Rule #1: all players must abide by the TOS when playing this game. If they do not, they will be kicked out. 
| Turns and Rolls |
Every turn is 48 hours long. In-game a turn lasts 1 year, but that is just for role-play purposes. The game begins in 250 C.E. and that too is just for role-play purposes.
People post their next move(s) and/or map with their move(s) on it during this time. A move is either developing a region, recruiting an army or fleet, moving an army or fleet, or attacking a region. The Game Master (GM) will roll virtual dice to see if the moves succeed or fail. 1 to 3 is a fail, while 4 to 6 is a success. The GM will use rolz.org to roll the virtual dice. The rolls will be recorded on a log that the GM will provide a link to at every Turn End. Some moves require virtual money to be spent before being rolled for.
If a player doesn't post a move within one turn he/she will lose the turn. Each turn ends at _________.
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| Prestige and Victory |
Every faction starts with a certain amount of Prestige at the beginning of the game. The amount of Prestige your faction has determines how many moves you can do. 1 - 25 Prestige = 1 move per turn. 26 - 75 Prestige = 2 moves per turn. 76 - 100 Prestige = 3 moves per turn. 101 - 105 Prestige = 4 moves per turn. 105 points is the maximum amount of Prestige a faction can obtain.
You can gain Prestige in a couple ways including: 1) winning a battle with no losses, 2) building large fleets/armies, 3) developing a region, 4) standing by an Ally during War, and 5) completing an Achievement.
Conversely, you can also lose Prestige if you: 1) get defeated by a smaller force, 2) lose your Capitol Region, 3) get caught while doing an agent mission on a neutral or ally, 4) having a negative Treasury, and 5) betraying an ally.
Every faction has its own unique victory requirements. Once the player(s) of that faction fulfills these requirements, he/she wins the game and shall receive rep from all the other players and earn ETERNAL GLORY! 
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| Factions and Claiming |
There are 18 unique factions available for players to claim. They are:
*Roman Empire (can change into Western Roman Empire after 285 C.E.)
*Sasanian Empire
*Kingdom of Axum
Berber Tribes
Kingdom of Armenia
Sarmatian Tribes
Vandal Tribes
Ostrogoth Tribes
*Visigoth Tribes
*Alemanni Tribes
Salian Tribes
Burgundian Tribes
Thuringian Tribes
Marcomanni Tribes
Saxon Tribes
*Pictish Tribes
*Gallic Empire (appears in 260 C.E.)
*Palmyrene Empire (appears in 267 C.E.)
It is first come first serve. *Factions marked with asterisks must be claimed before the game can begin. Therefore we need a minimum of 8 players. Each faction starts off the game differently and has varying levels of difficulty. For example: The Roman Empire is the largest faction and has the most prestige and armies, but it has a weak economy and its forces are spread too thin to effectively combat its numerous enemies. The Kingdom of Axum is a small faction with little prestige, but it starts in the corner of the map and can build a strong economy.
Miscellaneous Information:
If a player loses his/her capitol region, he/she will have a -1 penalty on all their moves. And their faction will lose 5 Prestige. You may change your capitol to a different region at anytime, but it will take a move. The move does not require a roll by the GM; it will happen immediately. When you lose your capitol, you are given a free move to appoint a new one. If you do not appoint a new capital region after losing yours, your faction will continue to lose 5 Prestige points per turn.
The players shall do diplomacy among their factions initially via Private Messages (PMs) with the GM receiving a copy of it. Later, diplomacy will be conducted in a social group that the GM will create. If you cannot join the social group yet, continue to do diplomacy by PMs.
Factions cannot be merged during the game and controlled by more than 1 player. Only one faction, the Roman Empire, can be split into 2 separate factions. After 285 C.E. (Turn 35) passes, the player of the Roman Empire can invite a new player to the game to play as the Eastern Roman Empire. See “Events and Situations” section for more details.
Two factions, the Gallic Empire and the Palmyrene Empire don’t appear on the map until after 260 and 267 C.E. (Turns 10 and 17) passes, respectively. And they will appear unless their capital regions are taken by a non-Roman faction during that turn.
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| Economics and Money |
“The sinews of war are infinite money” – Marcus Tullius Cicero. Likewise, virtual money allows factions to perform certain moves. Maintaining a healthy treasury is going to be important throughout the game.
Income: Each region generates 1 Gold Point (GP) per turn in the form of taxes and trade. This amount can be increased with certain developments. Each Trade Agreement that the faction signs will add 2 GPs to its treasury as long as the factions border each other.
Expenses: Each army and fleet costs a certain amount of money to recruit and upkeep. Developing a region costs money to initiate. A faction can demand tribute from another. A faction can hire mercenaries and bribe enemy forces to disband.
A faction that has a negative treasury will lose 5 Prestige per turn until it is positive again.
Treasury: Your treasury is located in your capital region. If you lose your capital, all the GPs in your treasury are transferred to the conquering faction, leaving you with 0 GPs that turn. If you have a negative treasury when you lose your capital then nothing happens. If your capital revolts and rebels, you will simply lose all the GPs in your treasury.
Disbanding: You can announce the disbanding of any of your armies or fleets at anytime. It doesn’t take a move; it automatically succeeds. This is useful if you can no longer afford the upkeep of your entire military and want to avoid a negative treasury.
Mercenaries: You can spend money on instantly raising an army or fleet, meaning the recruitment isn’t rolled for and you know exactly what you’re getting. You can also raise it in any of your regions.
A small army/fleet: 3 battalions/ships. Cost: 10 GP. Upkeep: 4 GP.
A medium army/fleet: 5 battalions/ships. Cost: 20 GP. Upkeep: 8 GP.
A large army/fleet: 8 battalions/ships. Cost: 40 GP. Upkeep: 16 GP.
A magnificent army/fleet: 12 battalions/ships. Cost: 80 GP. Upkeep: 32 GP.
A monstrous army/fleet: 17 battalions/ships. Cost: 160 GP. Upkeep: 64 GP.
Bribing: You can spend money to make an enemy army or fleet disband. The amount of money depends on the army/fleet size.
A small army/fleet: 50 GP
A medium army/fleet: 100 GP
A large army/fleet: 150 GP
A magnificent army/fleet: 200 GP
A monstrous army/fleet: 250 GP
The GM will roll virtual dice to determine if the force will disband or not, but either way they will take your money.
[1]: Fail – the enemy is too honorable and doesn’t even think to disband.
[2]: Fail – the enemy is honorable enough to not disband.
[3]: Fail – the enemy is considering the offer. +1 if attempt to bribe same force again.
[4]: Success – the enemy force accepts the bribe and disbands.
[5]: Success – the enemy force quickly accepts the bribe and disbands.
[6]: Success – the enemy force quickly accepts the bribe and quickly disbands.
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| Regions and Development |
Regions: A region is a white area of at least 18 pixels with black borders. Thick black borders represent mountain ranges and are impassable. All faction victory requirements include holding a certain amount of regions to win. If a faction loses all its regions, its player can stage a revolt in their last owned region once every 2 turns. See “Insurgents and Revolts” section for more details. If a faction doesn’t have any regions after 5 turns have passed, it is lost in the annals of history.
Development: Regions can be developed, meaning their resources and cities are devoted to a certain focus. There are five types of developed regions: Barracks Regions, Ports Regions, Markets Regions, Cultural Regions, and Fortified Regions. To develop a region, the player spends 50 GP and marks the region on the map and announces what type of development he/she wants. It will take a couple moves to complete a development since 12 production points are needed. The GM will roll virtual dice to determine how many production points are generated.
Results of Region Development:
[0]: Fail – No points are generated.
[1]: Tiny Success – 1 point is generated.
[2]: Small Success – 2 points are generated.
[3]: Meager Success – 3 points are generated.
[4]: Success – 4 points are generated.
[5]: Good Success – 5 points are generated. +1 bonus point on 1 move.
[6]: Great Success – 6 points are generated. +1 bonus point on 2 moves.
[7]: Epic Success – 7 points are generated. +1 bonus point on 3 moves.
[8]: Beyond Epic Success – 8 points are generated. +1 bonus point on 4 moves.
A faction that finishes a region development gains 3 Prestige.
Summary of Abilities:
Barracks Region: allows the recruitment of an army in this region.
Ports Region: allows the building of fleets in the sea zone it borders, and it makes the region generate 2 GPs per turn.
Markets Region: allows the use of an agent once every 5 turns, and it makes the region generate 3 GPs per turn.
Cultural Region: generates +1 Prestige per turn for the faction that owns it.
Fortified Region: gives a -1 penalty to invasions and attacks by enemy militias/armies.
You can develop as many types of regions you want. You can change between developments by using a move to redevelop the region. It costs 25 GP and you only need 6 production points for that.
You can scrap a development at any time. It takes a move (that isn’t rolled for; it automatically succeeds) to do so. This can be useful in a “scorched-earth” strategy to deny an encroaching enemy the abilities of the developed region. If one of your developed regions falls to enemy forces, your faction loses 3 Prestige.
Roads: These can be built in any region that has a passable border with another region. Armies can march through 2 regions with a move. Roads increase this amount to 5 regions. It takes 15 GPs and a move to construct dirt roads connecting 2 regions together. The GM will roll virtual dice to determine if the construction succeeds or not. A [1], [2], or [3] means road construction fails. A [4], [5], or [6] means the roads are built.
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| Armies and Marching |
Militia: Every region has a militia (2 battalions) in it with free upkeep. Militias cannot be grouped together; essentially they can only march into an enemy region. Militias cannot be transported on fleets, but they have a “flotilla” ability where they can attack an enemy region bordering the same sea zone they are.
Armies: Armies give you a better chance of conquering regions since they are larger than militias. To recruit an army your faction needs a Barracks Region. The player marks which Barracks Region he/she wants the army raised in if the faction has more than 1 Barracks Region. Your faction also needs a certain amount of money to recruit the army and maintain the upkeep:
A small army: 3 battalions. Cost: 5 GP. Upkeep: 1 GP.
A medium army: 5 battalions. Cost: 10 GP. Upkeep: 2 GP.
A large army: 8 battalions. Cost: 15 GP. Upkeep: 4 GP.
A magnificent army: 12 battalions. Cost: 20 GP. Upkeep: 8 GP.
A monstrous army: 17 battalions. Cost: 25 GP. Upkeep: 16 GP.
It takes a move to recruit an army that the GM will roll virtual dice for to determine if it succeeds or not.
Results of Army Recruitment:
[0]: Beyond Epic Fail – Recruitment totally fails and you are unable to recruit an army this turn.
[1]: Epic Fail – Recruitment fails and if you attempt to recruit an army again you’ll get a -1 penalty.
[2]: Great Fail – Recruitment of the army fails due to lack of manpower.
[3]: Close Fail – Recruitment fails, but if you attempt to recruit an army again you’ll get a +1 bonus.
[4]: Success – The manpower is found and your army is recruited.
[5]: Great Success – The manpower is found and your army is recruited. +1 bonus on 1 move.
[6]: Epic Success – The manpower is found and your army is recruited. +1 bonus on 2 moves.
[7]: Beyond Epic Success – The manpower is found and your army is recruited. +1 bonus on 3 moves.
[8]: Divine Success – The manpower is found and your army is recruited. +1 bonus on 4 moves.
Only one army can be stationed per region.
Marching: It takes a move to march a militia or army between regions. A militia can only move 1 region. An army can move 2 regions. Roads connecting regions can increase the amount of regions an army can travel. The GM will roll virtual dice to determine if the marching succeeds or not.
Results of Army Marching:
[0]: Beyond Epic Fail – The army is ambushed and in danger of being destroyed! You are unable to march an army this turn.
[1]: Epic Fail – The army is ambushed and in danger of being destroyed! If you try to march an army again, you’ll get a -1 penalty.
[2]: Great Fail – The army fails to march due to logistical problems.
[3]: Close Fail – The army fails to march, but new supply lines will be established. If you try to march an army again, you’ll get a +1 bonus.
[4]: Success – The army successfully marches to the desired region.
[5]: Great Success – The army successfully marches to the desired region. +1 bonus on 1 move.
[6]: Epic Success – The army successfully marches to the desired region. +1 bonus on 2 moves.
[7]: Beyond Epic Success – The army successfully marches to the desired region. +1 bonus on 3 moves.
[8]: Divine Success – The army successfully marches to the desired region. +1 bonus on 4 moves.
Ambushes: If you get a [1] or [0] while marching your army, it is ambushed by rebels and in danger of being wiped out! The GM will roll virtual dice to determine if the army survives or not. A [1], [2], or [3], means the entire army was slaughtered in the ambush. A [4], [5], or [6] means the army fought its way out of the ambush and retreats back to where it started.
A faction that loses an army to an ambush will lose 3 Prestige.
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| Fleets and Sailing |
Sea Zones: A dark blue area with a black border is a sea zone. They are shared by all factions. Two factions that border the same sea zone are considered to be bordering each other.
Fleets: Fleets protect your shores and enable you to transport armies at greater distances. To build a fleet your faction needs a Ports Region. The player marks which Ports Region he/she wants the army raised in if the faction has more than 1 Ports Region. Your faction also needs a certain amount of money to build a fleet and maintain the upkeep:
A small fleet: 3 ships. Cost: 5 GP. Upkeep: 1 GP.
A medium fleet: 5 ships. Cost: 10 GP. Upkeep: 2 GP.
A large fleet: 8 ships. Cost: 15 GP. Upkeep: 4 GP.
A magnificent fleet: 12 ships. Cost: 20 GP. Upkeep: 8 GP.
A monstrous fleet: 17 ships. Cost: 25 GP. Upkeep: 16 GP.
It takes a move to construct a fleet that the GM will roll virtual dice for to determine if it succeeds or not.
Results of Fleet Construction:
[0]: Beyond Epic Fail – Construction totally fails and you are unable to construct a fleet this turn.
[1]: Epic Fail – Construction fails and if you try to build a fleet again you’ll get a -1 penalty.
[2]: Great Fail – Construction of the fleet fails due to accidents and strikes.
[3]: Close Fail – Construction fails for now, but better workers will be hired. If you try to build a fleet again you’ll get a +1 bonus.
[4]: Success – The fleet is successfully constructed.
[5]: Great Success – The fleet is successfully constructed. +1 bonus on 1 move.
[6]: Epic Success – The fleet is successfully constructed. +1 bonus on 2 moves.
[7]: Beyond Epic Success – The fleet is successfully constructed. +1 bonus on 3 moves.
[8]: Divine Success – The fleet is successfully constructed. +1 bonus on 4 moves.
Patrolling: Your fleets will automatically patrol the sea zone they are in if they are not sailing or anchored. Patrolling means that the fleet will try to intercept any enemy fleets that appear in its sea zone. The GM will roll virtual dice to determine if the interception is successful or not. A [1], [2], or [3] means the fleet failed to intercept the enemy fleet and nothing happens. A [4], [5], or [6] means the fleet intercepted the enemy fleet and a naval battle will begin. If there are multiple fleets in the same sea zone, the largest ones will attempt to intercept.
Blockading: Enemy Ports Regions that border a sea zone with your fleets in it won’t generate an extra GP. Also, your fleets in a sea zone will sever the border between your enemy and whatever faction it is trading with, denying both factions the 2 GPs per turn they could get.
Sailing: It takes a move to sail a fleet between sea zones. A fleet can only sail 1 sea zone per turn. The GM will roll virtual dice to determine if the sailing succeeds or not.
Results of Fleet Sailing:
[0]: Beyond Epic Fail – The fleet enters a storm and is in danger of being destroyed! You are unable to sail a fleet this turn.
[1]: Epic Fail – The fleet enters a storm and is in danger of being destroyed! If you try to sail a fleet again you’ll get a -1 penalty.
[2]: Great Fail – The fleet fails to sail due to logistical problems.
[3]: Close Fail – The fleet fails to sail, but the sailors predict good winds to come soon. If you try to sail a fleet again you’ll get a +1 bonus.
[4]: Success – The fleet successfully sails to the desired sea zone.
[5]: Great Success – The fleet successfully sails to the desired sea zone. +1 bonus on 1 move.
[6]: Epic Success – The fleet successfully sails to the desired sea zone. +1 bonus on 2 moves.
[7]: Beyond Epic Success – The fleet successfully sails to the desired sea zone. +1 bonus on 3 moves.
[8]: Divine Success – The fleet successfully sails to the desired sea zone. +1 bonus on 4 moves.
Storms: If you get a [1] or [0] while sailing your fleet, it enters a storm and is in danger of being sunk! The GM will roll virtual dice to determine if the fleet survives or not. A [1], [2], or [3], means the entire fleet was dashed to pieces. A [4], [5], or [6] means the fleet was able to get out of the storm and return to port.
A faction that loses a fleet to a storm will lose 3 Prestige.
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| Battles and Faction Leaders |
A battle takes place between 2 armies/militias or 2 fleets in a region or sea zone, respectively. Battles on land occur as a consequence of an invasion of a region by an enemy army/militia. Battles on sea occur if a fleet successfully intercepts another fleet. The GM will roll virtual dice to determine the victor. The rolls of the militia/army/fleet that initiated the attack will be subtracted from the defending militia/army/fleet.
Example:
A medium militia/army/fleet (5 battalions/ships) VS A large militia/army/fleet (8 battalions/ships):
[2]-[1]=1. The large army/fleet loses a battalion/ship.
[3]-[3]=0. No losses on either side.
[6]-[4]=2. The large army/fleet loses 2 more battalions/ships.
[2]-[5]=-3. The medium army/fleet loses 3 battalions/ships.
[5]-[1]=4. The large army/fleet loses 4 battalions/ships.
[6]-[3]=3. The last battalion/ship of the large army/fleet is destroyed.
The medium militia/army/fleet (2 battalions/ships) is victorious!
If both the army and militia in the region are defeated, then the region falls to the conquering militia/army.
Replenishing: Armies and fleets that lose battalions/ships can be replenished and brought back up to strength. Armies must stay in one of your regions and not do anything. Fleets must be put in “anchored” stance in a sea zone bordering one of your regions, which means it cannot patrol or intercept enemy fleets. If you do these things, your damaged army and fleet will regenerate 1 battalion/ship each turn.
Faction Leaders: You can attach one of your faction leaders to an army or fleet. He/she will lead the charge into battle, and while this risks the life of your faction leader it could give your army bonuses to its attacks and a better chance of victory. The GM will roll virtual dice for the outcome. A [1], [2], or [3] means your faction leader was killed in battle. You will have -1 penalties on all your actions for the current End of Turn Results. A [4], [5], or [6] means your faction leader inspires your troops to great deeds! The attack rolls of the army all get a +2 bonus.
If the faction leader does not get killed, but his/her army gets defeated anyway, he/she will survive and flee back to the capitol. Your faction will lose 3 Prestige for having a cowardly leader.
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| Agents and Missions |
There are 3 agents available for your faction to use: a spy, an insurgent, and an assassin. You need a Markets Region to hire 1 of these agents every 5 turns. The more Markets Regions you have, the more agents you can hire.
| Spies and Spying |
A spy is used to record or steal the battle plans of the enemy army, giving your army a significant advantage in battle. A player announces a spy’s mission alongside their regular move of invading a region. The GM will roll virtual dice to determine if the mission succeeds or not.
Spying Results:
[0]: Beyond Epic Fail – Your spy is caught and tortured by the enemy guards. You are unable to use a spy until after 10 turns. All your attack rolls get a -1 penalty point.
[1]: Epic Fail - Your spy is caught and tortured by the enemy guards. The next time you use a spy, he’ll have a -1 penalty point. All your attack rolls get a -1 penalty point.
[2]: Great Fail – Your spy is killed by the guards during the mission.
[3]: Fail – Your spy is detected and must flee for his life. If you send him to the same enemy force next time, he’ll have a +1 bonus point.
[4]: Success – Your spy succeeds in the mission. All your attack rolls get a +1 bonus point.
[5]: Great Success - Your spy succeeds in the mission. All your attack rolls get a +1 bonus point. +1 bonus point for 1 spy mission next time.
[6]: Epic Success - Your spy succeeds in the mission. All your attack rolls get a +1 bonus point. +1 bonus point for 2 spy missions next time.
[7]: Beyond Epic Success - Your spy succeeds in the mission. All your attack rolls get a +1 bonus point. +1 bonus point for 3 spy missions next time.
[8]: Divine Success - Your spy succeeds in the mission. All your attack rolls get a +1 bonus point. +1 bonus point for 4 spy missions next time.
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| Insurgents and Rebellions |
An insurgent spreads propaganda and encourages a people in a region to revolt against their current rulers. A player sends a PM to the GM showing which region they are sending their insurgent to. The GM will roll virtual dice to determine if the mission succeeds or not and PM the player back.
Insurrection Results:
[0]: Beyond Epic Fail – Your insurgent is caught and tortured by the enemy guards. You are unable to use an insurgent until after 10 turns.
[1]: Epic Fail - Your insurgent is caught and tortured by the enemy guards. The next time you use an insurgent, he’ll have a -1 penalty point.
[2]: Great Fail – Your insurgent is killed by the enemy guards during the mission.
[3]: Fail – Your insurgent is detected and must flee for his life. If you send him to the same region next time, he’ll have a +1 bonus point.
[4]: Success – Your insurgent succeeds in his mission. The targeted region goes back to rebel control.
[5]: Great Success - Your insurgent succeeds in his mission. The targeted region goes back to rebel control. +1 bonus point for 1 insurrection mission.
[6]: Epic Success - Your insurgent succeeds in his mission. The targeted region goes back to rebel control. +1 bonus point for 2 insurrection missions.
[7]: Beyond Epic Success - Your insurgent succeeds in his mission. The targeted region goes back to rebel control. +1 bonus point for 3 insurrection missions.
[8]: Divine Success - Your insurgent succeeds in his mission. The targeted region goes back to rebel control. +1 bonus point for 4 insurrection missions.
If you get a [0] or [1], then you will be revealed as the culprit. The news that your factions sent an agent against the targeted faction will be announced publically on the main game thread. You’ll lose 3 Prestige.
If you get a [2] or [3], then news that an unknown agent was detected in the targeted faction will be announced.
If you get a [4] or higher, then news that a region revolted against the targeted faction will be announced.
Revolts: If you lose all your regions to an enemy faction you have a chance to revolt once every 2 turns. To instigate a revolt in this situation, a player just needs to announce it. It will take place in the last-owned region of the faction. The GM will roll virtual dice to determine if the revolt succeeds or not. 1 to 3 is a fail and the revolt is crushed. 4 to 6 is a success and your faction comes back. If there is an enemy army in the region it will be destroyed. The re-emerged faction will receive 1 free small army to defend its region.
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| Assassins and Assassinations |
An assassin is hired to eliminate someone quickly and quietly… and cause panic. A player sends a PM to the GM saying which character is the target. Characters are anyone that a player has created for role-play. The default target will be the faction leader if the player doesn’t specify a target. The GM will roll virtual dice to determine if the mission succeeds or not and PM the player back.
Assassination Results:
[0]: Beyond Epic Fail – Your assassin is caught and tortured by the enemy guards. You are unable to use an assassin until after 10 turns.
[1]: Epic Fail - Your assassin is caught and tortured by the enemy guards. The next time you use an assassin, he’ll have a -1 penalty point.
[2]: Great Fail – Your assassin is killed by the enemy guards during the mission.
[3]: Fail – Your assassin is detected and must flee for his life. If you send him against a character from the same faction again, he’ll have a +1 bonus point.
[4]: Success – Your assassin succeeds in the mission and eliminates the target.
[5]: Great Success - Your assassin succeeds in the mission and eliminates the target. +1 bonus point for 1 assassination mission.
[6]: Epic Success - Your assassin succeeds in the mission and eliminates the target. +1 bonus point for 2 assassination missions.
[7]: Beyond Epic Success - Your assassin succeeds in the mission and eliminates the target. +1 bonus point for 3 assassination missions.
[8]: Divine Success – Your assassin succeeds in the mission and eliminates the target. +1 bonus point for 4 assassination missions.
If you get a [0] or [1], then you will be revealed as the culprit. The news that your factions sent an agent against the targeted faction will be announced publically on the main game thread. You’ll lose 3 Prestige.
If you get a [2] or [3], then news that an unknown agent was detected in the targeted faction will be announced.
If you get a [4] or higher, then news that a prominent character in the targeted faction was assassinated will be announced. And that faction will have a -1 penalty point on all its moves that turn.
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| Diplomacy and Treaties |
Diplomacy is the art and practice of conducting negotiations between representatives of groups or states. There are a couple of treaties that can be made in this game. They are: trade agreements, cease-fire, peace, alliance, gifts, and client-state treaties.
Trade Agreement – This is essentially a “nonaggression pact.” You offer this to a faction you want friendly relations with. If one faction attacks a faction they are trading with without having cancelled the trade treaty on the previous turn, it will lose 5 Prestige.
Cease-fire – This can be offered to a faction you’re at war with. You propose an amount of turns you want hostilities between your factions to cease for. If accepted, the two factions should not attack each other in any way until the treaty expires. If one faction attacks the other before the treaty expires, it will lose 5 Prestige.
Peace Treaty – This can be offered to any faction as well as enemies. If agreed upon, hostilities between the two sides immediately ends and the factions go back to neutral stances. If one faction attacks another they have a peace treaty with, it loses 5 Prestige.
Gifts Treaty – You can offer regions, armies, fleets, and gold points as gifts to another faction. You can offer up to 3 items or up to 100 GPs once every 5 turns. If accepted, there is a 5 turn “enforcement” period; if one faction attacks the other before this time expires, it loses 5 Prestige.
Military Access Treaty – This allows two neutral factions to move armies through each other’s regions without conflict.
| Alliance Treaty |
This can only be offered to factions you have trade agreements with. If agreed upon, the two factions automatically have Military Access and a Peace Treaty signed. If a faction attacks an enemy faction of their ally, it gains 3 Prestige. If a faction cancels the treaty while their ally is at war, it loses 5 Prestige. If a faction attacks their ally without having cancelled the alliance on the previous turn, it loses 25 Prestige.
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| Client-states |
This can only be offered to a neutral or enemy faction if your prestige value is higher than theirs and if one of these two conditions is met:
- the neutral faction is losing a war against another faction.
- the enemy faction has 5 or fewer regions, none of which are developed.
If agreed upon, the Master and Client factions have an alliance treaty with each other as well as these aspects:
- the client state pays 5 GPs per turn to the master faction.
- the master faction gains 1 Prestige per client state per turn.
- if the client state is destroyed by another faction, the master faction loses 25 Prestige.
- if the master faction cancels the treaty while its client state is at war, it loses 10 Prestige.
- if the client state attacks another client state of its master, or a regular ally of its master, the treaty is broken and the client state loses 5 Prestige.
- a client state cannot win the game unless it becomes independent.
If the client state has a higher prestige or a larger treasury than its master’s for 3 turns, it can request its master to cancel the treaty and be independent. If the master faction refuses, the client state can choose to rebel against it. The GM will roll virtual dice to determine if the rebellion succeeds or not. 1 to 3 is a fail, while 4 to 6 is a success. If it fails, the client state loses 3 Prestige and remains bound to the master faction. If it succeeds, the client state becomes independent and the master faction loses 3 Prestige.
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| Events and Situations |
250 C.E. (Turn 1): Plague of Cyprian!
Named after St. Cyprian who recorded the event, the Plague of Cyprian was a pandemic of smallpox that swept through most of the Roman Empire, killing thousands. It killed Emperor Claudius II Gothicus. The plague was first reported in North Africa in 250 C.E. and the last cases were recorded on Crete and Cyprus in 270 C.E.
In-game, all the Roman Empire armies lose 1 battalion on the first turn. Between Turns 1 and 20 (270 C.E.) every time the Roman Empire attempts to recruit an army it will get a -1 penalty due to lack of manpower. Every time the Roman Empire attempts to develop a region it will get a -1 penalty due to a low workforce.
260 C.E. (Turn 10): Gallic Empire Arises!
After crushing an invading barbarian army and distributing the spoils to his troops, General Postumus was declared Imperator by his legionaries. He stormed Colonia Agrippina in 260 C.E. and killed the son of Co-emperor Gallienus there. Many provinces in the western Empire gave support to this usurper and broke away from Rome between 260 and 261 C.E. since Postumus promised to protect them.
In-game, if Colonia Agrippina region belongs to the Roman Empire on Turn 10, the Gallic Empire faction will appear. All Roman regions in Gaul, Germania, and Raetia will form this faction. If the faction isn’t destroyed on Turn 11, then all Roman regions in Britannia and Hispania will join the Gallic Empire.
267 C.E. (Turn 17): Palmyrene Empire Arises!
The wealthy trading city of Palmyra was a client-state of the Roman Empire that helped fight against their common enemy, Persia. Co-emperor Valerian of the Roman Empire was captured by the Sasanian Persians after his army was totally defeated at the Battle of Edessa in 260 C.E. King Odaenathus of Palmyra realized Rome could no longer help them and so declared independence. His own armies were able to soundly defeat the Sasanians and secure Palmyra a large territory. After Odaenathus was murdered, his wife, Queen Zenobia declared her son Emperor of Rome and launched a campaign against the Empire.
In-game, if Palmyra is owned by the Roman Empire on Turn 17, then all Sasanian regions in northern Mesopotamia and all Roman regions in Syria will form this faction.
285 C.E. (Turn 35): Division of the Roman Empire.
Emperor Diocletian appointed General Maximian as Co-emperor in Mediolanum in 285 C.E. Diocletian had realized that no one man could effectively rule the Empire on his own. Diocletian continued to rule the eastern provinces from Salona, while Maximian ruled the western provinces from Mediolanum. This was the first time the Empire was divided in half.
In-game, the player of the Roman Empire can choose to invite a new player to the game and split his/her faction into the Western Roman Empire and the Eastern Roman Empire. The new player will command the latter faction. The Prestige and Treasury of the Roman Empire will be divided in half. The border that is drawn between the two factions will determine who gets what armies and fleets. The two factions start immediately with a Trade Agreement and Alliance Treaty. The benefits of all this is that the Romans, as a whole, have more moves they can do. Together, the two Roman factions have a better chance of defeating their common enemies. The drawback is, of course, that there can only be one Imperium Romanum and after their goals have been met they will have to turn on each other as they attempt to reunite the Empire by force.
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