Ero sivun ”EIA:Rise of Nationalism scenario” versioiden välillä

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun
Rivi 252: Rivi 252:
 
* CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
 
* CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
 
* CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
 
* CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
* Additionally Duchies and Saxony become part of the defending confederation.
+
* Duchies and Saxony are initially part of the defending confederation.
  
  

Versio 8. helmikuuta 2011 kello 00.20

Abstract

This scenario is about to model the events that occured at the second half of the 19th century. The game starts focusing on Crimean war between almost dominant Russia and the coalition of Great Britain, 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 the Otto von Bismarck's infamous Blood and Iron speech.


General scenario information

Journals

Initial setup

Initial political situation

  • Austria N7
  • Britain N9
  • France N4
  • Turkey N1
  • Prussia N5
  • Russia D1
  • Sardinia N3
    • moves where Spain used to move

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 initially purchased

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).

France

  • Conquered: Palatinate, Algeria
  • Free states: None

Prussia

  • Conquered: Mecklenburg, Duchies
  • Free states: None

Russia

  • Conquered: None
  • Free states: None

Sardinia

  • Consists of Sardinia and Piedmont. Neither is capital.
  • Conquered: None
  • Free states: None

Turkey

  • Conquered: Rhodos, Palestine
  • Free states: Syria


Scenario specific rules

Quick links:


Victory point goals

  • Austria 520
  • Britain 605
  • France 530
  • Turkey 470
  • Prussia 540
  • Russia 560
  • Sardinia 500


New major power: Sardinia/Italy

Sardinia starts with the provinces of Piedmont and Sardinia and it's ultimate goal is the unification of Italy. In order to archive the unification the player must acquire at least six of 7 other Italian Provinces (Sicily, Naples, Papacy, Romagna, Tuscany, Lombardy and Venice).

Special rules for Sardinia and Italy

  • Every year Sardinia may use one of the events described on page EiA: Sardinian events. The player of Sardinia announces the use of an event after the previous turn has been ended and before the next turn.
    • e.g. if the player of Sardinia chooses event Expedition of the Thousand (which gives automatic DoW on any neutral Italian minor) and Sardinia targets DoW on Sicily the Sardinian special corps I Mille is formed and deploeyd to Sicily immediatelly - before the next turn starts. Thus if I Mille occupies Sicily for the whole next turn (which is most likely) the Sicily is annexed by Sardinia at the end of turn as the I Mille has been there for a whole turn
      • Expedition of the Thousand has a special rule when targeting Sicily, granting I Mille ability to be placed there off-phase
  • Every Italian minor conquered by Sardinia becomes Sardinian province.
  • Sardinia can not declare war on neutral Italian minors during the Declarations of War step.
    • EXCEPTION: For those neutral Italian minors that have been previously been targeted with the Sardinian event Expedition of the Thousand and have since for any reason reverted to neutrals, Sardinia has a right to declare war during the Declarations of War step.
  • If Sardinia can unite all of Italy, it gains 5PP, Rome becomes the capital and Rome is worth extra 10$ every economic phase.
  • If willing, Sardinia automatically gains control of any and all Italian minors declared war by other countries.
  • When buying technological advances the prices are counted as Italy would have all her parts except Venice.
    • This applies even if Italy have acquired Venice.
    • Sardinia may purchase technological advances but they cost it same as for Italy

Crimean War

The Crimean War rages initially as the game starts.


Russia and it's enemies can not make informal peace or surrender. The war ends only if:

  • Either Russian black sea fleet or Russian Baltic fleet is destroyed (coalition victory)
  • Russia holds Constantinople whole turn or there is no enemy fleet adjacent to Russia for a whole game turn (Russian victory).

Peace of Paris (coalition victory)

Each coalition member gains 5PP. Russia loses 8PP. Russian Black sea fleet is scuttled if still on board. Russia loses 4th fleet marker. Russia may not build any ships for 18 months and no ships in Black sea for another 18 months. Russia must pay 10$ to each coalition member every economic phase for one year.

Peace of Saint Petersburg (Russian victory)

Russia becomes dominant. Russia gains 5PP. Every member of the coalition loses 5PP. Turkey must cede Bulgaria, Rumelia and Serbia to Russia. Russia has access through dardanelles and Turkey can not give access to anyone else without Russian permission. Turkish fleet is scuttled. Each member of the coalition must pay Russia 10$ every economic phase for one year.


Technological advances

Different techs and their levels come available according to the Prussian Landtag or other events. After coming to available players are free to apply them to their country by buying them on any following economy step.

Steamships

Steamships function as heavy ships with the following exceptions:

  • Steamships cost 30$ each.
  • Eaxh steamship counts as two frigates and two heavy ships for determining manouver and heavy ship edge.
  • Each steamship at sea or in a blockade box during economic phase costs 1$
  • If one side of a combat consists of steamships only while the other does not, the side with only steamships always wins manouver checks.

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.


Ironclads funtion as steamships, with following exceptions:

  • Ironclads cost 60$ each.
  • Destroyed ironclads do not become hulks and hulks cannot be used to build ironclads.
  • All damage to ironclads in a combat round is halved and then rounded down.
  • Ironclads cannot be sunk as a result of ramming.
  • Ironclads have +1 morale.

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.

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 the Landtag's decisions. Each level of railroads allows for a single corps to travel between two controlled and unbesieged home nation cities without spending any movement points, each turn.

Each level of railroads also shortens the training of new land units by one month and provides 5$ every economic phase.

Tech prices

  • Breech-loading rifles: 10$ x Homeland MP
    • Cannot be given to Turkish Feodals
  • Railroads: 10$ x Maximum number of corps
    • Maximum railroad levels:
      • Prussia: 5
      • GB & France: 3
      • Austria, Turkey, Russia and Italy: 2
  • Ironclads: 10$ x Maximum number of fleets
    • Available first for France after Italy has been formed.
    • When the first ironclad has been built ironclads become available for everyone
  • Port guns: 7$ a piece
  • Fletches: 20$ x Number of Towers x Number of Fletches after upgrade

Dominant Status requirements

French Dominant status requirements

  • Control all home provinces and all of:
    • Confederation of the Rhein
    • Denmark
    • Flanders
    • Holland

Sardinian Dominant status requirements

  • Control all parts of Italy
  • Control Illyria and any 6 of:
    • Corsica
    • Cyrenaica
    • Malta
    • Provence
    • Switzerland
    • Tripolitania
    • Tunisia
    • Tyrol

Prussian Dominant status requirements

  • Requirements are listed on Landtag-page under Ministerpräsident's Office as a part of the parlamentary motion Unification of the Germany.

Other countries dominant status requirements

As in the orginal rules.

Rules related to provinces

  • Finland is a Russian province, not a minor country
  • Corsica is a French province, not a minor country
  • Spain is not a playable country in the scenario, 'cause of a raging civil war.
    • Spain can not be a target of any political action, such as a DoW.
  • Entering Spanish territories is prohibited but forcible access may be used.
    • Morocco is a Spanish province
    • Taking forcible access is treated as taking forcible access to any other major. Spain does not declare war on anyone as a response.
    • NOTE: Gibraltar is a British minor.
  • Papal State consists of Papacy and Romagna.
  • Papal State cannot be a target of any kind of DoW if there is a French corps in it.

Confederations of North and South Germany

If any war is declared between Prussia and Austria two free states, the Confederation of North Germany (CNG) and the Confederation of South Germany (CSG), are formed.

  • CNG is controlled by Prussia and consists of Hesse, Berg and Kleves.
  • CSG is controlled by Austria and consists of Bavaria, Wurttemburg, Baden and Hanover
  • Duchies and Saxony are initially part of the defending confederation.


During the war, if either Prussia or Austria conquests confederation minor of the opposing side that minor becomes part of the other confederation. If any confederate minor is ceded as a result of a formal peace that minor becomes part of the victor's confederate and reverts to normal conquered minor. After the war all non-conquered confederate minors revert to their prewar controllers or neutrals keeping their possibly changed confederate side status.

If the war between Austria and Prussia breaks again Confederations are restored as left in previous war.


Prussian Ministry of Foreign affairs may push a motion on Landtag to influence on any CSG province. If the motion passes the province in question becomes part of the CNG.

Similary to the Landtag, Diplomatic victory and swing events may be used to influence on any CNG or CSG province.



If war breaks again, CNG and CSG are formed again as they were left

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.

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.


Connection to Tero through Skype:

  • Skype name: EiA-Otto
  • Secret phrase: *feodals*r0ck*