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Re: Italian Wars Campaign Gameplay

Posted: Mon Feb 05, 2018 3:44 am
by TheGrayMouser
The Franks have been driven back and the Milanese troops celebrate within Turin's grateful walls. (66% to 31%)

Re: Italian Wars Campaign Gameplay

Posted: Mon Feb 05, 2018 9:00 pm
by w_michael
Spring 1499 Battle Resolution Phase
OK, the battle result are in. France retreats back the the area they started in and Milan gains control of Turin.

Spring 1499 Famine Resolution Phase
The following Autonomous Garrions succumbed to famine: Montferrat and Ragusa.

I've updated the Spring 1499 record sheet (page 1) with the end of turn city count, and created a Summer 1499 Start map.
Summer 1499  Start
Summer 1499 Start
P&S_Machiavelli_1499SummerStart.jpg (1.18 MiB) Viewed 2873 times

Re: Italian Wars Campaign Gameplay

Posted: Mon Feb 05, 2018 9:23 pm
by w_michael
Summer 1499 Plague Determination & Resolution Phase

Year Type rolls: 1 + 6 = 7 Good Year - column only.
Plague column rolls: 4 + 2 = 6 Carnolia, Dalmatia, Messina, Pisa & Perugia. Papacy Army 2 in Perugia perishes.

Here is the plague map (toxic green skull & crossbones icon):
Summer 1499 Plague
Summer 1499 Plague
P&S_Machiavelli_1499SummerPlague.jpg (1.19 MiB) Viewed 2873 times

Re: Italian Wars Campaign Gameplay

Posted: Mon Feb 05, 2018 9:30 pm
by w_michael
Summer 1499 Negotiations/Order Writing Phases
You have three days for diplomacy and order writing. You can PM your orders to me up to the end of Thursday Feb. 8th. I will process the Summer orders on Friday.

Here is the Summer 1499 Negotiations map:
Summer 1499 Moves
Summer 1499 Moves
P&S_Machiavelli_1499SummerMoves.jpg (1.19 MiB) Viewed 2872 times

Re: Italian Wars Campaign Gameplay

Posted: Mon Feb 05, 2018 9:37 pm
by w_michael
Here is the Summer 1499 Records sheet:
Final Summer 1499 Tallys
Final Summer 1499 Tallys
1499SummerRecords.jpg (207.93 KiB) Viewed 2647 times

Bribing/Converting Army

Posted: Mon Feb 05, 2018 9:44 pm
by lascar
In the basic Machiavelli game armies are abstract and generic. So when an army is converted this is no issue.
With the inclusion of the differentiated armies of Pike & Shot the question arises as to what type of army will the bribing power have as a result of that conversion. So if France converted a Milanese army -- logically and realistically -- it would remain an Italian army and not magically become a French army. Is that actually the case, because it is not mentioned in the rules as far as I can tell.

Re: Bribing/Converting Army

Posted: Mon Feb 05, 2018 9:57 pm
by w_michael
lascar wrote:In the basic Machiavelli game armies are abstract and generic. So when an army is converted this is no issue.
With the inclusion of the differentiated armies of Pike & Shot the question arises as to what type of army will the bribing power have as a result of that conversion. So if France converted a Milanese army -- logically and realistically -- it would remain an Italian army and not magically become a French army. Is that actually the case, because it is not mentioned in the rules as far as I can tell.
I plan to keep it abstract and simple. If you convert a foreign army into your service it becomes the same as any of your armies, so your army list. It will look just like any other of your armies on the map.

The same is true if you conquer a foreign nation. They are out of the game and you may recruit in the cities of their home provinces. These armies will be your colours, using your army list.

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 3:07 am
by Pixel
Quick question. Why is Piombino under Florentine control now? I thought that the fleet would have to wait a turn if it was to issue a besiege order against the city and that the fleet could remain in the coastal area without contesting control of the province. I guess I didn’t realize that because the coastal area is the port and the city had no garrison that the move would result in Florentine seizure of the province.

If Sienna moves a land army back to the province what does that do with regards to the fleet and the province ownership?

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 9:54 am
by GDod
Haven't we completed spring, summer and fall 1499 and now it's Spring 1500. So... aren't we in Spring and supposed to have variable income calculated [including variable roll], less supply, building and placing new units before plague is calculated in the next season [summer]? Or am I missing something?

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 12:54 pm
by Pixel
We are in Summer 1499. The income phase is once yearly in the spring. We have until Feb 8th to negotiate and submit our summer orders. So we have the summer round of order resolution ahead of us and will have another round of orders for the fall before spring returns with famine and income again.

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 1:13 pm
by w_michael
Pixel wrote:Quick question. Why is Piombino under Florentine control now? I thought that the fleet would have to wait a turn if it was to issue a besiege order against the city and that the fleet could remain in the coastal area without contesting control of the province. I guess I didn’t realize that because the coastal area is the port and the city had no garrison that the move would result in Florentine seizure of the province.

If Sienna moves a land army back to the province what does that do with regards to the fleet and the province ownership?
Here is the section from the rules on control:
Control of a city, province, or home country is determined as follows. A player gains control of both the city and province if they have a military unit in the province or city and there are no units belong to another player in the province or city. The player continues to control the city and province, even if the military unit leaves the province. If no military unit is in the city, a military unit that enters the city’s province will automatically control the city. For the purposes of control, autonomous Garrison units are treated the same as if they were other player’s units.
Piombino became an empty province when Sienna couldn't afford to pay for their fleet and it was disbanded (which shortfall was caused by the worst variable income roll). That left Piombino empty, so when the Florentine fleet moved into Piombino they gained control at the end of the turn. There was no garrison in the fortified city, so it did not have to be besieged. Ports only have two functions in the game: a place where fleets cane be built and a place where fleets can besiege a garrison.

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 1:18 pm
by w_michael
There are three turns per year. You receive income only in spring turns, when you must supply your units and have the opportunity to raise new units. Summer and Fall turns can have Expense orders, one of which may be to borrow money from the Money Lenders or another player to increase your Treasury.

Re: Italian Wars Campaign Gameplay

Posted: Tue Feb 06, 2018 3:08 pm
by w_michael
By the way, I didn't receive orders from Genoa last turn. If the same is true for this turn then I will turn Genoa into a neutral autonomous nation as per the rules at the end of Summer 1499. If after that a player is eliminated from the game, and Genoa/Corsica are still neutral, then I would be willing to let them take over and play Genoa if they like so that they can continue to play.

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 1:07 am
by GDod
w_michael wrote:By the way, I didn't receive orders from Genoa last turn. If the same is true for this turn then I will turn Genoa into a neutral autonomous nation as per the rules at the end of Summer 1499. If after that a player is eliminated from the game, and Genoa/Corsica are still neutral, then I would be willing to let them take over and play Genoa if they like so that they can continue to play.
Genoa needs to be an active player

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 1:12 am
by TheGrayMouser
I agree that Genoa needs be active, ( actually, not sure how ANY of these powers couldn't be active...) Has anyone had any contact with Mcwar at all? I didn't see him post on any of these threads, nor even in the original sign up sheet.

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 2:22 am
by GDod
TheGrayMouser wrote:I agree that Genoa needs be active, ( actually, not sure how ANY of these powers couldn't be active...) Has anyone had any contact with Mcwar at all? I didn't see him post on any of these threads, nor even in the original sign up sheet.
I'm playing him at the moment so I'll ask him

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 3:30 am
by w_michael
It would be great if Mcwar participated.

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 3:36 am
by w_michael
GDod wrote:
TheGrayMouser wrote:I agree that Genoa needs be active, ( actually, not sure how ANY of these powers couldn't be active...) Has anyone had any contact with Mcwar at all? I didn't see him post on any of these threads, nor even in the original sign up sheet.
I'm playing him at the moment so I'll ask him
Offer him an alliance. Offer him the moon. Perhaps it is the same thing :twisted:. Not to mention that Montferrat is a big, juicy target.

Updated the rules to version 6 Feb 2018, with added clarifications to the army list of converted armies.

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 5:33 am
by awesum4
I am also playing mcWar in a friendly game, I mentioned the move is due soon but he said he was too busy at the moment. I am sure someone will be happy to take over Genoa.

Re: Italian Wars Campaign Gameplay

Posted: Wed Feb 07, 2018 8:22 am
by TheGrumpyDoge
Hey all, how did i miss this campaign :-) If there are any vacancies coming up let me know and i am happy to join in and do my best. Maps look great and sequence of play as well.

Just read first 2 pages and then skipped to here for now. Anyhow, if there is a spot let me know.

Cheers
GDoge