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Thread: Game Rules

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    Default Game Rules

    Character Rules
    ”Family Rules”

    Each player can control up to two families and a maximum of 6 main characters. Families may offer assistance to one another but must be played equally. One cannot simply be a cash cow for the other and vice versa.


    1. Each family may only select one economic branch for income at the discretion of the Paterfamilias.
    2. Bonuses do not pass between families.
    3. The moderation team reserves the right to remove you from control of one family if they are nothing more than a resource cow for the other. Equal time must be devoted to each family.
    4. Players may collaborate and control members within the same family.


    Cursus Honorum – Character Influence

    Characters are typically required to pass through the cursus honorum in the designated order. This is not a rule written in stone.

    Tier I

    Class A: Be elected as Aedile or Military Quaestor
    Class B: Patronage (Can be from the same family)
    Class C: Military service/tribunus militum (optional)
    Bonus: Gain the rank of Senator, +1 to NPC interactions, +2 if Class C completed)

    Tier II
    Class A: Be elected Consul
    Class B: Be elected Proconsul
    Class C: Be elected Praetor (optional)*
    Bonus: Gain the rank of Ex-Consul, +1 to NPC Interactions (stacked with tier I), +2 if Class C completed)
    *Although appearing last, the praetorship was a step in the cursus before Consul, so in this case Class C should be completed before any of the rest.

    Tier III
    Class A: Win a triumph
    Class B: Annex lands for Rome OR defeat a tribe/enemy/people for Rome.
    Class C: Become a patron of Rome OR be elected Censor (Build a tier IV building, OPTIONAL)
    Bonus: become the first among equals. Be warned, this might not be popular. +3 to NPC Interactions, +4 if the Class C condition is met.


    Cursus Honorum – Definitions

    Aedile: A low ranking magistrate responsible for the administration of the city. They were also responsible for organizing public events such as games and religious festivals. Each term of Aedile completed will add a +1 wealth trait.
    Military Quaestor: A low ranking legionary officer concerned with the finances of the legion and the disbursements of funds. Each term of quaestor completed will add a +1 wealth trait.
    Patronage: The process by which young politicians would be officially taken into the service and friendship of an elder. These were often political quid pro quo situations. It was almost impossible to advance socially or politically without a patron.
    Senator: A senator is not elected. A senator refers to one of the leading men of the state. Access to the Senate was highly controlled. One entered the Senate only after having been elected to one of the minor magistracies. Senators were NOT elected officials in the strictest sense of the word.
    Praetors: Mid-ranking officials that dealt primarily with law enforcement and judicial matters within the city. As they held imperium they could also be tasked with the command of armies in the place of the Consuls. In our game all public fines will pass into the control of the praetor.
    Consul: The chief executive officers of the state. Two were elected annually and had complete control over military matters as well as the control of the Senate’s points of discussions. Consuls, famously, could veto one another’s actions. They are accompanied by 12 lictors each (lictors bearing the fasces, the symbol of imperium or power). They sit in the curule chairs which are considered thrones.
    Pro-Consuls: One who literally rules with the power of a consul, but as a governor of the provinces. Pro-Consuls exercise less overall political power than the Consuls, but Pro-Consuls have strong regional influence.
    Censor: A position of great power in the Republic. The Censor has the power to eject members from the Senate for moral turpitude. Elected to five year terms, the Censors often resigned after 18 months because as one might imagine, being the hall monitor of the senate is not a popular task. The tradition of resigning early became expected and the norm.
    Dictator: The highest ranking Roman magistrate that carries 24 Lictors, or those of both consuls. This symbolizes his complete power over the state. Dictators were generally elected during times of emergency by the Senate. A dictator in our setting has not been elected for over three generations, and reviving the office would be unpopular unless completely justified by precedent.
    Triumph: A celebration given to a triumphant general in which he is permitted to bring his army into the city (something otherwise forbidden and considered hugely important to the Roman state – no army under arms could enter the city) for winning a victory in which over 5,000 enemies were killed (for purposes of this setting).
    Ovation: A lesser form of celebration in honor of a citizen of the state who has achieved something noteworthy in the service of the Republic, but not enough to warrant a triumph.
    Imperium: Imperium refers to the power to lead and create armies. Only Consuls, Pro-consuls, and Praetors have imperium. The Senate can vote to confer this power via granting a senator "proconsular power" or potestas proconsularis. Consuls were given visible tokens of this power in the form of lictors (attendants) who carried the fasces (official symbol of power, like the seal of the presidency in the US). Consuls have 24 lictors each, praetors generally had 6. This was meant to be a visual representation of how much power each officer held.


    Senate Rules

    1. All measures of general governance not within the immediate power of the magistrates shall be put to a vote of the Senate. Historically, these "Advisements of the Senate" were non-obligatory. The Senate was not a legislative body, only the various tribal assemblies could pass legislation. However, aristocratic control of the mechanisms of state often meant that the advice of the Senate eventually became law.

    2. The Senate is a self regulating body.

    3. The Consuls or present ranking magistrate will control the proceedings


    Traits

    Trait Limitations
    New characters may start with the following trait points. Additional traits may be earned regardless of these restrictions.

    Ages 10-20: 1 trait points
    Ages 20-29: 2 trait points
    Ages 30-39: 3 trait points
    Ages 40-49: 4 trait points
    Ages 50-70: 5 trait points

    Battle: Apply only if the commander takes direct part in the fighting on a flank.

    Sea Battle: Applies only if the admiral’s flagship engages the enemy on a flank.

    Wealth: Wealth traits stack, so keep track of how many each character has with a [Wealth (3)]indicator or something equivalent. Each wealth trait adds 3% to the base income. Every family member’s traits add to the overall family income.

    Survival: -1 to death rolsl for age or in battle

    Auctoritas: +1 to NPC rolls

    Movement: Each movement point deducts 10% from travel time for armies and fleets. It works like wealth.

    Rearguard: +1 to rearguard actions to defend a rout.

    Escape: +1 to escape attempts from a sticky situation



    Economy

    Income
    1. Families will have a starting income of 5,000 Denarii.

    2. Families may choose one of three potential branches of the economy to invest in: mercantile pursuits, agriculture, or Urban Developments (Landlord/Real estate).

    3. Once a branch is selected, the first Class A building in Tier I will be given for free. The income you receive from whatever branch your family chooses is your family’s base income to which modifiers are added.

    4. Income is collected every Wednesday and Friday.

    Urban Development Branch

    Tier I: Basic

    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 5,000

    Class C:
    Cost: 7,500
    Income: 7,500

    (Once Class C achieved, unlock bonus)
    Bonus: -50% recruitment times for all units



    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 10,000

    Class B:
    Cost: 15,000
    Income:15,000

    Class C:
    Cost: 20,000
    Income: 17,000

    (Once Class C achieved, unlock bonus)
    Bonus: +2 rolls with the mob

    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 20,000

    Class B:
    Cost: 30,000
    Income: 25,000

    Class C:
    Cost: 35,000
    Income: 28,000

    (Once Class C achieved, unlock bonus)
    Bonus: Roll d4, add the number to votes in elections of each character in the family

    Tier IV: Advanced Plus
    Class A:
    Cost: 40,000
    Income: 35,000

    Class B:
    Cost: 45,000
    Income: 40,000

    Class C:
    Cost: 50,000
    Income: 45,000

    No Bonus

    Mercantile Branch

    Tier I: Basic

    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 5,000

    Class C:
    Cost: 7,500
    Income: 7,500

    Bonus: -10% warship construction costs


    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 10,000

    Class B:
    Cost: 15,000
    Income:15,000

    Class C:
    Cost: 20,000
    Income: 17,000

    Bonus: -10% warship upkeep

    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 20,000
    Class B:
    Cost: 30,000
    Income: 25,000

    Class C:
    Cost: 35,000
    Income: 28,000

    (Once Class C achieved, unlock bonus)
    Bonus: +2 sea battle rolls

    Tier IV: Advanced Plus
    Class A:
    Cost: 40,000
    Income: 35,000

    Class B:
    Cost: 45,000
    Income: 40,000

    Class C:
    Cost: 50,000
    Income: 45,000

    No Bonus

    Agricultural Branch

    Tier I: Basic

    Class A:
    Cost: 0
    Income: 2,750

    Class B:
    Cost: 5,000
    Income: 5,000

    Class C:
    Cost: 7,500
    Income: 7,500

    (Once Class C achieved, unlock bonus)
    Bonus: -10% legionary recruitment costs


    Tier II: Intermediate
    Class A:
    Cost: 10,000
    Income: 10,000

    Class B:
    Cost: 15,000
    Income:15,000

    Class C:
    Cost: 20,000
    Income: 17,000

    (Once Class C achieved, unlock bonus)
    Bonus: -10% legionary upkeep costs


    Tier III: Advanced
    Class A:
    Cost: 25,000
    Income: 20,000

    Class B:
    Cost: 30,000
    Income: 25,000

    Class C:
    Cost: 35,000
    Income: 28,000

    (Once Class C achieved, unlock bonus)
    Bonus: -10% cavalry recruitment/upkeep costs


    Tier IV: Advanced Plus
    Class A:
    Cost: 40,000
    Income: 35,000

    Class B:
    Cost: 45,000
    Income: 40,000

    Class C:
    Cost: 50,000
    Income: 45,000

    No Bonus

    Rules for Buildings

    Buildings may add one trait point to a single character with the exception of military traits. Buildings can be upgraded by paying the difference between the tiers.

    Tier I: 10,000
    Tier II: 20,000
    Tier III: 30,000
    Tier IV: 50,000

    Buildings may be whatever you want them to be. A forum, a theatre, a statue, a temple, an arena, a plaza.

    A building takes one week to construct, at the end of which a thread should be posted in the City of Rome forum (or the appropriate location) establishing the structure as a place to meet. (if appropriate, a statue might simply be added to an already existing forum, for example, in which case its presence will be noted)


    Military Investment
    Context
    In the Late Republican period, the Roman state relied on citizen/Allied service in the legions to form the core of the Roman military power. This was not considered a standing, professional army though over time, due to necessity, terms of service for any particular mustering would be increased. At the height of its capacity, it is speculated by authorities that the Roman state could field anywhere between 200,000 to 250,000 men under arms during periods of crisis. This vast reserve of manpower was one of Rome’s greatest strengths. During this period, individual citizens/allies would be expected to equip themselves, but after Marius’ innovations, the state or an individual military commander could, at personal expense, outfit those unable to afford their own equipment and form new fighting units.

    Legion Rules

    Five free, neutral legions will exist at the start of the game. They shall require no upkeep. They may be “purchased” (bribed) to become loyal to one family at any point in the game, at which points upkeep must be paid.

    In addition, 25 free Liburna and 25 free Quinquireme will be provided to the state.

    Legionary Recruitment Cost: 20,000 Denarii
    Legionary Upkeep Cost: 5,000

    military units shall take 2 days to gather

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

    Praetorian Guard - 1 cohort (500 men) costs 5,000 denarii and have a 5,000 denarii annual upkeep

    Legionary Veteran Status:

    Tier I
    Class A: Win a battle
    Class B: Win a battle
    Class C: Win a battle
    Bonus: +1 to battle rolls

    Tier II
    Class A: Win a battle in which the enemy is equal in number, more or less
    Class B: Win a battle in which the enemy is equal in number, more or less
    Class C: Win a battle in which the enemy is equal in number, more or less
    Bonus: +1 to battle rolls

    Tier III
    Class A: Win a battle in which the enemy outnumbers the total force
    Class B: Win a battle in which the enemy outnumbers the total force
    Class C: Win a battle in which the enemy outnumbers the total force
    Bonus: +1 to battle rolls


    Legionary Retinue

    Player controlled characters may serve in the capacities of 3, 4, and 5.

    1. Engineers: Engineers enable the construction of siege equipment and field fortifications. 5,000 denarii for an engineer corps (cannot stack)

    2. Cooks and quartermasters: Good and fortifying food can not only lift morale, but make troops more prepared to face the physical challenges of battle +.5 battle rolls. 5,000 denarii (cannot stack)

    3. Tribunus Militum: A high ranking representative of the soldiers and usually a man of equestrian rank, the military tribune may present the grievances of the soldiers directly to their commander, which in turn improves the relationship of the subordinates to their superiors. +.5 movement. (cannot stack). 5,000 denarii

    4. Military Quaestor: An educated accountant and dispenser of legionary wages. Receiving the correct amount of wages and on time can contribute to a soldier's drive to perform his duty. -10% legionary upkeep costs (cannot stack)

    5. Legatus: A competent commander which can help one of the flanks win a victory. This member of the retinue adds a random general to a legion with random traits. 10,000 denarii (can purchase multiple times)

    Siege equipment: Absolutely necessary to carry out a successful assault on a besieged town, siege equipment can also be used in the field to some effect. Siege engines require the presence of an engineer except ladders.

    Ladders: Basic units of siege warfare, take one hour to construct.

    Scorpion: Minimal damage, can be used effectively against enemy infantry and cavalry. Adds +1 to skirmishing rolls. (12 hour recruitment)

    Catapult: Mainstay of any serious siege force. Can be used with great effect against walls and gates and towers. Their usefulness against enemy troop concentrations varies, as hitting a moving target is difficult. Adds +2 to skirmishing rolls (1 day recruitment)

    Siege Tower: A nifty way to assault a city without destroying the walls. Can be used effectively to send large groups of men over the wall. +3 to attacking siege rolls. (2 day recruitment)

    Trebuchet: A devastating device that can be used to almost topple enemy wall fortifications. +3 to skirmishing rolls, +3 to attacking siege rolls. Cannot be moved. (2 day recruitment)

    Field Camp: Add +2 to defense rolls, take 4 hours to construct.

    Naval Forces

    Liburna: Small ships, outfitted for carrying transport material or troops into battle. Can carry 200 men
    200 Denarii to recruit per ship, 100 upkeep

    Quinquereme: Warships of a high quality, can carry 400 men
    100 Denarii to recruit per ship, 50 upkeep. Grant a +1 to battles for each 100 men on board.

    A. Only an infantry equivalent or higher can serve as armed crew

    Trireme: Ramming ships of a high quality, carries only the crew.
    100 denarii per ship, 50 upkeep.

    Hexareme: Generally used as flagships, these huge vessels have two decks of oars. Can carry 600 men.
    800 denarii to recruit per ship, 400 in upkeep. Grant a +1 to battles for each 100 men on board.

    [/SPOILER]

    Battle Rules

    Battle Rules

    1. Both sides will send in battle orders after a description of terrain has been given. Battle orders may not exceed 300 words but by no means must be that long.

    2. Commanders should divide the army into three flanks, giving orders for each flank. These orders will be used to add modifiers

    3. A d10 roll for each flank will determine the winner of that flank. Simple high roll plus added modifiers will win. Modifiers will be added liberally and weighted equally to rolls.

    4. After the winners of each flank have been determined, casualties of each flank must be determined. This is done by taking the difference of the first two rolls and multiplying that number by a D10. That is the number of casualties for the loser. The winner’s casualties is half that number.

    5. Once a winner is determined by winning 2/3 flanks, a rout of the defeated enemy will occur. If an army has a reserve, the reserve will engage the entire enemy army giving the main force time to flee. Another flank battle will be rolled with a +7 modifier added to the winning side.

    6. If a rearguard is not present, the rout roll will be a D20 x 30 to determine casualties, spread evenly over all unit types.

    7. At least 10% of the force must be kept in the reserve for it to be an effective screen to the rout.

    8. If battles are smaller than 5,000 men on each side, only one flank will be rolled.

    EXAMPLE USING ONE FLANK:

    Rolls:
    Gaius Julius Caesar: 8
    Vercengetorix: 5

    Step 1: Take the difference of the rolls which is 2.
    Step 2: Multiply 2 by 4 (a D10 roll). This equals 8.
    Step 3: Multiply 8 by 100. 800 casualties for Vercengetorix.
    Step 4: Divide the casualties of the loser by 2. Caesar suffers 400 casualties.
    Step 5: Rout phase.
    A. Vercengetorix keeps no reserve. 8 (A d20 roll) multiplied by 300. 2,400 casualties in the rout. Battle over with 3,200 dead for Vercengetorix and 400 dead for Rome.
    B. Vercengetorix keeps a reserve. Repeat steps 1-3 adding a +7 modifier for Caesar.

    Results: Great victory for Caesar, inflicting many casualties in the rout.

    RULE FOR TRAITS:
    Battle traits are only applied on the flank the commander takes part in. If the commander engages in the battle with the enemy, a base 4/20 death chance exists.


    Civil Wars
    In the event of a civil war whoever controls Rome will be considered the legitimate government for all intents and purposes. Politically speaking only official government actions can be composed and legalized in Rome. The ideas of government and the focal points of legislation are ideologically ingrained in Roman culture at this period and so it will be for our purposes. Even if only 15% of the senate in Rome remains and elects a dictator, that dictator shall be considered legally elected. Control of Rome is determined first by who has at least one legion stationed in the city. If no forces are present control will be determined by the last person to have forces in the city, since nominally they have set up a loyal government in absentia.


    Rome 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 if all other things are equal.

    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.

    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 strengthened 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 be demoted a tier in 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: One dice shall be rolled and the sum multiplied by the number of slaves sold.

    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 1 denarii per head.


    Movements

    Legion movements shall take one hour per tile on the map.

    Naval Warfare and Movement

    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


    Assassinations
    Clandestine Assassination
    This type occurs when a victim least expects it and is carried out by anonymous individuals. D20 rolls will govern assassination attempts:

    1-4 = successful assassination
    4-12 = unsuccessful assassination
    12-16 = unsuccessful assassination and evidence left behind
    16-20 = unsuccessful assassination and identity becomes known

    Open Assassination
    This assassination type is publicm the identity of the assassins is known
    1-8 = successful assassination
    8-20 = unsuccessful assassination

    Assassinations within the home
    Any type of assassination within the home gains a +2 modifier to the rolls. The host will be a suspect, even if no evidence is left behind.


    Capture Rolls
    In your own home
    4/20 for successful capture

    In someone else’s' home (by the host)
    15/20

    In a public space
    10/20



    Pro-Consular Rules

    Province Edict System

    Once a Proconsul is in his province, he may select two edicts from two of the following branches (for a total of four edicts) to remain active for the year.

    Military Branch
    1. -15% legionary recruitment
    2. -15% legionary upkeep
    3. -50% legionary retinue cost
    4. Recruit local Legatus (general with random traits)
    5. -15% Naval recruitment Costs
    6. -15% Naval upkeep costs

    Economic Branch: Exploitation
    Taking any of these action will reduce provincial good will*
    1. +15% income
    2. D20 x 100 added income
    3. +25% income
    4. D20 x 200 local auxilia conscripted (varies by region)
    5. -10% building costs
    6. D20 x 500 income

    *Provincial goodwill refers to the love the people of the province bear you. If you exploit them, your influence will decrease. If you govern well, they will appreciate your efforts. The more loyal a province to an individual, the more benefits a person can extract from the provinces later on. One example is fleeing to the province for sanctuary.

    The number selected will be the number deducted from your “good will” points. These points will be measured against the points of others in the same province to determine overall influence.

    This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.

    Economic Branch: Investment
    This branch increases province good will in the corresponding number as outlined above.

    1. -10% income
    2. -20% income
    3. Construct a tier I building for public works
    4. Raise a legion from the province
    5. Construct a tier II building for public works
    6. Construct a tier III building for public works

    This is not an exhaustive list. Propose an action in the game and ask for a moderator’s opinion of what it Is worth.

    Provincial Capitals are as follows:
    Italy: Rome (Italia I, Nota bene: pleb and patrician point systems govern this area. The region of Italia I is exempt from this system)
    Spain: Carhtago Nova (Tarraconensis VI)
    Africa: Carthage (Africa Proconsularis I)
    Greece: Athens (Acheae I)
    Gaul: Massalia (Nabonensis I)


    NPC Interactions

    A base chance of success for all NPC Interactions are 0/20. Modifiers will be added but it is the responsibility of the player to explain why modifiers to be added as well as recommend the number of modifiers. The final ruling is up to moderator discretion.

    A character may ask for virtually any sort of roll ranging from the incitement of mob violence to the use of an NPC tribune in order to veto legislation. In the event of some RP events started by characters, players may eventually gain complete control of some NPCs (such as a tribune). This "sub-character" may be officially adopted as a main character in some cases but a player may only have quasi control over the character, the nature of the relationship of the "sub-character" will be that of patron and client with the main senator instigating the NPC action. "Sub-characters" may not have traits or income but they can marry and be attached to armies.
    Last edited by Pontifex Maximus; November 02, 2016 at 08:47 AM.

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