Napoleonic Wars OnLine

Sinews of War

Rule Book

Last modified March 31, 2008

This document provides a basic overview to the rules of Sinews of War (SOW), the land combat module of the Napoleonic Wars OnLine (NWOL). A player who has read and understood these rules should be able to serve as Treasury Minister in SOW.

The basic rules are divided into six sections:

1. Currency 5. Maintenance Costs
2. Treasury 6. Buying Supplies and Stores
3. Manpower 7. Forts and Coastal Batteries
4. Building and Reinforcing Units and Ships

Excel worksheet for Treasury Ministers

1. Currency

1.1. Money in NWOL is denominated in "crowns" (abbreviated Cr). Each state in NWOL used its own currency, and the value of each currency fluctuated dramatically over the period 1792-1815, both in absolute value and relative to one another. Therefore it is not possible to give exact conversion rates between crowns and francs, pounds, marks, florins, rubles, pesos, etc. However, as a rough guide, a crown is equal to approximately 5000 French francs or 500 British pounds.

2. Income and National Treasury

2.1. Each state has a treasury. It receives income into the treasury for each city and port that it holds. It pays expenditures from the treasury for each unit and ship it possesses. The Treasury Minister, or the Prime Minister or monarch acting on his behalf, can transfer money from the treasury into the treasury of other states. See RAR rules 3.3 and 3.4 for details.
2.2.If there are no blockades or embargoes anywhere in the game, then each inland city produces income equal to 15 Cr times the level of the city on each campaign turn, or 225 times the level of the city on each peace or truce turn. (Over 15 campaign turns, the city produces the same income it does in one peace or truce turn.) Each on-map port city (not including Corfu and Malta) produces 18 Cr times the level of the port per campaign turn or 270 Cr times the level of the port per peace or truce turn, and each off-map port (includnig Corfu and Malta) produces 21 Cr times the level of the port per campaign turn or 315 per peace or truce turn.
2.3. Occupied cities in Europe produce only half their normal income. Occupied off-map ports produce 75% of their normal income.
2.4. A city's income is reduced by 5% for each hostile brigade within 4 squares of the city that has a line of contact to the city, up to four brigades for a maximum possible reduction of 20%. It is also reduced 5% for each city within 8 squares controlled by an embargoed foreign power (see rule 2.6 below), up to four cities for a maximum possible reduction of 20%.
2.5. A state can declare a blockade against the trade of another state with which it is at war. To declare a blockade, the Foreign Minister of the state declaring the blockade sends an email notice of the blockade to the Foreign Minister of the blockaded state, with a copy to the game administrator. Blockades take effect immediately on receipt of the declaration. Blockaded ports have their incomes reduced by the blockade. A port is blockaded if another power has declared a blockade against the nation controlling that port, and there are ships of the line of a blockading power in its coastal waters which are ignoring commerce, or frigates of a blockading power in the coastal waters which are ignoring commerce and no ships of the line hostile to the blockading frigates in the coastal waters. For on-map ports, the fraction of income lost depends on the percentage of the nation's ports that are blockaded. If only one port is blockaded, the trade loss is very small, but increases as more ports are blockaded, until if all of a nation's ports are blockaded, half the income of those ports is lost. For colonies, the blockade loss depends only on whether that particular colony is blockaded, not on whether other colonies are blockaded. A portion of trade lost to blockades is displaced to other nations - see rule 2.8 below. Germany and Italy are each treated as single nations for the purpose of this rule.
2.6. A state can declare an embargo against the trade of another state with which it is not allied (it may be neutral). To declare an embargo, the Foreign Minister of the state declaring the embargo sends an email notice of the embargo to the Foreign Minister of the embargoed state, with a copy to the game administrator. Embargoes take effect immediately on receipt of the declaration. The ports of both states will have their incomes reduced by the embargo. A trade embargo affects all ports the embargoing state controls, whether they are in the same nation or not. In Germany and Italy it also depends on the fraction of the nation's ports controlled by the embargoing state. The amount of income lost depends on the percentage of each nation's total trade with the other nation, and Germany and Italy are treated as a single nation for the purposes of this rule. A portion of trade lost to embargoes is displaced to other nations - see rule 2.8 below.

Chart showing each nation's percentage of trade with each other nation


2.7. A state can raid the commerce of another state with which it is at war by ordering its ships, particularly its frigates, to raid enemy commerce. The enemy state can order its own ships, especially its frigates, to convoy its commerce to defend it against raiding. Commerce raiding reduces the income of port cities of the enemy state, including off-map ports. The loss of income from raiding is calculated separately for each port city. The total strength or commerce raiders off a given port is 9 points for each hostile raiding frigate in the coastal waters, 3 for each hostile raiding frigate in the associated sea area, 3 points for each hostile raiding SOL or hostile patrolling frigate in the port, and 1 point for each hostile raiding SOL or hostile patrolling frigate in the sea area. (Frigates in the sea area contribute their raiding strength to each hostile-controlled port connected to that sea area.) Total convoying strength is the same scale for friendly ships on convoy duty. The income of the port city is reduced by a fraction that depends on both total raiding strength and total convoying strength; it rises as raiding strength increases and falls as convoying strength increases. The raiding ships gain 1 victory point for each 50 Cr of trade lost in the port (this will be changed as development continues, and is not yet implented). The raiding state receives no money from raiding.
2.8.  Whenever one nation loses trade income to blockades or embargoes, a fraction of that trade income shifts to other nations and to their trading partners. The trade that shifts is reduced if the receiving nation is itself blockaded or embargoed. Germany and Italy are treated as a single nation for the purposes of this rule, and income increases are divided among states in proportion to the number of ports they control.

Chart showing shifts of trade between nations

2.9.  Port cities in the Mediterranean and Caribbean may have their income reduced by piracy. Warships in the sea areas to which those ports are connected can suppress the piracy. (Not yet implemented.)

3. Manpower

3.1. Each state has a certain amount of manpower available for military service. This limit is given on the Treasury Ministry report. Purchase of regular units and ships also requires men to be taken from the national manpower reserve. For land units, the number of men required is equal to the number of men in the unit (250 for AQ, 100 for CQ). For ships, the number is 750 for SL, 1000 for FL, 250 per frigate for frigate groups, and capacity/10 for transport groups. That is, a TR with 5000 capacity requires 500 crew from the national manpower pool.
3.2. Each city has a certain militia manpower available. This manpower is separate from the national limit on manpower. Raising a militia unit requires manpower from the city's militia pool, the manpower required is equal to the strength of the militia unit. The normal limit is 7500 per city.
3.3. Each port has a certain transport capacity available, reflecting the amount of civilian shipping in the port that can be chartered for military service. Raising a transport requires capacity from that pool. The normal limit is 8000 per port. This implies that no TR can be built larger than 8000 capacity. TR groups of larger capacity must be formed by combining several TR groups of size 8000 or less raised in different ports.
3.4. Each season, a nation has 1000 men added to its manpower pool for each city of its own nation that it controls (for campaign seasons, this happens at the end of the campaign). Each nation has removed from its manpower pool a number of men equal to 4% of the size of the manpower pool plus 4% of all men in units and ships. Example: Sardinia controls 4 cities, has a manpower pool of 40,000 men, an army of 25,000 men, and 10 ships with 5000 men. Sardinia gains 4000 men because she controls 4 cities, and loses 2800 men; 1600 are 4% of the manpower pool, 1000 are 4% of the army, and 200 are 4% of the navy. At the end of the season her manpower pool contains 40,000 + 4000 - 2800 = 41,200 men.
3.5. When a unit is destroyed in battle, its remaining manpower is returned to the manpower pool at the end of the season in which the unit is destroyed. When a militia unit is destroyed in battle, its remaining manpower is returned to the militia pool of the city in which it was raised. If a ship is destroyed in battle, a fraction of its manpower returns to the manpower pool at the end of the season in which the unit is destroyed. If a ship is sunk in a storm, all of its manpower is lost.

4. Building, Reinforcing, Disbanding, and Scuttling Units and Ships

4.1. The Treasury Minister, or Prime Minister or monarch acting on his behalf, can purchase units and ships. Units and ships can always be built in a single peace or truce turn. The time required to build units and ships during war turns are:
 
 
Type War turns to build
MI 1
TR 2
IN 3
LI, MA, HA, CQ 4
LC, MC, HC, LA 6
AQ, SA, FR 8
FL, SL 16

4.2. If a unit or ship is in the process of being built when a campaign ends, then if the next season is a peace or truce turn the unit will be completed at the end of that peace or truce turn. If the next season is a war season, then the build will continue until the total number of war turns has been completed. Example: France starts building a MC in Paris on turn 8 of Spring 1796. After turn 11, the Spring 1796 campaign ends. The MC has been underway for 4 turns. If Summer 1796 is a war season, then the MC will be completed at the end of turn 2 of that campaign. If Summer 1796 is a peace season, then the MC will be completed at the end of the peace turn.
4.3. Units must be raised in cities controlled by the state building them and part of the nation of the state building them. (That is, you cannot raise units in captured cities outside your own nation). Ships must be built in on-map ports controlled by the state building them even if they are not part of the home nation. Ships cannot be built in off-map ports (Malta, Corfu, Carribbean ports) nor may transport groups be raised in of-map ports. Example: Austria captures Venezia. It may build ships there but may not raise units there. Exception: Militia may be built in a city which is part of your home nation but controlled by a hostile state if the city is ungarrisoned or insufficiently garrisoned. Only one order to raise militia in a hostile city may be sent per turn. If more than one order is sent, the last one sent will be used. [More Details]
4.4. A state cannot buy a ship or unit unless the state has sufficient funds to build it and to maintain it for 15 wartime turns. (This is to prevent players from buying more armed forces than they can support.)
4.5.  A state cannot start a new build in a city that is under siege, but if a city comes under siege during the build time, the build is not cancelled. However, if the build causes the number of units to exceed the limit of 12 allied units in one tac square, the units will be built outside the city tac square. (Note: this may later be changed so that the builds are cancelled if the 12-unit limit is exceeded.)
4.6.  The number of units that may be built in one city at one time depends on the level of the city. For level 1 cities, the limit is 6, for level 2 cities it is 8, level 3 it is 10, level 4 it is 12, level 5 it is 14. Militia builds are included in these limits.
4.6.  The number of dockyards in a port limits the number of ships (but not transport groups) that can be built and repaired there. The number being built there, plus the number being repaired there, may not exceed the number of dockyards available at that port. Transport group builds are exempt from this limit.
4.7.
Infantry and light infantry units can contain no more than 4000 men and one battery. Cavalry units can contain no more than 2000 men and one battery. Artillery units can contain no more than 400 men and 4 batteries. Militia units can contain up to 3000 men and cannot contain batteries. Army and corps HQs contain 250 and 100 men respectively, and no batteries.

Table of build costs

Average quality of units and ships

4.8.  States may buy new soldiers for existing units or new crew for existing ships. Soldiers can be added to units only on peace/truce turns, or on turn 1 of campaigns. Crew can be added to ships any time they are located in a friendly port (harbor or coastal waters). Ships may not move on the turn on which they add crew (land units may). 500 men, or fraction thereof, cost 20 Cr for IN and MI and 24 for LI. 250 men, or fraction, cost 50 for HC, 35 for MC, and 30 for LC. 100 men and 1 battery cost 30 for HA, 25 for MA, and 20 for LA. Adding batteries to infantry costs as MA, to cavalry counts as LA. 100 crew for FL, SL, or TR cost 5 Cr. Additions cannot raise units above the maximum sizes given in rule 4.7.
4.9.  States may disband existing units. It must be in a strategic square that is free of enemy units, except for militia which may disband in the presence of enemy units if they are in the strategic square of the city in which they were raised. Batteries will be lost, as will supplies carried. The manpower in a disbanded unit will return to the manpower pool at the end of the season following the season in which the unit is disbanded. If the unit is disbanded outside its state's territory, then approximately 40% of its strength is lost and not returned to the manpower pool, and the disbanding state pays a penalty of 1 VP for every 250 men disbanded (as if they were casualties). Units from fragmented states must disband in a strat square strictly close to their own cities than any others to avoid this penalty (that is, a unit that disbands in a square that is equidistant from one of their cities and an allied city of a different fragmented state of the same nation, and farther from all other cities, pays the penalty). Manpower from disbanded militia units returns to the militia pool of the city in which it was raised. The unit will be disbanded during the supply phase.
4.10.  Ships and TRs may be removed from the game when not in the same tactical location as enemy ships. Ships may not be removed if they are in a sea area unless at least one friendly ship (not being removed) is present, but TRs may be. In either case, the crew go back into the manpower pool at the end of the season following the season of the removal. Any units or supplies aboard TRs that are removed are lost.

5. Maintenance Costs

5.1. Each unit and ship a state owns require maintenance costs. For land units, the cost depends on the size of the unit and whether it is active or inactive; inactive units cost less to maintain. Each wartime turn, maintenance costs of units are:
 
Unit type Active cost Inactive cost
IN and LI 3 per 500 men 1 per 500 men
HC/MC and LC 6/3 per 250 men 2/1 per 250 men
HA/MA/LA/SA 5/4/5/8 per battery or per 100 men
1 per battery or per 100 men
Militia 5 per 500 men None
AQ/CQ 75/50 10/5

5.2.For purposes of calculating costs, unit strengths are rounded up to the nearest 500 men for infantry, nearest 250 men for cavalry, and nearest 100 men for artillery. If an infantry or cavalry unit has a battery attached, it pays a maintenance cost equal to the cost of 1 battery of MA for infantry units and 1 battery of LA for cavalry units. Example: a light cavalry brigade with 1100 men and a battery costs 20 per wartime turn to maintain (same cost as a 1250 man brigade, plus 5 for the artillery battery), not 12 (the cost of a 1000 man brigade without artillery). Maintenance costs are assessed each turn. Artillery costs depend on either the number of batteries or 100s of men in the unit, whichever is greater. Example: An HA unit with 200 men and 2 batteries costs 10 per turn (2 batteries, 2x100 men) but one with 300 men and 1 battery costs 15 per turn (3x100 men) and one with 100 men and 3 batteries also costs 15 per turn (3 batteries).
5.3. In peace or truce turns, maintenance costs are equal to 15 times the wartime inactive maintenance cost.
5.4. For active ships, the cost depends on whether the ship is in its base harbor or not; ships (but not transport groups) tied up in their base cost less than their ordinary maintenance cost. On each wartime turn, maintenance costs of active ships are:
 
Ship type Sailing cost Base harbor cost
Flagship (FL) 12 4
Ship of the line (SL) 8
3
Frigate 5
1
Transports 8 per 1000 capacity 8 per 1000 capacity

5.5. In peace and truce turns, the cost is 15 times the wartime cost, reduced if the ship (but not TR group) is in its base port.
5.6. Inactive ships do not cost anything on either peace turns or campaign turns.

6. Buying Supplies and Stores

6.1. States can buy supplies and stores in cities they control if no hostile units are in the same strategic square as the city, or an adjacent strategic square. The Treasury minister can purchase supplies and stores, or the Prime Minister or Monarch on his behalf. The War Minister can buy supplies and the Naval Minister can buy stores.
6.2. Supplies cost 5 Cr apiece; stores cost 2 Cr apiece.
6.3. There is a limit on the number of supplies that a state can buy in any one city. In wartime, a state can buy 40 stores per turn in a port city, or 10 supplies per turn in the city, or any combination of stores and supplies such that stores + 4*supplies = 40. (One supply is the same "size" as four stores for this purpose.) In peace or truce turns, the limit is 600 stores per turn or 150 supplies.
6.4. There is also a limit on the total number of supplies that a state can buy in total on any one turn. If a state buys only stores in a campaign turn, the limit is 20 times the number of cities it controls. If it buys only supplies, the limit is 5 times the number of cities it controls. If it buys both, the number of stores it buys, plus the number of supplies it buys times 4, must be less than 20 times the number of cities it controls. Example: If Britain controls 20 cities and 8 off-map ports, then it can raise 28*20 = 560 stores, or 28*5 = 140 supplies, or 100 supplies and 160 stores (100*4 + 160 = 560), or other combinations such that stores + 4*supplies = 560. In a peace or truce turn, the limits are 300 stores or 75 supplies per city controlled.
6.5. States can establish a standing order in wartime to buy a certain number of supplies in each city they control, or to forward a certain number of supplies to another city, or both. Standing orders are cancelled when a city or port is captured. They can also be cancelled by sending a standing order for 0 supplies purchased and leaving the forwarding boxes on the order form blank.
6.6. Stores cannot be bought in off-map ports.

7. Forts and Coastal Batteries

7.1.  States can repair damaged or destroyed coastal batteries or forts. To do so, email the GA. Repairing a damaged coastal battery costs 100 Cr, repairing a destroyed one costs 200 Cr. Repairing a fort by one level costs 150 times the starting level (ie, repairing level 2 to level 3 costs 2x150 = 300, repairing level 4 to level 5 costs 4x150 = 600). Forts may not be raised to higher levels than they started, and new coastal batteries may not be built. Repair of forts and coastal batteries takes one season, and may be done on peace or truce turns, or at the end of a campaign only if no enemy unit has been in the city during the campaign.

Maintained by Stephen Schmidt.