AUSTERLITZ
The Rise of the Eagle
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21st January 2002
CONTENTS
1. THE GAME
1.1. Maps
1.1.1. Political Maps
1.1.2. Regional Maps
1.2. Turnsheet - Turn report
1.3. Trading Ports & Cities
1.4. The Turn Sheet
1.5. Player's Newsletter
1.5.1. Diplomatic Mail
2. ECONOMY
2.1. Goods
2.2. Warehouses
2.3. Barracks and Shipyards
2.3.1. Barracks
2.3.2. Shipyards
2.4. Home Regions and Political Spheres
2.5. Money
2.5.1. Taxes
2.6. Inhabitants
2.6.1. Home Region, Foreign and Colonial Inhabitants
2.6.2. Population of Conquered Areas
2.6.3. Population Growth
2.6.3.1. Europe:
2.6.3.2. Colonies:
2.6.4. Raising the Population Density of a Co-ordinate
2.6.5. Decreasing Population Density
2.6.6. Resettling Population to Colonies
2.6.7. Epidemics
2.7. Food and Wine Consumption
2.7.1. Food Consumption
2.7.2. Wine Consumption
2.8. Production Sites
2.8.1. Building Production Sites
2.8.2. Production
2.8.3. Attrition of Workers
2.8.4. Maintenance Costs
2.8.5. Production Site Tables
2.9. Baggage Trains
2.9.1. Setting Up Baggage Train
2.9.2. The Condition of Baggage Trains
2.9.3. Maintenance of Baggage Trains
2.9.4. Loss of Baggage Trains
3. POLITICS
3.1. State Relationships
3.1.1. Change of State Relationships
3.2. Spies
3.2.1. Spies for the Colonies
3.2.2. Death of Spies
3.2.3. New Spies
4. SHIPS
4.1. Merchant Ships
4.2. Warships
4.3. Ship Construction
4.4. Ageing of Ships
4.5. Ship's Condition:
4.6. Repairing Ships
4.7. Destruction/Scuttling of Ships
4.8. Maintenance Costs
4.9. Removing Ships
4.10. Ship Tables
5. ARMY
5.1. The Army
5.1.1. Brigades
5.1.2. Battalion Types
5.1.3. Army Tables
5.1.4. Setting Up Brigades
5.1.5. Setting Up Additional Battalions
5.1.6. Increasing Headcount
5.1.7. Experience Level
5.1.7.1. Increasing the Experience Level
5.1.7.1.1. The Presence of Enemy Brigades36
5.1.7.2. Increasing Experience Through Battle
5.1.8. Exchanging Battalions
5.1.8.1. Advantages of Exchanging Battalions
5.1.9. Merging Battalions
5.1.10. Soldiers' Pay
5.1.11. Loss of Battalions and Brigades
5.2. Commanders
5.2.1. Number of Commanders
5.2.2. Command Capability
5.2.3. Rank
5.3. Fortresses
5.3.1. Building Fortresses
6. GAME DETAILS
6.1. Item Registration Numbers
6.2. Setting up Federations and Fleets
6.3. Movement
6.3.1. Movement Points
6.3.2. Consumption of Movement Points
6.3.3. Forced March
6.3.4. Attrition Through Movement
6.3.4.1. Land
6.3.4.1.1. Winter
6.3.4.2. Sea
6.3.4.2.1. Storms
6.3.5. Peaceful Movement over Foreign Territory
6.3.6. Movement From Map To Map
6.3.7. Movement Extras
6.3.7.1. Processing Order
6.3.7.2. 'Remaining Stationary'
6.4. Warfare
6.4.1. Warfare on Land
6.4.1.1. Invasion of Enemy Territory
6.4.1.1.1. Invading in Europe
6.4.1.1.2. Invading Colonies
6.4.1.2. Occupying Forces
6.4.1.3. Stopping Items
6.4.1.3.1. Capture of Baggage Trains
6.4.1.3.2. Overrunning Enemy Armies
6.4.1.4. Gibraltar
6.4.1.5. Guerrillas
6.4.1.6. Special Circumstances of Warfare
6.4.2. Warfare at Sea
6.4.2.1. Shipyards in War
6.4.2.2. Stopping Ships
6.4.2.2.1. Piracy
6.4.2.2.2. Overrunning Enemy Ships
6.4.2.3. Coastal Defence
6.4.2.4. Blockades
6.4.2.5. Strait of Copenhagen
6.5. Loading of Goods
6.5.1. Loading Capacity
6.5.2. Weight of Goods
6.5.3. Position of Items During Loading
6.5.4. Loading of Foreign Goods
6.6. Trade
6.6.1. Buying Goods
6.6.2. Selling Goods
6.6.3. Goods Factor
6.6.4. Trade City Rates
6.6.5. Trading - How it works
6.6.6. Purchase of Goods by the Population
6.7. Boarding
6.7.1. Boarding of Items
6.7.2. Unloading of items
6.7.3. Transporting Brigades by Sea
6.8. Handing Over Ships or Territory
6.8.1. Starting a Colonial Position
6.9. Changing Names
6.10. Demolition of Items
6.10.1. Population
6.10.2. Demolishing Ships
6.10.3. Demolishing Battalions
6.10.4. Demolishing Barracks and Shipyards
6.10.5. Demolishing Production Sites
6.11. Error Identification
7. LAND BATTLES
7.1. Mathematical Battle
7.1.1. Conditions for a Mathematical Battle
7.1.2. Course of a Mathematical Battle
7.1.3. Long-Range Combat
7.1.4. Hand-To-Hand Combat
7.1.5. Terrain
7.1.6. Special Troops
7.1.6.1. Cuirassier
7.1.6.2. Colonial Auxiliary Troops
7.1.6.3. Religious Fanatics
7.1.6.4. Pioneers
7.1.7. Commanders
7.1.8. Fortresses in Mathematical Battles
7.1.8.1. Conditions for a Fortress-Battle
7.1.8.2. Protection In a Fortress
7.1.8.3. Fortress Artillery
7.1.9. Victory
7.1.10. Rise in Experience
7.1.11. Print-Out of a Mathematical Battle
7.2. Simulated Land Battle
7.2.1. Conditions for a Simulated Battle
7.2.2. The Battlefield
7.2.2.1. Battlefield Terrain
7.2.2.2. Division of the Battlefield
7.2.2.3. Villages
7.2.2.4. Strategic Points
7.2.3. The Simulated Battle Turn Sheet
7.2.3.1. The Commander's Federation
7.2.3.2. Digging Entrenchment’s
7.2.3.3. Battalion Groups
7.2.3.4. Federations
7.2.3.4.1. Setting Up Federations
7.2.3.4.2. Time of Attack
7.2.3.4.3. Orders
7.2.3.4.4. Alternative Orders
7.2.4. The Course of Battle
7.2.5. Orders
7.2.5.1. Detachment Orders
7.2.5.2. Additional Orders
7.2.5.2.1. Troop Types
7.2.5.2.2. Strategic Points
7.2.5.2.3. Distance
7.2.5.2.4. Detachments
7.2.5.2.5. No Additional Orders
7.2.5.3. Destination Co-ordinates
7.2.5.4. Troop Formations
7.2.5.5. Alternative Orders/Conditions
7.2.5.6. Simplified Orders
7.2.6. Movement
7.2.7. Long-Range Combat
7.2.7.1. Defensive Fire
7.2.7.2. Offensive fire
7.2.7.3. Long range combat - effective firing range
7.2.8. Hand-to-Hand Combat
7.2.9. Morale
7.2.9.1. Morale Check Calculation
7.2.9.2. Morale Check Before An Attack
7.2.9.3. Morale Check Because of High Losses
7.2.9.4. Death of the Commander
7.2.9.5. Escape and Evasion
7.2.9.6. Morale Check to Reform after Flight
7.2.10. The Commander
7.2.11. Fortresses and Defensive Installations
7.2.11.1. Fortresses
7.2.11.1.1. Destroying Fortress Walls
7.2.11.2. Entrenchment’s
7.2.11.3. Pontoon Bridges
7.2.12. Winning Simulated Battles
7.2.12.1. Capture of Strategic Points
7.2.12.2. Victory by Morale
7.2.12.3. The Aftermath of Victory
7.2.13. Drawing Simulated Battles
7.2.14. The Simulated Battle Report
7.2.14.1. Initial Deployment
7.2.14.2. The Battle Round
7.2.14.3. Battle Summary
7.2.144.4. Simulated Battle Tactics and Tips
8. SEA BATTLES
8.1. Course of a Sea Battle
8.2. Sea Combat
8.2.1. Fleet Manoeuvres
8.2.2. Hand-to-Hand Combat
8.2.3. Capturing Merchant Ships
8.3. Morale
8.4. Victory
9. ARMY TABLES
9.1. Army Table for Austria-Hungary
9.2. Army Table for the Confederation of the Rhine
9.3. Army Table for Denmark
9.4. Army Table for Spain
9.5. Army Table for France
9.6. Army Table for Great Britain
9.7. Army Table for Holland
9.8. Army Table for Italy
9.9. Army Table for Kingdom of Portugal
9.10. Army Table for Morocco
9.11. Army Table for Naples
9.12. Army Table for Prussia
9.13. Army Table for Russia
9.14. Army Table for Sweden
9.15. Army Table for the Ottoman Empire
9.16.Army Table for Duchy of Warsaw
10. ERROR CODES
10.1. Transfer Goods
10.2. Demolish Items
10.3. Set Up Brigades
10.4. Set Up Additional Battalions
10.5. Increase Headcount
10.6. Increase Brigade Experience
10.7. Exchange Battalions
10.8. Merge Battalions
10.9. Repair Ships & Baggage Trains
10.10. Build Ships
10.11. Build Baggage Train
10.12. Increase Population Density
10.13. Build Production Sites
10.14. Form Federations
10.15. Coastal Defence
10.16. Sea Blockade
10.17. Trade & Loading -1-
10.18. Movement
10.19. Trade & Loading -2-
10.20. Boarding
10.21. Hand Over Ships and Territory
10.22. Change Names
10.23. Change State Relationships
11. THE FIRST TURN IN AUSTERLITZ
11.1. Preparation in Advance
11.2. The Set-Up/First Turn
11.2.1. Economics
11.2.1.1. Starting Production
11.2.1.2. Trade
11.2.2. Warfare
11.3. Austerlitz ‘Plans and Strategy'
11.4. Quick Reference Tables
11.5. Diplomacy
11.5.1. The Player Newsletter
11.5.2. Endword
12.INDEX
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