Ero sivun ”EIA:Rise of Nationalism scenario” versioiden välillä
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Every Italian minor conquered by Sardinia becomes Sardinian province. If Sardinia can unite all of Italy, it gains 5PP, capital moves to Rome and Rome is worth extra 10$ every economic phase.<br> | Every Italian minor conquered by Sardinia becomes Sardinian province. If Sardinia can unite all of Italy, it gains 5PP, capital moves to Rome and Rome is worth extra 10$ every economic phase.<br> | ||
− | Sardinia automatically gains control of any and all Sardinian minors DOWed by other countries.<br> | + | If willing, Sardinia automatically gains control of any and all Sardinian minors DOWed by other countries.<br> |
==Track effects== | ==Track effects== |
Versio 18. tammikuuta 2011 kello 00.27
Sisällysluettelo
Timeline
* Game starts: 1853 October. * Game ends: 1870 December.
* Used corps compositions: See below * Landtag: EiA: Landtag * Vaalit: EiA: Landtag Elections
Kirjanpito
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
Every Italian minor conquered by Sardinia becomes Sardinian province. If Sardinia can unite all of Italy, it gains 5PP, capital moves to Rome and Rome is worth extra 10$ every economic phase.
If willing, Sardinia automatically gains control of any and all Sardinian minors DOWed by other countries.
Track effects
EiA:Crimean_War
EiA: Sardinian events
Winning
Peli päättyy kun jokin maa pääsee yli VP tavoitteestaan. Jos kukaan ei pääse ennen 1870 December vuoroa, poistetaan kaikki joukot laudalta. Sitten lisätään 1870 December pisteiden päälle kerättävissä olveva manpower (ei free state) ja jos joku pääsee vp-rajasta yli, niin voittaa. Jos useampi voittaa yht. aikaa, on kyseessä tasuri. Jos kukaan ei voita, Englanti voittaa.
Austria 520
Britain 605
France 530
Turkey 470
Prussia 540
Russia 560
Sardinia 500
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$.
If one side in battle consists of steamships only while the other does not, the side with only steamships always wins manouver checks.
One steamship on either side may ram during naval combat. Ramming ship may choose it's target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) Roll die 1-2 ramming ship is destroyed 3-4 both ships are destroyed 5-6 target is destroyed. If target is not a steamship, add +1 to the roll. Non-steamships always fail to evade.
Ironclads funtion as steamships, with following exceptions:
Ironclads cost 60$ each.
Destroyed ironclad does not become a hulk and a hulk cannot be used to build an ironclad.
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.
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.
Aloitusjoukot
EiA: Rise of Nationalism Corps
Austria 100I, 14mC, 5Gd, 4SS, $20 Laivarahaa, 7 depots, $13
France 85I, 19mC, 3Gd, 10SS, $600 laivarahaa, 4 depots, $25
Great Britain 45I, 6LC, 0Gd, 12SS, $1400 laivarahaa, 2 depots, $55
Prussia 65I, 18mC, 2Gd, 5 depots, 2SS, $30 laivarahaa, $18
Russia 105I, 15mC, 5Gd, 6 depots, 6SS, $500 laivarahaa (STP), 5SS, $520 laivarahaa(Sevastopol), $45
-increased portguns: Sevastopol and Sveaborg have 150 port guns.
Sardinia 41I, 6MC, 2 depots, 2SS, $300 laivarahaa, $10
Turkey 45I, 8MC, 2 depots, 1SS, $290 laivarahaa, $11
Laivarahoilla ei saa ostaa höyrylaivoja!
Leaders
Minorit
Austria
Conquered: Venice, Lombardy, Tuscany, Berg, Kleves, Wallachia.
Free states: Bavaria, Wurttenburg.
If Prussia DOWs Austria, Austria immediately gains the following free states, regardless of controller: Hannover, Hesse, Saxony, Baden.
Britain
Conquered: Gibraltar, Malta, Corfu
Free states: Holland (no ships, includes Flanders).
France
Conquered: Palatinate, Algeria
Free states: None
Corsica is a French province, not a minor country.
Prussia
Conquered: Mecklenburg, Duchies
Free states: None
Russia
Conquered: Finland (Russian province)
Free states: None
Sardinia
Consists of Sardinia and Piedmont. Neither is capital.
Conquered: None
Free states: None
Turkey
Conquered: Rhodos, Palestine
Free states: Syria
Papacy consists of Papacy and Romagna. Neutral Italian minors cannot be DOWed.
Morocco is controlled by Spain and cannot be DOWed.
French Dominant status requirements: Control Flanders, Holland and Denmark, form the Confederation of the Rhein.
Sardinian Dominant requirements: Control the whole Italy and any 7 of Switzerland, Tyrol, Illyria, Tunisia, Tripolitania, Cyrenaica, Malta, Corsica, Provence.
Player notes&hints
Austria
You will be sunk. Try to fight it but know that it's inevitable.
England
France is not a friend but as long as Russia is an enemy there's no point in pressing the issue further. Keep your edge on sea and make sure no one has the time to invade.
France
France is not weak, but you will need a miracle to get to dominant status. Keep your cool, assess the situation carefully and exploit any possibilities you find to gather your might.
Make sure Sardinia cannot plot to take Provence from you and that Prussia doesn't grow too strong. If all goes well the Confederation of Rhine may become reality.
Prussia
You start out slow but little by little you will gather strength. Make sure France, Austria and Russia can't crush you before that happens. You can rely on Sardinia to keep Austria and France on their toes or knees, focus on helping him and bid your time.
Russia
The Crimean War is a tough nut to crack right from the start. Winning naval battles is a high priority, keeping Sevastopol as well but it can be exchanged for a decisive victory elsewhere. Just don't lose Moscow.
Sardinia
Starting out weak is tough but you have the Crimean Coalition to back up your early aspirations in taking over Italy.
Keep your head up, take pieces of Italy and start preparing for aggressions with Austria.
Turkey
You probably suck. Try to live with it. After the Crimean War is over your army will get better but it costs a lot. You have to get the money from somewhere.
Connection to Tero through Skype:
Skype name: EiA-Otto
Secret phrase: *feodals*r0ck*