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22.08.2016 - 10:29
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Ok I am officially ending the game, sorry that there will be no Grand Finale. None of the Triumvirs except Sertorius wanted civil war. However, the other two guys got absurdly angry at me. One has even blocked me, and imo has begun to take this game way too personally. I don't want to lose friends over a forum game, this is literally the only reason why I am now stopping. Also, a good lesson as to why you keep IC and OOC separate. ....Although in a way I see it as a success I got people to be this emotionally invested in a forum game

gg all, let us now remember the great legends of the roman families

Triumvir Families - these 3 have reached the apex of power, although shared
Gens Sertorii
The Sertorii are an old and powerful family that has been influential in politics and later on in war against the Numidians, Parthians and were regarded as superior naval commanders. They have had 6 consulships, numerous prosecutions, and were always a controlling force behind the populares movement. In the late republic Flavius became the most influential, and arguably strongest of the 3 triumvirs as ruler of the west.

Gens Maria
The Marians are a very old family that was highly regarded for their religious positions. Over the course of roman history they have held a stunning 7 consulships and 1 dictatorship. Much of marian history has been military oriented, known for defeating the Seleucids at Magnesia in early times. In the mid republic they were leaders of the populare movement but were assassinated when political tensions rose, temporarily weakening the family allowing the Sertorii to take control of the party. Later, the ambitious Gaius Marius Maximus became the youngest ever dictator defeating the Socii revolt, and after defeating the massive pontic forces in Greece declared the revolt against the corrupt senate with the aid of Sertori and and Rexians. After Quintus Sertorius died however the rivalry between his son Flavius and Gaius Marius Maximus became more pronounced as they were the two ambitious leaders of the populares and resented each other.

Gens Rexii
The Rexii have consistently been a presence in roman politics, having held 6 consulships and countless other positions. The Rexii are regarded as extremely skilled politicians having risen from former disgrace to great influence and wealth as a founding member of the populares. The Rexii do have a reputation of being greedy, yet their wealth bought them power that can now no longer be denied as rulers of the eastern provinces.


Winning Families- these families picked the right side and successfully navigated the roman game of thrones to high positions of power

Gens Flavii
Of all the families in Rome, the Flavii are the most well regarded among wealthy equites. Long ago this was not the case, but following the downfall of the Numetorii, the Flavii inherited much of the wealth of the Ripam Alexandrie and begun their own steady rise to 2 consulships and numerous censorships and praetorships. Aligning with the populares the Flavii became the political centerpiece of the movement as they secured such influence among the equite class that their power in the senate became overwhelming. Ever after they were given the surname of Cato, meaning wise. And wise they have been, supporting the right side becoming rich and powerful.

Gens Nipii
The Nipii emerged from obscurity in the punic wars, being used as master of horse for less competent dictators. However, in the end they secured their own command becoming heroes of the republic after defeating Hannibal at Cannae. This fame was long lasting but in the mid republic their fortunes began to dwindle as legions loyal to the Nipii were destroyed in the numerous wars. A founding member of the populares, the Nipii have been loyal partisans and this has kept them from sinking lower. Decius began to reverse these fortunes as being part of the battle of Rome and then following Sertorius into the west becoming his heir. The Nipii may rise once again…

Gens Octavii
A wealthy and influential political family, the Octavii were strong allies of the sertorii, and they aided each other's rise. The Octavii had numerous connections throughout the city of Rome among the equites, and were commonly the Praetor, but also have secured Consulship twice in history as well as governorships in cisalpine gaul. The Octavii carefully maneuvered the dangerous political battlefield, never have been assassinated, always working from within the shadows to emerge on top.

Gens Marcii
The family history of the Marcii is a winding but tragic one as well. Over the course of history they have influential, holding 4 consulships and their most famous moment was commanding the sack of Carthage, however Africanus fell to a plague and was later utterly disgraced by being implicated in treasonous plot with the Antonines. Rising from this misfortune they switched parties to the Populares and became a decisive element in the civil war by granting support in return for rule over the Asian provinces. But once again, the head of the family died, this time in battle, reducing the family to mediocrity.

Gens Paulli
The Paulli are a notoriously wealthy but also greedy roman family. They rose to power after falling out with Potestatem party by making deals with the Populares to rule wealthy provinces as long as they turned a blind eye to their corruption. Amassing huge sums, the Paulli were never in Rome for most of their history. But this is not to say they are without merit, for they helped bring roman civilization to cisalpine gaul, and were large bankrollers of the populare movement. In the civil war they grew more ambitious seeking military commands as admirals and growing closer to the Sertorian faction.

At least I am still part of the wealthy 1% Tier
Gens Numetorii
A once more powerful family in the early republic and leader of the notable third party, ripam alexandrie, the untimely death of the head of the family ended this movement. Later on, the Numetorii aligned themselves with Potestatem, but their high status was degraded by being on the losing side of the civil war. The Numetorii have held 4 Consulships, numerous other political positions and were known as saviors of Rome from the Germans and victors against the notorious Viriathus in their brightest moment.

Gens Caetronii
The Caetronii have always been defenders of the roman state, military leaders, above political factionalism. Over the course of history they have held 5 consulships and 1 dictatorship. The Caetronii were known as victors over gauls in early times, but were most influential in the mid republic reaching an apex under Lucius who defeated the Spanish revolts as well as the pirates, guiding Rome through a turbulent political time as a neutral player. In the late republic their fortunes fell as Lucius grew old and his heirs could not defend the republic from the populares. Even so, the Caetronii are a continuing strong presence in the roman state.


At least I am not dead Tier
Gens Cornelli Scipiones
An old and active family, their fortunes rose to supreme heights in the early republic as conquers of Illyria and climaxed with their 1 consulship. Later though they were politically destroyed by the Populares and then fell into obscurity, and when Gnaeus began to rise he was struck down by plague. In the late republic Metellus was known as the most stalwart defender of the senate and fought until the last at Africa.

Gens Varii
From plebian origins, the Varii rose from the lower classes to the senate with the support of the Potestatem party (by giving them huge sums of money). The Varii reached their apex in a consulship with the Numetorii, after defeating a huge german horde in pannonia. After this moment of glory they began to fade as their wealth dried up and the Potestatem lost political power. After the battle of rome they surrendered to the populares but despite this were still executed due to hatred against them from the Marians. Even so, the Varii have not been utterly destroyed as the family still lives on as their recent son has been spared by the now more merciful populare senate due to the passage of time.

Gens Pedii
Plebians like the Varii, the Pedii rose to political relevance in a dangerous political era. With civil war imminent, they were thrust into hard decisions. A marriage alliance almost occurred with the Rexii potentially earning the favor of the populares but this ultimately broken down and the Pedii backed the Senate to their ultimate doom. Despite donating their entire fortune to the senatorial cause, this was not enough as the senatorial forces failed three times in battle. Escaping from the populare onslaught as governer of narbonese Gaul, the Pedii were finally captured after the Senatorial defeat in Africa and exiled.

Losers - families fallen from power, or traitors, or extinct
Gens Antonia, Gens Phoenicii, Gens Maximii , other people who have dropped out

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22.08.2016 - 10:29
Player List (16/20)

UPDATED TURN 28

Flavius Numertorius (JF.)
Personal Income: [8] Wealth: [8] Military Skill [4] Oratory [2] Popularity: [-] Influence: [3]
Equites: [6]
Faction: [None]

Flavius Sertorius (Aetius)
Personal Income: [23] Wealth: [23] Military Skill [3] Oratory [3] Popularity: [9] Influence: [67]
Equites: [5]
Faction: [Populares]
{Prior Consul}
Murder of a Tribune
Mob Incited Violence
Legio Evocati VIII Herculiani
Legio Evocati IV Gallica
Legio Evocati XII Apollonaris
Legio IX Candidus
Legio I Parthica
Tax Farmer 4 +2 talents
Mining +3 talents

Metellus Cornelius Scipio (Zephyrusu)
Personal Income: [2] Wealth: [2] Military Skill [4] Oratory [2] Popularity: [4] Influence: [12]
Equites: [-]
Faction: [None]

Exiled


Nerva Caetronianus (MrArmy987)
Personal Income: [5] Wealth: [10] Military Skill [4] Oratory [2] Popularity: [-] Influence: [3]
Equites: [3]
Faction: [None]

Marcus Antonius (El Tundero)
Personal Income: [7] Wealth: [11] Military Skill [2] Oratory [4] Popularity: [-] Influence: [3]
Equites: [-]
Faction: [None]

Executed Turn 26


Vopiscus Octavius (valetorius)
Personal Income: [15] Wealth: [15] Military Skill [2] Oratory [4] Popularity: [-] Influence: [22]
Equites: [5]
Faction: [Populares]
OPEN BODYGUARD -2 to all assassin rolls, -2 talents per turn, -1 popularity per turn
2 Tribunes


Drusus Caelius (Safari)
Personal Income: [10] Wealth: [-] Military Skill [2] Oratory [4] Popularity: [-5] Influence: [23]
Equites: [8]
Faction: [None]
1 Tribune

Exiled

Caspiel Rex Tertius(Darth.)
Personal Income: [8] Wealth: [7] Military Skill [dr+1] Oratory [4] Popularity: [4] Influence: [42]
Equites: [6]
Faction: [Populares]
{Prior Consul}
1 Tribune
(Pompey Trait) - command becomes ( dr+1), popularity gains/losses are doubled, popularity never fades
Legio II Custodes

Kato Flavius (Witch-Doctor)
Personal Income: [13] Wealth: [13] Military Skill [2] Oratory [5] Popularity: [4] Influence: [30]
Equites: [6]
Faction: [Populares]
{Prior Consul}
1 Tribune
Acilian Law (+1 influence if passed/-1 if fails, and its destroyed)
Graft
Legio XXI Obeliscus
Egyptian Grain (+5 Talents)


Decius Nipius( Death1816)
Personal Income: [8] Wealth: [21] Military Skill [4] Oratory [2] Popularity: [5] Influence: [24]
Equites: [6]
Faction: [Populares]
1 Tribune

Flavius Marcus (Pheonixking929 )
Personal Income: [5] Wealth: [20] Military Skill [4] Oratory [3] Popularity: [2] Influence: [13]
Equites: [3]
Faction: [Populares]
Legio Evocati VI Rapax
{Prior Consul}

Died in Battle Turn 26

Gaius Marius Maximus (Pyrrhus )
Personal Income: [8] Wealth: [10] Military Skill [4] Oratory [2] Popularity: [8] Influence: [46]
Equites: [4]
Faction: [Populares]
OPEN BODYGUARD -2 to all assassin rolls, -2 talents per turn, -1 popularity per turn
{Prior Consul}
Legio Evocati VII Aquila
Legio Evocati XV Lupus
Legio Evocati IX Fortuna
Legio Evocati V Macedonica
Vatinian Law (+1 influence if passed/-1 if fails, and its destroyed)
Tax Farmer 3 +2 talents

Andertius Paullus (Pavle )
Personal Income: [12] Wealth: [41] Military Skill [4] Oratory [4] Popularity: [2] Influence: [11]
Equites: [6]
Faction: [Populares]
(Cato Trait) +2 oratory and free tribune power once per turn
Manilian law (+1 influence if passed/-1 if fails, and its destroyed)
Tax Farmer 5 +2 talents

Kairos Varius (Meester)
Personal Income: [2] Wealth: [2] Military Skill [-] Oratory [-] Popularity: [-] Influence: [2]
Equites: [-]
Faction: [None]

Exiled

Lars Pedius(Zenith)
Personal Income: [1] Wealth: [12] Military Skill [4] Oratory [2] Popularity: [-] Influence: [5]
Equites: [1]
Faction: [None]

Exiled

Populares Bank Funds:?
Leader: (Aetius)
( Death1816)
(Darth.)
(Aqollo)
(Pavle)
(Pheonixking929)
(Labienus)
(Pyrrhus)
vale
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History

Turn 1 Year of Tirpitz and GoW
Turn 2 Year of Aetius and Darth
Turn 3 Year of Pyrrhus and GoW
Turn 4 Year of the Dictatorship of Phoenix
Turn 5 Year of the Dictatorship of El Tundero
Turn 6 Year of Aurum and JF
Turn 7 Year of MrArmy and Safari
Turn 8 Year of Aqollo and Phoenixking
Turn 9 Year of Zeph and Darth
Top 5 Influential people of the Early Republic
1)Aquila Phoenicus Macedonicus (Phoenix)
2)Herius Sertorius (Aetius)
3)Vibius Caetronianus (MrArmy987)
4)Publius Marius Asiaticus (Pyrrhus )
5)Marco Flavius (Aqollo)
Turn 10 Year of MrArmy and Phoenixking
Turn 11 Year of Aurum and Google Chrome
Turn 12 Year of Pyrrhus and Aqollo
Turn 13 Year of Aetius and Darth
Turn 14 Year of Phoenixking and Pyrrhus
Turn 15 Year of the Dictatorship of MrArmy
Turn 16 Year of the Safari and JF
Turn 17 Year of the Dictatorship of Pyrrhus
Turn 18 Year of the Darth and JF
Turn 19 Year of the Aetius and Mrarmy
Turn 20 Year of Phoenixking and Pyrrhus
Turn 21 Year of MrArmy and Google Chrome
Top 5 Influential people of the Mid Republic
1)Lucius Caetronianus Isauricus (MrArmy987)
2)Quintus Sertorius Numidicus (Aetius)
3)Caspiel Rex Secundus(Darth.)
4)Marco Flavius Cato Minor (Witch-Doctor)
5)Cassius Caelius (Safari)
Turn 22 Year of JF and Meester
Turn 23 Year of MrArmy and Google Chrome
Turn 24 Year of Aetius and Pyrrhus (triumvirate )
Turn 25 Year of Pyrrhus and Darth (triumvirate )
Turn 26 Year of Darth and Aetius (triumvirate )
Turn 27 Year of Aetius and Pyrrhus (triumvirate )
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22.08.2016 - 10:30
These are the rules. You don't have to read it all but everyone should be familiar with the Personal Affairs part. If you want to join this game late PM me and you will receive 2 talents for every turn you missed, or 1 equite+1talent for every 4 turns missed. Max 19 players

if you don't trust my rolls here is where I do em for proof
https://rolz.org/dr?room=Rome-Atwar

If you want to join follow this guide and pm me first:

Pick a class

Soldier 4 military skill 2 oratory
Politician 2 military skill 4 oratory
Moderate 3 military skill 3 oratory
Note: Every oratory point gives you +1 vote, every military point helps you in wars

Also give a name for your character to help in immersion, this is a good generator of names to help:
https://www.behindthename.com/random/random.php?number=2&gender=m&surname=&all=no&usage_roma=1

Note: The third part of the roman name is optional due to being a nickname..


=PERSONAL AFFAIRS=
+2 base income
+1 talent extra for being faction leader

Equites
A player may attempt to attract one Equite in Rome by roll a 6 every turn in a dice roll. He can also add money to boost his chances;
(1 talent) +1
(3 talents) +2
(6 talents) +3
(12 talents) +4
(20 talents) +5

Equites can be sold off for a dice roll

Buying Votes
You can also add +1 vote any proposal/election (not trial) you vote on by spending 1 talent (note this will make you known as corrupt) and allow you to be prosecuted later

Contributing income to treasury can get you influence
10 talents =1 influence
25 talents = 3 influence
50 talents = 7 influence

Your stats
Every point of Oratory gives you +1 vote
Every point of military gives +1 army strength to the army you command
Influence helps you win
Oratory + Equites + Talents spent from Personal Treasury = Vote

Faction
A faction requires 1 leader and 2 other senators at least. Faction members can share money with each other and put it in a "bank". People join and leave factions during forum phase, faction leaders can kick people out of the faction. Faction members can also vote for their fellow faction members if they are afk, however if people miss to many voting sessions (like 4+) they will be kicked from the senate.

=OFFICES=
Consul - 2 people who lead the state +5 Influence
Nomination: Current consuls pick two new pairs of people for next turn and the Senate votes for which pair they want. If someone has a tribune they can also pm me their nomination.

Consuls cannot have consecutive terms
Powers:

  • One will be randomly picked as Field Consul and the other as Rome Consul.
  • Rome Consul: proposes the laws (although he should consult his fellow consul) and can use a Veto one time in his reign. Note that a Tribune Veto outranks a Consul Veto
  • Field Consul gets +2 military score while he holds the office and is always a candidate for command
  • Double vote power when voting for concession grants



Pontifex Maximus - religious leader of the Roman religion +5 influence(-5 when lost)
Nomination: If there is no pontifex maximus the consuls pick two people and the Senate will vote. If someone has a tribune they can also pm me their nomination.
Powers:

  • Double vote power on any War Declaration or Commander Vote
  • He holds this office FOR LIFE or until stripped of it by Senate vote, Evil Omens, or Prosecution, but must stay in Rome
  • May (once a turn) appoint a person as a priest giving them +1 influence , if PM loses his office all priests lose their offices and influence
  • During the Revenue Phase the Pontifex Maximus receives income from temple collections equal to a dice roll
  • As an interpreter of the God's will, he may Veto any proposal like a tribune would once per senate phase


Censor - Supervises morality (must be a Prior Consul) +5 influence
Nomination Current consuls pick two Censors candidates (must be an ex-consul) for next turn and the Senate votes for which one they want If someone has a tribune they can also pm me their nomination.

Powers:
a)He may conduct up to two Minor or one Major Prosecution each turn in addition to any special Prosecutions of Assassins or Traitors

ANY CURRENT MAGISTRATE IS OFF LIMITS FROM PROSECUTION (btw commanders and pontifex maximus aren't magistrates)
Anyone being prosecuted is held under arrest and cannot assassinate anyone (or be assassinated) while being tried.

Minor Prosecution May prosecute anyone who held a consulship/censorship/dictatorship/praetorship last turn (just make up a reason ie:"immoral performance of office" It doesn't have to be true) OR anyone who is corrupt either from taking bribes, making money from concessions, or skimming taxes from provinces

If convicted by a vote, the Accused loses 5 Popularity (which can become negative) and 5 Influence (to a minimum of 0) as well as any Prior Consul marker, and must return all of his Concessions

Major Prosecution-May prosecute anyone who was a Dictator, Master of Horse, Consul, Censor, Praetor or Pontifex
Maximus. last turn (again for any reason you create)

If convicted, the Accused is executed unless he has already gone into exile. (accused may run into exile before the vote is finished, he can't gain income or vote and loses all influence and popularity + any concession. Exiled people can only return if the Senate votes for them to come back.)

More about Prosecution

  • The Praetor oversees the trial. If the accused is prosecuted the Praetor gains ½ any lost Influence of his target.
  • During the vote the accused person gets an advantage, their influence is added to their vote in defense of themselves. One final note; an accused can appeal to the plebs for support with a final dice roll (Roll+Popularity)




Praetor - Judge +2 Influence
Nomination: Current consuls pick two candidates who they want to be a Praetor. If someone has a tribune they can also pm me their nomination.

Powers:

  • Praetors oversees any prosecution. If the accused is prosecuted the Praetor gains ½ any lost Influence of his target.
  • Their oratory x3 is added to their vote in a prosecution either for or against accusing.



Governor - runs a province (note: provinces don't require governors)
Nomination: Current consuls one or two candidates who they want to be a governor if the term is expiring. Consuls can choose to leave a province without a Governor, however. If someone has a tribune they can also claim it. Governors immediately assume their provinces upon election.

  • During the term of his Governorship, a Senator is absent from Rome and cannot attend Senate meetings (can't vote, talk, or propose anything)
  • 3 turn term as opposed to 1
  • Corruption- Each Governor has the option to roll a die (as indicated on his Province card after "Personal Income") to generate that number of Talents of Personal Revenue for his Province that turn. A Governor need not pay a negative Personal Income result, but the State must pay for negative amounts collected by both Personal and State Income rolls. If you are not tried 3 turns after your governorship your corrupt trait will go away.
  • Province Improvement (automatic): The Governor of each province has a 1/6 chance that Province has been "improved" by Roman control. If its a 6 the current Governor of a Province when it is developed earns +3 Influence. A province can only be improved once.
  • Provincial Governors may use their local forces to revolt against the Senate.


Dictator - Absolute Commander of the State +7 influence
Nominations: Only if 3 or more active wars or an active war a combined land and fleet strength ≥ 20.
Picked by the Consuls , can be one of themselves, or anyone else they pick. If they can't agree no dictator will be appointed. A Dictator may also be proposed via the use of a Tribune and voted on against.

Powers: He handles all the proposals by himself, may raise legions/fleets without a vote, appoint commands without a vote. He must also appoint a master of horse.


Master of Horse +3 influence
Nomination: Appointed by dictator, may not be holding any office at present
Powers: Accompanies the Dictator, cannot resign, adds his military power to the Dictator



=MILITARY=
To raise legions the Consuls make a proposal to the senate with a maximum three choices, an example below:
Choice 1: Raise 5 Legions
Choice 2: Raise 3 Legions
Choice 3: Raise 1 Legions
Nay

The maximum number of Legions/Fleets the Republic may raise is 25 of each. A legion/fleet cannot be disbanded and rebuilt in the same senate phase.
Legion/Fleet cost = 10 talents (2 upkeep) (3 for veterans and evocati after reforms)

Veteran Legions will not disband so easily, they require a "retirement package" of 5 talents in the early republic and 10 talents in mid-late
Evocati require 15 to disband.

Commanders
There must always be a commander (or two who alternate command or land/naval) dealing with any war. The Senate will vote which person gets commands

The candidates list must always be the following

  • The Field consul (if already commanding a war then the Rome Consul)
  • One person picked by the Consuls from every faction (if not included in the above picks)


A commander can be replaced with a new vote, and a commander can resign and give it to someone else.


=BATTLES=
Land Battles
In land combat the commanding Senator adds his Military rating to the Strength of his army. Army Strength equals the number of Legions in the army; Veteran Legions count double, and Evocati count triple. The points added by the Commander's Military rating cannot be > the Strength of his army. From this sum he subtracts the Strength of the enemy army. This number is then added to a triple dice roll. The result is found in table below



Strategies
In addition, the commander chooses a strategy before the battle, there are five strategies. If both commanders choose the same strategy there is no effect. If commander doesn't respond then I assume Balanced Formation



Balanced Formation: The safest formation, strong vs none and only weak against surprise attacks (-6 added to the 3die roll)


Direct Charge- A strategy where the commander puts almost all his forces into the center and relies on a single devastating attack to shatter the enemy, strong against flanking attacks because the center of that formation is left weak (+4 added to the 3die roll) -4 if facing an envelopment


Flanking Manuever: A strategy where the commander focuses most of his forces on one flank in an attempt to overwhelm the enemy, this formation is best against an envelopment tactic because it annihilates one of the envelopment wings. (+4 added to the 3die roll) -4 if facing a charge


Envelopment- A strategy where the commander leavees the center weak on purpose to focus on all sides and surround the enemy, this strategy is perfect against direct charges. (+4 added to the 3die roll) -4 if facing a flanking attack


Surprise Attack- Balanced Formation being the safest also makes the enemy complacent and susceptible to surprise attacks. (+7 added to the 3die roll) Surprise Attacks however fare very poorly against any other strategy. (-4 added to the 3die roll)


Sea Battles
If the enemy has a fleet it must be beaten first. Once the enemy Fleets are defeated, his land forces may be attacked in the same Combat Phase provided there are still sufficient Fleets in the force to support the army.

VICTORY: A "Victory" lowers the Unrest Level by one. The victorious Senator increases both his Popularity and Influence by half the unmodified strength of the Army or Navy he fought.

DEFEAT: A Defeat increases the Unrest Level by +2. The defeated Senator loses both his Popularity and Influence by half the unmodified strength of the Army or Navy he fought. He has suffers a 50% chance to die via dice roll and 3 or less he dies. If he lives a commander may kill himself by falling on his sword, this is the only honorable form of suicide.

DISASTER: loss of half of all participating Roman forces. +1 unrest, 50% chance to die via dice roll and 3 or less he dies

LESSER DISASTER: Combat Results Table is ignored. Losses in a Lesser Disaster equal one-fourth (

LEGION POPULARITY LOSS: A commander loses popularity equal to half the number of
legions lost in a Disaster, Lesser Disaster, or Stalemate, and equal to a third of the
legions lost in a Victory. There is no popularity loss for losing fleets.

Veteran Legions
One Legion from among the survivors of a Stalemate, or Victory is transformed into a Veteran Legion. It will remain a Veteran Legion until eliminated or disbanded. The corresponding Legion allegiance will always be loyal to its commander, even if it is placed under the command of another Senator. A loyal commander may freely disband a veteran legion for +1 Oratory & +1 Influence at any time but Senate Phase. For the Senate, Veteran Legions will not disband so easily, they require a "retirement package" of 5 talents in the early republic and 10 talents in mid-late

Evocati Legions (only exist after military reforms)
If you win a battle with one of your veteran legions under your command, you may promote it to an Evocati Legion, which gives it triple strength (3). They require a "retirement package" 15 talents each

=REVOLTING=
ONLY ONE PERSON MAY REVOLT AT A TIME, then people in his faction can come to him. People who think everyone in the faction can all revolt and keep all your provinces are wrong, only one province may revolt, one general, etc. The only time it makes logical sense to revolt is during combat phase.


Victorious Commander Revolt
Any victorious Commander must either lay down his command and return his forces to the Senate or declare himself in revolt. Once a commander revolts, no other player may revolt until that rebel has been defeated. Commander considering revolt may make a dr for each Legion (unless they are veteran and belong to the rebel) AND fleet in his current command to determine if it will follow him. A dr of 5+ is required for a Legion to follow the rebel Senator during the Early Republic. This dr is lowered to "4+" in the Mid Republic, and to "3+" in the Late Republic. Before making these die rolls he may spend 2 talents to get a +1 on the die roll. If the rebel has any active Veteran Legions, they immediately desert to him (regardless of wherethey are).

Rebel senators do not gain any base income, a Senator in revolt must return his Concessions to the Senate and loses half their equites. When a Senator revolts, each of the other Senators in his Faction must immediately
declare their loyalty to the State or join him in revolt.
.

Governor Revolt
Same as above although you may revolt whenever and provincial forces (including legions garrisoned by the senate) join you as well. You may collect ALL taxes of his Province (Personal, State, and Local) to use as you sees fit.
These taxes are transferred to his personal treasury.

What do you do as Rebel?
You can march on Rome immediately or else occupy/conquer a nearby province and make it your capital turning it into a protracted civil war. If you march immediately, you better hope you can win the battle for rome, if not you will be in a bad situation without land. Your capital is where you can collect ALL the taxes.If you lose your capital you can pick another capital province. If you take any more provinces they act like the senate's provinces, you will need a friend from your faction to govern it and collect the State Income



=CIVIL WAR INFO=
Types of Rebel Governments
Empire - You revolt and you are in charge of everything, anyone who joins is your supporter.You control everything and may execute people who do not obey you (1-4 they die) (5-6 they escape to the senate). You must command the main army at all times.
Triumvirate - Three powerful men create a government to take rome and split it among themselves, they may veto each other decisions. Anyone who joins is their supporters. If they all agree they may execute a supporter (see above). One of the Triumvirs must always command the main army. Once the Triumvirate wins they must divide the republic and a Triumvir may choose to initiate a final civil war in which it will be 1v1v1.
Exiled Senate -If Rome is taken the Senate becomes a "rebel", however senators do not lose half their equites. The senator with the most influence becomes the leader like a dictator. He may resign and appoint someone else, or the senate may nominate someone else and vote on it. He can't execute anyone but must always lead the main army.

Movement
As rebel you basically act as a dictator (no need to put it to a vote) and create your orders of recruiting and moving at the end of combat phase. You can move your legion(s) into any adjacent senatorial province and you can move your legions across your own land instantly.

Naval Movement
If you can't reach one of your provinces by land with your army you will have to do a naval moment with your fleet, the enemy may choose to intercept, but they must win, a mere stalemate won't stop this type of naval move. There is no limit to how many of these you can do in a phase however you will have to split your fleet to do multiple.

Naval Invasion
Both the Senate and Rebels can attempt one naval invasion per turn. You can navally invade any province that borders the Mediterranean or black sea (not Atlantic) you want as long as you have at least 1 fleet. However, the Senate/Rebels can choose to try and intercept you and if they stalemate or win you will be unable to complete the movement. Important: all soldiers assigned to the naval invasion must return to port and cannot move for the rest of combat phase. Keep in mind, many provinces have provincial navies that you will also have to beat if they have a governor.

Note the naval landd-bridges: Between Asia/Bithynia and Greece, Between Italy and Sicily. If you are stuck there without a navy and don't control both sides that is bad news

Battles

  • Civil war battles were extremely decisive; the loser would lose the support of his troops so a defeat means you lose everything EXCEPT any veteran/evocati legions who survive. If you are wondering why the winner loses nothing, that is because it is assumed legions from the losers joined the winner. losses table
  • If you stalemate, both sides lose the same, but the attacker to the province he attacked from (after losses ofc).
  • Any bonuses the senate has, like field consul or dictator, the leader of the rebellion copies (ie: if senate sends field consul against rebel, rebel will also have +2 command, if dictator, rebel can also appoint master of horse)
  • If a province has no governor, they do not resist an invasion by a general
  • If you weren't stalemated in previous combat phase you can retreat if attacked
  • If you lose a land battle, die roll (1-3) you are captured (4-6) you are able to escape to a friendly province. On naval battle only on 1 are you captured.
  • If you are captured the leaders will decide to execute, exile, or pardon you, a senate will put you on trial with the same choices.

    Redeploying at turn end
    After combat is over you can move troops to wherever you feel they will be most useful. The exception to this is any units which stalemated, or had a disaster, they are stuck on the front they are fighting. In a failed naval invasion, your units must return to the province they were launched from.


Who is the official state?
Whoever controls Rome and Italy is considered the official roman state, and the other person becomes the rebels. The State must pay for all the land bills, war costs, unrest rolls etc. the benefit of being part of the state however is you can get the concessions and roll for equite. When a rebel captures rome they have one turn to fix unrest.

Economy
Rebels get money after the official state has finished their combat phase, then they can recruit and attack. Money, Recruit, Attack. Both Senate and rebels do it in this order, but senate goes first.

=LAWS=
Laws are created at random and assigned to players how have to propose them in forum phase to be voted on in senate phase
If you pass them you get +1 influence, but if the vote fails you lose -1 influence. You can give laws to other people.

Land Bills
ONCE PER TURN first come first serve

Any senator may propose a land bill to gain popularity for themselves and their co-sponser. Land bills take land away from the state and give it to the people, therefore they are quite costly to the treasury. There are three levels of land bill, giving increasing popularity to the sponser and increasing cost to the state.



=INTRIGUE=
RULE CHANGE: Assassinations can no longer happen in the first phase to allow people to get bodyguards and stuff if need be.

Assassinations
Note: Only people in Rome can be assassinated. Therefore governors can't be assassinated, nor can governors assassinate anyone else.Anyone being prosecuted is held under arrest and cannot assassinate anyone while being tried.


Players may attempt to eliminate opposing Senators by pming me.
No person may be the target of more than one attempt per turn, and no person may attempt more than one Assassination per turn. A faction may not attempt to assassinate one of its own senators. A result of "5", or more kills the target. A result of "3" or "4" fails. A result of "2" or less results in the assassin being caught and implicating the perpetrator.

If caught:
The perpetrator is arrested and loses five Influence and is the subject of an immediate special Major Prosecution (no limiters) with an automatic dr on the Popular Appeal Table. However, instead of adding his own Popularity to the DR, the perpetrator must subtract the Popularity of the victim from the DR.

Cards -all cards are a one use thing, buy during forum phase
Secret Bodyguard 15 cost choose to use it when attacked to lower the assassin roll against you by -1
Open Bodyguard 10 cost [limit 1, may be disabled in forum phase] (-2 to assasin rolls against you, must pay -2 talent upkeep and lose -1 popularity a turn)
Tribune [15 - popularity] (may veto any proposal (not election), prosecution, you may also nominate yourself for a position bypassing consul)
influence peddling 8 cost (oratory/6 chance of stealing an equite from a target you choose)
Assassination 20 cost (+1 to your assassination die roll)
Blackmail 15 cost- (your target must give you an equite and/or anything you can think of, or their popularity and influence fall by a die roll)
Murder of a Tribune 15 cost- if someone uses a tribune you may attempt to stop it with a dice roll, if even it succeeds. Either way, you lose that dice roll in popularity.

=AFFAIRS OF STATE=
Finances
State revenue (Talents) Italy +100 Talents
+State Income
-20T per active War/Revolt ­
-2T upkeep non­rebel Legion and Fleet
-­Land bills
-/+ etc

Unrest
tl;dr
+1 per Pirate, Drought or Un-prosecuted War

The Unrest Level represents the degree of dissatisfaction of the populace with the government. The Unrest Level starts at "0". At the start of each Turn it is increased by one for each Pirate (whether active or not), Drought, or undefeated enemy that rome did not engage in battle with that turn. The Unrest Level is also increased by one whenever Rome suffers a Disaster in battle (even a naval battle) and by two whenever Rome suffers a Defeat. It is lowered immediately by Victory in War (including naval battles), sponsoring games, or passing Land Bills. There is no limit to how high the Unrest Level can go, but it can never go lower than 0.
Important

Note: When I roll for unrest events, the consul's popularity greatly helps prevent problems, however a very unpopular consul will likely cause great risk of revolts or worse….

3d6 + Popularity of the Rome Consul - Unrest Level
consult this table for results

=PROVINCIAL MANAGEMENT=
Provinces need governors to pay taxes to the senate. If you are elected governor you can be corrupt and gain money. Each province has a card, if you are governor you should understand what it means.



Governors must raise/maintain local forces and command provincial armies which may be used to defend the Province. The Senate may choose to station Legions in provinces as well.

Auxillariy Armies and Fleets are raised by the Governor using the Local Taxes during Forum Phase. It costs 10 Talents to build each Auxillary Army or Fleet, Auxilla, they are free to maintain but cannot leave the province, they are built right before combat phase unless they are rebels. Leftover money is not saved.


Governors may use their Auxillaries in a revolt against the state. In a revolt he may collect ALL taxes of his Province (Personal, State, and Local) to use as he sees fit. These taxes are transferred to his personal treasury.

ARMY STRENGTH: Auxillary Armies are counted at full value as long as actual non-provincial garrisoned Roman Legions at the start of battle accompanies them. Otherwise, Auxiliary Armies count half. Fleets are the same as real roman fleets. When losses are calculated if auxiliary are hit they lose twice as many.


=POPULARITY=
Popularity - Use Popularity to defend against prosecution.
(minimum -9, maximum 9)
You get this by games, land bills, winning wars. You lose it from repealing land bills, losing legions in battle, and certain Concessions.
-1 popularity occurs every turn as well due to it fading.

Games
Chariot Races - cost 7 reduces unrest by -1, gives you +1 popularity
Gladiatorial Games - cost 13, reduces unrest by -2 gives you +2 popularity
Gladiatorial Spectacle - cost 18, reduces unrest by -3, gives you +3 popularity

=DEATH=
Anybody who dies is removed from the game for 3 turns and may return as relative of your old character

  • Any honorable death (battle, natural causes, assassination, falling on your sword after defeat) and you can keep 2/3 of all your equites,wealth,legions (or 9 talents and zero equites, whichever you choose) when you return as your relative. Any cards are lost.
  • A dishonorable death (suicide, execution for crimes, dying as a rebel) you lose everything





=WINNING=
The game ends with a win for the player (or faction) who fulfills any of the following victory conditions:

  • A loyal Senator achieves a total of 35 Influence and both he and Rome survives the turn . If two or more Senators simultaneously reach 35 Influence, the one exceeding 35 by the most is the winner.
  • The Senate, while not in a civil war, declares a Senator with more than 21 influence Consul For Life and both he and Rome survive the turn
  • A rebel Senator while marching on Rome defeats the Senate in battle, and the Senate surrenders
  • A rebel Faction conquer the whole republic in a civil war (note if the republic has 4 wars at end of the combat phase both lose)
  • The State is bankrupt or felled by a "People Revolt" result during a Civil War. The declared rebel wins the game unless overcome by four Wars
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22.08.2016 - 10:38
 JF.
Tiberius Numertorius

3
3
2
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22.08.2016 - 10:49
Herius Sertorius

Oratory :3
Military:3
Influence :2
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22.08.2016 - 11:17
In

Aquila Phoenicus
Oratory:2
Military:4
Influence:2
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22.08.2016 - 11:21
Aurelius Cornelius Scipio (again)

Oratory: 3
Military: 5
Influence: 0 (If possible, if not possible take one from oratory)
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Someone Better Than You
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22.08.2016 - 11:23
Reeee you are all fucking up

Please read no stat can be 3 higher than the other, including influence your three choices are basically; 3/3/2, 4/2/2, or 2/4/2. Other combos are possible but they mean influence at cost of others stats which I doubt ppl will pick unless they want to control the political game at start
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22.08.2016 - 11:30
Написао Aetius, 22.08.2016 at 11:23

Reeee you are all fucking up

Please read no stat can be 3 higher than the other, including influence your three choices are basically; 3/3/2, 4/2/2, or 2/4/2. Other combos are possible but they mean influence at cost of others stats which I doubt ppl will pick unless they want to control the political game at start

I thought you meant no stat can be 3 higher than the next higher. Bla in that case give me 2/4/2
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Someone Better Than You
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22.08.2016 - 11:36
Quantius Maximus

4
2
2
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22.08.2016 - 11:39
Vibius Caetronianus

2
4
2
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22.08.2016 - 12:24
Arruns Octavius


3 Oratory
2 Military
3 Influence
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22.08.2016 - 12:25
Gaius Marcus

2
4
2
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22.08.2016 - 12:48
Last game I took inspiration from Asterix & Obelix. This game I'm taking it from Warhammer 40k
I am Inquisitor Senator Caspiel Rex of the Imperium of Man Rome
Oratory: 3
Military: 2
Influence: 3
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22.08.2016 - 12:53
Написао Darth., 22.08.2016 at 12:48

Last game I took inspiration from Asterix & Obelix. This game I'm taking it from Warhammer 40k
I am Senator Czevak Bronislaw of the Imperium of Man Rome
Oratory: 4
Military: ~none~
Influence: 4


Slavic barbarians not allowed in the senate, also your stats are way off
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22.08.2016 - 12:54
Написао Darth., 22.08.2016 at 12:48

Last game I took inspiration from Asterix & Obelix. This game I'm taking it from Warhammer 40k
I am Senator Czevak Bronislaw of the Imperium of Man Rome
Oratory: 4
Military: ~none~
Influence: 4

Only Roman names allowed. You can be Cato Sicarius though.
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Someone Better Than You
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22.08.2016 - 12:58
Написао Aetius, 22.08.2016 at 12:53

Написао Darth., 22.08.2016 at 12:48

Last game I took inspiration from Asterix & Obelix. This game I'm taking it from Warhammer 40k
I am Senator Czevak Bronislaw of the Imperium of Man Rome
Oratory: 4
Military: ~none~
Influence: 4


Slavic barbarians not allowed in the senate, also your stats are way off

K I edited
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22.08.2016 - 13:00
Opiter Caelius:
4
2
2
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22.08.2016 - 13:10
In
Andertius Paulius.
Oratory : 4
Military: 2
Influence : 2
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22.08.2016 - 14:25
 Witch-Doctor (Модератор)
Cassius Flavious
2/4/2
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22.08.2016 - 14:44
Cossus Nipius Papus

Oratory: 2
Military: 4
Influence: 2
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ho
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22.08.2016 - 15:10
Gaius Octavius

3/1/4 give me that sweet consulship
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22.08.2016 - 15:34
Falavious Marcus

2
4
2
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Everyone is living a myth and it's important to know what yours is. It could be a tragedy- and maybe you don't want it to be.
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22.08.2016 - 15:35
Написао Tirpitz406, 22.08.2016 at 15:10

Gaius Octavius

3/1/4 give me that sweet consulship

Stats are off.
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22.08.2016 - 16:12
In plz Gaius Julius
2/2/4
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22.08.2016 - 17:03
Написао Aetius, 22.08.2016 at 12:53

Slavic barbarians not allowed in the senate


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If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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22.08.2016 - 17:05
Name: Sulla
Oratory: 2
Military: 4
Influence: 2
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If a game is around long enough, people will find the most efficient way to play it and start playing it like robots
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22.08.2016 - 17:17
Написао Skanderbeg, 22.08.2016 at 17:05

Name: Sulla
Oratory: 2
Military: 4
Influence: 2

1 name stronk
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Someone Better Than You
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22.08.2016 - 17:36
Just gonna call him Lucius Cornelius he doesn't really understand how roman names work. He wanted to use 2 cognomens as names. Anyway we can basically start now, 3 other people can late join if they want.
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