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*****************************************************
Wars of Napoleon Strategy Game
(c) 1997 W R Hutsell
*****************************************************

WARS OF NAPOLEON STRATEGY GAME
C O N T E N T S
1 I N T R O D U C T I O N
1.1 Introduction
1.2 Requirements
1.3 Running the Game
1.4 Tactical Level Game
1.5 Running from Windows
1.6 How to Win
1.7 Map Display
1.8 Nationality
1.9 Hot Keys
1.10 Using the Menus
1.11 Game Setup
1.12 Sequence of Play
2 D E C I S I O N P H A S E
2.1 Land Movement
2.2 Army Attributes
2.3 Napoleon
3 M A I N M E N U
3.1 Main Menu
3.2 Recruit
3.3 Commanders
3.4 Ships
3.5 Fast Naval Combat
3.6 Invasions - Marines
3.7 Raid Commerce
3.8 Move Orders
3.9 Movement Across the Sea
3.10 Next Turn
3.11 Inform (Reports)
3.12 Commands
3.13 Utility
3.14 Files
3.15 Autosave
4 O P T I O N S
4.1 Options Submenu
4.2 Cancel
4.3 Fortify
4.4 Join (Combine)
4.5 Supply
4.6 Detach
4.7 Drill
4.8 Relieve
5 U T I L I T Y
5.1 Utility Submenu
5.2 Side
5.3 1-Player/2-Player
5.4 Noise
5.5 Tactical (Registered Edition ONLY)
5.6 Display
5.7 Balance
5.8 End Game Conditions
5.9 Victory Condition Override
5.10 Random Events
5.11 Vary Start
5.12 Enemy Aggression
5.13 Save Configuration
6 M O V E & C O M B A T P H A S E
6.1 Computer Decisions
6.2 Army Movement
6.3 The Occupying Army
6.4 Unit Cohesion
6.5 Combat
6.6 Income Update
7 D A T A F I L E S
7.1 Scenario Initialization File (NWSxxxx.INI)
7.2 Commander File (LEADxxxx.DAT)
7.3 Configuration File (NWS.CFG)
7.4 City Matrix (EUROxxxx.MAP)
8 D E S I G N E R N O T E S
8.1 Combat Model Adjustment
===========================================================
1 I N T R O D U C T I O N
===========================================================
1.1 Introduction
===================
"Wars of Napoleon Strategy Game" is a 1 or 2-player VGA graphic
strategic level wargame of the Napoleonic era. The registered version
of the game includes a tactical level module which permits individual
battles to be fought. The game requires VGA. It is provided "as is"
without any warranty of any kind. It has been tested on several types
of IBM compatibles (from 386 to Pentium) but it is impossible to try all
the combinations of equipment that exist.
The object of the game is to accumulate as many victory points as possible.
The game is played in turns of 2 months during which both sides perform
their actions. Decisions are made using menus which are described below.
1.2 Requirements
===================
The program requires the following files:
WON.EXE - the main stregic level game program
NAPOLEON.EXE - tactical level game module
NWS.CFG - your customizable configuration file
NWSxxxx.INI - initialization data file for year xxxx
LEADxxxx.DAT - army leader data file for year xxxx
EUROxxxx.MAP - city data file for year xxxx
WON.DOC - this documentation file
HISCORE.NWS - high score file
GAMESATA.INI - initialization data file
In addition, the program requires several *.VGA and *.EGA files for graphical
effects.
There are other optional files that may be produced as you customize
and play the game.
1.3 Running the Game
=======================
Type 'NWS' at the command line prompt. The title screen display will appear
while the game initializes.
The option to load a game or begin a new game is given at the beginning
of the game, in addition to being available during the game.
1.4 Tactical Level Game
=========================
In addition to the main strategy level game of NWS.EXE, there is a tactical
level game, NAPOLEON.EXE, which in the registered version may be linked
to the strategic game by setting the TACTICAL option in the Utility Menu
of NWS.
In the shareware version, you may still play the battle of Waterloo by
typing 'NAPOLEON' at the command line prompt.
1.5 Running from Windows
===========================
This is a DOS-based game, but it can be run under Windows* or Windows
95 using the RUN command (using the Start with Windows 95 or the File
Manager in Windows). You will need to type both the path and file name
to run the program. Typically this will be: C:\NWS\NWS.EXE Both Windows
and Windows 95 carry overhead that may slow the game. If this is a problem,
you should exit Windows or Windows 95, then change to the NWS directory
and run the program under DOS. (*Windows and Windows 95 are trademarks
of Microsoft).
1.6 How to Win
=================
You are awarded victory points for (1) capturing cities, (2) capturing
armies, (3) winning battles, and (4) special events. Each city you control
gives you a certain number of victory points (and a like amount of income).
This varies depending on the city. For instance, a large city such as
Paris is worth more than a smaller city such as Metz. To see the number
of victory points each city is worth, use the "Inform" option
to access the "Cities" report.
Objective cities are worth an additional bonus of 100 victory points
in addition to the normal victory points. If you lose your objective,
you permanently lose the bonus income. Additionally, the game will end
unless the "Objective" end game condition is de-selected.
If your army defeats an enemy that has no route for retreat or causes
enough casualties to crush the enemy, you capture the army and receive
a bonus of 25 victory points. Eliminating the enemy fleet also results
in bonus victory points.
For each battle you win, you receive 1 victory point. Certain special
events result in extra victory points for one side or the other.
The game continues until one side achieves an end game condition. (See
End Game Conditions under the "Utility" submenu). The side that
triggers the end of the game receives an additional bonus of 100 victory
points.
If your score is one of the top 5 scores for the side played, your name
and score are entered into the high score file.
When the game is over, you are returned to the opening screen, with the
option to quit, load a game or begin a new game.
1.7 Map Display
==================
The title screen will clear and a map of western Europe will appear along
with a menu entitled 'Main'. This is the Main Menu from which you choose
most of your options. Above the menu is a box showing which side is currently
selected, French or Allies and the number of victory points for that side.
The small colored circles on the map display are cities or other key
locations. There are a total of 67 such locations. Blue circles are French
controlled; red ones are Allied controlled. Gray circles are true neutral
cities (e.g. Bern, Switzerland). Green circles are Allied cities at peace:
they belong to a potentially Allied country, but the country has not yet
gone to war. Two of the cities are OBJECTIVE cities, and their circle
is marked with a small yellow cross. Connections between the cities will
be shown by dashed lines.
If the circle representing the city is surrounded by a HOLLOW BLACK box,
it is a FORTIFIED (FORT+)location; if surrounded by a SOLID BLACK box,
the location is HEAVILY FORTIFIED (FORT++). Any level of fortification
tends to improve resistance to enemy attacks.
Small flag icons appear next to some cities. Each flag represents an
army
1.8 Nationality
==================
Each city on the display is related to a country. Each army raised has
the nationality of the country associated with the city where it was first
formed. Each commander also has a nationality. If the commander happens
to lead an army of different nationality from his own, the entire unit
will suffer a cohesion penalty in combat.
The following countries are potentially ALLIED countries:
Austria
England
Russia
Prussia
Spain
The remaining countries (e.g., Switzerland) are truly neutral, and though
they may be drawn into the conflict, they will not join the alliance.
At the beginning of the game, many of the Allied countries may be at
peace. While an Allied country is not at war, it does not contribute to
Allied income, nor can armies be recruited in the cities of that country
by the Allies. Such cities are represented by green circles. If a nonaligned
Allied country is invaded by France it automatically enters the war. (Allied
armies can pass or retreat through nonaligned Allied cities with no effect).
Any city currently possessed will contribute to income. However, recruiting
can only be done in certain cities:
RECRUITING
+--------------------------------------+
| Side |
+-------------------+------------------+-------------------+
|Original City Owner| French | Allies |
+-------------------+------------------+-------------------+
|French | YES | NO |
+-------------------+------------------+-------------------+
|Allied | NO | NO |
|(but not at war) | | |
+-------------------+------------------+-------------------+
|Allied | NO | YES |
|(at war) | | |
+-------------------+------------------+-------------------+
|Neutral | YES | YES |
+-------------------+------------------+-------------------+
1.9 Hot Keys
===============
There are several game command short cut or hot keys that are useful:
F1 - shows a list of the hot keys
F3 - redraw the screen
F4 - show a summary of unit strengths in each occupied city
F7 - speed "End Turn" key: avoids the "are you sure"
prompt
1.10 Using the Menus
======================
You may move the highlighted menu option by pressing the "up"
and "down" arrow keys. Pressing 'Enter' will select the currently
highlighted option. In most cases, you may exit from a menu without selecting
any option by pressing the "esc" key.
Hot keys" are provided to speed menu access. The first letter of
each command will immediately select the item without having to move the
menu bar. WARNING: In responding to city locations, watch out for cities
that have the same first letter. Using the hot key will select the FIRST
city on the menu that begins with the letter you press. If you wanted
to select another, you must use the up/down arrow keys. Example: You have
the option to recruit at Sardinia or Sicily, both of which begin with
"S". If you press "S", Sardinia will be selected because
it comes first alphabetically in the menu list. If you want to select
Sicily instead, you must use the arrow keys. (If there had been no other
cities beginning with "S" except for Sicily the hot key would
have worked fine).
For the Option and Utility menus, the cursor stays on the submenu if
there are more choices available for the item currently being selected
(e.g., more troops to be drilled).
Otherwise it returns to the main menu and stays on the Option or Utility
item.
PLEASE NOTE: TO RETURN TO THE MAIN MENU FROM EITHER THE COMMANDS OR UTILITY
MENU, PRESS THE "ESCAPE" KEY ("Esc").
1.11 Game Setup
=================
There are several setup options available which can be accessed from the
"UTILITY" option of the Main Menu. You can swap sides, select
1- or 2-player options, control sound and graphic options, and adjust
difficulty. When you save a game, the configuration file is automatically
updated to the current set of options you have chosen.
1.12 Sequence of Play
=======================
Play proceeds in the following sequence for each game turn (representing
2 months):
A. Decision Phase
Side 1 Decisions
(French if 2 players ; Human if 1 player)
1. Recruit
2. Naval Actions (Resolved Immediately)
3. Move Orders
4. Other Decisions (Combine, Fortify, etc.)
Side 2 Decisions
(Allies if 2 players ; Computer if 1 player)
1. Recruit
2. Naval Actions (Resolved Immediately)
3. Move Orders
4. Other Decisions (Combine, Fortify, etc.)
B. Move & Combat Update Phase
(Move Orders Carried Out)
C. Turn Update Phase
1. Income Updated Based on Cities Controlled
2. Unit Supply Updated
===========================================================
2 D E C I S I O N P H A S E
===========================================================
2.1 Land Movement
====================
Movement is from city to city (point-to-point movement) by armies. Any
number of friendly armies may stack in a city. A small number appears
on the unit icon to show how many units are in the stack. Armies that
move to a city occupied by an enemy army must fight the enemy, and either
drive off the enemy (to capture the city) or be forced back themselves.
The move-to-menu for army shows the name of the occupying army if the
target city is occupied.
NOTE: If there is more than one army in an occupied city that another
army is viewing to move to, the name and strength of only one army is
shown. You will need to consult the INFORM option to determine all the
armies in that particular city.
Moving into an enemy city that is not occupied by an army results in
automatic capture of the city. Movement into a "true" neutral
city automatically captures the neutral city. The city will change colors
to indicate change in control.
Fighting to capture an occupied fortified city reduces the fortification
by one level. (Thus, a FORTIFIED+ city would be reduced to an unfortified
city.) When an army captures an unoccupied fortified city, the fort is
not necessarily reduced. The victorious army is given the option to raze
the fortifications. Note that razing TOTALLY destroys the forts, even
if they were double fortified.
2.2 Army Attributes
======================
Armies have several attributes of importance. These will change as the
game progresses, and it is important for you to understand how they influence
the outcomes.
STRENGTH - the number of men in the unit; the prime attribute in combat
LEADER - ability score of the unit leader, from 1 to 10. Greatly affects
the unit's effectiveness in battle and movement.
EXPERIENCE - the number of battles the unit has won (0-10). More experienced
units are more effective in combat. Each battle won increases the experience
level by 1.
SUPPLY - the current state of food and equipment (0-10). Units use 1
unit of supply each turn, except in summer and autumn harvest months.
Capturing cities and capturing enemy armies increases supply. Moving and
fighting accelerate use of supplies. Units that are surrounded in enemy
countries use supplies at an accelerated rate. Units that are 'out of
supply'(supply level=0) fight at 50% effectiveness, and move more slowly.
In winter months out of supply units cannot move at all. Units that are
out of supply are marked with an "S" to make them easier to
locate. Armies in port cities are always in supply if the city is not
blockaded.
2.3 Napoleon
===============
The stack commanded by Napoleon has some special abilities. His leadership
bonus is very large. Unlike all other commanders,if he is defeated he
is not necessarily eliminated from the game. He may be banished to Corsica
with his unit size reduced to 1,000 soldiers. The French score will be
reduced by half and the strength of all French units will be reduced by
half. However, with fleet support, Napoleon can escape from Corsica back
to the continent and the war may continue.
===========================================================
3 M A I N M E N U
===========================================================
3.1 Main Menu
================
+=============+
| Main |
+=============+
| Recruit |
| Moves |
| Ships |
| END TURN |
| Inform |
| COMMANDS |
| UTILITY |
| Files |
+=============+
3.2 Recruit
==============
Allows you to recruit new armies or build up existing armies. Each recruitment
requires 100 money units. If you do not have enough money, you cannot
recruit.
You will be given several randomly selected cities where you may recruit.
These will either be cities you originally owned or neutral cities you
have captured. If the city is vacant, a NEW army is placed there, along
with a commander and his corresponding abilities. ADDing recruits to an
existing army increases its strength, but does not change the commander.
Newly created armies MAY NOT move the turn they are created, while they
train and organize. Existing armies that are increased in strength CAN
MOVE in the current turn.
The size of newly created armies depends on where they are recruited.
The larger the city and higher the income it produces, the larger the
number of recruits. For instance, if you are playing the French, you will
build bigger armies faster by recruiting in Paris versus other cities.
Experience level of recruits will be low (varies slightly, with slightly
better levels for French armies).
NOTE: Once you have begin to recruit, you should NOT change sides or
number of players, since the cities to recruit in are already selected
for that part of the turn.
3.3 Commanders
=================
Each side has 25 commanders available to lead separate armies. As the
game progresses, the number of available commanders will be reduced as
commanders are captured or are used to lead other units. (When units are
captured, the commanders are removed from play. An exception is Napoleon,
who will continue in play if possible).
If the list of 25 preset commanders is exhausted, there is list of "generic"
commanders provided so you can still continue the game. Generic units
are given Roman numeral identifiers. For instance, French army 12 is designated
French XII. Allies army number 27 (being the second Allied army) is designated
Allies II, and so forth.
3.4 Ships
============
Allows you to build and move fleets and bombard enemy cities. Each side
has one fleet, consisting of 0-10 ships. Ships can be added to the fleet
only in port cities controlled by that side.
Ships cost 100 money units. In each turn, they can be moved to any other
port city. This means ships may move much more rapidly than armies, but
their effect is different.
If the two fleets meet in a port, they will engage in combat. During
each round of combat, the attacker has the option to press the attack
or retire. Each ship can take 10 hits before it sinks. The current number
of hits remaining is shown below the ship icon. Combat continues until
one fleet either retreats or is eliminated. At the end of the turn, there
can be only one fleet in a given port.
English ships have a 10% combat advantage.
Ships can bombard enemy cities to damage defending armies or fortifications,
or to drive the city to neutrality. If the city has an enemy army, the
bombardment will damage the enemy. The fleet will also blockade the enemy
army in the port, reducing his supplies. Fortified cities may have the
forts damaged or reduced. However, forts may sink attacking ships.
Unfortified cities not occupied by a defending army may become neutral
as a result of the bombardment.
3.5 Fast Naval Combat
========================
The normal naval combat speed will be accelerated if you press any key
after combat has begun.
3.6 Invasions - Marines
==========================
Small scale invasions by marine units from the fleet may be conducted
only when the port city to be invaded is not hostile (either originally
neutral or after being bombarded into neutrality) at neutral cities if
there is more than one ship in the invading fleet. The fleet size will
be reduced by 1 and the new army will seize the neutral city, under the
leadership of the next available commander. The invading army is small
and vulnerable to counterattack
3.7 Raid Commerce
====================
Ships from both sides have the option to raid enemy commerce on the high
seas. This is shown as the "Raid" option on the Ships menu.
Selecting this option will cause a red box to appear, with the word "Commerce"
in it, along with the ship icon. Each turn that the fleet stays in this
box, there is a probability of doing damage to the enemy by destroying
commerce and thereby reducing his income. There is also a chance that
one or more of the raiding ships will be sunk. If both fleets enter the
commerce raiding zone, combat will occur and one fleet will either be
destroyed or have to retreat. Only one fleet can remain in this zone at
the end of the turn; that fleet will then attempt to raid enemy commerce.
3.8 Move Orders
==================
Allows you to select an army to move and where to move it. A menu will
cycle through all your armies that are able to move this turn. Armies
that already have move orders, or that have been combined this turn, or
that have built fortifications this turn, or newly created armies are
not eligible to move in the current turn.
Once you select the army to move, the choice of all possible connecting
destinations for that army are shown. Selecting a destination will result
in a white dotted line from the selected unit to the destination. Note
that the army does not move immediately. Rather, it will make its move
during the move and update phase.
If an army with move orders is attacked during the move and update phase,
there is a chance that it will not be able to carry out those orders.
If it is defeated, it must retreat, but even if it wins it may have its
movement orders cancelled.
3.9 Movement Across the Sea
==============================
Movement between England and the continent (e.g. London to Amsterdam)
or between Sicily (or Sardinia) and the continent is considered movement
across the sea and requires that special conditions be met: a) Your friendly
fleet must be in the port city where the army is moving FROM b) The port
city where the army is moving TO must NOT be occupied by the opposing
fleet
3.10 Next Turn
================
When you have completed your decisions for the current turn, select this
option to continue with the game sequence. Note that once the game sequence
progresses, you cannot back up. Thus, when you select this option, you
will be asked to confirm before the turn actually progresses.
3.11 Inform (Reports)
=======================
Seven different reports are potentially available; there is no cost for
any of the reports.
1) Friendly Army report
Shows the status of all your armies, and other useful statistics on the
progress of the game. After the first turn, it will also show the total
strength of the enemy forces.
2) Enemy Army report
Shows information similar to Friendly army report, except that it shows
less complete information on the enemy forces. It includes the composition
of the enemy navy.
3) City report
Provides information on the cities, their worth, status, and so on.
4) Force summary
Shows on the map the strength of all armies (in 100's of men). Because
of the importance of knowing the force strengths, there is a hot key (F4)
to access this
information directly without having to go through the menu.
5) Intelligence report
Provides an on-map summary of attributes of all FRIENDLY armies (strength,
leadership, experience, and supply).
6) Battle Summary report
Shows number of battles won and casualties incurred for each side.
7) Recap report (available only if HISTORY option is ON in the Utility
menu). Scrolls through a chronicle of the history of the game thus far
(battle outcomes and losses)
Typical chronicle entries might look like this:
Metz *Napoleon (3200/29600) defeats Alvintzi (5400/30200)
Berlin Blcher (1200/59900) defeats *Grouchy (3900/22400)
The asterisk indicates the attacker. Casualties and total troop strength
are indicated in the parentheses.
3.12 Commands
===============
See Commands Submenu for a description of the choices. These generally
relate to special commands available for individual armies.
3.13 Utility
==============
See Utility Submenu. These provide game options that allow various features
of overall game play to be modified.
3.14 Files
============
Allows you to load or save games and to quit the program. There can be
up to 8 user-saved games,"NWSx.SAV", where "x" is
a number from 1 to 8. Those file names for which a saved game exists are
marked with a "û" as a reminder. When the game is started,
the base game is automatically initialized, configured according to the
current NWS.CFG settings.
3.15 Autosave
===============
There is one additional saved game file NWS9.SAV, the autosave file, that
is automatically updated at the end of each decision phase. This provides
a backup in case the game is interrupted for any reason. The game can
be resumed by loading the NWS9.SAV file.
===========================================================
4 O P T I O N S
===========================================================
4.1 Options Submenu
======================
+============+
| Commands |
+============+
| Cancel |
| Fortify |
| Join |
| Supply |
| Detach |
| Army Drill |
| Relieve |
| MAIN MENU |
+============+
4.2 Cancel
=============
Allows the move orders for unit selected (menu with eligible units will
be displayed) to be cancelled - in case you change your mind before you
go to the next turn.
4.3 Fortify
==============
If ALL the following conditions are met, you may fortify a city:
1. City is occupied by a friendly army
2. City is not already at DOUBLE FORTIFIED ++ level
3. You have at least 200 money units
All cities meeting these conditions, will appear in a menu of candidates.
Selecting a city to fortify will cause the city icon to be updated on
the game display. The army
occupying a city that is fortified loses its turn (it is presumably busy
building fortifications) and will be shown as 'Resting' in the Army report.
An army may increase a given city's fortifications by 1 level per turn.
If there are 2 units in a city, each army may add 1 level of fortification
in a turn, thereby double fortifying the city.
4.4 Join (Combine)
=====================
Up to a certain level, friendly armies may be combined to create larger
and more powerful forces. In order to combine, armies must start the turn
stacked in the same city. Stacked armies are indicated by a small gold
circle on the flag icon. Selecting 'Combine' will result in a menu of
candidate cities in which armies are stacked. Selecting a city will cause
all armies in that city to attempt to combine, up to a maximum level of
400,000 men. Army attributes for combined armies are averaged, and the
best commander of the armies combined will assume leadership of the combined
forces. (His leadership ability may be reduced slightly to account for
the increased difficulty of commanding the larger forces.)
4.5 Supply
=============
On occasion, you may need to manually allocate additional provisions to
units that are out of supply. These units may be seen on the map marked
with an "S" to make them easier to locate. At the end of the
move and update phase, units will automatically receive 1 unit of supply,
assuming enough money is available. Automatic update of supply costs .002
money units per 1,000 men in the army unit. (For instance, a 22,000 man
unit would require 44 money units to resupply).
This automatic resupply is done in numerical unit sequence, so that higher
numbered units are supplied last. If there is not enough money to supply
all units, or if the unit expends more than expected supplies, or is blockaded
in a port, some will eventually get out of supply. Note that in the months
of July and September, units are resupplied without cost (except for blockaded
units).
To manually resupply, you must have enough money to provide the supplies,
which depends on the size of the army being resupplied. Each unit of supply
requires .001 money units 1,000 men (cheaper that automatic resupply).
However, the computer will attempt to allocate as much supply as possible
to the unit selected, up to a maximum of 5 units of supply. If you do
not have enough money to allocate at least 1 unit of supply, none will
be provided.
4.6 Detach
=============
Either side may detach units from an existing army, provided the original
army is large enough (6,500 men or more) and there is an available Allies
commander for the detached unit. 30% of the original force is split into
the new unit, along with 30% of the supplies.
4.7 Drill
============
Both sides may drill armies to increase their experience level. Drilling
requires one turn in which the army cannot move. Experience gained in
this manner cannot exceed the leader's command rating, and is limited
to a maximum of 5 in any case.
4.8 Relieve
==============
The Relieve option allows you to replace generals, thereby removing them
from their command. To be RELIEVED, a unit cannot have already used its
turn (e.g., cannot have move orders). When a general is relieved, you
are allowed to replace him with another general from the list of available
commanders. When a general is relieved, the unit uses its turn, and suffers
two additional penalties. Both the EXPERIENCE level and the LEADERSHIP
level of the unit are decreased by 1 because of confusion about the new
leader's style of command. The relieved general is placed on the list
of available commanders, awaiting possible future service.
===========================================================
5 U T I L I T Y
===========================================================
5.1 Utility Submenu
======================
+============+
| Utility |
+============+
| Side |
| 1 Player |
| Noise |
| Tactical |
| Display |
| Balance |
| End Cond |
| Rndom Evt |
| Vary Start |
| History |
| Aggress 1 |
| Save CFG |
+============+
5.2 Side
===========
Toggles between the French and Allies side for the 1 player game only.
5.3 1-Player/2-Player
========================
Toggles between 1- and 2- player game.
5.4 Noise
============
Toggle between Sound & Music, Sound Only, and Quiet.
5.5 Tactical (Registered Edition ONLY)
============================================
Toggle to set up tactical level battles when combat occurs instead of
the normal strategic level battle resolution. If checked ("û")
tactical level battles will result if the relative force strength is 3:1
or less. More lopsided battles will still be resolved using the strategic
level combat. (Note: This option requires the Registered Edition).
5.6 Display
==============
Sets display speed for messages displayed, from fast to very slow. Slower
speeds display messages longer, but also slow movement and game play.
This should be set as fast as possible for your machine.
5.7 Balance
==============
Set Play Balance from Allies++ (large Allies advantage) all the way to
French++ (large French advantage). Play balance affects the relative resources
allocated, along with the handicap received in combat.
5.8 End Game Conditions
==========================
Shows the conditions that will determine when the game is over. These
are specified in the input file NWS.INI, and can be changed by changing
that file. Up to 5 different preset conditions may trigger the end of
the game:
Time (Month & Year)
% Cities Controlled by Either Side
% Income for Either Side
Objective Capture By Either Side *
Ratio of Total Army Strength
In addition, the total elimination of either side's armies will trigger
a victory condition. Active conditions are marked with an "û".
These may be toggled either off or on (active) using this option by pressing
ENTER when the desired condition is highlighted, but the VALUES themselves
can only be changed in NWS.INI (see "Files" section below).
If ANY of the active conditions are achieved by EITHER SIDE, the game
will end. If there are NO active end game conditions, the game will continue
indefinitely.
* Note: If BOTH sides lose their objectives in the same turn,
the game does NOT end even if this condition is active.
5.9 Victory Condition Override
=================================
There is an override option when victory conditions signal the end of
the game. This allows you to keep playing if you choose instead of abruptly
ending the game. Each time the override is used it increases the victory
condition that was triggered. Overriding victory conditions during game
play will result in a penalty to your score.
5.10 Random Events
====================
Control over random events has been extended in the Utility menu option.
Random events can be toggled OFF so they do not occur. If random events
are ON, the degree to which they favor one side or the other can be controlled:
Favor French (70% of random events help the French)
Neutral (50% help the French; 50% help the Allies)
Favor Allies (70% of random events help the Allies)
Historically, Napoleon had problems with subordinates who were disloyal,
sometimes to the point of treachery. This is reflected in the random events
where sometimes French commanders will turn over their armies to the Allies.
5.11 Vary Start
=================
Selecting this option at the beginning of the game will give different
starting conditions.
5.12 Enemy Aggression
=======================
This option applies only for 1-player game. By repeated selecting this
option you may cycle through enemy aggressiveness levels from 0 (least
aggressive) to 5 (most aggressive). The default level is 1. At the lower
levels, the enemy will be more cautious and defensive, preferring to build
forts and make attacks only when the odds are favorable. At the higher
levels, the enemy will attack more often, perhaps even to the point of
foolhardiness.
5.13 Save Configuration
=========================
Allows the options selected in the Utility menu to be saved as your customized
configuration.
===========================================================
6 M O V E & C O M B A T P H A S E
===========================================================
6.1 Computer Decisions
=========================
If you are playing a 1-player game versus the computer, you will see the
computer decisions being made. The computer does not 'cheat' by taking
advantage of knowledge of the moves you have selected. If the side played
by the computer has an advantage in play balance, it will be a more difficult
opponent because it will get more resources, and will receive a combat
handicap.
You will be prompted to "press any key for month /year events".
During the update phase, the message "UPDATE" will appear to
the right of the map area. The computer will move the armies, provide
information on battles, state of supplies, and so on. From time to time
the display will pause to give you time to read the messages. You can
press any key to move on.
6.2 Army Movement
====================
When you see the message "press any key for (current month and year)
events", the move and update phase has begun. During this phase both
sides have their move orders carried out. When enemy armies meet in the
same city, combat occurs. After combat, only one side will continue to
occupy the
city. The side that was driven off loses the battle.
The order in which armies move depends on (1) ability of the leader (better
ones tend to move first), (2) supply (out of supply units move last) and
(3) a random factor. Armies carry out their orders one at a time. The
flag icon will move from the starting location to the destination city.
6.3 The Occupying Army
========================
When an army captures a city, that army becomes the occupying army. If
there are multiple armies in a city, only one (the largest army remaining
in that city) is considered the occupying army, which is the first army
to engage in combat when the city is attacked.
6.4 Unit Cohesion
====================
Allied armies sometimes suffer from having mixed nationalities (i.e.,
leader is of a different nationality than the army itself). In such cases,
the unit will suffer from a lack of cohesion, and will perform more poorly
in combat. (You may be able to remedy this by swapping commanders using
the RELIEVE option).
6.5 Combat
=============
If combat occurs, a set of statistics will appear on the right of the
screen giving important information on how the battle will be resolved.
The information for both attacker and defender begins with a base calculation,
which goes through a series of adjustments to arrive at a final value
for this battle.
Item Meaning
---------- -----------------------------------------------
Base Base combat strength, obtained by multiplying unit strength by
.0001 and rounding up. Thus, an\ army with 23,000 men has a base combat
strength of 3. The base for defenders is increased to account for their
reduced exposure to fire.
Ldr/Exp Base combat strength, adjusted for leadership and experience.
Armies outmanned by more than 5:1 will usually not receive this adjustment.
However, elite armies with experience levels of 8 or more automatically
receive a bonus, even if hopelessly outnumbered. The army commanded by
Napoleon receives a large bonus.
Outman Adjustment if army is small or the opposing army is much larger
than this army proportionately. This occurs for the attacker if outnumbered
by more than 5:1 or for the defender if outnumbered by more than 10:1.
Supply Additional adjustment if unit is out of supply (will be in contrasting
color). Out-of-supply units fight at half strength.
Cohesion Penalty if the army commander is not of the same nationality
as the army itself (e.g., Austrian commander leading a Prussian army).
Difclt Additional adjustment based on difficulty level.
Fort (FOR DEFENDERS ONLY) - Additional adjustment if location is fortified
and defender has not moved or fought previously in this turn. NOTE: Occasionally
an exceptional commander will get the fort bonus even if he has fought
previously in the turn. A +1 fortification increases combat power by 50%;
a +2 fortification doubles combat power.
The exact combat adjustment for outmanned armies is shown below:
+-------------------------+---------------+---------------+
| Attacker/Defender Ratio | Attack Adjust| Defend Adjust |
+=========================+===============+===============+
| 1:10 or worse | set to 1 (min)|set to 30 (max)|
+-------------------------+---------------+---------------+
| 1:10 to 1:5 | set to 1 (min)| + 2 |
+-------------------------+---------------+---------------+
| 1:5 to 1:2 | - 2 | + 2 |
+-------------------------+---------------+---------------+
| 1:2 to 2:1 | 0 | 0 |
+-------------------------+---------------+---------------+
| 2:1 to 3:1 | 0 | - 2 |
+-------------------------+---------------+---------------+
| 3:1 to 5:1 | + 2 | - 2 |
+-------------------------+---------------+---------------+
| 5:1 to 10:1 | + 2 | set to 1 (min)|
+-------------------------+---------------+---------------+
| 10:1 or better |set to 30 (max)| set to 1 (min)|
+-------------------------+----------------+--------------+
Note that this is in addition to any other combat adjustments, such as
leadership, fortification, supply, etc.
All combat adjustments are made sequentially, and the final result is
the one actually used in the combat calculations. The final result for
both the Attacker and the Defender is shown in a highlighted box. The
final values can never be less than 1 nor more than 30. A calculation
of the odds of an attacker victory are also given as A GUIDE ONLY. The
computer actually resolves the combat separately from this calculation
of attacker odds, but it should provide a good indicator of who is likely
to win the battle.
The actual results of the battle will be displayed after you press a
key. The winner is announced in the pop-up window. Casualty information
(numbers and percentages for each side) are shown at the bottom of the
screen. Notice that an army can win the battle but suffer greater losses
than the enemy. The loser must retreat to an adjacent friendly city. The
human player is given the option as to which city to retreat to if his
DEFENDING army must retreat (if there is more than one choice for retreat).
If there are no retreat options, the loser will surrender. Even if there
is a retreat option, a unit may be so outnumbered and reduced in size
so much that it can no longer function. Such shattered units will also
surrender. When units surrender, their commanders are PERMANENTLY removed
from the game.
If there is more than one defending army in a city, the attacker must
defeat each defender one at a time until all defenders are driven out
before occupying the city.
6.6 Income Update
====================
After all combat and moves are resolved, the supplies are distributed,
and income and victory points are updated based on present game situations.
Note that the Allied side always receives income from other parts of Europe
outside the region shown (e.g., the remainder of England). Thus, the Allies
in effect have an income bonus. Supplies are distributed based on cash
remaining, to the armies in numerical order.
===========================================================
7 D A T A F I L E S
===========================================================
7.1 Scenario Initialization File (NWSxxxx.INI
================================================
These data files are simple "flat ASCII" files and may be customized
as you wish to modify starting game conditions. (It is good practice to
copy the original as a backup before you create a new one.) The program
probably will not run if you make errors in these files.
Examples of the actual data lines are shown below in the boxed areas;
comment lines before each of the data lines describe the information in
that line.
Month and year the scenario begins
+-------+
|3,1796 |
+-------+
End Game Conditions (Month/Year, % Cities, % Income, Objective Capture
Flag, Total Force Strength Ratio)
+-----------------+
|6,1799,80,80,1,3 |
+-----------------+
The above example will end in 6th month of 1799 or if 80% of cities are
controlled by one side or if 80% of income is gained by one side. It will
also end if one of the objective cities is captured (the "1")
or if the army strength ratio gets to 3 or more.
Battles won by French, battles won by Allies, French casualties, and
Allied casualties.
+---------+
| 0,0,0,0 |
+---------+
War conditions for each country. This can vary from 0 (total peace) to
100 (ultimate hatred). If it is above 50%, the country is at war. The
values in order correspond to France,Austria,England,Russia,Prussia,and
Spain.
+----------------+
|75,75,0,0,0,0,0 |
+----------------+
Number of French armies at beginning of play (5).
+--+
|5 |
+--+
Data lines for each French army at beginning of play
city # (47 = Paris)
strength in 100's (400 = 40,000 men)
experience (1)
supply (9)
+-------------+
|1,47,400,1,9 |
|1,7,80,0,9 |
|1,38,75,0,9 |
|1,36,100,0,5 |
|1,51,125,0,5 |
+-------------+
NOTE: These are automatically assigned commanders starting with commander
1 for the first army, commander 2 for the second and so on. There must
be one line for each French army that starts at beginning.
Number of Allies armies at beginning of play (3)
+--+
|3 |
+--+
Data lines for each Allies army at beginning of play
nationality (2=Austrian)
city # (65 = Vienna)
strength in 100's (300 = 30,000 men)
experience (1)
supply (7)
+-------------+
|2,65,300,1,7 |
|2,27,140,0,7 |
|2,55,475,0,4 |
+-------------+
Starting Cash Position
Starting French cash (300)
Starting Allies cash (50)
+-------+
|300,50 |
+-------+
French Navy Data: Number of ships (4) and their starting location (city
7 = Bordeaux)
+----+
|4,7 |
+----+
Allied Navy Data: Number of ships (6) and their starting location (city
35 = London)
+-----+
|6,35 |
+-----+
Objective Cities
Allied Objective (47=Paris)
French Objective (65=Milan)
+------+
|47,65 |
+------+
7.2 Commander File (LEADxxxx.DAT)
====================================
Commanders will be assigned to armies in the order listed in this file,
with first 25 assigned to French, second 25 assigned to Allies. There
MUST be exactly 50 commanders total. First one listed goes with army 1,
second with army 2 and so on.
Format for French entries 1-25
Name
Rating (1-10)
+--------------------+
|Bernadotte,7 |
+--------------------+
Format for Allied entries 26-50
Nationality (country)
Name
Rating (1-10)
+--------------------+
|2,Alvintzi,8 |
+--------------------+
7.3 Configuration File (NWS.CFG)
===================================
This file is automatically updated when you save a game in progress.
Format:
1. Side chosen (1=French 2=Allies)
2. Sounds (0=none 1=sounds only 2= sounds and music)
3. Play Balance (1=Allies++ 3=Balanced 5=French++)
4. Computer Enemy aggressiveness: single player (1=low 5=high)
5. Number of players (1-2)
6. Display speed (1=very fast 2=Normal 4=very slow)
7. Random event balance (0= off; 3= favor Allies; 5= neutral; 7= favor
French)
8. History switch (0=off; 1=on)
9. Tactical Battles (Registered Edition only) (0=off 1=on)
+------------------+
|1,2,3,3,1,1,5,0,0 |
+------------------+
7.4 City Matrix (EUROxxxx.MAP)
=================================
Unless you are very experienced, you should not change this file. (Even
if you are experienced, you should make a back up copy.) These are companion
files for the scenarios, which indicate the control and value of cities
for various start years (specified by the 'xxxx' portion of the file name).
Please note: Cities MUST be in alphabetical order based on the city abbreviations
used; the program depends on this order for army movement, fortification
identification, and other options. STRANGE things may happen if your cities
are not alphabetized. There must be exactly 67 cities.
Format:
City #,
x VGA coordinate (1-530);
upper left corner of screen is (0,0)
y VGA coordinate (16-440),
city name (text),
which side initially possesses
(0=neutral, 1=French, 2= Austria, 3=England, etc.)
income value (0-99)
next 6 numbers indicate which cities this connects to
port indicator (0=not a port, >90=port city)
fortification level (0-2))
+----------------------------------------------+
|1,"Amsterdam",165,63,9,5,12,18,19,35,0,0,98,0 |
+----------------------------------------------+
Explanation of example line above:
Amsterdam is city 1
at (165,63)
originally possessed by side 9 (Dutch)
income of is 5
links to cities 12,18,19,and 35
IS port (next to last value of 98 indicates this)
is NOT fortified initially (last 0 indicates this)
===========================================================
8 D E S I G N E R N O T E S
===========================================================
8.1 Combat Model Adjustment
==============================
The combat model has been made more "open" to allow more user
customization. Three key combat factors are specified immediately after
the list of months in the GAMEDATA.INI file.
ATKFAC - the base attacker casualty rate. Default is 11%. This value
is adjusted, depending on whether the defender is in a fortified position
and whether the attacker wins.
DEFAC - the base defender casualty rate. Default is 9%. This value is
adjusted, depending on whether the defender is in a fortified position
and whether the defender wins.
TCR - the total combat range. Default is 30. This is the limit of adjusted
combat factors for both the attacker and defender. Lower factors than
30 will tend to make battle outcomes more influenced by random factors
(luck). Higher factors than 30 will increasingly give the edge to the
stronger army, particularly the one with
the most troops. A value around 30 will cause the stronger side to generally
win, but still leave enough element of luck that the weaker army can occasionally
defeat a stronger foe.
|