Re: ”XV century AD – Mediterranean Campaign”
Posted: Mon Aug 27, 2012 8:57 pm
Hi all!
After a weekend of brainstorming here you have the (hopefully) final set of implemented rules, designed to revive the diplomatic feature of the game, greatly undervalued up till now, and to shape in a more complex, but also much correct way the spotting of the winner at the end of the campaign.
I hope these rules won’t be too difficult to understand and to put in practice, whereas they should also spice up the competition between the players at different levels.
The whole stuff is also updated on the first page of the thread where all the rules are extensively wrote out.
Nations, Provinces and Treasury
Each nation owns at the beginning of the game a treasury of 500 ducats and 5 provinces, with 1 Capital Province (marked with an asterisk and underlined on the map), 1 Core Province (marked with an asterisk on the map) and 3 Ordinary Provinces.
Nations, Provinces and Treasury
In the game there are 8 nations: Aragonese (Christian), Castilians (Christian), Byzantines (Christian), Hafsids (Muslim), Mamluks (Muslim), Milanese (Christian), Ottomans (Muslim) and Venetians (Christian) as well as 40 independent provinces.
Stability Level
Stability levels earn 1 Victory Point each at the end of the game.
Prestige Level
Every nation has its own prestige level that will be influenced by the construction of various buildings and by the events related to diplomatic agreements.
At the beginning of the campaign each nation has a Prestige level of 7.
If the Prestige lowers to level 3 the Nation will lose 1 Stability level.
If the Prestige lowers to level 1 the Nation will lose 2 Stability levels.
Prestige levels earn 1 Victory Point each at the end of the game.
Actions
Actions consist in the building of Fleets, Fortifications and Siege Trains, Academies, Merchant’s Quarter and Churches/Mosques, in Diplomatic Missions, Tax Exemption, Tax Increase and in different types of Attacks.
Fleets
Each Fleet earn 1 Victory Point at the end of the game if still present.
Fortifications
Each Fortification earn 1 Victory Point at the end of the game if still present.
Academy
Academies represent the display of the cultural and bureaucratic skills of a Nation.
A player may build an Academy in his Capital Province paying 75 ducats.
The inherent action takes 4 days to be completed after which the Academy becomes operational at 23.59 GMT hr. No more than 1 Academy is allowed.
The building of an Academy enhance the Nation’s Prestige of 3 levels.
Academies are destroyed when the Capital Province is conquered.
Academies earns 2 Victory Points at the end of the game if still present.
Merchant’s Quarter
Merchant’s Quarters represent the economic strength of a Nation.
A player may build a Merchant Quarter’s in his Core Province paying 50 ducats.
The inherent action takes 4 days to be completed after which the Merchant’s Quarter becomes operational at 23.59 GMT hr. No more than 1 Merchant’s Quarter is allowed.
Merchant’s Quarters allow a player to seal Trade Agreements with other Nations.
Merchant’s Quarter are destroyed when the Core Province is conquered.
Churches and Mosques
Churches/Mosques display the Nation’s prestige related to the presence of sacred buildings.
A player may build a Church/Mosque in each of his Ordinary Provinces paying 25 ducats.
The inherent action takes 4 days to be completed after which the Church/Mosque becomes operational at 23.59 GMT hr. No more than 1 Church/Mosque per Ordinary Province is allowed.
The building of a Church/Mosque enhances the Nation’s Prestige of 2 level.
Churches/Mosques are destroyed if the Province is conquered by a player of a different religion.
Churches/Mosques earn 1 Victory Point at the end of the game if still present.
Diplomatic Missions
A Diplomatic Mission represents the dealings involved in the proposals and denials or signing of a Diplomatic Agreement.
Diplomatic Agreements consist in Trade Agreements, Peace Treaties, Mutual Defence Agreements and Alliances.
The inherent action hasn’t cost and maintain validity until the 23.59 GMT hr. of the 4th day, after which it will expire.
If the proposal is accepted in due time, the Diplomatic Agreement becomes operational at 23.59 GMT hr. of the 4th day from the launch of the Diplomatic Mission and the proposing player gains 1 Prestige Level.
A player cannot have more than 3 Diplomatic Agreements running at the same time.
Trade Agreement
A player who owns a Merchant’s Quarter may propose to another player that also owns a Merchant’s Quarter the conclusion of a Trade Agreement.
If the Agreement is sealed it will immediately yields 100 ducats for every party and will last for 30 days. If one of the party attacks the other during the length of the agreement, this will be immediately cancelled and the attackers will lose 25 ducats, while his Nation’s Prestige will be lowered of 1 level.
Peace Treaty
A player may propose to another player the conclusion of a Peace Treaty, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations won’t attack each other for a period of 30 days and also the exchange of the agreed sum of money.
The signing of the treaty yields in any case 20 ducats for each party.
If one of the party attacks the other during the length of the treaty, this will be immediately cancelled and his Nation’s Prestige will be lowered of 2 levels.
Mutual Defence Agreement
A player may propose to another player the conclusion of a Mutual Defence Agreement, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations will be bound by a Peace Treaty and that each party may pretend that, in the case he is the target of a Land or Amphibious Attack (not an Allied one), the other party, with his first eligible action, launches a Land, Amphibious or Allied Attack against his aggressor.
It will also involve the exchange of the agreed sum of money.
The agreement lasts 30 days and yields in any case 20 ducats for each party.
If one of the party refuses to act offensively when requested the treaty will be immediately cancelled and his Nation’s Prestige will be lowered of 2 levels.
Alliance
A player may propose to another player the conclusion of an Alliance, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations will be simultaneously bound by a Peace Treaty and a Mutual Defence Agreement and that each party may launch a Joint Attack Action or request assistance with a Joint Defence Option.
It will also involve the exchange of the agreed sum of money.
The agreement lasts 30 days and yields in any case 30 ducats for each party.
If one of the party attacks the other during the length of it or refuses to act defensively or offensively when requested the treaty will be immediately cancelled and his Nation’s Prestige will be lowered of 3 levels.
Attacks
Joint Attack
A player, bound with an Alliance Treaty to another party, may launch a Joint Attack against any enemy or independent province adjacent on the map or linked with a sea route either to his and his ally’s province.
All the rules regarding a Land or Amphibious Attack will be applied with the difference that the Joint Attack must to be confirmed by the allied player, that the naval encounter will occur taking count of the total of the fleets owned by the allied parties, that if the allied players will be defeated the one with the greater number of fleets will have 1 wrecked (whereas in the other cases a lottery draw will determine who will lose the fleet), and that the attack will be resolved with 2 DAG battles against the defender, each conducted by one of the allied player. The result of every battle will be added to make an overall total and the final tally will be conducted on it.
(Examples:
Castilians (2 fleets) allied with Hafsids (1 fleets) Joint Attack Aragonese (2 fleets)
Castilians/Hafsids 120 pts. + 32 pts. lottery draw = 152 pts
Aragonese 80 pts. + 67 pts. lottery draw = 147 pts.
Castilians/Hafsids win the naval encounter / Aragonese lost 1 fleet
follows DAG battles:
Castilians (40/60) Aragonese (70/60)
Hafsids (40/40) Aragonese (25/40)
Castilians/Hafsids (80/100) Aragonese (95/100) = Castilians/Hafsids +15
15:200=x:100 = 7.5% Tactical Victory)
If the allied players obtain a strategic victory the province will be assigned to the player that launched the attack.
If the defender targeted by a Joint Attack is bound with an Alliance Treaty to another party, he may call on his ally with a Joint Defence Option.
If the other party agrees the naval encounter will be decided taking count of the total of the fleets owned by both alliances while the attack will be resolved with 2 DAG battles, each conducted by one of the allied player, the defenders having the privilege to decide the pairings.
Every other aspect of the attack will be determined like an ordinary Joint Attack.
Battles
A player allied with another may not be chosen to lead an independent army against his ally.
Plunder
If, after a strategic victory, the attacker fails to assault the fortifications present in the Province, the victory will be treated as tactical for the purpose of Plunder.
Victory Points
Victory Points represent the strategic power of a Nation at the end of the campaign.
They are counted summing 4 pts. for every Province, 2 pts. for every Academy and 1 pt. for every Church/Mosque, Fleet, Fortification, Stability level and Prestige level.
Winning Conditions
The player that at the end of the campaign will have the greater number of Victory Points will win the game. If two or more players will have the same number of Victory Points, the player with the greater amount of ducats will prevail. Otherwise all these players will be declared winners “ex aequo”.
After a weekend of brainstorming here you have the (hopefully) final set of implemented rules, designed to revive the diplomatic feature of the game, greatly undervalued up till now, and to shape in a more complex, but also much correct way the spotting of the winner at the end of the campaign.
I hope these rules won’t be too difficult to understand and to put in practice, whereas they should also spice up the competition between the players at different levels.
The whole stuff is also updated on the first page of the thread where all the rules are extensively wrote out.
Nations, Provinces and Treasury
Each nation owns at the beginning of the game a treasury of 500 ducats and 5 provinces, with 1 Capital Province (marked with an asterisk and underlined on the map), 1 Core Province (marked with an asterisk on the map) and 3 Ordinary Provinces.
Nations, Provinces and Treasury
In the game there are 8 nations: Aragonese (Christian), Castilians (Christian), Byzantines (Christian), Hafsids (Muslim), Mamluks (Muslim), Milanese (Christian), Ottomans (Muslim) and Venetians (Christian) as well as 40 independent provinces.
Stability Level
Stability levels earn 1 Victory Point each at the end of the game.
Prestige Level
Every nation has its own prestige level that will be influenced by the construction of various buildings and by the events related to diplomatic agreements.
At the beginning of the campaign each nation has a Prestige level of 7.
If the Prestige lowers to level 3 the Nation will lose 1 Stability level.
If the Prestige lowers to level 1 the Nation will lose 2 Stability levels.
Prestige levels earn 1 Victory Point each at the end of the game.
Actions
Actions consist in the building of Fleets, Fortifications and Siege Trains, Academies, Merchant’s Quarter and Churches/Mosques, in Diplomatic Missions, Tax Exemption, Tax Increase and in different types of Attacks.
Fleets
Each Fleet earn 1 Victory Point at the end of the game if still present.
Fortifications
Each Fortification earn 1 Victory Point at the end of the game if still present.
Academy
Academies represent the display of the cultural and bureaucratic skills of a Nation.
A player may build an Academy in his Capital Province paying 75 ducats.
The inherent action takes 4 days to be completed after which the Academy becomes operational at 23.59 GMT hr. No more than 1 Academy is allowed.
The building of an Academy enhance the Nation’s Prestige of 3 levels.
Academies are destroyed when the Capital Province is conquered.
Academies earns 2 Victory Points at the end of the game if still present.
Merchant’s Quarter
Merchant’s Quarters represent the economic strength of a Nation.
A player may build a Merchant Quarter’s in his Core Province paying 50 ducats.
The inherent action takes 4 days to be completed after which the Merchant’s Quarter becomes operational at 23.59 GMT hr. No more than 1 Merchant’s Quarter is allowed.
Merchant’s Quarters allow a player to seal Trade Agreements with other Nations.
Merchant’s Quarter are destroyed when the Core Province is conquered.
Churches and Mosques
Churches/Mosques display the Nation’s prestige related to the presence of sacred buildings.
A player may build a Church/Mosque in each of his Ordinary Provinces paying 25 ducats.
The inherent action takes 4 days to be completed after which the Church/Mosque becomes operational at 23.59 GMT hr. No more than 1 Church/Mosque per Ordinary Province is allowed.
The building of a Church/Mosque enhances the Nation’s Prestige of 2 level.
Churches/Mosques are destroyed if the Province is conquered by a player of a different religion.
Churches/Mosques earn 1 Victory Point at the end of the game if still present.
Diplomatic Missions
A Diplomatic Mission represents the dealings involved in the proposals and denials or signing of a Diplomatic Agreement.
Diplomatic Agreements consist in Trade Agreements, Peace Treaties, Mutual Defence Agreements and Alliances.
The inherent action hasn’t cost and maintain validity until the 23.59 GMT hr. of the 4th day, after which it will expire.
If the proposal is accepted in due time, the Diplomatic Agreement becomes operational at 23.59 GMT hr. of the 4th day from the launch of the Diplomatic Mission and the proposing player gains 1 Prestige Level.
A player cannot have more than 3 Diplomatic Agreements running at the same time.
Trade Agreement
A player who owns a Merchant’s Quarter may propose to another player that also owns a Merchant’s Quarter the conclusion of a Trade Agreement.
If the Agreement is sealed it will immediately yields 100 ducats for every party and will last for 30 days. If one of the party attacks the other during the length of the agreement, this will be immediately cancelled and the attackers will lose 25 ducats, while his Nation’s Prestige will be lowered of 1 level.
Peace Treaty
A player may propose to another player the conclusion of a Peace Treaty, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations won’t attack each other for a period of 30 days and also the exchange of the agreed sum of money.
The signing of the treaty yields in any case 20 ducats for each party.
If one of the party attacks the other during the length of the treaty, this will be immediately cancelled and his Nation’s Prestige will be lowered of 2 levels.
Mutual Defence Agreement
A player may propose to another player the conclusion of a Mutual Defence Agreement, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations will be bound by a Peace Treaty and that each party may pretend that, in the case he is the target of a Land or Amphibious Attack (not an Allied one), the other party, with his first eligible action, launches a Land, Amphibious or Allied Attack against his aggressor.
It will also involve the exchange of the agreed sum of money.
The agreement lasts 30 days and yields in any case 20 ducats for each party.
If one of the party refuses to act offensively when requested the treaty will be immediately cancelled and his Nation’s Prestige will be lowered of 2 levels.
Alliance
A player may propose to another player the conclusion of an Alliance, also offering or requesting a determined sum of money.
If the Agreement is sealed it will imply that the two Nations will be simultaneously bound by a Peace Treaty and a Mutual Defence Agreement and that each party may launch a Joint Attack Action or request assistance with a Joint Defence Option.
It will also involve the exchange of the agreed sum of money.
The agreement lasts 30 days and yields in any case 30 ducats for each party.
If one of the party attacks the other during the length of it or refuses to act defensively or offensively when requested the treaty will be immediately cancelled and his Nation’s Prestige will be lowered of 3 levels.
Attacks
Joint Attack
A player, bound with an Alliance Treaty to another party, may launch a Joint Attack against any enemy or independent province adjacent on the map or linked with a sea route either to his and his ally’s province.
All the rules regarding a Land or Amphibious Attack will be applied with the difference that the Joint Attack must to be confirmed by the allied player, that the naval encounter will occur taking count of the total of the fleets owned by the allied parties, that if the allied players will be defeated the one with the greater number of fleets will have 1 wrecked (whereas in the other cases a lottery draw will determine who will lose the fleet), and that the attack will be resolved with 2 DAG battles against the defender, each conducted by one of the allied player. The result of every battle will be added to make an overall total and the final tally will be conducted on it.
(Examples:
Castilians (2 fleets) allied with Hafsids (1 fleets) Joint Attack Aragonese (2 fleets)
Castilians/Hafsids 120 pts. + 32 pts. lottery draw = 152 pts
Aragonese 80 pts. + 67 pts. lottery draw = 147 pts.
Castilians/Hafsids win the naval encounter / Aragonese lost 1 fleet
follows DAG battles:
Castilians (40/60) Aragonese (70/60)
Hafsids (40/40) Aragonese (25/40)
Castilians/Hafsids (80/100) Aragonese (95/100) = Castilians/Hafsids +15
15:200=x:100 = 7.5% Tactical Victory)
If the allied players obtain a strategic victory the province will be assigned to the player that launched the attack.
If the defender targeted by a Joint Attack is bound with an Alliance Treaty to another party, he may call on his ally with a Joint Defence Option.
If the other party agrees the naval encounter will be decided taking count of the total of the fleets owned by both alliances while the attack will be resolved with 2 DAG battles, each conducted by one of the allied player, the defenders having the privilege to decide the pairings.
Every other aspect of the attack will be determined like an ordinary Joint Attack.
Battles
A player allied with another may not be chosen to lead an independent army against his ally.
Plunder
If, after a strategic victory, the attacker fails to assault the fortifications present in the Province, the victory will be treated as tactical for the purpose of Plunder.
Victory Points
Victory Points represent the strategic power of a Nation at the end of the campaign.
They are counted summing 4 pts. for every Province, 2 pts. for every Academy and 1 pt. for every Church/Mosque, Fleet, Fortification, Stability level and Prestige level.
Winning Conditions
The player that at the end of the campaign will have the greater number of Victory Points will win the game. If two or more players will have the same number of Victory Points, the player with the greater amount of ducats will prevail. Otherwise all these players will be declared winners “ex aequo”.