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Posted: Sun May 30, 2010 2:42 pm
by krieg63
Blathergut wrote:Epirus didn't get a 2nd army because their first one was still sitting in the capital, right? Same with Britain?
Yes
Posted: Sun May 30, 2010 3:39 pm
by deadtorius
so dont keep the troops too close to home I guess.
Posted: Sun May 30, 2010 3:40 pm
by deadtorius
Quick question, I have an army in what was an empty hex some minor nation no army, do I automatically create a garrison now or does it pop up if I move out. My second army is a full 600 points so I can move it freely next turn?
Posted: Sun May 30, 2010 4:13 pm
by Blathergut
You have a garrison there.

You look over on the province ownership map section...you'll see a garrison counter. Your army is also still there.
Posted: Mon May 31, 2010 12:26 am
by gazxtrix
Hmm what's this the cat has dragged in....The King of Pergamem's head.
Such a sad and ignoble end to a valiant foe.
We shall accord the remains a proper and fitting burial.
Posted: Mon May 31, 2010 11:51 am
by deadtorius
what are you going to do with that cat? Sounds like the stray dogs might have already given him a proper and fitting burial...
Posted: Mon May 31, 2010 12:32 pm
by TheGrayMouser
Yeah yeah, old news, we have plenty more kings
Posted: Wed Jun 02, 2010 1:19 pm
by Ironclad
Shouldn't an alliance automatically happen if the two powers concerned each request an alliance with the other in the same turn? Only that isn't happening at present.
If that is in line with the rules, it seems a good case for a change as why wouldn't an alliance happen in those circumstances.
Posted: Wed Jun 02, 2010 1:21 pm
by krieg63
Ironclad wrote:Shouldn't an alliance automatically happen if the two powers concerned each request an alliance with the other in the same turn? Only that isn't happening at present.
no, there is only one think that you could realy control: your horse

Posted: Wed Jun 02, 2010 1:26 pm
by Ironclad
billgber wrote:Ironclad wrote:Shouldn't an alliance automatically happen if the two powers concerned each request an alliance with the other in the same turn? Only that isn't happening at present.
no, there is only one think that you could realy control: your horse

Two powers determined on allying with each other seem a better bet than a bucking bronco.

Posted: Wed Jun 02, 2010 2:00 pm
by krieg63
Ironclad wrote:billgber wrote:Ironclad wrote:Shouldn't an alliance automatically happen if the two powers concerned each request an alliance with the other in the same turn? Only that isn't happening at present.
no, there is only one think that you could realy control: your horse

Two powers determined on allying with each other seem a better bet than a bucking bronco.

but you are not alone in your faction. you are mainly a general that all.
Priest, Senate and other politician, Spy, merchant etc have also some power in your faction.

Posted: Wed Jun 02, 2010 2:18 pm
by gazxtrix
Just to play devils advocate.
Aren't we then given too much power to declare war.
If we cant make friends, how can we be allowed to make enemies.
Not a criticism just an observation.
Posted: Wed Jun 02, 2010 2:26 pm
by krieg63
gazxtrix wrote:Just to play devils advocate.
Aren't we then given too much power to declare war.
If we cant make friends, how can we be allowed to make enemies.
Not a criticism just an observation.
I agree, unless historically it was easiest to make war than make peace .
you have natural enemies, all that are close from your border, but you didn't have any natural friend
it's stile true today by the way
re: Moves
Posted: Wed Jun 02, 2010 10:01 pm
by Blathergut
From the rules:
"movement
cost to enter a province:
civilized province all army 2 pnt
non civilized 3 pnt
movement capacity: 6 pnt
first move is free in home territory for all but Roman."
1. How do I tell civilized from non civilized? Civilized have ownership counters on them?
2. Any particular reason Romans have to pay while everyone else doesn't?
Posted: Wed Jun 02, 2010 10:04 pm
by Blathergut
3. So, from the Illyrian capital, the new army that starts there could move 1 hex sw for free, then across two hexes of Lirguria (3pts ea) to end in the nw hex of Liguria?
Re: re: Moves
Posted: Wed Jun 02, 2010 10:16 pm
by krieg63
Blathergut wrote:From the rules:
"movement
cost to enter a province:
civilized province all army 2 pnt
non civilized 3 pnt
movement capacity: 6 pnt
first move is free in home territory for all but Roman."
1. How do I tell civilized from non civilized? Civilized have ownership counters on them?
2. Any particular reason Romans have to pay while everyone else doesn't?
only roman land are civilized at start, then
any province annexed by Rome become civilized after 15 years(5 turn)
Posted: Wed Jun 02, 2010 11:52 pm
by deadtorius
So Romans are civilized and the rest of us are barbarians???
Guess all those pretty buildings and temples don't count for much in the realm of being civilized

Posted: Wed Jun 02, 2010 11:56 pm
by Blathergut
You're Illyrian...thatched huts oh muddy-footed one

Posted: Sun Jun 06, 2010 1:55 pm
by Blathergut
At the end of this turn/beginning of next turn:
Does Rome receive a third army now (and anyone else with 5 provinces) or do the occupied provinces have to be conquered first?
Posted: Sun Jun 06, 2010 2:03 pm
by krieg63
Blathergut wrote:At the end of this turn/beginning of next turn:
Does Rome receive a third army now (and anyone else with 5 provinces) or do the occupied provinces have to be conquered first?
at the end of next turn all nation with at least 5 provinces with a marker like garrisoned, home or capital, will receive a third army if the have enough point.
for Rome, currently you have only 3 provinces.
at the end of the turn you could occupy 2 provinces.
100 points will be used to create garrison. 800-100= 700; that mean Rome will have enough point for a new army if no replacement are necessary.