MARE NOSTRUM CAMPAIGN
Posted: Wed Apr 14, 2010 9:57 am
MARE NOSTRUM
The Campaign
The game is an abstract reconstruction of the Mediterranean world at about 290 BC and is designed to focus the attentions of the players on FoG battles to be played in a historical scenario, rendered in his flavour with the presence of random events, diplomacy and building actions.
The aim of the game is to defeat the other players and conquer much provinces as possible.
Nations and Provinces
In the game there are 6 nations: Carthaginians, Gauls, Macedonians, Ptolemaics, Romans and Seleucids as well as 2 independent provinces (Illyria and Epirus).
Each nation has 6 provinces, with 4 “home” provinces (one of them, marked with an asterisk, being the capital) and 2 “border” provinces.
Each province gives 1 treasury point to the player.
Every 3 treasury points allow the player to make 1 action per turn, but a player will always have at least 1 action to do for each turn, also if he hasn’t got enough points.
Every nation fights with his own specific army:
Carthaginians: Later Carthaginian (post 235 BC)
Gauls: Gallic (early lowland)
Macedonians: Later Macedonian
Ptolemaics: Later Ptolemaic (greek)
Romans: Mid Republican Roman
Seleucids: Later Seleucid (pre 166 BC)
Illyria & Epirus: Pyrrhic for the first 5 turns and Illyrians from them on.
If a player looses his capital he will be knocked out of the game and all the provinces still ruled by him will fall in the hand of his vanquisher.
The capital can be attacked only when at least 2 other “home” provinces are already occupied by enemies.
A player will loose the game also if the stability of his nation decreases beyond level 1 (see below).
The Map
Here is where you can find the image of the map, that will be updated after the end of every turn.
http://www.mediafire.com/?yniz1jjhyzc
Turns of Play
The campaign starts in 290 BC and foresee 15 turns, each representing 10 years.
Each turn of play begins determining the order in wich the players will make their moves and checking 1 random event for each player.
Then every player, in the given order, will declare his actions on the forum and finally all the battles occuring during the turn will be launched and resolved with the FoG PC game.
Sequence of Play and Random Events
In order to determine in wich sequence the players will conduct their actions a connection is established between each of them and the results of the Italian lottery (wich takes place every 2 or 3 days and that everybody can verify on the web).
The players are assigned to the different wheel in the subsequent order:
Carthaginians: Bari (BA)
Gauls: Cagliari (CA)
Macedonians: Firenze (FI)
Ptolemaics: Genova (GE)
Romans: Milano (MI)
Seleucids: Napoli (NA)
and will get the first number on the left appearing in the proper column, with the highest starting as first and the lowest as last.
In order to determine the events occurring to every player each of them will get the second (and when necessary the third) number on the left appearing in the proper column.
Random events are the following:
1-5 Political Strife / Effects = -1 stability and -1 action
6-10 Slave Revolt / Effects = -1 action
11-15 Famine / Effects = - 1 stability
16-20 Local Insurrection / Effects = 1 fortification (if present) is destroyed
21-25 Religious Unrest / Effects = 1 temple (if present) is destroyed
26-30 Internal Conspiracy / Effects = during this turn the player will fight battles with only 1
Troop Commander
31-35 Great Storm / Effects = 1 fleet sinks
36-40 Invasion / Effects = 1 province is attacked by an independent army (see below *)
41-45 Pirates / Effects = 1 player’s fleet will be attacked by pirates who will remain in that sea
quadrant and attack every other fleet once per turn until they will be destroyed.
46-50 Siege Train / Effects = the player ignores the effect of enemy fortifications during this turn
51-55 Defensive Artworks / Effects = during this turn the player can gain the same effects of a
fortification in a province of his choice
56-60 Naval Technology / Effects = +25 in naval battles fought during the turn
61-65 Military Training / Effects = during this turn the opposite players will fight battles with only
1 Troop Commander
66-70 Earthquake / Effects = the player can destroy 1 enemy fortification of his choice
71-75 Great Blaze / Effects = the player can destroy 1 enemy temple of his choice
76-80 Good Harvest / Effects = +1 stability
81-85 Administrative Reforms / Effects = +1 action
86-90 Political Leadership / Effects = +1 stability +1 action
* Invasions
Carthaginians may suffer invasions in Baetica (Spanish Iberian) and Numidia (Numidian Bogus). The invaders will be managed by the Roman player.
Gauls may suffer invasion in Celtiberia (Spanish Celtiberian), and Narbonensis (Massaliotes using Pyrrhic in Greece without elephants and a max of 6 phalanx). The invaders will be managed by the Carthaginian player.
Macedonians may suffer invasions in Dardania (Pyrrhic) and Argolis (Greeks using Pyrrhic in Greece without elephants and a max of 6 phalanx). The invaders will be managed by the Ptolemaic player.
Ptolemaics may suffer invasions in Marmarica (Libyans using Numidian Juba II) and Judaea (Later Jewish Hyrcanus). The invaders will be managed by the Seleucid player.
Romans may suffer invasions in Bruttium (Greeks using Pyrrhic in Italy without elephants and a max of 4 phalanx and 3 tarantines) and Apulia (Samnites using Illyrians). The invaders will be managed by the Gallic player.
Seleucids may suffer invasions in, Phrygia (Attalids) and Cappadocia (Pontics). The invaders will be managed by the Macedonian player.
The third number of the lottery on the left will determine the attacked province (1-45 the 1st mentioned, 46-90 the 2nd). If the chosen province has already been occupied by the enemy or has become independent there will be no effect.
Actions
After that random events have been determined, each player, in the given sequence, may take his actions (1 action every 3 treasury points). Treasury points not employed in a single turn won’t be liable for use in the next. There are building, diplomatic and military actions. Every building and military action must take place in a determined province. If a province is already under attack when it comes the turn of the player it cannot be used as a base for any of those action. The construction of fortifications, suburbs, temples and fleets is completed immediately when a single player has finished his turn.
Building Actions
Fortifications.
If a province is fortified it will have 33% of possibilities to resist an enemy siege subsequent a lost battle (using lottery numbers means a 61-90 result). In this case the enemy will have to retire from the province without conquering it, unless it can use a “Siege Train” (see random events). If the siege is successful the fortifications are destroyed.
Suburbs.
The constructions of suburbs gives the player 1 more treasury point. Suburbs are not destroyed as consequence of an invasion.
Temples
The constructions of temples (wich previously requires the presence of suburbs) gives the player 1 more treasury point. Temples are destroyed in consequence of an invasion.
Fleet
A fleet may be raised only in a sea province, must be placed in that sea quadrant and cannot leave it. In a sea quadrant is possible to place a maximum of 2 fleets per player.
Diplomatic & Political Actions
Peace Treaty
A player may try to impose a peace treaty to an enemy nation following the player in the sequence of actions. The diplomatic attempt succeeds with a lottery number of 46-90. In this case the enemy nation won’t be able to attack the player during this turn.
Alliance
A player may try to ally with an invader force (the ones pointed out in the random events / invasion case) in order to attack one of the enemy province above mentioned using as own the proper allied army. The diplomatic attempt succeeds with a lottery number of 31-90 and involves the consequent clash that will be resolved as a normal land battle.
Grain Distribution
This political measure, intended to appease the poorest and most rebellious citizens, gains 2 stability levels.
Military Actions
Land Battle.
A player may attack by land an adjacent province (diagonal attacks are not allowed save that Celtiberia is accessible from Baetica and Narbonensis, Baetica from Celtiberia and Mauretania, Phoenicia from Cilicia and Judaea, Judaea from Phoenicia and Aegyptus) that hasn’t still be attacked by a preceding player. The province used as a base for the attack mustn’t be assailed by a preceding enemy during that turn. The attack will be resolved with a 500 points DAG battle. If the attackers wins the battle the province will be conquered unless a fortification is present (see above).
Naval Battle.
A player may attack an enemy fleet present in the same sea quadrant that hasn’t still be attacked by a preceding player. The battle will be resolved with lottery numbers as stated above. If the difference between the two fleets doesn’t exceed 25 points the battle ends in a draw and both fleet remains in their place. If the difference is major than 25 points the succumbing fleet will be destroyed. If a player fights with 2 fleets against 1 he will add 25 points to his result. If the battle occurs between 2 fleets against 2 fleets the defeated player will lose all the fleets.
Amphibious Attack.
A player may attack by sea a province facing that sea quadrant that hasn’t still be attacked by a preceding player. The province used as a base for the attack mustn’t be assailed by a preceding enemy during that turn. If there is an enemy fleet in that sea quadrant a naval battle will take place and only if the attacker destroy the opponent’s fleet the subsequent land attack will be possible, being resolved with a 500 points DAG battle. Otherwise the land attack will be aborted.
Stability
Every nations has its own stability level from a minimum of 1 to a maximum of 7 and at the beginning of the game each nation starts with a level of 5.
If the level decreases to 3 or less the player looses 1 action per turn.
If the level decreases to 0 the government crumbles and the players is out of the game, while all of his provinces becomes independent.
Victory
A players wins the game when conquers 25 provinces.
If nobody has won before the end of the 15th turn will be considered winner who owns the largest number of provinces. If two players have the same number of provinces the player with the greatest richness will prevail. Richness is measured counting 2 points for every temple and 1 points for every suburb, fleet, fortification and stability level.
Otherwise another turn will be played until someone reaches supremacy.
The Campaign
The game is an abstract reconstruction of the Mediterranean world at about 290 BC and is designed to focus the attentions of the players on FoG battles to be played in a historical scenario, rendered in his flavour with the presence of random events, diplomacy and building actions.
The aim of the game is to defeat the other players and conquer much provinces as possible.
Nations and Provinces
In the game there are 6 nations: Carthaginians, Gauls, Macedonians, Ptolemaics, Romans and Seleucids as well as 2 independent provinces (Illyria and Epirus).
Each nation has 6 provinces, with 4 “home” provinces (one of them, marked with an asterisk, being the capital) and 2 “border” provinces.
Each province gives 1 treasury point to the player.
Every 3 treasury points allow the player to make 1 action per turn, but a player will always have at least 1 action to do for each turn, also if he hasn’t got enough points.
Every nation fights with his own specific army:
Carthaginians: Later Carthaginian (post 235 BC)
Gauls: Gallic (early lowland)
Macedonians: Later Macedonian
Ptolemaics: Later Ptolemaic (greek)
Romans: Mid Republican Roman
Seleucids: Later Seleucid (pre 166 BC)
Illyria & Epirus: Pyrrhic for the first 5 turns and Illyrians from them on.
If a player looses his capital he will be knocked out of the game and all the provinces still ruled by him will fall in the hand of his vanquisher.
The capital can be attacked only when at least 2 other “home” provinces are already occupied by enemies.
A player will loose the game also if the stability of his nation decreases beyond level 1 (see below).
The Map
Here is where you can find the image of the map, that will be updated after the end of every turn.
http://www.mediafire.com/?yniz1jjhyzc
Turns of Play
The campaign starts in 290 BC and foresee 15 turns, each representing 10 years.
Each turn of play begins determining the order in wich the players will make their moves and checking 1 random event for each player.
Then every player, in the given order, will declare his actions on the forum and finally all the battles occuring during the turn will be launched and resolved with the FoG PC game.
Sequence of Play and Random Events
In order to determine in wich sequence the players will conduct their actions a connection is established between each of them and the results of the Italian lottery (wich takes place every 2 or 3 days and that everybody can verify on the web).
The players are assigned to the different wheel in the subsequent order:
Carthaginians: Bari (BA)
Gauls: Cagliari (CA)
Macedonians: Firenze (FI)
Ptolemaics: Genova (GE)
Romans: Milano (MI)
Seleucids: Napoli (NA)
and will get the first number on the left appearing in the proper column, with the highest starting as first and the lowest as last.
In order to determine the events occurring to every player each of them will get the second (and when necessary the third) number on the left appearing in the proper column.
Random events are the following:
1-5 Political Strife / Effects = -1 stability and -1 action
6-10 Slave Revolt / Effects = -1 action
11-15 Famine / Effects = - 1 stability
16-20 Local Insurrection / Effects = 1 fortification (if present) is destroyed
21-25 Religious Unrest / Effects = 1 temple (if present) is destroyed
26-30 Internal Conspiracy / Effects = during this turn the player will fight battles with only 1
Troop Commander
31-35 Great Storm / Effects = 1 fleet sinks
36-40 Invasion / Effects = 1 province is attacked by an independent army (see below *)
41-45 Pirates / Effects = 1 player’s fleet will be attacked by pirates who will remain in that sea
quadrant and attack every other fleet once per turn until they will be destroyed.
46-50 Siege Train / Effects = the player ignores the effect of enemy fortifications during this turn
51-55 Defensive Artworks / Effects = during this turn the player can gain the same effects of a
fortification in a province of his choice
56-60 Naval Technology / Effects = +25 in naval battles fought during the turn
61-65 Military Training / Effects = during this turn the opposite players will fight battles with only
1 Troop Commander
66-70 Earthquake / Effects = the player can destroy 1 enemy fortification of his choice
71-75 Great Blaze / Effects = the player can destroy 1 enemy temple of his choice
76-80 Good Harvest / Effects = +1 stability
81-85 Administrative Reforms / Effects = +1 action
86-90 Political Leadership / Effects = +1 stability +1 action
* Invasions
Carthaginians may suffer invasions in Baetica (Spanish Iberian) and Numidia (Numidian Bogus). The invaders will be managed by the Roman player.
Gauls may suffer invasion in Celtiberia (Spanish Celtiberian), and Narbonensis (Massaliotes using Pyrrhic in Greece without elephants and a max of 6 phalanx). The invaders will be managed by the Carthaginian player.
Macedonians may suffer invasions in Dardania (Pyrrhic) and Argolis (Greeks using Pyrrhic in Greece without elephants and a max of 6 phalanx). The invaders will be managed by the Ptolemaic player.
Ptolemaics may suffer invasions in Marmarica (Libyans using Numidian Juba II) and Judaea (Later Jewish Hyrcanus). The invaders will be managed by the Seleucid player.
Romans may suffer invasions in Bruttium (Greeks using Pyrrhic in Italy without elephants and a max of 4 phalanx and 3 tarantines) and Apulia (Samnites using Illyrians). The invaders will be managed by the Gallic player.
Seleucids may suffer invasions in, Phrygia (Attalids) and Cappadocia (Pontics). The invaders will be managed by the Macedonian player.
The third number of the lottery on the left will determine the attacked province (1-45 the 1st mentioned, 46-90 the 2nd). If the chosen province has already been occupied by the enemy or has become independent there will be no effect.
Actions
After that random events have been determined, each player, in the given sequence, may take his actions (1 action every 3 treasury points). Treasury points not employed in a single turn won’t be liable for use in the next. There are building, diplomatic and military actions. Every building and military action must take place in a determined province. If a province is already under attack when it comes the turn of the player it cannot be used as a base for any of those action. The construction of fortifications, suburbs, temples and fleets is completed immediately when a single player has finished his turn.
Building Actions
Fortifications.
If a province is fortified it will have 33% of possibilities to resist an enemy siege subsequent a lost battle (using lottery numbers means a 61-90 result). In this case the enemy will have to retire from the province without conquering it, unless it can use a “Siege Train” (see random events). If the siege is successful the fortifications are destroyed.
Suburbs.
The constructions of suburbs gives the player 1 more treasury point. Suburbs are not destroyed as consequence of an invasion.
Temples
The constructions of temples (wich previously requires the presence of suburbs) gives the player 1 more treasury point. Temples are destroyed in consequence of an invasion.
Fleet
A fleet may be raised only in a sea province, must be placed in that sea quadrant and cannot leave it. In a sea quadrant is possible to place a maximum of 2 fleets per player.
Diplomatic & Political Actions
Peace Treaty
A player may try to impose a peace treaty to an enemy nation following the player in the sequence of actions. The diplomatic attempt succeeds with a lottery number of 46-90. In this case the enemy nation won’t be able to attack the player during this turn.
Alliance
A player may try to ally with an invader force (the ones pointed out in the random events / invasion case) in order to attack one of the enemy province above mentioned using as own the proper allied army. The diplomatic attempt succeeds with a lottery number of 31-90 and involves the consequent clash that will be resolved as a normal land battle.
Grain Distribution
This political measure, intended to appease the poorest and most rebellious citizens, gains 2 stability levels.
Military Actions
Land Battle.
A player may attack by land an adjacent province (diagonal attacks are not allowed save that Celtiberia is accessible from Baetica and Narbonensis, Baetica from Celtiberia and Mauretania, Phoenicia from Cilicia and Judaea, Judaea from Phoenicia and Aegyptus) that hasn’t still be attacked by a preceding player. The province used as a base for the attack mustn’t be assailed by a preceding enemy during that turn. The attack will be resolved with a 500 points DAG battle. If the attackers wins the battle the province will be conquered unless a fortification is present (see above).
Naval Battle.
A player may attack an enemy fleet present in the same sea quadrant that hasn’t still be attacked by a preceding player. The battle will be resolved with lottery numbers as stated above. If the difference between the two fleets doesn’t exceed 25 points the battle ends in a draw and both fleet remains in their place. If the difference is major than 25 points the succumbing fleet will be destroyed. If a player fights with 2 fleets against 1 he will add 25 points to his result. If the battle occurs between 2 fleets against 2 fleets the defeated player will lose all the fleets.
Amphibious Attack.
A player may attack by sea a province facing that sea quadrant that hasn’t still be attacked by a preceding player. The province used as a base for the attack mustn’t be assailed by a preceding enemy during that turn. If there is an enemy fleet in that sea quadrant a naval battle will take place and only if the attacker destroy the opponent’s fleet the subsequent land attack will be possible, being resolved with a 500 points DAG battle. Otherwise the land attack will be aborted.
Stability
Every nations has its own stability level from a minimum of 1 to a maximum of 7 and at the beginning of the game each nation starts with a level of 5.
If the level decreases to 3 or less the player looses 1 action per turn.
If the level decreases to 0 the government crumbles and the players is out of the game, while all of his provinces becomes independent.
Victory
A players wins the game when conquers 25 provinces.
If nobody has won before the end of the 15th turn will be considered winner who owns the largest number of provinces. If two players have the same number of provinces the player with the greatest richness will prevail. Richness is measured counting 2 points for every temple and 1 points for every suburb, fleet, fortification and stability level.
Otherwise another turn will be played until someone reaches supremacy.