EIA:Rise of Nationalism rules
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New major power: Sardinia/Italy
Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. Neither Sardinia nor Piedmont is a capital province. 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).
Sardinia makes its land and naval moves where Spain used to move.
Special rules for Sardinia and Italy
- Sardinia (Italy) gains double income from Sardinia, Piedmont and Lombardy.
- 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 deployed to Sicily immediately - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) then 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 the ability to be placed there off-phase.
- I Mille only becomes available when the event Spedizione dei Mille is used on Sicily, not before.
- Spedizione dei Mille has a special rule when targeting Sicily, granting I Mille the 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 deployed to Sicily immediately - before the turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) then 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 a 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 on 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 has acquired Venice.
- Sardinia may purchase technological advances but they cost the same as they would for Italy
Crimean War
The Crimean War rages initially as the game starts.
Russia and its enemies can't make informal peace or surrender. The war ends only if:
- Either Russian Black Sea fleet or Russian Baltic Sea fleet is destroyed (Coalition victory)
- Russia holds Constantinople for a whole turn or there is no enemy fleet adjacent to Russia for a whole turn (Russian victory).
If Austria or Prussia is at war with Russia when the Crimean war ends (regardless of victor), Russia may choose to remain at war with both or either or make peace with both or either. If Russia makes peace, no political points (nor peace conditions) are gained or lost, but Prussia/Austria can't DOW Russia for 18 months. Russia is not so restricted.
One year after Crimean war ends, France gains the Ironclad tech and one year after that a free ironclad, unless France has already gained them from the Unification of Italy (and vice versa).
Peace of Paris (Coalition victory)
Each member of the coalition gains 5PP. Russia loses 8PP. Russian Black Sea fleet is scuttled if still on board. Russia loses 4th fleet marker. Russia may not build any ships for 18 months and no ships in the Black Sea for another 18 months. Russia must pay 10$ to each coalition member every Economic phase for one year.
Peace of Saint Petersburg (Russian victory)
Russia becomes dominant. Russia gains 5PP. Every member of the coalition loses 5PP. Turkey must cede Bulgaria, Rumelia and Serbia to Russia. Russia gains access through Dardanelles and Turkey can't give access to anyone else without Russian permission. Turkish fleet is scuttled if still on board. French XII corps is permanently eliminated. Sardinia can't choose event Spedizione dei Mille for two years. Each member of the coalition must pay Russia 10$ every Economic phase for one year.
Russian access through Dardanelles and right to veto any access given by Turkey is permanently revoked if Turkey and Russia go to war again.
Serbia, Bulgaria and Rumelia and any other provinces ceded to Russia become provinces as per standard achieving dominant status rules.
If Russia gains dominant status this way, it can be lost if either:
- Russia is at peace with all nations and does not control any of Serbia, Bulgaria or Rumelia.
- OR
- Russia has no fleets on board.
- UNLESS
- Russia fulfills the standard requirements for dominant status as in the rulebook.
If Russia loses dominant status, the fourth fleet marker is removed permanently, if still available.
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 economic step.
Steamships
Steamships function as heavy ships with the following exceptions:
- Steamships cost 30$ each.
- Each 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$.
- If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.
One steamship on either side may ram during naval combat. Ramming ship may choose its target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) roll a die; on a 1-2 the ramming ship is destroyed, 3-4 both ships are destroyed and 5-6 the target is destroyed. If the target is not a steamship, add +1 to the ramming roll. Non-steamships always fail to evade.
Attacker rams first. A ship that evades a ramming attempt may not ram itself, but a ship that was targeted by a ramming attack can. However, it can only ram the ship that attampted to ram it, unless the ramming ship was destroyed in which case it can ram any target it chooses.
Ironclads
Ironclads function as steamships, with following exceptions:
- Ironclads cost 60$ 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 rounded down.
- Ironclads cannot be sunk as a result of ramming.
- Ironclads have +1 morale.
- One year after the first French ironclad is deployed, the ironclad tech comes available for others to buy.
Torpedoes
- France gets torpedo tech for free two years after first non-French ironclad is launched. Others can purchase this technology one year after France gets it.
- Torpedoes allow your ironclads to torpedo opposing ironclads (resolve as a ramming attack, including chance to evade, but any ramming result except defender sinks is ignored (5-6) unless both sides have torpedoes, in which case all results count.
- Torpedo-armed ironclad always destroys its target, if the target is not another ironclad. Steamships still get to evade.
- Torpedo tech costs 20$ x Number of fleet markers.
Reinforced hull
- France gains this tech for free one year after someone else has bought torpedo tech.
- Reinforced hull completely protects your ironclads (only) from any torpedo-armed ironclads.
- One year after France gets this technology, others may buy it for 20$ x Number of fleet markers, but only if they have the torpedo tech as well.
Breech-loading rifles
- Breech-loading rifles are available from the start of the scenario.
- The first country to research breech-loading rifles pays double the normal price.
- Note that if Prussia is the first one to do this and does so using Landtag he still pays 2*0$ = 0$.
- The first country to research breech-loading rifles pays double the normal price.
- If one side in battle has no militia and has bought the breech-loading rifles tech, that side gets an additional +1 to combat rolls.
- This bonus may take die roll to +2. Maximum combat result is thus 8, read as 7+0 on the casualty table.
- If both sides qualify, neither gets the bonus.
- Breech-loading rifle tech costs 10$ x Homeland MP.
Railroads
- Railroads are available from the start of the scenario.
- 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.
- Only corps controlled by the nation owning the railroads may be moved by said railroads.
- Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.
- Railroads cost 10$ x Maximum number of corps.
- Railroads are restricted to a maximum by country:
- Prussia can build at most five railroads.
- Great Britain and France can build three railroads.
- Austria, Turkey, Russia and Sardinia/Italy can build two railroads.
Tech prices
- Breech-loading rifles: 10$ x Homeland MP
- First country to acquire breech-loading rifles pays double the price.
- Railroads: 10$ x Maximum number of corps (all possible corps count)
- Maximum railroad levels:
- Prussia: 5
- GB, France: 3
- Austria, Turkey, Russia, Sardinia/Italy: 2
- Greece, if a player country only: 1
- Maximum railroad levels:
- Ironclads: 10$ x Maximum number of fleets.
- Torpedoes: 20$ x Maximum number of fleets.
- Reinforced hull: 20$ x Maximum number of fleets.
- Port guns: 7$ a piece.
- Fletches: 20$ x Number of Towers x Number of Fletches after upgrade.
- Port guns and fletches take 6 months to build.
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 from losing the Crimean War, becomes available again for the rest of the game if France gains dominant status.
Sardinian Dominant status requirements and effects
- Form Italy
- Control all parts of Italy
- Control Illyria and any 6 of:
- Corsica
- Cyrenaica
- Malta
- Provence
- Switzerland
- Tripolitania
- Tunisia
- Tyrol
If Italy gains dominant status all controlled minor countries that are mentioned above become provinces (but revert to minor countries if lost), Italian infantry morale rises to 4, a single Italian leader gains +1 to all stats and the province of Papacy is worth $10 more in the economic phase.
Prussian Dominant status requirements
- Requirements are listed on Landtag-page under Ministerpräsident's Office as a part of the parlamentary motion Unification of Germany.
Other countries dominant status requirements
As in the orginal rules.
- Finland is a Russian province, not a minor country
- Corsica is a French province, not a minor country
- Spain is not a playable country in the scenario, because of a raging civil war.
- Spain can not be a target of any political action, such as a DoW.
- Entering Spanish territories is prohibited but forcible access may be used.
- Morocco is a Spanish province.
- Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.
- NOTE: Gibraltar is a British minor.
- Papal State consists of Papacy and Romagna.
- Papal State cannot be a target of any kind of DoW, including Spedizione dei Mille, if there is a French corps in it.
- Neutral Italian minors cannot be declared war upon in the Declarations of War step.
- Greece and Macedonia are not part of Turkey, instead they belong to Greece (a British free state or an extra player nation).
- Those provinces do not produce any feudals.
- As a compensation Turkish Anatolia produces extra +3$ and +1MP and an extra feudal infantry corps. Turkish Armenia likewise produces an extra feudal infantry corps.
Confederations of North and South Germany
If any war is declared between Prussia and Austria, two free states are formed; the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG). All minors belonging to either confederation are affected regardless their prewar controller.
- CNG is controlled by Prussia and consists of Hesse, Berg and Kleves at the start of the campaign.
- CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover at the start of the campaign.
- Duchies and Saxony are initially part of the defending confederation.
During the war, if either Prussia or Austria conquers a 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 a normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or to neutrals. Minors retain their possibly changed confederate status.
Prussian Ministry of Foreign affairs may push a motion on Landtag to influence any CSG province. If the motion passes, the province in question becomes part of the CNG. Similary to the Landtag, Austria and Purssia can use diplomatic victory and diplomatic swing events to influence any CNG or CSG province. Influencing the confederations is possible even if there is no war going on.
If the war between Austria and Prussia breaks again, the Confederations are restored with all their status changes.