Types of
Resources. The game employs a robust economic model. There are a dozen commodities,
including: money, labor, horses, food, iron, timber, wool, wine and luxuries.
Economic Parameters.
Players not only control national level parameters such as tax rate, feudal
dues, and military readiness, but they also control economic development at
the provincial level, allocating labor and building improvements in ten areas
of development: defensive guns, walls, roads, barracks, banks, culture, farms,
factories, courts, and shipyards. Each of these improvement areas has ten possible
levels of development.
Banks and Loans.
Nations can take out loans on which they must make payments each month. The
lending rate is proportional to the number of wars in which the borrowing nation
is involved plus the total number of wars declared overall.
Food and Population
Growth. All resources of a nation are kept in a single national pool with
the exception of population, which is tracked at the provincial level. A nation
must provide food resource to maintain and increase its population and also
to feed armies in the field. Population decreases when new military units are
built and slowly increases over time, provided that sufficient food is available
for population growth.
The Reinforcement Pool.
A player manages his nations reinforcement pool by setting the level of
draft, the age range of men drafted, and the training time for new draftees.
Population factors are removed from provinces to make men available for the
reinforcement pool. When a nations military division loses strength factors,
men are drawn from the nations reinforcement pool to help restore the
divisions strength.
Repairing Damaged Ships.
Ships have a maximum of 10 strength factors; they rebuild strength by resting
in port provinces, and their rate of healing is proportional to the level of
shipyards in the province.
The National Morale. A
player manages his nations aggregate mood the nations National
Morale by providing his people peace or victory, and luxuries to keep
them happy. A nation whose National Morale dips too low experiences production
loss, insurrection, rebellion, riot, and is eventually forced to sue for peace.
Trade Routes. Trade
is an important activity in Crown of Glory. Players can propose to set up trade
routes between their provinces and provinces controlled by other players, including
provinces controlled by the minor countries. Trade routes can be disrupted by
treaties, political action, military action, diplomatic pressure, and the presence
of privateers. Players can voluntarily break trade routes once established,
though penalties are applied for doing so.
Merchant Income.
Players also gain monetary trade income by placing merchant ship units in sea
zones outside of port provinces. The player controlling the merchant ship and
the player control adjacent ports both gain income from the activity of merchant
ships.
Colonial Income.
Nations also maintain an abstract level of colonies not represented on
the map. Colonies may be exchanged between nations as terms of treaties. Colonies
provide monetary and spice resource income. A nation's colonial income is blocked
when its ports are blockaded, and since much of the colonial income arrives
over land through the Middle East, the player who controls Egypt can deny his
enemies some of their colonial income.
Diplomacy
Many Computer Controlled
Neutral Countries. The nations of the game vie for control and support of
more than ninety independent countries. Many factors affect the attitude of
the minor countries toward the player-controlled nations. A country can become
a protectorate of a nation or can be conquered by it. Protectorates maintain
semi-autonomy: they maintain a separate economy and spend their resources as
they see fit, however, their military units are controlled by their protecting
nation. Countries can become protectorates through various mechanisms: military
threats, diplomatic intrigue, or through the overwhelming influence of a national
power.
Customizable Treaty
Proposals. Players design treaties to propose to other players using a treaty
editor that allows players to create treaties from a palette of more than twenty-five
clauses. When a nation surrenders to another nation the victorious nation can
impose a terms-of-surrender treaty upon the defeated nation. A treaty need not
be bilateral but may include any number of nations in the clauses it proposes.
Examples of treaty clauses are: pay reparations, transfer colonies, lend
unit, lend province, pledge of defense, embargo, enforced alliance, feudal reformations,
share supply depots, arms limits, scuttle ships, remove general, and
terms of surrender.
Breaking Treaties and
Secret Treaties. Players can choose to break treaties (except terms of surrender)
but pay steep penalties for doing so. Players can also propose and ratify secret
treaties treaties that are known only to their signatories. The penalties
for breaking a secret treaty are only half the penalties imposed for breaking
a public treaty.
Diplomatic Options.
Beyond treaties and trade, players have a number of diplomatic options for
dealing with other nations. Players can declare war though there is a
delay of one turn between the declaration and the start of the war -- or they
can make an ungentlemanly sneak attack and begin attacking immediately. Nations
can suspend hostilities by offering a cease fire. A defeated nation may offer
either a full or limited surrender. Nations can choose to violate the territory
of other nations and countries, trespassing on their territory, though this
is a casus belli that allows the offended nation to declare war without
penalty. A casus belli is also provoked simply by massing troops along
the borders of a non-allied sovereign nation.
Total War. Nations
may also declare total war on another nation -- the bold move of declaring
another nation's government null and void. In this case there is no surrender,
except by the capitulation of the aggressor. The nation targetted by total war
bitterly resists, receving additional support from its own populace, and it
gains the sympathy of the other nations in Europe.
Control of Computer Controlled
Allies. A human player who gains allies among computer controlled nations
can attempt to coordinate strategic movement with these allies by suggesting
rallying locations to the computer controlled players.
The Great Diplomats.
Players also control the great diplomats of the period Tallyrand,
Metternich, Hardenburg, Caulaincourt, etc. The diplomats are capable of more
than a dozen special tasks, such as spy, delay battle, charm, malign enemy,
propaganda, pressure peace, trade stop, foment coup, and organize insurrection.
Each diplomat has three statistics espionage, influence, and law
that determine how adroit he is at accomplishing each of the diplomatic tasks.
Game Play
Game play at the strategic level is structured around a simultaneous turn:
players issue orders to their units during the order phase; during the subsequent
move phase the orders are executed simultaneously in six sub-phases.
Movement Rules. Units
move using unique movement rules. Each movement has a percent chance of success
the initiative of the movement that is determined by factors such
as weather, types of units moving, terrain, presence of generals, roads built
in the province, moving through friendly or enemy territory, and whether the
unit has been order to force march. During each sub-phase of the move phase
units attempt to move by making the initiative check associated with their next
move; a unit that fails its check on a sub-phase fails to move for that sub-phase.
Special Unit Orders.
Units can be ordered to force march. This increases the initiative of the
unit when moving but decreases its combat readiness should the unit engage in
combat during this turn. Armies and corps can be ordered either to seek battle
or to attempt to avoid battles.
Units can be ordered to pillage a province. This provides supply to the unit
but decreases the attitude that other nations and countries have toward the
pillaging nation. Pillaging has a chance to destroy improvements in the pillaged
province, and a pillaging nation also has a chance to steal artwork and thus
lower the culture rating of the victimized province and increase the culture
of one of its domestic provinces.
Cities. Each province
has a city unit attached to it. The city acts much like a stationary corps,
to which military divisions can be garrisoned to maintain control of a province.
Siege Warfare. Military
units outside of a city garrisoned by enemy units automatically besiege the
city if they began the turn located in the enemy controlled province. Corps
and armies can be ordered to execute one of three types of sieges: starve the
city, attack the walls, or charge the walls. Each type of siege has certain
strengths and weaknesses: for instance, charging the walls can capture a city
quickly but at a huge cost to the attackers, whereas starving the city is more
of a slow but steady sieging technique. Port cities are much harder to capture
unless they are also blockaded by naval units hostile to the port city.
Fleets and Port Attacks.
Fleets of ships can be ordered to attack enemy ships in port. All ship combat
is resolved using the quick combat interface.An attack on a port provides significant
bonuses to the defending player.
Blockading Ports. Fleets
can be ordered to blockade an enemy port. A blockaded province suffers significant
economic penalties, income to and from adjacent merchant ships is lost, trade
routes may not pass through the port location, and its city is much easier to
besiege.
Naval Combat. Ship
combat determines the weather gage before battle (the attacking player has a
slightly increased chance of getting the weather gage); having the weather gage
provides the player with an outright combat bonus and also gives him movement
bonuses and significant initiative bonuses. Fleets victorious in battle capture
a proportion of destroyed enemy ships as prizes, using these to re-stock their
depleted ship strengths.
Interception. Fleets
have a chance to intercept enemy fleets passing through adjacent sea zones.
Retreat and Prisoners
of War. Divisions that lose a battle attempt to retreat to an adjacent province
not occupied by enemy troops; failing this, they surrender and are captured
as prisoners-of-war, to be returned to their rightful nations control
when they are liberated or when the war comes to an end. Similarly, military
leaders can be captured and held as prisoners-of-war.
Achieving Imperial Status.
A nation that achieves a certain level of conquered provinces, protectorates,
or colonies can elect to declare empire status. An empire receives
a decoration to its national flag graphic wherever it appears and receives several
military, diplomatic, and economic bonuses. A nation that no longer qualifies
for imperial status suffers harsh penalties as the status of empire is stripped
away from it.
Supply Chains. Players
must supply their divisions either through foraging or by maintaining supply
depot chains. Supply depots are very expensive to maintain and thus players
must plan their deployment very judiciously.
Weather at the Strategic
Level. Weather conditions are simulated on the main map storms; rain
and heavy rain; snow and heavy snow; floods; etc; and are indicated by an animated
rain or snowfall graphic. Weather affects initiative ratings and combat. Severe
weather can destroy supply depots and leave units unsupported.
Strategic Fog of War.
The main map also uses fog-of-war so that players cannot see too deeply
into foreign controlled provinces.
Reports. There
are many report windows that the player can pop open to inspect the details
of the previous turn in such aspects as events, income, supply, production,
battle, rumors, and treaties.
Special Events. There
are special events sprinkled throughout the game, for instance: the Vatican
could request a contribution from a nation; paying the contribution increases
the attitude with the Catholic minor countries whereas refusing weakens this
attitude. When National Morale falls too low your nation's citizens may begin
to riot, staging insurrections, riots, and rebellions.
Rumors. One of the
reports to which the player has access is the rumor report. Randomly each month
players will receive bits of information which are most likely true but
may not be true concerning things which would normally be secret information,
such as troop locations within the fog-of-war, enemy units under production,
the existence and nature of secret treaties, etc. Furthermore, in a multiplayer
game players can spend a diplomatic action to attempt to plant false rumors,
though there is a chance they will get caught doing this.
Full Power Multiplayer
Support. Robust multiplayer options are supported using Microsofts
Direct Play: play by internet, LAN, play-by-email, serial or parallel connection,
or hotseat. Find online opponents at the War Room on the Matrix Games' Crown
of Glory forum.
Complete Spectrum of
Scenarios. Players can choose among a handful of starting scenarios corresponding
to different starting years; the standard campaign runs from 1805-1815. Other
choices range from 1792 to 1820. The 1820 campaign employs greater balance between
the powers and allows nations total control over customizing the technology
and training upgrades with which they start the game.
Advisors to Automate
Aspects of Play. Every major aspect of the game trade, diplomacy,
treaties, production, labor, troop movements, fighting battles, etc.
has an associated advisor. Players can activate advisors to deal with aspects
of the game that they wish to ignore. Even when an advisor is activated players
can, to some extent, override their decisions with specific actions.
All for the Glory.
Nations play to accumulate score called glory. There are more than twenty
ways to gain and lose glory: winning battles and conquering territory, having
high levels of culture and happy people, importing or producing ample luxuries.
Additionally, each nation has a list of political interests a list of
provinces which they either want to control or do not want to see fall into
enemy control. If a political interest is met then the nation receives a glory
bonus each turn -- or a penalty if the interest is one they want to avoid.