So, I'll give more details about the game.
1. Governments
Spoiler Alert, click show to read:As I said previously there are 5 government types: Chiefdom(Tribal), Chiefdom(Nomad), Tribal Kingdom, Republic and Monarchy. There are two unique government types as well: Dictatorship and Imperial. In this section I'll introduce each of them little bit.
Chiefdom(Nomad)
Spoiler Alert, click show to read:Probably one of the easiest government types when it comes down to resource management and economy. Nomads will receive each turn Gold(as a tax) from the settlements they own and the resource Horses. They can not improve their provinces by making their provinces produce other resources nor can they build any buildings except Nomad Camp. This building, Nomad Camp, allows them to recruit Horse Archers and Heavy Cavalry. It also raises the Stability in the province and allows creation of Trade Routes. So, basically it combines the effects of many other buildings into one.
Nomads, however, can't conquer more than 5 provinces. If the Player, who plays as a Nomad faction and have already control 5 provinces, want to conquer some new lands he have to release some of his provinces as Client States(or the Player can just abandon one of his provinces). This is actually what I recommend the Player to do since the Client States can provide resources to their Nomadic masters that the Nomads themselves can't collect. The only exception to this is when the Nomads conquer a province that already has a resource(Note: More about the resources in the Economy section). Another good way to get resources that the Nomads don't have is Raiding neighboring provinces.
Nomads can recruit 2 units per every province but only one mercenary unit per every province he owns. However, they can't recruit Heavy Infantry from the Nomad Camps. Though, who needs them if you have Horse Archers and you can pillage and plunder the countryside of your enemies?! In case the Player wants to conquer enemy city then he can order his Client States to provide him some extra units and it's possible to get Heavy Infantry this way.
Nomads, just like the other Chiefdom(Tribal one), don't have succession crisis. If the Chief should die then the strongest general will become the next Chief. So, assassination of Nomad ruler does not destabilize the faction.
Nomad Chiefdom can also enjoy the benefits of a special feature called "A Call to Arms". This means that a random number of random units will be generated to protect the homelands of the Nomads. What makes it unique for them is that all units generated this way are mounted units. This makes conquering the steppes just as hard as it was historically.
From this Government type it's possible to advance to Tribal Chiefdom or to Tribal Kingdom.
Chiefdom(Tribal)
Spoiler Alert, click show to read:This government type is a bit more complex than the Nomad one but it also gives more options to build up the faction. This is more common in the Western Europe. In Tribal Chiefdom, Players can gather all the resources and most buildings are also available for them. They also have a unique building called Sacred Grove. This allows them to recruit a special unit called Druids. More about that unit later.
Just like Nomads, Tribal Chiefdom can only conquer 5 provinces. Once that limit is reached the Player must release one of his provinces as a Client State.
Tribal Chiefdoms can also recruit 2 units per every province but only one mercenary unit per every province he owns. The good thing is that they can recruit Heavy Infantry.
Tribal Chiefdoms don't have succession crisis. If the Chief should die then the strongest general will become the next Chief.
Tribal Chiefdom also enjoys the benefits of "A Call to Arms". Random number of random units will be generated if they are attacked. What makes it different from the Nomads is that the units range from basic units to heavy units and the emphasis is on Infantry units.
From this government type it's possible to advance to Tribal Kingdom or to Republic.
Tribal Kingdom
Spoiler Alert, click show to read:This is the most advanced Tribal government types. It allows creation of most buildings and there is no limitation to the number of provinces the Player can conquer. The bad thing is that Players will loose the "Call to Arms" feature. In Tribal Kingdom succession crisis may also happen. By default if the old King dies his lands will be divided between his sons. The player can then choose which part of the Kingdom he wants to keep playing. If the King had 3-4 sons then this means that the Player might find one turn controlling 10-15 provinces but the next turn only 3-5 of them. Since assassination and imprisonment of your own characters is allowed then playing Tribal Kingdom will be quite interesting.
Tribal Kingdom also looses the chance to recruit 2 units per province and can only recruit 1 unit. However, they can recruit 2 mercenary units per every province they control.
The good thing is that if the Player advances it's faction into Tribal Kingdom then they can keep the unique buildings that were built as a Nomad or Tribal Chiefdom. Players can't upgrade them anymore but they can keep the buildings and will receive the bonuses from them as well. So, transforming from a Nomad Chiefdom to Tribal Kingdom allows the Player keep recruiting Horse Archers.
Republics
Spoiler Alert, click show to read:Playing as a Republic could be fun but it could be very frustrating as well because the Player can't be sure whether his orders go through or not. And who can disallow Players orders? It is the Senate(Council).
The Senate have 3 parties that struggle to gain power in the Republic. During the election of new Consuls(Sophets or Archons) the Player must choose one of the parties as his own. The more powerful it is the less Player have to worry about Senate deciding against him and disallowing his orders. The Senate votes(random dice rolls) for each point of the order and it means that some orders go through and some not. Consuls term last for 2 turns. So, the first election takes place in 270 BC and the next one in 260 BC and so on. Republics don't have succession crisis. If one of the Consuls should die then another one will be automatically elected. This however does not allow time for character development.
With enough support in the Senate the Player can declare Dictatorship and make one of the Consuls to Dictator. This freezes the Senate and all orders the Player sends will be carried out. However, if the Dictatorship lasts too long then Republican Senators may instigate a Civil War to restore the Republic. So, Dictatorship could be useful during wartime but if the Player does not want a Civil War then he should use it only as a last result.
Republics don't have any limitations to the number of provinces they can conquer and it's possible to build most buildings in the game. They can also recruit a special unit called Magistrate. More about it later.
Republics can recruit 1 unit and 2 mercenary units per province.
It is possible to advance from a Republic to Monarchy or to Imperial government type.
Monarchy
Spoiler Alert, click show to read:There are no limitations to the number of provinces Monarchies can conquer. Most buildings are also available for them. From special buildings, Palaces, they can recruit Palace guards.
Monarchies however could suffer greatly during succession crisis. If the King dies without a Heir then the Kingdom could fall into Civil War. Monarchies also have harder time to control larger states. The more provinces the harder it is to control the Kingdom.
They can recruit 1 unit and 2 mercenary units per province as well.
Monarchy can advance to Imperial government type.
Empire
Spoiler Alert, click show to read:Well, IF you get that far then I'll tell about this government type.
Client States
Spoiler Alert, click show to read:When ever Player want they can release some of their provinces as Client States. They can also force "Eleutheroi/Independent" states(or even NPC factions) to become ones as well. Client States can't have more than 5 provinces. However, the larger they are the more freedom they want. In the same time the larger they are the more taxes and resources Players may expect to get from them as a Tribute. All Client states will receive their own color on the map.
Players can set Tribute level from Low to Normal and to High. Lower Tribute will make them like their Masters much more and their units will be more loyal and with higher morale. Higher Tribute will make them hate their Master but Players will receive more resources and Gold from them.
To set a Tribute, Player must say what resource he wants from the Client state and the Tribute level(Low/Normal/High).
Player can order his Client states to send units into his army. These units do not use unit slots of Players faction. Player however, can't determine what units his Client state will send him. Those units can be incorporated into the armies of Player(and thus making them larger) or they can be a separated army under Players control. Player can also determine whether he wants a local(someone from the Client State) to control the army or he gives command over it to one of his Characters.
Just like Chiefdoms, Client states can have 2 units and 1 mercenary unit per province. Player does not pay upkeep for those units.
If the old client king dies then Player have the chance to appoint a new one. Several candidates will be offered and the Player then must choose who is going to be the next client king.
If Player is attacked then his Client states will automatically join the war on his side. However, if Client state is attacked the player can choose when(if at all) he wants to join the war.
Client states can wage wars against "independent states"(until they reach 5 provinces) but will not attack Player or NPC faction without their masters approval.
2. Economics
Spoiler Alert, click show to read:
Creating and managing the Resources
Spoiler Alert, click show to read:As I said before there are many Resources. They are divided into two categories: primary and secondary resources. Primary resources are Stone, Wood, Food, Horses, Iron and Gold. Players can create these in their provinces that have no resources present. There can be only one primary resource per province. It's possible to upgrade the resource level up to Level 5(the same goes for cities and most buildings).
Gold is generated automatically in settlements. To get other resources the Player must use an order to create the resource he want in the province he chose. I know that this could lead into some very peculiar results(Horses in Sicily, Iron in Nile Delta etc) but this was the only way. Since all other resources are generated in the provinces it is possible for the enemies to raid the province and this way downgrade the resource level there. So, players should think carefully where they create what resource.
Primary Resources and their uses:
Stone - Needed to upgrade settlements, construct buildings etc.
Wood - Is also needed to upgrade settlements and construct building. Players also need Wood to construct ships.
Food - Needed for unit recruitment and later for their upkeep. Units will loose morale if there isn't enough Food and they also might desert.
Horses - Needed if the Player wants to recruit Cavalry units. Horses are also alternative Food resource(1 unit of Horses=2 units of Food).
Iron - Allows recruitment of Heavy Infantry and Heavy Cavalry.
Secondary resources are randomly generated. They will then be proposed to the Player whether he wants them or not. These resources are not necessary to win the game. However, these will allow the Player to use some hidden features.
There are also couple resources that are between primary and secondary ones. Elephants are one of these resources. Players can't directly create them and they needs to be offered to him. However, in a province they occupy the primary resource slot.
Manpower and Slaves
Manpower is one of the most important resources. It takes MP to recruit/reinforce units, build resource upgrades or construct buildings. Running out of MP is the worst thing that could happen. MP is generated randomly. So, one turn the Player might receive a lot of MP and next turn almost none.
Slaves are resource as well. If the Player have access to Slaves then he can use them to build upgrades or construct buildings. This spares MP for unit recruitment only. Slaves markets make them available. Slaves are also randomly generated. The bad thing is that if the number of Slaves become too high and they outnumber available MP then an uprising against the Player is quite possible.
Trade
Spoiler Alert, click show to read:There are two ways to deal with trade(and they can be used in the same time). Player can create a Trade Route or he can propose a Trade Agreement to another player/NPC/independent faction.
Since each faction can have only one Trade Route then they should carefully select the faction with whom they want to trade. This is a long term deal and it takes time to notice it's real benefits such as increase of Stability and extra income for both factions. Trade Route can only be signed with another Player or with a NPC faction.
Trade Agreement can be signed with everybody and even if two factions already have a working Trade Route.
Buildings
Spoiler Alert, click show to read:Buildings allow recruitment of units, improved trade, increase in Stability etc. There are only 3 building slots available in each province. If the city is destroyed(yes, it is possible to remove cities from the map) then Players can't construct any buildings there.
The main buildings are:
Barracks - Allow recruitment of additional 2 units(by default Players can recruit 1 unit with an Order even if he doesn't have Barracks built). Militia units will become available in that province.
Harbour - Allow construction of ships. Allows signing a Trade Route.
Temple - Increases Stability and makes rebellions less likely to happen even with low Stability. Allows Sacrifices.
Market - Allows signing a Trade Route. Makes it possible for the Republics to recruit Magistrates.
Slave Market - Makes Slaves resource available. Must be built next to an independent(Eleutheroi) state.
Walls - Gives Defence bonuses to garrisoned/defending units. Militia units will become available in that province.
Weaponsmith - With the Iron resource makes the Heavy Infantry and Heavy Cavalry units recruitable.
There are some other buildings such as Amphitheater, Theater, Aqueduct and Tavern that also increase Stability in the province.
3. Military
Spoiler Alert, click show to read:Units
Spoiler Alert, click show to read:Militia
Don't think that they are pushovers. They have quite decent defence skill and with the help of Walls that skill will rise more. It's possible for them to route(or even destroy) Infantry units when defending the settlement but don't expect them to last long against Heavy Infantry. Their main task is to keep peace in the province they were recruited. They can not be moved to another province. Players can recruit them if the province have Walls or Barracks built. Each level of these buildings allow recruitment of 3 Militia units. When other units are tied to the number of provinces faction controls then Militia units are tied to the level of Walls/Barracks in their province.
Archers
They are cheap unit but they can do a lot of damage. Archers have a special ability called "First Strike". This allows them to attack enemy unit with missiles and return behind the rest of the troops. In melee this unit is easily destroyed.
Infantry
Probably the main unit Players recruit. They are strong in melee but vulnerable to missiles. Infantry receives a bonus when defending against Cavalry but will receive penalties when attacking them.
Cavalry
A bit "hard to get" unit but very capable. With enough luck they can defeat almost any unit. But they probably should be used to catch enemy Archers. Their special ability is "Flanking". If successful they can attack enemy unit from behind and destroying them in the process.
Heavy Infantry
If the Player wants something to be done correctly then he should get this unit. They are invulnerable to missiles, have a bonus against Cavalry and are perfect unit when attacking enemy settlements. However, they are expensive to recruit and to upkeep.
Heavy Cavalry
They are the strongest from the main units that can be recruited. But they are also one of the most expensive units. Their special ability is "Charge". If successful then this can obliterate the enemy unit completely.
Palace Guards
A bit stronger than Heavy infantry they are also a bit more expensive. These units work just like Militia. They can not be moved from the province where they were recruited unless they are attached to a General and become his bodyguards. Just like Militia units, Palace Guards are tied to the level of Palace and not to the number of provinces faction controls.
Horse Archers
They have Archers special ability, "First Strike", and they also have an ability called "Extra Ammo". This allows them to act as Archers twice as long. If the "Ammo" is over they will act as Cavalry. They are however weaker than normal Cavalry unit and in a melee fight against Infantry they might be destroyed.
Naval units
Lemboi fleet
Cheap ships that can be used to raid enemy coastal provinces. They can outmaneuver most ships and thus are ideal for this job. Don't expect them last long against proper navy in a battle though.
Pentekonteroi
Perfect for fighting against Pirates. Can be used to raid enemy coastal provinces but they can not outmaneuver enemy ships like Lemboi can.
Trireis
These ships should be used to form a proper fleet. However, they can not be used to raid enemy coastal provinces. However, they are still better than the other previously mentioned ship types and can easily destroy them in a battle.
Tetrereis
The best ships you can build. Expensive but very powerful ships. With the "Marines" ability they can board enemy ships and thus it's possible to capture them.
Special units
Druids
They can be recruited by the Tribal Chiefdoms from the Sacred Grove building. However, they can not be used as a normal unit meaning they can't be used in a battle. They are Militia-like unit and thus can be used in garrisons only. Since they use one of the unit slots the Player should think carefully before recruiting them. Their main purpose is their ability to keep the people happy. No matter how rebellious province is just one unit of Druids will keep them calm and not rebelling.
Magistrates
Unique for Republics, these units are a better version of the Druids. Just like Druids, they keep rebellious province under control but they also increase Gold and Resource income from the province they are garrisoned. Unfortunately, they also use one of the unit slots. So, the best time to recruit them is when the Republic is enjoying peace. They can be recruited from Markets.
Armies(recruitment etc)
Spoiler Alert, click show to read:Recruitment
Players can recruit as many units as they are allowed(more Barracks=more units) using just one order. The number of units recruited can not exceed the limits imposed by the number of provinces(there are exceptions to this like mentioned in the Governments section).
Armies
Players have to designate an Army base in one of his provinces. Army base is not a building! This just shows where the army is stationed by default. Barracks or any other building does not have to be present in that province. Best provinces where to create Army bases are border provinces. If the Player haven't moved his army and that province is attacked then the army will protect it.
If a faction have more than 8 provinces they can have two armies, with more than 16 provinces they can have 3 armies etc.
Armies must be led by a general!
Units in the Army
It is very important how you list your units in the army since this I use it to calculate the outcome of battles. So, please list them like this:
The reason is this - your first unit attacks enemy first unit in the list and so on. Once I reach the bottom of the list but both armies have still some morale left I'll start from the top again.Originally Posted by Example
1st Army
Commander: G J Caesar
1. Archers
2. Heavy Infantry
3. Infantry
4. Infantry
5. Cavalry
So, taking this example army you can see Archers softening enemy for the Heavy Infantry attack. This will probably destroy enemy opposing unit and lowers enemy morale. Caesars Infantry units will benefit from this and have a chance to win their fights as well. Cavalry attack in the end could make the enemy retreat or even route.
4. Characters
Spoiler Alert, click show to read:Characters allow the Players govern their factions and lead their armies. Their abilities come from more than 50 traits. By default traits are randomly generated but it is possible to influence the appearance of some of them using the character in certain ways. For example, character who leads an Army, is attached to a unit and keeps winning battles will most likely receive traits like Brave or Great Commander. On the other hand retreating from battles might bring trait Coward to the character.
With 5 years per turn it gives about 10-12 turns to develop your characters.
Recruitable Generals
It's possible for the Players to recruit generals to lead their armies. This might be a good idea if Player have a King without a Heir. Recruited Generals can not become Heirs usually. Only in Chiefdoms it's possible for them to become leaders of a faction. The Players can always dismiss their recruited generals. In that case they become available for hire by other players.
5. Diplomacy
Spoiler Alert, click show to read:There are no limitations to the Player-Player or Player-NPC diplomacy. Players can sign alliances, trade, backstab allies, give gifts, force factions to become their client states etc. Players can conduct diplomacy with NPC factions just like they would with Player factions. No diplomatic orders need to be used. Just a PM with your proposal is good enough.
Diplomacy with Independent states is more restricted. Players have predetermined options they can use.
Casus Belli
Players can declare war against anyone when ever they want. They can even attack someone without declaring war. However, with Casus Belli they can double the number of units allowed for a short period of time. Some Casus Bellis also allow Players to increase resource production. If CB is received it will last maximum of 3 turns and after that the Player will loose it.
6. List of Orders
Spoiler Alert, click show to read:Each Player have 5 orders + 3 diplomatic/espionage orders. The Sequence of orders is important! Also, please send in your orders in the following format because it will make it easier for me to go through them:
List of OrdersOrders
1. Attack this
2. Construct that
3. Recruit them
4. Create those
5. Upgrade it
Diplo/Spy orders
1. Spy them
2. Gift this
3. Sabotage that
Miscellaneus
What ever more you want to add.
Spoiler Alert, click show to read:Economy
1. Construct a "building" in province "X"
2. Upgrade "building" in province "X"
3. Create "resource" in province "X"
4. Upgrade "resource" in province "X"
5. Change "resource X" into "resource Y"
Military
1. Recruit "x" nr of "infantry/cavalry/etc" for "Army Q" in "province x" (Army base must be in that province)
2. Raid "faction Z" "province X" with "Army Q"
3. Conquer "province X" (Occupy/Sack/Destroy)
4. Move "Fleet F" to "Sea region Y"
5. Raid "province X" with "Fleet F(or it can be just one ship)"
6. Load "Army Q" onto "Fleet F"
7. Unload "Army Q" from "Fleet F" to "province X"
8. Move "Army Q" to "province X"
9. Reinforce "Army Q"
10. Garrison "Army Q" in "province X" (makes it part of the garrison but can't receive new units)
Character
1. Move "Character Z" to "province X"
2. Appoint "Character Z" as Governor of Your faction. (You can make Characters into generals without using an order)
3. Recruit General
4. Dismiss General
5. Imprison "Character Z" (uses a diplomatic order)
6. Execute "Character Z" (uses a diplomatic order)
Espionage
1. Infiltrate Administration of "faction Z" (Reveals resources/buildings/etc)
2. Infiltrate Military of "faction Z" (Reveals armies/units/defences/etc)
3. Sabotage "building/resource" in "province X"
4. Disrupt a trade route between "faction Z" and "faction C"
5. Assassinate "Character Z" (it's possible to try to assassinate your own characters)
6. Bribe defenders in "province X"
7. Bribe "Character Z"
8. Sponsor Rebels in "province X" with "x" amount of Gold (can be used only when Rebels are present in the target province)
9. Fabricate some "faction Z" documents (might give you a Casus Belli)
Diplomacy
1. Offer Gift to "Independent state W" (improves relations)
2. Send envoy to "Independent state W" (improves relations)
3. Offer protection to "Independent state W"
4. Guarantee independence of "Independent state W"
5. Offer trade agreement to "independent state W" (should be mentioned what resources you want to sell/buy and what you want to get in return)
6. Force "Independent state W" to become Client State.
7. Force "Independent state W" to join Your faction.
8. Influence "Independent state W" through culture. (makes them more likely to join your faction peacefully)
9. Ask military aid from "Independent faction W"
Cost of buildings/units/etc
Spoiler Alert, click show to read:Diplomacy and Espionage
1. All Diplomatic orders cost 5 Gold. Exceptions are giving Gifts(these can be resources or gold) and Influencing through Culture(this costs 15 Gold).
2. All spy orders cost 5 Gold. Exceptions are Sponsoring Rebels(the amount of Gold can be what ever you want), Assassination(this costs 15 Gold) and Bribing orders(you just have to guess how much gold it takes to bribe a character or city defenders). If you fail to Bribe then you will still loose 5 Gold.
3. Recruiting a general will cost 10 Gold.
Economy
These are the costs of Lvl 1 buildings and resource creation. Each following Lvl will cost the resources multiplied with the Lvl. Each level will also consume 1 MP(even higher levels consume 1 MP)
Resource creation
(Name of the resource - Stone / Wood / Gold )
Food - 1 / 2 / 2
Wood - 1 / 3 / 2
Stone - 3 / 2 / 3
Horses - 2 / 4 / 4
Iron - 4 / 4 / 5
City upgrade
Each city starts as Lvl 1 settlement. However, it should be remembered that Players can't create settlements in provinces where they have been destroyed(erased from the map). Upgrading city will also consume 3 MP.
City upgrade - 8 / 8 / 10
Building costs
Some buildings on Lvl 4-5 may need additional (secondary) resources before they can be upgraded. Each level will also consume 1 MP(even higher levels consume 1 MP).
(Name of the building - Stone / Wood / Gold )
Barracks - 2 / 3 / 5
Harbour - 5 / 3 / 5
Temple - 5 / 5 / 10
Market - 3 / 3 / 5
Slave Market - 3 / 3 / 5
Walls - 8 / 4 / 15
Weaponsmith - 4 / 2 / 5
Aqueduct - 6 / 3 / 10
Theater - 5 / 5 /10
Amphytheater - 5 / 5 / 10
Tavern - 2 / 4 / 10
Nomad Camp - 0 / 2 / 5
Palace - 6 / 6 / 15
Estates - 3 / 3 / 5
Mines - 4 / 4 / 5
Sacred Grove - 1 / 5 / 5
Unit costs
Every unit also consumes 1 MP. Upkeep each turn is half the Gold and Food.
Land units
(Unit - Gold / Food / Iron / Horses )
Militia - 0 / 1 / 0 / 0
Archers - 2 / 1 / 0 / 0
Infantry - 3 / 1 / 0 / 0
Cavalry - 4 / 2 / 0 / 1
Heavy Infantry - 6 / 2 / 1 / 0
Heavy Cavalry - 8 / 3 / 2 / 2
Palace Guards - 10 / 3 / 2 / 0
Horse Archers - 4 / 2 / 0 / 2
Merc Archers - 3 / 0 / 0 / 0
Merc Infantry - 4 / 0 / 0 / 0
Merc Cavalry - 5 / 0 / 0 / 0
Naval units
(Unit - Gold / Food / Wood )
Lemboi fleet - 10 / 3 / 10
Pentekonteroi - 15 / 3 / 15
Trireis - 20 / 6 / 20
Tetrereis - 30 / 12 / 30
7. Maps
Spoiler Alert, click show to read:Provinces in 270 BC
Spoiler Alert, click show to read:![]()
Sea provinces
Spoiler Alert, click show to read:![]()
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