In real the "real" EiA, based upon your political status, a nation is in a economic "zone". Based upon the same principle, I have created a "Peasant Morale" chart. This will influence much of your spy operations and stealth procedures as you will soon see.

Due to player input, and some of my own incentive, Spys are going to become a much larger part of EiA. The much converted Assasination Chart, that I lost last game will be recreated, as well as many other things Spys will now be able to do. The Fabled "Super Spy" that was so prominent in our last game will be gone, leaving the "normal" spy, who will have restrictions on distance to travel, and time it takes to preform certain operations, thus involving you into the world of EiA more, by forcing you to beter plan use of your Intelligence Department.
The following represents the spy's new + old abilities

This is going to be a BIG change from last game. Fog of War is half on half off. Meaning, you can see all forces friendly, and enemy alike in your own nation, why? Because theoreticly your peasants will report this to you right? Right. Thus everything your troops see, you can see, and everything your fleets see, you can also see. This we knew. Now, a player is able to see corps that are one district away from his boarder, depending on the morale of his peasants, for they venture out on trips every now and then, and most certainly have friends in neighbouring districts.
What this now means is a whole new meaning to stealth, for Peasants may now be bought off..
And as we all konw, in order to suddenly show up at your enemys capitol with a large army, one needs to retain the element of suprise..
Thus you can now pay off the peasants/farmers in the districts you move through to keep them quiet about your passage. Even in a hated enemys territory, with a large amount of money, you might even be able to convince them to tell you where your enemy's troops are.
Just remeber how expensive this could get though. Per corps passing through(leaders are considered part of one of the corps), you can pay anything from $0 for no influence, to $5 per tower in the city for maximum influence. If however you are passing through the city-less farmlands of the nation, you can pay up to the forage value per corps for maximum stealth. It should be noted that this does not always work, sometimes a greedy villager will take your money, then go runnign to the capitol in order to make more cash from his King. If you are a King and a villager comes to tell you about enemy corps paying off villagers, then you have to pay him up to $10, depending on his loyalty(morale of peasants). Even then he could lie to you, or sometimes a homeless peasant will come to you claiming to have info, when really nobody is in your nation.
This all depends on the morale value of the peasants in your nation, so keep them happy!


A Revolt is an alternative to DoW and attacking a nation. Any Nation may sponser a revolt without having to DoW on that other nation, infact a Free State may use a revolt against it aliged nation.
For revolts one(1) d6 is rolled with the 'National Modifiers' (+3 for ceded home provinces) on the Minor Countries Chart and the Political Status Modifier of the inciter. For a revolt to take place, a 5 or a 6 must be attained.
There is a 1 PP loss suffered by the inciter per try,
For inciting revolts in a Minor, there is a culmilative (-1)drm per previous revolt let downs.
If a revolt occurs, a subsequent die roll takes place to determine the strength of the revolt.
The modifiers for this roll are: Add the sponsors minor power modifier and the sponsors
political status modifier, less the owners minor power modifier and the owners political status
modifier.
After modification, this number is termed the revolt number and is treated as a guerilla
number for that minor/ province. Initially, it can not be less than 2 or greater than 6.
Basically, revolts cause the disruption of collection of money and manpower of this area; and
can attack forces and garrisons.
Using the anti-guerilla operations, the owning player combats the revolt;
However, the sponsor each economic phase may send money to aid (never more tha $6);
A die r
-1 if a Leader of that Corps nationality is present
-1 if a Guard Corps is present
-1 if a Cavalry corps is present (not including Feudals)

| -1- | -2- | -3- | ---4--- | ---5--- | ---6--- | ---7--- | ---8--- | ---9--- | ---10--- | |
| Current Morale is 1 | -0.1 | NA | NA | +0.1 | +0.1 | +0.1 | +0.1 | +0.1 | +0.2 | +0.3 |
| Current Morale is 2 | -0.1 | NA | NA | NA | +0.1 | +0.1 | +0.1 | +0.1 | +0.1 | +0.1RA |
| Current Morale is 3 | -0.1 | NA | NA | NA | NA | +0.1 | +0.1 | +0.1 | +0.1 | +0.1RA |


Nations may build ships for other nations, or sell existing naval assets as they deem fit. But the purchasing nation must spend 1mp per ships to gain total control of the ships.
To simplify Naval movement/attacks, only one type of ship is available to be built, they cost $10/1mp, take 1 year(12 turns) to build each, and have a movement of 7 water districts, and a capacity of either 2 infantry/militia or 1 cavalry/artilery/guard ect.

On the odd occasion, European powers resorted to undeclared attacks to maintain an advantageous element over their rivals. Should any power take advantage of this undeclared attack option (that is, they do not declare war until their troops are attacking the enemy), the DoW penalty is tripled.

The Major and Minor Powers of the period enjoyed commerce-raiding on each other. At
times, this could create some profitable situations.
Any Nation with a ship can direct piracy operations against trade.
Individual ships or squadrons/flotillas (2-6 ships) are detached and sent to sea zones,
where-ever and initiate piracy.
Individual ships a roll of 1 (squadrons on roll of 1 or 2) using a d6 successfully incurr $1 per
successful raid.
Additionally, a second roll is done in which if a 1 or 2 (d6) is rolled, the pirating nations gains
the $1.
The defending nation can respond by dispatching it's own ships, squadrons/flotillas or fleets.
Interception of the ships/squadrons-flotillas on the pirates are the same, however fleets (of at
least 10 ships) succeed on a 1, 2, or 3 (d6)
Combat between pirates and defending military ships are done using the advanced combat
naval rules.
This may seem trivial, however $1 here and there does become a nuisance and for those
obvious targets such as England and Spain, it represented the danger of distant colonies, and
the ever deployment and over-extension of their proud navies.

Any nation can now supplement their Corps with mercenaries. Infantry costs $3 per factor, and one month to form. After this, it costs $1 per 4 mercenaries per month in upkeep. Cavalry costs $10 per factor, two months to form, and an upkeep of $2 per factor. Mercenary troops must also be well supplied! Should a Corps with mercenaries fail a forage roll, atleast half the casualties MUST be mercenaries. This total is then doubled, and that many mercenaries desert.

Nations may now attempt to improve their command ratings (strategic and tactical). The building of a series of military schools costs $10/2mp. Then, every season a player may pay $4/1mp to check upon the college's new ideas and thinking. This is a completely random result, which may create assorted good or bad results. Note that an increase in ratings only applies to one Corps, not all of them!

It is now possible, with the creation of Military Colleges, to find new leaders. Instead of applying results of the Military College to an increase in tactical or strategic ratings, a player may now accumulate the results in the efforts of creating a new leader. This is a long process, but may have its rewards.

Players now have a spies, who may collect information from other nations, or prevent enemy nations from collecting information (counter-espionage). Spies may be lost, captured or discovered depending upon the circumstances involved. A new spy may be bought for $10/1mp. Players should be aware, though, that information gained in this matter may not be totally reliable.

Should an army win more than three battles consecutively under the SAME leader, they automatically gain morale bonuses. These bonuses increase with each victory, but the first loss destroys all bonuses thus gained.

Should a nation remain inactive for more than three months, the national leader (player) is overthrown and a new government is installed. It is possible in said event, that the nation breaks apart and undergoes a civil war.

All nations, except for north African states (and Turkey), gain national militia. North African states can create militia only if the OTTOMAN EMPIRE has been created, and they are a part of this political entity.

In addition to the British "Constitutional Force" and a Spanish "Ordenanza;" these referring to Militia type forces created in a civil defense effort when invaded, now each (All) Major Powers will recieve 2d6 + 1d4/province Militia; These forces are 'stood up' only when requested, but incur a (-3 PP) penalty due to the political disaster of having to do so. When the forces are 'stood down' a (+1 PP) results due to the apparent victory. The Militia gained can be used to garrison or may be incorporated into the nations Corps; but only Militia forces in excess of the number stood up may leave the home nation. Minor Powers will recieve a 1d6 + 1d4/province.

It is possible that a battle may be interrupted and ended due to bad weather. The season, terrain and location all contribute to this possibility.
The movement restrictions that come with the time of year and the Weather do NOT apply, except for the iceline in the winter months.

Cavalry superiority allows that side to gain bonuses for combat rolls, withdrawals and recon reports

Guard can be committed to influence attacks upon the combat resolution chart. Only Russian, French, Austrian and Prussian guards can be committed. French and Russian guard do gain the better bonuses if thus committed for such (and at greater chances for losing factors)

All sea and land losses are proportional to existing strengths.

Both France and Russia can create and maintain artillery, other nations may be trained by France or Russia to create and maintain artillery.

Leaders committed to battle may suffer from death or injury as a result of battle.
If a nation has a Royal leader(R), and is at war with another power, the Royal leader must lead one of the Corps. The exeption being Tsar Alexander who only has to lead a Corps until he loses a battle.

All wars must be started by a DoW and ended with a treaty of peace. Should a nation declare war upon another, and not attack for 2 months, that initiating power loses 1 political point per month. If the peace process is conducted, both nations must either resume war or sign a treaty within 3 months or both players lose 1 political point. There are no lapses of war.

Any nation that is subject to an enforced peace can break that peace by paying TRIPLE the amount of political points that it would normally cost. This ensures that games do not result in sluggish enforced peace episodes, but also ensures that players plan their back stabs very carefully.

At this time period, Great Britain maintained a large oversea's fleet in order to protect it's colonies. This fleet at any time may be recalled for use by Britain. 30 ships as reinforcements in addition to Britains colonial fleet are placed in any British or British allied port bordering the Atlantic, 2 months(2 turns) after Britain calls for them. The British player loses an immediate 2PP for the recall. If during a economic phase the fleet is still recalled, the player loses an additional 1PP, also thier trade is reduced by $20 to a minimum of $10. If Britain is at war with America, then the reduction from both sides is $25 to a min of $5. Also, Britain is not able to stop the American trade to any country.

For Naval Transport... so long as the Corps begins in the Port City... that Transporting Fleet need Not also Start in that port;
For example... a Neopolitan Corps awaits transport via the Venetian Fleet in the city of
Leghorn...
The Neopolitan Corps must begin the turn in Leghorn, however the Venetian Fleet may begin
at sea...
for every 10pts [rounded down] that Fleet expends 1MP loading those forces it wishes to
transport.
Also when you unload troops into any port it exausts thier movement points, so they are force to stay in that district, but they CAN attack that city in that fashion.


LAST UPDATED Jan 27th '99