The Senate



Responsibilities of the Senator:
  1. Train and determine policies for Diplomats
  2. Rallying the Senate to support the House to gain wealth, honors, and support for your house’s goals.
  3. Negotiating terms with foreign powers.
  4. Sabotaging other Senators’ plans and assassinating political enemies.

Public Works Architecture


Health Projects
Type of Town
Town
Large Town
City
Large City
Project
Sewers
Public Bath
Aqueduct
City Plumbing
Cost
800
1600
3200
6400
Bonus
+1 health
+2 Health
+3 Health
+4 Health


Academies

Type of Town
Large Town
City
Large City
Project
Academy
Scriptorium
Ledius Magna
Cost
1600
3200
6400
Bonus
Trains Diplomats
+1 Negotiations or +1 Political rolls
+2 Negotiations or Political Rolls
+3 Negotiations or Political rolls


  1. Political Posturing (Senators): After infrastructure is taken care of, the Senate will begin their first round of appeal to the people. This political posturing stage will determine the initial votes any Senator has on the floor. This is determined by the happiness and order of the people as well as the manoeuvring of the Senators. At the end of the three stages a Senator will have a total number of “votes earned” this number represents a modifier to the final roll of the dice on the floor. Posturing is done in 4 stages:
    1. Base Popularity- the base popularity stage number is determined by adding the health and happiness of the people and subtracting from it the illness and unrest. If the number is positive it adds to the popularity, if negative it takes away.  This can be improved by doing public works to increase the happiness and health of the people in your faction. Finally add the number of provinces controlled by the faction.
    2. Campaigning-  In this, each senator will make their speech (for real) to all players in the room. Each player is to then cast their vote in favor of the best speech. Please note that a player may not always vote for their own faction. This will be seen as political ramming and will result in that faction losing their political standing in the Republic. Negative modifiers will be added each time a faction votes only in favor of their own faction without considering the nature of the debate. The number of votes earned by each in this stage is then added to the number previously earned by base popularity.
    3. Backroom Deals- No Republic or government is without its underbelly. In this stage of the game, backroom deals are conducted using spies and assassins to add negative modifiers to political opponents.  Spies can be used to expose scandals. If scandals are revealed (determined by the spy rolls see senator’s section)  then a D3 is rolled to remove a number of votes from that senator, spies are likely to get lost in the shuffle of the scandal and is the safe route in the political landscape. The more risky venture is assassinating supporters of your enemy. While killing a major family’s senator will look far too suspicious and will turn all of Rome against you, knocking out provincial Senators from the frontier, or Plebeians would be likely to gain you more favor. If an assassination is successful then you roll a D6 to remove points from your political enemies.
    4. The Final Vote- The results of the final vote will be determined by:
      1. Happiness + Health +Provinces - Illness -Unrest +Speech points -Scandals - Assassinations = Final vote modifier.
Using Assassins
    Assassins are used by rolling a 20 sided die. If the roll is above the defense roll of the opposing city, (rolled and modified by the defender and his walls or against the highest trained unit if attacking a military unit on the move) then the assassin is in the city. The next step is to roll against the security of the target which is always the defense of the highest trained unit in the town, modifiers are added to the defenders roll if they have special units such as gladiators who are especially good at dealing with assassins. Finally the Assassin takes the shot which is based on the attack and defense between the target and the assassin. If successful in all three the assassin kills the target. If one is failed they may attempt to flee, which they must then roll an escape roll on a 20 sided vs the now chaser.


Using Spies
  Spies are used in a similar way, except that spies only need to get past the walls and the security. After that they leave quietly carrying with them precious information. The longer a spy is in a town the more information he carries away. If the spy is successful, the Head of House must roll for a negative retinue to represent the scandal that has been revealed.


  1. Finances
  2. Small scandal (Plebian effects)
  3. large scandal (Senate effects)
  4. Battle Plans
  5. Numbers in Army

No comments:

Post a Comment