Napoleonic Wars OnLineSinews of War
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1. Currency | 5. Maintenance Costs |
2. Treasury | 6. Buying Supplies and Stores |
3. Manpower | 7. Forts and Coastal Batteries |
4. Building,
Reinforcing, Disbanding, and Scuttling Units and Ships |
Type | Campaign turns to build |
MI | 1 |
TR | 2 |
IN | 3 |
LI, MA, HA, CQ | 4 |
LC, MC, HC, LA | 6 |
AQ, SA, FR | 8 |
FL, SL | 16 |
Average quality of units and ships
4.2. If a unit or ship is in the process of
being built when a campaign ends, then if the next season
is a peace or truce turn the unit will be completed at the
end of that peace or truce turn. If the next season is a
campaign season, then the build will continue until the
total number of campaign turns has been completed.
Example: France starts building a MC in Paris on turn 8 of
Spring 1796. After turn 11, the Spring 1796 campaign ends.
The MC has been underway for 4 turns. If Summer 1796 is a
campaign season, then the MC will be completed at the end
of turn 2 of that campaign. If Summer 1796 is a peace
season, then the MC will be completed at the end of the
peace turn.
4.3. Units must be raised in cities
controlled by the state building them and part of the
nation of the state building them. (That is, you cannot
raise units in captured cities outside your own nation).
Exception: Bourbon units, except militia, may be built in
the cities of whatever state controls the Bourbons. In
fragmented nations, the city must be permanently owned by
the building state or its Revolutionary twin state.
Example: Bavaria holds Muenchen at the start of the game.
Bavaria and Revolutionary Bavaria can build units in
Muenchen but Hannover cannot. Wuerttemberg captures
Muenchen and holds it for 15 campaign turns. Now
Wuerttemberg and Revolutionary Wuerttemberg can guild
units in Muenchen but Bavaria and Revolutionary Bavaria
cannot. Exception: On campaign turns (not on peace/truce
turns), militia may be built in a city which is part of a
state's home nation (and permanently owned by the state or
its Revolutionary pair state, if in Germany or Italy) but
controlled by a hostile state if the city is ungarrisoned
or insufficiently garrisoned, except in the city of
Gibraltar where militia cannot be build unless the city is
friendly-controlled. When the city is controlled by
another state of the same nation as the state building the
militia, there must be a nearby ally-controlled city or an
allied transport group in the coastal waters of a port
city to attempt a rebellion, and the chance of success is
reduced. Only one order to raise militia in a hostile city
may be sent per turn. If more than one order is sent, the
last one sent will be used. Only one attempt to raise
militia in a hostile city may be made in each city in one
campaign. The cost of the raise is paid whether the raise
is successful or not; if the attempt is being made against
a same-nation state, then only 25% of the cost is paid. [More Details]
4.4. Ships
must be built in on-map ports controlled by the state
building them even if they are not part of the home
nation. Exception: Bourbon ships may be built in the
cities of whatever state controls the Bourbons. Ships
cannot be built in off-map ports (Malta, Corfu, Carribbean
ports) nor may transport groups be raised in of-map ports.
Example: Austria captures Venezia. It may build ships
there but may not raise units there.
4.5. A state cannot buy ships or units
unless the state has sufficient funds to build it and
to maintain it for 15 wartime turns. (This is to prevent
players from buying more armed forces than they can
support.) The funding limit is applied to each order as
construction begins; it does not apply to all pending
builds cumulatively. Thus, an order for two 3000/0 IN
requires the state to have 780 Cr on hand to start
construction (each unit requires 120 build costs plus 270
for 15 turns maintenance, which is 390 each) but if two
such orders are submitted, each requires 780 Cr on hand;
they do not require 1560 Cr on hand to build both. When
the unit will be built on the same turn it is ordered
(either because it is built on a peace/truce turn or
because it takes only 1 campaign turn to build) the funds
must be on hand at the start of the turn, before that
turn's income is generated.
4.6. A
state cannot start a new build in a city that is under
siege, but if a city comes under siege during the build
time, the build is not cancelled. However, if the build
causes the number of units to exceed the limit of 12
allied units in one tac square, the units will be built
outside the city tac square. (Note: this may later be
changed so that the builds are cancelled if the 12-unit
limit is exceeded.)
4.7.
The number of units that may be built in one city at one
time depends on the level of the city. For level 1 cities,
the limit is 6, for level 2 cities it is 8, level 3 it is
10, level 4 it is 12, level 5 it is 14. Militia builds are
included in these limits. These limits do not apply on
pre-game starting force build turns
4.8. The
number of dockyards in a port limits the number of ships
(but not transport groups) that can be built and repaired
there. The number being built there, plus the number being
repaired there, may not exceed the number of dockyards
available at that port. Transport group builds are exempt
from this limit. These limits do not apply on pre-game
starting force build turns.
4.9. Infantry and light infantry units must
contain at least 2001 and no more than 4000 men, and up to
one battery. Cavalry units must contain at least 1001 and
no more than 2000 men, and up to one battery. Artillery
units must contain at least 300 men and 3 batteries, and
no more than 400 men and 4 batteries. Militia units must
contain at least 1501 and not more than 3000 men, and
cannot contain batteries. Army and corps HQs contain 250
and 100 men respectively, and no batteries.Crew and
Marines are limited to 800/200 aboard FLs, 600/150 aboard
SLs, and 250/25 aboard frigates. There is no limit to crew
on TRs except the capacity of the TR. Newly built units
will have 1 supply; newly built ships will have 24 stores
aboard.
4.10.
If a city or port is captured, all pending builds in that
city or port will be cancelled. Any manpower that was
deducted from the state's manpower reserve at the time the
build was started will be returned to the reserve. If a
warship ends a turn in the harbor of a hostile port with
no defending coastal batteries nor warships hostile to the
given warship present in the harbor, then that warship may
cancel pending naval builds in that port.
4.11. Men and batteries may be transferred
between two units. The units must be of the same type;
that is, IN may not be transferred to LI, MC may not be
transferred to LC, and similarly. CQ and AQ units may not
transfer men at all. Two units must be of the same state;
two allied states cannot transfer men or batteries between
their units. Men may be transferred between active units,
between inactive units, or between an active and an
inactive unit. Each side's War Minister, Prime Minister,
and Monarch are authorized to transfer men and batteries
between that side's units. The CO or XO of the unit that
is giving up the men or batteries may also submit a
transfer order for his unit. During a campaign, units must
be in the same strategic square to transfer; if hostile
units are present in the same strategic square, then they
must be in the same tactical square. When a unit receives
men by transfer, the unit's new ammunition, experience,
fatigue, morale, quality, and supplies carried are
determined by the average of the unit's pre-transfer
qualities and the donor unit's qualities, weighted by the
number of men in each group.
4.12. Crew and Marines may be transferred
between two ships. The ships must be of the same state but
need not be of the same type. Ships must be in the same
tactical location to transfer crew and Marines; if in a
port without hostile ships present, then one may be in
port and the other in coastal waters. Crew may not be
transferred between active ships and inactive ships, nor
between inactive ships (the crew of an inactive ship is
not available to be reassigned to other ships). Each
side's Naval Minister, Prime Minister, and Monarch are
authorized to transfer men between that side's ships. The
CO or XO of the ship that is giving up the crew or Marines
may also submit a transfer order for his ship. Transfers
must conform to the limits on unit strength in rule 4.8,
and cannot reduce a TR to fewer than 1 crewman per 10
capacity. Transfers that do not will be discarded
entirely. If a TR carries more than 1 crewman per 10
capacity, the extra crew takes up one unit of capacity.
4.13. Two units may merge.
Merging units must be of the same type; that is, IN may
not be merged with LI, MC may not be merged with LC, and
similarly. Merging units must be of the same state; two
allied states cannot merge their units. Merging units must
be active, though an inactive unit can be activated to
participate in a merger, and the merged unit can be
immediately inactivated again. During a campaign, units
must be in the same strategic square to merge; if hostile
units are present in the same strategic square, then they
must be in the same tactical square. Each side's War
Minister, Prime Minister, and Monarch are authorized to
merge that side's units. The CO or XO of the unit that is
eliminated may also submit a merge order for his unit.
Infantry units may not be raised above 4000 men and one
battery, cavalry units may not be raised above 2000 men
and one battery, and artillery may not be raised above 400
men and 4 batteries. If a merge order would violate these
limits, the order is carried out, and the extra men and/or
batteries are lost. When two units merge, the merged
unit's new ammunition, experience, fatigue, morale,
quality, and supplies carried are determined by the
average of the two units' qualities, weighted by the
number of men in each unit.
4.14. States may buy new soldiers and
batteries to reinforce existing units, and may buy new
crew and Marines for existing ships. The War Minister, and
the Prime Minister and Monarch, can add new soldiers and
batteries to a state's units, and the Naval Minister, and
the Prime Minister and Monarch, can add crew and Marines
to ships. The CO and XO of a ship can add crew and Marines
to the ships they command (but unit COs and XOs may not
add men to their units). Soldiers and batteries can be
added to units only on peace/truce turns, or on turn 1 of
campaigns, and only to units which can trace a chain of
contact (via a CQ if not in a city) to a city controlled
by the unit's side or an allied side, and permanently
owned by the unit's side or its Revolutionary twin state.
[More Details]. Bourbon
units may trace the chain to a city of the state
controlling the Bourbons as well. For this purpose, chains
of contact may be made between any two allied and
unblockaded ports without regard to distance. Crew and
Marines can be added to ships on any peace/truce turn, and
during campaign turns, if they are located in a
home-nation, friendly-controlled on-map port's harbor, or
in its coastal waters if no hostile ship is present.
Bourbon ships may recrew in the ports of the state that
controls them as well. Ships may not move on the turn on
which they add crew (land units may). 500 men, or fraction
thereof, cost 20 Cr for IN and MI and 24 for LI. 250 men,
or fraction, cost 50 for HC, 35 for MC, and 30 for LC. 100
men or fraction thereof cost 5 for HA, MA, and SA, and 10
for LA. Adding batteries costs 20 for infantry, cavalry,
MA, and LA units, 25 for HA, 45 for SA units. 40 crew
and/or Marines, or fraction thereof, for FL, SL, FR,
or TR cost 2 Cr. Additions cannot raise units above the
maximum sizes given in rule 4.7.
4.15. States may disband existing
units. Units can be disbanded by the War Minister of their
state, or the Prime Minister or Monarch. The disbanded
unit must be in a strategic square that is free of enemy
units, except for militia which may disband in the
presence of enemy units if they are in the strategic
square of the city in which they were raised. Units in
garrisons in off-map ports cannot be disbanded. Batteries
will be lost, as will supplies carried. Except for militia
units, the manpower in a disbanded unit will return to the
manpower pool at the end of the season following the
season in which the unit is disbanded. If the unit is
disbanded outside its state's territory, then
approximately 40% of its strength is lost and not returned
to the manpower pool, and the disbanding state pays a
penalty of 1 VP for every 250 men disbanded (as if they
were casualties). Units from fragmented states must
disband in a strat square strictly close to their own
cities than any others to avoid this penalty (that is, a
unit that disbands in a square that is equidistant from
one of their cities and an allied city of a different
fragmented state of the same nation, and farther from all
other cities, pays the penalty). Manpower from disbanded
militia units instead returns to the militia pool of the
city in which it was raised, and is available immediately.
Disbanded units will be disbanded during the orders phase
at the beginning of the turn, and will not carry out any
orders sent for it on the turn it is disbanded.
4.16. Ships and TRs may be removed
from the game when not in the same tactical location as
enemy ships. Ships in the Atlantic may not be scuttled.
Ships can be scuttled by the Naval Minister of their
state, or the Prime Minister or Monarch. The ship
commander and deputy may NOT scuttle the ship. Ships may
not be removed if they are in a sea area unless at least
one friendly ship (not being removed) is present, but TRs
may be. In either case, the crew go back into the manpower
pool at the end of the season following the season of the
removal. TRs may not disband with units aboard. Any
supplies aboard TRs that are removed are lost.
Unit type | Active cost | Inactive cost |
IN and LI | 3 per 500 men | 1 per 500 men |
HC/MC and LC | 6/3 per 250 men | 2/1 per 250 men |
HA/MA/LA/SA | 5/4/5/8 per battery or per 100 men |
1 per battery or per 100 men |
Militia | 5 per 500 men | None |
AQ/CQ | 75/50 | 10/5 |
5.2.For purposes of calculating costs, unit
strengths are rounded up to the nearest 500 men for
infantry, nearest 250 men for cavalry, and nearest 100 men
for artillery. If an infantry or cavalry unit has a
battery attached, it pays a maintenance cost of 3/1 Cr
(active/inactive) for infantry units and 4/1 Cr for
cavalry units. Example: a light cavalry brigade with 1100
men and a battery costs 19 per wartime turn to maintain
(same cost as a 1250 man brigade, plus 4 for the artillery
battery), not 12 (the cost of a 1000 man brigade without
artillery). Maintenance costs are assessed each turn.
Artillery costs depend on either the number of batteries
or 100s of men in the unit, whichever is greater. Example:
An HA unit with 200 men and 2 batteries costs 10 per turn
(2 batteries, 2x100 men) but one with 300 men and 1
battery costs 15 per turn (3x100 men) and one with 100 men
and 3 batteries also costs 15 per turn (3 batteries).
5.3. In peace or truce turns, maintenance
costs are equal to 15 times the wartime inactive
maintenance cost.
5.4. For active ships, the cost depends on
whether the ship is in its base harbor or not; ships (but
not transport groups) tied up in their base cost less than
their ordinary maintenance cost. On each wartime turn,
maintenance costs of active ships are:
Ship type | Sailing cost | Base harbor cost |
Flagship (FL) | 12 | 5 |
Ship of the line (SL) | 8 |
3 |
Frigate | 4 |
1 |
Transports | 8 per 1000 capacity | 8 per 1000 capacity |