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    Default General Game Rules v2.0

    Economy

    Income All Senators, regardless of Magistracies held, will earn a basic annual income of 5,000 Denarii. Each Magistracy is afforded a salary, paid directly from the Treasury of the Republic, as outlined below.
    • Consul - 2,500
    • Pro-Consul - 2,000
    • Censor - 1,500
    • Praetor - 1,000
    • Quaestor - 500
    • Tribune - 500
    • Aedile - 500

    Income may only be claimed for active time spent playing and a player judged to be inactive for a lengthy period of time will not receive income that that period of activity. Inactive magistrates may not claim any salary.


    Military Investment The Senate, or any individual Senator, can levy soldiers at a set cost and upkeep. All recruitments will take three days

    Legions, the core fighting force of the Roman military machine. Each Legion consists of 6,000 fighting men.
    Recruitment -

    Legions: All legions shall consist of 6,000 fighting men.

    Private legions will cost 35,000 denarii and will cost 5,000 denarii per year to upkeep.

    Legions funded by the state (out of the public treasury) cost 30,000 denarii and cost 5,000 denarii to upkeep every year.

    Praetorian Guard - 1 cohort (500 men) costs 15,000 denarii and have a 5,000 denarii annual upkeep

    Legionary Retirement:

    Legions serve for twenty years. At the point at which legionary contracts expire, individuals or the senate may either provide for the retirement of the legions or renewing contracts. The details are as follows:

    1. The Senate can reform the legion for half the cost (15,000 denarii). The reformed legion will lose half of its veteran status. Reformed legions may serve for 15 years and then may be reformed again.

    2. Legions can be settled, and will become part of the citizen population of any area they are settled. We will keep track of these areas, and at any point any consul or ex-consul may spend 15,000 denarii to raise a number of veteran Legionaries. This "veteran legion" will only number 2,000 men and will serve for 15 years.

    Legionary Complements:

    In addition to the fighting men, legions often were accompanied by skilled specialists in the fields or administrative personnel that helped maintain the legion in its day to day activities. Some of these will be available to recruit into a legion and will add certain characteristics to the legion.

    Engineers: Engineers enable the construction of siege equipment for half the price and half the construction time. 5,000 denarii for an engineer core (cannot stack)

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

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

    Military Quaestor: An educated accountant and dispenser of legionary wages. Receiving the correct amount of wages and on time can contribute to a soldier's drive to perform his duty. +.5 battle rolls. 5,000 denarii (cannot stack)

    Siege equipment: Absolutely necessary to carry out a successful assault on a besieged town, siege equipment can also be used in the field to some effect. Siege engine cost are as follows:

    Scorpion: Minimal damage, can damage small gates and can be used effectively against enemy infantry and cavalry. 500 denarii. (12 hour recruitment)

    Catapult: Mainstay of any serious siege force. Can be used with great effect against walls and gates and towers. Their usefulness against enemy troop concentrations varies, as hitting a moving target is difficult. 1,000 denarii. (1 day recruitment)

    Siege Tower: A nifty way to assault a city without destroying the walls. Can be used effectively to send large groups of men over the wall. 1,000 denarii. (1 day recruitment)

    Trebuchet: A devastating device that can be used to almost topple enemy wall fortifications. 2,000 denarii. (2 day recruitment)

    Cavalry: Latian or foreign cavalry may be levied at a cost of 1,000 denarii per 100 horsemen. The upkeep cost of cavalry shall be 3 denarii per year for every horseman. Again, creativity is encouraged. Although cavalry may be formed from Latin allied tribes, players are encouraged to provincially make their armies more realistic. For example, the governor of Gaul might employ Gallic cavalry as opposed to the traditional Latin allied centuries assigned to each legion.

    Missile units: Missile units such as archers may be recruited at a cost of 500 denarii per 100 men. Upkeep is 1 denarius per man. In battle all missile units will be considered to be poorly equipped and unable to withstand the onslaught of melee or mounted units. The damage inflicted by each unit shall vary on their positioning on the map as well as the concentration of their arrows.

    Liburna: Small ships, outfitted for carrying transport material or troops into battle. Can carry 200 men
    100 Denarii to recruit per ship, 50 upkeep

    Quinquereme: Warships of a high quality, can carry 400 men
    500 Denarii to recruit per ship, 250 upkeep

    Siege equipment: Only necessary when assaulting cities or forts. Any siege engine shall cost 50 denarii.


    Naval Units and Warfare
    Naval forces are mostly to protect your armies and to deny enemies movement. You can also cause havoc with trade by blockading ports.


    Farms
    Farms will only affect your base senatorial income and all farm income is determined by how many slaves are working those farms.

    Small Farm: A Small Farm costs 1,000 denarii to construct. Each Small Farm may be worked by twenty slaves, you may only have four Small Farms.

    Large Farm: A Large Farm costs 2,000 denarii to construct. You must first purchase two Small Farms for each Large Farm you construct. Large Farms may be worked by sixty slaves each, you may only have two Large Farms.

    Latifundium: A Latifundium costs 4,000 denarii. You must have two Large Farms to purchase a Latifundium. You may have two-hundred slaves on your Latifundium, you may only purchase one Latifundium.

    Nota Bene: Additional farmlands may be acquired outside the cap that can be purchased without events or outside intervention. Farmlands may also be seized militarily from their holders.

    Slaves: Slaves are essential as workers for farms, without slaves a farm generates no income. Slaves, when working on a farm, add 38 denarii to annual farm income.

    Crops: You may attempt to have you farms an estates produce a more profitable crop with a greater risk.

    Grain: All farms produce this product by default. There is no risk factor in producing this.

    Olives: Should you choose for your farms to produce Olives you will have chance to make, or lose, an additional 15% of your farm income. (50% chance of success)

    Fruit: Should you choose for your farms to produce Plums you will have a chance to make, or lose, an additional 35% of your farm income. (30% chance of success)

    If you want to produce a different crop for any given turn you must post your intent in the Moderator Action thread and make note of it in your home thread, once you choose to do so you cannot rescind your choice, your choice will affect all of your farms. Furthermore you must post in the Moderator Action thread each turn for this to apply.


    Tenement Housing
    Senators may invest in the lucrative housing markets in Rome. This investment does not come without risk, however. Fire, collapsing buildings, and flooding causes a constant risk to the investment.

    Block-Complex: generates between 1,000 and 5,000 denarii per year. Cost: 20,000 denarii. (limit 1)

    Apartments: generates between 500 and 3,000 denarii per year. Cost: 12,000 denarii. (limit 2)

    Low-Rise Housing: Generates between 50 and 2,000 denarii per year. Cost: 6,000 denarii. (limit 3)


    Mining: Mining ventures may be established in any territory controlled by Rome, though at greater risk for greater profit. A Senator may only sponsor a single mining venture each income turn, as with Trade the profit is added to the Senator's personal treasury on the next income turn.
    • Copper - D6 roll, 1-5 required for success, 500 cost. 2D6*150 to determine profit.
    • Tin - D6 Roll, 1-4 required for success, 750 cost. 2D6*225 to determine profit.
    • Iron - D6 Roll, 1-3 required for success, 1,000 cost. 2D6*300 to determine profit.
    • Silver - D6 Roll, 1-2 required for success, 1,250 cost. 2D6*375 to determine profit.
    • Gold - D6 Roll, 1 required for success, 1,500 cost. 2D6*500 to determine profit.


    Territorial Upgrades When a province is upgraded it costs 100% of the current provincial income. Upgrading a province is done in three tiers.

    Tier 1: Basic amenities such as roads, aqueducts, and granaries.
    Tier 2: Improved roads, small temples, ports, small theatres
    Tier 3: Bathhouses, temples, forae magnae, amphitheatres, circusses
    Tier 4: Provides salaries for urban magistrates and greater administration
    Tier 5: Expands cities with a large urban population and provides amenities to outlying regions

    Each tier improvement increases total provincial income by 25%

    Newly added territories will cost whatever their yearly income multiplied by whatever tier number the province is currently on. For example, a 200/year income territory will cost 600 to improve to tier 3 so it may be incorporated into a province. All territories in the same province must be on the same upgrade level.


    Buildings These are special buildings which the Senate or wealthy individuals can commission; Romans commonly did such things. You (or your partners if you have them) make up whatever you want it to be called, you may choose if you want patrician points or populare points from them, if multiple people fund it then they split the points roughly. They also increase income slightly, not an investment by any means, but a donation to the people...or a kickback to your rich cronies.

    10,000 - small building (a little temple, a market, a plaza, etc) generates 200 denarii a turn +1 auctoritas points
    20,000 - moderate building (port development, small forum, etc) generates 600 denarii a turn +2 auctoritas points
    50,000 - grand building (Column, Statue, Bath, Forum, etc) generates 2000 denarii a turn +5 auctoritas points
    75,000 - 2 turns - huge building (Coliseum, Pantheon, Trajan's Forum, etc) 4000 a turn +10 auctoritas points
    100,000 - 3 turns - epic building (Similar to huge building, but substantial RP required) 6000 a turn +15 auctoritas points


    Roads Roads can be constructed at a cost of 2,000 Denarii and by a roll of four 6-sided dice multiplied by 1,000. Roads shall increase the overall income of a province by 15%. Roads will also allow armies to march twice as fast through a province. This means that an army will be able to cross a province with roads in 12 hours instead of 24 hours.

    The Roman numerals on the economic map were for identifying territories. See below for clarification:

    Spoiler Alert, click show to read: 


    Battle Guidelines

    Battle Modding

    All battles are laid out in three different stages, Preperation, Ordering and Execution, which will be covered as thoroughly as possible in this guide. If there are any suggestions, amendments or additions you wish to discuss feel free to bring it up via PM or in a post somewhere. Naturally certain battles will have specific modifiers and conditions which this system cannot fairly account for in this general guide, these modifiers and conditions will have to be decided based on the discretion of the moderator or the agreement of the players.

    Preparation
    The first stage of battle, from a moderation perspective, occurs as soon as orders are recieved and confirmed from all involved. Confirmation of orders is not essential but in some cases people miss things in original orders or certain things are unclear, the former being impossible for the battle moderator to account for but the latter being a matter of interpretation and perspective. For the sake of balance all such instances whereby an order is unclear should be confirmed, if there is no amendment or clarification proceed with the battle.

    Setting Rolls This is where those "Unpredictable" elements can enter into the equation. As a rule if you mention something in the setting, which pertains the battle, then you really should roll for it. For instance, is it raining? -1 Visibility perhaps, or -1 Stamina. Are you in a desert? -1 Stamina or -1 Reaction Time maybe. Is it night?

    You get the drift, be creative but maintain balance as much as you can. In the event that, while doing the battle proper, you find that these modifiers are dramatically altering events then you may need to review them but at the same time don't be afraid to go for it. If you said "There was chilling and persistent rain" in the set-up, you're damn well sure that this has affected the battle adversely. At the same time if player orders attempt to counteract this effect, give them the kudos they deserve for thinking it through, but in the case of a natural force like rain don't just discount it out of hand because some preparation has been made.


    Once you've concluded with preparation you can move on to the examining the orders given and establishing a timeline.

    Battle Rules
    All battles will be executed in the form of battle strategies and micro maneuvers performed by each general based on a picture of the battlefield and troop disposition.

    Legions: Legions are the basic unit of combat. Any legion that has survived a campaign (at least two battles) shall be granted Veteran status and assigned one star for each battle it has survived. This allows veteran legions to have an advantage over raw recruited legions in battle. In the spirit of creativity players will be allowed to name their own legion accordingly, or levy a unit of regional mercenaries at the same cost as a legion.

    Recruitment times: Any body of infantry, cavalry, or skirmishers shall take three days to recruit.

    Veteran Units: The experience level of each unit shall be denoted by stars *, **, ***, ****, *****. In the event that more than 3/5 of a veteran legion are destroyed in combat, The general may either choose to reform the legion with raw recruits (losing half or one star), combine it with a different legion (for a loss of no stars, but causing the disappearance of one legion the general owns) or disband the legion. Legions with one star have survived two, two stars have survived four battles, and so forth.

    What happens if I do not pay my yearly upkeep?

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


    Civil Wars

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

    Battle Calculator: Battle Points for Romans CURRENTLY NOT IN USE
    Missile
    Archers: 125
    Slingers: 100 (short range shock modifier of +1.2%)

    Infantry
    Legionary Infantry: 200 (shock modifier vs lighter infantry)
    Praetorian Infantry: 200 (shock modifier vs lighter infantry)
    Allied Light Infantry: 100
    Allied Medium Infantry: 125
    Allied Heavy Infantry: 150
    Light Spear Infantry: 100 (shock modifier vs cavalry)
    Medium Spear Infantry: 125 (shock modifier vs cavalry)
    Heavy Spear Infantry: 150 (shock modifier vs cavalry)

    Cavalry
    Roman Heavy Cavalry: 150 (shock modifier vs missile + 'Light' Units)
    Roman Light Cavalry: 100
    Allied Light Cavalry: 100
    Allied Medium Cavalry: 150
    Allied heavy Cavalry: 200 (shock modifier vs missile + 'Light' Units)

    Ships
    Liburna: 100
    Trireme: 200
    Quadrireme: 400
    Quinquereme: 600
    Decere: 800

    Siege Equipment
    Scorpion: 25,000
    Catapult: 25,000 (effective against gates, towers)
    Siege Tower: (Effective against walls, towers)
    Trebuchet: 50,000 (Effective against everything)
    *Veteran Status*
    Unit veteran status will add +20 points per individual per * (denoting veteran status in the dispositions thread) This means that a raw legion will have 1,200,000 battle points while a 1* veteran unit will have 1,320,000.

    The battle rolls will be done in stages depending upon the orders given. If Heavy cavalry are ordered to attack light infantry, the roll will be done to determine the outcome of that conflict. This means that it is in a commander's best interests to give clear orders for their men and clear deployments.

    Enemy battle point numbers will be assigned loosely based on the following formula:

    1 legionary = 1.5 Celts

    1 legionary = .75 Parthian

    1 legionary = 1.25 Greeks

    Cavalry and missile units will vary, but generally speaking light, medium, or heavy cavalry/infantry will receive a base addition based both on skill and equipment. Same goes for archers. Parthian Horsearchers will be given bonuses to both equipment and training, so will probably end up being worth about 3 legionaries. All of this will be determined by rolls/



    Rome vs All

    Roman legions shall be considered better troops than the average European soldier of the time. Few other states/tribes provided their armies with equipment and training quite up to scratch with the Romans. That being said, leadership could make of break armies. Most major Roman catastrophes like Teutenborg and Carrhae were the result of abysmal leadership. This means that the biggest factor is strategy with a marginal base Roman advantage.

    Moderator discretion shall rule the day, however, Roman armies under excellent leadership should be able to defeat significantly larger forces.

    If all the troops of an enemy army have been destroyed, the leader will either be taken alive or killed in combat. (50/50 chance).

    Any remaining forces in any battle will retreat to an adjacent province, the general may choose the province.

    When the senate sanctions a fullscale invasion of an enemy territory, it is highly recommended that at least three legions be assembled. A Consul or a senate-appointed general will lead the troops. When attacking enemy territory, enemy resistance will be calculated based on historically reliable sources for the muster. A leader from the region being invaded will lead the opposition forces and shall be RPed by either a willing player or game moderator.

    Raids: When an enemy army enters any territory the time they spend in that territory will mean a loss of income over time. The longer an enemy army spends in the territory, the more loss will be incurred. For each day an enemy army occupies a territory 10% of the income will be lost for the next term's payday. Game moderators will keep track of affected territories and pass on the specific information to Quaestors and game moderators.

    Legionary Replacements: Legions can only be strengthened when they reach 3/4 strength or less (4,500). Replacements will take two months in game (1 day) to reach the front. Any legion that loses more than half of its number(3,001) in one battle will lose a star denoting veteran status. Replacements when fighting in a Roman territory shall be recruited at half the normal time. Hiring replacements at the conclusion of a campaign will have no time penalty.

    When a territory has been liberated by a Roman Army the conquering general has three options:

    Sack: Two dice shall be rolled and the sum multiplied by 500. This sum becomes the amount of money (denarii) liberated from the captured territory.

    Slave Sale: One dice shall be rolled and the sum multiplied by the number of slaves sold.

    Peaceful occupation: The settlement is not sacked or the population sold into slavery. In recognition for this one dice shall be rolled and the number multiplied by 50. This many local levies will join your army free of upkeep and fight for a period of one year for free.

    Prisoners: Any prisoners captured in battle may be sold for 10 denarii per head. Half of this must be paid to the senate.



    Movements

    Legion movements shall be four territories per day out of this map:

    http://www.twcenter.net/forums/showthread.php?t=471951

    Forced marching will allow armies to move six territories per day, but they will need a reasonable amount of time to rest before they will be up to full energy for a battle. Any army that has been on a forced march and not given adequate time to recover (12 hours) will receive a small modifier for exhaustion.

    Private Legions: Any character with ex-consular status may levy a legion. Legions levied by the senate will remain loyal to the senate. Legions that receive five battle stars for surviving battles will proclaim their general "Imperator" and will remain loyal to their general, requiring no yearly upkeep. All private legions shall cost 30,000 Denarii and cost 500 denarii for yearly upkeep.

    Any character may use private legions to intimidate, attack, or depose another character or the senate. Similarly any character may use his private legions to serve, protect, or preserve the senate and the republic.

    Naval Warfare and Movement

    Naval Movements
    Armies may cross a sea at a cost of one day's movement. The oceans are divided into various seas though, and to cross into another sea (blue line) adds an extra 2 days of movement.

    Examples:
    Carthage to Sicily - crossing the sea (strait of sicily) = 1 day
    Carthage to Rome - crossing the Sea (strait of sicily) and crossing into the Tyhennian Sea = 2 days
    Carthage to Athens - crossing the sea (strait of sicily) then crossing into the Ionian Sea, then Aegean Sea = 2+2 days


    See Maps; look at oceans for reference - http://www.twcenter.net/forums/showthread.php?t=471951


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

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

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

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


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

    In someone elses' home (by the host)
    15/20

    In a public space
    10/20




    The Food System: NOT CURRENTLY IN USE

    Food System

    Food Production:

    The population must be fed. Each territory on the map under Roman control provides a certain amount of food based on its fertility rate. This food produced locally can either be used to feed the local population or exported elsewhere in the empire.

    The following map will be used to determine food production by territory:



    Light Green (1): These territories produce 1 modus of grain every year
    Green (2): These territories produce 2 modii of food every year
    Dark Green (3): These territories produce 3 modii of food every year.

    Food Consumption:

    The major provinces including Italy represent the major areas of food consumption. Unincorporated areas are largely self-sustaining, and unless incorporated into a larger political organization such as a proconsulate will remain unimportant in this system. The breakdown of population determines consumption demands yearly:

    (Ex, as of 80 BCE in game)

    Gaul: 4 million, clustered around Massalia, but also in outlying farming communities. Gaul is moderately productive agriculturally at level 2 for the north, south, and west, but with a level 1 (poor) in the east near the Alps.

    Iberia: Fairly larger zone of political control, Iberia has 11 million people and agriculturally speaking is stronger in areas near rivers and less fertile near areas with mountains. (levels 1 and 2 only)

    Africa and Sicily: Africa has a relatively low population at 8 million and highly variable fertility. The areas of north Africa are highly fertile (3) but areas containing deserts are not fertile (1). Sicily, however, is highly fertile (3)

    Italy: Italy has a large number of people at 20 million and is also highly fertile, but it is unable to support its population solely on its own food production. Rome has 1 million people and the fertility of the whole region is 3.

    Greece and Asia: Greece isn't very fertile (2), but also doesn't have as high of a population as Italy at 14 million. Asia is highly fertile (3)

    Total: 60 million

    Each million people consume 3 modii of food every year.

    If yearly production dips under the needed yearly consumptions for a period of more than one year, the following takes place:

    Within Rome and Italy

    5% shortage: Opinion of the senate drops by -2

    10% shortage: Minor rioting in the streets, opinion drops by -4

    20% shortage: Major rioting in the streets with a chance to damage buildings

    35% shortage: Major rioting with a chance of lynchings (5%) and a chance of arson destroying buildings

    <50% shortage: The plebs begin to revolt against the government and begin actively hunting to lynch senators (10% chance of dying)

    In The Provinces

    5% shortage: Tax revenue decreases by 10%. Population decreases by 1%.

    10% shortage: Minor rioting in the streets, talk of revolt gains strength, -10% tax revenue. Population decreases by 3%.

    20% shortage: Major rioting in the streets with a chance to damage buildings, -10% tax revenue. Population decreases by 5%.

    35% shortage: Major rioting with a chance of a popular revolt (40% chance), -50% tax revenue. Population decreases by 8%.

    <50% shortage: The provincials begin to revolt against the government in a full-scale rebellion. Population decreases by 12%.

    Several actions can be taken to increase food supplies in the Republic that can be shipped to areas without adequate grain supplies. Entering into treaties with foreign powers to import grain (at a cost), raiding and stealing grain, or bartering for extra grain are all acceptable ways to bring more food into the Republic to distribute.

    Grain supplies will be tracked in the Aerarium by the quaestors, surpluses may be stockpiled. Surpluses in the provinces may only be stored for more than a year once adequate storage facilities have been constructed within their capitol cities.

    War within a province will adversely affect gran production (and possibly population) based on moderator discretion.




    Senate Rules and Random Events



    Rules for Rebellion, coups, and the Senate:

    Rules for the Senate

    The senate may levy more legions by a simple majority vote.

    All proposed laws shall be voted on for a period of 24 hours.

    The senate may outlaw any character if he begins acting contrary to the decrees of the senate and breaks a law of the republic.

    The senate may declare A State of Emergency when any enemy or hostile force has entered Italy by a 3/5 majority. During a state of emergency all levy costs in Italy and allied provinces and recruitment times drop by half. Only Legions loyal to the Republic are eligible for this discount.

    Most guidelines governing Senatorial conduct are found in the Constitution.


    When it comes to civil wars, control of Rome means political and economic control of all corners of the Empire, barring those occupied by hostile forces or governors. Tax revenue from the provinces, Italy, and the city itself still makes its way to Rome every year, regardless of factional control. Furthermore, the longer a party holds Rome, the more entrenched their legitimacy becomes. Control of Rome means the control of the only legitimate seat of government. Since so much of the Roman political process entails physical presence and action, whoever controls Rome will be granted the ability to decree binding laws.

    Random Event Rolls:

    Random event roll: Every year a random event roll shall occur from a random number generator

    1. Pontic Invasion in Asia Minor.

    2. Senatorial bid for power: An NPC Senator has become disillusioned with the direction of the Republic and has raised number of troops and is attempting to seize power to correct what he perceives as systemic problems. Legions may defect (10% chance) or local troops may fly to his aid.

    3. Unseasonably cool weather. Each farm creates 5% less income.

    4. Sicilian revolt: The Greeks in Sicily have become frustrated and have forced the Roman garrison out of Syracuse. With the main Greek town in revolt, it may cause a whole-scale revolt on the island.

    5. Long growing season. Each farm creates 5% more income.

    6. Massive storm on the Mediterranean. All Mediterranean trade is shut down.

    7. Minor fires in Rome. Every building has a 10% chance of being consumed.

    8. Tribes on the move. A German tribe has been ousted from ancestral homelands and has appeared on the northern borders of the Republic.

    9. Spanish rebellion. The tribes of Spain have revolted against Roman rule.

    10. Minor storm in the Aegean. No cargo reaches their port of destination if importing any goods from Asia Minor or Palestine. No merchant income from these transactions.

    11. Fire in Rome - Each building will have a 20% chance of being destroyed, a 30% chance of being damaged costing repairs.

    12. Revolt in Gaul. The Gallic tribes are in full revolt.

    13. Building boom: A new source of local marble has made the cost of building materials momentarily low. -35% to all building costs for one year.

    14. Storms around Italy. Gales around Italy have forced all ships to stay in port.

    15. The Senator with the highest amount of legion loyalty points will win the support of a random number of legions. He may either decline their declarations of loyalty or personally take command of them for whatever end.

    16. Gallic invasion of the province of Gallia.

    17. Tribes on the move. A random Gallic tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    18. Revolt in Greece. The Greek cities are in full revolt.

    19. The Mauretani invade.

    20. Gladiator revolt. The Composition of the army shall be elite and other slaves will have the tendency to flock towards them.

    21. Numidian revolt.

    22. Tribes on the move. A random tribe has been ousted from ancestral homelands and has appeared on the borders of the Republic.

    23. Egypt cuts off the grain supply to Rome

    24. Mining Boom. Mining success chances are increased to 2/6

    25. Earthquakes in Asia Minor

    26. Earthquakes in Sicily

    27: Eastern Diplomatic event: The Parthians have approached with offers for trade/alliance/treaty

    28. Gallic tribes have approached with offers for trade/alliance/treaty

    29. German tribes have approached with offers for trade/alliance/treaty

    30. African tribes have approached with offers for trade/alliance/treaty

    31. German invasion. A vast horde in from the north has descended on Roman lands.

    32. War in Gaul. Random Gallic tribes have begun warring with each other. Some may ask for Roman intervention. This may also be an opportunity for Rome to expand in Gaul.

    33. Gallo-Germanic war. The Helvetii and Marcomanni tribes have begun fighting, and the conflict may spread to other barbarian tribes.

    34. Roman ally attacked. A random client or allied state has been attacked by a neighbor. They call for Roman assistance. If denied, they may cut ties with Rome.

    35. Roman ally goes to war. A random client or allied state has attacked a neighbor. They request Roman aid.

    36. Egyptian civil war. A power struggle in Egypt follows the death of a pharaoh, disrupting trade with Rome. Port of Alexandria closed; grain shipments to Rome cut off.

    37. Scythian invasion. The Scythians invade Roman provinces in Greece.

    38. Dacian rebellion. The Dacian tribes have revolted against Scythian rule. Rome may intervene.

    39. Thracian rebellion. Thracians under either Roman or Scythian rule (or both) are in full revolt.

    40. War in Syria. Parthia and Armenia are fighting over land just east of Roman Cyprus and Cilicia.

    41. Illyricum invaded by the Dalmati.

    42. Scythia attacks the Dardani, who desperately plea for Roman help.

    43. Betrayal! A random client/ally of Rome invades nearby Roman provinces.

    44. The Lupercalia is celebrated in Rome, magistrates should make appropriate arrangements for the festivities.

    45. The Quaestors perform an audit of senatorial and state income

    46. A British king embarks on a war of conquest, an attempt to unite the British tribes under his rightful rule

    47. A political coalition of Gallic tribes forms (rolls to determine which tribes participate in the coalition and alliance)

    48. Patricians fight back. This is a year for the Patricians to reassert dominance in the Roman political scene. Extra points earned for patrician actions this year.

    49. Populists gain an upper hand. The populares have chosen this year to be their own, spreading their ideas through populist works. Extra points earned for populist actions this year.

    50. The calendar has drifted out of sync with the actually seasons, making it difficult to time planting and harvests. -x% to farm income until the calendar is corrected.

    51. A satirical play mocking the Senate is being performed in Rome, causing unrest in the city. -0.5 to public opinion each day until the situation is resolved.

    52. Discontent in the ranks. Random legion(s) mutiny under the direction of charismatic officer(s).

    53. Slaves begin dying of disease. The people demand sanitation improvements, and everyone loses a random number of slaves each harvest/year until improvements are made.

    54. Solar eclipse. People flock to the temples.

    55. Animals being held in the city for games break out, killing a random number of citizens. No games or races may be held and no animals may be imported this year.

    56. Forest fires! Buildings and ships of any kind are 50% more expensive this term

    57. A subject people of one of Rome’s enemies have sent an envoy to the Senate requesting money for a rebellion.

    58. A man claiming to have been sent by the gods to the Republic into a new era of prosperity begins amassing a following in the streets of Rome.

    59. All Proconsular and Senatorial legions demand double payment this year.

    60. Drought causes each level 3 fertility territory to produce one less modus of grain (In Italy)

    61. A plague of beetles has devastated the crops, causing every level 3 fertility region to produce two less modii of grain (In Italy)

    62. A longer growing season has caused every region within Italy to produce an additional modus of grain (In Italy)

    63. Ceres has blessed the crops, and their bounties have caused a surplus of 2 modii from every territory in Italy. (In Italy)

    64. A member of the Equestrian class has been caught having relation with a Vestal Virgin

    65. Demand for grain has soared, making farms more profitable by 25%.

    66. Incredibly powerful winds have shifted, allowing for trade ships to return to Rome much earlier (double trade this year)

    67. Mining boon: mining success rates increased 50%.

    68. Due to housing shortages in Rome, an additional 35% income is added to all revenue generated from housing.


    Rules for Governors

    Governors will be responsible for paying the upkeep of legions in their province and may levy additional troops for the protection of the province as long as the money comes from somewhere.

    Note that any troops levied during a governorship will not be considered personal forces of the governor, but troops loyal to the state and province.

    The Senate shall have no control over proconsular legions unless the legions proclaims itself loyal to the senate.

    Pro-Consular Favor and Random Events
    Rules for Provinces: Unilateral Actions
    Provinces will follow loyalty systems that give benefits to individuals that have worked to benefit the province. Some of the actions taken will increase loyalty in a province but may alter opinions of the plebs or patricians back in Rome. Records will be kept in Pro-Consular threads regarding any efforts Senators have made to benefit a province.

    I. Each province will have a capitol. Every capitol has walls. As new provinces are created, new capitols will be added. As it stands, the current provincial capitals are:

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

    Buildings may be constructed in any of these areas as per the normal rules, but buildings constructed in any capitols outside Rome will only carry half the value in pleb or patrician points gained from the building. It is necessary to post new buildings in posts within the Pro-Consular thread.

    II. Settling legions

    Settling a single legion within a province will allow a 5% increase to the level of citizens residing in a province and increase favor in a province by one Minor Action.

    III. Name Recognition
    Holding a Proconsulship for five years will result in gaining a Minor Action. Holding a Proconsulship for ten years will result in gaining a Major Action. Staying away from Rome that long, however, will result in -5 auctoritas points
    Other actions to increase provincial loyalty include and are broken down into the following categories:

    How to gain provincial loyalty
    Determining province favor is going to remain simple. No points to add and keep track of, no changing of maps. Players will simply earn minor actions and major actions for their characters. This will be an easy reference system kept in the OP of each Pro-Consular thread detailing who has done what in each province. Two minor actions can equal a major action. Simply put, whoever has done the most has the favor of a province.

    Minor Actions

    Every year rolls will take place that will determine a problem in the province that a governor may RP. This RP may have to be done wholly by the governor in order for the results to be assessed. None of the following events will cause a war and may be handled by RP. In some cases, casualties may be assessed by moderators if required. Situations handled poorly may count as negative provincial loyalty, but may cause patrician or plebeian points to be gained. Finding in favor of the interests of the local inhabitants will earn the favor of that province, but may come at a cost.

    Minor Rolls

    1. Highway brigands are keeping goods from going to market. The people request that the governor dispatch forces to maintain order and bring the highwaymen to justice.

    2. Small bands of pirates are operating along the coast. The people request they be dealt with in some manner.

    3. A petition has been made by a town for a Roman citizen (a merchant) to be put on trial for dealing in debased currency.

    4. A case has been brought before the governor regarding a slave that has murdered a Roman citizen

    5. A case has been brought before the governor regarding a Roman citizen who had beaten his own slave to death

    6. A case has been brought before the governor regarding the failure of slaves to defend their master when he was attacked and killed by robbers

    7. A case has been brought before the governor regarding a Roman citizen who has beaten the slave of another citizen to death

    8. A case has been brought before the governor regarding a Roman citizen who has beaten the slave belonging to a non-citizen (but denizen of the province) to death.

    9. Villagers from a local farming community have approached the governor requesting Roman soldiers to help dig irrigation trenches.

    10. The people demand minor tax kickbacks (5% of total tax revenue for province not collected)

    11. A city tax official has been skimming funds off the top. He has been brought up on charges of embezzlement in local courts.

    12. The people demand roads be built in the province

    13. The provincials demand that infrastructure in the province be improved (via territorial upgrades)

    14. Roman soldiers stationed in the province have stolen bread, wine, and cheese from farmers in a local town. These men have appealed to the governor through their duoviri for justice.

    15. Member of the cult of Bacchus have been involved in a series of episodes that have left property destroyed and provincials injured. Some provincials grumble at their continued presence, but others support the cult as necessary to the worship of the god.

    16. Make efforts to assimilate local religious customs into the pantheon of Rome. Doing so will help to further Romanize the province.

    17. An excess of newly arrives settlers has arrived and caused the need for the founding of a new city. Aid in the founding of a new minor city within the Pro-Consulate

    18. A non-Roman temple in your Proconsulate was despoiled when a sacrificial bull broke loose and stampeded. The priests ask that you cover the damages.

    19. Two powerful landowners come to you with a dispute. The daughter of one was married to the son of the other, and as a dowry he gave a wealthy bit of land to his counter part. However, the groom was abusive, and the bride fled to her father. He demands the land be returned to him as payment for the attacks on his daughter. The father of the groom insists the land remain his.

    20. Aqueducts serving a populous area of the province are falling apart. The people demand repairs

    21. Minor fire in the capital. A small fire has sprung up in the city. 20% chance of buildings to the ground, 5% chance of temples burning to the ground. Deal with these problems caused by the fire.

    22. The people demand that a temple (level 2+) to a certain god be constructed in the capital.

    23. The provincials demand that Roman forces stationed within the province be dispersed to guard key locations within the province. If forces are inadequate to satisfy this request, the governor should make efforts to bring more forces into the province

    24. Impoverished farmers in the region have opted to sell their farmlands to any Roman wealthy enough to buy them at the desired price. There is enough land to purchase 1 latifundium, but the price should reflect the governor's motives. Make too low an offer, and the provincials will likely feel taken advantage of. (Allows the acquisition of additional farmlands, despite the cap)

    25. The provincials request that structures be constructed to increase water supply to the capitol city of the province (level 1 minimum)

    26. Due to drought, total production of the provincial grain harvests has fallen by 10 modii of grain. Deal with the repercussions.

    27. Excellent weather has increased the productivity of the farms. The province produces 10 additional modii of grain this year. Decide what to do with the bounty.
    Major Actions

    Major Rolls


    28. Legions stationed on the borders have grown bored. It has been reported that several centuries have taken to raiding foreign villages in their spare time. There are potentially huge and devastating possible outcomes. Handle this situation carefully.

    29. A man appears on the streets of your Proconsulate’s capital preaching of a strange new god. He orders his followers to overthrow the Roman gods, as this new one will not tolerate the worship of others.

    30. The people demand sizable tax remissions (25% of total tax revenue for province not collected)

    31. The dignitaries and leaders of prominent communities demand the right of Roman citizenship be granted them

    32. The landed provincials of the province demand Roman citizenship

    33. All inhabitants of the province demand the rights of Roman citizenship

    34. A provincial quaestor, a young patrician, has been stealing works of art and precious metals through crooked political dealings. It is up to you to prosecute him.

    34. Famine has broken out in the province. You must either use 100% of your trade fleet to bring in food at no cost or pay for food to be shipped in at a cost of D20*500.

    35. Earth tremors have resulted in extensive damage to major cities in your province. Deploy military forces to aid in the cleanup and rescue efforts

    36. A dangerous cult has begun to foment rebellion in the province. They must be dealt with before they turn the provincials against Roman government.

    37. A population explosion has created the need for the founding or reconstruction and refitting of a smaller town to accommodate a large urban population. The resulting large city will join the capitol in terms of provincial importance, since many citizens will live there.

    38. The provincials, some of them out of work, have expressed a desire to find gainful employment through service in the Roman military. They will expect citizenship as a condition of discharge, of course.

    39.The provincials demand that large entertainment complexes be built in the capitol city (level 3 minimum)

    40. Excessive storms has caused the wheat to rot in the fields, causing total provincial production of grain to be reduced by twenty modii. Deal with this problem.

    41. New farmland reclaimed from forests has proven to be very fertile in its first year of use. The province produces an additional 15 modii of grain. How should the bounty be treated?
    As a general rule, individual actions and how a governor chooses to address these problems will result in either the awarding of or taking away of points and provincial favor at moderator discretion. Generally speaking patricians would frown upon enfranchising locals, instead preferring to look upon them as inferior and objects of ridicule, tax revenue, and cheap labor. Plebeians within Rome might regard the provincials with some pity, but are more concerned about conditions in Rome to worry too much about poor provincials in other areas. Provincials who gain citizenship will join the plebeian class.

    There are some hard and fast rules regarding citizenship, however.

    Granting the nobles of a province the right of Roman citizenship (roughly 7% of the population) will result in -5 patrician points

    Granting all landed peoples the right of Roman citizenship (roughly 25% of the population) will result in -10 patrician points

    Granting all peoples of a province except slaves the right of Roman citizenship will result in -25 patrician points and +10 populist points.

    Note that citizenship may not be revoked by law.

    Finding in favor of patrician policies will result in patrician points being gained. Contact a moderator for clarification of individual actions if you are unsure which faction they would support.


    Levels of Loyalty
    Loyalty levels in each province take two forms, total and partial loyalty. The individual with the best record in the province retains total loyalty, while anyone else who has worked in the province retains partial loyalty.


    The Benefit of Partial Provincial Loyalty

    • Legions raised in loyal areas will cost only 25,000 denarii
    • Enemy forces within a loyal province will suffer (D20*100) attrition rolls every year, but over time the provincials may become less loyal unless aided


    The Benefit of Total Provincial Loyalty

    • An enfranchised province with a majority of citizens (51+%) as opposed to non citizens will add two votes in your favor in any election
    • Legions levied in areas with favor will cost only 20,000 denarii
    • Enemy forces within a loyal province will suffer (D20*500) attrition rolls every year, but over time the provincials may become less loyal unless aided
    • Decreased movement time (6h standard) for armies moving through the region
    • The ability to turn 10% of tax revenue into personal revenue.
    • A modifier of +1 in all battle rolls for battles fought within the province
    • Cooperation in war-time situations





    Pro-Consular Corruption

    A proconsular governor may choose not to govern in a particularly benevolent way.

    Should he choose to behave in an unscrupulous manner, he may have some opportunity to add income. If he is caught, however, he may face charges in Rome for mishandling his province.

    Pro-Consuls may extort tax revenue from their province in any amount. If the amount is over 1,000 denarii there will be an increasing chance (10% for each thousand denarii embezzled) of being caught depending upon the amount extorted. Pro-Consuls may have subordinate officials willing to fudge the numbers to cover up the extortion.

    A proconsul is responsible for maintaining the lands entrusted to him by the Senate. Failure to defend and maintain the lands may result in charges being filed for mishandling the province or armies of the Republic.

    Additional rules of behavior for governors may be found in the Constitution



    Auctoritas/Legion Points System


    Auctoritas Points:
    Spoiler Alert, click show to read: 
    Each turn a mob roll shall occur which outlines the wishes of the mob. Three dice shall be rolled:

    1: The plebs demand circuses
    2: The plebs demand races
    3: Grain Distribution, small (1 point)
    4: Grain Distribution, large (2 points)
    5. Grain Distribution, city-wide (3 points)
    6: Land Reforms, local (1 Point)
    7: Land Reforms, regional, (2 points)
    8: Land Reforms, National (3 points)
    9: Italians Demand Citizenship (10 points)
    10: Social Reforms (1 point)
    11: Social Reforms (2 points)
    12: Social Reforms (3 points)
    13: Military Reforms (1 point)
    14: Military Reforms (2 points)
    15: Military Reforms (3 points)
    16: Housing Reforms (1 point)
    17: Housing Reforms (2 points)
    18: Housing Reforms (3 points)
    19: City Improvements (1 point)
    20: City Improvements (2 points)
    21: City Improvements (3 points)

    Any senator may propose a law which will satisfy the wishes of the mob. This law must be seconded by a Tribune of the Plebs. Every reform that is made will somehow affect the status quo. Reforms worth more points shall have a bigger impact on the status quo. Senators who propose and successfully pass a reform gain all of the points assigned to the reform. Supporters of the bill, which includes the necessary tribune support, shall receive half the points. EX: If a senator proposes a reform worth two points, any supporting senator receives 1 point

    A Donation from personal fortune to the interests of the Plebs will result in earning an undisclosed number of auctoritas points. The donation must be roleplayed in some aspect (such as the creation of a thread outlining a bread dole to the public, or by putting on games or races). Both the amount of money donated and the quality of RP will determine how many points can be earned. (1-10 points)

    Rules for Games
    Each year a private citizen or Aedile may make private arrangements to throw public games. Exotic animals, gladiators, and excess slaves may all be used to perform games. The most spectacular events will include slaves, gladiators, and wild animals.

    Tier I: 1-5 points

    These games include "hunts" with wild animals and lightly armed hunters. Public executions may also take place as well as a bread dole.

    Tier 2: 5-10 points


    These games will include a large animal hunt (more than one different type of animal, in different circumstances), executions, food doles. Several pairs of gladiators should also fight in single combat.

    Tier 3: 10-15 points

    These games constitute a large event that may take place over several days. Hunts, food doles, executions, and large displays of gladiatorial combat are expected.

    Misc Rules


    • Individual players may only hold games only once every year per player
    • Players may choose to collaborate on games, and will receive credit according to their contribution but not exceeding the approximate tier they reach
    • What tier players end up achieving will be approximated. It is strongly recommended you contact a moderator and let them know what tier you think you reach.
    • Points are awarded based on a system of good RP and in game expense. The quality of the games may reflect the different events that take place in them.


    Races in the Circus Maximus will remain the domain of the Aedile who wishes to do some productive entertainment RP, but is unable to spend money in order to do so. It is a good opportunity to still gain 1-5 points at no personal cost. Races may be done in addition to gladiatorial games in the same year.


    Making speeches and spending money on entertainment in the city will provide popularity from the mob at moderator discretion.

    Being appointed to a minor priesthood is worth 2 auctoritas points.

    Holding the office of tribune or consul for five terms will add 10 auctoritas points.

    Ordering any non-Praetorian legion into the city - -10 points

    Successfully debate down and oppose a populist measure, leading to its failure, without resorting to a veto: 1-3 points

    Own 300 slaves: 2 points

    Own 500 slaves: 2 points

    Successfully prosecute or defend a case tried before the praetors: 4 points

    Be named "Princeps Senatus": 2 points

    Address the Roman people promoting traditional Roman values: 1-5 points (only once per week)

    Respect the Cursus Honorum: Begin your political career at quaestor, advance to praetor, and then run for Consul: 5 points

    Take part in religious activities in Rome (substantive RP required involving priesthoods, cults, creation of Temples etc): 1-10 points

    Be prosecuted for any crime: -2

    Support a populist measure: -1 point

    What can I do with my points? Spend them.

    Bid for Power: 30 points (The Senate outlawing you has no affect on your popularity. Your propaganda has convinced the mob that you have just as much a right to rule as the senate)

    Corrupt tribune: 15 points (You win the support of a tribune, you may ask him to veto a bill. There will be a 50% chance of successful veto)

    Stuff the ballot boxes: 6 points (You gain two additional votes in any office you run for)

    Influence voters: 3 points (You gain one additional vote when running for Tribune, Quaestor, or Proconsulships west of Rome)

    Charismatic Leader: 4 points (Your legions will fight for a year without upkeep out of loyalty)

    Sufficiently Popular: 3 points (25% chance of having any case brought against you dismissed)

    Renowned Orator: 3 points (Negates chances of dismissing a suit brought against a magistrate)

    Levy Master: 5 points will reduce the cost of levying a legion by 500 denarii per point (maximum of 5 points used per legion)

    Influence the Collegiae: 10 points, Incite the guilds to violence in your favor. This may cause some devastation to the city (10%), 5% chance of death to political rivals, and may cause regional disruption. The mob can only be dispersed by force or by acquiescence.

    Gain an extra vote in Consul, Praetor, or Proconsulships east of Rome: 2 points

    Influence legions to remain loyal to the senate or private legions to generals fighting in the Senate's interests (Must be done before the legion is claimed, does not apply retroactively): 10 points

    Influence foreign Leaders in times of trouble (50% chance of leader sending aid to the Senate, D4x400): 5 points

    Gain a 5% reduction in price to any purchase with every 1 point spent (maximum of 5 points used each purchase, only applies to one item)

    Attempt to assassinate an NPC tribune: 15 points

    Influence the Collegiae: 10 points, Incite the guilds to violence in your favor. This may cause some devastation to the city (5% chance), 5% chance of death to political rivals, and will cause regional disruption, which will disperse the concilium plebis. The mob can only be dispersed by force or by acquiescence.

    Tribune Vetoes on a reform bill:

    If a tribune of the plebs ever vetoes a reform bill, he will incur negative reactions from the mob:

    Veto of a 1 point measure: An angry mob attacks your family servants and property causing 1Dx15 denarii in damage.

    Veto of a 2 point measure: An angry mob descends upon the house of the tribune, 10% chance of being lynched

    Veto of a 3 point measure: Unable to run for tribune for one year, 10% chance of being lynched

    Legion Loyalty:
    Spoiler Alert, click show to read: 

    Legionary Loyalty Points refer to how influential your character is to the armies of the Republic. If your character amasses a wealth of these he may be able to sway loyalties, force march, or convince his troops to go without pay for a certain period of time. Legion loyalty points are not awarded to the senate due to assumed loyalty towards the princeps. The main commander of the army shall receive full points and any legates or subordinate commander shall receive half.

    Performing certain actions will result in the awarding of legion points. These include:

    Paying for the upkeep of any legion: .5 points

    Raising a legion: 3 points

    Raising 500 auxilia using personal income (horse or range): 1 point

    Leading a legion to victory in battle: 10 points

    Personal Combat in pitched battle: 2 points

    Capturing and extraditing an enemy leader to Rome: 1 point

    Reclaiming a lost legionary standard: 3 points

    Be named the heir apparent - Gain 25% of the loyalty points of the current Princeps

    Losing a battle: -5 points

    Losing a legion: -7 points, -5 popularity with the people

    Booty Distribution (after the appropriate amount has been paid to the Senate): 100% = 5 points, 75% = 3 points, 50% = 2 point, 25% = 1points

    Legion Loyalty points may then be used to perform any of the following tasks:

    Purchases:

    Forced march (Legions move twice as fast for a period of two days, able to cross four squares in the time of 2): -1 point

    Legion will forgo pay for one year: -4 points

    Imperator! (claim the loyalty of a legion, cannot be used to claim a private legion, only senatorial or proconsular): -15 points

    Discredit Imperator: 45 points (current Princeps loses the support of the military, secondary loyalty rules will apply)

    Assumed Loyalty

    Legions raised by the state will be assumed wholly loyal to the Princeps unless under the command of a general or unless a General makes a bid for their loyalty. Likewise, legions raised by a private citizen (ex consul) will be assumed wholly loyal to that individual unless another General intervenes. Native Pro-Consular legions will follow the Pro-Consul. Legions loaned to the senate or by the senate to an individual (excluding magistrates tasked with achieving a military objective) will still remain loyal to the original owners. In cases such as these it is suggested a contract be drawn up outlining terms and conditions. Senate legions under the command of a general will have a 50% chance of siding with their general at no point cost.

    Bribery
    Bribing legions or army groups will require an expenditure. Regular army units will require a bribe of at least equal to their annual upkeep costs for a 25% chance of success of bribery.

    Praetorians will require 2x their annual upkeep cost for a 25% chance.

    Bribes can be stacked.


    Character Rules


    Trait System: NOT CURRENTLY IN USE

    Traits are in most cases assigned by moderators, but players may apply for traits in the moderator action thread if they feel they are eligible. Every five years, each character gets one additional point to assign however they like. Traits are as follows:

    Military

    Command Points
    This refers to the military genius of the character. These points are added into the battle calculator and act as a BP modifier to the battle.

    Win a crushing victory: +4
    Win a heroic victory: +3
    Win a clear victory: +2
    Win an average victory: +1
    Lose against a crushing victory: -2
    Lose against a heroic victory: -1
    Lose against a clear victory: -.5
    Lose against an average victory: -.25Players are responsible for keeping track of their points

    Challenge Points


    Challenge Points refer to the physical strength and charisma of a character that inspire or turn the tide of the battle when that characters enters the fray. Challenge points are based largely on age and equipment based on combat performance, but also on legion loyalty. Challenge Points are worth ~3 Command Points, but involving yourself in a battle may put your character in jeopardy, as death and injury rolls will be done.

    Legion Loyalty
    1-10 = 1 point
    11-20 = 2 points
    31-40 = 3 points
    41-50 = 4 points
    51-60 = 5 points
    61-70 = 6 points
    71-80 = 7 points
    81-90 = 8 points
    91-100 = 9 points
    101+ = 10 points

    Age
    >20 = 1 point
    20-30 = 2 points
    31-40 = 3 points
    41-50 = 2 points
    51+ = 1 point

    Equipment
    See equipment descriptions

    Economic

    (Based on successful or failed mining ventures)
    Expert Miner: +3 to mining rolls
    Experienced Miner: +2 to mining rolls
    Lucky Miner: +1 to mining rolls
    Incompetent Miner: -1 to mining rolls
    Baker of mud-pies: -2 to mining rolls
    (Can't go lower, or no chance of success)

    (Based on successful or failed attempts to farm either olives or fruit)
    Expert Farmer: +3 on non-grain crop rolls
    Experienced Farmer: +2 on non-grain crop rolls
    Lucky Farmer: +1 on non-grain crop rolls
    Incompetent Farmer: -1 on non-grain crop rolls
    Abysmal Farmer: -2 on non-grain crop rolls
    Crop-murderer: -3 on non-grain crop rolls

    (Based on construction of buildings, roads, or infrastructure at private expense. NB: Does not apply to things like apartments, farms, or ships)
    Expert Builder: Buildings take half the time to create, costs 10% less and earns 2x the revenue if the building generates revenue.
    Experienced Builder: Building costs 5% less and earns 1.5x the revenue if the building generates revenue.
    Competent Builder: Building costs 5% less

    (Based on the size and uses of your trade fleet. The more diverse the regions you visit, the more experience you have as a merchant.)
    Savvy Merchant: +3 to trade rolls
    Experienced Merchant: +2 to trade rolls
    Competent Merchant: +1 to trade rolls
    (based on ships lost to storms, converted to military use, or overtrading a port)
    Incompetent Merchant: -1 to trade rolls
    Pathetic Merchant: -2 to trade rolls
    Land-lubber: -3 to trade rolls.

    Intrigue
    Escape Artist

    +3 to escape rolls
    +2 to escape rolls
    +1 to escape rolls
    Assassinations
    +3 to assassinations
    +2 to assassinations
    +1 to assassinations


    -Characters may commit suicide

    -A death roll will happen when a character turns 60 and each year with a 20% chance of death and after with increasing odds (7% per year)

    -Upon a Character's death, 50% of the family's estate is inherited by the names heir in the will of the deceased. Heirs may only receive a maximum of 50% of the total assets of the deceased. The other 50% can doled out to anyone, or anything, else including donations to temples, other people, the state treasury, or to public works . Legion Loyalty Points and Populist Points, and titles are partially inheritable (1/2 transferred to new character). Legions loyal to the Father will be loyal to the son.

    -For the sake of gameplay players whose characters are charged with serving the Republic in lands outside Rome, such as proconsuls, will be allowed to play Auxilary senators who either work for, are a client of, or distantly related to the main. The auxilary character may not be in the immediate family of the main. The auxilary character acts like a normal senator with the exception that it cannot run for offices other than aedile or quaestor, have any income whatsoever, use pleb/patrician points, lead armies and may not be used in assassination attempts. Any pleb/patrician points earned by the auxilary may be added to the main. If the quaestorship or aedileship are contested by main characters they may not run.

    -Players may have three main characters, but only one Senator
    Last edited by Pontifex Maximus; November 17, 2013 at 08:36 AM.

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