Rules
Ancient History of the World
This game is quite similar to History of the World, but I will try to explain the
differences.
It starts in 264 BC on the eve of the First Punic War.
Read all the way to the bottom, because I keep adding things there. The list of
countries should be at the very end.
Resources
Metal
Wood
Horses and variations (Camels, Elephants)
Gold.
Gold
There are various ways to collect gold as well as spend it. You
can spend it on your military, events, and projects. Now, how to
accumulate wealth.
Mines
- Extracting mineral wealth from the Earth itself is the primary way to generate
coinage. In general, there are 5 levels of Mining. Wood or Metal
must be invested in order to facilitate production. The progression is as
follows: 2 M/W produces 50 Gold, 4:100, 8:200, 12:300, 16:400. But mines
vary.
Merchant Ships-
When you build a naval fleet, you have the option to employ it in merchant or
military activities. Employing it as a merchant fleet has significant
economic bonus, but not without risk. While a ship/navy unit is acting as
merchant, that means it is trolling around the Mediterranean Sea raking in the
profits. The ship will be loaded with cargo for trading and crewed by
regular sailors, it will have little to no fighting ability. It is at the
risk of storms, pirates, and other sea-like disasters. But the rewards are
great. There are three types of ships, a Bireme (40 C, 1 M, 2 W), Trireme
(60 C, 2 M, 3 W), and Quinquereme (80 C, 3 M, 4 W) which will raise their
national coinage by 100, 200 and 300 respectively. Sending a military ship
to accompany a merchant ship may be wise, but always be wary of
storms.
Resource
Exchange-
Merchants, foreign and domestic, are assumed to be in all major cities so
Resources can be exchanged at a rate of 1 resource for 5 Coinage. This is
subject to change, and likely will vary for Camel and Elephants which I expect
to be more rare. Buying Resources is not the same Ratio, as transporting them to your country costs
more.
Expanding/Colonizing
New territory can be added to your country through various means. The
ancient world was a populous area, and the richest areas are likely already
occupied by various peoples. Military conquest is always an option.
In order to gain complete control, the countryside must be subdued and the
main city/cities must be seized. If 1, or the other is done, there are
still benefits, but conquest will not be officially complete until both are
accomplished.
Uninhabited areas can be explored for resources, and possible mines.
Colonizing an uninhabited area will require building a major city which
can be used to facilitate the transfer of resources. You can build 3
levels of cities (small, medium, large), with larger cities costing more, over a
longer period of time, but having the benefit of being more defensive and
extracting more resources. The three level of cities cost 50 G for 1 year,
100 Gold for 1 years, 200 Gold for 1 years, and the variation of resources
extraction (not mines), will be determined by GM depending on location.
You have to build a level 1 city, then 2, then 3 in succession. So
it will take 3 total years to get a fully upgraded city.
NPCs or territories already inhabited, can also be turned into allies,
tributaries, protectorates, basically whatever you like. But for instance,
rather than militarily taking over Pergamum the Seleucid Empire can peacefully
get them to give most of their resources in tribute. If you want all of
them, it will take military means, but through peaceful means you may be able to
secure a smaller amount of resources more quickly.
Military
Military units cost Coinage and resources. While outside of your own
territory, or allies’ territory (basically while on an offensive campaign) your
units will cost double upkeep in Coinage (not resources). If you do not
pay for the double upkeep, your units will still follow you... for a while.
And unless they are eventually compensated for their time and efforts,
they will likely be upset and possibly foment rebellion.
Now
for unit break down: I think for general purposes, a unit can have 5,000
men. And Cavalry units are 1000 Horses and men. Archers and slingers are units of
2000.
Always double upkeep of coinage outside your own borders.
Peasants
- 5 Coinage Recruit Time: 1 Season/Turn
Common farmers and civilians from all walks of life. Equipped with
pitchforks and household items. Fight better when defending their own
lands. Every army needs arrow fodder.
Spearmen
- 10 Coinage, 1 Wood or 1 Metal 1 Seasons/Turn
Basically, peasants who have been equipped and slightly drilled. They
carry a couple spears with very light armor. Very
mobile.
Hoplite
- 20 Coinage, 2 Wood 1 Metal 1 Season
This is the famous Greek soldier who bested the Persians. They have a
Wooden Shield (Hoplon), a couple spears, and light metal armor. Fairly
mobile, fairly disciplined.
Phalanx
- 25 Coinage. 2 Wood, 2 Metal 2 Seasons
The Phalanx unit employed by Alexander in his campaigns against Persia.
With average metal armor, these soldiers were armed with a 16 foot long
pike (sarissa). When in close formation, and facing an enemy they display
an impassable wall of spears. When attacking to the front, almost nothing
can displace nor stand up against them. Weak on the flanks, low in
mobility.
Legion
- 30 Coinage 2 Wood, 3 Metal 2
Seasons
Heavily armored, full body shield, short spanish sword, two javelins.
Moderate speed individually, but unit formation allows for much
flexibility and adaptability when facing various units from multiple
directions.
Cavalry
40 Coinage, 1 Wood, 1 Metal, 1 Horse (Camel, Elephant) 2 Seasons
Basically dominates the field against all foes, except Phalanx and Legion.
Where flanks must be utilized. Mobility can not be surpassed.
In regards to each other. Horses are faster than Camels. But
Camels have more endurance over longer distances. But when facing each
other, Horses are startled by Camels. Elephants can be unwieldy, but if
unleashed upon the enemies, can ravage their lines like a wrecking ball.
Horses also are startled by Elephants.
Chariots
50 Coinage, 2 Wood, 2 Metal, 2 Horses 2 Seasons
A driver, and an attacker. Top of the line armor and weapons.
Absolutely useless on rocky terrain, but on a prepared battlefield is
unequalled in fighting ability. Almost like an ancient tank. Basic
Cavalry may be able to maneuver better, but chariots are more heavily armored
and armed.
Slingers
- 10 G, 1 Wood 1 Season
Very mobile, good at hiding. Relatively short distance attack. (Optional 1
Metal can be added to increase Melee abilities)
Archers
- 15 G, 2 Wood 1 Season
Very mobile (slightly less than slingers). Medium range. No longbows
or composite bows. (Optional 1 Metal can be added to increase Melee
abilities)
Battlefield War Machine (Arrow shooter)
- 25 Coinage, 2 Wood, 1 Metal 2 Seasons
Can be used in sieges but is better at battles. Is meant to target men,
not buildings. Pretty slow. Long range.
Siege War Machine (Stone thrower)
- 25 Coinage, 2 Wood, 1 Metal 2 Seasons
Can be used in battles, but destroys walls and building very effectively.
Slow. Long range.
Bireme
- 40 Coinage, 1 Metal, 2 Wood 2 Seasons
Smallest ship. 2 Banks of oars. Wiki for details. Can be turned Merchant,
provides 100 Coinage.
Trireme
- 60 Coinage, 2 Metal, 3 Wood 3 Seasons
Medium size. Speed increases with size and amounts of oars. Can be turned
Merchant, provides 200 Coinage.
Quinquereme
- 80 Coinage, 3 Metal, 4 Wood 1 Year
Largest and fastest ship. Can be turned Merchant, provides 300
Coinage
Religion
Every country must choose 1 patron deity for their country. You can change
your patron deity at any time. When you change deity, the new bonus
immediately comes into effect, but you are simultaneously stricken by a curse
which is the inverse of your previous bonus. This curse lasts for 1 year.
You will also take a temporary hit to your Morale (for the year with the
curse), but your reputation will take a permanent hit because you appear to be
unfaithful to the gods.
Zeus
Your Kingdom receives the protection of Zeus. Bad events are less likely
to occur to your country.
Hera
The wife of Zeus stimulates the growth of your Kingdom. Good events are
more likely to occur to your country.
Hades
Curses anyone that you are at War with. Bad events are more likely to
occur against your opponents.
Poseidon
+10
Coinage per Merchant Ship, Luck increase on all Navy operations
Ares
Luck Increase on Land Military operations, but negative aspects of defeat
increase also
Apollo
Wounded soldiers heal quicker
Artemis
Archers and Slingers are much more powerful
Hephaistos
+10 Coinage per Mine
Demeter
+10 Coinage from Taxes
Athena
For every 10 of the same resources collect, 1 extra is added.
Hermes
Trade (+5 Merchant ship), Travel, speed on everything
increases.
Turns
A year will consist of 4 seasons, and each season will be a turn. 3 day
turns. So 12 day years, not including battles and unforeseen occurrences.
Spring/Summer/Autumn/Winter will be the order/progression through the year.
Weather will have an effect of varying degrees but expect bad weather and
snow in Winter.
More Details, But Important to Read
When at war. Blockading a city by sea, prevent income from Merchant ships.
Sieging a city from land, and blocking its trade that way, prevent Mining
income.
The amount of Resources that cities produce can be increased by pacifying and
expanding the territory around city. Various means will have various
results (bribery, warfare). Up to a limit, then a new cities in different
areas must be built or acquired.
Shared Merchant Ships
Poorer countries can split the cost of a ship with independent investors. This is
meant to only be done for Merchant ships. If you try to convert a shared
Merchant ship into a Military ship, you can do that, but the independent owners
will have an equal say in how the ship is used and will likely not want to risk
their investment in a foolhardy endeavor.
Oracles
The Oracle at Delphi can be consulted, and the GM will give an oracle to the
country. 1 Oracle can be given per season. So only 1 country can
receive an Oracle every season. They cost 50 Coinage, or best offer (if
bidding arises, Oracles will not settle for less than 50 C). They will be
cryptic but helpful, to the best of the GM’s modest capabilities. Every
time an Oracle is purchased, the amount of Gold and other resources are
stockpiled at the temple of the Oracle in Delphi. So the treasury here
will slowly accumulate. Google Delphi for its location in Ancient Greece.
So this temple of the Oracle can be ransacked for a quick dollar, but
obviously there would be many negative effects religiously and politically.
I hope these become interesting in the game, and may considering adding
more temple/oracle like things, depending on how it goes.
This game is quite similar to History of the World, but I will try to explain the
differences.
It starts in 264 BC on the eve of the First Punic War.
Read all the way to the bottom, because I keep adding things there. The list of
countries should be at the very end.
Resources
Metal
Wood
Horses and variations (Camels, Elephants)
Gold.
Gold
There are various ways to collect gold as well as spend it. You
can spend it on your military, events, and projects. Now, how to
accumulate wealth.
Mines
- Extracting mineral wealth from the Earth itself is the primary way to generate
coinage. In general, there are 5 levels of Mining. Wood or Metal
must be invested in order to facilitate production. The progression is as
follows: 2 M/W produces 50 Gold, 4:100, 8:200, 12:300, 16:400. But mines
vary.
Merchant Ships-
When you build a naval fleet, you have the option to employ it in merchant or
military activities. Employing it as a merchant fleet has significant
economic bonus, but not without risk. While a ship/navy unit is acting as
merchant, that means it is trolling around the Mediterranean Sea raking in the
profits. The ship will be loaded with cargo for trading and crewed by
regular sailors, it will have little to no fighting ability. It is at the
risk of storms, pirates, and other sea-like disasters. But the rewards are
great. There are three types of ships, a Bireme (40 C, 1 M, 2 W), Trireme
(60 C, 2 M, 3 W), and Quinquereme (80 C, 3 M, 4 W) which will raise their
national coinage by 100, 200 and 300 respectively. Sending a military ship
to accompany a merchant ship may be wise, but always be wary of
storms.
Resource
Exchange-
Merchants, foreign and domestic, are assumed to be in all major cities so
Resources can be exchanged at a rate of 1 resource for 5 Coinage. This is
subject to change, and likely will vary for Camel and Elephants which I expect
to be more rare. Buying Resources is not the same Ratio, as transporting them to your country costs
more.
Expanding/Colonizing
New territory can be added to your country through various means. The
ancient world was a populous area, and the richest areas are likely already
occupied by various peoples. Military conquest is always an option.
In order to gain complete control, the countryside must be subdued and the
main city/cities must be seized. If 1, or the other is done, there are
still benefits, but conquest will not be officially complete until both are
accomplished.
Uninhabited areas can be explored for resources, and possible mines.
Colonizing an uninhabited area will require building a major city which
can be used to facilitate the transfer of resources. You can build 3
levels of cities (small, medium, large), with larger cities costing more, over a
longer period of time, but having the benefit of being more defensive and
extracting more resources. The three level of cities cost 50 G for 1 year,
100 Gold for 1 years, 200 Gold for 1 years, and the variation of resources
extraction (not mines), will be determined by GM depending on location.
You have to build a level 1 city, then 2, then 3 in succession. So
it will take 3 total years to get a fully upgraded city.
NPCs or territories already inhabited, can also be turned into allies,
tributaries, protectorates, basically whatever you like. But for instance,
rather than militarily taking over Pergamum the Seleucid Empire can peacefully
get them to give most of their resources in tribute. If you want all of
them, it will take military means, but through peaceful means you may be able to
secure a smaller amount of resources more quickly.
Military
Military units cost Coinage and resources. While outside of your own
territory, or allies’ territory (basically while on an offensive campaign) your
units will cost double upkeep in Coinage (not resources). If you do not
pay for the double upkeep, your units will still follow you... for a while.
And unless they are eventually compensated for their time and efforts,
they will likely be upset and possibly foment rebellion.
Now
for unit break down: I think for general purposes, a unit can have 5,000
men. And Cavalry units are 1000 Horses and men. Archers and slingers are units of
2000.
Always double upkeep of coinage outside your own borders.
Peasants
- 5 Coinage Recruit Time: 1 Season/Turn
Common farmers and civilians from all walks of life. Equipped with
pitchforks and household items. Fight better when defending their own
lands. Every army needs arrow fodder.
Spearmen
- 10 Coinage, 1 Wood or 1 Metal 1 Seasons/Turn
Basically, peasants who have been equipped and slightly drilled. They
carry a couple spears with very light armor. Very
mobile.
Hoplite
- 20 Coinage, 2 Wood 1 Metal 1 Season
This is the famous Greek soldier who bested the Persians. They have a
Wooden Shield (Hoplon), a couple spears, and light metal armor. Fairly
mobile, fairly disciplined.
Phalanx
- 25 Coinage. 2 Wood, 2 Metal 2 Seasons
The Phalanx unit employed by Alexander in his campaigns against Persia.
With average metal armor, these soldiers were armed with a 16 foot long
pike (sarissa). When in close formation, and facing an enemy they display
an impassable wall of spears. When attacking to the front, almost nothing
can displace nor stand up against them. Weak on the flanks, low in
mobility.
Legion
- 30 Coinage 2 Wood, 3 Metal 2
Seasons
Heavily armored, full body shield, short spanish sword, two javelins.
Moderate speed individually, but unit formation allows for much
flexibility and adaptability when facing various units from multiple
directions.
Cavalry
40 Coinage, 1 Wood, 1 Metal, 1 Horse (Camel, Elephant) 2 Seasons
Basically dominates the field against all foes, except Phalanx and Legion.
Where flanks must be utilized. Mobility can not be surpassed.
In regards to each other. Horses are faster than Camels. But
Camels have more endurance over longer distances. But when facing each
other, Horses are startled by Camels. Elephants can be unwieldy, but if
unleashed upon the enemies, can ravage their lines like a wrecking ball.
Horses also are startled by Elephants.
Chariots
50 Coinage, 2 Wood, 2 Metal, 2 Horses 2 Seasons
A driver, and an attacker. Top of the line armor and weapons.
Absolutely useless on rocky terrain, but on a prepared battlefield is
unequalled in fighting ability. Almost like an ancient tank. Basic
Cavalry may be able to maneuver better, but chariots are more heavily armored
and armed.
Slingers
- 10 G, 1 Wood 1 Season
Very mobile, good at hiding. Relatively short distance attack. (Optional 1
Metal can be added to increase Melee abilities)
Archers
- 15 G, 2 Wood 1 Season
Very mobile (slightly less than slingers). Medium range. No longbows
or composite bows. (Optional 1 Metal can be added to increase Melee
abilities)
Battlefield War Machine (Arrow shooter)
- 25 Coinage, 2 Wood, 1 Metal 2 Seasons
Can be used in sieges but is better at battles. Is meant to target men,
not buildings. Pretty slow. Long range.
Siege War Machine (Stone thrower)
- 25 Coinage, 2 Wood, 1 Metal 2 Seasons
Can be used in battles, but destroys walls and building very effectively.
Slow. Long range.
Bireme
- 40 Coinage, 1 Metal, 2 Wood 2 Seasons
Smallest ship. 2 Banks of oars. Wiki for details. Can be turned Merchant,
provides 100 Coinage.
Trireme
- 60 Coinage, 2 Metal, 3 Wood 3 Seasons
Medium size. Speed increases with size and amounts of oars. Can be turned
Merchant, provides 200 Coinage.
Quinquereme
- 80 Coinage, 3 Metal, 4 Wood 1 Year
Largest and fastest ship. Can be turned Merchant, provides 300
Coinage
Religion
Every country must choose 1 patron deity for their country. You can change
your patron deity at any time. When you change deity, the new bonus
immediately comes into effect, but you are simultaneously stricken by a curse
which is the inverse of your previous bonus. This curse lasts for 1 year.
You will also take a temporary hit to your Morale (for the year with the
curse), but your reputation will take a permanent hit because you appear to be
unfaithful to the gods.
Zeus
Your Kingdom receives the protection of Zeus. Bad events are less likely
to occur to your country.
Hera
The wife of Zeus stimulates the growth of your Kingdom. Good events are
more likely to occur to your country.
Hades
Curses anyone that you are at War with. Bad events are more likely to
occur against your opponents.
Poseidon
+10
Coinage per Merchant Ship, Luck increase on all Navy operations
Ares
Luck Increase on Land Military operations, but negative aspects of defeat
increase also
Apollo
Wounded soldiers heal quicker
Artemis
Archers and Slingers are much more powerful
Hephaistos
+10 Coinage per Mine
Demeter
+10 Coinage from Taxes
Athena
For every 10 of the same resources collect, 1 extra is added.
Hermes
Trade (+5 Merchant ship), Travel, speed on everything
increases.
Turns
A year will consist of 4 seasons, and each season will be a turn. 3 day
turns. So 12 day years, not including battles and unforeseen occurrences.
Spring/Summer/Autumn/Winter will be the order/progression through the year.
Weather will have an effect of varying degrees but expect bad weather and
snow in Winter.
More Details, But Important to Read
When at war. Blockading a city by sea, prevent income from Merchant ships.
Sieging a city from land, and blocking its trade that way, prevent Mining
income.
The amount of Resources that cities produce can be increased by pacifying and
expanding the territory around city. Various means will have various
results (bribery, warfare). Up to a limit, then a new cities in different
areas must be built or acquired.
Shared Merchant Ships
Poorer countries can split the cost of a ship with independent investors. This is
meant to only be done for Merchant ships. If you try to convert a shared
Merchant ship into a Military ship, you can do that, but the independent owners
will have an equal say in how the ship is used and will likely not want to risk
their investment in a foolhardy endeavor.
Oracles
The Oracle at Delphi can be consulted, and the GM will give an oracle to the
country. 1 Oracle can be given per season. So only 1 country can
receive an Oracle every season. They cost 50 Coinage, or best offer (if
bidding arises, Oracles will not settle for less than 50 C). They will be
cryptic but helpful, to the best of the GM’s modest capabilities. Every
time an Oracle is purchased, the amount of Gold and other resources are
stockpiled at the temple of the Oracle in Delphi. So the treasury here
will slowly accumulate. Google Delphi for its location in Ancient Greece.
So this temple of the Oracle can be ransacked for a quick dollar, but
obviously there would be many negative effects religiously and politically.
I hope these become interesting in the game, and may considering adding
more temple/oracle like things, depending on how it goes.