Mare Nostrum Campaign - Rules, Maps & Turn Summary

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Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
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Mare Nostrum Campaign - Rules, Maps & Turn Summary

Post by Lysimachos »

PLEASE DON’T POST IN THIS THREAD. THANK’S

The Campaign
The game is an abstract reconstruction of the Mediterranean world from 290 BC to 150 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 in this thread after the end of every turn.
http://www.mediafire.com/?sharekey=6846 ... aacf568dab

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 2nd (and when necessary the 3rd) 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 Great Storm / Effects = 1 fleet sinks
31-35 Siege Train / Effects = the player ignores the effect of enemy fortifications during this turn
36-55 Invasion / Effects = 1 unstable province is attacked by an independent army (see below *)
56-60 Defensive Artworks / Effects = during this turn the player can gain the same effects of a
fortification in a province of his choice
61-65 Naval Technology / Effects = +25 in naval battles fought during the turn
66-70 Great Blaze / Effects = the player can destroy 1 enemy temple of his choice
71-75 Earthquake / Effects = the player can destroy 1 enemy fortification 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
Unstable provinces are marked with an “axe” symbol and are subject to attack during the random event phase by the specific independent armies mentioned below.
Unstable provinces and independent armies are the following:
1 Numidia (Numidian Bogus)
2 Baetica (Spanish Iberian)
3 Celtiberia (Spanish Celtiberian)
4 Narbonensis (Massaliotes using Pyrrhic in Greece without elephants and a max of 6 phalanx)
5 Bruttium (Greeks using Pyrrhic in Italy without elephants and a max of 4 phalanx and 3
tarantines)
6 Apulia (Samnites using Illyrians)
7 Dardania (Pyrrhic)
8 Argolis (Greeks using Pyrrhic in Greece without elephants and a max of 6 phalanx)
9 Bithynia (Attalids)
10 Cappadocia (Pontics)
11 Judaea (Later Jewish Hyrcanus)
12 Marmarica (Libyans using Numidian Juba II)

If a player doesn’t own any unstable province there will be no effect.
If a player owns more than 1 unstable provinces the 3rd number of the lottery on the left will determine the attacked province (1-45 the 1st mentioned, 46-90 the 2nd if there are 2 provinces, 1-30 the 1st, 31-60 the 2nd and 61-90 the 3rd if there are 3 provinces and so on).
The invader army will be managed by another player chosen with the 4th number of the lottery as follows:
1-15 Carthaginian
16-30 Gaul
31-45 Macedonian
46-60 Ptolemaic
61-75 Roman
76-90 Seleucid
If the number match the defender side, then the enemy army will be managed by the player following the defender.

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 actions and will have to be taken into consideration during the action phase of following players in that 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). If the attacked province is independent it will be managed by another player chosen with a lottery draw.

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, as stated above. 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 every land battle victory increases it of +1 while each land battle defeat decreases it of -1.
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 player is out of the game, while all of his provinces becomes independent. In this case, when attacked by another player, they will fight with the army of the original nationality.

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.
Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Summary of the 1st turn / 290-280 BC

Carthaginians

Slave Revolt
Building of fortifications in Sicilia
-
Stability: 5 (=)
-
Treasury: 7 points (2 actions)

*****

Gauls

Defeat against the Massaliotes revolting in Narbonensis and subsequent loss of the province
Building of fortifications in Celtiberia
Building of suburbs in Aquitania
-
Stability: 4 (-1)
-
Treasury: 7 points (2 actions)

*****

Macedonians

Victory over the Greeks revolting in Argolis
Defeat against the Seleucids in Thracia and subsequent loss of the province
Victory over the Pyrrhic in Epirus and subsequent conquest of the province
Building of a temple in Macedonia
-
Stability: 6 (+1)
-
Treasury: 8 points (2 actions)

*****

Ptolemaics

Slave revolt
Building of suburbs in Aegyptus
-
Stability: 5 (=)
-
Treasury: 8 points (2 actions)

Romans

No actions
-
Stability: 5 (=)
-
Treasury: 7 points (2 actions)

*****

Seleucids

Defeat against the Pontics revolting in Cappadocia and subsequent loss of the province
Victory over the Macedonians in Thracia and subsequent conquest of the province
Building of fortifications in Phoenicia
-
Stability: 5 (=)
-
Treasury:7 points (2 actions)


*****


Updated Map

http://www.mediafire.com/?nnjtnuwzmiy
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Due to some mistakes in painting the roads connecting the provinces I'm going to send here an updated map of the campaign at the end of the 1st turn, that everybody may find here:

http://www.mediafire.com/?zxxyqji3zwy
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Summary of the 2nd turn / 280-270 BC

Carthaginians
Earthquake destroyed fortifications in Sicilia
Built temple in Africa
Defeat against the Gauls in Celtiberia

Stability 4 (-1)
Treasury 7 points (2 actions)

Gauls
Temple destroyed in Arvernia during religious unrest
Victory over the Massaliotes in Narbonensis with subsequent conquest of the province
Victory over the Carthaginians in Celtiberia

Stability 6 (+2)
Treasury 7 points (2 actions)

Macedonians
Political strife
Temple destroyed in Macedonia due to a great blaze of unknown origin
Victory over the Seleucids in Chalcidice with subsequent conquest of the province
Defeat against the Ptolemaics in Argolis and subsequent loss of the province

Stability 4 (-1)
Treasury 7 points (2 actions)

Ptolemaics
Built fortifications in Judaea
Victory over the Macedonians in Argolis and subsequent conquest of the province

Stability 6 (+1)
Treasury 9 points (3 actions)

Romans
No events

Stability 5
Treasury 7 points (2 actions)

Seleucids
Built temple in Syria
Defeat against the Pontics in Cappadocia
Defeat against the Macedonians in Chalcidice and subsequent loss of the province

Stability 3 (-2)
Treasury 7 points (1 action)

Updated Map

http://www.mediafire.com/?njyrzaymnmj
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Summary of the 3rd turn / 270-260 BC

Carthaginians
Fortifications in Sicilia
Victory over the Garamantics in Garamantica with subsequent conquest of the province
Stability 5 (+1)
Treasury points 9 (3 actions)

Gauls
Victory over the Massaliotes in Narbonensis
Built temple in Arvernia
Built suburbs in Rhaetia
Stability 7 (+1) max
Treasury points 8 (2 actions)

Macedonians
Defeat against the Meliteans in Melita
Victory over the Seleucids in Chalcidice
Defeat against the Ptolemaics in Thessalia and subsequent loss of the province
Stability 4 (-1)
Treasury points 6 (2 actions)

Ptolemaics
Good Harvest
Built suburbs in Libya
Built suburbs in Cyrenaica
Victory over the Macedonians in Thessalia and subsequent conquest of the province
Stability 7 (+1) max
Treasury points 12 (4 actions)

Romans
Fortifications in Bruttium
Stability 5
Treasury 7 points (2 actions)

Seleucids
Political Leadership
Grain Distribution
Defeat against the Pontics in Cappadocia
Defeat against the Macedonians in Chalcidice
Stability 4 (+1)
Treasury points 7 (2 action)

Updated Map

http://www.mediafire.com/imageview.php? ... qloqt0kydg
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
Lysimachos
Lieutenant Colonel - Elite Panther D
Lieutenant Colonel - Elite Panther D
Posts: 1368
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Post by Lysimachos »

Summary of the 4th turn / 260-250 BC

Carthaginians
Political Strife
Great Blaze and temple destruction in Africa
Built temple in Africa
Built fortifications in Garamantica
Defeat against the Gauls in Baetica and subsequent loss of the province
Stability 3 (-2)
Treasury points 8 (1 action)

Gauls
Built suburbs in Cispadana
Victory over the Punics in Baetica and subsequent conquest of the province
Stability 7 max
Treasury points 11 (3 actions)

Macedonians
Political Strife
Victory over the Seleucids in Odrysia and subsequent conquest of the province
Victory over the Ptolemaics in Aetolia
Stability 5 (+1)
Treasury points 7 (2 actions)

Ptolemaics
Famine
Built suburbs in Judaea
Built suburbs in Creta
Defeat against the Macedonians in Aetolia
Victory over the Phasanians in Phasania subsequent conquest of the province
Stability 6 (-1)
Treasury points 15 (5 actions)

Romans
Political Strife
Built temple in Latium
Stability 4 (-1)
Treasury 8 points (2 actions)

Seleucids
Administrative Reforms
Built suburbs in Mysia
Built suburbs in Bithynia
Grain Distribution
Defeat against the Macedonians in Odrysia and subsequent loss of the province
Stability 5 (+1)
Treasury points 8 (2 action)

Updated Map

http://www.mediafire.com/?oenmnihqu0z
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)
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