EIA:New Player Countries

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Versio hetkellä 19. toukokuuta 2010 kello 18.52 – tehnyt Sandi (keskustelu | muokkaukset)
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Notes

Naples and Holland begin the game as minor countries. While minors, they have some extra rules:

  • Minor countries may not demand an unconditional surrender.
  • Minor countries surrenders are always conditional. Ie. Victor may not demand unconditional surrender.

Other common rules:

  • Money and manpower from provinces are doubled while controlled.


Sweden

Common rules

  • Sweden begins the game as a major country.
  • Victory condition: Gain 665 victory points
  • Sweden makes its land moves between Prussia and Great Britain and its naval moves between Prussia and France.
  • Ship building: Sweden gets 2$ discount when building a ship, this discount does not affect or cumulate with other discounts such as using hulks to build ships.
  • Double income: Sweden recieves double $ and MP from:
    • Always: Sweden, Finland, Mecklenburg.
    • If dominant power: Karelia, Livonia, Pommerania
  • It is possible for Pommerania, Livonia and Karelia to be considered provinces of two different major powers.

Initial setup

  • Starts with Sweden, Finland and Mecklenburg as core provinces.
  • Starts on political track: N1
  • Initial alliances in 1789 campaign: France, GB, Russia, Prussia
  • Forces: 11 Inf, 6 SOL
  • Cash: 15$

Manipulation

  • -15$ and 6MP for +2 PP
  • -9$ or 5MP for +1 PP
  • +8$ or +4MP for -2 PP
  • +8$ and +4MP for -3 PP


Corps

Old Sweden Gustav's Sweden Sweden Modern Sweden
I 10I 1G 11I 1C 2G 12I 2C 2G 15I 3C
II 10I 12I 1C 14I 2C 17I 3C
III N/A 12I 1C 14I 2C 17I 3C
IV 6I 7I 1C 8I 2C 10I 3C
V N/A N/A 8I 2C 10I 3C
VI (Denmark) 10I 12I 1C 14I 2C 17I 3C
VII (Livonia) 10I 12I 1C 14I 2C 17I 3C
VIII (Karelia) 10I 12I 1C 14I 2C 17I 3C
Hakkapeliitta (C) 3I 2C 4I 4C 8I 6C 10I 10C
Artillery (Dominant) N/A N/A 4A 6A
Fleet I 10 ships 20S 30S 30S
Fleet II N/A N/A 30S 30S
Fleet III (Dominant) 10S 20S 30S 30S
Fleet IV (Denmark) 10S 20S 30S 30S

Morale

  • Infantry 3
  • Cavalry 4
  • Guard 5
  • Ships 3
    • 3.5 while in or adjacent to Sweden or Finland

Diplomacy

Sweden's national modifiers versus Denmark, Mecklenburg and Hanover are +1 and versus all countries in Africa and the Mid-East it is -2.

Sweden, and Sweden only, can demand that Karelia is ceded from Russia in a formal peace. This has no further negative effects on Russia than the actual loss of the province. There is no -1PP loss per turn for Sweden holding St.Petersburg when Karelia is ceded. Once ceded, Karelia becomes a swedish core province and Sweden may draft it's manpower.

Leaders

Generals:

  • Default 121D
  • Gustav IV Adolf 113A(R) (Remove 1808)
  • Sandels 241D
    • Cannot operate outside Finland/Karelia.
    • If Sandels is in Finland, Finland has guerrilla value 4.
      • This also applies to Karelia if it has been ceded and currently owned by Sweden
  • Adlercreutz 233B
  • Döbeln 332C
  • Bernadotte 323A
    • Becomes available 1810 or according to track

Admirals:

  • Default 21D
  • Gustav III 43A(R) (Remove 1792)
  • Cronstedt 22B
  • Cederström 23C

Special rules

Effects of conquering Denmark:

  • Sweden recieves corps and fleets that are marked with an area, if in posession of said area(s).
  • Remaining Danish ships are added to Swedish navy.
  • Swedish infantry morale rises to 3.5 and Swedish guard can be committed (+1 only).

Achieving dominant power status:

  • If Sweden controls Sweden, Finland, Norway, Denmark, Mecklenburg, Pommerania, Livonia, Karelia during new political combinations step, Sweden can achieve dominant status.
  • All minors mentioned above become Swedish provinces (but revert back to minors if lost) as do all conquered provinces.

Effects of dominant power status:

  • Sweden recieves Corps and fleets marked dominant.
  • Swedish infantry morale rises to 4.5.
  • A single Swedish leader gets +1 to all stats
  • The province of Sweden is worth 10$ more in each economic phase.


Kingdom of two Sicilies

Starts with Naples and Sicily as provinces. Naples is primary district.
Alliances: France, GB, Russia, Austria, Spain.
Starts on political track: I9.

Manipulation:
-15$ and 6MP for +2
-9$ or 5MP for +1
+8$ or +4MP for -2
+8$ and +4MP for -3

Forces: 12I, 2SOL
Cash: 10$

VP target: Survival

Bourbon Sicily Resisting revolution Fighting for survival Italy
I 10I 12I 1C 14I 2C 17I 3C
II 8I 10I 12I 1C 14I 2C
III ei ole ei ole 12I 1C 14I 2C
IV 6I 7I 1C 8I 2C 10I 3C
V ei ole 7I 1C 8I 2C 10I 3C
VI ei ole ei ole ei ole 10I 3C
VII(Venetia) 10I 12I 1C 14I 2C 17I 3C
VIII(Piedmont) 6I 8I 10I 1C 14I 2C
IX(Piedmont) 6I 8I 10I 1C 14I 2C
X(Lombardy) 10I 1C 12I 2C 14I 3C 18I 4C
Guard(Dominant) ei ole ei ole 4G 1C 5G 2C
FleetI 10 ships 20S 30S 30S
FleetII ei ole ei ole ei ole 30S
FleetIII(Dominant) 10S 20S 30S 30S
FleetIV(Venetia) 10S 20S 30S 30S

Morale: Infantry 2, Cavalry 2, Guard 5. Ships have morale 3 (3.5 while in or adjacent to any part of Italy).

Kingdom of two Sicilies makes its land moves between Turkey and Austria and its naval moves between Prussia and Austria.

Diplomacy

KotS national modifiers versus any minor in Italy is "+1" and versus all countries in Africa and the Mid-East it is '-2'.

KotS can not break alliance with France (nor can France). Once Emigrees are on the board, alliance is automatically broken and KotS and France are automatically at war. War between KotS and France can only end in an unconditional surrender(exception to minor status rule), unless emperor has been crowned. KotS must demand restoration of Bourbons if victor and emperor has not been crowned yet. If KotS surrenders to France, France can demand any minors/provinces as if France had a corps in them.
If KotS and France are in an enforced peace (due to revolution track or France surrendering to KotS), war isautomatically resumed after such enforced peace is over, unless emperor has been crowned.
KotS controls the emigrees and is not restricted in their use.


Leaders:
Default 111D
Cardinal Ruffo 122D (Ruffo takes no prisoners: All troops captured by a stack led by Ruffo are eliminated instead. Leaders are not eliminated)
Ferdinand I(R) 112A
Pepe 233B (available if major power)

Naval leaders:
Default 21D
John Acton 22C


Achieving major/dominant power status: If KotS controls Sicily, Papacy, Romagna and any two of Piedmont, Venetia and Lombardy during new political combinations step, KotS becomes a major power. All minors mentioned above become KotS provinces (but revert back to minors if lost).
Dominant status is achieved by controlling Sicily, Papacy, Romagna, Piedmont, Venetia, Lombardy, Sardinia and Illyria.

Effects of major power status: KotS recieves corps and fleets that are marked with an area, if in posession of said area(s).
Remaining Venetian ships are added to KotS navy, if KotS controls Venetia. KotS infantry morale rises to 3 and KotS cavalry morale rises to 3.

Effects of dominant power status: KotS recieves Corps and fleets marked dominant. KotS infantry morale rises to 4 and cavalry morale rises to 4. A single KotS leader gets +1 to all stats and Naples is worth 10$ more every economic phase.

KotS recieves double $ and MP from all Italian minors, if KotS is a major power(including Sardinia).


Dutch Republic

Starts with Holland. Flanders is a province ceded to Austria.
Alliances: France, GB.
Starts on political track: I6.

Manipulation:
-15$ and 6MP for +2
-9$ or 5MP for +1
+8$ or +4MP for -2
+8$ and +4MP for -3

Forces: 6I, 8SOL
Cash: 12$

VP target: 720

Dutch Republic End of golden age Holland The Netherlands
I 10I 12I 1C 15I 2C 20I 3C
II ei ole ei ole 15I 2C 20I 3C
III(Dominant) 10I 12I 1C 15I 2C 20I 3C
IV 8I 10I 12I 1C 14I 2C
V ei ole 10I 12I 1C 14I 2C
VI ei ole ei ole ei ole 14I 2C
Fleet I 10 ships 20S 30S 30S
FleetII ei ole ei ole 30S 30S
FleetIII(Dominant) 10S 20S 30S 30S

Morale: Infantry 2, Cavalry 4. Ships have morale 3.5

Dutch Republic makes its land moves between Prussia and (Sweden)GB and its naval moves between France and Spain.

Diplomacy

DR national modifiers versus all countries in Africa and the Mid-East it is '-2'.

Revolutionary France may demand alliance as a peace condition from DR. If such alliance is formed, DR cannot break the alliance and must grant French forces full access. If France surrenders unconditionally, DR may break the alliance if it does so immediately.
France may break the alliance at will.

Dutch Republic controls 5$ worth of British colonial trade as the game starts (British trade income is reduced by 5$). DR and GB may demand the transfer of 5$ worth of colonial trade (not american) in any kind of surrender.

Leaders:
Default 111D
William I(R) 112A
Prince of Orange(R) 123B (1806)
De Winter 232D (If not leading a fleet)
Daendels 223C

Naval leaders:
Default 21D
De Winter 23C(If not leading a corps)


Achieving major/dominant power status: If DR controls Flanders, Kleves and Hannover during new political combinations step, DR becomes a major power. All minors mentioned above become KotS provinces (but revert back to minors if lost).
Dominant status is achieved by controlling Berg, Hesse, Duchies, Magdeburg, Flanders, Kleves and Hannover.

Effects of major power status: DR infantry morale rises to 3.

Effects of dominant power status: DR recieves Corps and fleets marked dominant. DR infantry morale rises to 4 and ship morale rises to 4. A single DR leader gets +1 to all stats and Holland is worth 10$ more every economic phase.

DR recieves double $ and MP from all Holland and Flanders.