EIA:Rise of Nationalism scenario

Kohteesta ExcaliburWiki
Versio hetkellä 24. tammikuuta 2011 kello 00.36 – tehnyt Sandi (keskustelu | muokkaukset) (→‎Winning)
Siirry navigaatioonSiirry hakuun

Timeline

Kirjanpito

EIA:SeurantaKirjanpito

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

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.

If willing, Sardinia automatically gains control of any and all Sardinian minors DOWed by other countries.

Track effects

EiA:Crimean_War
EiA: Sardinian events

Winning

If a player reaches his/her Victory Point goal before December 1870 he/she wins.

At the Economy Step of December 1870, if none of the players have reached their dedicated victory point goal, the following algorithm is used to decide the victor:

  • Remove all units from the board
  • For each player's conyry count in the total manpower from their home provinces and their conquered minors
    • Do not count free-states or such home provinces that have been ceded by other majors!
  • Add the total value of manpower to player's victory points
  • All those players who reach their victory point goal are declared victors
    • If there are more than one victor, the game is declared draw between those players. Thus it is possible for a group to win together
  • If, after adding up the manpower to the victory points, none of the players reach their victory point goal, Britain wins.

Victory point goals:

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

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 in battle 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 ironclad does not become a hulk and a hulk cannot be used to build an ironclad.
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.

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 amount of money mentioned on the navy section of their country
    • No steamships may be initially purchased
  • For corps compositions see page EiA:Rise of Nationalism Corps

Leaders

EiA: Nationalism Leaders

Minor countries

Initially Conquered Minors

Austria

  • Conquered: Venice, Lombardy, Berg, Kleves, Wallachia.
  • Free states: Bavaria, Wurttenburg.
  • If Prussia targets DOW on Austria, Austria immediately gains the following free states, regardless of controller: Hannover, Hesse, Saxony, Baden.

Britain

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

France

  • Conquered: Palatinate, Algeria
  • Free states: None
  • Corsica is a French province, not a minor country

Prussia

  • Conquered: Mecklenburg, Duchies
  • Free states: None

Russia

  • Conquered: None
  • Free states: None
  • Finland is a Russian province, not a minor country

Sardinia

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

Turkey

  • Conquered: Rhodos, Palestine
  • Free states: Syria

Dominant Status requirements

French Dominant status requirements

  • Confederation of the Rhein
  • Denmark
  • Flanders
  • Holland


Sardinian Dominant requirements

  • Control the whole Italy
  • Any 7 of:
    • Corsica
    • Cyrenaica
    • Illyria
    • Malta
    • Provence
    • Switzerland
    • Tripolitania
    • Tunisia
    • Tyrol

Prussian Dominant requirements

  • Requirements are listed on Landtag-page under "Ministerpräsident's Office".

Other countries dominant status requirements are as in the orginal rules.

Other rules releated to minors

  • Papal State consists of Papacy and Romagna.
  • Neutral Italian minors cannot be DOWed.
  • Morocco is controlled by Spain and cannot be DOWed.


Player notes&hints


Austria
You will be sunk. Try to fight it but know that it's inevitable.

England
France is not a friend but as long as Russia is an enemy there's no point in pressing the issue further. Keep your edge on sea and make sure no one has the time to invade.

France
France is not weak, but you will need a miracle to get to dominant status. Keep your cool, assess the situation carefully and exploit any possibilities you find to gather your might.
Make sure Sardinia cannot plot to take Provence from you and that Prussia doesn't grow too strong. If all goes well the Confederation of Rhine may become reality.

Prussia
You start out slow but little by little you will gather strength. Make sure France, Austria and Russia can't crush you before that happens. You can rely on Sardinia to keep Austria and France on their toes or knees, focus on helping him and bid your time.

Russia
The Crimean War is a tough nut to crack right from the start. Winning naval battles is a high priority, keeping Sevastopol as well but it can be exchanged for a decisive victory elsewhere. Just don't lose Moscow.

Sardinia
Starting out weak is tough but you have the Crimean Coalition to back up your early aspirations in taking over Italy.
Keep your head up, take pieces of Italy and start preparing for aggressions with Austria.

Turkey
You probably suck. Try to live with it. After the Crimean War is over your army will get better but it costs a lot. You have to get the money from somewhere.

Connection to Tero through Skype: Skype name: EiA-Otto Secret phrase: *feodals*r0ck*