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A Guide for the Perplexed.

 
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A Guide for the Perplexed. - 12/9/2007 6:17:04 PM   
Don60420

 

Posts: 124
Joined: 9/26/2007
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I have been playing war boardgames since 1970 and computer wargames since 1987. As a result of this experience I have been able to work my way through some of my initial confusion with this game and have begun to enjoy it. However, I believe people without this experience might well find starting this game very daunting. It cries out for a well-crafted tutorial and many more, and more in-depth, in game tooltips. My 16 year old son, who has been playing computer strategy games from quite an early age, was stopped dead in his tracks when he tried to play this game by the setup phase. This is a young man who has needed no assistance from me to play Paradox games, and is currently playing, and enjoying, AGEOD's Campaigns of Napoleon. I walked him through a few turns of EIA and I believe he is beginning to get the hang of it. There is definitely a problem here. Unless we want this game to be restricted to grizzled boardgame enthusiasts such as myself, there is a need for help for players who lack this experience.

I am posting on this thread tips I have culled from this forum with editing by me. I will continue to revise this document with new hints that I find on this forum, that I come up with or that I find on other sites. I would encourage other players to also post new hints here. Let's make sure that new players are encouraged to play this wonderful game.
Post #: 1
RE: A Guide for the Perplexed. - 12/9/2007 6:18:25 PM   
Don60420

 

Posts: 124
Joined: 9/26/2007
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I. Setup Phase



A. Loading Default Setup-Press the default setup button in order to load the default

setup that comes with the game. The default setup button looks like a page and is located

on the far right hand side of the top line of the phase buttons in the setup phase.


B. Saving setup-Save your setup for future games by clicking on the save setup button.

The save setup button looks like a page and is located to the left of the default setup

button on the top line of the phase buttons in the setup phase. Sample setups of each

nation are available for download under the mod section of the Matrix games Empire in Arms

forum.


C. Completing Setup-The status window in the lower left keeps track of all the factors

you still have to deploy. It looks something like 35i,8c,(FS)8i,4c I think. As long as you

have anything showing there you still have not finished deploying. Any numbers following

the FS mean they're free state factors.


D. Set up of Controlled Free State Forces-If you see (FS), then you have control of a

free state and need to set up their forces as well. If you click on the third button from

the left on the top left of your screen, a small box will pop up, showing your country

status, including Free States you control. Click on the name of the free state, wnd the

game will move the map to the location of the free state and another box may pop up, where

you can click to pck any Corps units that FS may have.



II. Diplomacy Phase



A. The difference between minor "states" of ally, Free State and Conquered minor-An

allied state requires successful influencing during the diplomatic phase. An allied state

will declare war on any major power you go to war against and let you use their corps.

A free state collects double its listed $ and manpower and can build its own units, though

you will probably have to lend them some $. A minor with no corps or fleets should never be

freed, and the game might not allow it.

A conquered minor adds its $ and manpower rating to your natioanl values, and you should

gain trade from any ports it has.



B. Royal Marriage Peace Condition-A royal marriage provides +2pp and creates an

additional pp penalty if you go to war with a nation you have a royal marriage with in the

future. It is basically an atempt to gain extra pp and convince the old enemy to stay

friendly or pay a greater penalty to go to war again in the future.



C.




III. Reinforcement Phase




IV. Naval Phase








V. Land Phase



A. Forced March-Double-click on a corps and the game will ask you if you want to force

march.



B. Supply Chain Restriction-For those of you thinking of invading your neighbors, keep

this important supply chain restriction in mind at the beginning of each Land Phase during

your invasion. There was some very important text (in bold – see below) omitted from the

printed and pdf manuals, but will be added to the next in-game manual update and also added

as an official addendum to the former two.

CHANGE
Section: 10.3.3 Depots In Supply Chains
Subsection: Supply Chain Restrictions
Changed the second line (second bullet) to read:

For a major power to place a new depot outside of it’s own territory, an unbesieged corps of

that major power must be in that area and not have moved or foraged during the current land

phase.

For those of you who ask: why? Because it was designed for the old EiA-like game and is

considered as a way for the program to simulate the original EiA step format that required

that depots be placed before movement and supply.



C. Foraging-You need to learn to use foraging as much as possible within the game to

keep your expenses to a minimum. In other words live off the peasants!

Check the buttons during the movement phase till you find the forage buttons...there is one

that auto forages everyone --- don't use this until you have moved everyone or it will burn

up all your units movement points. I move everyone first then hit this button. But if you

have someone that is about to siege a city this will make them forage instead. So you have

to be careful about using the auto forage button. The auto forage button is right next to

the manual forage button. Auto forage forages all those units that can forage without losing

any factors. If you are not assaulting, click the autoforage button and the message window

above the buttons should tell you your supply cost. If it is acceptable, just end the turn,

any unit out of supply and not able to auto forage will have to forage but at least they are

sitting where you wanted them. If you are assaulting or your costs are too high, then check

each unit one at a time and use the manual forage button for each one you want to forage. Or

if they are not engaged in combat use the cancel move button and try to find a better path

of shorter move to reduce your risk of foraging losses. Foraging can lead to HEAVY losses so

try to think about the replacement costs of what you will lose. Turkish Feudals in December

can forage with impunity, your guard corp cannot.


The manual forage button just forages for the active unit. So move your unit first then if

you can forage without risking loosing forces "factors" then forage instead.

*** This entire system is to try and simulate the fact the moving your armies fast in poor

areas will cause them to be killed off by starvation, especially if there are other forces

there already ***

As someone else mentioned --- remember to place your supply markers close to your corps. In

summer support cost as follows: 0 areas - 1/2 money pts, 1 - 1 pts, 2 - 2 pts, 3 - 3 pts.

Winter is doubled.

Another thing to remember about depots is that you must be within one area of a depot in

order to place combat factors into a Corp marker.

Foraging is compared to the lowest forage value of all the areas you move a unit

through. So if you end your move in a forage 5 area, but passed through a forage 2 area, you

roll against forage 2. So be very careful and don’t forget to look at the areas you choose

to move through.

Here’s a list of all the foraging mods:

+1 per extra corps up to a max of +2

-1 per movement point spent (you have the option to spend your remaining movement points or

not. Not spending them allows you to still conduct siege combats at the turn end, spending

them prevents you from conducting siege combats).

+1 if you force marched your units

+2 if winter

-1 if you stayed within your own territory for the entire land phase. Move through even one

non-home area and you lose this modifier.

So assuming you have a standing army of 3 or more corps, you need to keep them in a home

province of forage value 6 to guarantee they can forage for free each turn during winter if

they have a movement value of 3. (mods -3 for movement points, -1 for home territory, +2 for

stack size, +2 for winter = total forage roll mod of 0). If they have 4 movement points,

they can sit out the winter in a forage area of 5.

If you only keep single corps in an area, you can winter in forage areas of 4 for movement

value three units and 3 for movement value four units.

And always keep large stacked armies stacked on a depot. Even one area away doubles supply

costs, so try not to move away from your depots unless conducting an attack. And never

attack until you can afford to pay 4 per corp per turn for 3 turns for your entire army.
Otherwise attrition from foraging in enemy territory with a large stack will wipe out most

of your army.




D. Sieges-For a siege, you need to move into a city that has enemy factors in it.

You will see a small white dot on your corps when you are beseiging. Remember, you cannot

use all your movement points when foraging if you wish to besiege a city. Moving into the

city allows you to start the siege. If you forage after getting there and don't use your

movement points you can then move into the city. However if you do use the movement points

to get a better forage attempt, you won't be able to move into the city until the next turn.



E. Removing Losses After Combat-Just click on the picture of the unit you want to

lose the point from. There are buttons under your corps in case you need to lose a Corps.




F. How to Conquer a Free State-Move troops into the red city of the free state you

are at war with.



G. Lapsed DOW on Minor-If you DOW a minor, and do not move corps into the province,

then the war against that minor lapses, and the country then belongs to the major power that

took control of it when you originally declared on it. You can no longer attack that minor,

unless you are at war with the major power controlling the minor.


H. Leader stats-A leader has a strategic, tactical and max corps he can command

rating. The tactical rating is compared to the enemies tactical rating (which if just a

corp is normally a default of 1.1.1, or +1) which provides a bonus or penalty to one or both

sides. I do not know if the table has been recreated and posted in the rule book, but

basically the higher your rating the better. It is possible, like when two +5's face off,

that both recieve a +1. The strategic rating is used to perform mnvs in combat like outflank

our withdraw. You will need to roll equal to or less the rating to arrive in outflank on

round two, or rating +2 to arrive for round three ofthe battle. Roll the rating or less to

withdraw, with all cav forces gaining a +1 (failing to withdraw is a sure fired way to get

beat up bad, but if you have a lonely, and expensive cav corp, or a small corp with a good

leader you hate to lose, withdraw can be worth the risk). The last number is how many corps

the leader can command without penalty. Forevery additional set of corps over this third

number, the leader suffers a -1 to his strategic and tactical ratings. So napolean can

command 6 corps without penalty, but he will suffer a -1 if he commands 7-12 corps, and a -2

if he commands 13-18 corps. A leader with a +3 tactical and strategic rating and 18 corps

is so very, very scary.




I. Orders for Garrisons-Standing orders may be given to a garrison, for when there is

a breach or sortie result during a siege assault, by clicking the garrison name in the top

left corner of the Selected Unit Info box.

You can give a garrison orders during any phase using this method but during the naval and

land phase there is also a phase button available that will bring up the same garrison

orders screen.



VI. Economic Phase




A. Excessive Maintenance Costs-Maintenance costs jump if your fleets are at sea,

notably -- five-times -- or if you have more depots or corps or fleets than you need, since

these things (and supply costs) are by per-counter. Cost-wise, supply costs also jump if

you're further from the depot... The game might also be judging 'excess' as a fraction of

your income or treasury.



B. Kingdom creation-Creating a kingdom provides +1pp and all the nations in the new

kingdom get to add together their $/mp and then double it plus get trade which provides you

with $/mp to build their corps/fleets and use as you please.




VII. Victory




VIII. Map



A. Area Numbers on Map- Port numbers, 1/2/30, for example, means GB gets $1 from

trade with that port, the owning power gets $2 and if there is a garrison the port guns have

the power of 30 ships (Light? Heavy?). The big single digit numbers in each area represent

the forage values of the area.



B. Gibraltar-(GB controlled) is not connected with Morocco by a crossing arrow, but

Cadiz is, so you can block the crossing if you have a fleet in sea area 22.


< Message edited by mcclarey -- 12/10/2007 2:03:31 PM >

(in reply to Don60420)
Post #: 2
RE: A Guide for the Perplexed. - 12/9/2007 9:58:15 PM   
Krasny

 

Posts: 315
Joined: 7/3/2003
Status: offline
thanks for the effort

but i'm still perplexed!

(in reply to Don60420)
Post #: 3
RE: A Guide for the Perplexed. - 12/9/2007 11:46:03 PM   
dudalb_slith

 

Posts: 168
Joined: 6/20/2002
Status: offline
This seems to be the case of a great game buried beneath a unfriendly UI,an inadequate manual,and the lack of decent tutorials.
I wonder if the designers did not assume that anybody buying this game is already a huge fan of the Boardgame version. If so,that was a big mistake.
It is indictative that most of the people NOT having problems with this game are hard core players of the original.
In any case, the designers seem tohave dropped the ball on making this game  friendly to newcomers.

(in reply to Krasny)
Post #: 4
RE: A Guide for the Perplexed. - 12/9/2007 11:59:53 PM   
Suvorov928


Posts: 157
Joined: 10/1/2005
Status: offline
I think the problem is more the actual game that this was designed for, rather than the computer cersion itself.  EiA has a steep learning curve, yet once you learn the game, it all flows so easily, you wonder why it seemed so hard when you started.

My suggestion is to stick with it, read the manual thouroghly, ask as many questions as you can, and eventually everything will fall into place.

Also, I can tell you, that with so many people playing, and finding the bugs and making suggestions, that after a couple of patches, this game will be trully amazing.


(in reply to dudalb_slith)
Post #: 5
RE: A Guide for the Perplexed. - 12/10/2007 1:20:46 AM   
John Neal

 

Posts: 116
Joined: 8/29/2005
Status: offline
Some things are a problem with the setup.

For example, as Turkey, if you place the Feudal Corps they cant be removed. Also, if all the infantry points (for example) are deployed, one cannot take factors away from an infantry corps. As a general observation, corps & fleets should be allowed to be moved during the setup phase, just to make the setup easier.

(in reply to Suvorov928)
Post #: 6
RE: A Guide for the Perplexed. - 12/10/2007 1:31:06 AM   
Monadman


Posts: 2085
Joined: 12/6/2005
From: New Hampshire
Status: offline

quote:

ORIGINAL: John Neal

Some things are a problem with the setup.

For example, as Turkey, if you place the Feudal Corps they cant be removed. Also, if all the infantry points (for example) are deployed, one cannot take factors away from an infantry corps. As a general observation, corps & fleets should be allowed to be moved during the setup phase, just to make the setup easier.


John,

This one missed the print and is sitting in the next addendum file waiting to be released.

ADDITION
Section 5.2.1 Manual Setups
Add the following to the end of this section

Note: If you click on the counter and then double-click another area in that major power’s territory, the counter will move to that location (this does not apply for depots and leaders).

Richard


_____________________________


(in reply to John Neal)
Post #: 7
RE: A Guide for the Perplexed. - 12/10/2007 1:37:52 AM   
John Neal

 

Posts: 116
Joined: 8/29/2005
Status: offline
quote:

ORIGINAL: Monadman
...
Note: If you click on the counter and then double-click another area in that major power’s territory, the counter will move to that location (this does not apply for depots and leaders).

Richard




Sounds good.


edited to add: doesn't seem to work, so this will be in the patch?

< Message edited by John Neal -- 12/10/2007 1:41:55 AM >

(in reply to Monadman)
Post #: 8
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