EiA:RoN New majors

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Very much work in progress, perhaps even "shouldn't be done" level of work.

Common rules for new player countries

In Rise of Nationalism 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.
  • For technology prices new player countries are counted as having as many corps and fleets as they could have without achieving Dominant status. (eg. Greece can have 8 corps, 2 from start, 3 from Greece track, 3 from conquering provinces.) Their homeland manpower is counted from their starting cores with double income taken into account.

Minor player countries have 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  • If a minor country ever achieves major status, these rules are no longer in effect.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.

Greece

Greece can be played as a player country instead of having it as a British free state as ruled in here. If so, the following rules apply.

Common rules

  • Greece begins the game as a minor country.
  • Victory condition: Gain 485 victory points
  • Greece makes her land moves between Turkey and Austria and her naval moves between Russia and Turkey.
  • Greece receives corps and fleets that are marked with an area, if in possession of said area(s).
  • Greece's national modifiers versus Corfu and Rhodes are +2 and versus all countries in Africa and the Mid-East it is -1.
  • Double income: Greece receives double $ and MP from:
    • Always: Greece, Macedonia, Crete, Cyprus, Corfu, Rhodes. Greece gains minimum of 2/2 from each of these areas (already doubled).
    • If a dominant power: Albania, Rumelia.
    • This doubling applies to bonuses gained from the Greece track or other similar effects.
  • Greece has a maximum railroad level of 2.

Initial setup

  • Starts with Greece and Macedonia as core provinces.
  • Starts on political track: N2
  • Army: 12 Inf, 1 mC
  • Navy: $0
  • Depots: 2/6
  • Cash: 10$
  • Greece is allied with Great Britain.

Manipulation

-16$ and 6MP for +2 PP
-12$ or 4MP for +1 PP
+9$ or +3MP for -2 PP
+9$ and +3MP for -3 PP

Corps composition

Greece
I 12I 2C
II 12I 2C
III (Greece track) 12I 2C
IV (Greece track) 12I 2C
V (Cyprus) 12I 2C
VI (Crete) 12I 2C
VII (Albania) 12I 2C
Guard (Dominant) 7G 2C (+1 shift)
CI (Greece track) 4C
Fleet I (Greece track) 30S
Fleet II (Rhodes) 30S
Fleet III (Dominant) 30S

Morale

  • Infantry 2
  • Cavalry 4
  • Ships 2
    • 3 while in the Mediterranean Sea.

Leaders

Generals:

  • Default 111D
  • Dimitrios Botsaris 211C
  • Othon I 112A®
    • Removed according to Greece track steps.
  • Georgios I 212A®
    • Comes available once King Othon is removed.
  • Richard Church 122B
    • Comes available at Greece track step 1

Admirals:

  • Default 21D
  • Miltiades Kanaris 22B
    • Comes available according to Greece track.

Special rules

British occupation of Piraeus:

  • While the Crimean War rages, Greece can in any Declarations of War step decide to join the war. Declaring war on the coalition costs 3 PP while declaring war on Russia costs 5 PP.
    • If Greece declares war on the Coalition 5 British infantry and a corps and 6 French infantry and a corps are placed in Athens. If a corps is not available no infantry are placed, respectively for each country.
      • If there is both a Greek and a British and/or French corps in Athens, a field combat takes place with the Greek attacking.
  • If Greece is not (yet) part of the Crimean War he may gift 0-3 manpower to Russia in each economic phase.

Greek rebellion of Janina:

  • While the Crimean War is being fought or if Turkey has lost the Crimean War, if the Gustav of Sweden -minor war happens, the Turkish province of Albania revolts instead as per the Balkan revolt minor war rules. If the revolt succeeds, Albania becomes a Greek province.

Fledgling army:

  • Greece pays double for the breech-loading rifles technology and railroads.

Rebuilding of Athens:

  • The province of Greece produces additional +1$/+1mp and the port of Athens is worth 0/1 in trade.

Greek nationalism:

  • The provinces of Greece, Macedonia, Albania, Corfu, Crete, Cyprus and Rhodos gain +1$/1mp if controlled by Greece.
  • All of the provinces mentioned above become Greek provinces if conquered by Greece and can only be ceded in a formal peace.
    • If Albania is conquered by Greece and then ceded back to Turkey (or Turkey liberates the province from some other country that Greece had ceded it to in a formal peace), it becomes a Turkish province and can again only be ceded in a formal peace.

Spirit of Thermopylae:

  • If a Greece commander is leading a battle in a Greek nationalist province (All Greek islands, Greece, Macedonia) or an area bordering these provinces, all leaders taking part in the combat (from the start or as reinforcements) are limited to a tactical maximum rating of 2 even if downgraded. Greece is to declare invoking this rule once an attack by or against Greek forces eligible is imminent in the land combat phase. ie. Before opponent chooses which corps to take to battle (which is before chit picks).

Dispute of Crete:

  • As long as Turkey has not ceded Crete to Greece or some other major power, Turkey and Greece share the core of Crete. The side that has the most troops present on Crete decides who will gain income from Crete. Counting troops: first count factors in corps if any and then garrisons (thus even one factor in a corps is more than five in garrison.) If both sides have equal amount of troops present on Crete, they must come to consensus about the money or neither side will gain the profit. Each side can have garrison factors in Candia.
    • If Greece is gaining the income through this rule, he does not gain the +1$/1mp specified in the Greek nationalism rule.

Greece track: Each economic phase Greece may pay 3$ to roll d10, on a result of 6+ this track advances one step. Following modifiers apply:

  • Greece and Turkey are allies: +1
  • For each major Greece is at war with: -1
  • For each additional $ paid: +1
  • For each of Albania, Crete and Cyprus controlled: +1

The track starts at the start of game and is initially at "step zero: no event"

  1. Greece gains a leader and troops: Richard Church 122B, 5I and 1mC
  2. A fleet marker comes available for Greece.
  3. A cavalry corps comes available for Greece.
  4. Greece becomes a major country. Greece gains +2PP
  5. Two additional corps come available for Greece.
  6. Greek infantry morale rises to 3 and Greece can now build militia.
  7. The province of Greece produces additional +2$/+1mp.
  8. Admiral Miltiades Kanaris arrives.
  9. Greece gains 1SS
  10. Greece gains 1SS
  11. Greece gains 1SS
  12. Greece gains 1SS
  13. Greece gains 1SS
  14. Greece gains 1SS
  15. Othon I is overthrown in favour of Georgios I. Greece gains 1SS and loses 1PP.

Greek income from provinces at the start of the game

  • Counting together the Greek nationalism rule, the Rebuilding of Athens rule and the double income from specific provinces, the Greece province is wort 6$/4mp and the Macedonia province is worth 4$/4mp, coming up to a 10$/8mp from core provinces. If Greece has more troops on Crete he gains the 1$/0mp from Crete.
  • Athens has a trade of 0/1 and Salonika has a trade of 0/1. Thus Greek American trade is worth $2 and British trade, if open, is worth $2. Thus the maximum income of Greece at the start of the game comes up to 15$/8mp.

Dominant status

Requirements:

  • If Greece controls Greece, Macedonia, Albania, Serbia, Rumelia, Bulgaria, Illyria, Egypt, Corfu, Rhodes, Crete and Cyprus during new political combinations step, Greece can achieve dominant status.
  • All minors mentioned above become Greek provinces as do all conquered provinces.

Effects:

  • Greece receives corps and fleets marked dominant.
  • Greek infantry morale rises to 4.
  • A single Greek leader gets +1 to all stats.
  • The province of Greece is worth 10$ more in every economic phase.
  • Greece can demand the cities of Smyrna and Adrianople and the area below Adrianople (all three areas) instead of a single province as part of a formal peace from Turkey.
    • If ceded the cities and area become part of the Rumelia province.

Player notes & hints

Sweden

Common rules

  • Sweden begins the game as a major country.
  • Victory condition: Gain 505 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, Norway, Finland, Denmark.
    • If a dominant power: Karelia, Livonia, Pommerania
  • Sweden has a maximum railroad level of 2.

Initial setup

  • Starts with Sweden and Norway as core provinces.
  • Starts on political track: I9
  • Army: 35 Inf, 4 mC
  • Navy: 1SS, $180
  • Depots: 3/6
  • Cash: 20$

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

Sweden
I 2G 12I 3C
II 14I 2C
III 14I 2C
IV 8I 2C
V 8I 2C
VI (Denmark) 14I 2C
VII (Livonia) 14I 2C
VIII (Finland) 14I 2C
Kungliga livregementets husarer (C) 8I 6C
Artillery (Dominant) 6A
Fleet I 30S
Fleet II 30S
Fleet III (Denmark) 30S
Fleet IV (Dominant) 30S

Morale

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

Leaders

Generals:

  • Default 111D
  • Charles XV 113A®
  • Gustaf Abelin 221D
  • General Yes 132B
  • General Umph 313C

Admirals:

  • Default 21D
  • Admiral Fun 23B
  • Admiral Nuf 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.

Finnish claims:

  • If ceded to Sweden, Finland becomes a Swedish province and Sweden may draft her manpower normally.
    • After Finland has become a Swedish province, Russia or any other major, may demand to cede Finland 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 Finland from Sweden or Russia as part of a formal peace, either Russia or Sweden or their allies may liberate Finland by occupying all of her cities.
    • If Russia regains control of Finland she regains her status as a Russian provice and may draft her manpower normally.

Scandinavian Union:

  • 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, Livonia and Poland(must be formed) and two of the following: Pommerania, West Prussia, East Prussia 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 Norway) as do all conquered provinces.

Effects:

  • Sweden receives 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