Yes, although they have evolved so far from the original Field of Glory Napoleonics that they are a very different set of rules.
The underlying unit representation remains essentially the same (basing, brigade/regiment sized units, attachments, split morale and training ability, cohesion loss etc).
Glory remains a Corps level game, command and control uses the same machine (a 'pip lite' system) as FoGN. Combat mechanics are similar, although much simplified. Still an IGO- UGO system (with the inclusion of limited react moves by the non-phasing player).
So the basic engine of the original Field of Glory is retained.
However, vast amounts of complication, and detail that added little to the original FoGN, have been stripped out. It is very streamlined compared to the original FoGN. That said, Glory does remain game a game of 'chess' not 'checkers' – ie tries to have a degree of depth, nuance and player decision making.
Like FoGN the lists and balancing allow pick up and play games that are generally completed in 2.5 -3.5 hours (or about half that if playing the short-play version). Also like FoGN big army level historical refights work well, with games being able to be finished in a day.
The very well regarded setup system introduced in FoGN version 2 has been retained (if slightly refined) in Glory. Shooting is a little different, now being broken down into the 3 component parts (bombard with artillery, resolve skirmishing, then volley) rather than all being bundled together as in FoGN.
Anyway, the changes from FoGN (especially what has been stripped out) are really too many to list.
If interested probably the best option would be to download the rules for free from Wargames Vault and read the coloured pages that introduce each section of the rules. Those introductory coloured 'chat' pages, explain the rule concepts that follow and what they seek to represent.
Cheers
Brett