J.J. Young on Wed, 27 Jul 2005 13:33:46 -0500 (CDT) |
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[eia] EIA flowchart |
Here are the steps we go through in a month (turn) of our Empires in Arms game: I. Political Phase A. Each player submits any declarations of war his country will be making that month to an escrow address. B. When everyone has responded to the DOW escrow, it is released to the list for simultaneous revelation. C. Each player submits his other political orders (peace offers, alliance offers, breaking alliances, declaring support for minor countries being attacked, making minors into free states, offers of Combined Movement, and changing the access others have to your territory) to an escrow address. D. When everyone has responded to the Political escrow, it is released to the list for simutaneous revelation. II. Reinforcement Phase Note: the land and naval reinforcements for France and Britain come at separate times. A. The Spanish player submits his land and naval reinforcement orders to the list. B. The French player submits his naval reinforcement orders to the list. B. The British player submits his land reinforcement orders to the list. C. The Prussian player submits his land and naval reinforcement orders to the list. D. The Austrian player submits his land and reinforcement orders to the list. E. The Turkish player submits his land and reinforcement orders to the list. F. The Russian player submits his land and reinforcement orders to the list. G. The British player submits his naval reinforcements to the list. G. The French player submits his land reinforcements to the list. Note: Players often send their orders in early in the sequence in cases where it doesn't make any difference to others' orders. H. The British player announces when his naval phase will take place in the sequence. III. Naval phase Note: insert the British turn into this sequence in the spot chosen. Note: in cases of Combined Movement, the combined turn takes place in the spot of the country which goes the latest in the sequence. Note: if Britain Combines Movement with other countries, that player can choose a spot in the sequence later than the other combined countries, thus moving the entire combined turn later in the sequence (but not _earlier_ than the other combined countries could go). A. The Russian player submits his naval orders to the list. 1. If the orders bring a fleet into a position where it could be intercepted by an enemy fleet, the orders must stop at that point. a. The player attempting interception submits a roll to the list to see if it succeeds. If the interception attempt succeeds, a battle takes place immediately. Both players submit a wind guage roll and a combat roll to the list, along with the strength and ID of their fleets involved. The results of the battle are determined and the loser's retreat and winner's pursuit (if desired) are resolved. 2. The Russian player continues his turn if neccessary, stopping for interception attempts/combats whenever needed. 3. If the Russian orders resulted in attacks, then resolve the battles in order (the moving player's choice): a. Both players submit a wind guage roll and a combat roll to the list, along with the strength and ID of their fleets involved. b. The results of the battle are determined and the loser's retreat and winner's pursuit (if desired) are resolved. B. Steps A.1-3 are repeated for the Turkish player. C. Steps A.1-3 are repeated for the Austrian player. D. Steps A.1-3 are repeated for the Prussian player. E. Steps A.1-3 are repeated for the French player. F. Steps A.1-3 are repeated for the Spanish player. Note: Players often send their orders in early in the sequence in cases where it doesn't make any difference to others' orders. G. The French player announces when his land phase will take place in the sequence. IV. Land Phase Note: insert the French turn into this sequence in the spot chosen. Note: in cases of Combined Movement, the combined turn takes place in the spot of the country which goes the latest in the sequence. Note: if France Combines Movement with other countries, that player can choose a spot in the sequence later than the other combined countries, thus moving the entire combined turn later in the sequence (but not _earlier_ than the other combined countries could go). A. The Russian player submits his land orders to the list, noting costs for depots built and corps supplied, which corps forage, and the difficulty of the forage attempts. 1. The Russian player submits rolls to the list for each corps which foraged (except corps that automatically forage successfully). 2. If the Russian orders resulted in possible field battles, then resolve the battles in order (attacking player's choice): a. If some or all of the defender's forces could withdraw into a city, they announce how many corps/depot garrison factors (if any) remain outside to fight. b. Both players involved in the battle submit their tactic (chit choice) to an escrow address, which is realeased to list when both have responded. Note: when a player chooses "Outflank", they should also submit to the escrow the ID of the corps that will make up the flanking force. Note: for multinational sides in a battle, one player is chosen to make (or at least send in) the decisions for that side. c. If the defender has chosen "Withdraw", he submits a roll to the list to see if the attempt succeeds, and resolves his own retreat if it does. d. Both players reveal their forces- the ID of each corps and the total number of infantry, cavalry, guard, militia, etc., and their army's morale. e. Both players submit artillery (if present) and combat rolls for the first round. If one side breaks, the winner submits a pursuit roll to the list and resolves the loser's retreat (the loser announcing how pursuit losses will be taken). If both sides break, the attacking player resolves their own retreat. f. After each round, a force in an area adjacent to the battle can submit a roll to the list to attempt to reinforce the battle, if desired. g. After each round, a player with a flanking force submits a roll to the list to see if the flankers arrive. h. Before each round, a player with a guard/grenadier corps in the battle must announce whether or not he is committing the guard. i. Repeat steps e.-h. for all three rounds of a combat day (until/unless one or both sides break). j. If neither side has broken at the end of a day, and the battle is not a limited field combat (which only lasts 1 day), then both players submit to an escrow their choice of whether to stay or withdraw for the next day, and this escrow is released to the list when both players have responded. If both players stay, repeat steps b.-j. for another day's battle, with lower starting morale. If one or both players withdraw, then each player handles their own retreat and there is no pursuit. Note: if no guard/grenadier corps, outflankers, or possible reinforcers are present, players usually submit all three combat rolls for a day at the same time. Note: when submitting all three rounds for a day or for a round that is sure to result in the end of a battle, players often submit pursuit rolls at the same time, to take effect if they are the winner. k. If a side had one or more leaders involved in the combat, the opposing player submits a roll of two dice to check if one of the leaders is wounded. 3. If the Russian orders and/or the outcomes of battles resulted in the besiegement of cities, then resolve the sieges: a. The Russian player announces which besieged cities he will attempt to breach, and submits a roll to the list for each attempt. Note: players often submit their breach attempt rolls at the same time as their forage rolls, especially if no field battles will take place in their turn. b. For each successfully breached city, the attacking player can either offer the garrison honors of war (if allowed), or an ultimatum to surrender. c. The defending player for each city announces whether he will accept honors of war/surrender or will fight. d. For garrisons that choose to fight, both sides submit three rounds' worth of breach combat rolls to the list. e. The results of each breach combat are resolved, players announce any visible changes as a result of casualties, and either the city is captured or the siege resumes. B. Steps A.1-3 are repeated for the Turkish player. C. Steps A.1-3 are repeated for the Austrian player. D. Steps A.1-3 are repeated for the Prussian player. E. Steps A.1-3 are repeated for the British player. F. Steps A.1-3 are repeated for the Spanish player. Note: Players often send their orders in early in the sequence in cases where it doesn't make any difference to others' orders. G. To finish the land phase, an announcement is made of any minor countries or ceded provinces which have been under enemy occupation for this entire month, and are thus conquered by that enemy country. V. Economic Phase (March, June, September, and December turns only) In no particular order, each player sends their economic orders to the list for that three-month quarter, including: A. how many victory points they earn for that quarter (based on their current position on the Political Status Display) B. how much public income of money and manpower is earned for each major country and minor free state from taxes and trade (but not including loans, which are not public information) Note: in September, the Spanish player submits a two-dice roll to see what income he receives from that year's gold caravan Note: countries in the lower parts of the Political Status Display may have to make a roll to see if they receive all of their normal income of money and manpower C. any changes in political status, money, or manpower from last quarter's Economic Manipulation or from the occupation of their capital city D. what Economic Manipulation, if any, is set for the upcoming quarter E. most expenditures of money and manpower are private, but players must announce the building of ship factors when they are begun, along with location F. players must announce if their country cannot pay its maintenance costs for existing depots, fleets, and corps, and thus becomes bankrupt G. based on a country's current position on the Political Status Display (which may have changed during the course of the Economic Phase), each country will "drift" a certain number of political points towards the center of the PSD (see the display for details) H. each player announces if his country is ceding a minor country or ceded province to another country I. any New Political Combinations (such as the formation of or additions to a "super" free state) must be announced J. certain countries must announce "Levy Step" changes to their armed forces at this time VI. Time Record Phase The next turn begins when everyone responds to the DOW escrow for the next month. There is no designated time set aside for diplomacy. I know this is a long list. Hopefully it's something you can refer to as we go along. We hope to send out an escrow for everyone's victory point bids as soon as we've settled who is and is not playing. Let me know if you have any questions. -JJY _______________________________________________ eia mailing list eia@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/eia