Europa Universalis Alternative Rules
Transcription
Europa Universalis Alternative Rules
Europa Universalis ALTERNATIVE RULEBOOK Alvaro Prada January 2005 TABLE OF CONTENTS I. INTRODUCTION I.1. Preface I.2. Lexicon I.3.Game Components 2 2 2 2 II. BASIC RULES II.1. Sequence of Play II.2. Maintenance and Purchase II.3. Leaders II.4. Stacking II.5. Supply II.6. Campaigns II.7. Movement II.8. Naval Transport II.9. Interception II.10. Retreats II.11. Technologies II.12. Combat II.13. Siege II.14. End of Military Phase Test II.15. Redeployment Phase II.16. Interphase 5 5 5 7 8 8 9 9 11 12 13 14 14 17 19 19 20 III. ADVANCED RULES III.1. Sequence of Play III.2. Periods III.3. Bankruptcy III.4. Stability III.5. Monarch Phase III.6. Events Phase III.7. Diplomatic Phase III.8. Income Phase III.9. Administrative Phase III.10. Military Phase III.11. Redeployment Phase 21 21 21 22 22 22 23 24 29 32 37 41 1 III.12. Peace Phase III.13. Interphase 42 44 IV. SPECIAL RULES IV.1. Special Leaders IV.2. Special Minor Countries IV.3. Russia IV.4. Turkey IV.5. Netherlands IV.6. Spain IV.7. Portugal IV.8. Religion IV.9. Civil Wars IV.10. Wars of Succession IV.11. Siberia IV.12. Tordesillas Treaty 46 46 48 51 52 53 54 55 55 56 57 57 57 V. VICTORY V.1. General Victory Points V.2. Specific Victory Points V.3. Period Objectives 59 59 60 60 VI. OPTIONAL RULES VI.1. Basic Game VI.2. Advanced Game VI.3. Simultaneous Movement 61 61 61 62 VII. DESIGNER’S NOTES 65 VIII. COMPLETE EXAMPLE OF GAME TURN 66 IX. INDEX 69 X. MAP AND COUNTERS KEY 71 Europa Universalis Alternative Rulebook Introduction I. INTRODUCTION I.1. PREFACE Csc: conscript CTZ: Country Trade Zone D$: ducat, monetary unit of the game D10: ten-sided die D100: hundred-sided die; one d10 indicates tenths, other indicates units. DIP: Monarch’s Diplomacy rating Dr: Die roll. DTI: Domestic Trade Index F+: Fleet, side (+) F-: Fleet, side (-) FTI: Foreign Trade Index G: galley Gln: Galleon Naval Technology HRE: Holy Roman Empire Inf: infantry Lace: War in Laces Land Technology LD: Land detachment LS: Latin Sail Naval Technology MC: Multiple Campaign Man: War of Manoeuvre Land Technology Med: Medieval Land technology MIL: Monarch’s Military rating MNU: Manufacture MP: Movement Points Mus: Musket Land Technology N: warship NC: No campaign ND: Naval Detachment PC: Passive Campaign Ren: Renaissance Land Technology RoW: Rest of the World (outside Europe map) RT: Royal Treasure SC: Simple Campaign STZ: Sea Trade Zone Sp: Strength Point Stab: Stability TD: Three Decker Naval Technology Ter: Tercios Land Technology TP: Trading Post Tr: Transport ship Ve: Vessel Naval Technology Vet: veteran VP: Victory point The 2nd Edition of Europa Universalis was published in 1995 by Azure Wish, and although inside its design there were brilliant ideas, it had numerous faults and unclear rules. Every group of gamers I know of has come with their own long list of house rules. Me too, until I realised that a complete rewrite of the rulebook was needed. Thus, while we wait for the 3rd Edition, I offer this work for the community of Europa Universalis gamers. It is based on the English 2nd Edition, and does not include rules from the Expansion Sets. It is a substitution for the Rulebook, part of the Annexes (Economic Events and minor country forces), some Scenarios, and for the Players Aides. DISCLAIMER: Europa Universalis is a trademark of Azure Wish Edition. Its original designer is Philippe Thibaut. I.2. LEXICON A. Frequent Terms: -. Attrition: risk of losses during movement, retreat, supply and siege. -. Box: section of the Diplomatic and Technology tracks, where markers are placed. -. Campaign: a military operation that allows movement of units. There are various types of campaigns. -. Day: complete sequence of combat (fire, shock / boarding, pursuit, and leader injury). -. Land Unit: an army or land detachment. -. Major Power: country represented by a player. -. Military Unit: an army, fleet or detachment. -. Minor country: country not represented by a player. When taking part in current play, it is controlled by a Major Power. -. Naval Unit: a fleet or naval detachment. -. Period: each segment of the game, comprising 6-12 turns. -. Round: military sub-phase where each player makes a campaign. -. Stability: An indication of the domestic situation of a Major Power. -. Stack: a group of military units (including leaders) located in the same place and acting together. -. Strength Point: a quantity of units of a specific type. -. Technology: the power of a country’s forces in combat. There are 7 Land and 6 Naval technologies. I.3. GAME COMPONENTS I.3.1. Maps There are 2 colour, 80x60 cm maps. One represents Europe, North Africa and Near East (European Map). The other the Rest of the World (RoW map). See IX for details. B. Abbreviations A+: army, side (+) A-: army, side (-) ADM: Monarch’s Administration rating Arq: Arquebuse Land Technology Arty: Artillery Bar: Baroque Land Technology Bat: Battery Naval Technology Car: Carack Naval Technology Cav: Cavalry CB: Casus Belli Col: Colony The maps are divided in provinces and seas. In RoW map, provinces are regrouped in Areas (a few Areas have only 1 province). In RoW, each island in an Area is a different province. A. Provinces. Each European province contains its name, income, fortress type (level 1 or 2) and fortress name. 2 Europa Universalis Alternative Rulebook Introduction have a die roll modifier printed inside a blue circle (which represents a malus to naval attrition). E.2. Trade Zones are indicated by a ship inside a square or circle, with a number printed on it (the monopoly income). The Trade Zone covers the sea with the symbol and all adjacent seas. Some Trade Zones may overlap. E.2.1. Country Trade Zones (circle) show the name of the country they are linked to. E.2.2. Sea Trade Zones (square), not linked to any specific country, are identified by the sea name where the symbol is printed. E.3. In RoW, STZs have a Pirate symbol, with some numbers used to determine if pirates appear in that Trade Zone. A.1. Major Powers have their National Provinces delimited by border lines of the Major Power’s colour. The provinces controlled by each country in Turn 1 are indicated in the Annexes. Each scenario tells also any possible variation. A.2. Special Provinces: -. Denmark, Baleares, Ionia, and Canarias: islands part of these provinces are considered together as one and single province. -. Maroc, Ural, Nile, Arabia, and Kars: represented in both maps, they are the same province, part of the European Map. -. Azores, Canarias, Persis, Ispahan, and Meched: represented in RoW, they are in fact part of the European Map for all purposes. -. Irak: there are two different provinces named Irak, one in Europe, the other in RoW. The latter Area values are 5/5/-, Natives 0. These two provinces are adjacent. -. Ormuz: Consider that this province is part of Europe and part of RoW at the same time (thus all leaders may enter it). Its Area values are 12/9/9, Natives 300. -. Northernmost provinces of Areas Baikal, Amour and Kamchatka are connected through a land passage, which costs 6 MP, in addition to terrain costs. E.4. Special Seas. E.4.1. Sea of Azores, Sea of Canarias, Caspian Sea and Red Sea, located in RoW, are part of Europe and RoW at the same time, although they have to be discovered. Thus, any leader may enter them once they are known. E.4.2. Grand Pacific Ocean: there are 2 Grand Pacific Oceans, each needing discovery. Exception: a stack may declare crossing only 1 Grand Pacific, under the following restriction: it can enter or leave the Grand Pacific only through the Northern Pacific and NorthEastern Pacific. B. Areas. Each Area in RoW map shows three values: Income, Difficulty and Tolerance. A figure next to a native’s picture shows the number of natives. A figure inside a square or circle indicates the Exotic Resources available. F. Geography The maps are divided in geographical zones, important for placement of military leaders, events, scenarios and special rules, although they are not marked. Income, Difficulty, Tolerance and number of natives apply to each province in the Area. Exotic resources apply to the whole Area, and all may be exploited from any province in the Area. All seas adjacent to the concerned areas are also part of the geogrpahical zones. Some may overlap on the same sea. The zone Middle East includes: -. Areas Aden, Nefud, Oman, Bahk, Lahore, Kazakhs, Irak. These are part of Asia as well. -. Provinces Kars, Armenia, Kurdistan, Aleppo, Syria, Liban, Judea, Samaria, Sinai, Jordania, Arabia, Irak, Persis, Ispahan, Meched, Ormuz. The latter is part of Asia. -. Seas Caspian Sea, Red Sea, Persian Gulf, Gulf of Indus, Horn of Africa, Oman Sea. These are part of Asia. C. Terrain. The terrain of a province is indicated by the filling colour: Clear: beige Forest: green Mountain: chestnut Marsh: light green Desert: yellow Rivers are represented by blue lines in place of province borders. Straits are represented by bluedotted lines. Lakes are surrounded by coastal lines. Areas Cape Verde, St Helena, Madagascar, Seychelles and Mascariegnes are part of Africa. D. Fortress. All European provinces, and a few in RoW, have a fortress (level 1 or 2). Capitals of countries are typed in red. D.1. In addition, some are also ports. They allow entry to each sea adjacent to the province, regardless of where is the port symbol actually depicted. D.2. Some provinces give access to seas that are not adjacent themselves. Naval units entering the province from a sea, cannot leave to another sea, non-adjacent to the first. The port can be blockaded from any sea, but it will only affect naval units that entered from that sea, or an adjacent one. For siege purposes, to avoid the malus for an unblockaded port, access to all adjacent seas must be restricted. America is subdivided in North America and South America (south of area Sonora). Western Indies is part of South America, and includes the Areas Cuba, Haiti and Antilles. Siberia includes areas Sibir, Omsk, Ienisseisk, Lena, Baikal, Amour. Asia includes India and part of Middle East, but excludes Siberia. India includes the Areas Ceylan, Carnatic, Malabar, Mysore, Gujarat, Hyderabad, Mahrati, Orissa, Bahk, Lahore, Punjab, Delhi, Oudh and Bengale. E. Seas E.1. Each sea has its name and a risk level printed inside the cloud picture. In addition, some seas in RoW Ireland includes provinces Connaught, Ulster, Pale, Kildare and Monmouth. 3 Europa Universalis Alternative Rulebook Introduction conquistador, explorer, pasha), turns of entry and exit, rank (A to Z) and ratings (0 to 6) for movement, fire, shock and siege. Other symbols indicate whether the leader may leave Europe, has geographical constraints, is a Monarch or is a privateer. Counters show one leader in one side, and another in the other side. North Africa includes provinces Maroc, Tanger, Orania, Al-Djazair, Kabylia, Tunisia, Tripolitania, Cyrenaica, Quattara, Cataract, Nile, Alexandria, Delta, Egypt. Italy includes: -. Provinces Savoy, Nice, Genoa, Milan, Mantua, Venice, Emilia, Modena, Luca, Romagna, Firenze, Rome, Naples, Pouilles, Corsica, Sardinia, Sicily, Messina -. Seas Gulf of Lion, Thyrenean Sea, Ionian Sea, Adriatic Sea. Fortresses: small square counters, showing the level (inside the fortress symbol) and the combat value (right bottom). Markers with white background are used by minor countries. Col and TPs: large square counters, showing its historical name, a picture of buildings, and the label comproir (for TPs) or colonie (for Cols). Have two sides, (+) and (-). Germany includes provinces Bremen, Hannover, Mecklemburg, Kiel, West-Pommern, East Pommern, Oldenburg, Magdeburg, Brandenburg, Kustrin, Munster, Berg, Hessen, Anhalt, Sachsen, Pfalz, Mainz, Thuringen, Lorraine, Alsace, Baden, Wurtemberg, Bayern, Anspach. Trade fleets: small square counters, showing the name of the country, a picture of ship, and an id letter (from A to Z). Have two sides: (+) and (-). Habsburg includes provinces Tyrol, Styria, Carinthia, Carniola, Austria, Salzburg, Ostmarch, Erbland, Moravia, Bohemia, Sudeten, Erz, Schlesien. Manufactures: round-shaped counters, showing the type of industry, the fixed income and the variable income (percentage). On one side they represent 1 manufacture, on the other, 2. Hungary includes provinces Magyar, Carpathia, Ruthenia, Transylvania, Marozs, Banat, Croatia, Pecs. Poland includes provinces West Prussia, Danzig, Posen, Krakow, Mazovia, Podlasia, Galicja, Volhynia, Lituania, Pripet, Ukraine, Donetsk, Kharkow, Worones, Seweria, Bielorussia, Polotsk, Smolensk, Orel. Diplomatic markers: small square counters showing the name of the country, and values for diplomacy, which may also be found in the Annexes. Informational Markers: for usure, looting, revolt, mines, technologies, province control, turn and Round. Mediterranean includes seas Western Mediterranean, Gulf of Lion, Thyrenean, Adriatic, Ionian, Aegean, Eastern Mediterranean, Marmara, Western Black, Eastern Black, plus all provinces adjacent to them. B. The specific content of military units, trade fleets, colonies and TPs is annotated on a sheet. I.3.2. Counters C. Armies, Fleets, TPs, Trading fleets and Colonies have a (+) side and a (-) side. When their specific content varies, they are flipped to the correct side. A. The game includes 1412 counters of different sizes, shapes and types. Except when indicated, the counters provided are the maximum that may be used. See IX for details. Most counters have a background colour to identify its nationality. I.3.3. Tables & Dice Detachments: small square counters, showing the name of the country, and an identification number (in arabics). Most detachments are land (musketeer picture) in one side, and naval (ship picture) in the other The game includes: -. Two 10-sided dice. A “0” is always ten, unless specifically indicated otherwise -. Nine Player Aides, one for each Major Power. These include tables specific of each Major Power (costs of purchasing and maintaining military forces, and action limits), and generic for all players (monarch survival and successors, administration, attrition, discovery, conquistadors, pirates & natives attacks, interception, repression of pirates and revolts, combat and siege). -. Sheets for recording information: Income, Colony & Trade Fleets, Monarch values & Administrative actions, and contents of military units. -. Charts for Entry and Exit turns of Leaders, and available forces of minor countries. Leaders: small square counters, showing the leader’s name, a symbol to identify its type (general, admiral, It is advised to use a new copy of the Player Aides, Charts and record sheets for each game. Armies: large square counters, showing the name of the country, its flag and an identification number (in romans). Have two sides: (+) and (-) Fleets: large square counters, showing the name of the country, a ship picture and an identification number (in romans). Have two sides: (+) and (-) 4 Europa Universalis Alternative Rulebook Basic Rules II. BASIC RULES -. Siege -. Fight privateers and revolts ⇒ 2nd Player (becomes Phasing player) ⇒ 3rd Player (becomes Phasing Player), and so on, until all players have moved. ⇒ Test End of Military Phase. If Military Phase continues, play next round. 4. Redeployment Phase 5. Interphase. These rules allow playing the Scenarios included in the Booklet. The Campaign games need both the Basic Rules and the Advanced Rules. Note that many scenarios have special rules that apply only when playing them. II.1. SEQUENCE OF PLAY A. In some scenarios it is necessary to keep track of the available money during the turn. Although the Economic Record Sheet is used mainly with the Advanced Rules, you may use the following lines (according to the instructions of the scenario). They should be self-explanatory: (Line (Line (Line (Line (Line (Line (Line (Line II.2. MAINTENANCE AND PURCHASE II.2.1. Content of Units Strength points (sp) are the actual force of a military unit. Each unit may have different quantities and types of sp, depending on the unit type, technology and country. 1) Treasure at start of the Turn 3) Players gifts & loans 7) Treasure at end of diplomatic Phase: 1+3 34) Net Income 35) Treasure at end of Income Phase: 7+34 36) Logistics 42) Campaigns 49) Treasure at end of Turn: 35-36-42. Dummy units are not allowed; when a unit loses all its sp, it is removed from the map. A unit can only have sp of its own nationality. A. Types of sp: A.1. Land sp: infantry, cavalry and artillery. Each of these may be conscript or veteran. Only countries with Ren or better land technology may have arty. A player may convert, at any time, arty sp into inf sp, keeping the vet or csc status. The reverse is not allowed. A.2. Naval sp: warship, galley, transport. There is no csc/vet differentiation. Capacity of naval units is indicated in warships and transports. The room of each warship may be occupied by 3 galleys. A.3. England, Netherlands, Portugal, Sweden and Scotland cannot have galleys in their own naval units. B. The game consists of various Turns, depending on the Scenario (up to 60 in the Grand Campaign Game). During each turn, all players perform several activities in specific Phases, in the order indicated in C below. Then proceed to play another turn, until the game ends. The Military Phase consists of various Rounds, and all players move their military units in each Round, according to the initiative order indicated in the Scenario. C. At start of the Military Phase, active allied Major Powers (those at war against the same enemy) may decide to move together, using the lowest initiative rank. The decision is announced in initiative order, and applies during all rounds of the Military Phase and the Redeployment Phase. It may be changed in subsequent turns. Minor countries always move when the controlling Major Power does. The player plays them as he/she wants. B. Armies and Fleets B.1. Armies and Fleets have a maximum capacity for each type of sp, depending on the country and technology. The capacity for each type is fixed and non-transferable. The capacity of Major Powers’ units is indicated in the Player Aides. That of minor countries’ units is indicated in the Annexes. B.2. Use the side (-) when an Army or Fleet has less than 50% of its total capacity (all types included, but remember a galley uses 1/3 of a warship capacity). Use the side (+) when the content is 50% or more. D. Sequence of a Game Turn C. Detachments Content of detachments is fixed for all countries and technologies: LD: 10 sp of any type, except arty. ND: 5 sp of any type (each galley uses 1/3 of this capacity). 1. Income and Diplomacy Phase Each Scenario indicates how the players get money and how to deal with minor countries. 2. Logistics Phase 2.1. Changes in Technology 2.2. Maintenance of existing units 2.3. Purchase and placement of new units. 2.4. Redeployment of Leaders. 3. Military Phase (2-11 Rounds) In each round, each player, in order of initiative, makes a campaign to move units. ⇒ 1st Player (Phasing Player) -. Choice of Campaign -. Movement, attrition and interception -. Combat II.2.2. Maintenance Players maintain their existing military counters and fortresses, with their current content. They may demobilise sp, downgrade fortresses, break down units or merge those in the same province to reduce maintenance costs, but they must remain broken down or merged until the start of the Military Phase. 5 Europa Universalis Alternative Rulebook Basic Rules The F+ in Cartagena, not being at full strength, can be broken down into an F- and a ND. Thus, the four ND make up for one F+, and all naval units can be maintained for free with the Basic Forces. The maintenance costs for Spain this turn are: 1 A- in vet: 25 D$ 9 fortress levels: 9 D$ Total: 34 D$ A. Basic Forces The Player Aides indicate the Basic Force, depending on the current Period, in terms of armies, fleets and detachments. These counters are maintained for free and as vet. In case the existing counters do not exactly match the Basic Force, the following equivalencies may be used: A+ = 2 A- = 4 LD; F+ = 2 F- = 4 ND; A- = 2 LD F- = 2 ND II.2.3. Purchase The detachments specified in the Basic Force may be either naval or land, at the player’s choice. A. Experience of Recruits All new land sp are csc. Exceptions: -. Switzerland and The Knights. -. 50% of cavalry (rounded up) of Poland, Mameluks, Persia. -. Sweden between turns 15 and 50, both included. -. Prussia from tun 51 (included), or Event “Prussian Army Reform”, whichever comes first. A.1. Choosing the experience of troops. All land sp in a unit become vet if the unit is fully maintained in vet. All sp become csc, if at least part of the unit is maintained in csc. A.2. Maintenance costs Maintenance is paid according to the Table indicated in the Player Aid for each unit, regardless of its specific content (but the side, (+) or (-) does matter). Land units may be maintained either as csc or as vet. A.2.1. Don’t use the equivalencies indicated in II.2.2.A; an A+ must pay as an A+, not as 4 LD. A.2.2. Maintenance of a unit may be partially covered by Basic Forces, and the excess be paid for. Use the unit type that more closely matches the excess, not its equivalency in detachments. These sp may still become csc in subsequent turns. B. Standard and detail purchase. B.1. Major Powers may purchase a unit with a standard content, as indicated in the Player Aid, using the standard costs. B.1.1. If the standard purchase would exceed the limits of land sp, (see C.2 below) it cannot be used, unless it is the first thing the Major Power buys in the turn. Usually, buying one A+ will exceed limits; the overcost is already included in the unit price. B.1.2. If the standard purchase would exceed the limits of naval sp (see C.1 below) it cannot be used. B.2. Major Powers may purchase in detail the specific sp wanted to reinforce an existing unit, or to create a new one. Detailed costs are used in this case. B.3. Both methods may be combined at the player’s choice. A.3. Fortresses. Printed fortresses are maintained for free. Maintenance costs of a fortress counter is equal to its level A.4. Minor countries. Minors have their own Basic Force and maintain it for free and in vet. All their fortress counters are maintained for free. A.4.1. They maintain a number of detachments (using the equivalency in II.2.2.A) equal to the Reinforcement modifier in csc. The controlling Major Power may pay the difference between csc and vet costs to keep them in vet (using its own table of costs). A.4.2. Other units are disbanded, unless the controlling Major Power pays the full cost of maintenance (either in csc or in vet). C. Purchase limits C.1. Major Powers have a limit on the number of warships they can purchase each turn (as indicated in the Turn Limits). They are also limited in the number of warships they can have in play at the same time (as indicated in Period Limits). Galleys count as 1/3 for these limits. Transports do not count. Limits for naval units can never be exceeded. The Period Limits for warships may decrease for some Major Powers. If, at start of a new Period, a Major Power has an excess of warships, it may keep them, but cannot replace them once they are lost. C.2. Major Powers have a limit on the number of inf, cav and arty they can purchase each turn. Limits for land sp may be exceeded. Each sp in excess costs the double. Each sp in excess of the double costs the triple. The triple is the absolute limit. EXAMPLE of Maintenance 1585-1589 Phil plays Spain and Liz England. Spain has the following military units placed on map: 1 F+ in Cartagena 1 A+ in Flanders, 1 A+ and 1 A- in Artois 1 ND in Cadiz 1 LD in Castille 2 ND in RoW map 3 fortresses of level 3, in Cadiz, Gerona and Artois. D. Overcosts Players use normal costs when they purchase units in specific provinces (depending on the scenario). Units purchased out of these provinces cost double. The total cost may be 4 or 6 times the initial price, if turn limits are exceeded. The Spanish technologies are Mus and LS. The Spanish Basic Forces for this Period are 1A+, 1A-, 1F+ and 1F-. Phil maintains the A+ in Flanders as part of the Basic Forces, thus in vet status. The A+ in Artois is partly maintained by the Basic Force, and partly (an A-) by paying for a vet status. The LD is disbanded, as it has only 1sp and is not worth the cost. E. Minor countries purchases E.1. Minor countries get new units by using the Reinforcements Table. Some scenarios may indicate that Major Powers use this table for additional forces also. 6 Europa Universalis Alternative Rulebook Basic Rules There are 4 categories of leaders: Admiral: commands naval units. General: commands land units. Explorer: commands naval units, and can explore unknown seas and coastal provinces. Conquistador: commands land units and can explore unknown provinces. E.2. Each country allowed to use the Reinforcements Table selects an attitude (Offensive, Defensive or Naval) and rolls 1D10, using applicable modifiers. E.3. Unless otherwise specified in the scenario, there are 2 modifiers: a Political modifier, that applies to specific countries, and an income modifier, that depends on the provinces owned and controlled by the minor. Both are shown in the Reinforcements Table, and both are added to the roll. E.4. The result indicates the number of LD, fortress levels and warships received. LD may be exchanged by armies using the equivalency indicated in II.2.2.A. The content of these units is the standard. E.5. Each warship may be exchanged for 1 transport, or for 3 galleys. Except when indicated, a reference to Admirals refers to both Admirals and Explorers, and a reference to Generals refers to both Generals and Conquistadors. II.3.2. Hierarchy Each leader has a letter on its counter indicating its hierarchical rank. “A” is the highest, and “Z” the lowest. However, Monarchs are above all leaders, even over A-ranked ones. F. Placement of new units Sp can only be built in provinces fully owned by the country, and having neither revolts nor enemy units. A player may destroy an existing unit to use the counter elsewhere. Naval units must be built in provinces with port. Leaders command the units they are stacked with. If several leaders are stacked together, the highest has command over all units, and the lower ones have no command. Major Powers place the units whenever they bought them. Minor countries place them in any province they own and control in Europe. EXCEPTION: Portugal, when a minor country, and not annexed to Spain, can place up to 30% (round up) of reinforcing sp in its Col. Hierarchy is considered between leaders of the same nationality only. Generals are considered separately from Admirals. Size of the stack is determined in terms of detachments, using the equivalency in II.2.2.A. Consider only units of the same nationality. G. Fortresses Countries may build fortresses in owned provinces or under military occupation, except if there are enemy units or revolts. The only limit is the technology, and the number of counters. An existing fortress may be destroyed to use the counter elsewhere. A. Order of Hierarchy When several leaders are stacked together, and for combat and attrition purposes, it is necessary to determine the commander of a stack. Follow these preferences: To reach a certain fortress level, all lower non-existent levels must also be paid for. Exception: the level 1 does not need to be purchased. Cost of fortresses doubles in RoW, but is always normal in Europe. 1. Commander of the Crusade (Advanced Rules) 2. Monarch 3. Leader of the country with more detachments (II.2.2.A.) 4. Leader of the country with more sp 5. Leader with highest rank 6. Regular leader 7. Mercenary without extra payment (Advanced Rules) 8. Explorer in the role of Conquistador (Advanced Rules) 9. Player’s choice EXAMPLE of Military Purchase Continuing with the previous example, Spain decides to build the following forces: 1 F+, standard price, with warships, plus 5 warships and 5 transports, in Cadiz. 1 A-, standard price, plus 10 inf and 1 arty in Andalucia. 20 inf in Milan. 1 fortress of level 3 in Luxembourg. B. Exclusion from Hierarchy B.1. Admirals in the role of privateers are excluded from hierarchy. The number of privateer units they can command is not affected by hierarchy. B.2. Besieged Generals and land units are excluded from hierarchy. Blockaded Admirals and naval units are excluded as well. B.3. Explorers in the role of Conquistadors are not considered Admirals, but instead are Generals with rank Z. The F+ costs 240 D$. The 5 n cost 40D$, the 5 nt 35D$ and they are placed in a F-, which also absorbs the warships in the ND. As the nt do not count for Turn Limits, these are not exceeded. The A- costs 50 D$, the 10 inf 17.5 D$, and the arty 12 D$ (double, because the Turn Limit had been reached with the purchase of the A-). All are absorbed in the same army counter, which is turned to (+) side. The 20 inf costs 42 D$ (4 are in excess of Turn Limits), and are placed in two LD, each holding 10 inf. The fortress in Luxembourg costs 75 D$ (both level 2 and 3 must be purchased). The total expenditure is then 511.5, rounded to 512. C. Enforcing Hierarchy C.1. No leader of inferior rank may command a stack larger than the stack a superior leader is commanding. However, there may be stacks without leaders. Hierarchy must be enforced in both maps (Europe and RoW) at the same time. C.2. During the Movement Phase, a player must move leaders to ensure hierarchy is respected, sometimes even placing them without units to command, or changing the role of dual leaders. The player may move, split or merge units, or change their type to keep II.3. LEADERS II.3.1. Categories 7 Europa Universalis Alternative Rulebook Basic Rules hierarchy, but is not forced to do so. However, a player cannot voluntarily move, split or merge units, or change types in a way that breaks hierarchy. If attrition or combat cause a break in hierarchy, there is no need to restore it until the next Movement Phase. C.3. If it is impossible to restore hierarchy (because some leaders cannot move), the player may go on, keeping the hierarchy for the remaining leaders. II.4.2. Overstacking A. Reinforcements cannot be placed if they cause overstacking. B. Players may overstack during movement, but at the end of the Movement Phase, overstacked units are destroyed. D. Leader Redeployment After maintenance and purchase, leaders can redeploy, regardless of distance to another province. Seas may be crossed for this purpose. D.1. Leaders cannot redeploy into or out of a besieged fortress, except if there is a port in the province. A leader may be redeployed to a province containing an unbesieged friendly fortress or military unit, or a friendly Col/TP (not occupied by enemy units). Leaders cannot be redeployed to empty provinces of the RoW map, but may be redeployed away from that province. D.2. At this time, leaders may be placed out of the map, but no leader of higher rank may be left out, if a lower-ranked leader remains on the map. C. If a stack attacks enemy units besieging friendly units, and wins, it might end overstacked. On the next player’s Movement Phase, the overstacking must be resolved, or excess units will be eliminated. D. If overstacked units enter combat, excess units (the owner chooses) do not fight, but will suffer any adverse result (absorbing excess losses and retreating). II.4.3. Stacking of Units from Different Countries A. Units from countries fighting in the same side may stack together, but stacking limits remain the same: 2 land units and 2 naval units per province or sea. E. Foreign Leaders A leader may command a completely foreign stack if no other leader is present, but he is considered as commanding nothing for its own country hierarchy, and is considered as the lowest leader for the foreign forces hierarchy (even if it is a Monarch). B. Only units of one side may remain in a province at the end of the Combat Phase. Exception: if units of one side besiege units of the other side (each can have up to 2 units). C. At sea, each side, and each neutral country can have 2 naval units and 2 land units at any moment. EXAMPLE of Military Hierarchy II.5. SUPPLY Spain has the following leaders and forces: Ad Medina Sidonia, Ge Parma, Ge ?3, Ad ?2. Leaders and naval units do not need supply. Land units need supply, except if they are embarked on naval units at sea, or are besieged inside a fortress. F1- in Cartagena; F2+, F3- in Cadiz; A1+ in Flanders A2+, A3- in Artois; A4+ in Andalucia; LD1, LD2 in Milan. II.5.1. Supply Sources Ad ?2 is placed in Cartagena, and Medina-Sidonia in Cadiz. Parma is placed in Flanders. The Ge ?2 cannot be placed in Artois, because then it will command a stack larger than Parma’s. He is placed in Milan. -. A friendly unbesieged fortress, or -. A friendly Col or TP not occupied by enemy units, or -. A friendly fleet at sea, for all units in adjacent coastal provinces, or -. A friendly ND at sea, for up to 1 LD in adjacent coastal provinces. 2 ND may combine to give supply to an A-, and 4 ND to an A+. These ND may be in different seas, as long as all are adjacent to the coastal province. II.4. STACKING A stack is formed by units in the same location, that move together. It includes both military units and leaders. II.4.1. Stacking Limits A scenario may indicate that a country can use a neutral fortress, Col or TP as a supply source. A. 2 land units per province or sea, plus 2 naval units per province or sea, plus any number of leaders, plus any number of privateers, plus 1 Col/TP per province, plus 1 fortress marker per province. A. Supply is determined at the start of the concerned player’s Movement Phase. Any land unit unsupplied at this moment must retreat for lack of supply. The size, content or type of units do not matter. For stacking purposes, a detachment is equivalent to an Army or Fleet. B. When moving, land units cannot enter a province out of the supply range, even if by moving further, the units would reach another valid province. B. In a province, units must be arranged in 1 stack for land units, and 1 stack for naval units. II.5.3. Supply Path II.5.2. Determining Supply A. Supply is traced from the supply source to the unit. Supply range is 5 MP, but always reaches provinces adjacent to the source, even if they cost more than 5 MP. In a sea, units may be arranged in 1 or 2 stacks, both containing land and naval units, but the limit per sea remains the same: 2 land units, and 2 naval units. 8 Europa Universalis Alternative Rulebook Supply from provinces. naval Basic Rules units only reaches E.2. On the contrary, if the naval stack detaches units in order to blockade several ports, or to activate several naval combats, each stack will be activated separately. Thus, this is not possible in a simple campaign. E.3. Placing a stack of Privateers in a Trade Zone counts as one activated naval stack. A stack of Privateers that enters an enemy province counts as an activated land stack. E.4. A besieged stack attacking the besieger counts as an activated land stack. coastal B. Supply path cannot cross seas or lakes (except through straits), provinces containing unbesieged enemy fortresses or land units, unoccupied enemy Col/TP, neutral provinces (unless the country has the right of passage), and unknown provinces. Enemy units in a province not besieging an existing friendly fortress cannot prevent supplies from leaving the province. However, supply cannot be traced through a province with unbesieged enemy land units. F. Multiple Campaign (MC) Cost: 100D$ In addition to the “Passive Campaign”, the country may activate any number of land and naval stacks. II.5.4. Retreat for Lack of Supply II.6.2. Minor Country Campaigns A. Land units unsupplied at start of the Movement Phase must Retreat. This movement does not need to be made the first, but moving other units to reestablish the supply path does not prevent the retreat. However, naval units may be moved first to embark the unsupplied units. A. Each minor country has a free SC each round. In addition, MC may be obtained from the Reinforcements Table. B. When the unsupplied units reach a valid retreating point, they cease movement for the Round. C. Minor country campaigns cannot be used by the controlling Major Power’s units. Exception: if a unit is stacked with a minor country’s unit, and one of the minor’s leaders commands the stack, activating the minor’s unit will activate the whole stack. The reverse applies also: if the commander is one of the Major Power’s leaders, and the Major Power activates its unit, the minor country’s unit is also activated. B. If a Major Power pays for a MC, all minor country’s units under its control can be included in the MC. II.6. CAMPAIGNS In order to move units, each country must pay for campaigns separately, even if moving together. A scenario may give free campaigns to some countries, and Multiple Campaigns may be obtained from the Reinforcements Table. II.7. MOVEMENT II.6.1. Types of Campaigns II.7.1. Sequence of Movement A. Each type of campaign allows different actions and have different costs. The Campaign must be chosen before any unit is moved, and cannot be changed, even if later the player realises that stacks cannot be activated. Players move their units stack by stack. The owner decides the order. A stack is moved, checked for interception, and tested for attrition. Then, another stack moves, and the former cannot move again (see II.8.3.A. for an exception). B. Activation of stacks is not announced until the stack performs an action that needs activation. II.7.2. Land Movement Land units move through provinces. They cannot cross neither coastal lines nor lakes, except through Straits C. No Campaign (NC) Cost: 0D$ Allows movement of leaders alone (including embarkation and debarkation) and retreats for lack of supply. Units at sea or besieged must still test for attrition. Ongoing sieges must be lifted. A. Capacity Land units have 12 MP Leaders have 20 MP D. Passive Campaign (PC) Cost: 10D$ In addition to the “no campaign” actions, the country may start and continue sieges, fight pirates and revolts, attack natives and move units through seas and friendly provinces. Units cannot enter enemy provinces, unless the only enemies are Natives. B. Friendly provinces A country considers friendly provinces those that have neither enemy land units, nor enemy-controlled fortress (even besieged), nor enemy Col/TP (unless occupied by friendly land units). However, provinces controlled by neutral countries cannot be entered, unless the country has the right of passage. Empty provinces in RoW are friendly to everybody. E. Simple Campaign (SC) Cost: 20D$ In addition to the “Passive Campaign”, the country may activate one naval stack and one land stack. An activated naval stack may blockade a port, and initiate Naval Combat (the same stack may do both). An activated land stack may enter enemy provinces. E.1. The land stack may enter several enemy provinces, detaching units in each one (see II.7.5), and all stacks created this way will be considered as one single activated stack. Other provinces are considered enemy. A province may be enemy to both sides if it has a fortress of one side and land units of the other side. C. Costs of movement European Clear friendly province: 1 MP European Clear enemy province: 2 MP 9 Europa Universalis Alternative Rulebook Basic Rules Having gained through diplomacy access to Swiss and Lorraine provinces, he moves the LD1, LD2 and Ge ?2 in Milan through Switzerland (3 MP), Lorrai-ne (3 MP), Free County (3 MP) and Luxem-bourg (3 MP). European Non-clear province: 3 MP RoW Clear friendly province: 2 MP RoW Clear enemy province: 4 MP RoW Non-clear province: 6 MP They must stop there, as no more MP are available and roll for attrition. The roll is 5, modified by –2 (leader movement) and –1 (all provinces were friendly), with a net result of 2. On the 7 column used for land attrition, it indicates that another roll must be made; this time a 10 is rolled, so 10% of the troops are lost. River/Strait/Landing: +1MP Naval Transport: +2 MP, regardless of number of seas. If a land unit starts the round embarked at sea, it is considered as having been transported this round, even if it immediately debarks. II.7.3. Naval Movement RoW provinces containing either a printed fortress, or a 6-level Col/TP, cost like an European province. Naval units may enter seas. They may also enter provinces containing an unblockaded friendly port. D. Enemy presence D.1. When land units enter a province containing enemy land units, they must cease movement. Exceptions: -. the enemy units immediately retreat into the fortress of the province. -. The moving units overrun enemy units that remained outside the fortress. A. Restrictions on galleys Galleys can only be built in ports adjacent to the following seas: Eastern Mediterranean, Aegean Sea, Sea of Marmara, Eastern Black Sea, Western Black Sea, Ionian Sea, Adriatic Sea, Thyrenean Sea, Gulf of Lyon, Western Mediterranean, Red Sea, Persian Gulf, Caspian Sea, Gulf of Botnia, Baltic Sea. Only moving units overrun. To do so, a player announces the number of sp in the stack. If they are at least 10 times the sp in the enemy stack, this stack is destroyed. This is not a combat, no vp are gained or lost, and leader injury is not tested. A besieged stack can overrun the besieger, thus breaking the siege and avoiding the special besieged attrition (E.2.). Galleys entering a sea not indicated above are immediately destroyed. This destruction does not count for attrition. B. Capacity Naval units have unlimited capacity of movement. C. Blockade. C.1. An activated naval stack may blockade an enemy port during its movement. A naval stack may also blockade after a combat. Place the stack near the port. The stack remains in the sea for all other purposes: its units count for stacking limits, can intercept, transport units and take part in any combat triggered at sea. C.1.1. The blockade is effective against naval units and Admirals entering or exiting the port to that sea and other adjacent seas, but not if they do so to a nonadjacent sea. Furthermore, if a stack is blockading a port, no other stack may blockade that port from the same or adjacent sea. C.1.2. When two blockading stacks, placed in nonadjacent seas as indicated above, would restrict access to the same port from the same sea, only the one that started the blockade first is counted for attempts to escape or force the blockade. C.1.3. Due to stacking limits, a side can only blockade 2 ports from the same sea. C.1.4. Units wishing to enter or exit a blockaded port must do so through the special procedures indicated below, confronting the blockading stack that restricts access to the sea from which the unit comes, or to which the unit wants to se t sail. D.2. When a land stack enters a province with an unbesieged enemy fortress, it must cease movement, unless sp are detached to siege. At least a number of sp equal to 10 times the level of fortress are needed to siege. If any enemy fortress is besieged, and no enemy land unit remains outside, the stack can continue the movement. E. Attrition E.1. If a land unit spends 1-5 MP it is not tested for attrition. If a land unit spends 6-12 MP it is tested for attrition under Column 7 of the Attrition Table. Apply the modifiers indicated in the Table and round up losses. E.2. Besieged land units always test attrition, under Column 7 of the attrition table, but with the following modifiers: -3 unblockaded port -? siege value of one (and only one) leader, not necessarily the commander. +1 one or two Usure (-) +3 one or two Usure (+) , not cummulative with above. E.2.1. When a land unit moves into a besieged fortress through a port, and spends 6 or more MP, apply the worst set of modifiers to the attrition roll (either attrition for movement or attrition for siege). E.2.2. If a land unit moves out of a besieged fortress through a port, it is not subject to the siege attrition. E.2.3. Besieged land units wishing to attack the besieger, roll this attrition after deciding to attack. C.2. Escape blockade. A naval unit inside a blockaded port may try to evade the blockade. Roll on the Success Table. If it fails, it remains inside. If it rolls 5 or less, the blockading stack may attack (or capture and admiral or explorer trying this alone), getting the wind gauge automatically. Do not roll for attrition before combat. The blockaded stack cannot choose to run the blockade at all costs. EXAMPLE of Land Movement Phil pays for a passive campaign (10 D$). 10 Europa Universalis Alternative Rulebook Basic Rules If the escape succeeds, the units may still be intercepted (unless they are leaders alone) in the same sea, even by the units blockading the port. Exception (Advanced Rules): A Conquistador may enter a province with enemy natives, if he is allowed to use the Conquistador Table against them. C.3. Force blockade. A naval unit inside a blockaded port may try to force the blockade by attacking the blockading stack. It must be activated to initiate this naval combat, and the combat is resolved when the unit is “moved”. Do not test for attrition before combat. The blockading stack gets the wind gauge. B. Moving land units capture leaders alone in a province, if they do not retreat into the fortress, or if their units are overrun. C. Admirals may move through seas alone, as well as through land. They may remain at sea without risking capture. When they enter a port, the player may decide that they act as a “naval stack”, and thus they do not use MP for the terrain. If the blockaded stack loses the combat, it retreats into the port again. However, the player may decide to Run the Blockade at All Costs, and Retreat to another port. The stack suffers 2 pursuit rolls (instead of 1), and still the blockading stack may follow it and blockade again the other port, both sides testing for attrition. II.7.5. Detaching and Absorbing. A. Prior movement, a stack may be split in several units, even if it overstacks, provided that overstacking disappears during the Movement Phase. Each unit can move separately, and its attrition will not affect other units. C.4. Entering a blockaded port. A naval unit wishing to enter a blockaded port must be activated to initiate naval combat. Only the moving and the blockading stacks are affected by this combat, and it is resolved during the movement phase. The moving stack test attrition in the usual way, but the blockading stack does not roll. If combat is draw, or the moving stack wins, the blockade is broken. Already blockaded units cannot join this combat. B. As stacks move, they may detach leaders, sp, or already existing counters, in provinces and seas entered. Detachments, armies or fleets may be created when needed. These detached units cannot move further, and they will count for the attrition of the main stack, regardless of their particular movement. However, losses must be taken in priority from the sp that travelled the furthest. C.5. A blockading stack may suffer several attacks during the enemy’s movement, each from a different stack trying to enter or leave the port. C.6. If a blockaded stack detaches units prior to an attempt of escape or force blockade, and it fails, the detached units cannot subsequently try again during the same round. If the blockade is broken, the detached units can move freely, as per II.7.5.A. C. As stacks move, they may absorb leaders, sp, or already existing units, in provinces and seas entered, but the stack cannot have more than 2 land/naval units when leaving a province or finishing movement. The absorbed units cannot have moved previously, and they count for the attrition of the main stack, regardless of their particular movement. D. Attrition Naval units moving or remaining at sea always roll for attrition. Use the column equal to the highest risk value the naval units find. D. When a stack finishes movement, it may absorb existing units in the final province, even if they have moved previously, as long as stacking limits are respected. They do not count for attrition. Risk values are modified as follows, -. Friendly unblockaded port adjacent to the sea: -3. -. Galleys and carracks: +1 -. Vessels: -1 -. Three-Deckers: -2 E. To modify the attrition roll, a leader must end the movement with the stack. The leader does not need to start movement with the stack, but both must have moved together at least 1 province or sea. The movement of a leader before joining the stack does not affect attrition. If the result is 0 or less, ignore that sea for attrition. If all seas are 0 or less, do not test for attrition. II.8. NAVAL TRANSPORT To benefit from technology, more than 50% of the sp must be able to get the benefit. Naval units may transport land units, leaders and gold through the seas. The % of losses affects both naval units and land units being transported. Round up losses. If, after testing for attrition, not enough transport capacity remains, excess land sp are destroyed. It is possible to embark land units and leaders from, or debark into, a besieged fortress, if it has an unblockaded port. II.7.4. Leader Movement II.8.1. Capacity and Requirements A. Leaders may move alone or with a stack. When alone, they cannot enter provinces with enemy land units (even another leader alone), fortresses or Col/TP, nor force blockades nor enter blockaded ports from the sea, nor be intercepted. A. Capacity is measured in transport points: 1 warship: 1 point 1 galley: 1 point 1 transport: 4 points B. Requirement for transport depends on the type of sp: 1 inf: 1 point 11 Europa Universalis Alternative Rulebook Basic Rules 1 cav: 2 points exclusively from tr ships 1 arty: 2 points exclusively from tr ships 20 D$ of gold (or fraction): 1 point Leader: 0 points, but at least 1 ship must be present. If the naval stack had not moved previosly, it may move after debarking the units in the port. II.8.4. Landing C. Admirals, although may move through seas alone, cannot transport neither land units nor leaders, nor gold. A. If no friendly unblockaded port is available, land units make a landing in the province. This costs 1 extra MP. Apply the rules of debarkation from the sea (II.8.3.B), with the exception that the naval stack cannot move after debarkation even if it had not moved previously. However, it may blockade a port in the landing province, but only there. D. If capacity of transport drops below the required, enough land sp must be destroyed to adjust to the new capacity. If no ship remains, Generals are placed on the nearest unblockaded port, and cannot move further. If such port does not exist, they enter play the next round (or turn if the Military Phase ends). B. If a port is present, but the fortress is besieged, a player may prefer to avoid the port and make a landing, so the units are not immediately besieged. E. The capacity of transport can be used only once during the movement step of a round. Thus, if a transport is carrying land sp up to its full capacity at start of a round, and they disembark, the transport cannot embark anything until the combat step, when it could embark sp in Retreat. C. If a friendly port is available, land units may disembark through the port and attack enemy units in the province, without the landing penalties for movement and combat. II.8.2. Embarkation II.8.5. Transporting Allied units Land units embark from a province into naval units during the movement of the naval stack. Armies and LD may be detached if only part of the force will undergo transportation. A. Naval units can only transport land units of the same country, or friendly ones fighting in the same side. B. If naval and land units belong to different players, moving at different times in the Round: -. The land units may only be embarked when the naval units are in Phase. EXCEPTION: if the land units Retreat into the naval units (II.10.1.A) -. The land units may only disembark or land when they are in Phase. Thus, the naval units cannot enter a port when transporting such units. EXCEPTION: if the naval units Retreat (II.10.2.D). A. Embarkation from a port: naval units may enter and leave ports, carrying with them land units already present there. Alternatively, a naval stack at sea may embark land units from adjacent, friendly unblockaded ports, as it moves through seas. B. Embarkation from an non-port province: The naval stack at sea embarks units from adjacent coastal provinces, but must stop movement (unless only leaders are embarked). The land units embarked cannot have moved previously in the same round (except retreats), and cannot voluntarily disembark this round, even in a port. Leaders are not affected by this restriction. EXAMPLE of Naval Transport II.8.3. Debarkation Spain has in Andalucia 41n and 15tr, plus 24inf, 5cav and 3arty. The cav and arty need 4 tr, and the inf needs 6tr. There is enough room, so F2+, F3- and A4+ sail from Cadiz to Bay of Biscay, Irish Sea, English Channel and North Sea. Land units disembark in a province when they move. As that will initiate the movement of the land stack, the naval stack must cease movement if it had moved previously. Detachments and armies may be created if only part of the force disembarks. There, Phil plans to embark the A1+ from Antwerp, which has 30inf, 10cav and 4arty. The cav and arty would require 7tr, but only 5 are still available. However, all the infantry can be accomodated into the warships and 4tr, leaving 11tr for the 15cav and 7arty. Land units and leaders pay the terrain movement costs of the province they debark, even if they enter a besieged fortress through the port. II.9. INTERCEPTION When the phasing player is moving, non phasing players may intercept and engage in combat. A. Debarkation into a port: Naval units may enter a port and disembark units there. The land stack may move beyond the port with remaining MP, even if it moved previously to reach the embarkation port (an exception to II.7.1.) II.9.1. Restrictions A. Only moving units may be intercepted. Units that remain static cannot. Units Retreating from lack of supply can be intercepted, but units Retreating from combat cannot, even if it is an interception combat. B. Debarkation from the sea: naval units may remain at sea and land units disembark into adjacent, friendly unblockaded ports. This is not possible if the land stack has moved previously in the round, and in any case, the land stack must stop movement at the coastal province. Leaders are not affected by these restrictions. B. Each stack can make one interception attempt for each enemy stack that comes in range. Roll on the Success Table. Once the stack is intercepted, it cannot be intercepted again in the same province or sea. It may be intercepted in other provinces or seas. 12 Europa Universalis Alternative Rulebook Basic Rules C. If the intercepting stack wins the combat, it remains in the province (or sea), and can intercept other units that come in range. It may also start a siege. If the intercepting stack loses or combat is draw, it must retreat and cannot roll again for interception. C. Intercepting units cannot be “counterintercepted”, and cannot Retreat before combat. D. It is possible to intercept with only part of a stack, creating armies, fleets or detachments if needed. Hierarchy and stacking limits must be respected in the destination, but if the attempt fails, units may be reabsorbed. C. If the intercepted stack wins, it may remain in the province, or continue the movement. If it loses or combat is draw, it must Retreat and cease movement. E. Players cannot intercept into a province (or sea) if this will cause overstacking, unless units are absorbed (or the excess destroyed). EXAMPLE of Interception When the Spanish stack enters the English Channel, Liz declares an interception with her fleet at Plymouth, with Ad Howard in command. The roll is 8, with a net modifier of +1 (-2 for being at port, and +3 for the difference between leaders), and the attempt succeeds. F. If the intercepted land units are caught overstacked, excess units do not enter in combat but will suffer any adverse result (even if they evade combat): any excess loss is inflicted upon them, and must retreat if morale is broken. This never applies to naval units. Both players roll for attrition. England rolls 4, modified by –4, which in the 2 column (risk 5 with –3 for having a port) is no effect. Spain rolls 6, modified by –1, which in the 6 column is 20% of losses). II.9.1. Naval Interception A. Naval interception takes place when a naval stack enters a sea (not when it leaves). Enemy units in the same sea, or in adjacent ports may intercept, but not into an unknown sea. The battle results in a draw, and both players have to retreat. The English fleet moves to Dover (no need to test for attrition), and the Spanish fleet to Antwerp (rolling again for attrition). B. If the interception is successful, the intercepting stack attacks the intercepted stack. Roll for attrition (except for an intercepting stack that was already at sea) and resolve a combat immediately, before moving other units. II.10. RETREATS A unit may be forced to Retreat either for lack of supply, or after combat, or during redeployment. A unit may also Retreat voluntarily before combat. C. Note down the attrition roll and losses of the intercepted stack. If it wins the combat and continues the movement through seas of similar or worse risk, calculate losses using the same roll, but discounting those suffered before combat. Leaders unable to Retreat after combat are captured by the opposing side. Leaders do not need to Retreat for lack of supply, but can do so to modify the attrition roll of their forces. However, if the stack makes a discovery, roll again, but discount losses suffered before. II.10.1. Retreat of Land Units II.9.2. Land Interception A. Land units must Retreat to any of the following points (choice of the retreating player): A. Land interception takes place when a land stack enters a province (not when it leaves). Enemy unbesieged stacks in adjacent provinces may intercept, but not into an unknown province. -. Friendly unbesieged fortress or unoccupied Col/TP inside the province. -. Closest friendly unbesieged fortress or unoccupied Col/TP outside the province (even if there is one inside the province, the player may choose to leave). -. Naval units at sea. B. If the interception is successful, the intercepting stack moves to the province. Roll for attrition (if moved 6 or more MP) and resolve a combat immediately, before moving other units. B. Land units have 12 MP to conduct the Retreat (no matter how many MP they spent before). If they cannot reach a valid point, they are destroyed. They can enter provinces with enemy presence without stopping or besieging. They cannot be intercepted, except when Retreating for lack of supply (and in this case, by units inside the province they cross and by adjacent units). Note that if unsupplied land units are destroyed because they cannot Retreat, their leaders remain in the province. If the intercepted stack wins the combat and moves to discover, roll again, but discount attrition losses suffered before the combat. II.9.5. Combat Following an Interception A. In land interceptions, units from both sides already present in the province must take part in the combat, up to the stacking limit. In naval interception, players may choose to include their own units already at sea. The intercepting stack is the attacker, unless an unbesieged unit of the same side was already present in the province. C. If land units leave the province, they suffer attrition under Column 7, regardless of MP spent. If they embark on naval units from a province without a friendly unblockaded port, they get a malus of +2 to attrition roll. B. The intercepted stack is allowed to Retreat before combat, but the intercepting stack cannot do so. 13 Europa Universalis Alternative Rulebook Basic Rules D. If land units overstack in the Retreating point, they must either absorb units there, or destroy them, or continue the Retreat to another valid point. Retreating units get a malus of +1 to attrition roll for each province they had to leave due to overstacking. B. Only countries with REN or better technology roll during Fire Phase of Land Combat. They can do that even if Firepower is 0 (still can do moral damage). If a MED unit is stacked with another unit with REN or better technology, but the technology of the stack is MED (according to II.12.4.B.), the stack still may fire, using the REN row. However, the opponent fires as if the stack was MED. E. Enemy units do not block retreat. Land units may even retreat into a province with enemy units not besieging the fortress. In that case, the enemy units must immediately retreat as after a draw combat. C. Only countries with REN or better technology may have arty sp. II.10.2. Retreat of Naval Units A. Naval units must Retreat to the closest friendly unblockaded port. If none exists, they are destroyed. D. Spain may benefit from land technology Tercios (as indicated in the Scenario, and depending on the composition of the land stack). This is in addition to any land technology Spain has, and its only effect is to increase morale of land units by 1. The Combat tables are used with the regular technology. Tercios cease to have any effect from Turn 29 (included). Naval units may either ignore a port which will cause overstacking or Retreat causing overstacking. In the latter case, excess naval sp must be absorbed or destroyed. B. Retreating naval units cannot be intercepted, except when leaving a captured port. II.11.2. Naval Technology C. Roll attrition if naval units cross a sea. A. There are 6 naval technologies, from worst to best: D. Transported land units automatically disembark in the Retreating port. Consider as if they were Retreating to this port (even if it is besieged). However, roll attrition only if the MP spent during the retreat equal or exceed 6, adding the costs of sea transport and terrain of the province. If this Retreat took place during the movement step (as a result of a naval interception combat), add also the MP spent prior to embarkation. CAR: Carrack (technology of all countries in Turn 1). GLN: Galion LS: Latin Sail BAT: Battery VES: Vessel TD: Three Decker B. In addition, galleys (GAL) have a technology of their own, which never evolves, available from Turn 1. Note: it is allowed that, adding the regular movement and the Retreat, a land unit exceeds 12 MP, as long as each part does not exceed 12. II.12. COMBAT Naval and Land Combats are quite similar, so they are explained together, but highlighting differences D.1. Possible overstacking may be resolved by moving other land units already present (if it is their movement step and still have not moved), or as in II.10.1.D. D.2. If the port is under siege, land units still disembark in it, and will be subject to siege attrition. They cannot move further, and thus any overstacking must be resolved by absorbing or destroying excess units. II.12.1. Initiating Combat A. Combats are resolved one by one, at the choice of the Phasing player. The sequence in II.12.2. must be completed before other combat is initiated. B. Naval Combat: When stacks of opposing sides are in the same sea, there might be combat. The Phasing player may activate one of its stacks to initiate Naval Combat. All other stacks will join the combat even if not activated. II.11. TECHNOLOGY Performance of military units depends on their technology, which varies from country to country. The scenarios indicate the technology of each country, and how it changes. If the Phasing player does not initiate combat in a sea, the non-phasing may initiate combat, at no cost. However, combat cannot be initiated when another player, without units in the sea, is in the Phase. There are 2 types of technologies: land and naval. Land technology affect land units; naval technology affects naval units. II.11.1. Land Technology All loses inflicted to naval units, are also inflicted to land units being transported. A. There are 7 land technologies, from worst to best: Naval units in port cannot be attacked, only blockaded. MED: Medieval (technology of all countries in Turn 1) REN: Renaissance ARQ: Arquebus MUS: Musket BAR: Baroque War MAN: War of Maneuver LAC: War in Lace C. Land Combat: It is mandatory when units of opposing sides are in the same province, although players may attempt to Retreat before combat. Besieged units may attack the besieger, testing attrition before combat. No other land unit can enter the province f teh besieged do that. The combat is 14 Europa Universalis Alternative Rulebook Basic Rules resolved in the usual way (with terrain effects), except that if the siege is not broken, the besieged can only Retreat into the besieged fortress, or into naval units if the besieged fortress has an unblockaded port. ones having more LD (using the equivalency in II.2.2.A) determine technology. In case of ties, the worst is used. II.12.2. Sequence of Combat If Spain has Tercios technology, and more than 50% of sp are Spanish inf (allies are not valid), add 1 to morale. A. B. C. D. E. F. G. H. I. J. K. If more than 50% of units are vet, add 1 to morale. Retreat before Combat. Reveal units contents. Determine units in First Line (Naval Combat) Determine technology and morale. Wind Gauge (Naval Combat) Fire Phase Shock Phase Pursuit Injury of Leaders Retreat after combat Chase (Naval Combat) and Siege (Land Combat). II.12.5. Command A. The leader with the highest rank has the command in battle. B. If leaders of different countries are present, that of the country with most detachments will command (using the equivalency in II.2.2A.). In case of ties, count the number of sp (galleys are 1/3 of ship). In case of ties, use the one with the highest rank. If the ranks are the same, the player chooses. Remember that a Monarch always commands over any leader. II.12.3. Retreat before Combat A. Players not willing to engage in combat may attempt to retreat (Phasing player decides first). Some units may Retreat, while others still engage in combat. However, splitting or merging units is not allowed at this time. Leaders cannot Retreat alone. C. If no Leader is present, randomly draw a Replacement leader (those with a star). Use gray-colored for minor countries which do not have one. The replacement leader is removed after Pursuit. Roll on the Success Table. If the attempt fails, or nobody wants to retreat, proceed with the sequence of combat. If both sides want to retreat, both automatically succeed. II.12.6. Wind Gauge (Naval Combat) A. Determine wind gauge, according to the technology of the ships in first line, and the move rating of admirals. The highest roll gets the wind. In case of ties, nobody gets the wind. B. Naval Combat: if the attempt is successful, the units retreat to any friendly, unblockaded port, testing for attrition. The other units remain at sea. B. If both players have galleys in first line, nobody gets the wind. C. Land Combat: the attempt is automatically successful if the units retreat into the fortress of the province, without attrition. The enemy may then besiege the fortress. If siege is not initiated, and any land unit remains in the fortress, the enemy must Retreat like after a draw combat. C. The blockading stack always gets the wind gauge against the blockaded, unless both have galleys in first line. II.12.7. Fire Phase Note that if a besieged stack attacked the besieger, and suffered heavy attrition loses, the player may automatically retreat them back to the besieged fortress, without fighting at all. A. Each side calculates Firepower, using the Tables, and rolls simultaneously 1D10 in the Combat Table, adding modifiers. The column used depends on the Technology of both sides. If the units pretend to leave the province, they must roll. If successful, they Retreat, and the enemy may siege the fortress of the province. Besieged units cannot leave the province. B. The table gives results in terms of sp losses, and morale losses. Both players apply results simultaneously. Sp losses inflicted to the opponent are a percentage of the player’s Firepower. Each “*” means 1 point of morale is lost. In land combat, the owner chooses losses. In naval combat, losses must be taken in priority from ships in first line. II.12.4. Morale Morale losses are recovered after combat. If a side wins (II.12.10), skip the Shock Phase and roll for Pursuit. A. Naval Combat: Each player declares which type of ships will be in First Line. Transports cannot be in first line, except if no other unit is present. The morale and the technology of each side will be that of ships in first line. C. Naval Combat: Regardless of result, if transports were in first line, they break morale. If nobody wins, the player with the wind gauge may retreat from combat to any friendly, unblockaded port. The combat ends in draw, and no pursuit is made. The other player remains at sea. Otherwise, proceed to Shock Ships in first line must be at least 10% of the total, without counting transports. All ships in first line must have the same technology. Ships in first line suffer combat losses in priority. B. Land Combat: Morale depends on the technology of units. If units of different technology are present, the II.12.8. Shock Phase 15 Europa Universalis Alternative Rulebook Basic Rules Redeployment Phase. When they return they are placed in a friendly unblockaded port (admirals) or unbesieged fortress or Col/TP (generals). A. Calculate shockpower of remaining sp and roll 1D10, in the same way as in the Fire Phase. Apply results as in the Fire Phase. If a side wins, it rolls for Pursuit. If nobody wins, skip Pursuit. B. If a side lost combat and all its sp were eliminated, surviving leaders may be captured. Roll for each one present (even if not commanding): 1-5: escapes and retreats 6-10: captured B. Naval Combat: The column in the Combat Table depends on the technology of ships in first line, even if all were destroyed during the Fire Phase. II.12.9. Pursuit Captured leaders are liberated during Redeployment Phase. Place them in a friendly unblockaded port (admirals) or unbesieged fortress or Col/TP (generals). A. Pursuit takes place if a side (the loser) reaches morale 0 or negative, and the other (the winner) still has units and positive morale. II.12.12. Retreat after Combat The winner rolls in the E Column of the Combat Table, regardless of technology, using its remaining shock– power. The loser does not roll. Morale losses have no effect, as the loser has already broken morale. Apply losses as in the Fire Phase. A. If combat is draw, both sides Retreat (attacker first). If one side wins, it remains in the province or sea, and the loser must Retreat. If a side has to interrupt a siege or blockade, the other side may Retreat into the now free fortress or port. B. Naval Combat: 50% (round up) of ships lost in Pursuit are instead captured by the winner, to a maximum of 10. If such captured ships are in excess of the Period Warship Limit, they are destroyed instead. Place them in new counters (if available) and move them to the closest friendly unblockaded port, rolling attrition. They can move only in the next round. Units that lost combat and broke morale cannot use a leader’s move rating to modify the attrition roll during retreat after combat. B. Naval Combat: The winner may chase the loser and blockade the port of retreat, rolling attrition. C. Land Combat: priority of losses during pursuit: arty, inf, cav. C. Land Combat: The winner may lay siege to any fortress in the province, even if the loser retreated there, but cannot leave the province. If siege is not initiated, and any land unit remains in the fortress, the winner must retreat like after a draw combat. II.12.10. Result of Combat A. A side breaks when morale reaches 0 or less points. EXAMPLE of Naval Combat Gravelines, 1588 B. To determine the result of combat, follow these priorities: -. If both sides are eliminated, combat is draw -. If only one side is eliminated, the other is the winner -. If no one is eliminated, and both break morale, combat is draw. -. If no one is eliminated, and only one breaks, the other is the winner -. If no one is eliminated, and no one breaks, combat is draw. The Spanish F2+, F3+ (41n, 15t), with Ad MedinaSidonia were sailing through the English Channel when the English F1+ (30n), with Ad Howard in command, intercepted them from Plymouth. Ships in first line: both players have warships of LS technology in first line with morale of 2. Wind Gauge: with the same technology, there is no modifier to wind gauge roll, except the Leaders’ Move rating. Liz rolls 4+3=7, and Phil 2+1=3. England gets the wind. Fire Phase: both players roll under B Column (LS vs LS), with a firepower of 1 for each warship. C. Major Victory occurs when: -. The loser had an A+/F+, AND -. The loser lost at least 66% of the initial force in the Fire, Shock and Pursuit rolls, AND -. The winner lost no more than 33% of the initial force in the Fire and Shock rolls. Liz rolls 3, adding +1 for having the wind gauge and +2 for the difference between the leaders’ Fire rating, with a total of 6 (15%). The 15% of 30 is 5, so Spain loses 5 warships and 5 inf. Phil rolls 3, with no modifiers, which gives no effect. Having the wind gauge, Liz decides to retreat, and the combat ends in draw. Both leaders are tested for injury, Liz rolling 3 and Phil 7. No one is injured. II.12.11. Injury of Leaders A. Only commanding leaders are tested for survival after combat. Roll 1D10, with the following modifiers: -1 lost combat and morale broken -5 all units eliminated (not cumulative with above) -1 if Leader has 6 in Fire or Shock. (EXCEPTION: English General Marlborough, and Prussian General Frederick II). EXAMPLE of Land Combat Lutzen, 1632 Phil plays Habsburg and Liz Sweden. If result is 1, the leader is injured. Roll another 1D10: Odd: leader killed. Even: leader wounded and out of game a n. of rounds equal to half the roll, but they always return during Habsburg A1+ (30 inf , 8 cav and 2 arty, all vet), is besieging Dresden in Saxony. In command are Ge Wallenstein and Papenheim. 16 Europa Universalis Alternative Rulebook Basic Rules II.13.2. Laying and Lifting Sieges Swedish A1+ (25 inf, 12 cav and 4 arty, all vet) is in Anspach, with king G Adolphe and Ge Bernard. A. To lay siege to an enemy fortress, a side must keep a number of land sp equal to 10 times the level of fortress in the province. On her round, Liz moves the Swedish A1+ to friendly Thuringen and then to Saxony, thus entering battle with Habsburg. Nobody tries to retreat before combat. B. A player is never forced to start a siege. Units may remain in a province with an unbesieged enemy fortress, as long as they are supplied and no enemy land unit is present. Sweden: vet with Bar tech: morale 4. Being the king, G Adolphe is in command. Habsburg: vet with Mus tech: morale 4. Both leaders have the same hierarchy, so Phil selects the best, Wallenstein, for command. C. Sieges can be started at these two times: -. When moving (not retreating) into enemy provinces. -. Immediately after combat (even interception combat), the winner may siege the fortress in the province. Fire Phase: Sweden rolls a 5 on Column B (Bar vs Mus), adding +2 for the difference in Fire ratings, with a result of 5+2=7, and causing a loss of 20% of its Firepower, and 1 point of morale. That is 8 for the arty, and 25 for the inf, with a total of 33, and the 20% (rounding up) is 7. If a siege starts, all units in the province must siege. In subsequent movement steps part of the force may leave the province. If a unit finishes movement with besieging forces, it must join the siege. Habsburg rolls a 6 on Column D (Mus vs Bar), causing a loss of 10% of its Firepower. That is 4 for the arty and 30 for the inf, with a total of 34, and the 10% (rounding up) is 4. Both players then apply the losses suffered on the infantry. D. Sieges are lifted: -. At the instant in which no enemy unit remains in the province. -. If the besieger decides so, during movement or at start of the siege step. -. If the besieger conducts a “No Campaign”, at start of the siege step. If units of two countries are stacked, both need to conduct at least a Passive Campaign to keep the siege. -. If at start of the player’s siege step there are not enough sp in the province. Between siege steps, the number of sp may drop below the requirement, but the siege will not be considered broken as long as a land unit is present in the province. Shock Phase: Sweden rolls a 6 on Column F (Bar vs Mus) and adds +2 for the difference in Shock ratings, with a result of 6+2=8, causing a loss of 30% of its Shockpower and 3 points of morale. That is 21 for the inf, 24 for the cav, and 8 for the arty, with a total of 53, and the 30% (rounding up) is 16. Habsburg rolls a 10 on Column H (Mus vs Bar), causing a loss of 30% of its Shockpower, and 3 points of morale. That is 23 for the inf, 16 for the cav, and 4 for the arty, with a total of 43, and the 30% (rounding up) is 13. If the siege is lifted, all Usures, Breaches and Honors of War results are lost. If there were besieged land units, the former besiegers must Retreat like after draw combat. Both players apply their losses on the infantry. Pursuit Phase: Habsburg has reached a morale of zero, while Sweden is still in 1, so Habsburg breaks and Liz rolls for Pursuit on Column E. This time it is a 4, with a bonus of +2 for the difference of Move ratings, with a result of 4+2=6, causing a loss of 10% of its remaining Shockpower. That is 8 for the inf, 24 for the cav, and 8 for the arty, with a total of 40, and the 10% is 4. Habsburg loses its two arty and 2 inf. II.13.3. Sequence of Siege A. Sieges are resolved one by one, at the discretion of the Phasing player, after all combats have been resolved. The following sequence must be completed before other siege is initiated: Players test for injury of leaders. Phil rolls 6, subtracting 1 for having broken morale, for a net result of 5; Wallenstein is safe. Liz rolls 1, subtracting 1 because the leader has a Fire and/or Shock value of 6, for a net result of 0; G Adolphe is injured, and a new roll is 7, odd. The king of Sweden dies. A. Lift siege (if applicable) B. Choose Action: B.1. Siegeworks (assault if Breach obtained) B.2. Assault a. Reveal units contents (except cav) b. Determine technology and morale c. Fire Phase d. Shock Phase e. Injury of Leaders f. Next Day of Assault (if applicable) C. Capture fortress (if applicable) Sweden wins. Although Liz has killed 68% of the enemy force (27 of 40), she has lost 41% of her force (17 of 41), so the battle does not qualify for a Major Victory. (Historical Note: Papenheim also died in the battle). II.13. SIEGE B. Sometimes, countries in the same side move at different times. Even if units of both countries are besieging, only one action per Round (either Siegeworks or Assault) may be performed during the same siege. During his/her own siege step, a player decides to Assault or do Siegeworks (but not both) against fortresses besieged by his/her troops. II.13.1. Fortress Level and Combat Value II.13.4. Siegeworks Fortress levels range from 1 to 5. Their combat value is 20 times the level. 17 Europa Universalis Alternative Rulebook Basic Rules A. The player rolls 1D10 in the Siegeworks Table, applying modifiers. D. Result of the assault. D.1. The assault may be a failure (the besieged keeps control of the fortress), or a success (the besieger captures the fortress). D.1.1. If the assault fails, the besieger does not need to lift the siege, even if it broke morale. D.1.2. If the assault succeeds, all units inside are destroyed, and all surviving Generals captured. The fortress is captured. D.2. Follow these priorities to determine the outcome of the assault: One (and only one) besieger leader may add the siege rating to the roll. This leader does not need to be the commander. One (and only one) besieged leader may subtract the siege rating from the roll. This leader does not need to be the commander. B. Results: Attrition: the besieger rolls attrition under a column equal to the number of rounds elapsed from the start of siege, including the current one. One (and only one) besieger leader may subtract the siege rating to the roll. This leader does not need to be the commander. -. If all the besieger’s inf and arty are destroyed, the assault fails. -. If the besieger still has inf or arty, and all the Combat Value of the fortress is destroyed, the assault succeeds. -. If none is destroyed, and the besieger breaks morale, the assault fails. -. If none is destroyed, and only the fortress breaks morale, the assault succeeds. -. If none is destroyed, and none breaks morale, the Assault fails, but the besieger may decide to have another Day of Assault. Usure: an usure will modify subsequent Siegeworks rolls. Only 2 usure markers may be present in each siege, but 2 Usure (-) combine into 1 Usure (+) Breach: the besieger may immediately launch an Assault. Combat Value of the fortress is quartered, and the besieger does not subtract the Fortress Level from the roll. If the assault is not launched or the fortress is not taken, these benefits are lost (although each Breach gives a bonus in subsequent siegeworks rolls). E. Injury of Generals After each day of combat, generals are tested in the usual way. Test also replacement leaders; if they are injured and another day follows, randomly draw one. If they are safe, keep them for the next day of combat. However, their injury does not give vp. Honors of War: the fortress garrison asks to surrender. If the besieger rejects, treat as Breach. If the besieger accepts, leaders and units inside the fortress, plus inf csc equal to the fortress level, Retreat out of the province. The fortress is captured F. Multiple Days of Assault. If the assault is a failure, and the besieger still has positive morale, he/she has the option to get another Day of Assault (this is different from land and naval combat). The besieger may have indefinite days of combat, as long as he/she does not break morale. F.1. Morale losses are not recovered. Roll again for the Fire phase and the Shock Phase, using remaining Firepower and Shockpower. F.2. Once all days are over, the assault finishes. Morale levels are fully restored, as well as the Fortress Combat Value. Breach benefits are lost (but they still affect subsequent siegeworks rolls). Surrender: the besieger captures the city. All land units inside the fortress are destroyed. Generals are captured. II.13.5. Assault An Assault is like a Land Combat, with some differences that are highlighted. A. Only inf and arty take part in the assault. Cav does not fight, and cannot absorb losses (even if the losses excess the inf and arty). Thus, no assault may be launched if the besieger has only cav. II.13.6. Fortress Capture A. If the besieger captures the fortress, all remaining land units inside are destroyed. Generals are captured. The fortress uses its inherent Combat Value: 20 times the level of fortress. Besieged land units add nothing to this, but losses inflicted to the fortress are first absorbed by them (except cav), then by the Combat Value. Naval units and Admirals inside the captured port must Retreat immediately to the nearest friendly unblockaded port, suffering attrition. Naval units may be intercepted durign this retreat. If the captured port is blockaded, they must force the blockade (and run it at all costs, if necessary). Admirals alone are captured if the port is blockaded. B. Morale is determined in the usual way, depending on the technology of the fortress owner. A fortress is always considered vet. Spanish fortresses never benefit from Tercios. If a friendly unblockaded port does not exist, naval units are destroyed, and Admirals remain in an adjacent sea. C. Fire Phase and Shock Phase. C.1. Terrain does not affect neither firepower, nor shockpower, nor dice rolls. The columns used in an Assault are different from Land Combat. See Table. C.2. Firepower and Shockpower of the fortress depend on its technology and Combat Value, according to the Table. C.3. The besieger substracts from the roll the Level of Fortress, unless assaulting after a Breach. C.4. There is neither Pursuit nor Retreat. B. A captured fortress always loses 1 level. The besieger may destroy additional levels, and must do so if technology does not allow to keep a certain level. However, printed levels always remain. 18 Europa Universalis Alternative Rulebook Basic Rules the inf and 10 for the arty, for a total damage of 13. The Venetians also lose 1 point of morale. The besieger must lose a number of inf or arty sp equal to the remaining levels, in order to garrison the fortress. If he/she is unable or unwilling to do so, the fortress is not captured at all, the besieged keeps it and all effects of fortress capture are nullified. Phil rolls 7 on Column A, causing a loss of 25% of his remaining Shockpower (73), for a total damage of 19, plus 1 point of morale. C. If units of 2 countries took part in the siege, control goes to the one that garrisons the fortress. If both garrison the fortress, control goes to the country of the commander. Both players roll for leader loss: Liz a 5, and Phil 3, so they go on with the same leaders. Liz decides that she had enough and abandons the assault. For the rest of the Military Phase she rolls for Siegeworks, getting nothing more than Usure (-), and has to lift the siege again. II.13.7. Result of the Siege A. The besieger wins if the fortress is captured. The besieged wins if the siege is lifted. Turn 34. Two new armies start the siege again. Later in the turn, Liz loses a naval battle and is unable to keep the blockade of Candia. This adds a further –2 malus to the Siegeworks, but she gets an Usure (+). B. Siege may be laid and lifted upon the same fortress many times. Each time will count as a lost siege for the besieger. Similarly, a fortress may be captured and recaptured many times. Each time counts as a different siege. Turn 35. As the armies in Crete start the Military Phase out of supply, they must retreat. Liz first lands a relieving stack, then embarks the unsupplied one. In this way the siege is maintained. C. At the end of the Redeployment Phase, if the besieged still controls the fortress, he/she is considered as having won a siege, even if it continues during the next turn. Turn 36. Liz follows the procedure of the previous turn to keep the siege on. By the 5th Round, the Turks get an Usure (+). The siegeworks roll is 8, modified as follows: EXAMPLE of Siege Candia, 1648-1669 -4 fortress level -2 non-clear terrain -2 unblockaded port +1 Ge siege rating +1 artillery greater than fortress level +2 for one Usure (+) +2 for every 2 full rounds of siege ( a total of +8) Phil controls Venice, with Bar tech, and Liz Turkey, with Mus tech. On Crete is a level 4 fortress. Turn 32. Turkish A1+ (30 inf, 10 cav, 3 arty, all vet) and A2+ (30 inf , 2 arty, all vet), led by Ge ?3 (3.2.1-1) disembark in Crete, and lay siege to Candia, while the fleet blockades the port. The sp amount to 75, enough to cover a level 4 fortress. The net result is 12, which on the Siege Table means Honors of War; a Venetian LD with 4 csc inf Retreats to a Venetian fleet in the Ionian Sea, and Turkey captures the city. The fortress level is reduced to 3, and Turkey must lose 3 inf to garrison it. Liz rolls 5 for Siegeworks, modified by: –4 for the fortress level. -2 for being a non-clear province +1 for having more arty sp than the fortress level +1 for the Turkish Ge siege value II.14. END OF MILITARY PHASE TEST After each player has taken his/her Phase, roll 1D10 to see if the Military Phase ends. The result is -1, so Liz rolls 3 on the attrition table under Column 1 (this is the first round of the siege), and adding +2 because the province is non-clear. The result of 5 gives no losses. If result is strictly inferior to the current Round number, the Military Phase ends. Otherwise, proceed with next Round. Thus, a Turn will have 2-11 Rounds. The next round Liz rolls 6, modified by –4, for a total of 2, with no effect. The Military Phase ends, and the Turks must retreat because they have achieved neither an Usure (+) nor a Breach. The armies embark on the fleet and are moved into a friendly port. II.15. REDEPLOYMENT PHASE After the Military Phase, players relocate units at sea or in non-friendly provinces. Turn 33. Turkey invades again Crete, with the same forces. This time, Liz tries an Assault. II.15.1. Sieges As a leader, Phil gets Replacement 2.2.1 If a besieging stack got an Usure(+), or a Breach, or Honors of War, it has the option to remain in the province and continue the siege during the next turn. Fire Phase. Liz roll 6 on Column D, causing a damage of 10% of her Firepower, which is 60 for the infantry, and 10 for the arty (cav does not take part in assaults), for a total damage of 7. Phil rolls 4 on Column A, causing a loss of 5% of his Firepower, which is 80 for a level 4 fortress, thus causing 4 losses. A. If the besieger continues the siege, roll attrition in Column 5. The besieger commander may use the Move rating to reduce attrition. One besieged leader (not necessarily the commander) may add its Siege rating to the roll. Shock Phase. Liz rolls 8 on Column C, causing a loss of 20% of her remaining Shockpower, which is 54 for All Usure markers are removed, except for 1 Usure (-). All breaches and Honors results are lost, and will not 19 Europa Universalis Alternative Rulebook Basic Rules After units have been redeployed, players remove leaders scheduled to leave the game, place new ones, advance the Turn Marker, and start a new Game Turn. affect subsequent siegeworks rolls, but the count of rounds elapsed will be carried to the next turn. B. Otherwise, the stack must Retreat, rolling attrition in Column 7, regardless of MP spent. II.16.1. Placement and Removal of Leaders. A. Leaders scheduled to leave the game this turn are removed. Leaders scheduled to enter the game next turn are deployed now, regardless of hierarchy. II.15.2. Other forces outside friendly provinces A. Land stacks in provinces with an unbesieged enemy fortress must retreat and roll attrition in Column 7, regardless of MP spent. B. Restrictions: B.1. Generals must be placed on a land stack or fortress or Col/TP that is of their own country, unbesieged and unoccupied. Admirals must be placed on ports of their own country, that are in provinces free of enemy units. B.2. Leaders allowed to leave Europe may be placed in RoW. Conquistadors and Explorers, although only operate in RoW, may be placed in Europe. B.3. Leaders that cannot leave a certain region (America, Asia or Mediterranean) must be placed in this region. B.4. If a leader cannot be placed now, it is delayed till end of next turn’s Logistics Phase. If it cannot be placed then, it is delayed till the Interphase, and so on, until it is possible to place the leader, or he dies. B. Land stacks in empty provinces (or provinces with a non-friendly fortress) of the RoW must also Retreat. But, if they are stacked with a Conquistador (or an Explorer in a coastal province), they may choose to remain, rolling attrition in column 5. Conquistadors alone (and explorers in coastal provinces), may choose between retreating or remaining in the province. II.15.3. Return to Port. A. After land units have retreated, naval units and leaders at sea return to a friendly port (not necessarily the closest one) in order of initiative, and rolling attrition. Note that, even if land units have just retreated into ships from a non-port province, the naval units return to port (contrary to II.8.2.B.). II.16.2. Minimum Leaders A. Each Major Power has a set of minimum leaders, indicated in the Turn Limits Table. If not enough leaders are available for each category (because some were killed, or left the game), the player randomly selects enough unnamed leaders (with an “?”) and places them in the map. Land units already embarked will roll attrition if the terrain of the destination port costs 6 or more MP (counting 2 MP for sea transport), EXCEPT if they already rolled as per II.15.1.B. or II.15.2. If the destination port is under siege, the land units do not suffer the siege attrition. B. Sometimes, there are not enough unnamed leaders to complete all the categories. In this case the player may decide, each turn, how to distribute the unnamed leaders. If the side of an “?” leader already on map must be changed, the player may choose such leader. B. All blockades must be broken, even if the land units besieging the fortress remain in the province. Thus, all ports are free to enter in this phase. C. Units and leaders already in port cannot move. II.16.3. Excess Leaders II.15.4. Return of Leaders A. As historical leaders appear, they are placed on map, no matter if the minimum is exceeded. After land and naval units are redeployed, captured leaders and still injured leaders return to play. Place them according to II.16.1.B. B. However, at start of a new Period, unnamed leaders in excess are removed (the player chooses which). Historical leaders in excess are never removed. II.16. INTERPHASE 20 Europa Universalis Alternative Rulebook Advanced Rules III. ADVANCED RULES 8.1. Stability actions 8.2. Peace with minors 8.3. Peace with players 9. Interphase 9.1. Prosperity and inflation 9.2. Stability loss for wars 9.3. Death and arrival of leaders 9.4. Victory points The Advanced Rules allow to play the Campaign Games and the Grand Campaign (1492-1792), as well as some Scenarios that deal with Exploration and Colonisation. Both Basic and Advanced Rules are used, but the latter supersede the former in case of conflict. A particular campaign may have specific rules that apply only when playing it. III.1. SEQUENCE OF PLAY III.2. PERIODS Players play simultaneously each phase, except when it is indicated that the Initiative Order is used. During the turn, players use the Economic Record Sheet to keep track of available money in each Phase. When it is necessary to record something on it, the Rules refer to the appropriate line of the Sheet in this way: (Line ##) The 60 game turns are distributed in several periods. Most of the campaigns cover just one period, however. Limits, capacities and objectives of each Major Power, and Political Events change with Periods. Period Period Period Period Period Period Period 1. Monarchs Phase 2. Events Phase 2.1. Economic Events for each player (initiative order) 2.2. Political Events 3. Diplomatic Phase 3.1. Crusade 3.2. Declaration of alliances (initiative order) 3.3. Declaration of war (initiative order) 3.4. Diplomacy with minors 3.5. Activation of minor countries 4. Income Phase. 4.1. Bids for slaves 4.2. Production and price of resources 4.3. Income calculation 4.4. Loans 5. Administrative Phase 5.1. Logistics 2.1. Changes in technology 2.2. Maintenance of existing units 2.3. Purchase and placement of new units 2.4. Redeployment of leaders 5.2. Administrative operations 5.3. Mandatory competition 6. Military Phase (2-11 Rounds) In each round, each player, in order of initiative, makes a campaign to move units. ⇒ 1st Player (Phasing Player) -. Choice of campaign -. Movement, attrition and interception -. Retreat before combat -. Combat -. Siege (siegeworks or assault) -. Fight privateers and revolts ⇒ 2nd Player (becomes Phasing Player) ⇒ 3rd Player (becomes Phasing Player) and so on, until all players have moved ⇒ Native reaction to land units ⇒ Test End of Military Phase. If Military Phase continues, play next round 7. Redeployment Phase 7.1. Looting and TP destruction 7.2. Pirates and privateers attacks 7.3. Natives attacks 7.4. Relocation of units, raising sieges and return to port 7.5. Stability loss for revolts. Extension of revolts 7.6. Collection of gold and payment of ransoms 8. Peace Phase I: Turns 1-6 (1492-1519) II: Turns 7-14 (1520-1559) III: Turns 15-25 (1560-1614) IV: Turns 26-35 (1615-1664) V: Turns 36-42 (1665-1699) VI: Turns 43-54 (1700-1759) VII: Turns 55-60 (1760-1792) At start of a Campaign Game, the players choose Objectives for the first Period they will play. Once a Period is over, Objectives for the next Period are chosen. At start of each Period, some Exotic Resources markers move 1 box forward on the Price Track. Check it on the RoW Map to see which ones advance on each Period. III.2.1. Turn Limits The Player Aid of each Major Power displays the Turn limits that apply on a Period. They refer to: -. Diplomatic and Administrative Actions: each player can do each turn no more actions of Diplomacy, Trade Fleet, Colonisation, TP placement and Competition than those listed on the present Period. In addition, each player can only do 1 manufacture action, 1 DTI/FTI improvement action, and 1 technology action. Unused actions are not accumulated from turn to turn. -. Basic Forces, Forces Purchases and Minimum Leaders. These are described in the Basic Rules. III.2.2. Period Limits The Period limits refer to the ceilings a player cannot exceed during the concerned Period. A. DTI/FTI: A player cannot exceed the values listed in the Table. B. MNU/COL/TP: A player cannot have, at the same time, more counters in each category than those listed, regardless of their side, (+) or (-). Limits for manufactures are for counters, not for actual units (each counter may represent 1 or 2 manufacture units, depending on its side). 21 Europa Universalis Alternative Rulebook Advanced Rules C. Warships Limits: same as in the Basic Rules. III.5.1. Monarch Values III.2.3. Exceeding Limits Values of Monarchs at the start of the game are indicated in each Scenario or Campaign. The values of their successors will be determined when they ascend to the throne. The values are: A. Players can exceed the Period Limits of MNUs, DTI and FTI, but by no more than 2. ADM: Administrative. Used for MNU placement, FTI/DTI improvement, Stab improvement and Exceptional Taxes. Furthermore, the maximum ceiling of DTI and FTI is 5. The maximum limit of MNU is that of the countermix. B. If an event places a revolt in a player’s province or Col/TP (or one of its vassals), and that player has exceeded any limit, and the result of the modified dr to determine the intensity of the revolt is even, the player loses 2 stability levels, 1 manufacture unit, 1 level of FTI and 1 level of DTI. The losses apply even to items that were not in excess. DTI and FTI cannot drop below 1, however. DIP: Diplomacy. Used for Diplomatic Actions with minors. MIL: Military. Used to improve technology and determine the Monarch ratings as military leader. Reign Length: how many turns the monarch is expected to live. The monarch may die sooner if the survival test fails. Exceptionally, the Reign Length may increase up to 2 turns. If the event already indicated the revolt intensity, still do a modified dr to see if the penalty applies. Age: if the Monarch is minor (baby, child or teenager) the actual values will be penalised, until the Monarch reaches adult age. III.3. BANKRUPTCY Players cannot do an action if they have not enough money in their current treasure. If a Major Power has to do a mandatory payment, and has not enough D$ (that is, the RT would go into negative), it suffers Bankruptcy and the following effects apply: A baby becomes child on the following turn. A child becomes teenager on the following turn. A teenager becomes adult on the following turn. -. Stability drops 4 levels -. 2 MNU units, chosen at random, are eliminated -. 4 trade levels, chosen by the player, are lost. -. 15 VP are lost. -. The RT remains at zero, and the mandatory payment is cancelled. -. If the player is currently at war, and the bankruptcy leaves its Stab at –3, and remains at that level in the following Peace Phase, the player is forced to make peace. -. The Player suffers a –3 modifier in the Loans Table, per bankruptcy, until the end of the current Period. Values for ADM, DIP and MIL range from 1 (worst) to 9 (best). They can never drop or rise out of this range, even by events. III.5.2. Successor Values A. If the Monarch dies, roll for the Length of the successor reign. If a Dynastic Crisis or Fragile Health result is obtained, roll again to determine the length, but ignore further Crisis or Health results. The result gives the length of the reign in turns, and whether the monarch is adult or minor. B. Next, roll for each characteristic (ADM, DIP and MIL) in the Successor Table, using the column corresponding to the value of the deceased Monarch, and applying modifiers. The result gives the Successor value for that characteristic. III.4. STABILITY Stability reflects the welfare of the Major Powers. Minors do not have Stability. The higher, the better. Stability levels range from –3 (worst) to +3 (best). The level of stability modifies the income of players, as indicated in the Stability Track. A negative Stab also affects the Monarch survival dr. C. The actual values may be temporarily modified by minority, dynastic crisis or events. III.5. MONARCH PHASE A. If a Dynastic Crisis was obtained: (Line 1) Record the Treasure at start of the Turn. -. Ignore the successor table, and roll an unmodified d10 for each characteristic. The result gives the Successor value for that characteristic. Re-roll if 1,2 or 10 is obtained. III.5.3. Dynastic Crisis At start of each Turn, players simultaneously test survival of their Monarch. If this is the last turn of the Reign Length, the Monarch dies, and a successor is determined. Do not roll for survival of the successor until next turn, however. -. Stability drops 2 levels -. The Monarch values are divided by 2 (rounded up) this turn. Apply any reduction before dividing. If this is not the last turn, roll a die, apply modifiers and consult the Survival Table in the Player Aides. If the Monarch dies, the successor characteristics are then determined. Ministers are removed from office when the Monarch dies. -. Survival test for next turn has a malus of +2, and a malus of +1 the following turn (if the same monarch is still ruling). 22 Europa Universalis Alternative Rulebook Advanced Rules B.4. If the box contains a number, followed by an R or D, play the concerned event. However, if the event cannot be played (because it has already occurred and cannot be repeated, or because cannot still be triggered), play the R or D event. B.5. If the event contains only a number, but the Event is no longer applicable, consider it as No Event. B. A Dynastic Crisis may trigger some events, and also a Succession War if the Player received a Dowry from another Major Power (see IV.10). III.5.4. Initiative A. Add the 3 current values of each Monarch (modified by Minority or Dynastic Crisis) to determine the order of initiative. The player with highest total goes first, then the next one, and so on. Use Ministers values to determine Initiative, if they are present at this moment. C. If an Event is not applicable, its description will indicate what to do (re-roll for another, play R or D or consider as No Event) and whether the box is marked off or not. If the event indicates to re-roll, do it for both dice and in the Table of the current Period, even if such event was obtained in another Table. B. This order will not change during the whole turn, even if a Monarch dies meanwhile, or gets different values due to Events. D. When an event is played, only one box is marked, even if there are several boxes with the same number. Some events may occur more than one time (according to their description). III.6. EVENTS PHASE III.6.1. Economic Events E. If all boxes in a Table are marked off, proceed to Table of next Period (or the preceding one, if this is Period VII). Each player, in order of initiative, rolls 2 dice (first and second) in the Economic Random Events Table, refers to the Economic Event indicated by the number obtained, and applies the result. Most Economic Events affect only to the player that obtained them, but some will affect all players (like Poor Weather). III.6.3. Revolts Revolts are generated by R events, or by other events that specifically mention them. III.6.2. Political Events A. On the Revolt Table of the current Period, roll: 1. For the country victim of the revolt 2. Province affected by revolt (modified by stability) 3. Country controlling the revolt 4. Strength of revolt Players refer to the Political Events Table of the Period they are playing and roll for 3 (and sometimes 4) Events, as follows: A. For each Event, 2 dice are rolled. The first indicates the column of the Table. If a 0 is obtained, re-roll again, as indicated: B. If the Province indicated in 2 does not belong neither to the victim, nor to its vassals, skip step 3; the victim country controls the revolt (except in C below). Otherwise, the victim country cannot be the controlling country; re-roll in that case. 1-7: Play additional event this turn. If another first roll is 0 (for this and remaining events of this turn), re-roll. 8-9: Re-roll on Table of previous Period (unless this is Period I, in which case roll on current Period Table). If the Table has all boxes marked, roll on the preceding one. The column used is always the left-most one. If the province already has 2 revolt markers (the maximum allowed), re-roll for another province. C. If there is already another revolt in the victim country (or its vassals), its controller also controls the newly generated revolt. If an event generates revolts, and specifically states which is the controlling country, this one gets control of all existing revolts. 10: Reroll on Table of next Period (unless this is Period VII, in which case roll on current Period Table). If the Table has all boxes marked, roll on the next one. The column used is always the left-most one. D. Whenever a revolt appears in a province, or becomes (+), or a revolt detachment is generated, or the fortress revolts: B. The second roll indicates the number of boxes that are counted, from top of the column to the bottom, and continuing on top of the column to the right (if it is the right-most column, continue on the left-most column), skipping marked boxes. The box where the count ends indicates the event. See the description of the Event in the Annexes, and if it applies, mark the box, and play it. B.1. If the second roll is a 0, re-roll in the Table of next Period (or the Previous if this is Period VII), but using the column obtained in A above. If the re-roll is another 0, proceed to the next table, and so on. B.2. If the box contains a number, see the description of the Event in the Annexes, and if it applies, mark the box, and play it. B.3. If the box contains only an R, play a Revolt. If the box contains only a D, play a Diplomatic Upheaval. In both cases, always mark off the box. -. Land units of the victim country and its allies (except those of the revolt controller) are immediately retreated to nearest friendly unbesieged fortress or Col/TP (not in revolt), without attrition. -. Units of the enemies of the victim may remain. -. Militias of the revolted colony are destroyed, and will reappear only when the colony is not in revolt. -. Naval units and admirals do not retreat unless the fortress is in revolt. However, they have to retreat if they are in a Col/TP in revolt and without friendly fortress. The naval units are placed, without attrition, in the nearest friendly port. Galleys without another port in their allowed seas are destroyed. 23 Europa Universalis Alternative Rulebook Advanced Rules B. Alliances. E. If the revolt has a General, use minor gray ? counters. LDs generated have 10 inf csc. Technology of the revolt is always one step less than that of the victim country (but minimum is Med). Fortress in revolt keep their level, unless this is not allowed by technology. Alliances must be declared to all players, in initiative order. Any of the concerned players may announce it, and the other has to confirm the alliance. Several rounds of alliance declaration may be held, but when a round has passed without a single declaration, this phase is over. F. Revolts keep all their forces in csc. They do not roll for reinforcements, but instead may spread during the Redeployment Phase. Revolts have 1 SC per Round. There are 4 types of alliances: B.1. Dynastic Alliance G. A province in revolt is considered as enemy against the victim country, even if the fortress remains loyal. Two players celebrate a marriage between the ruling families of their countries. It will be in effect for this and the next turn, unless cancelled before. III.6.4. Diplomatic Upheaval B.1.1. As long as the Dynastic Alliance is in effect, the players cannot declare war on each other without a CB. B.1.2. One of the players must offer a dowry to the other. The dowry must be 100 ducats (minimum, more may be offered), or 1 province or Col/TP (not in revolt or enemy occupied). It may be a national province. Ceding a province or Col/TP costs 1 Stab level, and counts for VPs. B.1.3. In addition to the dowry, each player may give to the other a non-national province or Col/TP, also costing 1 additional Stab level. B.1.4. A player may voluntarily cancel the Dynastic Alliance, losing 2 Stab levels. This loss is incurred, even if both agreed to break it. If a war is declared (with CB, of course), the Dynastic Alliance is cancelled. B.1.5. If a Dynastic Alliance is celebrated between countries of different religion, both players lose 2 Stab levels. This applies between Catholics and Protestants until Turn 25 (included), between Orthodox and other Christians until Turn 35 (included), and always between Muslims and Christians. B.1.6. A Dynastic Alliance cannot be renewed between the same countries before 3 turns after its cancellation. Roll 2d10 and add them. Compare the sum with the Fidelity value of each diplomatic marker in the Diplomatic Track. A. If the Fidelity is equal or less than the sum, the marker drops a number of boxes equal to the difference (minimum of 1 box), until it reaches the Neutral Oval, where it stops. Ignore specific values of each marker; each box costs 1 point for this event. B. If the Fidelity is greater, the marker does not move. III.7. DIPLOMATIC PHASE (Line 2) Record the Treasure after any adjustment due to Events. III.7.1. Diplomacy between Players Players may negotiate freely between them to get into various kinds of agreements, as long as they respect the letter and the spirit of the rules. Once negotiations have ended, players announce alliances in initiative order. A. Informal Agreements B.2. Loan Treaty B.2.1. A player may give money to another by means of a Loan Treaty. The minimum transfer is 50 D$, the maximum is 200 D$. Transfers of money will occur at the end of the diplomacy between players. Promises of payments in future turns are mere informal agreements. B.2.2. A player that has borrowed money, cannot lend money to another player in the same turn (but the player may have received a dowry). B.2.3. Modes of payback and interest rates are left to the discretion of players. It may be even a gift without refund. The conditions of the loan must be announced to all players. B.2.4. If the borrower fails to pay the capital or interest, the lender may denounce the treaty at the time the money should have been received, in any turn in which the borrower is still a defaulter. The borrower loses 1 Stab, and will have a malus of –3 on the Loan table until the end of the current period. The lender has a temporary CB vs the borrower for the next 3 turns. If the borrower and lender go to war against each other, the Treaty is broken, without penalties for the borrower. B.2.5. A Loan Treaty may be used to transfer discoveries between players, as a gift, in exchange of money, or in exchange of another discovery. The Informal agreement may cover anything that does not need a specific Alliance: non-aggression pacts, promise of concluding an Alliance later in the game, share of zones of influence, diplomatic support, etc. Informal agreements do not need to be declared, except the following: A.1. Right of Passage: a player concedes another player the right of passage of military units through provinces of his/her country and vassals, or the right of using ports to reduce attrition. The units, however, cannot end the movement in such provinces. The right may be restricted to specific provinces. This agreement may be cancelled at any time during the Turn, without penalty. A.2. Supply: a player concedes another player the right to use a supply source (fortress or Col/TP, but not naval units) for his/her troops. This agreement may be cancelled at any time during the Turn, without penalty. The fortress or Col/TP may be from his/her country or from vassals. A.3. Permission to place trade fleets in a Trade Zone, as explained in III.9.7.C. 24 Europa Universalis Alternative Rulebook Advanced Rules payment of money must be made at the end of the diplomacy between players. A player may only give the discovery of 1 province or sea per turn. B.2.6. A Loan Treaty may be used to sell slaves to another player. The sale will take place during the Income phase (unless the treaty is broken before). However, the number of slaves must be announced during the Diplomatic Phase. The price will be determined during the Income Phase (see III.8.1.F), and the seller will get it like for other exploited resources. The buyer records the expenditure in line 23. B.2.7. A player cannot lend money during the 3 turns prior to its transfer to another Major Power. No CB: -2 Stab and –10 VP CB: -1 Stab Free CB: no penalty. To attack several countries will require several DoWs, and the penalties of each DoW accumulate. B.2. Permanent CB may be invoked multiple times, until the cause that originates them disappears. In addition to those granted by Events or special rules, the following Permanent CB apply: -. After The Reform Event, and until Turn 25 (included), Catholic countries have Permanent CB against Protestant (and vice versa). (Line 3) Record the net effect of loans, gifts and dowries. -. Spain has Permanent CB against non-Christian countries and Natives, until Turn 42 (included). B.3. Defensive B.3.1. Two or more players may form a Defensive Alliance, which applies in case another country DoWs any member of the Alliance. The Alliance lasts for this and the next turn. However, as long as the allies are at war against the same enemy, the Alliance is not terminated. B.3.2. If any member of the Alliance is DoWed, the player may call the Allies, which will have a CB against the attacker. If an Ally refuses to attend the call, the Alliance is broken, he/she loses 2 Stab, and the attacked player has a temporary CB against him/her, valid for this and the next turn. B.3.4. If the attacked player decides not to call Allies, they still can enter the war, with CB. If they remain out of war, they suffer no penalty. B.3.5. A player may voluntarily cancel the Alliance, announcing it during the Alliance Declaration Step, and losing 2 Stab. If all Allies agree to cancel the Alliance, there is no penalty. If a player DoWs an Ally, the Alliance is broken, with the penalty of 2 Stab. -. Turkey has Permanent CB against Christian countries and against Persia, until Turn 42 (included). -. Turkey has a Permanent Free CB against The Knights. -. If Rome is under Turkish control, all Catholic countries have a Permanent Free CB against Turkey. -. A country has Permanent CB against a country that has annexed one of its National provinces (see III.12.6.G for an exception). -. A player has Permanent CB against a country that has a monopoly on the player’s CTZ. B.3. Temporary CB can be used only once. They usually have a time limit to be used, as described in each case. B.4. Offensive. An Offensive Alliance operates in the same way as the Defensive, but applies also when an Ally DoWs another country. C. Trade Refusal C.1. When at peace, a player may refuse trade to another player, losing 1 stab level. Once this refusal is announced, it can be maintained from turn to turn without losing additional Stab. The refusal ends when both players are at war, in which case the rules for war status apply, or when the refusing player decides so. C.2. The other player receives a temporary CB, valid for the current turn, and any other in which the refusal is maintained. This player deducts from European Trade a sum equal to the refusing player’s provinces (including vassals). III.7.2. Wars When two countries are at war: -. Their Alliances are broken, and no new Alliance between them may be signed. -. They Refuse Trade to each other. -. They suffer a malus for Stab improvement. A. Declarations of War D. Minor Countries at War After Alliances have been announced, players proceed to do Declarations of War (DoW) and Trade Refusal, in initiative order. Players also call allies (and allies respond) at this time. Several rounds of declaration may be held, but when a round has passed without a single declaration, this phase is over. Minor Countries are at war when an Event says so, or when attacked by another country, or when activated in EW or VA. Habsburg (when associated to Spain) may also DoW a Major Power, if the Spanish player wants. Note: Sometimes, minor countries DoW during the Events phase, before Alliances are formed. An activated Minor Country in MA or EC supports the controlling Major Power, but is not itself at war. B. Casus Belli D.1. Minor Control Once the DoW phase is over, decide which player will control each Minor (alphabetic order), following these preferences: B.1. DoWs cost Stab and VP to the declaring player, depending on the type of CB he/she helds against the attacked country. 25 Europa Universalis Alternative Rulebook -. -. -. -. -. Advanced Rules G. Neutral Forces Never a player at war with the minor. As indicated in the Event. The player controlling the minor diplomatic marker. A player already at war with an enemy of the minor. As indicated in the preference list in the Annexes. G.1. Land units moving through otherwise friendly provinces, without unbesieged enemy fortresses, may ignore neutral land forces. When they stop at a province with neutral forces, any side may automatically retreat before combat without rolling the dice. If both remain, they must fight. If one side retreats into the fortress, the other must siege (with the restrictions indicated in F.2. above) or retreat outside the province. Such combats or sieges count for VP, but not for Peace purposes. D.2. A player may refuse control of the minor, by losing 1 Stab and the minor diplomatic marker. Control then passes to the next eligible player. If all players refuse, the initial player loses an additional Stab level, and must control the minor. D.3. The player controlling the minor places its diplomatic marker on the RM box (but there is no dowry), unless it is already higher, or an Event states otherwise. When the same Player controls both neutral forces, he/she must avoid battle and retreat at least one of the stacks. E. Extension of Wars G.2. When land units besiege a fortress with neutral forces inside, these are free to leave the province, if they wish so. If they are not in supply in the adjacent province, then they must Retreat. G.3. Land units may attempt to intercept neutral units that, per F.1. above, invade their friendly provinces. E.1. A DoW on a vassal may be extended to the controlling Major Power, at the option of the defending player, and with no cost to the attacking player. The CB that apply are those against the vassal, not against the Major Power. E.2. A DoW on a country is automatically extended to its active allies, both Major and minor, with no cost to the attacking player. E.3. When a minor country is activated, it does so against all current enemies of the controlling Major Power. E.4. When players are at war against a common enemy, but are not allied themselves (and thus fight different wars), they may sign a Defensive or Offensive alliance, and unify the wars, without further DoWs. E.5. Similarly, when the controller of a minor DoWs any of the minor enemies, and the Diplomatic marker is in EW or VA (or moves to EW as per III.7.4.F.1), the wars may be unified, at the controller’s choice. III.7.3. Diplomacy with Minor Countries A. Diplomatic Actions The number of Diplomatic Actions a Major Power has each turn is indicated in the Player Aid. They do not accumulate from turn to turn. A Diplomatic Action may be used to increase diplomatic control, or to reduce diplomatic control of another player, or to support the Diplomatic Action of another player, or to activate a minor in war. (Line 4) Players secretly record the minors targeted and the intended actions, before resolving any action. Then, all players announce their actions. The cost is deducted from the current treasure. A player can target the same minor to affect the diplomatic control only once per turn. However, the same minor may be later tested for activation in war by spending an additional Diplomatic Action. F. Neutral Provinces F.1. Land units may enter neutral provinces if: -. There are hostile land units inside, including forces of minors activated in MA or EC, or -. A fortress or Col/TP inside is providing supply to hostile land forces, even if it is not the only supply source of such force. (Line 5) Players whose minors have been targeted by another player announce reactions. In case a minor suffers such invasion, its diplomatic marker will be moved to EW status, if not already higher. (Line 6) Resolve actions in any order, and record the net effect of minor Subsidies and Dowries. F.2. Once inside the province, the land unit may besiege a neutral fortress, but cannot assault it. Treat any result of Breach, HW and Surrender as Usure (+). There is no need to lift the siege when the conditions in F.1 above no longer apply. Note that for VP purposes, such siege would be always a failure for the besieger. F.3. Naval units may blockade a port in a neutral province, if there are hostile naval units inside. The blockade does not affect neutral naval units, and is not counted for when neutral forces besiege the fortress. Once started, the blockade may continue until no hostile naval unit remains inside. F.4. When Retreating, land units may also cross neutral provinces, but cannot use a neutral port to Retreat into naval units. Their enemies can intercept them in the Neutral province, but must Retreat after combat outside the province, if no other rule allows them to remain in the neutral province. B. Resolution of Diplomatic Actions B.1. The minor is neutral or controlled by the player. The player rolls 1d10, adds modifiers (Monarch’s DIP, investment bonus, etc) and substracts 2d10. If the result is zero or negative, nothing happens. If the result is positive, the player gets the difference as “progression points” to advance the diplomatic marker on the Diplomatic Track. B.1.1. Each box has a cost in points as indicated in the Diplomatic Marker. Boxes Neutrals, RM and Subs always cost 1 point. Exception: for Switzerland, costs are 2 for RM and 3 for Subs. B.1.2. If not enough points remain to enter a specific box, the marker remains on the preceding box, and the excess points are lost. The benefits that apply are only those of the final status reached; the preceding ones are ignored. However, a player may stop the progression at any point. 26 Europa Universalis Alternative Rulebook Advanced Rules -. Odd: the player has to pay the dowry. If the player refuses, place the marker on the Neutrals box. D.1.2. Do not roll for dowry if the marker was moving back. The dowry is not rolled for in subsequent turns (unless the marker drops to Neutrals, and is moved again to RM). B.1.3. Diplomatic status marked with a “*” indicate that such status is impossible with that minor. Some diplomatic status can only be achieved by certain Major Powers, as indicated in the Diplomatic Markers. B.2. Several players target the same neutral minor. Each player rolls 1d10 and adds modifiers. The highest result is selected to continue (solve ties by competitive unmodified rolls). Roll 2d10 and proceed as indicated in B.1. D.2. Subsidies (Subs). D.2.1. If the marker ends in the Subs box, roll 1d100 and subtract the Subs modifier indicated in the diplomatic marker. If the result is: -. Positive: the player receives that amount in ducats, as subsidies from the minor (the maximum is 50D$). -. Zero: nothing happens -. Negative: the player has to pay that amount to the minor. If the player refuses, place the marker on the Neutrals box. D.2.2. Do not roll for Subsidies if the marker was moving back. Subsidies are not rolled for in subsequent turns (unless the marker drops to Neutrals or RM, and is moved again to Subs). B.3. The controlling player and other player target the minor. Proceed as in B.2, but if the other player prevails, the points earned are used to lower the diplomatic marker along the track. Exiting a box costs the same points that entering it. If not enough points are available, the marker does not drop further. If the Neutrals box is reached, and there are points remaining, use them as in B.1. B.4. The controlling player did not plan an action on the targeted minor. The controlling player has the option to react against the intended action, paying the money used, but without spending a Diplomatic Action. B.4.1. If the controlling player reacts (paying at least a Basic investment), roll 1d10 and add modifiers as if it were a diplomatic action (but support from other players is not allowed). The result is subtracted from the attacking player roll, instead of the normal 2d10. The points obtained are used to drop the marker as indicated in B3. The controlling player can never advance the diplomatic marker, even if the result is negative. B.4.2. If the controlling player does not react, immediately place the marker on the Neutrals box, and proceed as in B.1. D.3. Military Alliance (MA). D.3.1. If, and only if, the controlling Major Power is at war: -. Its troops consider the minor provinces as friendly, for movement, supply, retreat and port control. The player may forfeit this advantage at start of the Military Phase. -. The player may attempt to activate the minor in the war. If the minor is activated, set up its Basic Forces. The player may use up to 2 stacks outside the minor territory (as mercenaries), but only in adjacent provinces and seas. The minor never rolls for reinforcements. D.3.2. The minor won’t activate if neither the enemies nor the controlling Major Power are in its Zone of Operation (see G below), as indicated in the Annexes. D.3.3. Even if activated, the minor remains neutral. C. Diplomatic Support A player may support the action of another player, by spending a Basic Investment. The player receives a +1 roll modifier. This support may be sold as a result of an informal agreement (which does not have to be revealed until the actions are announced), at a maximum price of 30D$. The money is transferred once all diplomatic actions are resolved. D.4. Expeditionary Corps (EC). D.4.1. If, and only if, the controlling Major Power is at war: -. Its troops consider the minor provinces as friendly, for movement, supply, retreat and port control. The player may forfeit this advantage at start of the Military Phase. -. The player may attempt to activate the minor in the war. If the minor is activated, set up its Basic Forces. The player may use 1 stack outside the minor territory (as mercenaries), anywhere in the map (note, however, that most European minors cannot leave the European Map). The minor never rolls for reinforcements. D.4.2. European minors won’t activate against RoW minors, unless they can leave Europe. RoW minors won’t activate if neither the enemies nor the controlling Major Power are in their Zone of Operation (see G below), as indicated in the Annexes. D.4.3. Even if activated the minor remains neutral. D. Diplomatic Status In addition to the Neutrals box, there are 7 boxes on the track of each Major Power, corresponding to the 7 levels, or status of diplomatic control. The diplomatic markers are moved along the track as required by the course of the game. Each status gives certain benefits to the controlling player. These are not cumulative. Thus, if a minor is in EC, the controlling player does not roll for Subsidies, and can only use 1 stack from the minor forces (instead of the 2 allowed in MA). D.5. Entry in War (EW). D.5.1. If, and only if, the controlling Major Power is at war: -. Its units consider the minor provinces as friendly, for movement, supply, retreat and port control. The player may forfeit this advantage at start of the Military Phase. -. The player may attempt to activate the minor in the war. If the minor is activated, it DoWs all enemies of the controlling Major Power. Set up its Basic Forces. The different status are, from lowest to highest: D.1. Royal Marriage (RM). D.1.1. If the marker ends in the RM box, immediately roll 1d10: -. Even: the player receives as dowry the ducats indicated in the diplomatic marker. 27 Europa Universalis Alternative Rulebook Advanced Rules European Group: Moldavia, Wallachia, Crimea, Astrakhan, Kazan, Steppes, and any other minor in European Map outside North Africa and Middle East. The player may use freely all forces of the minor, but they cannot move outside their Zone of Operation (see G below). The minor may roll for reinforcements each turn, and maintains forces as described in II.2.2.A.4. D.5.2. The minor won’t activate if neither the enemies nor the controlling Major Power are in its Zone of Operation, as indicated in the Annexes. North Africa Group: Morocco, Al-Djazair, Tunisia, Tripolitania, Cyrenaica, Mameluks. Middle East Group: Arabia, Irak, Oman, Aden, Sudan, Hyderabad, Mysore. D.6. Vassalisation (VA) D.6.1. Vassal income from provinces, Col/TP, exotic resources and trade fleets is included in the controlling player income. Its provinces contribute to DTI income, and are deducted for purposes of FTI income, but are not included in MNUs variable income. D.6.2. The controlling Major Power considers the vassal provinces as friendly, for movement, supply, retreat and port control, both at wartime and peacetime. The player may forfeit this advantage at start of the Military Phase. D.6.3. If, and only if, the controlling Major Power is at war, it may attempt to activate the minor in the war, with the same effects that those of EW, but the minor only maintains its Basic Forces (and all fortresses obtained). D.6.4. A vassal never signs a separate peace, unless its capital is under enemy control, and not besieged by friendly forces. Any minor not listed above must be tested separately. C.1. A group cannot be tested if all enemies are outside of all Zones of Operation (see G below). The border bonus applies if at least one minor from the group and currently controlled by Turkey, qualifies. The malus for not having enemies in the Zone of Operation does not apply if at least one Zone of Operation includes an enemy, even those minors that no qualify for activation will do if the groups activates. C.2. Diplomatic bonuses can only be used if at least half of the minors in the group (currently controlled by Turkey) are at the same or higher level of diplomatic control. Geopolitics bonuses never apply. C.3. If admiral Barberus is in play and the NorthAfrican group failed, Al-Djazair may be tested separately by expending an additional Diplomatic Action. C.4. If the group is tested, it must be as a whole, without leaving a country out of the test. D.7. Annexation (AN) D.7.1. Remove all military units of the minor from the game. Substitute fortress markers and trade fleet levels by those of the annexing Major Power. Note that the player cannot have more than 6 trade levels in the same sea. If enough markers are not available, the player may remove them from other places, or discard them. Col/TPs remain in place, but are owned by the Major Power. Period Limits may be exceeded this way, but in such case, no new marker may be placed. D.7.2. The minor provinces belong now to the Major Power at all effects, including variable income of MNUs. The player may build units as in other non-national provinces. The player earns VPs for this annexation. D.7.3. Annexation may occur as a result of diplomatic action and through military conquest. Minors may be de-annexed by “D” events, diplomatic actions of other players, or military “liberation”. D.7.4. If a country deannexes, it gains control of the provinces and Col/TP it had before the annexation. Trade fleet levels remain under control of the Major Power. D. Once all activations have been tested, each player, in order of initiative, sets up the Basic Forces of the controlled minors that have entered the conflict this turn, as indicated in the Annexes. Units are placed inside the minor provinces. E. A minor activated in MA or EC that moves upwards the diplomatic track, will not increase its involvement in the war. However, it may be tested for activation in the new status, but only if it is currently not violating the restrictions of its current diplomatic status. F. Diplomacy with Minor Countries at War. Only the controlling Major Power may do diplomacy on a minor at war, or activated in MA or EC. F.1. If the controlling Major Power declares war on all the countries that DoWed (and are currently at war with) the minor, the diplomatic marker is moved to the EW box. If a country which a minor in MA or EC was activated against, DoWs the minor, the diplomatic marker is moved to the EW box. If a Diplomatic marker of a minor at war reaches the VA status, the controller must drop it to EW, unless he/she is at war with all enemies of the minor. F.2. “D” events will not affect minors that are active allies of a Major Power, or that were activated in MA or EC. They may affect minors alone at war, but the marker will never drop below the RM box of the controlling Major Power. III.7.4. Activation of Minor Countries in War. A. After DoWs and Diplomacy with Minors, players announce activation of Minors in War, in order of initiative. Each activation attempt uses 1 Diplomatic Action, but costs no money. Each minor can only be tested once per turn, and only minors in MA, EC, EW or VA may be activated. Roll 1d10 and consult the table to see if the Minor activates. B. Habsburg, when associated to Spain, cannot be activated in this way. Instead, Habsburg DoWs during the DoW Phase. G. Zones of Operation. The Annexes list the Zone of Operations in which minors can move units when at war. G.1. The minor can only move naval units and transport land units across the indicated seas. If no sea is mentioned, then units of that minor cannot be embarked. Furthermore, when a sea is indicated, all provinces adjacent to it are also included in the Zone. C. Turkey has the option to activate its minors in groups, instead of doing it individually, using 1 Diplomatic Action for the whole group. 28 Europa Universalis Alternative Rulebook Advanced Rules Players then proceed to activate minors in the war. Spain test Genoa, rolling a 5 and adding 3 for having it in VA and 1 for the country bonus, but subtracting 4 because Genoa and France have the same Religion. The net result is 5, so the attempt fails. G.2. Geographical zones, like Italy or India, are defined in I.3.1.F. Note that these may include seas adjacent to provinces that are, per se, not part of the geographical zone. All of them are also included in the Zone of Operation. G.3. The Zone of Operation always include: -. Any province owned by the minor, plus adjacent provinces and seas, plus provinces adjacent to the latter. -. Any province listed as a possible annexation in the Annexes. G.4. Minors won’t activate in MA, EW or VA if neither the controlling Major Power nor any of the enemies have provinces or Col/TP in the Zone of Operation. This may result even n the minor not answering a call of Crusade. G.5. Note that European minors may move outside this zone when activated in EC. III.8. INCOME PHASE After Diplomacy, players calculate their income for the current turn, which will be used to maintain forces and raise new ones, perform administrative actions and military campaigns. Players get money from various sources: land, trade, Colonies and TPs, industries and loans. The money obtained is recorded in the corresponding line of the Economic Record Sheet. (Line 7) The Treasure at end of Diplomatic Phase is 2+3+4+5+6. This is the figure used to calculate bonus for the Loan Table. EXAMPLE of Diplomatic Actions III.8.1. Exotic Resources Phil plays Spain and Liz France. Remember to check the Price Track at the start of each Period to see which markers advance 1 box. On Turn 7 (1520) the Diplomatic Track is set as follows: Spain: Genoa in VA, Papacy in RM, Habsburg in EW. France: Savoy and Toscana in MA. Venice: nothing. A. Types of resources: Fisheries (blue box) Slaves (black circle) Cotton (purple box) Spices (Red circle) Sugar (white box) Products d'Orient (Orange circle) Tobacco (brown box) Furs (green circle) A.1. The quantity of each resurce in an Area of the RoW is indicated by the number inside the box or circle. It applies to the Area as a whole, not to each province. Resources are exploited using Col/TP levels. All the quantity of an Area might be exploited from a single province if there were enough levels. Resources do not have to be sent to Europe to get their income; it is enough to produce them. A.2. Sugar and Tobacco can be exploited only since Period IV. Cotton can only be exploited since Period VI. A.3. Quantity of Furs drops by 1 for each Col (+) after the first in the same Area (whether or not they exploit the Furs), up to a minimum of 0. If the number of Col(+) is later reduced, the number of Furs recover. France has DoWed Spain, and uses its 3 Diplomatic actions to secure a passage into Italy. Liz places 20D$ on Parma, 50D$ on the Papacy and 100D$ on Genoa. Spain will try to increase its control over the Papacy with a Basic Investment (20D$), and has obtained a Diplomatic Support from the Venetian player. The other 2 actions will be kept to activate minors in war. Once the Diplomatic actions are revealed, Spain decides to defend Genoa with a Basic Investment (20D$). The struggle for the Papacy is resolved as follows: France: rolls 7 and adds 8 for his Monarch’s DIP, 2 for the Medium Investment and 1 for having the same Religion as the minor, for a net result of 18. Spain: rolls 5 and adds 9 for his Monarch’s DIP, 1 for having the same religion, 1 for having the minor in RM and 1 for the Venetian support, for a net result of 17. B. Production rates. B.1. Col may produce all resources, at the following rates: Fisheries: 2 for each level Furs: 6 for each level Slaves, Spices, Products d'Orient: 1 for each level Sugar, Tobacco, Cotton: 1 for every 2 levels (rounded down). B.2. Trading-Post Production TP may produce the following resources, at the given rates: Furs: 2 for each level Slaves, Spices, Products d'Orient: 1 for each level Sugar, Tobacco, Cotton: 1 for every 2 levels (rounded down). In America and Africa, TPs cannot produce Sugar, Tobacco or Cotton. B.3. The same Col/TP can produce more than one type of resource, but the same level cannot (that is, a Col with a single level cannot produce 1 fishery and 3 furs, but a Col with 2 levels can). Different Col/TP may use France prevails, and Liz rolls 6 and 7 on two dice, subtracting them from her result. She gets 5 progression points, that are used to drop the marker to the Neutrals Box (1), then move it to RM (1), Subs (1), MA (1) and EC (1). France then tries on Parma, rolling 2 and adding 8 for the Monarch’s DIP and 1 for having the same Religion, for a net result of 11. The other two dice rolls are 8 and 8, so France gets nothing. On Genoa Liz gets a 4, adding 8 for her Monarch, 5 for the Strong Investment and 1 for having the same Religion, for a net result of 18. Phil rolls a 1 and adds his Monarch DIP of 9, plus 1 for having the same Religion, 1 from the country bonus and 3 from the control bonus, for a net result of 15. France gets 3 progression points, but they are not enough to move Genoa out of the VA box. 29 Europa Universalis Alternative Rulebook Advanced Rules and place it in the box “20”. Do not count the slaves supplied by smugglers. Only resources produced by Col/TP are counted (China or Persia do not exploit resources but the Col and TP of Oman and Aden do). F.4. Check variation of prices for each resource: -. If the marker is located on a box with arrows on top, roll 1d10 and compare it with the number on the rightbottom corner. If the roll is equal or higher, the price marker advances a number of boxes equal to the number of arrows. -. If there are arrows on bottom, roll 1d10 and compare the roll with the number on the left-bottom corner. If the roll is equal or higher, the price marker drops a number of boxes equal to the number of arrows. -. If there are arrows on both top and bottom of the box, roll two times, as indicated above, and move the marker according to the net result. F.5. The minimum price of a resource is either 0, or that indicated in the Scenario or Campaign. The maximum price is indicated in the Price Track for each resource. F.6. Even if a resource has a production of zero, check for variation of prices. Exception: resources not available (Sugar and Tobacco before Turn 26, and Cotton before Turn 43). their levels jointly to produce the resources, as long as they are in the same Area. C. Slaves In America, production of Sugar, Cotton and Tobacco needs slaves. Each Col (-) needs 1 slave, and each Col (+) needs 2 slaves, regardless of the number of resources actually exploited. These slaves may be actually produced by the player (who will also receive the income for producing them), or bought from other players or smugglers (see below). The slaves do not have to be sent to the Col; it is enough to have them available. D. Fisheries D.1. To exploit Fisheries, the Col must be in a coastal province. D.2. Each point of Fisheries exploited raises the player's Turn and Period Limits of warships by 1. These extra warships must be built in National provinces, or in Col actually exploiting Fisheries. In the latter case, their cost is not doubled, they do not count double for Turn Limits, and transports may be built instead of warships, also at normal price. All the extra ships may be built in a single Col, even if that Col does not exploit all the player's Fisheries. D.3. The Total Monopoly of Fisheries gives the player a +1 to the die roll for placing trade fleets. III.8.2. Convoys Two convoy units, Smyrna and East Indies, are available each turn if a player fulfils certain requisites. A convoy contains 50 ships valued each at 1 D$. To get the money, a player must move the convoy to a National port during the Military Phase (suffering attrition). The amount is recorded during the Redeployment Phase. E. Monopoly of Resources. A country that is the single one exploiting a type of resource has a monopoly. The monopoly is Partial if it exploits 1-5 units, and Total if it exploits 6 or more units. Only resources actually produced by Col/TP are considered for determining a monopoly. Thus, China and Persia do not produce resources in game terms, but the Col and TP of Oman and Aden do. Convoys attributed to minor countries are not placed at all, unless the minor is a vassal, or it is Portugal when annexed to Spain, or Dutch before the Revolt of the United Provinces. In these cases, the controlling Major Power holds the convoy. F. Price of Exotic Resources. This is the first thing to do during the Income Phase. Proceed as follows: F.1. First, players bid for the 5 slaves provided by smugglers. Each player annotates the quantity desired, and the price (minimum is the current price for slaves). The player with the highest bid (solve ties by competitive rolls) gets the annotated quantity. If there remain slaves, the next player gets the slaves at the price of his/her own bid. A player pays only for the actual slaves obtained. These slaves can only be used to produce resources in America, they cannot be resold, nor exchanged by their price, nor they count for monopoly purposes. F.2. Then, players decide which resources to exploit. If an area does not have enough resources to satisfy all countries, players may agree to share the existing ones. If no agreement is reached, follow this procedure: -. If no Col/TP with side (+) is present, resources are distributed proportionally to the exploitation capacity of each country. -. If only a country has a side (+) Col/TP, that country may use all its exploitation capacity. Other countries share the remaining resources proportionally. -. If two or more countries have a side (+) Col/TP, a mandatory competition is resolved immediately (free and without investment, as described in III.9.10), until only one (or none) side (+) Col/TP remains in the area, or the resources may be distributed without conflict. F.3. Place each marker in the track indicating the number of resources exploited this turn. If more than 20 units are exploited, flip the marker to the +20 side, A. Smyrna convoy is available on the port holding the Grand Orient Center. Its attribution depends on which country controls the Grand Orient Center: -. Mameluks: the convoy is attributed to the country controlling the Mediterranean Center. -. Turkey: The Turkish player may assign it during the income phase to any player (but not Turkey itself), that has (by itself or a vassal) either a port in the Mediterranean region, or the Mediterranean Trade Center. It may also be assigned to a minor country that holds the Mediterranean Center. The convoy may be assigned to a country at war with Turkey. A.1. If Turkey assigns the convoy it gets 20D$. Record this in the Trade Centers line, but this amount is never affected by the reductions in the Grand Orient income indicated in III.8.5.C.1. A.2. If Turkey does not assign the convoy to anybody, it loses 1 Stab, and the Grand Orient income is reduced by 20D$, as indicated in III.8.5.C.1. If Turkey does not assign the convoy to the owner of the Mediterranean Center, that country has a Temporary CB vs Turkey, for the next turn only. A.3. If the province with the Grand Orient Center is in revolt or enemy-occupied, the convoy cannot be attributed, but Turkey does not suffer the penalties. 30 Europa Universalis Alternative Rulebook Advanced Rules partial monopoly, and gets half (rounded up) of the printed value as a bonus. A country having 6 levels, has a total monopoly, and gets the full printed value. Record all the bonuses, including those of vassals. (Line 18) Trade Centers: there are 3 Trade Centers, each providing 100 D$ to the country controlling them. Control of centers is indicated at the start of each scenario, but may change hands as indicated below: B. East Indies Convoy is available each turn to the country that exploits the highest quantity (but at least 10) of Spices and Products of Orient (added together). In case of ties, it is attributed following these priorities: -. Country controlling the Atlantic Center -. Netherlands from Turn 1 to 42 -. England from Turn 43 to 60 -. Competitive rolls B.1. The convoy is placed in any side (+) Col/TP that is exploiting at least one point of Spices or Products of Orient. If none is available, the convoy is assigned to the next country. B.2. If nobody exploits the necessary quantity, or does not have a side (+) Col/TP, the convoy is unavailable. A. The Mediterranean Center is attributed during the Interphase to the country having the highest number of trade fleet levels in the Zones Gulf of Lion, Ionian Sea, Adriatic Sea, Black Sea, Turkey and Caspian Sea. It must be placed in a National province with port (if there is none, it remains unavailable). In case of ties, follow these priorities to attribute it: -. Current owner -. Competitive rolls. III.8.3. Gold A. Income from European Mines is received during the Income Phase, and noted down in the corresponding line of the Economic Sheet. Nothing special is needed to exploit them. B. The Atlantic Center is attributed in the same way, but considering all other Zones not mentioned above. Note that after receiving the Burgundian Inheritance, and before the Dutch revolt, the Spanish player gets the income of any Center attributed to Dutch trade fleets. B. To exploit mines in RoW, a Col is needed in the province where the "mine" symbol is located. One Col level is enough to fully exploit all the gold in the province. The RoW gold is produced during the income phase, but must be repatriated to Europe (and would be recorded in the Redeployment Phase). C. The Grand Orient Center is controlled by the Mameluks. On the turn this minor disappears, it is transferred to Turkey until the end of game. Turkey places it in the port of Smyrna, if still owned (or any other National port, if not). C. Col exploiting mines cannot exploit other resources, nor generate other income, regardless of levels. Exploiting a mine is voluntary, but once a Col starts exploitation, it cannot stop until the mine is depleted (by an Event), or the Col disappears. No slaves are needed to exploit the mine. C.1. The income of the Grand Orient Center is reduced as follows (but never below 0, and the 20D$ for assigning the Smyrna convoy are always safe): D. Col under enemy occupation or revolt interrupt the gold production, but resume it once they are free. Looted Col may continue the gold production. -10 for each 5 (or fraction) Col/TP belonging to Christian countries in Asia (not Siberia). -10 for each Christian trade fleet in the STZ Eastern Indian Ocean and Oman Sea. -20 for not attributing the Smyrna convoy. -50 if Turkey is at war with Persia. - # as indicated by events III.8.4. Land Income (Line 8) Players sum up all income of owned provinces. (Line 9) Income from vassal provinces is recorded next. (Line 10) Events on Land income (either positive or negative) are also recorded. (Line 11) Losses due to revolt, looting, enemy occupation and pashas are recorded separately. (Line 12) Net Land Income is 8+9+10-11. D. If the province holding the Trade Center is in revolt, or enemy-occupied, the Center does not provide income. Looting has no effect in Trade Centers. If the province is ceded to another country, the Center is transferred to another National port (owner’s choice). If there is none, the Center remains unavailable. III.8.5. Trade Income (Line 19) Trade Income is 13+14+15+16+17+18. (Line 13) Domestic Trade Income: on the Domestic Trade Table, cross-index the player’s DTI with the Net Land Income, and record the amount indicated. (Line 14) Foreign Trade Income: on the Foreign Trade Table, cross-index the player’s FTI with the following amount: 1500 - (Lines 8+9) – (Income of provinces of all countries at war with the player, or that refuse trade, and their vassals) – Events. The basic value of 1500 is increased to 1700 once the minor United States is created by an Event. (Line 15) STZ Income: each trade fleet level on an STZ (square-shaped) gives 1 D$ (including vassals). (Line 16) CTZ Income: each trade fleet level on a CTZ (circle-shaped) gives 2D$ (including vassals). (Line 17) Monopoly bonuses: A country having a side (+) trade fleet on a Trade Zone with 4-5 levels, has a III.8.6. Rest-of-the-World Income Col/TP under enemy occupation or revolt neither give regular income, nor exploit resources, nor produce gold. Looted Col/TP do not give regular income, but may produce resources and gold. (Line 20) Income of Colonies: each side (-) colony gives (income of area) + 1 D$ per level. Each side (+) income gives 2x(income of area) + 1 D$ per level. Exception: if the colony exploits a mine, it gives no income. (Line 21) Income of TP: each side (-) TP gives 1 D$. Each side (+) TP gives 2 D$ 31 Europa Universalis Alternative Rulebook Advanced Rules the loan is totally refunded, including the last turn of payment. The interest rate is calculated on the amount effectively borrowed by the player, and that quantity applies for all the duration of the Loan, even if the player has partially refunded the capital. (Line 22) Exotic resources: multiply the quantity exploited by the price, and sum up the income from all resources. (Line 23) Investment in slaves: record the amount spent to purchase slaves, both from smugglers and from players. F. A player may refund the whole Loan before the scheduled turn. It is possible to borrow a new loan to pay an old one, even in the last turn of payment. (Line 24) The RoW income is 20+21+21-23 G. A player may reject a National Loan, thus cancelling it, at any turn, but must pay the interests in the current turn, or suffer bankruptcy. The player loses 1 Stab, cannot borrow National loans until the end of the current Period, and suffers a penalty of –3 when rolling for an International Loan, until the end of the Period. III.8.7. Industrial Income MNUs and European mines in looted, revolted or enemy-occupied provinces give no income. (Line 25) Permanent MNU income: each income counter shows the fixed income it provides each turn. Note each side of the counter has different values. H. A player unable to pay the interests or capital of an International Loan suffers Bankruptcy, and the Loan is cancelled. New Loans (including International) may be borrowed, but for each bankruptcy, the player has a malus of –3 on the Loan Table, until end of current Period (cummulative with the penalty mentioned in G above). (Line 26) Variable MNU income: add the percentages indicated in each MNU counter, and apply the sum to Line 8. The result is the variable income. (Line 27) European Mines: each mine gives 20 D$. Note some provinces may have 2 mines. Gold from RoW mines is not cashed in this Phase. EXAMPLE of Income (Line 28) Industrial income is 25+26+27 Sebastian plays Portugal, which at start of Turn 7 has: III.8.8. Gross Income RT: 250 D$ Provinces: 21 D$ Trade Fleets: 10 levels in STZ Manufactures: 12D$ fixed income and 20% variable. Colonies: 5 Col(-) producing 21 D$. Trading Posts: 5 TP(-) and 1 TP(+) producing 7D$. Resources: 8 slaves, 5 spices, 4 products of orient. DTI / FTI: 3 / 3 Stability: +3 (Line 29) Gross Income is 12+19+24+28 (Line 30) Apply the bonus/malus percentages indicated in the Stab track (according to the current Stab of each player). (Line 31) Adjusted Gross Income is 29 +/- 30 III.8.9. Loans Prices of exotic resources are calculated in this way: (Line 34) Net Income: add the amount of new Loans to the Adjusted Gross Income and deduct the amount of Loans and interests paid for. Slaves Initial price: 2 (right box) Total production: 10 (1 arrow on top and 1 on bottom) Roll to increase price: 4, no effect Roll to decrease price: 5, takes effect Net result: marker drops 1 box to 2 (left box) (Line 35) RT at end of Income Phase is 7+34 A. Players may borrow money from the game system, using the Loan Table. Each player can subscribe only 1 loan per turn (not including those from other players), but several loans may accumulate from turn to turn. Spices Initial price: 5 (left box) Total production: 8 (1 arrow on top and 1 on bottom) Roll to increase price: 8, takes effect Roll to decrease price: 9, takes effect Net result: marker does not move B. There are 2 types of Loans, National and International. A player may roll once for each type of loan and decide which one (if any) he/she prefers. A player may take less money than the amount indicated. Products of Orient Initial price: 7 (left box) Total production: 4 (2 arrows on top) Roll to increase price: 6, takes effect Roll to increase price: 10, takes effect Net result: marker moves 2 boxes to 8 (left box) C. To determine the conditions of a National Loan, roll 3 times, one for the amount, one for the interest rate, and one for the length, and apply modifiers. For International Loans, roll only 2 times, as the length is fixed at 3 Turns. Portugal has to reimburse a National Loan this turn, which amounts to 110 D$ plus 12D$ of interests. D. For the Treasure modifier, consider the Treasure at the end of the Diplomatic Phase (Line 7). But for paying loans, a player may use both the Treasure after Diplomatic Phase, and the money obtained during the Income Phase. Sebastian tests for a new National Loan, rolling 3,7,4 modified by +4 (+3 for Stab and +1 for each 200D$ in TR), for a net result of 7,11,8. The market offers 80D$ at 4% of interest, to be returned in 3 turns. The test for an International Loan, gives 8,2 modified to 12,6. The market offers 200D$ at 10% of interest, to E. Interests are not paid in the same turn the Loan is taken, but must be paid each subsequent turn, until 32 Europa Universalis Alternative Rulebook Advanced Rules be returned in 3 turns. The player takes this Loan, but only 150D$. The interests will be then 15D$ per turn. C. Actions for placement of MNUs, trade fleets and Col/TP, for competition, and for raising FTI/DTI use the Administrative Actions Table. C.1. First, determine the differential Column you will roll on, according to the description of each action. Differentials of less than –4 roll on the –4 Column, and differentials of more than +4 roll on the +4 Column, without any special modifier. C.2. Roll 1d10 and add the indicated modifiers, as long as they were in effect at the start of the Administrative Phase. C.3. The modifiers of 1st, 2nd and 3rd colonisation attempts refer to attempts made in the whole game, not just in a specific Area or Colony. C.4. Results are explained in the Table. For each “F*” result during a Col/TP attempt, resolve a native attack at the end of the Administrative Phase in the concerned province (see III.10.7.B.4). However, the Natives remain peaceful at start of the Military Phase. Note that leaders cannot be injured by this attack, so if no land unit or Col/TP was already present in the province, there is no need to play the attack. The Economic Record Sheet shows these figures: 7. RT at end of Diplomatic Phase: 250 8. Income of provinces: 21 12. Land income: 21 13. Domestic trade: 3 14. Foreign trade: 80 15. STZ income: 10 19. Trade income: 93 20. Colonies: 21 21. Trading Posts: 7 22. Exotic resources: 73 24. RoW income: 101 25. Manufactures fixed: 12 26. Manufactures variable: 5 28. Industrial Income: 17 29. GROSS INCOME: 232 30. Stability Bonus/Malus: 24 31. ADJUSTED GROSS INCOME: 256 32. Loans and interest payment: -122 33. New Loans: 150 34. Net Income: 284 35. TR at end of Income Phase: 534 Use the level of FTI at start of the Administrative Phase to solve “½” results. Always use FTI, even for MNU and DTI actions. III.9. ADMINISTRATIVE PHASE Players use their money to improve military technologies, maintain and build military units, and develop their economies. D. The controlling Major Power may spend its own actions to place trade fleet and Col/TPs levels of a vassal (or annexed Portugal), even beyond the 1492 status. D.1. Trade fleet levels of a vassal may be placed only in the Zones where they were located in 1492. This restriction does not apply to annexed Portugal. D.2. In no case an existing Col/TP or fleet of a vassal (or annexed Portugal) may be voluntarily destroyed, even if no counter remains available to use elsewhere. III.9.1. Sequence of Play and Procedure A.1. The first Administrative Action to be made is to invest in Technology. All players simultaneously write down the type of technology (Naval or Land) and (Line 39) the amount invested. A.2. Once the technology is resolved, all players simultaneously maintain, build forces and write down the intended reinforcements for minor countries at war. New units are placed on the map in initiative order. Then, players roll for minor reinforcements and place them in initiative order. III.9.2 Technology A. Players and minor countries have technology markers (one for Land and other for Naval) that are moved along the Technology Track. The campaign will indicate their starting positions. Mobile markers (those representing a specific technology, Land or Naval) are initially placed on the boxes indicated in the Technology Track (unless otherwise indicated in the campaign). There is no Mobile Marker for Med and Car technologies, as they are available to everybody in Turn 1, nor for galleys, as they never evolve. A.1. For technology purposes, minors are grouped in 4 groups: Latin, Orthodox, Muslim and China. All minors in the group have the same technology, except as indicated in F below. The Annexes indicate which group a minor belongs to. Most Natives are always Med. The China group has only a land marker, as these minors do not have naval units. A.2. Major Powers are linked to a minor group: Latin: France, England, Spain, Venice, Portugal, Netherlands, Russia after Peter the Great (see below), Sweden, Prussia, Austria. Orthodox: Russia before Peter the Great. Muslim: Turkey. (Line 36) Record all Logistics expenses (maintenance and build of new forces). A.3. Once Logistics are finished, all players simultaneously write down the administrative actions they pretend to do, and then reveal them. (Line 37) Record the amount invested in all actions. (Line 38) Players subject to competition may pay for defensive investments (decide in initiative order). Solve all actions (in no particular order) and adjust markers. A.4. The last thing to do is to check if a Mandatory Competition has to take place. Resolve it without investments. B. Technology actions are resolved by rolling 1d10, adding modifiers, and moving the technology marker the indicated number of boxes (0 to 3). B. Whenever a Land marker reaches the same box of a Land Mobile Marker, that player (or group of minor countries) gets the corresponding technology, and 33 Europa Universalis Alternative Rulebook Advanced Rules his/her technology marker is advanced one box further. The same occurs when a Naval marker reaches a Naval Mobile Marker. EXAMPLE of Technology Actions C. Procedure for Technology actions: C.1. Each player can only invest in one type of technology per turn (either Naval or Land). C.2. Simultaneously, each player that invested in technology rolls 1d10, adds modifiers and moves the indicated boxes. Bonuses for MNUs always apply, even if the province is looted, in revolt or enemy-occupied. C.3. Once all players have resolved their technology operations, the Mobile Markers that have been reached are dropped to the box in front of the next technology marker of the same type (land or naval). C.4. Check on the Game Turn Track whether minor country markers move this turn. An “L” is for Latins, an “M” for Muslims, an “O” for Orthodox, and a “C” for China. If the indicated letter is present, move both markers (land and naval) 1 box. C.5. Check if a minor marker is 6 or more boxes below the corresponding marker (land or naval) of any Major Power linked to the group. If this is the case, advance the minor marker so that the distance is 5 boxes (however, if a mobile marker is reached in this way, the minor marker will move 1 box further). C.6. Check if the current Game Turn is greater than the available turn of Mobile Markers. If this is the case, drop the mobile marker a number of boxes equal to the difference, but stop in front of the next technology marker of the same type (naval or land). Mobile Markers: REN (6), Tercios (18), GLN (17) On Turn 7, the Tech markers are placed as follows: Countries: England (L12, N14), Portugal (L12, N16), Turkey (L13, N12), Orthodox (L5, N5), Muslim (L8, N7), China ( L1) The players simultaneously write down their investments in Technology, reveal them, and solve them in this way: Portugal: Strong Investment (100 D$) in Naval. Roll of 5, +4 (Monarch’s MIL) +3 (investment) +1 (Instrument MNU). The total of 13 gives an advancement of 1 box. Turkey: Medium Investment (50D$) in Land. Roll of 8, +8 (Monarch’s MIL) +1 (investment) +2 (Metal MNU). The total of 19 gives an advancement of 3 boxes. The Turkish land marker advances to box 16. The Portuguese naval marker goes to box 17. As it reaches the naval marker GLN, (which has become available in this very turn) Portugal gets that technology and its marker advances one box further to 18. The Mobile Marker is placed in front of the next naval marker (England), in box 15. As it is indicated in the Turn Track, the Orthodox group advances 1 box both markers, to 6. In doing so, these minors reach the REN Mobile Marker, and thus the land marker advances further to box 7. The REN marker drops in front of the next marker (China), in box 2. D. A Technology marker cannot reach a mobile marker of the same type (naval or land) that is not available (according to the Turn number indicated in the mobile marker). The technology marker stops its advance just in front of the mobile marker. III.9.3. Logistics Major Powers maintain and purchase forces as indicated in the Basic Rules, with the following additions. E. A Major Power whose technology marker is 6 boxes below the corresponding (land or naval) group marker it is linked to, gets a bonus of +1 on the roll to improve that technology. The bonus is +2 for a distance of 7 boxes, +3 for 8 boxes, etc. A. Privateers A.1. Major Powers may maintain and purchase privateers. These units are used to attack the enemy’s trade fleets and loot provinces. When purchased, privateers are placed in a port. If purchased outside a National province, the cost doubles. They cannot be purchased in a TP. A.2. After Logistics, a Major Power can only have 1 privateer unit, unless an Admiral with the privateer symbol is in play. In this case, the limit is the countermix. A.3. During Logistics, 2 side (-) privateers stacked together may be exchanged for 1 side (+) unit. A privateer (-) may also be upgraded to (+) by paying the cost of a side (-) unit. F. Special technology variations. F.1. At start of Turn 29, Sweden gets the Land Technology Baroque. Consider that Sweden is located 1 box further, but the mobile marker does not drop at all. Once the Latin marker reaches this box, Sweden is reincorporated into the group. F.2. In turn 31 and after Technology has been resolved, Latins reach the Baroque mobile marker (if they didn’t do already). F.3. At start of Turn 51, Prussia gets the Land Technology Lace. Proceed as in F.1. above. F.4. In turn 52, and after Technology has been resolved, Latins reach the Lace mobile marker (if they didn’t do already). B. Minor countries. B.1. Minors maintain forces as indicated in II.2.2.A.4. Note, however, that Vassals do not maintain LDs in excess of the Basic Forces. The controlling Major Power may pay the maintenance of excess forces, even if it is not itself at war. B.2. Minors activated in MA or EC do not roll for reinforcements. If, after activation, the diplomatic control has increased, they do not change their involvement in war, but another activation “test” may be made in later turns to see if they increase their involvement. B.3. Each Major Power may roll reinforcements for the following minors under its control: G. There is no mobile marker for Tercios. Make one of your own, and place it in the corresponding box. It functions like other mobile markers, but affects only Spain. Other countries ignore it for all purposes. G.1. Spain will have to stop in front of it, if Tercios is not available in the current turn, but other markers do not have to stop. G.2. On the other hand, if Spain reaches this mobile marker, its technology advances 1 box further, but other markers do not get this bonus. 34 Europa Universalis Alternative Rulebook Advanced Rules counters may be placed in the capital province, and 1 in each other provinces. -. All that are fighting alone, plus -. All that were activated by an Event, as indicated in the description, plus -. Habsburg, plus -. Poland, when a named Polish king is in play (e.g. Sobiesky), plus -. Al-Djazair, when Barberus is in play, plus -. 2 other minors, at the choice of the player. Rolling for Reinforcements is never mandatory, unless an Event indicates otherwise. III.9.5. Exceptional Taxes A. Players can raise Exceptional Taxes during any turn, provided their Stab is not at –3. It costs nothing to try, but a player may actually lose money when trying to raise the taxes. B. A player loses 1 Stab level when raising Exceptional Taxes, unless a National province is enemy-occupied (something that will occur often during a Civil War). B.4. The controlling player decides which attitude will follow each minor (Offensive, Defensive, or Naval), and rolls in the corresponding column of the Reinforcements Table. A Naval attitude can only be chosen if the minor has naval units available. During the Military Phase, the minor is restricted as follows: C. Roll 1d10, and add: -. The Monarch’s ADM, plus -. 3xStab level (may be negative) (Line 40) The result multiplied by 10 is the amount obtained. If it is negative, the player must pay or suffer bankruptcy. This money becomes available only at the start of the Military Phase. Offensive: minor land forces must make at least 1 attack against enemy provinces during Rounds 1 or 2, if it is possible to reach them. The minor is not forced to position its forces during Round 1, in order to attack in Round 2. If an attack cannot be made, nothing happens. III.9.6. Improvement of FTI/DTI Only one investment per turn is allowed (either FTI or DTI, not both). If successful, the level of the index raises by 1. Defensive: the minor cannot move land forces outside its politically owned provinces (even by interception). It cannot blockade ports not located in such provinces. Note the minor may try to recover enemy-occupied provinces, or engage in naval combat in any sea. III.9.7. Trade Fleets A. For each successful action, raise the fleet levels by 1. If there was none, place a new counter (the maximum fleets for each player are those of the countermix). It is possible to do many actions in one Trade Zone, but the maximum levels are 6. Naval: During Round 1 or 2, minor naval forces must do at least 1 of the following actions: activate a naval combat, or blockade an enemy port, or transport land units into enemy territory. A minor that does not roll for reinforcements, or rolls in more than one attitude (allowed in some Events), has no restrictions. B. All players may place trade fleets in all European Trade Zones, except the Caspian Sea. To place trade fleets in the Caspian Sea, a player must have discovered this sea, and have a port touching it (a port of a vassal is enough). B.5. When calculating the income modifier for reinforcements, exclude looted provinces, but include trade fleets, Trade Centers, Col/TP and any other income indicated in the Annexes. C. To place a trade fleet in a Trade Zone in RoW, a player must fulfil the following requisites: -. Have discovered a path of adjacent seas from an European Sea to one sea part of the Zone, AND -. There is a port touching the Zone (belonging to anyone, even Natives), AND -. Either have a Col/TP touching the Zone, or have discovered all seas part of the Zone, or have obtained permission from a player that has a Col/TP touching the Zone. Once granted, this permission cannot be revocated. C. Purchases in RoW C.1. Players may build up to 10 inf in each Col that has less than 6 levels. At Col with 6 levels, there is no restriction. C.2. Naval units may be purchased at a coastal Col, but they count double for the Turn Limits. C.3. Note all of these purchases cost double, as they are made outside the regular building provinces. C.4. Any Fortress level may be placed on a Col. The maximum Fortress levels allowed on a TP are 1 less than the TP levels (but level 1 Fortresses may be placed on Level 1 TPs). Building Fortresses in RoW costs double. D. If, for any reason, a country loses the right to place trade fleets in a Zone, the existing levels remain in place, but they cannot be replaced if lost, nor new ones added. III.9.4. Manufactures III.9.8. Placement of Colonies and TPs A. Only 1 MNU investment is allowed per turn. The player chooses which type of MNU he/she wants to develop. If successful, a new marker is placed, or an existing one is flipped to the “2” side. A. For each successful action, raise the Col/TP levels by 1. If there was none, place a new counter (the maximum counters for each player are indicated in the Player Aides). It is possible to do many actions in one province, but the maximum levels are 6. B. MNUs may be placed in any owned European Province, without revolt or enemy units. Up to 3 MNU B. Restrictions to place new Col/TP: -. The province must have been discovered. 35 Europa Universalis Alternative Rulebook Advanced Rules competition actions succeed than the number of existing levels. -. No foreign counters may be in the province (even leaders alone and counters of an ally prevent the placement of Col/TPs). -. The player must be able to trace a path of discovered provinces and seas from the province to the European Map. These provinces do not need to be friendly, however. -. The first colony that a country places in an Area must be in a coastal province, if there is one empty. This restriction does not apply to TPs, nor to Areas without empty coastal provinces. A colony of another country does not lift this requisite. If the coastal colony is lost, already existing inland colonies are not affected and may receive new levels. But if a new colony is placed in the Area, it must be in a coastal province, if possible. -. To place a Colony, the player must control the printed fortress of the province (if any). To place a TP, it si enough that the fortress is not controlled by a Major Power. F. To solve competitions against Minor countries, use the following values for both FTI and DTI -. 3 for Genoa, Sweden, Netherlands, Venice and Portugal, unless they had a higher level when the player transferred to another Major Power. -. 2 for all others However, vassals and annexed Portugal use values of the controlling Major Power. III.9.10. Mandatory Competition A. Mandatory competition occurs in the following cases: -. 2 or more side (+) trade fleets are present in the same Trade Zone. Competition affects the side (+) fleets, and will continue until only 1 (or none) remains at (+) side. -. A trade fleet with 6 levels is present in a Trade Zone with other fleets, either (+) or (-). Competition affects everybody in the Zone, and will continue until the 6level fleet loses 1 level, or all other fleets disappear (or both). -. 2 or more side (+) Col/TP are in the same Area, and there is no agreement on how to distribute exotic resources. Competition affects the side (+) Col/TP, and will continue until only 1 (or none) remains at (+) side, or the resources may be distributed without conflict. -. 2 or more players succeeded in placing Col/TP levels in the same empty province. If a player placed both Col and TP, he/she must decide which one to keep, before starting the Competition. Competition affects the new Col/TP, and will continue until only one player (or none) has levels. B.1. To place Col/TP in a coastal province of Asia, an adjacent sea must have been discovered. C. A player may substitute an existing TP for a Colony (or vice versa) if the administrative action is successful. However, all existing levels are lost. A player may also try both a TP action and a colony action in the same province. If both succeed, the player chooses which one to place. D. A Col/TP counter may be voluntarily eliminated only to substitute it as in C above, or when not enough counters are available to place new ones. E. A Col/TP in revolt or enemy-occupied cannot receive new levels, nor can it be eliminated to use the counter elsewhere. B. Mandatory competition is free, no investment is allowed, and does not count against turn limits. F. If several players succeed in placing a new Col/TP in an empty province, decide which one will prevail by mandatory competitions, until only one (or none) remains. C. Each affected country rolls 1d10 in the Administrative Actions Table, as if doing a voluntary competition. However, if an “F” is obtained, the country loses 1 level. If an “S” is obtained, the country keeps its levels. This is repeated until the cause for the mandatory competition disappears. III.9.9. Voluntary Competition A. Competitions are aimed at specific trade fleets or TPs of other countries. For each action than succeeds, the target fleet or TP loses 1 level. If it reaches zero levels, remove the counter. III.9.11. Recovery of lost levels A. Players that lost trade fleet levels due to privateer or pirate activity, recover them at the rate of 2 per fleet action (not necessarily in the same Trade Zone). The actions are free and automatically successful, but they count against the turn limits. If a trade fleet is restored to its former level by other means, this type of action is not allowed. B. The target player may try to defend with a medium or strong investment. Minor countries always defend with a medium investment (including Dutch fleets before the Dutch Revolt), except vassals and annexed Portugal, whose defensive actions are paid by the controlling Major Power. B. Minor countries that lost levels due to voluntary competition, pirates or privateers, recover 1 level per trade fleet, per turn, until the fleet is restored to its status in 1492. B.1. Fleet levels lost due to Mandatory Competition are never recovered. B.2. TP levels are never recovered. B.3. Vassals (and annexed Portugal) never recover levels. The controlling Major Power may restore levels lost due to pirates or privateers, spending its own fleet actions, as in A above. C. To target a trade fleet, the player must have a trade fleet in the same Trade Zone at start of the Administrative Phase (owned or from a vassal, or from annexed Portugal for Spain). D. To target a TP, the player must have a TP in the same Area at start of the Administrative Phase (owned or from a vassal, or from annexed Portugal for Spain). E. Only levels existing at the start of the Administrative Phase may be affected by voluntary competition. Newly placed levels are never affected, even if more 36 Europa Universalis Alternative Rulebook Advanced Rules EXAMPLE of Administrative Actions The gold may be intercepted by enemy land units when moving. If the intercepting stack wins the combat, it captures all the gold. The capturing player must immediately move it to a Colony within 12 MP (as indicated above), or the gold is lost. In Turn 7, Sebastian plays Portugal. During the Administrative Phase his expenditures are as follows: -. 60 D$ in 2 Basic Col Actions on the existing Colony in Cape Verde Area. According to a specific Scenario Rule, the Portuguese FTI is 5 for actions in RoW, and with the Area Difficulty of 3 Sebastian rolls a 3 and a 6 on the “+2” Column. The results are modified by +2 for already having a Col in the province. Thus, he gets a success and a ½ success. A new roll of 4, under the FTI, means the ½ becomes a full success. The Col gains 2 new levels. B. Naval transportation: once the gold has reached a port, it may be embarked in naval units, even in the same round, and moved through the seas (see II.8.1. for transport capacity). TPs cannot be used to load gold onto ships. Spain has the special counter Flota de Oro. It has unlimited capacity, but can only transport gold. It functions exactly like convoys (see III.10.2.), with a number of ships equal to the D$ transported. -. 10 D$ in a voluntary competition against Dutch trade fleet in the Irish STZ. Dutch FTI is 3 and it defends with a Medium Investment. Sebastian rolls a 2 under Column “-1”, modified by –3 for the presence of other fleets. The result is a failure. If naval units transporting gold lose a combat, the winner gets a percentage of the gold equal to the Pursuit result, and the loser gets the remaining gold he/she may still carry. The rest is lost. To credit the money captured, the naval units have to return to a National port. During this turn, the Dutch trade fleet in Irish STZ has reached 6 levels, thus forcing a Mandatory Competition against the other 4 fleets. Each player rolls against the Dutch FTI of 3, and the Dutch against the highest opposing FTI (3): Note that if the Flota de Oro is attacked alone, all the gold is captured (see III.10.2.C). Portugal rolls 9 on Column “0”, modified by –3 for the presence of other fleets, and gets a ½ success. With another roll of 2, the player passes the test and keeps his trade levels. C. Transportation through trade fleets: during the Redeployment Phase, trade fleets may send gold accumulated in ports touching the Trade Zone to the player’s TR. This gold, however, may be seized by privateers operating in the Trade Zone. England, France and Spain fail the test and lose each one a fleet level. Holland rolls 5 on Column “0” modified by –3. The result of Failure means it loses 1 level. As the fleet is now under 6 levels, no more rounds of mandatory competition are needed. D. Alternatively, gold may be accumulated in a Colony or European province from turn to turn (a TP is not valid). The gold itself cannot shelter inside a fortress, but it can only be captured during the Redeployment Phase. III.10. MILITARY PHASE III.10.2. Convoys The Military Phase is conducted in the same way as in the Basic Rules. There are specific rules for handling convoys, privateers, militias, revolts, Pashas, natives, exploration of unknown seas and provinces, the transportation of gold and Major Battles. A. Convoys are moved during the Military Phase, requiring at least a Passive Campaign (10D$). They suffer sea attrition, but the percentage is applied (and rounded up) separately from the other ships (galleys, warships and transports). (Line 41) Treasure at Start of Military Phase is 35+36+37+38+39+40. B. Convoys do not count for stacking. An admiral may stack with a convoy, but it counts as nothing for hierarchy purposes. (Line 42) Once the Military Phase is over, record all the Campaign expenses. C. If a convoy is attacked alone, the attacker immediately captures all the ships. If the convoy is escorted by other naval units and the attacker wins the battle he/she captures a percentage of the surviving convoy ships, equal to that obtained in the Pursuit roll. To credit the money captured, the naval units have to return to a National port. III.10.1. Transportation of Gold The gold produced in RoW mines is not included directly in the player’s income. Instead, it must be sent to a friendly National province during either the Military Phase, or the Redeployment Phase (or both). Alternatively, gold may be accumulated in a Colony or European province from turn to turn. D.1. In order to blockade the Smyrna convoy at its starting port, a country must be at war with both Turkey and the convoy owner. Turkey must let the convoy to leave the port, even if at war with the owner, but may immediately intercept it at sea. D.2. The owner of the convoy cannot move naval units or leaders into the starting port to help the convoy, unless Turkey gives the right of passage, or they are active allies. D.3. These rules apply also with the Mameluks, when they control the Grand Orient Center. A. Land transportation: the gold moves from the producing colony, to another friendly colony or European province within 12 MPs (TPs are not enough). During the same round, the gold may pass through several colonies and European provinces, with unlimited MPs, but the distance from one to the next cannot exceed 12 MP. The gold does not suffer land attrition. Land units may escort the gold. 37 Europa Universalis Alternative Rulebook Advanced Rules A. Pashas are both a General and a military unit. For each force point, they have 5 inf and 5 cav (all csc). They can be used to absorb losses up to their strength, but if they take at least 1 loss, they are killed and removed from play. For other game purposes, each pasha is equivalent to a LD, regardless of its force points (note some pashas have 0 strength). A.1. Each Pasha inf sp never has a firepower greater than 0.5, and each Pasha cav sp has always firepower of 0 and shockpower of 1, regardless of technology. A.2. Pashas have only 5 MP with good weather, and 2 MP with bad weather. They can enter only European provinces. They cannot be transported by sea (al– though they may be relocated to overseas European provinces). They can neither attack nor start sieges when not accompanied with regular troops. III.10.3. Privateers and Pirates A. Privateers/pirates may enter seas and coastal provinces (except those unknown), but cannot move directly from a province to another province; they must first enter a sea. They do no count for stacking, never suffer attrition, do not trigger Native attacks, cannot explore, nor intercept nor be intercepted, nor siege nor be besieged, nor blockade, but may be blockaded. They cannot engage in naval combat except when trying to escape or force a blockade. B. An Admiral with the privateer symbol may command a stack of privateers. If engaged in land combat with the privateers, the Admiral values are halved, and its rank becomes “Z” (but when deciding between admirals, use the normal rank). However, in no case the Admiral may have the command when a friendly land unit (detachment, army or colony militia) is in the province; draw a replacement leader if necessary. B. Up to 2 Pashas may stack in a province, in addition to regular stacking limits. If a Pasha is present, the whole stack is considered conscript, even if vet sp are a majority. As Pashas are Generals, hierarchy rules must be respected with them (see II.3.2) in conjunction with the other Turkish Generals, but the Pasha inherent force is never counted for hierarchy. The Turkish player is not forced to conduct a campaign to relocate forces due to hierarchy constraints. C. A passive campaign is necessary to move privateers across the map. To enter an enemy province, or to attack trade fleets, or to force a blockade, a simple campaign is needed. D. In order to attack trade fleets, privateers are moved into the Trade Zone, when they reach a sea part of the Zone. They must be placed in a specific Zone, even if several overlap. If the privateer is still present during the Redeployment Phase, it can attack the trade fleets, provided they are at war with the owner. Privateers may also loot an enemy province, if they are still present during the Redeployment Phase. C. Pashas are neither purchased nor maintained. At the end of a Peace Phase in which Turkey is at peace, the Turkish player relocates its Pashas, following these restrictions: only 1 Pasha is allowed in each province, but none in Thrace nor in provinces in Revolt, and a Pasha cannot be adjacent to another Pasha. If there is room for more Pashas, the player randomly draws those needed and places them on map. If there are Pashas in excess, the Turkish player decides which ones are removed from the game. E. In case of combat, a side (+) privateer/pirate counts as 2 warships, or 5 vet inf. A side (-) privateer/pirate counts as 1 warship, or 2 vet inf. If the privateer/pirate loses 1 warship, it suffers a step reduction (from (+) to (-), and from (-) to eliminated). Similarly, for every 2 inf lost, it suffers a step reduction. During peacetime, Pashas may be moved, but the above restriction must be respected at the end of the movement. If as a result of a Revolt, a Pasha has to leave a province and cannot fulfil the above restriction, it is removed from play. If Pirates/Privateers Retreat after a Land Combat, they must do so to an adjacent Sea (without attrition). Pirates are returned to the STZ. D. Pashas reduce the Turkish land income as indicated by the red figure. During the Income Phase, sum up the cost of all in-game Pashas and note it in Line 11 of the Income sheet. F. Naval units present at any sea part of a Trade Zone may attack privateers/pirates operating in it, at the end of the player’s round, provided they are at war. At least a Passive Campaign is needed to do this. Roll 1d10 and consult the Success Table. If successful, the privateer/pirate loses 1 step. If an admiral is left without privateers, it is not affected, and can remain at sea. E. Corruption of Pashas. Check for Pasha corruption at these points: -. When indicated by Events. -. When Turkish Stab drops from positive (or zero) to negative. -. During Logistics, when at Peace, Turkey maintains Land forces in excess of Basic Forces. -. During Administrative Phase, when Turkey raises War Taxes, or increases FTI/DTI/MNUs above Period Limits (roll only once, even if Turkey does all of these things). -. Each time Turkey suffers Bankruptcy. Only one stack per player, per Trade Zone, per round, may attack the privateers/pirates, and this stack can only attack 1 privateer/pirate unit per round. The same privateer unit can only be attacked once per Round, but a pirate may be attacked by every player. III.10.4. Pashas Roll 1d10 to determine the number of Pashas affected, and another 1d10 in the Revolt Table to determine the country that chooses the Pashas (may be Turkey itself). Pasha units represent the feudal armies levied by Turkish provincial governors. Flip the selected Pashas to show the corrupted side (with more cost, or less force, or both). Only non- 38 Europa Universalis Alternative Rulebook Advanced Rules these sp in inf and cav is indicated in the Annexes, under the headings Aden, Africa, America, Asia, China, Hyderabad, Japan, Mogol, Mysore, Nefud, Ohio, Oman, Persia (for the province of Ormuz), Siberia, Sibir and Sudan. corrupted pashas may be chosen, but those which show no difference between sides may be always selected for “nominal” corruption. F. Dimissal of Pashas. When at Peace, Turkey may remove 1 Pasha during the Redeployment Phase and randomly draw another. 1 Stab level is lost. Additional Pashas may be dismissed in the same Redeployment Phase, at the cost of 1 Stab level for every 2 Pashas removed (rounding up). B. Natives react against Europeans in four ways: B.1. As indicated by Events or Special rules. B.2. A Major Power declares war to Natives. One DoW is needed for each Area (which will cost Stab and VP, depending on the CB used against them). When the player moves land forces into the province and declares an attack during the Combat Phase, the Natives of the province will activate (Natives in other provinces remain peaceful until attacked). Wars with Natives end after the Redeployment Phase, if the concerned player wishes, but no Stab is gained for this peace Note that if the player DoWs a country with both regular forces and Natives (like Ohio), those will be deployed in the usual way. Dismissal is not allowed when at war, or when Stab is at –3. Also, additional Pashas cannot be removed if the Stab has already reached –3. III.10.5. Militias A. Colonies have intrinsic militias that join a fight if there is combat in the province. They are not represented by counters, and do not trigger Native attacks. Their force is as follows: Col (-): 5 inf csc Col (+): 10 inf csc Exception: French militias are vet. B.3. Natives reaction to military presence. At the end of a Military Round (after all players have moved), roll1d10 for each province with land units (not counting those of Natives of the same Area). If the result is less than the Tolerance of the Area (3rd number), Natives react as if attacked by the player, and a combat is immediately solved (in Initiative order). Note that fortresses, leaders or naval units cannot trigger this attack by themselves, and that Natives in Areas with Tolerance of 1 or “-” won’t react to military presence. B. Sp lost by militias are recovered at start of next turn, provided no enemy unit occupies the colony. Militias that break morale are destroyed if the enemy remains on the colony after combat. C. Militias enter combat at the owner’s choice. However, if the enemy remains in the colony after the combat, and the militias didn’t take part in it, they are considered destroyed. III.10.6. Revolts B.4. Failure of a Colonisation or TP placement attempt, with a “*” result. Immediately solve an attack in the Natives Attacks Table in that province, unless the number of Natives is zero. However, Natives remain peaceful for the rest of the turn. Note that if neither Col/TP nor land forces are present, the attack wouldn’t have any effect. A. To destroy a revolt, a player has to send land units into the province, maintain them until after the Siege Phase, and roll on the Success Table. A leader alone cannot attempt suppression, but a Pasha may do that (each Pasha counts as 1 LD). Only one Suppression test is allowed in each province, per round. C. Natives cannot leave their province and do not need supply. If the Natives do not own an unbesieged fortress inside the province and have to retreat, they deactivate and won’t react to military presence for the rest of the turn (but aren’t killed, and do not roll for attrition). They may still be attacked if a player DoWed them. If the Natives have such a fortress, they retreat inside. B. If the test is successful, a Revolt (+) is turned on the (-) side, and a Revolt (-) is removed. Any revolt General which is left without revolts, while not being inside a fortress, is killed. C. As the revolted province is unfriendly, the player needs a Simple Campaign to enter it, but once there, it may attempt suppression in the following rounds with a Passive Campaign. D. Leaders captured by Natives are killed. D. Only land units and leaders of the affected country may attempt the suppresion of revolts, with these two exceptions: -. The Emperor may use the HRE units (if available). -. A Major Power may use its units to suppress revolts inside a Vassal minor (but the reverse is not allowed). E. Just before land combat with Natives (but not in an assault during a siege), a Conquistador (or an Explorer in coastal provinces) may use the Conquistador Table to reduce the Natives strength and have some of them defect to his side, in the following Zones: -. America, except Areas Ohio and Amazonia. -. Siberia, but only by Russian and Turkish Conquistadors. -. Specific zones of Asia, only by Special Leaders (see IV.1.5). III.10.7. Natives Natives are forces hostile to Europeans in the RoW. They are different from the regular forces deployed by RoW minors, like Ohio, Mysore or Aden, even though they also have ‘Natives’. E.1. Natives that defect will count for stacking purposes (and technology) on the side of the Conquistador, and thus excess units have to be destroyed before the combat. A Conquistador may A. The Native strength of an Area applies to each and every province inside the Area. The distribution of 39 Europa Universalis Alternative Rulebook Advanced Rules Each Campaign indicates which seas and provinces in the RoW are known to each player. All the European map is known to all countries, with the possible exception of the Caspian Sea. reject some or all defecting Natives (treat them as killed). Defecting natives will remain in play (but remember they cannot leave the province) until the end of the turn, when they are destroyed. If they are forced to retreat and no fortress or Col/TP is available inside the province, they are destroyed. A. To discover seas, Explorers and naval units are used, either combined or alone. To discover provinces, Conquistadors and land units are used, also combined or alone. A.1. Minor countries and Natives NEVER explore, nor transfer their own discoveries, nor can enter provinces or seas unknown to them. A.2. Explorers may act as Conquistadors in a coastal province, but have the values halved (rounding up). However, if the Explorer has to do a survival test, use his unmodified Move value. A.3. Generals, Admirals, Conquistadors and land units cannot enter unknown seas. Generals and Admirals cannot enter unknown provinces. Naval units can neither enter nor blockade a port located in an unknown province. Explorers can enter (and try to discover) unknown coastal provinces, but not noncoastal unknown provinces. F. Natives regain full strength at start of each Turn. EXCEPTION: Natives of Siberia and America (except Ohio and Amazonia) in provinces in which they have been completely destroyed (if at least one sp survived, they are restored to full strength). Keep track of provinces without Natives. G. When at least half of the provinces of an Area are without Natives at start of a Turn, the whole Area becomes subjugated and all Natives are destroyed. Note this may only occur in America (except Ohio and Amazonia) and Siberia. Provinces whose Natives have been destroyed reduce the Difficulty value by 2, and the Tolerance value is set to 1. EXCEPTION: the Tolerance remains as printed in Area Sibir against Christian countries. H. To subjugate Areas Azteca and Inca (in the way indicated in G above), the fortresses of Tenochtitlan and Cuzco (respectively) must have been conquered by an European country. Once the fortress is conquered, Native strength is reduced to 30 (instead of 300) for each province in the Area. B. To explore, a player moves a stack into the unknown sea or province, spending the necessary Movement Points. A stack can only explore one sea, or one province, in the same Round, unless it is led by an Explorer (for seas) or a Conquistador (for provinces, and also an Explorer for coastal provinces). B.1. Once a stack has entered an unknown sea or province, it cannot return to known territory this Round. B.2. The exploring stack does not roll for attrition. Instead, it rolls on the Discovery Table, which will indicate whether the exploration was successful or not, the attrition losses, and whether the Explorers/Conquistadors present have to do a survival test. If it is the case, all leaders have to do the test, even if they are not in command. I. Armies of RoW Empires. I.1. When a combat occurs with Natives of the countries China, Mogul and Japan, but such countries are not at war, roll 1d10. On a result of 3 or more, the respective army joins the fight. The content of these armies is indicated on the Annexes. Intervention is automatic in the provinces containing the cities Peking, Delhi and Kyoto. All leaders must do a survival test when exploring without military units, if the Discovery Table indicates an attrition percentage of 30% or more. Once the fight (and any possible retreat) is over, remove the army from the map (unless besieged), but keep track of its remaining strength, for possible intervention in the next Round. B.3. If the Exploration is a Failure, the stack must Retreat. B.4. In the same Round, an Explorer may try to discover one or more seas, and if successful, disembark to discover one (and only one) coastal province. Note the Explorer has to disembark alone, as land troops could not have entered the unknown seas. I.2. The army cannot effectively join a fight more than once per round. Do not test it if it has already fought this round. It cannot intervene if it is besieged. The army does not need supply to intervene, but if unable to retreat after the combat, it is destroyed. I.3. At start of each Turn, the army regains full strength and is no longer besieged (if it was at the end of the previous Turn). I.4. If the country is at war, the army is deployed, and moves, fights and checks for supply regularly. C. The discovery must be reported to have any effect. On subsequent Rounds (or the Redeployment Phase), at least one sp or leader that took part in the discovery has to reach a friendly Col/TP or European province. The reporting stack must end its movement in such Col/TP or province, and any leader used to modify the attrition roll of this movement, must also end his movement there. If all the discoverers are killed (whether doing the discovery or when reporting it), the discovery is lost. C.1. Once a discoverer reaches a valid province to report the discovery, knowledge of the province or sea immediately spreads to all units of the player (but not his/her allies), which may enter it even in the same Round. C.2. Before the reporting, stacks cannot transfer knowledge to other stacks. EXCEPTION: a stack in a J. Fortress and Ports in RoW J.1. A printed fortress may coexist in the same province with a TP belonging to a different country. However, after combat, if a land stack retreats into the printed fortress, the enemy cannot Retreat into the TP, even if the TP has a fortress. J.2. A TP in a coastal province replaces any printed port in such province. III.10.8. Exploration 40 Europa Universalis Alternative Rulebook Advanced Rules A. First, remove Pillage (-) markers, and flip (+) markers to side (-). Next, place a Pillage (+) marker in each province looted. coastal province may transfer knowledge of all its discoveries (whether coastal or inland) to a naval stack on an adjacent sea (but not to units being transported by the naval stack, nor even to Explorers), which in turn may return to a friendly port to report the discovery. B. The player looting gets the income of the looted province, plus all the accumulated gold (which must be immediately forwarded to a Colony or European Province, as in III.10.1.) For Col/TPs, this income is the standard, excluding exotic resources. Minors may loot, but the controlling Major Power gets only the looting income of its vassals. An already looted province may be looted again to keep it devastated, but that gives no income. EXAMPLE of Discovery Columbus, 1492 Phil plays Spain, which on Turn 1 has naval technology CAR. Phil has in Cadiz one ND with 3n and Exp Columbus (6.1.1). During the first round, this stack moves to Bay of Biscay, Sea of Canarias, Palma, Southern Atlantic Ocean, Winward Islands and Sea of Puerto Rico. C. A privateer looting gets double income, plus the accumulated gold. D. As long as a Pillage marker remains in a province, no land or Col/TP income is received. MNUs do not give income, but a looted province is not excluded from the variable income of other MNUs. Looting does not affect neither Centers of Trade nor exotic resources. As the stack has explored 3 unknown seas, the discovery roll of 5 is modified by –3 (-6 for Columbus move, +2 for extra seas and +1 for CAR tech), for a total of 2. A success with 10% of losses (1 warship). Columbus immediately disembarks on Haiti Eastern province. Phil checks again for discovery, but this time using only half of the explorer move rating (3). A roll of 7 is modified to 4. Another success, but Columbus must test for survival, using his umodified move rating. A roll of 5 determines that he survives. Note that the Naval stack also learns the discovery of the province. E. In addition to looting, an enemy TP may be destroyed if an LD or army occupies it during the Redeployment Phase. Colonies cannot be destroyed in this way. III.11.2. Pirate and Privateer attacks A. Pirates appear by event, and are placed in the indicated Trade Zone, where they remain until destroyed. They are active every turn. Privateers are bought and activated by players (and some minor countries). During the next round, Columbus embarks on the naval stack and returns to Spain, following the same path. Phil test for attrition under Column 7 (6 +1 for CAR tech), and rolls 7, modified by –6 for a total of 1. No losses. B. Pirate attacks are solved first, then privateer attacks, in order of initiative. Columbus then reaches Cadiz and remains there for the rest of the round. Now Spain has full knowledge of the 3 seas and the province discovered. C. Pirates attack everybody. Each country with trade fleets in the Trade Zone rolls on the Table and applies the result. III.10.9. Major Battles A. Major Powers that had forces on the winning side of a Major Battle gain 1 Stab (the mere presence of a leader is not enough, even if he is the commander). B. In the same way, Major Powers on the losing side of a Major Battle lose 1 Stab. C. Major Battles won or lost by minor countries do not affect the controlling player’s Stab. D. Privateers can only attack trade fleets belonging to countries they are at war with. Each player rolls only once for each Trade Zone in which he has privateers, and distributes the losses as he/she wishes. E. Each trade fleet destroyed by Privateers gives 2 D$. If the trade fleet was transporting gold, add 8 D$ for each level as captured gold (but these additions cannot exceed the total gold being transported). The privateer would have to return to an European or Colony port to drop the gold. III.11. REDEPLOYMENT PHASE The Redeployment Phase is played as in the Basic Game, with the addition of looting, Pirate/Privateer attacks, extension of revolts and collection of gold. (Line 43) Record all gains from Looting and Privateers. Vassals give the income to the controlling Major Power, but other minors don't do that. Pirates capture gold, but obviously nobody gets it. III.11.1. Looting and TP Destruction III.11.3. Natives Attacks Land units and Privateers (and Pirates following an event) can loot an enemy province or Col/TP (but a leader alone cannot), regardless of fortress control. Friendly, Neutral or revolted Provinces cannot be looted. During Civil Wars, a side cannot loot the other side provinces. Activated Natives that are still in play attack Col/TP and land units in their province. Roll 1d10 for each province and apply the result indicated in the Natives Attacks Table. III.11.4. Relocation of Land units and Return to Port Proceed as in the Basic Rules (II.15), except that Naval units return to port first, and Privateers second. 41 Europa Universalis Alternative Rulebook Advanced Rules -. DTI is reduced by one (but minimum is 1). -. 3 trade fleets on the player’s CTZ are eliminated, chosen at random (might be from other countries). -. Stab drops by 2 levels -. Next turn, during the Monarch Phase, the Monarch is automatically killed and the successor suffers a Dynastic Crisis. III.11.5. Collection of Gold (Line 44) Record all the gold that has reached Europe, plus gains from convoys. It may be used from now on. III.11.6. Extension of Revolts B. If half (rounded up) of the 1492 provinces of a Vassal are in revolt (with a Revolt marker or a fortress controlled by revolted units, but do not count provinces annexed by other countries), the Diplomatic counter drops to EW, unless the vassalisation was permanent (as indicated in an Event or a Special Rule). A. Players affected by revolts lose Stab as follows: -. 1 Stab level for each Revolt (+). -. 1 additional Stab level for all Revolt (-) The maximum loss of Stab from revolts is 3 levels. B. After adjusting Stab levels, Revolts proliferate: -. All Revolt (-) become (+) -. Unbesieged fortresses in revolt generate one Revolt (-) in their province, but only if no revolt marker (of any type) is present. -. All Revolt (+) generates a Revolt (-) in an adjacent province belonging to the victim country. If this is not possible (no adjacent province available or all already have 2 revolts), a revolt detachment is generated (or its content added to an existing revolt land unit), and the revolt takes immediate control of the fortress in the province. III.12.2. Stability Improvement A. Players may invest money to raise the Stab level. Roll 1d10 and consult the Administrative Table. If a Monarch has been killed in combat, still use his/her ADM rating. As indicated in the table, the roll is modified by –5 if an enemy army (not a detachment) is in a National province and the fortress is in enemy hands. This is applied even if such National province has been annexed by another country. Note that a previously revolt (-) that becomes (+) does not generate a revolt (-) in the same turn. B. If a Player is at –3 Stab when at war for two consecutive turns with the same enemy and in the same war, he/she must sue for peace. This is checked after the Stab improvement. B.1. Against a Major Power, the player must accept to make peace, if asked to, and accept the type of Peace (whether formal or informal). The enemies are not forced to offer peace, however. B.2. Against a minor country the player must roll for a Peace level that has a chance to be accepted, but never on his/her favour. C. When all provinces bordering all the seas attached to a particular Trade Zone are in revolt, place one Pirate (-) in the Trade Zone. For the RoW, count only those provinces with Col/TP. III.11.7. Return of Leaders A. Leaders captured or injured during the Redeployment Phase return to play now, even if injured for several Rounds. III.12.3. War Points B. A ransom of 100 D$ for captured Monarchs has to be paid to the captor. Minor countries pay for their monarchs and receive payment for those they capture, but the controlling player never gives nor gets the money, even from Vassals. B.1. If the ransom is not paid, the player suffers Bankruptcy, but the Monarch still returns. The player must have the required money just before the Peace Phase to avoid the effects of Bankruptcy, even if it comes from other ransoms. B.2. Other captured leaders return without the need of a ransom. A. When making a formal Peace, the concessions depend on the results of the war. Each side gets “war points” as follows: +2 for each Major Victory in battle +1 for each normal victory in battle B. From turn to turn, a side can keep an advantage of up to +4 war points. It is convenient to keep track of all battles fought, because a separate peace may occur in later turns. III.12. PEACE PHASE C. In addition, each side gets war points for conquered provinces (the fortress, if any, must be controlled), including Col/TP: During this Phase, players may try to raise the Stab levels and negotiate to end wars. Some Events may indicate special ways to end the wars they trigger. Wars that are carried to the next turn cause a loss in Stab. +3 for each capital province (red city). +2 for other provinces III.12.1. Execution of Monarchs D. The maximum advantage a side can have in war points is: a) +4 when making peace between Major Powers b) +10 when making peace with a minor country. A. If half (rounded up) of the National provinces of a player are in revolt (with a Revolt marker or a fortress controlled by revolted units, but do not count provinces annexed by other countries), the regime is overthrown. Apply the following effects: III.12.4. Peace with Minor Countries -. Remove all revolts and revolt units. -. Half (rounded down) of the Royal Treasure is lost. 42 Europa Universalis Alternative Rulebook Advanced Rules Before negotiating peace with a Major Power, a player may try to do peace with minors. The player selects the level of Peace, and rolls 1d10 with these modifiers: a) The Stab difference between the victor and the loser. In case of Allies, take the average (rounded down). If the loser has higher Stab, the difference is zero. +# the player’s War Points -# the minor country’s War Points -2 Separate Peace (don’t apply with a minor that DoWed by Event) -# the Nationality Modifier +/- # the Peace Level Modifier b) The War Points, which cannot be neither more than +4 (in favour of the victor), nor less than –4 (in favour of the loser). If the result is zero or negative, it is a White Peace. If the result 5 or more, it is an Unconditional Surrender. Nationality Modifier: -2 Persia, Mameluks, Russia, United States, China, Mogol, Japan, Sweden (before 1760), Prussia (after 1700), Venice, Poland, Austria/Habsburg -1 Sweden (after 1760), Portugal (before 1615) SPECIAL CASE: If a player has accepted to sign a formal peace as the loser, and half of his/her National provinces have been conquered (rounding up and counting even annexed provinces), including the capital, he/she suffers an Unconditional Surrender (Level 5), without the need of calculating the Peace Level. This does not apply to minor countries (see III.12.4 on how to force an Unconditional Surrender on a minor). Peace Level modifier: -2xLevel if it is in favour of the player +3xLevel if it is in favour of the minor. On a result of 6 or more, the minor accepts the Peace. Otherwise, war continues. EXCEPTION 1: a minor always accept a Peace of Level 5 in its favour, if it can annex 3 provinces adjacent to its territory, and it is not a separate Peace, and no Event prohibits such Peace. EXCEPTION 2: Habsburg, when associated to Spain, may accept any favourable Peace (at least Level 1), if the Spanish player wishes, and no Event prohibits such Peace. EXCEPTION 3: a minor always accept a Peace of Level 5 in favour of the player, if all its territories are conquered, including any Colonies (TP are not needed), and none of the occupied fortresses is besieged by friendly forces. B.4. The Levels and the terms they involve are as follows: Level 0 (White Peace) The war ends in a draw. No province is ceded, but the players may agree to exchange 1 province between them. Level 1 The victor receives 1 province of the loser’s choice. Level 2 The victor receives 1 province of his/her choice. Level 3 The victor receives 2 provinces, one of the loser’s choice, and one of the victor’s choice. A player can only attempt peace with the minors that occupy one of his/her provinces, or which have a province occupied by the player. However, the player may attempt peace with at least 1 minor per turn, even if no provinces are occupied. Level 4 The victor receives 3 provinces, one of the loser’s choice, and two of the victor’s choice. The victor has a bonus of +5 in diplomacy on one of the loser’s vassals, for the next turn only. The victor secretly chooses the vassal at the moment of signing the Peace. III.12.5. Peace between Major Powers Major Powers may sign two types of Peace, formal or informal. All players at war must agree with the type of Peace; otherwise Peace cannot be signed and war continues to the next turn. Level 5 (Unconditional Surrender) The victor receives 3 provinces, all of his/her choice. The victor has a bonus of +5 in diplomacy on one of the loser’s vassals, for the next turn only. The victor secretly chooses the vassal at the moment of signing the Peace. The loser cannot DoW the victor on the next turn, except with a CB given by an Event. A. Informal Peace This Peace sets things to the statu quo ante bellum. Provinces cannot change hands, no player wins the war, and nobody gets VPs. All CB remain. If the loser is a minor, the diplomatic marker drops to the Neutrals Box, and during the next turn, it can only be activated against the victor if an Event mentions such activation. B. Formal Peace B.1. All players at war must agree which side is the victor and which is the loser; otherwise Peace cannot be signed and war continues to the next turn. Players do not negotiate the Peace terms, but instead calculate the Peace Level to see how many provinces (if any) the victor may take on the loser. B.2. Once a Formal Peace is accepted, it cannot be refused even if later the player realises that the Level will be unfavourable. All Temporary CB are cancelled, but permanent CB are preserved. B.3. The Level of Peace ranges from 0 (White Peace) to 5 (Unconditional Surrender). To calculate it, sum up: III.12.6. Consequences of Peace A. All players gain 1 Stab level when concluding Peace with another player, but not when making Peace with a minor (EXCEPTION: when the minor DoWed the player by an Event). No more than 1 Stab level is gained per turn, even if a player concludes several Peaces with different players. 43 Europa Universalis Alternative Rulebook Advanced Rules G. If a winning Major Power refuses the return of one of its National Provinces, even if it has not been occupied, then that Province will no longer provide a Permanent CB vs the owner (as described in III.7.2.B.2), until the Major Power regains it. B. All activated minors whose controller makes peace, sign an informal peace, except those that DoWed by an Event. C. The maximum number of provinces a side may cede through a Peace are 3. A country may be forced to cede more than 3 provinces if it signs more than one Peace in a single turn. (Line 47) The Treasure at End of Peace Phase is 41+42+43+44+45+46. III.12.7. Separate Peace D. To select provinces, follow these guidelines: -. Capital provinces (with the city name printed in red) cannot be annexed, except by a Special Rule or an Event. -. The victor may choose to receive War Indemnities instead of provinces. The value is 50D$ for each province not annexed. -. All provinces must be selected between those conquered by the victor, unless the victor and the loser agree on ceding another, still not conquered province. -. If players on the same side do not agree on selecting a province, the other side chooses. If players on the other side do not agree, the Initiative player chooses it. -. For Peace terms purposes, 1 province = 1 Col = 1 TP (+) = 2 TP (-). -. If the loser selects a province from a minor when his/her own could have been selected, the diplomatic marker drops to the Neutrals box, and these provinces count as the player’s one for VP. These penalties do not apply if it is the winner that selects the province. A country may sign peace, even though its active allies are still warring. The “War Points” used are only those concerning the countries signing the peace, and will be ignored when the rest of the allies sign peace. A. Players that sign a separate Peace break their Alliances with the Active Allied Major Powers that are still at war, and thus lose 2 Stab. The betrayed Major Powers have a Temporary CB against him/her, for use only during the next DoW Phase. A player that is forced to sign peace for being at –3 Stab, is not considered as breaking the Alliance, and thus is not penalized. B. To sign a separate peace with a minor country, the player rolls the die and applies the modifiers listed in III.12.4. If successful, the minor cannot be activated next turn against him, except by an Event. D.1. Minor countries have preferences in the provinces they want to keep or annex: a) The former capital province (with the city name printed in red). b) The provinces owned in 1492. c) Provinces listed in the Annexes as possible annexations, and in the order they appear. d) Provinces adjacent to owned territory. e) Minors will never accept a Col or TP, if they don’t have spare counters to use. C. To sign a separate peace with a vassal, its capital must be occupied, unless the minor was activated in MA or EC (and later raised to VA status). EXAMPLE of Peace Peace of the Pyrennes, 1659 Phil plays Spain, which is at war with France (played by Louis) and England (played by Liz) since Turn 33. During the Peace Phase of Turn 34, Phil offers Louise to sign a separate peace, with Spain as the loser, and he accepts. D.2. Minors always want to annex provinces, instead of getting War Indemnities. But if the province offered is neither adjacent to its present territory (and will not become so by other annexations in the same Peace) nor a coastal province that may be reached with its own naval units, and is not in its preferences, the minor chooses Indemnities. D.3. A losing Minor always offers to return a National Province to the Major Power it belonged, even if that province has not been occupied. Spanish Stab is –3, and French is –1, so France gets 2 points for Stab difference. From Turn 33, Phil had 1 point on his favour. But on Turn 34 he has suffered a Major Defeat, and France is occupying Artois and Rousillon. The war points are then +3 for France. The Peace Level is thus 2 + 3 = 5, an Unconditional Surrender. France may choose three provinces, but as only two are occupied and Spain refuses to cede another not occupied, Louis gets indemnities instead. E. Indemnities are paid and received. If a player does not have enough Treasure to pay, he/she suffers Bankruptcy, and the other player receives only what was available in the Treasure. The money received from indemnities may be used to pay indemnities derived from a different war. As a result, France annexes Artois and Rousillon, gets 50D$ from Spain and reduces its Stab to –2 (+1 level for signing peace and –2 levels for breaking the alliance with England). Spain raises its Stab to –2. (Line 46) The net effect of Indemnities and Ransoms is recorded at the end of the Peace Phase. III.13. INTERPHASE F. Remove leaders and land and naval units of minors that become inactive as a result of Peace. Fortresses are kept on map. Land units and leaders in provinces that are foreign and neutral, must be relocated to the nearest Col/TP or unbesieged friendly fortress, without suffering attrition. Follow the Basic Rules for the Interphase, but after placing and removing leaders, resolve Inflation, Prosperity and Stability Adjustment in that order. III.13.1. Inflation 44 Europa Universalis Alternative Rulebook Advanced Rules The Gold counter placed on the Prices track indicates the percentage of inflation currently in effect. Inflation reduces the players’ treasures at the end of the turn, depending on how many gold has been repatriated this turn from the RoW. A. Roll 1d10: 1-6. No changes in Inflation rate. 7-10. Inflation marker moves to the right 1 box (if less than 100 D$ have been repatriated) or 2 boxes (if 100 or more D$ have been repatriated). (Line 48) Apply the resulting Inflation rate to Line 47. Players that repatriated gold apply the actual Inflation rate; other players apply the rate in the previous box (it might be the same rate). For all players, the minimum inflation rate is 5%, and the maximum 33%. (Line 49) The Treasure at end of Turn is 47-48. This figure is carried over to Line 1 of next Turn. B. The Inflation Rate may be reduced by the Economic Event Deflation. III.13.2. Prosperity There is no Prosperity check in the first two turns of a game. Players check the Gross Income (Line 29) for this and the two previous turns: -. If it has increased for two consecutive turns, the player raises his/her Stab 1 level. -. If it has decreased for two consecutive turns, the player drops his/her Stab 1 level. -. In any other case, the Stab level is unaffected. III.13.3. Stability Adjustment Stab of players at war (against a minor country or Major Power), no matter who declared war, is reduced as follows: -. If this is the first turn of this war: 1 level -. If this is the second turn: 2 levels -. If this is the third turn: 3 levels -. If this is the fourth turn or more: 4 levels. III.13.4. Victory Points. A. Each player calculates and records all the VP gained or lost during this turn, as indicated in Chapter V, and adds them to the accumulated score from previous turns. It is possible to be in negative VP. B. If this was the last turn of a Period, players reveal their Objectives and calculate the Period Objectives, adding them to their accumulated score. Before proceeding further, players have to secretly select Objectives for the next Period. C. If this was the last turn of the game, calculate the Final Game Victory Points, adding them to the accumulated score. The winner is the player with the highest score. 45 Europa Universalis Alternative Rulebook Advanced Rules IV. SPECIAL RULES A.3. If the nominated player is actually attacked, he/she has a CB against England, for the next turn only. These rules deal with specific situations when playing campaign games (and more rarely scenarios). They are not optional, but rather must be used with the Advanced Rules. B. Drake and Hawkins may be used as Explorers, but they count for turn limits on leaders only as Admirals. IV.1. SPECIAL LEADERS IV.1.1. Portuguese Dual Leaders IV.1.4. Henry IV, Wallenstein, Cromwell, Rupert, Akbar Portuguese Leaders Da Gama, Almeida and Albuquerque have two different sides on their counters: one is a Conquistador and the other either an Admiral or a General. A. Leaders Henry IV (France), Wallenstein (Habsburg) and Cromwell (England) only appear when the events War of Religion in France (5th time), The Thirty Years War and The English Civil War occur, respectively. Ignore the turns printed on the counters. Henry IV and Cromwell will last for 6 turns, including the time when they are rulers. Wallenstein is removed from game once the event is over. Note that Wallenstein is a Habsburg leader for all purposes. A. The Portuguese player may use them in either role (but not both roles at the same time), and may even change the role during a movement phase or a combat. B. They count on both roles for Turn Limits on leaders. IV.1.2. Other Dual Leaders B. The English leader Rupert enters and leaves the game as indicated on the counter, but if he is contemporary of the English Civil War event, he immediately joins the Royalist side. The Spanish leader Don Juan, the English leaders Blake, Monk and Rupert, the Venetian leaders Barbarigo/Bragadin, and the French leader Bussy, having two different sides on their counters are considered dual leaders. C. The Mogol General Akbar appears every turn in which the event Extension of Mogol Empire occurs, and is removed at the end of the turn. He is always stacked with the Mogol army. A. They can serve as Generals and/or Admirals, according to the turn numbers printed on both sides of the counter. It is possible that, for a few turns, only one role is available. In any case, they can have only one role in a round (no change within the same round), the controlling player choosing it when he/she becomes the phasing player. IV.1.5. Clive, Dupleix, Bussy, Coen. A. Conq Clive (England), Dupleix and Bussy (France) are the only leaders that may use the Conquistador Table in India. In addition, stacks they command in India do not trigger a Native Reaction. B. When the two roles are available, the leader counts on both for Turn Limits. B. Conq Coen (Netherlands) is the only leader that may use the Conquistador Table in the Areas Java, Sorebaja, Sumatra, Malaya and Borneo. In addition, stacks he commands in such Areas do not trigger a Native Reaction. C. Bragadin and Barbarigo are Venetian leaders sharing the same counter, and for game purposes are considered a single dual leader. If one of them dies, the counter is removed from play. IV.1.6. Eugene, Saxe. IV.1.3. English Sea Hounds These leaders may be attributed to France, Habsburg or a minor country (Savoy for Eugene, and Saxony for Saxe). The English Admirals Drake and Hawkins, and the Explorers Cavendish and Frobisher are the Sea Hounds. A. When these Generals appear, roll 1d10 and apply these modifiers: +4 French monarch has a nominal MIL (regardless of minority, crisis, events or ministers) of 7 or more. -4 French monarch has a nominal MIL (regardless of minority, crisis, events or ministers) of 5 or less. +1 Eugene -2 Saxe A. During the DoW Phase, England may declare that the Sea Hounds will attack one (and only one) player (including annexed Portugal in the case of Spain). This is not a DoW and does not cost Stab. A.1. During the Military and Redeployment Phases, the Sea Hounds (and privateers they lead) may attack and loot Col/TPs and Trade Fleets owned by the nominated player (and annexed Portugal in case of Spain). Col/TPs in revolt or enemy occupied cannot be attacked. A.2. The nominated player may defend, attack the privateers when they are occupying his/her Col/TP and hunt them on Trade Zones. B. Depending on the result, they are attributed to a specific country: 3 or less: France 4: Savoy / Saxony 5 or more: Habsburg 46 Europa Universalis Alternative Rulebook Special Rules IV.1.7. Guise, Hetman. IV.1.11. Arabs As indicated in their counters, these leaders enter and leave the game two times. Each time one of them enters, consider him a different personality. If he dies the first time, the second personality may still enter the game on the second date. Oman, Aden and Al-Djazair use the leader Arabs when they obtain an Admiral in the Reinforcement Table, if still available. However, this leader cannot be used during turns 20-26 (both included). IV.1.12. Kuprulu and Potemkine IV.1.8. Willem Nassau, Gustav Adolphus, Frederick II, Carl XII A. If the events Kuprulu / Potemkine occur before the leader is in the game, he immediately enters play and lasts as many turns as indicated in the event. He will never enter play again. If, for some reason, he dies before the scheduled time, the event ceases. A. These leaders are in fact Monarchs. When they enter play, they immediately substitute the current Monarch (even in the case of a Dutch player still subjugated to Spain). B. If the events Kuprulu / Potemkine didn’t take place when that leader enters play, it must be played during next turn (roll for one less Political Event). Do not roll for the duration of the event; it will last as long as the leader is alive. B. They start with adult age, never roll for Monarch survival, and die at start of the turn following their departure (but may be killed in combat earlier). The event Death of a Military Leader does not affect them; choose another leader. C. The event Death of a Military Leader does not affect neither Kuprulu nor Potemkine; choose another leader if possible. C. They have the following ratings: Willem Nassau (Netherlands): ADM: 7; DIP: 8; MIL: 8 Gustav Adolphus (Sweden): ADM: 9; DIP: 8; MIL: 9 Frederick II (Prussia): ADM: 9; DIP: 8; MIL: 9 Carl XII (Sweden): ADM: 5; DIP: 6; MIL: 9 IV.1.13. Souwarov This General may enter play from Turn 57 (instead of Turn 60, as indicated on the counter), when a Russian General dies or is injured in the course of a combat. Sowarov replaces this General, but is considered as having rank Z until turn 60. D. Dutch units stacked with Willem Nassau are considered vet. IV.1.9. York and Cumberland IV.1.14. The Knights Grand Master A.1. If the English Monarch dies when the Admiral York is in play, this leader becomes the king James II and cannot take the role of admiral again. A.2. As a Monarch, his values are: ADM: 6; DIP: 5; MIL: 5. Determine his reign length randomly, but reroll any result not being adult (however, a Dynastic Crisis or Fragile Health may still result). His military ratings as a General have to be determined in the usual way. A. The Knights have permanently the leader Grand Maitre. If he is injured, killed or captured, another Grand Master is elected and immediately substitutes the former. The death or capture of each Grand Master will count for VP, however. B. The Grand Master is a dual leader, like those described in IV.1.2, that can take the role of General or Privateer Admiral. B. If the English Monarch dies when the Ge Cumberland is in play, this leader becomes the king George III. His values are ADM: 8; DIP: 6; MIL: 7. Determine his reign length randomly, but re-roll any result not being adult (however, a Dynastic Crisis or Fragile Health may still result). His military ratings are those of the counter. C. La Valette becomes the Grand Master on turn 13, and until turn 17. He can only take the role of General. If he is injured or captured, the Knights will await his return, instead of electing another Grand Master. When he dies, the Knights immediately elect a standard Grand Master. IV.1.10. Dimitri and Godunov IV.1.15. Mercenaries. A. When the event The Time of Troubles in Russia is in effect, and Godunov is in play, he becomes the Russian Monarch (ADM: 5; DIP: 8; MIL: 4). The Russian player must deploy him on the map as long as that event lasts. A. Players at war, and only those at war (including Civil Wars, but not revolts) may purchase mercenary leaders. Minor countries never buy mercenaries. At start of Logistics Phase, roll on the Mercenary Table to see how many are available. B. At the end of the event, if Russia collapses, Dimitri becomes the Monarch (ADM: 3; DIP: 4; MIL: 5) if he is still in play. If the event ends without the collapse of Russia, Dimitri is removed from play. B. Each player wishing to buy a mercenary secretly writes down the number of mercenaries wanted and the bid for each one (minimum 10 D$). The player with the highest bid gets the mercenary, and chooses it at random from the countermix. C. During the event, if any of these leaders is captured by the opposing faction, he is immediately killed. C. Mercenaries have rank Z, unless the player pays an additional 10D$. In this case, use the printed rank. D. When these leaders are Monarchs, apply the rules in IV.1.8.B 47 Europa Universalis Alternative Rulebook Special Rules IV.1.16. Monarchs as Leaders Sweden and Denmark are linked by the Union of Kalmar. This link disappears with the event End of the Union of Kalmar, or with any Sweden-Denmark War event, or when the Swedish leader Gustav Adolphus enters play. A. Players may decide to use Monarchs as leaders. Only teenagers and adults may be used in such role. Monarchs are Generals, except the Venetians, who are Admirals. B. Monarchs never count for Turn Limits on leaders. A player decides to use the Monarch during the Logistics Phase, when redistributing the leaders. B.1. If it is the first time it would be used, roll on the Monarch in Combat Table to determine the Fire, Move, Shock and Siege values, using the nominal MIL rating (regardless of minority, crisis, events or ministers). B.2. These values are retained until the Monarch dies, no matter if the MIL rating changes. Teenagers have their values reduced by 1 (minimum is 0), until they become adults. While the Union of Kalmar is in effect: A. Diplomatic actions have always to be negotiated separately. C. A player is not forced to use the Monarch as a leader, even for those Monarchs who have their own counter (like Willem N), and even though Monarchs are the highest in hierarchy. But once a player has decided to use the Monarch, it must remain on map for the whole turn, as any other leader. However, minor country monarchs must be always deployed. C. To activate in a war, they are rolled for separately, but to activate one in EC or EW, the other must be also at the same or higher level. In MA, a country will never activate against a side that has the other country already activated. IV.2. SPECIAL MINOR COUNTRIES A. Turkey cannot make diplomacy on The Knights. IV.2.1. Hungary B. The Knights have in their Basic Force a Privateer (+) that is rebuilt to full force every turn. B.1. On the first round of each Military Phase, the privateer must be activated against any Turkish Trade Fleet in the Mediterranean (excluding the Caspian Sea), even when the Knights are at peace. As a privateer admiral, The Grand Master may lead the privateer. The controlling player decides which trade fleet to attack (Spain in case the Knights are neutral). B.2. The privateer may only leave the trade zone to be placed on another trade zone with Turkish trade fleets. However, during peacetime The Knights have only 1 simple campaign for the whole Military Phase. If the privateer is blockaded, it may wait until the blockade is lifted or try to escape, at the choice of the controlling player. B.3. Turkey may hunt the privateer, even when at peace with The Knights. If The Knights privateer causes Turkey to lose at least 1 trade fleet during peacetime, Turkey loses 1 Stab. If Turkey is at war with any country (not necessarily The Knights) this loss does not occur. Turkey may also avoid the Stab loss by sacrificing warships to protect the trade fleets. B.4. If Turkey has no trade fleets on the Mediterranean, the privateer must attack the Turkish CTZ. Turkey will still lose 1 Stab if the privateer destroys nominal trade levels. B.5. If there is an unblockaded Christian port (no matter which Christian country it belongs to) touching the Eastern Mediterranean or Aegean Seas, modify the Knights privateer roll by -2. B. DoW on either country extends to the other country, and forces of both countries are deployed. They are controlled by whoever has the most advanced diplomatic marker (or the controller of Denmark if that cannot apply). Any diplomatic marker not controlled by that player is placed on the RM box. For peace purposes, consider them as a single country. IV.2.3. The Knights A. Before Turn 10, Habsburg and Turkey may conquer Hungary if they capture Buda and control it during a Peace Phase. The conqueror gains a Level 5 Peace from Hungary and annexes all Hungarian provinces, but receives no indemnities. The Hungarian diplomatic marker is removed from play, this country disappears forever, and Buda is not considered a capital for the rest of the game. B. If the event Habsburg Inheritance of Hungary occurs, while not being conquered, and before Turn 10, Habsburg annexes all Hungarian provinces at start of Turn 10, provided it has not been conquered as described in A above. The Hungarian diplomatic marker is removed from play, this country disappears forever, and Buda is not considered a capital for the rest of the game. Habsburg may use the Hungarian army and detachment counters as if they were its own, and adds the Hungarian Basic Forces to its own, as indicated in the Annexes. C. If the event occurs before Turn 10, but when Hungary has been already conquered by Turkey, Habsburg may annex the Hungarian provinces (those belonged to Hungary in 1492) it occupies during a Peace Phase, even if Peace is not signed with the nominal owner. This may only occur after Turn 9 (excluded). If Habsburg conquered Hungary, this rule does not apply. C. Turkey has a Free CB against The Knights. If the Turkish player controls Rhodes during a Peace Phase, The Knights suffer a level 5 peace and Turkey annexes Rhodes (but no indemnities are gained). C.1. If The Knights lose Rhodes, Spain may cede them the province of Malta in exchange of a permanent vassalization. Do not count this cession for VP. No further diplomacy will be allowed on The Knights (except for Spain). However, Spain may los this special D. Hungary is member of the Orthodox group until Turn 9. On Turn 10 it becomes part of the Latins group and gets any technology the Latins currently have. E. After Turn 10, Hungary is considered a normal minor country. IV.2.2. Union of Kalmar 48 Europa Universalis Alternative Rulebook Special Rules A.2. The Emperor has a Permanent Free CB against a country that occupies or annexes the MAINZ province (with the city of Frankfurt, which is the imperial capital), other than the minor country Pfalz. Note that the Pfalz capital is the province of PFALZ. Although Frankfurt is printed in red, it may be annexed normally, without further consequences. diplomatic status if a Crusade is called and Spain does not participate, but other Major Power does. If Spain does not control Malta, or does not wish to cede it, or Spain is Protestant, The Knights disappear from the game. C.2. Turkey may conquer Malta in the same way as Rhodes, and in this case, The Knights are permanently destroyed. B. Military Units of the HRE. B.1. The HRE has one army and two LD. Their content is listed in the Annexes and is independent of the content of the Emperor’s units. Their technology is that of Latins. HRE units are never counted for Tercios technology, even if Spain has filled them with its own sp. B.2. They are available to the Emperor when he/she declares war on a country that has DoWed a member of the HRE (as per the CB in A.1.). If Habsburg is the Emperor, the units also become available when it is attacked by a non-HRE country. B.3. After the DoW, set up one LD with vet sp on any of the following locations (Emperor’s choice): the city of Frankfurt, the Emperor’s capital, or any province of the attacked country. B.4. During Logistics, the other LD and the army may be filled with sp from the basic forces of HRE minors that the Emperor controls in EC or higher, and which are not already activated. If the Habsburg is the Emperor and is associated to Spain, count those minors controlled by Spain. These units are placed as indicated in B.3. In addition, the Emperor may include its own sp (already placed or newly bought) in the HRE units, provided these units are placed in the Emperor’s provinces. B.5. If the Emperor (or Spain if associated to an Habsburg Emperor) pays 10 D$, he receives additional imperial forces. Roll once on the Reinforcements Table in Defensive posture, and without modifiers. The forces obtained may be placed in the provinces indicated in B.3. (the fortresses have to be placed in HRE countries only, giving priority to the attacked country). B.6. The Emperor pays for the campaigns of HRE units as if they were his/her own. The campaigns obtained through the Reinforcements Table may be used to move exclusively HRE units. HRE units may enter only provinces of Italy, HRE countries, and the Emperor European provinces. Note that if the Emperor decides to roll for Reinforcements, the HRE units will be restricted to a Defensive attitude. B.7. The Emperor may use the HRE units against revolts or in a Civil War, if they have become available. If the emperor DoWs an HRE country, he/she cannot use the HRE units (if they are on play, they are removed from the map). However, they may be still used if a HRE country has been activated against the Emperor, without the Emperor DoWing such country. B.8. Maintenance of HRE fortresses and units is free. The HRE units remain in play until eliminated or the end of the war. They are removed after the Peace, including all sp placed by the Emperor in HRE units. However, fortresses remain on the map. D. Any Christian player that declares war to The Knights loses 4 Stab levels and 10 VP, no matter if there is a CB. E. The Knights will never activate in a war if, by doing so, they become allies of Turkey. F. The Knights never annex provinces; they always demand indemnities. IV.2.4. Habsburg / Austria Depending on the scenario, this country may be associated to Spain, or be a normal minor country, or even a Major Power. A. When this minor country is associated to Spain: A.1. Its Diplomatic Marker is placed permanently on the EW box of Spain. A.2. Any DoW against Habsburg extends to Spain (with no extra cost in VP or Stab for the attacker) if the Spanish player wishes. The reverse is not true. A.3. Spain activates Habsburg during the DoW Phase, by having Habsburg DoW the Spanish enemies. Spain pays the necessary Stab and VPs. Note that any CB must be actually held by Habsburg, not Spain. A.4. It may attack Major Powers (the Spanish player pays the Stab and VP) without Spain being involved, but not minor countries, unless an Event allows it. A.5. It may accept a Separate Peace. B. Habsburg dissociates from Spain when Spain becomes Protestant (it won’t associate again if Spain becomes Catholic later), or when indicated by an Event. When dissociated, Habsburg becomes a normal minor country. C. Habsburg has the following Free CB: C.1. Permanent against Turkey, if Turkey controls any Hungarian province after the event Habsburg Inheritance of Hungary (unless Habsburg conquered Hungary as per IV.2.1.A). C.2. Temporary (1 turn) against any country DoWing any member of the HRE (even if Habsburg is not the Emperor). C.3. Permanent against any current enemy of Spain, but only when associated to Spain, and when the Spanish player is the Emperor (not Habsburg). IV.2.5. Holy Roman Empire The HRE is a political entity that includes most German minor countries, including the Habsburg. These minors have the letters HRE next to their name in the list of countries of the Annexes. C. Moving through the HRE When the Emperor is at war, his units and those of his active allies and enemies may enter provinces of nonactivated HRE countries, without the need of a DoW. This does not apply to Russia or Turkey. The fortresses of such minors do not supply, nor block supply, nor serve as a retreating point. A. The Emperor The scenario or campaign will indicate which country is the Emperor (usually Habsburg). Some Events may make other players Emperors. A.1. The Emperor has a temporary (1 turn) CB against a country that DoWs any member of the HRE. 49 Europa Universalis Alternative Rulebook Special Rules A. Each of these countries have a Privateer marker. These are named as Barbary Privateers. A.1. The Barbary Privateers may attack any trade fleet belonging to Christian countries, even if not at war with such country. At peace, each country has 1 Simple Campaign each Turn. Similarly, any Christian naval unit may hunt down the Barbary Privateers and protect the trade fleets. A.2. When these countries are not activated in a war, Turkey manages the Barbary Privateers, regardless of which player actually controls the diplomatic markers. When activated in a war, the Barbary Privateers are managed by the player controlling the diplomatic marker, but they can never attack Turkish trade fleets. A.3. Al-Djazair privateer can only operate on the STZ Gulf of Lion. Tunis, Tripoly and Cyrenaica privateers can only operate on STZ Ionian Sea. A.4. Al-Djazair privateer recovers 1 level on every Logistics Phase. Tunis, Tripoli and Cyrenaica privateers each recover 1 level every 2 Logistic Phases. The latter three cannot reach the (+) side except by receiving reinforcements. A.5. These countries may exchange 5 warships received as reinforcements, for an increase in the level of the Privateer. Note that if Tunis, Tripoli or Cyrenaica privateers are raised to (+) side, they will drop to (-) side once peace is concluded, as their Basic Force only lists a Privateer (-). Furthermore, at war the controlling player has to pay the maintenance of the excess. IV.2.6. Lorraine A. Certain Events may give France the option to annex provinces of this minor. When its last province is annexed, this minor disappears forever and ceases to be a member of the HRE. B. In case of war, Lorraine may use the HRE units in addition to its own counters. If the Emperor later claims the use of the HRE units, its current sp are destroyed. C. A DoW on Lorraine extends to the Emperor, if he wishes. IV.2.7. Mameluks A. The Mameluks have two capitals, Cairo and Damas. None of them may be annexed, except as indicated below. The Mameluks control the Trade Center Grand Orient, until Turkey annexes them. B. Turkey may annex the Mameluks if the player controls both capitals during a Peace Phase, or if the player controls one, but the Mameluk army has not entered combat against Turkey (or Turkish allies) during the whole Turn. C. If the requisites for annexation are achieved, Turkey gains a Level 5 Peace from the Mameluks and annexes all their provinces, but receives no indemnities. The Mameluk diplomatic marker is removed from play, this country disappears forever, and Cairo and Damas are not considered capitals for the rest of the game. B.1. As soon as Al-Djazair is a Turkish vassal, Barberus, if still in play, becomes a Turkish admiral. B.2. Any activation roll for Al-Djazair is automatically successful when it is in Turkish EW or VA boxes, and Barberus is still in play. IV.2.8. Switzerland IV.2.10. Poland A. During the 2nd occurrence of the event War in Italy (1st Period), France may obtain a Perpetual Peace from Switzerland in any of the following cases: -. France wins a Major Battle in which the Swiss army was present. -. France destroys the Swiss army in battle. -. France captures Milan before entering battle with the Swiss army, even if Milan is lost later. A. Polish technology is Latins during turns 1-42. On Turn 43 it becomes attached to Orthodox technology, but retains any superior Technology it had until the Orthodox get it. For other purposes (including interception modifiers) its technology box is that of the Orthodox. B. Units of Prussia, Russia and Habsburg/Austria may cross Polish-owned provinces, without the need of a DoW, when they are at war against any of the two other. The Polish fortresses do not supply, nor block supply, nor serve as a retreating point, nor there is need to cover them. B. The Perpetual Peace is signed during the next Peace Phase and entails the following consequences. -. France and Switzerland sign a separate White Peace. -. Swiss diplomatic marker returns to Neutrals, and can never reach the EC box. -. France may never DoW Switzerland. -. Switzerland cannot be activated against France. -. France gains 1 Stab, in addition to any other gain for doing Peaces in this Turn. -. Up to the end of the game, France may buy 10 inf sp above its normal limits, but at normal price. These sp are automatically vet. IV.2.11. United States A. This minor country may be created by the event Revolt of the English Colonies. Units of this minor treat provinces where it has its own Col/TP as European provinces for movement purposes, even if they don't have 6 levels. C. Swiss religion is both Catholic and Protestant (after the Reform) at the same time. C.1. The activation malus for having the same religion as the enemy, will apply if the enemy is Catholic or Protestant. C.2. The Religion modifier for Diplomacy with Switzerland does not apply to Christian players, even before the Reform. B. When this minor is created the European Trade rises to 1700. IV.2.12. Minor Countries of the RoW A. These minors are Oman, Aden, Sudan, Hyderabad, Mysore, Ohio, China, Japan, Mogol and Sibir. A.1. To attack the Natives or the cities inside these countries, a player has to DoW them, and in fact start IV.2.9. Al-Djazair, Tunis, Tripoli, Cyrenaica 50 Europa Universalis Alternative Rulebook Special Rules C. Persia always receives a minimum of 1 A(-) in reinforcements. a war that will end only as per the regular Peace procedure. A.2. When at war, or when activated in MA or EC, their regular forces are set up in any province of their Area, regardless of the presence of enemy Col/TP and land forces. In the latter case, the enemy land forces must immediately relocate to the nearest unbesieged fortress or friendly Col/TP, without attrition. A.3. The regular forces of these countries are in supply while inside their Area. To leave their Area, they need a regular supply source. They also need a valid Retreat point when forced to do so, or would be destroyed. A.4. For Peace purposes, Ohio, Hyderabad, Mysore, Sudan and Sibir do not have provinces that would count for War Points, nor that may be annexed. Regardless of the Peace level, these countries never pay indemnities, and always demand indemnities instead of provinces. Making Peace with them never gives nor costs VP. A.5. Oman, Aden, China, Japan and Mogol are subject to the normal Peace rules, except that Oman can only cede its TP, and Aden has nothing to cede. China, Japan and Mogol can cede only those provinces with printed fortress. The provinces containing the cities of Aden, Mascate, Peking and Kyoto cannot be annexed. The province of Delhi cannot be annexed as long as the Mogol Empire exists. IV.2.15. Irak A player that has Irak in VA or AN status may place a Col/TP in the Irak province of the RoW. If the diplomatic status is lost, the Col/TP remains, but cannot receive new levels. IV.2.16. Genoa Venice cannot do Diplomacy with Genoa. IV.3. RUSSIA IV.3.1. Underdevelopment A. From Turn 1 to Turn 42: A.1. The following provinces cost 6 MP (instead of 3), except for units of Russia, Kazan, Astrakhan and Steppes: Newa, Novgorod, Moscow, Pskow, Welikia, Tula, Ural. A.2. Russia must sue for peace only when having a Stab of -3 for 3 consecutive turns (instead of 2). B. From Turn 43 to the end of game, the above rules no longer apply. B. Oman, Aden, Sudan. No diplomacy is allowed on these countries until Turkey annexes the Mameluks. IV.3.2. Peter the Great If the Russian player gets a Monarch whose characteristics sum up 22 or more, with ADM of 8 or more, this Monarch is Peter the Great. Consider the nominal values of the characteristics, without counting minority, crisis, ministers or events. C. Hyderabad, Mysore, Ohio. Players can do diplomacy with these countries only if they have discovered at least one province of the concerned Area, and have a Col/TP inside the Area, or in a province adjacent to that Area. If such Col/TP is lost later, the diplomatic marker can still remain in the player’s track, but no further diplomatic actions are allowed on the country, even for activating it in a war, or for defending it against another player’s diplomacy. Peter the Great may also appear as per a Political Event, if the Russian player didn't get him yet. Note there may be only one "Peter the Great" Monarch in the whole game. D. Sibir. No diplomacy is allowed with Sibir during Periods I and II. Sibir disappears when there are at least 10 Col levels inside the Area Sibir, or when 3 provinces have 0 Natives. A. Military leader A.1. Military ratings for Peter the Great are not calculated in the regular way. Use these, instead: First combat: 2.1.2 Second combat: 3.2.3 Third combat: 3.3.3 Fourth and subsequent combats: 4.4.4.-1 A.2. After the third combat, Peter the Great may also serve as an Admiral, with ratings 3.3.4. The rules for Dual Leaders apply to him. A.3. Minority may affect the military ratings of Peter the Great. E. Ohio regular forces (not Natives) have a +3 bonus for Retreat before combat rolls. IV.2.13. Papacy A. The Papacy gives 50D$ at the end of the Diplomatic Phase to a Catholic player controlling its Diplomatic marker in MA or higher, except if there is a Crusade. B. Saint Petersburg B.1. If Peter the Great is the current Monarch, the Russian player may start building the city of Saint Petersburg in the province of NEWA, if that province is controlled (military occupation will suffice, but a revolt will prevent it). B.2. Saint Petersburg costs 300 D$ and takes 5 turns to build. The payment may be distributed in any way during the 5 turns (but at least 1 D$ must be payed during the first turn), the construction cannot be accelerated, and the payment must be complete at the 5th turn, or the money will be lost. B.3. If, at start of an Administrative Phase, the province is enemy-occupied or in revolt, the construction is canceled and the money lost. The building of B. Turkey cannot do Diplomacy with the Papacy for the whole game, and Protestants during Periods I, II and III. IV.2.14. Persia A. Turkey cannot do Diplomacy with Persia. B. A TP may be placed in the Persian province of Ormuz, as long as it remains Persian. If another country annexes it, only that country may place the TP, and any TP from other country is destroyed. Note, however, that units and leaders (including Conquistadors and Explorers) would not be able to enter this province, unless Persia is an active ally or enemy. 51 Europa Universalis Alternative Rulebook Special Rules Saint Petersburg may be finished by any Russian Monarch, but if canceled, it can only be restarted by Peter the Great. B.4. Once the payment is complete: -. Saint Petersburg replaces the other city in Newa and becomes a port. Use the fortress marker labelled "Saint Petersburg". -. Saint Petersburg is a level-4 fortress, or the maximum level allowed by Russian technology, whichever is less. But if there was a level-5 fortress on the province, keep it. Maintenance of the level-4 fortress is free, and Saint Petersburg cannot be reduced to less than 4 levels. -. Newa becomes a Russian National province, and is immediately annexed to Russia. Its income is multiplied by the level of the fortress. -. Saint Petersburg becomes a capital of Russia. Neither Newa nor Moscow may be annexed, and both have to be occupied to force Russia into an Unconditional Surrender, as per the special case mentioned in III.12.5.B.3. Petersburg is completed, these values are 10 D$ and 5 D$. C. Russian Army Reform C.1. Before Peter the Great: -. Russia is linked to Orthodox technology. -. Russian Tech marker cannot exceed the box where the Orthodox marker is located. -. Russia can only use 1 fleet counter and 5 army counters. C.2. Once Peter the Great appears, Russia becomes linked to Latin technology and the above restrictions are lifted. B. Russia may build naval units at TPs in Amour and Kamchatka (while other countries can only build naval units at Col). IV.3.4 Cossacks If the Russian player controls one or more of the following provinces: Ukranya, Kharkow, Donetsk or Bessarabia: A. Russia receives during each Logistics Phase 5 csc cav sp, in any European city, or Col in Siberia. B. Russia may move one stack for free, per turn, into any province of Siberia adjacent to an already discovered province. C. Russia can maintain for free 2 LD located in Siberia, in csc, and having only cav sp. IV.3.5. Colonial Policies A. Russia may build cav sp in Col with less than 6 levels (while other countries can only build inf sp). IV.3.6. Russian Conquests A. Russia may annex the capital of a minor country (not of a Major Power), provided that: -. The capital is adjacent to an already annexed Russian province -. The capital is occupied by Russia (not Russian allies or vassals) D. River Fleet D.1. When Peter the Great is the Monarch, Russian naval units may be built in, and enter, the provinces of Kharkow, Donetsk, Ukranya, Volhynia, Worones and Seweria, provided that these provinces are annexed by Russia, even though these provinces do not have a port. B. The controlling player selects a new capital for the minor. The minor must always hold at least one province, except if Annexation of this minor is possible for Russia (as indicated in the Diplomatic marker). If Russia conquers the last province, place the Diplomatic marker in the Annexation box of the Diplomatic track. It might drop from that level due to Events, or diplomatic actions of other players. The naval units in Worones and Kharkow have direct access to the Eastern Black Sea. Those in Donetsk, Ukranya, Volhynia and Seweria have direct access to the Western Black Sea. IV.4. TURKEY IV.4.1. Turkish conquests D.2. The naval units on these provinces cannot be blockaded, but if the city is besieged, no naval unit can neither enter nor exit. If the city is captured, the naval units are destroyed. Turkey may annex capitals of minor countries in the same way as Russia does. In addition, Turkey may annex Vienna even when Austria is a Major Power, but not the new Austrian capital. D.3. When Peter the Great dies, naval units on these inland provinces must relocate to a Russian-controlled port on the Eastern or Western Black Seas, or be destroyed. IV.4.2. Turkish Army Reform A. When Turkish Land Tech marker reaches Baroque, it cannot advance further, unless the Turkish army is reformed. To reform the army, the Turkish player announces it during an Administrative Phase and rolls for success during the Interphase. Turkey must have 0 or positive Stab to announce the attempt. IV.3.3 Arkhangelsk A. The port of Arkhangelsk is built by a Political Event, or at start of Turn 26, if the relevant Event didn't occur. It is off-map and unplayable. A.1. If the Turkish Monarch has MIL of 8 or more (counting minority, Dynastic crisis, ministers and Events), the attempt automatically succeeds. A.2. If the Turkish Monarch has MIL of 7 or less, roll for monarch survival with a +5 modifier. -. If the Monarch dies, the reform fails. During the Monarch Phase of next turn, determine the successor B. Only after this port is created can Russia build trade fleets and naval units. C. The Russian CTZ does not exist before the creation of Arkhangelsk. Once it is built, the total monopoly gives 5 D$, and the partial 3 D$. When Saint 52 Europa Universalis Alternative Rulebook Special Rules characteristics with a -3 modifier to the die roll. Reign length is rolled normally. -. If the Monarch survives, the reform succeeds. IV.5.2. The Revolt of the United Provinces When this Event takes place: B. Consequences: B.1. Whether or not the reform succeeds, Turkey loses 3 Stab and rolls for 2 revolts (these revolts can only affect Turkish-owned provinces; re-roll otherwise). B.2. If the reform succeeds, remove all Pashas for the rest of the game. Turkish Land Tech marker can advance again, and Turkish Basic Forces are reduced by one A(+) until the end of game. Once successful, the reform cannot be reverted. A.1. The restrictions in IV.5.1. no longer apply. A.2. The Reform Event is played to its full effect, if that has still not occurred. A.3. Spain can no longer tax Holland. A.4. Dutch Tech markers are placed with the Latins markers. A.5. Netherlands may take over the Trade Centers, provided requirements are met, and displace them to Dutch-owned ports. IV.4.3. Turkish capture of Vienna B.1. All non-Dutch units in Dutch national provinces must relocate to nearest friendly fortress (or port), without suffering attrition. Netherlands annexes such provinces, no matter who owns them, and any revolt (and revolt land forces) on them are removed. However, neither Netherlands gains VP nor Spain or other country loses them for such annexation. B.2. Roll 1d10 and add the number of Turns Spain has been taxing Holland. A. If Turkey captures Vienna (not necessarily annexing it) and holds it at the end of the turn, Venice, France and England lose 1 Stab, and Spain and Austria lose 2 Stab, provided they are Catholic. This loss occurs only once in the whole game, even if Turkey loses and captures again Vienna. However, Catholic Spain (or Austria if it is a Major Power, but not both) loses 1 Stab for each next turn in which Turkey still holds Vienna. 9 or less. No further effects 10-14. Place Revolt (-) in Flanders and Hainaut. 15-19. Place Revolt (+) in Flanders, and (-) in Artois, Hainaut and Luxemburg. 20-24. Place Revolt (+) in Flanders, Hainaut, Luxemburg and Artois, and (-) in Nord. 25 or more. Netherlands annexes Flanders. Place Revolt (+) in Hainaut, Nord, Artois and Luxemburg. If Vienna is ceded to Turkey, another Habsburg province becomes the capital, and the Stab loss ceases. If the new capital is captured, these Special rules do not apply. B. At start of each turn in which Turkey holds Vienna (even if it has been ceded), Catholic Spain (or Austria if it is a Major Power, but not both), gets a bonus of +3 on diplomatic actions and activation tests with minor countries that have a common border with Habsburgannexed provinces. This bonus is +4 in the case of Poland, whether or not Poland has a common border with Habsburg. Revolts are placed only in Spanish-owned provinces. Netherlands may annex Flanders only if it is Spanishowned, and this annexation will count for VP. Any nonDutch unit there must relocate as described in B.1. above. C. During the Logistics Phase of the Revolt Turn, Netherlands may buy land forces up to the triple of its Turn limits, without paying overcosts, and naval units up to the Period limit. IV.4.4. Turkish discoveries When Turkey controls the Diplomatic marker of either Oman or Aden, it acquires knowledge of the following seas: Horn of Africa, Coast of Malabar and Straits of Mozambia. D. Spain and Netherlands are at war, although nobody has made a DoW. No other country may neither take part in this war, nor DoW Netherlands. IV.5. NETHERLANDS The Stab loss for this war is limited to 1, regardless of the number of turns it is lasting (note however, that Spain or Netherlands may be involved in other wars that cause a greater loss). For Spain, the limit goes to 2 during Period IV, and to 3 during Periods V, VI and VII. The country Netherlands is also referred in the rules as Holland, the United Provinces or The Dutch. IV.5.1. Holland before the Revolt A. Dutch Monarch is determined as in the case of a Dynastic Crisis, but without suffering its penalties. B. The player receives income exclusively from MNU (fixed only), trade fleets and trade monopolies. However, the Spanish Tax must be deducted (see IV.6.1.C.5). C. Holland does not have neither units nor leaders, nor can bid for mercenaries. D. Holland cannot do Col/TP actions. E. Holland can do Diplomatic actions, but neither with Spain nor against Spain, and cannot control minors beyond the Subsidies level. F. Holland cannot DoW, nor be Dowed, and the only alliance allowed is the Dynastic Alliance (except with Spain). Holland cannot purchase discoveries. E. During the war, both players annex at the Peace Phase the following provinces if they control the fortress (gaining and losing VPs in the process): all Dutch national provinces, plus Flanders, Hainaut, Nord, Artois and Luxemburg. If Spain conquers the Dutch capital, the Dutch player selects other national province as its capital. F. If the Dutch player conquers any of the provinces mentioned in E with revolts, the revolts inside it are removed. The revolts proliferate on these provinces, but do not generate land units. Furthermore, when a revolt would normally take control of the fortress, it in fact pass to Dutch control, and thus the revolt will be 53 Europa Universalis Alternative Rulebook Special Rules From Turn 33 (included) to the end of game, Netherlands cannot sell, give, trade or voluntarily cede any of its discoveries or Col/TP. removed as Netherlands will annex the province. The revolts that proliferate into other adjacent Spanish provinces may generate units and take over fortresses in the usual way. IV.6. SPAIN G. The war lasts until Spain recognises the Dutch Independence, or Spain controls all the Dutch national provinces. G.1. Spain recognises the independence during a Peace Phase, but cannot do so in the same turn in which the Revolt takes place. By recognising the independence, Spain has to cede Den Haag to Holland, but the other provinces mentioned in E go to the player controlling the fortress. Other provinces or Col/TP return to the nominal owner. For other effects, the Peace is considered informal, and thus each player gains 1 Stab. G.2. The Truce. Spain and Holland cannot DoW each other, nor their vassals, for the next 3 turns, unless an Event provides a CB. In that case, if the war is actually declared, the Truce ends. G.3. As long as the Truce lasts, Holland may attack annexed Portuguese Col/TP in RoW, without a DoW. Spanish and Portuguese units may defend themselves and attack the Dutch units that are attacking, besieging, blockading or occupying Portuguese Col/TP. G.4. If Spain conquers all the Dutch provinces, the player may reconvert Holland to Catholicism. Both Spain and Holland gain 1 Stab for ending the war with an informal peace. The Dutch player returns to the state prior of the Revolt, with the exception that he/she keeps the Col/TPs, units and leaders that were in RoW at that time. The Dutch player receives the income from such Col/TP, can move its units inside the RoW, and build them as per the regular rules. Spain may attack such units and establishments without a DoW. G.5. The revolts remain on-map, but now can generate land units, and the Dutch no longer annex the revoltcontrolled fortresses. IV.6.1. The Burgundian Inheritance A. When Spain is Catholic, the Spanish player can never lose the Habsburg Diplomatic marker, until Habsburg disassociates from Spain. B. In 1492, the minor country Habsburg controls the provinces that form Burgundy: Nord, Flanders, Hainaut, Artois, Luxemburg, Franche Comte, Gueldre, Brabant, Zeeland, Holland, Den Haag and Friesen, plus the Atlantic Trade Center. C. As soon as the first Spanish Monarch dies, Spain receives the Burgundian Inherintance: C.1. Spain annexes the provinces mentioned in B, that are still owned by Habsburg, without receiving VP for that. Note that Spain will lose VP if the player cedes them. Units on these provinces belonging to countries that are neither active allies nor enemies of Spain must relocate to the nearest friendly fortress, without attrition. C.2. Spain has a Free CB against any country that has annexed any of the provinces of the Inheritance, and a CB against any country currently at war with Habsburg (the latter only if Spain is Catholic). C.3. If Spain is Catholic, the Habsburg becomes associated to Spain and its marker is placed permanently on the Spanish EW box, until disassociated. C.4. Spain gets the income of the annexed provinces in the usual way, plus the income of any Trade Center on them, but not the income of Dutch trade fleets or monopolies (except as indicated in C.5 below). C.5. From now, and until the Revolt of the United Provinces, Spain may announce each turn the Tax of Holland during a Diplomatic Phase, and receive the income of the Dutch trade fleets and monopolies, up to a maximum of 50D$. Note the money on Line 3, as if it were a gift. H. If at start of Turn 21 the Event has not occurred, or Spain has conquered Holland, roll 1d10 every Turn after the Events Phase. On a result of 3 or more, the Revolt of the United Provinces occurs, in addition to other events. D. The Event Election to HRE cannot occur until Spain receives the Inheritance. IV.5.3. Dutch Flood IV.6.2. Viceroys When enemy land units enter Dutch-controlled Zeeland, Brabant, Holland or Den Haag, the Dutch player may immediately flood any or all of these provinces. A. When a province is flooded, place a Pillage (+) marker. All non-Dutch land units must immediately Retreat. Flooded provinces cost 6 MP to Dutch land units. Non-Dutch land units cannot enter flooded provinces. A. This rule applies only when Spain is Catholic. B. During the Administrative Phase, Spain may appoint an Historical Conquistador (not an Explorer) Viceroy of an Area in America, provided the leader is currently in the Area. There may be only one Viceroy in an Area at the same time. The Viceroy can no longer leave the Area (but if the Area has islands, he may embark to travel to the island). B. At start of the Redeployment Phase, the Dutch player loses 1 Stab and 5 VP for each flooded province. For income purposes, the province is considered looted. C. Spain has one extra Col attempt, free of charge and at full investment, in an Area where there is a Viceroy. Spain can only gain one free attempt per turn, no matter how many Viceroys the player has. C. The flood ends when the Pillage marker is removed as per the Looting rules. D. A Historical Conquistador that captures Tenochtitlan or Cuzco must be named Viceroy of Azteca or Inca, respectively, during the next Administrative Phase, if he is still alive. Furthermore, no Viceroy can be IV.5.4. Secret Monopoly of Discoveries 54 Europa Universalis Alternative Rulebook Special Rules -. Being Catholic (Counter-Reform if The Reform occurred two times), AND -. Being the only Catholic of the three (Counter-Reform if The Reform occurred two times), OR both control the Papacy diplomatic marker (currently and during at least half of the already played turns of the present Period) and participate in all Crusades called by the Papacy, with conducting at least a SC against Turkey per round and not signing a Separate Peace with Turkey. appointed for those Areas before the fortress is captured. E. For the Viceroy rule, the Azteca Area includes also Sonora, and Sonora can never have an independent Viceroy. IV.6.3. Restrictions on Spanish Colonies A. This restriction applies only if Spain is Catholic, and is lifted at start of Period IV. B. In America, Spain may only attempt placement of Col/TP in the following Areas: California, Nevada, Texas, Florida, Sonora, Cuba, Haiti, Antilles, Azteca, Costa Rica, Panama, Ecuador, Orenoque, Guyana, Inca, Amazonia, Belem, Recife, Bahia, Rio, Recife, Paraguay, La Plata and Chile. C. In other parts of the RoW, Spain is not restricted. B. The title of Sole Defender may remain unassigned. IV.8.2. Religious Wars A. Counter-Reform players that obtain an Unconditional Surrender from a Protestant country may renounce to any provinces/indemnities, and call instead for the Restoration of Catholic Faith. This is mandatory for Spain. IV.6.4. Asiento A. During Periods V, VI and VII, the Spanish player may grant the Asiento (monopoly of slave trade) to any player (not him/herself). The player must provide Spain each Turn at least 4 free slaves for exploiting resources that need slaves. The player still gets the regular income for exploiting the Slaves resource. Once granted, the Asiento cannot be revoked except by an Event or as indicated in B below. B. Minor countries remain Catholic for the next turn, and then revert to Protestantism. C. A Major Power must remain Catholic for the next turn (the player may choose to be Counter-Reform or Conciliatory) and then decide: -. If it remains Catholic, it loses 1 Stab at start of each turn, and every even-numbered turn rolls for 1 Revolt (which can affect only provinces owned by the player), until the player decides to return to Protestantism. -. If it returns to Protestantism (decided at start of a turn), it loses 1 Stab at start of this turn, but is no longer affected by this rule. B. The player loses the Asiento when he/she does not provide the 4 slaves, or is at war with Spain. Once peace is made, the Asiento may be given again to the same player. IV.7. PORTUGAL D. Rules A, B and C no longer apply at start of Period IV, but a player that was converted to Catholicism still loses 1 Stab when he/she decides to change religion. Portugal cannot sell, give, trade or voluntary cede any of its discoveries or Col/TP, except those that may be concerned by the Tordesillas Treaty Event. E. Turkey may also force the conversion of Shiite minors to Sunni, as per A and B above, during the whole game. Similarly, the Spanish player that controls Portugal after the Annexation Event, cannot sell, give, trade or voluntary cede the Portuguese discoveries and Col/TP. IV.8.3. Crusade IV.8. RELIGION A. During Periods I, II and III, and after the Events Phase, the Papacy may call for a Crusade in the following cases: There are three Religions in the game: Christian, Muslim and Pagan (other different from the first two). In addition, Christians may be Orthodox or Catholics, and after the Reform, Protestants. Muslims may be Sunni or Shiite. In game terms, having the same religion includes not being heretics (i.e. Orthodox and Catholics do not have the same religion). -. During the previous Turn, Turkey has annexed the capital of a Christian country. -. Rome is under Turkish control. In this case, the Call of Crusade is automatic without the need of a die roll. Roll 1d10, with the following modifiers (maximum +5): After the Reform has occurred two times, Catholic players may have two different attitudes: Conciliatory or Counter-Reform. This distinction does not apply to minor countries. Players with different attitude still have the same religion. +1 for each Christian province occupied by Turkey, or annexed during the current Period, except Vienna. +5 If Turkey controls Vienna. -2 For each Catholic player at war against another country (Turkey excepted). -3 If the Event The Reform has occured at least once. The Religion of players is indicated in the Scenario or Campaign, and that of minor countries in the Annexes. B. On a modified roll of 8 or more, or unmodified roll of 10, there is a Call of Crusade. B.1. All Catholic Players have a Free CB against Turkey, for this turn only. Each Catholic player that does not DoW Turkey, loses 2 Stab (3 for the Sole Defender), and the Diplomatic marker of the Papacy. IV.8.1. The Sole Defender of the Catholic Faith A. Only England, France and Spain may be the Sole Defender, by fulfilling these requisites: 55 Europa Universalis Alternative Rulebook Special Rules a leader of the same player with higher hierarchy arrives, he replaces the former as the Commander. The first player that DoWs Turkey (as per the Initiative) is the Leader of the Crusade. B.2. Catholic players may immediately obtain, if they wish so, a White Peace from any Catholic enemy, provided that they DoW Turkey. Catholic minor countries always accept such peace. Catholic players that refuse the peace lose 1 Stab and the diplomatic marker of the Papacy. In addition, other players that participate in the Crusade have a Temporary CB (for the next turn only) against the refusing player. A player that did not obtain a peace does not lose Stab for not DoWing Turkey. B.3. Crusaders cannot call a non-Catholic ally to DoW Turkey. The Commander of the Crusade has the highest hierarchy among all the Crusaders, even above Monarchs, and thus no other Crusader leader can lead a stack larger than his own. The Commander may lead a totally foreign stack. G. A crusader player that makes a Separate Peace with Turkey loses 3 Stab, and the other Crusaders have a Temporary CB against the player, valid until the end of the Crusade. Catholic minor countries always refuse to make peace with Turkey, except in the following cases: -. The minor has been totally conquered. -. A Catholic Major Power has signed a Separate Peace with Turkey. -. Venice, if no Venetian territory is presently occupied by Turkey and any province ceded by Turkey is a former Venetian province (in the case Turkey had annexed such provinces). C. Minors in the Crusade: C.1. If no player participates in the Crusade, no minor participates either. C.2. The following minors always participate in a Crusade: Papacy, Genoa, Knights, Toscana and Parma, provided that their Zones of Operation allow it. If currently controlled by a Crusading player, they are moved up to EW (unless already higher). If not controlled by a Crusader, the Leader of the Crusade controls them in EW (but they will return to Neutrals box when the Crusade ends). C.3. Roll 1d10 for each of Venice, Habsburg (when minors), Hungary and Poland, adding +1 for each 1492-status province that each have ceded to Turkey. On a result of 8 or more, they DoW Turkey, provided that their Zones of Operation allow it. Control goes as per the above rule. Habsburg always participate if it is the Emperor, or if it has inherited Hungary, without the need of a roll. C.4. Crusaders may activate other Catholic minors, as per the standard rules. Non-Catholic minors cannot be activated against Turkey during a Crusade. C.5. Turkey cannot activate a Catholic country against the Crusaders. If the Reform occurs when a Crusade is being fought, Protestant players may do a Separate peace with Turkey without special penalties, and Protestant minor countries offer Turkey a separate informal peace. H. Provinces recovered by victorious Crusaders must be chosen from those formerly Christian, and in the inverse order in which they were ceded to Turkey. They must be given to the original owner, if such country still exists. If not, Hungarian provinces go to Habsburg, and Knights provinces to Spain, provided that they took part in the Crusade. In all other cases, each Crusader can claim a province, in the order in which they DoWed Turkey. If there is a surplus in the provinces obtained, follow this order: Rhodes, Ionia, Morea, Hellas, Samaria, Judea, Lebanon, Aleppo. D. Crusader players receive from the Papacy, at the end of each Diplomatic Phase, 150 D$ to be shared between them in fractions of 25D$. The surplus are distributed following the order in which they DoWed Turkey. During a Crusade, the usual 50D$ bonus from the Papacy is not available, and the Papacy Subs modifier becomes -150. IV.9. CIVIL WARS Civil Wars are triggered by Events. The event will mention if it is a Civil War. IV.9.1. Restrictions on a Player with a Civil War E. Crusaders are considered as allies, may move and stack together, and supply each other. A. The player suffering a Civil War cannot DoW, nor be DoWed, nor sign defensive/offensive alliances, as long as the Civil War rages. Any defensive/offensive alliance the player had signed is cancelled without penalties. At least half of the Crusader activations during a Round must be directed against the following provinces: former Christian provinces ceded to Turkey, Christian provinces occupied by Turkey, Thrace, Judea, Samaria, Crete and Cyprus. Sending land units into the enemy province, or blockading the enemy port will suffice as an activation. Attacks to Natives do not count as activations, and thus are not restricted by this rule. B. If the player is at war when the Event occurs, he/she must immediately offer an Informal Peace to all enemies. Minor countries fighting alone will always accept such peace, except if they entered the war by an Event. In the latter case, the player must immediately test a Separate Peace, offering at least a White Peace to the minor. F. The Leader of the Crusade has to choose one of his/her military leaders as the Commander of the Crusade. It must be the one with the highest hierarchy (be it Admiral or General) that can operate in Europe. If there is more than one leader with the highest hierarchy, the player chooses. If the player deploys his/her Monarch, that leader becomes the Commander of the Crusade and the player must deploy the Monarch until the end of the Crusade. If in a later turn C. If the player cannot end all of its current wars, the Event is held until the start of a turn in which the player is not at war. IV.9.2. Foreign Intervention 56 Europa Universalis Alternative Rulebook Special Rules A. Some Events allow other players to intervene in the Civil War, without declaring war, in support of one of the two sides. The intervention has to be announced during the DoW Phase every turn in which the player wishes to support a side. However, a player has to break any defensive/offensive alliance with another player that has previously declared a support of the opposing side (as per the Initiative order). B. If the player in Crisis wins the war against the player that triggered the War of Succession, the latter cannot DoW him/her until the end of the current period, except with a CB given by an Event. B. If, from one turn to another, the intervention is interrupted, land stacks inside the country at war must relocate to nearest unbesieged fortress, without suffering attrition. A. Only Russia and Turkey may have Col/TP in Siberia, and only if: -. For Russia, the player controls the fortress in Ural. -. For Turkey, the player controls the fortress in Ural, and at least two fortresses in the following provinces: Kazan, Steppes, Astrakhan. IV.11. SIBERIA IV.11.1. Colonisation C. Each intervening player cannot have more than one land stack inside the country suffering the Civil War, plus one naval stack that blockades an enemy port. C.1. As long as it is inside the country suffering the Civil War, the land stack treats provinces controlled by the supported side as friendly (and others as enemy), may attack and be attacked by the opposing side (including intervening stacks of players supporting that side), and can draw supply from the sources of the side it is supporting (or the player's own supply sources). On the contrary, the units of the supported side cannot draw supply from the intervening player's sources. Only European provinces/ports may be entered/blockaded. C.2. The opposing side cannot attack the player's own supply sources, even if they are supplying the intervening land stack (an exception to III.7.2.F), except if it is a naval stack that is also blockading an opposing side's port. C.3. The naval stack that blockades a port of the opposing side may be attacked by that side's naval units, but not by players supporting that side (even with their intervening naval stack). In no case the naval units may enter the ports, or use them to reduce attrition. B. If conditions in A above cease to be valid, existing Col/TP may still increase their levels, but new ones cannot be placed. IV.11.2. Access A. No unit or leader may enter Siberia during Periods I and II. After that, the only accesible Area of Siberia is Sibir, until the minor country of the same name is destroyed. Once Sibir disappears, the whole Siberia is open. IV.12. TORDESILLAS TREATY The event Tordesillas Treaty cannot occur until America has been discovered. Once the event has occured, and until the end of Period III or the event Annexation of Portugal (whichever comes first) the following rules apply. IV.12.1 Zones of Influence A. With the Treaty, Spain and Portugal share the world in two zones: Spain: All areas of America, except Belem, Recife, Bahia, Amazonia and Rio. Portugal: All areas of Africa and Asia, except Luzon, plus areas Belem, Recife, Bahia, Amazonia and Rio. D. Minor countries cannot intervene in the Civil War, except as indicated in the Event. However, if the Emperor is suffering a Civil War, and HRE land units are available, he may use them. B. Spain cannot move units and leaders, nor place Col/TP in the Portuguese Zone of Influence, and viceversa. IV.10. WARS OF SUCCESSION IV.10.1. Conditions of Triggering. C. If there are Spanish Col/TP in the Portuguese Zone of Influence when the event occurs, they are immediately annexed by Portugal, and viceversa. VPs are gained and lost for these annexations. A player may refuse to annex any or all, and in this case they are destroyed. If a player has received a Dowry in a Dynastic Alliance, and suffers a Dynastic Crisis when the Alliance is still in effect, the player that gave the Dowry may trigger a War of Succession by doing one of the following (with Free CB): -. DoW the player in Crisis, or -. DoW all the current enemies of the player in Crisis, and thus forming an alliance with him/her. The player in Crisis cannot refuse such alliance. IV.12.2. Effects on Other Players These rules apply when the Tordesillas Treaty is in effect, but only until Turn 14 (included). IV.10.2. Consequences of the War A. Any Catholic country apart of Portugal and Spain, that moves one stack into the RoW loses 1 Stab level. The loss is for each time a stack leaves the European Map, but once in the RoW, that stack may move freely without additional losses. If the stack returns to Europe and then leaves again, another Stab level is lost. This penaly applies even if the country is at war with Spain or Portugal. A. If the player that triggered the War of Succession wins the war (with at least a conditional peace in his/her favour against all enemies), the player in Crisis cannot DoW him/her until the end of the current period, except with a CB given by an Event (regardless of whether they were allies or enemies). 57 Europa Universalis Alternative Rulebook B. For each Col/TP placement attempt not) by a Catholic country, except Spain 1 Stab level is lost. If that country diplomatic counter of the Papacy, it Neutrals Box. Special Rules those of non-Catholic countries. They may also destroy establishments, including colonies, during the Redeployment Phase (see III.11.1.E). (succesful or and Portugal, controls the goes to the C. Spain and Portugal may attack any stack in their respective Zones of Influence, without a DoW, even 58 Europa Universalis Alternative Rulebook Victory Rules V. VICTORY Victory is determined as indicated in the Scenario or Campaign description, usually through calculating the Victory Points that each player has earned up to the end of the game. The player with the highest total is the winner. If two or more players have the same amount, then the game is a draw. +1 for signing a White Peace + # / - # two times the level of Peace, for the victor / loser +20 for forcing a Major Power to change religion under Peace conditions -20 for a player that changes religion under Peace conditions +# / -# Income of each annexed / ceded province +# / -# levels of each annexed / ceded Col/TP +10 for France, for signing the Perpetual Peace with Switzerland V.1. GENERAL VICTORY POINTS If a winner in a Scenario or Campaign is determined by VP, players should refer to the following list, unless the Scenario indicates otherwise. V.1.1. Wars Conquest of provinces in RoW, which are integrated in an Area, does not give VP, EXCEPT the following: -10 for each DoW without a CB +10 each province in Areas Japan, Corea, Manchu, Pekin, Shangai, Canton. +5 each province with the cities of Cuzco and Tenochtitlan V.1.2. Administration +1 for each Monopoly of exotic resources, exploiting 15 units +3 for each Monopoly of exotic resources, exploiting 6 or more units. +1 for each newly created, or turned from (-) to (+) side, Col/TP. V.1.6. End of Turn + # current Stab (may be negative) +1 per trade fleet with 4-5 levels +3 per trade fleet with 6 levels +1 per Diplomatic marker that reaches MA status or higher (but not for remaining in or above MA). Do not count changes caused by Events. -1 per Diplomatic marker that drops below MA status (but not for remaining below MA). Do not count changes caused by Events. -5 per province for Holland, each turn the province remains flooded. -15 per Bankruptcy +20/-20 getting / losing Asiento from Spain +1 Each turn Asiento is kept. -# Half of all VPs gained with Asiento (as per the above line), when it is lost. V.1.3. Discoveries VP go to the player that first reports the discovery. +1 each discovered sea or province, EXCEPT the following: +75 first discovered province in Asia. +50 first discovered province in America (Newfoundland excluded) +10 Cape Horn Sea +10 Cape of Storms Sea +5 Kamchatka +5 first province of Alaska +5 first province of Panama +3 first province of Quebec +3 first province of Rocky Mountains +2 first province of Great Lakes V.1.7. Minor countries A. The controlling player sums up the VP gained by his/her minor countries, as described in V.1.4. and V.1.5, and adds 1 per minor, per round of the Military Phase in which the player was controlling its forces. The total is halved, rounded up, and added to the player’s VP. V.1.4. Battles and Sieges Against Natives, these VP are neither gained nor lost. +1 /-1 each battle won/lost in which the loser had only detachments. +2/-2 each battle won/lost, per loser’s army (or fleet) present. +5/-5 each Major Battle won/lost, per loser’s army (or fleet) present. +1/-1 each siege won/lost. +1/-1 each leader killed in battle or captured. +50 for Turkey for the capture or annexation of Vienna (only once) -25 for Spain (or Austria if Major Power) for the Turkish capture or annexation of Vienna (only once) B. The controlling player of Revolts also gains and loses VP this way, but Rounds are counted only as long as the revolt exists (there is a revolt marker in the country, or the revolt controls a fortress or a military unit). C. If a player selects to cede a province from a minor when his/her own could have been selected, the loss of VP is not halved. D. Vassal trade fleets, newly created or turned to (+) side Col/TP of vassals, and resources exploited by vassals are counted for VP as if they were of the controlling player. V.1.5. Conquests and Peace 59 Europa Universalis Alternative Rulebook Optional Rules C. At the end of the Period, the Objectives are revealed, and their achievement checked. Players will earn VP for achieving the selected objectives, according to how they rated them (“A” will give more, and “D” less). Players may be penalised, losing VP, for not achieving the objectives. E. The player controlling Natives neither gains nor loses VP for the Natives actions, including for ceding provinces and for Rounds of the Military Phase. This applies to the regular forces of China, Mogul and Japan, but not to the regular forces of Ohio, Hyderabad, Mysore, Oman, Aden and Sudan. D. Objectives not selected give no VP if achieved, but cause the loss of half of the penalty if not achieved. V.2. SPECIFIC VICTORY POINTS If a Scenario, Campaign or Event indicates how to earn victory points, players should count them in addition to the General Victory Points, unless otherwise specified. E. If an objective gives VP for controlling provinces, the following rules apply, unless otherwise specified: -. Provinces owned at start of the Period are not counted. -. The province must have been annexed, and not being under enemy occupation or revolt. V.3. PERIOD OBJECTIVES A. At start of a Campaign, and at start of each Period during the Grand Campaign, each player must secretly select his/her objectives for the Period. F. If objectives demand a certain requisite to apply (for example, having a particular Religion): -. The objectives cannot be selected if the requisite is not met at start of the Period. -. The objectives VP and penalty do not apply if the requisite is not met at the end of the Period. B. The annexes list the Period Objectives for each Major Power. Each player selects four and rates them A, B, C and D. 60 Europa Universalis Alternative Rulebook Optional Rules VI. OPTIONAL RULES VI.1. BASIC GAME VI.1.4. Privateer restrictions VI.1.1. Fireships This rule is not recommended, as players will end up with continuous hierarchy conflicts. A. Blockading fleets/ND, commanded by an admiral with a Boarding value of 4 or higher, can throw a fireship against the blockaded fleet/ND. To do so, the player uses 1 warship (neither a galley nor a transport are valid) and rolls 1d10 on the Success Table. A. Those admirals with white © symbol are, in fact, privateers, and cannot command fleet counters. They can command ND. B. The warship is destroyed in the process, whether it succeeds or fails. If it succeeds, roll 1d10 to determine the number of blockaded ships that are destroyed, chosen by the owner. B. Admirals with yellow © symbol are not restricted. VI.1.5. Modified leader injury test The purpose of this rule is to prevent players from sending suicide detachments into combat, with the intention of forcing a leader injury test. C. Leaders are never tested for injury after a fireship attack. VI.1.2. Galleys vs. Warships A leader is tested for injury only if at least 10% of the sp he commands is lost in the combat. A. During Periods I, II and III, a naval stack with galleys, but without a single warship (transports have no effect), has a bonus of +1 in Fire and Boarding against a naval stack without a single galley. VI.1.6. Cavalry Superiority During Renaissance, cavalry changed tactics. Charges gave way to volleys of pistol fire, which were less effective. The old tradition was kept in Poland, and Gustavus II Adolphus of Sweden brought it back to the West during the XVII century. B. During Period IV, there is no bonus. C. During Periods V, VI and VII, a naval stack with galleys, but without a single warship (transports have no effect), has a malus of –2 in Fire and Boarding against a naval stack with at least 1 warship. A. When determining cavalry superiority in land combat, halve the cav sp belonging to Latin countries with the following technologies: Ren, Arq, Mus. Keep fractions. Exceptions: Poland, Hungary, Latvija, Russia. VI.1.3. Venetian Galleasses A. Venice may build Galleasses from Turn 13 (included), but no more than 10 may be present at the same time. B. The rule above applies to Pashas also, regardless of their technology. B. When Venice is a Major Power, the player builds them at double the cost of a galley; when Venice is a minor country, the controlling player may get them instead of galleys, either in the Basic Force or as Reinforcements, at the rate of 1 galleass for each 2 galleys. VI.2. ADVANCED GAME VI.2.1. Presidios A. Christian players may build a Presidio in the following provinces: the European map African coast, the islands of the Mediterranean, HELLAS and MOREA, provided that they control the port in the province. Presidios are built and maintained during the Logistics Phase, like any other fortress. C. Except for D below, a galleass is just like a galley. Note that for determining the ships which are in first line, galleasses are the same class of galleys, thus if galleys are in first line, so are galleasses. B. The Presidio is a fortress, separate from that inherent to the Province. Place a fortress marker, of the appropiate level, in front of the port. If control of the port goes to another country, the Presidio may remain. The Presidio may be besieged like any other fortress, but is destroyed upon capture. D. When Venetian galleasses are in first line, and the enemy stack has galleys in first line, the Naval Combat is modified as follows: D.1. Galleasses conduct Fire and inflict losses first, using the A column (regardless of the enemy’s technology), and with a Firepower of 5. However, the morale loss can never exceed 1. Then, both players roll simultaneously for Fire. D.2. Galleasses conduct Boarding and inflict losses first, using the A column (regardless of the enemy’s technology), and with a Boarding-power of 1. However, no morale loss is applied. Then, both players roll simultaneously for Boarding. C. The Presidio is not itself a port, nor a supply source, nor a valid retreating point, and cannot shelter neither land units nor leaders. D. The Presidio blockades the port, as long as the latter is enemy-held. Any enemy naval stack (including privateers) attempting to enter or exit, may be subject 61 Europa Universalis Alternative Rulebook Optional Rules to Fire from the Presidio. The owner of the Presidio rolls on B Column, without any modifiers, and with a Firepower equal to double the fortress level. If the naval stack suffers a Morale loss, it must stop its movement without entering (or exiting) the port. The naval stack does not return fire. VI.2.5. Trade Companies A. Players may create Trade Companies during Period III, by paying 200 D$ during an Administrative Phase. B. The Trade Company and its advantages, disappear at start of Period IV, or if the Stab is at –3 during an Income Phase. E. The Presidio never fires during the Return to Port. F. The Presidio may fire at Barbary Privateers (IV.2.9) even if its owner is not at war with the country of the privateer. C. If England or Holland build a Trade Company before a specific Political Event creates it, such Event can never take place. VI.2.2. Turkish Diplomacy VI.2.6. Extension of Religious Conflicts This rule is recommended for historical accuracy. This rule is recommended for historical accuracy. Turkey cannot conclude a Dynastic Alliance with other players. Rules IV.8.2.A, B & C are restored (if they ever ceased to apply) during the Event Thirty Years War. VI.2.3. Turkish Instability VI.2.7. Bids on Eugene and Saxe This rule is not recommended if you want a competitive Turkey throughout the game. A. The rolls for Eugene and Saxe can be modified by a secret bid of both the French and Habsburg (Spain if not dissociated) players. Modify the result by +1 for each full 10 D$ Habsburg spends, and -l for each full 10 D$ France spends. The maximum placement is 100 D$. All money is lost, whatever the final result. These rules apply from the start of Period III to the end of game. The nominal value of a Monarch characteristic is the value without counting minority, crisis, sickness, ministers and events. A. Turkish roll for Monarch survival is modified as follows, except if the Monarch has nominal MIL of 7 or higher: B. If Habsburg is a minor country dissociated from Spain, no bids are allowed. VI.2.8. Alternative Initiative Period Period Period Period Period III: +1 IV: 0 V: +1 VI: +2 VII: +3 To keep play balance throughout the game, have the worst Monarch go first, then the second worst, and so on. VI.2.9. Dardanelles and Bosporus Straits Add +1 if any Sultan in the current Period had nominal ADM of 8 or higher. A. Any enemy naval stack (including privateers) attempting to enter or exit the Sea of Marmara, may be subject to Fire from the fortress in Thrace. The owner of the fortress rolls on B Column, without any modifiers, and with a Firepower equal to double the fortress level. If the naval stack suffers a Morale loss, it must stop its movement without entering (or exiting) the sea. The naval stack does not return fire. B. When a new Sultan appears, roll first for its nominal MIL. If it is 7 or higher, nothing happens. If it is 6 or less: B.1. Consider that the roll was made with a –1, and take the new MIL value (except if the predecessor had nominal MIL of 7 or higher). B.2. Get ADM and DIP with a –1 to the roll (except if the predecessor had nominal MIL of 7 or higher). B.3. Get Reign Length with the following modifiers to the roll (regardless of predecessor MIL value): B. Turkey may use the fortress to fire against the Knights privateer, even if not at war with them. C. If the fortress prevents a stack from Returning to Port, the naval units must return to a port without crossing the Straits, or they will be destroyed. Period III: -1 Period IV: -2 Periods V & VI: -3 Period VII: -2 VI.3. SIMULTANEOUS MOVEMENT These rules are best used in play-by-mail games, when everything has to been written down. In face-to-face games they might be cumbersome. VI.2.4. Fear of Ottomans A. During Periods I and II, any country entering combat for the first time (on land or at sea) against Turkish units (not Turkish vassals alone) suffers a malus of -1 to his shock / boarding rolls. VI.3.1. Orders At start of each round, players write down the campaign intended and the orders they give to each unit. Then, they are revealed and executed simultaneously. B. The following countries are immune to this malus: Venice, Mameluks, Genoa and The Knights. However, the malus applies if they are stacked with units that are not immune. 62 Europa Universalis Alternative Rulebook Optional Rules D. Except for VI.3.3. below, naval movement is not related to land movement. A. Type of orders: MOVE: specify the path that the stack will follow, and if the unit embarks or disembarks. If ordered to move, blockaded naval stacks will attempt to escape and units entering a port will force blockade (except admirals alone), unless otherwise specified. E. Contrary to the normal rules, a stack retreating for lack of supply must stop when it finds an enemy stack in its way. However, a player may order his stacks to let pass retreating forces. E.1. After combat it must continue the retreat, even if it wins. If the retreating stack violates stacking limits in a province where combat is triggered, excess units do not take part in the combat, but suffer any adverse result. E.2. Retreating stacks always let pass other retreating stacks, and always shelter in the fortress. Between fortresses at the same distance, they select one without enemies in the province, if possible. F. Stacks of two players at peace can cross not-owned RotW provinces at the same time, but cannot end their movement in the same province. The player that reaches the province last will remain out, unable to ever test discovery. DETACH: specify the newly created unit. ABSORB: specify which unit will absorb which one. SIEGE/ LIFT SIEGE: HoW are always granted unless otherwise specified. Besieger does not assault after Breach unless otherwise specified. ATTACK: (needed for naval units only) PURSUIT & BLOCKADE (to be carried after naval combat) ESCAPE BLOCKADE VI.3.3. Naval Transport FORCE BLOCKADE A. Before sailing with land stacks, a naval stack must already have spent as many MPs as the land stack has already spent. If this is not the case, it will spend the necessary ones at the port or sea, without moving. If the land stack does not reach the embarkation point, the naval stack does not move further. Note that a retreating stack cannot embark once it reaches a safe fortress. SORTIE: for a besieged force that wants to attack the besieger. It is assumed that this takes 1 MP, although it is not strictly movement. ASSAULT: specify the number of attempts. ATTACK NATIVES B. The reverse is not true. A land stack does not spend MPs waiting for a naval stack to enter the embarkation port or sea. RETREAT BEFORE COMBAT: both attacker and defender may try this. RETREAT AFTER FIRE PHASE (for naval stack with windgauge). C. If a land stack was going to disembark in a port that is currently blockaded, it may land in the province instead, if the player indicates so. INTERCEPT D. Whatever the number of seas travelled, only 2 MPs have elapsed for a land stack being transported. PIRATE/PRIVATEER HUNT REVOLT SUPRESSION B. Orders may be combined, but land stacks cannot combine INTERCEPT with MOVE or ATTACK NATIVES. E. A naval stack embarking land units from a non-port province must spend 2 additional MPs in the adjacent sea after doing so. VI.3.2. Movement VI.3.4. Privateers A. For supply, cost of campaigns and move points purposes, changes in military control only apply at start of next round. Campaign costs are fully paid, even if a player is unable to complete movements. Note that if you make no campaign, you still may give orders to units, like intercept or retreat before combat. A. Privateer movement is conducted the last, after Players Hunting. B. A privateer that was ordered to set sail can be blockaded in its starting port only by an initiative naval unit, whose only movement is from the adjacent sea to the port. B. Movement orders cannot be conditional, except for naval units facing a blockade, and transported units going to disembark into a blockaded port. C. A privateer leader may move at the same time as the privateer counter, if the owning player wishes so (in order to apply his modifier to the hunting die roll). C. Movement is conducted at once for all stacks, move point by move point. However, Naval units spend a move point each time they enter a sea or enter, exit or blockade a port. In case of ties, the initiative player is considered to have moved first. Conflicts between stacks of the same player are solved by following the sequence of orders issued. VI.3.5. Interception A. If interception occurs, the intercepting stack is moved to the concerned province or sea at the same time as the intercepted stack, and combat resolved before any other stack resumes movement. 63 Europa Universalis Alternative Rulebook Optional Rules move. -. Both stacks cross the same border by spending the same ordinal move point in opposite directions. Combat takes place in the province the initiative player was going to enter. -. A stack successfully intercepts. B. The intercepting stack is always the attacker, no matter how many MPs it spends, or who has the initiative. C. If the intercepting stack wins, it cannot intercept again until the MPs that cost the province entered have elapsed. If it losses, it is retreated after spending the MP cost of the province entered. B. Naval interception will be triggered in the above situations, if at least one stack was ordered to INTERCEPT. Naval combat will be triggered when enemy stacks end their move in the same sea, and if at least one was ordered to attack. In all naval combats, first line ships will be the most numerous, unless otherwise specified. D. Retreat after interception combat is conducted in the same way as retreat for lack of supply. E. A naval stack chasing another after interception will not try any other interception this round. It cannot be intercepted during the chase. C. Stacks cannot go forward after the combat, except after interception or if one stack was overran. The stack that entered first is the one that has spent less move points (the initiative player in case of ties). If another stack was ordered to cross the province after the combat has been triggered, it is forced to stop there (this does not apply to interceptions). If it violates stacking limits, it cannot enter (this in turn may trigger further combats or stacking limits violations). F. If two naval stacks with interception orders meet, there will be two interception rolls, the initiative player going first. VI.3.6. Blockade A. Naval stacks may condition entry or exit of ports to whether they are blockaded or not. If the port results to be blockaded, they may remain at sea (or at port), escape blockade, or force blockade, but cannot go to another port or sea. D. Order of combat resolution (including retreats) will be according to who is the attacker, by initiative. Random between attacks of the same player. B. However, Admirals alone will not proceed if the port is blockaded. VI.3.8. Losses Losses are applied in the following order, unless otherwise specified. Land units: csc infantry, vet infantry, csc cavalry, vet cavalry, cscs artillery, vet artillery. Naval units: galleys, warships, transports. VI.3.7. Combat A. Land Combat takes place when two stacks meet in the same province. This occurs when: -. They spend in a province the same ordinal move point. -. A stack finds in its way another that has finished its 64 Europa Universalis Alternative Rulebook Designer’s Notes VII. DESIGNER’S NOTES The main goal of this work has been to clarify the rules an make the game playable, by eliminating contradictions and holes in the rulebook. For the most part I have taken the rules as they were written, trying to remain as most faithful as possible to the original, but I had to change several parts to make the whole game enjoyable. during the Italian wars are no longer needed, as France has only two places to attack: either Italy itself or Spain. But I have preferred not to deal with the Political Events, because other people have already do it, and probably much better than I could do. However, I have changed the conditions for the Perpetual Peace with Switzerland, linking them to the Italian wars. The booklet has been reorganised, and several chapters that were grouped at the end of the original one, have been moved to the section which they belong: the Advanced Rules. Players should deal with them as integral parts of the game system, and not as special cases. They need to master them in order to succeed in the game. The rules that were scattered thorugh the Annexes have been regrouped in the Special Rules chapter. The long rules for playing the Grand Campaign with four or five players are intended to be of real worth for a group unable to find enough people for the game. Those included in the Extension never fully convinced me. The Player Aides have been substantially modified. I have revised prices for standard purchases and content of armies, and the latter are now linked to the technology, just like the minor countries. I have also allowed to place as many cavaly points in an army as in a detachment. The table for determining monarch values has been changed, and now getting an awful monarch is more difficult. This was a major imbalance of the original game; having a rating of 3 in any characteristic was too common and could doom a player for too many turns. Optional rules have been grouped in a single section, and a few rules that never convinced me, like presidios and privateer admirals have been placed there. I have also changed those rules that several campaigns have revealed of being of poor design. One of these, and probably the most important modification, is the Combat Chart. Now battles are more likely to end with a winner, and there is always a possibility of defeating the enemy, even if it is entrenched in a mountain and behind a river. Still, draws can happen occasionally. The Period Objectives have been revised to exclude those that were of nearly impossible fulfilment, like the monopoly of resources. I couldn’t resist the temptation to include my rules for Simultaneous Movement. They have been tested during a Campaign played through electronic mail, and worked fairly well. However, you will need a referee to solve possible conflicts, and have in mind that the game plays completely different. Some inconsistencies have been removed, for instance, cases in which attempting a discovery was better for attrition than regular navigation. Technology actions have been moved to the Logistics Phase, so now when a player changes its technology, all the maintenance and purchase is made with the new prices and conversion costs are no longer needed. Other minor changes are too numerous to be listed here. Anyway, what the game needs is a third edition, written in clear English and geared towards a simplified game that remains focused on the strategic decisions to be taken throughout the game. Certain cumbersome rules, like the Pashas or the privateers could be abstracted, the number of leaders reduced, leaving only the most important ones, and the Political Events simplified. I have added rules to cover certain situations that caused problems during gameplay. Controlled minors that are not activated are no longer heavens to retreat or draw supply; if a player benefits for them, they can be invaded. Other rules have been extended to eliminate any possible doubt, like naval transport, hierarchy and command, convoys or the Peace procedure. I wouldn’t like to end this work without thanking the people that have helped me in some way with this project: the designer Philippe Thibaut, for making a game so rich and with so much potential; my friends at the Club Dragon in Madrid for testing many of the alternative rules and the people of the mailing list of Europa Universalis, which have been always a source of new and brilliant ideas. Regarding the scenarios, the most dramatic change has been the elimination of Spanish control over Burgundy in 1492. Even considering the effects on play balance, which are difficult to evaluate in any case, such a major deviation from the historical situation is unacceptable. Without Burgundy in Spanish hands, the restrictions on the operations 65 Europa Universalis Alternative Rulebook Complete Example of Game Turn VIII. COMPLETE EXAMPLE OF GAME TURN dr4,1; #1 Treaty of Tordesillas. Doesn’t apply so event is rerolled: dr7,4; Revolt. Victim dr5 Turkey, dr7+3 = 10 Adana. Controller dr6 Venice, strength dr1, Revolt(-). All Turkish units there are relocated to Cilicia. Campaign Game 1492-1519 - Turn 1 1492-94 SETUP The players first secretly select objectives for this Period as follows: England: Liz A. Scotland vassal. B. 4 MNUs. C. Calais English. D. No revolt in Ireland. France: Louis A. Provinces in Italy. B. Minor vassals. C. Calais French. D. Artois French. Portugal: Sebastian A. Each Col/TP. B. Col in Goa. C. Tanger Portuguese. D. Morocco vassal. Spain: Phil A. Col in America. B. No French vassals in Italy. C. Vassals in Europe. D. Defender of Catholic Faith. Turkey: Fatima A. Mameluks conquered. B. Rhodes conquered. C. Each Muslim vassal. D. Each Persian Province. Venice: Marco A. Trade fleets. B. Provinces in Italy. C. Mameluks not conquered. D. Each vassal. dr9,7; #9 Turkish diplomatic pressure. Bonus of +3 on Algeria. dr5,2; #4 War in Italy. France has CB vs Spain. DIPLOMATIC PHASE Alliances Spain signs a Defensive Alliance and a Loan Treaty with Venice. Spain gives 100D$ to Venice. Declarations of War France DoWs Spain with CB (-1 Stab). Phil calls his ally Venice, who DoWs France with CB (-1 Stab). Diplomacy with minors Spain: Papacy (50) Player roll: 5+12 = 17; opposing rolls: 2+6 = 8 Progression points: 9, up to EW. Spain gets 50D$. France: Toscana (50) Player roll: 4+12 = 16; opposing rolls: 5+5 = 10 Progression points: 6, up to EC. Turkey: Algeria (100) Player roll: 4+19 = 23; opposing rolls: 2+3 = 5 Progression points: 18, up to VA. Venice: supports Spain on Papacy (20). England: Scotland (50) Player roll: 2+10 = 12; opposing rolls: 6+9=15, no points. The initial setup of the forces indicated in the Scenarios Booklet is as follows: Spain: A1+, F1+, Ge?1, Adm?2 in Catalonia; Nd1, Nd2, Columbus, Conq?1 in Andalucia. France: A1+, A2-, Ge?2, Ge?3 in Dauphine; Nd1 in Bretagne, Nd2 in Provence. Turkey: A1+, A2+, F1-, Ge?1, Adm?3 in Adana; Ld1, Ld2, Ge?2 in Macedonia. Pashas Adnan (corrupt) in Bug, Ali in Serbia, Amar in Rumelia, Ismail in Macedonia, Israf in Morea, Selim in Nicea, Tarek in Adana, Yasser in Trapzon. Portugal: A-, F-, Ld1, Ge?1, Adm?2, Conq?1, Diaz in Tago. England: A-, F-, 1Ld, Ge?1, Adm?2 in Kent; Nd1, Nd2, Adm?3 in Cornwall. Venice: A1-, F1(+), Ge?2, Adm?1 in Venice. Activation in war Spain: Papacy dr6-1=5 fails. France: Toscana dr4-1=3 fails. INCOME PHASE Price of Resources 3 spices and 4 slaves are produced. Product of Orient: dr4, no change Spice: dr3, no change Slaves: dr9, moves 2 boxes, up to 3 (R) Furs: dr1, no change Fisheries: dr6, moves 2 boxes, up to 2 (L) MONARCH PHASE Monarch survival test Spain: dr4; France: dr2; Turkey: dr6; Portugal: dr4; England: dr1, the Monarch gets 1 extra turn; Venice: dr6+1 = 7. Initiative (sum of Monarch’s characteristics and roll in case of ties): Spain (22), France (20 dr9), Turkey (20 dr5), Portugal (20 dr4), Venice (20 dr1), England (18). Corrected Gross Income Spain: 162 Turkey: 159+16 = 175 Venice: 260-130 = 130 EVENTS PHASE France: 268 Portugal: 85+9 = 94 England: 201 Spain tests for a loan National: dr6+3 = 9, 4+3 = 7, 6+3 = 9; 100D$, 8% , 3T. International: dr2+3 = 5, dr8+3 = 11; 50D$, 4% , 3T. Spain gets the National loan. Economic events Spain: dr4,5 #50 No event. France: dr4,7 #9 Technological advance, chooses land, dr7 +2 boxes, +1 for reaching REN, to box 12. REN marker drops to box 8. Turkey: dr8,8 #27 New ally, chooses Algeria for a +3 bonus. Portugal: dr6,4 #7 Fiscal evasion, loses 78D$. Venice: dr8,2 #24 Poor weather. England: dr2,5 #34 Independence of a vassal. Scotland drops to MA. Treasures Spain: 462; France: 318; Turkey: 425 Portugal: 484; Venice: 240; England: 201 LOGISTICS Technology Spain: Land (100), dr4+12=16 gets REN, up to box 10. Political events 66 Europa Universalis Alternative Rulebook Complete Example of Game Turn Turkey: Land (100), dr7+12=19 gets REN, up to box 12. Portugal: Naval (50), dr4+9=13, up to box 11. England: Naval (30), dr1+8=9 no effect. Portugal: 226; Venice: 224; England: 147 Players maintain all their on-map forces in vet, except Turkey, that disbands 2 Ld, and England, that keeps an Ld in csc. Spain and Venice will move separately. MILITARY PHASE Round 1 Weather: dr4 good weather. Purchases Spain: Fortress 2 (25), A2- (25) in Naples. France: A3- (24), Nd3 with galleys (35) in Provence; 1 arty into A1+ (5). Turkey: A3+ (60) in Thrace. Portugal: Nd1 (30), Ld2 (8) in Oporto. Spain: passive campaign (10) All forces in Catalonia sail to Naples. Attrition: Column 5-2=3; dr4-1=3 no effect. Nd3 detaches from Nd2 with 3n. Columbus and Nd3 sail to Southern Atlantic, Winward Islands, Sea of Puerto Rico. Discovery: dr5-3 = 2 success with 10% of losses. For 3n that means 1 is lost. Columbus disembarks in Haiti West. Discovery: dr8-3 = 5 half success, dr9 success, test for leader dr4 alive. The Knights privateer and the Grand Master sail to the CTZ Turkey Leader Redeployment Portugal: Conq?1 to TP Elmina, Diaz to Col La Praya. Turkey: Ge?2 to Thrace. France: King Charles VIII takes the field. His values are dr5, dr4 dr2, dr7; 4.3.2.-1. He is placed in Dauphine; Ge?2 and Ge?3 are moved to Provence. ADMINISTRATIVE ACTIONS France: simple campaign (20) All forces in Dauphine move across Italy, thanks to the special rule in the Event War in Italy, into Naples. Firenze is a supply source because Toscana is in the French EC box. Attrition: dr5-4 = 1 no effect. Spain: Exceptional Tax: dr4+13 = 17; 170 D$, Stab drops 1. MNU (50): Column 9-9 = 0; dr4+2 = 6, half success, dr4 failure. Trade fleet in CTZ Spain (30): Column 3-1 = +2; dr8 success, up to level 3. France: Exceptional Tax: dr6+11 = 17; 170 D$, Stab drops 1 DTI (50): Column 6-9=-3; dr6+2=8, half success, dr8 failure. Turkey: Trade fleet in CTZ Turkey (10): Column 5-1 = +4; dr10 success, up to level 3 MNU (30): Column 9-9 = 0; dr1+2=3, half success, dr3 failure. Portugal: TP in Elmina (50): Column 8-7 = +1; dr2+3 = 5 half success, dr4 success. TP in Elmina (50): Column 8-7 = +1; dr1+3 = 4 half success, dr8 failure. TP Elmina gains 1 level, up to 4 and turns to (+) side. Col in La Praya (30): Column 5-3 = +2; dr4+5=8 success. Col in La Praya (30): Column 5-3 = +2; dr8+5=13 success. La Praya gains 2 levels, up to 5 and turns to (+) side. Trade Fleet in STZ Gulf of Guinea (10): Column +4; dr1 failure. Venice: Trade Fleet in STZ Adriatic (10): Column +3; dr9 success, up to level 4 and turns to (+) side. England: Trade fleet in CTZ England (10): Column 4-1=3 dr3, half success, dr7 failure. Battle in Naples France: Henry VIII (4.3.2.-1), 28 inf, 15 cav, 2 arty Spain: Ge?1 (2.3.3), 21 inf, 15 cav, 1 arty Both are REN and vet, and have a morale of 3. Fire Phase France: dr10, 30% of 4 (2 losses) and morale 3. Spain: dr4, no effect. Spain breaks. Pursuit: dr5+2 = 7, 10% of 62 (7 losses, first arty). Spain decides to retreat to Romagna, because the fortress there is friendly. Attrition: dr7-1 = 6, 40% of 28 (12 losses). Spanish A+ becomes (-). France besieges Naples: dr6–3 = 3 no effect. Turkey: simple campaign (20) All land forces in Cilicia move into Adana to supress the revolt there. The naval forces sail to the Eastern Mediterranean to hunt the privateers. Attrition: impossible. Revolt supression: dr10 automatic success. Privateer hunt: dr6+2 = 8 success, privateer turned to (-) side. Portugal: passive campaign (10) Diaz moves to Oporto, takes Nd1 and both sail to Cape of Storms. Discovery: dr2-3 success, no losses. Venice places new Dutch trade fleets: dr5, one additional level, placed in STZ Irish Sea. Venice: simple campaign (20) All land forces in Venice move to Luca and lay siege, as the fortress is supplying the French troops. The naval forces in Venice sail to the Thyrenean Sea. Attrition: Column 5-2=3 dr2-1=1 no effect. The Diplomatic counter of Toscana immediately moves to the French EW Box. Siege: dr4-1=3 no effect. Competitions Turkey vs Venice in CTZ Turkey (10): Venice does not invest in defence. Column 5-3 = 2; dr5, half success, dr2 success, Venetian drops to level 1. England vs Dutch in CTZ England (10): The Dutch defend with 30. Column 4-4 = 0; dr10 success. Dutch drop to level 2. England: pass Round 2 Weather: dr5 bad weather. Treasures Spain: 352; France: 362; Turkey: 215 67 Europa Universalis Alternative Rulebook Complete Example of Game Turn Spain: simple campaign (20) Columbus embarks on Nd3 and sails to Andalucia. Attrition: Column 6+1=7; dr9-3= 6, 40% of 2n (1 lost). America has been discovered. Nd3 absorbs Nd2. The siege of Firenze must be lifted. Spanish troops retreat to Naples. Attrition: dr8-3 = 5, 30% of 16 (5 losses). Spanish forces in Romagna move to Firenze and lay siege. French units in Naples try to intercept that move, but fail (dr1). Columbus and Nd3 return to Andalucia. Attrition: Column 6+1 = 7, dr8-5 = 3, 10% of 2 (1 loss). Diaz and Nd1 return to Oporto. Attrition: Column 7+1 = 8, dr4-3 = 1, dr6, 6% of 3 (1 loss). Attrition: dr3-2=1, no effect. Siege: dr2-4=-2 attrition on Column 1, dr4+2 = 6, nothing. Turkish forces in Eastern Mediterranean return to Adana. France: passive campaign (10) Forces in Naples are unsupplied, so they must retreat to the closest friendly unbesieged fortress, which is Torino. Attrition: dr10-5 = 5, 30% of 45 (14 losses). French A1+ becomes (-). Venetian forces in Thyrenean Sea return to Venice. Attrition: Column 5-2 = 3, dr7-1 = 6, dr1, 1% of 76 (1 loss). PEACE PHASE Turkey: passive campaign (10) Naval forces in Eastern Mediterranean try to hunt privateers. Attrition: impossible. Hunt: dr6+4=10, success. Privateer is eliminated. Stability improvement Spain (100): dr1+11 = 12, up to +2 France (100): dr7+7 = 14, up to +2 Venice (100): dr4+10 = 14, up to -2 England (50): dr8+9 = 17, up to +3 Portugal: passive campaign (10) Diaz and Nd1 move to Oporto Attrition: Column: 7+1 = 8; dr8-4 = 4, 30% of 5 (2 losses). Cape of Storms has been discovered. Spain, France and Venice agree to sign an informal peace and return to the statu quo ante belllum. Each gains 1 stab. Venetian troops in Emilia are relocated to Mantua. Venice: passive campaign (10) Siege of Pisa: dr6-1=5 Usure (-) Attrition of forces in Thyrenean Sea: Column 5-2 = 3, dr8-2 = 6, dr4, 4% of 80 (4 losses). INTERPHASE New leaders Portugal: Da Gama, Cabral; Spain: Ojeda, Cordoba England: E. Cabot; France: Gonneville, Bayard Turkey: Ibrahim England: pass. Inflation Portugal has brought 40 D$ of gold to Europe. Inflation: dr8, move 1 box to the left, but still is 5%. End of Military Phase test: dr4, continues. Round 3 Weather: dr10 good weather. Prosperity There is no prosperity in the first turn of the game. Spain: passive campaign (10) Nd3, Columbus and Conq?1 sail to Sea of Puerto Rico. Attrition: Column 6+1=7 dr5-5=0 nothing. Conqu?1 lands on Haiti West. Victory Points Spain: Stab (+2), discoveries (+53), diplomacy (+1), battles (-4) = +52 Portugal: Stab (+3), discoveries (+11), colonization (+2) = +16 England: Stab (+3) = +3 France: Stab (+2), battles (+4), diplomacy (+1) = +7 Turkey: Stab (+3), diplomacy (+1) = +4 Venice: Stab (-2), revolt control (+1), sieges (-1) = -2 Siege of Firenze: dr6-4=2 nothing. France: simple campaign (20) Forces in Savoy move into Luca to attack the Venetian. They attempt to retreat before combat and succeed (dr9), moving into Emilia. Attrition: dr6-2 = 4, 20% of 11 (3 losses). The siege is lifted. Treasures Spain: 212-11 = 201; France: 212-11 = 201 Turkey: 185-10 = 175; Portugal: 196-10 = 186 Venice: 94-5 = 89; England: 97-5 = 92 Turkey: pass Attrition of forces in Eastern Mediterranean is impossible. Portugal: passive campaign (10) Diaz and Nd1 move to Western Indian Ocean. Discovery: dr7-3 = 4 success, 40% of 3 (2 losses). Leader test dr2, survives. Venice: pass Attrition of forces in Thyrenean Sea: Column 5-2 = 3, dr3-2 = 1, nothing. England: pass. End of Military Phase test: dr2, ends. REDEPLOYMENT PHASE 68 Europa Universalis Alternative Rulebook Index IX. INDEX revolt, 24; maintenance, 6; placement in RoW, 35; purchase, 7 Africa, 3 America, 3 Annexation, 28 Arkhangelsk, 53 Asia, 3 Asiento, 56 Atlantic: trade zones part of, 31 Attrition: besieged, 10; besieger, 18; during interception, 13; in a discovery, 41; land, 10; land units, during Retreat, 14; naval, 11; Redeployment phase, besieger, 20; Redeployment phase, for remaining in empty province of RoW, 20; requisites for leader modifier, 11 Azteca: area for viceroy purposes, 56; subjugation, 40 Galleass (optional), 62 Galley: as technology, 14; restrictions, 10; risk value modifier. See Risk values; vs warship (optional), 62; warship equivalency, 7 Genoa, 52; FTI value, 36; participation in crusade, 57 Germany, 4 Gold, 31, 42; transportation, 37 Habsburg, 50; DoW by, 26, 28; inheritance of Hungary, 49; participation in crusade, 57; peace, 43; provinces part of, 4; roll for reinforcements, 35 Hierarchy, 7; during interception, 13; leaders of different countries, 15 Holy Roman Empire, 50 Hungary, 49; participation in crusade, 57; provinces part of, 4 Bankruptcy, 22; effect on Pasha corruption, 39; unpaid indemnities, 45; unpaid ransom, 42 Basic Force: equivalencies, 6 Blockade, 10; during civil war, 58; of a neutral port, 26; port in unkown province, 41; run at all costs, 11 Burgundy: provinces part of the inheritance, 55 Inca: subjugation, 40 India, 3 Inflation, 45 Interception, 12; of retreating naval units, 14 Irak, 52 Ireland, 3 Italy, 4 Campaign, 9; of minor country, use by Major Power, 9 Casus belli, 25; Burgundian inheritance, 55; crusade, 57; defensive alliance, 25; Emperor, 50; Habsburg, 50; loan treaty failure, 25; losing for refusing return of national province, 45; separate peace, 45; trade refusal, 26; Turkey vs Knights, 50; war of succession, 58 China: technology group, 34 Colony: counters, 4; restrictions on placement, 36 Combat: land, started by besieged units, 15; naval, ships captured in Pursuit, 16; naval, ships in first line, 15; sequence, 15 Competition, 36; mandatory, 37; mandatory, for exploiting resources, 30 Conquistador: table, 40 Convoy, 31; movement, 38 Cossacks, 53 Kamchatka: land passage to mainland, 3 Knights, 49; participation in crusade, 57 Latin: technology group, 34 Leader, 7; Akbar, 47; Arabs, 48; Barberus, 28, 35, 51; Bussy, 47; capture, after siege, 18; capture, for losing all sp in combat, 16; capture, liberation, 16; Clive, 47; Coen, 47; commander of the crusade, 57; Cromwell, 47; dual, 47; Dupleix, 47; English Sea Hounds, 47; Eugene, 47, 63; Frederick II, 16; Guise, 48; Henry IV, 47; Hetman, 48; historical ministers, 48; historical monarchs, 48; injury, 16; Knigths Grand Master, 48; La Valette, 48; Marlborough, 16; mercenaries, 48; modified injury test (optional), 62; monarch as, 49; Peter the Great, 52; placement, 20; Polish kings, 35; redeployment, 8; Rupert, 47; Saxe, 47, 63; Souwarov, 48; Wallenstein, 47 Loan, 32; bankruptcy, effect on, 22; treaty, 24 Lorraine, 51 Declaration of war, 25; minor country, 28; on a vassal, 26; on an active ally, 26; on Lorraine, 51; on natives, 40 Denmark: Union of Kalmar, 49 Diplomatic action: for activation of minors, 28 Diplomatic upheaval, 23, 24; deannexation, 28; on minors at war, 29 Discovery: transfer between players, 25 Dowry: minor country, 27 Mameluks, 51 Manufacture, 35; counters, 4 Mediterranean: seas part of, 4; Trade zones part of, 31 Middle East, 3 Military alliance, 27 Militia, 39; in revolt, 24 Movement, 9; capacity, 9; costs, 10 Muslim: technology group, 34 Economic Record Sheet: use with Basic Rules, 5 Entry in War, 28 Exotic resources, 29; monopoly, 30; price, 30; production, 30 Expeditionary corps, 28 Experience: of recruits, exceptions to being csc, 6 Explorer: in the role of conquistador, 7, 41 Natives, 39; attacks, 42; reaction, 40 Naval transport, 11; capacity, 12; requirements, 12 Netherlands, 54; FTI/DTI values when minor, 36; Tax of Holland, 55 North Africa, 4 Fidelity, 24 Fire phase, 15; technology allowing, 14 Fireship (optional), 62 Fisheries, 30 Flota de oro, 38 Fortress, 3; capture, 19; combat value, 18; combat value, during Breach, 18; counters, 4; detaching sp to cover, 10; experience, 18; garrison, 19; in Ormuz: Area values, 3 Orthodox: technology group, 34 Overrun, 10; capture of leaders, 11 69 Europa Universalis Alternative Rulebook Index Turkey, 57; DoW, 25; during Dutch revolt, 55; Dutch flood, 55; Dynastic alliance, 24; dynastic crisis, 22; effect on income, 32; effect on Pasha corruption, 39; effect on trade company (optional), 63; exceptional taxes, 35; improvement, 43; loan treaty failure, 25; major battle, 41; monarch execution, 43; Pasha dismissal, 39; peace, 44; peace differential, 44; Perpetual Peace, 51; prosperity, 45; refuse control of minor, 26; revolts, 42; separate peace, 45; Tordesillas treaty, 59; trade refusal, 25; Turkish army reform, 54; Turkish capture of Vienna, 54; Turkish loss due to Knights privateer, 49; war, 46 Straits (optional), 63 Strength point, 5; privateer equivalence, 38 Subsidies, 27 Supply, 8; informal agreement to, 24; lack of, 9; natives, 40; range, 9 Sweden: FTI value, 36; Union of Kalmar, 49 Switzerland, 51; costs of diplomatic track, 27 Papacy, 52; donation for crusade, 57; participation in crusade, 57 Parma: participation in crusade, 57 Pasha, 38 Peace: bankruptcy, forced by, 22; levels, 44; separate, 45; with Major Power, 44; with minor country, 43; with minors of the RoW, 52 Persia, 52 Pirate, 42 Poland, 51; participation in crusade, 57; provinces part of, 4; roll for reinforcements, 35 Portugal, 56; FTI value when minor, 36; placement of reinforcements as minor, 7 Presidio (optional), 62 Privateer, 42; activation, 9; Barbary, 51; commander, 38; looting, 42; maintenance and purchase, 35; movement, 38; restrictions (optional), 62; return to port, 42; The Knigths, 49 Pursuit, 16 Retreat, 13; across neutral provinces, 26; after combat, 16; before combat, 15; before combat, during interception, 13; bonus for Ohio regular forces, 52; during exploration, 41; lack of supply, 9 Revolt, 23; effect with exceeded Period Limits, 22; extension, 42; in a vassal, 43; supression, 39; technology, 24 Right of passage, 24 Risk values: modifiers, 11 River fleet, 53 Royal marriage, 27 Russia, 52 Technology, 14, 34; effect on naval attrition, 11; HRE units, 50; Hungary, 49; Poland, 51; Russia, 53 Tercios, 14 Toscana: participation in crusade, 57 Trade company (optional), 63 Trade fleet, 36; counters, 4; placement requisites, 36 Trade refusal, 25 Trade zone, 3 Trading post: restrictions on placement, 36 Turkey, 53; activation of minors in groups, 28; conquest of Hungary, 49 United States, 52 Ural, 58, 59 Saint Petersburgh, 53 Sequence of play: advanced game, 21; basic game, 5 Shock phase, 16 Siberia, 3, 58 Sibir, 52, 58 Siege, 17; of neutral fortress, 26; requisites, 17; sequence, 18 Slaves, 30; selling between players, 25 Sole Defender of Catholic Faith, 56 Spain, 55 Stability, 22; bankruptcy, 22; breaking alliance, 25; Christian DoW on Knights, 50; conversion to another religion, 56; crusader separate peace with Vassal, 28 Venice: FTI value when minor, 36; participation in crusade, 57 Viceroy, 56 Vienna: Turkish capture, 54 Western Indies, 3 Wind gauge, 15; in blockade, 15 Zone of operation, 29; restriction on minor activation, 28 70 Europa Universalis Alternative Rulebook Map and Counters Key X. MAP AND COUNTERS KEY 71 Europa Universalis Alternative Rulebook Map and Counters Key 72 Europa Universalis ALTERNATIVE ANNEXES BOOKLET Alvaro Prada January 2005 TABLE OF CONTENTS I . ECONOMIC RANDOM EVENTS...................2 II. MINOR COUNTRIES DESCRIPTION.............5 Aden to Bayern............................................5 Berg to Hansa..............................................6 Hessen to Latvija..........................................7 Lorraine to Netherlands...............................8 Nefud to Portugal.........................................9 Prussia to Sudan........................................10 Sweden to Wallachia...................................11 Wurtemberg................................................12 Europa Universalis Alternative Annexes Booklet Economic Random Events Mountain, Forest, Clear. If only Marsh or Desert provinces are available, treat as No Event. I. ECONOMIC RANDOM EVENTS 1. Crisis of Madness. Reduce all Monarch’s characteristic to half for this turn only (rounded down, but minimum is 1). Modify next survival roll of this Monarch by +1. 11. Wave of Obscurantism. All players lose 2 Stab levels, except Protestants, that lose only one. 2. Excellent Ministers. Roll 1d10 for each Monarch’s characteristic, and compare it to the current value. A dr of (1) is “7”, (2) is “8” and (0) is “9”; all other results are unmodified. If the result is strictly superior to the nominal characteristic, use it as the new value until the Monarch’s death, and use it to determine the values of the successor. If the Monarch value was modified for some reason (minority, Crisis), recalculate the modifications again. 12. Pirates. Roll 1d10 for each STZ in RoW with a Col/TP touching it. Place a Pirate (-) if the roll is sitrictly superior to the figure besides the Pirate symbol. If there was already a Pirate (-), turn it to (+) side. However, if the result is 10, place a Pirate (+) If there are more than one figure, use the second one when at least two countries (not necessarily Major Powers) have Col/TP touching the Trade Zone, and the third one when at least three countries have Col/TP. If a characteristic increased by two or more, determine the successor’s characteristic with a malus of –2 to the dr. If there was already a Pirate (+) when a new Pirate appears, all of them may attack a Col/TP. At start of Military Phase, roll 1d10, adding +1 for each Pirate (-) and +2 for each Pirate (+), in addition to the first Pirate (+). On a result of 8 or more, all Pirates of that STZ are stacked together on a Col/TP touching that STZ chosen at random. The Pirates will Loot tha Col/TP if they are still present at the Redeployment Phase, and then return to the STZ. Only one Event of “Excellent Ministers” may be applied on the same Monarch. Treat further occurences as No Event. 3. Serious Sickness. Roll 1d10. If the result is 10, the Monarch dies immediately and the player must roll to get another Monarch. If the Monarch survives, reduce each characteristic by 3 (minimum is 1), and modify next survival roll of this Monarch by +1. 13. Development of Warships. The player advances the Naval Tech Marker 1 box. 14. Military Leader. Roll 1d10. If the result is even, draw a Ge?, if odd draw an Ad? Take this leader at random from the unnamed counters of the player. If none is available, treat as No Event. 4. Agricultural Crisis. The player loses 50% (rounded up) of his/her provinces this turn (excluding Vassals). Record the loss on Line 10 of the Economic Record Sheet. 5. Naval losses. Roll 2d10 and add up them. The result is the number of warships or transports destroyed, at the choice of the player. 3 galleys may be destroyed instead of each warship or transport. If the roll was 1-5, the leader is available for 1 Turn. If it was 6-10, it is available for 2 turns. The leader is not counted for the player's Turn Limits. 15. Drought. The player loses 30% (rounded up) of his/her provinces this turn (excluding Vassals). Record the loss on Line 10 of the Economic Record Sheet. 6. Looting and Insecurity. The player loses 10% (rounded up) of his/her provinces this turn (including Vassals). Record the loss on Line 10 of the Economic Record Sheet. Place one Pirate (-) in the Player's CTZ, or in Adriatic STZ in case of Venice, or in Irish Sea STZ in case of Portugal. In case of Russia still without its CTZ, do not place a Pirate. 16. Exceptional Year. This turn, increase the Gross Income by 10% (rounded up). This affects Prosperity. 17. Sales of Honorary Titles. Roll 1d100 and add the result to the Royal Treasure 7. Fiscal Evasion. The player loses 20% of the current Royal Treasure (rounded up). In case of Turkey, check for Corruption of Pashas (Rulebook III.10.4.E). 18. Epidemics. This turn, reduce the Gross Income by 20% (rounded up). This affects Prosperity. 8. Corruption. This turn, maintenance of military units and fortresses are increased by 10% (round up the total). All military purchases and campaigns cost double. In case of Turkey, check for Corruption of Pashas (Rulebook III.10.4.E). 19. Rush of Colonists. Treat as No Event if the player does not have any Colony on the map. Otherwise, the player gets: -. Bonus of +3 to dr for Colonization attempts, for this turn only. -. One free, strong investment in Colonization, usable up to the end of the Period. 9. Technological Advance. The player may advance one Tech Marker a number of boxes indicated by a dr (choose before rolling): 1-5: 1 box; 6-8: 2 boxes; 9-10: 3 boxes 20. Refugees. The player gets: -. One free, strong investment in Trade Fleet. -. If he/she has any TP on the map, a bonus of +2 to dr for TP attempts, for this turn only, plus one free, strong 10. Discovery of Mines. Place a mine counter in one of the player's National Provinces that is still owned, following these priorities: 2 Europa Universalis Alternative Annexes Booklet Economic Random Events 31. Dynastic Inheritance. This turn, the player has a bonus of +5 for a Diplomatic action on aminor country of his/her choice, provided that the minor is currently on his/her Diplomatic Track and may become a Vassal. The minor must be selected now and in secret. investment in TP placement, usable up to the end of the Period. 21. No Event. 22. Scandal at Court. This turn, the Monarch's Diplomatic value is reduced by 3 (to a minimum of 1). The player must pay immediately 50 D$ or suffer Bankruptcy. 32. Offer of Marriage. A minor in the Neutrals Box chosen at random offers a Royal Marriage to the Player (automatic if the religion is the same, and on a roll of 7 or more if it is different). 23. Plots at Court. This turn, the Monarch'sDiplomatic value is reduced to 1. Modify next survival roll of this Monarch by +2. Determine the Dowry in the usual way. If the player has to pay it but refuses, the minor remains in the Neutrals Box. 24. Poor Weather. Roll 1d10 at start of each Round of the Military Phase. If the result is Even, nothing happens. If it is Odd, add a malus of +2 to sea attrition rolls. Land attrition will take place when at least 3 MP are spent. 33. No Event. 34. Independence of a Vassal. A minor vassal, chosen at random is moved to the AM Box. The player has a Temporary CB which expires with the end of the Period, or when the minor becomes a Vassal again. Only one Poor Weather Event may apply each turn. Treat further occurences as No Event. 25. Death of the Heir to the Throne. The next Monarch will roll for its characteristics with a malus of -1. The malus remains the same, no matter how many “Death of the Heir” events the player gets before getting his/her new Monarch. 35. Enthusiasm for the Army. The player may either receive 15 inf and 5 cav, or increase Land Tech by 1 Box. 36. Renewal of Popularity. The player receives 20D$ in the Royal Treasure. This turn, the following Administrative Actions have a bonus of +2 to the dr: Trade Fleet, Col/TP, Manufacture and DTI/FTI. The Exceptional Tax receives a malus of -10 to the dr. 26. Depletion of Mine. Check if a Mine currently under exploitation in America is depleted by rolling 1d10 for each mine. When you get the first “1”, that mine is the depleted one. Roll in this order: -. The 50 mine in Inca Area, if currently under exploitation. -. The 40 mine in Azteca Area, if currently under exploitation. -. Any mine of the country currently exploiting more mines (excluding the Inca and Azteca), in the order the controlling player wishes. If two or more players exploit the same number, the Initiative player goes first. 37. Enthusiasm for the Navy. The player may either receive 10 warships (or it equivalency in galleys), or increase Naval Tech by 1 Box. 38. Agricultural Development. This turn, each of the player's provinces increase their income by 2 D$, excluding vassals, and the player has a bonus of +3 to the dr for actions of DTI improvement and placement of “Cereal” and “Wine” manufactures. If no mine in America is depleted, then the player that got this Event must deplete one Mine he/she is currently exploiting outside America (his/her choice). If the player does not exploit mines, treat as No Event. 39. Reorganization of the Army or Navy. The player may select, immediately and in secret, one Tech, which will receive a bonus of +2 for improvement actions made this turn. 27. New Ally. This turn, the player has a bonus of +3 for a Diplomatic action on aminor country of his/her choice. The minor must be selected now and in secret. 40. Conquistador. The player receives a Conquistador chosen from the unnamed counters. It is removed at the end of the Redeployment Phase. If none is available, treat as No Event. 28. Defection of an Ally. This turn, the player has a malus of -4 in diplomacy on a minor country chosen at random among those currently on his/her Diplomatic Track. If there is none, treat as No Event. 41. Explorer. The player receives an Explorer chosen from the unnamed counters. It is removed at the end of the Redeployment Phase. If none is available, treat as No Event. 29. Desertions. Roll two D10 and add them. The player loses inf sp equal to the result, plus cav sp equal to one third of the result (rounded down), plus arty equal to one fifth of the result (rounded down). 42. Governor. The player receives a Conquistador chosen from the unnamed counters, and places it on a Col/TP. He will give a bonus of +3 to the dr for Colonization attemps, but only in the province in which he appears. 30. Death of Military Leader. A leader of the player (except a Monarch) chosen at random is removed from the game. If the leader is unnamed, he will return during the Redeployment Phase, otherwise he is gone forever. The leader is removed at the end of the Redeployment Phase. If none is available, or the player does not have Col/TP on map, treat as No Event. 3 Europa Universalis Alternative Annexes Booklet Economic Random Events 43. Diplomatic Preeminence. This turn, the player has a +1 on all Diplomatic actions, and a bonus of one Column shift on Colonization and TP actions. 44. Cultural Expansion. The player receives the benefits of the Economic Event 43 “Diplomatic Preeminence”. In addition, the results of subsidies obtained this turn are increased by 20 D$, and the player will always get a minimum of 20 D$. 45. Deflation. The Inflation marker drops 1 Box. Only one Deflation event may occur each turn. Treat others as No Event. 46. Economic Crisis. Prices of Exotic Resources are adjusted as follows: Sugar, Cotton, Furs: drop 1 Box. Slaves, Spices, Tobacco: drop 2 Boxes. Products of Orient: drops 3 Boxes. However, those resources not still available are not affected. 47. Economic Boom. Prices of Exotic Resources are adjusted as follows: Sugar, Cotton, Furs: advance 1 Box. Slaves, Spices, Tobacco: advance 2 Boxes. Products of Orient: advances 3 Boxes. However, those resources not still available are not affected. 48. Rectification. The player may choose, immediately and in secret, one of the following benefits for this turn: -. Buy without overcosts land forces up to the triple of the Turn Limit. -. Increase Turn Limits for warships by 50% (rounded up). -. Get a bonus of +5 to rolls for actions of Stab improvement. 49. Treachery. The player benefits from treachery against a country which he/she is currently at war with. The player can choose, immediatel and in secret, one of the following options: -. Immediately capture a fortress he/she is currently besieging, or get a bonus of +4 for one Siegeworks action made during this turn. -. Move one enemy land stack during his own Phase, free of charge. The stack cannot attack anyone except his/her own forces nor being forced to suffer attrition, nor drop units in its way, nor overstack. Its content does not have to be revealed. -. Get a bonus of +5 for a Diplomatic action on a minor country on his/her enemy's Diplomatic Track. The minor must be selected now and in secret. 50. No Event. 4 Europa Universalis Alternative Annexes Booklet Minor Countries Description II. MINOR COUNTRIES DESCRIPTION ASTRAKHAN Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Portugal, England, Venice, Netherlands, Russia Provinces and Income: In 1492: Astrakhan (10) = 10 Basic Forces: 1A(-), 1 LD Force Content: LD: 5/5 A(+): 20/30 Zone of Operation: Caspian Sea and up to 3 provinces away from Astrakhan (only European Map). ADEN Religion: Muslim Technology: Islam Preferences: Turkey, Portugal, Venice, France, Spain, England, Russia, Netherlands Provinces and Income: In 1492: Area ADEN Colony Aden (+) with 4 levels, exploiting 1 Spice Trade Fleet (-) with 3 levels in Oman Sea Income is fixed at 15D$. Do not recalculate Basic Forces: 1ND, 1 LD Force Content: LD: 8/2 Natives: 66% inf (round up); 33% cav (round down) Zone of Operation: Middle East, India (and adjacent seas), Africa East of Cape Area and Cape of Storms Sea (both excluded). AUSTRIA / HABSBURG (HRE) Religion: Catholic Technology: Latin Preferences: Before Turn 55: Spain, England, Portugal, Venice, France, Russia, Netherlands, Turkey Turn 55 and after: France, Spain, Russia, England, Netherlands, Turkey Provinces and Income: In 1492: Tyrol (5), Salzburg (8), Ostmarch (5), Austria (9), Styria (6+40), Carinthia (4+20), Carniola (3), Erbland (3), Moravia (5), Schlesien (10) = 118 Annexations: Bohemia (12), Sudeten (2), Erz (2), Magyar (10), Pecs(6), Carpathia (3), Transylvania (5), Ruthenia (2), Banat (3), Marozs (2), Krakow (8), Galicja (7), Podlasia (5), Vohynia (3), Milan (12), Flanders (9), Hainaut (10), Luxemburg (5) Basic Forces: - Before the end of the War of Spanish Succession: 1 A(+), 2 LD, 2 Ge?, 1 Fortress level. Add 1 A(-) if Hungary is annexed militarily. Add 1 A(+), 2 LD if Hungary is annexed politically. - After the end of the War of Spanish Succession: 2 A(+), 1 A(-), 2 LD, 2 Ge?, 2 Fortress levels. Force Content: LD: 8/2 A(+): Med: 19/10; Ren 19/10/3; Arq: 26/10/4; Mus: 35/10/4; Bar: 40/10/4; Mov to Den: 50/14/6 Zone of Operation: European map, excluding North Africa and Middle East. AL DJAZAIR Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Portugal, Russia, England, Venice, Netherlands Provinces and Income: In 1492: Orania (4), Al-Djazair (5), Kabylia (4) = 13 Basic Forces: 1A(-), 1 F(-), 1 Privateer (+) Force Content: LD: 5/5 A(+): Med 20/20; Ren to Den 25/25/2 F(+): 20/5 Zone of Operation: Mediterranean. AFRICA (excluding Sudan) Religion: Pagan Technology: Medieval Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Force Content: Natives: 100% inf AMERICA (excluding Ohio) Religion: Pagan Technology: Medieval Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Force Content: Natives: 100% inf BADEN (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, Venice, Portugal, England, Russia, Turkey Provinces and Income: In 1492: Baden (6) = 6 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. ARABIA Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Portugal, Russia, England, Venice, Netherlands Provinces and Income: In 1492: Jordania (3), Arabia (3) = 6 Basic Forces: 1LD Force Content: LD: 0/10 Zone of Operation: Middle East (European Map only). BAYERN (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, Venice, Portugal, England, Russia, Turkey Provinces and Income: In 1492: Bayern (10), Anspach (6) = 16 Basic Forces: 1A(-), 1LD Force Content: LD: 9/1 A(+): Med 15/10; Ren 20/10/2; Arq to Bar 25/10/2; Move to Den 40/10/4 Zone of Operation: up to 3 provinces away from any ASIA (excluding Siberia, Nefud, China, Japan, Mogol, Mysore, Hyderabad, Ormuz, Aden, Oman) Religion: Pagan Technology: Medieval Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Force Content: Natives: 75% inf (round up) 25% cav (round down) 5 Europa Universalis Alternative Annexes Booklet Minor Countries Description member of HRE, North Sea, Baltic Sea. owned in 1492, Western Black Sea, Eastern Black Sea. BERG (HRE) Religion: Protestant Technology: Latin Preferences: Netherlands, France, Venice, Portugal, England, Russia, Turkey, Spain Provinces and Income: In 1492: Berg (4) = 4 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. CYRENAICA Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Portugal, Russia, England, Venice, Netherlands Provinces and Income: In 1492: Cyrenaica (2) = 2 Basic Forces: 1ND, 1 Priv(-) Force Content: LD: 5/5 Zone of Operation: Mediterranean. DENMARK Religion: Protestant Technology: Latin Preferences: England, Netherlands, Russia, France, Spain, Turkey, Venice, Portugal Provinces and Income: In 1492: Jutland (7), Denmark (12), Malmo (4), Vastergotaland (5), Telemark (5), Bergen (1) Trade Fleet (-) with 3 levels in North Sea (3) = 37 Basic Forces: 1A(-), 1F(-), 2LD, 2 fortress levels, 1 King Ge? Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov to Den: 40/10/4 F(+): Car to Gln: 20/5; LS to Batt: 30/5; Vais to T-D: 40/5 Zone of Operation: Gulf of Botnia, Baltic Sea, North Sea, Norwegian Sea, Channel, Germany, Habsburg. BOHEMIA (HRE) Religion: Protestant Technology: Latin Preferences: England, Netherlands, France, Venice, Portugal, Russia, Spain, Turkey Provinces and Income: In 1492: Bohemia (12), Sudeten (2), Erz (2) = 16 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. CHINA Religion: Pagan Technology: China Preferences: Turkey, Venice, France, Spain, England, Russia, Nderland, Portugal Provinces and Income: In 1492: Areas MANCHU, KOREA, PEKIN, SHANGHAI, CANTON Trade Fleet (-) with 3 levels in Straits of Formosa Annexations: Area FORMOSA Income is fixed at 200D$. Do not recalculate Basic Forces: 1A(+) Force Content: A(+): Med: 400/200; Ren to Den: 400/200/6 Natives: 50% inf (round up); 50% cav (round down) Zone of Operation: Areas Manchu, Korea, Pekin, Shanghai, Canton, Formosa, Amour, Baikal, Annam. GENOA Religion: Catholic Technology: Latin Preferences: Spain, France, Portugal, England, Venice, Netherlands, Russia, Turkey Provinces and Income: In 1492: Genoa (6), Corsica (3) 2 Trade Fleets (-) with 3 levels each in Gulf of Lion (3) and Ionian Sea (3) = 15 Basic Forces: 1F(-), 1LD, 1 fortress level in Genoa and other in Bastia, 1 Adm? Force Content: LD: 9/1 F(+): Car to Gln: 20/5; LS to Batt: 30/5; Vais to T-D: 40/5 Zone of Operation: Mediterranean. CORSICA Religion: Catholic Technology: Latin Preferences: France, Netherlands, Turkey, England, Russia, Spain Provinces and Income: In 1492: none Annexations: Corsica (3) Basic Forces: 1LD Force Content: LD: 10/0 Zone of Operation: Mediterranean. HANNOVER (HRE) Religion: Protestant Technology: Latin Preferences: England, Netherlands, France, Russia, Portugal, Venice, Spain, Turkey Provinces and Income: In 1492: Hannover (11), Oldenburg (4) = 15 Basic Forces: 1A(-), 1LD, 1 Ge? Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. CRIMEA Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Portugal, England, Venice, Netherlands, Russia Provinces and Income: In 1492: Crimea (4), Kaffa (4), Kerch (4), Azow (3) = 15 Basic Forces: 1A(-), 1LD, 1 Khan Ge? Force Content: LD: 5/5 A(+): 20/30 Zone of Operation: up to 3 provinces away from those HANSA (HRE) Religion: Protestant Technology: Latin Preferences: Netherlands, England, France, Venice, Portugal, Russia, Spain, Turkey 6 Europa Universalis Alternative Annexes Booklet Minor Countries Description Force Content: LD: 5/5 Zone of Operation: Middle East (European map only). JAPAN Religion: Pagan Technology: China Preferences: Turkey, Venice, France, Spain, England, Russia, Netherlands, Portugal Provinces and Income: In 1492: Area NIPPON Trade Fleet (-) with 3 levels in Straits of Formosa Income is fixed at 100D$. Do not recalculate Basic Forces: 1A(+), 1Ge? Force Content: A(+): Med: 400/200; Ren to Den: 400/200/6 Natives: 66% inf (round up); 33% cav (round down) Zone of Operation: area Japan exclusively. Provinces and Income: In 1492: Bremen (5), Mecklemburg (6), Kiel (5), West Pommern (6) East Pommern (5), Memel (4) Basic Forces: 1ND Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. HESSEN (HRE) Religion: Protestant Technology: Latin Preferences: Netherlands, England, France, Spain, Russia, Portugal, Venice, Turkey Provinces and Income: In 1492: Hessen (10), Munster (6) Basic Forces: 1A(-), 1LD Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. KAZAN Religion: Muslim Technology: Islam Preferences: Turkey, England, France, Spain, Netherlands, Venice, Portugal, Russia Provinces and Income: In 1492: Kazan (9) = 9 Basic Forces: 1A(-), 1LD Force Content: LD: 5/5 A(+): Med: 20/20; Ren to Den: 25/25/2 Zone of Operation: up to 3 provinces away from Kazan (European map only). HOLY ROMAN EMPIRE (HRE) Technology: Latin Basic Forces: 1 LD Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 HUNGARY Religion: Catholic Technology: Orthodox during Turns 1-9; Latin from Turn 10 Preferences: Spain, Venice, Russia, Portugal, France, England, Netherlands, Turkey Provinces and Income: In 1492: Croatia (2), Magyar (10), Pecs (6), Banat (3), Transylvania (5), Marozs (2), Carpathia (3), Ruthenia (2) = 33 Basic Forces: 1A(+), 2LD, 1 Ge? Force Content: LD: 7/3 Zone of Operation: up to 3 provinces away from provinces owned in 1492. KNIGHTS Religion: Catholic Technology: Latin Preferences: Spain, France, Venice, Portugal, England, Netherlands, Russia Provinces and Income: In 1492: Rhodes (2) Annexations: Malta (2) Basic Forces: 1ND, 1 Grand Master Force Content: LD: 9/1 ND: 15g (warships and transports not allowed) Zone of Operation: Mediterranean. KOLN (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, England, Venice, Portugal, Russia, Turkey Provinces and Income: In 1492: Koln (4) = 4 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. HYDERABAD Religion: Pagan Technology: China Preferences: France, Netherlands, Portugal, England, Russia, Turkey, Venice, Spain Provinces and Income: In 1492: Area HYDERABAD Income is fixed at 16D$. Do not recalculate Basic Forces: 1A(+), 1Ge? Force Content: LD: 9/1 A(+): Med: 100/50; Ren to Den: 100/50/2 Natives: 66% inf (round up); 33% cav (round down) Zone of Operation: Hyderabad and adjacent areas. LATVIJA Religion: Protestant Technology: Latin Preferences: England, Netherlands, France, Venice, Turkey, Spain, Russia, Portugal Provinces and Income: In 1492: Courland (6), Estonia (4), Livonia (5) = 15 Basic Forces: 1A(-), 1LD, 1Ge?, 2 fortress levels Force Content: LD: 5/5 A(+): Med: 20/20; Ren to Den: 25/25/3 Zone of Operation: up to 3 provinces away from those IRAK Religion: Muslim Technology: Irak Preferences: France, Turkey, Spain, England, Netherlands, Russia, Portugal, Venice Provinces and Income: In 1492: Irak (5), area IRAK = 5 Basic Forces: 1LD 7 Europa Universalis Alternative Annexes Booklet Minor Countries Description Provinces and Income: In 1492: Moldavia (5) = 5 Basic Forces: 1LD Force Content: LD: 5/5 Zone of Operation: up to 3 provinces away from Moldavia. owned in 1492, Gulf of Botnia, Baltic Sea. LORRAINE (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, England, Venice, Portugal, Russia, Turkey Provinces and Income: In 1492: Lorraine (7), Alsace (8) = 15 Basic Forces: 1LD per province, 1Ge? Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 Lorraine may use the HRE army and detachment counters. Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. MOROCCO Religion: Muslim Technology: Islam Preferences: France, Turkey, Spain, England, Venice, Netherlands, Russia, Portugal Provinces and Income: In 1492: Morocco (6) = 6 Annexations: Tanger (2) Basic Forces: 1A(-), 1LD Force Content: LD: 5/5 A(+): Med: 20/20; Ren to Den: 25/25/2 Zone of Operation: Mediterranean. MAMELUKS Religion: Muslim Technology: Islam Preferences: Turkey, Venice, Spain, England, Portugal, France, Russia, Netherlands Provinces and Income: In 1492: Aleppo (4), Syria (7), Lebanon (4), Judea (4), Samaria (4), Sinai (0), Delta (3), Egypt (7), Alexandria (6), Cataract (1), Nile (1), Quattara (1) 50% of Grand Orient Center (50) = 92 Basic Forces: 1A(+), 1A(-), 1LD, 1Calif?, 1Ge? Force Content: LD: 5/5 A(+): Med: 25/25; Ren to Den: 25/25/2 Zone of Operation: North Africa, Middle East (European Map only). MYSORE Religion: Pagan Technology: China Preferences: France, Spain, Russia, Venice, England, Netherlands, Turkey, Portugal Provinces and Income: In 1492: Area MYSORE Income is fixed at 12D$. Do not recalculate. Basic Forces: 1A(+), 1Ge? Force Content: A(+): Med: 100/50; Ren to Den: 100/50/2 Natives: 66% inf (round up); 33% cav (round down) Zone of Operation: Mysore and adjacent areas. MILAN Religion: Catholic Technology: Latin Preferences: Spain, Netherlands, France, Venice, Portugal, Russia, England, Turkey Provinces and Income: In 1492: Milan (12) = 12 Basic Forces: 1LD, plus 1 fortress level from T7 (included) Force Content: LD: 9/1 Zone of Operation: Italy and adjacent provinces. NAPLES Religion: Catholic Technology: Latin Preferences: Austria, Spain, England, France, Russia, Netherlands, Turkey Provinces and Income: In 1492: none Annexations: Naples (11), Pouilles (3), Sicilia (5), Messina (3) Basic Forces: 2LD, 1ND, 1 fortress level Force Content: LD: 9/1 Zone of Operation: Mediterranean. MOGOL Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Provinces and Income: In 1492: Area DELHI Income is fixed at 20D$, plus 10 for each area annexed Annexations: Areas OUDH, BENGALE, ORISSA, GUJARAT, PUNJAB, MAHRATI, CARNATIC, plus Trade Fleet (-) with 3 levels in Eastern Indian Ocean Basic Forces: 1A(+) Force Content: A(+): Med: 200/100; Ren to Den: 200/100/3 Natives: 50% inf (round up); 50% cav (round down) Zone of Operation: India. NETHERLANDS Religion: Protestant Technology: Latin Preferences: Turkey, Russia, France, Spain, England, Austria Provinces and Income: In 1492: none Annexations: Den Haag (16), Zeeland (9), Brabant (14), Holland (16), Friesen (7), Gueldre (9) = 67, plus Col, TP, trading fleets and trade centers Basic Forces: 1A(+), 1F(+), 5 fortress levels in Europe, plus 1F(-), 3LD, 2 fortress levels in Col and TP in the RoW. Force Content: LD: 9/1 A(+): Med: 14/10; Ren: 15/10/3; Arq: 22/10/3; Mus: 30/10/4; Bar: 35/10/5; Mov: 40/10/5; Den: 40/10/6 F(+): Car to Gln: 24/5; LS: 28/5; Bat: 30/5; Ves: 32/10; T-D: 40/10 Zone of Operation: unlimited. MOLDAVIA Religion: Orthodox Technology: Orthodox Preferences: Russia, Spain, France, England, Portugal, Venice, Netherlands, Turkey 8 Europa Universalis Alternative Annexes Booklet Minor Countries Description Provinces and Income: In 1492: Georgia (4), Azerbaidjan (2), Armenia (3+20), Kurdistan (4), Kars (10), Persis (12), Ispahan (11), Meched (8), Ormuz (12) Income is fixed at 100D$. Do not recalculate Basic Forces: 1A(+), 1A(-), 1LD, 1Shah? Always receive a minimum of 1A(-) in reinforcements Force Content: LD: 5/5 A(+): Med: 20/25; Ren to Den: 25/25/2 Natives of Ormuz: 50% inf (round up); 50% cav (round down) Zone of Operation: up to 3 provinces away from those owned in 1492 (European map only). NEFUD Religion: Islam Technology: Medieval Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Force Content: Natives: 100% cav OHIO Religion: Pagan Technology: always Med Preferences: England, France, Netherlands, Spain, Russia, Portugial, Venice, Turkey Provinces and Income: In 1492: area OHIO Income is fixed at 3D$. Do not recalculate. Basic Forces: 3LD, 1Chef? Force Content: LD: 10/0 Natives: 100% inf Zone of Operation: Ohio and adjacent areas. PFALZ (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, England, Venice, Portugal, Russia, Turkey Provinces and Income: In 1492: Pfalz (7), Mainz (6) = 13 Basic Forces: 1A(-) Force Content: LD: 9/1 A(+): Med: 20/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov to Den: 40/10/4 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. OMAN Religion: Muslim Technology: Islam Preferences: Turkey, Venice, Russia, Spain, Portugal, Frnace, England, Netherlands Provinces and Income: In 1492: area OMAN Colony Oman (+) with 4 levels, exploiting 1 Spice Trading Post (-) Zanzibar with 2 levels, exploiting 2 slaves Trade Fleet (-) with 3 levels in Oman Sea Income is fixed at 20D$. Do not recalculate Basic Forces: 1ND, 1LD, 1Ge? Force Content: LD: 5/5 F(+): Car to Gln: 20/5; LS to T-D: 30/5 Natives: 50% inf (round up); 50% cav (round down) Zone of Operation: Middle East, India (and adjacent seas), Africa East of Cape Area and Cape of Storms Sea (both excluded). POLAND Religion: Catholic Technology: Latin on Turns 1-42; Orthodox later Preferences: France, Venice, Spain, England, Netherlands, Portugal, Russia, Turkey Provinces and Income: In 1492: West Prussia (5), Posen (7), Krakow (6), Mazovia (8), Podlasia (5), Galicja (7), Volhynia (3), Bessarabia (4), Ukranya (10), Donetsk (6), Pripet (2), Lituania (7), Seweria (4), Bielorussia (7), Polotsk (4), Orel (4), Worones (9), Smolensk (5), Danzig (6), Kharkow (8) = 115 Basic Forces: Turns 1-42: 2A(+), 1A(-), 2LD, 2 fortress levels (1 per city), 1 King, 1 Ge? Turns: 43-60: 1A(+), 1A(-), 1LD, 1King Add 1A(-) from Saxony when the Event Saxon King in Poland applies. Force Content: LD: 7/3 A(+): Med: 30/25; Ren to Bar: 30/25/2; Mov: 30/25/4; Den: 40/25/4 Zone of Operation: up to 3 provinces away from those owned in 1492. PAPACY Religion: Catholic Technology: Latin Preferences: Spain, France, Portugal, England, Venice, Russia, Netherlands Provinces and Income: In 1492: Rome (7), Romagna (4), Emilia (4) = 15 Basic Forces: 1LD or 1ND Force Content: LD: 9/1 Zone of Operation: Mediterranean and Italy. PARMA Religion: Catholic Technology: Latin Preferences: France, Spain, Venice, Portugal, Russia, Netherlands, England, Turkey Provinces and Income: In 1492: Modena (6) = 6 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: Mediterranean and Italy. PORTUGAL Religion: Catholic Technology: Latin Preferences: Russia, England, Frnace, Spain, Netherlands, Turkey Provinces and Income: In 1492: Oporto (5), Tago (9), Algarve (3), Tanger (2), Azores (2) Trade Fleet (-) with 1 level in Gulf of Guinea (1) Trade Fleet (-) with 2 levels in in Irish Sea (2) Colony (-) La Praya with 3 levels (4) TP (-) Elmina with 3 levels, exploiting 3 slaves (1+40+slaves) = 69 + slaves Basic Forces: 1A(-), 1F(+) in Europe, plus 2LD, 1ND in the RoW Force Content: LD: 9/1 PERSIA Religion: Muslim Shiite Technology: Islam Preferences: Venice, France, England, Netherlands, Spain, Portugal, Russia 9 Europa Universalis Alternative Annexes Booklet Minor Countries Description Provinces and Income: In 1492: Saxony (10), Anhalt (8) = 18 Basic Forces: 1A(-), 1LD, 1Ge? Force Content: LD: 9/1 A(+): Med: 20/15; Ren: 20/15/2; Arq to Bar: 25/15/2; Mov to Den: 40/15/2 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. A(+): Med: 17/10; Ren: 1710/3; Arq to Bar: 25/10/3; Mov to Den: 40/10/4; F(+): Car to Gln: 25/5; LS to Bat: 30/5; Ves to T-D: 40/5 Zone of Operation: unlimited. PRUSSIA (HRE) Religion: Protestant Technology: Latin Preferences: England, France, Netherlands, Spain, Portugal, Venice, Russia, Turkey Provinces and Income: In 1492: Magdeburg (9), Brandenburg (11), Kustrin (3), East Prussia (6) = 29 Annexations: East Pommern (5), Memel (4), Berg (5), Schlesien (10), West Prussia (5), Danzig (6), Posen (7), Mazovia (8) Basic Forces: Before T42 and Army Reform Event: A(-), 1LD, 1Ge? From T43 or Army Reform Event: 2A(+), 1Ge?, 3 fortress levels Force Content: LD: 9/1 A(+): Med: 20/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 Zone of Operation: European map, excluding Mediterranean. SCOTLAND Religion: Protestant Technology: Latin Preferences: England, France, Netherlands, Spain, Portugal, Venice, Russia, Turkey Provinces and Income: In 1492: Solvay (7), Tyne (5), Inverness (4), Hebrides (3) = 19 Trade Fleet(-) with 3 levels in North Sea Basic Forces: 1A(-), 1LD Force Content: LD: 9/1 A(+): Med: 20/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov to Den: 40/10/4 Zone of Operation: North Sea, Channel, Iris Sea, Western Approaches, Norwegian Sea, Midlands. RUSSIA Religion: Orthodox Technology: Orthodox before Peter the Great; Latin after Preferences: Portugal, England, France, Netherlands, Austria, Sweden, Spain, Turkey. Provinces and Income: In 1492: Newa (3), Novgorod (8), Pskow (4), Welikia (4), Tula (6), Moscow (14), Ural (6) = 47 Annexations: Orel (4), Worones (9), Smolensk (5), Kazan (9), Astrakhan (10), Steppes (4), Polotsk (4), Bielorussia (7), Lituania (7), Pripet (2), Kharkow (8), Donetsk (6), Seweria (4), Ukraine (10), Azow (4), Kouban (2), Estonia (4), Livonia (5), Courland (6) Basic Forces: 2A(+), 1A(-), 2LD, 2Ge?. From T43 (included) add 1F(-) and 2 fortress levels Force Content: LD: 7/3 A(+): Med: 30/20; Ren: 30/20/1; Arq to Mus: 30/20/2; Bar: 33/20/3; Mov: 40/20/6; Den: 50/20/6 F(+): Car to Gln: 20/5; LS: 30/5; Bat: 30/10; Ve: 35/10; TD: 40/10 Zone of Operation: unlimited. SIBERIA (excluding Sibir) Religion: Pagan Technology: Medieval Preferences: Turkey, France, Spain, England, Venice, Netherlands, Portugal, Russia Force Content: 100% cav SAVOY Religion: Catholic Technology: Latin Preferences: France, Spain, England, Netherlands, Russia, Portugal, Venice, Turkey Provinces and Income: In 1492: Savoy (9), Nice (3) = 12 Annexations: Sardinia (3) Basic Forces: 2LD, or 1LD and 1ND Force Content: LD: 9/1 A(+): Med: 20/15; Ren: 20/15/2; Arq to Bar: 25/15/2; Mov to Den: 40/15/2 Zone of Operation: up to 3 provinces away from those owned in 1492, plus Italy. STEPPES Religion: Muslim Technology: Islam Preferences: Turkey, England, Spain, Netherlands, France, Venice, Portugal, Russia Provinces and Income: In 1492: Steppes (4) = 4 Basic Forces: 1LD Force Content: LD: 0/10 Zone of Operation: Caspian Sea and up to 3 provinces away from Steppes (European Map only). SIBIR Religion: Muslim Technology: Islam Preferences: Turkey, England, France, Spain, Netherlands, Venice, Portugal, Russia Provinces and Income: In 1492: Area SIBIR Income fixed at 12D$. Do not recalculate Basic Forces: 1A(-), 1LD, 1Chef? Force Content: LD: 5/5 A(+): Med: 10/40; Ren to Den: 10/40/2 Natives: 100% cav Zone of Operation: area Sibir exclusively. SUDAN Religion: Muslim Technology: Islam Preferences: Turkey, France, Spain, Venice, England, Netherlands, Portugal, Russia Provinces and Income: In 1492: Area SUDAN Basic Forces: 1A(+), 1Ge? SAXONY (HRE) Religion: Protestant Technology: Latin Preferences: France, England, Netherlands, Russia, Venice, Portugal, Spain, Turkey 10 Europa Universalis Alternative Annexes Booklet Minor Countries Description Preferences: Turkey, Venice, France, Netherlands, Portugal, Russia, Spain, England Provinces and Income: In 1492: Tripolitania (2) = 2 Basic Forces: 1ND, 1Priv(-) Force Content: LD: 9/1 Zone of Operation: Mediterranean. Force Content: LD: 5/5 A(+): 30/15/0 Natives: 66% inf (round up); 33% cav (round down) Zone of Operation: Areas Sudan and Ethiopia. SWEDEN Religion: Protestant Technology: Latin Preferences: France, Turkey, England, Netherlands, Venice, Spain, Portugal, Russia Provinces and Income: In 1492: Scania (5), Gotland (1), Ostragotaland (10), Nordland (4), Abo (3), Finland (5) Trade fleet (-) with 3 levels in Baltic Sea = 31 Annexations: Malmo (4), Vastergotaland (5), Estonia (4), Livonia (5), Courland (6), Bremen (5), West Pommern (6) Basic Forces: 1A(-), 1F(-), 2LD, 1King, 1 fortress level. When Latvija is annexed, add 1A(-), 1LD, 1Ge?, 2 fortress levels. Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Mus: 25/10/2; Bar: 25/12/4; Mov to Den: 40/12/4 F(+): Car to Gln: 20/5; LS: 30/5; Bat: 30/10; Ve to TD: 40/10 Zone of Operation: European Map, excluding Mediterranean, Caspian Sea and Middle East. TUNISIA Religion: Muslim Technology: Islam Preferences: Turkey, Venice, France, Spain, Netherlands, Portugal, Russia, England Provinces and Income: In 1492: Tunisia (5) Basic Forces: 1ND, 1Priv(-) Force Content: LD: 9/1 Zone of Operation: Mediterranean. UNITED STATES Religion: Protestant Technology: Latin Preferences: France, Turkey, Russia, Netherlands, Austria, Spain, England If France has a Col in North America, switch its position with England Provinces and Income: In 1492: none Income fixed at 100D$. Do not recalculate. Annexations: as per the Event Independence of English Colonies, plus Trade Fleet(+) with 4 levels in the closest STZ. Basic Forces: 1A(+), 2LD, 1ND, 1Ge? Force Content: LD: 9/1 A(+): Med: 13/10; Ren: 13/10/2; Arq: 20/10/4; Mus: 25/10/4; Bar: 30/10/4; Mov: 40/10/6; Den: 50/10/6 Zone of Operation: areas with owned Col/TP and adjacent seas and areas. SWITZERLAND Religion: Protestant and Catholic Technology: Latin Preferences: England, Netherlands, Russia, France, Spain, Portugal, Turkey, Venice Provinces and Income: In 1492: Helvetia (8) = 8 Basic Forces: 1A(+) Force Content: LD: 9/1 A(+): Med: 15/10; Ren: 20/10/2; Arq to Bar: 25/10/2; Mov: 40/10/4; Den: 50/10/6 Zone of Operation: European Map. VENICE Religion: Catholic Technology: Latin Preferences: France, England, Netherlands, Spain, Russia, Turkey Provinces and Income: In 1492: Venice (12), Mantua (10), Istria (4), Illyria (3), Raguse (2), Corfu (2), Crete (3), Cyprus (4) 3 Trade Fleets(-) with 3 levels each in Adriatic Sea (3), Ionian Sea (3), Western Black Sea (3) 1 Trade Fleet(-) with 2 levels in CTZ Turkey (4) Mediterranean Trade Center (100) Grand Orient Trade Center (50) = 203 Basic Forces: T1 to T14: 1F(+), 3LD 1Ge?, 1Ad? From T15: 1F(-), 1LD, 1Ad?, 4 fortress levels Force Content: LD: 9/1 A(+): Med: 16/10; Ren: 17/10/3; Arq to Bar: 25/10/3; Mov to Den: 40/10/4 F(+): Car to Gln: 20/5; LS: 30/5; Bat: 30/10; Ve to TD: 40/10 Zone of Operation: Mediterranean and Italy. THURINGEN (HRE) Religion: Protestant Technology: Latin Preferences: Spain, Netherlands, England, Venice, France, Portugal, Russia, Turkey Provinces and Income: In 1492:Thuringen (9) = 9 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. TOSCANA Religion: Catholic Technology: Latin Preferences: France, Spain, Venice, England, Netherlands, Portugal, Russia, Turkey Provinces and Income: In 1492: Firenze (6), Luca (6) = 12 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: Italy. WALLACHIA Religion: Orthodox Technology: Orthodox Preferences: Russia, Spain, France, England, Portugal, Venice Netherlands, Turkey TRIPOLI Religion: Muslim Technology: Islam 11 Europa Universalis Alternative Annexes Booklet Minor Countries Description Provinces and Income: In 1492: Wallachia (6) = 6 Basic Forces: 1LD Force Content: LD: 5/5 Zone of Operation: up to 3 provinces away from Wallachia. WURTEMBERG (HRE) Religion: Catholic Technology: Latin Preferences: Spain, France, Netherlands, Venice, England, Portugal, Russia, Turkey Provinces and Income: In 1492: Wurtemberg (7) = 7 Basic Forces: 1LD Force Content: LD: 9/1 Zone of Operation: up to 3 provinces away from any member of HRE, North Sea, Baltic Sea. 12 Europa Universalis ALTERNATIVE SCENARIOS BOOKLET Alvaro Prada January 2005 TABLE OF CONTENTS I . BATTLE SCENARIOS I.1. The Thirty Years War: 1618-1648........2 II. CAMPAIGN SCENARIOS II.1. Campaign 1492-1519.........................4 II.2. Grand Campaign 1492-1792..............6 Europa Universalis Alternative Scenarios Booklet I. BATTLE SCENARIOS I.1. The Thirty Years War: 1618-1648 Unrest for violation of Bohemian privileges by the Habsburg Emperor turned into a religious revolt in 1618. The Bohemians offered the crown to the Elector of Pfalz, but with the help of Spain and Bavaria, the Emperor was able to crush the rebellion and conquer Pfalz. However, other powers joined the war to contest the Habsburg preeminence in Europe. Length: 6 turns (T27-T32) Players: 2; Habsburg and Spain vs Netherlands, Sweden and France. A. Major Powers HABSBURG Controlled provinces: National provinces except Bohemia, plus Carintia and Carniola. Treasure: 100D$ Income: T28: 100 D$ T29: 150 D$ plus income of controlled provinces. T30-32: 250D$ plus income of controlled provinces. Forces: 1 A(+), Kaiser counter (Ferdinand 2.2.2), Ge?3, Papenheim, Ge?2, fortress #3 in Austria; 1 Ld, 1 fortress #3 in Erbland; 1 Ld in Carniola; fortress #3 in Moravia. Reinforcements: Wallenstein in T28. Allied minors: BAYERN: 1 A(-), Ge minor ?5 in Bayern. Rolls for Reinforcements in each Turn. Gets Tilly in T28 and Mercy in T32. NETHERLANDS Controlled provinces: National provinces. Treasure: 200D$ Income: T28: 200 D$ T29: 300 D$ T30-32: 350D$ plus income of controlled provinces. Forces: 2 A(+), De Witt, 6 fortresses #3 in National provinces. Allied minors: PFALZ: 1 A(-), Ge minor ?3 in Pfalz. Rolls for Reinforcements in each Turn. BOHEMIAN REBELS (control Bohemia): 2 revolt LD, Mansfeld in Bohemia. Never rolls for Reinforcements. DENMARK (controls Denmark): 1 A(+), Christian IV in Denmark. Rolls for Reinforcements in T29-32. SWEDEN Controlled provinces: Ostragotaland, Scania. Treasure: 200D$ Income: T29: 200 D$ T30: 150 D$ T31-32: 100 D$ Forces: 2 A(+) in Ostragotaland Reinforcements: Gustav Adolphe in T29, Bernard in T30, Baner and Horn in T6. SPAIN Controlled provinces: National provinces, plus Hainaut, Flanders, Luxemburg, Nord, Artois, Franche-Comte, Roussillon, Milan. Treasure: 500D$ Income: T27-28: 250 D$ T29: 300 D$ T30-32: 250 D$ Battle Scenarios Forces: 1 A(+), Spinola, fortress #3 in Hainaut; 1 A(+), fortress #3 in Flanders; 1 Ld, fortress #3 in Luxemburg; 2 Ld, Ge?3, fortress #3 in Milan. Reinforcements: C. Infant in T28. FRANCE Controlled provinces: National provinces plus Calais. Treasure: 50D$ Income: T27: 250 D$ T28: 300 D$ T29: 350 D$ T30: 400 D$ T31: 300 D$ Forces: 1A(+), Ge?1, fortress #2 in Ile de France; 1 A(-), Ge?2, fortress #2 in Lyonnais; 1 A(-), Ge?3, fortress #3 in Picardie. Reinforcements: Condé in T31. B. Special Rules B.1. Provinces of play All provinces listed as controlled by a Major Power, plus all of Germany are playable. The rest of the map is unplayable. Only units of the minor Denmark may enter the province of Denmark. B.2. Sides There are two sides in the scenario: Catholics (Spain and Habsburg) and Protestants (Netherland, Sweden and France). All countries in the same side move together. The Catholic side moves first in all turns. B.3. Sea Transport This scenario does not have naval units. However, when Sweden is at war, it may transport, each round, up to 4 Ld (or their equivalent in A- or A+) from Scania or Ostragotaland to any controlled port in Germany. B.4. Lending Money A Major Power may give another on the same side up to 100 D$ per turn during the income phase. B.5. Technology All countries have technology Arq at start of T27 and get Bar during T31, except Sweden, which gets Bar at start of T29. Spanish Tercios apply only during T27. B.6. Participation in the War During the first Round of T27, only units of Habsburg, Bayern, Bohemia and Pfalz may move. Then, units of Spain and Netherlands may move. The other countries enter the war as follows: -. Denmark enters the war on the Protestant side on T28. If the Danish Army suffers a Major Defeat or is destroyed in combat, Denmark leaves the war forever. -. Sweden enters the war on the Protestant side on T29. During the Protestant movement phase of Round 1, Sweden gets control of the province of West Pommern, and any enemy unit there must Retreat. At that moment, The Hansa, Saxony and Prussia minors join the Protestant side, provided that they have not been conquered before. -. France enters the war on the Protestant side on T30. Europa Universalis Alternative Scenarios Booklet -. Players may declare war to any German minor during the Income Phase, which results in the minor joining the opposite side. Their Basic Forces are deployed according to the Annexes Booklet. While neutral, the minors Wurtemberg, Baden, Alsace, Lorraine, Koln and Saxony (even if it will later join the Protestants) are considered as controlled by the Catholic side for movement, supply and victory purposes. Similarly, the minors Thuringen, Prussia, Hessen, Hansa, Hannover and Berg are considered controlled by the Protestants while neutral. Of these minors, only Saxony will roll for Reinforcements on each Turn when it is at war. A minor is conquered when at the end of a Turn, all the provinces it owned in 1492 (as listed in the Annexes booklet) are enemy-controlled. A conquered minor loses all its land units and will never get new ones, even if it is liberated. B.7. Victory The Catholics win at the end of any turn in which they control all German provinces and Habsburg national provinces. At the end of the game, they win if they control all Habsburg national provinces and at least 13 German provinces. The Protestants win at the end of the game if they control at least 13 German provinces and 3 of the following: Austria, Bohemia, Flanders, Hainaut. Other result is a draw. Battle Scenarios Europa Universalis Alternative Scenarios Booklet II. CAMPAIGN SCENARIOS II.1. Campaign 1492-1519 Length: 6 turns (T1-T6) Players: 6, one per Major Power. A. Major Powers SPAIN Monarch: Isabella and Ferdinand (7.7.8, dies T6) Religion: Catholic Stability: +2 Technology: Land 7, Naval 9 Diplomacy: Papacy and Habsburg in RM. Treasure: 350 D$ DTI/FTI: 1/1 MNU: 1 Metal in Toledo, 2 Tissu in Andalucia. Trade Fleets: CTZ Spain (2), STZ Irish Sea (1), STZ Gulf of Lion (2). Forces: 1 A(+), 1 F(+) (72g, 5t) in a Mediterranean port; 2 ND (4n, 1t each), Columbus, Conq?1, Ge?1, Adm?2 in Europe. Controlled Provinces: National Provinces, plus Canarias, Sardinia, Sicilia, Malta, Messina, Naples, Pouilles, Roussillon. Discoveries: Sea of Canarias, Sea of Azores. FRANCE Monarch: Charles VIII (5.6.9, dies T2) Religion: Catholic Stability: +3 Technology: Land 9, Naval 7 Diplomacy: Savoy in MA Treasure: 100 D$ DTI/FTI: 1/1 MNU: 1 Metal in Champagne, 2 Wine in Gascogne Trade Fleets: CTZ France (2), STZ Ionian Sea (1), STZ Gulf of Lion (1), STZ Irish Sea (1). Forces: 1 A(+), 1 A(-), 1 ND (4n, 1t), 1 ND (15g), Ge?2, Ge?3 in Europe. Controlled Provinces: National provinces Discoveries: Sea of Canarias, Sea of Azores. TURKEY Monarch: Bayezid II (6.6.8 dies T6) Religion: Muslim (Sunni) Stability: +3 Technology: Land 8, Naval 8 Diplomacy: Moldavia and Wallachia in VA Treasure: 350 D$ DTI/FTI: 3/2 MNU: 2 Tissu in Smyrna, 1 Metal in Angora Trade Fleets: CTZ Turkey (2), STZ Western Black Sea (2). Forces: 2 A(+), 1 F(-) (30g, 2t), 2Ld, Ge?1, Ge?2, Adm?3 Pashas: 8, 1 corrupted (selected at random). Best placement: Bug, Serbia, Rumelia, Macedonia, Morea, Nicea, Adana, Trapzon. Controlled Provinces: National provinces plus Hellas, Morea, Bug, Discoveries: Red Sea, Caspian Sea, Persian Gulf, Sea of Oman. When Oman or Aden are under Turkish Diplomatic Control, add Horn of Africa, Straits of Mozambia, Coast of Malabar. PORTUGAL Monarch: John II (8.5.7 dies T2) Religion: Catholic Stability: +3 Technology: Land 6, Naval 10 Diplomacy: none Treasure: 390 D$ DTI/FTI: 3/2 Campaign Scenarios MNU: 1 Instrument in Tago, 2 Wine in Oporto. Trade Fleets: STZ Gulf of Guinea (1), STZ Irish Sea (2). Forces: 1 A(-), 1 F(-), 1 Ld, Ge?1, Adm?2, Conq?1, Diaz. Controlled Provinces: National provinces plus Tanger, Azores. Col/TP: Col La Praya (3) in Cape Verde, TP Elmina (3) and fortress #1 in Gold Coast (South Province) Discoveries: Sea of Canarias, Sea of Azores, Arguin Bank, Bay of Gambia, Gulf of Guinea, Coast of Angola, Cape of Good Hope, Area Cape Verde, Area Gold Coast, Area Camerun. ENGLAND Monarch: Henry VII (7.5.6, dies T5) Religion: Catholic Stability:+1 Technology: Land 5, Naval 9 Diplomacy: Scotland in Vassal Treasure: 50 D$ DTI/FTI: 2/2 MNU: 1 Metal in Midlands, 2 Tissu in Anglia Trade Fleets: CTZ England (2), STZ North Sea (2), STZ Baltic Sea (2), STZ Irish Sea (2). Forces: 1 A(-), 1 F(-), 1Ld, 2 Nd (4n, 1t each), Ge?1, Adm?2, Adm?3. Controlled Provinces: National provinces plus Calais, Ulster, Connaught, Pale, Kildare, Monmouth. VENICE Monarch: Veniero (8.6.6, dies T4) Religion: Catholic Stability: -2 Technology: Land 4, Naval 9 Diplomacy: none Treasure: 30D$ DTI/FTI: 3/3 MNU: 1 Art, 2 Wine in Venice Trade Fleets: STZ Adriatic (3), CTZ Turkey (2), STZ Ionian Sea (3), STZ Western Black Sea (3). Forces: 1 A(-), 1 F(+), Ge?2, Adm?1. Controlled Provinces: National provinces plus Illyria, Raguse, Corfu, Crete, Ionia, Cyprus. Trade Center: Mediterranean in Venice. Optional rule: Presidio #2 in Morea. B. Minor Countries Trade Fleets: CTZ Netherland: Dutch (4). CTZ Spain: Dutch (2). CTZ England: Dutch (3). CTZ France: Dutch (5). STZ Oman Sea: Oman (2), Aden (3). STZ North Sea: Denmark (3), Scotland (3), Dutch (4). STZ Gulf of Lion: Genoa (3), Dutch (1). STZ Ionian Sea: Genoa (2), Dutch (3). STZ Baltic Sea: Sweden (3), Dutch (4). STZ Irish Sea: Dutch (3). STZ Straits of Formosa: China (3), Japan (3). Col/TP: OMAN: Col Oman (4) in Oman (mountain province), TP Zanzibar (2) in Tanganika (isle province). ADEN: Col Aden (4) in Aden (mountain province). Technology: Latin: Land 7, Naval 9. Orthodox: Land 4, Naval 4. Islam: Land 4, Naval 5. China: Land 1. Trade Center: Grand Orient in Alexandria, Atlantic in Flanders. C. Exotic Resources and Inflation Europa Universalis Alternative Scenarios Booklet Campaign Scenarios Prices: Cotton 0 (L), Tobacco 0 (L), Sugar 0 (R), Slaves 2 (R), Fish 1 (L), Furs 2 (R), Spices 4 (L), Orient 6 (L). Inflation: 5% (box 0 L) -1 There is already a Col/TP in America. -1 Either Spain or Portugal control the Papacy diplomatic counter. D. Special Rules D.7. Victory. During play, each player gets the VP described in Chapter V of the rulebook, including VP for Period Objectives. D.1. Initiative. The Spanish player has the Initiative during T1, regardless of the Monarchs' values. D.2. New Monarchs. After the Spanish Monarch dies, the successor is Philip I (6.5.8 dies T7), and when he dies, the successor is Charles I (6.9.8, dies T13). After the French Monarch dies, the successor is Louis XII (6.5.8, dies T6). After the Portuguese Monarch dies, the successor is Manoel I (8.6.8, dies T7). D.3. Portuguese Colony in Goa. Portugal has already made 3 colony attempts. As long as Da Gama or Albuquerque are in play, Portugal may convert one owned TP in the province with the city of Goa into a Col with 3 levels, getting also a fortress of the maximum level allowed. This is made during an Administrative Phase, costs 100 D$ and 1 Col action. Portugal gets immediate control of the city of Goa, but the natives in the province activate. D.4. Portuguese Goldmine in Elmina. Place two goldmine counters on the TP Elmina in Area Gold Coast. Portugal receives this gold during the Income Phase, without the need to transport it to Europe. However, it counts for Inflation. This is the only case in which a TP may exploit a goldmine. Furthermore, the TP gives the regular income and can exploit also the Exotic Resources. If the TP is destroyed or annexed by another country, the mines disappear. The mines cease to produce during enemy occupation, but in no case any country apart of Portugal can get this gold. D.5. Dutch trade fleets. During Periods I and II, at the Administrative Phase of each turn, roll to see how many Dutch trade levels are placed, in addition to any level replaced according to Rule III.9.11.B: 1-2: nothing 3-5: 1 level 6-8: 2 levels 9-10: 3 levels The Venetian player places the new levels into any existing Dutch trade marker. If none exists or all are full, they can be placed in any European Trade Zone except the Caspian Sea. This rule continues to apply even after Spain inherites Burgundy. For competition purposes, Dutch DTI and FTI are 3. Dutch fleets defend with a medium investment. D.6. Events Modifier. During Period I, once America has been discovered, and until event Treaty of Tordesillas occurs, both die rolls for each Political Event are modified as follows (cummulative): -1 The Reform has occured twice and Spain is CounterReform. The player with more VP at the end of the last turn is the winner. If two or more players have the same amount, the game is a draw. Europa Universalis Alternative Scenarios Booklet II.2. Grand Campaign 1492-1792 Length: 60 turns (T1-T60) Players: 6, one per Major Power. Campaign Scenarios less Portugal is at war), but keep fortresses, Col/TP and Trade Fleets. B.1.3. Transfer from Venice to Netherlands: A. Major Powers, Minors, Resources, Inflation Setup for Netherlands in T15: Use the setup of the Campaign 1492-1519. Monarch: Roll as in a Dynastic Crisis. Religion: Protestant Stability: +2 Technology: none Treasure: 30D$ DTI/FTI: 3/3 MNU: 1 Instrument in Den Haag, 1 Tissu in Brabant. Trade Fleets: according to Rule D.5 of the 1492-1519 Campaign. Forces: none Controlled Provinces: none B. Special Rules Use all the Special Rules of the Campaign 1492-1519, plus the following. B.1. Transfer of Major Powers. B.1.1. Conditions for Transfer: The Portuguese player becomes Russia and the Venetian player becomes Dutch at start of Period III. Later, the Dutch player may become Austrian. Upon transfer, Portugal and Venice (and later Netherlands) become minor countries. Portugal and Venice cannot lend money to other players during T12-14. On the Peace Phase of T14, Portugal and Venice must offer at least a White Peace to all countries they are at war with. Minor countries fighting alone and not activated by an event will automatically accept such peace. In order to transfer to Austria, the Dutch player must annonce it during a Peace Phase in which Habsburg is not associated to Spain, then offer a White Peace to all enemies, as described above. This can be made even in the same Peace Phase in which the dissociation takes place. The transfer will occur at start of the next Turn. Furthermore, Netherlands cannot have lent money to other players during the 3 preceding Turns. The Dutch player can only transfer to Austria during Periods VI and VII. At start of these, the Dutch player must select Period Objectives for both Netherlands and Austria. Only those referring to the Major Power he/she is playing at the end of Period will apply. Once they change Major Powers, the players keep their accumulated VP, but lose VP equal to the amount of loans they have pending (either to players or to the game system). B.1.2. Transfer from Portugal to Russia: Setup for Russia in T15: Monarch: Ivan IV “Grozny” (8.4.9, dies T20) Religion: Orthodox Stability: +3 Technology: Land 8, Naval 7 Treasure: 300 D$ DTI/FTI: 1/1 MNU: 2 Cereal in Moscow, 1 Metal in Ural (if any of these provinces are not controlled by Russia, place them elsewhere). Forces: At peace: 2 A(+), Kourbski, Ge?1, Ge?2, Conq?1 At war: those already on map, with the leaders indicated above. Controlled Provinces: National provinces plus Newa. These might be modified according to the development of the game. Remove all Portuguese MNU and the gold counters in Elmina. Remove also all leaders and military units (un- Remove all Venetian MNU. Remove also all leaders and military units (unless Venice is at war). Trade Fleets remain on map, but lose 1 level each. Fortresses remain, but 2 levels (chosen by the Dutch player) are lost. See Rule IV.5.1 of the Rulebook on how to play Holland before the Revolt. If after T21 (included) no Dutch Revolt has occurred, or Spain has conquered Netherlands, roll 1d10 after each Events Phase. On a result of 3 or more, an additional Event, the Dutch Revolt, takes place. B.1.4. Transfer from Netherlands to Austria: Setup for Austria: Monarch: Roll as in a Dynastic Crisis Religion: Catholic Stability: +3 Technology: Land: same as Latins; Naval: none. Diplomacy: Hessen and Thuringen in MA, unless controlled by other players. Treasure: 450 D$ DTI/FTI: 4/2 MNU: 2 Metal in Salzburg, 2 Metal in Styria, 2 Tissu in Bohemia, 2 Instrument in Austria, 1 Cereal in Magyar (if any of these provinces are not controlled by Austria, place them elsewhere). Forces: At peace: 2 A(+), 1 A(-), 1 Ld, plus available leaders, and at least 14 fortress levels. At war: those already on map, but at least 14 fortress levels. Controlled Provinces: National provinces plus Carniola and Carinthia. These might be modified according to the development of the game. Remove all Dutch MNU. Remove also all leaders and military units (unless Netherlands is at war). Trade Fleets remain on map, but those in STZ lose 1 level each, and those in CTZ lose 2 levels. Fortresses remain, but 7 levels from at least 5 provinces (of which provinces 3 must be European), chosen by the Austrian player, are lost. B.2. Victory. During play, each player gets the VP described in Chapter V of the rulebook, including VP for Period Objectives. At the end of the Grand Campaign add the End Game VP. The player with more VP at the end of the last turn is the winner. If two or more players have the same amount, the game is a draw. Europa Universalis Alternative Scenarios Booklet B.3. Optional: Habsburg Endogamy. After the Events Habsburg Inheritance of Milan and Habsburg inheritance of Bohemia have taken place, the roll for Reign Length of Spanish Monarchs is modified as follows: Period Period Period Period Period III (1560-1614): -1 IV (1615-1664): -2 V (1665-1699): -3 VI (1700-1759): -5 VII (1760-1792): -6 However, if the result is not a Dynastic Crisis, ignore the modifier. This rule applies only when Habsburg is associated to Spain. B.4. Playing with 4 or 5 players. When playing with only 5 players, we suggest leaving Venice, Netherlands and Austria as permanent minor countries. With only 4 players, Portugal and Russia will also be minors. The following rules describe how to play during the Periods in which these countries were supposed to have the status of Major Power. B.4.1. Venice MINIMUM FORCES At start of Period I, setup Venetian trade fleets as indicated in the 1492-1519 Campaign. At start of Period II, Venice must have at least the following trade fleets: CTZ Turkey (3), STZ Adriatic Sea (4), STZ Ionian Sea (4), STZ Western Black Sea (3). Place the necessary levels and run immediately any mandatory competition that arises. EVENTS -. “Veneto/Turkish Commercial Conflict”. When the Event is in effect, and provided that conditions for a Venetian CB are met, Venice DoWs Turkey on a roll of 6 or more in 1d10, unless Venice is already engaged in another war. REINFORCEMENTS During Periods I and II, Venice always rolls for Reinforcements when at war, even if the controlling player rolled for other minors. B.4.2. Netherlands MINIMUM FORCES: At start of each Period, check if Netherlands has the indicated items. If not, the controlling player places them and runs any mandatory competition that arises. For Period II, the controlling player is the one indicated in the Preferences (see the Annexes). Col/TP are placed in any free coastal province of the indicated area. If there is a Portuguese establishment, it is destroyed and replaced by the Dutch on a roll of 6 or more in 1d10, even if there are free provinces. If no coastal province is available, the Col/TP is not placed at all. If the named establishment has been placed in the second or further preferred area, and in a later Period Campaign Scenarios one with higher priority becomes available, leave it where it is. Period II: Trade Fleets: CTZ Netherlands (4), plus 10 levels distributed in other 3 non-Mediterranean CTZ, 11 levels distributed in 3 non-Mediterranean European STZ, and 4 levels in 2 Mediterranean STZ (excluding the Caspian Sea). Period III: Trade Fleets: CTZ Netherlands (5), plus 10 levels distributed in other 3 CTZ, 13 levels distributed in 3 non-Mediterranean European STZ, and 4 levels in 2 Mediterranean STZ (excluding the Caspian Sea). Period IV: Trade Fleets: CTZ Netherlands (6), plus 11 levels distributed in other 4 CTZ, 13 levels distributed in 3 non-Mediterranean European STZ, 5 levels in 2 Mediterranean STZ (excluding the Caspian Sea), and 9 levels in 4 RoW STZ. Col: Batavia (1) in Java, Surabaya or Sumatra. TP: Amboina (2) in Amboina, Ternate or Celebes. Discoveries: Sea of Canarias, Sea of Azores, Windward Islands, Straits of Florida, Bermuda Triangle, Southern Atlantic Ocean, Sea of Natal, Gulf of Amazon, Sea of Recife, Sea of Bahia, Rio de la Plata, all seas adjacent to Africa and India, Western Indian Ocean, Eastern Indian Ocean, Straits of Malaca, Southern China Sea, Straits of Formosa, Straits of Sunda, Sea of Java, Australian Sea, Sea of Timor, Areas Java, Surabaya, Sumatra, Amboina, Ternate, Celebes. Period V: Trade Fleets: CTZ Netherlands (6), plus 12 levels distributed in other 4 CTZ, 13 levels distributed in 3 non-Mediterranean European STZ, 6 levels in 2 Mediterranean STZ (excluding the Caspian Sea), and 14 levels in 4 RoW STZ. Col: Batavia (3) in Java, Surabaya or Sumatra. New Amsterdam (2) in America, Carolina or Maine. Curaçao (1): Guiana or Belem. St Marten (2): Antilles, Haiti, Cuba, Costa Rica. Kaapstadt (1): Cap, Namib, Mozambica. Mauritius (1): Mascareignes, Seychelles, Madagascar. TP: Goree (3) in Senegal or Gold Coast. Fort Breda (2) in Ivory Coast or Cameroun. Fort van Wyck (1) in St Helena. Mahe (1) in Malabar or Gujarat. Fort Oranje (1) in Bengale or Orissa. Trincomalee (5) in Ceylan or Carnatic. Tindore (1) in Ternate, Amboina or Celebes. Amboina (2) in Amboina, Ternate or Celebes. Fort Amstel (4) in Malaya or Siam. Makassar (2) in Celebes, Amboina or Ternate. Padang (2) in Ajeh. Zeelandia (1) in Formosa or Shangai (unless Events Closure of China, and Occupation of Formosa by China prevent the placement). Discoveries: all seas except Sea of Alaska, Areas Java, Surabaya, Sumatra, Amboina, Ternate, Celebes, Senegal, Gold Coast, Ivory Coast, Cameroun, St Helena, Formosa. Period VI: Trade Fleets: CTZ Netherlands (6). Col: Batavia (5) in Java, Surabaya or Sumatra. Europa Universalis Alternative Scenarios Booklet EVENTS -. “Revolt of the United Provinces”. Prior to this Event, the country Netherlands does not exist. When it occurs, follow the usual rules to decide who controls this country. The Truce does not allow this minor to attack Portuguese Col/TP. -. “Veerenigte Ooostindische Company”: no effect. -. “Creation of the Amsterdam Stock Exchange”: no effect. -. “The Thirty Years War”: Netherlands DoWs Spain on a roll of 6 or more on 1d10. -. “Act of Navigation”: if Dutch trade fleets are eliminated, Netherlands DoWs England immediately if it is at peace, or on a roll of 6 or more in 1d10 in any subsequent turn in which it is not engaged in another war, until the end of the Period. -. “Closure of Japan”: place immediately the Dutch TP Deshima (3) in a free province in Japan (if one is available). The Dutch bid is 10 x 2d10; roll after all players have made their bids. -. “Dutch Colonial Dynamism”: no effect. -. “The War of Devolution”: If England DoWs France, Netherlands automatically activate as an English ally, and is placed in its EW box. England receives the +5 bonus for Sweden. -. “Chambers of Reunion”: place Netherlands in the English EW box. -. “The War of the League of Augsburg”: place Netherlands and Sweden in the English EW box. -. “De Witt”: no effect. -. “War of the Spanish Succession”: Netherlands DoWs Spain if at least other player does. It is placed in the English EW box, or in French EW box if England didn't DoW. -. “Heinsius / Kaunitz”: no effect. REINFORCEMENTS During the Logistics Phase of the Revolt Turn, Netherlands rolls for Reinforcements once in each attitude (Offensive, Defensive and Naval), with an extra modifier of +3, in addition to the income modifier. For the rest of Periods III, IV and V, Netherlands always rolls for Reinforcements, even if the controlling player rolled for other minors. It does so in Naval, in addition to any other attitude the controlling player chooses, with a modifier of +2, plus the income modifier. It is possible to roll two times in Naval. OTHER RULES At start of the Redeployment Phase, the player that decided to start a flood loses 5 VP for each Dutch flooded province. If Dutch Col/TP are annexed by another country, Netherlands will still replace them if they are listed on the Minimum Forces in later Periods. B.4.3. Portugal MINIMUM FORCES At start of each Period, check if Netherlands has the indicated items. If not, the controlling player places them and runs any mandatory competition that arises. Col/TP are placed in any free coastal province of the indicated area. If no coastal province is available, the Col/TP is not placed at all. If the named establishment has been placed in the second or further preferred area, and in a later Period one with higher priority becomes available, leave it where it is. Campaign Scenarios At start of Period I, setup Portuguese trade fleets and Col/TP as indicated in the 1492-1519 Campaign. Period II Trade Fleets: STZ Irish Sea (2), STZ Gulf of Guinea (3), STZ Sea of Oman (2), STZ Eastern Indian Ocean (2), STZ Straits of Formosa (1). Col: La Praya (3) in Cape Verde. Natal (1) in Recife, Belem or Bahia. Luanda (1) in Angola, Congo or Gabon. Beira (1) in Mozambica or Tanganica. Goa (3) in Malabar (in province with city of Goa). TP: Elmina (6) in Gold Coast. Sofala (1) in Sofala. Timor (1) in Amboina, Celebes or Ternate. Ternate (1) in Ternate, Celebes or Amboina. Malacca (2) in Malaya or Siam. Ormuz (1) in Persian province Ormuz. Discoveries: Sea of Canarias, Sea of Azores, Sea of Natal, Sea of Recife, Sea of Bahia, South Central Atlantic Ocean, Southern Atlantic Ocean, all seas adjacent to Africa and India, Persian Gulf, Straits of Malacca, Straits of Sunda, Sea of Java, Sea of Timor, Southern China Sea, Straits of Formosa, Northern China Sea, Areas Cape Verde, Belem, Recife, Bahia, Rio, Gold Coast, Cameroun, Gabon, Congo, Angola, Mozambica, Tanganica, Sofala, Malaya, Siam, Celebes, Ternate, Amboina. Period III Trade Fleets: STZ Irish Sea (2), STZ Gulf of Guinea (3), STZ Sea of Oman (3), STZ Eastern Indian Ocean (4), STZ Straits of Formosa (3). Col: La Praya (3) in Cape Verde. Natal (5) in Recife, Belem or Bahia. Luanda (4) in Angola, Congo or Gabon. Beira (3) in Mozambica or Tanganica. Goa (4) in Malabar (province with Goa city) Belem (5) in Belem, Recife or Bahia. Salvador (6) in Bahia, Recife or Belem. Rio de Janeiro (6) in Rio, Bahia or Recife. TP: Elmina (6) in Gold Coast. Sofala (3) in Sofala. Timor (3) in Amboina, Celebes or Ternate. Ternate (3) in Ternate, Celebes or Amboina. Malacca (3) in Malaya or Siam. Macao (6) in Canton or Shangai. Colombo (6) in Ceylan. Diu (3) in Punjab or Gujarat. Discoveries: the same as in Period II. EVENTS -. “Conflict in the Indian Ocean”: as long as Turkey does not attack Portuguese units and provinces in the European Map, Portugal would do the same. -. “Portuguese Colonial Dynamism”: no effect. REINFORCEMENTS During Periods I and II, Portugal always rolls for Reinforcements when at war, even if the controlling player rolled for other minors. OTHER RULES Do not place the glodmines in Elmina. There is no VP award for discovering any sea or province listed in the Discoveries made by Portugal at start of Period II. There is no award for discovering the first province of Asia. Europa Universalis Alternative Scenarios Booklet If Portuguese Col/TP are annexed by another country, Netherlands will still replace them if they are listed on the Minimum Forces in later Periods. B.4.4. Russia MINIMUM FORCES At start of each Period, check if Russia has the indicated items. If not, the controlling player places them and runs any mandatory competition that arises. Campaign Scenarios Provinces: Ural, Tula, Newa, Orel, Smolensk, Worones, Kazan, Astrakhan, Steppes, Kharkow, Azow, Kouban. Period VII Trade Fleets: CTZ Russia (3), STZ Baltic (3), STZ Black Sea (3), STZ Straits of Formosa (1), STZ Caspian Sea (5). Col/TP are placed in any free province of the indicated area. If no province is available, the Col/TP is not placed at all. Col: Perm (6) in Sibir. Omsk (6) in Omsk. Tomsk (4) in Ienisseisk. Krasnoyarsk (3) in Lena. Irkoutsk (3) in Baikal. Yakoutsk (2) in Baikal. Novosibirsk (1) in Amour. If the named establishment has been placed in the second or further preferred area, and in a later Period one with higher priority becomes available, leave it where it is. TP: Tobolsk (2) in Lena. Nerchiinsk (4) in Baikal. Petropavlosk (2) in Kamchatka. Sitka (2) in Alaska. Provinces will be immediately annexed provided that they do not belong to a Major Power, that no land or naval unit is present, and that Russia will form a continuous territory. Discoveries: Areas Sibir, Omsk, Ienisseisk, Lena, Baikal, Kamchatka, Amour, Alaska, Sea of Okhotsk, Northern Pacific Ocean, Caspian Sea, Grand Pacific Ocean (both seas), North Eastern Pacific Ocean, Sea of Alaska, Northern China Sea, Straits of Formosa, Sea of Philippines, Southern China Sea. Period IV Col: Perm (4) in Sibir. Omsk (2) in Omsk. Tomsk (2) in Ienisseisk. Krasnoyarsk (1) in Lena. Provinces: same as Period VI. TP: Tobolsk (2) in Lena. Nerchiinsk (4) in Baikal. Petropavlosk (2) in Kamchatka. EVENTS -. “Poland/Russia War”: If Poland is at peace, it attacks Russia. Otherwise, re-roll. If Russia is at war against another player, he/she will control Poland. Otherwise, the diplomatic counters of both countries are placed in the Neutrals box and no diplomacy is allowed with them during 1 Turn. -. “War in Siberia”: no effect. -. “The Time of Troubles in Russia”: Russia offers immediately a White Peace to all its enemies and its Diplomatic marker is moved to the Neutrals Box. No diplomacy is allowed with Russia for 5 Turns. -. “Peter the Great”: St Petersburg will be built 5 turns later. -. “Treaty of Nertchiinsk”: Russia accepts the treaty. -. “The Great Northern War”: The event lasts 4 Turns. Russia is controlled by England. No diplomacy is allowed with Russia, Sweden, Poland, Saxony and Denmark. At the end of the war, Russia annexes Estonia, Livonia and Courlande, provided that it controls the fortress. For each one, England receives 10 VP. If Turkey enters the war, it can always try a separate peace with Russia, even in the 4th Turn of war. In any case, Turkey will always get a White Peace at the end of the 4th turn if the player does not want to continue the war. -. “The War of Polish Succession”: Saxony and Russia are played by Austria. If there is no Austrian player, England controls all of them and VP awards for Russia are given to the English player instead. -. “The Seven Years War”: Russia enters the war on the 3rd Round of the first Turn. At the Peace Phase of the second Turn, Russia offers a Separate White Peace. -. “Revolt of Pougatchev”: no effect. -. “First Division of Poland”: Russia is controlled by England, and it always DoWs if it has a CB. -. “Second Division of Poland”: same as above. -. “The Confederation of Bar in Poland”: in case of war, Russia, Austria and Prussia are controlled by England. -. “Potemkine”: no effect. Discoveries: Areas Sibir, Omsk, Ienisseisk, Lena, Baikal, Kamchatka, Amour, Sea of Okhotsk, Northern Pacific Ocean, Caspian Sea, Grand Pacific Ocean (both seas), North Eastern Pacific Ocean. REINFORCEMENTS During Periods III to VII, Russia always rolls for reinforcements, even if the controlling player rolled for other minors. TP: Tobolsk (2) in Lena. Discoveries: Areas Sibir, Omsk, Ienisseisk, Lena. Provinces: Ural, Tula, Newa, Orel, Smolensk, Worones, Kazan, Astrakhan, Steppes, Kharkow. Period V Col: Perm (6) in Sibir. Omsk (4) in Omsk. Tomsk (3) in Ienisseisk. Krasnoyarsk (2) in Lena. Irkoutsk (2) in Baikal. TP: Tobolsk (2) in Lena. Nerchiinsk (2) in Baikal. Petropavlosk (2) in Kamchatka. Discoveries: Areas Sibir, Omsk, Ienisseisk, Lena, Baikal, Kamchatka, Sea of Okhotsk, Northern Pacific Ocean, Caspian Sea. Provinces: same as Period IV. Period VI Trade Fleets: CTZ Russia (1) Col: Perm (6) in Sibir. Omsk (6) in Omsk. Tomsk (3) in Ienisseisk. Krasnoyarsk (3) in Lena. Irkoutsk (3) in Baikal. Yakoutsk (2) in Baikal. Novosibirsk (1) in Amour. Europa Universalis Alternative Scenarios Booklet Roll with a modifier of +1 during Period IV, +2 during Period V, and +3 during Periods VI and VII, in addition to income modifier. OTHER RULES There is no VP award for discovering Siberian provinces, including Kamchatka. The Event “Peter the Great” will take effect at start of Period VI, if it didn't take place before. Optional: allow Diplomacy with Russia for Periods III to VII, using the following values: RM: 3, Subs: -70, MA: 2, EC: 3, EW: 4, VA & AN: Impossible, Fidelity: 9. Russia will never cede voluntarily the provinces Newa and Urals. Turkey cannot conquer its capital. Sibir minor is destroyed at end of Period III. Campaign Scenarios ENGLAND - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 Scotland Vassal half of turns of this Period (start/end turn in Vassal) Calais still English at end of Period Gascogne English at end of Period Guyenne English at end of Period Each other vassal minor or other new province in continental Europe 4 manufactures No revolt in Ireland at end of Period PERIOD II – 1520-1559 Scotland Vassal half of turns of this Period (start/end turn in Vassal) Calais English at end of Period Each other vassal minor or other new province in continental Europe Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each Colony or TP. Protestant: x 2 6 manufactures No revolt in Ireland at end of Period PERIOD III – 1560-1614 Scotland Vassal half of turns of this Period (start/end turn in Vassal) Each other vassal minor or new province in continental Europe England not forced to change religion during current Period Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each Colony or TP. Protestant: x 2 6 manufactures including 1 Cereal Netherlands not reconverted by Spain in this Period (NA if Spain is Protestant) PERIOD IV– 1615-1664 Scotland Vassal half of turns of this Period (start/end turn in Vassal) Each other vassal minor or new province in continental Europe England not forced to change religion during current Period Total Monopoly of CTZ England Each Colony or TP. In India, TPs x 2 8 manufactures including 1 Art and 2 Cereal Atlantic Trade Center PERIOD V– 1665-1699 Scotland Vassal half of turns of this Period (start/end turn in Vassal) Monopoly of Fisheries England not forced to change religion during current Period Total Monopoly of CTZ England Each Colony or TP. In India, TPs x 2 9 manufactures including 2 Art and 2 Cereal Atlantic Trade Center PERIOD VI – 1700-1759 Scotland in Annexation and Hannover in Vassal at end of Period Each monopoly of Fisheries and Tobacco. Penalty if none England not forced to change religion by Jacobite Rebellion. NA if event never happens Each new province in Europe. Gibraltar x4, Baleares x3 Each Colony or TP. In India, TPs x 2 if no more than 3 non-English TPs. 10 manufactures including 4 Metal and 2 Cereal Victory in War of Spanish Succession (+25 if Asiento obtained). VPs given when Event ends, even in other Period. NA if Event never happens PERIOD VII – 1760-1792 Scotland in Annexation and Hannover in Vassal at end of Period Each Monopoly of Fisheries, Tobacco, Cotton and Sugar Victory in War of Independency of the Colonies. NA if Event never happens Each province in Europe. Gibraltar x4, Baleares x3 Each Colony or TP. In India, TPs x 2 if no more than 3 non-English TPs. 12 manufactures including 2 Instruments Atlantic Trade Center A 15 5 20 25 10 15 5 A 15 10 10 3 5 15 5 A 15 10 20 3 5 15 25 B 10 3 10 20 5 10 3 B 10 5 7 2 3 10 3 B 10 5 15 2 3 10 20 C 5 2 50 15 3 5 2 C 5 3 5 1 2 5 2 C 5 3 10 1 2 5 15 D 3 1 3 10 2 3 1 D 3 2 3 0 1 3 1 D 3 2 5 0 1 3 10 Penalty -10 -5 -10 -20 -2 0 0 Penalty -10 -5 0 0 0 0 0 Penalty -10 -5 -10 0 0 0 -30 A 15 10 20 25 5 15 25 A 15 20 20 25 5 15 25 A 25 20 50 B 10 5 15 15 3 10 20 B 10 15 15 15 3 10 20 B 20 15 40 C 5 3 10 10 2 5 15 C 5 10 10 10 2 5 15 C 15 10 30 D 3 2 5 5 1 3 10 D 3 5 5 5 1 3 10 D 10 5 20 Penalty -10 -5 -10 -20 0 0 -30 Penalty -10 -5 -10 -20 0 0 -30 Penalty -30 -5 -30 10 3 15 25 5 2 10 20 3 1 5 15 2 0 3 10 0 0 0 -30 A 25 20 50 5 3 15 25 B 20 15 40 3 2 10 20 C 15 10 30 2 1 5 15 D 10 5 20 1 0 3 10 Penalty -30 -5 -30 0 0 0 -30 END GAME VICTORY POINTS I. Negative if not achieved: -. Largest number of warships: 150 -. Income x5: Tyne (5), Solvay (7), Highlands (4), -. Defensive or Offensive Alliance with Austrian Hebrides (3) Player: 30 -. Income x2 (vassal or annexed): Calais (4), Baleares -. Prussia in Military Alliance or higher: 20 (3), Bremen (5), Corfu (2), Hannover (11), Oldenburg -. 4 Colonies with 6 lvls each in adjacent provinces of (4) America, with no revolt: 150 -. Gibraltar: 50 -. Atlantic Trade Center: 100 II. No VP cost if not achieved: -. Income value of Colonies and TPs (resources included, gold excluded), and other provinces in European Map (excluding National and those mentioned above). -. Each group of 10 levels of Trade Fleets: 10 FRANCE - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 Each new province annexed in Italy. NA if Protestant Each minor Vassal in Europe. In Italy x2 unless Protestant Each new province , except Calais and Artois Calais French Artois French Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Sole Defender of Catholic Faith. NA if Protestant PERIOD II – 1520-1559 Each new province annexed in Italy. NA if Protestant Each Vassal in Europe. In Italy x2 unless Protestant Each new province , except Calais Calais French Each Colony or TP. Protestant: x2 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Win an Election to HRE this Period. NA if event never happens PERIOD III – 1560-1614 Each new province in Europe. Italy x2 unless Protestant. Calais x3. Each Vassal in Europe. In Italy x2. No French 1492 National province lost in 1614 2 Art manufacture units Each Colony or TP. Protestant: x3 Each new side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each French War of Religion won. Protestant: x2. Penalty for each defeat PERIOD IV – 1615-1664 Each new province in Europe. Germany x2, Nord x3. HRE not controlled by Habsburg after 30 Years War. NA if event does not end this Period No French 1492 National province lost in 1664 8 manufactures, including 2 Wine Each Colony or TP. Protestant: x2. America: x2 (cummulative) Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each French War of Religion won. Protestant: x2. Penalty for each defeat PERIOD V – 1665-1699 Each new province in Europe. If Spanish at start of Period: x3 Versailles Palace built before 1699. NA if Protestant or Event never happens Mediterranean Trade Center 10 manufactures, including 3 Arts Each Colony or TP. Protestant: x2. America: x2 (cummulative) Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each new province adjacent to Dutch nationals or French 1665 border. Penalty if none PERIOD VI – 1700-1759 Each new province in Europe. If Spanish at start of Period: x3 Victory in War of Spanish Succession (+25 if Asiento obtained). VPs assigned when Event ends, even if in other Period. NA if Event never happens Mediterranean Trade Center 12 manufactures, including 2 Metal Each Colony or TP. India: x3. America: x2 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Each new province adjacent to Dutch nationals or French 1665 border. Penalty if none PERIOD VII – 1760-1792 Each new province in Europe Victory in War of Polish Succession. NA if Protestant or event never happens Mediterranean Trade Center 14 manufactures, including 4 Metal Each Colony or TP. India: x3. America: x2 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x 2 Regime not overthrown by French Revolution. NA if Event never happens A 20 5 10 20 15 3 25 A 20 5 10 20 5 3 35 A 10 5 40 20 5 3 15 A 10 B 10 3 5 15 10 2 20 B 10 3 5 15 4 2 25 B 5 3 20 15 4 2 10 B 5 C 6 2 3 10 5 1 15 C 6 2 3 10 3 1 20 C 3 2 10 10 3 1 5 C 3 D 4 1 2 5 3 0 10 D 4 1 2 5 2 0 15 D 2 1 5 5 2 0 3 D 2 Penalty 0 0 0 -15 -10 0 -10 Penalty 0 0 0 -15 0 0 -15 Penalty 0 0 -10 -15 0 0 -5 Penalty 0 40 35 30 25 -50 15 10 5 3 15 A 5 40 30 10 3 3 25 A 5 10 5 4 2 10 B 3 35 20 5 2 2 20 B 3 5 3 3 1 5 C 2 30 10 3 1 1 15 C 2 3 2 2 0 3 D 1 25 5 2 0 0 10 D 1 -20 0 0 0 -5 Penalty 0 -50 -20 0 0 0 -15 Penalty 0 50 40 30 20 -30 30 10 3 3 25 A 5 40 30 10 5 3 30 20 5 2 2 20 B 3 30 20 5 4 2 25 10 3 1 1 15 C 2 20 10 3 3 1 20 5 2 0 0 10 D 1 10 5 20 2 0 10 -20 0 0 0 -15 Penalty 0 -20 -20 0 0 0 -15 END GAME VICTORY POINTS -. Largest number of warships: 100 I. Negative if not achieved: -. Largest number of Vet land SPs: 50 -. Five times income of province: Hainaut (10), -. Defensive or Offensive Alliance with Austrian Flanders (9), Luxemburg (6), Catalonia (6), Milan Player: 30 (12), Gueldre (9), Nice (3) -. Prussia in Military Alliance or higher: 20 -. Two times income of province: Lorraine (7), Alsace -. 4 Colonies with 6 lvls each in adjacent Areas of (9), Artois (6), Nord (5), Corsica (3), Franche-Comte America or India, with no revolt: 100 (5), Roussillon (4), Calais (4). -. Atlantic Trade Center: 100. Mediterranean Trade II. No VP cost if not achieved: Center: 100. -. Income value of Colonies and TPs (resources included, gold excluded), and other provinces in European Map (excluding National and those mentioned above). -. Each group of 10 levels of Trade Fleets: 10 VENICE, NETHERLANDS - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 VENICE Each province in Italy, including nationals Each Vassal in Europe. Italy: x2 Each new province, except Italy, Hellas and Albania Hellas Venetian Albania Venetian Each side (-) Trade Fleet [1 (+) = 2 (-)] Mameluks minor not conquered by Turkey PERIOD II – 1520-1559 VENICE Each province in Italy, including nationals Each Vassal in Europe. Italy: x2 Monopoly in CTZ Turkey No Portuguese TP in India Morea Venetian Each side (-) Trade Fleet [1 (+) = 2 (-)] Mameluks minor not conquered by Turkey. NA if Mameluks disappeared in Period I PERIOD III – 1560-1614 NETHERLANDS 6 manufactures, including 2 Instruments Each side (-) Trade Fleet [1 (+) = 2 (-)] RoW: x2 Each Colony or TP. Asia: x2 Recognition from Spain. NA if no United Provinces Revolt occurs England is Protestant in 1614 Each province in Europe, including nationals. Flanders, Hainaut x3 Protestant Victory in Wars of Religion in France or Spain at end of Period. NA if event never happens PERIOD IV– 1615-1664 NETHERLANDS 7 manufactures, including 2 Instruments Each side (-) Trade Fleet [1 (+) = 2 (-)] RoW: x2 Each Colony or TP. Asia: x2 Recognition from Spain. NA if no United Provinces Revolt was in effect this Period English “Navigation Act” is abolished. NA if never in effect this Period Each new province in Europe. Flanders, Hainaut x3 Largest producer of Spices and No-non Dutch TP in India PERIOD V– 1665-1699 NETHERLANDS 8 manufactures, including 2 Instruments Each side (-) Trade Fleet [1 (+) = 2 (-)] RoW: x2 Each Colony or TP. Asia: x2, America: x3 No French province adjacent to Netherlands national provinces English “Navigation Act” is abolished. NA if never in effect this Period Atlantic Trade Center Largest producer of Spices and No-non Dutch TP in India PERIOD VI – 1700-1759 NETHERLANDS 11 manufactures, including 2 Instruments and 2 Arts Each side (-) Trade Fleet [1 (+) = 2 (-)] RoW: x2 Each Colony or TP. Asia, America: x2 No French province adjacent to Netherlands national provinces Victory in War of Spanish Succession (+25 if Asiento obtained). VPs assigned when Event ends, even if in other Period. NA if Event never happens Atlantic Trade Center Largest producer of Spices, Slaves and Products of Orient (each one) PERIOD VII – 1760-1792 NETHERLANDS 12 manufactures, including 2 Tissu and 2 Metal Each side (-) Trade Fleet [1 (+) = 2 (-)] RoW: x2 Each Colony or TP. Asia: x2, America: x3 No French province adjacent to Netherlands national provinces Habsburg dissociated from Spain, and Flanders and Hainaut are Austrian or Dutch. NA if War of Spanish Succession never occurs Atlantic Trade Center Largest producer of Spices, Slaves and Products of Orient (each one) A 10 5 15 20 15 2 20 A 10 5 15 20 15 2 20 A 10 5 10 30 40 5 B 5 3 10 15 10 1 15 B 5 3 10 15 10 1 15 B 5 3 5 25 30 3 C 3 2 5 10 5 0 10 C 3 2 5 10 5 0 10 C 3 2 3 20 20 2 D 2 1 3 5 3 0 5 D 2 1 3 5 3 0 5 D 2 1 2 10 10 1 Penalty 0 0 0 -15 -10 0 -10 Penalty 0 0 0 -15 -10 0 -10 Penalty 0 0 0 -15 -30 0 20 15 10 5 -10 A 10 5 7 30 40 5 50 A 10 5 5 30 40 50 50 A 15 5 5 30 B 5 3 5 25 30 3 40 B 5 3 4 25 30 40 40 B 10 3 4 25 C 3 2 3 20 20 2 30 C 3 2 3 20 20 30 30 C 5 2 3 20 D 2 1 2 10 10 1 20 D 2 1 2 10 10 20 20 D 3 1 2 10 Penalty 0 0 0 -15 -30 0 -40 Penalty 0 0 0 -15 -30 -15 -40 Penalty 0 0 0 -15 40 30 20 10 -30 50 15 A 15 5 5 30 40 10 B 10 3 4 25 30 5 C 5 2 3 20 20 3 D 3 1 2 10 -15 0 Penalty 0 0 0 -15 40 30 20 10 -30 50 15 40 10 30 5 20 3 -15 0 NETHERLAND END GAME VICTORY POINTS (Only if Netherlands not transferred to Austria) -. Largest or second largest number of warships: 150 I. Negative if not achieved: -. Largest or second largest number of land SPs: 20 -. Income x5: Hainaut (10), Flanders (9), Luxemburg (6), -. Control of 10 European minors in Military Alliance or Nord (5). Bonus +100 if all controlled. higher: 20 -. Income x2: Artois (6), Oldenburg (4), Munster (6), -. 4 Colonies with 6 lvls each in adjacent Areas of America, Bremen (5) India or Asia with no revolt: 150 II. No VP cost if not achieved: -. Atlantic Trade Center: 100. -. Income value of Colonies and TPs (resources included, gold excluded), and other provinces in European Map (excluding National and those mentioned above). -. Each group of 10 levels of Trade Fleets: 10 AUSTRIA - PLAYER’S OBJECTIVES PERIOD VI – 1700-1759 AUSTRIA 5 manufactures at end of Period, including 2 Metal Magyar and Serbia Austrian Schliesen Austrian Each of Napoli, Luxemburg, Sicilia and Pouilles Victory in War of Spanish Succession. VPs assigned when Event ends, even if in other Period. NA if Event never happens Istria Austrian and Venice in MA or higher Offensive and Defensive Alliance with France or England from 1730 to end of Period (an alliance must be in effect at end of each Diplomatic Phase) PERIOD VII – 1760-1792 AUSTRIA 8 manufactures, including 4 Metal Magyar, Moldavia, Wallachia and Serbia Austrian Schliesen Austrian Each of Napoli, Luxemburg, Sicilia and Pouilles, unless already controlled in 1700 Bayern in MA or higher Istria Austrian and Venice in MA or higher Each new province taken on Poland. Majority of Polish provinces (at start of Period) are Austrian: x2 AUSTRIA END GAME VICTORY POINTS I. Negative if not achieved: -. Income x10: Magyar (10), Pecs (6), Transylvania (5), Carpathia (3), Ruthenia (2), Marozs (2), Banat (3). Bonus of +200 if all controlled. -. Income x5: Hainaut (10), Flanders (9), Luxemburg (6), Serbia (4), Milan (12), Gueldre (9), Wallachia (6), Krakow (6), Galicja (7), Moldavia (5), Volhynia (3), Bosnia (3). Bonus of +100 if all controlled. -. Income x2 (annexed or vassal): Lorraine (7), Alsace (8), Artois (6), Nord (5), Illyria (3), Styria (3), Raguse (2), Kossovo (3). II. No VP cost if not achieved: -. Income value of other provinces in European Map (excluding National and those mentioned above). -. Largest number of land SP: 20 -. Defensive or Offensive Alliance with French Player: 30 -. Defensive or Offensive Alliance with Russian Player: 50 -. Prussia in MA or higher: 20 A 20 40 15 15 B 15 30 10 10 C 10 20 5 5 D 5 10 2 2 Penalty -10 -30 0 0 50 35 20 10 -15 15 10 5 3 0 10 5 3 2 -5 A 20 40 15 10 10 15 B 15 30 10 5 5 10 C 10 20 5 3 3 5 D 5 10 2 2 2 3 Penalty -10 -30 0 0 0 0 10 7 5 3 0 PORTUGAL, RUSSIA - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 PORTUGAL Each side (-) Trade Fleet [1 (+) = 2 (-)] Each Colony or TP except in Goa Colony in Goa Tanger Portuguese Morocco Vassal half of turns of this Period (start/end turn in Vassal) Monopoly in STZ Irish Sea Be the first player to discover a province in non-continental Asia PERIOD II – 1520-1559 PORTUGAL Each side (-) Trade Fleet [1 (+) = 2 (-)] Each Colony or TP in Africa and Asia Each Colony in America. If there are 3 or more, x2 Tanger not annexed by other country Morocco Vassal half of turns of this Period (start/end turn in Vassal) Monopoly in STZ Irish Sea No non-Portuguese TP in Asia (except Luzon) PERIOD III – 1560-1614 RUSSIA “Time of Troubles” lasts 3 or less turns, and is over before 1614. NA if event never happens Largest producer of Furs, with at least 8 Arquebuse Land Technology before 1600 Minor country Latvija annexed by Russia Each new province (negative each province lost to Poland) Minor country SIBIR conquered by Russia (at least 10 Russian colony levels) Each Colony or TP PERIOD IV – 1615-1664 RUSSIA Lost no more than 1 Russian national province this Period Largest producer of Furs, with at least 14 Guerre Baroque Land Technology before 1660 Minor country Latvija annexed by Russia Each new province (negative each province lost to Poland) Azow Russian Each Colony or TP PERIOD V – 1665-1699 RUSSIA St Petersbourg built before 1700 Largest producer of Furs, with at least 17 Vessel Naval Technology before 1695 Reform of Russian Army before 1690 Each new province (negative each province lost to Poland or Sweden) Crimea Russian. Each Colony or TP. Alaska: x2 PERIOD VI – 1700-1759 RUSSIA St Petersbourg built before 1715 Largest producer of Furs, with at least 20 Vessel Naval Technology before 1720 Reform of Russian Army before 1710 Each new province (negative each province lost to Poland or Sweden) Crimea and Moldavia Russian Each Colony or TP. Alaska: x2 PERIOD VII – 1760-1792 RUSSIA Each new province taken on Poland. Majority of Polish provinces Russian: x2 Largest producer of Furs, with at least 26 Three Deckers Naval Technology before 1770 12 manufactures, including 2 Tissu and 2 Metal Each new province (negative each province lost to Turkey or Sweden) Each new province taken on China. Penalty if none Each Colony or TP. Alaska: x2. California: x3 A 3 5 15 10 20 25 10 A 3 5 5 10 20 25 40 A B 2 4 10 5 15 20 5 B 2 4 4 5 15 20 30 B C 1 3 5 3 10 15 3 C 1 3 3 3 10 15 20 C D 0 2 2 2 5 10 2 D 0 2 2 2 5 10 10 D Penalty 0 0 -5 -10 -10 -20 -5 Penalty 0 0 0 -10 -10 -20 -30 Penalty 15 30 25 30 5 10 3 A 15 30 25 30 5 10 3 A 30 30 25 30 5 10 3 A 30 30 25 30 5 10 3 A 15 30 25 30 5 10 3 10 5 3 -10 20 20 20 3 5 2 B 10 20 20 20 3 5 2 B 20 20 20 20 3 5 2 B 20 20 20 20 3 5 2 B 10 20 20 20 3 5 2 10 15 15 2 3 1 C 5 10 15 15 2 3 1 C 15 10 15 15 2 3 1 C 15 10 15 15 2 3 1 C 7 10 15 15 2 3 1 5 10 10 1 2 0 D 3 5 10 10 1 2 0 D 10 5 10 10 1 2 0 D 10 5 10 10 1 2 0 D 5 5 10 10 1 2 0 -5 -20 -10 0 -10 0 Penalty -10 -5 -20 -10 0 -10 0 Penalty -10 -5 -20 -10 0 -10 0 Penalty -10 -5 -20 -10 0 -10 0 Penalty 0 -5 -20 -10 0 -10 0 END GAME VICTORY POINTS I. Negative if not achieved: -. Income value of Colonies and TPs (resources included, -. Income x5: Finland (5), Abo (3), Georgia (4), Azerbaijan (2), gold excluded), and other provinces in European Map Kouban (2), Armenia (3), Mazovia (8), Posen (7). Bonus +100 (excluding National and those mentioned above). for all provinces. -. Largest or second largest number of warships: 150 -. Income x2: Lithuania (7), Pripet (2), Seweria (4), Bielorussia -. Largest number of land SPs: 20 (7), Moldavia (5), Bessarabia (4), Bug (4), Wallachia (6), -. Defensive or Offensive Alliance with Austrian Player: 30 Estonia (4), Livonia (5), Courlande (6), Memel (4), Corfu (2), -. Prussia in Military Alliance or higher: 20 Malta (2), Kerch (4), Azow (3), Donetsk (6), Crimea (4), Kaffa -. 4 Colonies with 6 lvls each in adjacent areas of Siberia, (4), Volhynia (3). with no revolt: 150 II. No VP cost if not achieved: -. 12 manufactures: 100 -. Each group of 10 lvls of Trade Fleets: 10 -. St Petersbourg is lvl 5: 50 -. Each province taken on China: 30 SPAIN - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 Each new province in Italy Each Vassal in Europe. Italy: x2. Papacy: x3 No French Vassal or annexation in Italy Each new province in North Africa Each colony in America. Goldmine in colony: x2 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x2 Sole Defender of Catholic Faith. NA if protestant PERIOD II – 1520-1559 Each new province in Italy Each Vassal in Europe. Italy: x2. Papacy: x3. Knights: x4 No French Vassal or annexation in Italy Each new province in North Africa Eac colony in America. Goldmine in colony: x3 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x2 Sole Defender and France never wins an HRE Election this Period. NA if protestant PERIOD III – 1560-1614 Each new province. Italy: x2, Portugal: x3 Each Vassal or Annexation in Europe. Italy: x2. Papacy: x3. Knights: x4 Habsburg controls capital and half of Hungary 1492 provinces. NA if Inheritance never occurs Each Dutch National province controlled. Penalty if none Each colony in America. Goldmine in colony: x3 Each side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x2 Sole Defender and France never wins an HRE Election this Period. NA if protestant PERIOD IV – 1615-1664 Each new province. Germany: x2, Portugal: x3 Each Vassal or Annexation in Europe. Germany: x2. Portugal: x4 Habsburg controls capital and half Hungarian 1492 provinces. NA if no Inheritance HRE is vassal of Habsburg after 30 Years War. NA if event didn’t end this period Each colony in America. Goldmine in colony: x3 Keep Portugal in Annexation in 1664 Each Dutch National province controlled. Penalty if none PERIOD V – 1665-1699 Each non-natonal province of 1665 still controlled. Artois, Nord: x2 Each Vassal or Annexation in Europe. Germany: x2. Portugal: x4. Lorraine: x5 Habsburg controls capital and half Hungarian 1492 provinces. NA if no Inheritance HRE is vassal of Habsburg after 30 Years War. NA if event never happens Each colony in America. Goldmine in colony: x3 Each new province captured on France or Nederland. Penalty if none No Colony in America South of Sonora (included) apart of Portuguese and Spanish PERIOD VI – 1700-1759 Each province of 1700 still controlled. Flanders: x2. Naples: x3 Victory in War of Spanish Succession (Habsburg Heir: +25). NA if event never happens Habsburg control of Magyar and Serbia. NA if dissociated Monopoly in CTZ Spain, and Asiento not granted this Period Each colony in America. Goldmine in colony: x3 6 manufactures, including 2 Art No Colony in America South of Costa Rica, Cuba, Haiti, Antilles (excluded) apart of Portuguese and Spanish PERIOD VII – 1760-1792 Each province of 1760 still controlled. Flanders: x2. Naples: x3 Habsburg not dissociated from Spain. NA if War of Spanish Succession never occurs Habsburg control of Magyar and Serbia. NA if dissociated Monopoly in CTZ Spain, and Asiento not granted this Period Each colony in America. North America: x3. California: x4 6 manufactures, icnluding 2 Cereal Each new side (-) Trade Fleet [1 (+) = 2 (-)] Protestant: x2 END GAME VICTORY POINTS I. Negative if not achieved: -. Income x5: Zeeland (9), Brabant (14), Holland (16), Friesen (7), Hainaut (10), Luxemburg (6), FrancheComte (5), Artois (6), Milano (12), Napoli (11), Sicilia (6), Messina (3) -. Income x2: Nord (5), Tunisia (5), Al-Djazair (5), Orania (4), Roussillon (4), Pouilles (3). II. No VP cost if not achieved: -. Each group of 10 lvls of Trade Fleets: 10 -. Income value of Colonies and TPs (resources included, gold excluded), and other provinces in A 10 5 20 15 4 3 25 A 10 5 20 15 4 3 30 A 5 5 B 5 3 15 10 3 2 20 B 5 3 15 10 3 2 20 B 3 3 C 3 2 10 5 2 1 15 C 3 2 10 5 2 1 15 C 2 2 D 2 1 5 3 1 0 10 D 2 1 5 3 1 0 10 D 1 1 Penalty 0 0 -15 0 0 0 -10 Penalty 0 0 -15 0 0 0 -30 Penalty 0 0 30 25 20 10 -20 25 2 3 15 A 5 5 30 75 2 30 15 A 5 5 40 75 2 30 75 A 5 50 40 10 2 15 20 1 2 10 B 3 3 25 50 1 20 10 B 3 3 30 50 1 20 50 B 3 40 30 5 1 10 10 0 1 5 C 2 2 20 30 0 10 5 C 2 2 25 30 0 10 30 C 2 30 25 3 0 7 5 0 0 2 D 1 1 10 20 0 5 3 D 1 1 15 20 0 5 25 D 1 20 15 2 0 5 -20 0 0 -10 Penalty 0 0 -20 -50 0 -15 -10 Penalty 0 0 -20 -50 0 -15 -15 Penalty 0 -50 -20 0 0 -15 75 50 30 25 -15 A 5 75 40 10 2 25 3 B 3 50 30 5 1 20 2 C 2 30 25 3 0 15 1 D 1 20 15 2 0 10 0 Penalty 0 -50 -20 0 0 -15 0 European Map (excluding National and those mentioned above). -. Largest number of warships: 150 -. Largest number of land SP: 100 -. Defensive or Ofensive Alliance with Austrian Player: 100 -. Habsburg/Austria minor in EW or higher: 100 -.Venice in MA or higher: 20 -. 4 Colonies with 6 lvls each, in adjacent provinces of America, with no revolt: 150 -. No colony in America apart of Portuguese and Spanish: 500 TURKEY - PLAYER’S OBJECTIVES PERIOD I – 1492-1519 Each Muslim Vassal Minor country Mameluks conquered Monopoly in CTZ Turkey Each Vassal in Europe. Hungary: x2. North Africa: x3 Each new province conquered to Persia Each alliance with other player Knights removed from Rhodes and conquest of this province PERIOD II – 1520-1559 Each Muslim Vassal Minor Country Hungary conquered Control of Vienna at any time during current Period Each Vassal. North Africa: x3. Oman and Aden: x4 Each new province (negative each province lost to Persia) Astrakhan not conquered by Russia. NA if already conquered in 1520 Rhodes is Turkish PERIOD III – 1560-1614 Each Muslim Vassal Malta and Cyprus Turkish Control of Vienna at any time during current Period Each Vassal. North Africa: x3. Oman and Aden: x4 Each new province (negative each province lost to Persia) Astrakhan not conquered by Russia. NA if already conquered in 1560 Each colony or TP. Asia: x2 PERIOD IV – 1615-1664 Each Muslim Vassal Crete Turkish Control of Vienna during current Period Each Vassal. North Africa: x3. Oman and Aden: x4 Each new province (negative each province lost to Persia) Crimea not conquered by Russia. NA if already conquered in 1615 Each colony or TP. Asia: x2 PERIOD V – 1665-1699 6 manufactures, including 1 Art, 1 Cereal Crete Turkish Control of Vienna during current Period Each Vassal. North Africa: x3. Europe: x4 Each new province (negative each province lost to Persia) Crimea not conquered by Russia. NA if already conquered in 1665 Each colony or TP. Asia: x2. Africa: x3 PERIOD VI – 1700-1759 8 manufactures, including 2 Metal, 2 Cereal Corfu, Illyria and Dalmatia Turkish Reform of Turkish Army done by 1730 Each Vassal. North Africa: x3. Europe: x4 Each new province (negative each province lost to Persia) Crimea not conquered by Russia. NA if already conquered in 1700 Each colony or TP. Asia: x2. Africa: x3 PERIOD VII – 1760-1792 10 manufactures, including 3 Metal, 2 Art Corfu, Illyria and Dalmatia Turkish Reform of Turkish Army done by 1770 Each Vassal. North Africa: x3. Europe: x4. Egypt: x5 Each new province (negative each province lost to Persia) Crimea not conquered by Russia. NA if already conquered in 1760 Each colony or TP. Asia: x2. Africa: x3 END GAME VICTORY POINTS I. Negative if not achieved: -. Income x10: Andalucia (7), Sierra Nevada (3), Tanger (2), Gibraltar (1). Bonus +200 if all controlled. -. Income x5: Malta (2), Sicilia (5), Messina (3), Corfu (2), Rhodes (2), Crete (3), Cyprus (4), Alexandria (6) -. Income x2 (annexed or vassal): Baleares (3), Sardinia (3), Orania (3), Al-Djazair (5), Kabylia (4), Tunisia (5), Pecs (6), Magyar (10), Transylvania (5), Carpathia (3), Galicja (7), Krakow (6), Armenia (3), Kars (12), Kurdistan (4), Iraq (5), Serbia (4), Croatia (2), Carinthia (4), Carniola (3), Erbland (3), Bessarabia (4), Donetsk (6), Crimea (4), Azow (3), Kouban (2), Arabia (3), Egypt (7). Bonus +100 if all controlled. A 20 30 15 5 10 3 15 A 20 30 15 5 10 20 15 A 20 25 15 5 3 20 5 A 20 25 15 5 3 20 5 A 15 25 15 5 15 20 5 A 20 25 30 5 15 20 5 A 20 25 30 5 15 20 5 B 15 20 10 3 7 2 10 B 15 20 10 3 7 15 10 B 15 15 10 3 2 15 4 B 15 15 10 3 2 15 4 B 10 15 10 3 10 15 4 B 15 15 20 3 10 15 4 B 15 15 20 3 10 15 4 C 10 15 5 2 5 1 7 C 10 15 5 2 5 10 7 C 10 10 5 2 1 10 3 C 10 10 5 2 1 10 3 C 5 10 5 2 5 10 3 C 10 10 15 2 5 10 3 C 10 10 15 2 5 10 3 D 5 10 3 1 3 0 5 D 5 10 3 1 3 5 5 D 5 5 3 1 0 5 2 D 5 5 3 1 0 5 2 D 3 5 3 1 3 5 2 D 5 5 10 1 3 5 2 D 5 5 10 1 3 5 2 Penalty 0 -20 -5 0 0 0 -15 Penalty 0 -20 -5 0 0 -10 -15 Penalty 0 -5 -5 0 0 -20 0 Penalty 0 -5 -10 0 0 -20 0 Penalty -10 -5 -10 0 0 -20 0 Penalty -10 -5 -30 0 0 -20 0 Penalty -10 -5 -30 0 0 -20 0 II. No VP cost if not achieved: -. Each group of 10 lvls of Trade Fleets: 10 -. Income value of Colonies and TPs (resources included, gold excluded), and other provinces in European Map (excluding National and those mentioned above). -. Largest or second largest number of warships: 150 -. Largest number of land SP: 20 -. Defensive or Ofensive Alliance with Austrian Player: 30 -.Prussia in MA or higher: 20 -. 4 Colonies (+), in adjacent areas of Africa or Asia, with no revolt: 150 -. 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Alternative Combat Charts Fire Phase:-1 attacker: mountain, river/landing Shock/Board 1 LEADER INJURY +1 Wind Gauge 0 0 2 lvl 1 2 2 cv 2 Optional: +1/-2 galley vs warship before 1615/after 1664 ARQUEBUSE 0,5 0 2 cv/2 1 2 2 cv 3 Shock/Board Phase:-1 attacker: mountain MOUSQUET 1 0 2 cv 1 2 2 cv 3 -2 attacker: river/landing BAR/MAN 1 0 2 cv 1 2 2 cv 3 -1 forest, marsh, desert DENTELLES 1 0,5 2 cv 1 2 2 cv 3 +1 twice cavalry (clear or desert, no river/landing) 1st DR 2nd DR Odd: Dead 1- Even: Injured 2nd dr/2 rounds 2-10 Safe Modifiers: -1/-5 Break Morale / all units eliminated TERCIOS As per regular technology +1 +# positive Shock/Board difference TRANSPORT 0 1 -- +1 Wind Gauge GALLEY 0,5 1 2 Optional: +1/-2 galley vs warship before 1615/after 1664 CARACK 1 1 1 Optional: -1 first combat vs Turkey before 1560 GAL/LS 1 1 2 (not Venice, Mmlk, Genoa, Knights) BATT/VESSEL 1 1 3 Pursuit:roll on E column THREE-DECK 1 1 4 -1 forest, marsh, desert Roll when all units eliminated Pasha Cav: always 0 Fire, 1 Shock -1 attacker: mountain Always captured after fortress surrender Firepower:art halved in forest, marsh -2 attacker: river/landing -1 Fire or Board/Shock is 6 (except Marlborough and Friedrich II) LEADER CAPTURE 1-5 Captured 6-10 Escape Attacker art halved in mountain +1 Wind Gauge Captured king must be ransomed Shockpower:Cav halved in forest, marsh, mountain +# positive Move Difference Captured leader return at Interphase WIND GAUGE TABLE: dr + Move + Tech LAND FIRE TABLE Player Player Opponent Technology Opponent Technology Technology GA CAR GLN LS BA VE T-D GALLEY na +2 +1 0 0 -1 -2 CARACK -2 0 0 -1 -1 -2 -3 GALLEON -1 0 0 -1 -1 -1 -2 LATIN SAIL 0 +1 +1 0 0 -1 -2 Technology MED REN ARQ MOU BAR MAN DEN MEDIEVAL na na na na na na na RENAISSANCE C C C D E E E ARQUEBUSE B B C D E E E MOUSQUETS A B B C D E E BATTERY 0 +1 +1 0 0 0 -1 BAROQUE A B B B B D D VESSEL +1 +2 +1 0 0 0 0 MANOEUVRE A A A B B B C THREE-DECK +2 +3 +2 +1 +1 0 0 DENTELLES A A A A A B B Tech marker is 6 or more boxes ahead: +1 LAND SHOCK TABLE Player NAVAL FIRE TABLE Opponent Technology Player Technology MED REN ARQ MOU BAR MAN DEN MEDIEVAL H H H H I J J RENAISSANCE G G G H I J ARQUEBUSE F F F G H MOUSQUETS F F F F BAROQUE F F F F Opponent Technology Technology GA CAR GLN LS BA VE T-D GALLEY E E E E E na na J CARACK E C D E E E na I J GALLEON B A B B C D E H I J LATIN SAIL B A B B C D E F G H BATTERY B A A B B C D MANOEUVRE F F F F F F G VESSEL B A A B B C C DENTELLES F F F F F F F THREE-DECK A A A A A B C ASSAULT TABLE NAVAL BOARDING TABLE Opponent Technology Attacker FIRE Technology MED REN MEDIEVAL na na REN+ B C Defender SHOCK ARQ+ MED REN na B B C D A B C FIRE Technology MED REN MEDIEVAL na na REN+ A A Player ARQ+ SHOCK ARQ+ Opponent Technology Technology ARQ+ GA CAR GLN LS BA VE T-D GALLEY A A B C D E E CARACK E B C D D E E GALLEON B A B B C D E LATIN SAIL B A B B C C D BATTERY B A B B B C D MED REN na A A A VESSEL B A A B B C C A A A A THREE-DECK A A A A A B C SIEGE TABLE COMBAT RESULT TABLE Die Opponent Losses Roll A 3- B - C E - - - - - - 10% 5% 5% 15% 10% 10% 25%* 20%* 15%* 15% 8 30%* 25%* 20%* 9 40%** 30%** 25%** 10 50%*** 40%*** 11 60%*** 12 70%*** 13 14+ 90%**** 80%**** 70%**** 60%*** 4 5% 5 10% 6 20%* 7 - D 5% F G - H - I DR RESULT Modifiers: Roll 0- Attrition -# lvl 1-3 -- 4-6 Usure (-) -2 unblock port 7-9 Usure (+) -# Siege of a besieged leader - - 3- - - 4 5% 5% 5% 5 10%* 10% 10% 6 20%** 15%* 15% 10% 7 30%*** 25%** 20%** 20%* 20% 8 40%*** 30%*** 25%** 20%* 20% 9 30%*** 25%** 25%* 10 Attrition +1 per besieged LD 30%* 60%**** 50%**** 40%*** 30%** 30%* 11 Column: # rounds +2 per besieged Army 40%** 30%** 70%**** 60%**** 50%**** 40%*** 40%** 12 dr modifiers: +1 besieger art more than lvl 50%*** 40%** 80%**** 70%**** 60%**** 50%*** 50%** 13 +2 non clear terrain +1 besieger art double lvl 50%*** 90%**** 80%**** 70%**** 60%**** 50%*** 14+ -# besieger leader +# Siege of a besieger leader 5% 5% 5% 10%* 10% 10% 20%** 15%* 10% 25%*** 20% 15% 20%* 20% 30%*** 25%* 25% 50%**** 40%*** 50%*** 40%*** 30%** 60%*** 50%*** 80%**** 70%*** 60%*** - J Die 5% -2 non clear terrain 10-11 Breach +2 per previous breach 12 Honors +1 per Usure (-) 13+ Surrender +2 per Usure (+) INVESTMENT TABLE COST/BONUS ACTION Passive Campaign 10 Simple Campaign 20 MEDIUM STRONG Multiple Campaign 100 INVEST INVEST Diplomacy 20 50/+2 100/+5 Create Manufacture Improve DTI/FTI 30 50/+1 100/+3 Improve Tech Colony Trading Post 10 30/+1 50/+3 Trading Fleet Competition Improve Stability 30 50/+2 100/+5 DIE ROLL 12 3 4 5 6 7 8 9 10 11+ AMOUNT 10 30 40 50 60 70 80 90 100 150 200 Alternative Administration Charts LOAN TABLE LENGTH National: Roll 1 die per column 1T International: roll for Amount and Rate 1T Length of International is fixed at 3T 1T 2T Modfiers 2T +# Stability 2T +1 per 200$ in treasure 2T -2 per bankrupcy in current period 3T -3 per unpaid loan in current period 3T +# DTI for England and Nederland 4T after Creation of Stock Exchange 5T (Amount and Rate only) DOMESTIC TRADE INCOME TABLE DTI DOMESTIC TRADE LEVEL 1 2 3 4 0-40 1 2 3 4 41-80 3 6 9 12 81-100 5 9 15 20 101-140 6 12 20 25 141-190 9 20 30 35 191-220 12 25 35 50 221-240 15 31 50 60 241-250 18 35 55 65 251+ 20 40 60 80 Trade Level: own & vassal province income minus pillage, pashas, events FOREIGN TRADE INCOME TABLE FTI FOREIGN TRADE LEVEL 1 2 3 4 0-200 1 2 3 4 201-400 3 6 9 12 401-600 5 10 15 20 601-800 7 15 20 30 801-100 10 20 30 40 1001-1200 12 25 35 50 1201-1300 15 30 50 60 1301-1400 20 40 60 80 1401+ 30 50 80 100 Trade Level: 1500 - own & vassal province income, trade denial, events ACTIONS RESULT TABLE DIFFERENTIAL Result -4 -3 -2 -1 0 1 2 3 4+ F* Failure. Natives attack in case F* F* F* F* F* F* F F F of colony or TP placement attempt F* F* F* F* F F 1/2 1/2 1/2 F* F* F* F 1/2 1/2 1/2 1/2 1/2 F Failure F* F* F 1/2 1/2 1/2 1/2 1/2 1/2 F* F 1/2 1/2 1/2 1/2 1/2 1/2 S 1/2 Roll unmodified die: F 1/2 1/2 1/2 1/2 1/2 1/2 S S Less or equal than FTIp: Success 1/2 1/2 1/2 1/2 1/2 S S S S More than FTIp: Failure 1/2 1/2 S S S S S S S 1/2 S S S S S S S S S Success S S S S S S S S S DIFFERENTIAL CALCULATION DIE ROLL MODIFIERS Trading Fleet Placement -1 per pirate counter in Trade Zone STZ: FTIp + INVp (+1 or +3) - 1 per other fleet -1 naval combat in Trade Zone previous Turn CTZp: FTIp + DTIp + INVp (+1 or +3) -1 per other fleet +1 Player Trading Fleet is (+) CTZo: FTIp + INVp (+1 or +3) - DTIo -1 per other fleet +1 Total Monopoly of Fisheries Competition vs Trade Fleet -1 per other trading fleet (other than target fleet) STZ: FTIp + INVp (+1 or +3) - FTIo - INVo (-1 or -3) -1 naval combat in Trade Zone previous Turn CTZp: FTIp + DTIp + INVp (+1 or +3) - FTIo - INVo (-1 or -3) CTZo: FTIp + INVp (+1 or +3) - FTIo - DTIo -INVo (-1 or -3) Trading-Post Placement -1 per other TP or colony in Area FTIp + INVp (+1 or +3) - Tolerance (3rd value, 1 minimum) -1 land combat in Area previous Turn +# M of one Conq in target province Competition vs Trading-Post -1 per other TP (other than target TP) FTIp + INVp (+1 or +3) - FTIo - INVo (+1 or +3) -1 land combat in Area previous Turn Colony Placement +# M of one Conq in target province FTIp + INVp (+1 or +3) - Difficulty (2nd value) -1 land combat in Area previous Turn -3, -2, -1 first, second, third attempt to colonize (in whole game) +2 on already existing colony Increase DTI or FTI (only one per turn) -1 Turkey and Russia ADM + INVp (+1 or +3) - 9 +# Stability +2 England after 1700 Create Manufacture (only one per turn) -1 Turkey, Russia before Peter the Great, Spain if Infl. 10% or + ADM + DTIp + INVp (+1 or +3) - 9 +# Stability +2 England after 1700 Minor Activation in War: free, but uses 1 dipl action. 7 or less: Failure; 8 or more: Success. 1 dr + modifiers: + Country bonus + Control bonus +2 enemy common border with Minor -2 Poland (not for France if victorious in War of Polish Succession -4 all enemies and minor have same religion -4 no enemy province in Zone of Operation -4 Minor already in different war Diplomacy: mod. player dr - 2 dr OR mod. player dr - mod. reaction dr. Result: Points to move marker through Diplomatic Track Modifiers: + DIP + INV (+2 or +5) +1 same religion (until 1614) +1 per supporting player + Country bonus + Control bonus -4 different religion (until 1614) -2 Christians-Islam (from 1615) -3 at war against minor last Turn -3 Poland after 1700 Improve Tech (only one per Turn): 1 dr. Result: 11-: nothing; 12-15: +1 box; 16-18: +2 boxes; 19+: +3 boxes Modifiers: + MIL + INV (+1 or +3) +1 per Metal (land tech only, +2 max.) +1 per Tissu or Instrument (naval tech only, +2 max) Exceptional Tax: 1 dr + ADM + Stabilityx3 Result x10 is amount of money obtained or lost. Stability drops 1, except if a national province is enemy occupied Improve Stability: 1 dr + modifers: +ADM +INV (+2 or +5) +2 victim of DoW this turn -5 enemy army in national province and enemy control of the fortress -3 at war Result: 4-: -1 level; 5-9: nothing; 10-14: +1 level; 15-17: +2 levels; 18+: +3 levels Mandatory Competition: simultaneous for all fleets and TPs involved. Use column corresponding to a Competition Action, no invest. Result: F, player loses 1 lvl; S, nothing DIE ROLL 12 3 4 5 6 7 8 9 10+ Europa Universalis RATE 50% 40% 20% 15% 12% 10% 8% 7% 6% 5% 4% INCOME SUMMARY TABLE European Province Income owned & vassal value Domestic Trade DTI/modified province income Foreign Trade FTI/1500-modified province income Manufacture fixed income + % owned province income Colony (-) 1 per lvl + income (1st value) TP (-) 1 Colony (+) 1 per lvl + 2 x income (1st value) TP (+) 2 Trading Fleet 1 per STZ lvl, 2 per CTZ lvl Monopoly bonus 50% for fleet (+), 100% for 6 lvl fleet Trade Center 100 Mine 20 except indicated Exotic Res. quantity x price Pillage 1 or 2 x income Privateer 1 per fleet lvl destroyed, +8 if carried gold Exceptional Tax as per dr Loan as per Loan Table Ransom 200 Tax Holland (Spain only) 50 5 5 15 25 30 45 60 75 80 100 5 5 15 25 35 50 60 75 100 150 Europa Universalis Alternative Miscellaneous Charts ATTRITION Round up losses RISK VALUE -3 friendly port; +1 CAR/GA; -1 VE; -2 T-D DR 12 3 4 5 6 7 8 -1 --------0 --------1 -------dr% 2 ------dr% 10% 3 -----dr% 10% 20% 4 ----dr% 10% 20% 30% 5 ---dr% 10% 20% 30% 40% 6 --dr% 10% 20% 30% 40% 50% 7 -dr% 10% 20% 30% 40% 50% 60% 8 dr% 10% 20% 30% 40% 50% 60% 70% 9 10% 20% 30% 40% 50% 60% 70% 80% 10+ 20% 30% 40% 50% 60% 70% 80% 90% Sea: roll always on column of highest Sea Risk Land: roll on C7 when moving 6 MP (3 with PW), retreating or routing Siege: besieger rolls on C5 during Redep. Phase Modifiers: -1 All crossed provinces friendly +1 per extra sea of same Risk +# Malus of sea zones (blue circle) -# Leader Move (except Rout) +2 Poor Weather for Sea attrition +# Besieged Leader Siege +1 per supply source/port surpassed in retreat or rout due to stacking Besieged Attrition: roll on C7 with these modifiers: -3 unblock. port; -# One Siege Ldr; +1/+3 Usure (-)/(+) not cumm. PIRATE, PRIVATEER AND NATIVE ATTACK DR LVL LOSSES UNITS LOSSES 6 100% 1-7 4 100% 8-9 3 75% 10-11 2 50% 12-13 1 33% 14-15 0 25% 16-17 0 10% 18-21 0 0% 22+ Round up units losses Pirate and Privateer Attack Modifiers +1 one or more attacked player ND in Zone +2/+4 per attacked player F-/F+ in Zone +# Move value of attacked player Admiral -1/-3 pirate or privateer (-)/(+) not cumm. -# Move of Privateer Admiral -2 Christian port (Knights vs Turkey only) -1 Naval combat in Trade Zone this turn Native Attack Modifiers: +1 one or + attacked player Land D. in Province +2/+4 per attacked player A-/A+ in Province +# Move of attacked player Ldr in Province -1 per every 20 natives (round down) -# Move of Native Ldr -1 per Col or TP in Area of another country DISCOVERIES Round up losses Result Losses DR S -0Result: S dr% 1 F** Failure, test for Leaders S 10% 2 F* Failure, test for Leaders if S** 20% exploring without sp 3 S** 30% 4 F Failure 1/2 40% 5 1/2 Reroll unmodified die 1/2 50% 1-3: F** 6 F* 60% 4-5: F* 7 F* 70% 6-8: S** 8 F** 80% 9-10: S* 9 F** 90% 10 S** Success, test for Leaders F** 100% 11+ S* Success, test for Leaders if exploring without sp Modifiers: +1 per extra province or sea S Success +2 Poor Weather Leader test: if roll is greater +# Malus of sea zones (blue circle) -# Leader Move than Move rating, leader dies +1 Carack or Galley 9 -dr% 10% 20% 30% 40% 50% 60% 70% 80% 90% 100% Transport Galley Warship Transport Transport Infantry Cavalry Artillery Leader 20 ducats Move Costs Friendly Clear Enemy Clear Non Clear River/Landing Sea Transport Move Allow Land Unit Naval Unit Leader Capacity 1 1 4 Requisite 1 2, NT 2, NT -1 CONQUISTADOR TABLE CONQUISTADOR STRENGTH (Move + Fire + Shock) DR 67-12 13-15 16+ E33/D33/R33 E50/D25/R25 E75/D25 E100 1 E25/D25/R50 E33/D33/R33 E75/D10/R15 E80/R20 2 E10/D20/R70 E25/D25/R50 E50/D25/R25 E75/D25 3 D20/R80 E10/D20/R70 E33/D33/R33 E75/D10/R15 4 D10/R90 D20/R80 E25/D25/R50 E50/D25/R25 5 R100 D10/R90 E10/D20/R70 E33/D33/R33 6 R100 R100 D20/R80 E25/D25/R50 7 R100 R100 D10/R90 E10/D20/R70 8 R100 R100 R100 D20/R80 9 R100 R100 R100 D10/R90 10 R100 R100 R100 R100 11+ Results: E % eliminated natives (round up) R % resisting natives (round up) D % deserting natives (round down) Modifiers: +1 each additional use of table in any province of same area +2 Explorer Europe RoW 1 2 2 4 3 6 +1 +1 +2 +2 Move Supply 12 5/adj. unlim -20 -- REINFORCEMENTS TABLE MINOR COUNTRY REACTION COUNTRY MODIFIER DR LDR OFFENSIVE DEFENSIVE NAVAL N. AFRICA +1 before 1570 11D 1D 2N 1 BAYERN +1 before 1700 2 2D 1D/1F 3N 1 DENMARK +1 before 1660 3 2D 1D/1F 1D/3N 2 HANNOVER +1 after 1719 4 2D/1MC 2D/1F 1D/4N 2 HELVETIA +2 before 1580 5 3D/1MC 2D/1F 1D/5N 2 LATVIJA +1 before Sw. annex. 6 3D/1MC 2D/1F 1D/10N/1MC 3 PERSIA +2 before 1640 7 4D/1MC 2D/1F/1MC 2D/10N/1MC 3 POLAND +2 before 1615 8 4D/1MC 3D/1F/1MC 2D/15N/1MC 4 +1 1615-1699 9 5D/2MC 3D/2F/1MC 3D/15N/1MC 4 -3 after 1699 10 5D/2MC 4D/2F/1MC 4D/15N/1MC 5 PORTUGAL +3 1560-1580 11 6D/2MC 4D/2F/1MC 4D/15N/1MC 6 PRUSSIA +3 ater Army Reform 12 6D/2MC 4D/2F/1MC 4D/15N/2MC 7 SAVOY +2 1665-1699 13 7D/2MC 5D/3F/1MC 4D/20N/2MC 7 SAXONY +2 before 1665 14 7D/2MC 5D/3F/2MC 4D/20N/2MC 8 SWEDEN +3 1620-1720 15+ 8D/2MC 6D/3F/2MC 5D/30N/2MC 9 +1 otherwise Results: VENICE +3 before 1620 D One full LD 2D = A(-) 4D = A(+) +1 1620-1720 INCOME MODIFIER N One warship, or transport or 3 galleys F One fortress level 0-5 -1 MC One multiple campaign 6-15 0 LDR One leader if unmod. dr is less or equal than 16-30 +1 number indicated 31+ +2 SUCCESS TABLE DR Result 5Failure. Blockading stack may atttack 6-7 Failure 8+ Success. Fireship sunks dr warships Interception +# Intercepting–Intercepted Leaders Move even if negative +1 Intercepting country has Tech 6 or + boxes ahead +1 Interception in province containing friendly city or stack. -1 Intercepting stack did siege/blockade this or prev. round -2 Intercepting naval stack is in port -2 Intercepting stack is in province with enemy units -2 Poor Weather Escape from Blockade +# Escaping –Blockading Admirals Move, positive only +1 Escaping stack has more ships than Blockading (all types) Retreat before Combat +# Retreating– Opponent Leaders Move, positive only Fireships Attack: Only by Admiral with Boarding of 4+ Pirate and Privateers Elimination +2 Each player´s F(-). F(+)= 2 F(-), not cumm with below +1 A naval unit of any country is present (pirates only) +# Player–Privateer Adm. Move, even negative, not vs pirate 1-/-3 Side (-)/(+) pirate or privateer unit present Revolt Suppression: 1 is always failure, 10 is always success +1 Each loyal Detachment in province (not Pashas) +2 Each loyal Army (-) in province +4 Each loyal Army (+) in province +# Loyal – Rebel Generals Move (may be negative) -3 Non Clear terrain -2 Revolt is Strong -1 France during “War of Religion in France” -1 England during “Civil War in England” -1 Spain during “United-Provinces Revolt” or Prot. Spain during “War of Religion in Spain”, not cummulative.