Crown of Glory: Emperor's Edition Tips & Hints:

 

Installing for the Closer Zoom:

When you install the game it ask for either low or high CPU (or ram or something like that), if you selected low you don't get a closer zoom, if you select the high you should get a zoom resolution you should be happy with. You can not change it after it is installed you have to re install the game.

Attached is a screen shot from a game of the closer zoom for to compare.

 

Mini Map:

There is a button in the mini map at the bottom center of the screen, click the flag button to the far left for unit view the coalition player units are red dots, and the French are the blue dots. This helps you keep track of all your units and to make sure you move/attack/repair/upgrade all your units each turn.

 

Supply:

Units can only get full supply from a friendly capital city; you can not supply ground units from naval units. Minor cities will only supply units up to half way, this makes amphibious landings behind enemy lines very tricky and if you do capture an enemy city, the invading forces units are only supplied half way so is going to be weaker then fully supplied enemy units.

 

Unit Effectiveness & Quality:

A units effectiveness acts like percentage multiplier, 2 units that are the same at a 10 strength but one has a 60 effectiveness and the other has a 90 effectiveness, the 60 is about 2/3rds the strength of the 90 in combat, so all 10 strength infantry are not the same, keep an eye on your units effectiveness. Commanders give units higher effectiveness but it takes time to build it up.

 

Artillery:

Only horse artillery can move and fire, foot artillery can only move or fire, both units will add to the attack of infantry units, if the target unit is with in 2 hexes of the Artillery.

 

Navy Observations:

Normally after about 3 turns the naval battle down by Gibraltar ends up with the French fleet wiped out and if lucky sinking 1 British ship and damaging the rest 5%-50%.

This only makes a difference way down the road and has no effect on Vienna right now other then costing me 18 extra production points (PP) since you could have probably sunk 3 of my ships (6 pp per turn) last turn and would have spared me their up keep, but replacing your lost ships is 170pp minus the up keep at 6pp per turn per ship to get them to port, about 20-30 some odd points or about 150pp per ship.

You have to heal ships in harbor but it cost PP and men.

If you capture a town with a port, the port is also so captured. Even if there is an enemy navel unit occupying the port the port still changes owner ship, though the enemy unit can trash the port, but all that does is reduce the defensive bonus for a few turns the port gives naval units occupying it.

 

Manpower:

There is a down side to using up your manpower, once your down to 75% manpower, new units and units that are fixed up lose quality, quality dictates the base effectiveness a unit starts off and more important can max out at (standard units with no upgrades max out at about 75). At less then 50% manpower new units have reduced survivability, these are bad things. Units gain experience, experience adds to the base effectiveness of the unit, a good thing.

You gain a little manpower each turn much like you get PP each turn but it's less then the cost to create line infantry.

Man power issues are more an issue with the French; Austria and Prussia typically don't last long enough to worry about it; Russia has a lot of man power but it can run into trouble latter on into the game and once the British start landing infantry on the Continent they can have man power issues too.

 

Science:

There is Science research that can make your units better both when created and upgrading exiting units, upgrading cost a turn and PP's.  The French have a couple given to them at the beginning of the game that makes French infantry much better then the Coalition forces, the British have some naval research given to them at the beginning that make their ships better. Look through the Science research screen in game, you'll get it.

 

Capitals, Cities, Defeat & Reentering the War:

When it becomes clear that Austria will be lost, the Coalition player can bleed the French before Vienna falls. Once a country Capital falls, the countries armies disband and any territory or cites not occupied by other Coalition forces become the victors. The trick is to ship all the Austrian Militia up to Vienna and use them as cannon fodder to slow the French down since you lose them all anyway after Austria surrenders.

Once a player takes Vienna all Austrian territory and cites become French, unless you have Russian (or British) units occupying the city or territory hex. So you can pre occupy Austrian territory with Russian units if you want.

Prussia and Russia have 2 capitals, Berlin and Moscow are the main capitals and Köingsburg and Petersburg  are the secondary capitals, both must be taken and held at the same time for the country to fall.

Once the French occupy Austria and Prussia , the capitals are in control of the Coalition player and then the coalition can re make an army around the capital. At some point the countries will rebel and you can try to bring them back into the war, it takes a year or so after they become vassals of France and the Coalition player has placed enough new units around the capital.

 

Wagons:

Wagon capacity allows you to move units (2 units for the French and 3 units for the Coalition) by wagon about a maximum of 15 hexes to a friendly city or fortress for no cost. The unit can't be adjacent to enemy units and must have a supply of 7+. It's a kind of strategic re deployment, like using railroad capacity in WWII games. You can also pay 10 PP per unit to move more then your wagon capacity if you chose too.

 

Other Nations Joining the War:

Prussia and Saxony enter the war around August 17, 1806. But the French player can declare war on the Prussia or Saxony when ever they want too. Typical the French can over run Saxony with a good build up a few turns before and then over run Berlin  the turn before Prussia joins the war to get the advantage.

Not much the Coalition player can do about it, the real meat of the game is after Berlin falls. By then the Coalition player has had enough turns to create a Russian army, then the real fun starts.

Portugal joins the British in October 31, 1807. America Joins the French in 1812.

 

Other countries like Spain , Denmark and Ottoman Empire can be declared war on by either side but usually it isn't done, though the French will some times attack Spain to get at Portugal . And sometimes the English will declare war on America early to gain the PP from American cities.

 

 

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