When Alexander the Great died in 323 BC, he left no clear heir to the immense empire he had conquered. It was not long after his death that the Macedonian generals began to war among themselves over who would be the regent or successor to Alexander’s empire.
This proposed Alliance game is set in this period, and you play as a one of the contenders for the empire. You create either a historical figure or create your own, as there were many people whom history probably forgot but may have had the chance to power. Minimum required to start is 6 players, max is 12 or so.
How to Start
Create Your Character:
You start with 50 [or if NPC 40] character points to attribute to Command Talent, Combat Ability, Administrative Ability, Legitimacy, Extra Starting Forces, Extra funds, and Extra Provinces, and Heirs) : Spend them wisely...
1. Name: (Can be anything but historical person gives you +2 character points)
2. Background: (Where he is from, his life story before and after he joined with Alexander. Personal vices and virtues, etc.)
3. Ethnicity: Macedonian:+2 character points, +1 legitimacy, gives you rapport with any Macedonians in RP. Greek: +1 character points, +500 talents (money), gives you rapport with any Greeks in RP. Persian (or any other nationality):+700 talents(money), unable to gain legitimacy [-10cp], able to recruit non-greek units without unrest penalty, rapport with the easterners.
4. Heirs
Son(s) (2cp):] If your character dies, with a son you can keep playing. Stats will be based off his father, but randomly altered. Can be used as a general in game as well.
Daughter (1cp): Can be used as a political pawn, marry to other player's sons or one of your own generals. If your character dies and you have no sons but you have a daughter you can keep playing through her but upon succession your realm will fracture badly.
5. Command Talent:
1 character point gives you +1% BP bonus on the battlefield technically speaking but also RP-wise it means your orders will be followed more accurately and your officers will respect you more.There is no limit on this attribute.
6. Personal Combat Ability:
1 character point gives you 1 combat ability skill, the max for this is 10.
Useful in duels, and if you desire to lead men at the front of the battle and not die.
7. Administrative Ability
1 character point gives you +1% income bonus throughout your realm. There is no limit on this attribute.
8. Legitimacy
At first, Alexander’s generals attempted to gain enough legitimacy to allow for a fairly peaceful transition of power, where one man would become regent while the heir. Eventually they gave up any pretense of unity and broke into feuding Successor states crowning themselves kings of their own lands.
At game start the core of the Royal Army will split up among the players based on how much legitimacy they have. These units are all elite and finely armed, veterans of Alexander’s campaigns.
20,000 "Argyraspidai" (Elite, Superiorly Armed Macedonian Phalanx) /108 BP each
6,000 "Hetairoi" (Elite, Superiorly Armed Macedonian Cavalry) /216 BP each
However, these units are fiercely loyal to the Argead Dynasty, and will abstain from any battle fighting a general with more legitimacy than you. If you lose that battle, they will switch sides to your enemy with more legitimacy.
And finally, the end goal is to gather enough legitimacy to be widely acclaimed as Permanent Regent if you are a Royalist or King if you are a Successor. To do this you must gain 24 legitimacy points. At this point your claim will be so strong that any enemy Macedonian units you meet in the field will have the "Appeal to Legitimacy" effect applied to them and cities in Macedon or Epirus will open their gates to you. Any remaining Argyraspidai and Hetairoi anywhere will march to your location and any remaining players who still claim to support the Argead Dynasty will either be forced to join you or else become Successors. This status as Regent can be lost if you go below 24 legitimacy points again.
Here are the initial legitimacy option you may choose to spend your character points on if you want;
Spoiler Alert, click show to read:
Choose 1
and optional...
Distant Royal Blood +2 legitimacy (3 cp): Can claim a relation to the Argead dynasty, however thin this may be, increases the likelihood of marriage to either Cleopatra or Thessalonike.
These Other sources of legitimacy that you cannot buy with character points but can gather throughout the game:
A modification to, you may align yourselves, note these aren’t alliances;
At any time you may choose to be a Royalist or a Succesor, but the change is permanent (unless the Regent chooses to redeem you);
Royalists are the Diadochi loyal to the Argead Dyanasty, the Treaty of Babylon, and the Regent Perdiccas. Their motivations are vary from true loyalists of Alexander’s heirs, while others may just be loyalists of convenience, aspiring to some very powerful power behind the throne status, but still do not actually intend to actually usurp the throne.
Successors are Diadochi who accept the Argead Dynasty is finished. Their motivations are different, some want to usurp the throne of Alexander IV themselves and will use whatever means possible, including using the Argead heirs as pawns, while others just intend to establish their own kingdoms .
Spoiler Alert, click show to read:
Champion(if you are Royalist) +5 legitimacy: A Champion of the Argead Dynasty. Everyone starts the game with this trait. Declaring war on a fellow Royalist, killing anyone in the royal family, recruiting native phalanx troops into the regular army, or declining to submit to the Regent will lose you this trait. The Regent can restore this status.
Champion (if you are a Successor)+5 legitimacy: A Champion of the Macedonian Army and Traditions. Recruiting native phalanx troops into the regular army will lose you this trait.
Control Macedon+3 legitimacy: Controlling Macedon itself is an important
Alexander's Funeral Cart+ 2 legitimacy: Having his body with you or your army confers you legitimacy.
Bury Alexander in Pella+ 7 legitimacy (Burying the body previous king is a very important macedonian tradition and grants great legitimacy to the one who grants this honor. Alexander’s body starts in Babylon.
Bury Alexander in any other major city+ 3 legitimacy: Although not optimal, Alexander can be buried in any major city, and will confer some amount of honor to the one who does this.
Control the City Where Alexander Buried+1 legitimacy: Having his tomb in your domain grants you small bit of legitimacy.
Having any of the heirs as your guest/hostage earns you legitimacy as well as naming you regent. You are only allowed to back one’s claim to the throne, or kill them if you don’t want others to use them.
Alexander IV+5 legitimacy: Alexander’s newborn son by Roxana, Queen of Bactria. Being his protector means you are regent of the Empire. Located in Babylon.
Phillip III+3 legitimacy: Alexanders older half-brother, he is unfortunately mentally disabled. He can be used to advance your claim. Located in Damascus, Syria.
Heracles +2 legitimacy: Alleged bastard son of Alexander from the persian princess Barsine. Located in Gordium, Phrygia.
Marriage to Cleopatra+3 legitimacy: Alexanders sister, marrying her would secure much legitimacy. She is very selective but an amoral man coul marry her by force.She is located in Sardis, Lydia.
Marriage to Thessalonike+2 legitimacy: Alexander’s half-sister. She is located in Pella, Macedon.
Ally with Olympias+3 legitimacy: Alexander’s mother is influential in Macedonian politics and having her in your entourage would give you authority. She hates Eurdice and desires to have Alexander IV under her control. Located in Pella, Macedon.
Ally with Eurydice+2 legitimacy: Half-sister to Alexander, she is a willful women. She wants to become queen, and can be married to Phillip III, Alexander IV, or Heracles. She hates Olympias and will ally with anyone who seeks to destroy her.
Barbaroi Integration-1 Legitimacy: A Diadochi may choose to take the Barbaroi ruling elite and integrate them into the upper Hellenic class via education and handouts The eventual goal of this program is the creation of hellenized barbaroi class. This creates a more loyal and united populace, but will reduce your standing in the view of the hellenic world at large, but chiefly among the makedonian aristocracy, who believe that their customs and language should not be degraded by being used by conquered foreigner. All non-Hellenic regions are reduced 10% chance of revolt (from 20), and non-Hellenic restless regions are reduced to 20% (from 30%).
10. Extra Starting Money
wealth gathered on the campaign, or from other holdings.
1 cp = 200 talents
11. Extra Provinces
1cp =1 extra province
IMPORTANT: during the Treaty of Babylonia which will be the first event of the game, all players will be ranked in order of who spends more character points in this area. The player who spend the most will get to choose their starting regions first, the person who spends the second most gets to choose second, etc.
Game Rules
Military
There are two types of units
All footmen (infantry, archers, etc) are base 10 BP
All cavalry are base 40 BP
When you buy troops they all start out at levy skill, and they spawn in 1 day in the province they are recruited. You may put any unit in training for a week, and their skill will rise to Trained. After they are trained you can devote another week and make them hardened. Mind you all the while you must pay their salary and upkeep. You cannot train them any further than hardened, and any other skill advance can only be gained in actual combat.
Skill/Salary Table:
Spoiler Alert, click show to read:
Skill
Salary (Drachma per year)
Battle Point Bonus
Levy
Trained
Hardened
Veteran
Elite
100
200
300
400
500
+0
+15
+30
+45
+60
*The salary and BP bonus of all Cavalry units are doubled!
To recruit infantry costs armor and manpower, with cavalry in addition you need to buy mounts.
Manpower+Armament = Levy Infantry
Manpower+Armament+Mount = Levy Cavalry
You may notice if you are observant that it is extremely cheap to levy up massive quantities of troops, all you have to buy is some shoddy armor and put it in some luckless fools hands. Indeed, this is the first alliance game that correctly simulates that fact, and nobody will be able to afford huge high quality armies. You may find it worth it to only keep a core army of good soldiers and then levy up the rest as necessary, or save your money entirely and rely on mercs.
Armament Table
Spoiler Alert, click show to read:
Armament
Salary (Drachma per year)
Battle Point Bonus
Poor
Average
Well
Superior
100
300
600
1000
+0
+6
+12
+20
You may upgrade the armor of any of your units by refitting them at any time.
Although the armor adds BP in theory, armor also realistically tires your soldiers and heavily armored troops can perform less complicated maneuvers on the battlefield. BP isn't everything.
Soldiers are levied at no cost from regions that you control (meaning you own the capital and the majority of the provinces in the region) Every region has a limited amount of manpower, and once it is exhausted you will be unable to recruit any more soldiers from there. Once you disband them though they return to the pool.
Also the ethnicity of the unit is important, because some types of unique units with a BP bonus are only able to be recruited from certain regions.
Macedonian Phalanx and Cavalry Units are +20% BP
(If you can find historical evidence to suggest a unit wasAll Greek Infantry and any other renowned unit in the world are +10% BP especially warlike it may be added to this list)
Example Special Units (wip)
Spoiler Alert, click show to read:
Macedonian Phalanx
Ethnicity Required: Macedonian, Epirotes, Greek Diaspora
Armor Required: Average or better
BP Bonus: +20%
Macedonian Cavalry
Ethnicity Required: Macedonian, Greek Diaspora
Armor Required: Well or better
BP Bonus: +20%
Greek Hoplite Phalanx
Ethnicity Thessalian: Aetolian, Boeotian, Attican, Achaean, Laconian, Cretan, Rhodian, Cypriot, Magna Graecian, Greek Sicilian, Greek Diaspora
Armor Required: Average or better
BP Bonus: +10%
Thracian Peltasts/Infantry
Ethnicity Required: Thracian
Armor Required: Average or less
BP Bonus: +10%
Thracian Cavalry
Ethnicity Required: Thracian
Armor Required: Average or better
BP Bonus: +10%
Cretan Archers
Ethnicity Required: Cretan
Armor Required: Average or less
BP Bonus: +10%
Rhodian Slingers
Ethnicity Required: Cretan
Armor Required: Average or less
BP Bonus: +10%
Cappadocian Cavalry
Ethnicity Required: Cappadocian
Armor Required: Well or better
BP Bonus: +10%
Bactrian Cavalry
Ethnicity Required: Bactrian
Armor Required: Well or better
BP Bonus: +10%
Parthian Horse Archer
Ethnicity Required: Parthian
Armor Required: Average or less
BP Bonus: +10%
Parthian Cataphracts
Ethnicity Required: Parthian
Armor Required: Superior
BP Bonus: +10%
Armenian Cataphracts
Ethnicity Required: Armenian
Armor Required: Superior
BP Bonus: +10%
Sogdian Cavalry
Ethnicity Required: Sogdian
Armor Required: Well or better
BP Bonus: +10%
Median Cavalry
Ethnicity Required: Median, Atropatene, Persian, Hyrcanian
Armor Required: Well or better
BP Bonus: +10%
Eastern Light Cavalry
Ethnicity Required: Arachosian, Gedrosian, Arian, Carmanian, Median, Atropatene, Persian, Hyrcanian, Bactrian
Armor Required: Average or less
BP Bonus: +10%
Persian Archers
Ethnicity Required: Median, Atropatene, Persian, Hyrcanian
Armor Required: Average or less
BP Bonus: +10%
Native Phalanx
Ethnicity Required: Any ethnicity in Alexander's former Empire
Armor Required: Average or better
BP Bonus: +10%
War Elephant - 1 week - 10 talents cost - 4 talent salary(BP highly variable, random between 0 and 15,000) Expensive units but can be wildly powerful in scattering the enemy, scares cavalry. Indian Elephants (only recruitable by owner of Indian province cost 5 talents with 2 talent salary and have 0-11,000 BP
Scythed Chariots - 1 week - 1 talents cost - .5 talent salary (BP highly variable, random between 0 and 1,500) An ancient war machine, the scythed chariot has been attempted many time with little success, but in theory if they are able to breach an undisciplined line they will wreak much havoc.
Trireme - 1 week - 20 talents cost -10 talents salary: Good warships in all conditions, the mainstay of fleets in this era. Can carry and maintain the supply line for 50 passengers.
Quadrireme - 2 weeks - 30 talents cost - 15 talents salary. Can carry and maintain the supply line for 100 passengers. Very Superior heavy warships, slower than triremes but far sturdier and very well armed with both marines and onboard weapons. Can carry and maintain the supply line for 100 passengers
Supply Ships/Caravans - 1 day- 2 talents cost - .2 talent upkeep: Conscripted trading ships/caravans, slow and unmaneuverable. Can carry and maintain the supply line for 100 passengers
Besides their salary, soldiers need to fed and supplied. These costs are doubled in enemy territory.
Logistical Costs
100 drachma per year to feed any man with a general diet of bread, olive oil, and alcohol. Also factored into this cost is the general logistics of repairing weapons and supplying tents and such.
100 drachma per year to feed and shod any horse. Fortunately the cost is kept down usually by the fact that horses graze most of their food. Ergo any cavalry unit costs 200 drachma to upkeep.
6000 drachma (1 talent) per year to feed and maintain an elephant. Unlike horses they cannot graze in most environments and to care and arm
A chariot is 3 horses and a rider and his retainer) so 500 drachma in total.
Supply Lines
By default your supply line extends from the capital of the nearest friendly Region (not province) you control. However you may be suppled from an ally, but you must have their permission. If this is cut off your army will suffer attrition and loss of morale. [-10% BP day] until it reaches 0.
If you are unable to pay for the upkeep of your soldiers for two consecutive weeks, the men will grow discontent and automatically disband.
Battles
Field Battles
Field Battles only occur when two armies are in the same province and they both wish to fight. Anyone can almost always decline a battle and fall back. Field battles are risky affairs, the rewards of victory and repercussions of defeat usually have a large effect. Commanders avoided field battles generally. In this game, losing a field battle as a defender usually means the cities in the region you are fighting will generally surrender to the attacker even if you have garrisons in them. The effect of a defeat is decided by the moderator.
Battle formation may vary but all battle formations follow this outline.
Battles are usually three stages if they are large enough, but stage two can be skipped if its small or not enough time:
1. Both sides pm which troops go in the center, right flank, left flank, or reserve. They then tell the moderator what orders they give to their officers, and if they want to be personally involved on any front or stay back in the reserve. Generals are worth 5,000 BP*Combat ability if engaged directly in combat but have a chance of dying.
2. After the initial clash, the moderator will show how the battle is going and both generals can make adjustments. This is when the reserve becomes useful, as you can bring up troops to where they are needed. However, putting too many troops in reserve means the enemy might be able to cause a rout in the opening stages and that will have a domino effect meaning your reserve was pointless.
3. The final result. Losses are tabulated for both sides. Losses are split between casualties and missing. Hard fought battles will have many casualties on both sides, but the loser is the one who generally loses most of their army from the effects of routing, if the winner has more cavalry this will cause many casualties. Also in the rout, huge numbers of soldiers would simply flee the commander and go "missing", even nobles would take entire parts of the army and leave while mercenaries would just abandon their employer never to return.
You must be in friendly territory to ambush; and the enemy must be marching into the province where you army is located
Ambush if enemy is Regular Marching
10%+ command turned into a percentage likelihood of ambush success, enemy general command turned into a percentage chance they will counter ambush you, anything else a normal battle occurs.
Ambush if enemy is Quick Marching
If the enemy is quick marching, the likelihood is 70%+command turned into a percentage, anything else a normal battle occurs.
BP is doubled if it is successful, as the enemy has no time to prepare.
A city must have a garrison to be defended. If a defender leaves a city un-garrisoned they will surrender to an enemy as long as the enemy promises not to sack the city. Of course, the attacker can lie but other cities will hear of this tale and they will fight you. Even garrisoned cities may surrender if they are outmatched greatly (10:1 or more). Therefore your only option is to starve a city out or storm it. Besieged provinces earn half income.
Poor Provinces- palisade defenses- 5 days to starve out
Average Provinces -stone walls -7 days to starve out
Rich Provinces -large stone walls -9 days to starve out
Wealthy Provinces -Huge walls-12 days to starve out
Defenders lose 5% bp every day they are besieged.
note: If a city is supplied by sea it cannot be starved out.
Because an attacker cannot bypass a city without cutting off his supply lines, this means that garrisoned cities greatly hamper progress of an attacker.
Storming a city is very difficult, it is highly recommend you at least double your enemy in numbers and/or quality. Even if this is the case, it is common for assaults to fail unless you achieve a lucky break on some point in the defenses. Casualties will be high.
How siege assaults work;
Attacker PMs what forces attack what walls, and then choose a focus. Not all walls need to be attacked at once, in fact it may be a wise idea just to concentrate on a few key sections of a city.
Siege Attacker Focuses:
Wall Attack Focus - Use primarily siege towers and ladders to overwhelm defenders on the walls
Ramming Focus - Most of the attack will be focused on breaking through the gate with rams.
Mining Focus - Use tunneling to cause the wall to collapse, risky but if it works, it can be effective
Balanced - An equally mixed attack of rams, ladders and such
Defender receives a PM what their scouts have gathered from the forces coming towards them. Usually this information is limited, because how quickly it is occurring. The defender then responds by assigning men to the walls and declaring choosing what they should focus on.
Siege Defenders Focuses
Wall Defense Focus - Assign more men to the walls to repel Ladders and Siege Towers
Gate Defense Focus- Assign more men to the Gates to destroy rams
Counter Mining Focus - Men are devoted to counter-mining
Balanced - An equally mixed defense
Economy and Domestic Issues
The common currency at the death of Alexander was the drachma. The equivalent to a drachma today is approximately $50. 6000 drachma equals 1 talent. In the scope of this it will be easier to use the unit of talent, even though previously drachma has been mentioned a lot. You will likely never work on the scale of a drachma. Taxes are collected in talents.
Each region is in turn split up into many provinces, from which are either
poor (100 talents/turn)
medium (200 talents/turn)
rich (300 talents/turn)
wealthy (400 talents/turn)
MAP:
Spoiler Alert, click show to read:
[img][/img]
Size Penalty
As your realm grows it becomes increasingly difficult to collect all your revenues. This feature is both realistic and gives advantages to smaller factions. For every province you have you lose -0.2% tax income. So a kingdom with 10 provinces only loses 2% of its taxes. An empire of 100 provinces loses 20%.
Admin Ability
The ability of your leader to manage finances has a positive effect on your realm.
Tax Rate
You may adjust taxes to whatever rate you think it is worth it.
Low Taxes -(-20% income, 2% chance of unrest every turn)
Moderate Taxes - (-10% income 15% chance of unrest every turn)
High Taxes - (-0% income 30% chance of unrest every turn)
Besieged Provinces
Besieged provinces earn half income.
Any province can be hellenized. Hellenization is a term used to describe the spread of ancient Greek culture, and, to a lesser extent, language, over foreign peoples conquered by Greece or in its sphere of influence. It is mainly used to describe the spread of Hellenistic civilization during the Hellenistic period following the campaigns of Alexander the Great. By founding new cities and colonies or developing cities in a greek friendly way you will encourage both economic development and greek settlers which serve as a loyal population to recruit from. You may only hellenize 2 provinces in any region, at 4x the annual income of the province, and you can change the name of the province if you want because you are founding a new city.
Poor province (cost to Hellenize 400 talents): upgrades it to a medium province anywhere between 1000-4000 settlers will arrive next year Medium Province (cost to Hellenize 800 talents): upgrades it to a medium province anywhere between 4000-7000 settlers will arrive next year Rich Province (cost to Hellenize 1200 talents):upgrades it to a rich province, anywhere between 7000-10000 settlers will arrive next year Ultra Rich Province (cost to Hellenize 1600 talents):additional 100 talents per turn, anywhere between 10000-13000 settlers will arrive next year
They will deplete the manpower of regions in Hellas as well.
A road in any province costs 500 talents
Trade income is the taxation of activity in your ports/markets. Every ship/caravan that does business in one of your ports does an average of 20 talents of business. You may tax this however you want, but at the start the default tax is 10%. So you would earn 2 Talents for that.
It costs 500 Talents to upgrade a port or establish a leval 1 Port. Only one Port or Market (for landlocked regions) per region is allowed.
Level 1 Port/Market - Can do business with 50 ships/caravans a year Level 2 Port/Market – Can do business with 100 ships/caravans a year Level 3 Port/Market – Can do business with 150 ships/caravans a year Level 4 Port/Market – Can do business with 200 ships/caravans a year Level 5 Port/Market – Can do business with 250 ships/caravans a year Level 6 Port/Market – Can do business with 300 ships/caravans a year Level 7 Port/Market – Can do business with 350 ships/caravans a year Level 8 Port/Market – Can do business with 400 ships/caravans a year Level 9 Port/Market – Can do business with 450 ships/caravans a year Level 10 Port/Market – Can do business with 500 ships/caravans a year
So trade income is easy to calculate. A ship does 20 talents of business, you tax that however you want.
Keep in mind however, merchants are not infinite. NPC merchants go to the ports based on these conditions and in this order
Must not be blockaded (they obviously avoid closed ports)
Tax Rate (they go to the lower taxed ports first)
Number and rarity of Export Goods (they want to go to where the most and rarest goods are produced first)
How developed the Port is (they go to the more developed ports first)
There are usually less ships than available space, high taxed, low export, undeveloped ports will have less merchants.
Unrest is based on your tax rate. When unrest occurs all available manpower of a region rises up against you. Any soldiers in your army that are from this province (or provinces in the case of a multi-province revolt) will abandon you and join the rebellion. This is the danger in having experienced native troops.
If Unrest occurs one random region will revolt.
On top of that, roll to see if any other provinces join the revolt as well. All Hellenic provinces have a 10% chance to join in the revolt, all non-hellenic regions have a 20% chance to join in the revolt. This is opposite if you are non-hellenic ruler.
Restless Regions to Everyone - Historically these lands simply hate being ruled by anyone 30% chance to join the revolt
Coele Syria
Egypt
India
Arachosia
Bactria
Sogdania
Parthia
Achaea
Aetolia
Attica
Boetia
Laconia
Events and Bonuses
In the beginning of the game you will receive 3 bonuses, and at the start of every turn you will receive a Event or Bonus. Events are just that, events that just occur. Strategic and Tactical Bonuses are tools in your arsenal that you can save up and use whenever you want. Many of them are secret and will only be pmed to you.
If you don't like your bonus, you may cash them in for 100 talents each.
Percentage means likelihood of occurring every turn.
Civil War (Event) 1% 30 to 60% of your forces and territories turn on you, with either a general or your heir trying to overthrow you
Bad Harvest (Event) 9% -10% income
Good Harvest (Event) 9% +10% income
Severe Storms (Event) 2% Storms off your coast make it risky to move, 50% chance ships will suffer losses if you move out of harbor or others try to move in
Greek Settlers (Event) 2% 5,000 Greek Settlers arrive in a province
Native Manpower Replenish (Event) 2% Random province replenishes 10,000 manpower
City Grows Poorer (Event) 2% Unfortunate events have led a city to lose in status and wealth
City Grows Richer (Event) 2% Fortunate events have led this city to rise in status and wealth
Corruption Grows (Event) 2% A permanent increase in size penalty by +.01%. Corrupt officials may be purged by spending 10 talents per province owned which will return size penalty back to normal .02%.
Epidemic Emerges (Event) 1% -10% income, -10% manpower every turn, 50% chance it continues next turn, 25% chance it spreads to neighboring country
Assassin -- (Bonus) 5% Target a rival general, likelihood of success is 30% minus their combat ability turned directly into a percentage. 10%, if fails, 75% flees or dies, 25% is caught and reveals you under torture
Elite Assassin -- (Bonus) 1% Target a rival general, likelihood of success is 60% minus their combat ability turned directly into a percentage. If they fail, 90% flees or dies, 10% is caught and reveals you under torture.
Exiled Royalty -- (Bonus) 2% A exiled noble flees to your court from a neighboring npc country. Comes with a small compliment of loyal soldiers and promises to swear vassalage to you if you return him to the throne.
General -- (Bonus) 2% A general joins your cause, comes with a compliment of soldiers
Heir/child -- (Bonus) 2% A child is born to you
Silver Tongued Emissary -- (Bonus) 2% You may bribe an enemy general or heir. 60% chance for generals, 30% chance for heirs. Generals cost 10 talents per character point, and heirs cost 20 talents per character point.
Instigators -- (Bonus) 2% Choose a region of the map to send instigators to. The chances for revolt will triple. You may also send money with them so the rebels can hire mercenaries and afford better equipment
Famous Philosopher -- (Bonus) 2% A Famous Philosopher comes to your court, you may attach him to any one of your characters for +1 admin
Famous Warrior -- (Bonus) 2% A Famous Warrior comes to your court, you may attach him to any one of your characters for +1 combat
Famous Military Advisor -- (Bonus) 2% A Famous Philosopher comes to your court, you may attach him to any one of your characters for +1 command
Coup -- (Bonus) 2% 75% chance supporters of yours gain power within a neighboring city of your choice and declare it for you. Any garrison is evicted unharmed. May not be used in a siege. May not be used against a city with a named character in it.
Scorched Earth (Bonus) 2% May be used in your territory or enemy territory (wherever your armies are). Enemy units supply costs are tripled for the turn either at home or abroad, (again, wherever your armies are).
Spy -- (Bonus) 2% Choose a player and see what -- (Bonus)es they have, or if they performed any assassinations
Plans of Their Own -- (Bonus) 2% The royal family members may wish to join you or you may kidnap them away from a rival. 50% likelihood of success. This also works with Alexander's Body.
Extreme Foraging -- (Bonus) 2% Supply costs abroad are halved for the turn and you can be cut off from suppy lines and suffer no penalty
Professional Thieves -- (Bonus) 2% Steal 10-50% of enemy treasury, 30% chance of getting caught
Oracle of Delphi -- (Bonus) 2% Choose any -- (Bonus), next turn there is a 50% chance you will receive it, and a 50% chance your worst enemy will recieve it
Famous Physician -- (Bonus) 2% If your general falls in battle or gets sick, you may use his skills to heal him, 50%
Pirate Havens -- (Bonus) 2% Pirates approach your court and request the right to establish bases on your shore and raid the sea. In return they will pay you any losses you recieve and 25% of whatever profits they steal.
Brutal Sacking -- (Bonus) 2% If you sack a city instead of providing double its turnly income, it provides triple
Quinquereme Developed -- (Bonus) 2% You now have access to Quinqueremes. This knowledge will be yours for 2 turns then spread to everyone. Recieve 10 Quinqueremes.
Traitor Within City -- (Bonus) 2% During a siege you may implement this to have a 50% chance of traitor opening the gates for you
Fifth Column -- (Bonus) 2% Your agents within the enemy camp entice the lower sections of the enemy army to desert the battle. Randomly 10-30% of levy/trained troops desert on the eve of a battle
Treacherous Page -- (Bonus) 2% A turncoat rides to you and reveals the battle plan of the enemy Detailed Local Knowledge -- (Bonus) 2% Your detailed local knowledge of your land will allow you to perform a much more effective ambush. 40%+command turned into a percentage likelihood of ambush success, enemy general command turned into a percentage chance they will counter ambush you, anything else a normal battle occurs
Local Guides -- (Bonus) 2% Your usage of local guides makes you immune to ambushes for a turn
False Reports -- (Bonus) 2% You may post a fake movement the movement thread. You may inflate your numbers and even create new fake units entirely, but you cannot post less soldiers.
Stealth Movement -- (Bonus) 2% You may PM a moderator a movement and not post it in the movement thread. The movement can go deep into enemy territory but every city you capture will have a 30% chance of sending word to their leader. Must be at regular march, unless in your own territory.
Inspired Speech -- (Bonus) 2% Your general gives an inspired speech, temporarily gains +5 command for the battle
Mercenary Loyalty -- (Bonus) 2% Before the battle pay the hiring price to mercenaries in the enemy army and they will turn on their commander at start of the battle
Sacrificial Omens -- (Bonus) 2% You may sacrifice to the Gods, increasing or decreasing the morale of your army/navy immediately before a battle. 33% chance portents are favorable +10 bp to command, 33% chance portents are neutral +0 bp, 33% chance portents are unfavorable -10 command
Famous Siege Engineer -- (Bonus) 2% Improved siege weapons or siege defenses. Siege Towers become Helepolis-style, sappers construct far better mines, trenches/palisades become walls and staked ditches. Surprise Night Sorties are half as likely to succeed. On defense add +3 days to starvation date,
Surprise Night Sortie -- (Bonus) 2% 60% chance your garrison succeeds in falling upon enemy camp under the cover of darkness. BP is doubled.
Appeal to Legitimacy Bonus 2% May be used on any army that is within 5 regions of your general. Must have higher legitimacy than their leader. (ΔLegitimacy*Randbetween(5,10%)) Max of 25% of Macedonian Troops desert to your general (excludes Alexander's Veterans)
Appeal to Reputation Bonus 2% May be used on any army that is within 5 regions of your general. Must have higher command than their leader. (ΔCommand*Randbetween(5,10%)) Max of 25% of Macedonian Troops desert to your general (excludes Alexander's Veterans)
Earthquake Event 2% Destroys all constructions in Region
Character name: Seleukus (Historical Character +2cp)
background:
Seleukus was considered one of the greatest infantry generals in Alexanders army, surpassed only by the young king himself. During his early years he served as a paege to the king of Macedon as was customary of all male ofspring of noble families in Macedonia.
Having fought with Alexander the Great since the very start of his campaigjn in Persia Seleukus quickly established himself as both a cimopaion to Alexander and leader of great skill eventualy rising up to command the Hypaspistai (Silvershields).
With Alexanders death Seleukus was named strap of Babylon only to be forced out of the city by Antigonus. Since then he has been building support in the eastern provinces.
Ethinicity: Macedonion +2 Cp, +2 legitimacy
2 cp on son (Antiochus)
2 cp on Companion (+ 2 legitimacy)
2 cp on Infantry General (+ 2 legitimacy)
0 cp on Champion (+5 legitimacy)
12 cp on Command
10 cp on Personal Combat
10 cp on Administration
12 cp on Extra troops
4 cp on Provinces
CP Spent: 54
Total Legitimacy: 10
Last edited by Pinkie Pie; July 31, 2012 at 03:55 AM.
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"
IMPORTANT: during the Treaty of Babylonia which will be the first event of the game, all players will be ranked in order of who spends more character points in this area. The player who spend the most will get to choose their starting regions first, the person who spends the second most gets to choose second, etc.
This confuses me a bit. So each point spent equals one additional province? And the guy with the most points spent gets to chose their provinces first?
Background: Born 367 BC in Macedon into a minor noble familiy.
Ptolemy was one of Alexander's most trusted generals, and was among the seven somatophylakes (bodyguards) attached to his person. He was a few years older than Alexander, and had been his intimate friend since childhood. Ptolemy served with Alexander from his first campaigns, and played a principal part in the later campaigns in modern Afghanistan and India. He is in some circles rumored to be the illegitimate son of Philip II of Macedon, effectively making him a half-brother of the late Alexander III.
During childhood Ptolemy was one of Aristotle's students, alongside Alexander, Cassander, and Hephaistion. As such he was taught about medicine, philosophy, morals, religion, logic, and art. In short an educated man as well as a very competent general and fighter given his experiences and exploits during Alexander's campagins.
Ethnicity: Macedonian (+2 character points, +1 legitimacy) Heirs:
Background: Perdiccas was one of Alexander the Great's generals. After Alexander's death in 323 BC he became regent of all Alexander's empire.
Arrian tells us he was son of Orontes, a descendant of the independent princes of the Macedonian province of Orestis. Peridiccas' late marriage to Philipp II's sister, Phila of Pella, would effectively make him Alexander's Uncle through marriage. As the commander of a battalion of heavy phalanx infantry, Perdiccas distinguished himself during the conquest of Thebes (335 BC), where he was severely wounded. Subsequently he held an important command in the Indian campaigns of Alexander. When Hephaestion unexpectedly died in 324 BC, he was appointed his successor as commander of the Companion cavalry and chiliarch (vizier). Also in 324, at the nuptials celebrated at Susa, Perdiccas married the daughter of the satrap of Media, a Persian named Atropates.
In the Partition of Babylon made after Alexander's death (323 BC) Alexander's generals agreed that Philip III of Macedon, an epileptic son of Alexander's father Philip II of Macedon, and the unborn child of Alexander's wife Roxana should be recognized as joint kings. Perdiccas was appointed guardian and regent of the empire. He soon showed himself intolerant of any rivals, and, acting in the name of the two kings (Roxana gave birth to a son, Alexander), sought to hold the empire together under his own hand. He had Meleager, the infantry commander, arrested and murdered.
Character points remaining: 0 (54 cp spent)
Legitimacy: 11
OOC: I did break one rule, I did both Cavalry and Infantry General, but this was because Perdiccas was both. He was a distinguished infantry General and also appointed the succeeding commander of the Companion Cavalry, as well as a chiliarch.
Also, @ Holger, Ptolemy I Soter was not a Somatophylake, that was a different Ptolemy. Ptolemy I Soter was an infantry general like Seleukos.
Last edited by cfmonkey45; July 26, 2012 at 11:05 AM.
The Roman Struggle | Marcus Licinius Scipio - Proconsul of Gallia Transalpina
You start with 50 character points to attribute to Command Talent, Combat Ability, Administrative Ability, Legitimacy, Extra Starting Forces, Extra funds, and Extra Provinces, and Heirs) : Spend them wisely...
OOC: you also broke the rule of only using 50 cp's.
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"
Background: Leonnatus was a member of the royal house of Lyncestis, a small kingdom that had been included in Macedonia by King Philip II of Macedon. Leonnatus was the same age as Alexander and was very close to him. Later, he was one of Alexander's seven bodyguards, or somatophylakes. After Alexander died in 323 BC, the regent, Perdiccas, made Leonnatus satrap of Hellespontine Phrygia. Alexander's sister Cleopatra, the widow of King Alexander I of Epirus, offered her hand to Leonnatus. When the Athenians heard that Alexander had died, they revolted against Macedonia and the new regent, Antipater. Leonnatus led an army of 20,000 infantry with 1,500 cavalry to relieve Antipater during the siege in Lamia. He intervened probably with the ambition to usurp Antipater's power. A victory in battle against the Athenians would have certainly enhanced his claim to the throne. Leonnatus was killed in battle against the Athenians and his marriage with Cleopatra never took place.
OOC: No I didn't. Look more closely at the rules. Historical Character (+2), Macedonian (+2)
Missed that, thanks
I could do with 2 more points
"I, Pinkie Pie, declare that these treats are fit for a king, or a queen, or a princess!"
"Me? Ruin? I'm not the ruiner, I'm the ruinee! Or is it ruinness? Ruinette?"
"She's ahead of the litter all right. The pick of the litter. The cat's pajamas. Oh wait. Why would Applejack take some poor kitty's pj's? That's not very sporting of her."
"More balloons! No, that's too many balloons. More candy! No, less candy. Ooh! I know! Streamers!"
"Oh my gosh. Hold on to your hooves – I am just about to be brilliant!"