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I have so many clogging up my list now, also think of the server space
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29.03.2022 在 How the Bank work


Mr. Atwar player , good morning, Witch Doctor here from Atwar game design here. You recently played one of our games.

The reason I'm calling is that an extremely exciting investment opportunity crossed my desk today. Typically we recommend no more than the two good buildings per year but this is one of them:

The Bank Building to be precise for only 700 down payment and a mere 175 unit stack parked on that baby you could see a recuperation of losses in 4 turns, and a profit after that of 175 a turn. That's right, 1 whole free tank per turn.

This is the opportunity of a lifetime, the only regret you'll have is not buying more Banks.
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For a very long time like over a year I've just let this be but its gotten intolerable. I absolutely need to fix my scenarios like WW1 especially since so much of the community is reliant plays them still. I don't care how it needs to be done or who needs to be called in but this red script thing and being unable to do anything has to be addressed . Make it so I can edit my goddamn scenarios please and thank you.

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The screenshot shows cities that were captured on turn 2, if cities are protected by walls they can't be taken until turn 3

wfing any time t2 and beyond is good gameplay
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Say you are sorry and you won't do it again and I will unban you, so everyone knows next time you troll you did it on purpose.
In many maps there is literally not enough room to wall so when someone exploits this they are a person of uh..poor character. Ideally aw would have the wf capability turned off on t1 by default to solve headache (although now that I think of it this could lead to new forms of trolling)
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18.04.2020 在 What happened to WW1?
Its not simply removing the regions and re-adding them I could do that in like an hour, its a silverlight scenario. I can't even edit it anymore its all messed up, only Dave can with the underlying code but he still isn't as you can see or honestly he just can't, which is fine I guess honestly I just want to know.
I am slowly remaking the entire scenario instead now which is gonna take hours

@Estus that is going to be for the html scenario because land events cant spawn in the sea in html scenario editor, even in naval trans (unless I am missing something). The troops will spawn there and then players will have to move them onto trans. Really on the whole, html editor is far inferior
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18.04.2020 在 Iron Supremacy 6/6
A) Would you like to add more events next turn? Vote YES for 4-9 new events. Vote NO for only 1-4 new events. And ABSTAIN for 1-12 new events:
ABSTAIN.

B) Prevent all players from recruiting new Supporters next turn:
NO

C) One random player loses $100,000:
NO

D) One random player loses 2 Influence Points:
YES

E) One random player loses 6 Reputation:
YES

F) Should players be able to buy/sell resources next turn?
ABSTAIN.
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16.04.2020 在 The Napoleonic Wars
Rules

Turns:
Turn 1: 1805-1806
Turn 2: 1806-1807
Turn 3: 1808-1810
Turn 4: 1811-1812
Turn 5: 1813-1814 (game ends unless napoleon abdicates)
Turn 6: 1815-1816

Automatic Game End
Game ends at the end of Turn 5 (Turn 6 if Napoleon Abdicates) or any Turn in which either Britain or Russia has been conquered and France has 7 or more Victory points. Victory is always determined by points as regardless of the condition that causes the game to end.

Every Turn follows this order although in first one interphase is skipped)
1. Interphase
• Check for attrition for units in unoccupied or enemy regions
• Roll for Conquest
• Roll Peace (a d6 is rolled, on a 6 game ends. Before this though, Each player, in Order of Movement, may add or subtract one to/from the upcoming Peace die by taking one less card in the upcoming draw)
• Change Camps (players are allowed to change diplomatic camps and declare war)
• Reinforcement & Deployment (every faction gets cps to recruit with at their capital, • France: 18 CPs • Britain: 6 CPs • Austria, Russia, Prussia: 8 CPs each • Spain, Ottoman Turks: 4CPs each • Denmark, Sweden: 2CPs each)
• Cards Dealt - 1 per 2 Key Duchy (May get new hand if you don't like it but -1 card)

2.Play Cards
Players play their cards in the following order. If you have a card, you MUST play;
France>Britain>Austria>Russia>Prussia>Turkey>Spain>Sweden>Denmark

When They can play either the event, or the CP value in the upper left corner. They may also use a national special power in addition to that card and/or spend a glory point to draw another card, or just the power by itself.

There are 3 types of cards
Events - played during your turn
Battle - affects only the faction who plays it, can only be played before a battle dice are rolled
Response - Played to affect anyone, maybe be played whenever

An example card:


The event is obvious but the cp value is the other option. CP (Command Points) is what does basically everything in this game

Pre-emption
The player with the most cards can, before another player plays (and they have not just played) play another card. For example France could play again after Britain if France has most cards. A player can NEVER under ANY circumstance play two cards in a row. Pre-emption not allowed in first round of Turn 1.


Recruiting
Division: 2 cps (must be in a duchy that has your color)
Naval Squadron:: 4 cps normally / 2cps in interphase (each must be in a separate port, is completed at the beginning of the next turn if you pay 1 maneuver)
Leader:: Command Rating cps
Fortress: : 3 cp in interphase (completed in next interphase, upgrades a regular duchy with a level 2 fort, or a level 2 fort to level 3, or level 3 to 4. If destroyed while under construction or taken in siege is reduced to default)

Moving
Divisions (up to 2 at once) cost 1 Cp to move 1 space
Armies (led by Generals) cost 1 cp to move 1 space
Army Groups cost 1 CP per general in their stack to move 1 space

Occupying
Occupying/Liberating a duchy 1 cp
Armies can occupy any unoccupied unfortified duchy they are on. They may also occupy an adjacent unfortified Duchy, but only if that Duchy neither contains an enemy Formation nor is Adjacent to an enemy army. Cannot place across a marsh or strait. Russian Exception: To occupy a Russian Home Duchy costs 2 CP. To liberate a Russian Home Duchy costs only 1 CP.

Other
Diplomacy to minor nations (not in first round): Varies (see rules)

VPS
All nations are in competition with each other. The coalition is only united against France because it is becoming dangerously powerful and a threat to them. This may change.

VICTORY POINTS (VP) are updated every turn to compare power
Victory Points = (# net captured Key Duchies) + (.2 point per captured regular duchy) + (Glory Points) + (1 per pacts with ever minors)
specials: Prussia and Austria get 2x victory points for captured Key duchies
for every major power in imperial camp, france gets -1 victory point, and that major power gets -1 victory points (france loses glory if reliant on an ally and any monarchy is shameful for allying with this upstart)

Note
Occupying regular key duchies(ones that are part white) count towards victory points, but occupied home key duchies (ones that are a solid color) do not, the only way those count is from a treaty. Exception: Occupying an enemy capital counts as a key even without a treaty


Glory Points
To simulate the effects of great actions on the outcome of the war Glory is a part of it. Glory points not spent contribute to victory calculation. But if you are desperate you can cash in 1 glory point a round for a random new card.

Ways to gain Glory
a) Routing an enemy army, then successfully rolling a dice lower than the enemy generals battle rating
b) Conquering Nations
c) You get more cards than your maximum hand size (lots of duchies)


Land Movement
(fyi for clarification here: Division is the single army unit, Army means units commanded by a general, and Army Group is multiple armies with generals commanded by one general Forming a multinational Army Group requires their consent)

A moving Army contains a leader and possibly Units/leaders of its own nationality (and/or those of its Minor Pact Allies) up to that leader's Command Rating. A leader of a Minor nation can lead only its own Units/leaders in an Army or Army Group. A leaderless 2 division Formation moves one space per CP. However, the cost is per piece or per Army and is never paid simultaneously so separate Formations (not under the same Commander) cannot
enter battle together.

Example: Napoleon (Command Rating: 8) and Murat (4) could move 12 Units in addition to themselves as an Army Group. Each Duchy entered
would cost two CPs (one for each Army). Napoleon, Murat and seven Units (any combination of French and French Minor Pact Allies) would
compose one Army and cost one CP for each Duchy entered.


RAPID LEADER MOVEMENT
Leaders may move alone into eight consecutive friendly controlled Duchies without forced march Attrition (although not passes and marshes), paying 1/2 CP per Duchy/Sea Zone entered. They may Flag or unflag Duchies if they use Rapid Leader Movement. They may not move with any other Units/leaders on the same round.

Summary:
Divisions (up to 2 at once) cost 1 Cp to move 1 space
Armies (led by Generals) cost 1 cp to move 1 space
Army Groups cost 1 CP per general with troops/generals under his command rating in their stack to move 1 space

Also:
Major Powers can add +2 CP bonus to cards if only being used for moving/occupying this round, Minor Powers +1 CP bonus
Napoleon's Bonus CP: Whenever France uses this +2 CP bonus, the leader, Napoleon, gets a corresponding additional+2 CP bonus for moving/occupying

Important Restrictions:
A) Special Powers can never be played for bonus CP.


Movement ending
Entering into a duchy that has enemy army or fortress immediately stops your movement for battle unless they withdraw. Further movement by that army is not allowed without an Overrun (complete destruction of enemy and gains a free occupation). However, a surviving victorious Army may possibly occupy with any remaining CPs as this requires no actual movement.

Multinational Army Land Movement
If two allies want they can combine into a army group. Command alternates based on whose turn it is and they can spend cp to move the allies under their command

Interception
An inactive Army or Army Group may attempt to enter an Adjacent Duchy to interrupt the movement of enemy Forces (including those appearing due to events or builds) if no enemy Formation already occupies that Adjacent Duchy. If successful, a battle is fought. The Active player is the attacker

INTERCEPT MODIFIERS: The dice roll is modified by:
+1 if intercepting into a Friendly Duchy
-1 if intercepting from an Uncontrolled Duchy
+? the Battle Rating of the intercepting Commander
-1 if the interception crosses marsh, pass or strait
-1 if your Formation is an Army Group or Multinational Army
+1 if intercepting an enemy multinational Army or enemy multinational Army Group.
Success: 2D6 + (Commander BR) + (Mods) >= 9.

Withdrawal
If an army is attacked it can withdraw to anywhere but • to a Duchy from which the enemy entered the battle, • out to sea (unless attacking from the sea), • to an unbesieged enemy Fortress, • to a Duchy containing an enemy Formation, • across a strait, if an enemy Fleet is in that Zone or Port.

Withdrawal succeeds on a two-dice roll greater than or equal to "9"
which is modified by:
+1 if evading into a Friendly Duchy
-1 if evading from an Uncontrolled Duchy
+? the Battle Rating of an evading Commander
-1 if the evasion crosses marsh, pass or strait
-1 if your Formation is an Army Group or Multinational Army
+1 if a Leader is alone

Success: 2D6 + (Commander BR) + (Mods) >= 9.

If the modified dice roll is less than "9", evasion fails; the evader does not move, forfeits any terrain dice and the enemy army gains an extra Battle
die in the first Round of battle.

PURSUIT: Given sufficient CPs, the Attacking army may pursue a withdrawing Formation into an Adjacent Duchy or move in a different direction. Should it enter the Duchy of an withdrawing Formation, that withdrawing Formation may again attempt withdrawal.

Retreat
Losing armies retreat to a friendly duchy. If no friendly duchy is nearby, then they retreat to an unoccupied duchy with attrition. If there is no place to retreat to, they all die


ATTRITION
Certain things trigger Attrition requiring a die roll for each applicable Division, one division is lost for each "6" rolled
Forces suffer attrition when:
1) Cross mountain pass or marsh
2) Entering an Enemy Duchy from an Uncontrolled Duchy causes Attrition
3) Force March (moving a unit more than four Duchies in a round);
4) Bad retreats into an enemy duchy
5) Armies who end all card plays in an unfriendly duchy
Attrition = roll 1D6 for each Division, with 1's being a kill (French Attrition losses are Halved rounded up unless in a Russian, Spanish or Turkish Home Duch)



Land Combat

Battle is fairly simple: Each side roll a number of dice, 6s are kills, 5s are disrupts
+dice the Commander's Battle Rating
+1 per undisrupted Division and Generals (except the Commander)
+dice for Nationality bonus (+2 for French, +1 for majors, +0 for rest)
+dice for any defender's terrain bonus (only counts in first round)
+1 per failed enemy evasion attempt (only counts in first round)
+1 dice vs turks

If all Units/leaders on one side are eliminated by kills and the other is not, it loses the battle. Otherwise, total the kill and disrupt casualties of each side. The one with the most casualties loses and retreats. If equal, both sides fight a second Round with any remaining undisrupted Formations. If still tied after two Rounds, the attacker retreats. Battles never exceed two Rounds.

If you inflict 3 or more casualties than the foe does in a round, it's a ROUT which means that all of the disrupted units are all killed. The victor rolls a die. If the die roll is less than or equal to the Battle Rating of the routed Commander the victor gains 1 Glory.

Sieges (once per round per besieging faction)
2 divisions can remain inside the fortress however they don't affect anything and surrender upon its fall.
Only a single Army may Siege. An Active Besieging Army may resolve a Siege if there are no enemy Formations occupying the
Fortress Duchy, and it has not already fought a non-Overrun battle there in that Impulse.
A Fortress rolls dice equal to its base strength (4 for Gibraltar; 2 for all others). It falls only if it suffers a number of "6" results greater than or equal to its strength (4 for gibralter, 2 for rest) in one round and if the Besiegers are not eliminated. "5" results have no effect against a Fortress; only "6" results determine whether a Fortress will fall and even they have no effect on the strength of the Fortress in subsequent Rounds of that or other sieges. The Besieging Army may attack a still standing Fortress again immediately with any remaining undisrupted Forces if it has caused more casualties ("6's") than it has suffered ("5's" and "6's") in that Round. A Besieging Army does not retreat or rout. A fallen Fortress is immediately occupied at no cost and remains a Fortress for its new owner. If the fort was upgraded or under construction it returns to its default size at game start.

FORTRESS BATTLE:
Armies attack an army that opts to fight outside in a fortress duchy roll with -1 die

SEA ZONE MODIFIER: If besieging a Fortress-Port where the Port owner (or his ally) Controls an Adjacent Zone, the Besieging Army rolls one less die than normal.


Terrain
Defending from a rough terrain (brown line) gives +1 dice in the first round
Defending from a pass (brown dotted line) gives +2 dice in the first round
Defending from a marsh (blue dotted line) gives +3 dice in the first round
STRAITs: Armies may cross a strait (blue line) only if no enemy Fleet is in that Zone or Port. If the entered Duchy is enemy Controlled, it defends as per Amphibious Assault rules



NAVAL MOVEMENT

Fleets (a collection of Squadrons) move by paying Maneuvers. Each CP buys two Maneuvers.

-1 Maneuver = From a Port to its Sea Zone - or vice versa
-1 Maneuver = From Sea Zone to another Sea Zone
-1 Maneuver to Patrol a sea zone and try and engage the enemy fleet (can try as many times as necessary)
-1 extra Maneuver cost for every other nationality in your fleet (Grand Fleets)

Interception:
  • Whenever a Fleet enters a Zone and/or a Port in that Zone with an enemy fleet(s), each enemy fleet has one free chance to intercept yours.
  • An Active Fleet may also try to intercept an enemy fleet in the sea zone by Patrolling at a cost of one Maneuver per Patrol.
  • Intercepted Fleets may attempt to evade for free by making a modified two-dice roll greater than or equal to "9". Downside is that if evasion fails enemy fleet gets an extra die in the battle.


Resolve Patrol/evasion attempts by rolling two dice which must be greater than or equal to 9 whose total is modified by:
+2 if the acting Fleet is more than 50% British
+1 if the acting Fleet is more than 50% French/Danish/Swedish
+1 vs Fleets leaving a Blockaded Port

Ports
Fleets in Ports cannot intercept or evade. (the exception is Constantinople, Copenhagen, which intercept 100% chance, and Gibraltar which gets +2 to intercept chance)

Blockade
A Fleet in Control of a Zone Blockades all Ports in that Zone

FORTIFIED STRAITS (Copenhagen, Constantinople)
A Fleet crossing these Straits must undergo fire from shore batteries (4d6) of any enemy Fortress connected to that strait. Fleets in Fortress strait Ports may automatically intercept Fleets attempting to cross their strait after any shore battery fire.

GIBRALTAR
A fleet crossing these straits does not undergo shore fire since the strait is too wide. However, Fleets docked in Gibraltar get +2 to interception and Gibraltar is a super strong fort to assault by land rolling 4 dice..



NAVAL BATTLES

British Squadrons roll 3 die ea
French, Danish, or Swedish roll 2 die ea
Russian, Turkish, or Spanish roll 1 die ea
+1 die if the opposing Fleet fails an evasion attempt (only in the first round of battle)
+2 dice if you are in a friendly port
+4 dice if you are in a fortress port
+1 dice vs turks

For every 6 that is rolled a squadron is sunk
If 5, squadron is damaged and rolls 1 less
If both sides roll an equal amount of hits (5s,6s both count) there is a second round.
If still tied after two Rounds, the attacker retreats. Battles never exceed two Rounds.

Victorous Fleet A victorious Active Fleet may continue movement.
Defeated Fleet The losing Fleet returns to the closest friendly Port (the loser deciding which of equidistant Ports is closest) where it remains for that round. A Fleet defeated while leaving Port must return to that Port. A Fleet defeated while entering a Port must retreat to another Port.

REPAIRS
Ships can be damaged in battles rather than sunk, they may return to a friendly port and repair (free).

PORT NAVAL BATTLES
Fleets entering an enemy Port receive fire from shore batteries before naval combat. The Port rolls 2d6 (4d6 if fortress) losses. Surviving Squadrons then engage in a battle with any Squadrons in that plus ANOTHER Round of fire from the shore batteries every round

TRANSPORTING LAND ARMIES ACROSS SEA
CP cost for naval transport is 1 cp for every sea zone line crossed, and it costs 1 cp to enter or leave a port. (EXAMPLE: Wales to Lisbon costs 4 cps)

Naval Transports may not enter a Zone or Port where enemies have an equal or superior fleet (1 british squadron is as good as 3 spanish for example), or cross a Strait held by an enemy Fortress. Navally transported units may not combine sea with land movement - they must begin and end their Round in a Port

Limits:
Britain and France may transport two of their own full-strength Armies across one zone; or --Convoy one full-strength Army up to six zones; or--Convoy 2 Units/leaders any distance..

Any other Nation may --Convoy one full-strength Army across one zone, or
--Convoy two Units/leaders across zones equal in number to their highest Special Power CP value.


AMPHIBIOUS ASSAULT
Troops in naval transports may assault an enemy Port only if they (or an ally) Control that Sea Zone. Navally transported units may not combine sea with land movement - they must begin and end their Round in a Port

Assaulting Divisions receive 2d6 of shore battery Fire, or 4d6 if a fort. Surviving Divisions are placed in that Port. If enemy Divisions are present, and do not withdraw, a battle will occur with shore battery support. An Army Adjacent to that Port can intercept an Amphibious Assault.

If forced to retreat, the landing Formations suffer Attrition and go to any friendly Port in any Zone.

NOTE: A Port containing an enemy Fleet cannot be Amphibiously Assaulted until the Squadron there has been eliminated



CONQUEST
There are two types of conquest, conditional and unconditional. The advantage of conquest is you get +1 Glory, your borders expand officially and the defeated player is knocked out of the game for a turn.If a Minor Power is conquered, it becomes Unaligned and cannot be diplomatically courted for a Turn.

Absolute Unconditional Surrender (against major powers only, checked in interphase)
The most final way to conquer a country is to take its capital and all its key duchies. This means the enemy is utterly conquered, you may then take 3 key duchies and 3 non-key duchies (in addition to all the non-home duchies you occupy) as terms of treaty.

Regular Unconditional Surrender (Conquest Roll, may do ONCE in interphase)
If you can't take all their key duchies you can at least take their capital and as many key duchies (capital counts as well) as you can then do a conquest roll in interphase, in turn order.
Conquest die roll greater than or equal to "6" means they surrender unconditionally
The Conquest die roll is modified as follows:

Prussia, Austria, Britain, Russia*: - 1
France, Spain, Ottoman Turks: - 2
Sweden +2
Denmark: + 3

+1 for each Key Duchy lost from its initial inventory (or, if previously defeated, since its prior Conquest/Submission)
*Conquest of Russia requires both Capitals

EFFECTS OF CONQUEST: The conqueror (and its Allies) removes all of its occupation in the fallen nation's Home Duchies. Roll a dice and take that many duchies from them in addition to non-home duchies you already occupy. Max half (rounded up) of what you take can be key duchies. The conqueror and its Allies may not declare war on the Subject Neutral before the Interphase of the following Turn or vice versa. This prohibition is absolute and could void potential Camp changes , hereafter the defeated nation is known as a subject neutral. They also give military access to the Conqueror and his camp. All military forces of the defeated nation outside its borders are scattered and can be re-bought for 1 cp each, all occupations of enemy camps lands are removed. Conquering forces in the capital must move away from it for free, allies of the loser are also scattered.

JOINT CONQUEST: Should the terms of conquest be jointly accomplished by several allied nations, only the one Controlling the Capital is the conqueror and gets to pick. He cannot claim any duchies occupied by allied powers (without their consent) unless he has no other choice.

In order of priority what must be taken (unless defeated player consents to something different)
Occupied non-home duchies or formerly lost duchies are automatically seized by the conqueror (and allies) before the treaty and then:
1)unoccupied non-home duchies
2)home duchies
Note: the capital can never be ceded and please avoid horrible border gore

Conditional Surrender
Players may surrender on any terms they like as long as the conqueror agrees and at least one of the following conditions exist:
1)Enemy outnumbers you inside your borders
2)Enemies owns your capital

Regardless of terms, the loser loses all their glory and the conqueror gains +1 glory

HOW I RESOLVE MOVEMENT

This is how I resolve movements when they have been pmed to me. First I will move the French armies 1 space, then the British armies, etc down the line until Denmark then move them again until all movements are resolved. This is the best way to simulate simultaneous movement and to avoid slow turn-based order gameplay for a forum game.

Sea Movement (happens before land)
Sea movement order is the same except Britain moves first instead and France second

Land Movement:
France>Britain>Austria>Russia>Prussia>Turkey>Spain>Sweden>Denmark


MAP
Square = Key Duchy
Round = Regular Duchy
Hexagon = Fortress
Single color = Home/Core Duchies
Two-colors = non-home duchy where two factions can recruit at
white-color=non-home duchy where one faction can recruit
Green Line = normal route
Brown Line = Rough terrain
Dotted Brown Line = Mountain Pass
Dotted Blue Line = Marsh
Blue Line = Strait Crossing


DIPLOMACY

DIPLOMACY TOWARDS MINOR POWERS
(not allowed in first round of game)

Any Major power may send diplomats to push an unaligned power into a Pact with them although it can be a rather expensive process. All minors start the game already fairly deep into the French or British side, except the Ottomans. Once a pact is reached, it leaves only by Conquest, Submission or a Pact-breaking event.

Unaligned >(spend 2 cps)<Cordial>(spend 2 cps) <Cooperative>(spend 4 cps)<Partner>(spend 5 cps)>Pact

HOWEVER Major and Minor Powers can also send diplomats to reverse their relations. For example pulling the Danes out of their partnership with the French would cost 4 cps and make them only cooperative with the French

BROKEN MINOR PACT: When an event breaks a Pact any one minor, their overlord may immediately respond solely to restore that Pact status by play of 1 card and possibly special power (any extra cps are lost) as if it were taking a normal turn. If the nation is unable or unwilling to do so, the Minor powers Hand is replaced by an equal number of newly drawn cards and played as an NPC. Then all newly Neutral Forces outside their Home and their own Non-home Duchies are scattered (re-bought for 1 cp), as do any Forces of other nations in the Neutral's Home Duchies. Any formerly allied Squadron(s) in that newly Neutral nation's controlled Port may remain there but no longer benefit from that Port's shore batteries. Non-home Duchies of the newly Neutral nation remain controlled by their current owner, and their occupants may stay or Regroup at their option. Uncontrolled Non-home Duchies of the newly Neutral nation are returned to the Neutral nation's Control and their occupants must Regroup. Newly Neutral Squadrons Regroup if in a Port other than their own.

DIPLOMATIC CAMPS
There are two sides to the war which players are in either IMPERIAL or COALITION Nations of the same Camp are loosely allied, but may play events that hinder each other. Nations (except France and UK) may switch Camps in any interphase but ONLY if everyone in the camp they are trying to join approves. They don't all have to be at war with everyone in the opposing camp, but they must honor defensive alliances. France may expel nations from its camp and they become neutral

Camp benefits include:
•1. multinational Army Groups and Grand Fleets
•2. Friendly allied Duchies for movement and Attrition
•3. Turkish War events cannot strike a Camp while the Ottoman
Turks are a Client of that Camp.

Coalition -
COALITION- Allied to Coalition and at war with Imperials
Neutral (Coalition) - Allied to Imperials but not at war with any coalition, offer military access, Imperials may DoW on you for free
Neutral - No allies nor enemies, only way to become this is after subject neutral time expires. If attacked, you automatically join the coalition opposed to the attacker. Neutral powers cannot declare wars.
Neutral (Imperial) - Allied to Imperials but not at war with any coalition, offer military access, Coalition may DoW on you for free.
IMPERIAL-- Allied to Imperials and at war with Coalition
Subject Neutral -- If a Player Power Submits or is conquered, it becomes a Subject Neutral. Any Minor Nation Pacts it has do NOT become Neutral; they remain members of their current Camp and remain directed by the same player. The Subject Neutral's former Allies (and current Proxy Pact Allies) are removed from Subject Neutral's Controlled Duchies (to be ought back for 1 cp) and respect each other's borders as if they were not allied - which they aren't - although the same player directs them both. Only a nation in a Camp may declare war on the Subject Neutral , and the Subject Neutral may not declare war on a nation not in a Camp. Even after the Grace Period expires, a Subject Neutral remains as such until it joins a Camp.

DECLARATION OF WAR/CHANGING CAMPS
A Player Power (and its Pact Allies) may attack another nation only by a Declaration of War. A Neutral may not attack; it must first become allied with a player - at which point it joins the Camp of that player, forfeits neutrality, and is at war without any Declaration of War costs.
An Interphase Declaration against any nation is free.
An mid-turn declaration against a Major Power costs 7 CPs.
An mid-turn Declaration against an Unaligned Minor, a Neutral Client of an enemy Power, or the declarer's own Neutral Client is free.
A mid-turn Declaration against a Neutral Client of an Ally requires that the would-be declarer switch Camps and pay 7 CPs.

A Declaration of War can be used to change Camps only with the permission of all players in the Camp to be entered.

Declaration against a Neutral Client of an Ally requires that the would-be declarer switch Camps.

Example: Russia, a member of the Coalition, wishes to attack Sweden, a Neutral Client of Britain. Russia has two options: She may either "buy down" the Swedish Relation with UK and then declare war without switching Camps or any additional CP costs. Or, Russia may obtain permission to switch to the Imperial Camp and pay 7 CPs. If Russia first "buys down" Sweden to Unaligned status, Sweden becomes allied with the Player Power opposing the invader (in the Imperial Camp) listed last in Movement Order.

OTHER GAME FEATURES
FOREIGN WAR CARDS
Foreign War cards may require the commitment of units offboard to that card until such time as the event is ended by conquest (for Ottoman Turkey), or rolling a "6" during an Impulse "end war" attempt. A nation may attempt to end its Foreign War once for each CP it spends to make an "end war" die roll during its Impulse. A resulting die roll of "6" ends that Foreign War and removes it from the game. Unitsinvolved in that Foreign War are immediately sent to Regroup (where units are rebought for 1 cp and placed in a Home Duchy for one CP).

General Traits List
All rules are for the officer in independent command unless otherwise stated or the officer in question dies in battle. In parenthesis is first their (battle rating/command rating) Remember you can recruit any of these generals, cost is command rating in Cps and they have to be in home duchies.

Generals are the last to be hit in an army, 1-5 they are wounded (can be rebought for half price) 6 killed.

French
Napoleon(4/8): Inflicts 1 additional kill in the first round of battle. +1 to intercept rolls. Cannot be killed.
Davout(3/6): Whether in command or subordinate, ignore 1 disrupt per battle.
Soult(3/6): When acting as a subordinate, gives you 2 battle dice instead of 1.
Massena(2/6): Whether in command or subordinate, add a +1 to the attempt to gain a glory after a rout. Remove from play on turn 5.
Lannes(2/6): BR: 3 if he survives to turn 4.
Murat(1/4): Whether in command or subordinate, Murat always causes 1 additional kill to an army just routed in battle.
Ney(1/4): Whether in command or subordinate, ignore 1 disrupt per battle.
Victor(1/4): BR: 2 when defending.
Eugene(1/4): During the reinforcement interphase you can build 1 unit under him for free if he is in Italy.
Marmont(1/4): BR 2 when attacking.
Pontiatowski(1/4): During the reinforcement interphase you can build 1 unit under him for free if he is in Warsaw.

British
Wellington(3/6): BR:4 when defending. Cause an additional kill in the second round of battle. -1 to evade rolls.
Moore(2/4): +1 to evade rolls.
Hill(1/4): When acting as a subordinate, he gives you 2 battle dice instead of 1.
Beresford(1/4): Whether in command or subordinate, ignore 1 attrition roll that resulted in a kill.

Austrian
Charles(3/6): +1 to evade and intercept rolls. Remove from play if he loses a battle to Napoleon.
John(1/4): BR: 2 when defending a mountain pass.
Ferdinand(1/4): None
Radetz(1/4): When acting as a subordinate, gives you 2 battle dice instead of 1.
Schwarzenberg(2/6): He cannot force march. CR: 8 on turn 4.

Russian
Kutuzov(3/6): BR: 2 when fighting Napoleon. +1 to evade rolls. Remove from play Turn 5
Bagration(2/6): When acting as a subordinate, he gives you 2 battle dice instead of 1. Cannot subordinate to Barclay.
Barclay(1/4): BR: 2 when defending. +1 to evade rolls.
Bennigsen(1/4): BR: 4 for one battle once per game.
Konstantin(1/4): BR: 0 in independent command.
Wittgenstein(2/4): BR 1 when fighting anyone except for Napoleon.
Tormassov(1/4): Remove from play on turn 5.

Prussian
Brunswick(1/4): BR: 2 when fighting anyone except the French. Cannot be a subordinate until defeated. Remove from play on turn 5.
Yorck(1/4):When acting as a subordinate, he gives you 2 battle dice instead of 1.
Kleist(1/4): None
Bulow(2/4): Enters play on turn 4. When acting as a subordinate, he gives you 2 battle dice instead of 1.
Blucher(2/6): Cannot be in independent command until after a Prussian defeat involving losses of 3 or more kills. +1 to intercept rolls. During the reinforcement interphase you can build 1 unit under him for free if he is in a Prussian home duchy.

Turkish
Yusuf(1/4): None
Ali Pasha(1/4): Cannot operate outside of Turkey's European holdings. Free reinforcement during interphase
Mustafa (1/4): Can never be a subordinate nor part of a multinational force that he does not command. If he is killed, replace him for free on the next reinforcement interphase.

Spanish
Castanos(1/4): During the reinforcement interphase you can build 1 unit under him for free if he is in a Spanish home duchy. +1 to evade rolls.
Blake(1/4): +1 to evade rolls.

Swedish
Gustavus(1/4): If he dies in battle Sweden becomes an unaligned neutral and Bernadotte replaces him.
Stedingk(1/4): BR: 2 when defending.
Bernadotte(2/4): Place under Napoleon at Boulogne. He is BR: 1 CR: 4 in French service until the card Crown Prince Bernadotte is played, at which time he is removed. In French service, if he is hit, returns to a french home duchy for free in interphase. If he dies in battle while ruling Sweden becomes an unaligned neutral. He cannot force march, whether French or Swedish.

Danish
Frederik (1/4)Not available until Turn 2, BR 2 when defending Denmark. If he dies in battle Denmark becomes an unaligned neutral
Carl (1/4) None

GUERRE DE COURSE
Effects:
Any French Squadron in either the West or East Indies prevents play of Britain's Admiralty Special Power. For each French Squadron in an Indies zone in the Interphase, Britain loses one card from its coming Hand, but Britain's coming Hand is never reduced below its Minimum Hand. Once Britain has a Minimum Hand coming to it, Britain loses 1 Glory (if available) for each still unsatisfied card loss requirement due to French Squadrons in the Indies zones.

French Movement to the Indies Boxes. France can move up to two unblockaded Squadrons to the Indies boxes only by play of Guerre de Course. A maximum of one French Squadron can go to Each Indies per play of it.

British Pursuit to the Indies Boxes. When a French Squadron enters the Indies, Britain may immediately follow them into the same Indies Box for 0 CPs with as many unblockaded British Squadrons (in Port or not) as Britain wishes. Britain must immediately discard a Card (if it has one) if it fails immediately to match with at least one British Squadron a French Squadron sends to the Indies.

Patrol and Battle in an Indies Zone. Each British Squadron in an Indies zone may pay 1 Maneuver per Round in each Indies zone to Patrol. Each British Squadron in an Indies zone rolls separately to Patrol. If a Patrol is successful, and if the French Squadron does not Evade or fails to Evade, the British Squadron immediately fights a Naval battle, 1 Squadron v. 1 Squadron, against the French Squadron there. If the first British Squadron fails to defeat the French Squadron, then the second British Squadron may pay 1 Maneuver (in the same Impulse) to Patrol. If the second British Squadron fails to defeat the French Squadron, a third British Squadron may pay 1 Maneuver (in the same Impulse) to Patrol, etc. The winner of each battle (and any companion British Squadron(s) in the same Indies zone) may stay in its Indies zone or return to a british port for 1 cp.

Ile Martinique in the West Indies and Ile Bonaparte in the East Indies: As long as they remain French controlled France adds +2 to its Evasion dice rolls in the Indies. To take either Ile Martinique or Ile Bonaparte, Britain must pay 1-2 CP and move 1 or 2 Units/leaders and must have support of 1 squadrons per unit/leader there. Britain must have Naval Superiority in the Indies as well obviously. Then, during each round, Britain may roll to besiege the Island, as if it were a 1-strength Fortress (it rolls 1 die in defense).

Turn End Any ships that remain in this area at turn end must return home and the player must pay 1 cp to do so and place them in a port.

CONTINENTAL SYSTEM
Napoleon creates the Continental system to stifle trade, every key duchy port in Europe (ignoring Constantinople and Sevastopol) is to be shut to British trade.

  • All Imperial camp and Subject Neutrals must be part of system, unless Napoleon grants them a permanent exemption
  • Each major power in the system (excluding France) pays 2 cp per key port held at start of the turn, minors pay 1 cp
  • Unaligned neutrals have open ports by default, pro-french neutrals join the system
  • Occupying Brest, or Marseilles does not open them to british trade
  • Controlling Copenhagen (either as denmark in a pact or directly) blocks all Coalition Baltic key port trade

    Effects
    Immediately upon Napoleon implementing the system, a check is done, (later it is done in Interphases after cap switching):
    7 or more key ports open = system failing France loses -1 random card
    5-6 or more key ports open = no effect
    4 open key ports =admiralty requires control of 8 sea zones
    3 open key ports= france gains 1 card, admiralty disabled
    1-2 open key ports = France steals 1 british card, admiralty disabled
    0 ports open = uk capitulates to France

    France can demolish the system in any impulse after implementing it by paying 6 cps or 1 glory

    HOLLAND WATER LINE
    The occupier of Amsterdam can, at any point in their own round, give the order to flood the land around Amsterdam turning the routes into the city to marsh. In the interphase they can order the routes to be drained and become normal again.

    Neutral Minors
    Neutral Minors use cards to build divisions in their capital, or a leader if full, and if that leader is full then a navl squadron. Except they always play the following events:
    The Emperor Commands, House of Rothschild,Serbian Revolt,Drought,Ireland Revolts,Berlin Decree,The King's Shilling,Extended Campaign Season,Partisans,Maratha War,Russian Winter,Bey of Algiers,Fouche,Up from the Ranks,Malet's Conspiracy,Call up the next class,Europe Exhausted,Emigres & Exiles,Polish Uprising,Dos de Mayo,Spithead & the Nore,Russo-Turkish War,Letters of Marque,Treaty of Tilsit,Napoleon Abdicates,Scarce Supplies,Persian War,Russia Mobilizes,Capitulation,Early Snowfall, War Without End,Venice,Frigates,The Milan Decree,Duke d'Enghien Affair,Mud,Orders in Council,Kingdom of Naples,Janissary Revolt (unless Ottoman), Crown Prince Bernadotte (turn 3 or later), Anglo American War (turn 4 or later)
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    16.04.2020 在 The Napoleonic Wars
    MAJOR POWERS

    FRANCE (Empirezz)
    Victory Points: 11 (1 minor pacts+5 glory+4 gained key)
    Glory Points: 4
    Key Duchies: 18 (Paris is 2)
    Head of State: Emperor Napoleon Bonaparte
    Diplomatic Status: IMPERIAL
    Maximum/Minimum Hand: 8/4
    Bonuses: +2 extra battle die on land/ naval squadrons roll 2 dice each, attrition losses are halved
    Special Powers (may use once a turn, only 1 per round):
    • IMPERIAL GUARD (response): If Napoleon is present in a battle, you may commit the Imperial Guard after seeing all other battle dice. Roll four more battle dice. Besides inflicting hits, you also rally a disrupted French Unit for each "4" rolled by the extra dice/NAPOLEON'S GENIUS(response) Negate enemy battle or response cards in a battle with Napoleon/ LE MARCHE DE NAPOLEON (event): Napoleon gets 9 CP to move/occupy/liberatewith with the army he commands and it doesn't count as force march or suffer attrition. LMdN may not be used in the very first round of the game. OR 5 cps
    • GUERRE DE COURSE(event): Move 2 un-blockaded naval squadrons into the east or west indies and raid british commerce (reducing their cards ) OR 6 cps

    Force Limit: 78 Divisions, 9 Squadrons


    AUSTRIA (Zeph)
    Victory Points:
    Glory Points: 1
    Key Duchies: 7
    Head of State: Emperor Francis
    Diplomatic Status: COALITION
    Maximum/Minimum Hand: 4/2
    Unit Bonus: +1 extra battle die on land
    Special Powers (may use once a turn):
    • HUSSARS AND GRENZERS (Response): No country can occupy any Austrian home duchies by cp expendiature until the next normal austrian card play. Until then, all Austrian interceptions and evasions succeed - including one failed just prior to the play of this event. Any CP expenditure for a flag placement rejected by the play of this event is forfeit. OR 6 cps.

    Force Limit: 46 Divisions, 1 Squadrons


    UNITED KINGDOM (Surtr)
    Victory Points:
    Glory Points: 0
    Key Duchies: 7 (London is 3)
    Head of State: King George III
    Diplomatic Status: COALITION
    Maximum/Minimum Hand: 5/2
    Unit Bonus: +1 extra battle die on land/ naval squadrons roll 3 dice each
    Special Powers may use once a turn, only 1 per round):
    • ADMIRALTY (event): Britain gets 2 cards if its Fleets control six Zones at the start of a round. Voided by Bey of Algiers or if Britain is a Subject Neutral. OR 6 cps.
    • PARLIAMENT (event): Any one British ally draws and looks at two cards, keeps one and discards the other; OR, Britain gains 1 CP and a British ally or client draws one card; OR Britain draws a card. OR 5 cps.

    Force Limit: 28 Divisions, 11 Squadrons



    PRUSSIA (jesus)
    Victory Points:
    Glory Points: 0
    Key Duchies: 6
    Head of State: King Frederick William III
    Diplomatic Status: Neutral
    Maximum/Minimum Hand: 4/2
    Unit Bonus: +1 extra battle die on land
    Special Powers (may use once a turn):
    • RAISE THE LANDWEHR (event): Place three Units and a Leader in any Friendly Prussian Home Duchy.(<Cannot be used in Turn 1 but you can take the CP option>) OR take 6 cps.

    Force Limit: 34 Divisions, 1 Squadrons


    RUSSIA (Aetius)
    Victory Points:
    Glory Points: 1
    Key Duchies: 7
    Head of State: Tsar Alexander I
    Diplomatic Status: COALITION
    Maximum/Minimum Hand: 4/2
    Unit Bonus: +1 extra battle die on land/ naval squadrons roll 1 dice each
    Special Powers (may use once a turn):
    • HOLY MOTHER RUSSIA (event): (can only be played If Russia is not a Subject Neutral or in a Foreign War AND no enemy Forces are in a Russian Home Duchy) Draw two cards and play one of them, OR Roll a die and gain a Glory Point if you roll less than the current Turn number. Otherwise, build Divisions equal to the roll. OR take 6 cps (this option is still available even if russia is invaded)

    Force Limit: 50 Divisions, 6 Squadrons


    MINOR POWERS

    SPAIN (buba)
    Glory Points: 0
    Key Duchies: 5
    Head of State: King Ferdinand VII
    Diplomatic Status: Pact with France
    Maximum/Minimum Hand: 3/1
    Unit Bonus: +0 extra battle die on land/ naval squadrons roll 1 dice each
    Special Powers (may use once a turn):
    • PENINSULAR WAR (event): Roll a die. If your roll greater than the number of Enemy Forces in Spain, Lisbon, Oporto, and Gibraltar, draw two cards. You must play one of them. Otherwise, draw a card which you may play or keep. OR take 5 cps (Cannot be played for event in 1805-1806(Turn 1) or any turn if all seas outside spanish ports are controlled by enemy fleets)

    Force Limit: 17 Divisions, 6 Squadrons


    OTTOMANS
    Glory Points: 0
    Key Duchies: 5
    Head of State: Sultan Selim III
    Diplomatic Status: Neutral
    Maximum/Minimum Hand: 3/1
    Unit Bonus: +0 extra battle die on land/ naval squadrons roll 1 dice each
    Special Powers (may use once a turn):
    • JANISSARIES (Response): You get CPs equal to a die roll. Turkish Units not in a multinational army roll a dice: 1 (janissary mutiny and no effect), 2-4 (copy imperial guard), 5-6(fanatic assault, ignore all disrupts in first round) . OR 1 CP and draw a card. OR 5 Cps

    Force Limit: 32 Divisions, 3 Squadrons


    SWEDEN
    Glory Points: 0
    Key Duchies: 3
    Head of State: King Gustav IV
    Diplomatic Status: United Kingdom Pact
    Maximum/Minimum Hand: 3/1
    Unit Bonus: +1 extra battle die on land/ naval squadrons roll 2 dice each
    Special Powers (may use once a turn):
    • GOTT MIT UNS (Response): Get 3 cps and all Swedish Formations in their Home Duchies ignore disruption in any battle during this Turn. OR Draw a card. OR take 5 cps

    Force Limit: 14 Divisions, 2 Squadrons



    DENMARK
    Glory Points: 0
    Key Duchies: 2
    Head of State: King Christian VII
    Diplomatic Status: British Cordial
    Maximum/Minimum Hand: 3/1
    Unit Bonus: +0 extra battle die on land/naval squadrons roll 2 dice each
    Special Powers (may use once a turn):
    • GALLANT DANES (Response): Danish Fleets have an intercept/evade level of 8, throw three Battle dice per Squadron like British and may void one "6" in battle during this Round. The Danes may use four Maneuvers this Round. OR Draw a Card. OR 4 Cps

    Force Limit: 10 Divisions, 3 Squadrons
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    16.04.2020 在 The Napoleonic Wars
    Turn 3: 1808-1810
    Wars:
    War of the Fourth Coalition
    Imperials
    • France
    • Spain

    VS
    Coalition
    • United Kingdom
    • Russia
    • Prussia
    • Sweden


    Subject Neutral:
  • Austria


    Events

    • Convinced of the weakness of the Russians, the Ottoman Sultan and his viziers ally with France and declare war on Russia
    • Courtiers opposed to Queen Louise of Prussia seize power and delay the efforts of the Prussian War by contemplating peace with the French
    • Heavy rains across europe turn the roads into mud
    • Russo-Persian War finally comes to a conclusion with the Qajarites ceding their sphere of influence north of iran proper
    • The Rothschilds finance Napoleon seeing him as the most likely to win the war now

    Battles

    • Davout conducts a probing invasion Russia at the orders of Napoleon, seizing Brest's forces but after pushing onto Borisov confronts Benningsen in a defensible position and after several bloody attacks is routed. Decisive Russian Victory
    • The british make a landing at Vendee and seize Boredeaux, however Napoleon returns from the Rhine with the Grand Armee and pursues Wellington to force a battle and wins, Wellington dies in the engagement. Decisive French Victory
    • Brunswick leads the Prussians on a rapid campaign in the rhineland and southwards into Wurtemburg where he confronts Lannes army, an indecisive engagement occurs.
    • In the following months the prussians advance on towards Paris whereupon they enter the city but are swiftly driven out by Napoleon's army returning from Bordeaux French Victory


    Game ends due to UK capitulating from economic disaster and France dominating the continent

    Turn 2: 1806-1807
    Wars:
    War of the Third Coalition
    Imperials
    • France
    • Spain

    VS
    Coalition
    • United Kingdom
    • Austria
    • Russia
    • Sweden


    Neutral:
    Prussia

    Events

    • Palace intrigue in Winchester sees ministers fighting for control and reducing british strategic potential
    • The Bourbons, ousted from their kingdom by a French invasion, has been replaced by the Napoleonic Kingdom of Naples led by Joseph Bonaparte.
    • Spanish rise up in Madrid against the French soldiers however Napoleon grans huge sums of money and material to pay off local leaders and promise to not intervene any more than is necessary
    • British diplomats convince Sweden to join the Coalition
    • The Russo-Persian War begins, Konstantine is sent with a small force to engage the Qajarites over contested Georgia, although he is ill-supplied as the focus of the Tsar is to the west
    • The Spithead and Nore mutinies devastate the british navy
    • At Budapest, Napoleon and Emperor Francis meet to sign a treaty of peace, with Austria renouncing its claims on the german states, and italy, ceding Venice, Tyrol, Klagenfurt, Trieste, and Linz.



    Battles

    • Massena leads a franco-spanish army into portugal, defeating the anglo-portugese at lisbon, and laying siege. The spanish soldiers fight uncommonly well with Lisbon surrendering soon after Franco-Spanish Victory
    • Napoleon finally confronts the austro-russian army outside Vienna. The enemy had the high ground and numerous artillery however the french had constructed great redobouts to make any outflanking or counter attacks impossible forcing them into a static position. Davout outflanked and while Napoleon pinned them in place, the rout was catastrophic, Kutuzov fleeing to Russia. Decisive French Victory
    • Massena and Castanos move to Gibralter, assaulting it and taking the Rock, a great triumph for their alliance. Franco-Spanish Victory
    • General Lannes is ordered to seize Carinthia but is repulsed numerous times by a small austrian holding force near trieste with losses. Napoleon is furious at this delay Austrian Victory
    • A brutal guerilla war is fought in hungary against Charles who manages to elude Napoleon into poland, Kutuzov confront Napoleon at Kolosovar and suffers a crushing defeat ending russian presence in the war. Decisive French Victory



    Interphase: https://pastebin.com/70r8eEqy


    Turn 1: 1805-1806
    Wars:
    War of the Third Coalition
    Imperials
    • France
    • Spain

    VS
    Coalition
    • United Kingdom
    • Austria
    • Russia


    Special: Prussia must remain Neutral this turn unless invaded

    Events

    • Napoleon proclaims the Kingdom of Bavaria & Tyrol, 5 divisions of allied soldiers join although if Munich is ever lost they will abandon his cause..
    • Napoleon enacts the Continental System, in a vain attempt to stifle trade, although it is a complete failure for now
    • Winter comes early in 1805 (all cards -1cp)
    • British Diplomat Pitt initially convinces King Frederick of Napoleon's growing danger and the economic damage of his Continental system but the silver tongued Tallyrand mixes wild promises and subtle threats to keep Denmark aligned with France

    Battles
    • Conducting a daring raid on Ferrol, the British navy strikes a blow against the spanish by sinking some of their ships and damaging others, however the heavy fire of the fort has badly damaged their own fleet British Victory
    • A massive british fleet find the franco-spanish fleet patrolling outside Cadiz, after an indecisive engagement the badly mauled but alive franco-spanish fleet returns to Cadiz where it soon falls under blockade.British Victory
    • Planning a massive offensive to retake Lombardy, In Venice, Archduke Charles falls ill on the eve of battle. The Austrians are "defeated", although the french under Massena suffer many more casualties Pyrrhic French Victory
    • Napoleon enters Austria, and his supply lines immediately comes under attack by fierce hussars and grenzers raids. Pushing on to the strategic city of Klagenfurt, John and Ferdinand confront him with the bulk of the austrian army and face a defeat. French Victory
    • The British navy conducts a final operation in Cadiz with a huge force, completely sinking the franco-spanish fleet which was undergoing repairs without any losses. British Victory
    • Moore lands with the british army on the galician coast
    • A single austrian division drives the french garrison of Veneto back to Milan Austrian Victory
    • Massena and Lannes strike southward from Rome and rout the Italian army under Duke Ferdinand, and then pursue them to Benevento utterly defeating any formal resistance in the Kingdom of Naples. French Victory

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    15.04.2020 在 Iron Supremacy 6/6
    Decisions for the Kingdom of Ruthenia:
    [Unique] B) Accept Treaty of Craiova: Unhappy with the presence of Ruthenia in Southern Dobruja, Bulgaria proposes a treaty that, for the price of $300,000, will retake the coast of Ruthenia, which until a few years ago never belonged to it. YES

    Decisions for Bulgaria:
    B) Support the Republican Party: A group of republicans are bribing newspapers, distributing pamphlets, pasting posters and holding marches against the current parliamentary monarchy system that runs the government. They are demanding a change of constitution to make the nation a presidential democracy. YES

    C) Build an iron mine: A large deposit of iron was found by geologists. After a meeting, a young lawyer claimed that the region is uninhabited and could be the target of a territorial claim from neighboring countries. YES ($240,000)




    Recruit Supporters:
    1x Entertainer: $185,000
    2x Clerk: $80,000
    1x Medical Worker: $80,000
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    14.04.2020 在 What happened to WW1?
    作者: Estus, 14.04.2020 at 01:22

    This issue with the capitals is probably a glitch. To change a capital location he would have to delete and re-create the faction and all of its events, thats a lot of work, specially for France and UK.

    He still can fix it if he wants to, but is it worth?


    It is exactly this. I asked Dave to help but he is either unable or unwilling. The only way the caps can be returned to normal is by deleting the current scenario and remaking it.

    Now, this is not impossible, but it is a lot of work, and I need assurances the plays from the current scenario will transfer over by mods (seems it can be). Mainly I need to see every turn what events pop up and where. Also Najd will never have neutral events anymore since nu-editor does not support. So that is the status of things.
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    10.04.2020 在 Iron Supremacy 6/6
    A) Would you like to add more events next turn? Vote YES for 4-9 new events. Vote NO for only 1-4 new events. And ABSTAIN for 1-12 new events:
    YES

    B) Prevent all players from recruiting new Supporters next turn:
    NO

    C) One random player loses $100,000:
    NO

    D) One random player loses 2 Influence Points:
    NO

    E) One random player loses 6 Reputation:
    YES

    F) Should players be able to buy/sell resources next turn?
    YES
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    08.04.2020 在 Reich

    The Bavarian-Swabian army had seized Fulda without resistance and was posed to overrun much of Franconia.

    The southern alliance arrayed against the Emperor was, theoretically, far stronger than him. However, the war against the Emperor among the commoners, merchants and lesser nobility had grown increasingly unpopular. Many were unhappy at the cost in lives and economy, and felt the war was to satisfy the wounded pride of the Dukes who could not accept their defeat. They just wanted to return to their peaceful daily lives. Desertions and insubordination had become routine. The only ones they could truly rely upon were the swiss mercenaries.

    Desperate, the Lohengramm siblings realized they needed a swift miraculous victory to inspire their men, to prove God was on their side. Engaging in a risky maneuver he led his army around Frankfurt castle, ignoring supply lines, and directly on Mainz. Mainz was a strongly fortified city, it was the seat of imperial power, widely regarded as the capital of the Reich. Defending it was the Empress, her boy Prince Karl, and a well trained garrison.

    Common military doctrine would have been to encircle the city and lay siege, battering its walls slowly and starving them into submission. Reinhard knew his troops would not bear that any longer, they wanted an end to the war, nor did they have the supplies, so he order the city to be stormed. On the eve of battle Reinhard (against the objections of pious Louis) had engineered a devious plot to capture the boy prince, in the very likely case the assault failed he would have a bargaining chip. This succeeded, and upon seeing her son as a captive of the enemy Beatrix became enraged, donned her armor and became a Valkyrie leading the defenses.

    The storming on Mainz was desperate, near suicidal even. The last true believers in the Duke rushed the walls with ladders, suffering terrible casualties. On this day the hopes of the rebel dukes was finally destroyed, the gallant bavarians could not overcome this final challenge. Seeing enough, Louis and Hildegarde ordered the assault to end, despite Reinhards angry objections. The war was over.
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    08.04.2020 在 Iron Supremacy 6/6
    [Unique] D) Concede local autonomy to Wallachia: After a loud wave of protests in many southern cities, some ministers recommend that autonomy be granted to the provinces that make up the region of Wallachia. Many of the workers involved in the strikes and protests show total dissatisfaction with the way some of their friends have been treated, alleging disproportionate torture and mass execution.
    YES (must pay $300,000)


    [Unique] D) Exterminate the paramilitary organization: Considered illegal by the premier of Crimea, the Simferopol People's Militia finally reveals a leader: Pavlo Skoropadsky; a retired navy captain who until then had chosen anonymity. The Militia relocated its headquarters to the eastern provinces of the Commune, near the border with the Rusviet Union, where locals supports them. Away from the power of the capital, they are now called the People's Army of Novorossiya. The Minister of Defense demands that everyone be hunted down and executed immediately. YES.


    [Unique] B) Propose Treaty of Craiova: Back in 1913, Ruthenia cowardly took Southern Dobruja while bulgarian armies were occupied elsewhere. It is time to claim it back. Proposing such a treaty may bring that land back into bulgarian hands. YES (must spend 01 Governor)
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    05.04.2020 在 Iron Supremacy 6/6
    A) Would you like to add more events next turn? Vote YES for 4-9 new events. Vote NO for only 1-4 new events. And ABSTAIN for 1-12 new events:
    YES

    B) Prevent all players from recruiting new Supporters next turn:
    NO

    C) One random player loses $10,000:
    NO

    D) One random player loses 1 Influence Point:
    YES

    E) One random player loses 2 Reputation:
    NO
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    04.04.2020 在 Reich

    Josef and his saxons had taken the richest and arguably best defended City in the empire with minimal losses. With this he had gained enough prestige to gain the favor of House Nedrichstadt and the Emperor entering into a royal marriage. In return, the Emperor himself marched from Franconia to reinforce Prag. Where before Josef's position was strong, it was now completely unassailable, or so they though thought.

    For although the Bohemians were humiliated, they were not beaten. Konrad and Hynek combined the entire remaining loyal bohemian, moravian, and silesian nobility under their banner. It was an impressive host although the imperial army had far more knights, and the Emperor's own guard were equipped in new plate coat style and were all champions in their own right.They laughed at the bohemians while on the walls, and did not bother to sally forth believing the bohemians would most likely go home.

    But...Hynek and Konrad knew the secret tunnels that led into the city, although Josef had found most, he had not found all and they began infiltrating soldiers in and making contact with loyal citizens of Prag. After a week of encampment in the night the Bohemians launched a feigned pathetic attack on the eastern walls while the western gates were opened. Konrad, leading the charge gained total surprise over the garrison. Josef, realizing this as a mounting disaster led a counter attack and nearly succeeded in closing the gate. The Emperor, feeling that Josef was stealing his glory ordered him to fall back and let his franconians finish the job. This conflict in command led to complete chaos in the ranks and some soldiers thought it was a rout. The Emperor was knocked from his horse and his body wasn't found until the end of the battle. The rest of the dismounted knights were easily defeated by the coordinated strikes and encirclements of Konrad who knew the streets and kept mobile. Josef himself nearly escaped but Hyneks own guard blocked his path at the northern gate. Josef did not ask for mercy, and no mercy was given to avenge Adéla .

    The banner of House Přemyslid was raised at the Pražský hrad, Hynek and Konrad clasped fists and raised them together before a cheering crowd signifying their unified rule.
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    04.04.2020 在 Reich


    Josef, the bane of the Bohemians, devised an ingenious scheme to utterly defeat his long time foe.

    A small strike force of saxon knights rode from Meissen along secret paths led by him (or at least this is what people believed). In reality it was a man who looked uncannily like Josef who he used for such schemes as this.
    Upon seizing the undefended town of Brunn and raiding nearby villages the Přemyslids were baited into sending their forces away from their capital. Konrad routed this small saxon strike force while Hynek retook Silesia. But, upon failing to find Josef, they realized far too late that Josef was advancing on the now undefended Prag with his main force.

    Merely guarded by 500 militia, they city was swiftly stormed. Adela, unable to bear the ruination of her once mighty house commit suicide. Josef declared the Přemyslid claim to duchy illegitimate and has installed his sister on the throne.
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    03.04.2020 在 Iron Supremacy 6/6
    bulgarian decisions
    A) Romani people asks for help NO.

    B) Restrict the use of Klima River by industry: A small city is short of water, its residents are outraged. The Klima River that supplied it is now feeding a huge pig industry, which not only extracts its water, but also uses it for dumping industrial waste. NO.

    C) Increase production of equipment for cavalry: Order factories to produce more swords, lances, armors, helmets, saddles, stirrups, ropes, and build more military stables in order to increase the population of horses available for training. YES (must pay $75,000)

    [Unique] B) Return "Brunhilde" to the Saxony Empire YES
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    02.04.2020 在 Reich

    Kaspar, hoping to end the siege of Augsburg escaped the city with most of his men on a long raid down the danube into bavaria.

    The Lohengramm lords and ladies, fearing the economic loss of the raid and the amassing army of franconians opted to pursue Kaspar and hunt him down. This they achieved not far west of Linz. The bavarian army was massive, but in terms of knights the swabians were not too greatly outnumbered. After a weak volley both sides charged.

    In the centre, the Swabian knights and infantry under Kaspar enjoyed initial success, scattering the salzburger urban infantry and nearly killing Louis. A counterattack by Tyrolean knights smashed the isolated Swabian cavalry and Kaspar's entire centre was encircled. Although Reinhard wished for noble Kaspar to be captured, he was slain in combat, a glorious way for a german to die. The rest were killed, captured or driven from the field. A pursuit was not conducted as it was nearly dark.

    Although the victory was not as decisive as House Lohengramm wished, it did achieve the goal of defeating the swabo-franconian army in detail.
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    01.04.2020 在 Iron Supremacy 6/6
    A) Would you like to add more events next turn? Vote YES for 4-9 new events. Vote NO for only 1-4 new events. And ABSTAIN for 1-12 new events:
    YES
    B) Prevent all players from recruiting new Supporters next turn:
    NO

    C) One random player loses $10,000:
    NO

    D) One random player loses 1 Influence Point:
    YES

    E) One random player loses 2 Reputation:
    NO
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    29.03.2020 在 Iron Supremacy 6/6
    Adopt Bulgaria
    A)[Special] A) Recognize the legitimacy of the Transamur Republic YES
    B) Order a topographic review of the country: 1 Science Director
    C) Provide farming subsidies (pay $)

    Decisions for the Crown of Illyria:
    [Unique] A) Impose migratory restrictions NO
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    29.03.2020 在 Iron Supremacy 6/6
    Name: Whitaker Capital - An international investment conglomerate based in America and Britain which seeks to manipulate this region for profit, and gain valuable technological secrets. Has numerous collaborators within Europe to do so.
    Supporters: 1x Governor, 1x Noble, 1x Science Director, 3x Merchant, 1x Military Officer, 3x Corporate Manager, 2x Clerk.
    Power Value: 3
    Influence Points: 10.
    Reputation: 80.
    Economy: $100,000.000.
    starting bonus: $100,000.000.
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    29.03.2020 在 Reich


    Returning to avenge past grudges, both the saxon and bohemians had come to battle in the following year.
    Hynek was a well liked man, charming, and could talk anyone to do almost anything. He was however, not like his father, he had lived a spoiled life among older sisters and enjoyed the finer things in life. As such he treated this battle not as seriously as he perhaps should have, expecting that his father's soldiers would carry the day.

    Josef was much different, although not cruel like his father, he was cunning and honorless. Before the day of the battle in the night he had men litter the field with caltrops, and then in the morning deployed a small force in front of it, as bait. The bohemians, thinking the saxons were fools for not deploying their entire force, charged at the small group of knights, before their horses screamed in pain as iron spikes drove into their hooves. As hundreds fell to the ground Josef unleashed his Todreiters; the fearsome elite guard of Saxony, savage and barbaric with strange perhaps pagan symbols upon their cloaks. They disdained the elegant arms of the franks like swords and lances for brutal axes and maces, and descended upon these hapless bohemians. The battle was won, many knights, including Hynek himself were captured.
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    28.03.2020 在 Reich



    The Houses of Königsfeld and Přemyslid both claimed dominion over the lands of upper saxony and in the spring of this year Vladislaus, Count of Prag his son and bannermen to invade.
    Ferdinand, predicted this was not idle, he had prepared a defensive position near the town of Freital.

    Before the battle began, one lord of Sudetenland who had initially declared for Ferdinand became persuaded by Hynek and brought himself and his footmen to their side.
    With this Vlad ordered the assault to begin, his archers gained the surprise, and fighting with traditional bows had a much higher rate of fire pinning and devastating the saxon ranks. With them weakened Vlad charged fearlessly against the Saxon line with his bodyguard . Crashing into the foe he was perhaps too succesful and became encircled. Hynek ordered knights to save him but they were too late
    Pulled from his horse by a halbredier Vlad killed 3 more men as they tried to wrestle him to the ground. Eventually he was brought down by 5 saxons and brought before Ferdinand who ordered him immediatly beheaded and his head put on a pike to be held aloft to dishearten the enemy.

    So emboldened the Saxon knights unleashed a devestating attack but the Bohemians held firm. Both sides then withdrew to offer terms of peace but Hynek was in no mood to talk, taking him and his best champions on a charge towards Ferdinand's position on the battlefield. A might lance blow by a Bohemian champion caved in his armor killing him instantly. Seeing their leader die, the Saxons lost hope and fled the field.
    Heinrich, is found in the chaos without his horse, dazed, and is captured .

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    27.03.2020 在 Reich


    As soon as the snow began to melt August called his banners of his vassals and declared that the hated Lohengramm would be driven from his rightful feifs in the south.
    Louis prayed and held his ground until his kinsman arrived from Ostmark with reinforcements. Both sides encamped at a field north of Konstanz, their kinights riding back and forth displaying their skill to intimidate.

    However on the night before the battle, August, noted for his lack of honor, ordered twenty of his best men to raid the bavarian camp in the night. These troops succeeded totally in their mission, cutting cut down Louis' bodyguards and taking him prisoner. In addition, as a possibly even greater prize, they found the Holy grail, even murdering a priest who protected it with his body before becoming a martyr.

    Enraged by this act of trickery, Reinhard launched a rash assault against the foe, suffering great losses by deadly enemy crossbow volleys.
    As the peasant troops shortly fled and the horses became wounded the battle degenerated into a dismounted knight brawl for hours until after sheer exhaustion both sides quit the field. Ultimately, no side decisively won, and the bavarians retreat back to Konstanz.
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    26.03.2020 在 Reich


    Estienne III, already Duke of Upper Lorraine was eager to seize the rich farmlands of his Franconian neighbors.
    Ulrich I soon became aware of this and mobilized his forces to a ridge along the road into his land.
    The two armies met in the morning, the franconians achieving the initial volley from the woods cutting down many lorrainer troops.
    Nonetheless, Estienne had more knights and launched a charge which was met by equally ferocious franconian horsemen. As the battle went on many on each side died or fled
    The battle lasted until nightfall in scattered, disorganized melees with the lords losing control of command of the battle. In the end, no one truly won, but arguably Ulrich did by dispersing the invaders
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    24.03.2020 在 Reich
    Turn Order
    1. Hear Ye, Hear Ye Phase
    The first phase of every turn is when people announce marriages, conduct elections, the Pope or a Cardinal declares a Crusade, or the Emperor decides to Campaign in Italy.

    Marriage Alliances
    A Marriage is a political arrangement to ally two families, and no alliance is possible without a Marriage. Players who agree to a Marriage must announce it publicly. A marriage unites an unmarried Lord (who is not a Bishop, a Cardinal, or the Pope) and an unmarried Lady of two separate Players. Players may have only one Marriage, and thus one Alliance, at a time.
    Both players are now "allied" and can only win by gaining 5 vp combined, solo victory is not possible. Note that this alliance does not prevent you from attacking each other, although that will surely strain the relationship.

    End an Alliance
    Sometimes Players are in an unwanted alliance. To end the alliance, there are only two options:
    1. Arrange the death of one of the spouses (thru Battle or Assassination).
    2. Receive an annulment from the Pope to annul the marriage

    ELECTIONS
    The Titles of Bishop, Pope, and Emperor are gained through elections. First Bishops are elected, then the Pope, then the Emperor. Elections are simultaneous, lords can vote aye for every candidate or nay for every if they wish. Votes are secret but revealed at end.

    BISHOPS
    Election Process:
    If all Towns in a Bishopric are controlled by Players and there is no current Bishop of that Bishopric, then an election for Bishop is held.
    Candidates: Any male Lord who is unmarried, and NOT already a Bishop, a Captive, Excommunicated, or the Emperor, can be a candidate. A Lord does not have to be present in the Bishopric to be a candidate to become its Bishop
    Votes: A Player receives:

    • 2 votes for controlling the Bishopric's See (the Town in the Bishopric with the cross).
    • 1 vote for every other Town he controls in the Bishopric
    • 2 votes for every uncaptured Bishop the Player has in play at the beginning of this round. (Newly created Bishops cannot cast 2 votes this round.)
    • 3 votes for every uncaptured Cardinal and/or Pope the Player controls.
    • Only votes from a Lord's highest Title counts.

    A candidate wins if he has a simple majority (he receives more votes than any of the other candidates). In case of a tie, nobody wins and the Title is not awarded this round. A Bishop is elected for life, unless excommunicated.
    Powers
    • Must be an unmarried male.
    • May also have Fief Lord Titles
    • May become a Cardinal or the Pope.
    • Adds 2 votes when electing another Bishop.
    • Adds 1 vote when electing the Emperor.
    • May Tithe his own Bishopric by playing a Tax card
    • May attempt to stop uprisings by preaching the word of the Lord in his bisphoric roll d6. On 3-6, the UPRISING is discarded. On 1-2, the Bishop is stoned to death and killed.


    CARDINALS
    A bishop may be promoted to a cardinal by donating at least 5 Marks to the Church in Purchasing Phase AND getting the Pope's Blessing. There may be only 4 cardinals in the game. These are lost when they die or are excommunicated.

    Powers:
    • May become the Pope.
    • Adds 3 votes when electing a Bishop.
    • Adds 1 vote when electing the Pope, for whom only Cardinals vote.
    • Adds 1 vote when electing the Emperor.
    • May Tithe any governed Bishopric, when playing a Tax card. The first Cardinal to do so has priority over the Pope and the other Cardinals, but the Bishop of the specific Bishopric still has priority over everyone.
    • May attempt to stop uprisings in his bishphoric by spending 3 marks to send someone out to talk them down, then roll d6. On 3-6, the UPRISING is discarded. On 1-2, the UPRISING occurs.Cardinals may attempt to stop an UPRISING as a Bishop by not spending 3 Marks.
    • Can declare a Crusade, but if no one else joins the crusade is considered a failure and you lose cardinalship


    THE POPE
    If at least two uncaptured Cardinals are in play and at least one uncaptured Bishop or Cardinal is candidate, an election is held.
    Votes: Uncaptured Cardinals have one Vote each.
    A candidate wins the election if he has the absolute majority (more than half of all votes cast). The Pope leaves to Rome.

    Papal Powers
    • Keeps all of his other Titles and is worth 1 VP.
    • Adds 3 votes when electing a Bishop.
    • Adds 1 vote when electing the Emperor.
    • Cardinalships cannot be purchased without the Pope's consent.
    • May immediately annul a marriage, if a spouse requests it. He can only annull a Emperor and Empress's marriage if no Crown Prince exists.
    • Can Tithe ALL governed Bishoprics, by playing a Tax card. But Bishops and Cardinals have Tithing priority
    • Can excommunicate a Lord once per round, at any time. However, there can only be one excommunicated Lord at a time.
    • Excommunicated Lords cannot vote or be a candidate for elections. If the Lord is a Bishop and/or Cardinal, he loses these Eclesiatic Titles. The Pope can lift the excommunication at his discretion. If the Pope dies, the excommunication ends. Lords that had their excommunication lifted can attempt to regain their former Ecclesiastical Titles through normal elections, if the Bishopric does not have a new presiding Bishop and still meets the conditions for an election
    • Is immune to the Justice card.
    • Can declare a Crusade


    THE EMPEROR
    Candidates: Any male Titled Lord without an Ecclesiastical title, who is not captured or excommunicated.
    Votes: Any Titled Lord, male or female, who is uncaptured, has 1 vote - they are considered Electors -no matter how many or which Titles they have (Duke, Empress, Bishop, Cardinal or Pope).
    Election Results: To be elected Emperor, a candidate must receive a minimum of 3 Votes, have a simple majority (more votes than any other candidate), and the votes must include at least:
    • The vote of two Bishops, or
    • The vote of one Cardinal, or
    • The vote of the Pope.

    A Emperor remains Emperor his entire life

    Emperor's Powers
    • Keeps all of his other Titles and is worth 1 VP.
    • Can freely give, during the Income Phase, an unclaimed Duchy to a Lord, if the Lord meets all of the conditions to buy the Duchy
    • Can Tax an ungoverned Duchy, when playing a Tax card.
    • Is immune to the Justice card.
    • When elected, upgrade up to 2 knights and 2 Infantry to Royal Guards (These are converted immediately upon their ascension in the village they are in.). Royal Guards must always follow the Emperor/Empress. Provide +1 bonus hit in battle every round.
    • Can declare an Italian Campaign against the Lombards


    EMPRESS
    • If the Emperor is married or marries later in the game, his wife immediately becomes the Empress.
    • If the Emperor dies and there is no Crown Prince, the Empress becomes the Empress Regent and gains the Emperor's Privileges except not 1 vp
    • A new Emperor is elected normally during a Empress Regent's reign, after which she loses her Empress Regent's title, but none of her other titles.


    Empress' Privileges
    • Receives 2 Marks during the Income Phase.
    • Becomes the Empress Regent if the Emperor dies and there is no Crown Prince. She gains the Emperor's Privileges listed above except not 1 vp.
    • Can give birth to the Crown Prince, if the Emperor is alive and she is not a Captive.
    • Is immune to the Justice card
    • May have 1 knight and 2 Infantry royal guards(These are converted immediately upon their ascension in the village they are in.)


    THE CROWN PRINCE

    • The empress rolls a d6 at the end every election phase in lieu of rolling for a regular noble (sexy times roll), she needs a 4+ to conceive a crown prince. The king may give her a +1 to this roll if he consents before the roll. The crown prince is technically part of the mother's family. Note: This means, yes, the prince is loyal to his mother's family even if he has his father's last name (its for balance reasons)
    • If the Emperor dies, the Crown Prince becomes crowned the new Emperor in next election phase, gaining the title of Emperor, but not any of the old Emperor's Duchys. The former Emperor's Empress loses her Empress's Title.
    • If the Empress dies, the Crown Prince retains his title.
    • Cannot marry any of his ancestors

    The Crown Prince Privileges

    • Is the family's first-born son after a Emperor is elected, so there may be only one Crown Prince in play.
    • Loses Crown Prince status if he becomes a Bishop.
    • Becomes Emperor on the death of the current Emperor. His mother loses her Empress status.
    • Is immune to the Justice card


    2. INCOME/ PURCHASING PHASE

    Before income is received players may get 2 "cards" or 1 card roll for a new lord. Players can have MAX 3 lords at any time, crown prince can be rolled for 4.They spawn in any of your castles or Fortified Cities.

    New Lord
    Lord Roll: 1-2 Female, 3-6 Male
    Cards (max 3 at any time)


    Cards have various powers that you can use, such as causing good harvests, bypassing sieges, fomenting uprisings, assassinations, justice for said assassinations, etc. They are good to have and Tax card especially allows you if King or Clergy to rake in serious money.

    Incomes
    Income Every Player collects the following incomes:

    • 1 Mark for each Town he controls
    • 2 Marks for each Mill that is on a Town he controls.
    • Each Mill produces an additional +1 Mark for each Bountiful Harvest and/or Good Weather card currently affecting the Bishopric in which the Mills are located. Incomes are not collected from Besieged Towns or the Mills in them .
    • A Tax gives the taxing Player an additional +2 Marks per Town in the Fief (even if controlled by other Players).
    • A Tithe takes all Mill income away from the Players that control the Mills and gives it to the taxing Player
    • 2 Marks for the Empress Title.

    Things you can spend Marks on:
    Troops
    All newly purchased Troops are immediately placed on Villages that are occupied by a Player's uncaptured Lords (including besieging Lords) or controlled Strongholds and/or Fortified Cities. There is no limit to how many Troops a Village can hold. However, during the Purchase Phase, the Player can only add up to four newly purchased Troops to each Village. (It is forbidden to place new Troops into besieged Strongholds or Cities.)


    500 Infantry (max: 13)
    Lower class footmen in service of knights, armed with a variety of melee weapons or spears.
    Cost: 1
    Strength: 1
    Hp: 1


    250 Knights (max: 8)
    Minor nobility, or well trained men-at-arms equipped to fight on horseback or foot.
    Cost: 3
    Strength: 3
    Hp: 3


    500 Archers (max: 3)
    Largely crossbowmen raised from urban areas or mercenaries from Italy
    Cost: 2
    Strength: 1
    Hp: 1
    Special:Before battle commences, archers do one special pre-battle attack. Archers from both sides simultaneously fire once before all other troops. One archer rolls one battle dice and each additional archer adds +1 bonus hit.
    When attacking a Castle at least 2 archers are required to roll 1 die . Additional archers provide +1 hit like regular
    When attacking a City at least 3 archers are required to roll 1 die . Additional archers provide +1 hit like regular


    Buildings
    Castle

    Cost: 10
    Description: May be captured, can only be destroyed in an uprising. Enemy have -1 dice when attacking

    Mill

    Cost: 3
    Description:

    • Mills provide 2 marks in the income phase.
    • A Town can have up to 1 Mill.A capital can have 2
    • A player cannot buy more than one mill per turn.
    • There is a maximum of 15 mills allowed in game.


    Duchy Titles
    A Duchy Title may be purchased by a Player if he controls all of the Towns in the Fief and at least one of these Towns contains a Castle.
    Duchy of Franconia = 8 marks
    Duchy of Saxony = 8 marks
    Duchy of Swabia = 6 marks
    Duchy of Bavaria = 6 marks
    Duchy of Bohemia = 6 marks
    Duchy of Lower Lorraine = 6 marks
    Duchy of Upper Lorraine = 4 marks
    Duchy of Austria = 4 marks

    Upon creation of the duchy, the player then chooses one Castle in the duchy to become its capital, and it becomes a Fortified City. If another Player takes control of this Capital, he also takes the Duchy Title.

    A Lord can have several Titles (but only up to two Duchies),and usually keeps them until he dies. If a Lord has several Duchys, he may transfer his Duchys to other Lords in his family during the Purchase Phase, but he must keep the Title of his largest Duchy for himself.

    Succession of TItles
    If the Lord was the last living Lord of the family and he happens to be married to a Lord of another family, the Duchy is given to his/her spouse. If Troops are in the Capital of the Duchy whose Title is given to a spouse, then all of these Troops join the spouse's family. If the Lord was the last living Lord of the family and he was not married, the Title is unowned. This Title can be recovered (at cost) by this family as soon as a new Lord is born and the family still controls the Duchy's Capital.

    Note: This Duchy can be gained by another family if they take control of the capital!

    3. MOVEMENT & BATTLE PHASE
    Lords may take up to 2 Moves during the Movement Phase. A Lord can move to a Town and then return to where he started, or he can move two Towns away. When moving, a Lord can take Troops with him. Troops can be dropped off or picked up by a Lord as he moves. This is the only way Troops can move. Troops cannot be relayed between different Lords to extend their movement. A Lord and his Troops may move into an unoccupied or occupied Town.
    You must be granted permission to move in towns held by other nobles. After movement has been completed, opposing Troops remaining in a Town are not required to fight. One noble may retreat along any route but the route the enemy invaded from IF they have a move left. If they do fight, a Battle will occur in the next Battle Phase.

    Town Control

    A town is controlled as soon when a Player occupies it with Lords and/or Troops. If left empty its no longer controlled. The expection to this rule is; Unoccupied Towns in a Governed Duchy are considered controlled by the Duchy's Titled Lord.

    Cavalcade Move (Blitzkrieg)
    A special move used to quickly bash aside an army in a town to move onto the next; requires a purely knight army.

    A Cavalcade may be used to:

    • Exit from a besieged Castle/Fortified City or,
    • Exit a Town along a road occupied by an opponent or,
    • Pass through a Town occupied by an opponent. Cavalcades may not pass through a Castle or a Fortified City.

    The Defender against a Cavalcade receives a +1 Hit Bonus for each Battle Die he rolls

    This Army can only initiate a Cavalcade if it has another move remaining after the Cavalcade Battle

    Field Battles
    Players may declare a Battle in each Town where they and opposing Players have Troops. Opposing Players do not have to Battle each other and can declare a Truce. Note: A Player is allowed to attack an ally. Troops without a Lord can not initiate a Battle, but they can defend themselves if attacked.

    If three or more Players have Troops in a Town, some may decide to fight together against other opposing Players. They combine their Troops and the Player with the most Strength Points decides which Troops take hits and which Lord takes Captives. Allies may betray each other anytime during the Battle, even switching sides mid-battle!

    Battle Length
    A Battle can last several battle rolls. A Battle ends when:

    • One side's army is eliminated, or
    • One army surrenders, or
    • All involved Players decide to end the Battle by declaring a Truce, or
    • 3 battle rolls in a row result in no losses.


    Note: A Player attacking an opponent that is in the safety of a Castle or a Fortified City can alone decide to end the Battle. The defending opponent can force the continuation of the Battle by giving up the safety of his Castle or Fortified City and fighting in the open.

    Each side (or alliance) counts up its Strength Points (SPs).
    A Player receives:
    • 1 SP per infantry/archer
    • 3 SPs per Knight.
    • 1 SP for every male Lord.
    • 1 SP for every female Titled Lord.
    A side's SP total determines the number of Battle Dice that Player may roll.
    1-6 SP1 dice
    7-12 SP 2 dice
    13+ SP 3 dice


    Other modifiers
    Attacker -1 dice if assaulting a Castle
    Attacker -2 dice if assaulting Fortified City (Capital)
    Up to 2 dice penalties are cancelled by Siege Engines
    Dice roll hit results:
    D6 resultHits
    10
    2-31
    4-52
    63

    +1 hit if army has royal guards
    +1 hit if defending vs Cavalcade

    Losses
    All hits that can be taken, must be taken. Players can choose a mix of Men at Arms and Knights as casualties. Lords are hit and killed last after all other Troops are dead, so if there are insufficient hits to kill the last Knight, then the Lord does not die even if there are 1 or 2 hits left to take. If a Player rolls enough hits to kill all enemy Troops, but not enough to also kill any remaining Lords, the Lords are taken Captive.

    Captives
    The Captive is now under his captor's control and his captor can move the Captive along with his Lord's Troops. The Lord remains a Captive as long as he occupies the same space as his captor's Troops and/or Lords. A Captive becomes free if all of his captor's Troops are killed in a Battle.A Captive keeps his Titles and incomes, but cannot be named a candidate for any position or vote in any election.

    Ransom
    Ransoms are paid at the beginning of the IncomePhase, before any other purchases, including new Troops, Buildings or Titles. A Captive's Ransom is 2 Marks, plus 2 Marks per Title he holds. Example: A Lord who is both a Bishop and a Duke is worth 6 Marks.
    Paying a Ransom is mandatory, if the Player has enough money to pay the full price at the beginning of the Purchase Phase. A Captor must accept a full Ransom amount during the Purchase Phase and free the Captive. However, a Captor may accept or refuse a lower Ransom amount. If the Player does not have enough Marks to pay the full Ransom, he may then use all of his Marks for other purchases.
    A freed Lord is placed on one of his family's Castles or Fortified Cities.

    SIEGES (not assaults)
    After resolving his battles, a Player that still has Troops in a Town with an opponent occupied Castle or Fortified City he may initiate a Siege.
    On the first round they construct small siege weapons allowing next turn to remove 1 dice penalty.
    If the siege continues another round the army construct formidable siege weapons which allows you to remove 2 dice penalty on the next round.
    Siege Effects

    • A Besieged Town is still under the control of the Besieged Lord.
    • Incomes are not collected from a Besieged Town or the Mills in it.
    • Besieged Troops cannot move out of the Town during the Movement Phase, unless using a Secret Passage card or making a Cavalcade move
    • The besieged Lord and his allies may move additional Troops directly into the besieged Castle or Fortified City from an adjacent Town without having to fight the Besiegers.
    • The Besieged Player may not add new Troops to his besieged Army. However, he may add new Lords.
    • The besieging Player may add new Troops into this Town.
    • The besieging Player may Pillage the Mills during the Pillage phase. A besieged Player can decide to initiate a Battle, but in doing so his units lose the protection of the Castle or Fortified City and its Attacker Penalties. A normal Battle takes place. A Siege may be ended at any time by the Besieger, in which case all Siege Engines in this Town are removed from the map


    PILLAGE
    When ALL Battles are resolved, Players may pillage all Mills on Towns they control or are besieging. A pillaged Mill is removed from the map and the Pillager takes 1 Mark from the game stockpile

    Victory conditions (checked at end of a turn)
    A Player has:
    • 1 VP for each Duchy he controls
    • 1 VP for controlling the Emperor Title
    • 1 VP for controlling the Pope Title

    3 VP to win solo,5 for 2 players combined in a marriage alliance

    Traits
    Traits are assigned to nobles when they are generated, no n oble may have the same trait

    the BASTARD May never marry
    the UGLY To marry, this character needs to pay 2 marks to the other family
    the BLESSED This character cannot be affected by Plague
    the CURSED Disasters (which usually hit a random bisphoric) have a 33% chance rolled first instead to hit the bisphoric this character is in
    the UNLUCKY The Bisphoric this Lord occupies cannot have a Bountiful Harvest or Good Weather played on it
    the GOOD This noble recieves +1 mark if he resides in a bisphoric see
    the EXTRAVAGANT Collect 2 less Marks per VP Title he has (Duchy, Emperor, Pope)
    the TYRANT This Lord extracts 2 extra Marks from the Town he personally occupies. Other players may play an uprising on this lord and his troops at any time. The uprising does not affect the village the tyrant lord occupies, nor other lords and troops located in the same village.
    the AMBITIOUS This lord pays 2 less marks to aquire any duchy or cardinalship
    the STORM This Lord can move and battle in a Bisphoric affected by heavy rains
    the SWIFT This lord may make 3 moves if moving with only knights
    the COWARD If this lord is alone (without other lords), cannot initiate a battle. If attacked by an opponent, who has a greater SP army, immediatly surrenders, is captured, and all troops lost.
    the CRUEL After any victory where noble(s) are captured, this character kills one instead of holding him/her for ransom
    the BESIEGER This lord always has a small permanent siege train, remove 1 dice penalty when assaulting.
    the FEARLESS This lord recieves 1 extra battle die if he is the attacker and has at least 1 battle die (archers not affected) (if two armies attacking each other the one with higher init wins is the official attacker)
    the LOYAL This lord cannot attack allied lords (by marriage) They may however defend against an ally who attacked them
    the PERSUASIVE Before battle begins, this lord may convert one enemy infantry to their side. When talking down the rebel peasants, can only fail on a 1
    the HEART BREAKER This lord can choose to break a marriage alliance permanently, if he captures one of the spouses
    the ORDINARY Nothing special about this person
    the SAINT Once per game, if in an Bisphoric See city, he may find a holy relic
    the SHADOW This lord may use a free secret passage card once per turn but only with 1 unit

    mercenaries

    Mercenaries follow your lords around and can be moved instantly around the map (having their own supply chains) to another lord. They will not do garrison duty or fight peasants, they must always be with a lord.
    When mercenaries are lost or disbanded they are back up for auction/or new mercs take their place in the next income phase.

    Bidding: Mercenary companies are bid one at a time. All sides pm their bid secretly. If two players bid the same, they secretly bid again and must equal or exceed their previous amount.


    Swiss Band - A force of swiss and genoese who have moved north to find employment in the Empire.
    3x Swiss Pikemen
    1x Genoese Crossbowmen

    Burgundian Company - minor knights mainly from burgundy who have been on the wrong side of a civil war; now seeking pay and glory.
    2x Men-at-Arms

    merc units so far:

    Swiss Pikemen
    Strength:1
    HP:1(+1)
    Upkeep:1
    Trait: If taking hits from cavalry, can absorb an extra hit. For example if your army takes 2 hits and you have 2 swiss pikemen your army can absorb 2 hits you would not lose anything but 1 infantry, but after that pikemen will die by 1 hit.



    Geonese Crossbowmen
    Strength:1
    HP:1
    Upkeep:1
    Trait: Count as archers, and if with your forces, may reroll the archer battle dice


    Men-at-Arms
    Strength:2
    HP:2
    Upkeep:2
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    24.03.2020 在 Reich
    Great Houses:



    House of Přemyslid
    VPs:1
    Members:
    Vladislaus I Přemyslid executed as a POW by House Königsfeld
    Viktorka Přemyslovna "the Swift"
    Helena Přemyslovna "The Coward" Executed for Murder
    Hynek Přemyslid "the Persuasive", Duke of Bohemia ⚭Duchess Hildegard von Lohengramm
    Adéla Přemyslovna "the Good" Died in the fall of Prag
    Konrad Přemyslid "the Fearless"
    Svatopluk II Přemyslid




    House Königsfeld
    VPs:1
    Members:
    Ferdinand I von Königsfeld "the Cruel" Died in battle against House Přemyslid
    Heinrich II von Königsfeld "the Blessed", Bishop of Hildesheim stoned to death by peasants in Brandenburg
    Josef von Königsfeld "the Shadow", Duke of Saxony Died in battle against House Přemyslid
    Lidya "the Bastard"
    Erika von Königsfeld, Duchess of Saxony
    Emperor Geralt von Nedrichstadt-Königsfeld "the Accursed"





    House Schemeichel
    VPs:1
    Members:
    August IV Schemeichel "the Tyrant", Duke of Swabia
    Dietrich I Schemeichel "the Good" Assassinated
    Erwin Schemeichel "the Accursed"Died in battle against House von Nedrichstadt
    Grima Schemeichel"the Ugly" Died in battle against House Lohengramm
    Kaspar Schemeichel, Duke of Swabia Died in battle against House Lohengramm
    Helmer Schemeichel "the Ugly"(Suspected for Attempted Murder
    Adalheida Schemeichel "the Blessed"
    Berthold Schemeichel "the Ambitious"




    House von Nedrichstadt
    VPs:2
    Members:
    Ulrich I von Nedrichstadt "the Unlucky", Cardinal of Köln, Duke of Lower Lorraine
    Emperor Viktor von Nedrichstadt, Duke of Upper Lorraine Assassinated by House Přemyslid
    Elizabeth von Nedrichstadt "the Ordinary" Murdered by commonfolk
    Balian von Nedrichstadt, Duke of Upper Lorraine, Cardinal of Mainz
    Emperor Hektor von Nedrichstadt "the Ambitious", Duke of Franconia⚭Empress Erika von Königsfeld Died in battle against House Přemyslid
    Empress Beatrix von Nedrichstadt "the Storm", Duchess of Franconia⚭Emperor Geralt von Nedrichstadt
    Prince Karl von Nedrichstadt-Königsfeld





    House von Lohengramm
    VPs:1
    Members:
    Reinhard von Lohengramm "the Extravagant", Cardinal of Salzburg (owner of the holy grail, -1 hits in battle if not initiating)
    Louis von Lohengramm "the Saint", Cardinal of Konstanz
    Hildegard von Lohengramm, Duchess of Bavaria ⚭Duke Hynek Přemyslid
    Alexander Siegfried von Lohengramm



    List of Emperors
    Nedrichstadt Dynasty
    Emperor Viktor (1137)
    Emperor Hektor (1144-1157)
    Emperor Geralt (1157-?)
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    24.03.2020 在 Reich
    https://pastebin.com/95yyAFBX



    The following account is of the 12th century anarchy of the Holy Roman Empire written by the priests of Mainz, and sponsored by the Cardinal of Mainz, Balian von Nedrichstadt

    The years of darkness
    Upon the extinction of Henry and the Salian Dynasty, a great evil came to the land of Germania. A great winter soon followed and the houses began to plot, then extending their influence for the war to follow. Above all others though, the House of Nedrichstadt had the greatest right to the throne, for the Henry too was also Franconian, and Viktor von Nedrichstadt was his nephew. The other houses did not recognize this at first, but upon victory over a minor French invasion of Lorraine by House Estienne did his influence begin to rapidly grow.

    God showed favor to the Nedrichstadt by embroiling his foes in conflicts, the noble Saxons of House Königsfeld bravely resisted the ambitious and greedy House Přemyslid of Bohemia. Their war was one unmatched in the empire in its savagery, both of their lords Ferdinand and Vladislaus falling in the first major battle. In the south, the Lohengramm Bavarians and House Schemeichel of Swabia too engaged in skirmishes to which the House Lohengramm of Bavaria emerged supreme. In that time there was numerous uprisings against August, who was known as the tyrant, it is recorded the taxation of Swabia often triple (or more) anywhere else to the great suffering of its people.

    In this era the battles within the Church were just as fierce. Pope Innocent II schemed to weaken the rightful Nedrichstadt claim to the throne by claiming the sanctity of Louis (after finding a mere cup he called the grail) and supporting Lohengramm members to the Bisphorics of Konstanz and Salzburg. This was done to counter the ecclesiastical power of Mainz and Koln, who have always been loyal to the Empire, and not the Italians in rome. Despite this scheme, Viktor von Nedrichstadt was elected Emperor in 1137 and then murdered while traveling to Trier. This crime was orchestrated by the accursed Přemyslids, and although they were too strong to be removed from their seat in Prag, the perpetrator Helena Přemyslovna was executed.


    The dawn
    Again anarchy reigned for a decade, famines plagued the Franconia repeatedly, the contested bisphoric of Hildesheim finally was granted to the Heinrich of Saxony, which was well deserved. The Königsfelds by this time had begun to regain their advantage, and had come under the masterful leadership of Josef who defeated the weak son of Vladislaus, Hynek, in battle and formed the powerful Duchy of Saxony. Ever increasingly did the Saxons and Franconians begin to cooperate against the forces of disorder and chaos. Viktor's son, Hektor Nedrichstadt was ambitious and determined to make the Empire great again, and in this he began a great effort to expand agriculture and to grow the treasury. He also supported the by now weakened Swabians (who had been largely reduced to only parts of Swabia) against the avaricious Bavarians of House Lohengramm. More and more nobility began to see the Nedrichstadt as the protecter of the Empire and the source of wealthy and stability.

    The rise of Hektor
    Hektor was elected Emperor with the backing of Josef of Saxony, and the marriage of his sister Erika. This was a momentous occasion and began the true lineage of the current Dynasty. From this point on the other dukes were merely rebels, no longer claimants. Their hatred against the Emperor grew very great and even the Duke August of Swabia betrayed Hektor and joined with their fomer Bavarian rivals, invading Franconia itself. In a bold counter attack, Josef led the royalist Saxons to take the Přemyslid seat of Prag, which was regarded as a stunning victory, and this should have ended the rebellion if not for the help of Satan who saw fit to increase the torment of the empire by having imperial armies face defeat and to continue the war.

    The end of the rebellion
    Emperor Hektor's death was mourned in Mainz, his son Geralt stoically declared that they would resist and opened the great treasury his father had saved in usage of a grand castle building and recruitment drive, as well as donations to the minor nobility and relief to the peasantry. His popularity and might surging, while the rebels were being badly undermined, they attempted a final attack upon the capital which failed. In one last act of wickedness, Reinhard Lohengramm kidnapped Prince Karl. Enraged, Beatrix demanded her Husband conduct a righteous war of extermination against the 3 rebel houses. However, Balian and Ulrich advocated for a peace settlement.

    Perhaps finally reforming from his family's evil ways, Hynek Přemyslid was the first to end his wars against the Emperor Geralt. In return the Přemyslid's were granted pardon for their previous crimes and maintain control of the Bohemian Duchy. Duke August soon died of disease at Frankfurt, his title passing to his grandson Berthold. All castles in Franconia held by the Swabians were returned and Strasbourg was ceded to House Nedrichstadt, although they retained the Bisphoric of Hildesheim and their duchy. Reinhard used the Prince to negotiate the keeping of the Bavarian Duchy. Upon the return of the prince he was not soon after seized and executed, the bisphoric passing to his kin Alexander in the years after.
    And so, order has returned to Germania, we pray daily for the long life and health of Emperor Geralt and his son, for.....in the Reich peace and stability is a delicate and fragile thing.

    ++Map of the Empire++


    Winners
    1.House von Nedrichstadt (Nedris)
    2. House Königsfeld (jesus)

    Losers
    House of Přemyslid (Empirezz)
    House Schemeichel (Surtr)
    House von Lohengramm (bubartem)

    (power gap)

    House Estienne (Zeph)
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