@SCENARIO
@width=600
@title=BONAPARTE III

^^BONAPARTE III McMonkey's adaptation of John Ellis' original
^
^^THE FRENCH BID FOR EMPIRE!. 
When the Peace of Amiens collapsed in May 1803, Europe had enjoyed
19 months of uneasy ceasefire. General Bonaparte was intent on
expansion - the English, in particular, were intent upon stopping
him. The scene was set for a conflagration that could set all of
Europe ablaze...
^
^^Recommended levels: PBEM as Colonel. French or English play at Marshal level. 
^^Any others, play at General or Colonel level, to compensate for their Government Types.
^
^
@listbox12
@options

OBJECT: Become the most powerful Empire you can before Napoleon's historical career ended 
in June 1815. (Play to May 1821, when he died, if you like.)
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As a guide take these targets:
French (71VPs) >106 = Marginal Victory, >142 = Decisive Victory
English (76VPs) >114 = Marginal Victory, >152 = Decisive Victory
Austrians (48VPs) >72 = Marginal Victory, >96 = Decisive Victory
Prussians (41VPs) >62 = Marginal Victory, >82 = Decisive Victory
Russians (69VPs) >104 = Marginal Victory, >138 = Decisive Victory
Spanish (35VPs) >53 = Marginal Victory, >70 = Decisive Victory
Swedish (27VPs) >41 = Marginal Victory, >54 = Decisive Victory
No technologies may be acquired by conquest.
Government switching is not permitted.
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THE NATIONS:
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A few quick comments. The VP targets are now based on your starting total. 
Get 150% for a marginal win, 200% for a decisive one. Of course, 
as France, I don't feel I've won unless I have taken Vienna, 
Berlin and either London or Moscow!
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The French
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The protagonists of the scenario. Biggest army, second-highest 
VP total to achieve. Their Government form is basically Communism 
- not so far from the ideals of the Revolution! They get more free 
support for units (6) than the Monarchies (4) so can build the large 
army they are going to need. Army quality good: Infantry/cavalry 
about 50% veteran to start with, their famous artillery 100% veteran. 
(Boney was a gunner, so no wonder).
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Navy good (40% veteran). Second best overall, but awkwardly split 
between the Med and the Channel.
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Try to keep your alliance with the Spanish. They have a goodish navy 
and together you can hope to take on the Royal Navy.
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The British
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Small army, even with the Portuguese and Hannoverians. Their Government 
form is basically Republic, so the folks at home will get restless 
at too many units outside a 3 square radius of a friendly city. Remember, 
most squares have fortresses so your units don't have to stay in 
cities. You can build Prisons to help you with domestic unrest, or the War 
Patriotism wonder. Be aware though, that this wonder may become 
obsolete suddenly!.
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Very rich (bribe others to be allies?), and with good science. However, 
periodically the event engine will drain your treasury with 
subsidies made to the enemies of Napoleon, so don't let your treasury fall 
below about 1,000 gold. Nearer the Industrial Revolution than 
the others. Army units are very expensive to build (The English had no 
conscription until the First World War), but they are rather good. 
OK, I'm biased, but they did well historically. 
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Use your outstanding navy (100% veteran) to keep the French at bay to begin 
with, and you have time to build up a reasonable army. Each unit 
costs 1 shield to support, though. Expansion is a problem. Spain and 
Norway/Sweden are the obvious routes to begin with. Then it just has to 
be France. The highest VP target, and a scattered Empire that it is not easy 
to defend.
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The Austrians
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Napoleon's main continental opposition, in the real world. This time, it's 
up to your diplomacy. Below average infantry (although good 
Grenadiers), outstanding cavalry and under-developed artillery. Tiny Navy. 
Good room for expansion to the south and west. Maybe even 
Turkey. You have to keep the Russians, French and Prussians sweet (most of 
the time) to allow your troops to move into the Balkans. 
Keeping the French at bay will not be easy, especially in Italy!
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You have a few Horse Artillery units, but can build no more until you get 
the appropriate tech. You have no Imperial Guard.
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Something of an initial cash flow problem. Build Traders and Banks. Moderate 
VP target.
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The Prussians
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Surrounded by potential enemies! Probably the hardest to play well without 
exceptional diplomacy. Flatter everyone and build up your army. 
Forget naval power. Low VP target, and no wonder. Strangely, the computer 
always seems to do quite well when playing the Prussians, 
although they always get involved in a war of attrition against the Russians 
that they eventually start to lose.
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You have a few Uhlans units, but can build no more until you get the 
appropriate tech. 
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The Russians
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Handicapped by their Government form (Despotism), science is a struggle and 
cash is always a problem. Should be played at Colonel, or at 
the most, General level. Your large number of cities allows you to build hordes 
of troops, though, especially the cheaper sort (due to your 
low productivity) so bully your tech out of your weaker neigbours. Easy expension 
to the south, but the vast distances and terrible road 
system make it difficult to switch your armies about. Maybe worth making a bid 
for naval supremacy in the Black Sea or the Baltic, but 
probably not both at once. High VP target, but you start off with a high score, 
and a large if scattered army.
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You have a few Uhlans units, but can build no more until you get the appropriate 
tech.
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The Swedish
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Smallish, but good, army. Moderately sized and high quality navy. Lots of 
opportunity to expand in Scandinavia and a good defensive position 
at home. Look out for the Russians, who are your main rivals in the area.
Low VP target.
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The Spanish
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Good sized, if rather inexperienced, navy. Terrible army. The worst. Still, 
your artillery is as good as the others' and you don't have many 
rivals, especially if you can keep the French on your side. Moderate-to-Low 
VP target, and all of North Africa, Sicily and perhaps Portugal 
to invade. Not a bad bet, really.
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You have a few Horse Artillery units, but can build no more until you get the 
appropriate tech.
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Like John Ellis' other scenarios, units become veteran in the fires of battle. 
No Barracks or Port Facilities. The standard infantry move is 2. 
Roads multiply this by 4, not 3.
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Contact info:
drew.shortis@ntlworld.com
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