NTW3 Campaign notes for players ~ updated December 3rd, 2022
The NTW3 v9.3 Campaign patch is available on ModDB:
https://www.moddb.com/mods/napoleonic-total-war-3/downloads/ntw3-v93p-campaign-patch

v93 change log with updates for the 1805 European campaign game:
The NTW3 Campaigns of the Coalition is started from the Single Player menu
The Italy & Egypt campaigns have NOT been modded and are NOT playable with the NTW3 mods.
***Adding or playing with additional mods is at your own risk and may cause unintended problems***


1805 European Campaign - (Naples & Sicily are now combined so choose the one that is to be your primary capital, the other will become a subjective region)



The Bavarian & Wurttemberg campaigns are playable (see next post below for more info)

The Ottoman campaign is also playable with special details how to setup posted in the Normal Threads
https://www.twcenter.net/forums/show...toman-Campaign

SP Campaign difficulty settings & game options
We recommend Medium size units, Campaign Difficulty at Normal
Battle Difficulty HARD
(hard & very hard campaign difficulty options are coded by CA so your allies will break treaties and declare war on you) 
Enable drop-in battles ://www.twcenter.net/forums/showthread.php?805749-NTW3-v8-8-Campaign-game-MP-drop-in-battles&p=15929949#post15929949 

Other Campaign game options can be adjusted as shown below:
It's recommended that you save games often as there are random CTD's inherit with the NTW Campaign as it was originally designed for 32 bit Operating Systems when it was released in February 2010. (the auto-save will save the end of your last turn). Game saves from previous NTW3 SPC mods are NOT compatible with the new v9.0 mod


Diplomacy is much more active and many factions will now make proposals to you on subsequent turns. You will have to spend more time building relations with them over a period of time, even if they're your allies. The Diplomatic relations screen will show what your standing is with each faction. Work the diplomatic relations to keep them above +40 to have GOOD relations, above +80 to have EXCELLENT relations.
Maintain your close allies above +80 to keep them reliable and committed to your cause. It's also a good idea to save game before lengthy diplomacy in case you accidentally declare war on one of your allies. More historical info on diplomacy is post on our Lordz forum:
http://www.thelordz.org/forum/viewto...p?f=12&t=14987
When making your strategic plans pay close attention to the Alliances; At War and Trade Partners on the Diplomatic screen . Declaring a war on one faction may bring their allies into the fight against you. We have spent considerable time revising the diplomatic relations to reflect the actual conditions at the start of the 1805 campaign. The Kingdom of Two Sicily’s (Naples & Sicily) are neutral the start of our NTW3 campaign as they were for two weeks when they cancelled their treaty with France and were negotiating a secret alliance with the Third Coalition, so they may be persuaded to join either side with the proper incentives.

Use trade agreements & Present State Gifts to improve your relations with other factions. A gift of
1500 coin will usually improve your relations +8 to +10 points, and may keep you out of another war.

The naval fleets in the Mediterranean have been upgraded making the trade routes more crowded
This historically lead to more unanticipated conflicts as factions fought for lucrative trade routes.

Victory Conditions are Historical based that go until 1812. The harder World Domination VC's go until 1815.
We’ve also carefully laid out each faction’s Victory Conditions so they do not overlap and conflict with each other. Consider taking only the regions that you are tasked with in your factions VC list when making your strategic plans. Remember The Third Coalition was delicately balanced and each faction had significant differences and objectives that you will also encounter in the course of your campaign.


The SP Campaign game has specific missions for each of the major factions.
Below the French are tasked with taking Vienna and justly rewarded for their efforts.

The initial missions for Prussia & Austria are now more historically related for the 1805 Main campaign.

Campaign Battles:
The U_AI Battle mod (by Hedge Knight) is included with this mod and set battle difficulty HARD. The rebel armies have been revised to reflect the diminished fighting capability of your newly acquired region.
YOU WILL experience some CTD's when the campaign battles are loading. Use the pre-battle save game feature that CA included prior to starting a battle, that's why it's there. There are a lot of custom NTW3 units & stats to load for the battles (over 2 GB).
Wurttemberg and her troops now join the French at the start of the turn 1. This alleviates the French having to conquer the region.
The French player can now decide how to handle the situation in Bavaria with the Austrian forces lurking about.

*Area of Recruitment is limited to raising units in your home regions as it was during the Napoleonic wars.
**France, Britain, Prussia, and Austria can recruit a limited number of foreign units from the Rhinebund regions and France from Polland when they've peacefully occupied it.
The Grand Armee' was historically made up of many foreign troops. After 1806 about 1/3 of the French army were foreign; by 1812 over half the French troops were foreign.
--> France can recruit units from Netherlands, Wurttemberg, Bavaria, Saxony & Poland when they occupy and take control of these regions.
.........In addition the French can recruit Duchy of Berg units from Cleves, and Nassau units from Hessen when occupied.

--> The British are able to recruit Hannover and Brunswicker units from the Hannover when when they take control of these regions.
.........In addition the British can recruit Dutch units from the Netherlands and Belgium (Flanders_Wallonia) when occupied.

The Prussians can now recruit foreign units when they occupy Saxony & Hessen


*There are also advanced units available for the major factions by upgrading your culture & prestige buildings.
~The long build times for the upgrades reflect the late formation and arrival of these units during the Coalition Campaign.

General notes:
Check the abilities of your Ministers often and place them in the right positions to gain advantages for your faction.

All of the historical faction leaders are portrayed along with their personal traits.

The tech tree graphics have been enhanced & the techs streamlined for the time era (no steam ships).


Movement points are set for each faction and Large Cannons & Militia units now travel 25% slower than regular infantry units.

NTW3 Campaign Barrack Recruitment System
This allows the player to recruit all of his factions units in a progressive manner as you update your army recruitment buildings. The major factions have 3rd, 4th & 5th level army buildings (Military Academy & Staff Colleges) that reflects their individual military status in 1805. It will take some of the major factions (as well as most of the monor) time to build up to the higher military levels as it did during the Napoleonic wars.
The Veteran units are also very limited so the new two stripe recruits will have to earn their experience in battle. There are cap limits on ALL UNITS so there will be no armies of all elite Guard & Infantry units. All of the minor factions can build artillery units from the Army buildings, this was done due to the limited building slots for many of the minor factions.
>Encampment ~recruits militia, conscript, scout cav units & Regimental Artillery guns in the cannon foundry.
>Barracks ~recruits basic land units; line & light infantry, skirmishers, Lt. Cav, Hussars, Standard Chevauxlegers
>Drill School : allows recruitment of all the above units and adds Veteran, Grenadier plus Dragoon Cav units.
>Military Academy ~adds Elite and Heavy Calvary. Scout Cav are dropped to make room for elite units.
>Staff College ~this adds Guard & Special units (with cap limits) to complete the recruitment roster.
The Artillery recruitment has been revised for the SP Campaign. The heavy 8 & 12# cannons and lighter 4# artillery were widely used in 1805. The lighter more maneuverable 6# cannons became more common in the later years and are available with upgrades to the Military Academy and Ord Board. Also due to the numerous artillery units for the French & Russians we dropped the Howitzers & 8 lbers to make room for their Elite Guard Artillery.