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- ETERNAL ROME 16th May, 1991
-
- Written and copyright by Sven Hartrumpf MXMI
-
-
-
- Documentation
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- Table of contents
-
-
- Introduction 1
-
- I. Fundamentals 3
- II. Taxation Phase 6
- III. Naval Phase 8
- IV. Land Movement Phase 10
- V. Land Combat Phase 11
- VI. Siege Phase 12
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-
-
- Introduction
-
- Eternal Rome is an extremely complex strategic game which simulates the
- most important and interesting periods of the Roman empire in numerous
- independent scenarios. It includes military, diplomatic, political,
- economic, social factors and problems.
-
- My main intention was to write a simulation which is very realistic and
- historically accurate and at the same time easy and fast to play. This
- simulation allows interested people to become familiar with a distant
- period of history which our modern culture and civilization owes most of
- its fundamentals.
-
- Most scenarios can be played by two players. The game is also well designed
- for solitaire play and historical and strategic studies. As almost all
- games of this kind, the more players are involved the more interesting and
- entertaining the play will be. But I also created for all scenarios, which
- are normally played by 3, 4 or even 5 players, one or more versions for
- less players.
-
- Therefore hobby-strategists, historically interested people and all human
- beings that enjoy the inspiring and entertaining play with others may have
- found "their" game.
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- - 2 -
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- There are two versions of ETERNAL ROME: a tryware version 1.x and a
- professional version 2.x. The tryware version may be freely distributed as
- long as the original program is always accompanied by this original
- documentation. I would like to see it in every disk series, which is really
- PD. The tryware version has no disk operations. So you can not save nor
- load scenarios. You should use it to decide whether it is worth buying the
- professional version or not. In the tryware version you can only play the
- two player scenario "Octavius and Antonius".
-
- If you enjoy playing the tryware version, you can buy the complete
- professional version. The professional version is not freeware and may not
- be distributed freely. Doing so is both illegal and immoral. If you order
- the professional version you will become a registered user. The
- professional version includes 5 scenarios. You can also buy two scenario
- disks (Alpha and Beta) each of them containing 10 new scenarios. Most
- scenarios are delivered in several versions for different numbers of
- players. You can NOT buy scenario disks if you are not a registered user of
- ETERNAL ROME.
-
- Currency USA ($) GB (£) Germany (DM)
- Product
-
- Eternal Rome 2.0, 39,00 22,00 59,00
- professional version
-
- Scenario disk Alpha 19,00 11,00 29,00
-
- Scenario disk Beta 19,00 11,00 29,00
-
- Eternal Rome 2.0 66,00 38,00 99,00
- including Scenario disks
- Alpha and Beta (you save 11,00 6,00 18,00)
-
- I must always add for 6,00 3,00 6,00
- postage, packing etc
-
-
-
-
-
-
- Send the money, your comments and suggestions to:
-
-
- S. Hartrumpf
- Die Rappenwiesen 41 b
- 6380 Bad Homburg
- GERMANY
-
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-
- NO WARRANTY
-
- I WILL NOT BE LIABLE FOR DAMAGES, INCLUDING ANY LOST PROFITS, LOST MONIES,
- OR OTHER SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
- USE OR INABILITY TO USE ETERNAL ROME (INCLUDING BUT NOT LIMITED TO LOSS OF
- DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY THIRD PARTIES
- OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAM).
-
-
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-
-
- - 3 -
-
-
- I. Fundamentals
-
- You can start the game without any arguments (EternalRome, stack size must
- be at least 20000 bytes), but you can also add three parameters from your
- CLI/SHELL. The first contains the width, the second the height of the used
- window in pixels. If the third (optional) parameter is 'i' the interlace
- mode will be used. If no parameters are given the main window has the
- minimal size of 640*200 non-interlaced pixels. I recommend a size of
- 730*280 for all who use a PAL Amiga (maybe you have to change the
- preferences for the left top edge of screens).
-
- At first I will describe the basic control elements of the computer
- simulation. Eternal Rome uses an flexible information system which is based
- on windows. You can comfortably control the simulation during all phases
- using the mouse (except if you want to enter a new file name to save a
- scenario). If you click on a hexagon (in the following I will just use the
- common abbreviation hex/hexes), an information window is opened which tells
- you all about this hex. Since the intelligence of a player into the
- military affairs of his enemies is strictly limited to hexes where both
- have units or both have fleets, you will be informed about the position of
- an enemy unit but not about its strength. By mutual agreement this
- restriction can be disabled by using the 'Intelligence'-item in the
- 'Options'-menu.
-
- Every information window can be closed by clicking on the close gadget at
- the left top edge. If a window waits for further input or output, it can
- not be closed. If you close the map window, a requester asks you if you
- really want to quit. If you affirm, the simulation immediately ends. You
- can close all information windows by selecting the 'Clear display' menu
- item in the 'Utilities'-menu. Information text is normally printed in
- white. But in most windows there is also text in blue. If you click on this
- you receive information concerning the subject the text represents. You
- will soon understand this very tricky information system.
-
-
- After starting the game you see a geographical map which contains all
- regions of Europe, Asia and Africa which ever belonged to the Roman Empire
- (Imperium Romanum) and all regions of its most threatening enemies. The
- title line displays important information in the following order: the name
- of the current phase, the name of the power which is to play, the current
- date and the status of communication. If a '*' precedes the date, it is
- winter time and movement costs are higher than normal. There are some
- provinces where winters are so warm that they do not make movements more
- difficult. From May to October it is always summer, from December to March
- it is always winter, April and November may be summer or winter months
- (computer determines whether it is winter or summer by using a random
- generator).
-
- The last information in the title line (status of communication) is very
- important as the computer displays here what it is waiting for, e.g.: If
- the status is "Select two fleets", the computer is waiting for the user to
- open an information window about the fleet the user wants to select (if not
- already opened) and to activate this window by clicking into it (avoid to
- click on text printed in blue because you will receive information you
- probably do not want). Activated and unactivated windows are distinguished
- by intuition as follows: an activated window has a normal (i.e. easily
- readable) title line, while the title line of an unactivated window is
- 'ghosted'. But let's return to the example given. If you select a fleet,
- the status text will change to 'Select one fleet' and you have to select a
- second fleet as described above.
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- - 4 -
-
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- You can always quit an action and clear the status text in the window title
- by selecting the 'Quit action' item of the 'Utilities' menu. The computer
- will not change the status text, although you have selected an object of
- the requested type, if the selected object can not be used for the current
- operation. In most cases you will immediately understand why your input is
- not accepted (e.g. it is quite reasonable that the computer does not let
- you change the position or composition of enemy armies or fleets and things
- like that), but in some cases you will have to take a look at this
- documentation in order to understand it. The computer always tries to
- reject inputs which make no sense or are not allowed.
-
- The map is divided into provinces. The borders between provinces are
- painted in white. Every province consists of several hexes. A hex has an
- average width of 70 km. The colour and sometimes also the pattern of the
- hex show the dominating type of terrain. To identify the different
- terrains, take a look at the following table:
-
- Colour Terrain Colour Terrain
-
- white clear brown wild, mountainous
- green forest blue coast
- dark green marsh dark blue deep sea
- yellow desert
-
- The first five types can only be entered by land whereas the last two can
- only be entered by sea. But there are also mixed hexes since the coast line
- of the Mediterranean is far from being a hexagonical one. Mixed hexes are
- horizontally striped using the bright blue (representing shallow water) and
- the colour of the predominating type of terrain.
-
- Principally you can move from every hex in six directions. But if you move
- by sea the hex must be passable by sea, and if you move by land the hex
- must be passable by land. As all rules you should know this rule but never
- mind if you forget it, because the computer will never allow anyone to
- break a rule. Therefore the computer will help you to avoid great problems
- and disputes due to ignoring rules (un)intentionally. There are some paths
- between hexes which should be passable according to this general rule but
- which are not. The border between hexes where no path between them exists
- is painted in black. In most cases they represent mountains which can not
- be passed by an army. Between some hexes which represent land and sea there
- is no path, because they are not connected by land or by sea directly. The
- map does not mark paths which are not passable by sea. You can not enter
- provinces which are assigned to no power at the beginning of the scenario.
- There are seven straits which can be passed without using fleets at an
- additional cost: the Bosporus and the Hellespont for 4, the Straits of
- Gibraltar for 12, the English Channel for 16, the Strait of Messina for 4,
- the Gulf of Patras for 8 and the strait between the Black Sea and the
- Asowian Sea for 4 additional points.
-
- You can change the position and the scale of the map by using the three
- proportional gadgets at the right and at the bottom of the map window. The
- right vertical gadget moves the visible part of the map up (north) and down
- (south), the upper horizontal gadget moves it to the left (west) and to the
- right (east). The lower horizontal gadget changes the scale of the map. If
- you move the knob to the left, the hexes become smaller (zoom out), if you
- move to the right the hexes, become bigger (zoom in). The computer always
- zooms relatively to the middle of the map.
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- - 5 -
-
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- The map shows the names (or the beginning of the names) of the most
- important cities (at the most one per hex; if the name of a city changed
- during the covered period of time (e.g. Byzantium - Constantinopolis), the
- most famous ancient name is used). Most provinces have several cities and
- one capital city. The names of capitals are capitalized. The existence and
- importance of a city can change from one scenario to another. This reflects
- the historical development in the ancient urban life which was one of the
- main aspects of the Roman empire. Therefore the possession of a province
- depends upon the possession of its cities. A power controls a province as
- long as it controls its capital. A power gains control of a province if it
- controls the capital and at least one half of the remaining cities.
-
- I mentioned the term "power" in the last paragraph - here is the
- explanation: A power is a political fraction which is simulated in a
- scenario. A power can control cities and provinces, move and recruit land
- units and fleets, tax provinces and do much more described below. Each
- player controls one or more powers and tries to succeed in fulfilling the
- victory conditions, which you can read if you select the 'Victory info'
- item in the 'Diplomacy' menu. The computer also reports in this info window
- which conditions are fulfilled and which are not.
-
- There are seven different types of powers depending upon whether it is a
- major or minor, a civilized or a barbarian, a neutral or a client state:
-
- 1. Roman power (always a major and civilized power)
- 2. Major civilized power (but not a Roman one)
- 3. Major barbarian power
- 4. Minor civilized neutral power
- 5. Minor barbarian neutral power
- 6. Minor civilized client state
- 7. Minor barbarian client state
-
- Major powers always have their own game turn while minor powers never have.
- If a player controls more than one major power in a scenario, this is
- mentioned in the introduction to the scenario ('About scenario' in the
- 'Utilities' menu) and/or the victory conditions info (see below) mentions
- conditions for more than one major power and how many powers must fulfil
- their victory conditions. If players declare themselves to be allied, all
- allied players have only one game turn during the last occuring game turn
- of the allied players.
-
- Minor powers can be active or inactive client states or active or inactive
- neutrals.
-
- If a minor power is a client state, the power which is its patron (always a
- major power) does all actions for it during its own game turn. Units of the
- patron power may move through the provinces of the client state and in
- combat they are considered to be allied. But a major power normally does
- not receive taxes from the provinces of its client states. If the client
- state is inactive, its troops may neither move nor attack. An inactive
- power (neutral or client state) always becomes active, if it is invaded by
- an enemy.
-
- An inactive neutral does not influence the game, until it is activated.
- Then it is controlled by the power whose interests are at least connected
- with those of the neutral state. This power is the major power whose
- provinces and land units are farthest from those of the neutral state. Each
- month during the tax phase the controlling power is determined by the
- computer.
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-
- - 6 -
-
-
- Each power can control units. One unit is a certain number of soldiers of
- one type. There are eleven types of units:
-
- Name Land Sea Mov. Sta. Number
-
- Legion I 24 12 20 4 (4000) strength values
- Legion II 20 10 20 4 (4000) for legions are
- Legion III 16 8 20 4 (4000) halved after 290 A.D.
- Civilized Infantry I 20 10 18 4 (4000)
- Civilized Infantry II 16 8 18 4 (4000)
- Barbarian Infantry 20 10 16 4 (4000)
- Light Infantry 4 4 24 1 (1200)
- Archers 4 4 24 1 (1200)
- Heavy Cavalry 30 0 32 8 (1000 + 1000 horses)
- Light Cavalry 6 0 32 2 (1500 + 1500 horses)
- Horse Archers 6 0 32 2 (1500 + 1500 horses)
-
- Leader 32 0 The person of the leader and
- his staff.
-
- The numbers following the name of the unit type represent its strength on
- land, strength at sea, movement allowance and its stacking value (indicates
- the amount of place the unit needs - important for transporting on fleets).
-
- One army is a number of units which do all actions together. An army can be
- accompanied by one or more leaders. Each leader has a quality value for
- land movement and combat and a quality value for sea movement and combat.
- Both values are often equal but in some special cases of extraordinary
- abilities at sea or on land (e.g. Agrippa) they differ. The quality values
- are important for combat and interception.
-
- One fleet unit is an unit of 50 single ships. Fleet units can be stacked
- together to one fleet and then can be commanded as one unit. Every fleet
- can transport one army.
-
-
- II. Taxation Phase
-
- This phase is the very first phase in every month. At first the activation
- conditions for inactive neutral powers (use 'Activation info' item in the
- 'Diplomacy' menu to read them) are checked. In some cases you have to roll
- a die: you can roll a real die and enter the result by clicking on the
- rolled number or you can click on 'R' (for 'Random') and have the computer
- use a random generator to produce a number between 1 and 6. If the minor
- power activates, the control over it will be assigned to the power
- mentioned in the power info or to the farthest power. You can determine the
- farthest power (exact definition: see I.) by selecting the 'Farthest power'
- item in the 'Diplomacy' menu. The controlling power must dislocate the
- units for the power it controls by selecting 'Set up units' in the 'Army'
- menu. Then he must select one hex within the activated power's provinces
- where units should be placed. Using a special window (described below in
- chapter III.) the controller can select which units are placed in this hex.
- The controlling player repeats this procedure until all units are set up.
-
- During the taxation phase all civilized major powers receive taxes from
- their provinces. The tax incomes are displayed in an information window.
- Every power has its own taxation phase before the first power plays the
- remaining phases. The taxes are collected in the treasury. The tax value of
- a province changes from scenario to scenario reflecting the historical
- change of wealth of provinces.
-
-
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-
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-
-
- - 7 -
-
-
- During the taxation phase every power can also mobilize new units and
- fleets in its provinces. You can only mobilize two units and two fleets per
- hex. If the mobilizing power is civilized and controlled cities at the
- beginning of the game, it can only recruit units in unbesieged friendly
- cities. Fleets can obviously only be built in ports. Their construction
- takes three months. If the owner of the port where the fleets are built
- changes during the construction, so does the owner of the new fleets.
-
- To recruit units ('Recruit units' item in the 'Army' menu) in a hex first
- click on this hex, then click on the names of the unit types to be
- recruited. New units have only one half of the strength of old, seasoned
- units, but they can be seasoned after land combat.
-
- There are three ways of recruiting units:
-
- a) By expending talents
-
- If the scenario assigns to the mobilizing power this way of recruiting
- (used by Roman powers), the power must expend as many talents as printed in
- the mobilization windows. The number of new units of each unit type which
- can be recruited in a province per year is limited. These limits are shown
- in the mobilization window and in information windows about provinces.
-
- b) By expending talents and replacement points
-
- Using this way (often used by non-Roman civilized states) in addition to a)
- the power must expend as many replacement points as the stacking value of
- the unit type. A power receives every tax phase as many replacement points
- as the replacement rate in the power info indicates.
-
- c) By expending replacement points
-
- Using this way (used by minor and barbarian powers) the power need not
- expend talents. In addition to b) it can only rebuild eliminated units and
- only receives replacement points if there are units to rebuild.
-
- During the tax phase each power can transfer talents to allied powers by
- selecting the 'Transfer talents' item in the 'Diplomacy' menu. Then you
- must select the power, from whose treasury the talents should be
- subtracted, and the power, to whose treasury the talents should be added.
- The number of talents are determined by using a proportional gadget. Allied
- powers attack and defend together and can accept siege in every allied city
- or anchor in every allied port. An alliance is declared by selecting the
- 'Declare alliance' item in the 'Diplomay' menu. Then you have to select two
- major powers which want to declare an alliance. An alliance always includes
- the client states (if any) of the major powers. During the tax phase an
- alliance can be terminated by every allied major power and the old type of
- relationship (in most cases not friendly) is restored.
-
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- - 8 -
-
-
- III. Naval Phase
-
- During the naval phase all actions concerning fleets are allowed. Only in
- this phase information windows about fleets are extended by six rectangles
- which contain the numbers of the hexes which are adjacent to the hex where
- the fleet is at the momemt. If the number is printed in blue the fleet can
- be ordered to move in this hex by clicking on this gadget, if printed in
- white it can not, because both hexes are not connected by sea. If a fleet
- moves it must expend movement points. In information windows about hexes
- the number of movement points, which must be expended to move from this hex
- in a possible direction, follow the name of terrain. If there are two lists
- of numbers, the first is for land, the second for naval movement. A fleet
- can use 30 movement points per month. During winter naval movement costs
- are doubled.
-
- To move longer distances using the shortest way (measured in movement
- points) you can use the 'Distance' menu: First select the right menu item
- ('By sea at winter time' or 'By sea at summer time'). You now have to
- select at least two hexes. If you do not want to select any more hexes,
- just click again into the last selected hex window or select the 'Quit
- action' item in the 'Utilities' menu. Only in the first case the user can
- immediately select a fleet which follows the calculated track if possible.
- In a special window the minimum number of movement points which are needed
- to move from one hex to the next will be displayed below the numbers of
- these hexes. If no connection exists a dash is displayed. At the right you
- always see the total amount of movement points which are needed to move
- from the very first hex to the very last. So you can describe a way by
- selecting two or more hexes. The determined way is marked in the map with
- '*'. If you enable the 'Show path' option in the 'Options' menu, the path
- will be displayed after every redrawing of the map. If the computer has
- successfully calculated a connection between two hexes, you can use this
- connection by selecting the 'Follow track' item in the 'Distance' menu. If
- the season of computation is equal to that of reality, you can select a
- fleet which has enough movement points to go the determined distance. This
- fleet must not be blockaded. A fleet is blockaded, if it is in a blockaded
- port, i.e. there are more enemy fleets besieging the port than besieged
- fleets in the port. A fleet can not enter nor leave a blockaded port.
-
- One fleet unit can transport units up to a stacking value of 4 points. You
- can embark units on a fleet by selecting the 'Embark units' item in the
- 'Fleet' menu and selecting the fleet which is to carry units. Then you see
- a box in which armies of the same power and in the same hex as the selected
- fleet are displayed. You can select one by clicking on it. Then a window is
- displayed in which you can move units from land to the fleet (and vice
- versa) by moving the proportional gadgets to the right (or left). If you
- want to move a leader from one side to the other, you must click on his
- name. The strength values of each army (strength on land/strength at
- sea/stacking value is the standard order of strength values) are shown in
- the first line and are changed if you move units. There are many situations
- which require a very similar input.
-
- If during embarking the colour of the strength values of the embarked army
- turns from green to white, the fleet carrying the army is overloaded and
- you have to correct this error by moving units back to the other side. If
- you click on 'OK' the changes will be valid, if you click on 'Quit' they
- will not. If you embark in a hex which contains a friendly unblockaded
- port, the computer considers the fleet to embark in this port for 2 instead
- of 6 movement points.
-
-
-
-
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-
-
-
-
-
-
- - 9 -
-
-
- You can disembark units in a friendly port, even if it is besieged unless
- it is blockaded, for 2 movement points ('Disembark to port') or disembark
- at the coast for 6 movement points ('Disembark units'). If the coast hex
- used for disembarking is not a friendly one, you need a leader who has a
- naval quality value of 2 on the fleet, as invading an enemy province by sea
- is very difficult. Since only some leaders in few scenarios have a quality
- value of 2, you can extend this rule to leaders which have a naval quality
- value of 1 ('Amphibic invasion' item in the 'Options' menu) in order to
- make the simulation faster and more interesting. The movement allowance of
- the disembarked army for the current month is reduced in proportion to the
- expended movement points of the fleet, e.g.: if the fleet uses 12 out of 30
- movement points, the normal movement allowance of an army consisting of
- legions (20) will be reduced by (12/30)*20=8 to 12. A fleet needs enough
- movement points to embark, disembark or move.
-
- A fleet can be splitted ('Split fleet'), or units/fleets can be exchanged
- between two fleets, which belong to the same player, are in the same hex
- and have the same status, ('Exchange fleets') or all fleets, which belong
- to the same player, are in the same hex and have the same status, can be
- stacked together ('Concentrate'). But you can never overload a fleet. Every
- fleet must anchor in a port at the end of every second month. If a fleet
- does not fulfil this condition, it is considered to be drowned. If a fleet
- is reduced, so are the embarked units down to the stacking value the
- remaining fleet can carry. A fleet besieging a port ('Lay siege' item in
- the 'Fleet' menu) need not meet this condition. If at the end of the siege
- phase a fleet is in a hex containing a friendly unbesieged port, it will
- anchor in this port.
-
- A fleet can attack an enemy fleet ('Attack fleet' item in the 'Fleet'
- menu). The attacker must select the attacking and the defending fleet. The
- calculation of the strength values is printed in a special window. The
- quality value (the naval one) of the best attacking leader is added to one
- die-roll, while the quality value of the best defending leader is
- subtracted from it. Therefore it would not be bad for the attacking power,
- if it rolls a high number. As the morale of the soldiers is very important,
- 1 is added/subtracted for each 50 points of difference in the morale value.
- I will not present the algorithm for calculating the result of battles,
- because you should experience the conditions under which you can risk a
- decisive battle. The power which lost more fleets than its enemy is the
- loser and has to retreat to a friendly unblockaded port, which is not more
- than 10 movement points away from the hex where naval combat occurred.
- Possible ports are presented to the loser's choice. If there is no
- possibility to retreat, the losing force must lose an additional fleet and
- remains in the hex where it was beaten. A fleet can engage in naval combat
- only once per month. The morale values of the concerned powers are changed.
- If a power loses a unit, it loses as many morale points as the stacking
- value of the lost unit; if a power eliminates an enemy unit, it receives as
- many morale points as the stacking value of the eliminated unit. The morale
- value of a leader who has only the name of his power plus an identification
- number is 1 plus his quality value on land. The morale value for
- individually named leaders is doubled, for imperators even multiplied by
- 10.
-
- If a power's morale value reaches zero, the power dissolves. A minor power
- becomes an inactive client state of the power which caused its dissolution
- (if any), otherwise it becomes a minor neutral power and its units are
- moved in its own provinces. If a non-Roman major power dissolves, it
- becomes an inactive neutral minor power. If a Roman power dissolves, its
- Imperator (if still in play) must resign. Each of its provinces defects to
- the Roman power, which has the greatest force in the province or controls
- the nearest province. A single city defects to the controller of the
- capital of the province it belongs to, or to the power which controls the
- greatest number of cities in this province. If any calculation is a tie,
- the power with the highest morale value gains control. Armies and fleet
- units are halved and defect to the power which controls the province or the
- nearest province.
-
-
-
- - 10 -
-
-
- The sole possibility to react to the current player's actions is to
- intercept moving armies or fleets. If you try to intercept a fleet
- ('Intercept fleet' item in the 'Fleet' menu), you must select the fleet
- which is to be intercepted. This enemy fleet must be in shallow sea, as in
- deep sea operations are very difficult and the correct position of a fleet
- can not be determined in such a huge area of water. After you have selected
- a fleet, all fleets which are in friendly unbesieged ports and not more
- than 6 movement points away from the fleet, which is to be intercepted, are
- printed in a window. The owner of these fleets can order them to try
- interception by clicking on them. But interception is only successful if
- the die-roll is higher or equal to the distance between the intercepting
- and the intercepted fleet. Therefore the maximum interception range is 6.
- If no more fleets want to try to intercept the moving fleet and at least
- one fleet successfully intercepted the moving fleet, naval combat
- immediately occurs, in which the intercepted fleet is considered to be the
- defender. An intercepted fleet may not move any further.
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- IV. Land Movement Phase
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- Land movement is very similar to naval movement.
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- A moving army can be intercepted ('Intercept army' item in the 'Army'
- menu), unless it is in a city, or on a fleet, or in a desert hex. If you
- choose this menu item and the army you want to intercept, all armies which
- can intercept (i.e. which are inside the largest possible interception
- range and have a leader) are printed in a window (cf. naval phase). The
- interception range of an army is 6 (the highest possible die-roll) plus the
- highest land quality value of its leaders. If only cavalry tries to
- intercept, this range is increased by 3. The player which tries to
- intercept must roll a die. If the die-roll plus the above mentioned
- modifications is higher or equal to the movement points between the two
- armies, interception is successful and the intercepted army may not move
- any further and is considered to be the defender in the land combat, which
- will be automatically started during the following phase. An army can
- overrun unbesieged enemy units ('Overrun' item in the 'Army menu), if the
- strength of the attacking heavy cavalry is 5 times greater than the total
- strength of the defenders. After a successful overrun all enemy units are
- eliminated. If the attacked units have a friendly city in this hex, they
- are considered to retreat to this city immediately and can not be
- eliminated.
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- - 11 -
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- V. Land Combat Phase
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- At the beginning of this phase all combats resulting from interception are
- simulated. Then you can order one of your armies to attack ('Attack' item
- in the 'Army' menu). After you have selected the attacking army, all enemy
- armies in the same hex are printed in a window. If there is an enemy city
- in the hex, it is also displayed. Then you must select the army or city,
- which should be attacked. If the power of a defending army has a friendly
- unbesieged city in this hex, it may retreat to this city and at the same
- time accept siege. The defending army can also try to retreat to an
- adjacent hex, unless the strength of enemy units in this hex plus the
- strength of enemy units, which have attacked from this hex, is at least one
- fourth of the strength of the retreating army. If a power retreats, its
- morale value is decreased by 5. If there are still enemy units in the hex,
- land combat occurs. The computer calculates the total strength values.
- Strength values of units in a city are doubled. If the city is attacked by
- barbarians or if the city is in a province, where wood is seldom and
- therefore building siege machines is nearly impossible, strength values are
- even tripled. The fortification level of an attacked city is also added.
- The highest quality value (the one for land operations) of the attacking
- leaders is added to the value of one die-roll, while the highest quality
- value of the defending leaders is subtracted from it. Further modifications
- are displayed in the information window (cf. naval combat). The computer
- determines the losses, the losing side and chooses by random those units
- which are removed from play. If all units of an army are removed the
- leaders of this army are considered to be captured. This can be the
- surprising end of a power if the imperator/rex is taken prisoner. If there
- are any possible successors, they succeed in the order, which the number
- after the quality values in the army info indicates; if there is no
- successor for the Imperator of a Roman power, the morale value reaches zero
- and the power dissolves. The morale values of the involved powers are
- changed as described above in the paragraph about naval combat. If
- unseasoned units participate in land combat, as many strength points as the
- opposing force had can be declared to be seasoned and their strength values
- are doubled.
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- - 12 -
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- VI. Siege Phase
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- During the siege phase every city, which the current power has been
- besieging for at least one month, is checked, whether one besieged unit is
- removed because of the duration and the circumstances of the siege or not.
- Every city has a siege value which expresses how hard the siege worked on
- its ability to defend. This value is equal to the number of months the
- siege lasts, but never greater than 6. If it is winter or if the city is
- surrounded by desert or if the province, which the city belongs to, is
- plundered, this value is increased by 2, if the province, which the city
- belongs to, is not civilized, this value is increased by 1. Unblockaded
- ports can subtract 2, since ports can much easier be supplied as long as
- they can be entered by sea. All these modifications are added to the siege
- value by the computer. The besieging power rolls one die and if this
- die-roll is less than the siege value, one unit is removed from the
- besieged armies/fleets. The computer removes one unit according to the
- following priority list: heavy cavalry, light cavalry, fleet units, heavy
- infantry and at last light infantry. If there are no units left to remove,
- the fortification value of the city is decreased by one (this change is
- only temporary and the original fortification value is restored when the
- siege ends). If the fortification value of the besieged city reaches zero,
- the besieger succeeds and the city will obey him. If the strength of the
- besieging units is less than one fourth of the unmodified strength of the
- besieged units, the siege ends and the besiegers failed to win the control
- over the besieged city. During the siege phase a power can plunder a
- province, if it controls its unbesieged capital with heavy infantry or
- heavy cavalry ('Plunder' item in the 'Army' menu). It receives 10 times the
- normal tax income. For six months no one may tax the province or recruit
- units in it, and the intrinsic defense value of cities in plundered
- provinces is temporarily reduced to zero. In addition if a power plundered
- one of the provinces it controlled from the beginning, it may never recruit
- again in this province and only receives 50% of the normal tax income from
- the plundered province after these six months. Barbarian powers gain as
- many morale points as the tax value of the province, they plundered. The
- morale value of the power, which controlled the province at the beginning
- of the scenario, is reduced by 50% of the province's tax value.
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