Académique Documents
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FRANCE
CONTENTS PAGE
I. Starting Overview
A. Regions 3
B. Armies & Locations 3
C. Fleets & Locations 5
D. Agents & Locations 5
E. Government, Funds & Trade/Diplomatic Standings 6
F. Faction Strengths & Weaknesses 7
G. Short-term & Long-term Threats 7
H. Goals & Missions 9
II. Beginning the Campaign
A. A Summary of General Strategies 10
B. Detailed Strategy Guide (through TURN 35) 11
III. Resources (Maps & Useful Links) 38
IV. Credits 43
NOTE: Numbers in parentheses that follow region-names, e.g. France (F3), indicate the region’s
code-number as assigned by the A Team staff on the Grand Campaign Map (see Resources,
Page 38)
Location
Leader's Name Unit(s) Code Location
Location
Agents's Name Agent Type Code Location
Charles de Talleyrand Head 4-Star Bon Vivant, Upright, Frugal and Thrifty
NOTE: Traits shown in BOLD are directly affecting the minister's rank in his current position
France’s starting treasury is 6,500… based on no change to income/costs, it will receive 1,966 per turn.
Potential
Trade Agreements Trade Agreements Allies At War
Baden-Württemberg (land ) Ottoman Empire (sea ) Baden-Württemberg Austria
Kingdom of Italy (land ) Denmark (sea ) Bavaria Kingdom of Sicily
Batavian Republic (land ) Mecklenburg (sea ) Kingdom of Italy Sweden
Swiss Confederation (land ) Portugal (sea ) Batavian Republic Russia
Spain (land ) Prussia (land ) Swiss Confederation Great Britain
Hessen (land ) Spain Kingdom of Naples
France’s greatest weakness can also be summed up rather briefly… time. Russian armies are already
on their way towards Austria, and they will join the fight quickly. While there is little hope in the
French navy eliminating the threat of Admiral Nelson and the British fleets to seaborne trade, there is
an even greater threat posed by the British – they may decide to quickly land an army in northern or
northwestern France, and there are no sizeable French forces nearby to provide a defense, let alone a
counter-attack.
So France seems destined to achieving a great balancing act, or fall if she fails. She must first build up
her existing and impressive infrastructure, which will later support her huge (future) armies. If she
tries to build those armies too soon, i.e. before her infrastructure can support them, she will find
herself quickly lacking any funds for further growth, and then be slowly beaten down by the combined
forces of her great enemies.
- will blockade French and allied ports - ignore Allied ports for the short-term; ensure all French
- will try to land an army in Bretagne ports are garrisoned with a cheap militia or sloop unit
and/or Normandie - cancel any SEA Trade Agreements affected by blockades;
if necessary, destroy ALL northern Trade Ports, to force
Great Britain French trade through safer Mediterranean ports
- move an army into and/or build an army in France,
station it near Paris for counter-attack
- IF British forces do land, strike immediately and destroy
the army before it can inflict any serious damages to
French infrastructure
Brandenburg (P5)
Moscow Guberniya (R5)
East Prussia (P3)
France (F3)
Austria (A6)
The game will at times present you with “missions” that you can undertake, and upon completion of
the mission, you will receive the specified reward. All missions have a “trigger”, which can be a date, a
number of variable turns defined by the game’s mechanics, the capture of a region/city, etc. The
missions you may receive as France are as follows:
The Defensive Strategy: this strategy, also known as the “turtle” strategy is most effective when the
player has lots of time to hold back from pursuing the faction’s goals. It involves
allowing the enemy to pursue their desires, relatively unhindered, while the player
enhances its ability to wage war at a later time. At some point, the player, aka the
turtle, will feel confident enough to come out of its shell and start pursuing its goals
away from the safety of its shell. The downside to this strategy is that it puts the player
at risk from repeated attacks, some of which may succeed, removing limited resources
from the player. Also, the player is not receiving any new or additional resources for
growth, while allowing the enemy free reign to capture resources and pursue its own
goals.
The Opportunistic Strategy: this strategy, also known as “camping”, employs many of the elements of
the turtle/defensive strategy with one key difference (one could refer to it as the
“snapping turtle”). The player masses forces in one or more advantageous locations,
areas where it thinks the enemy will eventually be at a disadvantage, i.e. the enemy will
have few troops or a battered element of troops remaining. The player then strikes,
securing a new resource. The downside to this strategy is two-fold. First, it requires the
player to mass troops in an area that the enemy must venture into and in a weakened
state, i.e. the enemy may not materialize where the player expects or not be in a weakened
state; and second, like the turtle strategy, camping deprives the player of new resources.
The Rush Strategy: this strategy, also known as “steamrolling”, is the opposite of the turtle strategy –
the player forgoes investment in building infrastructure, and instead concentrates all
resources on building up its army. Once the army is large enough or can no longer be
expanded upon, the player starts rapidly advancing on the enemy, taking one region
after another. It is most useful when the enemy is “on-the-ropes” and the player is
simply looking to put an end to the enemy’s existence. But otherwise, this is one of the
riskiest strategies, with many downsides. First and most obvious is that it ignores the
possibility of the rush failing. It also leaves the player incredibly vulnerable to counter-
attack, especially on the flanks of the rush and/or by sea.
Many players place too much emphasis on using just one of the above general strategies, and more
often than not, they fail to achieve their goals or, if they do succeed, they find the experience was
incredibly frustrating in one way or another. One of the purposes of this guide is to show that one of
the more enjoyable ways to play is combining all three of the above strategies throughout the game.
The first turn is always the most critical in NTW. It requires you to first organize your entire empire,
and then formulate a relatively long-term plan for achieving your goals. Even if you must change your
long-term plan – and you will – it’s important that you begin with its idea in mind. So the explanation
for your first-turn-moves may seem long, but that’s only because of the organizing and planning you
are undertaking.
Create your best government: for a more detailed explanation on this process, see Resources, Page 42.
You want to get rid of both Claude Ambroise Régnier, as well as Denis Decrès – the first is only a
basic 3-star minister, while the second is only a 4-Star because he has the Patron attribute and is
currently assigned as the Navy Minister. You want two new ministers that are both 4-Stars or more,
before any attribute bonus is applied to their actual minister-position. You also want to clear the
“candidates” queue, as when it is refilled (one new candidate per turn), you may get lucky and gain
a very skilled candidate for later use. After using the rotating “random seed” method to replace
your ministers, your new government should look similar to the “AFTER” picture shown below.
Note that these two somewhat-minor changes already have an impact on the game’s data and your
success – your government’s approval rating has already gone up by 2% and your monthly income
has increased from 1,966 per turn to 2,011. These may not seem awe-inspiring, but they are huge
advantages in the early stages of the game. For example, that income increase of 45 can pay for the
per-turn-upkeep of a new Merchantmen ship.
BEFORE AFTER
Trade: one thing you desperately need in the early stages of the game is cash, so you must ensure that
you are maximizing all available Trade Agreements. Your first target should be Prussia. Not only will
a Trade Agreement with them lessen their hostility towards you, they also offer a unique
opportunity to consolidate your empire in the early stages – note that Hannover (F12), one of your
initial regions, sits like an island, completely exposed on all sides to possible attack later on. The
Prussians also control the region Cleves-Mark (P6), which allows them easy access into your
vulnerable heartlands, if they choose. So a great way to disable this potential Prussian threat, make
your defenses more easily secure, AND get the Prussians less hostile towards you is to offer a swap
of the regions on Turn 1. While you’re at, offer them a Trade Agreement and also demand their two
initial technologies of “Public Schooling” and “Fire and Advance” as part of the total deal – they
should always accept, since Hannover generates slightly more income, and don’t worry, you’ll re-
take Hannover when war eventually erupts between you and Prussia.
The other positive that came out of your Prussian deal is that you can now create a Trade
Agreement by-land with Oldenburg, and that income will offset the slight value you lost with
Hannover. Now create Trade Agreements with the Ottoman Empire and Hessen. For some extra
cash that you will need this turn, offer the Kingdom of Sardinia the technologies of Conscription &
Fire and Advance for 1,000.
Your remaining potential Trade Agreements are with Denmark, Mecklenburg, and Portugal, but be
wary. These are all by SEA, and the game mechanics dictate that any seaborne trade must pass
through the nearest port to your home region – in this case, that means the trade from all three of
these nations will pass through Antwerp in your region of Flanders & Wallonia (F5). That puts it in
perfect “blockade” range of the idle British fleets hovering off your northern coasts. For the
moment, you will ignore that danger and proceed with your Trade Agreements with all three
nations. If Portugal puts up a “fuss” and demands money for a Trade Agreement, counter-offer with
giving them the technology “Fire and Advance” (recently acquired by you from Prussia) and
demanding that they also pay 1,000 – they should accept but only if they pay 500, which is a fair
price for that technology. Last thing to do before you’re finished is to move the militia unit you have
in Reims, Picardie-Champagne (F4) and garrison it in the port of Antwerp – at least if the British
move on the port during their turn, they can only blockade you and not also damage the port for
later use.
Roads: these are essential in NTW, though often overlooked – scroll through your cities and ensure that
ALL cities have at least BASIC roads built or in the queue
Research: you start with two (2) gentlemen and have a college-level intellectual centre already
established at Orléans, France (F3) – move both gentlemen into the college (one won’t reach it until
TURN 2), then begin researching “National Debt”
Generate Spies: you start with one (1) but will need many more, both to protect your generals from
enemy spy assassination attempts and to gather information about your enemies; build a Members
Club at your other intellectual centre in Liège, Flanders & Wallonia (F5)
Defend your cities: ensure that every city has at least one “permanent” unit in it, preferably a militia
unit; this will let the game’s Campaign Artificial Intelligence (CAI), i.e. your enemy, know that there
are no easy pickings to be had – note that technically, the CAI should NOT be able to see which of
your regions has units or how many, without using a spy, but the CAI “cheats” in this regard. Based
on you starting with six (6) militia units, this means that you must recruit another six (6) to
“permanently” garrison and defend all twelve (12) of your initial regions
Formulate your long-term plan: this is always the most important task you will complete during TURN 1,
as it will dictate your moves and strategy for many coming turns; for this guide, you are going to
start with a “turtle” strategy near the Austrian frontier, pulling all of your forces back to your own
border and re-organizes them; you will allow your nearby allies (Baden-Württemberg, the Swiss
Confederation and the Kingdom of Italy), as well as Bavaria, to absorb and blunt any initial
offensives by the Austrians and/or Russians – then allow them to continue to fight a war of attrition,
while you build up your infrastructure and army, until you are ready to go on the offensive; if the
Austrians and/or Russians make a breakthrough and capture any of your ally’s regions, you will
immediately counter-attack and capture that region back for yourself
As you re-organize your army, you will send select units back towards France and the northwest
coast of your empire, to prepare for the likelihood of a British army landing somewhere near there.
You will make every reasonable gesture to keep the Prussians happy for the next year or so, and out
of the fight. In the meantime, as your increasing income allows, you will start building up your army
in the two weakest spots – Cleves-Mark (P6), which must be ready to at least defend itself for the
eventual war with Prussia, as well as Piedmont-Liguria (F7), which once reinforced will allow you to
pursue at least one of two longer-term options. First, if the opportunity is ripe, you can open up a
second front with the Austrians, south of the Alps, and march on Tyrol (A9) and/or Venetia (A6); or
second, you can turn an army south and march on the Italian kingdoms to secure their wealth
Organize your navy: build a Trading Port at Toulon, Provence (F8); recruit a Merchantmen at Genoa,
Piedmont-Liguria (F7); recruit a Sloop at Brest, Bretagne (F1) and recruit another Sloop at Le Havre,
Normandie (F2) – these Sloops will protect the dockyards from raids and landings, as well as provide
you with the chance to raid the southern British ports
From your initial Mediterranean fleet, dispatch one 32-gun Frigate to raid/blockade the harbor at
Taranto, Naples (NP1); send the other 32-gun Frigate to raid/blockade the harbor at Siracusa, Sicily
(SL1); and finally, send the remaining Corvette to secure the Valletta Spice Trade Post, which is
south of Siracusa – the Corvette cannot trade but it will hold the post until you can get a
Merchantmen down there
From your initial Atlantic fleet, dispatch one 38-gun Frigate to the Calcutta Tea Trading Post, south
of the fleet, to hold; dispatch the other 38-gun Frigate to the Cameroons Ivory Trading Post,
southeast of fleet, to hold; dispatch the 32-gun Frigate to the Algiers Spice Trading Post, south of the
Balearic Isles (SP4), to hold; then move the remaining three-ship-fleet, led by Admiral Villeneuve,
inside the Straits of Gibraltar, and wait just off the African coast – start harassing/raiding the British
at Gibraltar (B5) if/when they try to build a port
Organize your army: now you will begin the movements of your army to start carrying out the long-term
plan you previously formulated…
- Move General Masséna’s army from the northeastern countryside of North Italy (IT1) to Torino,
Piedmont-Liguria (F7)
- Move General Bernadotte’s army from the eastern countryside of Cleves-Mark (P6) to the city of
Cleves
- from General Davout’s army, located northeast of Strasbourg, Alsace-Lorraine (F6), move the two
Fusilier units into Strasbourg; move General Davout and the remaining artillery unit to Cleves,
Cleves-Mark (P6)
- move your lone spy, located southwest of Strasbourg, Alsace-Lorraine (F6), into General Ney’s
army, located south of Strasbourg; then move General Ney’s army to Torino, Piedmont-Liguria
(F7)
- from General Bonaparte’s army, located west of Strasbourg, Alsace-Lorraine (F6), move the single
Fusilier into Strasbourg; then move the rest of General Bonaparte’s army to Paris, France (F3),
to defend against any eventual British landings to the north or northwest of Paris
- Move the artillery unit located in Marseilles, Provence (F8), to Strasbourg, Alsace-Lorraine (F6)
- Move the cavalry unit located in Bordeaux, Aquitaine (F10), to Strasbourg, Alsace-Lorraine (F6)
PRESS END-TURN
Review any alerts/diplomacy changes: on the left margin of the screen, at the beginning of each turn,
the game sends messages to you about important updates, such as what new infrastructure and
units are available; in this game being documented, war has just broken out, since the previous
Turn, between Austria and the Ottoman Empire – this is great news for France, since it means
Austria is now forced to fight on her southern and eastern borders as well
Funds: if you made all the recommended purchases/etc during Turn 1, your Treasury should be at
approximately 4,411 at the start of Turn 2, with income of 3,536 per turn predicted in the future –
you want to keep that income per turn number at the 1,000-or-more level – if it falls below 1,000,
you have built too many army/navy units too quickly
Military Upgrades: you want to balance the use of Treasury funds between military use and
infrastructure-upgrades during the early stages of the game; one military upgrade you need and can
afford to build is a Great Arsenal in Paris, France (F3) – this will allow the recruiting of 12-lber
artillery, which has a firing range of 600, compared to an 8-lber’s range of 520 or a 6-lber’s range of
450 – while the 12-lber takes slightly longer to re-load and is not as accurate, its greater range fulfills
a basic tenet of warfare, that being if you can hit the enemy before he can hit you, you probably
win…
Infrastructure Upgrades: you do not need more than two recruitment centers (i.e. barracks) for
infantry/cavalry in the early stages of the game – these are fulfilled in Paris, France (F3), as well as
Marseilles, Provence (F8); any others should be converted to administration-buildings (to generate
more income) as soon as possible – you should convert the Cantonment buildings located in Cleves,
Cleves-Mark (P6) and Reims, Picardie-Champagne (F4) to Tax Offices
Unit Moves: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: there were no alerts per se, but you should always be watching
the movements of your enemies where the fog-of-war is lifted on the margins of your borders and
along your trade routes – since the last turn, a British fleet raided your Dutch ally’s port at
Rotterdam, Holland (N1), and two other British fleets, including one lead by the infamous Admiral
Nelson, have appeared in the English Channel
Funds: your Treasury should be at approximately 3,746 with income of 3,561 per turn predicted
Military Upgrades: recruit four (4) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: you do not need Supply Posts anywhere, but they are useful in regions on your
border where you are constantly in battle – otherwise, once they are “behind” the general fighting,
they are best used to convert into Markets – convert the Supply Post at Mont-de-Marsan, Aquitaine
(F10) into a Market to generate more income; build a Manufactory at Clermont-Ferrand, France (F3)
Unit Moves: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: busy turn… a new Gentlemen appeared and was moved into the
college at Orléans, France (F3); the Members Club was built as well as three new ships – a
Merchantmen and two Sloops; most importantly, Admiral Nelson’s fleet has begun a blockade of
Antwerp, Flanders & Wallonia (F5) – this cuts off your trade with Denmark, Mecklenburg and
Portugal and put a sizeable dent in this turn’s Treasury – for this turn, you will cancel your Trade
Agreements with all three of these nations, and this next part may seem counter-productive, but it
is an effective work-around to the blockade – demolish your Trading Port at Antwerp, so that on the
next turn, any seaborne trade will be forced to pass through your Mediterranean port(s)
Funds: your Treasury should be at approximately 2,817 with income of 2,585 per turn predicted
Military Upgrades: recruit a Merchantmen at Genoa, Piedmont-Liguria (F7); recruit a Sloop at Le Havre,
Normandie (F2)
Infrastructure Upgrades: build a Secret Society at Liège, Flanders & Wallonia (F5); build an Iron Mine at
Nancy Mines, Alsace-Lorraine (F6)
Unit Moves: move Merchantmen from Genoa, Piedmont-Liguria (F7) to Algiers Spice Trading Post,
located south of the Balearic Isles (SP4); send Sloop from Le Havre, Normandie (F2) to raid the
Dockyard at Portsmouth, England (B1), then return – continue this raiding activity every turn
PRESS END-TURN
Review any alerts/diplomacy changes: National Debt was researched and Classical Economics research
was begun; four (4) Fusiliers built; Basic Roads were completed in six (6) regions; new Trading Port
built at Toulon, Provence (F8); Trading Port at Antwerp was demolished, allowing any seaborne
trade to pass through Mediterranean ports; Re-establish Trade Agreements with Mecklenburg and
Portugal (Denmark has used up her available agreements since you cancelled)
Funds: your Treasury should be at approximately 2,777 with income of 2,492 per turn predicted
Military Upgrades: recruit three (3) Fusiliers at Marseilles, Provence (F8); recruit Merchantmen at
Toulon, Provence (F8)
Infrastructure Upgrades: none, except those previously ordered
Unit Moves: move 32-gun Frigate from Algiers Spices Trade Post to Annaba Coffee Trade Post, located
to the east, to hold
PRESS END-TURN
Review any alerts/diplomacy changes: none, though Admiral Nelson’s fleet has left Antwerp and is now
blockading your Dutch ally’s port at Rotterdam, Holland (N1)
Funds: your Treasury should be at approximately 4,052 with income of 3,721 per turn predicted
Military Upgrades: none, except those previously ordered
Infrastructure Upgrades: you do not need any Gunsmiths – they provide such little bonuses that they
are not worth building or maintaining – convert the Gunsmith at Metz, Alsace-Lorraine (F6) into a
Manufactory; build a Manufactory at Rouen, Normandie (F2); build a Manufactory at Münster,
Cleves-Mark (P6)
Unit Moves: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: new Merchantmen, Sloop, and three (3) Fusiliers built; new
Manufactory at Clermont-Ferrand, and new Iron Mine at Nancy Mines built
Funds: your Treasury should be at approximately 4,173 with income of 3,428 per turn predicted
Military Upgrades: recruit Merchantmen at Genoa, Piedmont-Liguria (F7); recruit a Sloop at Le Havre,
Normandie (F2); recruit four (4) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: build Cobbled Roads at Paris, France (F3)
Unit Moves: move three (3) Fusiliers from Marseilles, Provence (F8), to Torino, Piedmont-Liguria (F7);
move Merchantmen from Genoa, Piedmont-Liguria (F7), to Valletta Spice Trade Post, which is south
of Siracusa, Sicily (SL1); send Sloop from Le Havre, Normandie (F2), to raid British port at Chatham
Docks, England (B1), then return it to Calais, Picardie-Champagne (F4) – continue this raiding activity
every turn
PRESS END-TURN
Review any alerts/diplomacy changes: Classical Economics was researched and National Census
research was begun; new Merchantmen built
Funds: your Treasury should be at approximately 3,443 with income of 3,441 per turn predicted
Military Upgrades: recruit Merchantmen at Toulon, Provence (F8); recruit two (2) Fusiliers at Marseilles,
Provence (F8)
Infrastructure Upgrades: build Merchant House at Lyons, France (F3)
Unit Moves: move Merchantmen from Toulon, Provence (F8), to Annaba Coffee Trade Post, which is
southwest of Sardinia (SA1); move Corvette from Valletta Spice Trade Post to Genoa, Piedmont-
Liguria (F7) – it will be used later for transport duty of sea invasions…
PRESS END-TURN
Review any alerts/diplomacy changes: a ½-stack British army has garrisoned the Trading Port at
Chatham Docks, England (B1), led by a 6-star general, most likely your nemesis Wellington; even more
noteworthy, the Austrians have marched on Munich and captured Bavaria (BV1); four (4) Fusiliers built
Funds: your Treasury should be at approximately 4,247 with income of 3,496 per turn predicted
Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: build Cobbled Roads at Caen, Normandie (F2) and Rennes, Bretagne (F1)
Unit Moves: move two (2) Fusiliers from Cleves, Cleves-Mark (P6) to Strasbourg, Alsace-Lorraine (F6);
move 32-gun Frigate from Annaba Coffee Trade Post to Tunis Coffee Trade Post, southeast of
Sardinia, to hold
PRESS END-TURN
Review any alerts/diplomacy changes: one (1) Merchantmen, one (1) Sloop, and two (2) Fusiliers built;
Great Arsenal, Secret Society, and three Manufactories built
Funds: your Treasury should be at approximately 4,071 with income of 3,799 per turn predicted
Military Upgrades: recruit two (2) Chasseurs à Cheval at Marseilles, Provence (F8)
Infrastructure Upgrades: build Cobbled Roads at Reims, Picardie-Champagne (F4) and Strasbourg,
Alsace-Lorraine (F6)
Unit Moves: the Spanish navy abandoned the Casablanca Tea Trade Post, south of Gibraltar, so move
Admiral Villeneuve’s fleet there to hold; move Merchantmen from Genoa, Piedmont-Liguria (F7) to
Tunis Coffee Trade Post; move Sloop from Le Havre, Normandie (F2) to Antwerp, Flanders &
Wallonia (F5); before following this next move, see Strategy note below: move Sloop from Brest,
Bretagne (F1) to raid British Trading Port at Bristol, England (B1), then move the Sloop just outside
the British port to continue raiding each turn
STRATEGY NOTE: there is a little-discussed but major defect in the British faction – their entire empire is
built on a flawed foundation, namely their Trade income, especially until they acquire additional
regions outside their initial empire; in a nutshell, they begin the game with too many expensive
naval and land units, in terms of upkeep, and they continue to recruit from Turn 1 – players can take
advantage of this flaw by raiding the two British Trading Ports at Chatham Docks and Bristol, both in
southern England (B1), on the eastern and western coasts respectively; if the player can successfully
RAID these two ports, simultaneously, for up to three turns, it will deprive the British of their
necessary income, quickly exhaust their treasury funds, and force them into “eternal” bankruptcy,
i.e. the upkeep cost on the British units is too expensive for their base tax income and the AI is not
programmed to eliminate/demolish units to save its treasury; so after two or three turns of
successful raiding, the player will notice the two British ports continuing to burn at the start of the
third or fourth turn from when the raiding began; note that BLOCKADING the ports will NOT
produce the same effect – while a blockade will also cut off the trade income, the British AI will have
enough sense to send a fleet to destroy you, and British trade will start filling their Treasury again
PRESS END-TURN
Review any alerts/diplomacy changes: the alliance between Prussia and Austria has been dissolved, and
war has broken out with Prussia versus Austria, Saxony, and Hessen; the British army formerly
garrisoned at Chatham Docks, England (B1), has moved to garrison Portsmouth instead – players
that wish to take advantage of the previously described British trade “flaw” should now start raiding
both British Trading Ports – for the purposes of this guide, this action has been taken, in the hope of
bankrupting the British early on; Italian troops were seen heading for their eastern border; through
the Fog-of-War (FOW), the city of Innsbruck, Tyrol (A9) can be seen burning, though still controlled
by Austria; one (1) Merchantmen and two (2) Fusiliers built
Funds: your Treasury should be at approximately 3,856 with income of 3,530 per turn predicted
Military Upgrades: recruit Merchantmen at Toulon, Provence (F8); recruit Sloop at Brest, Bretagne (F1)
Infrastructure Upgrades: build University at Orléans, France (F3)
Unit Moves: move Merchantmen at Toulon, Provence (F8) to Casablanca Tea Trade Post, south of
Gibraltar; move 32-gun Frigate from Tunis Coffee Trade Post to the Adriatic Sea, then scout for
Austrian activity and/or raid the Austrian Trading Ports to the north
PRESS END-TURN
Review any alerts/diplomacy changes: National Census research complete, Mass Mobilization research
begun; two (2) Chasseurs à Cheval built
Funds: your Treasury should be at approximately 4,142 with income of 4,557 per turn predicted
Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: build Cobbled Roads at Brussels, Flanders & Wallonia (F5) and Cleves, Cleves-
Mark (P6)
Unit Moves: move four (4) Fusiliers from Paris, France (F3) to Strasbourg, Alsace-Lorraine (F6)
PRESS END-TURN
Review any alerts/diplomacy changes: Congratulations, the docks at both Bristol and Chatham Docks,
England (B1) continue to burn from your raiding activities the previous turn – this signals that the
British Treasury is bankrupt and incapable of repairing the ports, at least for the present time – this
is a crippling blow to British ambitions, as she cannot build her infrastructure or recruit additional
units, and her current units will begin to deteriorate as they desert due to lack of pay; perhaps
related to the British bankruptcy, Admiral Nelson’s fleet has abandoned the blockade of your Dutch
ally’s port at Rotterdam, Holland (N1), and he was last seen heading north into the FOW; Cobbled
Roads in France (F3) complete
Funds: your Treasury should be at approximately 4,707 with income of 4,603 per turn predicted
Military Upgrades: recruit two (2) Fusiliers and two (2) 12-lbers at Paris, France (F3)
Infrastructure Upgrades: build Iron Mines at Asti Mines, Piedmont-Liguria (F7) and Siegen Mines,
Cleves-Mark (P6); build Theatre at Strasbourg, Alsace-Lorraine (F6)
Unit Moves: move Sloop outside British port at Bristol, England (B1) back to safety at Brest, Bretagne
(F1)
PRESS END-TURN
Review any alerts/diplomacy changes: one (1) Merchantmen, one (1) Sloop, and two (2) Fusiliers built;
Merchant House built
Funds: your Treasury should be at approximately 5,244 with income of 4,855 per turn predicted
Military Upgrades: recruit two (2) Fusiliers at Marseilles, Provence (F8); recruit Merchantmen at both
Toulon, Provence (F8) and Genoa, Piedmont-Liguria (F7)
Infrastructure Upgrades: build Cobbled Roads at Torino, Piedmont-Liguria (F7) and Marseilles, Provence
(F8)
Unit Moves: move Sloop from Brest, Bretagne (F1) to Nantes, France (F3); move Merchantmen from
Toulon, Provence (F8)to Cameroons Ivory Trade Post, south of Portugal
PRESS END-TURN
Review any alerts/diplomacy changes: Prussia overran and captured Saxony, while the Hessen army
appears withered from battles – this can be good for France, i.e. Prussia in a war of attrition with
Hessen and Austria – but, Prussia cannot be allowed to capture/hold Hessen-Kassel, or war with
Prussia may be sooner rather than later; two (2) Fusiliers built; Cobbled Roads complete at Bretagne
(F1) and Normandie (F2)
Funds: your Treasury should be at approximately 5,013 with income of 4,659 per turn predicted
Military Upgrades: recruit four (4) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: build Cobbled Roads at Bordeaux, Aquitaine (F10) and Toulouse, Pays d’Oc (F9)
Unit Moves: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: two (2) Fusiliers and two(2) 12-lbers built; Cobbled Roads
complete at Alsace-Lorraine (F6) and Picardie-Champagne (F4)
Funds: your Treasury should be at approximately 4,688 with income of 4,182 per turn predicted
Military Upgrades: recruit two (2) Chasseurs à Cheval at Paris, France (F3); recruit three (3) Fusiliers at
Marseilles, Provence (F8);
Infrastructure Upgrades: build Magistrate at Brussels, Flanders & Wallonia (F5)
Unit Moves: move two (2) Fusiliers from Marseilles, Provence (F8) to Asti Mines, Piedmont-Liguria (F7);
move four (4) Fusiliers from Paris, France (F3) to Cleves, Cleves-Mark (P6); move two (2) Chasseurs à
Cheval and two (2) 12-lbers from Paris, France (F3) to Strasbourg, Alsace-Lorraine (F6)
PRESS END-TURN
Review any alerts/diplomacy changes: the citizens of Transylvania (A1), no doubt encouraged by their
Ottoman neighbors, have risen against their Austrian rulers and founded the new nation of
Romania, a new thorn in Austria’s side; two (2) Merchantmen, four (4) Fusiliers built; University built
Funds: your Treasury should be at approximately 5,805 with income of 4,546 per turn predicted
Military Upgrades: recruit two (2) Fusiliers at Paris, France (F3)
Infrastructure Upgrades: build a Dry-dock at Brest, Bretagne (F1)
Unit Moves: move Merchantmen from Toulon, Provence (F8)to Calcutta Tea Trade Post, located
southwest of Portugal
STRATEGY NOTE: once the above Merchantmen arrives, you will have activated all of your Trade Posts –
adding more Merchantmen ships to any of the Trade Posts will further increase their total output,
though the per-ship-amount of income will decrease with each additional ship. This can be a
lucrative and tempting endeavor, but be wary – if the British fleets move on any of your Trade Posts
and/or Trading Ports, you are currently powerless to stop them – if this happens, you will see a
precipitous drop in your per-turn-income, possibly finding yourself bankrupt like the British still are.
But there are few rewards without risk, so pursue your trading as best you see fit – you will receive
no further detailed instruction from this guide on where/when to pursue your trade-ship strategy.
PRESS END-TURN
Review any alerts/diplomacy changes: The Austrians have marched upon and captured Stuttgart,
Baden-Württemberg (W1) – your ally is destroyed and Austrian forces now border Alsace-Lorraine
(F6)… to arms, to arms – you must prepare for an immediate counter-attack; Admiral Nelson’s fleet
has reappeared in the English Channel and has picked up the deteriorating army from Portsmouth,
England (B1) – you must prepare for a British landing; Mass Mobilization research complete, Code
Napoleon research begun; two (2) Chasseurs à Cheval and three (3) Fusiliers built; Cobbled Roads
complete at Cleves-Mark (P6) and Flanders & Wallonia (F5)
Funds: your Treasury should be at approximately 4,373 with income of 3,580 per turn predicted
Military Upgrades: none, except those previously ordered
Infrastructure Upgrades: none, except those previously ordered
Unit Moves: move General Bonaparte from Paris, France (F3) with the following units: two (2) Chasseurs
à Cheval, two (2) 12-lbers, one (1) Old Guard, one (1) Grenadiers of the Line, two (2) Voltiguers, and
ten (10) Fusiliers – place the army on the border between Bretagne (F1) and Normandie (F2)
o Demote General Jean-Baptiste Bernadotte at Cleves, Cleves-Mark (P6) – though a loyal general,
his 3-star rank makes him expendable and once he is demoted, this allows a new general to
be recruited; now enlist General Guillaume Marie Anne Brune – not the most masculine of
names, but a solid general – at Strasbourg, Alsace-Lorraine (F6)… General Brune will lead
your army into battle against the Austrians
o Move General Brune from Strasbourg, Alsace-Lorraine (F6) with the following units: two (2)
Chevau-Légers Lancers, two (2) Chasseurs à Cheval, two (2) 12-lbers, two (2) 6-lbers, and ten
(10) Fusiliers… and attack the Austrians at Stuttgart, Baden-Württemberg (W1)
Battle Notes & Post-Battle Synopsis
o The Austrian forces at Stuttgart, Baden-Württemberg (W1) are led by 6-star General Johann von
Hiller, and consist of two (2) cavalry, three (3) artillery, six (6) line infantry, one (1) militia
and two (2) civilian mobs; his forces, especially the line infantry, appear to have taken
significant losses in their capture of Stuttgart; he is willing to surrender, but why let his
forces withdraw and recuperate, only to have to battle them again later? If you can
“corner” an enemy force in a city, it is always the easiest way to destroy them – once
defending units flee a battle during a siege, they are automatically destroyed by the game
mechanics following the player’s victory. Let the battle commence…
(CONTINUED)
6-lbers
You have chosen a unique layout to attack the Austrians: you have
staggered your artillery throughout your line infantry, placing your
12-lbers on the outer flanks to take advantage of their greater
range. You have also placed one Lancer and one Light cavalry unit
on each flank – this formation will present the AI with NO
“obvious” weakness, as both flanks are mirrored versions of one
another. Also, the artillery and infantry are mutually supportive,
so that once the AI does approach your line, grape-shot will rain
down on him while the infantry defend the artillery.
o Not surprisingly, the AI chose its standard formation – cavalry on extreme flanks, followed
inward by artillery, then all infantry in the middle. As you notice from the above picture, the
town itself sits between the two opposing armies, for the most part. In such a face-off, one
army must be “forced” to march upon the other – the “trick” you utilize is to pivot your
army, so that your longer-range 12-lbers can start sniping at the Austrians flanks. This
requires lots of patience on your part, as it will take time to inflict enough casualties on the
Austrians to force them to abandon their defensive posture. But it will work eventually, and
once the Austrians march on your line, set all artillery to grape-shot and constantly re-assess
the best units to hit, using manual targeting. Using these tactics, you suffered a total of 155
casualties, while the Austrian forces of 988 were completely wiped out.
(CONTINUED)
PRESS END-TURN
PRESS END-TURN
Review any alerts/diplomacy changes: Nelson’s fleet and the army it carries still sit in the English
Channel, but are making no moves; the Italians seem to be battling the Austrians in both Tyrol (A9)
and Venetia (A8), with no apparent victories yet; Code Napoleon researched, Logistics research
begun; one (1) Militia built; Cobbled Roads complete in Piedmont-Liguria (F7) and Provence (F8)
Funds: your Treasury should be at approximately 5,658 with income of 4,084 per turn predicted
Military Upgrades: recruit three (3) Fusiliers at Marseilles, Provence (F8)
Infrastructure Upgrades: build Court of Justice at Paris, France (F3) and Clearances at Pontrieux,
Bretagne (F1)
Unit Moves: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: two new Gentlemen available/moved to Heidelberg, Baden-
Württemberg (W1); four (4) Fusiliers built; Cobbled Roads complete at Pays d’Oc (F9) and Aquitaine
(F10); Magistrate built at Brussels, Flanders & Wallonia (F5)
Funds: your Treasury should be at approximately 4,388 with income of 4,027 per turn predicted
Military Upgrades: recruit two (2) Chasseurs à Cheval and two (2) 12-lbers at Paris, France (F3)
Infrastructure Upgrades: build Opera House at Paris, France (F3)
Unit Moves: move four (4) Fusiliers from Paris, France (F3) to Cleves, Cleves-Mark (P6)
PRESS END-TURN
Review any alerts/diplomacy changes: the Prussians invaded Hessen-Kassel (H1) and laid siege to
Kassel, but were later driven back by Hessen; a Russian army was briefly spotted in Northern Italy
(IT1), coming from Tyrol (A9), but disappeared south into the FOW; Poverty Control Laws research
complete, Bottling and Canning research begun; two (2) 12-lbers, three (3) Fusiliers built; Tax Office
at Stuttgart, Baden-Württemberg (W1) built
Funds: your Treasury should be at approximately 5,569 with income of 4,528 per turn predicted
Military Upgrades: recruit two (2) Fusiliers at Marseilles, Provence (F8)
Infrastructure Upgrades: build a Factory at Clermont-Ferrand, France (F3); build Clearances at Troyes,
Picardie-Champagne (F4)
Unit Moves: move three (3) Fusiliers from Marseilles, Provence (F8) and two (2) 12-lbers from Paris,
France (F3) to Asti Mines, Piedmont-Liguria (F7)
PRESS END-TURN
PRESS END-TURN
Review any alerts/diplomacy changes: Logistics research complete, Top Gallants research begun; after
a ridiculously long wait, a new Spy was generated and moved to Stuttgart, Baden-Württemberg
(W1) to protect General Brune and his army; two (2) 12-lbers, two (2) Fusiliers built; Clearances at
Pontrieux, Bretagne (F1) built
Funds: your Treasury should be at approximately 4,705 with income of 3,731 per turn predicted
Military Upgrades: none, except those previously ordered
Infrastructure Upgrades: build Magistrates at Strasbourg, Alsace-Lorraine (F6), Reims, Picardie-
Champagne (F4) and Marseilles, Provence (F8)
Unit Moves: move two (2) 12-lbers from Paris, France (F3) to Cleves, Cleves-Mark (P6); move two (2)
Fusiliers from Marseilles, Provence (F8) to Asti Mines, Piedmont-Liguria (F7); move General Ney,
along with one (1) Chevau-Légers Lancers and two (2) Chasseurs à Cheval, from Torino to Asti Mines,
Piedmont-Liguria (F7) – move your Spy with him, to guard the general and the army
PRESS END-TURN
o During the first year, you created a strong and varied infrastructure, capable of supporting many
large armies while not strangling further development
o With just two centers of learning, one just recently gained, you have nearly outpaced your ability to
research new technology at higher levels – but in 1-3 turns, with new infrastructure buildings
complete, you will be able to pursue Level 3 Civil and Military technology, as well as Level 2
Industrial technology. Once your Drill School is complete at Paris, France (F3), you should
immediately pursue the technology of Grand Battery – this will allow you to build an Ordnance
Board at Paris, which will give you access to a new unit, the 6-In Howitzer, one of the deadliest.
Once each of your armies is equipped with three (3) 6-In Howitzer units, they will be nearly
unbeatable. Once the Court of Justice is complete at Paris, you should immediately pursue
Trade Unions research, which will provide +2 happiness to the Lower Class – this is a key
advancement and component to your upcoming military strategy, as it will alleviate the
discontent of the foreign populations you are about to conquer. Beyond these final notes, this
guide will no longer direct your technology path, as you should have a good understanding by
now of the mechanism for research, i.e. how it works and affects your goals.
(CONTINUED)
o Until now, you have concentrated your military efforts on building and sustaining many large
armies. While your armies are a powerful force, almost all of them lack some key units – for
example, howitzers and light infantry. These should be your next goal towards “finalizing” the
composition of each army, but they are not required to pursue the next stage of your long-term
strategy.
o General Bonaparte and his army (shown above) currently represent your strongest army, but they
have been stationed in Bretagne (F1) for quite some time, to thwart the anticipated landing of
the British. But the British remain bankrupt – their two major Trading Ports at Bristol and
Chatham Docks continue to burn, denying them the critical Trade income they rely on
completely. That you were able to cause this, and it has continued to affect them, is largely
based on circumstances you seized upon earlier in the game – that and a bit of luck. In any case,
the British have become a non-threat essentially, though they could still land the army sitting
aboard Nelson’s fleet, north of Bretagne. But if that occurs now, a “lesser” French general and
force could be used to stop them. You should begin recruiting this force at Paris immediately, so
General Bonaparte can move to the East.
(CONTINUED)
o General Davout (shown above) bides his time in Cleves-Mark (P6), playing “defense” against any
possible Prussian aggression. For now, the Prussians are mired in their war with Hessen and
Austria, which is good for you. Until you have an additional army to support General Davout,
you will be unable to support a strong offensive against Prussia, should war break out.
o General Brune (shown above) has also been idle since engaging the Austrians to capture Stuttgart,
Baden-Württemberg (W1). He could march on and capture Munich, Bavaria (BV1), but he will
come under strong and ceaseless counter-attacks so long as Austria holds Tyrol (A9)…
(CONTINUED)
o Both General Masséna’s and General Ney’s armies are perfectly positioned, and adequately built up,
to begin a French “breakout” and take the fight to Austria. If their armies march on Tyrol (A9)
and Venetia (A8), it will allow General Brune to march more safely on Bavaria (BV1).
o Alternatively, General Ney’s army could begin the “Italian Campaign” – board the ship you have
stationed at Genoa, then land at Sicily to capture Palermo (SL1), before marching on towards
Naples (NP1). This is tempting, due to the financial gains of the regions, however it would also
require you to delay your Southern-Austrian-strategy, at least until another army is raised or you
conquer all four of the Italian mainland-nations.
o For the purposes of this guide, the remaining strategy will concentrate on bringing Austria to its
knees. Going forward, the guide will no longer dictate individual unit-recruitment and moves,
but rather concentrate on your army groups mentioned above.
o The same applies to your infrastructure – detailed instructions by the guide will be discontinued, so
that you can put to use what you have learned in the past year of the campaign.
Review any alerts/diplomacy changes: the Italians continue to spar with the Austrians in Venetia
Funds: your Treasury should be at approximately 3,936 with income of 3,958 per turn predicted
Military: begin building a new army at Paris, France (F3), then move it to Bretagne (F1) to allow General
Bonaparte’s army to move east; move General Ney’s army from Piedmont-Liguria (F7) towards
Innsbruck, Tyrol (A9); move General Masséna’s army from Piedmont-Liguria (F7) towards Venice,
Venetia (A8)
PRESS END-TURN
Review any alerts/diplomacy changes: before General Masséna’s army could reach Venetia (A8), the
Italians captured Venice and the region with a small force
Funds: your Treasury should be at approximately 4,317 with income of 4,740 per turn predicted
Military: move General Masséna’s army to the bridge/choke-point connecting Venetia (A8) and
Northern Italy (IT1), then wait to see if the Italians hold Venetia – if the Austrians re-capture the
region, move in and take it, otherwise prepare to alter your strategy in 4-5 turns; General Ney’s
army continues towards Innsbruck, Tyrol (A9)
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 4,922 with income of 4,087 per turn predicted
Military: General Ney’s army has reached the outskirts of Innsbruck, Tyrol (A9), and will attempt to
capture the city on the next turn – a small Russian army of three (3) units is also there to help the
Austrian forces
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 4,249 with income of 4,359 per turn predicted
Military: General Ney’s army was intercepted by a smaller Austrian force trying to reinforce Innsbruck,
Tyrol (A9) – in the ensuing battle, the Austrian General Karl von Österreich-Teschen was wounded,
and the total force of 1,040 Austrians sustained casualties of 987. General Ney’s initial force of
1,389 sustained only 183 casualties before marching on and capturing Innsbruck in a follow-up
battle on the same turn.
o With Tyrol (A9) captured, have General Brune’s army at Stuttgart, Baden-Württemberg (W1)
march on Munich, Bavaria (BV1). The Austrian General Andreas Hofer and his entire force of
1,737 were destroyed by General Brune’s army, who miraculously suffered only 60 casualties.
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8), but an Austrian full-
stack army has appeared, threatening to re-take the region – ensure that General Masséna’s army
stays at its current location and does not provide reinforcement to the Italians
Funds: your Treasury should be at approximately 5,834 with income of 5,057 per turn predicted
Military: your new army at Paris, France (F3) should be complete by next turn, so move General Murat
from Strasbourg, Alsace-Lorraine (F6) towards Paris to take command
PRESS END-TURN
Review any alerts/diplomacy changes: the Austrians mysteriously turned back, so the Italians continue
to hold Venetia (A8); REMINDER… you should be capable by now or in the next 1-2 turns to build an
Ordnance Board at Paris, France (F3) – this is a necessary step to being able to recruit and place 6-In
Howitzers in each of your armies
Funds: your Treasury should be at approximately 5,941 with income of 4,885 per turn predicted
Military: move General Murat’s newly formed army from Paris, France (F3) to Bretagne (F1), where
General Bonaparte had been positioned; move General Bonaparte’s army toward Bavaria (BV1);
build a small force of Fusiliers at Munich, Bavaria (BV1) – just five (5) or so, which will be used to
hold Innsbruck, Tyrol (A9), during the next phase of your strategy
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 4,936 with income of 5,025 per turn predicted
Military: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 5,294 with income of 5,055 per turn predicted
Military: none, except those previously ordered
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 6,210 with income of 5,417 per turn predicted
Military: with the arrival of General Bonaparte’s army in Bavaria (BV1), your grand Austrian strategy is
nearly ready to put in play – move General Bonaparte’s army northeast of Regensburg, Bavaria
(BV1) for now
o you should begin forming a new army at Paris, France (F3), complete with cavalry, artillery, etc –
this will be used to later reinforce Cleves, Cleves-Mark (P6) for the eventual offensive against
Prussia
PRESS END-TURN
Review any alerts/diplomacy changes: the Italians continue to hold Venetia (A8)
Funds: your Treasury should be at approximately 6,011 with income of 4,268 per turn predicted
Military: with four armies available, you are in an ideal position to crush the Austrians with a body-blow
they are unlikely to recover from – it is time to employ the Grand Austrian Strategy…
General
Bonaparte’s Army
General
General
Brune’s Army
Ney’s Army
o Move General Bonaparte’s army to the border of Bavaria (BV1) and Bohemia (A5), preferably in
ambush for this turn – he will be responsible for capturing Prague on the next turn
(CONTINUED)
General
Bonaparte’s Army
General
General
Brune’s Army
Ney’s Army
o Move General Brune’s army from Munich, Bavaria (BV1) to Austria (A6), stopping just east of the
town of Salzburg – he will be responsible for capturing Vienna on the next turn, but AFTER
all other objectives are secured first. Also, be sure to move Spies with their respective army
when vacating cities!
o Move General Ney’s army from Innsbruck, Tyrol (A9) into Austria (A6), positioning him in
support to the west of General Brune’s army – he will be responsible for capturing Olmütz,
Moravia (A4) on the next turn
o Move the small force of Fusiliers created at Munich, Bavaria (BV1) to Innsbruck, Tyrol (A9) –
they will hopefully deter any Austrian thoughts of marching on Tyrol through the passes of
the central Alps
(CONTINUED)
General
Masséna’s Army
o Since the Italians still hold Venetia (A8), you must by-pass the region for now and consider it
part of the larger “Italian Campaign” later in the game… move General Masséna’s army
through Venetia and towards his new target of Zagreb, Croatia (A7)
PRESS END-TURN
Review any alerts/diplomacy changes: in between turns, the recently recovered Austrian General Karl
von Österreich-Teschen led a numerically superior force of 1,488 against General Masséna’s force of
1,344 – a glorious, though auto-resolved, victory was achieved, destroying 1,309 of the Austrians,
while French casualties were roughly 50% at 667 (resulting position of two forces shown in above
picture, along with new icon for “Famous Battle”)
Funds: your Treasury should be at approximately 4,355 with income of 3,919 per turn predicted
Military: To finish the Southern stages of the Grand Austrian Strategy, move General Masséna’s army to
first wipe out the remnants of the Austrian forces under General Karl von Österreich-Teschen, then
move south to take the city of Zagreb, Croatia (A7) without a fight, i.e. the city should surrender to
your superior force under General Masséna
(CONTINUED)
General
Bonaparte’s Army
General
Ney’s Army
General
Brune’s Army
o Move General Bonaparte’s army to capture Prague, Bohemia (A5), which has a minimal defense
that easily crumbles…
o Move General Brune’s army to just outside the intercept-range of Vienna (A6), then follow with
General Ney’s army just behind, in support. Upon reaching the outskirts of Vienna, you find
respectable Austrian defenders, but more interesting is that the primary defense appears to
rest on Russia, who has two forces nearby, the larger led by General Zass. Move General
Brune’s army slightly forward, to see if you will be intercepted or not… The Austrians fail to
intercept your forces, which is good – you do not want to get entangled at Vienna until you
have moved on Olmütz, Moravia (A4), just to the north, first
o Move General Ney’s army past Vienna, Austria (A6) and capture Olmütz, Moravia (A4)… The city,
lightly defended with regular Austrian troops, falls with minimal French losses of 127
o NOW attack Vienna, Austria (A6) with General Brune’s army – do NOT use “auto-resolve”, as you
will need a healthy army to later deal with the Russian army positioned to the east in
Hungary (A3)… General Brune’s masterful tactics not only captured Vienna but also
essentially wiped out the smaller Russian army, all with minimal losses of 133
(CONTINUED)
Sweet Victory!
Victory over Austria: with the fall of Vienna, Austria (A6), you have fulfilled your first game Mission and
have been rewarded with 2,000 to your Treasury; this victory also accomplishes many things for
both your short- and long-term strategy, as follows:
o The region of Austria (A6) itself provides you with a new University to further your technology
research, as well as a new Secret Society, which will provide you with additional Spies to
finish protecting your generals and/or establish Spy Rings in the Prussian and/or Russian
nations; finally, the city of Vienna provides you with a new recruiting center, closer to your
expanding eastern border
o For now, the Austrians are a shadow of their former selves – you have reduced them to little
more than a second-rate-power, controlling only Hungary (A3) and Galicia (A2) – and they
have sued for peace. This latter move on their part, however, will not please Russia, who
still has military access through Austrian lands – and a large Russian army, along with the
remnants of the smaller Russian force that had been reinforcing Vienna, now both sit within
striking distance of Olmütz (A4), Vienna (A6), and/or Zagreb (A7). You must force Austria to
grant you military access to deal with this Russian threat immediately, or prepare to re-
ignite war with Austria if they fail to agree
(CONTINUED)
Prussia: Your victory over Austria will most likely trigger the Prussians to declare war on you, seeing you
as their most prominent threat; if she draws her allies of Denmark (D1), Mecklenburg (M1), and
Oldenburg (OD1) into the war as well, your first priority must be to appease them – make peace by
any means necessary, and if possible, get them to break their alliance with Prussia. Even as smaller
powers, these three nations are positioned to wreak havoc on your plans to conquering Prussia
itself; once peace is secured with Denmark, Mecklenburg, and Oldenburg, your next move should be
to get a second army into Cleves-Mark (P6), which will reinforce General Davout’s army on an
offensive into Hannover (F12) and then greater Prussia – you can also launch offensives from your
newly acquired Austrian regions (see Resources, Page 40).
Russia: Russia can be ignored for the short-term, unless she starts steam-rolling through Ottoman
regions and poses a risk to your new southeastern border – other than this, she will only manage to
occasionally send an army against you, since Russian armies must travel as far as you must in order
to inflict serious damage on one another; she will be dealt with in the long-term, after you destroy
Prussia and the remnants of Austria. The best strategy is to use a two-pronged attack – use three
(3) armies to attack from the East and another two (2) armies to attack from the South (see
Resources, Page 41).
Great Britain: Since bankrupting the British Treasury early on in the game, she is little more than a thorn
in your side – you can actually ignore her for the rest of the game, since none of your game goals for
victory include any British regions. Some players consider conquering Great Britain a point-of-pride,
however. Your first target should be Ireland (B4), then a simultaneous assault on Scotland (B3) and
England (B1), before finally using the army in Ireland to take Wales (B2).
Spain: There is no plausible reason to get yourself involved in a war with Spain; however, if you feel the
need, the best advice is to hit Spain fast and hard, preferably capturing all of her regions on a single
turn – that means devoting four (4) full armies! If you get into a protracted conflict on the Iberian
Peninsula, you will find it harder to achieve victory over time, especially since Portugal will also get
involved against you at some point.
Italy: The only reason to venture into this conflict is for the tax-income rewards of the regions involved,
which are bountiful – Italy is also one of the easier campaigns to get through quickly. First, reinforce
your region of Piedmont-Liguria (F7) with a full army, then send a second army by sea to capture
Sicily (SL1); after recuperating, move the army from Sicily to capture Naples (NP1); after
recuperating, declare war on Papal States (PS1), then move the army from Naples to conquer them
– your declaration of war with Papal States usually forces Northern Italy, as one of their allies, to
declare war on you, so move your army from Piedmont-Liguria to capture Northern Italy (IT1), and
then Venetia (A8) if applicable.
3
4
1
2
Map-Guide to conquering… Russia
Three Primary Armies (YELLOW Icons) from the East…
1: using one of three armies from East Prussia (P3), invade/conquer Courland (R1)
2: using two of three armies from East Prussia (P3), invade/conquer Lithuania (R8)
o Spraetter's Guide to Napoleon: Total War (replaces the “less-than-helpful” official game-guide)
http://shoguntotalwar.yuku.com/topic/69328
All images used in this guide are original screen-captures from Napoleon: Total War
The use of this guide is strictly prohibited to non-commercial entities…
To post a copy of this guide, please contact a member of the A Team Staff on twcenter.net:
Belisarius BURNY26
Legio Nanny de Bodemloze
Katsumoto Augustus Lucifer
Viking Prince Major Darling
♔Mitch Capt. Fozdike
Finlander Mr MM
♔Luckylewis♔ feanor68
Feinar La♔De♔Da♔Brigadier Graham
Neige Noire