From: London, UK
I am up to my old revolution tricks again. I was conversing with Harry Rowland of Australian Design Group (one of the original designers of EiA back in 1983) and ran by some options by him. I asked him which options he would be prefer to see in a EiA game, with the aim to getting these programmed into the Matrix Game PC version. His answer -- caveated that he had yet to see them playtested is as follows:
"of those mentioned I prefer 2-8, .... 14 & 16, athough I might be coaxed into some of the others."
So maybe when we get a lag in bug cracking, we can tackle some of these, with these "preferred" options as some of the first.
All the best,
1. Minor Country Improved Morale with training. Nations have the option of training minors to 0.5 below their own INF and CAV morale. So the French to 3.5 and the Spanish et alias to 2.5. Requires 24 months to effect. $3 of MP income per economic phase. 50% chance of success on initial try; repeat tries allowed every 12 months with continued expenditures. MP must stack a leader with a corps of each minor nation trained for duration of training. North African States may not be trained beyond 2 morale infantry and 3 cavalry.
2. Increased Corps Size. Allow nations to spend money and time to increase certain of their Corps. Must be in a step function to the next largest corps. Increased corps size may never exceed the size of the nation’s second largest infantry corps or the largest cavalry corps. Does not apply to special corps (Artillery, Guard, Feudal). Nation must spend $5 per economic phase for one year to achieve the increased corps size. Only one corps per nation could be increased in size at one time.
3. Increase number of corps a nation can produce. Allow MP and minor nations to spend money and time to increase the number of their Corps. New corps produced are the smallest of that nation’s type, or if that nation does not have that kind of corps (e.g. Prussian or most minor nations cavalry) they are the smallest in the game. Does not apply to special corps (Artillery, Guard, Feudal). Nation may spend $5 per economic phase for one year to gain the additional corps. Only one additional corps per nation can be produced at the same time. No nation may increase their number of corps by more than 50% of their starting number or by one additional corps, whichever is greater.
4. Increase number of depots with expenditures of time and money. Nations may spend $2 per economic phase for one year to gain an additional depot. Only one additional depot per nation can be produced at the same time. No nation may increase their depots by more than 50% of their starting strength.
5. Increase number of fleets with expenditures of time and money. Nations (MP and Minors) may spend $5 per economic phase for one year to gain an additional fleet. Only one additional fleet per nation can be produced at the same time. No nation may increase their fleets by more than 50% of their starting strength or one additional fleet, whichever is greater. Nations that start without fleet counters may not build one.
6. Allow North African Free States to build “Feudal” fleets. Fleets will be of reduced size (5) and have a minus -1 die roll modifier to all combats they are involved in. Count as ½ PP credit each for combat PP. Each NA nation can produce an equal number of fleets as they have corps. Can not provide invasion/coastal supply. NA states may not increase their number of fleets as in (5) above.
7. Improve fortifications with expenditure of time/money. Fortifications may be improved one step by spending $5 per economic phase for 24 months. No fortress may be improved more than one time. No fortress may be improved past 2 flechets (-2 to assault).
8. Improve harbor guns with expenditure of time/money. Harbor defense may be improved 10 guns by spending $2 per economic phase for 12 months. No harbor may be improved by more than 20 guns or beyond 110 guns.
9. Limit use of conquered North African Manpower to the Turks as no other power was able to use their manpower despite repeated occupations.
10. Increase guerrilla geographies to reflect historical realities ( Portugal , Naples , Sicily , Corsica, Sardinia, North Africa except Egypt ). Active for one year after state is conquered; three years for European countries in North Africa and three years for Turkey in Europe.
11. Allow a +1 PP for making a Free State Free
12. Allow minors to save monies up to $2.
13. Allow a December 1804 (in Grand Campaign) build phase wherein no extra monies can be saved.
14. Reduced naval construction costs. “Heavy Ships” (from Matrix version) can be built for $8. Light ships for $6. These numbers come from some research based around a ration over the $3 INF factor purchase. (I can provide reference links if requested.)
15. Variation on dominant power territories. One (and only one) of the territories required for achieving dominant status may be substituted for any two other territories so long as both of these territories are either contiguous or within two sea zones of a nation’s home nation territory. The combined Money and MP income of the two substitute territories must meet or exceed the combined income of the territory not conquered.
16. Dominant Power Achievement/Loss. A Nation need not be at peace with all enemy nations to achieve or lose dominant status. The nation must only hold or have lost the requisite territories for 6 months.
"Crisis is the rallying cry of the tyrant" -- James Madison
"Yes, you will win most battles, but if you loose to me you will loose oh so badly that it causes me pain (chortle) just to think of it" - P. Khan