23. EUROPEAN AGGRESSION INDEX

23.1      CONCEPT

23.2      DETERMINING THE EAI

23.3      EAI EFFECTS

23.1  CONCEPT:

23.11  The European Aggression Index (“EAI”) reflects the relative (in)stability of the European system at any given time. When the EAI is positive, declarations of war are easier and mobilizations cheaper. Conversely, when the EAI is negative, declarations of war are more difficult and mobilizations more expensive. Increases in the EAI also increase the Russian garrison requirement.

23.2  DETERMINING THE EAI:

23.21  DETERMINING THE EAI:  The EAI is determined each turn, based on the following:

A. AXIS AGGRESSIONS: +1 each turn for each of the following aggressions: Austria, Czechoslovakia, Poland, the Baltic States, Yugoslavia and Greece. For German aggressions, this modifier takes effect in the turn after the aggression is successfully completed. For Italian aggressions, this modifier is triggered in the turn after the aggression occurs, not when the target is conquered. If an Axis aggression results in the outbreak of war, Gathering Storm ends before the +1 EAI increase takes effect. German occupation of the Sudetenland and Danzig and the Corridor does not trigger this modifier.

B. NAZI-SOVIET PACT: +1 if the Nazi-Soviet Pact has been signed (31.51B).

C. RANDOM EVENTS: + or – as called for by the applicable random events for that turn.

D. ECONOMIC CLIMATE: +1 if the Economic Climate -3; -1 if the Economic Climate is +3. Less extreme Economic Climates do not affect the EAI.

E. CIVIL WARS: +1 if one or more civil wars are being fought (maximum +1).

23.22  TIMING:  Events that modify the EAI take effect at the point in the turn when they occur.

23.23  PERMANENT MODIFIERS:  Axis aggressions (23.21A) and the signing of the Nazi-Soviet Pact (23.21B) increase the EAI each turn for the remainder of the game. The Nazi-Soviet Pact modifier remains even if Germany breaks the Pact (31.8).

23.24 TEMPORARY MODIFIERS: Random events (23.21C) and the Economic Climate (23.21D) increase or decrease the EAI in the turn in which they occur. Offsetting positive and negative random events immediately cancel one another and are removed in the turn in which one or both events occur.

23.25  RESIDUAL EFFECTS: At the start of each turn, one remaining temporary modifier is removed; then any random event and Economic Climate modifiers for that turn are applied.

EXAMPLE: In Spring 1936, general random event 130 occurs (“Germany and Italy issue communiqué proclaiming need for a New Order in Europe. EAI: +2”), increasing the EAI from 0 to +2. Unless any other modifiers applied, in Summer 1936 the EAI would drop to +1, and in Fall 1936 it would again be 0.

23.26  MAXIMUM AND MINIMUM LEVELS:  The EAI cannot be greater than +5 or less than -5.

23.27  AUTOMATICALLY AT +5 AFTER WAR BREAKS OUT:  The EAI is considered to be +5 once war breaks out. This is relevant only in determining the Nazi-Soviet Pact concession level where the Pact is negotiated after the outbreak of war (31.21B).

23.3  EAI EFFECTS

23.31  EAI EFFECTS:  The EAI modifies:

A. MOBILIZATION COSTS: The cost of converting a factory to military use is increased (negative EAI) or decreased (positive EAI) by the EAI for the current turn, as determined after all public random events are revealed (14.31B).

B. SHIPBUILDING COSTS: Shipbuilding costs are increased (negative EAI) or decreased (positive EAI) by the EAI for the current turn, as determined after all public random events are revealed (19.52A).

C. DECLARATIONS OF WAR: A positive EAI makes declarations of war easier; a negative EAI makes declarations of war more difficult (32.31C).

D. RUSSIAN GARRISON: A positive EAI counts against the Russian garrison level (21.22C).

E. NAZI-SOVIET PACT: A positive EAI results in a more pro-Russian Nazi-Soviet Pact; a negative EAI results in a more pro-Axis Nazi-Soviet Pact (31.32B).