EIA:New Player Countries

ExcaliburWiki
Ohjattu sivulta EIA:Uudet maat
Loikkaa: valikkoon, hakuun

Back to the main page



Sisällysluettelo

Common rules for new player countries

In Revolution and Rise of Napoleon campaigns with more than 7 players new player countries are needed. The countries defined here have the following common rules:

  • Original player countries never gain political points from forming alliances with new player countries.
    • New player countries always gain a political point when forming an alliance.
    • Alliances between new player countries give points to both as per normal.
    • A broken alliance costs points just as usual nevertheless.

Minor player countries the following extra rules:

  • Minor countries may not demand an unconditional surrender.
  • Minor countries surrenders are always conditional. ie. Victor may not demand unconditional surrender.
  • If a minor country ever achieves major status, these rules are no longer in effect. No conditions can return a major country to minor status.

Sweden

Common rules

  • Sweden begins the game as a major country.
  • Victory condition: Gain 665 victory points
    • When playing the Rise of Napoleon campaign (Phase II), Sweden has a Victory condition of 445 victory points.
  • Sweden makes her land moves between Prussia and Great Britain and her naval moves between Prussia and France.
  • Sweden recieves corps and fleets that are marked with an area, if in posession of said area(s).
  • Swedish guard cannot be committed.
  • Sweden's national modifiers versus Denmark, Mecklenburg and Hanover are +1 and versus all countries in Africa and the Mid-East it is -2.
  • Double income: Sweden recieves double $ and MP from:
    • Always: Sweden, Finland, Mecklenburg.
    • If a dominant power: Karelia, Livonia, Pommerania

Initial setup

  • Starts with Sweden, Finland and Mecklenburg as core provinces.
  • Starts on political track: N1
  • Forces for Phase I campaign: 11 Inf, 6 SoL
  • Depots for Phase I campaign: 1/6
  • Cash: 15$

Manipulation

-15$ and 6MP for +2 PP
-9$ or 5MP for +1 PP
+8$ or +4MP for -2 PP
+8$ and +4MP for -3 PP

Corps composition

Old Sweden Gustav's Sweden Sweden Bernadotte's Sweden
I 10I 1G 11I 1C 2G 12I 2C 2G 15I 3C
II 10I 12I 1C 14I 2C 17I 3C
III 6I 12I 1C 14I 2C 17I 3C
IV N/A 7I 1C 8I 2C 10I 3C
V N/A N/A 8I 2C 10I 3C
VI (Denmark) 10I 12I 1C 14I 2C 17I 3C
VII (Livonia) 10I 12I 1C 14I 2C 17I 3C
VIII (Karelia) 10I 12I 1C 14I 2C 17I 3C
Kungliga livregementets husarer (C) 3I 2C 4I 4C 8I 6C 10I 10C
Artillery (Dominant) N/A 2A 4A 6A
Fleet I 10S 20S 30S 30S
Fleet II N/A N/A 30S 30S
Fleet III (Denmark) 10S 20S 30S 30S
Fleet IV (Dominant) 10S 20S 30S 30S

The Kungliga livregementets husarer corps starts as a 0I 1C and upgrades one step at a time at each Phase change or according to Russia-track.

Morale

  • Infantry 3
  • Cavalry 4
  • Guard 5
  • Ships 3
    • 3.5 while in or adjacent to Sweden or Finland
      • Applies to Denmark if in possession of it.

Leaders

Generals:

  • Default 121D
  • Gustav IV Adolf 113A(R)
    • Remove 1808 or according to the Russia track, if used.
  • Sandels 241D
    • Cannot be attached to a corps outside Finland/Karelia, but can leave Finland/Karelia along with the corps.
    • If Sandels is in Finland, Finland has guerrilla value 4.
      • This also applies to Karelia if it has been ceded and is currently owned by Sweden.
        • In effect, if Sandels is either in Finland or Karelia, both areas have a guerilla value of 4.
    • Sandels recieves +2 bonus to Withdraw rolls.
  • Adlercreutz 233B
  • Döbeln 332C
  • Bernadotte 323A(R)
    • Becomes available 1810 or according to the Russia track, if used.

Admirals:

  • Default 21D
  • Gustav III 43A(R)
    • Remove 1792 or according to the Russia track, if used.
  • Cederström 23B
  • Cronstedt 22B

Special rules

Northern wood:

  • Sweden gets 2$ discount when building any ship.
    • This discount does not affect or cumulate with other discounts such as using hulks to build ships.

Karelian claims:

  • Sweden, and Sweden only, can demand that Karelia is ceded from Russia in a formal peace.
  • This has no further negative effects on Russia than the actual loss of the province.
    • There is no -1PP loss per turn for Sweden holding St.Petersburg when Karelia is ceded.
  • Once ceded, Karelia becomes a Swedish province and Sweden may draft her manpower normally.
    • After Karelia has become a swedish province, Russia or any other major, may demand to cede Karelia from Sweden in a formal peace as any normal province.
      • Russia or her allies cannot regain control of Karelia simply by occupation.
      • If any other nation than Russia has ceded Karelia from Sweden as described above, either Russia or Sweden or their allies may liberate Karelia by occupying all of her cities.
    • If Russia regains control of Karelia she regains her status as a Russian provice.
      • St.Petersburg becomes a Russian capital as normal. (Moscow still counts as a capital too.)
      • Russia gets manpower from Karelia.
      • Karelia may not be ceded to any other country than Sweden and only in a formal peace.

Conquering Denmark:

  • Sweden and Sweden only can DOW Denmark without having to DOW the whole Armed Neutrality Alliance.
  • If Sweden conquers Denmark, the following effects take place:
    • Remaining Danish ships are added to Swedish navy.
    • Swedish infantry morale rises to 3.5.
    • Swedish guard can be committed (+1 only).

Dominant status

Requirements:

  • If Sweden controls Sweden, Finland, Norway, Denmark, Mecklenburg, Karelia and two of the following: Pommerania, Livonia and Poland (must be formed) during new political combinations step, Sweden can achieve dominant status.
  • All minors mentioned above become Swedish provinces (but revert back to minors if lost, except Mecklenburg) as do all conquered provinces.

Effects:

  • Sweden recieves corps and fleets marked dominant.
  • Swedish infantry morale rises to 4.5.
  • A single Swedish leader gets +1 to all stats.
  • The province of Sweden is worth 10$ more in every economic phase.

Player notes & hints

Kingdom of Two Sicilies

Common rules

  • Kingdom of Two Sicilies starts the game as a minor country.
  • Victory condition: 670
  • Kingdom of Two Sicilies makes her land moves between Turkey and Austria and her naval moves between Prussia and Austria.
  • KoTS's national modifiers versus any Italian minor is "+1" and versus all countries in Africa and the Mid-East it is '-2'.
  • Double income: Kingdom of Two Sicilies recieves double $ and MP from:
    • Always: Naples and Sicily
    • If a major power: All Italian minors, including Sardinia.

Initial setup

  • Starts with Naples and Sicily as core provinces.
    • Naples is the capital district.
  • Alliances: France
  • Starts on political track: I9
  • Forces for Phase I campaign: 12 Inf, 2 SoL
  • Depots for Phase I campaign: 1/5
  • Cash: 10$

Manipulation

-15$ and 6MP for +2
-9$ or 5MP for +1
+8$ or +4MP for -2
+8$ and +4MP for -3

Corps composition

Bourbon Sicily Resisting Revolution Fighting for survival Italy
I 10I 12I 1C 14I 2C 17I 3C
II 8I 10I 12I 1C 14I 2C
III N/A N/A 12I 1C 14I 2C
IV 6I 7I 1C 8I 2C 10I 3C
V N/A 7I 1C 8I 2C 10I 3C
VI N/A N/A N/A 10I 3C
VII (Venetia) 10I 12I 1C 14I 2C 17I 3C
VIII (Piedmont) 6I 8I 10I 1C 14I 2C
IX (Piedmont) 6I 8I 10I 1C 14I 2C
X (Lombardy) 10I 1C 12I 2C 14I 3C 18I 4C
Swiss Guard (Dominant) 3G 1C 4G 1C 7G 1C 9G 1C
Fleet I 10S 20S 30S 30S
Fleet II N/A N/A N/A 30S
Fleet III (Dominant) 10S 20S 30S 30S
Fleet IV (Venetia) 10S 20S 30S 30S

Morale

  • Infantry 2
  • Cavalry 2
  • Guard 5
  • Ships have morale 3
    • 3.5 while in or adjacent to any Italian province.

Leaders

Generals:

  • Default 111D
  • Cardinal Ruffo 122D
    • Ruffo takes no prisoners: All troops captured by a stack led by Ruffo are eliminated. Leaders are not eliminated.
  • Ferdinand I 112A (R)
  • Pepe 233B
    • Becomes available once Kingdom of Two Sicilies gains major power status.

Admirals:

  • Default 21D
  • John Acton 22C

Special rules

Bourbon Loyalty:

  • Kingdom of Two Sicilies is in a forced alliance with France and cannot break it, nor can France.
  • Kingdom of Two Sicilies cannot be declared war upon individually.
  • If any major or minor power declares war on France, Kingdom of Two Sicilies is automatically declared war upon for no extra cost as part of France.
  • Any political action taken by France is automatically mirrored by Kingdom of Two Sicilies and political points are awarded or reducted as if KoTS had taken the action himself.
  • If France surrenders, KoTS surrenders as a part of France.
    • Any minors and provinces owned by KoTS are regarded as being owned by France and all KoTS corps are regarded as being corps of France, as well as garrisons, fleets and leaders.
    • If monetary reparations are demanded from France, KoTS must pay part of the reparations as if reparations had been demanded from it by France. (If France must pay it's full income as reparations in one economic phase, then KoTS must pay it's full income to France in the same economic phase etc.)
    • If France is forced to stop trading with Great Britain or America, KoTS must stop trading with them as well.
    • If a victor gains Garrisoning Rights, Sphere of Influence or Deny Co-Operation against France, he also gains it against KoTS.
    • An enforced peace comes into effect between KoTS and those that France surrendered to with a duration equal to that between France and the victorious countries.
  • If a major power sues for peace with France, Kingdom of Two Sicilies takes part in the peace deal as if it had gotten an identical surrender. Exception: If KoTS is a minor power, no unconditional surrender can be demanded.
    • France always takes his pick in victory conditions before KoTS, no roll of dice is necessary.
    • Once per peace deal France may exchange his next turn to pick victory conditions with KoTS's next or just used pick turn. Using this rule France may even overrule a pick made by KoTS if no one else has yet made their pick after KoTS. If France uses this option, he is bound to the victory conditions that KoTS is bound to (ie. if a major has surrendered to France unconditionally, but KoTS is still a minor, using this rule gives France a conditional peace victory condition). KoTS gets his next pick when France would've taken his pick and is bound to any victory conditions he could pick as if he was picking normally.
  • Kingdom of Two Sicilies cannot sue for peace individually except if it cannot collect any manpower from it's provinces (House rule 1.4.3).
    • If KoTS is forced to surrender through this rule and KoTS is a minor country, no unconditional surrender can be demanded.
  • If Kingdom of Two Sicilies conquers a minor or is in combined movement with France and has a corps in a minor country that France conquers, KoTS can demand that the minor be ceded to it. France may decide to grant the minor to KoTS or refuse and lose one political point (1PP).
  • Once every year KoTS can perform one individual political action (DoW, Alliance, Break Alliance, Peace). The action taken binds both France and KoTS. France can either approve the action or veto it, in which case no action is taken but France loses 1 PP.
    • If France contests KoTS individual political action thrice in a row, he gains has the option to break the alliance between France and KoTS and DoW KoTS for no cost, but must do so immediately or the opportunity is lost.

Resisting the Revolution:

  • Once emigrees are on the board, the forced alliance between KoTS and France is automatically borken and the countries are automatically in a war.
    • KoTS controls the emigrees and is not restricted in their use.
    • The war can only end in an unconditional surrender (exception to minor status rule), unless the Emperor has been crowned.
    • KotS must demand restoration of Bourbons if victor and Emperor has not been crowned yet.
    • If KoTS surrenders to France, France can demand any minors or provinces as if France had a corps in them.
    • If KoTS and France are in an enforced peace due to the revolution track or a surrender, war is automatically resumed after the enforced peace is over, unless Emperor has been crowned.
  • When the Emperor is crowned, half of all emigrees have three months time to merge into the KoTS army instead of being eliminated right away. This merging is done by moving factors from the emigree corps to KoTS corps or garrisons.
    • When emigree factors are moved into the KoTS army, they become identical to KoTS factors with morale equal to KoTS unit morale.
    • Emigree infantry can be converted into KoTS infantry.
    • Emigree cavalry can be converted into KoTS cavalry or infantry.
    • Emigree guards can be converted into KoTS guards or infantry.
    • After three months have passed, any remaining emigree corps or factors are eliminated.

A Throne Contested:

  • If KoTS sues for peace with France after Resisting the Revolution -rule has come into effect, France may demand Joachim Murat to rise to the throne as one victory condition.
    • Murat is removed as a French leader and added as a KoTS leader with rank A (royal). He takes the French C IV cavalry corps with him with all the cavalry it contains.
    • Ferdinand I goes into exile to Sicily.
    • KoTS is furthermore again bound to be a French free state (if it still has provinces) and follows the rules described under Bourbon Loyalty. Refer to it as Napoleonic Loyalty, though: We don't take kindly to those Royalists!
      • As Napoleonic Loyalty is in the end purely meant for personal gain, if France wills he can end the alliance between Murat's KoTS and France as if it were a normal alliance. If this happens french cavalry corps IV returns to french control. However, Murat remains a naples leader.
    • The rules under Resisting the Revolution cease to be in effect.
    • Sicily becomes an independent free state under control of Great Britain in a war against KoTS and any KoTS and French corps in Sicily are removed. Sicily does not have any corps but gains any garrison factors in Palermo as it's own. Great Britain can block the crossing arrow from Naples to Sicily with a fleet marker even if not at war with Naples as long as an independent Sicily exists as well as any naval landings to Sicily if it has a fleet in the same sea area as the landing force.
      • If Sicily is conquered, it is regained as a province by Naples. Ferdinand I is killed.
  • If Murat is the king of KoTS and any country with a royal house conquers KoTS after this, they may demand the Bourbons to be returned to the throne. In this case Murat returns to France and takes the cavalry corps with him. Ferdinand I returns as a leader if still alive, else a new king is crowned, roll for stats as for any new leader. All rules under Resisting the Revolution come into effect and all rules under Napoleonic Loyalty fall out of effect. After this France may again demand Murat to rise to the throne if he is still alive.

The Swiss Guard:

  • If KoTS controls Papacy, he is allowed to garrison Rome with guard factors, retaining their morale of 5. KoTS may not garrison Papacy controlled by KoTS with any other units.

Major status

Requirements:

  • If KoTS controls Sicily, Papacy, Romagna, Tuscany and any two of Piedmont, Venetia and Lombardy during new political combinations step, KoTS becomes a major power. All minors mentioned above become KoTS provinces (but revert back to minors if lost).

Effects:

  • KoTS infantry morale rises to 3.
  • KoTS cavalry morale rises to 3.
  • KoTS recieves corps and fleets that are marked with an area, if in possession of said area(s).
  • Remaining Venetian ships are added to KoTS navy, if KoTS controls Venetia.
  • The KoTS capital moves to Rome.
    • However, when KoTS cedes provinces in a formal peace, the province of Naples is regarded as the province containing the capital.

Dominant status

Requirements:

  • If KoTS controls Sicily, Papacy, Romagna, Tuscany, Piedmont, Venetia, Lombardy, Sardinia and Illyria during new political combinations step, KoTS can achieve dominant status.
  • All minors mentioned above become KoTS provinces (but revert back to minors if lost) as do all conquered provinces.

Effects:

  • KoTS recieves corps and fleets marked dominant.
  • KoTS infantry morale rises to 4.
  • KoTS cavalry morale rises to 4.
  • A single KoTS leader gets +1 to all stats
  • The province of Naples is worth 10$ more in every economic phase.

Player notes & hints

KoTS is a spectacularly weak country. You do not have the money to even fully raise your army and pay for it's winter supply. Your only real options for expansion are the Spanish controlled Italian minors and Papacy, possibly later on Lombardy, but don't count on that.

Actually, don't count on any of that. Papacy needs to be DOWed, but it will cost France 5 PP and that's something he will likely not accept. The Spanish minors will be gobbled up by Austria if anyone as France won't allow you a war against Spain. After that has happened, Austria will gobble up Papacy too.

The only way you can dream of extending your grasp in Italy is by getting Spain to cede the minors to you. That will likely make Austria very angry, but he may let the Italian issue rest as it would spur a much larger war against France in Flanders. If such a war starts, your aim should be in keeping any small Austrian force away from your Italian minors while, quite probably, sending most of your income directly to France to keep him from toppling over. You can also try to influence Turkey to abandon his war against Russia (at least for the moment) and come to France's aid against Austria. If such a thing happens, Austria may very well have to surrender unconditionally, in which case your aim is to take Lombardy and a corps on loan. You likely won't get them, but hey, here's to wishing. If you get Lombardy or a corps on loan and Lombardy reverts to neutral, act quick and conquer Lombardy, then move onto Piedmont the moment you can. From there on you'll be a major country and actually worth something.

Lets forget about dreaming now. Your options are very limited. France will probably want your two ships and your admiral supporting the Franco-Spanish combined fleet but will not pay you anything for it. Britain would gladly pay you to keep away from doing so, but he cannot pay you as it is highly unlikely he'll have an alliance with France (and thereby you). Transferring the money through Turkey isn't an option as it would all disappear into the war for Crimea. Thus you have two big players vying for your allegiance and neither will look favourably down at you if you play according to the other's plans and neither can or will give you anything to prove their good intentions.

There really isn't a neutrality option either, as not going with the Franco-Spanish fleet means siding with the British and the opposite sides you with the French. Picking the French side will probably keep you quite safe once France gets on a roll (as long as Austria and Prussia don't take a complete nose dive) where as picking the British side may keep you somewhat safer from attack while you're under French influence. The British side may even let you conquer parts of Italy in order to grow strong. Don't count on it though, as Austria would rather just see himself as the sole major power on the Italian peninsula.

Your real power is through the emigree and especially their splendid commander: Broglie. You can bribe or threaten and both the French and the Germanies are likely to listen. It is not great influence you have, but you have some.

In many ways, KOTS plays out like Spain's little brother. Your interests are similar to Spain's yet you dont, initially, compete with each other. Co-operation with Spain in most situations is likely a good idea though you are likely a bit more eager to fight against France than Spain is.

Dutch Republic

Common rules

  • Dutch Republic starts the game as a minor country.
  • Victory condition: 720
  • Dutch Republic makes her land moves between Prussia and (Sweden) Great Britain and her naval moves between France and Spain.
  • Dutch Republic's national modifiers versus all countries in Africa and the Mid-East it is '-2'.
  • Double income: Dutch Republic recieves double income from the provinces of Holland and Flanders.

Initial setup

  • Starts with Holland and Flanders as core provinces.
    • Flanders has been ceded to Austria.
  • Non-Aggression Pacts: France, Great Britain
  • Starts on political track: I6
  • Forces: 6 Inf, 8 SoL
    • Great Britain gains 6 additional SoLs to his starting forces if Dutch Republic is in play.
  • Cash: 12$

Manipulation

-15$ and 6MP for +2
-9$ or 5MP for +1
+8$ or +4MP for -2
+8$ and +4MP for -3

Corps composition

Dutch Republic End of Golden Age Holland The Netherlands
I 10I 12I 1C 15I 2C 20I 3C
II N/A N/A 15I 2C 20I 3C
III (Dominant) 10I 12I 1C 15I 2C 20I 3C
IV 8I 10I 12I 1C 14I 2C
V N/A 10I 12I 1C 14I 2C
VI N/A N/A N/A 14I 2C
Fleet I 10S 20S 30S 30S
Fleet II N/A N/A 30S 30S
Fleet III (Dominant) 10S 20S 30S 30S

Morale

  • Infantry 2
  • Cavalry 4
  • Ships have morale 3.5

Leaders

Generals:

  • Default 111D
  • William I 112A (R)R
  • Prince of Orange 123B (R) (1806)
  • De Winter 232D
    • De Winter cannot lead both a corps and a fleet at the same time.
  • Daendels 223C

Admirals:

  • Default 21D
  • De Winter 23C
    • De Winter cannot lead both a corps and a fleet at the same time.

Special rules

Armed Neutrality Alliance:

  • At the start of the game, Dutch Republic is part of the Armed Neutrality Alliance (ANA) meaning that no country can DOW it without declaring war on all the members of the alliance.
  • If DR makes an alliance with any country not part of the ANA or declares war on any country, DR loses it's ability to call upon the ANA against hostile DOWs. DOWs on neutral ANA members (Portugal, Denmark) still call upon DR as per normal.

Banker of Europe:

  • As the Dutch banks hold much of the capital of Europe, Dutch Republic may make transactions with other countries regardless of alliances.

Sister Republic:

  • Revolutionary France may demand an alliance as a peace condition from Dutch Republic.
    • If such an alliance is formed, Dutch Republic cannot break the alliance and must grant French forces full access.
    • If France surrenders unconditionally, Dutch Republic may break the alliance if it does so immediately.
    • France may break the alliance at will.

Dutch East India:

  • Dutch Republic controls 5$ worth of British colonial trade as the game starts (British trade income is reduced by 5$).
    • Dutch Republic and Great Britain may demand the transfer of 5$ worth of colonial trade (not American) from the other in any kind of surrender.

Brabant Revolution:

  • From the start of the Mega Campaign in January 1789 until December 1790, the Flanders area is in open rebellion against the Austrians. During this time the Flanders area is not concidered to belong to Austria but to Dutch Republic when calculating forage.
    • The rebellion is quelled temporarily, if Austria is at peace with all player nations, negating the effect. If a war breaks out before the end of December 1790, the rule comes into effect once again.

Defense is the Best Defense:

  • Maintaining a staunch defensive stance to keep it's independence, Dutch Republic does not gain the ability to announce when it moves in the Land Phase even after gaining Dominant status.

Major status

Requirements:

  • If Dutch Republic controls Flanders, Kleves and Hannover during new political combinations step, Dutch Republic becomes a major power.
  • All minors mentioned above become Dutch Republic provinces (but revert back to minors if lost).
  • Dutch Republic loses it's full-fledged membership in the Armed neutrality alliance, if he still was one, and can no longer call upon the ANA when DOWed.

Effects:

  • Dutch Republic infantry morale rises to 3.

Dominant status

Requirements:

  • If Dutch Republic controls Berg, Hesse, Duchies, Magdeburg, Flanders, Kleves and Hannover during new political combinations step, Dutch Republic can achieve dominant status.
  • All minors mentioned above become Dutch Republic provinces (but revert back to minors if lost) as do all conquered provinces.

Effects:

  • Dutch Republic recieves corps and fleets marked dominant.
  • Dutch Republic infantry morale rises to 4
  • Dutch Republic ship morale rises to 4.
  • A single Dutch Republic leader gets +1 to all stats
  • The province of Holland is worth 10$ more in every economic phase.

Player notes & hints

Dutch Republic is a very weak country that has limited if any capabilities to defend itself against an attack from any of it's neighbours. Without negative manipulation for extra manpower and without expansion from the Holland province, DR can only barely fill up it's Phase I army before Phase II begins.

Luckily the Armed Neutrality Alliance (ANA) keeps DR relatively safe from any cheap shots attempted by Prussia, Austria, France or Great Britain. Austria and Prussia are the most likely belligerents as they may, in some situations, have the necessary status on the political track to DOW the alliance as well as have something to gain from it. Still it is quite unlikely to happen as long as you keep your head low. Still, if such an attack does come forth, as long as DR hasn't become a major power and doesn't hold any conquered minors, giving in and surrendering early on doesn't cost much: in a worst case scenario DR loses 10 infantry and one third of it's next economic phase. The manpower losses are very heavy, but nevertheless quite bearable (with negative manipulation for extra manpower) as another attack seems as unlikely as the first.

With the ANA keeping DR from excess trouble, it is relatively easy to keep a lookout for opportunities for expansion. The first and foremost candidate that DR looks at is reconquering Flanders from Austria. However, as even a couple of Austrian corps can easily wipe out any and all forces that DR can wield, it is important to strike at a time when Austria is either completely incapable of defense or is occupied elsewhere. At the same time it is important to keep tabs on alliances, as Austria may call upon allies that have the necessary means to keep Flanders from you. Also keep in mind that getting into any war or alliance kicks you out of the ANA.

Because of the alliances the best chance to make an attempt at Flanders is on the first turn of the game, as no alliances can be formed before the first Declarations of War -step. Unfortunately it is unlikely that Austria leaves Flanders undefended, as France is the number one enemy for an early-game Austria. However it may be possible to gain Flanders through politics, though it may take some time. Neutrality is again the key here. Dutch Republic holds approximately half the amount of ships that Great Britain has. Combined with Sweden their ship number is nearly equal to GB and this means that if allied these two North Atlantic maritime nations pose a credible threat against GB, especially if France and / or Spain haven't sunk beneath the waves. Thus DR has a lot of leverage when talking of possible cessions of territory. As Austria is quite dependent on GB for economic support, it may be possible to wrestle Flanders from Austria by just reasoning with GB and promising peace and prosperity for all involved parties. This, however, requires that you either leave behind the safety of the ANA or that Flanders is first given to Sweden or Russia, preferably to Sweden as he is a lot less likely to try and keep the province for himself.

Sustaining this leverage is of utmost importance and thus losing your own, the Swedish or the Spanish fleet is not to your benefit. The French fleet is the least friendly to yours, but it is relatively unimportant compared to the Royal Navy and the French, Prussian and Austrian armies.

On the continent DR's interest is in keeping the European Triangle in balance. Neither the Germans nor the French can be allowed to gain a decisive edge in the conflict, though the French are arguably the lesser evil. Quite probably, the Germans will (or can) never turn against Great Britain and thus your naval prowess is of no importance to them. Your land forces are mostly just as useless in the grand scheme of things, thus all the minors that you covet to truly become a worthwhile country are probably seen as being wasted on you instead of being kept in German hands. France on the other hand may very well see an opportunity in the extra fleets that DR can provide and may seek to strengthen you in preparation of a coming attack on GB. At the very least, even if France doesn't want to play into your hands he won't let a fleetful of possible anti-British ships sink or go unutilized.