tweber
Posts: 1411
Joined: 6/27/2007 Status: offline
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Here is the description and a screenshot of the strategic map: 1. Regimes. a. There are 9 Great Powers (UK, Germany, France, Italy, Russia, Austria-Hungary, Ottoman Empire, China and Japan). These regimes are playable by a human player. There are 8 Minor Countries (Serbia, Romania, Bulgaria, Greece, Spain, Denmark, Sweden, BeNeLux). India and Siam are 2 additional minors that may become active under certain conditions. b. Great Powers have a production multiple. The multiples are as following: (1) UK and Germany – 1.25; (2) Italy, Austria, France, Japan – 1; (3) Russia – 0.8 and (4) China – 0.5. Production multiples of regimes can be increase through strategic research. In general, production multiples of sites occupied by other peoples is 0.5. This can also be raised through strategic research c. Entangling alliances. If this variant is chosen, Germany and Austria will go to war against Russia and France if either is attacked (and vice versa). Great Britain will also automatically go to war against any country that attacks BeNeLux. d. Japanese Aggression. If Japan is AI, there is a 10% chance per round that Japan will attack Russia or China if not at war. Once at war, there is a 10% chance per round that Japan will end the war. e. Balkan Strife. There is a 10% chance per round that the 4 Minor Balkan states will go to war. Once at war, there is a 10% chance per round that the war will end. There is also a 25% chance for Austria and Russia and a 50% chance for Turkey that they will be drawn into the conflict and be at war with the minors (not each other). This can be avoided by playing diplomatic research. 2. Units and items a. Supply and political points are treated differently. When a European Great Power is at war with another European Great Power (or China and Japan go to war), they mobilize. Prior to mobilization, supply is expensive (10 production points) and political points are cheap (500 production points). After mobilization, the cost of supply goes down by a factor of 5 and the cost of political points goes up by a factor of 5 (2 and 2500 respectively). This represents the shift of a country from a consumer economy to a military economy b. The standard unit set is used with some additions (cavalry and naval air). There is a variant that allows for WWII units (most tanks, naval air and CV, most planes) 3. Research a. There are three broad categories of research: (1) Strategic, (2) Tactical, (3) Diplomatic b. Strategic research allows players to change scenario rules for themselves. They include: i. Increase own people production ii. Gentle occupation. Increases other people production iii. Radar. Improves recon iv. Amphibious Doctrine. Removes amphibious landing penalty v. Anti – partisan ops. Eliminates partisan arrivals. Partisans have a 1% per non-plain or urban hex to arrive in occupied areas. Partisans do not impact AI players vi. Industrial espionage. Gives a chance to steal research from regimes at war vii. Espionage and code breaking. Gives a chance to steal recon from enemies at war viii. Coalition. Other people combat modifier 100% vs 80% ix. Better training. You get free experience up to 25% vs 10% x. Sabotage. You have a chance to damage production centers of nations at war c. Diplomatic research allows players to influence minors. There are 4 levels. Once the 4th level is researched, the minor joins the side of the major. Note that level 1 research is disabled for all regimes once a single regime reaches level 2 research. Also, the diplomatic research between a Great Power and a minor is cancelled if they are ever at war. d. Players can also play research to influence independence movements in India (vs Great Britain) and Greater Siam (vs France). These raise the number of VP that Great Britain and France respectively must maintain to hold onto these colonies. e. Arab revolt. If played, Arabia goes to war against the Ottomans. f. AI Great Power declares war on your enemies 4. Mobilization a. Mobilization is triggered with a European Great Power goes to war with another European Great Power (or China and Japan goes to war). Mobilization impacts supple and production point costs. Mobilization also brings reinforcements to Great Power production cities according to this schedule: (1) first 3 stages – infantry division; (2) fourth stage – artillery division b. Mobilization reinforcements do not arrive in capitals (that is the standing army). Great Britain starts with a large fleet and has limited mobilization c. AI Great Powers in Europe mobilize automatically when the first European Great Power mobilizes 5. Standing army a. Each Great Power starts with a standing army in it’s capital. The standing army is either fixed or is the survivors of the Prologue. 6. Prologue a. If the Prologue is selected, each Great Power fights a mini-scenario before the start of the campaign. The results of the Prologue influence the effectiveness of units during the big scenario. b. Net kills (kills minus loses) determines the combat modifier of your people. If you achieve 1000 power points of net kills, you modifier is 90%. It increases by 1% for each 25 power points of additional net kills c. Hexes captured determines your land move cost modifier. If you leave only 200 hexes (of roughly 550) uncaptured, your move cost modifier is 60%. It increases by 1% for every 5 additional hexes not captured d. Your core army survivors are transferred as well as political points and supply. The supply is available at the mobilization rate (vs the pre-mobilization rate) so this is a good chance to stock up e. The Prologue is designed for play with WWII technology selected. Recommend using this variant if you are playing with the Prologue
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