EIA:Revolution track

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Notes

  • Revolution track is activated at start of the game. The track is to be used with The Revolution (phase I) and The Rise of Napoleon (phase II) campaings.
  • Those events followed by an asterisk "*" should be treated as effects that are "permanent if not later overruled"
  • If the track reaches any event with a label "PHASE # starts" change corps compositions according to the said phase.
  • There are also events 48 and 49 which are resolved by conditions explained in the event number 47

How to use the track

A simple draw lots from a hat -algorithm:

  • Get some suitable object that acts as a ballot box.
  • Scissor paper-tickets equal to the total number of tickets the track has in your campaign (see below).
  • Separate tickets equal to the amount of resolvable events in your campaing (see below), these are called the winning tickets.
  • Write a number one (1) or "win" or "viva la revolution" or whatever you choose to those winning tickets, leave other tickets blank.
  • Put all the tickets into the ballot box and shuffle them properly.
  • At the start of each turn draw one ticket from the ballot box:
    • If it's a blank ticket, nothing happens
    • If it's a winning ticket, revolution track advances one step forward.
  • Do not put an already drawn ticket back to the ballot box! At least not until all winning tickets have been drawn.

For some, it might be more convenient to write a simple software to perform this operation. :)

Phase I campaign

  • Revolution track has 180 tickets, 47 of which are winning tickets that trigger an event. 28% of tickets win.
  • At the start of the game track-step 0 is active.

Phase II campaign

  • Revolution track has 112 tickets, 27 of which are winning tickets that trigger an event.
  • At the start of the game track-step 20 is active.
    • So yes, you still got those 47 events listed below, you just skip the first 20 of them as they would have already occured.
      • Yes, this does mean that any effect described as "permanent if not later overruled", that has occurred and not since overruled by the other events between steps 0 to 20, is active at the start of the game

The track

0. PHASE I starts: Ludvig XVI politics, trade treaty – Britain must trade with France*
  • France has only those generals marked as “Royalists”
  • France cannot gain dominant status*
  • All French DOWs cost extra 2 PPs*.
  • Supply costs are doubled for all players.*
  1. Ludvig XVI manages finances – All French homeland tax income is halved and no French militia maybe raised.*
  2. Edicts and noble revolt – France loses 3 PP and gains 30$. France cannot declare wars.*
  3. France bankrupt – France loses 3 PP. French treasury becomes 0.
  4. Peasant revolts – France loses 1 PP. Rebels spawn under French control at the rate of 1I per economic phase.*
  5. Estates general begins – France gains 2 PP. France can declare wars again.*
  6. Storming of Bastille – France loses 1 PP and all Royalist leaders. Gain all leaders marked Republican. Remove all rebels. New rebels are controlled as the émigré.*
  7. Great fear – France loses 2 PP. French militia may be raised.*
  8. Declaration of rights of man – France gains 2PP. France makes informal peace with all nations. France may not DOW or be DOWed.*
  9. Let them eat cake – France may be DOWed.* France gets no tax income on December turns.*
  10. Jacobines take charge – France may DOW.* French DOWs don’t cost extra anymore.* Remove all rebels.
  11. Political chaos – France loses 1 PP. France makes informal peace with all nations. The émigré is deployed. France may not DOW or be DOWed.*
  12. Navy mutiny – Random French fleet may not move each turn.* France may DOW and be DOWed.*
  13. Tax reform – France gains 1 PP. Tax value returns to normal.*
  14. Agricultural reform – France gains taxes in December as normal.* Supply no longer costs double.*
  15. End of royalty – France loses 3PP. Add 5I to Emigree army. France's alliances are broken for no cost. France makes informal peace with all nations. France cannot DOW or be DOWed.* If there is no Russia-track then: Katherine's lover dies, Poland is no longer a Russian protectorate.
  16. Army mutiny – France loses 1d6 cavalry and 2d6 infantry.
  17. France condemns royalty – France may DOW and be DOWed.*
  18. Army mutiny – French guard corps becomes an émigré unit.*
  19. Collapse of government – France loses 4 PP. France makes informal peace with all nations. France may not DOW or be DOWed.*
  20. PHASE II starts: French Republic established – France gains 5 PP. France may DOW and be DOWed.* France has a free DOW on Austria. Spain has a free DOW on France and wars between Spain and France can only end in a formal peace.* Corps of French Republic (or French minors) are not subject to the 2 point forage penalty.* Remove all rebels. Britain does not have to trade with France.*
  21. Execution of Ludvig XVI – France gains 3PP. France has a free DOW on Britain and/or Holland. All nations except Turkey have a free DOW on France. France's alliances are broken for no cost. France can only ally with Turkey.* If France chooses not to execute Ludvig XVI, none of the effects take place.
  22. Levée en masse – If France is at war, French manpower is doubled.* Half of all units raised must be militia.*
  23. Committee of public safety – France gains 1PP. Rebels no longer spawn.*
  24. Robespierre – A random French leader dies.
  25. Execution of Marie Antoinette – France gains 2PP. Austria has free DOW on France. Austria may not ally with France.* France may choose not to execute Marie and none of the effects apply.
  26. Robespierre on the loose – Another random French leader dies.
  27. Robespierre doesn’t know when to stop – Two random French leaders die.
  28. We all love Robespierre (or else) – France loses 4PP.
  29. 9th Thermidor – France gains 3PP.
  30. Vendée rebellion – Rebels start spawning at the rate of 1I per economic phase under émigré control.*
  31. L’Amalgame – France may exchange 1I and 4M to 4I once at each reinforcement phase; all factors must be in the same location.*
  32. Whiff of grapeshot – France gains leaders marked as Bonapartists.
  33. Vendée rebellion over – Rebels stop spawning.*
  34. Navy reform – Naval mutiny over.*
  35. Britist trade expansion – Britain gains +5£ Indian trade.*
  36. Revolt of Haiti – France must choose between two: 1) to pay 20$ and lose 2PP, OR 2) not to pay and lose 4PP
  37. Britist trade expansion – Britain gains +5£ American trade.*
  38. Treaty with USA – France must choose between two: 1) Sell New Orleans for 5$, OR 2) Sell whole Lousiana for 50$ and lose 2PP
  39. Britist trade expansion – Britain gains +5£ Indian trade.*
  40. Naval reform – France gains 100$ worth of ships.
  41. Naval reform – France gains 100$ worth of ships.
  42. Naval reform – France gains 100$ worth of ships.
  43. Naval reform – France gains 100$ worth of ships.
  44. Jourdan Law – Levée en masse cancelled* L’Amalgame cancelled.* French infantry morale rises to 3.5.*
  45. Naval reform – France gains 100$ worth of ships.
  46. Naval reform – France gains 100$ worth of ships, heavy ships may be chosen.
  47. Napoleonic time – French revolution track is no longer advanced by drawing lots, but by events only.* Bonaparte may be promoted.* When Consul Bonaparte is available, move to the next event.
  48. Coup de tat – France loses remaining Republican leaders. Peace of Amiens (British rule) comes into effect.* When Napoleon is available, move to the next event.
  49. PHASE III starts: Emperor is crowned – France gains 3PP. France becomes dominant, if in possession of required territories. Remaining émigré are eliminated. French infantry morale rises to 4, or if not dominant returns to 3.* French Guard corps returns to French control. All nations forage as normal.* Spain loses free the DOW on France and wars between Spain and France can end in informal peace again.* Artillery may be built as normal.*