You can choose Second Silesian War module in Epic Battles or Custom Battle menu. In Epic Battles three battles are available for each side (Soor and Kesselsdorf are made for P&S Campaigns by Edward77):
Hohenfriedberg 1745
Soor 1745
Kesselsdorf 1745




All the battles have non-standard VC. Please, read them carefully.
The main features:
1) P&S functional: Musket, Bayonets, Shooting Pistol, Impact Mounted, Impact Pistol, Melee Pistol, Heavy, Medium and Light Artillery, RG, Medium and Light fortification are added.
2) Full reactive fire for muskets and cannons (like in P&S), ammunition for 7 (13 shots including reactive ones) turns of shooting at full effect. Artillery ammo is unlimited. In order to save ammunition, the AI will not shoot at routed units during CompleteLastTurnShooting (a player can shoot at them if he wishes).
3) Grenadiers have Bombs. The Bombs are used automatically during the charge before the impact phase with a corresponding animation. I separate the use of bombs from the shooting process. The bombs are available for only one throw/one charge. They then disappear from the unit's attributes (see the infopanel). In this case, they are used only for charging, not for shooting.
4) Canister shot for the guns. It is made automatically at a distance of 4 tiles or less from the cannon. In this case, a tooltip will appear above the gun. The losses from this shot will be greater (as a rule), in any case, the minimum ones will be above zero. Cannonballs are used during the non-canister shot. Otherwise 'Naphtha' visual effect is used instead of a cannonball.
5) Infantry cannot charge an unengaged cavalry i.e. infantry can only charge cavalry if it is in melee. ZoCs work like in FoG2 (without changes).
6) Cuirassiers and Dragoons have Shooting Pistol. If Cuirassiers have 'Impact Mounted' > 55 (the AI uses this option), they shoot automatically before charging.
7) I reduced the increment of Impact Foot from 200 to 100 vs Foot (like in P&S) and 50 vs Cavalry.
Main features of the mod skirmish:
1) two sides of the Second Silesian War - Austro-Saxon and Prussian;
2) Prussian infantry has 12 AP vs 10 AP of Austro-Saxon - the Prussian army under the command of Frederick the Great had the initiative in almost all the battles of the Second Silesian and Seven Years' Wars and tried to impose its will on the enemy, because Prussian infantry made quick maneuvers and reorganizations on the battlefield;
3) all Prussian units are higher quality than Austro-Saxon units, but more expensive (excluding Hussars);
4) Hussars - I do not see them as a classical P&S light unit. The hussar regiments of that time outnumbered the cuirassier and dragoon ones. Already in the Seven Years' War, the Prussian hussars fought as line cavalry. Therefore, I made Hussars as line demi-light cavalry. They have not impact bonuses (Carbine, Swordsmen). But they have 20 APs and can evade enemy charges.
Download Link ---> https://disk.yandex.by/d/Rz_a2-NwnptQTQ The archive should be unzipped at ...\Documents\My Games\FieldOfGloryMedieval\CAMPAIGNS\....
Thanks to Paul59 for the provided Austrian and Prussian banners and his clarifying the issue with unit textures in custom battles.
30.05.2023 Improved version: https://disk.yandex.ru/d/0JwPYNn5iAgK4Q - Second Silesian War v1. The installation procedure is the same.
Changes from the previous version:
1) I mirrored the horseman death animation. Now there are 2 of them in the mod - left and right;
2) I made separate animations when Hussars use melee and firearms;
3) More aggressive AI by adding RoguedJack's scripts;
4) I made the Hohenfriedberg scenario a bit more difficult when playing as the Austro-Saxons.