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PAX ROMANA
C H A R T S A N D TA B L E S Manpower Maximums Table (6.42)
HI/LG Units allowed before Maintenance Stability Stable Unrest Turmoil Rome 30 20 12 Carth* 15 12 8 Greece 20 15 10 East 18 15 10
+1 1 +2 2 1 1 1 +1 1 2 3 4 1 1 +1
Gaining control of a province not in your Home Territory Losing control of a province not in your Home Territory Gaining control of a province in your Home Territory Losing control of a province in your Home Territory Pre-Battle Withdrawal from Space in your Home Territory Each time you raise militia If a Barbarian Army comes within one space of your Home Capital Gaining the most Victory Points that Game-Turn Gaining the fewest Victory Points that Game-Turn Having more HI/LG units in play than CVP Having at least 3X as many HI/LG units as CVP Having at least 4X as many HI/LG units as CVP Losing a Capital space (applied immediately and every turn until regained) Having a Slave Revolt in our Home Territory (regained when Slave Army is eliminated) Regaining your capital space after losing it
Special Cav Rules: Cavalry may not be used in battles involving Mountain Fortresses, Cities or Towns; Legionary Cavalry available only in Turns 3-8.
*Does not apply to Leaders moving alone, which also get double movement points
DRMs 1 Fleet has a Leader with it +1 Enemy Fleet withdraws +2 Fleet wins a Battle (Fleets that lose a Battle are Finished for that Activation)
5,4 Defending in a City (BP = current City Defense or 3 BP Strength5 BP to start) 2 or 1 BP 2 BP 1 BP Defend in Town (BP = current Town Defense Strength2 BP to start) each Reduced LG unit each Reduced HI unit
1 1 1 2 2 ?
Harvest/Famine Table
1d6 Roll 1 2 3 4 5 6
(8.4)
Leader Result Leader killed* Leader killed**
(17.0)
Affected Territory Asia Minor Greece The East Rome Carthage Roll Again: 1-4 Hispania; 5-6 Gaul
4 BP 3 BP 1 BP 1 BP 2 BP 2 BP 1 BP
each full Legion (LG) unit each full Heavy Infantry (HI) unit each Light Infantry (LI), Barbarian Infantry (BI), Tribal Infantry (TI) or Militia unit each Cavalry unitRoman Legionary Cavalry units may not be used for losses each City or Town Defense Strength point each LG unit to be Reduced, or each reduced LG each reduced HI
Interception successful on modified result of 12 or higher.
* only if he lost or drew the Battle ** whether he won, lost, or drew the Battle
All percentages rounded up (minimum loss 1 unit) Table does not apply to Garrison units or units in Towns or Cities
2d6 Modifier Cause +? Intercepting Leaders Tactical Rating +1 Intercepting from a Town +3 Intercepting from a City +1 Intercepting into ones own City Space (but not Towns)
2 3 4 5 6 7 8 9 10 11 12
Slave Revolt Soldier of Fortune* Barbarian Invasion Stability Check Rebellion Harvest Time Revenues and Stability Pirates Galley Tech Disease Conqueror
2 3 4 5 6 7 8 9 10 11 12
Disease Stability Check Hispanic Revolt Naval Mutiny Conqueror Greece Becomes Active Galley Technology Numidian Revolt Mercenary Revolt Revenues and Stability Gallic Invasion
Units Available [Cost in Parentheses] All provinces: Legions [2T] Legions available to Roman Player only Heavy Infantry [2T] available to nonRoman players recruiting in Roman Home Provinces. Not available to Roman player.
Africa [1T] [Eleph]* Libya [1T] Numidia [1T] Mauretania [1T] Attica [1T] Thrace [1T] Macedonia [1T] Peloponnesus [1T] The Aegean Islands [1T]
All provinces: Heavy Infantry [2T] Light Infantry [1T] Cavalry [2T] Elephants [1T] in Africa only All provinces: Heavy Infantry [2T] May not raise units in the Aegean Islands All provinces: Heavy Infantry [2T] Light Infantry [1T] Cavalry [2T] Elephants [1T] in Egypt or Syria only
Egypt [3T] [Eleph]* THE EAST [1T] Capitals: Alexandria, Syria [1T] [Eleph]* Antioch Judea [1T] Cyrenaica [1T] Cyprus [1T]
Provinces (Income)
Unit Types Available Light Infantry [1T] *No recruitment possible from Melita
Gaul [1T]
Britannia [1T] Belgica [1T] Lugdunensis [1T] Aquitana [1T] Narbonensis [2T]
Germania [1T]
Heavy Infantry [2T] Light Infantry [1T] Germania Inferior [1T] Germania Superior [1T] Germania Magna [0T] Cavalry [2T]
Crete [0T]
Crete [1T] Light Infantry [1T]
Hispania [1T]
Tarraconensis [1T] Lusitania [1T] Baetica [1T] Gallaecia [1T] + mines [1T] Baleares Is [0T] *
Barbarians [0T]
Light Infantry [1T] None No recruitment possible. Armenia [1T] Scythia [1T] Sarmatia [1T] German Tribes [1T] Caledonia [0T - may not be entered]
2006 GMT Games, LLC (Living Rules 6-3-06)
Rhodes [0T]
Rhodes [1T]
GAIN
Non-Home Province Stability: +1 Income: +1T [a] GOP: +1 Possible Gain of Territory control Gain of ability to raise Units there Home Province Stability: +2 Income: +1T [a] GOP: +1 Possible Gain of Territory control Gain of ability to raise Units there Non-Home Territory Income: +1T GOP: +1 Possible gain of OOP Home Territory Income: +1T Town: Full-Strength Capital City: Full-Strength City: Reduced Income: +3T CVP: +3 Income: +1T CVP: +1 Stability: +1
Notes [a] Some provinces are worth more than 1T; some are worth 0T.
2006 GMT Games, LLC (Living Rules 6-3-06)
Unit Chart
Unit Type Legions Battle May be Cost to Cost to Affect Civ Requires Abbrev Points Reduced? Build Rebuild Points? Mainteneance? LG 4 Yes 2T 1T Yes Possibly Special Considerations Available to Rome only; 1 Cav point for every 2 LG in an army (Turns III to VIII only)
HI LI Cav
3 1 1
Yes No No
2T 1T 2T
1T n/a n/a
Yes No No
Possibly No No Cav superiority and supremacy affect battle, withdrawal, retreat see Cavalry Chart Affects battle per Elephant Chart May be built only by card play, or from battle loss in Home Territory Automatically eliminated if attacked Appear only via Rebellion or Invasion tables Appears as a result of flipping Tribal counters Disappears in the Removal Phase Disappears in the Removal Phase Converts to standard Cavalry in the Removal Phase Unlimited movement
EL MI
0 1
No No
1T 0T
n/a n/a
No No
No No
Garr BI TI
0 1 1 3 1 1 2
No No No Yes No No No
0T n/a n/a 2T 1T 2T 2T
Mercenary Hv Inf Merc/HI Mercenary Lt Inf Mercenary Cav Galley Squadrons Merc/LI Merc/Cav GS
Ties for both GOP and CVP: Total and Divide Player with most VP that Game-Turn gains 1 Stability. Player with least loses 1 Stability.