EiA: Landtag Elections

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This page holds the old Landtag system with elections, representative numbers and all that jazz. Use at your leisure.

Elections

Elections are held at the start of the year, every four years, after Landtag. Years 54, 58, 62, 66 and 70 are election years.

Absorbing Representatives

Each player controlled party absorbs Representatives from a non-player party. The target party must be within 1 step from the player party and if possible the target must be of the same sphere. Then the players "attack" to their targets three times using combat table 5-2 with their party's Representatives used as factors. The party is then allowed to absorb a number of independent Representatives equal to the combat roll result. Attack rolls are made in party size order, largest party going first. For each attack roll the target may be changed.


If all remaining independents are more than one step away from the player party, the player makes an attack on the nearest non-player party as if they're absorbing Representatives. Instead of being absorbed into the attacking party, the Representatives are moved one step towards the attacker.


If there are not independet Representatives left the player can choose to use his aborption to drop a number of Representatives equal to the combat roll result from another player party into independent Representatives of the same sphere.


Modifiers

Prussia gets +1 to his die roll or his combat table (his choice) for every war won or lost since the last election.


Turkey always gets -1 to his die roll.

Ministers

Largest party always receives the office of the Ministerpräsident.
Second largest party receives a minister of it's choice, then third and finally fourth largest party gets the remaining minister.
NPC parties take ministers in order: War, interior, foreign affairs.
A party may get more than one minister, but after getting first minister, party's size is considred 75 representatives less than it actually is, for assignment of ministers only. Third and fourth minister may also be received, but then party size is considered 150 and 225 representatives less.

Turning a party's coat

After the Absorbing phase each party may choose to turn their coat and move the party's sphere one step to either direction on the sphere map.
Turning a party's coat costs $1 per Representative in the party. Additionally when a party turns it's coat they must make an attack roll from the land combat table according to their original sphere using their Representatives as factors.
Conservative and Liberal parties roll according to table 5-1, Left and Right parties according to table 4-1 and Center according to table 3-1.
A number of Representatives from the party equal to the combat result refuse to follow the party's new ideology and turn to independent Representatives of the original sphere.

List of Motions

  • Each Minister proposal must be chosen from the motions below.
  • Ministerpräsident may propose any motion from any ministry.
  • Each motion has a party attached to it. Refer to the Motion voting section above for rules concerning the voting mechanics.
  • However no restrictions apply to Minister proposals, a Minister from the Conservative party can propose a Strike even though his party will not support it.
  • Motions marked with a asterisk (*) can be passed multiple times. Motions without it are once only with the exception of motions like Krupp

Ministry of War

  • Breech-loading rifles (Center)
  • Krupp I, II, III (Must be taken in that order)(Right)
  • New Fleet marker* (Right)
  • +10MP* next Economic phase (Right)
  • +200MP next Economic phase (Conservative)
  • Appoint, Promote or Demote a General or an Admiral* (Center)

Ministry of Home Affairs

  • Railroads I - V (Center)
  • Human rights* (+/-)(-5$/lvl) (Liberal / Conservative)
  • Ban a party* (-1 PP.) (Conservative)
    • If the motion is passed, the chosen major power can not gain a minister position for four years.No more than two major pwoers can be banned from Landtag at any time.
  • Unban a party.
  • General Strike (-1 PP) (Liberal)
    • Prussia cannot buy any troops in the next Economic phase.
    • Railroads cannot be used until the next Economic phase.

Ministry of Foreign Affairs

  • Peace policy* (+1PP) (Left)
    • Prussia cannot DOW except when called upon by Call to Allies.
  • Developement aid* (Prussia loses $25.) (Left)
  • Casus belli* (Conservative)
    • Prussia's next DoW costs 2 PP less, target of DOW must be announced before votes are cast. Lasts one year.
  • Conference* (+1 PP) (Center)
  • Schleswig (Hamburg is now part of Prussia) (Right)

Ministerpräsident's Office

  • Unification of Germany (+3 PP) (Conservative)
    • Prussia must be at enforced peace with both France and Austria as victor, control the whole of Prussia and 8 German or Austrian minor countries.
    • Prussia becomes Dominant, income from Prussian provinces and conquered German and Austrian minors is doubled and they become German provinces.
    • Germany gets one additional corps for each conquered German minor.

Voting for motions

Every December, after Economic phase, Landtag assembles and each Minister may propose one motion. Proposals are made in the order chosen by Ministerpräsident. If Ministerpräsident is independent, then proposals are made in reverse party size order (smallest goes first).

After a proposal has been made, each party votes for or against or abstains, according to their agenda. Independents vote for any motion in their sphere and half against (other half abstains) any motion that is next to their sphere and oppose any motion that is further away from their sphere.

Player controlled parties cannot vote for an agenda that is more than two steps away from their party and cannot vote against any agenda within their sphere. Other than that, they are free to vote or abstain as they please.

Party spheres and debate

Party spheres are as follow:

Liberal - Left - Center – Right – Conservative


Debate for a motion is done as follows.

Once motion and sides in the vote have been declared, debate leaders are chosen. Ministerpräsident, if involved, takes command of his side automatically. If not, any minister will do so, ties going to the largest party involved. Then, a day of debate (regular EiA combat, specific rules below) is played out. Any casualties taken are considered votes lost. When morale level of a group is reached, debate continues, but those whose morale level was reached no longer cause loss of vote to the opposition.

Once three rounds of debate are through, votes are tallied.


Morale values: Liberals and Conservatives have morale 4, Left and Right has morale of 3, Center has morale of 2.

Debate Tactics

Below are the debate tactics available for debate leaders. The corresponding EiA chits are mentioned in parentheses.

  • Entrapment (Outflank)
  • Real politik / Workers unite! (Assault / Counter-attack)
  • Blood and Iron / Human rights (Escalated assault / Escalated counter-attack)
    • Blood and Iron can be filibustered successfully only once per game.
  • Bribery (Echelon)
  • Negotiate (Probe)
  • Compromise (Cordon)
  • Nationalism / World peace (Defend)
  • Filibuster (Withdraw)


Leader values (Tactical Maximum is not used.):

  • Pru: Otto von Bismarck 55. 50 Conservative Representatives.
  • Others: Each foreign country starts with a leader with randomed statistics (according to EiA leader randomization rules). The leader may be rerandomized before each election. 10 Representatives.
  • Independents: Prince Adolf zu Hohenlohe-Ingelfingen 21. 100 Center party Representatives, 45 Left party Representatives, 45 Right party Representatives.