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Thread: General Game Rules

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    Default General Game Rules

    1. Titles/Accolades
    Spoiler Alert, click show to read: 


    Titles shall be granted to those who distinguish themselves and are as follows but not limited to:

    Ovation: The ovation (Latin: ovatio) was a lower form of the Roman triumph. Ovations were granted, when war was not declared between enemies on the level of states, when an enemy was considered basely inferior (slaves, pirates) or when the general conflict was resolved with little to no bloodshed or danger to the army itself. (+2 populist points, +1 Legion Loyalty points)

    Triumph: The Roman triumph (triumphus) was a civil ceremony and religious rite of ancient Rome, held to publicly celebrate and sanctify the military achievement of an army commander who had won great military successes, or originally and traditionally, one who had successfully completed a foreign war. In Republican tradition, only the Senate could grant a triumph. The origins and development of this honour were obscure: Roman historians placed the first triumph in the mythical past. (+4 Populist Points, +4 Legion Loyalty Points)

    Princeps Senatus: (plural principes senatus) was the first member by precedence of the Roman Senate. Although officially out of the cursus honorum and owning no imperium, this office brought enormous prestige to the senator holding it. (+1 Populist/Patrician Point, +1 Legion Loyalty Point)

    Ex-Consul- Anyone who has served as Consul

    Augustus- A title granted to a senator with almost dictatorial status. This senator must display advanced military aptitude, be beloved of the People, and be a shining beacon of Roman virtues. (+15 Legion Loyalty points, +15 Populist Points)

    Magnus- "The Great" Awarded to individuals who distinguish themselves in any but especially military functions (+1 Legion Loyalty Point)

    Pontifex Maximus- A title granted to a reasonably influential man who shall be charged with performing all the necessary rites in accordance to Roman religious law. Only one may be named. The title lasts for life or until given up. (+1 Populist/Patrician Point)

    Imperator- A title granted by a legion that achieves a 3 star veteran status (+1 Legion Loyalty Point)

    Pater Patria- A title granted by the Senate to a citizen who takes extraordinary measures to defend the republic (+10 Populist/Patrician Points)

    Gallicus- A title granted by the Senate to a citizen who has subjugated the tribes of Gaul (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Germanicus-A title granted by the Senate to a citizen who has subjugated the tribes of Germany (+3 Legion Loyalty Points, +3 Populist Points)

    Armenicus- A title granted by the Senate to a citizen who has subjugated the tribes of Armenia and Asia Minor (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Africanus- A title granted by the Senate to a citizen who has subjugated the tribes of Africa (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Aegyptus- A title granted by the Senate to a citizen who has subjugated the lands of Egypt (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Parthicus- A title granted by the Senate to a citizen who has subjugated the tribes of Parthia (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Dacicus- A title granted by the Senate to a citizen who has subjugated the tribes of Dacia (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Brittanicus- A title granted by the Senate to a citizen who has subjugated the tribes of Britain (+3 Legion Loyalty Points, +3 Populist/Patrician Points)

    Hispanicus- A title granted by the Senate to a citizen who has subjugated the tribes of Spain (+3 Legion Loyalty Points, +3 Populist/Patrician Points)



    2. Economy
    Spoiler Alert, click show to read: 

    How do I make money?

    Dictators shall have an added annual income of 10,000 denarii

    Consuls shall have an added annual income of 10,000 denarii

    Censors shall have an added annual income of 5,000 Denarii

    Pro-Consuls (governors) shall have an added annual income of 10,000 denarii

    Praetors shall have an added annual income of 5,000 denarii

    Quaestors shall have an added annual income of 2,500 denarii

    Tribunes shall have an added annual income of 1,500 denarii

    All senators, regardless of rank or magistracies held, shall be granted a basic annual income of 5,000 denarii.

    What can I buy?

    Legions: All legions shall consist of 6,000 fighting men and shall cost 30,000 Denarii to levy regardless of who levies the legion. Upkeep shall be 500 denarii per year. Each star (which denotes a veteran unit, see below) shall incur an upkeep cost of 1,000 denarii per year, per star. Legions may be disbanded and reformed as raw recruits for no extra cost. See battle rules below

    Cavalry: Latian or foreign cavalry may be levied at a cost of 1,000 denarii per 100 horsemen. The upkeep cost of cavalry shall be 1 denarius per year for every horseman. Again, creativity is encouraged. Although cavalry may be formed from Latin allied tribes, players are encouraged to provincially make their armies more realistic. For example, the governor of Gaul might employ Gallic cavalry as opposed to the traditional Latin allied centuries assigned to each legion.

    Missile units: Missile units such as archers may be recruited at a cost of 500 denarii per 100 men. There shall be no upkeep on missile units. In battle all missile units will be considered to be poorly equipped and unable to withstand the onslaught of melee or mounted units. The damage inflicted by each unit shall vary on their positioning on the map as well as the concentration of their arrows.

    Siege equipment: Only necessary when assaulting cities or forts. Any siege engine shall cost 50 denarii.

    Farms and Estates
    Farms will only affect your base senatorial income, of 5,000 and all income from farms is determined by how many slaves are working those farms.

    Small Farms: A Small Farm costs 1,000 denarii to construct. Each Small Farm may be worked by twenty slaves, you may only have four Small Farms.

    Large Farms: A Large Farm costs 2,000 denarii to construct. You must first purchase two Small Farms for each Large Farm you construct. Large Farms may be worked by sixty slaves each, you may only have two Large Farms.

    Latifundium: A Latifundium costs 4,000 denarii. You must have two Large Farms to purchase a Latifundium. You may have two-hundred slaves on your Latifundium, you may only have one Latifundium.

    Slaves: Slaves are essential as workers for farms and can be used for the purposes of personal protection. When applied to an income estate, slaves an additional .5% income each to the productivity of the estates, this effect stacks up to the cap for the given farm. When applied to personal protection they mitigate the chance of assassination by a value of 1 on the dice. To purchase directly from the markets Slaves costs 200 denarii each however you can acquire them through trade or from other players.

    Slaves sold through war are sold as the Military Rules dictate, not as the Economic rules dictate.

    You may attempt to have you farms an estates produce a more profitable crop with a greater risk. If choose to grow a different crop then that crop will be grown on all your farms. These bonus values are applied directly to your farm income.

    Grain: All farms produce this product by default. There is no risk factor in producing this.

    Olives: Should you choose for your farms to produce Olives you will have chance to make, or lose, an additional 20% of your farm income.

    Fruit: Should you choose for your farms to produce Plums you will have a chance to make, or lose, an additional 40% of your farm income.

    If you want to produce a different crop for any given turn you must post your intent in the Moderator Action thread and make note of it in your home thread, once you choose to do so you cannot rescind your choice.


    Mining Venture: At any point a senator may invest in a mining endeavour. Given the risky nature of mining, success requires a roll of 1 or 2, but the payout great (two dice rolled, the number multiplied by 700). Only one mining adventure may be attempted every year. The cost of investing in the mines per turn shall be 2,500 denarii.

    Merchant Fleets: Romans wealthy enough to fund merchant fleets may speculate on the Roman markets. Controlling merchant fleets allows an investor to bring goods to market across the vast trade network of the Roman Empire.

    Each trade vessel shall cost 1,000 denarii. Trade vessels will take one year to complete a circuit whether importing or exporting products.

    Trade profits will be calculated by rolling two dice and multiplying that number by the number which indicates a demand for that product. Be aware that some areas are currently unsafe to trade in due to hostile activity. Other areas may not be accessible for trade because their ports are held by hostile tribes or tyrants. Governors of a particular province that choose to use a fleet to export goods from their province back to Rome will reap and extra profit from trade (5%)

    Only five ships at any one time may be used to import or export the same resource from the same region.

    Ports:

    1. The resource caps on common items are raised significantly more, at maximum upgrade, than the resource caps on items like Gold or Artefacts.

    2. All ports controlled by Rome are to be considered "Level 0" once the port upgrade rule is implemented, no upgrades present. Egypt and North Africa will be "level 1". Each level upgrade until the cap, "Level 3" will allow five more ships into the port to import/export the same resource. Each level of port upgrade will be considered a small, medium, then large building project.

    3. Any Senator can invest in upgrading a Port, including foreign ports.

    Proconsulate Development
    When a province is upgraded it costs 100% of the current provincial income. Upgrading a province is done in three tiers.

    Tier 1: Basic amenities such as roads, aqueducts, and granaries.
    Tier 2: Improved roads, small temples, ports, small theatres
    Tier 3: Bathhouses, large temples, forae magnae, amphitheatres, circusses

    Each tier improvement increases total provincial income by 25%

    Newly added territories will cost whatever their yearly income multiplied by whatever tier number the province is currently on. For example, a 200/year income territory will cost 600 to improve to tier 3 so it may be incorporated into a province. All territories in the same province must be on the same upgrade level.


    Special Buildings

    These are special buildings which the Senate or wealthy individuals can commission; Romans commonly did such things. You (or your partners if you have them) make up whatever you want it to be called, you may choose if you want patrician points or populare points from them, if multiple people fund it then they split the points roughly. They also increase income slightly, not an investment by any means, but a donation to the people...or a kickback to your rich cronies.

    10,000 - small building (a little temple, a market, a plaza, etc) generates 200 denarii a turn +1 patrician/populare points
    20,000 - moderate building (port development, small forum, etc) generates 600 denarii a turn +2 patrician/populare points
    50,000 - grand building (Column, Statue, Bath, Forum, etc) generates 2000 denarii a turn +5 patrician/populare points
    75,000 - 2 turns - huge building (Coliseum, Pantheon, Trajan's Forum, etc) 4000 a turn +10 patrician/populare points


    Roads can be constructed at a cost of 2,000 Denarii and by a roll of a 6-sided dice multiplied by 500. Roads shall increase the overall income of a province by 15%. Roads will also allow armies to march twice as fast through a province. This means that an army will be able to cross a province with roads in 12 hours instead of 24 hours.

    The Roman numerals on the economic map were for identifying territories. See below for clarification;








    3. Battle Guidelines
    Spoiler Alert, click show to read: 

    Battle Rules: All battles will be executed in the form of battle strategies and micro maneuvers performed by each general based on a picture of the battlefield and troop disposition. Each general will be obliged to reveal the battle array of their army. All covert tactics shall be allowed or disallowed at the discretion of the moderators.

    Legions: Legions are the basic unit of combat. Any legion that has survived a campaign (at least two battles) shall be granted Veteran status and assigned one star for each battle it has survived. This allows veteran legions to have an advantage over raw recruited legions in battle. In the spirit of creativity players will be allowed to name their own legion accordingly, or levy a unit of regional mercenaries at the same cost as a legion.

    Recruitment times: Any body of infantry, cavalry, or skirmishers shall take three days to recruit.

    Veteran Units: The experience level of each unit shall be denoted by stars *, **, ***, ****, *****. Each star shall add a minimum yearly upkeep of 1,000 Denarii per star. Veteran units may be disbanded after 10 years of service. In the event that more than 3/5 of a veteran legion are destroyed in combat, The general may either choose to reform the legion with raw recruits (losing half or one star), combine it with a different legion (for a loss of no stars, but causing the disappearance of one legion the general owns) or disband the legion. Legion stars shall denote participation in a battle in which more than 10,000 enemies were killed. Legions with one star have survived one battle, two stars have survived three battles, and so forth.

    What happens if I do not pay my yearly upkeep?

    Desertions at a rate of 35% per year will occur for every year the legion goes unpaid.

    Romans vs Romans

    Battle Rolls: Battle roll modifiers shall be added depending upon the quality of troops utilized.

    Missile units shall behave as support troops.

    Romans vs All

    Roman legions shall be considered better troops than the average European soldier of the time. Few other states/tribes provided their armies with equipment and training quite up to scratch with the Romans. That being said, leadership could make of break armies. Most major Roman catastrophes like Teutenborg and Carrhae were the result of abysmal leadership. This means that the biggest factor is strategy with a marginal base Roman advantage.

    Moderator discretion shall rule the day, however, Roman armies under excellent leadership should be able to defeat significantly larger forces.

    If all the troops of an enemy army have been destroyed, the leader will either be taken alive or killed in combat. (50/50 chance).

    Any remaining forces in any battle will retreat to an adjacent province, the general may choose the province.


    Legion Movements:

    Legion movements shall be one province per day out of this map:

    http://www.twcenter.net/forums/showthread.php?t=471951

    Naval Movements
    Armies may cross a sea at a cost of one day's movement. The oceans are divided into various seas though, and to cross into another sea (blue line) adds an extra 2 days of movement. 6 ships are required to move a legion. 1 ship per 1000 Auxiliaries, these ships are considered non-combatants in any naval engagement.

    Examples:
    Carthage to Sicily - crossing the sea (strait of sicily) = 1 day
    Carthage to Rome - crossing the Sea (strait of sicily) and crossing into the Tyhennian Sea = 2 days
    Carthage to Athens - crossing the sea (strait of sicily) then crossing into the Ionian Sea, then Aegean Sea = 2+2 days


    PvP: When a player attacks either another player or the senate, the number and quality of troops shall be taken into consideration. Each general will submit a plan of attack/defence.

    Attacks against foreign nations: Any player may opt to RP the battle strategy for a foreign army.

    Assassinations: A senator shall have a 15% chance of being assassinated, and any Magistrate shall have a 7% chance of assassination when a player engages the talents of a professional assassin.

    Players may combine their resources to attempt to remove a common foe. If three players hire professional assassins, the chance of a successful assassination of a Magistrate increases to 21% and so on.

    Players may also opt to perform a open assassination. Open assassinations have a higher chance of success but at greater personal risk. Charges may be brought against the characters of players who attempt open assassinations. The chances of success shall be 30% for senators and 14% for Magistrates. Again, players may opt to perform an open assassination with a colleague. Players MAY NOT perform an open assassination and hire a professional assassin for the same assassination.

    All assassination requests must be sent to a game moderator.

    Random Additional Rules:

    -Characters may commit suicide

    -A death roll will happen when a character turns 55 and each year with a 20% chance of death and after with increasing odds (7% per year)

    -Upon a Character's death, 50% of the family's estate is inherited by an heir. The other 50% is paid to the Senate. Legion Loyalty Points and Populist Points, and titles are partially inheritable (1/2 transferred to new character). Legions loyal to the Father will be loyal to the son

    -For the sake of gameplay players whose characters are charged with serving the Republic in lands outside Rome, such as proconsuls, will be allowed to play Auxilary senators who either work for, are a client of, or distantly related to the main. The auxilary character may not be in the immediate family of the main. The auxilary character acts like a normal senator with the exception that it cannot run for offices other than aedile or quaestor, have any income whatsoever, use pleb/patrician points, lead armies and may not be used in assassination attempts. Any pleb/patrician points earned by the auxilary may be added to the main. If the quaestorship or aedileship are contested by main characters they may not run.


    Random event roll: Every year a random event roll shall occur (three dice)

    15. If a citizen controls more than two legions, there is a chance he or she may win the loyalty of a legion allocated to the senate. This gives the general the opportunity to either prove his loyalty to the republic by returning the legion to the senate, or an open doorway to take power, perhaps before the senate can act...

    20. Gladiator revolt. Two dice shall be rolled, the number shall be multiplied by 1,000 to give the total number of the slave army.

    4. Tribes on the move. A random tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    5. Long growing season. Each farm creates 5% more income.

    3. Unseasonably cool weather. Each farm creates 5% less income.

    9. Spanish invasion. The tribes of Spain have descended from their hilly outposts to harass the Roman provinces. Two dice shall be rolled, the number shall be multiplied by 1,000 to give the total number of the tribal Spanish army.

    7. Fires in Rome. The Senate must allot 10% of the public treasury to make repairs.

    6. Massive storm on the Mediterranean. All trade vessels sink.

    8. Tribes on the move. A random tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    10. Minor storm in the Aegean. No cargo reaches their port of destination if importing any goods from Asia Minor or Palestine. No merchant income from these transactions.

    14. Storms around Italy. Gales around Italy have forced all ships to stay in port. No merchant income this year.

    15. Inner African Invasion: Forces from within Africa have been driven north and find themselves in direct conflict with Roman spheres of influence. Enemies appear, two dice shall be rolled and that number multiplied by 500 to give the total amount of enemy troops.

    12. Revolt in Gaul. The Gallic tribes are in full revolt. Two dice shall be rolled, the number shall be multiplied by 1,000 to give the total number of the Gallic army.

    17. Tribes on the move. A random tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    18. Revolt in Greece. The Greek cities are in full revolt. Two dice shall be rolled, the number shall be multiplied by 1,000 to give the total number of the Greek army.

    22. Tribes on the move. A random tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    23. A foreign nation invades.

    24. Mining Boom. Mining success chances are increased to 2/3

    Rules for Rebellion, coups, and the Senate:

    The Senate:

    The senate may levy more legions by a simple majority vote.

    All proposed laws shall be voted on for a period of 24 hours.

    The senate may outlaw any character if he begins acting contrary to the decrees of the senate and breaks a law of the republic.

    The senate may declare A State of Emergency when any enemy or hostile force has entered Italy by a 3/5 majority. During a state of emergency all levy costs in Italy and allied provinces drop by half. Only Legions loyal to the Republic are eligible for this discount.

    Private Legions: Any character with ex-consular status may levy a legion. Legions levied by the senate will remain loyal to the senate. Legions that receive five battle stars for surviving battles will proclaim their general "Imperator" and will remain loyal to their general, requiring no yearly upkeep. All private legions shall cost 30,000 Denarii and cost 500 denarii for yearly upkeep.

    Any character may use private legions to intimidate, attack, or depose another character or the senate. Similarly any character may use his private legions to serve, protect, or preserve the senate and the republic.


    4. Naval Warfare and Movement

    Spoiler Alert, click show to read: 
    ]
    Naval Movements
    Armies may cross a sea at a cost of one day's movement. The oceans are divided into various seas though, and to cross into another sea (blue line) adds an extra 2 days of movement.

    Examples:
    Carthage to Sicily - crossing the sea (strait of sicily) = 1 day
    Carthage to Rome - crossing the Sea (strait of sicily) and crossing into the Tyhennian Sea = 2 days
    Carthage to Athens - crossing the sea (strait of sicily) then crossing into the Ionian Sea, then Aegean Sea = 2+2 days


    See Maps; look at oceans for reference - http://www.twcenter.net/forums/showthread.php?t=471951



    Naval Units and Warfare
    Naval forces are mostly to protect your armies and to deny enemies movement. You can also cause havoc with trade by blockading ports.


    Trade Ships/Liburna - cost 1000 - Trade Ships (which most of us already have) were commonly retrofitted into military vessels in times of war. Anyone can convert their trade vessels to light Liburna and risk them in battle (and covnert them back afterwards instantly). They are somewhat inferior ships but can be dangerous in shallow waters. No upkeep obviously.

    Quinquereme - cost 1000 - The Romans had abandoned the Trireme design and by the first century BC, the Quinquereme was essentially the only real warship type used by the Romans. They are the same price as a Liburna but lack a dual purpose and are built for war alone. Note; they are better than Liburna, but not dramatically so, they have a ram, catapult, and a large boarding party. Their size is both an advantage and a hindrance. They also require upkeep of 100 denarii per turn.



    5. Additional Rules for Governors/Proconsuls and Legion Loyalty
    Spoiler Alert, click show to read: 

    Legionary Loyalty Points refer to how influential your character is to the armies of the Republic. If your character amasses a wealth of these he may be able to sway loyalties, force march, or convince his troops to go without pay for a certain period of time. Legion loyalty points are not awarded to the senate due to assumed loyalty towards the senate. The main commander of the army shall receive full points and any legates or subordinate commander shall receive half.

    Performing certain actions will result in the awarding of legion points. These include:

    Getting Points

    Paying for the upkeep of any legion: .5 points

    Raising a legion: 5 points

    Raising 500 auxilia using personal income (horse or range): 1 point

    Leading a legion to victory in battle: 2 points

    Personal Combat in pitched battle: 2 points (10% chance of dying in battle)

    Capturing and extraditing an enemy leader to Rome: 1 point

    Losing a battle: -2 points

    Losing a legion: -5 points, -5 popularity with the people

    Booty Distribution (after the appropriate amount has been paid to the Senate): 100% = 2 points, 75% = 1.5 points, 50% = 1 point, 25% = .5 points


    Legion Loyalty points may then be used to perform any of the following tasks:

    Purchases
    Forced march (Legions move twice as fast for a period of two days, able to cross four squares in the time of 2): -1 point

    Legion will forgo pay for one year: -2 points

    Imperator! (claim the loyalty of a legion, cannot be used to claim a private legion, only senatorial or proconsular): -15 points


    Assumed Loyalty

    Legions raised by the Senate will be assumed wholly loyal to the senate until a General makes a bid for their loyalty. Likewise, legions raised by a private citizen (ex consul) will be assumed wholly loyal to that individual unless another General intervenes. Legions loaned to the senate or by the senate to an individual (excluding magistrates tasked with achieving a military objective) will still remain loyal to the original owners. In cases such as these it is suggested a contract be drawn up outlining terms and conditions.
    ------------------

    Governors will be responsible for paying the upkeep of legions in their province and may levy additional troops for the protection of the province as long as the money comes from somewhere.

    Note that any troops levied during a governorship will not be considered personal forces of the governor, but troops loyal to the state and province.

    The Senate shall have no control over proconsular legions unless the legions proclaims itself loyal to the senate.

    Proconsular corruption:

    A proconsular governor may choose not to govern in a particularly benevolent way.

    Should he choose to behave in an unscrupulous manner, he may have some opportunity to add income. If he is caught, however, he may face charges in Rome for mishandling his province.

    A Governor need only inform a moderator that he wishes to extort his province and the chances will be rolled. Two dice shall be rolled. The sum of the dice shall be multiplied by 5% of the proconsulates income and shall be added to the magistracy income for that year to the governor. If the sum of the dice is even, the people of your province shall seek legal recourse with the senate and file a grievance with the praetor. The governor may face penalties for his extortion at the discretion of the praetor and the senate.

    A proconsul is responsible for maintaining the lands entrusted to him by the Senate. Failure to defend and maintain the lands may result in charges being filed for mishandling the province or armies of the Republic


    6. Foreign Campaigns
    Spoiler Alert, click show to read: 

    When the senate sanctions a fullscale invasion of an enemy territory, it is highly recommended that at least three legions be assembled. A Consul or a senate-appointed general will lead the troops. When attacking enemy territory, enemy resistance will be calculated based on historically reliable sources for the muster. A leader from the region being invaded will lead the opposition forces and shall be RPed by either a willing player or game moderator.

    Raids: When an enemy army enters any territory the time they spend in that territory will mean a loss of income over time. The longer an enemy army spends in the territory, the more loss will be incurred. For each day an enemy army occupies a territory 10% of the income will be lost for the next term's payday. Game moderators will keep track of affected territories and pass on the specific information to Quaestors and game moderators.

    Legionary Replacements: Legions can only be restrenghtened when they reach 3/4 strength or less (4,500). Replacements will take two months in game (1 day) to reach the front. Any legion that loses more than half of its number(3,001) in one battle will lose a star denoting veteran status. Replacements when fighting in a Roman territory shall be recruited at half the normal time. Hiring replacements at the conclusion of a campaign will have no time penalty.

    When a territory has been liberated by a Roman Army the conquering general has three options:

    Sack: Two dice shall be rolled and the sum multiplied by 500. This sum becomes the amount of money (denarii) liberated from the captured territory.

    Slave Sale: Two dice shall be rolled and the sum multiplied by 1,000. Half of the proceeds from this action must be paid to the senate.

    Peaceful occupation: The settlement is not sacked or the population sold into slavery. In recognition for this one dice shall be rolled and the number multiplied by 50. This many local levies will join your army free of upkeep and fight for a period of one year for free.

    Prisoners: Any prisoners captured in battle may be sold for 10 denarii per head. Half of this must be paid to the senate.


    In the late Republic the people of Rome and Italy have begun to take a more active role in government, much to the chagrin of the ruling elite. These commoners have their own set of demands and wishes. Some politicians may find appealing to these advantageous.

    A favor system based on points will be used to counteract the will and ancient authority of the senate and will enable leaders of the Republic to act contrary to the will of the senate.

    Mob Role


    Each turn a mob roll shall occur which outlines the wishes of the mob. Three dice shall be rolled:

    3: Grain Distribution, small (1 point)
    4: Grain Distribution, large (2 points)
    5. Grain Distribution, city-wide (3 points)
    6: Land Reforms, local (1 Point)
    7: Land Reforms, regional, (2 points)
    8: Land Reforms, National (3 points)
    9: Italians Demand Citizenship (3 points)
    10: Social Reforms (1 point)
    11: Social Reforms (2 points)
    12: Social Reforms (3 points)
    13: Military Reforms (1 point)
    14: Military Reforms (2 points)
    15: Military Reforms (3 points)
    16: Housing Reforms (1 point)
    17: Housing Reforms (2 points)
    18: Housing Reforms (3 points)
    19: City Improvements (1 point)
    20: City Improvements (2 points)
    21: City Improvements (3 points)

    Any senator may propose a law which will satisfy the wishes of the mob. This law must be seconded by a Tribune of the Plebs. Every reform that is made will somehow affect the status quo. Reforms worth more points shall have a bigger impact on the status quo. Senators who propose and successfully pass a reform gain all of the points assigned to the reform. Supporters of the bill, which includes the necessary tribune support, shall receive half the points. EX: If a senator proposes a reform worth two points, any supporting senator receives 1 point

    A Donation of 5,000 denarii from personal fortune to the public treasury will result in +1 populist point. You may only gain two populist points per year this way, however.

    What can I do with my points? Spend them.

    Bid for Power: 15 points (The Senate outlawing you has no affect on your popularity. Your propaganda has convinced the mob that you have just as much a right to rule as the senate)

    Tribune in the Hole: 15 points (You win the support of a tribune, you may ask him to veto a bill. There will be a 50% chance of veto)

    Stuff the ballot boxes: 6 points (You gain two additional votes in any office you run for)

    Influence voters: 3 points (You gain one additional vote when running for Tribune, Quaestor, or Proconsulships west of Rome)

    Charismatic Leader: 4 points (Your legions will fight for a year without upkeep out of loyalty)

    Sufficiently Popular: 2 points (50/50 chance of having any case brought against you dismissed)

    Renowned Orator: 2 points (Negates chances of dismissing a suit brought against a magistrate)

    Levy Master: 1 point will reduce the cost of levying a legion by 500 denarii per point (maximum of 10 points used per legion)

    Negative Effects:
    For every week the demands of the mob are not met, the available points shall be added to the Public Discontent meter. The negative effects shall be as follows:

    -2 points: All upkeep for legions increased by 5%

    -3 Points: All legions levied by the senate cost 10% more.

    -6 points: Popular revolt, one dice rolled, multiplied by 1,000.

    -10 points: Popular revolt, two dice thrown, multiplied by 1,000

    -15 points: Massive revolt, three dice thrown, multiplied by 1,500

    Tribune Vetoes on a reform bill:

    If a tribune of the plebs ever vetoes a reform bill, he will incur negative reactions from the mob:

    Veto of a 1 point measure: An angry mob attacks your family servants and property causing 1Dx15 denarii in damage.

    Veto of a 2 point measure: An angry mob descends upon the house of the tribune, 10% chance of being lynched

    Veto of a 3 point measure: Unable to run for tribune for one year, 10% chance of being lynched

    Patrician Role
    While some elements of the senate have chosen to appeal and pander to the mob, conservative minded Senators may choose to directly oppose this and remain more traditional. Historically these men were more likely to be among the families of Rome's ancient ruling elite, the patricians. These Republican minded elitists work against populism and consider it a corrupting and negative influence to traditional Roman values.

    How points are gained:

    Successfully debate down and oppose a populist measure, leading to its failure, without resorting to a veto: 1-3 points

    Own 300 slaves: 2 points

    Successfully prosecute a magistrate for ethical or fiscal crimes: 4 points

    Be named "Princeps Senatus": 2 points

    Address the Roman people promoting traditional Roman values: 1-5 points (only once per week)

    Spend points on:

    Gain an extra vote in Consul, Praetor, or Proconsulships east of Rome: 2 points

    Influence legions to remain loyal to the senate or private legions to generals fighting in the Senate's interests (Must be done before the legion is claimed, does not apply retroactively): 10 points

    Influence foreign Leaders in times of trouble (50% chance of leader sending aid to the Senate, D4x400): 4 points

    Gain a 5% reduction in price to any purchase with every 1 point spent (maximum of 10 points used each purchase, only applies to one item)

    Attempt to assassinate an NPC tribune: 15 points
    Last edited by Magicman2051; November 30, 2011 at 08:33 AM. Reason: Clarity

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