EiA:Landtag
Sisällysluettelo
New Landtag system
This is a new, still untested Landtag system designed to make the Landtag a lot less time consuming and arguably more fun.
Prussia gets one motion each economic phase. All other players get one motion per year, used on any turn.
Table of arguments:
Prussia \ Ministry | Real politik | Filibuster | Entrapment | Blood and Iron | Bribery | Negotiate |
---|---|---|---|---|---|---|
Human rights | Real politik wins | Motion not carried, both lose 5$ | Both roll die, low roll loses PP | Human rights wins, Prussia gains PP | Human rights wins | Negotiate wins, both lose PP |
World peace | Real politik wins, unless opponent pays 3PP | Motion not carried | World peace wins | Blood and iron wins | Motion not carried | World peace wins |
Compromise | Motion not carried, both lose PP | Compromise wins | Entrapment wins | Blood and iron wins | Motion not carried | Motion not carried |
Entrapment | Motion not carried | Filibuster wins, unless opponent pays 5$ | Both roll die. High roll wins, low roll loses PP | Entrapment wins | Motion not carried | Negotiate wins |
Nationalism | Nationalism wins unless opponent pays 2PP | Filibuster wins | Motion not carried | Motion not carried, Prussia gains 10MP | Players bid $ for winning | Motion not carried |
Workers unite | Workers unite wins | Workers unite wins, unless opponent pays 5$ | Motion not carried | Motion not carried | Bribery wins, gives 1$ to ministry | Workers unite wins, gains PP |
Chit results:
- Real Politik
- Human rights - Real politik wins
- World peace - Real Politik wins, unless opponent pays 3PP
- Compromise - Motion not carried, both lose a PP
- Entrapment - Motion not carried
- Nationalism - Nationalism wins unless opponent pays 2PP
- Workers unite - Workers unite wins
- Filibuster
- Nationalism - Filibuster wins
- Entrapment - Filibuster wins, unless opponent pays 5$
- Human rights - motion not carried, both lose 5$
- World peace - motion not carried
- Workers unite - workers unite wins, unless opponent pays 5$
- Compromise - compromise wins
- Entrapment
- Compromise - entrapment wins
- Entrapment - both roll dice. High roll wins. Low roll loses a PP
- Nationalism - motion not carried
- Workers unite - motion not carried
- Human rights - both roll dice. High roll wins. Low roll loses a PP
- World peace - World peace wins
- Blood and Iron
- World peace - Blood and Iron wins
- Compromise - Blood and Iron wins
- Nationalism - Motion not carried, Prussia gains 10MP
- Workers unite - Motion not carried
- Human rights - Human rights wins, Prussia gains a PP
- Entrapment - entrapment wins
- Bribery
- Workers unite - Bribery wins, gives 1$ to defender
- Compromise - Bribery wins, loses 10$
- World peace - motion not carried
- Entrapment - motion not carried
- Nationalism - players bid $ for winning
- Human rights - Human rights wins
- Negotiate
- Entrapment - Negotiate wins
- Human rights - Negotiate wins, both lose a PP
- Compromise - motion not carried
- Nationalism - motion not carried
- Workers unite - workers unite wins, gains a PP
- World peace - World peace wins
List of Motions
- Each Minister proposal must be chosen from the motions below.
- Ministerpräsident may propose any motion from any ministry.
- Each motion has a party attached to it. Refer to the Motion voting section above for rules concerning the voting mechanics.
- However no restrictions apply to Minister proposals, a Minister from the Conservative party can propose a Strike even though his party will not support it.
- Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp
Ministry of War
- Breech-loading rifles (Center)
- Krupp I, II, III (Must be taken in that order)(Right)
- New Fleet marker* (Right)
- +10MP* next Economic phase (Right)
- +200MP next Economic phase (Conservative)
- Appoint, Promote or Demote a General or an Admiral* (Center)
Ministry of Home Affairs
- Railroads I - V (Center)
- Human rights* (+/-)(-5$/lvl) (Liberal / Conservative)
- Ban a party* (-1 PP.) (Conservative)
- If the motion is passed, the chosen major power can not gain a minister position for four years.No more than two major pwoers can be banned from Landtag at any time.
- If the motion is passed, the chosen major power can not gain a minister position for four years.No more than two major pwoers can be banned from Landtag at any time.
- Unban a party.
- General Strike (-1 PP) (Liberal)
- Prussia cannot buy any troops in the next Economic phase.
- Railroads cannot be used until the next Economic phase.
Ministry of Foreign Affairs
- Peace policy* (+1PP) (Left)
- Prussia cannot DOW except when called upon by Call to Allies.
- Developement aid* (Prussia loses $25.) (Left)
- Casus belli* (Conservative)
- Prussia's next DoW costs 2 PP less, target of DOW must be announced before votes are cast. Lasts one year.
- Conference* (+1 PP) (Center)
- Schleswig (Hamburg is now part of Prussia) (Right)
Ministerpräsident's Office
- Unification of Germany (+3 PP) (Conservative)
- Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 German or Austrian minor countries.
- Prussia becomes Dominant, income from Prussian provinces and conquered German and Austrian minors is doubled and they become German provinces.
- Germany gets one additional corps for each conquered German minor.
Old Landtag System: Voting for motions
Every December, after Economic phase, Landtag assembles and each Minister may propose one motion. Proposals are made in the order chosen by Ministerpräsident. If Ministerpräsident is independent, then proposals are made in reverse party size order (smallest goes first).
After a proposal has been made, each party votes for or against or abstains, according to their agenda. Independents vote for any motion in their sphere and half against (other half abstains) any motion that is next to their sphere and oppose any motion that is further away from their sphere.
Player controlled parties cannot vote for an agenda that is more than two steps away from their party and cannot vote against any agenda within their sphere. Other than that, they are free to vote or abstain as they please.
Party spheres and debate
Party spheres are as follow:
- Liberal - Left - Center – Right – Conservative
Debate for a motion is done as follows.
Once motion and sides in the vote have been declared, debate leaders are chosen. Ministerpräsident, if involved, takes command of his side automatically. If not, any minister will do so, ties going to the largest party involved. Then, a day of debate (regular EiA combat, specific rules below) is played out. Any casualties taken are considered votes lost. When morale level of a group is reached, debate continues, but those whose morale level was reached no longer cause loss of vote to the opposition.
Once three rounds of debate are through, votes are tallied.
Morale values: Liberals and Conservatives have morale 4, Left and Right has morale of 3, Center has morale of 2.
Debate Tactics
Below are the debate tactics available for debate leaders. The corresponding EiA chits are mentioned in parentheses.
- Entrapment (Outflank)
- Real politik / Workers unite! (Assault / Counter-attack)
- Blood and Iron / Human rights (Escalated assault / Escalated counter-attack)
- Blood and Iron can be filibustered successfully only once per game.
- Bribery (Echelon)
- Negotiate (Probe)
- Compromise (Cordon)
- Nationalism / World peace (Defend)
- Filibuster (Withdraw)
Leader values (Tactical Maximum is not used.):
- Pru: Otto von Bismarck 55. 50 Conservative Representatives.
- Others: Each foreign country starts with a leader with randomed statistics (according to EiA leader randomization rules). The leader may be rerandomized before each election. 10 Representatives.
- Independents: Prince Adolf zu Hohenlohe-Ingelfingen 21. 100 Center party Representatives, 45 Left party Representatives, 45 Right party Representatives.