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Napoleonic Wars Online
Rule Book
Last modified January 12, 2010
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.
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, Spain
- Minor powers: Portugal, Holland, Naples, Sweden,
Denmark
- Fragmented nations: Germany, Italy
1.2.
NWOL
also
contains
states.
At
the
start of the game, each major and
minor nation except for France contain one state; thus, Prussia 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. France contains the French state and
the Bourbon French state.
1.3.
France may create revolutionary states that are
paired with existing states in minor and fragmented nations. Example:
France may create a Revolutionary Holland state or a Revolutionary
Sachsen state. To create a revolutionary state that is paired with an
existing minor nation state, France must be hostile to that state and
control one-third or more of the nation's cities. To create a
revolutionary state that is paired with a state in a fragmented nation,
France must be hostile to that state and control one-third or more of
the cities that that state owns permanently. France must then
ask the GA to create the state, must transfer one or more cities
to it, and must provide one player (not necessarily a French citizen)
to transfer to it and serve as its
monarch. The French monarch may serve as the monarch of the
revolutionary state if he wishes; otherwise the GA must approve the
identity of the monarch. One player may be the monarch of more than one
revolutionary state. Revolutionary states may only be created between
seasons, not during campaigns.
1.4.
A revolutionary state is destroyed if it does not control a city, and
either does not have a unit or ship or has no money in its treasury.
Its citizens may transfer to
another state if this happens; they will be transferred to France
unless they wish to transfer to another state and the monarch of that
state approves their transfer. Non-revolutionary states cannot be
destroyed. A non-revolutionary state can be left without a monarch if
its last player transfers to a revolutionary state. If so, a new
monarch can be appointed by any major or minor power that takes control
of one of that state's original cities. The monarch of the appointing
power may appoint himself, or the original monarch of the state;
otherwise the GA must approve the identity of the new monarch. If the
monarch appoints himself, the fragmented state's score is thereafter
added into his state's score. The French monarch may not be the monarch
of a non-revolutionary fragmented state, and the monarchs of other
states may not be the monarchs of revolutionary states.
1.5.
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.
Players changing states are required to keep confidential all
confidential information learned in the service of the former state
while playing for the new one. 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.
1.6.
The
Bourbon
state
is
a
special
state in the French nation with no
citizens. At the start of the game its monarch is the British monarch
who controls the Bourbon state normally, except that the Bourbons start
the game at war with France, and may never make peace with France, nor
ally with a nation allied to France. The British retain control of the
Bourbons as long as they do not sign a peace treaty with France, are
not vanquished by France, and do not spend one game year (four
consecutive seasons) without going to war with France. If either of
those things happen, the Bourbons change come under control of a new
state. This new state keeps control of the Bourbons until they either
make peace or spend one game year not at war with France. If the
British lose control of the Bourbon state, control of it moves to the
other major power powers in the following order: Austria, Spain,
Prussia, Russia. If the Russians gain and then lose control of the
Bourbons, and the game has not ended, then the Bourbon state ceases to
exist.
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, except that the Bourbon state
may never initiate a campaign, nor may any state that is only at war
with the Bourbon state. A state that wishes to initiate a campaign must
do so at least 120 hours (five days) prior to the scheduled peace/truce
turn. 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. The GA
will announce the identities of the nation (or nations) requesting
campaigns when announcing the beginning of the campaign season. 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
victory
points
each
time they take control of
a city or offmap port in battle and lose points each time they lose
control of a city or offmap port in battle; 60 points times the city
level for a city in the state's home nation, and 30 points times the
city level for a city in any other nation. If a state transfers
control
of a city or off map port to another state in diplomacy, then the state
receiving the city gains 40 points time the city level for a city in
the state's home nation and 20 points times the city level for a city
in any other nation, and the state giving up the city
loses 40 points time the city level for a city in the state's home
nation and
20 points times the city level for a city in any other nation.
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.
The
score
of
France
includes
the
scores of all revolutionary states
created by France, and the scores of other major powers whose monarch
is also monarch of a fragmented state includes the score of that
fragmented state, except that the Bourbon state is never included in
the score of any other power. Scores are tracked and reported both
separately and
collectively.
4.8.
A
major
nation
that
loses
control
of the Bourbon state loses VPs equal
to one-third of its starting score.
4.9.
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 (including the scores of any associated fragmented
states), the minor powers are ranked first to sixth based on
their campaign score,
and the fragmented states (including those associated with major
powers) 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 France
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.
France
vanquishes
another
major
power
when
the two
nations are at war, and at the end of any turn, France
or its allies control the vanquished power's principal city and at
least
one-quarter of its other cities (9 for
Austria and Russia, 5 for Britain, Prussia, and Spain) with France
itself controlling more than one-third of those cities. The principal
cities of each nation are London for Britain, Vienna
for Austria, Berlin for Prussia, Moscow for Russia, and Madrid for
Spain. France also vanquishes another major power if the two nations
sign
a treaty agreeing that France has vanquished the other. France achieves
hegemony when it has vanquished four of the other major
powers, or Britain and any other two major powers. France 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 France does not hold a city of the
nation giving the VQ, and by 2.5% if France does
hold one or more cities of the nation giving the VQ. France 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. The Bourbon state is not
included in the scoring since it has no citizens. Major power rankings
are
based on the scores including associated fragmented states.
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
his home state loyally, and if he
accepts a command or a ministry in another state, is expected to serve
the state giving him the command loyally in that capacity as well. When
conflicts of interest arise (for example, a state which has offered a
player from another state command of its units or one of its ministries
declares war on his home state) the conflict should be resolved by
giving up the foreign command or ministry. Players unwilling or unable
to loyally serve their home state should request transfer to a new
state under rule 1.5. It is against the
rules
of NWOL to purposefully act against the interests of one's home state,
or 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, or in the case of disloyalty to the home state, removal
from the game.
Rules for the four NWOL modules:
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