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* Those events followed by an asterix "*" should be treated as effects that are "permanent if not later overruled"
 
* Those events followed by an asterix "*" should be treated as effects that are "permanent if not later overruled"
 
* If the track reaches any event with a label "''PHASE # starts''" change [[EIA:Corps_compositions|corps compositions]] according to the said phase.
 
* If the track reaches any event with a label "''PHASE # starts''" change [[EIA:Corps_compositions|corps compositions]] according to the said phase.
* There are also steps 48 and 49 which are resolved by conditions explained in the event number 47
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* There are also events 48 and 49 which are resolved by conditions explained in the event number 47
  
'''Phase I campaign:'''
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=== How to use the track ===
* Revolution track has 180 tickets, 47 of them trigger an event.
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A simple draw lots from a hat -algorithm:
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* Get suitable object (or software) that acts as a ballot box.
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* Scissor amount of paper-tickets equal to the total amount of tickets the track has in your campaign (see below).
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* Separate amount of those tickets equal to amount of resolvable events in your campaing (see below), these are called ''winning tickets''.
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* Write a number one (1) or "win" or "viva la revolution" or what ever you choose to those winning tickets, leave other tickets empty.
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* Put all tickets into the ballot box and shuffle them properly
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* At the start of each turn draw one ticket from the ballot box:
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** If it's empty ticket, nothing happens
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** If it's a winning ticket advance revolution track for one step forward.
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For some, it might be more convenient to write a simple software to perform this operation. :)
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=== Phase I campaign ===
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* Revolution track has 180 tickets, 47 of them are winning tickets that trigger an event.
 
* At the initial start of the game track-step 0 is being active
 
* At the initial start of the game track-step 0 is being active
  
'''Phase II campaign:'''
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==== Phase II campaign ===
* Revolution track has 112 tickets, 27 of them trigger an event.
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* Revolution track has 112 tickets, 27 of them are winning tickets that trigger an event.
 
* At the initial start of the game track-step 20 is being active
 
* At the initial start of the game track-step 20 is being active
 
** So yes, you still got those 47 events listed below, you just skip the first 20 of them as they would have already occured
 
** So yes, you still got those 47 events listed below, you just skip the first 20 of them as they would have already occured

Versio 22. helmikuuta 2013 kello 00.26

Notes

  • Revolution track is activated at start of the game. The track is to be used with The Revolution (phase I) and The Rise of Napoleon (phase II) campaings.
  • Those events followed by an asterix "*" should be treated as effects that are "permanent if not later overruled"
  • If the track reaches any event with a label "PHASE # starts" change corps compositions according to the said phase.
  • There are also events 48 and 49 which are resolved by conditions explained in the event number 47

How to use the track

A simple draw lots from a hat -algorithm:

  • Get suitable object (or software) that acts as a ballot box.
  • Scissor amount of paper-tickets equal to the total amount of tickets the track has in your campaign (see below).
  • Separate amount of those tickets equal to amount of resolvable events in your campaing (see below), these are called winning tickets.
  • Write a number one (1) or "win" or "viva la revolution" or what ever you choose to those winning tickets, leave other tickets empty.
  • Put all tickets into the ballot box and shuffle them properly
  • At the start of each turn draw one ticket from the ballot box:
    • If it's empty ticket, nothing happens
    • If it's a winning ticket advance revolution track for one step forward.

For some, it might be more convenient to write a simple software to perform this operation. :)

Phase I campaign

  • Revolution track has 180 tickets, 47 of them are winning tickets that trigger an event.
  • At the initial start of the game track-step 0 is being active

= Phase II campaign

  • Revolution track has 112 tickets, 27 of them are winning tickets that trigger an event.
  • At the initial start of the game track-step 20 is being active
    • So yes, you still got those 47 events listed below, you just skip the first 20 of them as they would have already occured
      • Yes, this does mean that any effect described as "permanent if not later overruled", that has occurred and not since overruled by the other events between steps 0 to 20, is active at the start of the game

The track

0. PHASE I starts: Ludvig XVI politics, trade treaty – Britain must trade with France*
  • France has only those generals marked as “Royalists”
  • France cannot gain dominant status*
  • All French DOWs cost extra 2 PPs*.
  • Supply costs are doubled for all players.*
  1. Ludvig XVI manages finances – all tax income is halved.* and no militia maybe purchased*
  2. Edicts and noble revolt – lose 3 PP. Gain 30$. France cannot declare wars*
  3. France bankrupt – lose 3 PP. Treasury becomes 0.
  4. Peasant revolts – lose 1 PP. Rebels spawn under french control at the rate of 1I per economic phase.
  5. Estates general begins – gain 2 PP. France can declare wars again*
  6. Storming of Bastille – Lose 1 PP. Lose all royalist leaders. Gain all leaders marked republican. Remove all rebels. New rebels are controlled as the émigré.
  7. Great fear – lose 2 PP. Militia may be raised.*
  8. Declaration of rights of man – Gain 2PP. France makes informal peace with all nations. France may not DOW or be DOWed.*
  9. Let them eat cake - France may be DOWed* No tax income on December turns*
  10. Jacobines take charge: France may DOW*, French DOWs don’t cost extra anymore*, Remove all rebels.
  11. Political chaos - Lose 1 PP. France makes informal peace with all nations. The émigré is deployed. France may not DOW or be DOWed.*
  12. Navy mutiny – Random fleet may not move each turn* France may DOW and be DOWed*
  13. Tax reform – Gain 1 PP. Tax value returns to normal*
  14. Agricultural reform – France gains taxes in December as normal* Supply no longer costs double.
  15. End of royalty – lose 3PP. Add 5I to Emigree army. France's alliances are broken for no cost. France makes informal peace with all nations. France cannot DOW or be DOWed.* If there is no Russia-track then: Katherine's lover dies -> Poland is no longer Russia's protectorate.
  16. Army mutiny – lose 1d6 cavalry and 2d6 infantry
  17. France condemns royalty - France may DOW and be DOWed.*
  18. Army mutiny – French guard corps is now an emigree unit
  19. Collapse of government – lose 4 PP. France makes informal peace with all nations. France may not DOW or be DOWed*;
  20. PHASE II starts: French republic established – gain 5 PP; France may DOW and be DOWed*; France has free DOW on Austria; Spain has free DOW on France*; Corps of French republic (or French minors) not subject to 2 point penalty to forage*; Remove all guerrillas; Britain does not have to trade with France*;
  21. Execution of Ludvig XVI – gain 3PP; France has free DOW on Britain and/or Holland; All nations, except Turkey have free DOW on France; France's alliances are broken for no cost; France can only ally with Turkey until stage 49*; If France chooses not to execute Ludvig XVI, none of the effects take place.
  22. Levee en masse – if France is at war, French manpower is doubled. Half of all units raised must be militia*
  23. Committee of public safety – gain 1PP; Rebels no longer spawn*
  24. Robespierre – lose a random leader
  25. Execution of Marie Antoinette – Gain 2PP. Austria has free DOW on France. Austria may not ally with France unit stage 49*. France may choose not to execute Marie and none of the effects apply.
  26. Robespierre on the loose – lose another random leader
  27. Robespierre doesn’t know when to stop – loose two random leaders.
  28. We all love Robespierre (or else) – lose 4PP.
  29. 9th Thermidor – Gain 3PP.
  30. Vendee rebellion – rebels start spawning at the rate of 1I per economin phase under émigré control.
  31. L’Amalgame – France may exchange 1I and 4M to 4I, each reinforcement phase. All must be in the same location*
  32. Whiff of grapeshot – gain remaining leaders
  33. Vendee rebellion over – rebels stop spawning*
  34. Navy reform – Naval mutiny over*
  35. Britain gains +5£ Indian trade*
  36. Revolt of Haiti - France must choose between two: 1) to pay 20$ and lose 2PP, OR 2) not to pay and lose 4PP
  37. Britain gains +5£ American trade*
  38. Treaty with USA - France must choose between two: 1) Sell New Orleans for 5$, OR 2) Sell whole Lousiana for 50$ and lose 2PP
  39. Britain gains +5£ Indian trade*
  40. Naval reform – France gains 100$ worth of ships
  41. Naval reform – France gains 100$ worth of ships
  42. Naval reform – France gains 100$ worth of ships
  43. Naval reform – France gains 100$ worth of ships
  44. Jourdan Law – Levee en masse cancelled* L’Amalgame cancelled* - French infantry morale is 3.5*
  45. Naval reform – France gains 100$ worth of ships
  46. Naval reform – France gains 100$ worth of ships, heavy ships may be chosen
  47. Napoleonic time – French revolution track is nolonger advanced by the program, but by events only. Bonaparte may be promoted* When Consul Bonaparte is available, move to next event.
  48. Coup de tat – Lose remaining Republican leaders; Peace of Amiens* (British rule); When Napoleon is available, move to next event.
  49. PHASE III starts: Emperor is crowned – Gain 3PP. France becomes dominant, if in possession of required territories. Remaining Emigrees are eliminated. French infantry morale is set to 4, or if not dominant to 3. Guard corps returns to French control. All nations forage as normal. Spain loses free DOW on France. Artillery may be built as normal.