Napoleonic Europe
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- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Let me for this update introduce you to a card: Recruitment drive.
There is a lot of text on this card, and without some context, might be hard to understand. Let me begin with how production in general works in ATG. Each Item (Unit subformation I.e. a single infantry), costs an amount of production. Each people can get a production percentage. So if a people has 50% production percentage, things will cost double. Calculation is made by taking production cost and divide it by production percentage. So, if a card, like Recruitment drive gives 75% extra production percentage, that means things will get cheaper, by a certain amount.
Now the card mentions other stuff too. Namely trade. What is this?
Trade is a value that is determined by the amount of port points you have. Each port has a value, and those are added together, and give an extra production percentage. To get the trade you need to not be at war with Britain, and obviously both the British and you need to have a port.
There is a card that you can play to see what the status of your economy is. Here is the report, before you play this card, for Britain. (Yes, Britain gets trade too).
Now this is what happens when you play the card, Recruitment Drive:
The report I know raises another question. Why does it say Prestige, then mentions an amount of Political Points. This is the amount of extra Political Points you gain each turn. You get them because you own Victory Point locations. Each 10 Victory Points equals 1 Political Point. So having 100 Victory Points, will give you 10 Policital Points for free each turn. You always get a minimum of 5 Political Points.
There is a lot of text on this card, and without some context, might be hard to understand. Let me begin with how production in general works in ATG. Each Item (Unit subformation I.e. a single infantry), costs an amount of production. Each people can get a production percentage. So if a people has 50% production percentage, things will cost double. Calculation is made by taking production cost and divide it by production percentage. So, if a card, like Recruitment drive gives 75% extra production percentage, that means things will get cheaper, by a certain amount.
Now the card mentions other stuff too. Namely trade. What is this?
Trade is a value that is determined by the amount of port points you have. Each port has a value, and those are added together, and give an extra production percentage. To get the trade you need to not be at war with Britain, and obviously both the British and you need to have a port.
There is a card that you can play to see what the status of your economy is. Here is the report, before you play this card, for Britain. (Yes, Britain gets trade too).
Now this is what happens when you play the card, Recruitment Drive:
The report I know raises another question. Why does it say Prestige, then mentions an amount of Political Points. This is the amount of extra Political Points you gain each turn. You get them because you own Victory Point locations. Each 10 Victory Points equals 1 Political Point. So having 100 Victory Points, will give you 10 Policital Points for free each turn. You always get a minimum of 5 Political Points.
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- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Part of making a scenario is playtesting. Not because it is fun to do, it is, especially if you have an opponent. In my case I have the AI. This makes testing a bit easier than having each nation played by a person (and there is a minimum of 10 nations after all). You need to keep an open eye for things that don't seem to be like they should. I found several bugs in the playthrough I currently have going.
I chose to play the Ottoman Empire (3 nations merged into one, Barbary Pirates, the Mameluks and Turkey). They are a strong nation. Starts off as the 2nd biggest when it comes to Victory Points, only France is bigger. However this did not deter the Russians from declaring war on turn 1. A war they did not win.
This is how the diplomatic map looks like right now: As can be seen the French dominate the map. They have already killed off the German states. I made a nice little event that officially surrenders an AI nation, when it has no units, and no cities. What happens is the same that would happen if you did it. That is the nation becomes at peace with everyone, is set to sleep, and cannot be interacted with, and in addition all its hexes become neutral. That way they will slowly turn into hexes controlled by players. (I hate those spots of unconquered hexes you would otherwise get).
But back to the game. This is an overview of the area where the fighting is: As can be seen quite a big front. There are some challenges in that there is no strategic transfers, and no land transfer capacity. In other words things have to march to get there. This poses a special challenge in the northern part of the fighting area. For me because I insist that the units be of the people of the nation. Those from other people fight at a disadvantage. They have less morale, so flee easier. Also the subjects you have conquered are less than happy to provide help. They only produce at half rate for you.
Anyway, I am probably going to get my behind handed to me in this one. The French have many more forces than me. I also have less production, so there is also that. Not sure I'll continue though. I have gotten some bugs to work on, that I discovered playing this. A bug that I can find and save the players from finding is less of a headache later, when you might have gotten involved in making another scenario, and need to refresh yourself as to what you did in this one, and where the error could be.
I chose to play the Ottoman Empire (3 nations merged into one, Barbary Pirates, the Mameluks and Turkey). They are a strong nation. Starts off as the 2nd biggest when it comes to Victory Points, only France is bigger. However this did not deter the Russians from declaring war on turn 1. A war they did not win.
This is how the diplomatic map looks like right now: As can be seen the French dominate the map. They have already killed off the German states. I made a nice little event that officially surrenders an AI nation, when it has no units, and no cities. What happens is the same that would happen if you did it. That is the nation becomes at peace with everyone, is set to sleep, and cannot be interacted with, and in addition all its hexes become neutral. That way they will slowly turn into hexes controlled by players. (I hate those spots of unconquered hexes you would otherwise get).
But back to the game. This is an overview of the area where the fighting is: As can be seen quite a big front. There are some challenges in that there is no strategic transfers, and no land transfer capacity. In other words things have to march to get there. This poses a special challenge in the northern part of the fighting area. For me because I insist that the units be of the people of the nation. Those from other people fight at a disadvantage. They have less morale, so flee easier. Also the subjects you have conquered are less than happy to provide help. They only produce at half rate for you.
Anyway, I am probably going to get my behind handed to me in this one. The French have many more forces than me. I also have less production, so there is also that. Not sure I'll continue though. I have gotten some bugs to work on, that I discovered playing this. A bug that I can find and save the players from finding is less of a headache later, when you might have gotten involved in making another scenario, and need to refresh yourself as to what you did in this one, and where the error could be.
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- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Nearing the end of development, mostly.
Yesterday I added a card to allow the Russians to use scorched earth. Pretty easy code. Here is the card, along with a view of a few others (some blurred).
You play the card, choose a Russian peopled city you own and you raze it to the ground. It'll take 10 turns to recover, so that is quite some time. This kind of scorched earth tactics was used for the first time during the Napoleonic age, I think. It works well in this scenario, because it will let the attacker not get supplies, and since supply ranges are much shorter than usual, it can really buy the Russians some time.
Of course, when you make something like this, it feels wrong that the AI shouldn't be able to do it. So I programmed (or tried, not that tested yet), it to do so if the city in question was threatened by enemy it did not seem to have a good grip on. Since the AI does not have a gut feeling for when this is, I tried some stuff to see if I could find logical cases where it would. That is mostly what good AI programming (and sometimes programming in general) is about. Making sure corner cases are covered.
Yesterday I added a card to allow the Russians to use scorched earth. Pretty easy code. Here is the card, along with a view of a few others (some blurred).
You play the card, choose a Russian peopled city you own and you raze it to the ground. It'll take 10 turns to recover, so that is quite some time. This kind of scorched earth tactics was used for the first time during the Napoleonic age, I think. It works well in this scenario, because it will let the attacker not get supplies, and since supply ranges are much shorter than usual, it can really buy the Russians some time.
Of course, when you make something like this, it feels wrong that the AI shouldn't be able to do it. So I programmed (or tried, not that tested yet), it to do so if the city in question was threatened by enemy it did not seem to have a good grip on. Since the AI does not have a gut feeling for when this is, I tried some stuff to see if I could find logical cases where it would. That is mostly what good AI programming (and sometimes programming in general) is about. Making sure corner cases are covered.
Creator of High Quality Scenarios for:
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- lion_of_judah
- Posts: 2304
- Joined: Mon Jan 08, 2007 6:36 pm
- Location: somewhere over the rainbow
Re: Napoleonic Europe
curious if this thing is ever going to be finished????
- lion_of_judah
- Posts: 2304
- Joined: Mon Jan 08, 2007 6:36 pm
- Location: somewhere over the rainbow
Re: Napoleonic Europe
knock, knock..... anyone here????? wondering when this thing will be ready to play
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- Posts: 127
- Joined: Mon Jun 05, 2006 11:54 pm
Re: Napoleonic Europe
Looking forward to this!
- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
An Early Christmas Gift for those waiting on this scenario. It is in the Scenario bank.
A few words though. It is provided with the understanding that this is a BETA. There are missing bits and pieces everywhere. Like there is no description of the options you can choose at the beginning of the game!
However it is still playable.
https://www.vrdesigns.net/scenario.php?nr=314
A few words though. It is provided with the understanding that this is a BETA. There are missing bits and pieces everywhere. Like there is no description of the options you can choose at the beginning of the game!
However it is still playable.
https://www.vrdesigns.net/scenario.php?nr=314
Creator of High Quality Scenarios for:
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Re: Napoleonic Europe
Great scenario and Great Christmas Gift.
Thanks Claus !
All work well but I don't find the officer folder.
Thanks Claus !
All work well but I don't find the officer folder.
- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Ooops.
I'll pack that and reupload.
I'll pack that and reupload.
Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.
- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
There, ...
Thanks for looking
Thanks for looking

Creator of High Quality Scenarios for:
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Re: Napoleonic Europe
Excellent looking mod, are the Spaniard's fighting a gruella war?
- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Earlier in the thread I wrote, when someone asked if this was a historical scenario/followed history etc.
So, what you are asking is more like a simulation, than what I've made.Depends.
What do you mean by historical?
If it is something like, "Send Napoleon into Exile", or that sort of thing, then probably no. The reason for this is that there is really no way of knowing how a scenario that allows a wide variety of what-if's ends up following the path of history. Then you might say, well, why not make it so that history repeats itself? I have a few answers for that, among them, it would be more of a simulation than a game. I am not into making simulations, I find those boring.
This is a bit more than an upgrade of Tom Webers (tweber) Age of Napoleon scenario in the scenario bank on VRDesigns.net. For one thing I've made it AI Capable. Tweber never did that. I also have added a TO&E, something that Tom wasn't around to experience. I plan on adding officers, which tweber tries to do by adding staff with specific names, but really they are just a unit with extra bonuses and able to command more units. It is not the same at all.
Creator of High Quality Scenarios for:
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Re: Napoleonic Europe
Thanks for making this!!
- ernieschwitz
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- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
No problem.


Creator of High Quality Scenarios for:
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DC: Warsaw to Paris
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- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
I think I will do something I really rarely do. That is update a scenario, this one.
Anyone have any wishes to what they wish to get added? No promises, but ideas are always nice.
Anyone have any wishes to what they wish to get added? No promises, but ideas are always nice.

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Re: Napoleonic Europe
Could add Manpower.ernieschwitz wrote: ↑Wed May 07, 2025 6:42 am I think I will do something I really rarely do. That is update a scenario, this one.
Anyone have any wishes to what they wish to get added? No promises, but ideas are always nice.![]()

- ernieschwitz
- Posts: 4532
- Joined: Tue Sep 15, 2009 3:46 pm
- Location: Denmark
Re: Napoleonic Europe
Already there 

Creator of High Quality Scenarios for:
- Advanced Tactics Gold
DC: Warsaw to Paris
DC: Community Project.