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'''Resisting the Revolution''':
 
'''Resisting the Revolution''':
* Once Emigrees are on the board, the alliance is automatically broken and KoTS and France are automatically at war.
+
* 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.
 
** 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.
 
** The war can only end in an unconditional surrender (exception to minor status rule), unless the Emperor has been crowned.

Versio 9. lokakuuta 2012 kello 20.51

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.

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, 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
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 cannot break it, nor can France.
  • If either France or KoTS calls upon the other in the Call to Allies -step, the country must immediately declare war upon the agressor(s).
    • If an alliance exists with an aggressor, the alliance is broken instantly for no extra cost. Additionally the declaration of war costs no extra.
    • If there is an enforced peace between the called-upon country and the aggressor, no war can be declared. Any alliances must still be broken as if the call had been accepted.
  • If France surrenders, KoTS surrenders as a part of France at the same time, even if it were not a participant in the war.
    • Any minors and provinces owned by KoTS are regarded as being owned by France, all KoTS corps are regarded as being corps of France, as well as garrisons and fleets.
    • If monetary reparations are demanded from France, KoTS must pay the 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.)
    • 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.

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.

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.
  • 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 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