Ancient Times #0495 2/3 From: keith.langley@mdcs.com (Keith Langley) Date: Mon, 27 Mar 1995 21:02:46 +0000 Archaic Times Ancient Empires Game #3 Ataro gains two villages in Cana - The villages of Mangal and Starve submitted to the King of Cana, who has placed his nation under Ataro's rule. Most of Thorta pacified by Schloss - The rest of Thorta, witht he exception of Borlay, has joined the Schloss Empire. Borlay has become a center of anti-Schloss activity, but the Baron of Borlay is rapidly losing support. Gython unites entire island - The entire northern island, from Ardic to Bodan, has at last been united under a single banner. Unrest remains high in Ardic, as the last resisting Baron died under suspicious circumstances. Spy scandal in Rosel - A double agent from Kenday was exposed in Rosel; he escaped capture and is believed to have returned to Kenday. Roselian sources stated that no information of value was obtained by the spy. Parna, Jurong joins Rosel - A third village in Jurong has rebelled against that nation and joined Rosel. Rosel conquers last Duban resistors - An armed force of 2000 soldiers captured the village of Albea, ending organized resistance to Roselian control of Duba. Kampo acquires most of Ensu - Five more villages in Ensu joined Kampo. Only Gyduf and Serf remain independent, and Serf is now cut off from the capital. Editorial question - I recently lost a player in this game, who was looking for more military action as opposed to political/ espionage action. I have tended to be generous with these types of actions, believing that most players can't afford a lot of battle fees to clear out the non-played countries, and that most of you want to take over the neutral countries quickly so you can get on to the fun (and more military oriented) stage of fighting each other instead of me. However, this creates a decidedly non- ancient feel to the game. Would you prefer that "peaceful" takeovers of territory be more difficult, to encourage more battles? If a general rule of "3 to 1 odds means surrender or retreat without a fight" were instituted, at least for non-played positions without forts, and the political rewards were toned down, would the game remain playable and affordable? Look at the news from Game #2, which started like this one but is now much bloodier. Would you rather be playing in a game that was like that from the start? Let me know what you think. Epistles from Erth One True Faith game #2 Read the "notes on exloration, etc." in the news for game #3; they apply to this game as well. ABOUT VACANT PROVINCES - It is possible to remove all the population from a province. A province with no population is controlled by anyone with military units in the province. If there are no units, anyone with the only heroes or priests in the province controls it. If there are no units and more than one player has heroes or priests there, the province is not controlled by anyone. A vacant province may be moved through by warships and military units - even though you might not "control" it, you gain control the instant you move in, and can therefore continue your move. Any player may move worshippers into a vacant province, with or without first establishing military control - but if someone else moves an army in, they can deny your pilgrims entry, or conquer and convert/kill them. It is possible that more than one player could try to colonize a vacant province on the same turn; the GM may have to be inventive to figure out what happens. It's likely they will all settle and the normal rules for province control will then be in effect. Storch retakes Burgundy from Tyr - Storch's Parisian army recaptured Burgundy, which Tyr left undefended when He ordered an attack on Switzerland. Tyr's cannons pound Swiss as mudslides block reinforcements - Tyr launched a three sided assault on Storch's defenders in Switzerland. Armies from Burgundy, Genoa and Baden poured in through the Alpine passes, hammering the defenders with cannons and mortars. Meanwhile, Storch's attempt to bring in His own artillery from Venice was blocked by heavy rains along the border. The God of Justice captured Switzerland; no defenders survived. Ettahae's troops land in Brittany; Storch outraged - Storch's problems were magnified when Ettahae's army landed on the north coast of Brittany. The Drunken One's few defenders retreated, offering no resistance. Ettahae captures Norrland; Thanites and Agnostics slaughtered - An improbable mix of Hobbits, Dwarves and Undead, fresh from their victory over Mobius' forces in Thrandheim, took Norrland. Mobius' priests had made many converts there, but all were slain or converted to Earth worship. Mobius repelled by undead in Egypt - A cult of Agnostic necromancers in Egypt refused to recognize the God of the Undead. Mobius sent a force of ogres, trolls, rocs and cavalry in from Qattara to bring them into the fold, but the expedition failed utterly. Despite their extensive contact with undead, the human and ratman attackers were terrified, and refused to fight the defending ghouls and mummies. Those Thanites who overcame their fear (or perhaps their worshipful awe - maybe they just couldn't bear to hurt those wonderful Undead) were unable to coordinate their attack. When they tried to rush, some hung back, and so the braver troops arrived alone and were killed. Gramunch conquers Albania despite "friendly fire" - Gramunch sent an army of orcs and goblins, supported by giants, from Epirus into Albania. Despite internal squabbles that destroyed a unit of orc bowmen, the Munchkins eventually decided to fight the enemy instead of each other. Once they did, they took no further losses, easily routing the defending humans and centaurs. Albania's wizard leader was captured in his bed, suffering from shrinking sickness. Although only two feet tall when captured, he has since recovered his heaped by MISSIONARIES? Hobbit missionaries! Ha Ha Ha Ha! STANDINGS: Population in hundreds: Votlansh 36, Chicane 33, Storch 31, Gramunch 29, Ettahae 29, Magian 27, Levi 27, Tyr 24, Mobius 18. Provinces controlled: Gramunch 15, Ettahae 14, Storch 11, Lers died under a hail of arrows; one attacking unit was slain by a rocket attack. Magian captures Oran - An army of mixed races from Algiers charged into Oran, capturing it for the God of Disease. The defending humans used an unusual defense based on air support from five rocs, and succeeded in killing a powerful hero before they were overwhelmed. LETTERS (STORCH): To the rogue god Tyr: I asked for peace, but like a child you lashed out. Be prepared to be punished like a child. (STORCH): Mobius stopped by MISSIONARIES? Hobbit missionaries! Ha Ha Ha Ha! Up