For each turn during which SPA has taxed Holland after the beginning
of the game as per political rule 53.19.C. the second die-roll is modified
by 1 until event 1:III occurs.
1: REVOLT OF THE UNITED PROVINCES (historical
(duration: until Dutch independence is recognized or the rebellion is crushed)
1. Can only occur after the beginning of period III. Otherwise re-roll.
2. This event triggers the full effect of the reform (8:I/13:II) even if it has not yet occurred three times.
1. HOL is released of its restrictions (Campaign Game rule 6.2) becoming a full player country. It owns its national territory (notwithstanding who owned it previously) and can immediately deploy the following markers:
a. Manufactures: 1 instrument in DEN HAAG, 1 textile in BRABANT, 1 metal in FRIESEN.
b. Army: 1 A-, 1 F+, 2 Ldet, gen ?2, adm ?1/3, exp ?2 and 4 levels of fortification anywhere in owned provinces (if named leaders are due, place them instead).
2. All non-Dutch units inside HOL national territory are removed as per normal peace procedure.
3. Place Dutch controlled revolt+ in FLANDRE and revolt- in ARTOIS, HAINAUT and LUXEMBURG.
4. HOL techology markers are placed one box above Latin markers provided that they do not then violate the timing of new technologies.
5. The stability status of HOL is +2. Its DTI and FTI are both 3.
6. Current HOL monarch is automatically changed to Willem of Nassau with values 9/9/9 (roll for reign, but ignore dynastic crisis or minority).
7. ROTW sea zones known to HOL are: SEA OF AZORES, SEA OF CANARIAS, ARGUIN BANK, BAY OF GAMBIA, GULF OF GUINEA.
8. HOL automatically declares a war to SPA with a free CB. No call for allies can be made due to this declaration of war at this point (althoug such allies can later join the rule as per normal rules for late joining).
1. During the first turn of the event HOL can violate the purchase limit for naval units and buy land forces without any double or triple price multipliers for exceeding the basic allowance.
2. As long as Willem of Nassau is HOL monarch, the leader counter W. Nassau is regarded to represent him. The monarch counter is not in use and the military values of the monarch are those printed on the leader counter. The leader counter appears at the same time as the monarch (ignore its date of appearance). If it is removed from game due to exceeding its expire date before the monarch dies, the monarch can no longer be placed to lead troops. While in play the leader counter W. Nassau is regarded in all respects as a monarch counter except for the fact that it must be placed on the map each turn as any other leaders. All units bought during the first turn of the event and placed under W. Nassau become automatically veteran troops.
1. This event can terminate in two ways:
a. SPA conquers all HOL national provinces. In this case SPA has won the war and HOL returns to the restricted conditions of play that affected it before the event was rolled. The event can reappear later.
b. A peace of any kind is made between SPA and HOL. As an additional condition to normal peace conditions SPA must recognize the independence of HOL after which all normal rules apply and HOL has become an ordinary player country.
2. A peace treaty between Spain and Holland cannot be made during the same turn the revolt event occurred.
3. Any peace treaty between Spain and Holland entails an enforced peace of 3 consecutive turns between Spain and Holland. During this period, neither of them can declare war to the other, nor to their respective vassals.
4. After peace has been made between HOL and SPA, HOL can continue harassing Spanish annexed Portugal (see event 7:III) until the end of period III. During this time HOL can attack Portuguese markers in ROTW map as if being at war with Portugal. Attacked units can defend themselves (and the COL/TPs they are placed on), but they cannot initiate attacks, nor can Spanish units be involved in this fighting as long as it is at peace with HOL.
5. During the war between HOL and SPA neither side looses Stab due to the number of turns engaged in war as per normal rules. Instead, for being at war with each other, or with the allies of each other, they loose the following fixed amounts:
a. Period III: SPA 1 lvl, HOL 1 lvl.
b. Period IV: SPA 2 lvl, HOL 0 lvl.
c. Period V+: SPA 3 lvl, HOL 0 lvl.
6. This applies only to the war between HOL and SPA due to this event and to all possible allies, major or minor, that have been involved in this particular war. For non-connected wars Stab is lost normally.
1. SPA receives 5VPs each turn this event remains in effect. This bonus is reduced to 2VPs during period IV and terminates in period V.
2: ARKHANGELSK AND THE MUSCOVY TRADE COMPANY
(historical date: 1584)
1. Requires permission from RUS and ENG to take effect. Otherwise re-roll.
1. The port of Arkhangelsk (to the north of the European map) is created. It cannot be accessed by any units, but still meets the requirement of having a port along the Atlantic Ocean for purposes of placing commercial fleets.
2. CTZ Russia is created, but its monopoly bonus remains 5 until the creation of St-Petersburg.
3. English commercial fleet of 4 levels is placed in CTZ Russia.
4. Muscovy Trade Company provides ENG automatically with 10 VP and 50d.
1. Until the creation of St-Petersburg ENG can use both its DTI and FTI as modifiers to all commercial actions in CTZ Russia.
3: WARS IN INDIA (no historical date)
(duration: 1 turn)
1. This event concerns only the ROTW areas of DELHI, OUDH, BENGALE, ORISSA, CARNATIC, GUJARAT and MARATHI.
1. For each Portuguese COL/TP inside these are roll a die:
5+ = one level of COL/TP and one level of fortification is permanently lost.
10 = COL/TP and fortification is permanently lost.
1. No income of any kind is received by anyone from TPs in these areas.
4: WAR BETWEEN POLAND AND RUSSIA (historical
(duration: until peace is made between Poland and Russia)
1. Cannot take place before period III. Otherwise re-roll.
2. Takes place only if Poland is currently inactive or removed from play. Otherwise re-roll.
THE EVENT IF POLAND IS INACTIVE:
1. Poland declares war against RUS, which loses the control of Poland.
2. RUS can immediately call allies as per normal rules.
3. If this leads to declarations of war against Poland, the controller of Poland may come to its help as per normal rules, and so on.
4. If Poland is neutral, it is in all cases played by ENG (which cannot then come to its aid).
1. Poland receives reinforcements in offensive status for the duration of the event.
2. If war is declared to Poland by any other state due to, or during its war with RUS, Poland receives additional reinforcements in defensive status and benefits from an additional leader.
THE EVENT IF POLAND IS ALREADY REMOVED FROM PLAY:
1. Provinces MAZOVIA, POSEN and KRAKOW rebel forming a new Polish state
with all its former statistics. These provinces are automatically ceded
by their previous owner(s) and all units in them are removed as per normal
rules for peace.
2. Poland declares automatically a war to the previous controller(s) of these provinces.
3. Then proceed as with inactive Poland above but only against the previous controller(s) of the three Polish provinces.
5: EXPANSION OF THE MOGOL EMPIRE (historical
1. Areas ORISSA, GUJARAT and PUNJAB are annexed to Mogol Empire.
2. All TPs in these areas loose 2 levels.
3. Mogols declare war against all owners (or controllers by military conquest) of COL and/or forts/fortresses in these areas.
4. The defender may call allies according normal rules.
1. Leader Akbar is added to the basic Mogol Army for the duration of a war caused by this event.
1. The Mogol A+/- and local militia must attack enemy COL/TPs in ORISSA, GUJARAT and PUNJAB during every round until completely victorious or annihilated as per normal rules. However, only the Mogol A+/- can move from area to area.
6: PORTUGUESE DISASTER IN AFRICA (historical
1. Can occur only if Portugal exists as a minor country and event 7:III is not in effect. Otherwise re-roll.
1. If Portugal is currently activated in a war, it immediately offers an automatic white peace to all its enemies.
2. Whatever the current status of Portugal, each Portuguese commercial fleet in the ROTW map looses permanently 1 lvl (even if being thus eliminated).
3. All Portuguese TPs and all fortifications in ROTW map outside Asia loose 1 lvl (even if they are thus eliminated).
7: ANNEXATION OF PORTUGAL BY SPAIN (historical
(duration: until Portugal succesfully revolts or is renounced by Spain)
1. Can occur only if Portugal is a minor power. Otherwise re-roll.
2. Can occur only if SPA is catholic. Otherwise mark the event off.
3. Can occur only after 6:III and (until turn 19) 3:III have both been played. Otherwise re-roll. From turn 19 onwards the latter condition (event 3:III) no longer prevails.
1. SPA receives a free CB against Portugal until the end of current period. During the first turn of a war caused by this event Portugal receives no reinforcements. If SPA achieves an unconditional victory over Portugal, this minor is considered to have been annexed to SPA and the following rules are applied:
1. Portugal is annexed to SPA. Place its political marker permanently to AN of SPA, but do not remove its markers from play.
2. In game terms Portugal is treated as a part of SPA mainly for VP purposes. In most other respects it becomes a special, permanent vassal of SPA. This applies to separate wars and peace treaties, placement of units and markers etc. and covers all aspects not specially modified in this event description.
3. If Portugal was currently engaged in a separate war against someone else than SPA, its enemies must immediately sign a white peace with it, or declare war to SPA with a free CB (unless they are already at war with SPA).
1. SPA cannot voluntarily cede any part of Portugal, including COL/TPs to other players. Neither can it sell Portuguese sea charts.
1. Portuguese territories, COL/TPs and commercial fleets are not added to the income of SPA (except for purposes of counting domestic trade). Insted SPA receives a fixed sum of 300d per turn for them. This sum can later be modified as follows:
a. Periods III and IV: Deduce permanently 50d every time Portuguese COL/TP is eliminated during these periods.
b. Period V: Deduce permanently 40d every time Portuguese COL/TP is eliminated during this period.
c. Period VI until turn 51: Deduce permanently 30d every time Portuguese COL/TP is eliminated during these turns.
d. From turn 51 onwards: Deduce permanently 20d every time Portuguese COL/TP is eliminated during these turns.
The total sum can become negative in which case SPA must pay for the difference each turn or renounce its claim on Portugal as per rules below.
2. SPA must pay for the maintanance and recruitment of Portuguese units and fortresses as if they were Spanish units (their content remains that of Portuguese units and they can only be placed within Portuguese territory, including COL/TPs).
3. SPA can make administrative actions for Portuguese commercial fleets and COL/TPs, but only by using Portuguese FTI/DTI (without the former Portuguese bonus for ROTW actions). These actions are counted from the Spanish limit for administrative actions (i.e. there is no separate Portuguese limit).
1. SPA must pay for all campaign activations of Portuguese units separately from Spanish units.
1. SPA can renounce this event at the end of any peace phase (except on the same turn when event 4:IV occurs) loosing the control of Portugal and 3 Stab.
a. If SPA renounces the inheritance before event 4:IV has occurred, Portugal is placed in EG of SPA until the death of current Spanish monarch. After that, it is treated as normal minor.
b. If SPA renounces the inheritance after event 4:IV has occurred, Portugal becomes neutral and it makes a white peace with SPA. All revolts caused by event 4:IV are removed from play and the rebels are considered to have won.
8: THE COLLAPSE OF THE TEUTONIC ORDER (historical
(duration: until all wars created by this event have ceased)
1. The Teutonic Order (Latvija) is dismantled and it looses all other provinces except Teutonic OST PRUSSIA. If OST PRUSSIA is no longer Teutonic, the minor is removed from play.
2. Teutonic LIVONIA and ESTONIA are annexed by Sweden and Teutonic COURLANDE is annexed by Poland. If any of these three provinces is owned by another country, or if any country was currently at war with Teutonic Order, both Poland and Sweden declares a separate war against such a country unless it immediately renounces its claim to the said three provinces by ceding them or making a white peace with the Teutonic Order. The provinces are then divided as per above.
3. All other Teutonic provinces are annexed by their original owners.
4. Poland declares war against Sweden even if currently active elsewhere. If both minors are controlled by the same player, he must renounce his alliance with one of them.
5. All declarations of war at this point leads immediately to call for allies as per normal rules. However, Teutonic Order does not take part in any war caused directly by this event (treat all calls for help as automatic failure).
1. RUS receives a temporary free CB, which can only be used against both Poland and Sweden at the same time.
2. If no player country joins the war between Sweden and Poland, they are regarded to wage war against each other for the next two turns without anyone actually playing them. During this time no diplomacy can be made on them, but if war is declared to one, the other immediately joins the aggressor in MA status.
3. If the rulings above lead to a multiple war between three sides, all wars are handled separately for peace purposes.
1. As long as they are involved in this event both Poland and Sweden must roll for reinforcements in offensive attitude. Both receive an additional bonus of +3 to die-rolls for reinforcements and automatically succeed to get a leader.
2. From now on the basic force of the Teutonic Order is permanently added to the basic force of Sweden as long as they own at least one province that belonged to the Teutonic Order at the beginning of the game. This applies even in the case the Teutonic Order continues to exist in OST PRUSSIA. In that case the basic force for the reduced Teutonic Order is one land Det.
1. After two turns, and if still being waged only between Sweden and Poland the war between them ends in a white peace.
2. If players have been involved in this war at any point, peace is made according normal procedure without any time restrictions. However, former Teutonic provinces annexed by Sweden or Poland at the beginning of the war cannot be claimed by their controlling players except in order to give them to their respective minor ally.
9: WAR BETWEEN PERSIA AND TURKEY (*) (historical
(duration: until the war ends)
1. Takes place only if Persia is inactive, removed from play or already at war with TUR. Otherwise re-roll.
THE EVENT IF PERSIA IS INACTIVE:
If TUR does not own provinces that were Persian at the beginning of
the game, it may refuse the event in two ways:
1. By losing 3 Stab and 150d.
2. By surrendering immediately to Persia with a 2 lvl peace and ceding a province bordering Persian territory.
In this case the event is marked off, but can renew later.
1. Persia declares war against TUR.
2. TUR can immediately call allies as per normal rules.
3. If this leads to declarations of war against Persia, the controller of Persia may come to its help as per normal rules, and so on.
4. If Persia is neutral, it is played by SPA (which cannot then come to its aid).
1. Persia receives reinforcements in offensive status for the duration of the event.
THE EVENT IF PERSIA IS ALREADY AT WAR WITH TURKEY:
1. Iraq is annexed to Persia and removed from game.
2. If there is Turkish IRAQ, place there a revolt+ controlled by Persia.
1. If either of the conditions above are met with, Iraqi basic force is added to Persian forces until the end of the event.
THE EVENT IF PERSIA IS ALREADY REMOVED FROM PLAY:
1. Provinces PERSIS, MECMED and ORMUZ rebel forming a new Persian state
with all its former statistics. These provinces are automatically ceded
by their previous owner(s) and all units in them are removed as per normal
rules for peace.
2. Persia declares automatically a war to the previous controller(s) of these provinces.
3. Then proceed as with inactive Persia above but only against the previous controller(s) of the three Persian provinces.
10: REVOLT IN SIERRA NEVADA (historical
(duration: until all related revolts are suppressed or Granada minor is created)
1. Place a revolt- in non-Turkish SIERRA NEVADA. The revolt is controlled by TUR.
1. If TUR declares war to the controller of SIERRA NEVADA, it receives 5 VPs at the moment its (or its minor allies) troops arrive to the revolted province. This does not have to be done during the current turn, but the bonus VPs are gained only once.
1. During the rebellion there exists an additional malus of 3 to all attempts to suppress revolts in SIERRA NEVADA. An additional malus of 1 is received for each 10 Turkish or minor allied military land units inside this province (even if besieged).
1. Revolts caused by this event can never extend beyond SIERRA NEVADA (thus there can be a maximum of only two revolt counters for this rebellion).
1. If the revolt survives the first turn, place a minor general in it.
2. For each interphase this event continues TUR reveives 2 VPs. This bonus is increased to 10 VPs per interphase whenever TUR or its minor ally units are within SIERRA NEVADA (a war must have been declared to the controller to do this).
3. If a revolt+ exists for a single consecutive turn in SIERRA NEVADA without being suppressed at any point during this turn, a new minor Granada is created and becomes a permanent VA of TUR (but the war is not necessarily ended). See ES1 for its statistics (muslim, no diplomacy, Islam tecnology, 2 Ldet (9i/1c) basic force, no additional counters, owns SIERRA NEVADA). The former controller of SIERRA NEVADA looses 20 VPs for the creation of Granada.
4. If SIERRA NEVADA is later annexed by any other player than TUR, place a revolt- in the province during the peace phase and consider this event as having been activated again, but without the malus of 3 for suppress of revolts. If Granada still exists (owning other provinces than SIERRA NEVADA), consider this revolt as being controlled by it.
11: WARS OF RELIGION IN FRANCE (*) (historical
(duration: until the rebellion wins or is defeated)
1. This event can no longer occur after the beginning of period IV unless
it has been delayed as per three below. Delayed events only continue to
activate after that date.
2. This event can be rolled only once per turn. Otherwise re-roll.
3. If FRA is currently at war when this event occurs, the event is delayed and its effects are not taken into account for the time being. Until the civil war occurs FRA cannot make any declarations of war and must always offer white peace (or worse) to all its enemies. At the end of any following declarations of war step when FRA is at peace roll one D10. With a roll of 5 or less the event is triggered. Subtract 1 from the die-roll for each unsuccesful earlier attempt to activate the same delayed event. In case there are more than one delayed events, roll separetely for each of them.
4. This event can occur again even if an earlier one is still in effect. In that case replay the event exactly as in the first occasion, and consider it as an addition to the existing rebellion.
5. All political rules for civil wars (53.40) are applied to this event unless cancelled by the following event description.
1. A rebellion occurs. The areas affected depend on French religious status:
a. protestantism: Plave revolt+ on ILE DE FRANCE, LYONNAIS and CHAMPAGNE and revolt- on ORLEANAIS, AUXERROIS and PICARDIE. Also roll for 2 revolts in the Revolt Table for FRA and place revolt- in the resulting provinces. If the rebelling provinces already have two revolts in them, re-roll on the Revolt Table instead and place revolt- in the resulting provinces.
b. catholic/conciliarism: Roll for 5 revolts in the Revolt Table for FRA and place revolt- in the resulting provinces. If the rebelling provinces already have two revolts in them, re-roll on the Revolt Table instead and place revolt- in the resulting provinces.
c. catholic/counterreform: Place revolt+ on GASCOGNE, GUYENNE and DAUPHINE and revolt- on VENDEE, LIMOUSIN and POITOU. Also roll for one revolt in the Revolt Table for FRA and place revolt- on the resulting province. If the rebelling provinces already have two revolts in them, re-roll on the Revolt Table instead and place revolt- in the resulting provinces.
2. The revolted provinces including their fortresses become the territory of the rebels. All French units are immediately removed from them.
3. During the turn the revolt is triggered half of the current French treasury is removed (round down).
4. As long as there are any active or inactive rebellions the Diplomatic value of the ruler of FRA is reduced by two (to a minimum of one).
5. If there are any currently active religious wars add +2 to French monarch survival. This modification is not provided by the fifth religious war caused by this event (unless there are other active religious wars still in effect).
6. Protestant rebels are controlled by HOL, and catholic rebels by SPA (whatever their own religion). The controlling player receives VPs for the rebellion as if controlling a minor alone in a war.
7. As long the event is active FRA cannot move units or conduct any diplomatic, commercial or colonial actions in the ROTW.
1. As long as there are active or inactive religious wars FRA cannot declare wars for any reason.
2. If war is declared to FRA, the rebels immediately offer a cease fire. If it is accepted the rebellion becomes inactive (see Peace Phase in below). The aggressor is not allowed to invade any rebel owned territory during the war. After peace is resumed, the event can be continued in the same way as other inactive rebellions (see below).
3. SPA, HOL and ENG can declare their support to either the rebels or FRA according following conditions:
a. Protestant rebels: After declarations of war step protestant ENG, SPA or HOL may declare their support to the rebels and catholic/counter-reform ENG or SPA can declare their support to FRA. Support for FRA provides it immediately 1 Stab (maximum).
b. Catholic rebels: After declarations of war step catholic/counter-reform SPA or ENG may declare their support to the rebels and protestant SPA, ENG or HOL can declare their support to FRA. Either Support for FRA provides it immediately 1 Stab (maximum).
1. During an active rebellion there is an enforced trade refusal between FRA and all the other players. This means that FRA does not provide or receive any income from foreign trade. This involuntary trade refusal does not provide a CB against FRA.
1. As long as this event is in effect in either inactive or active form FRA must always built up and maintain at least its army and navy basic forces.
2. Protestants, be they rebels or FRA, always use the protestant revolt A+/- and Det (ES1) counters, and as many revolt A+/- and Det counters as needed in order to maintain the same number of counters as available in regular French counters. The French counters are used by the catholic rebel or FRA. All naval counters are always FRA units whatever its religion.
3. Rebels can choose reinforcements either in offensive or defensive attitude. Modify the result using the income of rebel owned territory as a basis for calculation. The following modifications also apply:
a. Protestant rebels: If HOL or ENG supports the rebels, add 2 to the dieroll (3 in case both are supporting).
b. Catholic rebels: If SPA supports the rebels, they receive an additional roll on either offensive or defensive attitude.
4. During any active or inactive protestant revolt leaders Henry IV and Coligny (ES1) are regarded rebel leaders and placed accordingly. During any active or inactive catholic revolt leaders Guise (both) and Montmorency (ES1) are regarded rebel leaders and placed accordingly. Leader Henry IV becomes active when the rebellion is rolled for the fifth time even if its date has not yet arrived.
5. At the end of the administration phase on the turn in which this event has been activated (and even if there already exists other active or inactive rebellions) the rebels make the following tests by rolling D10:
For each FRA A+/- and Dets:
7+ = the unit in question revolts. It is replaced with a rebel unit and moved inside rebel territory by the controller of the rebellion.
Modifications: Catholic/counter-reform FRA provides a modification of 1 to the dieroll; all units placed under FRA monarch counter receive a modification of 2 to the dieroll.
For each FRA N+/- and naval Dets:
7 = the unit in question is eliminited.
8 = the unit is replaced with a pirate- in CTZ France.
9 = the unit is replaced with a HOL unit and placed in a HOL port.
10 = the unit is replaced with a ENG unit and placed in an ENG port.
Modifications: Both protestant and catholic/counter-reform FRA provides a bonus of +2 to the dieroll.
For each FRA commercial fleets:
7 = the fleet becomes inactive. It brings no income and cannot be upgraded. It defends itself with a free medium investment against all competition. After the event ends, the levels of an inactive commercial fleet return to play at the rate of one level per turn.
8 = the fleet looses one level, which is given either to HOL or ENG in the same STZ/CTZ (choose randomnly, but only if both are eligible to receive the lost levels).
9 = the fleet looses two levels, which is given either to HOL or ENG in the same STZ/CTZ (choose randomnly, but only if both are eligible to receive the lost levels).
10 = the fleet is unavailable as with the result of 7 above. Also, a pirate- is placed in its STZ/CTZ.
Modifications: Catholic/counter-reform FRA provides a malus of 1 to the dieroll.
For each unnamed general and admiral:
8+ = the unnamed leader in question becomes a rebel. If an admiral, it can be placed in one of the pirates caused by the event (chosen by the controller).
Modifications: Protestant FRA provides a malus of 1 to the dieroll.
For each COL/TP:
1 = It becomes temporarily owned by either protestant ENG (first choise) or HOL (second choise). Ignore the result if there are no protestant players or if no-one is eligible to reach the COL/TP due to lack of known areas to connect it to Europe (knowledge of the actual province in which the COL/TP is placed is provided). Income from the COL/TP is turned over to the new owner until the end of the event, but it is then returned to FRA.
2 = It becomes temporarily catholic SPA (or catholic ENG, if there is protestant SPA). Ignore the result if there are no catholic players or if no-one is eligible to reach the COL/TP due to lack of known areas to connect it to Europe (knowledge of the actual province in which the COL/TP is placed is provided). Income from the COL/TP is turned over to the new owner until the end of the event, but it is then returned to FRA.
3-4 = It looses permanently one level, but not if this would eliminate it.
Modifications: Catholic/counter-reform FRA provides a malus of 1 to the dieroll.
All other results have no effect. All commercial fleet levels temporary lost, or COL/TPs temporary under the control of another player can be returned (as described above) during any administration phase in which there are no active rebellions in FRA.
1. Attempts to suppress the revolts are affected by the malus of 1 due to civil war status and also the following modifiers:
a. Protestant rebels: If HOL or ENG supports the rebels, add a malus of 1 to the dieroll.
b. Catholic rebels: If SPA supports the rebels, add a malus of 1 to the dieroll.
2. Foreign troops can exceptionally be used by either side of the civil war under following conditions.
a. Protestant rebels: If HOL or ENG supports the rebels, each supporter can send one stack to aid the rebels. If SPA supports FRA, it can send one stack to aid FRA. All territory conquered by these auxiliaries become rebel/FRA owned.
b. Catholic rebels: If SPA supports the rebels, it can send one stack to aid the rebels. If HOL or ENG support FRA, each supporter can send one stack to aid FRA. All territory conquered by these auxiliaries become rebel/FRA owned.
4. Rebels automatically own all provinces they conquer during the rebellion. The same goes for FRA.
1. If there is an active rebellion and FRA has not suppressed any revolts this turn one level of Stab is removed during the revolts extension step.
1. If rebels are victorious FRA changes religion to either protestantism or catholic/counter-reform according the religion of the rebels. All revolts are removed and the event ceases (but can still reappear).
2. The rebels are destroyed if they loose all revolts and owned provinces.
3. Inactive rebellions:
a. If neither of these conditions apply, FRA may attempt a truce with the rebels. Truce is handled in the same way as a white peace with a minor power. If is succeeds, the rebellion becomes inactivate until FRA declares the truce has ended during any following war declarations step, or until the event is rolled again, in which case the truce is terminated by the rebels. In principle it is possible that rebellion continues in inactive state throughout the entire game.
b. When rebellion becomes inactive both sides retain the territory they own and all military units are withdrawn as per normal rules for peace. All revolts stay as they are, but cannot spread or be suppressed. However, FRA looses only the income of rebel owned territories, not those in which there are inactive revolts.
c. As long as rebellion remains inactive it is handled in a similar way as a neutral minor and does not provide VPs for its current controller. It still remains part of FRA and war cannot be declared to it except by FRA.
4. If FRA has managed to destroy current rebellion(s) without new ones occurring for the next two turns, the event is terminated permanently and can no longer occur (mark off if rolled). This applies only during period III and only if there are currently no inactive rebellions.
5. After the rebellion has occurred for the fifth time and if leader Henry IV is active (on either side) the French player can surrender to the rebels and the event is terminated. This costs him 10 VP and 1 Stab. In this case French religion becomes catholic/conciliatory.
6. If FRA remains either catholic/conciliatory or protestant after this event has terminated permanently, and if leader Henry IV has not died, he becomes automatic heir to the current monarch with values 9/9/9 and a reign length of 6 turns.
12: CLOSURE OF CHINA (historical date: 1557)
1. From now on no new TP counter can be placed in any area belonging to China. Already existing TPs can be upgraded.
13: WAR BETWEEN SCOTLAND AND ENGLAND (historical
(duration: until the war between England and Scotland ends)
1. Occurs only if Scotland is at present inactive. Otherwise re-roll.
2. Cannot take place if event 6:IV has already occurred. In that case mark-off and re-roll. May cancel 6:IV, if the latter occurs while the event is still active.
3. ENG can refuse this event (mark as played) by loosing 3 Stab and 20 VPs. It also looses the control of Scotland and can then make no diplomacy on it until the end of period.
1. Scotland declares war against ENG, which loses the control of Scotland.
2. ENG can immediately call allies as per normal rules.
3. If this leads to declarations of war against Scotland, the controller of Scotland may come to its help as per normal rules, and so on.
4. If Scotland is neutral, its control is decided randomnly between SPA and FRA unless one of them is already at war with ENG (and the other not), in which case that country takes precedence and receives Scotland in EG. Control cannot be refused.
1. For the duration of the event Scotland receives reinforcements in offensive attitude.
14: REVOLT IN CORSICA (historical date:
(duration: until the revolt is crushed or Corsica gets its independence)
1. A revolt+ is placed in CORSICA. The preference list for the control of this revolt (as listed in ES1 rule 7.2.A) is FRA, HOL, TUR, ENG, RUS, SPA. However, the revolt cannot be controlled by the controller of Genoa, who is omitted from this list.
2. Genoa immediately offers white peace to any enemy currently engaged in war with it. From now on, it cannot declare war on anyone as long as the event lasts.
3. This event is treated as a civil war in Genoa. Thus the controllers of Genoa and the revolt are both allowed to send their own troops (maximum one stack) to aid their side in it. If no-one controls Genoa at present, the controller is chosen as per normal rules when minor neutral is activated.
1. This event must be played even if no player country is involved in it. Genoa receives reinforcements and can use its troops as if activated in a war.
1. This revolt never extends during the redeployment phase.
1. The controllers of Genoa or the rebels do not gain VPs for mere control of a minor power alone at war. They do get (and loose) VPs related to military actions, if applicable.
1. If the revolt survives the first turn, place a minor general in it (ES1: use Sampierro, if he is available).
2. If the revolt survives four turns, a new minor country Corsica is created and the rebellion is over. See ES1 for the statistics of Corsica (neutral, catholic, no diplomacy, latin tecnology, 1 Ldet (10i) basic force, no reinforcements, owns CORSICA).
15: WAR IN CEYLON (historical date: non-historical)
(duration: 1 turn)
1. ROTW area CEYLAN declares war against the owner of a TP/COL in it.
2. If this is a minor, the TP/COL is destroyed and the event is over.
3. If this is a player, the war proceed as a normal war against natives.
1. The natives of CEYLAN benefit automatically from a leader.
16: WAR IN SIBERIA (historical date: non-historical)
(duration: until the suppression of all revolts and rebel troops)
1. Can occur only after the elimination of Sibir. Otherwise re-roll.
1. Place a Turkish controlled revolt- in each Russian COL/TP in Siberia.
1. All remaining native forces within the revolted provinces are activated.
2. Furthermore, during the first turn only, an unmodified die-roll is made for rebel reinforcements in offensive attitude. Troops thus received fill the former Sibir counters and can be placed in any of the revolted provinces.
1. Rebels using Sibir counters cannot draw supplies from native territories the same way as natives do, but must do so either from captured forts/fortresses or from the revolt counters, which they can use as supply bases.
2. Rebels using Sibir counters can move also outside their original provinces.
3. Rebel natives and Sibir units automatically try to destroy Russian COL/TPs in provinces they occupy at the end of a full round, if these are not protected by Russian units or forts/fortresses. Roll D10: 7+ the COL/TP is destroyed.
1. Revolts caused by this event never extend during the redeployment phase.
2. During the native attacks phase count each revolt- counter as 20 natives when counting the modifications to the attack die-roll.
17: CREATION OF THE EAST INDIA COMPANY (historical
1. Re-roll if this is not turn 21+, or if ENG does not have a TP in Asia.
1. FTI for ENG is immediately raised by one level and its maximum level is permanently raised by one (maximum 5).
2. ENG receives 2 levels of commercial fleets to be placed in any eligible STZ bordering Asia.
18: VEERENIGTE OOSTINDISCHE COMPANIE (historical
1. Re-roll if this is not turn 21+, or if HOL does not have a TP in Asia.
1. FTI for HOL is immediately raised by one level and its maximum is permanently raised by one (maximum 5).
2. HOL receives 3 levels of commercial fleets to be placed in any eligible STZ bordering Asia.
19: ANNEXATION OF EAST PRUSSIA BY BRANDENBURG/PRUSSIA
(historical date: 1618)
CHANGE TO THE ANNEXES:
OST PREUSSEN is not a Prussian province at the beginning of the game, but belonds to Teutonic Order (Latvija).
1. Hanseatic MEMEL and Teutonic OST PREUSSEN are immediately annexed to Prussia even if Prussia and Hansa/Teutonic Order are at war with each other. All Hanseatic/Teutonic Order units within these provinces are replaced as per peace procedure.
2. If there is no Hanseatic MEMEL and/or Teutonic OST PREUSSEN, Prussia declares war to their owner(s). All sides can immediately call for allies as per normal rules.
3. If the result is a war between minors with no players involved, the war is considered non-active; no players for neutral minors are chosen and no minor units are placed on the map.
1. In case the war is non-active, no diplomacy is allowed this turn on those minors (markers are maintained as they are). However, if war is declared to one side, the other side joins the aggressor in EG whatever the former diplomatic standing of those concerned.
1. If the war is active Prussia receives reinforcements twice in offensive attitude.
1. During this event all Prussian and allied units have a free passage through Poland and they can draw supplies from Polish fortresses.
1. After one turn, and if still non-active the war ends in Prussia annexing MEMEL and OST PREUSSEN.
20: CREATION OF THE AMSTERDAM STOCK EXHANGE
(historical date: 1608)
1. From now on HOL receives a bonus equal to its DTI to all die-rolls on loan amount and interest (not length) in the loans table.