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Thread: Warlords of Antiquity (RTD map game)

  1. #201
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Warlords of Antiquity (RTD map game)

    The Boii




    A helvetian delegation was sent to Queen Onomaris in Boiodurum.

    "My Queen we beg for your help. Our land is overcrowded, our cows, pigs, sheeps and goats find no more food, as our homeland is becoming more and more infertile. Please give us the permission to cross the Rhenos to search for new land."

    "We will do more than that. We will give you food, weapons, armors and our generals will lead you on your journey. And as you are winning new territories for our empire the tributes will be waived for five years."

    Bellovesos should lead the Tougeni and the Tigurini into the territory of the Rauraci to subjugate them and take away half of their territory, while Segovesos should conquer with the main tribe of the Helvetii and the sub tribe of the Verbigeni the territory of the Nantuates, Veragri, Sedunes and Viberi to expell them and push them into some barren and narrow valleys southwards.

    On Beltane the Helvetii began their wandering southwards.


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    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  2. #202

    Default Re: Warlords of Antiquity (RTD map game)

    Political Intrigue
    Dice log (turn 23)

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats
    Marcus Fabius Cato (age 52) finally arrives on the shores of Britannia. He makes his way to the great city of Camulodunum.
    He requests an audience with Queen Boudicca the Brave (age 33).
    She is a boisterous warrior with a mane of red hair. Boudicca is partying and drinking with her fellow warriors, all sporting intricate blue tattoos, in the great hall when Cato is allowed entrance.
    The Roman diplomat bows and says, “Rome has heard much about the conquests of the Iceni and the bravery of their warrior-queen. The Senate and People of Rome offer you an alliance. Together, we can defeat King Lugotorix the Smelly of the Arverni. What say you?”
    OOC: Rome spends 1 prestige to form an alliance with the Iceni.

    Boudicca is too busy partying to really give much thought to a serious diplomatic decision at the moment. [2] Iceni declines the alliance proposal at this time, but they indicate that the Romans are welcome to stay and join the revelry.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats
    Aemilia Cotta (age 38) is sent to Epirus by the Senate.

    Aemilia Cotta with her Praetorian escort and lover, Manius Phallus Maximus

    She is granted an audience with Queen Olympias II (age 44).
    “Your majesty,” Aemilia says with a bow, “the Senate and People of Rome are concerned about the presence and activity of the Seleucid Empire in Hellas. We suspect that you are concerned about their growing power as well. Rome, therefore, offers to aid you in a war against the Seleucids. Should Epirus declare war on the Seleucid Empire, the Senate and People of Rome will supply you with armaments, money, and siege engines like our famed ballistae. This is your chance to unify Hellas under your rule. What say you?”
    OOC: Rome spends 1 prestige to convince Epirus to declare war on the Seleucid Empire.

    Queen Olympias the II appears to share the same concerns. [5] After consulting with her advisors she agrees to declare war on the Seleucid Empire, and hopes the Romans make good on their promises.



    WAR DECLARED!



    The Kingdom of Epirus declares WAR on the Seleucid Empire!
    Athens joins the war on the side of its ally, the Seleucid Empire.
    Baktria joins the war on the side of its ally, Epirus.




    Ionian Sea Battle of 250 B.C.
    Kingdom of Epirus vs. Seleucid Empire
    Dice log (turn 23)


    War has broken out in the Ionian sea! Epirus's war fleet receives orders to engage the Seleucid Empire's colossal war fleet in the vicinity, and a sea battle commences. Both sides utilize the logistics advantage provided by their nearby coastal cities. The Seleucid Empire additionally receives advantages due to its larger fleet size, and due to its faction's naval investments.

    (+1 logistics bonus for dice rolls to both sides due to nearby coastal cities)
    (Seleucid Empire rolls with 8-sided dice due to its colossal fleet size)
    (Additional +1 bonus for dice rolls to Seleucid Empire due to Maritime Supremacy Edict)

    5(+1) + 4(+1) + 4(+1) = 16 (Epirus)
    7(+2) + 7(+2) + 4(+2) = 24 (Seleucids)

    Victory for the Seleucid Empire's colossal fleet! The defeated Epirote fleet is destroyed...




    Client State Established






    The Seleucid Empire returns the Great City of Thebes to its rightful owner, Athens. In return it extracts the following concession:

    Athens is henceforth a Client State of the Seleucid Empire.


    Effects Immediate Effects:
    • Any previous treaties signed by Athens are null and void. Athenian relations with foreign factions have been reset.
    • Athenian foreign relations now mirrors their Overlord's (Seleucids) foreign relations, and future foreign policy decisions are dictated by their Overlord.
    • Seleucid Empire gains +1 Prestige per turn and a random Edict.


    The Client State will break free from this contract if the Overlord is unable to fulfill security guarantees. Client State pact is broken if:
    • The Seleucid Empire refuses to come to Athens defense in case of war.
    • Athens loses control of one of its original cities for three consecutive turns.


    Read more about client states in Advanced Rules > Client States.



    Athens has acquired a Great City (Thebes), and so an Edict is immediately passed: [3] Advanced Espionage: King-slayer. +1 bonus to Assassination missions.

    Seleucid Empire has acquired a Client State (Athens), and so an Edict is immediately passed: [1] Royal Guard: Your capital has +1 defense when attacked, and enemy Agents have a -2 penalty when conducting Missions in your capital. Additionally, you are able to move your capital for FREE (meaning you don't have to use a Move) once every 10 turns.



    Turn 23 NPC moves

    NPC moves

    Athens, Seleucid Empire, Epirus, and Macedon roll dice for initiative; move order is determined by highest roll.

    Macedon will attempt to re-conquer the City of Pella. If it is "liberated" by the Seleucid Empire already, it will instead attack the rebel region bordering its capital.

    Greco-Levantine War
    Seleucid Empire will attempt to "Liberate" the city of Pella if it is currently held by rebels using all available moves. If moves are left over, it will launch a naval invasion on Epirus capital (Great City of Ambracia) using all available moves, but avoiding attacking into -1 penalty. If there is still a move left over, it will attack nearby enemy territory surrounding Ambracia (from the south, by land or sea).

    Athens will launch a naval invasion of the Great City of Ambracia. If this is not possible, it will march its armies into enemy territory surrounding its current capital, en route to the City of Ambracia.

    Epirus prioritizes recapturing the Great City of Ambracia (if it is controlled by the enemy). Thereafter, it will march towards the Great City of Thebes. It will use a spy this turn, if possible.

    Sparta, currently in a Ceasefire with Seleucid Empire and its client state (Athens), builds a fleet in the Aegean Sea.

    Pontus attacks rebels along the Black Sea coast.





    Other NPC moves

    Baktria attacks rebels towards the Black Sea.

    All other NPCs will attack the regions indicated on the map, using Drillmaster Edict for an extra move if able. They will prioritize +1 bonus regions and avoid -1 penalty regions.

    (NPC Attacks are indicated in cyan)



    Last edited by ♞Rogue General♞; August 05, 2023 at 11:19 AM. Reason: turn number, Epirus, Baktra joins war

  3. #203
    Lord of Cats's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Change Arverni and Seleucids' moves to --
    Arverni attack a region north of its capital.
    Seleucids attack an Epirote region or a rebel region near Syria.

    I'm thinking some limitations will probably need to be placed on these client state rules. First, if the vassal gets an edict from its returned city, then the overlord shouldn't get a free edict. Where's it coming from? Edicts come from owning cities. I think the vassal's edict should be shared with the overlord, i.e. if Thebes is providing king-slayer, then the Seleucids can use that edict since Thebes belongs to their vassal.
    Second, there should be a limit to the number of client states a faction can have. Like 2 or 3 max.
    While the rules explain how a player faction obtains a client state, and I like how no die roll is involved, I think how NPCs acquire client states needs spelling out. And it should require a die roll; if the Seleucids take Pella, a die roll is made to determine if Macedon becomes a vassal of the Seleucids or not.

    Overall, I think the NPCs are too aggressive and player-like. Why did the Seleucids send agents to incite rebellions in Macedon's and Pergamon's capitals? That's something a player would do to pick up a city or client state. The Seleucids weren't at war with Macedon or Pergamon and so shouldn't be sending agents against them.
    An NPC should focus on expanding out like a blob, build cities to entice players to attack them, recover lost regions, attempt to make 1 alliance when attacked (no more), and help said ally defeat an enemy. NPCs should not be building fortifications (unless they're at war) or using agents against neutral NPCs. NPCs should be passive and dumb. Like NPCs should be wasting moves on renovating their cities to cycle through edicts. That would also keep them smaller than player factions, which would reduce the incentive for a player to switch to a successful NPC.


    I moved this discussion to the rules changes/proposals thread in the group.
    Last edited by Lord of Cats; August 06, 2023 at 12:49 PM.

  4. #204

    Default Re: Warlords of Antiquity (RTD map game)

    Assassination!

    Queen Olympias the II has been assassinated! Her death sends shockwaves throughout the Kingdom of Epirus, and this loss is certain to affect the people's morale.

    Effects
    Dice log (turn 23)

    Athenian assassin (+1 from King-slayer edict): [6+1=7] Assassination successful!
    -1 to all of Epirus's rolls this turn, -1 to one of Epirus's rolls next turn.
    +1 to next Athenian assassination mission within 5 turns.



    End of Year Report
    250 B.C. (Turn 23)

    Dice log

    Current Map





    VS
    The Greco-Levantine War
    Pontus, Sparta, Epirus, Baktria - VS - Seleucid Empire and Athens

    Timeline of Events
    262 BC (Turn 11): Pontus declares war on Seleucid Empire.
    262 BC (Turn 11): Seleucids allys with Athens. Athens joins the war.
    261 BC (Turn 12): Pontus allys with Sparta. Sparta joins the war.
    260 BC (Turn 13): Pontus and Seleucids sign a Peace Treaty.
    254 BC (Turn 19): Seleucids and Sparta sign a 5-year ceasefire.
    250 BC (Turn 23): Seleucids and Pontus sign a Peace Treaty.
    250 BC (Turn 23): Epirus declares WAR on Seleucid Empire. Baktria, allied with Epirus, joins the war.
    250 BC (Turn 23): Athens is now a Client State of the Seleucid Empire.



    This turn's move order due to initiative rolls:
    Epirus > Seleucid Empire > Athens

    Spoiler Alert, click show to read: 
    RogueGeneral rolls 1D100 #Athens initiative = 33 #Athens initiative
    RogueGeneral rolls 1D100 #Epirus initiative = 66 #Epirus initiative
    RogueGeneral rolls 1D100 #Seleucid initiative = 58 #Seleucid initiative


    Epirus sends a spy in advance of its invasion of the Athenian capital...
    [3+1=4] Spy mission successful! +1 bonus for invasion.
    (-1 to all rolls on turn 23, and -1 to one roll on turn 24 due to assassination)

    [5+1+1-1=6] Victory! The Athenian capital is conquered.
    +1 Prestige for Epirus.
    -3 Prestige for Athens losing its capital.

    The Seleucid Empire fails [2] in its attempt to "liberate" the rebel-held city of Pella.

    Athens lands troops onto Epirote shores [5+1=6] and conquers the City of Ambracia!
    +1 Prestige for Athens
    -3 Prestige for Epirus losing its capital.
    City Acquired, Edict immediately passed:
    [3] Invalid edict (edict already owned). Rerolling...
    [5] = Maritime Supremacy: During sea battles, you get +1 to all rolls. You get +1 when attempting to build fleets. Additionally, once every 5 turns you may move a fleet from one Sea zone to the next without using a move.

    The Seleucid Empire now marches north into Epirote territory.
    [5] Victory! The region is conquered. +1 Prestige.

    Pontus attacks rebels along the Black Sea coast..
    [1+1=2] Close defeat! +1 for invading again next turn.

    Sparta currently has ceasefire with the enemy, and so builds a fleet in the Aegean Sea.
    [4] A fleet is constructed!






    Other Move Results


    Greco-Baktrian Kingdom (NobleWoman)
    Because you have 26+ Prestige you may perform 2 moves per turn.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by NobleWoman View Post
    @GM-- if you are willing to do the moves then they would be --
    .
    .
    .
    After all this is over, please take rebel regions towards Black Sea and south towards Indian Ocean. Build fleets whenever a sea zone is reached. Attack any NPC if possible.

    Thanks!

    P.S.--will see you after a long, long time.

    This faction is GM-controlled until the player returns.

    Baktria attacks towards the Black Sea.

    [1+1=2] Close defeat, +1 for invading here again.
    [5+1=6] Clear Victory! The region is conquered. +1 Prestige

    Average roll: [4].
    +2 Prestige per turn from Cities
    --------------------
    Cities & Edicts
    --Heliopolis (Royal Guard)
    --Campus Aorsi (Advanced Espionage: King-slayer)

    Notes:
    --You have 2 secret agents
    ----1 Secret Agent can be used now
    ----1 Secret Agent can be used when turn 24 starts




    The Boii (Morticia Iunia Bruti)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Quote Originally Posted by Morticia Iunia Bruti View Post
    A helvetian delegation was sent to Queen Onomaris in Boiodurum.

    "My Queen we beg for your help. Our land is overcrowded, our cows, pigs, sheeps and goats find no more food, as our homeland is becoming more and more infertile. Please give us the permission to cross the Rhenos to search for new land."

    "We will do more than that. We will give you food, weapons, armors and our generals will lead you on your journey. And as you are winning new territories for our empire the tributes will be waived for five years."

    Bellovesos should lead the Tougeni and the Tigurini into the territory of the Rauraci to subjugate them and take away half of their territory, while Segovesos should conquer with the main tribe of the Helvetii and the sub tribe of the Verbigeni the territory of the Nantuates, Veragri, Sedunes and Viberi to expell them and push them into some barren and narrow valleys southwards.

    On Beltane the Helvetii began their wandering southwards.
    Bellovesos leads the Tougeni and the Tigurni to battle. They march into the territory of Rauraci, and after several hard-fought battles, the enemy is finally subjugated. [2+1=3] Pyrrhic Victory!

    Segovesos marches the Helvetii and Verbigeni southwards and pushes out the tribes that reside here. The various tribes here are no match for your forces and most decided to flee... those that remain were summarily defeated and subjugated by the Boii. [5] Victory! The region is conquered. (+1 Prestige)

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Oppidum of Boiodurum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used when Turn 23 starts




    Republic of Carthage (High Fist)

    Quote Originally Posted by High Fist View Post
    Carthage will build a fleet in the gulf of Sirte
    Carthaginians renown throughout the Mediterranean for their Maritime supremacy, and for good reason:
    [6+1=7] A colossal warfleet is constructed!

    Average roll: [7]. +1 for up to 3 dice-rolls next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Carthage (Maritime Supremacy)

    Notes:
    -- Free fleet movement from Maritime Supremacy Edict may be used again after turn 24 starts.
    -- 1 Secret Agent can be used when turn 24 starts.




    Egypt - Ptolemaic Dynasty (Abdülmecid I)
    Quote Originally Posted by Abdülmecid I View Post
    The Nile farmers seem to lack the enthusiasm necessary to fulfill their fiscal duties to the blossoming Chrysippean Empire. In one of his usual strokes of genius, Chrysippus orders Big Crockie to accompany the expedition, in an effort to excite the soon-to-be subjects over their bright perspectives as loyal tax-payers.
    No move posted.


    Average roll: [n/a].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Chrysippopolis (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Roman Republic (Lord of Cats)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats View Post
    Censor Trumpius is devastated to hear this news. As part of his Rome First policy, he proposes opening new stone quarries and establishing new logging camps in Italia. After a vote, the Senate passes these motions.

    Consul Marcus Atilius Regulus returns home a winner. The Senate then approves the construction of the Wall since a horde of smelly Arverni has been seen moving east.
    Consul Lucius Cornelius Scipio is ordered to resume construction of Tarentum’s fortifications. Massive tariffs are slapped on Carthaginian and Epirote imports in order to pay for these construction projects.
    Tarentum’s fortification is given top priority since the Senate is increasingly agitated about the Seleucid-Athenian Alliance conquering Sparta. The Senate condemns the Seleucid Empire for attempting to incite a rebellion in Pergamon against King Attalus the Good, a Friend of Rome.

    Rome’s relations with the Seleucid Empire deteriorate from bad to hostile. Rome’s relations with Athens deteriorate from good to neutral.

    To prepare for war against the Arverni, the Senate sends Marcus Fabius Cato to secure an alliance with Queen Boudicca the Brave of the Iceni.
    To weaken the Seleucid Empire, the Senate sends Aemilia Cotta to Epirus to convince Queen Olympias II to attack the Seleucids and drive them out of Greece.

    Rome’s Moves
    1. Rome will build a fortification in Apulia named Tarentum.
    2. If no fortification was built in Apulia, Rome will build one there. If a fortification was built in Apulia, then Rome will build a fortification in west Alpes Maritimae called the Wall.

    Diplomacy: Rome spends 1 prestige to form an alliance with the Iceni. Rome spends 1 prestige to persuade Epirus to declare war on the Seleucid Empire.

    -2 Prestige from NPC Diplomacy.

    [2] Building materials continue to be in short supply. Eventually as the new stone quarries and logging camps are established, the required material slowly trickles in. [4] A fort is finally constructed in Apuila!

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Roma (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used again when Turn 26 starts




    Kingdom of Suebi (crispy_kiko)
    Spoiler Alert, click show to read: 
    "Lore:
    As the years continue, Jade recognizes the need to identify a successor. She holds a contest in the capital over the course of a year to test qualities of might, tactics, and leadership. Two men with complementary abilities rise to the top, Hendrik and Jasper.


    In the contest, Hendrik's raw strength and stature served him well, and it was clear that there was no one mightier, while Jasper's strategic approach could overwhelm the most formidable of Suebi's forces.


    They began as rivals but came to appreciate each other's strengths and felt united in their goal of leading Suebi to continuous victory. Jade also recognized this and determined that they would each have a role in leading Suebi alongside her, at least until it was time for her to fully step down.


    Hendrik would become known as the Ax of Suebi, while Jasper earned the title of High Strategist. Alongside Jade the Fisticuff, they would lead Suebi in the coming years."
    Quote Originally Posted by crispy_kiko View Post
    @rogue I will be out for the next several days but please continue attacking regions bordering the capital and up the peninsula.

    I would also like to continue sending spies whenever possible if that's alright.
    Thanks!

    The Suebi now look to secure territory near its capital...

    They send a spy in advance of the army. [6+1=7] Legendary success! The spy finds a deluge of useful information to help in the invasion. (+2 for attacking this turn, +1 for the next spy mission within 3 turns)

    [2+2=4] A close victory, your spy network has once again proved most valuable!


    Average roll: [4]
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Rugium (Advanced Espionage: Double-Agent)

    Notes:
    -- 1 Secret Agent can be used when Turn 26 starts
    -- +1 bonus to spy mission expires when Turn 26 ends



    NPC Faction Moves

    NPC moves (click to expand)


    Aorsoi Confederation
    [4+1=5] Victory! The region is conquered. (+1 Prestige)

    Average roll: [5]. +1 to one dice-roll next turn.
    +0 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --None (Campus Aorsi is controlled by another faction)




    Arverni
    [3+1=4] Close victory. The region is conquered.

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gergovia (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster Edict can be used again once Turn 26 starts.




    ATHENS

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Average roll: [6]. +1 for up to two dice-rolls next turn.

    +3 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --Thebes (Advanced Espionage: King-slayer)
    --Sparta (Advanced Espionage: Double Agent)
    --Ambracia (Maritime Supremacy)


    Notes:
    -- 1 Agent can be used again once turn 25 begins. (Sparta)
    -- 1 Agent can be used again once turn 28 begins. (Thebes)
    -- 1 Agent can be used now. (Ambracia)
    -- +1 bonus to spy mission expires when turn 25 ends.
    -- +1 bonus to assassination mission expires when turn 28 ends.





    Epirus
    See military/construction results above in: "The Greco-Levantine War" contentbox.


    Average roll: [2].
    +0 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --none (Ambracia is controlled by another faction)

    Notes:
    --1 secret agent can be used when Turn 26 begins




    Gallaeci
    [1] Defeat! -1 Prestige, -1 for attacking this region next turn.
    Average roll: [1]
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Tyde (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    Getae
    [5+1=6] Victory! The region is conquered. +1 Prestige.
    Average roll: [6]. +1 to two dice-rolls next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Sarmizegetusa Regia (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Iceni
    Faction has 26+ prestige and can perform 2 moves per turn

    [2] Close defeat! +1 for attacking the northern region next turn.
    [6+1=7] Heroic victory! The region in the south is conquered. (+2 Prestige)

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Camulodunum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Macedon
    -3 Prestige for loss of capital!
    Macedon attempts to recapture the City of Pella.
    [4+1=5] Your forces reach the city before the Seleucids, and annihilate the rebels. Victory! +1 Prestige.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pella (Advanced Espionage: King-slayer)

    Notes:
    -- 1 Secret Agent can be used now




    Parthia
    [3] Pyrrhic victory! The region is conquered.

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Nisa (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Pergamon

    [5] Victory! The region is conquered. +1 Prestige.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pergamum (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    KINGDOM OF PONTUS
    Pontus signed a Peace Treaty with the Seleucid Empire (on turn 13), but since 10 years have passed the Peace Treaty expires! War is declared immediately in defense of their respective allies.

    Pontus offers Seleucid Empire another Peace Treaty, [4] which is accepted. (Peace Treaty signed turn 23, the factions may declare war on each other when turn 33 starts)

    (-1 Prestige for negotiating with NPC)

    See military/construction move results above in: "The Greco-Levantine War" contentbox.

    Average roll: [2].

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Amaseia (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Scythian Confederation
    [5+1=6] Clear victory! The region is conquered. +1 Prestige.

    Average roll: [2].

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gelonus (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster edict can be used again once turn 26 starts




    SELEUCID EMPIRE
    Faction has 26+ prestige and can perform 2 moves per turn

    The Seleucid Empire, having signed a (new) Peace treaty with Pontus (signed turn 23, expires turn 33) and Ceasefire treaty with Sparta (signed turn 19, expires turn 24), turns its attention towards Epirus.

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Average roll: [5]. +1 for one dice-roll next turn.
    +2 Prestige per turn from Cities & Client States
    --------------------
    Great Cities & Edicts:
    --Antioch (Maritime Supremacy)

    Client States & Edicts:
    --Athens (Royal Guard)

    Notes:
    --1 agent can be used starting turn 28
    -- +1 to rebellion mission expires when turn 28 ends
    --Free fleet movement from "Maritime Supremacy" Edict can be used now




    SPARTA

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Average roll: [2].
    +0 Prestige per turn from Cities
    --------------------
    Great Cities and Edicts:
    --None (Sparta city owned by another faction)

    Notes:
    --





    Diplomacy

    Detailed diplomacy status of all NPCs can be found in the social group: Link

    Wars

    Greco - Levantine war (start turn 11) - ONGOING
    --Kingdom of Pontus, Sparta, Epirus, Baktria -VS- Seleucid Empire (and their client state: Athens)
    --Pontus and Seleucids sign Peace Treaties (turn 13, turn 23)

    Aorsi War, aka the "Aorsi Oppsie" (turn 19-21) - finished
    --Baktria, Epirus -VS- Aorsoi
    --Conclusion: Baktria gains the City of Campus Aorsi.

    Alliances
    Baktria - Epirus (est. turn 18)
    Rome - Pergamon (est. turn 18)
    Rome - Boii (est. turn 16)
    Pontic-Spartan alliance (est. turn 12)
    Seleucid-Athenian alliance (est. turn 11)

    Non-Aggression Pacts
    Rome-Carthage (est. turn 20, expires turn 40)
    Seleucid-Pergamon (est. turn 20, expires turn 25)
    Baktria-Parthia (est. turn 17, expired turn 22)

    Client States
    Seleucid Empire: Athens (est. turn 23)


    Achievements & Scoreboard
    ★ Achievements
    A player receives rep from all other players if they are the first to obtain an achievement. They will also receive a badge in the game, depending on the achievement unlocked.
    King of Kings: Own 3 client states.
    • -
    Naval Dominance: Own a fleet in 12 sea zones.
    • Rome (4/12)
    Great Builder: Build 3 cities.
    • Baktria, Boii, Carthage, Egypt, Rome, Suebi built 1 city.
    Cultured: Maintain control of 4 cities for 1 full turn.
    • Baktria (2/4)
    Great Conqueror: Conquer 4 foreign capitals.
    • -
    Proficient Diplomat: Maintain alliance with 5 NPC factions for 1 full turn.
    • Baktria (1/5), Rome (1/5)
    Political Saboteur: Persuade NPC factions to break alliances using diplomacy (3x).
    • -
    Puppeteer: Persuade NPC factions to declare war on each other using diplomacy (5x).
    • -
    Respected Strategist: Persuade NPC faction to conquer a region, and they succeed (5x).
    • -
    Indomitable Spirit: Fight to the death (your faction is destroyed).
    • -
    Supreme Warlord: Own 100 regions (win the game)
    • -


    Current stats (Google docs link):

    Important Milestones (click to expand)

    Prestige:
    • 1-25 Prestige = 1 Move per turn.
    • 26-60 Prestige = 2 Moves per turn.
    • 61-65 Prestige = 3 Moves per turn.

    Regions:
    • 1-25 regions = can build 1 City.
    • 26-50 regions = can build 2 Cities.
    • 50+ regions = can build 3 Cities.

    Also, a faction can build 1 fortification, plus an addition fortification for every 15 regions it owns. So 1-15 regions = 1 fortification can be built, 16-30 regions = 2 fortifications can be built, and so on.






    Turn 24 has started, players may now post their moves.

    Links:
    - Rules Changes/Proposal discussion thread.
    - NPC Diplomacy thread.
    - Link to social group.

    New players may join the game at any time. Choose one of the unclaimed factions to start playing:
    Playable Factions
    Aorsoi Confederation - Available
    Arverni - Available
    Athens - Available
    Baktria (NobleWoman)
    The Boii (Morticia Iunia Bruti)
    Carthage (High Fist)
    Egypt (Abdülmecid I)
    Epirus- Available
    Gallaeci - Available
    Getae - Available
    Iceni - Available
    Macedon- Available
    Parthia - Available
    Pergamon - Available
    Pontus - Available
    Rome (Lord of Cats)
    Scythian Confederation - Available
    Seleucid Empire - Available
    Sparta - Available
    Suebi (crispy_kiko)

    Current faction info here: Google Docs link




    Quote Originally Posted by crispy_kiko View Post
    @rogue I will be out for the next several days but please continue attacking regions bordering the capital and up the peninsula.

    I would also like to continue sending spies whenever possible if that's alright.
    Thanks!
    I gotchu


    @Lord of Cats
    Lots of questions, as per usual You have some good suggestions that we can discuss in the Rules thread, but I'll respond to your concerns here too.

    Q&A with Lord of Cats

    Quote Originally Posted by Lord of Cats View Post
    The Arverni should not be expanding so aggressively towards the east. NPCs should expand gradually in all directions like a blob, so the Arverni should be expanding north from its capital.
    Arverni will attack rebels bordering its capital and city starting this turn.

    Not sure if you noticed but NPCs have always prioritized:
    1) secure its borders
    2) expand outward from its capital & cities

    It's been this way since the start of the game. Some examples:
    • Gallaeci priority was to secure the Western Pyrenees Mountains pass, which it did early in the game. It's now slowly making its way towards the Balaeric sea to secure the Eaestern Pyrenees mtn pass.
    • Similarly with Arverni, it started the game by securing its half of the Western Pyrenees Mountains pass, and now it has successfully secured the Alps border. It will also secure the Eastern Pyrenees mountain pass if Gallaeci approaches from the south.
    • Macedon also aggressively expanded West to cut off Epirus from Illyria.
    • Pergamon ambitiously gained a foothold in Thrace, which they might use to launch an attack on Macedon! a teensy little "military exercise" in the future


    So you see, NPC factions are proactive regarding their borders, regardless of whether it's against other NPCs or Players.

    Quote Originally Posted by Lord of Cats View Post
    NPCs should not be building fortifications (unless they're at war) or using agents against neutral NPCs.
    Macedon built a fortification on its border with Epirus, way before there was any hint of conflict. This was done to secure its border in case there was conflict in the future. I think NPCs building forts and making moves to establish their borders makes the game more interesting...

    Quote Originally Posted by Lord of Cats View Post
    Overall, I think the NPCs are too aggressive and player-like. Why did the Seleucids send agents to incite rebellions in Macedon's and Pergamon's capitals? That's something a player would do to pick up a city or client state.
    Just as you say, because they are looking to pick up cities and expand their influence in the Aegean. Yes, like a player would. Why did they pick on Macedon and Pergamon? Because those cities are easiest for them to access.

    Quote Originally Posted by Lord of Cats View Post
    The Seleucids weren't at war with Macedon or Pergamon and so shouldn't be sending agents against them.
    Your suggestion is that NPCs can only send agents to each other if they're already at war. However, for Casus Belli rules to kick in, the 2 factions cannot be at war already. So NPCs will never be able to call Cassus Belli on each other. Kinda takes away some of the political intrigue, doesn't it? Emphasis mine:
    Advanced Rules
    -snip-
    Diplomacy
    -snip-
    Casus Belli
    “Casus Belli” is an act or situation that can be used to justify war. If you get a Casus Belli on another faction, you will get a Prestige bonus if you declare war on them. You can even get a Casus Belli against an ally! If this happens, you will receive no penalty for breaking the alliance, and in fact you will gain certain bonuses if you decide to declare war on them.

    There are 2 ways to get a Casus Belli:
    1) A player fails in an assassination attempt against your faction, and is revealed.
    2) A player fails when trying to incite a rebellion in one of your regions, and is revealed.

    If either of those 2 events occur you will gain a Casus Belli against the opposing faction, and if you declare war on them in the next 2 turns, you will:

    • Gain [+2 Prestige].
    • All military actions that you take against them for the next 3 turns will receive a +1 bonus.

    Note: You cannot gain a Casus Belli on a faction that you are already at war with.


    Quote Originally Posted by Lord of Cats View Post
    An NPC should focus on expanding out like a blob, build cities to entice players to attack them, recover lost regions, attempt to make 1 alliance when attacked (no more), and help said ally defeat an enemy.
    Once an NPC secures its borders, yes that is what they do.

    Quote Originally Posted by Lord of Cats View Post
    I'm thinking some limitations will probably need to be placed on these client state rules. First, if the vassal gets an edict from its returned city, then the overlord shouldn't get a free edict. Where's it coming from? Edicts come from owning cities. I think the vassal's edict should be shared with the overlord, i.e. if Thebes is providing king-slayer, then the Seleucids can use that edict since Thebes belongs to their vassal.
    The Edict is coming from their status as Overlord. If you prefer, we could tie the Edict to the gifted City instead (City of Thebes for Seleucids), but each faction will still roll for their own Edicts. Shared Edicts would get messy quickly. For example if City of Thebes rolled [5] for edict, and so both Overlord and Client State got the Maritime Supremacy Edict... then Seleucid Empire would have two Maritime Supremacy edicts, which a faction cannot have. Individual edicts are the simplest solution.

    Again, I'm OK with the suggestion to tie Overlord's edict to the Client State's city (so if the city is lost due to invasion or rebellion, the Edict is also temporarily lost).

    Quote Originally Posted by Lord of Cats View Post
    Second, there should be a limit to the number of client states a faction can have. Like 2 or 3 max.
    I'm fine with that. A limit of 3 client states seems fair. Alternatively, we could also have a client state try to rebel from the Overlord periodically depending on in-game events. For example, if another faction seizes the Overlord's capital and/or city, there will be a X% chance for each of their Client States to rebel (because the Client States sense weakness). Lots of fun ways to tweak this mechanic!

    Quote Originally Posted by Lord of Cats View Post
    While the rules explain how a player faction obtains a client state, and I like how no die roll is involved, I think how NPCs acquire client states needs spelling out. And it should require a die roll; if the Seleucids take Pella, a die roll is made to determine if Macedon becomes a vassal of the Seleucids or not.
    I'm fine with this suggestion too. It could be like a diplomacy roll: [1-3] fail, [4-6] success.

    Quote Originally Posted by Lord of Cats View Post
    Like NPCs should be wasting moves on renovating their cities to cycle through edicts. That would also keep them smaller than player factions, which would reduce the incentive for a player to switch to a successful NPC.
    A player could try to continually switch to the most "successful" faction, but where's the fun in that? I feel like these games are more about the journey than the end result.

    Quote Originally Posted by Lord of Cats View Post
    Epirus' average roll is 5 this turn, not 2, so it should have a +1 bonus on its move.
    Correct, their average is 5 so they got +1 to a roll.
    Last edited by ♞Rogue General♞; August 06, 2023 at 04:17 PM.

  5. #205
    High Fist's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Carthage will attempt to take western Sicily
    The only self-discipline you need is to finish your sandwiches

  6. #206
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Warlords of Antiquity (RTD map game)

    The Boii




    While the Tougeni amd Verbigeni were content with their new territories, the main tribe of the Helvetii and the Tigurini wanted to conquer more fertile land. So Belovesos led the Tigurini till the shore of Lake Lemanus to conquer the land of the celtic tribes there, while Segovesos led the Helvetii into the territories of the celtic tribes, who live at the river Arurius.



    Click image for larger version. 

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    Last edited by Morticia Iunia Bruti; August 06, 2023 at 07:12 PM.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  7. #207
    Lord of Cats's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Rome


    Plagued with accidents and delays, a measly fort is all that could be built near Tarentum’s harbor. Cornelius Scipio has proven to be incompetent in supervising construction projects and will never be allowed to build military infrastructure again.

    Consul Lucius Cornelius Scipio resumes overseeing the recruitment and training for Rome’s legions. He is good at that.

    Meanwhile, Consul Marcus Atilius Regulus is advised by the Senate to secure the northwest Alpine pass against the approaching Arverni horde. He makes sacrifices to Fortuna and then marches Legio I Latium, Legio III Umbria, and Legio V Liguria to the headwaters of the Po to decisively defeat the Celtic tribes there. Upon successful conquest, Regulus will resume construction of the Wall at Alpes Maritimae.

    The Senate debates the war in Greece. Two factions begin to consolidate, one headed by the Censor Trumpius and the other led by Senator Julia Antonia. Trumpius’ faction argues for staying out of Greece and having Rome’s legions continue securing Italia. Antonia’s faction warns of the danger that a Greece unified by the Seleucids would pose to Rome. With Olympias II dead, Trumpius says Rome has no obligation to go to Epirus’ aid. Most senators disagree and voice that Rome is honor-bound to support Epirus.

    Money and weapons continue to be sent to Epirus and now also to Sparta. A letter is sent to the new King Pyrrhus II (age 20) of Epirus, wishing him all the best in the war and that Rome's legions will arrive in Greece at some point in the future.


    Rome’s Moves
    Map --

    1. Rome will conquer the upper Po River valley.
    2. If the region was not conquered, Rome will conquer the upper Po River valley. If it was conquered (or not but there’s now a penalty), Rome will build a fortification in west Alpes Maritimae called the Wall.

    Diplomacy: Rome’s relations with Epirus improve from hostile to bad. Rome’s relations with Baktria improve from bad to neutral. Rome’s relations with Athens deteriorate from neutral to bad.

  8. #208

    Default Re: Warlords of Antiquity (RTD map game)

    Damn, I managed to miss the bonus! Let Big Crockie free to subjugate charm the regions between the Nile and the Red Sea.
    Last edited by Abdülmecid I; August 07, 2023 at 05:07 AM.

  9. #209

    Default Re: Warlords of Antiquity (RTD map game)

    Ceasefire Expires


    The Ceasefire agreement between the Seleucid Empire (+ client state Athens) and Sparta has expired. Both sides now resume hostilities!
    (The factions are in a state a WAR once more)

    Conflict is imminent between the factions' fleets that patrol the Aegean Sea.


    Rolls for initiative
    The Athenian, Seleucid, and Spartan fleets roll for initiative. Highest roll initiates the battle.

    Turn 24 dice log
    Code:
    RogueGeneral rolls 1D100 #Athens initiative roll = 49 #Athens initiative roll
    RogueGeneral rolls 1D100 #Seleucids initiative roll = 27 #Seleucids initiative roll
    RogueGeneral rolls 1D100 #Sparta initiative roll = 24 #Sparta initiative roll



    Aegean Sea Battle of 249 B.C.
    Athens vs. Sparta
    Dice log (turn 24)



    The Athenian colossal warfleet intercepts the enemy Spartan warfleet. It receives orders to engage the enemy fleet and a sea battle commences!

    Athens utilizes the logistics advantage provided by its nearby coastal cities (+2 per roll for 2 nearby coastal cities) as well as its faction's newly-acquired maritime capabilities (additional +1 from Maritime Supremacy Edict). The size of the colossal fleet gives Athens yet another advantage (Athens rolls with 8-sided dice).


    3(+3) + 8(+3) + 6(+3) = 26 (Athens)
    2 + 2 + 5 = 9 (Sparta)

    A crushing victory for the Athenian colossal fleet! The defeated Spartan fleet is destroyed...




    Political Intrigue
    (Turn 24 dice log)

    Sparta attempts a last ditch attempt at peace [3] but the Seleucids reject the offer.

    In need of reliable allies, Sparta now turns to Epirus, hoping their new leadership is open to friendship:
    [4] Epirus accepts the Alliance offer! They know too well the danger that the Seleucid Empire poses for Greeks.





    Alliance Forged



    Sparta has cemented an alliance with the Kingdom of Epirus!


    Turn 24 NPC Moves

    NPC Moves
    Athens, Epirus, Seleucid Empire, and Sparta roll dice for initiative; move order is determined by highest roll.

    Greco-Levantine War
    Seleucid Empire will prioritize attacking any Spartan-held city in the Peloponnese. After that, it will attack the current Spartan capital, or any other Spartan region closest to the City of Thebes. If none of these moves are valid, it will attack Epirus territory starting from the City of Ambracia (by land).

    Athens will prioritize attacking the City of Sparta, if it is captured by the enemy. Otherwise it will attack a Spartan region nearest to the City of Thebes. It will send a spy prior to invasion. If these moves are not possible, it will attack the City of Ambracia or any other enemy region nearby Thebes.

    Sparta will attempt to recapture the City of Sparta. If that move is not possible, it will attack towards its city.

    Epirus prioritizes recapturing the Great City of Ambracia (if it is controlled by the enemy). Thereafter, it will march towards the Great City of Thebes. It will use a spy this turn, if possible.

    Pontus attacks rebels along the Black Sea coast.

    Baktria attacks rebel regions bordering the Black Sea. It sends 2 spies (1 spy mission prior to each invasion attempt). It will prioritize +1 bonus regions and avoid -1 penalty regions.



    Other NPC moves

    All other NPCs will attack the regions indicated on the map, using Drillmaster Edict for an extra move if able. They will prioritize +1 bonus regions and avoid -1 penalty regions.

    (NPC Attacks are indicated in cyan)




    Last edited by ♞Rogue General♞; August 08, 2023 at 11:22 AM.

  10. #210

    Default Re: Warlords of Antiquity (RTD map game)

    End of Year Report
    249 B.C. (Turn 24)

    Dice log

    Current Map





    VS
    The Greco-Levantine War
    Pontus, Sparta, Epirus, Baktria - VS - Seleucid Empire, Athens

    Timeline of Events
    262 BC (Turn 11): Pontus declares war on Seleucid Empire.
    262 BC (Turn 11): Seleucids allys with Athens. Athens joins the war.
    261 BC (Turn 12): Pontus allys with Sparta. Sparta joins the war.
    260 BC (Turn 13): Pontus and Seleucids sign a Peace Treaty.
    254 BC (Turn 19): Seleucids and Sparta sign a 5-year ceasefire.
    250 BC (Turn 23): Seleucids and Pontus sign a Peace Treaty.
    250 BC (Turn 23): Epirus declares WAR on Seleucid Empire. Baktria, allied with Epirus, joins the war.
    250 BC (Turn 23): Athens is now a Client State of the Seleucid Empire.
    249 BC (Turn 24): Sparta is destroyed. Pontus, having signed a peace treaty in 250 BC, is no longer involved in this war.



    This turn's move order due to initiative rolls:
    Epirus > Athens > Seleucid Empire > Sparta

    Spoiler Alert, click show to read: 
    RogueGeneral rolls 1D100 #Athens initiative roll = 49 #Athens initiative roll
    RogueGeneral rolls 1D100 #Seleucids initiative roll = 27 #Seleucids initiative roll
    RogueGeneral rolls 1D100 #Sparta initiative roll = 24 #Sparta initiative roll
    RogueGeneral rolls 1D100 #Epirus initiative roll = 80 #Epirus initiative roll


    Epirus attempts to reconquer its capital...
    (-1 to one roll this turn for Epirus this turn due to assassination of Queen Olympias the II)
    [4+1-1=4] Victory! Epirus has liberated its city.
    City acquired, Edict immediately passed: [5] = Maritime Supremacy: During sea battles, you get +1 to all rolls. You get +1 when attempting to build fleets. Additionally, once every 5 turns you may move a fleet from one Sea zone to the next without using a move.


    Athens sends a spy into Spartan-occupied region of Athens.

    [2+1+1=4] Spy mission success! +1 bonus for attacking this region this turn.
    Athens now attempts to liberate the Spartan-occupied Athens...
    [1+1+1=3] The invasion is a failure, but many of the enemy is severly weakened. +1 for attacking again within one turn.

    The Seleucid Empire invades the current Spartan capital [4+1=5] and destroys the enemy forces stationed there. +1 Prestige.

    Sparta now launches an invasion from its last remaining region (the occupied settlement of Athens). Their aim is to liberate the City of Sparta, and to do that they must first march through Athenian-occupied Corinth...

    The Athenians have had ample time to fortify the Isthmus of Corinth and are well-prepared for the invading Spartans.
    [1] The Spartans suffer a crushing defeat! (-1 Prestige) The Defending Athenians smell blood in the water and launch a counterattack: [6] The counterattack is a resounding success! Athenian forces not only run down the fleeing Spartans, but also march into occupied-Athens and liberate the region!

    Sparta has lost all of its regions!

    With Sparta out the picture, the Seleucid Empire now invades the City of Ambracia that Epirus just reconquered. [4] The Seleucid invasion is successful, and they have captured the City of Ambracia!
    City acquired, Edict immediately passed: [3] = Advanced Espionage (King-slayer): Your Agents get +1 bonus when sent on Assassination missions.



    FACTION DESTROYED

    Sparta, the once-proud civilization, has been destroyed! It's lands have been conquered and its people subjugated and scattered to the winds...





    Other Move Results


    Greco-Baktrian Kingdom (NobleWoman)
    Because you have 26+ Prestige you may perform 2 moves per turn.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by NobleWoman View Post
    @GM-- if you are willing to do the moves then they would be --
    .
    .
    .
    After all this is over, please take rebel regions towards Black Sea and south towards Indian Ocean. Build fleets whenever a sea zone is reached. Attack any NPC if possible.

    Thanks!

    P.S.--will see you after a long, long time.

    This faction is GM-controlled until the player returns.

    Baktria attacks towards the Black Sea.

    A spy is sent eastwards [3] but does not find any useful information.
    [3] Fortunately the Baktrian forces are still able to overcome the local tribes. Victory! The region is conquered.

    Another spy is sent towards Maeotis [1] but this mission is compromised! -1 penalty for the next spy mission until the end of Turn 27.
    [1] The invasion into Maeotis ends in disaster! Many troops are lost and you are forced to pull back. -1 for attacking Maeotis next turn. -1 Prestige.

    Average roll: [2].
    +2 Prestige per turn from Cities
    --------------------
    Cities & Edicts
    --Heliopolis (Royal Guard)
    --Campus Aorsi (Advanced Espionage: King-slayer)

    Notes:
    --You have 2 secret agents
    ----2 Secret Agent can be used when turn 27 starts
    ----The next spy mission will get a -1 penalty (penalty expires when turn 28 begins)




    The Boii (Morticia Iunia Bruti)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Quote Originally Posted by Morticia Iunia Bruti View Post
    While the Tougeni amd Verbigeni were content with their new territories, the main tribe of the Helvetii and the Tigurini wanted to conquer more fertile land. So Belovesos led the Tigurini till the shore of Lake Lemanus to conquer the land of the celtic tribes there, while Segovesos led the Helvetii into the territories of the celtic tribes, who live at the river Arurius.
    There are some logistical issues that must be sorted out: [2] (region not conquered, +1 for invading again)

    The logistics issue is soon fixed and the Helvetii warriors are finally ready to march. They begin the journey Westwards and encounter stiff resistance with the celtic tribes residing near the river Arurius. The region is not yet under your control... more time and resources will be required to cement your hold of the area. [1+1=2] (+1 bonus for attacking this region next turn)

    Average roll: [2].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Oppidum of Boiodurum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Republic of Carthage (High Fist)

    Quote Originally Posted by High Fist View Post
    Carthage will attempt to take western Sicily
    Carthage sends transport vessels to land troops onto western Sicily...

    [4+1=5] Victory! Lilybaeum is conquered. (+1 Prestige)

    Average roll: [5]. +1 for one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Carthage (Maritime Supremacy)

    Notes:
    -- Free fleet movement from Maritime Supremacy Edict may be used again after turn 24 starts.
    -- 1 Secret Agent can be used when turn 24 starts.




    Egypt - Ptolemaic Dynasty (Abdülmecid I)
    Quote Originally Posted by Abdülmecid I View Post
    Damn, I managed to miss the bonus! Let Big Crockie free to subjugate charm the regions between the Nile and the Red Sea.
    By order of King Chrysippus: In the years to come, Big Crockie and the Egyptian delegation will continue to expand Egypts's influence into the lands between the Nile and Red Sea, until otherwise commanded.

    [3+1=4] Consider the locals charmed! Koptos is now under your protection.

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Chrysippopolis (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Roman Republic (Lord of Cats)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats View Post
    Rome


    Plagued with accidents and delays, a measly fort is all that could be built near Tarentum’s harbor. Cornelius Scipio has proven to be incompetent in supervising construction projects and will never be allowed to build military infrastructure again.

    Consul Lucius Cornelius Scipio resumes overseeing the recruitment and training for Rome’s legions. He is good at that.

    Meanwhile, Consul Marcus Atilius Regulus is advised by the Senate to secure the northwest Alpine pass against the approaching Arverni horde. He makes sacrifices to Fortuna and then marches Legio I Latium, Legio III Umbria, and Legio V Liguria to the headwaters of the Po to decisively defeat the Celtic tribes there. Upon successful conquest, Regulus will resume construction of the Wall at Alpes Maritimae.

    The Senate debates the war in Greece. Two factions begin to consolidate, one headed by the Censor Trumpius and the other led by Senator Julia Antonia. Trumpius’ faction argues for staying out of Greece and having Rome’s legions continue securing Italia. Antonia’s faction warns of the danger that a Greece unified by the Seleucids would pose to Rome. With Olympias II dead, Trumpius says Rome has no obligation to go to Epirus’ aid. Most senators disagree and voice that Rome is honor-bound to support Epirus.

    Money and weapons continue to be sent to Epirus and now also to Sparta. A letter is sent to the new King Pyrrhus II (age 20) of Epirus, wishing him all the best in the war and that Rome's legions will arrive in Greece at some point in the future.


    Rome’s Moves
    Map --

    1. Rome will conquer the upper Po River valley.
    2. If the region was not conquered, Rome will conquer the upper Po River valley. If it was conquered (or not but there’s now a penalty), Rome will build a fortification in west Alpes Maritimae called the Wall.


    The Roman legions march north to scure the northwestern Alpine pass against the barbarian horde...

    The initial invasion encounters difficulties - the Celtic tribes are not too keen on relinquishing control of the river valley. [2] Close defeat. +1 for attacking again.

    The legions reserves are deployed to secure the pass... [4+1=5] and the barbarians are finally driven out! The upper Po River valley has been conquered! (+1 Prestige)

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Roma (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used again when Turn 26 starts




    Kingdom of Suebi (crispy_kiko)
    Because you have 26+ Prestige you may perform 2 moves per turn.
    Spoiler Alert, click show to read: 
    "Lore:
    As the years continue, Jade recognizes the need to identify a successor. She holds a contest in the capital over the course of a year to test qualities of might, tactics, and leadership. Two men with complementary abilities rise to the top, Hendrik and Jasper.


    In the contest, Hendrik's raw strength and stature served him well, and it was clear that there was no one mightier, while Jasper's strategic approach could overwhelm the most formidable of Suebi's forces.


    They began as rivals but came to appreciate each other's strengths and felt united in their goal of leading Suebi to continuous victory. Jade also recognized this and determined that they would each have a role in leading Suebi alongside her, at least until it was time for her to fully step down.


    Hendrik would become known as the Ax of Suebi, while Jasper earned the title of High Strategist. Alongside Jade the Fisticuff, they would lead Suebi in the coming years."
    Quote Originally Posted by crispy_kiko View Post
    @rogue I will be out for the next several days but please continue attacking regions bordering the capital and up the peninsula.

    I would also like to continue sending spies whenever possible if that's alright.
    Thanks!

    The Suebi continue to secure territory near its capital...

    Your forces march south from the capital [4] and achieve another worthy victory! With the capital's borders secure, the Suebi now look northwards towards the Cimbrian Peninsula...

    Because you have 26+ Prestige you may now perform 2 moves per turn.

    Average roll: [4]
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Rugium (Advanced Espionage: Double-Agent)

    Notes:
    -- 1 Secret Agent can be used when Turn 26 starts
    -- +1 bonus to spy mission expires when Turn 26 ends



    NPC Faction Moves

    NPC moves (click to expand)


    Aorsoi Confederation
    [1+1=2] Close defeat. +1 for attacking agains next turn.

    Average roll: [2].
    +0 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --None (Campus Aorsi is controlled by another faction)




    Arverni
    [5] Victory. The region is conquered. (+1 Prestige)

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gergovia (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster Edict can be used again once Turn 26 starts.




    ATHENS

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Average roll: [3].

    +2 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --Thebes (Advanced Espionage: King-slayer)
    --Sparta (Advanced Espionage: Double Agent)


    Notes:
    -- 1 Agent can be used again once turn 25 begins. (Sparta)
    -- 1 Agent can be used again once turn 28 begins. (Thebes)
    -- 1 Agent can be used again once turn 27 begins. (Ambracia) (city lost)
    -- +1 bonus to spy mission expires when turn 25 ends.
    -- +1 bonus to assassination mission expires when turn 28 ends.





    Epirus
    See military/construction results above in: "The Greco-Levantine War" contentbox.


    Average roll: [4].
    +0 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --none (Ambracia is controlled by another faction)

    Notes:
    --1 secret agent can be used when Turn 26 begins (city lost)




    Gallaeci
    [3] Pyrrhic victory, the region is conquered.
    Average roll: [1]
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Tyde (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    Getae
    [3+1=4] Pyrrhic victory, the region is conquered.
    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Sarmizegetusa Regia (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Iceni
    Faction has 26+ prestige and can perform 2 moves per turn

    [1+1=2] Close defeat in the south. +1 for invading next turn.
    [4+1=5] Victory! The region in the north is conquered. (+1 Prestige)

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Camulodunum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Macedon
    [5+1=6] Victory! The region is conquered. +1 Prestige.

    Average roll: [6]. +1 to two dice-rolls next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pella (Advanced Espionage: King-slayer)

    Notes:
    -- 1 Secret Agent can be used now




    Parthia

    [2] Close defeat. +1 for invading next turn.
    Faction has obtained 26+ prestige and can perform 2 moves per turn

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Nisa (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Pergamon

    [6+1=7] Heroic Victory! The region is conquered. +2 Prestige.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pergamum (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    KINGDOM OF PONTUS
    Pontus signed a Peace Treaty with the Seleucid Empire (on turn 23), and the factions may declare war on each other when turn 33 starts.

    It attacks rebels along the Black Sea coast..
    [3+1=4] Victory, the region is (finally) conquered.

    Average roll: [4].

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Amaseia (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Scythian Confederation
    [2+1=3] Pyrrhic victory. The region is conquered.

    Average roll: [3].
    Faction has obtained 26+ prestige and can perform 2 moves per turn

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gelonus (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster edict can be used again once turn 26 starts




    SELEUCID EMPIRE
    Faction has 26+ prestige and can perform 2 moves per turn

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Average roll: [5]. +1 for one dice-roll next turn.
    +3 Prestige per turn from Cities & Client States
    --------------------
    Great Cities & Edicts:
    --Antioch (Maritime Supremacy)
    --Ambracia (Advanced Espionage: King-slayer)

    Client States & Edicts:
    --Athens (Royal Guard)

    Notes:
    --1 agent can be used starting turn 28 (Antioch)
    --1 agent can be used now (Ambracia)
    -- +1 to rebellion mission expires when turn 28 ends
    --Free fleet movement from "Maritime Supremacy" Edict can be used now




    SPARTA

    See military/construction results above in: "The Greco-Levantine War" contentbox.

    Faction Destroyed!

    Average roll: [1].
    +0 Prestige per turn from Cities
    --------------------
    Great Cities and Edicts:
    --None (Sparta city owned by another faction)







    Diplomacy

    Detailed diplomacy status of all NPCs can be found in the social group: Link

    Wars

    Greco - Levantine war (start turn 11) - ONGOING
    --Kingdom of Pontus, Sparta, Epirus, Baktria -VS- Seleucid Empire (and their client state: Athens)
    --Pontus and Seleucids sign Peace Treaties (turn 13, turn 23)

    Aorsi War, aka the "Aorsi Oppsie" (turn 19-21) - finished
    --Baktria, Epirus -VS- Aorsoi
    --Conclusion: Baktria gains the City of Campus Aorsi.

    Alliances
    Baktria - Epirus (est. turn 18)
    Rome - Pergamon (est. turn 18)
    Rome - Boii (est. turn 16)
    Pontic-Spartan alliance (est. turn 12)
    Seleucid-Athenian alliance (est. turn 11)

    Non-Aggression Pacts
    Rome-Carthage (est. turn 20, expires turn 40)
    Seleucid-Pergamon (est. turn 20, expires turn 25)
    Baktria-Parthia (est. turn 17, expired turn 22)

    Client States
    Seleucid Empire: Athens (est. turn 23)


    Achievements & Scoreboard
    ★ Achievements
    A player receives rep from all other players if they are the first to obtain an achievement. They will also receive a badge in the game, depending on the achievement unlocked.
    King of Kings: Own 3 client states.
    • -
    Naval Dominance: Own a fleet in 12 sea zones.
    • Rome (4/12)
    Great Builder: Build 3 cities.
    • Baktria, Boii, Carthage, Egypt, Rome, Suebi built 1 city.
    Cultured: Maintain control of 4 cities for 1 full turn.
    • Baktria (2/4)
    Great Conqueror: Conquer 4 foreign capitals.
    • -
    Proficient Diplomat: Maintain alliance with 5 NPC factions for 1 full turn.
    • Baktria (1/5), Rome (1/5)
    Political Saboteur: Persuade NPC factions to break alliances using diplomacy (3x).
    • -
    Puppeteer: Persuade NPC factions to declare war on each other using diplomacy (5x).
    • -
    Respected Strategist: Persuade NPC faction to conquer a region, and they succeed (5x).
    • -
    Indomitable Spirit: Fight to the death (your faction is destroyed).
    • -
    Supreme Warlord: Own 100 regions (win the game)
    • -


    Current stats (Google docs link):

    Important Milestones (click to expand)

    Prestige:
    • 1-25 Prestige = 1 Move per turn.
    • 26-60 Prestige = 2 Moves per turn.
    • 61-65 Prestige = 3 Moves per turn.

    Regions:
    • 1-25 regions = can build 1 City.
    • 26-50 regions = can build 2 Cities.
    • 50+ regions = can build 3 Cities.

    Also, a faction can build 1 fortification, plus an addition fortification for every 15 regions it owns. So 1-15 regions = 1 fortification can be built, 16-30 regions = 2 fortifications can be built, and so on.






    Turn 25 has started, players may now post their moves.

    Links:
    - Rules Changes/Proposal discussion thread.
    - NPC Diplomacy thread.
    - Link to social group.

    New players may join the game at any time. Choose one of the unclaimed factions to start playing:
    Playable Factions
    Aorsoi Confederation - Available
    Arverni - Available
    Athens - Available
    Baktria (NobleWoman)
    The Boii (Morticia Iunia Bruti)
    Carthage (High Fist)
    Egypt (Abdülmecid I)
    Epirus- Available
    Gallaeci - Available
    Getae - Available
    Iceni - Available
    Macedon- Available
    Parthia - Available
    Pergamon - Available
    Pontus - Available
    Rome (Lord of Cats)
    Scythian Confederation - Available
    Seleucid Empire - Available
    Sparta - Available
    Suebi (crispy_kiko)

    Current faction info here: Google Docs link





    Hey all, please check out Cat's suggestions in the Rules Proposal thread and see if anything interests you. I'll defer to the majority opinion. This game is for you guys and I want you all to enjoy.

    New: Default moves
    Also, from now on I'm giving each player the option to have "default moves" for their faction. So if you want to avoid missing a turn you can just inform me of your "default" move(s) and your faction will try to perform your move if you forget to post for the day.
    For example: "I want my faction's default moves to be: Attack rebels nearest to my capital, and use spies when available"

    The default moves will persist for the rest of the game until you decide to change it.

    Proposed change: Alliances
    I also want to simply the rules regarding alliances, and that is: Refusing to join an ally in war will now terminate the alliance. This option only applies to Players. NPCs are unwavering in their loyalty, and will always join allies in war (unless they've signed a peace/non-aggression/ceasefire treaty that prevents them from declaring war).
    Details:
    Detailed changes
    • Terminate an Alliance using diplomacy = [-5 Prestige] (Change: Reduced penalty from -8 to -5)
    • Refusing to join a defensive war: [-5 Prestige] (Defensive war means that your Ally was attacked by another faction. If your ally was the aggressor, you are not obligated to join the war and you will not get any penalty for refusing to help) (Removing this rule)
    • Refusing to join an ally in a war: The alliance is terminated. [-8 Prestige] (Adding this rule)



    If you have any thoughts on any of the rule suggestions, please discuss in the social group.
    Last edited by ♞Rogue General♞; August 09, 2023 at 12:13 PM. Reason: rule clarification

  11. #211
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Warlords of Antiquity (RTD map game)

    The Boii





    With reinforcements and supplies the Boii invade the regions of last year campaign.
    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  12. #212

    Default Re: Warlords of Antiquity (RTD map game)

    Big Crockie is kind of bored with the sweet water of the Nile. He misses the salty tears of his victims and has heard that the Red Sea sharks are pretty tasty. Let's take a vacation to the beaches of the east.

  13. #213
    High Fist's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Now we're shaping up to something. Carthage will send it spy and armies inland from the capital.

    For my default move, we'll attack rebels west along the African coast.
    The only self-discipline you need is to finish your sandwiches

  14. #214
    Lord of Cats's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Will there be a revolt chance in the last Spartan region for Sparta to come back? Or does that only apply to a player faction that lost all its regions?

    Shouldn’t there have been a counter-attack for Baktria’s second move? If her spy rolled [1] which gives a -1 on the attack, and her attack rolled [1] then it would be [1-1=0] which results in a counter-attack, correct?

    The average roll of Gallaeci is 3, not 1. Not a big deal since there’s still no bonus.
    Average roll of Pergamon looks to be 7, not 5.


    Rome


    Quote Originally Posted by ♞Rogue General♞
    The Roman legions march north to secure the northwestern Alpine pass against the barbarian horde... The initial invasion encounters difficulties – the Celtic tribes are not too keen on relinquishing control of the river valley. (2) Close defeat. +1 for attacking again.

    The legions reserves are deployed to secure the pass... (4+1=5) and the barbarians are finally driven out! The upper Po River valley has been conquered! (+1 Prestige)

    Average roll: (4).
    The fall of Sparta sends shockwaves through the Roman Senate. “The Seleucid-Athenian Axis must be defeated!” Senator Julia Antonia declares.
    “No, we must build the Wall on the Arverni border!” Censor Trumpius whines.
    After a furious debate, and a vote, the Senate decides it is time to intervene in Greece. But the next question is… how?
    “Well, obviously, we declare war on the Seleucid Empire and—”
    “No, that’d be stupid,” Julia Antonia says, cutting off Senator Fabius Cicero. “The Athenian and Seleucid navy would crush ours. Then we’d have no way to sail our legions to Greece.”
    “We could declare war on Epirus,” Senator Tullius Cato suggests. “The Athenians and Seleucids would be more than willing to let us pass and land troops. We secure a foothold, then turn against our main enemy.”
    Julia Antonia shakes her head. “That’d be dishonorable. We’ve promised to help Epirus.”
    “Then we should have secured an alliance with Epirus, so we’d have military access with them.”
    Julia scoffs. “There’s no way the Roman people would have supported allying with the country that the late King Pyrrhus came from. Veterans from the Pyrrhic Wars are still alive and angry.”
    “Then what do you suggest?”
    “I don’t know!”
    “I have a suggestion,” a familiar voice says. Everyone turns to see, standing at the entrance of the Curia, Lordus Catulus Maximus, flanked by several tribunes.
    “You!” Censor Trumpius shouts. “Lock him up!”
    “Vetoed,” one of the tribunes says.
    “What?”
    “As a tribune, I can veto any action by any magistrate. If the praetor comes, I’ll veto any attempt by him to arrest Catulus.”
    “Thank you, my friend,” Lordus Catulus says, patting the tribune on the shoulder. He then unrolls a huge map onto the floor. “I propose attacking Macedon. Our ally, Pergamon, has expressed frustration with Macedon interfering with their trade ships passing through the Hellespont and are itching for a fight.”
    “How does fighting Macedon benefit Rome?” the disgruntled censor asks.
    “By giving us a foothold in the Balkans. And when we conquer Macedon, we’ll be poised to strike south at Athens.”
    “Wouldn’t Macedon seek an alliance?” Julia Antonia asks.
    “Perhaps. But what are their options? Pontus? Oh, we saw what a steadfast ally they were for Sparta. Antigonus would be a fool to ask their help. The Seleucids? There’s ample evidence they caused the rebellion in Macedon. Antigonus would be a fool to ask a hostile power for help. That leaves Epirus. King Pyrrhus II will have a difficult decision to make. But if he doesn’t trust us, and accepts Macedon’s offer, there’s not much he can do against us.”
    Julia nodded. “We should seek new allies ourselves. Perhaps Pontus—”
    “Remember Sparta. And they signed yet another peace treaty with the Seleucids.”
    “How about Egypt or Parthia?”
    “The pharaoh is busy playing with crocodiles, from what I’ve heard. I don’t think he can be counted on. Parthia… yes, that’s a possibility. They’ve been expanding west towards Syria for some time.”
    The plan is finalized, and a declaration of war is written.

    Lordus Catulus Maximus is re-instated as a senator and the Senate votes to drop all charges against him.

    Consul Lucius Cornelius Scipio makes the appropriate sacrifices to Fortuna before taking command of Legio II Campania, Legio III Umbria, Legio IV Apulia, and Legio VI Samnium. They sail across the Adriatic and land in Illyria to crush the Macedonian garrison.

    Consul Marcus Atilius Regulus takes command of Legio VII Bruttium and is advised by the Senate to take the Greek town of Rhegion as Rome prepares for an invasion of Sicily.

    Construction of the Wall is put on hold, much to the chagrin of Donalus Trumpius.


    Rome’s Moves
    1. Rome will conquer the Macedonian region bordering the Adriatic Sea.
    2. If the Macedonian region was not conquered, Rome will conquer it. If it was conquered (or not but there's a penalty now), Rome will conquer Rhegium (the tippy-toe of Italy).

    Diplomacy: Rome declares war on Macedon. Rome spends 1 prestige to form an alliance with Parthia.


  15. #215

    Default Re: Warlords of Antiquity (RTD map game)

    Political Intrigue
    Dice log (turn 25)

    Quote Originally Posted by Lord of Cats View Post
    Rome spends 1 prestige to form an alliance with Parthia.
    Parthia accepts Rome's offer of Alliance! [5]


    Alliance Forged



    Rome has cemented an alliance with Parthia!





    WAR DECLARED!



    The Roman Republic declares WAR on Kingdom of Macedon!
    Pergamon and Parthia join the war on the side of their mutual ally, Rome.




    Aegean Sea Battle of 248 B.C.
    Pergamon
    vs. Macedon
    Dice log (turn 25)


    Pergamon's warfleet intercepts the enemy Macedonian warfleet in the Aegean Sea. It receives orders to engage the enemy fleet and a sea battle commences!

    Both sides utilize the logistics advantage provided by their nearby coastal cities (+1 for all rolls). Pergamon additionally has an advantage due to superior maritime capabilities (additional +1 to all rolls from Maritime Supremacy Edict), while Macedon gains a small bonus due to nearby coastal fortification (+1 to one roll).

    (Pergamon's dice average last turn was 7: +1 to three dice rolls. It will use 2 of its bonus rolls in the sea battle)
    (Macedon dice average last turn was 6: +1 to 2 dice rolls. It will use one of its bonus rolls in the sea battle)


    6(+3) + 5(+3) + 4(+2) = 23 (Pergamon)
    1(+3) + 4
    (+1) + 6(+1) = 16 (Macedon)

    A crushing victory for Pergamon's fleet! The defeated Macedonian fleet is destroyed...



    Political Intrigue
    Dice log (turn 25)

    Seeing enemies approaching from both East and West, Macedon sets aside long-time rivalries and offers an alliance to Epirus. [1] The alliance is rejected! Epirus is already dealing with crisis in the south, and they're not eager to invite the wrath of the Romans as well.

    Macedon now approaches Pontus with offer of alliance. Unreliable as they've been in the past, the King knows tension is high in Anatolia. Certainly it is in Pontus's interest to limit Pergamon's eastwards expansion? [2] But Pontus is not interested in an alliance at the moment. It appears Macedon must hold its own this year...

    Meanwhile the Seleucid Empire offers Epirus a peace treaty. [1] Epirus rejects the offer! King Antiochus wonders if they're still upset about their City being conquered.



    Turn 24 NPC Moves

    Athens, Epirus, Seleucid Empire, Rome, Pergamon, and Macedon roll dice for initiative; move order is determined by highest roll.

    Macedonian War
    Pergamon will attack Macedon in the east, from its foothold in Thrace.

    Macedon will attack any enemy region nearest to its Great City. If this move is invalid, it will build a fleet in the Aegean Sea.

    Pyrrhic War
    Epirus prioritizes capturing/recapturing the Great City of Ambracia. Thereafter, it will conquer the enemy region(s) bordering its City. After that, it will march towards the Great City of Thebes.

    Seleucid Empire
    prioritizes capturing/recapturing the Great City of Ambracia by land.
    Thereafter, it will march onwards to the current Epirote capital, and any regions surrounding the city.

    Athens prioritizes conquering the enemy region bordering the City of Thebes. Afterwards, it will use its military access with Seleucids to prioritize capturing/recapturing the City of Ambracia. After that, it will march towards the Epirote capital using military access with Seleucids.

    Baktria builds a fleet in the Black Sea, and attacks the rebel region indicated on the map (near its capital).

    Greco-Levantine War (262 BC - 249 BC)
    This war has concluded. Sparta was destroyed (249 BC), and the remaining original adversaries have signed a peace treaty: Seleucids (+Athens) & Pontus (250 BC).

    Other NPC moves

    All other NPCs will attack the regions indicated on the map, using Drillmaster Edict for an extra move if able. They will prioritize +1 bonus regions and avoid -1 penalty regions.

    Edit: Forgot to color in Arverni's move. Arverni will attack north from its capital.

    (NPC Attacks are indicated in cyan)
    Spoiler Alert, click show to read: 





    Quote Originally Posted by Lord of Cats View Post
    Will there be a revolt chance in the last Spartan region for Sparta to come back? Or does that only apply to a player faction that lost all its regions?
    I was gonna say yes, they will attempt to revolt, but I'll pose the question to you guys. Do you want NPCs to immediately be eliminated once they lose their regions or no?

    Quote Originally Posted by Lord of Cats View Post
    Shouldn’t there have been a counter-attack for Baktria’s second move? If her spy rolled [1] which gives a -1 on the attack, and her attack rolled [1] then it would be [1-1=0] which results in a counter-attack, correct?
    If you noticed, Baktria's move orders explicitly mentioned to avoid any -1 penalty regions. So yes the spy was sent, but since the mission was an epic failure they ended up invading the southern coastal region instead of the western region for their 2nd move.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by ♞Rogue General♞ View Post

    NPC Moves
    -snip-

    Baktria attacks rebel regions bordering the Black Sea. It sends 2 spies (1 spy mission prior to each invasion attempt). It will prioritize +1 bonus regions and avoid -1 penalty regions.





    Last edited by ♞Rogue General♞; August 10, 2023 at 10:53 AM. Reason: Arverni move

  16. #216
    Lord of Cats's Avatar Vicarius
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    Default Re: Warlords of Antiquity (RTD map game)

    Rome

    Politics and Diplomacy

    Cornelia Metella returns home to the Eternal City on the Seven Hills with great success. The Senate bestows the title of "Friend of Rome" upon King Arsaces the Ass of Parthia.

    Rome's relations with Parthia improve from neutral to friendly. Rome's relations with Macedon deteriorate from neutral to hostile.


    Sparta Defeated

    King Leonidas II slain by arrow fire from Seleucid-Syrian archers. Sparta's economy was so poor near the war's end that he, and many Spartiates, could not afford bronze cuirass armor.

    Rome offers refuge to the Spartans. In particular the Senate offer the two princes of Sparta, Kleomenes Agiad (son of Leonidas) and Agis Eurypontid, sanctuary and a chance to take back Sparta from the vile and slavish Athenians.


    The Macedonian War


    The Senate narrowly voted in favor of going to war with Macedon. Severe polarization between Donalus Trumpius and Lordus Catulus threaten to undermine the war effort. Trumpius and his faction advised Consul Regulus to secure Rhegium and eastern Sicily. Catulus condemns this action and argues all of Rome's forces must be committed to conquering Macedon.
    "When Macedon is pacified, then we will secure our southern flank," Senator Catulus says. "I propose that Consul Regulus go to Pergamon with a contingent of marines and build a fleet in the Aegean."
    "This is terrible. You're the worst senator. Totally the worst!" Censor Trumpius shouts.
    "And when Macedon is subjugated," Catulus continues, "we'll also have access to new sources of timber and stone."
    "So?"
    "Those make good building materials for walls I've heard. And we'll have Macedonian slaves to do the building; in other words we can make Macedon pay for our wall. I think it's important that Rome builds strong and high walls on its borders."
    Trumpius falls silent and raises his eyebrows. "Well, then... Rome must conquer Macedon as soon as possible. So we can build the Wall!"
    Catulus grins. "I support the Censor in this. I agree that the biggest and most beautiful wall must be built on our border with the Arverni in particular. And have Macedon pay for it!"
    Trumpius embraces Catulus and, while giving a thumbs up, says, "This man is a genius. A very stable genius. Let's conquer Macedon together and make Rome great!"

    Rome's Moves Changed
    1. Rome will conquer the Macedonian region bordering the Adriatic Sea.
    2. Rome will build a fleet in the Aegean Sea (or in the Adriatic Sea if there was a disastrous counter-attack).


    @Rogue: Wouldn't the Boii also be at war with Macedon? Unless Morticia says no and breaks the alliance?
    And Macedon's city would provide +1 on naval combat as well, though that doesn't change the outcome of this battle. Pergamon's 23 still beats Macedon's 19.
    Last edited by Lord of Cats; August 10, 2023 at 07:15 PM.

  17. #217

    Default Re: Warlords of Antiquity (RTD map game)

    End of Year Report
    248 B.C. (Turn 25)

    Dice log

    Current Map





    VS
    Pyrrhic War
    Epirus, Baktria - VS - Seleucid Empire, Athens

    Timeline of Events
    250 BC (Turn 23): Epirus declares WAR on Seleucid Empire. Baktria, allied with Epirus, joins the war.
    250 BC (Turn 23): Athens is now a Client State of the Seleucid Empire.



    This turn's move order due to initiative rolls:
    Athens > Seleucid Empire > Epirus

    Spoiler Alert, click show to read: 
    RogueGeneral rolls 1D100 #Epirus initiative roll = 26 #Epirus initiative roll
    RogueGeneral rolls 1D100 #Athens initiative roll = 98 #Athens initiative roll
    RogueGeneral rolls 1D100 #Seleucids initiative roll = 39 #Seleucids initiative roll



    Athens attacks Epirote-controlled territory near its City of Thebes...

    [6+1=7] Heroic victory! The region is conquered. (+2 Prestige)


    The Seleucid Empire invades northwards from the City of Ambracia, towards the current Epirus capital. [4+1=5] Victory! The region is successfully subjugated, and the enemy capital is within reach. (+1 Prestige)

    Epirus attempts to reconquer the Great City of Ambracia, [2] but the effort is in vain...

    The Seleucid Empire now attacks Epirus's capital: [6] Clear victory! Epirus has lost its capital! (+1 Prestige for Seleucids)(-3 Prestige for Epirus for loss of capital)



    VS
    Macedonian War
    Rome, Pergamon, Parthia - VS - Macedon

    Timeline of Events
    248 BC (Turn 25): Rome, Pergamon, Parthia declare WAR on Macedon.



    This turn's move order due to initiative rolls:
    Pergamon > Macedon > Rome

    Spoiler Alert, click show to read: 
    RogueGeneral rolls 1D100 #Rome initiative roll = 1 natural one1 #Rome initiative roll
    RogueGeneral rolls 1D100 #Pergamon initiative roll = 14 #Pergamon initiative roll
    RogueGeneral rolls 1D100 #Macedon initiative roll = 81 #Macedon initiative roll




    Macedon attacks Pergamon-controlled territory in Thrace... [6+1=7] Heroic victory! The region is conquered. (+2 Prestige)
    But word arrives that Pergamon's warfleet will be landing troops to retake this region! (Read below)

    Meanwhile, the Roman invasion of Macedon's Adriatic shores is a smashing success! [6] Clear victory, the region is conquered! The Macedonian forces are forced to fall back (+1 Prestige).

    Pergamon, having lost its foothold in Thrace, now uses its warfleet in the Aegean Sea to reconquer its lost territory. It lands troops on the far side of the Bosphorus [4+1=5] and achieves a sound victory! The Macedonians are defeated, and the region is liberated. (+1 Prestige)

    As the year comes to a close, Rome attempts to build a fleet [3] but is unable to complete it. Rome's ally, the Boii, are deciding whether to join the war. If no decision is made, they will automatically declare war on Macedon before the end of this turn (Turn 26).






    Other Move Results


    Greco-Baktrian Kingdom (NobleWoman)
    Because you have 26+ Prestige you may perform 2 moves per turn.
    Spoiler Alert, click show to read: 
    Quote Originally Posted by NobleWoman View Post
    @GM-- if you are willing to do the moves then they would be --
    .
    .
    .
    After all this is over, please take rebel regions towards Black Sea and south towards Indian Ocean. Build fleets whenever a sea zone is reached. Attack any NPC if possible.

    Thanks!

    P.S.--will see you after a long, long time.

    This faction is GM-controlled until the player returns.

    [3] No fleet is built in the black sea.

    [4] The rebels near the Baktrian capital are subjugated! The region is conquered.

    Average roll: [4].
    +2 Prestige per turn from Cities
    --------------------
    Cities & Edicts
    --Heliopolis (Royal Guard)
    --Campus Aorsi (Advanced Espionage: King-slayer)

    Notes:
    --You have 2 secret agents
    ----2 Secret Agent can be used when turn 27 starts
    ----The next spy mission will get a -1 penalty (penalty expires when turn 28 begins)




    The Boii (Morticia Iunia Bruti)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Quote Originally Posted by Morticia Iunia Bruti View Post
    While the Tougeni amd Verbigeni were content with their new territories, the main tribe of the Helvetii and the Tigurini wanted to conquer more fertile land. So Belovesos led the Tigurini till the shore of Lake Lemanus to conquer the land of the celtic tribes there, while Segovesos led the Helvetii into the territories of the celtic tribes, who live at the river Arurius.
    The initial foray does not go well, [1+1=2] but valuable information was gained even in failure.

    The Helvetii warriors are finally victorious! [4+1=5] The celtic tribes residing near the river Arurius are subjugated, and the region is conquered. (+1 Prestige)

    The Boii have a decision to make! Your ally, Rome, has declared war on Macedon. Do you wish to join this war?
    1. YES: Boii declares war on Macedon.
    2. NO: Boii does not declare war on Macedon. The alliance with Rome is terminated, and Boii receives a -8 Prestige penalty.

    If the Boii do not make a decision, war is automatically declared on Macedon before turn 26 ends.

    Average roll: [4].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Oppidum of Boiodurum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Republic of Carthage (High Fist)

    Default move:
    Spoiler Alert, click show to read: 
    Quote Originally Posted by High Fist View Post
    For my default move, we'll attack rebels west along the African coast.


    Quote Originally Posted by High Fist View Post
    Now we're shaping up to something. Carthage will send it spy and armies inland from the capital.
    [6] The spy extracts detailed information from the enemy! +1 bonus for attacking this turn, +1 to your next spy mission within 3 turns.

    [6+1+1=8] Legendary Victory! The puny rebels faint at the sight of your vast army, and the region is quickly brought under your control. (+3 Prestige)

    Because you have 26+ Prestige and you may now perform 2 moves per turn!

    Average roll: [8]. +1 for four dice-rolls next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Carthage (Maritime Supremacy)

    Notes:
    -- Free fleet movement from Maritime Supremacy Edict may be used again after turn 24 starts.
    -- 1 Secret Agent can be used when turn 28 starts.




    Egypt - Ptolemaic Dynasty (Abdülmecid I)
    Quote Originally Posted by Abdülmecid I View Post
    Big Crockie is kind of bored with the sweet water of the Nile. He misses the salty tears of his victims and has heard that the Red Sea sharks are pretty tasty. Let's take a vacation to the beaches of the east.
    As your forces depart from Koptos towards the Red Sea, disaster strikes! [1] Rebel tribes near the port settlement of Myos Hormos raid your supplies in the dead of night, leaving you little choice but to delay the invasion vacation at the beach. (-1 to attack Myos Hormos next turn)

    Average roll: [1].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Chrysippopolis (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Roman Republic (Lord of Cats)
    Because you have 26+ Prestige you may perform 2 moves per turn.

    Spoiler Alert, click show to read: 
    Quote Originally Posted by Lord of Cats View Post
    The Macedonian War


    The Senate narrowly voted in favor of going to war with Macedon. Severe polarization between Donalus Trumpius and Lordus Catulus threaten to undermine the war effort. Trumpius and his faction advised Consul Regulus to secure Rhegium and eastern Sicily. Catulus condemns this action and argues all of Rome's forces must be committed to conquering Macedon.
    "When Macedon is pacified, then we will secure our southern flank," Senator Catulus says. "I propose that Consul Regulus go to Pergamon with a contingent of marines and build a fleet in the Aegean."
    "This is terrible. You're the worst senator. Totally the worst!" Censor Trumpius shouts.
    "And when Macedon is subjugated," Catulus continues, "we'll also have access to new sources of timber and stone."
    "So?"
    "Those make good building materials for walls I've heard. And we'll have Macedonian slaves to do the building; in other words we can make Macedon pay for our wall. I think it's important that Rome builds strong and high walls on its borders."
    Trumpius falls silent and raises his eyebrows. "Well, then... Rome must conquer Macedon as soon as possible. So we can build the Wall!"
    Catulus grins. "I support the Censor in this. I agree that the biggest and most beautiful wall must be built on our border with the Arverni in particular. And have Macedon pay for it!"
    Trumpius embraces Catulus and, while giving a thumbs up, says, "This man is a genius. A very stable genius. Let's conquer Macedon together and make Rome great!"

    Rome's Moves Changed
    1. Rome will conquer the Macedonian region bordering the Adriatic Sea.
    2. Rome will build a fleet in the Aegean Sea (or in the Adriatic Sea if there was a disastrous counter-attack).


    -1 Prestige for negotiating with NPC
    +2 Prestige from establishing an alliance with NPC (Parthia)

    See military/construction results above in: "The Macedonian War" contentbox.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Roma (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used again when Turn 26 starts




    Kingdom of Suebi (crispy_kiko)
    Because you have 26+ Prestige you may perform 2 moves per turn.
    Spoiler Alert, click show to read: 
    "Lore:
    As the years continue, Jade recognizes the need to identify a successor. She holds a contest in the capital over the course of a year to test qualities of might, tactics, and leadership. Two men with complementary abilities rise to the top, Hendrik and Jasper.


    In the contest, Hendrik's raw strength and stature served him well, and it was clear that there was no one mightier, while Jasper's strategic approach could overwhelm the most formidable of Suebi's forces.


    They began as rivals but came to appreciate each other's strengths and felt united in their goal of leading Suebi to continuous victory. Jade also recognized this and determined that they would each have a role in leading Suebi alongside her, at least until it was time for her to fully step down.


    Hendrik would become known as the Ax of Suebi, while Jasper earned the title of High Strategist. Alongside Jade the Fisticuff, they would lead Suebi in the coming years."
    Quote Originally Posted by crispy_kiko View Post
    @rogue I will be out for the next several days but please continue attacking regions bordering the capital and up the peninsula.

    I would also like to continue sending spies whenever possible if that's alright.
    Thanks!

    Because you have 26+ Prestige you may perform 2 moves per turn.

    The Suebi march into the Cimbrian peninsula...

    [3] Pyrrhic victory! The region is conquered, and your army continues the march north...

    [2] Your forces are finally halted due to fierce enemy resistance. +1 to attack this region next turn.

    Average roll: [3]
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Rugium (Advanced Espionage: Double-Agent)

    Notes:
    -- 1 Secret Agent can be used when Turn 26 starts
    -- +1 bonus to spy mission expires when Turn 26 ends



    NPC Faction Moves

    NPC moves (click to expand)


    Aorsoi Confederation
    [4+1=5] Victory! The region is conquered. +1 Prestige.

    Average roll: [5]. +1 to one dice-roll next turn.
    +0 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --None (Campus Aorsi is controlled by another faction)




    Arverni
    [2+1=3] Pyrrhic victory! The region is conquered.

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gergovia (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster Edict can be used again once Turn 26 starts.




    ATHENS

    See military/construction results above in: "The Pyrrhic War" contentbox.

    Average roll: [7]. +1 to three dice-rolls next turn.

    +2 Prestige per turn from Cities
    --------------------
    Great Cities & Edicts:
    --Thebes (Advanced Espionage: King-slayer)
    --Sparta (Advanced Espionage: Double Agent)


    Notes:
    -- 1 Agent can be used again once turn 25 begins. (Sparta)
    -- 1 Agent can be used again once turn 28 begins. (Thebes)
    -- 1 Agent can be used again once turn 27 begins. (Ambracia) (city lost)
    -- +1 bonus to spy mission expires when turn 25 ends.
    -- +1 bonus to assassination mission expires when turn 28 ends.





    Epirus
    See military/construction results above in: "The Pyrrhic War" contentbox.


    Average roll: [2].
    +0 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --none (Ambracia is controlled by another faction)

    Notes:
    --1 secret agent can be used when Turn 26 begins (city lost)




    Gallaeci
    [5] Victory! The region is conquered. +1 prestige.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Tyde (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    Getae
    [3] Pyrrhic victory, the region is conquered.

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Sarmizegetusa Regia (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Iceni
    Faction has 26+ prestige and can perform 2 moves per turn

    [1+1=2] Close defeat in the south. +1 for invading next turn.
    [4] Victory! The region in the north is conquered.

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Camulodunum (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Macedon
    See military/construction results above in: "The Macedonian War" contentbox.

    -2 Prestige for negotiating with NPCs.

    Average roll: [7]. +1 to three dice-rolls next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pella (Advanced Espionage: King-slayer)

    Notes:
    -- 1 Secret Agent can be used now




    Parthia
    Faction has obtained 26+ prestige and can perform 2 moves per turn

    [2+1=3] Pyrrhic victory! The northern region is conquered.
    [2] Close defeat in the south. +1 to attack here next turn.

    Average roll: [3].
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Nisa (Royal Guard)

    Notes:
    -- 1 Secret Agent can be used now




    Pergamon
    Faction has obtained 26+ prestige and can perform 2 moves per turn

    See military/construction results above in: "The Macedonian War" contentbox.

    Average roll: [5]. +1 to one dice-roll next turn.
    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Pergamum (Maritime Supremacy)

    Notes:
    -- 1 Secret Agent can be used now




    KINGDOM OF PONTUS
    Pontus attacks rebels along the Black Sea coast...
    [6] Victory, the region is conquered. +1 prestige.

    Average roll: [6]. +1 to two dice-rolls next turn.

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Amaseia (Advanced Espionage: Revolutionary)

    Notes:
    -- 1 Secret Agent can be used now




    Scythian Confederation
    [4] Victory. The region is conquered.
    [4] Another victory! The region is conquered.

    Average roll: [4].
    Faction has obtained 26+ prestige and can perform 2 moves per turn

    +1 Prestige per turn from Cities
    --------------------
    Cities & Edicts:
    --Gelonus (Drillmaster)

    Notes:
    -- 1 Secret Agent can be used now
    -- Drillmaster edict can be used again once turn 26 starts




    SELEUCID EMPIRE
    Faction has 26+ prestige and can perform 2 moves per turn

    See military/construction results above in: "The Pyrrhic War" contentbox.

    -2 Prestige for negotiating with NPC.

    Average roll: [6]. +1 for two dice-rolls next turn.
    +3 Prestige per turn from Cities & Client States
    --------------------
    Great Cities & Edicts:
    --Antioch (Maritime Supremacy)
    --Ambracia (Advanced Espionage: King-slayer)

    Client States & Edicts:
    --Athens (Royal Guard)

    Notes:
    --1 agent can be used starting turn 28 (Antioch)
    --1 agent can be used now (Ambracia)
    -- +1 to rebellion mission expires when turn 28 ends
    --Free fleet movement from "Maritime Supremacy" Edict can be used now




    SPARTA
    Faction Destroyed

    Average roll: [1].
    +0 Prestige per turn from Cities
    --------------------
    Great Cities and Edicts:
    --None (Sparta city owned by another faction)





    Diplomacy

    Detailed diplomacy status of all NPCs can be found in the social group: Link

    Wars
    Pyrrhic War (start turn 23) - ongoing
    --Epirus, Baktria -VS- Seleucid Empire (and their client state: Athens)

    Macedonian War (start turn 25) - ongoing
    --Rome, Pergamon, Parthia -VS- Macedon

    Greco - Levantine war (Turn 11-24) - finished
    --Kingdom of Pontus, Sparta -VS- Seleucid Empire (and their client state: Athens)
    --Conclusion: Sparta is destroyed. Seleucid Empire acquires Athens as a client state.

    Aorsi War, aka the "Aorsi Oppsie" (turn 19-21) - finished
    --Baktria, Epirus -VS- Aorsoi
    --Conclusion: Baktria gains the City of Campus Aorsi.

    Alliances
    Rome - Parthia (est. turn 25)
    Baktria - Epirus (est. turn 18)
    Rome - Pergamon (est. turn 18)
    Rome - Boii (est. turn 16)
    Pontic-Spartan alliance (est. turn 12)
    Seleucid-Athenian alliance (est. turn 11)

    Non-Aggression Pacts
    Rome-Carthage (est. turn 20, expires turn 40)
    Seleucid-Pergamon (est. turn 20, expires turn 25)
    Baktria-Parthia (est. turn 17, expired turn 22)

    Client States
    Seleucid Empire: Athens (est. turn 23)


    Achievements & Scoreboard
    ★ Achievements
    A player receives rep from all other players if they are the first to obtain an achievement. They will also receive a badge in the game, depending on the achievement unlocked.
    King of Kings: Own 3 client states.
    • -

    Naval Dominance: Own a fleet in 12 sea zones.
    • Rome (4/12)

    Great Builder: Build 3 cities.
    • Baktria, Boii, Carthage, Egypt, Rome, Suebi built 1 city.

    Cultured: Maintain control of 4 cities for 1 full turn.
    • Baktria (2/4)

    Great Conqueror: Conquer 4 foreign capitals.
    • -

    Proficient Diplomat: Maintain alliance with 5 NPC factions for 1 full turn.
    • Baktria (1/5), Rome (1/5)

    Political Saboteur: Persuade NPC factions to break alliances using diplomacy (3x).
    • -

    Puppeteer: Persuade NPC factions to declare war on each other using diplomacy (5x).
    • -

    Respected Strategist: Persuade NPC faction to conquer a region, and they succeed (5x).
    • -

    Indomitable Spirit: Fight to the death (your faction is destroyed).
    • -

    Supreme Warlord: Own 100 regions (win the game)
    • -


    Current stats (Google docs link):

    Important Milestones (click to expand)

    Prestige:
    • 1-25 Prestige = 1 Move per turn.
    • 26-60 Prestige = 2 Moves per turn.
    • 61-65 Prestige = 3 Moves per turn.

    Regions:
    • 1-25 regions = can build 1 City.
    • 26-50 regions = can build 2 Cities.
    • 50+ regions = can build 3 Cities.

    Also, a faction can build 1 fortification, plus an addition fortification for every 15 regions it owns. So 1-15 regions = 1 fortification can be built, 16-30 regions = 2 fortifications can be built, and so on.






    Turn 26 has started, players may now post their moves.

    Links:
    - Rules Changes/Proposal discussion thread.
    - NPC Diplomacy thread.
    - Link to social group.

    New players may join the game at any time. Choose one of the unclaimed factions to start playing:
    Playable Factions
    Aorsoi Confederation - Available
    Arverni - Available
    Athens - Available
    Baktria (NobleWoman)
    The Boii (Morticia Iunia Bruti)
    Carthage (High Fist)
    Egypt (Abdülmecid I)
    Epirus- Available
    Gallaeci - Available
    Getae - Available
    Iceni - Available
    Macedon- Available
    Parthia - Available
    Pergamon - Available
    Pontus - Available
    Rome (Lord of Cats)
    Scythian Confederation - Available
    Seleucid Empire - Available
    Sparta - Destroyed
    Suebi (crispy_kiko)

    Current faction info here: Google Docs link





    Hey all! Sorry for the delay, but I needed that brief intermission.

    Let the game resume!

    Quote Originally Posted by Lord of Cats View Post
    @Rogue: Wouldn't the Boii also be at war with Macedon? Unless Morticia says no and breaks the alliance?
    And Macedon's city would provide +1 on naval combat as well, though that doesn't change the outcome of this battle. Pergamon's 23 still beats Macedon's 19.
    Boii gets to choose this turn whether to join the war or not. If they refuse, the alliance is broken. If they don't make a decision, Boii will automatically uphold its alliance & declare war on Macedon before this turn's end.

    And yes Macedon did get +1 on all sea battle rolls this turn due to its coastal city.
    Last edited by ♞Rogue General♞; August 23, 2023 at 03:03 AM. Reason: diplomacy prestige update

  18. #218
    Morticia Iunia Bruti's Avatar Praeses
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    Default Re: Warlords of Antiquity (RTD map game)

    The Boii




    Etruscan traders brought the message that Rome is at war with Macedon.

    "The Boii honor they alliance". said Onomaris and declared war to Macedon after rhe assembly of the Freemen voted for war.

    With reinforcements by the helvetian maintribe Belovesos marched with the Tigurini against the Lacus Lemanos again. Segovesos led a boian small army against the remains of the Venostes and Isarci to conquer the last unpacified part of the Rhaetian Alps.


    Click image for larger version. 

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    Cause tomorrow is a brand-new day
    And tomorrow you'll be on your way
    Don't give a damn about what other people say
    Because tomorrow is a brand-new day


  19. #219

    Default Re: Warlords of Antiquity (RTD map game)

    Chrysippus is appalled. How could these filthy renegades violate the most sacred asset of Big Crockie, his meat-biscuits?! Disgusting. As the vacation group is resting in the Nile, Sosibius is ordered to take a bunch of court musicians, who are not useful anyway (Chrysippus is also a tad deaf) and try to convince the Libyans in the west (pink-coloured region) about the benefits of paying taxes to the Chrysippean Empire.

  20. #220

    Default Re: Warlords of Antiquity (RTD map game)

    Suebi will attack the same region again on turn 1.

    If turn 1 is successful, Suebi will send a secret agent and attack a new region north of turn 1 region. If turn 1 is unsuccessful, secret agent will be sent to same region as turn 1 and turn 1 will be re-attempted.

    Welcome back, Rogue!

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