Zones Of Control Rules
These are the rules concerning Zones of Control for speeding up PBEM
games. The rules introduces the concept of ZOC -already well known from
other board games- to Europa Universalis.
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In the beginning of a round, hierarchy is enforced. Leaders have 20MPs
to enforce hierarchy, each sea travel is considered to take 2MPs and leaders
do not need ships for transportation. All those leaders who do not fulfill
hierarchy rules cannot be used in movement or in battle. Only those leaders
who are besieged (and blockaded, if the city has harbour) or captured by
enemy are excluded from the hierarchy.
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In naval movement, hierarchy has to be correct after each movement.
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Naval interceptions are obligatory (not automatic!) regardless of size
of the opponent. If interception is successful, combat occurs. If nothing
is mentioned, the winner follows the loser automatically and blockades
the losing fleet.
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Naval combats are never obligatory. Fleet can move into a sea occupied
by an enemy naval unit without initiating an attack (passive campaign).
Fleet can move into a sea occupied by privateer without trying to repress
it (passive campaign).
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In land movement, hierarchy has to be correct after each movement.
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There is no land interception.
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There is no retreat before combat, except the automatic retreat in fortress
to avoid an overrun.
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If a moving stack enters a province adjacent to enemy stack, it has to
stop moving if it is smaller or equal in counterwise than enemy stack (e.g.
D < 2D < A(-) < A(-)D < 2A(-) < A(+) < A(+)D < A(+)A(-)
< 2A(+)) unless it continues movement to attack enemy stack creating
the ZOC. If there are several stacks creating ZOC, the moving player can
choose which one to attack.
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Pashas are handled as detachments in this rule.