Below are my current thoughts/rules/imaginings for going forward with the campaign mentioned in my previous post.
Major Power - Head of State
Grand Duchy of Khornwallistein - Duchess Diana Elizabeth-Smythe
Light Purple coats
Guards reddish or dark purple
Rally to the Colors national advantage
Cavaliers national advantage
County of Tzeeberg - Count Mykal Penwithian
Light Blue coats
Lethal Volleys national advantage
Nurglundian Marches - Markgraff Byren Buerdein
Pastel Green coats
Guards light green or dark green
Steady Lads national advantage
Clerics national advantage
Princedom of Slaavia - Prince Krigor Nilzynski
Pastel yellow coats
En Masse national advantage
Minor Power - Head of State
Bishopric of d'Antonville Prince-Bishop Ivan Bratovich
Maisdon due Roi national advantage
Free City of Passant - Council of Burghers
Steady Lads national advantage
Earldom of Mysterae - Earl Helmut von Sinestre
Professional Train national advantage
Uniforms info, which applies to all:
Cuffs and turnbacks vary by unit, but palette should remain pastel or light shades
All straps and belts in white.
All bags in brown leather.
Cartridge boxes and scabbards in black.
All tricornes in black with white or yellow lace
Bearskins or miters in gold, silver, brass
All socks and lace in white or gray (except yellow for white coats).
Trousers and waistcoats buff, brown, gray, white, or coat color.
Currency: Epic Points (EPs) are the currency used within Maurice to purchase armies and national advantages. This campaign relies on this currency as a balancing agent. Epic point awards and costs from Maurice will not be posted online, to protect copyright, but added costs and awards for this campaign will be clearly posted.
Major nations begin with two or one randomly determined national advantages; minors begin with one or zero. Nations may purchase additional national advantages by spending 2x, 3x, 4x, etc., the listed EP cost for each advantage purchased in succession. Such purchases may only be made at the end of peace talks of a war they are involved in.
Each war in the campaign campaign has a cost to the loser at the end. The winning side takes control of one bordering hex from the losing side or wins EPs and loser may lose EPs. Winner chooses, but the hex must border one already owned by the winner and cannot select a hex further from the closest friendly border hex, if there is a hex closer. Hexes taken from the winning side in a previous war must be selected first.
Major's forces are 200 points (excluding national advantages)
Minor's forces are 100 points (excluding national advantages)
Such forces are divided into detachments. A field force is comprised of one or two detachments, of which only one can be an army.
Army = 100 points
Division = 30 points
Brigade = 10 points
The number of detachments a nation can field at once is equal to the number of notables present in their military.
(The detachments idea is borrowed from Ottoathome on The Miniatures Page - an excellent idea).
The points limit represents the maximum strength a nation can logistically support in the field during the campaign. Any remaining points values of troops are considered as "in training" at the capital city and do not take part in the battles.
Units lost in battle are removed from a nation's roster and may be rebuilt according to the rules in Maurice. This may cause some major nations and minor nations to have rosters below 200 points and 100 points, respectively.
Major nations and minor nations may elect to go to war each spring. If a nation is already at war, the conflict may be expanded.
A nation may be at war, in limited war, or neutral.
Nations at war stand to gain or lose territory at the post-war peace talks. They may conduct offensive operations outside their borders, with an army sized detachment.
A nation in limited war cannot gain or lose land, although its forces may have participated in battles alongside major nation allies. The may conduct offensive operations outside their border, but are limited to division detachments only.
Neutral nations protect their own borders from incursions by combatants, but do not fight outside their borders. Neutrals may change their stance, depending upon the actions of the combatants.
Minor nations - Alignment
Evil will not ally with a major nation which has a good ally. Will switch allegiance to the major nation which pays it the most EPs, even during a war.
Neutral will ally with anyone. Will not switch sides during a war, but will switch sides after a war, to the major which pays it the most EPs.
Good will not ally with a major nation which has an evil ally. Will not switch sides ever, unless its ally declares a war of conquest, where it will become politically neutral.
Recruiting minors - at start of war, major powers bid EPs for each minor they are interested in as an ally. Highest bidder gains the ally, but all EPs bid are lost to the minor as bribes and gifts.
Minor nations expand their capabilities by expending EPs gained in this manner, through the purchase of national advantages and/or new units.
Minor nations may never deploy an army detachment outside their own borders.
Types of Wars
When a nation goes to war, whether or as aggressor or defender, they chose the type of war to pursue, which dictates its war aims.
War of Conquest - objective is to take territory. Winner(s) may take up to three hexes of territory from losing side.
War of Aggression - objective is to earn EPs. Winner(s) may take no lands.
War of Alliance - objective is to meet requirements of ally. Winner may take one hex from losing side, as ally during War of Conquest
War of Liberation - objective is to liberate conquered lands. Winner may take up to two hexes from losing side that were previously owned by warring nation.War of Salvation - objective is to defend nation from attack. Winner may not take any territory, but may fight outside borders as needs dictate.