"240 BC Grand Campaign"
Posted: Thu Nov 30, 2017 7:33 pm
The campaign is designed to roughly represent the situation of the Mediterranean and the Eastern world in 240 BC and aims to focus the attentions of the players on FoG II battles to be played in an historical scenario.
The purpose of the game is to defeat the other players in battle and conquer as much provinces as possible in order to gain the maximum numbers of victory points.
Also other actions are allowed as the building of Paved Roads and Trade Routes, Academies, Temples and Sanctuaries, Fleets, Fortifications and Siege Trains, as well as the declaration of Tax Exemptions and Tax Increases.
The 9 nations in the game will be assigned taking possibly care of the preferences of every player so who’s interested to enroll in the game is asked to clarify, in descending order, his 3 preferred nations.
Down here you’ll find the complete set of rules.
Nations & Provinces
In the game there are 9 nations: Carthaginians (white), Romans (red), Macedonians (green), Pontics (brown), Ptolemaics (yellow), Seleucids (light blue), Parthians (orange), Graeco Bactrians (violet) and Indians (pink), as well as many independent (light brown) and external provinces (dark grey).
Each nation owns at the beginning of the game a different number of provinces, with 1 Capital province, marked with an asterisk on the map.
Provinces are divided between land provinces and maritime provinces wich, though not adjacent, are anyway linked via a sea-route on the map (represented with a black line) that allows an amphibious attack.
The Capital provinces cannot be conquered, which allows players with less provinces to remain in the game also if having lost their little territory.
Independent provinces can be conquered by any adjacent player and, in order to allow players to confront each other using different armies, they may also be used as the starting point of attacks led against other players (also if located on the other end of the map), using the specific army of the province.
The eventual victory in battle will transform the opponent’s province in an independent province which, from that moment, will use it specific army.
External provinces follows the same rules of independent provinces but are not liable to become the target of any kind of attacks.
Every nation fights with his own specific army:
Carthaginians (235-146)
Romans (280-220)
Macedonians (260-148)
Pontics (281-111)
Ptolemaics (320-167)
Seleucids (300-206)
Parthians (250-225)
Graeco Bactrians (250-130)
Indians (500-319)
Every independent and external province has its own terrain and fights with his specific army, as listed apart.
The starting map is showed in the next template.
Treasury
Each nation owns at the beginning of the game a treasury of 500 talents.
If, during the game, the treasury is depleted and, as the result of a random event or of a plunder, a budget deficit arises, the player will suffer the loss of 2 stability point.
Stability Level
Every nation has its own stability level that will be influenced by the outcome of battles.
At the beginning of the campaign each nation has a stability level of 9.
For every battle won during a Land or Amphious Attack the stability will increase of 1 level while for every lost battle it will decrease of 1 level.
The results of Independent or External Attacks won’t influence the stability level.
If the Stability lowers to level 3 the Prestige will decrease of 1 level and the player won’t be able to launch independent or external attacks.
If the Stability lowers to level 2 the Prestige will decrease of another level and the player won’t be able to launch any attack but only to defend its provinces.
If the Stability lowers to level 1 the nation will crumble apart and all his provinces will become independent.
Each stability level earn 1 Victory Point at the end of the game.
Prestige Level
Every nation has its own prestige level that will be enhanced by the construction of temples, sanctuaries and academies and lowered by fluctuation in stability level or random events.
At the beginning of the campaign each nation has a Prestige level of 1.
If the Prestige raises to level 2 every enemy independent or external attack will cost 50 talents.
If the Prestige raises to level 3 every enemy independent or external attack will cost 60 talents.
If the Prestige raises to level 4 every enemy independent or external attack will cost 80 talents.
Each prestige level earns 1 Victory Point at the end of the game.
Mode of Play
The campaign doesn’t foresees turns, every player being allowed to make how many actions at the same time he wants but having no more than one land (or amphibious) attack and one independent or external attack running simultaneously.
Each action is to be announced on this thread, in order to let the other players know what’s going on.
The campaign is scheduled to last until the 28th of February and the players are required to play with regularity.
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:
Carthaginians: Bari
Romans: Cagliari
Macedonians: Firenze
Pontics: Genova
Ptolemaics: Milano
Seleucids: Napoli
Parthians: Palermo
Graeco Bactrians: Roma
Indians: Torino
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Famine / -30 talents
21-30 / Earthquake / academies and temples destroyed if present or sanctuaries downgraded to temples
31–40 / Adminstrative Mismanagment / road destroyed if present or trade routes downgraded to paved roads
41-50 / Administrative Reforms / +1 stability level
51-60 / Good Harvest / + 30 talents
61-70 / Cultural Efforts / academies and temples built if not still present or temples upgraded to sanctuaries
71-80 / Commercial Efforts / paved roads built if not still present or paved roads upgraded to trade routes
81-90 / Political Scandal / -1 prestige level
Actions
Actions consist in the building of Paved Roads and Trade Routes, Temples, Sanctuaries and Academies, Fleets, Fortifications and Siege Trains, in Tax Exemptions and Tax Increases and in different types of Attacks.
At the beginning of the game every player is given the sum of 500 talents in order to sustain the costs of these actions.
Paved Roads
Paved Roads represent the first level of the economic strength of a nation.
A player may build Paved Roads paying 60 talents.
Paved Roads allow a player to gain 40 talents at the 15th of every month.
Trade Routes
Trade Routes represent the second level of the economic strength of a nation and, when built, they take the place of Paved Roads.
A player may build Trade Routes, not before one month of play and only when already owning Paved Roads from at least 20 days, paying 120 talents.
Trade Routes allow a player to gain 80 talents at the 15th of every month.
Temples
Temples display the first level of the nation’s prestige related to the presence of religious and cultural buildings.
A player may build Temples paying 40 talents.
The building of Temples enhances the nation’s Prestige of 1 level.
Temples earn 1 Victory Point at the end of the game if still present.
Sanctuaries
Sanctuaries represent the second level of the nation’s prestige and, when built, they take the place of Temples.
A player may build Sanctuaries, not before one month of play and only when already owning Temples from at least 20 days, paying 80 talents.
The building of Sanctuaries enhances the nation’s Prestige of 1 more level.
Sanctuaries earn 2 Victory Points at the end of the game if still present.
Academies
Academies represent the display of the cultural and bureaucratic skills of a nation.
A player may build Academies paying 40 talents.
The building of an Academy enhance the nation’s Prestige of 1 level.
Academies earn 1 Victory Point at the end of the game if still present.
Fleets
Fleets play their role in the game enabling to launch amphibious attacks between maritime provinces, linked via a sea-route on the map (a black line) and sustaining naval encounters.
Players may outfit a fleet in every of their maritime provinces paying 50 talents.
Every fleet will be automatically destroyed as soon as the nation will lose his maritime province.
Each Fleet earns 1 Victory Point at the end of the game if still present.
Fortifications
Fortifications give a defeated player the chance of avoiding the loss of a province, 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 talents.
After that a 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.
Each Fortification earns 1 Victory Point at the end of the game if still present.
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 20 talents when making a land or amphibious attack.
Siege trains are not allowed when using an independent or external province as a starting point.
If the attacker wants to use a Siege Train he has to declare it on the forum when launching the attack.
If the battle ends with a draw or a defeat the siege train will be destroyed.
If the battle ends with a 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.
Each Siege Train will be disbanded at the end of the siege.
Tax Exemption
Every player may declare a Tax Exemption in order to obtain an enhancement of 1 pt. of his stability level, paying 70 talents.
Tax Increase
Every player may declare a Tax Increase in order to obtain the availability of 70 talents.
The action will cause his stability dropping of 1 level.
Attacks
Every attack has to be launched from a determined province (starting point) and reach a specified province (target).
A single province may be used as starting point of two simultaneous attacks.
If a province is already under attack it won’t be liable to become a starting point.
If an enemy or independent province is already under attack from another player it won’t be liable to become the target of a new attack until the current isn’t decided.
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.
Land Attacks
A player may attack by land any enemy or independent province that borders with his own on the map using his army
A land attack costs 60 talents.
Amphibious Attacks
A player may also 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.
An amphibious attack costs 80 talents and can only be launched from a province owned by the player.
If the target province is defended by a fleet a naval encounter will occur, whose outcome will be decided with the results of the next Italian lottery (taking place every Tuesday, Thursday and Saturday), that is possible to consult here: https://www.lottomatica.it/lotterie/lotto/estrazioni
The attackers will have assigned the 2nd number of the wheel of Bari while the defender will have assigned the 2nd number of the wheel of Cagliari. If the defender gets the overall upper number or there is a draw the amphibious attack will abort. If the attacker gets the overall upper number the FoG battle will also ensue.
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.
The losing player will have his fleet wrecked, saved the case when a draw is achieved.
Independent provinces don’t own fleets.
Independent & External Attacks
A player may also choose any independent or external province as a starting point of an attack against opponents that don’t border with his territory, using the specific army of that province (see the list of provinces and armies).
An independent attack costs 20 talents but it may raise:
- to 25 if the defender nation has a prestige level of 2,
- to 30 if the defender nation has a prestige level of 3,
- to 40 if the defender nation has a prestige level of 4.
Battles
Any attack will be resolved with a large sized battle (large armies on a wide map) on the terrain that is fit for the attacked province as shown in the appropriate list.
The attacker is free to determine what kind of battle to launch choosing between open battles, flank marches, advance guard or remove the head.
The commander of a numidian, libyan, arab, parthian, skythian and saka army, whether if attacked or attacking in an agricultural or desert province, may force the opponent who leads an army that's not included in the same aforementioned armies to play an escort baggage train module with him as the attacker.
When an independent province is attacked the task of commanding its troops will be assigned to another player, not already engaged in leading another defending independent army, following an alphabetical order.
When the battle ends with a draw or if there has been no close combat between non lights troops in the first 6 turns and the attackers calls off his attack, the attacking nation will earn 30t for ravaging the country, taking them from the treasury of the attacked province if it is in the ownership of one of the players.
If a battle ends with a victory the province will be conquered by the attacker if the attack started from one of his provinces, save the effects generated by fortifications and siege trains.
The winner will earn 1 stability level and 30 talents while the looser will suffer the loss of 1 stability level and 30 talents.
If the province won’t be conquered due to the presence of fortifications, the winner will only earn 30 talents and the looser will suffer a loss of 30 talents as a consequence of plunders.
In the case of an attack starting from an independent or an external province, the conquered province will become independent and the attacker will gain 1 prestige level while the defeated player will suffer, beyond the loss of the province, also that of 1 stability level and of 30 talents as a consequence of plunders.
Victory Points and winning conditions
Victory Points represent the results achieved by a nation at the end of the campaign.
They are counted summing:
- 1 pt. for for every victory in independent or external attack,
- 2 pts. for for every victory in land or amphibious attacks
- 2 pts. for every conquered province
- 1 pt. for Academies owned at the end of the game
- 1 pt. for Temples owned at the end of the game
- 2 pt. for Sanctuaries owned at the end of the game
- 1 pt. for every Fleet owned at the end of the game
- 1 pt. for every Fortification owned at the end of the game,
- 1 pt. for every Stability level owned at the end of the game
- 1 pt. for every Prestige level owned at the end of the game.
The player that at the end of the campaign will have the greater number of Victory Points will win the game.
If two or more players will have the same number of Victory Points, the player with the greater amount of talents will prevail.
Otherwise all these players will be declared winners “ex aequo”.
The purpose of the game is to defeat the other players in battle and conquer as much provinces as possible in order to gain the maximum numbers of victory points.
Also other actions are allowed as the building of Paved Roads and Trade Routes, Academies, Temples and Sanctuaries, Fleets, Fortifications and Siege Trains, as well as the declaration of Tax Exemptions and Tax Increases.
The 9 nations in the game will be assigned taking possibly care of the preferences of every player so who’s interested to enroll in the game is asked to clarify, in descending order, his 3 preferred nations.
Down here you’ll find the complete set of rules.
Nations & Provinces
In the game there are 9 nations: Carthaginians (white), Romans (red), Macedonians (green), Pontics (brown), Ptolemaics (yellow), Seleucids (light blue), Parthians (orange), Graeco Bactrians (violet) and Indians (pink), as well as many independent (light brown) and external provinces (dark grey).
Each nation owns at the beginning of the game a different number of provinces, with 1 Capital province, marked with an asterisk on the map.
Provinces are divided between land provinces and maritime provinces wich, though not adjacent, are anyway linked via a sea-route on the map (represented with a black line) that allows an amphibious attack.
The Capital provinces cannot be conquered, which allows players with less provinces to remain in the game also if having lost their little territory.
Independent provinces can be conquered by any adjacent player and, in order to allow players to confront each other using different armies, they may also be used as the starting point of attacks led against other players (also if located on the other end of the map), using the specific army of the province.
The eventual victory in battle will transform the opponent’s province in an independent province which, from that moment, will use it specific army.
External provinces follows the same rules of independent provinces but are not liable to become the target of any kind of attacks.
Every nation fights with his own specific army:
Carthaginians (235-146)
Romans (280-220)
Macedonians (260-148)
Pontics (281-111)
Ptolemaics (320-167)
Seleucids (300-206)
Parthians (250-225)
Graeco Bactrians (250-130)
Indians (500-319)
Every independent and external province has its own terrain and fights with his specific army, as listed apart.
The starting map is showed in the next template.
Treasury
Each nation owns at the beginning of the game a treasury of 500 talents.
If, during the game, the treasury is depleted and, as the result of a random event or of a plunder, a budget deficit arises, the player will suffer the loss of 2 stability point.
Stability Level
Every nation has its own stability level that will be influenced by the outcome of battles.
At the beginning of the campaign each nation has a stability level of 9.
For every battle won during a Land or Amphious Attack the stability will increase of 1 level while for every lost battle it will decrease of 1 level.
The results of Independent or External Attacks won’t influence the stability level.
If the Stability lowers to level 3 the Prestige will decrease of 1 level and the player won’t be able to launch independent or external attacks.
If the Stability lowers to level 2 the Prestige will decrease of another level and the player won’t be able to launch any attack but only to defend its provinces.
If the Stability lowers to level 1 the nation will crumble apart and all his provinces will become independent.
Each stability level earn 1 Victory Point at the end of the game.
Prestige Level
Every nation has its own prestige level that will be enhanced by the construction of temples, sanctuaries and academies and lowered by fluctuation in stability level or random events.
At the beginning of the campaign each nation has a Prestige level of 1.
If the Prestige raises to level 2 every enemy independent or external attack will cost 50 talents.
If the Prestige raises to level 3 every enemy independent or external attack will cost 60 talents.
If the Prestige raises to level 4 every enemy independent or external attack will cost 80 talents.
Each prestige level earns 1 Victory Point at the end of the game.
Mode of Play
The campaign doesn’t foresees turns, every player being allowed to make how many actions at the same time he wants but having no more than one land (or amphibious) attack and one independent or external attack running simultaneously.
Each action is to be announced on this thread, in order to let the other players know what’s going on.
The campaign is scheduled to last until the 28th of February and the players are required to play with regularity.
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:
Carthaginians: Bari
Romans: Cagliari
Macedonians: Firenze
Pontics: Genova
Ptolemaics: Milano
Seleucids: Napoli
Parthians: Palermo
Graeco Bactrians: Roma
Indians: Torino
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Famine / -30 talents
21-30 / Earthquake / academies and temples destroyed if present or sanctuaries downgraded to temples
31–40 / Adminstrative Mismanagment / road destroyed if present or trade routes downgraded to paved roads
41-50 / Administrative Reforms / +1 stability level
51-60 / Good Harvest / + 30 talents
61-70 / Cultural Efforts / academies and temples built if not still present or temples upgraded to sanctuaries
71-80 / Commercial Efforts / paved roads built if not still present or paved roads upgraded to trade routes
81-90 / Political Scandal / -1 prestige level
Actions
Actions consist in the building of Paved Roads and Trade Routes, Temples, Sanctuaries and Academies, Fleets, Fortifications and Siege Trains, in Tax Exemptions and Tax Increases and in different types of Attacks.
At the beginning of the game every player is given the sum of 500 talents in order to sustain the costs of these actions.
Paved Roads
Paved Roads represent the first level of the economic strength of a nation.
A player may build Paved Roads paying 60 talents.
Paved Roads allow a player to gain 40 talents at the 15th of every month.
Trade Routes
Trade Routes represent the second level of the economic strength of a nation and, when built, they take the place of Paved Roads.
A player may build Trade Routes, not before one month of play and only when already owning Paved Roads from at least 20 days, paying 120 talents.
Trade Routes allow a player to gain 80 talents at the 15th of every month.
Temples
Temples display the first level of the nation’s prestige related to the presence of religious and cultural buildings.
A player may build Temples paying 40 talents.
The building of Temples enhances the nation’s Prestige of 1 level.
Temples earn 1 Victory Point at the end of the game if still present.
Sanctuaries
Sanctuaries represent the second level of the nation’s prestige and, when built, they take the place of Temples.
A player may build Sanctuaries, not before one month of play and only when already owning Temples from at least 20 days, paying 80 talents.
The building of Sanctuaries enhances the nation’s Prestige of 1 more level.
Sanctuaries earn 2 Victory Points at the end of the game if still present.
Academies
Academies represent the display of the cultural and bureaucratic skills of a nation.
A player may build Academies paying 40 talents.
The building of an Academy enhance the nation’s Prestige of 1 level.
Academies earn 1 Victory Point at the end of the game if still present.
Fleets
Fleets play their role in the game enabling to launch amphibious attacks between maritime provinces, linked via a sea-route on the map (a black line) and sustaining naval encounters.
Players may outfit a fleet in every of their maritime provinces paying 50 talents.
Every fleet will be automatically destroyed as soon as the nation will lose his maritime province.
Each Fleet earns 1 Victory Point at the end of the game if still present.
Fortifications
Fortifications give a defeated player the chance of avoiding the loss of a province, 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 talents.
After that a 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.
Each Fortification earns 1 Victory Point at the end of the game if still present.
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 20 talents when making a land or amphibious attack.
Siege trains are not allowed when using an independent or external province as a starting point.
If the attacker wants to use a Siege Train he has to declare it on the forum when launching the attack.
If the battle ends with a draw or a defeat the siege train will be destroyed.
If the battle ends with a 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.
Each Siege Train will be disbanded at the end of the siege.
Tax Exemption
Every player may declare a Tax Exemption in order to obtain an enhancement of 1 pt. of his stability level, paying 70 talents.
Tax Increase
Every player may declare a Tax Increase in order to obtain the availability of 70 talents.
The action will cause his stability dropping of 1 level.
Attacks
Every attack has to be launched from a determined province (starting point) and reach a specified province (target).
A single province may be used as starting point of two simultaneous attacks.
If a province is already under attack it won’t be liable to become a starting point.
If an enemy or independent province is already under attack from another player it won’t be liable to become the target of a new attack until the current isn’t decided.
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.
Land Attacks
A player may attack by land any enemy or independent province that borders with his own on the map using his army
A land attack costs 60 talents.
Amphibious Attacks
A player may also 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.
An amphibious attack costs 80 talents and can only be launched from a province owned by the player.
If the target province is defended by a fleet a naval encounter will occur, whose outcome will be decided with the results of the next Italian lottery (taking place every Tuesday, Thursday and Saturday), that is possible to consult here: https://www.lottomatica.it/lotterie/lotto/estrazioni
The attackers will have assigned the 2nd number of the wheel of Bari while the defender will have assigned the 2nd number of the wheel of Cagliari. If the defender gets the overall upper number or there is a draw the amphibious attack will abort. If the attacker gets the overall upper number the FoG battle will also ensue.
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.
The losing player will have his fleet wrecked, saved the case when a draw is achieved.
Independent provinces don’t own fleets.
Independent & External Attacks
A player may also choose any independent or external province as a starting point of an attack against opponents that don’t border with his territory, using the specific army of that province (see the list of provinces and armies).
An independent attack costs 20 talents but it may raise:
- to 25 if the defender nation has a prestige level of 2,
- to 30 if the defender nation has a prestige level of 3,
- to 40 if the defender nation has a prestige level of 4.
Battles
Any attack will be resolved with a large sized battle (large armies on a wide map) on the terrain that is fit for the attacked province as shown in the appropriate list.
The attacker is free to determine what kind of battle to launch choosing between open battles, flank marches, advance guard or remove the head.
The commander of a numidian, libyan, arab, parthian, skythian and saka army, whether if attacked or attacking in an agricultural or desert province, may force the opponent who leads an army that's not included in the same aforementioned armies to play an escort baggage train module with him as the attacker.
When an independent province is attacked the task of commanding its troops will be assigned to another player, not already engaged in leading another defending independent army, following an alphabetical order.
When the battle ends with a draw or if there has been no close combat between non lights troops in the first 6 turns and the attackers calls off his attack, the attacking nation will earn 30t for ravaging the country, taking them from the treasury of the attacked province if it is in the ownership of one of the players.
If a battle ends with a victory the province will be conquered by the attacker if the attack started from one of his provinces, save the effects generated by fortifications and siege trains.
The winner will earn 1 stability level and 30 talents while the looser will suffer the loss of 1 stability level and 30 talents.
If the province won’t be conquered due to the presence of fortifications, the winner will only earn 30 talents and the looser will suffer a loss of 30 talents as a consequence of plunders.
In the case of an attack starting from an independent or an external province, the conquered province will become independent and the attacker will gain 1 prestige level while the defeated player will suffer, beyond the loss of the province, also that of 1 stability level and of 30 talents as a consequence of plunders.
Victory Points and winning conditions
Victory Points represent the results achieved by a nation at the end of the campaign.
They are counted summing:
- 1 pt. for for every victory in independent or external attack,
- 2 pts. for for every victory in land or amphibious attacks
- 2 pts. for every conquered province
- 1 pt. for Academies owned at the end of the game
- 1 pt. for Temples owned at the end of the game
- 2 pt. for Sanctuaries owned at the end of the game
- 1 pt. for every Fleet owned at the end of the game
- 1 pt. for every Fortification owned at the end of the game,
- 1 pt. for every Stability level owned at the end of the game
- 1 pt. for every Prestige level owned at the end of the game.
The player that at the end of the campaign will have the greater number of Victory Points will win the game.
If two or more players will have the same number of Victory Points, the player with the greater amount of talents will prevail.
Otherwise all these players will be declared winners “ex aequo”.