V4.07 2010-Aug-01
by Richard Bradford & Doug Greening
Play Testers: Martin Asbach, Bob Feurer, Anupam Garg, Brendan Hayden, Josh Mason, Nuno Pereira, Stan Smith
Alexander the Great has been dead for more than forty years and his deeds have merged with myth. For the last generation Alexander’s old companions fought fratricidal conflicts over the relics of the old empire. The last of these great leaders have now died by the sword, assassin’s knife, poison or patricide to be succeeded by their heirs. Ptolemy II rules Egypt as a reluctant pharaoh, Antiochus I has inherited the wealth of Seleucia, and in a bloody purge Antigonus II has seized Thrace from the Lysimmachid dynasty. It is an age of chaos; new powers have arisen from the blood soaked lands. The merchant princes of Carthage have surfaced from obscurity to achieve regional dominance over North Africa. The upstart Rome has finally crushed the rebellious Samnites and holds the heavy heart of Italia in its iron fist. The Hellenics have been freed by the collapse of Macedon and are turning their eyes to the old Greek colonies and the barbarians are forge south, driven from their northern borderlands and steppes, intent on richer lands to pillage and settle. The world is in flux from the Indus to the Atlantic, it is a time of change, and new empires are rising to challenge the established order. It is 280 BC, the age of the Empires of the Middle Sea.
You play one of the dynasties or tribal groupings of the time. Carthage, Rome, Gaul, the Hellenic League, Egypt, Odryssia, Thrace, Sarmatia, Pontus or Seleucia attempting to improve the infrastructure of your dynasty while commanding armies, fleets, Leaders, emissaries and spies. It is your task to ensure it is your dynasty that becomes the dominant power in the Middle Sea. To win you must use a mix of force, diplomacy and economics with a little help from the gods.
Modifiers
to Diplomatic Relations
Play starts in 280 BC and each turn is equivalent to one year. Therefore, army and navy movement and actions represent a year of campaigning. This turn may include grand building projects and many small actions or a campaign of marching counter-marching culminating in one large battle.
1. Declare Alliances
2. Scrap Units and Build PSI units
3. Naval Movement (4 phases), for each phase..
a. Naval Move
b. Naval Defend Move
c. Naval Combat
4. Convoy Land Units (if convoy is intact or units are individual units)
5. Move inactive units into Fortress if space available
6. Land Movement (4 phases), for each phase..
a. Determine Overruns
b. Land Move and Raiders move (Raiders only move in the 1st phase).
c. Land Defend Move
d. Determine Overruns
7. Attach inactive units to leaders in the same province
8. Unit Retreats
9. Land Combat
10. Move Raiding units back the province they started from
11. Determine Province Ownership
12. Spy vs. Spy Combat
13. EMI Purges
14. Assassinations
15. Give Talents & Give Provinces
16. Diplomacy
17. Lose Control of Minor Dynasties
18. Gain Control of Minor Dynasties
19. Collect Income
20. Increase Income of conquered provinces and Pay Annual Maintenance
21. Place Builds
22. Scrap Structures
23. Check for rebellions and place rebel units
24. Remove Dead Dynasties
25. Determine Victory Points
Victory in EMS can be achieved by using a blend of diplomacy, economic management and brute force. It is possible to achieve victory conquering your neighbours; but without improving the infrastructure in dynastic provinces and careful diplomacy, the path to victory may end before it begins. All dynasties are not equal, some are weaker than others, but the smaller the dynasty, the lower the victory points needed to win.
There are a two ways for the game to end:
1. A player has reached the required percent of victory points, between 900 and 1400, and has at least 10% more victory points than the Dynasty in 2nd place.
2. The player with the highest percent victory points is declared the winner once the number of turns runs out. A game will last anywhere from 10 to 25 turns.
A game will NOT end before 10 turns.
At the end of each turn your Dynasty receives victory points based upon the factors below.
|
Description |
VP
Modifier |
|
Each Minor Dynasty you control |
+3 |
|
Each province your Major or Minor
owns |
+1 |
|
Each sea zone your Major or Minor
controls (you have the most naval build points of talents present in the sea
zone) |
+4 |
|
Talents income / 3 from each
province your Major and Minor Dynasties own |
Total
Income/3 |
|
For each Level 2 Fort, Palace, Port
your Major and Minor Dynasties own |
+1 |
|
For each Level 3 Fort, Palace, Port
your Major and Minor Dynasties own |
+2 |
|
For each Level 4 Fort, Palace, Port
your Major and Minor Dynasties own |
+4 |
|
For each Level 1 Monument your Major
and Minor Dynasties own |
+1 |
|
For each Level 2 Monument your Major
and Minor Dynasties own |
+2 |
|
For each Level 3 Monument your Major
and Minor Dynasties own |
+4 |
|
For each Level 4 Monument your Major
and Minor Dynasties own |
+8 |
Table 1 - Victory Points
The victory points for a player are determined adding the Major dynasty and owned Minor dynasties victory points together. The percentage victory points is the total of these victory points * 100 / starting victory points.
TIP
Upgrading structures is important to the success of the dynasty. An early level
4 Monument can go a long way to making a dynasty a runner or has-been.
Throughout the lands around the Mediterranean are many Dynasties and Tribal Groups. Each headed by their own political leaders vying to increase the standing of their Dynasty through alliance, treaties and trade. This is achieved by using Emissaries, bribery, treaties and ultimately force of arms.
The Dynasties and Tribal Groups are all referred to in future as Dynasties and are divided into two classes: Major and Minor.
Players run Major Dynasties. Minor Dynasties are smaller, weaker Dynasties seeking to join the side of one of the Major Dynasties.
When a Minor Dynasty joins the side of a Major Dynasty, the Major Dynasty is said to control the Minor Dynasty and issues commands for the Minor Dynasty.
TIP
In order to succeed a major dynasty should aim to
control about 3 minor dynasties. Less is probably too few and more than this is
often too many to control.
Each Major Dynasty has Diplomatic Relations with each Minor Dynasty (this is different from the ANW relation). The Diplomatic Relations are expressed as a letter graded from "A" (very friendly) to "E" (hostile) corresponding to the table below.
|
Diplomatic Relations |
Point Range |
|
A |
100-81 |
|
B |
80-61 |
|
C |
60-41 |
|
D |
40-21 |
|
E |
20-0 |
Table 2 – Diplomatic Relations
At the start of the game, the Diplomatic Relations between a Major and a Minor Dynasty start at 21 points or level D.
A Major Dynasty gains control of a Minor Dynasty if the Diplomatic Relation is at A and no other Dynasty has reached a Diplomatic Relation of A with the same Minor Dynasty. In a contest between Major Dynasties, the Dynasty with the highest point value when Diplomatic Relations reaches A, gains control of the Minor Dynasty.
If the point value between a Major Dynasty and a controlled Minor Dynasty falls below 50, there is a chance that the Minor Dynasty will break away from the Major Dynasty; in which case the Major Dynasty would no longer control it.
When the relationship value between the controlling Major and Minor Dynasty is less than 50, the Minor Dynasty breaks away if it rolls less than 100 - point value. If a Minor Dynasty breaks away from a Major Dynasty, the ANW relation between the two Dynasties automatically becomes neutral. Minor Dynasties may break from one Major Dynasty and join with another Major Dynasty in one turn.
Diplomacy by an Emissary unit either increases or decreases the Diplomatic Relations depending on whether the Emissary is carrying out diplomacy for or against a Major Dynasty. An EMI is prohibited from carrying out anti-diplomacy against any Dynasty that they are allied with.
EMI units can never alter the Diplomatic Relations by more than +/- 40 points a turn. When an EMI unit is executing diplomacy at a Minor Dynasty against the Major Dynasty that controls that Minor Dynasty, there is a 50% - 10% per experience level of EMI of the EMI unit being killed.
If an Emissary or Leader acting as an Emissary currently occupies or reaches a minor dynasties capital, the Emissary will automatically attempt to raise diplomatic relations with the Minor dynasty unless otherwise ordered.
|
EMI
Experience |
Point Value |
|
Elite |
20 |
|
Veteran |
15 |
|
Regular |
10 |
|
Green |
5 |
Table 3 – Emissary Diplomatic Effects
For Example:
If a Rome has 4 Elite EMI units in the Minor dynasty Tarentum’s
capital, and the Hellenic League is carrying out anti-diplomacy against Rome
with 2 Regular EMI units the result is:
Player A (20 x 4) – Player B (2 x 10) = Player A (+60)
However, because the maximum point’s diplomacy may be raised or lowered is 40,
Player A only raises relations by +40 wasting 20 points of diplomatic effort.
Note: If ROME and CART are allied, ROME controls UMBR and CART controls GAET.
ROME would not be allowed to do anti-diplomacy at GAET against CART because
ROME and CART are allied. UMBR through could do anti-diplomacy at GAET against
CART because UMBR and CART are not allied.
Minor dynasties are autonomous states and have their own interests at heart. Therefore they are influenced by external events and actions taken by their controlling Major Dynasty that they deem to be unjust.
Each turn the diplomatic relation with Minor Dynasties are modified by any of the following applicable external events.
|
Modifier to Diplomatic Relations |
Point Value |
|
Each
Turn the Dynasties are at war with each other. |
-10 |
|
Each
turn the Dynasties are allies. |
+10 (max 50) |
|
Each
province that a controlled Minor Dynasty gains. |
+10 |
|
Each
province that a controlled Minor Dynasty loses. |
-10 |
|
Each
unit a controlled Minor Dynasty loses. |
-2 |
|
Each
5 Talents you give to a Minor Dynasty to increase your standing. |
+15 |
|
Each
5 Talents you give to a Minor Dynasty to decrease an opponents standing
(effects target Dynasty). |
-15 |
|
Each
5 Talents you give away from a controlled Minor Dynasty. |
-20 |
|
Each
controlled minor that is eliminated (applies to all controlled minor
dynasties). |
-10 |
Table 4 – Modifiers to Diplomatic Relations
A Major Dynasty is considered eliminated when the Dynasty has lost all home provinces and has no remaining land units in any other province. All Minor Dynasties that were under the eliminated dynasties control will revert to neutral unless another major has level ‘A’ relations with the Minor Dynasty in which case they may gain control.
A Minor Dynasty is considered eliminated when the minor Dynasty loses control of its capital and has no army units remaining in the capital.
When a Dynasty is eliminated, the Dynasty that captured the capital will receive in pillage 40%-70% of the eliminated Dynasties treasury.
When a controlled Minor Dynasty is eliminated, all Minor Dynasties controlled by the same Major Dynasty immediately drop diplomatic Relations with the Major Dynasty by 10 points as they lose faith in the Major Dynasties ability to protect them.
The major dynasty and each of the controlled minor dynasties may be taxed at different levels. The consequence of taxing high consistently can be outbreaks of rebellions. Rebellion levels have some dependence on the previous year’s rebellion levels, therefore the longer the people are taxed at a high rate, the worse the rebellion level becomes.
A Major Dynasty and any controlled Minor Dynasties set individual taxation levels. The taxation level may be set to High, Normal or Low. The taxation level will default to Normal if the player has not set any taxation level.
The penalty for each taxation level on province rebellion is outlined below. The table gives the basic chance of any province rebelling; this is modified by rebellion factors.
|
Tax Level |
Income |
Basic
Rebellion Chance |
|
High |
125% |
30% |
|
Normal |
100% |
0% |
|
Low |
75% |
-20% |
Table 5 – Taxation and rebellion
Rebellions represent an uprising by disaffected nobles, political factions and/or peasantry. Minor and major dynasties are susceptible to rebellions depending upon a variety of factors including; taxation rate, enemy EMI's, unit garrisons, Fortresses and the distance from the minor or major dynasties capital.
When an EMI unit is used to raise rebellions in an area, there is a 50% - 10% per experience level of EMI that the EMI unit is eliminated.
Rebellions occur at the end of the turn; therefore the province cannot be lost in the turn the rebellion occurs.
The Rebellion Level = previous turns rebellion chance + TAX modifier + Rebellion Modifiers
The Rebellion Chance = Rebellion Level – 50
|
Description |
Rebellion
Modifier |
|
For
each PHA or SWD unit in the province |
-10% |
|
For
each WB in the province and the province has a Warband resource |
-5% |
|
For
each SPR, LH, CAV in the province |
-5% |
|
For
each Level of Fortress in the province |
-5% |
|
Enemy
EMI using Raise Rebellion command |
+ Enemy EMI modifier |
|
Own
EMI in province |
- Own EMI modifier |
|
Conquered
province is a province with a Warband resource |
+10% |
|
Home
Province |
-10% |
|
1-2
provinces distance from Dynastic Capital |
No effect |
|
3-4
provinces distance from Dynastic Capital |
+5% |
|
5-6
provinces distance from Dynastic Capital |
+10% |
|
7-8
provinces distance from Dynastic Capital |
+15% |
|
9+
provinces distance from Dynastic Capital |
+20% |
|
For
each neutral army in the province |
+5% |
Table 6 – Rebellion Modifiers
An indication of the current provincial rebellion level for a players Dynasty or controlled Minor Dynasties appears the end of turn report and can be interpreted using the table below. Note that the rebellion level shows the chance of an armed rebellion, not whether a rebellion has happened.
|
Report
Description |
Rebellion Level |
|
High |
41+% |
|
Medium |
21-40% |
|
Low |
1-20% |
Table 7 – Rebellion Reports
When a province rebels, a random number of rebel units will appear that is equal to province income divided by 2 to a maximum of 4. Of these, at least 1 rebel unit will be a SWD (the commander’s band), 1/3 of the units will be resource specific units excluding ELE, and the remainder will be split between SPR and PSI.
For Example:.
The Seleucid Empire has expanded its holdings and has conquered 2 additional territories (40, 49) so it now owns 6 territories, 4 of which are its original home territories that have a rebellion modifier of -10%. Due to a cash flow problem the Seleucids opted to raise more cash by increasing the tax level to high.
Coele Syria (40) has no structures, is within 2 provinces of its capital and hast a Seleucid garrison of 1xPSI + 1xSPR.
The result is 85% (Previous Rebellion Level) + 30% (Tax) - 5% (SPR) = 110% rebellion level, this gives a 60% (110%-50%) rebellion chance.
Carmania (49)
has Fort level 1, is within 2 provinces of the capital and has a garrison of
1xSPR+1xLH and a Seleucid Regular EMI.
The result is 20% (Previous Rebellion Level) + 30% (Tax) - 5% (SPR) - 5% (LH) - 10% (EMI) = 30% rebellion level, this gives a 0% rebellion chance.
The rolls are 22% for Coele Syria and 67% for Carmania.
Coele Syria revolts producing 3.5 (Income) * 2 (roll) / 2 units or 3 rebel units ( 1xSWD, 1xPSI and 1xSPR).
The Seleucids
are going to have to put down the rebellion down in Coele Syria (40) before
their garrison is overwhelmed and the province falls to the rebels
.
TIP
Emissary units can both reduce the Rebellion level in a province depending upon
their experience level and increase your relations with the Minor if they are
in the capital of the Minor. If you have
a rebellious province you can use EMI units, certain army units or build
monuments to reduce the problem.
Trade income is based on the total income from each province the Dynasty owns; this includes base income and structure income.
Dynasties receive approximately 10-20% of their income as trade income for each allied Dynasty (Major or Minor) provided that a trade route of no more than 4 zones (provinces or seas) can be traced between the trading dynasties.
Trade routes cannot be traced through any area where one of the two Dynasties is at war with the Dynasty that owns the province, nor may they be traced through any sea area that has an enemy naval unit in it.
A Dynasty cannot receive more than 30-40% of its own income as trade income
For Example:
EGYPT has income of 57 talents, so would give any ally/minor 5-11 talents in trade income, and could receive no more than 17-22 total trade income themselves.
The owned minor has an income of 8 talents, so would give 0-1 talents in trade income, and could receive no more than 2-3 talents in total trade income themselves.
EGYPT is allied with THRACE and at war with the HELLENIC LEAGUE. The Hellenic League controls 220 (Mare Aegean), cutting off the trade route between EGYPT and THRACE, so neither Dynasty will receive trade income from each other until the Hellenic fleets are ousted from the Mare Aegean.
Provinces represent rough administrative, tribal or factional divisions in the lands of the Middle Sea. Some provincial borders were amorphous and subject to change as tribes wandered across the lands, a few represent groupings of smaller tribes and others were fixed administrative zones. Provinces are the lifeblood of any dynasty whether major or minor, they provide resources, units, and income and may own Ports, Forts, Monuments, Palaces and roads.
Provinces may be neutral or controlled by a dynasty. A Neutral province is not the same as a province controlled by another dynasty that has a neutral stance relationship with another dynasty.
· Neutral provinces are regarded as being in a state of anarchy or controlled by local warlords. The definition for these provinces is: “provinces that are not controlled by either a Major or Minor Dynasty”.
· Controlled provinces are defined as: “provinces that are controlled by either a Major or Minor dynasty”.
Provinces change ownership if the Dynasty that owned the province at the start of the turn has no army units remaining in a province that has been occupied by enemy units after all movement and combat turns have been completed, or takes place immediately a province is captured by an over-run whether or not attacking units finish the move in the province.
The presence of allied or controlled Dynasties units in the province will not prevent an invading dynasty from taking control of the province.
A Dynasty must be at war with the Minor or Major Dynasty that owns the province to enter and capture a province. Provinces not owned by a Dynasty are considered neutral and may be attacked by any Dynasty without restrictions.
If two dynasties have simultaneously occupied a province, the ownership of the province is given to the Dynasty with the largest army count. A Dynasties total army count is equal to its total army units, plus 50% of any armies that are controlled by the same Major Dynasty as them, plus 33% of any allied Dynasties. If there is a tie in army counts between two Dynasties, then the total Experience of the armies is compared. If that is a tie, then control goes to one of the Dynasties randomly. A Dynasty without any army units in the province has a 0 army count.
For Example:
The Major Egypt, (army size 4) controls the Minor Cyrenaica (army size 4) and is allied to the Minor Berenice (army size 5). The Minor Cyrenaica is not allied to the Minor Berenice. Thus Egypt's army count is 4 + 4/2 + 5/3 = 4 + 2 + 1 = 7, while Cyrenaica’s army count is 4 + 4/2 = 4 + 2 = 6, and Berenice's army count is 5 + 4/3 = 5 + 1 = 6. Thus Egypt has the highest army count in the province.
TIP
Take care with who your minors are neutral and allied to. If your minor is not
at war with a dynasty that you are at war with, and you are using the minor as
part of a larger attack, they will not enter into the fight with you and your
attack may well flounder as your minor stands back and watches.
Province Terrain Types may either be 'Rough', 'Open', 'Mountain', 'Desert' and 'Wild Tribes'. Terrain types 'Mountain' and 'Wild Tribes' are regarded as impassable. Other terrain types effect movement, combat, structure costs and unit supply and attrition.
In 'Rough' terrain defenders receive a bonus for the 1st round of combat, WB and PSI receive a bonus for every round of combat but all mounted (ELE, LH, CAV) and spear types (PHA and SPR) are penalized for every round of combat.
|
Terrain |
Description |
Move Cost |
Defence |
Units
Penalised |
Units
Bonus |
Units
Supported |
|
Rough |
Typically
rugged and hilly uplands or densely forested areas. |
2 |
Yes |
All Mounted |
WB, PSI |
30 |
|
Open |
Open
plains and/or lowland hills. |
1 |
No |
None |
None |
60 |
|
Desert |
Inhospitable
desert lands or parched and/or rocky plains |
2 |
No |
None |
None |
5 |
|
Mountain |
Extreme
Mountain Terrain |
n/a |
n/a |
n/a |
n/a |
0 |
|
Wild Tribes |
Unknown
lands populated by warlike and untameable tribes. |
n/a |
n/a |
n/a |
n/a |
0 |
Table 8 – Terrain Effects
Any unit travelling through or ending in a desert area will incur attrition at 20%. Each unit has a 20% chance of being removed before the standard attrition rules are applied.
Any units moving through a province on a Road treats the province as 'Open' for movement costs.
Each province can support a maximum number of land units (Individual units are excluded from the calculation). The maximum number of units supported is determined by the provinces terrain type but is summarise below:
|
Terrain |
Units
Supported |
Attrition
Level |
|
Desert |
5 |
20% |
|
Rough |
30 |
20% |
|
Open |
60 |
20% |
Table 9 – Terrain and Attrition
All units in a province (both friendly and enemy) that exceed the support level for the province after all combat, retreats and movement are deemed to be out of supply and are tested for attrition.
Units qualify for supply in the following order.
1. The units belonging to the owner of the province.
2. The units belonging to a controlled Minor Dynasty or a Major Dynasties unit if in a province owned by a controlled Minor Dynasty.
3. The units belonging to an allied Minor Dynasty.
4. The units belonging to any other neutral units
5. The units belonging to any enemy.
A roll is made for each unit, if the roll < 20% the unit is eliminated due to starvation, disease, lack of water and/or desertion.
For Example:
Gaul has launched a full-scale assault against the Roman border province. This province has rough terrain. Rome has 20 units guarding the frontier; Gaul has launched an attack with 45 units of its own and 15 units from the Vetonnes a controlled Minor Dynasty.
The battle is hard, but the Gaul’s and their allies eventually force the Romans from the province leaving 27 Gallic units and 11 Vetonnes.
As the province supply level is 30 at least 8 of the units from the remaining force are regarded as out of supply and liable to attrition.
First the 27 remaining Gallic units are counted for supply (Gaul now owns the province) = 27 Then the 11 Vetonnes, we have 3 supply points left, therefore only 3 of the Vetonnes receive supply and 8 are tested for attrition at 20%.
The Vetonnes are unlucky as the result of the roll is that 3 Vetonnes are removed from.
Provincial income depends on the attributes of the province. These are: the base income of the province, the number and level of structures, resources and any road and port bonuses. To calculate the final income for a province, multiply the total income (including bonus’s) for the province by the Taxation Level and the Governors modifier.
The income that a province may receive is broken down into the following areas.
·
Base Income
This is the basic income of the province
·
Resource Bonus
Number of Resources (Horse, Elephant, Warband, Phalanx and Sword) x 2
·
Road Bonus
Number of Roads x 1
·
Sea Trade Bonus
Port Level x number of owned adjacent seas x 1
·
Structure Bonus
The income bonus is calculated for each structure in the province as outlined
in the table below:
|
Structure Level |
Income |
|
1 |
0 |
|
2 |
1 |
|
3 |
2 |
|
4 |
4 |
Table 10 – Structure Income
·
Environment Modifier
The province was been conquered this turn –50%
The province has enemy units in it –50%
·
Governors Bonus
A Leaders Administration bonus if the province is currently governed by a
Leader. That is a Leader is in the Province (see “Leaders”)
·
Taxation Level
The currently set taxation level for the Dynasty (see “Taxation and
Rebellions”)
The final Province income can be calculated as..
Income = Governors Bonus x Tax Level x (Basic Income + 2 x Resource + Sea Trade + Bonus’s (Roads, Forts, Palaces, Ports, Monuments)) x Environment Modifier
For Example:
Antioch (44) has a base income of 12, has 1 x fort level 2, 1 x Palace level 1, 1 x Port level 2, 3 Roads, a phalanx resource, owns 1 adjacent sea zone and has raised its tax to “high”.
This translates to:
12 + 1 (Fort 2) + 0 (Palace 1) + 1 (Port 2) + (1 x 2 (Sea Trade)) + 3 (Roads) +
2 (Resource) = 21
Modified by Tax (High) 125% = 21 x 1.25 = 26 Talents
Provinces may have zero or more resources. These represent the cultural and historic strengths associated with these provinces. The resources are horse, tribal, phalanx, sword and elephant. A dynasty will find that resources are vital for the military; ownership of a resource is often the main factor that determines the composition of a particular dynastic army.
A resource of the specific type is required to recruit more than 5 units of the associated unit. Units that are recruited without the corresponding resource cost more to recruit and to maintain.
Certain types of units can be recruited in a dynastic capital without having a specific resource, but only one resource specific unit may be recruited per turn.
Each Dynasty is limited to having a maximum of 5 + 10 per resource of any unit type that requires a resource with the exception of the ELE unit that is limited to 5 per resource.
NOTE:
If the province with the resource is lost, existing units are not eliminated,
but further unit’s specific to the resource may not be recruited. You may also exceed your limit by using the Free Mercenaries event
card.
|
Resource |
Dependant |
Units/Resource |
|
Phalanx |
PHA |
10 |
|
Horse |
LH, CAV |
10 |
|
Tribal |
WB |
10 |
|
Elephant |
ELE |
5 |
|
Sword |
SWD |
10 |
Table 11 – Resources and Units
Province has a horse-based culture or a strong mounted military tradition such as the Sarmatians, Scythians and Thessalonians. Most available units will be horse mounted. A horse resource and fort is required to recruit more than 1 unit of horse per turn. A province with this resource can always build 1 LH unit in the province even if the province has no fort structure.
Province has a tribal culture; this gives the province the ability to raise large numbers of cheaply maintained and effective war bands such as the Spanish, Gaul’s and Dacian’s. A tribal resource is required to recruit any War Band units except in a dynastic capital. A province with this resource can always recruit 1 WB unit in the province even if the province has no fort structure. On the down side, provinces with Warband resources suffer from increase unrest and are more likely to rebel unless garrisoned by other Warband units.
Province has either a local military tradition of arming, training and using close ordered phalangites, or has a local source of such troop types such as ex-Macedonian settlers. A Phalanx resource is required to recruit any Phalanx units except in a dynastic capital. A province with this resource can always recruit 1 PHA unit in the province even if the province has no fort structure.
Province has a culture that promotes the use of sword and javelin armed units, such as Roman Hastati or Princeps, and some Royal bodyguard units. A sword resource is required to recruit any Sword units except in a dynastic capital. A province with this resource can always recruit 1 SWD unit in the province even if the province has no fort structure.
Province is the nearest point to an imported source of trained elephants and handlers, always in short supply. An Elephant resource is required to recruit any Elephant units. Only 1 elephant unit may be recruited in the province per turn. A province with this resource can always recruit 1 ELE unit in the province even if the province has no fort structure.
Structures represent
buildings constructed and maintained by the ruling administration. They can be
Forts, Ports (coastal provinces only), Palaces, Monuments and Roads connecting
provinces. The Fort, Port, Palace and Monument structures are given a level of
1 to 4, with the higher number indicating larger structures with better
attributes that provide increasing benefits depending on structure type.
The maximum levels of Fort, Port, Palace and Monument structures that may be constructed in a province cannot exceed the base talent income of a province.
For Example:
If a province has an income of 5 talents, the province may have a total of a level 5 levels of structures (ie a level 1 fort + level 2 palace + level 1 port + level 1 monument). Roads do not contribute to this limit.
The cost of the structure is paid on the turn the command is issued to construct the structure. Structures cannot be constructed in deserts or terrain classified as impassable.
All structures provide the province with income and victory point bonuses.
|
Structure Level |
Income |
VP |
|
1 |
+0 |
0/1 |
|
2 |
+1 |
1/2 |
|
3 |
+2 |
2/4 |
|
4 |
+4 |
4/8 |
Table 12 –
Structure bonuses
*Note: VP Bonus = Normal Structures/Monuments
Forts represent
fortified structures constructed throughout the province. These can be
considered to be the erection of city and town walls, border forts and
watchtowers for policing the provinces and defending against invaders. The
higher the level of the fort, the more sophisticated and impressive the
provinces defences.
Forts are used to recruit land units and are required in order to recruit more than 1 army unit in a province per turn and provide a combat bonus to the owner of the Fort. If a province has no Forts and no resources, only Spear and Psiloi may be recruited. Provinces with resources may recruit a maximum of 1 Warband, 1 Light Horse, 1 Swordsman or 1 Phalanx per turn if it has the requisite resource whether there is a Fort or not in the province.
Army units are recruited with different levels of experience depending upon the level of the Fort. However, a unit recruited in a province that was not one of the dynasties original home provinces is always Green.
New units that are just built are placed in the fort if there is room.
|
Fort |
Turns to
Build |
Cost |
Base Unit |
Apply |
Income |
VP Bonus |
Level
Required for Unit |
A/D Bonus |
|
1 |
2 |
5 |
Green |
Army |
0 |
0 |
- |
1/1 |
|
2 |
2 |
7 |
Green |
Army |
1 |
1 |
PHA/SWD/CAV |
1/1 |
|
3 |
2 |
9 |
Regular |
Army |
2 |
2 |
- |
1/1 |
|
4 |
2 |
11 |
Regular |
Army |
4 |
4 |
- |
1/1 |
Table 13 – Forts
A/D Bonus: This is the bonus fortified units get to hit (A) and the minus the attackers receive to hit the defenders (D). A bonus of 1/1 means that the fortified unit receives +1 to hit and their opponents a -1 to hit.
Note that to the costs are per level. Therefore to build a level 2 Fort you must have already constructed a level 1 Fort etc. To build a level 4 Fort will cost 32 talents (5 + 7 + 9 + 11).
Ports represent the
varied seaports in the province. These may be large commercial hubs with ship
building yards, warehouses associated markets and customs posts to the smaller
fishing ports. The higher the level of the port, the larger the individual
ports in the province and the greater the traffic of merchant ships.
Ports are used to recruit naval units. Up to 5 naval units per level of port may be recruited. Specific naval units may be recruited based upon the Port Level; Transports may be recruited at level 1, light naval at level 2 and heavy naval at level 3.
Naval units are recruited with different levels of experience depending upon the level of the Port. However, a naval unit recruited in a province that was not one of the dynasties original home provinces is always Green.
Ports also provide extra income based on the number of sea zones controlled by the Dynasty, this income is not affected by tax rates.
In order to convoy units across sea zones the start province must have a port. Fifteen land units and an unlimited number of individual units may be convoyed per port level in the starting province.
Any naval units in a port are destroyed if the province is captured.
|
Port |
Turns to
Build |
Cost |
Base Unit |
Apply |
Income |
VP |
Level
Required for Unit |
|
1 |
2 |
4 |
Green |
Naval |
0 |
0 |
CN/TN |
|
2 |
2 |
6 |
Green |
Naval |
1 |
1 |
LN |
|
3 |
2 |
8 |
Regular |
Naval |
2 |
2 |
HN |
|
4 |
2 |
10 |
Regular |
Naval |
4 |
4 |
- |
Table 14 – Ports
Note that to the costs are per level.
Therefore to build a level 2 Port you must have already constructed a level 1
Port etc. To build a level 4 Port will cost 28 talents (4 + 6 + 8 + 10).
Palaces represent
administrative and commercial centres of a province. These include buildings
such as large agora (markets), governor’s palaces and administrative offices
for the numerous bureaucrats who run provincial taxation and business. The
higher the structure level, the grander, more complex and efficient the
administration of the province becomes.
Palaces are required to recruit the individual units (SPY, EMI, GEN). A player may recruit 1 individual unit per level of palace. A palace level 2 is required to recruit Leaders.
Depending on the palace level, individual units receive experience bonuses. Individual units are recruited with different levels of experience depending upon the level of the Palace. However, an individual unit recruited in a province that was not one of the dynasties original home provinces is always Green.
|
Palace |
Turns |
Cost |
Base Unit |
Apply |
Income |
VP |
Level
Required for Unit |
|
1 |
2 |
4 |
Green |
Individuals |
0 |
0 |
SPY/EMI |
|
2 |
2 |
6 |
Green |
Individuals |
1 |
1 |
GEN |
|
3 |
2 |
8 |
Regular |
Individuals |
2 |
2 |
- |
|
4 |
2 |
10 |
Regular |
Individuals |
4 |
4 |
- |
Table 15 – Palaces
Note that to the costs are per level.
Therefore to build a level 2 Palace you must have already constructed a level 1
Palace etc. To build a level 4 Palace will cost 28 talents (4 + 6 + 8 + 10).
Monuments represent
religious buildings, henges, standing stones as well as civic buildings such as
libraries, baths, theatres, amphitheatres, circuses, king’s halls and druidic
places of learning. It also encompasses commemorative statues, stones, epic
poems or stories and great plays and/or works of science and philosophy.
Monuments provide double the victory points of any other structure. In addition, by their nature they create a sense of unity and well being, consequently rebellion levels are reduced.
|
Monument |
Turns |
Cost |
Income |
VP |
Rebellion
modifier |
|
1 |
2 |
3 |
0 |
1 |
-00% |
|
2 |
2 |
5 |
1 |
2 |
-05% |
|
3 |
2 |
7 |
2 |
4 |
-10% |
|
4 |
2 |
9 |
4 |
8 |
-20% |
Table 16 – Monuments
The level of the monument represents the number and/or scale of the monuments in the province. A Level 1 monument indicates small but widespread constructions while level 4 monuments represent large constructions such as major temples or works of art.
Note that to the costs are per level. Therefore to build a level 2 Monument you must have already constructed a level 1 Monument etc. To build a level 4 Monument will cost 24 talents (3 + 5 + 7 + 9).
Roads represent a
network of trading routes that are paved or at least roughly prepared and
looked after. These road networks are patrolled and frequently have staging
posts or way stations. These are not tracks or paths.
Land units that move totally along a road are unaffected by terrain penalties and receives +1 to their movement allowance. However, units may not move through more than 4 provinces, even if using roads.
|
|
Turns |
Cost |
Income |
Movement |
|
½ Road |
2 |
3 |
1 |
Terrain effects ignored, +1 movement |
|
1 Road |
2 |
6 |
2 |
Terrain effects ignored, +1 movement |
Table 17 – Roads
To construct a road to another Dynasties province each of the Dynasties must issue the command in the same turn. If the Dynasties do not issue the command at the same time, the build road command fails and the Talents are lost.
A road constructed from one owned province to another counts as a whole road (2 x ½ road) and gives a road bonus to both joined provinces.
In the Mediterranean of this era sea travel was very much a black art. Even the hardiest merchant vessels seldom sail out of sight of the coast and most would avoid sailing at night, either seeking a friendly port or anchorage before night fell. Naval warships were even more vulnerable to the vagaries of the sea, being inherently unstable and prone to swamping in anything more than a moderate swell.
The seas of the Mediterranean in EMS have been split into separate zones for ease of play. Each zone represents an area of sea where the navies of the dynastic owners of the bordering provinces could assert control over that area of sea, the trade routes therein and allow them to levy taxes on merchants.
The intrinsic hardships associated with sea travel in this era are simulated in EMS by forcing any naval unit to finish their move in a sea zone adjacent to a friendly port or the friendly port itself. A friendly port is defined as a port owned by the players Major Dynasty, a controlled Minor Dynasty or a port owned by an ally.
The presence of enemy naval units does not stop movement (it's a big ocean), but a round of naval combat can occur with any enemy vessels in the same sea zone after every naval movement phase.
Seas are neutral but control of the sea zones are calculated for the purposes of maritime income before the income phase of the turn.
To calculate maritime income, the player that has the most number of talents in naval build points in a sea area is considered to be the owner of the area and collects the port income. If that player also has more talents of naval build points in the sea area then everyone else, they also get the VP points for the sea area.
For Example:
The Hellenics have control of the minor dynasty Crete. The sea zones 218, 219 and 220 contain the following naval units.
218 – 1 x Cretan LN
219 – 1 x Cretan CN, 2 x Hellenic LN
220 – 3 x Pontic CN, 2 x Hellenic HN
In this example Crete gets port income and VP’s from 218, as it owns
the sea zone exclusively. The Hellenics get the port income from 219 as it has more
naval build points then any one else, they receive VP’s as well.
In the case of 220, Pontus has the largest number of naval units but the
Hellenics have the most naval build points, therefore the Hellenics receive the
port income and they receive the VP’s as well.
The Mediterranean was
a crucial trade artery for all the dynasties surrounding it. Consequently with the control of the
sea-lanes and the merchantmen plying these trade routes there arose
opportunities for dynasties to earn great wealth.
To calculate this maritime income the following rule is applied:
Each Port Level in a province owned by the major dynasty or its controlled minor dynasty receives 1 Talent for each adjacent sea that is controlled by the major dynasty or any of its controlled minors.
1 x Adjacent Sea Zones x Port level
For Example:
Egypt controls the minor Cyrenaica.
Therefore a level 2 port in province 16 (Cyrenaica) that has 2
adjacent sea zones 202 & 217 (in this example both owned by Egypt) receives
a port income of:
2 x 2 = 4
Likewise the minor Crete with a port of 2 has a potential income (if it controls its adjacent seas 208, 212, 213, 217, 218, 219) of 2 x 6 = 12 and if developed properly 4 x 6 = 24 talents. This is unlikely as it is hard to keep all seas clear of intruding fleets without getting entangled in stiff naval actions.
Intelligence is important for all Major dynasties, without knowledge of where your potential enemies armies are, their provincial structures and the location of their spies and emissaries a player cannot make informed decisions
Intelligence is gathered on provinces by army, navy and individual units. Each type of unit gathers specific information. A player always receives full information from provinces they or a controlled minor dynasty owns.
The information returned from provinces not owned by the player is listed below:
|
LEVEL |
Description |
Result |
|
L1 |
You own/control the province at the start
or end of the turn, losing control of a Dynasty though does not count as
having control of the province at the start of the turn. |
Complete information on everything in the
province. Enemy Spy units are only reported though if they are caught,
however all resources and rebellion levels are reported. |
|
L2 |
You have a Spy in the province. |
Complete information on the province,
except for the income of the province, which is displayed at +/- 3. |
|
L3 |
You have an army unit in the province. |
Information on who owns the province, if
there are any structures in the province, and if there are any other army
units in the province. |
|
L4 |
You have an Emissary or General in the
province or the province is adjacent to a province you own or control, or the
province is adjacent to a province where you have an army or Spy. |
Information on who owns the province, if
there are any structures in the province, if any General or Emissary units
are in the province, and the number of army units in the province +/-3. |
Leaders represent the
highest-ranking men or women in each Dynasty. As such, these leaders exert a
significant influence for good or bad upon events in the middle sea. Each
leader has specific characteristics that indicate how well he/she can perform
in 5 core areas, these improve with experience but it is rare for a single
leader to be accomplished in all areas.
A Leader has 5 rated abilities; Command Foot, Command Mounted, Command Naval, Administration and Diplomacy. A Leader is also required to in order for units to enter another dynasties territory if a state of war exists unless the dynasty has been granted access. Units can be attached to a leader but no more than 30 units may be attached to a Leader unit.
Command Foot: This is the natural flair or learned skill in commanding bodies of foot increasing their effectiveness and morale. The Leader's ability effects combat modifiers for PSI, SPR, WB, SWD and PHA that are attached to him.
Command Mounted: This is the innate aptitude or trained skill in commanding bodies of mounted increasing their performance and morale. The Leader's ability effects combat modifiers for LH, CAV and ELE that are attached to him.
Command Naval: This is the commander’s talent at all things to do with naval combat and sea faring increasing the effectiveness of naval units under his/her command. The Leader's ability effects combat modifiers for naval units that are attached to him.
Administration: Is the ability to govern and administer a province. The Leader’s abilities increase the income from the province that the Leader ends the turn in. The province must have palace and must be owned by the same Dynasty that the Leader belongs to. Only the highest level Leader affects the income in a province. The level of the palace also modifies the income.
|
Ability
Level |
Percent |
|
Elite |
20%*palace
level |
|
Veteran |
15%*palace
level |
|
Regular |
10%*palace
level |
|
Green |
5%*palace
level |
|
None |
0% |
Table 18 – Administration Bonus
For Example:.
An Elite Leader in a province with a level 3 palace will increase the income of the province by 20%*3=60%.
Diplomacy: The ability to negotiate with, influence and persuade both local and foreign dignitaries. The Leader can only act as an emissary to controlled minors. Effects of the ability are as the emissary levels, including the reduction of rebellion levels.
Leaders are raised as part of the build unit phase. A Major Dynasty may have a maximum of 5 Leaders and a Minor Dynasty may have a maximum of 3 Leaders in play at any one time.
The cost of recruiting and maintaining Leaders is outline below:
|
Unit |
Abr |
Cost |
Maint |
Turns |
Move |
Type |
Structure |
|
Leader
|
GEN |
5 |
1.0 |
1 |
4 |
Individual |
Palace-2 |
Table 19 – Leaders Costs
When a new leader is created each of the abilities is assigned an experience level of none, green, regular, veteran and elite. The number of ability levels required to achieve each experience level and associated bonuses are show below:
|
Ability
Level |
Experience
Level |
Administrative
Role* |
Emissary
|
Combat
Role |
|
4 |
Elite |
20%*palace
level |
20 |
+2/+2 |
|
3 |
Veteran |
15%*palace
level |
15 |
+2/+1 |
|
2 |
Regular |
10%*palace
level |
10 |
+1/+1 |
|
1 |
Green |
5%*palace
level |
05 |
+1/+0 |
|
0 |
None |
0% |
00 |
+0/+0 |
Table 20 - Ability Levels and Bonuses, *Bonus applied to provincial income
Ability levels are randomly assigned on creation of the Leader. The number of ability levels assigned to a Leader is: 3 x Palace Level + random (1 to 3) + Dynastic modifiers.
|
Dynasty |
Foot |
Mount |
Naval |
Admin |
Dip |
|
Carthage |
-1 |
- |
+1 |
- |
- |
|
Egypt |
- |
-1 |
- |
+1 |
- |
|
Gaul |
- |
+1 |
- |
-1 |
- |
|
Hellenes |
-1 |
-1 |
+1 |
- |
+1 |
|
Odrysia |
+1 |
- |
- |
-1 |
- |
|
Pontus |
- |
+1 |
- |
- |
-1 |
|
Rome |
+1 |
-1 |
-1 |
+1 |
- |
|
Sarmatia |
- |
+1 |
- |
-1 |
- |
|
Seleucia |
- |
+1 |
-1 |
-1 |
+1 |
|
Thrace |
- |
- |
- |
- |
- |
Table 21 - Dynastic Modifiers for abilities
FOR EXAMPLE:
Rome has a 3-point palace and has decided to promote a new Leader, Titus Andronicus, from its pool of senators.
Ability Levels = 3 * Palace Level + 1-3
Ability Levels = 3 * 3 + 2 (rolled) = 11.
So there are 11 points of abilities to assign to the Leader
randomly, adding in the base modifier for Rome and the results gives us:
Foot (1+1=2) Regular, Mount (-1+1+1+1=2) Regular, Naval (-1+1=0) None, Admin
(+1+1=2) Regular, Dip (1+1+1=3) Veteran
Leaders gain experience by using their attributes. A Leader can increase their experience for as many attributes as they have used in a turn.
Leaders have a chance to increase their experience rating when:
· The Leader carries out diplomacy or administration in a province.
· Combat units that are attached to the leader have had a chance to increase their experience and the unit attacked a target attached to an enemy Leader.
The chance of increasing the experience level of an attribute is outline below:
|
Current
Experience |
Chance of
Increasing Experience |
|
None |
100% |
|
Green |
75% |
|
Regular |
50% |
|
Veteran |
25% |
Table 22 – Raising Leaders Abilities
Units in EMS represent various military and civilian bodies of men varying from infantry units of about 2000 men, mounted Units of 1000 men and horse, naval flotillas of approximately 15 ships each with 50-300 crew and individual units representing information networks (spies) or emissaries. In almost all armies of the era the main compositions of these bodies of troops (apart from mercenary units) were not professionals, but civilian militia pressed into military service when the need arose.
Neutral units are units not owned by any Dynasty and are considered to be at war with all Dynasties. Neutral units can move around and attack other areas provided they have at least 5 armies.
There are three classifications of units: Army Units, Naval Units and Individual Units. Army Units are sub-divided into Foot and Mounted.
The Army Units (Foot) are: Psiloi (PSI), Spear (SPR), Phalanx (PHA), Swordsmen (SWD) and Warbands (WB). The Leader Attribute “Command Foot” is applied in combat to any attached units of this type.
The Army Units (Mounted) are: Cavalry (CAV), Light Horse (LH) and Elephant (ELE). The Leader Attribute “Command Mounted” is applied in combat to any attached units of this type.
The Naval Units are: Coastal Naval (CN), Light Naval (LN), Heavy Naval (HN) and Transport Naval (TN). The Leader Attribute “Command Naval” is applied in combat to any attached units of this type.
The Individual units are: Leader (GEN), Emissary (EMI) and Spy (SPY).
There are 8 types of army units, 5 are classified as foot units and 3 as mounted units. Of these units the PSI and LH units are designated skirmishers (javelin, bow, sling armed). These skirmisher units receive the first shot when in combat.
Each type of unit has its advantages and disadvantages, the table below shows the role of each unit and indicates where and why the player may want to use it.
|
Unit |
Abr |
Type |
Description |
Role |
|
Psiloi |
PSI |
Foot |
Dispersed
skirmishers on foot armed with sling, bow, javelin etc. who fight in loose
swarms running away when charged. |
Screening troops.
Used both to soak up hits from enemy Psiloi and LH and to cause damage to
unscreened enemy. Good v elephants otherwise very weak. |
|
Spears |
SPR |
Foot |
Barbarian militia
armed with spear and shield, other trained part timers capable of fighting
with spears in a shield wall such as citizen hoplites, and most city levies. |
Basic garrison
troops and for soaking up casualties (arrow fodder). Better than PSI in hand
to hand and cheap to maintain. |
|
Phalanx |
PHA |
Foot |
Well trained close
order infantry fighting collectively with Sarissa/pikes such as
Hellenistic/Macedonian phalangites |
Good value defensive
troops. Hard to kill, but not good at killing enemy units. Good v mounted
units. Cheap to maintain. |
|
Swordsmen |
SWD |
Foot |
Close order infantry
primarily skilled in sword or heavy cutting weapon use, sometimes with hand
hurled weapons, such as Roman Princeps, some bodyguard units. |
Good killing
machines v any enemy units. Vulnerable to CAV and ELE. Expensive to
maintain, use them or lose them! |
|
Warband |
WB |
Foot |
Irregular foot
relying upon impetuous and ferocious collective charges to sweep the enemy
before them such as most tribal warriors, armed with a variety of weapons. No
staying power. |
Fair basic killing
units, but vulnerable to most other units. Cheap to build, cheap to maintain.
Best in rough terrain and en-masse. |
|
Light
Horse |
LH |
Mounted |
All horse that
mainly skirmish in dispersed swarms usually evading enemy charges, rarely
hitting home. |
Like Psiloi above,
screening troops that are much more effective at killing enemy units. Poor v
elephants and SPR/PHA units. |
|
Cavalry |
CAV |
Mounted |
Majority
of partially armoured ancient horsemen, using close range javelin/bow and
spear for controlled charges. They will charge home on flanks and
disorganised units. |
Good
killing machines but vulnerable to ELE, PSI and PHA. If own CAV outnumber the
enemy CAV can be lethal. |
|
Elephants |
ELE |
Mounted |
Big
grey things that usually end up crushing friend and foe alike. Vulnerable to
light infantry and terrify horse that are not used to elephants. |
Excellent
shock unit’s v all units but Psiloi. Especially good v enemy mounted.
Vulnerable to enemy Psiloi if not screened. |
Table 23 – Army Unit Classifications
Army units take from 0 to 1 turn to recruit. Units that take 0 turns to recruit will appear at the beginning of the turn after income has been collected but before any other phases take place. Other units are placed on the map during the build placement phase of a turn (near the end of the turn). New units are placed in the fort if there is room.
|
Unit |
Abr |
Cost |
Maint |
Turns |
Move |
Size |
Structure |
Resource |
Capital |
|
Psiloi |
PSI |
2 |
0.5 |
0 |
2 |
2000 |
Fort -1 |
|
|
|
Light
Horse |
LH |
3 |
1.0 |
1 |
3 |
1000 |
Fort-1 |
Horse |
Yes |
|
Cavalry |
CAV |
4 |
1.5 |
1 |
3 |
1000 |
Fort-2 |
Horse |
Yes |
|
Swordsmen |
SWD |
3 |
1.5 |
1 |
2 |
2000 |
Fort-2 |
Sword |
Yes |
|
Phalanx |
PHA |
3 |
1.0 |
1 |
2 |
2000 |
Fort-2 |
Phalanx |
Yes |
|
Warband |
WB |
2 |
0.5 |
1 |
2 |
2000 |
Fort-1 |
Tribal |
Yes |
|
Spears |
SPR |
2 |
0.5 |
1 |
2 |
2000 |
Fort -1 |
|
|
|
Elephants |
ELE |
4 |
1.0 |
1 |
2 |
50 |
- |
Elephant |
|
Table 24 – Army Unit Attributes
|
Unit |
Unit Name |
|
Abr |
Unit
abbreviation. |
|
Cost |
The cost in
talents to recruit the unit. |
|
Turns |
The number of
turns to recruit the unit. |
|
Move |
The number of
provinces the unit can move when not attached to a Leader and without a road
bonus. |
|
Size |
The approximate
size of the unit, mounted units would also have the same number, if not more
mounts. Elephants are in numbers of elephants each of which would carry 2-4
men. |
|
Structure |
The minimum
structure type required in order to recruit more than one unit per turn. |
|
Resource |
The resource that
has to be owned by the dynasty to recruit more than a total of 5 units of the
resource specific unit. |
|
Capital |
Whether the
resource specific unit can be recruited in the dynastic capital if the
resource is not owned by the dynasty. |
SPR and PSI have no resource requirements and are limited only by a Dynasties income. All other land units have recruitment limits and require a ‘Resource’. These units are defined as Resource Specific Units.
Resource Specific units are units that require a specific resource to recruit (see Table 22). These units are: LH, CAV, SWD, WB, PHA and ELE.
A Dynasty may have in play a maximum of 5 (for the capital) + 10 (for the resource) units per resource owned of each resource specific units. The exception is the Elephant unit. Only 10 elephant units may be in play for each owned Elephant resource.
For Example:
A dynasty that controls 2 Tribal resources may have in play a maximum of 25 Warband units, 5 for the capital and 10 for each resource.
A dynasty that controls 2 Tribal resources and a Sword resource may have in play a maximum of 25 Warband and 15 Swordsmen units.
Resource Specific units may only be constructed in the province that contains the resource or the Capital. One unit of each Resource Specific unit may be constructed in the Dynastic Capital (excluding Elephants) per turn to a maximum of 5 units of each Resource Specific unit.
Provinces that contain a resource may recruit 1 Resource Specific unit per turn whether a Fort with the required level exists or not.
A maximum of 5 x Fort Level, army units may be recruited in a province within the resource limits illustrated above.
If a province does not contain a Fort, only 1 unit of SPR or PSI or 1 unit of a Resource Specific unit (where the required resource exists in the province) may be recruited per turn.
There are 3 types of Individual units, the Leader units are treated for movement as other individual units but have special attributes and are discussed in more detail in the “Leaders” section of the rules.
Each type of unit has its advantages and disadvantages, the table below shows the role of each unit and indicates where and why the player may want to use it.
|
Unit |
Abr |
Type |
Description |
Role |
|
Spies |
SPY |
Individual |
A
network of information gatherers who could be minor officials in the target
province, merchants in the pay of the dynasty or agents sent to scout for
information in a specified province. |
To
gather information about units and structures in a targeted province. |
|
Emissary |
EMI |
Individual |
These
consist of groups of minor nobles and dynastic officials with their
entourages’ sent to persuade a target dynasty through oratory, threats,
flattery and bribes to join or turn away from a major dynasty. |
Role
is to reduce or raise provincial unrest and to both gain and subvert control
of minor dynasties. |
|
Leader |
GEN |
Individual |
Leaders
represent the highest-ranking men and women in each dynasty. As such, these
leaders exerted a significant influence in combat, provincial income and diplomacy. |
Leaders
have many roles; they can lead armies, increase income or carry out
diplomacy. |
Table 25 – Individual Unit Classifications
Individual units all take 1 turn to recruit and are placed on the map in the “Place Builds” phase of each turn.
A total of 1 x Level of Palace individual units may be recruited in a province in the same turn. Therefore if a province has a Level 1 Palace, the owning Dynasty may recruit a maximum of 1 individual unit that turn, i.e. 1 Spy or 1 Emissary. A Level 2 Palace or higher is required to recruit a General.
|
Unit |
Abr |
Cost |
Maint |
Turns |
Move |
Size |
Structure |
|
Leader |
GEN |
5 |
1.0 |
1 |
4/3 |
Individual |
Palace-2 |
|
Spy |
SPY |
1 |
0.5 |
1 |
4 |
Individual |
Palace |
|
Emissary |
EMI |
4 |
2.0 |
1 |
4 |
Individual |
Palace |
Table 26 – Individual Unit Attributes
There is a limit on the number of Leaders dynasties may have in play at any one time. A Major Dynasty may have a maximum of 5 leaders in play; Minor Dynasties may have 3 Leaders in play.
There are 4 types of naval units, 1 type is classified as coastal (CN) and 3 types are classified as standard naval. Of these units the LN are fast reaction vessels; as such these units make the first attack when in combat.
Each type of unit has its advantages and disadvantages, the table below shows the role of each unit and indicates where and why the player may want to use it.
|
Unit |
Code |
Type |
Description |
Role |
|
Coastal
Naval |
CN |
Naval |
Pentecosters,
Biremes and Light Galleys. Basic coastal going naval vessels used for customs
and coastal defence. |
Coastal defence
units. Poor attack, defence and limited to zones adjacent to friendly ports. |
|
Light
Naval |
LN |
Naval |
Triremes and
Galleys. Light warships capable of oar rakes and disruptive efforts. Triremes
could ram on occasion. |
Screening units. If
the enemy is unscreened, can cause damage. Cheap. |
|
Heavy Naval |
HN |
Naval |
Quadiremes,
Quinquiremes and War Galleys. Carried a large contingent of marines to board
and overwhelm enemy vessels. Galleys excluded, these were excellent at
ramming. |
Naval
killing machines. If unscreened are vulnerable to first strikes from more
manoeuvrable Light Naval units. |
|
Transport Naval |
TN |
Naval |
Merchantmen
that have been requisitioned by the military or other military transport
vessels. No ram, a weak defence, but the crew could be used for boarding
actions. |
Vulnerable,
but a necessity for convoy operations. Can convoy 15 army units. |
Table 27 – Naval Unit Classifications
Tribal dynasties are assumed to in most circumstances to recruit galleys as oppose to Quadiremes, Quinquiremes, Biremes, Pentecosters and Triremes. For reasons of game play the ships are split into the 4 classifications and galleys are equivalent to the corresponding ram equipped vessel.
All naval units take 1 turn to recruit and are placed on the map in the “Place Builds” phase of each turn.
|
Unit |
Abr |
Cost |
Maint |
Turns |
Move |
Size |
Structure |
|
Coastal Naval |
CN |
2 |
0.5 |
1 |
2 |
Flotilla (15) |
Port |
|
Light Naval |
LN |
3 |
1.0 |
1 |
4 |
Flotilla (15) |
Port-2 |
|
Heavy Naval |
HN |
4 |
1.5 |
1 |
3 |
Flotilla (15) |
Port-3 |
|
Transport |
TN |
2 |
0.5 |
1 |
3 |
Flotilla (15) |
Port |
Table 28 – Recruiting Naval Units
A total of 5 x Level of Port naval units may be recruited in a province in the same turn. Therefore if a province has a Level 1 Port, the owning Dynasty may recruit a maximum of 5 naval units in any one turn, i.e. 2 CN and 3 TN. A Level 2 Port or higher is required to recruit Light Naval units and a Level 3 Port or higher is required to recruit Heavy Naval units.
Each unit has a Morale/Experience level. This reflects the will to fight, the élan, the training and the combat experience of the unit. The 4 levels of experience are: Green, Regular, Veteran and Elite.
All newly recruited units receive a basic
experience level based upon the Structure Level associated with the unit, i.e.
Army units are based on the Fort level, Individual units are based on the
Palace level and Naval units are based on the Port Level.
|
Structure
Level |
Base Unit
Experience |
|
4 |
Regular |
|
3 |
Regular |
|
2 |
Green |
|
1 |
Green |
Table 29 – Base Unit Experience
The base unit experience is derived from the corresponding Structure Level in
the table above.
If the unit is recruited in a province that is not one of the dynasties starting provinces, it always starts as Green.
|
Base Unit Experience |
Experience
Value |
Base
Morale |
|
Elite |
4 |
10 |
|
Veteran |
3 |
9 |
|
Regular |
2 |
8 |
|
Green |
1 |
6 |
Table 30 – Base Unit Morale
The Experience Value is the value used to calculate combat difference (i.e. attacker exp - defender exp).
The Base Morale is the unmodified number the unit must roll or roll beneath to survive a morale check. If the morale check fails, the unit routs and takes no further part in attacks.
· Army units have a chance to increase their experience rating by eliminating Swordsmen, Cavalry, Phalanx, Spear and Warband or Elephant units.
· Naval units have a chance to increase their experience rating by eliminating an enemy LN or HN unit.
· Leaders have a chance to increase their experience rating in more than one category a turn when:
(1) Combat units that are attached to them have had a chance to increase their experience and -
(2) The unit from (1) fired at an enemy target that was attached to a General.
(3) The General does diplomacy at a Minor Dynasty or administration in a province.
· Emissary units have a 50% chance of increasing their experience every time they carry out diplomacy.
In all cases, the experience of the unit that has earned an attempt to go up a level receives a chance to increase by one level dependant upon its current experience. When units earn an attempt to level up in experience, they use the following the table below.
|
Current Experience |
Chance of
Increasing Experience |
|
None (GEN only) |
100% |
|
Green |
75% |
|
Regular |
50% |
|
Veteran |
25% |
|
Elite |
0% |
Table 31 – Experience Increase Chance
If a unit rolls under the required number, they raise a level in experience. Leaders will raise e level of experience in the corresponding attribute; units will rise in experience (i.e. Green to regular, regular to Veteran and Veteran to Elite).
A player will frequently find that the army they raise is thrown together without due consideration. However, be wary of building all one type of unit armies, these are likely to be destroyed by equal cost mixed arms armies. Pay close attention to unit morale and army/navy Leaders, these are critical in EMS. A much smaller professional army can destroy an army of poorly led levies with low morale.
Movement in EMS represent a year of campaigning, therefore any path an army took was unlikely to be directly from A to B but would be slow and fairly tortuous as local circumstances, supply and other associated military duties would force an army in encampment or other areas of operations.
Naval vessels were uncomfortable to travel in, the oarsmen were restricted to the oar benches where they would often have to eat drink and defecate and there was little room to carry cargo and provisions. To avoid these miserable conditions and the fact that all the vessels tended to leak like sieves and required constant maintenance, most ships would be drawn up out of the water on to beaches or rowed to a safe anchorage at the end of each days travel.
Naval vessels are the only units capable of occupying sea zones. They are restricted in movement as they rely upon the presence of either “Controlled Ports” or “Friendly Ports”.
A Friendly port is one owned by your
Major Dynasty, a controlled Minor Dynasty or an ally.
A Controlled port is one owned by your Major Dynasty or a controlled Minor
Dynasty.
Naval units can only move into a province where there is a Controlled Port or a Friendly Port where the owning player has granted access.
All Naval units and General units with flotillas attached to them (excluding Coastal Naval units) can move through any number of sea zones that their movement rate allows them to but they are restricted in movement so that they must always finish next to an adjacent friendly port. A player is prohibited from moving a naval unit in such a way that this requisite is not met. If naval units fail to finish their movement next to a friendly port where the port is lost to an opponent or neutral, each naval unit suffers a 20% chance of destruction due to attrition/storms.
Unlike other naval units, Coastal Naval (CN) units may only move into sea zones that are immediately adjacent to a Friendly port.
Naval movement is never impeded, but a fleet may encounter enemy fleets during their move. If this occurs, one round of naval combat takes place and any survivors continue their movement.
Naval units move from 1 and 4 sea zones a turn. There are 4 movement phases in a turn. After each phase of movement there is a “defend” naval phase and then a naval combat phase (if applicable). After all 4 naval movement phases are complete - convoys take place.
1)
Move
Move one sea zone.
2)
Defend
A Leader with attached units that has been given a DEFEND command for the turn
moves in to any sea zone that has enemy units in it and is listed in the defend
command.
3)
Combat
If a naval unit is in a sea zone with any enemy naval units combat occurs.
Units move in the movement phase based on the number of areas they are moving.
|
|
Phase |
|||
|
Speed |
1 |
2 |
3 |
4 |
|
1 |
X |
|
|
|
|
2 |
X |
X |
|
|
|
3 |
X |
X |
X |
|
|
4 |
X |
X |
X |
X |
Table 32 – Naval Movement Phases
X indicates that the unit will move in that movement phase. A unit moving at speed 2 will move in the 1st and 2nd movement phase. A unit moving at speed 1 will only move in the 1st movement phase.
Army movement in this era was slow; campaigns would only run for a couple of seasons of the year. Furthermore each army had a large number of camp followers, merchants and supplies wagons with it. It was not unusual for each army to have as many, if not more, attendants than actual combatants. The movement rates in EMS reflect the ponderous nature of moving and supplying large bodies of men.
Land units may move a maximum of 4 provinces in the turn even if bonus movement takes them over a movement of 4. Land units may not occupy sea zones and may only pass through sea zones using the convoy rules.
|
|
Phase |
|||
|
Speed |
1 |
2 |
3 |
4 |
|
1 |
X |
|
|
|
|
2 |
X |
X |
|
|
|
3 |
X |
X |
X |
|
|
4 |
X |
X |
X |
X |
Table 33 – Army Movement Phases
X indicates that the unit will move in that movement phase. A unit moving at speed 2 will move in the 1st and 2nd movement phase. A unit moving at speed 1 will only move in the 1st movement phase.
There are 4 movement phases in a turn. Units that are attached to a Leader (GEN) move at the speed of the Leader (GEN). The sequence of movement for each phase is as follows:
1)
Overruns
If the attackers units outnumber the defending units by 5:1 or more (defending
units count as double when they are in a fort), the defending units are eliminated.
2)
Move
If your army is not pinned, move one province. Units are pinned if there are defending units
in the province.
3)
Defend
A Leader with attached units that has been given a DEFEND command for the turn
moves in to any owned province with enemy units in it that was listed in the
defend command.
4)
Overruns
As (1)
Terrain effects movement; all Rough and Desert areas cost 2 movement points to enter unless travelling along a road to enter the province in which case terrain effects are ignored. If units that are not attached to a Leader or a Leader with attached units do not have sufficient movement points available to move into a province, the province cannot be entered.
Units moving through or ending the turn in a desert province have a 20% chance of being eliminated, this happens before combat.
|
Terrain |
Move Cost |
Move Cost |
|
Rugged |
2 |
1 |
|
Open |
1 |
1* |
|
Desert |
2 |
1 |
|
Mountain |
Impassable |
Impassable |
|
Wild Tribes |
Impassable |
Impassable |
Table 34 – Army Movement
*If all movement occurs across roads in 'open' terrain the units receive a +1 to movement to a max of 4.
Army units and Leaders with armies attached to them are regarded as pinned if there are any enemy army units in the province. Pinned units may make no further movement.
For Example:.
If 7 Swordsmen units entered a province with only 1 Spear unit, defending the Swordsmen would automatically kill the Spear unit, capture the province and continue on with their movement if they had any movement left. If there were 2 Spear in the province or the defending Spearmen were in a Fort, the 7 Swordsmen would have had to terminate their movement in the province and then fight in the combat phase.
Armies that are at war with each other cannot move past each other and swap provinces. When two armies are trying to move into each other's provinces, the move that succeeds is based on the following criteria and checked in the following order:
1) The side having the General with the higher experience (higher of foot and mounted is used). An army with no general counts as having a GEN 0.
2) The side having more Cavalry, Light Horse or Psiloi, each experience of Cavalry, Light Horse or Psiloi counts as +1
3) The side having more Swordsmen/Phalanx/Spear, each experience of Swordsmen/Phalanx/Spear counts as +1
4) The side having more army units, each experience counts as +1
5) A random factor
For Example:.
The army with the highest experience general will always move first. If both the generals are of equal experience the army with the most totalled experience levels of CAV, LH and PSI moves first. If these are equal the army with the highest totalled experience points for SWD, PHA or SPR moves. If these are equal, a random roll decides who moves first.
Land or individual units that wish to move through sea zones must be convoyed.
Convoys take place after all naval movement and combat has been resolved.
Land units can be convoyed from a starting port to any coastal province, via a maximum of 3 contiguous sea zones occupied by friendly transport naval (TN) units. Units that wish to be convoyed must start in a province with a Port. In order to convoy army unit out of a port you do not own, you must be given access to that province.
The maximum number of land units that can be convoyed is 15 x the starting Port level. Each transport naval (TN) unit can only convoy 15 army units. Therefore, if a player transports 30 units from a level 2 Port, 2 transport naval (TN) units are required in each sea zone that the units are to be convoyed across.
If you attempt to convoy an army through a sea zone that contains enemy naval units, the convoy is cancelled.
Individual units (GEN [with no armies attached] , EMI, SPY) may be convoyed through contiguous sea zones whatever the circumstances (they use undercover and private merchantmen).
For Example:
Carthage wishes to transport armies to Lucania (114). It has a 2 point port at Carthage (6), 5 Light Naval and 1 Transport in sea 205 and 1 Light Naval with 2 Transports in 204.
It has a set of Transports in contiguous sea zones and a Leader ready to sail so the maximum number of land units it may transport is 15 x Port Level = 30 land units, but since there is only 1 TN in sea 205, this limits the convoy to 15 army units. Carthage decides to send 3 CAV + 7 SPR under the command of the Leader Barca using the command CO 23 205 204 114 (where 23 is the ID of the Leader in Carthage). If Carthage had of had 2 TN in sea 205, then they could have convoyed 30 army units.
In EMS Combat represents anything from a year of campaigning with many small battles and skirmishes while armies march and counter-march, to one large battle where both sides have agreed to fight or one side has been forced into a position where it must fight. Leadership skills represent the ability of the General to both manoeuvre their forces into an advantageous position as well as their ability to command and control their forces in battle. Unit experience represents how well trained or experienced the respective units are.
Since units can move between 1 and 4 sea zones a turn, there are 4 movement phases in a turn. After each movement phase, there is a naval defend phase, followed by a naval combat phase. Naval combat occurs if any enemy naval units are in the same sea zone as each other at the end of each movement phase. For each Naval Combat Phase there are 2 Combat Rounds, the sequence of play is:
· Light Naval fire
· Everyone else fires
All attacks within each combat phase are simultaneous; any unit that takes a hit in combat is destroyed. A unit can be eliminated in an earlier phase before it has a chance to fire.
At the end of each combat round, if all friendly units are eliminated, the Leader is also automatically eliminated. If the fleet took casualties but not eliminated there is a chance that any Leader with the fleet is killed. The Leaders chance of being slain in battle is calculated as follows:
Leader KIA Chance (%) = Own Losses as a percent of total force/4.
Target Selection
Each unit has a preference of unit type targets. An attacking unit will select a target randomly from any of its primary targets. If no primary targets exist, it will randomly select a target from its secondary targets, and if none of those exist, it will randomly select from the remaining targets. No units can be selected as a target more than 2 times in each round of naval combat.
|
|
Target |
|||
|
Attacker |
CN |
LN |
HN |
TN |
|
CN |
P4 |
P3 |
S2 |
L5 |
|
LN |
P5 |
P4 |
S2 |
L6 |
|
HN |
P7 |
P5 |
L4 |
S8 |
|
TN |
P1 |
P1 |
P1 |
L2 |
Table 35 – Naval Combat Matrix
P indicates a primary target
S indicates a secondary target
L indicates the last target
The number is the chance to hit the target out of 10.
Combat Modifiers
The base attack from the Naval Combat Matrix is modified by the following Combat Modifiers:
|
Situation |
Modifier |
|
If the attackers
LN is > 150% of the enemy LN and the attacker is a LN unit |
+1 |
|
If the attacker
moved directly from a port to the current sea area |
-1 |
|
Attacking Leaders
Command Experience (Attack/Defence) *1 |
+? |
|
Defending Leaders
Command Experience (Attack/Defence) *1 |
-? |
Table 36 – Naval Combat Modifiers
*1 Leaders Command experience (see Leaders) is given to only the units that the specific command ability applies to. Therefore the Naval Command experience level is used for Naval actions. If there is no Leader present the Attack/Defence bonus is 0.
The final adjusted to hit chance will not be less than 1 or greater than 9.
For example:
The Thracians are attempting to dominate the Aegean and are in conflict with the Egyptians who currently control the area from their ports in Crete. Under their new admiral Policrates a fleet of 4 Heavy Naval and 6 Light Naval squadrons sets out from Thrace (88) to rid the seas of the Egyptian presence in the Aegean. The Egyptians are only slightly aware that the Thracians have raised a grand fleet and have only two small fleets of their own. Alpha fleet with 4 LN sits in 219 guarding the Greek coast, Beta fleet is based in Crete and consists of 2 HN and 4 LN, neither of these fleets has an Admiral/General.
The Thracians choose the following move (4 MP's as they are led by
an admiral/General unitid 4).
MO 4 220, 218, 219, 220 (they must end movement next to an adjacent friendly
port).
The Egyptians do the following move (Alpha fleet moves 0, Beta fleet
moves 2).
Alpha: no movement.
Beta: MO beta 218, 218, 69 (returns to port)
Naval Round 1 Thrace-220, Alpha-219, Beta-218
Naval Round 2 Thrace-218, Alpha-219, Beta-218
1 round of combat occurs between Alpha and Beta.
Combat Result: The Egyptian Beta fleet is trounced.. Thrace loses 2 LN, Beta 3
LN and 2 HN.
Naval Round 3 Thrace-219, Alpha 219, Beta 69
1 round of combat occurs between Thrace and Alpha.
Combat Result: The Alpha fleet is sunk, Thrace loses 2 LN.
Naval Round 4 Thrace-220 (4xHN/2xLN), Alpha-KIA, Beta-69 (1xLN)
In this example the Thracians are clear victors, the split Egyptians are trounced losing 7xLN and 2xHN to the Thracians 4xLN and Thrace ends up dominating the Aegean.
Naval units never take a morale test.
Naval units do not rout, therefore there is no pursuit phase.
A Major Dynasty and its controlled Minor Dynasties will defend any province owned or controlled by the Major Dynasty against any attacking Dynasty regardless of the current ANW Relations.
Therefore:
1) The Major Dynasty will defend provinces that are owned either by itself or a controlled Minor Dynasty whatever the ANW.
2) Controlled Minors will defend provinces that that are owned either by itself or its controlling Major Dynasty whatever the ANW.
Combat lasts for 3 rounds, or until all enemy units have been destroyed, routed or have retreated.
Before combat occurs, all units that are not in a fort determine if they want to fight or retreat based on the "Retreat Level" that has been set for them by the player for the currently occupied province. If nothing has been set, the units use the player's default retreat level.
The size of an army in units is used to calculate retreats. To determining size, only the units from Minor Dynasties controlled by the Major Dynasty are counted, allies do not count towards the size of an army and are calculated as separate entities.
For example:
Given a situation where a dynasties retreat level is set to 150% in a province, and the dynasty has 10 army units in the province.
If that province gets attacked by 15 enemy army units, then the owning dynasties units will retreat from the province, if the province got attacked by fewer than 15 units, then the owning dynasties army would stay and fight.
A retreating army will always fight 1 round of combat. During that round of combat, the retreating unit suffers a -3 (-2 for CAV or LH) penalty to score a hit while any attacking unit suffers a -2 (-1 for CAV or LH) penalty to hit retreating units.
Retreating units may only retreat into an adjacent province that belongs either to the retreating dynasty, a controlled minor or an allied player who has granted access to the province. They may not retreat to an embattled province even if the enemy units in that province are eliminated during combat.
If the units cannot retreat, the units will stay and fight for rounds 2 and 3. In this situation the retreating units receive a -3 penalty to their attacks, but enemy units suffer no penalties to their attacks on those units.
Units attempt first to retreat to the province from which they came; otherwise, they retreat to a random friendly adjacent province. If they cannot retreat to an adjacent province they remain in the current province but do not count towards the ownership calculation of the province.
Combat lasts for 3 rounds or until all enemy units have been. Each round consists of 4 phases that are:
· Skirmish (Light Horse and Psiloi skirmish)
· Mounted - (Horse/Elephant fight)
· Infantry (Everyone else fights)
· Morale Check.
All attacks within each combat phase are simultaneous; any unit that takes a hit in combat is destroyed. A unit can be eliminated in an earlier phase before it has a chance to fire in its own phase.
At the end of each combat round, if all friendly units are eliminated, the Leader is also automatically eliminated. If the army took casualties but was not eliminated there is a chance that any Leader with the army is killed. The Leaders chance of being slain in battle is calculated as follows:
Leader KIA Chance (%) = Own Losses as a percent of total force/4.
At the end of ALL combat a pursuit phase occurs. In this phase, if one side has no army units left in the province because they have all been killed or routed, the remaining units on the winning side that have neither routed, retreated or been eliminated get a ‘free’ attack.
Target Selection
Each unit has target preferences; these are Primary (P), Secondary (S) and Last (L). An attacking unit will select a target randomly from any of its primary targets. If no primary targets exist, it will randomly select a target from its secondary targets, and if none of those exist, it will randomly select from the remaining targets. During the 1st round of combat, a land unit can only be targeted by one enemy unit. During the 2nd round of combat, a land unit can only be targeted by two enemy units. During the 3rd round of combat, a land unit can only be targeted by three enemy units.
|
|
Target |
|||||||
|
Attacker |
PSI |
LH |
CAV |
ELE |
SPR |
PHA |
SWD |
WB |
|
PSI |
P3 |
P2 |
L1 |
P3 |
S1 |
S1 |
S1 |
S1 |
|
LH |
P5 |
P4 |
P3 |
L4 |
S4 |
S3 |
S4 |
S4 |
|
CAV |
P6 |
P5 |
P4 |
L6 |
S6 |
S4 |
S5 |
S6 |
|
ELE |
L3 |
P8 |
P6 |
P4 |
S6 |
S4 |
S6 |
S7 |
|
SPR |
L3 |
S5 |
S4 |
S4 |
P2 |
P1 |
P2 |
P2 |
|
PHA |
L4 |
S6 |
S5 |
S3 |
P3 |
P2 |
P3 |
P3 |
|
SWD |
L5 |
S6 |
S5 |
S4 |
P5 |
P4 |
P5 |
P6 |
|
WB |
S4 |
L5 |
L3 |
S5 |
P4 |
P3 |
P3 |
P4 |
Table 37 – Army Combat Matrix
P indicates a primary target
S indicates a secondary target
L indicates the last target
The number is the chance to hit the target out of 10.
Combat Modifiers
The base attack from the Army Combat Matrix is modified by the following Combat Modifiers:
|
Situation |
Round |
Modifier |
|
Rough Terrain and ELE, CAV, SPR or PHA |
ALL |
-1 |
|
Rough Terrain and WB or PSI |
ALL |
+1 |
|
Difference
between the Attacking and Target Unit Experience |
ALL |
+/- |
|
Attacking Leaders
Command Experience Bonus (Attack) *1 |
ALL |
+? |
|
Defending Leaders
Command Experience Bonus (Defence) *1 |
ALL |
-? |
|
Enemy has a
living ELE unit and you do not (CAV and LH units only) |
ALL |
-1 |
|
Unit is executing
a DEFEND command (see Orders) |
ALL |
-1 |
|
Attacking unit is
a Foot unit that is retreating |
ALL |
-3 |
|
Attacking unit is
a Mounted unit that is retreating |
ALL |
-2 |
|
Unit is attacking
a retreating Foot unit |
ALL |
-2 |
|
Unit is attacking
a retreating Mounted unit |
ALL |
-1 |
|
Unit is in a Fort
(Attack/Defence) *2 |
ALL |
+1/-1 |
|
Combat involves a
unit doing a raid. |
All |
-3 |
|
First contact
bonus for ELE, CAV, LC, WB and SWD |
1 |
+1 |
|
Defending in
Rough Terrain |
1 |
+1 |
|
Attacking in
Rough Terrain |
1 |
-1 |
|
Landing from a
Sea zone without support*3 |
1 |
-2 |
|
Enemy Landing
from a Sea zone without support*3 |
1 |
+2 |
|
Total Attacker
Mounted Exp > 150% Total Defender Mounted Exp (All Mounted) in round 1 |
1 |
+1 |
|
Total Attacker
Mounted Exp > 150% Total Defender Mounted Exp (All Mounted) in round 2 |
2 |
+2 |
|
Total Attacker
Mounted Exp > 150% Total Defender Mounted Exp (All Mounted) in round 3 |
3 |
+3 |
|
Warband Unit |
3 |
-1 |
Table 38 – Army Combat Modifiers
The final adjusted to hit chance will not be less than 1 or greater than 9.
Notes
*1 Leaders Command experience (see Leaders) is given to only the specific units that the command ability applies to. For example, the Mounted Command ability applies to mounted units and the Foot Command ability to Foot. If there is no Leader present the Attack/Defence bonus is 0.
*2 Bonus’s for Forts are calculated for the defender. Therefore a unit that is in a Fort will receive +1 to its attack and units attacking the fortified unit receive a –1 to their attack.
*3 Landing from sea unsupported is defined as: The attacker has no army units that started the turn in that area, and thus were unable to support the naval invasion with land units already in place.
After Combat
If a unit in a Fort is killed in any round of combat then the Fort is reduced by one level.
When a province is captured, there is a 20% chance that any fortresses, palaces or ports in the province will be reduced by 1 level.
After each combat round, each unit takes a morale check. If the morale check fails the unit is deemed to have broken and is routed. All routed units lose 1 level of experience, but cannot be reduced below green.
|
Base
Unit Experience |
Experience
Value |
Base
Morale |
|
Elite |
4 |
10 |
|
Veteran |
3 |
9 |
|
Regular |
2 |
8 |
|
Green |
1 |
6 |
Table 39 – Unit Morale
The base unit morale is modified by the factors below:
|
Situation |
Modifier |
|
General is Elite (higher of foot
& mount) |
+2 |
|
General is Veteran (higher of foot
& mount) |
+1 |
|
General is Green or no experience
(higher of foot & mount) |
-1 |
|
No General |
-2 |
|
Each 15% of the your Forces that are
out of action (KIA or Routed). |
-1 |
|
For each 100% or part of 100% your
forces out number enemy* |
+1 |
|
For each 100% or part of 100% your
forces are out numbered by the enemy* |
-1 |
|
Unit are Foot Skirmishers in Open
Terrain (PSI ) |
-2 |
|
Unit are Foot Skirmishers in
Rugged Terrain (PSI ) |
-1 |
|
Unit are Mounted Skirmishers (LH ) |
-1 |
|
Defending a Fortress, bonus per
level of Fort |
+3 |
|
Enemy Forces have Elephants and your
Forces don't |
-1 |
|
Unit is Elephant (ELE) |
-1 |
Table 40 – Unit Morale Modifiers
* When calculating respective force size, PSI units only count as 1/2 a unit, while CAV/ELE units count as 2 units.
The result is the morale value that is applied to each unit. If a morale check roll of 1-10 > the end unit morale, the unit is routed and takes no further action in the combat until the Pursuit phase. All routed units are deemed to have made an involuntary 'retreat' move and follow the retreat rules. The routed units of the winner of the battle remain in the occupied province, those of the loser retreat where possible to a friendly adjacent province. If this is not possible they are eliminated.
The routed units from the dynasty that fails to capture the target province after a sea invasion and which has no adjacent friendly province to retreat to are destroyed.
If an Elephant unit is routed it will attack its own army using base to hit chances and random target preferences for one round before leaving the battle.
The pursuit phase occurs after all combat rounds have been completed. During the pursuit round of combat, a land unit can only be targeted by three enemy units.
In the pursuit phase if one side has no army units left in the province because they have all been killed or routed, then the victor has one round of pursuit fire at any enemy units that have been routed in combat. Only non-routed units may fire in the pursuit fire phase. Target acquisition follows the normal combat targeting rule but only the combat modifiers below are applied in the pursuit phase.
|
Situation |
Modifier |
|
Attacker is LH |
+3 |
|
Attacker is CAV |
+2 |
|
Attacker is PSI or WB |
+1 |
|
Defender is LH |
-3 |
|
Defender is CAV |
-2 |
|
Defender is PSI or WB |
-1 |
Table 41 – Pursuit Combat Modifiers
Raiding is a special command used to damage and loot adjacent provinces while incurring as few casualties as possible to the Raiders.
Units may be used to RAID enemy provinces that are adjacent to friendly provinces. All units allocated to raiding are moved into the target province. During the combat phase, both the raiding units and units defending the province being raided each have -3 combat modifier. After combat, any surviving raiders then raid and loot the province. The raiders loot Talents from the province based on the value of the income and structures in the province. Any surviving raiders are then moved back to the province they came from, so the province is not captured.
Any structures in the province have a 25% chance of being reduced 1 level and each surviving raiding unit steals 1-3 talents of income from the province. The raiders cannot steal more than the income of the province. The amount the raiders steal reduces the income that the owner of the province gets for the current turn.
For example
The Gaul’s currently own Venetia and Umbria (110 and 111). They have an army of 6 Warbands, 2 Light Horse, 3 Cavalry and 4 Psiloi in 111. Rome owns Rome and Apulia (118 and 112) with a garrison of 1 Swordsmen and 1 Psiloi in each and has another Legion of 18 units fast approaching from the south. The Gallic player knows that he cannot hope to hold Rome (118) against the legion but wants to get some loot and damage Rome. Therefore he sends 7 of his units each with their own General on raids into both 118 and 112 knowing they will be back in 111 at the end of the turn to defend against any Roman attack.
In the Raid on 118, the Romans withdraw to their fortress in Rome (118) but are still raided, their income for the turn drops from 30 to 15 and the port and palace all end up losing 1 level. In the raid on Apulia (112) the Roman garrison is routed and the Gaul’s raid the province reducing the existing structures by 1 level and the income for the turn from 14 to 6 Talents. The Gaulish Raiders then move back to 111 before the Roman legion arrives, having pillaged 21 Talents from their raid.
All spy combat happens after all movement. A Spy will initiate combat in a province providing the Spy is controlled by the Dynasty that controls that province. For each Spy unit in a friendly province there is a 20%+(5% per unit experience) chance of killing an enemy Spy unit in the province.
Each enemy Spy has a 10%+(5% per unit experience) of killing the attacking Spy unit.
When you kill a Spy unit, there is a 70%-(10% per the dead Spies experience) chance of determining who sent the Spy.
An EMI may attempt to initiate a purge against another EMI that starts in the same province as the Purging EMI by using the PURGE command. The target EMI may be allied, neutral or an EMI from a controlled minor. An EMI may also issued a PURGE command without targeting an EMI, in which case any EMI that arrives or is already in that area could become a potential target for the purge.
The purge represents is a major or minor instructing its representatives (EMI's) to start discrediting an opponents EMI's either by oratory, rumour, blackmail, bribery or treachery. For example, the representatives in a court may start rumours concerning another majors representatives by saying that so-and-so of the 'n' dynasty is in fact an assassin and/or "sleeping" with the family hound, planting incriminating evidence (hound hair in his bed) and even placing the target representative in compromising positions (shock - Antonius of Rome found in bed molesting the family hound!).
An EMI unit has a 50%+/-5% per difference in unit the attacking and defending EMI’s experience of killing the target EMI unit. The following affects can modify this number:
Each Major Dynasty starts the game with 15 event cards. The Major dynasties are allowed to play 1 event card per turn. The Events take place at the beginning of each turn and last until the end of the turn. Events are either played to help your Dynasties or played against another Dynasty. Each player gets to see which event cards are played each turn.
Whenever you have less then 5 events, you will get another event from the list of Minor Events.
|
Event |
Type |
Description |
|
Absorb Neutral |
Major |
Select any neutral area adjacent to a province owned or controlled by
a Dynasty, at the end of the turn, that area and the units in the area become
owned by the Dynasty. If two or more Dynasties select the same area, both
fail. |
|
Ambush |
Major |
Select any area; your enemies do not get to fire in the 1st round of
combat in the select area. |
|
Assassin Major |
Major |
Get one free assassination attempt at 100%-2% per experience level of
the target (for GEN it is the total of all their experience levels) on any
known individual unit at the end of the turn. |
|
Assassin Minor |
Minor |
Get one free assassination attempt at 50%-2% per experience level of
the target (for GEN it is the total of all their experience levels) on any
known individual unit at the end of the turn. |
|
Banish EMI |
Minor |
This sends all enemy EMI units in an area back to their capital at
the end of the turn. This event occurs before any diplomacy takes place. |
|
Barbarians |
Major |
Add 6 to 9 neutral units and a Leader (if no leaders already exist)
in 1 area that borders the edge of the map at the end of the turn. This event may not be played on the first 3
turns. It can not be played in a
Dynasty’s capital. An area can not be
affected by two barbarian events in the same turn. |
|
Civil War |
Major |
Add 50 points to the rebellion level in 3 areas of one Dynasty. |
|
Crush Rebellion |
Major |
Reduce rebellion level by 100 points in 1 area. |
|
Death of a Ruler |
Major |
Played on a Minor. At the end of the turn all combat units of that
Minor go back to the Minors capital. This event cannot be played on own
controlled minors |
|
Diplomacy |
Major |
Select one Minor and either increase you diplomatic level by 50
points or reduce another Major's diplomatic level by 50 points. |
|
Drought |
Minor |
Select one Dynasty, they get 1 less talent for each province they
own. |
|
Eliminate Spy Network |
Minor |
Select 3 areas and eliminate all spies in those areas that you don't
control at the end of the turn. |
|
Earthquake Major |
Major |
Destroys one level of every structure in a province. |
|
Earthquake Minor |
Minor |
Destroy 1 level of a fort, palace or port in one area. |
|
Free Mercenaries |
Minor |
Select 3 units of any one type (army or naval type only) and place
them in 1 land area you control at the start of the turn. The units belong to the Dynasty that owns
the area. ELE units cannot be built
with this event. The new units all
have regular experience levels. You
can exceed your resource limits with this event. |
|
Famine |
Major |
Select one Dynasty, they get 2 less talents for each province they
own. |
|
Free Structure |
Minor |
Add 1 fort, palace or port level to one area at the end of the turn. |
|
Good Crops |
Minor |
Select one Dynasty, they get 1 extra talent for each province they
own. |
|
Heroic Defence |
Major |
Select one Dynasty; any of their units fighting in their home areas
get +2 in combat. |
|
Morale |
Major |
Select one of your dynasties; their units will not fail morale
checks. |
|
Naval Supremacy |
Major |
Select one Dynasty; they get +1 to all their naval combat. |
|
Pestilence |
Minor |
Select 1 area; any land units in that area and the adjacent areas at
the end of the turn have a 10% of being eliminated. |
|
Pirates |
Minor |
Select one sea area; all land areas adjacent to that sea area get one
less talent income. |
|
Plague |
Major |
Select one land area; all land units in that area at the end of the
turn have a 25% of being destroyed. |
|
Put Down rebellion |
Minor |
Reduce rebellion level by 50 points in one area. |
|
Rebellion Major |
Major |
Add 100 points to the rebellion level in one area; the area cannot be
a home province. |
|
Rebellion Minor |
Minor |
Add 50 points to the rebellion level in one area; the area cannot be
a home province. |
|
Recall Leader |
Major |
Played on any Leader. The specified Leader is recalled to the capital
at the end of the turn to answer for wrong doing / corruption / bribery/ etc. |
|
Road |
Minor |
Get a free road between any two adjacent areas at the end of the
turn. One of the areas have to be
owned by you at the start of the turn. |
|
Siege Weapons |
Major |
Select one Dynasty, forts count as 1 level lower when they attack
areas with forts. |
|
Sneak Attack |
Major |
Select 1 GEN, that GEN and any army units attached to them
automatically complete their movement, combat only occurs in their
destination area, they can only capture their destination area. |
|
Spy Network |
Minor |
Place 3 new spies in any area at the end of the turn. |
|
Storms at Sea |
Major |
Select one sea area, all naval units in that area at the end of the
turn have a 25% of being destroyed. |
|
Treachery |
Major |
Select one area, the fort in that area is ignored. |
|
Weapon Superiority |
Major |
Select one Dynasty, all that dynasties units get +1 to all their land
combat for the turn. |
|
Year of Plenty |
Major |
Select one of your Dynasties, they get 2 extra talents for each
province they own. |
Table 42 – The Events Table
Dynastic Commands are orders that are applied to the Dynasty or a province owned by a dynasty rather than individual units. These include Build orders associated with a province, ally/neutral/war status applying to the whole dynasty, Events, the gives talents orders, give province, grant access, retreat level, tax and victory conditions.
Of these, the Victory conditions Command is unique. This command can only be used in the first turn of the game to set the levels required for victory and cannot be used thereafter.
Format:
BD <province> <type> <amount>
Format: BD <province> RD <province_to>
Description:
This command is used to build amount number of the type of units or structures in the province. If the Dynasty loses that province before the unit/structure is built, then the unit/structure is destroyed. The Dynasty that owns the province is the Dynasty that must pay for the unit.
The <type> must be GEN, PSI, LH, CAV, SPR, WB, SWD, EMI, SPY, PHA, ELE, CN, LN, HN, TN, FRT, PRT, PAL or MNT.
If a Fort is in the province, you can build 5 army units per level of the Fortress per turn. New units are built in the fort if there is room.
When building in a province without a Fort a maximum of 1 Spear or 1 Psiloi unit can be built a turn unless there are other resources in the province. If so, 1 unit related to the resource can be built, i.e. 1 Elephant for an elephant resource or 1 sword for a sword resource.
No individual units can be built in a province without a palace. If a palace is in the province, you can build 1 individual units per level of the palace per turn.
Forts, Ports, Palaces and Monuments can be no higher than a level 4 structure. You cannot start building the next higher level of the structure till any current levels being built are complete.
When building structures you do not include the amount parameter, as structures automatically are upgrade to the next higher level.
If you do not own the two provinces the road is to connect, you pay half the cost and the other Dynasty that owns the province must also issue the command to build the road.
The cost for the road is paid by the Dynasty that owns the provinces the road is connecting. If the other Dynasty fails to build their half of the road, your Talents are still spent and the road is not completed.
For example:
BD 6 FRT
BD 5 PSI 3
The first command upgrades the fort in province 6 to the next level, note that the costs get paid all at once, but the build takes 2 turns to complete. So if you lose the area before the build is completed, the build is lost. The second command builds 3 PSI units in area 5. PSI units are unusual as they get built at the start of the turn unlike most units that get built at the end of the turn.
Format: DA <Dynasty1> <Dynasty2>
Description:
This command allows you to attempt to create an alliance with another Dynasty <Dynasty1>. Both Dynasties must start neutral, and issue the command on the same turn.
If the <Dynasty2> parameter is included, this indicates that the command is ordering a Dynasty you own/control is to make the alliance. If no <Dynasty2> parameter is included, then the command will be issued for all the Dynasties you own/control.
For example:
DA ROME
DA ROME SYRA
The first command is an order for the major dynasty and all controlled Minor dynasties to attempt to ally with ROME, and the second command is to order to your Minor SYRA alone to try and ally with Rome.
Format: DN <Dynasty1> <Dynasty2>
Description:
This command allows you to either end an existing alliance or to end a state of war with another Dynasty <Dynasty1>. Both Dynasties must issue the command on the same turn in order to end a state of war between them, but only one dynasty has to enter the command to break an alliance.
If the <Dynasty2> parameter is included, this indicates that the command is ordering a Dynasty you own/control is to declare neutrality. If no <Dynasty2> parameter is included, then the command will be issued for all the Dynasties you own/control.
For example:
DN ROME
DN ROME SYRA
The first command is an order for the major dynasty and all controlled Minor dynasties to attempt to either cease hostilities or break an alliance with ROME, and the second command is to order to your Minor SYRA alone to try to either cease hostilities or break an alliance ally with Rome.
Format: DW <Dynasty1> <Dynasty2>
Description:
This command allows you to declare war on another Dynasty2 you currently have neutral relations with. You cannot issue this command on the first turn. You can attack the same turn that you declare war.
When the Dynasty2 is included, this indicates the command is for that Dynasty you own/control. If no Dynasty2 is included, then the command will be issued for all the Dynasties you own/control.
For example:
DW ROME
DW ROME SYRA
The first command has you declaring war on ROME, and the second command has your Minor SYRA declaring war on Rome.
Format: EV <event-number> <event_parameters>
Description:
One event may be played per turn. Each event has its own parameters. The event number is listed on the report. Events are played at the beginning of each turn and last for the current turn only. See “Events” for the full description of each event.
The available events with specific parameters are listed below.
· Absorb Neutral (area, Dynasty): Player absorbs a neutral uncontrolled province.
· Ambush (area): Enemy do not get to fire in the 1st round in selected that area
· Assassin Major (unitid): Get one free assassination attempt at 100%.
· Assassin Minor (unitid): Get one free assassination attempt at 50%
· Banish EMI: This sends all EMI in one area back to their capital.
· Barbarians: Add 6-9 neutral units to one area at the end of the turn. Can only add them to an area on the edge of the map. Can not be played on first 3 turns and can not be played on a Dynasty’s starting areas if they still own the area.
· Civil War (area1, area2, area3): Add 50 points to the rebellion level.
· Crush Rebellion (area): Reduce rebellion level by 100 points in one area.
· Diplomacy (Minor, Major): Increase or decrease diplomatic level by 50 points.
· Drought (Dynasty): Reduces income of target dynasty by 1 talent per province.
· Eliminate Spy Network (area1,area2,area3): Eliminate spies in selected areas.
· Free Mercenaries (area, unit type): Recruit 3 free units of any one type.
· Famine (Dynasty): Reduces income of target dynasty by 2 talents per province.
· Free Structure (area, structure): Add 1 Structure level to one province.
· Good Crops (Dynasty): Increase income of target dynasty by 1 talent per province.
· Heroic Defence (Dynasty): Combat Bonus of +2 when fighting in home provinces.
· Major Earthquake (area): Destroys one level of every structure in a province.
· Major Rebellion (area): Add 100 points to the rebellion level in one province.
· Minor Earthquake (area, structure): Destroy a structure in one area.
· Minor Rebellion (area): Add 50 points to the rebellion level in one province.
· Morale (Dynasty): Units do not take morale checks for target dynasty.
· Naval Supremacy (Dynasty): Combat Bonus of +1 for target dynasties naval units.
· Pestilence (area): Units in selected and adjacent areas have a 10% chance of elimination.
· Pirates (area): All land areas adjacent to the selected sea get one less talent income.
· Plague (area): Units in selected area have a 25% chance of elimination..
· Put Down Rebellion (area): Reduce rebellion level by 50 points in one area.
· Road (area1, area2): Get a free road between two areas at the end of the turn.
· Siege Weapons (Dynasty): Forts do not count for attacks by selected dynasty.
· Sneak Attack (GEN): See “Events” section of rules.
· Spy Network (area1, area2, area3): Place 3 new spies in selected areas.
· Storms at Sea (area): All naval units in the selected area have a 25% of being destroyed.
· Treachery (area): The fort in the selected area is ignored.
· Weapon Superiority (Dynasty): Land combat bonus of +1 for target dynasty.
· Year of Plenty (Dynasty): Increase income of target dynasty by 2 talents per province.
· Death of a Ruler (Minor Dynasty): At the end of the turn all combat units of that Minor go back to the Minors capital.
· Recall Leader (unitid): Played on any Leader. That Leader is recalled to the capital at the end of the turn.
For example:
EV 51 6 HN
This event (Extra Units) gives CART 3 free HN units in province 6.
Format: GT Dynasty_to amount Dynasty_from
Description:
This command is used to give Talents from a Dynasty you own or control (Dynasty-from) to another Dynasty-to. The Dynasty giving the Talents must have an Emissary in the capital of the Dynasty that is to receive the Talents at the start and end of the turn. You can not give away more than 20% of a Dynasties treasury a turn in total per turn, but you can always give away 5 Talents regardless.
Each time you issue a GT command where the Dynasty-from is a Minor Dynasty you control, your relations will drop 20 points per 5 Talents (or portion of) automatically with the Minor Dynasty.
If you are giving the Talents away from your Major Dynasty, you can leave Dynasty-from blank.
The talents you give away are not available to for use till the following turn.
For example:
GT CART 10 SYRA
This command gives 10 talents from CART to SYRA. The talents appear at the end of the turn in the SYRA treasury.
Format: GTD Minor-Dynasty Dynasty-against
Description:
This command is used to give Talents to a Minor Dynasty to increase your Diplomatic Relations with the Minor-Dynasty or to decrease the Diplomatic relation between the Minor-Dynasty and the Dynasty-against. You can not give talents to a Minor Dynasty that is controlled by a Major Dynasty that you are allied with.
Only your Major Dynasty can give a Minor Dynasty Talents for Diplomacy, and they must have an Emissary unit they control in the Minor Dynasties capital, note this can be an Emissary unit from a Dynasty they control, but the Major Dynasty is the Dynasty that pays the Talents.
This command costs 5 Talents and increases the Diplomatic Relations by 15 points, or decreases the Diplomatic Relations by 15 points if it is against another Dynasty.
This command can be used on each Minor Dynasty once per turn. Using Talents for Diplomacy does not count against the limit of Talents a dynasty can give away per turn using the "Give Talents" command.
For example:
GTD SYRA
This would increase your relationship with the Minor SYRA by 15 points. You have to have one of you Major Dynasty EMI units in the capital to execute the command.
GTD SYRA CART
This would decrease the relationship of CART by 15 points with SYRA. You have to have an EMI in the SYRA capital, but the EMI can belong to either the Major or Minor Dynasty.
Format: GP province Dynasty
Description:
This command may be issued only once a turn to give a province to another Dynasty. The other dynasty may either be a Dynasty under the players control or to another player.
On execution of the command, the diplomatic relations between the giving and receiving dynasties will increase by 20 points. However, if a province owned by a controlled minor Dynasty is given away, diplomatic relations with that dynasty drop 30 points.
The capital of any controlled Dynasties cannot be given away, although the capital of another dynasty can be returned to the original owner.
If a province is given to an uncontrolled Dynasty, the receiving dynasty must already have a province adjacent to the province that is being given away.
Provincial changes occur after combat, but before the Dynastic eliminate check. A province can be given away on the same turn it is captured.
For example:
GP 12 EYPT
CART owns province 12, and as part of a peace arrangement gives province 12 to EYPT.
Format:
GA Dynasty province
GA Dynasty all
Description:
This command is used to give an allied Dynasty access to move into one or all of the owning dynasties provinces. If the province is owned by one of the players Minor Dynasties, the Dynasty who has been given access must be allied to the Minor Dynasty.
Access is only for the current season, but once the Dynasty is in the province, they don't have to leave the province.
For example:
GA EYPT 12
GA ROME all
The first command has CART giving EYPT access to province 12, while the 2nd command has CART giving ROME access to all of Carthaginia’s provinces
Format:
RET percent province
RET percent
Description:
The default retreat level is set at 200%. This command is used to change the default retreat level and set the percent level at which the dynasties forces will retreat when facing enemy units. The current percent level of a province is (number of your army units) *100 / (number of enemy army units) where CAV and ELE count as 2 units and PSI as half a unit.
When determining size, only Dynasties controlled by the same Major Dynasty are counted, allies do not count towards the army size.
Units that moved will try to retreat back to the province they came from. Units that have not moved, attempt to retreat to any adjacent province that they own. Units can not retreat into a province that has enemy units in it.
If you set the percent level to 0 for a province, then the retreat level is cancelled for that province and the dynasties default level is used instead.
When no province is included the retreat level is set for all provinces where a retreat level has not been specified.
For example:
A dynasties retreat level is set to 150% in a province and it has 10 army units in the province. Another dynasty attacks that province with 15 enemy army units, this cause the defending dynasties army to retreat from the province. Had the province been attacked by fewer than 15 units, then the defenders would have stayed to fight.
RET 200
This means the dynastic forces will not retreat unless outnumbered by 200% in any province.
Format: TAX level Dynasty
Description:
A Major or Minor Dynasty may set its taxation level to High, Normal or Low. Taxation will always default to Normal if no taxation level has been set. If no Dynasty is entered, the set taxation level applies to the Major and ALL the Minor dynasties controlled at the start of the turn.
The consequences for each taxation level on province rebellion are outlined below. The result gives the basic chance of any province rebelling, this is modified by the rebellion factors (See “Taxation and Rebellions”).
|
Tax Level |
Income |
Basic
Rebellion |
|
High |
125% |
30% |
|
Normal |
100% |
0% |
|
Low |
75% |
-20% |
For Example:
TAX High - sets taxation level to High, but if the tax level was high the previous turn and the player neglects to set a tax level for this turn, the tax level will default back to normal.
For example:
TAX HIGH
TAX HIGH SYRA
For CART issuing the first command would set the tax rate to high for all of the provinces owned by CART. If CART controlled SYRA and issued the 2nd command, this would set the TAX level to HIGH for all provinces owned by SYRA.
Format: VC turns percent
Description:
This command is used to set the victory conditions for the game. The number of Turns can be set between 10 and 25 and Percent can be set from 800 to 1200.
Turns set the maximum number of turns of game play before the game ends.
Percent sets how large a dynasty has to get to as a percent of your starting size.
This command can only be issued on the first turn. Victory conditions are determined by taking the average of all players.
For example:
VC 20 950
The player selected 20 turns and a 950% as game end point. The player’s points are averaged with all other players to come up with the game end conditions.
Unit Commands are orders that are applied to individual units owned by a dynasty rather than provinces or dynasties. These commands are mainly movement type orders or orders commanding units to carry out specialist actions such as diplomacy.
Each unit may only be given 1 command excluding the “Detach from Unit” command. Therefore; a land unit can detach from a Leader (free), then Attach to another Leader and be moved by the leader as part of the Leaders move command. However, units cannot be given a unit move command, then an Attach command as the unit in this case has already carried out its single allowed command by moving.
Format: AT unit1 unit2
Description:
This command is used to attach unit1 to unit2. While unit1 is attached to unit2, unit1 will move with unit2 as part of unit2’s movement command. Unit1 and unit2 do not have to start the turn in the same province, so a General can pick up other units as it moves.
Any army or naval unit, or Spy may attach to a General unit. A General may have at most 30 army units attached to it at any time. Any armies attached to a General must be from the same Dynasty as the General. General units cannot attach to any other unit. A General cannot have both naval and land units attached to it.
Emissary units can not attach to any unit.
Spy units can attach to any other unit regardless of who owns the unit.
For example:
AT 123 430
This command attaches unit 123 to unit 430.
Format: CO unit sea-zone1 sea-zone2 sea-zone3 province_to
Description:
Land units can be convoyed from a starting port to any coastal province, via a maximum of 3 contiguous sea zones occupied by friendly Transport naval units. The maximum number of land units that can be convoyed is 15 x the starting port level.
If a dynasty attempts to convoy an army through a sea zone that it no longer owns, the convoy is cancelled. In order to convoy army unit out of a port you do not own, you must be given access to that province. If a dynasty is not the owner of a province, then the province owner’s convoy's take precedence.
For each 15 army units that convoy through a sea zone, there must be 1 Transport naval (TN) unit in the sea zone. The TN unit can convoy any units belonging to Dynasties controlled by the convoying player.
If there are not enough levels of port in the province to convoy the entire army attached to the GEN or enough TN in a sea zone to convoy the entire army, then the convoy is cancelled.
If multiple Leaders are convoying from the same port or through the same sea zone and there isn't enough capacity for all of them to succeed, then the Leaders that do succeed are selected randomly.
Individual units (EMI, SPY, GEN) can be convoyed from a starting port to any coastal province, via a maximum of 3 contiguous sea zones regardless of enemy or neutral shipping (individual units a assumed to use private merchant vessels to move). These sea zones do not have to be occupied by friendly naval flotillas and can be occupied by enemy naval flotillas.
Convoys take place after all naval movement and combat has been resolved.
For example:
CO 20 205 214 114
Where 20 is a general in charge of 10 units, 205 and 214 are contiguous sea zones with friendly transport fleets and 114 is the target province.
Format: DEF unit area1 area2 area3
Description:
This command can only be issued to Leaders (GEN). If the Leader has army units attached, the Defend command must only list up to 3 adjacent land areas. If the Leader has Naval units attached the Defend command must only list up to 3 adjacent water areas.
A Defend Movement Phase takes place after each movement phase (naval and land). Units issued the Defend command check to see if they should make a response move. If any enemy unit has moved into 1 of the 3 areas adjacent to the units area specified in the command, the Leader and all attached units will move into that area to defend it; the Leader must be able to enter the area in question (it must be owned by the dynasty, controlled minor or access has been granted).
If enemy units move into more than 1 of the 3 areas specified in the Defend command in the same Movement Phase the Defending Leader tries to move to area1 first, then area2, etc. Therefore the order of the areas in the defend command is important.
The Leader will only make 1 move in a turn, this move will be to the first area that enemy units enter.
For example:
DEF 240 121 110
A ROME GEN 240 in province 111 is given this command. As a result the GEN will defend provinces 121 and 110.
If enemy units entered province 121, the GEN and his attached armies will move to province 121 to fight them in the combat phase. Once the GEN has moved to 121, he can no longer defend 110.
Format: DU unit province
Description:
This command is used to detach an individual army or naval unit from the unit that they are attached to. The unit is detached at the end of any movement phase in to the specified province, or immediately into the current province if no province is included in the command.
For example:
MO 123 7 9 12
DU 420 7
DU 421 9
Gen 123 is in province 6 and is ordered to move to provinces 7,9 and 12. Units 420 and 421 are attached to the GEN. When the GEN moves into province 7, unit 420 detaches from the GEN and remains in province 7. When the GEN moves into province 9, unit 421 detaches from the GEN and remains in province 9. The rest of the units attached to the GEN continue moving with the GEN to province 12.
Format: DIP unit Dynasty
Description:
This command can only be used by Emissary units and is used to conduct diplomacy with Minor Dynasties or against other Major Dynasties. The Emissary unit must end the turn in the capital of the Minor Dynasty in order to use the Diplomacy command. Therefore Emissary units may move and do diplomacy in the same turn.
Emissary units automatically carry out diplomacy for their owning Dynasty (not the Major Dynasty that controls them) when they end the turn in a Minor Dynasties capital if they have not been issued the command to carry out diplomacy against another Dynasty. Minor Dynasty Emissaries CAN NOT do diplomacy for the Major Dynasty that controls them.
When an EMI unit is doing diplomacy at a Minor Dynasty against the Major Dynasty that controls that Minor Dynasty, there is a 50% - 10% per experience level of EMI of the EMI unit being killed
An EMI is prohibited from carrying out anti-diplomacy against any Dynasty that they are allied with.
Use diplomacy against another Dynasty will cause the target Dynasties diplomatic relations with the Dynasty that owns the capital that the Emissary occupies to drop by a specific amount and also gives the EMI a chance to increase its experience by 1 level.
|
EMI
Experience |
Point Value |
|
Elite |
20 |
|
Veteran |
15 |
|
Regular |
10 |
|
Green |
5 |
Having multiple Emissary units performing diplomacy at the same Dynasties capital can never change the diplomatic level by more than 40 points in 1 turn.
For example:
DIP 123 ROME
And elite EMI unit 123 is in province 115, the SYRA capital, and is ordered to do diplomacy against ROME who controls SYRA. This causes the relations between SYRA and ROME to fall by 20 points and there is a 10% chance that the EMI will be killed after doing the diplomacy.
Format: FRT unit
Description:
This command is used to move a unit into or out of a Fortress. This command takes place immediately.
Fortresses can hold 5 army units per level of Fortress and any number of individual units. Any units in the same province as a Fortress and that did not carry out any commands during the turn automatically move into the Fortress providing there is sufficient room.
If a Leader is ordered into a Fortress, all the attached units will also move into the Fortress providing there is room. If there is not sufficient room, priority will be given in this order: Psiloi, Swordsmen, Phalanx, Warband, Spear, Cavalry, Light Horse and then Elephants.
The combat modifiers for a Fortress are as follows where the attacker is the one outside the Fortress, and the defender is inside the Fortress.
For example:
FRT 123
If unit 123 is outside the fort, this command will move the unit inside the Fort. If unit 123 is in the fort, this command will move them out of the fort.
Format: GMO type area_from area1 area2 area3 area4
Description:
This command is used to move a group of units based upon type of unit or role (army/navy) through specified contiguous provinces. The types that meay be designated are PSI/ELE/CAV etc, the role is either land/army, naval/navy or all. The area1..area4 are the areas that the specified unit types will move through. This command can only be used to move units that were in place at the start of the turn, not newly built units.
For example:
GMO LH 5 4 1
This command would move all the LH units in province 5 to 4 and then 1.
Format: MO unit area1 area2 area3 area4
Description:
This command is used to move army, navy and individual units.
Movement is between adjacent land or sea areas. Naval units can move through any sea zone and may enter any friendly land zone that has a port. Individual units may move without any restrictions, but require a convoy command to move over water zones (see Convoy) and Army units may move through any land zone or use a Convoy command to cross sea zones.
If a force is moving completely along a road, the force may move one extra province but is never increased above 4 even if marching along a road in open terrain nor is a unit's movement reduced below 1 even in rough or desert terrain.
All units attached to a Leader will move with the Leader at the Leaders movement rate. Units can be picked up from provinces using the Attach Unit command as the Leader moves through them and dropped off anywhere along the route using the Detach Unit command.
When moving land units and individual units across sea zones you must follow the convoy rules and use the Convoy order.
Generals with no armies, Spy and Emissary units can move into any province regardless of who owns it. In addition they can use the port facilities regardless of who owns the province. All other units may move only into provinces controlled by their Dynasty, provinces that they have been granted access to, provinces that they are at war with or provinces that are uncontrolled or neutral. Consequently unattached army units can invade and capture enemy provinces.
Naval units can only end their movement in sea zones that are adjacent to friendly ports.
For example:
MO 420 5 4
Assuming unit 420 started in province 6, this would move it to province 5 and then province 4.
Format: PE Purging_EMI Target_EMI
PE Purging_EMI
Description:
An EMI may attempt to initiate a purge against another EMI that starts in the same province as the Purging EMI. The target EMI may be allied, neutral or a EMI from a controlled minor. An EMI being used to purge other EMI’s it may not use DIP. An EMI may also issued a PURGE command without targeting an EMI, in which case any EMI that arrives or is already in that area could become a potential target for the purge.
Note that EMI units eliminated by the purge do not get to do any diplomacy.
An EMI unit has a 50%+/-5%
per difference in unit the attacking and defending EMI’s experience of killing
the target EMI unit. The following
affects can modify the base chance:
· +5% if in a controlled minor
· -5% if in an uncontrolled minor
· +10% if in own dynasties home territories
· -10% if in another dynasties home territories
For example:
PU 12 78
The Hellenic EMI 12 persuades the King of Crete (controlled by
Seleucia) to instigate a purge against a troublesome Seleucid EMI 78. The
purging EMI (12) has an experience of Veteran and the target EMI (78) an
experience of Green. The chance that the attacker persuades the King of Crete to
purge the target is: 50% + (2 x 5 [VET] –5 [uncontrolled minor]) – (0 x 5 [GRN]
+ 5 [controlled minor]) = 50%
A 46 is rolled. The Greek EMI has managed to persuade the Cretan King to purge
the Seleucid EMI and execute him. The Seleucid EMI (78) is removed from play.
Format: RA unit province
Description:
This command is used to raid and pillage adjacent enemy provinces, note that the enemy province is not captured. The units move in the 1st land movement phase into the province they are raiding and back to the province they came from in the 4th land movement phase (they spend the entire movement phases raiding and pillaging). The units return back to their starting province even if there are surviving defending units in the province.
Surviving raiders loot Talents from the province based upon the value of the income and structures in the area. Any structures in the province have a 25% chance of being reduced 1 level. Each surviving raider steals 1-3 talents of income from the province to a maximum of the target provinces income. The amount the raiders steal reduces the income that the owner of the province gets for the current turn.
In combat, if one of the units is doing a raid, then there is a -3 to hit modifier.
For example:
RA 420 16
Assuming unit 420 started in province 12, this command would have the unit raid province 16. If the unit survived any combat in area 16, it would steal 1-3 talents from province 16.
Format: RR unit
Description:
This command can only be issued by an EMI unit and is used to raise the rebellion level in a province. The chance of a rebellion in a province depends upon the EMI's experience level and the current rebellion modifier for the Dynasty.
The chart below shows the amount the rebellion level will increase based on the level of EMI executing the command.
|
EMI
Experience |
Point Value |
|
Elite |
20 |
|
Veteran |
15 |
|
Regular |
10 |
|
Green |
5 |
When doing rebellion there is a 50% - 10% per experience level of the EMI of having the EMI being killed.
For example:
RR 420
Assuming EMI unit 420 is an elite unit in province 15, this would raise the rebellion level of province 15 by 20 points and the EMI would have a 10% chance of being killed after doing raising the rebellion..
Format:
SP unit
Format: SP province structure
Description:
This command is used to scrap a unit or one level of a structure (Fortress, Port or Palace). You cannot scrap units or structures that belong to a Minor Dynasty.
Units are removed immediately; structures are removed at the end of the turn if the province is still controlled by the dynasty executing the command.
For example:
SP 420
SP 6 FRT
The first command removes unit 420 and the second command removes one level of fort in province 6.
The game report is sent at the end of each game turn. It holds most of the detailed information that is required by a player to determine the results of any game turn. It does not list the unit estimates in areas that you do not have spies in, this has to be gleaned form the GUI.
This section of the report displays the game you are in, what your Major Dynasty is, and what the turn, your victory points and rank if it is fourth or higher, and your default retreat level.
EMS
Game : EMS010
Major
Dynasty : HELLENIC_LEAGUE TURN : 1
Start
VP : 19 Total/Prcnt
VP : 19/ 100
Retreat
Level : 200 Ranking : 1
This section provides a brief summary on each Dynasty you control. The information shown includes:
· The number of province each Dynasty owns, for your Major it also provides a total for all the provinces under your control from Minors as well.
· The treasury available to build with and the tax rate for the last turn.
· Under Income you have the province income, tax income, trade income, and port income, along with the total for all the previous incomes. The current maintenance costs for each Dynasty you own and control.
· The current relations you have with your Minor Dynasty.
· The victory points, with base being the Dynasty's victory points, the total the sum of your entire Dynasty's victory points, your starting victory points, and then your current percent, which is total VP divided by start VP. The percent is used it determining your ranking.
· It will display the information on all the Dynasties at the end of the game.
This has been split into 2 sections to fit on the page.
Section 1
<------- Income -------> <---- Victory Points
--->
Dynasty Provinces Treasury Tax Prvnc Tax Trade Port Ttl -------------------------------------- --------- -------- --- ------------------------ (02-025)-EGYT-EGYPT 16 10 86 N 89 0 13 4 106 (16-021)-BERE-BERENICE 2 2 N 10 0 2 1 13 (26-032)-NABT-NABATEA 4 12 N 16 0 2 0 18
Section 2
Mntnc Relations
Base Total Start Percent
-----
--------- ---- ----- ----- -------
62 52 70
21 333
11 A 9
12 A 9
Shows you which events you still have available to play.
EVENTS
REMAINING REPORT:
+-------+------------------------------------+---------------------+
|
Event | Description
| Parameters |
+-------+------------------------------------+---------------------+
| 4 |
Naval Supremacy |
dynasty |
| 11 |
Major Earthquake |
area |
| 19 |
Famine |
dynasty |
| 51 |
Free Mercenaries | area
type |
+-------+------------------------------------+---------------------+
Shows you which events everyone played this turn.
EVENTS PLAYED REPORT:
+---------+-------+-------------------------+--------------------------+
| Dynasty | Event | Description | Parameters |
+---------+-------+-------------------------+--------+--------+--------+
|
EGYT | 13 |
Year of Plenty | EGYT |
| |
|
HELC | 49 |
Spy Network | |
| |
|
GAUL | 44 |
Put Down Rebellion | 128
| | |
|
PONT | 51 |
Free Mercenaries | 60
| SWD |
|
|
SELE | 10 |
Civil War | 61
| 62 |
67 |
|
SARM | 51 |
Free Mercenaries | 75
| CAV |
|
|
THRA | 48 |
Road | 88
| 89 |
|
+---------+-------+-------------------------+--------+--------+--------+
Shows how much trade each one of your Dynasties got. Trade occurs between all your own Dynasties and between your Dynasties and allies.
TRADE
REPORT:
+--------+--------+--------+
|
To | From | Amount |
+--------+--------+--------+
|
EGYT | CART |
2 |
|
EGYT | SELE | 4 |
|
EGYT | CYPR |
0 |
|
EGYT | NABT |
0 |
+--------+--------+--------+
|
BERE | EGYT |
2 |
|
BERE | NABT |
0 |
+--------+--------+--------+
This section shows which provinces were raided and how many talents were lost.
The province report shows information on provinces. Talent income is the base talent income of the province. Total income is all modifiers based on structures, resources, just capturing the province, enemy units in the province and generals, it does not include any adjustments because of raids or taxes (see the Raid Report for that information). A * in front of the current owners name means that the province is the capital of that Dynasty. (Split into 2 sections to fit on page).
Section 1
PROVINCE
REPORT:
+------------------+------------+--------+
+-----------------------------+ Owner |
Income | Rebel |--------------+
|
Province Terrain Name | Crt Prvs Orgnl|Talent Total|
Level | Pal Frt
Mnt |
+-----------------------------+------------------+------------+--------+--------------+
| 15 Lybia
| EGYT NTRL |
3 5 |
20 | |
| 16
Cyrenaica | *
EGYT CYRE | 6
9 | 5
| 1 2
|
| 17 Praxos
| EGYT NTRL |
3 3 |
15 | 1
|
| 18 Ammon
| EGYT |
5 7 |
0 | |
+-----------------------------+------------------+------------+--------+--------------+
Section 2
+------+--------------------------------------------+---------------------+
| | Resource | Yours |
Others |
|
Prt Rd | S P W H E | Rtrt
GEN Army Navy EMI SPY | GEN Army Navy
EMI |
+--------+-----------+--------------------------------+-------------------+
| |
Y | 2 | |
| 1 |
Y | 4 1
1 1 | 1
|
| 1 | | 3 | |
| 2 | | 1
2 | |
+------+-----------+--------------------------------+---------------------+
The following list shows the level of information received on a province from highest to lowest:
|
LEVEL |
Description |
Result |
|
L1 |
You own/control the province at the start
or end of the turn, losing control of a Dynasty though does not count as
having control of the province at the start of the turn. |
Complete information on everything in the
province. Enemy Spy units are only reported though if they are caught,
however all resources and rebellion levels are reported. |
|
L2 |
You have a Spy in the province. |
Complete information on the province,
except for the income of the province, which is displayed at +/- 3. |
|
L3 |
You have an army unit in the province. |
Information on who owns the province, if
there are any structures in the province, and if there are any other army
units in the province. |
|
L4 |
You have an Emissary or General in the
province or the province is adjacent to a province you own or control, or the
province is adjacent to a province where you have an army or Spy. |
Information on who owns the province, if
there are any structures in the province, if any General or Emissary units
are in the province, and the number of army units in the province +/-3. |
The Rebel Report shows the rebellion level and how the level was determined for each one of the dynasties provinces.
REBEL
MODIFIERS REPORT:
+------+-------+------+-----+------+----------+--------+------+------+-----+---------+
|
Area | Start | Home | Tax | Fort | Distance | WB Res | Unit | EMI | GEN | Current |
+------+-------+------+-----+------+----------+--------+------+------+-----+---------+
| 15 |
25 | 0 | 0 |
0 | 5 | 0 |
-10 | 0 | 0 |
20 |
| 17 |
35 | 0 | 0 |
-5 | 0 | 0 |
-15 | 0 | 0 |
15 |
| 18 |
0 | -10 | 0 |
0 | 0 | 0 |
-5 | 0 | -10 | 0 |
+------+-------+------+-----+------+----------+--------+------+------+-----+---------+
This report shows any Talents that you tried to give to another Dynasty, or that you received from another Dynasty and whether the transaction was successful or not.
GIVE REPORT:
From To Amount
Result
+------+------+-----------+----------------+
| EGYT | BERE | 8 | Successful |
| EGYT | NABT | 5 | Successful |
+------+------+-----------+----------------+
At the game end, the Victory Point Report shows the victory points for each Dynasty by game turn and the final ranking for each Dynasty. This only appears in the end of game report.
This report shows any items that the dynasty built this turn that are in the process of being built, or were destroyed due to the province being lost.
BUILD REPORT:
+---------+-------+------+-------+------------+--------+--------------+
| Dynasty | Prvnc
| Type | Turns | Experience | Amount | Result |
+---------+-------+------+-------+------------+--------+--------------+
|
EGYT | 15 | FRT
| 1 |
| 1 | In Process |
+---------+-------+------+-------+------------+--------+--------------+
|
EGYT | 16 | TN
| | green
| 1 | Complete |
+---------+-------+------+-------+------------+--------+--------------+
|
EGYT | 16 | RD
| 1 |
| 17 | In Process |
+---------+-------+------+-------+------------+--------+--------------+
This report shows you any of the dynasties units that were eliminated due to attrition, over stacking due to maintenance failure (insufficient talents to pay the units).
FAILED MAINTENANCE-STACKING REPORT:
+---------------+-----+----------+
|
Unit | Prv
| Result |
+---------------+-----+----------+
|
750-PSI-EGYT | 14 | Desert |
|
801-PSI-NABT | 35 | Desert |
+---------------+-----+----------+
The General Report shows the location of the dynasties generals/leaders and a break down of the Leaders abilities.
GENERAL REPORT:
+-------+--------+----------+--------+------+-------+-----+-----+-----+
|Dynasty|Unit
Id | Province | Status | Foot | Mount |Naval|Admin|
Dip |
+-------+--------+----------+--------+------+-------+-----+-----+-----+
|
EGYT | 94 |
26 | |
V | G
| G |
V | 0 |
|
EGYT | 845 |
18 | |
E | R
| 0 |
G | R |
|
EGYT | 846 |
19 | |
G | V
| 0 |
V | R |
+-------+--------+----------+--------+------+-------+-----+-----+-----+
|
BERE | 717 |
21 | |
E | R
| E |
G | G |
|
BERE | 948 |
21 | |
G | G
| R |
0 | 0 |
+-------+--------+----------+--------+------+-------+-----+-----+-----+
For each dynasty controlled by the player, this section shows a summary by each unit type how many units currently exist and how many units were lost in the turn. At the end of the game, you get this report on all Dynasties. (Split into 2 sections to fit on page).
Section 1
UNIT SUMMARY REPORT:
+------+--------+--------+--------+--------+----+------------+------------+------------+
|
| GEN |
PSI | LH
| CAV |HRS |
SWD | PHA
| WB |
|Dynsty|Crt
KIA |Crt KIA |Crt KIA |Crt KIA |Lmt |Crt
KIA Lmt |Crt KIA Lmt |Crt KIA Lmt
|
+------+--------+--------+--------+--------+----+------------+------------+------------+
| EGYT | 4 0
| 9
1 | 2 0 |
3 0 | 10 | 1
0 4 | 5
0 19 | 0 0 5 |
+------+--------+--------+--------+--------+----+------------+------------+------------+
| BERE | 3 0
| 6
0 | 0 0 | 0 0 | 5 | 1
0 4 | 0 0 5 | 0 0 5 |
+------+--------+--------+--------+--------+----+------------+------------+------------+
+--------+------------+--------+--------+--------+--------+--------+--------+
|
SPR | ELE
| HN |
LN | CN |
TN
| EMI |
SPY |
| Crt KIA|Crt KIA Lmt |Crt KIA |Crt KIA |Crt KIA |Crt KIA |Crt KIA Crt KIA |
+--------+------------+--------+--------+--------+--------+--------+--------+
| 12
0 | 2 0 8
| 2
0 | 5 0 |
3 0 | 2 0
| 9
0 | 8 0 |
+--------+------------+--------+--------+--------+--------+--------+--------+
|
3 0 | 0 0 0 | 0 0 | 1 0
| 0
0 |
0 0
| 0
0 |
2 0 |
+--------+------------+--------+--------+--------+--------+--------+--------+
This Unit Report shows the units in a province that the dynasty has spotted. The players Major Dynasty units are displayed first, then any controlled Minor Dynasty units and then any other Dynasty units.
Information displayed is the unit id, the type of unit, the experience of the unit, and if the unit is attached to another unit.
+------------------------------------------------------------------------------------+
| Province: 26 Palestinia
| | Owner:EGYT Incm:4
PAL: FRT: PRT:
MNT: Resource: | | Adjacent To: 25-Rd 27 32 33-Rd
213
|
+------------------------------------------------------------------------------------+
EGYT:94-GEN-VGGV0 77-PSI-E-U94
83-PSI-V-U94 85-LH-G-U94 617-LH-R-U94 529-CAV-R-U94 530-CAV-R-U94 89-SWD-V-U94
87-PHA-R-U94 615-PHA-R-U94 616-PHA-R-U94 86-ELE-V-U94
NTRL:105-PSI-G(KIA) 106-PSI-G(KIA) 107-SPR-G(KIA)
(ALONE) indicates the GEN was killed because all the units with them died in combat.
(ATTR-KIA) indicates the unit was killed this turn due to attrition.
(DESERT) indicates the unit was killed while in a desert area.
(DIP) indicates the unit was killed doing diplomacy against a controlling Major Dynasty.
(DSBND-KIA) indicates the unit was disbanded this turn.
(F) indicates the unit is in a Fortress.
(KIA) indicates the unit was killed this turn.
(MNTNC-KIA) indicates the unit was killed this turn because of a failure to pay maintenance.
(NOPORT-KIA) indicates the unit was killed because it was not adjacent to a friendly port.
(PEST) indicates the unit was killed because of the Pestilence event.
(PORT-KIA) indicates the naval unit was killed when their port was captured
(PLAGUE) indicates the unit was killed because of the Plague event.
(Rebel) indicates the unit was killed while raising rebellion.
(STACKING) indicates the unit was killed because of over stacking.
(STORMS) indicates the unit was killed because of the Storms event.
This report shows the results of:
· The results of Dynasties Emissaries/Generals performing diplomacy.
· Any Emissaries performing diplomacy in a province owned by the players Dynasty or controlled Minor Dynasties.
· The results from any GTD commands.
DIPLOMATIC INCREASE REPORT:
+----------------+-----------+--------+----------------+
|
EMI/GEN/GTD | Capital
| Target | Diplomacy Level|
+----------------+-----------+--------+----------------+
|EGYT
848-EMI-V | 21-BERE | |
111 |
|EGYT
849-EMI-V | 69-CRET | HELC
| 105 |
+----------------+-----------+--------+----------------+
This report shows the grant access commands that dynasty has issued and that were issued for the dynasty.
The Dynasty Relations Report has three sections.
The first line shows you the relations that all other Minor Dynasties have towards the players Dynasty provided it is 'C' or higher or if the player Dynasty has an Emissary in the Minor Dynasties capital.
DYNASTY
RELATIONS REPORT:
-------------------------
EGYT:
EPIR-C ARCH-B BERE-A CRET-C CYPR-C NABT-A PERG-C PHON-C
BERE:
EGYT-A
NABT:
EGYT-A HELC-C SELE-C THRA-C
ARCH:
EGYT-B HELC-A PONT-C THRA-C
CRET:
CART-C EGYT-C HELC-B PONT-C ROME-C THRA-C
The second part shows the relations that any of a Major Dynasties controlled Minor Dynasties have with Major Dynasties provided it is 'C' or higher.
The third section shows the relations a Minor has with all other Dynasties provided that the player Dynasty has an EMI unit in the Minor Dynasties capital.
This report displays the current relationship a Dynasty has to other Dynasties.
The first report shows the players Dynasties along the top of the report; with only those Dynasties the players Dynasty has ANW relations with along the side.
ALLIANCE
REPORT:
----------------
2 16
26
EGYT BERE NABT
25 21
32
01-CART-006
AAA
02-EGYT-025
03-HELC-092
AAA AAA
Etc…..
The second report is divided into two parts.
The first shows the Major Dynasties, and the second shows all the other Dynasties. A player Dynasty has a base 20% chance of determining the ANW relations between two Dynasties. If the players Dynasty have an Emissary unit in a Dynasties capital, a +50% bonus is given to the chance of finding out what the Dynasties ANW relation is with every other Dynasty. If the players Dynasty have a Spy unit in a Dynasties capital, a +20% bonus is given to the chance of finding out what the Dynasties ANW relation is with every other Dynasty up to a maximum of 90%. All the information on this report is provided when the game ends.
CEHGO PRSST EAAAA BBCCC CDGMM
NPPRS STUVI
AGEAD OOEAH PNQRR EYIRY YAAAE AEHAY
YAMEL
RYLUR NMLRR ITUMC RTMEP RCESD
BROER TRBTL
TTCLY TEEMA RIIEH EHMTR EITSI
TGNTA HEROY
P# Abr Cpt+-----+-----+-----+-----+-----+-----+-----+
01-CART-006| A | WA
| N N|N AA|- C-N|N N C|NW N|
02-EGYT-025|A-AAA|AAAAA|ANNNA|CNNWA|-NN-N|CANNN|NNNNN|
03-HELC-092| A AW|A A | ANNC|NN CC|- - |A
N|N N|
04-GAUL-127| AA A| A | C
N|N N |-A -N|N |A W
|
05-ODRY-082| AWA | AA W|W ANW|N AWW|- - |N N
| N N |
+-----+-----+-----+-----+-----+-----+-----+
The second part of this section shows headlines on any alliances changes on this turn that the players Dynasty are aware of.
(1-6)-CARTHAGE
was trying to ally with (26-32)-NABATEA, but was refused
(1-6)-CARTHAGE
offered to end the war, but (32-113)-TARENTUM refused
(2-25)-EGYPT
declared war on (19-69)-CRETE
(30-115)-SYRACUSE
was trying to ally with (3-92)-HELLENIC_LEAGUE, but was refused
(20-45)-CYPRUS
declared war on (5-82)-ODRYSIA
This section notifies the player if any Forts have been reduced by combat.
FORT REDUCTION REPORT:
+----------+
| Province |
+----------+
|
42 |
+----------+
This section shows which units, if any, were forced to retreat.
UNIT
RETREAT REPORT:
+---------------+----------+--------+
| Unit
|Prvnc From|Prvnc
To|
+---------------+----------+--------+
| 520-PSI-EGYT | 18
| 23 |
| 57-PHA-CYRE | 18
| 15 |
| 58-PHA-CYRE | 18
| 15 |
+---------------+----------+--------+
This report displays which units, if any, failed their moral check in during combat.
FAILED
MORALE REPORT:
+----------+-------+---------------+
|
Province | Round | Unit |
+----------+-------+---------------+
| 18
| 1 |
520-PSI-EGYT |
+----------+-------+---------------+
This Combat Results Report has a detailed breakdown of what happened in each round of combat, showing who the firing unit was, the target unit, all the combat modifiers, what was required to hit and what was rolled to hit.
COMBAT
RESULTS REPORT:
+------+-----------------------+----------------------+----------------------+-----+------+--------+
|
Area | Type of Combat | Attacker |
Target | Hit | Roll | Result
|
+------+-----------------------+----------------------+----------------------+-----+------+--------+
| 18 | Phase 1 LH/PSI |*EGYT
520-PSI-G F | CYRE 58-PHA-G GG
| 1 | 9 |
|
+------+-----------------------+----------------------+----------------------+-----+------+--------+
| 18 | Phase 1 Rest | CYRE 55-SPR-G GG
|*EGYT 842-SPR-G F |
1 | 6 | |
| | | CYRE 56-SPR-G GG
|*EGYT 842-SPR-G F |
1 | 8 | |
| | | CYRE 57-PHA-G GG
|*EGYT 842-SPR-G F |
1 | 9 | |
| | | CYRE 58-PHA-G GG
|*EGYT 842-SPR-G F |
1 | 1 | KIA |
| | |*EGYT 842-SPR-G
F | CYRE 58-PHA-G GG | 1
| 7 | |
+------+-----------------------+----------------------+----------------------+-----+------+--------+
This section shows which units gained in experience this turn.
EXPERIENCE
INCREASE REPORT:
+-------------+---------------------+
| Province
| Unit |
+-------------+---------------------+
| 16-CYRE
| 102-EMI-EGYT-R |
| 16-CYRE
| 847-EMI-EGYT-V |
+-------------+---------------------+
This report shows any Spy units that were killed or lost this turn. It shows the type of unit killed, the province the unit was in when killed, and it may show the owner of the unit of the unit killed. It never shows the owner of the unit that killed a unit owned by the player Dynasty.
SPY
COMBAT REPORT:
Attacker Defender Prvnc
+---------------+---------------+-----+
| | 98-SPY-EGYT | 16 |
| 98-SPY-EGYT | 60-SPY-CYRE | 16 |
+---------------+---------------+-----+
The Headlines Report displays headlines like who is in the ranking and when someone has reached 80% of the required victory points.
Headlines are also given regarding any ownership changes of provinces and battles that occurred in provinces. Not all players will receive the same headlines on those two items.
HEADLINES
REPORT:
-----------------
(3-92)-HELLENIC_LEAGUE
is doing very well
(5-82)-ODRYSIA
is doing very well
(7-118)-ROME
is doing very well
(9-75)-SARMATIA
is doing very well
Dynasty
(12-44)-ANTIOCH has encouraged the peasants of province 43-Syria to join with
their Dynasty
A
major (9-15 units killed) battle
occurred in province 84-Dacia involving (5-82)-ODRYSIA (22-84)-DACIA
This section shows the commands submitted by the player along with any error messages if there was anything wrong with the command.
COMMAND
RESULTS REPORT:
-----------------------
MO 94
24 0 0 0 0
MO 844 17
0 0 0 0
MO 846
23 18 19
0 0
BD 23
SPR 2
GT (21)-CYRE
5
GT (26)-NABT
5
TAX low
|
ANW Relations |
The current Allied, Neutral, or War relations between two Dynasties. |
|
Army Units |
All land based units such as PSI, CAV, LH, SPR, SWD, PHA, WB and ELE. These are further divided into Foot units and Mounted units that are composed of the following groupings: Foot Units - Spear (SPR), Phalanx (PHA), Swordsmen (SWD), Warband (WB) and Psiloi (PSI). Mounted Units - Light Horse (LH), Cavalry (CAV), and Elephants (ELE). |
|
Cavalry |
Majority of partially armoured ancient horsemen, using close range javelin/bow or spear with controlled charges, effective against disorganised enemy units or flanks, but very vulnerable to organised spear of pike units. |
|
Coastal Navy |
Coastal light naval vessels restricted to coastal duties. Light anti pirate and defensive vessels such as Pentecosters, biremes and light war galleys. |
|
Controlled Sea Zone |
Any sea zone that only has naval units from the players Major Dynasty or controlled Minor Dynasties in it. |
|
Diplomatic Relations |
A rating from A (highest) to E (lowest) indicating how well a Minor Dynasty likes a Major Dynasty. |
|
Elephants |
Big grey things that sometimes end up crushing friend and foe alike terrify enemy horse that are not elephant aware, very vulnerable to Psiloi. |
|
Emissary |
Required to do diplomacy with Minor Dynasties, raising neutral spear units and raising rebellions in occupied provinces. |
|
Experience |
The maximum is A, minimum is E, has a major effect on combat, and effects success of Diplomacy, suppressing and raising rebellion. |
|
Friendly Port |
A friendly port is one owned by your Major Dynasty, your Minor Dynasty or an ally. |
|
Friendly Province |
This is any province that you own, your Minors own, or where you are allied to the owner of the province. |
|
Heavy Naval |
Ships with speed, manoeuvrability, artillery, reasonable ramming and boarding power such as Quadiremes, Quinquiremes, war native galleys and heavier vessels. |
|
Individual Units |
EMI, GEN and SPY. |
|
Leaders |
These are the major figures in a dynasty and have five abilities. Command Foot, Mounted, Naval, Administration and Diplomacy. These appear as GEN on all reports |
|
Light Horse |
All horse who primarily skirmish with bow or javelin, horse operating in dispersed swarms usually evading enemy charges. For example Sarmatia horse archers, most tribal horse and Numidian Light Cavalry. |
|
Light Naval |
Ships relying upon speed and manoeuvrability to rake oars and ram vulnerable vessels. No large compliment of marines so extremely vulnerable to boarding but capable of full sea duties. Vessels such as triremes. |
|
Naval Units |
Transports (TN), Coastal Naval (CN), Light Naval (LN) and Heavy Naval (HN). |
|
Phalanx |
Close order infantry fighting collectively with long spears or pikes (Sarissa) operating in dense well drilled formations (phalanxes) such as Hellenistic/Macedonian Phalangites. |
|
Psiloi |
Dispersed skirmishers on foot armed with sling, bow, javelin etc. who fight in loose swarms, running away when charged. |
|
Resources |
The Resources available to provinces reflecting cultural and physical attributes of a province. The resources are Horse, Sword, Phalanx, Warband and Elephant. |
|
Spears |
Ordered infantry capable of fighting with spears in a shield wall such as poorly trained citizen hoplites, tribal 'civilians' and most city levies. |
|
Swordsmen |
Close order infantry primarily skilled in close order sword or heavy cutting weapon use, sometimes with hand hurled weapons, for example Roman Princeps, Celtic Bastarnae and some Dacian tribes men. |
|
Talents |
The standard currency of the ancient world and was about 40 kg of silver (in the game each talent represents about 10 ancient world talents), used to buy units, structures and pay for maintenance. |
|
Terrain |
Province terrain, Rugged, Open, Desert, Mountain or Wild Tribes. Mountain and wild tribes are impassable to all units, desert and rugged cost 2 movement points to enter. |
|
Transports |
Press-ganged merchantmen and purpose built barges for transport large numbers of military personnel. Very vulnerable to artillery and ramming though capable of boarding enemy vessels as a last resort. |
|
Unfriendly Province |
Any province that neither you nor your controlled Minors own. |
|
Warband |
Irregular foot with a variety of close combat weapons relying upon impetuous and ferocious collective charges to sweep the enemy before them such as most tribal warriors. No staying power. |
1)
How many attach, detach
commands can units do in one turn?
The simple way to look at it is that a unit can only do one command a turn, but
detach does not count as a command.
2)
Can only inactive units be
attached to Leaders and can this occur at any point in the leaders move where
the leader and unit to attach are in the same province?
Units may be detached from the leaders army into any province a leader moves
through.
3)
Can Attach/Detach actions be
performed in the same turn, i.e. Leader X moves to province 1, attaches unit A,
then moves to province 2 and detaches unit A.
Yes
4)
Can a Leader attach a unit
that has been detached by another leader, i.e. unit A is detached by Leader X
into province 2, Leader Y then moves through province 2 and Attaches unit A?
Yes
5)
Can units without Leaders
move into neutral provinces not owned by any dynasties?
Yes
6)
Do the rules for recruiting
troops that need resource operate like this (elephants excluded); the maximum
number of resource specific units that may be in play by the dynasty at any one
time is 5 + 10 per resource for each resource specific unit type?
Yes, here's the line from the rules: "Each Dynasty is limited to having no
more than 5 + 10 per resource of any unit that requires a resource to build,
except for ELE which are 10 per resource."
7)
Can each dynasty without a
resource for a specific unit build 1 unit of each resource specific unit per
turn in the capital to a maximum of 5 in play of each unit?
Yes
8)
Can one resource specific
unit be raised per turn in provinces with the required resource whether a fort
exists or not or does it need the minimum fort requirements?
The unit does not need the fort.
9)
Do resource specific units
have to be built in the province with the resource (excluding the 1 build in
the capital rule) or can resource specific units be built anywhere if you own
the required resource somewhere in your dynasty?
Resource specific units have to be built in the resource area or the capital.
The capital though is limited to 1 unit per turn if it doesn't have the
resource.
10) At what diplomatic level do un-controlled minors not attack majors,
is it 50 points or greater?
Yes
11) If an un-controlled minor attacks a major, does it cease the war at
a certain diplomatic level, say it has 50 points or greater?
Yes
12) Do spies in non-owned areas show everything in the area, apart from
other peoples spies?
Yes
13) If you only have a EMI in non-owned areas do you only see Generals,
do they see other powers EMI’s?
Yes
14) How many units can be attached to a general, the rules say 30, but
another player said 15?
It is 30
15) Are there any combat modifiers for Raiding?
Both the attacker and the defender have a -3 combat modifier if one of the
units is doing a raid..
16) When do events take place?
Events take place at the beginning of the turn before any other actions.
· Attach to Unit - Format: AT unit1 unit2
· Build - Format: BD province type amount or BD province RD province_to
· Convoy - Format: CO unit sea-zone1 sea-zone2 sea-zone3 end-province
· Declare Ally - Format: DA Dynasty1 Dynasty2
· Declare Neutral - Format: DN Dynasty1 Dynasty2
· Declare War - Format: DW Dynasty1 Dynasty2
· Detach Unit - Format: DU unit province
· Diplomacy - Format: DIP unit Dynasty
· Event - Format EV event_number event_parameters
· Fortress - Format: FRT unit
· Give Talents - Format: GT Dynasty-to amount Dynasty-from
· Give Talents Diplomacy - Format: GTD Dynasty-to
· Give Province - Format: GP province Dynasty
· Grant Access - Format: GA Dynasty province
· Group Move - Format: GMO type area_from area1 area2 area3 area4
· Move - Format: MO unit area1 area2 area3 area4
· Raise Rebellion - Format: RR unit
· Retreat Level: RET percent province or RET percent
· Scrap - Format: SP unit or SP province structure
· Victory Conditions - Format: VC turns percent
o GTD: You can not give talents to a Minor Dynasty that is controlled by a Major Dynasty that you are allied with.