Jade heeds the warning from her advisors and withdraws from the Baltic Sea - at least for the moment. She orders the construction of a Great City in the region most recently conquered bordering the Baltic Sea in a bid to bolster Suebi's strength for future conflicts.
Onomaris wasn't that kind of person, who would give up, when things become difficult. She raised fresh troups from older more experienced warrios and celtic light cavalry from farmers, who could afford a horse. Then she marched into the region southeast of Boiodurum. If she couldn't attack the eastern tribes frontally, then she would attack them from the south and the west.
While Bellovesos give his troups rest, she would subdue the southeastern boian tribes meanwhile. She sent her light cavalry as plundering avantgarde ahead to force the southeastern tribes to a quck decisive battle.
Last edited by Morticia Iunia Bruti; July 12, 2023 at 05:04 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
The workers are striking! They claim to be mistreated and demand "fair wages" and "time off for injury". Pfft.
King Mithridates the Poisoner asks the striking workers to gather at the royal gardens so he can hear and address their concerns. When the strikers are all gathered together, Mithridates signals to the royal guard commander. Soldiers burst in and slaughter all the strikers, drenching the flowers and ornamental bushes with blood. The strike leaders are imprisoned where Mithridates will test new poisons on them.
Pontus is wealthy due to its silver mines and control of the trade lanes across the Sea of Pontus. Mithridates therefore buys thousands of slaves to work on the expansion of the city.
Pontus' Move
Construction of the magnificent city of Amaseia will continue.
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Greco-Baktrian Kingdom (NobleWoman)
Originally Posted by NobleWoman
King Diodoros is highly pleased....he announces a bonus for all the workers! Archimedes, the city planner and supervisor of the construction activities, is also rewarded. Overall, the atmosphere is one of good cheer.
This is not missed by the priests of the various temples...they too offer sacrifices and special worship to the gods. Baktrians throng to the temples to witness these ceremonies, and add in their own prayers that their city sees a greater version of glory.
Move--continue building the city.
The mood is jolly and the workers spend all their wages in taverns and on entertainment. Everyone is much too wrapped up in festivities and celebration to give much effort to actual work.
[1+1=2] Incremental progress is made on the city this year.
City progress: [7/10]
Average roll: [2]
The Boii (Morticia Iunia Bruti)
Originally Posted by Morticia Iunia Bruti
Onomaris wasn't that kind of person, who would give up, when things become difficult. She raised fresh troups from older more experienced warrios and celtic light cavalry from farmers, who could afford a horse. Then she marched into the region southeast of Boiodurum. If she couldn't attack the eastern tribes frontally, then she would attack them from the south and the west.
While Bellovesos give his troups rest, she would subdue the southeastern boian tribes meanwhile. She sent her light cavalry as plundering avantgarde ahead to force the southeastern tribes to a quck decisive battle.
The light cavalry thunders through enemy settlements wreaking havoc and destroying supplies. While the enemies are in disarray, Onomaris arrives with her cohorts of well-armed, battle-hardened veteran warriors. [6] The rebellious subtribes are quickly subjugated by your troops. A clear victory for the Boii! (+1 Prestige)
Average roll: [6]. +1 to two dice-rolls next turn.
You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities (Oppidum of Boiodurum)
Republic of Carthage (High Fist)
Originally Posted by High Fist
I'll build a great city for the next 12 turns.
With no guidance from their leader the people are aimless. And without a watchful ruler, the Carthaginian Senate descends into petty squabbles and political bickering, and the oligarchs' corrupting influence seeps into government... Nothing of significance is accomplished this year. (Invalid move/No move posted)
Average roll: [n/a] You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities (Carthage)
Egypt - Ptolemaic Dynasty (Abdülmecid I)
Originally Posted by Abdülmecid I
Finally, a crushing victory! To commemorate this triumph, Chrysippus demands that the food rations of the soldiers to get doubled. They're going to need it, for they are ordered to construct a Great City in the recently conquered province. It's going to be called Chrysippopolis, in honour of His Majesty.
The soldiers are happy with the extra rations and consume it all. But unbeknownst to you, the extra rations had been stored improperly and had gone bad. Now half your army is struggling with their bowels and can barely lift a finger... may Ra have mercy on them! Little progress is made on the Great City of Chrysippopolis.
[1+1=2] 2 build points added.
City progress: [2/10]
Average roll: [2]
Mithridatic Kingdom of Pontus (Lord of Cats)
Originally Posted by Lord of Cats
King Mithridates the Poisoner asks the striking workers to gather at the royal gardens so he can hear and address their concerns. When the strikers are all gathered together, Mithridates signals to the royal guard commander. Soldiers burst in and slaughter all the strikers, drenching the flowers and ornamental bushes with blood. The strike leaders are imprisoned where Mithridates will test new poisons on them.
Pontus is wealthy due to its silver mines and control of the trade lanes across the Sea of Pontus. Mithridates therefore buys thousands of slaves to work on the expansion of the city.
Pontus' Move
Construction of the magnificent city of Amaseia will continue.
Thousands of slaves are bought and transported by sea to work on the Great City. By unfortunate coincidence each and every boat filled with these slaves promptly sinks as it nears the Pontic coast.
[1]: 1 build points added.
City of Amaseia progress: [5/10]
"Whatever could have angered the Gods?" King Mithridates wonders out loud, as he strolls through the royal gardens admiring the red flowers and ornamental bushes. He pricks his finger on a thorny rose and curses as it draws blood. He sighs, "I guess we'll never know... "
A couple of soldiers standing guard glance at each other... they wisely keep their silence.
Average roll: [1].
Kingdom of Suebi (crispy_kiko)
Originally Posted by crispy_kiko
Jade heeds the warning from her advisors and withdraws from the Baltic Sea - at least for the moment. She orders the construction of a Great City in the region most recently conquered bordering the Baltic Sea in a bid to bolster Suebi's strength for future conflicts.
The remainder of the Rugii tribe (whose land you've conquered) launch raids and continue to pester you from their holdouts in the North and in the East. With so much effort expended in defending your newly-conquered territory, little progress is made in building the City itself.
[1] 1 build point added.
City of Rugium progress: [1/10]
Average roll: [1]
NPC Factions
Aorsoi
Construction of Campus Aorsi continues in the capital.
[2]: 1 build points added.
City progress: [3/10]
Average roll: [2]
Arverni
[3+1=4] Pyrrhic Victory! The region is conquered. Average roll: [4]
Athens
[1+1=2] Defeat Average roll: [2]
Epirus
Great City of Ambrasia construction continues in the capital.
[4]: 4 build points added.
City progress: [10/10] = Complete!
City acquired, Edict passed: [2] = Advanced Espionage (Double-Agent): Your Agents get +1 bonus when sent on Spy missions.
Average roll: [4] You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities (Ambrasia)
Gallaeci
Construction of the Great City of Tyde starts in the capital.
[1]: 1 build points added.
City progress: [1/10]
Average roll: [1]
Getae
Construction continues on the Great City of Sarmizegetusa Regia in the capital.
[3+1=4]: 4 build points added.
City progress: [9/10]
Average roll: [4]
Iceni
[1+1=2] Defeat.
Average roll: [2]
Macedon
Great City of Pella construction continues in the capital.
[5]: 5 build points added.
City progress: [9/10] Average roll: [5]. +1 to one dice-roll next turn.
Parthia
Great City of Nisa construction begins in the capital.
[6]: 6 build points added.
City progress: [6/10] Average roll: [6]. +1 to two dice-rolls next turn.
Pergamon
Great City of Pergamum construction continues in the capital.
[4]: 4 build points added.
City progress: [10/10] - Complete!
City acquired, Edict passed: [5] = Maritime Supremacy: During sea battles, you get +2 to your initial roll. You now have 100% chance to intercept enemies attempting to traverse Sea Zones under your control.
Average roll: [5]. +1 to one dice-roll next turn.You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities (Pergamum)
Rome
Great City of Roma construction continues in the capital.
[6+1=7]: 7 build points added.
City progress: [10/10] - Complete!
City acquired, Edict 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.
Average roll: [5]. +1 to one dice-roll next turn.You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities (Pergamum)
Scythian Confederation [4+1=5] Victory! The region is conquered. (+1 Prestige) Average roll: [5]. +1 to one dice-roll next turn.
Seleucid Empire
[1+1=2] Defeat. Average roll: [2]
Sparta
Great City of Sparta construction continues in the capital.
[5]: 5 build points added.
City progress: [7/10]
Archimedes brings in a fresh batch of workers. That and a rousing speech by him regarding work ethics and emotional hurt caused betrayal of faith reduce the original workers to tears. They swear never to go near taverns or any other kind of entertainment facilities for a long time to come.
Archimedes smiles inwardly at the result of his speech having the desired effect; he pushes, rather shoves, both batches of workers back to work.
The temple priests, in their turn, organise special offerings at the Temple of the Fates. Amid murmurs, some acolyte says something about angering the Gods controlling the Rolls of the Dice. He is immediately hushed by the senior priest, "We are doing our best here. Who knows whose actions are provoking divine wrath! IT CLEARLY WASN'T US! AND YOU, FOCUS ON YOUR STUDIES! YOU HAVE THE ROYAL PRIESTLY EXAMS TO PASS!" The acolyte, like the workers in another part of town, bows his head in shame and runs away to the library to look for a parchment on Priestly Ethics that is part of his exam syllabus.
Boy, nowadays young men have grown soft, haven't they? That dried fish and peas was barely legal to drink alcohol in Tennessee. To punish those pampered workers, Chrysippus orders them to double their efforts with half the normal ratios and have the Great City built yesterday!
These are truly awful die rolls. Perhaps consider switching to something else? Like a dice bot on Discord?
We could if the need arises... I think it's just unlucky timing that Scythia's luck improved & Pontus' rolls tanked the moment you switched factions. I would prefer using a publicly auditable dice-roller lest I be accused of being inequitable impartial and to allow non-discord forum browsers in the future to access dice logs too Edit 2:
New Rule Proposal
If a player wants to add warfleets to a sea zone but it's already "owned" by another player, the new player may "contest" the sea zone. If successful, their fleets will be added to the sea zone. A maximum of 2 factions can have split-ownership of a sea zone. Any additional factions that want to have their fleet added to the sea zone must boot an existing faction's fleets out of the sea (like a game of king of the hill).
Full text of updated Sea Zone/Sea battle rules with the added "contesting a sea zone" option:
Sea Zones and Sea Battles (and Pirates)
Sea Zones and Sea Battles
Sea zones are labeled, and are divided by black lines on the map (Ex: Eastern Mediterranean, West Mediterranean, Black Sea, etc.).
Unlike regions which can only be owned by 1 player, Sea Zones can be have a maximum of 2 "owners". Sea Zones can be:
Pirate-controlled
Player-controlled (1 player has fleets in the sea zone)
Split control (2 players have fleets in the sea zone)
At the beginning of the game, all Sea Zones are pirate-controlled.
To attack a sea zone and thus "control" it, you may attack it like you would any other region (i.e. you must own a region or sea zone touching it). Once you control a sea zone, you may launch attacks from it as if it were any other region.
Unlike battles for land regions which takes a single dice roll, Sea Battles will take 6 dice rolls: 3 for each side. Dice rolls for each side are added up, and whichever side has the highest sum wins the battle.
Additional bonuses/penalties for sea battle depending on previous dice rolls:
Spoiler Alert, click show to read:
During offensive naval battles your dice rolls are averaged.
If your average is 7 you gain +2 Prestige.
If your average is 5 or greater you only gain +1 Prestige.
If your average is 3 or greater (and you failed to conquer the sea zone), +1 to your initial battle roll in this sea zone next time (bonus expires in 1 turn)
If your average is 2 or less, -1 penalty to your initial attack roll in this sea zone next time. (penalty expires in 1 turn)
If your average is 1 or less, the enemy will also launch a counterattack.
If you control (or have split-control) of a sea zone, your fleets will automatically try to intercept enemies traversing the sea, with a 50% interception chance. If intercepted, the enemy move fails.
Traversing the Sea
Instead of attempting to control or contest a Sea Zone, you may instead choose to simply traverse the sea to attack a region on the other side. If the sea zone is not controlled/contested by a hostile player or by pirates, you may traverse without issue.
However, if the sea zone you wish to traverse is controlled (or partially-controlled) by pirates or an enemy faction, you have 2 options:
1) Option 1: Attack the enemy fleet in the sea zone in an effort to wrest control of the seas for your own faction
This uses a Move. If you are successful, your faction will now replace the enemy for control of the Sea Zone.
2) Option 2: Attempt to traverse through the sea zone to attack a region on the other side, trying to sneak past the enemy faction's ships (or pirate ships) that are patrolling the area.
This uses a Move. GM rolls dice. Rolling a 1, 2 or 3 means your ships have been intercepted, and your move fails. 4, 5, or 6 means you successfully sneak past enemy ships.
Contesting a Sea Zone
A maximum of 2 factions can have fleets patrolling a Sea Zone.
If no faction owns a sea zone:
This means pirates are patrolling the sea zone, and will try to block factions from traversing this sea zone. Players can attack the pirates to try to remove them from the sea zone (as discussed above). If successful, the player will now "own" the sea zone and the pirates will be eliminated.
If one (1) faction controls a sea zone:
If "Faction A" owns a sea zone, another faction (Faction B) may attempt to contest the sea zone using a Move. If successful, Faction B will also have their warfleets added to the sea. Now two (2) factions have split control of the sea zone (and so both factions' fleets will try to intercept enemy attempts to traverse the sea). This is NOT a declaration of war! So you can contest sea zones owned by friendly nations.
This also does NOT remove "Faction A" warfleets! (If you want to eliminate faction A's presence from this sea zone, you must declare war and attack their fleet in a normal sea battle).
If two (2) factions have split control of the sea zone:
Let's say Faction A and Faction B have split control of a sea zone, so they both have fleets patrolling there. If "Faction Z" also wants to have their fleets patrol this sea zone, they first need to target either Faction A or Faction B and contest them using a Move. If successful, the targeted faction will lose control of that sea zone, and Faction Z will replace them.
Hint: Think of contesting a Sea Zone as a game of king of the hill, except instead of 1 king at the top of the hill, there are a maximum of 2 factions controlling a sea zone.
When should you "contest" a sea zone vs. outright "attack" it?
Simple. If you want a naval presence in a sea zone that is currently owned by a neutral/friendly faction (and you wish to keep the peace), simply "contest" them in the sea zone. Diplomatic relations might be strained, but you will avoid outright war.
Otherwise, if you're already at war with a faction that owns a sea zone, it makes sense to just attack their fleet instead.
How is a winner decided when "contesting" Sea Zones?
Same way sea battles are decided, and all bonuses/penalties that apply to sea battles apply to contesting a sea zone as well.
Bonus from Logistics
Logistics wins wars. As reminder, sea battles take three (3) dice-rolls for each side, instead of the usual single dice roll for land battles.
For each Great City you have touching a particular sea zone, you get +1 for all three sea battle rolls within that sea zone.
For each Fortification you have touching a particular sea zone, you get +1 for your initial sea battle roll within that sea zone.
Learn how to build Cities and Fortifications below under "Advanced Rules".
The new "contesting a sea zone" rules are planned to take affect after Turn 9 results are posted to allow for discussion in the social group.
Last edited by ♞Rogue General♞; July 13, 2023 at 02:56 PM.
Reason: wording
Jade pulls additional forces to the construction site in an effort to provide the builders with the protection they need. The construction of the city of Rugium continues and Jade remains steadfast in her vision for its completion.
Carthage will try to secure the central Mediterranean. And since we can, may as well incite rebellion in the easternmost Roman province (don't tell them it was me)
The only self-discipline you need is to finish your sandwiches
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Greco-Baktrian Kingdom (NobleWoman)
Originally Posted by NobleWoman
Archimedes brings in a fresh batch of workers. That and a rousing speech by him regarding work ethics and emotional hurt caused betrayal of faith reduce the original workers to tears. They swear never to go near taverns or any other kind of entertainment facilities for a long time to come.
Archimedes smiles inwardly at the result of his speech having the desired effect; he pushes, rather shoves, both batches of workers back to work.
The temple priests, in their turn, organise special offerings at the Temple of the Fates. Amid murmurs, some acolyte says something about angering the Gods controlling the Rolls of the Dice. He is immediately hushed by the senior priest, "We are doing our best here. Who knows whose actions are provoking divine wrath! IT CLEARLY WASN'T US! AND YOU, FOCUS ON YOUR STUDIES! YOU HAVE THE ROYAL PRIESTLY EXAMS TO PASS!" The acolyte, like the workers in another part of town, bows his head in shame and runs away to the library to look for a parchment on Priestly Ethics that is part of his exam syllabus.
Move---continue building the city.
The workers are motivated by the moving speech and vow to work extra hard this year, and the offerings of the priests appear to have been accepted by the Moarai.
[3] build points added.
City progress: [10/10] = Complete!
Finally, construction of Heliopolis has been completed! As years pass and news spreads to Kingdoms near and far, your faction's Prestige steadily increases. (As long as you control this city it will grant you+1 Prestige per turn)
As people now flock to your great civilization hoping to bask in its glory, the influx of foreigners also brings increased security risk. King Diodorus, mindful of the opportunities as well as the danger, decides to err on the side of safety and enact a series of legislation aimed at safeguarding the capital from malicious actors. (A city has been acquired, so an Edict is immediately enacted. Result: [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).
Average roll: [3] +1 Prestige per turn from Cities You have 1 Secret Agent at your command (from 1 city)
Spoiler Alert, click show to read:
Cities & Edicts
--Heliopolis (Royal Guard)
The Boii (Morticia Iunia Bruti)
Originally Posted by Morticia Iunia Bruti
Onomaris army now marched north to beat now the eastern Tribes of the Boii. Bellovesos now rested troups should march east to encircle the enemy.
Onomaris prayed to Taranis: "Father let the Wheel of Fortune be in my favor and smash my enemies with your lightning bolts."
The Boii press their advantage and encircle the enemy holdout in the north-east.
As you converge upon the enemy with your veterans and well-rested green troops, thunder and lightning crash down from the clouds overhead to smite the enemy settlements. It seems your prayers have been answered!
The enemy - sensing divine intervention against them (and seeing their homes consumed by the lightning's fires) - have no choice but to surrender or flee. [6+1=7] A heroic victory for the Boii! (+2 Prestige)
Average roll: [7]. +1 for up to three dice-rolls next turn.
You have 1 Secret Agent at your command (from 1 city)
+1 Prestige per turn from Cities
Spoiler Alert, click show to read:
Cities & Edicts
--Oppidum of Boiodurum (Royal Guard)
Republic of Carthage (High Fist)
Originally Posted by High Fist
Carthage will try to secure the central Mediterranean. And since we can, may as well incite rebellion in the easternmost Roman province (don't tell them it was me)
[3+1=4] Your agent succeeds in inciting a rebellion!
Centeral Mediterranean Sea Battle
The Carthaganian fleet sets out to combat the Illyrian pirates ravaging the central Mediterranean Sea. As the weeks pass you eliminate small pockets of ressstance, and eventually you discover a grand collection of pirate vessels at sea! If they are defeated here the pirates will have a hard time operating in this area again - now is your chance! The pirates spot your navy and attempt to flee, and so the Carthaginian navy pursues...
[1] [3] [4] = 8 (pirates)
After days of pursuit supplies start to run low and the Admiral fears of having to abandon the mission and let the pirates escape. Fortunately for the Carthaginians, reinforcements and supply boats arrive from the newly-constructed Great City of Carthage (+1 Logistics bonus for sea battle rolls due nearby City of Carthage) and so the pursuit can continue...
[1+1] [4+1] [3+1] = 11(Carthage)
Thanks to your superiour logistics you are able to run down the pirates and destroy the bulk of them. Your navy now patrols the Central Mediterranean sea and safeguards Carthage's shores from her enemies.
Average roll: [4].
+1 Prestige per turn from Cities
You have 1 Secret Agent at your command (can be used again when turn 13 begins)
Boy, nowadays young men have grown soft, haven't they? That dried fish and peas was barely legal to drink alcohol in Tennessee. To punish those pampered workers, Chrysippus orders them to double their efforts with half the normal ratios and have the Great City built yesterday!
Now hungry and dispassionate, the workers make incremental progress on the City.
[2]: 2 build points added.
City of Chrysippopolis progress: [4/10]
Average roll: [2]
Mithridatic Kingdom of Pontus (Lord of Cats)
Originally Posted by Lord of Cats
Originally Posted by ♞Rogue General♞
Originally Posted by Lord of Cats
King Mithridates the Poisoner asks the striking workers to gather at the royal gardens so he can hear and address their concerns. When the strikers are all gathered together, Mithridates signals to the royal guard commander. Soldiers burst in and slaughter all the strikers, drenching the flowers and ornamental bushes with blood. The strike leaders are imprisoned where Mithridates will test new poisons on them.
Pontus is wealthy due to its silver mines and control of the trade lanes across the Sea of Pontus. Mithridates therefore buys thousands of slaves to work on the expansion of the city.
Pontus' Move
Construction of the magnificent city of Amaseia will continue.
Thousands of slaves are bought and transported by sea to work on the Great City. By unfortunate coincidence each and every boat filled with these slaves promptly sinks as it nears the Pontic coast.
"Whatever could have angered the Gods?" King Mithridates wonders out loud, as he strolls through the royal gardens admiring the red flowers and ornamental bushes. He pricks his finger on a thorny rose and curses as it draws blood. He sighs, "I guess we'll never know... " A couple of soldiers standing guard glance at each other... they wisely keep their silence.
Mithridates orders a new shipment of slaves to be imported. Construction of the great city of Amaseia will continue.
The batch of slaves that finally do arrive safely to Pontic lands are unfortunately not as strong or capable as those that were claimed by Poseidon.
Incremental progress is made and the City is now nearly complete.
[2]: 2 build points added.
City of Amaseia progress: [7/10]
Average roll: [2].
Kingdom of Suebi (crispy_kiko)
Originally Posted by crispy_kiko
Jade pulls additional forces to the construction site in an effort to provide the builders with the protection they need. The construction of the city of Rugium continues and Jade remains steadfast in her vision for its completion.
Jade withdraws the troops from the borders and concentrates them near the site of the City to protect the workers and supplies.
This new strategy appears to be very effective! With your forces no longer spread thin they are able to deter any further raiding parties from disrupting construction.
[6] 6 build points added.
City of Rugium progress: [7/10]
Average roll: [6]: +1 for up to 2 dice-rolls next turn.
NPC Factions
Aorsoi
Construction of Campus Aorsi continues in the capital.
[5]: 5 build points added.
City progress: [8/10] Average roll: [5]. +1 to one dice-roll next turn.
Arverni
[1] Clear Defeat! [3] Enemy counterattack fails. -1 to attack this region next turn, (-1 Prestige penalty not applied, as the faction is already at the minimum prestige level) Average roll: [1]
Athens
Construction of the Great City of Thebes begins.
[4]: 4 build points added.
City progress: [4/10] Average roll: [4]
Epirus
[6+1=7] Spy mission success! +2 if attacking this region. +1 for next spy mission until turn 11.
[6+2=8] Legendary victory! The region is conquered. +3 Prestige.
Average roll: [8]: +1 for up to 3 dice-rolls next turn.
Until turn 11, additional +1 for next spy mission.
Gallaeci
Construction of Tyde continues in the capital.
[2] build points added.
City progress: [3/10]
Average roll: [2]
Getae
Construction continues on the Great City of Sarmizegetusa Regia in the capital.
[3]: 3 build points added.
City progress: [10/10] - Complete!
City acquired, Edict 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.
Iceni
Construction of the Great City of Camulodunum begins.
[5] build points added.
City progress: [5/10] Average roll: [5]. +1 to one dice-roll next turn.
Macedon
[6+1=7] Heroic victory! The region is conquered. +2 Prestige. Average roll: [7]: +1 for up to 3 dice-rolls next turn.
Parthia
Great City of Nisa construction continues in the capital.
[2+1=3] build points added.
City progress: [9/10] Average roll: [3]
Pergamon
[2+1=3] Close Defeat. +1 for invading this region next turn. Average roll: [3]
+1 Prestige per turn from Cities
Spoiler Alert, click show to read:
Cities (Edicts):
--Pergamum (Maritime Supremacy)
Rome
Centeral Mediterranean Sea Battle
[1+1] [5+1] [6+1] = 15 (Rome)
[6] [3] [6] = 15 (pirates)
Close defeat. Average Sea battle roll: [5]. +1 Prestige, +1 for initial roll if attacking next turn.
Average roll: [5]. +1 to one dice-roll next turn.
+1 Prestige per turn from Cities
Spoiler Alert, click show to read:
Cities (Edicts):
--Roma (Royal Guard)
Scythian Confederation Construction of the Great City of Gelonus begins.
[4+1=5] build points added.
City progress: [5/10] Average roll: [5]. +1 to one dice-roll next turn.
Seleucid Empire
Construction of the Antioch continues.
[3] build points added.
City progress: [9/10] Average roll: [3]
Sparta
Great City of Sparta construction continues in the capital.
[2+1=3]: 3 build points added.
City progress: [10/10] = Complete!
City acquired, Edict passed: [5] = Maritime Supremacy: During sea battles, you get +2 to your initial roll. You now have 100% chance to intercept enemies attempting to traverse Sea Zones under your control.
Chrysippus is kinda bored with the slow progress of the city construction. Therefore, he orders the works to be supervised by the Labour Chief Whip, neither Alan Cambell nor the Lord Kennedy of Southwark, but Poseidonius the Nine-Tails, the state-appointed head of the highest trade union of the kingdom with a PhD in flexible working relations and author of a thesis titled: ''Slavery: A Great Blessing or an Even Greater Blessing?''.
Last edited by Abdülmecid I; July 17, 2023 at 10:48 AM.
While Onomaris returned to Boiodurum, she ordered Bellovesus with his rested troups to conquer the land of a subtribe of the Volcae, who lived in the meander at the middle course of the Moenus (today: Main) river and were protected by the hillfort of Virtiobriga (=root of today Würzburg?).
If the Boii controlled Virtiobriga the way would by open to the Rhenus River the trade gateway to Gallia.
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
The construction of the grand city is to be celebrated....with new conquests! General Miltiades is given command of the northern expedition, which is to commence not from the capital region, but its first conquest, that is, the easternmost province.
Gen. Miltiades leads his troops into tribal territory in the north.
Move--Attack the region to the north of Baktria's eastern province (region next to the map border). Send a spy first (if possible).
Wow, I'm having really bad luck in this game. I'll stick around to see what edict finally gets passed, but after that... we'll see.
~ Pontus ~
In the dark kingdom by the dark sea...
Mithridates, stroking his pointed goatee, shakes his head in disappointment at the news. "Something needs to change. Summon my daughter to the throne room."
Crown Princess Zenobia, aged 24, eldest daughter of King Mithridates the Poisoner (aged 46 now), strides into the chamber. She's a dark-haired and dark-eyed lady wearing a black leather outfit. Zenobia currently worked as the chief torturer interrogator of Pontus, which is why she always carried a whip at her hip. She loved using whips. Very soon she'd be awarded the epithet "the Cruel" just like her grandmother.
Mithridates explained the situation to her, then said, "I'm placing you in command of the slave workforce. I want you to whip them into shape. Literally!"
Zenobia bowed. "It would be my pleasure, father," she said with a grin.
Mithridates chuckled. "I'm sure it will. And if you manage to complete the construction, I will officially bestow the epithet 'the Cruel' upon you."
Zenobia thanks her father profusely and eagerly begins appointing taskmasters and handing out whips to them.
Pontus' Move: Finish building the damn city.
Last edited by Lord of Cats; July 14, 2023 at 11:47 AM.