THE RULES TO RENAISSANCE Revised December 2004 Copyright 1981, 1984, 1996, 2004 by Constantine Xanthos. All rights reserved. INTRODUCTION RENAISSANCE is a play-by-mail, multi-player simulation of the world based in the year 1493. Each participant controls the destiny of a Renaissance family whose initial assets, as nearly as possible, match those of the historical family. Although the strengths and weaknesses of his family may tend to push him in di- rections similar to those pursued by the historical family, each player is free to seek his family's fortune any way he deems fit (within the scope of the rules) without regard to the precedents set by the historical family. Families are composed of up to five personae. (For the sake of play balance, the more powerful families are given fewer personae.) These personae may hold offices, exercise feudal powers or lead troops, ships and goods from one place to another. Some personae may pursue power through force of arms. This entails the fielding of armies (which may be composed of heavy cavalry, light cavalry, pikemen, archers, arquebusiers, auxiliaries and cannon), the maintenance of troop morale and the exercise of tactical options as to their battlefield arrangement. Other personae may seek their fortunes by engaging in commerce. Each town has local merchants who sell certain goods and buy others. Large profits can be made by buying in regions of surplus and selling in regions of want. Still greater profits can be made by dealing in the whole range of goods forming a basic class such as fibers, dyestuffs or weaponry. Yet others will sell their services as tax-collectors, mercenary captains, navigators or colonial governors; attempt to obtain high church offices; com- pete for elective positions or pursue the traditional goal of elevation within the hereditary feudal hierarchy. Each persona has a rating for popularity and a reputation for piety which may be enhanced through appropriate activities such as pilgrimage or the spon- sorship of works of art. The game is open-ended geographically in that personae are potentially able to move to any location that existed in the 1490's. It is open-ended in regards to playership in that a new player may choose to play any family that existed in the 1490's. The game is, however, structurally limited in that no player may engage in any activity not specifically countenanced by the rules. At the start of each turn, players receive a newsletter plus a printout con- taining data on their family's personae and on the places at which they are lo- cated. Player moves are sent exclusively to the GM,who processes all player actions, prepares new data sheets and sends them out to the individual players. One year of game time is approximately equal to one year of historical time. Approximately twelve turns are processed each calendar year. Each turn is deemed to represent one month of historical time, and is referred to by the name of that month. For example, the turn processed in August of 1996 was the October 1506 turn. The next turn will be the November 1506 turn. THE PERSONAE FAMILIES Each participant in RENAISSANCE directs a family of one to five personae who are essential to the execution of all basic game actions. The number of personae in a family does not change. Personae may die, but, when they do, they are replaced by other personae who take over their heredi- tary positions and are controlled by the same player. New personae, however, do not inherit their predecessor's offices, skills, popularity, reputation for piety or personal assets. When a persona dies, his replacement is given the deceased's final popularity rating, but never more than 200. All other ratings start at zero. The new persona normally starts outside the town of which he is a citizen. Each persona has ratings for popularity, reputation for piety, troop morale and up to 20 skills. No rating may ever exceed 999, or decline below 0. POPULARITY Popularity is a factor in determining the tenacity of a persona's troops, in obtaining non-player-controlled votes in elections and in enhancing the loy- alty of locations over which a persona is sovereign. Popularity increases as a result of the sponsorship of works of art, let- ters or architecture (see Appendix A), through victory in a duel, through cha- rity (1 point for every 1,000 ducats) and through acts of piety (by 10% of the increase in perceived piety). A persona's popularity declines (by 90%) when he changes religion, (by ten points) when he raises a feudal levy, when he collects taxes, when he collects tithes, (by 20 points) when he makes an unsuitable ecclesiastical appointment, (by one point per percentage point of increase) when he augments a tariff, and when he appoints a magistrate. A persona may not commit an action that would drive his popularity rating below zero. Any attempt to do so would fail. Personae with popularity below 200 suffer certain disadvantages detailed below. REPUTATION FOR PIETY Reputation for piety (hereafter referred to as "piety") is a factor in improving a persona's popularity, in qualifying for ecclesiastical appointment and in obtaining non-player-controlled votes in ecclesiastical elections. A persona's piety is increased through pilgrimage, the obtaining of indul- gences and the veneration of religious objects. The piety rating of a persona who changes religion is reduced to zero. The piety rating of a Sunni, or Shia, persona diminishes by 100 points in any month in which he fires cannons, or falconets. Any Catholic who receives an indulgence during the month of February has his piety rating increased by 20. Only the Pope and Catholic archbishops may grant indulgences. They may only do so when they, and the beneficiary, start the month of February, and are, at the same location within the grantor's see. In April a Catholic persona may venerate relics in his possession at the end of his turn. Doing so increases his piety rating by the square of the number of relics he holds, but never by more than 100 points. In April an Orthodox persona may venerate icons in his possession at the end of his turn. Doing so increases his piety rating by the square of the number of icons he holds, but never by more than 100 points. In April a Shia, or Sunni, persona may give alms to the poor. For each 100 ducats he disburses, his piety is raised by one point, but no persona may earn more than 100 points of piety this way in any one year. When a persona of the appropriate religion is inside a center of pilgrim- age at the start of the month indicated in the following table, he may (during that month) announce that he has "completed a pilgrimage". He then receives an increase in his piety rating equal to the number indicated in the table. In regards to pilgrimage and veneration, Monophysites are subject to the same rules as the Orthodox, and Druses are subject to the same rules as Moslems Catholic Buddhist Shia/Sunni Orthodox Hindu Jewish Feb. Rome(30) Apr. Jerusalem(100) Benares(60) Mecca(200) Jerusalem(100) Benares(100) Apr. Bethlehem(50) Bethlehem(50) Jerusalem(120) June Jerusalem(40) July Canterbury(10) Kusinagara(30) Kiev(30) Sep. Santiago(50) Kapilavastu(30) Jerusalem(40) Sep. Aachen(10) Dec. Loreto(20) Gaya(30) MountAthos(50) Gaya(50) SKILLS Personae may have certain skills, organizational knowledge or guild memberships. These will, hereafter, all be referred to as "skills". The skill level of its performer generally determines the value of an action. When two, or more, personae start the turn at the same location and are both present at that location at the time of the training, they may train each other in skills, but no persona may train a given other persona more than once per turn. If the trainer has a higher rating in the skill than does the trainee, the trainee's skill rating will be increased by the square root of the difference between their ratings. The following skills are of significance in RENAISSANCE: architecture, art, letters, gunnery, alchemy, merchantry, navigation, assassination, dueling, engineering, galleybuilding, galliotbuilding, roundshipbuilding, caravel- building and barquebuilding. The functions of these skills are detailed in Appendix A. TRAVEL Subject to the limitations appearing in this section of the rules, a per- sona may move to any one of the 4,000 locations already set up for RENAISSANCE, or to any location set up in the future. Movement by water may also be made to open water locations identified solely by their longitude and latitude. Only personae and assets (including ships and troops, but not including garrison troops) controlled by a persona may move. All assets (other than gar- rison troops) controlled by a persona move with him wherever he goes. (At the time of his movement, a persona controls all items appearing in the asset list on his printout, plus all assets he acquires by transfer prior to movement, plus all assets he purchases, plus all assets he fabricates, minus all assets he transfers away, minus all assets he sells, minus all assets he expends in maintenance, minus all assets he expends to fabricate other assets, minus any assets he may lose in battle prior to his movement.) A persona may move by land or by water each turn, but a persona may not move by both in the same turn. A persona travelling by land may, however, use ferries to cross narrow bodies of water connecting two locations no more than five miles apart. (Exceptions: Ferries also exist between Dover and Calais as well as between Campbelltown, Scotland and Torehead, Ireland.) To use a ferry, a persona must begin, or end, his movement at a ferry point (i.e., the location at either end of a ferry route). Ferries will not carry a persona to a location whose de facto controller denies him ingress. A persona may not use more than one ferry per turn. There is a fee of 1/100th ducat for each unit of cargo to be ferried. The minimum fee to use a ferry is one ducat. To use a ferry, you must use the word "ferry" in your movement orders. A persona who encounters forces which have been ordered to intercept him ceases movement at the point of the encounter, but, when the moving force out- numbers the intercepting force by more than twenty to one, the intercepting force is destroyed without battle and the moving force continues on to its destination. With the above exceptions, movement is restricted solely by the attrition it inflicts upon the moving force. A persona may move by land up to 200 miles per month without suffering movement attrition. When a persona's popularity is below 200, his maximum attrition-free movement distance is a number of miles equal to the number of points in his popularity rating. Each month a persona may move by land up to 300 miles beyond his maximum attrition-free movement distance without suffering more than 10% movement at- trition. A persona may move by water one statute mile per turn for each point in his navigation rating, with the following five modifications: 1. This distance will be reduced by 600 miles when the persona begins, or ends, his move at a location in open water. 2. This distance will be increased by 600 miles when a persona's fleet includes no vessels other than caravels and roundships. 3. This distance will be reduced by 400 miles for non-summer sailing. (For the purposes of this rule, summer will be deemed to last twelve months of the year between the Tropics, from June to September (inclusive) north of the Tropic of Cancer, and from December to March (inclusive) south of the Tropic of Capricorn. When more than one climate zone is traversed, the least favorable will be used.) 4. Sailing with less than complete complements of crew and/or rowers reduces a persona's effective navigation rating in proportion to the deficiency 5. When a persona's popularity is below 200, his basic attrition-free movement distance is reduced by three miles for each point by which his popu- larity is below 200. A persona who sails more than the maximum number of miles allowed him suf- fers movement attrition. 10% attrition results when a persona sails 600 miles further than his maximum attrition-free distance. Movement attrition is geometrically greater the further a persona attempts to move in a single month. When land movement leads to attrition, all livestock, troops, crew and slaves are reduced in proportion to the rate of attrition. Cargo is lost only when it exceeds the carrying capacity of the remaining horses and slaves. Per- sonae are unaffected by attrition unless their land movement exceeds their attrition-free distance by 1,000 miles. When water movement leads to attrition, ships are lost in proportion to the rate of attrition. (NB: Since all losses are rounded up, attrition of as little as .0001% will cause the loss of one ship of each type controlled by the moving persona.) Cargo is lost only when it exceeds the carrying capacity of the remaining ships. Personae drown when they lose their last ship. Other- wise, they are not affected by water movement attrition. The basic unit of freight is the "cargo". Horses equal two cargo. Cannon equal forty cargo. Ducats equal zero cargo. All men (armed, or unarmed) and all other goods equal one cargo apiece. Once they have been issued to troops, wea- pons (including armor) are removed from a persona's asset list and have no further cargo value. Empty ships may be carried overland. Their overland cargo weights are as follows: barques 201, caravels 403, roundships 1,203, galliots 400 and galleys 4,000. When moving by land, all cargos other than horses, slaves, troops, cattle and sheep must be carried by horses or slaves. Horses may carry two cargos each. Slaves may carry one-quarter cargo each. When moving by water, all assets other than ships must be carried by ships. Their individual carrying capacities are indicated in the NAVIGATION section of the rules. Normally, when a persona's cargo exceeds his hauling capacity, any attempt to move will lead to his ending the turn in the area immediately outside the location where he started the turn. A persona may, however, be ordered to "abandon excess cargo including ships". In this case, movement will succeed, but assets will be randomly abandoned until the persona's cargo is within his hauling capacity. To be effective during a move, an order to "abandon excess cargo including ships" must be issued during the same turn as, and prior to, the movement order. Such orders may not specify which cargo is to be abandoned. Abandonment of a specific cargo can be accomplished only through the transfer of that cargo to another persona or to "the locals". Items transferred to "the locals" cease to be game factors. (NB: Ships are cargo only during land move- ment, but land movement occurs whenever water movement is not specified. Thus, when a persona with ships has "by water" unintentionally left out of his move- ment orders, use of the order to "abandon excess cargo" will lead to his losing his ships.) A persona may move inside his starting location without meeting the carry- ing capacity test by writing the word "inside" as his destination and not put- ting in the name of the location. When the name of the location is included in his movement order, he must meet the carrying capacity requirements. Movement orders must specify a destination. Destinations in open water must be indicated by latitude and longitude. Destinations on land must be indi- cated by the name of a location which has already been set up. When a player wishes to use a movement route other than the shortest, he may do so by so indicating in his orders. Special routing usually considerably reduces maximum attrition-free distances. A persona may travel aboard another persona's ship, but only when he has absolutely no mobile assets (including ducats) at the time of boarding. To board another persona's ship, a persona must have received permission during the preceding month. (When a persona receives boarding permission from two, or more, personae in the same month, only the first permission will be valid.) He must start his move, and be, at the same location as the owner of the ship. Once aboard, his location becomes "with" the owner of the ship. A persona who is "with" another persona may not train, be trained, or receive transfers. Should the owner of the ships die, his passengers all die with him. To get off of someone else's ship, a persona must list his movement destination as being to "disembark". This order will place the disembarking persona at whatever lo- cation the ship was at at the time of his disembarkation, but it will fail if the ship is in open water. A persona who disembarks may not execute other orders later in the same turn. Potential roads exist between every pair of cities on the same land mass. Movement by road is, however, possible only between two cities whose effective distance apart has been reduced through roadbuilding. For an expenditure of 200,000 ducats and 1,000 auxiliaries, a persona may reduce the effective distance between his location and any other location on the same land mass by a number of miles equal to one percent of his engineering rating. A given persona may execute only one engineering order per turn. No such distance may be reduced to less than 50% of its original distance. Each time a persona successfully executes a roadbuilding order, his engineering rating is increased by one point, but not above 999. For an expenditure of 200,000 ducats and 1,000 auxiliaries, a persona may lengthen an existing road by a number of miles equal to one-half of one percent of his engineering rating. Roads may, however, not be made longer than the original distance between the two cities they connect. A persona moving by road may not combine road movement with non-road movement. A persona moving by road may use only one road per turn. COMMERCE Trade goods are available for purchase at certain locations. These goods fall into various classes which are defined in Appendix B. They may be resold at locations which have a current demand for goods of their class. Any persona may buy or sell trade goods, but merchants have certain advantages which are detailed in Appendix C. ITEMS SUPPLIED BY THE LOCALS Each September various locations will receive a supply of goods available from the local traders for sale to personae at a stated price. Any persona may buy these goods at that price, but, as each purchase is transacted, the "quan- tity available" is reduced by the size of the purchase. When the "quantity available" falls to zero, no further regular purchases may be made until the supply is replenished the following September. Purchases may be transacted solely at a persona's starting location for the turn. Successful purchase orders result in the immediate, automatic trans- fer of the goods and the ducats used to effect their purchase. ITEMS DEMANDED BY THE LOCALS Each March various locations will develop a demand for certain classes of goods. Personae may meet this demand by selling goods in the appropriate class at the stated price. As each sale is transacted, the quantity demanded is re- duced by the size of the transaction. When the quantity demanded falls to zero, no further sales may be transacted in that class of goods until the following March. Sales may be transacted solely at a persona's starting location for the turn. Successful sale orders result in the immediate, automatic transfer of the goods and the ducats received for their sale. TARIFFS Certain locations have ad valorem tariffs on imports and/or exports. Im- port tariffs are expressed as a percent of the gross value of each sale meeting demand by the locals. The amount of the tariff is automatically withheld from the proceeds of any such sale. Export tariffs are expressed as a percent of the gross value of each transaction involving items supplied by the locals. The amount of the tariff is automatically added to the cost of any such purchase. QUOTA COMPLETIONS At the beginning of March, should the "quantity demanded" by the locals have been reduced to 50%, or less, of BQ multiplied by population, then the "quantity demanded" is increased to equal BQ multiplied by population, the price offered for that class of goods declines by the greater of 10%, or one ducat (but not below one ducat), and, for each such class, wealth is increased by one and loyalty by twenty, but these loyalty increases do not occur in any March in which demand for food was not 100% satisfied. Should the remaining "quantity demanded" by the locals exceed 50% of BQ multiplied by population, then "quantity demanded" is not increased, and the price offered increases by the greater of 10%, or one ducat. At the beginning of September, should the "quantity available" from the locals have been reduced to 50%, or less, of BQ multiplied by population, then "quantity available" is increased to equal BQ multiplied by population, the price demanded for that type of good goes up by the greater of 10%, or one ducat, and, for each such type, loyalty increases by ten points and wealth by one. Should the "quantity available" exceed 50% of BQ multiplied by population, then the "quantity available" is not increased, and the price demanded goes down by the greater of 10%, or one ducat. TRANSFERS A transfer shifts an asset from one persona to another. Transfers may only be effected between personae at the same location. Assets may also be transfer- red "to the locals". Assets transferred to the locals cease to be game factors. Troops may not be transferred between personae of different religions. A persona inside a location's walls cannot receive transfers of troops from outside those walls unless he has ingress to the location at the time of the transfer. A persona inside the walls of a location under siege cannot receive any transfers of troops, or food, from outside those walls. THE LOCATIONS Each location may be partially subject to a sovereign, a feudatory, a ten- ant, a magistrate, a bishop and a de facto controller. When a town has a gar- rison, its tenant is its de facto controller. TENANTS The tenant of a location controls its garrison. He may order it to deny, or allow, ingress, or egress, to any family. Such orders remain in effect until reversed. A tenant may order his garrison to attack any persona within the walls of its location. Tenancy may be transferred to any title through the simultaneous order of the location's sovereign, feudatory and de facto controller. Such an action reduces loyalty by 50% and disbands the garrison. Tenancy may not be transfer- red in the same turn as the transferral of feudatory, or sovereign, status over the location. FEUDATORIES A location's feudatory is the only persona who may raise troops by feudal levy at that location. Raising troops by feudal levy reduces loyalty by ten points. Feudatory status may be transferred to any title (except knight, baronet, chevalier, baron or viscount) through the simultaneous order of the sovereign and the de facto controller of a location. Such an action reduces loyalty by 50%. Feudatory status may not be transferred in the same month as sovereignty. SOVEREIGNS Its sovereign is the only persona who may authorize the collection of taxes at a location. To do so he must issue an order appointing a tax-collector for that specific location for the subsequent turn. If the tax-collector starts the tax collection turn inside the location, he may announce that he has col- lected taxes at that location. This adds to the tax-collector's assets a number of ducats equal to 1% of the location wealth times its population, reduces wealth by 1% (but no less than one point), reduces the tax-collector's popular- ity by a number of points equal to 1/1000 of the location's population (but no more than 100 points, and no less than one point) and reduces the location's loyalty by the same number of points as the tax-collector loses in popularity. Sovereignty over a location may be transferred by its de facto controller to any title except a feudal one ranking below that of duke (in the feudal hierarchy table that follows later in these rules). Changing the sovereign of a location reduces its loyalty by 50%. BISHOPS Its bishop is the only persona who may authorize the collection of tithes at a location. To do so he must issue an order appointing a tithe-collector for that specific location for the subsequent turn. If the tithe-collector starts the tithe-collection turn inside the location, he may announce that he has suc- ceeded in collecting the tithe. This increases the tithe-collector's assets by a number of ducats equal to 1/1000 of the location's wealth multiplied by its population, and reduces the location's wealth by one point, but has no impact on popularity or loyalty. DE FACTO CONTROL De facto control over a location normally rests with the tenancy. When a printout for a location lists a de facto controller, then de facto control has passed from the tenancy. When a location has garrison troops, a persona gains de facto control of the location by eliminating its garrison. When a location's de facto control does not rest with its tenancy, a per- sona who defeats the last de facto controller becomes its new de facto control- ler. Defeat occurs when the DFC is attacked in urban battle at the location while he is not present (or is inside a tower), when the DFC is killed in bat- tle inside the location by a persona who is not killed in the same battle, or when the DFC fights a battle inside the location in which he suffers numerical- ly greater losses than his opponent while not successfully assaulting a tower or killing his opponent. When a location has no garrison troops, but de facto control does rest with the tenancy, then a persona already inside its walls gains de facto con- trol of the location by issuing urban battle orders against the tenant (even if the tenant should be inside a tower and, therefore, unattainable except by assault orders) and at the conclusion of any resulting battle having more troops inside the location's walls (excluding tower garrisons) than does the tenant. When de facto control does not rest with a location's tenancy, the de facto controller may freely transfer his control to any other persona. The transfer of de facto control has no impact on loyalty. A location whose de facto control is separate from its tenancy may not have garrison troops. In any month subsequent to the one in which he becomes de facto controller the de facto controller of a location, who is not its tenant, may order it looted. Looting reduces a location's wealth by 7% (rounded to the nearest whole number). For the persona ordering the looting, it generates a number of ducats equal to twice the revenues that would be obtained through one turn's normal taxation, but no more than ten ducats per soldier (excluding crew) controlled by that persona. Troops ordered to loot may not move or execute other orders that turn. When the persona ordering the looting of a location is its sover- eign, its loyalty is reduced by the greater of 50% or 100 points. MAGISTRATES Its magistrate is the only persona who can raise, or lower, a location's tariffs. In any turn which he starts at a location, he may raise, or lower, either, or both, tariffs up to five pecentage points each. Such orders must explicitly identify the number of points by which the tariff is to be changed. It is not sufficient to state the new level of tariffs. Tariffs may not be raised above 99%. All tariffs paid at a location while the magistrate is present are added to his assets. A persona may be magistrate of only one location at a time. A magistrate may resign a magistracy at any time. Magistrates may be selected by election (indicated by an "(e)" in the location data), or through appointment by the location's sovereign (indicated by an "(s)", feudatory (f), tenant (t), bishop (b), or archbishop (a). Magistrates selected by appointment may be appointed at any time when they are inside the location over which they are to serve as magistrate and began the turn inside that location. Each appointment causes a reduction in the popu- larity of the appointer equal to 1% of the difference between the appointee's popularity rating and 1100. This popularity reduction is doubled when the ap- pointee is not a citizen of the town. No persona may appoint himself to a magi- stracy. The de facto controller of a town may change the method of selection of magistrates. Such a change reduces loyalty by 100 points, but a change away from an elective systen reduces loyalty by 300 points instead. In locations which select their magistrates by election, voting takes place during the month of October. All citizens of the location who are inside its walls at the start of the month may cast one vote apiece. Among the candi- dates receiving at least one vote, the candidate with the highest popularity rating receives a bonus of four votes. Terms of office for elective magistrates run from November 1 to October 31. In locations which select their magistrates by election, when no one re- ceives any votes during October balloting at that location, sitting magistrates remain in office an additional year. LOYALTY Each location has a loyalty rating. When loyalty is less than 400, taxes may not be collected. When it is be- low 300, feudal levies may not be raised. When it is below 200, garrison troops may not be recruited. When it is below 100, tithes may not be collected. A sovereign may raise a location's loyalty by holding court. To hold court, a sovereign must start the turn at the location, and announce that he is "holding court". Holding court raises a location's loyalty by the square root of its sovereign's popularity. WEALTH The wealth of a location is increased through commerce. Each March, after the markets have been reset, but before March actions are executed, each location with a wealth rating over 150 will have its popula- tion increased by a percentage equal to 1/50 of the excess of its wealth over 150. The wealth of these towns will simultaneously decrease by the same per- centage. No town may, thereby, gain population in excess of 250,000. COLONIES Certain location printouts indicate that the location "may be colonized". Up to 100 colonists may be added to such a location's population each turn. (Should more than 100 be planted in a given turn, only 100 survive the turn.) Colonists may be troops, crew, or slaves, but no more than half may be slaves. Only Catholic, or Orthodox, personae may engage in colonization. Colonies may not have their population increased beyond 5000 through colonization. HARBORS Harbors may be deepened by one foot per turn subject to the following conditions: The harbor must be at least two feet deep before any deepening. No harbor may be deepened by more than one foot per turn. Should more than one deepening order be executed at a given harbor in one turn, all assets expended for that purpose will remain expended, but the net deepening will be one foot. A persona deepening a harbor may do so from outside, or inside, the walls of the location. A persona successfully deepening a harbor will gain one point of engineering skill. To be able to deepen a harbor, a persona must have an engineering skill rating equal to no less than 66 times the depth of the harbor. 20,000 slaves or auxiliaries must be expended. The computer will subtract slaves before auxiliaries. (If you do not want your slaves expended, transfer them away before the execution of your deepening order.) The computer will deduct from the engineer's assets a number of ducats equal to (port depth x 100,000) + 300,000 - (engineering skill x 500). If the persona has insufficient ducats, the order will fail. EXAMPLES: 999 engineer doing an eight-foot port costs 600,500 ducats. 900 engineer doing a ten-foot port costs 850,000 ducats. 800 engineer doing a twelve-foot port costs 1,100,000 ducats. 700 engineer doing a fourteen-foot port costs 1,350,000 ducats. The order code for deepening a harbor is "PE#". THE SWORD GARRISONS Town garrison troops may not be moved or transferred. They may only be raised and commanded by the tenant of their location, but they automatically defend against assault. They require no maintenance, but may not be recruited in numbers that would bring their total above 5% of the population of their location. Garrison troops may be recruited by a tenant only when he is present at the start of the turn. No more than 0.5% of a location's population may be recruited for garrison duty in any one month. No ducat payment is required, but garrison troops must be given one unit of small arms apiece at the time of their recruitment. (The small arms are deducted automatically when recruitment takes place.) When accompanied by the location's tenant, a town garrison may be ordered to sortie outside its walls, and attack any persona under those walls. Result- ing battles are fought under the rules for field battles. Town garrison troops are treated as auxiliaries. When there is a choice, garrison troops always take losses first. When accompanied by their tenant, the morale of town garrison troops is their tenant's. When he is not present, their morale is equal to the town's loyalty. Town garrison troops may never be inside towers except when assaulting them. Garrison troops and forces attacked to members of the family of the tenant automatically support each other unless otherwise ordered that turn (prior to the battle), but they only support one another when they are on the same side of all walls. FEUDAL LEVIES The feudatory of a location may conscript one percent of the population in any turn which he spends entirely at that location. Feudal levies are all aux- iliaries. No ducat payment is required, but they must be given small arms at the time they are raised (which are automatically deducted from the feudatory's assets). The raising of a feudal levy reduces a location's loyalty by 10 points and reduces the feudatory's popularity by ten points. Feudal levies have an initial morale of 200. Levies of less than 1% of a location's population are not permitted, but a persona who does not have enough small arms loses those conscripts he cannot arm. PROFESSIONAL SOLDIERS These troops may be raised by any persona, but never in numbers exceeding 20% of the number of troops of that type already under his control. (Exception: a persona with 1, 2, 3 or 4 troops of a given type may raise one additional troop of that type each turn.) Each location has a number of professional soldier recruits available that is equal to 10% of its population plus any recruits available during the prior turn but not hired during that turn (but this carryover may never exceed 1,000). Once all of a location's recruits have been hired, no one may hire additional professional soldiers at that location during that turn. The recruitment of professional soldiers entails the payment of enlistment bonuses of 5 ducats per auxiliary, 10 ducats per arquebusier, 15 ducats per pikeman, 20 ducats per archer and 50 ducats per heavy cavalryman. This ducat cost is tripled when the persona doing the recruiting is outside the walls of the location where he is doing the recruiting. In addition these recruits must each be given one weapon as follows: auxiliaries - small arms arquebusiers - arquebus pikemen - pikes archers - bows heavy cavalry - armor Professional soldiers have an initial morale of 200, but, when their re- cruiter's popularity is below 200, their initial morale is equal to his popula- rity. MERCENARIES Certain locations offer soldiers for sale as "items supplied". These troops come fully-armed but not mounted. The initial morale of pikemen is 500. All other mercenaries have an initial morale of 200. MORALE Morale determines the effectiveness in battle of military units (including crew). It can be increased through the payment of bonuses (by one point for every ducat paid to every man, but the order to do so must state the total number of ducats being paid out in bonuses); through the delivery of sermons (by 1% of the sermonizer's sermonizing rating); through the issuance to the troops of al- cohol; or by success in battle. When troops receive alcohol, their morale increase for each unit of alco- hol expended is equal to 20 divided by the total number of troops and crew con- trolled by the persona expending the alcohol. A persona may give his troops only one type of alcohol per turn. No more than 20 points of morale may be gained this way per turn per persona. The order giving alcohol to troops must state the total number of units, and the type of alcohol, being expended. Troops controlled by a Shia, or Sunni, persona do not receive morale in- creases as a result of sermonizing or the issuance of alcohol. Troops control- led by a Shia, or Sunni, persona who is a sovereign inflict casualties with a doubled morale factor. Those in the same division as a Shia, or Sunni, sove- reign do so with tripled morale. To benefit from this rule, Shia, or Sunni, sovereigns must have a "bonus city" on file as the basis for this bonus. They then receive their bonus only when they are sovereign over that location. They may change their "bonus" city in any set of orders. During battle, morale is modified for each side at the end of each stage. Casualties inflicted are deducted from a number equal to twice the casualties suffered. If this number is negative, the square root of its absolute value is added to morale. If it is positive, its square root is subtracted from morale. Retreat occurs at the first opportunity after the total of morale + feudal rank value of the persona + 10% of his popularity come to less than 400. When a persona dies in battle, his forces continue fighting until their morale goes below 400. When troops and/or crew of differing morale are combined, the resulting morale is arrived at through the use of a weighted average. When a persona controls neither troops, nor crew, his morale rating is zero. Troops attached to a Confucian persona have their morale reduced by 50% (with the result rounded down) at the start of any battle fought in a location not initially set up as having the Emperor of China as sovereign. (Locations originally set up under the Emperor of China are identified by being shown as belonging to the archiepiscopal see of Canton.) Their morale is doubled at the end of such battles. BATTLE In lieu of moving, a persona may issue intercept orders. Such orders may be directed at "all" or at a list of not more than seven families identified by family name. Intercept orders are valid during the turn subsequent to that in which they are issued, and only during that turn. Battle results when a member of the described group attempts to pass by the interceptor. In such battles, the interceptor is the attacker. Battle also results when a persona's troops, in lieu of movement, are or- dered to attack another persona present at the attacker's location at the time the attack orders are executed. Such orders must identify the intended victim by his persona number and indicate what type of battle is to be fought (i.e., field battle, urban battle, naval battle, tower assault, or assault of a town's walls. To assault a fortification, one must issue "assault" orders. The issuance of orders to do "battle", or "attack", will not lead to an assault. A persona who executes an assault order may not execute other military orders in the month of the assault. Fleets in port fight under the rules for land battles, not under the rules for naval battles. Battle orders may specify that the persona being attacked is not to be killed. When this is specified, the persona being attacked cannot die as a re- sult of the battle. When troops are lost in battle, their mounts and weapons (including armor) are deemed to have been destroyed. When battle results from non-siege intercep- tion, the interceptor is deemed to have initiated the conflict. When battle results from siege, the transgressor of the siege line is deemed to have initiated the conflict. A persona who has initiated battles lasting twenty, or more, stages may initiate no further battles that turn. A persona may not execute other orders subsequently in the same turn after having executed battle orders. ALLIANCE A persona may declare himself allied to the members of up to six families. When two personae each allied to the other's family are at the same location, then the one with the greater number of troops will fight any attacker before his ally will. Alliances do not work across walls. For an alliance to be effective, the allies must be at, and have started the turn at, the same location and on the same side of all walls at that location. To discontinue an alliance, a persona's orders must identify the ally by family name. Personae belonging to the same family are not allied unless they have so declared. FIELD BATLE Land battles fought outside of fortifications are field battles. In field battles each side is separated into six divisions: the Left Wing, Left, Center, Right, Right Wing and Reserves. Cavalry may be assigned to any division. Cannon and falconets must all be assigned to the Reserves. Infantry may be assigned to the Left, Center, Right or Reserves. At least 20% of a commander's infantry must be assigned to each of his Left, Center and Right. At least 15% of his total force must be assigned to each of the Left, Center and Right. A persona may be assigned to any one divi- sion. A commander may arrange his own troops for battle. When he has not done so, each type will be divided equally among the legal alternatives. Horses will be allocated first to heavy cavalry, then to transforming auxiliaries into light cavalry, then to cannon and falconets, then to the transportation of trade goods. Cannons, falconets and trade goods which have not had horses as- signed to them all become the property of the victor. Unmounted heavy cavalry fight as pikemen. Personae not otherwise assigned go into the Reserves. When a player's requested battle dispositions are illegal, or impossible, then they are ignored. The battle goes on anyway using standard dispositions. The deatails of field battle are contained in Appendix D. URBAN BATTLE When battle occurs inside of a location, the home side is that of the per- sona who is a member of the first of the following families: a citizen's, the tenant's, the bishop's, the feudatory's, the sovereign's. Should neither parti- cipant be a member of any of these families, or should both participants be ci- tizens, then the defender is given the home advantage. Exception: Garrisons not commanded by a persona are always the home side. In urban battle each stage is an urban melee stage. All troops fight on foot. During each stage they inflict casualties at the rate of M/10,000 with M being the inflicter's morale. Losses are extracted first from garrison troops, then from auxiliaries, then arquebusiers, then pikemen, then archers, then crew, then heavy cavalry. Losses suffered by heavy cavalry are reduced by 50%. In each stage the home side is first to inflict casualties. The other side then inflicts casualties with its remaining forces. After both sides have in- flicted casualties, morale is adjusted. A new urban melee stage is then begun. Urban battles end when one side is eliminated, or retreats. When a side is eliminated, its persona dies and all of his remaining mo- bile assets become the property of the victor. When the attacker in an urban battle is the home side, and it controls a tower within the location, it withdraws from the battle at the end of the first half of the first stage and, therefore, suffers no losses. This automatic with- drawal may be precluded by ordering that the battle is to continue until its normal termination. A persona who has withdrawn from an urban battle under this rule may not attack the same persona again in the same turn. When either side in an urban battle controls a tower, it withdraws to that tower when its retreat point is reached. When the home side in an urban battle controls no tower, it never re- treats. When the non-home side in an urban battle controls no tower, it leaves town when its retreat point is reached, but, when it has been denied egress, it continues to fight until it is eliminated. When retreat occurs, one horse is allocated to each heavy cavalryman, then 20 horses are allocated to each cannon, then 1/2 horse is allocated to each falconet, then the remaining horses are allocated proportionately among all other trade goods. Should there be insufficient horses for the transport of these goods, then all excess goods become the property of the victor. A persona who controls slavesmay, however, use slaves to carry cannons, falconets and trade goods with each slave having 1/8 the capacity of a horse. When a force which would otherwise retreat to a tower has more troops and crew than would fit into the tower, it continues to fight until its numbers are sufficiently reduced for all remaining troops and crew to fit into the tower. FORTIFICATION The strength of a fortification is expressed in two parts. FAR measures a fortification's resistance to artillery. FAS measures a fortification's capa- city for resisting assault. SIEGE A persona whose forces begin the turn outside the walls of a fortification may place it under siege. Siege orders take effect the turn after their issu- ance. A besieging force intercepts all parties attempting to enter the fortifi- cation by land movement. Siege orders fail when issued by a persona with fewer troops and crew than the total number inside the fortification which he is be- sieging. (Tower garrisons are not included in this computation unless the be- sieged fortification is a tower.) (NB: It is up to the besieged to advise the GM of the insufficient number of troops controlled by the besieger.) For the purpose of ascertaining whether, or not, interception has occur- red, a besieging force is always assumed to be closer to the fortification than any other force not inside the fortification. When a fortification is under siege for an entire turn and no personae en- ter that location by land, or by water, during the entire turn, then the loca- tion suffers siege attrition. The victims of siege attrition are the troops, crew, slaves and horses within the walls of the besieged fortification. At the end of the first turn of successful siege, each of these groups suffers siege attrition of 1%. At the end of the second consecutive turn of successful siege, they suffer siege attrition of 2%. Each succeeding consecutive turn of success- ful siege, they suffer attrition at a rate one percentage point greater than that which they suffered during the preceding turn. In September, locations which have been successfully besieged during the June, July and August turns have zero added to their "quantity available" of "items supplied" by the locals. SIEGE BOMBARDMENT In any turn immediately subsequent to one in which a besieger succeeded in preventing all overland ingress to a fortification, he may bombard it with one, or more cannons. Each cannon bombarding the fortification reduces its FAS by 1/1000 of the difference between the bombarder's gunnery rating and the for- tification's FAR (unless the latter is greater than the former -- in which case no damage to the fortification results). 2% of all cannons used for bombardment self-destruct. No location may have its FAS reduced below "1". Unless the fortification's FAR is zero, any cannons inside the fortifica- tion automatically engage in counter-battery fire. 2% of all such cannons self- destruct. Each cannon fired destroys a number of bombarding cannons equal to .000001 multiplied by its owner's gunnery rating multiplied by the location's FAR. A persona may "siege bombard" a location before assaulting it later in the same turn. ASSAULT A persona who begins a turn outside a fortification may order his troops to assault that fortification. An assaulter may allocate his troops among the fortification's walls. All fortifications (except towers) are assumed to have four walls -- a North wall, an East wall, a South wall and a West wall. If an assaulter does not allocate his troops to specific walls, they are divided equally among the four walls. Unless the persona controlling them has issued contrary orders earlier in the same turn, all forces (excluding tower garrisons, but including forces at- tached to personae who would otherwise be inside a tower) within the walls of the fortification participate in its defense. Unless other orders have been issued for them, all defending troops are allocated equally among the four walls, and all defending personae are placed on the North wall, but, when at the start of an assault the initial defenders of any one wall are outnumbered by its assaulters, any wall with more defenders than assaulters will (as of the start of the battle) have all of its supernume- rary defenders shifted to the wall whose defenders would otherwise be outnum- bered by its assaulters. When the defenders of more than one wall are outnum- bered, the supernumerary defenders from other walls are allocated proportion- ately among the walls with outnumbered defenders. The details of assault resolution are contained in Appendix E. TOWERS Fortifications within fortifications are called towers. Towers have ratings of zero against artillery (FAR). The number associated with them is their fortification against assault or FAS. Towers always start the turn with a tower garrison equal to 10% (rounded down) of their FAS. Tower garrisons appear at the start of each turn without regard to siege, or the destruction of the prior turn's garrison. They always fight with an initial morale of 500. A tower's owner is the family, or office-holder associated with it on the location printout. Although they may not be transferred while they are under siege, towers may otherwise be freely transferred to any family, or to the lo- cation's sovereign, feudatory, tenant, magistrate, bishop or archbishop. When a tower is taken by assault, the family of the assaulter becomes its new owner. Towers have a capacity (expressed in cargo units) equal to their FAS. Tower garrisons do not use up any of this capacity. Personae inside a location containing a tower owned by a member of their family are assumed to be inside that tower at all times except when they are brought out by the operation of a rule, or have in effect standing orders to "stay outside of all towers". An order to "stay out of all towers" may be re- versed in any subsequent turn. Placing any conditions on the standing order will cause it to fail. When a family which holds an office which carries with it control over a tower loses that office by means other than resignation or death, then the office-controlled tower associated with that office becomes a family-controlled tower owned by the family losing the office. Towers may never have a rating above 999. A family may never own more than one family-controlled tower per location. When a family which already owns a tower acquires a second tower at the same location, they are combined into one tower with a rating equal to the sum of the ratings of the two original towers. No location may have more than 17 family-controlled towers. Except where the rules expressly state otherwise, towers are treated as regular fortifications subject to the same rules. When a persona has access to more than one tower at his location, he is deemed to be inside the largest of those towers. To capture assets from a defender who is inside a location at which he controls a tower, an aggressor must successfully assault the tower inside of which the defender is located. When a persona inside a tower has more troops and crew than will fit in- side that tower, these troops may only be engaged through the issuance of as- sault orders. Assault orders against his tower lead to an urban battle being fought as a prelude to the tower assault. In such urban battles the defender is automatically the home side and can lose only those troops and crew which are not inside the tower, but the defender inflicts casualties with all of his troops in accordance with the normal rules for the infliction of casualties in urban battle. When the defender's troops are thereby reduced to a number which will fit inside the tower nominally being assaulted, the battle continues under the rules for the assault of towers (beginning with Stage 1). Towers may only be assaulted by personae who start the month inside the location at which the tower is situated. CROP DESTRUCTION In the August turn, troops (but not crew) starting outside of a location may be ordered to destroy grain crops normally added in September to the "quantity available" from the locals. Each troop so ordered destroys one unit of grain, but these troops may receive no other orders during that turn. If at- tacked, they fight under the rules for field battle, but all troops ordered to destroy crops are omitted from the initial arrangement for battle, then added to the Reserves at the start of Stage 1. RAZING OF FORTIFICATIONS The de facto controller of a fortification (or the owner of a tower) may order his troops, crews and/or slaves to raze the fortification. Each man allo- cated to the task destroys 1/10 of a fortification rating point per turn. FAR is destroyed before FAS. Men allocated to this task may receive no other orders during that turn. The FAS of a location may not be reduced below "1". NAVIGATION Five types of ships are used in RENAISSANCE: Type Cost Crew Rowers Timber Sails Cargo Capacity Draft Weight as Cargo _________ ______ ____ ______ ______ _____ ______________ _____ _______________ Roundship 10,000 20 1,200 3 500 8 ft. 1,203 Caravel 2,000 10 400 3 200 4 ft. 403 Barque 1,000 5 200 1 100 2 ft. 201 Galley 50,000 40 250 4,000 1,000 5 ft. 4,000 Galliot 3,000 10 50 400 300 4 ft. 400 Cost is the number of ducats that must be expended to begin the construc- tion of a ship. Timber and sails are materials that must also be expended at that time. Draft figures are for empty vessels with no crews or rowers. Fully-loaded vessels require twice as much draft. For the purpose of computing draft requi- rements, all vessels controlled by a persona are assumed to be loaded propor- tionately. A persona moving by water may not enter bodies of water, or ports, whose depth is less than the draft requirement of any of his ships. When a fleet's draft requirements prevent it from entering a port, excess cargo may be eliminated through transfers to other personae, or to "the locals". Abandonment orders do not take draft requirements into consideration. Cargo figures indicate total capacity. Crew and rowers use up part of this capacity. Sailing with fewer than the indicated number of crew, or rowers, re- duces the distance a fleet may sail without suffering movement attrition. The reduction in movement range is proportional to the shortage of crew, or rowers. Rowing may be done by slaves, or crew. When the number of slaves aboard a ship is less than the indicated requirement for rowers, then crew are automa- tically assigned to rowing in numbers such as to maximize the distance which a ship can travel. Crew may be recruited only in ports. The first 0.1% of a port's population may be recruited for ten ducats apiece. Each additional 0.1% of the population recruited for crew by the same persona in the same turn cost ten ducats more per man than the preceding 0.1%, but no more than 1% of a ports's population may be recruited per turn per persona. Crew do not have to be armed. When involved in land battles, crew suffer losses at the same rate as auxiliaries. Each two crew inflict casualties at the same rate as one auxiliary. Crew may not be mounted. In land battle, crew do not suffer losses until all infantry in their division have been lost. NAVAL BATTLES Unless contrary orders have been issued earlier in the same month, when naval battle occurs, each side is separated into four equal divisions; a Left, Center, Right and Reserve, and the owner of the ships goes with the Reserve. A commander who arranges his fleet for battle himself must put at least 20% of his ships in each of the three forward divisions. The side whose commander has the higher navigation rating is deemed the side with the initiative. If both commanders have the same navigation rating, then the side with the fewer ships has the initiative. Should either side have fewer than the standard number of crew and rowers, its effective navigation rating is reduced proportionately for the purpose of determining initiative and computing battle results. The details of naval battle resolution are contained in Appendix F. NAVAL BOMBARDMENT A persona starting a turn next to a body of water may have his cannons fire at ships anchored in, or passing through, that body of water, but he may not fire at ships more than 5,000 yards from his cannons. To fire his cannons, he must have issued "naval bombardment" orders during the preceding turn (de- scribing in no more than 30 letters the personae whose ships he wishes to bombard), and he must abstain from movement during the turn of bombardment. Bombarding cannons score a number of hits equal to .3xG/1000 (G=the bomb- arder's gunnery skill). 2% of all firing cannon self-destruct. The largest ships in the bombarded fleet are the first to be hit. Three hits sink a galley. Two hits sink a roundship. One hit sinks a galliot, caravel or barque. Hits scored against galleys and roundships are not dispersed. They are concentrated against one ship until it is sunk. Then they are concentrated against the next. Ships that are hit, but not sunk, are immediately repaired by their crew. They suffer no permanent damage of any sort. When ships are sunk, cargo is adjusted as in naval battle. Morale is un- affected. Cannons used for naval bombardment may not be used for siege bombardment in the same turn. MAINTENANCE All maintainable assets are automatically maintained at the start of each turn (prior to the execution of any actions ordered for that turn). When a per- sona has insufficient assets to maintain everything he owns that requires main- tenance, priority will be given to horses, then heavy cavalrymen, archers, pikemen, arquebusiers, crew, auxiliaries, slaves, cattle, sheep, roundships, caravels, galleys, galliots and barques. When a persona has more than one type of food in his control, priority will be given to the consumption of butter, then fish, fruit, oil, cheese, honey, candy, nuts, saltfish, sheep, cattle, grain, sugar and, finally, horses. No deviations from these priorities are al- lowed. Maintenance may only be paid by the persona who owns the asset being maintained. Failure to provide required maintenance causes 20% maintenance attrition among the units not maintained. Payments of ten ducats per man must be made as follows: May - to heavy cavalry, crew, archers, pikemen, arquebusiers June - heavy cavalry, archers, pikemen July - heavy cavalry, auxiliaries, crew August - heavy cavalry, archers September - heavy cavalry, archers, pikemen, arquebusiers, crew Payment of one-half unit of food must be made as follows: October - to horses, sheep, cattle November - horses, sheep, cattle, heavy cavalry, crew December - horses, sheep, cattle, heavy cavalry, archers, slaves January - horses, sheep, cattle, heavy cavalry, archers, pikemen, slaves February - horses, sheep, cattle, heavy cavalry, archers, crew, pikemen, arquebusiers March - horses, sheep, cattle, heavy cavalry, archers, pikemen, arque- busiers, auxiliaries Only grain may be used to provide food maintenance for horses, sheep and cattle. During the months of October, November, December and March the first 1,000 horses, the first 1,000 sheep and the first 1,000 cattle controlled by a persona (at the beginning of the turn) require no maintenance. (NB: Horses are food. Troops, crew and slaves will eat horses when no other food is available.) Naval maintenance is required at the start of the April turn. It entails the consumption of naval materials at the following rates galleys - 100 pitch, 100 timber galliots - 10 pitch, 10 timber roundships - 20 pitch, 20 timber, 1 sail, 10 cordage caravels - 5 pitch, 5 timber, 1 sail, 5 cordage barques - 2 pitch, 2 timber, 1 sail,2 cordage Š PESTILENCE Each turn in which Europeans, Africans or Asians are present at the same location as persona not European, Asian or African, 10% of all the latter's troops are lost to disease. THE HIERARCHIES THE HEREDITARY ARISTOCRACY Feudal rank is based upon a persona's highest title. When a persona dies, his successor receives all of his hereditary titles. The Holy Roman Emperor (HRE), the Pope, kings, grand dukes, archdukes, sovereign princes and sovereign dukes may elevate personae each February in ac- cordance with the table below. Elevation rights may not be accumulated from one year to the next. No single persona may benefit from the elevation rights of more than one persona per year. A persona may be elevated only one rank per year. No persona may be elevated to the rank of grand duke, or king, unless he is a hereditary sovereign at the time of his elevation. Rights expended to effect Feudal Elevation rights elevation to this rank rank value Rank available each year ________________________ __________ __________________ ___________________ by election only 200 HRE & Pope (non-hereditary) 5 5 180 king 3 4 160 gd.dk./sov.prince/sov.dk./archduke 1 3 140 duke/prince 0 2 120 marquis/marquess/markgraf 0 2 100 count/earl/graf 0 2 80 viscount 0 2 60 baron 0 1 40 baronet/chevalier 0 1 20 knight (non-hereditary) 0 0 0 bourgeois/burger 0 THE ISLAMIC HIERARCHY Shia, or Sunni, personae who are sultans, khans, or emirs, qualify to be sovereigns, feudatories, or tenants. Any Shia, or Sunni, who controls over 1,000 troops (crew and garrison not included) and has combined ratings for morale, popularity and piety totalling at least 2,400, may declare himself an emir. Emirs have a retreat value of 140. Beys and khans have the same character- istics as emirs. Sultans have a retreat value of 200. Shahs have the same characteristics as sultans. As primogeniture was not practiced in Islam, the death of a sultan leads to the immediate succession to his throne of a member of the same family and to the creation of a number of pretenders. These pretenders are assumed to be im- mediately defeated, but the ensuing civil strife is deemed to reduce to zero the loyalty of the sultanate's three most populous cities. THE ECCLESIASTICAL OFFICES The Pope is elected by a plurality of the Cardinals present in Rome at the start of the turn in which the election is held. The candidate with the highest piety rating from among those who receive at least one Cardinal's vote also re- ceives half of the non-player-controlled votes. The candidate with the highest sermonizing rating from among those who receive at least one Cardinal's vote receives the other half of the non-player-controlled votes. Each turn the Pope may invest one bishop with a vacant archbishopric. A persona who accepts an archbishopric must do so no later than the end of the subsequent turn and must then resign all other ecclesiastical positions which he may hold. Each March and September, instead of elevating a bishop to the rank of archbishop, the Pope may grant a cardinal's hat to one archbishop. A persona who accepts a cardinal's hat must do so no later than the end of subsequent turn and must then resign all other ecclesiastical positions except for one archbishopric. A persona who accepts the papal throne must do so no later than the end of the turn subsequent to that of his electon and must then resign all other ec- clesiastical positions he may hold. An archbishop may appoint one bishop per turn to a vacant see within his archbishopric. An archbishop's popularity is reduced by 20 points when he ap- points a bishop whose combined ratings for piety and sermonizing come to fewer than 600 points. A pope's popularity is reduced by 20 points when he appoints an archbishop whose combined ratings for piety and sermonizing come to fewer than 800 points. A pope's popularity is reduced by 20 points when he creates a cardinal whose combined ratings for piety and sermonizing come to fewer than 1,000 points. A pope may excommunicate other Catholic personae. Excommunication is for one turn at a time. For each turn that a persona is excommunicated, he loses 20 points of popularity. Orthodox patriarchs and metropolitans function as archbishops. They are elected by open congresses of Orthodox prelates, who must be present at the election site at the start of the turn of the election, but need not be subject to the office they are filling. To have tithe-collection powers, a bishop must be of the same religion as the sovereign of the location where he wishes to have tithes collected. All members of the Catholic hierarchy must be Catholic. All members of the Orthodox hierarchy must be Orthodox. Female personae may not hold ecclesiastic positions. The Monophysite hierarchy functions in the same way as the Orthodox hier- archy. MILITARY ORDERS Military orders are controlled by their grandmaster. Grandmasters are se- lected by election. Each male Catholic persona present inside, or outside, an election site at the start of the election turn may cast one vote. Among those candidates receiving at least one such vote, an additional two votes are given to the candidate with the highest piety rating and two more votes are given to the candidate with the highest sermonizing rating. Military orders may exercise rights of sovereignty. A grandmaster present at the start of the turn at the seat of the order may claim to have recruited free of charge ten heavy cavalry. The grandmasters of Alcantara and the Teuton- ic Knights may claim twenty. The grandmasters of Santiago and Rhodes may claim fifty. These recruits are in addition to any normally obtained. They come fully equipped, but not mounted. A persona who is elected to the grandmastership of a military order must accept his election no later than the end of the subsequent turn, and must then resign all other ecclesiastical positions he may hold. Troops commanded by a grandmaster inflict losses with doubled morale when fighting a Shia, or Sunni, persona. Each June, in lieu of appointing an archbishop, the Pope may create a new military order. To do so, he must disburse 100,000 ducats. In the same turn, the office of grandmaster of that military order must be transferred tenancy of a location with a population of at least 10,000. ELECTIVE STATES Certain states choose a ruler by election. Florence and Ragusa elect their rulers each December turn for one-year terms of office commencing January 1. Any citizen of the location present in- side at the start of the turn may cast a vote. The other elective states have rulers elected for life. Elections for these states, and a description of the eligible electors, will be announced in the Newsletter. Among candidates receiving at least one vote in either of the above types of elections, the candidate with the highest popularity receives a bonus of four votes. When no candidate receives any valid votes, elective magistrates, Flo- rentine gonfalonieres and Ragusan rectors are deemed automatically reelected. APOSTASY Personae may change religion, but all personae under the control of a given player must convert to the same religion in the same turn. Families which include a hereditary, elective, or appointive, sovereign may not change religion. No player may order a family to change religion prior to his thirteenth turn as player for that family. When a family changes religion, the popularity of each of its members is reduced by 90%, their troops' morale is reduced by 50% and their piety is re- duced to zero. INGRESS, EGRESS & EXTERNAL MARKETS Ingress is the right to enter a location. Without ingress, a persona may enter a location only by successfully assaulting its walls. Unless their movement orders expressly state otherwise, personae whose families have ingress to a location automatically enter that location's walls when moving to the location. Personae whose families receive ingress after they stop movement outside of a location remain outside until subsequently ordered to enter that location. Up to twenty families may have ingress to a location. When a location is first set up, all citizens, all tower owners and all members of the families of the sovereign, feudatory, tenant, magistrate, bishop and archbishop have in- gress. Thereafter, the de facto controller may freely order specific families removed from, or added to, this list. Recipients of towers and beneficiaries of family-tower construction at a given location are recorded as "waiting for ingress". Unless it is specifically denied ingress during the intervening period, a family that is added to a lo- cation's waiting list one turn receives ingress the first day of the second turn after that turn. Only one family may be added to a location's waiting list per turn. The de facto controller of a location may freely deny egress from that lo- cation to five families. A family which has been denied egress from a location may only leave by issuing urban battle orders against the de facto controller and his garrison and then not withdrawing or being forced to retreat. External markets are markets outside the walls of a location. When an ex- ternal market is open, anyone inside, or outside, a location may freely trade with the locals. When an external market is closed, all personae inside the location may still freely trade with the locals. Personae outside the location, however, may not trade with the locals unless they belong to a family which has ingress, or to a family which has specifically been granted the right to use the location's external market despite their being closed. A de facto controller may freely grant the right to use closed external markets to up to five families. Orders adding a family to, or deleting a family from, any of these lists take effect immediately. They must identify the family by its family name. ORGANIZATION This simulation is run by a non-playing GM who retains the right to inter- pret the rules, and amend them, as he deems fit. It is the intent of the GM to make RENAISSANCE as historically accurate as possible without detracting from its playability. Players who have historical information contradicting a game setup should send me a photocopy of this ma- terial. When it can be done without impairing playability, or causing the oc- currence of serious iniquities, I will attempt to incorporate valid new inform- ation into the appropriate data bases. THE PRINTOUT Each turn the player for each family will receive a newsletter containing news of general interest including a summary of the prior turn's chief events. He will also receive a printout showing the assets, ratings and offices of each of his personae as well as a report on each of the locations at which he has a persona. ORDERS The due date for the next set of orders will appear at the top of each monthly NEWSLETTER. Any player who gets his orders into my hands by that due date will have his orders processed regardless of when they were postmarked. Orders which reach me after the due date will be processed in the imme- diately subsequent turn unless I receive contrary instructions within ten days of the day on which turn results are mailed out. Orders may be sent in by email in code, on paper in code, or on paper in the standard format. Orders sent in on paper should be sent in on sheets of regular letter size (8.5"x11"). A sample order sheet for the standard format is printed at the back of the paper version of this rulebook. Players using the standard format should copy this form and send in one sheet for each persona for whom they are issuing orders. Each sheet may contain orders for no more than one persona. Blank sheets should not be sent in for personae who are doing nothing. All sheets of orders for personae in a single family should be stapled together in the upper left-hand corner. Sheets from different families should not be stapled together. Players who wish to send their orders in in code, should ask the GM for a code sheet. When coding their orders, players may place an entire family's orders on one sheet of regular letter size paper. Players who wish to send their orders in by email should use codes. The first time they send their orders in by email, they should do so considerably before the deadline (to allow for the correction of any technical problems that may arise on their first attempt). Regardless of how they are sent in, once one, or more, orders have been received for a family, no changes, or additional orders may be made for that family for that turn. Orders are not simultaneous. They are executed sequentially. Each per- sona's orders are executed in the sequence in which they appear on his order sheet. A family's persona sheets have their orders executed in the sequence in which they are stapled together. Each family's orders are executed in the se- quence in which I receive them. A persona's transfer orders must be executed before any other other orders for that persona, sell orders must be executed next, buy orders must be execu- ted next, training orders must be executed next and movement orders must be executed last. Conflict orders take the place of movement orders. When the orders for different families are mailed to me in the same enve- lope, I will follow instructions to process those families ina a specific se- quence if this sequence is clearly indicated at the upper right-hand corner of the front sheet of each of the pertinent families. (Numbering of those sheets is sufficient.) When so requested at the top of the first of a family's order sheets, I will postpone executing its orders until a specific day of the turn, but I will not postpone execution until the occurrence of an event (such as the arrival of another set of orders). Orders sent in for a turn other than the current one should have this fact indicated in a manner that is certain to be noticed. All conditional orders are void. PLAYERSHIP A player may control up to seven families. All families controlled by a player must be of the same religion. When two, or more, players have the same street address, they for all purposes deemed to be one player. ERRORS When you suspect that there may have been an error in the processing of your orders, notify the GM as soon as possible. (When a quick reply is needed, postcards, or email, with such inquiries will be answered upon receipt.) The GM will check out all such requests. Where he discovers errors in the processing of orders that were legible and in compliance with the rules and guidelines for writing those orders, he will make retroactive adjustments and/or equitable compensation to remedy all such errors promptly brought to his attention. Player errors are part of the game. When you make an error, it will not be corrected by the GM. Even if the error costs you 100% of your assets, the GM will not correct it. Please don't ask. STANDARDS OF CONDUCT Players are expected to seek the welfare of each of their families -- especially if they are about to resign the playership of that family. Transfer- ring away its assets, resigning its positions for the benefit of other fami- lies, or deliberately subjecting it to attack, are all actions contrary to this principle. Such transfers are deemed "gifts in contemplation of resignation" and may be reversed by the GM upon his discovery of the violation. Battles which appear to have been arranged for the purpose of circumvent- ing this rule, or any other rule, are deemed "staged battles" and their effect is negated when the GM discovers the violation. CREDIT Players are expected to keep their accounts up to date. No orders will be executed for any player until he has paid his prior month's fees in full. No conflict orders will be executed for any player unless his current month's fees have been prepaid in full by the time these conflict orders are to be proces- sed. PREPAYMENT DISCOUNT For an account to qualify for the prepayment discount for a specific turn, all of the fees for that account for that turn (plus any unpaid prior balance) must be paid in full before the due date for moves for that turn. CONFLICT ORDERS The conflict initiation fee (25 actions) is charged whenever a player is- sues a siege order, an interception order, a bombardment order, an assassina- tion order leading to the death of the victim, or initiates a bombardment, field battle, urban battle, naval battle, or assault leading to any change in the data base. When a persona crosses a siege line whose existence has been published in the Newsletter, he, not the besieger, is deemed to have initiated the conflict. The intended victims for interception, or naval bombardment, orders must either be "all", or a list of no more than seven families identified by their family names. Naval interception orders for a fleet situated at the midpoint of a ferry route may be directed at "all traffic including ferries". While a fleet remains at that point with such orders in effect, that ferry will be prevented from operating. ATTRITION All forms of attrition are always rounded up so as to maximize losses. INFORMATION ORDERS A player may request one player address in each family's set of orders. The request must identify by family name the family whose player's address is being requested. A player may request the depth of a port by writing the word "depth" and the location's name in the bottom box of his order sheet. A player may request the co-ordinates of a location by writing the word "co-ordinates" and the location's name in the bottom box of his order sheet. Requested information will appear in the messages section of the player's turn results printout. LOCATION SETUPS Each player may request the setup of one new location each turn. Such re- quests must be sent in on a separate piece of paper containing the name of the location, its latitude and longitude, and the player's account code. The loca- tion setup fee will be billed to the player's account in the turn in which the location is set up. ******************************************************************************* *** APPENDIX A: SKILLS AND THEIR USES ARCHITECTURE A persona who remains at one location during the entire August turn may, during that turn, claim to have organized the construction of one work of architecture. If, during that turn, he expends 20,000 ducats for the purpose, and names a sponsor for the work, the sponsor experiences an increase in popu- larity equal in points to 20% of the architectural rating of the work's creator. The location's population increases by a number equal to 100 x A/1000 X L/1000. (A = the architect's architecture skill rating. L = the location's loyalty.) ART During the August, November and May turns, a persona may claim to have produced one work of art by expending 1,000 ducats and naming a sponsor for the work. The sponsor's popularity is then increased by 10% of the art skill rating of the work's creator. In lieu of producing an ordinary work of art, a persona may produce a ne- gative work of art. A negative work of art reduces the designated victim's pop- ularity by .0125 multiplied by the artist's art skill rating. If the victim's religion is the same as the artist's, the popularity loss is doubled. If the victim's starting location is the same as the artist's, the popularity loss is doubled. If both the victim's religion and his starting location are the same as the artist's, then the popularity loss is quadrupled. LETTERS During any turn, a persona may produce a work of letters by expending 100 ducats for the purpose and naming a sponsor for the work. The sponsor's popula- rity is then increased by 2% of the author's rating in letters skill. In lieu of a standard work of letters, a persona may produce a negative work of letters. A negative work of letters reduces the designated victim's popularity by the letter-writer's letters skill multiplied by .0025. If the victim's religion is the same as the letter-writer's , the victim's popularity loss is doubled. If the victim's starting location is the same as the letter- writer's, the victim's popularity loss is doubled. If both the victim's reli- gion and his starting location are the same as the letter-writer's, then the victim's popularity loss is quadrupled. GUNNERY Gunnery skill determines the effectiveness of artillery. ALCHEMY In one turn, a persona may create verdigris, or vermilion, but not both. For each unit of copper he expends, he creates four units of verdigris, but, in any one turn, he may create no more than four units of verdigris for each point in his alchemy rating. For each unit of mercury he expends, he creates four units of vermilion, but, in any one turn, he may create no more than four units of vermilion for each point in his alchemy rating. MERCHANTRY During this period, commerce was dominated by guilds. In RENAISSANCE guild sanctioned apprentices automatically have their merchantry rating raised to 200. Jurneymen automatically have theirs raised to 500. Masters automatically have theirs raised to 900. To become an apprentice, a persona must have a merchantry rating of 200, or be "accepted in apprenticeship" during the December turn by a master. He and the master must start the turn at the same location An apprentice may become a journeyman by having his rating raised to 500, or by receiving during the November turn the approval of five masters who share his starting location for the turn. A journeyman may become a master by having his rating raised to 900, or by receiving during the October turn the approval of ten masters who share his starting location for the turn. A single master may contribute (through the guild procedure) to the promo- tion of only one persona per turn, but he may train any number of personae at the same time. NAVIGATION Navigation skill determines a persona's effectiveness in naval warfare and ship movement. ASSASSINATION Any persona who remains at a location for an entire turn may attempt to assassinate any other persona sharing his starting location who is not on the opposite side of any wall and remains at the location at the time the assassi- nation order is executed. Assassination attempts succeed when the assassin's assassination rating is greater than the total of his intended victim's assassination rating plus the number of troops (other than garrison troops) under the victim's control. When two, or more, personae attempt to assassinate the same victim in the same turn, their ratings are added together to determine the success of the assassination attempt. A persona may attempt no more than one assassination per turn. DUELING Any persona with a popularity rating over 199, who is not a bishop, arch- bishop, or female, can challenge to a duel any other persona sharing his starting location (regardless of whether they are on the same side of walls) who is not higher ranking in the feudal hierarchy, a female, a bishop or an archbishop. A persona may issue any number of challenges per turn, but he may not challenge any one persona more than once per turn. Each challenged persona immediately loses twelve points of popularity. Half of the lost points are ad- ded to the challenger's popularity. A persona who has issued a challenge may not move in the same month. When two personae challenge each other in the same month, a duel ensues. The winner is the persona with the higher dueling rating. His popularity is increased by half the points lost by the loser. The loser has his popularity reduced by a number of points equal to 20% of the disparity in their dueling ratings. (Exception: A challenge against a higher ranking persona causes a duel when the latter challenges the lower ranking persona in the same turn.) SERMONIZING The delivery of a sermon to the troops of a persona of the same religion will raise their morale by 1% of the sermonizer's sermonizing rating. The bene- ficiary must start the turn, and be, at the same location as the sermonizer. The delivery of a sermon to the populace of a location whose sovereign is of the same religion as the sermonizer raises its loyalty by 1% of the sermon- izer's sermonizing rating No persona may deliver more than one sermon per turn. No more than one rating may be improved per sermon. FORTIFICATION To improve the fortification of a location, a persona must start the turn inside that location, and expend one ducat per capita of population, but never fewer than 1,000 ducats. He must also state whether he is improving its FAS or its FAR. The named fortification measure is then augmented by the square root of the persona's fortification skill rating. To improve the fortification of a tower, a persona must start the turn in- side its location, and expend 1,000 ducats. The tower's FAS is then augmented by the square root of the persona's fortification skill rating. A persona may improve only one fortification measure per turn. CANNONMAKING Any persona with a cannonmaking rating over 499 may organize the making of one cannon per turn. Any persona with a cannonmaking rating over 799 may organ- ize the making of two cannons per turn. To do so, he must expend for each can- non being produced 1,000 ducats and 40 units of iron, brass or bronze (but he may only use bronze if he has no brass or iron, and he may only use brass if he has no iron). A persona who does not produce cannon in a given turn may, instead, pro- duce falconets. A persona with a cannonmaking rating over 299 may produce one falconet per turn. A persona with a rating over 399 may produce two falconets per turn. For each additional 100 points in his rating, a persona may produce one more falconet per turn (up to a maximum of eight falconets). To produce these falconets, a persona must expend for each falconet being produced 500 ducats and two units of one of the metals specified above. GUNSMITHING A persona may organize the fabrication of one arquebus per turn for every three points in his gunsmithing rating. To do so, he must expend 5 ducats and 1/10th iron per arquebus. ARMORY A persona may organize the fabrication of one unit of small arms per turn for each point in his armory rating. To do so, he must expend one ducat and 1/10th iron per unit produced A persona who does not organize the production of small arms may organize the production of one pike per month for each two points in his armory rating. To do so, he must expend two ducats and 1/10th iron per pike produced. A persona who does not organize the production of small arms or pikes may organize the production of one unit of armor per turn for each twenty points in his armory rating. To do so, he must expend twenty ducats and one iron per unit of armor produced. Fractional units of iron left over are lost. BOWMAKING A persona may organize the fabrication of one bow per turn for every two points in his bowmaking rating. To do so, he must expend two ducats per bow produced. GALLEYBUILDING During each May turn, a persona with a galleybuilding rating over 799, who starts the turn in a port, may organize the construction of one galley by ex- pending 50,000 ducats and 4,000 timber for that purpose. GALLIOTBUILDING During each May turn, a persona with a galliotbuilding rating over 399 may organize the construction of one galliot. A persona with a rating over 799 may organize the construction of two galliots. The persona must start the turn in a port and he must expend 3,000 ducats and 400 timber for each galliot being con- structed. ROUNDSHIPBUILDING During each May turn, a persona with a roundshipbuilding rating over 799, who starts the turn in a port, and expends 10,000 ducats, 1,200 timber and 3 sails for the purpose, may organize the construction of one roundship. CARAVELBUILDING During each May turn, a persona with a caravelbuilding rating over 399 may organize the construction of one caravel. A persona with a rating over 799 may organize the construction of two caravels. The persona must start the turn in a port and expend 2,000 ducats, 400 timber and 3 sails for each caravel being constructed. BARQUEBUILDING During each May turn, a persona with a barquebuilding rating over 299 may organize the construction of one barque. If his rating is over 599, he may or- ganize the construction of two barques. If it is over 899, three barques. The persona must start the month in a port and expend 1,000 ducats, 200 timber and one sail for each barque being constructed. ENGINEERING For an expenditure of 200,000 ducats and 1,000 auxiliaries, a persona may reduce the effective distance between his location and any other location on the same land mass by a number of miles equal to one percent of his engineering rating. A given persona may execute only one engineering order per turn. No such distance may be reduced to less than 50% of its original distance. Each time a persona successfully executes a roadbuilding order, his engineering rating is increased by one point, but not above 999. For an expenditure of 200,000 ducats and 1,000 auxiliaries, a persona may lengthen an existing road by a number of miles equal to one-half of one percent of his engineering rating. Roads may, however, not be made longer than the original distance between the two cities they connect. ***APPENDIX B: CLASSES OF TRADE GOODS FOOD: grain, salt fish, oil, butter, honey, candy, cheese, nuts, fruit, cattle, sheep, fish, sugar, horses ALCOHOL: wine, beer, ale, spirits CLOTHING: kerseys, broadcloth, fustians, damasks, cloth of gold, lace, leather, fur, linen, woolens, braid, caps, velvet, brocades, calicos, samite, camlet, silk cloth, taffeta METALS: copper, tin, lead, mercury, gold, silver, iron, brass, bronze, steel, zinc CONSTRUCTION MATERIALS: timber, brick, tile, slaves, marble WEAPONRY: small arms, armor, bows, cannons, falconets, arquebuses, saltpeter, sulfur, pikes, horses MANUFACTURES: glass, hardware, trinkets, pottery, enamel, majolica, cauldrons, books, porcelain, candles, perfume, soap SPICES: sugar, saffron, malaguetta, cayenne, pepper, cinnamon, cloves, ginger, mace, capsicum, vanilla, pimento, nutmeg, cumin, mastic DRUGS: camphor, rhubarb, sugar, tobacco, sweet potato, quinine, cocoa, aloe, senna, galipot, kotus, kola, opium ART OBJECTS: carpets, manuscripts, tapestries, carvings, icons PRECIOUS OBJECTS: amber, gold, silver, coral, relics, pearls, diamonds, sap- phires, rubies, emeralds, onyxes, ivory FIBERS: wool, flax, cotton, hemp, raw silk DYESTUFFS: alkanet, puccoon, kermes, brazilwood, alum, vermilion, verdigris, indigo, ochre, woad, madder, orchil, cochineal, catechu, sandalwood NAVAL MATERIALS: timber, pitch, sails, cordage, barques, galliots, galleys, caravels, roundships RAW MATERIALS: salt, timber, tallow, wax, barrels, cork, coal, potash, natron, chalk, hides, paper *** APPENDIX C: THE ADVANTAGES OF MERCHANTS ITEMS SUPPLIED BY THE LOCALS Purchases may be made by merchants even when the "quantity available" from the locals has been reduced to zero. Master merchants may then buy goods in a quantity no greater than 3% of the location's BQ multiplied by its population, but they must pay double the normal price for these goods. Journeymen may buy sold out goods in a quantity no greater than 2% of the location's BQ multiplied by its population, but they must pay five times the normal price. Apprentices may buy sold out goods in a quantity no greater than 1% of the location's BQ multiplied by its population, but they must pay ten times the normal price. Special transactions of this sort do not occur unless the merchant's order indicates that he is paying the surcharge on these goods. No merchant may pur- chase more than one type of sold out good per turn. ITEMS DEMANDED BY THE LOCALS When, in one turn, a merchant sells to the locals two, or more, goods of the same class, then the merchant receives payment in excess of the base price. These trade good types must be listed in order of quantity of units being sold, with the type being sold in the largest quantity being listed first. A master merchant receives a premium of 30% of the base price for goods of the second type in a class. He receives a premium of 60% for goods of the third type, and a premium progressively augmented by 30% of the base price for each subsequent type of good in the class. A journeyman receives a premium of 20% on the second type and a premium incremented by 20% per type for each additional type. An apprentice receives a premium of 10% on the second type and a premium incremented by 10% per type for each additional type. ***APPENDIX D: FIELD BATTLE Field battle are fought in stages. In the first half of a stage, the de- fense inflicts casualties upon the attackers. In the second half, the attackers inflict casualties upon the defenders. Morale adjustments are made at the end of each complete stage. The first stage of a field battle is a volley of fire from cannons and falconets. (For field battle purposes, each falconet is treated as one-tenth of a cannon.) If the defender has no more cannons than the attacker, the defender fires all of his cannons at the attacker's cannons. He destroys a number of cannons equal to .2xG/500 (G=the firer's gunnery rating). If the defender has more cannons than the attacker, he fires at the attacker's cannons only a num- ber of cannons equal to the attacker's number of cannons. Remaining cannons are fired equally at the Left, Center and Right. They are directed first at pike- men, of which they kill 20xG/500, but no more cannons are fired at pikemen at this point than would kill 10% of the pikemen in the division being fired at. Remaining cannons are fired at other infantry, of which they kill 15xG/500, but no more cannons are fired at other infantry than would kill 10% of the other infantry in the division being fired at. Remaining cannons are fired at heavy cavalry, of which they kill 10xG/500, but no more cannons are fired at heavy cavalry at this point than would kill 10% of the heavy cavalry in the division being fired at. Remaining cannons are fired at pikemen, of which they kill 10xG/500, but no more cannons are fired at pikemen at this point than would kill 20% of the remaining pikemen in the division being fired at. Remaining cannons each inflict casualties at the rate of 5xG/500. These final casualties are applied proportionately among the troops present at this stage of the bat- tle in the division being fired at, but no more than 50% of these troops may be thusly destroyed. 2% of all cannons fired self-destruct. After the defense has fired its cannons in accordance with this schedule, the attacker's remain- ing cannons do likewise. The second stage of a battle is a volley of arrows. Archers in the Left fire exclusively at the opposing Right. Those in the Center fire exclusively at the opposing Center. Those in the Right fire exclusively at the opposing Left. Those in the Reserves do not fire. Archery fire is directed first at light cav- alry, of which it kills 1xM/1000 (M=the firer's morale rating), but no more archers fire at light cavalry at this point than would kill 10% of the light cavalry in the division being fired at. Remaining archery fire is directed at heavy cavalry, of which it kills .9xM/1000, but no more archers fire at heavy cavalry at this point than would kill 10% of the heavy cavalry in the division being fired at. Remaining archery fire is directed at infantry, of which it kills .8xM/1000, but no more archers fire at infantry at this point than would kill 10% of the infantry in the division being fired at. Remaining archers fire at light cavalry, of which they kill .7xM/1000, but no more archers fire at light cavalry at this point than would kill 20% of the remaining light cavalry in the division being fired at. Remaining archers fire at infantry, of which they kill .6xM/1000, but no more archers fire at infantry at this point than would kill 20% of the infantry remaining in the division being fired at. Re- maining archers kill at the rate of .1xM/1000. These final casualties are ap- plied proportionately among the troops present in the division being fired at, but no more than 50% of these troops may be destroyed at this point. After the defense's archer's have fired in accordance with this schedule, the attacker's surviving archers do likewise. The third stage of battle is a volley of arquebus fire. Arquebusiers in the Left fire at the opposing Right. Those in the Center fire at the opposing Center. Those in the Right fire at the opposing Left. Those in the Reserves do not fire. Each arquebusier kills .5xM/1000, but no more than 50% of the troops in the opposing division may be destroyed by this volley. Losses are appor- tioned proportionately among the various types of units in the opposing force. After the defense's arquebusiers have fired, the attacker's surviving arque- busiers fire back. The fourth stage of battle is a melee stage. During a melee stage, forces in the Left Wing engage those in the opposing Right Wing and vice-versa. Those in the Left engage those in the opposing Right and vice-versa. Those in the Center engage those in the opposing Center. In part A of a melee stage, heavy cavalry engages heavy cavalry, of which it kills .1xM/1000. Heavy cavalry in excess of that needed to eliminate oppos- ing heavy cavalry kills light cavalry at the rate of 1xM/1000. Heavy cavalry in excess of that needed to eliminate opposing light cavalry kills infantry other than pikemen at the rate of 2xM/1000. Heavy cavalry in excess of that needed to eliminate opposing infantry other than pikemen kills pikemen at the rate of .1xM/1000. In part B of a melee stage, light cavalry engages light cavalry, of which it kills .5xM/1000. Light cavalry in excess of that needed to eliminate oppos- ing light cavalry kills heavy cavalry at the rate of .02xM/1000. Light cavalry in excess of that needed to eliminate opposing heavy cavalry kills infantry other than pikemen at the rate of 1xM/1000. Light cavalry in excess of that needed to eliminate opposing infantry other than pikemen kills pikemen at the rate of .1xM/1000. In part C of a melee stage, pikemen engage pikemen, of which they kill .2xM/1000. Pikemen in excess of those needed to eliminate opposing pikemen en- gage light cavalry, of which they kill .3xM/1000. Pikemen in excess of those needed to eliminate opposing light cavalry engage heavy cavalry, of which they kill .1xM/1000. Pikemen in excess of those needed to eliminate opposing heavy cavalry kill other infantry at the rate of .5xM/1000. In part D of a melee stage, infantry other than pikemen engages infantry other than pikemen, of which it kills .1xM/1000. Infantry other than pikemen in excess of that needed to eliminate opposing infantry other than pikemen kills pikemen at the rate of .05xM/1000. Infantry other than pikemen in excess of that needed to eliminate opposing pikemen kills light cavalry at the rate of .03xM/1000. Infantry other than pikemen in excess of that needed to eliminate opposing light cavalry kills heavy cavalry at the rate of .01xM/1000. After the defense has inflicted casualties upon the attacker for all four parts of the melee stage, the attacker's surviving troops inflict casulaties upon the defense for all four parts of the melee stage. When, at the start of a half-stage in which it is to inflict casualties upon the opposition, a side has one, or more, of its five forward divisions completely devoid of troops, then all eligible forces in the Reserves are brought forward to fill that gap. When more than one division is devoid of troops, then the Reserves are apportioned proportionately by type among the di- visions to which they may be legally assigned. Personae in the Reserves are brought forward with the Reserves. When, at the start of a half-stage in which it is to inflict casualties upon the opposition, a side finds that one, or more, of its five forward divi- sions is unopposed, then that unopposed division turns toward the Center (but, if it is the Center division, it turns toward the larger adjacent opposing di- vision) and flanks the next opposing division. For the purpose of inflicting casualties, flanking divisions fight with doubled morale. They suffer normal losses once intervening friendly divisions have been eliminated. When one side flanks an opposing division that would not otherwise be in- flicting casualties, then that division inflicts casualties upon the flanking division, but does so without the flanking advantage. After a melee stage has been completed, additional ones are fought until one side is completely eliminated, or has its morale reduced below its retreat point. Retreats never occur before the completion of one melee stage. When one side is completely eliminated , its persona dies, and all of his remaining mobile assets become the property of the victor. When one side retreats, there is a retreat stage. All retreating units form into one mass. This mass is attacked by all of the victor's surviving ca- valry, which inflicts casualties at the usual melee rate, but suffers no los- ses. Any cannons and trade goods which did not have horses allocated to them at the start of the battle become the property of the victor. (When there is a choice, destroyed cannons and falconets are assumed to have had no horse allo- cation.) Of those cannons and trade goods which did have horses allocated to them, a portion of each type equal to the proportion of casualties inlicted in the retreat stage is deemed to have been captured by the victors. The rest escape. The same proportion of ducats is captured. Personae must always be with a division containing troops. If they start in the Reserves, they must move forward with the Reserves when they do. If a persona's division is eliminated, he dies. All horses and weapons used by eliminated troops are also eliminated. In field battles executed by hand, losses inflicted upon "other infantry", or "infantry other than pikemen", are exacted from auxiliaries. Losses in ex- cess of those absorbable by auxiliaries, are exacted from arquebusiers. Losses in excess of those absorbable by auxiliaries and arquebusiers are exacted from archers. Losses in excess of those absorbable by auxiliaries, arquebusiers and archers are exacted from crew. In field battle executed by computer, losses inflicted upon "other infan- try" are exacted proportionately from auxiliaries, arquebusiers, archers and crew. ***APPENDIX E: ASSAULT OF FORTIFICATIONS Assaults are fought in stages. In assaults each falconet is treated as the equivalent of 1/10th of a cannon. When a fortification has an FAR of zero, the first stage has no effect. In the first stage, defensive cannon fire at the assaulting forces. Each cannon kills 100xG/1000xFAR/1000 of the assaulting troops. (G = the gunnery rating of the owner of the cannons.) Losses are allocated in proportion to the number of assaulters at each wall. 2% of all firing cannons self-destruct. In the second stage, all troops defending assaulted walls kill assaulters at the rate of 4xM/1000xFAS/1000. (M = the morale of the inflicter of the cas- ualties.) In the third stage, 1% of the remaining forces assaulting a wall reach the top of the wall and engage the defenders in hand-to-hand combat. The defenders each kill M/1000x(.3+FAS/1000) of the assaulters of their wall who have reached the top of the wall. Any assaulters who have reached the top of the wall and survived this infliction of casualties then each kill .5xM/1000 of the defend- ers of that wall. In the fourth stage, 2% of the remaining forces at the foot of a wall reach the top of the wall. The defenders each kill M/1000x(.3+FAS/1000) of the assaulters of their wall who have reached the top of the wall. Any assaulters who have reached the top of the wall and survived this infliction of casual- ties then each kill .5xM/1000. In the fifth stage, and in each succeeding stage, the percent reaching the top of the wall is increased by one over the preceding stage, but the stage is otherwise executed in the same was as stage four. Morale is adjusted at the end of each stage. Should the assaulters' morale fall below their retreat point then the assault ceases, and the assaulters withdraw to siege lines. Sieges are not interrupted by assaults which end in retreat. Should the defenders of a wall all be eliminated, then, at the start of the next stage of battle, all defenders of walls not under assault move to that wall. Should there be more than one wall without defenders, then they are ap- portioned equally among these walls. Should there be no more defenders avail- able at walls not under assault, then half of all defenders of walls under as- sault are moved to the wall which has no defenders. Should there be more than one wall without defenders, then they are apportioned equally among these walls. Should the defenders all be eliminated, then the assaulter becomes the de facto controller of the location and all of the defending personae are killed and their mobile assets become the victor's property. Losses are sustained first by garrison troops, then by auxiliaries, then by arquebusiers, then by pikemen, then by archers, then by crew, then by heavy cavalry. All troops fight assaults without mounts. When a fortification captured by assault has a sovereign of a religion other than that of the assaulter, he may enslave 1% of its population imme- diately after the successful completion of the assault. A persona who successfully assaults a fortification receives a bonus of one morale point for each one hundred defenders eliminated. Defenders never retreat unless they own a tower with enough space to hold all of their troops. In that event they retreat to this tower when their morale falls below their retreat point. When a location's last defenders retreat, the assaulter takes de facto control of the location. When forces belonging to two, or more, personae join in the defense of a fortification, the overall original morale of the combined force is the weight- ed average of their respective original morales. At the end of the assault, the change in the overall morale for the defense becomes the change in morale for each of the defending personae. During an assault, defending personae are deemed to be with the defenders of the North wall unless posted on a different wall by orders executed earlier in the same turn. A persona dies when all of the defending troops on his wall are eliminated. When the number of assaulters on a wall is insufficient to absorb the cas- ualties inflicted by the defenders, then the balance of the casualties is sus- tained by the forces at the foot of that wall. Should an entire assaulting force be eliminated, the assaulting persona dies, and all of his mobile assets become the property of the de facto control- ler of the fortification which he assaulted. When the de facto controller is not present, they become the property of the defending persona with the great- est number of troops under his control. When there are no defending personae, the assets cease to be game factors. Assaults on towers are executed like assaults on location walls, but tow- ers are treated as having only one wall, on which all assaulters and all de- fenders concentrate. ***APPENDIX F: NAVAL BATTLE In naval battle each side's Left inflicts damage upon the opposing Right and vice-versa. Each Center damages the opposing Center. Reserves inflict no damage as Reserves. In the first stage of naval battle, each falconet on the side with the initiative kills opposing men at the rate of 100xG/1000xN/1000. (G = the firer's gunnery rating, N = the firer's navigation rating.) Losses are appor- tioned proportionately among the men on the side being fired at (including crew and slaves). 2% of all falconets fired self-destruct. No more than five falcon- ets may be fired per galley, three per roundship, one per caravel and one per galliot (in the firing division). If any troops, or crew, survive, the side without the initiative then reciprocates. In the second stage, each galley on the side with the initiative rams a number of ships equal to 1/1000th of the difference in navigation rating be- tween its commander and that of the opposing side. All rammed ships sink. The opposing side does not reciprocate during this stage. Total cargo is then ad- justed for each division so that there is no excess. To achieve cargo balance, units are lost in the following order: first slaves in excess of those needed to row, then other trade goods (including horses) in proportion to the number of units held, auxiliaries, crew in excess of those needed to row or crew, can- nons, pikemen, arquebusiers, archers and heavy cavalry. In the third stage, galleys on the side with the initiative ram again, but sink opposing ships at the rate of .1xN/1000. The remaining galleys on the side without the initiative then reciprocate. Whenever ramming occurs, galleys are rammed first, then galliots, then roundships, then caravels, then barques. Cargo is then adjusted as in stage two. In the fourth stage, surviving archers on the side with the initiative kill opposing men (in proportion to their numbers) at a rate of 1xN/1000. Sur- viving archers then reciprocate. In the fifth stage, surviving arquebusiers on the side with the initiative kill opposing men (in proportion to their numbers) at a rate of .5xN/1000. Sur- viving arquebusiers on the opposing side then reciprocate. In the sixth, or naval melee, stage, all surviving troops and crew on the side with the initiative kill opposing men (in proportion to their numbers) at the rate of .1xM/1000. (M = the morale of the inflicter of the casualties.) Surviving troops and crew on the opposing side then reciprocate. The seventh stage, and all succeeding ones, are repetitions of the sixth. Morale is adjusted at the end of each stage. Should all the troops and crew in a division be eliminated, then all the remaining ships in that division (and their trade goods) are captured intact by the opposing force. Should all the ships in a division be sunk, or captured, then the Reserves take their place at the start of the following half-stage. Should two, or three, divisions become devoid of ships at the same time, then the Reserves are split equally among them. Should there be no Reserves available, then, in the following stage, the victorious division flanks the adjacent division with the greater number of troops and crew. Flanking units inflict double casualties, but suffer casualties normally and proportionately with any other division(s) attacking the flanked one. When, at the end of a stage, one side's morale is found to be below its retreat point, then the engagement is broken, but no engagement is broken be- fore the end of the third stage.