Beyond the Seven Hills Game Rules
1. General
*1.1 Game Settings:
RTW with the 1.5 patch
Europa Barbarorum v1.1 BtSH Data Changes
Hard Campaign, Medium Battles
Large Unit Size
Show CPU Moves Off
Battle Timer Off
Manage All Settlements
*1.2 Avatar
Each player will role-play a Senator or another prominent member of the young Roman Republic. On joining the game, each player will choose an avatar to represent this member. Avatars can be 'family members(FM)' or recruitable generals(RGB).
Players are reminded that due to limitations imposed by RTW, only avatars on the family tree will be able to marry, and have children. Recruitable generals can be spawned at any time,
but family member creation is beyond our control.
Players may not use Agents as avatars, since Agents cannot fight battles and have a different set of stats from FM's and RGB's.
If a Man of the Hour adoption is offered to an avatar, the choice of whether to accept it is entirely up to the avatar who is the adopter.
1.2a Avatar Adoption
No 'Man of Great Potential' offers at the start of the turn will be accepted.
1.3 Battles
A player whose avatar leads an army that is involved in a battle will be expected to fight that battle.
This will involve downloading the savegame of the battle, playing it and then uploading the resulting savegame.
Uploading the post-battle save must be done within 48 hours of the pre-battle save game being uploaded.
If the deadline expires, the battle is auto-resolved.
If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle.
Under no circumstances will a battle be fought by a player whose avatar is not present in the battle.
If there is no player available to fight a battle, it must be auto-resolved.
If there are no allocated avatars involved in the battle at all, it must be auto-resolved.
1.4 Game Management
At the start of each turn, the Consul of Finance will post a seasonal report on the events of the last turn, including a save game file for the new turn.
After the seasonal report is posted, players will have 24 hours to download the save, and make their personal moves.
Players can move their avatars, move any army (Imperial Legion or otherwise) their avatar commands and fight any battles against the AI that they are capable of fighting with their avatar’s army.
The Consul of the Legions may move any avatar or army that has not been moved in this way as he best sees fit, including moves that result in battles, except that he cannot move a player’s avatar, units on a Provincial Governor's territory or units under player's control in any manner that player has expressly prohibited.
The Consul of Finance may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving.
Players may not move avatars or armies into the territory of a neutral or allied faction without the permission of the Senate.
Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war from a Senate's Edict.
1.5 Events
Whenever they desire, but no more often than once every 10 turns, navarro951, or anyone he choose's may create an in-game Event.
Events are not limited in scope, subject matter, or method of implementation.
All game rules, including * marked rules, can be violated to implement an Event.
The players can prevent the implementation of any single Event through a simple majority of unweighted votes.
2. Rank System
2.1 Rank Gain and Loss
All Players enter the game at the rank of Tribunus.
Each player will begin with some Senatorial status. Senators will be promoted to a higher rank as soon as they meet the requirements for that rank.
If, at any point, a Senator ceases to meet the requirements of their existing rank, they will be demoted to the highest rank whose requirements they meet.
2.2 Gaining and Losing Provinces
All conquered settlements belong to the Senate of Rome.
A Provincial Governorship can be given to any player by the senate during a Congressional Session.
The Senate can take away a Provincial Governorship from the Player only if 2/3 of the 'Senate' agrees with it.
2.3 Retinue
At any time, a Player may give any retinue item/member they possess to another Player or remove it from their avatar without giving it to anyone else.
If a retinue item/member cannot be transferred or removed due to game coding or distance between avatars, console commands may be used to allow the transfer or removal.
2.4 Ranks
Tribunus
Requirements: None (Training Stage)
Influence: 1 if at all
Powers: None
Penalties:
(1) The Tribunus is second or third in command of a legion. He is young and therefore must learn how to properly lead and is required to serve in a Legion under a Legatus for at least 2 battles to be promoted or serve as an aid to a Provincial Dictator for 2 years.
(2) May not lead an army of any sort and has only a vote, but no proposing power of edicts.
(3) Cannot Run for Consul
Tribune of the Plebs
Speaks for the Plebs and lower ranks of the legions.
Requirements: Must be elected to position.
Influence: 1+1
Powers:
(1) Can propose one edict/charter amendment per congressional council; plus one more edict per actively serving tribune.
(2) Can veto one edict/charter amendment per congressional council.
(3)The Tribune of the Plebs term is two Consul Terms long. (6 years)
Penalties:
(1) May not lead an army of any sort as he is still a tribune.
(2) Cannot Run for Consul
Aedile
Requirements: Must have at least 1 Managements stat-point and appointed to this rank by the Consul of Finance.
Influence: 1+1
Powers:
(1) With this rank one settlement is given to the player to govern.
(2) Can set the build queue and tax rate for their settlement under their control.
Can destroy any building in their settlement under their control.
(3) Can propose one Edict/Charter Amendment per 'Congressional' Session.
(4) Can lead a legion of max 10 units unless it is an Consular Legion.
Penalties:
(1) This rank is always tied with the settlement they have received. Once the player has left from the province of that settlement he will loose this rank automatically.
Legatus
Requirements: Must have served in at least 2 battles with a Legatus as a Tribunus
Influence: 1
Powers: (1) Can propose one Edict per 'Congressional' Session.
Penalties:
(1) Cannot lead an army with more than 8 units in it unless it is an Consular Legion.
Dux
Requirements: Must get 6 'battle points' (Rule 2.5)
Influence: 1
Powers:
(1) Can propose one Edict/Charter Amendment per 'Congressional' Session.
(2) Can lead an army of max 12 units unless it is and Consular Legion.
Quaestor
Requirements: Must have been at one point the owner of a Provincial Governorship Must get 12 'battle points' (Rule 2.5)
Influence: 2 + 1 Stat Influence
Powers:
(1) Can propose two Edict/Charter Amendment per 'Congressional' Session.
(2) Can lead an army of max 12 units unless it is an Consular Legion.
(3) Can have 2 units of their choice as their Bodyguard Army. These Units must be available in the region where the general was in the time he got this rank. These units can not be disbanded nor can they be removed from the Player by the Dictator.
(4) Can form a Family/House
Praetor
Requirements: Must get 20 'battle points', Must vote in at least 2 'Congressional' Sessions.
Influence: 2 + 1 Stat Influence
Powers:
(1) Can lead an army of max 14 units unless it is an Consular Legion
(2) Can propose two Edicts/Charter Amendments per 'Council' Session.
(3) May sponsor any House/Family he wishes
Consul of Finance
Note: There will be two consuls. One will be the “Consul of Finance” and the other the “Consul of the Legion’s”. Only Consul of Finance will end the “turn”.
Requirements: Must have been elected to this office
Influence: 2 + 1 Stat Influence
Every Ex-Consul will have +1 Influence points added to his Influence.
Powers:
(1) Can build any building in any settlements he wishes and set the tax rate in any settlement unless they are part of a Provincial Governorship. Cannot recruit military units.
(2) Leads a Consular Legion when available.
(3) The other powers and limitations of the Consul are mentioned in the Rule 3.9.
(4) All diplomats (not spies or assassins) are under the command of the Consul of Finance. He can move them and use them as he sees fit.
(5) Once per full 12 turn Consul Term, can force a transfer of one retinue member/item from any Player to themselves or any other Senator.
(6) Can call Emergency Congressional Session.
Consul of the Legion’s
Note: There will be two consuls. One will be the “Consul of Finance” and the other the “Consul of the Legion’s”. Only Consul of Finance will end the “turn”.
Requirements: Must have been elected to this office
Influence: 2 + 1 Stat Influence
Every Ex-Consul will have +1 Influence points added to his Influence.
Powers:
(1) Can build any military unit in any settlements he wishes and set the tax rate in any settlement unless they are part of a Provincial Governorship. Cannot construct buildings.
(2) Leads a Consular Legion when available.
(3) The other powers and limitations of the Consul are mentioned in the Rule 3.9.
(4) All Spies and Assassins are under command of the Consul of the Legion’s. He can move them and use them in any way he wishes.
(5) Once per full 12 turn Consul Term, can force a transfer of one retinue member/item from any Player to themselves or any other Senator.
(6) Can call Emergency Congressional Session.
Provincial Governor
Requirements: Must be appointed to this rank by the Princeps/Senate
Influence: 2 + 1 Stat Influence
Powers:
(1) Can govern the Province(s) they have been given. This means: Set the tax level,unit recruitment/building construction (Should be mentioned in the SOT).
(2) Can propose an unlimited number of Edicts or Amendments per 'Congressional' Session.
(3) Once per full 12 turn Consul Term, can Prioritize one building in any build queue in any settlement in his Province(s).
(4) Once per full 12 turn Consul Term, can destroy one building in any settlement. Buildings in the barracks lines cannot be destroyed with this power.
(5) Can move any units in the borders of his Province(s) in any way he wishes unless they are controlled by another Player.
(6) Every Provincial Governor will have an 6 unit Provincial Legion. Every Prov.Governor should mention what type of Legion they wish: a) an Infantry legion(4 infantry, 1 missile, 1 cavalry regiment); b) a Cavalry Auxilla( 1 infantry, 1 missile, 4 cavalry regiments); c) or a Mixed Legion(2 infantry, 2 missile, 2 cavalry regiments). They can however get to recruit 1 local unit for every 2 Influence points and 1 local unit for every 3 Command stars. (The unit type of the additional units can be what ever the Satrap chooses)
(7) Provincial Governors can lead an army of max 14 units unless it is an Consular Legion.
Faction Leader/Heir
Due to the fact that Rome is a Republic, the in-game "faction leader" and "faction heir" will not be recognized as any position of power. Only a complete military take over of Roma will give you the title of Dictator or Emperor.
2.5 Battle Points
To get to the next rank (Rule 2.4) every player must get a certain amount of 'battle points'. How many 'battle points' 1 battle gives are shown below.
"Crushing Defeat" -3 points
"Clear Defeat" -2 point
"Average Defeat" -1 point
"Close Defeat" -1/2 point
"Close Victory" 1 point
"Average Victory" 2 point
"Clear Victory" 3 points
"Heroic Victory" 4 points
3. Government
3.1 Sessions
The Senate will meet in a Congressional Session after every 12 turns.
Out of session, there can be open debate and deliberations.
Each Congressional and Emergency Session consists of 3 real time days of debate, followed by 2 real time days of voting.
3.2 Proposing Legislations
During each session, Players may propose Edicts and Amendments, up to the limit allowed by their rank.
Edicts and Amendments must be seconded by two other Players before they can be put to the vote.
3.3 Edicts
Edicts require a simple majority of votes to pass and remain in effect until the next normal session of the Council.
Tied Edicts fail. If contradictory Edicts are passed, the one with the most votes takes priority.
*3.4 Amendments
Amendments require a two-thirds majority of votes to pass and can permanently modify the rules in any way, except for rules marked with a *
3.5 Influence
Each Senator’s voting power is equivalent to his total Influence, as defined by Rule 2.4.
No Senator Influence may ever be lower than 1.
For the purposes of determining Stat Influence, a Senator can gain 1 point of Stat Influence for each of the following conditions that he meets: (a) 5+ ranks of Command (b) 10 ranks of Command (c) 20+ total stat points (d) 30+ total stat points
3.6 War
Any declaration of war must be authorized by an Edict of the Senate.
3.7 Elections
At each Congressional Session, on the death of a Consul, or on the impeachment of a Consul, there is an election for the post of that Consul.
Ties lead to a fresh ballot. A second tie is decided by seniority (avatar age).
*3.8 – Impeachment
A Consul can be impeached and removed from office by a two-thirds majority vote of the Senate.
Impeachment takes effect immediately after the vote is passed.
After impeachment, a fresh election is held to elect a new Consul, although the Princeps may also exercise his power to become Dictator at that point.
The Senator replacing the impeached Consul serves out the remainder of the impeached Consul’s term.
All Edicts passed in the Congressional session that elected the impeached Consul remain valid, unless overturned by new Edicts at the Emergency Session that impeached him.
3.9 Democratic Republic
The Consul of Finance is head of economy. The Consul of the Legion’s is head of military.
The Consul of the Legions can move any units he is using for garrison, or legions which he has been given permission to move by the player who commands it.
The Consul of the Legions can recruit any thing he wishes unless said otherwise by the senate.
The Consul of Finance can use 'Force Diplomacy' only if an Edict has passed with a diplomatic offer to another faction.
3.10 Provincial Governorship
(1) Provincial Governorship's must consist of at least one settlement. The Capital can not be part of any Provincial Governing.
(2) Provincial Governorship's can have settlements added or removed from it. Only the senate can grant/take provinces away. All additional provinces must share the border with the rest of the Provincial Governor's other provinces.
(3) The Provincial Governor will be Supreme Ruler, at the will of the Senate, of all settlements within his Provincial Governorship, as defined in the SOT thread.
(4) The P. Governor may delegate one of his settlements to one of his aids (a.k.a., another player’s avatar) to govern. The P. Governor may override the aid's orders at anytime. As a P. Governor's Aid, the general can not be elected to Consul or lead a Standard or Consular Legion.
(5) The Provincial Governorship cannot be inherited. Once the Governor of said Province dies the Province will be returned to the Senate until they decide to appoint a new P. Governor.
(6) The P. Governor can have a max of 5 Aids join his Provincial Governorship and have a max of 5 additional settlements added to that Governorship.
(1 Aid = 2 Influence points; 1 additional settlement = 2 Management points)
(7) Every P. Governor's Aid can lead max 10 unit strong Legion. This will overwrite the number of units allowed to lead in the Rule 2.4.
(8) Every P. Governor's Aid can leave from this position when ever they wish but they will loose all ranks they have gained during the time being an Aid.
4. Armies
4.1 Consular Legion
Imperial Legions will consist of a minimum of 8 infantry cohorts, 4 ranged cohorts, and 2 cavalry cohorts; and will only be lead by a standing Consul.
For the purposes of this rule, Generals’ Bodyguard units do not count as cavalry regiments.
The owner of a Consular Legion will determine who commands the units, where it is to move (if at all), and whom to attack.
Only Consular Legions can have “Eagles” in them.
4.2 Standard Legions
Standard Legions will consist of a minimum of 5 infantry cohorts, 2 ranged and 1 cavalry cohorts.
For the purposes of this rule, Generals’ Bodyguard units do not count as cavalry cohorts.
The Consul of the Legions will decide who commands it, but it is up to the senate to decide where it is to move (if at all), and whom to attack.
Standard Legions can be created only during a Congressional Session by the Senate using an Edict for that.
All Standard Legions are marked with a number corresponding to how many Legions stand in Rome and where the Legion was created: 'I Legion of Roma, II Legion of Kyrene , III Legion of Bonnonia etc.'
Standard Legions can be disbanded only during the Congressional Session by the Senate through an Edict.
4.3 Army Replenishment
If a Standard or Imperial Legion falls below the minimum strength level, all military recruitment must be allocated to restoring the Legions to minimum strength before money can be spent on other recruitment, unless the Consul of the Legions agrees otherwise.
In the event of a conflict, a Consular Legion takes priority over a Standard Legion.
4.4 Dux Campaign
If so ordered by the Senate, a Dux can lead a Campaign consisting of at least 2 legions or more. A chain of command will be used in commencing this campaign. It all plays out like so:
(1)Senate declares war on Averni and requests Dux Gaius Julius to lead the I Legion under Legatus Flavius Julius and the II Legion under Legatus Marcus Julius in an invasion into their territories.
(2) Both Flavius and Marcus are now under complete control of Dux Gaius if he agrees to lead the campaign. The Dux will be aloud to form his own strategy for both his legion as well as the two player’s legions now placed under his command.
(3) He will then report to the Consul of the Legions and the Dictator which settlements he wish’s to conquer. (2 settlement min. and 5 settlement max.)
(4) The Dux will have this command until he has completed his goals or determined he can no longer continue the campaign. Should he utterly fail in his campaign, he will be stripped of the title of Dux and be demoted to Legatus.
(5) If at anytime the Senate and Consul of the Legions feels the campaign is no longer needed or is destined to fail it will be called off with no harm to the Dux.
In all to be in command of such a campaign as a Dux is one of the highest of military honors in Rome and if you fail you will be punished accordingly, but should you succeed, you may see yourself as consul or dictator yourself one day.
4.5 Forming a House/Family
Once you have been granted a Provincial Governorship, and gained the rank of Quaestor, you will want to befriend a standing Praetor and create a family/or house. A house must consist of at least three members including the Quaestor. To form a house, you must be given a Praetors “sponsorship”, announce the name of the house and which region it hails from, and what it stands for. Have your sponsoring Praetor announce the fact that he is sponsoring your House/Family in the senate and then you can get creative. Explain what your House/Family will stand for politically, militarily, and economically.
A house will create huge advantages for the players in it. You will all be able to vote more powerfully during Congressional Sessions and also will be to place your members in better seats of power through your influence. Each house will have its own thread to discuss its own agenda.
4.6 House’ Legion/Families Legion
Civil war in Rome may be inevitable as senators are all vying for power here. So in order to not waste away the senate’s legions which the Republic needs to defend itself from foreign enemies, each house/family will be given a legion to call its own. Provincial Legions will be used strictly for defense while these personal legions can be used to defeat your political foes. All personal legions must be kept in a house/families provincial reign until they are involved in a civil war. No offensives on foreign enemies will be made unless it is requested, do not ask to have it put into combat.
In order to gain access to a legion such as this, you must gain cities. All Provincial Governings are granted to you by the Princeps/Senate. Once you have been granted one, you can use your house/families settlement to fund you personal legions. It works like so:
Each city grants a house/family an “invisible” amount of denarii’s. 1 city will give the house/family 1000 denarii’s a season. That’s 4000 denarii’s a year. During times of civil war, each city brings in 1500 a season. That’s 6000 a year. The amount of money a house/family has will be kept track of in a new thread called the Forum Trapezai. (The console cheat, add_money, will be used whenever the purchasing of units is done. So as far as the actual Republic goes, we will not gain nor lose any money as exact amounts per unit will be used. Ex: (Unit Costs: 1000, so only 1000 per one of those units will be added then immediately used.)
Each personal legion can be named however the house/family chooses. All units requested for recruitment will be dealt with by navarro951 through an IC pm so that no one has the power to say “no I won’t recruit them”. Navarro951 will not respond to the message, the recruitment will simply be carried out unless other business needs tending to.
Personal legions have a max of ten units. Each house/family may have 1 legion per city they own. The ten units can consist of any ten units they want.
5. Civil War
*5.1 Declaration of War
Civil War can be started by Provincial Governor's only. A P. Governor must make a Declaration of War towards a specific P. Governor or a Dictator of Rome himself in a public thread before they can attack any of that P. Governor's(Dictator of Rome') legions or settlements. A Declaration of War applies to all players who are named as Aids of both the P. Governor who makes the Declaration and the P. Governor who is the target of the Declaration.
A Declaration of War does not apply to any players who are not in any way connected to the declarer or the target.
Neither the P. Governor who made the Declaration of War, nor anyone who acts as an Aid of that P. Governor can attack the target of that Declaration, or anyone who act as an Aid of that P. Governor, until the target(s) have been provided with one full turn's worth of movement.
This rule does not limit movement in any way, nor does it prevent the target(s) of the Declaration of War from attacking the declarer(s).
*5.2 Ending a Civil War
A Civil War will end when all players’ avatars on one side are dead or all living player’s avatars on both sides publicly agree to a Peace Treaty.
So long as it is limited to changes to the provinces, settlements, armies, and retinue of the players signing the Peace Treaty, it will be considered binding law.
All terms of a Peace Treaty that go beyond these limits, particularly those that increase a player’s avatar influence or powers beyond those allowed by the rules, will only be binding if adopted by a two-thirds majority of the Senate at the next Congressional session.
Individual players may unilaterally remove themselves from a Civil War within one turn of the Declaration of War and by publicly declaring Neutrality.
Neutrality cannot be claimed by a declarer, a target, or any plater who has been involved in a PvP Battle during that specific Civil War.
5.3 PvP Battles
Whenever two hostile armies enter adjacent squares, a PvP Battle will occur, even if the armies have movement points remaining.
If both players agree, the battle will be fought via multiplayer, with navarro951, or anyone they choose acting as umpire.
The umpire will determine the map and the precise composition of the armies.
If the battle is not fought via multiplayer, there will be a 24 hour voting period to determine how the battle will be fought.
The voting options will be (a) Tabletop Battle (b) Abbreviated Tabletop Battle and (c) AI Battle.
All players may vote, even those not involved in the battle, all votes will be unweighted, and the option that receives the most votes will be chosen.
Tabletop Battles will be in the style of the Battle of Bern and the Battle of Trent and will be umpired by navarro951, or anyone they choose.
Abbreviated Tabletop Battles will be identical to a Tabletop Battle, but will be 1 turn in length.
Players will determine their starting positions and outline a general strategy for the battle.
The umpire will then play out the battle and determine the victor.
The umpire may allow a maximum of 1 or 2 additional turns beyond the starting turn if they so choose.
The Abbreviated Tabletop Battle will be run by navarro951, or anyone they choose.
AI Battles will be custom battles in the TW engine in which the AI will control all units on both sides.
AI battles will be umpired by navarro951, or anyone they choose.
The umpire will determine all settings to be used in the battle, including the map and the precise composition of the armies.
Regardless of the type of battle chosen, the umpire must attempt to have the battle replicate the in-game state of affairs to the best of his ability.
Regardless of the type of battle chosen, the umpire will determine the results, including, but not limited to, units to be disbanded as casualties, avatars to be killed off as casualties, and changes in the control of provinces.
Console commands may be used to implement the results.
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