In the playtesting (700+ manhours over a period of 7 months) of the USAF Academy version of Empires in Arms it was determined that the players have little, if any, incentive to pursue their nation's actual historical national objectives in the game context (i.e. as it now stands without modification). To force the students to play the game with an eye towards the national interests of the various powers at the time, a series of "national aspirations" were developed for each nation. These sets of aspirations had point values assigned and gave the cadets a "frame of reference" as to how to approach playing the individual powers in the simulation.

These points are in addition to any and all political point values gained or lost in the game. Victory and winners can now be determined in a number of ways and combinations: single winner with highest combined total political points and national aspiration points at the end of 1815, at an agreeded on earlier end date, or when a predetermined threshold number of victory points is reached (or) double winners -- one with highest standard politial points and one with highest combined standard and national aspiration points -- at the end of 1815, at an agreed on earlier end date, or when a predetermined threshold number of victory points is reached.

Feel free to debate the validity of these objectives, change the point values assigned, modify the requirements, add more aspirations, and delete any that you think are wrong or ahistorical. Remember, these are not a balancing mechanism per se, but an attempt to introduce historical restraints and imperatives into the powers' actions. Enjoy, and get back to me with your comments.

I'm going to put this document out to the Empire in Arms mailing list and see what kind of responses I get. That should be an interesting experiment comparing the comments of the dedicated hobby players with those of consim historical simulators.


1.Become A Dominant Power +300 points initially +50 points per month to maintain status
2.Control the Baltic(gain the following) control Sweden: +25 pts per month control Finland: +20 pts per month
3.Control Malta +5 pts per month
4.French Poland Lose 10 pts per month if Poland under French control
5.Control Bessarabia +5 pts per month
6.Control Moldavia +5 pts per month
7.Control Armenia +5 pts per month
8.Control Wallachia +3 pts per month
9.Control Bulgaria +3 pts per month
10. Access thru the Straits for free passage: +1 pts per month for no access: lose 10 pts per month
11.Control Palestine +2 pts per month
12. Control E. Galicia +3 pts per month
13. Control W. Galicia +5 pts per month
14. Control Masovia +5 pts per month
15. Control E. Prussia +10 pts per month
16. Control Corfu +5 pts per month

1.Become a Doninant Power +300 points initially +50 points per month to maintain status
2.Control Portugal +20 pts per month
3.Control Morocco +15 pts per month
4.Control Naples +10 pts per month
5.Control Sicily +10 pts per month
6.Control Sardinia +5 pts per month
7.Control Algeria +5 pts per month
8.Capture Gibralter +300 pts initially +20 pts per month to keep control
9.National Integrity If any home nation provinces are lost, lose 10 pts per month. For complete control of all home nation provinces, gain +1 pt per month
10.Dominant Sea Power For every month that Spain has more Ships of the Line than any other nation, gain +30 pts per month.

1.Keep Dominant Status Gain nothing to keep status. Lose 200 pts if no longer Dominant, and minus 20 pts per month if not dominant.
2.Maintain Control of the Sea If no enemy fleets in English waters, gain + 10 pts per month
3.Defeat France Gain +150 pts initially, then +10 pts per month for each month of enforced peace
4.Maintain Control of Malta +5 pts per month
5.Maintain Control of Gibralter +10 pts per month
6.Keep Egypt out of Unfriendly Hands +5 pts per month
7.Continental Coalition For keeping two nations allied with you and with a declared war against France, gain +20 pts per month
8.Access to the Baltic if Denmark is in neutral or friendly hands:+5 pts per month
if Sweden in neutral or friendly hands:+8 pts per month
If no access: lose 5 pts per month
9.Free Portugal Keep Portugal neutral or under English control, gain +10 pts per month
10.Free Sicily Keep Sicily neutral or under English control, gain +5 pts per month

1.Become a Dominant Power Gain +300 pts initially +50 pts per month to maintain
2.National Integrity Do not lose any home-nation provinces due to war, gain +10 pts per month
3.Create Ottoman Empire Gain +200 pts to create +10 pts per month to maintain
4.Re-take the Black Sea Gain +100 pts initially +10 pts per month to maintain
5.Dominance in the Balkans Capture Translyvania and Military Border gain +20 pts initially and +10 pts per month thereafter
6.Failure in Topkapi If the Ottoman Empire is not created by Jan 1906 lose 10 pts per month until created
7.Control Hungary +25 pts per month
8.Control Illyria +20 pts per month
9.Control Algeria and Morocco +25 pts per month
10.Control Sicily +20 pts per month

1.Become a Dominant Power Gain +300 points initially +50 pts per month to maintain
2.National Integrity If any home-nation provinces are lost, lose 20 pts per month. To maintain status, gain + 5 pts per month
3.Control Lithuania +10 pts per month
4.Control Denmark +8 ps per month
5.Control Mecklenburg +10 pts per month
6.Control Hanover +10 pts per month
7.Control Kleves +6 pts per month
8.Control Hesse +4 pts per month
9.Control Palatinate +3 pts per month
10.Control Berg +3 pts per month
11.Control Duchies +3 pts per month
12.Control Saxony + 5 pts per month
13.Control Holland +8 pts per month

1.Become a Dominant Power gain +300 points initially +50 pts per month to maintain
2.Territorial Integrity gain +5 per month for no home-nation losses. Lose 5 pts per month for loses due to war.
3.No Independent Poland gain +3 pts per month if no Poland. Lose 5 pts per month if independent Poland created.
4.Control the Balkans gain +5 pts per month for each Turkish province captured
5.Control Silesia +10 pts per month
6.Control Saxony +6 pts per month
7.Control Bavaria +5 pts per month
8.Control Venetia +10 pts per month
9.Control Tuscany +5 pts per month
10.Control Romagna +3 pts per month
11.Control Naples +2 pts per month
12.Control Switzerland +3 pts per month
13.Control Wurtenburg +3 pts per month
14.Control Baden + 2 pts per month
15.Control Lombardy +6 pts per month

1.Maintain Dominant Power Status If France loses this status, lose 20 pts per month (until regained)
2.Defeat England gain +100 pts
3.Dominant Sea Power For every month that France has more ships than any other power and the Freedom to Sail, gain +30 pts
4.Territorial Integrity minus 10 pts per month to lose a home-nation province
5.Create the Confederation of the Rhine +25 pts per month
6.Create the Kingdom of Italy +20 pts per month
7.Create the Kingdom of the Two Sicilies Naples: +10 pts per month Both: +30 pts per month
8.Create Poland +20 pts per month
9.Create the Kingdom of Bavaria +10 pts per month
10.Capture Egypt +30 pts per month
11.Control Denmark +25 pts per month
12.Control Flanders +5 pts per month lose 20 pts per month if control lost
13.Control Holland +5 pts per month lose 20 pts per month if control lost

One of the benefits of a lengthy playtest involving European historians was the recognition that some rules needed to be changed & added to make Empires in Arms a useful historical tool as well as a fun game to play. New rules were added and some old rules were changed to make the game a more realistic simulation. These changes were validated during the playtesting and stood-up quite well during the actual class. The rules that were modified and adapted for use are on the following pages

The AFA version of the standard rules contained the following modifications/adaptations. Note that these are for historical realism, not game balance. Note also they are meant to be used in conjunction with the additional new rules ((to be posted in another message)) and NOT as stand-alone optional rules or stand-alone errata to the existing rules. I suppose you can use them that way if you wish. ((My comments are in double parentheses like this)).

1.England will start the game with 80 ships instead of 100. ((Don't panic...when you see the new shipbuilding rules this will fall into place a bit easier)).

2.English Militia. A. England may set up 10 militia factors anywhere in England or Ireland. These factors may move around in England or between England and Ireland but may not leave only if an invasion takes place. ((This is exactly how the rule is worded. I believe the intent is that these are permanent militia factors (which may be rebuilt) that can only leave the British Isles if an invasion has taken place. Doesn't make much sense, does it? But there should be historical justification for go out and dig it up)).
B. As soon as any force lands in England or Ireland the British player may place an additional 15 militia factors anywhere in England, including the area where the enemy corps landed. Once there is no more enemy unit(s) in the British Isles, These militia factors "go aay." They return at full strenght should England again be invaded.

3.Home nation provinces may be ceded while at peace during any ceding step. The nations concerned do not have to be allied.

4.Money may be loaned to anyone. The two nations do not have to be allied.

5.Casus Belli. Even though a nation may have an enforced peace of 24 or 36 months imposed upon it, there may come into play reasons why the enforced peace may be broken. A casus beli is simply a reason to go to war. This will be used only with the approval of the instructor. Should you think a casus beli exists, ask the instructor. ((It may be difficult to find an instructor to ask. Don't write me. If you are using the "living" rules format, you will already have an adjuciator or referee/rules judge established. If you are using the "rigid" rules format, I don't see how this can be implimented, unless there is a three or five person casus beli panel established (kind of like a court of appeals) which can rule on each casus beli on an individual, situation specific basis. I don't know what mechanism to suggest to you to use. Kick the idea around)).

Quick Overview of the Additional Naval Rules:
With regard to the specific subject recently being discussed at length on (naval blockade, England et al), the AFA course did the following (among other things):

A. Breakouts - anytime that a fleet manages to evade a blockade,it may escape into the Atlantic with two options (Move to the West Indies Move off the map and return the next move).

B. Naval Attacks on Fortified Ports - When a naval force attempts to force its way into a defended port, this is the sequence of action:

1. The fleet is subjected to defensive fire from the port
2. The fort is subjected to fire from the fleet
3. The fleet attacks targets within the harbor
4. The fleet withdraws, subject to fire from what is left of the fort.

There is a completely new Defensive Fire From Fort/Combat Losses to Fleet Table

C. Ship Building - instead of using the purchase chart, ships can only be constructed in historically accurate shipyards with more realistic time and cost factors. Shipyards have limits as to how many ships they can produce based on historical capacity.

D. Naval Stores - represent the various types of lumber, tar , pitch and the like necessary to construct, repair, and maintain ships. These must be stockpiled and/or imported from the primary sources at the time (Sweden, Russia, and the U.S./Canada). Trans-shipment of stores may be interecepted and captured or destroyed by England.

E. Naval Prizes/Repairs - anytime that a battle takes place at sea, the winner has the opportunity to capture prizes and return these along with its own damamged ships to a friendly report for repair.

Naval Movement - Not all Fleets/Squadrons can leave ports at will (There are special rules for Combined Fleets and Naval Squadrons /Flotillas).

Let the fur fly! And in the words of the immortal Ceaser, "veni, vidi, exit"...