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
- 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.
- 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 by 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).
Achieving dominant power status:
- 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 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 every economic phase.
Kingdom of two Sicilies
Common rules
- Kingdom of Two Sicilies starts the game as a minor country.
- Victory condition: Survival
- 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, Great Britain, Russia, Austria and Spain
- 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 |
Guard (Dominant) | N/A | N/A | 4G 1C | 5G 2C |
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
Resisting the revolution:
- Kingdom of Two Sicilies cannot break her alliance with France, nor can France.
- Once Emigrees are on the board, the alliance is automatically broken and KoTS and France are automatically at war.
- 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.
- KotS controls the emigrees and is not restricted in their use.
Achieving major 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).
Effects of major power status:
- 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.
Achieving dominant power status:
- If KoTS controls Sicily, Papacy, Romagna, 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 of dominant power status:
- 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.
Dutch Republic
Common rules
- Dutch Republic starts the game as a minor country.
- 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
Sister republic:
- Revolutionary France may demand 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.
Achieving major power status:
- 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 of major power status:
- Dutch Republic infantry morale rises to 3.
Achieving dominant power status:
- 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 of dominant power status:
- 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.