Civilized Campaign Rules
Economics and Civilians

Rules

By Will Johnson

1.0 Introduction

1.1 Description

These Rules for "Civilized Campaigns" are based heavily on "Civilized DBA Campaigns" by Jason Ehlers from the DBA Resource Page which are in turn based on Sid Meier's Civilization & Civilization 2 computer games. They allow players to control the civil as well as military aspects of a long running campaign, without the bookkeeping required of Hyboria style campaigns. They also include rules for some or all of the countries to be run by non-player or cardboard characters, and are thus very suitable for solo play. If rules for a short campaign are required, you should see the original Civilized DBA Campaign rules by Jason Ehlers at http://fanaticus.jiffynet.net/DBA/campcivilized.html. The basic idea of the rules is that virtually everything is calculated upon the size of the population, trade, and individual characters in a country's cities or provinces. Various Civic Improvements and random disasters will influence these calculations.

1.2 Scales, Assumptions and Equipment required

Each normal turn is one year long divided into four phases (Spring, Summer, Autumn & Winter). There are rules for using 5 year turns during "quiet" periods which are also divided up into 4 phases.

A map of the area will be required marked in hexagons, with approximately 15 hexes per country for ancient and medieval campaigns. More modern campaigns will require larger countries.

Population is measured in thousands. Money and the value of trade & production is measured in whatever unit of currency seems appropriate, it will be called points in these rules. The unit of economic production is a city. The capital city is distinguished by the presence of a palace. Army troops are raised in elements (for DBA or HOTT) in other rules treat an element as a complete unit (e.g. Regiment, Battalion etc.).

Maritime vessels (trade or warship) are measured in Ships, but each Ship represents many actual vessels. All chance events are represented by drawing a card from a full deck of playing cards with the jokers removed. The Ace always counts as one, the Jack as eleven, the Queen as twelve and the King is thirteen. When testing against a percentage, redraw court cards and treat the card as its face value times 10%. i.e. Ace = 10% two = 20% 10 = 100%. If testing against a percentage of more than 100%, there is an automatic success for each full 100% in the target total and draw a card against any remaining balance under 100% to see if that represents another success in addition to the automatic one(s). e.g. 280% is two automatic successes and a third success on a draw of an Ace to Eight.

1.3 Record Keeping

A map of the countries, cities, roads and sea trade routes will be required. It will prove helpful to have a campaign yearly notes sheet on which can be recorded events of importance to more than one country and the locations of any current strong rulers. If the campaign will be interrupted the sheet should include a note of which country has made its move, and which type of move if the campaign currently includes both one and five-year turns. Each country will need to keep separate records of characters. This is best done with a family tree layout, provided that there is enough space available to record events in the characters' lives. Keep an additional sheet containing all those characters in the country who do not belong to a family (e.g. Army OIC, High Priest & Chief Advisor). Treat this "non-family" characters sheet as if it were a family for the purposes of the tests in rule section 4. Each country will also need to keep a record of its economic position. I use a spreadsheet or grid layout and a copy is shown in appendix A.

If international mercenaries are to be allowed in the campaign (e.g. Balearic slingers or Cretan archers in a Mediterranean ancients campaign) then a record of those mercenaries available should be kept, and the number of available mercenary elements determined before the campaign starts.

2.0 End Points

2.1 Starting the Game

Each country starts the campaign with a capital city containing a palace and a starting population of 40. The country can have up to two more cities with a starting population of 20 each. The treasury is empty at the campaign start. The army consists of six elements chosen at random from the country's army list and situated at the capital city.

2.2 Ending the Game

These rules are designed for long running, potentially never ending campaigns. If you require a shorter campaign, then look to other rules.

3.0 Turn Sequence

3.1 Yearly & Five-yearly Turns

If a war is raging according to the DBA or HOTT Campaign rules then the turn sequence shown below should be fitted into the campaigning move sequence. Otherwise the sequence should just be followed in the order laid out below, whether the turn is a yearly turn or a five-yearly one. It may prove easier to run through all 4 phases for each country at one time if no military maneuvers are taking place.

3.2 Spring Phase

    Deal with Characters
    Test for Deaths (see rule 4.1.1)
    Test for Marriages (see rule 4.1.2)
    Test for Births (see rule 4.1.3)
    Decide factions in new Rebellions (see rule 6.5.1)
    Decide factions in new Civil Wars (see rule 6.5.2)
    Decree Tax Rates (see rule 5.5)
    Make Military Maneuvers (see rule 6.8)
    Move Diplomatic Missions (see rule 7.1)

3.3 Summer Phase

    Test for Random Disasters (see rule 6.1)
    Test for Civil Disorder (see rule 6.3)
    Make Military Maneuvers (see rule 6.8)
    Test for change of Allegiance in Civil War or Rebellion (see rule 6.5.3)

3.4 Autumn Phase
    Collect Revenue (see rule 5.6)
    Make Military Maneuvers (see rule 6.8)

3.5 Winter Phase

    Retire Land and Sea Elements to winter quarters (see rule 6.8)
    Undertake Political Maneuvers and other actions by Diplomatic Missions (see rule 7.1)
    Optionally test for learned characters (see optional rule 6.6)
    Pay Running Costs (see rule 8.1)
    Spend on Investment (see rule 8.5)
    Make War Declarations (see rule 6.7.1)

3.9 Five-year Turn Rules

The Five-year Rule sections are designed to let you run the campaign during a period of peace at a greater rate of time change for little extra work. All the rules particular to a five-year turn are numbered ".9". The Turn Sequence is still followed, even though the seasonal nature of the phases has no meaning in a five-year turn. It will prove to be easier in a five-year turn to run through all four phases for each country before moving onto the next. These rules can only be invoked if ALL players agree to their use.

If only one or a few countries are involved in a war, then with the agreement of ALL the players, only those countries involved will use annual moves, whilst the other countries continue to use five-year turns, taking their turns only at the beginning of the first turn of the five-yearly turns. Thus if countries A & B are at war and no other country is affected, countries C onwards take their 5 year turn, then A & B take 5 one year turns, then start again with the other countries taking their five-year turns.

Five-year turns can be invoked when no war is being fought (including Civil Wars and Rebellions) and no strong leader (see rule 4.7 for a definition) is in power who could start a war soon. If, during a five-year turn, a Rebellion occurs, or a leader dies leaving either a Civil War or a strong successor, then five-year turns are no longer appropriate for that country, and possibly its neighbours.

3.9.1 Changing From a 5 Year to a 1 Year Turn

If during a five-year turn a strong leader emerges, first complete the five-year turn for that country as normal, then scale down to a one-year turn for that country and any potential targets of invasion for that country. It being assumed that it will take the new ruler between one and four years to consolidate his position and eliminate any opposition. The country with the strong ruler then begins to take one-year turns from the beginning of the next five-year cycle. If a Civil War or Rebellion occurs then the country scales down to one-year turns for the first year after the end of the current five-year cycle. It is assumed that the various factions are jockeying for position in the interim period. Other countries wishing to interfere (by diplomatic means) in the Civil War or Rebellion continue with five-year turns unless other circumstances affect this, they only use one-year turns if militarily engaged in the conflict.

3.9.2 Changing From a 1 Year to a 5 Year Turn

When the reason for the use of one year moves ceases to exist, then the country or countries involved revert back to 5 yearly moves. The country takes sufficient one-year moves to bring it to the end of the current five-year turn, at which point it reverts to a 5 year turn cycle.

4.0 Characters

4.0.1 Introduction

The full use of these character rules, not only adds humanity to the rules, but also some or all of the countries to be automated. Player countries will only need to use rules 4.1 to 4.3 and 4.9.

4.1 Births, Marriages & Deaths

4.1.1 Deaths & Problems

For each family, test to see how many family members have a problem during the year. Each character has a 10% chance of having a problem. Add up the number of chances. If the total is 100% then one character will have a problem. If the total is less than 100% then this is the chance that one of the family will suffer. Draw a playing card, ignoring court cards. If the card drawn is equal to or less than the percentage chance of harm, then one of the family will suffer. If the total is over 100% then a family member will suffer for each full 100% and draw a card to see if someone suffers for the balance. e.g. if there are 17 family members then one of them will suffer each year and there is a seventy percent chance that a second family member will also suffer each year. To find out which character suffers, treat characters up to 40 years old as one chance, 40 to 49 as two chances 50 to 59 as three chances and over 59 as four chances to suffer. Allocate a card to each chance in accordance with these rates and draw a card, ignoring any that do not tally with a character.

If the character suffered a serious illness in the preceding turn, then the character dies, otherwise test for each character that suffers by drawing a card. On a draw of Ace to 6 the character dies, on a draw of 7 to 10 the character suffers a serious illness, on the draw of a Jack/Knave the character suffers financial problems. A Queen means a love affair/scandal and a King means an accident which leaves a scar or disability. The draw of a Queen for a character under 16 years old, means a disfiguring illness (like polio) instead of a sex scandal or love affair.

4.1.2 Fortunes of War

In addition, if a city in the country is under siege, then there is a 10% chance times the number of characters, divided by the number of cities in the country; that character was in the city at the time of the siege and was wounded, fell prey to a disease or died as a result. For example if the country has 4 cities and one is besieged then there is a 2% times the number of characters (10% / 4 rounded down) chance that any one character suffered in the siege.

4.1.3 Marriages

For each unmarried character (including those widowed) between the ages of 16 and 40 there is a 20% chance that the character will marry. Add up all the 20% chances for the family and test to see if one of the characters marries this year. Select the marrying character at random. Select a suitable spouse from among the characters belonging to the country, or create a new character (see rule 4.3.1) if no one else is suitable. Note that inter country marriages are catered for in the political rules (see rule 7.0). Optionally do not test for the marriages of non-family characters, as it is assumed that their functions are not hereditary.

4.1.4 Births

For each married woman between the ages of 16 and 40 there is a 20% chance that she will give birth. Add all the chances for a family and test by drawing a card to see if a birth occurs. If it happens, determine the mother at random and, draw another card. If an odd numbered card (a Jack counts as eleven and odd) is drawn the child will be a boy, if even numbered (Queen counts as twelve and even) the child will be a girl. If a King is drawn the birth is of twins. Test each twin separately, a draw of a second King will mean triplets and so on.

4.2 Characteristics

Dice for a character's characteristics only when it is necessary to know them e.g. for the head of a family. Draw one card per Characteristic. Optionally add or subtract one from the dice throw if two or more ancestors share similar characteristics i.e. if three of the character’s ancestors have over 10 for Popularity then add 1 to the characters Popularity die roll. Also add or subtract one for any racial adjustments that may apply to your campaign. Record the characteristics in two groups of numbers, Morals, Greed, Loyalty and Popularity, then Activity, Intelligence, Martial Aptitude and Political Aptitude.

4.2.1 Characteristic Descriptions
CharacteristicMoralsGreedLoyaltyPopularity
0DepravedWastrelTreacherousAbhorred
1ViciousSpend-thriftPerfidiousLoathed
2NastyMunificentDisaffectedHated
3DissoluteOpen HandedDisloyalDetested
4Most Bad HabitsLavishDishonourableUnlikable
5Some Bad HabitsUnstintingFalseDisliked
6A Bad HabitGenerousUnreliableAverage
7AverageAverageAverageAverage
8Quite GoodSparingHonourableAverage
9Mostly GoodFrugalTruePopular
10GoodUngenerousFaithfulEsteemed
11MoralMeanLoyalRevered
12Highly MoralParsimoniousStaunchAdored
13ReligiousMiserlySteadfastBeloved
14SaintlyMercenaryDevotedBeloved by all

4.2.1 Characteristic Descriptions
CharacteristicActivityIntelligenceMilitary
Ability
Political
Ability
0SluggardMoronicAwfulAwful
1LanguidStupidBunglerBungler
2LethargicIdiotBlundererBlunderer
3LazyDenseIncompetentIncompetent
4SlowThickIncapableIncapable
5CarefulFoolishNot BadNot Bad
6AverageAverageAverageAverage
7AverageAverageAverageAverage
8AverageAverageAverageAverage
9BriskQuickCompetentCompetent
10AnimatedCunningCapableCapable
11EnergeticShrewd GoodGood
12VigorousIntelligentTalentedTalented
13ForcefulBrilliantGiftedGifted
14DynamicGeniusGeniusGenius

Attendance at a university for five-years will add 1, 2 or 3 (Draw a card and divide by four rounded down) to a character's Political Ability. Similarly attendance at a Staff College for five-years will add 1, 2 or 3 to a character's Military Ability. A character may only attend University or Staff College once in his or her lifetime, but may attend both University and Staff College.

4.3 New Characters and Families

If a new character is required as a spouse, general, diplomat etc. create one with rule 4.3.1. Only create a new family if it is absolutely necessary. e.g. for the creation of a new ruling dynasty.

4.3.1 New Characters

To create a new character, ascertain the required sex and determine the character's name and optimum age. Then draw a card, his or her age will be the optimum age less 6 plus the value of the card. If necessary, determine the character’s characteristics according to rule 4.2. If the character does not require a family and is not a spouse of an existing family member, add him or her to the record sheet of non-family members.

4.3.2 New Families

Start with the head of the family under rule 4.5.1 and determine his characteristics. Test for a suitable spouse by drawing a card. On the draw of Ace to Eight, the character is married, note up the spouse's name and age as determined in rule 4.3.1, and you can then test for children of the marriage. On a draw of nine or ten, the character was married, but is now widowed, you can test for children. If a court card is drawn, then the character is unmarried. The test for children is a 20% chance of a child for each year that the wife is over 16. i.e. if the potential mother is 28 there is a 12 x 20% chance of children, which is 240% or 2 children and a 40% chance of a third. Determine the sex of the child(ren) by drawing a card, odd numbers is a boy, even numbers is a girl, and a King is twins. Test for each twin again. The number value of the card drawn plus 15 is the number years since the mother's own birth year to the birth year of the child. i.e. Mother is 30, a child drawing the five of clubs will be a boy born 10 years ago! If extra characters are required, test against the adult characters (i.e. over 16) to see if they have any siblings. On a draw of Ace to eight the character has one half of the card's value (rounded down) of siblings.

4.4 Definitions

4.4.1 Ruler's Characteristics

Where the country is ruled by a single character alone (King, Emperor, Dictator etc.) then the Ruler's Characteristics are those of the ruling character. If the country is ruled by more than one character (Senate, Ruling Council, Parliament etc.) then the Rulers Characteristics are the average of all those characters included on the ruling body. This results in councils having less extreme characteristics than a sole ruler.

A Religious Character is a Character with over 10 on the Moral Characteristic.
An Acquisitive Character is a Character with over 10 on the Greed Characteristic.
A Loyal Ruler is a character with over 10 on the Loyalty Characteristic.
A Popular Character is a Character with over 10 on the Popularity Characteristic.
A Strong Ruler is a character with over 10 on the Activity Characteristic.
An Intelligent Ruler is a character with over 10 on the Intelligence Characteristic.
A Military Character is a Character with over 10 on the Military Ability Characteristic.
A Political Character is a Character with over 10 on the Political Aptitude Characteristic.
A Strong Religious Character is a Character both Strong and Moral.
A Strong Acquisitive Character is a Character both Strong and Acquisitive.
A Strong Popular Character is a Character both Strong and Popular.
A Strong Military Character is a Character both Strong and Military.
A Strong Political Character is a Character both Strong and Political.

4.4.2 Other Definitions

Definitions of Ruler, Strong, Military, Religious, Popular and Acquisitive are given in the rule 4.4.1. The definition of a Strong Army is an army at least 25% bigger than the size of that belonging to the neighbouring country, likely to be the invasion target.

The definition of a neighbouring country is a country sharing a land border, or having a coastline and the testing country has more than two Transport Ships.

A large population is a country whose cities average population is over 70.

A "Wrong" is any loss suffered in population, army or navy units, civic improvements, or other investments which may be attributable to an action by another country. The value of the loss is the cost in taxation units to replace the lost item, plus the lost population increase.

An unscrupulous character is a character low on loyalty and usually high on greed.

4.5 Taxation Decisions

The tax rate of a non-player country is set according to chance and the Rulers Characteristics. The tax rate is 30% plus or minus the random draw of a card as follows. Minus 10% non-court card in spades, minus 20% a court card in spades, plus 10% a non-court card in clubs, and plus 20% for a court card in clubs. There is no change for any red card drawn. In addition add 10% for a Strong ruler, +20% if Acquisitive, - 10% if Loyal, - 20% if Popular and -20% if the capital city is in civil disorder or the palace has been lost. The taxation rate may never be reduced to less than 10% for a non-player country. If a city has a courtroom, determine the tax rate for that city independently of the rest of the country, using a -20% modifier if the city is in disorder, instead of the -20% modifier for the capital city being in disorder.

4.6 Decisions of War

A non-player country may only declare war when the following circumstances apply. If the circumstances apply then draw a card for the country, if a non-court card is drawn, declare war. If a court card is drawn, then the country prepares for war.

4.6.1 War of Conquest

If the country has a strong military character as ruler and a strong army then the country may declare a war of conquest. This type of war must end with defeat for the aggressor, or conquest of part or the whole of the invaded country or area.

4.6.2 War of Religion

If the country has a strong religious character as ruler and a strong army then the country may declare a holy war of conversion of the infidels or heretics. This type of war must end with defeat for the aggressor, or conquest of the whole of the invaded country, or a change of religion by the invaded country.

4.6.3 War for Territory

If the country has a strong popular character as ruler and a large population then the country may declare a war for "Lebensraum". In this case if it is successful it will reduce the populations of its cities to 80 for the capital and 40 for each other city by planting new cities in the conquered lands. This type of war must end with defeat for the aggressor, or conquest of part or the whole of the invaded country, provided that the conquered land is not overpopulated.

4.6.4 War of Exploration/Exploitation

If the country has a strong acquisitive character as ruler and an army of at least 12 elements then the country may declare a war of exploration and exploitation. Note that at least 6 elements must be left at home for defence. This type of war must end with defeat for the aggressor and the loss of the exploration party, or conquest of part or the whole of the invaded country or area, becoming a colony of the aggressor. The invaded country or area will usually not be a neighbour of the invading country, and often on a different continent altogether.

4.6.5 War of Vengeance

If the country has a strong loyal character as ruler, a strong army and the country has been "wronged" by earlier aggression, diplomatic sabotage, or any other loss suffered, then the country may declare a war of vengeance against the offending country. This war will end with defeat for the aggressor, or loss to the invaded country equal to or exceeding the original loss of the invading country.

4.7 Political Decisions

The decisions about what a non-player country will do with a Diplomatic Mission depends upon the Ruler's Highest Characteristic. If there is more than one equally high Characteristic, spread the effects evenly between more than one Diplomatic Mission, or choose between the Characteristics at random. If the country is at war, in a civil war, or in rebellion, then the leader's highest characteristic is assumed to be Military Aptitude regardless of the leader's actual characteristics.

Draw a card to determine which action the mission will take. An Ace to 6 will mean the first available action on the list for that characteristic. A 7 to 10 is the second available item on the list. A Jack or Queen is the third item, and a King is the fourth item on the list. Note that if any action is not possible, then temporarily drop that item from the list and renumber the list for items 1 to 4. A Diplomatic Mission will always be used for as many actions as it can perform in any one turn. Note that some of these actions can only be used in a Civil War or Rebellion situation. If a trade Agreement, Non-Aggression Pact, Defensive or Military Alliance is chosen, and the host country already has such an agreement with a third party in place, then the diplomatic mission may instead attempt to break that agreement.

Morals:
Diplomatic Mission will: Make a Non-Aggression Pact, Donate 25 points of taxation, Make a Trade Agreement, Arrange Access across the host's territory, Raise Mercenaries, Make a Defensive Alliance, Bribe an Element to change sides, Bribe a City to rise in Civil Disorder, Make a Military Alliance, Sabotage an Improvement.

Greed:
Diplomatic Mission will: Make a Trade Agreement, Bribe an Element to change sides, Make a Military Alliance, Bribe a City to rise in Civil Disorder, Arrange Access across the host's territory, Sabotage an Improvement, Make a Defensive Alliance, Donate 25 points of taxation, Raise Mercenaries, Make a Non-Aggression Pact.

Loyalty:
Diplomatic Mission will: Make a Non-Aggression Pact, Donate 25 points of taxation, Make a Defensive Alliance, Raise Mercenaries, Make a Military Alliance, Make a Trade Agreement, Sabotage an Improvement, Arrange Access across the host's territory, Bribe a City to rise in Civil Disorder, Bribe an Element to change sides.

Popularity:
Diplomatic Mission will: Donate 25 points of taxation, Make a Trade Agreement, Bribe a City to rise in Civil Disorder, Make a Non-Aggression Pact, Bribe an Element to change sides, Arrange Access across the host's territory, Raise Mercenaries, Make a Defensive Alliance, Make a Military Alliance, Sabotage an Improvement.

Activity:
Diplomatic Mission will: Make a Trade Agreement, Bribe a City to rise in Civil Disorder, Sabotage an Improvement, Make a Military Alliance, Arrange Access across the host's territory, Raise Mercenaries, Make a Defensive Alliance, Bribe an Element to change sides, Make a Non-Aggression Pact, Donate 25 points of taxation.

Intelligence:
Diplomatic Mission will: Make a Trade Agreement, Donate 25 points of taxation, Arrange Access across the host's territory, Bribe a City to rise in Civil Disorder, Make a Non-Aggression Pact, Bribe an Element to change sides, Make a Defensive Alliance, Sabotage an Improvement, Make a Military Alliance, Raise Mercenaries.

Military Ability:
Diplomatic Mission will: Raise Mercenaries, Make a Military Alliance, Bribe an Element to change sides, Make a Defensive Alliance, Sabotage an Improvement, Arrange Access across the host's territory, Bribe a City to rise in Civil Disorder, Make a Non-Aggression Pact, Donate 25 points of taxation, Make a Trade Agreement.

Political Ability:
Diplomatic Mission will: Donate 25 points of taxation, Make a Trade Agreement, Bribe a City to rise in Civil Disorder, Bribe an Element to change sides, Make a Non-Aggression Pact, Make a Defensive Alliance, Sabotage an Improvement, Arrange Access across the host's territory, Make a Military Alliance, Raise Mercenaries.

4.8 Economic Decisions

The economic decisions about what a ruler of a non-player country will do with any surplus taxation, or deficit, will depend upon that leader's characteristics.

4.8.1 Spend or Save

If the ruler of a non-player country has a surplus of taxation points he may invest that surplus according to the following rules or save it in his treasury. His chance of saving each 25 points or part 25 points of the surplus (any balance up to 25 points is made up from the treasury) is 30%, +20% if he is Intelligent, +10% if he is Acquisitive or Military Ability, - 20% if he is Strong, and - 10% if he is Popular and -20% if the country is at war. There is also an adjustment of +10% per multiple of the total of this year’s net taxation, after running costs have been deducted, already in the treasury at the start of the turn. e.g. If the net spend-able income is 60 points, + 10% if the treasury is 60 to 119, +20% if the treasury is 120 to 179 and so on. If the country is at war there is a 50% chance per 25 points of taxation in the treasury that this will be spent also.

4.8.2 Investment

If the ruler is to invest his surplus, refer to the highest characteristic of a ruler to determine his actions. If a ruler has more than one characteristic with the same equally high scores then either choose between them at random if only a small surplus/deficit is involved, or spread the surplus/deficit equally amongst the characteristics. If the country is at war, in a civil war or in rebellion, then the leader's highest characteristic is assumed to be Military Aptitude regardless of the leader's actual characteristics. Rulers with the following Highest Characteristics will spend their money in descending order as follows.

Draw a card, Ace to 6 is the first item on the list, 7 to 10 is the second item, Jack or Queen is the third item and a King is the fourth item. If all of the possible purchases of an item have been made, drop that item from the list and renumber the list to ascertain the first to fourth items.

The ruler of a country at war will always invest as if his highest characteristic was Military Ability, whether that is the case or not, and will spend any treasury remaining from the start of the turn. A ruler will only raise a New City if a hexagon is owned by the country which is two hexes away from any other city and there is sufficient surplus population in the other cities to enable 21 population points to be used to found the new city without reducing an existing city to less than 20 population points. If these conditions are not met, then take the next available subject for investment, and treat the New City item as if all possible purchases of the item have been made. If a ruler is required to determine which item to lose (e.g. as in rule 6.2) then reverse the order of the list.

Morals:
Will build or retain: Palace, Temple, High Temple, Courthouse, Granary, Aqueduct, City Wall or Fort, New City, Army & Navy Elements, Road/Transport Ship, Marketplace, Bank, Library, Diplomatic Mission, Staff College, Barracks, Stable, Shipyard, University, Public Spectacle, and Coliseum.

Greed:
Will build or retain: Palace, Road/Transport Ship, Marketplace, Bank, Library, Diplomatic Mission, Granary, Aqueduct, Courthouse, City Wall or Fort, Staff College, Barracks, Stable, Shipyard, Army & Navy Elements, New City, University, Public Spectacle, Coliseum, Temple and High Temple.

Loyalty:
Will build or retain: Palace, Granary, Aqueduct, City Wall or Fort, Army & Navy Elements, New City, Courthouse, Road/Transport Ship, Public Spectacle, Coliseum, Marketplace, Bank, Library, Diplomatic Mission, Staff College, Barracks, Stable, Shipyard, University, Temple, and High Temple.

Popularity:
Will build or retain: Palace, Granary, Aqueduct, Public Spectacle, Coliseum, Temple, High Temple, Courthouse, Diplomatic Mission, City Wall or Fort, Army & Navy Elements, Road/Transport Ship, New City, Marketplace, Bank, Library, Staff College, Barracks, Stable, Shipyard, University.

Activity:
Will build or retain: Palace, Army & Navy Elements, Diplomatic Mission, Road/Transport Ship, New City, City Wall or Fort, Staff College, University, Barracks, Stable, Shipyard, Public Spectacle, Coliseum, Temple, High Temple, Courthouse, Granary, Aqueduct, Marketplace, Bank, Library.

Intelligence:
Will build or retain: Palace, New City, Library, Diplomatic Mission, Staff College, University, Granary, Aqueduct, City Wall or Fort, Road/Transport Ship, Courthouse, Marketplace, Bank, Temple, High Temple, Barracks, Stable, Shipyard, Army & Navy Elements, Public Spectacle, and Coliseum.

Military Ability:
Will build or retain: Palace, Army & Navy Elements, Barracks, Stable, Shipyard, New City, Staff College, City Wall or Fort, Road/Transport Ship, University, Public Spectacle, Coliseum, Temple, High Temple, Courthouse, Granary, Aqueduct, Marketplace, Bank, Library and Diplomatic Mission.

Political Ability:
Will build or retain: Palace, Diplomatic Mission, Road/Transport Ship, University, Granary, Aqueduct, Marketplace, Courthouse, Bank, Library, Staff College, Barracks, Stable, Shipyard, Army & Navy Elements, New City, Public Spectacle, Coliseum, Temple, High Temple, and City Wall or Fort.

4.9 Five-year Rule

4.9.1 Deaths

For each family there is a 25% chance per family member of a character having a problem. In a family with 10 members this means 2 problems and a 50% chance of a third. Select the character who suffers the problem by the same method as that used in rule 4.1.1 i.e. twice as likely at over 40 years old, 3 times as likely over 50 etc. If the character suffered a serious illness in the preceding turn, then the character dies, otherwise draw a card for the type of problem; Ace to 6 is death, 7 to 10 is a serious illness. All other results should be ignored, do not redraw a card. To determine when in the five-year turn the problem occurs, draw a playing card and ignore court card. Divide the value of the card drawn by two and round up. This is the year in which the problem occurs.

4.9.2 Marriages

There is a 50% chance per unmarried character between 16 and 35 at the start of the five-year turn that they will marry. Test for which year as per the Deaths section.

4.9.3 Births

There is a 50% chance of a birth for each married female between 16 and 40. Thus if a family has 5 fertile females there will be two births and a 50% chance of a third birth. Test for the sex of the child, with odds as male and evens as female as before, except that now the jack counts as a multiple birth within the five-years, treat the first child as male and test for the second one. Similarly a Queen means two children in five-years, with the first child being a girl. Determine the year of birth as above (Non-court card divided by two rounded up).

5.0 Income & Taxation

5.1 Population

Capitals have a palace and a starting population of forty (measured in thousands), other cities have a starting population of twenty (thousand), but the effective population of each city increases if there are certain Civic Improvements. Civic Improvements that increase the effective city population are:

A Granary in the city allows its effective population to increase 50%, cumulative with an Aqueduct. An Aqueduct in the city allows its effective population to increase 50%, cumulative with a Granary. Examples: A city (base population forty), with a Granary would have an effective population of sixty (40 x 1.5 = 60). A city with a population of eighty and both a Granary and an Aqueduct would have an effective population of one hundred and eighty (80 x 1.5 = 120. 120 x 1.5 = 180).

A city's population increases by 10 percent each year of the effective (not base) population, unless in civil disorder, or under siege, when its population will not increase for that year only. For example a city with an effective population of 47 would increase by 47 x 10% (rounded down) or 4 to 51 next year.

New cities may be founded at any the beginning of any year by transferring at least 20 population from one or more of the existing cities for that country to the new city, in addition to the normal 1 population point and 25 taxation points cost of any new investment. This is the only time that a transfer of populations between cities is allowed. The new city must be positioned at least 2 hexes away from its nearest neighbouring city, including those of "foreign" countries.

Any city falling below a population of 20 is abandoned and becomes a ruin. Any remaining population of this city become dispersed and are lost. An abandoned city losses all of its Civic Improvements. Any diplomatic missions sponsored by the city are NOT lost. Any elements of the army, navy or merchant shipping provided by that city are NOT lost, but if a barracks, stables or shipyard are not present in another city belonging to that country then the number of elements that can be replaced is limited to the remaining cities of that country. Note that a new city can not be raised in the same hexagon at a later date.

5.1.9 Five-year Rule

Population grows at 5% per year of net effective population, or 25% per five-year turn.

5.2 Trade

Trade earnings come from Roads & Transport Ships.

5.2.1 Roads

Roads are built in sections of one hex each. (On a scale of approx. 12 hexes per country and 2 hexes between each city) Each Road section costs 10 points to build and earns 10 points of trade per year, and costs 1 point of tax revenue to maintain (road repair, customs houses, toll booths etc.) Roads may only run from one city to another, although roads may be incomplete and not yet reach their target city, they will still produce trade. Roads can only run towards a foreign city if a Trade Agreement with that other country regarding overland trade with that city has been reached. (See the 8.0 Politics rules.) If the Trade Agreement ceases, the Road still exists whilst maintained for military maneuvering purposes, but all trade from this road ceases until a new Trade Agreement is drawn up. If the Road is not maintained then it is left to rot and become useless, it ceases to exist from the winter phase when it is first not maintained.

5.2.2 Transport Ships

Transport Ships cost 20 points to build and 1 point to maintain per year. They generate 20 points of trade earnings each year that they operate between two coastal cities. Only two Transport Ships may operate between each pair of cities, one ship based in each city. Trade with a foreign city requires a Trade Agreement between the two countries regarding sea-borne trade between those cities. (See the 8.0 Politics rules) If the Trade Agreement ceases, the Transport Ship(s) may still be used for military maneuvering purposes, but all trade from this Ship ceases until a new Trade Agreement is drawn up, or the Transport Ship is used on another trade route, or not maintained and is then left to rot and become useless.

Transport Ships may be temporarily taken off the trade route to ferry army elements across the sea. They take two elements per Transport Ship, and they generate no trade earnings for the whole year if they are so used at any time during the year. N.B. For this purpose only, the trading year is assumed to start with the winter quarter (i.e.. AFTER the revenue for a year has been collected)

5.2.9 Five-year Rule

Trade is generated at a rate of 5 points per year per Road section and 10 points per year from Transport Ships. i.e. 25 points and 50 points per five-year turn respectively.

5.3 Production All cities’ production equals their effective population plus their trade earnings, unless certain Civic Improvements are made that will increase production. Civic Improvements that increase city production are: A Marketplace in the city increases the production 50%, cumulative with a Library. A Library in the city increases the production 50%, cumulative with a Marketplace or Bank. A Bank in the city increases the production 100%, cumulative with a Library. It is an upgraded Marketplace and can not coexist with a marketplace in the same city. Only one Bank is allowed per country. Examples: A city with no trade earnings and an effective population 60 has a Library, its production would be ninety (60 x 1.5). A city has an effective population 180 and 30 points of trade earnings with a Library and a Marketplace, its production would be 472 (210 x 1.5 = 315. 315 x 1.5 = 472.5). N.B. ALL fractions are rounded to the city's favour if a Courthouse exists in the city, otherwise round against the city's favour

5.5 Decreeing Tax Rates

Compute the production and trade earnings for each city in each country. Each year, at the beginning of the Spring Phase before any movements of armies, countries decree the tax rate for each of their cities. Tax Rates must be set at multiples or increments of 10%. The lowest possible tax rate is 0%. The highest possible tax rate is 100%. A countrywide tax rate is set for each country. Countries may set different tax rates in cities with Courthouses. Without a Courthouse, a city must have the same tax rate as the countrywide rate. If the tax rate is set too low, this action may result in lack of funds (see rule 8.1). If the tax rate is set too high, this action may result in civil disorder (see rule 6.3.1).

5.5.9 Five-year Rule

The Taxation rate is set once for the whole of the five-year turn.

5.6 Revenue Collection

At the end of the Autumn phase, players sum up the new revenue they collect from their cities. No revenue can be collected from cities in civil disorder (see rule 6.3.1). To determine revenue, players multiply city production times the tax rate.

Thus, if a city had a population of four, has a marketplace (thus a production of 6), but no Courthouse, the Kingdom's tax rate is 20%, then the revenue is (6 x 0.2 = 1.2) one. Drop fractions unless the city has a Courthouse, in which case round up. Revenue collected is allocated to the country's (or if in Civil War or Rebellion the faction's) treasury.

5.6.9 Five-yearly Revenue Collection

The tax collected in a five-yearly turn is the final production figure for a city times 2.5 times the tax rate applied in rule 5.6.

6.0 Disasters

6.1 Random Disasters

6.1.1 The Test

Each year for each city in a country draw a playing card from a full pack of playing cards, excluding jokers. On a draw of a Black Ace, the city has suffered a disaster. Draw another card to determine the disaster suffered, redrawing court cards, using rule 6.1.4.

6.1.2 Civil Disorder Adjustment

If a city suffers a disaster, it also suffers a plus two to its Civil Disorder Rate (see the Civil Disorder rules). However a disaster has a 50% chance of being negated if the city has the appropriate Civic Improvement. In this case no ill effects are felt by the city and the Civil Disorder Rate is decreased by one, instead of increased by two, as the grateful citizens recognize the benevolence of their ruler.

6.1.3 Civic Improvement Losses

If a Civic Improvement is lost, and the city has more than one Civic Improvement, then the player owning the country selects which one is lost, or if a non-player country by using the characteristics of the countries ruler (see rule 4.6) from amongst those available.

6.1.4 Random Disasters Chart
CardDisasterEffectNegated By:
AceFaminePopulation halved.Granary
TwoFireDestroy one Civic Improvement and Population halved.Aqueduct
ThreeFloodDestroy one Civic Improvement and Population halved.City Walls
FourPlaguePopulation halved.Library
FiveVolcano or EarthquakeDestroy one Civic Improvement, halve Roads and Population halvedTemple or High Temple
SixBarbarian (land) or Pirate (sea) RaidsDestroys land or sea trade for the year and halves Roads or Transport Ships, as appropriateBarracks, Stables or Shipyard as appropriate
SevenDemagogueProduction Halved and Civil Order Rate +1 in addition to the normal penalty.Public Spectacle or Coliseum
EightCorruptionProduction Halved.Courthouse
NineBanditsTrade destroyed for the year.Marketplace or Bank
TenEspionageDiplomatic Mission destroyed. One of the owning country's if available else one visiting the phasing country. Nothing

6.1.9 Five-year Rule

Random disasters are tested for at the same time as Civil Disorder, if the five-year rule is operating. See rule 6.3.9.

6.3 Civil Disorder

6.3.1 The Test

Each turn, at the end of the Summer Phase, after all countries have finished their movement, countries determine if any of their tax rates have resulted in Civil Disorder. One card is drawn from a normal deck of cards, with no jokers included, for each city. The basic determinant is the tax rate in ten percents. Thus if the country set a tax rate of 30%, the city falls into civil disorder on a modified draw of three or less.

If the country set a tax rate of 100%, the city will certainly fall into civil disorder unless there are modifiers. There are several modifiers to the Civil Disorder roll. The presence of a Temple in the city modifies the draw by one, thus decreasing the chance for civil disorder. A Public Spectacle has the same effect. A High Temple or Coliseum will have a modifier of two on the basic rate.

If at least six elements of the country's field army is in the city's hex, or besieged within the city, this situation modifies the draw by two, thus greatly decreasing the chance for civil disorder.

If the country's capital is besieged or there is an enemy field army in the capital hex, or the palace is otherwise lost, all cities suffer a plus one modifier to their civil disorder rate, thus this situation increases the chance for civil disorder.

If the country is presently at war with MORE than one country, this results in a plus one modifier in the country's capital city, this situation increases the chance for civil disorder.

If the country is presently allied with MORE than two countries, this results in a minus one modifier in the country's capital city, this situation decreases the chance for civil disorder.

In addition a foreign diplomatic mission may bribe the city's dissidents, with 25 taxation points, to inflame the population and add another modifier of one to the civil disorder rate for that year. Only one bribe may be made per city per year.

If a city is still in disorder from a previous year add 2 to the city's Civil Disorder Rate.

If a city is a conquered city add two to the city's Civil Disorder Rate until a civil war occurs that the captured city does NOT take part in.

If a city is a conquered city, deduct one from the city's Civil Disorder Rate for each element of the army garrisoning the city. (N.B. This means a garrison of 2 is required to negate the add 2 for being captured and 8 elements of garrison are required to gain a deduction of two for a 6 element army garrison.)

6.3.2 Results of Civil Disorder

When a city falls into civil disorder, make a note of it or mark it on the strategic map. No revenue may be collected from a city under civil disorder. A city under civil disorder cannot create or contribute to creation of replacement elements. A city under civil disorder is weaker in sieges, attackers get +1 modifier to their besieging die roll.

The population of any city in disorder does NOT increase at all that turn, instead of the usual 10% increase. If more than half of the cities in a country are in Civil Disorder at the same time, there is a chance that the country will fall into Rebellion (See the Rebellion rule 6.5.1)

A city remains under civil disorder unless it passes its civil order roll in the following year(s). If the city passes the roll, then civil order is restored. However, a city already in disorder, increases its own disorder rate by two, making it more difficult to restore order in the city.

6.3.9 Five-year Rule

During a five-year turn Civil Disorder is not tested for on a city by city basis, and therefore Rebellion can not occur under the normal scheme of things. Instead each country draws a playing card for each 10% of taxation raised that move. Where at least one courthouse exists in the country and different tax rates apply to different cities, use the taxation rate applicable to the majority of the population. If the Ace of Clubs turns up, the country suffers a Rebellion. If a rebellion starts, test each city in the country, if a 4 or more turns up, adjusted for the presence of temples, high temples, public spectacles, coliseums or more than 6 army units, the city is in Civil Disorder at the time that the Rebellion occurs. Scale down to the normal yearly moves and start with the Rebellion rules. If the Ace of Spades turns up, one of the cities suffers a natural disaster. See rule 6.1.4 to determine the disaster occurring. Determine which city suffers at random, using an equal chance for all cities in the country.

6.5 Rebellion & Civil War

These are different things and they arise for different reasons and can finish for different reasons.

6.5.1 Rebellion

There is a chance of a Rebellion starting when more than half of the cities belonging to a country are in Civil Disorder, and the country has more than two cities. This chance is determined in the same fashion as the basic (unmodified for Civic Improvements) chance of a city in that country going into Civil Disorder. Therefore, select a card from a pack of playing cards for the country, if more than half the cities are in Civil Disorder. If the card drawn is less than the current tax rate for the country then Rebellion will be declared. Find an unscrupulous character under the characterization rules to lead the rebellion. Select one of the cities in disorder at random, this is the city in which the rebel leader "raises his standard". Draw a playing card for ALL of the other cities that are currently in Civil Disorder to see if they join the rebellion. The city joins the Rebellion if any card but a court card is drawn.

All the cities joining the Rebellion automatically cease to be in Civil Disorder, and contribute to the rebel leader's war effort, as if the Rebellion were a separate country. Any Military, Naval or Transport Units in a city that joins a rebellion or changes sides in a civil war, declares their allegiance to be the same as the city. In a Rebellion the treasury and any military or naval units not based in a city will remain loyal to the original ruler.

6.5.2 Civil War

A Civil War occurs when the ruler dies and leaves no single heir to follow him. The Civil War is dealt with in a similar manner to a Rebellion for subsequent years, but in the initial year, all cities NOT in Civil Disorder test to see which faction it will support at random. Also determine at random which faction gains control of the treasury and each separate military or naval force not situated at a city.

6.5.3 Subsequent Years

Each year that the Rebellion or Civil War continues some of the cities of either party could fall into Civil Disorder. If this occurs the other party has the same % chance to convert that city to its side as the current taxation rate of the side it has just disagreed with. Any army or maritime elements based in a city when it changes allegiance, change allegiance with the city. Any cities still in Civil Disorder after testing for changing sides will remain in Civil Disorder until the next year. A city starting the year in Civil Disorder may join either faction on the drawing of a court card from a pack of cards. If it joins a faction decide which faction at random. The city will cease to be in Civil Disorder upon joining a faction. This situation persists whilst the Rebellion or Civil War continues. At the end of which, either the country will be reunited or two new countries will emerge from the war in place of the old one. If either the original ruler or the rebel leader lose all their cities to Civil Disorder, the opposition, or they are taken by military means then that leader has lost the war, and the whole of the original country is taken over by the victorious ruler.

The Rebellion or Civil War may also end by political agreement reached by a Diplomatic Mission, with the split of the country into two new countries along the lines of the cities held by each party at the time of the agreement. (See the Political Rules)

6.6 Learned Characters

See Optional Rule Section

6.7.1 War Declaration

Any war between two countries, as opposed to a civil war or rebellion, should be declared at this point in the turn sequence. A country CAN invade another without a formal declaration of war, but all future Diplomatic Maneuvers by the invader for the lifetime of the ruler at the time of the invasion will suffer a 2 point modifier, as the country's ruler can not be trusted by the other rulers to keep his word! A player country may declare war when he sees fit. A non-player country will declare war according to the Rulers Characteristics (see rule 4.6).

6.7.2 Conquering the Wilds

If a war of conquest or exploration/exploitation is started by a country which has unoccupied hexes adjacent to its borders, then the army will attempt to conquer the "wild lands" before attempting to start a war with a civilized enemy.

6.7.3 Other Declarations

Also in this phase, there should be made any declarations of intention to break an Agreement, Pact or Alliance.

6.8 Military Maneuvers

6.8.1 The Campaign Year

There are three militarily active seasonal campaigning rounds per year - SPRING, SUMMER and AUTUMN. Each country draws a card at the beginning of each year. The highest scorer plays first. Play then proceeds clockwise to the left. Each country involved in the military action has a turn in each seasonal round. Each country must locate his elements in the locations noted on his economic records at the start of the campaign. At the end of the autumn round, the armies retire to winter quarters until the following spring, dicing for each sea or mountain movement stage necessary to reach their own or an ally's territory if no other route is available. Each player then creates new and replacement elements according to the campaign rule 7.5.

6.8.3 Movement

6.8.3.1 Land Movement

Each time troops move they can travel by road from one city to another city provided that no more than one city lies in-between, in any one phase or season. They cannot pass a city or occupied fort that they do not control unless granted passage by the controlling country. If any troops move off road, it may only move two owned hexes per seasonal move.

6.8.3.2 Sea Movement

In one phase up to 12 sea elements (Transport or War Ships) may move from one city to another if traveling on an established trade route and no more than one city intervenes. If sea-borne elements wish to move other than on an established trade route then the elements may only move twelve hexes in a seasonal phase.

6.8.3.3 Difficult Movement

Any elements which move by a sea route, or across explored rivers or mountains except by road, other than in summer must dice for each sea movement stage. A draw of a court card indicates that it has been caught in a storm or suffered a similar problem, the card drawn indicates the number of elements lost, (i.e. a Jack is one, a Queen 2 and a King 3). The first elements lost must be of mounted troops if any are present. If land elements are being carried in Transport Ships then a Transport Ship is lost for every two elements lost. An advancing player then decides whether to continue to his destination, to halt, or to return to his starting point without testing again. Any element moving by sea but not by an established trade route, or crossing unexplored rivers or mountains, must first draw a heart card to move at all. Once able to move test as if an established sea trade route or explored territory as described above.

6.8.4 Invasion

6.8.4.1 General

When invaded, the defender can choose either: (a) to engage the attacker in battle, moving up the field army if it is not already present; or (b) to stand siege, moving up the field army or retreating it away if he wishes. The country can do either of these even if he has earlier that season himself attacked or sent an allied contingent, surviving elements of such contingents having by then returned. Instead of moving to invade, a player may use his turn to move his field army to another of his or an ally's cities in readiness for further movement in future turns.

6.8.4.2 Giving Battle

If an invaded country decides to give battle, this is fought between the opposing countries’ field armies, using the tabletop rules. The player choosing the terrain should attempt to reflect the historical terrain in the vicinity of the battle site. If the battle takes place in the same hex as a city, then that city will provide a unit of militia for every full 20 population points in the city. These are Auxilia in DBA and Hordes in HOTT battle rules.

6.8.4.3 Allies

A country who has an alliance with either protagonist may send an allied contingent to assist an invader or defender, provided it can move from its own field army's location to the foreign city under attack and is granted free passage through any intermediate city by the controlling player. If two contingents are sent in a single season, they must be of different elements. A player country can choose whether to honour an alliance by sending a contingent, or donating 50 taxation points to their ally. A non-player country draws a card to test against a percentage; starting at 70%, +20% if a loyal ruler, +10% if a military ruler, -10% if a popular ruler, - 20% if a political ruler and -20% if the country has already given aid to an ally this year.

The field armies of both countries allied or tributary to the attacker or defender are not moved to their aid, but send allied contingents. The only circumstance in which two allied field armies can be at the same location is if one is standing siege and the other attempting to relieve it, in which case the besieged army provides only a contingent for the battle. An allied contingent consists of up to 3 elements from the country's own field army, one of which must be nominated to include a general. Allied contingent(s) move in sequence after the second of the main protagonists. They use their own separate die under DBA/HOTT rule to determine how many elements/groups they can move each turn. They do not arrive on the table until they score 6, then arrive in a single element frontage column at that table edge best representing their map route to the battlefield relative to the two main protagonists, and measure their first move from that edge. They may sometimes have a choice of board edge. They do not have a camp on the battlefield. They cannot leave the table intentionally or change sides and attack their supposed ally, but the eagerness with which they assist him is a matter for their own conscience. An element can affect combat in an allied player's bound only by providing tactical factors. Artillery shoot only in the main enemy protagonists bound.

6.8.4.4 Results of Battle

The battle is fought until ended as specified in the battle rules. The losses of allied contingents and their main army are added together when determining whether their side is defeated. Loss of an allied contingent's general requires its remaining elements to attempt to march off and leave the table, starting with its next bound. Elements destroyed by combat are lost. Elements that leave the table return to their field army after the battle as do camp followers. Loss of a main protagonist's general and/or camp is penalized by the loss of 2 extra troop elements from the field army at the end of the battle in addition to those destroyed during the battle. This simulates desertion by demoralized troops. Select those lost at random, firstly from those leaving the table during the battle then from any other elements available.

If the country owning the city fought over is defeated, it is captured by the other main protagonist without any further siege. A defeated field army or contingent must retreat to another of its own cities. If it cannot, it is destroyed.

6.8.4.5 Standing Siege

If the defender elects not to fight a battle, the city is besieged. If he has a field army at the city, this must either retreat to another of his cities or stand siege. The attacker now draws a card. He must draw less than a 3 to capture a city in which at least six elements of the enemy field army is standing siege, or less than a 5 if the enemy field army is not present. If the besieged city has city walls deduct 2 from the attackers target to capture the city. If a captured city contains the defender's field army, the whole army is lost.

If a besieger fails to capture the city, he loses one element of his choice. His allies suffer no losses. The siege continues next season unless winter intervenes, the besieging army moves, is reduced to less than six elements or is defeated in battle. The target score needed for capture increases by 2 for each season the siege lasts. A field army that is being besieged can sally out in its next turn to give battle, but not to retreat without battle. An allied contingent assisting a besieger is automatically recalled if its own nation is invaded, or if it attacks with its field army during a later turn that year.

A city under siege during any phase of a year does not increase its population for that year (rule 5.1). There is also a chance that a character will suffer in the siege (see rule 4.1.2)

6.8.4.6 Loss of a City

A country which loses its capital city may rebuild a palace at another of its cities, moving the seat of government to the new city, if the economic rules permit this expenditure of men and materials. If not the country suffers the penalty for not having a capital city on its Civil Disorder Roll, and thence on its chance of a rebellion occurring.

If a country's city is captured, the city has been annexed by the invader, and is added to the invader's economic resources for the subsequent years. No resources are available from a city to either country for the year in which it is captured. A captured city is subject to a plus two modifier to its Civil Disorder Chance, less one for each element of garrison stationed in the city by the capturing country.

6.8.5 Exploration

If a country invades a hex which is not already owned by another country, then the country will attempt to annex that hex to its own realm. The army doing the exploration of the hex must be at least 6 elements strong. The army must spend a complete season exploring the hex to be able to annex it. Draw a card for the success of the annexation attempt, A draw of less than 5 means the hex has been annexed. On the draw of a court card, the exploring army loses an element (to natives or natural disaster) of the owning player's choice. If the exploring army reduces to less than 6 elements it must withdraw from the hex. Add 2 to the target score for each season spent exploring the hex in addition to the first season (i.e. 7 or less in season 2 and 9 or less in season 3).

Note that an exploring army must return to a friendly city in the winter phase of each move, which movement is made BEFORE the annexation test can be taken (see rule 6.8.1).

7.0 Politics

7.1 Movement of Diplomatic Missions

Each Diplomatic Mission moves only twice in its lifetime. Once when newly raised, when it moves from the owning country to the host country, and finally when it is recalled from the host country to the owning country and disbanded. All movement of Diplomatic Missions is made during the Spring phase. This means that a Diplomatic Mission is not available to used on the same turn as the one in which it is raised. A Diplomatic Mission may move from any one country to any other in the campaign regardless of the distances involved, in the one Spring phase. The Diplomatic Mission may commence activities in the winter phase following immediately after arriving in the host country.

7.2 Political Maneuverings

These rules relate only to relationships between sovereign countries. They only deal with the internal politics of a country if a foreign country wants to interfere in a Rebellion or Civil War situation. Political Maneuvers can only be conducted by a Diplomatic Mission, from the owning country to the host country, with the exception of ending a Civil War or Rebellion, or Ratifying a Peace Treaty between 2 countries at war, when the invading general may act as a Diplomatic Mission for the purposes of ending the war only. If so used, the General's Characteristics are used in place of the Diplomatic Mission Leader's Characteristics, when using the optional bargaining rules. Diplomatic Missions may only conduct one Political Maneuver per year, but need not always do so every year. However a country may have more than one Diplomatic Mission to any one host country.

A Political Maneuver includes all of the following and any other actions players can invent.

Making a Trade Agreement between a city in the owning nation and a city in the host nation. This agreement MUST specify whether it relates to land or sea-borne trade (i.e. Roads or Transport Ships). N.B. A sea trade agreement establishes a sea trade route between the cities mentioned in the agreement. Sea trade routes between cities in the same country can be established by raising Transport Ships to ply the "Sea Lane", without a Trade Agreement being made.

Breaking an existing Trade Agreement between a city in the host country and a city in a third country.

Make a Non-Aggression Pact. This agreement specifies that neither country will attack the other, nor assist a third country to do so, unless notice is given a year in advance of breaking the agreement. To have one country allow access between the other country and a third party for trade or military purposes.

Make a Defensive Alliance between the owning and host countries. This states that each country will come to the aid of the other country with military assistance in the event of either country being invaded by a third party.

Break a Defensive Alliance between the host country and a third country.

Make a Military Alliance between the owning country and the host country, that each will assist the other in military endeavours, even if the country is the aggressor.

Break a Military Alliance between the host country and a third country.

Make the host country Declare War on a third country, with whom the owning country is NOT at war.

End a Civil War with the break up of the original country into two new countries.

Ratify a Peace Treaty at the end of a war between the owning and host countries.

7.3 Chance of Success

Where the host country is not ruled by a player, the chance of a political maneuver being successful is assumed to be 5. Thus on a draw of an Ace to a 5 the maneuver is successful, and the Agreement, Pact or Alliance is agreed, and on a draw of a 6 to a King the maneuver is unsuccessful. However, the target chance is increased by one for each 25 points of taxation previously donated to the host country or faction that has not yet been used to increase the chance of success. Player can of course make his own decisions about accepting any political maneuver on behalf of their own host country. On the draw of a King then the Political Mission is assumed to be compromised and must be withdrawn from the host country and disbanded.

7.4 Other Actions by Diplomatic Missions

Instead of a Political Maneuver, a Diplomatic Mission may do one of the following:
Spend 25 points of taxation to bribe the inhabitants of a city to rise in Civil Disorder in the following Summer phase.
Give 25 points of taxation as a donation to the host country or to one or other of the factions in a Civil War or Rebellion in the host country. This will be available to the receiving country or faction in the next Winter phase. (Note that this will create a favourable modifier in a future Political Maneuver.)
Spend 25 points of taxation on sabotage (i.e. to destroy) one Civic Improvement in one of the host country's cities.
Spend 10 points of taxation to bribe an element of the host country's army or navy to change sides in a Civil War or Rebellion situation. If the element changes sides then the maintenance of the element is the responsibility of the host country or faction. Draw from a pack of cards to test if the element changes sides. A draw of an Ace to a 4 will mean the element changes sides, and is available to the other faction in the following Spring phase.
Spend 25 points of taxation plus the normal points cost to raise a mercenary element to support one or other faction in a civil war or rebellion. Only elements available in the army lists of the host and owning countries can be raised as mercenaries, unless international mercenaries have been agreed at the start of the campaign (see rule 1.3). These element(s) are available for military maneuvers in the following Spring phase. (Maintenance of the element is the responsibility of the country owning the Diplomatic Mission)

7.9 Five-year Rule

Only two political maneuvers or other actions per Diplomatic Mission may be attempted in the Five-year turn. They are tested for as if still in yearly turns. If a Diplomatic Mission is created during the five-year turn it may not start Political Maneuvering until the next turn, whether a five-year or yearly turn.

8.0 Expenditure

8.1 Running Costs

All Elements, Roads, Ships, Diplomatic Missions and Civic Improvements need annual maintenance at a rate of 1 point of taxation per year, paid for in the winter quarter. If the nation does not have sufficient funds to pay for the annual maintenance of its Elements, Roads, Ships, Diplomatic Missions and Civic Improvements, it must lose those items which are over the budget. The items destroyed are chosen by the player, or for a non-player country eliminated based on the character of the ruler or ruling council, as described under rule 4.6. If in doubt choose at random. All running costs must be met BEFORE any expenditure on new or replacement items.

8.1.9 Five-year Rule

Civic Improvements, Army Elements etc. cost two and a half points per item per five-year turn to maintain. These costs are rounded up even if a courthouse is present.

8.5 Element Creation & Replacement

At the end of the winter turn, countries can replace lost elements.

If the country has no barracks or stable, the maximum number of elements it may replace in a year is equal to the number of cities under its control.

If the country has no Shipyard, the maximum number of transport Ships and Warships that can be built is the total number of coastal cities controlled by the country. Each element must appear at a different city.

If a city has a barracks, the maximum number of foot elements that city may replace in a year in limited only by the country’s treasury.

If a city has a stable, then the maximum number of mounted units it may replace in a year is limited only by its country’s treasury.

If a coastal city has a Shipyard, then the number of Transport Ships and Warships that can be built in that city is limited only by the treasury.

ELEMENT TYPE / Suggested Cost to Create or Replace per DBA Element
It costs 40 to create or replace Elephants, Knights, Blades, or War Wagons.
It costs 30 to create or replace Pikes, Cavalry, Camelry, or Artillery.
It costs 20 to create or replace Spears, Bows, War Bands, or Light Horse or Warships or Transport Ships
It costs 10 to create or replace Psiloi, or Auxilia or build a Road Section.
It costs 25 to build any other Civic Improvement, or change a Marketplace to a Bank, a Temple to a High Temple or a Public Spectacle to a Coliseum.

Note: Players are free to change these suggested points costs, but all players should agree to changes before the campaign begins! Note that building an element costs 1 population point as do the Civil Improvements i.e. the population of their city is permanently reduced by one.

8.6 Investments

Military elements, warships and Transport Ships must be allocated to a city, and are assumed to be situated there unless a war is taking place. These elements may move from one city to another according to the military maneuvers rule (6.8.1) in any year, even if no war is taking place. The population costs of these investments must be borne by the city in which they appear.

8.6.1 Non-Player Countries

Non-player Countries decide on their investments according to the economic decisions rules (see rule 4.6).

8.6.2 Civic Improvements

In addition to those mentioned above there are other Civic Improvements a player can make. These cost 25 taxation points and 1 population point each to create. Each has a different effect, and the full list is given below:

    A Granary increases effective population by 50%. It also guards against famine.
    An Aqueduct increases effective population by 50%. It also guards against fire.
    A Marketplace increases effective production by 50%. It also guards against bandits.
    A Bank increases effective production by 100%. It also guards against bandits. It is an up-graded Marketplace.
    A Library increases effective production by 50%. It also guards against plague.
    A City Wall aids the defence of a city during siege. The besieging player must subtract one (1) from his dice roll under the DBA rules if the defending player has a City Wall. It also guards against floods.
    A Fort is a stronghold, castle or other fortification not in the same hex as a city. It restricts enemy movement provided that it is occupied by at least one element. It can hold up to three elements. It may be besieged and captured as of it were a city with a City Wall improvement.
    A Barracks aids in the replacement of lost foot elements. If the player has a barracks in one of his cities, this allows the number of foot elements that can be replaced each winter to be limited only by the player's treasury, instead of one element of any type per city. It also guards against barbarian raids.
    Stables are similar to a Barracks, except that its benefits apply only to mounted elements. It also guards against barbarian raids.
    A Shipyard enables the construction of Warships and Transport Ships to be built exceeding the limit of one per coastal city as per the rules applying to Barracks & Stables. It also guards against pirate attacks.
    A Temple in the city is a positive modifier (+1) to civil order. It also guards against earthquakes and volcanoes.
    A High Temple in the city is a positive modifier (+2) to civil order. It can only be built as a replacement for a Temple and can not coexist with a Temple in the same city. Only one High Temple is allowed at any one time in one country. It also guards against earthquakes and volcanoes.
    A Public Spectacle in the city is a positive modifier (+1) to civil order. It also guards against demagogues.
    A Coliseum in the city is a positive modifier (+2) to civil order. It can only be built as a replacement for a Public Spectacle and can not coexist with a Public Spectacle in the same city. Only one Coliseum is allowed at any one time in one country. It also guards against demagogues.
    A Courthouse in the city allows the player to set a different tax rate in that city. Otherwise the city must have the same tax rate as his Capital city. It also cuts down on bureaucratic waste and allows fractions to be rounded up instead of down. It also guards against corruption.
    A Palace distinguishes the capital city from the other cities. It is assumed to be already present at the capital city at the start of the campaign. If the capital city is besieged or lost to the enemy or the palace is lost to a natural disaster, then a modifier applies to the Civil Disorder Rate of all the other cities, until the city is free of the enemy, or another city is declared to be the capital by the building of a new palace.
    A University can be built which will improve the political abilities of the characters in that country according to the characterization rules. This is limited to 10 characters per year. Also no character can attend University more than once in his lifetime, and a sovereign character has no time to attend University or Staff College whilst ruling his or her country. (Possibly other country's characters can benefit from a University, if the 10 characters per year limit is not exceeded. - see the optional political missions rules). A University may, also optionally, create extraordinary individuals called "learned characters" who may have the ability to add "colour" to the campaign.
    A Staff College can in a similar manner to a University, increase the military abilities of characters according to the characterization rules. This is also limited to 10 characters per year and once per character's lifetime. A Staff College may, also optionally, create extraordinary individuals called "learned characters" who may have the ability to add "colour" to the campaign.

8.6.3 Other Investments

A Diplomatic Mission can be paid for by a country (called the owning country) to enable political interaction with another country (called the host country) according to the political maneuvering rules. A Diplomatic Mission can only be utilized for one host country, if it is required to go to another country, it must first be recalled to the owning country, disbanded and a new Diplomatic Mission raised to go to the new host country. It costs 25 Taxation points to raise a Diplomatic Mission and 1 point to maintain it each year.

Each mission must be led by a named character (called the Mission Leader) whose characteristics are known from the characterization rules. More than one character may go on a Diplomatic Mission, but only one character can be the Mission Leader, and can not be replaced. The death or loss of the Mission Leader results in the loss of the Diplomatic Mission.

These missions last until no longer paid for, the owning and host countries engage in war, the Mission Leader dies, or espionage strikes. On the outbreak of war between the owning and host countries, not only is any Diplomatic Mission recalled and lost, but all trade agreements and other alliances between the two countries also cease. When the war ends the victorious country should send a Diplomatic Mission to the losing country to Ratify the Peace Agreement.

Uses of a Diplomatic Mission, instead of a Political Maneuvering can be to "bribe" cities to fall into Civil Disorder, to "assist" any opposition party with financial aid, in a Rebellion or Civil War, and if the wargame rules cater for it, to reconnoiter the host country in preparation for an invasion. Bribes and assistance are in multiples of 25 points, each 25 points gives a one point modifier, and the modifier lasts for the duration of those negotiations only.

Roads may be laid down by the city to other cities in either its own country or in other countries. Any Road leading to another country must first have been the subject of a trade agreement with that other country. These Roads bring trade into the city at a rate of 10 production points per hex per year.

Transport Ships may sail from any coastal city to another coastal city only. Only one ship may be used in the trade between any two cities for each direction of trade. i.e. two ships only may trade between city "A" and city "B", with one ship based in each city. If a Transport Ship wants to trade with a foreign city, there must first be a Trade Agreement reached between the two countries concerning trade between these two cities. Transport Ships cost 20 points to build and 1 point per year to maintain. They yield trade of 20 points per year to the city they are based in.

No city can have more than one of each type of Civic Improvement (Note that Roads, Transport Ships, Warships, Army Elements and Diplomatic Missions are not Civic Improvements for this purpose), and can not have both a Bank and a Marketplace, nor a High Temple and a Temple nor a Coliseum and a Public Spectacle at the same time. In addition a country can only have one instance of each of a Bank, a High Temple or a Coliseum at any one time.

New Cities may be founded at any the beginning of any year (See rule 5.1). The New City starts with 20 population and no civic improvements.

9.0 Miscellaneous

9.1 Non Urban Settings

The rules are based largely upon cities as units of production. If the campaigning countries were not civilizations that built cities then convert the rules for cities to deal with provinces. The civic Improvements still exist and are have the same effects, but the names change. A granary becomes a food store, an aqueduct is an irrigation project, a marketplace becomes a fair, a library becomes a sage, a bank becomes a money lender. In a similar vein, a university becomes a "School" as in the collection of students around a teacher, a staff college becomes a military training ground and city walls become a castle, hill fort or other refuge for the population.

9.2 Wargame Rules Other Than DBA or HOTT

The rules are designed for using DBA or HOTT as the tabletop rules. However, they can be adapted for other rules simply by treating each DBA element as a complete unit under any other rules. Determine your own maximum number of units, or points required on table at the same time and substitute this measure for the limit of 12 elements in the maneuvering rules, and use one half of this figure as the starting armies for each country. Similarly devise your own creation costs for each unit based upon the points system in use in your tabletop rules.

9.3 Playing Advice

Note that a disaster halving the population may result in a city falling below a population of 20 and being abandoned. It is therefore advisable to try to maintain all your cities at a population of 40 or over, so that it takes the unlikely event of two consecutive disasters to destroy a city.

Building roads between your own cities, not only produces trade but also enables a country to move its armies rapidly between its own cities to repel an invasion. Conversely building a road to a "foreign" city enables your country to be attacked more easily and for you to attack the other city more quickly and should only be attempted when you are militarily strong enough to cope with this threat and promise.

There is a decided advantage to using sea trade over land based trade in the amount of trade generated, if not using the Piracy rules. This is deliberate in an attempt to persuade players to create more coastal cities, in accordance with historical precedent.

The characteristics rules, for deaths, marriages, and births add a lot of interest to the game, but they are very time consuming. Do not create more than one family (and a sheet of non-family characters) for each country until you have to. Be prepared to put in the extra effort involved if you wish to run a democratic or republican country with all the extra characters that these political systems require.

You can adjust the probability of a decision being taken by a non-player country (e.g. increasing the chance of building transport ships if a sea Trade Agreement has recently been agreed), but this should be avoided wherever possible to prevent playing favourites. There may be reasons why the country has not done what you think is the best decision that you do not know about. So let chance decide wherever possible.

More Civilized Campaigns


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