These are the house rules I am using for my ongoing Mak campaign:
Military house rules:
- Troops must be retrained/disbanded in the province from which they were recruited.
- An army can be in the field for as many years as the general has command stars or influence, whichever is higher, before it must return to it's home province.
- Any army on a major campaign must be commanded by the faction leader. (For example, if I invade another faction. Eleutheroi may be attacked by any general. Another general may lead an army in an opposing faction's province only if the faction leader is present in the same province or region to give him orders.)
- The faction leader may disband troops in a far away province for the purpose of settling that province only if the troops disbanded are native to Makedonia. Regional troops may not be settled in far off provinces.
- One Makedonian Army will typically consist of 4 units of Phalangites, one of which may be elite, 2 units of hoplitai/thureophoroi/peltastai/etc. to guard the flanks of the phalanx, one of which may be elite, 2 units of archers/slingers/skirmishers, 1 unit of heavy cavalry, and 1 general for a total of 10 units. This is ~1600 foot and 200 horse on huge unit sizes. If two such armies are combined it will be referred to as a Royal Makedonian Army. Troop composition may change depending on the region it is operating in. (For example, when fighting in the east, some phalangites would be sacrificed for more missle or mounted troops.)
- If caught in the field in the winter, an army must build a fort and make no movement in the winter season.
- No troops may travel without a general; ever.
Diplomatic house rules:
- When away on campaign, the faction leader must appoint two men to govern homeland provinces. The first man will be the regent and must be the homeland governor with the highest influence. The second man will be the commander of the homeland armies and must command the army in any battle near the homeland. This man must possess the highest command rating of homeland governors.
- If either of these men die while the faction leader is away, he must return (no matter what he is doing) to the capital to appoint a replacement. This is to prevent a pretender from taking the throne while the king is away.
- The faction heir must always be the eldest son of the faction leader, or if the faction leader has no sons, the eldest blood relative of the faction leader. If the faction leader has no blood relatives, a man may be appointed.
- No city without a governor may be taxed higher than normal.
- All new generals must attend first training in Sparte, then schooling for two years in Athenai.
- To simulate communication problems caused by distance in ancient times, any communication between two characters which occupy the same province happens in the same season, but if the two characters are in a different province, the news does not reach the other character until the next season. (For example if a spy spots an enemy army coming toward the faction leader, the faction leader may act on this information, only if the spy is in the same province. If the spy is in a different province, the faction leader is roleplayed to not yet have this knowledge, until the following season. This is the same for any two characters communicating.
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