14.3 UNCONTROLLED MAJOR POWERS (UMPS) (2-6 PLAYERS)
This rule is an alternative to or can be used in addition to using
14.2.2 and allows major powers (each controlled by a player) to
temporarily control other major powers that have no
player. Rule 14.2.1 is followed to select one major power per
player. If desired, for games with only two or three players, 14.2.2
could then be followed to select one additional major power per
player. The selected major powers are called "controlled major powers"
and any unselected major powers are called "uncontrolled major powers"
("UMPS"). Some campaign games, in their "Players" section have a list
of UMPs that are already controlled by other major powers at the start
of a scenario.
14.3.1 GAINING CONTROL OF UMPS:
During the UMP Control Step of the December Economic Phase of each
year, the players use of the following procedure to determine the
control of all UMPs.
14.3.1.1 UMP BIDS:
Each player secretly writes down a bid between "0" and "5" for each
UMP. A major power at war with an UMP who has forces inside the UMP's
controlled territory or which just declared war on the UMP that same
month (see 14.3.2.4.1) may not bid for control of that
UMP. Also, any player who does not care to gain control of an UMP may
decline to bid.
Each bid must be a whole number and (unlike 14.2.1) can be the same
for more than one UMP. Also, a player can gain control of any number
of UMPs, not just one. Totalling these bid numbers gives the
number of victory points that player subtracts from his highest
controlled major power's victory points total (see 14.1.1.3).
A player at war with an UMP must bid "0" victory points for
that UMP.
For example, four players decide to play the 1805 Campaign game
after selecteing majow powers as per 14.2.1 they bid for the 3 UMPs
(Turkey, Prussia and Spain). The British player bids 1 for Turkey, 5
for Prussia and 5 for Spain, subtracting a total of 11 victory points
from his total victory points.
14.3.1.2 UMP CONTROL DIE ROLL MODIFIERS
After simultaneously revealing their bids, each player rolls two dice
for each UMP. Modifying ths dice roll are the following:
14.3.1.2.1:
Add the number of victory points bid for that UMP
14.3.1.2.2:
Add "+1" if allied to that UMP.
14.3.1.2.3:
Subtract "-2" if at war with that UMP.
14.3.1.2.4:
Add or subtract the value of Status Modifier of the
bidding major power on the POLITICAL STATUS DISPLAY on the Status Card
(se 10.5.3)
14.3.1.2.5:
Add or subtract the "natural alliance modifier" value by
crossgridding the controlled major power with the UMP on the NATURAL
ALLIANCE TABLE on the Game Card.
14.3.1.3 UMP CONTROL DETERMINATIO
After control of UMPs have been decided, play is commenced for the
year. Whoever rolled the highest modified number gains control of the
UMP for the rest of the year and gains "+2" political points, in one
of three ways:
14.3.1.3.1 Active UMPS
The UMP is "active" if the highest player rolled a modified "10" or
higher. Active UMPs which were neutral prior to this procedure should
be immediately put through a Combined Economic Phase (see
14.3.2.4.6).
14.3.1.3.2 Inactive UMPs:
If the UMP is currently at war with any other major power and the
highest player's modified dice roll was less than "10", the UMP is
"inactive". Inactive UMPS which were neutral prior to this procedure
should be immediately put through a Combined Economic Phase
(see 14.3.2.4.6).
14.3.1.3.3 Neutral UMPs
If an UMP does not meet the conditions to be active or inactive, the
UMP becomes "neutral". If, during the year, a neutral UMP is declared
war upon, it becomes an inactive UMP for the controlling major
power. If no player currently controls an UMP upoon which war has been
declared or which is already at war, players may immediately (during
the Declarations of War Step) bid for control of the UMP (regardless
of the modified roll, a player who gains control in this case has an
inactive UMP). If no players wish to bid, the UMP must sue for peace
in the next Peace Step and accept an unconditional peace with
all enemies.
14.3.2 RULES FOR USING UMPS
14.3.2.1 RULES FOR ALL UMPS
A major power who gains control of an UMP with which it is at war must
immediately come to an informal peace with that UMP with no conditions
or terms.
14.3.2.1.1
A major power may not declare war upon its controlled UMPs, nor may
they declare war upon it. Declarations of war between major powers and
UMPs are handled normally. UMPs may call to allies (see 4.3) at the
option of the controlling major power (EXCEPTION: see 14.3.2.2.2 and
14.3.2.3.3).
14.3.2.1.2
No UMP may ever give or lend money or cede territory to another major
power except as a result of a formal (conditional or unconditional
terms) peace settlement.
14.3.2.1.3
UMPs are not represented on the POLITICAL STATUS DISPLAY. All
political points gained or lost by an UMP are instead gained or lost
by the controlling major powr. A major power may not lose or gain more
than 3 political pointsper battle (unless commanded by NAPOLEON or
NELSON -- see 6.3.4.2 and 7.5.2.10.1.3).
For example, if an uMP and its controlling major power both had
say, 5 corps in a battle they lost, the controlling major power would
not lose two sets of "2", but only "3" total political points.
14.3.2.1.4
Controlled UMPs may attempt to control minor neutrals (see 4.7) and
use the status modifier of the controlling major power (see 10.5.3).
14.3.2.1.5
A controlled major power that allies with an UMP it controls gains
only "1" political point (not one for each major power involved).
14.3.2.1.6
Controlled UMPs gain have an economy and gain reinforcements in the
same manner as controlled major powers. (see 7.0). UMPs may not use
the econonomic manipulation option (see 12.5). An UMP in a mixed force
with other major powers may not take combat losses in excess of their
percentage of that force (see options 12.2.5 and 12.3.6).
14.3.2.1.7
When an UMP is setup, its forces and those of its controlled minor
countries are placed as per the gampaign rules setup (see 14.1.4).
14.3.2.1.8
The 5.1.4 minor country restrictions on scuttling also apply to UMP
fleets. UMP army factors may not be demobilized voluntarily -- they
may be demobilized only if forced to do so by the rules.
14.3.2.2 RULES FOR ACTIVE UMPS
An active UMP may declare war upon any major power (except its
controlling one). When an UMP declares war, the controlling major
power loses political points but, if they both declare war on the same
major power, in the same phase, only one set of political points (the
highest, if different) is lost. An active UMP's forces may be used
freely within the following restrictions:
14.3.2.2.1
A record should be kept of the number of land factors (excluding
Turkish feudal factors, cossacks, freikorps or Austrian inscurrection
corps factors) lsot due to foraging, besieged supply, surrender,
scuttling, demoblilization and/or combat. As soon as factors equal to
double the UMP's original national manpower value are lost, the active
UMP reverts to inactive UMP status immediately. Each ship of an UMP
that is lost counts as three land factors when determining whether the
UMP reverts to inactive status.
For example, Spain's original National Manpower value is 16
(printed on the map). Therefore as soon as Spain has lost 9 ships and
5 land factors (for a total of 32 equivalend land factors it reverts
to an inactive UMP.
14.3.2.2.2
If an active UMP allies to its controlling major power and is declared
war upon, it must call on its controlling major power as an
ally (see 4.3) if possible. The controlling major power has the choice
of breaking the alliance or declaring war on the agressor.
14.3.2.3 RULEs FOR INACTIVE UMPS
A major power at war with an inactive UMP may force an informal peace
in the Peace Step of any Turn that major power has no forces in the
UMP's territory.
14.3.2.3.1
An inactive UMP may not declare war upon any major power or neutral
minor country and may not attack or besiege a major power's forces
outside of the UMP's controlled territory. This means that land forces
of an inactive UMP may not end its Land Movement Step so that
such an attack would be required under rules 7.3.7. There are no
restrictions on the usage of an inactive UMP's fleets.
14.3.2.3.2
If at any time, an inactive UMP is not at war with any major power, it
reverts to neutral UMP status.
14.3.2.3
Like active UMPs, an inactive UMP must call to its controlling
major power (if allied and possible -- see 4.3 and 14.3.2.2.2) if the
-- UMP is declared war upon. The controlling major power has the
choice of breaking the alliance or declaring war upon the agressor.
14.3.2.4 RULES FOR NEUTRAL UMPS
Neutral UMPs are by definition at peace with all major powers and may
or may not be controlled by a player.
14.3.2.4.1
If a neutral UMP without a controlling player is declared war upon,
the procedure in 14.3.1.3.3 is followed to determine the controlling
major power (if any) for the remainder of the year. However the UMP
can only be gained in inactive status and a player who just declared
war on this UMP this Turn may not roll for control.
14.3.2.4.2
UMPs which revert to neutrality immediately have their forces removed
from the map at their current strength and a record kept of their
remaining money (and with Prussia, manpower also). If later they
revert to active or inactive status, the forces are placed at their
current strength anywhere in the UMP's territory by the controlling
major power.
14.3.2.4.3
Neutral UMPs do not follow the Economic Phase Procedure (8.0) and may
not attempt to gain control of minor neutrals (see 4.6).
14.3.2.4.4
If an active or inactive UMP gained control of minor countries as in
4.6.1 (but was not at war with the aggressor) and subsequently reverts
to neutrality before the minor country is counquered or there is a
lapse of war, then control of the minor country reverts to the UMP's
last controlling major power.
14.3.2.4.5
Previously controlled UMPs that have reverted to neutrality still
receive reinforcements due to it from a previous Economic Phase and
are added to corps or fleets off-map by the last controlling
player.
14.3.2.4.6
A record is kept of the Turn in which an UMP reverts to
neutrality. Immediatel, when a neutral UMP becomes active or inactive,
the controlling major power performs a "Combined Economic Phase" by
counting the number of Economic Phases that the UMP has been neutral
and multiplying this figure by the money and manpower values of its
controlled provinces and conquered minor countries (see 8.2.1.1 and
8.2.2). This value is then halved (fractions rounded down) and is
immediately spent on the purchase of land forces and corps (see 8.5.3
and 8.5.4). Minor free state forces of the UMP are included in this
procedure (their money and manpower values being doubled then havled
equals their basic values). THese forces are immediately added to the
current strength of the UMP and the entire force deployed inside the
UMP's territory.
Appendix UMP1
Natural Alliance Table (14.3.1.2)
| Controlled major power |
Uncontrolled major power |
| Austria |
France |
Great Britain |
Prussia |
Russia |
Spain |
Turkey |
| Austria |
| 0 | +3 | -1 | +1 | 0 | -2 |
| France |
-1 | | -10 | -3 | -2 | 0 | +1 |
| Great Britain |
+3 | -10 | | +2 | -1 | +1 | 0 |
| Prussia |
-1 | -2 | +2 | | +3 | 0 | 0 |
| Russia |
+1 | -1 | -1 | +3 | | 0 | -3 |
| Spain |
0 | 0 | +1 | 0 | 0 | | -1 |
| Turkey |
-2 | +1 | 0 | 0 | -3 | -1 | |