. You may have a negative number at the end, in which case you will either have to make up for it with money from your treasury, or, if you don’t have any money in your treasury, you can borrow from creditors.
To gain credits
-Occupy Territory
-Invest into Industrial technology
-Invest into your economy (Note: you CAN NOT just say increase eco, you must give me a reason, like Trade, Agriculture, or Industry)
-Total Militarization (Bad effects later)
To Lose Credits
-Lose territory
-Neglect technology
-Neglect investment into your economy
-Fight a losing war
So let's take the United Kingdom for example. They have 32 Credits. Let's say they want to increase that. He can do it by many ways. One way would be to conquer a territory, say, Spanish Florida. From a combination of resources, population size and markets. Due to Florida having a good amount of resources, the British may end up making 2 or 3 more credits once they stabilize the region. It could take a few months, or it could take several years depending on size and how many troops you station there.
Or he could simply invest into his economy. Say he has 32c's. X will equal the amount of c's he has to spend to raise by 1 c. To get to the next level, he would have to spend X so that 32/X=2/3. Another example would be if I had 4 c. I would have to spend 6c in order for 4/6=2/3 and increase the economy. Also you can simply multiply by 1.5
Treasury is quite simple as well. This is where the credits you don’t spend each turn go. You can put as many credits you want here. You may also go negative in your treasury, resulting either from a negative economy or just because you needed extra money on top of a positive income. This represents your government borrowing from creditors in your country. You can only go a maximum of 50c in the red. Every 5 turns you are in the red (kept track in brackets) you are charged a 10% interest fee, which is added to your debt, with a minimum charge of 1c. You may be in the red as long as you want, but if you exceed 50c you will be forced out of office and your country will go through a revolution (you will have to start from scratch).Also, every time you are charged an interest fee, your stability will decrease by 5%.
Your military is divided into army and navy. Each branch has its own set of units that you may purchase each turn, with their own individual costs. A list of current units to purchase will be on the front page. Each branch is further divided into separate armies and fleets of which you can name yourselves. These are listed, and their corresponding number will be placed on the map to indicate where they are (armies and navies in numbers, wings in letters according to their place in alphabet (1st wing will be an a on the map, 2nd will be a b, and so on). You may move them each turn. The distance a division can move is marked in the upper right corner of the map. One fleet may carry only one division at a time and can only move a set amount each turn
Training for each army is also present. There are 4 levels of training: Green, Regulars, Veterans and Elites. When an army or fleet is first created, it is Green. To upgrade from Green to Regular, it costs 10c. To upgrade from Regular to Veteran, it costs 20c, and to upgrade from Veteran to Elite, it costs 30c. I take training seriously when I do battle results, and is very important. There is also upkeep for each level, added to the army, wing or fleet. For Regular training, the upkeep is 0. For Veteran, it is 1c per army/fleet/wing, and for Elite its 2c. If your army is Green, then you actually get a negative credit bonus, meaning I subtract a credit of upkeep from your army/navy/fleet. This essentially means you can have way more units in a Green army and pay less in upkeep. You cannot make profit from upkeep.
Upkeep is calculated for each branch, and further broken down to each army, fleet, and wing. The way it is figured is simple. For each army, I add up the number of units in the army, and for every 10 units after 20 I add 1c, with a minimum of 1c. So if you have 19 units in an army, you don’t pay upkeep, but if you have 21 or any amount up to 29, you pay 1c, and 30 you pay 2c, etc. So with our example, there are 20 units in the Army of Italy, so the initial upkeep is 0. Then since it has veteran or higher status, I would add another credit to upkeep, making it a total of 1c for this army. For navies, I replace the 20 Units with 15 and for every 5 over, I add 1c.
Stability is an incredible. It really can also be called an approval rating, but I went with stability for its all-encompassing definition. Basically this is the only other place you can earn an income. You can also lose money here. Here is how it works.
This game takes treaties and pacts very seriously, and so finally here is a stat to enforce that. The stability rating is affected by pacts you either make or break. For example, if you make a pact with an NPC or player nation, you are expected to honor that pact, or else your stability will drop as your people protest your dishonesty. So, if the United Kingdom signs a defensive pact with Portugal, and then lets it get gobbled up by France, its stability will drop. By how much is governed on the the UK’s actual reaction. If they did nothing to stop France, then it may drop as much as 15%. If the UK actively sent troops to protect Portugal, but failed, the stability may only drop 5%. You may also drop by 5 or so percent if a rival of yours is victorious in war, your economy remains in the red (explained in economy section), you make a deal with a rival that “breaks character,” or any other number of reasons.
You can also gain in stability when you sign a new pact with a nation (amount depends on nature of pact and if it is good for your nation), succeed in honoring a treaty or pact, accomplish a National Goal (more on this below), win a war, etc.
The amount you get from stability is simple. For every 5% over 50, you gain +1c, and for every 5% below 50 you lose a credit. So with stability of 70, France gains 4c a turn. If he would drop to just 69, then he would only earn 2c. Anything from 46-54 is neutral, you don’t gain and you don’t lose anything. If you happen to be above 95, you get an extra 1c, and if you are at 100 (highly unlikely), you gain a bonus of 5c on top of what you would be earning normally.
Technology is where the technologies you are currently researching or are done researching is listed. You may research as many technologies at a time as you like. More on technology in the technology section of the front page.
Treaties is the section that lists all your official treaties and pacts. Deals MUST be signed publicly! If it looks as if you have made a deal in private (so to protect yourself from stability harm or gain) the populace may go into an uproar and you may lose massive amounts of stability! You may cancel any deal you want at any time (though this may also hurt your stability). Make deals wisely! You should also check this section every turn and let me know of any discrepancies, this is very important! You may also start out with treaties in the beginning of the game.
Rivals is the list that your people believe are rivals to your nation. This may only by altered by the feelings of your people (me) and not you.
National Goals will be PMed to each nation at the start of the game. It will be a list of 5 or so long-term goals that you can strive for if you wish. When accomplished you will be awarded a package of 40c and your stability will rise 20% for every goal. These won’t be easy, and may intertwine with other Player goals.
UNIT LIST
Levied Troops: Your citizens simply given a gun, taught how and who to shoot, and sent to battle. Very lightly armed and equipped with the lowest quality of weapons. Cost 1c for 4 Divisions
Irregulars: Irregulars cannot be recruited. These are men and boys who have flocked to your cause and have taken arms up for you. They may come to you when you are invading their territory (ala Liberation) or help defend their homelands. Better trained and equipped than Levies, Irregulars will leave the army when they feel, and although you can try to prevent it, there can be some consequences.
Note: You DO NOT pay upkeep for Irregulars
Infantry Division: This is your standard unit, a division (which consists of 5,000 men) of professional, well trained infantry equipped with good quality weapons. Cost: 1c
Cavalry Division: Your only means of a mobile land unit, they are well trained and equipped. While they are fast, some terrain is harder to pass with them. Cost: 2c for 1
Artillery Brigade: Your rain of death upon your enemy, these heavy weapons are useful when attacking fortified positions, as well as cities and forts. Cost: 3c for 1
Frigates: These are quick and efficient naval vessels. Not as good in ship to ship combat as Man-O-Wars, but good for patrolling the sea lanes. Cost: 1c for 1
Man-O-Wars: These are the best wooden fighting ships available. Not only for combat, but each also represent a nation’s prestige and power. Cost: 3c for 1