The First Man in Rome

  1. Rhapture
    Rhapture
    The First Man in Rome

    This is a game about the Senators of Rome around 100 BC as they deal with a myriad of issues that are changing the way Rome operates. Some Senators are very resistant to these changes, others will use the coming crises as opportunities to get what they need. How you react to each event can move you up in the standing of Rome's elite, even if they despise you. Do you have what it takes to climb to the top based on your military exploits, your wise financial planning and your oratory skills to become the First Man in Rome?

    Wait, Why another Roman RPG?

    Some might wonder why I would propose this game when there is a current game just starting. Well, first off, I love this period of Roman history and I feel it has the best chance to be very dynamic while offering every player a very equal playing field to start the game. Plus I had an excellent time playing TRS last year for roughly eight months and I miss it. So I have to thank everyone who played that game last year for getting me into the RPGs on this forum, especially Snape, LM and okmin who were the primary mods and who played really good characters. But while I enjoyed that game, I found that it was not authentic enough for how Rome actually was during this period of the late Republic. So I have written completely new rules that I feel will give the player a truer sense of the experience of being a Roman Senator (also a more balanced chance of leading armies, as too few people became consuls). Of course there are many similarities, because TRS and this game are based very much in fact. The biggest change is how the political offices are handled, while I am not taking away the possibility of someone being consul multiple times in a row, I have made it financially restrictive to try and so. I have also designed the game so that proconsulships is where you really can make money and make a name for yourself financially and militarily. As for the other Roman game that just started, that is the early empire game which while interesting, does not excite me as an rpg game as much as a game which might lead there.

    Things that you can look forward to in this game:
    Political intrigue
    Commanding legions - often times against far superior numbers
    Senatorial Debates
    Responding to disasters
    Lawsuits/Litigation
    Multiple economical paths that force you to choose where to invest
    Governing provinces where you can do almost whatever you want (beware repercussions!)
    Religious sacrifices/rites/ cults
    Chariot races/ games /theater

    Forums

    Forum Romanum - Where all the political activity of Rome takes places
    The Seven Hills - Where the other important buildings of Rome are, including Temples, Circuses, houses of Senators, etc.
    Marketplace - Purchases, Trade, Auctions and other economical related threads
    The Provinces - Where issues relating to provinces, proconsulships and foreign battles take place
    Archives - Where the historical records reside

    Stickied posts

    Moderator Action
    Starting Guide
    Registration
    Game Rules
    Maps
    Faction Standing
    Roman/Latin Terms
    Terms Abrogatio: Repeal of a previously established law.

    Agraria: A standard term applied to laws dealing with public land and/or its distribution (generally to plebes).

    Ambitu: A standard term applied to laws dealing with bribery.

    Civitate, Civilibus, Civium: Standard terms applied to laws dealing with citizenship.

    Comitia: An assembly. The Curiata was made up of patrician families and was rarely used for legislative purposes. The Centuriata was made up of the entire citizen body divided by social class and voting power was weighted heavily towards the wealthy. The Plebis or Tributa constituted the plebeian citizen class and eventually became the most commonly used and most powerful legislative assembly.

    Comitia (Lex): A law passed in the assembly, a plebiscite

    Contra Auspicia: Literally, counter to the auspices or religious omens. This was a legal action applied in order to prevent the proposition of potentially incendiary proposals or legislation.

    Conubium: Marriage.

    Curule Magistrate: A magistrate with imperium (Aedile, Praetor, Consul) or the authority over the citizenship to enforce the law.

    Decemviri Legibus Scribendis: Literally the commission of ten to write laws, they published the Duodecim Tabularum (twelve tables).

    Decretum: A decree of the senate.

    Edictum: An edict of a magistrate.

    Equestri: Relating to the equestrian citizen class.

    Exsilium: Exile.

    Formulae: Roman formulary litigation procedure introduced in the 2nd century BC. Replaced the Legis Actiones system.

    Frumentaria: A standard term applied to laws dealing with the grain dole.

    Intercalando: A standard term applied to laws dealing with the interjection of the intercalary month or the adjustment of the calendar.

    Imperium: The authority over all of the citizenship to enforce the law.

    Iudiciara: A standard term applied to laws dealing with the courts or judges.

    Iustitium: A cessation of judicial and all public business. Generally this was due to an emergency of some form, but this, like the contra auspicial, could be used as an attempt to block legislation.

    Latinitas or Ius Latii: The Latin rights. Allowed privileges such as inter-marriage and the right to commerce with Romans to certain communities as a stepping stone to citizenship. It did now allow for the right to vote.

    Leges: A collection of laws passed by the same magistrate(s) or a generic description of similar laws passed over time (ie Leges Agraria).

    Legis Actiones: Archaic form of Roman trial litigation. Replaced by the Formulae system in the 2nd century BC.

    Lex: A law. Generally laws were named for the magistrate who proposed it and what it pertained to (ie a law proposed by tribune T. Sempronius Gracchus related to the distribution of public land would be entitled Lex Sempronia Agraria).

    Multis, Multarum: Related to fines.

    Obnuntiatio: The right of curule magistrates or plebeian tribunes to announce a bad omen, thereby disbanding citizen assemblies or preventing attempted legislation.

    Plebis: Relating to the plebian citizen class.

    Plebiscitum/Plebiscite: A law passed at the Comitia Tributa (Tribal Assembly).

    Privitas: A private citizen. In cases of law or constitutional circumstances this term is generally related to special circumstances where non magistrates were appointed to special commands.

    Provinciis: Related to the provinces.

    Provocatione: Laws related to provocatio, or the right of a citizen to appeal capital sentences (death or exile).

    Publicando: Public property.

    Repetundis or Repetundarum: In cases of law, it generally refers to the recovery of extorted money.

    Revocando: Recall from exile.

    Rogatio: A proposed bill or law. Any entry thusly labeled as Rogatio in the chronology chart should be understood as having not been passed into law.

    Sacrata: A law dealing with something sacred, generally the sacrosanctitas (protection from physical harm) of the tribunes plebis.

    Senatus, Senatum, Senatoribus: Relating to the senate or senators.

    Senatus Consulta: An authorization of the Senate. A Sen. Cons. Ultimum granted authority to the magistrates or specially appointed individuals to use force in the defense of the city.

    Sumptuaria: Laws with the intention of regulating social behavior especially as it relates to extravagance (dress, expenditures on entertainment, etc.).

    Tabellaria: A standard term applied to laws associated with election and the tabulation of ballots.

    Triumviris: A council of 3 men.

    Vi or Vis: Violence.


    Background Issues

    Foreign The year is 110BC. Rome is in a period of relative quietness. It has been over a decade since the death of Gauis Gracchus and the upheaval that caused Rome. No major wars are being fought, however just 5 years ago a large migrating force of Germans routed 6 Roman legions in Southern Gaul. For reasons not known to Rome, after the victory they turned back north and have not been seen since, but the threat still remains, eventually they will be back. The biggest issue of the day is Jugurtha and the inheritance battle over Numidia. He is the bastard son of the late King and has taken power there, but the legitimate sons wants Rome to handle the issue. He also is Roman trained which could prove difficult if war arises in Africa.

    In Rome The great patrician families of the past still consider themselves above the plebeians and the still have significantly more dignitas and authoritas than the plebeians. Yet, except for a few priesthoods, the plebs can hold any office and are required to hold one of each office each year, plus the plebs hold the powerful office of the Tribune of the Plebs. Yet after the deaths of the Gracchus brothers there had been a line of tame tribunes. So with the Gracchi dead and Scipio Aemilius passed away, there is no First man in Rome. Now is the time to rise up from the multitude of mediocrity and become the most powerful man in Rome, one whose words move people and actions enhance the ideals of Rome.

    Italian The Italian peninsula is peaceful, yet most people are not full Roman citizens and outbreaks of small rebellions still occur. Slave rebellions have been few and far between, but with some of the more powerful Senators having larger and larger estates, the number of slaves working the land has increased, so the threat may rise depending on what happens. The Agur Publicus, or public lands owned by the stare has grown as cites and tribes of Italians have been put down and raised. What will happen with this land will play a major roll in the Senate debates to come. Most of Italy does not have the Roman citizenship. There are a few cities that are made up of Roman citizens, (colonies set up by the Senate previously), some areas have Latin Rights and the rest are Italian citizens. Having the Roman Citizenship is highly prized and gives you rights that other citizens do not have. So do not think all of Italy is united quite yet, issues will flair up because of the multiple levels of citizenship and class.

    Other Issues The treasury is stable, as there have been no major wars in a long time. Right now there is an adequate number of men eligible for the legions, and Rome has a good base of experienced troops, but losing 6 legions took a toll. (For unknown reasons, the Germans left all the Roman armor and gear on the field of battle, and it now resides inside the temples of Rome). For now, only citizens of property are in the legions because it is thought that they have something to fight for. The Italian allies also are available to recruit legions from, yet they have become more reluctant to send their men off to war with little reward.
    Rome is one of the largest cities in the world, including slaves, freedmen and non-Roman citizens there are well over 1 million people living in the city. As long as the people get their food and are entertained they are mostly content. But that is not always as easy as it sounds; famine, fire, and corruptness are just a few of the obstacles that most be overcome to provide for the masses. The smooth running of the city is one main tasks that the Senate has.


    List of possible known early game Issues

    -Friction between the patrician senators and plebeians senators.
    -Numidian succession
    -Agur Publicus
    -Italian allies/citizenship
    -Feeding the poor/general population of Rome
    -Filling the legions adequately

    General Gameplay - What do I do in this game?

    You will play as the head of a Roman family. It is advised that you play as a Senator because that will open up the most possibilites. You can play as an Equite or someone from the knight class , this will open more economical doors and you will still have access to military paths, but you cannot lead an army without being in the Senate. One can always start out as an Equite and apply to be a Senator when there are censors. But overall being a Senator is recommended. What you are tying to accomplish is to move up the ranks of magistrate offices up to consul and then you can command of legions. All of this improves your standing among Romans - your dignitas and authoritas. If you raise these high enough, your speeches and actions can move the Senate and various assemblies to accept your proposals more easily.

    Becoming Consul and taking a province is the best way for you to become prominent and enhance your dignitas. Also the best way to become rich. Certain provinces will have resources - mining or agriculture (these will be known) - that you can use to invest in once you return to Rome. There are various hostile tribes all around Roman territory which can be raided for loot. You can also tax the locals in a province heavily - although you may be prosecuted later if you are too harsh - and multiple proconsuls over-taxing a province for a prolonged period can lead to revolt. But it is certainly expected to make money off a province. Do not be afraid to do just about what you want in a province as long as you do not declare war against a sovereign nation, only the Senate can do that, however raiding is not considered illegal in any way and proving extortion is very difficult. Triumphs are usually awarded for successful raids. *Only proconsuls can raid/propraetors cannot.

    True Foreign wars will be rare. Numidia and Maurantania are possible in Africa, Pontus, Parthia and Egypt in the East. A Gallic campaign like Caesar's would be hard to get. If you get a command against a nation it will not be quick, but they are the most rewarding. However if you are not successful after a few years expect the Senate to take action.
    All legions are under the control of the Senate. There are no personal legions. Italy itself has a limited number of men and unsuccessful generalship will result in losses. Auxilary legions can be recruited among the natives of a province but are much inferior to Romans. You can also try to enlist legions from the Italian allies.

    There are penalties for running for Consul or Tribune multiple years in a row. There will also be rewards if you are successfully elected multiple times in a row. However, 5 years is expected(but not required) between Consulships. Censors are elected every five years, and only during their first year can one apply for the Senate. The other way to get in is through election - unless you play an equite - then you need to go to the Censors. Membership is by land and income from that land.

    Dictator - up to this time it has been a military position only - used only in times of emergency. [ Do not expect to become Caesar or Sulla with your first character - it would be nearly impossible. Some kind of civil war needs to break out for a character like that to show up. ] Your goal is not to try to become a dictator, rather become so prominent that you do not even need an office for your opinions to be taken as what should done for Rome.

    Families There will be times when your main character will be away from Rome as a Proconsul or serving on someone's war staff. It would be advisable to make alternative characters so you still have a voice in the Curia (which is where most of the discussion each year will take place). This can be a brother, uncle, son, nephew - someone from your family really. They should share a nomen. (Gaius Julius Caesar - Julius is the nomen). Sons would also usually share the same cognomen (Caesar in this case.) Just be sure to use the praenomen (first name- Gauis here) when you talk with your alts. Alts can also serve away from Rome under a proconsul during the battles and wars. This is encouraged especially for your sons and will also allow you to be active in different areas of the game at the same time.


    Dignitas & Auctoritas
    These two words and ideas were extremely important to a Roman Senator at this time. The exemplified what each man strives to achieve during his life, to increase his dignitas and auctoritas in his life, as this also increased how his family was seen in Rome. They will act as the unofficial scoreboard of the game, if you wish to call it that. As the person who carries the most of these two ideas could be considered the First Man in Rome, but you really need to outshine and be far above your peers to be called that. There will be graphs/pie-charts in game to show where each player stands in relation to each other for this. As always your actions determine how gain auctoritas and dignitas.

    Dignitas Although a rough translation might be dignity, Dignitas conveys much more than the English word. It was a man's personal clout in the Roman world rather than his public standing, though his public standing was greatly enhanced by his dignitas. It gave the sum total of his integrity, pride, family and ancestors, word, intelligence, deeds, ability, knowledge and worth as a man. Of all assets a Roman nobleman possessed, dignitas was the one he was most protective about, even going into exile or executing/divorcing his wife over.

    Auctoritas
    Auctoritas is another term that carries far more meaning that the English term authority. It had nuances of pre-eminence, clout, public importance and above all; the ability to influence event through public office. All magistrates possessed auctoritas as an intrinsic part of their nature, but it was not confined only to magistrates. The Princeps Senatus, Pontifex Maximus, augurs and other priests, and consulars among other also owned auctoritas.

    *These definitions are taken from Caesar's Women by Colleen McCullough


    So I have been elected to this office, now what do I do?
    Expectations The best way to increase your dignitas and authoritas is by running for office and then performing the duties of that office well. Each magistrate office has duties they are expected to perform every year. This is all part of the system of checks and balances that the Romans set up. Each magistrate had imperium (authority) over a different part of the system and that is where you are expected to spend most of the year, making sure your part is taken care of so that the People of Rome are satisfied.
    So here is just a brief outline of what is expected and what people can do to make sure their year in office is a good one.

    Consuls - as you are the senior magistrate you should make sure every other magistrate takes care of the tasks assigned to them. You do this by calling the Senate into session, leading the discussion on the various issues of the year and bringing motions put forward up for vote. Finally, but not the least important, Consuls are the primary leader of the legions. If a war breaks out during your term you will try to leave as soon as possible to the area of concern, otherwise, you will go to a province at the end of the year with a couple of legions.

    Praetors - oversee the courts in Rome, and legal issues are brought before you. Praetors then decide if a case is needed, if the case should be dismissed for lack of evidence, or if you can decided the outcome already. You also keep track of the laws that were passed during the year. If both consuls are out of Rome, praetors then lead the Senate and the defense of the city. Praetors also get a province after their year in office, but it does not offer the same military opportunities like proconsul.

    Quaestors - keep tabs on the treasury, approve the release of denarii for construction projects, military pay, and other expenses. You are in charge of the grain supply. Make sure Rome has enough to eat.

    Aediles - hold games, fine citizens for infractions about streets, sewers, water supply, public buildings.

    Censor - ensure each Senator meets the qualifications for membership. uphold the moral values of Rome. Take a census. Approve public building projects - mostly the large scale ones such as aqueduct building and road construction and repair throughout Italy.

    Tribune - protect the people. Pass laws in the Assembly of the plebs. Use the Veto if you must. (notice - vetoing other tribunes is not always successful)


    Rules

    Economy

    Farms

    Farms Every Senator will start with 2 Estates (2 Estates are required for membership in the Senate)
    Every Equite will start with 1 Estate & 10,000 Denarii
    Whatever you start as will be fully stocked with slaves.
    Each class will also receive the income from their farms - 5,000 per estate if you choose grain.

    You must pick a territory on the Italian peninsula to place your estates - you can have them in the same territory or multiple ones
    Each estate is made up of 4 farms
    Owning 4 farms of the same type in one territory will grant you the estate level bonus. That means more can be produced on 1 estate than 4 farms even though they cover the same area.
    Owning 4 farms of of differing types in the same territory will grant you the crop rotation bonus: Each fourth year add 10% to your farm income.
    There are bonuses for owning estates in the same territory. But more diversity in what you can produce if you have estates in various territories. All territories can produce grain at a stable price. Drought years will increase the price

    Purchasing Estates Each year farms and estates will come up for auction in various territories. You may bid on them in the {buyers thread}. This process will be open (view-able to all) as this is the only way to ensure no one can claim special favors from any mods. Bids will start at 1000 denarii for a farm, 4500 for an estate. Auctions will last for 3 real time days


    Others food items able for production:
    Livestock: Mostly Stable: higher prices in times of war
    Wine: Prices vary but no failure
    Olives: Lower chance for failed crop, slightly higher price
    Fruits: Usually higher prices but higher chance of failure

    Territories

    Etruria: Small bonus to grain+3%
    Latium: Small bonus to wine, +3%
    Umbira: Small bonus to grain, +3%
    Picenum: No bonuses.
    Apulia:Small bonus to olives, +3%
    Campania: Wine and Livestock thrive here ,+3% each
    Lucania: small bonus to livestock +3%
    Brutium: Bonus to fruit +6%
    Calabria: Olives +6%
    Liguria: Best for area for sheep +10%, grain -40%, olives and wine +3%, fruit - 15%
    Other areas may open up as Rome expands

    Livestock will produce 4500 denarii per estate per year normally. However livestock will produce 5400 denarii if there is sanctioned foreign war going on. (raids do not count) Livestock estates will also produce 4900 denarii in years of famine
    per farm: 900 denarii in a normal year and 1080 denarii if a war is going on, and 980 denarii in a famine
    Any areas with bonuses are on top of these values.

    Wine: Each year there will be a 2d6 roll for wine. A roll of 7 will result in the same prices as grain that year. Each number higher than 7 will increase that by 3%. A 12 is a critical roll and will give a bonus of 20%. Each number lower than 7 will result in a 3% loss, with a 2 being a critical loss resulting in -20%

    Olives: Another roll will be done for olives, however a roll of 5 will result in the same price as grain, with a 2% increase with each higher number and a critical success bonus of 18%. A roll of 4 will mean -4%, a 3 will be -8% loss and a 2 will result in -20% loss.

    Fruit: an 8 will result in the same price as grain. and an increase of 4.5% for each roll higher than that with a 12 equaling a 27.5% bonus. each number lower will be a decrease of 3% and a roll of 2 will result in a loss of 30%


    Mines

    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

    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.

    Insula
    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.


    Prices
    (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.

    Rents
    WIP



    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

    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.
    Joining Battle & Injuries
    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.

    Opposing Generals 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.


    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

    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.

    Factions

    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.


    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.
    Costs Small Temple/Building: 40,000 Denarii
    Large Temple/Building: 80,000 Denarii
    Elaborate Temple/Building: 125,000 Denarii
    Road/Aqueduct: 100 Denarii per mile

    Maps

    Spoiler Alert, click show to read: 

    Others are being made.

    Acknowledgements

    To begin, I am using the title of Colleen McCullough's book as the name of this RPG. I highly urge anyone who is interested in this period of Roman History to check it out. She really brings the daily life of Rome to life so that you get an understanding of what went on. She also has an extensive glossary/index in her books which have helped supply me with many definitions and explanations. So if anyone else has read the series and says I stole something, I am here admitting that her works are where I got the information. I also got some inspiration from the TRS rpg that took place on this forum last year. The general outline of the rules is similar, but the game mechanics are different and are my own. So I give thanks and recognition to Severus Snape for setting up TRS and the primary ruler-maker.

    Player List/Mods

    Head Moderator = Rhapture - the Dictator of the game, meaning I have the imperium to do what must be done and I cannot be vetoed or prosecuted for my actions.
    Mods
    General Brewster

    Playerlist

    As I have been working on this by myself and have not discussed it in any open forum, I do not have any other players yet. Please post/sign up if you are interested.
Results 1 to 1 of 1