- The difference between minor "states" of ally, Free State, Conquered minor
- Some of the peace stipulations are vague and never explained, in particular Royal Marriage
- What the leader stats do (it is RIDICULOUS that this is NOT in the manual, clearly outlined)
- The prices in manpower and cash of Infantry, Militia, Guards, Artillery
- What are the particular limitations to assigning reinforcements (seems you cannot assign them to corps in enemy or conquered territory... but I have no idea about the rules)
- Why would I ever want to make something into a Free State?
- Why would I ever want to "Create a Kingdom?" What benefits does this confer?
An allied state requires successful influencing during the diplomatic phase. An allied state will declare war on any major power you go to war against and let you use their corps.
A free state collects double its listed $ and manpower and can build its own units, though you will probably have to lend them some $. A minor with no corps or fleets should never be freed, and the game might not allow it.
A conquered minor adds its $ and manpower rating to your natioanl values, and you should gain trade from any ports it has.
A royal marriage provides +2pp and creates an additional pp penalty if you go to war with a nation you have a royal marriage with in the future. It is basically an atempt to gain extra pp and convince the old enemy to stay friendly or pay a greater penalty to go to war again in the future.
A leader has a strategic, tactical and max corps he can command rating. The tactical rating is compared to the enemies tactical rating (which if just a corp is normally a default of 1.1.1, or +1) which provides a bonus or penalty to one or both sides. I do not know if the table has been recreated and posted in the rule book, but basically the higher your rating the better. It is possible, like when two +5's face off, that both recieve a +1. The strategic rating is used to perform mnvs in combat like outflank our withdraw. You will need to roll equal to or less the rating to arrive in outflank on round two, or rating +2 to arrive for round three ofthe battle. Roll the rating or less to withdraw, with all cav forces gaining a +1 (failing to withdraw is a sure fired way to get beat up bad, but if you have a lonely, and expensive cav corp, or a small corp with a good leader you hate to lose, withdraw can be worth the risk). The last number is how many corps the leader can command without penalty. Forevery additional set of corps over this third number, the leader suffers a -1 to his strategic and tactical ratings. So napolean can command 6 corps without penalty, but he will suffer a -1 if he commands 7-12 corps, and a -2 if he commands 13-18 corps. A leader with a +3 tactical and strategic rating and 18 corps is so very, very scary.
Then cost of forces are clearly seen on the purchase window. $/MP/Time in months to arrive.
Forces must be in a valid supply chain to recieve reinforcements. This detailed and I recommend reading the rule book on this one, several times. In other words, I am far to lazy to write it up, lol.
Creating a kingdom provides +1pp and all the nations in the new kingdom get to add together their $/mp and then double it plus get trade which provides you with $/mp to build their corps/fleets and use as you please.
yamma
...nothing is more chaotic than a battle won...