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Fall of Rome II

Rules Addendum
New Kingdoms
Starting Positions
Brigade Composition Chart
The New Player Service Levels

Rules Addendum

This section covers just the changes from Fall of Rome, to Fall of Rome II. Players will need to be familiar with the full Rules before gaining an understanding of what the changes detailed here mean for game play in the latest version of the game.

It is recommended that new players read the Quick Start Guide first, and then play a few games of Centurion, our nine turn, solo play, introduction to the interface and military aspects of the game. Here you can practice, make mistakes, try different tactics, and get a feel for how the game looks, where to find results, how to issue orders, and you'll be much better prepared for your first game of Fall of Rome II.

That said, while what follows is based on players having an understanding of the Rules, and explains what the changes to those rules are, curious visitors may find the Rules Addendum provides a quick and interesting insight into what depth, strategic elements and game play style can be found in Fall of Rome II.

GAME SETUP CHANGES

Kingdom and Location Changes. The:

  1. Lombards have been dropped and replaced with the Romans, centered in Italia;
  2. Thuringians have been replaced by the Cimmerians in and around Raetia;
  3. Teutons have been replaced by the Scythians in and around Scandia;
  4. Norse move to Germania;
  5. Saxons are based in Armorica;
  6. Celts are in Belgica and surrounding confines;
  7. Franks begin in and around Viennensis;
  8. Vandals have moved their base into Aquitania
  9. Huns, Ostrogoths, Visigoths, and Alamanni remain based as they were.

Kingdom Default Characteristics are modified as follows. Each Kingdom:

  1. Starts with +2 Rulership for a default of 15 Rulership (two additional commands);
  2. Starts with -20 Influence from current levels for a default of 100;
  3. Loses a Count, Provincial Governor and the High Priestess from the starting position.
  4. Gains a Level 3 Agent;
  5. Gains one starting brigade with experience of "Green";
  6. Has its initial treasury and supplies roughly doubled, from about 40,000 each to around 80,000 each, varying by kingdom;
  7. Brigade composition, and brigade maintenance costs have been modified;

The Kingdom Advantages.

These have been greatly enhanced, doubled or better, in Fall of Rome II. These are the possibilities:
  1. Military Caste. Provides two additional important leaders: a Commander and a General. Additionally, the King begins the game in possession of a fine Weapon Artifact.
  2. National Heritage. Provides +2 Rulership (commands available), so these kingdoms begin with 17 commands available from the start. National Heritage Advantage kingdoms are the only ones that begin with a High Priestess, based on the people's long-established beliefs.
  3. Charismatic Ruler. Influence for kingdoms with the Charismatic Ruler Advantage is 120, while it is 100 for other kingdoms. Additionally, these kingdoms have the improved regional reaction in the third region in which they possess a population center (instead of just the two regions the other kingdoms have improved regional reaction in).
  4. Spy Network. While all kingdoms gain an extra Level 3 Agent, those kingdoms with the Spy Network gain an additional Level 5 agent and a second additional Level 3 agent. Thus they start with 7 agents, including a Level 5 and three Level 3's.
  5. Horde. The kingdoms with the Horde Advantage start with 9 brigades (while other kingdoms now begin with 7, including one of Green experience).
  6. Powerful Nobles. While all other kingdoms no longer begin with a Count or Provincial Governor, the kingdoms with the Powerful Nobles Advantage retain a Count (but not a second one) and add a second Provincial Governor as well.
  7. Warrior Blood. All starting brigades for kingdoms with the Warrior Blood Advantage begin with one level higher experience.

Population Center Changes:

  1. Each region has an additional village, changing from seven to eight villages;
  2. Each region has a 50% chance of having a sixth town that begins with a Market;
  3. Each kingdom begins with an additional village in a second minor (non-capital) region, for a total of two towns including one fortress and three villages in three different regions.
  4. The second town for each kingdom equally likely to be in either the capital region, or the second region that the kingdom occupies.

GAME PLAY CHANGES

Mercenaries:

The Heruli and Burgundians remain available as they were in Fall of Rome. In addition, there are five new mercenary brigades available for hire:
  1. Sarmatian Knights. Among the most feared heavy cavalry, they were pressed into service with the Roman Legions near the end of the Empire. The movie "King Arthur" portrays Arthur as a Sarmatian Knight. The mercenary unit consists of 600 heavy and 300 elite cavalry, but they are the most expensive units to maintain in the game and shouldn't wasted attacking walls or deployed in mountains.
  2. Parthian Archers. The Parthians were longtime enemies of Rome, and were renowned for their skilled bowmen. These mercenaries can provide an important edge in the missile phases which is also valuable for attacking or defending population centers. Unit consists of 400 Expert Archers, 500 Bowmen, 300 Horse Archers and 100 Guards Infantry.
  3. Viking Raiders. OK, technically the Vikings didn't arrive for a few hundred years, but we are using the Viking Raider name to represent the various bands of Norsemen and Teutons that could be had for hire. These guys can do the heavy lifting in melee, boost your legion's overall defense value, and are very effective attacking population centers, but are slow moving. Unit consists of 700 heavy infantry and 700 Guards infantry.
  4. Numidian Cavalry. Made famous by Rome's archenemy Hannibal, the Numidians literally ran circles around Roman cavalry at their disaster at Cannae. They gained a deserved reputation and are available for hire. The fastest units in the game, they are capable of increasing the speed rating and movement point allowance of the legion they are attached to, improve the values in the early combat phases, and are excellent for Scouting. A Numidian Cavalry unit consists of 200 Elite Cavalry, 700 light cavalry and 400 horse archers.
  5. Catapult Battalion. A battalion of 10, ten-man-crew catapults. Do 1000 damage in long and short range archery and 1500 in each PC storm phase. (For comparison, the best brigade at long range archery in FoR is the Huns, who do 400, and then 1060 in short range.) Catapults are the slowest moving brigades, but obviously can be the key to successfully assaulting population centers.

Mercenaries are Experienced or Veteran. In Fall of Rome II, mercenary brigades are assumed to be experienced. So when you hire them from a mercenary leader, you won't know how experienced, but they will be either of Experienced, or Veteran experience - each outcome is 50% likely.

Artifacts and Unusual Sightings:

Six additional artifacts will be seeded, for a total of 24. Two per region. Interesting new Guardians are on hand, as well.

Regional Intelligence:

Unusual Sightings are no longer revealed by Regional Intelligence. They are a bit harder to find: you must locate them with your legions, with agent reconnaissance, or by divining their location with a High Priestess. Combined with the higher difficulty in gaining Control and Tight Control, and lower regional intelligence disclosures, scouting other regions for population centers and Unusual Sightings will likely be more common. Patrols are only reported by regions in which kingdoms have Tight Control of the region (instead of Control as in Fall of Rome).

Regional Control:

The percentages for regional control, and so the related regional Intel, change as follows:
  1. Minor is up to 24.9% of the population under the Kingdom's control
  2. Significant is up to 49.9%
  3. Substantial is up to 69.9%
  4. Control is up to 89.9%
  5. Tight Control is 90% +

This is a key strategic change: players will only under rare circumstances gain control of a region in turns 2 or 3. More likely are turns 4 through 6. So although starting resources have been greatly increased, players must still plan their economies carefully.

Rulership Limit Abolished:

The limitation on King-ordered Rulership increases is eliminated (e.g., currently cannot give a king order to increase Rulership if its already at 20+).

Reinforcements:

The reinforcement schedule has changed for some kingdoms. All kingdoms now either receive a Captain Major or Commander, instead of a Centurion, on its turn 4, 12, and 20 reinforcements. In general, the militaries of infantry-based kingdoms receive three brigades on those turns (and two brigades on turns 8, 16, and 24), while kingdoms with more cavalry-oriented brigades receive (typically) two brigades on both reinforcement cycles, but there can be exceptions.

Secret Victory:

No secret victory conditions are in play in Fall of Rome II, by majority player request.

King Succession:

  1. The new King no longer relocates to the capital upon the death of the old King.
  2. The transition to a new King no occurs after all noble actions, so the new King can still execute any command he was given in the turn that the old King died.
  3. The new king will be located in the same population center that he occupied when he assumed the throne, even an enemy or neutral pc!

Denigration:

You may now only Denigrate a kingdom in a region if your kingdom has at least Minor Influence in that region. Further, denigration with only Minor Influence is only 50% as effective as a Denigrate order where your influence is at least Significant.

Declare Allies & Enemies:

There is a new kingdom page tab, "Declarations", where any kingdom still active may declare up to two kingdoms Allies, and up to two kingdoms as Enemies. These declarations are listed by kingdom, alphabetically, for those making any declarations.

The declaration is a free command (like a transfer).

On the new Declarations page, there is an option to elect to share intelligence with each of your allies. If this is checked "yes", all your known map info will also show up on your allies maps, e.g., if you know of a foreign Prince in a city, your allies will see (and be able to target) the prince as well.

If a kingdom has declared an Enemy, the Enemy suffers the following effects:

  1. All brigades of the declared enemy in a legion that is located at the end of the turn in a region controlled by his enemy, loses 4 points of morale.
  2. All PCs gain 10 points of "Maintain Status Quo" when an enemy attempts to Stir Unrest, Incite Rebellion, or Usurp Control.
  3. PC's, when attacked by a declared enemy, gain 10%, instead of a random plus or minus to their defensive strength, as in other cases. So a PC with a defensive value of 10,000 has 11,000 when attacked by a declared enemy.

You can trade gold or supplies with your allies. This is a new command. It is available by a new button, "Trade with Ally" below the Open Market Trade button on the Kingdoms page. Players may continue to trade with the open market, or with either of their two allies, and so are not restricted to one trade order per turn. In the Trade with Ally selection, choose which ally you wish to trade with, what commodity you are offering, for "at least" what amount of the other commodity. To be consummated, the trade must have a corresponding trade order from your ally.

Example - the Alamanni has declared the Norse an Ally, and is listed as such on the declarations screen. The Alamanni presses the Trade with Ally button, chooses the Norse, and then selects whether he wished to trade supplies or gold, as in the open market trade, but now the exchange rate is not predetermined, it is selected by the player. He selects to offer 10,000 gold in trade for (at least) 15,000 supplies from the Norse. If the Norse also issues a trade order to offer at least 15,000 supplies for no more than 10,000 gold from the Alamanni, then the trade is executed after the Open Market trades in the sequence of events.

Game Length:

The maximum game length has been increased from 24 to 30 turns. Status points will be awarded on turn 30 if the game has not ended. Along with the elimination of the Secret Victory Conditions in Fall of Rome II, we expect most games to go to turn 30, and have many strategic ramifications.

META GAME CHANGES

Valhalla:

The previous Valhalla pages dating back to 2005 have been archived. The new Valhalla listing began on The Ides of March, 2010. New Valhalla pages will be introduced, including top scores by kingdom and other subjects. The "Honor" designation criteria are changing, to be announced in the Forum.

Personas:

All personas are recreated or re-born with no victory (status) points. Everyone started on equal footing on the Ides. The number of available personas is based on the selected Service Level.

Service Levels:

The player service level choices have been improved to provide additional value for the same price.

Special Games:

Players at Commander Level Service and higher will be eligible to participate in periodic special games, including fast turn-around games and Epic games, where all players control multiple kingdoms in the same game.

 
 



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