The empires of Europe are at war.
The upstart French republic has followed in the footsteps of their American compatriots across the sea
and cast off the trappings of monarchy.
Can this new light in europe survive against a host of squabbling adversaries?
Or will it fall victim to its own aspirations for empire…
Will the russians be forced to sing La Marseillaise?
Will the English see the Guillotine raised in Piccadilly?
Or will the rule of the monarchs be insured by the restoration of Louis XVIII to the Parisian throne?
Powers of the years 1800-1840 (in turn order):
France - (Cow) -
UK - (Veqryn) -
Spain - (Funcioneta) -
Prussia - (Gargantua) -
Sweden - (Seth The Newb) -
Austria - (Canuck) -
Ottoman Empire - (Noll) -
Russia - (Ol’ Blood & Guts) -
(light blue = neutrals that can be invaded at no cost)
This is Play-By-Forum, so make sure when you download the savegames, that when you load it, you click: Play By Forum. (do not click “start local game”)
How To WIN:
To win, you must claim a certain number of “Victory Cities” (marked in orange on the map). Each nation has a different number required:
France 7
U.K. 6
Spain 5
Prussia 5
Sweden 5
Austria 5
Ottoman 5
Russia 5
Free For All = No-one has any permanent alliances. You may change your alliances as the game goes on.
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Only 1 person can win, so conduct your diplomacy accordingly. If you do get backstabbed, try to be a good sport, and do not take it personally, everyone should backstab and be backstabbed eventually.
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No giving your capitol to a player. If your capital gets taken, and you have no chance to take it back for good, then you have have lost the game. Command your armies until they are no more, or ask to be replaced by an AI.
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Have fun! Do Not be a bad sport! Suiciding yourself IS being a bad sport.
Map Rules and General Info and Help:
If you are having trouble seeing who owns what territory, then you should change your “Map Skin”.
First, load up triplea and load the savegame or start Napoleonic.
Now go to the top of the screen, click the “VIEW” menu.
Then go to “MAP SKINS”, and select “POLITICAL MAP SKIN”
National Objectives:
Every nation on the map has only 1 national objective, and it is the same for all nations:
+6 PUs per turn that you attack and destroy as least 6 PUs worth of enemy units.
This represents the morale boost your nation receives for victories on the battlefield, however small (just 6 TUV is enough).
As light blue Neutral Nations are not aggressors in this conflict, they are not counted towards destroyed enemy TUV, which means you must attack actual players to get this bonus.
(Both ships and land units count, and you are not required to win the battle)
CANALS:
Oresund (Holstein,Sjaelland) (SZ10,SZ11)
Kerch Straight (Crimea,Astrakahn) (SZ97,SZ101)
Strait of Messina (Sicily,Calabria) (SZ70,SZ71)
Neva River (Karelia,Ingria) (SZ2,SZ3) (Russia can build navy in the lake)
Bosphorus (Constantinople,Kiutayeh) (SZ84,SZ92) (connects Turkey, Balkans by land)
UNITS and RULES:
Battleships DO NOT REPAIR at end of turn.
The number of Bombardments allowed is restricted to the number of units making an amphibious assault, however bombardments still kill units without the unit getting to return fire.
If you make an amphibious assault, noone can retreat (not even the non-amphibious guys).
Encampments are permanent, and can be captured.
Generals can move and raise troops in the territory they occupy, IF you owned that territory at the beginning of your turn.
Generals, Encampments, and Capitals are Factories, meaning they follow all normal factory rules. They can be purchased and placed anywhere you owned at beginning of turn, they can produce anywhere you owned at beginning of turn, and they can be captured
Barques (green transports) are not able to capture convoy zones.
Capturing a Convoy Zone denies the enemy their income, but does not provide you with any income, and can only be done during your Combat Move.
Corvettes are treated as submarines from the original Axis & Allies Classic. Corvettes can retreat separately from the main force during offense, and can retreat when on the defense to any adjacent friendly/empty sea zone. They do not submerge, they actually move to an adjacent friendly or empty sea zone.
TREATIES:
There are 4 “Political States” that you can be in with a player: War, Ceasefire, Open-Borders, and Alliance.
War is self explanatory.
Ceasefire is just like being “neutral” in Global1940. It means you can not enter that player’s land territories. You can still have ships in the same sea zone though. Otherwise, you are completely ignored by the other player.
Open-Borders means you can enter that player’s land territories. You are otherwise completely ignored by that player. If an enemy of that player, who is neutral/ceasefire/allied to you, attacks that player on their territory, your units will be ignored. If an enemy of that player, is also an enemy of you, attacks that player on their territory, your units will participate.
Allied is also self explanatory. Allied also means you give back any original territories you have conquered from this player (if you were previously at war, or if you conquered it from a 3rd nation, etc).
If you are allied/open-borders with someone, then they switch to ceasefire, any units you have in their territories may move out of their territories IF they are touching a territory that they can move into (ie: border territories). If they are in a territory that is surrounded by territories you can not move to, then they are stuck there until either you declare war, or you go back to open-borders/alliance.
What is to stop someone from becoming Allied one turn, then declaring War the next turn? Let me address this:
When you declare a “political state” with someone, it lasts for a certain number of turns. The formula is very simple.
When you declare “War” on someone (doesn’t matter what state you were previously), then you are stuck in a State of War for 2 full rounds (this current round, plus the whole next round). After 2 rounds, you remain in a State of War but are given the option to change it to “Ceasefire”.
When you declare “Ceasefire” with someone (doesn’t matter what state you were previously), then you are stuck in a State of Ceasefire for 1 full round (the current round). You will remain in a State of Ceasefire after this round, but are given the option to change it to either: “War” or “Open-Borders”.
When you declare “Open-Borders” with someone (doesn’t matter what state you were previously), then you are stuck in State of Open-Borders for 1 full round (the current round). You will remain in a State of Open-Borders after this round, but are given the option to change it to either: “Ceasefire” or “Open-Borders”. Additionally, after 2 full rounds, you will be given the option to change it directly to “War”.
When you declare “Allied” with someone (doesn’t matter what state you were previously), then you are stuck in State of Alliance for 1 full round (the current round). You will remain in a State of Alliance after this round, but are given the option to change it to “Open-Borders”. Additionally, after 2 full rounds, you will be given the option to change it directly to “Ceasefire”
Essentially, the formula is that you must wait 1 round to go “up” the ladder one at a time, from War -> Ceasefire -> Open-Borders -> Alliance. You must also wait 1 round to go down the ladder one at a time. But if you wait 2 rounds, you can go down two spaces (openborders -> war, or alliance -> ceasefire). Declaring War forces you to wait 2 rounds to do anything.
Alliances and War do not chain together. Meaning, Player A can be allied to Player B, and Player B can be allied to Player C, and Player A can be at War with Player C.
Allies do not automatically help defend. You must both be at war with the attacking player, in order to defend together. The attacking player attacks all units that are at war with him.
Unit List:
attack / defense / movement / cost …. special
1 / 2 / 1 / 4 Fusiliers . Supportable, TransportCost: 2
1 / 3 / 1 / 5 Chasseurs . Supportable, TransportCost: 2
3 / 2 / 1 / 6 Grenadiers . Supportable, TransportCost: 2
2 / 2 / 1 / 6 Marines . Amphibious Assault +1 Attack, TransportCost: 1 (can fit on any boat except Cutter)
1 / 1 / 1 / 4 Howitzer . Gives Support (+1 attack), TransportCost: 2
2 / 1 / 1 / 5 Artillery . Gives Support (+1 attack), TransportCost: 2
1 / 1 / 2 / 5 Horse Artillery . Blitz, Gives Support (+1 attack), TransportCost: 3
1 / 1 / 2 / 4 Hussars . Blitz, TransportCost: 3
2 / 2 / 2 / 6 Dragoons . Blitz, Supportable, TransportCost: 3
3 / 2 / 2 / 7 Cuirassiers . Blitz, Supportable, TransportCost: 3
0 / 1 / 2 / 8 Barque . Transport Capacity: 3
1 / 1 / 2 / 6 Cutter . Gives Support (+1 attack)
1 / 2 / 2 / 8 Brigantine . Supportable, Transport Capacity: 1
2 / 1 / 2 / 9 Corvette . First Strike, Can Retreat (Is Sub), Transport Capacity: 1
3 / 2 / 2 / 12 Frigate . Supportable, Bombard, Transport Capacity: 1
4 / 4 / 2 / 21 Battleship . 2 Hit Points (doesn’t repair), Supportable, Bombard, Transport Capacity: 1
0 / 0 / 0 / 11 Encampment . Can Produce Units, Can be Captured
0 / 0 / 1 / 15 General . Can Produce Units on Territory you owned at beginning of turn, Can be Captured, Can be Transported, TransportCost: 3
Special/Extra Units:
0 / 2 / 0 / 3 Mortella Tower
0 / 4 / 0 / 6 Fortress
5 / 0 / 1 / 7 Mortars . Gives Support (+1 attack)
4 / 3 / 2 / 9 Marshal . Blitz, Supportable, TransportCost: 2
4 / 3 / 3 / 9 Ney/Wellington/Blucher/Charles/Kutusov . Blitz, Supportable, TransportCost: 2
Fortresses and Towers are normal units, and as such they must be placed with a factory of some kind (a general, encampment, or capital) (if they are producable [turn on “triggers” to allow them])
Let the game begin….