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EU Extension 2

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    WARNINGThis extension is an addition to the Europa

    Universalis game and cannot be used alone.You must own a copy of the original game touse it, and a copy of extension N1 is alsorequired.

    FOREWORD

    BEFORE TO START......reading the rules, we wish to inform youonce again that this extension cannot beplayed alone and that a copy of the EUROPAUNIVERSALIS game is necessary, as well asa copy of the game's extension N1..

    This extension includes :- 160 large counters: armies, fleets, palaces,colonies, trading-posts, events...- 1 new rules leaflet, variants, scenarios,

    SUMMARY

    1. Counterss2. Errata3. Events counters4. Minor countries

    5. Habsburg & Spain6. Prussia7. Sweden8. Royal Palaces9. Other Rules10. New Political Events11. Campaign 1492-1792

    1. COUNTERS

    Most of them use the rules and principle

    described in the basic game.New types of counters such as events andpalaces, companies of trade, etc... are alsoincluded.

    1.1 NEW COUNTERSPalaces, Companies of Trade, Arkhangelskport, Stock exchanges are new types ofcounters not previously included in the initialversion of the game.

    A. Royal PalacesThese counters are mostly used fordescriptive purposes and show where eachconcerned nation built its main royal palace.

    A.1 France, Russia, Spain, Prussia, England,Austrian Habsburg and Turkey possess royalpalaces. Their construction time is determinedaccording the periods in play.

    B. Stock Exchanges & Companies of TradeThey are placed on the map to indicate whenthe relevant stock exchanges (England &Holland) or Company of Trade (most nations)is created, directly by the players or throughevents.

    C. Event countersThey bear a side with no information (exceptthe "Remise" counter) and another side withnumber and event type description, as perparagraph 3 hereafter

    D. ConvoysThose replace the smaller convoy countersincluded initially in the game. The smallerones may still be used as "detachments"convoys.

    E. ArkhangelskThis counter is placed on the map once theevent that creates the port has occurred or therequired date has been reached.

    F. Armies & FleetsThey are identical to those of the originalgame version.

    2. ERRATA

    Unfortunately during the printing, a mix in the

    versions of the printing films occurred and anolder version has been used, resulting in thefollowing errors as indicated hereafter.

    2.1 ARMIES & FLEETS1* The Swedish army and fleet counters havetheir descriptions inverted (flotte on the armycounter and respectively). Numbers remaincorrect.

    2 * Two of the French Revolutionnary armiesbear the "I" 'identification. One of them shouldbear number "VIII".

    3 * The naval technology counter of Prussiabears the "Venezia" instead of "Preussen" butcolor is correct.

    B. No typingA colony belonging to the "United States"minor bears no name. It should be "Ohio".

    3. EVENTS COUNTERS

    Event counters are drawn by the players, oneeach at the start of every turn. They mayinfluence at anytime the course of the game,slightly though. They bring an additionalelement of suspense that do not replace butcomes in addition to the already existingeconomic and political random events fromthe original game.

    3.1 COUNTERSAt the start of a game, all counters are placedin an opaque container to be drawn at randomby the players.

    A. Drawing counters

    Counters are drawn immediately at the startof the start, before any other action is taken ordice rolled.

    A.1 If the "Remise" counter is drawn, allcounters not in the container (including thosein the hands of players or those alreadyplayed) are instantly put back into thecontainer.

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    EXTENSION EUROPA UNIVERSALIS N2

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    A.2 Conversely, counters played are notplaced back into the container until the"Remise" counter is drawn.

    B. Hand of the playersPlayers are allowed to keep in their hand asmany counters as they want, until the"Remise" counter is drawn.

    C. When to play the counters ?Unless specified, counters may be played atany time.C.1 Counters may be played in favour of theplayer himself, in favour of a minor country oragainst any other player or minor.

    C.2 However, any single player or minorcountry cannot be victim of more than onecounter of the same type (i.e. same number)during the course of a single game phase.

    D. Exchange of counters

    Counters may be exchanged between playersonly during the diplomatic phase.

    3.2 DESCRIPTION OF THE COUNTERSA. Number and DescriptionThey are 63 counters, describing 50 types ofdifferent events. Each counter bears its nameand number (i.e. type), as described in Bhereafter.

    B. DescriptionEach event is described via its name, number,its effects, possible conditions or restrictionsin its use, as well as the die-roll required tohave it succeed.

    N 1 - Epope (Fame)Player obtains knowledge of all discoveriesmade by an explorer or conquistador (his ownor one of his opponent's),success die-roll : 5+or

    For Holland only, receive a die-roll bonus of+5 for his seamen knowledges rule tests (see 9.1 infra).success die-roll : automatic

    N 2 - Vent (Wind Gauge)Player obtains Wind Gauge for that round

    when he plays the event counter.success die-roll : 3+

    N 3 - Usure (Attrition)Players receives one of the following :

    a / a result of 1 on his attrition die-roll

    or

    b / a result of 9 on an opponent's die-rollor

    c /an extra "-" result on currently besiegedfortress / fortor

    d/ removal of an Usure "-" result on one of hisfortress/fort currently besieged

    success die-roll : 4+

    N 4 - InterceptionPlayer achieves interception.success die-roll : 3+

    N 5 - Colons / Marchands (Colonists /Merchants)Player receives one of the following :

    a / a free colony action (no basic cost)or

    b / a free trading-post action (no basic cost)orc / a free merchant fleet or competition action(no basic cost)

    success die-roll : automatic

    N 6 - Objectif de Priode (PeriodObjective)Upon revealing the Period objectives, theplayer may freely change one of those initiallyselected to one of those not initially selectedfrom the Period's list.success die-roll : 6+or

    he may invert the priority levels of 2 of hisalready selected objectives.success die-roll : 3+

    N7 - Campagne Multiple (MultipleCampaign)In exchange of the counter, the playerreceives a free multiple campaign.success die-roll : automatic

    N8 - Noblesse (Nobles)

    Player receives automatically 2 generals or 2Conquistadors ? (or 1 of each) for this turn, inaddition to the period limitssuccess die-roll : automatic

    or

    He receives one D100 in his treasury,success die-roll : as per D100or

    recieves 2 free land veterans detachments in

    the reinforcement phase,success die-roll : 3+or

    with rule 10.1 (North-Africa 1492-1559), theconcerned minor automatically rises andbecomes independent again.success die-roll : 5+

    N9 - Campagne Simple (Simple

    Campaign)In exchange of the counter, the playerreceives a free simple campaign.success die-roll : automatic

    N10 - Dcouverte (Discovery)Player automatically discovers the sea zoneor province he is moving intosuccess die-roll : 4+or

    automatically receives discovery of a seazone / province already discovered by anotherplayer.

    success die-roll : 3+

    N11 - Concurrence (Competition)Player automatically succeeds in hiscompetition attempt.success die-roll : 6+

    N 12 - Emprunt (Loan)Player freely select his rate and amount ofloan for this turn,success die-roll : 5+or

    Player does not lose stability or does notsuffer malus if he decides not to pay backcurrent loan (one maximum).success die-roll : 5+

    N13 - Paix (Peace)A white peace automatically occurs with onemajor or minor country during this peacephase (name which). Player must be involvedhimself or control involved minor.success die-roll : 8+

    N14 - Dtachement Terrestre (Landdetachment)Player or Minor receives a free land

    detachment immediately. Must be playedduring the reinforcement phase. Count as freemaintenance/ minor basic force until end ofperiod in playsuccess die-roll : automaticN15 - Dtachement Naval (NavalDetachment)Player or Minor receives a free navaldetachment immediately. Must be playedduring the reinforcement phase. Count as free

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    maintenance/ minor basic force until end ofperiod in playsuccess die-roll : automatic

    N16 - Trsor (Treasury)Player receives one D100 of D$ in histreasury.success die-roll : as per D100

    N17 - Explorateur (Explorer)/Conquistador (id)Player receives either one "?" Conquistador orExplorer, if available. Remains in play for 1turn, then eliminated. May be placed beforeadministration in an empty, discoveredprovince. Venezia receives mercenaryinstead.success die-roll : 3+

    N 18 - Retraite (Retreat)Player succeeds in retreating.success die-roll : 5+

    NB : add leader MAN value to success dr.

    N 19 - Poursuite (Pursuit)Player rolls for pursuit at the end of combat,even if not mandated by combat results.success die-roll : 5+

    NB : add leader MAN value to success dr.

    N 20 - Stabilit (Stablility)Player receives one D10 of stability boxesincrease (maximum +4)success die-roll : 5+, then roll for value

    N 21 - Prcepteur (Teacher)Player receives a +3 bonus to onecharacteristic die-roll of his new monarch(upon new monarch characterist icsdetermination die-rolls. Announce before roll).success die-roll : 6+

    N 22 - Sursaut national (National Surge)Player receives one D10 of stability boxesincrease (maximum +4)success die-roll : 4, then roll for valueor

    Player receive one free "+" side army withinhis national territory if the latter is invaded(conscripts),success die-roll : 4+or

    With rule 10.1 (North-Africa 1492-1559), theconcerned minor automatically rises andbecomes independent again.success die-roll : 5+or

    A minor which is annexed revolts andbecomes independent (neutral) again. Theminor receives reinforcement in defensiveattitudesuccess die-roll : 5+ (8+ for Hungary)

    N 23- Talent Militaire (Military Skill)Player receives a +3 bonus to the MILcharacteristic die-roll of his new monarch

    (upon new monarch characterist icsdetermination die-rolls. Announce before roll).success die-roll : 6+or

    Player receives a +2 bonus for each die-rollthe first time he checks his monarch's valuesfor combat,success die-roll : 5+or

    Split 12 points between each of the 3 combatvalues (movement, fire, shock) of his monarch(not valid for siege).success die-roll : 5+

    N 24 - Longue Vie (Long Life)Player may keep one of his military leaders(Admiral, General, Conquistador, Explorer)one more turn. Not applicable if leader killedin combat or to Monarchs.success die-roll : 3+

    N 25 - Tratrise (Treachery)Same as economic random event N49 uponplay of the counter.success die-roll : 6+

    NB : add leader Siege value to success DRfor sieges only.

    N 26 - Technologie (Technology)Player receives 1 box of increase on onetechnology of his choice (+3 boxes if minor-related technology is 4 or more boxes aheadof player)success die-roll : 5+or

    Increase minor technology (only one group /one type) by 1 box.

    N 27 - Tactique (Tactics)

    One military leader receives a +2 value bonusto one of his values during 1 turn. Notapplicable to the Conquistadors table.success die-roll : 4+N 28 Embuscade (Ambush)European Map only : player may negateunclear terrain and choose plain instead, inbattle or assault.success die-roll : 6+or

    Rest-of-the-World only. Player receives a +3die-roll bonus in fire and shock land combatfor his units or native units, for 1st round ofcombat only.success die-roll : 6+

    NB : add leader MAN value to success dr inboth cases.

    N 29 - RuseCancels event counter N28 above or eventcounter N25 above,success die-roll : 5+or

    European Map only : player may negate clearterrain and choose any kind of unclearinstead, in battle or assault.success die-roll : 6+or

    One military leader receives a +2 value bonusto one of his values during 1 turn., for fire andshock in one land/naval combat of his choice.

    success die-roll : 6+

    NB : add leader MAN value to success dr inboth latter cases.

    N 30 - SurprisePlayer receives 1 free f ire or 1 freesiegeworks action. Alternatively, he may alsoreceive wind gauge automatically. May alsoinstead cancel terrain defensive bonus of thedefender on land.success die-roll : 6+

    NB : add leader MAN value to success dr.

    N 31 - Missionnaire (Missionary)Player receives 1 free missionary (if available)in addition to its turn allocation.success die-roll : 3+

    N 32 - Gnral (General)Player receives either one "?" General, ifavailable or a Mercenary general. Remains inplay until end of period, even in excess oflimits, then eliminated.success die-roll : 3+

    N 33 - Amiral (Admiral)Player receives either one "?" Admiral, ifavailable. Remains in play until end of period,even in excess of limits, then eliminated.Prussia / Austria may receive mercenaryinstead.success die-roll : 3+

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    N 34 - Ministre (Minister)Player rolls one D10 for one characteristic. Ifdie-roll is above to present value, then takenew value. If not, no change. Valid till end ofmonarch's reign.success die-roll : 7+

    N 35- D (Die)

    Player cancels one D10 of his choice andhave it re-rolled.success die-roll : 5+

    N 36 - Rvolte (Revolt)Player immediately ask victim opponent to rollon current period Revolt table,or

    With rule 10.1 (North-Africa 1492-1559), theconcerned minor automatically rises andbecomes independent again.success die-roll : 5+

    N 37 - Nul (Void)Player cancels opponent's counter.success die-roll : automatic if announcedbefore opponent checks successotherwisesuccess die-roll, 6+ otherwise.

    N 38 - Diplomate (Diplomat)Player receives a +5 bonus for one diplomaticaction of his choice (or inflicts a -3 malus toanother player's diplomatic action). Includespeace with minors die rolls, counterN13 andN34, and entry in war tests.success die-roll : 6+or

    With rule 10.1 (North-Africa 1492-1559), theconcerned minor automatically rises andbecomes independent again.success die-roll : 5+or

    Reduce the difficulty value for Trading Postplacement by the value of the die-roll.success die-roll : 1/3 (rounded up)or

    Allow a D event on a minor of the playerchoice, with the value of 10 + success die-roll.success die-roll : value

    N 39 - Espion (Spy)Cancels counter N38 Diplomat above orhave similar effects,success die-roll : 8+or

    Cancels effects of counters N25, N28 orN29 (only one),success die-roll : 7+

    or

    Gives bonus/malus of one third D10 (roundedup, player choice) to success die-roll forcounter N13, N38 and N40.success die-roll : as per 1/3 D10

    N 40 - Assassinat (Assassination)Player attempts to assassinate monarch ormilitary leader, his own or opponent's.

    In case of success, monarch / leader killed. Incase of failure, player loses -1 stability forleader and opponent's monarch, -3 for ownmonarchModify die-roll by adding country stabilityvalue (+2 for minors) and checks for countersN39 and N44 (-3).success die-rolls :1- : Total Loss :Player loses -1 extra stability2-5 : Failure6-7 : No effect (no success - no failure)8+ : success

    N 41 - Contre Espion (Counter Spy)Cancels play of counters N39 or N40.success die-roll : automatic if announcedbefore opponent checks success die-roll, 6+otherwise.or

    Gives bonus/malus of one third D10 (roundedup, player choice) to success die-roll forcounter N13, N38, N39 and N40.success die-roll : as per 1/3 D10

    N 42 - Presse (Press)Player receives a +3 bonus when attemptingto improve his stability.success die-roll : 7+

    N 43 - Rvolution Industrielle (IndustrialRevolution)Player receives a +3 bonus when attemptingto create new manufacture.success die-roll : 7+English success die-roll from 1750+ : 5+or

    Player may exceed his period limit by 1 moremanufacture until end of the game, eachperiod.success die-roll : 8+

    English success die-roll from 1750+ : 4+N 44 Secte (Sect)Player loses 1 stability level,success die-roll : 4+orPlayer receives a -3 malus to success die-rollfor counter N40success die-roll : 5+

    N 45 - Casus BelliPlayer receives a free temporary CB against acountry of his choice or cancels anytemporary CB against himself this turn(announced at the very start of diplomaticphase).success die-roll : 5+

    N 46 - Forteresse (Fortress)

    Player or minor receives 1 free fortress level(up to maximum allowable, by counters ortechnology limits). Cost no maintenanceduring the period in play. Reinforcementphase only.success die-roll : 3+

    N 47 - Brlots (Fireships)Allows player to use Political Rule 53.38 (NB :this optional rule is not valid any more unlessthis counter is played for it).success die-roll : automatic

    N 48 - Sape (Breach)Player or minor receives a +3 bonus to hisnext siegeworks action die-rollsuccess die-roll : 4+NB : add siege leaders values to success dr.

    N 49 - RemiseAll counters are immediately placed back inthe container, including those already playedand those still unplayed. Then redraw one foreach player.

    N 50 - ExploitPlayer decides what the subjected D10 result

    will be (from 1 to 10, his only, not anotherplayers die).success die-roll : 7+

    4. MINOR COUNTRIES

    4.1 MODIFICATION TO EXISTING MINORCOUNTRIESFollowing minors already exist in the basicgame Annexes booklet. Some have beenmodified also in the game's Extension N1.

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    Please take the following changes :

    A. The United States of Americacreated via Event. Their description is asfollows :

    _____________________________________USAUnited States of America

    Rest-of-the-World Map

    RELIGION: ProtestantTECHNOLOGY: Latin EuropePREFERENCES: France**, Turkiye, Rossya,Nederland, Habsburg, Rossya, Espana,England

    **: if France possesses an or severalColonies in North America, take Englandinstead.PEACE MODIFIER: - 3DIPLOMATIC STATUS:No diplomacy on this minor state

    PROVINCES / INCOME: 1492Areas and Colonies according to resolution ofthe event No.4 - Period 1760-1792. Usecolony & trading-posts counters (USA colour)included in this extension.>> Total Income = set at a fixed value of 100

    BASIC FORCES:One Army (+), 2 land detachments (9I, 1CCsc), 1 naval detachment with 5 N, 1general ? USA - Militias in each colonyA merchant fleet (+) with 4 levels in ZMclosest to USA.FORCE CONTENT:All Land Technologies: Army (+) of 50 I, 5C, 6ArtilleryAll Naval Technologies :Similar to England.

    _____________________________________

    B. Kingdom of NaplesCreated following a Habsburg/Austria successat the end of event N3 period 1700-1759"Spanish Succession War" in case of Frenchheir defeat. May also appear following aSpanish decision (See. 5 infra).Consider that provinces NAPOLI, POUILLES,SICILIA, MESSINA and SARDINIA do not

    belong to Habsburg minor (or Austria player)but that province SARDINIA is transferred tominor SAVOIA and that all other provincesbelong to that new minor.

    _____________________________________

    NAPOLIKingdom of Naples

    RELIGION: Catholic

    TECHNOLOGY: Latin EuropePREFERENCES: Austria (Habsburg),Espana, England, France, Rossya,Nederland, TurkiyeDIPLOMATIC STATUS:Royal Mariage (MR) = 6 - Subsidies (SU) =Military Alliance (Am) = 2Expeditionary Corps (CE) = 5Entry In War (EG) = 8

    Vassalisation (Va) & Annexation (An) = *impossibleFidelity : 10PROVINCES/INCOME: * upon creationNapoli (10), Pouilles (3), Sicilia (5), Messina(3) >> Total Income = 26BASIC FORCES:2 land detachments, 1 fleet (-), 1 level offortressFORCE CONTENT:All Land Technologies: Armies same asSpain. Land Detachment with 9I,1CAll Naval Technologies: Fleet as Spain. Naval

    Detachment with 5N_____________________________________

    C. UkraineSee extension N1. May also appear followinga successful Cossack Revolt (see new eventshereafter) and both Poland and Russia do notannex the new minor.

    _____________________________________

    UKRANYA

    RELIGION: OrthodoxTECHNOLOGY: Europe OrthodoxPREFERENCES: Sverige (if a player in thatgame), Turkiye, France, Nederland, Espana,England, RossyaDIPLOMATIC STATUS:No Diplomacy Allowed On That Minor StatePROVINCES/INCOME: * upon creationKharkow (8), Donetsk (6), Ukranya (10)>> Total Income = 24BASIC FORCES:1 army (-), 1 land detachments (10 C vet)FORCE CONTENT:All Land Technologies:Armies as Russia. Land Detachment with

    10CRELIGION: Orthodox

    _____________________________________4.2 NEW MINOR COUNTRIESThe following minors do not exist in theoriginal game or extension N1. Take thefollowing description :

    A. AfghanistanExists following appearance of event N15

    "Afghan Raids" - period 1760-1792._____________________________________

    AFGHANISTANAfghan TribesRELIGION: MuslimTECHNOLOGY: IslamPREFERENCES: Turkiye, Rossya, France,Nederland, England, Espana

    DIPLOMATIC STATUS:No Diplomacy Allowed On That Minor StatePROVINCES/INCOME : * upon occurence ofevent.Afghanistan (-) >> Total Income = 15BASIC FORCES:One Army (+)FORCES CONTENT: See event N 15 -Period 1760-1792See event N 15 - Period 1760-1792

    _____________________________________

    B. Mahratta ConfederationAppears as new minor in India followingdisappearance of the Mogul Empire, eventN1 of period 1700-1759. Controls areaMahratti in India.

    _____________________________________

    MAHRATTIMahratte Confederation

    RELIGION: HinduTECHNOLOGY: IslamPREFERENCES: Turkiye, France, Nederland,England, Rossya, Espana

    DIPLOMATIC STATUS:No Diplomacy Allowed On That Minor StatePROVINCES/INCOME: MahratiTotal = 100+BASIC FORCES :1 army (+)FORCES CONTENT: See event N 16 -Period 1760-1792All Land Technologies: See event N 16 -Period 1760-1792

    _____________________________________

    5. HABSBURG & SPAIN

    5.1 DYNASTIC POLICYThe dynastic alliances policy of the SpanishHabsburg with their Austrian part isrepresented as follows, only for the GrandCampaign 1492-1792 :

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    A. Spain in 1492A certain number of provinces, industries andthe Atlantic Trade Centre bring no income toSpain (considered as Habsburg territory) untilthe relevant dynastic action has taken place.

    A.1 The concerned provinces are written initalics and identified by a or symbol inthe province list of campaign 1492-1792 as

    modified hereafter (See. 11).

    A.2 The Habsburg are still considered as anormal minor, as any other minor.

    B. Habsburg Dynastic ActionUnder this term is a specific action thatconcerns the development of the relationshipbetween the Habsburg families in Austria andSpainA dynastic action occurs either via event inthe First and Second period, during thepolitical event phase (see Events - 10 below);

    or via the use by Spain of some of itsdiplomatic actions (secret choixe), during thefirst or second period only.

    B.1 Each dynastic action must be taken in acertain order and any action can be taken only

    when all action with lower-ranking numbershave been taken.

    B.2 The various dynastic actions are thefollowing :

    Action N 1 : The Austrian Habsburg heir(Philippe the Fair) is married to the Spanishheiress (Joan the Mad). In game terms, thespecial Spain-Habsburg control rules(permanent Entry in War status) is applied.Spain takes political and economical controlof all provinces.

    Action N2 : Bohemian Wedding : if notselected, event regarding Bohemianinheritance cannot occur (mark it off).

    Action N3 : Burgundian Inheritance : Spaintakes political and economical control of all provinces. .

    Action N4 : Milanese Wedding : if notselected, event regarding Milaneseinheritance cannot occur (mark it off).

    Action N5 : Hungarian Wedding : if notselected, event regarding Hungarianinheritance cannot occur (mark it off).

    Action N6 : Charles Quint : the next Spanishmonarch will be Charles Quint (voir Campaign

    Scenario). When Charles Quint is king, Spainexceptionally receives income from allHabsburg mines, including those in non-Spanish territory.

    Action N7 : Cession of Milan to Spain: ifMilan becomes Habsburg, the Spanish playermay receive it from Habsburg at any timebefore end of the second period.

    Action N8 : Portuguese Wedding : uponoccurrence of event Portuguese Disaster in

    Africa (period#3), the event SpanishAnnexation of Portugal occurs automaticallyat the same time (even if this increases thenumber of events above normal limits).

    Action N9 : Bavarian Wedding: thepermanent bonus of +1 on minor Bayern isnow in force.

    C. Consequence of Habsburg Dynastic

    ActionsThe rule on Spanish Habsburg endogamynow applies only if Spain uses its diplomaticaction 5 times or more to obtain DynasticActions with Habsburg. If not, no modifierapplies and that rule is not valid.

    To calculate the endogamy modifier for eachperiod, count the number of actions taken anduse the following table :

    Period 1492-1519: 5 - number of actions

    Period 1520-1559: 5 - number of actionsPeriod 1560-1614: 5 - number of actionsPeriod 1615-1664: 5 - number of actionsPeriod 1665-1699: 4 - number of actionsPeriod 1700-1759: 3 - number of actionsPeriod 1760-1792: 2 - number of actions

    This modifiers are checked only to verify ifresult is zero. Otherwise, keep net value ofdie-roll for reign length and date. All thesemodifiers are cancelled once Spain isdissociated from the Austrian Habsburgs. 5.2 THE SPANISH VICE-KINGDOM OFNAPLES

    This vice-kingdom is the Aragoneseinheritance and controlled by Spain in 1492.Spain may declare partial autonomy of thisDuchy during any turn of the first threeperiods, with the following consequences :

    A. Stability ; upon autonomy declaration,Spain loses 1 stability level.

    B. Territories :the vice-kingdom is made of

    the following territories (i.e. provinces):Napoli, Pouilles, Sicilia, Messina, Sardiniaand Malta (if not yet ceded to the Knights).Spain still controls these provinces politically(for peace purposes) but do not receive anyincome, except for the FTI and DTIcalculations and for manufactures.

    C. Military Forces : Spain may build the

    Napoli Army (+) and Fleet (-) at normal cost.Their maintenance is free as they are thevice-kingdom basic forces.They are based initially within the vice-kingdom and may only intervene in Spain,Italy and the Mediterranean.If enemy forces enter the vice-kingdomterritory, the latter receives reinforcements asany minor country.

    D. Conquest : if the vice-kingdom isconquered, it cannot be re-created by Spain,even if liberated later on.

    5.3 THE DUCHY OF MILANThis Duchy becomes Habsburg territory, andmay become Spanish if dynastic action N7 istaken before 1559.Spain may declare partial autonomy of thisvice-kingdom during any turn of the first threeperiods, with the following consequences :

    A. Stability ; upon autonomy declaration,Spain loses 1 stability level.

    B. Territories :the Duchy is made of thefollowing territory (i.e. province): Milano.Spain still controls that province politically (forpeace purposes) but do not receive anyincome, except for the FTI and DTIcalculations and for manufactures.

    C. Military Forces : Spain may build theMilano Army (+) at normal cost . I tsmaintenance is free as it is the Duchy basicforce.It is based initially within the Duchy and mayonly intervene in Spain, Italy and theMediterranean.If enemy forces enter the Duchy territory, the

    latter receives reinforcements as any minorcountry.

    D. Conquest : if the Duchy is conquered, itcannot be re-created by Spain, even ifliberated later on.

    5.4 BOHEMIAThis kingdom is in Royal Marriage of SPA in1492. If the Bohemian inheritance event

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    occurs, Spain may declare partial autonomyof this Kingdom during any turn of the firstthree periods, with the followingconsequences :

    A. Stability ; upon autonomy declaration,Spain loses 1 stability level.

    B. Territories :the vice-kingdom is made of

    the following territories (i.e. provinces):Bohemia, Sudeten, Erz, Schlesien. TheHabsburg keep full political (not economic)control of these provinces.

    C. Military Forces : The Habsburg may buildthe Bohemia Army (-) at normal cost. Itsmaintenance is free as it is the Kingdom basicforce.It is based initially within the Duchy and mayonly intervene in the HRE, Austrian Habsburg,Poland and Hungary.If enemy forces enter the Kingdom territory,

    the latter receives reinforcements as anyminor country.

    D. Conquest : if the Kingdom is conquered, itcannot be re-created by the Habsburg, even ifliberated later on.

    E. Thirty Years War :all the kingdom territorynow becomes independent and becomes anormal minor, with an army (-) basic force, inaddition to those described in extension N1.If conquered, it disappears. See D above.

    5.5 HUNGARYIf action N6 is taken by the Habsburg beforethey inherit the kingdom and before it isconquered by the Turks, an additional army (-)[NII] is included in the country's basic forces.

    5.6 TERCIOSTercios technology is given automatically toSpain when general Cordoba is in play andSpanish technology is Renaissance or higher,by a D10 of 5+ to be effected during theadministrative action phase.If Spain does not acquire Tercios in this way,she may still get it normally.

    A. Additional BonusWhen Tercios technology is valid, Spanish(not Habsburg or Naples, Milan, Bohemia orHungary) do not suffer against cavalrysuperiority.

    B. End of Tercios advantageThe Tercio bonus is cancelled when theopponent has both cavalry superiority and

    Baroque land technology.

    5.7 CONQUEST OF THE AZTECS ANDINCASThe Spanish player may declare enslavementof the Aztecs and Incas whenever he capturestheir capital city . He then receivesimmediately a free level 1 colony in the cityprovince, respectively Mexico and Cuzco, as

    well as a Franciscan mission in each province/ area. All other natives in the area areconsidered eliminated permanently.

    A. ConditionsIt is not necessary to use the Conquistadorstables before attacking the city ; capture isenough.

    B. Reaction of the NativesIf the city is not captured after one full turn, allnatives in the area revolt and automaticallyattack Spanish forces the following turn.

    C. Other playersThis rule may also apply to other players who

    would conquer the above cities. Name ofcolonies are then free to them and nomissions are placed.

    5.8 SPANISH NAVAL CONSTRUCTIONSIf the Spanish already has 3 F+ on map, orbuilds in one turn a full F+, his naval unitscosts is increased by 50% (rounded up).

    A. DurationThis extra cost lasts as long as the Spanishplayer has 3F+ on map. Do not include anyPortuguese F+ while Portugal is the specialvassal of Spain, nor include the Napoli whilethis vice-Kingdom exists.

    B. South AmericaIf the Spanish player has at least one level 6(+) colony in South America or the Caribbean,he may construct naval units there at thenormal cost.B.1 Only one such colony may benefit fromthis advantage and once the colony is named,it cannot be changed until it is lost by Spain.

    5.9 EXPULSION OF THE MOORS ANDJEWSSpain may decide to expel them at the start ofany Diplomatic phase until the start of PeriodIII, provided he is the Sole Defender of theCatholic Faith.

    A. AdvantagesIf the expulsion is decided, Spain receives

    immediately 500 D$ in her treasury, plus shecan cancel all domestic loans at once withouthaving to pay them back or suffer the 3penalty on loan table for not paying.

    A.1 In addition, if Spain is the Sole Defenderof the Catholic Faith, she receives thefollowing VP :

    expulsion during Period I : 30 VP

    expulsion during Period II : 10 VP expulsion during Period III : no VP

    B. PenaltiesIf the expulsion is decided, Spain DTI islimited to 2 until the end of Period IV and FTIis limited to 3 similarly. Both can never beexceeded.

    B.1 In addition, if Spain is the Sole Defenderof the Catholic Faith and has not decided theexpulsion by the end of Period III, she loses75 VP at that time.

    5.9 EMIGRATIONAt the moment Spain has 7 or more (+)colonies, or 10 colonies (both + and -), sheloses half or her Domestic trade income.

    5.10 FLANDERSThe following rules directly concerns theSpanish Low countries, and mostly theprovince of Flanders.

    A. Flanders ClothAt the moment all of France, Holland and

    England all have at least 2 Tissus (Cloth)manufactures on map, the manufacturelocated in Flandres province is eliminated.

    A.1 This manufacture can never be moved : ifthe province is lost by Spain (for examplecase B below), the counter is eliminated.

    B. Revolts in Flanders and HainautIf those 2 provinces have at least one (+)revolt each for 2 continuous turn, theybecome Dutch (if Holland exists) at the startof the third turn, if Holland and Spain arecurrently at war. The revolts are thendowngraded to (-) side.

    5.11 AMERICAN GOLDAt the moment Spain has Gold mines inAmerica that generate 160 D$ or more (+) ofincome, she suffers a permanent malus of 2columns to all her administrative actionsconcerning manufactures placement, DTI orFTI improvements, as well as competitionactions.

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    A. No cheatingThe malus remains even if the mines produceless gold in the future.

    A.1 In addition, the malus applies as soon asthe Gold is potentially produced, i.e. even ifSpain decides not to produce it, but has thepotential to do it, the malus applies.

    6. PRUSSIA

    Thisrules apply only when that country isrepresented by a player in a particularcampaign, in the case of transfer from Turkeyto Prussia.

    6.1 ACTIONSSee Prussia Players aide.

    A. DiscoveriesPrussia knows all discoveries made by 1740

    6.2 FREDERICK IIIn the Grand Campaign, Fredrick II is amonarch that appears on Turn 51 (1740) anddeceases on Turn 60 (1785).Its values are : 9/9/9. Use the leader counter

    when used as a general (see below).

    A. Expert DiplomatIn addition one of Prussias Diplomatic actionhas a permanent +1 die-roll bonus when he

    his in play.

    B. GeneralFrederick II, when used as a General, is only

    wounded on a net 1 die-roll, even if the battleis lost. He dies only on a second die of 1, elsehe is wounded. He never checks for assaults.

    C. No RevoltWhen Frederick II is the Prussian monarch,Prussia does not suffer any revolt, eventhrough event counter.

    D. SaxonyWhen Frederick II is the Prussian monarch,Prussia may use as national provinces all theSaxons provinces she currently occupies if at

    war with that country.

    D.1 She alone may also make Saxony avassal (use a 10 value for Saxony to go toVassal) once she has been at war with thatminor at least once (including an automaticvassalization if she inflicts level5 peace on

    that country, in exchange of all other terms).

    D.1 Vassal Saxon units are considered asPrussian for veteran status, reinforcements,new builds and technology. Maintenance is asper vassal status.

    6.3 PRUSSIAN MILITARISMPrussia may use 1 Fleet and 2 army counters

    in addition to those provided in the basicgame. These counters cannot be used ifPrussia is a minor country.

    B.VeteransPrussia may buy directly veteran troops, at acost equivalent to its normal units, but cannotexceed its purchase limits in such a case.

    C. Naval TechnologyPrussian naval technology is the same as theLatin.

    6.4 SETUP IN 1740In the Grand Campaign, when the transferfrom Turkey to Prussia is made, the followingsetup is used :

    Monarch: FREDERICK IITurn of Decease: Start of Turn 60 (1790)

    Values: ADM:9/DIP:9/MIL:9. Military asper counter (see also above Frederick II)

    Religion: ProtestantStability: +3Technology: Land/Sea: 59+ **(see below)Diplomacy: HANSA in Military Alliance (ifthe Minor is still in play remove markerfrom other nation in such a case)At Start Royal Treasury: 350 D$ + 25D$per controlled province.DTI: 4 (base of calculation: 43 D$)FTI: 4 (initial base of calculation: 1457 D$)

    Manufactures: 3 of the players choice,level 2 each.

    Controlled Provinces: minimum of

    Magdeburg (9), Brandenburg (11), Kustrin(3), Ost Preussen (6) + all other provincesas per current situation - TOTAL = 29 D$+** If the above provinces are not Prussian,they immediately become Prussian againand Prussia is at war with former owner.

    Units: 2 Armies (+) , 1 Land Detachmentwith 8I, 2C Vet each for every set of 2Prussian provinces, Generals Friedrich II,

    Schwerin, ?1, plus 8 levels of fortress inEurope in addition to already on map ones.

    6.5 PRUSSIAN LANDSTURMEvery Trun when that country is at war, rollone D10 on the Reinforcements Table (inoffensive or naval if the player is attacking, indefensive or naval otherwise), with a modifierof +3. The troops received are free of charge

    (Landsturm reserves) but conscript morale.

    A. Forces and CampaignsThe received forces and multiple campaignsare in addition of forces and multiplecampaigns bought normally with the TR. Alsoreceive automatically one free simplecampaign per round when at war.

    6.6 PRUSSIAN MILITARY TECHNOLOGYPrussia starts with a minimum landtechnology of 59 + DR (see below) in 1740 ifno other Latin nation has this level.

    If another nation has 60+ land technonolyalready, Prussia automatically starts at thesame level, plus DR.In both cases, add DR (1/3 of D10, roundedup) equivalent of boxes, up to the maximumallowed by date.

    A. Guerre en DentellesPrussia automatically acquires technologyGuerre en Dentelles in 1745, except ifPrussia already has this technology.

    A. Naval TechnologyPrussia starts with Latin naval technology.6.7 PRUSSIAN AND ENEMY NEIGHBOURSPrussia has a permanent +2 modifier whentesting entry in War versus Poland,Austria/Habsburg, Hansa or any nation thatowns a 1492 initially Prussian province or anyother province adjacent to these originalprovinces.

    7. SWEDEN

    7.1 THE RUSSIAN FOE

    Russia has a permanent malus of 1 to itsdiplomatic DR versus Sweden. However, thismalus does not apply if Russia is at war withPoland and Sweden is neutral..In addition, any major nation at war withRussia receives a bonus of +1 in diplomacyDR on Sweden (+2 if Sweden is also at war

    with Russia).

    A. Charles XIIWihen King Charles XII of Sweden is in play,

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    Turkey receives a extra +1 DR modifier onSweden and ignores religion modifiers.

    B. Swedish VeteransRule 7.3 below also applies to Sweden as aminor from 1630 onwards.

    SWEDEN AS A PLAYERThe following 2 rules below apply only when

    that country is represented by a player in aparticular campaign.

    7.2 COMMERCIAL ACTIONSSweden receives 1 Colony or 1 trading Postaction each turn. She also receive 1competition action to be used in the Baltic orin the areas where Swedish trading-posts arepresent.

    7.3 SWEDISH TRAINING SYSTEMSweden may buy directly veteran troops, at acost equivalent to its normal units, but cannot

    exceed its purchase limits in such a case.

    8. HOLLAND

    8.1 DUTCH INITIAL SETUP ANDTECHNOLOGIESHolland initial set-up in the Grand Campaign,at the time of the revolt, is as follows :

    Monarch: WILLIAM OF ORANGENASSAU

    Turn of Decease: Start of Turn 20 (1585)

    Values: ADM:9/DIP:9/MIL:9. Military asper counter Willem N.Religion: ProtestantStability: +3Technology: Land / Sea: ** (see below)

    Diplomacy: Special 4 diplomatic actionson first turn of revolt, with a bonus of +4 onHESSEN and HANSA, and a bonus of +2on all other neighboring minors (BERG,KOLN, PFALZ).

    At Start Royal Treasury: 300 D$ + 25 D$per turn since start of period III.DTI: 3 (base of calculation: 67 D$)FTI: 3 (initial base of calculation: 1433 D$)

    Manufactures: 11 D$ fixed income + 16%(11 D$) variable = Total 22 D$Placement: 1 Instrument in DEN HAAG, 1Mtal in FRIESEN, 1 Tissus in BRABANTCommercial Fleets : as per existingsituation on map

    Controlled Provinces: minimum** ofHolland (16), Den Haag (12), Friesen (7),Zeeland (3), Gueldre (9), Brabant (14)TOTAL = 67 D$** If the above provinces are not Dutch,they immediately become Dutch again andHolland is at war with former owner.

    Units: 1 Army (-) , 1 Fleet (+), 2 LandDetachment with 8I, 2C Vet each, General?2, Admirals ?1, ?3, Explorer ?3, Privateer(+), plus leaders as per Turn table and 4levels of fortress in Europe in addition toalready on map ones (add 1 every threeturns since start of period III).

    A.TechnologiesHolland has initial technologies that are set bya die roll as follows :

    Calculation = (D10 * 0.5) [rounded

    up] 3, which is added to theleading Latin nation technology, inboth the Land and Navaltechnologies.

    A.1 In no case the Dutch technology may bebelow that of the Latin group, nor exceed atechnology marker which is not yet achievabledue to the date limit.

    8.2 DUTCH SEAMEN AND DISCOVERIESNB : This rules simulates the presence of agreat number of Dutch seamen on the variousPortuguese and Spanish merchant ships.Enforce the following rule at the end of thelast turn of period 1520-1559.The Venezia-Holland player rolls a D10 +2 foreach one of the followingitineraries ;"America" and "Asia", as describedhereafter.He gets an extra bonus of +4 for the onestated as prioritary.

    The die roll result is the number of sea zonesknow (i.e. discovered) by Holland at the startof Period #3, on the Rest of the World map,as per the list hereafter.

    A. American ItineraryDiscovered zones (die-roll modified value inparenthesis) are, in the order stated :Central Atlantic Ocean (1), Southern AtlanticOcean (2), Sea of Natal (3), Gulf of the

    Amazon (4), Winward Islands (5), CarribeanSea (6), Sea of Puerto Rico (7), Sea of Recife(8), Sea of Cuba (9), Straits of Florida (10),Gulf of Mexico (11), Sea of Bahia (12), Rio de

    la Plata (13), South Central Atlantic Ocean(14), Bermuda Triangle (15), Western AtlanticOcean (16), South Eastern Atlantic Ocean(17).

    B. Asian ItineraryDiscovered zones (die-roll modified value inparenthesis) are, in the order stated :Central Atlantic Ocean (1), Southern Atlantic

    Ocean (2), Sea of Natal (3), South EasternAtlantic Ocean (4), Coast of Angola (5), Capeof Good Hope (6), Cape of Storms (7),Western Indian Ocean (8), Central IndianOcean (9), Eastern Indian Ocean (10), Straitsof Malacca (11), Straits of Sunda (12), Bay ofBengale (13), Coast of Malabar (14), OmanSea (15), Southern China Sea (16), Straits ofFormosa (17).

    C. RestrictionsIf, among the above zones, there are somethat have not been discovered by either Spain

    or Portugal, the discovery is not granted otHolland and cannot be transferred to anotherzone.

    D. Merchant Fleets in the Rest of theWorld.If Holland already owns fleets in the rest ofthe world (following agreement given between1492 and 1559 by other players uponplacement of Dutch merchant fleets), theknowledge of the sea zone in which they arelocated and all adjacent ones is automaticand not counted in the above itinerary counts.

    8.3 DUTCH POLITICAL REGIMEHolland has the choice between two Politicalregimes : Aristocratic (the Stadhouder) orParliamentary (the Raad Pensionaris).

    A. Initial Regime.Holland starts the Campaign with anAristocratic (A) regime and cannot change ituntil she has been recognized by Spain.A.1 Once recognized, she may immediatelychanged her regime to Parliamentary (P) upondecease of her current monarch.

    A.2 She may revert to A regime immediatelyupon war declaration, provided she is not theaggressor.

    B. Aristocratic RegimeUnder this regime, the free maintenance isreduced by one F-.

    B.1 When attacked, Holland immediatelyreceived 2 free land Det and one Fortress

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    level.

    B.2 The Monarch MIL value increases to 6 if itis currently lower.

    B.3 Only one A+ may leave Europe (those inexcess already there must be converted toland D in the next maintenance phase).

    B.4 Holland receives 1 free Privateer (+) inthe next purchase phase. In addition, duringperiods III and IV, the maintenance for thisprivateer is free while Holland is at war.

    C. Parliamentary RegimeUnder this regime, the free maintenance isreduced by one A+.

    C.1 Holland immediately receive a permanentfree and extra medium competition action inthe Baltic sea STZl.

    C.2 The Monarch ADM value increases to 6 ifit is currently lower.

    C.3 The Atlantic Trade Center, if dutch-controlled, is worth 150 D$ instead of 100 D$.However, this does not apply at the time theevent Act of Navigation occurs (in that case,Holland has a free CB against England).

    C.4 If Hollands new monarch has at leat 7 inboth ADM and MIL, she receives 1 free F-value of warships. This is valid every timethere is a new monarch with those valuesunder this regime.

    C.5 Holland only receives half of her VP forthe Thirty Years War event if under thisregime anytime she is at war during this eventduration.

    8.4 DUTCH / PORTUGAL PETTY WARSee below 9.1C section of Portugal.8.5 RECOGNITION BY SPAINHolland aim is to obtain recognition of itsindependence by Spain. This is a politicaldecision of the Spanish player. As long asHolland is not recognized by Spain, the

    special state of war between the 2 nationscontinues (see Political rules).

    A. Cost of Recognition in VP for SpainSpain may decide to recognize Holland whenshe wants, but not earlier than at least 1 fullturn after the Dutch Revolt has occurred. Thecost in VP depends when this occurs, asfollows :

    First 7 turns of Period III : 75 VP

    Turn 8+ till end of Period III : 50 VP

    First 5 turns of Period IV : 25 VP

    Later : 10 VP

    However, if Spain is the SDCF, the cost in VPis doubled during period III and increased by50% during period IV.

    B. Gain of VP for HollandThe gain in VP for Holland from Spanishrecognition is half of the VP lost by Spain, buta maximum of 50 VP in any case.

    9. PORTUGAL

    9.1 PORTUGAL AND ANNEXATIONRule 9.17 of Extension N1 applies. However,the following modifications are broughtregarding transfer of Portugal and event N7 -Period 1560-1614.

    A. Forces of Portugal in 1559Portugal may never demilitarize in 1559(before its transfer to Russia). Its forces onmap are, at the minimum the basic force, plusa minimum of 2 levels of fortresses oncolonies and 2 levels on trading-posts. If thisis not the case, the Portuguese player loses100 VP.

    A.1 On the other hand, if Portugal has at least3 times as many units as his basic forces onmap in 1559, remove at random 1 fortresslevel and 1 land D.

    A.2 When rolling for reinforcements, a neutralPortugal may never place more than 1 D (landor naval) of reinforcements in the RotW.

    A.3 Spain, after the annexation, may buildextra Portuguese units, up to a maximum of50% of the 1559 Portuguese basic forces.Those units, as well as fortresses cost double(before placement outside of Europe).However, Spanish Portugal may not havemore than 1 fleet and 1 army on map (but asmany detachments as possible).

    B. Income of annexed PortugalIncome of annexed Portugal for Spain is nolonger the flat 300 D$ but based on an initialvalue that may be reduced with time, war andevents, as such :

    Each colony : 10 D$ if (-), 15 D$ if

    (+)

    Each Trading-Post : 15 D$ if (-), 20

    D$ if (+)

    Each commercial Fleet (+) : 10 D$

    Each commercial Fleet (-) : 5 D$

    European Portugal : 20 D$

    The remainder of the rule remains unchanged.

    C. Holland / Portugal petty warWhen Holland revolts and struggles for

    independence (i.e. as long as Holland is notrecognized by Spain), the following particularrules apply to Portugal annexed by Spain (viaevent, or on the diplomatic track of Spain), inaddition to the above and to event description.

    C.1 Each Portuguese (-) trading-post capturedby the Dutch (only them) automaticallybecomes Dutch during the Peace phase ofthe turn of capture, losing one level forconversion (may thus be eliminated if at level1 when captured)

    NB: for the other major countries at war withSpain / Portugal, normal rules applyThose lost trading-posts cost only 20 D$ ofloss to Spanish Portuguese income instead ofD$ as described in the event

    C.2 Each Portuguese (+) trading post and (-)or (+) colony captured by the Dutch remainsPortuguese but brings 50% of its normalincome to Holland, plus all exploitedresources incomeNB: for the other major countries at war withSpain / Portugal, normal rules apply

    Ownership transfer of such counters (replacedby an equivalent Dutch counter) takes placeunder the following conditions :

    1 / When Spain recognizes Holland, amaximum of 2 trading-posts (+) and 1 colony(+) or (-) become Dutch. The others areevacuated and become Portuguese again;and

    2 / counters occupied continuously by Dutchfor 5 consecutive turns and not recaptured bySpanish / Portuguese units during that timebecome Dutch during the Peace phase of the5th turn of occupation. Does not apply toPortuguese counters in America and those

    with revolts.

    Each such colony / trading-post cost a loss of50 D$ to the Spanish Portugal income, fromthe turn following their occupation..

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    D. Resistance of Portuguese BrazilPortuguese colonies / trading-posts inAmerica possess a colonial militia of 5Iveterans per level, up to a maximum of 20I.

    D.1 in addition, if occupied by another majorcountry, roll every turn (as long as occupied)on the revolt table for each colony / trading-post (that accumulate with previously

    unrepressed revolts)

    D.1.1 The die roll for revolt strength ismodified by +1 if colony / trading-post is on its(+) side.D.1.2 At least 1 ? Portuguese general orconquistador (if available) is placed each turn

    with at least 1 of the revolt in PortugueseAmericas.

    D.2 A standard malus of -2 applies to allrepression die-rolls, in addition to all othermodifiers.

    D.3 Each turn a revolts survives, the colony /trading-post income for the next incomephase is reduced to 50% of its normal value.

    D.4 In addition, each colony / trading-postwith a revolt on it does not count for thepurpose of control determination as in C.2above.

    D.5 If a colony / trading-post is solelyoccupied by revolts at the end of a turn (nomilitary units of the occupier), the revolt isremoved and colony / trading-post controlreverts to Portugal.

    D.6 If revolts are still present on colonies /trading-posts when the event "Revolt ofPortugal (1615-1664)" occurs, the saidcolonies / trading-posts are considered asPortuguese (no longer Spanish), but still at

    war with any other occupying power.

    D.7 Spanish and Portuguese units in thePortuguese Americas may never stacktogether (both leaders and combat units).D.8 If Spain annexes the colonies / trading-

    posts after the Portugal National Revolt, theabove rules stay valid (against Spain) till theend of period 1615-1664.

    9.2 MILITARY AND COMMERCIAL POLICYOF PORTUGALPortugal may play a particular military andcommercial policy in the Indian Ocean andAsia. The following rules apply once the GOAcolony is created or when leaders Da Gama,

    Albuquerque and/or Almeida are in play.

    A. Trading-Posts & Colonies of Aden andOman

    If Portugal militarily occupies colonies and/ortrading-posts of Aden and/or Oman at the endof a turn where he defeated those minors inthe said colonies / trading posts, he mayplace on the said colonies / trading-posts,

    during the redeployment phase, one of thefollowing units (his choice) :

    a / a fort (free), orb / a level 1fortress (cost = 30 D$)This fortifications markers act as Presidios,

    with the additional advantages in A.1 and A.2below.

    A.1 Those presidios control all exoticressources produced by the colonies / trading-posts on which they are located.

    A.2 Those presidios have no maintenancecosts but are automatically removed from themap in 1560 (or before if destroyed).

    B. Malaya and Eastern Africa ArabicEstablishments

    They are located within areas MALAYA(TP3), SOFALA (col3) and MOZAMBICA(Col1), the Portuguese player (or nay otherplayer having discovered the area / zone) maydecide to attack the local Arabic tradingestablishment and capture them.

    B.1 The Arabic trading establishment arerepresented on the map by Portuguesecounters with a native detachment and a fort(use Russian ones) on them, plus a navaldetachment of 10 warships in Malaya.

    B.2 If Portugal (or any other nation) capturesthe establishment, he immediately receivesthe use of its colony / trading-post marker withthe level indicated above. Another player mayreplace it with its own counters. This isallowed even if this make the conqueringnation exceed its counter limit for the period.B.3 If one or more of those establishments

    are still independent by 1559, they becomeTurkish if Oman or Aden is a vassal of turkey.Else they disappear.

    C. OrmuzAnytime Portugal obtains a SU or morediplomatic level on Persia minor, he mayinstead cancel the diplomatic marker move onthe track and place 1 level of trading-post inthe Ormuz region of Persia.

    D. Removal of trading postsPortugal may, in each administrative phase,remove from the map 1 level #1 trading-post(period 1492-1519 only) and earns instead abonus of +1 column for a trading-postplacement attempt in any other area.

    10. NORTH AFRICA

    10.1 NORTH AFRICA 1492-1559 :CHRISTIAN REGENCIESIn the course of the first 2 periods (1492-1519& 1520-1559), the major countries of Spain,Venezia and Portugal may install Christianregencies in North Africa, in the followingminor countries : MAROC, AL-DJAZAIR,TUNISIA, TRIPOLITANIA, CYRENAICA.

    A. ProcedureTo install a Christian regency, the concernedminor must have been military conquered.The diplomatic marker of the conquered minoris then, at the end of the turn, placed on theAnnexion box of the conquering country track.

    A.1 The conquering country may not play anydefensive or offensive diplomacy on theconquered minor. Only Turkey may do so.

    B. IncomesThe conquering major earns 50% (roundedup) of the minor provinces income.

    C. Return to IndependenceA regency rises up and becomesindependent again when one (or more) of thefollowing cases arises :

    C.1 Turkey succeed in one or more diplomaticactions on that minor and bring its diplomaticmarker back on the Turkish track, at level EGor higher.

    C.2 An event counter N8 Noblesse, N 22Sursaut National, N36 Rvolte or N 38

    Diplomate is played on that minor country.

    C.3 One or more Turkish armies (at least 1side+) are present in the minor country at theend of the turn (the minor becomesindependent again at the start of next turn andreceives reinforcements in defensive attitude).

    C.4 Case of Al-Djazair : this minor revoltsautomatical ly when event "TurkishVassalisation of Al-Djazair" occurs, or also

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    when the minor admiral Barberus is in playand a D10 of 5+ is rolled during the diplomaticphase of a turn when this condition applies.

    D. Consequences of RevoltThe minor country is at war against theoccupying major and receives its basic forcesplus reinforcements in defensive attitude.The marker goes in the "Les Neutres" box,

    unless already on the Turkish track (where itstays)

    D.1 Minor basic forces are placed in thecapital city and the city is now minorcontrolled (but not a presidio if one exists). Ifno presidio exists, one is automaticallycreated for free in that city, with a levelequivalent to that of the city fortress. All unitsfrom the occupying major are considered

    within the presidio but may sortie into theprovince for combat if they wish so.

    D.2 This "colonial" special war/revolt leadsonly to a -1 permanent loss of stability eachturn (not progressive) for the major.

    D.3 This war may only ends if; either theminor reconquer all his territory (exceptpresidios); or if the major eliminates all minorforces at the end of 3 consecutive turns.In the first case, the minor is now at peaceand neutral (or Turkish controlled if marker onthat country's track).In the second case, the minor remainsoccupied by the major country.

    D.4 The minor receives reinforcements indefensive attitude every turn the war lasts.From the second turn of revolt, he maychoose to receive reinforcements in navalattitude instead.

    E. End of this ruleThis rules ends in 1560 : all minors stilloccupied automatically rise up and the warlasts until they are free.

    E.1 Minors occupied by Venice or Portugalautomatically become free.

    E.2 No more Christian regencies may beestablished from 1560 onwards.

    11. VENICE

    11.1 ELECTIONS OF THE DOGESVenise does not suffer any stability penalty

    when its monarch dies for any reason. Inaddition, a +1 die-roll bonus is automaticallygranted on each roll of the successor table.

    A. Age of SuccessorNo dynastic crisis may ever occur for Venice.Similarly, new monarchs are always adult.

    11.2 ITALIA E SAN MARCO

    Venise may try to establish its hegemony onthe Italian peninsula. This decision is secreteand must be written down at the same time asthe period objectives of period #1 1492-1519.This specific objective "San Marco" comes inaddition to normal objectives, not inreplacement.

    A. Annexations & VassalisationsIf this rule is used and the San Marcoobjective is selected, Venice may annex orvassalize any and all Italian minors, even ifnot allowed by their diplomatic status /

    marker.A.1 For this rule, consider the cost ofannexation / vassalization equivalent to thelast diplomatic cost indicated in the status / onthe marker.A.2 In the frame of this rule, Venise canconsider any Italian province as adjacent toVenise.

    A.3 Exception : province Roma may not beannexed, but if this minor is conquered,Venise have sole possession of thePAPAUTE diplomatic marker at the highestpossible level (the Pope is Venetian). Nodiplomacy is allowed on minor PAPACYunless Venise loses the marker (automatic ifVenise suffers a level#5 peace in a War inItaly - see below).

    B. Wars in ItalyEach time an event War in Italy occurs,Venise must participate ( on one side or theother, or even as an independent third party)or lose 2 levels of stability. To do so, shemust just announce she has chosen the SanMarco objective.

    B.1 If she does not announce the objective aschosen, it is considered that she did notsucceed in this objective.

    B.2 If Venise is victorious against the ownerof Naples or Milan, it can annex the provinceif the peace level obtained is higher than thatachieved by the other contender (if not, it mayimmediately declare war to the new owner atnow cost).

    B.3 If Venise loses, and a peace level of 5 isachieved against her, she may lose thePapacy if already controlled.

    C. DiplomacyWithin the frame of this rule, Venise suffers amalus of -1 to all diplomatic die-rolls on Italianminors.

    D. Victory PointsIf this objective is chosen, Venise receives 20additional VP for each Italian province shecontrols, each period, in addition to those ofthe period objectives.

    E. PenaltyIf this objective is chosen, and Venise controlsless than 2 Italian minors diplomatically andless than 10 provinces in Italy at the end ofthe 1520-1559 period, she loses 150 VP (noVP loss in 1519 - check only in 1559).

    11.2 TRANSFER TO HOLLANDWhen Venise is transferred to Holland, thePlayer loses 25 VP for each fortress below 4that Venice has on map.

    A. Adjustment of fortificationsIf Venise has 7+ fortresses on map, a randomadjustment is made by the roll of a D10,divided by 3 and rounded up (so a numberbetween 1 and 4). A number of fortress levelsequivalent to this value is removed from themap, chosen one after the other by thefollowing countries : Turkiye, France, Holland,Spain.

    12. FRANCE

    12.1 REVOLUTIONARY FRANCEUpon first occurrence of the French revolution,replace existing French armies byrevolutionary armies supplied in thisextension.

    A. First RevolutionPeriod limits for land units constructions andnumber of ? generals are doubled. Land unitscosts are all reduced by 1 D$.A.1 On the other hand, cost of each type ofnaval units except privateers increase by 2 D$and France may use a maximum of 2admirals ? (not named ones).

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    B. Second RevolutionFrance does not have any land constructionlimits et all infantry cost is 1 D$ ( leve enmasse). France receives all its ? generals,plus minor general valued 5.5.5 (Bonaparte).

    B.1 In addition, any province of another majoror minor country military occupied by Frenchunits is immediately annexed if occupied

    solely (no siege) by French units at the end ofthe turn (they are included in any subsequentpeace negotiations).

    B.2 The "Roi" counter is removed from play(beheaded !)

    C. The EmigrsEach major country at war with revolutionaryFrance may use 1 French royalist army (fleurde lys flag), with an initial content of 10, 2C,1Art (veteran) + any units paid directly by themajor country, at his own cost and within its

    limits of construction (but army contentremains French for total number of unitspurposes).

    Each such country receives a free minor ?general as an Emigr leader.C.1 Chouans : these are the royalist revoltsof Western France : place 1 side+ revolt and 2revolt detachments (10I conscript) in each ofprovinces Poitou and Vende. Place in oneprovince a ? minor general. The Chouans alsocontrol the cities. They are played by England,even if that country is not at war with France.

    13. RUSSIA

    13.1 RUSSIAN INITIAL SETUP ANDTECHNOLOGIESRussia initial set-up in the Grand Campaign isas follows :

    Monarch: IVAN IV The TerribleTurn of Decease: Start of Turn 20 (1585)

    Values: ADM:8/DIP:4/MIL:9Religion: ProtestantStability: +3Technology: Land : 8 / Naval : 7. If aboveOrthodox, then Orthodox catch up (elseapply normal rules, i.e. never exceedOrthodox level untill Peter the Great.)

    Diplomacy: noneAt Start Royal Treasury: 150 D$.DTI: 1 (base of calculation: ?? D$)FTI: 1/4** (initial base of calculation: ??D$)Manufactures: 8 D$ fixed income + 2% (2D$) variable = Total 10 D$Placement: 2 Crales in MOSKWA, 1Mtal in URAL

    Commercial Fleets : none

    Controlled Provinces: minimum** ofMoskwa (14), Ural (6), Nowgorod (8),Newa (3), Tula (6), Welikia (4), Pskow (4) +Provinces obtained through wars andevents in previous periodsTOTAL = 45 D$+** If the above provinces are not Russian,they immediately become russian againand Russia is at war with former owner.

    Units: 2 Armies (+), Generals Kourbski, ?

    1, 2? and 3?. Conquistador ?1 in Europe

    13.2 IVAN THE TERRIBLEThis Tsar does not check survival the first 3turns of his reign, then checks with a malus of1 to the die-roll. In addition, the die-roll forthe reign length of his successor his modifiedby 2, in addition to all other modifiers.

    A. MadnessThe successor of Ivan can never be Peter theGreat, even if he qualifies as per the specificPolitical rule (see 53). Therefore, its ADMvalue is limited to a maximum of 7, whateverthe successor die-roll is.

    14. OTHER POLITICAL RULES

    14.1 ACTIVE WARS IN EVENTSNo player is ever allowed to sign a whitepeace with an enemy to which he declared

    war from a Political Event, if he has notproceeded with an attack of that enemy withat least an A+ army. If not, he loses 3 stabilitylevels en case of White Peace without fight.

    13.2 NEW CASUS BELLINew Casus Belli (CB) are available asfollows:

    Free CB to any Christian nation that

    loses at least 3 merchant fleet levelsin one turn from the North AfricanPirates.

    Free CB to Turkey against Persia if

    that minor owns any province on theEuropean map.

    Free CB to Turkey against the

    Knights when located in Rhodes,then any turn following loss of at

    least 2 merchant fleet levels fromKnights privateers.

    Free CB to Russia against any

    minor nation that is a vassal ofTurkey.

    14.3 PRECISION ON ANNEXATIONSNo province may be annexed if not alreadyadjacent to a province belonging to theannexing power.A. ExceptionThis does not apply to provinces annexed viaevents or diplomacy.

    14.4 PRECISION ON CRUSADESDuring a Crusade, detachments ofparticipating minor countries may be absorbedand incorporated during the reinforcements /movement phases into armies / fleets ofparticipating major countries, priority given tocountry being leader of the crusade, and up tothe maximum content of the units. Germanminors are incorporated into HRE counters.

    A. Crusade countersAs an exception, players may create specific

    Crusaders armies / fleets, in addition to theirowns, to the maximum of 2 armies and 2fleets. In such a case, minors units goes intothese armies / fleets.

    A.1 In such a case, players may use markersprovided for nations not currently in use orRoyalists.

    B. Crusade and the ReformIf The Reform political event occurs while acrusade is going on, the following adjustmentsare made :

    B.1 All minors countries that becomeProtestant leave the Crusade and return homeimmediately : they are considered as makinga white peace with Turkey.

    B.2 All major countries that voluntarilybecome Protestant leave the Crusade andreturn home immediately : they areconsidered as making a white peace withTurkey. In addition, they break all existing

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    alliances with Catholic major nations currentlycrusading, which receive in return a free CBagainst the breaching Protestant nations.

    B.3 If sieges currently underway are brokenbecause of the above repatriation rules, thenon-leaving siegeing forces (i.e. Catholics)must retreat if they do not satisfy the siegeratio. However, they do not suffer attrition

    during this retreat (they move to the closestfriendly province).

    C. Decreasing Interest in the CrusadeEach period after the first, there is a 1 die-roll modifier to the Crusade appeal(cumulative each period), except it does notapply between 1560 and 1570 included.

    C.1 In addition, for each refusal to participatein a successfully called Crusade during aperiod, there is an additional 1 modifier tothe Crusade appeal.

    14.5 CONCILIATORY ATTITUDEThis attitude is seldom selected as it offersfew benefits beyond a +2 diplomatic bonus onProtestants. Add the following benefits forconciliatory attitude :

    A. Economic benefitsA conciliatory country receives a permanentdie-roll bonus of +1, up to a certain date (seebelow - time limit - C), for all the followingactions : manufacture creation, FTIimprovement, merchant fleets creation.

    England, in addition, receives an extra +1bonus for his DTI improvement die-rolls.

    France, once the War of Religion are over,and from 1700, if still conciliatory, mayincrease its DTI/FTI by 1 level (maximum 5)each period.

    B. Conciliation and Naval ArmamentsA conciliatory country receives an extra freenaval D in maintenance.

    C. Time Limit

    These rules no longer apply after 1615 or theend of the Thirty Years War, whichever comesfirst, and in all cases no later than 1700,except for France (no limit).

    14.6 INTERVENTION OF THE SWISS GRAYLEAGUESAs long as Switzerland did not sign thePerpetual peace, the major countries ofFrance, Venezia and Spain (including the

    Habsburg minor) may try to obtain theintervention of the Swiss Gray Leagues(Swiss Tessin)

    A. InterventionThe intervention occurs on a modified die-rollof 7+, modified by the level of the diplomaticmarker (if present - use that of Spain for theHabsburg) of the major country on minor

    Helvetia. Each country may roll during thediplomatic phase (costs no action) and theone that gets the higher die-roll (ties solved infavour of the highest monarch's DIP value,then die) receives the intervention in itsfavour.

    A.1 Venise received a special bonus of +1 toits die-roll if using rule 9.8 above.

    B. Cost of the InterventionThe intervention costs 100 D$. It is limited foronly 1 turn and must be re-attempted each

    following turn as per A above. Cost ofintervention for the Habsburg is null.

    C. Intervention and eventsWhen event "Wars in Italy" occurs and Milanis concerned, this rules does not apply : theHabsburg automatically receive the benefit ofthe intervention, at no cost.

    D. Swiss InfantrySwiss units are immune against cavalrysuperiority (even if stacked with anothernations units) and are considered asequivalent to Tercios when this technologyhas been achieved by Spain.

    15. OTHER ECONOMIC RULES

    15.1 EXTRA ROLE OF MANUFACTURESThe manufactures placed by the players willhave an additional role that adds to theirdirect economic benefits, as follows :

    Metal : each manufacture (i.e. valueon counter) allows the build of 1extra artillery each, above periodlimits, at no extra cost (includingplacement costs), within nationalprovinces.

    Cereals : whenever any country ishit by an Agricultural Crisisrandom economic event, the income

    of those manufactures is doubled,both the fixed and the percentageone.

    Wine : each 2 manufactures (notcounters) allow to exceed FTI periodlimits by one (to a maximum of +1anyway), plus they double theirincome in case of Economic

    Boom random economic event.

    Tissus : each 2 manufactures (notcounters) allow to exceed DTIperiod limits by one (to a maximumof +1 anyway), plus they doubletheir income in case of EconomicBoom random economic event.

    Instruments : each 2 manufactures(not counters) gives a bonus of +1to the manufacture buildingadministrative action, provided a

    maximum investment (+100 D$) ismade on such an action, plus theydouble their income in case ofEconomic Boom randomeconomic event.

    Arts : each 2 manufactures (notcounters) gives a bonus of +1 to thestability improvement administrativeaction, provided a maximuminvestment (+100 D$) is made onsuch an action, plus they doubletheir income in case of Economic

    Boom and Cultural Expansionrandom economic events. The firstof these manufactures does notcount in the country limits while thecountry stability is positive.

    15.2 LIMITED EXPLOITATION OF YETUNKNOWN RESOURCESPlayers' colonies located in sugar and/ortobacco producing areas (before 1615) and/orcotton (before 1700) may never be increasedbeyond level 2 until the concerned resourcebecomes available on the market. This limit isreduced to level 1 for all Caribbean islands

    except those of area CUBA.

    Exceptions : if the concerned colony is inAsia, or if it is the only one of the player, or forPortugal within its Treaty of Tordesillasterritories.

    15.3 RUSSIAN AND TURKISH COLONIESRussia and Turkey do not suffer the firstcolonies establishment penalties if theyundertake their actions in Siberia and Middle-

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    East/Eastern Africa respectively.

    However, the actions taken successfully inthose respective areas do contribute to thecancellation of this penalty for future actionselsewhere.

    15.4 BALTIC NAVAL SUPPLIESEvery turn that both England and Holland do

    not have at least 2 levels of merchant fleets inthe Baltic STZ, their costs for building andmaintaining ships is increased by 10% (up).

    This ceases to apply once they have at least 6levels of colonies in forested provinces ofNorth America.

    15.5 SHIPYARDSEvery MAJOR nation but Portugal, Prussia,Sweden and Austria may build ONE shipyard(counter not provided).

    A. AdvantagesShipyards allow to exceed the warship limitsof each period by 10 ships.

    A.1 they also give one F- extra freemaintenance.

    A.2 They allow, once per period, to double theturn limit for warship construction withoutovercost.

    B. Costs and Destruction.Shipyards cost 300 D$ to build, split over amaximum of 2 turns, else all previousinvestment is lost.B.1 They do not cost any maintenance, butare destroyed if enemy occupied at the end ofa turn or if the country suffers Bankruptcy.

    C. Initial setups and RestrictionsOnly Turkey and Venice start with one in1492, respectively in Thracia and Veneziaprovinces.

    C.1 Holland has one Free upon i tsappearance in the game (not usable by Spainbefore that date).

    C.2 England may build her own at half priceon the turn she receives the Act of Navigationevent.

    C.3 France may build her own at half price onthe turn she receives the ColbertianMercantilism event.

    C.4 Russia may not build her own until Saint

    Petersburg is created, and then only in thatprovince.

    15.6 NEW COMPANIES OF TRADEEach nation may now build her own companyof trade, without having to wait for an eventfor that (which anyway concerns only Englandand Holland). A marker is provided to remindthe player of such a creation.

    A. Advantages and ConditionsThe condition is that the nation must havediscovered a sea route to India and have atleast one TP in either India or Asia.

    A.1 The advantages are the same as thosedescribed in event 17 of period III The EastIndia Trade Company but apply to anycountry that does so (see E. Spain however).Reminder : an immediate +1 to FTI value, theFTI limits increased by +1 each period tomaximum of 5, free merchant fleet levels in

    STZ in Asia.

    A.2 However, the free merchant fleet levelreceive in Asian STZ is only 1, not 2.

    A.3 In addition, the nation creating its owncompany may increase its TP limit for eachperiod by 1 more, without risk.

    B. Costs and Destruction.Companies of Trade are successfully built viaan administrative action that costs 200 D$ asbasic investment (plus additional investment ifany), and is solved like a FTI improvementaction (just specify it concerns the company oftrade).

    B.1 They are automatically destroyed if thecountry suffers Bankruptcy.

    B.2 They may be destroyed if there is anEconomic Crisis economic event (rolled byanybody) and the owning country rolls a D10strictly superior to its FTI : in such a case, thecountry loses an extra 50 D$ (100 D$ forFrance).

    B.3 The cost of the action is reduced to 100D$ for France on the turn she receives theColbertian Mercantilism event.B.4 The cost of the action is reduced to 150D$ for Portugal once she has control of atleast 5 Spices and 5 Products of Orient, plusMalacca and Goa.

    C. HeadquartersThe company counter (i.e. Headquarters) maybe placed either in Europe or in Asia.

    C.1 If placed in Europe, it provides an extraincome each turn of 20 D$.

    C.2 If placed in Asia, on a colony or TP, itprovides no extra income, but allow building

    of naval units in that colony or TP at noovercosts.

    D. England and HollandThese 2 nations still receive their Companiesof Trade via event, free of costs and risks ofdestructions.

    D.1 In addition, each company provides theowning nation with a free naval detachmentand a free Sepoy detachment immediately,costing no maintenance, to be placed in thecompany headquarters in Asia, if it is there

    (i.e. not in Europe, see C above).

    D.2 Both nations, if they build their companiesbefore the event occurs, do not receive theabove advantages. However, the companycannot be destroyed once the event hasoccurred.

    E. SpainSpain may build her own only in Europe, inAndalucia province. However, her benefits areslightly different.

    E.1 Spain receives no FTI bonus of any kind,but she receives 3 free land or navaldetachment extra free maintenance inAmerica.

    16. OTHER MILITARY, MONARCH ANDDIPLOMATIC RULES

    16.1 THE DARDANELLESTurkey has a fortress marker that is placed inthe province of Thrace, on the straits arrowsbetween that province and the province ofSmyrna. This represent the fortifications madeto hinder the crossing of the straits andaccess to Constantinople.

    A. Naval RoleThe fortress acts as a Presidio, with a firevalue of ten times its level in equivalent ofGalleys. The fire takes place every time anenemy naval units enters or leaves the

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    Marmara sea zone.

    B. Land RoleThe fortress prevents direct landings onConstantinople from sea zones different fromMarmara.

    B.1 An enemy unit located in the Black Seazone may land in Thrace, but is not allowed to

    besiege Constantinople on the round oflanding, and may be automatically interceptedby any Turkish (or allied) land unit located inThrace or any adjacent province.

    B.2 No landing in Thrace is allowed from theAegean Sea zone.

    16.2 MONARCHSThe following changes are enforced :

    A. Monarchs and AssaultsMonarchs have a +1 wound modifier for

    assaults.B. Medieval and Renaissance MonarchsMonarchs used as generals until 1524(included) receive a +1 to their military valueschecks.

    C. Enlightened MonarchsMonarchs used has generals after 1700(included), with the exception of Prussia,receive a -1 to their military values checks.

    D. Strong Health MonarchsThe following historical Monarchs have stronghealth, i.e. they do not check for survival thefirst 5 turns of their reigns, plus receive a -1survival test bonus until the end of their reign :

    SPA : Charles V, Philippe II (successor ofCharles V)FRA : Francis I, Louis XIVand Louis XVRUS : Peter I (Peter the Great) and CatherineIITUR : first 3 sultans, i.e. Bayezid, Selim I andSolimanENG : Henry VIII and Elizabeth IPRU : Frederick II

    NB : that means they test survival every turnand may have extra reign lengths on a roll of1 or 2.

    E. Extra Spanish Habsburg EndogamySPA receives an extra 1 survival malus forall her monarchs in Periods 1615-1669 and1700-1759, until the War of SpanishSuccession.

    E.1 The malus is increased by an extra 1 ifSPA has not made at least 3 royal weddings

    with one or more other major powers (i.e.players) during period 1615-1699.

    16.3 THE ELECTION TO THE HREThe event is altered as follows:

    A. ResolutionThe event is resolved at the end of theDiplomatic phase, not during the Eventsphase.

    B. Diplomatic bonusEach player that is a candidate (i.e. FRA, SPA

    or ENG) receives 1 extra diplomaticaction the turn of this event, providedit spends ALL its diplomatic actions onminors in the HRE.

    B.1 Each nation that sells its support in

    diplomacy to one of the candidatemust be paid a minimum of 50D$ forthis support.

    C. Description1. Election is conducted between SPA,

    FRA and ENG unless they have chosento become protestant in which case theycannot participate. Each makes a secretbid of ducats on the Electors votes, forthe title, and the highest bid wins eachElectors vote. All bids are lost.

    2. The controller of the imperial electorates(i.e Electors) of Saxony, Palatinate,Hanover, Prussia, Bavaria, Bohemia (ifnot annexed to Habsburgs) and Colognereveive one vote each.

    3. The Elector of Austria (i.e. SPA via theHabsburgs) always vote for SPA, as wellas Bohemia once that minor has beeninherited by the Habsburgs.

    4. The nation with the majority of voteswins the title. In case of ties, the winneris determined by a second, secret, bid

    with no bonus.5. The house of Fugger provides SPA with

    a bonus of 50D$ for its bid and an

    additional 50D$ if the current Spanishking is Charles I.

    6. Each nation with any kind of diplomaticlevel provides its controller with a 10D$free bid.

    7. The winner receives 75D$ and 10 VP.

    D. Lasting effects :1. From now on the winner takes from the

    Habsburgs the control of the Holy Roman

    Empire as defined in political rule 53.26.If SPA wins it retains control (as theHabsburg player) and receives anadditional benefit of being able to involveHabsburgs in all wars in which SPA isalso involved (not vice versa) with a freeCB. Furthermore, when he diesHabsburg MILANO (or Milanese MILANOif it is Habsburg VA) is annexed to SPA.

    2. For all non-Spanish emperors this eventis replayed every time they die, but SPAno longer receives monetary bonusesfrom the Fuggers except for the 50d ifthe current king is Charles I. Also, if thecurrent emperor becomes protestant heimmediately looses the title and newelections are held. For a Spanishemperor only the additional benefitdefined in 1 above is lost when he diesand the event is not replayed.

    16.4 NATIVES ALLIES AND OHIOThis is in addition to Extension N1 rules forNative Allies.

    A. OhioOHIO units have the same benefits as theFrench native allies, for whoever controls thatminor nation.

    B. SupplyNative Allies and OHIO units are always insupply in their home provinces, as well as

    within 12 MP from those.

    C. MovementOHIO and Native allies are considered toalways have a 5 Movement Valueconquistador with them while moving (even iftheir current leader is lower). The valuebenefit applies to all units stacked with them,provided it is not an Army.

    D. Interception and AmbushesNative Allies and OHIO units have a +3 bonusto their interception die-rolls and, if theysucceed, are always the defenders andmanage to ambush the moving force they

    have intercepted.

    16.5 PRIVATEER ADMIRALSPrivateer Admirals of ranks A, B and C mayalways lead fleets, whatever the colour of theprivateer symbol.

    A. Drake and DragutAt the cost of 5 VP for each bypassedAdmiral, Drake and Dragut may be consideredthe highest ranking leader of respectively

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    Englands and Turkeys fleets.

    A.1 The penalty applies each turn it is used.A.2 Exceptionally, each of these admiralsmay be considered as a general, with a siegevalue of 3; for 2 rounds only, in 1 turn only.Drake may use this ability in the Row, Dragutonly in the Mediterranean. This option costs20 VP to be used.

    NB : this represents their historicalinterventions in the raid on Panama for Drake,the siege of Malta for Dragut.

    B. Euldj AliThis admiral may command the Al Djazairfleet as if he was a Al Djazair admiral (in sucha case, ignore him for Turkish hierarchypurposes). He may command a Turkish navaldetachment in addition to this fleet.

    16.6 BUILDING UP VASSALSPlayers may build-up the strength of a

    maximum of TWO of their vassals above theirbasic forces, with the following limits andpenalties.

    A. LimitsChosen vassals forces may not be increasedbeyond double the basic forces of the vassal.

    A.1 The cost of purchase of the extra units isbased on the players nation costs, and theexcess maintenance is paid by him, basedalso on his cost.

    B. PenaltiesThe vassals whose forces have beenincreased cannot roll for reinforcements.

    17. PERSIA

    17.1 CONQUEST OF PERSIAPersia may be annexed completely by Turkey(like the Mamluks or Hungary) if the followingcircumstances are met :

    Soliman is the Turkish Monarch

    Period is I or II only

    Persia is not Arquebuse technology

    or higher

    All Persian provinces are controlled

    by Turkey during the Peace phase.

    A. Peace with ShiitesIn non-conquest situations, only the 4 malusfor Turkey vs Persia applies, not the extra 2

    Sunni vs Shiite malus.

    17.2 PERSIAN RESISTANCEIf Persia is completely controlled by Turkey(i.e. conquered), the following rules apply :

    A. Turkish Persian Wars EventsIs such an event occur, roll for 2 revolts inPersia instead (random provinces).

    If revolts control 2 Persian provinces (citiesincluded) at the end of a turn,Or

    if there are 4 or more revolts (any size) inRoW Persian provinces at the end of a turn,

    the Persian minor is recreated, with thoseprovinces (choose 1 as its capital, Persis ifpossible).

    B. Persian turmoilEach turn Persia is conquered, at the start ofthe diplomatic phase, roll 1 die; modified by

    Turkish stability. On a result of 4-, one Persian province atrandom revolts. On a result of 0-, two Persian provinces atrandom revolts (one of them with a + revoltautomatically).

    C. Persian NationEach time Persia retakes a province in RoWthat was formerly Persian, that province isconquered automatically and becomesPersian (i.e. not part of the enemy territoryanymore rule similar to Hungary afterinheritance).

    18. ROYAL PALACES

    18.1 CREATIONCreation of royal palaces is equivalent to thatof Versailles, as described in the theColbertian Mercantilism event (see basicgame and Extension N1).However, for all other countries exceptFrance, construction is dependent on the

    period in play and the following conditions :

    Spain (Escorial) : from period N3Turkey (Topkapi) : from period N2Russia (Peterhof) : only after Versailles hasbeen build and once Peter the Great is Tsar.Prussia (Sans-Soucis) : only after Versailleshas been build and period N5, or afterFrederick II is in playAustria (Schnbrunn) : only after Versailleshas been build and period N5, or after the

    Spanish Succession War.England (Buckingham) : only after Versailleshas been build and period N5

    18.2 VICTORY POINTSEach Palace, except Versailles brings 75 VP.Construction cost is 250 D$, over a maximum5 turns.

    18.3 PILLAGEPillage of the province where the palace islocated brings 10 times the province incomeas bounty. However, the pillaging player loses50 VP in doing so for vandalism.The Palace is then destroyed. It may berebuild but the VP bonus is reduced by 5.

    18.4 DIPLOMATIC ADVANTAGEWhen 2 major nations are on a competitivediplomacy resolution on a same minor, themajor nation that has a Palace has a +2 die-roll bonus if the other major has no Palace.

    A. FranceHowever, this does not apply against Franceduring the Thirty Years War event duration.

    18.5 VERSAILLESThe cost of Versailles is increased from 250 to300 D$. It brings 100 VP instead of 75 VP.

    A. Louis XIVDuring the reign of Louis XIV (the monarchunder which Versailles is started), Francebonus on competitive diplomatic actions is +1versus a player with a Palace and +3 versusone without Palace.

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    19. NEW EVENTS

    Add the following new events. Use themodified Political Random events tableincluded in this variant.

    19.1 PERIOD 1492-1519

    A. Event N 11 : RUSSIAN EXPANSIONRossya attacks one province from eitherLATVIJA, POLAND, KAZAN, STEPPES,SIBIR or ASTRAKHAN (if adjacent) this turn,if this minor is neutral.The minor chosen at random as follows (dierange indicated) :LATVIJA (1-2), POLAND (3-6), KAZAN (7-8),STEPPES (9-10), SIBIR (11) or ASTRAKHAN(12). Add +1 to the die roll for each of KAZANand STEPPES if already conquered byRussia.The event may repeat itself if minor still not

    conquered after 1st occurrence and isadjacent to an already Russian province.Turkey may intervene in favour of eitherKAZAN or ASTRAKHAN by declaring war tominor ROSSYA (with CB) if she has adiplomatic level of EG or more on the aboveminors.Minor ROSSYA receives its basic forces, plusreinforcements in Offensive attitude. ROSSYAmust be played by player country Portugal.The attacked minor receives its basic forces,

    plus reinforcements in Defensive attitude.POLAND and LATVIJA must be played byplayer country England, all others by Turkey.

    If the minor province is not taken by Russia atthe end of the turn, the war ends immediatelyin white peace.

    B. Event N12 : HABSBURG DYNASTIC

    ACTIONApply rule N5 of this extension. Spain mayalso use its diplomatic actions on this turnnormally and benefit at the same time fromthe next Habsburg dynastic action scheduledto occur (see 5.1 supra).

    If this specific rule is not played, Spain mainvolve the Habsburg in a war she declaresherself this turn at no cost in Stability or VP.

    19.2 PERIOD 1520-1559

    A. Event N 21 : RUSSO-TURKISH WARStart of the Conflict : on a modified die-roll of6+, Rossya (played by Portugal) attacksTurkey. The die is modified by +1 for each ofthe minors among KAZAN, STEPPES,ASTRAKHAN, CRIMEE and SIBIR for whichTurkey owns the diplomatic marker, on levelEG and by +2 for each of them which is aTurkish vassal.If any of the above minors is annexed byTurkey, or if any initially Russian province hasbeen conquered by Turkey, or if Kharkow orDonetsk are Turkish controlled, war isautomatic (no die roll)Forces & Reinforcements : Rossya receivesits basic forces (as a mino


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