Hi all!
After reading on the forum all the clever suggestions made about new features to be added to the game, in order to make it more various, and having noticed the no one player showed signs of oppositions, I've decided that some of them may be inserted, though retaining a more abstract form that helps me to manage eveything in a plain manner.
I also wish to make clear that all the rules are tendentially studied with the idea of making things balanced between all kind of players, weak and strong, so to maintain the interest of everibody high till the end.
Down here I've written out, under the single titles, the specific changes and implementation of the rules that are going to take immediate effect with this publication.
The whole revised rules are to be found on the opening message of this thread.
I hope that everybody will be satisfied of the new, more complex, frame.
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) and 1 Core Province (marked with an asterisk on the map).
Every nation fights with his own specific army:
Venetian Republic - Condotta Venice (SOA) in the region of Italy and Central Europe / Condotta Venice (outside Italy) (SOA) in the other regions
Mode of Play
If some problem arises they are requested to make it clear on the forum in order to let the other players be informed. In this case a temporary time-out may be allowed giving the other players the chance of suspending the current challenges and to launch new ones in substitution. If the problem persist the player will be substituted and the unfinished matches will be attributed to his opponents.
Random Events
At the beginning of every month the results of the next Italian lottery draw will be used to determine what random event is going to happen in every nation. For this purpose each nation will be assigned to the different wheels in the subsequent order:
Byzantine Empire: Bari
Crown of Aragon: Cagliari
Duchy of Milan: Firenze
Hafsid Kingdom: Genova
Kingdom of Castile: Milano
Mamluk Sultanate: Napoli
Ottoman Empire: Palermo
Venetian Republic: Roma
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Famine / -25 ducats
21-30 / Earthquake / 1 fortification destroyed in a province chosen by the player (if present)
31–40 / Storm / 1 fleet sunk (if present)
41-50 / Administrative Reforms / +1 stability level
51-60 / Good Harvest / + 25 ducats
61-70 / Defensive Efforts / 1 fortification built in a province chosen by the player
71-80 / Naval Efforts / 1 fleet assembled
81-90 / Political Leadership / 1 bonus action
Actions
Actions consist in the building of Fleets, Fortifications and Siege Trains, in Tax Exemption and in different types of Attacks.
Fleets
Fleets play their role in the game enabling to launch amphibious attacks and determining the outcome of naval encounters.
Every player that owns at least one maritime province may build up a fleet paying 50 ducats.
The inherent action takes 4 days to be completed after which the fleet becomes operational at 23.59 GMT hr. There are no limits in building fleets.
Every fleet will be automatically destroyed as soon as the nation will lose his last maritime province.
Fortifications
Fortifications give a defeated player the chance of avoiding the loss of a province after a Strategic Defeat, allowing his army to retire inside and sustain a siege.
Every province owned by a player and not targeted by an attack already launched may be fortified paying 50 ducats. The inherent action takes 4 days to be completed after which the fortification becomes operational at 23.59 GMT hr.
After that a Strategic Defeat regarding a fortified province is proclaimed on the forum the outcome of the siege will be decided by the draw of the next Italian lottery wheel of the attackers, with a result of 1-45 heralding a siege failure and a result of 46-90 heralding the capture of the fortifications, their consequent destruction and the conquest of the province.
Siege Trains
Siege Trains help an attacker in overcoming the presence of fortifications during a siege.
Every player may build up a Siege Train paying 30 ducats.
The inherent action takes 4 days to be completed after which the Siege Train becomes operational at 23.59 GMT hr. There are no limits in building Siege Trains.
If the attacker wants to use his Siege Train he has to declare it on the forum when launching the attack.
If the battle ends with a defeat the siege train will be destroyed.
If the battle ends with a draw, a marginal or a tactical victory the siege train will remain intact.
If the battle ends with a strategic victory the outcome of the siege will be decided by the draw of the next Italian lottery wheel of the attackers, with a result of 1-30 heralding a siege failure and a result of 31-90 heralding the capture of the fortifications, their consequent destruction and the conquest of the province.
Every Siege Train is liable to be used only once.
Tax Exemption
Every player may declare a Tax Exemption in order to obtain an enhancement of 1 pt. of his stability level, paying 60 ducats.
The inherent action takes 4 days to be completed after which the effects of the Tax Exemption becomes operational at 23.59 GMT hr. There are no limits in declaring Tax Exemptions.
Attacks
An attack against a province owned by another nation repulsed due to a draw or a defeat in battle may not be immediately reiterated by the attacking player, having the winning defender the right to counterattack from his province the starting point of the previous attack.
An attack ended with a tactical victory may be immediately repeated.
Amphibious Attack
A player may attack by sea an enemy or independent province that isn’t adjacent on the map, when the two provinces are linked with a sea route and the attacker owns a fleet.
Before the FoG battle may be engaged a naval encounter will occur, whose outcome will be determined by the number of fleets owned by the two players, with the one having more constraining the other to retreat but without any loss of fleets. If the players own the same number of fleets the encounter will be determined with a draw of the next Italian lottery (taking place every Tuesday, Thursday and Saturday), that is possible to consult here:
http://www.lottomaticaitalia.it/lotto/home/
The losing player will have wrecked one of his fleets.
If more than one naval encounter has to be decided the outcome of the 2nd attack will be determined using the 3rd number of the wheels and so on.
Battles
When an independent province is attacked the task of commanding its troops will be randomly assigned to the player who will get the highest number of the next Italian lottery draw, being the players assigned to the different wheels in the subsequent order:
Byzantine Empire: Bari
Crown of Aragon: Cagliari
Duchy of Milan: Firenze
Hafsid Kingdom: Genova
Kingdom of Castile: Milano
Mamluk Sultanate: Napoli
Ottoman Empire: Palermo
Venetian Republic: Roma
Fedem: Torino
Ericdoman1: Venezia
If a battle ends with a draw or a marginal victory no consequences will follow.
Draws and marginal victories are determined in accord with the FoG rules.
Diplomatic Agreements
The players may conclude agreements of every kind making them formal with their declaration on the forum. Agreements are enforceable by the umpire only when a fine in money is determined for the case of a violation. Every other aspect of the treaty that has already taken place won't be liable of being reversed.
Victory
The player that at the end of the campaign will have the greater number of provinces and much money will win the game. Every 100 ducats will be counted as 1 province. If two or more players will have the same number of provinces or the equivalent amount of ducats, the player with much remaining money will prevail and then the one with the highest stability level. Otherwise both players will be declared winners “ex aequo”.