AJE Manual ENG v1.0
AJE Manual ENG v1.0
Instruction Manual
(Version 1.0 for AJE 1.00)
This manual, and the software described in this manual, is under copyright. All rights are reserved. No part of this manual or the described
software may be copied, reproduced, translated or reproduced to any electronic medium (unless for personal use as authorized by law) or
machine-readable form without the prior written consent of SEP AJE, 3 Allée des Frênes, 38240 Meylan, France.
AJE: Alea Jacta Est © - Copyright 2012. All Rights Reserved SEP AJE, 3 ALLEE DES FRENES, 38240 MEYLAN, FRANCE. 1
This manual, and the software described in this manual, is under copyright. All rights are reserved. No part of this manual or the described
software may be copied, reproduced, translated or reproduced to any electronic medium (unless for personal use) or machine-readable form
without the prior written consent of SEP AJE, 3 Allée des Frênes, 38240 Meylan, France.
Warning
Please Read Before Using This Game Or Allowing Your Children To Use It.
Some people are susceptible to epileptic seizures or loss of consciousness when exposed to certain flashing lights or light patterns in everyday
life.
Such people may have a seizure while watching television images or playing certain video games. This may happen even if the person has no
medical history of epilepsy or has never had any epileptic seizures.
If you or anyone in your family has ever had symptoms related to epilepsy (seizures or loss of consciousness) when exposed to flashing lights,
consult your doctor prior to playing. We advise that parents should monitor the use of video games by their children. If you or your child
experience any of the following symptoms: dizziness, blurred vision, eye or muscle twitches, loss of consciousness, disorientation, any
involuntary movement or convulsion, while playing a video game, IMMEDIATELY discontinue use and consult your doctor.
-Do not stand too close to the screen. Sit a good distance away from the screen, as far away as the length of the cable allows.
-Preferably play the game on a small screen.
-Avoid playing if you are tired or have not had much sleep.
-Make sure that the room in which you are playing is well lit.
-Rest for at least 10 to 15 minutes per hour while playing a video game.
Notice
SEP AJE reserves the right to make improvements to this product described in this manual at any time and without notice.
This manual, and the software described in this manual, is under copyright. All rights are reserved. No part of this manual or the described
software may be copied, reproduced, translated or reproduced to any electronic medium (unless for personal use) or machine-readable form
without the prior written consent of SEP AJE, 3 Allée des Frênes, 38240 Meylan, France.
SEP AJE makes no warranties, conditions or representations express or implied, with respect to this manual, its quality, merchantability or fitness
for any particular purpose. This manual is provided ‘as is’. SEP AJE makes certain limited warranties with respect to the software and the media
for the software. In no event shall SEP AJE be liable for any special, indirect or consequential damages.
These terms and conditions do not affect or prejudice the statutory rights of a purchaser in any case where a purchaser is a consumer acquiring
goods otherwise than in the course of a business.
Limited Warranty
In order to avoid any nuisance the products are checked by SEP AJE before their shipment. However, the customer benefits from a contractual
guarantee against all defects which could appear in the delivered product throughout a period of 3 months starting from the delivery date, subject
to normal use in conformity with the recommendations stated in the documents and instructions of usage relating to the said products.
In any event, the products are subject to the legal guarantee against hidden defects, as per articles 1641 and following of the French Civil Code.
Certain products may benefit from a wider guarantee. In such a case, means and warranty period are specified in the appropriate chart of
guarantee delivered with the concerned product. This guarantee still does not cover the damage, breakages or dysfunctions due to non respect of
the precautions for use.
For the implementation of the guarantee, the customer must return at his own cost the product guarantee form to SEP AJE along with the original
invoice.
A defective product under guarantee will be exchanged for an identical product, shipped to the customer at SEP AJE’s expense, except in the
event of discontinuation or out-of-stock condition. In such a circumstance, SEP AJE will carry out the refunding of the product to the customer.
Please remember to include full details of the defect, your name, address and, where possible, a daytime telephone number where you can be
contacted.
SEP AJE - Customer Warranty/Garantie 3 Allée des Frênes 38240 Meylan France
Alea Jacta Est (AJE) and the AJE logo are trademarks or registered trademarks of SEP AJE in the United States and/or other countries. All rights
reserved. AGEOD and the AGEOD logo are trademarks or registered trademarks of AGEOD in the US and/or other countries. DirectX, Direct
3D, DirectSound, DirectDraw, Windows and Microsoft are either trademarks or registered trademarks of Microsoft Corporation in the United
States and/or other countries. All other trademarks are the property of their respective owners.
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Table of Contents
1. INSTALLATION.....................................................................................................................................................8
1.1 Downloading & Installing the game ..................................................................................... 8
1.2 System Requirements............................................................................................................ 8
2. THE MAIN MENU .................................................................................................................................................9
2.1 Options.................................................................................................................................. 9
2.2 Campaigns and Scenarios ................................................................................................... 10
2.3 Loading, Deleting, and Renaming Games .......................................................................... 10
2.4 Saving Games ..................................................................................................................... 10
2.5 Play By Email (PBEM)....................................................................................................... 11
3. WINNING THE GAME (OVERVIEW) .............................................................................................................12
3.1 Victory Points (VP)............................................................................................................. 12
3.2 Scenario Objectives ............................................................................................................ 12
3.3 National Morale (NM) ........................................................................................................ 13
3.4 Automatic Victory/ Defeat.................................................................................................. 14
4. MAIN SCREEN AND GAME INTERFACE......................................................................................................15
4.1 Tour of Main Screen ........................................................................................................... 15
4.2 Regions and Sea Zones ....................................................................................................... 17
4.3 Terrain & Transport Network Type.................................................................................... 17
4.4 Structures ............................................................................................................................ 18
4.5 Areas and Theaters.............................................................................................................. 19
4.6 Map Filters .......................................................................................................................... 19
4.7 Game Interface.................................................................................................................... 20
5. ORGANIZING YOUR FORCES.........................................................................................................................21
5.1 Understanding the Unit Panel ............................................................................................. 21
5.2 Units............................................................................................................................ 21
6. LEADERS AND LEADERSHIP..........................................................................................................................24
6.1 Leader Ranks (Command and Control) .............................................................................. 24
6.2 Leader Attributes and Special Abilities .............................................................................. 25
7. ORDERS ................................................................................................................................................................27
7.1 Activation............................................................................................................................ 27
7.2 Movement Orders ............................................................................................................... 27
7.3 Resting ................................................................................................................................ 28
7.4 Combat Orders .................................................................................................................... 29
7.5 Blocking Movement and Zone of Control .......................................................................... 29
7.6 Intercepting Enemy Forces ................................................................................................. 29
7.7 Raiding................................................................................................................................ 30
7.8 Entrenching ......................................................................................................................... 30
7.9 Fixed Units.......................................................................................................................... 30
7.10 Special Orders................................................................................................................... 31
8. MILITARY INTELLIGENCE (FOG OF WAR) ...............................................................................................32
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Alea Jacta Est Instruction Manual 1.0
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Introduction
Alea Jacta Est (AJE) is a historical strategy game that recreates some of the conflicts that
set Romans against Romans during their many civil wars, from the first century BC till the
third AD. Players assume the role of military and political leaders in command of land and
naval forces belonging to one of the Roman factions fighting for the ultimate control of
Rome. Some scenarios also pit Romans against non-Roman opponents who may in some
cases be playable. Using a system of simultaneous turn resolution, you can play against
either the computer’s artificial intelligence (AI) or a human opponent using file transfer
protocols (PBEM).
The AJE game system will be familiar to veteran players of the AGE engine, such as previous titles: Birth of
America, American Civil War, War in America, Napoleon's Campaigns, Rise of Prussia, Pride of Nations or
Revolution Under Siege. There are, however, certain differences in AJE that give it a distinctly Ancient feel and
quality. The AJE game system goes beyond mere cosmetics to give players an authentic gaming experience that
accurately reflects conditions on the ground like those that would have been faced by generals such as Caesar or
Pompey.
Adaptation of the AGE engine to Ancient combat, where Shock had primacy over Shooting. In particular,
some nations have a special ‘First Shock’ modifier that is used to reflect their particular fighting
techniques. Also, Cavalry does not take parts in city assaults, and heavily fortified cities cannot be
assaulted without a previous breach.
Production and Decisions: These existed in preceding releases, but have been adjusted to be much easier to
use and more variety.
New Abilities: There are more than 50 new Leader abilities that show the unique abilities and characters of
Ancient leaders.
New feature of units being able to construct other units by themselves: for instance, Roman legions
undertaking siege operations will build automatically siege engines, then disband them once the siege is
completed.
Extra Flavor Graphics: We have them to display the Roman road network with a different extension over
the centuries, or such things as Hadrian’s Wall in Britain. We also use them to add a lot of special
provincial buildings (governor’s palace, treasury cities, armories, naval bases, commercial ports, markets,
etc…).
Income and Maintenance: Income is received from cities only once per year, at the end of February. But
troop maintenance must be paid every month, so balancing monthly needs and other desired spending will
be crucial.
New Unit Types: Among the new units making an appearance are most Ancient military units, among them
war elephants, war galleys, horse-archers and the all-famous Roman Legionary.
Game Scale
Alea Jacta Est consists of a number of scenarios that are divided into game turns each representing one month (30
days) of game time. The smallest military unit in the game is the Element. An Element is a body of men or ships
consisting of at least one (1) strength point. Unit strength points are equivalent to approximately 60 men for infantry
and cavalry units, three warships or several transports. Naval units represent squadrons of five to ten war galleys, or
transport vessels.
The map is a 2D representation of Europe stretching from the Atlantic coast in the West to the Urals in the East, and
from The Norwegian Sea in the North to the remote reaches of Sudan and Arabia in the South. It is divided into
regions, areas, weather zones and theaters.
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Updates
AGEOD strives to fix any problems with its software or documentation as soon as possible after such problems are
identified. Owners of Alea Jacta Est are encouraged to visit http://www.ageod-forum.com/ for the latest available
information and software updates (patches). Moreover, AGEOD’s forums are a great place to meet other players
for discussions of strategy, historical commentary, news, and opinion, and to arrange multiplayer games. If technical
support is required, owners should contact AGEOD also on the forum for a speedy resolution of various issues.
Please note that a proof of purchase (serial number) and forum registration may be required in some cases.
In the main menu of the game, the Update button is now active. When you click on it, it automatically leads you to
the AGEOD forum as well.
Customer Support
AJE development team members are present on AGEOD’s Forum to provide answers to all questions you may
have, as well as customer support for any issue you may have with the game.
1. Installation
1.1 Downloading & Installing the game
The game is installed through digital download. Follow the download instructions given by the website where you
purchased your game. Once your purchase has been validated, you shall be given a serial number with your invoice.
Enter this serial number in the game once the installation process is launched.
Recommended Requirements
Processor: Intel Pentium IV or AMD Athlon, 2000 MHz
RAM: 2 GB
Graphic Card: 128 Mb RAM, DirectX 9.0c compatible
Sound Card: 16-bits, DirectX 9.0c compatible
CD Rom: x 8
Peripherals: Microsoft compatible keyboard and mouse
Operating System: Windows XP, Vista, Seven (1536 Mb of RAM for Vista)
Hard Disk: 2000 MB free disk space
DirectX: Version 9.0c
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2.1 Options
Game options are divided into various sub-groups.
2.1.3 AI (Artificial Intelligence) The AI sub-group contains options allowing players to set individual parameters
of the game’s AI. Players can make the AI very powerful and thus present themselves with greater challenges. Even
a slight improvement to detection ability has a significant impact on your AI opponent’s ability to strategize (but
does not provide combat advantages).
2.1.4 System The System sub-group contains options allowing players to adjust technical settings. These include the
‘Texture Init.’ option that allows for smoother scrolling. The default settings are recommended for most systems.
However, the Armory section of AGEOD’s forum can help you determine which settings are best for your computer
system.
Important Technical Note: Some scenarios require that the Limited Map loading option be turned off in order to
scroll the Main Screen.
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The list of scenarios also includes a Tutorial exercise that is HIGHLY recommended for new players. The game
mechanics of Alea Jacta Est are relatively simply to learn, but don’t be deceived—the game system is incredibly
complex and nuanced behind the scenes. Learning to master the subtleties requires patience and practice.
The tool-tip feature gives brief descriptions of each of the scenarios. Once players have made a scenario selection,
starting the game merely requires choosing a side.
Note: Players also have the option of restoring any of the previous 24 turns of a Saved game. They may edit the
number of saved turns in a settings file.
Note that all saved turns of a game which are more recent than the one restored are lost once this ‘older’ turn of that
game is actually restored.
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Please note that a number helps differentiate between multiple instances of the same Campaign/Scenario. However,
the best way to avoid confusion is to rename the in-game Save (e.g. 50BC Campaign John vs. Joe). Do NOT rename
any AJE files externally to the game.
In this newly created folder you will find two TRN files, each with three letters indicating which side it belongs to
(example: CAE or PMP).
Note: C:\Games\Alea Jacta Est... is the default directory. This directory may be titled something different if the
game is installed to another location. It is also different for the different language versions of Windows.
Note: In order to avoid possible data corruption during the file E-mail transfer process, it is strongly advised to E-
Mail the file using the Zip file and password options included.
Important: The Non-Hosting player should NOT click on End Turn button at this step. The Non-Hosting player
now sends his ORD file to the Hosting player.
Note: The Non-Hosting player now has the opportunity to ‘play back’ his opponent’s turn using the optional Replay
feature.
2.5.4 Replay
Selecting Replay allows the player to view a 'movie-like' replay of the last turn execution. The controls are similar
to an MP3 player: Forward, Reverse, Stop, Start, etc. A day-by-day stepwise button is also available.
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Once earned, Victory Points are never lost except in cases where a player has decided to promote a Leader outside
the normal Seniority hierarchy (i.e., players do not lose VPs if their own units are destroyed or if they lose control
of designated Objectives).
Important Note: In order to gain credit for a captured Objective or Strategic City, a player must garrison the
location with a regular unit of infantry or cavalry (i.e. no Irregulars, Militias) if the region has a Loyalty Rating less
than 51%.
3.2.1 Objective Cities Players start scenarios with one or more Objective cities already in their possession; the rest
must be taken from the enemy before the scenario’s end. On the Objectives Screen (F7 key), each Objective city is
listed along with its value in National Morale points. National Morale Points gained or lost as a result of Objective
cities changing hands is only calculated once—at the end of the turn. In other words, gaining NM points for
capturing a city is a one-shot deal; you don’t get NM for the city every turn (unlike Victory Points, which are earned
each turn).
3.2.2 Sudden Death Sudden Death refers to winning the scenario by owning or capturing a certain number of
Objective Cities. Some scenarios may be ended early if a player reaches the required number of cities. This type of
victory should be considered a Major Victory. Not all scenarios have Sudden Death conditions. If a scenario has
Sudden Death conditions, these conditions will be listed in the scenario summary along with the number of cities
required to trigger Sudden Death.
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3.3.1 Calculating National Morale Each side is given a National Morale total at the start of each scenario. As in the
case with Victory Points, National Morale is calculated each turn and a running total is displayed in the top left
corner of the Main Screen. Unlike Victory Points however, a player’s National Morale total can be (and often is)
reduced by events that occur during a turn.
3.3.2 National Morale variations Effects National Morale changes affect different game factors, such as unit
cohesion maximum and cohesion recovery (reflecting the fact that military forces with high morale are generally
more combat-efficient), as well as production of supplies and assets.
The base rule is that each step of 10 (ten) NM changes by 5% the efficiency of your troops and nation.
Each positive step increases production and cohesion by 5%. Each negative step decreases production and
cohesion by 5%.
The chart below summarizes the changes
NATIONAL MORALE VALUES EFFECTS
Base Level: 150 – Range values: 145-154 +25%
Base Level: 140 – Range values: 135-144 +20%
Base Level: 130 – Range values: 125-134 +15%
Base Level: 120 – Range values: 115-124 +10%
Base Level: 110 – Range values: 105-114 +5%
Base Level: 100 – Range values: 95-104 No Effect
Base Level: 90 – Range values: 85-94 -5%
Base Level: 80 – Range values: 75-84 -10%
Base Level: 70 – Range values: 65-74 -15%
Base Level: 60 – Range values: 55-64 -20%
Base Level: 50 – Range values: 45-54 -25%
Base Level: 40 – Range values: 35-44 -30%
Base Level: 30 – Range values: 25-34 -35%
Base Level: 20 – Range values: 15-24 -40%
Base Level: 10 – Range values: 5-14 -45%
Base Level: 0 – Range values: 0-4 -50%
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A scenario immediately ends if either side possesses a National Morale total that meets the conditions set forth by
the scenario for either Automatic Victory or Automatic Defeat. An Automatic Victory is considered a Major
Victory; conversely an Automatic Defeat is considered a Major Defeat.
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4.1.1 The Main Screen Refer to Figure 4.1 regarding the following numbered items of interest.
Ledger Keys (1) : Left-clicking on any one of the F1 to F8 keys opens the corresponding page of the Ledger.
Pressing the Esc key closes the Ledger once it is open.
Terrain and Weather Panel (2) : This panel gives players a visual indication of the terrain and weather
located in the region of the game map where their mouse is currently positioned. Weather is important since it
affects movement, cohesion, and combat effectiveness. Structures and entrenchments can provide shelter from
weather effects.
Player Summary & National Assets Display (3) : This display keeps a running total of a player’s accumulated
Victory Points, National Morale, Engagement points and Money. The tooltip on any value gives you the
normal change of this value each turn (without any Regional Decision or Ledger option effects; see below).
Main Commands Panel (4): This panel contains four (4) buttons that grant access to the Main Menu, Save
Game procedure, Turn Replay widget and End Turn (used to initiate computer resolution of plotted activity).
The current game date is also located here.
Army Outliner (5) : this is a shortcut that shall take you directly to your armies (stacks
led by 3-stars leaders of your faction or sub-factions) present on the map. You see
indication of commander face, name and nationality (background color and shield),
Statue (6a) & Eagle (6b) : Left-clicking on the Statue turret opens the Decision
Mode. Left-clicking on the Eagle makes you enter the Construction Mode. Pressing
one of them again returns you to normal mode.
Map Filters: Located on top of the minimap. Left-clicking on these toggle buttons allows players to filter the
map. Use the tool-tip to determine each filter and its function. Numeric keys on the keyboard also correspond to
various filter functions.
Mini Map Display (7) : The mini-map depicts a map of the Roman world and contains a jump feature allowing
players to left-click and view any location on the map.
Special Orders Panel (8) : This panel contains Special Orders buttons grouped into three separate tabs
(Lightning bolt, Tent and Sword tabs). A grayed-out or subdued button indicates that a particular Special Order
is either not applicable or is unavailable.
Postures and ROE Buttons (8) : The top row of buttons allows players to set their desired Command
Postures. The bottom row of buttons allows players to set Rules of Engagement.
Stack Tabs (9) : All Forces present in the same location (i.e. inside vs. outside the structure) in a selected
region are referred to collectively as a “stack” and are represented by tabs on the upper section of the unit
display panel for that stack. The tabs are used to navigate easily between Forces within the same stack.
Unit Panel (10) : The Unit Panel displays the details and composition of the currently selected Force. The
individual unit images appearing on the Unit Panel are referred to as ‘unit counters’. During a game turn, the
Unit Panel is replaced by a Message Log. The Message Log is also displayed if no Force is selected.
Elements Panel (11) : The Elements panel contains a graphic representation of all elements belonging to a
selected unit. Left-clicking on an Element icon gives players access to the Unit Detail panel for that element.
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4.1.2 The Message Log Left-clicking the End Turn button ends a player’s ability to issue orders for the up-coming
game turn and initiates the game turn resolution segment. The Unit Panel is converted into a Message Log window
as seen in Figure 4.2.
The Message Log contains a summary of events that took place during the game turn. Message Log text that is
colored red indicates events of particular importance; these important events may be clicked to view a pop-up
looking like an ancient parchment roll.
The six toggle buttons to the left of the Message Log window act as message filters. Use these toggles to filter out
unwanted messages or highlight messages concerning particular topics. By double-clicking on a message line in the
log, the Main Screen jumps to the section of map pertaining to that message.
None
Tracks
Roads
Roman Roads
Units moving into regions with tracks or better will never pay more than
150% of the clear terrain cost, whatever the terrain type.
Units moving into regions with Roman roads won’t pay more than the
clear terrain cost, whatever the real terrain type.
Figure 4.3 Transportation Network: Pictured here, the Roman Roads leading to Alexandria.
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4.4 Structures
Cities, towns, fortifications, harbors, and depots are known collectively as ‘structures’. Their presence on the map
is indicated by an icon which gives players a visual clue as to their size (i.e. level) and strength. One of a player’s
main goals is to control Objective and Strategic Cities in order to generate Victory Points or trigger an Automatic
Victory per the scenario being played.
Unfortified city Land Force inside city Naval Force inside city harbour
Nationality
Roman
(flag /
Road
color)
Force
Harbour
Walls
(towers
Show
fort
level)
Depot
Strategic City Objective Various info (see tooltip) Shield of Region owner
Figure 4.4 Structures: Pictured here, Antioch and nearby cities (AD 68 – Year of the Four Emperors).
4.4.1 Cities Certain cities are designated as Objectives or Strategic locations. All cities have their size indicated by a
number appearing on their name plate. This number represents the Level of the city—from small cities/towns (Level
1) to very large urban centers/metropolis (Level 20). Cities act as supply sources according to their level. Cities may
be captured by enemy forces, but they can never be destroyed.
4.4.2 Settlements are very small civilized communities in some regions of the games. They act as a limited supply
source (for very few units) and they can be captured, entered or destroyed by occupying enemy units, including
Barbarian raiders.
4.4.3 Barbarian Village, Oppidums & Burgs are the Barbarian equivalent of settlements. They work as
settlements for supply purposes and can also be destroyed. In addition, in most scenarios where Barbarians are
active, those locations will generate troops at regular intervals, as well as replacements for the Barbarian units.
4.4.4 Towns A town is a small city (Levels 1 to 3). Towns are supply sources and have the capability to generate
added supplies if a depot (usually called Receptaculum in Latin) is built inside. Towns may be captured by enemy
forces but they can never be destroyed.
4.4.5 Castrum, Praetorium & Pugnaculum are small basic field fortifications to protect a handful of men against
their enemies. They can be destroyed by enemies and cannot be used to build depots or forts.
4.4.6 Fortifications A fortification represents defensive works that provide benefits to defending units. These
structures are only present in cities in Alea Jacta Est. They can generate some supplies. Like cities, fortifications are
represented by Levels that indicate their strength. There are six fortification levels: Non-Existent (Level 0), Basic
(Level 1), Standard (Level 2), Improved (Level 3), High (Level 4), and Exceptional (Level 5). Fortifications
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interfere with enemy movement and enemy supply transiting out of the region where they are located. Fortifications
may be captured by enemy forces but those of level 1 may be destroyed.
4.4.7 Harbors A Harbor is a structure that has the benefit of being able to accommodate naval vessels. Naval
vessels in a harbor are indicated by a figure in the blue square next to city or harbor (if no city present) icon. While
inside a harbor, naval vessels may not be attacked by enemy naval vessels. Harbors provide supply to both land and
naval forces unless they are blockaded by enemy naval vessels. Naval vessels can be ‘repaired’ (regain cohesion and
reduce damage) while inside a harbor.
4.4.8 Depots Depots are supply structures that are either represented on the game map at the start of a scenario or
constructed by a player during play. For complete information regarding depots, refer to the Supply section of this
manual.
All structures provide ‘shelter’ from attrition. Players may move a Force ‘inside’ structures by drag-drop(ping) the
selected Force on the structure. Once inside, the Force is no longer represented on the game map by a TDM but
rather as a number on a red blinking plate. To select a Force that has entered a structure, left-click on the structure.
Commander’s Note: Forces regain cohesion faster if they are placed inside of a structure as opposed to just being
in a region with a structure. In terms of being protected from attrition, however, it makes no difference whether a
Force is physically inside a structure; being in a region with a structure is enough. A Force that is inside a structure
may only be attacked through the two forms of Siege combat.
Military Control (1 key): This filter shows regional ownership (where players have already established
Military Control). Your national color indicates that you have at least 51% Military Control, which allows
building in the region.
Supply (2 key): The filter shows the location of General Supply
as indicated by wheat bags drawings (the number indicated on the
icon telling you about the supply points produced). The regions
highlighted in green indicate the extent of your favorable supply
situation (red is not favorable).
Objectives (3 key): This filter highlights Objective and Strategic
Cities that grant Victory Points to their owner.
Loyalty (4 key): This filter highlights regions according to their
level of Loyalty.
Areas (5 key): This filter indicates the location and size of Areas
on the map.
Theaters (6 key): This filter indicates the location and size of
Theaters on the map.
Weather Zones (7 key): This filter indicates the location and
size of Weather Zones on the map.
Current Weather (8 key): This filter indicates the current
weather on the map.
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Areas Weather
Loyalty Supply
Figure 4.6 Filters: Pictured here, Map shown with various filters on.
Pressing the Esc key on your keyboard allows you to close any window that is currently open. If you press the Esc
key while viewing the Main Screen, you are returned to the Main Menu options screen.
Note: A list of keyboard short-cut keys is available in the Appendix section of this manual.
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Force Identification
Force Tabs Activation Status
Minimap Special Orders ROEs & Postures Unit Counters Info Icons Unit Data
Figure 5.1 The Unit Panel is the primary means of gathering information about friendly and enemy forces.
The Unit Panel arranges and displays unit counters belonging to the Force tab you selected. Arrow buttons to the
left and right of the Unit Panel allow you to scroll through the row of units counters making up the Force. Only one
Force can be viewed at a time. If multiple Forces are present in the same location on the game map (i.e. the same
stack), these are displayed as ‘tabs’ along the top of the Unit Panel. These additional Forces can be viewed by left-
clicking on their respective tabs.
Information specific to the Force you are viewing is displayed in the bar above the unit counters. This information
includes:
the name of the Force,
the number of component units contained in the Force,
the Combat Efficiency of the Force (PWR), a numerical representation of the relative power of the Force,
icons that display tooltip information (General Supply and Ammunition levels, supply expenditures,
detection and evasive ratings, and penetration indicators),
a white or brown envelope indicating Activation status,
Movement and Combat penalties (flashing red %) due to insufficient Command Points (if any)
Note: Hold down the Ctrl key to see how many men are in the Force currently being viewed on the Unit Panel.
UNIT COUNTER Special Abilities
5.2 Units Type
The term ‘unit’ refers to military formations that are represented by a
single ‘counter’ and can be moved independently on the game map. Cohesion
Units can vary in size from small warbands to complete phalanxes or
legions, and even individual Leaders. Note that size and strength are
two different concepts. It is possible to have a Legion-sized unit
weakened by attrition or combat losses to a strength less than a minor Strength
warband.
Combat Efficiency (PWR)
Figure 5.2 Shown here are unit counters for two typical Roman units – a Leader and a Legion.
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5.2.1 The Unit Counter When displayed on the Unit Panel, a unit counter shows information specific to the unit.
This information includes:
5.2.2 Elements Units are made of one or more sub-units known as elements. An element is the smallest military
formation in the game, usually representing a group of 60 men. Elements cannot be further sub-divided or detached
from their unit but when an Element loses its last strength point, it is eliminated.
When a unit (or Force) is selected, its component elements are displayed in a window (known as the Element
Display Panel) located to the right of the Unit Panel. The Command Rating (Strategic/Offensive/Defensive ratings)
of its commanding officer (if any) is displayed across the top of the Element Display panel. The exact identity of
each element (and identity of its parent unit) is displayed by holding the mouse over the element icon inside the
Element Display panel.
5.2.3 Unit Detail panel Left-click the element icon inside the Element Display panel to open the Unit Detail
panel. The Unit Detail panel consists of three (3) vertically-arranged information panes about that element.
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Offensive Shooting Value: This value is used by the element when it engages in offensive Shooting
combat. The higher the value, the greater the chance this element has of scoring a hit on enemy units.
Defensive Shooting Value: This value is used by the element when it engages in defensive Shooting
combat. The higher the value, the greater the chance this element has of scoring a hit on enemy units.
Initiative: This value is used to determine whether the element will engage in Shooting Combat before or
after opposing units. The higher the value, the greater the chance that this element will shoot before enemy
units—thus inflicting casualties before suffering any in return.
Range: This rating indicates the maximum range of the element’s principal weapons. Most of the time, a
rating of zero indicates that an element’s principal weapon is used in Assault combat and requires physical
contact with an enemy unit.
Shooting Rate : This value indicates the number of times this element will be able to shoot its weapon per
combat round (if it has one). A high rate gives an element multiple chances of scoring hits on enemy units
per combat round.
Protection: This value is an indication of an element’s ability to avoid suffering hits from enemy shooting
and melee combat. A high Protection value makes it more difficult to inflict casualties on an element. This
value is determined by a number of factors such as speed, dispersion, flexibility, armor, or ability to use
terrain, etc.
Discipline: This value represents the element’s ability to retain its combat effectiveness. A high Discipline
value indicates that an element can withstand greater punishment without Routing.
Assault: This value is used by the element when it engages in Melee combat. The higher the value, the
greater the chance this element has of scoring a hit on enemy units.
Ranged Damage: These values indicate the number of strength points/cohesion points the element
inflicts when it scores a hit on an enemy unit in Shooting combat.
Assault Damage: These values indicate the number of strength points/cohesion points the element
inflicts when it scores a hit on an enemy unit in Assault combat.
Cohesion: This value indicates an element’s current number of Cohesion points. Cohesion points are an
expression of an element’s combat readiness and impact on most game functions (morale, speed, combat
efficiency, etc.). The higher the value, the more able an element is to conduct military operations.
Movement: This entry indicates the element’s Movement type. Movement types include Infantry (heavy
and light), Cavalry (heavy and light), and Wheeled (normally used by Impedimenta).
Speed Coefficient: This value represents a multiple used to calculate the speed of individual elements. The
higher the co-efficient, the faster units are able to travel. For example, a heavy infantry unit needing three
(3) days to enter a region with Forest-terrain would have its speed coefficient of 150% reduce this time to
only two (2) days.
Detection vs. Land Units: This value represents the ability of an element to detect enemy land units. The
higher the value, the better able an element is to detect an enemy land unit.
Detection vs. Sea Units: This value represents the ability of an element to detect enemy naval units. The
higher the value, the better able an element is to detect an enemy naval unit.
Hide Value: This value represents the ability of an element to escape detection from enemy units. The
higher the value, the better able an element is to escape detection.
Weight: This number indicates the relative size of the element (in transport capacity) and is used when the
element is transported by naval units.
Support Unit: Yes or No. This entry indicates whether the element is a combat element or a support
element.
Police: Some troops are better at fighting than establishing order. This number represents the amount of
‘policing’ an element contributes to gaining military control over a region on the game map. It is expressed
in Police points per day.
Supply: These numbers represent the number of General Supply points currently stockpiled by the
element/ maximum General Supply point capacity.
Ammo: These numbers represent the number of Ammunition points currently stockpiled by the element/
maximum Ammunition point capacity. Ammunition is mainly used by missile troops (those that shoot).
Patrol/Evade: The values represent the element’s ability to block enemy movement (i.e. Patrol value) out
of a region and the element’s ability to ‘Evade’ or bypass enemy units (i.e. move through a region
containing enemy units). The higher the value, the greater chance an element has of blocking enemy
movement and evading enemy units.
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Blockade: The value represents a naval unit’s relative ability to institute a blockade of an enemy harbor
(naval units only). The higher the value, the greater the unit’s contribution to the blockade calculation. (The
collective blockade values of all friendly naval units in the sea zone are totaled in order to calculate the
blockade’s effectiveness.)
Abilities: These icons each represent a special ability of the element (see Appendix F).
Figure 6.1 shown here, 3-star leader Lucius Mucianus , with special
abilities traits shown on the left of his ‘counter’
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6.1.1 Command Points Each Leader provides Command Points (CPs) according to his rank. When multiple
Leaders exist in a single Force the Command Points they provide are cumulative and applied to the Force as a
whole.
6.1.2 Command Cost Each unit is given a Command Cost which reflects the difficulties a Leader would have in
‘leading’ it efficiently (large formations are unwieldy). Each Force has a Command Cost equal to the cumulative
Command Costs of its component units.
Increased or Decreased Command Costs are used to represent cultural differences in command and control
methodologies between nationalities. As an example, despite their size and power (11+ elements, very strong),
Roman Legions have a relatively lower command cost.
6.1.3 Exceeding Command and Control It is perfectly permissible for a Leader to be put in command of units that
exceed his ability (i.e. Command Costs are greater than his Command Points). When this occurs, the Unit Panel
displays a warning in the form of a percentage loss of movement and combat effectiveness. The penalty is equal to
roughly 5% per Command Point available below the Force’s Command Cost.
Figure 6.1 Command Penalty. At the start of the Campaign, contains units requiring 5 command points total, while
his rank allows him only 4. A penalty of 5% is therefore indicated on the tool-tip and by the flashing red 5% on the
Unit Panel.
6.1.4 Command Point Modifications The total number of Command Points that can be provided by
Leaders in a single Force is limited to an unmodified maximum of 48. This number can be modified
byLeader Special Abilities.
6.2.1 Leader Attributes Each Leader has three (3) principal attributes: a Strategic Rating, an Offensive Rating,
and a Defensive Rating.
Strategic Rating: A Leader’s Strategic Rating is used to determine the likelihood that he will be
considered ‘Active’ during a game turn. The higher his Strategic Rating, the more likely he will be
‘Activated’.
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Offensive Rating A Leader’s Offensive Rating is used when a Leader is in command of a Force that
engages in combat while assuming either an Assault or Offensive Posture.
Defensive Rating A Leader’s Defensive Rating is used when a Leader is in command of a Force that
engages in combat while assuming either a Defensive or Passive Posture.
6.2.2 Leader Special Abilities Some Leaders possess Special Abilities that give them advantages in certain
circumstances. The Special Abilities that a Leader possesses are indicated by unique Special Ability icons which
appear on his Leader counter. A complete list of these Special Abilities and their effects on game play is found in
Appendix F.
6.2.3 Leader Experience Leaders gain experience from participating in combat. After each battle, Leaders are
individually checked to see if they have gained or lost experience. This determination is based upon the Leader’s
ratio of losses suffered/losses inflicted and has nothing to do with winning or losing the battle. It is quite possible for
Leaders on the losing side to gain experience while leaders on the winning side may lose experience. Leaders that
gain experience become eligible for eventual promotion if all other conditions are met.
6.2.4 Effects of Leader Experience Leaders gain tangible benefits from their experience levels just as units do.
(Consult Section 21. Unit Experience for the effect of experience on combat units.) These benefits are accrued as
follows:
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7. Orders
Game play in Alea Jacta Est is conducted simultaneously. Players plot their activities for the upcoming game turn
(each turn represents one month of game time) by issuing ‘orders’ to the various military assets under their
command. Once a player has finished issuing orders to his forces, the game turn is resolved by left-clicking the End
Turn button on the Main Screen. Players are never required to issue orders. Forces without orders will simply
maintain their previous turn Posture and act or react to the presence of enemy forces accordingly.
7.1 Activation
At the beginning of each turn, every Leader undergoes an ‘Activation Check’. (These checks are made even if the
Leader is currently not commanding any units.) Activation checks are made using a Leader’s Strategic Rating. The
higher a Leader’s Strategic Rating, the greater chance the Leader will pass the Activation Check. Leaders who pass
their Activation Check are considered ‘Active’ for the upcoming game turn. Likewise, Leaders that fail their check
are considered ‘Inactive’. Forces without Leaders are always considered Active but suffer movement and combat
penalties for being leaderless.
7.1.1 Activation Check Modifiers The Activation check is modified by the following conditions:
+1 Strategic Rating: A Leader who was active during the previous game turn increases his Strategic Rating
by one (1) for purposes of the Activation check.
7.1.2 Active Leaders Leaders who are considered Active are indicated on the game map by having a white-colored
envelope next to their TDM. Forces commanded by Active Leaders may move and engage in combat normally
during the up-coming game turn.
7.1.3 Inactive Leaders Leaders who are considered Inactive are indicated on the game map by having a brown-
colored envelope next to their TDM. Units and Forces commanded by Inactive Leaders may still move and engage
in combat during the up-coming game turn, but they do so with penalties applied.
7.1.4 Restrictions Placed on Inactive Leaders Inactive Leaders may only assume a Defensive or Passive Posture
(not applicable for Naval Leaders). In addition, the following restrictions are placed on Inactive Leaders:
Inactive units or Forces suffer a 35% reduction in their movement ability (i.e. speed).
Inactive units or Forces suffer up to a 35% reduction in their combat efficiency if they engage in combat
in hostile territory.
These are cumulative with reductions for lacking CP, but capped overall at 35%
A user option creates a probability that an inactive leader and his force can become 'locked' (i.e. inactive)
for 1 or more turn.
7.2.1 Speed of Movement A Force moves at the speed of the slowest Unit in the Force. For example, a force that is
predominately made of infantry moves at the wheel rate IF it contains an Impedimenta (e.g. supply wagon) unit.
Movement speed is based in part on the average Cohesion value of the elements in the Force in relation to the
maximum average Cohesion of the elements in the Force. The resulting percentage is halved and then applied to the
movement rate of the Force. For example, if a Force has an average Cohesion value of 30 at the start of its
movement and a maximum average Cohesion of 60; the difference is 50%. This 50% is then cut in half to 25%.
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Based on Cohesion alone, the moving Force in this example would move 25% slower than it would normally.
Elements that have zero (0) cohesion points have a speed that is 50% of their normal movement rate.
Movement is also a function of many variable factors. These include the element’s Activation status, unit-type,
speed coefficient, and Command Posture. Other factors include weather conditions, terrain, the presence of enemy
forces, etc. Consult the Terrain Summary in Appendix A for a complete listing of all terrain-types and their effect
on movement rates.
7.2.2 Cohesion Cost of Movement Moving Forces spend their Cohesion points as follows:
Normal Land Movement: Land Forces lose one (1) Cohesion Point for each day of normal land
movement. This loss is modified by command posture and whether the Force is ‘Forced Marching’.
Naval Transport: Land Forces being transported by naval transport lose a minimal amount of cohesion; a
Force will experience a greater loss of Cohesion when moving through sea zones with harsh weather.
Naval Vessels: Naval vessels lose Cohesion depending on the type of ship and weather in the regions
traveled through.
Forces also take Attrition hits in proportion to the Cohesion cost of the move.
Commander’s Note: It is good practice to assign a Command Posture (and ROE) to a Force before moving it.
7.2.3 Plotting Movement Orders Movement orders are plotted on the game map (for both land and naval Forces)
by left-clicking on a Force’s TDM and drag-dropping the Force on its intended destination. Once the Force is
dropped on its intended destination, a movement path linking the starting point and the destination is displayed.
Each leg of the movement path (i.e. each region) is annotated with an indication of the estimated number of days the
Force requires to travel that distance.
7.2.4 Editing Movement Orders To cancel a movement order, drag-drop the Force back to its original starting
location. To cancel a movement order one leg at a time, press the Delete key once for each leg to be removed. To
add a leg to a movement path, left-click on the Force’s TDM (on the last leg of the movement path) and drag-drop
the Force to the next intended destination. When a Force is moved into an adjacent region, the path-finding
algorithm selects a movement path that is the quickest but not necessarily the most direct route. To get the most
direct route, hold down the CTRL key when drag-drop(ping) the selected Force.
7.2.5 Reliability of Movement Orders A Force does not automatically follow orders if conditions change due to
enemy interference. Remember; the simultaneous nature of the game turn means that friendly plans are affected by
enemy action. For example, if a Force in an Offensive Posture is moving through a region and is engaged by a larger
enemy Force, it is likely that the moving Force will seek to withdraw after a few rounds of combat (thus assuming a
Passive Posture and coming to a halt).
7.3 Resting
A Land Force can recover Cohesion Points by spending time resting rather than moving and fighting. The basic rate
of recovery for land units is 0.75 Cohesion Points per day of rest.
This basic rate of 0.75 Cohesion Points per day is modified by the following cumulative conditions:
+1.00 CPs: Force is stationary in Passive Posture.
+0.75 CPs: Force is stationary and inside a structure.
+0.50 CPs: Force is stationary and outside of a structure.
+0.50 CPs: Force is stationary and located in a loyal region.
+0.50 CPs: Force is a stationary Irregular unit.
−0.50 CPs: Force is in Offensive or Assault Posture.
−0.50 CPs: Force is besieging.
−0.50 CPs: Force is being transported by naval transport.
−1.50 CPs: Force is besieged.
Variable CPs: Cohesion Point gains/losses are modified by National Morale.
Variable CPs: Certain Special Abilities increase/decrease the amount of CPs recovered.
A Medical support unit in a Force increases the per turn Cohesion recovery (see tooltip for value)
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7.5.1 Patrol Values Each element has a Patrol Value that represents the ability of the element to block (i.e.
interrupt) enemy movement. The modified average of all the Patrol Values belonging to friendly elements is added
to the Patrol value of any friendly fortifications in a region. Having Military Control in the region also adds to the
Patrol Value’s effectiveness. The resulting value represents the strength of the Zone of Control that friendly forces
exert in the region.
7.5.2 Evasion Values Each element has an Evasion Value that represents the ability of the element to avoid contact
with enemy forces. The sum of all the Evasion Values belonging to friendly elements is modified by weather and
terrain. The size of a friendly Force is also taken into account—smaller forces have an easier time avoiding enemy
contact.
Small Force: A Small Force is a Force that contains fewer than four (4) Units and than four (4) Command
Points worth of Units/Elements.
Large Force: A Large Force is a Force that contains more than nine (9) Units or more than nine (9)
Command Points worth of Units/Elements.
7.5.3 Effectiveness of Zone of Control Once the strength of the Zone of Control (i.e. total modified Patrol Value)
is determined, it is divided by the Evasion Value of the opposing Force. An opposing Force is prevented from
entering any adjacent region where its level of military control is less than the resulting number. Regions that a
selected Force cannot enter due to a blocking Zone of Control are indicated in Red on the game map. Additional
information regarding blocked movement is obtained by holding your mouse over adjacent regions.
Commander’s Note: Small fast-moving cavalry forces have the best chance to avoid being pinned down by enemy
Zones of Control.
7.5.4 Fortifications and Zone of Control Fortifications have a Patrol Value equal to [the level of Military Control
in the region] x [the fortification level]. As a result, it is virtually impossible to bypass large enemy fortifications.
To intercept an enemy Force, drag-drop the friendly intercepting Force (or Forces) on top of the enemy Force’s
TDM on the game map. An icon indicating the Interception attempt is placed on the friendly Force’s TDM.
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7.7 Raiding
A player who is able to disrupt the enemy’s supply bases will severely cripple his opponent before the first battle is
fought. For this reason, it is important to take advantage of opportunities to strike at the enemy’s supply areas and
infrastructure. Accordingly, players may set the desired behavior of their Forces using Special Orders as follows:
Default Orders: Forces will automatically capture any supply stockpiles located in enemy structures that
they capture while moving. The capturing Force first replenishes its own supply up to capacity, leaving the
remaining supplies intact. Enemy structures remain intact and change ownership.
Combat: Forces will immediately destroy all enemy supplies they encounter (without replenishing) while
moving except in their final destination. Enemy structures remain intact and change ownership.
Destroy Depot: To destroy a Depot, a Force must begin the turn in the region with the enemy Depot and
be assigned the ‘Destroy Depot’ Special Order. The Depot is destroyed before the Force executes any
additional movement orders. (Note: Only Level 1 depots can be destroyed).
Pillage: Certain units (i.e. Barbarian Raiders) immediately destroy all supplies and Depots they encounter.
(They cannot destroy fortifications.) These units are identifiable by their ‘Pillage’ Special ability icons.
7.8 Entrenching
Entrenchments provide defensive benefits. They are not considered structures, although they do provide limited
shelter against bad weather. They are not subject to the rules governing siege combat. Entrenchments are attacked
using the Field Combat resolution procedure.
Entrenchments are eliminated once ALL units that occupy the entrenchment are moved out of the region or from the
field into a structure. Friendly Forces within the same region may occupy different levels of entrenchments.
Players do not construct entrenchments. Forces under defensive posture do automatically entrench while idle, but
the level of entrenchment is limited to 2.
Important Design Note: In the scenarios present in this game, we have restricted the level of entrenchment units
may build to 0 for all except the Legionary Units (to represent the ability and practice of the disciplined Roman
Legionaries to build a fortified camp every night for rest). Players may alter this in scenarios they create.
A friendly non-fixed Force ends its turn in the region (or structure) with the fixed Force (as per scenario
restrictions),
The fixed Force is attacked by enemy forces, or
A specific date has been reached (as per the tool-tip).
Figure 7.1 Fixed units. Shown here are two locked leaders. The small lock
icon in the upper right corner of their unit counters indicates that these are
‘fixed units’.
Some Forces (such as automatic garrison elements) are permanently fixed and may never move under any
circumstances. (Such Static Elements have a Move ratio of 0%.) Consult the tool-tip information for information
regarding specific units.
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7.10.1 Special Order Activity Checks Unless otherwise noted, Special Orders require that the initiating Force pass
an activity check (mostly related to Leaders and their attributes) in order to perform the desired Special Orders.
Special Orders that require multiple days to complete are always executed at the beginning of a game turn. If time
remains after completion of the Special Order, the Force will carry out any plotted movement.
7.10.2 Special Orders Available to Land/Naval Forces The following Special Orders are available to land/ naval
forces and may be initiated by using the Special Orders buttons if activated. A Special Orders button will only be
Active if the pre-requisite conditions are met.
Special Order
Icon Special Order Special Order Description/ Effects
AMBUSH NON-MOVING IRREGULAR FORCES (I.E. BARBARIANS AND RAIDERS) CAN TRY TO SET UP
AN AMBUSH IN MARSH, FOREST, HILL, MOUNTAINOUS OR SWAMP TERRAIN. IF
SUCCESSFUL, THE AMBUSHING UNITS RECEIVE COMBAT BENEFITS (SUCH AS FIRST
SHOT) AND HAVE AN INCREASED CHANCE TO WITHDRAW SAFELY.
FORCED A FORCE THAT FORCE MARCHES IS ABLE TO MOVE FASTER BUT AT AN INCREASED LOSS
MARCH OF COHESION. LIGHT INFANTRY AND CAVALRY ARE LIKELY TO SUFFER LESS COHESION
LOSS THAN OTHERS. A FORCE CONTAINING ONLY LEADERS AND/OR SUPPORT UNITS
MAY NOT FORCE MARCH.
SEEK A FORCE THAT SEEKS SHELTER WILL ENTER A STRUCTURE AT ITS DESTINATION. A
SHELTER FORCE THAT RETREATS IN BATTLE WILL ENTER A STRUCTURE IN THE CURRENT REGION.
BUILD THE FORCE EXPENDS TWO (2) IMPEDIMENTA UNITS OR TWO (2) NAVAL TRANSPORT
DEPOT UNITS AND CONSTRUCTS A DEPOT. DEPOT CONSTRUCTION REQUIRES TWO (2) GAME
TURNS TO COMPLETE.
DESTROY FORCE MUST BEGIN THE TURN IN THE REGION WITH THE ENEMY DEPOT AND BE
ASSIGNED THE ‘DESTROY DEPOT’ SPECIAL ORDER. THE DEPOT IS DESTROYED BEFORE
DEPOT
THE FORCE EXECUTES ANY ADDITIONAL MOVEMENT ORDERS. (NOTE: ONLY LEVEL 1
DEPOTS CAN BE DESTROYED.)
EVADE A FORCE WITH THIS ORDER WILL SEEK TO AVOID CONTACT WITH ENEMY FORCES
COMBAT DURING ITS MOVEMENT. IT WILL ALSO ASSUME EVADE COMBAT MODE.
NAVAL A NAVAL FORCE WILL BOMBARD THE FIRST COASTAL CITY IT ENCOUNTERS PROVIDED
BOMBARD A FRIENDLY LAND FORCE IS PRESENT IN THE REGION. ENEMY CITY DEFENSES HAVE AN
OPPORTUNITY TO SHOOT BACK.
DISBAND IF SELECTED, THE UNIT WILL BE DISBANDED DURING TURN EXECUTION. THE PLAYER
WILL LOSE VP AND NM AS IF THE UNIT WAS DESTROYED IN COMBAT.
UNITS
DISTANT DISTANT UNLOAD CAN BE SELECTED WHEN LAND UNITS ARE EMBARKED ABOARD A
UNLOAD NAVAL FORCE. SELECT DISTANT UNLOAD THEN SELECT THE LAND REGION FOR
UNLOAD. WARNING: TO COMPLETE UNLOADING THE NAVAL FORCE MUST MOVE TO A
COASTAL REGION ADJACENT TO THE ‘UNLOAD’ LAND DESTINATION
DESTROY WHEN SELECTED, THE LEVEL 1 FORT IN THE REGION WILL BE DESTROYED
FORT
BUILD FORT WHEN SELECTED, A LEVEL 1 FORT WILL BE CONSTRUCTED IN THE REGION.
SURRENDER BESIEGED UNITS CAN CHOOSE TO SURRENDER, CAUSING THEM TO DISAPPEAR. THE UNIT
VALUE IN MONEY AND VP IS LOST
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8.1.1 Detection Point Generation Summary Detection Points (DPs) are generated by the following conditions:
Highest Detection Rating of any friendly element in the region. For example, an element belonging to a
cavalry unit usually has a Detection Rating of 4 DPs; a line infantry element usually has 2 DPs.
In regions in which a player does not have friendly forces:
+2 DPs: Military Control in the region is at least 51% (friendly).
+2 DPs: Population in the region is at least 51% Loyal.
−1DP: Detection Points used to see into adjacent regions.
8.1.2 Detection Procedure The Detection Value is applied to the enemy’s Hide Value. If the Detection Value
equals or exceeds the enemy’s Hide Value, enemy forces are detected (i.e. revealed on the game map). If not, the
enemy forces remain concealed. For each point of Detection Value over an enemy’s Hide Value, the accuracy of the
information received is increased.
Commander’s Note: Enemy forces near your territory or units are almost always detected unless the region is Wild
(i.e. no structures present in the region) or the enemy units are particularly stealthy. Irregular units are good choices
for both reconnaissance and infiltration, but if caught may be destroyed.
8.2.1 Hide Point Generation Summary Hide Points (HPs) are generated by the following conditions:
If a Force is located within a region with a structure (either friendly or enemy), its Hide Value is automatically set to
one (1) unless the Force is assuming a Passive Command Posture.
+1 HP: Only Leaders are present in the Force.
+1 HP: Force is Passive or considered Small.
+1 HP: Covered Terrain (Forest, Woods, Wilderness, Mountain, Marsh, Swamps)
+1 HP: Harsh Weather (i.e. Mud, Snow, Frozen, Blizzard)
−1 HP: Force is considered Large.
Hide Points are cumulative. For example, a Small Force (+1 HP) containing only elements of Nomadic cavalry
(Irregular) (with a base Hide Value of three (3)) is located in a region with covered terrain (+1 HP) and harsh
weather (+1 HP), so it would have a modified Hide Value of six (6). A Force with a Hide Value of six (6) that
remains in a Passive Command Posture is practically invisible—perfect for scouting behind enemy lines.
Small Force: A Small Force is a Force that contains fewer than four (4) Units and fewer than four (4)
Command Points worth of Units/Elements.
Large Force: A Large Force is a Force that contains more than nine (9) Units or more than nine (9)
Command Points worth of Units/Elements.
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9. Naval Units
The naval aspect of Alea Jacta Est, while unlikely to be
decisive in all scenarios, is nevertheless a very important
part of any overall strategic planning. Naval Forces are
treated the same as Land Forces in most instances. Naval
Leaders are referred to as ‘Admirals’ regardless of rank.
9.1.1 Naval Activation Checks Admirals are required to make Activation Checks each game turn. However, an
Admiral who fails the Activation check is not prevented from assuming an Offensive Command Posture, only
delayed in executing his movement orders.
9.1.2 Intercepting Naval Movement Naval Forces can never be directly prevented from entering a sea zone (or
river section). However, whenever a naval Force enters a sea zone (or river section) where an opposing naval Force
is present, each naval unit uses its Patrol and Evasion Ratings to determine whether a naval engagement occurs.
9.2.1 Replenishment of Naval Units Naval units may replenish their inherent supplies of General Supply and
Ammunition supply points in friendly-controlled Ports which have a supply of General Supply and/or Ammunition
points available. Naval units may also replenish their inherent General Supply points (but not Ammunition) while at
sea if they occupy a sea zone adjacent to a land region with a supply of General Supply points available.
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Warning Note: All land units with the naval Force will be disembarked.
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Design Note: Galleys with one or more tiers of oarsmen were predominant in the combat covered in AJE, so the
Weather Gauge often simply represents environmental factors or the ability of the admiral to move into a better
tactical position rather than specifically being upwind (for example, sailing ships may have difficulty avoiding
combat with galleys that are downwind).
Weather Gauge is determined by comparing the Strategic Rating of the opposing Admirals (in command) along with
the following conditional modifiers:
Strategic Rating of Admiral in command (the default Strategic Rating is 3 if no Admiral is in command),
Combat bonuses or maluses due to Leader Special Abilities of the Admiral in command (can be positive or
negative modifiers).
The side with the highest modified Strategic Rating is considered to have gained the ‘Weather Gauge’. If both
sides have an equal Strategic Rating after modifications, neither side is considered to have obtained the ‘Weather
Gauge’.
9.5.2 Benefits of Having the Weather Gauge The side that gains advantage of the Weather Gauge receives the
following benefits:
the Shooting Value of combat vessels is increased by 15%,
the chance of Boarding (if tactically desirable) is increased to 50%,
the Discipline Value of friendly vessels is raised for Boarding purposes.
Also, the initial range at which combat takes place is determined by identifying the element with the longest (i.e.
highest) Shooting range. This initial range is modified by weather conditions (usually resulting in a reduction). The
first round of combat takes place at this modified range.
This range is reduced by one (1) during each subsequent round of combat until the combat range reaches a
minimum of one (1). Combat will continue to take place at a range of one (1) unless Boarding occurs.
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If the element meets these criteria, it may shoot (using either its Offensive Shooting Value or Defensive Shooting
Value). Naval shooting is resolved by comparing an element’s Shooting Value to the Protection Value of the
defending units.
Once a Boarding action has occurred, neither side is able to shoot (either offensively or defensively). Combat is
instead resolved by comparing the attacking element’s Assault Value to the Assault Value of the defending element.
Note: Currently, players may not capture enemy ships in Boarding actions. Losses due to boarding are reflected as
normal hits.
Naval vessels can recover Cohesion Points by spending time resting in a harbor rather than sailing and fighting.
The basic rate of recovery for naval vessels is two (2.0) Cohesion Points per day of rest. Naval vessels that are at
sea (i.e. not in a harbor) do not recover Cohesion regardless of whether they move or fight.
Commander’s Note: Damaged elements do not recover losses while at sea. It is a good practice to have damaged
vessels return to a friendly harbor.
9.10 Blockade
One of the more effective ways that seapower can influence a land campaign is through blockading enemy harbors.
A blockade is nothing more than a cordon of naval combat vessels that seeks to prevent enemy ships from entering
or leaving a particular harbor. The physical and tactical risks of wind, tide, weather, and darkness made the nature
of a blockade somewhat different in this period as compared with the Age of Sail or modern times.
Each harbor has one or more exit points (sea zones). Each exit point must be occupied by naval units possessing the
required number of Blockade points in order for the harbor to be considered ‘blockaded’. A harbor that is blockaded
does not generate supply points.
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10. Supply
One of the most daunting challenges faced by any military leader is keeping an army supplied with all the goods and
services it needs to maintain itself in the field. Forget about strategy for a moment—it’s logistics that wins most
battles. Alea Jacta Est works with a supply system that very accurately recreates the problems faced by generals in
this regard. Players that ignore the realities and limitations imposed by Ancient logistics soon find their forces
rendered combat-ineffective or worse—simply melting away through attrition.
Figure 10 Supply Filter on: regions with good supply levels are shown in green color, those in red-orange colour
have very low supply. The supply production of each region is indicated by the white figure on the grain bag symbol.
10.1.2 Supply Requirements Military units (including naval vessels) require General Supply each turn to maintain
their operating efficiency. Ammunition is required only when military units engage in combat.
Units that are unable to satisfy their General Supply requirements are considered ‘Out of Supply’ and operate at a
reduced level of efficiency (in addition to suffering other ill-effects). Units that are unable to satisfy their
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Ammunition requirements are considered ‘Out of Supply’ for combat purposes and participate in combat at a
significant disadvantage.
10.1.3 Special Leadership Abilities Affecting Supply There are several Special Ability leadership attributes which
have an effect on supply.
ICON SPECIAL ABILITY EFFECT SEE NOTES
DESCRIPTION
SUPPLY RANGER GENERAL SUPPLY CONSUMPTION REDUCED BY 15% IN WILD 1
REGIONS.
MASTER LOGISTICIAN GENERAL SUPPLY CONSUMPTION IS REDUCED BY 25%. 2
SCs do not accumulate from one turn to another: they only serve to replenish units and Impedimenta in the same
turn. Any surplus is lost.
You can check the total supply generated in each region by hovering the mouse over the region.
Important: Besieged units (unless in an unblockaded port) can only draw supplies from Impedimenta (in
addition to burning up their remaining inherent reserves, if any).
Note: Most supply is generated by friendly structures. Countryside supply is very limited and only used as a
last resort, usually resulting in looting (see below).
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Note: Once cut off from their supply sources, units will gradually spend all their reserves and have to rely on
accompanying Impedimenta to supply them if they want to avoid starvation and desertion.
10.5 Impedimenta
Each Impedimenta can stockpile up to 80 points each of General Supply and Ammunition. They are replenished the
same way as units. Units with no inherent supply left will draw supply from Impedimenta, if any are present in their
army.
Note: Impedimenta are critical if you intend to carry out operations out of range of your supply sources for
more than a few months, as well as to defend in sieges.
10.6 Looting
Irregular units (such as Raiders) will automatically loot any enemy regions they enter unless the region is contested
(that is, if an enemy force is present in the region defending the countryside—not inside a structure and not in
passive posture).
Looting also occurs if structures (cities, forts, depots, harbors, etc.) do not provide enough supply and the force must
then resort to living off the region’s countryside. This does not apply, however, if the region has a loyalty of 75%+
(as the people freely provide General Supply to friendly forces).
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11.4.1 Shooting Initiative Each combat round, Shooting is resolved by having elements of the force with the
highest initiative shoot first. After casualties are deducted from the opposing force, surviving elements belonging to
the opposing force then have the opportunity to shoot back.
11.4.2 Shooting Modifiers The effectiveness of an element’s shooting is modified by a variety of factors—all of
which are taken into account by the computer without player input.
11.4.3 Shooting Resolution Each element that is eligible to shoot in a combat round is given an opportunity to score
hits (i.e. inflict casualties) on enemy units. Eligible elements may shoot their weapons multiple times during a
combat round based upon their ‘shooting rate’. Shooting elements use their Offensive or Defensive Shooting values
to determine whether they have scored a hit on an enemy element. The higher the value, the greater chance an
element will score a hit. If a shooting element scores a hit, the element that has been hit loses both strength points
and cohesion.
11.4.4 Shooting Hit Effects - Casualties Strength point losses from hits are assessed according to the type of
element shooting. Infantry and cavalry elements that score a shooting hit cause the target element to lose one (1)
strength point. Missile-capable units (such as archers, slingers, horse-archers) elements that score a shooting hit
generally cause a two (2) strength point loss, sometimes 3. An element that loses its last remaining Strength point is
eliminated.
11.4.5 Shooting Hit Effects – Cohesion Cohesion point losses from Shooting are assessed according to the type of
element shooting. Generally, a shooting hit inflicts between five (5) and fifteen (15) points worth of cohesion
damage. Each Shooting round also costs 2 cohesion points to each element Shooting.
11.5.1 Assault Combat Initiation Assault combat occurs automatically when the combat range between opposing
forces decreases to Zero (0). Once combat reaches a range of Zero (0), it does not increase on subsequent combat
rounds. Thus, if a battle reaches a range of Zero on the second combat round of the day, it will remain at Zero for the
remaining combat rounds in the day.
11.5.2 Assault Combat Resolution Each element participating in Assault combat is given an opportunity to inflict
casualties on enemy elements. Assault combat is conducted simultaneously (i.e. no casualties are suffered until all
elements have engaged in combat). Elements engaging in Assault combat use their Assault Value. An element’s
Shooting Rate is not a consideration in Assault Combat; each element gets one opportunity to engage in Assault
combat per combat round.
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11.5.3 Assault Combat Effects – Casualties Strength point losses from Assault combat are assessed according to
the type of element that is doing the assaulting and the size of the assaulting element. Most elements that score a hit
during Assault combat generally cause the target element to lose one (1) strength point. However, some stronger unit
elements (e.g. Legionary Infantry) may cause up to three (3) strength point losses per hit. An element that loses its
last remaining strength point is eliminated.
11.5.4 Assault Combat Effects – Cohesion Cohesion point losses from Assault combat are assessed according to
the assaulting element’s type and size. Generally, a hit during Assault combat inflicts between nine (9) and fifteen
(15) points worth of cohesion damage. Each Assault round costs 2 cohesion points to the attacker and 1 to the
defender.
11.6.2 Receiving Cavalry If an opposing force mounts a cavalry charge, troops armed with Pikes or long spears and
shields with good training in close formations can use the length of their weapons to relatively easily “Stand Firm”
and deter the cavalrymen and horses from charging to contact from their front. Roman infantry who generally used
on sword, shield, and short spears in combat had to rely more on the close and disciplined solidity of their formation
behind a frontal wall of shields, well-coordinated overhead defensive shooting, and the use of rear-rank shields
overhead in a manner like the testudo (tortoise formation) as needed to block mounted shooting intended to disrupt
the Roman infantry. Roman discipline and training were key in keeping formation and standing firm when
receiving charges. Defending Legionary infantry elements must pass a Stand Firm Check. The chance of success is
determined by the Discipline Value of the defending infantry elements being checked. This check is modified by
the Leader’s Defensive Rating. The leadership bonus is applied fully if the Leader is in direct command of the
defending element’s unit or is halved if the Leader providing the bonus is commanding the entire Force.
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11.7 Morale
Just as National Morale is an indication of a nation’s willingness to continue a conflict, unit morale is an indication
of a unit’s willingness to remain in combat. Basically, units that are successful in combat and suffer few losses tend
to remain effective for longer periods of time. Units that suffer high casualties in combat tend to Rout (i.e. leave the
field of battle). If enough units rout, panic can spread throughout an entire force causing it to ‘break and run’. A
Force that is routed from battle is susceptible to suffering additional casualties from ‘Pursuit’,while a Force that
withdraws successfully (with some unrouted elements as a rearguard) suffers less.
11.7.1 Morale Checks Prior to Combat Round At the beginning of every combat round, elements that have
suffered losses (in any preceding combat round) must pass a Morale check. Morale checks are performed using the
element’s Discipline value. If the element passes the Morale check, it may continue fighting normally. If an element
fails the Morale check, it is considered ‘Shaken’ and has its Shooting Rate and Assault Value reduced during the
current combat round only.
11.7.2 Morale Checks During Combat Round Elements that suffer losses in a combat round (due to either
Shooting or Melee combat) must immediately pass a Morale check. Morale checks made during a combat round use
the element’s Cohesion value. The Morale check is modified:
If an element passes the Morale check, it may continue fighting normally. If an element fails a Morale check during
a combat round, it is considered ‘Routed’. Routed elements (and units) are considered to have left the field in panic
and may no longer participate in the battle.
11.7.3 Morale Checks and Cohesion The morale check is based on the current cohesion compared to the max
cohesion, modified by losses taken.
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A Force that is surrounded by enemy controlled regions (i.e. all adjacent regions are at least 95% enemy-
controlled) will never attempt to withdraw from battle.
Forces conducting an Amphibious Assault may not withdraw.
11.8.1 Withdrawal Attempt Modifiers A force that decides to withdraw must pass a Withdrawal check. The
Withdrawal check is modified by:
11.8.2 Failure to Withdraw Forces that fail the Withdrawal check are forced to fight the upcoming combat round at
a slight penalty. Such forces automatically attempt to withdraw at the beginning of each subsequent combat round.
The chance of successfully withdrawing is increased with each successive combat round.
11.8.3 Successful Withdrawal from Battle A Force that passes a Withdrawal check is considered to immediately
withdraw from the battle—thus ending the battle before the start of the upcoming combat round. A Force that
withdraws from battle is moved to a friendly-controlled adjacent region on the game map. If the Force has a ‘Seek
Shelter’ Special Order and there is an unbesieged structure in the region where the battle took place, the Force is
moved into the structure. Depending upon the level of enemy control there, a withdrawing Force may be forced into
another battle in the region to which it withdraws.
11.8.4 Withdrawal vs. Rout Clarification Disengaging from an enemy is a complicated maneuver once a battle has
begun. Each turn, a Force is first checked to determine whether it will attempt to withdraw. If a decision is made to
withdraw, the Force is then checked to see if the withdrawal is successful. A withdrawal from battle is an orderly
procedure that seeks to put distance between opposing forces with minimal risk to the withdrawing force.
A Rout is an unwanted (i.e. involuntary) withdrawal from battle that occurs due an overall collapse of morale. It is
an unorganized flight to safety conducted without leadership or purpose other than to get as far away from an enemy
as quickly as possible. As a result, men and equipment are often abandoned. A Force which Routs is subject to
additional casualties (Pursuit).
11.8.5 Complete Rout When too many elements on a side have routed (i.e. have failed a morale check), the army as
a whole must pass a test. If this test is failed, all units on that side rout from the battle.
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11.9.1 Pursuit of Routing Force A Force that is routed suffers additional losses in the form of ‘Pursuit’ casualties.
(Pursuit casualties represent losses due to the chaos and disintegration of an army running away in the face of an
organized enemy force.) Pursuit casualties are increased if the non-routing force (i.e. the winner of the battle)
contains a significant number of cavalry units.
11.9.2 Effects of Battle on Leaders At the conclusion of every battle, each Leader who participated in the combat
is checked to see if he has become a casualty. Lower ranking officers are more likely to be personally affected than
are higher ranking officers. Leaders of 3-star rank are immune from Casualty checks; however, ALL Leaders,
regardless of rank, may become a casualty if their immediate subordinate unit is eliminated (a good reason not to
attach 3-stars) Leaders that survive the battle may gain experience based upon their personal (i.e. for their troops)
ratio of losses suffered/losses inflicted (even Leaders on the losing side). Leaders may also gain or lose Seniority
depending on whether they won or lost the battle. Winning Leaders are sometimes granted additional Special
Abilities as well.
11.9.3 Effects of Battle on Unit Experience Units participating in combat gain experience regardless of whether
they won or lost the battle.
11.9.4 Effects of Battle on National Morale The winning side gains NM according to the losses inflicted on the
opposing force. The losing side loses NM equal to the losses suffered in combat.
11.9.5 Effects of Battle on Victory Points The winning side gains Victory Points according to the losses inflicted
on the opposing force. The losing side neither gains nor loses Victory Points.
Commander’s Note: Victory in a battle is determined primarily by the losses suffered and losses inflicted. It is
possible to be considered the victor in a battle even if a Force withdraws if it inflicts serious losses on an opposing
force.
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12.1 Garrisons
Most structures in the game have either a garrison that is placed by the AI or player (or from scenario start) or a
garrison that will be generated when the need arises.
So even if you see the enemy structure “empty”, it does not mean it will not have defenders in the end. Each
structure, depending on the scenario, will generate a garrison-type unit (most often a city militia type, but not
always), with a certain percentage chance. The generation test will be made for each level of the structure.
On average, city levels generate a small militia 50% of the time per level
On average, ports levels generate a small militia 25% of the time per level
On average, city fortications levels and Depots levels generate a garrison
militia 100% of the time per level
On average, castrum levels (usually almost always level 1) generate a
castrum garrison unit 100% of the time (those units are regular combat units
much stronger than militias, but hopefully less numerous)
12.2.1 Calculating the Attacking Force Siege Value The attacking force is
given a randomly generated Siege Value which is then modified by the
following beneficial conditions:
the amount of siege engine strength points in the attacking force,
attacking force commanded by a Leader with ‘Siege Engineer’
Special Ability,
attacking force contains Sapper units (with ‘Siege Expert’ special
abilities),
presence of a ‘Breach’ in the structure’s defenses,
the defending force lacks General Supply.
12.2.2 Calculating the Defending Force Siege Value The defending force is
given a randomly generated Siege Value which is then modified by the
following beneficial conditions:
the amount of siege engine or siege defense weapons strength points in the defending force,
defending force commanded by a Leader with ’Engineer’ or ‘Fort Defender’ Special Ability,
the level of fortification.
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GREATER THAN The defending force suffers five (5) strength point hits per point of SRV. For example, an SRV of three (3) would result in
0 the defending force losing 15 strength points.
LESS THAN The defending force manages to repair a previously-suffered breach. Increases in fortification level affect the benefits of
0 fortifications in future rounds of the current siege.
Note that results on this table are cumulative. A positive SRV greater than or equal to five (5) indicates that: (1) a
breach is made; and (2) the defending force suffers hits accordingly.
Important Note: In this game, No storming is allowed of a Level 2+ fort or fortress that has not received a total of
breach results equivalent to its level. Of course, this does not apply against unfortified cities (level 0 forts) and it
does not apply also to Level 1 fortifications.
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Similarly, some key cities in certain scenarios are equipped with city defenses, which are ballistic weapons used in
the defense of the city. They usually can’t move and are most of the time destroyed if the city falls to the besieger.
Those units negates the effect of an equal number of Ballistae (12.4) or mobile siege trains.
Important Note: In this game, Avoid to leave your Imperator besieged if you can do otherwise
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Once the battle has been resolved, the Battle Circle is replaced by the Battle Report. The Battle Report is a static
display that presents players with a very detailed summary of the battle that was just fought.
Figure 13.2 After each land combat or naval engagement, a battle report is generated which acts as an after-action
schematic representation of the battle. Note that this Battle Report is different from the Battle Circle resolution
depicted in Figure 13.1.
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The Battle Report gives players detailed information as follows (from top to bottom):
1. Battle Description: Each report has a heading that indicates the name (location) of the battle, the date of
the current game turn, the exact day the battle took place, and—most importantly—who won.
2. Leaders Present: The report lists each of the Leaders who were present at the battle. Use the tool-tip to
find out their exact identities.
3. Initial Forces: The report lists the number, type, and nationalities of all combat and support elements that
participated in the battle.
4. Ranged Casualties: Each red figure equals 10 hits suffered from shooting combat. The number indicates
how many full elements were eliminated by Shooting combat.
5. Assault Casualties: Each red figure equals 10 hits suffered from Melee/Boarding combat. The number
indicates how many full elements were eliminated by Melee/Boarding combat.
6. Leader/Unit Abilities: Round icons indicate the Leader/Unit special abilities that were factored into the
combat equation.
7. Specific Action Indicators: Square icons indicate specific actions/events. Use the tool-tip to see specific
actions/events that took place during the battle.
8. Global Combat Values: The scales indicate the global combat values for both sides (accounting for all
elements participating in the battle.)
9. Total Casualties Suffered: The number indicates the exact number of men lost in the battle.
10. Weather and Terrain panel: This panel displays a graphic representation of the predominant terrain.
Underneath is a weather icon which indicates the weather at the time of the battle.
11. Battle Summary Panels: These panels, located in the bottom corners of the report window, give specific
information about the battle as it relates to each side (i.e. # of units Routing, # of men taken prisoner, etc.).
Use the tool-tip to find out exact information contained in each icon.
The Battle Report gives a detailed summary about each battle. It is possible to determine what actually took place on
the battlefield by studying the casualties, applied leader abilities, and specific action indicators.
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Assault: A Force will attack any opponent it detects in its region. If you are moving, , you only storm
structures if you have stopped moving (i.e. the region of the structure is your final destination or you don't
move at all) OR your ROE (see below) is 'all out attack'. Also note that storming without breaching
defenses is not possible (unless your leader has a special ability allowing it). You will not stop moving to
lay siege, but will lay siege if you are no longer moving and are not allowed to storm.
Offensive: A Force will attack any opponent it detects in its region. Rather than ‘storm’ a
fortification/city outright, it will besiege it instead (or continue an on-going siege). It will not stop moving
in order to lay siege.
Defensive: A Force will not attack opponent forces in the region. If attacked, it defends itself with the
benefit of the region’s terrain bonus (if any). A Force will lay and continue a Siege . This is the default
posture.
Passive: A Force will not attack opponent forces in the region. If attacked, it defends itself without
benefit of terrain and with combat penalties. It will have an increased chance to withdraw from battle.
Forces assuming a Passive posture do not increase the % of military control in the region they occupy. A
Force in Passive Posture is automatically assigned a Retreat if Engaged ROE. Units belonging to a Force
in Passive Posture recover Cohesion at an increased rate (up to the maximum level for the unit). A Force in
Passive Posture takes priority in receiving potential replacements (all other conditions being equal).
14.2.1 Assault and Offensive Posture ROEs The possible ROE options for a Force in either an Assault or
Offensive posture are:
All-Out Attack: A Force will not attempt to retreat during the first two (2) combat rounds of a battle.
The chances of attempting a retreat are reduced during subsequent combat rounds. Losses are increased for
both sides.
Sustained Attack: A Force conducts combat normally. This is the default ROE for Forces in Assault
or Offensive posture.
Conservative Attack: A Force attempts to withdraw from the battle beginning with the third combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
increased. Losses for both sides are reduced.
Feint/Probe Attack: A Force attempts to withdraw from the battle beginning with the second combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
greatly increased. Losses for both sides are significantly reduced.
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14.2.2 Defensive and Passive ROEs The possible ROE options for a Force in a Defensive posture are:
Hold At All Costs: A Force will never attempt to retreat. Routing is still possible. Losses for a
defending Force will be increased.
Defend: A Force conducts combat normally. This is the default ROE for Forces in Defensive or
Passive posture.
Defend and Retreat: A Force attempts to withdraw from the battle beginning with the third combat
round unless it appears as if victory is at hand. The chances of succeeding in withdrawing from battle are
increased. Losses for both sides are reduced.
Retreat if Engaged: A Force will attempt to withdraw beginning with the first combat round. The
chances of succeeding in withdrawing from battle are increased. Losses for both sides are reduced. A
‘Retreat if Engaged’ ROE is automatically assigned to a Force adopting a Passive Posture.
Force Postures and ROEs are assigned to Forces individually and independent of assignments made to other Forces.
In other words, it is permissible (and indeed likely) that multiple friendly Forces stacked in in the same region of the
game map will have different Postures and ROEs. Such groupings of Forces treat the presence of enemy forces
according to their individually assigned Postures and ROEs. Accordingly, forces not intending to fight may be
drawn into battle by the actions of the enemy.
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15. Attrition
The term ‘Attrition’ refers to a unit’s gradual loss of combat efficiency and manpower from circumstances and
events other than fighting (i.e. disease, desertion, accidents, etc.). During the early Roman era, most armies suffered
more from attrition than they did from combat with the enemy. This fact is reflected in the game by exposing Forces
to potential attrition losses based on activities they perform throughout a game turn.
15.1.1 Checking Attrition Forces are checked for attrition under these conditions:
Movement: A Force which moves during a game turn is subject to potential attrition losses in proportion to
the Cohesion cost of the move. (Forces suffer one (1) Cohesion point loss for each day of movement,
subject to a number of modifiers.)
Wilderness Region: A Force which occupies a Wilderness region for all or part of a game turn is subject to
potentially severe attrition losses, more particularly during the bad season (usually winter).
Lack of General Supply: A Force which lacks General Supply (‘Out of Supply’) is subject to potential
attrition losses each game turn.
Harsh Weather: A Force which lacks shelter (i.e. in a region without a structure) during Harsh weather
(i.e. Snow, Frozen, or Blizzard) is subject to potentially severe attrition losses.
Epidemics: Large concentrations of strength points in a region have the potential of causing an outbreak of
disease. If an epidemic breaks out, Forces are subject to potential attrition losses.
15.1.2 Attrition Reduction The effects of Attrition are reduced by:
Rich Region: Attrition losses are reduced by 50% if a Force is occupying a Rich region.
Civilized Region: Attrition losses are reduced by 10% if a Force is occupying a Civilized region.
Impedimenta: An Impedimenta (=Supply Wagon with some General Supply) accompanying a land Force
reduces attrition losses by 10%. Fleets are not protected by the presence of Naval Transports.
Force is entrenched: A Force that is entrenched (regardless of level) reduces attrition losses by 20%.
Attrition modifiers (both positive and negative) are cumulative. For example, if an entrenched Force that lacks
General Supply experiences an epidemic all three of these conditions would be multiplied in the final Attrition loss
equation.
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16.1.1 Gaining and Losing Military Control Military control is gained by having friendly forces enter a region and
remain for a period of time. The amount of time needed to gain complete control is dependent upon a number of
factors. (Essentially, the larger the presence a player has in a region; the quicker the level of military control will
reach 100.)
If opposing players each have forces in a region, neither will increase their level of military control until one or the
other player assumes an Offensive Posture. If the player assuming an Offensive Posture is successful in driving the
opposing force out of the region (or into a structure within the region), his level of military control will begin to
increase. If only one player has forces in a region, his level of military control will begin to increase. On average,
friendly forces will gain total control over a region in only a few turns. (Forces in Passive Posture do not increase
or contest military control of a region.)
Military control is also affected by the level of civilian loyalty in a region in which neither side has military forces
(i.e. leaving a garrison in a region nullifies the effect of civilian loyalty). If there are no military forces present,
military control is gradually increased over time if the citizens of a region are at least 51% loyal or gradually
decreased over time if the citizens of a region are less than 51% loyal.
16.1.2 Effects of Military Control Having military control over regions has the following effects:
16.1.3 Entering Hostile Territory Hostile territory is defined as being a region in which a player has less than 6%
military control. Entering such regions with friendly forces has the following effects:
A Force that enters a hostile region automatically assumes an Offensive Posture. (Forces consisting of
cavalry units, Irregulars, or support units ignore this rule when transiting hostile territory.)
A Force that conducts an Amphibious Assault or river crossing into a regions with less than 10%
control, automatically assumes an Offensive Posture. (Forces consisting of Cavalry, Irregulars or support
units ignore this rule.)
A Force cannot retreat from a battle into a region that is less than 6% controlled by the retreating player.
(A player that loses a battle and is surrounded by hostile territory is likely to see the total destruction of his
forces.)
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Figure 16.1 Military Control filter shows who controls which region (here Red and Green Romans in Illyricum)
16.1.4 Controlling Structures In order to assume control over a structure (city, objective city, town, etc.) a side
need only be the last to occupy it. It is not necessary to leave a garrison behind to maintain control although it is a
good practice. Note however, that Victory Points are not gained from Objective/ Strategic Cities in regions with less
than 6% Loyalty (i.e. hostile territory) unless the cities are garrisoned.
Irregular units, Barbarians and Raiders may only take control of a structure if the Loyalty of the region is greater
than 50%. Likewise, they cannot capture fortifications. (Irregulars, Barbarians and Raiders immediately destroy any
Depots they enter including any supplies stockpiled inside, after having stolen what they need for themselves first.)
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16.2.1 Effects of Civilian Loyalty A region is considered Loyal if a player has at least a 51% Loyalty. (Granted, a
Loyalty percentage of only 51% is a slim margin.) A player gains the following benefits from having a loyal region:
16.2.2 Influencing Loyalty Loyalty is influenced by capturing Strategic Cities. Each time a player captures an
enemy Strategic City, one (1) Loyalty Check is made in the following locations:
These checks are cumulative. For example, a region with a Strategic City that is captured by the enemy would be
checked three (3) times—once for each of the Loyalty Check conditions mentioned above.
16.3 Engagement Points Engagement Points (EP) are the currency used for Military and Diplomatic Optons. They
are earned in several ways:
Capturing of Objectives and Strategic Cities,
Maintaining Merchant vessels in the Commerce areas,
by event,
by certain options.
Note: EP's are earned every turn, and are accumulated until 'spent' on Options. Merchant vessels and events produce
messages telling you of EP gain or loss, if any. Strategic Cities give you 0.25 EP a turn, objectives produce from 0.1
to 0.3 EP each turn. You can find a list of all those sources in the Objective Page of the ledger.
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To open the Ledger, left-click on the XXX located to the left of the Unit Panel on the Main screen. You may also
open a specific page on the Ledger by pressing any of the function keys (F1 through F8) as indicated below.
Figure 17.1 Force Listing page of the Ledger (F1). Filters are at the top of the screen; all columns can be used to
choose the sort order.
17.1.1 Sorting the Force Listing The Force Listing can be sorted so that specific information is readily displayed.
Use your mouse to select the feature you are interested in viewing (i.e. unit strength, cohesion, unit name, region,
etc.) Use the mouse wheel to scroll through the Force Listing.
17.1.2 Force Listing Filters Located to the top of the Force Listing is a line of filters that can be toggled On and Off
to further refine your display of specific information. (You can identify the filters by holding your mouse over the
filter icons.) For example, if you were interested in finding out the strength of your navy, you would simply sort the
Force Listing by Area (or Theater) and toggle the naval unit filter to ON.
17.1.2 Nationality Filters By clicking on one of the flags at the top right of the Force Listing, you can filter the
units belonging to just one of multiple nations you may control.
17.1.3 Jump to Unit Feature The Force Listing allows you to select and jump to any unit on the game map by
clicking on the flag icon in the most left column of the unit’s information box.
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Figure 17.2 Available replacements and units under construction page of the Ledger (F2).
To construct new units, see the §22 ‘Construction Mode’ section below. For each type of replacement, the number
under the icon represents the number of chits available for a given nation. The number in brackets is the number you
have ordered this turn. To order more, right click on the icon. To cancel an order, left click on it. The number above
the icon is the number of strength points of that type which have been lost from existing units and which may be
replaced using the chits if the required circumstances apply. To change the nation you want replacement for, click
on the flag.
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17.3 Imperator, SPQR & Varius: the Options Screens (F3 to F5 keys)
Figure 17.3 SPQR – Government type options page in the Ledger (F5). Other pages shown reduced here
The Different Global Options Screens (F3 - Military, F4 - Government, F5 – Diplomacy and various) may contain a
description of Options open to a player during a turn (or for the duration of the game) along with the cost of these
options (in terms of Engagement Points, Victory Points, etc...). These options will vary according to the scenario
being played. Not all scenarios contain selectable Options.
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As well as being more readable, you can notice some differences with the minimap:
• Armies are represented by squares. Fleets are represented by triangles.
• Squares and triangles come in 3 different sizes. The game allocates these sizes using a 3-tiered system,
depending on the relative size of the forces on the map. So, if your army is among the smallest forces on
the map, you'll get a small square. If your army is among the strongest, you will get the largest sized
square.
• Hovering the mouse over the squares and triangles gives you a tooltip naming the forces they represent.
• Clicking on one of the forces will jump to the force on the main map.
• The minimap shows many colors, since it displays the forces' nationality. The Strategic Map, on the other
hand, is displaying the factions, so there are fewer colors. This is because some factions control more than
one nationality.
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MUD Moderate Penalty, Slight Penalty (Atk) Mountain regions suffer Attrition
Crossing rivers more
difficult
SNOW Moderate Penalty Moderate Penalty (Atk), Battles Attrition unless Sheltered
(HARSH) start at Close Range
FROZEN Moderate Penalty, Moderate Penalty (Atk) Attrition unless Sheltered, with increased
(HARSH) Bodies of water may severity
freeze
BLIZZARD Severe Penalty, Severe Penalty (Atk), Battles Attrition unless Sheltered, with even
(VERY Bodies of water may start at Close Range greater severity
HARSH) freeze
Notes:
Forces in a loyal region (over 50% Loyalty) with a friendly structure ignore Attrition losses due to Harsh Weather.
The Force does not have to be physically placed inside the structure to benefit. (Does not apply if Hardened
Attrition option is in effect.)
The attrition effects of Snow, Frozen, and Blizzard conditions involve increasing amounts of severity (with
attrition due to Blizzard being the most severe).
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19.1 Money
In Alea Jacta Est, the sole resource used to purchase new units and their replacements is money. Money is often
called Denarii (plural of Denarius, a Roman silver coin and unit of account). In the game, money comes from only
five sources:
Money has many uses, but its primary consumption will be for:
19.1.1 Cities :
It is very important for the player to know that the main income source is the cities he controls. They usually provide
more than half of his total budget. But those cities produce income only once per year, at the end of winter (end of
February).
Note: It is important to keep a good money reserve and not spend everything upon collection, as the need for money
continues every turn (see below).
19.1 Maintenance
In Alea Jacta Est, the military units on the map require maintenance. Maintenance is paid every turn, using money
from the player’s treasury. If the player lacks money to maintain troops, these will start grumbling, deserting or
revolting.
19.2 Losses
When combat and attrition losses occur, they are apportioned among elements belonging to the Force which has
suffered the casualties. These elements have their losses indicated on the Unit Panel by the presence of gray
manpower symbols (black manpower symbols representing remaining strength points). Each hit suffered causes the
loss of one (1) strength point. The exact total of men remaining in the element is indicated numerically. As long as
elements have at least one (1) Strength Point remaining, they are eligible to receive replacements. Once the final
strength point is lost, the element is eliminated.
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terms of replacement chits. Each replacement chit is equivalent in strength to about 60 men (one element) or one
ship of the nationality indicated.
Figure 19.3 The Replacement Screen section in the Production page (F2)
Replacement Chits There are a few events during the game that generate additional replacements. Otherwise, the
main way for the player is to expand money to 'purchase' additional replacements.
19.3.2 Eligibility to Receive Replacements In order for a unit that has suffered strength point losses to be eligible
to receive replacements, it must remain stationary for the complete game turn. The number of replacement strength
points a unit may absorb (as a percentage of its full strength) is a function of the type of terrain it occupies as
follows:
10%: unit in a region with an unbesieged town,
20%: unit in a region with an unbesieged city (level 4 or greater),
30%: unit in a region with an unbesieged Depot,
5% per level: unit is a naval vessel in harbor (represents repairs to damaged ships).
Note: These percentages are non-cumulative. A unit with a maximum strength of 27 strength points is allowed to
replace nine (9) strength points per turn if it remains stationary in a region with a depot (30% of 27 = 9).
19.1.4 Prohibitions to Receiving Replacements The following units may not receive replacements:
units that are currently at full strength,
units of a type different from the available replacement chits,
units of a different nationality from the available replacement chits,
units that have moved regardless of the terrain they occupy,
units that are besieged (unless located within an un-blockaded harbor).
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21.1.1 Experience Indicators A Unit’s level of experience is indicated by the number of stars on its unit counter.
Experience is also indicated by star icons located on the top pane of an element’s Unit Detail panel display. Each
star represents a level of experience. For example, certain veteran units begin scenarios with up to five (5) levels of
experience. These units have five (5) stars in their Unit Detail panel displays.
21.1.2 Gaining Experience Experience is gained by participating in combat or through training provided by
Leaders with Training-related Special Abilities. When a unit participates in combat, depending upon its individual
success, it may be awarded Experience Points. Experience awards are noted in the Message Log. In order to gain an
Experience Level, a unit must acquire anywhere from 5 to 20 Experience Points. Eligible units are checked at the
end of each game turn to see if they have gained an experience level.
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For levels of experience 1, 3, 4 and 6, units gain a +1 increase in their Assault values.
For levels 2 and 5, units gain a +1 increase in their Discipline values.
For level 7, units gain a +1 increase in their Shooting Rate values.
For every level of experience, units gain a 10 point increase in their Cohesion value. (For example, a unit
with two levels of experience receives 20 extra Cohesion points.)
Design Note: The experience gains effect has been totally changed compared to previous AGE games, and now
concentrates on the important values for Ancient era combat, assault and discipline.
In many cases, the occurrence of an event is merely for information purposes. Some events, however, add or remove
troops from the game map. Pay close attention to the Message Log at the beginning of each turn and use the ‘jump’
feature (left-clicking on message text) to go directly to the map where an event has taken place.
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To enter Construction mode, just click on the Emperor statue located on the
roof décor on the bottom left-hand site of the interface (above the minimap).
23.1.1 Construction Buttons There are two types of buttons which are used
to filter the various construction possibilities. They allow you to filter
constructions by Unit types.
23.1.2 Buildable Units These are listed in the main interface. You can see
all those units that are still available for construction, and the number of
them available to build is indicated in the black square on the upper-left
corner of the unit stamp, above the Combat Power value. A tooltip on each
unit gives you an indication of the number of these on the map, name, cost
in money and construction time (in number of days).
Note: Each unit has a certain construction weight and a given region can only allow construction of a limited
amount of unit weight at any one time. This is to prevent overproduction at a single location. So choose and plan
carefully.
It is also possible to see the statistics of the elements of the unit to be built, by clicking on the unit symbols, in the
bottom right panel, when a unit is selected.
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23.1.4 How to build Simply select the unit you plan to build and drag and drop it on the map in a green-colored
region. In other regions, the drag & drop will be refused, and a short message will appear in the top part of the
interface: it usually happens when the construction capacity of the chosen site is exceeded or you are lacking one (or
more) of the assets required for construction (see below).
23.1.5 How to Cancel a build order If you have constructed a new unit and consider it not good (for any reason)
and want to cancel the build order, just select the unit on the map and hit the <Del> key (Delete). Everything you
spent on such a unit is immediately refunded
23.2 Limits
To raise units, you will need Money and Supplies: this is what your war economy is about. However, you are limited
in the numbers and locations of your newly raised units since each owned city of your home nation (conquered cities
do not contribute) can only provide a limited share of its resources to your war effort.
23.2.2 Ammunition Finally, another commodity you will need to keep your troops battle ready is Ammunition,
which is tracked separately from General Supply but otherwise follows the same production and distribution
mechanisms.
23.2.3 Force Pools Each Nation can only field a limited number of troops at any time. This is what is called its
Force Pool (FP). In addition, if all of a Nation’s units are in play, the Nation can’t field more units until some are
eliminated. Some units may be not replaceable at all in a scenario (e.g. experienced or elite units, trained specialists,
or rare types such as elephants).
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Figure 23.3 The fleet in Tarentum is under construction, as shown by the red
color on the unit symbols in the detail panel)
After a while, units under construction progressively lose this ‘special’ status and can be moved, but rushing those
green units into combat should best be avoided.
Note: Ideally, you should wait until they have completed their training (i.e. health and cohesion is at 100%) before
issuing them combat orders. You can move them in passive mode toward their destination though, as they will
continue to be completed (all soldiers and equipment are considered there, but the troop is still in very green). Note
that when a unit can be moved you get a message in the message panel.
23.3.1 Build Duration The build duration is indicated in the tooltip when you hover over the unit under
construction. This is the time in days needed for a unit to reach its full Strength and Cohesion and depends on unit
type. Within the unit, the various elements will achieve 100% health at their own construction speed though (in
essence the time indicated for the whole unit is the time of the element which is the longest to built/recruit).
Example: Urban Militia are low-quality troops but have a good build rate and are cheap to build while Legions or
Cavalry take quite a bit more money to purchase and time to complete.
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Click on a Decision. Regions where the Decision may be played are displayed in green color (in fact the logic is the
same as in the construction mode).
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• All Decisions but Subversion require that you have military control of the region. Subversion requires that
your opponent have majority military control.
• All Decision effects occur for a certain amount of time (generally 1 or 2 months, i.e. 1-2 turns), and you
can only take a Decision a limited number of times as indicated in the interface.
• The effect of the Decision will be applied at the end of the period unless it specifies otherwise (which
means you normally need to have majority military control of the region for the whole period).
Note: Not all Decisions are accessible to all factions at all time, Some may only become available after certain
events.
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Timeline
Military History of the Roman Empire - Basic Timeline from 753 BC to 476 AD
753 BC: Rome is founded by Romulus (according to Roman tradition).
550 BC: Servius Tullius, the 6th king of Rome, builds city walls (according to Roman tradition).
494-287 BC: ‘Conflict of the Orders’. The Plebeians rebel against the Patricians, beginning a class war of two
centuries. Eventually, the Plebeians gain political equality with the Patricians.
474 BC: Naval Battle of Cumae. The Greeks defeat the Etruscans, who lose much of their influence in Italy.
509 BC: Rome becomes a republic. The deposed king Tarquinius Superbus attempts to regain the throne but is
defeated in the Battle of Silva Arsia.
390 BC: The Gauls invade Etruria and defeat the Romans at the Battle of the Allia; Rome is sacked (except for the
Capitoline Hill).
343-341 BC: First Samnite war. Rome conquers Campania from the Samnites.
338 BC: Rome annexes the ‘Latin League’, a confederation of 30 villages of Latium.
326-304 BC: Second Samnite war. After a series of victories against both the Etruscans and the Samnites (and the
decisive Battle of Caudine Forks) Rome grants them peace but with severe terms.
During these years Rome organizes a rudimentary navy and constructs its first military roads.
298-290 BC: Rome wins the third Samnite war after the Battle of Sentinum; it dominates the entire Italian peninsula
except for the Greek cities in extreme south and the Po valley still occupied by the Gauls.
280-275 BC: Pyrrhic War. Rome is defeated at the Battle of Heraclea by a combined force of Greek cities led by
Pyrrhus of Epirus but rejects a peace treaty. After a war of attrition, Rome conquers most of southern Italy.
264-241 BC: Rome and Carthage fight the first Punic war for supremacy in the western Mediterranean. Rome
eventually emerges victorious after the naval Battle of the Aegates Islands and imposes heavy conditions on
Carthage.
218-203 BC: Second Punic War. Hannibal invades Italy across the Alps. The Romans lose several major field
battles in Italy (Treba, Trasimene, Cannae) but win the Battle of the Metaurus, checking all attempts to reinforce
Hannibal. Many Italian cities, like Syracuse, revolt against Rome. In the meantime, Roman expeditions invade
Iberia and Africa. The war ends at the Battle of Zama in Africa with a Roman victory, resulting in a humiliating
peace for Carthage, which ceases to be a major power. Rome annexes Spain.
192-188 BC: Roman-Syrian War. Rome wins a clear victory against the Seleucids which are forced to give up
Greece and Asia Minor. Rome becomes the only remaining major power around the Mediterranean Sea.
171-168 BC: Third Macedonian War. King Perseus of Macedon threatens the Roman control over Greece but loses
the Battle of Pydna. The Romans invade Macedonia.
149-146 BC: Third Punic War. The Romans land in Africa. After a long siege, Carthage is completely destroyed and
all the remaining Carthaginian territory is annexed by Rome.
149 BC: Rome wins the Battle of Corinth. This battle marks the end of Greek resistance against the Romans.
135-132 BC: The first ‘Servile War’ is prompted by a slave revolt in Sicily. After some minor battles won by the
slaves, a large Roman army lands in Sicily and defeats the rebels.
113-101 BC: Cimbrian War. Germanic tribes invade Gaul and Spain. After a series of defeats and heavy losses,
Rome is finally victorious at the battles of Aquae Sextia and Vercellae, and its Germanic adversaries are almost
completely annihilated.
111-104 BC: Jugurthine War between Rome and Jugurtha, king of Numidia. After a long campaign in Africa,
Jugurtha is captured and Numidia becomes an allied client state of Rome.
104-100 BC: Second Servile War. Slaves revolt in Sicily again. The Roman army quells the revolt only after great
effort.
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91-88 BC: ‘Social War’ between Rome and 12 of the other cities in Central and Southern Italy (which had been its
allies for centuries so far) over the issue of citizenship. The rebellion is suppressed when Rome makes concessions,
offering full citizenship to any male of an allied state presenting himself in Rome.
89-85 BC: First Mithridatic War. Pontus and many Greek cities rebel against Rome. The war ends in a Roman
victory which forced Mithridates, king of Pontus, to abandon all his conquests and return to the pre-war borders. The
massacre of 80,000 Italian citizens in Asia Minor ordered by Mithridates profoundly affects continuing relations
between him and Rome.
88-87 BC: Sulla's first civil war. Consul Sulla (for the Optimates) marches on Rome with his Social War veterans to
seize power from the other Consul Marius (for the Populares), who flees in Africa. It is the first time that a Roman
army invades Rome.
87 BC: Marius returns from exile with a new army and invades Rome too, while Sulla campaigns in Greece against
Mithridates.
83-81 BC: Second Mithridatic War. A local Roman Legate invades Pontus on his own authority, claiming that
Mithridates is re-arming. Peace is restored on the orders of Sulla.
83-72 BC: Sertorian War. In Hispania, General Sertorius rebels against Sulla. The war ends after the assassination
of Sertorius, when the remnants of his army are defeated by Pompey.
82-80 BC: Sulla's second civil war and Dictatorship. By winning the Battle at Porta Collina against Marius, Sulla
reconquers Rome, executes thousands of political enemies and becomes dictator. The Assemblies are stripped of
nearly all power; the Optimates' cause reaches the peak of its power.
75-63 BC: Third Mithridatic War. King Mithridates invades Bithynia and initially is virtually unopposed, but he is
eventually defeated by Pompey after a long war. Bithynia and Pontus are annexed; Armenia becomes an allied client
state of Rome.
73-71 BC: Third Servile War. An unsuccessful rebellion of slaves and gladiators led by Spartacus threatens the
Roman heartland of Italy.
64 BC: Syria is annexed.
63 BC: Pompey intervenes in a struggle of the local ruling dynasty, captures Jerusalem and annexes Palestine.
60 BC: Crassus, Pompey and Caesar form a Triumvirate.
58-50 BC: Gallic Wars. Caesar conquers all of Gaul after the decisive Battle of Alesia.
53 BC: Crassus invades Mesopotamia but is defeated and killed by the Parthians at the Battle of Carrhae. Rome is
on the edge of civil war.
49 BC: When the Senate asks for his resignation, Caesar crosses the Rubicon and invades Rome. He later defeats
Pompey at the Battle of Pharsalus and becomes sole dictator of Rome.
47 BC: Caesar invades Egypt to intervene in a local civil war, and proclaims Cleopatra queen.
44 BC: Julius Caesar is killed by senators on the day of the Ides of March. Consul Marcus Antonius marches against
one of the plot’s leaders, Brutus, in Gaul, but loses the Battle of Mutina.
43 BC: A truce is agreed and the second Triumvirate is appointed between Marcus Antonius, Lepidus and Octavius.
36 BC: Marcus Antonius launches a major offensive against the Parthians, who had invaded Syria. Failing to make
progress against Parthian positions, the Romans withdraw with heavy casualties.
36 BC: Lepidus is expelled from the Triumvirate after an ill-judged political move.
33 BC: Disagreement between Octavian and Marcus Antonius erupts into open civil war.
31 BC: Octavius defeats Marcus Antonius at the naval Battle of Actium, ending the civil war. Egypt is annexed to
Rome.
29 BC: After a victorious campaign on the Danube, Rome conquers the kingdom of Moesia.
27 BC-167 AD: Pax Romana (long period of relative peace and minimal military expansion).
9 AD: Battle of the Teutoburg Forest. Germanic warlord Arminius totally destroys the Roman armies east of the
Rhine.
43 AD: The Romans invade Britain.
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66-73 AD: First Jewish-Roman War. A large-scale revolt breaks out in Judea. The Romans sack and destroy
Jerusalem.
69 AD: ‘Year of the Four Emperors’. Rome witnesses the successive rise and fall of generals Galba, Otho and
Vitellius, and the final accession of Vespasian after his crushing victory at the second Battle of Bedriacum.
77-84 AD: The Romans conquer Wales and Caledonia.
106 AD: The Romans conquer Dacia and Nabataea.
116 AD: The Romans conquer Mesopotamia.
122 AD: Hadrian's Wall is built along the northern frontier of Britannia.
166-180 AD: Marcomannic Wars. A Germanic invasion of Germania and of the Danube region is countered by the
Romans in a decisive battle at Laugaricio.
193 AD: ‘Year of the Five Emperors’. Five claimants fight for the title of Roman Emperor. General Septimus
Severus rises to the throne after a decisive victory at the Battle of Lugdunum.
198 AD: After a successful campaign against the Parthians, Rome annexes Mesopotamia. The southern frontier of
Roman Africa is expanded and re-fortified.
230-299 AD: Roman-Sassanid Wars. The Sassanids invade Roman Mesopotamia and Armenia but are slowly forced
to withdraw. The Romans and their allies eventually capture and sack the capital Ctesiphon. The resulting peace
gives them control of the Tigris region and Armenia.
238 AD: ‘Year of the Six Emperors’. Not less than six claimants are successively recognized as emperors of Rome.
It is the starting of a period of increased military and political instability in the Empire.
249 AD: The Goths invade Macedonia and Dalmatia. The Romans were soundly defeated at the Battle of Abritus.
The Roman emperors Decius and his son are both killed in battle.
260-274 AD: Gaul, Germania, Britannia and Hispania break off from the Roman Empire to form the Gallic Empire.
After the death of its first emperor however, most provinces re-align with Rome or are reconquered by force.
267-269 AD: Goths invade Greece and the coast of the Black Sea but are decisively defeated by the Romans at the
Battle of Naissus.
269-273 AD: The Palmyrenes invade Syria, Palestine, Lebanon and Egypt, taking control of Rome's vital grain
supply. The counter-offensive is swift and the rebels suffer a crushing defeat near Antioch. Palmyra is destroyed.
306-324 AD: Wars of the Tetrarchy. Civil war erupts between the co-emperors. Constantine I conquers the eastern
portion of the Roman Empire and chooses the city of Byzantium as its new capital, Constantinopolis.
350-351 AD: Civil war erupts again between his three sons at the death of Constantine I.
376-382 AD: Gothic War. The Visigoths invade the Balkans and defeat a large Roman army at the Battle of
Adrianople. For the first time, the Romans agreed on a peace settlement with barbarians inside the borders of the
Empire. It marks the start of its collapse.
395 AD: Theodosius officially divides the Roman Empire in the Western and Eastern parts, with Milano (then later
Ravenna) and Constantinople as their respective capitals.
406 AD: Germanic tribes cross the Rhine and invade Gaul.
407 AD: Rome withdraws from Britannia.
451-452 AD: The Huns invade Gaul. They withdraw after the indecisive Battle of the Catalaunian Plains but ravage
Italy.
476 AD: Emperor Romulus Augustus is deposed. Fall of the Western Roman Empire.
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Appendices
A. Terrain Summary and Development Effects for Land Units
Terrain Type EFFECT ON COMBAT EFFECTS OTHER EFFECTS NOTES
MOVEMENT/SUPPLY (ATK/DEF)
CLEAR FORAGING BONUS
WILDERNESS SEVERE PENALTY ATK: SEVERE PENALTY HIDE BONUS, LIMITED SEE NOTES
DEF: NONE FORAGING, AMBUSH RISK 1&3
MAJOR RIVER/ SEVERE PENALTY ATK: NONE: MAY FREEZE DURING SEE
LAKE DEF: MAJOR BONUS WINTER NOTE 5
OCEAN IMPASSABLE
DEVELOPMENT LEVELS
WILD MOVEMENT MODIFIER IS 66% SUPPLY IS 50% OF NORMAL
(SLOWER)
CLEARED MOVEMENT MODIFIER IS 75%
(SLOWER)
DEVELOPPED MOVEMENT MODIFIER IS 90% SUPPLY IS 200% AND 300%
CIVILZED (SLOWER). NONE IN CIVILIZED OF NORMAL RESPECTIVELY
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SHALLOW SHALLOW DRAUGHT VESSELS WEATHER MAY REDUCE INITIAL MAY FREEZE
WATER ONLY COMBAT RANGE
COASTAL WEATHER MAY REDUCE INITIAL
WATER COMBAT RANGE
OCEAN WEATHER MAY REDUCE INITIAL
COMBAT RANGE
Notes:
1. Irregular units receive Major Combat bonus (Atk & Def)
2. Irregular units receive Slight Combat bonus (Atk), receive Major Combat Bonus when Ambushing
3. Irregular units receive Moderate Combat bonus (Atk) when Ambushing
4. Irregular units receive Moderate Combat bonus (Atk) when Ambushing, increased movement penalties for wheeled and mounted units.
5. Friendly Forces attacking across a river (major or minor) do not incur a penalty if the region has a level of friendly military control greater than
10%
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C. Shortcut Keys
Zooming:
Mouse wheel : Zoom in/Zoom out.
Click on mouse wheel : Alternate between maximum and minimum zoom levels.
End : Alternate between maximum and minimum zoom levels.
Page Up : Zoom in.
Page Down : Zoom out.
Handling Forces:
Left-click : Select a Force.
Right-click : Unselect (and returns to messages display).
Ctrl + left-click : Cycle through the various region Forces, make multiple selections on the Unit Panel.
Drag-drop on another region : Moves Force to desired location.
Drag-drop on same region : Cancel whole move (exception: if [Shift] is pressed it allows circular trips).
Drag-drop on another Force : Either intercept an enemy or combine with a friendly Force.
Drag-drop on city, harbor : Enter the structure.
Drag-drop on a tab : Combine with this Force.
Drag-drop + Ctrl : Moves Force to desired location. (Disables pathfinding)
Del : Cancel the last leg of the movement path of an Army or Fleet.
C : Center map on selected Force.
Shift : When a Force is selected: Displays regions and nature of the links.
Ctrl : Show number of men.
Q/W : Cylce through 'locked' land forces.
E/R : Cycle through land Forces. Simultaneously press [Ctrl] to skip units that are not moving.
T/Y : Cycle through naval Forces. Simultaneously press [Ctrl] to skip units that are not moving.
S : (Sentry) Selected Force will be skipped when cycling with keys E/R/T/Y.
Ctrl +S : Remove all ‘sentry’ orders.
Ctrl + L : Lock/unlock all Forces (prevents a Force dropped onto another Force from merging).
Right-click on a tab : Lock/unlock this Force.
Keys 1 – 6 : Switch Map Filter.
Ctrl F1-F4 : Use unit filter for you or your enemy.
Ctrl F9 : End Game Turn.
Ctrl + Shift + S : Save Game.
F1 : Force List (Excercitus).
F2 : Replacements and Production (Dilectus).
F3 : Military Options (Imperator).
F4 : Various Options (SPQR).
F5 : Diplomatic Options (Varius).
F6 : Strategic Map (Imperium).
F7 : Scores & Objectives (Consilium).
F8 : Scenario Background (Scaenae).
In the Unit Panel:
Ctrl-click : Select/unselect multiple units.
Mouse wheel scroll : Move through the list of units.
Select unit(s) then drag-drop : Create a new Army/Fleet. This is used for disembarking in a coastal region without a friendly harbor.
A, O, D, P : Change the Force to the corresponding posture.
Operational Orders (if applicable):
Shift+T : Enter Structure upon reaching destination.
Shift+D : Build Depot.
Shift+S : Sortie from structure.
Shift+M : Force March.
Shift+A : Set an Ambush.
Shift+B : Burn Structure (land units).
Messages Log:
Simple-click : Go to region where event occurred (if relevant).
Double-click : Display messages content (if message is red) and opens specific message window.
Mouse wheel scroll : To scroll up and down the message list.
Windows & Interface:
Esc : Close the window.
R : When on the main menu: Resume last played game.
Saved Games :When you move the mouse over a saved game on the load game screen, you can either back up one turn (Home
key), rename it (Insert key) or delete it (Delete key).
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D. Map Icons
Fortifications levels, indicated by the towers on the wall (same for all civilizations)
Level 1 Fort Level 2 Fort Level 3 Fort Level 4 Fort Level5 Fort
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E. Unit Symbols
Unit Type / Replacement Chit:
Chariots Cavalry
Medium
Cataphractae (Heavy Cav.) Cavalry Siege Weapons
Artillery
Cavalry or
Eques Iaculatores (Cav.)
Raider
Eques Sagittarii (Cav) Cavalry
Barbarian Raider
Irregular Raider
Engineer Engineer
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Emplaced Defenses These defenses are emplaced machines and can't be moved outside the structure.
Druid, Healer, This element is able to provide health care even on the battlefield. Gives +15% to the Cohesion Recovery
or Physician rate of all other elements of the Force they are in.
Signal This signal unit is of great use to an able commander for transmitting orders along the chain of command.
+2 Command Points to the Force it is in. This ability does not improve.
Reconnaissance Improves the detection of enemy units in regions adjacent to the Force.
Pillager If the most senior commander in the region, this leader will let his men burn and pillage the countryside.
Only the most loyal and policed regions will be spared from his cruel behaviour. If an element, it will burn
immediately any enemy Depot or stockade captured.
Large Transport This unit has a transport capacity of 10 CPs.
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Mountaineer Provides a 25% move bonus to the whole Force in Hills, Wooded Hills, Mountain or Alpine terrains.
Supply Ranger Reduces Force’s consumption of General Supply in WILD by 15%.
Forager This element or commander reduces by 25% the chances that an element in the same Force pillages a
region when foraging (i.e. when General Supply is lacking).
Expert Forager This element or commander reduces by 50% the chances that an element in the same Force pillages a
region when foraging (i.e. when General Supply is lacking).
Siege Expert Provides a one point siege bonus to the whole Force when attacking Fortifications.
Fort Defender Provides a one point siege bonus to the whole Force when defending Fortifications.
Engineer Provides a one point siege bonus to the whole Force when defending or attacking Fortifications.
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Very Fast Increases speed of all cavalry elements in his command by 25%.
Cavalryman
Very Fast Raider Increases speed of all Irregular elements in his command by 25%.
Master Logistician Reduces consumption of General Supply by 25% for all elements of his command.
Ambusher His command has a 50% bonus to Irregulars’ chance to ambush in non-clear areas.
Surpriser His command has a 20% chance of surprising the enemy (gets first shot).
Shooting Discipline Increases Defensive Shooting value by 10% for all elements in his command.
Withdrawer If the Force commander, allows a 30% greater chance of withdrawing during the first two (2) hours of a
battle.
Adept Raider If Force commander, allows an 85% chance of retreat at any round of battle, if overwhelmed. Applies only
to Forces needing 4 or fewer command points.
Reckless If Force commander, will have difficulty retreating the first two hours of the battle.
Hothead If Force commander, won't be able to order a retreat during the first two hours of the battle.
Expert Withdrawer If Force commander, allows a 30% greater chance of withdrawing during the first four (4) hours of a
battle.
Multinational Suffers no penalty for commanding units of a different nationality.
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Master Trainer If Force commander, will train up to two (2) elements of Conscripts every turn.
Spymaster If a Force commander, improves all detection of enemy units (except Irregulars) within the Theatre by
reducing Evasion Level by -1.
Credulous If a Force commander, he tends to credit erroneous reports which worsen friendly detection of all enemy
units (except Irregulars) within the entire Theatre by adding +1 to enemy Evasion levels.
Brave Leader Increases Cohesion of elements he commands by 10.
Charismatic Leader This leader has a charismatic aura and provides +5 maximum Cohesion and a +25% increase in the
cohesion recovery rate of elements he commands.
Admired Leader The leader is appreciated by his men and cares about their well-being. He provides a +15% increase in the
cohesion recovery rate of elements he commands.
Dispirited Leader This commander is is uninspiring in the eyes of his men or is a defeatist. -5 Maximum Cohesion and a
penalty of -25% to the Cohesion recovery rate of his command.
Revered Leader The leader is beloved and revered by his men, as he cares about their well-being. If the commander, he
provides a +25% increase in the cohesion recovery rate of units under his command.
Civic Leader If the most senior commander in the region, will progressively increase the Loyalty of the population over
time. (+1% each turn up to 75%).
Good Commander If Force commander provides +1 Command Point per ability level.
Gifted Commander This general is gifted for command. +2 Command Points and +1 additional CP per ability level above 1 to
each Force he commands, and all Forces in the Theatre if he is the most senior Commander.
Good Subordinates This general knows how to pick his subordinates and is able to delegate command at the right moment. +3
Command Points to any Forces he commands. This ability does not improve.
Quickly Angered This general is quickly angered and often berates or argues with his subordinates. -4 Command Points to
the Force he commands.
Great Strategist If the Commander in Chief in the Theater, provides +1 Command Point and an additional +1 per ability
level, to his Force (only this one).
Lax (or Slack) This general (if the commander) has the bad habit of letting his troops move in disorder, thus reducing
General how effectively they can patrol the region or conceal their approach. −25% to Evasion and Patrol, −1 to
hiding Value of the whole Force, if moving.
Sea Raider If the admiral in command, this leader will be adept at avoiding enemy naval Forces, if need be. +25% to
the Evasion Value of the Fleet. Works even if not moving.
Fort Runner If the admiral in command, this leader will be adept at running past enemy Forts, if need be. +10% to the
Evasion Value, −35% to the damage taken from Forts shooting at the passing Fleet. Works only if
moving.
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G. Regional Decisions
Here are charts with the depiction of the various in-game decisions
Enslave & An old adage observes that slavery is the wage of the vanquished. In these ancient
Plunder societies, those who have nothing left except debts may well also find themselves
sold at auction. The massive import of slaves in a province is always bound to create
dissatisfaction among its poorest freemen, who are then unable to face that unpaid
competition.
Strategy: Seize wealth forcibly.
Description: When requisitions are no longer possible, or when the ruler controlling
a region seeks to despoil it, the next stage to get money is by enslaving the local
populace and plundering their riches. You can't enslave and plunder a region while it
remains strongly loyal, which is unlikely if you have been heavily requisitioning
there. If you enact this decision, the region will give you a lot of money, but any
remaining loyalty will plummet and the region becomes pillaged and therefore too
financially exhausted to ransack further.
Subversion Influencing a city, a tribe or a local potentate generally requires either the sending of
a discrete ambassador who knows the country and moves there at his own risks and
perils, or to dispose of consequent financial means.
Strategy: Shift some loyalty in an from enemy to you in a region where an enemy
has majority control.
Description: This decision may be played in any region with a city. You gain some
loyalty and all other nations with loyalty there will lose some.
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Pax Romana Roman colonization began at the time of the Samnite Wars, in order to protect
trading routes. Little by little, the installation of Roman colonists, then the granting
of Roman citizenship to more and more provinces and cities in Italy and then outside
of the peninsula, contributed to the phenomenal rise of Roman influence, and to the
extension of its civilization everywhere around the Mediterranean.
Strategy: Romans may gain loyalty and develop a region by spending EP.
Description: Pax Romana is a powerful decision that costs the Senate three times as
much EP as simpler reforms, but is both quicker and much more powerful! This is
one of the rare decision that also gives 1 NM point. It is repeatable if enough EPs
are available.
Clearing With the exception of the Mediterranean shores, most of European lands remain wild
during the Ancient era. However, Roman civilization slowly entails the clearing of
lands in Gaul and Germany. But most of Northern Europe will remain dark and
unreachable for a long time.
Strategy: Develop a non developed region at a low cost.
Description: A good investment of EP from the Senate or State, this decisions will
augment significantly the development level of a region, if it is not much developed.
You can't develop it indefinitively though and will have to switch to something else
to push it further. (development augments travel speed).
Public Work Urban centres quickly reflect the rise of a sedentary civilization. Attracting
merchants and craftsmen, cities also transform rural productions and allow
exchanges with other nations. They remain also the main artistic and technological
centers of the nation.
Strategy: Develop a region with a city.
Description: The next stage in development is generally performed with public
works, that needs a city (of any size). Less efficient, EP wise than clearing, it is still
of good interest to raise further the development level of a region (development
augments travel speed).
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Urbae The large ancient cities become little by little the centers of attraction for political
power and arts. When kings or emperors settle there, they then beam as headlights of
ancient civilizations, like was the case of Rome, Alexandria, Pergamon or Ctesipho.
Immense forums are built there, immense palaces erected, and around these
metropolis, the poorest people from the neighbouring countryside gather in the
suburbs in search of work.
Strategy: Develop further a region with a city.
Description: The ultimate state in region development, Urbae needs a good sized city
to be performed and cost twice as much EP as 'Public Work'. It can push a region to
the highest level of development though..
Merchants Although agriculture remains the most important activity in the Ancient era, the rise
of trade and craft industry in cities translates into an increased trading between the
various provinces. The local markets also encourage trade of the regional specialities
(like wine, iron, corn or wild beasts…)
Strategy: Gain money over time
Description: Merchants will give you a bit of money every turn till end of the game.
However, there is a 10% chance per turn that they cancel themselves.
Trade Post Many permanent trading posts were built along the coastline of the Mediterranean by
rival Greek or Phoenician merchants. From them, contacts are made with
neighbouring tribes and deals are made to export their foodstuff, craft productions
and raw materials. These small establishments become sometimes thereafter full-
scale cities, such as Carthage or Massalia, but others become often victims of
frequent wars and conflicts and disappear.
Strategy: Gain a lump sum of money after some time.
Description: If you have a merchant in place, you can try placing on top of him a
'tradepost' decision. If the decision manages to reach its end (5% chance of
cancelling itself per turn, during 6 turns), then you'll get a large amount of money in
your coffers, as your merchants managed to secure juicy deals with the locals.
Beware though, the decision needs 5% military control, so your opponent may move
on purpose a unit in the region to cripple your trading post.
Improve Road Progressively as they advance, the Romans built roads to furrow their expanding
Network empire. These straight line roads are built according to a very effective and solid
standard method. Several aggregate layers of materials are superimposed and stand
firm, allowing troops and carriages to reach safely all large cities.
Strategy: Create a track where there is nothing, get back EP.
Description: This decision seems straightforward but has a twist. It will change the
road level from nothing to track after 12 turns. The initial investment to the Senate or
the State is some money and one EP. The twist is that 2 EP are returned to your pool
when/if the decision succeed! (representing a positive return of investment of your
administration).
Improve Water The more the Roman empire expands, the more supply and mail need to be
Network conveyed. Aqueducts make it possible to provide running water to cities, and paved
roads accelerate grandly the transport of troops and goods in the provinces.
Strategy: Create a road where there is a track, get back EP.
Description: This decision works as the previous one, but allows to build a road (and
an aqueduct!) in a region. Note: you can't build a paved road by decisions, but some
rare events can allow you to initiate such a task.
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Military By displaying a limited military presence to the inhabitants of Massalia, Rome told
Expedition its inhabitants that she is more an ally than an enemy and was thus able to obtain the
(Pacify) favours of the city as early as the 4th century BC. However a reduced military
presence next to the Parthians was always interpreted by the latter as a sign of
weakness.
Strategy: Get military control without military units.
Description: The decision can help gains a lot of military control rapidly in a region,
if you are lacking military units. You only need one lone element in an adjacent
region (not even in the region itself!) to get a lot of MC, at the expense of some VP.
Military Caesar thought he could ensure the military control of the island of Britania by
Expedition imposing his law with limited Roman forces, gambling on his prestige and the fame
(Punish) of the legions. But it was without counting on the local tribes which did not play his
game… And Caesar finally had to cross again the sea to return and punish.
Strategy: Get control, morale money
Description: A more powerful version of the Pacify decision, it has less chances to
succeed while having bigger effects if it does (and can net you one morale point in
the show of force). Use it at your own risk!
Roman For sedentary civilizations, nomads always constitute a threat. It is thus necessary to
Castrum be protected against attack from those riders. Thus, the majority of cities erect
wooden or stone walls.
Strategy: Build a defensive structure easily without expanding units
Description: This quite convenient and powerful decision will allow you to build a
defensive structure at a cost of some victory points
Rebuild Walls Walls often got destroyed during sieges and assaults. The town dwellers would not
stay long without rebuilding them
Strategy: rebuild a destroyed wall with money.
Description: This decision will allow you to rebuild a previously destroyed wall on a
city at a cost of some money (and time, usually 6 months).
Surrender In the course of the Third Mithridatic War, the king of Pontus paraded in front of
besieged Cyzicus captive women and children from the city, and announced to the
defenders that he would have them executed if the city did not surrender. It
demanded extreme resolve to defy the threat, but the defenders stood firm and the
city did not fall.
Strategy: Weaken a besieged enemy by demoralizing or suborning its troops.
Description: The decision will randomly reduce the cohesion of up to a maximum of
15 besieged elements by 50% because parts of the besieged army will defect or hold
back from combat when the assault is decided
Traitor In the Ancient era, siege techniques were in their infancy and it was usually only
when starvation took its toll on the besieged that a city surrendered. But another
more perfidious means was to have a man inside the city who could open its gates to
the besiegers. He could be a traitorous city governor seeking to survive, spies, rebels,
or even simple discontented slaves.
Strategy: Allow a rapid and easier assault of a fortress.
Description: This powerful decision will breach entirely any fortress it is played on
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Chief Bribing Facing cruel tribes and barbarians, civilized nations often used money to ensure their
safety and calm down all but the most virulent warriors. The Greeks and Phoenicians
alike often practised the corruption of the Barbarians in order to ensure the proper
working of their trading posts. Paying often avoided wars, and it also made possible
to develop a kind of monetary economy even in the most backward zones.
Strategy: Disband (= destroy) some threatening tribal units
Description: The decision will randomly remove from the game up to a maximum of
20 enemy tribal elements in the selected region
Chief Treaty Gifts and demonstrations of friendship or respect were frequently used by civilized
nations to obtain the good graces of agitated tribes. In the long term, it ended up
encouraging the mercenaries to seek more. Thus, the Gallic Sennones of Italy of the
4th century BC always impatiently awaited the pledges and physical proofs of
goodwill from the Etruscans or the Romans.
Strategy: Make peace with a tribal nation, or at least reduces tensions.
Description: The decision adds 25 relationships points between your faction and the
targeted tribal nation.
Chief Territory Patriotism was not a driving force in the Ancient era, and a secondary or alien
concern for the local war chiefs who first and foremost sought their personal
interests. In their eyes, the benefits of gold received or the fear of reprisal from the
nation which provided it were more important than the higher interests of the tribe of
which they are the elite. Caesar excelled in this type of negotiations with the Gallic
leaders.
Strategy: Easily gain control and ownership of a city in a tribal region (this does not
increase loyalty, however).
Description: The decision grants you complete ownership of a region owned by a
tribal. It does not increase loyalty or mean that you are no longer at war with them
though, as this is a deal with the local warlord over the heads of his subjects.
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H1 – Map Icons
Map Name Description of Icon
Icon
See Map Roman Roads The Roman Roads are displayed as grey colored roads on the map. They are not
always the same depending on the era of the scenario played.
Their main effect is to greatly speed up movement (if units follow the roads,
movement cost is usually one third of movement cost in clear terrain, before
modification for wheather, development level and Cohesion
Castrum Usually associated to a city in Imperial scenarios (post AD), those places produce at
Legionis regular interval Line replacements for Roman legionaries
Castrum In Rome only, in Imperial Scenarios (post AD) only. It produces at regular interval
Praetoriae replacements for Roman Elite (used by Praetorian Cohorts)
Mercatus Produces Denarii (money) at regular intervals. May also randomly produce extra
money (trade events)
Portus Produces Denarii (money) in large amounts at regular intervals. May also randomly
Commercius produce or cost extra money (poor or good trade events)
Provinciae Mostly in large strategic or objective cities, they represent the political control of key
Capitolum Roman provinces. When a faction has most provinces in a certain theatre under its
control, it will receive regular events granting it extra Victory Points
Aerarium Treasure Cities. In some cases, the treasury inside the city will be plundered,
providing the plunderer with a lot of extra Denarii (usually around 500)
Wheat Market Mostly located in the middle of the major grain producing provinces of the Roman
empire (namely Baetis, Sicilia, Africa and Aegyptus). Regularly in some scenario,
the owner of Rome must control a certain number of Grain Points (the black figure
1 to 5 on the symbol). If he has less than a certain number, events will be triggered,
number on creating riots in Rome (loss of loyalty, pillage, may be a revolt)
it
Wall(s) Only in 193 AD scenario (AJE v1.00), they are there for chrome in that version of
the game, representing the massing constructions that were the Hadrian’s Wall and
Antonine’s Wall in Britania
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H2 – Map Aleas
Map Name Description of Alea
Icon
Storms Storms (at sea only) come in two forms: winter storms (the one with the cloud &
bolt) which are stronger and more dangerous, and the other seasons storms.
The main difference comes from the number of occurrences and the risk of losing
ships to the storms, which is much higher in winter.
Ships caught in storms will lose both elements (pure loss) and overall cohesion
Floods Mostly to the Nile and Danuvius estuaries. Regions affected by floods will see all
units there lose cohesion and be delayed (locked) for a turn
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J. Credits
SEP AJE
Thanks to all our partners’ worldwide and last, but not least, a special thanks
to all forum members, operation partners and supporters, who are integral
for our success.
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Index
Activation Checks......................................................................................................................... 33
Ammo ........................................................................................................................................... 23
Ammunition .................................................................................. 19, 21, 23, 33, 37, 38, 39, 69, 70
Amphibious Landing .................................................................................................................... 34
Areas ............................................................................................................................................. 19
Assault........................................................................................... 23, 26, 29, 36, 41, 43, 44, 52, 55
Assault combat........................................................................................................................ 41, 42
attrition................................................................................................ 19, 21, 22, 37, 46, 54, 64, 65
Attrition hits .................................................................................................................................. 28
Automatic Defeat .................................................................................................................... 13, 14
Automatic Victory ...................................................................................................... 12, 13, 14, 18
Available Replacements Screen.................................................................................................... 59
Blockade ....................................................................................................................................... 24
blockaded ...................................................................................................................................... 66
Boarding.................................................................................................................................. 35, 36
breach ............................................................................................................................................ 47
Calculating National Morale......................................................................................................... 13
Captured units ............................................................................................................................... 67
Cavalry Charges............................................................................................................................ 42
Chain of Command ....................................................................................................................... 84
Cities ....................................................................................................................................... 18, 57
Civilization Level.......................................................................................................................... 17
cohesion ................................................................................................................ 13, 19, 23, 28, 58
Cohesion Points ................................................................................................................ 27, 28, 36
Combat Efficiency .................................................................................................................. 21, 22
Combat Frontage........................................................................................................................... 40
combat round ...................................................................................... 23, 35, 40, 41, 43, 44, 52, 53
Command Costs ............................................................................................................................ 25
Command Points............................................................................................................... 25, 82, 85
Command Postures ..................................................................................................... 16, 33, 35, 52
Conscripts ............................................................................................................................... 13, 16
Corps ................................................................................................................................. 21, 84, 85
Defensive Fire......................................................................................................................... 23, 36
Defensive Rating............................................................................................................... 25, 26, 42
Depots ............................................................................................................................... 19, 30, 56
Detection Points ............................................................................................................................ 32
Discipline ............................................................................................ 23, 35, 36, 41, 42, 43, 47, 84
Division......................................................................................................................................... 21
elements .............................................. 16, 22, 23, 29, 30, 32, 35, 36, 40, 41, 42, 43, 59, 65, 67, 82
Engagement Points.................................................................................................................. 16, 60
Entrenching ................................................................................................................................... 30
Evasion........................................................................................................................ 29, 33, 83, 85
exit points...................................................................................................................................... 36
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