EIA:Random events

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Versio hetkellä 7. toukokuuta 2009 kello 20.28 – tehnyt Tappajasorsa (keskustelu | muokkaukset)
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1-25 no event

26 Diplomatic victory: a random major power may do either: a+a, a+b or b+b:

a) attempt to neutralize a free state controlled by another major power. Both major powers roll as if the minor was just declared war upon. If the major power chosen for this event wins, the free state becomes neutral. All forces remain at current strength, but are temporarily removed from the map..

b) attempt to gain control of a neutral minor. Any major power may oppose and if any do, all roll for control as above. If the major power chosen for this even wins, it gains control of the minor. If the minor can have troops, it must be taken as a free state. If any other major power wins, nothing happens.

27-28 Diplomatic swing. As diplomatic victory, but you may only choose either a or b.

29-31 Mud, 1d3 random provinces have mud. Entering an area in mud costs an additional movement point. Lasts 3 turns.

32-34 Good harvest, a random major power gains +20% (roundup) money from taxes during the next economic phase. Not cumulative with itself. If this event repeats before economic phase, another majorpower gets good harvest.

35-38 Emancipation, a random major power gets +5 manpower during the next economic phase.

39-45 Trade surplus, a random major power gets double income from trade during the next economic phase.

46-47 Pope condemns agression, any major power(except Turkey) declaring wars this turn loses 2PP in addition to normal DOW costs.

48-49 King/Emperor studies Voltaire, a random major power gets +2 political points.

50-58 Famine, 1d3 random areas on the map have famine. Areas with famine don’t produce money and forage value is 0. Lasts 3 months.

59-61 Plague, 1d3 random areas have plague. Areas with plague dont produce manpower and all units (including garrison) must forage every turn. Lasts 3 months.

62 Sudden sickness, a random major power’s random leader is immediately removed from the map and must remain off-map for 1d6 turns.

63 Early pension, a random major power loses a random leader to exile. May be returned for normal cost.

64 Cowards leave the army, a random major power loses 1d10 troops if at war. Any units may be chosen. If chosen major power is not at war, no event.

65 Low on manpower, a random major power has –5 manpower in the next economic phase..

66 Stupid politics, a random major power loses 1 PP.

67 Corrupted generals, a random major power must pay double cost for all upkeep in the next economic phase.

68 Royal party, a random major power loses 15$ in the next economic phase.

69-70 Revolt, a random major power’s random conquered minor turns neutral, unless there is a corps in it.

71 Pirates, a random major power halves all trade income in the next economic phase.

72 Nobles rearrange government funds, a random major power immediately loses 30% (round up) of saved money.

73 Bad weather at Elba, a random exiled leader returns with no cost.

74 Jihad, Turkey may declare war on a major power that has African province(s) for no cost, Lasts 3 turns.

75-81 Minor war

82-85 Effective bribes: Major power targeted by minor war may immediately pay 10$ to win the war.

86-87 Bad harvest, random major power loses 20% (round up)tax income in the next economic phase.

88 Lady Hamilton, random major power loses 5$ and 1PP.

89 Pope excommunicates Napoleon: If Spain is allied to France, Spain loses 2PP. If Spain is at war with France, Spain gets 5 infantry in the next reinforcement step.

90 Diplomatic insult, a random major power may break an alliance for free. No additional cost for declaring war next turn or turn after that.

91-92 Resistance movement attacks, a random major power’s random depot in enemy controlled area is attacked by 1d10 guerillas. Guerillas are removed from the board after trivial combat, unless the depot attacked is in Spain.

93 Napoleon excommunicates the Pope: Whoever controls Papacy gains 2PP.

94 Mutiny, a random major powers random fleet counter may not move or intercept(except to retreat from naval combat or if it’s port is occupied) for the rest of the turn.

95-97 Talented general, a random major power gets a new leader. All values are rolled for using 1d3. Rank is D. Roll 1d6 – on a six, the leader is a cavalry leader. Any value of 3 may be upgraded by rolling 1d6. On a six the value goes up by one point and maybe upgraded again. For each upgrade, the leader gets a promotion. Maximum values are 556.

98 Storms on the Atlantic: All fleets between Gibraltar and Copenhagen lose 2 movement points this turn.

99 Cold winter (only during winter, during summer treat as no event):All Baltic ports, including Copenhagen and Cristina are frozen. All sea areas touching a Baltic port BB is frozen. All forage rolls on winter zone suffer penalty of 1. Lasts until end of winter.

100 roll twice