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A new "classic eia" game - 3/6/2010 1:19:04 AM   
Cunctator

 

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I just finished a 1 to 1 game using the great "classic eia" mod created by Yearworld.
It is a great mod indeed for those who love the original eia oob and, first of all, the original naval forces composition.
Thanks God, no more light fleets or transports here!
It would be great to begin a new 7 players-game using this mod.
Anyone interested?
Thanx in advance
C.


P.s.: a host is required.






< Message edited by Cunctator -- 3/6/2010 1:52:50 AM >


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RE: A new "classic eia" game - 3/7/2010 12:02:27 AM   
delatbabel


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I will bite.

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RE: A new "classic eia" game - 3/8/2010 1:25:46 PM   
Cunctator

 

Posts: 181
Joined: 3/26/2004
From: Italy
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4 slots still available

_____________________________

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RE: A new "classic eia" game - 3/8/2010 7:08:34 PM   
Ted1066


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I'd be up for that too - I just gave YW map a run and found it really good, but of course I walked all over the AI ;)

Put me down (C, you should already have my email from our LD2 game).

Ted

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RE: A new "classic eia" game - 3/10/2010 2:29:35 AM   
borner


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is this going to have the infulence of minors or not? I am not familiar with the yearwoprld varriant, but this sounds very interesting

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RE: A new "classic eia" game - 3/10/2010 11:43:49 AM   
Cunctator

 

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The Yearworld mod introduces a limited, but essential, variation ot the normal Matrix Eianw.
It only changes the oob (order of battle) of all the nations and, first of all, it goes back to the naval fleets of the original game.
All the rest remains unchanged (map, rules, bugs, etc. etc.)
In my opinion it is wonderful that there are no more light fleets or transports.
Only heavy fleets counters of 30 factors each (1 naval factor continues to be able to transport 1 inf factor or 1/2 cav factor).
In particular Russian corps are very different from the Matrix Eianw, i.e. many infantry corps have cavalry factors included.
I hope it helps.
Greetings
C.



< Message edited by Cunctator -- 3/10/2010 12:06:16 PM >


_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

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RE: A new "classic eia" game - 3/10/2010 12:08:31 PM   
Ashtar

 

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I am interested, count me in. Which are the options?

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RE: A new "classic eia" game - 3/10/2010 10:28:49 PM   
Yearworld


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I would like to play if there are any spots left!

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RE: A new "classic eia" game - 3/10/2010 10:43:01 PM   
Cunctator

 

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If Borner confirms his presence we should be nearly ready.
One slot only is still available.
A good host is needed because I'm not able at all to do it.
Cheers
C.

_____________________________

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"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

(in reply to Yearworld)
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RE: A new "classic eia" game - 3/11/2010 10:03:25 AM   
delatbabel


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I'll host but someone will have to tell me where to get the mod from.


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Del

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RE: A new "classic eia" game - 3/11/2010 12:43:41 PM   
Cunctator

 

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Ooopsss here is the link: http://www.sendspace.com/file/qb4zq9
Many thanks Db for hosting this game.
C.

_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

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RE: A new "classic eia" game - 3/12/2010 1:54:04 AM   
borner


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i get a norton virus alert from the website

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RE: A new "classic eia" game - 3/12/2010 4:05:32 AM   
delatbabel


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Can people email me your email addresses please?
Mine is del at babel dot com dot au
I'll set up the game tonight.

Also get the EIAGAP program and submit your bids, and send them to me.

We will be using 1.07.02 but I'd like to upgrade to the 1.08 beta once it's released.


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RE: A new "classic eia" game - 3/12/2010 4:16:08 AM   
Cunctator

 

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@ Borner: Yearworld posted it, but I have to say that I dwnld it and ui used it without any problems (I have avast antivirus).

@ DB: Shouldn't we vote on house rules and options before bidding?
I have an updated and comprehensive list if you like, copied from my past games.

Cheers

C.


_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

(in reply to delatbabel)
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RE: A new "classic eia" game - 3/12/2010 4:17:55 AM   
Cunctator

 

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Here is the extended list of options/house rules we could vote on (please feel free to add any rule you like):

A) Winter movement
B) Third Party Combat
C) France and GB start at war
D) Options may be changed during game
E) Eco Manipulation
F) Fog of War (this also implies that all field, sieges and naval combat forces/tactics and results should be aired by e-mail to all players after completion)
G) Fleet PP gains/losses are 1/2 pp per fleet,
to be implemented via editor (with usual +3/-3 cap)
H) GAP for new bids and free predeclared wars
I) Toulon 90 point gun harbour
J) You can enter/cross Dardanelles straits only under the permission of the major power controlling Constantinople (unless besieged), same for Black Sea commerce (to be implemented by editor) and supply routes
K) Patches policy: Only Official patches
L) Leader casualty
M) Revised PP Cost for occupied Capitals: -3 Paris/London, -2 Constantinople, Vienna, Berlin, -1 Madrid, Moscow and St Petersburg.
St Petersburg occupation at ECO denies income as for Moscow occupation. To be implemented by editor
N) Editor to be used when possible to fix eventual bug issues in pp/money


1) Privateers
2) Lille crossing arrow
3) France and GB first peace must be unconditional only (France must remove 3 fleets and Nelson; Gb must remove 3 french corps and Nappy)
4) Restore the EIA rule for Holy Roman Empire
5) Alternate Dominate Powers
6) Correction of ship builds to 10$/12m (heavy) and 8$/9m (light)
7) Added VPs for prisoner release
8) Aggravated Capital occupation (the malus in pp's for capital occupation is counted every diplo phase and not every eco phase)
9) Casus belli: declaring war on another major power cost 2 and not 3 whenever: called by an allied, or allied/influenced minor get attacked
this or previous turn, or denied Dardanelles passage/commerce, or denied US commerce, or targeted by privateers, or target powers
controls one of your major provinces/has right of passage on your soil. Again, to be implemented by pp editing.
10) Lending troops/ships can be done only if NOT used to avoid battles, like lending your ships to a neutral power, stacking
with a power not at war with a nearby enemy force, borrowing your troops to a neutral to be safely transported by sea avoiding
enemy intercept [to be clear, Austria cannot lend troops to neutral Spain to be transported by sea to attack, for instance, GB controlled Malta)
11) Fleets that were in the blockade box just outside of a port than transfer to the port when the garrison falls may not evacuate troops during the
next naval phase. Reason: the blockade box should a separate area than the port but the game program views them the same area. This
somehow limit GB capacity to hit and run enemy ports
12) Whenever a neutral minor is attacked, the controlling power cannot use that minor's forces to attack armies or fleets not belonging to the MP that declared upon that minor, until the latter is conquered or a lapse of war occurs.
13) As long as garrisoned depots stop enemy's corps movement, they cannot be used intentionally to "screen" forces or territories. They can be placed only if they are nearer to a supply source than at least one corp of the same nationality drawing supply from the same source (e.g. Prussian player cannot place garrisoned depots all around Berlin while his army is sitting in the prussian capital)

Regards

C.


_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

(in reply to Cunctator)
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RE: A new "classic eia" game - 3/12/2010 4:50:01 AM   
delatbabel


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OK, we will call the game "classic1"

In terms of house rules:

A) No, it's not a classic EIA rule.
B) This just seems to add more hassle to the game. I'm not sure of the advantages of using it.
F) No.
G) This shouldn't be necessary as we are not having light fleets. Therefore the number of fleets will be fewer, back to the original EIA fleet counts.
I) Already implemented in 1.07.
K) As Marshall is currently working on bug fixes, some of which apply to the scenario editor, I believe it's important that we adopt beta patches at least for the 1.08 period.
M) Already implemented in 1.07.

1) Hell no. This is a classic EIA game. There are no privateers, pirates, light fleets, zeppelins, dwarven alchemists or any other form of non EIA chrome.
3) Classic EIA rules apply. France must demand 2 fleets and enforced access. Britain must demand Napoleon. I have no idea where you get the Nelson idea from. He was a non-political entity, an admiral and a fleet captain. If the French wanted to get at the British naval leadership they would have demanded Lord Richard "Black Dick" Howe, First Lord of the Admiralty, but in any case the EIA rules apply and they don't mention Nelson.
4) In case anyone's wondering, this implies that no power can form the Confederation of the Rhine except Austria, unless Austria has surrendered unconditionally to some power and that power (accepting Austria's surrender) picks 2 instead of 3 surrender conditions, and declares the third condition to be "The abolition of the Holy Roman Empire". The power forming the Confederation of the Rhine and the power accepting Austria's surrender need not be the same power. After that point Austria may not form the Confederation of the Rhine but other powers may. If Austria should at some later point accept the unconditional surrender of the original power taking Austria's surrender and requires the surrender term "Reform the Holy Roman Empire", then from that point Austria may form the Confederation of the Rhine and other powers may not. Ref EIA rule 11.5.1.2/11.5.1.3.
6) There are no light ships.
7) WTF? Where does this come from?
8) No. Where does this come from?
9) No. Where does this come from?
10) I'm not sure where this comes from either. Note that in classic EIA it's possible for France to combine movement with neutral Spain, for Spain to transport French troops and then to supply them, however Britain may attack the neutral Spanish ships with no declaration of war (and no -3 PP penalty for declaring war). It's also possible for a Spanish depot to supply those corps. That's what we'll be playing in this game. I'm not sure what you're trying to reproduce here. It's not possible in EIANW or in EIA to loan corps to a neutral third party to avoid combat. e.g if France loans corps to Spain, then Britain may still attack those loaned corps (and 1.07 fixed a bug where Spain would lose PPs for those corps being defeated, in addition to France also losing those PPs).
12) I understand where this comes from but this is not a classic EIA rule. Note that classic EIA prevents a neutral controlling power from entering a controlled minor's territory or supplying controlled minor corps.

In summary, we are playing a classic EIA game. The official rules of EIA including errata are here:

http://eia.xnetz.com/rules/eiarules-with-errata.html

... and that's what should be used to resolve issues.

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RE: A new "classic eia" game - 3/12/2010 4:52:59 AM   
delatbabel


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This is the full text of the "Great Britain and France" start at war rule:

--

11.9.2 GREAT BRITAIN AND FRANCE AT WAR: No major powers necessarily start at war in the campaign games (14.4 and 14.7) that start in 1805 to give players the maximum flexibility in creating their own diplomatic climate. Actually, France and Great Britain were already at war and the duel between them was to continue to the bitter end. These optional rules recreate this competition:

11.9.2.1 START AT WAR: France and Great Britain must start at war in the campaign games starting in 1805. France and Great Britain may _never_ make an informal pace and, unless one or both have ceased to be dominant powers, may never be allies.

11.9.2.2 MANDATORY PEACE CONDITIONS: If France sues Great Britain for peace, Great Britain must demand an unconditional peace that includes peace condition C.6 to remove the NAPOLEON leader (unless already killed). Peace cannot be made if these conditions cannot be met (ie., if another major power with which France is making peace at the same time does not agree to the removal of NAPOLEON). If Great Britain sues France for peace, France must demand an unconditional peace that includes peace condition C.1.c (which could be chosen by any major power with which Great Britain is making peace at the same time) to remove two fleets and peace condition C.5, which must permit French major power forces access. They may never make an informal peace and may never be allies. These requirements are all dropped in a game using option 11.8 if either France or Great Britain ceases to be a dominant power and/or if one of the other major powers becomes a dominant power.

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RE: A new "classic eia" game - 3/12/2010 5:06:21 AM   
delatbabel


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My mistake in that "Black Dick" of 1st June fame was of course deceased by 1805. If the French wanted a British lord they may have claimed Jervis, who commanded the British fleet at Cape St Vincent and had been 1st Lord of the Admiralty until 1804 (and was responsible, in that position, for continuing some of the policies against the French during the preceding year or so, when Britain and France were technically neutral and was 1st Lord at the time war broke out), or possibly Barham who was 1st Lord at the time that Trafalgar occurred.

The Spanish may certainly have wanted Jervis.

None of these folks are represented in the EIA game, however.


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RE: A new "classic eia" game - 3/12/2010 5:13:24 AM   
Cunctator

 

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Thanks DB for the reply, but I just threw in all the options I ever met during my past game experciences, without any scrutiny.
Of course it does not absolutely imply that I agree with all of them (actually I would choose only a few).
I think that trying to recreate a "Classic" game it is right to adhere to the boardgame rules, whenever it is possible.
Anyway some house rule are essentials to avoid some unacceptable abuse of the program mechanism.
For example now garrisoned depots block enemy's movement.
It can lead to horrible screens of depots all around a capital or an army.
We have to try to forbid this kind of behaviour, restoring the "normal" flow of the game.
That is the purpose of the 13) house rule.
Well I will express my vote in details soon.
I invite the other players to do the same.
Thanx
C.




_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

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RE: A new "classic eia" game - 3/12/2010 5:53:25 AM   
Cunctator

 

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My votes so far:

a) I always played with this option on but I agree with DB: NO
b) no
c) Yes
d) yes
e) yes
f) yes (in Eia everybody openly sees any battle and die rolls)
g) no
h) yes
i) obsolete
j) yes
k) yes (I had bad past experiences with beta patches)
l) absolutely no (if nappy dies I could crash the pc also if I play GB)
m) obsolete
n) yes

1) no (mmmhhh I cannot recall the rules regarding the dwarven alchimists....but it sounds interesting)
2) no
3) same as DB
4) no
5) no
6) no
7) no (the program rewards 2 pp if a captured General is freed during a war)
8) no (it was an old idea of mine trying to discourage the I-never-surrender attitude of some players that can ruin a game)
9) no
10) obsolete
11) no
12) absolutely yes (e.g. Portugal is neutral and it is activated by a spanish attack. France takes control of Portugal. It is horrible to use the french-controlled Portuguese fleets to attack GB while Portugal is invaded by Spain)
13) yes - see my last post

Cheers

C.







_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

(in reply to Cunctator)
Post #: 20
RE: A new "classic eia" game - 3/12/2010 9:49:58 AM   
Ashtar

 

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A) Winter movement: YES, it is indeed a Classical EIA optional rule, not an EIANW wizardry
B) Third Party Combat: NO
C) France and GB start at war: YES
D) Options may be changed during game: YES (for practical resons only)
E) Eco Manipulation: YES
F) Fog of War (this also implies that all field, sieges and naval combat forces/tactics and results should be aired by e-mail to all players after completion): NO FOG OF WAR, that is, all battle results are public
G) Fleet PP gains/losses are 1/2 pp per fleet,
to be implemented via editor (with usual +3/-3 cap): NO, fleets are already classic
H) GAP for new bids and free predeclared wars: YES to GAP, no to predeclared wars apart from GB/France
I) Toulon 90 point gun harbour: YES
J) You can enter/cross Dardanelles straits only under the permission of the major power controlling Constantinople (unless besieged), same for Black Sea commerce (to be implemented by editor) and supply routes: YES
K) Patches policy: Only Official patches: YES
L) Leader casualty: NO (rule does not work currently)
M) Revised PP Cost for occupied Capitals: -3 Paris/London, -2 Constantinople, Vienna, Berlin, -1 Madrid, Moscow and St Petersburg.
St Petersburg occupation at ECO denies income as for Moscow occupation. To be implemented by editor: YES, this is classic EIA
N) Editor to be used when possible to fix eventual bug issues in pp/money: YES


1) Privateers: NONONONO
2) Lille crossing arrow: YES, transport have been introduced to simulate this, without transport yes to the arrow
3) France and GB first peace must be unconditional only (France must remove 3 fleets and Nelson; Gb must remove 3 french corps and Nappy): YES, possibly with detlabel interpretation
4) Restore the EIA rule for Holy Roman Empire: YES
5) Alternate Dominate Powers: IYES
6) Correction of ship builds to 10$/12m (heavy) and 8$/9m (light): there are no lights, but YES to heavy correction
7) Added VPs for prisoner release: NONONO
8) Aggravated Capital occupation (the malus in pp's for capital occupation is counted every diplo phase and not every eco phase): NO
9) Casus belli: declaring war on another major power cost 2 and not 3 whenever: called by an allied, or allied/influenced minor get attacked
this or previous turn, or denied Dardanelles passage/commerce, or denied US commerce, or targeted by privateers, or target powers
controls one of your major provinces/has right of passage on your soil. Again, to be implemented by pp editing.: NO, I like it bt it is not classic EIA
10) Lending troops/ships can be done only if NOT used to avoid battles, like lending your ships to a neutral power, stacking
with a power not at war with a nearby enemy force, borrowing your troops to a neutral to be safely transported by sea avoiding
enemy intercept [to be clear, Austria cannot lend troops to neutral Spain to be transported by sea to attack, for instance, GB controlled Malta): YES (I know classic EIA is slightly different, but here you cannot declare war to a transporting fleet)
11) Fleets that were in the blockade box just outside of a port than transfer to the port when the garrison falls may not evacuate troops during the
next naval phase. Reason: the blockade box should a separate area than the port but the game program views them the same area. This
somehow limit GB capacity to hit and run enemy ports: YES, this is classic EIA
12) Whenever a neutral minor is attacked, the controlling power cannot use that minor's forces to attack armies or fleets not belonging to the MP that declared upon that minor, until the latter is conquered or a lapse of war occurs: NO
13) As long as garrisoned depots stop enemy's corps movement, they cannot be used intentionally to "screen" forces or territories. They can be placed only if they are nearer to a supply source than at least one corp of the same nationality drawing supply from the same source (e.g. Prussian player cannot place garrisoned depots all around Berlin while his army is sitting in the prussian capital): YES
I add:
14) EIANW wrong retreat rules cannot be implemented to move a retreating forces away from depots/capital city YES

< Message edited by Ashtar -- 3/12/2010 9:52:04 AM >

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Post #: 21
RE: A new "classic eia" game - 3/12/2010 10:19:36 AM   
delatbabel


Posts: 1252
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From: Sydney, Australia
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Here are my house rules from an existing game that I'm hosting, and comments about applicability to a classic EIA game:

OPTIONS

Winter Land Movement No
>> Sorry, I've searched the entire EIA rules and it's not in there.
Guard Commit Yes
Allow PBEM Host Yes
Allow Option Changes during the game Yes
Third Party battle resolution No
PBEM p_sswords No
Econ Manip Yes
GB/FR War Yes
>> With the actual EIA rule in play. Note that this isn't my "interpretation" it's the actual official EIA rule as it went to print.
Leader Cas No
>> I introduced this because there were some questions about the dice used in EIANW. I'm happy to play with or without it.
Privateers No
PBEM Quick No
Strait control Yes
Lille crossing arrow Yes
>> That's actually an optional rule in EIA.

HOUSE RULES (Some borrowed from elsewhere on this forum)

1) We will have a pre-game diplomacy and declarations of war phase.
>> It's in the scenario notes, not in the actual rules. Since we're playing the grand scenario this should be in. See below.

2) You cannot use a known (in Mantis) game bug to deliberate advantage against another player.
>> Additionally: No player is to be disadvantaged by a game bug. e.g. if the game unfairly makes you remove infantry instead of militia during a siege battle then the game host will refund you the $ cost of the lost infantry. Game bugs that accidentally and without other cause (i.e. not caused by a player action or deliberate inaction) advantage a player will be allowed to stand.

3) GB and FR can only have unconditional surrender; France must take 2 fleets and enforced access; Britain must take Napoleon.
>> As per the printed rules, listed earlier. Note that this applies for the entire game, unless it is clear that one of the two powers is no longer dominant. In addition, Britain and France may never be allies.

4) Dardanelles Restriction in force.
>> This implies the rule as per the printed rule set.

5) Any controlling country cannot use fleet/corps against any country NOT declaring on minor (or at war with minor) until war is lapsed or minor conquered.
>> I'm reasonably certain this isn't classic EIA, and I would not use it in a classic EIA game. The main concern is fleets, e.g. France using Swedish fleets against Britain when Russia declares on Sweden. In classic EIA Sweden doesn't have light fleets and so it's not such a problem.

5a) You can not attack a minor that you did not declare war on.
>> This is, I believe, classic EIA.

6) Cannot declare war on a minor power with intention of lapsing to give to another.
>> This isn't so necessary if we play without the minor power influence/ally rules. In EIANW it's possible, for example, for Prussia to influence Lausitz, then for Austria to DOW Lausitz, and Prussia gets control with no other power getting a roll. In classic EIA there is no influence, and Prussia would not get control if Prussia and Austria were allied. I think we should leave this rule out and see how it goes, since control would normally be given to an enemy anyway. I have seen this situation abused in classic EIA but it's a big slice of luck, and it's very rare.

7) The defender in a multi-corps battle must send his defense choice to a trusted ally.
>> This will no longer be an issue in 1.08. The defender has no way of finding out the attacker's chit.

8) ALL PATCHES INCLUDING BETAS adopted.
>> Yes, sorry, I think we need to update to 1.08 as soon as it is in beta for this game.

9) Scenario/Game Editor to be used to fix bug issues in PP, money, etc.
>> Makes sense.

--

14.7.3 EXISTING WARS AND TREATIES: Before any forces are setup, major powers may announce
pre-existing states of war. This allows major powers in effect, to declare war before the game
begins. No political points are lost for doing so. Pre-existing states of war may be announced
only between major powers. Players may wish to apply option 11.9.2. Neutral minor countries
may not be involved. No alliances are in effect and no peace conditions apply.


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Post #: 22
RE: A new "classic eia" game - 3/12/2010 10:38:10 PM   
Ted1066


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From: Vancouver, BC, Canada
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C or Del:

Who's in on this game? I sent an email and pm'd C awhile back, but I haven't heard anything back yet. If one of you can let me know if I'm in, I'll send out my option choices.

Cheers,

Ted

(in reply to delatbabel)
Post #: 23
RE: A new "classic eia" game - 3/13/2010 12:41:08 AM   
Cunctator

 

Posts: 181
Joined: 3/26/2004
From: Italy
Status: offline
So far we are six:

Cunc
Delatbabel
Ted
Ashtar
Borner
Yearworld

Please send your email to the host Delatbabel.

One slot is still open.

C.

_____________________________

- Scutum Romae -
"Gladius et Scutum Romae" appellabantur. Hannibal se recepit, Marcellus expugnavit Syracusas, Cunctator Capuam. Postremo Quintus Fabius Maximus expugnavit Tarentum.

(in reply to Ted1066)
Post #: 24
RE: A new "classic eia" game - 3/13/2010 8:58:13 AM   
delatbabel


Posts: 1252
Joined: 7/30/2006
From: Sydney, Australia
Status: offline
Ted, I didn't get your email.  Please send again, check the address.  del at babel dot com dot au.  del at babel dot com is a fine fellow at a publishing company in California somewhere who's sick of getting my email.  Please send me bid files from EIAGAP -- I have two so far, 5 more needed.



_____________________________

--
Del

(in reply to Cunctator)
Post #: 25
RE: A new "classic eia" game - 3/13/2010 9:06:43 AM   
delatbabel


Posts: 1252
Joined: 7/30/2006
From: Sydney, Australia
Status: offline
Also, join the Yahoo group here:
http://games.groups.yahoo.com/group/eia-classic1/



_____________________________

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Del

(in reply to delatbabel)
Post #: 26
RE: A new "classic eia" game - 3/13/2010 7:29:18 PM   
Ted1066


Posts: 214
Joined: 12/10/2007
From: Vancouver, BC, Canada
Status: offline
A) Winter movement

yes

B) Third Party Combat

no

C) France and GB start at war

Yes

D) Options may be changed during game

Yes - needed if something goes wrong

E) Eco Manipulation

yes

F) Fog of War (this also implies that all field, sieges and naval combat forces/tactics and results should be aired by e-mail to all players after completion)

No, no, no, no and no

G) Fleet PP gains/losses are 1/2 pp per fleet, to be implemented via editor (with usual +3/-3 cap)

Not needed, so no

H) GAP for new bids and free predeclared wars

I'd rather not - unless we do a two pass system where first we get to determine what nation we are playing, THEN whether we want to start at war

I) Toulon 90 point gun harbour

Not needed, so no

J) You can enter/cross Dardanelles straits only under the permission of the major power controlling Constantinople (unless besieged), same for Black Sea commerce (to be implemented by editor) and supply routes

No, if for no other reason than it makes working within EIANW that much easier. I like the idea of using this rule, but managing it will be a pain in the butt for the host

K) Patches policy: Only Official patches

Yes!

L) Leader casualty

Yes, though maybe not initially. There are apparently issues with the casualty code right now that are fixed in 1.08

M) Revised PP Cost for occupied Capitals: -3 Paris/London, -2 Constantinople, Vienna, Berlin, -1 Madrid, Moscow and St Petersburg. St Petersburg occupation at ECO denies income as for Moscow occupation. To be implemented by editor.

Not needed, so no. Plus, I believe that to deny Russia income BOTH Moscow and St. Petersburg have to be occupied, not just one. They still suffer the PP loss if either are occupied, though, and the income MP for that province is also lost.

N) Editor to be used when possible to fix eventual bug issues in pp/money

Yes

1) Privateers

No - can't use these anyhow as there are no light ships

2) Lille crossing arrow

Yes

3) France and GB first peace must be unconditional only (France must remove 3 fleets and Nelson; Gb must remove 3 french corps and Nappy)

No, I want the adoption of this rule as per the game manual - Del has already mentioned what those rules are, as I can't remember right now

4) Restore the EIA rule for Holy Roman Empire

Yes

5) Alternate Dominate Powers

No, as much as I would like this, it is not possible to implement this within the current construct of the game

6) Correction of ship builds to 10$/12m (heavy) and 8$/9m (light)

Yes, I would like ships to be priced at $12/1MP, as per original EiA

7) Added VPs for prisoner release

Ditch this rule entirely - No PPs, nothing. Prisoners are only repatriated at the conclusion of the war.

8) Aggravated Capital occupation (the malus in pp's for capital occupation is counted every diplo phase and not every eco phase)

No

9) Casus belli: declaring war on another major power cost 2 and not 3 whenever: called by an allied, or allied/influenced minor get attacked this or previous turn, or denied Dardanelles passage/commerce, or denied US commerce, or targeted by privateers, or target powers controls one of your major provinces/has right of passage on your soil. Again, to be implemented by pp editing.

No

10) Lending troops/ships can be done only if NOT used to avoid battles, like lending your ships to a neutral power, stacking with a power not at war with a nearby enemy force, borrowing your troops to a neutral to be safely transported by sea avoiding enemy intercept [to be clear, Austria cannot lend troops to neutral Spain to be transported by sea to attack, for instance, GB controlled Malta)

Yes, this is necessary. EiA allowed for the DoW of a nation ferrying or harbouring enemy combatants, while EIANW does not allow this effectively.

11) Fleets that were in the blockade box just outside of a port than transfer to the port when the garrison falls may not evacuate troops during the next naval phase. Reason: the blockade box should a separate area than the port but the game program views them the same area. This somehow limit GB capacity to hit and run enemy ports.

Correct me if I'm wrong, but in EiA the owner of the port can freely move between the BB and the port itself (including during the land phase if the port is captured), which would allow the troops to be evacuated the following month. If this is the case, then I vote against this rule. Otherwise, I will vote in favour of it.

12) Whenever a neutral minor is attacked, the controlling power cannot use that minor's forces to attack armies or fleets not belonging to the MP that declared upon that minor, until the latter is conquered or a lapse of war occurs.

No - there is nothing in the original EiA rules that limit the use of a minors forces. If France is lucky enough to get control of a Sweden DoW'd by Russia, then GB better prepare for it.

13) As long as garrisoned depots stop enemy's corps movement, they cannot be used intentionally to "screen" forces or territories. They can be placed only if they are nearer to a supply source than at least one corp of the same nationality drawing supply from the same source (e.g. Prussian player cannot place garrisoned depots all around Berlin while his army is sitting in the prussian capital)

I am willing to go along with this rule, with a big HOWEVER. If the player placing the depots can justify their placement (beyond "I'm protecting my capital" rhetoric), then this needs to be allowed. We as players ultimately have to make the sportsmanlike call when it comes to this.

OK, that's my votes on the options picks, I've requested to join the yahoo group and Del now has my email. WOOT!

Cheers,

Ted

(in reply to delatbabel)
Post #: 27
RE: A new "classic eia" game - 3/13/2010 8:45:40 PM   
borner


Posts: 1485
Joined: 3/20/2005
From: Houston TX
Status: offline
I will get my bid to Del tonight when I do my other turns..

(in reply to Ted1066)
Post #: 28
RE: A new "classic eia" game - 3/14/2010 3:11:02 PM   
Yearworld


Posts: 201
Joined: 9/21/2009
Status: offline
One houserule I like to use is:

No "Monster" Stacks. Which means a leader can't go over twice his Tactical Maximum rating. For example Napoleon with a 6 Tac Max rating can't have more than 12 Corps in a battle.

(in reply to Cunctator)
Post #: 29
RE: A new "classic eia" game - 3/15/2010 4:30:09 AM   
delatbabel


Posts: 1252
Joined: 7/30/2006
From: Sydney, Australia
Status: offline

quote:

ORIGINAL: Yearworld

One houserule I like to use is:

No "Monster" Stacks. Which means a leader can't go over twice his Tactical Maximum rating. For example Napoleon with a 6 Tac Max rating can't have more than 12 Corps in a battle.


Like a lot of similar rules (limit on corps supplied by a depot, etc) this advantages France too much, because France is the nation with better leaders and larger corps. Therefore I wouldn't like to use this rule unless I'm playing France. :)

However in any case it's not classic EIA.

_____________________________

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Del

(in reply to Yearworld)
Post #: 30
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