Rules
Starting date is 370 AD. Dates progress every five years for each turn.
Rome
Rome (Eastern and Western). Although Western Rome falls in 100 years, both Romes are still moderately powerful. If one tribe decides to attack Rome alone, they will most likely be pushed back (unless they are a huge force). Rome's power is basically measured, although not entirely, by the emporer's power. There are three ranks:
Weak - a very weak emperor
Normal - a normal emperor. what you would expect from an emporer
Great - a powerful emporer. Can lead Rome effectively.
Also, by the power mark there is another ranking, passive or aggressive. This determines whether an emporer will stay on the defensive (passive) or the attack (aggressive). So naturally, a Weak, Passive emporer is the weakest form of emporer; a Great, Aggressive form is the most dangerous. NOTE: emperor's names are fictional.
Rome and only Rome is divided into provinces. Western Rome's provinces are: Gaul, Iberia, North Africa, Italia, and Britania. Eastern Rome's are Illyria, Thrace, Greece, Asia Minor, Syria, and Egypt. I will measure Rome's income based on provinces (more on income later). Also, each province has a provincial capital. You may have conquered all of a province, but if a provincial capital is not sacked, then all of the income won't be yours until you do so. The provincial capitals are: Burdigala (1) (Gaul), Corduba(2) (Iberia), Carthage (2) (North Africa), Ravenna (3) (Italia), Londinium (1) (Britania), Salonae (2) (Illyria), Adrianople (2) (Thrace), Corinth (2) (Greece), Ancyra (1) (Asia Minor), Antioch (3) (Syria), and Alexandria (2) (Egypt).
Western Rome's capital is Rome. Eastern Rome's capital is Constantinople. You don't just have to conquer the capital to end either empire; you need to do more. Get creative and think of something you'd have to do.
I will be measuring Rome's soldiers by province. "Rome has 1000 Legionaires in Gaul".
City Defense - a city's defense is rated in levels: 0-5. 0 - No defenses. An enemy army can just walk into the town. 1 - a wooden palisade. Enemies can't just walk in, but it is not much of a barrier to enemies. 2 - wooden wall. Stronger than palisade, but not really strong. 3 - Stone wall. Raiders cannot hope to plunder towns with these walls, and they are moderatly strong. 4 - Large Stone Walls - strong defenses 5 - Citadel Walls - neigh impenetrable.
Increasing city defense - to increase a city's defense from 1-2, you must pay 2x the level you want to reach (pay 4 to get wodden walls, etc.) from 3-5, pay 3x as much.
Corruption: Since Rome is corrupt, some income is lost.
Forts - dots on the map are forts. These are areas where the defender (Rome) gets the bonus
Income
Income is measured in points. I will measure each country's economy in points, and Rome's by province. Income can not be really affected by rulers, but rather grows by itself (but you can give a boost by increasing agriculture, etc.).
Barbarians
The barbarians are the other nations besides Rome (not including Sassanid Persia).
Raids - raids are small attacks with few men aimed at looting income points from other nations. The larger the force, the more plunder, but if the force is too large, then you risk a skirmish. You cannot gain any territory from a raid.
Population - your population determines your army. There are two figures: men, and other. men is the fighting force, other is other people. Your population growth in determined by your agricultural harvest: its either famine (only grows 0.01%) regular (0.03%) or bountiful (0.05%). You cannot affect harvests.
Increasing army - to increase your army, you must first have enough men. To make any foot soldiers, you must pay one point to arm 300 men. For regular horsemen (including horse archers) 1 point to arm 150 men. For Gothic Cavalry you must pay one point to arm 50 men. You must have enough men to increase your army (you need 400 men in your population ot arm 400 men, etc.).
Army training: Either untrained, trained, or veteran. Untrained is default. Trained requires that you build a military academy (settled down, 3 points). veteran comes from surviving multiple battles.
Sieges - when attacking a town, you may either assault or siege the town. The length of the siege depends on the level of defenses. For 0-2, it takes 1 turn. For 3-4 it takes 2 turns. for 5 it takes 3 turns. I know that means a siege of 15 years, but it needs to be for than one turn.
Assault - Your men make crude rams and ladders and attack the town. Depending on the rank of the defenses you may suffer low, medium, or high casaulties.
Settling on Roman lands - if allowed, you may be able to settle on Roman lands (for different reasons). Your income suffers alot, and you may not be able to have a large army, but you are protected by Rome (yay!).
Attack bonus - you get an attack bonus if you hadn't settled down yet. It helps you win territory from Rome.
Settling down - when a barbarian nation settles down, they loose the attack bonus above. However, their economy increases more often because you don't have to move as much.
Sassanid Persia uses the same rules except the three last ones.
New Nations
Sometimes new nations may sprout out....
Events
Sometimes there are special events I highlight at the begining of an update.
Povincial Capitals - circle on map. Capitals - squares
NO POSTING
PLAYERS LIST
Germanians - Zydiac
Anglo-Saxons - Kal'thzar
Persians - Alex994
Norse - Tommy_Toon
Ostrogoths - Andis-1
Visigoths - Dachspmg
Scythians - Lord_Iggy
Celts - Kentharu
Macrocomanni - uubry
UNITS
BARBARIAN
Warriors
Warriors are barbarian troops with little training, arms and armor. They are like a millitia for the barbarians and should not be counted on to fight as elite infantry, although they may sometimes be able to hold a battle line. Their arms are basically home-made and include axes, swords, knives, and spears, and they lack shields and armor. They are also cheap. Cost = 1 to arm 400.
Skirmishers
Skirmishers are lightly armed troops who should break up and harass enemy formations before the main battle lines meet, and act as a screen for heavier troops. Their skills also make them useful in springing tactical ambushes. Each man is armed with a clutch of throwing spears, a short sword and a small shield, but they do not wear armour preferring speed over protection. Skirmisher warbands are often the tribe's younger warriors. These men have yet to prove themselves as warriors, so are not necessarily tough enough to stand against a seasoned enemy in hand-to-hand fighting. Cost = 1 to arm 400.
Chosen Archers
Chosen archers are highly prized for their superior skills in war. They are the best archers available to barbarian warlords. They are all, as might be expected, excellent bowmen, fleet of foot and expert hunters. They are given the best bows available to their people, and are also equipped with good swords and chainmail armour too. This equipment means that they can do more than just defend themselves in hand-to-hand combat. They can, when required, act as light infantry. Their presence on a battlefield is always useful, as they have the flexibility to be both archers and infantry and do a good job in both tasks. Cost = 1 to arm 200
Spearmen
The men of a spear warband are effective against cavalry and most infantry, but lack the discipline of more 'civilized' troops. Their spears, however, make them valuable defensive warriors for any warlord. The warband is the basic unit of any barbarian army - a group of tough warriors bound together in the service of a tribal strongman or village headman. Each warrior is protected by a large shield. In common with other Germanic warriors, these men are very clever when concealing themselves in forests. Cost = 1 to arm 300
Axemen
Axemen are steadfast and aggressive warriors, the 'infantry of the line' for barbarian warlords. They are not very disciplined at times, as their sense of honour and bravery can make them eager to get into any fray, but they are uniformly superb fighters. They are equipped with good axes and small shields. Every warlord worth the name makes sure he has a couple of warbands of these hard men under his command. Cost = 1 to arm 400
Chosen Axemen
Double-handed axes are intimidating weapons, especially in the hands of chosen axemen. These men can hack a hole in almost any enemy battle line. Chosen axemen are an elite among tribal warriors, selected for their physical size, strength, bravery and - some would say - pig-headedness. They are the assault troops of any barbarian army, the men whose only job is to smash any organised resistance and keep on killing until no foes remain. Fear is completely alien to them, as is any concept of mercy to a foe or a weakling among their own kind. They are fantastically strong men - and need to be to wield their enormous double-headed axes with any degree of skill and control. The axes are easily capable of cleaving a man down to his breastbone even through armour. Chosen axemen themselves disdain armour as a sign of cowardice. Cost = 1 to arm 200
Night Raiders
For most armies, night is a time for withdrawing to camp and roasting a boar or two. For German night raiders, its the time to paint themselves and set out in search of enemies to slaughter. Lightly armed infantry, the night raiders' value lies in their ability to spread terror. These warriors from the remote depths of the tangled German forests carry just a small shield and an axe, but weapons of iron and steel are only part of their armoury. Before battle, they daub their bodies with black dye, giving them an otherworldly appearance. When the moment is right, they charge - wild-eyed and screaming - at their foes. Any who survive assaults by these maniacal barbarians are convinced they are spirits sent from Hades! Cost = 1 to arm 300
Berserkers
Berserkers are extremely ferocious, aggressive, indomitable warriors with no thought for personal safety once the rage of battle comes upon them. They will use chants, strong drink, potions, rituals and even self mutilation to whip themselves into a fighting frenzy. Once the madness is upon them, little can stop them - their blood-crazed dash into the thick of combat is deeply disheartening (at best) to any who stand against them. They may try to cut their enemies to pieces in this state, but will think nothing of trying to gouge, bite, head butt and kick opponents to death as well. They disdain armour as a sign of weakness, along with mercy, common sense and knowing when to stop fighting. They are supremely dangerous foes in close combat. Cost = 1 to arm 50
Barbarian Cavalry
Barbarian cavalry are lightly armoured and carry spears and shields. They are best used as scouts and in pursuit of fleeing enemies, and ride sturdy, sure-footed ponies with a good turn of speed. Like many barbarian warriors, however, they can lack battle-discipline and be over-keen to enter battle against worthy opponents. Honour and standing come from fighting, and sometimes the urge for glory overwhelms good sense! These men are all good fighters, but find organised, formal warfare goes against the grain. They are unlikely to be very effective against steady infantry unless attacking from an unexpected direction. Cost = 1 to arm 150
Gothic Cavalry
Gothic cavalry are an aristocratic - if such a word can be applied to barbarians - heavy cavalry elite of the German tribes. Having the wealth to risk a horse in battle requires status, and among barbarians this status is retained by acts of personal bravery. As a result, these men think little or nothing of danger, and are keen to be the first to come to grips with an enemy. They are well armed and well armoured, having spears, heavy mail coats and shields. They are, however, prone to attacking whether or not it makes sense to their warlord - glory and honour are always worth pursuing, after all! They are best employed at what they do best - hitting an enemy hard and repeatedly. Victory over the foe is always glorious, so they will not think less of an order to attack the flank or rear of an enemy unit. Cost = 1 to arm 50 NOTE: only available to Ostro/Visi Goths