Here is the scenario description and a screen shot:
Age of Napoleon
1. This scenario simulates the flavor of Napoleonic conflict, without specifically simulating exact campaigns. There are 14 regimes and many variants that allow for a diverse range of diplomatic scenarios. The regimes are not balanced – France is strong at land and Great Britain is strong at sea. Other regimes should take this into account when developing their plans.
2. Production. Each country has it’s own people. The people of the same regime produce at 100%. The people of different regimes produce at 50% (e.g., Italians under the control of France). There are a few exceptions to this rule (e.g., Portuguese produce for Britain, Danes and Swedes produce for each other, and Austria and Russia produce for each other) and these exceptions are primarily driven by the variants. Production levels are further modified by:
a. Trade with Britain. Every port has a trade value and the regime will get an increase in productivity if not at war with Britain (e.g., a port with a trade value of 2 increase productivity from 100% to 102%)
b. Tribute to Turkey. Turkey’s productivity level starts at 50% but is increase by 1% for each VP that Egypt has, provided that Egypt is not at war with Turkey. This bonus goes away if Egypt combines with Turkey
c. Barbary Pirates. The Barbary Pirates productivity is increase by 1% for each frigate in their OOB. This bonus goes away if they combine with Turkey.
3. Units. A new unit set is used. There is no R&D.:
a. Land units – Militia, Infantry, Guards. Note that France and Britain use superior infantry
b. Artillery – Artillery, Coastal Guns, Mortars. Artillery is a general weapon for field combat. Coastal Guns and Mortars are used against ships and urban areas respectively. Coastal Guns and Mortars move slowly. Artillery moves like infantry.
c. Cavalry – Light Cavalry, Heavy Cavalry. Note that France, Turkey and Egypt have superior heavy cavalry.
d. Ships – Frigates, Ships of the Line. Note that the British have superior Ships of the Line. Ships have small cargo and transfer capacity.
e. Special units – Spanish partisans, Cossacks, Turkish (and Egyptian) Feudal Levys. These units use no supply and arrive is Spain is at war and occupied (for the Partisans). The Cossacks and Feudal troops arrive every April and October provided the regimes are under strength for these troop class (e.g., Russia gets 20 Cossacks, Turkey gets 100 Feudals, Egypt gets 20 Feudals if not combined with Turkey).
f. Staff - Brigadier Generals, Major Generals, Generals, Marshals, Name Leaders. Most regimes can purchase Brigadier Generals. A few like France can produce Major Generals. If a regime is not in garrison, there is a 10% chance per turn that a unit will be promoted. The non-named leaders have a staff bonus of 10%, 20%, 30% and 40% respectively. Name Leaders (e.g., Napoleon, Charles, Kutzenov, Wellington) are as good or better than Marshals in terms of staff bonus and power points they can influence. The named leaders are unique and cannot be replaced.
4. Movement. Regimes start ‘In Garrison’. While in garrison, land movement cost is doubled by 50% of supply needed is provided through an event. Regimes can play an action card to ‘Go into the Field’. While in the field, regime armies have normal movement cost but also must produce there full supply level. Supply is more expensive and production levels are low so it will be difficult to support a large army, especially in the winter. Regimes in the field may go back into garrison by playing an action card. They may also play a ‘Forced March’ card. This doubles land movement but inflicts a readiness penalty next round due to exhaustion. Note that a regime controlled by the AI moves as if in the field but gets the supply benefits from being in garrison.
5. Diplomacy. To play diplomatic cards against a regime, a player must first play the action card with the regime’s flag. The appropriate action cards will now become available:
a. Give supply or units. Sends reinforcements and supply. Can only be played if the target regime controls it’s capital.
b. Make peace. If at war, the regimes are automatically at peace. Only the regime with the higher victory points can play this card. Note that the target regime can immediately declare war.
c. Join regime. If you are playing a multiplayer and want to leave the game, this card folds your regime into the target regime. If play, a second card asks for confirmation. This is not reversible.
d. PBEM control cards. If this variant is selected, players can set regimes to sleep or wake them up. This is useful if a player must temporarily step away from the game and does not mind having his turn skipped.
e. Give PP.
f. Unselect regime. Clears the current regime and re-deals the flag to allow selection of a new regime.
6. Purchase cards. If a player controls their capital, they make purchase land units directly with PP.
7. Wx. Winter impacts the northern part of the map during December through February. There is a chance that winter will also impact November and March turns. In the winter zone, units have a readiness penalty.
8. Victory. There are no programmed victory conditions though starting and average VP are tracked as regime variables. Players should agree to victory conditions prior to the start of the game (e.g., play for 2 years, highest gain in average VP wins).

