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− | [[Empires_in_arms| | + | [[Empires_in_arms|Back to the main page]] |
+ | ---- | ||
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− | + | == Rule Changes == | |
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− | + | * Pre-game DOW's are not allowed. | |
+ | * Normal corps compositions are not used and instead the corps follow the corps compositions listed in this wiki, according to the current phase. | ||
+ | * The artillery restriction of the Revolution Campaign isn't used and instead the artilleries are restricted as according to corps compositions. | ||
+ | * The game is divided into four phases as follows: | ||
+ | ** Early Ages (From the start of the game in 1789) | ||
+ | ** Republican Ages (Starts when Revolution Track hits step 20) | ||
+ | ** Napoleonic Ages (Starts when Revolution Track hits step 49) | ||
+ | ** The End Game (From the start of the year 1812) | ||
+ | * Cavalry types are restricted as follows: | ||
+ | ** Light cavalry can be built from any phase onwards. | ||
+ | ** Medium cavalry can be built from the Republican Ages onwards. | ||
+ | ** Heavy cavalry can be built from the Napoleonic Ages onwards. | ||
+ | * Cavalry factors do not upgrade and cannot be upgraded to better types. | ||
+ | * During the different phases all income and manpower from provinces and harbours are modified as follows: | ||
+ | ** Early Ages: 50% of the original (round up) | ||
+ | ** Republican Ages: 75% of the original (round up) | ||
+ | ** In Napoleonic Ages and the End Game phases all income and manpower is gained in full, no reductions apply. | ||
+ | ** The income and manpower of a country is counted as follows: first add together all income and manpower from provinces, harbours, events (includes Spanish Gold Convoy), negative manipulation etc, then apply phase modifier (0.5, 0.75 or 1.0) and round up to integers. Manipulating upwards costs full price (ie. The cost is deducted only after applying the modifier and rounding up.) even though negative manipulation is subject to the phase modifier. | ||
+ | * Prussia has a cap to the manpower it can save depending on the phase as follows: Early Ages cap is 50, Republican Ages cap is 100, Napoleonic Ages cap is 200 and in the End Game the cap is lifted completely. | ||
+ | * In the Early and the Republican Ages all countries have a money cap equal to the income of it's provinces (minors do not count), subject to the phase modifier and rounded up, times five. | ||
+ | * Starting forces for the major countries are stated on the appropriate phase page. Minor starting forces are according to the Revolution Campaign with modifiers as follows: | ||
+ | ** Early Ages: All forces (per unit type) are 75% of the Revolutions Campaign forces, rounded up. Note: Cavalry can be converted into Infantry, in case the Cavalry cannot be fielded into a corps. However, this happens only after the amount of forces are determined. Thus a starting force of 3 Infantry and 1 Cavalry will get 2.25 Infantry and 0.75 Cavalry, rounding up to 3 Infantry and 1 Cavalry, which can then be turned into 4 Infantry in total, not 3 Infantry as it would be if the Cavalry was converted into Infantry before the modifier was applied. | ||
+ | ** Republican Ages and onwards: Full Revolution Campaign forces are used. | ||
+ | ** Minor countries' fleets contain only Ships of the Line. | ||
+ | * Ship building is restrained as follows: In Early Ages only Ships of the Line and Transports can be built, Frigates can be built starting from the Republican Ages and Heavy Ships can be built from the Napoleonic Ages onwards. | ||
+ | * Until the Napoleonic Ages, ships cannot be deployed into harbours and must always be deployed to a fleet on the reinforcement phase that they come available in. If no fleet is available for deployment of a ship, the ship is lost. | ||
+ | ** Once Napoleonic Ages begin, ships can be deployed to harbour and are considered active ships when fighting a port raid, but cannot move out of port unless picked up by a fleet. | ||
+ | *** Fleets cannot disembark ships into harbour. | ||
+ | * In addition to the -2 forage penalty, supply costs are doubled from the start of the game. This penalty is lifted according to the Revolution Track. | ||
+ | * City Garrisons are limited as follows: | ||
+ | ** Early Ages: Maximum of 1 factor per tower. | ||
+ | ** Republican Ages: Maximum of 2 factors per tower. | ||
+ | ** Napoleonic Ages and onwards: Maximum of 5 factors per tower. | ||
+ | * Depot Garrisons are limited as follows: | ||
+ | ** Early Ages: Maximum of 2 factors. | ||
+ | ** Republican Ages: Maximum of 4 factors. | ||
+ | ** Napoleonic Ages and onwards: Maximum of 10 factors. | ||
− | + | [[Category:EiA]] | |
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Nykyinen versio 18. marraskuuta 2013 kello 08.09
Rule Changes
- Pre-game DOW's are not allowed.
- Normal corps compositions are not used and instead the corps follow the corps compositions listed in this wiki, according to the current phase.
- The artillery restriction of the Revolution Campaign isn't used and instead the artilleries are restricted as according to corps compositions.
- The game is divided into four phases as follows:
- Early Ages (From the start of the game in 1789)
- Republican Ages (Starts when Revolution Track hits step 20)
- Napoleonic Ages (Starts when Revolution Track hits step 49)
- The End Game (From the start of the year 1812)
- Cavalry types are restricted as follows:
- Light cavalry can be built from any phase onwards.
- Medium cavalry can be built from the Republican Ages onwards.
- Heavy cavalry can be built from the Napoleonic Ages onwards.
- Cavalry factors do not upgrade and cannot be upgraded to better types.
- During the different phases all income and manpower from provinces and harbours are modified as follows:
- Early Ages: 50% of the original (round up)
- Republican Ages: 75% of the original (round up)
- In Napoleonic Ages and the End Game phases all income and manpower is gained in full, no reductions apply.
- The income and manpower of a country is counted as follows: first add together all income and manpower from provinces, harbours, events (includes Spanish Gold Convoy), negative manipulation etc, then apply phase modifier (0.5, 0.75 or 1.0) and round up to integers. Manipulating upwards costs full price (ie. The cost is deducted only after applying the modifier and rounding up.) even though negative manipulation is subject to the phase modifier.
- Prussia has a cap to the manpower it can save depending on the phase as follows: Early Ages cap is 50, Republican Ages cap is 100, Napoleonic Ages cap is 200 and in the End Game the cap is lifted completely.
- In the Early and the Republican Ages all countries have a money cap equal to the income of it's provinces (minors do not count), subject to the phase modifier and rounded up, times five.
- Starting forces for the major countries are stated on the appropriate phase page. Minor starting forces are according to the Revolution Campaign with modifiers as follows:
- Early Ages: All forces (per unit type) are 75% of the Revolutions Campaign forces, rounded up. Note: Cavalry can be converted into Infantry, in case the Cavalry cannot be fielded into a corps. However, this happens only after the amount of forces are determined. Thus a starting force of 3 Infantry and 1 Cavalry will get 2.25 Infantry and 0.75 Cavalry, rounding up to 3 Infantry and 1 Cavalry, which can then be turned into 4 Infantry in total, not 3 Infantry as it would be if the Cavalry was converted into Infantry before the modifier was applied.
- Republican Ages and onwards: Full Revolution Campaign forces are used.
- Minor countries' fleets contain only Ships of the Line.
- Ship building is restrained as follows: In Early Ages only Ships of the Line and Transports can be built, Frigates can be built starting from the Republican Ages and Heavy Ships can be built from the Napoleonic Ages onwards.
- Until the Napoleonic Ages, ships cannot be deployed into harbours and must always be deployed to a fleet on the reinforcement phase that they come available in. If no fleet is available for deployment of a ship, the ship is lost.
- Once Napoleonic Ages begin, ships can be deployed to harbour and are considered active ships when fighting a port raid, but cannot move out of port unless picked up by a fleet.
- Fleets cannot disembark ships into harbour.
- Once Napoleonic Ages begin, ships can be deployed to harbour and are considered active ships when fighting a port raid, but cannot move out of port unless picked up by a fleet.
- In addition to the -2 forage penalty, supply costs are doubled from the start of the game. This penalty is lifted according to the Revolution Track.
- City Garrisons are limited as follows:
- Early Ages: Maximum of 1 factor per tower.
- Republican Ages: Maximum of 2 factors per tower.
- Napoleonic Ages and onwards: Maximum of 5 factors per tower.
- Depot Garrisons are limited as follows:
- Early Ages: Maximum of 2 factors.
- Republican Ages: Maximum of 4 factors.
- Napoleonic Ages and onwards: Maximum of 10 factors.