You may now post. Please see Post #3 for current instructions. KhaNESII: S.P.Q.R The year is 78BCE. Sulla, the dictator who showed the power of the Army in politics and ruled through sheer force of arms, is dead. He has reformed Rome, abolishing the title of Tribune of the Plebeians, and has now declared Rome's rule the sole prerogative of the Senate. But his reforms cost him dearly - he was assassinated by a furious plebeian, and the resulting riots almost plunged Rome once more into civil conflict. However, the Senate has stepped forth to reassert its power, and desperate to stave off another civil war, it has convened to elect a new set of Consuls. But how long can Rome's democracy survive, as dictatorship and war threatens on every flank? The Republic of Rome The Roman Republic is the organisation that all of you belong to. You are all representatives of the Republic, in its duty passed on by the Gods to bring civilisation to Europe and beyond, and create an Empire to stand the test of time. The Republic is governed at any time by two Consuls and the Senate (the esteemed gentlepersons I see before me.) The consuls and senators have powers that are described below. Many of the consular powers pertain to the statistics of the Republic itself, which are explained below. Consuls: The current consuls of the Republic. Players in parentheses. Funds: The funds available in the Republic's Treasury. Republican Treasury funds are for recruiting legions, building buildings in Rome itself (which has no governor), and for Republic-wide policies (e.g. free Grain Laws.) Funds per turn are in parentheses. Legions: the legions available to the Republic. First thing in a line is the name of the Legion. The second is the number of legionnaires in the Legion. Third is the Name of the commander of the Legion, fourth is the location of the Legion and its commander. If no commander is assigned to a legion, it is located in Rome and cannot move until a commander is assigned to it. All the characters in KOTOR are the Senators of the Roman Republic. Characters have their own military, intrigue, and management ratings, traits, and possibly funds, holdings, and armies. An example character stats looks like this; Name: Self explanatory. Player in parentheses. Location: Where the character is currently located. If not on campaign, it will be in their governership province. If they do not have a governorship, it will be in Rome. If the character is on campaign, their location will be shown on the map as well, as a dot with a number next to it that will be relevant to a legend on the side of a map. Military: The character's military score. Determines how good a commander he is, and partially determines your success in battle. Intrigue: The character's intrigue score. Shows how good he is at the scheming and plotting of the Roman Republic. Determines diplomacy with NPC nations and assassinations. Management: The character's management score. Shows how good a character is at managing the day to day running of a territory. Determines how much income a governor gets from a province Governorships: What provinces a senator is governor of. Provinces provide income to the character. Funds: How much money the character has. You spend your funds on provinces you are the governor of and recruiting soldiers in provinces you are the governor of, as well as some other policy you may think of. Armies: The armies under the character's command. Legions are granted by order of the Senate, while personal forces are always under your command until you grant them to someone else. Armies follow you around absolutely - you cannot leave them behind to defend something, you must be with them at all times. Traits: What traits your character possesses, which determine their score. They happen semi-randomly, but doing certain things can increase the chances of getting a trait. Traits can be good or bad. Provinces A sample province sheet looks like this; Name: Self explanatory Governor: The governor of the province Value: How much money the province provides to the Republic and the Governor. The amount of money to both the Republic and Governor is equal to: Value if Management=0 1.5*Value if Management=1 (Value*Management) if Management=>2 Stability: How stable the province is, out of 10. Buildings: These are the buildings that can be built in a province. Buildings give certain bonuses to the builder or the governor of the province. Spoiler List of buildings : Temple of Mercury (15 Funds): Mercury blesses the province, making its merchants more profitable. Only one temple may be built in a province. Temple of Ceres (15 Funds): Ceres blesses the province, making its fields richer. Only one temple may be built in a province. Temple of Vulcan (15 Funds): Vulcan blesses the province, making its blacksmiths better. Only one temple may be built in a province. Temple of Mars (15 Funds): Mars blesses the province, making its soldiers better in battle. Only one temple may be built in a province. Temple of Minerva (15 Funds): Minerva blesses the province, making its citizens wiser. Only one temple may be built in a province. Militia barracks (15 Funds): Allows you to build Militia. Medium barracks (25 Funds): Allows you to build Auxilia. Requires Militia Barracks Large Barracks (40 Funds): Allows you to build Veteran Auxilia. Requires Medium Barracks. Javelin Range (15 Funds): Allows you to build Velites Archery Range (25 Funds): Allows you to build Archers. Requires Javelin Range. Stable (15 Funds): Allows you to build Scouts Cavalry School (25 Funds): Allows you to build Equites. Requires Stable. Blacksmith (25 Funds): Improves the quality of weapons built in the province. Armoury (40 Funds): Improves the quality of weapons and armour built in the province further. Requires Blacksmith. Market (15 Funds): Improves the value of the province. Forum (40 Funds): Improves the value of the province further. Requires Market. Port Facilities (15 Funds): Improves the value of the province by allowing sea and river trade. Harbour (40 Funds): Improves the value of the province by allowing sea and river trade. Requires Port Facilities. Arena (15 Funds): Improves public order. Hippodrome (25 Funds): Improves public order further, allows the training of Charioteers. Requires Arena. Colloseum (40 Funds): Improves public order further, allows the training of Gladiators. Requires Colloseum. Wooden Walls (10 Funds): Improves defence if the city is besieged Stone Walls (20 Funds): Improves defence if the city is besieged. Requires Wooden Walls. Fortifications (30 Funds): Improves defence if the city is besieged, allows towers to return fire. Requires Stone Walls. Tax Collector (15 Funds): Improves value of the province, reduces public order Council House (25 Funds): Improves value of the province. Requires Tax Collector. Governor's Palace (40 Funds): Improves value of the province, improves public order. Requires Council House. School (25 Funds): Improves the value of the province. Academy (40 Funds): Improves the value of the province. Requires Schools. Units Senators can build the following units. Spoiler Units : Militia (5 Funds for 300) Auxilia (7 Funds for 300) Veteran Auxilia (9 Funds for 300) Velites (4 funds for 300) Archers (6 funds for 300) Scouts (7 Funds for 100) Equites (9 Funds for 100) Charioteers (11 Funds for 100) Gladiators (9 Funds for 100) Legions (20 Funds for 300. Can only be built in Rome. Can only be built from the Republic's Treasury.) Senatorial Powers: Senators have the following powers. 1) Every four seasons, they may vote in consular elections, UNLESS they are declared rebels, in secession, or on campaign. 2) Every four years, after Consular elections, they may propose and vote on laws. Laws are non-binding instructions on the functioning of the republic e.g. no armies in Roma province, all funds for the next 10 years must be put into armies, all senators must wear funny hats, etc. I will decide if something is a valid law or not - I don't want you guys screwing with the constitution much, if at all. Laws are non-binding, but thats only for character purposes - breaking a Law might bring the ire of the Republic and Senate upon you, so be warned. Its up to the players. Laws may also be 'resolutions'; that is, a formal request for the Consuls to do something in their bills. Resolutions are in an OOC sense non-binding, but you may draw the ire of the other senators if you ignore them. A Consul can in an OOC sense ignore resolutions passed into Law, but remember; a resolution passed into law is a formal request from the Senate as a whole, and ignoring it may add positive or negative traits. As always, the choice is yours. Laws can be vetoed if both Consuls agree to veto it, but otherwise it is binding in an IC sense. 3) A senator may declare himself a Rebel. (see below) 4) A senator has full control over their personal funds and armies, unless such army is under the power of somebody else. Voting on Laws Voting on Laws is done by a simple Yes/No vote on every law. The law is passed if more people vote yes than no. No senator who has a Legion at the time of voting, is on Campaign, or is a Rebel can vote. Consuls Every two years (4 Seasons, i.e. 4 turns), the Senate assembles in Rome to elect 2 Consuls. After the election of the Consuls, they must put out a Bill which contains the Republic Orders for each Season. Both Consuls must sign off on the final bill, and only one may be put out. Discussion on the bill may be public or private. The bill has the following powers. Regular Powers: Will be done every year, in the form of a Bill. 1) Assign governorship to any character of any province. 2) Assign a Legion to the command of any character, and send him on Campaign. 3) Spend the Republican Treasury on whatever projects, including recruiting legions. Spending the Republican Treasury is done in Bills, and not in orders - (the Republic itself doesn't do orders, as its armies are under the control of Generals and its spending is done by bill). The Republic may also grant its funds on Senators to do with as they will, or alternatively it may specifically purchase buildings in provinces. It may also spend the treasury on improvements within Rome. 4) Send any senator as an envoy to an NPC nation. 5) Issue a declaration of war to an NPC nation. 6) Declare any character a rebel or declare their return to the fold. 7) Pass ingame policies and laws, eg. a limit on the size of farms, free all slaves, ban slavery as a whole, create new provinces, the creation of a Republic-wide bureaucracy for gladiatorial games… etc. 8) Issue non-binding (in an OOC sense) instructions to characters. Extraordinary Powers: Will come up at other times 8) Call on a vote for a Dictatorship. (must be signed off by both consuls, may be done at the start of the turn order, when Consuls declare their candidacy) Any bill can be vetoed if one Consul requests a vote for a veto with a 75% majority. If so, no bill is published this season. If no compromise can be reached by the due date for bills, no bill is published and all terms from last bill apply. Governorships Provinces can be granted to governors as governorships. Having a governor improves the funds the province contributes to the Republic's treasury by a certain amount, depending on the character's management score. It also provides funds to the governor, depending on the province's wealth itself and the management score of the governor. Governorships are granted in bills by Consular appointment, and remain in place until a Bill specifically grants the governorship to another character. Governors are responsible for the management of their province, and have control over all spending and recruitment within the province, though it is done with their own funds. Will you grant the best provinces to the most talented managers in order to increase the Republic's wealth? Or will you trade governorships for favours and victory in elections? The choice is yours.