Imagination Campaign Colonies, pirates and such stuff and....
The Navy's will change based on this table.
You can expect 500 points for the years 1800 and 1801 but ratios of ships of the line to frigates, Frigates to Brigs is going to be kept. The future of fleet building will depend on trade.
The colonies will be based on a map of the Caribbean. The colonies are
three months sailing from the home continent. The map of the colonies
and other Islands will be 20 miles per hex.
Each player starts with two colonies. Choose wisely.
Here are the maps...bare bones, but legible. Pick two colonies, prepare to trade with other colonies, raid, conquer, explore. Remember, ships speed approximately 4 to 6 knots in this era.
The maps roughly show positions for the Windward (top Map) and Leeward (bottom map) Islands.
Mexico, Hispanola off stage left, Cuba, Florida off the 'top' of the map. Windward Islands.
Again, Mexico, Central America off stage left, The South American coast is shown. Leeward Islands.
Each player has 100 merchant ships to start. Players designate how many ships are local trade, 15 are in the colonies,some shuttle goods between the homeland and colonies and also these 15 supply up to 5 privateers.
Merchants will be listed as ships in various categories. So merchants will be either local to the country, meaning it trades with the continent or the ship is for the colonial trade or has become a privateer; privateers can change to pirates if unsuccessful.
Each year the trade revenue from shipping is one point per ship in local continent trade, two points if engaged in colonial trade. You must have ships in the shuttle service in order to use revenue in the homeland.
Privateers will gain 3 points if successful. These three points will also be subtracted from the target countries trade revenue.
Letters of Marque will be issued for each privateer, must note the captain, ship name and which country is targeted. The governor of the colony can be given the authority issue Letters of Marque, corrupt governors will abuse the system.
If a privateer turns pirate, any shipping is a target, including country of origin.
At year end, trade revenue can be used to replace shipping losses, raise units for colonial defense or expansion, start a new colony. If a new colony is started, at least one half battalion will be needed for garrisoning.
Comments
I was gonna do my 'homework' with this, but it seems that the table referred to in 'based on this table' is missing? Or have I missed something (again)?
Regards, James