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Game play in this grand strategic challenge is based on a simultaneous
monthly turn: players issue orders to their units during the order
phase; then during the subsequent collision phase, the orders
of both sides are executed simultaneously, on a daily basis until
the month has elapsed.
Movement. Units move using their movement type and capacity.
Movement is affected by various factors such as weather, types
of units moving, terrain, presence of generals, civilization level
of the province, moving through friendly or enemy territory, and
whether the unit has been order to force march. In addition, units
movement attempts are checked for the initiative level of their
leaders; a unit that fails its check usually stays idle.
Weather at the Strategic Level. Weather conditions are
simulated on the main map. Winter in particular is represented
by a drastic change in the map look (as this was really the dreaded
season in Colonial America). Weather affects movement, attrition
and combat deeply.
Attrition and Supply. Players must supply their regiments
either through foraging or by maintaining supply depot and wagons.
Supply depots are expensive to build and must be defended (or
they will be captured) and thus players must plan their deployment
very judiciously.
Strategic and Tactical Fog of War. The map also uses fog-of-war
so that players cannot see too deeply into foreign controlled
provinces. And in the wilderness so common in Colonial America,
you can't spot Indian war parties, rangers and other irregular
forces unless you also possess nearby their counterparts of your
own.
Unit Orders. Units can be ordered to force march. This
increases the distance the units move in a turn but decreases
its combat readiness and worsens its attrition. Units can pillage
a province. This provides supply to the unit but only for awhile.
Units can also choose an offensive or defensive stand, which impacts
strongly on battle results. Units may board on ships and river
transports, and disembark from same. Finally, orders to build
forts and depots, or destroy them, can be issued.

Cities. Some provinces have a city. The city acts mostly
as a supply source, and may be fortified. Some are already so
in the scenarios. Victory in the game comes with the capture and
continuous control of the key objective cities of the scenario
in play.
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. Armies can either
besiege or assault the city. Assault are costly in terms of casualties,
but provide speedy results. Sieges may drag for ages, especially
that of port cities which are much harder to capture unless they
are also blockaded by naval units hostile to the port city.
Naval Combat. Ship combat determines the weather gauge
before battle (influence by ship quality, crew and leadership);
having the weather gauge provides the player with significant
combat bonus and movement bonuses. Dominance at sea allows for
faster and easier strategic redeployment of forces in a theater
where land movement is painfully slow and harmful.
Filters to the Rescue. A large set of game filters is
accessible easily via the TAB key, allowing the player to see
all the information he needs without leaving the map.
Reports. There are many report windows that the player
can inspect to check everything from the details of the previous
turns to the list of his units, the political status in vigor
or the balance of victory.
Wide range of Scenarios. Players can choose among over
10 different scenarios, covering both the French & Indian War
(1755-1763) and the American War of Independence (1775-1783).
This include in both cases a Grand Campaign spanning the whole
conflict.
Historical Events. There are special historical events
throughout the various scenarios offered by the game. They cover
things as varied as a slave uprising or an Indian raid, the Declaration
of Independence or foreign powers joining in the fray.
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