This is my wish list for Options and Features for Computer EiA version 1.X
Marshall, any chance for my dream to become true? [;)][:D]
Advanced Naval Combat
Sweden as the Eighth Major Power
Improved AI and UMP
1788 Campaign
1796 Campaign
TCP/IP Play
Improved Harbour Defences
Improved City Defences
RANDOM EVENTS
EIH Peace Condition
Advanced Naval Combat(OPTIONAL)
http://www.icpnet.pl/~cmb/eia/docs/adv_naval_rules.doc
Sweden as the Eighth Major Power(OPTIONAL)
http://members.fortunecity.com/lobodeor ... rules.html
Improved Harbour Defences (OPTIONAL)
For a cost of $30 and taking 12 months, harbour defences (6.7.5.1) can be increased by "+5". The construction will be complete after 12 months, regardless of whether the port changes hands.
Improved City Defences (OPTIONAL)
For a cost of $10 multiplied by the new number of “fleches” multiplied by the capacity of the city and taking 12 months, city defences can be increased by "+1 fleche", to a maximum of three “fleches”. The construction will be complete after 12 months, regardless of whether the city changes hands.
RANDOM EVENTS(OPTIONAL)
Each month the Major Power with the highest political status (in case of a tie competitive D6 roll determines who can roll for the event) rolls one event on the RANDOM EVENT TABLE below and implements the result immediately, use NATION CHART if indicated by the event. The event is rolled using 2D10, with the first for "10s" and the second for "1s".
Nation Chart
1 Austria
2 Spain
3 Britain
4 France
5 Prussia
6 Russia
7 Ottoman
8-0 re-roll
1-25 No Event: No random event for this turn.
26-27 Diplomatic Triumph: Roll once on the NATION CHART. The designated Major Power has two options: (A) select up to two Ally, Influenced, Conquered or Client State minor countries (the minor countries selected may not be part of a Kingdom, unless both minor countries are provinces of the same dual province Kingdom) located in the diplomatic track of another Major Power and change their diplomatic status to Neutral, with the Major Power in whose diplomatic track the minor countries were located immediately losing "-2" political points, or B) select two Neutral minor countries (or Influenced or Ally minor countries located in its own diplomatic track) and convert those two a Client State located in its diplomatic track, gaining "+2" political points.
28-31 Diplomatic Coup: Roll once on the NATION CHART. The designated Major Power has two options: (A) select one minor country Ally, Influenced, or Client State located in another Major Power's diplomatic track (the minor country selected may not be part of a Kingdom) and change this minor country's diplomatic status to Neutral, with the Major Power in whose diplomatic track the minor country was located losing "-1" political point, or (B) select one Neutral minor country (or Influenced or Ally minor country located in its own diplomatic track) and convert it into a Client State located in its diplomatic track, gaining "+1" political point.
32-34 Excellent Harvest: Roll once on the NATION CHART and that nation receives +20% money from home nation provinces and Conquered minor countries next economic phase.
35-38 Emancipation/Enfranchisement: Some ethnic/racial/cultural/religious minority was recognized as persons. Roll once on the NATION CHART and reward that Major Power with 5 extra manpower points in the next economic phase.
39-45 Trade Surplus: Roll once on the NATION CHART and double that Major Power's trade income (British/Continental and US) in its next economic phase. If this event is rolled to effect Britain, treat as "British expand overseas Trade" instead.
46-47 British expand overseas Trade: Permanently increase base British colonial trade income by $5, to a maximum of the limit specified in the Campaign rules. If British colonial trade is at the maximum allowable, re-roll this event.
48-49 Monarch is likened to Voltaire for his civilized and liberal nature: "+2" political points to the Major Power rolled on the NATION CHART.
50-58 Famine: Roll once on the NATION CHART and then apply results. The affected Major Power rolls 1D6. A result of "1-3" causes one province or to be affected, "4-5" two provinces, "6" three provinces. These territories to be determined randomly. Affected provinces provide no money in the next economic phase and their forage values are reduced to zero for the next three months. A Famine marker is placed on the affected province(s)
59-61 Plague: Roll once on the NATION CHART and then apply results. The affected Major Power rolls 1D6. A result of "1-3" causes one province to be affected, "4-5" two provinces, "6" three provinces. Affected provinces are determined at random, and provide no manpower the next economic phase. A plague marker is placed on the province(s), any Corps that is in an affected province must forage, and all city garrisons must make siege supply rolls for the next three months, while the plague is in effect.
62 Sickness of a leader: Roll on the NATION CHART, and then randomly pick an active, on map leader from that Major Power (if no leaders of that Major Power are on the map ignore event). Roll D6, this is the number of months that leader is out of action with an illness.
63 Premature Retirement of a leader: Roll on the NATION CHART, and then randomly pick an available leader (on or off map) from that Major Power (if no leaders of that Major Power are available ignore event). This leader is then prematurely retired, and may be returned to play as per 5.3.1.
64 Desertions: Roll on the NATION CHART, and that Major Power loses D10 factors (any type of factor, victim's choice) due to desertion. This only applies if that Major Power is at war with a minor country, Kingdom or Major Power. Treat as no event otherwise.
65 Manpower Shortage: Roll on the NATION CHART, and that Major Power loses 5 manpower points from home province manpower in the next economic phase.
66 Political Repression: Roll on the NATION CHART, and that Major Power loses "-1" political point for excessively repressive domestic behavior.
67 Corruption in the military: Roll once on the NATION CHART and that Major Power's maintenance costs (Corps, Fleets and depots) are doubled in the next economic phase.
68 European Monarch goes on spending spree: Reduce a Major Power's income by $15 in the next economic phase, the Major Power is chosen randomly on the NATION CHART.
69-70 To Arms against Tyranny: Roll once on NATION CHART. One randomly selected minor country located in the diplomatic track of this Major Power suffers a revolt. If no minor country is located in the diplomatic track of this Major Power, treat as no event. Control of the revolt goes to a Major Power at war with victim of revolt (if more than one, highest unmodified D6 roll) or if not possible, to a Major Power desiring control with highest unmodified D6 roll, if no Major Power desires control of the revolt, treat as no event.
71 Privateer Raiding: Roll a D10 to determine which nation this affects. "1-2" Spain, "3-4" France, "5-7" Britain, "8" Russia, "9" Austria, "10" Ottoman. The Major Power selected suffers a three Fleet Privateer attack on their trade via the Mediterranean Privateer Box in the upcoming Privateer Phase for the current turn.
72 Fiscal Evasion: Roll once on the NATION CHART and reduce saved money of that Major Power by 30% immediately.
73-74 Diplomatic Faux Pas: Roll once on NATION CHART. The designated Major Power randomly selects a minor country Client State under its control and turns it Neutral. If the Major Power has no Client State minor countries treat as no event. Forces are repatriated as per 4.6.8.1. In any case, the designated Major Power loses "-2" political points.
75 Diplomatic Outrage: Roll once on NATION CHART. The designated Major Power randomly selects two minor country Client States that are located in that Major Power's diplomatic track and changes their diplomatic status to Neutral. Forces are repatriated as per 4.6.8.1. If the Major Power has no Client States, then apply results to two Conquered minor countries of that Major Power, if no Conquered minor countries, treat as no event. In any case, the designated Major Power loses "-2" political points.
76-00 Campaign Specific Random Event: Re-roll 2D10 and refer to the appropriate Campaign rules.
EIH Peace Condition
If there are several joint victors, the choices are made alternately but, except for C.4 (upon agreement of powers selecting this condition), C.6, B.8, and no choice may be repeated.
List A: Use with a conditional peace, with one choice picked by loser, which may be different for each victor.
A.1. Needn't remove any Corps (cancels B.1)
A.2 No special truce restrictions (cancels B.2)
A.3. Needn't pay reparations (cancels B.3)
A 4. No Royal Marriage (cancels B.5)
A.5 No trade embargoes (cancels B.6)
A.6 Needn't cede a province (partially cancels B.7)
A.7 No sphere of influence restriction (cancels B.10)
List B: Use with a conditional or unconditional peace, picked by victor
B.1 Minor Troop Removal: Must remove 3 Corps or half (round fraction up) of the Corps currently in the loser's army presently on the map, whichever is the lesser. The choice is random by the victor, but excludes Corps that contain Guard or Guard Cavalry factors. The Corps may be rebuilt. This choice may not be made if C.1 or B.4 has already been chosen.
B.2 Minor Extended Peace: May not declare war on the victor for 24 months. This choice may not be made if C.2 has already been chosen.
B.3 Minor Reparations: Pay reparations; 1/2 of the loser's home nation tax value (sum of provincial tax revenues, does not include trade) during the next Economic Phase or 1/3 in each of the next two Economic Phases. Loser's choice, with all fractions are rounded up. This choice may not be made if C.3 is already chosen.
B.4 Corps on Loan: Victor has the use of a loser's Corps on loan for the next 12 months. The victor has the informed choice of the Corps, but a Corps containing solely either Guards, Guard Cavalry, Artillery, and/or Cavalry factors may not be selected. The loser is required to pay maintenance but the victor pays any other expenses. The Corps returns to the loser's control the instant it loses half of its initial army factors (round down), even if in the middle of combat, while foraging or if besieged (treat then as neutral if the loser is not at war with the besieging Major Power). It cannot be required to lose more factors. Prisoners are counted as losses. The Corps is also returned to the loser's control upon war between the lender and the borrower, or when voluntarily released by the victor, or when 12 months have elapsed (whichever occurs first). The Corps is considered as belonging to a virtual minor country of the victor in every other aspect (access, political points, leaders etc.) Use the Corps' own morale, movement allowance and intrinsic values. (The Corps receives the homeland forage modifier (7.4.1.2.6) only while in the loser's home nation's provinces.) This choice may not be made if B.1 or C.1 is already chosen.
B.5 Royal Marriage: Marriage between the royal houses. Victor gains an additional "+2" political points. The first of the two to declare war on the other loses an additional "-1" political point. If the Ottoman selects a Royal Marriage, the losing Major Power loses "-1" political point, though has a casus bellum against the Ottoman for the duration of the Royal Marriage.
B.6 Restricted Trade: Loser (Major power, and all Conquered, Sponsored, Client State minor countries or Kingdoms) may not trade with Britain or with America (in this case, Britain does not gain the lost American trade), at the victor's choice. If the loser does trade in defiance of this, the victor may declare war on the loser even if within normal peace time restrictions (the normal 18 month period, or B.2 or C.2). This choice may not be made if C.7 is already chosen.
If a victorious Republican France selects this condition, at his choice, may instead force the loser (Major power, and all Conquered, Sponsored, Client State minor countries or Kingdoms) to join the Continental System. France then gains and Britain loses the appropriate political points (8.2.1.2.3).
B.7 Minor Ceding: Loser must cede one home nation province of his choice and one Conquered, Client State, or Sponsored minor country of the victor's choice, or two Conquered, Client State, or Sponsored minor countries (if available) of the victor's choice. (Only one territory may be taken if the victor desires.) The territory must be either adjacent to the victorious Major Power's controlled territory and/or contain one or more of the victor's Corps. The province may not contain the losing Major Power's capital unless there are no other provinces remaining. The minor country is chosen before the province (potentially affecting the potential availability of provinces to be ceded). A minor country that is part of a Kingdom may be ceded, though the capital province of a Kingdom is ceded after all other provinces of a Kingdom have been ceded. [114] The ceded provinces and/or minor countries may be split between multiple victors, at the option of the Major Power selecting this condition. If the other Major Power refuses to accept a minor country it becomes Neutral. If a Major Power refuses to accept a province it is retained by the surrendering Major Power. Only B.7 or C.4 can be chosen. If Spain cedes a province as a result of this peace condition, it loses an additional "-2" political points.
B.8 Russian Annexation: (May be applied only against the Ottoman by Russia) The Ottoman acknowledges the superiority and supremacy of the Russian Empire. A designated Client State of Russia (limited to Circassia, Georgia, Chechnya, or Imeretia) becomes a home province of the Russian Empire. That minor country's forces are unavailable while a Russian home nation province.
B.9 Deny Cooperation: The loser may not: Conclude a new voluntary access agreement (existing agreements remain in force), provide supply of any form, or sea transport units belonging to a Major Power at which the victor is at war with. Restriction lasts for duration of enforced peace.
B.10 Sphere of Influence: The surrendering Major Power must receive the victor's permission to declare war on any minor countries or Kingdoms. This restrictions last for the duration of the enforced peace.
B.11 Permission to form the German Bund: (May only be applied against France or Britain, by Austria or Prussia, after January 1813) Permission is gained from the surrendering Major Power to form the German Bund (14.5). This permission is granted until the German Bund is formed, or the surrendering Major Power and victorious Major Power go to war again.
List C: use with a unconditional peace, victor's choice
C.1 Military Restriction: This choice may not be made if B.1 or B.4 is already chosen. A victor may choose one of the following:
C.1.a Must eliminate three Corps or half (round fractions down) of the Corps currently in the losing Major Power's army, whichever is the greater. The choice is random by the victor and may include any Corps. They may be rebuilt.
C.1.b Must eliminate a number of home nation garrison army factors equal to the losing Major Power's home nation manpower value (sum of provincial manpower values printed on the map). The choice of which factors to remove is up to the loser.
C.1.c Must eliminate three Fleets or half (round fractions down) of the Fleets currently in the losing Major Power's navy, whichever is the greater. The choice is random by the victor and may include any Fleets. They may be rebuilt.
C.1.d Loser restricted to two thirds of Major Power's total home nation available Corps on the map at any one time (rounded down), and total garrison factors may not exceed the twice the printed value of its home nation manpower, or loser Major Power restricted to two thirds (rounded down) of total home nation Fleets on the map at any one time. (Victor's choice whether land or naval restrictions) Restriction lasts for duration of extended peace, or may be canceled any time by the Major Power that selected this condition. Any forces in excess of the limitations are immediately eliminated.
C.2 Major Extended Peace: Loser may not declare war on the victor for 36 months. This choice may not be made if B.2 has already been chosen.
C.3 Major Reparations: Loser must pay reparations to the victor; all of the loser's home nation tax value (sum of provincial tax revenues, does not include trade) in the next Economic Phases or two thirds in the next two Economic Phases. Loser's choice, with all fractions are rounded up. This choice may not be made if B.3 has already been chosen.
C.4 Major Ceding: Cede any combination of three provinces and/or minor countries of the victor's choice (less may be taken, if less are available, or the victor desires to take less). The provinces may not contain the loser's capital city unless no other unceded province is available. Any province(s) chosen must be either adjacent to the victorious Major Power's controlled territory and/or contain one or more of the victor's Corps. Provinces are selected in order, allowing the extension of adjacent territory [115]. Any minor countries may be chosen (regardless of location). This choice may not be made if B.7 has already been chosen When ceding a Kingdom as part of a peace each province of the Kingdom counts as one separate minor country. The ceded provinces and/or minor countries may be split between multiple victors, at the option of the Major Power selecting this condition. If the other Major Power refuses to accept a minor country it becomes Neutral. If a Major Power refuses to accept a province it is retained by the surrendering Major Power. Only B.7 or C.4 can be chosen.
C.5 Garrison and Access: The victor may garrison all cities in provinces and Conquered, Client State or Sponsored minor countries and Kingdoms of the loser except for capital cities. The victorious Major Power has unconditional access through territory controlled by the loser. If the loser controls the province containing Constantinople, it may not deny the victor trade, supply routes and/or naval movement through the Dardanelles sea zone. All these effects apply until the victor and loser are next at war with each other.
C.6 Leader Exile: The loser must remove one leader of the victor's choice. If there are several victors that choose an unconditional peace, all must choose this option (counting as a selection for each) for a leader to be removed.
C.7 Trade Expropriation: (May only be applied against Britain) Half of all money made by trade (all sources) must be given to the victor for the next four Economic Phases, or until war again breaks out between the victor and loser. This choice may not be made if B.6 has already been chosen.
C.8 Seize the Imperial Dignity: (May only be applied against the current Holy Roman Emperor by Austria, Prussia, Royalist France, or Republican France after an "A" leader has become available and the victor controls at least 10 HRE minor countries as conquered, allied, client and/or sponsored) The victor becomes the new Holy Roman Emperor. Refer to 14.4 for details regarding the HRE.
C.9 New Spanish Royal Family: (May only be applied by France against Spain after January 1800) A relative of the French leadership is placed on the Spanish throne, and Spain becomes a French puppet for the near future. Spain may not declare war, conduct diplomatic actions on minor countries or Kingdoms, or instigate revolts without French permission. These restrictions are removed when France surrenders to another Major Power, or when there are no French forces in Spanish unceded home nation provinces, or in 36 months, whichever condition is met first. This condition may only be selected if C.5 has already been selected by France in the same peace agreement with Spain.
Options and Features for Computer EiA version 1.X
Empires in Arms is the computer version of Australian Design Group classic board game. Empires in Arms is a seven player game of grand strategy set during the Napoleonic period of 1805-1815. The unit scale is corps level with full diplomatic options
Moderator: MOD_EIA
Return to “Empires in Arms the Napoleonic Wars of 1805 - 1815”
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