PEASANTS

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.

SPY'S

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

Counter-Espionage

Nothing new here, a spy set to counter-espionage will attempt to prevent others from spying, or commiting other acts of Espionage upon your nation. One new thing though, if you set more than one spy on Counter, it WILL now help you beter defend against inttelegence attacks on your nation. A spy set on Counter-Espionage can be changed to another operation any turn. Counter-Espionage is also the default for spies, if they do not recieve orders they will commence counter-espionage.

Tactical Information

Again like in last game Spys can be used to find out the number of enemy troops in a city, in a province, in the nation. Also included in here is finding out where enemy generals are(ie. some people might want to keep an eye upon Napolean). Depending on just how far away the city is that you wish to know about(if you wanted to know about Napolean you would go to Paris to find out from his reports where he was) different amounts of time, and chances of suces are involved. As a general rule, anything 15 districts away(sea spaces count as three) from your Capitol, is one month.

Assasinations

As soon as the assasinations chart is up, then your spys are free to attempt them. You may attempt to assasinate any General, though remember it is VERY difficult to actually succed, and a great deal of Political Prestige would be lost for your nation as well as any other nation involved. Though, if you are deasperate for an answer, then I would recomend that you do not attempt this alone, remember, the more spies involved the more chance of succes there is. The time involved for this sort of operation varies from how many spies involved, to who the leader is, to how far away he is.

Thievery

Something some players mentioned last game, was the option to use Spys to steal gold from the reserves of other nations. No restrictions will be placed on who you can try to steal from, but each nation will have a protection rating, and I think you will find it very hard to steal from Britain, with all thier money, though not imposible if more than one spy is involved. Thievery will take one month to find out the results of, for, you dont have to snoop around alot, all you have to do is walk in grab the money and walk out. As a general rule most succesfull theifts will gain no more than $20 for the instigating leader.

Captured Spies

Now should your counter-epionage team manage to capture a spy, there are many things you can do with it. You could simply cut off its fingers, and send them back to the nation that was trying to spy on you as an insult. Or you could attempt to use the spy to find out tactical information. To do this, one of your own spy's must be commited to torture the captured spy, BUT all information gained thus will only be as up to date as when the captured Spy was sent out, also the captured spy could commit suicide at any time, or lie about the information you seek. The last thing you can do with a captured spy is try to convert it to your cause. To do this, one of your spies must be commited to convert the captured spy. Depending on the political status, and the general happyness of the enemy nations peasants, and your own political status/morale of peasants, you could be sucesfull, in any time from 1 month to 6 months. After 6 months, any captured spy will most certainly commit suicide if not yet converted.

FOG OF WAR

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..

STEALTH

Whilst in ones own nation, and if the nations peasant population/economy is stable, then one can count on her own people to keep quited about ones own large armys moving across the lands. This remains true. Thogh, when in enemy territory the peasants might have to be convinced.

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!

note: everyting from here on is a copy of rules taken from our last game, some were omited, but most were copied directly

REVOLTS

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)

TRAINING

Any nation can train another nation's troops to improve morale, strategic and/or tactical ratings. A general, corps or garrison of the training nation must be present inside the trained nation. Each corps, general or garrison can train a maximum of one Corps. A trained nation's troops can never exceed the training nation's capabilities.

Training Table
-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

British Training adds +1 to die rolls
NA = No Effect
RA = Roll Again
First two(2) months of Training, (-1)drm for unfamiliarity of new program
Trained Corps can never exceed their Trainers morales level
The Maximum level which can be attained is 3 morale (infantry) and 4 morale (cavalry).
Because 4 morale (infantry) is applied for Dominant Powers, I'm gonna restrict this.
Infantry, Cavalry and Fleets may be trained, but only one type from only one Corps per season.
A nation in training must keep it's Corps with at least 1 factor in it's home nation; and stationary.
The nation doing the training must keep with that Corps (to be trained) either 1 Marshal/General, or 1 Corps (again with at least 1 factor)

ARMED FORCES EXPANSION

It is now possible for nations to build extra Corps and Fleets. Guard, Artillery, Feudals and Cavalry are exempt from this rule. Each Corps costs $5 to create, and takes 6 months to form. Each Fleet costs $6 to create and 12 months to form.

SHIPBUILDING

SHIPBUILDING All nation can build ships IF they secure wood from either Canada (controlled by Britain), Sweden, Russia or the United States, and they have a port. If a wood carrying nation does not give permission, ships thus ordered shall be delayed until the wood arrives.

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.

SURPRISE ATTACKS

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.

PIRACY

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.

MERCENARIES

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.

MILITARY COLLEGE

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!

FINDING LEADERS

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.

SPIES

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.

OVERWHELMING VICTORY

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.

NATION INACTIVITY

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.

MILITIA

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.

SPECIAL MILITIA FORCES

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.

WEATHER

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

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

GUARD

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)

LOSSES

All sea and land losses are proportional to existing strengths.

ARTILLERY

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

LEADER CASUALTIES

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.

STALLING A WAR

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.

ENFORCED PEACE

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.

BRITAIN'S OVERSEA'S FLEET

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.

MORE NAVAL STUFF

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.

SPY'S INFLUENCING THE MEDIA

To instigate an attempt to influence the media what you are doing is trying to change what it says in the world gazette, thus efficiently controling what others believe is going on in the world. It costs initially -3PP's. You then decide to Call in a Favor, or pay off a reporter. Both result in DRM's but also both need the use of atleast one spy else a -5DRM applies to the pay-off or favor chart. Once all DRM's have been calculated, a roll is made on the Media influence chart.

LAST UPDATED Jan 27th '99