Ero sivun ”EIA:Rise of Nationalism scenario” versioiden välillä
Rivi 87: | Rivi 87: | ||
'''Britain''' | '''Britain''' | ||
* Conquered: Gibraltar, Malta, Corfu<br> | * Conquered: Gibraltar, Malta, Corfu<br> | ||
− | * Free states: Holland (no ships, includes Flanders). | + | * Free states: Holland (no ships, includes Flanders), Greece (see [[EiA:Greece Track]]). |
'''France''' | '''France''' | ||
Rivi 109: | Rivi 109: | ||
* Conquered: Rhodos, Palestine | * Conquered: Rhodos, Palestine | ||
* Free states: Syria | * Free states: Syria | ||
− | |||
== Scenario specific rules == | == Scenario specific rules == |
Versio 28. helmikuuta 2011 kello 23.38
Sisällysluettelo
Abstract
This scenario is about to model the events that occured at the second half of the 19th century. The game starts focusing on Crimean war between almost dominant Russia and the coalition of Great Britain, Second French Empire, Kingdom of Piedmont-Sardinia and Turkey. The middle game is covered with the volatile tensions between Britain and France. Sardinia, taking the role of Spain from the traditional (1805 or Phase III) EiA scenario, is forced to field anxious campaign for the unification of Italy, lead by Giuseppe Garibaldi.
However the whole scenario is built up to see Prussia rising to the first of the equals and the birth of the German Empire. The scenario introduces Prussian Landtag, which is a political side-game played partly with the combat rules of the traditional EiA, with all the flavors of the Otto von Bismarck's infamous Blood and Iron speech.
General scenario information
- Game starts: 1853 October.
- Game ends: 1870 December.
- Rules: Errated standard EiA rules
- House rules: house rules
- 1805 scenario spesific rules like "La Salle" are not used
- Additional naval rules: EIA:Naval rules
- Scenario spesific rules, EIA:Rise_of_Nationalism_scenario#Scenario_specific_rules
- Used corps compositions: EiA:Rise of Nationalism Corps
- Used leaders: EiA: Nationalism Leaders
- Prussian Landtag: EiA: Landtag
- Prussian Elections: EiA: Landtag Elections
- Sardinian Events: EiA: Sardinian events
- Greece Track: EiA:Greece Track
Journals
- Game journal: EIA:Game Journal 1/2011
Initial setup
Initial political situation
- Austria N7
- Britain N9
- France N4
- Turkey N1
- Prussia N5
- Russia D1
- Sardinia N3
- moves where Spain used to move
Existing wars:
- GB vs Russia
- France vs Russia
- Turkey vs Russia
- Sardinia vs Russia
Existing alliances:
- GB, France, Sardinia and Turkey are all initially allied
Initial forces and money
SS stands for Steamship.
- Austria, cash $13
- Land: 100 I, 14 mC, 5 Gd, 7 depots
- Navy: 4 SS, $20
- France, cash $25 (French units can be setup in Papacy&Romagna)
- Land: 85 I, 19 mC, 3 Gd, 4 depots (In addittion to these forces, corps XII is placed in Constantinople at full strength)
- Navy: 10 SS, $600
- Great Britain, cash $55
- Land: 45 I, 6 lC, 0 Gd, 2 depots
- Navy: 12 SS, $1400
- Prussia, cash $18
- Land: 65 I, 18 mC, 2 Gd, 5 depots
- Navy: 2 SS, $30
- Russia, cash $45
- Land: 105 I, 15 mC, 5 Gd, 6 depots,
- St.Petersburg navy: 6 SS, $500
- Sevastopol navy: 5 SS, $520
- increased portguns: Sevastopol and Sveaborg have 150 port guns.
- Sardinia, cash $10
- Land: 41 I, 6 mC, 2 depots
- Navy: 2 SS, $300
- Turkey, cash $11
- Land: 45 I, 8 mC, 2 depots
- Navy: 1 SS, $290
Notes for initial forces
- Players are allowed to buy ships to their navies with the amount of money mentioned on the navy section of their country
- No steamships may be initially purchased
Initially Conquered Minors
Austria
- Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
- Free states: Bavaria, Wurttenburg.
Britain
- Conquered: Gibraltar, Malta, Corfu
- Free states: Holland (no ships, includes Flanders), Greece (see EiA:Greece Track).
France
- Conquered: Palatinate, Algeria
- Free states: None
Prussia
- Conquered: Mecklenburg, Duchies
- Free states: None
Russia
- Conquered: None
- Free states: None
Sardinia
- Consists of Sardinia and Piedmont. Neither is capital.
- Conquered: None
- Free states: None
Turkey
- Conquered: Rhodos, Palestine
- Free states: Syria
Scenario specific rules
Quick links:
Victory point goals
- Austria 520
- Britain 605
- France 530
- Turkey 470
- Prussia 540
- Russia 560
- Sardinia 500
New major power: Sardinia/Italy
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. In order to archive the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).
Special rules for Sardinia and Italy
- 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 turn.
- e.g. if the player of Sardinia chooses event Spedizione dei Mille (which gives automatic DoW on any neutral Italian minor) and Sardinia targets DoW on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the next turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
- Expedition of the Thousand has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
- Until Spedizione dei Mille has been used targeting Sicily, I Mille is not available.
- Expedition of the Thousand has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
- e.g. if the player of Sardinia chooses event Spedizione dei Mille (which gives automatic DoW on any neutral Italian minor) and Sardinia targets DoW on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the next turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
- Every Italian minor conquered by Sardinia becomes Sardinian province.
- No major power can declare war on neutral Italian minors during the Declarations of War step.
- 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.
- If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
- If willing, Sardinia automatically gains control of any and all Italian minors declared war by other countries.
- When buying technological advances the prices are counted as Italy would have all her parts except Venice.
- This applies even if Italy have acquired Venice.
- Sardinia may purchase technological advances but they cost it same as for Italy
Crimean War
The Crimean War rages initially as the game starts.
Russia and it's enemies can not make informal peace or surrender. The war ends only if:
- Either Russian black sea fleet or Russian Baltic fleet is destroyed (coalition victory)
- Russia holds Constantinople whole turn or there is no enemy fleet adjacent to Russia for a whole game turn (Russian victory).
If Austria or Prussia is at war with Russia when 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 (or peace conditions) are gained or lost, but Prussia/Austria can not DOW Russia for 18 months. Russia is not so restricted.
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 unification of Italy. (and vice versa)
Peace of Paris (coalition victory)
Each coalition member 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 Black sea for another 18 months. Russia must pay 10$ to each coalition member every economic phase for one year.
Peace of Saint Petersburg (Russian victory)
Russia becomes dominant. Russia gains 5PP. Every member of the coalition loses 5PP. Turkey must cede Bulgaria, Rumelia and Serbia to Russia. Russia has access through dardanelles and Turkey can not give access to anyone else without Russian permission. Turkish fleet is scuttled. French XII corps is permanently eliminated. Sardinia can not choose event Spedizione dei Mille for two years. Each member of the coalition must pay Russia 10$ every economic phase for one year.
Russian access through Dardanelles and Russian right to veto any access given by Turkey is permanently revoked if Turkey and Russia go to war again.
Serbia, Bulgaria and Rumelia and any other provinces ceded to Russia become provinces as per standard achieving dominant status rules.
If Russia gains dominant status this way, it can be lost if either:
Russia is at peace with all nations and does not control any of Serbia, Bulgaria or Rumelia.
OR
Russia has no fleets on board at any point.
UNLESS Russia fulfills the standard requirement for dominant status as in the rulebook.
If Russia loses dominant status, the fourth fleet marker is removed permanently, if still available.
French XII corps, if eliminated, becomes available again for the rest of the game if France gains dominant status.
Technological advances
Different techs and their levels come available according to the Prussian Landtag or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.
Steamships
Steamships function as heavy ships with the following exceptions:
- Steamships cost 30$ each.
- Eaxh steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge.
- Each steamship at sea or in a blockade box during economic phase costs 1$
- If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.
One steamship on either side may ram during naval combat. Ramming ship may choose it's target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) Roll die 1-2 ramming ship is destroyed 3-4 both ships are destroyed 5-6 target is destroyed. If target is not a steamship, add +1 to the roll. Non-steamships always fail to evade.
Ironclads funtion as steamships, with following exceptions:
- Ironclads cost 60$ each.
- Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads.
- All damage to ironclads in a combat round is halved and then rounded down.
- Ironclads cannot be sunk as a result of ramming.
- Ironclads have +1 morale.
Torpedoes:
- Torpedo tech costs 20$*number of fleet markers
- France gets torpedo tech for free two years after first non-French ironclad is launched. Others can purchase this technology one year after French get it.
- Torpedos allow your ironclads to torpedo opposing ironclads (resolve as ramming attack, including chance to evade, but any ramming result except defender destroyed is ignored (5-6)unless both sides have torpedos, then all results count.
- Torpedo armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.
Torpedo nets:
- France gains this tech for free one year after someone else has bought torpedo tech.
- One year after France has this technology, others may buy it for 20$*number of fleet markers, but only if they have torpedo tech as well.
- Torpedo nets completely protect your ironclads (only) from any torpode armed ironclads.
Breech-loading rifles
If one side in battle has no militia and all infantry is equipped with breech-loading weapons, that side gets additional +1 to combat rolls.
If both sides qualify, neither gets the bonus. This bonus may take die roll to +2. Maximum combat result is still 7.
Railroads
Railroads are available according to the Landtag's decisions. 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.
Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.
Tech prices
- Breech-loading rifles: 10$ x Homeland MP
- Cannot be given to Turkish Feodals
- Railroads: 10$ x Maximum number of corps
- Maximum railroad levels:
- Prussia: 5
- GB & France: 3
- Austria, Turkey, Russia and Italy: 2
- Maximum railroad levels:
- Ironclads: 10$ x Maximum number of fleets
- Available first for France after Italy has been formed.
- When the first ironclad has been built ironclads become available for everyone
- Port guns: 7$ a piece
- Fletches: 20$ x Number of Towers x Number of Fletches after upgrade
Dominant Status requirements
French Dominant status requirements
- Control all home provinces and all of:
- Confederation of the Rhein
- Denmark
- Flanders
- Holland
Sardinian Dominant status requirements
- Control all parts of Italy
- Control Illyria and any 6 of:
- Corsica
- Cyrenaica
- Malta
- Provence
- Switzerland
- Tripolitania
- Tunisia
- Tyrol
Prussian Dominant status requirements
- Requirements are listed on Landtag-page under Ministerpräsident's Office as a part of the parlamentary motion Unification of the Germany.
Other countries dominant status requirements
As in the orginal rules.
- Finland is a Russian province, not a minor country
- Corsica is a French province, not a minor country
- Spain is not a playable country in the scenario, 'cause of a raging civil war.
- Spain can not be a target of any political action, such as a DoW.
- Entering Spanish territories is prohibited but forcible access may be used.
- Morocco is a Spanish province
- Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.
- NOTE: Gibraltar is a British minor.
- Papal State consists of Papacy and Romagna.
- Papal State cannot be a target of any kind of DoW, including Spedizione dei Mille, if there is a French corps in it.
- Neutral Italian minors cannot be declared war upon in the Declarations of War step.
Confederations of North and South Germany
If any war is declared between Prussia and Austria two free states, the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG), are formed. All minors belonging to either confederation are affected regardless their prewar controller.
- CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
- CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
- Duchies and Saxony are initially part of the defending confederation.
During the war, if either Prussia or Austria conquests 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 normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or to neutrals. Minors keep their possibly changed confederate status.
Prussian Ministry of Foreign affairs may push a motion on Landtag to influence on any CSG province. If the motion passes the province in question becomes part of the CNG. Similary to the Landtag, diplomatic victory and diplomatic swing events may be used to influence on any CNG or CSG province. Influencing German confederations is possible even if there is no war going on.
If the war between Austria and Prussia breaks again Confederations are restored with all their status changes.
Player notes&hints
Austria
Your position on the board is excellent for attack and terrible for defense. Economically, you are very strong. Strike while the iron is hot.
England
Crimean war is mostly your responsibility, which is fine - it is a war you want to fight. Dont over-extend your fleets, support the Turks and win.
France
Don't invest much in the crimean war. There's very little for you to gain and much to lose. Your focus is Italy or Germany or both. However, Turkey is a likely ally in the future as well. Crimean war dragging on is to your advantage, but losing it is not.
Prussia
Landtag. You are not much inferior to Austria or France early on, but due to your poor economy, that will change. Seek economic boosts through conquest and railroads.
Russia
The Crimean War is your focus, but dont go overboard. Losing the war is okay. Just make the British pay for it and dont lose too many ground troops fighting the war, unless you think you can win. If you have a shot at winning, take it.
Sardinia
For south Italy, peace is all you need. If you can have that, uniting Italy is relatively simple business. If you have to get through a surrender, it's something you may want to think about. Remember, getting beat early will also get you friends.
For north, well there's Austria. Take it easy and just watch the development of the board positions. Eventually the Austrian Eye must turn away from Italy and your door opens. Just don't take sides too early. If Austria attacks you, don't give him any fights, garrison your provinces, retreat to your islands and SCREAM for help. It will come, maybe even from unpredictable sources.
Turkey
Crimean war is an absolute must. Good thing you got the most important country squarely in your camp - England. After that is done, go after Austria or africa or both (in that order) Don't go overboard updating the army.
Connection to Tero through Skype:
- Skype name: EiA-Otto
- Secret phrase: *feodals*r0ck*