The War for Civilisation
Posted: Tue Apr 03, 2012 1:48 pm
The War for Civilisation
This Campaign is open - pm me to join
Introduction:
This is a campaign, ideally for 5 players, but can be played with more. It represents the period immediately prior to the second Punic War, around 217BC.
Each player takes to role of one of the great powers (Macedonia, the Selucids, Ptolemaic Egypt, Rome and Cathage). When played with more players, additional players take the role of Permangon, the Aetolian League, Pontus, Numidia and The Achaean League, in that order, with a maximum of 10 players.
Joining the Campaign:
1) Additional players may join during a campaign, and are allocated a minor power at the discretion of the referee.
2) A state is limited to a single attack and zero naval invasions until it controls four provinces (with the exception of Macedonia).
3) Additional rules can be suggested by the referee during a campaign, implemented if agreed by a simple majority of players.
Aim of the Game:
The game can end in several ways:
1) Exhaustion brings peace: from the fifth round onwards there is a steadily increasing random chance of the game ending. In the 5th round this is a 1%, 6th a 4% chance, 7th a 7% chance, 8th round a 10% chance, and so on until game termination.
When ‘exhaustion brings peace’ the rank order (with highest winning the game) is decide by the following point allocation:
- 1 point for each province held
- 3 points for each minor city held
- 5 points for each major city held
- 1 point for every battle won
- 5 points for slaying an enemy war leader (see Death or Capture of a War Leader)
2) Dominant power imposes peace: If a power fulfils one of the following criteria, the game ends immediately and that player wins:
- 22 provinces (including major and minor cities) held
- 3 major power capitals held
Game Turn Order
Phase 1 – Map Update and Random Event
The referee will post updated province lists on the campaign thread, and post the random event for the turn.
Random Events Table:
1-30 – Nothing Happens
31-36 – Marriage strengthens ties. Two players are randomly selected. Those two players may not attack each other for 3 turns.
37-41 – Assassin strikes. One randomly selected player endures ‘death or capture of war leader event’.
42-46 – Patriotic surge. Two randomly selected players have +50 to their armies this turn.
47-52 – Famine. One randomly selected player’s armies suffer -50 to their armies this turn.
53-59 - Winds of change. 1-6 provinces revert to minor power status.
60-65 – Enraged by massacres! One randomly determined player may only launch attacks at another randomly determined player this turn.
66-71 – Rough seas. No naval invasions this turn.
72-76 – Fortifications strengthened. One randomly selected player may add +50 to all armies which are defending this turn.
77-80 – War frenzy. Each player may launch 3 instead or 2 attacks or 2 naval invasions instead of one.
81-99 – Barbarians! – Gauls, Germans, Scythians, Arabs or some other group attacks one province – the referee to post details.
00 – Barbarian Horde! – Huge numbers of Gauls, Germans, Scythians, Arabs or some other group attacks a number of provinces – the referee to post details.
Phase 2 – Orders
The order phase takes place simultaneously for all players. In their order phase each player may order attacks on two provinces which they share a land border with, or one naval invasion on a province they do not share a land border with. Even provinces separated by narrow straits of water (33 to 34, 48 to 50, 9 to 63 and 11 to 63) require a naval invasion order.
In the order phase, each player chooses where their war leader will be in the action phase of that turn (see ‘war leaders’, below).
An order will be sent as a pm to the referee, and a three day window will exist for orders to be pm’ed.
Phase 3 – Battle List
The referee will post a battle list to be completed in Phase 4.
Phase 4 – Battles
Upon the posting of the battle list, each player will arrange battles either with another player (or the referee, where the province in question is a minor state or as a result of a random event).
Each side in a battle fields an army of 400 points. Further points may be added as follows:
- War leader present +100 points
- Minor City +50
- Major City +100
Example: If the Selucids had attacked the Ptolemaic province of Judea, and neither side’s war leader was present a 400 vs 400 battle would take place.
Example: If Cathage attacked Rome itself, with their war leader (Hannibal) facing Rome and their war leader (Fabius, perhaps) a 500 vs 600 battle would ensue.
The results of battles (including the death or capture of war leaders), should be posted on the thread as soon as possible, within a three week window.
Upon the receipt of results, the turn ends.
Other rules:
Army Lists:
Romans: Mid Republican Rome (early) for first 10 turns, then mid republican Rome (later)
Ptol. Egypt: Ptolemaic Successor for first 4 turns then Later Ptolemaic (Greek). Later Ptolemaic (Roman) available after a Later Ptolemaic (Greek) has fought Romans.
Selucids: Selucids Successor for first 4 turns, then LaterSelucids (pre 166BC)
Macedonians: Macedonian Successor for first four turns, then Later Macedonian
Cathage: Later Cathaginian (post-235), except in Italy* where Later Cathagian (in Italy) is used and in Africa** where later Cathaginian (in Africa) is used.
*: Italy composed of these provinces: 42, 44, 45, 46, 47, 48, 49, 50 and 51.
**: Africa composed of these provinces: 26, 27, 28, 29, 30, 31, 32 and 33 (Roman Africa, rather than the modern continent).
Death or capture of war leader: If a player loses their war leader (either killed in battle or unit disappears when trapped in rout), each of that player’s provinces / cities has a 1 in 3 chance of reverting to neutrality, as subject peoples seize the moment for liberation or as local strong men emerge. That player does not have a war leader for the following turn (although will again, thereafter).
War Leader in battle: When a player’s war leader is present in battle, he must be represented by an Inspired General. The player should only deploy one Inspired General if his war leader is present.
Loss of capital city: If a player loses their capital city a further 1-3 provinces revert to neutrality.
If two or more players attack the same province: The referee will pm each attacking player and enquire if they want their attack to proceed. If players do not respond in 24 hours it is assumed that their forces, facing a complicated military and political situation, stand-down. All players whose attacks are proceeding and the owner of the province are then drawn in pairs to fight for this round by the referee. If there is an odd number, one faction present will not engage in battle this turn. If more than one army is still present at the end of Phase 4, the defending player keeps the ‘disputed province’.
Example: Macedonia, Cathage and Selucids all order attacks Egyptian province 50. Cathage, when informed of the presence of other armies, decides not to press the attack. Of the remaining 3 faction, Macedonia and Selucids are drawn. A battle ensues. However because Ptolemaic Egypt maintains their defensive force, the province remains theirs, regardless of outcome. Clear as mud, eh?
Starting Provinces:
Major Powers
Rome:
Major City (Capital): 46
Minor City: None
Provinces: 52, 50, 48, 47, 45, 44, 53, 55
Macedonia
Major City (Capital): 12
Minor Cities: 13, 63
Provinces: none
Selucids
Major City (Capital): 4
Minor Citiy: 7
Provinces: 9, 8, 5, 18
Cathage
Major City (Capital): 29
Minor City: 36
Provinces: 26, 27, 28, 30, 34, 35, 37
Ptol. Egypt:
Major City (Capital): 21
Minor cities: none
Provinces: 25, 24, 23, 22, 19, 29, 17, 6, 10
Neutral Territories (unless additional players join)
33 – province – Numidians
32 – province – Numidians
31 – province – Numidians
62 – province – Galatians
1 – minor city – Pontus
11- minor city – Greek
14 – major city – Greek (later Athenian)
54 – province – Illyrians
56 – province – Thracians
57 – province – not sure yet
58 – province – not sure yet
43 – province – Gauls
40 – province – Gauls
41 – province – Gauls
39 – province – Celtiberians
38 – province – Lusitanians
15 – minor city – Greek (later Spartans)
16 – province – Greek
59 – minor city – Bosphoran
61 – province – Greek
60 – province – Parthians
51 – minor city – Greek
Optional Rules
Diplomacy
Two or more players may declare the following types of treaty:
1) Non-aggression Pact. The states declaring a non-aggression pact may not attack each other for 2 years. To do so (even accidentally, in the case of both attacking the same province and neither standing down – see ‘If two or more players attack the same province’), results in the attacking player / players having 1-3 provinces / cities revert to neutrality.
2) War on a common enemy. The states declaring a war on a common enemy must name that enemy. When both states attack the same province of the common enemy, only one of the states (randomly chosen by referee) fights the defender. If only armies from the two states remain in a province then that province is controlled by one of the two powers (randomly chosen), rather than being kept by the defending power as a ‘disputed province’.
This Campaign is open - pm me to join
Introduction:
This is a campaign, ideally for 5 players, but can be played with more. It represents the period immediately prior to the second Punic War, around 217BC.
Each player takes to role of one of the great powers (Macedonia, the Selucids, Ptolemaic Egypt, Rome and Cathage). When played with more players, additional players take the role of Permangon, the Aetolian League, Pontus, Numidia and The Achaean League, in that order, with a maximum of 10 players.
Joining the Campaign:
1) Additional players may join during a campaign, and are allocated a minor power at the discretion of the referee.
2) A state is limited to a single attack and zero naval invasions until it controls four provinces (with the exception of Macedonia).
3) Additional rules can be suggested by the referee during a campaign, implemented if agreed by a simple majority of players.
Aim of the Game:
The game can end in several ways:
1) Exhaustion brings peace: from the fifth round onwards there is a steadily increasing random chance of the game ending. In the 5th round this is a 1%, 6th a 4% chance, 7th a 7% chance, 8th round a 10% chance, and so on until game termination.
When ‘exhaustion brings peace’ the rank order (with highest winning the game) is decide by the following point allocation:
- 1 point for each province held
- 3 points for each minor city held
- 5 points for each major city held
- 1 point for every battle won
- 5 points for slaying an enemy war leader (see Death or Capture of a War Leader)
2) Dominant power imposes peace: If a power fulfils one of the following criteria, the game ends immediately and that player wins:
- 22 provinces (including major and minor cities) held
- 3 major power capitals held
Game Turn Order
Phase 1 – Map Update and Random Event
The referee will post updated province lists on the campaign thread, and post the random event for the turn.
Random Events Table:
1-30 – Nothing Happens
31-36 – Marriage strengthens ties. Two players are randomly selected. Those two players may not attack each other for 3 turns.
37-41 – Assassin strikes. One randomly selected player endures ‘death or capture of war leader event’.
42-46 – Patriotic surge. Two randomly selected players have +50 to their armies this turn.
47-52 – Famine. One randomly selected player’s armies suffer -50 to their armies this turn.
53-59 - Winds of change. 1-6 provinces revert to minor power status.
60-65 – Enraged by massacres! One randomly determined player may only launch attacks at another randomly determined player this turn.
66-71 – Rough seas. No naval invasions this turn.
72-76 – Fortifications strengthened. One randomly selected player may add +50 to all armies which are defending this turn.
77-80 – War frenzy. Each player may launch 3 instead or 2 attacks or 2 naval invasions instead of one.
81-99 – Barbarians! – Gauls, Germans, Scythians, Arabs or some other group attacks one province – the referee to post details.
00 – Barbarian Horde! – Huge numbers of Gauls, Germans, Scythians, Arabs or some other group attacks a number of provinces – the referee to post details.
Phase 2 – Orders
The order phase takes place simultaneously for all players. In their order phase each player may order attacks on two provinces which they share a land border with, or one naval invasion on a province they do not share a land border with. Even provinces separated by narrow straits of water (33 to 34, 48 to 50, 9 to 63 and 11 to 63) require a naval invasion order.
In the order phase, each player chooses where their war leader will be in the action phase of that turn (see ‘war leaders’, below).
An order will be sent as a pm to the referee, and a three day window will exist for orders to be pm’ed.
Phase 3 – Battle List
The referee will post a battle list to be completed in Phase 4.
Phase 4 – Battles
Upon the posting of the battle list, each player will arrange battles either with another player (or the referee, where the province in question is a minor state or as a result of a random event).
Each side in a battle fields an army of 400 points. Further points may be added as follows:
- War leader present +100 points
- Minor City +50
- Major City +100
Example: If the Selucids had attacked the Ptolemaic province of Judea, and neither side’s war leader was present a 400 vs 400 battle would take place.
Example: If Cathage attacked Rome itself, with their war leader (Hannibal) facing Rome and their war leader (Fabius, perhaps) a 500 vs 600 battle would ensue.
The results of battles (including the death or capture of war leaders), should be posted on the thread as soon as possible, within a three week window.
Upon the receipt of results, the turn ends.
Other rules:
Army Lists:
Romans: Mid Republican Rome (early) for first 10 turns, then mid republican Rome (later)
Ptol. Egypt: Ptolemaic Successor for first 4 turns then Later Ptolemaic (Greek). Later Ptolemaic (Roman) available after a Later Ptolemaic (Greek) has fought Romans.
Selucids: Selucids Successor for first 4 turns, then LaterSelucids (pre 166BC)
Macedonians: Macedonian Successor for first four turns, then Later Macedonian
Cathage: Later Cathaginian (post-235), except in Italy* where Later Cathagian (in Italy) is used and in Africa** where later Cathaginian (in Africa) is used.
*: Italy composed of these provinces: 42, 44, 45, 46, 47, 48, 49, 50 and 51.
**: Africa composed of these provinces: 26, 27, 28, 29, 30, 31, 32 and 33 (Roman Africa, rather than the modern continent).
Death or capture of war leader: If a player loses their war leader (either killed in battle or unit disappears when trapped in rout), each of that player’s provinces / cities has a 1 in 3 chance of reverting to neutrality, as subject peoples seize the moment for liberation or as local strong men emerge. That player does not have a war leader for the following turn (although will again, thereafter).
War Leader in battle: When a player’s war leader is present in battle, he must be represented by an Inspired General. The player should only deploy one Inspired General if his war leader is present.
Loss of capital city: If a player loses their capital city a further 1-3 provinces revert to neutrality.
If two or more players attack the same province: The referee will pm each attacking player and enquire if they want their attack to proceed. If players do not respond in 24 hours it is assumed that their forces, facing a complicated military and political situation, stand-down. All players whose attacks are proceeding and the owner of the province are then drawn in pairs to fight for this round by the referee. If there is an odd number, one faction present will not engage in battle this turn. If more than one army is still present at the end of Phase 4, the defending player keeps the ‘disputed province’.
Example: Macedonia, Cathage and Selucids all order attacks Egyptian province 50. Cathage, when informed of the presence of other armies, decides not to press the attack. Of the remaining 3 faction, Macedonia and Selucids are drawn. A battle ensues. However because Ptolemaic Egypt maintains their defensive force, the province remains theirs, regardless of outcome. Clear as mud, eh?
Starting Provinces:
Major Powers
Rome:
Major City (Capital): 46
Minor City: None
Provinces: 52, 50, 48, 47, 45, 44, 53, 55
Macedonia
Major City (Capital): 12
Minor Cities: 13, 63
Provinces: none
Selucids
Major City (Capital): 4
Minor Citiy: 7
Provinces: 9, 8, 5, 18
Cathage
Major City (Capital): 29
Minor City: 36
Provinces: 26, 27, 28, 30, 34, 35, 37
Ptol. Egypt:
Major City (Capital): 21
Minor cities: none
Provinces: 25, 24, 23, 22, 19, 29, 17, 6, 10
Neutral Territories (unless additional players join)
33 – province – Numidians
32 – province – Numidians
31 – province – Numidians
62 – province – Galatians
1 – minor city – Pontus
11- minor city – Greek
14 – major city – Greek (later Athenian)
54 – province – Illyrians
56 – province – Thracians
57 – province – not sure yet
58 – province – not sure yet
43 – province – Gauls
40 – province – Gauls
41 – province – Gauls
39 – province – Celtiberians
38 – province – Lusitanians
15 – minor city – Greek (later Spartans)
16 – province – Greek
59 – minor city – Bosphoran
61 – province – Greek
60 – province – Parthians
51 – minor city – Greek
Optional Rules
Diplomacy
Two or more players may declare the following types of treaty:
1) Non-aggression Pact. The states declaring a non-aggression pact may not attack each other for 2 years. To do so (even accidentally, in the case of both attacking the same province and neither standing down – see ‘If two or more players attack the same province’), results in the attacking player / players having 1-3 provinces / cities revert to neutrality.
2) War on a common enemy. The states declaring a war on a common enemy must name that enemy. When both states attack the same province of the common enemy, only one of the states (randomly chosen by referee) fights the defender. If only armies from the two states remain in a province then that province is controlled by one of the two powers (randomly chosen), rather than being kept by the defending power as a ‘disputed province’.