SECTION | DESCRIPTION | |
---|---|---|
1 | INTRODUCTION | |
2 | LOADING | |
3 | GAME STRUCTURE | |
4 | GAME TURNS : | |
START/SAVE | ||
ECONOMICS | ||
PERSONNEL DISPLAY | ||
PERSONNEL ASSIGNMENT | ||
LOYALTY | ||
CIVIL WAR | ||
FOREIGN WARS | ||
5 | PLAYING THE GAME | |
6 | MISCELLANEOUS NOTES | |
7 | TABLE 1 | |
8 | TABLE 2 | |
9 | MAP | |
10 | AUTHORS NOTES & REFERENCES |
NOTE: ANNALS OF ROME will be best understood if you read these instructions carefully before beginning the game.
ANNALS OF ROME IS PRODUCED UNDER LICENCE FROM ROME SOFTWARE.
© PSS 1986
The ANNALS OF ROME is a vast strategy game based on the rise and fall of the Roman Empire. Starting in the year 273 B.C., the date by which the Roman Republic had gained control of Italy, your role is that of the ruling power group in the Roman Senate, deploying Roman armies and commanders in successive foreign and civil wars.
YOUR PRIME OBJECTIVE IS . . . SURVIVAL.
At any time you will be faced with up to THIRTEEN independent hostile powers, each fighting to extend its own range form the incompetent GAULS to the deadly CARTHAGINIANS, and many more. If you survive the initial centuries of the game and establish an empire, be prepared . . . Beyond your northern frontiers on the RHINE and DANUBE are the teeming hordes of barbarians, including ALLEMANI, MARCOMANNI, FRANKS, GOTHS, DACIANS, HUNS, VANDALS, and more. In the south, your eatern frontier on the EUPRATES is constantly diputed by the PARTHIAN EMPIRE and later by the PERSIAN (SASSANID) EMPIRE.
To give you a military advantage, you have at your disposal the incomparable Roman Citizen LEGIONARIES, reinforced by mobile AUXILIARIES and static Garrison troops (LIMITANEI). In addition, you have up to 21 individual OFFICERS, of a wide range of ability and loyalty. If you deploy the and your armies intelligently you will usually beat the oppostion. But beware . . . The cost of military failure is invasion and loss of territory, with consequent loss of popularity and confidence in your regime. If this becomes too serious some of your COMMANDERS may decide to rebel and attempt to seize power in Rome as DICTATOR, or even reach for the purple and become EMPEROR. This means CIVIL WAR, the consequences of which may be a disastrous weakening of the armed forces and withdrawal of legions from critical frontier regions.
NOTE : History rarely gives second chances. The only skill level in this game is ALL OR NOTHING.
(A) Cassette Version — Ensure the tape is fully rewound and press the CTRL & Enter keys simultaneously and follow the screen prompts.
If you are loading a tape into a CPC 664 or CPC 6128 machine, type ¦TAPE/RETURN first.
(B) Disc Version — Type RUN “DISC/RETURN. Note: The game will access the disc from time to time so keep it in the drive at all times other than when saving or loading an unfinished game.
Load in the normal way using the command LOAD ” ”.
With the machine turned off place the disc in your boot drive (normally drive A) and turn on the machine. The disc will now load automatically.
(A) Cassette Version — Ensure the tape is fully rewound and press the SHIFT & RUNSTOP keys. Now follow the screen prompts.
(B) Disc version — Type LOAD “ANNALS”, 8,1 / RETURN followed by RUN when the READY prompt appears.
ANNALS OF ROME has finished laoding when you are asked to select NEW/OLD/SAVE or CONTINUE. If this is the first time of loading select the CONTINUE option.
The game may continue indefinitely, or until it is obvious that the Empire has utterly collapsed and no more can be gained by going on.
The game is played as a sequence of GAME-TURNS, each GAME-TURN representing between one and 25 historical years. The actual dates corresponding to a given GAME-TURN are displayed in the top right-hand corner during most phases of the game. The random variation in GAME-TURN length reflects the essential unpredictability of historical events. For instance, several long periods of relative stability may be suddenly followed by a few short periods with a rapid alternation of fortune.
A GAME-TURN consists of the following phases:
There are additional phases which occur automatically, beyond your immediate control, such as COLONISATION of Roman controlled regions and DECOLONISATION from lost territories. Also, some phases occur only under exceptional circustances, such as TRANSFER OF CAPITAL if ROME has been sacked, or IMPERIAL SUCCESSION if the current Emperor has died peacefully.
The various phases are explained in the following sections.
After loading and at the start of each game turn, the computer asks you to select either a NEW game, LOAD and OLD game, SAVE the game at its current postion or CONTINUE.
In this phase the computer calculates revenue, population growth and army recruitment for each nation, based on populations in regions under control. Rome (ie you) only has the option of increasing revenue at will. This occurs during the TAXATION SUB-PHASE, when the computer asks <TAX RATE (1-2)>.
If you are confident that you can survive on the lowest income rate (1) type <1> and press ENTER. Otherwise, type in a suitable number, such as 1.5, between 1 and 2. A rate of 2 effectively DOUBLES your income for the current game-turn.
It is recommended that you use the lowest tax rate of 1 as much as possible. A high tax rate has the following undesirable side-effects, apart from the immediate benefit of an increased revenue:
The best times to use a high tax-rate are when
Apart from the tax-rate, all other aspects of ECONOMICS are dealt with automatically and are beyond your immediate control. These include:
Although only one nation can control a given region at any time, there may be several different national populations present in that region at that time, reflecting recent historical circumstances. This is because indigenous populations do not in general disappear on conquest, but decline over perhaps several centuries as the successful invaders establish themselves. During decline, certain conquered populations in their homeland regions may provide a source of resistance to the conquerors. Armies recruited in this way come free of recruitment cost.
POPULATION and ARMY size is always in units of ONE THOUSAND. ROMAN population would be much higher, but is not a factor in this game.
ROMAN army size is based on the historically known size of the Roman and Auxiliary armed forces. Although this fluctuates according to circumstances, the army will total several hundred thousand at the height of empire, with less than half mobile legionaries.
Note that on the map, figures on non-Roman controlled territories are in units of TEN THOUSAND soldiers. For Roman controlled territories, the figures are in LEGION units, ie FIVE THOUSAND soldiers. Because of superior training, one Roman Legion is usually comparable with most non-Roman ten-thousand soldier units. However, there are important exceptions, notably with the advent of cavalry based barbarian armies in the late third century and onwards, when the traditional Roman Legion became obsolete. Details of military capability are given in TABLE 2.
This display shows the current status of the 21 Senators and Commanders after the previous game-turn. Some or all may have died,been killed, or retired, etc. The rest will have aged accordingly, and their current ages and official status is displayed. A typical example is:
IT D JULIUS MAXIMUS 34 56 COMMANDER 22
EXPLANATION: The first two letters denote the office’s current location, in this case Italia. Each individual is assigned an identifying PERSONAL LETTER (from A to U), in this case D, which you must use when moving that particular individual. This is followed by the individual’s full name, in this case JULIUS MAXIMUS. Note that in certain displays only the second (family) name is used. The two digits following the name are:
In each case, 0 represents the worse and 5 the best value from your point of view. In the example, JULIUS MAXIMUS has an ability of 3 (reasonable) and a loyalty of 4 (good) to the current regime.
An individual’s ability can never change, but his loyalty can change, depending on STATUS changes due to promotion or demotion. The lowest status is that of SENATOR, as the SENATE is the recruitment pool for army officers. This is followed by TRIBUNE (junior offices), LEGATE (General) and finally COMMANDER (Regional Governor). Note that once a commander has been proclaimed DICTATOR by the Senate or IMPERATOR by his troops his new status cannot be altered except by his death.
The two digits following the ability and loyalty give the officer’s current age. In the above example, JULIUS MAXIMUS is currently 56. NOTE that the older a regional commander is, the more likely he is to consider seizing power.
The age is followed by the individual’s current status, in this case JULIUS MAXIMUS is a COMMANDER. Any COMMANDER status is followed by the EFFECTIVE REGIONAL COMBAT STRENGTH under his command. In the example, JULIUS MAXIMUS commands and effective force of 22 (thousand) in ITalia. In this display LEGIONAIRIES AND LIMITANEI are counted with a combat factor of 2 and AUXILIARIES with a factor of 1.
This phase will not occur if only one region is under Roman control or if the POPULARITY INDEX is below zero. The latter condition reflects the loss of organizational control which occurs when a regime is in disarray (as reflected by a negative popularity index). In such a case the next section follows on immediately.
In this phase you have the opportunity to reassign all or none of your available officers to regions under Roman control. On the right hand side there is a table of all regions. A number indicates the effective Roman army strength. An asterisk (*) indicates that there is a COMMANDER currently assigned to that region. A dash (-) indicates that there is at least one non-commanding officer, such as LEGATE or TRIBUNE, in that region.
Note that REGIONS must be referred to by their initial two letters and all officers referred to by their PERSONAL LETTER. There is no need to press ENTER after each personal letter is a group of officers is being moved to a given region.
Note also that it is advisable to ensure large armies have strong commanders (ie high ABILITY factors). Armies CANNOT be moved during this phase.
In this phase the display is similar to the PERSONNEL DISPLAY PHASE, section c. Now, however, the objective is to show which regional commanders (if any) are plotting rebellion. In such a case, the entry for the commander concerned will be in reverse field.
The number of commanders who plan to rebel in the next phase is affected mainly by the current POPULARITY INDEX, which ranges from – 5 (extremely unpopular) to + 5 (very popular). Additional factors which contribute to disloyalty are
In this phase there are two ways in which you may attempt to pre-empt or eliminate a rebellion:
There may well be occasions when you (representing the ruling power group in the Senate) will decide to abandon an unpopular leader and support one of the rebel commanders. In such a case you should appoint a commander in Rome with a low Popularity index, making his disloyalty to the current leader more likely.
If any commanders rebel as a result of the previous phase they will first attempt to induce their LEGIONARIES to join them. If any legionaries or non-commanding officers remain loyal to the current regime there is an initial conflict subphase to determine the regional status. If the loyalists win, the region will remain loyal and all rebels will be executed. Otherwise, the successful rebel commander will march on Rome with his legions.
You will then have to decide whether to fight a CIVIL WAR, with the objective of elimination of all rebel forces, or whether to manoeuver your forces to avoid conflict with possibly superior rebel armies. The main objective should be to minimise losses in conflict during this phase, as the Empire can be disastrously weakened by prolonged civil war. Rebel Commanders will attack each other as well as loyal troops. They are able to move through non-Roman controlled territory at will, but once they have done so loyal armies will be able to follow. If a rebel army enters a loyal region without a commander, the loyal troops desert to the rebels.
When a rebel seizes power, he becomes head of the new regime, and you are now considered to be the ruling power group in the Senate supporting him. A new popularity index is assigned, between 0 and 5. If he is relatively unpopular, you may be able to replace him with a better candidate by further intrigue and Civil War.
The final phase of the game-turn involves foreign wars between any of the power blocks currently on the map. All 28 regions are dealt with in a random sequence, and during the early years of the game when Rome controls only a few regions, you will just have to sit back and watch developments between other power blocks. This occurs automatically, and the results will be reflected by changing patterns on the map.
Note that you may decide to do nothing aggressive in this phase, but you will find yourself under constant attack nevertheless.
When a Roman controlled region has its turn, you will be able to decide where to send your troops (if any), which officers will lead them, and how many troops (LEGIONARY or AUXILIARY) will go. For example, ITalia cannot be reached directly from ILlyricum, because invaders have generally taken the land route to the north.
Once you have sent the Senate’s instructions to the regional Commander they are implemented immediately. Conflict occurs automatically and is out of your hands at this stage. Consequently, you should only send commanders with high ability, as this greatly aids in battle. If a garrison without a current commander is attacked by an invader it defends with a leadership factor of zero.
Conflict takes into account the following factors:
Conflict takes place as a sequence of BATTLES, the number of which is equal to the length of the game-turn in years. A report of the result of a battle involving Roman forces is displayed as soon as it is resolved, In some cases, control of a region is not decided completely, particularly if the game-turn corresponds to only a few years. In such a case, the map will display a lightly mottled region, indicating UNRESOLVED CONFLICT.
Note that conflict ceases only when ALL oppostion is eliminated, that there is no retreat, and there is a small ATTRITION RATE suffered by all parties involved.
On average, there are about eight GAME-TURNS per century. It should be noted that the whole game has been structured on an accurate historical basis, and consequently, there are long term trends which may take several centuries to run their course. These include the following:
Note that the course of the development of the Roman Empire, is determined by two factors. The most important one involves historical events such as the barbarian invasions and the appearance of hostile empires. There is nothing you can do to prevent these. However, you retain at all times the ability to mould your strategic response to fit changing circumstances, and this will allow you to explore possible alternative historic paths. Consequently, some of the trends outlined above may not need to occur.
Region | Land | Income | Recruitment | Neighbouring Regions |
|||||
---|---|---|---|---|---|---|---|---|---|
IT | Italia | 1000 | 1000 | Legionaries | AL | SA | SI | GR | |
AF | Africa | 750 | 500 | Auxiliaries | MA | SA | SI | CY | |
GA | Gallia | 750 | 500 | Auxiliaries | BR | BE | AL | NA | |
GE | Germania | 1500 | 750 | BE | RA | PA | |||
GR | Graecia | 500 | 350 | Auxiliaries | IT | IL | TH | CR | SI |
AS | Asia | 01000 | 750 | Legionaires | TH | CA | CP | CR | |
ME | Mesopotamia | 500 | 350 | AE | SY | ||||
AE | Aegyptus | 400 | 400 | Limitanei | CY | CR | CP | JU | |
JU | Judaea | 250 | 100 | AE | SY | CP | |||
DA | Dacia | 1500 | 500 | PA | IL | GR | AS | ||
HI | Hispania | 500 | 300 | Legionaries | NA | MA | |||
MA | Mauretania | 250 | 150 | Auxilliaries | HI | AF | |||
TH | Thracia | 300 | 300 | Auxilliaries | DA | IL | GR | AS | |
PA | Pannonia | 250 | 250 | Limitanei | GE | RA | IL | DA | |
RA | Raetia | 250 | 200 | Limitanei | GE | BE | AL | PA | |
AL | Alpes | 500 | 250 | Legionaires | IT | NA | GA | BE | RA |
BR | Britannia | 200 | 100 | Limitanei | BE | GA | |||
NA | Narbonensis | 500 | 250 | Legionaries | GA | AL | HI | SA | |
CY | Cyrenaica | 250 | 200 | Auxiliaries | AF | SI | CR | AE | |
SY | Syria | 500 | 300 | Limitanei | CA | ME | JU | CP | |
AR | Armenia | 250 | 150 | CA | ME | ||||
BE | Belgica | 500 | 250 | Limitanei | BR | GA | AL | RA | GE |
CA | Cappadocia | 750 | 500 | Legionaries | AR | SY | AS | ME | |
IL | Illyricum | 300 | 250 | Limitanei | PA | DA | TH | GR | |
SI | Sicilia | 100 | 100 | Legionaries | IT | SA | AS | CY | GR |
SA | Sardinia | 100 | 100 | Legionaries | NA | IT | SI | AF | |
CR | Creta | 100 | 50 | Auxiliaries | GR | AS | AE | CY | CP |
CP | Cyprus | 100 | 50 | Auxiliaries | AS | CR | EA | JU | SY |
Armies | Combat Value |
Homeland | Period | Invasion Routes |
||
---|---|---|---|---|---|---|
Legionaries | 10 | |||||
Auxiliaries | 5* | |||||
Limitanei | 7.5** | |||||
Carthaginians | 10 | Africa | 273BC-525AD | |||
Gauls | 3 | Gallia | 273BC-200AD | |||
Macedonians | 7 | Graecia | 273BC-250AD | |||
Phrygians | 3 | Cappadocia | 273BC- 75BC | CA | ||
Seleucids | 4 | Mesopotamia | 273BC-100BC | ME | ||
Egyptians | 4 | Aegyptus | 273BC- 25AD | |||
Numidians | 3 | Mauretania | 273BC- 25AD | MA | ||
Celtiberians | 2 | Hispania | 273BC-200AD | |||
Illyrians | 5 | Illyricum | 273BC-375AD | |||
Celts | 3 | Britannia | 273BC-375AD | BR | ||
Greeks | 4 | Graecia | 273BC-  0AD | |||
Germans | 4 | Germania | 115BC-825AD | GE | ||
Dacians | 4 | Dacia | 190BC-275AD | DA | ||
Parthians | 5 | Mesopotamia |  75BC-225AD | ME | ||
Armenians | 2 | Armenia |  50BC-150AD | AR | ||
Marcomanni | 3 | Alpes |    AD-375AD | RA | ||
Berbers | 2 | Africa |  50AD- | MA | AF | CY |
Jews | 2 | Aegyptus |  50AD-150AD | JU | ||
Alemanni | 4 | Raetia | 225AD-450AD | RA | ||
Franks | 5 | Gallia | 225AD- | BE | ||
Persians | 5 | Mesopotamia | 250AD-640AD | ME | ||
Goths | 5 | Graecia | 250-325AD | TH | ||
Gepids | 2 | Dacia | 300AD-450AD | DA | ||
Visigoths | 10 | Hispania | 350AD-475AD | TH | ||
Ostrogoths | 10 | Italia | 400-563AD | PA | ||
Vandals | 10 | Mauretania | 400AD-500AD | RA | BE | |
Huns | 10 | Pannonia | 400AD-475AD | PA | DA | |
Slavs | 2 | Dacia | 475AD | DA | ||
Saxons | 4 | Britannia | 475AD | BR | ||
Lombards | 7 | Alps | 500AD | PA | ||
Avars | 3 | Dacia | 550AD-796AD | DA | ||
Arabs | 10 | Mauretania | 625AD | JU | ||
Abbasids | 5 | Aegyptus | 750AD-1000AD | ME | ||
Germans | 10 | Italia | 850AD | GE | ||
Castilians | 5 | Hispania | 1026AD | HI | ||
Turks | 10 | Asia | 1075AD | AR |
*: AUXILIARIES are non-Roman soldiers led by Roman officers, acting as support for the main Roman Legions
* *: LIMITANEI are garrison troops equivalent to auxiliaries. However, their fixed fortifications and defence works give them an advantage in combat, hence their enhanced combat value.
Invasions occur through INVASION ROUTES if the homland is occupied by a hostile power. All nationalities may revolt in their homeland if it is occupied by a hostile power and there is a non-zero homeland population.
Hopefully, this simulation will not be regarded as just a game, but provide some useful historical perspectives. Perhaps the most important lesson learned by the author is the ultimate futility of Imperialism, of one sort or another. To be fair, it should be pointed out that this simulation does not do justice to the positive benefits of the PAX ROMANA to many millions of humans over many centuries. Ultimately, YOU will have to judge the worth of the Roman Empire, with all the benfits of hindsight and safe distance.
In addition, numerous other references were consulted to provide backup information for matters such as the Roman Army.
Note that in this game there will be mumerous and destructive foreign and civil wars, rebellions and depositions of Emperors by violence. Any cursory reading of history text on the period in question will show beyond doubt that there is little exaggeration, and if anything, the historical reality was more turbulent in some cases. For example, THE HISTORIES by Cornelius Tacitus (above) describes the events of just ONE YEAR, 69 A.D.,‘THE YEAR OF THE FOUR EMPERORS‘, when truly amazing and turbulent events took place, The game will appear very violent merely because enormous spans of time are compressed into single game-turns. Undoubtedly, there was scope for some people to die peacefully in bed.
452 STONEY STANTON RD. COVENTRY,