EIA:From Prussia to Germany
Sisällysluettelo
Abstract
This scenario is about to model the events that occured at the second half of the 19th century. The game starts focusing on Crimean war between almost dominant Russia and the coalition of Great Britain, Second French Empire, Kingdom of Piedmont-Sardinia and Turkey. The middle game is covered with the volatile tensions between Britain and France. Sardinia, taking the role of Spain from the traditional (1805 or Phase III) EiA scenario, is forced to field anxious campaign for the unification of Italy, lead by Giuseppe Garibaldi.
However the whole scenario is built up to see Prussia rising to the first of the equals and the birth of the German Empire. The scenario introduces Prussian Landtag, which is a political side-game played partly with the combat rules of the traditional EiA, with all the flavors of the Otto von Bismarck's infamous Blood and Iron speech.
General scenario information
- Game starts: 1853 October.
- Game ends: 1870 December.
- Rules: Errated standard EiA rules
- House rules: house rules
- 1805 scenario spesific rules like "La Salle" are not used
- Additional naval rules: EIA:Naval rules
- Scenario spesific rules, EIA:Rise_of_Nationalism_scenario#Scenario_specific_rules
- Used corps compositions: EiA:Rise of Nationalism Corps
- Used leaders: EiA: Nationalism Leaders
- Prussian Landtag: EiA: Landtag
- Prussian Elections: EiA: Landtag Elections
- Sardinian Events: EiA: Sardinian events
- Greece Track: EiA:Greece Track
Journals
- Game journal: EIA:Game Journal 1/2011
- Game journal: EiA:Game Journal 2/2011
- Game journal: EiA:Game Journal 3/2011
Initial setup
Initial political situation
- Austria N
- Britain N
- France N
- Turkey N
- Prussia N
- Russia N
- Italy N
- moves where Spain used to move
Existing wars:
- Prussia vs. Austria
Existing peace conditions 6 months of enforced peace France - Prussia and Italy
Initial forces and money
SS stands for Steamship.
- Austria, cash $30
- Land: 100 I, 14 mC, 5 Gd, 10A, 7 depots
- Navy: 300$
- France, cash $25
- Land: 85 I, 19 mC, 3 Gd, 4 depots
- Navy: 1200$
- Great Britain, cash $12
- Land: 45 I, 6 mC, 0 Gd, 2 depots
- Navy: 2200$
- Prussia, cash $50/200MP
- Land: 125 I, 24 mC, 7 Gd, 10A, 5 depots
- Navy: 600$
- Russia, cash $20
- Land: 60 I, 15 mC, 5 Gd, 6 depots,
- St.Petersburg navy: $700
- max 50% laivoista mustallamerellä
- Italy, cash $30
- Land: 60 I, 6 mC, 2 depots
- Navy: 900$
- Turkey, cash $35
- Land: 70 I, 18 mC, 2 depots
- Navy: 350$
Notes for initial forces
- Players are allowed to buy ships to their navies with the amount of money mentioned on the navy section of their country
- Hanover has starting forces of 8 I / 2 C.
- Sweden has starting forces of 40 I / 6 C / 10 SS / 20 S
- Denmark has starting forces of 12 I / 2 C / 10 SS / 20 S
- Norway is a part of Sweden
- Greece track is finished
- Sardinian events are used
Initially Conquered Minors
Austria
- Conquered: Venice, Berg, Kleves.
- Free states: Bavaria, Wurttenburg, Baden.
Britain
- Conquered: Gibraltar, Malta, Corfu
- Free states: Holland (no ships), Portugal, Greece (see EiA:Greece Track).
France
- Conquered: Flanders, Palatinate, Algeria
- Free states: None
Prussia
- Conquered: Mecklenburg, Duchies
- Free states: Saxony, Hanover, Hesse
Russia
- Conquered: None
- Free states: None
Italy
- Conquered: None
- Free states: None
Turkey
- Conquered: Rhodos
- Free states: Syria
Scenario specific rules
Quick links:
Victory point goals
- Austria 520
- Britain 605
- France 530
- Turkey 470
- Prussia 540
- Russia 560
- Sardinia 500
New major power: Sardinia/Italy
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. In order to achieve the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).
Special rules for Sardinia and Italy
- Every year Sardinia may use one of the events described on page EiA: Sardinian events. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turns random event is resolved. Thus these events happen in off-turn.
- e.g. if the player of Sardinia chooses event Spedizione dei Mille (which gives automatic DoW on any neutral Italian minor) and declares war on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
- Spedizione dei Mille has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
- Until Spedizione dei Mille has been used on Sicily, I Mille is not available.
- Spedizione dei Mille has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
- e.g. if the player of Sardinia chooses event Spedizione dei Mille (which gives automatic DoW on any neutral Italian minor) and declares war on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
- Every Italian minor conquered by Sardinia becomes Sardinian province.
- No major power can declare war on neutral Italian minors during the Declarations of War step.
- EXCEPTION: For those neutral Italian minors that have been previously targeted with the Sardinian event Spedizione dei Mille and have since for any reason reverted to neutrals, Sardinia has a right to declare war during the Declarations of War step.
- If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
- If willing, Sardinia automatically gains control of any and all Italian minors declared war by other countries.
- When buying technological advances the prices are counted as Italy would have all her parts except Venice.
- This applies even if Italy have acquired Venice.
Technological advances
Different techs and their levels come available according to the Prussian Landtag or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.
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 of a combat 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 ironclads do not become hulks and hulks cannot be used to build ironclads.
- 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.
Torpedoes:
- Torpedo tech costs 20$*number of fleet markers
- France gets torpedo tech for free two years after first non-French ironclad is launched. Others can purchase this technology one year after French get it.
- Torpedos allow your ironclads to torpedo opposing ironclads (resolve as ramming attack, including chance to evade, but any ramming result except defender destroyed is ignored (5-6)unless both sides have torpedos, then all results count.
- Torpedo armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.
Torpedo nets:
- France gains this tech for free one year after someone else has bought torpedo tech.
- One year after France has this technology, others may buy it for 20$*number of fleet markers, but only if they have torpedo tech as well.
- Torpedo nets completely protect your ironclads (only) from any torpode armed ironclads.
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.
Tech prices
- Breech-loading rifles: 10$ x Homeland MP
- Cannot be given to Turkish Feodals
- Railroads: 10$ x Maximum number of corps
- Maximum railroad levels:
- Prussia: 5
- GB & France: 3
- Austria, Turkey, Russia and Italy: 2
- Maximum railroad levels:
- Ironclads: 10$ x Maximum number of fleets
- Available first for France after Italy has been formed.
- When the first ironclad has been built ironclads become available for everyone
- Port guns: 7$ a piece (6 month build time)
- Fletches: 20$ x Number of Towers x Number of Fletches after upgrade (6 month build time)
Dominant Status
French Dominant status requirements and effects
- Control all home provinces and all of:
- Confederation of the Rhein
- Denmark
- Flanders
- Holland
If France gains dominant status it gains all effects as the dominant France in 1805 standard campaign.
French XII corps, if eliminated by crimean war, becomes available again for the rest of the game if France gains dominant status.
Sardinian Dominant status requirements
- Control all parts of Italy
- Control Illyria and any 6 of:
- Corsica
- Cyrenaica
- Malta
- Provence
- Switzerland
- Tripolitania
- Tunisia
- Tyrol
Prussian Dominant status requirements
- Requirements are listed on Landtag-page under Ministerpräsident's Office as a part of the parlamentary motion Unification of the Germany.
Other countries dominant status requirements
As in the orginal rules.
- Finland is a Russian province, not a minor country
- Corsica is a French province, not a minor country
- Spain is not a playable country in the scenario, 'cause of a raging civil war.
- Spain can not be a target of any political action, such as a DoW.
- Entering Spanish territories is prohibited but forcible access may be used.
- Morocco is a Spanish province
- Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.
- NOTE: Gibraltar is a British minor.
- Papal State consists of Papacy and Romagna.
- Papal State cannot be a target of any kind of DoW, including Spedizione dei Mille, if there is a French corps in it.
- Neutral Italian minors cannot be declared war upon in the Declarations of War step.
Confederations of North and South Germany
If any war is declared between Prussia and Austria two free states, the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG), are formed. All minors belonging to either confederation are affected regardless their prewar controller.
- CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
- CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
- Duchies and Saxony are initially part of the defending confederation.
During the war, if either Prussia or Austria conquests confederation minor of the opposing side that minor becomes part of the other confederation. If any confederate minor is ceded as a result of a formal peace that minor becomes part of the victor's confederation and reverts to normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or to neutrals. Minors keep their possibly changed confederate status.
Prussian Ministry of Foreign affairs may push a motion on Landtag to influence on any CSG province. If the motion passes the province in question becomes part of the CNG. Similary to the Landtag, diplomatic victory and diplomatic swing events may be used to influence on any CNG or CSG province. Influencing German confederations is possible even if there is no war going on.
If the war between Austria and Prussia breaks again Confederations are restored with all their status changes.
Tech
Austria
2RR, IC
England
3RR, IC
France
3RR, IC, Torpedos
Prussia
5RR, IC, Rifles
Russia
1RR
Italy
2RR
Turkey
1RR
Landtag
1 Krupp
200MP
Hamburg