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Napoleonic Wars Online
Rule Book
Last modified December 24, 2007
This document provides the rules of the Napoleonic Wars OnLine
(NWOL)
game. NWOL is divided into four game modules. The first module,
Gathered
In Their Masses (GITM), is the land warfare component of NWOL. The
second
module, Placed Alongside The Enemy (PATE), is the naval warfare
component
of NWOL. The third module, Revolution and Reaction (RAR), is the
diplomatic
component of NWOL. The fourth module, Sinews of War (SOW), is the
financial
and economic component of NWOL. Each module has its own rules, which
are
linked from this document. This document contains the rules that apply
to all four modules and establish the framework in which each module is
played.
Please note that these rules are tentative and subject to
modification as development of the NWOL game system
continues. In some places unresolved points are noted.
1. Nations and States
1.1.
NWOL contains thirteen nations, divided into three types:
major
powers, minor powers, and fragmented nations.
- Major powers: France, Great Britain, Prussia, Austria, Russia
- Minor powers: Spain, Portugal, Holland, Naples, Sweden, Denmark
- Fragmented nations: Germany, Italy
1.2.
NWOL also contains states. Each major and minor nation is
also
a state; thus, France and Holland are both nations and states. Each
fragmented
nation is divided into more than one state. For example, Bavaria and
Mecklenberg
may be states within the German nation, and Venice and Sardinia may be
states within the Italian nation
1.3.
The number and composition of states
within the fragmented nations may change during the game. A state in a
fragmented nation is destroyed if it does not have a unit or ship,
and it has no money in its treasury. Its citizens may transfer to
another state if this happens. Any state controlling at least one city
in Germany or Italy may create a new fragmented state. To do so, it
must ask the GA to create the state, must transfer one or more cities
to it, and must provide one player to move to it and serve as its
monarch. The GA must approve the identity of the monarch. The name of
the new state will be determined by the GA, though the creating state
may make historical suggestions. New states may only be created between
seasons, not during campaigns.
1.4.
Each player of NWOL is a citizen of one state. It will
be possible for a limited number of players to change states during the
course of the game; frequent changes of state will not be possible. A
player
is not limited to serving with the armies and fleets of that state, but
may serve in the armies or fleets of any state in the game.
2. Government of States
2.1.
Each NWOL state has a government. The government has six
positions:
Monarch, Prime Minister, War Minister, Naval Minister, Foreign
Minister,
and Treasury Minister.
2.2.
The Monarch of each state is initially selected by the NWOL
game administrator. If a Monarch resigns his position he may designate
his heir, subject to the approval of the game administrator; if the
Monarch
designates no heir, or the heir is not approved by the game
administrator,
the game administrator will select a new Monarch. The Monarch will
normally
be a citizen of the state but in unusual cases may not be. The
Monarch's
primary power is to appoint the state's ministers. Monarchs will
normally
wish
to consult with the Prime Minister about the identities of the other
four
ministers but the power to make the appointment is the Monarch's. The
Monarch
may appoint any NWOL player to any ministry, including the Prime
Ministry,
including citizens of other states. A player may serve in more than one
ministry, and the Monarch may appoint himself or herself to any of the
ministries he or she wishes to occupy. A player may
serve as a minister for more than one state.
2.3.
The Prime Minister of each state is in charge of the
operation
of the government of that state, and of coordinating the activities of
the other four ministers. When tasks of the government involve more
than
one module (for example, colonial garrisons and amphibious operations)
the Prime Minister assigns responsibility for those tasks among the
other
ministers. In addition, the Prime Minister may take any action that any
of the other
four ministers may take.
2.4.
The War Minister is in charge of the state's activities
in GITM, the NWOL land warfare module. The War Minister makes
assignments
of commanders and deputy commanders for brigades. The War Minister also
forms the units into divisions, corps, and armies, and appoints
commanders
of these formations. The War Minister may appoint a commanding general,
or the War Minister may command the armies himself or herself. Last,
the
War Minister manages the supplies of the armies, getting them from the
home country to the forward depots in the field. Some of these powers
can
be delegated to commanders of army headquarters units; see the GITM
rules
for further information.
2.5.
The Naval Minister is in charge of the state's activities
in PATE, the NWOL naval warfare module. The Naval Minister makes
assignments
of commanders and deputy commanders for ships. The Naval Minister also
manages those frigates which report directly to the naval ministry
instead
of to a fleet commander. The Naval Minister forms the ships into
squadrons
and fleets, appoints commanders to those formations, appoints a
commanding
admiral or serves in that capacity himself or herself, and manages the
naval stores of the nation.
2.6.
The Foreign Minister is in charge of the state's activities
in RAR, the NWOL diplomatic module. The Foreign Minister negotiates and
activates alliances, and declares war. He may also appoint ambassadors
to other nations at his discretion and may designate some of his powers
to those ambassadors.
2.7.
The Treasury Minister is in charge of the state's activities
in SOW, the NWOL finance module. The Treasury Minister controls the
state's
finances and spends it on armies, navies, and monetary portions of
diplomatic
agreements. Details await the development of the SOW module.
2.8.
The Monarch has the power to carry out any action that any
of the ministers can carry out; this will normally be used only in an
emergency
situation but the Monarch may use this power as he or she sees fit.
3. Game Sequence
3.1.
NWOL is played as a series of seasons. The game begins in
Spring
1793 with all nations at peace. A given season can be either a peace
season,
a truce season, or a campaign season. If at the start of a season,
there is
is no state at war with another state, then that season is a peace
season,
containing one peace turn. During a peace turn, nations may conduct
diplomacy,
and may reposition their armies and fleets within their own territory
and
the territory of their allies. They may not send their forces into
neutral
territory without a declaration of war against some state and the
initiation
of a campaign. If two or more states are at war, then any state that is
at
war may choose to initiate a campaign. If no state chooses to initiate
a
campaign, then the season is a truce season containing one truce turn.
A truce turn is exactly like a peace turn except that naval combat may
take place between states at war. If at the beginning of a season, any
nation which is at war chooses to initiate a campaign, then that season
is a campaign season, which is divided into 15 campaign turns. A
campaign
can end before 15 turns if all nations at war make peace, or all
nations
which do not make peace agree to a truce. If, at the end of the
campaign,
the war has ended, or no nation remaining at war wants to initiate
another
campaign, then the next season runs as a peacetime or truce season,
depending
on whether any nations remain at war, and so forth until the next war
begins.
3.2.
Normally wartime turns will be run twice a week, and peace
or
truce turns once a week. There will be a week's pause in the game at
the
end of each campaign, and pauses for holidays as necessary during the
game.
[More
details on turn schedules]
4. Scoring and Campaign Victory
4.1.
Each state receives victory points for winning battles and
controlling
territory. Each state loses victory points for casualties taken. States
can
also
purchase victory points using funds from their treasuries.
4.2.
States receive victory points for winning battles; 1 point
for each 40 enemy casualties inflicted in GITM or PATE in victorious
battles,
and 50/40/20 points for sinking or capturing enemy flagships/ships of
the line/frigates in victorious battles. They received 10 victory
points for damaging shore batteries or 20 for destroying them (10
if already damaged).
4.3.
States receive 200 victory points each time they take control of
a city or offmap port in battle and lose 200 points each time they lose
control of a city or offmap port in battle. If a state transfers
control
of a city or off map port to another state in diplomacy, then the state
receiving the city gains 100 points and the state giving up the city
loses 100 points.
4.4.
States lose 1 victory point for every 100 battle casualties suffered
in GITM or PATE (regardless of whether they win or lose the battle),
and 20/16/8
points for losing (to sinking or capture) a flagship/ship of the line/
frigate (regardless of
whether they win or lose the battle, or if the ship is lost in storms).
When a transport is lost, the losing state loses 1 point for every
1000 capacity of the transport (rounded up). They lose 10 points for
having a shore battery damaged and 20 for having one destroyed (10 if
already damaged).
4.5.
States may purchase victory points at a price of 50 Cr per point.
4.6.
States can transfer victory
points from one
state to another (see RAR rules 3.3 and 3.4 for details).
4.7.
Each state's campaign score is measured as a percentage
increase
or decrease from its score at the start of the campaign. At the end of
the campaign, the major powers are ranked first to fifth based on their
campaign score, the minor powers are ranked first to sixth based on
their campaign score,
and the fragmented states are ranked first to the number of fragmented
states based on their campaign score.
5. Game End and Game Victory
5.1.
The game ends when either one of two things has happened;
the French Revolution is overthrown, or one of the five major powers
achieves hegemony.
5.2.
The French Revolution is overthrown if, at the end of any
turn, Paris and at least fifteen other French cities are controlled by
states at war with France.
5.3.
A major power vanquishes another major power when the two
nations are at war, and at the end of any turn, the vanquishing power
or its allies control the vanquished power's principal city and at
least
one-quarter of its other cities (10 other cities for France, 9 for
Austria and Russia, 5 for Britain and Prussia) with the vanquishing
power controlling more than one-third of those cities. The principal
cities of each nation are Paris for France, London for Britain, Vienna
for Austria, Berlin for Prussia, and Moscow for Russia. It can occur
that two major powers simultaneously vanquish a third major power. A
major power also vanquishes another major power if the two nations sign
a treaty agreeing that one power has vanquished the other. A major
power achieves hegemony when it has vanquished three of the other major
powers. It does not need to retain control of the cities of the power
it has vanquished until the end of the game - once it has held them at
the end of a turn, it has vanquished the other nation even if it
susbequently gives up control of the cities.
5.4.
A nation which concedes a VQ by agreement loses 5% of its
starting score if the nation gaining the VQ does not hold a city of the
nation giving the VQ, and by 2.5% if the nation gaining the VQ it does
hold one or more cities of the nation giving the VQ. The nation gaining
the VQ gains the same number of VPs that the nation giving the VQ
loses. The treaty agreeing to the concession of the VQ may also contain
VP transfers in either direction, subject to the usual rules for VP
transfer.
5.5. At the
end of the game, all crowns remaining in a nation's treasury are
automatically exchanged for VPs at the rate of 1 VP per 50 Cr.
5.6. Each
state's game score is measured as a percentage increase
or decrease from its score at the start of the game. The major powers,
the minor powers, and the fragmented states are ranked according to
their game scores no matter how the game ends.
6. Player Behavior
6.1.
Each player is expected to respond to email from the
ministers
of his state and states in whose armies and fleets he or she serves,
and
to officers whom those ministers may appoint to command over him, in a
timely and responsive manner. Players who fail to do so may not receive
command of units or ships. Players are strongly encouraged to notify
their
ministers if they must be temporarily absent from the game, and should
expect to be temporarily replaced if they do not communicate with their
government for several days or longer.
6.2.
Each player is expected to conduct themselves in a manner
which does not disrupt the game or reduce the ability of other players
to participate in the game. Disruptive and obnoxious behavior will not
be tolerated and will result in removal from the game. Forging emails,
or altering the content of forwarded emails without acknowledgement of
the alterations, will normally result in removal from the game.
6.3.
Each player is expected to serve loyally in the army or
fleet of any state in which he accepts a command. It is against the
rules
of NWOL to accept command of a unit or ship with the intention of
acting
in the interests of any state other than the one to which the unit or
ship
belongs. Violation of this rule will result in loss of the privilege of
commanding units for states other than the state of the player's
citizenship.
Rules for the four NWOL modules:
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