Ero sivun ”EIA:From Prussia to Germany” versioiden välillä

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(5 välissä olevaa versiota samalta käyttäjältä ei näytetä)
Rivi 5: Rivi 5:
 
==General scenario information==
 
==General scenario information==
  
* Game starts: 1853 October.  
+
* Game starts: 1866 June.  
* Game ends: 1870 December.  
+
* Game ends: 1873 December.  
 
* Rules: [http://eia.xnetz.com/rules/eiarules-with-errata.html Errated standard EiA rules]
 
* Rules: [http://eia.xnetz.com/rules/eiarules-with-errata.html Errated standard EiA rules]
 
* House rules: [[EIA:House_rules|house rules]]
 
* House rules: [[EIA:House_rules|house rules]]
Rivi 43: Rivi 43:
  
 
'''''SS''''' stands for ''Steamship''.
 
'''''SS''''' stands for ''Steamship''.
 +
'''''IC''''' stands for ''Iron clad''.
  
* Austria, cash $30
+
 
 +
 
 +
* Austria, cash $35
 
** Land: 100 I, 14 mC, 5 Gd, 10A, 7 depots
 
** Land: 100 I, 14 mC, 5 Gd, 10A, 7 depots
** Navy: 300$
+
** Navy: 300$, 12SS
 
* France, cash $25
 
* France, cash $25
 
** Land: 85 I, 19 mC, 3 Gd, 4 depots
 
** Land: 85 I, 19 mC, 3 Gd, 4 depots
** Navy: 1200$
+
** Navy: 1200$, 30SS, 3IC (torpedo tech)
 
* Great Britain, cash $12
 
* Great Britain, cash $12
 
** Land: 45 I, 6 mC, 0 Gd, 2 depots
 
** Land: 45 I, 6 mC, 0 Gd, 2 depots
** Navy: 2200$  
+
** Navy: 2200$, 50SS, 1IC
 
* Prussia, cash $50/200MP
 
* Prussia, cash $50/200MP
** Land: 125 I, 24 mC, 7 Gd, 10A, 5 depots
+
** Land: 125 I, 24 mC, 7 Gd, 10A, 5 depots (Rifles)
** Navy: 600$
+
** Navy: 600$, 8SS
 
* Russia, cash $20
 
* Russia, cash $20
 
** Land: 60 I, 15 mC, 5 Gd, 6 depots,  
 
** Land: 60 I, 15 mC, 5 Gd, 6 depots,  
** St.Petersburg navy: $700
+
** navy: $700, 12SS
** max 50% laivoista mustallamerellä
+
** max 25% laivoista mustallamerellä
 
* Italy, cash $30
 
* Italy, cash $30
 
** Land: 60 I, 6 mC, 2 depots
 
** Land: 60 I, 6 mC, 2 depots
** Navy: 900$
+
** Navy: 900$, 24SS
 
* Turkey, cash $35
 
* Turkey, cash $35
 
** Land: 70 I, 18 mC, 2 depots
 
** Land: 70 I, 18 mC, 2 depots
** Navy: 350$
+
** Navy: 350$, 6SS
  
 
==== Notes for initial forces ====
 
==== Notes for initial forces ====
Rivi 74: Rivi 77:
 
* Norway is a part of Sweden
 
* Norway is a part of Sweden
 
* Greece track is finished
 
* Greece track is finished
* Sardinian events are used
+
* Sardinian events are all used up
  
 
===Initially Conquered Minors===
 
===Initially Conquered Minors===
Rivi 114: Rivi 117:
  
 
===Victory point goals===
 
===Victory point goals===
* Austria 520
+
* Austria 225
* Britain 605
+
* Britain 260
* France 530
+
* France 240
* Turkey 470
+
* Turkey 230
* Prussia 540
+
* Prussia 280
* Russia 560
+
* Russia 240
* Sardinia 500
+
* Italy 245
  
 
+
=== Italy ===
=== New major power: Sardinia/Italy ===
+
Italy consists of Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy, Piedmont and Sardinia.
 
 
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. 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).
 
  
 
===Technological advances===
 
===Technological advances===
 
+
See rise of nationalism.
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 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:<br>
 
*Torpedo tech costs 20$*number of fleet markers<br>
 
*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.<br>
 
*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.<br>
 
*Torpedo armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.
 
 
 
Torpedo nets:<br>
 
*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
 
* 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 (6 month build time)
 
* Fletches: 20$ x Number of Towers x Number of Fletches after upgrade (6 month build time)
 
  
 
===Dominant Status===
 
===Dominant Status===
Rivi 195: Rivi 142:
 
If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.
 
If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.
  
French XII corps, if eliminated by crimean war, becomes available again for the rest of the game if France gains dominant status.
+
====Italian Dominant status requirements====
 
 
====Sardinian Dominant status requirements====
 
 
* Control all parts of Italy  
 
* Control all parts of Italy  
 
* Control Illyria and any 6 of:  
 
* Control Illyria and any 6 of:  
Rivi 225: Rivi 170:
 
** Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.
 
** 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.   
 
** 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====
 
====Confederations of North and South Germany====
 +
Are not used.
  
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.
+
==Technology and railroads==
* CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
+
Prussia has 4 levels of railroads and the rifle technology.<br>
* CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
+
Britain has 3 levels of railroads and ironclad technology<br>
* Duchies and Saxony are initially part of the defending confederation.
+
Austria has 2 levels of railroads<br>
 +
France has 3 levels of railroads and ironclad and torpedos technology<br>
 +
Russia has 1 levels of railroads<br>
 +
Turkey has 1 levels of railroads. 4 feodal corps have been converted to muslim corps (turkish players choice which)<br>
  
  
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.
+
===Landtag===
 
+
Following motions have been carried:<br>
 
+
1 Krupp<br>
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.
+
200MP<br>
 
+
Hamburg<br>
 
+
Extra fleet marker<br>
If the war between Austria and Prussia breaks again Confederations are restored with all their status changes.
 
 
 
==Tech==
 
  
===Austria===
+
==Player notes and hints==
2RR, IC
 
  
===England===
+
'''Austria'''<br>
3RR, IC
+
There's little hope of surviving the Prussian attack. Seek conditional surrender. You may later wish to join the German juggernaut.<br>
  
===France===
+
'''Britain'''<br>
3RR, IC, Torpedos
+
French navy is scary, but you have some time to consolidate your position. Port raids are definitely on the drawing board.<br>
  
===Prussia===
+
'''France'''<br>
5RR, IC, Rifles
+
Dig in for the Prussian attack and seek Russian alliance. If the Austrians bleed the Prussians enough and Italy comes over to your side, you can win.<br>
  
===Russia===
+
'''Italy'''<br>
1RR
+
Prussia will ask your help against Austria. Price tag is Venice. If you can stay under the British anti-navy radar, you have a lot of good options.<br>
  
===Italy===
+
'''Prussia'''<br>
2RR
+
Temptation to completely crush Austria is great, but consider carefully. Austria might be friendly later... but you really really want his freestates. Choices choices.<br>
 +
If Russia so much as threatens an intervention, use railroads to march east and crush his armies immediately.<br>
  
===Turkey===
+
'''Russia'''<br>
1RR
+
You desperately need time to build your army. Make friendly noices and build.<br>
  
===Landtag===
+
'''Turkey'''<br>
1 Krupp<br>
+
Russia and Austria are both tempting targets and Prussia will make a good long term ally. If your economy wasnt a total mess, you could actually succeed.
200MP<br>
 
Hamburg<br>
 
Extra fleet marker<br>
 
  
  
 
[[Category:EiA]]
 
[[Category:EiA]]

Nykyinen versio 21. syyskuuta 2011 kello 08.59

Overview

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

Journals

Initial setup

Initial political situation

  • Austria N8
  • Britain N7
  • France N8
  • Turkey N6
  • Prussia N8
  • Russia N7
  • Italy N5
    • moves where Spain used to move

Existing wars:

  • Prussia vs. Austria

Existing peace conditions 6 months of enforced peace France - Prussia and Italy

Initial forces and money

SS stands for Steamship. IC stands for Iron clad.


  • Austria, cash $35
    • Land: 100 I, 14 mC, 5 Gd, 10A, 7 depots
    • Navy: 300$, 12SS
  • France, cash $25
    • Land: 85 I, 19 mC, 3 Gd, 4 depots
    • Navy: 1200$, 30SS, 3IC (torpedo tech)
  • Great Britain, cash $12
    • Land: 45 I, 6 mC, 0 Gd, 2 depots
    • Navy: 2200$, 50SS, 1IC
  • Prussia, cash $50/200MP
    • Land: 125 I, 24 mC, 7 Gd, 10A, 5 depots (Rifles)
    • Navy: 600$, 8SS
  • Russia, cash $20
    • Land: 60 I, 15 mC, 5 Gd, 6 depots,
    • navy: $700, 12SS
    • max 25% laivoista mustallamerellä
  • Italy, cash $30
    • Land: 60 I, 6 mC, 2 depots
    • Navy: 900$, 24SS
  • Turkey, cash $35
    • Land: 70 I, 18 mC, 2 depots
    • Navy: 350$, 6SS

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
  • Hanover has starting forces of 8 I / 2 C.
  • Sweden has starting forces of 40 I / 6 C / 10 SS / 20 S
  • Denmark has starting forces of 12 I / 2 C / 10 SS / 20 S
  • Norway is a part of Sweden
  • Greece track is finished
  • Sardinian events are all used up

Initially Conquered Minors

Austria

  • Conquered: Venice, Berg, Kleves.
  • Free states: Bavaria, Wurttenburg, Baden.

Britain

  • Conquered: Gibraltar, Malta, Corfu
  • Free states: Holland (no ships), Portugal, Greece (see EiA:Greece Track).

France

  • Conquered: Flanders, Palatinate, Algeria
  • Free states: None

Prussia

  • Conquered: Mecklenburg, Duchies
  • Free states: Saxony, Hanover, Hesse

Russia

  • Conquered: None
  • Free states: None

Italy

  • Conquered: None
  • Free states: None

Turkey

  • Conquered: Rhodos
  • Free states: Syria

Scenario specific rules

Quick links:


Victory point goals

  • Austria 225
  • Britain 260
  • France 240
  • Turkey 230
  • Prussia 280
  • Russia 240
  • Italy 245

Italy

Italy consists of Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy, Piedmont and Sardinia.

Technological advances

See rise of nationalism.

Dominant Status

French Dominant status requirements and effects

  • Control all home provinces and all of:
    • Confederation of the Rhein
    • Denmark
    • Flanders
    • Holland

If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.

Italian 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.

Rules related to provinces

  • 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.

Confederations of North and South Germany

Are not used.

Technology and railroads

Prussia has 4 levels of railroads and the rifle technology.
Britain has 3 levels of railroads and ironclad technology
Austria has 2 levels of railroads
France has 3 levels of railroads and ironclad and torpedos technology
Russia has 1 levels of railroads
Turkey has 1 levels of railroads. 4 feodal corps have been converted to muslim corps (turkish players choice which)


Landtag

Following motions have been carried:
1 Krupp
200MP
Hamburg
Extra fleet marker

Player notes and hints

Austria
There's little hope of surviving the Prussian attack. Seek conditional surrender. You may later wish to join the German juggernaut.

Britain
French navy is scary, but you have some time to consolidate your position. Port raids are definitely on the drawing board.

France
Dig in for the Prussian attack and seek Russian alliance. If the Austrians bleed the Prussians enough and Italy comes over to your side, you can win.

Italy
Prussia will ask your help against Austria. Price tag is Venice. If you can stay under the British anti-navy radar, you have a lot of good options.

Prussia
Temptation to completely crush Austria is great, but consider carefully. Austria might be friendly later... but you really really want his freestates. Choices choices.
If Russia so much as threatens an intervention, use railroads to march east and crush his armies immediately.

Russia
You desperately need time to build your army. Make friendly noices and build.

Turkey
Russia and Austria are both tempting targets and Prussia will make a good long term ally. If your economy wasnt a total mess, you could actually succeed.