The Annals of the Tsar - A Napoleonic Europe AAR
Posted: Wed Sep 09, 2026 12:50 am
So, I thought I'd showcase some of the things you can do in the Napoleonic Europe scenario (Release version 101), that you can find in the scenario bank. To that end, I decided to play Russia. So I am putting myself in the Seat of the Tsar, and these are his Annals.
First things first. You need to setup the game to your liking. These are the choices I made:
As can be seen I chose most of them. Short explanation of them:
3-Round Breather a 3 round enforced peace that will allow for setup of forces. No-one can declare war until it is over, and wars that have been selected are not begun until then.
2nd Kalmar Union is basically merging Sweden and Denmark into one Nation, the Kalmar Union, which is not historical, but more formidable than the two nations standing by themselves. They will play as the Swedes, while the Danish get absorbed into them, and no longer has a turn.
Ottoman Empire merges Turkey, Egypt and the Barbary Pirates into one Nation, just like the Kalmar Union did. This makes the Turks have a very large Empire, stretching from Turkey, down south to the map's edge, and to the west ending in the most western point of Africa on the map!
Anglo-French War - its seems just a bit strange not to pit these to against each other. If you don't they'll each benefit from trade with each other, now they won't.
Colonial Trade gives the Britain, Spain and Portugal income from their overseas colonies, when the tradeships would normally arrive. This is done by giving them PPs. There are of course ways to intercept these. They require enemy frigates to be in certain areas, where the merchant ships would ordinarily approach these countries. In games where the Barbary Pirates are in these can intercept too, but they do not have to be at war with the ships they raid.
Nation Profiles give each Nation a nation morale, a movement adjustment for land units, and some other stuff, that I won't come into right here. In any case, they mean that things are more historical.
AI War (Vic) is the setting that allows countries to declare war, using Vic's standard AI algorithm for it. So basically the one we are all used to. I made my own, but that is another story. Both can be activated together. If none are chosen, no wars will be declared by the AI.
Rnd DOW Settings means that each nation is assigned a random aggressiveness as to how much they are willing to risk when declaring war on another player. Makes that things never seem the same every time.
Those are the ones I chose. The ones I didn't choose were Greater Prussia which makes Prussia and the German states into one nation, called Greater Prussia. Russo-Turk war sets Russia and Turkey/Ottoman Empire at war.
Of course this introduction to settings would not be complete without showing you which nations are played as AI, and at what level. This is also an excellent way for me to show you how many Nations there are (14!).
That should round out the start settings. Now on to the game.
First things first. You need to setup the game to your liking. These are the choices I made:
As can be seen I chose most of them. Short explanation of them:
3-Round Breather a 3 round enforced peace that will allow for setup of forces. No-one can declare war until it is over, and wars that have been selected are not begun until then.
2nd Kalmar Union is basically merging Sweden and Denmark into one Nation, the Kalmar Union, which is not historical, but more formidable than the two nations standing by themselves. They will play as the Swedes, while the Danish get absorbed into them, and no longer has a turn.
Ottoman Empire merges Turkey, Egypt and the Barbary Pirates into one Nation, just like the Kalmar Union did. This makes the Turks have a very large Empire, stretching from Turkey, down south to the map's edge, and to the west ending in the most western point of Africa on the map!
Anglo-French War - its seems just a bit strange not to pit these to against each other. If you don't they'll each benefit from trade with each other, now they won't.
Colonial Trade gives the Britain, Spain and Portugal income from their overseas colonies, when the tradeships would normally arrive. This is done by giving them PPs. There are of course ways to intercept these. They require enemy frigates to be in certain areas, where the merchant ships would ordinarily approach these countries. In games where the Barbary Pirates are in these can intercept too, but they do not have to be at war with the ships they raid.
Nation Profiles give each Nation a nation morale, a movement adjustment for land units, and some other stuff, that I won't come into right here. In any case, they mean that things are more historical.
AI War (Vic) is the setting that allows countries to declare war, using Vic's standard AI algorithm for it. So basically the one we are all used to. I made my own, but that is another story. Both can be activated together. If none are chosen, no wars will be declared by the AI.
Rnd DOW Settings means that each nation is assigned a random aggressiveness as to how much they are willing to risk when declaring war on another player. Makes that things never seem the same every time.
Those are the ones I chose. The ones I didn't choose were Greater Prussia which makes Prussia and the German states into one nation, called Greater Prussia. Russo-Turk war sets Russia and Turkey/Ottoman Empire at war.
Of course this introduction to settings would not be complete without showing you which nations are played as AI, and at what level. This is also an excellent way for me to show you how many Nations there are (14!).
That should round out the start settings. Now on to the game.