EIA:New Player Countries
Sisällysluettelo
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
- When playing the Rise of Napoleon campaign (Phase II), Sweden has a Victory condition of 445 victory points.
- Sweden makes her land moves between Prussia and Great Britain and her 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.
- Sweden recieves corps and fleets that are marked with an area, if in posession of said area(s).
- Swedish guard cannot be committed.
- Sweden's national modifiers versus Denmark, Mecklenburg and Hanover are +1 and versus all countries in Africa and the Mid-East it is -2.
Initial setup
- Starts with Sweden, Finland and Mecklenburg as core provinces.
- Starts on political track: N1
- Forces for Phase I campaign: 11 Inf, 6 SoL
- Depots for Phase I campaign: 1/6
- 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 composition
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 | 6I | 12I 1C | 14I 2C | 17I 3C |
IV | N/A | 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 |
Kungliga livregementets husarer (C) | 3I 2C | 4I 4C | 8I 6C | 10I 10C |
Artillery (Dominant) | N/A | N/A | 4A | 6A |
Fleet I | 10S | 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 |
The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.
Morale
- Infantry 3
- Cavalry 4
- Guard 5
- Ships 3
- 3.5 while in or adjacent to Sweden or Finland
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.
- Sandels recieves +2 bonus to Withdraw rolls.
- Adlercreutz 233B
- Döbeln 332C
- Bernadotte 323A
- Becomes available 1810 or according to track
Admirals:
- Default 21D
- Gustav III 43A(R) (Remove 1792)
- Cederström 23B
- Cronstedt 22B
Special rules
Ceding Karelia:
- 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 province and Sweden may draft her manpower normally.
- After Karelia has become a swedish province, Russia or any other major, may demand to cede Karelia from Sweden in a formal peace as any normal province.
- Russia or her allies cannot regain control of Karelia simply by occupation.
- If any other nation than Russia has ceded Karelia from Sweden as described above, either Russia or Sweden or their allies may liberate Karelia by occupying all of her cities.
- If Russia regains control of Karelia she regains her status as a Russian provice.
- St.Petersburg becomes a Russian capital as normal. (Moscow still counts as a capital too.)
- Russia gets manpower from Karelia.
- Karelia may not be ceded to any other country than Sweden and only in a formal peace.
- After Karelia has become a swedish province, Russia or any other major, may demand to cede Karelia from Sweden in a formal peace as any normal province.
Effects of conquering Denmark:
- Remaining Danish ships are added to Swedish navy.
- Swedish infantry morale rises to 3.5.
- Swedish guard can be committed (+1 only).
Dominant status
Requirements:
- If Sweden controls Sweden, Finland, Norway, Denmark, Mecklenburg, Karelia and two of the following: Pommerania, Livonia and Poland (must be formed) 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:
- 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 every economic phase.
Player notes & hints
Kingdom of Two Sicilies
Common rules
- Kingdom of Two Sicilies starts the game as a minor country.
- Victory condition: 670
- Kingdom of Two Sicilies makes her land moves between Turkey and Austria and her naval moves between Prussia and Austria.
- KoTS's national modifiers versus any Italian minor is "+1" and versus all countries in Africa and the Mid-East it is '-2'.
- KoTS recieves double $ and MP from all Italian minors including Sardinia, if she is a major power.
Initial setup
- Starts with Naples and Sicily as core provinces.
- Naples is the capital district.
- Alliances: France
- Starts on political track: I9
- Forces for Phase I campaign: 12 Inf, 2 SoL
- Depots for Phase I campaign: 1/5
- Cash: 10$
Manipulation
- -15$ and 6MP for +2
- -9$ or 5MP for +1
- +8$ or +4MP for -2
- +8$ and +4MP for -3
Corps composition
Bourbon Sicily | Resisting Revolution | Fighting for survival | Italy | |
---|---|---|---|---|
I | 10I | 12I 1C | 14I 2C | 17I 3C |
II | 8I | 10I | 12I 1C | 14I 2C |
III | N/A | N/A | 12I 1C | 14I 2C |
IV | 6I | 7I 1C | 8I 2C | 10I 3C |
V | N/A | 7I 1C | 8I 2C | 10I 3C |
VI | N/A | N/A | N/A | 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 |
Swiss Guard (Dominant) | 3G 1C | 4G 1C | 7G 1C | 9G 1C |
Fleet I | 10S | 20S | 30S | 30S |
Fleet II | N/A | N/A | N/A | 30S |
Fleet III (Dominant) | 10S | 20S | 30S | 30S |
Fleet IV (Venetia) | 10S | 20S | 30S | 30S |
Morale
- Infantry 2
- Cavalry 2
- Guard 5
- Ships have morale 3
- 3.5 while in or adjacent to any Italian province.
Leaders
Generals:
- Default 111D
- Cardinal Ruffo 122D
- Ruffo takes no prisoners: All troops captured by a stack led by Ruffo are eliminated. Leaders are not eliminated.
- Ferdinand I 112A (R)
- Pepe 233B
- Becomes available once Kingdom of Two Sicilies gains major power status.
Admirals:
- Default 21D
- John Acton 22C
Special rules
Bourbon Loyalty:
- Kingdom of Two Sicilies is in a forced alliance with France and cannot break it, nor can France.
- Kingdom of Two Sicilies cannot be declared war upon individually.
- If any major or minor power declares war on France, Kingdom of Two Sicilies is automatically declared war upon for no extra cost as part of France.
- Any political action taken by France is automatically mirrored by Kingdom of Two Sicilies and political points are awarded or reducted as if KoTS had taken the action himself.
- If France surrenders, KoTS surrenders as a part of France.
- Any minors and provinces owned by KoTS are regarded as being owned by France and all KoTS corps are regarded as being corps of France, as well as garrisons, fleets and leaders.
- If monetary reparations are demanded from France, KoTS must pay part of the reparations as if reparations had been demanded from it by France. (If France must pay it's full income as reparations in one economic phase, then KoTS must pay it's full income to France in the same economic phase etc.)
- If France is forced to stop trading with Great Britain or America, KoTS must stop trading with them as well.
- If a victor gains Garrisoning Rights, Sphere of Influence or Deny Co-Operation against France, he also gains it against KoTS.
- An enforced peace comes into effect between KoTS and those that France surrendered to with a duration equal to that between France and the victorious countries.
- If a major power sues for peace with France, Kingdom of Two Sicilies takes part in the peace deal as if it had gotten an identical surrender. Exception: If KoTS is a minor power, no unconditional surrender can be demanded.
- France always takes his pick in victory conditions before KoTS, no roll of dice is necessary.
- Once per peace deal France may exchange his next turn to pick victory conditions with KoTS's next or just used pick turn. Using this rule France may even overrule a pick made by KoTS if no one else has yet made their pick after KoTS. If France uses this option, he is bound to the victory conditions that KoTS is bound to (ie. if a major has surrendered to France unconditionally, but KoTS is still a minor, using this rule gives France a conditional peace victory condition). KoTS gets his next pick when France would've taken his pick and is bound to any victory conditions he could pick as if he was picking normally.
- Kingdom of Two Sicilies cannot sue for peace individually except if it cannot collect any manpower from it's provinces (House rule 1.4.3).
- If KoTS is forced to surrender through this rule and KoTS is a minor country, no unconditional surrender can be demanded.
- If Kingdom of Two Sicilies conquers a minor or is in combined movement with France and has a corps in a minor country that France conquers, KoTS can demand that the minor be ceded to it. France may decide to grant the minor to KoTS or refuse and lose one political point (1PP).
- Once every year KoTS can perform one individual political action (DoW, Alliance, Break Alliance, Peace). The action taken binds both France and KoTS. France can either approve the action or veto it, in which case no action is taken but France loses 1 PP.
- If France contests KoTS individual political action thrice in a row, he gains has the option to break the alliance between France and KoTS and DoW KoTS for no cost, but must do so immediately or the opportunity is lost.
Resisting the Revolution:
- Once emigrees are on the board, the forced alliance between KoTS and France is automatically borken and the countries are automatically in a war.
- KoTS controls the emigrees and is not restricted in their use.
- The war can only end in an unconditional surrender (exception to minor status rule), unless the 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 or provinces as if France had a corps in them.
- If KoTS and France are in an enforced peace due to the revolution track or a surrender, war is automatically resumed after the enforced peace is over, unless Emperor has been crowned.
- When the Emperor is crowned, the half of the remaining emigrees have three months time to merge into the KoTS army instead of being eliminated right away. This merging is done by moving factors from the emigree corps to KoTS corps or garrisons.
- When emigree factors are moved into the KoTS army, they become identical to KoTS factors with morale equal to KoTS unit morale.
- Emigree infantry can be converted into KoTS infantry.
- Emigree cavalry can be converted into KoTS cavalry or infantry.
- Emigree guards can be converted into KoTS guards or infantry.
- After three months have passed, any remaining emigree corps or factors are eliminated.
A Throne Contested:
- If KoTS sues for peace with France after Resisting the Revolution -rule has come into effect, France may demand Joachim Murat to rise to the throne as one victory condition.
- Murat is removed as a French leader and added as a KoTS leader with rank A (royal). He takes the French C IV cavalry corps with him with all the cavalry it contains.
- Ferdinand I goes into exile to Sicily.
- KoTS is furthermore again bound to be a French free state (if it still has provinces) and follows the rules described under Bourbon Loyalty. Refer to it as Napoleonic Loyalty, though: We don't take kindly to those Royalists!
- The rules under Resisting the Revolution cease to be in effect.
- Sicily becomes an independent free state under control of Great Britain in a war against KoTS and any KoTS and French corps in Sicily are removed. Sicily does not have any corps but gains any garrison factors in Palermo as it's own. Great Britain can block the crossing arrow from Naples to Sicily with a fleet marker even if not at war with Naples as long as an independent Sicily exists as well as any naval landings to Sicily if it has a fleet in the same sea area as the landing force.
- If Sicily is conquered, it is regained as a province by Naples. Ferdinand I is killed.
- If Murat is the king of KoTS and any country with a royal house conquers KoTS after this, they may demand the Bourbons to be returned to the throne. In this case Murat returns to France and takes the cavalry corps with him. Ferdinand I returns as a leader if still alive. All rules under Resisting the Revolution come into effect and all rules under Napoleonic Loyalty fall out of effect. After this France may again demand Murat to rise to the throne if he is still alive.
The Swiss Guard:
- If KoTS controls Papacy, he is allowed to garrison Rome with guard factors, retaining their morale of 5.
Major status
Requirements:
- If KoTS controls Sicily, Papacy, Romagna, Tuscany 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).
Effects:
- KoTS infantry morale rises to 3.
- KoTS cavalry morale rises to 3.
- KoTS recieves corps and fleets that are marked with an area, if in possession of said area(s).
- Remaining Venetian ships are added to KoTS navy, if KoTS controls Venetia.
- The KoTS capital moves to Rome.
- However, when KoTS cedes provinces in a formal peace, the province of Naples is regarded as the province containing the capital.
Dominant status
Requirements:
- If KoTS controls Sicily, Papacy, Romagna, Tuscany, Piedmont, Venetia, Lombardy, Sardinia and Illyria during new political combinations step, KoTS can achieve dominant status.
- All minors mentioned above become KoTS provinces (but revert back to minors if lost) as do all conquered provinces.
Effects:
- KoTS recieves corps and fleets marked dominant.
- KoTS infantry morale rises to 4.
- KoTS cavalry morale rises to 4.
- A single KoTS leader gets +1 to all stats
- The province of Naples is worth 10$ more in every economic phase.
Player notes & hints
Dutch Republic
Common rules
- Dutch Republic starts the game as a minor country.
- As according to house rule "Armed neutrality alliance", as long as Dutch Republic is a minor country, a DOW against it counts as a DOW against the whole alliance.
- This does not apply when a country is called upon in the Call to Arms -step nor when a country gains a Casus belli against Dutch Republic.
- Victory condition: 720
- Dutch Republic makes her land moves between Prussia and (Sweden) Great Britain and her naval moves between France and Spain.
- Dutch Republic recieves double income from the provinces of Holland and Flanders.
- Dutch Republic's national modifiers versus all countries in Africa and the Mid-East it is '-2'.
Initial setup
- Starts with Holland and Flanders as core provinces.
- Flanders has been ceded to Austria.
- Alliances: France, Great Britain
- Starts on political track: I6
- Forces: 6 Inf, 8 SoL
- Cash: 12$
Manipulation
- -15$ and 6MP for +2
- -9$ or 5MP for +1
- +8$ or +4MP for -2
- +8$ and +4MP for -3
Corps composition
Dutch Republic | End of Golden Age | Holland | The Netherlands | |
---|---|---|---|---|
I | 10I | 12I 1C | 15I 2C | 20I 3C |
II | N/A | N/A | 15I 2C | 20I 3C |
III (Dominant) | 10I | 12I 1C | 15I 2C | 20I 3C |
IV | 8I | 10I | 12I 1C | 14I 2C |
V | N/A | 10I | 12I 1C | 14I 2C |
VI | N/A | N/A | N/A | 14I 2C |
Fleet I | 10S | 20S | 30S | 30S |
Fleet II | N/A | N/A | 30S | 30S |
Fleet III (Dominant) | 10S | 20S | 30S | 30S |
Morale
- Infantry 2
- Cavalry 4
- Ships have morale 3.5
Leaders
Generals:
- Default 111D
- William I 112A (R)R
- Prince of Orange 123B (R) (1806)
- De Winter 232D
- De Winter cannot lead both a corps and a fleet at the same time.
- Daendels 223C
Admirals:
- Default 21D
- De Winter 23C
- De Winter cannot lead both a corps and a fleet at the same time.
Special rules
Banker of Europe:
- As the Dutch banks hold much of the capital of Europe, Dutch Republic may make transactions with other countries regardless of alliances.
Sister Republic:
- Revolutionary France may demand an alliance as a peace condition from Dutch Republic.
- If such an alliance is formed, Dutch Republic cannot break the alliance and must grant French forces full access.
- If France surrenders unconditionally, Dutch Republic may break the alliance if it does so immediately.
- France may break the alliance at will.
Dutch East India:
- Dutch Republic controls 5$ worth of British colonial trade as the game starts (British trade income is reduced by 5$).
- Dutch Republic and Great Britain may demand the transfer of 5$ worth of colonial trade (not American) from the other in any kind of surrender.
Brabant Revolution:
- From the start of the Mega Campaign in January 1789 until December 1790, the Flanders area is in open rebellion against the Austrians. During this time the Flanders area is not concidered to belong to Austria but to Dutch Republic when calculating forage.
- The rebellion is quelled temporarily, if Austria is at peace with all player nations, negating the effect. If a war breaks out before the end of December 1790, the rule comes into effect once again.
Defense is the Best Offense:
- Maintaining a staunch defensive stance to keep it's independence, Dutch Republic does not gain the ability to announce when it moves in the Land Phase even after gaining Dominant status.
Major status
Requirements:
- If Dutch Republic controls Flanders, Kleves and Hannover during new political combinations step, Dutch Republic becomes a major power.
- All minors mentioned above become Dutch Republic provinces (but revert back to minors if lost).
Effects:
- Dutch Republic infantry morale rises to 3.
Dominant status
Requirements:
- If Dutch Republic controls Berg, Hesse, Duchies, Magdeburg, Flanders, Kleves and Hannover during new political combinations step, Dutch Republic can achieve dominant status.
- All minors mentioned above become Dutch Republic provinces (but revert back to minors if lost) as do all conquered provinces.
Effects:
- Dutch Republic recieves corps and fleets marked dominant.
- Dutch Republic infantry morale rises to 4
- Dutch Republic ship morale rises to 4.
- A single Dutch Republic leader gets +1 to all stats
- The province of Holland is worth 10$ more in every economic phase.
Player notes & hints
Dutch Republic is a very weak country that has limited if any capabilities to defend itself against an attack from any of it's neighbours. Without negative manipulation for extra manpower and without expansion from the Holland province, DR can only barely fill up it's Phase I army before Phase II begins.
Luckily the Armed neutrality alliance keeps DR relatively safe from any cheap shots attempted by Prussia, Austria, France or Great Britain. Austria and Prussia are the most likely belligerents as they may, in some situations, have the necessary status on the political track to DOW the alliance as well as have something to gain from it. Still it is quite unlikely to happen. Still, if such an attack does come forth, as long as DR hasn't become a major power and doesn't hold any conquered minors, giving in and surrendering early on doesn't cost much: in a worst case scenario DR loses 10 infantry and one third of it's next economic phase. The manpower losses are very heavy, but nevertheless quite bearable (with negative manipulation for extra manpower) as another attack seems as unlikely as the first.
With such a strong neutrality keeping DR from excess trouble, it is relatively easy to keep a lookout for opportunities for expansion. The first and foremost candidate that DR looks at is reconquering Flanders from Austria. However, as even a couple of Austrian corps can easily wipe out any and all forces that DR can wield, it is important to strike at a time when Austria is either completely incapable of defense or is occupied elsewhere. At the same time it is important to keep tabs on alliances, as Austria may call upon allies that have the necessary means to keep Flanders from you.
Because of the alliances the best chance to make an attempt at Flanders is on the first turn of the game, as no alliances can be formed before the first Declarations of War -step. Unfortunately it is unlikely that Austria leaves Flanders undefended, as France is the number one enemy for an early-game Austria. However it may be possible to gain Flanders through politics, though it may take some time. Neutrality is again the key here. Dutch Republic holds approximately half the amount of ships that Great Britain has. Combined with Sweden their ship number is nearly equal to GB and this means that if allied these two North Atlantic maritime nations pose a credible threat against GB, especially if France and / or Spain haven't sunk beneath the waves. Thus DR has a lot of leverage when talking of possible cessions of territory. As Austria is quite dependent on GB for economic support,
TO BE CONTINUED