http://xcalibur.cc.tut.fi/mediawiki/api.php?action=feedcontributions&user=AapoAlas&feedformat=atomExcaliburWiki - Käyttäjän muokkaukset [fi]2024-03-29T04:48:49ZKäyttäjän muokkauksetMediaWiki 1.33.2http://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:St%C3%A4bit_paperille!&diff=55944EiA:Stäbit paperille!2016-08-16T15:13:24Z<p>AapoAlas: </p>
<hr />
<div><ol><br />
=2nd Excalibur Revolutions Campaign of 2016 - Player Nations=<br />
* France - <br />
* Great Britain - <br />
* Russia - <br />
* Austria - <br />
* Purssia -<br />
* Spain - <br />
* Turkey - <br />
==Session 1, 22.8.2016==<br />
<li>'''January 1789'''</li><br />
* event<br />
* rev<br />
* rus<br />
<br />
* happenings<br />
* alliances<br />
* whatnots<br />
<br />
;Battle of Examples<br />
: A vs B<br />
: Outflank vs Outflank<br />
: Default vs Default<br />
: 10I, 1C vs 1I, 10C<br />
: 0 vs 0<br />
: 0 vs 0<br />
: 0, break vs 0<br />
: Pursuit: -1C, -9I<br />
<br />
==Session 2, 29.8.2016==</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55761EiA:Landtag2016-07-24T10:23:29Z<p>AapoAlas: /* Table of Arguments */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order to countries bordering Prussia and in the following order:<br />
* France (Always counted as bordering unless Dominant.)<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
===Table of Arguments===<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had. Motion not carried does not count as a loss when proposing.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55760EiA:Landtag2016-07-24T10:22:24Z<p>AapoAlas: /* Table of arguments */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order to countries bordering Prussia and in the following order:<br />
* France (Always counted as bordering unless Dominant.)<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
===Table of Arguments===<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55759EiA:Landtag2016-07-24T10:22:17Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order to countries bordering Prussia and in the following order:<br />
* France (Always counted as bordering unless Dominant.)<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
===Table of arguments===<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55758EiA:Landtag2016-07-24T10:20:48Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order to countries bordering Prussia and in the following order:<br />
* France (Always counted as bordering unless Dominant.)<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55757EiA:Landtag2016-07-24T08:49:31Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order, preferentially to countries bordering Prussia and in the following order:<br />
* France (Always counted as bordering unless Dominant.)<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55716EiA:Landtag2016-07-20T21:17:11Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order, preferentially to countries bordering Prussia and in the following order:<br />
* France<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP on top of whatever effects the chit picks had.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55712EiA:Landtag2016-07-20T16:43:05Z<p>AapoAlas: /* Ministerpräsident's Office */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order, preferentially to countries bordering Prussia and in the following order:<br />
* France<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
*** Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55698EiA:Landtag2016-07-20T13:35:30Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order, preferentially to countries bordering Prussia and in the following order:<br />
* France<br />
* Austria<br />
* Russia<br />
* (Sweden)<br />
* (Greece)<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
<br />
*List of Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55697EiA:Landtag2016-07-20T13:27:17Z<p>AapoAlas: /* Landtag system */</p>
<hr />
<div>==Landtag system==<br />
At the start of each year countries that are not allied with Prussia get control of the Ministries of War, Interior and Foreign Affairs. The Ministries are given in that order, preferentially to countries bordering Prussia and in the following order:<br />
* France<br />
* Austria<br />
* (Sweden)<br />
* (Greece)<br />
* Russia<br />
* Great Britain<br />
* Turkey<br />
* Sardinia<br />
If not enough countries border Prussia, then the remaining Ministries are again given in the above order to non-bordering countries. No country can hold two Ministries.<br />
<br />
If there are not enough countries not in an alliance with Prussia at the start of the year, the Ministries are left vacant. Vacant ministries do not propose anything and when responding to Prussian propositions, control is again determined in the above way: Non-allied, bordering, list. This time if no others are available, allied countries are allowed to control the ministry for the proposition.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. No proposition can still be proposed twice during the course of one year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defence and offence and all the Ministries use the Ministry arguments. Losing a proposition always costs a base of 1PP.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
<br />
*List of Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Rise_of_Nationalism_rules&diff=55696EIA:Rise of Nationalism rules2016-07-20T12:29:20Z<p>AapoAlas: /* Special rules for Sardinia and Italy */</p>
<hr />
<div>== Quick links ==<br />
* [[EiA:Rise of Nationalism Corps|Corps compositions]]<br />
* [[EiA:Landtag|Prussian Landtag]]<br />
* [[EiA:Sardinian_events|Sardinian events]]<br />
<br />
== New major power: Sardinia/Italy ==<br />
<br />
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. Neither Sardinia nor Piedmont is a capital province. In order to achieve the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).<br />
<br />
Sardinia makes its land and naval moves where Spain used to move.<br />
<br />
===Special rules for Sardinia and Italy===<br />
* Sardinia (Italy) gains double income from Sardinia, Piedmont, Lombardy, Venetia and Tuscany.<br />
* Every year Sardinia may use one of the events described on page [[EiA: Sardinian events]]. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turns random event is resolved. Thus these events happen in off-turn.<br />
** e.g. if the player of Sardinia chooses event ''Spedizione dei Mille'' (which gives automatic DoW on any neutral Italian minor) and declares war on Sicily, the Sardinian special corps ''I Mille'' is formed and deployed to Sicily immediately - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) then Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a ''whole turn''.<br />
*** Spedizione dei Mille has a special rule when targeting Sicily, granting I Mille the ability to be placed there off-phase.<br />
**** I Mille only becomes available when the event ''Spedizione dei Mille'' is used on Sicily, not before.<br />
<br />
* Every Italian minor conquered by Sardinia becomes a Sardinian province. <br />
* No major power can declare war on neutral Italian minors during the Declarations of War step.<br />
** EXCEPTION: For those neutral Italian minors that have been previously targeted with the Sardinian event ''Spedizione dei Mille'' and have since for any reason reverted to neutrals, anyone can declare war on during the Declarations of War step.<br />
* If Sardinia unites Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.<br />
* If willing, Sardinia automatically gains control of any and all Italian minors declared war on by other countries.<br />
* When buying technological advances the prices are counted as Italy would have all her parts except Venice.<br />
** This applies even if Italy has acquired Venice.<br />
** Sardinia may purchase technological advances but they cost the same as they would for Italy<br />
<br />
==Crimean War==<br />
The Crimean War rages initially as the game starts. <br />
<br />
<br />
Russia and its enemies can't make informal peace or surrender. The war ends only if: <br />
* Either Russian Black Sea fleet or Russian Baltic Sea fleet is destroyed (Coalition victory)<br />
* Russia holds Constantinople for a whole turn or there is no enemy fleet adjacent to Russia for a whole turn (Russian victory).<br />
<br />
If Austria or Prussia is at war with Russia when the Crimean war ends (regardless of victor), Russia may choose to remain at war with both or either or make peace with both or either. If Russia makes peace, no political points (nor peace conditions) are gained or lost, but Prussia/Austria can't DOW Russia for 18 months. Russia is not so restricted.<br />
<br />
One year after Crimean war ends, France gains the Ironclad tech and one year after that a free ironclad, unless France has already gained them from the Unification of Italy (and vice versa).<br />
<br />
===Peace of Paris (Coalition victory)===<br />
Each member of the coalition gains 5PP. Russia loses 8PP. Russian Black Sea fleet is scuttled if still on board. Russia loses 4th fleet marker. Russia may not build any ships for 18 months and no ships in the Black Sea for another 18 months. Russia must pay 10$ to each coalition member every Economic phase for one year.<br />
<br />
===Peace of Saint Petersburg (Russian victory)===<br />
Russia becomes dominant. Russia gains 5PP. Every member of the coalition loses 5PP. Turkey must cede Bulgaria, Rumelia and Serbia to Russia. Russia gains access through Dardanelles and Turkey can't give access to anyone else without Russian permission. Turkish fleet is scuttled if still on board. French XII corps is permanently eliminated. Sardinia can't choose event Spedizione dei Mille for two years. Each member of the coalition must pay Russia 10$ every Economic phase for one year.<br />
<br />
Russian access through Dardanelles and right to veto any access given by Turkey is permanently revoked if Turkey and Russia go to war again.<br />
<br />
Serbia, Bulgaria and Rumelia and any other provinces ceded to Russia become provinces as per standard achieving dominant status rules.<br />
<br />
If Russia gains dominant status this way, it can be lost if either:<br />
* Russia is at peace with all nations and does not control any of Serbia, Bulgaria or Rumelia.<br />
:OR<br />
* Russia has no fleets on board.<br />
:UNLESS<br />
* Russia fulfills the standard requirements for dominant status as in the rulebook.<br />
<br />
If Russia loses dominant status, the fourth fleet marker is removed permanently, if still available.<br />
<br />
==Technological advances==<br />
<br />
Different techs and their levels come available according to the [[EiA:Landtag|Prussian Landtag]] or other events. After coming to available, players are free to apply them to their country by buying them on any following economic step.<br />
<br />
===Steamships===<br />
Steamships function as heavy ships with the following exceptions:<br />
* Steamships cost 30$ each.<br />
* Each steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge.<br />
* Each steamship at sea or in a blockade box during economic phase costs 1$.<br />
* If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.<br />
<br />
One steamship on either side may ram during naval combat. Ramming ship may choose its target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) roll a die; on a 1-2 the ramming ship is destroyed, 3-4 both ships are destroyed and 5-6 the target is destroyed. If the target is not a steamship, add +1 to the ramming roll. Non-steamships always fail to evade.<br><br />
Attacker rams first. A ship that evades a ramming attempt may not ram itself, but a ship that was targeted by a ramming attack can. However, it can only ram the ship that attampted to ram it, unless the ramming ship was destroyed in which case it can ram any target it chooses.<br />
<br />
===Ironclads===<br />
Ironclads function as steamships, with following exceptions:<br />
* Ironclads cost 60$ each.<br />
* Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads.<br />
* All damage to ironclads in a combat round is halved and rounded down.<br />
* Ironclads cannot be sunk as a result of ramming.<br />
* Ironclads have +1 morale.<br />
* One year after the first French ironclad is deployed, the ironclad tech comes available for others to buy.<br />
<br />
===Torpedoes===<br />
* France gets torpedo tech for free two years after first non-French ironclad is launched. Others can purchase this technology one year after France gets it.<br />
* Torpedoes allow your ironclads to torpedo opposing ironclads (resolve as a ramming attack, including chance to evade, but any ramming result except defender sinks is ignored (5-6) unless both sides have torpedoes, in which case all results count.<br />
* Torpedo-armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.<br />
* Torpedo tech costs 20$ x Number of fleet markers.<br />
<br />
===Reinforced hull===<br />
* France gains this tech for free one year after someone else has bought torpedo tech.<br />
* Reinforced hull completely protects your ironclads (only) from any torpedo-armed ironclads.<br />
* One year after France gets this technology, others may buy it for 20$ x Number of fleet markers, but only if they have the torpedo tech as well.<br />
<br />
===Breech-loading rifles===<br />
* Breech-loading rifles are available from the start of the scenario.<br />
** The first country to research breech-loading rifles pays double the normal price.<br />
*** Note that if Prussia is the first one to do this and does so using Landtag he still pays 2*0$ = 0$.<br />
* If one side in battle has no militia and has bought the breech-loading rifles tech, that side gets an additional +1 to combat rolls.<br />
** This bonus may take die roll to +2. Maximum combat result is thus 8, read as 7+0 on the casualty table.<br />
** If both sides qualify, neither gets the bonus.<br />
* Breech-loading rifle tech costs 10$ x Homeland MP.<br />
<br />
===Railroads===<br />
* Railroads are available from the start of the scenario.<br />
* Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn.<br />
**Only corps controlled by the nation owning the railroads may be moved by said railroads.<br />
* Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.<br />
* Railroads cost 10$ x Maximum number of corps.<br />
* Railroads are restricted to a maximum by country:<br />
** Prussia can build at most five railroads.<br />
** Great Britain and France can build three railroads.<br />
** Austria, Turkey, Russia and Sardinia/Italy can build two railroads.<br />
<br />
===Tech prices===<br />
<br />
* Breech-loading rifles: 10$ x Homeland MP<br />
** First country to acquire breech-loading rifles pays double the price.<br />
* Railroads: 10$ x Maximum number of corps (all possible corps count)<br />
** Maximum railroad levels: <br />
*** Prussia: 5<br />
*** GB, France: 3<br />
*** Austria, Turkey, Russia, Sardinia/Italy: 2<br />
*** Greece, if a player country only: 1<br />
* Ironclads: 10$ x Maximum number of fleets.<br />
* Torpedoes: 20$ x Maximum number of fleets.<br />
* Reinforced hull: 20$ x Maximum number of fleets.<br />
* Port guns: 7$ a piece.<br />
* Fletches: 20$ x Number of Towers x Number of Fletches after upgrade.<br />
** Port guns and fletches take 6 months to build.<br />
<br />
==Dominant Status==<br />
<br />
===French Dominant status requirements and effects===<br />
* Control all home provinces and all of:<br />
** Confederation of the Rhein<br />
** Denmark<br />
** Flanders <br />
** Holland <br />
<br />
If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.<br />
* French XII corps, if eliminated from losing the Crimean War, becomes available again for the rest of the game if France gains dominant status.<br />
<br />
===Sardinian Dominant status requirements and effects===<br />
* Form Italy<br />
* Control all parts of Italy<br />
* Control Illyria and any 6 of: <br />
** Corsica<br />
** Cyrenaica<br />
** Malta<br />
** Provence<br />
** Switzerland<br />
** Tripolitania<br />
** Tunisia<br />
** Tyrol<br />
<br />
If Italy gains dominant status all controlled minor countries that are mentioned above become provinces (but revert to minor countries if lost), Italian infantry morale rises to 4, a single Italian leader gains +1 to all stats and the province of Papacy is worth $10 more in the economic phase.<br />
<br />
=== Prussian Dominant status requirements ===<br />
* Requirements are listed on [[EiA:Landtag#Ministerpr.C3.A4sident.27s_Offic|Landtag-page]] under '''''Ministerpräsident's Office''''' as a part of the parlamentary motion ''Unification of Germany''.<br />
<br />
=== Other countries dominant status requirements ===<br />
As in the orginal rules.<br />
<br />
==Rules related to provinces==<br />
<br />
* Finland is a Russian province, not a minor country<br />
* Corsica is a French province, not a minor country<br />
* Spain is not a playable country in the scenario, because of a raging civil war. <br />
** Spain can not be a target of any political action, such as a DoW.<br />
* Entering Spanish territories is prohibited but forcible access may be used.<br />
** Morocco is a Spanish province.<br />
** Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.<br />
** NOTE: Gibraltar is a British minor.<br />
* Papal State consists of Papacy and Romagna.<br />
* Papal State cannot be a target of any kind of DoW, including Spedizione dei Mille, if there is a French corps in it.<br />
* Neutral Italian minors cannot be declared war upon in the Declarations of War step.<br />
* Greece and Macedonia are not part of Turkey, instead they belong to Greece ([[EiA:Greece_Track|a British free state]] or [[EiA:RoN_New_majors#Greece|an extra player nation]]).<br />
** Those provinces do not produce any feudals.<br />
** As a compensation Turkish Anatolia produces extra +3$ and +1MP and an extra feudal infantry corps. Turkish Armenia likewise produces an extra feudal infantry corps.<br />
<br />
==Confederations of North and South Germany==<br />
<br />
If any war is declared between Prussia and Austria, two free states are formed; the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG). All minors belonging to either confederation are affected regardless their prewar controller.<br />
* CNG is controlled by Prussia and consists of Hesse, Berg and Kleves at the start of the campaign.<br />
* CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover at the start of the campaign.<br />
* Duchies and Saxony are initially part of the defending confederation.<br />
<br />
During the war, if either Prussia or Austria conquers a confederation minor of the opposing side, that minor becomes part of the other confederation. If any confederate minor is ceded as a result of a formal peace, that minor becomes part of the victor's confederation and reverts to a normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or to neutrals. Minors retain their possibly changed confederate status.<br />
<br />
Prussian Ministry of Foreign affairs may push a motion on Landtag to influence any CSG province. If the motion passes, the province in question becomes part of the CNG. Similary to the Landtag, Austria and Purssia can use diplomatic victory and diplomatic swing events to influence any CNG or CSG province. Influencing the confederations is possible even if there is no war going on.<br />
<br />
If the war between Austria and Prussia breaks again, the Confederations are restored with all their status changes.</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Rise_of_Nationalism_rules&diff=55695EIA:Rise of Nationalism rules2016-07-20T12:27:54Z<p>AapoAlas: /* Sardinian Dominant status requirements and effects */</p>
<hr />
<div>== Quick links ==<br />
* [[EiA:Rise of Nationalism Corps|Corps compositions]]<br />
* [[EiA:Landtag|Prussian Landtag]]<br />
* [[EiA:Sardinian_events|Sardinian events]]<br />
<br />
== New major power: Sardinia/Italy ==<br />
<br />
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. Neither Sardinia nor Piedmont is a capital province. In order to achieve the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).<br />
<br />
Sardinia makes its land and naval moves where Spain used to move.<br />
<br />
===Special rules for Sardinia and Italy===<br />
* Sardinia (Italy) gains double income from Sardinia, Piedmont, Lombardy, Venetia and Tuscany.<br />
* Every year Sardinia may use one of the events described on page [[EiA: Sardinian events]]. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turns random event is resolved. Thus these events happen in off-turn.<br />
** e.g. if the player of Sardinia chooses event ''Spedizione dei Mille'' (which gives automatic DoW on any neutral Italian minor) and declares war on Sicily, the Sardinian special corps ''I Mille'' is formed and deployed to Sicily immediately - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) then Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a ''whole turn''.<br />
*** Spedizione dei Mille has a special rule when targeting Sicily, granting I Mille the ability to be placed there off-phase.<br />
**** I Mille only becomes available when the event ''Spedizione dei Mille'' is used on Sicily, not before.<br />
<br />
* Every Italian minor conquered by Sardinia becomes a Sardinian province. <br />
* No major power can declare war on neutral Italian minors during the Declarations of War step.<br />
** EXCEPTION: For those neutral Italian minors that have been previously targeted with the Sardinian event ''Spedizione dei Mille'' and have since for any reason reverted to neutrals, Sardinia has a right to declare war during the Declarations of War step.<br />
* If Sardinia unites Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.<br />
* If willing, Sardinia automatically gains control of any and all Italian minors declared war on by other countries.<br />
* When buying technological advances the prices are counted as Italy would have all her parts except Venice.<br />
** This applies even if Italy has acquired Venice.<br />
** Sardinia may purchase technological advances but they cost the same as they would for Italy<br />
<br />
==Crimean War==<br />
The Crimean War rages initially as the game starts. <br />
<br />
<br />
Russia and its enemies can't make informal peace or surrender. The war ends only if: <br />
* Either Russian Black Sea fleet or Russian Baltic Sea fleet is destroyed (Coalition victory)<br />
* Russia holds Constantinople for a whole turn or there is no enemy fleet adjacent to Russia for a whole turn (Russian victory).<br />
<br />
If Austria or Prussia is at war with Russia when the Crimean war ends (regardless of victor), Russia may choose to remain at war with both or either or make peace with both or either. If Russia makes peace, no political points (nor peace conditions) are gained or lost, but Prussia/Austria can't DOW Russia for 18 months. Russia is not so restricted.<br />
<br />
One year after Crimean war ends, France gains the Ironclad tech and one year after that a free ironclad, unless France has already gained them from the Unification of Italy (and vice versa).<br />
<br />
===Peace of Paris (Coalition victory)===<br />
Each member of the coalition gains 5PP. Russia loses 8PP. Russian Black Sea fleet is scuttled if still on board. Russia loses 4th fleet marker. Russia may not build any ships for 18 months and no ships in the Black Sea for another 18 months. Russia must pay 10$ to each coalition member every Economic phase for one year.<br />
<br />
===Peace of Saint Petersburg (Russian victory)===<br />
Russia becomes dominant. Russia gains 5PP. Every member of the coalition loses 5PP. Turkey must cede Bulgaria, Rumelia and Serbia to Russia. Russia gains access through Dardanelles and Turkey can't give access to anyone else without Russian permission. Turkish fleet is scuttled if still on board. French XII corps is permanently eliminated. Sardinia can't choose event Spedizione dei Mille for two years. Each member of the coalition must pay Russia 10$ every Economic phase for one year.<br />
<br />
Russian access through Dardanelles and right to veto any access given by Turkey is permanently revoked if Turkey and Russia go to war again.<br />
<br />
Serbia, Bulgaria and Rumelia and any other provinces ceded to Russia become provinces as per standard achieving dominant status rules.<br />
<br />
If Russia gains dominant status this way, it can be lost if either:<br />
* Russia is at peace with all nations and does not control any of Serbia, Bulgaria or Rumelia.<br />
:OR<br />
* Russia has no fleets on board.<br />
:UNLESS<br />
* Russia fulfills the standard requirements for dominant status as in the rulebook.<br />
<br />
If Russia loses dominant status, the fourth fleet marker is removed permanently, if still available.<br />
<br />
==Technological advances==<br />
<br />
Different techs and their levels come available according to the [[EiA:Landtag|Prussian Landtag]] or other events. After coming to available, players are free to apply them to their country by buying them on any following economic step.<br />
<br />
===Steamships===<br />
Steamships function as heavy ships with the following exceptions:<br />
* Steamships cost 30$ each.<br />
* Each steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge.<br />
* Each steamship at sea or in a blockade box during economic phase costs 1$.<br />
* If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.<br />
<br />
One steamship on either side may ram during naval combat. Ramming ship may choose its target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) roll a die; on a 1-2 the ramming ship is destroyed, 3-4 both ships are destroyed and 5-6 the target is destroyed. If the target is not a steamship, add +1 to the ramming roll. Non-steamships always fail to evade.<br><br />
Attacker rams first. A ship that evades a ramming attempt may not ram itself, but a ship that was targeted by a ramming attack can. However, it can only ram the ship that attampted to ram it, unless the ramming ship was destroyed in which case it can ram any target it chooses.<br />
<br />
===Ironclads===<br />
Ironclads function as steamships, with following exceptions:<br />
* Ironclads cost 60$ each.<br />
* Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads.<br />
* All damage to ironclads in a combat round is halved and rounded down.<br />
* Ironclads cannot be sunk as a result of ramming.<br />
* Ironclads have +1 morale.<br />
* One year after the first French ironclad is deployed, the ironclad tech comes available for others to buy.<br />
<br />
===Torpedoes===<br />
* France gets torpedo tech for free two years after first non-French ironclad is launched. Others can purchase this technology one year after France gets it.<br />
* Torpedoes allow your ironclads to torpedo opposing ironclads (resolve as a ramming attack, including chance to evade, but any ramming result except defender sinks is ignored (5-6) unless both sides have torpedoes, in which case all results count.<br />
* Torpedo-armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.<br />
* Torpedo tech costs 20$ x Number of fleet markers.<br />
<br />
===Reinforced hull===<br />
* France gains this tech for free one year after someone else has bought torpedo tech.<br />
* Reinforced hull completely protects your ironclads (only) from any torpedo-armed ironclads.<br />
* One year after France gets this technology, others may buy it for 20$ x Number of fleet markers, but only if they have the torpedo tech as well.<br />
<br />
===Breech-loading rifles===<br />
* Breech-loading rifles are available from the start of the scenario.<br />
** The first country to research breech-loading rifles pays double the normal price.<br />
*** Note that if Prussia is the first one to do this and does so using Landtag he still pays 2*0$ = 0$.<br />
* If one side in battle has no militia and has bought the breech-loading rifles tech, that side gets an additional +1 to combat rolls.<br />
** This bonus may take die roll to +2. Maximum combat result is thus 8, read as 7+0 on the casualty table.<br />
** If both sides qualify, neither gets the bonus.<br />
* Breech-loading rifle tech costs 10$ x Homeland MP.<br />
<br />
===Railroads===<br />
* Railroads are available from the start of the scenario.<br />
* Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn.<br />
**Only corps controlled by the nation owning the railroads may be moved by said railroads.<br />
* Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.<br />
* Railroads cost 10$ x Maximum number of corps.<br />
* Railroads are restricted to a maximum by country:<br />
** Prussia can build at most five railroads.<br />
** Great Britain and France can build three railroads.<br />
** Austria, Turkey, Russia and Sardinia/Italy can build two railroads.<br />
<br />
===Tech prices===<br />
<br />
* Breech-loading rifles: 10$ x Homeland MP<br />
** First country to acquire breech-loading rifles pays double the price.<br />
* Railroads: 10$ x Maximum number of corps (all possible corps count)<br />
** Maximum railroad levels: <br />
*** Prussia: 5<br />
*** GB, France: 3<br />
*** Austria, Turkey, Russia, Sardinia/Italy: 2<br />
*** Greece, if a player country only: 1<br />
* Ironclads: 10$ x Maximum number of fleets.<br />
* Torpedoes: 20$ x Maximum number of fleets.<br />
* Reinforced hull: 20$ x Maximum number of fleets.<br />
* Port guns: 7$ a piece.<br />
* Fletches: 20$ x Number of Towers x Number of Fletches after upgrade.<br />
** Port guns and fletches take 6 months to build.<br />
<br />
==Dominant Status==<br />
<br />
===French Dominant status requirements and effects===<br />
* Control all home provinces and all of:<br />
** Confederation of the Rhein<br />
** Denmark<br />
** Flanders <br />
** Holland <br />
<br />
If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.<br />
* French XII corps, if eliminated from losing the Crimean War, becomes available again for the rest of the game if France gains dominant status.<br />
<br />
===Sardinian Dominant status requirements and effects===<br />
* Form Italy<br />
* Control all parts of Italy<br />
* Control Illyria and any 6 of: <br />
** Corsica<br />
** Cyrenaica<br />
** Malta<br />
** Provence<br />
** Switzerland<br />
** Tripolitania<br />
** Tunisia<br />
** Tyrol<br />
<br />
If Italy gains dominant status all controlled minor countries that are mentioned above become provinces (but revert to minor countries if lost), Italian infantry morale rises to 4, a single Italian leader gains +1 to all stats and the province of Papacy is worth $10 more in the economic phase.<br />
<br />
=== Prussian Dominant status requirements ===<br />
* Requirements are listed on [[EiA:Landtag#Ministerpr.C3.A4sident.27s_Offic|Landtag-page]] under '''''Ministerpräsident's Office''''' as a part of the parlamentary motion ''Unification of Germany''.<br />
<br />
=== Other countries dominant status requirements ===<br />
As in the orginal rules.<br />
<br />
==Rules related to provinces==<br />
<br />
* Finland is a Russian province, not a minor country<br />
* Corsica is a French province, not a minor country<br />
* Spain is not a playable country in the scenario, because of a raging civil war. <br />
** Spain can not be a target of any political action, such as a DoW.<br />
* Entering Spanish territories is prohibited but forcible access may be used.<br />
** Morocco is a Spanish province.<br />
** Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.<br />
** NOTE: Gibraltar is a British minor.<br />
* Papal State consists of Papacy and Romagna.<br />
* Papal State cannot be a target of any kind of DoW, including Spedizione dei Mille, if there is a French corps in it.<br />
* Neutral Italian minors cannot be declared war upon in the Declarations of War step.<br />
* Greece and Macedonia are not part of Turkey, instead they belong to Greece ([[EiA:Greece_Track|a British free state]] or [[EiA:RoN_New_majors#Greece|an extra player nation]]).<br />
** Those provinces do not produce any feudals.<br />
** As a compensation Turkish Anatolia produces extra +3$ and +1MP and an extra feudal infantry corps. Turkish Armenia likewise produces an extra feudal infantry corps.<br />
<br />
==Confederations of North and South Germany==<br />
<br />
If any war is declared between Prussia and Austria, two free states are formed; the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG). All minors belonging to either confederation are affected regardless their prewar controller.<br />
* CNG is controlled by Prussia and consists of Hesse, Berg and Kleves at the start of the campaign.<br />
* CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover at the start of the campaign.<br />
* Duchies and Saxony are initially part of the defending confederation.<br />
<br />
During the war, if either Prussia or Austria conquers a confederation minor of the opposing side, that minor becomes part of the other confederation. If any confederate minor is ceded as a result of a formal peace, that minor becomes part of the victor's confederation and reverts to a normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or to neutrals. Minors retain their possibly changed confederate status.<br />
<br />
Prussian Ministry of Foreign affairs may push a motion on Landtag to influence any CSG province. If the motion passes, the province in question becomes part of the CNG. Similary to the Landtag, Austria and Purssia can use diplomatic victory and diplomatic swing events to influence any CNG or CSG province. Influencing the confederations is possible even if there is no war going on.<br />
<br />
If the war between Austria and Prussia breaks again, the Confederations are restored with all their status changes.</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Landtag&diff=55694EiA:Landtag2016-07-20T12:26:37Z<p>AapoAlas: /* Ministerpräsident's Office */</p>
<hr />
<div>==Landtag system==<br />
This is a new, barely tested Landtag system designed to make the Landtag a lot less time consuming and arguably more fun.<br />
<br />
Prussia gets to propose a motion from all of the different Ministry lists once a year, thus meaning that as long as the requirements for forming Germany are not met, Prussia can propose thrice a year, once from Ministry of Interior, once from Ministry of War and once from Ministry of Foreign Affairs. All ministries get to propose one motion from their Ministry list per year. Propositions are done after each economic phase before the next turn starts and are done in the ministry order as shown below: Prussia's propositions always come last.<br />
<br />
Table of arguments:<br />
<br />
{| border="1"<br />
!Prussia / Ministry<br />
!Real politik<br />
!Filibuster<br />
!Entrapment<br />
!Blood and Iron<br />
!Bribery<br />
!Negotiate<br />
|-<br />
|'''Human rights'''<br />
|Real politik wins<br />
|Motion not carried, both lose 5$<br />
|Both roll die, low roll loses PP<br />
|Human rights wins, Prussia gains PP<br />
|Human rights wins<br />
|Negotiate wins, both lose PP<br />
|-<br />
|'''World peace'''<br />
|Real politik wins, unless opponent pays 3PP<br />
|Motion not carried<br />
|World peace wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|World peace wins<br />
|-<br />
|'''Compromise'''<br />
|Motion not carried, both lose PP<br />
|Compromise wins<br />
|Entrapment wins<br />
|Blood and iron wins<br />
|Motion not carried<br />
|Motion not carried<br />
|-<br />
|'''Entrapment'''<br />
|Motion not carried<br />
|Filibuster wins, unless opponent pays 5$<br />
|Both roll die. High roll wins, low roll loses PP<br />
|Entrapment wins<br />
|Motion not carried<br />
|Negotiate wins<br />
|-<br />
|'''Nationalism'''<br />
|Nationalism wins unless opponent pays 2PP<br />
|Filibuster wins<br />
|Motion not carried<br />
|Motion not carried, Prussia gains 10MP<br />
|Players bid $ for winning<br />
|Motion not carried<br />
|-<br />
|'''Workers unite'''<br />
|Workers unite wins, but loses a PP<br />
|Workers unite wins, unless opponent pays 5$<br />
|Motion not carried<br />
|Motion not carried<br />
|Bribery wins, gives 1$ to ministry<br />
|Workers unite wins, gains PP<br />
|}<br />
<br />
For each motion proposed the relevant ministry and Prussia choose an argument (chit). Who proposed the motion makes no difference, Prussia uses the Prussian arguments both in defense and offense and all the ministries use the Ministry arguments.<br />
<br />
==List of Motions==<br />
* Each Minister proposal must be chosen from the motions below.<br />
* Ministerpräsident may propose any motion from any ministry.<br />
* Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp<br />
* No single motion can be proposed twice in a single year, not even if the proposers are different nations.<br />
<br />
===Ministry of War===<br />
<br />
* Breech-loading rifles<br />
* Krupp I, II, III (Must be taken in that order)<br />
* New Fleet marker*<br />
* +10MP* next Economic phase<br />
* +200MP next Economic phase<br />
* Appoint, Promote or Demote a General or an Admiral*<br />
<br />
===Ministry of Interior===<br />
<br />
* Railroads I - V<br />
* Human rights* (+/-)(-2$/lvl)<br />
* Ban a party*<br />
** If the motion is passed, the chosen major power can not gain a minister position for two years.<br />
* Unban a party*<br />
** If the motion is passed, the chosen major power has it's ban lifted.<br />
* General Strike (-1 PP)<br />
** Prussia cannot buy any troops in the next Economic phase. <br />
** Railroads cannot be used until the next Economic phase.<br />
<br />
===Ministry of Foreign Affairs===<br />
<br />
* Peace policy* (+1PP)<br />
** Prussia cannot DOW for 6 months except when called upon by Call to Allies.<br />
* Development aid* (Prussia loses $25.)<br />
* Casus belli*<br />
** Prussia's next DoW costs 2 PP less, target of DOW must be announced before drawing chits. Lasts one year.<br />
* Conference* (+1 PP)<br />
* Schleswig (Hamburg becomes part of Prussia)<br />
<br />
===Ministerpräsident's Office===<br />
<br />
*Unification of Germany (+3 PP)<br />
** Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 Germanic provinces.<br />
** Prussia becomes Dominant:<br />
*** All Germanic minors and provinces controlled by Prussia become German provinces and the income from all Germanic minors and provinces that were not Prussian provinces is doubled.<br />
*** Germany gets one additional corps for each conquered German minor.<br />
*** Germany makes his land moves first, even before France, but cannot choose when he moves. If another country becomes Dominant, they still cannot choose their move as long as Germany is dominant.<br />
*** The province of Brandenburg gains no extra income beyond the pan-Germanic doubling of income and no German general gains +1 to all stats.<br />
<br />
<br />
*List of Germanic minors and provinces: Mecklenburg, Hanover, Hesse, Saxony, Duchies, Baden, Berg, Kleves, Palatinate, Lorraine, Wurttemburg, Bavaria, Bohemia, Moravia, Switzerland and Tyrol.<br />
<br />
==[[EiA: Landtag Elections|Old Landtag system]]==<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55693Empires in Arms2016-07-20T11:58:42Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Aapo poissa 25.7.-15.8.'''<br />
* Sandi proxyttaa 25.7., 8.8. ja 15.8.<br />
* Riku proxyttaa 1.8.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55692Empires in Arms2016-07-20T11:58:31Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Aapo poissa 25.7.-15.8.'''<br />
* Sandi proxyttaa 25.7., 8.8. ja 15.8.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:KirjausTemplate&diff=55691EIA:KirjausTemplate2016-07-20T11:55:52Z<p>AapoAlas: Ak: Uusi sivu: <ol> =Campaign Name - Player Nations= * France - * Great Britain - * Russia - * Austria - * Purssia - * Spain - * Turkey - ==Session #, Date== <li>'''January 1789'''</li> * ...</p>
<hr />
<div><ol><br />
=Campaign Name - Player Nations=<br />
* France - <br />
* Great Britain - <br />
* Russia - <br />
* Austria - <br />
* Purssia -<br />
* Spain - <br />
* Turkey - <br />
==Session #, Date==<br />
<li>'''January 1789'''</li><br />
* event<br />
* rev<br />
* rus<br />
<br />
* happenings<br />
* alliances<br />
* whatnots<br />
<br />
;Battle of Examples<br />
: A vs B<br />
: Outflank vs Outflank<br />
: Default vs Default<br />
: 10I, 1C vs 1I, 10C<br />
: 0 vs 0<br />
: 0 vs 0<br />
: 0, break vs 0<br />
: Pursuit: -1C, -9I<br />
<br />
==Session #, Date==<br />
<li> '''February 1789'''</li><br />
<br />
<br />
<br />
</ol></div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Old_campaigns&diff=55690EIA:Old campaigns2016-07-20T11:43:35Z<p>AapoAlas: </p>
<hr />
<div>==[[EIA:KirjausTemplate|Kirjaus-template]]==<br />
<br />
==Empires in arms 8/2009==<br />
<br />
Pelataan eeppinen vääntö med Ruotsi<br><br />
<br />
* [[EIA:Tapahtumat8_09|Tapahtumaloki]]<br />
* [[EIA:Pisteet8_09|Pisteet]]<br />
<br />
''Pelaajat:''<br />
<br />
Sandi (GB)<br><br />
Viljami (France)<br><br />
Riku (Russia)<br><br />
Erno (Austria)<br><br />
Juko (Turkey)<br><br />
Tero (Spain)<br><br />
Tommi (Preussi)<br><br />
KJ(Sweden)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 18->'''<br />
<br />
'''Poissaoloista: Peliä voidaan AINA pelata jos vain yksi (1) pelaaja puuttuu, riippumatta tilanteesta. Jos useampi kuin yksi pelaaja puuttuu voidaan pelata jos se sopii kaikille poissa oleville.'''<br />
<br />
==Empires in arms 7/2009==<br />
<br />
Pelataan eeppinen vääntö med Ruotsi<br><br />
<br />
* [[EIA:Pisteet7_09|Pisteet]]<br />
<br />
''Pelaajat:''<br />
<br />
Jannef (Sweden)<br><br />
Sandi (Austria)<br><br />
Viljami (Preussi)<br><br />
Riku (France)<br><br />
Erno (Spain)<br><br />
Juko (GB)<br><br />
Tero (Russia)<br><br />
Tommi (Turkey)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 18->'''<br />
<br />
'''Poissaoloista: Peliä voidaan AINA pelata jos vain yksi (1) pelaaja puuttuu, riippumatta tilanteesta. Jos useampi kuin yksi pelaaja puuttuu voidaan pelata jos se sopii kaikille poissa oleville.'''<br />
<br />
==Empires in arms 6/2009==<br />
<br />
Pelataan eeppinen revolution kampanja uusilla corpsirakenteilla ja sääntölaajennuksilla<br><br />
<br />
* [[EIA:Pisteet9_09|Pisteet]]<br />
<br />
''Pelaajat:''<br />
<br />
Sandi (France)<br><br />
Viljami (GB)<br><br />
Riku (Austria)<br><br />
Erno (Russia)<br><br />
Juko (Spain)<br><br />
Tero (Turkey)<br><br />
Tommi (Prussia)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 18->'''<br />
<br />
'''Poissaoloista: Peliä voidaan AINA pelata jos vain yksi (1) pelaaja puuttuu, riippumatta tilanteesta. Jos useampi kuin yksi pelaaja puuttuu voidaan pelata jos se sopii kaikille poissa oleville.'''<br />
<br />
Revolution-track-softa löytyy xcalibur-koneelta /home/worm/EiA, käytä hakemistosta löytyvää ohjelmaa "tulostin". Todistaakseen että rev-trackin sisällään pitävää tiedostoa jemma.txt:tä ei ole käpälöity, on tässä md5-summa:<br />
<br />
a6922a47d33802dafa3ce88c244f81f3 jemma.txt<br />
<br />
* [[EIA:6/09 Aus-msg|1794 maaliskuu, Itävallan viesti Englannille ja Venäjälle]]<br />
* [[EIA:6/09 Aus-msg2|1794 maaliskuu, Itävallan ilmoitus keltaisessa pörssissä]]<br />
<br />
==Empires in arms 5/2009==<br />
<br />
Peruskamppista uusilla naval-säännöillä ja tiukalla kirjanpidolla<br><br />
<br />
* [[EIA:Pisteet5_09|Pisteet]]<br />
<br />
''Pelaajat:''<br />
<br />
Tero (Prussia)<br><br />
Riku (Russia)<br><br />
Juko (Spain)<br><br />
Sandi (GB)<br><br />
Lauri (Turkey)<br><br />
Erno (France)<br><br />
Hababa (Austria)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 20->'''<br />
<br />
==Empires in arms 4/2009==<br />
<br />
Pelataan eeppinen revolution kampanja uusilla corpsirakenteilla ja sääntölaajennuksilla<br><br />
''Kamppis lopetettiin kun preussilainen lähti Australiaan. Tilanne oli melko tasainen koalitio vs. Ranska, poikkeuksellista oli että oli yhä ykkösvaihe kun ranska oli lipsahtamassa.''<br />
* [[EIA:Pisteet4_09|Pisteet]]<br />
<br />
''Pelaajat:''<br />
<br />
Tero (France)<br><br />
Riku (GB)<br><br />
Juko (Austria)<br><br />
Sandi (Russia)<br><br />
Lauri&Jannef (Spain)<br><br />
Erno (Turkey)<br><br />
Mikke (Prussia)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 20->'''<br />
<br />
==Empires in arms 3/2009==<br />
''Kampanja keskeytettiin, pelissä eliminoitiin venäjä ja ranska oli downfallissa''<br />
<br><br />
Peruskampanja napoleonin sodista uusilla navalsäännöillä ja minor event -laajennuksilla<br />
<br />
* [[EIA:Pisteet3_09|Pisteet]]<br />
<br />
* [[EIA:Napoleon rox|Napoleon rox]]<br />
<br />
''Pelaajat:''<br />
<br />
Tero (Austria)<br><br />
Riku (Prussia)<br><br />
Juko (France)<br><br />
Sandi (Turkey)<br><br />
Lauri (Russia)<br><br />
Erno (Spain)<br><br />
Jannef (Great Britain)<br><br />
<br><br />
'''Virallinen pelipäivä maanantain 20->'''<br />
<br />
==Empires in arms 2/2009==<br />
<br />
''Peli keskeytettiin 1800, useilla valtioilla hyvät mahdollisuudet voittaa peli, lopuilla mahdollisuus voittaa peli''<br><br />
<br />
Pelataan uudestaan eeppistä megakampanjaa 1788<br><br />
<br />
* [[EIA:Tapahtuma-logi2_09|Tapahtuma-logi]]<br />
* [[EIA:Pisteet2_09|Pisteet]]<br />
* [[EIA:suvorov1795|Suvorov Pariisissa 1795]]<br />
* [[EIA:suvorov1797|Suvorov Ranskan rajalla 1797]]<br />
<br />
Pelaajat:<br />
<br />
Tero, tero.vyyrylainen@tut.fi '''RUSSIA'''<br><br />
Riku, tappajasorsa@gmail.com '''SPAIN'''<br><br />
Mikko&Sandi '''PRUSSIA'''<br><br />
Lauri, lauri.manninen@tut.fi '''AUSTRIA'''<br><br />
Jannef, janne.forsell@tut.fi '''FRANCE'''<br><br />
Erno, erno.makela@tut.fi '''GREAT BRITAIN'''<br> <br />
Juko, juko.vahatiitto@tut.fi '''TURKEY'''<br><br />
<br><br />
<br><br />
'''VIRALLINEN PELIPÄIVÄ MAANANTAI klo 20->'''<br><br />
<br />
==Empires in arms 1/2009==<br />
<br />
''Peli päättyi keskeytykseen''<br />
<br><br />
* [[EIA:Tapahtuma-logi1_09|Tapahtuma-logi]]<br />
* [[EIA:Pisteet1_09|Pisteet]]<br />
* [[EIA:lahetti1_09|Euroopan julkiset lähetteet]]<br />
<br />
<br />
Pelaajat:<br />
<br />
Tero, tero.vyyrylainen@tut.fi '''RUSSIA'''<br><br />
Riku, tappajasorsa@gmail.com '''SPAIN'''<br><br />
Joni, joni.karvonen.at.tut.fi '''TURKEY'''<br><br />
Lauri, lauri.manninen@tut.fi '''AUSTRIA'''<br><br />
Jannef, janne.forsell@tut.fi '''FRANCE'''<br><br />
Erno, erno.makela@tut.fi '''GREAT BRITAIN'''<br> <br />
Juko, juko.vahatiitto@tut.fi '''PRUSSIA'''<br><br />
<br><br />
<br><br />
'''VIRALLINEN PELIPÄIVÄ ON SIIS MAANANTAI klo 20-'''<br><br />
<br><br />
<br />
==Empires in arms 1/2008==<br />
<br />
Napoleonin kamppis, 1788-1815. Eeppinen superpeli, joka kestää isältä pojalle. (pelattu keväällä 2008)<br />
* [[EIA:Tapahtuma-logi08|Tapahtuma-logi]]<br />
* [[EIA:Pisteet08|Pisteet]]<br />
<br />
==Megakamppis n/2011==<br />
<br />
[[EIA:Megakamppis2011-1|2011 Megakamppis - Voittoisa purkki]]<br />
<br />
==Megakamppis 1/2012==<br />
<br />
Peli keskeytetiin.<br><br />
* [[EIA:Megakamppis2012-1|Tapahtuma-logi]]<br />
<br />
==Megakamppis 2/2012==<br />
<br />
*[[EIA:_Le_Grande_Campaign|Tapahtuma-logi]]<br />
<br />
==Napoleonic Wars 1/2012==<br />
<br />
[[EIA:_Napoleonic_Wars_2012|Tapahtumalogi]]<br />
<br />
==The Revolution Campaign 1/2013==<br />
<br />
[[EIA:_Kellopeli_Nappelsiini|Kellopeli Nappelsiini]]<br />
<br />
==The Revolution Campaign 2/2013==<br />
<br />
[[EIA:_Minor_Wars|Minor Wars]]<br />
<br />
==The Revolution Campaign 3/2013==<br />
<br />
[[EIA:_Suvorov_and_Vodka|Suvorov and Vodka]]<br />
<br />
==Napoleonic Wars 4/2013==<br />
<br />
[[EIA:_Apinapiirakka|Apinapiirakka]]<br />
<br />
==Rise of Nationalism 5/2013==<br />
[[EIA:_Kuollaan_yhdessä!|Kuollaan yhdessä!]]<br />
<br />
==Revolution campaign 8/2013==<br />
[[EIA:Turauskamppis|Revolutionkamppis Turaus]]<br />
<br />
==Revolution campaign 9/2013==<br />
[[EIA:Revolutionkamppis - Jannefinkosto|Jannefin kosto paluu!]]<br />
<br />
==Napoleonic Wars 10/2013==<br />
[[EIA:Napokamppis - Pohjaan_asti|Pohjaan asti]]<br />
<br />
==Invasion of Russia 11/2013==<br />
[[EIA:Invasion of Russia - Pariisiin_asti|Pariisiin asti]]<br />
<br />
==Revolution campaign 12/2013==<br />
[[EiA:Pulipuli sano saari|Pulipuli sano saari]]<br />
<br />
==Revolution campaign 1/2014==<br />
[[EiA:Leipä_uuniin|Leipä uuniin]]<br />
<br />
==Revolution campaign 2/2014==<br />
[[EiA:Unkkikierre|Unkkikierre]]<br />
<br />
==Nationalism campaign 1/2014==<br />
[[EiA:Erno_on_puhunut|Erno on puhunut]]<br />
<br />
==Revolution campaign 3/2014==<br />
[[EiA:Foregone_conclusion|Foregone conclusion]]<br />
<br />
==Nationalism campaign 2/2014==<br />
[[EiA:Farssien_farssi|Farssien farssi]]<br />
<br />
<br />
==Nationalism campaign 3/2014==<br />
[[EiA:Tulinen_rullakebab|Tulinen rullakebab]]<br />
<br />
==Nationalism campaign 4/2014==<br />
<br />
[[EiA:Earl_Grey|Earl Grey]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Once_more_with_Feeling&diff=55689EiA:Once more with Feeling2016-07-20T11:41:23Z<p>AapoAlas: </p>
<hr />
<div>'''1st Excalibur Revolutions Campaign of 2016 – Player nations'''<br />
* France - Tommi<br />
* GB - JanneF<br />
* Rus - Viljami<br />
* Aus - Tapio<br />
* Pru - Erno<br />
* Spa - Riku<br />
* Tur - Aapo<br />
* Swe - Marko<br />
<br />
Rus and Tur choose war!<br />
<br />
==Sessio 1, 11.4. 2016==<br />
<br />
===1. January 1789===<br />
* Trade Surplus -> Prussia<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs GB and Russia<br />
* Prussia DOWs Sweden and France<br />
* Austria DOWs France<br />
* France and Spain DOW GB<br />
<br />
* Austria allies with GB, Russia and Prussia<br />
* Prussia allies with GB and Russia<br />
* GB allies with Russia<br />
* Sweden allies with France, Spain and Turkey<br />
* France allies with Spain and Turkey<br />
* Spain allies with Turkey<br />
<br />
'''Naval Battle of Christiana'''<br />
* GB vs Sweden<br />
* Melee vs Evade<br />
* Mr Default vs Gustav III<br />
* 18 Sol 1T vs 6 Sol<br />
* 0 vs 0<br />
* Sweden evades<br />
<br />
<br />
===2. February 1789===<br />
* "Kaikki olettivat että kaupungit eivät pala" -> Trebizond burns<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
===3. March 1789===<br />
* Talented general -> Spain: Don Buffer 111D<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
Russia 10, GB 8, Prussia 7, Austria 7, Turkey 6, Spain 6, Sweden 5, France 4.<br />
<br />
<br />
===4. April 1789===<br />
* Early pension -> Austria: Kray retires<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Spain DOWS Prussia and Austria<br />
<br />
* Turkey burns Voronezh, Kharkov and Tula<br />
<br />
'''Moscow Mortal Combat'''<br />
* Russia vs Turkey<br />
* Echelon vs Counterattack<br />
* Default vs Hakki<br />
* 1I 6M vs 8fC<br />
* -1M -1,1 vs -1fC -1,1<br />
* -1I break vs -1fC break<br />
<br />
* Turkey burns Moscow<br />
<br />
'''Paris Mortal Combat'''<br />
* Pru&Aus vs. Fra&Spa<br />
* Echelon vs Defend<br />
* Brünswick vs Broglie<br />
* 26pI 3pC 20aI vs 35frI 1frM 4frC 10spI<br />
* -4 pI -4aI -2,4 vs -0,6<br />
* Ott reinf: 8aI 2aG<br />
* Beaulieu reinf: 3aC<br />
* -1pI -2aI -0,2 vs -3frI -1frM -1spI -1,5<br />
* -2pI -2aI -1aC break vs -4frI -1spI -1frC break<br />
* Beaulieu is injured for 5 months<br />
<br />
<br />
===5. May 1789===<br />
* Minor War -> Hungarian Insurrection<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
'''Smolensk terrorist hunt'''<br />
* Russia vs Turkey<br />
* Assault vs Defend<br />
* Default vs Khan<br />
* 4M 1ck vs 3fC<br />
* -1,0 vs -0,2<br />
* Suvorov reinf: 32I 2C<br />
* 0 vs -2fC<br />
<br />
* Khan is captured<br />
<br />
<br />
===6. June 1789===<br />
* Effective bribes -> Hungarian insurrection is bribed<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs Austria<br />
<br />
* GB surrenders conditionally to France, Sweden and Spain<br />
* Spain is denied Remove corps, takes Hannover and Royal marriage<br />
* Sweden is denied Remove corps, takes Extended peace<br />
* France is denied Remove corps, takes Minor reparations<br />
<br />
* Russia surrenders conditionally to Sweden, forbids Remove corps: Corps on loan, Karelia<br />
<br />
Russia 7, Prussia 7, Austria 7, GB 6, Spain 6, France 6, Sweden 6, Turkey 5.<br />
<br />
===7. July 1789===<br />
* no event<br />
* Viva la Revolution! (1)<br />
* no rus (0)<br />
<br />
* Austria surrenders conditionally to France, Spain and Sweden<br />
* France is denied Minor reparations, takes Flanders and Royal marriage<br />
* Spain is denied Minor reparations, takes Extended peace and Trade embargo<br />
* Sweden is denied Minor reparations, takes Remove corps<br />
<br />
* Prussia surrenders conditionally to France, Spain and Sweden<br />
* Sweden is denied Province, takes Saxony and Trade Embargo<br />
* France is denied Trade embargo, takes Extended peace and Remove corps<br />
* Spain is denied Trade embargo, takes Minor reparations and Royal marriage<br />
<br />
* Turkey burns Tzaritsyn<br />
<br />
<br />
===8. August 1789===<br />
* Good harvest -> Prussia<br />
* no rev (1)<br />
* no rus (0)<br />
<br />
* Spain DOWs Tuscany and Romagna<br />
* Austria DOWs Romagna and Turkey<br />
<br />
<br />
===9. September 1789===<br />
* no event<br />
* Viva la Revolution! (2)<br />
* no rus (1)<br />
<br />
* Spain DOWs Romagna<br />
* Sweden DOWs Denmark<br />
<br />
* Austria takes control of Romagna<br />
* GB takes control of Denmark<br />
<br />
Spain 8, France 8, GB 7, Russia 7, Sweden 7, Prussia 5, Austria 5, Turkey 5.<br />
<br />
<br />
===10. October 1789===<br />
* Bad Harvest -> Sweden<br />
* Viva la Revolution! (3)<br />
* Ruso la Vivalution! (1)<br />
<br />
'''Denmark Naval Battle'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Melee<br />
* Gustav III vs Huell<br />
* 10hSol 9pSol 1sSol vs 10 dSol 10gSol<br />
* -0,2 vs -2dSol -1gSol -1,8<br />
* Both maneuvers fail<br />
* -1hSol -1pSol -1,8 vs -1dSol -2gSol -1,4<br />
* Both maneuvers fail<br />
* -1hSol -1,0 vs -2dSol -1gSol break<br />
<br />
'''Hamburg Blockade Combat'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Line<br />
* Gustav III vs Huell<br />
* 8hSol 9pSol 3sSol vs 5 dSol 13gSol<br />
* 0 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1dSol -1gSol -1,4<br />
<br />
* Spain conquers Romagna<br />
<br />
<br />
===11. November 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* no rev (3)<br />
* no rus (1)<br />
<br />
<br />
===12. December 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* Viva la Revolution! (4)<br />
* no rus (1)<br />
<br />
* Spain DOWs Tuscany<br />
<br />
* Austria takes control of Tuscany<br />
<br />
'''Christiana Blockade Combat'''<br />
* Sweden vs Denmark<br />
* Lozenge vs Lozenge<br />
* Gustav III vs Huell<br />
* 6sSol vs 10dSol<br />
* 0 vs -0,6<br />
* Hulle maneuver succesful<br />
* -1sSol -1,8 vs 0<br />
* Gustav maneuver succesful<br />
* 0 vs -1dSol -1,8<br />
<br />
'''Ukraine Mortal Combat'''<br />
* Turkey vs Russia<br />
* Echelon vs Counterattack<br />
* Husrev vs Suvorov<br />
* 9fI 10fC vs 30I 2M 2C<br />
* -2fI -0,5 vs -1M -1.5<br />
* -4fI -1fC break vs -2I -1C break<br />
<br />
Spain 8, Russia 7, Sweden 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===13. January 1790===<br />
* no event<br />
* no rev (4)<br />
* no rus (1)<br />
<br />
* Prussia DOWs Turkey<br />
<br />
'''Malmö Port Raid'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 10dSol 10gSol vs 5sSol 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -0,2<br />
* -1dSol -0,4 vs -2Hulk -1,8<br />
* -1gSol -0,7 vs -2Hulk -1sSol break<br />
* -1Hulk -1sSol<br />
* Artillery: -2dSol -1gSol<br />
<br />
'''Malmö Blockade Combat'''<br />
* GB vs Sweden<br />
* Line vs Line<br />
* Huell vs Gustav<br />
* 6dSol 7gSol vs 10 hSol 9pSol 2sSol<br />
* 0 vs -1hSol -0,2<br />
* Maneuver both succesful<br />
* -1gSol -0,2 vs -1hSol -1,5<br />
* Huell maneuver succesful<br />
* 0 vs -1pSol -0,6<br />
<br />
* Spain conquers Tuscany<br />
<br />
<br />
===14. February 1790===<br />
* "From the heights of these pyramids..." -> Turkey gains 5$<br />
* no rev (4)<br />
* Ruso la Vivalution (2)<br />
<br />
<br />
'''Malmö port raid rnd 2'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 6dSol 6gSol vs 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -1,0<br />
* -1dSol -0,6 vs -1Hulk -1,4<br />
* -1gSol -0,7 vs -1Hulk break<br />
* -1Hulk<br />
* Artillery: -2dSol -1gSol break<br />
<br />
<br />
'''Malmö Blockade Combat rnd 2'''<br />
* Sweden vs GB<br />
* Doubling vs Line<br />
* Gustav vs Huell<br />
* 8pSol 8hSol 3sSol vs 10 2dSol 3gSol<br />
* -0,2 vs 0<br />
* Maneuver Gustav succesful<br />
* -0,8 vs -1dSol -1gSol -1,4<br />
* Maneuver both succesful<br />
* 0 vs -1dSol -1gSol -1,4<br />
<br />
<br />
===15. March 1790===<br />
* Low on horsepower -> Spain<br />
* no rev (4)<br />
* Ruso la Vivalution! (3)<br />
<br />
'''Nicopolis Mortal Combat'''<br />
* Turkey vs. Prussia<br />
* Assault vs Withdraw<br />
* Grand Vizier vs Mollendorf<br />
* 18fI 4fC 5oI vs 9pI<br />
* 0 vs -5pI -2,8<br />
* 0 vs -2pI break<br />
* Pursuit: -2pI<br />
* Mollendorf is captured<br />
<br />
<br />
'''Nicopolis Mortal Combat rnd 2'''<br />
* Pru&Aus vs. Turkey<br />
* Assault vs Escalated Counterattack<br />
* Beaulieu vs Grand Vizier<br />
* 8aI 2aM 2aC 14pI 2pC vs 18fI 4fC 5oI<br />
* -2aM -0,2 vs -2fI -1oI -1,0<br />
* Ott reinf: 10aI 3aM<br />
* Saxe-Coburg reinf: 2aG<br />
* -1aM -0,5 vs -4fI -1oI -1fC break<br />
* Pursuit: -2fC<br />
<br />
* Sweden conquers Norway<br />
<br />
Spain 8, Sweden 8, Russia 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===16. April 1790===<br />
* Mutiny -> France<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Crimea returns to Russian control<br />
<br />
* Suvorov burns Odessa<br />
<br />
'''Nicopolis Mortal Combat rnd 3'''<br />
* Turkey vs Pru&Aus<br />
* Assault vs Defend<br />
* Grand Vizier vs Saxe-Coburg<br />
* 30fI 6fC 4oI 4Ca vs 18aI 2aC 14pI 2pC<br />
* -2fI -0,4 vs -2aI -2pI -1,1<br />
* Mehmed Ali reinf: 1fC 4oI 2Ca<br />
* Ott reinf: 2aM 2aG<br />
* -2fI -0,7 vs -3aI -2pI -1,7<br />
* -3fI -1oI -1fC break vs -1aI -1pI -1aC break<br />
<br />
* Sweden conquers Denmark<br />
<br />
<br />
===17. May 1790===<br />
* Nobles rearrange government funds -> Russia<br />
* no rev (4)<br />
* Ruso la Vivalution! (4)<br />
<br />
* GB DOWs Turkey<br />
<br />
<br />
'''Tunisia Mortal Combat'''<br />
* GB vs Turkey<br />
* Probe vs Counterattack<br />
* York vs Krushid<br />
* 10gI vs 4oI<br />
* -1,0 vs -1oI -0,4<br />
* -0,3 vs -1oI -1,3<br />
* -1,4 vs -1oI break<br />
<br />
<br />
'''Astrakhan Mortal Combat'''<br />
* Russia vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Potemkin vs Default<br />
* 1M vs 1fI<br />
* -0,2 vs -1,0<br />
* break vs -1,4<br />
<br />
<br />
'''Ruschuk Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Grand Vizier<br />
* 28rI 4rM 1rC 9pI 2pC 1aC vs 24fI 6fC 7oI 6Ca<br />
* -4rM -1,5 vs -0,5<br />
* Beaulieu reinf: 10aI<br />
* -3rI -1aI -0,7 vs -7fI -2oI -1Ca break<br />
* Ott reinf: 2aG 2aI 7aM<br />
* Pursuit: -1fC<br />
<br />
===18. June 1790===<br />
* Royal party -> Turkey<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Spain breaks alliance with Turkey<br />
<br />
* Krushid is killed by redcoats in Tunis<br />
<br />
'''Rumelia Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Probe vs Outflank<br />
* Suvorov vs Mehmed Ali<br />
* 22rI 1rC 9pI 2pC 9aI vs Pinning: 17fI 4Ca Flanking: 5fC<br />
* -1rI -0,8 vs -0,2<br />
* Outflank fails<br />
* 0 vs -2fI -0,6<br />
* Outflank fails<br />
* -0,2 vs -3fI -1Ca break<br />
* Ott reinf: 2aI 7aM 2aG 1aC<br />
<br />
* GB conquers Tunisia<br />
<br />
Russia 9, Prussia 8, Sweden 8, Austria 8, GB 7, France 7, Spain 7, Turkey 3.<br />
<br />
===19. July 1790===<br />
* no event<br />
* Viva la Revolution! (5)<br />
* Ruso la Vivalution! (5)<br />
<br />
'''Adrianople Mortal Combat'''<br />
* Rus&Aus%Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Mehmed Ali<br />
* 21rI 1rC 9pI 2pC 10aI vs 10fI 5fC 4Ca<br />
* -1rI -0,5 vs -0,5<br />
* Beaulie reinf: 1aI 9aM<br />
* -1rI -1pI -1aI -2,4 vs -4fI -1,8<br />
* 0 vs -1fI -1fC break<br />
* Ott reinf: 2aG 1aC 3ck<br />
* Ali Pasha reinf: 3alI<br />
* Pursuit: -1fC -1Ca<br />
<br />
===20. August 1790===<br />
* Casus belli -> Spain<br />
* no rev (5)<br />
* no rus (5)<br />
<br />
* Spain DOWs Turkey<br />
<br />
* Ottoman Empire is dissolved by political fiasco in Turkey<br />
<br />
<br />
===21. September 1790===<br />
* Bad harvest -> GB<br />
* no rev (5)<br />
* Ruso la Vivalution! (6)<br />
<br />
* Abdurrahman is captured by Austria<br />
<br />
* Suvorov burns Constantinople<br />
<br />
Russia 9, Prussia 9, Austria 8, France 7, Sweden 7, GB 7, Spain 6, Turkey 3.<br />
<br />
* Turkey cannot collect manpower, surrenders unconditionally<br />
<br />
* Russia takes Extended Peace, Military access<br />
* Austria takes Serbia, Bulgaria, Rumelia and Sphere of Influence<br />
* Prussia takes Royal marriage and Deny co-operation<br />
* GB takes Remove fleets<br />
* Spain takes Major reparations<br />
<br />
<br />
===22. October 1790===<br />
* Talented general -> Turkey: El Daem 323D<br />
* no rev (5)<br />
* no rus (6)<br />
<br />
* GB breaks alliance with Prussia, Austria and Russia<br />
<br />
<br />
===23. November 1790===<br />
* Good harvest -> Russia<br />
* no rev (5)<br />
* Ruso la Vivalution! (7)<br />
<br />
<br />
===24. December 1790===<br />
* Good harvest -> Prussia<br />
* no rev (5)<br />
* no rus (7)<br />
<br />
* Austria, Prussia and Russia DOW GB<br />
<br />
Prussia 11, Russia 10, Austria 9, Sweden 8, SPain 7, France 7, GB 7, Turkey 0.<br />
<br />
* Sweden cedes Saxony to Prussia<br />
<br />
<br />
===25. January 1791===<br />
* Lady Hamilton -> Prussia<br />
* no rev (5)<br />
* Ruso la Vivalution! (8)<br />
<br />
<br />
===26. February 1791===<br />
* Famine -> Sweden and Palestine<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
<br />
===27. March 1791===<br />
* "Saksalainen heteromies on ahtaalla"<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
* Spain, France and Sweden DOW GB<br />
<br />
* GB surrenders unconditionally to Prussia, Russia and Austria, and conditionally to Spain, Sweden and France<br />
<br />
* Austria takes Trade money, Military access and Sphere of Influence<br />
* Prussia takes Corps on Loan and Extended Peace<br />
* Russia takes Major reparations and Deny co-operation<br />
* Spain is denied Extended Peace, takes Tunisia<br />
* France is denied Extended Peace, takes Royal marriage<br />
* Sweden is denied Extended Peace<br />
<br />
* Gibraltar becomes neutral<br />
<br />
Prussia 14, Russia 11, Austria 11, Sweden 8, France 7, Spain 7, GB 5, Turkey 1.<br />
<br />
<br />
===28. April 1791===<br />
* Bad Harvest -> Austria<br />
* no rev (5)<br />
* Ruso la Vivalution! (9)<br />
<br />
* France DOWs Austria<br />
<br />
* Austria calls for allies, Russia DOWs France in response<br />
<br />
<br />
===29. May 1791===<br />
* no event<br />
* no rev (5)<br />
* Ruso la Vivalution! (10)<br />
<br />
* Spain DOWs Morocco, Turkey takes control<br />
<br />
<br />
===30. June 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
'''Morocco Mortal Combat'''<br />
* Spain vs Turkey<br />
* Echelon vs Counterattack<br />
* La Romana vs Sliman<br />
* 15I 10M vs 3oI 3Ca<br />
* -1M -1,1 vs -1oI -1,5<br />
* -1M -0,7 vs -1Ca break<br />
<br />
Prussia 11, Austria 10, Russia 9, Sweden 8, Spain 6, France 5, GB 5, Turkey 1.<br />
<br />
<br />
===31. July 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
<br />
===32. August 1791===<br />
* no event<br />
* Viva la Revolution! (6)<br />
* Ruso la Vivalution! (11)<br />
<br />
* Spain conquers Morocco<br />
<br />
<br />
===33. September 1791===<br />
* Minor War: Persian Invasion -> Turkey, Russia controls<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* GB ends the Trade War with America<br />
<br />
Prussia 10, Russia 9, Austria 9, Sweden 8, Spain 7, France 5, GB 4, Turkey 2.<br />
<br />
<br />
===34. October 1791===<br />
* Effective bribes: Turkey pays off the Persian Invasion<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Spain DOWs Algeria, Turkey takes control<br />
<br />
<br />
===35. November 1791===<br />
* Jihad!<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===36. December 1791===<br />
* Famine -> Austria and Flanders<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey DOWs Austria<br />
<br />
* Turkey conquers Syria as a free-state<br />
<br />
Prussia 9, Austria 8, Sweden 7, Russia 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===37. January 1792===<br />
* Minor War: Confederation of the Rhine -> Prussia, Spain takes control<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
''' Kassel Mortal Combat '''<br />
* Prussia vs Rhine<br />
* Probe vs Defend<br />
* Mollendorf vs Default<br />
* 12I 1C vs 5I<br />
* 0 vs -1I -0,8<br />
* 0 vs -1I -1,1<br />
* -0,4 vs -1I -0,8<br />
<br />
''' Nuremburg Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Probe vs Cordon<br />
* Wilhelm II vs Wrede<br />
* 12I 1C vs 9I<br />
* -0,2 vs -1I -0,6<br />
* -1I -1,1 vs -2I break<br />
* Pursuit: -3I<br />
<br />
''' Baden Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Echelon vs Escalated Counterattack<br />
* Hohenloche vs Default<br />
* 10gI vs 5I<br />
* -1gI -1,1 vs -1I -0,7<br />
* -1gI -1,4 vs -1I break<br />
<br />
* Spain conquers Algeria<br />
<br />
<br />
===38. February 1792===<br />
* Sudden Sickness -> Desaix is sick for 5 months<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey conquers Rumelia<br />
<br />
<br />
===39. March 1792===<br />
* Bad Harvest -> Austria<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
Prussia 9, Austria 7, Russia 7, Sweden 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===40. April 1792===<br />
* USA sells ships: First frigate sold to GB for 41, second frigate sold to GB for 51<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===41. May 1792===<br />
* "Kaikki olettivat, että kaupungit eivät pala" -> Amsterdam is burned<br />
* Viva la Revolution! (7)<br />
* no rus (11)<br />
<br />
* Turkey conquers Bulgaria<br />
<br />
* Confederation of the Rhine surrenders<br />
<br />
<br />
===42. June 1792===<br />
* Grand Royal Party -> Russia<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
Prussia 9, Russia 7, Spain 7, Sweden 7, Austria 7, France 6, GB 5, Turkey 5.<br />
<br />
<br />
===43. July 1792===<br />
* "The best way to keep ones word..." -> GB gains 1 PP<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
* Austria allies with GB<br />
<br />
<br />
===44. August 1792===<br />
* Casus belli -> Russia<br />
* no rev (7)<br />
* Ruso la Vivalution! (12)<br />
<br />
* Russia DOWs Turkey<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Aus&Rus vs Turkey<br />
* Echelon vs Cordon<br />
* Potemkin vs Ali Pasha<br />
* 6rI 6rM 8aM 4aG 1aC 1ck vs 12fI<br />
* -1aM -0,4 vs -1fI 0,5<br />
* -1aM -1,0 vs -4fI break<br />
* Pursuit: -3fI<br />
<br />
* Potemkin is injured for 2 months<br />
<br />
<br />
===45. September 1792===<br />
* no event<br />
* Viva la Revolution! (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 8, France 7, Spain 7, Sweden 7, GB 6, Russia 6, Turkey 5.<br />
<br />
<br />
===46. October 1792===<br />
* "Kaikki olettivat, että laivat eivät uppoa" -> Sweden<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===47. November 1792===<br />
* Emancipation -> France<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===48. December 1792===<br />
* Bad Harvest -> Russia<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 7, France 7, Sweden 7, Spain 7, Russia 7, GB 7, Turkey 6<br />
<br />
<br />
===49. January 1793===<br />
* Voltaire -> Russia<br />
* no rev (8)<br />
* Ruso la Vivalution! (13)<br />
<br />
* GB, Spain and Prussia DOW Turkey<br />
<br />
* GB allies with Prussia and Russia<br />
<br />
<br />
===50. February 1793===<br />
* no event<br />
* no rev (8)<br />
* Ruso la Vivalution! (14)<br />
<br />
<br />
===51. March 1793===<br />
* Plague -> Illyria<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Rus&Aus<br />
* Assault vs Defend<br />
* Khan vs Suvorov<br />
* 17fI 15fC vs 11rM 6rI 1aM 4aG 1aC<br />
* -2fI -0,7 vs -2rM -0,2<br />
* Ali Pasha reinf: 2fI<br />
* -2fI -1fC break vs -3rM -0,8<br />
* Pursuit: -1fC<br />
<br />
<br />
'''Serbian woodland Pursuit'''<br />
* Rus&Aus vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Suvorov vs Khan<br />
* 6rM 6rI 10aM 4aG 1aC 1ck vs 15fI 13fC<br />
* -2aM -1rM -1,5 vs -2fI -0,2<br />
* Ott Guard commit: -2aG<br />
* -4rI -1ck break vs -2fI -1,6<br />
* Pursuit: -1aC -1aG -2rI -5rM -1aM<br />
<br />
Russia 8, Austria 8, France 7, GB 7, Sweden 7, Turkey 7, Prussia 7, Spain 6.<br />
<br />
<br />
===52. April 1793===<br />
* American trade blockade<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Austria<br />
* Assault vs Defend<br />
* Khan vs Default<br />
* 9fI 13fC vs 5aM 1aG<br />
* -1fI vs -3aM -1,9<br />
* break vs -1aG -0,2<br />
<br />
<br />
===53. May 1793===<br />
* no event<br />
* Viva la Revolution! (9)<br />
* Ruso la Vivalution! (15)<br />
<br />
<br />
===54. June 1793===<br />
* Famine -> Georgia and New Castile<br />
* no rev (9)<br />
* no rus (15)<br />
<br />
Austria 8, Russia 8, Prussia 7, Sweden 7, France 7, GB 7, Spain 6, Turkey 6.<br />
<br />
<br />
===55. July 1793===<br />
* Jihad<br />
* Viva la Revolution! (10)<br />
* Ruso la Vivalution! (16)<br />
<br />
<br />
===56. August 1793===<br />
* Revolt -> Romagna revolts<br />
* no rev (10)<br />
* Ruso la Vivalution! (17)<br />
<br />
* France DOWs Baden, Prussia takes control<br />
<br />
* Russia conquers Constantinople<br />
<br />
<br />
===57. September 1793===<br />
* "England is the nation of shopkeepers"<br />
* no rev (10)<br />
* no rus (17)<br />
<br />
* Prussia, Austria and Russia DOW France<br />
<br />
<br />
'''Kleves Mortal Combat'''<br />
* Rus&Aus&Pru vs France<br />
* Probe vs Escalated Counterattack<br />
* Suvorov vs Hocke<br />
* 10aI 14pI 2pM 2pC 12rI 5rC 5rG vs 46I 5M 8C<br />
* -2aI -3pI -1pM -3rI -1,6 vs -3M -0,5<br />
* Potemkin reinf: 11rI 11rM 24pI 2pC<br />
* Moreau reinf: 34I 5C<br />
* Buxhovden guard commit: no losses<br />
* -1aI -4rI -7pI -1rC break vs -5I -1,6<br />
* Beaulieua reinf: 12pI 1pC 6aI 4aM<br />
* Pursuit: -2rC -2pC<br />
* Beaulieu is injured for 4 months<br />
<br />
France 8, GB 7, Spain 7, Sweden 7, Prussia 6, Austria 6, Russia 6, Turkey 6.<br />
<br />
<br />
===58. October 1793===<br />
* no event<br />
* no rev (10)<br />
* Ruso la Vivalution! (18)<br />
<br />
'''Anatolia Mortal Combat'''<br />
* Turkey vs Russia<br />
* Assault vs Defend<br />
* Abdurrahman vs Default<br />
* 5fI 8fC vs 5M<br />
* -0,2 vs -1M -0,8<br />
* -1fC break vs -1M -0,8<br />
<br />
<br />
===59. November 1793===<br />
* Famine -> Livonia<br />
* no rev (10)<br />
* no rus (18)<br />
<br />
* Spain DOWs Romagna, Austria takes control<br />
<br />
'''Cologne Mortal Combat'''<br />
* Rus&Aus&Pru vs France<br />
* Escalated Assault vs Withdraw<br />
* Suvorov vs Moreau<br />
* 5rG 12rI 2rC 14pI 2pC 10aI 3aC vs 24I 5C<br />
* 0 vs -5I -1,1<br />
* -1pI -0,5 vs -9I -1C<br />
* Pursuit: -4C<br />
<br />
<br />
===60. December 1793===<br />
* Plague -> Hannover<br />
* Viva la Revolution! (11)<br />
* no rus (18)<br />
<br />
* Turkey burns Odessa<br />
<br />
'''Macedonia Mortal Combat'''<br />
* Aus&Rus vs Turkey<br />
* Echelon vs Cordon<br />
* Default vs Abdurrahman<br />
* 6aM 1ck vs 5fC<br />
* -1aM -1,1 vs -1fC -0,2<br />
* -1ck break vs -0,5<br />
* Pursuit: -5aM<br />
<br />
* Spain conquers Romagna<br />
<br />
Russia 8, France 7, Sweden 7, Spain 7, Prussia 7, Austria 7, GB 7, Turkey 5.<br />
<br />
<br />
===61. January 1794===<br />
* no event<br />
* no rev (11)<br />
* no rus (18)<br />
<br />
<br />
===62. February 1794===<br />
* no event<br />
* no rev (11)<br />
* no rus (18)<br />
<br />
<br />
===63. March 1794===<br />
* Bad Harvest -> France<br />
* no rev (11)<br />
* Ruso la Vivalution! (19)<br />
<br />
Russia 7, Spain 7, France 7, Sweden 7, GB 7, Prussia 7, Austria 7, Turkey 6.<br />
<br />
<br />
===64. April 1794===<br />
* Pope Excommunicates Napoleon<br />
* no rev (11)<br />
* no rus (19)<br />
<br />
* GB DOWs Sweden<br />
<br />
* Austria breaks alliance with Sweden<br />
<br />
<br />
===65. May 1794===<br />
* Pope condemns aggresion<br />
* Viva la Revolution! (12)<br />
* no rus (19)<br />
<br />
* France DOWs Prussia<br />
* Austria and Russia DOW France<br />
<br />
* Turkey surrenders conditionally<br />
<br />
* Austria takes Royal Marriage<br />
* Russia takes Minor Reparations<br />
* GB takes Deny British Trade and Syria<br />
* Spain takes Extended Peace<br />
* Prussia takes Corps on Loan<br />
<br />
* Turkey and Austria agree to a 2 month cessation of hostilities<br />
* GB allies with Turkey<br />
<br />
<br />
'''Cologne Mortal Combat'''<br />
* France vs Pru&Aus%Rus<br />
* Echelon vs Escalated Counterattack<br />
* Hocke vs Brünswick<br />
* 45I 3M 8C vs 24pI 1pC 4rI 6rM 3aI 7aM<br />
* -3M -1I -1,1 vs -5pI -1rI -2,4<br />
* Moreau reinf: 16I 2M 1C<br />
* -2I -0,2 vs -9pI -2aI -2rI -1pC<br />
* Pursuit: -10pI -1aI -7aM -1rI -6rM<br />
<br />
<br />
===66. June 1794===<br />
* "England is a nation of shopkeepers"<br />
* no rev (12)<br />
* no rus (19)<br />
<br />
* France conquers Kleves<br />
<br />
Spain 8, GB 7, Prussia 7, Sweden 7, France 6, Russia 6, Austria 6, Turkey 4.<br />
<br />
<br />
===67. July 1794===<br />
* Pope condemns aggression<br />
* no rev (12)<br />
* no rus (19)<br />
<br />
* France conquers Palatinate<br />
<br />
<br />
===68. August 1794===<br />
* Cowards leave the army <br />
* Vivala Revolution! (13)<br />
* no rus (19)<br />
<br />
* France conquers Baden<br />
<br />
<br />
===69. September 1794===<br />
* Bad weather at Elba -> Kray returns<br />
* Viva la Revolution! (14)<br />
* no rus (19)<br />
<br />
Spain 8, France 8, GB 7, Russia 7, Sweden 7, Prussia 6, Austria 6, Turkey 5<br />
<br />
<br />
===70. October 1794===<br />
* Trade Surplus -> Turkey<br />
* no rev (14)<br />
* no rus (19)<br />
<br />
<br />
===71. November 1794===<br />
* "Investors have very short memory"<br />
* Viva la Revolution! (15)<br />
* Ruso la Vivalution! (20)<br />
<br />
* France allies with Sweden, Spain and Turkey<br />
<br />
<br />
===72. December 1794===<br />
* Famine -> Hesse, Silesia, Murcia<br />
* Viva la Revolution! (16)<br />
* no rus (20)<br />
<br />
* Prussia, Austria and Russia DOW Poland<br />
<br />
* Hannover is declared a free-state<br />
<br />
'''Posen Mortal Combat'''<br />
* Poland vs Pru&Aus%Rus<br />
* Escalated Assault vs Defend<br />
* Kossuvissy vs Suvarov<br />
* 27I 12C vs 14pI 2pC 12rI 2rC 5rG 2csk 10aI 3aC<br />
* -5I -0.6 vs 0<br />
* -9I -1C break vs 0<br />
* Pursuit: -8C<br />
<br />
Spain 8, GB 7, France 7, Russia 7, Sweden 7, Prussia 6, Austria 6, Turkey 5.<br />
<br />
<br />
===73. January 1795===<br />
* no event <br />
* Viva la Revolution! (17)<br />
* no rus (20)<br />
<br />
* France DOWs Austria<br />
<br />
* GB DOWs Poland<br />
<br />
<br />
'''Warsaw Mortal Combat'''<br />
* Pru&Aus%Rus vs Poland<br />
* Outflank vs Cordon<br />
* Suvarov vs Kossuvissy<br />
* 14pI 2pC 12rI 2rC 5rG 1csk 10aI vs 12I 3C <br />
* -1pI -1rI -1.8 vs -2I -0,8<br />
* -1pI -1,3 vs -7I -1,9<br />
* Mollendorf reinf: 9pI 1pC 5gI 3aC<br />
* Buxhovden Guard commit<br />
* 0 break vs -2I -1C break<br />
<br />
===74. February 1795===<br />
* Bandits<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
* France DOWs Switzerland, Austrian control<br />
<br />
<br />
===75. March 1795===<br />
* Nobles rearrange government funds -> France<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
Spain 8, Austria 7, Prussia 7, Russia 7, Sweden 7, GB 6, France 6, Turkey 6.<br />
<br />
<br />
===76. April 1795===<br />
* Low on horsepower -> GB<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
* Turkey DOWs Palestine, Russian control<br />
<br />
<br />
===77. May 1795===<br />
* Trade Surplus -> Austria<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
* Poland surrenders<br />
<br />
* Russia takes Podolia and Lithuania<br />
* Prussia takes Masovia and Posen<br />
* Austria takes West Galicia and East Galicia<br />
* GB takes Polesia<br />
<br />
'''Lombardy Countryside Brawl'''<br />
* France vs Aus&Naples<br />
* Echelon vs Defend<br />
* Desaix vs Bouille<br />
* 10I, 1M, 3C vs 6nI 2aM<br />
* -1M, -0.2 vs -1nI break<br />
* Pursuit: -5nI 2aM<br />
* Bouille is executed by French mobsters<br />
<br />
<br />
===78. June 1795===<br />
* no event<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
* Turkey conquers Palestine<br />
* France conquers Switzerland<br />
<br />
Russia 8, Austria 8, Spain 8, Prussia 8, Sweden 7, GB 7, France 6, Turkey 6.<br />
<br />
<br />
===79. July 1795===<br />
* Diplomatic Victory -> Austria: Hannover becomes Austria's free-state<br />
* no rev (17)<br />
* no rus (20)<br />
<br />
* Turkey DOWs Egypt, Russian control<br />
<br />
<br />
===80. August 1795===<br />
* Trade Surplus -> Spain<br />
* no rev (17)<br />
* Ruso la Vivalution! (21)<br />
<br />
'''Hamburg Mortal Combat'''<br />
* GB vs Sweden<br />
* Probe vs Counterattack<br />
* York vs Döbeln<br />
* 5I vs 8I 2M<br />
* -1I 1,0 vs 0<br />
* -1I -0,6 vs -1,8<br />
* -2I 2,3 vs -0,7<br />
<br />
* Pursuing Swedish troops capture York<br />
<br />
* France conquers Lombardy<br />
<br />
<br />
===81. September 1795===<br />
* no event<br />
* no rev (17)<br />
* no rus (21)<br />
<br />
* Turkey conquers Egypt<br />
<br />
Spain 8, Russia 7, GB 7, Sweden 7, Austria 7, Prussia 7, France 6, Turkey 6.</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Corps_flavour&diff=55678EiA:Corps flavour2016-07-19T12:27:20Z<p>AapoAlas: /* Egypt */</p>
<hr />
<div>This page is for flavour texts of different army corps, the flavour having been collected from our games. These are not historical, but kind of are.<br />
<br />
==Austria==<br />
<br />
==France==<br />
<br />
==Great Britain==<br />
'''Royal Northern Expedition'''<br />
*In July 1854, after two hard-fought battles in Sveaborg, British '''1st and 2nd Infantry Corps''' had twice broken the ranks of their Russian opposition. Having suffered massive casualties, British general Sir William Williams ordered his remaining troops to withdraw from the field of battle towards Finnish centre of government: Åbo. Night came and panic started to rise in the camps. Successful retreat did little for them, as a huge Russian irregular militia was in pursuit. In the morning patrol saw approaching cossack carrying a white flag. Having spent the night with his troops, Williams had already signed a formal plea of mercy. ''To his surprise, cossack brought news of Lord Cardigan's light brigade, who had successfully stormed the Sevastopol fortress and burned Russian fleet in Black Sea...''<br />
<br />
==Prussia==<br />
<br />
==Russia==<br />
<br />
==Spain==<br />
<br />
==Turkey==<br />
'''Bulgarian feodal corps''':<br />
*In March 1789 the corps took part in the bloody battle of Poltava and single-handedly stood against the Imperial Russian army, wounding General Suvorov and taking heavy losses that were found to be but flesh wounds a month later. The corps was thus back on the march in April, ready to fight against the Russians.<br />
<br />
==Sweden==<br />
<br />
==Sardinia==<br />
<br />
==Other player countries and minors==<br />
<br />
===Greece===<br />
<br />
===Kingdom of Two Sicilies===<br />
<br />
===Egypt===<br />
<br />
In late 1895 the Egyptian army was called up to fight against Turkish attackers coming from their recently conquered Palestine. One screen corps stood at the border while the main force was deployed as a guerrilla cell into the tip of the Sinai Peninsula. This Isis guerrilla cell bravely fought against the Turkish invaders, attacking their supply chain in Palestine only to discover that food in the Sinai Desert was insufficient to feed an army. No men arrived to attack the feudal corps standing guard at the supply depot.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Corps_flavour&diff=55677EiA:Corps flavour2016-07-19T12:26:49Z<p>AapoAlas: /* Some Minor Country Here */</p>
<hr />
<div>This page is for flavour texts of different army corps, the flavour having been collected from our games. These are not historical, but kind of are.<br />
<br />
==Austria==<br />
<br />
==France==<br />
<br />
==Great Britain==<br />
'''Royal Northern Expedition'''<br />
*In July 1854, after two hard-fought battles in Sveaborg, British '''1st and 2nd Infantry Corps''' had twice broken the ranks of their Russian opposition. Having suffered massive casualties, British general Sir William Williams ordered his remaining troops to withdraw from the field of battle towards Finnish centre of government: Åbo. Night came and panic started to rise in the camps. Successful retreat did little for them, as a huge Russian irregular militia was in pursuit. In the morning patrol saw approaching cossack carrying a white flag. Having spent the night with his troops, Williams had already signed a formal plea of mercy. ''To his surprise, cossack brought news of Lord Cardigan's light brigade, who had successfully stormed the Sevastopol fortress and burned Russian fleet in Black Sea...''<br />
<br />
==Prussia==<br />
<br />
==Russia==<br />
<br />
==Spain==<br />
<br />
==Turkey==<br />
'''Bulgarian feodal corps''':<br />
*In March 1789 the corps took part in the bloody battle of Poltava and single-handedly stood against the Imperial Russian army, wounding General Suvorov and taking heavy losses that were found to be but flesh wounds a month later. The corps was thus back on the march in April, ready to fight against the Russians.<br />
<br />
==Sweden==<br />
<br />
==Sardinia==<br />
<br />
==Other player countries and minors==<br />
<br />
===Greece===<br />
<br />
===Kingdom of Two Sicilies===<br />
<br />
===Egypt===<br />
<br />
In late 1895 the Egyptian army was called up to fight against Turkish attackers coming from their recently conquered Palestine. One corps stood at the border while another was deployed as a guerrilla cell into the tip of the Sinai Peninsula. This Isis guerrilla cell bravely fought against the Turkish invaders, attacking their supply chain in Palestine only to discover that food in the Sinai Desert was insufficient to feed an army. No men arrived to attack the feudal corps standing guard at the supply depot.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55537Empires in Arms2016-07-06T19:23:55Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Kerhon muutto:'''<br />
*Tietotaloon ei muuteta, tämä on varmaa. Tilapalveluiden Ilpolla on kuulemma joku parempi tila tiedossa (toisen käden tietoa). Juhannuksen jälkeen pitäisi tulla enemmän infoa. Please advise.<br />
<br />
'''Aapo poissaolo:'''<br />
*Olen poissa 25.7. alkaen neljä viikkoa, mutta Sandi on lupautunut proxyttamaan minua tuon ajan, lukuunottamatta 1.8., jolloin hänkään ei luultavasti pääse. Ruotsi proxytkoon tai joku, jota nappaa.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:House_rules&diff=55485EIA:House rules2016-07-04T16:41:58Z<p>AapoAlas: /* Land */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
From standard rules we use:<br />
* All optional rules, except militia conversion.<br />
* Advanced naval rules, no new crossing arrows.<br />
<br />
Additionally following house rules apply...<br />
<br />
==House rules==<br />
<br />
<br />
=== General ===<br />
<br />
==== Rule issues ====<br />
When the rules are unclear, we vote.<br />
<br />
==== Diplomacy ====<br />
Diplomacy can be conducted at any phase during the game.<br />
<br />
==== Bids ====<br />
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.<br />
<br />
==== Enforced peace ====<br />
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.<br />
* If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.<br />
<br />
==== Winning ====<br />
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together<br />
<br />
<br />
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:<br />
* Remove all units from the board<br />
* For each players country count in the total manpower from their home provinces and their conquered minors<br />
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!<br />
* Add the total value of manpower to player's victory points<br />
* All those players who reach their victory point goal are declared victors<br />
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.<br />
<br />
<br />
==== Uncontrolled Major Powers (14.3) ====<br />
<br />
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.<br />
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.<br />
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.<br />
<br />
<br />
==== Corrections to the errated standard rules ====<br />
<br />
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city <br />
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.<br />
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. <br />
<br />
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.<br />
<br />
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland. <br />
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. <br />
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.<br />
<br />
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.<br />
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)<br />
<br />
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.<br />
<br />
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).<br />
<br />
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.<br />
<br />
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.<br />
<br />
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''': If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).<br />
<br />
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.<br />
<br />
* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.<br />
** This applies to forces attacking over a crossing-arrow also.<br />
<br />
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace<br />
** Free states may not be ceded.<br />
<br />
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.<br />
<br />
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:<br />
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).<br />
<br />
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. <br />
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.<br />
<br />
* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.<br />
<br />
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.<br />
<br />
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.<br />
<br />
===Naval===<br />
<br />
* Crossing arrows: Crossing arrows from advanced naval rules are not used.<br />
* Transporting fleets have a –1 to all combat rolls.<br />
* Naval combat die roll modifier maximum is +/-2.<br />
<br />
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.<br />
** Fleets moving in the Flee Step may not transport troops.<br />
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.<br />
<br />
* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.<br />
<br />
* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.<br />
<br />
* Ship building locations are not declared, but deployment location, if placed into a harbour, is.<br />
<br />
* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)<br />
<br />
* Fleet strengths are secret, like corps strengths.<br />
<br />
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.<br />
<br />
<br />
====Naval morale====<br />
<br />
* Holland 3,5<br />
* Austria, Prussia, Turkey 2,0<br />
* Others 3,0<br />
<br />
* +0,5 Dominant Britain/Spain<br />
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.<br />
* +1,0 Turkish fleets in Mediterranean/Black sea<br />
* +0,5 Swedish/Danish ships in the Baltic<br />
* +0,5 Austrian/Venetian ships in the Adriatic<br />
<br />
<br />
====Maintaining a Blockade====<br />
<br />
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. <br />
<br />
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.<br />
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice <br />
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone<br />
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.<br />
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.<br />
<br />
Roll modifiers:<br />
* British Fleets receive a “+1” modifier to maintaining a blockade roll.<br />
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.<br />
* The above modifiers are cumulative.<br />
<br />
====Port raids====<br />
<br />
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.<br />
<br />
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.<br />
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.<br />
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets<br />
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.<br />
<br />
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:<br />
::6.7.5.1.1 Port Raid Combat Chart<br />
:::Attacking Force<br />
::::3-3<br />
::::3-3<br />
::::3-3<br />
:::Defending Force<br />
::::4-1 port guns<br />
::::1-1<br />
::::2-2<br />
::::2-2<br />
::::5-1 port guns<br />
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.<br />
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.<br />
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.<br />
<br />
* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. <br />
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.<br />
<br />
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.<br />
<br />
<br />
==== Enemy control of port ====<br />
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.<br />
<br />
<br />
==== Port guns with multi-nation garrisons ====<br />
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.<br />
<br />
<br />
==== Breaking a blockade ====<br />
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.<br />
<br />
A third fleet breaking blockade may either:<br />
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.<br />
* Avoid interception in the BB and join with fleets in port.<br />
* Engage with the support of the blockaded fleet, resulting in a blockade combat.<br />
<br />
==== Supply Chain Restrictions ====<br />
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.<br />
<br />
==== Hulks ====<br />
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.<br />
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).<br />
<br />
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.<br />
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.<br />
<br />
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.<br />
<br />
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.<br />
<br />
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.<br />
<br />
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.<br />
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.<br />
<br />
=== Land ===<br />
<br />
====Forcible Access====<br />
<br />
If a country cannot be declared war upon, such as France's enforced peace during Phase I, they cannot enter major powers' areas using forcible access.<br />
<br />
====Insurrection corps====<br />
<br />
Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.<br />
* As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.<br />
* In the reinforcement phase the corps can be brought into any unoccupied insurrection area.<br />
<br />
====Cavalry types====<br />
<br />
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.<br />
<br />
====Stacking limit====<br />
<br />
A leader may not bring into battle more corps than his tactical maximum allows.<br />
<br />
'''Exceptions:'''<br />
<br />
* One additional corps may be brought, but then tactical rating is reduced by one.<br />
* One cavalry corps may be added without penalty.<br />
<br />
This allows for tactical maximum +2 corps at most. However, no leader may <br />
bring more than 6 corps to battle.<br />
<br />
<br />
====Stacks in combat and reinforcing====<br />
<br />
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.<br />
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.<br />
* Reinforcing from the same area where the battle takes place is permitted.<br />
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.<br />
* Reinforcing leader may bring his tactical maximum + one cavalry corps.<br />
<br />
<br />
====Leader casualty==== <br />
Every participating leader is rolled for individually.<br />
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.<br />
<br />
<br />
==== Pursuit ====<br />
1d6*10% (round down) of all pursuit losses are prisoners.<br />
<br />
<br />
==== Prisoner drain ====<br />
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.<br />
<br />
<br />
==== Withdrawing ====<br />
* Successful withdraw does not cost any PP.<br />
* Withdrawing at night does not cost any PP.<br />
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.<br />
** e.g. roll from pursuit class 1.<br />
<br />
==== Sieges ====<br />
* Siege rolls get +1 if arty corps is present.<br />
<br />
'''Siege combat'''<br />
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards. <br />
* Cavalry has the same morale value as infantry when assaulting a fortress.<br />
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.<br />
<br />
==== Allied Depot Garrisons ====<br />
* Allied countries can garrison each other's depots.<br />
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.<br />
<br />
<br />
==== Pillaging & Burning of cities ====<br />
<br />
About the usage of these rules:<br />
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use. <br />
* The rules may also be used in any other scenarios if any of the two applies:<br />
** Players agree (or vote) to use them when setting up a new game<br />
** Scenario setup demands their usage (e.g. in 1812 campaign)<br />
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.<br />
<br />
===== General rules related to burning and pillaging =====<br />
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:<br />
* A city can be burned or pillaged only when it's captured by successful besieging.<br />
* An undamaged city may be either burned or pillaged <br />
* A pillaged city can be burned, but may not be pillaged again before being recovered<br />
* Only one corps may pillage or burn same city on same turn.<br />
<br />
===== Effects of pillaging a city =====<br />
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.<br />
** If the pillaged city is a major power capital, this amount is multiplied by 5.<br />
* A penalty of -1/2 PP is applied against the pillaging major power<br />
** If the city is major power capital, an additional penalty of -2 PP applies.<br />
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.<br />
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0). <br />
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.<br />
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.<br />
* Trade income is not affected.<br />
<br />
===== Effects of burning a city =====<br />
* If the city was not already pillaged, all effects of pillaging apply.<br />
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)<br />
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.<br />
* A burned city is not a valid supply source.<br />
* Burned cities cannot trade.<br />
<br />
===== Recovering cities =====<br />
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.<br />
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.<br />
* Neutral minors always recover their cities as fast as possible and always have enough money to do so.<br />
<br />
===== Limits on pillaging and burning cities =====<br />
* Republican and imperial French can never pillage or burn a city.<br />
** Exception: Massena may pillage cities at will.<br />
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
* Austria: only involuntary pillaging and burning is allowed.<br />
** Exception: Emigrees always pillage French cities.<br />
* Prussia: only involuntary pillaging and burning is allowed.<br />
* Britain: only involuntary pillaging and burning is allowed.<br />
* Sweden: only involuntary pillaging and burning is allowed.<br />
* Russia: only involuntary pillaging and burning is allowed. <br />
** Exception: Suvorov may pillage and burn at will. <br />
** Exception: Platov may pillage at will. <br />
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.<br />
* Spain: only involuntary pillaging and burning is allowed. <br />
** Exception: may burn and pillage any Turkish city or any city in Africa at will.<br />
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
<br />
===== Involuntary pillaging and burning =====<br />
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.<br />
<br />
==== Retreat ====<br />
'''''Added to EiA retreat rules''''' <br />
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.<br />
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.<br />
* Armies never surrender, except as noted above, or on an island that has no enemy free area.<br />
* Sponsored minors retreat towards their capital.<br />
<br />
<br />
==== Supply ====<br />
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.<br />
<br />
=== Politics ===<br />
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.<br />
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.<br />
<br />
==== Peace conditions ====<br />
<br />
* Reparations<br />
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.<br />
<br />
* Corps on loan<br />
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)<br />
** When a corps on loan takes forage damage, the original owner decides what factors are lost.<br />
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.<br />
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.<br />
<br />
For unconditional surrender only.<br />
<br />
* Sphere of influence<br />
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Deny co-operation<br />
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Exile<br />
** “A” ranked leaders must stay in exile for at least 12 months.<br />
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. <br />
** If the PP cost cannot be paid, the leader may not be returned.<br />
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.<br />
<br />
==== Alliances ====<br />
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.<br />
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.<br />
* Declaring war on an ally is not permitted. <br />
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.<br />
** This penalty does not apply when the one who broke the alliance is not the aggressor.<br />
* If called by an ally against an ally, one must break one of the alliances.<br />
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.<br />
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.<br />
<br />
==== Forced unconditional surrender ====<br />
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.<br />
<br />
=== Other ===<br />
<br />
==== Ottoman empire ====<br />
<br />
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey. <br />
** Exception: Egypt always produces full MP. <br />
** Exception: Spain gets full MP for Morocco and Algiers. <br />
** Exception: Any free state produces full manpower.<br />
<br />
<br />
'''Ottoman troops:'''<br />
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.<br />
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.<br />
<br />
<br />
==== Depots ====<br />
Number of depots available per major power:<br />
<br />
* Austria 9<br />
* Britain 6<br />
* France 8<br />
* Prussia 7<br />
* Russia 8<br />
* Spain 8<br />
* Turkey 7<br />
<br />
==== Dominance ====<br />
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)<br />
* To reach dominant status, country doesn't have to be at peace with all other major powers.<br />
* To lose dominant status, country has to be at peace with all other major powers.<br />
<br />
==== Free state and minor power garrisoning ====<br />
<br />
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.<br />
<br />
===Suez===<br />
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.<br />
<br />
===Muslim fanaticism===<br />
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55435Empires in Arms2016-06-28T07:35:42Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Kerhon muutto'''<br />
Tietotaloon ei muuteta, tämä on varmaa. Tilapalveluiden Ilpolla on kuulemma joku parempi tila tiedossa (toisen käden tietoa). Juhannuksen jälkeen pitäisi tulla enemmän infoa. Please advise.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55397Empires in Arms2016-06-22T15:23:21Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Kerhon muutto'''<br />
Tietotaloon ei muuteta, tämä on varmaa. Tilapalveluiden Ilpolla on kuulemma joku parempi tila tiedossa (toisen käden tietoa). Juhannuksen jälkeen pitäisi tulla enemmän infoa. Please advise.<br />
<br />
'''Avainasiat'''<br />
Aapo kantaa nykyään avainta. Rejoice.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55396Empires in Arms2016-06-22T12:52:32Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''Kerhon muutto'''<br />
Tällä hetkellä epävarmaa, mihin kerho muuttaa jos/kun muuttaa. Please advise.<br />
<br />
'''Avainasiat'''<br />
Aapo kantaa nykyään avainta. Rejoice.<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Once_more_with_Feeling&diff=55393EiA:Once more with Feeling2016-06-22T08:52:17Z<p>AapoAlas: /* 57. September 1793 */</p>
<hr />
<div>'''1st Excalibur Revolutions Campaign of 2016 – Player nations'''<br />
* France - Tommi<br />
* GB - JanneF<br />
* Rus - Viljami<br />
* Aus - Tapio<br />
* Pru - Erno<br />
* Spa - Riku<br />
* Tur - Aapo<br />
* Swe - Marko<br />
<br />
Rus and Tur choose war!<br />
<br />
==Sessio 1, 11.4. 2016==<br />
<br />
===1. January 1789===<br />
* Trade Surplus -> Prussia<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs GB and Russia<br />
* Prussia DOWs Sweden and France<br />
* Austria DOWs France<br />
* France and Spain DOW GB<br />
<br />
* Austria allies with GB, Russia and Prussia<br />
* Prussia allies with GB and Russia<br />
* GB allies with Russia<br />
* Sweden allies with France, Spain and Turkey<br />
* France allies with Spain and Turkey<br />
* Spain allies with Turkey<br />
<br />
'''Naval Battle of Christiana'''<br />
* GB vs Sweden<br />
* Melee vs Evade<br />
* Mr Default vs Gustav III<br />
* 18 Sol 1T vs 6 Sol<br />
* 0 vs 0<br />
* Sweden evades<br />
<br />
<br />
===2. February 1789===<br />
* "Kaikki olettivat että kaupungit eivät pala" -> Trebizond burns<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
===3. March 1789===<br />
* Talented general -> Spain: Don Buffer 111D<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
Russia 10, GB 8, Prussia 7, Austria 7, Turkey 6, Spain 6, Sweden 5, France 4.<br />
<br />
<br />
===4. April 1789===<br />
* Early pension -> Austria: Kray retires<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Spain DOWS Prussia and Austria<br />
<br />
* Turkey burns Voronezh, Kharkov and Tula<br />
<br />
'''Moscow Mortal Combat'''<br />
* Russia vs Turkey<br />
* Echelon vs Counterattack<br />
* Default vs Hakki<br />
* 1I 6M vs 8fC<br />
* -1M -1,1 vs -1fC -1,1<br />
* -1I break vs -1fC break<br />
<br />
* Turkey burns Moscow<br />
<br />
'''Paris Mortal Combat'''<br />
* Pru&Aus vs. Fra&Spa<br />
* Echelon vs Defend<br />
* Brünswick vs Broglie<br />
* 26pI 3pC 20aI vs 35frI 1frM 4frC 10spI<br />
* -4 pI -4aI -2,4 vs -0,6<br />
* Ott reinf: 8aI 2aG<br />
* Beaulieu reinf: 3aC<br />
* -1pI -2aI -0,2 vs -3frI -1frM -1spI -1,5<br />
* -2pI -2aI -1aC break vs -4frI -1spI -1frC break<br />
* Beaulieu is injured for 5 months<br />
<br />
<br />
===5. May 1789===<br />
* Minor War -> Hungarian Insurrection<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
'''Smolensk terrorist hunt'''<br />
* Russia vs Turkey<br />
* Assault vs Defend<br />
* Default vs Khan<br />
* 4M 1ck vs 3fC<br />
* -1,0 vs -0,2<br />
* Suvorov reinf: 32I 2C<br />
* 0 vs -2fC<br />
<br />
* Khan is captured<br />
<br />
<br />
===6. June 1789===<br />
* Effective bribes -> Hungarian insurrection is bribed<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs Austria<br />
<br />
* GB surrenders conditionally to France, Sweden and Spain<br />
* Spain is denied Remove corps, takes Hannover and Royal marriage<br />
* Sweden is denied Remove corps, takes Extended peace<br />
* France is denied Remove corps, takes Minor reparations<br />
<br />
* Russia surrenders conditionally to Sweden, forbids Remove corps: Corps on loan, Karelia<br />
<br />
Russia 7, Prussia 7, Austria 7, GB 6, Spain 6, France 6, Sweden 6, Turkey 5.<br />
<br />
===7. July 1789===<br />
* no event<br />
* Viva la Revolution! (1)<br />
* no rus (0)<br />
<br />
* Austria surrenders conditionally to France, Spain and Sweden<br />
* France is denied Minor reparations, takes Flanders and Royal marriage<br />
* Spain is denied Minor reparations, takes Extended peace and Trade embargo<br />
* Sweden is denied Minor reparations, takes Remove corps<br />
<br />
* Prussia surrenders conditionally to France, Spain and Sweden<br />
* Sweden is denied Province, takes Saxony and Trade Embargo<br />
* France is denied Trade embargo, takes Extended peace and Remove corps<br />
* Spain is denied Trade embargo, takes Minor reparations and Royal marriage<br />
<br />
* Turkey burns Tzaritsyn<br />
<br />
<br />
===8. August 1789===<br />
* Good harvest -> Prussia<br />
* no rev (1)<br />
* no rus (0)<br />
<br />
* Spain DOWs Tuscany and Romagna<br />
* Austria DOWs Romagna and Turkey<br />
<br />
<br />
===9. September 1789===<br />
* no event<br />
* Viva la Revolution! (2)<br />
* no rus (1)<br />
<br />
* Spain DOWs Romagna<br />
* Sweden DOWs Denmark<br />
<br />
* Austria takes control of Romagna<br />
* GB takes control of Denmark<br />
<br />
Spain 8, France 8, GB 7, Russia 7, Sweden 7, Prussia 5, Austria 5, Turkey 5.<br />
<br />
<br />
===10. October 1789===<br />
* Bad Harvest -> Sweden<br />
* Viva la Revolution! (3)<br />
* Ruso la Vivalution! (1)<br />
<br />
'''Denmark Naval Battle'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Melee<br />
* Gustav III vs Huell<br />
* 10hSol 9pSol 1sSol vs 10 dSol 10gSol<br />
* -0,2 vs -2dSol -1gSol -1,8<br />
* Both maneuvers fail<br />
* -1hSol -1pSol -1,8 vs -1dSol -2gSol -1,4<br />
* Both maneuvers fail<br />
* -1hSol -1,0 vs -2dSol -1gSol break<br />
<br />
'''Hamburg Blockade Combat'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Line<br />
* Gustav III vs Huell<br />
* 8hSol 9pSol 3sSol vs 5 dSol 13gSol<br />
* 0 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1dSol -1gSol -1,4<br />
<br />
* Spain conquers Romagna<br />
<br />
<br />
===11. November 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* no rev (3)<br />
* no rus (1)<br />
<br />
<br />
===12. December 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* Viva la Revolution! (4)<br />
* no rus (1)<br />
<br />
* Spain DOWs Tuscany<br />
<br />
* Austria takes control of Tuscany<br />
<br />
'''Christiana Blockade Combat'''<br />
* Sweden vs Denmark<br />
* Lozenge vs Lozenge<br />
* Gustav III vs Huell<br />
* 6sSol vs 10dSol<br />
* 0 vs -0,6<br />
* Hulle maneuver succesful<br />
* -1sSol -1,8 vs 0<br />
* Gustav maneuver succesful<br />
* 0 vs -1dSol -1,8<br />
<br />
'''Ukraine Mortal Combat'''<br />
* Turkey vs Russia<br />
* Echelon vs Counterattack<br />
* Husrev vs Suvorov<br />
* 9fI 10fC vs 30I 2M 2C<br />
* -2fI -0,5 vs -1M -1.5<br />
* -4fI -1fC break vs -2I -1C break<br />
<br />
Spain 8, Russia 7, Sweden 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===13. January 1790===<br />
* no event<br />
* no rev (4)<br />
* no rus (1)<br />
<br />
* Prussia DOWs Turkey<br />
<br />
'''Malmö Port Raid'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 10dSol 10gSol vs 5sSol 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -0,2<br />
* -1dSol -0,4 vs -2Hulk -1,8<br />
* -1gSol -0,7 vs -2Hulk -1sSol break<br />
* -1Hulk -1sSol<br />
* Artillery: -2dSol -1gSol<br />
<br />
'''Malmö Blockade Combat'''<br />
* GB vs Sweden<br />
* Line vs Line<br />
* Huell vs Gustav<br />
* 6dSol 7gSol vs 10 hSol 9pSol 2sSol<br />
* 0 vs -1hSol -0,2<br />
* Maneuver both succesful<br />
* -1gSol -0,2 vs -1hSol -1,5<br />
* Huell maneuver succesful<br />
* 0 vs -1pSol -0,6<br />
<br />
* Spain conquers Tuscany<br />
<br />
<br />
===14. February 1790===<br />
* "From the heights of these pyramids..." -> Turkey gains 5$<br />
* no rev (4)<br />
* Ruso la Vivalution (2)<br />
<br />
<br />
'''Malmö port raid rnd 2'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 6dSol 6gSol vs 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -1,0<br />
* -1dSol -0,6 vs -1Hulk -1,4<br />
* -1gSol -0,7 vs -1Hulk break<br />
* -1Hulk<br />
* Artillery: -2dSol -1gSol break<br />
<br />
<br />
'''Malmö Blockade Combat rnd 2'''<br />
* Sweden vs GB<br />
* Doubling vs Line<br />
* Gustav vs Huell<br />
* 8pSol 8hSol 3sSol vs 10 2dSol 3gSol<br />
* -0,2 vs 0<br />
* Maneuver Gustav succesful<br />
* -0,8 vs -1dSol -1gSol -1,4<br />
* Maneuver both succesful<br />
* 0 vs -1dSol -1gSol -1,4<br />
<br />
<br />
===15. March 1790===<br />
* Low on horsepower -> Spain<br />
* no rev (4)<br />
* Ruso la Vivalution! (3)<br />
<br />
'''Nicopolis Mortal Combat'''<br />
* Turkey vs. Prussia<br />
* Assault vs Withdraw<br />
* Grand Vizier vs Mollendorf<br />
* 18fI 4fC 5oI vs 9pI<br />
* 0 vs -5pI -2,8<br />
* 0 vs -2pI break<br />
* Pursuit: -2pI<br />
* Mollendorf is captured<br />
<br />
<br />
'''Nicopolis Mortal Combat rnd 2'''<br />
* Pru&Aus vs. Turkey<br />
* Assault vs Escalated Counterattack<br />
* Beaulieu vs Grand Vizier<br />
* 8aI 2aM 2aC 14pI 2pC vs 18fI 4fC 5oI<br />
* -2aM -0,2 vs -2fI -1oI -1,0<br />
* Ott reinf: 10aI 3aM<br />
* Saxe-Coburg reinf: 2aG<br />
* -1aM -0,5 vs -4fI -1oI -1fC break<br />
* Pursuit: -2fC<br />
<br />
* Sweden conquers Norway<br />
<br />
Spain 8, Sweden 8, Russia 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===16. April 1790===<br />
* Mutiny -> France<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Crimea returns to Russian control<br />
<br />
* Suvorov burns Odessa<br />
<br />
'''Nicopolis Mortal Combat rnd 3'''<br />
* Turkey vs Pru&Aus<br />
* Assault vs Defend<br />
* Grand Vizier vs Saxe-Coburg<br />
* 30fI 6fC 4oI 4Ca vs 18aI 2aC 14pI 2pC<br />
* -2fI -0,4 vs -2aI -2pI -1,1<br />
* Mehmed Ali reinf: 1fC 4oI 2Ca<br />
* Ott reinf: 2aM 2aG<br />
* -2fI -0,7 vs -3aI -2pI -1,7<br />
* -3fI -1oI -1fC break vs -1aI -1pI -1aC break<br />
<br />
* Sweden conquers Denmark<br />
<br />
<br />
===17. May 1790===<br />
* Nobles rearrange government funds -> Russia<br />
* no rev (4)<br />
* Ruso la Vivalution! (4)<br />
<br />
* GB DOWs Turkey<br />
<br />
<br />
'''Tunisia Mortal Combat'''<br />
* GB vs Turkey<br />
* Probe vs Counterattack<br />
* York vs Krushid<br />
* 10gI vs 4oI<br />
* -1,0 vs -1oI -0,4<br />
* -0,3 vs -1oI -1,3<br />
* -1,4 vs -1oI break<br />
<br />
<br />
'''Astrakhan Mortal Combat'''<br />
* Russia vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Potemkin vs Default<br />
* 1M vs 1fI<br />
* -0,2 vs -1,0<br />
* break vs -1,4<br />
<br />
<br />
'''Ruschuk Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Grand Vizier<br />
* 28rI 4rM 1rC 9pI 2pC 1aC vs 24fI 6fC 7oI 6Ca<br />
* -4rM -1,5 vs -0,5<br />
* Beaulieu reinf: 10aI<br />
* -3rI -1aI -0,7 vs -7fI -2oI -1Ca break<br />
* Ott reinf: 2aG 2aI 7aM<br />
* Pursuit: -1fC<br />
<br />
===18. June 1790===<br />
* Royal party -> Turkey<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Spain breaks alliance with Turkey<br />
<br />
* Krushid is killed by redcoats in Tunis<br />
<br />
'''Rumelia Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Probe vs Outflank<br />
* Suvorov vs Mehmed Ali<br />
* 22rI 1rC 9pI 2pC 9aI vs Pinning: 17fI 4Ca Flanking: 5fC<br />
* -1rI -0,8 vs -0,2<br />
* Outflank fails<br />
* 0 vs -2fI -0,6<br />
* Outflank fails<br />
* -0,2 vs -3fI -1Ca break<br />
* Ott reinf: 2aI 7aM 2aG 1aC<br />
<br />
* GB conquers Tunisia<br />
<br />
Russia 9, Prussia 8, Sweden 8, Austria 8, GB 7, France 7, Spain 7, Turkey 3.<br />
<br />
===19. July 1790===<br />
* no event<br />
* Viva la Revolution! (5)<br />
* Ruso la Vivalution! (5)<br />
<br />
'''Adrianople Mortal Combat'''<br />
* Rus&Aus%Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Mehmed Ali<br />
* 21rI 1rC 9pI 2pC 10aI vs 10fI 5fC 4Ca<br />
* -1rI -0,5 vs -0,5<br />
* Beaulie reinf: 1aI 9aM<br />
* -1rI -1pI -1aI -2,4 vs -4fI -1,8<br />
* 0 vs -1fI -1fC break<br />
* Ott reinf: 2aG 1aC 3ck<br />
* Ali Pasha reinf: 3alI<br />
* Pursuit: -1fC -1Ca<br />
<br />
===20. August 1790===<br />
* Casus belli -> Spain<br />
* no rev (5)<br />
* no rus (5)<br />
<br />
* Spain DOWs Turkey<br />
<br />
* Ottoman Empire is dissolved by political fiasco in Turkey<br />
<br />
<br />
===21. September 1790===<br />
* Bad harvest -> GB<br />
* no rev (5)<br />
* Ruso la Vivalution! (6)<br />
<br />
* Abdurrahman is captured by Austria<br />
<br />
* Suvorov burns Constantinople<br />
<br />
Russia 9, Prussia 9, Austria 8, France 7, Sweden 7, GB 7, Spain 6, Turkey 3.<br />
<br />
* Turkey cannot collect manpower, surrenders unconditionally<br />
<br />
* Russia takes Extended Peace, Military access<br />
* Austria takes Serbia, Bulgaria, Rumelia and Sphere of Influence<br />
* Prussia takes Royal marriage and Deny co-operation<br />
* GB takes Remove fleets<br />
* Spain takes Major reparations<br />
<br />
<br />
===22. October 1790===<br />
* Talented general -> Turkey: El Daem 323D<br />
* no rev (5)<br />
* no rus (6)<br />
<br />
* GB breaks alliance with Prussia, Austria and Russia<br />
<br />
<br />
===23. November 1790===<br />
* Good harvest -> Russia<br />
* no rev (5)<br />
* Ruso la Vivalution! (7)<br />
<br />
<br />
===24. December 1790===<br />
* Good harvest -> Prussia<br />
* no rev (5)<br />
* no rus (7)<br />
<br />
* Austria, Prussia and Russia DOW GB<br />
<br />
Prussia 11, Russia 10, Austria 9, Sweden 8, SPain 7, France 7, GB 7, Turkey 0.<br />
<br />
* Sweden cedes Saxony to Prussia<br />
<br />
<br />
===25. January 1791===<br />
* Lady Hamilton -> Prussia<br />
* no rev (5)<br />
* Ruso la Vivalution! (8)<br />
<br />
<br />
===26. February 1791===<br />
* Famine -> Sweden and Palestine<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
<br />
===27. March 1791===<br />
* "Saksalainen heteromies on ahtaalla"<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
* Spain, France and Sweden DOW GB<br />
<br />
* GB surrenders unconditionally to Prussia, Russia and Austria, and conditionally to Spain, Sweden and France<br />
<br />
* Austria takes Trade money, Military access and Sphere of Influence<br />
* Prussia takes Corps on Loan and Extended Peace<br />
* Russia takes Major reparations and Deny co-operation<br />
* Spain is denied Extended Peace, takes Tunisia<br />
* France is denied Extended Peace, takes Royal marriage<br />
* Sweden is denied Extended Peace<br />
<br />
* Gibraltar becomes neutral<br />
<br />
Prussia 14, Russia 11, Austria 11, Sweden 8, France 7, Spain 7, GB 5, Turkey 1.<br />
<br />
<br />
===28. April 1791===<br />
* Bad Harvest -> Austria<br />
* no rev (5)<br />
* Ruso la Vivalution! (9)<br />
<br />
* France DOWs Austria<br />
<br />
* Austria calls for allies, Russia DOWs France in response<br />
<br />
<br />
===29. May 1791===<br />
* no event<br />
* no rev (5)<br />
* Ruso la Vivalution! (10)<br />
<br />
* Spain DOWs Morocco, Turkey takes control<br />
<br />
<br />
===30. June 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
'''Morocco Mortal Combat'''<br />
* Spain vs Turkey<br />
* Echelon vs Counterattack<br />
* La Romana vs Sliman<br />
* 15I 10M vs 3oI 3Ca<br />
* -1M -1,1 vs -1oI -1,5<br />
* -1M -0,7 vs -1Ca break<br />
<br />
Prussia 11, Austria 10, Russia 9, Sweden 8, Spain 6, France 5, GB 5, Turkey 1.<br />
<br />
<br />
===31. July 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
<br />
===32. August 1791===<br />
* no event<br />
* Viva la Revolution! (6)<br />
* Ruso la Vivalution! (11)<br />
<br />
* Spain conquers Morocco<br />
<br />
<br />
===33. September 1791===<br />
* Minor War: Persian Invasion -> Turkey, Russia controls<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* GB ends the Trade War with America<br />
<br />
Prussia 10, Russia 9, Austria 9, Sweden 8, Spain 7, France 5, GB 4, Turkey 2.<br />
<br />
<br />
===34. October 1791===<br />
* Effective bribes: Turkey pays off the Persian Invasion<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Spain DOWs Algeria, Turkey takes control<br />
<br />
<br />
===35. November 1791===<br />
* Jihad!<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===36. December 1791===<br />
* Famine -> Austria and Flanders<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey DOWs Austria<br />
<br />
* Turkey conquers Syria as a free-state<br />
<br />
Prussia 9, Austria 8, Sweden 7, Russia 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===37. January 1792===<br />
* Minor War: Confederation of the Rhine -> Prussia, Spain takes control<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
''' Kassel Mortal Combat '''<br />
* Prussia vs Rhine<br />
* Probe vs Defend<br />
* Mollendorf vs Default<br />
* 12I 1C vs 5I<br />
* 0 vs -1I -0,8<br />
* 0 vs -1I -1,1<br />
* -0,4 vs -1I -0,8<br />
<br />
''' Nuremburg Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Probe vs Cordon<br />
* Wilhelm II vs Wrede<br />
* 12I 1C vs 9I<br />
* -0,2 vs -1I -0,6<br />
* -1I -1,1 vs -2I break<br />
* Pursuit: -3I<br />
<br />
''' Baden Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Echelon vs Escalated Counterattack<br />
* Hohenloche vs Default<br />
* 10gI vs 5I<br />
* -1gI -1,1 vs -1I -0,7<br />
* -1gI -1,4 vs -1I break<br />
<br />
* Spain conquers Algeria<br />
<br />
<br />
===38. February 1792===<br />
* Sudden Sickness -> Desaix is sick for 5 months<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey conquers Rumelia<br />
<br />
<br />
===39. March 1792===<br />
* Bad Harvest -> Austria<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
Prussia 9, Austria 7, Russia 7, Sweden 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===40. April 1792===<br />
* USA sells ships: First frigate sold to GB for 41, second frigate sold to GB for 51<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===41. May 1792===<br />
* "Kaikki olettivat, että kaupungit eivät pala" -> Amsterdam is burned<br />
* Viva la Revolution! (7)<br />
* no rus (11)<br />
<br />
* Turkey conquers Bulgaria<br />
<br />
* Confederation of the Rhine surrenders<br />
<br />
<br />
===42. June 1792===<br />
* Grand Royal Party -> Russia<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
Prussia 9, Russia 7, Spain 7, Sweden 7, Austria 7, France 6, GB 5, Turkey 5.<br />
<br />
<br />
===43. July 1792===<br />
* "The best way to keep ones word..." -> GB gains 1 PP<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
* Austria allies with GB<br />
<br />
<br />
===44. August 1792===<br />
* Casus belli -> Russia<br />
* no rev (7)<br />
* Ruso la Vivalution! (12)<br />
<br />
* Russia DOWs Turkey<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Aus&Rus vs Turkey<br />
* Echelon vs Cordon<br />
* Potemkin vs Ali Pasha<br />
* 6rI 6rM 8aM 4aG 1aC 1ck vs 12fI<br />
* -1aM -0,4 vs -1fI 0,5<br />
* -1aM -1,0 vs -4fI break<br />
* Pursuit: -3fI<br />
<br />
* Potemkin is injured for 2 months<br />
<br />
<br />
===45. September 1792===<br />
* no event<br />
* Viva la Revolution! (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 8, France 7, Spain 7, Sweden 7, GB 6, Russia 6, Turkey 5.<br />
<br />
<br />
===46. October 1792===<br />
* "Kaikki olettivat, että laivat eivät uppoa" -> Sweden<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===47. November 1792===<br />
* Emancipation -> France<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===48. December 1792===<br />
* Bad Harvest -> Russia<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 7, France 7, Sweden 7, Spain 7, Russia 7, GB 7, Turkey 6<br />
<br />
<br />
===49. January 1793===<br />
* Voltaire -> Russia<br />
* no rev (8)<br />
* Ruso la Vivalution! (13)<br />
<br />
* GB, Spain and Prussia DOW Turkey<br />
<br />
* GB allies with Prussia and Russia<br />
<br />
<br />
===50. February 1793===<br />
* no event<br />
* no rev (8)<br />
* Ruso la Vivalution! (14)<br />
<br />
<br />
===51. March 1793===<br />
* Plague -> Illyria<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Rus&Aus<br />
* Assault vs Defend<br />
* Khan vs Suvorov<br />
* 17fI 15fC vs 11rM 6rI 1aM 4aG 1aC<br />
* -2fI -0,7 vs -2rM -0,2<br />
* Ali Pasha reinf: 2fI<br />
* -2fI -1fC break vs -3rM -0,8<br />
* Pursuit: -1fC<br />
<br />
<br />
'''Serbian woodland Pursuit'''<br />
* Rus&Aus vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Suvorov vs Khan<br />
* 6rM 6rI 10aM 4aG 1aC 1ck vs 15fI 13fC<br />
* -2aM -1rM -1,5 vs -2fI -0,2<br />
* Ott Guard commit: -2aG<br />
* -4rI -1ck break vs -2fI -1,6<br />
* Pursuit: -1aC -1aG -2rI -5rM -1aM<br />
<br />
Russia 8, Austria 8, France 7, GB 7, Sweden 7, Turkey 7, Prussia 7, Spain 6.<br />
<br />
<br />
===52. April 1793===<br />
* American trade blockade<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Austria<br />
* Assault vs Defend<br />
* Khan vs Default<br />
* 9fI 13fC vs 5aM 1aG<br />
* -1fI vs -3aM -1,9<br />
* break vs -1aG -0,2<br />
<br />
<br />
===53. May 1793===<br />
* no event<br />
* Viva la Revolution! (9)<br />
* Ruso la Vivalution! (15)<br />
<br />
<br />
===54. June 1793===<br />
* Famine -> Georgia and New Castile<br />
* no rev (9)<br />
* no rus (15)<br />
<br />
Austria 8, Russia 8, Prussia 7, Sweden 7, France 7, GB 7, Spain 6, Turkey 6.<br />
<br />
<br />
===55. July 1793===<br />
* Jihad<br />
* Viva la Revolution! (10)<br />
* Ruso la Vivalution! (16)<br />
<br />
<br />
===56. August 1793===<br />
* Revolt -> Romagna revolts<br />
* no rev (10)<br />
* Ruso la Vivalution! (17)<br />
<br />
* France DOWs Baden, Prussia takes control<br />
<br />
* Russia conquers Constantinople<br />
<br />
<br />
===57. September 1793===<br />
* "England is the nation of shopkeepers"<br />
* no rev (10)<br />
* no rus (17)<br />
<br />
* Prussia, Austria and Russia DOW France<br />
<br />
<br />
'''Kleves Mortal Combat'''<br />
* Rus&Aus&Pru vs France<br />
* Probe vs Escalated Counterattack<br />
* Suvorov vs Hocke<br />
* 10aI 14pI 2pM 2pC 12rI 5rC 5rG vs 46I 5M 8C<br />
* -2aI -3pI -1pM -3rI -1,6 vs -3M -0,5<br />
* Potemkin reinf: 11rI 11rM 24pI 2pC<br />
* Moreau reinf: 34I 5C<br />
* Buxhovden guard commit: no losses<br />
* -1aI -4rI -7pI -1rC break vs -5I -1,6<br />
* Beaulieua reinf: 12pI 1pC 6aI 4aM<br />
* Pursuit: -2rC -2pC<br />
* Beaulieu is injured for 4 months<br />
<br />
France 8, GB 7, Spain 7, Sweden 7, Prussia 6, Austria 6, Russia 6, Turkey 6.</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55338Empires in Arms2016-06-18T17:35:44Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''13.6. Päästään kerholle vasta klo 19 aikoihin kun sakri tulee avaamaan'''<br />
<br />
'''Kerhon muutto'''<br />
Tällä hetkellä epävarmaa, mihin kerho muuttaa jos/kun muuttaa. Please advise.<br />
<br />
20.6. en pääse paikalle -Aapo<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55326Empires in Arms2016-06-16T19:37:32Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''13.6. Päästään kerholle vasta klo 19 aikoihin kun sakri tulee avaamaan'''<br />
<br />
'''Kerhon muutto'''<br />
Tällä hetkellä epävarmaa, mihin kerho muuttaa jos/kun muuttaa. Please advice.<br />
<br />
20.6. en pääse paikalle -Aapo<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Corps_compositions&diff=55291EIA:Corps compositions2016-06-14T19:23:09Z<p>AapoAlas: /* Sweden */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
== New corps compositions ==<br />
<br />
=== France ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Royal France<br />
!Republic France<br />
!Napoleonic France<br />
!Endgame France<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Guards<br />
|5G<br />
|5G 2C<br />
|20G 3C<br />
|25G 4C<br />
|-<br />
!I <br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|30I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!III<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!IV<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!V<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VI<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!IX<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!X<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XI<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XII<br />
|N/A<br />
|N/A<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!C I<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C II<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C III<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!C IV<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|12A<br />
|20A<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Prussia ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Fredericks Prussia<br />
!Early Prussia<br />
!Revised Prussia<br />
!Emerging Prussia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|25I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!III<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!IV<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!V<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VI<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VII<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!Guards<br />
|N/A<br />
|5G 1C<br />
|7G 1C<br />
|10G 3C (+2 shift)<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Great Britain ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Passive Britain<br />
!Pitts Britain<br />
!Modern Britain<br />
!Wellingtons Britain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I<br />
|2G 12I<br />
|4G 14I 1C (+1 shift)<br />
|-<br />
!II<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!III<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!V<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!VI<br />
|N/A<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!C<br />
|4C<br />
|6C<br />
|8C<br />
|12C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VII<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VIII<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet IX<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet X<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Turkey ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Feodal Turkey<br />
!Sick man of Europe<br />
!Revolting Turkey<br />
!Modern Turkey<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Janissar I<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Janissar II<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Nizami Zedid<br />
|N/A<br />
|N/A<br />
|12I 2C<br />
|20I 5C<br />
|-<br />
!Imperial cavalry<br />
|6C<br />
|7C<br />
|8C<br />
|16C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
Feodal corps do not change.<br />
<br />
=== Russia ===<br />
<br />
{| border = "1"<br />
!<br />
!Katherine's Russia<br />
!Expanding Russia<br />
!Russia<br />
!Modern Russia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|20I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!V (Guards)<br />
|5G 1C (+1 shift)<br />
|7G 1C (+1 shift)<br />
|10G 2C (+2 shift)<br />
|20G 3C<br />
|-<br />
!VI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!IX<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!X<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIV<br />
|N/A<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XV<br />
|N/A<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|10A<br />
|12A<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C II<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C III<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C IV<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C V<br />
|N/A<br />
|N/A<br />
|3C<br />
|4C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Austria ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Habsburg Austria<br />
!Evolving Austria<br />
!Austria<br />
!Modern Austria<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IX<br />
|N/A<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!Guards I<br />
|4G 1C<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!Guards II<br />
|N/A<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|4C<br />
|5C<br />
|-<br />
!C II<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!Light Infantry<br />
|N/A<br />
|N/A<br />
|4I 2C<br />
|7I 3C<br />
|-<br />
!Insurrection I<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Insurrection II <br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Spain ===<br />
<br />
{| border = "1"<br />
!<br />
!Old Spain<br />
!Bourbon Spain<br />
!Spain<br />
!Modern Spain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!C I<br />
|N/A<br />
|3C<br />
|4C<br />
|6C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
===Sweden===<br />
<br />
{| border = "1"<br />
!<br />
!Old Sweden<br />
!Gustav's Sweden<br />
!Sweden<br />
!Bernadotte's Sweden<br />
|-<br />
|I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
|II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|III<br />
|6I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|IV<br />
|N/A<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|V<br />
|N/A<br />
|N/A<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|VI (Denmark)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VII (Livonia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VIII (Karelia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|Kungliga livregementets husarer (C)<br />
|[1C] 3I 2C<br />
|4I 4C<br />
|8I 6C<br />
|10I 10C<br />
|-<br />
|Artillery (Dominant)<br />
|N/A<br />
|2A<br />
|4A<br />
|6A<br />
|-<br />
|Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet II<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
|Fleet III (Denmark)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet IV (Dominant)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|}<br />
<br />
The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.<br />
* This means that if the corps has not been upgraded by the time Phase II starts, the corps will only upgrade to Phase I size. When Phase III begins the corps upgrades to Phase II size etc.<br />
<br />
=== Minor countries ===<br />
<br />
{| border = "1"<br />
!<br />
!Early minors<br />
!Allied minors<br />
!Minors<br />
!Modern Minors<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Algeria<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Cyrenaica<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Egypt I<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Egypt II<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Morocco<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Syria<br />
|4I 4C<br />
|5I 5C<br />
|6I 12C<br />
|10I 15C<br />
|-<br />
!Tripolitania<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Tunisia<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Lombardy<br />
|8I<br />
|10I 1C<br />
|13I 2C<br />
|16I 3C<br />
|-<br />
!Naples I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Naples II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Piedmont I<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Piedmont II<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Venetia<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Baden<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Bavaria<br />
|10I<br />
|12I 1C<br />
|13I 2C<br />
|14I 3C<br />
|-<br />
!Hanover<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|14I 3C<br />
|-<br />
!Hesse<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Saxony<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Wurttenburg<br />
|4I<br />
|5I 1C<br />
|6I 2C<br />
|8I 2C<br />
|-<br />
!Denmark<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Sweden I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden III<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Holland<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Poland (all I)<br />
|12I<br />
|15I 1C<br />
|16I 2C<br />
|20I 5C<br />
|-<br />
!Poland (all C)<br />
|6C<br />
|7C<br />
|8C<br />
|12C<br />
|-<br />
!Portugal<br />
|10I<br />
|12I 1C<br />
|16I 2C<br />
|20I 3C<br />
|-<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Russia_track&diff=55290EIA:Russia track2016-06-14T19:21:53Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
Russia track is activated at start of the game.<br><br />
Russia track has 242 tickets, 69 of which triggers an event.<br><br />
<br />
* PHASE II: Step 20 is in effect when the game starts, step 21 is the first winning pick<br />
* PHASE III: Step 47 is in effect when the game starts, step 48 is the first winning pick<br />
<br />
# Suvorov's Zeal - Suvorov takes no Turkish prisoners, all Turkish troops captured by Suvorov are killed instead.* Turkish leaders captured by Suvorov are unavailable for 6 months.* Any city Suvorov takes by storm must be burned.*<br />
# Suvorov's victory - If Suvorov wins a field battle this turn, Russia gains 1 extra PP.<br />
# Suvorov shows no mercy - Any Turkish city burned by Suvorov costs both Russia and Turkey a political point.*<br />
# Suvorov can't be stopped - All corps under Suvorov up to 4 corps and one cavalry corps automatically succeed in forage this turn only unless force marching.<br />
# Saxe-Coburg admires Suvorov - Russia gets an Austrian corps on loan, unless Austria and Russia are at war. Saxe-Coburg must lead the corps chosen by Russia.* Corps is returned immediately, if Austria and Russia go to war or the corps loses half it's factors.*<br />
# Suvorov's Triumph - Suvorov's stack automatically rolls 6 on both pursuit and breach rolls this turn only.<br />
# Gustav III and illusions of grandeur - Sweden has free dow on Russia, even if there is an enforced peace in effect. If Sweden dows, the Kungliga livregementets husarer -light infantry corps upgrades to normal Phase I -capacity. If Sweden doesn't dow, the corps can be upgraded by paying $15 and 1 PP in any economic phase hereafter. If Sweden is already at war with Russia, he gains the upgrade automatically.<br />
# Friedrich Wilhelm II of Prussia relieves the ban of use of German language in education - Prussia gains +1PP.<br />
# Saxe-Coburg homesick - Austrian corps on loan returns to Austrian control.*<br />
# Bonjour, beau masque - Remove Swedish leader Gustav III. <br />
# Incompetence claims throne - Add Swedish leader Gustav IV.<br />
# Polish revolt - Poland becomes independent.<br />
# Prussian Act of Army Discipline - +1 morale for this turn<br />
# Poles fear Suvorov - Any city breached by Suvorov must surrender. If Suvorov takes Warsaw, Russia gains 15$ and 1PP.<br />
# He must be getting old - Suvorov no longer has to burn cities.* <br />
# Catherine holds no grudge - Sweden and Russia make informal peace, if at war.<br />
# Valmy artillery duel - For this turn only, Brunswick gains 4A for his next field battle. His opponent gains 3A for that battle.<br />
# Sudden sickness - Remove Potemkin<br />
# Friedrich Wilhelm II of Prussia abandons oppressive taxation system crafted by French - No upkeep costs for Prussia in economy phase.*<br />
# Uneasy peace - Turkish cities burned by Suvorov no longer cost Turkey any PP.*<br />
# Catherine dies - If Suvorov fails to win a battle, remove Suvorov*<br />
# Paul I reforms the guard - Russian guard cannot be committed*<br />
# Wilhelm of Prussia enforces absolute obedience - Prussian troops have +1 morale this turn<br />
# Paul I reforms the military - Russian guard morale is 4.*<br />
# Friedrich Wilhelm II of Prussia outstrips Wöllner's policies - Prussia has to pay upkeep costs in economy phase.*<br />
# American expansion - Russia may pay 20$ to gain 1PP.<br />
# Further American expansion - Russia may pay 10$ to gain 1PP, but only if it paid the previous expansion also.<br />
# Paul I comes to his senses - Suvorov returns. Russian guard morale is 5.* Russian guard can be committed as normal.*<br />
# Reuterholm - Britain and Sweden come to informal peace if at war, and form a non-aggression pact.<br />
# Alexandra - Sweden may choose to accept Alexandra. If so, Sweden and Russia both gain a PP. If Sweden refuses, Russia loses a PP.<br />
# Gustav IV comes of age - Swedish non-aggression pact with Britain broken for no cost.<br />
# Corrupt nobles discovered - Russia loses 3PP.<br />
# Prussia adopts military discipline to the whole nation - +1 morale for this turn.<br />
# Paul I reclaims lost money - Russia gains 50$.<br />
# Paul I brings nobles to justice - Russia gains 1PP.<br />
# Paul I distrusts military - Remove Suvorov, if he is still available.<br />
# Paul I assasinated - Russia loses 2PP.<br />
# Ormesus of Prussia pulls the strings of His Rosecrucian informants. Each other major power must pay 10$ to Prussia or lose 1PP.<br />
# Friedrich Wilhelm II of Prussia orders new roads to be built - Prussia gains +5MP <br />
# Young Tsar - Alexander I arrives<br />
# Gustav IV foreign policy - Sweden has free DOW on Prussia.*<br />
# Gustav IV foreign policy - Sweden has free DOW on France.*<br />
# Gustav IV foreign idiocy - Sweden has to DOW France or Prussia or both, if possible, unless already at war with either or both. After this Swedish free DOWs are cancelled.<br />
# Gustav IV tired of politics - Things work out suddenly! Sweden gains $25 and 1PP.<br />
# Nationalism claims Prussia - +1 morale for this turn.<br />
# Metternich Policy - Any DOW against Austria costs 1 extra PP.*<br />
# Dardanelles Operation - Turkey has free DOW on Britain. If Turkey will not or cannot DOW, Britain gains 2PP.<br />
# Alexander's Folly - Alexander must command the largest Russian army (most factors in one place) until he loses a battle.*<br />
# Kutusov and Vodka - Remove Kutusov.<br />
# War in India Over - British leader Wellington arrives.<br />
# British Slave Trade Act - Britain loses 15$ and gains 2PP. Britain has free DOW on Portugal.<br />
# Metternich Policy Change - DOWs against Austria no longer cost extra.*<br />
# Bored with Vodka - Return Kutusov.<br />
# The cause must be supported! - Prussia gains a free DoW on any other major power.<br />
# Bear awakens - Russia has free DOW on Sweden.<br />
# Janissar Revolt - Turkey loses 3PP.<br />
# Selim II assasinated - Remove Turkish leader Selim II.<br />
# Hero Emerges - Add Turkish leader Bayrakdar.<br />
# Turkish Civil War - Turkey makes informal peace with all enemies. Turkey cannot DOW or be DOWed.*<br />
# Bayrakdar wins - Remove Turkish leader Grand Vizier.<br />
# End of Gustavs - Remove Swedish leader Gustav IV.<br />
# Bayrakdar's troops - Add Turkish corps Nizami Zedid.<br />
# Friedrich Wilhelm II of Prussia addopts the ideals of enlightenment to the society - Prussia gains: +10MP, +20$, +1PP.<br />
# Bayrakdar's Elite - Turkish Imperial cavalry improves to morale 4.<br />
# Civil War Over - Turkey gains 2PP. Turkey can DOW and be DOWed. <br />
# Succession - Add Turkish leader Mahmud II.<br />
# Hero's Rest - Remove Turkish leader Bayrakdar. <br />
# Hero's Reward - Add Turkish leader Sadrazam.<br />
# Fresh Royalty - Swedish leader Bernadotte arrives. Sweden breaks all alliances for no cost. Sweden may dow one or more, up to all Dominant powers for free. For each Dominant dowed except Great Britain Sweden gets to upgrade one land corps of his choice to Phase IV state and that corps is automatically filled up (no Heavy Cavalry). If Sweden dows a Dominant Great Britain he gains ships worth of $350 which are automatically deployed to a fleet(s) (if at harbour) or harbour(s) of his choice. If Sweden is already at war with a Dominant power he gets the bonuses automatically. These wars cannot be ended without a formal peace.<br />
<br />
<br />
NOTE: Rules for pillaging and burning of cities are moved from this page to [[EIA:House_rules|House rules]]<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Russia_track&diff=55289EIA:Russia track2016-06-14T19:18:02Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
Russia track is activated at start of the game.<br><br />
Russia track has 242 tickets, 69 of which triggers an event.<br><br />
<br />
* PHASE II: Step 20 is in effect when the game starts, step 21 is the first winning pick<br />
* PHASE III: Step 47 is in effect when the game starts, step 48 is the first winning pick<br />
<br />
# Suvorov's Zeal - Suvorov takes no Turkish prisoners, all Turkish troops captured by Suvorov are killed instead.* Turkish leaders captured by Suvorov are unavailable for 6 months.* Any city Suvorov takes by storm must be burned.*<br />
# Suvorov's victory - If Suvorov wins a field battle this turn, Russia gains 1 extra PP.<br />
# Suvorov shows no mercy - Any Turkish city burned by Suvorov costs both Russia and Turkey a political point.*<br />
# Suvorov can't be stopped - All corps under Suvorov up to 4 corps and one cavalry corps automatically succeed in forage this turn only unless force marching.<br />
# Saxe-Coburg admires Suvorov - Russia gets an Austrian corps on loan, unless Austria and Russia are at war. Saxe-Coburg must lead the corps chosen by Russia.* Corps is returned immediately, if Austria and Russia go to war or the corps loses half it's factors.*<br />
# Suvorov's Triumph - Suvorov's stack automatically rolls 6 on both pursuit and breach rolls this turn only.<br />
# Gustav III and illusions of grandeur - Sweden has free dow on Russia, even if there is an enforced peace in effect. If Sweden dows, the Kungliga livregementets husarer -light infantry corps upgrades to normal Phase I -capacity. If Sweden doesn't dow, the corps can be upgraded by paying $15 and 1 PP in any economic phase hereafter. If Sweden is already at war with Russia, he gains the upgrade automatically.<br />
# Friedrich Wilhelm II of Prussia relieves the ban of use of German language in education - Prussia gains +1PP.<br />
# Saxe-Coburg homesick - Austrian corps on loan returns to Austrian control.*<br />
# Bonjour, beau masque - Remove Swedish leader Gustav III. <br />
# Incompetence claims throne - Add Swedish leader Gustav IV.<br />
# Polish revolt - Poland becomes independent.<br />
# Prussian Act of Army Discipline - +1 morale for this turn<br />
# Poles fear Suvorov - Any city breached by Suvorov must surrender. If Suvorov takes Warsaw, Russia gains 15$ and 1PP.<br />
# He must be getting old - Suvorov no longer has to burn cities.* <br />
# Catherine holds no grudge - Sweden and Russia make informal peace, if at war.<br />
# Valmy artillery duel - For this turn only, Brunswick gains 4A for his next field battle. His opponent gains 3A for that battle.<br />
# Sudden sickness - Remove Potemkin<br />
# Friedrich Wilhelm II of Prussia abandons oppressive taxation system crafted by French - No upkeep costs for Prussia in economy phase.*<br />
# Uneasy peace - Turkish cities burned by Suvorov no longer cost Turkey any PP.*<br />
# Catherine dies - If Suvorov fails to win a battle, remove Suvorov*<br />
# Paul I reforms the guard - Russian guard cannot be committed*<br />
# Wilhelm of Prussia enforces absolute obedience - Prussian troops have +1 morale this turn<br />
# Paul I reforms the military - Russian guard morale is 4.*<br />
# Friedrich Wilhelm II of Prussia outstrips Wöllner's policies - Prussia has to pay upkeep costs in economy phase.*<br />
# American expansion - Russia may pay 20$ to gain 1PP.<br />
# Further American expansion - Russia may pay 10$ to gain 1PP, but only if it paid the previous expansion also.<br />
# Paul I comes to his senses - Suvorov returns. Russian guard morale is 5.* Russian guard can be committed as normal.*<br />
# Reuterholm - Britain and Sweden come to informal peace if at war, and form a non-aggression pact.<br />
# Alexandra - Sweden may choose to accept Alexandra. If so, Sweden and Russia both gain a PP. If Sweden refuses, Russia loses a PP.<br />
# Gustav IV comes of age - Swedish non-aggression pact with Britain broken for no cost.<br />
# Corrupt nobles discovered - Russia loses 3PP.<br />
# Prussia adopts military discipline to the whole nation - +1 morale for this turn.<br />
# Paul I reclaims lost money - Russia gains 50$.<br />
# Paul I brings nobles to justice - Russia gains 1PP.<br />
# Paul I distrusts military - Remove Suvorov, if he is still available.<br />
# Paul I assasinated - Russia loses 2PP.<br />
# Ormesus of Prussia pulls the strings of His Rosecrucian informants. Each other major power must pay 10$ to Prussia or lose 1PP.<br />
# Friedrich Wilhelm II of Prussia orders new roads to be built - Prussia gains +5MP <br />
# Young Tsar - Alexander I arrives<br />
# Gustav IV foreign policy - Sweden has free DOW on Prussia*<br />
# Gustav IV foreign policy - Sweden has free DOW on France* <br />
# Gustav IV foreign idiocy - Sweden has to DOW France or Prussia or both, if possible, unless already at war with either or both. After this swedish free DOWs are cancelled.<br />
# Gustav IV tired of politics - Things work out suddenly! Sweden gains $25 and 1 PP.<br />
# Nationalism claims Prussia - +1 morale for this turn<br />
# Metternich policy - Any DOW against Austria costs 1 extra PP.*<br />
# Dardanelles operation - Turkey has free DOW on Britain. If Turkey will not or cannot DOW, Britain gains 2PP.<br />
# Alexander's folly - Alexander must command the largest Russian army (most factors in one place) untill he loses a battle*<br />
# Kutusov and Vodka - Remove Kutusov<br />
# War in India over - British leader Wellington arrives<br />
# British slave trade act - Britain loses 15$ and gains 2PP. Britain has free DOW on Portugal.<br />
# Metternich policy change - DOWs against Austria no longer cost extra.*<br />
# Bored with vodka - Return Kutusov.<br />
# The cause must be supported! - Prussia gains a free DoW on any other major power.<br />
# Bear awakens - Russia has free DOW on Sweden.<br />
# Janissar revolt - Turkey loses 3PP.<br />
# Selim II assasinated - Remove Turkish leader Selim II.<br />
# Hero emerges - Add Turkish leader Bayrakdar.<br />
# Turkish Civil war - Turkey makes informal peace with all enemies. Turkey cannot DOW or be DOWed.*<br />
# Bayrakdar wins - Remove Turkish leader Grand Vizier.<br />
# End of Gustavs - Remove Swedish leader Gustav IV.<br />
# Bayrakdar's troops - Add Turkish corps Nizami Zedid.<br />
# Friedrich Wilhelm II of Prussia addopts the ideals of enlightenment to the society - Prussia gains: +10MP, +20$, +1PP.<br />
# Bayrakdar's elite - Turkish Imperial cavalry improves to morale 4.<br />
# Civil war over - Turkey gains 2PP. Turkey can DOW and be DOWed. <br />
# Succession - Add Turkish leader Mahmud II.<br />
# Hero's rest - Remove Turkish leader Bayrakdar. <br />
# Hero's reward - Add Turkish leader Sadrazam.<br />
# Fresh royalty - Swedish leader Bernadotte arrives. Sweden breaks all alliances for no cost. Sweden may dow one or more, up to all Dominant powers for free. For each Dominant dowed except Great Britain Sweden gets to upgrade one land corps of his choice to Phase IV state and that corps is automatically filled up (no Heavy Cavalry). If Sweden dows a Dominant Great Britain he gains ships worth of $350 which are automatically deployed to a fleet(s) (if at harbour) or harbour(s) of his choice. If Sweden is already at war with a Dominant power he gets the bonuses automatically. These wars cannot be ended without a formal peace.<br />
<br />
<br />
NOTE: Rules for pillaging and burning of cities are moved from this page to [[EIA:House_rules|House rules]]<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Russia_track&diff=55288EIA:Russia track2016-06-14T19:16:11Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
Russia track is activated at start of the game.<br><br />
Russia track has 242 tickets, 69 of which triggers an event.<br><br />
<br />
* PHASE II: Step 20 is in effect when the game starts, step 21 is the first winning pick<br />
* PHASE III: Step 47 is in effect when the game starts, step 48 is the first winning pick<br />
<br />
# Suvorov's Zeal - Suvorov takes no Turkish prisoners, all Turkish troops captured by Suvorov are killed instead.* Turkish leaders captured by Suvorov are unavailable for 6 months.* Any city Suvorov takes by storm must be burned.*<br />
# Suvorov's victory - If Suvorov wins a field battle this turn, Russia gains 1 extra PP.<br />
# Suvorov shows no mercy - Any Turkish city burned by Suvorov costs both Russia and Turkey a political point.*<br />
# Suvorov can't be stopped - All corps under Suvorov up to 4 corps and one cavalry corps automatically succeed in forage this turn only unless force marching.<br />
# Saxe-Coburg admires Suvorov - Russia gets an Austrian corps on loan, unless Austria and Russia are at war. Saxe-Coburg must lead the corps chosen by Russia.* Corps is returned immediately, if Austria and Russia go to war or the corps loses half it's factors.*<br />
# Suvorov's Triumph - Suvorov's stack automatically rolls 6 on both pursuit and breach rolls this turn only.<br />
# Gustav III and illusions of grandeur - Sweden has free dow on Russia, even if there is an enforced peace in effect. If Sweden dows, the Kungliga livregementets husarer -light infantry corps upgrades to normal Phase I -capacity. If Sweden doesn't dow, the corps can be upgraded by paying $15 and 1 PP in any economic phase hereafter. If Sweden is already at war with Russia, he gains the upgrade automatically.<br />
# Friedrich Wilhelm II of Prussia relieves the ban of use of German language in education - Prussia gains +1PP.<br />
# Saxe-Coburg homesick - Austrian corps on loan returns to Austrian control.*<br />
# Bonjour, beau masque - Remove Swedish leader Gustav III. <br />
# Incompetence claims throne - Add Swedish leader Gustav IV.<br />
# Polish revolt - Poland becomes independent.<br />
# Prussian Act of Army Discipline - +1 morale for this turn<br />
# Poles fear Suvorov - Any city breached by Suvorov must surrender. If Suvorov takes Warsaw, Russia gains 15$ and 1PP.<br />
# He must be getting old - Suvorov no longer has to burn cities.* <br />
# Catherine holds no grudge - Sweden and Russia make informal peace, if at war.<br />
# Valmy artillery duel - For this turn only, Brunswick gains 4A for his next field battle. His opponent gains 3A for that battle.<br />
# Sudden sickness - Remove Potemkin<br />
# Friedrich Wilhelm II of Prussia abandons oppressive taxation system crafted by French - No upkeep costs for Prussia in economy phase.*<br />
# Uneasy peace - Turkish cities burned by Suvorov no longer cost Turkey any PP.*<br />
# Catherine dies - If Suvorov fails to win a battle, remove Suvorov*<br />
# Paul I reforms the guard - Russian guard cannot be committed*<br />
# Wilhelm of Prussia enforces absolute obedience - Prussian troops have +1 morale this turn<br />
# Paul I reforms the military - Russian guard morale is 4.*<br />
# Friedrich Wilhelm II of Prussia outstrips Wöllner's policies - Prussia has to pay upkeep costs in economy phase.*<br />
# American expansion - Russia may pay 20$ to gain 1PP.<br />
# Further American expansion - Russia may pay 10$ to gain 1PP, but only if it paid the previous expansion also.<br />
# Paul I comes to his senses - Suvorov returns. Russian guard morale is 5.* Russian guard can be committed as normal.*<br />
# Reuterholm - Britain and Sweden come to informal peace if at war, and form a non-aggression pact.<br />
# Alexandra - Sweden may choose to accept Alexandra. If so, Sweden and Russia both gain a PP. If Sweden refuses, Russia loses a PP.<br />
# Gustav IV comes of age - Swedish non-aggression pact with Britain broken for no cost.<br />
# Corrupt nobles discovered - Russia loses 3PP.<br />
# Prussia adopts military discipline to the whole nation - +1 morale for this turn.<br />
# Paul I reclaims lost money - Russia gains 50$.<br />
# Paul I brings nobles to justice - Russia gains 1PP.<br />
# Paul I distrusts military - Remove Suvorov, if he is still available.<br />
# Paul I assasinated - Russia loses 2PP.<br />
# Ormesus of Prussia pulls the strings of His Rosecrucian informants. Each other major power must pay 10$ to Prussia or loss 1PP.<br />
# Friedrich Wilhelm II of Prussia orders new roads to be built - Prussia gains +5MP <br />
# Young Tsar - Alexander I arrives<br />
# Gustav IV foreign policy - Sweden has free DOW on Prussia*<br />
# Gustav IV foreign policy - Sweden has free DOW on France* <br />
# Gustav IV foreign idiocy - Sweden has to DOW France or Prussia or both, if possible, unless already at war with either or both. After this swedish free DOWs are cancelled.<br />
# Gustav IV tired of politics - Things work out suddenly! Sweden gains $25 and 1 PP.<br />
# Nationalism claims Prussia - +1 morale for this turn<br />
# Metternich policy - Any DOW against Austria costs 1 extra PP.*<br />
# Dardanelles operation - Turkey has free DOW on Britain. If Turkey will not or cannot DOW, Britain gains 2PP.<br />
# Alexander's folly - Alexander must command the largest Russian army (most factors in one place) untill he loses a battle*<br />
# Kutusov and Vodka - Remove Kutusov<br />
# War in India over - British leader Wellington arrives<br />
# British slave trade act - Britain loses 15$ and gains 2PP. Britain has free DOW on Portugal.<br />
# Metternich policy change - DOWs against Austria no longer cost extra.*<br />
# Bored with vodka - Return Kutusov.<br />
# The cause must be supported! - Prussia gains a free DoW on any other major power.<br />
# Bear awakens - Russia has free DOW on Sweden.<br />
# Janissar revolt - Turkey loses 3PP.<br />
# Selim II assasinated - Remove Turkish leader Selim II.<br />
# Hero emerges - Add Turkish leader Bayrakdar.<br />
# Turkish Civil war - Turkey makes informal peace with all enemies. Turkey cannot DOW or be DOWed.*<br />
# Bayrakdar wins - Remove Turkish leader Grand Vizier.<br />
# End of Gustavs - Remove Swedish leader Gustav IV.<br />
# Bayrakdar's troops - Add Turkish corps Nizami Zedid.<br />
# Friedrich Wilhelm II of Prussia addopts the ideals of enlightenment to the society - Prussia gains: +10MP, +20$, +1PP.<br />
# Bayrakdar's elite - Turkish Imperial cavalry improves to morale 4.<br />
# Civil war over - Turkey gains 2PP. Turkey can DOW and be DOWed. <br />
# Succession - Add Turkish leader Mahmud II.<br />
# Hero's rest - Remove Turkish leader Bayrakdar. <br />
# Hero's reward - Add Turkish leader Sadrazam.<br />
# Fresh royalty - Swedish leader Bernadotte arrives. Sweden breaks all alliances for no cost. Sweden may dow one or more, up to all Dominant powers for free. For each Dominant dowed except Great Britain Sweden gets to upgrade one land corps of his choice to Phase IV state and that corps is automatically filled up (no Heavy Cavalry). If Sweden dows a Dominant Great Britain he gains ships worth of $350 which are automatically deployed to a fleet(s) (if at harbour) or harbour(s) of his choice. If Sweden is already at war with a Dominant power he gets the bonuses automatically. These wars cannot be ended without a formal peace.<br />
<br />
<br />
NOTE: Rules for pillaging and burning of cities are moved from this page to [[EIA:House_rules|House rules]]<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Corps_compositions&diff=55287EIA:Corps compositions2016-06-14T19:13:59Z<p>AapoAlas: /* Sweden */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
== New corps compositions ==<br />
<br />
=== France ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Royal France<br />
!Republic France<br />
!Napoleonic France<br />
!Endgame France<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Guards<br />
|5G<br />
|5G 2C<br />
|20G 3C<br />
|25G 4C<br />
|-<br />
!I <br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|30I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!III<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!IV<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!V<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VI<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!IX<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!X<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XI<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XII<br />
|N/A<br />
|N/A<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!C I<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C II<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C III<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!C IV<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|12A<br />
|20A<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Prussia ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Fredericks Prussia<br />
!Early Prussia<br />
!Revised Prussia<br />
!Emerging Prussia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|25I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!III<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!IV<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!V<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VI<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VII<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!Guards<br />
|N/A<br />
|5G 1C<br />
|7G 1C<br />
|10G 3C (+2 shift)<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Great Britain ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Passive Britain<br />
!Pitts Britain<br />
!Modern Britain<br />
!Wellingtons Britain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I<br />
|2G 12I<br />
|4G 14I 1C (+1 shift)<br />
|-<br />
!II<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!III<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!V<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!VI<br />
|N/A<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!C<br />
|4C<br />
|6C<br />
|8C<br />
|12C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VII<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VIII<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet IX<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet X<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Turkey ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Feodal Turkey<br />
!Sick man of Europe<br />
!Revolting Turkey<br />
!Modern Turkey<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Janissar I<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Janissar II<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Nizami Zedid<br />
|N/A<br />
|N/A<br />
|12I 2C<br />
|20I 5C<br />
|-<br />
!Imperial cavalry<br />
|6C<br />
|7C<br />
|8C<br />
|16C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
Feodal corps do not change.<br />
<br />
=== Russia ===<br />
<br />
{| border = "1"<br />
!<br />
!Katherine's Russia<br />
!Expanding Russia<br />
!Russia<br />
!Modern Russia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|20I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!V (Guards)<br />
|5G 1C (+1 shift)<br />
|7G 1C (+1 shift)<br />
|10G 2C (+2 shift)<br />
|20G 3C<br />
|-<br />
!VI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!IX<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!X<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIV<br />
|N/A<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XV<br />
|N/A<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|10A<br />
|12A<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C II<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C III<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C IV<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C V<br />
|N/A<br />
|N/A<br />
|3C<br />
|4C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Austria ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Habsburg Austria<br />
!Evolving Austria<br />
!Austria<br />
!Modern Austria<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IX<br />
|N/A<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!Guards I<br />
|4G 1C<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!Guards II<br />
|N/A<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|4C<br />
|5C<br />
|-<br />
!C II<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!Light Infantry<br />
|N/A<br />
|N/A<br />
|4I 2C<br />
|7I 3C<br />
|-<br />
!Insurrection I<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Insurrection II <br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Spain ===<br />
<br />
{| border = "1"<br />
!<br />
!Old Spain<br />
!Bourbon Spain<br />
!Spain<br />
!Modern Spain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!C I<br />
|N/A<br />
|3C<br />
|4C<br />
|6C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
===Sweden===<br />
<br />
{| border = "1"<br />
!<br />
!Old Sweden<br />
!Gustav's Sweden<br />
!Sweden<br />
!Bernadotte's Sweden<br />
|-<br />
|I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
|II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|III<br />
|6I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|IV<br />
|N/A<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|V<br />
|N/A<br />
|N/A<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|VI (Denmark)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VII (Livonia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VIII (Karelia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|Kungliga livregementets husarer (C)<br />
|[1C] 3I 2C<br />
|4I 4C<br />
|8I 6C<br />
|10I 10C<br />
|-<br />
|Artillery (Dominant)<br />
|N/A<br />
|2A<br />
|4A<br />
|6A<br />
|-<br />
|Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet II<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
|Fleet III (Denmark)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet IV (Dominant)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|}<br />
<br />
The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.<br />
* The upgrade from Russia track #7 can only be used to upgrade the KLH during Phase I.<br />
** This means that if the corps has not been upgraded by the time Phase II starts, the corps will only upgrade to Phase I size. When Phase III begins the corps upgrades to Phase II size etc.<br />
<br />
=== Minor countries ===<br />
<br />
{| border = "1"<br />
!<br />
!Early minors<br />
!Allied minors<br />
!Minors<br />
!Modern Minors<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Algeria<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Cyrenaica<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Egypt I<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Egypt II<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Morocco<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Syria<br />
|4I 4C<br />
|5I 5C<br />
|6I 12C<br />
|10I 15C<br />
|-<br />
!Tripolitania<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Tunisia<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Lombardy<br />
|8I<br />
|10I 1C<br />
|13I 2C<br />
|16I 3C<br />
|-<br />
!Naples I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Naples II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Piedmont I<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Piedmont II<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Venetia<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Baden<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Bavaria<br />
|10I<br />
|12I 1C<br />
|13I 2C<br />
|14I 3C<br />
|-<br />
!Hanover<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|14I 3C<br />
|-<br />
!Hesse<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Saxony<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Wurttenburg<br />
|4I<br />
|5I 1C<br />
|6I 2C<br />
|8I 2C<br />
|-<br />
!Denmark<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Sweden I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden III<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Holland<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Poland (all I)<br />
|12I<br />
|15I 1C<br />
|16I 2C<br />
|20I 5C<br />
|-<br />
!Poland (all C)<br />
|6C<br />
|7C<br />
|8C<br />
|12C<br />
|-<br />
!Portugal<br />
|10I<br />
|12I 1C<br />
|16I 2C<br />
|20I 3C<br />
|-<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Corps_compositions&diff=55286EIA:Corps compositions2016-06-14T19:13:03Z<p>AapoAlas: /* Sweden */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
== New corps compositions ==<br />
<br />
=== France ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Royal France<br />
!Republic France<br />
!Napoleonic France<br />
!Endgame France<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Guards<br />
|5G<br />
|5G 2C<br />
|20G 3C<br />
|25G 4C<br />
|-<br />
!I <br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|30I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!III<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!IV<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!V<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VI<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!IX<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!X<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XI<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XII<br />
|N/A<br />
|N/A<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!C I<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C II<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C III<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!C IV<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|12A<br />
|20A<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Prussia ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Fredericks Prussia<br />
!Early Prussia<br />
!Revised Prussia<br />
!Emerging Prussia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|25I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!III<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!IV<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!V<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VI<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VII<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!Guards<br />
|N/A<br />
|5G 1C<br />
|7G 1C<br />
|10G 3C (+2 shift)<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Great Britain ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Passive Britain<br />
!Pitts Britain<br />
!Modern Britain<br />
!Wellingtons Britain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I<br />
|2G 12I<br />
|4G 14I 1C (+1 shift)<br />
|-<br />
!II<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!III<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!V<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!VI<br />
|N/A<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!C<br />
|4C<br />
|6C<br />
|8C<br />
|12C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VII<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VIII<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet IX<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet X<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Turkey ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Feodal Turkey<br />
!Sick man of Europe<br />
!Revolting Turkey<br />
!Modern Turkey<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Janissar I<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Janissar II<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Nizami Zedid<br />
|N/A<br />
|N/A<br />
|12I 2C<br />
|20I 5C<br />
|-<br />
!Imperial cavalry<br />
|6C<br />
|7C<br />
|8C<br />
|16C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
Feodal corps do not change.<br />
<br />
=== Russia ===<br />
<br />
{| border = "1"<br />
!<br />
!Katherine's Russia<br />
!Expanding Russia<br />
!Russia<br />
!Modern Russia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|20I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!V (Guards)<br />
|5G 1C (+1 shift)<br />
|7G 1C (+1 shift)<br />
|10G 2C (+2 shift)<br />
|20G 3C<br />
|-<br />
!VI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!IX<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!X<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIV<br />
|N/A<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XV<br />
|N/A<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|10A<br />
|12A<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C II<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C III<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C IV<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C V<br />
|N/A<br />
|N/A<br />
|3C<br />
|4C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Austria ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Habsburg Austria<br />
!Evolving Austria<br />
!Austria<br />
!Modern Austria<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IX<br />
|N/A<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!Guards I<br />
|4G 1C<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!Guards II<br />
|N/A<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|4C<br />
|5C<br />
|-<br />
!C II<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!Light Infantry<br />
|N/A<br />
|N/A<br />
|4I 2C<br />
|7I 3C<br />
|-<br />
!Insurrection I<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Insurrection II <br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Spain ===<br />
<br />
{| border = "1"<br />
!<br />
!Old Spain<br />
!Bourbon Spain<br />
!Spain<br />
!Modern Spain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!C I<br />
|N/A<br />
|3C<br />
|4C<br />
|6C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
===Sweden===<br />
<br />
{| border = "1"<br />
!<br />
!Old Sweden<br />
!Gustav's Sweden<br />
!Sweden<br />
!Bernadotte's Sweden<br />
|-<br />
|I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
|II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|III<br />
|6I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|IV<br />
|N/A<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|V<br />
|N/A<br />
|N/A<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|VI (Denmark)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VII (Livonia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VIII (Karelia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|Kungliga livregementets husarer (C)<br />
|3I 2C<br />
|4I 4C<br />
|8I 6C<br />
|10I 10C<br />
|-<br />
|Artillery (Dominant)<br />
|N/A<br />
|2A<br />
|4A<br />
|6A<br />
|-<br />
|Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet II<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
|Fleet III (Denmark)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet IV (Dominant)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|}<br />
<br />
The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.<br />
* The upgrade from Russia track #7 can only be used to upgrade the KLH during Phase I.<br />
** This means that if the corps has not been upgraded by the time Phase II starts, the corps will only upgrade to Phase I size. When Phase III begins the corps upgrades to Phase II size etc.<br />
<br />
=== Minor countries ===<br />
<br />
{| border = "1"<br />
!<br />
!Early minors<br />
!Allied minors<br />
!Minors<br />
!Modern Minors<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Algeria<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Cyrenaica<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Egypt I<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Egypt II<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Morocco<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Syria<br />
|4I 4C<br />
|5I 5C<br />
|6I 12C<br />
|10I 15C<br />
|-<br />
!Tripolitania<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Tunisia<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Lombardy<br />
|8I<br />
|10I 1C<br />
|13I 2C<br />
|16I 3C<br />
|-<br />
!Naples I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Naples II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Piedmont I<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Piedmont II<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Venetia<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Baden<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Bavaria<br />
|10I<br />
|12I 1C<br />
|13I 2C<br />
|14I 3C<br />
|-<br />
!Hanover<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|14I 3C<br />
|-<br />
!Hesse<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Saxony<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Wurttenburg<br />
|4I<br />
|5I 1C<br />
|6I 2C<br />
|8I 2C<br />
|-<br />
!Denmark<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Sweden I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden III<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Holland<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Poland (all I)<br />
|12I<br />
|15I 1C<br />
|16I 2C<br />
|20I 5C<br />
|-<br />
!Poland (all C)<br />
|6C<br />
|7C<br />
|8C<br />
|12C<br />
|-<br />
!Portugal<br />
|10I<br />
|12I 1C<br />
|16I 2C<br />
|20I 3C<br />
|-<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Russia_track&diff=55285EIA:Russia track2016-06-14T19:10:40Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
Russia track is activated at start of the game.<br><br />
Russia track has 242 tickets, 69 of which triggers an event.<br><br />
<br />
* PHASE II: Step 20 is in effect when the game starts, step 21 is the first winning pick<br />
* PHASE III: Step 47 is in effect when the game starts, step 48 is the first winning pick<br />
<br />
# Suvorov's Zeal - Suvorov takes no Turkish prisoners, all Turkish troops captured by Suvorov are killed instead.* Turkish leaders captured by Suvorov are unavailable for 6 months.* Any city Suvorov takes by storm must be burned.*<br />
# Suvorov's victory - If Suvorov wins a field battle this turn, Russia gains 1 extra PP.<br />
# Suvorov shows no mercy - Any Turkish city burned by Suvorov costs both Russia and Turkey a political point.*<br />
# Suvorov can't be stopped - All corps under Suvorov up to 4 corps and one cavalry corps automatically succeed in forage this turn only unless force marching.<br />
# Saxe-Coburg admires Suvorov - Russia gets an Austrian corps on loan, unless Austria and Russia are at war. Saxe-Coburg must lead the corps chosen by Russia.* Corps is returned immediately, if Austria and Russia go to war or the corps loses half it's factors.*<br />
# Suvorov's Triumph - Suvorov's stack automatically rolls 6 on both pursuit and breach rolls this turn only.<br />
# Gustav III and illusions of grandeur - Sweden has free dow on Russia, even if there is an enforced peace in effect. If Sweden dows, the Kungliga livregementets husarer -light infantry corps upgrades to normal Phase I -capacity. If Sweden doesn't dow, the corps can be upgraded by paying $15 and 1 PP in any economic phase hereafter. If Sweden is already at war with Russia, he gains the upgrade automatically.<br />
# Friedrich Wilhelm II of Prussia relieves the ban of use of German language in education - Prussia gains +1PP.<br />
# Saxe-Coburg homesick - Austrian corps on loan returns to Austrian control.*<br />
# Bonjour, beau masque - Remove Swedish leader Gustav III. <br />
# Incompetence claims throne - Add Swedish leader Gustav IV.<br />
# Polish revolt - Poland becomes independent.<br />
# Prussian Act of Army Discipline - +1 morale for this turn<br />
# Poles fear Suvorov - Any city breached by Suvorov must surrender. If Suvorov takes Warsaw, Russia gains 15$ and 1PP.<br />
# He must be getting old - Suvorov no longer has to burn cities.* <br />
# Catherine holds no grudge - Sweden and Russia make informal peace, if at war.<br />
# Valmy artillery duel - For this turn only, Brunswick gains 4A for his next field battle. His opponent gains 3A for that battle.<br />
# Sudden sickness - Remove Potemkin<br />
# Friedrich Wilhelm II of Prussia abandons oppressive taxation system crafted by French - No upkeep costs for Prussia in economy phase.*<br />
# Uneasy peace - Turkish cities burned by Suvorov no longer cost Turkey any PP.*<br />
# Catherine dies - If Suvorov fails to win a battle, remove Suvorov*<br />
# Paul I reforms the guard - Russian guard cannot be committed*<br />
# Wilhelm of Prussia enforces absolute obedience - Prussian troops have +1 morale this turn<br />
# Paul I reforms the military - Russian guard morale is 4.*<br />
# Friedrich Wilhelm II of Prussia outstrips Wöllner's policies - Prussia has to pay upkeep costs in economy phase.*<br />
# American expansion - Russia may pay 20$ to gain 1PP.<br />
# Further American expansion - Russia may pay 10$ to gain 1PP, but only if it paid the previous expansion also.<br />
# Paul I comes to his senses - Suvorov returns. Russian guard morale is 5.* Russian guard can be committed as normal.*<br />
# Reuterholm - Come to informal peace, if at war. Britain and Sweden make non-aggression pact.<br />
# Alexandra - Sweden may choose to accept Alexandra. If so, Sweden and Russia both gain a PP. If Sweden refuses, Russia loses a PP.<br />
# Gustav IV comes of age - Swedish non-aggression pact with Britain broken for no cost.<br />
# Corrupt nobles discovered - Russia loses 3PP.<br />
# Prussia adopts military discipline to the whole nation - +1 morale for this turn.<br />
# Paul I reclaims lost money - Russia gains 50$.<br />
# Paul I brings nobles to justice - Russia gains 1PP.<br />
# Paul I distrusts military - Remove Suvorov, if he is still available.<br />
# Paul I assasinated - Russia loses 2PP.<br />
# Ormesus of Prussia pulls the strings of His Rosecrucian informants. Each other major power must pay 10$ to Prussia or loss 1PP.<br />
# Friedrich Wilhelm II of Prussia orders new roads to be built - Prussia gains +5MP <br />
# Young Tsar - Alexander I arrives<br />
# Gustav IV foreign policy - Sweden has free DOW on Prussia*<br />
# Gustav IV foreign policy - Sweden has free DOW on France* <br />
# Gustav IV foreign idiocy - Sweden has to DOW France or Prussia or both, if possible, unless already at war with either or both. After this swedish free DOWs are cancelled.<br />
# Gustav IV tired of politics - Things work out suddenly! Sweden gains $25 and 1 PP.<br />
# Nationalism claims Prussia - +1 morale for this turn<br />
# Metternich policy - Any DOW against Austria costs 1 extra PP.*<br />
# Dardanelles operation - Turkey has free DOW on Britain. If Turkey will not or cannot DOW, Britain gains 2PP.<br />
# Alexander's folly - Alexander must command the largest Russian army (most factors in one place) untill he loses a battle*<br />
# Kutusov and Vodka - Remove Kutusov<br />
# War in India over - British leader Wellington arrives<br />
# British slave trade act - Britain loses 15$ and gains 2PP. Britain has free DOW on Portugal.<br />
# Metternich policy change - DOWs against Austria no longer cost extra.*<br />
# Bored with vodka - Return Kutusov.<br />
# The cause must be supported! - Prussia gains a free DoW on any other major power.<br />
# Bear awakens - Russia has free DOW on Sweden.<br />
# Janissar revolt - Turkey loses 3PP.<br />
# Selim II assasinated - Remove Turkish leader Selim II.<br />
# Hero emerges - Add Turkish leader Bayrakdar.<br />
# Turkish Civil war - Turkey makes informal peace with all enemies. Turkey cannot DOW or be DOWed.*<br />
# Bayrakdar wins - Remove Turkish leader Grand Vizier.<br />
# End of Gustavs - Remove Swedish leader Gustav IV.<br />
# Bayrakdar's troops - Add Turkish corps Nizami Zedid.<br />
# Friedrich Wilhelm II of Prussia addopts the ideals of enlightenment to the society - Prussia gains: +10MP, +20$, +1PP.<br />
# Bayrakdar's elite - Turkish Imperial cavalry improves to morale 4.<br />
# Civil war over - Turkey gains 2PP. Turkey can DOW and be DOWed. <br />
# Succession - Add Turkish leader Mahmud II.<br />
# Hero's rest - Remove Turkish leader Bayrakdar. <br />
# Hero's reward - Add Turkish leader Sadrazam.<br />
# Fresh royalty - Swedish leader Bernadotte arrives. Sweden breaks all alliances for no cost. Sweden may dow one or more, up to all Dominant powers for free. For each Dominant dowed except Great Britain Sweden gets to upgrade one land corps of his choice to Phase IV state and that corps is automatically filled up (no Heavy Cavalry). If Sweden dows a Dominant Great Britain he gains ships worth of $350 which are automatically deployed to a fleet(s) (if at harbour) or harbour(s) of his choice. If Sweden is already at war with a Dominant power he gets the bonuses automatically. These wars cannot be ended without a formal peace.<br />
<br />
<br />
NOTE: Rules for pillaging and burning of cities are moved from this page to [[EIA:House_rules|House rules]]<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Once_more_with_Feeling&diff=55284EiA:Once more with Feeling2016-06-14T18:45:59Z<p>AapoAlas: /* 17. May 1790 */</p>
<hr />
<div>'''1st Excalibur Revolutions Campaign of 2016 – Player nations'''<br />
* France - Tommi<br />
* GB - JanneF<br />
* Rus - Viljami<br />
* Aus - Tapio<br />
* Pru - Erno<br />
* Spa - Riku<br />
* Tur - Aapo<br />
* Swe - Marko<br />
<br />
Rus and Tur choose war!<br />
<br />
==Sessio 1, 11.4. 2016==<br />
<br />
===1. January 1789===<br />
* Trade Surplus -> Prussia<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs GB and Russia<br />
* Prussia DOWs Sweden and France<br />
* Austria DOWs France<br />
* France and Spain DOW GB<br />
<br />
* Austria allies with GB, Russia and Prussia<br />
* Prussia allies with GB and Russia<br />
* GB allies with Russia<br />
* Sweden allies with France, Spain and Turkey<br />
* France allies with Spain and Turkey<br />
* Spain allies with Turkey<br />
<br />
'''Naval Battle of Christiana'''<br />
* GB vs Sweden<br />
* Melee vs Evade<br />
* Mr Default vs Gustav III<br />
* 18 Sol 1T vs 6 Sol<br />
* 0 vs 0<br />
* Sweden evades<br />
<br />
<br />
===2. February 1789===<br />
* "Kaikki olettivat että kaupungit eivät pala" -> Trebizond burns<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
===3. March 1789===<br />
* Talented general -> Spain: Don Buffer 111D<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
Russia 10, GB 8, Prussia 7, Austria 7, Turkey 6, Spain 6, Sweden 5, France 4.<br />
<br />
<br />
===4. April 1789===<br />
* Early pension -> Austria: Kray retires<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Spain DOWS Prussia and Austria<br />
<br />
* Turkey burns Voronezh, Kharkov and Tula<br />
<br />
'''Moscow Mortal Combat'''<br />
* Russia vs Turkey<br />
* Echelon vs Counterattack<br />
* Default vs Hakki<br />
* 1I 6M vs 8fC<br />
* -1M -1,1 vs -1fC -1,1<br />
* -1I break vs -1fC break<br />
<br />
* Turkey burns Moscow<br />
<br />
'''Paris Mortal Combat'''<br />
* Pru&Aus vs. Fra&Spa<br />
* Echelon vs Defend<br />
* Brünswick vs Broglie<br />
* 26pI 3pC 20aI vs 35frI 1frM 4frC 10spI<br />
* -4 pI -4aI -2,4 vs -0,6<br />
* Ott reinf: 8aI 2aG<br />
* Beaulieu reinf: 3aC<br />
* -1pI -2aI -0,2 vs -3frI -1frM -1spI -1,5<br />
* -2pI -2aI -1aC break vs -4frI -1spI -1frC break<br />
* Beaulieu is injured for 5 months<br />
<br />
<br />
===5. May 1789===<br />
* Minor War -> Hungarian Insurrection<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
'''Smolensk terrorist hunt'''<br />
* Russia vs Turkey<br />
* Assault vs Defend<br />
* Default vs Khan<br />
* 4M 1ck vs 3fC<br />
* -1,0 vs -0,2<br />
* Suvorov reinf: 32I 2C<br />
* 0 vs -2fC<br />
<br />
* Khan is captured<br />
<br />
<br />
===6. June 1789===<br />
* Effective bribes -> Hungarian insurrection is bribed<br />
* no rev (0)<br />
* no rus (0)<br />
<br />
* Sweden DOWs Austria<br />
<br />
* GB surrenders conditionally to France, Sweden and Spain<br />
* Spain is denied Remove corps, takes Hannover and Royal marriage<br />
* Sweden is denied Remove corps, takes Extended peace<br />
* France is denied Remove corps, takes Minor reparations<br />
<br />
* Russia surrenders conditionally to Sweden, forbids Remove corps: Corps on loan, Karelia<br />
<br />
Russia 7, Prussia 7, Austria 7, GB 6, Spain 6, France 6, Sweden 6, Turkey 5.<br />
<br />
===7. July 1789===<br />
* no event<br />
* Viva la Revolution! (1)<br />
* no rus (0)<br />
<br />
* Austria surrenders conditionally to France, Spain and Sweden<br />
* France is denied Minor reparations, takes Flanders and Royal marriage<br />
* Spain is denied Minor reparations, takes Extended peace and Trade embargo<br />
* Sweden is denied Minor reparations, takes Remove corps<br />
<br />
* Prussia surrenders conditionally to France, Spain and Sweden<br />
* Sweden is denied Province, takes Saxony and Trade Embargo<br />
* France is denied Trade embargo, takes Extended peace and Remove corps<br />
* Spain is denied Trade embargo, takes Minor reparations and Royal marriage<br />
<br />
* Turkey burns Tzaritsyn<br />
<br />
<br />
===8. August 1789===<br />
* Good harvest -> Prussia<br />
* no rev (1)<br />
* no rus (0)<br />
<br />
* Spain DOWs Tuscany and Romagna<br />
* Austria DOWs Romagna and Turkey<br />
<br />
<br />
===9. September 1789===<br />
* no event<br />
* Viva la Revolution! (2)<br />
* no rus (1)<br />
<br />
* Spain DOWs Romagna<br />
* Sweden DOWs Denmark<br />
<br />
* Austria takes control of Romagna<br />
* GB takes control of Denmark<br />
<br />
Spain 8, France 8, GB 7, Russia 7, Sweden 7, Prussia 5, Austria 5, Turkey 5.<br />
<br />
<br />
===10. October 1789===<br />
* Bad Harvest -> Sweden<br />
* Viva la Revolution! (3)<br />
* Ruso la Vivalution! (1)<br />
<br />
'''Denmark Naval Battle'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Melee<br />
* Gustav III vs Huell<br />
* 10hSol 9pSol 1sSol vs 10 dSol 10gSol<br />
* -0,2 vs -2dSol -1gSol -1,8<br />
* Both maneuvers fail<br />
* -1hSol -1pSol -1,8 vs -1dSol -2gSol -1,4<br />
* Both maneuvers fail<br />
* -1hSol -1,0 vs -2dSol -1gSol break<br />
<br />
'''Hamburg Blockade Combat'''<br />
* Sweden vs Denmark&GB<br />
* Line vs Line<br />
* Gustav III vs Huell<br />
* 8hSol 9pSol 3sSol vs 5 dSol 13gSol<br />
* 0 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1gSol -0,6<br />
* Gustav Maneuver succesful<br />
* -1pSol -0,8 vs -1dSol -1gSol -1,4<br />
<br />
* Spain conquers Romagna<br />
<br />
<br />
===11. November 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* no rev (3)<br />
* no rus (1)<br />
<br />
<br />
===12. December 1789===<br />
* Revolt -> Tuscany becomes neutral<br />
* Viva la Revolution! (4)<br />
* no rus (1)<br />
<br />
* Spain DOWs Tuscany<br />
<br />
* Austria takes control of Tuscany<br />
<br />
'''Christiana Blockade Combat'''<br />
* Sweden vs Denmark<br />
* Lozenge vs Lozenge<br />
* Gustav III vs Huell<br />
* 6sSol vs 10dSol<br />
* 0 vs -0,6<br />
* Hulle maneuver succesful<br />
* -1sSol -1,8 vs 0<br />
* Gustav maneuver succesful<br />
* 0 vs -1dSol -1,8<br />
<br />
'''Ukraine Mortal Combat'''<br />
* Turkey vs Russia<br />
* Echelon vs Counterattack<br />
* Husrev vs Suvorov<br />
* 9fI 10fC vs 30I 2M 2C<br />
* -2fI -0,5 vs -1M -1.5<br />
* -4fI -1fC break vs -2I -1C break<br />
<br />
Spain 8, Russia 7, Sweden 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===13. January 1790===<br />
* no event<br />
* no rev (4)<br />
* no rus (1)<br />
<br />
* Prussia DOWs Turkey<br />
<br />
'''Malmö Port Raid'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 10dSol 10gSol vs 5sSol 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -0,2<br />
* -1dSol -0,4 vs -2Hulk -1,8<br />
* -1gSol -0,7 vs -2Hulk -1sSol break<br />
* -1Hulk -1sSol<br />
* Artillery: -2dSol -1gSol<br />
<br />
'''Malmö Blockade Combat'''<br />
* GB vs Sweden<br />
* Line vs Line<br />
* Huell vs Gustav<br />
* 6dSol 7gSol vs 10 hSol 9pSol 2sSol<br />
* 0 vs -1hSol -0,2<br />
* Maneuver both succesful<br />
* -1gSol -0,2 vs -1hSol -1,5<br />
* Huell maneuver succesful<br />
* 0 vs -1pSol -0,6<br />
<br />
* Spain conquers Tuscany<br />
<br />
<br />
===14. February 1790===<br />
* "From the heights of these pyramids..." -> Turkey gains 5$<br />
* no rev (4)<br />
* Ruso la Vivalution (2)<br />
<br />
<br />
'''Malmö port raid rnd 2'''<br />
* GB vs Sweden<br />
* Huell vs Gustav<br />
* 6dSol 6gSol vs 11Hulk 20A<br />
* Artillery: -1dSol -1gSol -1,0<br />
* -1dSol -0,6 vs -1Hulk -1,4<br />
* -1gSol -0,7 vs -1Hulk break<br />
* -1Hulk<br />
* Artillery: -2dSol -1gSol break<br />
<br />
<br />
'''Malmö Blockade Combat rnd 2'''<br />
* Sweden vs GB<br />
* Doubling vs Line<br />
* Gustav vs Huell<br />
* 8pSol 8hSol 3sSol vs 10 2dSol 3gSol<br />
* -0,2 vs 0<br />
* Maneuver Gustav succesful<br />
* -0,8 vs -1dSol -1gSol -1,4<br />
* Maneuver both succesful<br />
* 0 vs -1dSol -1gSol -1,4<br />
<br />
<br />
===15. March 1790===<br />
* Low on horsepower -> Spain<br />
* no rev (4)<br />
* Ruso la Vivalution! (3)<br />
<br />
'''Nicopolis Mortal Combat'''<br />
* Turkey vs. Prussia<br />
* Assault vs Withdraw<br />
* Grand Vizier vs Mollendorf<br />
* 18fI 4fC 5oI vs 9pI<br />
* 0 vs -5pI -2,8<br />
* 0 vs -2pI break<br />
* Pursuit: -2pI<br />
* Mollendorf is captured<br />
<br />
<br />
'''Nicopolis Mortal Combat rnd 2'''<br />
* Pru&Aus vs. Turkey<br />
* Assault vs Escalated Counterattack<br />
* Beaulieu vs Grand Vizier<br />
* 8aI 2aM 2aC 14pI 2pC vs 18fI 4fC 5oI<br />
* -2aM -0,2 vs -2fI -1oI -1,0<br />
* Ott reinf: 10aI 3aM<br />
* Saxe-Coburg reinf: 2aG<br />
* -1aM -0,5 vs -4fI -1oI -1fC break<br />
* Pursuit: -2fC<br />
<br />
* Sweden conquers Norway<br />
<br />
Spain 8, Sweden 8, Russia 7, GB 6, France 6, Prussia 6, Austria 5, Turkey 5.<br />
<br />
<br />
===16. April 1790===<br />
* Mutiny -> France<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Crimea returns to Russian control<br />
<br />
* Suvorov burns Odessa<br />
<br />
'''Nicopolis Mortal Combat rnd 3'''<br />
* Turkey vs Pru&Aus<br />
* Assault vs Defend<br />
* Grand Vizier vs Saxe-Coburg<br />
* 30fI 6fC 4oI 4Ca vs 18aI 2aC 14pI 2pC<br />
* -2fI -0,4 vs -2aI -2pI -1,1<br />
* Mehmed Ali reinf: 1fC 4oI 2Ca<br />
* Ott reinf: 2aM 2aG<br />
* -2fI -0,7 vs -3aI -2pI -1,7<br />
* -3fI -1oI -1fC break vs -1aI -1pI -1aC break<br />
<br />
* Sweden conquers Denmark<br />
<br />
<br />
===17. May 1790===<br />
* Nobles rearrange government funds -> Russia<br />
* no rev (4)<br />
* Ruso la Vivalution! (4)<br />
<br />
* GB DOWs Turkey<br />
<br />
<br />
'''Tunisia Mortal Combat'''<br />
* GB vs Turkey<br />
* Probe vs Counterattack<br />
* York vs Krushid<br />
* 10gI vs 4oI<br />
* -1,0 vs -1oI -0,4<br />
* -0,3 vs -1oI -1,3<br />
* -1,4 vs -1oI break<br />
<br />
<br />
'''Astrakhan Mortal Combat'''<br />
* Russia vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Potemkin vs Default<br />
* 1M vs 1fI<br />
* -0,2 vs -1,0<br />
* break vs -1,4<br />
<br />
<br />
'''Ruschuk Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Grand Vizier<br />
* 28rI 4rM 1rC 9pI 2pC 1aC vs 24fI 6fC 7oI 6Ca<br />
* -4rM -1,5 vs -0,5<br />
* Beaulieu reinf: 10aI<br />
* -3rI -1aI -0,7 vs -7fI -2oI -1Ca break<br />
* Ott reinf: 2aG 2aI 7aM<br />
* Pursuit: -1fC<br />
<br />
===18. June 1790===<br />
* Royal party -> Turkey<br />
* no rev (4)<br />
* no rus (3)<br />
<br />
* Spain breaks alliance with Turkey<br />
<br />
* Krushid is killed by redcoats in Tunis<br />
<br />
'''Rumelia Mortal Combat'''<br />
* Rus&Aus&Pru vs Turkey<br />
* Probe vs Outflank<br />
* Suvorov vs Mehmed Ali<br />
* 22rI 1rC 9pI 2pC 9aI vs Pinning: 17fI 4Ca Flanking: 5fC<br />
* -1rI -0,8 vs -0,2<br />
* Outflank fails<br />
* 0 vs -2fI -0,6<br />
* Outflank fails<br />
* -0,2 vs -3fI -1Ca break<br />
* Ott reinf: 2aI 7aM 2aG 1aC<br />
<br />
* GB conquers Tunisia<br />
<br />
Russia 9, Prussia 8, Sweden 8, Austria 8, GB 7, France 7, Spain 7, Turkey 3.<br />
<br />
===19. July 1790===<br />
* no event<br />
* Viva la Revolution! (5)<br />
* Ruso la Vivalution! (5)<br />
<br />
'''Adrianople Mortal Combat'''<br />
* Rus&Aus%Pru vs Turkey<br />
* Echelon vs Counterattack<br />
* Suvorov vs Mehmed Ali<br />
* 21rI 1rC 9pI 2pC 10aI vs 10fI 5fC 4Ca<br />
* -1rI -0,5 vs -0,5<br />
* Beaulie reinf: 1aI 9aM<br />
* -1rI -1pI -1aI -2,4 vs -4fI -1,8<br />
* 0 vs -1fI -1fC break<br />
* Ott reinf: 2aG 1aC 3ck<br />
* Ali Pasha reinf: 3alI<br />
* Pursuit: -1fC -1Ca<br />
<br />
===20. August 1790===<br />
* Casus belli -> Spain<br />
* no rev (5)<br />
* no rus (5)<br />
<br />
* Spain DOWs Turkey<br />
<br />
* Ottoman Empire is dissolved by political fiasco in Turkey<br />
<br />
<br />
===21. September 1790===<br />
* Bad harvest -> GB<br />
* no rev (5)<br />
* Ruso la Vivalution! (6)<br />
<br />
* Abdurrahman is captured by Austria<br />
<br />
* Suvorov burns Constantinople<br />
<br />
Russia 9, Prussia 9, Austria 8, France 7, Sweden 7, GB 7, Spain 6, Turkey 3.<br />
<br />
* Turkey cannot collect manpower, surrenders unconditionally<br />
<br />
* Russia takes Extended Peace, Military access<br />
* Austria takes Serbia, Bulgaria, Rumelia and Sphere of Influence<br />
* Prussia takes Royal marriage and Deny co-operation<br />
* GB takes Remove fleets<br />
* Spain takes Major reparations<br />
<br />
<br />
===22. October 1790===<br />
* Talented general -> Turkey: El Daem 323D<br />
* no rev (5)<br />
* no rus (6)<br />
<br />
* GB breaks alliance with Prussia, Austria and Russia<br />
<br />
<br />
===23. November 1790===<br />
* Good harvest -> Russia<br />
* no rev (5)<br />
* Ruso la Vivalution! (7)<br />
<br />
<br />
===24. December 1790===<br />
* Good harvest -> Prussia<br />
* no rev (5)<br />
* no rus (7)<br />
<br />
* Austria, Prussia and Russia DOW GB<br />
<br />
Prussia 11, Russia 10, Austria 9, Sweden 8, SPain 7, France 7, GB 7, Turkey 0.<br />
<br />
* Sweden cedes Saxony to Prussia<br />
<br />
<br />
===25. January 1791===<br />
* Lady Hamilton -> Prussia<br />
* no rev (5)<br />
* Ruso la Vivalution! (8)<br />
<br />
<br />
===26. February 1791===<br />
* Famine -> Sweden and Palestine<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
<br />
===27. March 1791===<br />
* "Saksalainen heteromies on ahtaalla"<br />
* no rev (5)<br />
* no rus (8)<br />
<br />
* Spain, France and Sweden DOW GB<br />
<br />
* GB surrenders unconditionally to Prussia, Russia and Austria, and conditionally to Spain, Sweden and France<br />
<br />
* Austria takes Trade money, Military access and Sphere of Influence<br />
* Prussia takes Corps on Loan and Extended Peace<br />
* Russia takes Major reparations and Deny co-operation<br />
* Spain is denied Extended Peace, takes Tunisia<br />
* France is denied Extended Peace, takes Royal marriage<br />
* Sweden is denied Extended Peace<br />
<br />
* Gibraltar becomes neutral<br />
<br />
Prussia 14, Russia 11, Austria 11, Sweden 8, France 7, Spain 7, GB 5, Turkey 1.<br />
<br />
<br />
===28. April 1791===<br />
* Bad Harvest -> Austria<br />
* no rev (5)<br />
* Ruso la Vivalution! (9)<br />
<br />
* France DOWs Austria<br />
<br />
* Austria calls for allies, Russia DOWs France in response<br />
<br />
<br />
===29. May 1791===<br />
* no event<br />
* no rev (5)<br />
* Ruso la Vivalution! (10)<br />
<br />
* Spain DOWs Morocco, Turkey takes control<br />
<br />
<br />
===30. June 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
'''Morocco Mortal Combat'''<br />
* Spain vs Turkey<br />
* Echelon vs Counterattack<br />
* La Romana vs Sliman<br />
* 15I 10M vs 3oI 3Ca<br />
* -1M -1,1 vs -1oI -1,5<br />
* -1M -0,7 vs -1Ca break<br />
<br />
Prussia 11, Austria 10, Russia 9, Sweden 8, Spain 6, France 5, GB 5, Turkey 1.<br />
<br />
<br />
===31. July 1791===<br />
* no event<br />
* no rev (5)<br />
* no rus (10)<br />
<br />
<br />
===32. August 1791===<br />
* no event<br />
* Viva la Revolution! (6)<br />
* Ruso la Vivalution! (11)<br />
<br />
* Spain conquers Morocco<br />
<br />
<br />
===33. September 1791===<br />
* Minor War: Persian Invasion -> Turkey, Russia controls<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* GB ends the Trade War with America<br />
<br />
Prussia 10, Russia 9, Austria 9, Sweden 8, Spain 7, France 5, GB 4, Turkey 2.<br />
<br />
<br />
===34. October 1791===<br />
* Effective bribes: Turkey pays off the Persian Invasion<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Spain DOWs Algeria, Turkey takes control<br />
<br />
<br />
===35. November 1791===<br />
* Jihad!<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===36. December 1791===<br />
* Famine -> Austria and Flanders<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey DOWs Austria<br />
<br />
* Turkey conquers Syria as a free-state<br />
<br />
Prussia 9, Austria 8, Sweden 7, Russia 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===37. January 1792===<br />
* Minor War: Confederation of the Rhine -> Prussia, Spain takes control<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
''' Kassel Mortal Combat '''<br />
* Prussia vs Rhine<br />
* Probe vs Defend<br />
* Mollendorf vs Default<br />
* 12I 1C vs 5I<br />
* 0 vs -1I -0,8<br />
* 0 vs -1I -1,1<br />
* -0,4 vs -1I -0,8<br />
<br />
''' Nuremburg Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Probe vs Cordon<br />
* Wilhelm II vs Wrede<br />
* 12I 1C vs 9I<br />
* -0,2 vs -1I -0,6<br />
* -1I -1,1 vs -2I break<br />
* Pursuit: -3I<br />
<br />
''' Baden Mortal Combat'''<br />
* Prussia vs Rhine<br />
* Echelon vs Escalated Counterattack<br />
* Hohenloche vs Default<br />
* 10gI vs 5I<br />
* -1gI -1,1 vs -1I -0,7<br />
* -1gI -1,4 vs -1I break<br />
<br />
* Spain conquers Algeria<br />
<br />
<br />
===38. February 1792===<br />
* Sudden Sickness -> Desaix is sick for 5 months<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
* Turkey conquers Rumelia<br />
<br />
<br />
===39. March 1792===<br />
* Bad Harvest -> Austria<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
Prussia 9, Austria 7, Russia 7, Sweden 7, Spain 7, France 6, GB 5, Turkey 4.<br />
<br />
<br />
===40. April 1792===<br />
* USA sells ships: First frigate sold to GB for 41, second frigate sold to GB for 51<br />
* no rev (6)<br />
* no rus (11)<br />
<br />
<br />
===41. May 1792===<br />
* "Kaikki olettivat, että kaupungit eivät pala" -> Amsterdam is burned<br />
* Viva la Revolution! (7)<br />
* no rus (11)<br />
<br />
* Turkey conquers Bulgaria<br />
<br />
* Confederation of the Rhine surrenders<br />
<br />
<br />
===42. June 1792===<br />
* Grand Royal Party -> Russia<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
Prussia 9, Russia 7, Spain 7, Sweden 7, Austria 7, France 6, GB 5, Turkey 5.<br />
<br />
<br />
===43. July 1792===<br />
* "The best way to keep ones word..." -> GB gains 1 PP<br />
* no rev (7)<br />
* no rus (11)<br />
<br />
* Austria allies with GB<br />
<br />
<br />
===44. August 1792===<br />
* Casus belli -> Russia<br />
* no rev (7)<br />
* Ruso la Vivalution! (12)<br />
<br />
* Russia DOWs Turkey<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Aus&Rus vs Turkey<br />
* Echelon vs Cordon<br />
* Potemkin vs Ali Pasha<br />
* 6rI 6rM 8aM 4aG 1aC 1ck vs 12fI<br />
* -1aM -0,4 vs -1fI 0,5<br />
* -1aM -1,0 vs -4fI break<br />
* Pursuit: -3fI<br />
<br />
* Potemkin is injured for 2 months<br />
<br />
<br />
===45. September 1792===<br />
* no event<br />
* Viva la Revolution! (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 8, France 7, Spain 7, Sweden 7, GB 6, Russia 6, Turkey 5.<br />
<br />
<br />
===46. October 1792===<br />
* "Kaikki olettivat, että laivat eivät uppoa" -> Sweden<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===47. November 1792===<br />
* Emancipation -> France<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
<br />
===48. December 1792===<br />
* Bad Harvest -> Russia<br />
* no rev (8)<br />
* no rus (12)<br />
<br />
Prussia 8, Austria 7, France 7, Sweden 7, Spain 7, Russia 7, GB 7, Turkey 6<br />
<br />
<br />
===49. January 1793===<br />
* Voltaire -> Russia<br />
* no rev (8)<br />
* Ruso la Vivalution! (13)<br />
<br />
* GB, Spain and Prussia DOW Turkey<br />
<br />
* GB allies with Prussia and Russia<br />
<br />
<br />
===50. February 1793===<br />
* no event<br />
* no rev (8)<br />
* Ruso la Vivalution! (14)<br />
<br />
<br />
===51. March 1793===<br />
* Plague -> Illyria<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Rus&Aus<br />
* Assault vs Defend<br />
* Khan vs Suvorov<br />
* 17fI 15fC vs 11rM 6rI 1aM 4aG 1aC<br />
* -2fI -0,7 vs -2rM -0,2<br />
* Ali Pasha reinf: 2fI<br />
* -2fI -1fC break vs -3rM -0,8<br />
* Pursuit: -1fC<br />
<br />
<br />
'''Serbian woodland Pursuit'''<br />
* Rus&Aus vs Turkey<br />
* Assault vs Escalated Counterattack<br />
* Suvorov vs Khan<br />
* 6rM 6rI 10aM 4aG 1aC 1ck vs 15fI 13fC<br />
* -2aM -1rM -1,5 vs -2fI -0,2<br />
* Ott Guard commit: -2aG<br />
* -4rI -1ck break vs -2fI -1,6<br />
* Pursuit: -1aC -1aG -2rI -5rM -1aM<br />
<br />
Russia 8, Austria 8, France 7, GB 7, Sweden 7, Turkey 7, Prussia 7, Spain 6.<br />
<br />
<br />
===52. April 1793===<br />
* American trade blockade<br />
* no rev (8)<br />
* no rus (14)<br />
<br />
<br />
'''Belgrade Mortal Combat'''<br />
* Turkey vs Austria<br />
* Assault vs Defend<br />
* Khan vs Default<br />
* 9fI 13fC vs 5aM 1aG<br />
* -1fI vs -3aM -1,9<br />
* break vs -1aG -0,2<br />
<br />
<br />
===53. May 1793===<br />
* no event<br />
* Viva la Revolution! (9)<br />
* Ruso la Vivalution! (15)<br />
<br />
<br />
===54. June 1793===<br />
* Famine -> Georgia and New Castile<br />
* no rev (9)<br />
* no rus (15)<br />
<br />
Austria 8, Russia 8, Prussia 7, Sweden 7, France 7, GB 7, Spain 6, Turkey 6.<br />
<br />
* Ekoja tekemättä</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:House_rules&diff=55283EIA:House rules2016-06-14T16:41:39Z<p>AapoAlas: /* Enforced peace */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
From standard rules we use:<br />
* All optional rules, except militia conversion.<br />
* Advanced naval rules, no new crossing arrows.<br />
<br />
Additionally following house rules apply...<br />
<br />
==House rules==<br />
<br />
<br />
=== General ===<br />
<br />
==== Rule issues ====<br />
When the rules are unclear, we vote.<br />
<br />
==== Diplomacy ====<br />
Diplomacy can be conducted at any phase during the game.<br />
<br />
==== Bids ====<br />
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.<br />
<br />
==== Enforced peace ====<br />
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.<br />
* If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.<br />
<br />
==== Winning ====<br />
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together<br />
<br />
<br />
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:<br />
* Remove all units from the board<br />
* For each players country count in the total manpower from their home provinces and their conquered minors<br />
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!<br />
* Add the total value of manpower to player's victory points<br />
* All those players who reach their victory point goal are declared victors<br />
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.<br />
<br />
<br />
==== Uncontrolled Major Powers (14.3) ====<br />
<br />
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.<br />
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.<br />
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.<br />
<br />
<br />
==== Corrections to the errated standard rules ====<br />
<br />
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city <br />
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.<br />
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. <br />
<br />
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.<br />
<br />
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland. <br />
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. <br />
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.<br />
<br />
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.<br />
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)<br />
<br />
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.<br />
<br />
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).<br />
<br />
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.<br />
<br />
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.<br />
<br />
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''': If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).<br />
<br />
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.<br />
<br />
* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.<br />
** This applies to forces attacking over a crossing-arrow also.<br />
<br />
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace<br />
** Free states may not be ceded.<br />
<br />
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.<br />
<br />
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:<br />
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).<br />
<br />
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. <br />
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.<br />
<br />
* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.<br />
<br />
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.<br />
<br />
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.<br />
<br />
===Naval===<br />
<br />
* Crossing arrows: Crossing arrows from advanced naval rules are not used.<br />
* Transporting fleets have a –1 to all combat rolls.<br />
* Naval combat die roll modifier maximum is +/-2.<br />
<br />
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.<br />
** Fleets moving in the Flee Step may not transport troops.<br />
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.<br />
<br />
* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.<br />
<br />
* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.<br />
<br />
* Ship building locations are not declared, but deployment location, if placed into a harbour, is.<br />
<br />
* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)<br />
<br />
* Fleet strengths are secret, like corps strengths.<br />
<br />
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.<br />
<br />
<br />
====Naval morale====<br />
<br />
* Holland 3,5<br />
* Austria, Prussia, Turkey 2,0<br />
* Others 3,0<br />
<br />
* +0,5 Dominant Britain/Spain<br />
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.<br />
* +1,0 Turkish fleets in Mediterranean/Black sea<br />
* +0,5 Swedish/Danish ships in the Baltic<br />
* +0,5 Austrian/Venetian ships in the Adriatic<br />
<br />
<br />
====Maintaining a Blockade====<br />
<br />
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. <br />
<br />
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.<br />
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice <br />
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone<br />
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.<br />
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.<br />
<br />
Roll modifiers:<br />
* British Fleets receive a “+1” modifier to maintaining a blockade roll.<br />
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.<br />
* The above modifiers are cumulative.<br />
<br />
====Port raids====<br />
<br />
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.<br />
<br />
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.<br />
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.<br />
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets<br />
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.<br />
<br />
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:<br />
::6.7.5.1.1 Port Raid Combat Chart<br />
:::Attacking Force<br />
::::3-3<br />
::::3-3<br />
::::3-3<br />
:::Defending Force<br />
::::4-1 port guns<br />
::::1-1<br />
::::2-2<br />
::::2-2<br />
::::5-1 port guns<br />
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.<br />
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.<br />
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.<br />
<br />
* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. <br />
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.<br />
<br />
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.<br />
<br />
<br />
==== Enemy control of port ====<br />
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.<br />
<br />
<br />
==== Port guns with multi-nation garrisons ====<br />
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.<br />
<br />
<br />
==== Breaking a blockade ====<br />
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.<br />
<br />
A third fleet breaking blockade may either:<br />
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.<br />
* Avoid interception in the BB and join with fleets in port.<br />
* Engage with the support of the blockaded fleet, resulting in a blockade combat.<br />
<br />
==== Supply Chain Restrictions ====<br />
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.<br />
<br />
==== Hulks ====<br />
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.<br />
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).<br />
<br />
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.<br />
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.<br />
<br />
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.<br />
<br />
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.<br />
<br />
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.<br />
<br />
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.<br />
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.<br />
<br />
=== Land ===<br />
<br />
====Insurrection corps====<br />
<br />
Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.<br />
* As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.<br />
* In the reinforcement phase the corps can be brought into any unoccupied insurrection area.<br />
<br />
====Cavalry types====<br />
<br />
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.<br />
<br />
====Stacking limit====<br />
<br />
A leader may not bring into battle more corps than his tactical maximum allows.<br />
<br />
'''Exceptions:'''<br />
<br />
* One additional corps may be brought, but then tactical rating is reduced by one.<br />
* One cavalry corps may be added without penalty.<br />
<br />
This allows for tactical maximum +2 corps at most. However, no leader may <br />
bring more than 6 corps to battle.<br />
<br />
<br />
====Stacks in combat and reinforcing====<br />
<br />
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.<br />
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.<br />
* Reinforcing from the same area where the battle takes place is permitted.<br />
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.<br />
* Reinforcing leader may bring his tactical maximum + one cavalry corps.<br />
<br />
<br />
====Leader casualty==== <br />
Every participating leader is rolled for individually.<br />
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.<br />
<br />
<br />
==== Pursuit ====<br />
1d6*10% (round down) of all pursuit losses are prisoners.<br />
<br />
<br />
==== Prisoner drain ====<br />
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.<br />
<br />
<br />
==== Withdrawing ====<br />
* Successful withdraw does not cost any PP.<br />
* Withdrawing at night does not cost any PP.<br />
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.<br />
** e.g. roll from pursuit class 1.<br />
<br />
==== Sieges ====<br />
* Siege rolls get +1 if arty corps is present.<br />
<br />
'''Siege combat'''<br />
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards. <br />
* Cavalry has the same morale value as infantry when assaulting a fortress.<br />
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.<br />
<br />
==== Allied Depot Garrisons ====<br />
* Allied countries can garrison each other's depots.<br />
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.<br />
<br />
<br />
==== Pillaging & Burning of cities ====<br />
<br />
About the usage of these rules:<br />
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use. <br />
* The rules may also be used in any other scenarios if any of the two applies:<br />
** Players agree (or vote) to use them when setting up a new game<br />
** Scenario setup demands their usage (e.g. in 1812 campaign)<br />
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.<br />
<br />
===== General rules related to burning and pillaging =====<br />
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:<br />
* A city can be burned or pillaged only when it's captured by successful besieging.<br />
* An undamaged city may be either burned or pillaged <br />
* A pillaged city can be burned, but may not be pillaged again before being recovered<br />
* Only one corps may pillage or burn same city on same turn.<br />
<br />
===== Effects of pillaging a city =====<br />
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.<br />
** If the pillaged city is a major power capital, this amount is multiplied by 5.<br />
* A penalty of -1/2 PP is applied against the pillaging major power<br />
** If the city is major power capital, an additional penalty of -2 PP applies.<br />
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.<br />
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0). <br />
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.<br />
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.<br />
* Trade income is not affected.<br />
<br />
===== Effects of burning a city =====<br />
* If the city was not already pillaged, all effects of pillaging apply.<br />
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)<br />
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.<br />
* A burned city is not a valid supply source.<br />
* Burned cities cannot trade.<br />
<br />
===== Recovering cities =====<br />
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.<br />
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.<br />
* Neutral minors always recover their cities as fast as possible and always have enough money to do so.<br />
<br />
===== Limits on pillaging and burning cities =====<br />
* Republican and imperial French can never pillage or burn a city.<br />
** Exception: Massena may pillage cities at will.<br />
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
* Austria: only involuntary pillaging and burning is allowed.<br />
** Exception: Emigrees always pillage French cities.<br />
* Prussia: only involuntary pillaging and burning is allowed.<br />
* Britain: only involuntary pillaging and burning is allowed.<br />
* Sweden: only involuntary pillaging and burning is allowed.<br />
* Russia: only involuntary pillaging and burning is allowed. <br />
** Exception: Suvorov may pillage and burn at will. <br />
** Exception: Platov may pillage at will. <br />
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.<br />
* Spain: only involuntary pillaging and burning is allowed. <br />
** Exception: may burn and pillage any Turkish city or any city in Africa at will.<br />
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
<br />
===== Involuntary pillaging and burning =====<br />
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.<br />
<br />
==== Retreat ====<br />
'''''Added to EiA retreat rules''''' <br />
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.<br />
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.<br />
* Armies never surrender, except as noted above, or on an island that has no enemy free area.<br />
* Sponsored minors retreat towards their capital.<br />
<br />
<br />
==== Supply ====<br />
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.<br />
<br />
=== Politics ===<br />
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.<br />
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.<br />
<br />
==== Peace conditions ====<br />
<br />
* Reparations<br />
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.<br />
<br />
* Corps on loan<br />
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)<br />
** When a corps on loan takes forage damage, the original owner decides what factors are lost.<br />
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.<br />
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.<br />
<br />
For unconditional surrender only.<br />
<br />
* Sphere of influence<br />
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Deny co-operation<br />
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Exile<br />
** “A” ranked leaders must stay in exile for at least 12 months.<br />
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. <br />
** If the PP cost cannot be paid, the leader may not be returned.<br />
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.<br />
<br />
==== Alliances ====<br />
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.<br />
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.<br />
* Declaring war on an ally is not permitted. <br />
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.<br />
** This penalty does not apply when the one who broke the alliance is not the aggressor.<br />
* If called by an ally against an ally, one must break one of the alliances.<br />
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.<br />
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.<br />
<br />
==== Forced unconditional surrender ====<br />
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.<br />
<br />
=== Other ===<br />
<br />
==== Ottoman empire ====<br />
<br />
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey. <br />
** Exception: Egypt always produces full MP. <br />
** Exception: Spain gets full MP for Morocco and Algiers. <br />
** Exception: Any free state produces full manpower.<br />
<br />
<br />
'''Ottoman troops:'''<br />
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.<br />
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.<br />
<br />
<br />
==== Depots ====<br />
Number of depots available per major power:<br />
<br />
* Austria 9<br />
* Britain 6<br />
* France 8<br />
* Prussia 7<br />
* Russia 8<br />
* Spain 8<br />
* Turkey 7<br />
<br />
==== Dominance ====<br />
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)<br />
* To reach dominant status, country doesn't have to be at peace with all other major powers.<br />
* To lose dominant status, country has to be at peace with all other major powers.<br />
<br />
==== Free state and minor power garrisoning ====<br />
<br />
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.<br />
<br />
===Suez===<br />
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.<br />
<br />
===Muslim fanaticism===<br />
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55282Empires in Arms2016-06-14T16:31:04Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
<br />
'''13.6. Päästään kerholle vasta klo 19 aikoihin kun sakri tulee avaamaan'''<br />
<br />
'''Kerhon muutto'''<br />
Tällä hetkellä epävarmaa, mihin kerho muuttaa jos/kun muuttaa. Please advice.<br />
<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:House_rules&diff=55213EIA:House rules2016-06-06T16:38:03Z<p>AapoAlas: /* Land */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
From standard rules we use:<br />
* All optional rules, except militia conversion.<br />
* Advanced naval rules, no new crossing arrows.<br />
<br />
Additionally following house rules apply...<br />
<br />
==House rules==<br />
<br />
<br />
=== General ===<br />
<br />
==== Rule issues ====<br />
When the rules are unclear, we vote.<br />
<br />
==== Diplomacy ====<br />
Diplomacy can be conducted at any phase during the game.<br />
<br />
==== Bids ====<br />
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.<br />
<br />
==== Enforced peace ====<br />
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.<br />
** If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.<br />
<br />
==== Winning ====<br />
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together<br />
<br />
<br />
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:<br />
* Remove all units from the board<br />
* For each players country count in the total manpower from their home provinces and their conquered minors<br />
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!<br />
* Add the total value of manpower to player's victory points<br />
* All those players who reach their victory point goal are declared victors<br />
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.<br />
<br />
<br />
==== Uncontrolled Major Powers (14.3) ====<br />
<br />
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.<br />
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.<br />
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.<br />
<br />
<br />
==== Corrections to the errated standard rules ====<br />
<br />
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city <br />
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.<br />
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. <br />
<br />
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.<br />
<br />
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland. <br />
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. <br />
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.<br />
<br />
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.<br />
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)<br />
<br />
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.<br />
<br />
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).<br />
<br />
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.<br />
<br />
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.<br />
<br />
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''': If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).<br />
<br />
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.<br />
<br />
* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.<br />
** This applies to forces attacking over a crossing-arrow also.<br />
<br />
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace<br />
** Free states may not be ceded.<br />
<br />
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.<br />
<br />
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:<br />
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).<br />
<br />
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. <br />
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.<br />
<br />
* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.<br />
<br />
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.<br />
<br />
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.<br />
<br />
===Naval===<br />
<br />
* Crossing arrows: Crossing arrows from advanced naval rules are not used.<br />
* Transporting fleets have a –1 to all combat rolls.<br />
* Naval combat die roll modifier maximum is +/-2.<br />
<br />
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.<br />
** Fleets moving in the Flee Step may not transport troops.<br />
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.<br />
<br />
* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.<br />
<br />
* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.<br />
<br />
* Ship building locations are not declared, but deployment location, if placed into a harbour, is.<br />
<br />
* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)<br />
<br />
* Fleet strengths are secret, like corps strengths.<br />
<br />
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.<br />
<br />
<br />
====Naval morale====<br />
<br />
* Holland 3,5<br />
* Austria, Prussia, Turkey 2,0<br />
* Others 3,0<br />
<br />
* +0,5 Dominant Britain/Spain<br />
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.<br />
* +1,0 Turkish fleets in Mediterranean/Black sea<br />
* +0,5 Swedish/Danish ships in the Baltic<br />
* +0,5 Austrian/Venetian ships in the Adriatic<br />
<br />
<br />
====Maintaining a Blockade====<br />
<br />
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. <br />
<br />
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.<br />
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice <br />
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone<br />
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.<br />
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.<br />
<br />
Roll modifiers:<br />
* British Fleets receive a “+1” modifier to maintaining a blockade roll.<br />
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.<br />
* The above modifiers are cumulative.<br />
<br />
====Port raids====<br />
<br />
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.<br />
<br />
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.<br />
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.<br />
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets<br />
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.<br />
<br />
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:<br />
::6.7.5.1.1 Port Raid Combat Chart<br />
:::Attacking Force<br />
::::3-3<br />
::::3-3<br />
::::3-3<br />
:::Defending Force<br />
::::4-1 port guns<br />
::::1-1<br />
::::2-2<br />
::::2-2<br />
::::5-1 port guns<br />
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.<br />
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.<br />
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.<br />
<br />
* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. <br />
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.<br />
<br />
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.<br />
<br />
<br />
==== Enemy control of port ====<br />
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.<br />
<br />
<br />
==== Port guns with multi-nation garrisons ====<br />
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.<br />
<br />
<br />
==== Breaking a blockade ====<br />
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.<br />
<br />
A third fleet breaking blockade may either:<br />
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.<br />
* Avoid interception in the BB and join with fleets in port.<br />
* Engage with the support of the blockaded fleet, resulting in a blockade combat.<br />
<br />
==== Supply Chain Restrictions ====<br />
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.<br />
<br />
==== Hulks ====<br />
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.<br />
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).<br />
<br />
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.<br />
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.<br />
<br />
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.<br />
<br />
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.<br />
<br />
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.<br />
<br />
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.<br />
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.<br />
<br />
=== Land ===<br />
<br />
====Insurrection corps====<br />
<br />
Insurrection corps can be brought onto the board as a response to an enemy moving into an insurrection area or in reinforcement phase.<br />
* As a response the corps can only be brought into the area that an enemy moved into and only if the area previously had no enemy corps.<br />
* In the reinforcement phase the corps can be brought into any unoccupied insurrection area.<br />
<br />
====Cavalry types====<br />
<br />
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.<br />
<br />
====Stacking limit====<br />
<br />
A leader may not bring into battle more corps than his tactical maximum allows.<br />
<br />
'''Exceptions:'''<br />
<br />
* One additional corps may be brought, but then tactical rating is reduced by one.<br />
* One cavalry corps may be added without penalty.<br />
<br />
This allows for tactical maximum +2 corps at most. However, no leader may <br />
bring more than 6 corps to battle.<br />
<br />
<br />
====Stacks in combat and reinforcing====<br />
<br />
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.<br />
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.<br />
* Reinforcing from the same area where the battle takes place is permitted.<br />
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.<br />
* Reinforcing leader may bring his tactical maximum + one cavalry corps.<br />
<br />
<br />
====Leader casualty==== <br />
Every participating leader is rolled for individually.<br />
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.<br />
<br />
<br />
==== Pursuit ====<br />
1d6*10% (round down) of all pursuit losses are prisoners.<br />
<br />
<br />
==== Prisoner drain ====<br />
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.<br />
<br />
<br />
==== Withdrawing ====<br />
* Successful withdraw does not cost any PP.<br />
* Withdrawing at night does not cost any PP.<br />
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.<br />
** e.g. roll from pursuit class 1.<br />
<br />
==== Sieges ====<br />
* Siege rolls get +1 if arty corps is present.<br />
<br />
'''Siege combat'''<br />
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards. <br />
* Cavalry has the same morale value as infantry when assaulting a fortress.<br />
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.<br />
<br />
==== Allied Depot Garrisons ====<br />
* Allied countries can garrison each other's depots.<br />
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.<br />
<br />
<br />
==== Pillaging & Burning of cities ====<br />
<br />
About the usage of these rules:<br />
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use. <br />
* The rules may also be used in any other scenarios if any of the two applies:<br />
** Players agree (or vote) to use them when setting up a new game<br />
** Scenario setup demands their usage (e.g. in 1812 campaign)<br />
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.<br />
<br />
===== General rules related to burning and pillaging =====<br />
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:<br />
* A city can be burned or pillaged only when it's captured by successful besieging.<br />
* An undamaged city may be either burned or pillaged <br />
* A pillaged city can be burned, but may not be pillaged again before being recovered<br />
* Only one corps may pillage or burn same city on same turn.<br />
<br />
===== Effects of pillaging a city =====<br />
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.<br />
** If the pillaged city is a major power capital, this amount is multiplied by 5.<br />
* A penalty of -1/2 PP is applied against the pillaging major power<br />
** If the city is major power capital, an additional penalty of -2 PP applies.<br />
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.<br />
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0). <br />
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.<br />
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.<br />
* Trade income is not affected.<br />
<br />
===== Effects of burning a city =====<br />
* If the city was not already pillaged, all effects of pillaging apply.<br />
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)<br />
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.<br />
* A burned city is not a valid supply source.<br />
* Burned cities cannot trade.<br />
<br />
===== Recovering cities =====<br />
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.<br />
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.<br />
* Neutral minors always recover their cities as fast as possible and always have enough money to do so.<br />
<br />
===== Limits on pillaging and burning cities =====<br />
* Republican and imperial French can never pillage or burn a city.<br />
** Exception: Massena may pillage cities at will.<br />
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
* Austria: only involuntary pillaging and burning is allowed.<br />
** Exception: Emigrees always pillage French cities.<br />
* Prussia: only involuntary pillaging and burning is allowed.<br />
* Britain: only involuntary pillaging and burning is allowed.<br />
* Sweden: only involuntary pillaging and burning is allowed.<br />
* Russia: only involuntary pillaging and burning is allowed. <br />
** Exception: Suvorov may pillage and burn at will. <br />
** Exception: Platov may pillage at will. <br />
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.<br />
* Spain: only involuntary pillaging and burning is allowed. <br />
** Exception: may burn and pillage any Turkish city or any city in Africa at will.<br />
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
<br />
===== Involuntary pillaging and burning =====<br />
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.<br />
<br />
==== Retreat ====<br />
'''''Added to EiA retreat rules''''' <br />
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.<br />
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.<br />
* Armies never surrender, except as noted above, or on an island that has no enemy free area.<br />
* Sponsored minors retreat towards their capital.<br />
<br />
<br />
==== Supply ====<br />
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.<br />
<br />
=== Politics ===<br />
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.<br />
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.<br />
<br />
==== Peace conditions ====<br />
<br />
* Reparations<br />
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.<br />
<br />
* Corps on loan<br />
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)<br />
** When a corps on loan takes forage damage, the original owner decides what factors are lost.<br />
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.<br />
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.<br />
<br />
For unconditional surrender only.<br />
<br />
* Sphere of influence<br />
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Deny co-operation<br />
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Exile<br />
** “A” ranked leaders must stay in exile for at least 12 months.<br />
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. <br />
** If the PP cost cannot be paid, the leader may not be returned.<br />
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.<br />
<br />
==== Alliances ====<br />
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.<br />
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.<br />
* Declaring war on an ally is not permitted. <br />
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.<br />
** This penalty does not apply when the one who broke the alliance is not the aggressor.<br />
* If called by an ally against an ally, one must break one of the alliances.<br />
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.<br />
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.<br />
<br />
==== Forced unconditional surrender ====<br />
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.<br />
<br />
=== Other ===<br />
<br />
==== Ottoman empire ====<br />
<br />
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey. <br />
** Exception: Egypt always produces full MP. <br />
** Exception: Spain gets full MP for Morocco and Algiers. <br />
** Exception: Any free state produces full manpower.<br />
<br />
<br />
'''Ottoman troops:'''<br />
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.<br />
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.<br />
<br />
<br />
==== Depots ====<br />
Number of depots available per major power:<br />
<br />
* Austria 9<br />
* Britain 6<br />
* France 8<br />
* Prussia 7<br />
* Russia 8<br />
* Spain 8<br />
* Turkey 7<br />
<br />
==== Dominance ====<br />
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)<br />
* To reach dominant status, country doesn't have to be at peace with all other major powers.<br />
* To lose dominant status, country has to be at peace with all other major powers.<br />
<br />
==== Free state and minor power garrisoning ====<br />
<br />
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.<br />
<br />
===Suez===<br />
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.<br />
<br />
===Muslim fanaticism===<br />
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=Empires_in_Arms&diff=55203Empires in Arms2016-06-04T09:25:30Z<p>AapoAlas: /* News/Announcements */</p>
<hr />
<div>==News/Announcements==<br />
'''Kerhon muutto'''<br />
*Tällä hetkellä näyttäis siltä, että ei saada EiA:ta kerhon sisälle -Tapsa <br />
* Kai niitten nyt on pakko suostua ottamaan EiA kerhon sisälle, jos mennään sillä, että ei tartteta mitään muuta kuin se itse kartta siihen taululle. Pieni taulu, jolla kartta, kaikki muu järkätään jotenkin ite. Ei ne nyt voi olla siitä niin anaaliretentiivisiä, että ehei, ei, ei ole tilaa, kun pitää olla enemmän tilaa, mitä kukaan ei käytä. -Aapo<br />
<br />
<br />
[[EiA:Once_more_with_Feeling|Once more with Feeling]]<br />
<br />
==Rules==<br />
* [http://eia.xnetz.com/rules/eiarules-with-errata.html Standard EiA rules with errata] (off-page)<br />
* [[EIA:House_rules|House rules]]<br />
* [[EIA:Leaders|Leaders list]]<br />
* [[EIA:Corps_compositions|Corps compositions]]<br />
* [[EIA:minorlaajennus|Minor War expansion]]<br />
* [[EIA:Naval_rules|Additional naval rules and combat tables]]<br />
* [[EIA:Nopat_house_rules|Additional House Rules used at Nopat.fi]]<br />
<br />
===Additional rules for different scenarios===<br />
* [[EIA:ansgtlaajennukset|Extra rules for the Revolution Campaign]]<br />
* [[EIA:Rules_for_Phase_I_and_II_scenarios|Rules for phase I and II scenarios]]<br />
* [[EIA:New_Player_Countries|New player countries]]<br />
* [[EIA:America_and_privateers|America and privateers]]<br />
* [[EIA:New_Naval_rules|Naval rules rework]]<br />
<br />
===Tracks===<br />
* [[EIA:Revolution_track|Revolution-track]]<br />
* [[EIA:Russia_track|Russia-track]]<br />
* [[EIA:Blucher_track|Blücher-track]]<br />
<br />
===Other useful stuff===<br />
<br />
* [[EIA:Trade_ports|Trade ports of the map]]<br />
* [[EIA:Random events|Random events table]]<br />
* [[EIA:List_of_provinces|List of provinces]]<br />
* [http://xcalibur.cc.tut.fi/mediawiki/upload/7/7b/Eia-map.png Map as png]<br />
<br />
==Scenarios==<br />
* [[EIA:2nd_Punic_war|Second Punic War (220 BC)]]<br />
* [[EIA:The_Revolution_Campaign|The Revolution Campaign (1789)]]<br />
* [[EIA:Rise_of_Napoleon_kamppis|Rise of Napoleon (1795)]]<br />
* [[EIA:1805kamppis|Napoleonic Wars (1805)]]<br />
* [[EIA:1812_kamppis|The Invasion of Russia (1812)]]<br />
* [[EIA:Rise_of_Nationalism_scenario|Rise of Nationalism (1853)]]<br />
* [[EIA:From_Prussia_to_Germany|From Prussia with Love (1866)]]<br />
* [[EIA:Springtime_for_Kaiser|Springtime for Kaiser (1914)]]<br />
<br />
=== Training scenarios ===<br />
* [[EIA:1812_training|1812: Russian front]]<br />
<br />
==Other==<br />
<br />
'''Theory, tactics and strategy''':<br />
* [[EIA:CiArms|Campaigning in Arms]]<br />
* [[EIA:Moninpeliteoriaa|Moninpeliteoriaa]]<br />
* [[EIA:Strategy:Fleet_in_being|Fleet in being]]<br />
* [[EIA:Strategy:Russo-Turkish_war|Suvorov's battle guide]]<br />
<br />
'''Random''':<br />
<br />
* [[EIA:Royal_lines|Royal lines and marriages - WIP]]<br />
* [[EIA:Feodalsrok|Feodalsrok]]<br />
* [[EiA:Trivia|Triviatietoa]]<br />
* [[EiA:Randoming|Randoming nations]]<br />
* [[EiA:Corps_flavour|Nearly historical flavour texts for corps]]<br />
<br />
==[[EIA:Old_campaigns|Old campaigns]]==<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Leaders&diff=55187EIA:Leaders2016-05-30T20:39:42Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
= Notes =<br />
<br />
* ® is for royalty. Royal leaders cause +1/-1 PP swing, just like Napoleon on standard rules.<br />
<br />
= Generals =<br />
<br />
== Austria ==<br />
* Beaulieu 332B<br />
* Saxe-Coburg 223B<br />
* Alvintzi 123C<br />
* Ott 322D*<br />
* Wurmser 132B (Remove 1797)<br />
* Kray 323C (Remove 1800)<br />
* Bellegarde 233B (1796)<br />
* Charles ® 446A (1797)<br />
** Pacifist: If Austria declares a war, except from a call to allies, Charles is unavailable for 1d6 months.<br />
** If any nation (except Britain) becomes Dominant, this restriction no longer applies for the rest of the game, even if the new dominant power is stripped of the status.<br />
* Johann ® 112D (1800)<br />
* Kolowrat 123B (1800)<br />
* Mack ® 134B (1804)<br />
* Hiller 122D (1809)<br />
* Swartzenberg 226B (1810)<br />
* Default 111D<br />
<br />
== Britain ==<br />
* York® 222A<br />
* Moira 232B<br />
* Chatham 122B<br />
* Moore 342B (1797)<br />
* Abercromby 342B (1797)<br />
* Cornwallis 233B (1797, Remove 1805)<br />
* Dundas 222B (1803)<br />
* Hill 332C (1808)<br />
* Beresford 331D (1807)<br />
* Murray 213C (1809)<br />
** Is unavailable if GB is at war with USA<br />
* Wellington 443C (1806)<br />
** Promotion 1809: 454B<br />
** Promotion after 1809 and Napoleon has been exiled: 455A<br />
* Default 221D<br />
<br />
== France ==<br />
* Default 221D<br />
<br />
=== Royalists ===<br />
* Broglie 344B<br />
* Conde® 124B<br />
* Angouleme® 115B<br />
* Coigny 223D<br />
* Bouille 332C<br />
<br />
=== Republicans ===<br />
* Hoche 454B*<br />
* Moreau 445B<br />
* Desaix 442B*<br />
* Marceau 432C<br />
* Pichru 343C<br />
* Dumouriez 333C<br />
* Lafayette 132C<br />
* Kleber 343D<br />
<br />
=== Bonapartists ===<br />
* Napoleon Bonaparte<br />
** General Bonaparte 553C <br />
*** Becomes available according to revolution track.<br />
*** General Bonaparte cannot be killed.<br />
*** Upgrades to Consul after defeating at least 3 enemy corps.<br />
** Consul Bonaparte 554B<br />
*** Consul Bonaparte cannot be killed.<br />
*** Upgrades to Napoleon after defeating at least 4 enemy corps.<br />
** Napoleon® 556A<br />
** Back from exile: Napoleon® 455A<br />
* Murat 233B*<br />
* Davout 452C<br />
* Massena 443C<br />
* Soult 333C<br />
* Ney 241C<br />
* Lannes 241D<br />
** If a French leader is wounded, the shot is transfered to Lannes. If this happens, Lannes dies<br />
* Mortier 322D<br />
* Bernadotte 222C<br />
* La Salle<br />
** Must stack with La Salle’s Light Cavalry and cannot command other units.<br />
** La Salle may lead the French guard when it is committed. La Salle is never wounded - if he is hit, he is dead.<br />
* Eugene 331C (1806)<br />
* Suchet 332C (1808)<br />
* Vandamme 321D (1809) <br />
** Inherits Lannes’ special ability if Lannes is dead.<br />
* Marmont 222D (1810) <br />
<br />
== Turkey ==<br />
* Grand Vizier 225A<br />
** If G.V. dies, Turkey loses a PP. 1d6 turns later, new G.V. arrives<br />
* Selim II® 116A<br />
* Pehlivan [http://khaaaan.ytmnd.com Khan] 343B<br />
* Ali Pasha 232B <br />
** Must stack with Albanian Feodal-Inf<br />
* Abdurrahman 222C*<br />
* Husrev 223C<br />
* Krurshid 222C<br />
* Beylerbey® 123C <br />
** Must stack with a feudal corps<br />
* Hakki 222D*<br />
* Bayrakdar 233B<br />
** Becomes available according to Russia-track<br />
** Removed according to Russia-track<br />
* Mahmud II® 226A<br />
** Becomes available according to Russia-track<br />
* Sadrazam 236A <br />
** Becomes available according to Russia-track<br />
** If Sadrazam dies, Turkey loses a PP. 1d6 turns later, Grand Vizier arrives<br />
* Default 111D<br />
<br />
== Prussia ==<br />
* F. Wilhelm II® 123A (Remove 1797)<br />
* Brunswick 224A <br />
** Remove according to Bluecher-track<br />
* Hohenlohe 124B<br />
* Mollendorf 322C<br />
* F. Wilhelm III® 112A (1797)<br />
* Louisa® 231D (1797)<br />
** upgrades to 333A when second war - after Louisa’s arrival - between France and Prussia breaks out<br />
* Blucher 345C*<br />
** Available according to Bluecher-track<br />
** 1810 promotion: 345B*<br />
* Gneissenau 335D<br />
** Is available only if Blucher is unavailable<br />
* Scharnhorst 334D<br />
** Is available only if Blucher and Gneissenau are both unavailable<br />
* Bulow 222C (1808) <br />
* Yorck 232D (1812)<br />
* Default 211D<br />
<br />
== Russia ==<br />
* Potemkin 344A (Remove 1796)<br />
* Suvarov 454B* (Remove 1800)<br />
* Buxhowden 212C<br />
* Bagration 243C<br />
* Kutuzov 344B<br />
* Yermolov 222C <br />
** Becomes available after Kutuzov wins a field battle<br />
* Alexander I® 125A (1801)<br />
* Dochturov 222D (1806) <br />
* Platov 221D* (1805) <br />
** Becomes available only if enemy forces enter Russia<br />
* Benningsen 223B (1807) <br />
* Wittgenstein 222C (1808) <br />
* Rayevski 222D (1808) <br />
* Miloradovich 232C (1809) <br />
* Barclay 334B (1810) <br />
** Promotion if Barclay wins a field battle: 336A<br />
* Tormassov 123C (1812) <br />
* Default 121D<br />
<br />
== Spain ==<br />
* Godoy 113A<br />
* Castanos 333B<br />
* La Romana 223B<br />
* Caro 221C<br />
* Ferdinand® 222B <br />
** Available after Spain recaptures Madrid from enemy<br />
* Ballesteros 421C <br />
** Available 3 months after Ferdinand is available<br />
* Del Parque 232C (1800)<br />
** Comes available if a spanish corps win a field battle <br />
* Palafox 231D (1800)<br />
** Comes available if a spanish guerrilla appear<br />
* Blake 224B (1806) <br />
* De La Cuesta 123B (1807)<br />
* La Romana 223B (1808)<br />
* Araizaga 212C (1809)<br />
* Giron 222B (1810)<br />
* Default 111D<br />
<br />
==Sweden==<br />
* Default 121D<br />
* Gustav IV Adolf 113A(R)<br />
** Remove 1808 or according to the Russia track, if used.<br />
* Sandels 241D<br />
** Cannot be attached to a corps outside Finland/Karelia, but can leave Finland/Karelia along with the corps.<br />
** If Sandels is in Finland, Finland has guerrilla value 4.<br />
*** This also applies to Karelia if it has been ceded and is currently owned by Sweden.<br />
**** In effect, if Sandels is either in Finland or Karelia, both areas have a guerilla value of 4.<br />
** Sandels recieves +2 bonus to Withdraw rolls.<br />
* Adlercreutz 233B<br />
* Döbeln 332C<br />
* Bernadotte 323A(R)<br />
** Becomes available 1810 or according to the Russia track, if used.<br />
<br />
==American==<br />
*Stephen Decatur 151D<br />
<br />
== Minors == <br />
<br />
'''Minor leaders must stack with own corps'''<br />
<br />
* Bavaria: Wrede 222C<br />
* Denmark: Frederick VI® 122B<br />
<br />
* Morocco: Mulay Sliman® 321B<br />
* Egypt: Mehmet Ali 342C*<br />
* Algeria: Murad 112C*<br />
<br />
* Persia:<br />
** Fath Ali® 123A<br />
** Hasan Quli® 222B<br />
** Ali Mirza® 322C<br />
<br />
* Poland:<br />
** Kościuszko 344A<br />
*** Remove after Poland is destroyed<br />
** Dombrowski 232B<br />
** Ponjatowski 231B<br />
<br />
* Sweden:<br />
** Gustav III® 113A (remove 1808)<br />
** Adlercreutz 233B<br />
** Döbeln 332C<br />
** Sandels 241D <br />
*** Cannot operate outside Finland/Karelia. <br />
*** If Sandels is in Finland, Finland has guerrilla value of 4<br />
** Bernadotte® 323A (1810) <br />
<br />
* Naples:<br />
** Cardinal Ruffo 122D <br />
*** Ruffo takes no prisoners: All troops captured by a stack led by Ruffo are eliminated instead. Leaders are not eliminated<br />
<br />
= Admirals =<br />
<br />
== British ==<br />
<br />
* Nelson 34D (1792)<br />
** After winning a naval battle, is promoted. First to 44C, then 45B, then 55A(R)<br />
* Smith 23C (1795)<br />
* Cochrane 55D (1800)<br />
** Can only command pure frigate fleets<br />
* Collingwood 44B (1804) Available only if Nelson is not.<br />
* Pellew 33B (1809)<br />
* Default 22D<br />
<br />
== French ==<br />
<br />
* Villeneuve 33A (Bonapartist)<br />
* Willaumez 22C (Bonapartist)<br />
* Truguet 22C (1809)<br />
* Default 21D<br />
<br />
<br />
== Spain ==<br />
<br />
* Don Carlos Gravina 22A (1790)<br />
* Navarrete 22B (1800)<br />
* Default 21D<br />
<br />
<br />
== Russia ==<br />
<br />
* Ushakov 33C<br />
** Ushakov can only operate on Mediterran and Black Seas<br />
* Chicagov 22A (1792)<br />
* Default 21D<br />
<br />
<br />
== Turkey ==<br />
<br />
* Kaputan Pasha 22A <br />
** If Kaputan Pasha dies, Turkey looses 1PP. After 1d6 months Kaputan Pasha returns.<br />
* Hussein Pasha 22C (1791)<br />
* Default 21D<br />
<br />
==Sweden==<br />
* Default 21D<br />
* Gustav III 43A(R)<br />
** Remove 1792 or according to the Russia track, if used.<br />
* Cederström 23B<br />
* Cronstedt 22B<br />
<br />
==American==<br />
*Richard Dale 22A<br />
<br />
== Minors ==<br />
<br />
* Dutch<br />
** Huell 23C<br />
<br />
* Swedish<br />
** Cronstedt 32C<br />
<br />
==Privateers, under construction==<br />
<br />
'''American'''<br />
<br />
Jean Lafitte, Smuggler (+1 when protecting trade)<br><br />
Ephraim Sturdivant, +1 to hiding rolls<br><br />
Samuel Lord, +1 to raiding rolls if a another nation is also raiding same trade.<br><br />
Renato Beluche, +1 to raiding rolls if stacked with Lafitte<br />
<br />
'''British'''<br />
<br />
<br />
Thomas Cochrane, +1 when hunting pirates. PHASE II<br><br />
Louisa, reroll 1st hit vs Louisa each turn<br><br />
Charlotte Badger, when built, Charlotte is placed in the Pacific box.<br><br />
Hezekiah Frith, +1 raiding rolls on eastern seaboard. Has 50% of keeping spoils. PHASE II.<br><br />
<br />
<br />
'''Canadian'''<br />
<br />
Alexander Godfrey, can not be sunk the same turn his ship is damaged.<br><br />
Joseph Barss, +1 when raiding trade unopposed in North Atlantic<br><br />
Joseph Baker, If Baker fails to hit opposing ship or trade, he must immediately return to port if able. First Canadian privateer must be Baker.<br><br />
<br />
'''French'''<br />
<br />
Eteinne Pellot, rebuilding Etiennes privateer costs nothing. Unlike other captains, Etienne may be rebuilt, twice.<br><br />
Robert Surcouf, King of Corsairs (may choose two actions each turn) Phase II.<br><br />
John Ordronaux, +1 to hide rolls<br><br />
Dominique You, +1 to raiding rolls if stacked with Lafitte. Dominique can not hit or be hit by Lafitte. PHASE II.<br><br />
<br />
Hippolyte de Bouchard<br><br />
<br />
'''New Spanish'''<br />
<br />
'''Russian'''<br />
<br />
'''Spanish'''<br />
<br />
Jose Gaspar, if Gaspar rolls 6 when raiding trade, target nation must pay Spain 5$ or lose a PP<br><br />
Roberto Confresi, if Roberto rolls a 6 when raiding, instead of 1$, Spain gains 1PP.<br><br />
<br />
<br />
'''Swedish'''<br />
<br />
Johanna Hård, building Johanna costs 3$ less.<br><br />
<br />
'''Turkish'''<br />
<br />
Barbary Corsairs, May be built multiple times as long as Turkey controls Algeria, Tunisia or Tripolitania. If BC rolls a 6 when raiding, Turkey gains 2$ instead of 1$.<br />
* BC may operate only in the mediterranean sea and can operate in the mediterranean sea even if opposing fleets are present. Privateers may operate against BC in the med regardless of enemy fleets, but can not raid trade if operating under this exception. <br />
* BC may raid the trade of any nation passing through mediterranean, even if not at war.<br />
* If BC are operating in the mediterranean, fleets can not attack privateers there<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:minorlaajennus&diff=55185EIA:minorlaajennus2016-05-30T20:19:59Z<p>AapoAlas: /* Confederation of the Rhine */</p>
<hr />
<div>[[Empires_in_arms|Back to main page]]<br />
----<br />
<br />
<br />
== Minor wars ==<br />
<br />
Roll 1d12 and refer to the following table for result.<br />
{| class="wikitable" border="1"<br />
|-<br />
!1-4<br />
!Persian invasion<br />
|-<br />
!5<br />
!Confederation of the Rhine<br />
|-<br />
!6<br />
!Gustav of Sweden<br />
|-<br />
!7<br />
!Baltic Sound toll<br />
|-<br />
!8<br />
!Colonial war<br />
|-<br />
!9<br />
!Hungarian insurrection<br />
|-<br />
!10<br />
!Mediterranean pirates<br />
|-<br />
!11<br />
!Polish revolt<br />
|-<br />
!12<br />
!Wahbdist revolt<br />
|-<br />
|}<br />
<br />
'''Common rules'''<br />
* If the minor in question is conquered, then no war is declared. Poland is an exception to this rule.<br />
* If the minor in question is a free state, then the controlling major must also declare war on the defending major or else the free state declares independence and goes to war. If the controlling major does declare war, the war is fought normally and no special rules connected to minor wars are used.<br />
* If the minor in question is a free state of the defending major, then nothing happens.<br />
* If the minor in question is independent, the control is resolved by war, not allied -priority towards the defending major. In cases where multiple majors with equal priority status want control, the decision is resolved as per normal minor country control rules.<br />
* When the war is over, the borders between the minor and the defending major are returned to status quo, unless specifically mentioned otherwise.<br />
* If a major country surrenders to a minor, the minor will always accept a conditional surrender, taking extended peace and reparations as it's first choice peace conditions unless otherwise mentioned (such as the Baltic Sound Toll). Following minor countries can be sued peace with at peace step:<br />
** Peria<br />
** Poland (must control provinces, not be merely a revolt)<br />
** Confederation of the Rhine<br />
** Colonial War<br />
** Baltic Sound Toll<br />
** Gustav of Sweden<br />
*** A minor country can always be sued peace with independently from other nations whether or not the minor country in question has forces within the suing home nation's borders.<br />
* Minor countries have no such thing as enforced peace when attacking unless specifically ruled.<br />
<br />
=== Persian invasion ===<br />
Persia is at war with either Russia or Turkey (50% each).<br />
<br />
Control of the Persians goes to: <br />
* firstly, Russia or Turkey (the one not being invaded), <br />
* secondly to a player who is at war with the defending major power, and <br />
* finally to anyone who is willing to take control. <br />
<br />
If multiple major powers with equal level of claims desire control, roll D6 to determine control.<br />
<br />
<br />
'''Political effects, victory conditions, etc:'''<br />
<br />
Persia is worth 2 PP. The Major Power controlling Persia gains and loses political points in the manner of any Sponsored minor country. <br />
<br />
The invasion is over if any of the following conditions is met:<br />
* Persian defeat: <br />
** The invasion has last for 18 months<br />
** Persian home province is conquered<br />
** 40 Persian factors have been subtracted from it's corps<br />
*** factors dropped into garrison count as subtracted even if retrieved.<br />
*** factors killed or captured in any battle or by foraging count as subtracted even if corps are reinforced<br />
* Persian victory:<br />
** The defending major power surrenders to Persia<br />
<br />
<br />
The invasion ends in Persian victory if the defending major power offers a conditional surrender (which Persia must accept). When surrendering to Persia normal rules apply as-if Persia were a major power. Thus any normal political point losses apply and the surrender may be combined with surrender to other major powers. Persia automatically gets to pick peace condition first, taking condition B.3 (money) as first and only condition. <br />
<br />
The defending major power gains +2 PP and controller loses 2PP if Persia is defeated.<br />
<br />
Following a peace with Persia (either victory or defeat), the defending major power may not be invaded by Persia for 12 months (with the event automatically effecting the other possible victim, if permissible).<br />
<br />
<br />
'''Persian home province:''' <br />
<br />
The Persian home province is a mountain tile located at the eastern edge of the board on the Georgia-Armenia border.<br />
* If Turkey is the defending major power Persian home province is set to Georgia<br />
* If Russia is the defending major power Persian home province is set to Armenia<br />
<br />
This home province is a valid supply source for any persian corps. When setting up persians, a Persian depot and it's forces should be placed on this tile. <br />
<br />
<br />
'''Persian forces:'''<br />
<br />
The Persians have three (3) infantry corps, two (2) cavalry corps and six (6) depots.<br />
* Infantry corps: 9 Infantry<br />
* Cavalry corps: 8 Light Cavalry (Morale 2)<br />
<br />
<br />
'''Other rules related to Persian invasion:'''<br />
<br />
Any feudal corps rule applies to Persian corps and in addition any such corps that is on or next to a Persian depot in the Levy step of December each year is reinforced to full strength. Persian corps can however drop units to garrisons and retrieve them. <br />
<br />
If the major power controlling Persia is at war with the defending major power of the Persian Invasion, that major power may use his depots and pay for Persian supply.<br />
<br />
Persian forces may only enter the home nation provinces of the defending major power, along with Georgia and Armenia. Also, the major power controlling the province where the persian home province is located automatically grants Persia access to that province.<br />
<br />
Economically Persia is treated as a free state, they receive $10 initially, and an additional $10 per economic phase for the Persians (for purchase of depots and supply). Persian forces pay no upkeep maintenance costs in the Economic Phase.<br />
<br />
=== Confederation of the Rhine ===<br />
The Confederation consists of Hannover, Hesse, Baden, Bavaria, Saxony, Wurttenburg, Berg, Kleves, Duchies and Mecklenburg. Control of the Confederation is not worth any points.<br><br />
The independent and free state countries attack the major which has the most conquered member states of the Confederation under it's rule. Free states do not apply. In case of draw, the Confederation attacks with the following priority: Prussia, Austria, France, Great Britain, Russia, Spain, Turkey.<br><br />
The Confederation loses if any of the capitals of the attacking member states has been held by the defending major for 3 months or after 18 months of war have passed. The winner gains 2PP.<br><br />
The Confederation wins if it manages to recover even one conquered member state. The controller gains 2PP.<br />
<br />
=== Gustav of Sweden ===<br />
If Sweden is a player country, the Balkan revolt happens instead.<br><br />
Roll 1d10 to determine the defending major.<br />
{| class="wikitable" border="1"<br />
!1-7<br />
|Sweden attacks Russia<br />
|-<br />
!8-9<br />
|Sweden attacks Prussia<br />
|-<br />
!10<br />
|Sweden attacks Great Britain<br />
|}<br />
<br />
Sweden loses the war if 18 months have passsed or if the defending major conquers Finland (if at war with Russia), Mecklenburg (if at war with Prussia) or Stockholm (if at war with Great Britain). The winner gains as many PP as Sweden has provinces.<br><br />
If Sweden wins the war, it takes Karelia from Russia (if all majors involved in the surrender accept this), or reparations.<br />
<br />
=== Baltic Sound toll ===<br />
Roll 1d10 to determine the defending major.<br />
{| class="wikitable" border="1"<br />
!1-6<br />
|Denmark attacks Great Britain<br />
|-<br />
!7-8<br />
|If Sweden is a major power, Denmark attacks Sweden. If not, Great Britain.<br />
|-<br />
!9<br />
|Denmark attacks Prussia<br />
|-<br />
!10<br />
|Denmark attacks Russia<br />
|}<br />
<br />
Denmark loses the war if 18 months have passed or the defending major has conquered Copenhagen.<br><br />
The war can be brought to an end during peace step by paying Denmark 20$ worth of sound tolls. Anyone can pay this.<br><br />
Winning the war is worth no PP.<br />
<br />
=== Colonial war ===<br />
Roll 1d10 to determine the defending major.<br />
{| class="wikitable" border="1"<br />
!1-6<br />
|England (Control according to Holland)<br />
|-<br />
!7-8<br />
|Spain (Control according to Portugal)<br />
|-<br />
!10<br />
|France (Control according to Holland)<br />
|}<br />
<br />
The defending major is attacked by Holland and Portugal. France and Spain lose their American trade for the duration of the war if attacked. The British lose half of their colonial trade if attacked. Additionally Spain gets a -2 modifier to the Spanish Gold Convoy table for the duration of the war if attacked.<br><br />
<br />
Holland and Portugal lose the war if either Amsterdam or Lisbon is conquered or 18 months have passed. The defending major gets 1 PP per belligerent minor for winning the war. If Portugal and Holland win, they take peace conditions as if a single entity and put preference on reparations over extended peace.<br><br />
<br />
If Dutch Republic is a player country, he automatically gains control of the coalition. The minor war does not count against Dutch Republic's membership in the Armed neutrality alliance. However, if Dutch Republic is still a full-fledged, neutral member of the ANA, he cannot demand any other peace condition except reparations or transferral of Indian colonial trade, but not both. During the minor war Dutch Republic can form temporary alliances with countries that are at war with Great Britain. These alliances expire automatically when the minor war ends and are not worth any points.<br />
<br />
=== Hungarian insurrection ===<br />
The Austrian insurrection corps revolt. The revolt end when the insurrection corps have been killed to the last man or if 18 months have passed. The isurrection corps cannot win the war and no PP is awarded for winning it.<br />
<br />
=== Mediterranean pirates ===<br />
Roll 1d10 to determine the defending major.<br />
{| class="wikitable" border="1"<br />
!1-4<br />
|Spain<br />
|Control preference: Turkey, Great Britain, France, Austria, Russia, Prussia<br />
|-<br />
!5<br />
|Austria<br />
|Control preference: Turkey, Spain, France, Great Britain, Russia, Prussia<br />
|-<br />
!6<br />
|France<br />
|Control preference: Turkey, Great Britain, Spain, Austria, Prussia, Russia<br />
|-<br />
!7<br />
|Great Britain<br />
|Control preference: Turkey, France, Spain, Russia, Austria, Prussia<br />
|-<br />
!8-10<br />
|Turkey (Knights of Malta)<br />
|Control preference: Spain, Austria, Russia, Great Britain, Prussia, France<br />
|}<br />
<br />
The pirates have 2 fleet counters and 2 corps, each with capacity of 8 infantry.<br><br />
Against all but Turkey the pirates have the following forces: 2 frigates, 1 ship of the line and 1 infantry for each independent or Turkish controlled Ottoman harbour.<br><br />
Against Turkey the Knights of Malta have 10 frigates, 5 ships of the line and 4 infantry for each of Malta and Cypros if not under Turkish control.<br><br />
In addition to this Austria, Spain and France are allowed to gift the Knights between 0-2 manpower in each economic phase. For each manpower recieved, the Knights gain one infantry factor that can be placed in either Malta or Cypros if not controlled by Turkey or reinforced straight into their corps.<br><br />
<br />
The defending major loses 5$ in every economic phase per each pirate / Maltan fleet counter on Mediterranean sea areas or blockade boxes. In addition Great Britain, if defending, loses half of it's colonial trade and Spain, if defending, has a -2 modifier to the Spanish Gold Convoy table.<br><br />
<br />
The pirates / Maltans lose the war if any of their capitals has been conquered by the defending major for 3 months or if 18 months have passed. Alternatively Spain, Austria, Great Britain and Spain can pay the pirates, if defending, 50$ to end the war immediately.<br><br />
<br />
Winning against the pirates is not worth any PP.<br><br />
<br />
=== Polish revolt ===<br />
If Poland is independent, it will declare war on a random major power with a conquered Polish province. The randomization is done in relation to how many Polish provinces each major has. The war will be fought as any normal war against Poland except that Poland also wins the war if it conquers a Polish province of the defending major for 3 months.<br><br />
If Poland is a free state, the defender is resolved and the war works as above, but Poland has the forces of the free state.<br><br />
If Poland does not exist as independent or freestate, a random Polish province revolts. A Polish corps and 2d6 infantry rise up in the province, in an area with no corps of the defending major or it's allies. The province gets a guerilla value of 3. If the revolt manages to conquer all of the cities in the province, the revolt is successful and the province becomes independent. If it is attacked, it has a third of the forces of a normal Poland. If the reborn Poland grows to 3 provinces it becomes a again a fully independent Poland with full forces. The revolt is defeated if the defending major conquers all of the cities in the revolting province for 3 months.<br><br />
<br />
=== Balkan revolt ===<br />
One random Turkish-owned feodal province (not Anatolia or Armenia) revolts along with it's feodal corps.<br><br />
The revolt succeeds if the feodal corps keeps control of the province for 3 months. If the revolt succeeds, the province becomes independent unless it was originally a province of another major power, in which case it defects to the original owner.<br><br />
The revolt is defeated if Turkey destroys the feodal corps or if 12 months have passed.<br><br />
Controlling or winning the revolt is not worth any PP.<br><br />
<br />
=== Wahbdist revolt ===<br />
Palestine's controller loses 2 PP and 20$ after 3 months, reduced by 1$ for each factor in Corps. Each Corps also reduces the PP loss by 1. <br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:House_rules&diff=55184EIA:House rules2016-05-30T20:14:53Z<p>AapoAlas: /* Recovering cities */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
From standard rules we use:<br />
* All optional rules, except militia conversion.<br />
* Advanced naval rules, no new crossing arrows.<br />
<br />
Additionally following house rules apply...<br />
<br />
==House rules==<br />
<br />
<br />
=== General ===<br />
<br />
==== Rule issues ====<br />
When the rules are unclear, we vote.<br />
<br />
==== Diplomacy ====<br />
Diplomacy can be conducted at any phase during the game.<br />
<br />
==== Bids ====<br />
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.<br />
<br />
==== Enforced peace ====<br />
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.<br />
** If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.<br />
<br />
==== Winning ====<br />
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together<br />
<br />
<br />
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:<br />
* Remove all units from the board<br />
* For each players country count in the total manpower from their home provinces and their conquered minors<br />
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!<br />
* Add the total value of manpower to player's victory points<br />
* All those players who reach their victory point goal are declared victors<br />
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.<br />
<br />
<br />
==== Uncontrolled Major Powers (14.3) ====<br />
<br />
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.<br />
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.<br />
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.<br />
<br />
<br />
==== Corrections to the errated standard rules ====<br />
<br />
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city <br />
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.<br />
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. <br />
<br />
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.<br />
<br />
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland. <br />
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. <br />
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.<br />
<br />
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.<br />
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)<br />
<br />
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.<br />
<br />
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).<br />
<br />
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.<br />
<br />
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.<br />
<br />
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''': If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).<br />
<br />
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.<br />
<br />
* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.<br />
** This applies to forces attacking over a crossing-arrow also.<br />
<br />
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace<br />
** Free states may not be ceded.<br />
<br />
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.<br />
<br />
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:<br />
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).<br />
<br />
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. <br />
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.<br />
<br />
* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.<br />
<br />
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.<br />
<br />
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.<br />
<br />
===Naval===<br />
<br />
* Crossing arrows: Crossing arrows from advanced naval rules are not used.<br />
* Transporting fleets have a –1 to all combat rolls.<br />
* Naval combat die roll modifier maximum is +/-2.<br />
<br />
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.<br />
** Fleets moving in the Flee Step may not transport troops.<br />
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.<br />
<br />
* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.<br />
<br />
* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.<br />
<br />
* Ship building locations are not declared, but deployment location, if placed into a harbour, is.<br />
<br />
* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)<br />
<br />
* Fleet strengths are secret, like corps strengths.<br />
<br />
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.<br />
<br />
<br />
====Naval morale====<br />
<br />
* Holland 3,5<br />
* Austria, Prussia, Turkey 2,0<br />
* Others 3,0<br />
<br />
* +0,5 Dominant Britain/Spain<br />
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.<br />
* +1,0 Turkish fleets in Mediterranean/Black sea<br />
* +0,5 Swedish/Danish ships in the Baltic<br />
* +0,5 Austrian/Venetian ships in the Adriatic<br />
<br />
<br />
====Maintaining a Blockade====<br />
<br />
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. <br />
<br />
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.<br />
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice <br />
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone<br />
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.<br />
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.<br />
<br />
Roll modifiers:<br />
* British Fleets receive a “+1” modifier to maintaining a blockade roll.<br />
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.<br />
* The above modifiers are cumulative.<br />
<br />
====Port raids====<br />
<br />
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.<br />
<br />
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.<br />
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.<br />
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets<br />
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.<br />
<br />
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:<br />
::6.7.5.1.1 Port Raid Combat Chart<br />
:::Attacking Force<br />
::::3-3<br />
::::3-3<br />
::::3-3<br />
:::Defending Force<br />
::::4-1 port guns<br />
::::1-1<br />
::::2-2<br />
::::2-2<br />
::::5-1 port guns<br />
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.<br />
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.<br />
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.<br />
<br />
* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. <br />
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.<br />
<br />
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.<br />
<br />
<br />
==== Enemy control of port ====<br />
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.<br />
<br />
<br />
==== Port guns with multi-nation garrisons ====<br />
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.<br />
<br />
<br />
==== Breaking a blockade ====<br />
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.<br />
<br />
A third fleet breaking blockade may either:<br />
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.<br />
* Avoid interception in the BB and join with fleets in port.<br />
* Engage with the support of the blockaded fleet, resulting in a blockade combat.<br />
<br />
==== Supply Chain Restrictions ====<br />
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.<br />
<br />
==== Hulks ====<br />
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.<br />
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).<br />
<br />
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.<br />
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.<br />
<br />
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.<br />
<br />
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.<br />
<br />
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.<br />
<br />
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.<br />
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.<br />
<br />
=== Land ===<br />
<br />
====Cavalry types====<br />
<br />
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.<br />
<br />
====Stacking limit====<br />
<br />
A leader may not bring into battle more corps than his tactical maximum allows.<br />
<br />
'''Exceptions:'''<br />
<br />
* One additional corps may be brought, but then tactical rating is reduced by one.<br />
* One cavalry corps may be added without penalty.<br />
<br />
This allows for tactical maximum +2 corps at most. However, no leader may <br />
bring more than 6 corps to battle.<br />
<br />
<br />
====Stacks in combat and reinforcing====<br />
<br />
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.<br />
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.<br />
* Reinforcing from the same area where the battle takes place is permitted.<br />
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.<br />
* Reinforcing leader may bring his tactical maximum + one cavalry corps.<br />
<br />
<br />
====Leader casualty==== <br />
Every participating leader is rolled for individually.<br />
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.<br />
<br />
<br />
==== Pursuit ====<br />
1d6*10% (round down) of all pursuit losses are prisoners.<br />
<br />
<br />
==== Prisoner drain ====<br />
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.<br />
<br />
<br />
==== Withdrawing ====<br />
* Successful withdraw does not cost any PP.<br />
* Withdrawing at night does not cost any PP.<br />
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.<br />
** e.g. roll from pursuit class 1.<br />
<br />
==== Sieges ====<br />
* Siege rolls get +1 if arty corps is present.<br />
<br />
'''Siege combat'''<br />
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards. <br />
* Cavalry has the same morale value as infantry when assaulting a fortress.<br />
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.<br />
<br />
==== Allied Depot Garrisons ====<br />
* Allied countries can garrison each other's depots.<br />
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.<br />
<br />
<br />
==== Pillaging & Burning of cities ====<br />
<br />
About the usage of these rules:<br />
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use. <br />
* The rules may also be used in any other scenarios if any of the two applies:<br />
** Players agree (or vote) to use them when setting up a new game<br />
** Scenario setup demands their usage (e.g. in 1812 campaign)<br />
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.<br />
<br />
===== General rules related to burning and pillaging =====<br />
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:<br />
* A city can be burned or pillaged only when it's captured by successful besieging.<br />
* An undamaged city may be either burned or pillaged <br />
* A pillaged city can be burned, but may not be pillaged again before being recovered<br />
* Only one corps may pillage or burn same city on same turn.<br />
<br />
===== Effects of pillaging a city =====<br />
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.<br />
** If the pillaged city is a major power capital, this amount is multiplied by 5.<br />
* A penalty of -1/2 PP is applied against the pillaging major power<br />
** If the city is major power capital, an additional penalty of -2 PP applies.<br />
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.<br />
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0). <br />
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.<br />
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.<br />
* Trade income is not affected.<br />
<br />
===== Effects of burning a city =====<br />
* If the city was not already pillaged, all effects of pillaging apply.<br />
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)<br />
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.<br />
* A burned city is not a valid supply source.<br />
* Burned cities cannot trade.<br />
<br />
===== Recovering cities =====<br />
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.<br />
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.<br />
* Neutral minors always recover their cities as fast as possible and always have enough money to do so.<br />
<br />
===== Limits on pillaging and burning cities =====<br />
* Republican and imperial French can never pillage or burn a city.<br />
** Exception: Massena may pillage cities at will.<br />
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
* Austria: only involuntary pillaging and burning is allowed.<br />
** Exception: Emigrees always pillage French cities.<br />
* Prussia: only involuntary pillaging and burning is allowed.<br />
* Britain: only involuntary pillaging and burning is allowed.<br />
* Sweden: only involuntary pillaging and burning is allowed.<br />
* Russia: only involuntary pillaging and burning is allowed. <br />
** Exception: Suvorov may pillage and burn at will. <br />
** Exception: Platov may pillage at will. <br />
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.<br />
* Spain: only involuntary pillaging and burning is allowed. <br />
** Exception: may burn and pillage any Turkish city or any city in Africa at will.<br />
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
<br />
===== Involuntary pillaging and burning =====<br />
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.<br />
<br />
==== Retreat ====<br />
'''''Added to EiA retreat rules''''' <br />
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.<br />
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.<br />
* Armies never surrender, except as noted above, or on an island that has no enemy free area.<br />
* Sponsored minors retreat towards their capital.<br />
<br />
<br />
==== Supply ====<br />
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.<br />
<br />
=== Politics ===<br />
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.<br />
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.<br />
<br />
==== Peace conditions ====<br />
<br />
* Reparations<br />
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.<br />
<br />
* Corps on loan<br />
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)<br />
** When a corps on loan takes forage damage, the original owner decides what factors are lost.<br />
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.<br />
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.<br />
<br />
For unconditional surrender only.<br />
<br />
* Sphere of influence<br />
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Deny co-operation<br />
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Exile<br />
** “A” ranked leaders must stay in exile for at least 12 months.<br />
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. <br />
** If the PP cost cannot be paid, the leader may not be returned.<br />
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.<br />
<br />
==== Alliances ====<br />
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.<br />
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.<br />
* Declaring war on an ally is not permitted. <br />
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.<br />
** This penalty does not apply when the one who broke the alliance is not the aggressor.<br />
* If called by an ally against an ally, one must break one of the alliances.<br />
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.<br />
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.<br />
<br />
==== Forced unconditional surrender ====<br />
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.<br />
<br />
=== Other ===<br />
<br />
==== Ottoman empire ====<br />
<br />
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey. <br />
** Exception: Egypt always produces full MP. <br />
** Exception: Spain gets full MP for Morocco and Algiers. <br />
** Exception: Any free state produces full manpower.<br />
<br />
<br />
'''Ottoman troops:'''<br />
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.<br />
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.<br />
<br />
<br />
==== Depots ====<br />
Number of depots available per major power:<br />
<br />
* Austria 9<br />
* Britain 6<br />
* France 8<br />
* Prussia 7<br />
* Russia 8<br />
* Spain 8<br />
* Turkey 7<br />
<br />
==== Dominance ====<br />
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)<br />
* To reach dominant status, country doesn't have to be at peace with all other major powers.<br />
* To lose dominant status, country has to be at peace with all other major powers.<br />
<br />
==== Free state and minor power garrisoning ====<br />
<br />
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.<br />
<br />
===Suez===<br />
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.<br />
<br />
===Muslim fanaticism===<br />
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:House_rules&diff=55180EIA:House rules2016-05-30T18:30:51Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
From standard rules we use:<br />
* All optional rules, except militia conversion.<br />
* Advanced naval rules, no new crossing arrows.<br />
<br />
Additionally following house rules apply...<br />
<br />
==House rules==<br />
<br />
<br />
=== General ===<br />
<br />
==== Rule issues ====<br />
When the rules are unclear, we vote.<br />
<br />
==== Diplomacy ====<br />
Diplomacy can be conducted at any phase during the game.<br />
<br />
==== Bids ====<br />
Bids - if used at any time - are processed from highest to lowest. In case of a tie, dice determine.<br />
<br />
==== Enforced peace ====<br />
Enforced peace is counted as lasting the marked number of months from Peace step to Peace step. For an 18 months enforced peace formed in the Peace step of December the peace ends in the Peace step of June, thus a new declaration of war can be issued in July.<br />
** If a peace is forced in another phase, for instance in the Economic phase due to forced unconditional surrender, the peace ends until 18 months later in the economic phase of the given month.<br />
<br />
==== Winning ====<br />
If a player reaches his/her Victory Point goal before the last Economic Phase of the campaign, typically December 1815. he/she wins. If more than one player reaches their VP goal simultaneously, the game is declared draw between those players. Thus it is possible for a group to win together<br />
<br />
<br />
At the previously mentioned economy step, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:<br />
* Remove all units from the board<br />
* For each players country count in the total manpower from their home provinces and their conquered minors<br />
** Do not count manpower from free-states or such home provinces that have been ceded by other majors!<br />
* Add the total value of manpower to player's victory points<br />
* All those players who reach their victory point goal are declared victors<br />
* If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.<br />
<br />
<br />
==== Uncontrolled Major Powers (14.3) ====<br />
<br />
* Leaving the game. A country that cannot win (player steps down), but can still affect the result of the game is auctioned with secret victory point bids.<br />
* High-bid becomes the controller of the nation and loses his bid in VPs. A country out of the game itself collects no more victory points and may not bid for any new countries.<br />
* If Britain gains control of any country in this fashion, Britain loses it’s “win if no one wins” ability.<br />
<br />
<br />
==== Corrections to the errated standard rules ====<br />
<br />
* Change to the rule '''''1.1.1 The Map''''': Austrian Capitals: For purposes of the 4.4 Victory Conditions Chart only, Ofen is an Austrian national capital city <br />
** For purposes of 8.2.1.1 (Money Collection by Taxation) and all other rules, Ofen remains a provincial capital.<br />
** i.e. a victorious power may not select Hungary for cession unless all other Austrian provinces are already ceded. <br />
<br />
* Change to the rule '''''1.2 Unit Counters''''': The Russia I, II, and III corps should have a cavalry morale of ‘4’. 23/4. Unless the advanced cavalry rules are used.<br />
<br />
* Change to the rule '''''1.4 The Game Card''''': The Minor Countries Chart omitted a line for Finland. <br />
** The National Modifiers for Finland are: As 0, Fr +1, GB +2, Pr 0, Rs 0, Sp 0, Tu 0. <br />
** Finland is a secondary district of Sweden in 1805, and a Russian conquered minor in 1812 & 1813.<br />
<br />
* Change to the rule '''''4.2.2.2 Limitations of Declarations''''': Amend to read: A major power already at war with another major power may not declare war on other major powers if unbesieged enemy infantry corps are already inside its home nation. 23/4.<br />
** An area that cannot be reached by land movement from Paris or London does not count as being inside one’s home nation for the purpose of this rule only. (Turkish&Spanish islands)<br />
<br />
* Change to the rule '''''4.4 Victory Conditions Chart''''': Amendment: Victory Condition C.7: Change the word "American" to "colonial". 23/4.<br />
<br />
* Change to the rule '''''7.2.3.1 Supply Source Definition''''': Cities in ceded home nation provinces are not valid supply sources, unless the province has been incorporated in a minor free state as part of a multi-district minor (10.4.5) or a new political combination (11.0).<br />
<br />
* Change to the rule '''''7.3.1.2 Force Marching''''': Amend to read: Corps may increase their movement allowance by one movement point by “force marching”. Cossacks, freikorps, guerrillas, cavalry corps and disembarking corps may not be force marched. 23/4.<br />
<br />
* Change to the rule '''''7.3.5 Disembarking''''': If an area contains a friendly port that is besieged (but not blockaded), counters may be considered to be disembarked directly into the port (if there is room) or into the port's area, as the controlling player desires. 23/4.<br />
<br />
* Change to the rule '''''7.4.2.1.1.1 Corps Depot Supply Additional Costs''''': If a single depot is used to supply more than four corps, the cost of supplying every corps after the fourth is doubled (i.e. $1 in the depot’s area, $2 in one area distant, etc.). In winter, costs are doubled twice (i.e. the fifth corps to be supplied by a depot in winter costs $2 if in the depot’s area, $4 if one area distant, etc.).<br />
<br />
* Change to the rule '''''7.5.2.1-7.5.2.7 Operational Possibilities Chart''''': The attacker's first combat table when crossgriding an Escalated Assault with a Cordon river crossing should be "5-1" instead of "5-2". 23/4.<br />
<br />
* Change to the rule '''''7.5.2.10.3.6 Retreat after Disembarking''''': Corps which disembarked into a land area (7.3.5) and are then forced to retreat in the subsequent land combat step must surrender (all army factors and any accompanying leaders become prisoners), unless atleast one of the attacking corps attacked by land.<br />
** This applies to forces attacking over a crossing-arrow also.<br />
<br />
* Change to the rule '''''8.8 Ceding''''': Clarification: Ceding of minor countries or ceded provinces is allowed only 1) to allies when the ceding major power is at peace with all other major powers, 2) by virtue of a formal peace<br />
** Free states may not be ceded.<br />
<br />
* Change to the rule '''''10.3.1.2.1.3 General Access Rules''''': Neutral forces that previously had access in territory that has changed control (i.e., due to reconquest or ceding) can be given voluntary access under any new conditions granted by the new controlling major power (unconditional access must be given if peace condition C.5 applies between the involved major powers). If no access is given or available, the neutral forces must be handled as with force repatriation (see 4.4.6.2 and/or option 12.4). 23/4.<br />
<br />
* Change to the rule '''''10.3.4 Forcible Access''''': If a major power is denied voluntary access or denied desired access conditions, its land forces may still be moved into or through desired areas by using “forcible access,” as follows:<br />
** 10.3.4.1: Forcible access operates under the same restrictions as access through neutral minor countries (see 10.3.1.1).<br />
<br />
* Change to the rule '''''10.3.4.2''''': A phasing major power loses one political point per Turn for each major power's territories in which forcible access is used. <br />
** For example, during a Turn, French counters are moved through some Bavarian and Saxon areas using forcible access. France loses one political point if both these minor countries are controlled by Prussia, but loses two political points if Bavaria is Austrian-controlled and Saxony is Prussian-controlled.<br />
<br />
* Change to the rule '''''10.3.4.3''''': The major power controlling territory in which forcible access occurs may, if desired, immediately declare war and lose the requisite political points for each separate declaration on any or all of the major powers using forcible access in its territory, unless prevented by limitation in 4.2.2.1. This chance to declare war is repeated each time a counter using forcible access is moved. If war is declared, allies may be called as in 4.3. 23/4.<br />
<br />
* Change to the rule '''''10.2.1 Conquest of Minor Countries''''': Amendment: A minor country is conquered by one month’s unbesieged occupation of all cities in the minor’s primary district.<br />
<br />
* Addition to the rule '''''11.8.2.5 Leader Improvement''''': Leader improvement also increases leaders seniority rating to a maximum of A (for example C -> B). Single leader can be promoted only once (in case where major power achieves dominance more than once). Leader improvement is not cancelled if major power loses dominant status.<br />
<br />
===Naval===<br />
<br />
* Crossing arrows: Crossing arrows from advanced naval rules are not used.<br />
* Transporting fleets have a –1 to all combat rolls.<br />
* Naval combat die roll modifier maximum is +/-2.<br />
<br />
* Flee step, Immediately before naval movement step: A Major Power that had war declared upon it this turn may move any and all controlled Fleets up to their maximum allowed movement.<br />
** Fleets moving in the Flee Step may not transport troops.<br />
** A Major Power that moves any Fleets in the Flee Step, may not conduct any type of naval movement (other than evasion or retreat from naval combat), or attempt naval interception during the remainder of the turn.<br />
<br />
* When a ship is launched, it must be placed in a fleet or port. If placed in a port, it can fire during harbuor raids. A ship in port without a fleet counter is eliminated if enemy captures the port.<br />
<br />
* Minor countries may not own hulks. All hulks captured by a minor are property of the controlling major power. A major power may allow a minor to use it’s hulks for shipbuilding.<br />
<br />
* Ship building locations are not declared, but deployment location, if placed into a harbour, is.<br />
<br />
* Dardanelles: Constantinople port & blockade box are considered part of Dardanelles. (ie. fleets cannot get stuck in Constantinople port or BB)<br />
<br />
* Fleet strengths are secret, like corps strengths.<br />
<br />
* A fleet that is blockaded for a full turn must announce some of it’s strength – how many full “squadrons” (10 ships) are present.<br />
<br />
<br />
====Naval morale====<br />
<br />
* Holland 3,5<br />
* Austria, Prussia, Turkey 2,0<br />
* Others 3,0<br />
<br />
* +0,5 Dominant Britain/Spain<br />
* +0,5 British fleets adjacent to Britain or in a BB that is adjacent to a sea area adjacent to Britain or in British ports.<br />
* +1,0 Turkish fleets in Mediterranean/Black sea<br />
* +0,5 Swedish/Danish ships in the Baltic<br />
* +0,5 Austrian/Venetian ships in the Adriatic<br />
<br />
<br />
====Maintaining a Blockade====<br />
<br />
A phasing Major Power may at the very start of its naval phase choose to perform an action called “test the blockade”. This action may be performed on each blockaded port separately. Both the blockaded stack of the phasing Major Power and the non-phasing blockading stack each roll one D6. <br />
<br />
* If the blockading stack’s roll is equal to or higher than the blockaded stack’s roll then the blockade holds.<br />
* If the blockade does not hold then the blockading stack must withdraw to an adjacent sea-area, at the blockading stack’s choice <br />
** They may subsequently attempt to intercept any Fleets leaving port as usual from this sea zone<br />
* If the difference of the rolls is two (2) or more in favour of the blockading stack, the phasing Major Power initiates a blockade battle with his blockaded stack, against all of the blockading forces.<br />
** In a case there are multiple blockading stacks, take account only the lowest roll by any of the blockading stacks.<br />
<br />
Roll modifiers:<br />
* British Fleets receive a “+1” modifier to maintaining a blockade roll.<br />
* If admiral '''Villeneuve''' is with a blockaded stack, “-1” modifier to Fleets maintaining a blockade.<br />
* The above modifiers are cumulative.<br />
<br />
====Port raids====<br />
<br />
* Minor countries fleets must be accompanied by at least the same number of vessels from a player Major Power to participate in a port attack.<br />
<br />
* Change to the rule '''''1.1.1.1 Harbour Defenses''''': If there is a garrison or Corps in the port, that are at war or that has denied access to the attacking stack, the harbour defenses inflict casualties and morale loss on the attacking force equal to a single, unmodified, D6 roll using the 4-1 table on the COMBAT RESOLUTION CHART, with the harbour defense number printed in the blockade box as the strength of the attack.<br />
** If the attacking stack is given access by the port’s controlling Major Power, or no enemy Corps or garrisons are in the port, the harbour defenses are not used.<br />
** If denied access to the port, the phasing stack may still attack, but the port’s controlling player may use the harbour defenses. No declaration of war is required in this case, but the attacker may declare war, as if attacking transporting fleets<br />
** '''EXCEPTION''': Even if the attacker has unconditional access (peace term C.5) and/or an earlier voluntary access agreement with the Major Power that controls the port, if any of the Fleet(s) being attacked belong to the Major Power controlling the port, the harbour defenses are used.<br />
<br />
* Change to the rule '''''1.1.1.1.1 Port Raid Resolution''''': The surviving attacking stack then engages all defending stacks in battle. No tactical chits are chosen. Instead the following indicates which combat tables to use on the Combat Resolution Chart:<br />
::6.7.5.1.1 Port Raid Combat Chart<br />
:::Attacking Force<br />
::::3-3<br />
::::3-3<br />
::::3-3<br />
:::Defending Force<br />
::::4-1 port guns<br />
::::1-1<br />
::::2-2<br />
::::2-2<br />
::::5-1 port guns<br />
** The attacker’s morale is reduced in accordance with the damage taken while running the port guns, prior to the start of the three possible rounds of combat.<br />
** The raid lasts for three combat rounds, or until the attacking force breaks or is eliminated. If the defending force breaks, the attacking stack continues to attack for the duration of the three rounds but the defender can no longer reply.<br />
** Following the three rounds of combat (or earlier, if the attacking stack breaks), the attacking stack (regardless of whether broken or not) withdraws past the harbor guns, suffering another (unmodified) attack on the 5-1 table.<br />
<br />
* Change to the rule '''''1.1.1.1.2 Victory and Defeat in a Port Raid''''': To be considered a victor in a port raid, a force must have both broken (or totally eliminated) the opposing force and have inflicted more losses than he has received. If there is a victor, political points are adjusted. <br />
** If neither side can claim victory, the battle is considered to be a draw and no adjustments are made.<br />
<br />
* Change to the rule '''''1.1.1.1.3 Aftermath''''': Regardless of the outcome of the port raid, the attacking stack is moved to the blockade box or the nearest sea zone (attacker’s choice). Both sides retain their own damaged ships, and the attacker must roll to return them to a friendly port as per 6.7.3.9.1. The defender rolls a D6 for each ship damaged in the port raid, on a “1” that ship is eliminated. There is no general chase or naval pursuit after a port raid.<br />
<br />
<br />
==== Enemy control of port ====<br />
If a naval leader is with a scuttled stack in this situation, he is captured by the Major Power controlling the port. Minor country Fleets cannot be scuttled, and will surrender if placed in these conditions. Each Fleet scuttled causes the loss of “-1” political point.<br />
<br />
<br />
==== Port guns with multi-nation garrisons ====<br />
If there is a multi-nation garrison in a port, the player with most controlled garrison factors decides if the port guns are used. If there’s an equal amount and they disagree, port guns don’t fire. If there is no garrison, any corps outside the city may elect to fire. If several corps disagree, compare men in such corps.<br />
<br />
<br />
==== Breaking a blockade ====<br />
When a blockade combat is initiated, the intercepting (blockading) player must win the combat to maintain blockade. If a draw occurs the phasing player is allowed to continue movement. The blockading fleet is not moved from the blockade box.<br />
<br />
A third fleet breaking blockade may either:<br />
* Engage the blockading fleet in the BB, resulting in normal naval combat. Blockaded fleets take no part.<br />
* Avoid interception in the BB and join with fleets in port.<br />
* Engage with the support of the blockaded fleet, resulting in a blockade combat.<br />
<br />
==== Supply Chain Restrictions ====<br />
Naval supply cannot trace more than 7 sea areas (7 movement points - a fleet must be able to move the distance in a single turn) without touching a depot.<br />
<br />
==== Hulks ====<br />
* Ships of the Line and Heavy ships generate a hulk when sunk in battle.<br />
** Hulks generated in a fleet battle belong to the winner of the battle, or in case of a draw, to the owner(s) of the sunk ship(s).<br />
<br />
* A hulk from a battle must successfully be taken to a port to be used for ship building. When taking hulks to a port, first a friendly port is chosen (may be that of an ally, if said ally gives permission), then the distance from the battle site to the port is calculated as if moving a fleet counter. For each hulk taken to said port, a d6 is rolled and the distance modifier must be overcome for the hulk to reach safety.<br />
** Example: A battle between Great Britain and Russia is fought in the Finnish gulf with Russia winning the battle and two ships of the line sunk. Russia decides to take his hulks to St. Petersburg, which is one step away from the sea area where the battle took place. Russia rolls 2d6, one coming out as 1 and the other as 4, thus one of the hulks is sunk on it's way to port, but the other is gained as a Russian hulk in St. Petersburg.<br />
<br />
* Hulks can be used to build Transports and Ships of the Line. Using a hulk for a construction gives $5 discount to the price of the ship and reduces the build time to 3 months.<br />
<br />
* Hulks gained can be used to build ships anywhere, not just the harbour the hulks reside in. Hulks can be built in any order, the oldest one need not be the first one to be used.<br />
<br />
* If a port with a hulk is taken or successfully port raided, the all hulks in the port are lost.<br />
<br />
* Ships sunk in a port raid are counted as having distance 0 to said port and are automatically taken as hulks by the defender, if he gains ownership of them at the end of the battle.<br />
** Any hulks gained by an attacker in a fleet raid are counted as residing in the port for deciding the distance from the battle to a safe harbour.<br />
<br />
=== Land ===<br />
<br />
====Cavalry types====<br />
<br />
There are three types of cavalry factors, light, medium (standard) and heavy. Light cavalry has a morale level of 3 and costs 12$/2MP, medium cavalry has a morale level of 4 and costs 15$/2MP, heavy cavalry has a morale level of 5 and costs 30$/2MP. Heavy cavalry can be committed as if it were guard, but only at +1.<br />
<br />
====Stacking limit====<br />
<br />
A leader may not bring into battle more corps than his tactical maximum allows.<br />
<br />
'''Exceptions:'''<br />
<br />
* One additional corps may be brought, but then tactical rating is reduced by one.<br />
* One cavalry corps may be added without penalty.<br />
<br />
This allows for tactical maximum +2 corps at most. However, no leader may <br />
bring more than 6 corps to battle.<br />
<br />
<br />
====Stacks in combat and reinforcing====<br />
<br />
* At least the commanding leaders tactical maximum number of corps must take part in the battle, if they are present.<br />
* Surplus corps in the area take any leftover damage caused by combat roll or pursuit, if the corps fighting the battle are destroyed.<br />
* Reinforcing from the same area where the battle takes place is permitted.<br />
* Reinforcing corps do not affect commanding leader's tactical ability and may exceed his stacking limit. This applies for the whole duration of battle.<br />
* Reinforcing leader may bring his tactical maximum + one cavalry corps.<br />
<br />
<br />
====Leader casualty==== <br />
Every participating leader is rolled for individually.<br />
* Guard commitment: A leader must be chosen to lead the guard. The guard adjustment (+1 or +2) is then added to that leaders casualty roll.<br />
<br />
<br />
==== Pursuit ====<br />
1d6*10% (round down) of all pursuit losses are prisoners.<br />
<br />
<br />
==== Prisoner drain ====<br />
At the end of each reinforcement phase, each major power removes (ie. Kills) 10% (round up) of it’s prisoners. Different nationalities are removed separately. Cheapest units are removed first.<br />
<br />
<br />
==== Withdrawing ====<br />
* Successful withdraw does not cost any PP.<br />
* Withdrawing at night does not cost any PP.<br />
* If withdrawing party is surrounded and withdraw is successful, it's forces are treated as they would withdraw unbroken after a day's combat.<br />
** e.g. roll from pursuit class 1.<br />
<br />
==== Sieges ====<br />
* Siege rolls get +1 if arty corps is present.<br />
<br />
'''Siege combat'''<br />
* A fortress may only be assaulted by as many troops that it can hold, plus artillery and guards. <br />
* Cavalry has the same morale value as infantry when assaulting a fortress.<br />
** EXCEPTION: Cossacks, freicorps and LSLC retain their morale.<br />
<br />
==== Allied Depot Garrisons ====<br />
* Allied countries can garrison each other's depots.<br />
* If a neutral third party is garrisoning a depot that is attacked, the garrison cannot elect to remove the depot nor fight against the attackers. In this case the depot is thus effectively considered ungarrisoned.<br />
<br />
<br />
==== Pillaging & Burning of cities ====<br />
<br />
About the usage of these rules:<br />
* City pillaging and burning rules are used in scenarios where [[EIA:Russia_track|Russia-track]] is in use. <br />
* The rules may also be used in any other scenarios if any of the two applies:<br />
** Players agree (or vote) to use them when setting up a new game<br />
** Scenario setup demands their usage (e.g. in 1812 campaign)<br />
* Players may also choose to use only some of these rules, e.g. they may choose to not follow involuntary pillaging and burning rule.<br />
<br />
===== General rules related to burning and pillaging =====<br />
If the rules do not claim otherwise (see Limitations of pillaging and burning cities) following rules take place:<br />
* A city can be burned or pillaged only when it's captured by successful besieging.<br />
* An undamaged city may be either burned or pillaged <br />
* A pillaged city can be burned, but may not be pillaged again before being recovered<br />
* Only one corps may pillage or burn same city on same turn.<br />
<br />
===== Effects of pillaging a city =====<br />
* The pillaging corps gains $ equal to half the number of towers in the city, rounded up.<br />
** If the pillaged city is a major power capital, this amount is multiplied by 5.<br />
* A penalty of -1/2 PP is applied against the pillaging major power<br />
** If the city is major power capital, an additional penalty of -2 PP applies.<br />
** If the city was taken by storm (successful breach that led to an assault combat) or starved to death, there is no PP penalty for pillaging, unless it is a major power capital.<br />
* A pillaged city reduces the income of the province by the amount pillaged in the next economic phase (minimum income of 0). <br />
** In case of a major power capital, the excess $ lost is reduced from national income in the economic phase. Note that this is only paid once.<br />
* A pillaged city counts as having forage value 0 both for garrison and corps foraging in the area.<br />
* Trade income is not affected.<br />
<br />
===== Effects of burning a city =====<br />
* If the city was not already pillaged, all effects of pillaging apply.<br />
* In addition, the MP value of the province is reduced by 1 for each burned city in it. (minimum MP value 0)<br />
* Burning a city always carries a penalty of -1 PP whether the city was already pillaged or not.<br />
* A burned city is not a valid supply source.<br />
* Burned cities cannot trade.<br />
<br />
===== Recovering cities =====<br />
* A city that is pillaged but not burned automatically recovers completely at the end of the next economic phase if in control of the owner of the province.<br />
* A city that is burned can only recover if the owner controls it and pays 1$ for each tower in the city. This can only be done at the end of an economic phase. City then becomes pillaged and will recover in the following economic phase.<br />
<br />
===== Limits on pillaging and burning cities =====<br />
* Republican and imperial French can never pillage or burn a city.<br />
** Exception: Massena may pillage cities at will.<br />
* Royalist French may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
* Austria: only involuntary pillaging and burning is allowed.<br />
** Exception: Emigrees always pillage French cities.<br />
* Prussia: only involuntary pillaging and burning is allowed.<br />
* Britain: only involuntary pillaging and burning is allowed.<br />
* Sweden: only involuntary pillaging and burning is allowed.<br />
* Russia: only involuntary pillaging and burning is allowed. <br />
** Exception: Suvorov may pillage and burn at will. <br />
** Exception: Platov may pillage at will. <br />
** Exception: Any russian corps may pillage at will if there are at least 3 cossacks present.<br />
* Spain: only involuntary pillaging and burning is allowed. <br />
** Exception: may burn and pillage any Turkish city or any city in Africa at will.<br />
* Turkey: may burn and pillage at will and are also subject to involuntary burning and pillaging.<br />
<br />
===== Involuntary pillaging and burning =====<br />
Whenever a city is taken by storm or starved to death the conqueror must roll a d6 if he is subject to involuntary pillaging and burning. On a roll of 6 the city is pillaged. If the city is pillaged, roll a d6. On a roll of 6 the city is burned as well.<br />
<br />
==== Retreat ====<br />
'''''Added to EiA retreat rules''''' <br />
* Any area from which the attacker marched to battle (or reinforced from) may not be retreated to, unless the defender is surrounded.<br />
* Surrounded and defeated army takes double normal losses for pursuit. All these additional casualties are prisoners.<br />
* Armies never surrender, except as noted above, or on an island that has no enemy free area.<br />
* Sponsored minors retreat towards their capital.<br />
<br />
<br />
==== Supply ====<br />
Supply can be traced over a territory owned by neutral major party but such an action is considered as forcible access.<br />
<br />
=== Politics ===<br />
* If a player controls a minor country with troops and refuses to use those troops to defend the minor (field battle or siege to the last man), the player gets a penalty of one extra PP.<br />
** Using forces of the minor to fight at least one field battle or one siege combat is considered to be enough for player to avoid the said penalty.<br />
<br />
==== Peace conditions ====<br />
<br />
* Reparations<br />
** The loser of a war decides whether the reparations are paid as one-turn or two-turn reparations.<br />
<br />
* Corps on loan<br />
** As a matter of honour, a corps on loan must be paid supply if reasonable and cannot be unreasonably foraged to death. (If one wants to destroy an enemy's army, the corps removal option exist for that.)<br />
** When a corps on loan takes forage damage, the original owner decides what factors are lost.<br />
** When a corps on loan returns to the owner, it is given a one-time teleport to home territory, to be deployed according to usual deployment rules in the reinforcement step of said turn.<br />
** If a corps on loan is returned to the owner because of forage damage, the major power who had controlled the corps on loan takes -1PP.<br />
<br />
For unconditional surrender only.<br />
<br />
* Sphere of influence<br />
** If the loser declares war on any minor that is adjacent to an area controlled by the victor, the victor has right to immediately (off-phase) declare war on the loser disregarding the enforced peace. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Deny co-operation<br />
** Loser may not grant access to third parties without permission from the victor. All access agreements with nations that are at war with the victor must be cancelled immediately. <br />
** Lasts as long as the enforced peace.<br />
<br />
* Exile<br />
** “A” ranked leaders must stay in exile for at least 12 months.<br />
** Returning a leader costs ''(strategic+tactical+tactical maximum)/3 + rank (D=0, C=1, B=2, A=3) + political zone'' (dominant=+1, neutral=0, Instability=-1, Fiasco=-2) rounded up. <br />
** If the PP cost cannot be paid, the leader may not be returned.<br />
** Example. Returning Napoleon (reduced stats) in fiasco zone costs 6 political points.<br />
<br />
==== Alliances ====<br />
* Change to rule '''12.8 allied access'''. Exception: Turkey may grant access through Dardanelles without restriction.<br />
* Alliance may have an expiration date. Such alliance is not worth any PP to create. There is no PP cost if the alliance expires.<br />
* Declaring war on an ally is not permitted. <br />
* After breaking alliance player will suffer –2PP additional penalty for a DOW on his/her ex-ally. (Total –5PP) For every turn player waits, this penalty lowers by one.<br />
** This penalty does not apply when the one who broke the alliance is not the aggressor.<br />
* If called by an ally against an ally, one must break one of the alliances.<br />
* PP penalty for DOWing an ally does not apply if the ally uses forcible access (at the moment of such access only). Also, immediate DOW is allowed.<br />
* Immediate DOW is also allowed if ally violates earlier peace agreement relating to trading or sphere of influence that disallows trade or declaring war on minors.<br />
<br />
==== Forced unconditional surrender ====<br />
If a player cannot collect any manpower during an economic phase, player must immediately (off-phase) sue for peace and accept any kind of peace from all hostile parties.<br />
<br />
=== Other ===<br />
<br />
==== Ottoman empire ====<br />
<br />
* Any minor that can be included in the OE produces only half of it’s manpower if controlled by any other nation than Turkey. <br />
** Exception: Egypt always produces full MP. <br />
** Exception: Spain gets full MP for Morocco and Algiers. <br />
** Exception: Any free state produces full manpower.<br />
<br />
<br />
'''Ottoman troops:'''<br />
* Turkish controlled free states that can be included in the OE have morale 2 for infantry and 3 for cavalry even if OE is not in existence.<br />
* Ottoman cavalry is doubled for the purposes of determining cavalry superiority only.<br />
<br />
<br />
==== Depots ====<br />
Number of depots available per major power:<br />
<br />
* Austria 9<br />
* Britain 6<br />
* France 8<br />
* Prussia 7<br />
* Russia 8<br />
* Spain 8<br />
* Turkey 7<br />
<br />
==== Dominance ====<br />
* Spain gets +2 to gold convoy rolls if dominant (maximum result is 12)<br />
* To reach dominant status, country doesn't have to be at peace with all other major powers.<br />
* To lose dominant status, country has to be at peace with all other major powers.<br />
<br />
==== Free state and minor power garrisoning ====<br />
<br />
Free states and minor powers are not restricted in garrisoning outside their home territory in any way.<br />
<br />
===Suez===<br />
If Egypt is controlled by a nation at war with Britain, Britain loses 1 PP and the Indian trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If $ loss is eliminated, there is no PP loss.<br />
<br />
===Muslim fanaticism===<br />
Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia.<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:RoN_New_majors&diff=55086EiA:RoN New majors2016-05-24T08:42:13Z<p>AapoAlas: /* Special rules */</p>
<hr />
<div>Very much work in progress, perhaps even "shouldn't be done" level of work.<br />
<br />
== Common rules for new player countries ==<br />
In Rise of Nationalism campaigns with more than 7 players new player countries are needed. The countries defined here have the following common rules:<br />
* Original player countries never gain political points from forming alliances with new player countries.<br />
** New player countries always gain a political point when forming an alliance.<br />
** Alliances between new player countries give points to both as per normal.<br />
** A broken alliance costs points just as usual nevertheless.<br />
* For technology prices new player countries are counted as having as many corps and fleets as they could have without achieving Dominant status. (eg. Greece can have 8 corps, 2 from start, 3 from Greece track, 3 from conquering provinces.) Their homeland manpower is counted from their starting cores with double income taken into account.<br />
<br />
Minor player countries have the following extra rules:<br />
* Minor countries may not demand an unconditional surrender.<br />
* Minor countries surrenders are always conditional. ie. Victor may not demand unconditional surrender.<br />
* If a minor country ever achieves major status, these rules are no longer in effect. No conditions can return a major country to minor status.<br />
<br />
==Greece==<br />
Greece can be played as a player country instead of having it as a British free state as ruled in [[EiA:Greece_Track|here]]. If so, the following rules apply.<br />
<br />
=== Common rules ===<br />
* Greece begins the game as a minor country.<br />
* Victory condition: Gain 485 victory points<br />
* Greece makes her land moves between Turkey and Austria and her naval moves between Russia and Turkey.<br />
* Greece receives corps and fleets that are marked with an area, if in possession of said area(s).<br />
* Greece's national modifiers versus Corfu and Rhodes are ''+2'' and versus all countries in Africa and the Mid-East it is ''-1''.<br />
* Double income: Greece receives double $ and MP from:<br />
** Always: Greece, Macedonia, Crete, Cyprus, Corfu, Rhodes. Greece gains minimum of 2/2 from each of these areas (already doubled).<br />
** If a dominant power: Albania, Rumelia.<br />
** This doubling applies to bonuses gained from the Greece track or other similar effects.<br />
* Greece has a maximum railroad level of 2.<br />
<br />
=== Initial setup ===<br />
* Starts with Greece and Macedonia as core provinces.<br />
* Starts on political track: N2<br />
* Army: 12 Inf, 1 mC<br />
* Navy: $0<br />
* Depots: 2/6<br />
* Cash: 10$<br />
* Greece is allied with Great Britain.<br />
<br />
=== Manipulation ===<br />
:-16$ and 6MP for +2 PP<br />
: -12$ or 4MP for +1 PP<br />
: +9$ or +3MP for -2 PP<br />
: +9$ and +3MP for -3 PP<br />
<br />
=== Corps composition ===<br />
<br />
{| border = "1"<br />
|-<br />
!Greece<br />
|-<br />
|I<br />
|12I 2C<br />
|-<br />
|II<br />
|12I 2C<br />
|-<br />
|III (Greece track)<br />
|12I 2C<br />
|-<br />
|IV (Greece track)<br />
|12I 2C<br />
|-<br />
|V (Cyprus)<br />
|12I 2C<br />
|-<br />
|VI (Crete)<br />
|12I 2C<br />
|-<br />
|VII (Albania)<br />
|12I 2C<br />
|-<br />
|Guard (Dominant)<br />
|7G 2C (+1 shift)<br />
|-<br />
|CI (Greece track)<br />
|4C<br />
|-<br />
|Fleet I (Greece track)<br />
|30S<br />
|-<br />
|Fleet II (Rhodes)<br />
|30S<br />
|-<br />
|Fleet III (Dominant)<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Morale ===<br />
* Infantry 2<br />
* Cavalry 4<br />
* Ships 2<br />
** 3 while in the Mediterranean Sea.<br />
<br />
=== Leaders ===<br />
'''Generals''':<br />
* Default 111D<br />
* Dimitrios Botsaris 211C<br />
* Othon I 112A®<br />
** Removed according to Greece track steps.<br />
* Georgios I 212A®<br />
** Comes available once King Othon is removed.<br />
* Richard Church 122B<br />
** Comes available at Greece track step 1<br />
<br />
'''Admirals''':<br />
* Default 21D<br />
* Miltiades Kanaris 22B<br />
** Comes available according to Greece track.<br />
<br />
=== Special rules ===<br />
'''British occupation of Piraeus''':<br />
* While the Crimean War rages, Greece can in any Declarations of War step decide to join the war. Declaring war on the coalition costs 3 PP while declaring war on Russia costs 5 PP.<br />
** If Greece declares war on the Coalition 5 British infantry and a corps and 6 French infantry and a corps are placed in Athens. If a corps is not available no infantry are placed, respectively for each country.<br />
*** If there is both a Greek and a British and/or French corps in Athens, a field combat takes place with the Greek attacking.<br />
* If Greece is not (yet) part of the Crimean War he may gift 0-3 manpower to Russia in each economic phase.<br />
<br />
'''Greek rebellion of Janina''':<br />
* While the Crimean War is being fought or if Turkey has lost the Crimean War, if the Gustav of Sweden -minor war happens, the Turkish province of Albania revolts instead as per the Balkan revolt minor war rules. If the revolt succeeds, Albania becomes a Greek province.<br />
<br />
'''Fledgling army''':<br />
* Greece pays double for the breech-loading rifles technology and railroads.<br />
<br />
'''Rebuilding of Athens''':<br />
* The province of Greece produces additional +1$/+1mp and the port of Athens is worth 0/1 in trade.<br />
<br />
'''Greek nationalism''':<br />
* The provinces of Greece, Macedonia, Albania, Corfu, Crete, Cyprus and Rhodos gain +1$/1mp if controlled by Greece.<br />
* All of the provinces mentioned above become Greek provinces if conquered by Greece and can only be ceded in a formal peace.<br />
** If Albania is conquered by Greece and then ceded back to Turkey (or Turkey liberates the province from some other country that Greece had ceded it to in a formal peace), it becomes a Turkish province and can again only be ceded in a formal peace.<br />
<br />
'''Spirit of Thermopylae''':<br />
* If a Greece commander is leading a battle in a Greek nationalist province (All Greek islands, Greece, Macedonia) or an area bordering these provinces, all leaders taking part in the combat (from the start or as reinforcements) are limited to a tactical maximum rating of 2 even if downgraded. Greece is to declare invoking this rule once an attack by or against Greek forces eligible is imminent in the land combat phase. ie. Before opponent chooses which corps to take to battle (which is before chit picks). <br />
<br />
'''Dispute of Crete''':<br />
* As long as Turkey has not ceded Crete to Greece or some other major power, Turkey and Greece share the core of Crete. The side that has the most troops present on Crete decides who will gain income from Crete. Counting troops: first count factors in corps if any and then garrisons (thus even one factor in a corps is more than five in garrison.) If both sides have equal amount of troops present on Crete, they must come to consensus about the money or neither side will gain the profit. Each side can have garrison factors in Candia.<br />
** If Greece is gaining the income through this rule, he does not gain the +1$/1mp specified in the ''Greek nationalism'' rule.<br />
<br />
'''Greece track''':<br />
Each economic phase Greece may pay 3$ to roll d10, on a result of 6+ this track advances one step. <br />
Following modifiers apply:<br />
* Greece and Turkey are allies: +1<br />
* For each major Greece is at war with: -1<br />
* For each additional $ paid: +1<br />
* For each of Albania, Crete and Cyprus controlled: +1<br />
<br />
The track starts at the start of game and is initially at "step zero: no event"<br />
# Greece gains a leader and troops: Richard Church 122B, 5I and 1mC<br />
# A fleet marker comes available for Greece.<br />
# A cavalry corps comes available for Greece.<br />
# Greece becomes a major country. Greece gains +2PP<br />
# Two additional corps come available for Greece.<br />
# Greek infantry morale rises to 3 and Greece can now build militia.<br />
# The province of Greece produces additional +2$/+1mp.<br />
# Admiral Miltiades Kanaris arrives. <br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Othon I is overthrown in favour of Georgios I. Greece gains 1SS and loses 1PP.<br />
<br />
===Greek income from provinces at the start of the game===<br />
* Counting together the Greek nationalism rule, the Rebuilding of Athens rule and the double income from specific provinces, the Greece province is wort 6$/4mp and the Macedonia province is worth 4$/4mp, coming up to a 10$/8mp from core provinces. If Greece has more troops on Crete he gains the 1$/0mp from Crete.<br />
* Athens has a trade of 0/1 and Salonika has a trade of 0/1. Thus Greek American trade is worth $2 and British trade, if open, is worth $2. Thus the maximum income of Greece at the start of the game comes up to 15$/8mp.<br />
<br />
=== Dominant status ===<br />
'''Requirements''':<br />
* If Greece controls Greece, Macedonia, Albania, Serbia, Rumelia, Bulgaria, Illyria, Egypt, Corfu, Rhodes, Crete and Cyprus during new political combinations step, Greece can achieve dominant status.<br />
* All minors mentioned above become Greek provinces as do all conquered provinces. <br />
<br />
'''Effects''':<br />
* Greece receives corps and fleets marked dominant.<br />
* Greek infantry morale rises to 4.<br />
* A single Greek leader gets +1 to all stats.<br />
* The province of Greece is worth 10$ more in every economic phase.<br />
* Greece can demand the cities of Smyrna and Adrianople and the area below Adrianople (all three areas) instead of a single province as part of a formal peace from Turkey.<br />
** If ceded the cities and area become part of the Rumelia province.<br />
<br />
=== Player notes & hints ===<br />
== Sweden ==<br />
<br />
=== Common rules ===<br />
* Sweden begins the game as a major country. <br />
* Victory condition: Gain 505 victory points<br />
* Sweden makes her land moves between Prussia and Great Britain and her naval moves between Prussia and France.<br />
* Sweden recieves corps and fleets that are marked with an area, if in posession of said area(s).<br />
* Swedish guard cannot be committed.<br />
* Sweden's national modifiers versus Denmark, Mecklenburg and Hanover are ''+1'' and versus all countries in Africa and the Mid-East it is ''-2''.<br />
* Double income: Sweden recieves double $ and MP from:<br />
** Always: Sweden, Norway, Finland, Denmark.<br />
** If a dominant power: Karelia, Livonia, Pommerania<br />
* Sweden has a maximum railroad level of 2.<br />
<br />
=== Initial setup ===<br />
* Starts with Sweden and Norway as core provinces.<br />
* Starts on political track: I9<br />
* Army: 35 Inf, 4 mC<br />
* Navy: 1SS, $180<br />
* Depots: 3/6<br />
* Cash: 20$<br />
<br />
=== Manipulation ===<br />
:-15$ and 6MP for +2 PP<br />
: -9$ or 5MP for +1 PP<br />
: +8$ or +4MP for -2 PP<br />
: +8$ and +4MP for -3 PP<br />
<br />
=== Corps composition ===<br />
{| border = "1"<br />
!<br />
!Sweden<br />
|-<br />
|I<br />
|2G 12I 3C<br />
|-<br />
|II<br />
|14I 2C<br />
|-<br />
|III<br />
|14I 2C<br />
|-<br />
|IV<br />
|8I 2C<br />
|-<br />
|V<br />
|8I 2C<br />
|-<br />
|VI (Denmark)<br />
|14I 2C<br />
|-<br />
|VII (Livonia)<br />
|14I 2C<br />
|-<br />
|VIII (Finland)<br />
|14I 2C<br />
|-<br />
|Kungliga livregementets husarer (C)<br />
|8I 6C<br />
|-<br />
|Artillery (Dominant)<br />
|6A<br />
|-<br />
|Fleet I<br />
|30S<br />
|-<br />
|Fleet II<br />
|30S<br />
|-<br />
|Fleet III (Denmark)<br />
|30S<br />
|-<br />
|Fleet IV (Dominant)<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Morale ===<br />
* Infantry 3<br />
* Cavalry 4<br />
* Guard 5<br />
* Ships 3<br />
** 3.5 while in or adjacent to Sweden or Norway<br />
*** Applies to Denmark and Finland if in possession of it.<br />
<br />
=== Leaders ===<br />
'''Generals''':<br />
* Default 111D<br />
* Charles XV 113A®<br />
* Gustaf Abelin 221D<br />
* General Yes 132B<br />
* General Umph 313C<br />
<br />
'''Admirals''':<br />
* Default 21D<br />
* Admiral Fun 23B<br />
* Admiral Nuf 22B<br />
<br />
=== Special rules ===<br />
'''Northern wood''':<br />
* Sweden gets 2$ discount when building any ship.<br />
** This discount does not affect or cumulate with other discounts such as using hulks to build ships.<br />
<br />
'''Finnish claims''':<br />
* If ceded to Sweden, Finland becomes a Swedish province and Sweden may draft her manpower normally.<br />
** After Finland has become a Swedish province, Russia or any other major, may demand to cede Finland from Sweden in a formal peace as any normal province.<br />
*** Russia or her allies cannot regain control of Karelia simply by occupation.<br />
*** If any other nation than Russia has ceded Finland from Sweden or Russia as part of a formal peace, either Russia or Sweden or their allies may liberate Finland by occupying all of her cities.<br />
** If Russia regains control of Finland she regains her status as a Russian provice and may draft her manpower normally.<br />
<br />
'''Scandinavian Union''':<br />
* If Sweden conquers Denmark, the following effects take place:<br />
** Remaining Danish ships are added to Swedish navy.<br />
** Swedish infantry morale rises to 3.5.<br />
** Swedish guard can be committed (+1 only).<br />
<br />
=== Dominant status ===<br />
'''Requirements''':<br />
* If Sweden controls Sweden, Finland, Norway, Denmark, Mecklenburg, Livonia and Poland(must be formed) and two of the following: Pommerania, West Prussia, East Prussia during new political combinations step, Sweden can achieve dominant status.<br />
* All minors mentioned above become Swedish provinces (but revert back to minors if lost, except Norway) as do all conquered provinces. <br />
<br />
'''Effects''':<br />
* Sweden receives corps and fleets marked dominant.<br />
* Swedish infantry morale rises to 4.5.<br />
* A single Swedish leader gets +1 to all stats.<br />
* The province of Sweden is worth 10$ more in every economic phase.<br />
<br />
=== Player notes & hints ===<br />
<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:Greece_Track&diff=55085EiA:Greece Track2016-05-24T07:47:06Z<p>AapoAlas: /* Greece as free-state */</p>
<hr />
<div>Greece can be alternatively played as an extra player nation, in which case refer to [[EiA:RoN_New_majors#Greece|this page]].<br />
<br />
==Greece as free-state==<br />
<br />
* Greece is not part of Turkey, instead it starts game as a British free-state.<br />
* Greece consists of Greece and Macedonia. Those provinces do not produce any feudal corps. <br />
* As a compensation Turkish Anatolia produces extra +3$ and +1MP.<br />
** Anatolia produces an extra feudal infantry corps.<br />
** Armenia produces an extra feudal infantry corps.<br />
* Greece corps cannot stack with Turkish corps.<br />
* Greek infantry and naval morale are 2. On Mediterranean sea Greek fleets gain +1 morale.<br />
* The provinces of Greece can be ceded only in a formal peace.<br />
** If all Greek provinces have been ceded away from the major country controlling Greece, the free state is abolished and the provinces are considered to be conquered minors.<br />
** If one major country controls both the Greece and Macedonia provinces and the Greek free state has been abolished that country may reform Greece as a free state. The status of the Greece track does not reset.<br />
* Initial forces: 20I<br />
** Greece initially has one leader: Dimitrios Botsaris 112C<br />
<br />
===Dispute of Crete===<br />
<br />
Turkey and Greece share the core of Crete. The side that has the most troops present on Crete decides who will gain income from Crete. Counting troops: first count factors in corps if any and then garrisons (thus even one factor in a corps is more than five in garrison.) If both sides have equal amount of troops present on Crete, they must come to consensus about the money or neither side will gain the profit. Each side can have garrison factors in Candia.<br />
<br />
=== Greek rebellion of Janina ===<br />
<br />
While the Crimean War is being fought or if Turkey has lost the Crimean War, if the Gustav of Sweden -minor war happens, the Turkish province of Albania revolts instead as per the Balkan revolt minor war rules. If the revolt succeeds, Albania becomes a Greek province.<br />
<br />
'''Effects of conquering Albania''':<br />
* The province of Albania gains +1$/+1mp<br />
* The player controlling Greece gains +1 to the Greece track rolls.<br />
<br />
=== Greece track events ===<br />
<br />
Each economic phase the player controlling Greece may pay 3$ to roll d10, on a result of 6+ this track advances one step. <br />
Following modifiers apply:<br />
* The controller and Turkey are allies: +1<br />
* For each war of the controller: -1<br />
* For each additional $ spent by the controller: +1<br />
<br />
The track starts at the start of game and is initially at "step zero: no event"<br />
# The Athens port gains 0/1 trade.<br />
# The province of Greece produces additional +1$/+1mp.<br />
# Two corps come available for Greece<br />
# Greece gains a leader and troops: Richard Church 122B, 5I and 1mC<br />
# A fleet marker comes available for Greece<br />
# A cavalry corps comes available for Greece<br />
# Two additional corps come available for Greece<br />
# Greek infantry morale rises to 3<br />
# The province of Greece produces additional +2$/+1mp.<br />
# The controller gains +2PP<br />
# Ships produced by Greece costs -2$ less.<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
# Greece gains 1SS<br />
<br />
===Corps compositions and Leaders===<br />
<br />
{| border = "1"<br />
|-<br />
!Greece<br />
|-<br />
|I<br />
|12I 2C<br />
|-<br />
|II<br />
|12I 2C<br />
|-<br />
|III<br />
|12I 2C<br />
|-<br />
|IV<br />
|12I 2C<br />
|-<br />
|CI<br />
|4C<br />
|-<br />
|Fleet I <br />
|30S<br />
|-<br />
|}<br />
<br />
'''Generals''':<br />
*Default 121D<br />
*Dimitrios Botsaris 112C<br />
*Richard Church 122B (Greece track step 4)<br />
<br />
'''Admirals''':<br />
*Default 12D</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Random_events&diff=55084EIA:Random events2016-05-23T23:18:33Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
== Random Events Table ==<br />
<br />
{|class="wikitable" border="1"<br />
|-<br />
!1<br />
!"We must laugh at man to avoid crying for him."<br />
|Roll on the disaster table found below.<br />
|-<br />
!2<br />
!Bandits<br />
|Any money given to another major power has 1 in 6 chance of being lost. Roll for each $.<br />
|-<br />
!3<br />
!Royal marriage<br />
|Two random major powers secretly choose if they accept. If both accept, both gain a PP and one (random) of them has to pay 15$ for royal wedding. If one accepts while the other does not, he loses two PP while the one who didnt accept gains a PP and loses 5$. If both refuse, both lose a PP. Next dow between these major powers costs 1 extra PP if both accept.<br><br />
All money costs are paid in the next economic phase.<br />
|-<br />
!4<br />
!"The best way to keep one's word is not to give it."<br />
|All major powers that have no allies at all, gain 1PP.<br />
|-<br />
!5<br />
!"God fights on the side with best artillery."<br />
|All artillery damage rolls this turn cause maximum damage.<br />
|-<br />
!6<br />
!Civil unrest<br />
|Random major power, if in instability zone, has random city plundered. If in fiasco, all cities are plundered instead.<br />
|-<br />
!7<br />
!"From the heights of these pyramids, forty centuries look down on us."<br />
|Whoever controls Cairo gains 5$.<br />
|-<br />
!8<br />
!"England is a nation of shopkeepers."<br />
|GB cannot deny any trade to a random major power it is at peace with in the next economic phase.<br />
|-<br />
!9<br />
!Talleyrand politics<br />
|Each peace condition on this turn has 1 in 6 chance of being cancelled.<br />
|-<br />
!10<br />
!Casus belli<br />
|Random major power has one DOW cost reduced by 1PP this turn only.<br />
|-<br />
!11<br />
!Teoria torilla<br />
|Spain can convert 1d10 guerillas to militia.<br />
|-<br />
!12<br />
!USA sells ships<br />
|Silent auction for Phase I, 2fregates, after that 1H. Nations at war with USA cannot bid but may surrender immediately before the auction. <br />
|-<br />
!13<br />
!American trade blockade<br />
|No American trade for anyone at war with France in the next economic phase. <br />
|-<br />
!14<br />
!"Kaikki olettivat että kaupungit eivät pala."<br />
|Random area's random city is burned.<br />
|-<br />
!15<br />
!"Investors have a very short memory."<br />
|British colonial trade is increased or decreased (equal chance of either) by 4d10$ for the next economic phase. Randomize each d10 individually between increasing and decreasing.<br />
|-<br />
!16<br />
!American invasion<br />
|If Mediterranean pirates is in effect, it is immediately cancelled (unless Knights of Malta). Else a random Ottoman nation is invaded by America. America has 6 SOL, 1T, 3FF. 8 Guards, American leaders and always has naval supply. If the Americans capture the capital or cancel the Mediterranean pirates as they appear, the controller loses 2$ and 3PP.<br />
|-<br />
!17<br />
!Feodals have more fun!<br />
|All Turkish feodals gain +0.1 morale this turn.<br />
|-<br />
!18<br />
!Feodals rock!<br />
|Turkey may immediately reset one feodal corps to full strength regardless of where it is or if it's home province is occupied.<br />
|-<br />
!19<br />
!Hot summer<br />
|If it is June, July or August, all corps lose 1 movement point for this turn only.<br />
|-<br />
!20<br />
!Low on horsepower<br />
|Random major power may not build any cavalry in the next economic phase.<br />
|-<br />
!21<br />
!Seasoned veterans<br />
|Any major power that wins a field battle this turn may convert up to 1d10 militia that took part in the battle to infantry.<br />
|-<br />
!22<br />
!"Saksalainen heteromies on ahtaalla."<br />
|Any major power at war with Austria gains 1PP.<br />
|-<br />
!23<br />
!Oktoberfest<br />
|If it is October, all forage rolls inside Bavaria are automatically successful.<br />
|-<br />
!24<br />
!Grand royal party<br />
|Random major power loses 30$ in the next economic phase, but gains 1PP.<br />
|-<br />
!25<br />
!"Kaikki olettivat että laivat eivät uppoa."<br />
|Random major power's random fleet loses one random ship.<br />
|-<br />
!26<br />
!Diplomatic victory<br />
|A random major power may do either a and a, a and b or b and b:<br><br />
<br />
a) Attempt to neutralize a free state controlled by another major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map.<br><br />
<br />
b) Attempt to gain control of a neutral minor. Any major power may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.<br><br />
|-<br />
!27-28<br />
!Diplomatic swing<br />
|As diplomatic victory, but you may only choose either a or b.<br />
|-<br />
!29-31<br />
!Mud<br />
|1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns.<br />
|-<br />
!32-34<br />
!Good harvest<br />
|A random major power gains +20% (round up) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another major power gets good harvest.<br />
|-<br />
!35-38<br />
!Emancipation<br />
|A random major power gets +5 manpower during the next economic phase.<br />
|-<br />
!39-45<br />
!Trade surplus<br />
|A random major power gets double income from trade during the next economic phase.<br />
|-<br />
!46-47<br />
!Pope condemns agression<br />
|Any major power (except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.<br />
|-<br />
!48-49<br />
!King/Emperor studies Voltaire<br />
|A random major power gets +2 political points.<br />
|-<br />
!50<br />
!"Mutta sydämmissämme hän on kuollut."<br />
|Random leader killed in battle or disaster, returns.<br />
|-<br />
!51-58<br />
!Famine<br />
|1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.<br />
|-<br />
!59-61<br />
!Plague<br />
|1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months.<br />
|-<br />
!62<br />
!Sudden sickness<br />
|A random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.<br />
|-<br />
!63<br />
!Early pension<br />
|A random major power loses a random leader to exile. May be returned for normal cost.<br />
|-<br />
!64<br />
!Cowards leave the army<br />
|A random major power loses 1d10 troops if at war. Any units may be chosen.<br />
|-<br />
!65<br />
!Low on manpower<br />
|A random major power has –5 manpower in the next economic phase.<br />
|-<br />
!66<br />
!"A brilliant idea, m'lord!"<br />
|A random major power loses 1 PP.<br />
|-<br />
!67<br />
!Corrupted generals<br />
|A random major power must pay double cost for all upkeep in the next economic phase.<br />
|-<br />
!68<br />
!Royal party<br />
|A random major power loses 15$ in the next economic phase.<br />
|-<br />
!69-70<br />
!Revolt<br />
|A random major power’s random conquered minor turns neutral, unless there is a corps in it.<br />
|-<br />
!71<br />
!Pirates<br />
|A random major power halves all trade income in the next economic phase.<br />
|-<br />
!72<br />
!Nobles rearrange government funds<br />
|A random major power immediately loses 30% (round up) of saved money.<br />
|-<br />
!73<br />
!Bad weather at Elba<br />
|A random exiled leader returns with no cost.<br />
|-<br />
!74<br />
!Jihad<br />
|Turkey may declare a war on any major power(s) that has African minors(s) or Turkish provinces for no cost and with no respect to enforced peace or alliances. Lasts 3 turns.<br />
|-<br />
!75-79<br />
!Minor war<br />
|A random minor war is triggered. Rules [[EIA:minorlaajennus|here]].<br />
|-<br />
!80-81<br />
!"Victory and disaster establish indestructible bonds between armies and their commanders."<br />
|A random major power's random corps may convert 1d4 infantry to guards if it has a leader and participated and lost factors in combat during the last turn. These guards remain in the corps as guard factors, replacing infantry factors from the maximum size for as long as the same leader stays in command of said corps or the factors are eliminated. If the guard factors are detached or moved to another corps or the leader leaves the corps they revert to regular infantry. If any of the guard factors die, they may only be replaced by infantry factors. If this event happens to Napoleon, the guard factors may be moved to the French Imperial Guard corps if available.<br />
|-<br />
!82-85<br />
!Effective bribes<br />
|Any major power targeted by minor war may immediately pay 10$ to win the war.<br />
|-<br />
!86-87<br />
!Bad harvest<br />
|A random major power loses 20% (round up) tax income in the next economic phase.<br />
|-<br />
!88<br />
!Lady Hamilton<br />
|A random major power loses 5$ and 1PP.<br />
|-<br />
!89<br />
!Pope excommunicates Napoleon<br />
|If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.<br />
|-<br />
!90<br />
!Diplomatic insult<br />
|A random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.<br />
|-<br />
!91-92<br />
!Resistance movement attacks<br />
|A random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.<br />
|-<br />
!93<br />
!Napoleon excommunicates the Pope<br />
|Whoever controls Papacy gains 2PP.<br />
|-<br />
!94<br />
!Mutiny<br />
|A random major powers random fleet counter may not move or intercept (except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.<br />
|-<br />
!95-97<br />
!Talented general<br />
|A random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. A roll of 6 in the first roll may be upgraded by rolling 1d6. On a six the value goes up by one point and may be upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.<br />
|-<br />
!98<br />
!Storms on the Atlantic<br />
|All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.<br />
|-<br />
!99<br />
!Cold winter<br />
|If it is winter, all Baltic ports, including Copenhagen and Christiana are frozen. All sea areas touching a Baltic port blockade box are frozen. All forage rolls on winter zone suffer an extra penalty of 1. Lasts until end of winter.<br />
|-<br />
!100<br />
!Twist of Fate<br />
|Roll twice.<br />
|}<br />
<br />
=== Disaster Table ===<br />
<br />
{| class="wikitable" border="1"<br />
|-<br />
!1-84<br />
!All is well<br />
|No disaster. Do not roll again.<br />
|-<br />
!85<br />
!Worldwide emancipation<br />
|All countries gain +5 manpower.<br />
|-<br />
!86<br />
!Extra Horses<br />
|Cavalry costs $2 less for this turn only.<br />
|-<br />
!87<br />
!Super plague<br />
|1d10 random areas have plague. Lasts for 3 months.<br />
|-<br />
!88<br />
!"The bullet is a fool, the bayonet is a fine chap."<br />
|All chit choices except Escalated assault and Escalated counter-attack cost the choosing leader's major power 1PP. If Esc. assault vs Esc. counter-attack is fought or until the end of next December economic phase, this event is cancelled.<br />
|-<br />
!90<br />
!Very cold winter<br />
|A cold winter sets in (as per event Cold winter) and there is a crossing arrow from Åbo to Sweden and from Sveaborg to Narva if it is winter. Lasts until the end of winter.<br />
|-<br />
!95<br />
!Worldwide pacifism movement attacks!<br />
|1d10 random cities are burned. First randomise a province for each city, then randomise a city in that area if necessary.<br />
|-<br />
!97<br />
!"Let the path be open to talent."<br />
|Random major power's (or minor, minors count as one random major for this roll) random leader gets a promotion and gains 1 in each stat, to a maximum of 556A. If an A-ranked leader is promoted, he becomes a royal.<br />
|-<br />
!98<br />
!Military breakthrough<br />
|Random major power gets another copy of one random corps or fleet.<br />
|-<br />
!100<br />
!"The best government is a benevolent tyranny tempered by an occasional assassination."<br />
|Random leader of random major power is killed.<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:List_of_provinces&diff=50746EIA:List of provinces2015-08-02T05:35:21Z<p>AapoAlas: </p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
List of provinces used in [[Empires in Arms]].<br />
<br />
{|border="1"<br />
|-<br />
!#<br />
!d12, d10<br />
!Province<br />
!Major<br />
|-<br />
|1<br />
|12, 1<br />
|Astrakhan<br />
|rowspan=12 align="center"|Russia<br />
|-<br />
|2<br />
|12, 2<br />
|Georgia<br />
|-<br />
|3<br />
|12, 3<br />
|Moscow<br />
|- <br />
|4<br />
|12, 4<br />
|Ukraine<br />
|- <br />
|5<br />
|12, 5<br />
|Novgorod<br />
|- <br />
|6<br />
|12, 6<br />
|Karelia<br />
|- <br />
|7<br />
|12, 7<br />
|Livonia<br />
|- <br />
|8<br />
|12, 8<br />
|White Russia<br />
|- <br />
|9<br />
|12, 9<br />
|Crimea<br />
|- <br />
|10<br />
|1, 0<br />
|Polesia<br />
|- <br />
|11<br />
|1, 1<br />
|Podolia<br />
|- <br />
|12<br />
|1, 2<br />
|Lithuania<br />
|- <br />
|13<br />
|1, 3<br />
|Armenia<br />
|rowspan=14 align="center"|Turkey<br />
|- <br />
|14<br />
|1, 4<br />
|Anatolia<br />
|- <br />
|15<br />
|1, 5<br />
|Rumelia<br />
|- <br />
|16<br />
|1, 6<br />
|Bessarabia<br />
|- <br />
|17<br />
|1, 7<br />
|Moldavia<br />
|- <br />
|18<br />
|1, 8<br />
|Bulgaria<br />
|- <br />
|19<br />
|1, 9<br />
|Wallachia<br />
|- <br />
|20<br />
|2, 0<br />
|Macedonia<br />
|- <br />
|21<br />
|2, 1<br />
|Greece<br />
|- <br />
|22<br />
|2, 2<br />
|Serbia<br />
|- <br />
|23<br />
|2, 3<br />
|Cyprus<br />
|- <br />
|24<br />
|2, 4<br />
|Crete<br />
|- <br />
|25<br />
|2, 5<br />
|Albania<br />
|- <br />
|26<br />
|2, 6<br />
|Bosnia<br />
|- <br />
|27<br />
|2, 7<br />
|West Galicia<br />
|rowspan=10 align="center"|Austria<br />
|- <br />
|28<br />
|2, 8<br />
|East Galicia<br />
|- <br />
|29<br />
|2, 9<br />
|Transylvania<br />
|- <br />
|30<br />
|3, 0<br />
|Moravia<br />
|- <br />
|31<br />
|3, 1<br />
|Military Border<br />
|- <br />
|32<br />
|3, 2<br />
|Hungary<br />
|- <br />
|33<br />
|3, 3<br />
|Illyria<br />
|- <br />
|34<br />
|3, 4<br />
|Austria<br />
|- <br />
|35<br />
|3, 5<br />
|Bohemia<br />
|- <br />
|36<br />
|3, 6<br />
|Tyrol<br />
|- <br />
|37<br />
|3, 7<br />
|East Prussia<br />
|rowspan=7 align="center"|Prussia<br />
|- <br />
|38<br />
|3, 8<br />
|Masovia<br />
|- <br />
|39<br />
|3, 9<br />
|West Prussia<br />
|- <br />
|40<br />
|4, 0<br />
|Posen<br />
|- <br />
|41<br />
|4, 1<br />
|Silesia<br />
|- <br />
|42<br />
|4, 2<br />
|Pommerania<br />
|- <br />
|43<br />
|4, 3<br />
|Brandenburg<br />
|- <br />
|44<br />
|4, 4<br />
|Scotland<br />
|rowspan=4 align="center"|Great Britain<br />
|- <br />
|45<br />
|4, 5<br />
|England<br />
|- <br />
|46<br />
|4, 6<br />
|Wales<br />
|- <br />
|47<br />
|4, 7<br />
|Ireland<br />
|- <br />
|48<br />
|4, 8<br />
|Picardy<br />
|rowspan=13 align="center"|France<br />
|- <br />
|49<br />
|4, 9<br />
|Champagne<br />
|- <br />
|50<br />
|5, 0<br />
|Lorraine<br />
|- <br />
|51<br />
|5, 1<br />
|Burgundy<br />
|- <br />
|52<br />
|5, 2<br />
|Provence<br />
|- <br />
|53<br />
|5, 3<br />
|Normandy<br />
|- <br />
|54<br />
|5, 4<br />
|Ile de France<br />
|- <br />
|55<br />
|5, 5<br />
|Berri<br />
|- <br />
|56<br />
|5, 6<br />
|Languedoc<br />
|- <br />
|57<br />
|5, 7<br />
|Brittany<br />
|- <br />
|58<br />
|5, 8<br />
|Poitou<br />
|- <br />
|59<br />
|5, 9<br />
|Guyenne<br />
|- <br />
|60<br />
|6, 0<br />
|Gascony<br />
|- <br />
|61<br />
|6, 1<br />
|Cataluna<br />
|rowspan=11 align="center"|Spain<br />
|- <br />
|62<br />
|6, 2<br />
|Aragon<br />
|- <br />
|63<br />
|6, 3<br />
|Castilla<br />
|- <br />
|64<br />
|6, 4<br />
|Leon<br />
|- <br />
|65<br />
|6, 5<br />
|Galicia<br />
|- <br />
|66<br />
|6, 6<br />
|Castillla la Nueva<br />
|- <br />
|67<br />
|6, 7<br />
|Valencia<br />
|- <br />
|68<br />
|6, 8<br />
|Murcia<br />
|- <br />
|69<br />
|6, 9<br />
|Andalucia<br />
|- <br />
|70<br />
|7, 0<br />
|Extremadura<br />
|- <br />
|71<br />
|7, 1<br />
|Mallorca<br />
|- <br />
|72<br />
|7, 2<br />
|Syria<br />
|rowspan=41 align="center"|Minors<br />
|- <br />
|73<br />
|7, 3<br />
|Palestine<br />
|- <br />
|74<br />
|7, 4<br />
|Egypt<br />
|- <br />
|75<br />
|7, 5<br />
|Cyrenaica<br />
|- <br />
|76<br />
|7, 6<br />
|Tripolitania<br />
|- <br />
|77<br />
|7, 7<br />
|Tunisia<br />
|- <br />
|78<br />
|7, 8<br />
|Algeria<br />
|- <br />
|79<br />
|7, 9<br />
|Morocco<br />
|- <br />
|80<br />
|8, 0<br />
|Rhodes<br />
|- <br />
|81<br />
|8, 1<br />
|Malta<br />
|- <br />
|82<br />
|8, 2<br />
|Sardinia<br />
|- <br />
|83<br />
|8, 3<br />
|Corsica<br />
|- <br />
|84<br />
|8, 4<br />
|Gibraltar<br />
|- <br />
|85<br />
|8, 5<br />
|Corfu<br />
|- <br />
|86<br />
|8, 6<br />
|Sicily<br />
|- <br />
|87<br />
|8, 7<br />
|Naples<br />
|- <br />
|88<br />
|8, 8<br />
|Papacy<br />
|- <br />
|89<br />
|8, 9<br />
|Romagna<br />
|- <br />
|90<br />
|9, 0<br />
|Tuscany<br />
|- <br />
|91<br />
|9, 1<br />
|Venetia<br />
|- <br />
|92<br />
|9, 2<br />
|Lombardy<br />
|- <br />
|93<br />
|9, 3<br />
|Piedmont<br />
|- <br />
|94<br />
|9, 4<br />
|Switzerland<br />
|- <br />
|95<br />
|9, 5<br />
|Bavaria<br />
|- <br />
|96<br />
|9, 6<br />
|Wurttemburg<br />
|- <br />
|97<br />
|9, 7<br />
|Baden<br />
|- <br />
|98<br />
|9, 8<br />
|Palatinate<br />
|- <br />
|99<br />
|9, 9<br />
|Flanders<br />
|- <br />
|100<br />
|10, 0<br />
|Kleves<br />
|- <br />
|101<br />
|10, 1<br />
|Holland<br />
|- <br />
|102<br />
|10, 2<br />
|Berg<br />
|- <br />
|103<br />
|10, 3<br />
|Duchies<br />
|- <br />
|104<br />
|10, 4<br />
|Hesse<br />
|- <br />
|105<br />
|10, 5<br />
|Hanover<br />
|- <br />
|106<br />
|10, 6<br />
|Saxony<br />
|- <br />
|107<br />
|10, 7<br />
|Mecklenburg<br />
|- <br />
|108<br />
|10, 8<br />
|Denmark<br />
|- <br />
|109<br />
|10, 9<br />
|Norway<br />
|- <br />
|110<br />
|11, 0<br />
|Sweden<br />
|- <br />
|111<br />
|11, 1<br />
|Finland<br />
|- <br />
|112<br />
|11, 2<br />
|Portugal<br />
|-<br />
|113<br />
|11, 3<br />
|Magdeburg<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EIA:Corps_compositions&diff=49042EIA:Corps compositions2015-02-02T19:38:45Z<p>AapoAlas: /* Minor countries */</p>
<hr />
<div>[[Empires_in_arms|Back to the main page]]<br />
----<br />
<br />
<br />
== New corps compositions ==<br />
<br />
=== France ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Royal France<br />
!Republic France<br />
!Napoleonic France<br />
!Endgame France<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Guards<br />
|5G<br />
|5G 2C<br />
|20G 3C<br />
|25G 4C<br />
|-<br />
!I <br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|30I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!III<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!IV<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!V<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VI<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|25I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!IX<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|20I 3C<br />
|-<br />
!X<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XI<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!XII<br />
|N/A<br />
|N/A<br />
|12I 1C<br />
|15I 2C<br />
|-<br />
!C I<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C II<br />
|3C<br />
|5C<br />
|7C<br />
|9C<br />
|-<br />
!C III<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!C IV<br />
|N/A<br />
|3C<br />
|5C<br />
|7C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|12A<br />
|20A<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Prussia ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Fredericks Prussia<br />
!Early Prussia<br />
!Revised Prussia<br />
!Emerging Prussia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|25I 4C<br />
|-<br />
!II<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!III<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!IV<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!V<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VI<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VII<br />
|12I 1C<br />
|14I 2C<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 3C<br />
|18I 4C<br />
|-<br />
!Guards<br />
|N/A<br />
|5G 1C<br />
|7G 1C<br />
|10G 3C (+2 shift)<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Great Britain ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Passive Britain<br />
!Pitts Britain<br />
!Modern Britain<br />
!Wellingtons Britain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I<br />
|2G 12I<br />
|4G 14I 1C (+1 shift)<br />
|-<br />
!II<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!III<br />
|8I<br />
|10I<br />
|14I<br />
|15I 1C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!V<br />
|6I<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!VI<br />
|N/A<br />
|8I<br />
|10I<br />
|14I<br />
|-<br />
!C<br />
|4C<br />
|6C<br />
|8C<br />
|12C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VI<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VII<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet VIII<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet IX<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet X<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Turkey ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Feodal Turkey<br />
!Sick man of Europe<br />
!Revolting Turkey<br />
!Modern Turkey<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Janissar I<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Janissar II<br />
|12I<br />
|15I<br />
|15I<br />
|15I<br />
|-<br />
!Nizami Zedid<br />
|N/A<br />
|N/A<br />
|12I 2C<br />
|20I 5C<br />
|-<br />
!Imperial cavalry<br />
|6C<br />
|7C<br />
|8C<br />
|16C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
Feodal corps do not change.<br />
<br />
=== Russia ===<br />
<br />
{| border = "1"<br />
!<br />
!Katherine's Russia<br />
!Expanding Russia<br />
!Russia<br />
!Modern Russia<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|20I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!V (Guards)<br />
|5G 1C (+1 shift)<br />
|7G 1C (+1 shift)<br />
|10G 2C (+2 shift)<br />
|20G 3C<br />
|-<br />
!VI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!VIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!IX<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!X<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XI<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIII<br />
|6I<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XIV<br />
|N/A<br />
|8I<br />
|10I<br />
|12I 1C<br />
|-<br />
!XV<br />
|N/A<br />
|N/A<br />
|10I<br />
|12I 1C<br />
|-<br />
!Artillery<br />
|N/A<br />
|6A<br />
|10A<br />
|12A<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C II<br />
|3C<br />
|4C<br />
|5C<br />
|7C<br />
|-<br />
!C III<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C IV<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!C V<br />
|N/A<br />
|N/A<br />
|3C<br />
|4C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Austria ===<br />
<br />
{| border = "1"<br />
|-<br />
!<br />
!Habsburg Austria<br />
!Evolving Austria<br />
!Austria<br />
!Modern Austria<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!VIII<br />
|10I<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!IX<br />
|N/A<br />
|12I 1C<br />
|15I 1C<br />
|18I 2C<br />
|-<br />
!Guards I<br />
|4G 1C<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!Guards II<br />
|N/A<br />
|5G 1C<br />
|5G 2C<br />
|7G 3C<br />
|-<br />
!C I<br />
|3C<br />
|4C<br />
|4C<br />
|5C<br />
|-<br />
!C II<br />
|3C<br />
|3C<br />
|4C<br />
|5C<br />
|-<br />
!Light Infantry<br />
|N/A<br />
|N/A<br />
|4I 2C<br />
|7I 3C<br />
|-<br />
!Insurrection I<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Insurrection II <br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|15M 3C<br />
|-<br />
!Fleet I<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
=== Spain ===<br />
<br />
{| border = "1"<br />
!<br />
!Old Spain<br />
!Bourbon Spain<br />
!Spain<br />
!Modern Spain<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
!II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!III<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!IV<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!V<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VI<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VII<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!VIII<br />
|N/A<br />
|N/A<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
!C I<br />
|N/A<br />
|3C<br />
|4C<br />
|6C<br />
|-<br />
!Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet II<br />
|N/A<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
!Fleet III<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
!Fleet IV<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
!Fleet V<br />
|N/A<br />
|N/A<br />
|N/A<br />
|30S<br />
|-<br />
|}<br />
<br />
===Sweden===<br />
<br />
{| border = "1"<br />
!<br />
!Old Sweden<br />
!Gustav's Sweden<br />
!Sweden<br />
!Bernadotte's Sweden<br />
|-<br />
|I<br />
|10I<br />
|1G 11I 1C<br />
|2G 12I 2C<br />
|2G 15I 3C<br />
|-<br />
|II<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|III<br />
|6I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|IV<br />
|N/A<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|V<br />
|N/A<br />
|N/A<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
|VI (Denmark)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VII (Livonia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|VIII (Karelia)<br />
|10I<br />
|12I 1C<br />
|14I 2C<br />
|17I 3C<br />
|-<br />
|Kungliga livregementets husarer (C)<br />
|3I 2C<br />
|4I 4C<br />
|8I 6C<br />
|10I 10C<br />
|-<br />
|Artillery (Dominant)<br />
|N/A<br />
|2A<br />
|4A<br />
|6A<br />
|-<br />
|Fleet I<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet II<br />
|N/A<br />
|N/A<br />
|30S<br />
|30S<br />
|-<br />
|Fleet III (Denmark)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|Fleet IV (Dominant)<br />
|10S<br />
|20S<br />
|30S<br />
|30S<br />
|-<br />
|}<br />
<br />
The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.<br />
<br />
=== Minor countries ===<br />
<br />
{| border = "1"<br />
!<br />
!Early minors<br />
!Allied minors<br />
!Minors<br />
!Modern Minors<br />
|-<br />
!<br />
!PHASE I<br />
!PHASE II<br />
!PHASE III<br />
!PHASE IV<br />
|-<br />
!Algeria<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Cyrenaica<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Egypt I<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Egypt II<br />
|10I 2C<br />
|12I 3C<br />
|16I 4C<br />
|20I 5C<br />
|-<br />
!Morocco<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Syria<br />
|4I 4C<br />
|5I 5C<br />
|6I 12C<br />
|10I 15C<br />
|-<br />
!Tripolitania<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Tunisia<br />
|3I 3C<br />
|4I 4C<br />
|5I 5C<br />
|5I 12C<br />
|-<br />
!Lombardy<br />
|8I<br />
|10I 1C<br />
|13I 2C<br />
|16I 3C<br />
|-<br />
!Naples I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Naples II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Piedmont I<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Piedmont II<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Venetia<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Baden<br />
|6I<br />
|8I<br />
|8I 1C<br />
|10I 2C<br />
|-<br />
!Bavaria<br />
|10I<br />
|12I 1C<br />
|13I 2C<br />
|14I 3C<br />
|-<br />
!Hanover<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|14I 3C<br />
|-<br />
!Hesse<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Saxony<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|14I 3C<br />
|-<br />
!Wurttenburg<br />
|4I<br />
|5I 1C<br />
|6I 2C<br />
|8I 2C<br />
|-<br />
!Denmark<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Sweden I<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden II<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Sweden III<br />
|6I<br />
|7I 1C<br />
|8I 2C<br />
|10I 3C<br />
|-<br />
!Holland<br />
|8I<br />
|10I 1C<br />
|12I 2C<br />
|15I 2C<br />
|-<br />
!Poland (all I)<br />
|12I<br />
|15I 1C<br />
|16I 2C<br />
|20I 5C<br />
|-<br />
!Poland (all C)<br />
|6C<br />
|7C<br />
|8C<br />
|12C<br />
|-<br />
!Portugal<br />
|10I<br />
|12I 1C<br />
|16I 2C<br />
|20I 3C<br />
|-<br />
|}<br />
<br />
[[Category:EiA]]</div>AapoAlashttp://xcalibur.cc.tut.fi/mediawiki/index.php?title=EiA:SixPlayerNationalism&diff=48763EiA:SixPlayerNationalism2015-01-12T20:32:55Z<p>AapoAlas: /* Setup */</p>
<hr />
<div>==Six player variants==<br />
<br />
===Great Britain as a non-player country===<br />
<br />
Within this document the term "naval superiority" is taken to mean the following:<br />
<br />
{|border = "1"<br />
|-<br />
! Naval superiority<br />
| Britain holds naval superiority if within the last three months Britain has not lost ships in fleet combat.<br />
|-<br />
|}<br />
<br />
====Setup====<br />
<br />
British corps II, III and Cavalry are placed at full strength in Flanders-Holland. All other forces are under Turkish control until the Crimean war ends or 24 months have passed. After this Britain reverts to rules below.<br />
<br />
Turkey also gets 5$ each economic phase from Britain and may assume any supply is paid by Britain if it is technically possible to do so. British $ is not tracked.<br />
<br />
British leaders are not available, except naval leaders.<br />
<br />
British builds do not join the Crimean war.<br />
<br />
As Crimean war ends, Denmark and Portugal become British minors.<br />
<br />
====British Builds====<br />
<br />
December economic phase, each year (except the first such economic phase) Britain builds the following forces:<br />
* '''Ships:'''<br />
** Amount of money spent equals 100+10 for Denmark/Portugal, -60 if at war with America, plus any gifts received from other players.<br />
** ''Type of ships:''' Roll 1d10 and add 1 for each previous roll. Britain builds ships of the appropriate type with all available money, then the next ship type below and so on until all money is spent or no ships can be built with what is left.<br />
{| border = "1"<br />
|-<br />
!Roll<br />
!Ship<br />
|-<br />
!11+<br />
|Ironclad or Steamship if IC not available<br />
|-<br />
!9-10<br />
|Steamship<br />
|-<br />
!6-8<br />
|Heavy ship<br />
|-<br />
!2-5<br />
|Ship of the Line<br />
|-<br />
!1<br />
|Frigate<br />
|-<br />
|}<br />
* '''Land forces:''' Britain builds 2 corps. The corps built are the cheapest ones available.<br />
** If all British corps are built Britain starts rebuilding any corps not at full strength in the same priority as with building corps.<br />
* Greece also builds forces. Roll a die. On a high roll, Greece builds a corps. Greece begins with no troops.<br />
** Greece has four infantry corps and one cavalry corps. The cavalry corps is built last.<br />
* Holland also builds forces. If Britain controls both Holland and Flanders the corps is built or rebuilt if not at full strength.<br />
** If Flanders has been lost the Dutch corps is built or rebuilt on a high roll.<br />
<br />
====British Deployment====<br />
<br />
While at peace, Britain deploys forces in following priority:<br />
* Flanders-Holland (if controlled) 3 corps + Dutch corps<br />
* Greece (if controlled) 2 corps + 2 Greek corps<br />
* The rest are placed in England (reserve)<br />
<br />
Greek corps can not enter Turkey, Russia, Sweden or Norway.<br />
<br />
If Britain is at war, control of British forces goes to:<br />
# The country whose call Britain responded to.<br />
# To anyone at war with the major Britain is at war with.<br />
# Unless Turkey controls any of Transylvania, Podolia, Crimea – Turkey.<br />
# Austria, Sardinia, Turkey, Prussia, Russia, Italy, France, Germany<br />
<br />
'''Forces available:'''<br />
* Froces deployed to Flanders/Holland are only available against France, Austria and Prussia.<br />
* Forces deployed to Greece are only available against Sardinia, Austria, Russia and Turkey.<br />
* Forces in reserve are available against anyone and are deployed at a rate of one corps per economic phase unless Britain declared war, then 3 corps are available at the beginning and then one per economic phase.<br />
** Reserve corps are deployed in the naval phase into a naval zone from which a landing is possible or in a friendly harbour.<br />
<br />
* British forces in reserve are available only if Britain has naval superiority.<br />
* British leaders are permanently attached to corps as follows:<br />
** Lord Cardigan – Cavalry Corps.<br />
** Lord Raglan – I Corps.<br />
** Williams – VI Corps.<br />
<br />
====Britain, Allies and War====<br />
<br />
Britain accepts alliance offers from anyone, but no PP is gained. This does not limit Britain in any way, but allows both sides to call to allies and money to be given to Britain. If Turkey and Britain are allied Turkey gets 5$ each economic phase Unless Turkey controls any of Transylvania, Podolia, Crimea.<br />
<br />
* If declared war upon, Britain calls all allies.<br />
* If an ally calls Britain against an attacker, Britain responds only if the defender is Turkey unless Turkey controls any of Transylvania, Podolia, Crimea. Britain also responds if the attacker is dominant. Otherwise, Britain breaks alliance.<br />
<br />
Britain declares war only if all British corps are built. The priority is declare war on:<br />
# Anyone controlling Denmark<br />
# Anyone controlling Portugal<br />
# Anyone controlling Greece<br />
# Any dominant major power<br />
# Anyone controlling Sweden<br />
# Anyone controlling Norway<br />
# Major with largest fleet (minimum 100$ value)<br />
# Anyone with 500$ or more in the bank<br />
<br />
If Britain has naval superiority and any major power has fleets at sea or in blockade boxes during the Declarations of war step Britain has a chance to declare war on that major power whether or not all British corps are built. Britain rolls a die: on a result of 6+ a war is declared. Each additional fleet beyond the first gives a +1 to the die roll. Fleets in the Black Sea or the Dardanelles do not count against this.<br />
<br />
Exception: Britain never declares war on a major that has more fleet value than Britain.<br />
<br />
If Britain is at war with a dominant major power, Britain gives 5$ to any British allies that are also at war with that nation unless they have not participated in field or naval battle with that nation within three months. If the ally has its capital occupied, Britain gives an extra 10$ to it.<br />
<br />
'''Peace:'''<br />
<br />
If offerred peace, Britain accepts conditional peace, unless responding to call to allies and offerred separate peace or if the surrendering major power is dominant.<br />
<br />
If Britain gains surrender it chooses peace terms in the order of preference:<br />
# Removal of fleets if value of enemy fleet is at least 300$. (If a choice must be made between fleet counters, Britain removes the two most valuable counters available.)<br />
# The following minor countries in the order of Portugal, Denmark, Greece, Sweden, Egypt, Norway.<br />
# Prohibit trade with Britain<br />
# Extended peace<br />
# Reparations<br />
# Marriage of royal houses<br />
<br />
Britain passes any further options.<br />
<br />
'''Surrender:'''<br />
<br />
If Britain is at war with an enemy or coalition that has at least 50% more value in their fleets and Britain has less than 60 ships, Britain surrenders conditionally. If a conditional surrender is refused Britain can be brought to an unconditional surrender if the enemy or coalition has at least 100% more valut in their fleets and Britain has less than 40 ships.<br />
<br />
If Britain surrenders conditionally he forbids removal of corps from the peace terms. British provinces can never be taken as peace terms but minor provinces owned by Britain can be demanded. Greece counts as a single minor province but the Greek free state cannot be formed by any conqueror. If Britain regains control of Greece the free state is automatically reformed.<br />
<br />
====Royal Navy and War====<br />
Whenever a major at war with Britain moves fleets in any sea areas except in the Black Sea the Royal Navy tries to intercept the fleet. On a roll of 1 the Royal Navy intercepts the fleets and attacks. If a fleet at war with Britain is left at sea at their naval step the Royal Navy attacks the fleet(s).<br />
<br />
'''Fleet combat:'''<br />
* Royal Navy always uses a fleet with the maximum possible value to attack the enemy and the best possible admiral commands the fleet.<br />
* The enemy fleet composition and chit is revealed.<br />
* If the Royal Navy outumbers the enemy 4:1 it picks Melee as its chit.<br />
* If the Royal Navy outnumbers the enemy 2:1 roll a die. On a high roll Royal Navy picks Melee, on a low roll Line.<br />
* Otherwise the Royal Navy picks Line unless the enemy has more Ironclads, Steamships and Heavy Ships in total, in which case roll a die, high roll picks Melee, low roll picks Line.<br />
<br />
If the Royal Navy has an Ironclad available in combat it is used to ram the most valuable enemy ship available, unless the enemy ship cannot be sunk (eg. enemy Ironclad has torpedo nets or such) in which case the next-best enemy ship type is chosen. The Royal Navy ships always attempt to evade ramming attempts.<br />
<br />
If Britain holds naval superiority the enemy cannot trace naval supply.<br />
<br />
====British Corps and War====<br />
The British corps in Flanders-Holland, Britain etc are only designated to the relevant provinces and are setup only if Britain enters into war. The controller sets up the corps to the provinces they are designated into but is not limited to any particular cities or areas in them.<br />
<br />
If there are enemy corps in an area when Britain enters into war against said enemy the corps designated into that area are deployed to attack those corps first.<br />
<br />
British corps do not drop any garrison anywhere ever. All British corps are built with the best possible factors with the exception of the Cavalry corps which is always built with light cavalry.<br />
<br />
'''Holland:''' If Britain controls Holland the Holland corps is available to Britain. If Britain controls both Holland and Flanders the Dutch corps is rebuilt every December economic phase. If only Holland is available the corps is rebuilt on a high roll.<br />
<br />
The Dutch corps can drop factors into garrison in Flanders and Holland. Greek corps can drop factors into garrison in Greece and Macedonia. The garrison factors are not removed from the board when Britain is at peace.<br />
<br />
British controlled corps cannot be voluntary eliminated.<br />
<br />
====British Supply and War====<br />
A British depot can be placed in any sea area except in the Black Sea, friendly port, British supply source or to extend an existing supply chain in which case usual depot creation rules apply. Britain only has 5 depots available.<br />
<br />
All British corps that are within range of a British depot are always in supply. Britain pays for at most two corps owned by the controlling major nation that are stacked with a British corps.<br />
<br />
====Port Raids====<br />
If Great Britain is at war with a major power and any other major power can deduce that a fleet or fleets belonging to the hostile major power are viable targets for a British port raid, Great Britain executes a port raid with all the ships it has.<br />
<br />
A fleet is a viable target if all the following requirements are fulfilled:<br />
* Great Britain has naval superiority.<br />
* The port is accessible.<br />
* The number of ships in the fleet(s) is at least half the number of port guns in the port.<br />
* Great Britain must have a number of ships at least equal to the number of enemy ships plus the number of port guns plus 50.<br />
** In this calculation hostile Ironclads are counted as 10 ships.<br />
<br />
====British Technology Upgrades====<br />
Britain purches purchases any naval technology upgrades as soon as they are available and the breech-loading rifle technology as soon as someone else has purchased it.<br />
<br />
====British Trade====<br />
Britain trades with all nations if at peace with them.<br />
<br />
====American Trade War====<br />
If there are no active peace deals forbidding a major nation from trading with America, Britain makes peace with America.<br />
<br />
[[Category:EiA]]</div>AapoAlas