BALTIC CAMPAIGN AD 1735
Posted: Sat Oct 18, 2025 3:43 pm
BALTIC CAMPAIGN AD 1735
Final Rule Set (Updated 23.10.25)
The Campaign, designed to play battles with the “Age of Reason” mod, is set in the Baltic area and starts in the year 1735, involving the participation of five Nations: Denmark, Poland, Prussia, Saxony and Sweden.
The purpose of the game is to collect the major number of Victory Points (VPs) that will be awarded taking care of the number of controlled Provinces, the level of Internal Stability and the number of current Minor and Major Fortresses.
Each Nation has:
- an Internal Stability, initially set at 6 and which can vary from a minimum level of 0 to a maximum of 10 / if the Stability drops to a level of 2 or less the Nation cannot launch Attacks,
- a Treasury, initially set at 60,000 Thalers / if the Treasury goes negative (e.g. – 10.000 Th.) the Nation loses 1 Internal Stability Level and a Taxation or Requisition Action is immediately mandatory at the first available occasion,
- three Provinces, each characterized by a specific terrain, as follows:
o Denmark: Jutland (agricultural), Zealand (agricultural) and Holstein (wooded),
o Poland: Mazovia (hilly), Polesia (agricultural) and Lithuania (wooded),
o Prussia: Brandenburg (hilly), Pomerania (agricultural) and Prussia (hilly),
o Saxony: Saxony (hilly), Eastphalia (wooded) and Neumark (hilly),
o Sweden: Smaland (hilly), Gothland (agricultural) and Livonia (agricultural),
- a specific Army, taken from the “Age of Reason” mod and appropriate to the period during which the Campaign is fought:
o Denmark: Danish army list 1733-1763,
o Poland: Polish army list 1733-1753,
o Prussia: Prussian army list 1733-1763,
o Saxony: Saxon army list 1722-1755,
o Sweden: Swedish army list 1722-1757.
The Campaign takes place over six Turns, each of them representing 2 years, divided into:
- an Orders Phase, during which four Actions are allowed per every Nation, each different from the other apart from Attacks, that can be launched twice if the Nation has already enacted the Military Reform Action,
- a Combat Phase, during which battles are fought.
ORDERS PHASE
During the Orders Phase, Nations will take turns gaining priority according to the following schedule, ensuring no state is at a disadvantage:
Turn 1: DEN / POL / PRU /SAX / SWE
Turn 2: PRU / SWE / POL / DEN / SAX
Turn 3: SAX / DEN / SWE / PRU / POL
Turn 4: SWE / PRU / SAX / POL / DEN
Turn 5: POL / SAX / DEN / SWE / PRU
The 6th Turn will be opened by the player with less VPs, followed in ascending order by those with more VPS.
ACTIONS
The Actions are the following, and their effect is produced immediately:
• Taxation: The Nation collects 30,000 Thalers from its citizens losing 1 Internal Stability level.
• Requisition: The Nation collects 55,000 Thalers from its citizens losing 2 Internal Stability level.
• Fiscal Reform: The Nation gains 7.000 extra Thalers for every future Taxation or Requisition losing immediately and once for all 3 Internal Stability level.
• Propaganda: The Nation gains 2 Internal Stability level by spending 15.000 Thalers.
• Minor Fortress (1): The Nation fortifies one of its fully or partially controlled Provinces by spending 20,000 Thalers / the construction is forbidden if the Province is already under attack during that Turn / Minor Fortresses downgrade a Tactical Defeat to a Marginal Defeat for the purposes of conquest but don’t affect the other effect of the Battle / after a Strategic or a Tactical Defeat a Minor Fortress is ruined and disappears.
• Major Fortress (2): The Nation fortifies one of its fully controlled Provinces by spending 35,000 Thalers / the construction is forbidden if the Province is already under attack during that Turn / Major Fortresses downgrade a Strategic Defeat to a Tactical Defeat and a Tactical Defeat to a Marginal Defeat for the purposes of conquest but don't affect the other effect of the Battle / after a Strategic or Tactical Defeat a Major Fortress is degraded to a Minor Fortress and remains in the hand of the defender unless the Province is fully occupied by the enemy who, in this case, conquers the asset.
• Upgrade Fortress: The Nation upgrades a Minor Fortress to a Major one by spending 15.000 Thalers.
• Truce: Once per Turn, a Nation may impose a truce on a neighboring Nation that hasn’t yet attacked it during that Turn by paying 10,000 Thalers to the enemy / a Truce can be imposed only once per campaign against the same opponent.
• Military Reform: The Nation gains the possibility of launching two Attacks per Turn by paying 15.000 Thalers.
• Attack: By paying 20.000 Thalers, the Nation launches an offensive operation from one of its Provinces towards a neighboring and connected enemy Province, generating a battle / the starting Province mustn’t be already under Attack during that Turn / if the starting Province isn’t fully controlled, it can be used as the base of an attack only towards the other half of that Province, in order to consolidate the control of it / the neighboring Province mustn’t be already under attack by another Nation or having been used by its owner as the starting base of an Attack played earlier during that Turn / if a Province remains territorially disconnected from the homeland it can be used as a starting base of Attacks only for attempting to fully conquer the Province itself, if only partially controlled, or towards Provinces that allow reestablishing a connection with the homeland.
• Counterattack: By paying 20.000 Thalers, the Nation launches an offensive operation from one of its Provinces that’s been attacked that Turn, towards the Province from which the attack is coming / the Counterattack generates a twin battle whose outcome is determined by the overall result of the two battles, summed up together, as explained further on.
• Reinforcements: By paying 7.000 Thalers the Nation gains the chance of adding 100 pts. to his army for a previously selected Attack taking place during that turn.
• Garrison: By paying 7.000 Thalers the Nation gains the chance of adding 100 pts. to its army for a defensive Battle fought in the selected province during that turn / the effect doesn't apply to already launched Attacks.
COMBAT PHASE
During the Combat Phase, the offensive operations resulting from Attacks generates large-scale Open Battles (with 2000 pts. each for the attacker and the defender), fought on the terrain of the targeted Province / the defender can choose to fight instead an Encounter Battle, that is a large-scale Open Battle (2000 pts. each for the attacker and the defender) fought on a map 26 squares wide and 34 squares high, designed to simulate the unexpected confrontation of two marching Armies that suddenly discover each other at close range.
Battle Outcomes
• Draw: Both armies exceed a 48% rout threshold.
• Marginal Victory: The winner’s routed units are between 1% and 13% fewer than the loser’s (e.g. 41% - 51%).
• Tactical Victory: The winner’s routed units are between 14% and 26% fewer than the loser’s (e.g. 27% - 52%).
• Strategic Victory: The winner’s routed units are at least 27% fewer than the loser’s (e.g. 22% - 50%).
In the case of a Counterattack the result will be determined by summing up the outcomes of both battles, each of them giving the following point values:
• 0 points for a Draw
• 1 point for a Marginal Victory
• 2 points for a Tactical Victory
• 3 points for a Strategic Victory
The outcome will be determined based on the point difference between the two Nations:
• If the difference is 1 point or less, the clash is considered a Draw.
• If the difference is 2 points, the clash results in a Marginal Victory.
• If the difference is between 3 and 4 points, the clash results in a Tactical Victory.
• If the difference is between 5 and 6 points, the clash results in a Strategic Victory.
The winner will be considered to be the attacker.
Consequences of Battle
• A Draw has no consequences.
• A Marginal Victory grants the winning Nation 8,000 Thalers, taken from the loser.
• A Tactical Victory grants the winning Nation 12,000 Thalers, taken from the loser, and 1 Internal Stability level / the defeated Nation loses 1 Internal Stability level / if the winning Nation was the attacker, it conquers half of the targeted Province.
• A Strategic Victory grants the winning Nation 16,000 Thalers, taken from the loser, and 1 Internal Stability level / the defeated Nation loses 1 Internal Stability level / if the winning Nation was the attacker, it fully conquers the targeted Province.
CAMPAIGN CONCLUSION
At the end of every Turn each Nation’s strength is evaluated based on the following Victory Points (VPs):
• 200 VPs for each fully controlled Province
• 80 VPs for each half-controlled province
• 60 VPs for each Internal Stability level
• 40 VPs for each Major Fortress
• 30 VPs for each Minor Fortress
The Nation that at the end of the Campaign has the most Victory Points is declared the winner.
If two or more Nations are tied, the one with the richer Treasury will prevail.
If the Treasury is the same, each of these Nations will be proclaimed winner ex aequo.
Final Rule Set (Updated 23.10.25)
The Campaign, designed to play battles with the “Age of Reason” mod, is set in the Baltic area and starts in the year 1735, involving the participation of five Nations: Denmark, Poland, Prussia, Saxony and Sweden.
The purpose of the game is to collect the major number of Victory Points (VPs) that will be awarded taking care of the number of controlled Provinces, the level of Internal Stability and the number of current Minor and Major Fortresses.
Each Nation has:
- an Internal Stability, initially set at 6 and which can vary from a minimum level of 0 to a maximum of 10 / if the Stability drops to a level of 2 or less the Nation cannot launch Attacks,
- a Treasury, initially set at 60,000 Thalers / if the Treasury goes negative (e.g. – 10.000 Th.) the Nation loses 1 Internal Stability Level and a Taxation or Requisition Action is immediately mandatory at the first available occasion,
- three Provinces, each characterized by a specific terrain, as follows:
o Denmark: Jutland (agricultural), Zealand (agricultural) and Holstein (wooded),
o Poland: Mazovia (hilly), Polesia (agricultural) and Lithuania (wooded),
o Prussia: Brandenburg (hilly), Pomerania (agricultural) and Prussia (hilly),
o Saxony: Saxony (hilly), Eastphalia (wooded) and Neumark (hilly),
o Sweden: Smaland (hilly), Gothland (agricultural) and Livonia (agricultural),
- a specific Army, taken from the “Age of Reason” mod and appropriate to the period during which the Campaign is fought:
o Denmark: Danish army list 1733-1763,
o Poland: Polish army list 1733-1753,
o Prussia: Prussian army list 1733-1763,
o Saxony: Saxon army list 1722-1755,
o Sweden: Swedish army list 1722-1757.
The Campaign takes place over six Turns, each of them representing 2 years, divided into:
- an Orders Phase, during which four Actions are allowed per every Nation, each different from the other apart from Attacks, that can be launched twice if the Nation has already enacted the Military Reform Action,
- a Combat Phase, during which battles are fought.
ORDERS PHASE
During the Orders Phase, Nations will take turns gaining priority according to the following schedule, ensuring no state is at a disadvantage:
Turn 1: DEN / POL / PRU /SAX / SWE
Turn 2: PRU / SWE / POL / DEN / SAX
Turn 3: SAX / DEN / SWE / PRU / POL
Turn 4: SWE / PRU / SAX / POL / DEN
Turn 5: POL / SAX / DEN / SWE / PRU
The 6th Turn will be opened by the player with less VPs, followed in ascending order by those with more VPS.
ACTIONS
The Actions are the following, and their effect is produced immediately:
• Taxation: The Nation collects 30,000 Thalers from its citizens losing 1 Internal Stability level.
• Requisition: The Nation collects 55,000 Thalers from its citizens losing 2 Internal Stability level.
• Fiscal Reform: The Nation gains 7.000 extra Thalers for every future Taxation or Requisition losing immediately and once for all 3 Internal Stability level.
• Propaganda: The Nation gains 2 Internal Stability level by spending 15.000 Thalers.
• Minor Fortress (1): The Nation fortifies one of its fully or partially controlled Provinces by spending 20,000 Thalers / the construction is forbidden if the Province is already under attack during that Turn / Minor Fortresses downgrade a Tactical Defeat to a Marginal Defeat for the purposes of conquest but don’t affect the other effect of the Battle / after a Strategic or a Tactical Defeat a Minor Fortress is ruined and disappears.
• Major Fortress (2): The Nation fortifies one of its fully controlled Provinces by spending 35,000 Thalers / the construction is forbidden if the Province is already under attack during that Turn / Major Fortresses downgrade a Strategic Defeat to a Tactical Defeat and a Tactical Defeat to a Marginal Defeat for the purposes of conquest but don't affect the other effect of the Battle / after a Strategic or Tactical Defeat a Major Fortress is degraded to a Minor Fortress and remains in the hand of the defender unless the Province is fully occupied by the enemy who, in this case, conquers the asset.
• Upgrade Fortress: The Nation upgrades a Minor Fortress to a Major one by spending 15.000 Thalers.
• Truce: Once per Turn, a Nation may impose a truce on a neighboring Nation that hasn’t yet attacked it during that Turn by paying 10,000 Thalers to the enemy / a Truce can be imposed only once per campaign against the same opponent.
• Military Reform: The Nation gains the possibility of launching two Attacks per Turn by paying 15.000 Thalers.
• Attack: By paying 20.000 Thalers, the Nation launches an offensive operation from one of its Provinces towards a neighboring and connected enemy Province, generating a battle / the starting Province mustn’t be already under Attack during that Turn / if the starting Province isn’t fully controlled, it can be used as the base of an attack only towards the other half of that Province, in order to consolidate the control of it / the neighboring Province mustn’t be already under attack by another Nation or having been used by its owner as the starting base of an Attack played earlier during that Turn / if a Province remains territorially disconnected from the homeland it can be used as a starting base of Attacks only for attempting to fully conquer the Province itself, if only partially controlled, or towards Provinces that allow reestablishing a connection with the homeland.
• Counterattack: By paying 20.000 Thalers, the Nation launches an offensive operation from one of its Provinces that’s been attacked that Turn, towards the Province from which the attack is coming / the Counterattack generates a twin battle whose outcome is determined by the overall result of the two battles, summed up together, as explained further on.
• Reinforcements: By paying 7.000 Thalers the Nation gains the chance of adding 100 pts. to his army for a previously selected Attack taking place during that turn.
• Garrison: By paying 7.000 Thalers the Nation gains the chance of adding 100 pts. to its army for a defensive Battle fought in the selected province during that turn / the effect doesn't apply to already launched Attacks.
COMBAT PHASE
During the Combat Phase, the offensive operations resulting from Attacks generates large-scale Open Battles (with 2000 pts. each for the attacker and the defender), fought on the terrain of the targeted Province / the defender can choose to fight instead an Encounter Battle, that is a large-scale Open Battle (2000 pts. each for the attacker and the defender) fought on a map 26 squares wide and 34 squares high, designed to simulate the unexpected confrontation of two marching Armies that suddenly discover each other at close range.
Battle Outcomes
• Draw: Both armies exceed a 48% rout threshold.
• Marginal Victory: The winner’s routed units are between 1% and 13% fewer than the loser’s (e.g. 41% - 51%).
• Tactical Victory: The winner’s routed units are between 14% and 26% fewer than the loser’s (e.g. 27% - 52%).
• Strategic Victory: The winner’s routed units are at least 27% fewer than the loser’s (e.g. 22% - 50%).
In the case of a Counterattack the result will be determined by summing up the outcomes of both battles, each of them giving the following point values:
• 0 points for a Draw
• 1 point for a Marginal Victory
• 2 points for a Tactical Victory
• 3 points for a Strategic Victory
The outcome will be determined based on the point difference between the two Nations:
• If the difference is 1 point or less, the clash is considered a Draw.
• If the difference is 2 points, the clash results in a Marginal Victory.
• If the difference is between 3 and 4 points, the clash results in a Tactical Victory.
• If the difference is between 5 and 6 points, the clash results in a Strategic Victory.
The winner will be considered to be the attacker.
Consequences of Battle
• A Draw has no consequences.
• A Marginal Victory grants the winning Nation 8,000 Thalers, taken from the loser.
• A Tactical Victory grants the winning Nation 12,000 Thalers, taken from the loser, and 1 Internal Stability level / the defeated Nation loses 1 Internal Stability level / if the winning Nation was the attacker, it conquers half of the targeted Province.
• A Strategic Victory grants the winning Nation 16,000 Thalers, taken from the loser, and 1 Internal Stability level / the defeated Nation loses 1 Internal Stability level / if the winning Nation was the attacker, it fully conquers the targeted Province.
CAMPAIGN CONCLUSION
At the end of every Turn each Nation’s strength is evaluated based on the following Victory Points (VPs):
• 200 VPs for each fully controlled Province
• 80 VPs for each half-controlled province
• 60 VPs for each Internal Stability level
• 40 VPs for each Major Fortress
• 30 VPs for each Minor Fortress
The Nation that at the end of the Campaign has the most Victory Points is declared the winner.
If two or more Nations are tied, the one with the richer Treasury will prevail.
If the Treasury is the same, each of these Nations will be proclaimed winner ex aequo.