Rulebook

This sequel to the award-winning Crown of Glory takes Napoleonic Grand Strategy to a whole new level. This represents a complete overhaul of the original release, including countless improvements and innovations ranging from detailed Naval combat and brigade-level Land combat to an improved AI, unit upgrades, a more detailed Strategic Map and a new simplified Economy option. More historical AND more fun than the original!

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Mus
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Rulebook

Post by Mus »

Would anyone else be interested in helping to assemble a rulebook for COG where the way the game works is discussed in every detail "by the numbers" as many board games are?

I brought it up in another thread and it was said to merit its own so chime in on your thoughts.

I often find wondering how something really works in the game and not being able to find an answer and would like assemble something numbered like the ingame appendix, or even add on to what is already in the ingame appendix, in greater detail.

Would like to find out more details about the 6 movement phases, how initiative works in detail, yada yada yada.

Thoughts?
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Bonaparte78
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RE: Rulebook

Post by Bonaparte78 »

You have my vote, Mus!
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steveh11Matrix
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RE: Rulebook

Post by steveh11Matrix »

I can't imagine why not.
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Mus
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RE: Rulebook

Post by Mus »

What Im really looking for if people think its a good idea is two things:

1.  People willing to devote some of their own time to help assemble edit whatever information we come up with.
2.  Specific answers to questions from somebody at WCS about how certain mysteries work.

As an example Im taking a lot of math the last few quarters, and specifically when playing things or looking at the game I often find myself wondering what kind of math is going on under the table, particularly with initiative, the 6 movement phases discussed in the documentation, etc.

It interests the hell out of me that the game will let me dictate a fleet to move several zones into a port, load troops, move several spaces back and drop them off in another port. What actually happens next turn *usually* is the fleet moves the two squares into port, loads the troops and moves a zone or two back towards the other desination, not completing the movement. I would love to know specifically if there ever was really a chance to complete all those movements and if so the understanding to know what kind of "perfect storm" of random luck would it take for some of these orders to be completed.

Now I know Barbarossa specifically mentioned in a few threads wargamer geeks whipping out graphing calculators and what not... yeah Im that guy.

[:D]
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Gil R.
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RE: Rulebook

Post by Gil R. »

Specific answers to questions from somebody at WCS about how certain mysteries work.

Some mysteries aren't at all easy to clear up for one reason or another, but we'll certainly try to answer as much as we can.
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Bonaparte78
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RE: Rulebook

Post by Bonaparte78 »

I totally share your point of view, Mus. Only a complete understanding and knowledge of these calculations can allow a player to achieve an almost perfect planning and strategy.
Reading the manual you can actually have just a good idea of the factors involved in many key aspects of the game (like sieges or movements), but not the tools to anticipate with a good approximation (we have to remember that we have to deal with an enemy...) what will happen in the following phase.
So I confirm my support [:)]!
Joram
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RE: Rulebook

Post by Joram »

Not sure if I would have time to help but I certainly support the idea as I requested the exact same thing before.  :)
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