View Full Version : Again, with the insane ideas of mine...
chefTENGU
05-28-2008, 22:07
I've been learning to play Europa Universalis, a board game based on the age of discovery, covering European history from 1492 - 1792 ("From Columbus to Napoleon" as the game puts it).
Each player represents a monarch of one of the European powers of the time: Spain, France, England, Portugal/Russia, Netherlands/Venice, Austria, or Turkey. Players must conduct diplomacy, manage their economies, advance technology, maintain internal stability, wage wars, and explore the wide world to discover new lands to colonize and new goods to trade.
It seems very do-able as a forum thing, provided I can find suitable maps to display for our use (they display A LOT of pertinent information). Plus, there's no secret or hidden information, so I could actually play instead of having to be some sort of moderator on the sidelines.
HOWEVER, and here's the tricky part,
This game is SERIOUSLY complex. The core rulebook is 72 pages long, and that doesn't include information pertaining to historical events, random events, campaigns, etc.
It's also insanely time-consuming. A tabletop game is supposed to last about 6 hours (in theory). In practice, games may last for weeks.
SO, if you have the patience and mental fortitude to kick ass, you just may be a bad enough dude to do some awesome shit, like unite Africa under your banner to monopolize the slave trade, or establish a string of Russian colonies up and down the California coast.
Anyone else in? I could use some help tracking down a map...
ALSO, if this is too insane of an idea, we could try reviving the game of Mafia instead, now that we have more members actively posting than before (and potentially more interest).
chefTENGU
05-29-2008, 08:05
It would take me a long time to post all the rules. I was going to go section by section, praphrasing and trying to make the rules a bit easier to understand (they're translated from French, more or less).
But, another thing that's helpful for learning is having a map to go by. Everything else can be filled in by imagination, since a good deal of data would be kept with pen and paper anyway.
Everything is turn-based, by the way. And a lot of what happens happens automatically, so I'd be the one dealing with the bulk of the complexity. I'd think the biggest danger would be someone taking a long time to make a decision what to do in a particular turn.
But, you might be right about the whole "practical" thing. Mafia is much more practical, and I've introduced the idea before...
llama_egg
05-29-2008, 12:07
Would be interesting to say the least, but if it's to complicated it might not make it that far. But hell, I would be willing to give it a shot, nothing like a good game of boards once in a while.
chefTENGU
05-29-2008, 21:48
If I get desperate enough, I could try to recreate the map on my computer. The original looks like it was done in MS Paint.
And in case you're wondering, the "board" in question is really just printed on glossy paper. I went to have it laminated not to long ago to make sure I'm not out of a friggin' irreplaceable board due to some unforeseen disaster.
Another idea I had a while back was to try this dealie with Civilization: The Boardgame (Sid Meier's, not the original old school Civilization), since everyone takes their turns in that game all at the same time and I'd be able to join in as well. Unfortunately, it'd be impossible to conduct combat in any way that wouldn't totally slow the game to a screeching halt.
Killer_Man_
05-30-2008, 02:07
I think we should each take turns before the round ends if it's like Sid Meier's that is what I do because it's easier for me to react to what the comp does, instead of all us moving at the sametime.
Second, why not scan piece by piece and photoshop it together? :D The map that is from this game.
chefTENGU
05-30-2008, 19:17
I don't have a scanner. Although I suppose I could do that on my girlfriend's dad's... I'd just need to figure out how to make it without making the file size gigantic.
Also, each map is like, 2' x 3'
Killer_Man_
05-30-2008, 22:09
So scan it, and then resize using photoshop. :D
Looks pretty interesting...but wow, that is quite a hefty instruction manual.
chefTENGU
05-31-2008, 21:14
I'm thinking it'll come down a bit once I magic touch the French influence out, but something tells me that might not be possible...
Also, I'm lost about some of the rules surrounding the arrival and departure of Generals/Admirals/Conquistadors/Explorers on the board.
Killer_Man_
06-01-2008, 01:12
PM me the rules perhaps I can help?
DarkStar
06-01-2008, 11:23
I can't participate in this. I have no idea what will be happening with my life in a week.
deathofcheese
06-03-2008, 18:14
I guess I'll play.
....Risk 2210?
chefTENGU
06-03-2008, 21:36
KM, PMing the rules is going to take way too long. I've only read about a third of the rulebook as it is...
Ok, I've decided to start giving this the seriousness it deserves. I'll try posting a few sections of the rules in a new thread tomorrow. If it starts to look too scary, I'll pull the plug.
...It's not too late to start up Mafia, if people would rather play that...
llama_egg
06-03-2008, 23:02
I'll see if I cannot dig up a digital or scanned version of the manual, would make it easier to say the least.
Killer_Man_
06-04-2008, 22:41
And if you do, link us.
And Mafia or whatever, I want to play... Besides can't we do both Chef?
chefTENGU
06-04-2008, 23:04
I don't see why not. Everyone who wants in on Mafia, PM me and I'll get a list going.
Don't be shy, we need a bunch of people for the game to work. I'm hoping for at least 6, but I'd like more.
And Llama, if you could, that would be a HUGE help.
deathofcheese
06-04-2008, 23:20
Mafia?
llama_egg
06-04-2008, 23:26
It seems it might be a tad bit hard to find, the only place I've found with one apparently had a broken link. -_-
chefTENGU
06-05-2008, 08:29
You're telling me. Most of the hits I find are discussions/media relating to the PC games, not the board game.
chefTENGU
06-09-2008, 22:29
Ok, so I think I've reached a decision:
I'm putting this idea on the back burner for now. It may just be a wee bit too insane. However, I'm NOT giving up on it.
I'd like to take a bit more time to read up on the rules. That way, I can tell you all how to play without making you read 72 frickin' pages of almost-English. In the meantime, if anyone comes across copies of the maps online, and remembers to share them with us here, that would be awesome.
Bloodcinder
06-09-2008, 22:31
Okay, until Chef decides he wants to do this activity, I'm closing this thread.
Seegtease
06-10-2008, 00:16
You forgot to close it. I'll do it.
Gio Takahashi
06-10-2008, 00:22
>________>
Except you can't?
but I can.
closed.
chefTENGU
06-10-2008, 20:03
No. I'd rather keep it open, because of, you know, input from others.
Besides, how else would someone let me know if they found anything useful, like I requested?
(I'm not going to override your lock, Gio, since that would violate the chain of command. So I'll leave it up to you now that I've had my say.)
chefTENGU
08-21-2008, 17:58
I'm cautiously optimistic that I'll be able to make this work in a forum environment. A lot of the action takes place simultaneously, although things like diplomacy between players and military actions might take a long time to conduct.
However, I don't anticipate too many people being interested in this, and I won't be able to join as a player, myself. I'll get to be a sort of DM and control all the minor countries and revolts (except when a player logically would).
Also, I wasn't thinking of dropping us in on a Grand Campaign right off the bat. We would try one of the more focused (and shorter) scenarios which would help people get a feel for the game, provide enjoyment, and perhaps even generate interest.
However, I'm merely testing the waters right now. I'm not ready to actually start a game, and probably won't be for some time. Thankfully, my in-laws have provided us with an old scanner that I could possibly use to get the maps up.
Although I'll need the help of one of our resident photoshopping bad dudes in order to bring it all together, probably.
That being said, who feels like being a mercantilist asshole to the rest of the world?
deathofcheese
08-21-2008, 21:02
I'm (pretty sure that I'd be) interested in playing, but I doubt that I'd want to take on a special job like Chief of World-Class Dickery. I just wanna own the world with my armies. Pyew pyew pyew.
chefTENGU
08-21-2008, 21:25
Thank you for letting me know.
When I get an idea of how many people are likely to play, I'll be better able to decide which scenario to run, as all have different limits on the number of players.
Speaking of which, I should add this bit:
The most players that can be accommodated is 6, and that is for the Grand Campaign (1492-1792) scenario. Furthermore, the standard choices for players' countries are not the only possible choices.
For newcomers, the standard playable countries are Espa?a, England, France, Portugal/Rossiya, Venezia/Nederland, and Turkiye.
As I've furthered my understanding of the game, here's what I've learned:
In alternate scenarios, not every one of these nations is available as a choice, however, a few scenarios allow players to play as other countries not listed in the standard six, such as Austria or Prussia.
In case you are confused by the instances above where countries are separated by a slash, it means that in the Grand Campaign, the player controls one country first and then takes control of the other one later. When the game begins, such players would control Portugal (only) and Venezia (only); Rossiya is considered a minor country and Nederland is still under the control of the Spanish Hapsburgs. In the year 1560, however, Portugal and Venezia become a minor countries and their players instead assume control of Rossiya and Nederland, respectively. The Dutch player, however, may be hindered by the fact that his country may not yet be independent from Espa?a. As such, he has the option of assuming control of Austria instead, once the Hapsburgs split from Espa?a.
In either case, whatever victory points the players earned during their time as Portugal and Venezia will carry over to their new countries. Any colonies, trading posts, or commercial fleets they established remain in play, although now not under any player's control.
chefTENGU
09-02-2008, 17:44
*UNF UNF*
I finally read through the main rulebook, and after examining and re-examining the areas which were giving me trouble (thank you so much for your insane translation, Monsieur Thibaut). I am now 100% confident in being able to resolve most of the game's situations, and about 90% confident about resolving repression of revolts and attacks by natives.
BC had suggested that we could play this on his Castoff engine (which a few of you may have heard of), although for the time being, I'm still leaning toward doing this in an Arena thread, since UEF allows me the use of PMs for conveying and receiving secret information. Plus, this way it remains more accessible to any other history nerds like me who relish the chance to explore, colonize, conquer, and commercialize the shit out of the world.
For our purposes, I'll be acting as a sort of DM, or a snowbound/CV-esque host who knows all the pertinent information at all times and determines the outcome of anything left to chance. This means that anyone here at the forum only needs to know about a third of all the rules in order to get by.
• Players will be informed of the period objectives, limits, and special rules for each of the possible choices for European powers in a given scenario.
• The turn begins with public announcement of the current year, the succession of any of the players' monarchs, and the random events affecting the turn.
• Players are allowed to conduct diplomacy between each other (publicly or privately), then any deals, treaties, or wars thus decided are made public knowledge. Players then have the option of diplomacy on minor countries, done privately. Results are then made public knowledge.
• Players are informed privately of their income gains/losses, then they privately submit administration plans (including unit maintenance, reinforcements and new unit placements, domestic improvement, coloniztion, and technological advancement); successes are made public knowledge, while failures remain private.
• Players, in initiative order, announce their military campaign expenditures. This phase is divided into a number of rounds. In each one, units are moved, discovery attempts are made, unit attrition is assessed, combats are resolved, sieges take place, combat against pirates and privateers takes place, then a test is conducted to see if another round begins or if the phase ends. There will always be at least 2 rounds in every phase, but never more than 11.
• Players then recall any units abroad (with the possible exception of any units that are able to continue a siege) and return all fleets to a friendly port, making all decisions privately.
• Peace is negotiated between any players that were at war during the turn (if they agree to it), and all consequences thereof are made public.
• At the end of the turn, each player's prosperity (or lack thereof) affects his or her nation's stability, all generals, admirals, conquistadors, and explorers that are leaving play do so, and any that are entering play are placed, inflation is assessed, and victory points are awarded, publicly.
• At the end of the scenario, the player with the most victory points is the winner. Otherwise, a new turn begins.
I will most likely be imposing a time limit on diplomatic negotiations, although I haven't decided yet on what it will be, exactly. Also, I haven't decided whether to keep the number, composition (Infantry/Cavalry/Artillery for land units and Warships/Transports/Galleys for navies), and experience of land units (conscript/veteran) public knowledge or private. I'm leaning toward private.
chefTENGU
01-19-2009, 18:49
Presenting: roughly 1/8 of the European map.
I'm going to try tinkering with our new scanner to see what I can do to make the quality better. As you can see, it's a tad illegible the way it got scanned.
chefTENGU
05-19-2009, 17:50
While it LOOKS like I've stagnated on this, I've actually just been thinking very deeply about it.
I've come to accept that using the actual maps from the game is going to be far far FAR too impractical for our purposes. Both of them are the size of 3 or 4 Dune boards, and that file was IMMENSE before BC squashed it. If the EU boards had to be subjected to the same treatment, they'd most likely become completely illegible and therefore useless.
SO, plan B.
I've been considering instead using a program like Pixen to draw my own maps. Advantages:
• I could limit the information on display which would probably make things a lot LESS confusing for players.
• Make the game more text-focused than board-focused. Here's what I'm imagining: players would all get private communications from me in much the same way as the status report from Dune. These communications would provide players with the information they need to know, without overwhelming them with stuff they don't. Public communications could be maintained in a main thread much in the same was as Corruption/Eyewitness/Inquest.
• Each player would get their own copy of each map, without pieces. This would require players to use their imaginations a bit, or keep notes, but it would be more like they're actually the European monarch they're supposed to represent. The thing that's most appealing to me about this, though, is that I'll be able to use layers to keep unexplored sections of the Rest-of-the-World map hidden, and what's more it can be unique for each player, to better reflect each country's own knowledge of the world.
• This might actually help to speed up play, since it won't require frequent big map updates, but rather a few small less-frequent ones. Players won't have to wait until I've updated the map in order to make decisions, they'll be able to react directly to the actions of their opponents (once we get in the swing of things).
Does this sound doable, or am I just nuts?
deathofcheese
05-19-2009, 18:19
I think you're nuts....
....but I'd be willing to give it a try.
chefTENGU
08-10-2010, 16:17
GREAT SUCCESS.
I was looking through the rulebooks again (because I still haven't figured them all out 100%) and saw that the back of one of the annexes has page-size versions of both of the game maps.
Both will need a bit of tidying up (especially the Rest-of-the-World one) and modifying to turn them into usable game boards, but I think I can do it. Maybe with some help.
First step is to scan them both in. I'll try to get political and topographical maps of the Europe board soon so you all can see just how insane this idea is.
Killer_Man_
08-10-2010, 17:42
.
The Moody Ronin
08-10-2010, 21:54
Not really interested in playing but I've gotta ask...
How exactly do you win this game? World domination like Risk?
chefTENGU
08-10-2010, 23:02
You accrue VP (victory points) for achieving objectives, through events, and for generally kicking ass (winning battles is a slow but sure way of doing so).
Doing poorly will have just the opposite effect, however. I'll be attempting to type up a decipherable (and streamlined) version of the rules once I get the map up.
I got them scanned in, but they're both massive and it's going to be tricky to get them sorted. The biggest obstacle is that my computer doesn't like to work with such enormous (like, more than 3000 pixels in width) in pixen.
Killer_Man_
08-10-2010, 23:07
You do poor and you can lose VP?
chefTENGU
08-10-2010, 23:34
Yup.
Failing to meet your objectives costs you VP. Also, some adverse events give you the option to decline them, but with a hefty cost in VP. Winning a battle gives you VP, losing a battle has a like VP reduction.
Killer_Man_
08-11-2010, 00:34
Sounds like you get fucked a lot in this game.
chefTENGU
08-11-2010, 16:02
It's the history of Europe. It's nothing but fucking.
chefTENGU
08-11-2010, 20:42
I spent the afternoon tracing the European map (http://user.bloodcinder.com/kevin/EU%20Europe.jpg) so I can make better use of it. Then I'm going to color it into two versions: political (for reference) and physical (for general game use).
I'll also need to devise easy-to-replicate symbols for all the units, fixtures, and information present within each province.
Then comes the rules. There's a lot, but I'm fairly confident I can boil them down into something understandable and less than 70 pages long.
Killer_Man_
08-11-2010, 23:56
I spent the afternoon tracing the European map (http://user.bloodcinder.com/kevin/EU%20Europe.jpg) so I can make better use of it. Then I'm going to color it into two versions: political (for reference) and physical (for general game use).
I'll also need to devise easy-to-replicate symbols for all the units, fixtures, and information present within each province.
Then comes the rules. There's a lot, but I'm fairly confident I can boil them down into something understandable and less than 70 pages long.
That's almost as bad as the conquest game I got from my older brother's girl friend. It was about rome and the middle east mostly. But it was so complicated and the sheer fact that the board was as big as a dinning room table.
chefTENGU
08-12-2010, 21:15
I finished the Europe map border outlines, and I got most of the way through getting the political map filled in when my program crashed (arrgh). No biggie, I can fill in stuff again.
The 1492 political map will be up tomorrow. I maaaaay put up versions for the other periods depending on if people want to see them or not.
The political maps will be very basic. I won't add all the insane fun features (like province names, cities, ports, rivers, "national identity boundaries", tax values, gold mines, sea/country trade zones, and storminess indicators) until I start making up the main physical map board.
Killer_Man_
08-12-2010, 22:26
THE MAP IS SO BIG AND INSANE!
chefTENGU
08-13-2010, 23:48
All right. I had to install GIMP (and then spend all evening getting it to work properly) in order to do it, but I finally managed to get a political map done for 1492.
THE MAP IS SO BIG AND INSANE!
PUT THIS IN YOUR PIPE AND SMOKE IT
Killer_Man_
08-14-2010, 01:40
-.-
chefTENGU
08-15-2010, 09:29
Europe's physical map now has topography, cities, and rivers marked.
Next comes cultural borders, trade zones, storminess indicators, and then city and province names.
The trickiest part is going to be figuring out how to represent the cultural borders. I do have a few ideas... I'll tinker around with them after work today.
chefTENGU
08-16-2010, 22:03
http://www.unitedempire.net/forums/attachment.php?attachmentid=1528&d=1281476560
http://user.simreq.com/kevin/DeanScream.mp3
The board for Europe is finally finished. I tried to keep it as small as possible, so I cut quality 50% on it. Unfortunately, some city names in the forest provinces are all but illegible (I originally intended 25% quality, but you can imagine how THAT must have looked). Fuck it. I spent too much time on this for it to look like complete shit. You're just going to have to look at the jpg in all its 5+ MB glory!
Don't say I didn't warn you. (http://user.simreq.com/kevin/Europe%20Board.jpg)
This map has EVERYTHING the original does except for placements of European gold mines (I decided to treat those as pieces, since a few of them ARE). Quick guide:
• Light Yellow-Green represents Plains provinces.
• Light Green-Blue represents Wetlands provinces.
• Dark Green represents Forested provinces.
• Taupe-y looking color represents Mountainous provinces.
• Yellow represents Desert provinces
• Light blue borders between provinces indicates the presence of a river.
• Province names are written in small caps
• City names are written in small type beside their place markers, except for capital cities, which are written in red.
• Cities are represented with small dots (colored red, in the case of capital cities), or with a small anchor symbol if it is a port.
• All cities/ports count as Level 1 fortresses. A city/port with a circle drawn around it counts as a Level 2 fortress.
• Magenta numbers indicate the land income value of the province, in ducats.
• National Identity lines are drawn in various colors around the map to delineate which provinces are core to each nation's identity. This only applies for player countries, so only Portugal (green-brown), España (yellow), France (blue), England (red), Nederland (silver), Venezia (orange), Turkiye (greens), and Rossiya (brown-brown).
• Yellow numbers (placed next to things which I swear are supposed to look like clouds) indicate the relative level of storminess a sea has, which affects naval attrition. As the value increases, the clouds are colored darker and darker.
• White squares with black numbers indicate Sea Trade Zones. These are seas which see a lot of ocean-borne commerce, and are ripe for the placement of your nation's commercial fleets. The greater the number, the more valuable the trade zone is.
• Colored circles bearing a country's name are Country Trade Zones, which are like sea trade zones for specific nations. N.B.: the Rossiya Country Trade Zone does not exist until it is created by in-game event, and then begins at a value of 5; a subsequent event will increase its value to the indicated 10.
• Light blue dashed lines around some of the oceanic provinces indicates water borders.
• Brownish dashed lines connecting two provinces across a body of water indicates that land units can move from one to the other, even without the benefit of naval transportation.
• The yellow lines around the Baleares are part of España's national identity border.
Killer_Man_
08-16-2010, 22:36
Someone going crazy with the Mr.Saturn font eh?
chefTENGU
08-16-2010, 22:45
I wish I had the balls to write a paper in that font. It's awesome.
Killer_Man_
08-16-2010, 22:57
I think the teacher would kill you.
deathofcheese
08-17-2010, 00:17
My head just exploded.
Killer_Man_
08-17-2010, 00:54
If we do, do this it's going be an insane thing.
chefTENGU
08-17-2010, 16:34
My head just exploded.
Scoop those brains back together and GET READY TO ROCK!
I'll start working on the Rest-of-the-World map today. It'll actually probably be less complicated than the Europe Map since it's mostly devoid of civilizations, and the ones that exist on it (e.g., China, Japan, Aztecs, etc.) are only there to be killed and built over in exchange for fabulous victory points for exploitation.
Not to mention that a ton of space on the RotW game board is taken up with stuff that's not-map (like charts for the prices/demand for exotic goods, inflation, and technology), and the map itself contains broad stretches of TERRA INCOGNITA.
chefTENGU
08-19-2010, 21:01
HELLS YEAH, BITCHES (http://user.simreq.com/kevin/RotW%20Board.jpg) (file size: 4.14 MB)
Again, the only thing I left off of this map are the gold mines (the RotW mines are less permanent than the European ones).
Short and skinny guide to this map:
N.B.: The European map goes right in that big white box in the middle. The islands off to the east, as well as all the Persian provinces stretching out to the west, count as part of that map, even though they don't appear on it (this will be important later). Because of this, their information is conveyed in the same style as is found on the European Map, not the in the same way as the Rest-of-the-World Map.
• Like in the European Map, colors of provinces indicate general terrain: green-yellow for plains, taupe for mountains, yellow-yellow for desert, blue-green for wetlands, green-green for forests.
• Red borders between provinces indicate separations between general AREAS, the names of which appear in the larger red type. All provinces within the same area carry the same stats and produce the same exotic resources (if any).
• Small red type within an area denotes the general properties of the provinces within it, in the format of I/C/T. I = income produced (added to income for colonies within the area), C = difficulty of colonization (greater the number, the less chance a colony will have), and T = native intolerance for Europeans (greater the number, the less chance a trading post will have). All figures apply to all provinces within an area in the same way.
• Where an area border is present along a river, a thin red line in the middle of the river indicates this boundary.
• Smiley faces indicate the military power of natives. If you piss the indigenous people off, this number tells you how big of an army you're going to have to deal with (bigger number means bigger army).
• Colored circles and squares indicate what exotic resources are available within an area to exploit. Like the general statistics for an area, all resources produced in an area are available in every province of that area. However, the number indicates the maximum units of that resource that may be produced in a single turn, all provinces considered.
• The color of a resource indicates which resource it represents: Blue = Fish, Gray = Furs, Brown = Tobacco, Pink = Cotton, Black = Slaves, White = Sugar, Red = Spices, Orange = Oriental Goods. More information to come about each specific resource when I get the rules up. Resources represented by a square can only be exploited if a colony is present within a province of that area; those represented by circles can be exploited by both colonies and trading posts.
• White numbered squares within seas indicate Sea Trade Zones, just as in the European Map.
• Clouds with yellow numbers indicate the level of storminess of a sea, as in the European Map. A few seas also have a +N indicator; these seas are particularly difficult to traverse and impart a cumulative attrition penalty on any fleets entering or passing through them.
• Skull and Crossbones near Sea Trade Zones indicate the possible presence of pirates. The white numbers in small type written underneath each one indicate the likelihood and frequency of pirate attacks.
llama_egg
08-19-2010, 21:04
I'M SO CONFUSED
chefTENGU
08-19-2010, 21:09
IT WILL MAKE SENSE (hopefully) ONCE I FILL YOU WITH RULES KNOWLEDGE
llama_egg
08-19-2010, 21:30
WHY DID YOU WRITE IN R'LYEHIAN?
Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
chefTENGU
08-19-2010, 22:04
http://user.simreq.com/kevin/610_088190_91.jpg
Killer_Man_
08-19-2010, 22:07
Terra Inconita?
chefTENGU
08-19-2010, 22:10
Latin. "Unknown land."
Killer_Man_
08-19-2010, 23:16
Oh cause I was going to be like, INCOGNITO but I figured it was a different language.
chefTENGU
08-20-2010, 18:49
The Rules
Here we go. I'm going to try and do this piecemeal, a little bit at a time in the hopes that it won't overwhelm anyone. I'll try to expedite the learning process by taking a hint from how the rulebook is constructed and try to present rules and ideas in the order that they are likely to arise during a turn of play.
Sequence is as follows:
1. Monarch Phase
2. Events Phase
3. Diplomatic Phase
4. Income Phase
5. Administrative Phase
6. Military Phase
7. Redeployment Phase
8. Peace Phase
9. Interphase
In general, the object is simply to do well as much as possible. Victory Points (VP) are awarded for such things, and can be taken away under various circumstances. Whoever has the most VP at the end of play is considered to be the winner.
I. Important Concepts
A. Periods
Before that, though, it's very important to drive home the point that the Grand Campaign is divided into 7 different time periods. The period of play will have a very dramatic impact on the game; it determines what limits are placed on a country's military, technology, and administrative actions, as well as influencing which events are likely to happen.
As soon as one period ends and another begins, all relevant changes take place immediately.
B. The Treasury
All players keep their wealth in an understood treasury, the total value of which is represented by their number of available ducats (D).
If ever a player's treasury is valued at 0D or less, their country has fallen into bankruptcy, which carries a lot of nasty penalties:
• Stability (more on this in a bit) drops 4 levels
• 2 manufactories are eliminated at random
• 4 commercial fleet levels are lost (player's choice)
• -15 VP
• For the rest of the period, the bankruptcy will have an adverse effect on the player's attempts to secure a loan
• If a bankrupt player is at war, the bankruptcy immediately forces him to sign a peace treaty if his country's stability falls to -3.
C. Stability
Stability is an extremely important thing to maintain for all players; it is a value between -3 and +3, and impacts how well they can manage their country and wage war.
Stability changes most often due to a player's choices and actions, though it can sometimes also be changed by an event. The most direct way to increase it is through a Stability Improvement Operation, taken as part of a country's administrative actions.
• A stability of +3 grants a country a +10% bonus to income
• Negative stability imparts a penalty on income, from -10% to -50%, depending on how unstable the country has become.
• If a nation is at war, and has a stability of -3 for two consecutive turns, it is forced to sign a peace treaty.
II. Monarch Phase
Each player represents the current ruling monarch for his or her country of choice, so the monarch's characteristics are paramount to a player's success in the actions he wishes to undertake.
A. New Ruler
All monarchs are rated using three numbers, given in the format of M.A.D.: Military, Administration, Diplomacy. These values are determined as soon as the monarch comes to power, and remain in effect until the monarch dies.
• Military score helps determine success of technological improvement, as well as a monarch's combat values if he is deployed to battle as a general.
• Administration affects all administrative actions a country may undertake, which usually pertain to infrastructure, income, colonies, etc.
• Diplomacy affects how well your monarch can influence other countries; it is essential for winning allies and vassals.
Each score is determined according to the previous monarch's attributes: 1d10 is rolled; high rolls will improve the score, low ones will diminish it, and average ones will maintain it.
After all of a monarch's attributes are determined, then his maximum reign length is determined. Barring sudden death, the monarch will live for several turns, then automatically die once their reign length has expired.
In addition to reign length, this test also determines a monarch's age and sometimes the circumstances under which he ascended to the throne. Possible influences include:
• Dynastic Crisis: the monarch has come to power during a period of political turmoil. All attributes are divided by half (rounding up). The country's stability drops by 2 levels; if the player has forged an alliance by royal marriage with any other players, all those players now gain a Causus Belli against him.
• Fragile Health: the monarch has been sickly since his birth; he is more likely to die suddenly.
• Minor: the monarch is not yet an adult; possible starting ages include teenager (-1 to all attributes for the following turn), child (-2 to all attributes for the following turn, then -1 to all of them on the one after that), or baby (-3 to all attributes for the following turn, then -2 on the next, and then -1 on the one after that).
B. Sudden Death
Accidents happen. Illness sets in. Kings die in battle. Sometimes, a monarch will die long before he is expected to.
Every turn, a monarch's survival is tested. 1d10 is rolled, and modified by a number of different factors. A result of 10 or higher indicates that the monarch has died suddenly and unexpectedly:
• +2 penalty if this is the turn following a dynastic crisis
• +1 penalty if this is two turns after a dynastic crisis
• +1 penalty if the monarch has fragile health
• +1 penalty if stability is negative
• +? by event
A result of 1 will actually increase the current monarch's reign length.
C. Initiative
The total value of all a monarch's attributes determines the country's initiative rating. When it is important to determine order of play, the monarch with the highest initiative acts first, then play proceeds in descending order of value.
Ties are broken by opposed die rolls.
II. Events
Once monarch survival/succession is determined for everyone, all players roll to see what economic event will affect them this turn. Economic events usually only pertain to the player's particular country, but a few of them can influence things for other players as well.
Following that, political events are then rolled. Political events tend to be unique, but also have profound effects on the course of play. This also determines the occurrence of revolt and diplomatic change events.
III. Revolts
In the event of a revolt:
• 1d10 is rolled to determine to which country the revolt occurs
• 1d10 is rolled to determine the province of origin (modified by the victim's stability)
• If the province is controlled by the victim player, then another d10 roll determines which other player controls the revolt. If it occurs in a province which the victim does not control, then the revolt still occurs there, but the "victim" has become the one controlling it! The revolting province treats the controller's country and units as friendlies.
• One final d10 roll determines the severity of the revolt. Revolts can begin weakly (-), strongly (+), or severely (+ and land detachment of rebels in control of the provincial capital). In all cases, the rebels may also have the benefit of a random ? General. If any of the country's military forces are present within the revolting province, they are immediately expelled to the nearest friendly province.
A single province can have up to two revolts in play at once. Provinces in revolt generate no income for their country so long as the revolt persists. Rebel soldiers are considered to be of the next-worst technology level of the county where they began (with Medieval being the minimum technology level).
A. Repressing Revolts
In order to repress a revolt, military forces must be dispatched into a rebel province (which constitutes a campaign, as the province no longer counts as friendly territory). A repression test is then made against any one active revolt within the province.
For the purpose of quashing a rebel, a player may only use his or her own national troops; allied forces are not capable of making a repression test (with the following exceptions: a player who is the Holy Roman Emperor may use HRE forces to repress revolts; during wars of religion, a player may make use of friendly catholic/protestant forces to aid in repressing revolts).
A repression test is made by rolling 1d10, and applying the following modifiers:
• +1 for each land detachment the player has in the province
• +2 for each small army (-) the player has in the province
• +3 for each large army (+) the player has in the province
• ± difference of the player's commanding general's maneuver value and the revolt general's maneuver value (if any).
• -3 if the province is something other than plains.
• -2 if there is a Revolt+ present within the province
A result of 8 or more means success; a Revolt+ is weakened to a Revolt-, or a Revolt- is eliminated entirely. A natural 1 always signifies failure, however, and a natural 10 always signifies success.
B. The Spread of Revolts
If there are still active revolts present after the conclusion of combat (during a player's redepolyment phase), a number of things happen:
• The player loses 1 stability level for every Revolt+ in his territory.
• The player loses 1 stability level if there is at least one active Revolt- anywhere in his territory
• Any remaining Revolt- becomes a Revolt+
• A Revolt+ spawns a Revolt- within any neighboring province belonging to the player fighting the revolt (controller's choice). If this isn't possible, then the province instead spawns a rebel land detachment, or a rebel army if there are already 2 rebel detachments present.
• If rebels are in control of a city (that is currently not under siege), and no revolt is present within the province itself, they generate a Revolt- there.
• If all provinces which feed into a Sea Trade Zone are ever in revolt simultaneously, together they generate a few pirates (-) within that Sea Trade Zone.
C. Rebel Victory
During the Peace Phase, if at least half (rounding up) of nation's provinces are in open revolt, the rebels have won, and much turmoil ensues:
• The current monarch is immediately executed; all revolts present within the country are removed. A new monarch is installed, and a dynastic crisis ensues.
• The treasury is ransacked; the player loses half (rounding down) of his ducats.
• The country's domestic trade index (DTI) is reduced by 1; 3 commercial fleet levels are lost from the country's trade zone (these levels are chosen randomly and can affect even other players' fleets).
• The country loses 4 levels of stability.
deathofcheese
08-21-2010, 00:21
Sounds like this is focused on killing PCs.
chefTENGU
08-21-2010, 10:32
Except that when you die, you get instantly reincarnated as the new king. Maybe even a better king, like Peter the Great (http://en.wikipedia.org/wiki/Peter_the_Great).
OR, you could end up being an inbred imbecile, like Carlos Segundo (http://en.wikipedia.org/wiki/Carlos_II)
chefTENGU
08-22-2010, 00:11
IV. Diplomacy
After the turn's events are made clear, the players will usually have much to decide and discuss; this phase is used to plan your strategy for the rest of the turn (and beyond).
A. Diplomacy Between Players
There are a number of things which can be agreed upon between players. So long as they do not violate the rules, informal agreements can take many, many forms. They must be made publicly and may never be kept secret, but they are never considered binding.
Common forms of informal agreement might include granting right of passage to another player's armies, or agreeing to offer his troops supply lines in times of war.
There is never any penalty for breaking an informal agreement.
Beyond that, players may also enter into more serious alliances, which can take a number of forms. Alliances between players include:
• Forging dynastic ties
• Loaning money
• Defensive alliance
• Offensive alliance
Dynastic ties essentially amounts to a marriage between two of the players' royal houses. One player must offer a dowry to the other; a dowry may be monetary in form (never less than 100D, though players are permitted to exchange larger amounts), or in the form of land (ceding a single province, colony, or trading post to the other player). Ceding territory reduces stability by 1 level in the country that offers it.
In addition to the dowry, the players may also exchange one additional province, colony, or trading post. Again, the country that cedes this extra territory loses 1 level of stability. However, this form of alliance is the only method by which territory may be freely exchanged between players.
If players of different religions enter into a royal marriage alliance, both take a loss of 2 stability levels. After 1615, this stability loss no longer applies when catholic and protestant countries intermarry. After 1665, it no longer applies when western christians (catholics/protestants) intermarry with orthodox christians. It will always apply if a christian nation intermarries with a muslim one.
When players agree to a royal marriage, neither may declare war on the other for the duration of 2 consecutive turns, unless either gains a Causus Belli against the other, or an event breaks these dynastic ties. While the alliance remains in place, the player who paid the dowry gains a Causus Belli against his ally if the latter suffers from a dynastic crisis; conversely, he also gains a Causus Belli against anyone who declares war on his ally for such a reason.
A player is permitted to prematurely break a royal marriage alliance at any time, but doing so costs him 2 levels of stability. Once this alliance expires, it may not be renewed until three turns after its official end (regardless of whether it was broken early or not).
———
Players are permitted to lend money to each other during the diplomacy phase; the exact terms of how much is lent and how it is to be repaid are always up to the borrower and lender to decide for themselves (a lender may even offer such money as a gift without any thought of repayment). The only rules are that the sum lent cannot be less than 50D, and cannot be greater than the lender's turn income.
A loan treaty remains in effect for as long as the borrower owes his lender money. They may negotiate further loans with other players, but not with each other until the existing loan is paid in full.
A borrower may refuse to pay back his loan at any time. In doing so, however, he loses 1 level of stability and takes a -2 penalty to checks for securing a non-player loan for the rest of the period.
If war breaks out between the lender and borrower, the loan treaty is null and void; no further penalty is assessed for it being broken prematurely.
———
Players who agree to enter into a defensive alliance pledge to support each other in case of war. When someone declares war upon one of the member players, the each of the other allies gain a Causus Belli against the aggressor.
When someone declares war upon one member player of a defensive alliance, he is entitled to call upon his allies for support. A player may choose to renege on his alliance and refuse support to his ally when called. In such a case, the alliance is immediately broken, he loses 2 levels of stability, and his former ally gains a temporary Causus Belli against him.
If a member player decides not to call upon some or all of his allies, the ones he does not call upon are free to join in the war or not, without penalty or consequence to the defensive alliance.
This alliance normally lasts for 2 turns, unless cancelled by event or withdrawal of one of the member players (which may be done at any time voluntarily).
When fighting a war together as allies, all member players must sign peace together against their common foes. If against a minor power, all allies add their respective modifiers to the peace check, and are obligated to share in the spoils equally. If against a player country, then the allies must compare the average of their current stability levels to that of their foe when determining peace.
Allies must move and fight at the same time, which means that they act on the initiative of the member player who has the least.
If an ally is forced into peace for being at prolonged instability (see above), he is permitted to make separate peace with his foe. Since he did not end his participation voluntarily, and thus did not break faith with his allies, the defensive alliance remains unbroken and the other members do not gain a Causus Belli against him.
———
An offensive alliance works in the same way as a defensive alliance, except that the member players agree to go to war together and support each other against a common foe. Instead of having war declared upon one of the member players, they agree that if one member declares war against someone, the other members will follow, if called.
———
A player may use the diplomatic phase to refuse trade to another player. Doing so costs him 1 level of stability at the time it is declared, but from then on it can be maintained indefinitely without any further loss.
Refusing trade access to another player bars him from conducting trade with your nation and all of your vassals; the combined land income of such is deducted from the normal amount when he calculates his income from foreign trade in his income phase.
Refusing trade to someone is a great offense; he will gain a temporary Causus Belli against you. A player may also refuse to deny trade in turn, but will likewise grant a Causus Belli to the other, as well as take the usual loss of 1 stability level.
B. Diplomacy on Minor Powers
One important idea when conducting diplomacy with minor powers is that there can only ever be one dominant influence on a particular minor at any time. Though many players may vie to sway the same particular minor, only one will prevail in the end.
It is also possible to try to influence a minor which is already allied with another player; doing so is essentially an attempt to undermine the other power's control and move the minor back toward neutrality.
Minors can be swayed into the following diplomatic stances; presented in order of increasing commitment to the controlling player:
• Royal Marriage
• Subsidies
• Military Alliance
• Expeditionary Corps
• Entry in War
• Vassal
• Annexation
Every player has between 1 and 6 permitted diplomatic actions on minors each turn, depending on his country and the period of play. Diplomatic actions are decided and submitted secretly, then announced publicly and resolved simultaneously.
No matter how many diplomatic actions a player is entitled to, he can only attempt one action on any particular minor in a single turn.
Players are also permitted to support the diplomatic actions of another player on a particular minor, usually as an informal agreement. This support counts as 1 diplomatic action for the player giving it; a player may not ask for more than 30D in exchange for each such support action.
Conducting diplomacy requires investment of ducats; players are permitted to make the following diplomatic expenditures:
• Basic investment - 20D
• Medium investment - 50D, +2 bonus on check
• Strong investment - 100D, +5 bonus on check
• Support - 20D, +1 bonus on another player's check
Diplomacy is resolved by the player rolling 1d10 and adding the following modifiers:
• +? for his monarch's diplomacy attribute
• +? for the strength of his investment
• +1 if the minor is of the same religion as the player (no longer applies after 1615)
• +1 for another player's support (if applicable)
• +? bonus if the minor has a preference for the player country (sometimes only applicable during certain years)
• +1 for the controlling player if the minor is already in a royal marriage or subsidies treaty with him.
• +2 for the controlling player if the minor is already in a military alliance or expeditionary corps treaty with him
• +3 for the controlling player if the minor is already in an entry in war agreement, vassal, or is annexed by him
• -4 if the player and minor are of different religions (no longer applies after 1615)
• -2 for diplomacy between christians and muslims (applicable from 1615 onward)
• -3 if the player was at war with the minor the previous turn
• ±? as per active event
Once the player's modified diplomacy check is made, the minor rolls 2d10 to resist the action; if the player's total exceeds the minor's, then he has successfully swayed them. The difference between the player's total and the minor's becomes "points of progression" which determine just how far the minor has been influenced.
If several players attempt to influence the same neutral minor, then all of them make the modified diplomacy check; the one with the best result prevails over the others (in case of a tie, opposed die rolls are made), and goes on to try and overcome the minor's resistance.
If one or more players attempt to influence a minor already allied with another player, and the controlling player was also attempting to increase his own influence on the same minor, they make opposed modified checks, as outlined above.
If a player attempts to influence an already allied minor whose controller was not intending to attempt another action upon it, then the controller is entitled to a free "reaction" diplomatic action upon his allied minor. The controller must meet or exceed the challenger's own diplomatic investment, or the challenger automatically succeeds and the minor returns to neutral status, and the two proceed as if the minor was never aligned to begin with.
If the controller meets the challenger's investment, they make opposed modified die rolls, and the winner goes on to attempt influence on the minor. If the challenger has won, his "points of progression" pull the minor out of the controller's grasp, in the direction opposite of what they normally do.
If several players make attempts on the same aligned minor, and the controller has not made an attempt himself, then they all make opposed die rolls to determine who is to be the challenger; the controller then gets his reactionary attempt, and play follows as outlined above.
"Points of progression" push a minor farther into the control of a player country. It takes 1 point to move a neutral minor into royal marriage, or 1 point to move a minor from royal marriage into subsidies (N.B. Switzerland is an exception to this rule; it takes 3 points to move them into subsidy status from royal marriage).
Anything beyond subsidies varies according to the minor in question. Bear in mind that not all minors can be influenced to the same degree; furthermore, some will only accept certain levels of control by only one particular country.
In a case where a player earns enough points of progression to push a minor more than one step into his control, only the end result matters. Any intervening steps are ignored. However, a player is never obligated to advance a minor farther than he desires, and may stop its progression at any point to which his points can take him.
In a case where a player is challenging the control of another, then any points he earns pulling it back must be spent doing so, all the way back to neutral, if possible. It takes an equal amount of points to move a marker back as it does to advance it. Once the minor is neutral again, he may use any remaining points he has to bring the minor into his own control, if desired.
If a player has insufficient points to move a marker any farther, those points are wasted.
Every minor has a fidelity rating, which varies according to the specific minor in question. Fidelity ratings are tested during "Diplomatic Shuffling" political events. During such an event, a controller rolls 2d10 and compares the total to a minor's fidelity rating; if the total exceeds the minor's fidelity rating, the minor is moved back along its diplomatic progression, as if it had been the target of a challenging player.
———
Royal Marriage only applies if it is reached moving forward (not if a challenger pulls a minor back into it).
The controller rolls a d10; if the result is even, he gains a dowry from the minor (the exact amount depends on the specific minor). If the result is odd, he must pay the minor's dowry to it instead.
A player may refuse to pay the dowry, but doing so returns the minor to neutral status.
———
When a minor is moved into Subsidy status, the controller rolls 1d%, then modifies the result by the minor's subsidy modifier (always negative, varies according to minor nation). If the result is positive, he immediately gains a payment equal to the result from that minor. If negative, he must pay that amount to the minor instead.
A player may refuse to pay, but doing so puts the minor back into neutral status.
The subsidy payment may not exceed 50D, unless explicitly stated otherwise by event.
———
Military alliance gives the controller use of the minor power's military forces, within limitations:
• The minor's basic forces can be moved freely within the minor nation's borders.
• If the minor's controller mobilizes it for war, it may send as many as two unit stacks to its controller's aid. However, these stacks may only enter into one adjacent province or sea which the minor borders. The destination must be either a friendly province or under enemy control). These unit stacks are provided to the controller free of maintenance cost.
In addition, the minor's territory counts as friendly toward the controller, who can move his own units freely within the minor's borders, but only when the player is at war.
Despite this support, the minor is not actually at war itself, and its forces count as mercenaries in the employ of the controlling power. These units do not get reinforcements, and will not replenish for the entire conflict unless the minor is dragged into war itself.
If the controller's enemies wish to strike at the minor power, they must declare war against it. In such a case, the minor's status is moved from Military Alliance directly to Entry in War.
———
Expeditionary Corps agreements function with all the same effects granted by the Military Alliance treaty, but with the additional benefit that the controlling power is free to use one unit stack belonging to the minor in any way that he wishes, so long as the stack remains within friendly or enemy territory only. It may not leave the European Map unless the minor country possesses a colony or trading post; even when it may, though, it is still restricted to friendly territories or those belonging to the enemy.
The minor nation Persia is further restricted to deploying its forces only within territory belonging to (or formerly belonging to) Turkey, the Mameluks, or Persia itself.
———
An Entry in War treaty grants a controller all the benefits of an Expeditionary Corps agreement, but with the addition that the minor country's troops now gain reinforcements every turn; the controller is free to accept or refuse these reinforcements as desired. If the controller activates his minor ally for war, it declares war itself on the controller's foe.
Further, the controlling player is granted full control over the minor power's military forces. Minor units may be moved as far as 12 movement points (MP) from their home territory (more on movement points under combat rules). For HRE units, all HRE member states count as home territory.
The minor's basic forces are maintained free of cost. Additionally, if the minor is at war, it finances an additional variable number of detachments equal to its income bonus. The player does not need to pay any additional cost for these forces, as the minor nation is footing the bill. New reinforcements are always placed within the minor's home territory.
While the addition of reinforcements is free, any units beyond the minor's basic forces incurs a maintenance cost which must be paid on subsequent turns.
———
A controller who manages to vassalize a minor power exerts a great deal of control over it. The minor power acts according to all the benefits outlined under the Entry in War treaty, above.
Not all minors are willing to become vassals.
Vassal countries contribute their income to their controller's domestic income, but not to additional income generated by manufactories.
When involved in war, a vassal will not sign a separate peace with the controller's enemy, unless:
• its capital is under enemy control, and unbesieged by friendly forces
• it is totally conquered and forced to accept an unconditional peace
———
Annexation places a minor in the complete and total control of the controlling player. All of its national forces are disbanded, and its provinces count as the player's own (though they are never considered his national provinces).
All income generated by an annexed minor counts as if it was generated by the controlling player's own provinces, even contributing to manufactory bonus income.
The controller may build new military units within the annexed territory, following the usual rules for building within non-national provinces (outlined later).
N.B.: A minor may not be annexed unless it borders on the controller's own territory. Without a common border, the minor can only ever be vassalized. Note further that some minors will never accept annexation, either totally or unless a particular player country is attempting to annex it.
Controllers may lose annexed minors due to diplomatic influence from other players; this applies regardless of whether the annexation is due to diplomacy or military conquest (with a few particular exceptions).
C. Special Rules for Particular Minors
- Oman, Aden, and Sudan may not be subject to any player's diplomatic actions unless the Mameluks have been removed from play.
- No player may attempt diplomatic action on Ohio, Hyderabad, or Mysore unless he first establishes a trading post within their areas or in any area adjacent to them.
- No player may attempt any sort of action (including diplomacy, movement or combat) on Sibir until Russia is considered a player country.
- Although both Persia and the Mameluks possess territories on the Rest-of-the-World map, they are considered European minors for purposes of diplomacy.
- No diplomacy is possible on the Mogol Empire, China, or Japan. At best, these minors will only ever be neutral toward the European powers.
- Any catholic player who controls The Papacy in military alliance or better status receives 50D at the end of every diplomatic phase; this no longer applies after the year 1615.
chefTENGU
08-22-2010, 13:39
V. War
War is declared at the end of the diplomacy phase. It is a simple thing to go to war, though it has its costs. Minors will also sometimes declare war, but only through event.
When a player declares war, he immediately loses 2 stability levels and a number of VP (-5 VP if declared upon a minor power, or -10 if declared upon a player country or minor vassal belonging to a player).
These costs are greatly alleviated if a player has a Causus Belli against the country he wishes to declare war upon. There are a few different kinds, and each one functions a bit differently:
• Causus Belli - allows a player to declare war without losing VP, and reduces stability loss to 1 level
• Free Causus Belli - allows a player to declare war without losing VP or stability; it is usually granted by event
• Temporary Causus Belli - functions like a regular Causus Belli, but is only good for a short period of time
Some countries have a permanent Causus Belli under certain conditions:
• Once the Reformation event has occurred, all catholic countries have a permanent Causus Belli against all protestant countries, and vice versa. This rule no longer applies after 1615.
• Spain has a permanent Causus Belli against all pagan and muslim nations. This rule no longer applies after 1700.
• Turkey has a permanent Causus Belli against all christian nations and Persia. This rule no longer applies after 1700.
• A player gains a permanent Causus Belli against anyone who is maintaining a monopoly on his Country Trade Zone.
• A player gains a permanent Causus Belli against anyone who controls one of his national provinces.
When fighting a prolonged war, it becomes more and more difficult for a country to sustain such an effort. Any player who is at war at the end of his turn loses 1 level of stability; this increases on every subsequent turn of war with the same enemy. On the next turn, he will lose 2 stability levels, 3 on the one following, then 4 on the one after that. Stability loss due to war caps at 4 levels.
If a player's stability drops to -3 and remains there for two consecutive turns, he is forced to sign a peace treaty at the next possible opportunity.
When at war, both sides treat their foes as if they had refused trade to each other, as outlined above with declaring a trade refusal. This only applies to each side's foreign trade income; it does not directly affect trade through commercial fleets, exotic resources, etc.
A. Minor Powers at War
A minor country is considered to be at war if:
• A player declares war upon it.
• It has signed an Entry in War treaty with its controller and its controller declares that it has gone to war with him.
• If it declares war through event.
If war is declared upon a minor controlled by another player, that player gains a temporary Causus Belli against the minor's enemy, no matter what level of control he exercises over it. If the minor is a vassal of another player, declaring war on it precipitates war against the controlling player. Having a Causus Belli against either a controlling player or that player's vassal is good for declaring war on either one.
If a player declares war upon a neutral minor, another player is appointed to control the minor's forces. This appointment is made giving priority to anyone who is already fighting the player declaring war, then according to the minor's own preferences. It is never permitted for a neutral minor to be controlled by someone who is currently fighting it.
The appointed player is free to refuse to take control of the minor, but suffers a loss of 1 stability level for doing so. If all viable players refuse (each losing 1 stability in the process), then the player with the greatest preference is forced to control the minor (and loses an additional level of stability).
Once a player has accepted control of a neutral minor, he then gains diplomatic control of it (as if he had signed a royal marriage agreement with it), but without gaining any of the usual benefits.
Accepting control of a minor power at war with a player does not precipitate war between the appointed controller and the player who declared war on the minor to begin with.
So long as a minor remains at war, only the appointed controller may attempt diplomatic actions upon it. However, he is not permitted to annex the minor so long as it remains at war. Increasing diplomatic control over an attacked minor in this way will void any defensive or offensive alliances the controlling player has previously signed with the attacking player (though with no loss of stability).
———
If a player declares war upon a minor controlled by another player who is already at war with him, then the minor is treated as having signed an Entry in War treaty with its controller, but only if it is already at Military Alliance or Expeditionary Corps and its territory is invaded by the attacking player. It cannot be pulled back from Entry in War for as long as the war lasts.
The controller is permitted to intervene on his minor ally's behalf, gaining control of its troops as outlined under diplomacy, above. If the controller undertakes a multiple campaign (more on campaigns later), he is allowed to make use of his minor ally's units along with his own. However, the minor's own campaigns cannot be used to pay for the use of the controller's own units, unless they are within the same stack under the command of one of the minor's officers.
Controlled minors sign peace along with the players who are controlling them. If the player remains at war against other players or minor powers, then the minor ally continues to support him if it is at least as far as Military Alliance with him.
———
If a minor is at war by itself against a player, then the appointed controller exercises control of its forces as if it had signed an Entry in War agreement with him (regardless of how it actually relates to him diplomatically).
A Diplomatic Shuffling event can reduce the diplomatic status of minor at war, but not below royal marriage status.
A minor at war alone against a player is permitted to exceed its basic force limit if it obtains reinforcements beyond it. These forces do not cost any money to maintain unless the controlling player enters the war on the minor's side.
If the controlling player does decide to enter the war as an ally to the minor, the diplomatic status moves immediately to Entry in War and remains there for the duration of the conflict. If the controlling player improves his diplomatic status with the minor all the way to vassal, he must immediately declare war upon the attacking player or forfeit his new vassal (placing it back into Entry in War).
B. Gaining Minor Support
When a player goes to war, he may attempt to call upon the minor powers he controls to join the war as well, regardless of whether war has been declared upon them or not. This takes a certain amount of convincing to do so, however. Not even vassals automatically declare war if they are not directly attacked.
In order to convince a controlled minor to come to war, a player must attempt a die roll for each minor he is trying to convince. The attempt is made after war is declared, before the player's usual diplomatic actions are made. It is modified as follows:
• +? for level of diplomatic control the player has over the minor
• +? for minor's preference of controlling player (if applicable)
• +2 if the enemy shares a common border with the minor
• -2 if the minor is Poland
• -4 if the enemy is of the same religion as the minor (no longer applicable after 1615)
• -4 if the closest enemy province is 6 MP away from the minor's territory, or 2 seas away from a coastal minor.
• -4 if the minor is already at war against a different nation
N.B.: Control bonus will not apply on minors which are specifically described as being friendly to particular powers during certain events if the power which they regard as "friendly" is not the one that has control over them.
It takes a modified result of at least 8 to convince the minor to declare war in support of the player. Even if it doesn't declare war, however, the player still gains any benefits he would otherwise be entitled to because of his diplomatic control.
The process is a bit different for Turkey. Instead of testing minors one at a time, Turkey instead groups all minors it controls into one of three groups, then tests all minors within that group with a single roll. Groups are as follows:
• European Group (Wallachia, Moldavia, Crimea, Astrakhan, Kazan, Steppes, any other minors in continental Europe)
• North African Group (Morocco, Al-Djazair, Tunisia, Tripolitania, Cyrenaica, and the Mameluks if controlled and still in play)
• Middle Eastern Group (Arabia, Iraq, Oman, Aden)
Turkey may only test a particular group if the group is less than 6 MP away from the enemy power (or no more than 1 sea away); so long as a single member of the group is within range, the entire group may be tested. The bonus for sharing a border applies if at least one group member shares a border with the enemy power. When applying control bonus on a group, only the bonus that would apply for at least half of the controlled members of the group is permitted.
As long as the leader Barberus is in play, Al-Djazair is always tested separately from the North African group, even if a check for the rest of the group succeeds, fails, or doesn't qualify.
Minor powers may only be tested once every turn. Failure on one turn means that controlling powers may try again, but only if they spend one diplomatic action to do so.
C. Reinforcements
When obtaining reinforcements for his minor powers, a controlling player must first select which attitude the minor is adopting (during the logistics part of his military phase). There are three possible choices:
• Offensive - the minor must move at least one unit stack into enemy territory within the first two rounds of combat if the minor borders on the enemy country or if it is possible to reach it within 12 MP. N.B.: If the minor is attacking a player due to an event, it is permitted to move as many of its forces as far as possible within enemy territory.
• Defensive - the minor may move stacks within its territory, but not outside of it.
• Naval - the minor power must move at least 1 naval stack to make an attack against an enemy fleet, initiate a blockade against an enemy port, or transport friendly land units to make a landing in enemy territory.
The controlling player's choice of posture for any particular minor may be changed each turn, during the logistics part of the military phase. If the minor power is the aggressor in the war (as described by event), then attitude will always be either offensive or naval
Only a minor possessed of naval units may adopt a naval posture.
Minor nations obtain reinforcements when their controllers roll on a specific table for that purpose (which varies by country). Minors are sometimes entitled to bonuses, which depends on the minor itself and sometimes the current year of play. Minor reinforcements are further modified according to the income generated by the minor power at the time the roll is made.
Some minors are granted a minimum number of officers, according to the minor in question. Additionally, however, minors may also obtain officers as part of their reinforcements. If a minor is granted an additional leader, a new, random ? General is deployed to fight. If the minor has adopted a naval posture, it may take a random ? Admiral instead.
All reinforcements obtained for minors are conscripts, with the following exceptions:
• All Swiss reinforcements are automatically veterans
• Swedish reinforcements obtained between 1560 and 1760 are automatically veterans
• Prussian reinforcements obtained after 1740 (or the event "Prussian Military Reform," whichever comes first) are automatically veterans.
• 50% of all reinforcements obtained for the Mameluks, Poland, and Persia are automatically veterans.
• Persia is permitted to place its reinforcements in its territory on the Rest-of-the-World map.
• When Portugal is a minor country (and not annexed by Spain), it is permitted to place as much as 30% of its new forces in its overseas possessions.
When obtaining reinforcements, only a maximum of two of a player's minor allies may receive them on a single turn. This does not apply to the Hapsburgs, Poland (when a named Polish king is in play), Al-Djazair (when Barberus is in play), or to any minor embroiled in the war by event.
chefTENGU
08-24-2010, 23:07
VI. Income
Once diplomacy is concluded and wars are declared, the next phase is hardly a phase at all; each player takes stock of their finances and determines just how much cash is flowing into their treasury.
Before that, however, there's one important step:
A. Prices for Exotic Goods
There's many reasons to venture out into the rest of the world, and most of them have to do with making money. The world is full of goods which are unknown or otherwise extremely rare in Europe, and can fetch quite a lot of money.
However, as production fluctuates each turn, do does supply, then does demand, and so too must the prices for such goods.
Players take stock of how much of each resource they are bringing in from their colonies and trading posts scattered across the globe, add in the the amounts produced by minor powers, and then see if a price adjustment is necessary.
When only a few units of a particular resource are being produced, the price has a chance to increase. With a lot of production, the price may begin to drop. The specific method involves testing the produced amount against values specific to each particular resource to test whether prices increase, decrease, or stay the same.
All prices at the beginning of the game are fixed depending on the period when play begins. At times, prices may also be adjusted when the period changes or by event. Even if a particular resource is not yet available for production (like sugar or tobacco before 1615, or cotton before 1700), its price can still change in this way (speculation on future demand).
Every resource has a set minimum price and maximum price, beyond which it cannot be pushed.
B. Calculation of Gross Income
Gross income is the sum total of 4 main assets:
• Land Income
• Trade Income
• Rest-of-the-World Income
• Industrial Income
———
Land income is the sum total of all income produced by all provinces controlled by the player and the income produced by his minor vassals (i.e., the pink numbers in each province of the European Map).
Players do not gain income from pillaged provinces, provinces in revolt, or provinces under foreign control (even from his own national provinces).
———
Trade income is additional income generated by commerce the player's merchants conduct at home and abroad. It comes in the form of domestic trade, foreign trade, revenue generated by sea trade (including monopoly bonuses), and any income generated from controlling any of the three Trade Centers.
Domestic trade income is determined by cross-referencing your nation's total land income (see above) with your nation's Domestic Trade Index (DTI). Having a greater DTI and producing more land income will yield a greater amount of domestic trade income.
Foreign trade income is determined in a similar way. First, a player takes 1500D (the grand total of all income produced in Europe), then subtracts his land income (again, see above), income lost by other players' trade refusal, and any other income lost by event. The remaining total out of 1500D is cross-referenced with his Foreign Trade Index (FTI). Having a greater pool of foreign trade to work with (i.e., subtracting less from the total of 1500D) and having a greater FTI will generate more foreign trade income.
DTI and FTI are both set for each nation at the beginning of play. It is possible to improve both through administrative action.
Commercial Fleets are deployed by a player into Country Trade Zones (CTZs) and Sea Trade Zones (STZs) scattered across the maps. A single player can have no more than one fleet in any particular zone, and the fleet is rated on a scale of level 1-6; the higher the level, the more trade it performs, and the more income it can generate. Levels 1-3 indicates a small fleet (-), while levels 4-6 indicates a large fleet (+).
A commercial fleet produces 1D/level in any STZ, or 2D/level in any CTZ. Having a Commercial Fleet+ in any zone constitutes a partial monopoly of that zone, which entitles that fleet's player to bonus income equal to 50% of the zone's total worth (rounded up). Having a level 6 Commerical Fleet+ alone in any trade zone constitutes a total monopoly of that zone, which grants the player to bonus income of 100% of the zone's worth.
For reference, every STZ and CTZ covers all trade across several seas: the one in which it is located, plus all surrounding ones. Some STZs and CTZs overlap with others.
Finally, there's Centers of Trade to consider. These are the three major seaports of Europe; possessing them is a tremendous boost to a player's revenues. There are a total of three:
• Mediterranean - concerning sea trade across the Mediterranean Sea, Black Sea, and Caspian Sea
• Atlantic - concerning all sea trade outside the Mediterranean, in Europe and beyond
• Grand Orient - concerning land trade across the Silk Road from the far east.
The Mediterranean center begins in Venezia in 1492, the Atlantic center begins in Antwerp in 1492, under the control of the Spanish player, and the Grand Orient center begins in Alexandria, under the control of the Mameluks. Each one brings in a total of 100D for the controlling player each turn.
During the interphase between turns, the Mediterranean and Atlantic centers may jump to a different player; whoever has the most commercial fleet levels in all the STZs and CTZs pertinent to the respective trade center becomes its new controller. It gets placed into any national seaport belonging to the new controller.
The Grand Orient center carries special rules for placement and for income generated. As previously stated, it begins in Alexandria under the control of the Mameluks in 1492. As long as it remains there, under the control of the Mameluks, the Venetian player gains 50% of its income value every turn. If Turkey takes control and eliminates the Mameluks from play, the center moves the next interphase to its permanent new home in Smyrna.
During the course of play, however, the value of the Grand Orient center gradually declines:
• If christian players possess a combined total of 1-5 colonies or trading posts in India or Asia (with the exception of Siberia), the value of Grand Orient decreases by 10D.
• For every 5 colonies/trading posts possessed by christian players in India and Asia (as outlined above), the Grand Orient value decreases an additional 10D.
• If christian players have commercial fleets located in the Oman Sea and Eastern Indian Ocean, the Grand Orient value drops 10D for each one.
• Whenever Turkey and Persia go to war against each other, Grand Orient's value drops 50D.
• Other changes may occur by event.
No matter what, Grand Orient's value can never decrease below 0D.
If another player takes control of a province where a trade center is located, he does not gain any benefit from it. If the trade center's province is ceded to another player, then as soon as the turn passes to the next interphase it simply passes to the next player with the most commercial fleet levels, as usual. If it is the same player as last time, then it is relocated to another of his ports. If he has none available, then the center is removed from play until either one of his ports is freed or someone else gains control by outcompeting his commercial fleets.
In addition to trade centers, there are two great trade convoys which make their way into Europe which can be exploited for extra income: the Smyrna convoy, and the East Indies convoy.
The Smyrna convoy pops up in Smyrna every turn if Turkey takes control of the Grand Orient trade center; the East Indies convoy pops up if one player exploits 10 units of spices or oriental products in a single turn. The Smyrna convoy always appears in Smyrna, while East Indies is placed in any colony+ or trading post+ belonging to the player who produces the most requisite goods.
Where the East Indies convoy is concerned, in case of a tie, it is first allocated to the player who controls the Atlantic trade center (if eligible), if not him, then it passes to the Dutch player before 1700, or the English player after 1700.
Each convoy is considered the equivalent of 50 transport ships, each one carrying 1D (and each one subject to attrition). Although they move as ships, they do not count toward stacking limitations.
If a convoy moves unescorted and is intercepted by an enemy fleet, the entire convoy is captured and credited to the enemy's treasury. If the convoy is escorted and attacked, and the attacker wins, he can gain a percentage of the money aboard by pursuing the retreating fleet. If the convoy's escort wins, then the convoy continues on unscathed.
A player does not gain any income from a convoy until it reaches one of his ports in Europe (during his Military or Redepolyment phases).
The Smyrna convoy works a tad differently. When the convoy spawns, the Turkish player immediately gains 20D. He has the option of refusing to send out the convoy, which will cost him those same 20D and 1 level of stability. Otherwise, he chooses one of the other players to receive the convoy; however, if he does not choose the controller of the Mediterranean trade center, then the one who does control that center gets a temporary Causus Belli against Turkey.
———
Rest-of-the-World income is the combined total of income from colonies, trading posts, and the exotic resources they exploit. Both colonies and trading posts come in small (-) and large (+) varieties, and are described in terms of levels (1-6). Levels 1-3 represent a colony- or trading post-, while levels 4-6 represent a colony+ or trading post+.
Every colony- produces 1D/level of tax value in addition to the income value of the area where it is located. A colony+ produces 1D/level of tax value in addition to double the income of the area where it is located. A trading post- always produces 1D, while a trading post+ always produces 2D.
Each player also collects income for the exotic resources he is producing this turn; the amount is always the number of resources he is producing multiplied by the price set for those resources (the one that was just set earlier in the phase).
———
Income from industries primarily comes from the player's manufactories. Each manufactory provides a fixed income amount every turn (the precise amount depends on the type of manufactory and which country it belongs to), as well as a bonus percentage of the player's gross land income (including provinces that he or she does not collect normal income from due to revolt, pillage, or enemy occupation, but not that of vassals).
If a manufactory is located within a province that has been pillaged or taken out of the player's control (occupation, revolt, etc.), then it does not generate any income at all. The manufactory is inactive, but remains in play.
It is the sum of all a player's variable percentages granted by manufactories that determines how much bonus income he obtains from them. All fractions are rounded up.
Gold mines within Europe always grant 20D of income to the player who controls them; mines produce this income every turn unless they they are pillaged. Mines can become depleted by event.
Gold mines outside Europe also produce income, but Rest-of-the-World gold is handled differently. The total expected income from them is noted at this time, but it must first be transported to Europe before it can be added to the player's treasury.
In order to exploit a gold mine in the Rest-of-the-World, a player must have a colony in the same province as the mine itself. If the player announces that the colony is exploiting the mine, all emphasis within that colony goes into mining. No other income or production is carried out there for that turn.
Like in Europe, all mines produce 20D of gold, with two exceptions:
• The Azteca mine produces 40D
• The Inca mine produces 50D
These special mines will be indicated on the Rest-of-the-World map.
Once mining begins, it continues on to the next turn, and the next, and so forth until the mine is depleted (by event). Mining cannot be stopped voluntarily. However, establishing a colony within a gold mine province does not oblige the player to begin exploiting that mine if he does not wish it.
Though mining is a labor-intensive process, no slaves are necessary to exploit a mine. The amount of gold produced in the Rest-of-the-World has a huge impact on the rate of inflation in Europe (which is calculated between turns, during interphase).
C. Calculation of Net Income
Once a player's gross income is assessed, it is adjusted for stability:
• +3 grants +10% bonus income
• +2 or +1, no effect
• 0 incurs a -10% reduction
• -1 incurs a -25% reduction
• -2 incurs a -33% reduction
• -3 incurs a -50% reduction
All fractions of ducats are rounded up.
———
All pertinent information from active loans is then assessed. Players add income from loans granted this turn, deduct income for loans paid out, deduct for interest payments, then add for interest payments received.
While loans between players are handled during Diplomacy as loan treaties, there are two non-player loans that a player may also try to secure, during his income phase: national loans (borrowed from the monarch's own middle class populace) and international loans (borrowed from foreign states).
Securing a non-player loan is the same in either case; the player rolls 1d10 to determine how good of a loan he can obtain. A higher result grants him additional capital and a better interest rate. Regardless of which kind of non-player loan a player takes, he can only ever have one non-player loan at a single time.
Regardless of the length of time granted for repaying a loan, players are permitted to repay loans as quickly as they desire. Interest payments are always some percentage of the original principal loan amount. Repaying the principal does nothing to diminish interest payments. Interest payments do not begin until the turn following when a loan is first issued.
Players have the option of refusing to repay a national loan. However, refusal to pay back your people results in the following:
• The player's stability drops by 1 level.
• The player may not obtain any more national loans for the remainder of the period.
• All further attempts for international loans take a -3 penalty to their rolls for the rest of the period.
• Even when refusing to pay back the principal of a national loan, the player must still pay one last interest payment.
When obtaining an international loan, players are always held to repaying them in full within 3 turns. It is permissible to secure a loan from another player in order to repay an international loan.
If a player fails to repay an international loan after three turns, or fails to make an interest payment, his country immediately goes bankrupt.
As stated in diplomacy, players are permitted to make loans to each other. Loans between players are handled differently than loans between players and the game, and players are permitted to set up whatever terms they wish when lending and borrowing ducats between each other. The only hard and fast rule is that a loan treaty can never exceed 200D in value.
If a player fails to make good on a loan treaty he signed with another player, then the lender gains a temporary Causus Belli against his recalcitrant borrower; this Causus Belli remains with him for 3 turns after the loan treaty is broken. This Causus Belli is granted for any violation of the loan treaty, be it failure to refund principal or failure to pay interest.
The Portuguese and Venetian players are not permitted to make any loans or gifts for the last 3 turns of their existence as major (player) powers.
Killer_Man_
08-25-2010, 02:05
>_<;;;;;;;;; TOO MANY RULES.
/me dies
chefTENGU
08-25-2010, 16:24
Just you wait. This is just the tip of the iceberg.
In all seriousness, though, don't sweat it too much. I'm envisioning running this game sort of like a D&D campaign (i.e., several players who have reference materials and awareness of the most important concepts and rules, plus me as a DM for having a greater command of rules knowledge and keeping most of the nitty-gritty in the background).
Don't get discouraged that the picture is horribly incomplete. Things are going to get more clear as we go on, and more rules get covered.
llama_egg
08-25-2010, 17:38
WTB printed version. I'm silly and still don't have a printer after moving.
You also missed the rule where I win. Just saying.
chefTENGU
08-25-2010, 19:25
MCCCXXXVII. Llamarama
Llama wins everything forever.
There you go.
By the way, I left out a little bit about Rest-of-the-World gold and Loans from the Income post, so go back and check (all new stuff appears toward the end of the post).
chefTENGU
08-26-2010, 21:10
This next update is taking a little longer because Monsieur Thibaut's command of English at the time he wrote the rulebook is severely lacking in clarity.
I'm not putting anything up until I understand it myself, because if I can't figure it out, then there's no way in hell I'm going to be able to explain it. For that reason, it's taking extra long.
The next section is all about military logistics, and there's a lot of really vague language in the rulebook itself. I've been able to piece it together with the help of the players' aides, but you all won't have the benefit of them.
I'm trying to make things clear as much as possible, but this next section is just not going to make much sense to ANYONE until a game actually begins and I give everyone their player information.
chefTENGU
08-27-2010, 17:07
VII. Logistics
Wherein players manage their militaries before sending them off to war.
A word on terminology before we begin:
"Unit" refers to one discrete military force. These come in several varieties, but the most common are:
• Land Detachment
• Small Army (-)
• Large Army (+)
• Naval Detachment
• Small Fleet (-)
• Large Fleet (+)
Every unit is composed of a number of strength points (SP), which varies from unit to unit, and even between units of the same type. Land units (land detachments, armies-, and armies+) are composed of SP consisting of infantry, cavalry, and artillery. Naval units (naval detachments, fleets-, and fleets+) have SP composed of warships, galleys, and transports.
Every unit has a maximum capacity of SP. Detachments (both land and naval) are always limited in size to no more than 10 SP (with small exceptions, see next paragraph). The maximum SP for a player's fleets and armies depends on which country he is playing and in which period the game is being played. When an army/fleet has less than half of its maximum SP, it is considered an army-/fleet-; when an army/fleet has at least half of its maximum capacity, it is considered an army+/fleet+.
As stated, detachments only ever contain 10 SP, but there are some important rules regarding them:
• Land detachments can only ever consist of infantry and cavalry; they can never contain artillery.
• Naval detachments can have up to 5 warships or transports, or up to 15 galleys (galleys count as ⅓ of a ship).
The label "friendly" applies to provinces and units if they are controlled by the player himself, another player who has granted him right of passage (provinces only) or signed an alliance with him (provinces/units), or a minor nation allied with either of the two aforementioned players.
A. Maintenance Costs
Every player has a "basic force" allowance, depending on which period the game is being played and the country which he is playing. Having a number of units equal to or less than one's basic forces carries no cost in maintenance. Players are permitted to exceed these set limits, but keeping forces in excess of one's basic allowance carries with it an ongoing cost in ducats.
A basic force is defined in terms of a permitted number of units. A system of equivalencies exist for times when players do not have their military organized in the same way as is described in their basic force limit:
• 1 army+/fleet+ is equivalent to 2 armies-/fleets-
• 1 army-/fleet- is equivalent to 2 land/naval detachments
• land and naval detachments are considered equal to each other. If it's ever important, the player gets final choice over whether a particular detachment is part of his basic force or not.
Minor countries also have basic forces. When a player is allied with one, and the minor country has exceeded its basic force limit, then he himself must pay for its troop maintenance. If a minor possesses artillery as part of its basic forces, but does not yet possess at least renaissance technology, then it instead possesses a like amount of infantry.
SP within land units can either be conscripts or veterans. For a player's basic forces, all units belonging to his basic force are automatically veterans. No such distinction is made for naval units.
Exactly how much maintenance costs for excess units are accrued depends on a variety of factors:
• Wether it is a land unit or naval one
• How much capacity it has (+ or -)
• Whether it contains conscript or veteran SP (land units only)
• Technology level
• The player's country
The main difference between conscript and veteran SP in a land unit is that veteran SP cost more to maintain, but have better morale (making them more difficult to defeat in combat). The choice of whether to make a unit conscript or veteran is made individually for every unit when maintenance is paid out, and applies to every SP that unit has (regardless of how many are within it). This choice can be changed on subsequent turns; if a unit is maintained as conscript, all SP change to conscripts, if it is maintained as veteran, all SP become veterans.
Fortresses a player builds also cost maintenance. No cost is assessed for fortresses already in play (i.e., the level of fortification indicated for each city on the map), but anything beyond that carries a maintenance cost. Minor countries with extra fortifications never have to pay for them, however.
If a player refuses to pay maintenance for a unit, all SP within it are immediately demobilized and the unit is removed from the board.
B. Purchasing New Units
Players can obtain reinforcements for their units once maintenance for their existing ones are paid (minor allies obtain reinforcements in a different way, already outlined previously under diplomacy). Players are limited in the amount of reinforcements they can raise on a single turn, according to the country they are playing and the current period. Cost of reinforcements also depends on the same two factors, with the added influence of the player's technological advancement.
Players have the option of purchasing units in standardized batches (i.e., simply picking which unit they would like and taking a predetermined mix of which SP are in it), or by choosing for themselves exactly how many SP they would like to purchase, with the type ultimately being determined by how those SP get distributed.
The choice between standard and custom purchases is entirely up to the player, but carries difference in cost. In either case, however, he is not permitted to exceed the limitations unit content prescribed for his country during the current period of play.
When refilling units which have sustained losses in combat, players must do so through a custom purchase; there is no standard way to buy reinforcements for existing units. Even when making custom purchases, an army or fleet can never contain more SP of any single type than what is prescribed by the player's period limits. Detachments, however, can always contain whatever composition of permitted units that the player desires.
Players are also limited to how many SP they can purchase in a single turn, set again for each country according to the period in question. However, this limit is much softer than the others:
• For SP up to the set limit, normal cost is assessed
• For SP above the normal limit, up to double, cost is twice the normal rate
• For SP more than double the limit, up to triple, cost is three times the normal rate
• A player can never purchase more SP than triple the permitted limit for that type.
N.B.: No matter what limit is permitted to a player, he or she cannot purchase artillery SP if his technology level has not yet reached Renaissance.
New purchases are always conscripts. If a unit that was maintained as veterans gains new recruits, then it must be noted which SP are veteran and which are conscript, as this may influence combat later in the turn.
When purchasing new units, players may also choose to expand fortifications within their cities. How much they can fortify depends on their technology level and how much money they are willing to spend:
• Lv. 2 fortress; 25D and Medieval technology
• Lv. 3 fortress; 50D and Renaissance technology
• Lv. 4 fortress; 75D and Baroque technology
• Lv. 5 fortress; 100D and Baroque technology (but not before 1685)
Within a single turn, it is possible to build up a fortress to its maximum possible level, even if this skips over other fortress levels. The player must still pay for the improvement of every level he skips over, however (e.g., it costs 75D to expand a Lv. 1 fortress to Lv. 3; 25D for Lv. 2 + 50D for Lv. 3)
There is no purchase limit on how many fortresses a player can build in a single turn, other than his technology, his remaining funds, and the number of fortresses left. There are a finite number of fortresses available in the game, and this number can never be exceeded. Players are always permitted to cease maintenance on one of their fortresses in order to build a new one somewhere else, if desired.
Purchase of naval units proceeds more or less along the same lines as the purchase of land units, which a few exceptions:
• All purchases must be made in detail; no standard buys are possible.
• The limit set on ship purchases for the period cannot be exceeded.
• While the prices on warships and galleys changes according to technology level, the price of transports is always 7D, no matter what the player's technology level is.
As stated, a galley counts as ⅓ of a ship when calculating how many can fit in a unit. However, not every country may construct them. A country must have a port on the Mediterranean Sea, Black Sea, Baltic Sea, or Caspian Sea in order to purchase galleys.
C. Placement of Units
Once purchased, new units and SP must be placed into the player's friendly national provinces. Any unit receiving reinforcements must be located inside a suitable province in order to receive its reinforcements. Naval units must always be built or reinforced within one of the player's national ports (mere coastal provinces are not suitable; the province must actually contain a port city).
Some countries have special limitations due do infrastructure during some periods; in their cases, they are forced to build within only certain specific provinces. In a few special cases, countries may also be permitted to build or reinforce their units outside their normal regions, according to special rules or by event.
Players are always permitted to build units in any province they have annexed, even if that province is outside their permitted area for new unit purchases. However, doing so incurs double the normal cost for purchases performed there.
Remember, new artillery SP may only be placed into army units (never detachments). At any time he is placing new units, a player may convert any artillery SP he has in his armies into an equivalent number of infantry SP, at no cost. The SP's experience level (conscript or veteran) remains the same as it did before the conversion.
Once he has placed all his purchased SP, all of a player's army/fleet counters are adjusted to either + or -, depending on their final content of SP as compared to their maximum allowance.
After deploying his new units, a player is then permitted to shuffle his commanders around, ignoring any constraints of distance (so long as he obeys the rules regarding chain of command, explained below), so long as the commander is not located within a besieged city fortress. He is also permitted to deploy any generals he has available to him, but has so far been unable to place.
Every commander has a rank (indicated by a letter, with "A" being best); the highest-ranking commander must be deployed to the player's largest appropriate unit stack (including ones with the presence of allied foreign troops), then proceeding with his next-highest rank to the next-largest, and so forth. If a player does not have enough units for all his available commanders, then the lowest-ranked ones are removed from the board, to await a future turn when they may be deployed.
Placement is done independently for each kind of commander (general, admiral, conquistador, explorer).
llama_egg
08-27-2010, 17:44
SO MUCH SCROLLING!
chefTENGU
08-29-2010, 13:32
VIII. Administration
The nitty-gritty of managing the country is played out during the Administration phase. Like with diplomacy, players decide their courses of action in secret, then all actions are resolved simultaneously.
A. General
Administrative actions are categorized according to three "families":
• Domestic operations (establishing manufactories, exceptional taxes, trade improvement)
• External operations (commercial fleet deployment, colonization, establishing trading posts, competition)
• Technological improvement
All players are limited in the number of administrative operations they can undertake in a single turn, and nearly all carry a cost in ducats. Specific limits vary according to country and period of play, but unless otherwise stated, every player is entitled to at least one of every type of administrative action every turn.
Every individual action necessitates the player rolling 1d10 ("conjecture roll") and modifying it according to any relevant bonuses or penalties. If a player is granted multiple actions of the same type on the same turn, then he may make multiple attempts on the same objective, use each attempt on different objectives, or otherwise divide them up in any way he chooses.
Most actions require some sort of monetary investment in order to make the attempt; increasing the size of the investment will increase the chances of the action's success:
• Basic investments carry the least cost, but do not grant any bonus
• Medium investments are more expensive, but grant a +1 bonus
• Strong investments are the most expensive, but grant a +3 bonus
Every attempt which requires an investment must have a stated strength of the investment, otherwise it is assumed to be basic.
B. Domestic Actions
No matter what the period, every player is entitled to a single attempt to place a manufactory each turn.
• Basic investment, 30D
• Medium investment, 50D
• Strong investment, 100D
The probability of success is determined based on the player's monarch's administrative score, his investment, and his nation's FTI. The player then makes his conjecture roll, and modifies it accordingly:
• ±? for his country's stability
• -1 for Spain if inflation is at 10% or more
• -1 for Turkey
• -1 for Russia before Peter the Great
• +2 for England after 1700
• ±? by event
Success entitles the player to place a new manufactory, or to expand a small manufactory into a large one (the farthest it can be improved). He is permitted to have as many as 3 manufactories in his capital province, and 1 manufactory in any other province belonging to him.
Manufactories must be placed a national province in descending order of tax value (capital provinces need not be taken into account; note that some game scenarios have setups which circumvent this rule). If a province containing a manufactory is ceded to another nation, then the player immediately moves his manufactory to the next suitable province he controls.
Each player has a different limit of the number of manufactories to which he or she is entitled to have in play, but this limit can be exceeded (see below).
Players who lose control or income from a province where a manufactory is located (be it by foreign occupation, revolt, or pillage) also lose the manufactory's benefit for as long as the condition exists. Occupying forces cannot utilize manufactories they occupy.
———
All players, regardless of period, are permitted to raise exceptional taxes once per turn, but only if the following conditions are met:
• The player's country's stability is above -3
• The player's country is currently at war
Unlike other administrative actions, this one carries no cost. The player declares his intention to raise exceptional taxes, then makes his conjecture roll, modified as follows:
• +? Monarch's administration score
• ±? Stability level x 3
• ±? by event
The modified result of the conjecture roll is then multiplied by 10; the final product indicates how much tax was raised, and a like amount of ducats are immediately added to the player's treasury.
Raising exceptional taxes, no matter the result, reduces the player's stability by 1 level, unless one of his national provinces is occupied by a foreign power.
———
Improvement of trade indicates an attempt of the player to increase either his country's DTI or FTI, but never both in a single turn.
• Basic investment, 30D
• Medium investment, 50D
• Strong investment, 100D
Probability of success is determined according to the monarch's administration score and the strength of the investment. The conjecture roll is then made and modified:
• ±? Stability of the country
• -1 for Turkey and Russia
• +2 for England after 1700
• ±? by event
Success increases the player's chosen trade index (DTI or FTI) by a value of one. Every nation has a limit to how far their DTI and FTI can be improved, depending on the period. However, like with manufactories, this limit can be exceeded (see below).
———
As stated above, players can increase the limits placed upon them each period for number of manufactories, maximum DTI, and maximum FTI. Pushing beyond his country's limits can have very dire consequences for a player, however.
In all cases, there are strict limitations which can never be exceeded:
• A player can never have more manufactories than he has potential access to (varies according to country).
• Both DTI and FTI are capped at 2 levels above the set limit for the period, or simply level 5, whichever is lower.
If a player exceeds any of the limits described above, and a revolt breaks out in his country, he risks additional problems than just the revolt. If the modified die roll for determining the intensity of the revolt is even, the player suffers the following:
• loss of 2 stability levels
• loss of 1 manufactory
• reduction of DTI by 1
• reduction of FTI by 1
These additional effects are risked every time a revolt breaks out in the player's nation for as long as he continues to exceed the limits prescribed by the current period of play.
C. External Actions
Players can deploy commercial fleets into various STZs and CTZs; dominating foreign trade overseas can bring in a lot of supplemental income for the player.
• Basic investment, 10D
• Medium investment, 30D
• Strong investment, 50D
Probability is determined slightly differently depending whether the target is a CTZ or STZ. In an STZ, only the player's FTI, investment strength, and presence of foreign traders determines probability. In a CTZ, the probability is further influenced by either the player's own DTI (for his own nation's CTZ, where it provides a boost) or another player's DTI (for that player's CTZ, where it diminishes his chances).
The player then makes his conjecture roll, modified as follows:
• +1 if the player is improving a commerical fleet+
• -1 if pirates are present in the STZ/CTZ
• -1 if a sea battle took place or if privateers were active in the STZ/CTZ during the last turn
• ±? by event
Success increases the level of the player's commercial fleet in the desired STZ or CTZ by 1 (or establishes a fleet where none existed previously). It is impossible to improve a commercial fleet beyond level 6.
If ever two or more commercial fleets+ exist within the same STZ or CTZ, then they must make competition tests against each other until one of them is reduced. There can be only one commercial fleet+ in any single STZ or CTZ.
———
Establishing colonies overseas is one of the greatest indicators of a nation's power. Colonies allow players to exploit exotic resources and secure sources of gold outside of Europe. Colonies take a lot of hard work to establish and grow, however.
• Basic investment, 30D
• Medium investment, 50D
• Strong investment, 100D
Probability of establishing a colony depends on the player's FTI, the strength of his investment, and the desired location's area's difficulty rating (the second red number listed for each area on the Rest-of-the-World map). Players then make their conjecture roll, modified as follows:
• +2 if the colony in question has already been established, and this is merely an improvement upon it
• +? one conquistador's movement value, if present in the province of the colony's location
• -1 if battles were fought in the area during the last turn
• -3 if this is your country's first attempt at colonization (only applied once per game)
• -2 if this is your country's second attempt at colonization (only applied once per game)
• -1 if this is your country's third attempt at colonization (only applied once per game)
• ±? by event
Success indicates that the colony gains 1 level, or that a level 1 colony is established in the desired province. No colony can be expanded beyond level 6.
———
Trading posts provide a small but steady source of income, but their greatest benefit is that they allow players to exploit exotic resources as colonies do. Since all labor must be derived from natives in the area, they cannot be used for more labor-intensive pursuits like plantation production or mining gold, but it is often easier (and cheaper) to establish a trading post than a colony.
• Basic investment, 10D
• Medium investment, 30D
• Strong investment, 50D
Probability for success depends on the player's FTI, strength of investment, and the level of native tolerance (or rather, intolerance) for Europeans (the third red number indicated for areas on the Rest-of-the-World map). The conjecture roll is made and then modified:
• -1 for every foreign trading post and colony in the same area
• +? one conquistador's maneuver value (if present in the desired province)
• -1 if battle took place in the province's area during the previous turn
• ±? by event
Success increases the trading post's level by 1, or establishes a level 1 trading post if none is present within the desired province. A trading post cannot be expanded beyond level 6.
———
Competition against other players' trade interests is sometimes necessary to cement your own economic dominance, particularly when using commercial fleets to exploit sea trade, or to reduce the operations of foreign trading posts.
A player cannot attempt competition in any trade zone or area where he does not have a commercial fleet or trading post.
• Basic investment, 10D
• Medium investment, 30D
• Strong investment, 50D
Probability depends on where the action is being performed. In most cases, it is determined according to the player's FTI, his investment, and his opponent's FTI. If the player is competing in his own CTZ, he uses his DTI instead of his FTI. If the player is competing in an opponent's CTZ, then the opponent's DTI is used instead of his FTI.
If more than one foreign power is present within the target trade zone or area, the player must specify which one he is competing with. The player's conjecture roll is then modified:
• -1 if there are other foreign trade interests (commercial fleets/trading posts) present in the target area
• -1 if battle took place in the target sea or area during the previous turn
• ±? by event
Success decreases the level of the target opponent's commercial fleet or trading post by 1. If a level 1 commercial fleet or trading post is out-competed, it is removed from the board.
When a player is targeted for a competition action, it entitles him to make a defensive action against the other player. He must pay for at least a medium investment to do so, but the defensive action does not count toward his turn limit on competition actions.
In the case where competition is inevitable, in the case where two or more commercial fleets+ are in the same trade zone, all involved players must make competition actions until only one commercial fleet+ remains. These actions, being involuntary, do not count toward any player's competition action limit, but no player is allowed to invest anything to increase the likelihood of his action's success.
Mandatory competition between multiple players is resolved a bit differently; every player with a commercial fleet+ in the disputed trade zone must roll 1d10 as if they were making a normal competition action; any one that does not succeed immediately loses 1 level to his fleet. The process continues until there are no more conflicting commercial fleets+ in the trade zone.
Mandatory competition also ensues if more players attempt to exploit more exotic resources from an area than can be found there. In such a case, competition is decided as between commercial fleets+, but does not end until the number of resources exploited does not exceed the area's limit. If players cannot agree to split the available resources in some way, they compete until there is no more than one colony+/trading post+; the player who possesses this colony+/trading post+ gains as much of the contested resource as he wants or is able to produce, and the rest is split among the other competing players in proportion to their own holdings. Fractional units produced are lost.
Holding a partial monopoly on a trade zone (maintaining a commercial fleet+ in one zone where other nations only have commercial fleets-), in addition to the monetary reward already mentioned (50% of the zone's worth in ducats, rounded up), also grants 1 VP to the controlling player every turn that it is maintained.
Holding a total monopoly (maintaining a level 6 commercial fleet+ and competing all other fleets out of the zone) on a trade zone, while difficult, also brings immense reward. Not only does the player earn bonus income (100% of the zone's worth), he also earns 3 VP every turn he keeps his total monopoly.
Monopoly can also sometimes be gained when a player is the only European country to exploit any single kind of exotic resource. Monopoly is not maintained if even one other European nation, player or minor, exploits even one unit of that resource, but Rest-of-the-World minors do not count.
When a player has a monopoly on an exotic resource, and produces 5 units or less of it in a turn, then he earns 1 VP for every unit of resource he's exploited. When a player holds a monopoly and produces 6 or more units of that resource in a single turn, then he earns 3 VP for every unit exploited.
Competition with minors depends on their diplomatic relation to a player. If the minor is a vassal of the player (or Portugal while it's annexed by Spain), then it counts as if belonging to that player. The player can use it to compete against other powers, at his normal cost and turn limit. It uses the player's FTI.
If the minor in question is not a vassal of anyone, its effective FTI is 2, and it gets a free medium investment when it competes with a player. If it is at war, then it is treated as if it were a vassal of the player who is controlling it in war. N.B.: the minors Portugal, Venezia, Genoa, Sverige, and Nederland have effective FTI values of 3.
When a minor nation loses commerical fleet levels (either through competition or by piracy), it automatically regains one level each turn until its commercial fleet returns to its initial 1492 level. Regaining this level may require that the minor succeed in competition against a player to do so. If loses a competition against a player who maintains a partial or total monopoly over the disputed trade zone, then the level it loses is lost permanently.
In cases where minor trading posts are competing against players, then trading post levels are never regained; once lost, a minor trading post is gone forever.
D. Technology
All nations are rated by their level of technological advancement; this indicates the level of sophistication in their weaponry, military tactics, and ship design. Players with superior technology have advantages in combat over nations with inferior technology.
Every player's technology is represented by a number, 1-69. Where players begin is set at the beginning of the game according to the period where play begins. As players advance and improve their technology, they pass from one general classification to another. These general classifications determine how powerful the player's military units are.
Each nation has two independent types of technologies: Land and Naval. Land technology classifications are as follows:
• Medieval (lowest possible)
• Renaissance (accessible beginning in 1492)
• Tercio (accessible beginning in 1530, for Spain only)
• Arquebus (accessible beginning in 1540)
• Musket (accessible beginning in 1600)
• Baroque (accessible beginning in 1630)
• War of Movement (accessible beginning in 1670)
• Lace War (accessible beginning in 1740)
Naval technology classifications are as follows:
• Carrack (lowest possible)
• Galleon (accessible beginning in 1520)
• Lateen Sail (accessible beginning in 1560)
• Gun Battery (accessible beginning in 1590)
• Ship of the Line (accessible beginning in 1645)
• Three-Deckers (accessible beginning in 1730)
If a player is of the same technological category as his opponent in combat, but possess a technological rank that is at least 6 greater than him, then he gains a +1 bonus to combat rolls made to determine success of interception (land and naval) or for obtaining the wind gauge (naval only).
Every player is entitled to improve his technology once every turn. He must choose whether he is improving his land or naval technology, he can never improve both in a single turn:
• Basic investment, 30D
• Medium investment, 50D
• Strong investment, 100D
The player rolls 1d10 for his conjecture roll and modifies it as follows:
• +? monarch's military score
• +? for investment strength
• +1 for every Metal manufactory the player has established (maximum +2, only applies for land technology)
• +1 for every Tools and Cloth manufactory the player has established (maximum +2, only applies for naval technology)
• ±? by event
Success is any result of 12 or more:
• result of 12-15, chosen technology improves by +1
• result of 16-18, chosen technology improves by +2
• result of 19+, chosen technology improves by +3
No matter how good the result is, however, players cannot enter into a new category of technological advancement until permitted by the year of play (see the categories above). If a player is unable to advance because of this, his technology rank is set at the highest attainable (i.e., new technology category's minimum rank -1).
Once all players have resolved their technological advancement, advancement is then assessed for minor nations. All minor nations are grouped into one of four categories:
• Latin Group (fastest progression) — for all catholic and protestant minors, Hungary after it has been inherited by the Hapsburgs, and Poland before 1700
• Orthodox Group — for eastern orthodox christian minors, Hungary before it is annexed by the Hapsburgs, and Poland from 1700 onward
• Islam Group — for all muslim minors, including Persia and the Mogol Empire
• Exotic Group (slowest progression, land technology only) — for Ohio, Hyderabad, Mysore, China, and Japan
Any minor power that does not fall into one of the above categories never has naval technology and cannot progress beyond medieval land technology.
All minor technology groups advance at regular intervals, depending on the turn of play. They may also be adjusted additionally in a case where they are lagging far behind leading players, or by event.
Every player is linked to one minor technology group:
• Turkey to the Islam group
• Russia to the Orthodox group before Peter the Great
• All others to the Latin group (including Russia after Peter the Great)
If ever a player is lagging six or more ranks behind the minor group to which he is ranked (determined independently for both naval and land), he gains a bonus on his technological improvement equal to the difference between the minor's rank and his own.
If a minor group is lagging 6 or more ranks behind any player to which it is linked, then it automatically jumps in rank far enough so that it is no more than 5 ranks behind.
———
Each technology category is set to a specific rank when play begins. However, as play progresses and players advance their technology, these ranks will fluctuate to illustrate the diffusion of ideas. If there is any such fluctuation to be assessed, it is performed after players' technological improvements have been resolved, but before minors' improvements are adjusted.
In a turn when a player or minor improves technology to a rank sufficient to grant a new category of technological achievement, they immediately get a +1 bonus to their technological rank (land or naval) depending on the new category gained.
Once all other players' improvements have been resolved, the rank required to reach that same category just reached drops; the new rank is set to the next-leading player's rank +1 (e.g., if Renaissance technology is set at rank 10, and Spain improves its land technology from 9 to 11, then they have entered into a new category of land technology; they gain a +1 bonus to their land technology ranking, reaching 12. After assessing all other players' improvements, the next-highest technology rating is that of Turkey, who is sitting at 8. The requirement for reaching Renaissance technology drops to 9.)
Both players and minors can benefit from this drop in rank. However, since all players' actions are resolved simultaneously before a technology's rank adjustment, then a player will not be able to benefit from the new technology category himself unless he successfully improves his technology on the next turn. Likewise, since all minors' adjustments also are resolved simultaneously, it's impossible for one minor group to benefit from another's advancement to a new category in the same turn unless they were both of the same rank before the adjustment began.
If the next-closest entity is already at the rank immediately before reaching the new technology category, then there is no adjustment to that category's required rank.
If the current turn play is greater than the earliest turn possible for reaching a given technology category, then the technology category's minimum rank drops a number of ranks equal to the difference between the two turns. This adjustment stops as soon as the minimum rank falls to a value equal to the next-most advanced player or minor group +1 (similar to the adjustment when any player or minor reaches a new technology category).
———
When a player reaches a new category of technological development, he must pay a conversion cost in order to improve his existing military units with the new technology he has researched. If he refuses to pay the conversion cost, then his technological improvement stops at the next-lowest rank to the category's current minimum.
The player must pay all conversion costs for all military units he possesses, as follows:
• 10D for every army+/fleet+
• 5D for every army-/fleet-
• 1D for every detachment
Players who do not have enough ducats to cover the cost of conversion qualify for an immediate emergency national or international loan, but they accrue interest at double the normal rate. Minor nations never have to pay conversion costs.
Naval units which only contain galleys or transports are not counted for conversion cost, as these ships do not improve according to the technology level of the player. Prices for military purchases increase with each category of land and naval technology advancement (except for galleys and transports).
chefTENGU
09-04-2010, 00:35
IX. Military
Conducting military operations is the most complicated phase of the game. All players move their forces around the maps in turn, one stack at a time. The phase is played in a series of rounds (at least 2, never more than 11, though which round is to be the last is not known to the players).
Players must be conscious of many things during the military phase: who and where their allies are, the territory they control, how and where their enemies are moving, how far their supply lines can reach, and how far their troops and ships can safely travel to name a few. Players act in descending order of their monarchs' initiative values.
Up to now, there's been a lot of mention of "stacks." A stack is defined as up to two units belonging to any player. The units themselves can be of any size (even up to two armies+/fleets+). Leaders never count towards stacking limits.
Each player is permitted to have no more than one stack in any province at any particular time. If ever circumstances place two of a player's stacks within the same province at the same time (such as when a player uses one stack to break a siege and free another stack he has holed up within the besieged city's fortress), he is compelled to move one or both of the offending stacks as soon as is possible.
If ever a player has two stacks in the same province, and they come under attack, only one is permitted to participate in combat. The other must still suffer any adverse effects the battle causes.
At the risk of belaboring the point, it's worth noting what "friendly" territory entails. A province is considered friendly so long as it is controlled by the player, his ally, or an allied minor, AND has no forces belonging to his enemies (even as much as an enemy-controlled fortress is enough to make a province hostile).
A. Campaign Expenditure
Every round begins in the same way; the player spends a certain amount of money supporting his military's maneuvers. The choice for campaign must be made on every round, but it need not be the same choice every round.
• No Campaign - 0D - the player spends no money, but is not permitted to act during the round.
• Passive Campaign - 10D - the player is permitted to move as many of his own (and his allied minors') units as desired, but solely within friendly territory or by sea. The player is not permitted to make any sort of attack against an enemy, land in enemy territory, or establish a naval blockade.
• Simple Campaign - 20D - the player is permitted to move as in a passive campaign, and is also allowed to move a single stack into enemy territory for the purpose of making an offensive. If a land stack is being transported across the sea, then the fleet that carries it is considered to be of the same stack, and thus does not count against the player's stacking limit.
• Multiple Campaign - 100D - The player is permitted to move any or all of his stacks in any way he desires through friendly or enemy territory. He may make any number of attacks, blockades, and sieges as desired.
B. Movement
Wars are conducted in large part by movement; how units move determines where and how they fight.
All land units, from detachments to armies, are each considered to have a pool of 12 movement points (MP) which restores every round. MP cannot be stored for later rounds. MP is spent as a unit moves into provinces (and sometimes between them); the rate of consumption is as follows:
• Entering a plains province, 1 MP
• Entering plains in hostile territory if enemy forces are present (even ones within an enemy-controlled fortress), 2 MP
• Entering any other terrain, 3 MP
• Crossing a river or strait (e.g., the route from Hellás to Ionia), or landing in a coastal enemy province, +1 MP
• Transport by ship, regardless of number of seas traversed, 2 MP
If a stack lacks the necessary MP for entering into the province it desires, then it is forced to cease its movement and remain in place. Any unit that maintains an open supply line (more on this later) is never obligated to move if it does not want to.
Any time a land stack moves 6 or more MP in a single round, it must test for losses due to attrition.
Units need not have a commander in order to move. Leaders themselves, not being units in the strictest sense, are permitted to move on land 20 MP (for generals/conquistadors) or any number of sea zones (for admirals/explorers); leaders are immune to attrition and cannot be intercepted. Any commander traveling alone that is attacked, however, is immediately eliminated. The hierarchy of command must be respected when players move leaders from one stack to another. Leaders may be moved even if no campaign expenditure has been made for the round.
A stack of land units must cease its movement immediately if it meets with enemy forces. If it does not meet with an enemy stack, however, and is blocked by just an unbesieged enemy fortress, the player is permitted to break off a portion of his stack to besiege the fortress and continue moving the rest of the stack (MP permitting). In order to lay siege to a fortress, the player must leave behind a number of SP from his stack equal to 10 x the fortress's level (therefore, he must leave behind a force of 10 SP to besiege a 1st level fortress, or a force of 20 SP to besiege a 2nd level fortress). Creating units for the purpose of laying siege to a fortress is always free, even if the player is creating an army+ to do so.
If a player's stack encounters an enemy stack, the enemy has the option of sheltering his forces within a friendly fortress, if one is available, and thereby avoid confrontation. Or, if combat ensues, but the player's stack has at least 10x the SP as that of his opponent's, then the inferior stack is immediately eliminated. In either case, the player's stack is permitted to continue moving.
———
Supply is paramount to the success of land forces. At no time may a land stack ever move or stay 6 or more MP distant from the nearest unbesieged friendly city. No provinces controlled by an enemy may be traversed by a player's supply route. Since this movement is mandatory, it does not incur any sort of campaign expenditure.
If a stack begins out of supply, then it is forced to retreat immediately to the nearest unbesieged friendly city. It is permitted to pass through provinces occupied by enemy stacks (cost of 2 MP), but will not stop to engage them in combat. Enemy forces are permitted to attempt interceptions against the retreating stack to force combat.
The retreating stack automatically suffers from attrition, even if it moves 5 or less MP to reach its destination. It cannot move for the remainder of the round. If the stack cannot reach a friendly city for supply, it is eliminated.
Supply is possible from the sea, as well. Any land stack in a coastal province bordering a sea zone containing a friendly fleet (+/-, but must be a fleet; a naval detachment is not sufficient) is considered to be supplied. Any stack that is transported to an enemy coastal province is considered supplied for that turn.
Fleets cannot deliver supplies to any inland province. If a supplying fleet moves from its sea zone for any reason, and the land stack it was supplying therefore loses its supplies, they will be forced to retreat on the following round if they cannot get supplies from some other source.
———
As stacks move, they are permitted to drop and absorb units freely as they move across the map, so long as stacking limits are respected in all provinces and sea zones. Freshly dropped units are not permitted to move during the same round they were dropped, nor may they be reabsorbed until the next round.
Units can only be absorbed into a stack of the same nationality as themselves.
If a stack that dropped units suffers losses due to attrition, then all units it dropped also suffer attrition as well. However, losses are taken in priority from the units which moved the most distance.
If a stack that absorbs units suffers from attrition, then losses are meted out on the total size of the stack, newly-absorbed units included.
———
Naval stacks are permitted to move as far as desired in a single round, provided that they are not located within a blockaded port. However, no matter how little a naval stack moves, or even if it simply remains at sea outside of a port, it will suffer from attrition.
Any stack containing galleys cannot move outside of the Mediterranean Sea, Black Sea, Baltic Sea (including Gulf of Botnia), Caspian Sea, Red Sea Zone, or Persian Gulf.
Unlike land stacks, naval stacks are never obliged to cease movement when they enter into the same sea zone as an enemy stack. However, moving into such a sea zone places the stack at risk for interception (and therefore, combat). Any naval stack seeking entry into a blockaded port must first disperse the blockading fleet to do so.
C. Special Naval Maneuvers: Transport & Blockades
All naval stacks can transport land stacks according to the number of ships present within it. Every ship has a set transportation capacity (tc).
• Warships, 1tc each
• Galleys, 1tc each
• Transports, 4tc each
Transported units and materials all take up a certain amount of tc in space:
• Infantry, 1tc/SP
• Cavalry, 2tc/SP
• Artillery, 2tc/SP
• Commanders, 0tc
• Gold, 20D/transport
Transported units must be present at a friendly port with the available naval stack, then are ferried to another port or coastal province. If the land stack is transported to a destination port (and not merely making a landing in a coastal province), then it may continue its move (as stated, naval transportation, no matter how near or far, costs 2 MP of movement for a land stack). Land stacks making a landing (i.e., not arriving at a friendly port), must cease their movement.
If a transporting naval stack suffers losses due to attrition, the land stack it is carrying also suffers losses in proportion.
A land stack may be transported by a naval stack belonging to an allied player or minor, but only if that ally is actively engaged in a war alongside the player. No transport is permitted into or through unknown provinces and seas for land units, even if the transporting stack belongs to a nation which has already discovered the provinces in question.
Once a naval stack has finished transporting a land stack into a hostile coastal province, it is permitted to establish a blockade on that province's port (if one exists).
———
It is during the military phase that a player can try and get the gold he is mining overseas home to Europe so that it can be added into his treasury.
There are a number of different ways in which to accomplish this:
• If the colony mining the gold is located in a coastal province which borders on a sea trade zone where the player has a commercial fleet, the gold he mines is transported to Europe automatically.
• If the mining colony is located inland, a line of communication can be established with another colony that satisfies the above condition. The player must announce the land route the gold is to take from the mine to the port, and the total distance cannot be more than 12 MP.
• If automatic transfer is not possible as outlined above, then the player must place his gold into naval transports and sail it back to Europe himself. The player must have a naval stack in one of his coastal colonies, which is either mining the gold itself or has received it from a nearby mining colony (via line of communication). Up to 20D can fit inside a single transport.
• Spain has the use of a special convoy for this purpose: the Flota de Oro, which has an unlimited capacity. The convoy automatically appears in a coastal Spanish colony each turn, and is considered as being a naval unit consisting of 100 transport ships (but never counts toward stacking limits). If it travels unescorted, and comes under attack, all gold it is carrying is immediately captured. If it is escorted, and its stack loses in combat, the victor takes a percentage of its gold according to his pursuit die roll result. If the escorting stack wins in combat, then the entire convoy is considered unscathed.
Transporting gold does not require any campaign expenditure; players are permitted to do it even if they pay for no campaign during a round.
Transporting gold overland does not require the presence of a land detachment; the gold is simply understood to be moving along the stated route given by the player. However, other players may attempt to intercept this gold as it is moving along its route; success places all the gold being transported directly into the other players' hands. If the gold has an escort, then the victor gets all the gold.
In order for gold to make it into the player's treasury, a fleet must bring it from a coastal colony to any European port belonging to that player. If it is captured on land, the capturing player is permitted to keep it in one of his own colonies for the turn. In all other cases, the gold is lost at the end of the turn.
Players are not obligated to send their gold out every turn. Instead, the gold remains stockpiled in the mining colony until it is sent for by the player.
———
By establishing a blockade on a port city, a player can greatly restrict use of that port by his enemy. No naval stacks may enter or leave a blockaded port, and having a blockade will influence the success of a siege on that port.
If a player is seeking to run a blockade on one of his ports, he must roll 1d10 to determine if they succeed; he must obtain a result of 8 or more to get through.
• The player gets a +1 bonus if his naval stack is larger than the stack blockading the port.
• The player also gets to add +? for the difference between his admiral's maneuver and the blockading admiral's maneuver values, but only if the difference is positive.
Even if a stack successfully runs a blockade, it can still be intercepted. If it is, though, combat is resolved normally, as if the stacks met on the high seas and not in front of the blockaded port.
If the player does not roll high enough to run the blockade, the stack must remain in the port. If he rolls a 5 or less, the blockading stack has the option of engaging the running stack in combat; if it does so, the blockading stack automatically has the benefit of the wind gauge. Alternatively, the running stack can opt not to slip by the blockade, and simply attack the blockading stack. Even in this case, however, the blockading stack still automatically gains the wind gauge.
If a blockading stack is defeated in combat and forced to retreat, the blockade is immediately lifted. The running stack has the option of pursuing the retreating stack all the way back to its own port, perhaps even establishing a blockade of his own there, if he desires.
If the blockading stack wins the combat, the blockade is maintained and the running stack must remain at port. However, the player running the blockade still has the option to force the blockade, and run it at any cost (in which case it is essentially retreating to a different port). The blockading stack is permitted to pursue the running stack all the way to its new port (where it can then re-establish its blockade).
If a stack is seeking to enter a blockaded port, it must first defeat the blockading stack in its way. There is no way to try and avoid notice in the way a stack fleeing from a blockaded port may attempt. A stack within a blockaded port is not permitted to join a battle between a blockading stack and an outside stack seeking to disrupt it.
D. Interceptions
Players are always permitted to use their stacks to intercept their opponents' during the opponent's move, so long as they are able.
Naval stacks can perform an interception if an enemy naval stack enters into the same sea zone as it is in (including if it is located in an unblockaded port in a province bordering on the sea zone). N.B. If the player's intercepting stack is located in a port, remember that the location of the province is what's important, not the placement of its port. A stack located in Candie (Creta province) can make an interception into the Ionian Sea, Agean Sea, or Eastern Mediterranean Sea, since Creta borders all those sea zones.
Interception must be made when the enemy fleet first enters into the sea where the player's stack is located; it is too late to try when the stack attempts to leave the sea zone.
Land interceptions are performed slightly differently. When an enemy's land stack moves into a province adjacent to a province where one of the player's land stacks is located, he is given the opportunity to move his stack in to that same province in order to intercept the enemy. As with naval interceptions, the choice must be made when the enemy stack first enters into the adjacent province.
Interception is never certain. The player must roll 1d10 and modify it as follows:
• ±? the difference between the intercepting commander's maneuver and the enemy commander's maneuver
• +1 if the land interception is taking place in a province with a friendly city or stack in it
• -1 if the intercepting stack took part in a siege or blockade during this round or the previous one
• -2 if the intercepting naval stack is located in a port
• -2 if the event Poor Weather is in effect
A result of 8 or more means a successful interception. In case of failure, the intercepting stack returns to its province/port of origin and the enemy stack continues on its move.
A stack is allowed to make as many interception attempts to which it is legally entitled to make, even against the same enemy stack. However, once it succeeds against a particular enemy stack, it cannot intercept it again during that same round. If it succeeds against one enemy stack (and wins the ensuing combat), it may make further interception attempts against other enemy stacks.
———
If an interception succeeds, then attrition is assessed for both stacks (always in case of naval stacks, but in the case of land stacks, only if 6+ MP was used during the move). Combat immediately ensues and is resolved between the two stacks.
If the intercepting stack wins, it remains in the province where the interception took place, and the enemy is forced to retreat to the nearest friendly province/port. A naval stack is permitted to pursue a retreating enemy and establish a blockade, if it desires. If the intercepting stack is defeated, then it must retreat to its own nearest friendly province/port, and the enemy stack resumes its movement like nothing happened.
In either case, the retreating stack may incur additional losses from attrition for the length of its retreat.
E. Attrition
After a player has made all of his moves for a round, attrition is assessed on all of his stacks before combats are resolved. As stated before, attrition is always assessed for any naval stack that moved or remained at sea during the round (only remaining inside a friendly port for the entire round can prevent naval attrition), while land stacks only risk attrition if they use 6 or more MP in a single round.
Land stacks always have the same risk if attrition must be tested. The player rolls 1d10 and modifies it:
• -1 if all provinces traveled through this round were friendly
• -? maneuver value of the commanding general/conquistador (not applicable during retreat from combat)
The lower the result, the lesser losses from attrition will be. Losses are always rounded up, and taken before combat ensues.
———
Naval attrition, while constant, also depends largely on the risk value of the seas it traversed. If several seas were traversed in the same round, only the highest-value one is used to determine risk of attrition. Further, if a player's naval stack has access to a friendly port bordering on the same sea zone which it is traveling through, that sea's risk value is reduced by 3 (to a minimum of 1).
Naval technology also plays a big role in determining risk for attrition:
• Carrack or Galleon-level technology always incurs greater than normal risk
• Ship of the Line technology incurs less risk than normal
• Three-Decker technology incurs even less risk than Ship of the Line.
Once a stack's attrition risk is assessed, the player rolls 1d10 and modifies it as follows:
• +1 for every additional sea zone traversed beyond the first which has the highest-value attrition risk (e.g., if a player crossed three 5-value seas, he'd add +2 to the attrition roll)
• +? for every sea of great risk traversed on the Rest-of-the-World map
• -? for the commanding admiral/explorer's maneuver value
• +2 if the Poor Weather event is in effect
As with land attrition, the lower the result, the fewer losses his stack will suffer. All fractions are rounded up and losses are taken before combat is resolved.
chefTENGU
09-06-2010, 16:47
Next update is taking longer than expected because I accidentally hit some browser hotkey and lost an entire afternoon of work. From now on, I'm typing this shit out in notepad and pasting it in.
I'm also going through and cleaning up the naval technology translations a bit to something a little less literal. From now on, "Battery" will be known as "Gun Battery" and "Vessel" will be "Ship of the Line."
chefTENGU
09-08-2010, 21:56
Warning: the following rules are much more complicated, dense, and vague than anything seen thus far. You can read the following and understand even a little bit, you are one bad dude.
X. Combat
Combat ensues whenever a stack finishes its movement in a province where an enemy stack is already located (except for interceptions, which are resolved immediately as they occur during the movement phase). After a player finishes his movement and assesses attrition for all his stacks, then his combats are resolved.
Resolving combat is a fairly complicated process which depends on a good many factors, including each player's technological level, the size of their stacks, how their stacks are comprised, and a number of other things.
This guide will go over the general concepts and actions that take place during combat, step by step, while glossing over the insane math that lies underneath.
———
It is important to note at this point that while stacks are permitted to move around the map without the presence of a commander, they cannot fight without one. Whenever a stack without a commander enters combat, a random ? replacement leader of the appropriate kind (general or admiral) is immediately appointed for the duration of the combat, then is removed for later use.
A. Naval Combat
When two opposed naval stacks are present in the same sea zone after a player has finished conducting his movement, they enter into combat if one or both of the players controlling them wish for them to fight.
If a player has more than one admiral in his naval stack, only the one with the highest rank counts as the commander. In case of a tie, he chooses one of out the highest-ranking. If there are stacks of units belonging to more than one nationality, then the nation with the most ships in the stack (remember that galleys count as ⅓ of a ship) is the one that takes command.
If one of the players wants to avoid combat, however, he can attempt to flee by rolling 1d10, modified as follows:
• +? the difference between his admiral's maneuver value and the opposing admiral's value, but only if it is positive.
A result of 8 or more indicates that he has managed to flee, and avoided the combat. Otherwise, the combat continues, along the following sequence:
1. determination of morale
2. determination of the wind gauge
3. fire step
4. possible retreat
5. boarding phase
6. retreat, possible pursuit
7. injury test for admirals
———
Each stack's morale is determined by the type and technology level of the ships within it. In a case where a player has both warships and galleys in his stack, then he must choose one of them to be his first line; the first line determines the morale level of the whole stack for the entire battle. Transports are never permitted to be the first line, unless they are the only kind of ship present within the stack (and in which case, they automatically break morale after the fire step). The first line does not need to be made up of the most numerous ships in the stack, but in order to qualify for it, the chosen ships must compose at least 10% of the overall stack.
In a case where nations of different technology levels are present in the same stack, morale is determined first by the type of ship chosen to be first in line. If the choice is warships, then whichever nation has more warships in the stack determines morale. If there is a tie, then the worse technology level is used.
The stack's morale depends on the first ships in line:
• Carrack - 1
• Galleon & Lateen Sail - 2
• Gun Battery & Ship of the Line - 3
• Three-Decker - 4
• Galley (any technology) - 2
• Transport (any technology) - 1
———
Once morale is determined, players then compete for the wind gauge. Each rolls 1d10 and modifies it as follows:
• +? admiral's maneuver value
• ±? wind gauge modifier, which depends on how the player's first line compares to his opponent's
The player with the highest roll wins the wind gauge, which grants various bonuses to him during combat, as well as allowing him the option to end the battle after the fire step. In case of a tie, no one gets the wind gauge.
If the two opposed first lines are both galleys, then this step is skipped entirely, and no one gets the wind gauge.
———
Combat begins with the two stacks opening fire upon each other; the fire step is resolved simultaneously for both sides. Each player must first compare how his first line matches up against his opponent's, then roll 1d10 and modify it as follows:
• +? the difference between his admiral's fire value and his opponent's, but only if it is positive
• +1 if the player has the wind gauge
The resulting total is referenced on a table, which yields a percentage. This percentage is then applied to the total firepower of the player's stack; each ship type has its own firepower value:
• Warships (all technologies) - 1
• Galleys - ½
• Transports - 0
It follows that a stack's total firepower is equal its number of warships + ½ its number of galleys. The percentage obtained from the die roll is used to modify this figure, and the final number (rounded up) indicates the number of losses inflicted upon the opponent's stack.
E.G.: If a player's stack has a total firepower of 46, and his fire roll indicates 20%, that means that his stack inflicted 20% of 46 losses upon the opponent's stack, or 9.2 ships (rounded up to 10).
Lost ships are immediately removed from the stack and no longer participate in the combat. All losses are taken according to the stack's owner's preference, but must be taken on the ships first in line before they can be taken on other ships in the stack.
In addition to losses inflicted on the ships in the opponent's stack, it's also possible that an attack may be so devastating that it will reduce the opponent's morale by 1 or more levels (if it does, it will be indicated by the fire roll result).
Once the fire step is resolved, the player who has the wind gauge can choose to end the combat and proceed directly to determination of the victor. Otherwise, combat continues with the boarding step.
———
Boarding is conducted much in the same way as the fire step, and it is also resolved simultaneously. Players need to measure up how their first lines compare to each other for boarding, then roll 1d10 and modify it as follows:
• +? the difference between the player's admiral's boarding value and that of the opposing admiral, but only if it is positive
• +1 if the player has the wind gauge
Like with the fire step, the resulting die roll will indicate a certain percentage. Unlike the fire step, all ships, regardless of type or technology, have the same boarding value (1). The percentage is applied to the number of ships in the player's stack (less the losses he took during the fire step), the resulting figure, rounded up, is the number of losses inflicted on the opponent's stack. Losses are immediately assessed before determining the victor.
———
After boarding is resolved, if neither or both of the players has a morale of 0 or less, then both must retreat to the nearest respective unblockaded friendly ports, and there is no pursuit. The battle ends indecisively.
If only one player's morale level has fallen to 0 or less, then he has broken morale and has definitively lost the battle. He must retreat to the nearest friendly unblockaded port, and the victor has the option to pursue his stack to inflict additional losses. He is permitted to follow the follow the defeated stack all the way back to its port and blockade it.
If a defeated stack cannot retreat, it is captured by the victorious stack; any ships not captured are sunk. Neither retreats nor pursuits are subject to interceptions, but they do risk attrition.
If the victor decides to pursue the defeated stack, then he rolls 1d10 and modifies it as follows:
• +1 if he has the wind gauge
• +? the difference between the victorious admiral's maneuver and the defeated admiral's, but only if positive.
The victor has the option of capturing enemy ships according to how many losses he inflicts with his die roll (but never more than 10). All others are sunk. The captured ships are placed in a new naval detachment and placed in the nearest friendly unblockaded port, and will be usable on the following round.
———
Once combat has been decided, the admirals on both sides are tested for possible injury. Replacement leaders are never tested, however, as they are removed automatically after combat.
Each player must roll 1d10 and modify it as follows:
• -1 if the admiral has a fire or boarding value of 6
• -1 for the defeated admiral
• -5 if all of the player's units were eliminated
On a result of 1 or less, the admiral has met with some harm during the battle. The extent of which is determined by another (unmodified) d10 roll:
• If the number is odd, the admiral has been killed.
• If the number is even, the admiral has suffered a serious injury and must spend a number of rounds recuperating (half the die's roll). If the military phase ends before the number of requisite rounds is met, the admiral may return to service on the following turn.
If a player loses an admiral in battle, but has another admiral present in the same stack, he is permitted to immediately begin using that one to command the stack.
———
The Venetian player, and only the Venetian player, may construct galleasses, a special model of galley, beginning in 1550 (for double the normal cost for galleys, limit of 10).
If galleasses are fighting an enemy fleet with galleys first in line, then they are much more powerful in combat. They always use the best possible table when conducting combat, and have a firepower value of 5 vs. galleys (1 otherwise).
Furthermore, instead of resolving combat simultaneous with the opponent, the galleasses inflict losses on the opponent before the opponent's own fire and boarding rolls are assessed.
However, galleasses by themselves can never inflict more than 1 level of morale loss upon an opponent's stack, and then only during the fire step (no morale loss can ever be inflicted during the boarding step). In order to inflict more morale loss, the galleasses must be accompanied by other ships (galleys or warships), either Venetian themselves or belonging to an allied nation.
For all rules concerns aside from those outlined here, a galleass counts as a galley.
———
As a general rule, no player is ever permitted to attack a stack while it is in port; the most he can do is place a blockade. It is up to a blockaded stack whether or not to seek combat against a blockading stack.
B. Land Combat
Land combat follows most of the same processes as naval combat. However, unlike naval combat, a battle always ensues when opposed land stacks finish their movement in the same province.
For reference, the term "attacker" always applies to the player who last moved a stack into the province; the "defender" is always the attacker's opponent.
As with naval combat, the commanding general is always the one with the greatest rank. If the player's monarch is leading the stack, then the monarch always takes precedence.
In cases where there are stacks of units of different nationality, command is given first to any monarch present, then to the commanding officer of the largest force, calculated according to the number of armies (+/-) and detachments each one commands. In case of a tie, the greater number of SP wins. If there is still a tie, the player chooses which general takes command.
Even when a player is of medieval technology (and therefore has no firepower), his general's fire value is still used when calculating various modifiers.
———
Before battle begins, the defender has the choice to try and avoid combat by retreating. He rolls 1d10, modified as follows:
• +? the difference of the maneuver values between the defending general and the attacking general, but only if positive.
The defender succeeds if he manages to obtain a result of 8 or more. However, he will always be successful if there is a friendly fortress in the province where he can shelter his troops.
If there are two units in the stack, the player may choose to shelter one and leave the other, but battle immediately begins between the attacker and the remaining defending unit. If the defender leaves no units outside the city, then the attacker may establish a siege and continue on his way.
Battle proceeds in the following order (one cycle constitutes one full day of fighting):
1. determination of morale
2. fire step
3. shock step
4. retreat and possible pursuit
5. injury test for generals
———
Morale depends primarily on the land technology of the player:
• Medieval - 1
• Renaissance & Tercio - 2
• Arquebus through Lace Wars - 3
N.B. - Spanish troops of Tercio technology have a base morale of 3; Hapsburg troops of Tercio technology have a base morale of 2.
If a majority (at least more than 50%) of the SP involved are veterans, then they grant a +1 bonus to morale.
When allied nations of different technology fight together, morale is determined according to whichever one has the most troops on the field, in terms of units (armies+, armies-, and detachments). In case of a tie, the least advanced is used.
The morale determined applies for all troops of the same side at the beginning of the battle.
———
Battle begins with both sides opening fire upon each other, and is resolved simultaneously for both players. Each player compares his land technology to that of his opponent's, then rolls 1d10 and modifies it as follows:
• +? the difference between the player's general's fire value and the opposing general's, but only if positive
• -1 to the attacker if the province's terrain is mountain
• -1 to both players if the province's terrain is forest, desert, or wetland
• -1 for any side with units that have landed from naval transport or had to cross a river or strait in their last movement phase
The resulting die roll will indicate a percentage, which will modify the player's stack's total firepower. As with naval combat, firepower is variable depending on the SP of the unit. However, firepower is highly variable according to the technology of the player:
Infantry
• Medieval, Renaissance, Tercio - 0
• Arquebus - ½
• Musket through Lace Wars - 1
Cavalry
• Medieval through War of Movement - 0
• Lace Wars - ½
Artillery
• Medieval - not available
• Renaissance through Lace Wars - 2
N.B. - in mountain terrain, attacker's artillery only has a firepower of 1. In forest or wetland terrain, the artillery of both the attacker and defender has a firepower of 1.
To determine total firepower, a player adds up all SP of each type, modifies it according to his technology, then adds everything together (e.g. for a player of arquebus technology, his total firepower equals ½ his infantry SP + 2x his artillery SP).
As with naval combat, the percentage obtained from the fire roll is applied to the player's firepower; the final figure indicates losses inflicted (all fractions are rounded up).
Losses are taken immediately, according to the preference of the player who owns the stack. It is also possible that particularly strong attacks will reduce the morale of the opponent's stack by 1 or more levels.
———
Shock is the phase where the opposed forces meet for close-quarters combat, blade against blade. As with fire, players must compare their respective technology levels and then roll 1d10, modified as follows:
• +? the difference between the player's general's shock value and that of the opposing general, but only if positive
• +1 if a player has cavalry superiority (at least twice as many cavalry SP than the opponent)
• -1 for the attacker if the terrain is mountain
• -1 for both players if the terrain is forest, desert, or wetlands
• -2 for any side with units that made a landing or crossed a river or strait during their last movement phase.
N.B. - The bonus for cavalry superiority does not apply in any battle taking place in forest or wetlands terrain, nor in any battle where the player had to cross a river or strait or made a coastal landing.
The result will determine a percentage, which is to be applied to the player's total shock power. Different SP have different shock powers, which remain constant no matter the player's technology:
• Infantry - 1
• Cavalry - 2
• Artillery - 2
N.B. - In forest, wetlands, or mountain terrain, cavalry only have a shock power of 1.
Therefore, the total shock power for any player (in most cases) will be his number of infantry SP + 2x his cavalry SP + 2x his artillery SP
Losses are taken in the usual way. The percentage obtained from the die roll is applied to the player's total shock power, which then indicates the losses he has inflicted on his opponent (all losses rounded up). Losses are taken immediately according to the owning player's preference.
Particularly strong attacks may inflict loss of 1 or more levels of morale, in addition to the loss of SP.
———
After the shock step is resolved, the remaining morale of the two players is compared; if neither or both of the players have a morale of 0 or less, then both have broken and must retreat to the nearest friendly unbesieged city, with the attacker retreating first. The battle has no clear winner or loser.
If only one player has a morale of 0 or less, then that player has lost and must retreat. The victor has the option of pursuing the defeated player's stack. Generals are tested for injury before any retreat takes place, but after the pursuit is resolved.
Retreat from battle is conducted in the same way as retreat due to lack of supply, but the retreating general cannot use his maneuver value to diminish the effects of attrition. Any stack that cannot retreat is wiped out.
Attrition is automatic for any retreating stack that leaves the province where battle took place; no attrition is assessed if the stack can retreat to the province's city. However, it is not possible to retreat to any besieged city or any city which is already sheltering a full stack (i.e. two units). A retreating player may choose to split his stack so that one unit is sheltered within the provincial city (without suffering attrition) while the other attempts a normal retreat to another province (and suffers attrition along the way). If the losing player controls the provincial city, if that city is a port, and if a friendly fleet is docked there, the player may choose to retreat into the fleet instead of simply sheltering it within the city.
If the retreating stack (or any part thereof) took refuge within the provincial city, then the victor can choose to immediately besiege that city.
When a victorious player chooses to make a pursuit, he rolls 1d10 and modifies it as follows:
• +1 if the winner has cavalry superiority, but only if the terrain is not wetlands, mountain, or forest.
• +? the difference between the victorious general's maneuver value and the defeated general's, but only if it is positive.
• -2 if the winner's units had made a coastal landing or crossed a river or strait in their last movement phase.
The percentage obtained is applied to the victor's remaining shock power to calculate additional losses inflicted to the retreating enemy. Losses during pursuit must be taken first on artillery, then on infantry, then on cavalry.
———
Both players must test to see if their generals were injured during the course of the fighting. Both roll 1d10 and modify it as follows:
• -1 if the general has a fire or shock value of 6 (except for the English General Marlborough (http://en.wikipedia.org/wiki/John_Churchill,_1st_Duke_of_Marlborough) and the Prussian King Frederick II (http://en.wikipedia.org/wiki/Frederick_II_of_Prussia))
• -1 for the losing general
• -5 if the general's forces were completely wiped out
A result of 1 or less indicates injury to the general; the severity of his condition is determined on a subsequent roll:
• If the roll is odd, the general is killed.
• If the roll is even, the general is injured and must leave the field for a number of rounds equal to half the die's roll. If the military phase ends before the requisite recuperation is complete, then the general returns to duty on the following turn.
If a player's general is killed or injured, and he has another general present with the same stack, he is allowed to immediately replace the lost general with the new one.
———
Units sheltered within a city fortress cannot be attacked by units outside, unless the fortress is besieged. Units within a besieged fortress are always allowed to venture out to combat the forces laying siege to the city, as per the normal rules of combat.
C. Sieges
Every round, wherever a player has units covering enemy fortresses, he is entitled to besiege each one. It takes at least a passive campaign for a player to maintain his sieges from round to round. Any besieging stack must have at least as many SP (of any kind) as 10x the fortress level (e.g., a stack of 10 SP is required for besieging a lv.1 fortress).
Every city on either map already has at least a lv.1 fortress (some have a lv.2 fortress, indicated by the circle around their symbol). Every fortress has a combat value equal to 20x its indicated level.
A player may begin a siege at any time he has a stack in an enemy-controlled province and there are no enemy units to combat (indeed, he must if he wishes to continue moving through it). Players are permitted to move a new stack into a province to continue a siege begun by another without lifting or otherwise interrupting the siege.
When conducting a siege, the player may either undertake a siegeworks action against the fortress or a direct assault, but never both in the same round.
———
Siegeworks actions are subtle efforts made by the sieging stack to undermine a fortress's defenses. However, they usually take a good deal of time to yield results. Siegeworks is conducted by the besieging player rolling 1d10 and modifying it as follows (all the following are cumulative with each other):
• ±? the difference between the besieging generals' siege value and the besieged generals'
• +1 if the besieging stack has more artillery SP than the fortress has levels
• +2 if the besieging stack has twice as much artillery SP than the fortress has levels
• +1 if there is minor Attrition (-) on the fortress
• +3 of there is major Attrition (+) on the fortress
• +2 if any previous siegeworks on this fortress this turn yielded a breach result
• +1 if the fortress is sheltering any land detachments
• +2 if the fortress is sheltering an army of any size (+/-)
• -? for the level of the fortress
• -2 if the fortress is protecting an unblockaded port
• -2 if the fortress is located in any terrain other than Plains.
Note that many generals completely lack a siege value; in their case, their siege value is effectively 0. Unlike in combat, all generals present at a siege(not just the commanding officer), on both sides, contribute to the siege modifier.
There are many different outcomes depending on the outcome of the die roll:
• 0 or less - Besieger Losses
• 1, 2, 3 - Status Quo (no change)
• 4, 5, 6 - Attrition-
• 7, 8, 9 - Attrition+
• 10, 11 - Breach
• 12 - Honors of War
• 13 or more - Surrender
———
Besieger losses are taken like attrition for movement; the severity of the attrition depends on how many consecutive rounds the besieging stack has been laying siege to the fortress this turn (including the first).
The besieging player rolls 1d10 and modifies it as follows:
• -? the total siege value of all generals in the besieging stack
• +2 if the fortress is located in any terrain besides Plains.
The greater the die roll result, the more losses will be suffered by the besieging stack. If this loss is sufficient to reduce the besieging stack's SP below the 10:1 ratio minimum for besieging the fortress, then the player must lift his siege on the following round unless he can move more units in to reinforce the besieging stack before then.
———
Attrition-/+ indicates a growing level of wear on the fortress and its defenders. The more Attrition indicators on a fortress, the greater the benefit to future siegeworks actions, and the worse the detriment to the defenders' attrition checks (when applicable).
A single fortress can have no more than 2 attrition indicators on it; any time it would have two attrition- indicators, it gains an attrition+ indicator instead.
———
Breach indicates that the besieging stack has successfully broken the fortress's wall, and may immediately attempt an assault. If he does, he benefits from the following advantages:
• The fortress's effective combat value is reduced to ¼ of its normal value
• The level of the fortress does not interfere with the besieger's fire and shock rolls when assaulting it
———
An Honors of War result indicates that the defending forces offer to surrender, in exchange for the besiegers granting them the honors of war. The besieging player must choose whether or not to accept the offer:
• If he accepts, then the fortress's defenders surrender the city, but are permitted to leave the fortress with their colors, unharmed. The defending player places a detachment of conscript infantry (with an SP equal to the fortress's level) in with any other units he has sheltered within the surrendered fortress, and moves them automatically to the nearest unbesieged friendly city. No attrition is assessed for this move.
• If he declines, the defenders return to their ramparts and the result is played as a breach instead. The besieging player is permitted to assault the fortress immediately, if desired.
———
Surrender indicates an unconditional surrender of the fortress to the besieging player. The fortress is captured automatically and any units being sheltered within are wiped out.
———
An assault is similar to a combat, where the besieger attempts to take the fortress by force of arms. It is the quickest way to resolve the siege, but is often difficult and costly. During an assault, the besieging stack (always considered the attacker) is not permitted to use its cavalry SP; only infantry and artillery participate in the fight.
The firepower and shock power of the attacker is assessed as is normal for land combat. The defender's power depends on the combat value of the fortress, however; he has the firepower of a number of infantry SP equivalent to the fortress's current combat value. For defenders with renaissance or tercio technology (which does not allow for infantry firepower), he is considered to have a firepower equivalent to the fortress's level instead (but only for the fire step).
As assault constitutes a land combat, if any side is lacking a commanding officer, a replacement general is immediately appointed for them (as per the normal rules of combat).
Combat proceeds in a slightly different order:
1. Determination of morale
2. Fire step, modified for fortress combat
3. Shock step, modified for fortress combat
4. Injury test of generals
5. Choice for pressing the attack or breaking off the assault
———
Determination of morale is almost as in normal land combat, except that the fortress itself determines the defender's morale, according to his technology. A fortress always counts as veteran. Units being sheltered within the fortress never influence the defender's morale.
Spanish fortresses with Tercio technology do not benefit from the usual bonus morale Spanish land units do.
———
For the fire step, fortresses always get to use the best possible range of potential damage to the attacker's units, regardless of how their technology actually matches up. However, the defender must have at least renaissance technology to even participate in the fire step at all.
Attackers must assess their chances for inflicting damage according to the technology level of the fortress; they have their best chances against fortresses of medieval technology, but their potential damage diminishes once the defender reaches renaissance technology. If the defender is at least arquebus, the attacker's potential for damage diminishes the farthest.
Each player also modifies their fire rolls differently; all usual land combat fire modifiers are ignored, and instead the following two are used:
• +? the difference of the opposed generals' fire values, but only if positive.
• -? the fortress's level, applied only on the attacker. This modifier is ignored in case of a breach.
A defender is permitted to take any losses he suffers on units he has sheltered within the fortress, rather than on the fortress itself, if he desires.
———
The shock step is also different from usual land combat. Defenders use the same potential damage range as in the fire step (i.e., the best possible) regardless of their technology level. The defender has a shock power equivalent to the fortress's combat value.
Attacker's own potential depends again on the technology level of the defender's fortress, but he will have better chances than what he can expect from the fire step.
The shock die roll is also modified differently. All usual modifiers are ignored, except for the following:
• +? the difference between the opposed generals' shock values, but only if positive
• -? the fortress's level, applied only on the attacker. This modifier is ignored in case of a breach.
The defender is permitted to take his losses on any units he has present within the fortress rather than on the fortress itself.
———
Generals are tested for injury in the same method as in a normal land combat.
———
Unlike normal land combat, the attacker has the option of continuing to press his assault for another day if neither he nor the defender have broken morale. The defender's combat value remains at its reduced level (due to losses) inflicted by the attacker during the assault.
Otherwise, the combat proceeds in the same sequence as before, and may repeat as many times as the attacker desires, assuming neither side breaks morale nor takes enough losses to wipe them out.
If an attacker breaks morale in the same day that he wipes out the last of a fortress's defenses, he still captures the fortress.
If the attacker breaks morale or chooses to break off his assault, he is not forced to retreat unless his SP ratio to the fortress's level is no longer at 10:1. He cannot assault the fortress any more this round, but may resume siege activities as usual during the next.
Whatever the losses experienced by the defender's fortress's combat value, if the attacker breaks off his attack, then the fortress returns to its full combat value at the end of the round for free. Any losses inflicted upon it only carry over from day to day of the same assault; subsequent assaults on following rounds will have to be made against the fortress's full strength.
———
Any units sheltered within a fortress suffer attrition every turn they remain within. This attrition roll is calculated slightly differently than is normal for land units. For each stack a he has sheltered in a fortress somewhere on the board, the player must roll 1d10, then multiply the result by 10. This product indicates what percentage of losses the sheltered units experience (rounded up).
The attrition roll is modified in the following way:
• -3 if the fortress is an unblockaded port city
• -? the siege value of any one besieged general
• +1 if the fortress has attrition- on it
• +3 if the fortress has attrition+ on it
Attrition losses are never taken on the fortress's combat value, only on the units sheltered inside it.
———
Whenever a besieging player succeeds in capturing a fortress, regardless of method, the fortress's level is reduced by 1 (no fortress can be reduced below the level indicated on the map; such fortresses are automatically restored to their minimum level at the end of the siege).
The player must also detach a number of infantry SP from his besieging stack equal to the fortress's newly-diminished level, in order to garrison it. If the fortress has levels in excess of its minimum (and thus requires an indicator of its increased level), the capturing player can choose either to replace it with one of his own, or of eliminating it entirely.
If the defending player just lost a port, and had a naval stack stationed in that port, the stack must immediately retreat to another friendly port, at all costs. If this entails fighting its way through a blockade, it must be done.
———
If a siege remains in place all the way to the end of military operations for the turn, then players controlling them must assess their performance during the phase:
• If a besieging player obtained at least one attrition+, breach, or honors of war result on a fortress, he is permitted to continue his siege into the next turn. Otherwise, he is forced to lift his siege and retreat his besieging stack (by land or by sea) to the nearest friendly unbesieged city. Retreating incurs the normal risk for attrition. The player must also test for attrition even if he maintains the siege, but with a lesser chance for losses (a besieged general can apply his siege value as a penalty on the besieger's attrition roll).
• If a siege is maintained, all previously obtained breach and honors of war results are annulled (i.e., they do not carry on to the next turn). All attrition indicators are removed, to a minimum of one attrition-.
———
There are a number of circumstances under which a siege can be interrupted, which constitutes an involuntary lifting of it. Sieges are interrupted if any of the following occurs:
• If the besieging player does not pay for at least a passive campaign on any round, all sieges he has engaged in are immediately lifted and all his besieging stacks are forced to retreat.
• If a besieging stack is ever reduced to less SP than the required 10:1 ratio for laying siege to a fortress, the siege must immediately be lifted. The stack makes a retreat to the nearest unbesieged friendly city.
• If a stack friendly to the defending fortress defeats the besieging stack, then it is forced to lift the siege and retreat.
When a siege is lifted for any reason, voluntary or involuntary, all attrition indicators are removed from the fortress and all previously-obtained breach and honors of war results are nullified. This holds even if the fortress is besieged again by a different stack during a later round.
D. Subjugation of Pirates and Privateers
Pirates and Privateers are units which do not directly attack military units; instead they move into trade zones and prey upon the commercial shipping there. The difference between them is that privateers are recruited and maintained (during the logistic phase) by a country, and cannot attack the shipping of any nation with which their controlling player is not himself at war. Pirates, on the other hand, appear at random and are loyal to no one. Otherwise, they function in the same way.
Privateers and pirates do not have a force content. They come in small groups (-) or large groups (+). Privateers and pirates have no stacking limit (even with the player's other naval units), are immune to attrition, and cannot be intercepted (unless they are attempting to leave a blockaded port, in which case a privateer- counts as 1 warship and a privateer+ counts as 2 warships).
• It costs 10D to recruit a privateer-
• It costs 20D to recruit a privateer+
• Maintenance for a privateer unit is equal to half its purchase price.
• At any time he may purchase units, a player may pay 10D to upgrade an existing privateer- to a privateer+
Every nation has a finite number of privateers; they can never exceed the limit for their country. In addition, any time a player does not have a privateer admiral or explorer in play somewhere on the board, he can never have more than a single privateer unit (+/-) in play.
It takes at least a simple campaign to activate privateers for movement, and they move as other military units, during a round of the military phase. Naval units can attempt to combat them and defeat them during the military phase, but privateers and pirates do not prey upon anyone's shipping until the turn's redeployment phase (i.e. after all military operations for the turn have ceased).
In order for his privateers to prey upon any particular trade zone, the player must have discovered at least one sea which contributes to that trade zone.
———
Subjugation of pirates and privateers is conducted much like suppression of a revolt. The player must move a naval stack into a trade zone where pirates and privateers are active. As privateers cannot attack any nation's commercial fleets unless their country is itself at war with that nation, no nation is permitted to subjugate the privateers of another unless the two countries are at war.
The player announces which pirate or privateer unit he is targeting, rolls 1d10, and modifies it as follows:
• +2 for every fleet- he has in his stack
• +4 for every fleet+ he has in his stack
• +1 if at least one other nation has naval units present (applies against pirates only)
• ±? the difference of the player's admiral's maneuver and that of the privateer admiral's (not applicable against pirates)
• -3 if a pirate+ or privateer+ is present
• -1 if a pirate- or privateer- is present (not cumulative with the above penalty)
• -1 if battle took place within the trade zone at some point this turn (including all previous rounds); actions against pirates and privateers do not trigger this penalty.
A result of 8 or more indicates success. A natural 10 is always a success, no matter what modifiers are applied to the roll. The targeted pirate+/privateer+ is reduced to a pirate-/privateer-. A targeted pirate-/privateer- is eliminated.
There is a strict limit of one subjugation action per player per trade zone per round. However, any number of other players may make their own subjugation attempts within the same trade zone during the round.
E. Combat Aftermath
Every naval battle, land battle, or siege that takes place that ends decisively (i.e., with a clear winner and a clear loser) affects the VP totals of each player that participated in it.
• For every army/fleet (both +/-) committed to the battle by the losing side, the victor gains +2 VP. At most, +4 VP can be gained in this way.
• If the combat only consisted of detachments, the victor gains +1 VP (if the losing stack had both an army/fleet and a detachment, then the victor gains the +1 VP in addition to the +2 granted by the above rule).
• If the combat was not won by the player, but by an allied minor country, he still gains VP, but with a reduction.
The loser of the combat loses VP calculated by the exact same method outlined above. In case of a draw (when both players break morale or when neither does), neither side gains or loses VP, even though both were forced to retreat.
———
Under certain circumstances, a combat may be deemed a major battle. A major battle is any that:
• has at least one army+/fleet+ present on the losing side
• saw the loser suffer a loss of at least ⅔ of his stack's initial strength
• saw the winner lose no more than ⅓ of his stack's initial strength
In the case of a major battle, all VP gains and losses are doubled (even in the case of a minor ally winning, but only if that minor had an army+/fleet+ participate in the combat). Additionally, the winning player gains 1 stability level (but only if he himself secured the victory, not his minor ally) and the defeated player loses 1 stability level.
———
VP for sieges are handled a bit differently. The winner of a siege is whichever player controls the fortress at the end of the peace phase or redeployment phase.
Any player who wins a siege gains an amount of VP equal to the level the fortress (if it was captured the fortress's original level is used, not its reduced level), while the defeated player loses a like amount.
If the besieger or defender was an allied minor of a player, the VP gain is limited to +1 (and therefore the VP loss is also limited to -1).
Even if a siege is ongoing, VP are still awarded to the defender for winning the siege. In this circumstance, however, gain and loss are both limited to 1 VP.
VP is never awarded for assaults, only the siege as a whole.
———
In instances where a player has several stacks making retreats, things can get messy very fast. Always keep the following rules in mind when making a retreat:
• A land retreat is always made toward the nearest unbesieged friendly city, a naval retreat is always made toward the nearest unblockaded friendly port.
• Stacking limits must always be respected when retreating. If the nearest city/port already has a stack and cannot incorporate the newly-arriving stack, retreat is made to the next-closest available friendly city/port instead (called a "longer retreat").
• Every city/port that a retreating stack cannot venture to due to stacking limitations imposes a cumulative +1 modifier to that stack's retreat attrition roll.
• Players are always permitted to combine stacks during retreat in order to fit them all into the same province, if desired. However, he may not exceed the maximum force content allowed to him. He must choose to either make a longer retreat with the stack or eliminate the excess SP.
chefTENGU
09-14-2010, 23:28
XI. Redeployment
Beginning with the second round of the Military phase, and repeated on every round after that, the players must test to see whether the Military phase ends. Once every player has had a chance to make their moves and conduct combat, the players roll 1d10:
IF the roll result < the number of rounds already played
THEN the Military phase immediately ends and Redeployment begins
Redeployment is the phase where military units conduct non-combat operations, privateers and pirates attack commercial shipping, revolts intensify, and all gold taken from the Rest-of-the-World is officially added to a player's treasury.
A. Looting
Any land stacks in enemy territory (be it province, colony, or trading post) at the end of combat operations are permitted to commence looting. Looting can take place so long as the stack is present in the province (even if the player hasn't won control of it yet).
Any Pillage counters already in place are modified. Major Pillage (+) are reduced to minor Pillage (-). Pillages- are removed from the board.
To conduct looting, a player must simply state that a stack is doing so. He immediately collects the land income normally produced by the province, colony, or trading post (he does not collect anything from exotic resource production, however). The looted province/colony/trading post receives a Pillage+ counter.
So long as the Pillage+/- counter persists, the looted province/colony/trading post does not produce any land income. It can still exploit exotic resources, however.
B. Piracy and Privateers
Pirates and Privateers attack during redeployment; their attacks will reduce the levels of commerical fleets present in their Sea and Country Trade Zones, and may even succeed in capturing gold being funneled back to Europe by those fleets.
As previously stated, pirates only appear by event and remain until they are eliminated. Privateers are bought, maintained, and deployed by a country and can only be utilized in a time of war.
A few minor nations have special rules regarding privateers and get them for free; in particular:
• The Knights, who prey on Turkish shipping
• The Barbaresque nations of North Africa (Al-Djazair, Tunisia, Tripoli, and Cyrenaica), which are permitted to act every turn. They attack any non-Turkish commercial fleets present in any Mediterranean trade zone. Any privateers they lose are replaced 1 or 2 turns later, according to the specific country.
The aforementioned minors, and English Sea Dogs, are permitted to use privateers even without being at war with the targeted nation.
When pirates attack, every player and minor with commercial fleets present must test their fleets. Each player with fleets at risk rolls 1d10 and modifies it as follows:
• +2 for each of the player's fleets- present in any sea that feeds the trade zone
• +4 for each of the player's fleets+ present in any sea that feeds the trade zone
• +1 if the player has naval units present in any sea which feeds into the trade zone
• -1 for every pirate-
• -3 for every pirate+
• -1 if battles were fought in any sea feeding the trade zone this turn
When a privateer stack attacks, its controlling player rolls to inflict losses upon his target. The roll is modified as follows:
• +2 for every fleet- of the defending nation present in any sea that feeds the trade zone
• +4 for every fleet+ of the defending nation present in any sea that feeds the trade zone
• +1 if the defending player has at least one naval detachment present in any sea which feeds the trade zone
• ±? the difference between the defending admiral's maneuver and privateer admiral's maneuver (if applicable)
• -1 for every privateer-
• -3 for every privateer+
• -1 if battles were fought in any sea feeding the trade zone this turn
In either case, the lower the roll result, the greater the loss on the defending player's commercial fleets. If the player has any naval units present within the seas which feed the sea zone, then he is entitled to sacrifice warships in place of commercial fleet levels (at the rate of 2 warships for each level of commercial fleet lost).
Any fleets lost are noted separately; the commercial fleet will eventually regain these lost levels at the rate of 1 each turn for free, during the player's Administrative phase. This regaining of levels may provoke competition within the trade zone.
Privateers steal 2D for their controlling country for each level loss they inflict; if the commercial fleet was transporting gold, they steal 10D per level instead. This gold is added to the nation's income next turn, when gross income is calculated.
———
Pirates and privateers can also perform looting actions. Privateers must be moved into the targeted coastal province during the military phase, and loot if they are still present within it during redeployment. Pirates test looting following a "Pirates" event, if they appear within a trade zone which already has a pirate+ present within it. A d10 is rolled, and +1 for every pirate counter in the trade zone (beyond the first pirate+ which prompted the looting attempt). On a result of 8 or more, the new pirates appear in one colony or trading post associated with the sea zone that spawned them (determined randomly).
There can never be more than one privateer/pirate unit attempting to loot any particular province/colony/trading post.
If land combat ensues between the looting privateer/pirate stack and a land stack belonging to the owner of the colony/trading post before the redeployment phase is reached, then a pirate-/privateer- counts as 2 veteran infantry SP, while a pirate+/privateer+ counts as 5 veteran infantry SP. If needed, a replacement leader is appointed for the looting stack.
Every loss of 2 SP inflicted on a pirate/privateer in land combat diminishes its overall strength. A pirate+/privateer+ becomes a pirate-/privateer-. A pirate-/privateer- is eliminated.
If any pirates/privateers are present in the defending province, colony, or trading post, they automatically loot during the redeployment phase. Privateers capture double the normal land income for the province/colony/trading post in question, in addition to any gold present, added immediately to the privateer's home nation's treasury. When pirates loot a province, the captured income goes to no one. In either case, the looted province/colony/trading post gets a pillage+ counter, as normal.
C. Revolts
During the Redeployment phase, any revolts still active spread, as per the rules previously stated (see III, above).
D. Recalling Forces
Once all pirate and privateer actions have been resolved, players must bring their units abroad home.
• A player must recall all naval stacks he has out at sea (even ones placing a blockade). This is done one at a time for each player in initiative order. All naval stacks recalled suffer the usual risk for attrition. Once all his naval stacks are recalled, he must recall his privateers. No interceptions are permitted during this movement.
• Any sieges a player has in place must either be lifted at this time (with the besieging stacks suffering usual attrition for retreat) or maintained (with the besieging stack suffering a lesser amount of attrition).
E. Gold Acquisition
The rules for repatriating gold are outlined under the rules for transportation under IX, above.
If a commercial fleet transporting gold comes under attack from pirates/privateers, all the gold is is carrying is automatically captured if the player has no naval stacks present in any sea feeding the trade zone to protect it.
If this gold was captured by privateers, the income is added to the controlling player's treasury. If it is captured by pirates, it is simply lost.
XII. Peace
After Redeployment, players are permitted to attempt to increase their stabilities before trying to negotiate peace between themselves or any minors with which they may be at war.
A. Stability Improvement
The level of a player's stability has a tremendous influence on the kind of peace he can obtain in war. It is also vital to improve it while at war, due to the steady loss of stability prolonged warfare causes.
Every player desiring to attempt to improve their stability secretly notes how much money they are willing to spend:
• Basic Investment, 30D (no bonus)
• Medium Investment, 50D (+2 bonus)
• Strong Investment, 100D (+5 bonus)
The player makes a conjecture roll of 1d10 and modifies it as follows:
• +? monarch's administration score
• +? investment bonus
• +2 if the player's nation was declared war upon this turn (not applicable if the player reneged on an alliance or declared war himself this turn)
• -2 if the player is at war with a minor
• -3 if at war with any player(s); does not stack with the -2 penalty above
• -5 if an enemy stack (containing at least one army, +/-) is occupying a national province and has control of that province's city (not applicable during a civil war or rebel units due to revolt, war of religion, etc.)
• ±? by event
The modified result determines the outcome, as follows:
• ≤5 — player loses 1 stability level
• 6-10 — status quo
• 11-14 — player gains 1 stability level
• 15-17 — player gains 2 stability levels
• ≥18 — player gains 3 stability levels
If a player remains at -3 stability going into peace negotiations two turns in a row, then he is forced to make peace.
B. Informal Peace
Players at war with each other can mutually agree to sign a peace treaty. This decision must be made publicly and announced to all players. In this case, no one gains or loses VP and both players immediately gain 1 stability level.
Informal Peace can contain any clause to which all concerned parties mutually agree, to any limit permitted by the rules (as with diplomatic informal agreements, explained in IV, above).
C. Formal Peace
There are three different kinds of Formal Peace:
• White Peace
• Conditional Peace
• Unconditional Peace
Any time players cannot reach an informal agreement, but still wish to seek peace, they can agree to test for Formal Peace instead. Formal Peace is the only kind of peace permitted with minor nations.
The first step to determining peace is to find the Peace Differential (PD) between the warring powers. PD is defined as the difference between the sides' stability (own side - opposing side); the player with the greatest PD is the victor of the war. The victor's PD will always be 0 or greater, while the loser's will always be 0 or less.
In a case where several players are allied with each other, the average of all their stability values is used, rounded down.
PD is not simply the simple difference between the sides' stabilities, however. It is modified heavily according to the current military situation. All applicable modifiers apply, which can push the PD as high as +4 or as low as -4.
If any of the following events occur at any time during the war, then they apply their modifiers to PD during peace negotiations (all modifiers considered cumulative):
• +2 if the victor captured a capital city
• -2 if the loser captured a capital city
• +1 for every province conquered by the victor
• -1 for every province conquered by the loser
• +2 for every major battle won by the victor
• -2 for every major battle won by the loser
• +1 for every battle won by the victor
• -1 for every battle won by the loser
• +1 for each of the loser's commanders killed or captured
• -1 for each of the victor's commanders killed or captured
• +1 for each siege won by the victor
• -1 for each siege won by the loser
No matter the military situation, however, a total modifier of ±3 is the maximum that may be carried from turn to turn.
The victor's stability value is added to the modified PD, and this sum determines what kind of peace is signed.
———
White Peace (lv.0) is the only peace possible if PD ≤ 0. Players agree to annul all conquests made during the course of the war, returning to the same situation present before the war began (exceptions are permitted, but only with the express mutual consent of both warring parties).
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
Conditional Peace Level 1 is signed if the PD = 1. The loser must cede to the victor one province of the loser's choice. The choice must be made from among the provinces conquered by the victor. An unconquered province may be ceded instead, but only by express mutual consent of the warring parties.
If the victor has not conquered any territory, or if he refuses to accept any territory to which he is entitled by conquest, then he may instead take 50D of indemnities from the loser instead.
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
Conditional Peace Level 2 is signed if the PD = 2. It comes with all the same conditions outlined in Level 1 peace above, but with the difference that the victor chooses which territory is ceded to him.
Indemnities remain at 50D.
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
Conditional Peace Level 3 is signed if the PD = 3. The loser must cede two provinces to the victor; one of the loser's choice, the other of the victor's. As with above levels of peace, selections must come from among those provinces conquered, though unconquered provinces may be ceded instead if both players agree.
Indemnities are valued at 75D per province conquered.
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
Conditional Peace Level 4 is signed if PD = 4. The loser must cede three provinces to the victor; one of his own choice and two of the victor's. Choices must be made from among the provinces the victor conquered, but unconquered provinces may be substituted if both parties agree.
Indemnities are valued at 100D per province.
Furthermore, the victor gains a +5 bonus to his diplomatic action on any one vassal of the losing player (victor's choice, made secretly); this bonus is only good for the following turn. This bonus cannot be obtained from defeating a minor country.
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
Unconditional Peace (lv.5) is signed if PD ≥ 5, or if the loser's capital province and at least 50% (rounded up) of his national provinces have been conquered or are occupied by the victor.
The loser must cede 3 provinces to the victor, all of the victor's choice. Choices must be made according to the provinces conquered by the victor, but unconquered provinces may be substituted if both parties agree.
Indemnities are valued at 150D per province.
The victor gains the same diplomacy bonus as outlined under Level 4, above.
The loser may not declare on the victor for 1 turn.
Temporary Casus Belli are canceled. Permanent Casus Belli are preserved.
———
All provinces ceded by peace treaty are totally and immediately transferred to the victorious player's control once the Peace phase concludes. Instead of the provinces he is otherwise entitled through conquest, a victor is also entitled to demand the release of any of his national provinces that were annexed by his foe in a previous war.
A victor may also demand cession of one of the loser's colonies in place of a province to which he is entitled. If the victor occupied the colony in question during the war, it counts as 1 province. If not, it counts as 2 provinces.
A victor is also permitted to demand cession of a trading post in lieu of the loser's provinces; if the trading post was occupied during the war, it counts as 1 province if it is a trading post+ or ½ province if it is a trading post-. It it was never occupied, it counts as 2 provinces if it is a trading post+ or 1 province if it's a trading post-.
———
In the case where an alliance of more than one player emerges victorious, all spoils must be shared between them, according to their mutual agreement. In case of disagreement, the loser chooses which player in the alliance (it must be one who currently occupies the loser's territory) has final say in how the spoils are divvied.
If an ally is deprived of provinces when his own troops are occupying the loser's territory, he is permitted to ask his ally to break the alliance, and obtains a free casus belli against him.
Otherwise, players may seek separate peace individually, instead of for the whole of the alliance. However, if a player seeks separate peace with the loser, then he has essentially broken his alliance; he loses 2 levels of stability and his allies all gain a temporary casus belli against him. This casus belli is only good for the turn immediately following the signing of the separate peace.
If an ally seeks separate peace because his stability is too low to continue, there is no penalty for separate peace since it was not made of his own choice.
———
As stated above, if a player's stability remains at -3 for two consecutive turns at the peace phase, then he must sign whatever peace he can. Formal Peace is determined according to the PD between him and his opponent.
If the player is a member of an alliance, this is considered a separate peace and does not carry any penalty.
D. Other Consequences of Peace
First and foremost, all hostilities between the warring parties cease and cannot resume without a new war being declared.
Permanent Casus Belli are never canceled unless the condition which originally granted them has been resolved by the war. All temporary Casus Belli relating to the war just fought are canceled.
All military units still present within enemy territory are immediately returned to the nearest friendly province of their player's choice. No cost of activation is assessed, and no attrition is risked.
If the player was at war with another player, or a minor which had declared war on him, he gains 1 level of stability. This gain is kept to +1, even if he makes peace with multiple foes. This increase is taken into account at the end of the peace phase. Even players who are forced into peace due to low stability benefit from this gain.
Players who make peace with minors upon which they themselves declared war gain no stability for making peace.
When a player makes peace, all of his allied minor nations sign a white peace, unless some of their territory is ceded to the opposing side. However, if a minor went to war by event can only make a separate peace with its foe (handled differently than separate peace between players, see below).
E. Peace with Minors
Any player at war with a minor can declare that he is entering into peace negotiations with it at the beginning of any Peace phase, before peace between players. This can be done regardless of whether the minor's controlling player is at war with the player seeking peace or not (if it is, then this counts as a separate peace with the minor).
Usually, peace can only be offered to a single minor nation each turn; a player can never enter into separate peace negotiations with another player's vassal unless he occupies its capital city.
The player chooses which level of peace he is seeking (without taking his own stability into account) and rolls 1d10. A peace modifier is determined according to what the player is seeking (level of peace x2); it is a positive modifier if the peace is favorable to the minor, or negative if it favors the player.
Some minors have an additional national modifier to their Peace rolls:
• Persia, Mameluks, Russia (when a minor) — -4
• United States, China, Mogol, Japan, Sweden (before 1760), Prussia (after 1700), Venice (when a minor), Poland, Hapsburgs — -3
• Sweden (after 1760), Portugal (when a minor) before 1615 — -2
• Portugal (when a minor) after 1615 — -1
The roll is further modified according to the current military situation this turn, and to some extent what has transpired on previous turns. All modifiers are cumulative:
• ±? peace modifier (determined above)
• -? national modifier (if applicable)
• +3 per province lost by the minor
• -3 per province conquered by the minor
• +2 per major battle won by the player
• -2 per major battle won by the minor
• +1 per battle won by the player
• -1 per battle won by the minor
• +1 per minor commander killed or captured
• -1 per player's commander killed or captured
• +1 per siege won by the player
• -1 per siege won by the minor
• -2 if the minor is heretical relative to the player (Catholic vs. Protestant, Islam vs. Shi'ite)
• -2 if the minor is negotiating a separate peace
• ±? last turn's modifier (no more than +4, no less than -4)
If the modified die roll comes out to 6 or more, the sought-after peace has been obtained. No stability is gained for the player unless the minor had declared war upon him. If the minor is the victor, the controlling player is the one who chooses which territories are ceded to it, in priority for which ones are closest to its borders, in terms of MP (remember that sea zones cost 2 MP).
As stated, ordinarily a player can only seek peace with a single minor each turn. However, if a player controls at least one province of each minor with which he is at war, or if each minor controls at least one province belonging to the player, he may sue for peace with all of them on the same turn.
———
If a player makes peace with another player who has the support of one or more minor allies, then all minor allies are assumed to make peace along with their controlling player, unless they declared war by event. These minors always make white peace with their controlling player's foe.
A loser player is permitted to cede provinces belonging to his vassals instead of his own, but only if they are occupied by the victor's forces. However, if a controlling player does so, his vassal immediately forsakes their former relationship and becomes a neutral minor.
———
If a player signs a separate peace with a minor, then that same minor may not be activated against him next turn unless it is permitted to by event or if a crusade is declared.
If a minor declared war on the player, then it can only make a separate peace.
———
At any time a minor is forced to sign an unconditional peace (lv.5), it becomes neutrally-aligned, no matter who its former allies were.
———
Failure of negotiations (result of 5 or less), war continues with the minor for another turn. The player may attempt another peace negotiation with it on his next Peace phase.
chefTENGU
09-15-2010, 19:33
XIII. Interphase
Interphase is a time between turns taking for tying up loose ends from the turn just played as well as laying down the beginnings for the next turn. It is also the time when victory points for various actions are awarded.
All business concluded during the Interphase is resolved for all players simultaneously.
A. Prosperity
Every player examines their gross national income for the turn just played and the two turns before that.
• If income has increased for the last two turns, then the player's nation is trending toward economic growth; he gains 1 level of stability.
• If income has decreased for the last two turns, then the player's economy is shrinking; he loses 1 level of stability.
Otherwise, his economy is considered to be stable, and no stability is gained or lost.
B. Placement and Removal of Commanders
Every player has a set of historical leaders, and each one has a defined turn on which they begin and a turn on which they depart from service. All commanders who have played their last permitted turn are retired, while new ones immediately enter into the player's service.
New commanders may immediately be placed onto appropriate stacks, so long as they are not holed up in any besieged cities (remember to respect the chain of command!). Conquistadors and explorers may be placed in Europe or in any colony or trading post belonging to the player on the Rest-of-the-World map.
Once placed, however, explorers must depart for the Rest-of-the-World and may not end their movement on the European map anymore unless as the result of an interception.
Some generals and admirals are authorized to leave Europe to serve on other continents (usually Asia or America). Such commanders must be placed into colonies/trading posts belonging to the player on those continents, as if they were conquistadors. if the player has no suitable colony or trading post, the commander's service is delayed until one is established.
Every player has a minimum number of leaders which he is entitled to every period (depending on the nation and the period of play). If he does not have enough historical commanders to satisfy his minimum leader limit, he is appointed enough random ? leaders from his own nation's stockpile until his minimum is satisfied.
If a player loses all of his commanders of a specific type (e.g., admirals), but does not have a minimum limit on that type of commander, then he does not receive any ? commanders of that type. He must simply wait until a new historical one is available.
? Commanders remain in play as long as they aren't killed in combat. At the end of a period, players are allowed to voluntarily dismiss any ? commanders they still have. A player automatically loses any ? commanders that are not supported by the new period's minimum.
C. Inflation
Inflation depends on how much gold is brought to Europe each turn.
• If less than 100D of gold is brought in, a small increase in inflation is risked.
• If 100D or more of gold is brought in, a large increase in inflation is risked.
Inflation is tested by a roll of 1d10. If the result is 7 or more, the rate of inflation increases depending on how much gold was brought to Europe this turn. If no gold is brought in to Europe, then there is no risk for increasing inflation.
No matter how much gold is brought in, inflation can never climb above 33%. Players who produce no gold on the Rest-of-the-World map may sometimes be affected by a lesser rate of inflation.
Inflation can also be influenced by events, and may also sometimes decrease (by "deflation" events). However, inflation will always be at least 5% for every player each turn.
D. Victory Points
VP are awarded for many actions each turn. Players have their own objectives to meet every period, but also earn (and lose) VP for economic prowess, military operations, and feats of discovery. Much of these have already been mentioned, but to summarize:
Economy VP (awarded during Administrative phase)
• ±? player's nation's sability
• +1 for every partial monopoly on a trade zone maintained by the player
• +3 for every total monopoly on a trade zone maintained by a player
• +1 per unit of exotic resource monopolized by the player (if he produced 1-5 units in a turn)
• +3 per unit of exotic resource monopolized by the player (if he produced 6+ units in a turn)
———
Military VP (awarded during Peace phase)
• ±? tax value of all provinces ceded to other nations (negative) or ceded from other nations (positive)
• ±1 for every minor signing a Military Alliance (or better) treaty (positive), or for every minor dropping out of a Military Alliance with the player (negative). This does not apply when change occurs due to event.
• ±1 for every battle won (positive) or lost (negative) where only detachments were present.
• ±2 for every army/fleet the player defeated in battle (positive) or lost for the player in battle (negative).
• ±5 for every army/fleet the player defeated in a major battle (positive) or lost for the player in a major battle (negative)
• +1 for successfully defending a fortress from siege
• +? for levels of fortresses taken by siege/assault
• +1 for signing a white peace
• ±? 2x the level of signing a favorable (positive) or unfavorable (negative) conditional peace
• ±10 signing a favorable (positive) or unfavorable (negative) unconditional peace
• -10 declaring war against a player without a Casus Belli
• -5 declaring war against a minor without a Casus Belli
• +1 for each colony newly-established or grown to colony+ status
• +1 for each trading post newly-established or grown to trading post+ status
• -20 for being forced to convert to a new religion as a peace condition.
———
Discovery VP (awarded during Interphase)
N.B.: "America" is defined as all areas located west of Cape Verde. North America are all areas north of Sonora (including Florida); South America is defined as Sonora and all areas south (including the Caribbean islands).
"Africa" is defined as all areas on the landmass of Africa, including the islands of Cape Verde, Madagascar, Seychelles, and Mascareignes areas.
"Asia" is defined as all areas east of Europe, south and east of the Terra Incognita. It includes the Indonesian and Philippine islands. It includes the subdivisions of "Middle East" (Arabian peninsula, Persia, and Kazakhs area) and "India" (all areas from Bahk to Bengale).
"Siberia" is defined as everything north of the Terra Incognita on the Asian continent (Siberia does NOT count as a part of "Asia," however). It is all areas from Sibir east to Amour and Kamchatka.
• +50 first nation to discover a province by sea in America, aside from Newfoundland (Terre Neuve)
• +75 first nation to discover a province by sea in Asia
• +50 first to circumnavigate the globe (in a single turn)
• +25 first to circumnavigate the globe (in two turns)
• +20 second to circumnavigate the globe
• +3 first nation to discover a province of the Quebec area
• +2 first nation to discover a province of the Great Lakes (Grand Lacs) area
• +3 first nation to discover a province of the Rocky Mountains (Rocheuses) area
• +10 discover Cape Horn
• +10 discover Cape of Good Hope
• +3 discover Hudson Bay sea zone
• +3 first nation to discover a province of the Alaska area
• +5 first nation to discover a province of the Alaska area (by sea from a port in Asia)
• +5 first nation to discover a province of the Panama area (by sea from a port in Europe, or by sea from the west coast of South America)
• +5 reached Kamchatka by land from Europe
• +1 for every province discovered in Amazonia area which borders on the river
• +1 for every province discovered in Louisiane, Ohio, Illinois, and Plaines areas that borders the river
• +5 for conquering Inca and Azteca areas (awarded for each individually)
• +10 for each province conquered in China or Japan
———
Players also gain or lose VP according to the performance of the minors they control.
A player adds up all VP which would ordinarily be awarded to a minor nation, but does not gain all of them. His gain or loss is as follows:
• (VP earned by the minor this turn + # of rounds the player controlled the minor) ÷ 2 = total VP gained or lost by the player. All fractions are rounded up.
E. Victory!
Whichever player has the most VP at the end of the last interphase of the game is declared the winner. Kudos!
chefTENGU
09-17-2010, 16:34
XIV. Special Rules - Player Countries
A. England
Sea Hounds
The English player has at his disposal the historical commanders of Drake (http://en.wikipedia.org/wiki/Francis_Drake), Haw (http://en.wikipedia.org/wiki/John_Hawkins)kins (http://en.wikipedia.org/wiki/Richard_Hawkins), Cavendish (http://en.wikipedia.org/wiki/Thomas_Cavendish), and Frobisher (http://en.wikipedia.org/wiki/Martin_Frobisher); they are known as the Sea Hounds.
All Sea Hounds are privateer admirals, and have the ability to lead and command privateers against other nations without precipitating a war between England and the target nation (i.e., they can make attacks on commercial fleets and colonies even in peacetime). However, they can only be used against the same player during a single turn.
Although Drake and Hawkins are considered admirals, they can also be used as explorers.
B. España
Spain has several unique policies and influences on its approach to Colonization and at home. Except for the tax on Holland, none of these special rules apply if Spain ceases to be catholic.
Spanish Hapsburg Endogamy
Often during these times, when a noble family sought to keep its wealth and influence within the same bloodline, marriages would be arranged between first cousins or between uncles and nieces. The Spanish Hapsburgs were notorious for inbreeding to an extreme degree, however, which ultimately left their dynasty in ruins.
After the events "Hapsburg Inheritance of Bohemia" and "Hapsburg Inheritance of Milano" have occurred, new Spanish monarchs take the following penalties to their reign length rolls:
• Period 1 (1492-1519): -0
• Period 2 (1520-1559): -0
• Period 3 (1560-1614): -1
• Period 4 (1615-1664): -2
• Period 5 (1665-1699): -3
• Period 6 (1700-1759): -5
• Period 7 (1760-1792): -6
Furthermore, Spain takes an additional -1 penalty each period for every dynastic alliance it enters into (maximum of -2).
If the result is a negative number, then the penalty is ignored and the unmodified die roll is used instead.
These penalties are applied until the event "The War of Spanish Succession" or Spain's disassociation with the Hapsburgs, whichever comes first.
———
Spanish Tax on Holland
Every turn of play (during the Income phase), Spain may declare its intent to tax its Dutch provinces, which immediately grants it an additional 50D. Spain can no longer raise this tax once period 3 starts (1560).
Every time Spain raises this special tax on Holland, it is recorded and counts as a modifier on the Period 3 event die roll. The roll becomes more weighted toward triggering the "United Provinces Revolt" event until the event finally fires.
———
Colonial Viceroys
If a Spanish conquistador conquers the Incan capital of Cuzco, he is immediately appointed the Viceroy of the Inca area and may not leave its borders for the remainder of his service.
If a Spanish conquistador conquers the Aztec capital of Tenochtitlan, he is likewise appointed Viceroy of the Azteca and Sonora areas, and may not leave them for the remainder of his service.
———
Missionaries
Spain is permitted one extra free colonization action every turn during its administration phase, provided that:
• They announce publicly in which area the extra action will take place
• Spain has a conquistador present within that area
• That conquistador is appointed Viceroy of the area
———
Search for El Dorado
Until 1615, the Spanish player may attempt to place colonies or trading posts in America only in areas which contain a gold mine or which border another area which contains a gold mine. He is also permitted to place colonies and trading posts in the Haiti, Cuba, and Antilles areas as well, despite their lack of gold.
———
Exclusive Trading Rights
The Spanish player will never permit any other nation (player or minor) to place a commercial fleet into a sea trade zone which only borders on Spanish colonies or trading posts.
This restriction is lifted if another nation has colonies or trading posts which feed into that trade zone.
———
Asiento
The Spanish player may grant rights of Asiento (slave trading monopoly) to any other player, starting in period 5 (1665). In order to qualify for Asiento, that player must produce at least 4 units of slaves every turn.
This player then provides at least 4 units of slaves to Spain every turn, for free. The player gains 20 VP on the turn he obtains Asiento, +1 for every turn that he retains it. If he ever fails to provide Spain with the slaves it needs, or if he ever goes to war against Spain, then he immediately loses the benefits of Asiento (as well as half the VP he has gained from it thus far).
Asiento may be granted again at the discretion of the Spanish player. No more than one player may ever be granted Asiento at a single time.
C. Nederland
None of these rules apply until 1560 (period 3), when the Netherlands becomes a major power, when the Venetian player takes control of it. For the first two periods (1492-1559), it is less than a minor nation, under the thumb of Spain.
All that can be done by the Netherlands are deployment of its commercial fleets, according to the rules outlined by the scenario. All other characteristics don't come into effect until 1560.
———
The United Provinces Revolt
The event triggering the Dutch revolt against Spain is what officially births the Netherlands as a major power, without any of the restraints placed upon it while Spain maintains its control. This conflict does not count as a civil war.
The first monarch of the Netherlands is automatically Guillaume de Nassau (http://en.wikipedia.org/wiki/William_the_Silent) (9.9.9, administration.diplomacy.military); his reign length is determined normally, ignoring any dynastic crisis or minor results.
All military units belonging to Spain or any other nation are eliminated from Zeeland, Holland, Den Haag, Gueldre, Brabant, and Friesen, even if Spain has ceded these provinces to another country. These immediately become the national provinces of the Netherlands.
For the logistic phase immediately following the beginning of the revolt, the Dutch player is permitted to buy all of his military units without any limitation except for the absolute limit on triple what is normal for the period. He does not incur any extra costs for unit purchases.
If Guillaume is placed as a commander, any units stacked with him automatically become veterans.
The Netherlands technology rank begins at whatever the current rank is for the Latin minor group, +1 (so long as this does not grant a greater level of technology than what is possible for the current date of play).
Spain and Netherlands are immediately placed at war with each other, though no official declaration of war has been made. This special state of war persists until Spain recognizes the independence of the Netherlands or until it conquers them completely. Unlike normal, Spain and the Netherlands never lose more than 1 level of stability each turn for the persistence of the conflict. If Spain goes to war against any other player or minor while at war with the Netherlands, however, its stability begins to decrease according to what is normal in war.
Furthermore, the constant stability drain for Spain (only) due to the United Provinces Revolt increases to -2 each turn during period 4 (1615-1664), or -3 each turn during period 5 (1665-1699). The Netherlands ceases to lose any stability due to its national revolt from period 4 onward, but it will lose stability as is normal for being in involved in a war with any other nation.
The war doesn't end until Spain officially recognizes the Netherlands as a nation (during the peace phase, at least one full turn after the revolt begins), which ushers in a truce period between the Netherlands and Spain which lasts for 3 turns. Neither may declare war upon the other during this truce, nor may they declare war upon each other's vassals.
The Netherlands is permitted to attack Portuguese holdings in the Rest-of-the-World without breaking this truce, even if Portugal is currently annexed by Spain. Spain may lose victory points for recognizing the Netherlands as a nation, according to its period objectives.
Once the truce is over, play continues between Spain and the Netherlands as is normal for player countries.
———
Dutch Flood
During enemy movement through the provinces of Zeeland, Brabant, Holland, or Den Haag, the Dutch player may choose to flood any or all of those provinces. Flooding forces enemy troops to retreat back where they came from, and causes them to suffer from attrition. No non-Dutch units may move through a flooded province.
All flooded provinces gain a Pillage+ marker. The prohibition on foreign movement ends once the marker disappears. The Dutch player is permitted to move through flooded provinces, but every flooded province costs 6 MP of movement.
Every turn a Pillage counter remains to indicate flooding, the Dutch player loses 5 VP and 1 level of stability for every flooded province.
———
Secret Monopoly on Discoveries
From 1650 until the end of the game, the Dutch player is not permitted to ever sell, give, or trade any of his discoveries, colonies, or trading posts to any other player.
D. Portugal
Portugal is a major power for the first two periods of the game (1492 - 1559). After that point, the Portuguese player assumes control of Russia.
Secret Monopoly on Discoveries
As with the Dutch player, the Portuguese player is never permitted to sell, give, or trade any of his discoveries, colonies, or trading posts to any other player.
E. Rossiya
Russia is considered a minor nation from 1492 - 1559 (the first two periods). No diplomacy is permitted on it during that time. The Portuguese player takes control of Russia beginning with period 3 (year 1560), as Portugal becomes a minor nation.
Russia begins with everything it is described as having according to the period 3 rules, plus any territories which may have become attributed to it by event.
———
Souwarov (http://en.wikipedia.org/wiki/Aleksandr_Suvorov)
He is a Russian general who enters play on turn 60. However, if any other Russian general is killed or otherwise eliminated prematurely between turns 57 and 60, Souwarov immediately comes into play to replace that leader.
However, he is not considered to have his full rank (A) until turn 60. Before then, he is considered to have the lowest possible rank.
———
Under-Development
Until the year 1700, all Russian provinces cost double their normal MP for purposes of land movement. This only applies for land units belonging to any nations other than Russia itself, Kazan, Astrakhan, or Steppes.
Furthermore, before 1700, Russia is only forced into peace if its stability falls to -3 for three consecutive turns (instead of the normal two) while at war with the same enemy.
———
Peter the Great (http://en.wikipedia.org/wiki/Peter_the_Great)
This monarch represents a great turning point in Russian history. He may appear by event, but if any Russian monarch's attribute scores (administration, military, and diplomacy) total at least 18, then that monarch is Peter the Great.
All monarchs are permitted to serve as generals, with their maneuver, fire, and shock values being randomly determined according to their military score. Peter the Great, however, has scores depending on how many combats he's seen:
• 1st Combat: 2.1.2 (maneuver.fire.shock)
• 2nd Combat: 3.2.3
• 3rd Combat: 3.3.3
• 4th Combat and afterward: 4.4.4, -1 siege value
Additionally, beginning with his third combat, Peter the Great may serve as an admiral, with values of 3.3.4 (maneuver.fire.boarding)
———
St. Petersburg
Once Peter the Great has entered play, the Russian player is entitled to construct the port city of St. Petersburg in the province of Newa. Once complete, St. Petersburg increases the tax value of Newa to 3x its fortress level, becomes the new capital of Russia, and completely overrides the original provincial capital (Pawlosk).
It takes 5 turns and 300D to fully construct St. Petersburg. The 300D may be paid in one lump sum, or in any amount over the 5 turns construction takes place, but must be paid in full before construction can be completed. While under construction, St. Petersburg is considered a port city with a lv.1 fortress.
When complete, St. Petersburg attains its full fortification value of 4, unless Russian technology is not adequate to allow for a lv.4 fortress. It instead attains the maximum possible fortification for Russia's technological level. If St. Petersburg has a lv.4 fortress, the player may opt to permanently increase its intrinsic fortification to 5 by paying 200D over the course of no more than 3 consecutive turns.
———
Russian Military Reform
Russia is tied to the Orthodox technology group and its total military forces can never exceed 5 armies and 1 fleet.
Once Peter the Great comes to power, Russia becomes tied to the Latin technology group and it no longer has any maximum limit on its military forces.
———
Arkhangelsk
Arkhangelsk is located on the White Sea, far off the northern boundary of the European map. It cannot be attacked, blockaded, or conquered.
A seaport is permanently established in Arkhangelsk by the "Creation of the Muscovy Trade Company" event in period 2, or automatically at the beginning of period 3 if the event never occurs. Until the seaport is established, Russia may not construct naval units of any type nor deploy commercial fleets.
If Arkhangelsk's port is not created until period 3 (and not by event), the English player does not gain any of the benefits he would ordinarily be entitled to by "Creation of the Muscovy Trade Company."
———
Russia's Country Trade Zone
The CTZ for Russia in the Norwegian Sea does not exist until the port is established at Arkhangelsk. Once the port is built, the CTZ enters play with a value of 5 (not the 10 printed on the board).
It attains its full value of 10 once St. Petersburg is constructed.
———
River Fleets
Once Peter the Great has come to power, the Russian player may construct "river fleets" in any inland province of his which borders a river which flows to the Black Sea.
Any fleets thus constructed consider that province's capital city as its home port; they appear directly in the Black Sea zone where the river empties. These river fleet home ports cannot be blockaded unless they are also besieged.
———
Cossacks
When the Russian player controls any or all of the provinces of Ukranya, Karkhow, Donetsk, or Bessarabia, he receives 5 conscript cavalry SP for free each Logistic phase. He may place them into any city he controls or into any colony he has in Siberia.
From turns 15 to 35, the Russian player is granted a free simple campaign each round if he uses it to move a unit of Cossacks into any province of Siberia. He cannot move the unit any farther than one province adjacent to the farthest province he has so far discovered.
So long as he maintains control of at least one Cossack province, the Russian player can maintain up to two detachments of Cossack cavalry for free each turn. However, this free maintenance never promotes his Cossack SP to veteran experience.
———
Russian Conquests
When the Russian player wins a war and is ceded provinces, he is permitted to take the capital province of his enemy (this is a big exception; ordinarily, capital provinces may never be ceded).
He may do so only if:
• The province is adjacent to a Russian province
• The province is occupied by a Russian unit (not merely a unit of an allied minor)
The player who controls the minor chooses where its new capital is located.
F. Turkiye
Being the only muslim player country with a political system different from the rest of Europe, Turkey has several unique benefits and detriments.
———
Turkish Instability
It was common practice for Ottoman sultans to kill off all their heirs except for one, with the hope that it would prevent civil war between brothers squabbling over the throne. More often than not, however, it led to weak and incapable rulers.
The Turkish monarch's survival die roll takes the following penalties, according to period of play (any monarch with an administration score of 8 or more takes an additional +1 penalty):
• Period 1 (1492-1519): +0
• Period 2 (1520-1559): +0
• Period 3 (1560-1614): +1
• Period 4 (1615-1664): +0
• Period 5 (1665-1699): +1
• Period 6 (1700-1759): +2
• Period 7 (1760-1792): +3
The Turkish monarch's reign length die roll takes the following penalties, according to the period of play:
• Period 1: -0
• Period 2: -0
• Period 3: -1
• Period 4: -2
• Period 5: -3
• Period 6: -3
• Period 7: -2
All rolls for determining a new monarch's attributes take a -1 penalty.
Any sultan with a military score of 7 or more is immune to the penalties mentioned above. Furthermore, his successor does not suffer the -1 penalty to his attribute rolls.
———
Timar
The Timar system was established by the Ottoman Empire to help support national defense without placing too much cost on the central government. The system was modeled after similar systems established in the Byzantine and Roman Empires; the sultan granted a tract of land to a particular individual (Timariot) who would rule it as a regional governor. In exchange for a cut of tax income, these Timariots would lend troops to the Empire's defense in times of war.
Unfortunately, this decentralized approach proved inadequate as warfare became increasingly modern and strong, centralized nation-states replaced the old structures of feudalism. The Timariots became increasingly corrupt, and the system itself became unsustainable and burdensome.
Each Timariot is represented by a Pasha, which counts as both a general and as a military unit (equivalent to 1-3 land detachments). Every Pasha carries its own force allowance and cost in ducats. Pashas' forces are always conscripts and can never be promoted to veteran experience.
In addition, Pasha cavalry is light cavalry, not equipped to the same standard as the imperial army. No matter what level of technology the Turkish player has, Pasha cavalry always has a firepower of 0 and shock power of 1.
While at peace, the Turkish player must place one Pasha in any province he controls, so long as he does not place any Pashas into provinces which border each other. He is never permitted to keep a Pasha in Thracia, his capital province. The Pashas he gains are chosen randomly from all the ones currently available. If he has more Pashas than suitable provinces, then he must acquire more provinces before he may place any more Pashas.
During times of war, Pahsas may be moved and placed in any manner the player chooses, but commander hierarchy must be respected. Up to 2 Pashas may be placed into a single province, in addition to any other stack the player has there. Once peace resumes, the old constraint on Pasha placement resumes. No new Pashas may be appointed during a war.
The Turkish player may dismiss any Pashas he chooses during the Redeployment phase (unless he is at war). However, he loses stability; 1 stability for the first, then 1 additional level for every 2 Pashas dismissed in addition to the first (rounded up). All Pashas so dismissed are immediately replaced at random from among the player's available Pashas. No Pashas may be dismissed if Turkey's stability is at -3.
The sum of all in-play Pashas' cost values is deducted from the Turkish treasury every turn.
Pashas can become increasingly corrupt at times. Tests for corruption occur after any of the following:
• A "corruption" event
• Turkish stability falls to negative
• Turkey raises exceptional taxes
• Turkey suffers bankruptcy
• Turkey is maintaining military forces above its basic limit during peacetime
• Turkey has exceeded its period limits for DTI, FTI, and/or manufactories
1d10 is rolled; the unmodified result determines how many Pashas have become increasingly corrupted. Another player is chosen (according to the method for determining control of a revolt) to pick and choose which Pashas have been corrupted.
A single Pasha can never be corrupted more than once. Corruption entails that the Pasha costs more every turn, contains fewer forces, and is less competent in battle. It's even possible that the Pasha will lose all of its force content, and simply exists as a drain on the Turkish economy.
When Pashas are involved in combat, the entire stack is considered conscript, even if the Turkish player has additional units of veteran experience participating in the same battle, even if the veterans outnumber the conscripts.
Losses may be attributed to a Pasha, up to its current force content. Any Pasha taking such losses is immediately eliminated and may not be replaced until the Redeployment phase following peace.
SP within a Pasha unit can never be incorporated into any other unit, and vice-versa.
Pasha units do not benefit from any technology advance beyond Arquebus, even if Turkish technology exceeds that level. So long as the Timar system is maintained, Turkey can never progress its land technology beyond Baroque.
Pashas can never sortie into enemy territory, conduct an assault by themselves, or move more than 5MP in a single round. They cannot leave the European map, except into Iraq or Persian provinces, but only if Turkey controls them.
———
Turkish Conquests
Like the Russian player, the Turkish player is permitted to obtain cession of defeated enemies' capital provinces. He must beware, however, as such a conquest may incite a call to crusade against him.
———
Turkish Reforms
As stated above, Turkish technology cannot progress beyond Baroque so long as the Timar is maintained. In order to progress his land technology further, he must renounce the Timar system.
In order to undertake this reform, the Turkish player must announce he is doing so during his Administrative phase, and the test is made during the following Interphase. Turkey must have a stability ≥ 0 in order to undertake this reform.
If Turkey's monarch has a military score of 8 or more, the reforms go through with no risk of failure, but Turkey loses 3 levels of stability in the process. It also suffers 2 revolts, rolled on the current period's revolt table.
Otherwise, the reforms are not certain to take root. The player must make an immediate survival roll with a +5 penalty:
• If the monarch dies, his successor takes a -3 penalty to all his attribute die rolls. He does not suffer any other penalties to reign length, however.
• If the monarch survives, the reforms have succeeded.
Whether successful or unsuccessful, Turkey loses 3 levels of stability and suffers 2 revolts.
With the Timar system abolished, the following consequences take place:
• Turkey may develop its land technology beyond Baroque.
• All Pashas are permanently removed and never replaced.
• Turkey's basic force limit is reduced by one army+.
———
Turkish Capture of Vienna
If Turkey ever manages to capture Wien, capital of the Austria province, and maintains its control to the end of the turn, it sets off a massive backlash within catholic Europe. France (if catholic), England (if catholic), and Venezia (if a player country) each lose 1 level of stability. Spain (if catholic) loses 2 levels of stability.
Turkey gains 50 VP for capturing Wien; it can only earn this reward once per game. Spain loses 25 VP.
Spain loses an additional level of stability every turn Turkey maintains its control of Wien. It also gains a +3 bonus for all diplomatic actions and Entry in War tests with minor nations which share a common border with the Hapsburgs. Its bonus is +4 for actions on Poland.
These conditions persist even if the Austria province (and Wien) are ceded to Turkey as part of peace terms. Spain chooses which city becomes the new Hapsburg capital. Once a new capital is in place, Spain stops losing stability every turn.
Turkey is perfectly capable of conquering the new Hapsburg capital during a subsequent war, but doing so does not grant any extra VP to Turkey, cost any extra VP to Spain, nor cause any special loss of stability for catholic players.
If the Hapsburgs retake Wien, it immediately becomes the Hapsburg capital again. Capturing Wien grants a +5 bonus to the test for a call to crusade.
———
Facing the Turks
Before 1560, all nations fighting Turkish units takes a -1 penalty on their shock roll (on land) and boarding roll (at sea). This penalty is only applied to the first combat, and is never applied to the nation's fire roll.
Venice, the Mameluks, Genoa, and the Knights are immune to this penalty. This penalty never applies during any combat where a nation is fighting a Turkish ally without the presence of Turkish units.
llama_egg
09-18-2010, 18:49
I tell you, I'm going to fucking .PDF this shit once I stop being lazy and re-read through a good chunk of it so I can add "Llama tips!".
chefTENGU
09-18-2010, 19:34
You should come down an look through all 3 rulebooks and the players' aides to help make an awesome compendium PDF of all necessary knowledge.
This game gives me a serious history hard-on. Also, I'm getting close to done, I swear.
llama_egg
09-18-2010, 22:14
Yes, here, let me suddenly own a passport and just tell work to eff off I'm heading to the states for a few days to translate a game manual.
Actually, one of my Supervisors would probably understand, as he's a huge gamer himself and we've tried to figure out some horrible cryptic manuals in the past.
chefTENGU
09-19-2010, 19:41
XV. Special Rules - Etc.
A. Civil Wars
Events in the game will indicate when some nations fall into civil war. Foreign powers are permitted to intervene, with some restrictions.
Other players are permitted to send units to participate on whichever side they are sympathetic to (usually whichever side is of the same religion). No declaration of war is necessary, but the intervening player is restricted to sending a single land stack and/or a single naval stack.
If a player attempts to send units beyond his limit, then he must declare war upon the country in civil war. Hostilities cease between the warring factions within that nation, and the player of that country is permitted to use both to fight off the foreign invasion. However, rebel units and loyalist units are not permitted to assist each other in combat.
Revolts do not cause any additional loss of stability during a foreign invasion.
If additional events pertaining to the (now suspended) civil war occur while the country is fighting off the foreign troops, they are noted but delayed. Any delayed events may take place on a turn following cessation of foreign interventions, on a roll of 1 or 2 during the Events phase, in addition to the events normally rolled for that turn. No more than 1 delayed event may take place during a single turn.
Once peace is signed between the nation at civil war and all foreign invaders, the civil war resumes. Rebel units obtain reinforcements if they have lost more than 25% of their original strength.
No minors are permitted to intervene in a civil war. This does not apply to Holy Roman Empire units if the Emperor's own country is in civil war.
B. Clive (http://en.wikipedia.org/wiki/Clive_of_India), Dupleix (http://en.wikipedia.org/wiki/Joseph_François_Dupleix), Bussey (http://en.wikipedia.org/wiki/Marquis_de_Bussy-Castelnau), and Coen (http://en.wikipedia.org/wiki/Jan_Pieterszoon_Coen)
Clive, Dupleix, and Bussey are the only commanders capable of using the conquistador table in India. Coen is the only commander capable of using the conquistador table in the areas of Java, Sorebaya, Sumatra, Malaya, and Borneo.
Furthermore, none of them ever risk provoking attack from natives when moving military forces through the Rest-of-the-World.
C. Crusades
For the first three periods of the game (1492 - 1614), any time the Turkish player conquers a christian province (be it catholic, protestant, or orthodox) or any time a christian province is ceded to the Turkish player, then the pope may call a crusade against Turkey. No crusades will be called after period 4 begins (1615).
Possible call to crusade is tested during the peace phase following the provoking conquest or cession. If a crusade is called, players immediately decide if they are going to war or not and play continues as usual.
The test for crusade is made by rolling 1d10 and modifying it as follows:
• +1 for every christian province fallen into Turkish hands since the start of the current period
• +5 if Wien has been captured by Turkey
• -2 for every catholic player at war with any nation besides Turkey
• -3 if the Reformation has occurred at least once
The maximum possible modifier is +5. A crusade is automatically called if Roma is captured by the Turkish player.
A crusade is called if the modified die roll is 8 or more. A natural 10 always signifies a success.
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Answering the Call
In initiative order, every catholic player must decide whether he will join the crusade. If he refuses, he immediately loses 2 stability (3 stability if he is the Sole Defender of the Catholic Faith) and control of the Papacy if he has it.
If he accepts, he must immediately declare war upon Turkey (benefitting from a free Casus Belli). If he is already at war with another nation, he can ask the pope to negotiate a white peace between him and his opponent. Catholic minor nations never refuse this mediation and always take the white peace, if the player seeks it. If a player refuses this white peace, then he immediately loses 1 level of stability, control of the Papacy, and all catholic players immediately gain a temporary Casus Belli against him. Furthermore, the original player who answered the call is excused from participating in the crusade, and does not suffer any stability loss for bowing out. Protestant minor nations test for white peace, and if they refuse, the player is likewise excused from the crusade so that he may attend to the conflict in which he is already involved.
If a player at war answers the call to crusade, but refuses the pope's mediation to settle his ongoing war, he loses 1 level of stability and all other catholic players gain a temporary Casus Belli against him.
If no players participate in the crusade, then no minors participate, either.
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Participation of Minors
As long as at least one player answers the call to crusade, then the Hapsburgs (so long as they are the Emperor nation or if they have inherited Hungary), the Papacy, Genoa, the Knights, Parma, and Toscana always participate as well. If any of these minors are neutral, they are immediately placed into an Entry in War treaty with the first player who accepted to fight the Crusade. If they are already controlled by a player, they immediately sign an Entry in War treaty with their controller, if they are not already his vassal or annexed.
The Holy Roman Empire (and the Emperor country, even if a player), must participate if one of the Emperor's provinces has been captured by Turkey, if a province belonging to any member state has been captured by Turkey, or if Turkey has eliminated Hungary from play.
Once the crusade is over, all previously-neutral minors return to their former neutral status.
Most other minors must be activated as per the normal rules for a controlling player calling his minor allies to war. Protestant, orthodox, and muslim minors, even when under the control of a crusading player, never participate in a crusade.
Special rules exist for the participation of Venice, Poland, Hungary, and the Hapsburgs (if they are not the Emperor country or have not inherited Hungary yet). Each one must be tested individually, even if they are controlled by a crusading player.
1d10 is rolled for each one, modified by +1 for each of their own provinces that has been conquered by Turkey since 1492. For the Hapsburgs, the +1 bonus is for each christian province taken by Turkey since the beginning of the current period (as with the original test for crusade, above).
On a result of 8 or more, the minor in question participates in the crusade.
All catholic nations, major and minor, are considered as allied for the duration of the crusade. They are permitted to stack their units in the same province, and move through each others' provinces for the purpose of reaching Turkish territory.
At least half (rounded up) of all of a player's military maneuvers each round must be directed toward an objective province of the crusade. Aside from the crusade's main objective, other targets include the provinces of Thracia, Judea, Samaria, Malta, Creta, and Cyprus (if occupied by Turkey).
The highest-ranking general or admiral belonging to the first participant player is appointed the military leader of the crusade. This leader must be placed in command of the largest crusader stack, even if it is made up entirely of foreign troops.
The military commander even outranks monarchs participating as commanders.
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Object of the Crusade
The highest-priority target of the crusade is the province which was most recently conquered by Turkey (and therefore caused the crusade the be called). After that, the crusade's objective becomes the next most recently conquered christian province.
Liberating a province immediately returns it to the control of the nation which originally controlled it.
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Papal Endorsement
The papacy disburses 150D every turn to all crusading players, to be shared equally between them (in increments of 25D). Any remainder is given to the first participating crusader nation.
This money replaces the ordinary 50D given to any player having signed a military alliance with the Papacy for the entire length of the crusade. The subsidies value for the Papacy changes to -150 for the duration of the crusade.
Making Peace
Any crusader player who makes separate peace with Turkey during a crusade immediately loses 3 levels of stability. All other crusading players immediately gain a temporary Casus Belli against him, which remains in place until the crusade ends.
Minor nations never make separate peace with Turkey, unless under the following conditions:
• A crusading player has already made separate peace with Turkey
• Venice may always test for separate peace so long as none of their territory is occupied by Turkish forces AND Turkey cedes all territory formerly belonging to Venice back to it as part of the peace terms.
Otherwise, if Turkey desires peace, it must be made with the whole of the crusader alliance. The provinces he cedes must be chosen among the most-recently conquered. Once all of his new acquisitions have been ceded, desired territories must come from among the following provinces, in order of priority:
• Rhodes
• Ionia
• Morea
• Hellás
• Judea
• Samaria
• Liban
• Aleppo
D. Dual-Use Commanders
Some commanders can be used as two different types; for example, perhaps they may be used as an admiral or a conquistador. Such commanders can switch purpose at any time, but can only use a single one during any given round.
At times, commanders have different turns for beginning service for one use than they have for the other. In such cases, they can only use the one purpose until their alternate purpose becomes available.
During the "English Civil War" event, the commander Rupert (http://en.wikipedia.org/wiki/Prince_Rupert_of_the_Rhine) is used as a Royalist commander during some dates, and an English commander during the others.
E. Eugene (http://en.wikipedia.org/wiki/Prince_Eugene_of_Savoy) and Saxe (http://en.wikipedia.org/wiki/Maurice_de_Saxe)
These two commanders may enter into the service of either France or the Hapsburgs. When these generals enter play, 1d10 is rolled and modified as follows:
• +4 if the French monarch has a military attribute of 7 or more
• -4 if the French monarch has a military attribute of 5 or less
• +1 for Eugene
• -2 for Saxe
The resulting number determines to which nation they pledge their services:
• ≤3: France
• 4: Nation of origin (Savoie for Eugene, Sachsen for Saxe)
• ≥5: Hapsburgs
F. Fire Ships
Fire ships were occasionally used throughout the span of historical time which the game covers, with some degree of success. Fire ships can be used by any player under the following criteria:
• Fire ships can only be used against enemy units blockaded in port, not against naval stacks on the open sea.
• The blockading player must have in his stack an admiral with a boarding value of at least 4.
• Galleys cannot be used as fire ships.
The blockading player must sacrifice one of his warships; he rolls 1d10 and adds his admiral's boarding value. On a result of 8 or more, the attack succeeds. Another die roll indicates how many enemy warships have been sunk (if more than one type is present, losses are taken in proportion).
No admiral injury test is assessed for a fire ship attack.
G. The Hapsburgs
This minor nation enjoys a very special relationship with Spain, and carries with it a number of special rules. If Spain disassociates itself from the Hapsburgs, however, these special rules no longer apply.
The Hapsburgs remain catholic for the entire game, and choose counter-reform at the time of the Reformation, no matter what Spain decides.
Hapsburg technology is independent from that of Spain, and follows the progress of the other Latin minors. Hapsburg units do not benefit from Spain's Tercio technology.
The Hapsburgs are permitted to make separate peace as other minors, except during the Thirty Years' War or the War of Spanish Succession (if the Hapsburgs are chosen as the Spanish heir).
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Spanish Allies
The Hapsburgs are permanently placed in an Entry in War treaty with the Spanish player. All rules which otherwise apply for a minor being a partner in such a treaty are valid, and are enhanced by a few more:
• Any declaration of war on the Hapsburgs counts as a declaration of war against Spain as well (with no additional loss in stability). The Spanish player may refuse to take part in such a war, and leave his allies to fight alone. If he desires to join the war later, he is free to do so, but with the usual loss in stability for declaring war.
• If the Spanish player desires to involve the Hapsburgs in a war on his side, then he automatically succeeds in activating them for war. However, this additional declaration of war must come at the cost of Spanish stability.
• The Hapsburgs are considered to have a free Casus Belli against Turkey if Turkey is in control of any Hungarian provinces (which the Hapsburgs have inherited), or if a crusade has been called.
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The Hapsburgs and the Holy Roman Empire
The Hapsburgs may gain the Holy Roman Empire as a vassal at the conclusion of "The Thirty Years' War" event, under certain circumstances. Unless stated otherwise, the Hapsburgs are always the Emperor country at the start of every scenario.
The Hapsburgs gain a free Casus Belli against any nation which declares war upon a Holy Roman Empire minor member state.
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Disassociation with Spain
The Hapsburgs are permanently disassociated with Spain if they are not chosen as the heir country during the "War of Spanish Succession" event, or if Spain ever becomes protestant.
When the Hapsburgs disassociate with Spain, all special rules concerning them cease to be in effect; they are known for the rest of the game as Austria, and function as a normal minor state.
H. Helvetia
If Switzerland's army suffers a major defeat, it automatically signs a perpetual peace during the next peace phase. The player who obtains this perpetual peace gains 10 VP and 1 level of stability.
Once the peace is signed, Switzerland can never again attack (or allow its units to be used to make an attack) against the nation who obtained the perpetual peace from it.
Furthermore, Switzerland will never sign any treaty beyond Military Alliance with any player.
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Swiss Mercenaries
The player who obtains the perpetual peace from Switzerland is permitted to buy 10 infantry SP every turn, at the normal cost. These SP do not count toward that player's purchase limit. Swiss Mercenaries are automatically veterans.
I. Heretics
Religion plays a very important role in shaping player's actions for a significant portion of the game, especially western christians (catholics and protestants). Shi'ite islam will likewise affect the Turkish player in a number of ways.
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Sole Defender of the Catholic Faith
This title is bestowed by the pope onto a player; it may be an important period objective for some nations. The defender of the faith is determined according to which player nations are themselves catholic.
If Spain or France is the only catholic major power (Portugal and Venice never count), then that nation is automatically the defender of the faith. If more than one catholic major power exists, then the defender is chosen according to the following criteria:
• Whoever has controlled the papacy for at least half of the elapsed turns of the current period
• Whoever has participated in a crusade with at least a simple campaign each round and did not make separate peace with the Turks.
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Restoration of Catholicism
Any time a catholic player makes war against a protestant nation and obtains an unconditional peace, he or she is permitted to forsake any provinces to which he or she is entitled and instead demand that the nation convert to catholicism.
If the player is Spain, the Sole Defender of the Catholic Faith, or counter-reform, this demand for conversion is mandatory.
For every successful conversion in this way, the catholic player obtains 10 VP if the nation is a minor power or 20 VP if it is a player country. If he has a period objective which grants a different amount of VP for such a conversion, then the objective value is used instead.
All reciprocal permanent Casus Belli between the catholic player and the converted player/minor nation are canceled.
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Conversion by the Sword
Any player country which is reconverted to catholicism two or more turns after its original shift to protestantism loses 1 stability every turn. Furthermore, it must roll for a revolt on every even-numbered turn. This revolt occurs in addition to any other revolts caused by event that turn.
If the player country reverts to protestantism after having been converted back to catholicism, then it loses 1 stability for doing so. However, it ceases losing stability every turn and suffering from revolts on alternate turns. It also gains a temporary Casus Belli against the nation which imposed catholicism on it for the rest of the period.
Any minor nation converted to catholicism automatically reverts back to protestantism on the following turn.
Religious struggles continue between catholics and protestants until the beginning of period 4 (1615), or until the end of the Thirty Years' War (by common agreement between the players). Once the religious fervor dies down, all special rules concerning catholic struggles against protestants no longer apply.
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Turkey and Shi'ites
Turkey applies all the above religious struggle rules against the minors Persia and the Mameluks, and does so for the entire game.
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Turkey and Roma
If Turkey ever succeeds in capturing Roma, then all catholic players have an immediate and permanent Casus Belli against Turkey until Roma is returned to christian hands. If Roma is captured by Turkey before period 4 (any year before 1615), then the pope automatically calls for a crusade to liberate it.
J. Heiliges Römisches Reich
The Holy Roman Empire is a political entity comprised of several minor German nations. One nation (usually the Hapsburgs) is the appointed Emperor nation which can call upon the rest of the Empire under certain conditions.
The Holy Roman Empire has one army and two detachments for the general use of the Empire.
As the Hapsburgs are usually the Emperor country, the Spanish player is most often in control of the Empire. However, if another nation becomes Emperor, control of the Empire passes to that nation's controller (whether it is another player or a minor that player controls).
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The Empire at War
If war is declared upon any member state of the Holy Roman Empire, the Emperor immediately gains a Casus Belli against the nation which declared war. If he declares war, then he gains the support of the Empire's units. The Emperor immediately places an Imperial detachment (8 infantry SP, 2 cavalry SP, all veterans) into either his own capital province, the Imperial capital of Frankfurt, or into any province belonging to the minor member which had war declared upon it.
The Emperor can also have the assistance of the Imperial army, if he so chooses. He is permitted to add to it any forces from any minor members he personally controls (Expeditionary Corps treaty or better) or his own troops, placing the Imperial army into the same province as the stack which he is adding to it. All forces within the Imperial army are considered Imperial forces.
The Emperor (or the Emperor's controller) is permitted to pay 10D during his logistics phase to obtain Imperial reinforcements. He rolls 1d10 on the reinforcements table, unmodified, with the defensive status. All reinforcements are placed anywhere within the Holy Roman Empire; maintenance for all Imperial forces is free.
Any campaigns obtained from the reinforcement table can only be used to move Imperial units, either alone or with the Emperor's own forces. Fortresses obtained from the reinforcement table must be placed first within the member state which had been declared war upon, then within the Emperor's own territory.
All Imperial forces remain in play until either they are eliminated or until the end of the war which brought them out. All SP added to the Imperial army, be it from minors or the Emperor's own troops, are disbanded at the end of the war. Fortresses gained over the course of the war are not eliminated, however, and may be kept (and maintained) on the map.
The Emperor is not permitted to call upon Imperial forces for assistance in any war that he himself declares.
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Territorial Restrictions
Imperial forces can only be used in Italian provinces, German provinces, or any European provinces belonging to the Emperor (including anything belonging to Hungary if the Hapsburgs are the Emperor and have inherited it).
The Emperor is also permitted to use Imperial forces to quell revolts in his provinces, or during a civil war in his territory.
N.B. Alsace and Lorraine no longer count as part of the Holy Roman Empire once they have been annexed by France (through event).
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Imperial Capital
The Imperial Capital is the city of Frankfurt, where the election of the Emperor takes place. It is colored red to signify its importance, but otherwise it is not truly a capital city. Mainz may be ceded during peace, and its occupation or conquest has no effect on the rest of the Empire at large.
The Emperor gains a permanent Casus Belli against any nation which occupies or conquers the Mainz province until it is returned to Imperial hands.
K. Hungarn
Hungary is one of a collection of minor nations which can be completely and permanently removed from play if conquered before 1535. It may also be inherited by the Hapsburgs and likewise disappear.
Hungary ceases to exist if any combination of the following occur before 1535:
• Its army is eliminated in battle.
• Its army suffers a major defeat.
• Its capital (Buda) is captured.
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Hapsburg Inheritance of Hungary
If Hungary remains in play past 1535, and the event "Hapsburg Inhertiance of Hungary" occurs, Hungary becomes a special vassal of the Hapsburgs (and by extension, Spain). It is considered a full part of the Hapsburg lands and its units are considered to be Hapsburg units for all game purposes.
Its technology and unit composition are changed to match that of the Hapsburgs. No more diplomacy is permitted on Hungary, and its basic forces are added to that of the Hapsburgs.
If Hungary is conquered before 1535 and the event fires, then any former Hungarian province automatically becomes Hapsburg if it is militarily occupied by the Hapsburgs, even if the provinces have not yet been ceded to them by terms of a peace treaty.
If the Hapsburgs conquer Hungary before 1535, they do not gain any benefit from the inheritance event and all special rules concerning Hungary and the Hapsburgs are ignored.
If the "Hapsburg Inheritance of Hungary" never occurs, and Hungary is not eliminated before 1535, then it remains a normal minor nation and all the usual rules regarding it apply.
L. The Knights of the Order of St. John of Jerusalem
The Knights represent an old pan-European order of crusaders and are a constant thorn in the side of the Turkish player. In period 1 (1492) they begin play on Rhodes. Any christian player who declares war on the Knights immediately loses 4 stability for doing so. Turkey is never permitted to attempt diplomacy upon the Knights.
The Knights' military units are always veterans and have free maintenance, even for all their reinforcements.
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The Knights and Turkey
The Knights, even when completely neutral, are in a constant state of semi-war against Turkey. Turkey is not automatically considered to be at war with the Knights, nor is the Knights' controller automatically considered to be at war with Turkey. In order to go to war against the Knights, Turkey must officially declare war to do so; this declaration of war does not cost the Turkish player any stability, but he will still lose stability over time as the war continues.
Every turn, the Spanish player (or another player if Spain is protestant) gets a free simple campaign for the Knights to attack Turkey's trade. This attack consists of placing the Knights' privateer+ unit into the Turkish CTZ, or into any other STZ where Turkey has commercial fleets. If there is any christian nation that has ports bordering on either the Eastern Mediterranean or Aegean Sea, the Knights' privateer+ unit gets a +2 bonus on all of its die rolls.
Whenever the Knights inflict losses on a Turkish commercial fleet, Turkey loses 1 stability if it is at peace. If Turkey has no commercial fleets, the Spanish player can still announce that the privateer+ is attacking Turkish trade, which automatically inflicts the stability loss on Turkey. Turkey loses no stability from these attacks if it is at war.
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The Grand Master
The Knights' Grand Master is their permanent military commander (except for the turns when the special historical commander La Valette (http://en.wikipedia.org/wiki/La_Valette,_Jean_Parisot_de) is in play).
The Grand Master never leaves play. Even if killed or injured, a new Grand Master is immediately appointed. The Grand Master can be used as a general or admiral (even a privateer admiral), at the discretion of the controlling player.
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Flight to Malta
If the Turkish player conquers the province of Rhodes, then the pope immediately requests that the Spanish player permit the Knights to relocate to Malta. If the Spanish player agrees to cede this province, then the Knights are relocated there and the island of Malta becomes their capital province. For his generosity, the Spanish player receives the Knights as his permanent vassals, and no player aside from Spain may attempt diplomacy upon the Knights.
If Spain is protestant, does not control Malta, or if they refuse to cede the island to the Knights, then the Knights are permanently eliminated from play. If Turkey conquers Malta once the Knights have transferred there, then they are permanently eliminated from play, even if a christian player retakes Malta later.
M. The Mameluks
This minor is a shi'ite muslim power stretching from North Africa to Syria at the beginning of the game (1492).
The Mameluks have two capital cities, Damas (Syria) and Cairo (Egypt). If both cities are conquered, or if one has been captured and no combat has taken place between the Mameluk army (not counting detachments) and the enemy force, then they are considered conquered and are eliminated from play permanently.
If the Mameluks are conquered by Turkey, the Grand Orient trade center is immediately and permanently transferred to Smyrna.
Until the Mameluks are eliminated, no diplomacy is permitted on Sudan, Oman, or Aden.
N. Mercenary Commanders
A number of mercenary commanders is made available to the players each turn, the exact number is determined by a roll of 1d10:
• 1-4: no mercenaries
• 5-6: 1 commander
• 7-8: 2 commanders
• 9-0: 3 commanders
Mercenaries can only be hired by players who are currently at war. Any player desiring mercenary commanders must announce his intent to bid for one or more during his logistics phase; he must bid at least 10 ducats for each one he wishes to hire.
When more than one player tries to hire the same mercenary, they must make opposing secret bids. All money bid is spent from the player's treasury, even if he does not succeed in securing the services of the commander.
Mercenaries are determined at random; players have no knowledge of the mercenaries' capabilities until they are hired.
Players are entitled to place mercenaries as commanders of a stack even if the stack already has a commander which outranks it. However, the player must spend an additional 10D to do so. Mercenaries can never outrank monarchs.
The length of service for any mercenary commander is a single turn. All mercenary commanders are removed from the board during the Interphase.
A special mercenary commander, Wallenstein (http://en.wikipedia.org/wiki/Wallenstein), is available solely for the service of the Hapsburgs during the Thirty Years' War. The commander is then removed from the game permanently once the war ceases.
O. Monarchs as Commanders
Every player is entitled to use his monarch as a military commander, regardless of whether or not the monarch historically did so. A monarch must be at least of teenage age before it can be deployed as a commander.
To determine the monarch's combat values, roll 1d10 for each one, and compare the result to the monarch's current military attribute. Higher rolls will give better results (a value somewhere between 0-6), but monarchs with very low MIL attributes will never have very good scores as commanders.
Most monarchs serve solely as generals, which means that they need to roll for 4 combat values: maneuver, fire, shock, and siege (the siege value takes a -3 penalty to its roll and the value can never be better than -3). There are two exceptions, however:
• The doge of Venice only serves as an admiral, and thus only rolls for three values: maneuver, fire, and boarding.
• The Russian tsar Peter the Great follows special rules and does not roll for his combat values; he may serve as an admiral if he's seen enough combats.
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Battle Hazards for Monarchs
Monarchs risk their lives on the battlefield. If a monarch is killed during battle, the player's nation immediately loses 2 levels of stability.
If the monarch's entire stack was wiped out during the battle, then he risks capture instead of death. In addition to the loss of stability, the player's country must ransom their captive monarch during the next redeployment phase. He must pay his opponent a sum of 200D or suffer immediate bankruptcy.
Once the ransom is paid (or the monarch's nation goes bankrupt), the monarch is returned to his nation's capital province.
P. Ormuz
Though Persia and its provinces are considered European (despite their presence on the Rest-of-the-World map), the Persian province of Ormuz produces exotic resources. Players are permitted to establish a trading post there.
Ormuz is considered as having a native power of 300 in reaction to a failed placement attempt and a European tolerance of 9. If Ormuz is ceded to another player, no trading post may be established there.
Q. Polska
Poland begins the game in a powerful position, but eventually goes into a steady decline.
Poland goes into a withdrawal from the rest of Europe toward the end of the game. Although it is a catholic minor, after 1700 it becomes tied to the orthodox technology group. Additionally, all diplomatic actions on Poland take a -3 penalty.
France is not permitted to control Poland during the "War of Polish Succession" event unless France itself is catholic.
R. Presidios
Presidios are special fortifications which can be constructed by any christian player occupying any Mediterranean island, North African province, or the provinces of Hellas or Morea which contains a port. The presidio counts as a fortress which exists as a separate entity from the fortress of the port city and keeps the port under a constant blockade. If the owner of the province succeeds in capturing the presidio, then the fortress is immediately torn down.
The blockade exists even if the owner of the presidio is not at war with the nation who controls the port. However, the presidio is permitted to open fire on any naval units attempting to move in or out of the blockaded port.
The presidio is never compelled to open fire on any naval units using the port; if it does so, however, it will precipitate a war immediately with the naval units' controller if the presidio fires on a fleet or naval detachment. Presidios are allowed to fire upon privateers with impunity, however, regardless of whether a state of war exists between the presidio's controller and the nation controlling the privateers.
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Presidio Combat
When a presidio fires upon naval units running the blockade, combat is decided immediately. Presidios always have the same level of effectiveness regardless of their player's technology level. Wind gauge is ignored.
The presidio has an effective firepower equal to 2x its fortress level, and it gains no bonus to its die roll. If it manages to sink at least 10% of the ships in the naval stack, or if it inflicts a loss of at least 1 or more levels of morale upon it, then the stack is unable to enter or exit from the port.
The naval stack is not permitted to return fire upon the presidio.
S. Siberia
Only Russia and Turkey are allowed to establish trading posts and colonies in Siberia, and only if the following conditions have been met:
• Russia must have emerged as a major power
• The minor nation Sibir must have been eliminated from play
• The Russian player must control the province of Ural; the Turkish player must control at least two of the following provinces: Kazan, Steppes, Astrakhan.
If the situation changes so that a player who already has colonies or trading posts in Siberia is no longer permitted access to it, he is allowed to continue developing his existing holdings, but he may not establish any new ones until he is permitted access again.
T. Trading Companies
Both the English and Dutch players may befit from events which establish colonial trading companies within their nations. However, any player is permitted to establish a similar company during any turn in Period 3 (1560 - 1614) by paying 200D and losing 100 VP.
Establishing a trade company entitles a nation to all the benefits gained by England and the Netherlands by the events "Creation of the East India Company" and "Creation of the Veerenigte Oostindische Company" for the rest of period 3, but only if the player's country maintains a stability of at least 0.
If the player's nation falls to -3 stability during one turn and remains there at the beginning of his income phase, then the trading company has become bankrupt and he loses all the benefits it had provided.
If England or the Netherlands uses this method to establish a Trade Company before the event which ordinarily establishes them, then they cannot benefit again if the event fires. It is treated as a Diplomatic Shuffling event instead.
U. Transfer of Countries at War
Any player who is at war with Venice or Portugal is offered a white peace during the last turn of period 2 (1555-1559).
He is free to accept it or refuse it, per his own discretion.
V. The Union of Kalmar
Sweden and Denmark begin play united as the same nation, the Union of Kalmar. While the Union persists, Sweden and Denmark are considered to be the same nation and any attack on one constitutes an attack on the other.
All diplomatic actions, however, must be conducted with each half individually. In order to obtain an Expeditionary Corps or Entry in War treaty with the Union of Kalmar, a player must have signed such a treaty with both Sweden and Denmark in order to gain its benefit at all.
The Union is dissolved by event, or when the Swedish commander Gustavus Adolphus (http://en.wikipedia.org/wiki/Gustavus_Adolphus) enters play, whichever comes first.
W. The United States of America
The USA minor nation is established following an English defeat during the "War of Independence of the English Colonies in America." It is comprised of all rebellious colonies that successfully secede from England. It maintains an attitude of strict neutrality can cannot be influenced with diplomacy.
The USA has a basic force of one army+, equal in capacity to an English army+.
The creation of the USA lifts any restriction placed on commercial fleets within STZs which are fed by United States territory. Additionally, the United States represents a new market for European goods, and increases the overall value of the European map to 1700D (+200 from its ordinary amount), which increases how much income can be obtained by foreign trade.
———
USA at War
If war is declared upon the United States, it is controlled by France (or England, if France declared war upon it). Unlike normal minors, the USA rolls for reinforcements several times each turn: during the logistics phase and during every third round of the Military phase (rounds 3, 6, and 9).
All American territories are considered the equivalent of level 6 colonies+ for the purposes of militia and fortification, but not for purposes of movement or supply for any non-American units.
X. Wars of Succession
Aside from the historical events, an ahistorical war of succession can be brought about by a dynastic crisis ensuring within a player's country. A war of succession can be brought about under the following circumstances:
• One player received a dowry from another as part of a royal marriage treaty
• The first player (the one receiving the dowry) suffers from a dynastic crisis while the treaty is still valid.
Every player who gave a dowry to the country in crisis and still has a valid royal marriage treaty with it has a choice to make: to declare war upon the nation (with the benefit of a free Casus Belli) or to instead support the new regime by declaring war upon any enemies to the country in crisis (also with a free Casus Belli). This support cannot be refused.
If the side that goes to war against the country in crisis obtains victory by at least some form of conditional peace, the victim country cannot voluntarily declare war upon it for the rest of the current period. It can only declare war if entitled to by event.
If the side supporting the country in crisis wins the war by at least some form of conditional peace, then it benefits from the same condition as above, unless its stability is at -3. Supporting players ordinarily make their peace along with the country in crisis, but they can opt to continue the war if they choose.
No matter what the outcome of the war of succession, the country in crisis is not permitted to declare war upon any nation that supported it for at least two turns. A supporting country is permitted to declare war upon the victim country if it desires, but if it does so, it loses all the protections it won in the war of succession.
chefTENGU
09-22-2010, 23:14
XVI. The Rest of the World
The wide world outside of Europe is a very different sort of place, and there are a number of important considerations to keep in mind when you venture out into it.
A number of these concepts have been touched on already, but they will be reiterated for the sake of clarity.
A. Geography
The world's landmass is divided into a several large continents; names of continents will be written in capitals so as to avoid confusion with names of areas within those continents.
———
AMERICA
All provinces to the west of Europe and Africa. AMERICA is further divided into NORTH and SOUTH:
• NORTH AMERICA: Terre Neuve, Labrador, Quebec, Baie d'Hudson, Plaines, Rocheuses, Alaska, Acadie, Maine, Grands Lacs, Illinois, Kansas, Nevada, Oregon, America, Ohio, California, Carolina, Louisiane, Texas, Florida
• SOUTH AMERICA: Sonora, Azteca, Costa Rica, Panama, Cuba, Haiti, Antilles, Orenoque, Ecuador, Belem, Amazonia, Recife, Bahia, Inca, Rio, Paraguay, La Plata, Chile, Patagonia
———
EUROPE
All provinces located on the European map; they use all the normal rules for movement, conquest, etc. Players cannot found colonies and trading posts in EUROPE, and most players' generals and admirals are restricted to serve only on the European continent. The following provinces, even though they appear on the Rest-of-the-World map, also count as part of EUROPE:
Acores, Canarias, Maroc, Nile, Arabia, Iraq, Kars, Persis, Ispahan, Mesched, Ormuz, Ural
There are a few important rules exceptions to note here:
• If the province of Ormuz belongs to Persia, any player may attempt to establish a trading post in it to exploit the exotic resources produced there. Ormuz has an effective tolerance level of 9 and effective native strength of 300.
• Any player who annexes or vassalizes Iraq may establish a colony in Iraq's Rest-of-the-World province. Iraq produces no exotic resources, has a land income of 5 (as indicated on the European map) and has a colonization difficulty of 5. If the player loses control of Iraq, his colony is immediately eliminated.
———
AFRICA
The continent directly south of Europe, between AMERICA and ASIA. It consists of the following areas:
Cap Verde, Mauritane, Senegal, Côte de l'Or, Côte d'Ivoire, Cameroun, Gabon, Congo, St. Helena, Angola, Namib, Cap, Mozambica, Madagascar, Seychelles, Mascareignes, Tanganica, Sofala, Ethiopia, Sudan
———
ASIA
All provinces east of EUROPE and AFRICA, south of SIBERIA. It is home to the sub-continents of MIDDLE EAST and INDIA.
• MIDDLE EAST: Nefud, Aden, Oman, Persia, Kazakhs
• INDIA: Bahk, Lahore, Punjab, Delhi, Oudh, Bengale, Gujarat, Mahrati, Orissa, Hyderabad, Malabar, Mysore, Carnatic, Ceylan
• rest of ASIA: Manchu, Korea, Nippon, Pekin, Shanghai, Canton, Formosa, Annam, Siam, Malaya, Luçon, Ajeh, Sumatra, Borneo, Celebes, Temate, Java, Soerebaya, Amboina
———
SIBERIA
All provinces east of EUROPE, north of the Terra Incognita in ASIA. It consists of the following areas:
Sibir, Omsk, Ienisseisk, Lena, Baïkal, Amour, Kamchatka
N.B.: A land route links all the northernmost provinces of the Amour and Baïkal to the Kamchatka area. It takes 6 MP of movement to use the route.
———
Connecting Across the Maps
• In any case where a sea or province is located on both maps, any units in one map are also located on the other (e.g., Maroc, Ural, Caspian Sea, Red Sea)
• All seas on the westmost side of the European map (Western Approaches, Irish Sea, Bay of Biscay) are considered adjacent to the Northern Atlantic Ocean, Sea of Açores, and the Sea of the Canaries.
• The port of Suez (Nile) and the port of Akaba (Sinaï) both are located on the Red Sea.
• A few provinces have more than one coast, but ships from one cannot reach the other. Remember that a province's port is accessible from ANY coast the province has, but stacks which dock on one coast can only exit from the same one or one that is directly adjacent to it. (e.g., a stack could dock in Tanger from the Bay of Biscay, then depart directly into the Western Mediterranean Sea, but that same stack could not do the same thing in Maroc; the Tanger province makes Maroc's two coasts non-adjacent).
• The Pacific Ocean is quite wide, and only a portion of it is represented on the Rest-of-the-World map. The Grand Pacific Ocean sea zone counts as two zones when traversing from one side of the Rest-of-the-World to the other. When traveling from the Northern Pacific Ocean to the North-Eastern Pacific Ocean, however, Grand Pacific Ocean counts as a single sea zone. (e.g., to reach Nippon from the western coast of Panama, a route could be charted through the Gulf of Panama, South-Eastern Pacific Ocean, Grand Pacific Ocean x2, then Western Pacific Ocean; an alternate northerly route could go from the Gulf of Panama to the North-Eastern Pacific Ocean, Grand Pacific Ocean x1, then Northern Pacific Ocean).
B. Movment in the Rest-of-the-World
All movement costs in MP are doubled in all provinces in the Rest-of-the-World except for provinces containing a native city or any province containing a level 6 colony+. Note that moving into any province that is not plains (3 MP x2 = 6 MP) guarantees risk of attrition.
If a stack only contains land detachments, however, they can move through provinces along a river and only spend 2 MP to travel through each one, so long as the province is unoccupied.
Moving through any undiscovered province requires a test be made for discovery (and carries with it a lot of risk for attrition).
———
Making discoveries and attacking natives does not carry the same logistical concern as waging war in Europe; as such, both actions are possible with only a passive campaign expenditure.
However, units are not permitted to move into more than one undiscovered province in a single round unless they are accompanied by a conquistador (or explorer, if all provinces they enter are coastal). Without one, they must stop in the first undiscovered province and test for discovery.
If a naval stack transports a land stack to an unknown province, the naval stack is permitted to remain in place and the land stack is permitted to re-embark upon it, but only if at least one of the following conditions is met:
• An explorer is accompanying the land stack or the naval stack
• A conquistador is accompanying the land stack
If the land stack fails to discover the unknown province, they must return to the transporting naval stack and sail to a friendly port, with the possibility for sea attrition.
Supply is impossible through unknown provinces, but land units are not forced to retreat for lack of supply in the Rest-of-the-World. However, they cannot be used to make attacks unless they obtain supplies.
———
Players may deploy commercial fleets to Rest-of-the-World trade zones only if they can satisfy any of the following:
• The player has discovered all seas feeding into the trade zone (e.g., to deploy to the Western Atlantic Ocean, a player must first discover the Western Atlantic Ocean, Bay of Fundy, Straits of Florida, and Bermuda Triangle).
• The player possesses a colony or trading post in a province bordering a sea which feeds the trade zone.
• Another player who already has commercial fleets in a trade zone grants access to him (irrevocable once granted).
———
Attrition is handled slightly differently where the Rest-of-the-World is concerned. If movement is made through discovered provinces and seas, the method is exactly the same as in Europe.
If the player's units have been traversing unknown seas or provinces, however, they do not test for attrition, as it will be assessed as part of the discovery test (see below).
In the Rest-of-the-World, the maneuver value of a stack's commanding conquistador or explorer is used to reduce the attrition roll; generals and admirals' maneuver values cannot be used unless they are authorized to leave Europe, and then only in discovered sea zones.
———
Stacking limits are the same in the Rest-of-the-World as they are in Europe; no more than one stack of two units (or two stacks of one unit each) belonging to any one player (or alliance of players) in any one province or sea zone. Furthermore, no more than one colony or trading post is allowed per province.
The first colony placed in an area must be placed into a discovered coastal province; if no coastal provinces are available (landlocked area or all coastal provinces are already occupied), then it must be placed into a free discovered province of the player's choice. If another player already has a colony in a coastal province of the area, then the colony need not be placed into another coastal province. This colony remains in place even if the coastal colony is removed or destroyed later in the game.
Under ordinary circumstances, a colony can only be placed in a province containing a native city if the city has been captured. Trading posts, however, may be placed into any empty discovered province, even if that province contains an uncaptured native city.
Placing a colony or trading post into an empty province of the same area where a player already has colonies or trading posts does not release a Casus Belli, unless doing so violates an informal agreement between the concerned players that was established during the diplomacy phase.
C. Discovery
Discovery and knowledge about the Rest-of-the-World will dramatically reduce the risk involved with travel across the globe. Furthermore, it's a necessary aspect of establishing colonies and trading posts overseas. Expeditions of discovery can be made with or without the benefit of a commander, but having one will greatly increase a player's chances for success. Discoveries are noted separately for each player and may grant VP.
Every time a player treks into unknown lands or seas, he must make a test to see if his expedition has gained sufficient knowledge during the journey so that the traversed provinces and sea zones can be considered "discovered." Tests for discovery are made after movements have been completed, but before attrition is assessed.
If a stack has the benefit of a conquistador (on land) or an explorer (at sea or in coastal provinces), it is permitted to traverse several unknown provinces or zones, but attempting to discover more than one simultaneously is more difficult than trying to discover a single one.
A single stack can attempt to discover seas or provinces in a single round, but not both. There is one exception to this rule, however: an explorer is permitted to attempt discovery at sea, and if successful, is permitted to disembark during the same round to any one unknown coastal province and immediately attempt to discover it as well.
In order to test for discovery, the player rolls 1d10 on the discovery table and modifies it as follows:
• +1 for each province/sea (beyond the first) traversed as part of the expedition
• +2 if "poor weather" is in effect
• +? cumulative total from seas of great risk
• -? commander's maneuver value
N.B.: Conquistadors' maneuver values are used only on land, explorers' maneuver values are used only at sea or in coastal provinces (in a coastal province, however, the explorer's effective maneuver is reduced by half, rounded up).
The lower the die result, the better. The die roll determines both the success or failure of the discovery and how much attrition the stack suffers. A success means that the discoveries are noted, but they are not made official yet. A failure indicates that the stack cannot travel through the unknown places and must retreat (and test for attrition again for the movement).
Both successes and failures may endanger the life of the commanding conquistador or explorer. If his life is placed at risk, a separate unmodified roll is made; if the result is greater than the commander's maneuver value, than the commander has died during the expedition and is immediately lost.
Conquistadors and explorers are permitted to attempt discoveries on their own, without the benefit of a military unit. Even though commanders are immune to attrition, however, if the commander suffers at least 30% attrition from his expedition, he must immediately test for survival.
Remember, any stack moving without a commanding conquistador or explorer is not permitted to discover any more than 1 unknown location per round.
In order for a discovery to be made official, at least some portion of the expedition must return to one of the player's ports in Europe. If the entire stack is lost (whether by battle or by attrition), then so is whatever knowledge they were able to obtain.
A land stack is allowed to "transmit" discoveries it has made to a naval stack belonging to the same player located in an adjacent sea zone; in such a case, the fleet is permitted to report on the land stack's discoveries, even if it made no discoveries of its own.
———
Cape Horn is an especially treacherous sea; players can only pass through it once they have successfully discovered it (or otherwise charted it on their maps).
Any expedition of discovery which passes into Cape Horn (when it is still unknown) must stop its movement there and test for discovery. Once a successful discovery of Cape Horn has been made by any player, it can be traded or sold to other players, like any other discovery.
———
VP for discoveries of specific provinces and seas are granted to the first player to have obtained them.
AMERICA and ASIA are considered to be "discovered" once a player's naval stack successfully reaches their coasts.
Though the discovery of most provinces and seas carries no bonus in VP, discoveries are indispensable to any player, as they are necessary for placement of colonies, trading posts, and commercial fleets, in addition to making travel safer.
———
Knowledge of discoveries may be traded between players, as a loan treaty during diplomacy. However, knowledge of no more than one province or sea zone may be traded during a single turn.
Remember, Portugal and the Netherlands never trade knowledge of their discoveries with anyone.
———
Eventually, the diffusion of knowledge will inevitably spread discoveries to all players.
Up through period 4 (1492 - 1664), all provinces containing a colony+ or trading post+ become known to all players, on the turn following their promotion to lv.4 (when they obtain their + status).
From period 5 onward (1665 - 1792), all discoveries made by all players become known to everyone. Any discoveries made before 1665 become immediately known to all players once period 5 starts. Any new discoveries after 1665 become known to all players on the turn following when they are made.
———
All players start a scenario with some seas and areas already discovered, based on activity which took place before the scope of the scenario.
Even so, even if a player has knowledge of provinces in ASIA, he may not place any colonies or trading posts there until he has charted a viable sea route.
D. Colonies
Colonies are established settlements players place in provinces in the Rest-of-the-World. Colonies possess an intrinsic labor force which makes them suitable for exploiting gold mines, fisheries, and plantations.
Every player has a period limit according to his nation which determines how many colonies he is permitted to have. This limit may be modified by event, but it can never be exceeded.
New colonies always start at lv.1; from lv.1-3, they are considered small (colonies-), and from lv.4-6, they are considered large (colonies+). Any colony located in a coastal province is considered to be a port.
———
Colonies may be fortified, limited only by the technology level of the player. While maintaining fortifications in the Rest-of-the-World costs the same as in Europe, but construction costs twice the normal amount.
Any colony+ that attains lv.6 is considered to have an intrinsic fortification of lv.1, like a normal European city.
Every colony can muster a militia to aid in its defense. A colony- has a militia of 5 conscript infantry SP, while a colony+ has a militia of 10 conscript infantry SP. All militia SP are of the same technology as the player's normal military units. Militia are never represented by their own units and cannot be moved; they are simply added to the player's forces if combat takes place in one of his colonies. They automatically recuperate to their full strength during Interphase, but only if the colony is not occupied by enemy forces.
An exception to the above rule, French colonies' militias always consist of veterans.
———
Colonies generate income according to their level. A colony- produces 1D/level + the tax value of the province where it is located. A colony+ produces 1D/level + 2x the tax value of its province.
This land income is in addition to anything earned by exotic resource production.
However, any colony that exploits a gold mine produces no other income whatsoever. Wealth produced from gold mines in the Rest-of-the-World is not automatically added to a player's treasury; it must be transported to Europe during the Military or Redeployment phases, as outlined previously.
———
If enemy forces occupy a colony, it remains in play but produces no income (neither for its owner, nor the occupying player). It will not operate its gold mine while occupied.
The big exception to this rule is the Treaty of Tordesillas; as long as it is still in play, the Spanish and Portuguese players are permitted to destroy enemy colonies that they occupy if those colonies have been placed in their respective spheres of influence. They make the choice whether to destroy the colonies or not during the Redeployment phase.
If a colony is ceded from one player to another (by terms of peace or by marriage dowry), it is traded for any available colony belonging to its new owner. If none is available, the player may not obtain this colony; he must accept either a trading post or European province instead.
A victorious player, if offered a colony as part of peace terms, is permitted to refuse it and demand a European province, or vice-versa.
———
Players may purchase new military units and place them into colonies. However, they can produce no more than 1 land detachment per colony, and the detachment must consist entirely of infantry SP. These infantry cost double the normal rate for the player's technology level, unless they are produced in a lv.6 colony+ (where they are purchased for the normal rate). They count against the per turn limit normally.
The Russian player is permitted to purchase cavalry SP in his colonies in SIBERIA.
Players can also purchase ships in his colonial ports for double their normal cost (unless if the port is a lv.6 colony+, as above). The Russian player is also permitted to construct ships in trading posts he possesses in coastal provinces of Amour and Kamchatka.
Unlike land unit purchases, ships purchased outside Europe count double against the normal limit (i.e., every ship produced counts as 2 when assessing against the per turn limit).
———
Any lv.6 colony+ is considered equivalent to a European city in all aspects (including but not limited to: movement, supply, unit purchases and placement).
When "slave revolt" events occur, the victim colony is chosen at random, with priority given to colonies which are receiving slave shipments.
When "indian war in america" events occur, victim colonies are chosen with more weight given to colonies in areas where natives are still present.
Players are advised to place colonies into provinces where a conquistador (or explorer) is present. The commander's bonus is invaluable for off-setting penalties to the roll of conjecture and will help improve the player's chances in the face of costly failures.
As with making discoveries, explorers can add half of their maneuver value (rounded up) to colonization actions, but only in coastal provinces.
E. Trading Posts
Trading posts are much easier to establish than colonies, as they represent a small collective of merchants working alongside the natives living in the area to exploit the resources an area has to offer. However, they cannot be used to provide anything that requires a lot of labor, such as a gold mine or anything requiring an agricultural plantation.
Every player has a set limit on the number of trading posts which he is permitted to have during the current period of play. This limit can be modified due to event, but it can never be exceeded.
New trading posts begin at lv.1; from lv.1-3 it is considered small (trading post-), and from lv.4-6 it is considered large (trading post+). Any trading post located in a coastal province counts as a port.
———
Unlike colonies, trading posts have no intrinsic defenses and are quite vulnerable to enemy attack. Any trading post that is occupied by enemy forces is automatically destroyed during the next Redeployment phase.
Players are permitted to place military units in trading posts to protect them, and even to fortify them (like a lv.6 colony+, a lv.6 trading post+ is considered to have an intrinsic fortress level of 1). However, a trading post's fortress level can never exceed half of the trading post's own level, rounded up (therefore, a lv.3 trading post- can have a maximum fortress level of 2, no matter the player's technology).
Lv.6 trading posts+ are an exception to this rule; they may be fortified to the maximum level permitted by the player's technology.
As with colonies, maintenance costs are equivalent to that of Europe, but building fortresses in the Rest-of-the-World costs double the normal rate.
———
Trading posts produce income according to their level. Any trading post- produces 1D each turn; a trading post+ produces 2D every turn. This is in addition to income earned from exotic resources.
Trading posts are limited to exploiting only the exotic resources which are represented by a circle on the map: furs, slaves, spices, and oriental goods.
———
In any event which affects trading posts (such as "war with natives"), the victim trading post is determined randomly, unless otherwise specified by the event.
———
As stated above, any trading post that is occupied by enemy forces during the Redeployment phase is automatically destroyed; the occupying player can choose not to destroy the trading post, but it is solely up to him.
Trading posts can also be out-competed; if a trading post is ever competed down to level 0, it is eliminated.
———
As with colonial placement and improvement, it is recommended that the player have a conquistador or explorer available who can assist in trading post actions; otherwise, attempts become far riskier.
F. Exotic Resources
As previously stated, there are eight products available in the Rest-of-the-World which can fetch a lot of money on the European market. The resources are fish (blue squares), furs (gray circles), tobacco (brown squares), cotton (magenta squares), sugar (white squares), slaves (black circles), spices (red circles), and oriental goods (orange circles). Only colonies can exploit resources represented by squares; ones represented by circles can be exploited by colonies or trading posts.
Of the eight resources, tobacco and sugar cannot be produced until period 4 (1615); cotton cannot be produced until period 6 (1700).
Prices fluctuate every turn according to how much of each particular resource is being produced, as well as by event, as outlined in the Income rules.
Exotic resources are available in every province of the area where they are indicated to be present. The figure within their representing shape, however, gives the maximum number of units that area can produce of each resource.
Generally, colonies and trading posts can produce 1 unit of any resource available in the area for every level they themselves have; each level can only produce 1 particular resource. For example, a player with a lv.2 trading post- in Malabar can choose to produce up to 2 units of spices, up to 1 unit of spices and 1 unit of oriental goods, or anything less than that.
However, exceptions do exist:
• each unit of tobacco, sugar, or cotton requires 2 levels of colony to produce
• each level of colony allows a player to produce up to 2 levels of fish
• each level of trading post allows a player to produce up to 2 levels of furs
• any colony, no matter how small, is sufficient to produce all furs an area can produce
Having more than one colony+ producing furs in a single area has an adverse effect on the local wildlife, and educe the number of furs that can be produced in that area. For every colony+ beyond the first, the maximum number of furs is reduced by 1.
If there are insufficient units of any particular resource for all players in an area to exploit, any player who has a colony+/trading post+ gets what he desires, then the rest must share in proportion to the number of levels their own holdings have. Any fractions of a unit are ignored.
———
Slaves are important not just for selling on the open market, but for players' own production efforts. In order to produce cotton, sugar, or tobacco in AMERICA, a player absolutely must have access to slaves.
Every colony- that produces cotton, sugar, or tobacco in AMERICA must receive 1 unit of slaves every turn. Every colony+ that produces cotton, sugar, or tobacco in AMERICA must receive 2 units of slaves every turn.
Slaves are never required to exploit gold mines. Even though cotton and sugar can be produced in ASIA, those plantations never require the importation of slaves.
Players are permitted to sell slaves to each other during the diplomatic phase, by informal agreement. The selling player receives from his buyer an amount of ducats equal to the full market price for the number of slaves he is obtaining.
A player can never sell more slaves than what he produces in a single turn. For rights of Asiento, a player must produce (and provide to Spain) at least 4 slaves every turn.
In addition to what is produced by the players each turn, 5 units of slaves are available from less scrupulous "independent businessmen." Players who desire these slaves silently and secretly bid on how many slaves they want (during the Income phase), and how much they are willing to pay for each one. Best offer gets the number of slaves he desires, and any remainder goes to the next-best, then the next after that, and so forth.
———
Having fisheries on the map allows a player to exceed his normal limitations on ship building; every unit of fish he exploits grants him 1 extra ship per turn.
All extra ships must be built either in Europe or in the colonies that are producing the fish. In exception to the normal rule, these extra ships carry no extra cost, nor do they count double against the player's ordinary limit.
In addition, any player with a total monopoly in fish production gets a +1 bonus on all of his commercial fleet placement and improvement attempts.
G. Natives
The native peoples of the Rest-of-the-World are only sometimes organized into states, and only a some of these can be influenced by diplomacy. In other cases, they tend to lash out violently following spectacular failures of colony or trading post placement, or when European military units encroach upon their land.
Colonies or trading posts which never increase in level and never host military units will only rarely see attacks from natives (i.e., only by event). To hedge one's bets, however, a player may use his military to subjugate and eliminate the natives in areas of AMERICA and SIBERIA (except in Ohio and Amazonia).
The true native states upon which diplomacy is possible are Aden, Oman, Hyderabad, Mysore, Sudan, Sibir, and Ohio. The empires of China, Japan, and Mogol cannot be contacted diplomatically.
Most natives have medieval technology for the entire game, but a few have technology progression (although it is quite slow compared to the progress of European nations). No native nations (aside from Oman and Aden) possess naval technology of any kind.
———
Natives' military strength is valid for every province within the same area; each province must be subjugated individually. Once at least half the provinces of an area have been subjugated, however, This rule does not apply to any natives of ASIA. Furthermore, the natives of Inca and Azteca cannot be subjugated unless their respective capitals have been captured; doing so reduces native strength in the respective areas to 10% of its normal amount.
Losses sustained by natives in most of the world are automatically restored during the following Military phase. However, if natives in any province of AMERICA and SIBERIA (except in Ohio and Amazonia) are wiped out completely by the end of the turn, they are lost permanently.
In any province where natives have been eradicated or subjugated, the difficulty of colonization is reduced by 2 and native tolerance is set to 1 (except in areas where muslim natives are opposing christian encroachment, in which case the full printed tolerance figure is used).
———
Most of the rules governing minor nations at war also applies to natives. However, most native states do not gain reinforcements in the same way minors do, by adopting a particular stance and rolling on the reinforcement table. That method only applies for:
• Oman
• Aden
• Any natives with the benefit of a leader (no die roll bonus)
The three native empires (China, Japan, and Mogol) each are possessed of an imperial army in addition to their native forces. If ever a battle takes place within their territory between Europeans and native forces, the player must test for intervention of the army; on a die roll of 3 or more, the army is immediately placed into the province where the battle is taking place. This test is repeated as necessary each round.
The army always appears with its maximum content, according to its nation. Furthermore, if the battle is taking place within a province where a capital city is located (Delhi, Pekin, Kyoto), the intervention is certain.
———
Natives attack for one of the following four reasons:
• Epic failure of a colony/trading post placement/expansion action
• By event
• Presence of a player's or minor's military units
• In response to an attack from a player
N.B.: Natives of AMERICA and AFRICA never take terrain penalties to their combat die rolls.
In the case of a colonization or trading post failure, native response is swift and resolved immediately by rolling on a table. The player rolls 1d10 and modifies it as follows:
• +3 for each army+ present in the province
• +2 for each army- present in the province
• +1 for each detachment present in the province
• +2 for each level of fortress in the province
• ±? difference in maneuver values between the player's conquistador and the native's leader
• -1 for every increment of 20 natives present
• -1 for every colony/trading post belonging to another player in the same area
The result obtained will determine two things: how many losses are inflicted upon the player's military forces, and how many levels he loses from his colony or trading post. If a colony/trading post is reduced to lv.0 or less, it is destroyed.
Only one such attack of this nature can occur by a colony/trading post action failure. It is resolved immediately and only occurs once per failed action.
———
Natives which are activated by event occurs much more like a declaration of war upon the player. An army of natives is organized (it may or may not receive reinforcements, per the event description). Combat can take place every round until the native army is eliminated.
The native army's composition is usually a number of conscript infantry SP equal to the area's native force figure. There are several exceptions to this general rule, however:
• Natives in ASIA have ⅓ of their forces in cavalry SP, and 1% (rounded down) in artillery SP (but only if they have renaissance or better technology)
• Japanese natives are always considered veterans
• Natives in SIBERIA have armies composed entirely of cavalry SP
Players never gains VP or stability for war against natives, but nor does he lose them, either.
If the native army is not completely eliminated by the end of the Military phase, it returns to its full strength by the next turn's Military phase. Any natives that survive to Redeployment carry out an attack in the same fashion as what occurs following a colony/trading post failure.
———
The presence of a European land stack in a native province may provoke attack from the natives there. A player must roll 1d10; if the result is less than the level of native tolerance in the area, a native army is formed as described above. The major difference, however, is that the natives only attack the stack which provoked them into action.
Naval stacks and fortresses never risk provoking native attacks.
As noted elsewhere a few commanders never risk provoking attacks from native forces when they lead stacks in certain areas.
———
All players are permitted to declare war upon natives during the diplomatic phase in order to voluntarily attack them. He declares which province he is attacking, and the natives there automatically form into an army, as noted above. They will only attack the player who has declared war upon them.
Before combat ensues, however, a player is entitled to use his conquistador to influence the native forces. He must add up the conquistador's combat values (maneuver, fire, and shock) to get an idea of his conquistador's relative power.
He then rolls 1d10 and consults a table; the lower the roll, the better the result. His conquistador's actions outside of combat can completely eliminate some portion of the native force, convince another portion to defect to his own side, and leave a reduced portion to fight. Fractions for defectors are rounded down, but all other fractions are rounded up.
All deserters are placed into a separate native army under the command of the conquistador's player. They retain their native technology level for the turn they first defect. If the native army is completely eliminated (AMERICA or SIBERIA), all defecting natives are likewise eliminated along with it.
Every subsequent use of the conquistador action in the same area, even if it is in a different province, even if it is performed by a different conquistador, incurs a cumulative +1 penalty.
Explorers may also use the conquistador table, but in coastal provinces only. However, explorers always incur a +2 penalty on the die roll, in addition to any other penalties accrued.
Native states (as defined above), are never affected by use of conquistador action.
Any time a conquistador's stack is completely eliminated, the conquistador is lost as well, unless the native stack is eliminated at the same time. Conquistadors and Explorers are permitted to remain in discovered Rest-of-the-World provinces during the Redeployment phase with their stacks or even completely unaccompanied.
Killer_Man_
09-22-2010, 23:24
tl;dr
llama_egg
09-23-2010, 02:20
tl;dr
Be a good leader; fuck shit up.
Killer_Man_
09-23-2010, 02:45
Yeah that's what I basically got from what I read. Don't fuck with the people, fuck other people up and take over the world.
chefTENGU
09-23-2010, 16:30
Good news: I've successfully gotten all the important rules up.
I'll be getting up a quick index of minor states' information, and coming up with pretty little counters to place onto the map to represent mines, units, leaders, etc. Then I'm going to commit some of the more important information about the game's billion or so pieces to my computer so I can reference stuff quickly.
I'm thinking that the first game, by way of introduction, should be just the 1st Period. The game is a lot less complex in the early stages of the campaign. The Grand Campaign (playing through all 7 periods) would be tits on fire, but it won't really work with less than 6 players.
Going through 1 period gives us more leeway with players. I'd like to get at least 4, but as long as we get 3 we can play.
chefTENGU
09-24-2010, 22:03
XVII. Minor States Index
N.B.: Until the Reformation events trigger, all nations labeled as protestant are still catholic.
A. Aden
Sultanate of Aden
Aden is a Rest-of-the-World minor state; no diplomacy is permitted on Aden until the Mameluks have been removed from play.
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +2 from Vassalization
Annexation: +5 from Vassalization
Fidelity: 17
Basic Forces: 1 land detachment, 1 naval detachment
Aden exports 1 unit of Spices to Europe every turn. This minor is located in the Middle East and counts as a native power.
B. Al Djazair
Barbaresque Regency of Algiers
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +10 from Entry in War
Annexation: +15 from Vassalization
Fidelity: 15
Basic Forces: 1 army-, 1 fleet-, 1 privateer+
Turkey gets +1 bonus to all diplomacy actions on Al Djazair. Al Djazair gets a free activation each turn for its privateer unit, regardless of whether it is at war or not; the privateer attacks any non-Turkish commercial fleet present in the Gulf of Lyon STZ. When at peace, the privateer is controlled by Turkey. If the privateer+ takes losses, a new privateer- automatically comes into play each turn.
Al Djazair may become a Turkish vassal by event, but only if the commander Barberus (http://en.wikipedia.org/wiki/Barbarossa_I) is still in play. Barberus then becomes a Turkish admiral. As long as he remains in play, Al Djazair always joins Turkey in war if it is at least in Entry in War status.
C. Arabia
Territory of the Hedjaz
Religion: Islam
Tech Group: Muslim
Royal Dowry: 4D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +3 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 7
Basic Forces: 1 land detachment
D. Astrakhan
Khanate of Astrakhan
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: +3 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 14
Basic Forces: 1 army-, 1 land detachment
Astrakhan is removed from play entirely if it is conquered by Russia through war or event.
E. Baden
Electorate of Bade - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -20
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +6 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 16
Basic Forces: 1 land detachment
Permitted to donate units to the Imperial Forces.
F. Bayern
Electorate of Bavaria - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -20
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +6 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 10
Basic Forces: 1 army-, 1 land detachment
France and Spain both gain a +1 bonus on diplomacy actions on Bayern. Bayern is permitted to donate units to the Imperial Forces.
The Spanish player may choose to automatically activate Bayern on the first turn of the Thirty Years' War, making the oncoming war more likely.
G. Berg
Duchy of Berg - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -20
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +6 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 16
Basic Forces: 1 land detachment
Berg may be annexed by Prussia by event. Berg is permitted to donate its units to the Imperial Forces.
H. Bohemia
Duchy of Bohemia - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
No diplomacy is permitted on Bohemia.
Basic Forces: 1 land detachment
Bohemia may be annexed by the Hapsburgs, by event. It is permitted to donate its units to the Imperial Forces, but only if it is not annexed by the Hapsburgs.
I. The Knights
Order of St. John of Jerusalem
Religion: Catholic
Tech Group: Latin
Royal Dowry: 2D
Subsidies: -60
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +2 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 18
Basic Forces: 1 naval detachment (15 galleys, never warships), 1 privateer+, 1 Grand Master general/admiral (or La Valette).
Spain gets a +1 bonus to all diplomatic actions on The Knights; Turkey can never initiate diplomacy with The Knights. The Knights' grand master also counts as a privateer admiral; he is never permitted to leave the Mediterranean, however. The Knights' privateer unit always attacks Turkish commercial fleets every turn (primarily in Turkey's CTZ, but also in any Mediterranean STZ where Turkey has commercial fleets). In case of losses, the privateer unit always returns to full strength (+) on the next turn. The Knights are eliminated entirely when they no longer control any territory.
J. Crimea
Khanate of Crimea
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -60
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +5 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 18
Basic Forces: 1 army-, 1 land detachment, 1 ? General (Khan)
Turkey gets a +1 bonus on all diplomatic actions on Crimea.
K. Cyrenaica
Barbaresque Regency of Benghazi
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 from Expeditionary Corps
Vassalization: +2 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 8
Basic Forces: 1 naval detachment or 1 privateer-
Turkey gets a +1 bonus on all diplomatic actions on Cyrenaica. It is permitted to activate its privateer unit for free to attack non-Turkish commercial fleets present in the Ionian Sea STZ, even when not at war. If the privateer is ever lost, Cyrenaica automatically makes another one two turns later.
L. Danmark
Kingdom of Denmark
Religion: Protestant
Tech Group: Latin
Royal Dowry: 6D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +5 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 10
Basic Forces: 1 army-, 1 fleet-, +1 level of fortification, 2 land detachments, 1 ? General (Kronge).
Denmark forms a single nation with Sweden as long as the Union of Kalmar is still in existence.
M. Genoa
Republic of Genes
Religion: Catholic
Tech Group: Latin
Royal Dowry: 7D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +4 from Entry in War
Annexation: impossible
Fidelity: 17
Basic Forces: 1 fleet-, 1 land detachment, +1 fortification on Genoa and Bastia, 1 ? Admiral
Spain gets a +1 bonus for all diplomatic actions on Genoa; Venice is never permitted to make diplomatic actions on Genoa.
N. The Hapsburgs / Austria
The Hapsburg Dynasty — Austria - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -30
Military Alliance: +2 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 18
Basic Forces (Before disassociation with Spain): 1 army+, 1 army- (after inheriting Hungary), 2 land detachments, 2 ? Generals, +1 fortification
(After disassociation with Spain): 2 armies+, 1 army-, 2 land detachments, +2 levels of fortification
Spain has a +1 bonus for all diplomatic actions on The Hapsburgs. While associated with Spain, the Hapsburgs are permanently placed in an Entry in War treaty with Spain, and cannot be moved from it. When no other Emperor has been elected, The Hapsburgs are assumed to be Emperor country; when The Hapsburgs are the Emperor, then they may control Imperial Forces. Permitted to donate units to the Imperial Forces when it is the Emperor.
O. Hannover
Electorate of Hanover - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 12D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +6 from Entry in War
Annexation: impossible
Fidelity: 15
Basic Forces: 1 army-, 1 ? General, 1 land detachment
England gets a +1 bonus on all diplomatic actions made on Hanover beginning in period 6 (1700). England may permanently vassalize Hanover by event, after which point no diplomacy is permitted on it. Permitted to donate units to Imperial Forces.
P. Hansa
Hanseatic League - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 4D
Subsidies: -20
Military Alliance: +2 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +5 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: impossible
Fidelity: 16
Basic Forces: 1 naval detachment
Hansa's territories may be annexed by Sweden and Denmark following the Thirty Years' War, depending on the war's outcome. Prussia may annex some of Hansa's territory by event as well; once all of Hansa's provinces have been annexed by other nations, it is removed from the game.
Q. Helvetia
Helvetic (Swiss) Confederation
Religion: Protestant and Catholic
Tech Group: Latin
Royal Dowry: 2D
Subsidies: -50 (+3 from Royal Marriage)
Military Alliance: +7 from Subsidies)
Expeditionary Corps: +10 from Military Alliance
Entry in War: impossible
Vassalization: impossible
Annexation: impossible
Fidelity: 9
Basic Forces: 1 army+
All new Swiss reinforcements are considered veterans. No religious modifier is ever assessed on diplomatic actions, even before period 4 (1615).
R. Heiliges Reich
Holy Roman Empire
Religion: n/a
Tech Group: Latin
Basic Forces: 1 army-, 2 land detachments
The Holy Roman Empire is not a true minor state, but a political affiliation many minors share. When the Emperor goes to war, all Holy Roman Empire members can be crossed by both the Emperor's side and his opponents without the opposing side needing to declare war upon any of the individual member states (this rule does not apply to Russia or Turkey). The individual minors will not interfere with the opposing forces' movement or hinder supply lines unless they themselves are at war, but they do not offer supplies, either.
S. Hessen
Electorate of Hesse - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 7D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +6 from Entry in War
Annexation: impossible
Fidelity: 14
Basic Forces: 1 army-, 1 land detachment
Permitted to donate units to the Imperial Forces.
T. Hungarn
Kingdom of Hungary
Religion: Catholic
Tech Group: Orthodox before 1535, Latin after 1535
Royal Dowry: 12D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 17
Basic Forces: 1 army+, 1 ? General, 2 land detachments
Spain gets a +1 bonus on all diplomacy actions on Hungary. Hungary's military can be used as the Hapsburgs' forces once Hungary has been inherited by them; Hungary ceases to exist as a minor nation once it is conquered by Turkey or inherited by the Hapsburgs.
U. Hyderabad
States of the Sultan of Hyderabad
Religion: Hindu
Tech Group: Exotic
Royal Dowry: 8D
Subsidies: -30
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 11
Basic Forces: 1 army+, 1 ? General
This minor is located in India and counts as a native power. It does not receive reinforcements. Any player who wishes to attempt diplomacy on Hyderabad must first establish a trading post within its area or within a neighboring area.
V. Iraq
Caliphate of Baghdad
Religion: Islam
Tech Group: Muslim
Royal Dowry: 6D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +2 from Entry in War
Annexation: +8 from Vassalization
Fidelity: 6
Basic Forces: 1 land detachment
Any player who vassalizes or annexes Iraq may establish a colony in Iraq's Rest-of-the-World portion.
W. Kazan
Khanate of Kazan
Religion: Islam
Tech Group: Muslim
Royal Dowry: 4D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: +3 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 12
Basic Forces: 1 army-, 1 land detachment
This minor disappears from the game if it is conquered by Russia player through war or event.
X. Köln
Archbishopric of Cologne - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: impossible
Fidelity: 12
Basic Forces: 1 land detachment
Cologne is permitted to donate units to the Imperial Forces.
Y. Latvija
Order of Livonia — Duchy of Courlande
Religion: Protestant
Tech Group: Latin
Royal Dowry: 4D
Subsidies: -60
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +4 from Entry in War
Annexation: impossible
Fidelity: 14
Basic Forces: 1 army-, 1 ? General, +2 levels of fortification, 1 land detachment
Latvija may be annexed by Sweden through event, at which point it disappears from play. When this happens, a portion of its territory goes to Sweden (along with all of its basic forces), while another portion goes to Poland.
Z. Lorraine
Duchy of Lorraine & Principality of Alsace - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: impossible
Fidelity: 16
Basic Forces: 2 land detachment (1 for each province), 1 ? General; permitted to use Imperial Forces as well.
Spain gets a +1 bonus on all diplomacy attempts on Lorraine. Lorraine can be annexed piecemeal by France through two separate events, but only if France is catholic. Once Lorraine is totally annexed, it disappears from play. Any declaration of war on Lorraine is considered a declaration of war on the Emperor as well.
AA. The Mameluks
Caliphates of Damas & Cairo
Religion: Shi'ite Islam
Tech Group: Muslim
Royal Dowry: 12D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: +15 from Vassalization
Fidelity: 8
Basic Forces: 1 army+, 1 army-, 1 ? General (Caliph), 1 ? General, 1 land detachment
Disappears from play entirely if both of its capitals (Damas and Cairo) are captured, or if one capital is captured and the Military phase ends with no combat involving the Mameluk army. The Mameluks may return by event. 50% of all of the Mameluks' cavalry reinforcements are veterans.
AB. Maroc
Kingdom of Morocco
Religion: Islam
Tech Group: Muslim
Royal Dowry: 4D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +3 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 15
Basic Forces: 1 army-, 1 land detachment
AC. Milano
Duchy of Milan
Religion: Catholic
Tech Group: Latin
No diplomacy is permitted on Milano.
Basic Forces: 1 land attachment, +1 level of fortification on Milano (if still independent)
Milano is removed from play once it has been annexed by Spain or France (via event). If controlled by Spain, Spain is permitted to purchase new military units in Milano as if it were one of its national provinces, and Spain collects income from it each turn (even though it is officially controlled by the Hapsburgs).
AD. Moldavia
Principality of Moldavia
Religion: Orthodox
Tech Group: Orthodox
Royal Dowry: 4D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: + 1 from Expeditionary Corps
Vassalization: +10 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 17
Basic Forces: 1 land detachment
AE. Mysore
Kingdom of Mysore
Religion: Hindu
Tech Group: Exotic
Royal Dowry: 10D
Subsidies: -30
Military Alliance: +2 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 9
Basic Forces: 1 army+, 1 ? General
This minor is located in India and counts as a native power. A player may not attempt diplomacy on it unless he first establishes a trading post in Mysore or in a neighboring area. This minor does not receive reinforcements.
AF. Ohio
Confederation of the Iroquois Nations
Religion: Animist
Tech Group: Exotic
Royal Dowry: 0D
Subsidies: -90
Military Alliance: +2 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 18
Basic Forces: 3 land detachments, 1 ? General (Chief)
Ohio exports 1 unit of furs to Europe every turn. This minor is located in America and counts as a native power. A player cannot use diplomacy on Ohio until he first establishes a trading post in Ohio or a neighboring area. All of this minor's units are automatically veterans, and they get a +3 bonus on their roll to retreat before combat. Ohio natives are immune to conquistador actions, but they receive no reinforcements.
AG. Oman
Sultanate of Oman
Religion: Islam
Tech Group: Muslim
Royal Dowry: 4D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +3 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 14
Basic Forces: 1 naval detachment, 1 land detachment, 1 ? General (useable only in Oman)
Oman exports 2 units of spices and 1 unit of slaves to Europe every turn. This minor is located in the Middle East and counts as a native power.
AH. The Papacy
Papal State
Religion: Bear Shit in the Woods
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -10
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 from Expeditionary Corps
Vassalization: +10 from Entry in War
Annexation: impossible
Fidelity: 8
Basic Forces: 1 detachment (land or naval)
The Papacy can only be vassalized by a catholic power; any player who seeks to become Sole Defender of the Catholic Faith must control The Papacy. No protestant nation can attempt diplomacy on The Papacy until period 4 (1615). Any player who has at least a Military Alliance treaty with The Papacy receives 50D each turn at the end of his Diplomacy phase.
AI. Parma
Duchies of Parma & Modena
Religion: Catholic
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: impossible
Fidelity: 9
Basic Forces: 1 land detachment
Spain gets a +1 bonus to all diplomatic actions on Parma.
AJ. Persia
Persian Empire
Religion: Shi'ite Islam
Tech Group: Muslim
Royal Dowry: 16D
Subsidies: always 50D
Military Alliance: +1 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +7 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 5
Basic Forces: 1 army+, 1 army-, 1 land detachment, 1 ? General (Shah or Abbas (http://en.wikipedia.org/wiki/Abbas_I_of_Persia)).
Turkey is never permitted to conduct diplomacy on Persia. Persia always receives at least 1 army- in reinforcements each turn, and 50% of all of its new cavalry are automatically veterans.
Persia produces 3 units of spices and 3 units of oriental goods in Ormuz every turn, unless Ormuz is ceded to a player (who then produces those goods for himself). If a player establishes a trading post in Ormuz, the trading post always has precedence over Persia's own production.
AK. Pfalz
Electorate of the Palatinate - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -40
Military Alliance: +2 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 9
Basic Forces: 1 army-
Pfalz may disappear completely into the Holy Roman Empire by event. It is permitted to donate units to the Imperial Forces, and is also permitted to use Imperial troops instead of its own. Pfalz is automatically activated on the first turn of the Thirty Years' War.
AL. Polska
Kingdom of Poland
Religion: Catholic
Tech Group: Latin (until 1700), Orthodox (from 1700 onward)
Royal Dowry: 18D
Subsidies: -80
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 12
Basic Forces (Before 1700): 2 armies+, 1 army-, 2 land detachments, +2 levels of fortification (each one on a different Polish city), 1 ? General (Krol), 1 ? General
(After 1700): 1 army+, 1 army-, 1 land detachment, 1 ? General (Krol)
France gets a +1 bonus to all diplomatic actions on Polska. 50% of all of Polska's new cavalry are automatically veterans. Polska can be crossed freely by units belonging to Russia, the Hapsburgs, and Prussia if any of them are at war with the others, or any time after a French defeat in the War of Polish Succession. Polska may become a vassal of France by event, and may also get annexed piecemeal by other events. If the event "Saxon King in Poland" occurs, whoever controls Polska is entitled to use 1 Sachsen army+ within it whenever Polska is at war (Polska effectively has an Expeditionary Corps treaty with Sachsen). This use of Sachsen's units is valid until the War of Polish Succession; it does not apply if Polska's controller is itself at war with Sachsen.
AM. Portugal
Kingdom of Portugal
Religion: Catholic
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 16
Basic Forces (Europe): 1 army-, 1 fleet+
(Rest-of-the-World): 2 land detachments, 1 naval detachment
Portugal is a player country for the first two periods of the game (1492 - 1559); this information pertains only to when Portugal is a minor country. Portugal may be annexed by Spain through event; if so, Spain uses all of Portugal's units as its own.
AN. Preussen
Electorate of Brandenburg — Kingdom of Prussia - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 3D
Subsidies: -70
Military Alliance: +2 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 16 (before 1700), 9 (after 1700)
Basic Forces (before 1700, or "Reform of the Prussian Army"): 1 army-, 1 ? General, 1 land detachment
(after 1700, or "Reform of the Prussian Army"): 2 armies+, 1 ? General, +3 levels of fortification distributed on Preussen's cities
When the Prussian monarch Frederick II enters play, Preussen automatically attains the Lace Wars land technology, if it doesn't already have it. Furthermore, all of Preussen's new recruits are automatically veterans following the appearance of Frederick II or the "Reform of the Prussian Army" event, whichever comes first.
AO. Rossiya
Principality of Muscovy
Religion: Orthodox
Tech Group: Orthodox
No diplomacy is permitted on Russia.
Basic Forces: 2 armies+, 1 army-, 2 land detachments, 1 ? General (Tsar), 2 ? Generals
These rules only apply for the first two periods (1492 - 1559), when Russia is still a minor country. Until 1560, Russia's national provinces are considered as Rest-of-the-World provinces for purposes of movement and supply, except for the units of Crimea, Kazan, Steppes, Astrakhan, and Russia itself. For any situation requiring a player's input, Russia's decisions are handled by the Portuguese player.
AP. Sachsen
Electorate of Saxony - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 6D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 11
Basic Forces: 1 army-, 1 land detachment, 1 ? General
This minor is permitted to donate its units to the Imperial Forces. Following the "Saxon King in Poland" event, 1 army+ from Sachsen is permitted to fight in Polska when Polska is at war, unless Polska's controller is at war with Sachsen.
AQ. Savoia
Duchy of Savoy — Kingdom of Piedmont
Religion: Catholic
Tech Group: Latin
Royal Dowry: 5D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +8 from Entry in War
Annexation: impossible
Fidelity: 9
Basic Forces: 1 land detachment, 1 detachment (land or naval)
AR. Scotland
Kingdom of Scotland
Religion: Protestant
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +4 from Entry in War
Annexation: impossible
Fidelity: 13
Basic Forces: 1 army-, 1 land detachment
France gets a +1 bonus on all diplomatic actions on Scotland. This minor may be annexed by England by event, at which point it ceases to exist as a minor nation and its units are converted to English ones.
AS. Sibir
Khanate of Sibir
Religion: Islam
Tech Group: Muslim
Royal Dowry: 8D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +2 from Expeditionary Corps
Vassalization: +5 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 11
Basic Forces: 1 army-, 1 ? General (Chief), 1 land detachment
No diplomacy on or access to Sibir is permitted until 1560, when Russia becomes a player country. Sibir is permanently removed from play once it has been annexed/conquered, or 10 or more combined levels of colonies exist within its area. Sibir is located in Siberia, and counts as a native power. Sibir's basic forces are in addition to its natives' normal forces, and all its units are entirely composed of cavalry SP. Sibir receives reinforcements as per the normal rules for minors, even though it is a native power.
AT. Steppes
Khanate of the Golden Horde
Religion: Islam
Tech Group: Muslim
Royal Dowry: 2D
Subsidies: -70
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +5 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 10
Basic Forces: 1 land detachment
This minor disappears permanently following its conquest/annexation by Russia, which may occur either by player action or by event.
AU. Sudan
Kingdom of Sudan
Religion: Islam
Tech Group: Muslim
Royal Dowry: 2D
Subsidies: -70
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: +5 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 9
Basic Forces: 1 army+, 1 ? General
Sudan is located in Africa; it is a native power. No diplomacy is permitted on Sudan until the Mameluks have been removed from play. Sudan does not receive reinforcements.
AV. Sverige
Kingdom of Sweden
Religion: Protestant
Tech Group: Latin
Royal Dowry: 8D
Subsidies: -40
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 15
Basic Forces: 1 army-, 1 fleet-, +1 level of fortification, 2 land detachments, 1 ? General (Kronge, if no named monarch is available)
Sverige automatically gains Baroque land technology upon the arrival of Gustav Adolphe. While the Union of Kalmar remains in effect, Sverige forms one nation together with Danmark. All of Sverige's reinforcements are automatically veterans.
AW. Thuringen
Principality of Germany - member state of the Holy Roman Empire
Religion: Protestant
Tech Group: Latin
Royal Dowry: 4D
Subsidies: -60
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +7 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 14
Basic Forces: 1 land detachment
Thuringen is permitted to donate its units to the Imperial Forces.
AX. Toscana
Duchy of Toscana
Religion: Catholic
Tech Group: Latin
Royal Dowry: 6D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +3 from Military Alliance
Entry in War: +3 from Expeditionary Corps
Vassalization: +6 from Entry in War
Annexation: impossible
Fidelity: 8
Basic Forces: 1 land detachment
France gets a +1 bonus on all diplomatic actions on Toscana.
AY. Tripoli
Barbaresque Regency of Tripoli
Religion: Islam
Tech Group: Muslim
Royal Dowry: 8D
Subsidies: -50
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 Expeditionary Corps
Vassalization: +2 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 12
Basic Forces: 1 naval detachment or 1 privateer-
Turkey gets a +1 bonus on all diplomatic actions on Tripoli. Tripoli gets a free activation for its privateer unit to attack non-Turkish commercial fleets present in the Ionian Sea STZ. In case the privateer is lost, Tripoli regains a new privateer- for free two turns later.
AZ. Tunisia
Barbaresque Regency of Tunis
Religion: Islam
Tech Group: Muslim
Royal Dowry: 4D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 from from Expeditionary Corps
Vassalization: +2 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 8
Basic Forces: 1 naval detachment or privateer-
Tunisia gets a free activation each turn for its privateer to attack non-Turkish commercial fleets present in the Ionian Sea STZ. If the privateer is lost, Tunisia receives a new privateer- two turns later.
BA. Venezia
Republic of Venice
Religion: Catholic
Tech Group: Latin
Royal Dowry: 12D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +7 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 14
Basic Forces: 1 fleet-, 1 ? Admiral, +4 levels of fortification distributed throughout Venetian territory, 1 land detachment
Venice is a player country during the game's first two periods (1492 - 1559); these rules apply only after 1560, when Venice becomes a minor country. Venice is permitted to construct up to 10 galleass ships every turn.
BB. Wallachia
Principality of Wallachia
Religion: Orthodox
Tech Group: Orthodox
Royal Dowry: 2D
Subsidies: -50
Military Alliance: +1 from from Subsidies
Expeditionary Corps: +1 from Military Alliance
Entry in War: +1 from Expeditionary Corps
Vassalization: +5 from Entry in War
Annexation: +10 from Vassalization
Fidelity: 16
Basic Forces: 1 land detachment
BC. Wurtemberg
Duchy of Wurtemberg - member state of the Holy Roman Empire
Religion: Catholic
Tech Group: Latin Europe
Royal Dowry: 8D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +5 from Expeditionary Corps
Vassalization: impossible
Annexation: impossible
Fidelity: 12
Basic Forces: 1 land detachment
Wurtemberg is permitted to donate its units to the Imperial Forces
BD. China
Chinese Empire
Religion: Buddhist
Tech Group: Exotic
No diplomacy is permitted on China.
Basic Forces: 1 army+
China is a massive native empire in Asia which encompasses the areas of Manchu, Korea, Pekin, Shanghai, and Canton. China's imperial army always uses the force composition of Pekin's natives, and is sometimes used in addition to the local native forces (the army is always used when battle takes place in the province with Pekin city, China's capital). Local forces are always 50% infantry and 50% cavalry SP. Chinese natives are immune to Conquistador actions. China does not receive reinforcements.
BE. Nippon
Japanese Empire
Religion: Buddhist
Tech Group: Exotic
No diplomacy is permitted on Nippon.
Basic Forces: 1 army+, 1 ? General
Nippon is a native Asian empire, and has an imperial army which may intervene in any battle which takes place in its area (intervention is automatic in the province with Kyoto, Nippon's capital). Nippon's army is in addition to any local native forces, and all Nippon natives are immune to conquistador actions. Nippon does not receive reinforcements
BF. Mogol
Mogol Empire
Religion: Islam
Tech Group: Muslim
No diplomacy is permitted on Mogol.
Basic Forces: 1 army+
Mogol exports 3 units of oriental goods to Europe every turn. The Mogol Empire is a small but growing native force in India, localized in the area of Delhi. It is possessed of an army which may intervene in any battles which take place in Mogol lands (intervention is automatic if the battle takes place in the province with Delhi, the Mogol capital). The army's forces are in addition to that of any local native resistance (local forces are always 50% infantry and 50% cavalry). Mogol natives are immune to Conquistador actions, except by Clive, Bussey, and Dupleix. The Mogol Empire may collapse by event. Mogol does not receive reinforcements.
BG. Africa
Natives of Africa
Religion: Animist
Tech Group: None
These natives do not form states, therefore, no diplomacy upon them is possible.
Basic Forces: by area
Africa's native peoples are immune to conquistador actions; their forces are composed entirely of infantry. African forces return to maximum strength every Redeployment phase.
BH. Nefud
Native Arabs
Diplomacy is impossible on these natives.
Religion: Islam
Tech Group: None
Basic Forces: by area
These are the unorganized natives present on the Arabian Peninsula; their forces are composed entirely of cavalry. Nefud natives return to maximum strength every Redeployment phase, and are immune to conquistador actions.
BI. Siberia
Natives of Siberia
Religion: Animist
Tech Group: None
These are the various tribesmen of the Siberian wilderness; no diplomacy is possible on them.
Basic Forces: by area
Although located in Siberia, the native state of Sibir is not considered as a part of the overall group of Siberian natives. Native forces are composed entirely of cavalry SP. They do not regain their strength after combat, and if wiped out they are gone for good. Siberian natives are immune to conquistador actions, except for the actions of Russian and Turkish conquistadors.
BJ. Asia
Natives of Asia and India
Religion: Buddhist
Tech Group: None
These natives are not organized into a way that permits diplomatic actions.
Basic Forces: by area
These natives represent the peoples of all areas of India and Asia which are not already represented by native minor states. Their forces are composed of 75% infantry and 25% cavalry. Native armies automatically return to full strength during Redeployment phase and are immune to conquistador actions, with the exception for Coen's actions in specific areas of Asia.
BK. Americas
Native Americans
Religion: Animist
Tech Group: None
These peoples mostly live in tribal societies and cannot be influenced by diplomacy.
Basic Forces: by area
These are the peoples inhabiting the continents of North and South America, and the Caribbean islands. American natives do not regain their forces after combat, and once they are wiped out they are gone for good. All conquistadors can use actions against them.
BL. Azteca
Aztec Empire
The natives of Azteca are stronger and more organized than most other American natives, but once their capital of Tenochtitlan is captured, their native force is reduced to 10% of its original amount.
BM. Inca
Incan Empire
Inca natives have a level of organization comparable to that of the Aztecs. Once their capital of Cuzco is captured, their force content is reduced to 10% of its original strength.
BN. USA
The United States of America
Religion: Protestant
Tech Group: Latin
No diplomacy is permitted on the USA.
Basic Forces: 1 army+, colonial militias
The USA does not appear except by event; its territories are defined according to the result of the event.
chefTENGU
09-28-2010, 20:14
Herein is the last section of TEH RULES.
XVIII. Player States as Minors
When less than 6 players are assembled, it is possible to eliminate some of the player countries each period to permit a game with fewer players. Player countries are treated as minor nations, for the most part, and can be acted upon with diplomatic influence like any other minors.
Each period has its own listed priority for which player nations are relegated to the status of minors:
• Period 1 (1492 - 1519) — minimum 3 players
Eliminate England, then Venezia, then Portugal
España, France, and Turkiye must be represented by players
• Period 2 (1520 - 1559) — minimum 3 players
Eliminate England, then Venezia, then Portugal
España, France, and Turkiye must be represented by players
• Period 3 (1560 - 1614) — minimum 4 players
Eliminate Rossiya, then France
España, England, Nederland, and Turkiye must be represented by players
• Period 4 (1615 - 1664) — minimum 3
Eliminate England, then Rossiya, then Turkiye
España, France, and Nederland must be represented by players
• Period 5 (1665 - 1699) — minimum 4 players
Eliminate England, then Rossiya
España, France, Nederland, and Turkiye must be represented by players
• Period 6 (1700 - 1759) — minimum 4 players
Eliminate España, then Turkiye
England, France, Nederland, and Rossiya must be represented by players
• Period 7 (1760 - 1792) — minimum 4 players
Eliminate España, then Rossiya
England, France, Nederland, and Turkiye must be represented by players
Some minor player nations automatically have diplomatic treaties with player nations, according to the period of play:
• Period 2 (1520 - 1559): España has signed a Military Alliance with England. France has signed a Military Alliance with Venezia.
• Period 5 (1665 - 1699): France has signed an Expeditionary Corps treaty with England
• Period 6 (1700 - 1759): France has signed an Entry in War treaty with España.
• Period 7 (1760 - 1792): France has signed a Royal Marriage treaty with España.
To simulate the improvements and actions of a player, there are a few special considerations for player nations as minors:
• All player countries have a permanent +3 bonus to all diplomacy actions made in reaction to another player's (this bonus no longer applies if the Dutch player attempts diplomacy on a minor controlled by England, beginning in 1680; this represents the close relationship shared by England and the Netherlands following the ascendency of William of Orange to the throne of Great Britain).
• All player nations possess colonies, trading posts, and commercial fleets according to the period following that of when the scenario takes place. Same goes for those nations' FTI, DTI, and manufactories.
• Player nations as minors possess basic forces according to what forces they are described as having at the beginning of the campaign scenario.
• Minor player nations always receive reinforcements, even if two other allied minors have already received them. Furthermore, all player nations get a +4 bonus on their reinforcement rolls, but get no other modifiers to it.
• Making peace with a minor player nation is done according to the same procedure as any other minor, with the exception that all minor player nations have a peace modifier of -4.
• When a purely domestic political event concerning a minor player nation occurs, its overall effects are ignored. Instead, the minor player nation is removed from any controlling player's diplomatic control (back to neutral), and becomes embroiled with its own affairs for a number of turns. During this time, it cannot be the target of diplomacy nor may it be involved in war. If such an event is triggered while a minor player nation is at war, it immediately makes a separate white peace with its foes which cannot be refused.
• For most nations, this period of domestic turbulence lasts for 3 turns. However, for Rossiya during "The Time of Troubles", the period is 5 turns, and for France during "Wars of Religion in France" it is 6 turns.
• If an international political event concerns a minor player nation, the event proceeds as described, with the minor player nation declaring war if it has the option to. If the player controlling that minor player nation has war declared upon him by the event, then he immediately loses diplomatic control of it to whichever nation it has greatest preference.
• Minor player nations may also declare war each turn, at random. A test is made every turn for each minor player nation; it consists of rolling 1d10, unmodified. On a result of 1, it declares war on its primary target; on a result of 10, it declares war on its secondary target (see below).
• Every minor player's nation's technological level is set at the beginning of the scenario of play according to what is described in the scenario rules. The nation's technology improves a like amount on any turn which its minor technology group also improves.
• Minor player nations can never be vassalized or annexed.
———
Minor Player Nation Diplomatic Properties
England
Kingdom of England — United Kingdom of Great Britain and Ireland
Religion: Catholic (periods 1, 2, 4), Protestant (period 5)
Tech Group: Latin
Royal Dowry: 25D
Subsidies: -20
Military Alliance: +3 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +10 from Expeditionary Corps
Fidelity: 8
Primary Target: France (period 1, 2), España (period 4, 5)
Secondary Target: España (period 1, 2), France (period 4), Nederland (period 5)
España
Kingdom of Spain
Religion: Catholic
Tech Group: Latin
Royal Dowry: 30D
Subsidies: -40
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +6 from Expeditionary Corps
Fidelity: 12
Primary Target: England
Secondary Target: France (period 6), Austria (period 7)
During period 6, if Spain disassociates with the Hapsburgs and declares France the heir nation in the War of Spanish Succession, Austria becomes its secondary target instead of France.
France
Kingdom of France
Religion: Catholic
Tech Group: Latin
Royal Dowry: 30D
Subsidies: -40
Military Alliance: +2 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +6 from Expeditionary Corps
Fidelity: 12
Primary Target: England
Secondary Target: España
Nederland
The United Provinces of the Netherlands
Religion: Protestant
Tech Group: Latin
Royal Dowry: 20D
Subsidies: -10
Military Alliance: +3 from Subsidies
Expeditionary Corps: +5 from Military Alliance
Entry in War: +9 from Expeditionary Corps
Fidelity: 12
Primary Target: None
Secondary Target: None
Nederland does not test for declaration of war. Remember that Nederland does not exist as a nation until it revolts from España.
Portugal
Kingdom of Portugal
Religion: Catholic
Tech Group: Latin
Royal Dowry: 10D
Subsidies: -30
Military Alliance: +1 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Fidelity: 16
Primary Target: France
Secondary Target: Turkiye
These rules only apply when Portugal would normally be considered a player nation. It no longer tests for declaration of war at period 3 (1560).
Rossiya
Russian Empire
Religion: Orthodox
Tech Group: Orthodox
Royal Dowry: 20D
Subsidies: -40
Military Alliance: +2 from Subsidies
Expeditionary Corps: +2 from Military Alliance
Entry in War: +5 from Expeditionary Corps
Fidelity: 12
Primary Target: Turkiye (period 3, 5), Sverige (period 4), Prussia (period 7)
Secondary Target: Turkiye
These rules only apply from period 3 (1560) onward. Until then, Rossiya is a minor nation upon which diplomacy is not permitted; it does not test for declaration of war until period 3.
Turkiye
Ottoman Empire
Religion: Islam
Tech Group: Muslim
Royal Dowry: 15D
Subsidies: -60
Military Alliance: +1 from Subsidies
Expeditionary Corps: +6 from Military Alliance
Entry in War: +4 from Expeditionary Corps
Fidelity: 11
Primary Target: España (period 4), Rossiya (period 6)
Secondary Target: The Hapsburgs/Austria
Venezia
Republic of Venice
Religion: Catholic
Tech Group: Latin
Royal Dowry: 12D
Subsidies: -20
Military Alliance: +1 from Subsidies
Expeditionary Corps: +4 from Military Alliance
Entry in War: +7 from Expeditionary Corps
Fidelity: 14
Primary Target: España
Secondary Target: Turkiye, France (if a "War in Italy" event is in effect)
These rules only apply during the first two periods of play (1492 - 1559), when Venezia would ordinarily be considered a player nation. After period 3 (1560), it no longer tests for declaration of war.
Seegtease
09-28-2010, 21:20
There may well be more text in this thread than in any other.
chefTENGU
10-06-2010, 17:52
I've thunk up markers for all the counters we'll need:
• gold mine
• gold mine (40D)
• gold mine (50D)
• land detachment
• army-
• army+
• naval detachment
• fleet-
• fleet+
• commander
• commercial fleet-
• commercial fleet+
• privateer-
• privateer+
• lv.2 fortress
• lv.3 fortress
• lv.4 fortress
• lv.5 fortress
• lv.2 fortress (port)
• lv.3 fortress (port)
• lv.4 fortress (port)
• lv.5 fortress (port)
• attrition-
• attrition+
• colony-
• colony+
• trading post-
• trading post+
• pillage-
• pillage+
• revolt-
• revolt+
• center of trade (Mediterranean)
• center of trade (Atlantic)
• center of trade (Orient)
• trade convoy
• manufactory-
• manufactory+
Sign up officially begins now. We're going to play Period 1, so we need at least 3 (though I'd prefer 4, if possible). Period 1 is both fairly straightforward (being the earliest period, there's not much in play at the start) as well as being one of the shorter periods (a mere 6 turns).
PLACE YOUR BETS NOW.
llama_egg
10-06-2010, 19:11
Obviously I'll play.
You know, because of the rule where I win.
chefTENGU
10-06-2010, 20:40
Excellent. First come, first serve as far as nations go. Take your pick and have at it.
If you pick England, Venice, or Portugal, though, pick a second choice from France, Spain, or Turkey (since I really doubt we'll get six participants).
llama_egg
10-06-2010, 21:13
I will after re-re-re-reading it.
chefTENGU
10-07-2010, 13:41
This might help. Starting information for each nation in 1492:
FYI, Renaissance tech is accessible starting in 1492, at land rank 10. Galleon naval tech is accessible starting in 1520 (after the end of the period), at naval rank 17.
This guide might also be more useful if you consult the map (http://user.bloodcinder.com/kevin/Europe%20Board.jpg).
England
Starting Monarch (A/D/M): Henry VII (http://en.wikipedia.org/wiki/Henry_VII_of_England) (7/5/6)
Religion: Catholic
Stability: +1
Technology: Land - 5 - Medieval / Naval - 9 - Carrack
Diplomacy: Scotland as vassal (+19D per turn)
Treasury: 50D
DTI: 2
FTI: 2
Manufactories: Metal manufactory- in Midlands, Cloth manufactory+ in Anglia
Commercial Fleets: lv.2 commercial fleet- in England CTZ, lv.2 commercial fleet- in North Sea STZ, lv.2 commercial fleet- in Baltic Sea STZ, lv.2 commercial fleet- in Irish Sea STZ.
Starting Forces: 1 army-, 1 fleet-, 1 land detachment, 2 naval detachments, 1 ? General, 2 ? Admirals
Basic Maintenance: 1 army- and 1 fleet-
Controlled Provinces (+132D per turn): All provinces in England, Wales, Ireland, plus Calais. (Anglia, Kent, Wessex, Cornwall, Bristol, Wales, Midlands, Hull, Lancashire, Lincoln, March, Monmouth, Pale, Kildare, Connaught, Ulster, Calais)
Rest-of-the-World Discoveries: none
• England can build new land units in any national province; elsewhere, they incur double cost.
España
Starting Monarch (A/D/M): Fernando y Isabella (http://en.wikipedia.org/wiki/Ferdinand_and_Isabella) (7/7/8)
Religion: Catholic
Stability: +2
Technology: Land - 7 - Medieval / Naval - 9 - Carrack
Diplomacy: The Papacy in Royal Marriage treaty, The Hapsburgs in permanent Entry in War treaty
Treasury: 150D
DTI: 1
FTI: 1
Manufactories: Metal manufactory- in Toledo, Cloth manufactory+ in Flandre
Commercial Fleets: lv.2 commercial fleet- in España CTZ, lv.1 commercial fleet- in Irish Sea STZ, lv.2 commercial fleet- in Gulf of Lyon STZ
Starting Forces: 1 army+, 1 fleet+ (all galleys, must be placed to a Mediterranean port), 2 naval detachments, 2 ? Generals, 1 ? Admiral, 1 ? Conquistador, Explorer Colomb
Basic Maintenance: 1 army- plus 3 detachments
Controlled Provinces (+233D per turn): Spanish national provinces, the Canary Islands, Naples, Sardinia, Burgundy, Belgium, the Netherlands, plus Roussillon (Castilla, Galicia, Asturia, Navarra, Léon, Euskadia, Aragón, Gerona, Catalunya, Valencia, Murcia, Toledo [with gold mine], Estramaduras, Andalucia, Gibraltar, Sierra Nevada, Baleares, Canarias, Sardinia, Sicilia, Messina, Malta, Napoli, Pouilles, Franche Comté, Luxemburg, Nord, Flandre, Hainaut, Gueldre, Brabant, Zeeland, Den Haag, Holland, Friesen, Artois, Roussillon).
Rest-of-the-World Discoveries: Sea of Canarias, Sea of Acores
• España controls the Atlantic Trade Center (+100D per turn), located in Antwerp, Flandre.
• España can only build new land units in the provinces of Castilla, Andalucia, Napoli, and Milano (but only once it is inherited by the Hapsburgs). Elsewhere, those units cost double.
• España always has the top initiative for the first turn of play (1492), even if his monarch dies and is succeeded by a monarch of lesser values.
France
Starting Monarch (A/D/M): Charles VIII (http://en.wikipedia.org/wiki/Charles_VIII_of_France) (5/6/9)
Religion: Catholic
Stability: +3
Technology: Land - 9 - Medieval / Naval - 7 - Carrack
Diplomacy: Savoia in Military Alliance treaty.
Treasury: 100D
DTI: 1
FTI: 1
Manufactories: Metal manufactory- in Champagne, Wine manufactory+ in Gascogne
Commercial Fleets: lv.2 commercial fleet- in France CTZ, lv.1 commercial fleet- in Irish Sea STZ, lv.1 commercial fleet- in Gulf of Lyon STZ, lv.1 commercial fleet- in Ionian Sea STZ.
Starting Forces: 1 army+, 1 army-, 2 naval detachments (one of which is entirely galleys and must be placed into a Mediterranean port), 2 ? Generals, 1 ? admiral
Basic Maintenance: 1 army+ plus 2 detachments
Controlled Provinces: all French national provinces (Île De France, Picardie, Caux, Champagne, Normandie, Nivernais, Orléanais, Maine, Armor, Morbihan, Bretagne, Vendée, Berry, Bourgogne, Lyonnais, Auvergne, Limousin, Poitou, Guyenne, Gascogne, Adour, Languedoc, Provence, Dauphiné, Cévennes
Rest-of-the-World Discoveries: Sea of Canarias, Sea of Acores
• France can place new land units into any national province; elsewhere, those units cost twice the normal amount.
Portugal
Starting Monarch (A/D/M): João II (http://en.wikipedia.org/wiki/Joao_II) (8/5/7)
Religion: Catholic
Stability: +3
Technology: Land - 6 - Medieval / Naval - 10 - Carrack
Diplomacy: None
Treasury: 390D
DTI: 3
FTI: 2 (effectively 5 for all actions outside the European map)
Manufactories: Tools manufactory- in Tago, Wine manufactory+ in Oporto
Commercial Fleets: lv.1 commercial fleet- in Gulf of Guinea STZ, lv.2 commercial fleet- in Irish Sea STZ
Starting Forces: 1 army-, 1 fleet-, 1 land detachment, 1 ? General, 1 ? Admiral, 1 ? Conquistador, 1 ? Explorer
Basic Maintenance: 1 fleet- plus 3 detachments
Controlled Provinces: all Portuguese national provinces, plus the Azores and Tangier (Tago, Oporto, Algarve, Tanger, Acores).
Rest-of-the-World Discoveries: Sea of Acores, Sea of Canarias, Arguin Bank, Bay of Gambia, Gulf of Guinea, Coast of Angola, Cape of Good Hope, Cameroun, all areas where Portugal possesses a colony or trading post.
Overseas Possessions: La Praya (lv.3 colony-) at Cap Verde, Elmina (lv.3 trading post-, has lv.1 fortress and produces 3 units of slaves) at Côte de l'Or
• Portugal has already made at least 3 colonization attempts, and therefore suffers none of the "colony newb" penalties the other nations incur.
• Portugal's trading post Elmina also brings in an astonishing amount of gold, obtained from the region's natives; it produces 40D of gold every turn, the same as two gold mines, and all this gold automatically reaches Europe during the Income phase with no danger of capture (this is a huge exception to the rule that only colonies can exploit gold mines, and cannot pursue any other resources while doing so). This gold counts when assessing risk for inflation.
• Any time the explorers Da Gama or Albuquerque are in play, and Portugal possesses a trading post in the Malabar area (outside the city of Goa), he may use one of his colonization attempts to convert the trading post into a lv.3 colony- (with a fortress of the maximum available level) at the cost of 100D. This action provokes war with the Malabar natives, but the war ends automatically if the colony survives until the end of the turn.
• The Irish Sea STZ counts as Portugal's CTZ, but only for the purpose of determining Portugal's income obtained from it.
• Portugal can only produce land units in national provinces; elsewhere, such units incur double cost.
Turkiye
Starting Monarch (A/D/M): Bayezid II (http://en.wikipedia.org/wiki/Bayezid_II) (6/6/8)
Religion: Islam
Stability: +3
Technology: Land - 8 - Medieval / Naval - 8 - Carrack
Diplomacy: Moldavia as vassal (+5D per turn), Wallachia as vassal (+6D per turn)
Treasury: 350D
DTI: 3
FTI: 2
Manufactories: Cloth manufactory+ in Smyrna, Metal manufactory- in Angora
Commercial Fleets: lv.2 commercial fleet- in Turkiye CTZ, lv.2 commercial fleet- in Black Sea STZ
Starting Forces: 2 armies+, 1 fleet- (all galleys), 2 land detachments, 2 ? Generals, 1 ? Admiral, plus Pashas (random one automatically corrupted)
Basic Maintenance: 2 armies+ plus 2 detachments
Controlled Provinces: Turkish national provinces, most of Greece, and a portion of the Balkans (Thracia, Macedonia, Albania, Kossovo, Bulgaria, Rumelia, Drobudja, Smyrna, Nicea, Angora, Trapzon, Cilicia, Adana, Encerlik, Morea, Hellás, Serbia, Bosnia, Bug)
Rest-of-the-World Discoveries: Red Sea, Caspian Sea, Persian Gulf, Sea of Oman
• Turkiye can only produce new land units at Thracia and Angora. Elsewhere, land units cost twice as much as normal.
Venezia
Starting Monarch (A/D/M): Agostino Barbarigo (http://en.wikipedia.org/wiki/Agostino_Barbarigo) (8/6/6)
Religion: Catholic
Stability: -2
Technology: Land - 4 - Medieval / Naval - 9 - Carrack
Diplomacy: none
Treasury: 30D
DTI: 3
FTI: 3
Manufactories: Art manufactory- in Venezia, Wine manufactory+ in Venezia
Commercial Fleets: lv.3 commercial fleet- in Adriatic Sea STZ, lv.2 commercial fleet- in Turkiye CTZ, lv.3 commercial fleet- in Ionian Sea STZ, lv.3 commercial fleet- in Black Sea STZ
Starting Forces: 1 army-, 1 fleet+, 1 ? General, 1 ? Admiral, lv.2 Presidio at the port of Corintha, Morea
Basic Maintenance: 1 fleet- plus 3 detachments
Controlled Provinces: Venetian national provinces, Dalmatia, Corfu, Crete, Cyprus, and the Greek islands (Venezia, Mantua, Istria, Illyria, Raguse, Corfu, Creta, Ionia, Cyprus)
Rest-of-the-World Discoveries: n/a
• Venezia possesses the Mediterranean Trade Center (at Venezia), and also receives half of the value of the Grand Orient Trade Center as long as it is controlled by the Mameluks.
• The Venetian player controls the deployment of additional Dutch commercial fleets, when applicable. He may choose to place these commercial fleets anywhere in Europe, but must give priority to trade zones where Dutch fleets are already present. Placing a level of commercial fleet into any Mediterranean trade zone costs the same as placing 3 levels in the Atlantic. Dutch commercial fleets begin play as follows: lv.4 commercial fleet+ in Nederland CTZ, lv.2 fleet- in España CTZ, lv.3 commercial fleet- in England CTZ, lv.5 commercial fleet+ in France CTZ, lv.3 commercial fleet- in Ionian Sea STZ, lv.4 commercial fleet+ in North Sea STZ, lv.4 commercial fleet+ in Baltic Sea STZ, lv.3 commercial fleet- in Irish Sea STZ, lv.1 commercial fleet- in Gulf of Lyon STZ.
• The Adriatic Sea STZ counts as Venezia's CTZ, but only for purposes of calculating its income obtained from it.
• Venezia is permitted to place new land units within its national provinces only; anywhere else incurs double the normal cost.
chefTENGU
10-12-2010, 13:12
I'm in the process of entering commander information into a notepad file so I don't have to wade through 1000+ pieces to know which commanders get deployed when and what their combat values are.
I was originally going to link to a wikipedia entry for each commander to give a little perspective on each one (I probably won't, because the authors of this game had the unfortunate habit of referring to a number of commanders by their titles or stations, as opposed to their names, and furthermore blurred the lines by using a single piece to represent more than one person). I've learned a lot in the process.
I've also gotten a better idea of how diabolical this game is. Remember that the highest-ranking commander must command the biggest available stack; you'll find that some of your highest-ranking commanders suck large portions of ass. Why is that? Well, because of history. Some of these dudes were known for nothing else than being awarded influential positions through nepotism, then committing epic failures on the battlefield. It makes perfect sense, and I'm so glad they did it this way.
chefTENGU
10-13-2010, 19:12
I'm a little less impressed that the game's designers apparently pushed a few historical commanders into time periods which they didn't historically serve. In the cases of Vasco da Gama and Albuquerque, I believe that both don't enter play until after they should be dead.
Which means either that the designers felt it was necessary to sacrifice some measure of historical accuracy in the interest of game balance, or the Portuguese discovered the secret of raising favored officers as zombies.
llama_egg
10-13-2010, 19:25
Wait, wait, you never said anything 'bout the fact that Portugal has zombies abilities. I suddenly know who I'm picking!
chefTENGU
10-14-2010, 16:33
I had to sneak in add a small addendum to the rules for Persia:
Persia produces 3 spices and 3 oriental goods in Ormuz every turn, unless they lose Ormuz to someone else. If a player establishes a trading post in Ormuz (as per the special rules), his trading post's production takes precedence over Persia's.
chefTENGU
10-17-2010, 21:37
I've finally gotten all the commander information (including affiliation, combat values, and turns of deployment/departure) down.
It took a LOT of sorting through, those damn French bastards weren't afraid to misprint a ton of crap, create repeat commanders, and add pieces which were entirely superfluous.
Then, I discovered an oversight I made: APPARENTLY, there's TWO kinds of privateer commanders. Some are ONLY allowed to function as privateers, while others are allowed to act as either privateers or their ordinary position (admiral/explorer).
It probably won't take long, but it's still kind of a bother. ALSO, I need to figure out if the commander Bernard the rules mentions being specially tied to an in-game event is the FRENCH Bernard or the SWEDISH Bernard (then again, perhaps it is the same individual). ARRG.
---------- Post added at 20:37 ---------- Previous post was at 20:32 ----------
(then again, perhaps it is the same individual).
DING DING DING.
Looks like we have a winner (http://en.wikipedia.org/wiki/Bernard_of_Saxe-Weimar)
Bad news is that the rules concerning the Thirty Years' War takes up about six or seven very large pages of text (it's a rather complicated historical event). At least I know where to begin my search, though.
llama_egg
10-18-2010, 04:09
Is this a game or a history lesson? And here I thought Arkham Horror was a long game.
chefTENGU
10-18-2010, 16:08
One interesting side effect is that I can roughly estimate dudes' periods of service based on the fashion of their hairstyles and facial hair.
I've decided that the mid-seventeenth century is the period of the "big hair" generals.
chefTENGU
10-19-2010, 17:42
Been through all the commanders (again) and gotten all the privateers sorted.
Now start signing up, or I'm gonna come find you!
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