420 AD Grand Campaign

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Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:26 pm

Introduction
The campaign is designed to roughly represent the situation of the Mediterranean and the Eastern world in 420 AD and aimed 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 strengthen the Stability, the Prestige and the Incomes of a nation by:
- erecting Urban Architectures, Religious Buildings or Commercial Structures,
- implementing Fiscal Measures,
- realizing Fortifications and Military Assets,
and then launching Land, Amphibious or Independent Attacks, intended to defeat other players in large sized battles to conquer as much provinces as possible as well as the maximum numbers of victory points.
To speed up the game, if the players agree, dice rolls will be carried out using a dice roll generator instead of using the much more slow and complicated system of allocating each player to a different wheel of the Italian Lottery and having to wait its drawings (this, of course, should imply that the players have to trust the game master in driving such process).
The 6 nations in the game (Vandals, Romans, Huns, Sassanids, Hephtalites and Kushans) will be assigned taking possibly care of the preferences of every player.

Mode of Play
The campaign foresees 6 turns, in order to give each player the chance of starting as first at least one time in the game. Every player will be allowed to make how many actions per turn as his finances permit but having no more than one land (or amphibious) attack and one independent or external attack running simultaneously.
At the beginning of the game a roll of dice will determine which player will start as first and the other will follow in alphabetical order per nation (for example player D will start, followed by E, F, G, H, A, B and C. During the second turn player E will start, followed by F, G, H, A, B, C and D, and so on).
Then cards will be drawn and random events determined for every player at the beginning of each turn, while players will announce their move on the thread, following the appropriate order.
Each turn is scheduled to last between 3 and 4 weeks and in order to accomplish this goal:
- battles will end when one of the player’s army rout threshold reaches 45%,
- players are required to play with regularity.
If some problem arises that prevents a gamer from playing he is requested to make it clear on the thread in order to let the other players be informed. In this case a temporary time-out may be allowed for the entire campaign if the battle in which the player is involved was already begun while, otherwise, he could be substituted for that single battle or else the game should be played by his opponent in solo mode on empire difficulty.
If the problem persist the player will be definitively substituted and the unfinished matches will be attributed to his opponents.

Nations & Provinces
In the game there are 6 nations: Hephtalites (purple), Huns (brown), Kushans (pink), Romans (red), Sassanids (green) and Vandals (yellow), as well as many independent provinces (light brown).
External provinces (dark grey) are out of the game.
Each nation owns at the beginning of the game a different number of provinces, with one 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
- until all the other nation’s provinces are fallen,
- and anyway not before the beginning of the 6th turn,
which allows players with less provinces to remain in the game for at least 6 turns 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.
In this last case, 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 are out of the game being not liable to become the target of any kind of attacks.
Every nation fights with his own specific army:
Kushans (Kushan 130 BC-476 AD)
Hephtalites (Hephtalites 350-570 AD),
Huns (Hunnic Western 376-454 AD),
Romans (Roman 425-492 AD),
Sassanids (Sassanid Persian 224-476 AD),
Vandals (Germanic Horse Tribes 260-492 AD).
Every Independent and External province fights with his specific army, as listed apart.
The starting map is showed in the next template.

Stability Level
Every nation has its own Stability Level that will be influenced during the game by the construction of Religious Buildings, the implementation of Fiscal Measures and the outcome of battles and random events.
At the beginning of the campaign each nation has a Stability Level of 6.
If the Stability Level lowers to level 3 the Prestige Level will decrease of 1 level and the player won’t be able to launch independent or external attacks.
If the Stability Level lowers to level 2 the Prestige Level 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 Level 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 influenced during the game by the fluctuation of Stability Levels, the construction of Urban Architectures or Resources and the outcome of battles and Random Events.
At the beginning of the campaign each nation has a Prestige Level of 6.
The raising of the Prestige Level to 11 increases the costs of independent attacks launched by other players.
If the Prestige Level lowers to level 1 the Stability Level will decrease of 1 level.
Each Prestige Level earns 1 Victory Point at the end of the game.

Incomes
The amount of incomes in talents determines how many actions a nation is allowed to make per turn as follows:
50-100t ½ action
150-200t 1 action
250-300t 1 ½ actions
350-400t 2 actions
450-500t 2 ½ actions
550-600t 3 actions
650-700t 3 ½ actions
750 and more 4 actions
At the beginning of the game each nation has incomes of 450 talents, that will be influenced during the game by the construction of Commercial Structures and the outcome of battles and random events.
If, during the game, incomes fall to 0t a budget deficit arises and the player will suffer the loss of 2 Stability Levels.

Army
Every nation has its own Army, whose initial strength is fixed in 1600 pts. but will vary after any single battle:
- being enhanced of 30 pts. for every victory, up to a maximum of 1720 pts.,
- being reduced of 30 pts. for every loss, down to a minimum of 1480 pts..

Order of Play
The sequence of play foresees:
- the drawing of cards,
- the verification of Random Events (at the 2nd, 4th and 6th turn),
- the movement of armies and navies, the making of Actions and trading of Cards by the player in the correct oder.

Cards
Cards affect the game giving players distinct abilities that could help them in reaching their goals.
At the beginning of each turn a dice roll determines which Card will be drawn for each player.
Players are allowed:
- to play the Cards at their turn but,
- to keep them in hand until the opportunity arises to use them properly,
- to put them on trade (they will remain “on the table” until the turn goes back to the same players unless another player has traded them with another Card of his own).
The effects of every card and random events will always take immediately place.
The Cards are the following:
1-10 Local Insurrection allows the owner to launch a battle against another player’s border
province using his same army. The owner of the Cards won’t be affected by the outcome of the battle that will apply to the attacked player, included the loss of the province, becoming independent, in the case of defeat
11-20 Spy allows the owner to steal a card from the hand of the designed player
21-30 Chancellor gives the owner 1 bonus action
31-40 Diplomat allows the owner to subjugate 1 independent province without fighting
and gaining the usual bonus of +50t or to impose a 2 turn truce to another
player
41-45 Traitor allows the owner to conquer 1 province of another nation bordering with
his nation without fighting and gaining the usual bonus of +50t
46-50 Assassin allows the owner to destroy 1 Spy, Chancellor, Diplomat or Traitor Card in
the hand of another player
51-55 Bodyguard allows the owner to prevent the effect of an Assassin card when played
during another player’s turn
56-60 Naval Technology gives the owner 20 pt. in a naval encounter
61-65 Ambush allows the owner to launch an escort baggage train battle
66-75 Reinforcements allows the owner to add 50 pts. to his army during a single battle
76-90 Mercenaries allows the owner to replenish of 20 pts. the ranks of a depleted army
(under of 1600 pts.) paying 25t
91-100 Scouts allows the owner to determine the terrain of a battle
Naval Technology, Reinforcements and Scouts cards can be played not only during the turn of the owner but also when challenged in battle by another player.

Random Events
At the beginning of the 2nd, 4th and 6th turn a dice roll will be used to determine what Random Event is going to happen in every nation.
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Political Scandal / -1 prestige level
21-30 / Famine / -1 action
31–40 / Plague / -50t
41-50 / Earthquake / the highest religious building destroyed or downgraded
51-60 / Food Distributions / +1 stability level
61-70 / Philosophers at court / +1 prestige level
71-80 / Adminstrative Reforms / +1 action
81-90 / Agrarian Improvements / +50t
91-100 / Commercial Efforts / commercial structures built (if not still present) or upgraded

Actions
Actions consist in the construction of Architectures (civilized nation) or Urban Infrastractures (barbarian nation), Religious Buildings, Commercial Structures, Fortifications and Military Assets and in the making of different kind of Attacks and Covert Operations.
The effects of actions will take immediately place, saved the fact that they will not be liable to influence:
- the outcome of an attack already launched during that same turn against the player,
- to authorize the player to launch an attack otherwise impossible.
(So, for example, if someone is the 3rd player and the 2nd has attacked him, his Provincial Levy action won't influence the size of the army in that battle but, if the 5th player will launch another attack against him, he will have the possibility of using the effects of the Provincial Levy. In the same situation if the 2nd player build a fleet during his turn he will not be authorized to immediately launch an amphibious attack vs the 3rd player, but the same fleet will be liable to defend the province in the case of an attack by the 5th player).

Architectures (civilized nation) or Urban Infrastracture (barbarian nation)
These kind of buildings enhance the nation’s prestige level.
The highest levels of these buildings also gives the player some victory points.
½ action / Gymnasia - Hamlets / 1 Prestige Level
1 action / Theatres - Villages / 2 Prestige Levels
1 action / Baths - Oppida / 2 Prestige Levels
1 ½ actions / Academies - Boroughs / 3 Prestige Levels + 1 Victory Point
2 actions / Royal Palace - Towns / 4 Prestige Levels + 2Victory Points
*To build Theatres a player needs to own Gymnasia and so on.

Religious Buildings
These kind of buildings enhance the nation’s stability level.
The highest levels of these buildings also gives the player some victory points.
½ action / Shrines / 1 Stability Level
1 action / Temples / 2 Stability Levels
1 ½ actions / Sanctuaries / 3 Stability Levels +1 Victory Point
2 actions / Templar Complexes / 4 Stability Levels + 2 Victory Points
*To build Temples a player needs to own Shrines and so on.

Commercial Structures
These kind of buildings enhance the nation’s incomes.
1 action / Bridges / +100t of incomes
1 action / Roads / +100t of incomes
1 action / Markets / +100t of incomes
1 action / Merchant’s Quarters / +100t of incomes
*To build Roads a player needs to own Bridges and so on.

Fiscal Measures
Every player may influence his stability level by acting on his available action or vice versa, implementing fiscal measures.
With a Tax Exemption a player may obtain the enhancement of 1 Stability Level using ½ action.
With a Tax Increase a player may obtain ½ additional action lowering 1 Stability Level.

Fortifications
These kind of buildings enhance the nation’s capability of enduring enemy attacks, giving a defeated player the chance of avoiding the loss of a province by allowing his army to retire inside the main provincial city and sustain a siege.
The outcome of the siege will be decided by a dice draw as shown below.
The capture of the city will mean the consequent destruction of the fortifications and the conquest of the province.
Each fortification earn to the player 1 Victory Point at the end of the game if still present.
½ actions / Ramparts / 1-30 siege failure, 31-100 siege success / + 1 Victory Point
1 action / Walls / 1-50 siege failure, 51-100 siege success / + 1 Victory Point
1 ½ actions / Great Walls / 1-70 siege failure, 71-100 siege success / + 1 VPoint
Fortifications can't be built when a province is under attack.
*To build Walls a player needs to own Ramparts and so on.

Military Assets
These kind of resources enable the players to sustain their strategical aims in a world of rival powers.

Barracks
Barracks enables a nation to make Provincial Levies.
Their constructions costs 2 actions.
Barracks earn to the player 1 Victory Point at the end of the game.

Siege Trains
Siege Trains help an attacker in overcoming the presence of fortifications during a siege.
Every player may build up a Siege Train using ½ action and then declare when launching an attack if he wants to use it or not.
If it is used and the army loses a battle or is unsuccessful in a siege the asset will be destroyed.
The presence of a Siege Train lowers the effect of fortifications of 20.

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 using ½ action.
Independent provinces don’t own Fleets.
Fleets don't move, can't be built when a province is under attack and will be automatically destroyed after a lost battle or as soon as the nation loses the maritime province where it is located.
Each Fleet earns 1 Victory Point at the end of the game if still present.

Military Actions

Provincial Levy
With a Provincial Levy a player may replenish of 40 pts. the ranks of a depleted army (under of 1600 pts.).
A Provincial Levy costs 1 action.

Attacks
Every attack must be launched from a specified province (starting point) and has to reach an adjacent one.
If a province owned by the player is already under attack it won’t be liable to become a starting point.
A province used as the starting point of an attack won't be liable to be the target of another attack neither will suffer the effect of Local Insurrection and Traitor cards.
If an enemy or independent province is already under the attack of another player it won’t be liable to become the target of a new attack in the same turn.
It is forbidden to reiterate an attack against the same province by the same player during the next turn.
Attacks are divided between Land Attacks and Amphibious Attacks.
With a Land Attack a player may strike any enemy or independent province that borders with his own on the map using his army
A Land Attack costs 1 action.
With an Amphibious Attack a player may strike 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 1 ½ actions and can only be launched from a province owned by the player.
If the targeted province is defended by a fleet, a naval encounter will occur, whose outcome will be decided with a dice roll.
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.
The player losing the naval encounter will have his fleet wrecked.
When a draw is achieved both fleets will survive.

Covert Operations
This kind of action reflects the ability of a nation to sign diplomatic agreement with other political actors in order to influence them to attack other countries, supplying them with money and advisors.

Independent Attacks
A player may choose any independent 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 ½ action but it may raise to 1 action if the defender nation has a prestige level of 11 or more.
The army of the independent province will invariably have a size of 1600 pts.

Battles
Any attack will be resolved with a substantially large sized battle (large armies and a wide map, save the effects of wins, losses and Levies on the size of armies) on pot luck terrain.
The attacker is free to determine what kind of battle to launch choosing between open battles, flank marches or remove the head.
Remove the Head module battle will be played without any house rule.
The hunnic, hephtalites or sassanid player, only if attacked, may force the opponent who leads an army that's not included in the same aforementioned hosts to play an escort baggage train module with him as the attacker.
To obtain this a dice roll will occurr to determine if they succeed in the option having a failure with a 1-4 result and a success with a 5 or 6.
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.
Battles will be won:
- when a player has routed at least 40% of the enemy without losing more than 15% of his own army,
- when a player has routed 45% of the enemy army, regardless of his own losses.
In this last case a battle will end when 45% or more units will be routed at the beginning of a player's turn, i.e. when a player opens up his game, while if either side will have 45% of their troops routed by that time then the game will be a tie.
A draw will occur when neither army reaches the aforementioned accomplishments.
If there has been no close combat between non lights troops in the first 6 turns the attackers will be allowed to call off his attack and the match will be considered a draw.
When the battle ends with a draw or a tie the attacking player (when leading his own army and not an independent one) will earn 25t for ravaging the country, while the defender (when defending his homeland) will loose the same amount of money.

A victory in nation vs nation battes, either as attacker or defender, earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs nation battes, either as attacker of defender costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.

A victory in nation vs indepedent provinces battles as attacker earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts.
A defeat in nation vs independent battes as attacker costs to the looser 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
A victory in nation vs indepedent provinces battles as defender earns the winner 1 Victory Points.
A defeat in nation vs indepedent provinces battles as defender doesn't have any cost for the looser.
A province will be conquered after a victory of the attacker, save the effects generated by fortifications and siege trains, earning to the winner 2 more Victory Points and 50t and costing to the looser 50t.

A victory in independent province vs nation battles as attacker earns to the winner 1 Prestige Level and 1 Victory point, while a defeat costs the loosers 1 Prestige Level.
A victory in independent province vs nation battles as defender earns to the winner 1 Stability Level, 1 Prestige Level, 1 Victory point and an enhancement of the army of 30 pts, while a defeat costs the loosers 1 Stability Level, 1 Prestige Level and a lowering of the army of 30 pts.
The province will become independent after a victory of the attacker, save the effects generated by fortifications, costing to the looser 50t.
The province will remain in the ownership of the defender in the case of an attacker’s defeat.

Naval Battles
If both players owns "Mare Nostrum" they can agree to directly resolve an amphibious attack with a naval battle, set on large size, with the defender selecting the map and the wind. The winner will conquer or retain the ownership of the targeted province (save the effects of fortifications) while, in the case of a draw, the attacker will have to retreat.
The effects of a naval battle are the same of a land battle, with the only difference that the future fleet size won't be influenced by a victory or a loss and that a loss will involve the destruction of the fleet.

Withdrawal
The defender has the chance to refuse battle, leaving the attacked province in the hand of the enemy without a fight. The conquest of the province will be rewarded with the usual 2 Victory Points and 50t.
If the province is fortificated a siege will ensue that will be decided per the normal rules.

Victory Points and winning conditions
Victory Points represent the results achieved by a nation and are collected by a player during the game as the effect of:
- constructing Architectures or Urban Infrastructures, Religious Buildings, Fortifications, Barracks and Fleets,
- winning battles,
- enhancing or lowering the Stability Level and Prestige Level of his nation.
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 Incomes will prevail.
Otherwise all these players will be declared winners “ex aequo”.
Last edited by Lysimachos on Wed Apr 25, 2018 3:55 pm, edited 10 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:26 pm

The Starting Map

The starting map of the campaign is this and will be constantly updated in "The Summary Chart" thread.
Attachments
AD 420 base.png
AD 420 base.png (716.33 KiB) Viewed 2396 times
Last edited by Lysimachos on Mon Apr 16, 2018 7:18 pm, edited 3 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:26 pm

Short summary with the list of action's costs & benefits

Order of Play
The campaign last 6 turns
The sequence of play foresees:
- the drawing of cards,
- the verification of Random Events (at the 2nd, 4th and 6th turn),
- the making of Actions according to incomes,
- the trading of Cards.
No more than:
- one land or amphibious attack,
- one independent attack,
are allowed for each player per turn.

Starting situation
Each nation:
- owns a different number of provinces,
- has a Stability Level of 6,
- has a Prestige Level of 6,
- earns 450t of incomes per turn

Incomes
50-100t ½ action
150-200t 1 action
250-300t 1 ½ actions
350-400t 2 actions
450-500t 2 ½ actions
550-600t 3 actions
650-700t 3 ½ actions
750 and more 4 actions

Cards
1-10 Local Insurrection allows the owner to launch a battle against another player’s border
province using his same army. The owner of the Cards won’t be affected by the outcome of the battle that will apply to the attacked player, included the loss of the province, becoming independent, in the case of defeat
11-20 Spy allows the owner to steal a card from the hand of the designed player
21-30 Chancellor gives the owner 1 bonus action
31-40 Diplomat allows the owner to subjugate 1 independent province without fighting
and gaining the usual bonus of +50t or to impose a 2 turn truce to another
player
41-45 Traitor allows the owner to conquer 1 province of another nation bordering with
his nation without fighting and gaining the usual bonus of +50t
46-50 Assassin allows the owner to destroy 1 Spy, Chancellor, Diplomat or Traitor Card in
the hand of another player
51-55 Bodyguard allows the owner to prevent the effect of an Assassin card when played
during another player’s turn
56-60 Naval Technology gives the owner 20 pt. in a naval encounter
61-65 Ambush allows the owner to launch an escort baggage train battle
66-75 Reinforcements allows the owner to add 50 pts. to his army during a single battle
76-90 Mercenaries allows the owner to replenish of 20 pts. the ranks of a depleted army
(under of 1600 pts.)
91-100 Scouts allows the owner to determine the terrain of a battle
Naval Technology, Reinforcements and Scouts cards can be played not only during the turn of the owner but also when challenged in battle by another player.

Random Events
At the beginning of the 2nd, 4th and 6th turn a dice roll will be used to determine what Random Event is going to happen in every nation.
The numbers will determine the events and the consequent effects as follows:
1-10 / Riots / -1 stability level
11-20 / Political Scandal / -1 prestige level
21-30 / Famine / -1 action
31–40 / Plague / -50t
41-50 / Earthquake / the highest religious building destroyed or downgraded
51-60 / Food Distributions / +1 stability level
61-70 / Philosophers at court / +1 prestige level
71-80 / Adminstrative Reforms / +1 action
81-90 / Agrarian Improvements / +50t
91-100 / Commercial Efforts / commercial structures built (if not still present) or upgraded

Architectures (civilized nation) or Urban Infrastructures(barbarian nation)
½ action / Gymnasia - Hamlets / 1 Prestige Level
1 action / Theatres - Villages / 2 Prestige Levels
1 action / Baths - Oppida / 2 Prestige Levels
1 ½ actions / Academies - Boroughs / 3 Prestige Levels + 1 Victory Point
2 actions / Royal Palace - Towns / 4 Prestige Levels + 2Victory Points
*To build Theatres a player needs to own Gymnasia and so on.

Religious Buildings
½ action / Shrines / 1 Stability Level
1 action / Temples / 2 Stability Levels
1 ½ actions / Sanctuaries / 3 Stability Levels +1 Victory Point
2 actions / Templar Complexes / 4 Stability Levels + 2 Victory Points
*To build Temples a player needs to own Shrines and so on.

Commercial Structures
1 action / Bridges / +100t of incomes
1 action / Roads / +100t of incomes
1 action / Markets / +100t of incomes
1 action / Merchant’s Quarters / +100t of incomes
*To build Roads a player needs to own Bridges and so on.

Fiscal Measures
½ action / Tax Exemptions / +1 Stability Level
-1 Stability Level / Tax Increase / + ½ action

Fortifications
½ actions / Ramparts / 1-30 siege failure, 31-100 siege success / + 1 Victory Point
1 action / Walls / 1-50 siege failure, 51-100 siege success / + 1 Victory Point
1 ½ actions / Great Walls / 1-70 siege failure, 71-100 siege success / + 1 VPoint
*To build Walls a player needs to own Ramparts and so on.

Military Assets
2 actions / Barracks / enable Provincial Levies / +1 Victory Point
1 action / Army / enables land attacks
½ action / Siege Trains / lowers of 20 the effect of fortifications
½ action / Fleet / enables amphibious attacks / + 1 VP
60t / Fortifications / 1-45 siege failure + 1 VP

Military Actions
1 action / Provincial Levy / army +40 pts.
1 action / Land Attack
1 ½ actions / Amphibious Attack (if having a fleet)

Covert Operations
½ action / Independent Attack (enemy prestige <11)
1 action / Independent Attack (enemy prestige >11)

Effects of Victories & Defeats
victory in nation vs nation battles as attacker or defender ## +1 SL / +1 PL / +30 pts. army / +1 VP
defeat in nation vs nation battles as attacker or defender ## -1 SL / -1 PL / -30 pts. Army
If province conquered ## +50t / +2 VP
If province lost ## -50t

victory in nation vs independent provinces battles as attacker ## +1 SL / +1 PL / +30 pts. army / +1 VP
defeat in nations vs independent provinces battles as defender ##
defeat in nation vs independent provinces battles as attacker ## -1 SL / -1 PL / -30 pts. army
victory in nations vs independent provinces battles as defender ## +1 VP
If province conquered ## +50t / +2 VP

victory in independent provinces vs nation battles as attacker ## +1 PL / +1 VP
defeat in independent provinces vs nation battles as defender ## -1 SL / -1 PL / -30 pts. army
defeat in independent provinces vs nation battles as attacker ## -1 PL
victory in independent provinces vs nation battles as defender ## +1 SL / +1 PL / +30 pts. army / +1 VP
If attacker conquered becomes independent
If province lost ## -50t
Last edited by Lysimachos on Thu Jun 28, 2018 5:37 pm, edited 6 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:26 pm

Campaign Summary


Hephtalites (barbarian)
hidde
Political Situation
Stability +5
Prestige +5
Finances
750t / 4 actions
Army
1580 pts.
Cards
Bodyguard
Urban Infrastractures
=
Religious Buildings
Shrines
Commercial Structures
Roads
Fortifications
Ramparts in Fergana
Military Assets
Barracks
Victory Points
PS 10 / AU = / RB = / FR 1 / MA 1 / BT 2 / Total 14
Actions
***1st Turn
Drawn Spy card
Built Bridges / +100t
Built Shrines / +1 SL
Defeat in Land Attack from Fergana to Paropamisus / -1 SL / -1 PL / -30 pts. army
Victory in defending independent province of Numidia / +1 VP
*** 2nd Turn
Drawn Abmush Card
Agrarian Improvements / +50t
Built Roads / +100t
Built Ramparts in Fergana / +1 VP
Built Gymnasia / 1 PL
Defeat in Land Attack from Sogdiana to Bactria / -1 SL / -1 PL / -30 pts. army
***3rd Turn
Drawn Bodyguard Card
Political Scandal / -1 PL
Spy Card played to steal Traitor Card from the Huns
Traitor Card played to conquer Margiana / +50t
Built Gymnasia / +1 PL
Built Barracks / +1 VP
Provincial Levy / +40 pts. army
Victory in defending independent province of Moesia / +1 VP


Huns (barbarian)
AlexDetrojan
Political Situation
Stability +6
Prestige +2
Finances
550t / 3 actions
Army
1510 pts.
Cards
Mercenaries
Spy
Urban Infrastractures
=
Religious Buildings
Shrines
Temples
Commercial Structures
Bridges
Fortifications
=
Military Assets
=
Victory Points
PS 8 / AU = / RB = / FR = / MA = / BT = / Total 8
Actions
***1st Turn
Drawn Mercenaries card
Built Bridges / +100t
Built Shrines / +1 SL
Defeat in Land Attack from Scythia to Hystria / -1 SL / -1 PL / -30 pts. army
*** 2nd Turn
Drawn Spy Card
Political Scandal / -1 PL
Defeat in Land Attack from Pannonia to Dalmatia / -1 SL / -1 PL / -30 pts. army
***3rd Turn
Drawn Traitor Card
Famine / -1 action
Traitor Card stolen by the Hephtalites
Built Temples / +2 SL
Defeat in Land Attack from Dacia vs Moesia / -1 SL / -1 PL / -30 pts. army


Kushans (civilized)
klayeckles
Political Situation
Stability +17
Prestige +14
Finances
800t / 4 actions
Army
1720 pts.
Cards
Bodyguard
Architectures
Gymnasia
Theaters
Religious Buildings
Shrines
Temples
Sanctuaries
Commercial Structures
Bridges
Fortifications
=
Military Assets
Siege Train
Ramparts in Taxila
Ramparts in Sattagidia
Victory Points
PS 31 / AU = / RB 1 / FR = / MA 2 / BT 12 / Total 46
Actions
***1st Turn
Drawn Traitor card
Traior card stolen by Vandals
Built Bridges / +100t
Built Shrines / +1 SL
Victory in Land Attack from Sattagidia to Arachosia (province conquered) / +1 SL / +1 PL / +30 pts. army / +50t / +3 VP
Victory in Defensive Battle in Paropamisus / +1 SL / +1 PL / +30 pts. army / +1 VP
*** 2nd Turn
Drawn Bodyguard Card
Commercial Efforts / Bridges upgraded to Roads / +100t
Built Gymnasia / +1 PL
Built Temples / +2 SL
Built Siege Train
Victory in Land Attack from Arachosia to Drangiana (province conquered) / +1 SL / +1 PL / +30 pts. army / +50t / +3 V
Victory in Independent Attack from Arvernia to Armorica +1 PL / +1 VP
***3rd Turn
Drawn Chancellor Card
Political Scandal / -1 PL
Played Chancellor Card for 1 bonus action
Built Theaters / +2 PL
Built Sanctuaries / +3 SL / +1 VP
Built Ramparts in Taxila / +1 VP
Built Ramparts in Sattagidia / +1 VP
Victory in Land Attack from Drangiana to Gabiene (province conquered) / +1 SL / +1 PL / +30 pts. army / +50t / +3 V
Victory in Defensive Battle in Arachosia / +1 SL / +1 PL / +30 pts. army / +1 VP
Indipendent Attack from Arvernia vs Insubria (ongoing)


Romans (civilized)
Lysimachos
Political Situation
Stability +11
Prestige +12
Finances
800t / 4 actions
Army
1690 pts.
Cards
Scouts
Architectures
Gymnasia
Theatres
Religious Buildings
Shrines
Commercial Structures
Bridges
Roads
Markets
Fortifications
Ramparts in Dalmatia
Ramparts in Syria
Ramparts in Tarraconensis
Ramparts in Sophene
Military Assets
=
Victory Points
PS 23 / AU = / RB = / FR 4 / MA = / BT 7 / Total 34
Actions
***1st Turn
Drawn Diplomat card
Diplomat card played to conquer Narbonensis / +50t
Built Ramparts in Dalmatia / +1 VP
Built Bridges / +100t
Victory in Indipendent Attack vs Syria as defender / +1 SL / +1 PL / +30 pts. army / +1 VP
Defeat in Land Attack from Bruttium to Trinacria / -1 SL / -1 PL / -30 pts. army
Victory in Defensive Battle in Tarraconensis / +1 SL / +1 PL / +30 pts. army / +1 VP
*** 2nd Turn
Drawn Reinforcements Card
Food Distributions / +1 stability level
Reinforcements Card stolen by Vandals
Built Ramparts in Syria / +1 VP
Built Ramparts in Tarraconensis / +1 VP
Built Gymnasia / +1 PL
Built Shrines / +1 SL
Victory in Land Attack from Syria to Sophene / +1 SL / +1 PL / +30 pts. army / +50t / +3 VP
Victory in Defensive Battle in Dalmatia / +1 SL / +1 PL / +30 pts. army / +1 VP
Victory in Defensive Battle in Bruttium / +1 SL / +1 PL / +30 pts. army / +1 VP
Defeat in Defensive Battle in Armorica (province lost) / -1 SL / -1 PL / -30 pts. army / -50t
***3rd Turn
Drawn Scouts Card
Commercial Efforts / Built Roads / +100t
Built Theatres / +2 PL
Built Markets / +100t
Built Ramparts in Sophene / +1 VP
Land Attack from Bruttium to Trinacria (ongoing)


Sassanids (civilized)
Kabill
Political Situation
Stability +5
Prestige +4
Finances
600t / 3 actions
Army
1540 pts.
Cards
Scouts
Ambush
Architectures
Gymnasia
Religious Buildings
Shrines
Commercial Structures
Bridges
Roads
Fortifications
Ramparts in Gedrosia
Military Assets
=
Victory Points
PS 9 / AU = / RB = / FR 1 / MA = / BT 7 / Total 17
Actions
***1st Turn
Drawn Scouts card
Built Bridges / +100t
Played Scouts to determine desert terrain
Victory in Land Attack from Mesopotamia to Gerrhaea (province conquered) / +1 SL / +1 PL / +30 pts. army / +50t / +3 VP
Defeat in Indipendent attack from Palmyrene to Syria / -1 PL
Victory in defending independent province of Hystria / +1 VP
*** 2nd Turn
Drawn Scouts card
Plague / -50t
Built Roads / +100t
Built Ramparts in Drangiana / +1 VP
Built Ramparts in Gedrosia / +1 VP
Victory in Land Attack from Gerrhaea to Muscat (province conquered) / +1 SL / +1 PL / +30 pts. army / +50t / +3 VP
Defeat in Defensive Battle in Sophene (province lost) / -1 SL / -1 PL / -30 pts. army / -50t
Defeat in Defensive Battle in Drangiana (province lost) / -1 SL / -1 PL / -30 pts. army / -50t
***3rd Turn
Drawn Ambush Card
Plague / -50t
Built Shrines / +1 SL
Built Gymnasia / +1 PL
Built Markets / +100t
Defeat in Defensive Battle in Gabiene (province lost) / -1 SL / -1 PL / -30 pts. army / -50t
Defaeat in Land Attack from Gedrosia vs Arachosia / -1 SL / -1 PL / -30 pts. army


Vandals (civilized)
TheGrayMouser
Political Situation
Stability +7
Prestige +5
Finances
750t / 4 actions
Army
1570 pts.
Cards
Spy
Reinforcements
Architectures
=
Religious Buildings
Shrines
Commercial Structures
Bridges
Fortifications
=
Military Assets
Barracks
Fleet in Sardinia
Fleet in Trinacria
Victory Points
PS 12 / AU = / RB = / FR = / MA 3 / BT 1 / Total 16
Actions
***1st Turn
Drawn Spy card
Played Spy Card to steal Traitor from Kushans
Traitor card played to conquer Turdetania / +50t
Built Fleet in Sardinia / +1 VP
Built Shrines / +1 SL
Victory in Defensive Battle in Trinacria / +1 SL / +1 PL / +30 pts. army / +1 VP
Defeat in Indipendent attack from Celtiberia to Tarraconensis / -1 PL
Defeat in Land attack from Africa to Numidia / -1 SL / -1 PL / -30 pts. army
*** 2nd Turn
Drawn Spy Card
Food Distributions / +1 stability level
Spy Card played to steal Reinforcements Card from Romans
Reinforcements Card played in Land Attack from Bruttium to Trinacria
Defeat in Land Attack from Bruttium to Trinacria / -1 SL / -1 PL / -30 pts. army
Built Bridges / +100t
Built Fleet in Trinacria / 1 VP
***3rd Turn
Drawn Reinforcements Card
Agrarian Improvements / +50t
Built Roads / +100t
Built Barracks / 1 VP
Built Gymnasia / +1 PL


The actual map:
Attachments
AD 420 actual.png
AD 420 actual.png (716.34 KiB) Viewed 1380 times
Last edited by Lysimachos on Mon Aug 06, 2018 8:32 am, edited 50 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
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Posts: 1166
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Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:26 pm

List of Provinces with their armies

The aggregation of provinces in distinct regions is substantially realized in order to make it easier for the player the task of finding the single provinces from west to east.

Africa
Tng / Tingitana / numidian 55bc-6 ad
Mrt / Mauretania / numidian 55bc-6 ad
Mas / Massylia / numidian 55bc-6 ad
Nmd / Numidia / numidian 55bc-6 ad
Afr / Africa / numidian 55bc-6 ad
Trp / Tripolitania / numidian 55bc-6 ad

Hispania
Btc / Baetica / spanish (sertorius) 80-70 bc
Trd / Turdetania / spanish (sertorius) 80-70 bc
Lst / Lusitania / spanish (sertorius) 80-70 bc
Clt / Celtiberia / germanic foot tribes 105-259 ad
Trc / Tarraconensis / spanish (sertorius) 80-70 bc
Glc / Gallecia / spanish (sertorius) 80-70 bc
Cnt / Cantabria / germanic foot tribes 105-259 ad

Gallia
Nrb / Narbonensis / germanic foot tribes 105-259 ad
Aqt / Aquitania / germanic foot tribes 105-259 ad
Arv / Arvernia / kingdom of Soissons 461-486 ad
Rth / Rethia / germanic foot tribes 105-259 ad
Lng / Lingonia / kingdom of Soissons 461-486 ad
Amc / Armorica / kingdom of Soissons 461-486 ad
Blg / Belgica / kingdom of Soissons 461-486 ad

Britannia
Ctv / Catavellaunia / anglo-saxon 449-599 ad
Slr / Siluria / romano-British 407-599 ad
Brg / Brigantia / pictish 210-476 ad

Germania
Nrc / Noricum / germanic foot tribes 105-259 ad
Sue / Suebia / germanic foot tribes 105-259 ad
Rug / Rugia / germanic foot tribes 105-259 ad
Boe / Bohemia / germanic foot tribes 105-259 ad

Italia
Ins / Insubria / roman 425-492 ad
Etr / Etruria / roman 425-492 ad
Lat / Latium / roman 425-492 ad
Brt / Bruttium / roman 425-492 ad
Trn / Trinacria / roman 425-492 ad
Srd / Sardinia / samnite 355-272 bc
Crs / Corsica / samnite 355-272 bc

Illyricum
Pnn / Pannonia / germanic foot tribes 105-259 ad
Dlm / Dalmatia / illyrian 350bc-25 ad
Izg / Iagyzia / germanic horse tribes 260-492 ad
Moe / Moesia / dacian 89-106 ad
Dac / Dacia / dacian 89-106 ad
Hys / Hystria / dacian 89-106 ad

Scythia
Mrc / Marcomannia / rhoxolani 350bc-24 ad
Rox / Roxolania / rhoxolani 350bc-24 ad
Scy / Scythia / rhoxolani 350bc-24 ad
Trd / Tauridis / bosporan 11-375 ad
BfC / Bosphorus Cimmerius / bosporan 11-375 ad
Aln / Alania / alan 25-650 ad
Mae / Maeotis / alan 25-650 ad
Src / Syracis / sarmatian 25-375 ad
Srm / Sarmatia / sarmatian 25-375 ad

Hellas
Epr / Epirus / roman 425-492 ad
Mc / Macedonia / roman 425-492 ad
Gre / Graecia / roman 425-492 ad
Thr / Thracia / dacian 89-106 ad

Asia Minor
Lyd / Lydia / roman 425-492 ad
Pnt / Pontus / caucasian 320-476 ad
Cpd / Cappadocia / kappadokian 260 bc-17 ad
Clc / Cilicia / roman 425-492 ad

Aegyptus
Crn / Cyrenaica / numidian 55bc-6 ad
Aeg / Aegyptus / palmyran 258-273 ad
Nub / Nubia / indian (without heavy chariots, artillery and horse archers and only 1 elephant)*
Blm / Blemmya / indian (without heavy chariots, artillery and horse archers and only 1 elephant)*

Levantis
Syr / Syria / palmyran 258-273 ad
Plm / Palmyrene / palmyran 258-273 ad
Aur / Auranitis / nabatean 260 bc-106 ad
Jud / Judaea / jewish 66-135 ad
Cy / Cyprus / roman 425-492 ad

Persis
Sph / Sophene / armenian 253-476 ad
Arm / Armenia / armenian 253-476 ad
Gog / Gogarene / armenian 253-476 ad
Hyr / Hyrcania / parthian 250 bc-225 ad
Med / Media / parthian 250 bc-225 ad
Msp / Mesopotamia / parthian 250 bc-225 ad
Prs / Persis / parthian 250 bc-225 ad
Gbn / Gabiene / parthian 250 bc-225 ad
Crm / Carmania / parthian 250 bc-225 ad
Gdr / Gedrosia / parthian 250 bc-225 ad

Arabia
Grh / Gerrhaea / arab 312 bc-476 ad
Msc / Muscat / arab 312 bc-476 ad

Bactria
Ari / Aria / parthian 250 bc-225 ad
Mrg / Margiana / parthian 250 bc-225 ad
Chr / Chorasmia / parthian 250 bc-225 ad
Sgd / Sogdiana / saka 300 bc-50 ad
Bct / Bactria / parthian 250 bc-225 ad
Arc / Arachosia / parthian 250 bc-225 ad
Drg / Drangiana / parthian 250 bc-225 ad

Fergana
Tgk / Tigrakauda / saka 300 bc-50 ad
Tkr / Tokaria / saka 300 bc-50 ad
Frg / Fergana / saka 300 bc-50 ad

India
Prp / Paropamisus / mountain indian 492-170 bc
Gnd / Gandhara / mountain indian 492-170 bc
Txl / Taxila / indo-parthian 60 bc-130 ad
Stg / Sattagidia / indo-parthian 60 bc-130 ad
Hnd / Hindus / indo-parthian 60 bc-130 ad
Snd / Sind / indo-parthian 60 bc-130 ad
Last edited by Lysimachos on Sun Apr 15, 2018 3:24 pm, edited 2 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
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Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:27 pm

"List of independent province Commanders"

AlexDetrojan 1
hidde 2
Kabill 1
klayeckles 1
Lysimachos 1
TheGrayMouser 1
Last edited by Lysimachos on Sun Jul 08, 2018 11:15 am, edited 10 times in total.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Tue Apr 10, 2018 7:36 pm

Hi mates,
if someone’s interested in joining the campaign please enroll down here specifying your favourite three armies.
Hidde and Cunningcairn have already joined the fray.

hidde
1) Hephtalite
2) Hun
3) Eastern Roman

Cunningcairn
1) Hephthalite
2) Hun
3) Germanic Horse Tribes

Lysimachos
1) Western Roman
2) Eastern Roman
3) Sassanid
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Kabill
Sergeant - 7.5 cm FK 16 nA
Sergeant - 7.5 cm FK 16 nA
Posts: 246
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Re: 420 AD Grand Campaign

Post by Kabill » Wed Apr 11, 2018 12:06 pm

Think I'd like to play this, if you'll have me?

I don't think I actually mind who I play as - if you absolutely need a list then I will give one but am otherwise happy to be assigned to whatever's left after others have had their picks.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915

bbogensc
Sergeant - Panzer IIC
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Re: 420 AD Grand Campaign

Post by bbogensc » Wed Apr 11, 2018 1:00 pm

Yes, I'd love to join

1) Nabateean
2) Numidian
3) Arab

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
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Re: 420 AD Grand Campaign

Post by Lysimachos » Wed Apr 11, 2018 9:49 pm

Kabill wrote:Think I'd like to play this, if you'll have me?

I don't think I actually mind who I play as - if you absolutely need a list then I will give one but am otherwise happy to be assigned to whatever's left after others have had their picks.
Ok Kabill. That's really very gentle from you! :wink:
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
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Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Wed Apr 11, 2018 9:57 pm

bbogensc wrote:Yes, I'd love to join

1) Nabateean
2) Numidian
3) Arab
Hi bbogensc, the available nations are:
Eastern Romans (Roman 379-424 AD), (light blue)
Kushans (Kushan 130 BC-476 AD), (pink),
Hephtalites (Hephtalites 350-570 AD), (purple),
Huns (Hunnic Western 376-454 AD), (brown),
Sassanids (Sassanid Persian 224-476 AD), (green),
Vandals (Germanic Horse Tribes 260-492 AD), (orange).
Visigoths (Germanic Foot Tribes 260-495 AD), (yellow),
Western Romans (Roman 425-492 AD), (red).

During the game the players will have the possibility of making "indipendent attacks" starting from provinces outside their own nation and using their appropriate armies (like, for example, Nabatean, Numidian and Arabs)
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Wed Apr 11, 2018 9:59 pm

Still three places left and we're ready to start the campaign.

Let's join the fray, Commanders!
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

bbogensc
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Re: 420 AD Grand Campaign

Post by bbogensc » Thu Apr 12, 2018 11:17 am

I see, then Kushan, Hepthalites, Eastern Roman.

bbogensc
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Re: 420 AD Grand Campaign

Post by bbogensc » Thu Apr 12, 2018 12:49 pm

I've better reviewed the rules now, my apologies. Here is a revised choice selection:

(1) Visigoths
(2) Huns
(3) Vandals

klayeckles
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Re: 420 AD Grand Campaign

Post by klayeckles » Fri Apr 13, 2018 2:26 am

this looks very interesting...nice job on the rules, and a stellar group thus far. i would be interested (i realize i drop the quality of individuals)!
generally the 3-4 weeks should be no problem. i am going to be out of town starting this weekend (can chek the forum) and gone about 6 days.
if that works here are my piks:


kush
eastern roman
hehthalites

Lysimachos
Lieutenant Colonel - Fw 190A
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Re: 420 AD Grand Campaign

Post by Lysimachos » Fri Apr 13, 2018 6:52 am

Welcome on board klayeckles!
We now need only two more players.
Otherwise we could start by now simplifying the situation by:
- eliminating the Visigoths,
- unifying Eastern and Western Romans.

The preferences at the moment are:

bbogensc
1) Visigoth
2) Hun
3) Vandal

Cunningcairn
1) Hephthalite
2) Hun
3) Germanic Horse Tribes

hidde
1) Hephtalite
2) Hun
3) Eastern Roman

Kabill
1) everything
2) everything
3) everything

klayeckles
1) Kushan
2) Eastern Roman
3) Hehthalites

Lysimachos
1) Western Roman
2) Eastern Roman
3) Sassanid

Maybe we could wait until Sunday morning in order to see if someone else is interested in joining the fray and then possibly going the aforementioned way ...
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Kabill
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Sergeant - 7.5 cm FK 16 nA
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Re: 420 AD Grand Campaign

Post by Kabill » Fri Apr 13, 2018 12:11 pm

I have a few questions about the rules (sorry!):
- Are buildings national or provincial. I.e. does each player just have one of each class of building, or are they built in specific provinces with stacking effects. I think it's the former but wasn't 100% sure.
- Do higher level buildings add to or replace the effect of lower level buildings. E.g. if I have shrines and build temples, does that give me +1 to +2 stability compared with where I was previously.
- I'm wondering if I am missing something about fiscal measures, especially converting actions into stability. The exchange rate is at least as good as building religious buildings, and possibly better (depending on the answer to my previous question). I.e. building shrines costs 1/2 action for +1 stability, the same as using fiscal measures. At higher levels, religious buildings either become less efficient (if effects do not stack, e.g. building temples on top of shrines costs 1 action for a +1 net gain, less than using fiscal measures) or still have only the same level of efficiency (if effects do stack, e.g. building temples on top of shrines costs 1 action for a +2 net gain, the same as using fiscal measures). Even in the second scenario, where building effects stack, building the highest level buildings becomes worse than fiscal measures as you get some VPs rather than stability which is less good (since stability counts as VPs anyway). As such, I cannot see any incentive to build religious buildings over using fiscal measures.

Assuming I've not missed something, some possible solutions:
- Increase the cost of building stability, e.g. to 1 action per stability rather than 1/2, or have it cost 1/2 your current stability level in actions. Either of these options would make it only worthwhile in emergency situations (i.e. when stability is low).
- Add additional VPs to religious buildings, at all levels. E.g. Shrines +1 Stability/+1VP, Temples +2 Stability/+2 VP, Sanctuaries +2 Stability/+4VP, Temple Complex +2 Stability/+6VP. This would make building religious buildings more attractive overall but leave fiscal measures as a small-cost option for when you need a stability boost (again, when stability is low). This solution may also require increasing VPs for Architectural Works as well though, and might throw other things out of balance too?
- Limit stability growth through fiscal measures to a maximum of 1/turn. So religious buildings become necessary to "double buy" stability in a turn
- Limit when you can use fiscal measures to buy stability (e.g. only if stability < 4)

EDIT: One final suggestion re: fiscal measures - implementation permanently increases/decreases your talent income rather than costing actions. E.g. -50t per turn for +1 stability, and +50t per turn for -1 stability. This makes it distinct from constructing religious buildings, which offsets there being an objectively better choice between construction and fiscal measures because they're doing different things. I'd still be inclined to suggest a limit on how much you can do it per turn, to stop a final turn dissolution of talents into stability for extra VPs, but that does carry some costs of its own.
Last edited by Kabill on Fri Apr 13, 2018 1:12 pm, edited 1 time in total.
Kabill's Great Generals Mod for FoG2: http://www.slitherine.com/forum/viewtopic.php?f=492&t=84915

bbogensc
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Re: 420 AD Grand Campaign

Post by bbogensc » Fri Apr 13, 2018 12:45 pm

A couple additional questions from my side also:

(1) buildings (and fleets) are not automatically destroyed when taking a province, correct?

(2) is there a time limit for when battles need to be resolved or do they run through multiple turns over weeks potentially?

(3) horse barbarians can force a baggage train battle? I am concerned this may be a huge advantage that will swamp the rest of the game. Ive only done baggage train once and got away with the carts against the computer opponent, but there was no combat and no strategy to it really and I think a human would catch the carts easily with horse archers.

(3) Just to confirm, each province has essentially an embedded army that does not need to be built, but degrades with casualties (that can be replaced if a building is constructed). That province army also upgrades slightly with each victory but does not itself move into a captured territory, correct? So, if you capture a territory and then attack from it you would use that province type army?

Lysimachos
Lieutenant Colonel - Fw 190A
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Posts: 1166
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Re: 420 AD Grand Campaign

Post by Lysimachos » Fri Apr 13, 2018 1:27 pm

Kabill wrote:I have a few questions about the rules (sorry!):
- Are buildings national or provincial. I.e. does each player just have one of each class of building, or are they built in specific provinces with stacking effects. I think it's the former but wasn't 100% sure.
- Do higher level buildings add to or replace the effect of lower level buildings. E.g. if I have shrines and build temples, does that give me +1 to +2 stability compared with where I was previously.
- I'm wondering if I am missing something about fiscal measures, especially converting actions into stability. The exchange rate is at least as good as building religious buildings, and possibly better (depending on the answer to my previous question). I.e. building shrines costs 1/2 action for +1 stability, the same as using fiscal measures. At higher levels, religious buildings either become less efficient (if effects do not stack, e.g. building temples on top of shrines costs 1 action for a +1 net gain, less than using fiscal measures) or still have only the same level of efficiency (if effects do stack, e.g. building temples on top of shrines costs 1 action for a +2 net gain, the same as using fiscal measures). Even in the second scenario, where building effects stack, building the highest level buildings becomes worse than fiscal measures as you get some VPs rather than stability which is less good (since stability counts as VPs anyway). As such, I cannot see any incentive to build religious buildings over using fiscal measures.
Hi Kabill,
1) the Army, Architectures and Urban Infrastractures, Religious Buildings, Commercial Structures, Barracks and Siege Trains are national (id est an abstraction) and consequently don't suffer destruction if a specific province is lost.
Fortifications and Fleets pertain to a single province and are destroyed if this one is conquered.
2) the effect of any kind of buildings do stack. If I build shrines and then temples I will have an overall +3 stability level, which means that stability and actions are exchanged on the same basis of 1/2 action for 1 stability level, given that 1 VP is equal to a stability level.
For example
- if I make four Tax Exemption move I'll sacrifice 2 actions gaining 4 stability level,
- if I build Templar Complexes I'll sacrifice 2 actions gaining 2 stability level and 2 VP, each of them valuable as 2 stability level, so having a total gain of 4 stability level.
The difference is that VPs are not going to disappear with a defeat in battle, as it happens with stability levels that are subject to decrease in that case.
So, if ever, buildings which allow the earnings of VPs are better than Fiscal Measures that, on their part, are much more manageable, costing less and being accessible also to player with smaller incomes.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

Lysimachos
Lieutenant Colonel - Fw 190A
Lieutenant Colonel - Fw 190A
Posts: 1166
Joined: Tue Dec 08, 2009 9:38 am
Location: Italy

Re: 420 AD Grand Campaign

Post by Lysimachos » Fri Apr 13, 2018 1:44 pm

bbogensc wrote:A couple additional questions from my side also:

(1) buildings (and fleets) are not automatically destroyed when taking a province, correct?

(2) is there a time limit for when battles need to be resolved or do they run through multiple turns over weeks potentially?

(3) horse barbarians can force a baggage train battle? I am concerned this may be a huge advantage that will swamp the rest of the game. Ive only done baggage train once and got away with the carts against the computer opponent, but there was no combat and no strategy to it really and I think a human would catch the carts easily with horse archers.

(3) Just to confirm, each province has essentially an embedded army that does not need to be built, but degrades with casualties (that can be replaced if a building is constructed). That province army also upgrades slightly with each victory but does not itself move into a captured territory, correct? So, if you capture a territory and then attack from it you would use that province type army?
Hi bbogensc,
1) Army, Architectures and Urban Infrastractures, Religious Buildings, Commercial Structures, Barracks and Siege Trains are national (id est an abstraction) and consequently don't suffer destruction if a specific province is lost.
Fortifications and Fleets pertain to a single province and are destroyed if this one is conquered.
2) battles must be finished by the turn's end in order to give each player a complet picture of the situation before making the new moves.
3) I don't understand wht do you mean for horse barbarians. Anyway only the armies specifically mentioned in the rules (hunnic, hephtalites or sassanid) are allowed to make this kind of attack.
If some other player thinks that this feature could substantially alter the game balance we could review this rule, that was intended to take care of the historical charachter of that armies and their style of warfare.
4) there is only one (abstract) Army for the whole nation and works like embedded in every single province.
If I lose a battle in Latium my army called to action in the next turn in Britannia will enter in the field having suffered the degradation resulting from the preceding battle (and the same happens if I win a battle).
When a province is conquered it becomes part of the nation and when the player will start an attack from there he will use the "national" army as usual.
In the Summary Chart there is a specific slot for the Army of each nation specifying its size at the moment, that will be costantly updated to reflect the effects of victories, defeats, Provincial Levies and the use of the Mercenary card.
Instead, when a player will opt to launch an independent attack the size of the army of the chosen independent province will invariably be of 1600 pts.
"Audentis fortuna iuvat"
- Virgilius

(Good luck favours the brave)

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