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...
(Can be anything but historical person gives you +2 character points)
(Where he is from, his life story before and after he joined with Alexander. Personal vices and virtues, etc.)
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.
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.
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:
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:
9. Extra Starting Troops
3 cp = 1000 Well-Armed Veteran Macedonian Phalanx
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.
Economy and Domestic Issues
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
Map in PNG: http://www.mediafire.com/view/?n38lzv9hm91570p
Map in PSD http://www.mediafire.com/view/?s9p9f0xw9fqh0fs