Inflated Time Line

Newly released Conquest of the Empire by Eagle Games.
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Inflated Time Line

Post by Flashman » Fri Nov 21, 2014 6:56 pm

I ask; what time period does a game of COT(R)E represent?

The typical civil war following a succession crisis would last for a few months to maybe at most a couple of years.

This is fine, but not really long enough for monetary inflation to double the cost of everything.

So think of a game as representing a more prolonged struggle between competing Roman clans, with the auto-inflation mechanic triggering suitable intervals at which various changes take effect.

Blending in my suggested marriage/alliance & veterans rules, these changes might be at each Inflation:

1. Basic unit costs increase by 5 talents.

2. All veterans on the board retire (triggering frenzied combat and/or colonization as Inflation looms).

3. A Dynastic sequence is initiated. This may change the family dynamics for each player as characters die and the old alliances dissolve.

(4?). All surviving units must "return home" to deal with the crisis; that is be placed in provinces controlled by that player and containing a town or city. Legions can be re-organized at this stage.

In effect a new chapter begins, with new alliances and campaigns within the game.

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Re: Inflated Time Line

Post by Flashman » Fri Nov 21, 2014 8:03 pm

Proposed player turn sequence:


Marriage Alliances.

All marriages must be arranged in this phase. Players are free to negotiate, for example rich players might offer substantial dowries with potential brides. Formal matches must involve the active player, but money etc. can exchange hands between any players. For example Green might bribe Yellow NOT to marry his Imperator to Blue's Augusta.

Any terms can be verbally agreed, but the only binding terms are that official allies cannot attack each other and must be prepared to share tt with their ally as well as defend together if attacked.


This is the only time (and only on his own turn) that a player may execute captured leaders. He may of course accept money not to do so, sell the captive to another player or agree to release him. However he must roll a D6 for each prisoner he attempts to execute:

1. The prisoner is tipped off about his impending execution and makes a daring escape. Place him in the open where he was being held. He is no longer held and may move in the normal way on his own turn. He may not be attacked until he joins up with friendly combat units.

2. The Augurs are not favourable to bloodshed; the execution is postponed for this turn.

3-6. The Augurs being good, the captive is successfully put to death.


For each leader held prisoner by other players, roll a D6. On a 6, the character escapes as per 1 above.

The active player may conduct any of the above actions in whatever order he chooses, though he may attempt only one execution/escape for each prisoner.


Consider roads to exist between all provinces within Roman tt.

?Once a province has been occupied it should be considered to have roads; People were using Roman roads centuries after the Romans had left.

Should road movement be unlimited, or simply doubled?



Each side organizes forces; legions may be reorganized.


Standard infantry must always be taken as casualties before veterans; you may not deliberately take vets as casualties to deny them to the enemy! An infantry of either type must always be the last casualty. Catapults cannot be taken as casualties but are always captured - they cannot be taken along with retreating units. Since each legion is limited to 1/2? catapults, captured excess are destroyed. Docked galleys may be captured and converted to one of the winner's colour if available.


Cavalry may be sent to pursue retreating units.


A number of leaders and combat units of the defeated side will be taken captive. Leaders are to be kept under guard and must be escorted if you wish to move them to a safer imprisonment, e.g an island. They may NOT be executed at this stage.
Combat units captured can be absorbed into the legions of the victorious player.


The victorious attacker may allow his victorious troops to sack any town or city in the conquered province. Collect plunder equal to the pre-sack tax level of the province. A sacked town/city is immediately reduced by one level. If you refuse your troops the right to plunder, it may effect morale and lead to mutiny.


All infantry qualifying for promotion must be replaced with veteran units if available. This may not exceed the number of enemy units eliminated & captured in that battle. Note that the number of veterans available to all players in the game will be limited; say 50 in total (silver infantry units). Thus, veterans are in effect a form of currency.


Players may organize all surviving and captured units within their legions. Unwanted captured combat units may be sold into slavery @ 5t? each.

Build forts

If there is no settlement in the province, the controlling player may order his infantry to construct a fort (no cost).



Subject to limits on the number of settlements of each type, the active player may colonize (i.e. trade in) 3 veterans in order to build a settlement up one level; i.e.

A Fort into a Town

A Town into a City (player/regional capital)

A City into an Imperial Capital (if there is none)

Only one step is possible each turn, i.e. you may not retire 6 veterans to build a fort into a city as a single colonization.

A player may voluntarily reduce a city one step in order to build a capital elsewhere, but does not receive anything back from the reduced city.


Spend any cash held on new combat units at the going rate. You may not buy veterans. Catapults limited to 1/2 per legion/garrison. You may not spend talents to build or grow cities.
* However if using the proposed Ave Caesar link a Circus may be purchased in order to stage races. A victorious commander may also wish to build an Arch in his capital to commemorate his glorious triumphs.

*If using grain icons, reduce the cost of total purchase by 5 talents for each province controlled with a grain symbol.

Place New Units

A player may place up to 10 new units in a city/capital, and up to 5 in each of his towns. No placement is permitted in forts or empty provinces. Galleys can only be built in coastal provinces; it must be made clear which coastline they have been constructed on for future movement purposes.


Against type, I place this step last simply so that each player will have funds to use during the other players' Diplomatic phases.

*If using mines rule, roll a D6 for each silver mine, a D10 for gold mines. Collect the result in talents. On a roll of 1 the mine is worked out and removed.

Edit: Or just collect 5 for silver, 10 for Gold until worked out. Gold was the main reason Rome occupied Dacia which would otherwise have been too underdeveloped to be worth taking over. It was abandoned once it became more expensive to occupy than it yielded money in gold revenues.
Last edited by Flashman on Sun Nov 23, 2014 10:24 am, edited 1 time in total.

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Re: Inflated Time Line

Post by pellulo » Sat Nov 22, 2014 4:08 pm

The time line can go from about 180 A.D. to about the early third century 207-215 A.D., where massive barbarian invasion, nearly topple the empire(at least in Europe). You can have a sub-game where the winner of the game, automatically faces the barbarian breakout, once crowned the winning Caesar(not a good way to start a reign of power). Thanks, Pellulo

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Re: Inflated Time Line

Post by Flashman » Sun Nov 23, 2014 10:21 am

Inflation makes the Barbarians more powerful because it makes regular Roman units more expensive. It also makes Romans more dependent on recruiting Barbarian auxillieries (hit on only 1), which are no longer superior to the Barbars themselves.
Further, I have several scenarios 4th-5th century where 2 or 3 palyers will start as Barbarian super-tribes rather than Roman factions.

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