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Rivi 1: Rivi 1:
1-16 no event
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1-13 no event
  
Kokoajan tapahtuu kursseihin vaikuttavia asioita. British colonial trade is increased or decreased (equal chance of either) by 4d10$ for this turn only,
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1 We must laugh at man to avoid crying for him. Roll on disaster table (found below).
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2 Bandits. Any money given to another major power has 1 in 6 chance of being lost. Roll for each $.
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3 Royal marriage. Two random major powers secretly choose if they accept. If both accept, both gain a PP and one (random) of them has to pay 15$ 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$. If both refuse, both lose a PP. Next dow between these major powers costs 1 extra PP if both accept.<br>
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All money costs are paid in the next economic phase.<br>
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4 The best way to keep one's word is not to give it. All major powers that have no allies at all, gain 1PP.
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5 God is on the side with best artillery. All artillery damage rolls this turn cause maximum damage.
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6 Civil unrest. Random major power, if in instability zone, has random city plundered. If in fiasco, all cities are plundered instead.
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7 From the heights of these pyramids, forty centuries look down on us. Whoever controls Cairo gains 5$.
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8 England is a nation of shopkeepers. GB can not deny any trade to a random major power it is at peace with in the next economic phase only.
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9 Talleyrand politics. Each peace condition on this turn has 1 in 6 chance of being cancelled.
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10 Casus belli. Random major power has one DOW cost reduced by 1PP this turn only.
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11 Teoria torilla. Spain can convert 1d10 guerillas to militia.
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12 Usa sells ships. Silent auction for Phase I, 2fregates, after that 1H. Nations at war with Usa can not bid but may surrender immediately before the auction.
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13 America closes ports in disgust. No american trade for anyone at war with France in the next economic phase.
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14 Kaikki olettivat etteivät kaupungit pala. Random area's random city is burned.
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15 Kokoajan tapahtuu kursseihin vaikuttavia asioita. British colonial trade is increased or decreased (equal chance of either) by 4d10$ for this turn only,
  
 
16 American invasion. If Mediterranean pirates is in effect, it is immediately cancelled (unless knights of malta). If not, random ottoman nation is invaded by america. America has 6 SOL, 1T, 3FF. 8 Guards, american leaders and always has naval supply. If americans capture the capital or cancel the pirates as they appear, controller loses 2$ and 3PP.
 
16 American invasion. If Mediterranean pirates is in effect, it is immediately cancelled (unless knights of malta). If not, random ottoman nation is invaded by america. America has 6 SOL, 1T, 3FF. 8 Guards, american leaders and always has naval supply. If americans capture the capital or cancel the pirates as they appear, controller loses 2$ and 3PP.

Versio 21. kesäkuuta 2012 kello 02.17

1-13 no event

1 We must laugh at man to avoid crying for him. Roll on disaster table (found below).

2 Bandits. Any money given to another major power has 1 in 6 chance of being lost. Roll for each $.

3 Royal marriage. 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.
All money costs are paid in the next economic phase.

4 The best way to keep one's word is not to give it. All major powers that have no allies at all, gain 1PP.

5 God is on the side with best artillery. All artillery damage rolls this turn cause maximum damage.

6 Civil unrest. Random major power, if in instability zone, has random city plundered. If in fiasco, all cities are plundered instead.

7 From the heights of these pyramids, forty centuries look down on us. Whoever controls Cairo gains 5$.

8 England is a nation of shopkeepers. GB can not deny any trade to a random major power it is at peace with in the next economic phase only.

9 Talleyrand politics. Each peace condition on this turn has 1 in 6 chance of being cancelled.

10 Casus belli. Random major power has one DOW cost reduced by 1PP this turn only.

11 Teoria torilla. Spain can convert 1d10 guerillas to militia.

12 Usa sells ships. Silent auction for Phase I, 2fregates, after that 1H. Nations at war with Usa can not bid but may surrender immediately before the auction.

13 America closes ports in disgust. No american trade for anyone at war with France in the next economic phase.

14 Kaikki olettivat etteivät kaupungit pala. Random area's random city is burned.

15 Kokoajan tapahtuu kursseihin vaikuttavia asioita. British colonial trade is increased or decreased (equal chance of either) by 4d10$ for this turn only,

16 American invasion. If Mediterranean pirates is in effect, it is immediately cancelled (unless knights of malta). If not, random ottoman nation is invaded by america. America has 6 SOL, 1T, 3FF. 8 Guards, american leaders and always has naval supply. If americans capture the capital or cancel the pirates as they appear, controller loses 2$ and 3PP.

17 Feodals have more fun: All turkish feodals gain +0.1 morale this turn only.

18 Feodals rock! Turkey may immediately reset one feodal corps to full strength regardless of where it is or if it's province is occupied.

19 Hot summer: If it is June, July or August: All corps lose 1 movement point for this turn only. Otherwise no event.

20 Low on horsepower: random major power may not build any cavalry in the next economic phase.

21 Seasoned veterans: Any major power that wins a field battle this turn may convert up to 1d10 militia that took part in the battle to infantry.

22 Saksalainen heteromies on ahtaalla: Any major power at war with Austria gains 1PP.

23 October fest: If it is October, all forage rolls inside Bavaria are automatically successful. Otherwise treat as no event.

24 Grand royal party: Random major power loses 30$ in the next economic phase, but gains 1PP.

25 Kaikki olettivat että laivat eivät uppoa: Random major powers random fleet loses one random ship.

26 Diplomatic victory: a random major power may do either: a+a, a+b or b+b:

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..

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.

27-28 Diplomatic swing. As diplomatic victory, but you may only choose either a or b.

29-31 Mud, 1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns.

32-34 Good harvest, a random major power gains +20% (roundup) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another majorpower gets good harvest.

35-38 Emancipation, a random major power gets +5 manpower during the next economic phase.

39-45 Trade surplus, a random major power gets double income from trade during the next economic phase.

46-47 Pope condemns agression, any major power(except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.

48-49 King/Emperor studies Voltaire, a random major power gets +2 political points.

50-58 Famine, 1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.

59-61 Plague, 1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months.

62 Sudden sickness, a random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.

63 Early pension, a random major power loses a random leader to exile. May be returned for normal cost.

64 Cowards leave the army, a random major power loses 1d10 troops if at war. Any units may be chosen. If chosen major power is not at war, no event.

65 Low on manpower, a random major power has –5 manpower in the next economic phase..

66 Stupid politics, a random major power loses 1 PP.

67 Corrupted generals, a random major power must pay double cost for all upkeep in the next economic phase.

68 Royal party, a random major power loses 15$ in the next economic phase.

69-70 Revolt, a random major power’s random conquered minor turns neutral, unless there is a corps in it.

71 Pirates, a random major power halves all trade income in the next economic phase.

72 Nobles rearrange government funds, a random major power immediately loses 30% (round up) of saved money.

73 Bad weather at Elba, a random exiled leader returns with no cost.

74 Jihad, Turkey may declare war on a major power that has African province(s) for no cost, Lasts 3 turns.

75-81 Minor war

82-85 Effective bribes: Major power targeted by minor war may immediately pay 10$ to win the war.

86-87 Bad harvest, random major power loses 20% (round up)tax income in the next economic phase.

88 Lady Hamilton, random major power loses 5$ and 1PP.

89 Pope excommunicates Napoleon: 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.

90 Diplomatic insult, a random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.

91-92 Resistance movement attacks, 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.

93 Napoleon excommunicates the Pope: Whoever controls Papacy gains 2PP.

94 Mutiny, 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.

95-97 Talented general, 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. Any value of 3 may be upgraded by rolling 1d6. On a six the value goes up by one point and maybe upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.

98 Storms on the Atlantic: All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.

99 Cold winter (only during winter, during summer treat as no event):All Baltic ports, including Copenhagen and Cristina are frozen. All sea areas touching a Baltic port BB is frozen. All forage rolls on winter zone suffer penalty of 1. Lasts until end of winter.

100 roll twice