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Rivi 1: Rivi 1:
 
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Special rules:
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==Special rules==
  
Austrian, Prussian, Russian, Spanish, British and French (and their  
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===Forage===
controlled and sponsored minors) corps have a –2 penalty to all forage  
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Austrian, Prussian, Russian, Spanish, British and French (and their controlled and sponsored minors) corps have a –2 penalty to all forage rolls. This is cancelled as indicated by French revolutionary track (except for French Emigree’s who are never free from this rule). This rule does not affect potential Ottoman corps in Ottoman territory.
rolls. This is cancelled as indicated by French revolutionary track (except  
 
for French Emigree’s who are never free from this rule). This rule does not  
 
affect potential Ottoman corps in Ottoman territory.
 
  
 +
===Suez===
 +
If Egypt is controlled by a nation at war with Britain, Britain loses 1PP and half colonial (the Indian trade) trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If 10 or more ships is present, there is no PP loss.
  
If Egypt is controlled by a nation at war with Britain, Britain loses 1PP
 
and half colonial trade each economic. Each British controlled fleet(s) on or east of Malta reduces $ penalty by 1$ for each ship in it. If 10 or more ships is present, the PP loss is eliminated also.
 
  
 +
===Irish revolt===
 +
Once during the game, when France and Britain are at war, France may trigger an Irish rebellion. Irish rebels consist of a single corps of 8 infantry at morale 2. Ireland also gains guerrilla value 4 and Irish rebels receive 1 infantry as  reinforcements each turn (2 infantry, if Dublin is controlled by enemies of Britain). The corps counter may be purchased by  France every economic phase, if it is off the board (but maintenance need not be payed).
  
  
Once during the game, when France and Britain are at war, France may
+
If Irish rebels (and other enemies of Britain) manage to gain unbesieged control all cities in Ireland for a whole month, rebellion succeeds. Ireland becomes a neutral minor country and it’s values are halved if it is conquered. Remaining Irish forces are taken off the board and are used if Ireland is attacked.
trigger an Irish rebellion. Irish rebels consist of a single corps of
 
8 infantry at morale 2. Ireland also gains guerrilla value 4 and Irish rebels
 
receive 1 infantry as reinforcements each turn (2 infantry, if Dublin is
 
controlled by enemies of Britain). The corps counter may be purchased by
 
France every economic phase, if it is off the board (but maintenance need not be payed).
 
  
If Irish rebels (and other enemies of Britain) manage to gain unbesieged
 
control all cities in Ireland for a whole month, rebellion succeeds. Ireland
 
becomes a neutral minor country and it’s values are halved if it is
 
conquered. Remaining Irish forces are taken off the board and are used if
 
Ireland is attacked.
 
  
If at any point there are no Irish units on the board (including  
+
If at any point there are no Irish units on the board (including guerrillas), Irish rebellion fails and Ireland loses it’s guerrilla value for the rest of the game.
guerrillas), Irish rebellion fails and Ireland loses it’s guerrilla value  
 
for the rest of the game.
 
  
  
 
+
===Peace of Amiens===
Peace of Amiens
 
  
 
After French revolution track reaches 48, both Britain and France make informal peace with all nations. Neither may DOW any major power for 12 months.
 
After French revolution track reaches 48, both Britain and France make informal peace with all nations. Neither may DOW any major power for 12 months.
  
  
 +
====Pitt the younger elected PM====
  
Pitt the younger elected PM
+
As the peace of Amiens begins, Britain loses following troops:
 +
* All militia
 +
* All infantry
 +
* Half guards (round down)
 +
* Half cavalry (round down)
 +
* British freestates and KGL are not affected.
  
As peace of Amiens begins, Britain loses following troops:
 
All militia.
 
All infantry.
 
Half guards (round down).
 
Half cavalry (round down).
 
British freestates and KGL are not affected.
 
  
KGL<br>
+
===King's German Legion===
When Britain loses control of Hanover, all Hanoverian garrisons are eliminated, the Hanoverian corps becomes King German Legion. Upkeep of KGL is paid by Britain. KGL recieves 2MP every December and no other reinforcements. Britain must pay for any troops that are purchased. KGL cannot change factors with other British corps, but may drop garrisons. Any troops of the KGL that are used as garrison become British infantry and may not return to KGL corps.
+
If Britain loses control of Hanover, all Hanoverian garrisons are eliminated, the Hanoverian corps becomes King's German Legion (KGL). Upkeep of KGL is paid by Britain. KGL recieves 2MP every December and no other reinforcements. Britain must pay for any troops that are purchased. KGL cannot change factors with other British corps, but may drop garrisons. Any troops of the KGL that are used as garrison become British infantry and may not return to KGL corps.
If confederation of the Rhein is in existence, KGL recieves no reinforcements.
 
  
  
 +
If confederation of the Rhein is in existence, KGL recieves no reinforcements.
  
French Émigrés
 
The exiled princes and nobles of France created a small army based in
 
Germany to fight the Revolution.  This army known as the “Army of the
 
Princes” fought in many of the battles of the Revolutionary War until it was
 
annihilated at the Battle of Hohenlinden in 1800.  This rule allows the
 
player to show their real, if albeit minor, contribution to the war against
 
the Revolution.
 
  
Control of the French Émigrés
+
===French Émigrés===
The French Émigrés are controlled by any Major Power at war with Republican
+
The exiled princes and nobles of France created a small army based in Germany to fight the RevolutionThis army known as the “Army of the Princes” fought in many of the battles of the Revolutionary War until it was annihilated at the Battle of Hohenlinden in 1800. This rule allows the player to show their real, if albeit minor, contribution to the war against the Revolution.
France, in the following order of precedence: Austria, Britain, Spain,
 
Russia, Prussia and TurkeyIf no Major Powers are at war with France,
 
Austria takes control. French Émigré army factors will only fight Republic
 
France (and any of Republican France’s Allies, if in a combined force).
 
  
Using the French Émigrés
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====Control of the French Émigrés====
The Major Power controlling the French Émigrés receives the normal taxation
+
The French Émigrés are controlled by any Major Power at war with Republican France, in the following order of precedence: Austria, Britain, Spain, Russia, Prussia and Turkey. If no Major Powers are at war with France, Austria takes control.  French Émigré army factors will only fight Republic France and with any of Republican France’s Allies, if in a combined force.
and manpower values of French provinces not under the control of Republican  
 
France during the Money and  Manpower Collection StepThe taxation money
 
is used to purchase French Émigré army factors given the available manpower
 
points.  The controlling Major Power also receives all exiled French
 
Royalist leaders, who may command only Emigree troops.
 
  
·          Émigré forces are held off map until Stage 11 of the French  
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====Using the French Émigrés====
Revolutionary Track has been reachedAt this point, they are placed on the  
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The Major Power controlling the French Émigrés receives the normal taxation and manpower values of French provinces not under the control of Republican France during the Money and  Manpower Collection StepThe taxation money is used to purchase French Émigré army factors given the available manpower points. The controlling Major Power also receives all exiled French Royalist leaders, who may command only Emigree troops.
map, anywhere in France except for Paris. AT this time, Emigrees get as many corps counters as they want for free.
 
Afterwards, Emigree units receive reinforcements to anycorps or controlled city in France or in any area controlled by the major power controlling the émigrés.
 
  
·          When the French émigrés army is first formed, it receives a
 
special one time reinforcement of four Infantry factors and one Cavalry
 
factor. And one corps counter. Emigres have 6 corps counters with capacity
 
of 10I and 2C each.
 
  
·          French Émigré factors are never taken prisoner by Republican
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Émigré forces are held off map until Stage 11 of the French Revolutionary Track has been reached.  At this point, they are placed on the map, anywhere in France except for Paris. AT this time, Emigrees get as many corps counters as they want for free. Afterwards, Emigree units receive reinforcements to anycorps or controlled city in France or in any area controlled by the major power controlling the émigrés.
France’s forces (they are eliminated).
 
  
·          Should Royalist France be restored, French Émigré factors become
 
the Royalist France army.
 
  
If Ludvig XVI is alive, there are additional benefits for controlling the
+
When the French émigrés army is first formed, it receives a special one time reinforcement of four Infantry factors and one Cavalry factor. And one corps counter. Emigres have 6 corps counters with capacity of 10I and 2C each.
Émigrés. The power in control of Emigree’s may demand return of Bourbouns to
 
the throne. This can be done as part of unconditional surrender (costing one
 
peace condition pick).
 
  
If Bourbons are returned to power, French revolution track goes down to 0.
 
Every turn, the revolution advances as normal untill it reaches the point where it was when Bourbons were returned to power. Normal revolution check is used thereafter.
 
  
MINOR TROOPS<br>
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French Émigré factors are never taken prisoner by Republican France’s forces (they are eliminated).
All minors have 0.75% (round up) starting forces in phase 1 and 100% thereafter.<br>
 
  
  
 +
Should Royalist France be restored, French Émigré factors become the Royalist France army.
  
  
Muslim fanatism
+
If Ludvig XVI is alive, there are additional benefits for controlling the Émigrés. The power in control of Emigree’s may demand return of Bourbouns to the throne. This can be done as part of unconditional surrender (costing one peace condition pick).
  
Turkish feodals receive +0,5 morale while in their home province. Turkish
 
regulars receive +0,5 morale while in Anatolia or Rumelia,
 
  
 +
If Bourbons are returned to power, French revolution track goes down to 0. The revolution track tickets are altered so that the amount of previously drew "winning" tickets are returned to the pool but the "losing" tickets are not.
  
  
POLAND
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===Muslim fanatism===
  
 +
Turkish feodals receive +0,5 morale while in their home province. Turkish
 +
regulars receive +0,5 morale while in Anatolia or Rumelia,
  
  
Poland begins the game as Russian protectorate. All territory marked with
+
All minors have 0.75% (round up) starting forces in phase I and 100% thereafter.
(P) are part of Poland. Russia has access through Poland. Russia receives
 
10$ each economic from Poland, but no manpower. Russia may not declare war
 
on Poland.
 
  
If any other nation declares war on Poland, it is considered a DOW on
 
Russia. (costing 3PP) Russia may still be DOWed separately.
 
  
If Russia and Poland go to war together, Polish forces are available and all
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===Poland===
Polish money and manpower is used to raise Polish units (Russia does not
 
receive 10$ from Poland).
 
  
Attacker cannot make peace without making it with both Russia and Poland.  
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Poland begins the game as a Russian protectorate. All territory marked with (P) are part of Poland. Russia has access through Poland and receives 10$ on each economic phase from Poland, but no manpower. Russia may not declare war on Poland.
Ie. You make peace with Russia and Poland is automatically included.
 
  
  
 +
If any other nation declares war on Poland, it is considered a DoW on Russia. (costing 3PP) Russia may still be DOWed separately.
  
Every time “no event” is rolled, roll die, if result is 6, Poland revolts. If Poland fails to revolt after six tries, +1 applies to the roll for each 6 failed tries.
 
  
When Poland revolts, Poland becomes an independent minor country consisting
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If Russia and Poland go to war together, Polish forces are available and all Polish money and manpower is used to raise Polish units (Russia does not receive 10$ from Poland).
of all territory marked with (P). All Russian depots in Poland are destroyed
 
and Russian access is revoked. Forcible access cannot be used against
 
Poland. Any attempt at forcible access is considered a DOW on Poland.
 
  
  
 +
Attacker cannot make peace without making it with both Russia and Poland.
 +
* I.e. You make peace with Russia and Poland is automatically included.
  
Declaring war on independent Poland
 
  
A DOW on Poland costs 3 PP, regardless of Polands current size. Roll for
+
Poland revolts according the Revolution track. When this happens Poland becomes an independent minor country consisting
control as for any other major power (Britain +1, Russia&Turkey –1). Gaining
+
of all territory marked with (P). All Russian depots in Poland are destroyed and Russian access is revoked. Forcible access cannot be used against Poland. Any attempt at forcible access is considered a DOW on Poland.
control of Poland is worth 3PP.
 
  
Poland sues for peace when all cities in two provincies are held by the
 
attacker(s). Attacker may decline the offer to conquer more territory. Attacker
 
gains 3PP when Poland surrenders and chooses one territory. Poland cedes
 
that territory. If attacker controls Warsaw, two provinces maybe chosen
 
instead.
 
  
If Poland surrenders, controller loses 3PP.
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====Declaring war on independent Poland====
  
Polish victory happens if there are no enemy forces in any (P) marked area
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A DOW on Poland costs 3 PP, regardless of Polands current size. Roll for control as for any other major power (Britain +1, Russia & Turkey –1). Gaining control of Poland is worth 3PP.
controlled by Poland (of the attacking country) at end of any turn. This
 
results in a lapse of war and Polands controller gains 2PP. Poland then
 
reverts to neutrality and regains one (P) marked province from the attacker.  
 
(unless at war with another majorpower).
 
  
Poland may be at war with several major powers and in such case can surrender several times.Poland surrenders first to the nation controlling Warsaw, then to the nation that went to war first. Resolve ties randomly.
 
  
When war with Poland is over (win or lose) there is 12 months of enforced
+
Poland sues for peace when all cities in two provincies are held by the attacker(s). Attacker may decline the offer to conquer more territory. Attacker gains 3PP when Poland surrenders and chooses one territory. Poland cedes that territory. If attacker controls Warsaw, two provinces maybe chosen instead.
peace.
 
  
Polish provinces become home provinces of the power conquering them first,
 
if allowed as follows:
 
  
Posen: Prussia
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If Poland surrenders, controller loses 3PP.
  
Masovia: Prussia
 
  
West Galicia: Prussia, Austria
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Polish victory happens if there are no enemy forces in any (P) marked area controlled by Poland (of the attacking country) at end of any turn. This results in a lapse of war and Polands controller gains 2PP. Poland then reverts to neutrality and regains one (P) marked province from the attacker. (unless at war with another major power).
  
East Galicia: Austria
 
  
Lithuania: Russia
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Poland may be at war with several major powers and in such case can surrender several times.Poland surrenders first to the nation controlling Warsaw, then to the nation that went to war first. Resolve ties randomly.
  
Polesia: Russia
 
  
Podolia: Russia, Turkey
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When war with Poland is over (win or lose) there are 12 months of enforced peace.
  
 +
Polish provinces become home provinces of the power conquering them first, if allowed as follows:
 +
* Posen: Prussia
 +
* Masovia: Prussia
 +
* West Galicia: Prussia, Austria
 +
* East Galicia: Austria
 +
* Lithuania: Russia
 +
* Polesia: Russia
 +
* Podolia: Russia, Turkey
  
  
Polish army
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====Polish army====
  
 
When Poland reverts to neutrality (by lapse of war or by surrender) all  
 
When Poland reverts to neutrality (by lapse of war or by surrender) all  
Rivi 196: Rivi 134:
 
reinforcements bought. Poland cannot buy militia.
 
reinforcements bought. Poland cannot buy militia.
  
Poland has 4 Infantry corps (capacity 16I, 2C) and 3 cavalry corps (Capacity
+
 
7C). All units have morale 3. Total Polish forces are 40I, 16C.
+
Polish forces:
 +
* 4 Infantry corps, capacity: 16I, 2C  
 +
* 3 cavalry corps, capacity: 7C
 +
* All units have morale of 3.  
 +
* Total Polish forces are 40I, 16C.
 +
 
  
 
All Polish areas controlled by Poland have guerrilla value of 3.
 
All Polish areas controlled by Poland have guerrilla value of 3.
 
  
  
Rivi 206: Rivi 148:
  
  
 +
===Russo-Turkish war===
  
 +
As Campaign starts, both Russia and Turkey secretly determine if they wish to fight. If neither wants to fight, they come to an informal peace. If both want to fight, they start at war and cannot come to an informal peace (for this war only). If only one wants to fight, the other must immediately conditionally surrender.
  
  
Russo-Turkish war
+
===Neutral minor special rules===
 
 
 
 
 
 
As Campaign starts, both Russia and Turkey secretly determine if they wish
 
to fight. If neither wants to fight, they come to an informal peace. If both
 
want to fight, they start at war and cannot come to an informal peace (for
 
this war only). If only one wants to fight, the other must immediately
 
conditionally surrender.
 
 
 
 
 
 
 
Minors:
 
 
 
 
 
 
 
Austria
 
 
 
            -conquered: Flanders, Berg, Lombardy
 
 
 
 
 
 
 
Britain
 
 
 
-        free states: Hanover
 
 
 
- Conquered: Gibraltar
 
 
 
 
 
 
 
France
 
 
 
            -Free states: Kingdom of two sicilies (Naples&Sicily) (Changes
 
control to the
 
 
 
same side as emigres when émigrés are placed on board and will fight against
 
France as long as Emigree’s exist. After Émigré’s are gone, Naples becomes
 
neutral and forces are recorded for later use).
 
Naples fighting against France is considred minor vs major war, but there is no lapse of war. (ie. Only France can conquer Naples).
 
 
 
-        Corsica is a French province, not a minor country.
 
 
 
 
 
 
 
Prussia
 
 
 
-        Conquered: Kleves, Palatinate, Saxony, Duchies
 
 
 
 
 
 
 
Russia
 
 
 
-        Conquered: None
 
 
 
-        Georgia does not produce Cossacks until Russia has fought Persia
 
without losing control of Tiflis.
 
 
 
-        Crimea has been ceded to Turkey
 
 
 
 
 
 
 
Spain
 
 
 
-        Conquered:  Tuscany, Romagna
 
 
 
 
 
 
 
Turkey
 
 
 
            - Conquered: Crimea, Rhodos
 
 
 
-        Ottoman empire is in existence with all participant countries,
 
with total forces 45I, 15C. Ottoman empire is dissolved 1799 January (or
 
earlier if Turkey enters Fiasco zone) all participant nations becoming
 
independent regardless of who is in control. Their starting forces also
 
reset to 1805 campaign start values.
 
 
 
 
 
 
 
Neutral minor special rules
 
  
  

Versio 26. tammikuuta 2011 kello 15.28

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Special rules

Forage

Austrian, Prussian, Russian, Spanish, British and French (and their controlled and sponsored minors) corps have a –2 penalty to all forage rolls. This is cancelled as indicated by French revolutionary track (except for French Emigree’s who are never free from this rule). This rule does not affect potential Ottoman corps in Ottoman territory.

Suez

If Egypt is controlled by a nation at war with Britain, Britain loses 1PP and half colonial (the Indian trade) trade each economic phase. Each British controlled fleet on or east of Malta reduces the penalty by 1$ for each ship in it. If 10 or more ships is present, there is no PP loss.


Irish revolt

Once during the game, when France and Britain are at war, France may trigger an Irish rebellion. Irish rebels consist of a single corps of 8 infantry at morale 2. Ireland also gains guerrilla value 4 and Irish rebels receive 1 infantry as reinforcements each turn (2 infantry, if Dublin is controlled by enemies of Britain). The corps counter may be purchased by France every economic phase, if it is off the board (but maintenance need not be payed).


If Irish rebels (and other enemies of Britain) manage to gain unbesieged control all cities in Ireland for a whole month, rebellion succeeds. Ireland becomes a neutral minor country and it’s values are halved if it is conquered. Remaining Irish forces are taken off the board and are used if Ireland is attacked.


If at any point there are no Irish units on the board (including guerrillas), Irish rebellion fails and Ireland loses it’s guerrilla value for the rest of the game.


Peace of Amiens

After French revolution track reaches 48, both Britain and France make informal peace with all nations. Neither may DOW any major power for 12 months.


Pitt the younger elected PM

As the peace of Amiens begins, Britain loses following troops:

  • All militia
  • All infantry
  • Half guards (round down)
  • Half cavalry (round down)
  • British freestates and KGL are not affected.


King's German Legion

If Britain loses control of Hanover, all Hanoverian garrisons are eliminated, the Hanoverian corps becomes King's German Legion (KGL). Upkeep of KGL is paid by Britain. KGL recieves 2MP every December and no other reinforcements. Britain must pay for any troops that are purchased. KGL cannot change factors with other British corps, but may drop garrisons. Any troops of the KGL that are used as garrison become British infantry and may not return to KGL corps.


If confederation of the Rhein is in existence, KGL recieves no reinforcements.


French Émigrés

The exiled princes and nobles of France created a small army based in Germany to fight the Revolution. This army known as the “Army of the Princes” fought in many of the battles of the Revolutionary War until it was annihilated at the Battle of Hohenlinden in 1800. This rule allows the player to show their real, if albeit minor, contribution to the war against the Revolution.

Control of the French Émigrés

The French Émigrés are controlled by any Major Power at war with Republican France, in the following order of precedence: Austria, Britain, Spain, Russia, Prussia and Turkey. If no Major Powers are at war with France, Austria takes control. French Émigré army factors will only fight Republic France and with any of Republican France’s Allies, if in a combined force.

Using the French Émigrés

The Major Power controlling the French Émigrés receives the normal taxation and manpower values of French provinces not under the control of Republican France during the Money and Manpower Collection Step. The taxation money is used to purchase French Émigré army factors given the available manpower points. The controlling Major Power also receives all exiled French Royalist leaders, who may command only Emigree troops.


Émigré forces are held off map until Stage 11 of the French Revolutionary Track has been reached. At this point, they are placed on the map, anywhere in France except for Paris. AT this time, Emigrees get as many corps counters as they want for free. Afterwards, Emigree units receive reinforcements to anycorps or controlled city in France or in any area controlled by the major power controlling the émigrés.


When the French émigrés army is first formed, it receives a special one time reinforcement of four Infantry factors and one Cavalry factor. And one corps counter. Emigres have 6 corps counters with capacity of 10I and 2C each.


French Émigré factors are never taken prisoner by Republican France’s forces (they are eliminated).


Should Royalist France be restored, French Émigré factors become the Royalist France army.


If Ludvig XVI is alive, there are additional benefits for controlling the Émigrés. The power in control of Emigree’s may demand return of Bourbouns to the throne. This can be done as part of unconditional surrender (costing one peace condition pick).


If Bourbons are returned to power, French revolution track goes down to 0. The revolution track tickets are altered so that the amount of previously drew "winning" tickets are returned to the pool but the "losing" tickets are not.


Muslim fanatism

Turkish feodals receive +0,5 morale while in their home province. Turkish regulars receive +0,5 morale while in Anatolia or Rumelia,


All minors have 0.75% (round up) starting forces in phase I and 100% thereafter.


Poland

Poland begins the game as a Russian protectorate. All territory marked with (P) are part of Poland. Russia has access through Poland and receives 10$ on each economic phase from Poland, but no manpower. Russia may not declare war on Poland.


If any other nation declares war on Poland, it is considered a DoW on Russia. (costing 3PP) Russia may still be DOWed separately.


If Russia and Poland go to war together, Polish forces are available and all Polish money and manpower is used to raise Polish units (Russia does not receive 10$ from Poland).


Attacker cannot make peace without making it with both Russia and Poland.

  • I.e. You make peace with Russia and Poland is automatically included.


Poland revolts according the Revolution track. When this happens Poland becomes an independent minor country consisting of all territory marked with (P). All Russian depots in Poland are destroyed and Russian access is revoked. Forcible access cannot be used against Poland. Any attempt at forcible access is considered a DOW on Poland.


Declaring war on independent Poland

A DOW on Poland costs 3 PP, regardless of Polands current size. Roll for control as for any other major power (Britain +1, Russia & Turkey –1). Gaining control of Poland is worth 3PP.


Poland sues for peace when all cities in two provincies are held by the attacker(s). Attacker may decline the offer to conquer more territory. Attacker gains 3PP when Poland surrenders and chooses one territory. Poland cedes that territory. If attacker controls Warsaw, two provinces maybe chosen instead.


If Poland surrenders, controller loses 3PP.


Polish victory happens if there are no enemy forces in any (P) marked area controlled by Poland (of the attacking country) at end of any turn. This results in a lapse of war and Polands controller gains 2PP. Poland then reverts to neutrality and regains one (P) marked province from the attacker. (unless at war with another major power).


Poland may be at war with several major powers and in such case can surrender several times.Poland surrenders first to the nation controlling Warsaw, then to the nation that went to war first. Resolve ties randomly.


When war with Poland is over (win or lose) there are 12 months of enforced peace.

Polish provinces become home provinces of the power conquering them first, if allowed as follows:

  • Posen: Prussia
  • Masovia: Prussia
  • West Galicia: Prussia, Austria
  • East Galicia: Austria
  • Lithuania: Russia
  • Polesia: Russia
  • Podolia: Russia, Turkey


Polish army

When Poland reverts to neutrality (by lapse of war or by surrender) all Polish units are reset. During wartime, they receive reinforcements as normal. When at war, last Polish economic phase is created and reinforcements bought. Poland cannot buy militia.


Polish forces:

  • 4 Infantry corps, capacity: 16I, 2C
  • 3 cavalry corps, capacity: 7C
  • All units have morale of 3.
  • Total Polish forces are 40I, 16C.


All Polish areas controlled by Poland have guerrilla value of 3.


If Poland ceases to exist, all standard rules of Poland are used instead.


Russo-Turkish war

As Campaign starts, both Russia and Turkey secretly determine if they wish to fight. If neither wants to fight, they come to an informal peace. If both want to fight, they start at war and cannot come to an informal peace (for this war only). If only one wants to fight, the other must immediately conditionally surrender.


Neutral minor special rules

Armed neutrality alliance (Portugal, Sweden, Denmark, Holland, Russia)

Any DOW on any member nation except Russia is considered a DOW on all member nations and must be payed for separately (very expensive). Russia gains an additional +2 (for war) to gain control if this happens.

Sweden includes Mecklenburg.

Britain (only) may attack any fleets belonging to the alliance, unless it is on the Mediterranean/Black sea. If Britain wants to raid a port, minor troops&fleets are placed on board for that turn only.

French free DOW on Holland does not count as a DOW on all members.

1805 January, the alliance is dissolved, all rules above are null and void. Alliance is also (temporarily) cancelled if all participant nations are controlled by a major power.



Holy Roman Empire


Baden, Bavaria, Wurttenburg, Hesse, Prussia and Austria form HRE. Austria and Prussia cannot DOW Baden, Bavaria, Wurttenburg or Hesse without DOWing all other members of HRE also. Other nations are not so restricted. If Austria or Prussia DOWs HRE, Austria and Prussia cannot make informal peace (for this war only).

This rule is revoked if France, Austria or Prussia becomes dominant, but not before 1800.



Kingdom of Sardinia


Sardinia consists of Sardinia and Piedmont. There is no main district and all parts must be conquered separately. A DOW on Kingdom of Sardinia is also considered a DOW on Britain. A DOW on Sardinia by Britain costs 2 additional PP.

Starting forces: 12I, 1C.


Switzerland is worth 0/0 until 1796.


The very first DOW on Papacy costs 2 additional PP. (except for Republican/Imperial France) Also, all nations (except Turkey) have a free DOW on the agressor (again, Republican/Imperial France is not included)


Venetia also includes Corfu. City of Venetia cannot be besieged, unless it is also blockaded (cancell if Venetia is conquered). Venice forces start at 10I, 1C, 15S.

Amsterdam has two fletches, except in winter months. Siege battle in Amsterdam is always worth 1PP, regardless of the current months.(Cancel if Amsterdam is conquered)



Player notes&hints:


Austria


If Turkey&Russia fight, Austria has several options. Attacking France is tempting, but if Turkey and Russia come to peace, Austria might endup in serious trouble. Alliance with Prussia is imperative, as usual.


Britain


Borderline boring. Sit back, look for an opportunity to destroy a (French) fleet and build up. Nevermind peace of Amiens. It is (likely) SO far away in the future, that you can build your army to full size and lose it in battles all over again. Several times.

Don’t forget that Russia/Austria/Turkey could grow to such a force that you must treat them like “France”.


France


Sacre bleu! They are big and you are small! This is not the France of 1805! Think defense. If Austria or Prussia attacks (or both!), you might be better off surrendering early. Bide your time, France will rise. And pay attention to the revolution. It is not all bad.


Prussia


Weak – yes. Surrounded by stronger countries – yes. Don’t lose your army. Get your share of Poland in co-operation with someone else or it will be too expensive. Other than that, fight only when you know you are going to win with light losses. All manpower you can sock up for later is like money in the bank.


Russia


War with Turkey is expensive, but you have no choice. Russian army is by far the strongest on board, but you are missing key elements of your money and manpower base. Beat on Turkey until he submits, then the focus must be Poland.


Spain


Good news is France wont bother you for a long while. Bad news is, Britain is pretty much free to do what he wants. Turkey is way too strong early in the game and minors are all somehow unreachable (maybe Papacy). Think defence. No, think turtle. Spain cant afford any adventurism early on.


Turkey


Oh yes! Muslim power! Look at Austria tremble when you threaten with war. Bad news is, you are at war with a monster Russia. If you can win that war, dominant status will be your reward (eventually). The cost for trying is likely to be high on PPs, but if you can stay afloat on PPs, you will eventually wear them out and win. You are not outnumbered. Money is still a serious problem.