| Economy |
| Farms |
|
| Mines |
Mines are a long term investment, you buy stock in a mining company and get a yearly return. But as companies, there are limited amounts of stock available. Company size varies depending on the size of the deposit.There will be a set amount when the game opens, gaining new provinces will open up new mines with the victorious General having the first chance to buy reduced price stock. Other random events may open up other mines (ex: a large influx of new players) but these would be rare.
Salt Mines: Salt is essential to food production and storage for all of the world. There are a few large mines in Italy and Sardinia.
Stock Price: 3500 Denarii
Income: 2d6 * 50 per stock
Large Mine: 12 Stocks
Small Mine: 8 Stocks
Iron Mines: Iron is vital for weapon and armor production throughout the known world. Losing a large army would double the income from Iron mines for 3 years.
Stock Price: 6000 Denarii
Income: 2d6 * 75 per stock
Large Mine: 10 Stocks
Small Mine: 5 Stocks
Marble Quarry: Marble is used in construction of temples and statues and some of the more affluent houses.
Stock Price: 5000 Denarii
Income: 2d6 * 65 per stock, +2% of the cost of any temple built in Rome
Large Mine: 10 Stocks
Small Mine: 5 Stocks
Stone Quarry: Stone is highly important for construction, both as a foundation material and when it is used in concrete.
Stock Price: 4000 Denarii
Income: 2d6 * 60 per stock, 1% back on housing costs in the city of Rome and roads (Via) in Italy
Large Mine: 10 Stocks
Small Mine: 5 Stocks
Silver Mine: A highly precious metal that is primarily used in the minting of coins.
Stock Price: 12000 Denarii
Income: 2d6 * 150 per stock, +1% when new coins are minted
Large Mine: 6 Stocks
Small Mine: 3 Stocks
Gold Mine: The most precious metal in the ancient world; used for jewelry, art, religious construction.
Stock Price: 15000 Denarii
Income: 2d6 * 200 per stock
Large Mine: 4 Stocks
Small Mine: 2 Stocks
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| Trade |
Trade is reserved for the equite class only. Heavy fines will be imposed on Senators who engage in trade or who buy stocks in companies that engage in trade.
Trade is a good way to make a lot of money, however it comes with risks. The Mediterranean is full of pirates and their ships, while storms can sink a ship very easily.
Once you purchase ships you can send them to any of the major ports that wish. More ports will become available as Rome expands.
Corbita - a Roman trading vessel - cost 400 Denarii
Each port you visit each year, counts as one trade mission
Available ports
Alexandria (Egpyt)
Utica (African Province)
Athens (Greece)
Gades (Spain)
Narbo (Gaul)
Tyre (Gaza)
Ephesus (Asia Minor)
Byzantium (Greece/Asia Minor)
Tyre (Syria)
Each port will have 3 to 5 goods than can be traded for. These will remain constant each year, although there is the chance of a specialty item from time to time. The prices will vary depending on the good traded. There are three tiers of items.
Tier 1 is the cheapest and consists of grain, fish and other basic supplies. 3-7 denarii
Tier 2 is the middle tier and is for more expensive items like wine, olive oil, wool. 7-12 denarii
Tier 3 is for exotic and specialty items like silk, wild animals, rare spices. 13 - 18 denarii
All goods will be listed under the Marketplace forum.
Rolls
2d6 X number of ships X trade good price = the amount of denarii you receive
Critical Rolls apply
Success roll
each port you visit requires a roll to determine if your ships return to port. Storms, bad winds, pirates, and local politicians/magistrates can cause problems for your ships.
The farther away you go from Rome, the higher the danger,the lower your chance of returning all ships.
All rolls are done with a D20 die. With the low numbers meaning failure
Narbo - 95% return rate (roll a 2 or higher)
Spain- 85% return (roll a 4 or higher)
Utica (Africa) 80% (roll a 5 or higher)
Athens 75% (6 or higher)
Byzantium\Asia Minor 70% (7 or higher)
Syria 55% ( 9 or higher)
Egypt 50% (10 or higher)
Tier 1 goods add 10% success rate (add 2 to roll)
Tier 2 goods add 5% success rate(add 1 to roll)
Another D20 will be rolled if you fail.
Depending on what happens to your ships, you may be able to recover them.
Storms will sink 50% of your ships. (1-4) You still get 50% of what you traded.
Bad winds delay your payment until the following year, which means you cannot trade for 1 year (5-9)
pirates generally take your ships and goods hostage - you can pay to get them back (10-15) 50% of the cost of your ships and goods paid to recover them
Local magistrates require bribes to let your ships leave foreign ports. (16-20) 50% of denarii you would receive paid to release your ships.
Equites who show a propensity of providing a variety of goods to Rome, may be eligible for the Navigator Trait, which provides a +1 to your success rolls.
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| Insula |
Insulas are the apartment buildings of ancient Rome. They are where the majority of the people in Rome lived: everyone from Roman citizens down to the poorest foreigner. Most of the insulas are located in an area of Rome called Subura; east of the Forum Romanum. They ranged from three to twelve stories tall. The amount of people and quality of each insula varies. Some might be for more well to do families who can't quite afford their own house, while others might be filled with nearly 1000 people some with only a single room for sleeping. (most people will need to use the public paths who live in insula). Although Senators can own insulas because they are considered property it is slightly frowned upon.
Insula will work similar to farms; each year one or two or three insula will come up for auction. The qualities of each will be randomly rolled for; (size, quality of construction, location, proximity to baths). Then a starting price will be determined based on those details. An estimated value rents expected will also be posted. The auction will be open and will last for 3 days.
Now some people might want to take a chance on a low value insula because they can earn their money back quickly and the rooms are almost always filled. Others might want to spend more frugally and invest in only the best quality apartments. These will take a longer time to make a profit.
Fires, riots, vandalism and natural disasters all should come into your thinking when you purchase an insula. Poor construction gives a higher chance of losing property, but even the best insulas are not immune from damage and repair costs.
(This influences the starting price for the auctions)
Three Story building: 500 denarii
Each additional floor: 500 denarii
Quality
Basic: (Mostly wood, cheap materials): 500 Denarii
Stable: (Concrete base, Wood and normal materials higher floors): 800 Denarii
Sturdy: (Concrete, reinforced materials): 1200 Denarii
Location
Good: 500 Denarii
Middle of Subura: 250 Denarii
Unsafe: 80 Denarii
Public Baths
Close: 250 Denarii
You are walking: no cost
So the minimum auction price would be 1080 Denarii for a 3 story wooden insula in an unsafe area with little access to public baths.
WIP
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| Critical Rolls |
All economical rolls will have a chance to be critical, based on a 2d6 system. [2d6 means two 6-sided dice are thrown and added together]
Now a critical roll is when the numbers on each of the die add up to either 2 or 12. The chances of this happening is 1 in 36 for either number, or 1 in 18 chance to get a critical roll of either number. So while this might seem to happen once or twice a year in the game, for one player it should not happen that often.
So the two dice are thrown, the possible outcomes are 2,3,4,5,6,7,8,9,10,11,12
If a 12 is rolled then you get a 50% bonus on income from that source for that year. [if the income is 100 denarii you would get 150]
Now comes the fun part, if you roll a first 12, the 2 dice are rolled again.
If an 11 or 12 comes out you get double the original income! [100 becomes 200]
This also happens at the other end of the spectrum.
if you roll a 2, then you lose 50% of your income
And then there is the confirmation roll: if you roll another 2 or 3, you will lose all income from that source for that year.
so if there is a 2d6 * 200 for a mine you have invested in.
a roll of 5 would give you an income of 5*200 = 1000 denarii
while a roll of 12 would give you 12*3000 = 3600 denarii
and a 12 followed by a confirmation roll of another 11 or 12 would give 12*400 = 4800 denarii |
|
| Military |
Legions - for this game legions are made up 5500 men or 10 cohorts, each cohort being 500 men with the 1st (most senior) cohort being at double strength. The legion also has another 500 noncombatants from wagon drivers, blacksmiths, cooks, etc. Typically a legion also had a cohort of cavalry accompanying it. This is the smallest unit capable of fighting a war and carries all it needs with it, including siege equipment.(although it was usually around four legions for a foreign affair at this time.) Legions can be active for up to 10 years at the start of the game (this can be legisilated). Each consul will be provided with at least 2 legions and 1000 cavalry when he leaves to take over his province. He may raise extra legions if the Senate does not authorize him the use of more (these do not need to be Roman.) THERE ARE NO PRIVATE LEGIONS AT THIS TIME. Any attempt to raise your own legions will be considered treasonous and you will be marked as an enemy of Rome, subject to be killed on sight by any Roman citizen. However, generals can win the loyalty of a legion, so that they fight better for him (and in the case of a future civil war, would align themselves with that general.) Legions cost 50,000 denarii to recruit and 10,000 denarii to maintain.
Cavalry are recruited in cohorts of 500 men. They are almost never Roman citizens, but are hired from among the Gauls in Northern Italy, Macedonia, and sometimes Spain. Local cavalry may also be available depending on where you are. They are relatively cheap, as the men bring their own horses and equipment, and unless you are in harsh climate they graze and grain does not need to be provided for them. 500 Cavalry cost 5,000 denarii to recruit and 1,000 denarii to maintain.
Auxilary legions were part of most Roman armies. Usually supplied by the Italian allies, they are much cheaper while not being that inferior in quality as they are trained in the same way Roman legions are. This is where most Consuls will recruit their extra legions from. Unless there has been a long period of peace though, the Italian allies will be very reluctant to produce more than 2 legions per army. Italian Allied legions cost 20,000 denarii to recruit and 8,000 denarii to maintain.
Local troops are also available to recruit that would also have 5500 men. Greece an Asia may provide a legion of hoplite/spearmen. Spain can provide a legion of similarly armed troops to a legion, while Africa the units available will vary depending on rolls. These are the least reliable troops and their training and experience is varied. Do not count on these troops to win you a major battle.
Archers and Slingers these specialized troops obviously are not part of the Roman legion and were hired as mercenaries from all over the Mediterranean. They are cheap and reliable but not a major part of the army. 1,000 ranged troops cost 500 denarii yearly. These troops are paid for by the commander of the army.
| Traits |
Military Traits
All traits are earned through your actions in game. Because of this and to add reality into the game, all Roman characters start with -2 to their battle rolls. That means you will have to become a tribune and then lead an army successfully to get back to even. This is called experience and means you really have to concentrate on the military side of the game to become an exceptional commander.
A player starting at the age of 25 or older may take the military tribune trait if they wish to skip those years.
*Become a Military Tribune: +1 Legionary Rolls
*Suppress a revolt/rebellion: +1 to Legionary Rolls
*Lead a successful raid against an enemy tribe: +1 to Legionary Rolls
Win a foreign war and gain territory for Rome: +2 to Legionary Rolls
Serve as a legate or as a military tribune under a successful Proconsul/Consul for 2 or more years: +1 Legionary Rolls
Your raid is thwarted: - 1 Legionary Rolls
You lose a foreign war: -3 Legionary Rolls
Max of +10 to Legionary Rolls
* Can earn only once
These rolls determine how successful your tactics and maneuvers will be. Meaning, you may think you are the hotshot new proconsul with the elaborate counter flanking strategy, but that does not mean everything will work as planned.
Legates
Legates will add their legionary bonus to your total when the legion/legions under their control are given a tactical command. This is not their total. So a legate with only the Military tribune trait will add +1 to the total, even though their total is still negative 1. Legates can be given command of no more than half the total of the army. Each commander must always have at least 1 legion under their direct control.
Example: You are the commander and have the traits: Military Tribune +1, and Successful Raider +1, for a total of 0 mod. The legate has Military tribune +1, for a total of -1. (Everyone starts at -2). But the legions under the legates control will have a +1 to their rolls because of the legate.
Legates cannot currently hold another magistrate position other than Quaestor.
Military tribunes act as legates, but they only have a +1 possible, unless the campaign is very long and the commander wins many battles.
Legion Respect
The legions respect men who command them successfully and who give them rewards adequate to their service. They believe in luck and that it follows around specific men, and that luck can rub off of them. If you lead your legions to victory they will reward you with their loyalty. You primarily earn the loyalty of legions that work under you, however if you are a supreme commander, your fame will spread to all the legions.
Win a battle: +1 respect
Win 3 battles: +1 respect
Win 7 Battles: + 1 respect
Win a Heroic victory: +1 respect (This can be earned multiple times)
Personally fight with the legions (as a Tribune, legate or Commander) + 2 respect
Win a military Crown: Muralis (gold) +1, Civica (Oak Leaves) +2, Obsidionalis (Grass) +3
Split the spoils of war: +1-3 respect depending on how much the general gives
Secure legislation in the Senate for legions under your command: +5 respect
Celebrate a Triumph: +2 respect
Celebrate an Ovation: +1 Respect
Lose a battle: -1 respect (Repeating)
Have your command taken from you: - 3 respect (not applicable if you total respect is high enough as your legions will refuse to leave your service)
Lose 2 battles in a row: - 3 respect
Have your army destroyed: -7 respect
Flee from battle: -10 Respect
All of these affect the morale of your legions, how they will fight for you, how fast they will march for you, and their success against superior numbers. These can often turn the tide in a battle when the outcome seems uncertain.
A highly respected commander will also find that the legions will not want another commander if the Senate tries to replace him and that those legions will also follow him if he takes un-Roman actions. |
| Tactics |
Tactics are very important when you prepare for battle, and your legionary rolls determine how effective they will be. While movement on the battlefield is one of Rome's biggest advantage because of their cohesiveness of the legions, that does not mean all maneuvers are successful. Simple ideas like flanking can be accomplished easily, however most commanders are have some kind of plan to deal with them.
Be careful how you use your cavalry, the horses are not covered in any kind of heavy armor at all, and stirrups have not been invented yet.
Archers and slingers are generally immune to moral/respect boots, however they will flee quickly because they are not melee troops
Slingers have a longer range than archers, however they generally do not kill, just injure for the present battle.
Extremely complicated maneuvers should not be tried except by better generals. |
| Movement |
The Roman army was most likely the most efficient in the ancient world and could travel quite swiftly. On board ships they could easily reach Egypt in a couple weeks with the winds behind them. However, the troops never liked traveling over water much unless they had to (research the Punic Wars for their hesitation). Therefore most of the time they went by land.
By land
Italy to Spain: 2 days
Italy to Gaul: 1 day
Italy to Dalmatia/Illyricum: 1 day
Italy to Greece: 2 days
Italy to Asia Minor: 3 days
Italy to Syria: 4 days
Italy to Eygpt: 5 days
By ship
To Spain: 1 day
To Arica Province/Numidia/Libya: 1 day
To Greece/Crete: 1 day
To Asia/Syria/Egypt: 2 days
To Gaul/Sicily: 12 hours
Provincial Movement
Refer to the Maps of each Province
You can force march your troops to the cities for tactical advantage in procuring the best ground, or racing ahead to stop an opposing army from entering a stronghold. However, this will open up your army to ambushes (based on legionary bonuses). Highly respected commanders (+8 or higher) will have little trouble forcing marches (+.5 on battle rolls) , while those with low respect (under +5) will lose -1 to their battle rolls, however if they win the next battle they will have a large increase in respect (+3). Forcing a march costs +1 respect.
Ambushes
If you force a march through hostile territory you are susceptible to an ambush. This will be a based on a D20 roll. Legionary bonuses apply.
13-20 You successfully reach your destination
6-12 The opposing army has a chance to ambush you, but you are prepared. No penalty to rolls.
1-5 The opposing army has caught you unaware, -2 to rolls
Your Legionary bonus total will be added to the dice
If you have just defeated the enemy, you gain +5 to your roll to determine ambush
If you have just lost to an enemy you lose -3
The opposing general's legionary roll or equivalent will be subtracted from your roll
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| Battle Rules |
Terrain will be based on on where two armies actually meeting. Sieges and assaults of cities will try to be based on known knowledge of the ancient cities. However, players (almost always the defending force) can have some control over where they fight, if you take a position on a hill, or next to a river, that is fine, but the enemy is not required to assault you in that place and could easily surround you. Otherwise they might just march right past and rampage your countryside.
After the terrain is determined, the players will submit their strategy/battle plans to the moderator.
Once these are received, the rolls can begin, the first rolls done are the tactical rolls which will use legionary rolls as bonuses.
Each commander is allowed three tactical rolls before maneuvers become complicated. There are no penalties on these rolls.
(1 Reserve Unit used to reinforce a line, or provide an extra surge, etc is also provide an free tactical roll)
(Range units do not count as a tactical roll)
Each additional maneuver will carry a -1 penalty to the commanders roll; so that the 4th maneuver is -1, the 5th -2, 6th, -3, etc. Remember having legates in your army can help offset these penalties.
Successful Roll is between 8 and 20 on a D20.
Your Legionary Rolls trait bonuses are added to the D20 and the opposing generals Bonuses are subtracted.
If an opposing general has given his orders in such a way that they counter your then there is a -5 penalty (Ex. He has a wall of spear positioned perpendicular to his line to counter a cavalry flanking maneuver.)
Now if you maneuver is successful a +3 mod to the next roll.
An unsuccessful maneuver receives -4 to the next roll.
If a character joins his legion in battle, that legion gains +2 to this next roll.
Another D20 is rolled and and 7 or higher is needed for your men to win this stage of the battle. Your respect modifier (upto +5) is added to this roll and the opposing generals is subtracted. Terrain modifiers are also added at this point.
If you are successful in this stage, this part of your army will win this part of the battle. Each legion can roll for this part of the battle. Enemy units will be considered as 6000 men. You may rally a legion who has lost by personally joining them in battle, however you must roll 10 or higher to win the next engagement due to decreased men.
If two armies just march right at each other (Ex. the center of each line charge the enemy) there will be no maneuver roll and just the battle roll will be done.
If your force wins all these first engagements, the battle is over and is considered a rout. If an opposing unit is left on the field then they will continue to battle against the closest enemy unit.
Casualty rolls are done last.
You may join your legions as mentioned above. They will gain a +2 moral bonus to the battle rolls. However you may become injured or die.
If the legion you are fighting with wins, there is a 15% chance of injury and 2.5% chance of death
D20 rolled: 18,19, or 20 is rolled, you become injured. When a 20 is rolled another D20 is then rolled, a second 20 will result in your death
If the legion you joins losses, there is a 50% chance of injury and 10% chance of death.
D20 rolled: 11-20 result in injury. 19-20 means death with a confirmation roll on a D20 of 11-20.
If you join a legion to rally it then lose, there is no confirmation roll for death.
Two rolls will be done at the start of each war/raid/campaign to determine the opposing generals stats.
Tactical bonuses are the same as the legionary bonuses that the Romans will use. Usually they will be between -1 and 4. However certain tribes/nations or individuals will have their rolls higher than the normal variance.
Jugurtha (Numidia) between +2 and +4, after him normal rolls
Lusitanian (Spain) between +1 and +3
Gauls will always have 0 or higher
Mithrades IV (Pontus) between +1 and +3, after him normal rolls
Parthian greater than 0
Respect rolls will be done between 0 and 5 for all characters. There are no special bonuses here, however enemy leaders are subject to the same respect rules as Romans.
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| Laws & Constitution |
The laws can be used to prosecute others who brake them, back your arguments in the Senate or to defend your actions. New laws will be added by players.
| The Twelve Tables |
I know some of the sentences might not be easy to understand. Ask for clarification. These are all valid laws, however you will notice Table 12.5 which says newer laws take precedence over old laws, such as plebeians and patricians cannot marry - this was changed by a later law.
Spoiler Alert, click show to read:
Table I.
1. If anyone summons a man before the magistrate, he must go. If the man summoned does not go, let the one summoning him call the bystanders to witness and then take him by force.
2. If he shirks or runs away, let the summoner lay hands on him.
3. If illness or old age is the hindrance, let the summoner provide a team. He need not provide a covered carriage with a pallet unless he chooses.
4. Let the protector of a landholder be a landholder; for one of the proletariat, let anyone that cares, be protector.
6-9. When the litigants settle their case by compromise, let the magistrate announce it. If they do not compromise, let them state each his own side of the case, in the comitium of the forum before noon. Afterwards let them talk it out together, while both are present. After noon, in case either party has failed to appear, let the magistrate pronounce judgment in favor of the one who is present. If both are present the trial may last until sunset but no later.
Table II.
2. He whose witness has failed to appear may summon him by loud calls before his house every third day.
Table III.
1. One who has confessed a debt, or against whom judgment has been pronounced, shall have thirty days to pay it in. After that forcible seizure of his person is allowed. The creditor shall bring him before the magistrate. Unless he pays the amount of the judgment or some one in the presence of the magistrate interferes in his behalf as protector the creditor so shall take him home and fasten him in stocks or fetters. He shall fasten him with not less than fifteen pounds of weight or, if he choose, with more. If the prisoner choose, he may furnish his own food. If he does not, the creditor must give him a pound of meal daily; if he choose he may give him more.
2. On the third market day let them divide his body among them. If they cut more or less than each one's share it shall be no crime
.
3. Against a foreigner the right in property shall be valid forever.
Table IV.
1. A dreadfully deformed child shall be quickly killed.
2. If a father sell his son three times, the son shall be free from his father.
3. As a man has provided in his will in regard to his money and the care of his property, so let it be binding. If he has no heir and dies intestate, let the nearest agnate have the inheritance. If there is no agnate, let the members of his gens have the inheritance.
5. A child born after ten months since the father's death will not be admitted into a legal inheritance.
Table V.
1. Females should remain in guardianship even when they have attained their majority.
7. If one is mad but has no guardian, the power over him and his money shall belong to his agnates and the members of his gens.
Table VI.
1. When one makes a bond and a conveyance of property, as he has made formal declaration so let it be binding.
3. A beam that is built into a house or a vineyard trellis one may not take from its place.
5. Usucapio of movable things requires one year's possession for its completion; but usucapio of an estate and buildings two years.
6. Any woman who does not wish to be subjected in this manner to the hand of her husband should be absent three nights in succession every year, and so interrupt the usucapio of each year.
Table VII.
1. Let them keep the road in order. If they have not paved it, a man may drive his team where he likes.
9. Should a tree on a neighbor's farm be bend crooked by the wind and lean over your farm, you may take legal action for removal of that tree.
10. A man might gather up fruit that was falling down onto another man's farm.
Table VIII.
2. If one has maimed a limb and does not compromise with the injured person, let there be retaliation. If one has broken a bone of a freeman with his hand or with a cudgel, let him pay a penalty of three hundred coins If he has broken the bone of a slave, let him have one hundred and fifty coins. If one is guilty of insult, the penalty shall be twenty-five coins.
3. If one is slain while committing theft by night, he is rightly slain.
4. If a patron shall have devised any deceit against his client, let him be accursed.
5. If one shall permit himself to be summoned as a witness, or has been a weigher, if he does not give his testimony, let him be noted as dishonest and incapable of acting again as witness.
10. Any person who destroys by burning any building or heap of corn deposited alongside a house shall be bound, scourged, and put to death by burning at the stake provided that he has committed the said misdeed with malice aforethought; but if he shall have committed it by accident, that is, by negligence, it is ordained that he repair the damage or, if he be too poor to be competent for such punishment, he shall receive a lighter punishment.
12. If the theft has been done by night, if the owner kills the thief, the thief shall be held to be lawfully killed.
13. It is unlawful for a thief to be killed by day....unless he defends himself with a weapon; even though he has come with a weapon, unless he shall use the weapon and fight back, you shall not kill him. And even if he resists, first call out so that someone may hear and come up.
23. A person who had been found guilty of giving false witness shall be hurled down from the Tarpeian Rock.
26. No person shall hold meetings by night in the city.
Table IX.
4. The penalty shall be capital for a judge or arbiter legally appointed who has been found guilty of receiving a bribe for giving a decision.
5. Treason: he who shall have roused up a public enemy or handed over a citizen to a public enemy must suffer capital punishment.
6. Putting to death of any man, whosoever he might be unconvicted is forbidden.
Table X.
1. None is to bury or burn a corpse in the city.
3. The women shall not tear their faces nor wail on account of the funeral.
5. If one obtains a crown himself, or if his chattel does so because of his honor and valor, if it is placed on his head, or the head of his parents, it shall be no crime.
Table XI.
1. Marriages should not take place between plebeians and patricians.
Table XII.
2. If a slave shall have committed theft or done damage with his master's knowledge, the action for damages is in the slave's name.
5. Whatever the people had last ordained should be held as binding by law. |
| Other laws |
Lex Aebutia de Magistratibus Extraordinariis (c. 150 BC) - the proposer of an extra-ordinary magistracy (such as Dictator) cannot be the one to hold the office.
Leges Aelia et Fufia (about 150 BC) - Confirmed right of any curule magistrate or tribune to disband all assemblies of the people on simple declaration that he had witnessed an unfavorable omen
Lex Aternia et Tarpeia de Multis (454 BC) - allowed curule magistrates to fine citizens who resisted their authority.
Lex Canuleia de Conubio Patrum et Plebis (445 BC).- by C. Canuleius, reversed Twelve Table's decision of no intermarriage between patricians and plebeians.
Lex Claudia de Senatoribus (218 BC) - by tribune Q. Claudius, supported by senator C. Flaminius, prohibited senators from possessing ships of sea-going capacity and to have unbiased commerce laws.
Leges Genuciae (342 BC) - by plebeian consul L. Genucius, prohibited loans which carry interest, declared that the same magisterial office should not be held twice within ten years nor could one man hold two offices at once. Also allowed that both consuls could be plebeians. All except the last provision fell into disuse.
Lex Hortensia (287 BC) -by plebeian dictator Q. Hortensius, said that resolutions of the Concilium Plebis (plebiscita) should have the force of law and bind the whole community, important measure for the voice of the plebs.
Lex Ovinia (c. 312 BC) - law that gave censors, instead of consuls, the right to revise the member list of the Senate.
Senatus Consultum - A general term meaning a decree made by the majority of the Senate.
Senatus Consultum de re Publica Defenda - Senate decree for the defence of the Republic. Issued by the senate in cases of extreme peril for the Republic, usually to deal with internal political violence. The first decree was issued in 121 BC due to riots provoked by Gaius Gracchus. |
| Magistrates |
Senators and magistrates receive no income at all from their offices. All income from Senators is expected to come from the land.(Farming, Animal Husbandry, Mining.) Any other source of income is looked down upon, (Slaving, stock in non-land related companies, tenet housing.) although it is allowed. Trade is forbidden to Senators.
However it does cost a significant amount of denarii to run for office:
Consul - 7,500
Censor - 5,000
Praetor - 5,000
Quaestor - 3,000
Tribune - 4,000
Aedile - 2,500^
*running for Consul or Tribune in consecutive years doubles the price to run for office each year. [year 1 = 7,500, year 2 = 15,000, year 3 = 30,000]
^2000 of this is reserved for games, that is only the minimum required to hold game however, more is expected to impress the people.
Consul is the most senior Roman magistrate owning imperium and the consulship is the top rung of the cursus honorum. Two consuls are elected by the Centuriate Assembly to serve one year. The senior of the two has the first choice to a province to govern as proconsul when his year in office is over, unless that proconsul has been prorogued by the Senate. Each consul is preceded by 12 lictors and sat in a curule chair. Both patricians and plebeians can be consuls, however they must be at least 30 years old. A consul's imperium knows no bounds both in Rome and throughout the provinces, overriding any proconsular's. The consul may command any army. By tradition 5 years must pass before someone runs for the consulship again, but this is not law.
Censor, is the pinnacle of a man's political career, as their no higher office. The censor however does not own imperium and therefore is not escorted by lictors, nor do they sit in a curule chair. Two censors are elected every five years by the Centuriate Assembly, but are only active for their first two years. One year is dedicated to taking the census and taking the rolls of the Senators; i.e. making sure each Senator passes the property and financial means test to remain in the Senate. This is also the time when a equite may apply for membership in the Senate if he has not been elected in as Quaestor or Tribune of the plebs. The rest of the censor's time is usually spent in public works projects - roads, aqueducts, etc, throughout Italy. Censors also to hold up Rome's moral values and may fine anyone for not conforming to these morals. Censors must be 35 to hold office and award the position of Princeps Senatus.
Praetor is the second most senior magistrate owning imperium. His duties deal mostly with litigation and he supervised the law courts within Rome. He sits in a curule chair and is preceded by six lictors bearing the facses. A praetor must be 28 to be elected and the Senate may designate him to govern a province if a consul is not available. The praetor calls the Senate into session if neither consuls is in Rome, and is also in charge of the defense of Rome if that is the case. HIs imperium is confined to within ten miles from Rome. Praetors can only command armies for defensive purposes (rebellions, revolts, someone invades a province.) This is the 2nd rung of the cursus honorum.
Quaestor is the lowest magistrate on the cursus honorum, however he does not own imperium. A man must be 25 to become Quaestor and is automatically enrolled in the Senate if elected. The duties of a Quaestor are mostly financial, dealing with the treasury or collecting taxes. He also deals with the distribution of bread to the lower classes of Rome. A Consul may request a quaestor by name before he takes his province and thereby greatly increases the chance of that person being elected. A quaestor chosen in this fashion then accompanies the Consul and usually is in charge of supplies and pay for the army. Up to four quaestors may be elected in one year.
Aedile is lowest magistrate that is elected each year. There are two aediles elected annually, a plebeian aedile and a curule aedile, but that does not grant them membership to the Senate. They share the custody of the public buildings and archives of Rome. This includes the streets, water supply, sewers, public buildings, marketplaces and weights and measures. They can fine any citizen on the spot for infractions that cause damage to any of these. The aediles also put on games each year, mostly at their own expense. They do this to establish their names among the people of Rome as everyone went to watch the games each year. A man must be 22 to be elected to this post. A curule aedile owns imperium and is allowed 2 lictors, yet the plebeian does not.
Tribune of the Plebeians is a plebeian magistrate that is elected by the Plebeian Assmebly only (no patricians). He must be 23 to run for office and it is the only way to gain membership into the Senate before the age of 25. The tribune of the plebs was originally created at the beginning of the Republic to ensure the plebeians had a voice and would some protection against the patricians. For the tribune holds the power of the Veto, which he can use to prohibit any action: a law, a discussion in the Senate, a declaration of war, a trial, even the holding of elections. Tribunes can call the Plebeian Assembly in the Comita and pass laws through them. Although it is forbidden to lay hands against a tribune, the office has a history of violence attached to it, and more than one tribune has lost his life while in office. Some may wonder how the tribunes did not abuse these powers - able to the veto the Senate and then pass laws without them. But Rome does not want anyone getting any ideas about becoming King, and many tribunes were backed financially by patricians to specifically veto upstart plebeians with wild ideas. Also crowds may shout down a tribune who tries to interpose an unpopular veto. As with Consul there are penalties for running for tribune multiple years in a row. Three tribunes can be elected in a year.
Dictator is a temporary position that is elected by the Senate during a time of emergency. He is elected for a certain amount of time, usually 6 months or one year. It is primarily a military position used when Rome is in imminent danger. The dictator is immune from the veto while he is in office and cannot be prosecuted for his actions he takes while in power. He can name a Master of the Horse as his second in command. The master of the horse is in charge of Rome and Italy is the Dictator in a province or foreign territory. While he can make decrees while in office that have the power of law, his first duty are to secure Rome from the danger.
Proconsuls and propraetors are the governors of the Roman provinces. The own imperium and therefore are accompanied by lictors, 12 and 6 respectfully. Their primary duty is to ensure the proper taxes are collected from their assigned province and to lead and legions in defense of that province. After ones term as consul or praetor the Senate assigns each man to a province. The senior consul of the year however gets first pick of whichever province is available. For the purposes of this game, the propraetorship will usually be Sicily and Sardinia, and will be given charge of collecting then shipping the grain harvest to Rome. Usually there is no military action here, but slave revolts and pirates are common. Proconsuls however will have control of legions under them and are posted to more dangerous provinces. Their are tribes north of Greece, along the Dalmation coast and in Western Spain that could be raided. These are all opportunities to make some denarii for yourself as proconsul. You can also tax the local populace more than what the Senate requires and may even make a collection from the local temples to increase your own art collection. Of course if you go to far overboard then the locals will send a delegation to Rome asking for your prosecution. So there are risks are rewards involved in all your decisions.
Tribune of the Soldiers are elected every year and then serve under the consuls going to war, usually overseeing a legion. This is where you get your first military experience and learn how to lead the legions. A man must be 18 to run as a Tribune and stays with whatever consul he joined until that Consul returns to Rome, unless that consul gives the Tribune to leave early. You may run as tribune up til the time you formally are inducted into the Senate, after which if you wish to remain with the legions you may ask a consul to join their staff as a legate. Up to 6 tribunes are elected each year. Being a tribune of the soldiers will allow one to choose an extra military trait.
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| Factions |
There were no political parties to speak of during Republican times, yet there were many factions, many of which had overlapping issues and values that they stood for. All of your actions and speeches will determine your standing among each of the factions. The names of these factions are not historical as they did not really have a name at the time. Factions will play a roll in elections and votes. The more prominence you have with a faction the more likely they will vote with you. Remember though that each senator has sway with other factions too.
Constitutionalists: These are the most conservative senators, those who believe that everything should be done according to Rome's unwritten constitution and the mos maorium, basically everything should be done how it always had been done. These are mostly patricians and some plebeians who have been in Rome for centuries. This is a very wealthy faction that also has many clients among the people of Rome, citizen and non-citizen, they can make life difficult for a person who tries to turn Rome upside down.
New Men: This faction is mostly Roman citizens whose families come from other parts of Italy and are new into the Senate. Their families are not ennobled, meaning none of their forefathers have held the consulship. They are plebeians and believe they have just as much a right to become consul as anyone else. The believe that bloodline does not make one qualified. This faction also has alot of wealth and it also more likely to have interests in non-traditional financial means.
Backbenchers: Those of the Senate who are not capable of rising to the position of higher magistracy, praetor and consul. This is a large amoeba-like faction that can be swayed by powerful oratory skills to vote how you want. Most often they are more conservative than anything because they also don't like to see upstarts jump over them, however they do not mind seeing one of the elite put in their place either.
Populist: This faction is very reactionary, they like to see which way the wind is blowing before making a move. While it might seem like this would be a large faction, it is the opposite as there is a chance you may upset everyone else at sometime as their backing moves among different people depending on the situation.
Equites: These are the tier of men below senators in the Roman hierarchy. They are mostly interested in their own business interests and other financial institutions. They do not vote in the Senate, however they play a roll in the Centuriate and Plebeian Assemblies. When the treasury is low or the Italian peninsula or other roman territories are threatened they become worried. These men do not vote for any laws in the Senate.
Head Count: The vast masses of Roman citizens who live in Rome. Basically the poor of Rome. They do not own land and usually do not play any part in politics as it is beyond their daily lives. As long as they have access to cheap grain and games are held annually they are content. While they do have the right to vote, they are mostly confined to one of the two urban tribes so that most elections are settled before their votes are counted. Enterprising men can use them however to influence some events, because as shear numbers can awe even the most fearless speaker.
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| Religion |
The gods and fates played a very important part in the life of Romans. They will also play a large roll in this game. Your dignitas and auctoritas are greatly enhanced by holding a priesthood or augor. Mostly issues are related to sacrifices, but you can use religious issues to help you in the Senate, assemblies, and the courts. It all depends on how much time you wish to put into it.
More specifics to come in game as many things pertaining to religious duties may be legislated. |
| Buildings and Construction |
You might wonder what can I do with my money besides run for election and invest in other economic opportunities. Well the elite of Roman society were obsessed with their dignitas and being remembered and the best way to ensure that their name would not be forgotten would be build and dedicate temples and other public works projects. These are not inexpensive buildings as they were built of stone and marble, usually elaborately decorated and often had statues of gilded gold or bronze inside of them. Other types of buildings included public baths, public gardens, basilicas for government use, roads and aqueducts. Note that most of the major deities already have temples in Rome, but they can be enlarged, redone or newer ones can be built. Roads and aqueducts fall under the dominion of the Censor, who is in-charge of public contracts. If you wish to build either of those, you will have to hold that office and then those structures will have your name attached to them. Ex. Via Aemilia.
Small Temple/Building: 40,000 Denarii
Large Temple/Building: 80,000 Denarii
Elaborate Temple/Building: 125,000 Denarii
Road/Aqueduct: 100 Denarii per mile
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