Guide - How to Play

 

This is the main guide of the game, read this first before reading the scenario information.

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-PBM UMPIRE-

 

-COMPUTERISED WARGAMES CAMPAIGN SYSTEM-

 

Copyright (C) Richard Bodley Scott 1988-91

 

 

 

 

-GENERIC RULES-

 

          -PBM UMPIRE-  is  a  generic system  allowing  fully  computer

          moderated multi-player  wargames  campaigns  in  any  period

          prior to the development of  rail travel.  By providing  the

          main program with appropriate scenario data, any  historical

          or imaginary campaign may be simulated.  The following rules

          apply in any campaign run using -PBM UMPIRE-.  Scenario

          rules applying only to the campaign  in which you are taking  part

          are given in a separate section of the rules.

 

-TIME SCALE:-

 

See scenario rules.

 

-DISPOSITIONS:-

 

          All troop  positions are  listed according  to the  province

          they currently  occupy.   Provinces  are named  after  their

          principal city,  where  there is  one.  (Uncivilised  tribal

          areas may have no city).  Spy networks and forces  belonging

          to the  province owner  and  his allies  are assumed  to  be

          inside the city,  if any,  unless they sally  forth to  give

          battle.   Hostile  forces  are  assumed  to  be  manoeuvring

          somewhere nearby.   Revenue  value (RP)  and loyalty  rating

          (LOY) for  each province  are reported  only if  the  nation

          whose forces are  being reported  owns that  province.   All

          movement is from province  to province, following  permitted

          land or sea routes  (see below).  Whether  a province has  a

          city or not is indicated in the column headed CTY.  Y = Yes,

          there is  a city.   N  = No  City (Tribal  area). D  =  City

          destroyed.

 

-MAP:-

 

          A key to  the campaign  map will  be found  in the  scenario

          rules.   Terrain types  are also  scenario dependent.    The

          prevailing terrain (TER) determines the availability of each

          troop  type  for  recruitment,  and  the  effectiveness   of

          different troop types in battle.

-TROOP TYPES:-

 

          Details of  available  troop  types will  be  found  in  the

          scenario rules.  However, all  troop types belong to one  of

          the following three categories:

 

          -Fleet squadrons-  Fleet  squadrons move by  sea moves.   They

          can usually  transport one  unit of  land troops  per  fleet

          squadron.  They can fight in sea battles, and can usually to

          take part in sieges (see scenario rules).

 

          -Army Units-  Army units move  by land moves.  They can  fight

          in land battles and sieges.

 

          -Spy Networks:-  Spy networks are unable to move, and normally

          have no combat strength.  They:

 

           a) Send intelligence reports on all foreign forces at

              their present location.

           b) Send news reports on conflict occurring at their present

              location or adjacent provinces.

           c) Increase the chance of enemy provinces revolting against

              their masters. (They do not do this in allied territory).

           d) Neutralise the effect of enemy spies on own provinces'

              loyalty.

           e) Attempt to identify and destroy foreign spy networks in

              own provinces.

           f) Can be used to offer bribes to enemy garrison officers

              (See below).

 

-COMBAT FACTORS:-

 

          Each unit of each troop type has a combat factor for each of

          the following battle situations - Open Sea Battle, Open Land

          Battle (each different terrain  type), Siege - Assault,  and

          Siege - Regular Siege Operations.  If a troop type is unable

          to contribute fighting strength in a given battle situation,

          its combat factor will be zero.

 

          Note that defending naval units in assault or regular  siege

          operations are only  taken into account  (assuming that  the

          scenario allows them  a combat  factor for  sieges) if  they

          have DEFEND orders. (see below).  See the scenario rules for

          the table of combat factors.

-SEQUENCE OF PLAY:- 

         

          It is important to consider the  sequence

          in which orders are actioned by the computer each turn,  as,

          for instance, it is not possible to recruit troops and  move

          them on  the  same  turn.    Furthermore,  hostile  players'

          movement may prevent recruitment  in provinces their  armies

          enter.  Any  orders which are  rendered impossible to  carry

          out due to enemy action  or other causes will be  cancelled.

          Conditional orders which depend on future enemy actions  are

          not allowed. (Except  as described below).   Any  additional

          orders left after all valid orders have been processed  will

          be ignored.  Some activities  only occur in specific  turns.

          See the scenario rules for details.

            1)  Diplomacy

            2)  Set taxation levels. (Taxation turns only)

            3)  Options: (In any order)

                 Demobilisation. (Demobilisation turns only)

                 Found city. (Investment turns only)

                 Improve/rebuild cities. (Investment turns only)

                 Sack city.

                 Transfer funds.

                 Assassination attempts.

                 Bribery.

                 Move capital. (Investment turns only)

                 Cede province.

                 Retrain/Convert Troops. (Investment turns only)

                 Appoint new general.

                 Reassign general.

                 Promote/Demote general.

            4)  Calculate morale.

            5)  Movement and Combat Orders.

            6)  Recruitment. (Land units only in land recruitment

                turns.  Sea units only in sea recruitment turns)

            7)  Desertions.

            8)  Revolts.

            9)  Disloyal generals.

           10)  Epidemics.

           11)  Resolve conflict at each province in turn (First

                determine local supply situation).

           12)  Unaccompanied generals captured.

           13)  Counter-Intelligence.

           14)  Collect taxes and pay troops. (Taxation turns only)

           15)  Devastated provinces recover one point. (Taxation

                turns only)

           16)  Troops in enemy territory retire to winter quarters in

                own territory. (Only if turn is last turn of the

                campaigning season).

           17)  Feudal troops disperse to their homes for the winter.

                (Only if turn is last turn of the campaigning season).

           18)  Commanders move to winter quarters.

           19)  Tribal nations muster extra recruits. (Only if turn

                is last turn of the campaigning season).

           20)  Print reports, including current intelligence.

-DIPLOMACY:-

 

          Each player must  list all player  states that he  considers

          enemies.   It  will  be assumed  that  he  regards  unlisted

          players as friendly.  If one  of a pair of players  declares

          the other to be  an enemy, both  are mutually considered  as

          enemies, even  if  the  other  player  did  not.    Mutually

          friendly players  can pass  through each  other's  territory

          unmolested, and  will  combine  together  to  fight  against

          mutual enemies in the same province.  Hostile forces in  the

          same province  may fight,  depending on  their orders.  (See

          below).   Independent (non-aligned)  provinces are  normally

          hostile to all players,  but Independents in revolt  against

          the  current  owner   of  a   province  will   assist/accept

          assistance from  player(s) hostile  to the  province  owner.

          (See below).

 

-TAX LEVELS, TREASURY AND MORALE:-

 

          CIVILISED NATIONS:  Tax  is  collected and  troops  paid  by

          Civilised nations in taxation turns only.  Each province has

          a basic tax  revenue, which may  be modified by  investment,

          devastation of the land, destruction of the principal  city,

          etc.  Tribal areas  (provinces that have  never had a  city)

          give a lower  revenue to Civilised  nations than to  Tribal.

          (The notional revenue applying to Tribal nations  represents

          the availability of warriors rather than actual cash).   The

          resulting current normal revenue  is reported to the  owning

          player in his sit-rep.  The level of taxation decreed by the

          player can be altered from 0 to 150% of normal.  (Where 0% =

          No taxes collected, 100% = Normal tax level, 150% = One  and

          a half times  normal taxation).   Any intermediate level  is

          allowed.  The chosen tax level applies to the player's whole

          territory.  It is not permitted  to vary the tax level  from

          province to province.   In  a scenario  where Local  Revolts

          apply (see scenario  rules) overtaxation will  significantly

          increase the chance of  provinces revolting, while  reducing

          taxation will lower it.   In a scenario where local  revolts

          do not  apply,  overtaxation  will  cause  economic  decline

          resulting in  loss  of future  revenue  value.   Actual  tax

          collected will  vary  somewhat  either side  of  the  amount

          expected.  Tax cannot  be fully collected  in a province  if

          there are hostile  army units in  it, unless it  is the  tax

          collector's home province (Capital).  Roughly 1 RP of  basic

          revenue value will be lost for each hostile unit present  in

          other  provinces  during  the  tax  collection  phase.  Once

          captured by the enemy, however, even home province  revenues

          are lost until the province is recaptured.

 

          The current normal revenue value (in revenue points =  RP)

          of each province owned by a  player is shown on his  sitrep.

          Where the  taxes are  not collectable,  the RP  is shown  in

          brackets.  If no revenue value is shown for a province, this

          indicates  that  the  player  does  not  currently  own  the

          province.  Each fleet squadron or  army unit costs 1 RP  per

          taxation turn to  maintain.   Spy networks cost  0.5 RP  per

          taxation turn to  maintain.   Recruiting new  units (of  any

          type) costs 3 RPs each.  Troops who are not up to date  with

          their pay have  reduced morale  and may desert.   They  will

          also suffer higher rates of  attrition, and fight less  well

          in battle.

 

          TRIBAL NATIONS:  Tribal nations  do not  have to  pay  their

          troops out of RP income.  They receive most of their revenue

          in the form of  this military service.   However, they  also

          receive a small proportion  of their revenue  in RPs.   This

          may vary  from  scenario to  scenario,  and depends  on  the

          "tribal revenue factor" - ask  your umpire!  Tribal  nations

          automatically receive recruits at the end of each year,  but

          can also recruit  troops for  RPs in  the usual  way.   Once

          recruited they do not have to be paid out of RP income.

-DEMOBILISATION:-

 

          Any unit may  be disbanded, in  a demobilisation turn  only.

          Note that this occurs AFTER they have been paid.  Since  any

          troops that are to  be disbanded must be  paid off in  full,

          this means that if the treasury  cannot meet the pay of  all

          troops  in  full,  disbanding  troops  will  result  in  the

          remaining  troops  being  even  further  in  arrears,   with

          consequent diminution  of  their  morale.    If  army  units

          equivalent in  total  to  the current  revenue  value  of  a

          captured province are disbanded in the province on one turn,

          they will convert the province into  a colony.  A colony  is

          more loyal (loyalty 2) than a captured province (loyalty 1),

          and maximum recruitment is at  the normal level, whereas  it

          is reduced in a captured province.

           This is one  of three  methods of  forming a  colony -  the

          others being by rebuilding a destroyed city, or by  founding

          a new city . (See below).

 

-CITY IMPROVEMENT:-

 

          It is possible  to enhance  a city's  revenue and  defensive

          strength by investment.  An  investment of 2 revenue  points

          will enhance a province's future revenue by 1 RP.  This  can

          only be carried  out in an  investment turn.   The limit  to

          which a  province's revenue  may be  raised is  150% of  its

          original revenue, or 15  RP, whichever is  less.  The  extra

          revenue does not commence until  the next tax date.   Tribal

          areas cannot be "improved".

-CITY REBUILDING:-

 

          Destroyed cities can be rebuilt (in an investment turn) at a

          cost of twice their original tax revenue.  In the case of  a

          captured  province  (loyalty  1),  this  will  convert   the

          province to a  colony (loyalty  2).   This is  one of  three

          methods of forming a colony - the others being by founding a

          new city   (see  below) ,  or  by disbanding  troops  in  the

          province (see above).

 

-CITY FOUNDATION:-

 

          Civilised players  can  found  a  new  city   in  a  province

          currently without  a city  (i.e. tribal  areas or  provinces

          whose cities have  been destroyed  - see below).   This  can

          only be done in an investment turn.   The cost is 10, 15  or

          20 RPs, producing  a city  of 2, 3  or 4  RPs basic  revenue

          respectively.   The  city can  subsequently  (in  successive

          investment turns,  NOT in  the  turn in  which the  city  is

          founded) be improved up to 150% of its original revenue,  as

          above.  Cities  cannot be founded  in provinces where  there

          are currently  any hostile  forces.   The city  founder  may

          choose the name  of his  new city , provided  that the  first

          three letters of the new name  do not clash with any of  the

          other  provinces  currently  extant  in  the  campaign,  and

          provided that it is in  keeping with the scenario.   Founded

          cities have an initial loyalty of 2.

 

-LAND DEVASTATION AND RECOVERY:-

 

          Provinces  which  are  the  site  of  conflict  may   suffer

          devastation of their agricultural lands, disruption of trade

          and industry and so  forth.  This  may lower their  revenue,

          down to an eventual minimum of half their original  revenue.

          It is therefore better to  fight on enemy territory than  on

          your own.  Raiding forces of  as little as one cavalry  unit

          or fleet squadron  can be effective  in damaging an  enemy's

          revenue, even if given retreat  orders.  1 point of  revenue

          is  recovered   automatically   AFTER  taxation   has   been

          calculated on  each  following  taxation  turn,  up  to  the

          original basic  revenue.   Note  that  h extra  RPs  due  to

          investment are  not  recovered  in  this  way,  but  can  be

          restored by further investment.

-CITY DESTRUCTION:-

 

          When a  city  is  captured,  there  is  a  chance  that  the

          victorious army will sack the city.  This is more likely  to

          occur after an assault, after  a prolonged siege, or if  the

          victors are a tribal  nation, and very  much less likely  to

          occur if the city originally belonged to the victors.  If  a

          city is  sacked  in  this  way,  no  booty  accrues  to  the

          victorious player's  treasury, being  assumed to  have  been

          acquired   individually    by   the    victorious    troops.

          Alternatively,  a   player   may   decide   voluntarily   to

          systematically destroy a city  currently under his  control,

          provided that there are no  hostile forces in the  province.

          In this case the player's treasury will gain immediate  loot

          equivalent the city's current  tax value.  Destroyed  cities

          have no defensive value.   Forces ordered  to DEFEND such  a

          province (see below) revert to RETREAT orders.  The  revenue

          of a  province containing  a destroyed  city is  reduced  by

          half. Destruction of a player's own (original) cities will  result

          in permanent damage to the provinces' loyalty.

-TRANSFER FUNDS:-

 

          It is possible to subsidise, bribe or pay tribute to another

          player.  Simply  state the  recipient and the  amount to  be

          transferred.   The money  can be  used by  the recipient  to

          raise troops on the same turn.

 

-ASSASSINATION:-

 

          An assassin can be hired to assassinate a named general,  at

          a minimum cost  of 5 RPs.   Larger payments  will attract  a

          better class of  assassin, with greater  chance of  success.

          Death of a player's  commander-in-chief may provoke  revolts

          in his provinces.   Death  of any general  will prevent  his

          orders being  passed on  to troops  under his  command  that

          turn.    It  is  possible  for  a  player  to  procure   the

          assassination of one of  his own generals,  if desired.   If

          the attempt fails, however, this might provoke the  intended

          victim to immediate  revolt.   It will usually  be safer  to

          post generals suspected  of disloyalty  to some  unimportant

          province.

 

-BRIBERY:-

 

          If a player has a spy network  in a city, it is possible  to

          attempt to bribe an (un-named)  enemy garrison officer.   If

          the bribe is accepted, the suborned officer will attempt  to

          betray the city to  the besiegers in the  event of a  siege.

          (Usually by opening a gate to  them at dead of night).   The

          effect of this  is to significantly  increase the chance  of

          the city falling to the besiegers.  Note that if a bribe has

          been accepted, the besiegers will  delay any assault in  the

          hope that the city will fall through treachery.  The  larger

          the bribe offered, the  greater the chance  that it will  be

          accepted.  If the  bribe is refused,  or if the  treacherous

          officer is apprehended by the  authorities, there is a  good

          chance that the briber's spy  network in the city will  also

          be broken.  The effect of a bribe only lasts for the turn in

          which it was accepted.  Bribery has no effect on the outcome

          of open battles, or on events in subsequent turns.  Thus  if

          an open battle  rather than  a siege occurs,  the bribe  has

          been wasted.  When  ordering a bribe  to be offered,  simply

          record the city involved and the amount offered (in RPs).

 

-MOVE CAPITAL:-

 

          It is possible for a player  to relocate his capital (in  an

          investment turn)  to  any  other currently  owned  city  (or

          tribal area,  in the  case of  tribal nations)  that is  not

          threatened by  hostile forces.   This  costs 10  RPs if  the

          player was the original owner of the new capital,  otherwise

          15 RPs.    The new  capital  becomes  loyalty 3.    The  old

          capital,  if  still  under  the  player's  control,  becomes

          loyalty 2.

-CEDE PROVINCE-

 

           A player can  cede any of  his provinces/cities to  another

          player.  Any troops present will remain under the control of

          their original owner.  In scenarios where Local Revolts  can

          occur, it will  be necessary  for the new  owner to  rapidly

          garrison the province/city to prevent revolt.

 

-RETRAIN/CONVERT TROOPS-

 

          In some scenarios  it may  be permitted  to convert  certain

          troop  types   into   certain  other   troop   types   where

          historically realistic.  This can only be carried out in  an

          Investment turn.   It normally  costs 2 RPs  to convert  one

          unit to another type.  Tribal nations who currently have  no

          money can instead  convert two  units (present  at the  same

          province/city) to one unit of the  new type for no RP  cost.

-GENERALS-

 

          Generals are very important under these rules.  All movement

          and combat orders to troops must be issued by a general  who

          is present in the  same province.  In  the case of  movement

          orders, the  general moves  with  the troops.  (See  below).

          Each general  is  assigned to  command  either land  or  sea

          forces in  combat.   This  does not  affect movement  -  any

          general can order any forces to move - see below.  It is not

          intended to represent  a hard  categorisation of  commanders

          into generals  and admirals  -  which does  not seem  to  be

          historically valid for  the ancient  period at  least -  but

          merely enables  to computer  to know  who is  in command  of

          which section of a combined force.  Forces without a general

          cannot voluntarily move, but may be involved in combat.   In

          this case the  force will  be commanded by  the most  senior

          unit commander  (un-named), as  determined randomly  by  the

          computer.  The standard of such generalship will tend to  be

          somewhat  lower  than  average,  so  this  is  not   usually

          preferable  to  command  by  a  reasonably  competent  named

          general.  Generals  are listed after  troop dispositions  on

          each player's turn sheet as follows:

          Name         Nationality          Location          Land/Sea

          Reputation,Loyalty,Activity,Popularity,Health,Age,Seniority.

 

          Reputation (7 high  to 0 low)  bears a close  relation to  a

          general's actual military skill (which remains secret),  but

          may  not  be  completely  accurate.    It  is  affected   by

          subsequent victories and defeats.

 

          Loyalty (7 high to 0 low)

          represents  your   reasonably  accurate   estimation  of   a

          general's loyalty  - but  may  not be  completely  reliable.

          Actual loyalty  may  alter  due to  subsequent  events  (see

          below), but such changes will not be reported to the player.

          Disloyal generals may revolt (see below). 

 

          Activity (7  high

          to 0 low) affects the speed of movement of forces under  the

          general's  command,  but  also  affects  his  eagerness  for

          battle, which  may amount  to excessive  caution or  (worse)

          excessive rashness.    The  higher  the  general's  military

          skill, the less effect his  activity level will have on  his

          decision to engage the enemy. 

 

          Popularity (7 high to 0  low)

          will have some effect  in several circumstances, notably  on

          the chance of his troops  deserting and the chance of  their

          following him if he decides to revolt. 

 

          Health (7 high to  0 low)

          affects  the  chance  of illness,  and  the  chance  of

          surviving wounds and assassination attempts.

          Seniority (15 high  [king] to 0  low)

          governs which  general

          will command a force if more than one is present.  The  most

          senior will command.  The death of a player's  commander-in-

          chief (i.e. his most senior  general overall) may result  in

          the revolt  of  some of  his  cities and  reduction  of  his

          troop's morale.   To some  extent the  player is  identified

          with the  C  in C,  so  there is  no  risk  of the  C  in  C

          revolting.  It is up to  the umpire to decide whether  death

          of a C in C means that the player is out of the campaign - I

          would suggest not.

           In the  event  of  generals  being  killed,  they  will  be

          replaced free of charge  if, and only  if, the player  would

          otherwise be  left  with  less than  three  generals.    New

          generals appear in the  player's capital province, if  still

          under his control, otherwise in the currently owned province

          of his choice.  New generals have a seniority level of 0.

 

-APPOINT GENERAL:-

 

          Additional generals can be appointed, at a cost of 6 RPs each.

 

-REASSIGN GENERAL:-

 

          Generals can be reassigned from sea to land command, or vice

          versa.   There  is  a  nominal  charge  of  1  RP  to  cover

          administrative costs!

 

-PROMOTE/DEMOTE GENERAL:-

 

          Generals may be promoted or demoted as desired.  Simply list

          their names and new seniority levels.  However, generals who

          are demoted may suffer a reduction in loyalty.   Conversely,

          if a general is promoted over the heads of previously senior

          generals, the loyalty  of the  passed over  generals may  be

          reduced.

-MOVEMENT ORDERS:-

 

          As stated  above, all  movement and  combat orders  must  be

          issued  by  generals  present  at  the  starting   location.

          Several  generals  may  move  together,  under  the  overall

          command of the most senior present.  Generals moving without

          troops (by  land  only -  generals  moving by  sea  must  be

          conveyed by fleet  squadrons), have their  own maximum  move

          distance  (see  scenario  rules).    Generals  moving   with

          troops/ships move at the  speed of the slowest  troops/ships

          in the force.   The  actual distance  that can  be moved  is

          modified by the activity  rating of the general  commanding.

          Generals carried by  ships do not  count as units  - thus  a

          single fleet squadron could carry  one army unit as well  as

          any number  of generals.    More than  one set  of  movement

          orders can be given for a general, provided that he does not

          run out of time.  For  instance, a general could be  ordered

          to move to  province A.   He can  then be  ordered to  move,

          together with troops picked up at province A, to province B.

          He can then embark the  troops on ships present at  province

          B, and sail to province D via province C. (Provided that  he

          does not  run out  of time,  of course).   It  is  similarly

          possible  to  combine   together  forces  approaching   from

          different directions under  different generals  prior to  an

          advance into enemy territory.  (Note that when giving orders

          in stages as above, the total units currently moving  should

          be listed at each stage, not just the units added on to  the

          existing  force).    In   the  case  of  complicated   troop

          interactions, where  one  order depends  on  the  successful

          completion of another,  be sure  to list the  orders in  the

          appropriate  sequence.    When  issuing  orders,  list   the

          general(s) commanding the force, the troops to be moved  (if

          any), the route, and the destination, followed by the combat

          orders.  IMPORTANT: Do not list the starting location -  the

          computer knows where the general  is.  If combat orders  are

          to be  issued to  troops  who are  not  moving, it  is  only

          necessary to list the general's name and the new orders.

 

          Example orders:

 

                         Troops Moving                          Orders

GENERAL(S)   SHIPS FOOT HORSE  VIA   DESTINATION   Fleet Army

 

Carne,Bari              -          4         6           -         Padua        -        1D

Carne                     -         11        -            -       Chioggia     -       1R

Colleoni                  4          -         -       Venice    Chioggia              1D

Colleoni                  4          4        -             -       Ravenna              1R  3M

Sforza                     -          -         -             -          -                -     2M

Sforza                     -          -         -       Bergamo,  Como         -       -

                                                             Monza

 

These orders mean:

 

           1) Generals Carne and Bari are to move with 4 units of foot

          and 6 of  horse from  their present location  (which is  not

          specified, since the  computer already knows  it) to  Padua .

          The  troops  are  given  Risk:1  Default:Defend  orders   on

          arrival.

           2) Carne is then to move on to Chioggia with a total  force

          of 11 units of foot. (These presumably include the  original

          4 units of  foot, plus another  7 picked up  at Padua ).   At

          Chioggia the orders are Risk:1 Default:Retreat.

           3) Colleoni  is to  take 4  fleet squadrons  via Venice   to

          Chioggia , where they are given Risk:1 Default:Defend orders.

          (These are in fact irrelevant, since they are then moving on

          to Ravenna -  see below  - but would  be used  if they  were

          forced to stop at  Chioggia .  This would  occur if they  ran

          out of move, or if there were enemy ships at Chioggia ).

           4) Colleoni is  then to  embark 4 units  of foot  on his  4

          ships and  sail with  them to  Ravenna , where  the fleet  is

          given Risk:1 Default:Retreat and  the land forces are  given

          Risk:3 Default:Manoeuvre orders.

           5) Sforza is giving orders to the stationary troops at  his

          present location - Risk:2 Default:Manoeuvre.

           6) Sforza is then moving without any troops via Bergamo and

          Monza to Como .

-Land movement:-

          Army units moving  without ships can move  to

          any adjacent  province  by the  land  routes listed  in  the

          scenario rules.  They can move several times, provided  that

          they do not  exceed their movement  allowance, and  provided

          that the intermediate destinations  contain no hostile  army

          units.  Movement  points are  shown as the  first figure  in

          brackets after each  permitted move listed.   Maximum  moves

          for each troop type are listed in the scenario rules.   Note

          that each  type  may have  a  maximum multiple  move  and  a

          maximum single  move  listed.   The  maximum  multiple  move

          represents their normal  maximum move.   The maximum  single

          move (if  permitted  in the  scenario  rules) is  a  special

          allowance for especially arduous  single stage moves -  e.g.

          mountain passes - taking up a whole turn's move.  Note  that

          if the movement points for a move exceed the maximum  single

          move for  a  troop  type,  that  means  that  the  route  is

          impassable to that  troop type.   Mixed forces  move at  the

          speed of their slowest component.  As previously stated, the

          listed maxima may be modified by the activity rating of  the

          general commanding, so may sometimes be exceeded, except  in

          the case of impassable routes as above.

         

          Army units under siege themselves cannot move.  Army  units

          moving to a province  to relieve a  friendly force which  is

          under siege -must- fight an open battle to get into the  city.

          The garrison of the  city will join  in the battle  together

          with the relieving force.  NOTE  that if an attempt is  made

          to relieve a besieged city, then an open battle will  always

          occur, even if  the relieving  force have  retreat/manoeuvre

          orders and discover  themselves to  be outnumbered.  (Unless

          the besiegers themselves retreat/manoeuvre).  Such  attempts

          should not therefore be made  unless you are sure that  your

          combined forces will be  sufficient for victory.   Attrition

          levels are shown as  the second .  figure in brackets  after

          each move  listed.   Attrition  levels  greater r  than  one

          represent hazardous (e.g. mountain or desert) routes.  No  l

          losses will occur at an attrition level of one.   Increasing

          losses d  will occur  at attrition  levels above  one.   If,

          however, either  the moving  player owns  both ends  of  the

          route, or  there are  no hostile  forces at  either end,  no

          attrition is suffered.   In the first  case this is  because

          the movers know the route  well, and may have prepared  food

          and/or water supplies along the route.  In the second  case,

          it is  because a  proportion of  the attrition  suffered  is

          assumed to be due to harrassment by enemy forces.  Attrition

          levels are increased  by one above  normal in winter  turns.

          (See scenario rules).

 

          -Sea movement:-  Fleets,  and  army  units  carried  by  fleet

          squadrons, can  move to  any  adjacent coastal  province  as

          listed in the scenario rules.  They can move several  times,

          provided that they do not exceed their e movement allowance,

          and provided that the  intermediate destinations contain  no

          hostile fleet squadrons.  Each fleet squadron can carry  one

          army unit, of  whatever type.   As previously noted,  fleets

          can embark or disembark troops part way through a turn.   If

          time permits, the disembarked  troops may then move  further

          that turn, as may the ships.  Sea movement is not restricted

          by sieges  in  ancient  scenarios. (Oared  ships  were  very

          crowded, and had to be drawn up on a beach at night to allow

          the crew to sleep.  It was therefore difficult to enforce  a

          e strict naval blockade.) In later scenarios naval  blockade

          may be possible  - see  scenario rules.   Fleets may  suffer

          attrition due to ) storms.   Attrition levels depend on  the

          amount of  open sea  that must  be crossed  en route.    The

          chances of being caught in a storm, and the losses  suffered

          if this occurs,  increase with the  attrition level,  though

          losses  may  occur  even  at  an  attrition  level  of  one.

          Attrition levels are  increased by one  in spring or  autumn

          turns, and by  two in  winter turns.  (See scenario  rules).

          Sea attrition is not affected by ownership of the route.

-Hostile forces meeting en route:-  

          When one player's forces are ordered to move from Province A

          to Province B and  hostile forces are  ordered to move  from

          Province B to  province A, (both  by land or  both by  sea),

          then the smaller force will  be forced back to its  starting

          point.  Note that in the  case of sea moves, only the  fleet

          squadrons moving are considered in calculating the  relative

          size of the  forces.  Any  army units being  carried by  the

          fleet squadrons are  ignored for  this purpose.   Note  also

          that these  rules apply  to individual  forces.   Thus if  a

          player moves several separate  forces along the same  route,

          the above rules are adjudicated for each separate force.  It

          is therefore  possible for  a large  total force  moving  in

          several separate groups (e.g. three groups of 3,3 and 2 army

          units respectively) to  be forced  back by  a smaller  force

          operating in a single body (e.g. one body of 4 army  units).

          Consideration should be given  to this when writing  orders,

          and unnecessary fragmentation of forces avoided.

-COMBAT ORDERS:- 

 

          Fleet squadrons  and  army units  are  given

          combat orders.  If allied forces are present in a  province,

          and have been issued with  different orders, they will  obey

          the orders furthest down the following lists.

 

           Each type in each province has  a -Risk level- and a  -Default-

          -action-:

 

          i) -Risk level:-  This governs  their eagerness  to engage  in

          open battle.   Their  decision is  based on  fresh  scouting

          estimates of  the enemy  strength, and  is modified  by  the

          activity and  military  skill  levels  of  their  commanding

          general.

                  On average:

                  3 - Will fight if enemy combat value exceeds theirs

                      by no more than 25%

                  2 - Will fight if enemy combat value does not exceed

                      theirs.

                  1 - Will fight if their combat value exceeds the

                      enemy's by at least 25%

 

          ii) -Default action:-       This governs what they do if  they

          are not willing to fight an n open battle:

 

                -M - MANOEUVRE:-  Manoeuvre to avoid  battle this  turn.

          There is a  high chance  of being  caught and  forced to  do

          battle, or they may suffer  moderate attrition.  The  chance

          of being caught is modified by the relative mobility of  the

          opposing forces (see below).   For example, a largely  heavy

          infantry force  is more  likely to  be caught  by a  largely

          cavalry force,  and a  cavalry force  is less  likely to  be

          caught by a heavy infantry force.

                 If a  force holding  a province  manoeuvres to  avoid

          battle, there is a chance  that the enemy will  nevertheless

          capture the province's city (if  any).  This depends on  the

          disparity between the opposing forces.

 

                -R -  RETREAT-  Retreat to  adjacent  friendly  province

          which is  unthreatened by  hostile  forces of  the  relevant

          type. (To  qualify,  the  adjacent province  must  be  owned

          either by  the retreating  player, or  by an  allied  player

          whose forces form part of the retreating force).  There is a

          (smaller) chance of  being caught  and forced  to do  battle

          (modified by relative mobility as above), or they may suffer

          attrition as  they  move  as  normal.    Independent  forces

          compelled  to  retreat   from  their   home  territory   are

          destroyed.

                 If no retreat  route is available,  revert to  DEFEND

          orders if city  owned by  own faction,  otherwise revert  to

          MANOEUVRE orders.

                -D - DEFEND- Defend the city.  Only possible if there is

          an intact city  in the province,  controlled by the  faction

          concerned.   Otherwise reverts  to RETREAT  orders.  (DEFEND

          orders do not apply in tribal areas or provinces whose  city

          has been destroyed).

                 If a  relief force  has arrived  this turn,  an  open

          battle results, otherwise a SIEGE.

 

-SIEGES:-

 

          Attacking fleet  squadrons  cannot  besiege  a  city  unless

          supported by army units.   Unsupported fleet squadrons  can,

          however, defend  a city.    Defending fleet  squadrons  only

          count as  taking  part in  the  siege if  they  have  DEFEND

          orders, otherwise are  assumed to  remain outside.   If  the

          city falls, fleet squadrons  belonging/allied to the  former

          owner will only be lost if they took part in the siege (i.e.

          had DEFEND  orders).  (But note  that  other orders  may  be

          converted to DEFEND orders in an alliance - see above).

           Cities of loyalty  2 or  3 have  MILITIA who  will help  to

          defend the city against besiegers.  They will only do so  if

          their resolve is stiffened by  the presence of at least  one

          regular army or  fleet unit  with DEFEND  orders (or  orders

          converted to  DEFEND orders  - see  above).   They will  not

          sally forth from the city, so will not take part in any open

          battle occurring nearby.  They do not have to be paid.

           Loyalty 3 cities  have militia infantry  units (of  average

          infantry combat  value)  equivalent  to  their  current  tax

          value.  Loyalty 2 cities have half as many.

           The  decision  to  attempt   an  assault  depends  on   the

          besiegers' risk level  and the activity  and military  skill

          ratings of their commander.   Odds are calculated using  the

          combat factors for ASSAULT.

           Average values are:

 

           -Attackers risk level-             -Decision-

 

                    3             - Assault if odds at least 3:1

                    2             - Assault if odds at least 4:1

                    1             - Assault if odds at least 5:1

 

          The chance of an assault succeeding will depend on the odds,

          modified (slightly)  by the  military skill  ratings of  the

          opposing commanders,  and by  the  morale of  their  troops.

          Note that at 3:1 odds, with average modifiers, there is less

          than a 50% chance  of success.   If repulsed, the  attackers

          will suffer fairly heavy losses.

 

          If an  assault is  not attempted,  regular siege  operations

          (blockade, battery, mining etc.) are assumed to take  place.

          There will  be  a  chance  each  turn  that  the  city  will

          surrender, without  loss  to  the  besieger.    This  chance

          increases dramatically with the duration of continuous siege

          (including assaults).   It also depends  on the duration  of

          stored supplies available in the city, which depends on  the

          ratio  between  the  size  of  the  garrison  and  the  size

          (revenue) of  the city.  (See  scenario rules  for  relative

          supply requirements  of different  troop types).    Military

          skill ratings of the opposing  commanders and morale of  the

          troops also have their effect.  Spy networks can attempt  to

          bribe (un-named) garrison officers to betray the city -  see

          above - but do not otherwise affect the outcome of a  siege.

          When a city  (or province) falls  to a force  of allies,  it

          reverts to its original owner  at the start of the  campaign

          if he is one of the allies.   Otherwise it goes to the  ally

          with the strongest force taking part in the siege.  If  part

          of the  allied force  consists of  Independent rebels,  they

          will gain possession of the city if they have the  strongest

          (or equal strongest) force present, otherwise the  strongest

          player ally will do so, even if the city was Independent  at

          the start of the campaign.  If a player takes the city,  the

          Independents will then disband,  their revolt being  assumed

          to have been in support of  the player taking the city.   If

          the Independents take the city, the allied player(s) will be

          assumed to have  sent them military  aid, but in  subsequent

          turns  the  Independents  will  not  welcome  the  continued

          presence of  their  former  liberators  in  their  province.

          Captured provinces  have  loyalty  1,  unless  converted  to

          colonies (loyalty  2 -  see above).   Provinces  which  were

          originally owned by a player,  but subsequently taken by  an

          enemy, have loyalty 2 if recaptured by the original  player.

 

-OPEN BATTLES:-

 

           In the event of  an open battle (land  or sea), the  result

          depends on the percentage difference between the two  sides'

          combat values, calculated by multiplying the number of units

          terrain type (see scenario  rules), and modifying the  total

          according to  the military  skill  ratings of  the  opposing

          commanders, the morale  of the  troops, and  a small  random

          factor.  The difference is  then multiplied by the  relative

          mobility of  the two  forces.   If the  final difference  is

          small, the  battle is  indecisive.   Both sides  may  suffer

          minor losses.    If the  difference  is greater,  a  victory

          occurs.  The defeated force loses initial casualties related

          to the magnitude  of the difference.   Their survivors  must

          retreat.  If they own the  province in which the battle  was

          fought, they retreat inside the  city (if any), and, in  the

          case of a land battle, are besieged by the victors.  If they

          were a relieving force to  a city already under siege,  they

          are assumed to have cut their  way through to the city,  but

          to have lost any supplies they were bringing, so the city is

          likely to fall  next turn  unless fresh forces  arrive.   If

          they do  not own  the  province, they  must retreat  to  the

          nearest friendly province (either their own, or their ally's

          in the case of retreat by a combined force).  If no  retreat

          route is available, land forces  may retreat to their  ships

          if available, suffering  increased losses.   If no route  of

          escape is  available,  however, the  losers  are  destroyed.

          Once again,  the  victor's losses  are  slight.   Note  that

          higher mobility  does  not  increase  a  force's  chance  of

          victory, but renders  a victory more  decisive and a  defeat

          less so.

-RELATIVE MOBILITY:-

 

          In certain circumstances the  relative mobility of  opposing

          forces is relevant.   This  is calculated  according to  the

          average mobility of each  force, using the maximum  multiple

          move allowances of the various troop types.  This is further

          modified according to the local terrain.  Relative  mobility

          affects the following situations:

           1) The chance of being caught and forced to do battle  when

          attempting to manoeuvre or retreat.   The more mobile  force

          has a greater than average chance of catching the enemy, and

          a lower chance of being caught (and vice versa).

           2) The chance of supply lines  being cut (see below) -  the

          more mobile force is better able to cut off the enemy supply

          line, and better able to protect its own.

           3) The outcome of open battles.  In the case of victory the

          more mobile force will  inflict greater than average  losses

          on the enemy, being better able  to pursue.  In the case  of

          defeat they  will suffer  lower than  average losses,  being

          better able to escape.

           Note that relative mobility  only affects the  decisiveness

          of a battle.  It does not affect which side wins the battle.

-SUPPLY:-

 

          Fleet squadrons and/or army units which (i) are in  conflict

          with a hostile force AND (ii)  have no sea supply route  AND

          (iii) have no land supply route, are considered to be out of

          supply and may suffer attrition.

 

          A supply  route  (sea  or  land) exists  when  there  is  an

          adjacent friendly  province  which is  not  currently  being

          contested by hostile  forces of  the appropriate  type.   To

          qualify, the adjacent province must  be owned either by  the

          state to be supplied, or by an allied state forming part  of

          a combined force to be  supplied. (Supplies cannot be  drawn

          from friendly  players  not  having forces  present  in  the

          location to be supplied.)

 

          A supply  route  is  cancelled  if  hostile  forces  of  the

          appropriate terrain category (fleet or army) in the vicinity

          of the force to be supplied outnumber the friendly forces of

          that category by at least three to one, after adjustment for

          the relative mobility  of the opposing  forces (see  above).

          In such  circumstances  the  superior force  is  assumed  to

          prevent supply ships/ supply trains getting through.

 

          Owing  to   the  friendliness   of  the   local   peasantry,

          Independents, and the original owners of "home" (loyalty  3)

          provinces, can draw sufficient supplies from the surrounding

          countryside  without  an   external  supply  route,   unless

          outnumbered by at  least 3:1  by hostile  army units  (after

          adjustment as above).

 

          Note that it is possible for both sides in an area to be out

          of supply.   Losses due  to supply shortages  do not  always

          occur, and are reported only to the player concerned.  It is

          obviously strategically advantageous to cut off enemy supply

          lines, and disadvantageous to  advance beyond your own  line

          of supply.

-RECRUITMENT:-

 

           CIVILISED NATIONS: Recruitment occurs  after all moves  are

          completed for the turn.   Each unit  raised costs 3  revenue

          points, paid  immediately.    Troops  cannot  be  raised  on

          credit.

           Army units  and  fleet  squadrons can  only  be  raised  in

          provinces currently controlled  by the player.   Unless  his

          home  province  (capital),  they   must  not  currently   be

          contested by hostile army units.

           Fleet squadrons can only be raised in coastal provinces, in

          shipbuilding turns.

           The availability of recruits in any particular province  is

          calculated as follows.  The current normal revenue value  of

          the  province  (as  printed   on  the  owner's  sitrep)   is

          multiplied by a percentage factor for each troop type, which

          depends on  the prevailing  terrain. (See  scenario  rules).

          The end result is rounded to the nearest whole number  (i.e.

          0 to 0.49 are rounded down,  0.5 to 0.99 are rounded up)  to

          give  the  number  of  units  of  that  type  available  for

          recruitment.  Recruitment is  reduced in captured  provinces

          of loyalty 1 to a maximum of half the normal amount, rounded

          as above.    Spy networks  can  be recruited  in  -any-  city,

          friendly or otherwise.  There is no advantage in having more

          than one spy network in a city.

 

          TRIBAL  NATIONS:   Tribal  nations   automatically   receive

          recruits at the end  of each year.   The number of  recruits

          depends on the current total  notional revenue value of  the

          provinces/cities they hold.  The type of recruits depends on

          the current composition  of the nation's  forces.   Recruits

          will  automatically  mobilise  where  there  are   currently

          forces.

           No recruits will be received if the number of units in  the

          tribal nation's forces already  equal or exceed the  maximum

          that  their  territory  can  support  (i.e.  115%  of  their

          notional revenue).  Otherwise, on average, one unit will  be

          recruited per  six notional  revenue points  value of  their

          currently secured territory.

           Tribal nations  can  also recruit  troops  for RPs  as  per

          civilised nations.

 

-DESERTIONS:-

 

          These only occur if morale is low.  This can occur

           (i) if Civilised troops are  not paid up to date  (negative

          treasury balance).

           (ii) if  the capital  of  a Civilised  nation is  in  enemy

          hands.

           (iii) if  a Tribal  nation loses  face by  being forced  to

          ransom back a captured general.

-REVOLTS:-

 

          These rules only apply in scenarios where Local Revolts  can

          occur (see  scenario  rules).   The  chance  of  a  province

          revolting depends  on various  factors.   Capital  provinces

          (loyalty 3)  do not  revolt against  their rightful  owners.

          Other originally owned provinces or colonies (loyalty 2) are

          less likely to revolt  than captured provinces (loyalty  1).

          Taxation levels have a marked  effect on chances of  revolt.

          Enemy spies foment  revolt, but  can be  neutralised by  own

          spies.   Ungarrisoned captured  provinces (loyalty  1)  will

          soon revolt.  Original or colonised provinces (loyalty 2) do

          not have to be garrisoned, but  will be even less likely  to

          revolt if  they are.   The  stronger the  garrison the  less

          likely that a  revolt will  occur.   Garrison strength,  for

          this purpose only (NOT for sieges), is calculated using  the

          normal combat  factors for  open  battle in  the  prevailing

          terrain. (Ungarrisoned provinces pose  no obstacle to  enemy

          movement, and will fall to  the first foreign force,  either

          Independent or belonging to a player nation, to remain there

          during a conflict phase.  Note that allied forces will  also

          gain control  of an  ungarrisoned province,  as the  program

          assumes this to be a deliberate transfer.) Revolting  forces

          do not automatically  take over a  garrisoned province,  but

          must recapture it in  the normal way.   They will belong  to

          the original province  owner in  the case of  a former  home

          province, otherwise they  count as  "Independents".   Player

          states can ally with Independent  rebels - see above.   Note

          that this is the only circumstance in which players can ally

          with Independents.  A  good devious strategy, therefore,  is

          to put  a spy  in an  enemy province  adjacent to  your  own

          territories to  incite a  revolt, then  move forces  to  the

          province to  support the  revolt.   "Independent"  provinces

          cannot be induced to revolt against themselves!

 

-ECONOMIC DECLINE-

 

          In scenarios where Local Revolts cannot occur (see  Scenario

          Rules),  overtaxation  instead  produces  economic  decline.

          That is, there will be a  tendency for the revenue value  of

          the cities to diminish.

-DISLOYAL GENERALS:-

 

           Generals  may  revolt  against the player controlling their

          nation, and attempt to set themselves up as rival rulers.  A

          player's commander-in-chief will never revolt in  this  way,

          but  all  other  generals may.  The chance of this occurring

          will depend on the loyalty of the general, the morale of the

          army (increased chance  if  morale  low  -  discontent  with

          present  leadership  of  the  country)  and  the size of the

          forces under his command (the larger his  forces,  the  more

          likely he is to revolt).

           Only  the  senior  general  in  a  province  may initiate a

          revolt.  If a general does decide to revolt,  his troops may

          follow him, or may reject his offer and kill him.  This will

          depend  on  his  popularity  and  reputation and the troops'

          current morale.

           If they do follow him, any subordinate generals in the same

          province will either follow him or be killed.

           Depending on the size  of  the  revolt  (and  the  umpire's

          whim), the umpire may decide to allow the rebel commander to

          start as a new player character, otherwise his forces become

          Independents.  (In  the  latter  case the general himself is

          removed from play,  as Independent generals  are  not  taken

          into account).

           Note: Generals only revolt when in their own territory.

 

-UNACCOMPANIED GENERALS:-

 

           Generals in hostile territory,  unaccompanied by their  own

          troops at the end of the conflict phase, will be captured by

          the enemy.  They may then either be executed by the enemy or

          ransomed  back.  This  occurs automatically and immediately,

          the decision being made by the enemy forces and not  by  the

          player whose general has been captured.  It is thus risky to

          attempt  to get rid of a useless/disloyal general by sending

          him unaccompanied into enemy territory.

 

-COUNTER INTELLIGENCE:-

 

           If  the  owner of a province has his own spy network in the

          province,  there is a good chance that they will detect  and

          eliminate any foreign spy networks.

-WINTER QUARTERS-

 

            After the conflict phase of the last campaigning  move  of

          the  year,  the  program  will  automatically retreat troops

          currently in enemy territory to their own territory for  the

          winter.  Troops unable  to  retreat  remain  in  place,  but

          suffer  attrition.  If  troops retreat,  any siege they were

          undertaking is  broken.  They  may  suffer  normal  movement

          attrition,  if applicable,  as they retreat.  Note that if a

          besieged city had fallen during the conflict phase, it would

          no longer count as enemy territory,  so the besiegers  would

          not have to retreat, nor suffer attrition.

 

            Any  troop types may be classified as FEUDAL [see scenario

          details].  Feudal troops do not merely return to the nearest

          friendly territory for the winter,  but  disperse  to  their

          homes.  Garrisons  will  be  left in all provinces currently

          containing troops, but all surplus feudal troops who are not

          prevented  by enemy action will return home.  As the program

          has no means of recording the original home of units, troops

          will in practice  be  dispersed  throughout  their  nation's

          territory,  in  proportion to the size and loyalty rating of

          cities/provinces, and the suitability of the terrain.

            Dispersed  feudal  troops  do not have to be re-recruited,

          but will need to be regrouped during the  first  campaigning

          turn  of  the  following  year.   To  facilitate  this,  all

          generals not prevented by enemy action may move at  the  end

          of  the  last campaigning turn of the year to any accessible

          province belonging to their nation.  There  is  no  distance

          restriction, and generals can in this instance cross the sea

          without  using  naval vessels (being assumed to use merchant

          ships).   It  is  not  necessary  to   record   intermediate

          destinations but only the name of the general and his winter

          destination.  The  order  sheet for the last yearly campaign

          turn will have a space at the bottom for this  purpose.  Any

          generals  who  are  unable  to move due to enemy action,  or

          whose destination is likewise inaccessible,  will remain  at

          their previous location.

-INTELLIGENCE:-

 

           Intelligence reports of varying accuracy will  be  received

          from  any  province  where  at  least  one  of the following

          conditions applies:

           a) owned by the player,  either now or at the start of  the

              campaign.

           b) army units or fleet squadrons belonging to the player in

              the province.

           c) containing spies belonging to the player.

 

           The  more of the above factors applying,  the more accurate

          the report.

           NOTE:  It can be assumed that if no report is received when

          any  of  the  above apply,  there are no other troops at the

          province.  This may be the only  indication  a  player  gets

          that Independent rebels have been destroyed by attrition.

           In  addition  to  the above,  sporadic intelligence reports

          from other provinces may be received from civilian sources -

          merchants and the  like.  These  reports  are  often  highly

          inaccurate.

           If  the  revenue  value  of the province is reported,  this

          means that the player  whose  forces  are  listed  owns  the

          province.  (If it is shown in brackets,  he is not currently

          collecting any revenue from the province).

-NEWS REPORTS:-

 

           Each player receives a campaign newsheet  reporting  events

          occurring  within  range  of  his  informants.  Up  to  date

          reports will only be received from provinces where at  least

          one of the following conditions is met:

           The province itself or an adjacent province (by land or sea

          move) must either

              (1)  Belong  to  the  player or (2) Have belonged to the

           player at the start of the

                  campaign or (3) Contain troops or spies belonging to

           the player.

 

           Note that a single judiciously placed spy  network  may  be

          able to send reports of events at several cities.

 

          Brief  news  reports  will  also  be  received  from   other

          regions, but these will be out of date and lack detail.

-ORDER SHEETS:-

 

           Orders should be written  on  the  order  sheets  provided,

          which should be sent back to the umpire, to arrive not later

          than  the due date.  All other sheets are for your permanent

          record.  It is  not  necessary  to  give  stationary  troops

          combat  orders each turn.  They can remember the orders they

          were given!  Moving troops -must-,  however,  always be  given

          combat  orders.  The  general(s)  commanding,  the number of

          units of each type moving  (IN  TERMS  OF  UNITS  -  NOT   AS

          NUMBERS  OF  ACTUAL  SHIPS  OR MEN),  intermediate and final

          destinations,  and combat orders,  should all be written  in

          the  appropriate columns.  Destinations and numbers of units

          can be omitted if giving new  combat  orders  to  stationary

          troops.  Remember  that  all  movement/combat orders must be

          initiated by a general present in the province concerned.

           Combat orders apply to all of a player's troops of the same

          terrain  type  (Sea/Land)  in  that  province.   It  is  NOT

          possible,  for instance, to have part of your land forces at

          a given province with one order,  and part with another.  If

          more  than  one set of orders is given,  the last set on the

          list will be obeyed.  Note that combat orders apply only  to

          actions  during  the conflict phase of the turn,  not during

          the movement phase.

           Optional actions may be listed in the  space  provided.  Be

          as specific as possible.  Put them in order of importance in

          case you run out of money.

           Recruits  should  likewise be listed in order of importance

          to you.  If  a  troop  type  is  not  shown,  it  cannot  be

          recruited that turn.

           Illegal   orders   may   be  altered  by  the  umpire  with

          unpredictable results, or ignored.

           If there is insufficient room on your order sheet  you  can

          use  a  separate sheet of paper provided that all orders are

          written in the same format as on the printed order sheet.

           Please note that since the campaign is completely  computer

          moderated  there  is  no point in writing any special orders

          for stratagems and the like, since they cannot be processed.

          Suggestions for alterations in the rules,  and additions  to

          the  list  of optional actions,  are received with interest,

          but bear in mind that they may not be easy to incorporate in

          a computer program.  Nevertheless  it  is  my  intention  to

          continually upgrade the program.

-SCORES-

 

           Civilised players' scores  represent  their  current  total

          revenue  (at  normal 100% taxation) as a percentage of their

          original total revenue.  Tribal  players'  scores  represent

          their  current  total  forces  (as  number  of  units)  as a

          percentage of their original total forces.  Thus a score  of

          100  means  that  the player has neither lost nor gained any

          revenue/forces overall since the start of the campaign.

           Each   player  is  informed  of  his  position  (scorewise)

          relative to the other players.  (In the initial setup sitrep

          this is arbitrary).

           Victory conditions  will be  found in  the scenario  rules.

-ADVICE TO PLAYERS-

 

            1) Read the rules (again).

            2) Use the different troop types appropriately according

               to the  prevailing  terrain.

            3) Never  attack  with  a  slight  advantage when you could

               attack with overwhelming odds.

            4) Diplomatic contact with other players  is  essential.

               If you  do  not  make alliances with other players,

               they will probably make alliances against you.

            5) Try to avoid getting involved in a war with more than

               one of your neighbours.

            6) Do not start a war against an equal enemy unless you

               have the assistance of allies.

            7) Overtaxation provokes revolts or causes economic

               decline.

            8) Ensure that your supply routes are  secure.  Try  to

               cut off enemy supply routes.

            9) Use  your  generals  carefully.  A  disloyal general may

               revolt if put in command of too many  troops.  If

               possible your  commander-in-chief  should command your

               largest force personally.  Energetic generals move

               faster, but may engage their forces in a battle that

               they cannot win if  they  are not  very  skillful.  Give

               energetic generals risk level 1 orders,  or  avoid

               employing  them  where  they  might  be outnumbered.

           10) If  you are Civilised,  protect your capital.  Its loss

               will severely affect the morale of your troops.

           11) Remember that troops in enemy territory must retreat

               to their  own territory for the winter.  If they are

               unable to do so they will suffer attrition.  If  they

               retreat,  they may suffer normal movement attrition if

               applicable.

           12) If your enemy has been foolish enough  not  to

               garrison his cities, you can capture several cities in

               one turn with the  same  general.  This  is done by

               dropping off at least one unit at each city en route,

               so that you have forces at each  of  the  cities during

               the conflict resolution phase.  Note that any forces

               that are  out  of  supply  may  suffer attrition.

           13) Always write your orders  clearly,  and  in  the

               proper format.