Ero sivun ”EIA:minorlaajennus” versioiden välillä

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun
Rivi 53: Rivi 53:
  
 
If multiple Major Powers with equal level of claims desire control, roll D6 to determine control.
 
If multiple Major Powers with equal level of claims desire control, roll D6 to determine control.
 +
 +
 +
'''Political effects, victory conditions, etc:'''
  
 
Persia is worth 3 PP. The Major Power controlling Persia gains and loses political points in the manner of any Sponsored minor country. The only exception is when the war is over, that the Major Power neither gains nor loses the political points as a result of the peace.  
 
Persia is worth 3 PP. The Major Power controlling Persia gains and loses political points in the manner of any Sponsored minor country. The only exception is when the war is over, that the Major Power neither gains nor loses the political points as a result of the peace.  
Rivi 65: Rivi 68:
 
The Major Power at war with Persia gains +3 political points in any of these three cases. The war with Persia may also end if the Major Power at war offers a conditional surrender (which Persia must accept), resulting in the loss of -5 political points, and the surrendering Major Power must pay reparations (as per peace condition B.3) to Persia. Surrendering to Persia is considered surrender to a Major Power and may be combined with surrender to other Major Powers, for no additional political point loss. Persia automatically “picks” first, taking condition B.3 (money) as its first and only condition. Following a peace with Persia (either victory or defeat) that Major Power may not be invaded by Persia for 12 months (with the event automatically effecting the other possible victim, if permissible).
 
The Major Power at war with Persia gains +3 political points in any of these three cases. The war with Persia may also end if the Major Power at war offers a conditional surrender (which Persia must accept), resulting in the loss of -5 political points, and the surrendering Major Power must pay reparations (as per peace condition B.3) to Persia. Surrendering to Persia is considered surrender to a Major Power and may be combined with surrender to other Major Powers, for no additional political point loss. Persia automatically “picks” first, taking condition B.3 (money) as its first and only condition. Following a peace with Persia (either victory or defeat) that Major Power may not be invaded by Persia for 12 months (with the event automatically effecting the other possible victim, if permissible).
  
The Persians have three (3) corps infantry, two (2) cavalry corps and six (6) depots.
+
'''Persian forces:'''
 +
 
 +
The Persians have three (3) infantry corps, two (2) cavalry corps and six (6) depots.
 
* Infantry corps: 9 Infantry
 
* Infantry corps: 9 Infantry
 
* Cavalry corps: 8 Light Cavalry (Morale 2)
 
* Cavalry corps: 8 Light Cavalry (Morale 2)
  
If the Major Power controlling Persia is at war with the “victim” of the Persian Invasion, that Major Power may use his depots and pay for Persian supply.
+
 
 +
'''Other rules related to Persian invasion:'''
  
 
Any feudal corps rule applies to Persian and in addition any such corps that is on or next to a Persian depot in the Levy step of December each year is reinforced to full strength. These factors do not count against killed factors.
 
Any feudal corps rule applies to Persian and in addition any such corps that is on or next to a Persian depot in the Levy step of December each year is reinforced to full strength. These factors do not count against killed factors.
 +
 +
If the Major Power controlling Persia is at war with the “victim” of the Persian Invasion, that Major Power may use his depots and pay for Persian supply.
  
 
Persian forces may only enter the home nation provinces of the Major Power with which they are at war, along with Georgia and Armenia. Persians appear at the edge of the board in Armenia or Georgia with the controlling major power automatically granting them access to that province.
 
Persian forces may only enter the home nation provinces of the Major Power with which they are at war, along with Georgia and Armenia. Persians appear at the edge of the board in Armenia or Georgia with the controlling major power automatically granting them access to that province.

Versio 10. joulukuuta 2012 kello 20.16

Back to main page

Minor wars

Roll 1d12 and refer to the following table for result.

1-4 Persian invasion
5 Confederation of the Rhine
6 Gustav of Sweden
7 Baltic Sound toll
8 Colonial war
9 Hungarian insurrection
10 Mediterranean pirates
11 Polish revolt
12 Wahbdist revolt

Common rules

  • If the minor in question is conquered, then no war is declared. Poland is an exception to this rule.
  • If the minor in question is a free state, then the controlling major must also declare war on the defending major or else the free state declares independence and goes to war. If the controlling major does declare war, the war is fought normally and no special rules connected to minor wars are used.
  • If the minor in question is a free state of the defending major, then nothing happens.
  • If the minor in question is independent, the control is resolved by war, not allied -priority towards the defending major. In cases where multiple majors with equal priority status want control, the decision is resolved as per normal minor country control rules.
  • When the war is over, the borders between the minor and the defending major are returned to status quo, unless specifically mentioned otherwise.
  • If a major country surrenders to a minor, the minor will always accept a conditional surrender, taking extended peace and reparations as it's first choice peace conditions. Denmark, pirates and Hungarians cannot be surrendered to.
  • Minor countries have no such thing as enforced peace when attacking.

Persian invasion

Persia is at war with either Russia or Turkey (50% each). If Russia is invaded use Armenia as Persian home province, if Turkey is invaded use Georgia instead.

Control of the Persians goes to:

  • firstly, Russia or Turkey (the one not being invaded),
  • secondly to a player who is at war with the invaded Major Power, and
  • finally to anyone who is willing to take control.

If multiple Major Powers with equal level of claims desire control, roll D6 to determine control.


Political effects, victory conditions, etc:

Persia is worth 3 PP. The Major Power controlling Persia gains and loses political points in the manner of any Sponsored minor country. The only exception is when the war is over, that the Major Power neither gains nor loses the political points as a result of the peace.

The invasion is over if any of the following conditions is met:

  • The invasion has last for 18 months
  • Persian home province is conquered
    • when attacking Turkey Persian home province is Georgia, when attacking Russia it's Armenia
  • 40 Persian factors have been killed
    • factors dropped into garrison count as killed even if retrieved.

The Major Power at war with Persia gains +3 political points in any of these three cases. The war with Persia may also end if the Major Power at war offers a conditional surrender (which Persia must accept), resulting in the loss of -5 political points, and the surrendering Major Power must pay reparations (as per peace condition B.3) to Persia. Surrendering to Persia is considered surrender to a Major Power and may be combined with surrender to other Major Powers, for no additional political point loss. Persia automatically “picks” first, taking condition B.3 (money) as its first and only condition. Following a peace with Persia (either victory or defeat) that Major Power may not be invaded by Persia for 12 months (with the event automatically effecting the other possible victim, if permissible).

Persian forces:

The Persians have three (3) infantry corps, two (2) cavalry corps and six (6) depots.

  • Infantry corps: 9 Infantry
  • Cavalry corps: 8 Light Cavalry (Morale 2)


Other rules related to Persian invasion:

Any feudal corps rule applies to Persian and in addition any such corps that is on or next to a Persian depot in the Levy step of December each year is reinforced to full strength. These factors do not count against killed factors.

If the Major Power controlling Persia is at war with the “victim” of the Persian Invasion, that Major Power may use his depots and pay for Persian supply.

Persian forces may only enter the home nation provinces of the Major Power with which they are at war, along with Georgia and Armenia. Persians appear at the edge of the board in Armenia or Georgia with the controlling major power automatically granting them access to that province.

Economically Persia is treated as a free state, they receive $10 initially, and an additional $10 per economic phase for the Persians (for purchase of depots and supply). Persian forces pay no upkeep maintenance costs in the Economic Phase.

Confederation of the Rhine

The Confederation consists of Hannover, Hesse, Baden, Bavaria, Saxony, Wurttenburg, Berg, Kleves, Duchies and Mecklenburg.
The independent and free state countries attack the major which has the most conquered member states of the Confederation under it's rule. Free states do not apply. In case of draw, the Confederation attacks with the following priority: Prussia, Austria, France, Great Britain, Russia, Spain, Turkey.
The Confederation loses if any of the capitals of the attacking member states has been held by the defending major for 3 months or after 18 months of war have passed. The winner gains 2PP.
The Confederation wins if it manages to recover even one conquered member state. The controller gains 2PP.

Gustav of Sweden

If Sweden is a player country, the Balkan revolt happens instead.
Roll 1d10 to determine the defending major.

1-7 Sweden attacks Russia
8-9 Sweden attacks Prussia
10 Sweden attacks Great Britain

Sweden loses the war if 18 months have passsed or if the defending major conquers Finland (if at war with Russia), Mecklenburg (if at war with Prussia) or Stockholm (if at war with Great Britain). The winner gains as many PP as Sweden has provinces.
If Sweden wins the war, it takes Karelia from Russia (if all majors involved in the surrender accept this), or reparations.

Baltic Sound toll

Roll 1d10 to determine the defending major.

1-6 Denmark attacks Great Britain
7-8 If Sweden is a major power, Denmark attacks Sweden. If not, Great Britain.
9 Denmark attacks Prussia
10 Sweden attacks Russia

Denmark loses the war if 18 months have passed or the defending major has conquered Copenhagen.
The war can be brought to an end at any time by paying Denmark 20$ worth of sound tolls.
Winning the war is worth no PP.

Colonial war

Roll 1d10 to determine the defending major.

1-6 England (Control according to Holland)
7-8 Spain (Control according to Portugal)
10 France (Control according to Holland)

The defending major is attacked by Holland and Portugal. France and Spain lose their American trade for the duration of the war if attacked. The British lose half of their colonial trade if attacked. Additionally Spain gets a -2 modifier to the Spanish Gold Convoy table for the duration of the war if attacked.
Holland and Portugal lose the war if either Amsterdam or Lisbon is conquered or 18 months have passed. The defending major gets 1 PP per belligerent minor for winning the war. If Portugal and Holland win, they take peace conditions as if a single entity and put preference on reparations over extended peace.

Hungarian insurrection

The Austrian insurrection corps revolt. The revolt end when the insurrection corps have been killed to the last man or if 18 months have passed. The isurrection corps cannot win the war and no PP is awarded for winning it.

Mediterranean pirates

Roll 1d10 to determine the defending major.

1-4 Spain Control preference: Turkey, Great Britain, France, Austria, Russia, Prussia
5 Austria Control preference: Turkey, Spain, France, Great Britain, Russia, Prussia
6 France Control preference: Turkey, Great Britain, Spain, Austria, Prussia, Russia
7 Great Britain Control preference: Turkey, France, Spain, Russia, Austria, Prussia
8-10 Turkey (Knights of Malta) Control preference: Spain, Austria, Russia, Great Britain, Prussia, France

The pirates have 2 fleet counters and 2 corps, each with capacity of 8 infantry.
Against all but Turkey the pirates have the following forces: 2 frigates, 1 ship of the line and 1 infantry for each independent or Turkish controlled Ottoman harbour.
Against Turkey the Knights of Malta have 10 frigates, 5 ships of the line and 4 infantry for each of Malta and Cypros if not under Turkish control.
In addition to this Austria, Spain and France are allowed to gift the Knights between 0-2 manpower in each economic phase. For each manpower recieved, the Knights gain one infantry factor that can be placed in either Malta or Cypros if not controlled by Turkey or reinforced straight into their corps.

The defending major loses 5$ in every economic phase per each pirate / Maltan fleet counter on Mediterranean sea areas or blockade boxes. In addition Great Britain, if defending, loses half of it's colonial trade and Spain, if defending, has a -2 modifier to the Spanish Gold Convoy table.

The pirates / Maltans lose the war if any of their capitals has been conquered by the defending major for 3 months or if 18 months have passed. Alternatively Spain, Austria, Great Britain and Spain can pay the pirates, if defending, 50$ to end the war immediately.

Winning against the pirates is not worth any PP.

Polish revolt

If Poland is independent, it will declare war on a random major power with a conquered Polish province. The randomization is done in relation to how many Polish provinces each major has. The war will be fought as any normal war against Poland except that Poland also wins the war if it conquers a Polish province of the defending major for 3 months.
If Poland is a free state, the defender is resolved and the war works as above, but Poland has the forces of the free state.
If Poland does not exist as independent or freestate, a random Polish province revolts. A Polish corps and 2d6 infantry rise up in the province, in an area with no corps of the defending major or it's allies. The province gets a guerilla value of 3. If the revolt manages to conquer all of the cities in the province, the revolt is successful and the province becomes independent. If it is attacked, it has a third of the forces of a normal Poland. If the reborn Poland grows to 3 provinces it becomes a again a fully independent Poland with full forces. The revolt is defeated if the defending major conquers all of the cities in the revolting province for 3 months.

Balkan revolt

One random Turkish-owned feodal province (not Anatolia or Armenia) revolts along with it's feodal corps.
The revolt succeeds if the feodal corps keeps control of the province for 3 months. If the revolt succeeds, the province becomes independent unless it was originally a province of another major power, in which case it defects to the original owner.
The revolt is defeated if Turkey destroys the feodal corps or if 12 months have passed.
Controlling or winning the revolt is not worth any PP.