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==Timeline==
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==Overview==
  
  * Game starts: 1853 October.  
+
This scenario is about the events that occurred at the second half of the 19th century. The game starts with the Crimean war between an almost dominant Russia and the coalition of Great Britain, the Second French Empire, Kingdom of Piedmont-Sardinia and Turkey. The middle game is covered with the volatile tensions between Britain and France. Sardinia, taking the role of Spain from the traditional (1805 or Phase III) EiA scenario, is forced to field anxious campaign for the unification of Italy, lead by ''Giuseppe Garibaldi''.
* Game ends: 1870 December asti.<br>
 
* Used corps compositions: See below
 
* Landtag: [[EiA: Otto von Track]]
 
* Vaalit: [[EiA: Vaalit]]
 
  
==Political situation==
+
However the whole scenario is built up to see Prussia rising to the first of the equals and the birth of the German Empire. The scenario introduces ''Prussian Landtag'', which is a political side-game played partly with the combat rules of the traditional EiA, with all the flavors of Otto von Bismarck's infamous ''Blood and Iron'' speech.
  
Austria N7
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==General scenario information==
  
Britain N9
+
* Game starts: 1853 October.
 +
* Game ends: 1870 December.
 +
* Rules: [http://eia.xnetz.com/rules/eiarules-with-errata.html Errated standard EiA rules]
 +
* House rules: [[EIA:House_rules|House rules]]
 +
** Additional naval rules: [[EIA:Naval rules]]
 +
* Scenario specific rules, [[EIA:Rise_of_Nationalism_rules]]
 +
** Used corps compositions: [[EiA:Rise of Nationalism Corps]]
 +
** Military sheets: [[Tiedosto:EIA_majors_military_sheets-nationalism.ods]]
 +
** Used leaders: [[EiA: Nationalism Leaders]]
 +
** Prussian Landtag: [[EiA: Landtag]]
 +
** Reforging the Holy Roman Empire: [[EiA:Reforge_HRE]]
 +
** Sardinian Events: [[EiA: Sardinian events]]
 +
* Optional rulesets:
 +
** New player countries: [[EiA:RoN New majors]]
 +
** Six-player variants: [[EiA:SixPlayerNationalism]]
 +
** Greece as Free State: [[EiA:Greece Track|EiA: Greece as Free State]]
  
France N4
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== Initial setup ==
  
Turkey N1
+
===Victory point goals===
 +
* Austria 520
 +
* Britain 605
 +
* France 530
 +
* Turkey 470
 +
* Prussia 540
 +
* Russia 550
 +
* Sardinia 500
  
Prussia N5
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===Political setup===
  
Russia D1
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* Austria N7
 +
* Britain N9
 +
* France N4
 +
* Turkey N1
 +
* Prussia N5
 +
* Russia D1
 +
* Sardinia N3
  
Sardinia N3 (moves where Spain used to move)
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Existing wars:
 +
* GB vs Russia
 +
* France vs Russia
 +
* Turkey vs Russia
 +
* Sardinia vs Russia
  
Existing wars:<br>
+
Existing alliances:
GB vs Russia<br>
+
* GB, France, Sardinia and Turkey are all initially allied
France vs Russia<br>
 
Turkey vs Russia<br>
 
Sardinia vs Russia<br>
 
  
Every Italian minor conquered by Sardinia becomes Sardinian province. If Sardinia can unite all of Italy, it gains 5PP, capital moves to Rome and Rome is worth extra 10$ every economic phase.<br>
+
===Initial forces and money===
  
 +
'''''SS''''' stands for ''Steamship''.
  
 +
* Austria, cash $13
 +
** Land: 100 I, 14 mC, 5 Gd, 7 depots
 +
** Navy: 4 SS, $20
 +
* France, cash $25
 +
** Land: 85 I, 19 mC, 3 Gd, 4 depots
 +
** Navy: 10 SS, $600
 +
* Great Britain, cash $55
 +
** Land: 45 I, 6 lC, 0 Gd, 2 depots
 +
** Navy: 12 SS, $1400
 +
* Prussia, cash $18
 +
** Land: 65 I, 18 mC, 2 Gd, 5 depots
 +
** Navy: 2 SS, $30
 +
* Russia, cash $45
 +
** Land: 105 I, 15 mC, 5 Gd, 6 depots,
 +
** St.Petersburg navy: 6 SS, $500
 +
** Sevastopol navy: 5 SS, $520
 +
** Increased portguns: Sevastopol and Sveaborg have 150 port guns.
 +
* Sardinia, cash $10
 +
** Land: 41 I, 6 mC, 2 depots
 +
** Navy: 2 SS, $300
 +
* Turkey, cash $11
 +
** Land: 45 I, 8 mC, 2 depots
 +
** Navy: 1 SS, $290
  
==Track effects==
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'''Notes for initial forces'''
 +
* Players are allowed to buy ships to their navies with the amount of money mentioned on the navy section of their country.
 +
** No steamships may be purchased using the navy money.
 +
* Hannover has starting forces of 8 I / 2 C.
 +
* French units can be setup in Papal State
  
Crimean war: [[EiA:Otto von Track]]<br>
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===== La Légion étrangère =====
[[Sardinian eventit]]
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In addition to initial forces, French corps XII is placed in Constantinople at full strength. If France loses the Crimean War the corps is disbanded permanently unless France gains dominant status.
  
==Winning==
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===Initially conquered minors===
  
Peli päättyy kun jokin maa pääsee yli VP tavoitteestaan. Jos kukaan ei pääse ennen 1870 December vuoroa, poistetaan kaikki joukot laudalta. Sitten lisätään 1870 December pisteiden päälle kerättävissä olveva manpower (ei free state) ja jos joku pääsee vp-rajasta yli, niin voittaa. Jos useampi voittaa yht. aikaa, on kyseessä tasuri. Jos kukaan ei voita, Englanti voittaa.<br>
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'''Austria'''
 +
* Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
 +
* Free states: Bavaria, Wurttenburg.
  
Austria 470
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'''Britain'''
 +
* Conquered: Gibraltar, Malta, Corfu
 +
* Free states: Holland (no ships, includes Flanders), Greece (see [[EiA:Greece Track]]).
  
Britain 550
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'''France'''
 +
* Conquered: Palatinate, Algeria
 +
* Free states: None
  
France 480
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'''Prussia'''
 +
* Conquered: Mecklenburg, Duchies
 +
* Free states: None
  
Turkey 425
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'''Russia'''
 +
* Conquered: None
 +
* Free states: None
  
Prussia 490
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'''Sardinia'''
 +
* Conquered: None
 +
* Free states: None
  
Russia 510
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'''Turkey'''
 +
* Conquered: Rhodos, Palestine
 +
* Free states: Syria
  
Sardinia 455
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==Player notes&hints==
 
 
==Steamships==
 
Steamships function as heavy ships with the following exceptions:<br>
 
Steamships cost 30$ each.<br>
 
Each steamship at sea or in a blockade box during economic phase costs 1$.<br>
 
If one side in battle consists of steamships only while the other does not, the side with only steamships always wins manouver checks.<br>
 
One steamship on either side may ram during naval combat. Ramming ship may choose it's target. Target may choose to evade (succeeds on 4+). If target did not evade (or failed to evade) Roll die 1-2 ramming ship is destroyed 3-4 both ships are destroyed 5-6 target is destroyed. If target is not a steamship, add +1 to the roll. Non-steamships always fail to evade.<br>
 
 
 
Ironclads funtion as steamships, with following exceptions:<br>
 
Ironclads cost 60$ each.<br>
 
Destroyed ironclad does not become a hulk and a hulk cannot be used to build an ironclad.<br>
 
All damage to ironclads in a combat round is halved and then rounded down.<br>
 
Ironclads cannot be sunk as a result of ramming.<br>
 
Ironclads have +1 morale.<br>
 
 
 
==Breech-loading rifles==
 
If one side in battle has no militia and all infantry is equipped with breech-loading weapons, that side gets additional +1 to combat rolls. <br>
 
If both sides qualify, neither gets the bonus. This bonus may take die roll to +2. Maximum combat result is still 7.
 
 
 
==Railroads==
 
Railroads are available according to Nationalism track. Each level of railroads allows for a single corps to travel between two home nation cities without spending any movement points, each turn.<br>
 
Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.<br>
 
 
 
==Aloitusjoukot==
 
 
 
[[Rise of nationalism corps rakenne]]
 
 
 
Austria 100I, 14mC, 5Gd, 4SS, $20 Laivarahaa, 7 depots, $13<br>
 
France 85I, 19mC, 3Gd, 10SS, $600 laivarahaa, 4 depots, $25<br>
 
Great Britain 45I, 6HC, 0Gd, 12SS, $1400 laivarahaa, 2 depots, $55<br>
 
Prussia 65I, 18mC, 2Gd, 5 depots, 2SS, $30 laivarahaa, $18<br>
 
Russia 105I, 15mC, 5Gd, 6 depots, 6SS, $500 laivarahaa (STP), 5SS, $520 laivarahaa(Sevastopol), $45<br>
 
Sardinia 41I, 6MC, 2 depots, 2SS, $300 laivarahaa, $10<br>
 
Turkey 45I, 8MC, 2 depots, 1SS, $290 laivarahaa, $11<br>
 
 
 
Laivarahoilla ei saa ostaa höyrylaivoja!<br>
 
 
 
==Leaders==
 
[[NationalismLeaders]]
 
  
==Minorit==
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===Austria===
 +
Your position on the board is excellent for attack and terrible for defense. Economically, you are very strong. Strike while the iron is hot.
  
Austria<br>
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===England===
conquered: Venice, Lombardy, Tuscany, Berg, Kleves, Wallachia.<br>
+
Crimean War is mostly your responsibility, which is fine - it is a war you want to fight. Dont over-extend your fleets, support the Turks and win.
Free states: Bavaria, Wurttenburg.
 
If Prussia DOWs Austria, Austria immediately gains the following free states, regardless of controller: Hanover, Hesse, Saxony, Baden.
 
  
Britain<br>
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===France===
Conquered: Gibraltar, Malta, Corfu<br>
+
Don't invest much in the Crimean War. There's very little for you to gain and much to lose. Your focus is Italy or Germany or both. However, Turkey is a likely ally in the future as well.  Crimean War dragging on is to your advantage, but losing it is not.
Free states: Holland(no ships)
 
 
 
France<br>
 
Conquered: Palatinate, Algeria<br>
 
Free states: None<br>
 
Corsica is a French province, not a minor country.<br>
 
 
 
Prussia<br>
 
Conquered: Mecklenburg<br>
 
Free states: None<br>
 
 
 
Russia<br>
 
Conquered: Finland (Russian province)<br>
 
 
 
Sardinia<br>
 
Consists of Sardinia and Piedmont. Neither is capital.<br>
 
 
 
Turkey<br>
 
Conquered: Rhodos, Palestine<br>
 
Free states: Syria<br>
 
 
 
Papacy consists of Papacy and Romagna and cannot be DOWed.
 
 
 
==Player notes&hints==
 
<br>
 
  
'''Austria'''<br>
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===Prussia===
War with France will come sooner or later. In many ways, sooner is better.<br>
+
Landtag.  
Prussia is your best buddy is he has any sense and Britain will help you also. Unfortunately, this might not be enough against the little Corsican with a big army.<br>
+
You are not much inferior to Austria or France early on, but due to your poor economy, that will change. Seek economic boosts through conquest and railroads.
Russian help will likely seal the fate of France, but it's difficult to get it in time and in sufficient numbers.<br>
 
Turkey is a tempting target, but France must be priority number 1.
 
  
'''England'''<br>
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===Russia===
Sink opposing navies, starting with the French, and build more ships of your own. Make sure France keeps taking casualties on land and reward those who inflict them. Avoid conflict with Russia, but if it comes anyway, make sure Russian fleet pays for it.<br>
+
The Crimean War is your focus, but dont go overboard. Losing the war is okay. Just make the British pay for it and dont lose too many ground troops fighting the war, unless you think you can win. If you have a shot at winning, take it.
Dont go adventuring in the mediterranean unless you are certain it wont compromise your homeland security.<br>
 
  
'''France'''<br>
+
===Sardinia===
Prussia is a tempting target and 1st turn DOW has all kinds of merits. It is possible to beat the germans before Russia can commit much forces. Target enemy corps, not territory, and hit with mass.
+
For south Italy, peace is all you need. If you can have that, uniting Italy is relatively simple business. If you have to get through a surrender, it's something you may want to think about. Remember, getting beat early will also get you friends.
Build your cannons immediately.<br>
 
  
'''Prussia'''<br>
+
For north, well there's Austria. Take it easy and just watch the development of the board positions. Eventually the Austrian Eye must turn away from Italy and your door opens. Just don't take sides too early. If Austria attacks you, don't give him any fights, garrison your provinces, retreat to your islands and SCREAM for help. It will come, maybe even from unpredictable sources.
Read the bit for Austria. Much of it applies here.<br>
 
The germans hang together... or separately.<br>
 
  
'''Russia'''<br>
+
Because of Turkey's ambitions against Austria, it may be a good idea to push for a fast victory in the Crimean War. Turkey is a powerful friend.
Sweden is yours. Anyone who disagrees is an enemy.<br>
 
Russia has much strategic freedom early on and you should use this freedom to maintain it. <br>
 
  
'''Spain'''<br>
+
===Turkey===
Spain is weak, but as long as Britain and France are at war with eachother, you have little to fear. France can protect you from Britain and sometimes, the other way around too.Either side with one of them or stay neutral and grab every minor in sight.<br>
+
Crimean war is an absolute must. Good thing you got the most important country squarely in your camp - England. After that is done, go after Austria or Africa or both (in that order) Don't go overboard updating the army.
  
'''Turkey'''<br>
+
[[Category:EiA]]
You have relative strategic freedom early on. You can not maintain it, but for the time being, neither Russia nor Austria can afford an invasion. Use this temporary freedom to deter further adventures on Turkish soil.<br>
 
If you can get Ottoman empire, do so.<br>
 

Nykyinen versio 8. joulukuuta 2014 kello 20.20

Overview

This scenario is about the events that occurred at the second half of the 19th century. The game starts with the Crimean war between an almost dominant Russia and the coalition of Great Britain, the Second French Empire, Kingdom of Piedmont-Sardinia and Turkey. The middle game is covered with the volatile tensions between Britain and France. Sardinia, taking the role of Spain from the traditional (1805 or Phase III) EiA scenario, is forced to field anxious campaign for the unification of Italy, lead by Giuseppe Garibaldi.

However the whole scenario is built up to see Prussia rising to the first of the equals and the birth of the German Empire. The scenario introduces Prussian Landtag, which is a political side-game played partly with the combat rules of the traditional EiA, with all the flavors of Otto von Bismarck's infamous Blood and Iron speech.

General scenario information

Initial setup

Victory point goals

  • Austria 520
  • Britain 605
  • France 530
  • Turkey 470
  • Prussia 540
  • Russia 550
  • Sardinia 500

Political setup

  • Austria N7
  • Britain N9
  • France N4
  • Turkey N1
  • Prussia N5
  • Russia D1
  • Sardinia N3

Existing wars:

  • GB vs Russia
  • France vs Russia
  • Turkey vs Russia
  • Sardinia vs Russia

Existing alliances:

  • GB, France, Sardinia and Turkey are all initially allied

Initial forces and money

SS stands for Steamship.

  • Austria, cash $13
    • Land: 100 I, 14 mC, 5 Gd, 7 depots
    • Navy: 4 SS, $20
  • France, cash $25
    • Land: 85 I, 19 mC, 3 Gd, 4 depots
    • Navy: 10 SS, $600
  • Great Britain, cash $55
    • Land: 45 I, 6 lC, 0 Gd, 2 depots
    • Navy: 12 SS, $1400
  • Prussia, cash $18
    • Land: 65 I, 18 mC, 2 Gd, 5 depots
    • Navy: 2 SS, $30
  • Russia, cash $45
    • Land: 105 I, 15 mC, 5 Gd, 6 depots,
    • St.Petersburg navy: 6 SS, $500
    • Sevastopol navy: 5 SS, $520
    • Increased portguns: Sevastopol and Sveaborg have 150 port guns.
  • Sardinia, cash $10
    • Land: 41 I, 6 mC, 2 depots
    • Navy: 2 SS, $300
  • Turkey, cash $11
    • Land: 45 I, 8 mC, 2 depots
    • Navy: 1 SS, $290

Notes for initial forces

  • Players are allowed to buy ships to their navies with the amount of money mentioned on the navy section of their country.
    • No steamships may be purchased using the navy money.
  • Hannover has starting forces of 8 I / 2 C.
  • French units can be setup in Papal State
La Légion étrangère

In addition to initial forces, French corps XII is placed in Constantinople at full strength. If France loses the Crimean War the corps is disbanded permanently unless France gains dominant status.

Initially conquered minors

Austria

  • Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
  • Free states: Bavaria, Wurttenburg.

Britain

  • Conquered: Gibraltar, Malta, Corfu
  • Free states: Holland (no ships, includes Flanders), Greece (see EiA:Greece Track).

France

  • Conquered: Palatinate, Algeria
  • Free states: None

Prussia

  • Conquered: Mecklenburg, Duchies
  • Free states: None

Russia

  • Conquered: None
  • Free states: None

Sardinia

  • Conquered: None
  • Free states: None

Turkey

  • Conquered: Rhodos, Palestine
  • Free states: Syria

Player notes&hints

Austria

Your position on the board is excellent for attack and terrible for defense. Economically, you are very strong. Strike while the iron is hot.

England

Crimean War is mostly your responsibility, which is fine - it is a war you want to fight. Dont over-extend your fleets, support the Turks and win.

France

Don't invest much in the Crimean War. There's very little for you to gain and much to lose. Your focus is Italy or Germany or both. However, Turkey is a likely ally in the future as well. Crimean War dragging on is to your advantage, but losing it is not.

Prussia

Landtag. You are not much inferior to Austria or France early on, but due to your poor economy, that will change. Seek economic boosts through conquest and railroads.

Russia

The Crimean War is your focus, but dont go overboard. Losing the war is okay. Just make the British pay for it and dont lose too many ground troops fighting the war, unless you think you can win. If you have a shot at winning, take it.

Sardinia

For south Italy, peace is all you need. If you can have that, uniting Italy is relatively simple business. If you have to get through a surrender, it's something you may want to think about. Remember, getting beat early will also get you friends.

For north, well there's Austria. Take it easy and just watch the development of the board positions. Eventually the Austrian Eye must turn away from Italy and your door opens. Just don't take sides too early. If Austria attacks you, don't give him any fights, garrison your provinces, retreat to your islands and SCREAM for help. It will come, maybe even from unpredictable sources.

Because of Turkey's ambitions against Austria, it may be a good idea to push for a fast victory in the Crimean War. Turkey is a powerful friend.

Turkey

Crimean war is an absolute must. Good thing you got the most important country squarely in your camp - England. After that is done, go after Austria or Africa or both (in that order) Don't go overboard updating the army.