--------------
ANNALS OF ROME
--------------

INTRODUCTION

The Annals of rome is a vast strategy game based on the rise and fall
of the Roman Empire. Starting in the year 273 B.C., the date by which
the Roman Republic had gained control of Italy, your role is that of
the ruling power group in the Roman Senate, deploying Roman armies
and commanders in successive foreign and civil wars.

YOUR PRIME OBJECTIVE IS...SURVIVAL.

At any time you will be faced with up to THIRTEEN independent hostile
powers, each fighting to extend its own range from the incompetent
GAULS to the deadly CARTHAGINIANS, and many more. If you survive the
initial centuries of the game and establish an empire, be prepared...
Beyond your northern frontiers on the RHINE and DANUBE are the
teeming hordes of barbarians, including ALLEMANI, MARCOMANNI, FRANKS,
GOTHS, DACIANS, HUNS, VANDALS, and more. In the south, your eastern
frontier on the EUPHRATES is constantly disputed by the PARTHIAN
EMPIRE and later by the PERSIAN (SASSANID) EMPIRE.
To give you a military advantage, you have at your disposal the
incomparable Roman Citizen LEGIONARIES, reinforced by mobile
AUXILIARIES and static Garrison troops (LIMITANEI). In addition, you
have up to 21 individual OFFICERS, of a wide range of ability and
loyalty. If you deploy them and your armies intelligently you will
usually beat the opposition. But beware... The cost of military
failure is invasion and loss of territory, with consequent loss of
popularity and confidence in your regime. If this becomes too serious
some of your COMMANDERS may decide to rebel and attempt to seize
power in Rome as DICTATOR, or even reach for the purple and become
EMPEROR. This means CIVIL WAR, the consequences of which may be a
disastrous weakening of the armed forces and withdrawal of legions
from critical frontier regions.
NOTE: History rarely gives second chances. The only skill level in
this game is ALL OR NOTHING.

GAME STRUCTURE

The game may continue indefinitely, or until it is obvious that the
Empire has utterly collapsed and no more can be gained by going on.
The game is played as a sequence of GAME-TURNS, each GAME-TURN
representing between one and 25 historical years. The actual dates
corresponding to a given GAME-TURN are displayed in the top
right-hand corner during most phases of the game. The random
variation in GAME-TURN length reflects the essential unpredictability
of historical events. For instance, several long periods of relative
stability may be suddenly followed by a few short periods with a
rapid alternation of fortune.

GAME-TURNS

A GAME-TURN consists of the following phases:

a) START-SAVE PHASE
b) ECONOMICS PHASE
c) PERSONNEL DISPLAY PHASE
d) PERSONNEL ASSIGNMENT PHASE (if allowed)
e) LOYALTY PHASE
f) CIVIL WAR (if necessary)
g) FOREIGN WARS

There are additional phases which occur automatically, beyond
your immediate control, such as COLONISATION of Roman controlled
regions and DECOLONISATION from lost territories. Also, some phases
occur only under exceptional circumstances, such as TRANSFER OF
CAPITAL if ROME has been sacked, or IMPERIAL SUCCESSION if the
current Emperor has died peacefully.
The various phases are explained in the following sections.

START-SAVE PHASE

After loading and at the start of each game turn, the computer asks
you to select either a NEW game, LOAD and OLD game, SAVE the game at
its current position or CONTINUE.

1. NEW GAME: This option allows you to abandon the current game and
restart from 273 BC. Press N for this option.
2. LOAD AN OLD GAME: To continue playing a previously saved game,
place the disk with that game into the drive and press L.
3. SAVE GAME: To save the game at its present position insert a
blank disk for each saved game.
4. CONTINUE: Simply press RETURN to continue with the current game.

ECONOMICS PHASE

In this phase the computer calculates revenue, population growth and
army recruitment for each nation, based on populations in regions
under control. Rome (i.e. you) only has the option of increasing
revenue at will. This occurs during the TAXATION SUB-PHASE, when the
computer asks <TAX RATE (1-2)>.
If you are confident that you can survive on the lowest income
rate (1) type <1> and press ENTER. Otherwise, type in a suitable
number, such as 1.5, between 1 and 2. A rate of 2 effectively DOUBLES
your income for the current game-turn.

!! WARNING !!
It is recommended that you use the lowest tax rate of 1 as much as
possible. A high tax rate has the following undesirable side-effects,
apart form the immediate benefit of an increased revenue:
i) In the subsequent game-turn, the RATE OF INFLATION (displayed)
increases, with a corresponding devaluation of our currency. This
means that you will pay later for increased revenue now.
ii) Your POPULARITY may drop, possibly by such an amount the CIVIL
WAR breaks out, and you may lose more than the initial benefits from
the increased revenue.
The best times to use a high tax-rate are when
a) Your popularity is high and you have used a low tax rate in the
previous game-turn, or
b) Your popularity index is already very low and there is a definite
frontier crisis calling for more expenditure on the army.
Apart form the tax-rate, all other aspects of ECONOMICS are
dealt with automatically and are beyond your immediate control. These
include:
i) POPULATION GROWTH or DECLINE (limited by available land.)
ii) ARMY RECRUITMENT. Generally, the army is no more than one tenth
of the total population. Note that only one branch of the armed
forces (i.e. LEGIONARY, AUXILLIARY or LIMITANEI) can be recruited in
any given Roman controlled region. Details are given in TABLE 1.

Although only one nation can control a give region at any time, there
may be several different national populations present in that region
at that time reflecting recent historical circumstances. This is
because indigenous populations do not in general disappear on
conquest, but decline over perhaps several centuries as the
successful invaders establish themselves. During decline, certain
conquered populations in their homeland regions may provide a source
of resistance to the conquerors. Armies recruited in this way come
free of recruitment cost.

!! HISTORICAL NOTE !!
POPULATION and ARMY size is always in units of ONE THOUSAND. ROMAN
population would be much higher, but is not a factor in this game.
ROMAN army size is based on the historically known size of the
Roman and Auxiliary armed forces. Although this fluctuates according
to circumstances, the army will total several hundred thousand at the
height of empire, with less than half mobile legionaries.
Note that on the map, figures on non-Roman controlled territories
are in units of TEN THOUSAND soldiers. For Roman controlled
territories, the figures are in LEGION units, i.e. FIVE THOUSAND
soldiers. Because of superior training, one Roman Legion is usually
comparable with most non-Roman ten-thousand soldier units. However,
there are important exceptions, notably with the advent of cavalry
based barbarian armies in the late third century and onwards, when
the traditional Roman Legion became obsolete. Details of military
capability are given in TABLE 2.

PERSONNEL DISPLAY PHASE

This display shows the current status of the 21 Senators and
Commanders after the previous game-turn. Some or all may have died,
been killed, retired, etc. The rest will have aged accordingly,
and their current ages and official status is displayed. A typical
example is:

IT D JULIUS MAXIMUS 34 56 COMMANDER 22

EXPLANATION: The first two letters denote the officer's current
location, in this case Italia. Each individual is assigned an
identifying PERSONAL LETTER (from A to U), in this case D, which you
must use when moving that particular individual. This is followed by
the individual's full name, in this case JULIUS MAXIMUS. Note that in
certain displays only the second (family) name is used. The 2 digits
following the name are:
i) the individual's command ABILITY, ranging from 0 to 5 and
ii) the individual's LOYALTY, ranging from 0 to 5.

In each case, 0 represents the worse and 5 the best value from
your point of view. In the example, JULIUS MAXIMUS has an ability of
3 (reasonable) and a loyalty of 4 (good) to the current region.
An individual's ability can never change, but his loyalty can
change, depending on STATUS changes due to promotion or demotion. The
lowest status is that of SENATOR, as the SENATE is the recruitment
pool for army officers. This is followed by TRIBUNE (junior officers),
LEGATE (General) and finally COMMANDER (Regional Governor). Note that
once a commander has been proclaimed DICTATOR by the Senate or
IMPERATOR by his troops his new status cannot be altered except by
his death.
The two digits following the ability and loyalty give the
officer's current age. In the above example, JULIUS MACIMUS is
currently 56. NOTE that the older a regional commander is, the more
likely he is to consider seizing power.
The age is followed by the individual's current status, in this
case JULIUS MACIMUS is a COMMANDER. Any COMMANDER status is followed
by the EFFECTIVE REGIONAL COMBAT STRENGTH under his command. In the
example, JULIUS MAXIMUS commands and effective force of 22 (thousand)
in ITalia. In this display LEGIONAIRIES AND LIMITANEI are counted
with a combat factor of 2 and AUXILLIARIES with a factor of 1.

PERSONNEL ASSIGNMENT PHASE

This phase will not occur if only one region is under Roman control
or if the POPULARITY INDEX is below zero. The latter condition
reflects the loss of organizational control which occurs when a
regime is in disarray (as reflected by a negative popularity index).
In such a case the next section follows on immediately.
In this phase you have the opportunity to reassign all or none
of your available officers to regions under Roman control. On the
right hand side there is a table of all regions. j A number indicates
the effective roman army strength. An asterisk (*) indicates that
there is a COMMANDER currently assigned to that region. A dash (-)
indicates that there is at least one non-commanding officer, such as
LEGATE or TRIBUNE, in that region.
Note that REGIONS must be referred to by their initial two
letters and all officers referred to by their PERSONAL LETTER. There
is no need to press ENTER after each personal letter if a group of
officers is being moved to a given region.
Note also that it is advisable to ensure large armies have
strong commanders (i.e. high ABILITY factors). Armies CANNOT be moved
during this phase.

LOYALTY PHASE

In this phase the display is similar to the PERSONNEL DISPLAY PHASE.
Now, however, the objective is to show which regional commanders
(if any) are plotting rebellion. In such a case, the entry for the
commander concerned will be in reverse field.
The number of commanders who plan to rebel in the next phase is
affected mainly by the current POPULARITY INDEX, which ranges from -5
(extremely unpopular) to +5 (very popular). Additional factors which
contribute to disloyalty are:
i) a commander with a low LOYALTY INDEX, perhaps due to demotion,
ii) a commander with a large LEGIONARY component under his command.
This gives him more confidence in a successful rebellion. Note that
only LEGIONARIES can rebel with their commander and march on Rome.
Therefore, in this section, the numbers following a COMMANDER status
are LEGIONARIES only, counted with a factor of one. AUXILIARIES and
LIMITANEI play no role in CIVIL WAR. AUXILIARIES are non-Roman in
origin and have no interest in Roman Power struggles, remaining in
provinces to safeguard them. Similarly LIMITANEI are fixed garrison
troops recruited locally, with no interest or motivation to move
beyond their home regions. Both sorts of troops will immediately
accept any change in the ruling regime in the capitol.
In this phase there are two ways in which you may attempt to
pre-empt or eliminate a rebellion:
i) You may try to bribe the army to remain loyal. The computer asks
<HOW MUCH TO THE TROOPS?>.
You can allocate up to 5000 talents to the troops, if the
display shows that any commander is contemplating rebellion. This
money is distributed to ALL soldiers in the Empire. Note that you
may find yourself in debt (i.e. the TREASURY INDEX drops below zero).
This will cost you resources in the next game-turn. Moreover the
troops may take the money and still rebel.
Clearly, if all commanders plan to remain loyal, there is no
need of largesse to the troops and you can just type ENTER.
iii) The command of Rome is decisive. If the Capital Commander
rebels successfully, he will automatically take over and become
DICTATOR or EMPEROR. To prevent this, you have the ability to
appoint another commander in his place in the Capital. This is
possible in Rome only, because the Senate, being based in Rome is
less likely to lose control of the situation there than in other
regions. Note that a replacement commander may also decide to rebel,
so it is important to consider the LOYALTY INDEX of prospective
Commanders. Also, a commander is committed to rebel only if the
current regime is in power at the start of the next phase, CIVIL WAR.
If reports are received by the Senate that several commanders in the
field are likely to rebel, it is possible that some of them will not
do so if the current regime is replaced by a popular leader BEFORE
they have declared themselves publicly in the next phase and actually
implemented their revolt. Note that the sequence in which commanders
may rebel is chosen randomly.
There may well be occasions when you (representing the ruling
power group in the Senate) will decide to abandon an unpopular leader
and support one of the rebel commanders. In such a case you should
appoint a commander in Rome with a low Popularity index, making his
disloyalty to the current leader more likely.

CIVIL WAR

If any commanders rebel as a result of the previous phase they will
first attempt to induce their LEGIONARIES to join them. If any
legionaries or non-commanding officers remain loyal to the current
regime there is an initial conflict sub-phase to determine the regional
status. If the loyalists win, the region will remain loyal and all
rebels will be executed. Otherwise, the successful rebel commander
will march on Rome with his legions.
You will then have to decide whether to fight a CIVIL WAR, with
the objective of elimination of all rebel forces, or whether to
manoeuver your forces to avoid conflict with possibly superior rebel
armies. The main objective should be to minimise losses in conflict
during this phase, as the Empire can be disastrously weakEned by
prolonged civil war. Rebel Commanders will attack each other as well
as loyal troops. They are able to move through non-Roman controlled
territory at will, but once they have done so loyal armies will be
able to follow. If a rebel army enters a loyal region without a
commander, the loyal troops desert to the rebels.
When a rebel seizes power, he becomes head of the new regime, and
you are now considered to be the ruling power group in the Senate
supporting him. A new popularity index is assigned, between 0 and 5.
If he is relatively unpopular, you may be able to replace him with a
better candidate by further intrigue and Civil War.

FOREIGN WARS

The final phase of the game-turn involves foreign wars between any of
the power blocks currently on the map. All 28 regions are dealt with
in a random sequence, and during the early years of the game when Rome
controls only a few regions, you will just have to sit back and watch
developments between other power blocks. This occurs automatically,
and the results will be reflected by changing patterns on the map.
Note that you may decide to do nothing aggressive in this phase,
but you will find yourself under constant attack nevertheless.
When a Roman controlled region has its turn, you will be able to
decide where to send your troops (if any), which officers will lead
them, and how many troops (LEGIONARY or AUXILIARY) will go. For
example, ITalia cannot be reached directly from ILlyricum, because
invaders have generally taken the land route to the north.
ONce you have sent the Senate's instructions to the regional
Commander they are implemented immediately. Conflict occurs
automatically and is out of your hands at this stage. Consequently,
you should only send commanders with high ability, as this greatly
aids in battle. If a garrison without a current commander is attacked
by an invader it defends with a leadership factor of zero.
Conflict takes into account the following factors:
i) the size of the armies concerned,
ii) the technological level of the armies,
iii) the leadership ability,
iv) the inevitable random element.

Conflict takes place as a sequence of Battles, the number of
which is equal to the length of the game-turn in years. A report of
the result of a battle involving Roman forces is displayed as soon as
it is resolved. In some cases, control of a region is not decided
completely, particularly if the game-turn corresponds to only a few
years. In such a case, the map will display a lightly mottled region,
indicating UNRESOLVED CONFLICT.
Note that conflict ceases only when ALL opposition is eliminated,
that there is not retreat, and there is small ATTRITION RATE suffered
by all parties involved.


PLAYING THE GAME
============
On average, there are about eight GAME-TURNS per century. It should be
noted that the whole game has been structured on an accurate
historical basis, and consequently, there are long term trends which
may take several centuries to run their course. These include the
following:
i) The initial centuries of the REPUBLIC, during which time the
CARTHAGINIAN EMPIRE and the GAULS must be defeated and the foundation
for Empire established.
ii) This is followed by a period of instability, during which time
various DICTATORS may arise following CIVIL WARS. In the East, Rome
will come into contact with the SELEUCID EMPIRE, one of the remaining
splinters of the empire of ALEXANDER THE GREAT.
iii) Eventually, a stable regime will emerge and the EMPIRE under a
series of popular EMPERORS will expand to its greatest extent during
the first centuries A.D. In the east, Rome will find itself in
conflict with the PARTHIAN EMPIRE, which has supplanted the collapsed
SELEUCID EMPIRE, with frequent civil wars and changes of Emperor.
iv) Barbarian invasions from the North will put pressure on Rome
during the first two centuries. This will lead to further instability
in the Empire, with frequent civil wars and changes of Emperor.
v) A successful defense in the early centuries A.D. will probably
require a stagnating policy of high taxation and static defense,
culminating in the epic struggle with new Barbarian invasions in the
late fourth and fifth centuries.
vi) Survival beyond this time will probably leave Rome sacked, the
Western Empire lost, and the Capital in a new region, possibly in Asia
(C = Constantinople). Overall populations, standing armies, and
territories will be greatly reduced. In the east, rome will be locked
in conflict with the PERSIAN (SASSANID) EMPIRE, the successor to the
Parthian empire.
vii) Reconquest of the Western Empire will prove difficult and
frustrating, particularly when the ARABS appear in the MIDDLE EAST in
the early seventh century.
viii) Survival as the BYZANTINE EMPIRE, based in Asia, is possible
for several centuries, but the advent of the TURKS in the 11th century
from the EAST makes continuation beyond that date problematical.
Note that the course of the development of the Roman Empire is
determined by two factors. The most important one involves historical
events such as the barbarian invasions and the appearance of hostile
empires. There is nothing you can do to prevent these. However, you
retain at all times the ability to mould your strategic response to
fit changing circumstances, and this will allow you to explore
possible alternative historic paths. Consequently, some of the trends
outlined above may not need to occur.

MISCELLANEOUS COMMENTS ON THE GAME

1. CONTROL OF A REGION is assigned to an army only if there are no
other armies (of any size) in that region.
2. If you control a region and plan to move on, you must leave AT
LEAST one thousand (i.e. one unit of) Legionaries, Auxiliaries, or
Limitanei in that region to maintain control.
3. All armies age according to the length of the game turn, and
veterans are retired at a corresponding rate. Roman veterans retire
after 25 years service and do not re-enter the recruitment pool, (the
POPULATION), whereas non-Romans retire after a longer period,
reflecting the semi-professional nature of many national armies. In
addition, non-Roman veterans do re-enter their recruitment pools.
Moreover, Roman veterans have to be pensioned off. This creates a
drain on the Roman Treasury.
4. All armies tend to be accompanied by civilians, reflecting camp
followers, colonists and traders. Accordingly, when the Romans
successfully invade a region there will automatically be established
an initial nucleus of Roman population in that region which will
subsequently grow to the natural limiting size for that region over a
period of years.
5. There is a constant process of population movement. In addition to
COLONISATION to controlled regions, there is DECOLONISATION from lost
territories, and a process of ROMANISATION, whereby native populations
slowly become Roman in nature. There is a corresponding process of
de-ROMANISATION in lost regions. This latter process occurs at faster
rate than ROMANISATION, reflecting the difficulty of establishing and
maintaining a superior Roman civilization.
6. ATTACK and DEFENCE are not differentiated. The action takes place
over a time-scale measured in years. On such a scale, both invaders
and defenders would be fighting more or less on equal terms, apart
from the advantages of superior military technology. For instance,
Roman LIMITANEI have an enhanced combat factor reflecting the fixed
fortifications built up in certain strategic frontier regions.
Generally, barbarian armies have the advantage of large numbers.
7. The Roman Homeland is always ITalia. If ITalia is lost, there will
be a national UPRISING by the Romans in ITalia ONLY if Rome is the
Capital. If the Capital has been transferred, there is no uprising in
ITalia. Moreover, if the new Capital is lost, there is no uprising in
that region.
8. TRANSFER OF CAPITAL if Rome is sacked in the late centuries is
recommended, since the entire treasury is lost when the current
Capital is sacked. During the fourth century onwards, ITalia becomes a
frequent target for Barbarian armies, and transfer to ASia is a good
move, if possible. ASia will provide an excellent prospect for
reviving the empire, at least in the EAST, and with CAppadocia,
provides rich source of revenue, population, and Legionary recruitment.
Alternative sites for the Capital remain for you to investigate.

9. The unit of ARMY SIZE appears to change from phase to phase, but
the program always works in the basic integer unit of one thousand men,
i.e. 1=1000 men. However, various display work in other units as
follows:
i) ON THE MAP, non-Roman armies are in 10,000 man units. For example,
4 could mean 43,000 Huns. This display size was chosen for several
reasons, the most important being that the region display window can
accommodate two digits only. If such an army is below this unit in
strength, the national code letters are displayed. For example, HU
could mean up to 9000 men.
ii) ON THE MAP, Roman armies are in 5,000 man units, representing
LEGIONS. Historically, individual legions existed for extended periods
and many had their own historical identities. This feature in NOT
incorporated in this game, due to memory limitations.
iii) The PERSONNEL STATUS AND PERSONNEL ASSIGNMENT displays give
EFFECTIVE ROMAN ARMY SIZE. This takes into account the enhanced combat
value of LEGIONARIES AND LIMITANEI, and is give by the formula

EFFECTIVE STRENGTH = 2*LEG + AUX + 2.5*LIM

This formula is used because when assigning officers to regions,
it is important to know the exact fighting strength in a given region.
iv) The LOYALTY PHASE displays LEGIONARY strengths directly, as only
legionaries are involved in CIVIL WAR.

10. Various symbols appearing in certain displays have the following
meanings:
PLN: POPULATION SIZE IN 1000 man units
ARM: ARMY SIZE
OPO: POPULARITY
TRE: TREASURY
SCO: SCORE
INF: INFLATION RATE

11. All leaders age and die, either in bed or by bing deposed. When a
DICTATOR dies naturally, the REPUBLIC is resumed. When an EMPEROR dies
peacefully he is succeeded by his son, with a new popularity index,
ranging between -5 and +5. There is an immediate LOYALTY PHASE with
the possibility of CIVIL WAR, over and above the normal run of the
game, if the imperial heir is unacceptable to the army.

12. POPULARITY
This ranges from -5 (highly unpopular) to +5 (very popular), and
reflects attitudes of army officers to the current regime. This index
is important in determining the likelihood of a regional rebellion.
The game starts in 273 B.C. with a popularity of +5.
Factors altering the popularity index are:
i) gain of a region: +1
ii) loss of a region: -2
iii) Officer killed in battle: -0.1
iv) each army unit (one thousand men) lost: -0.01
v) Tax rate: variable effect
vi) age of Dictator or Emperor: proportional drop in popularity
vii) New Dictator or Emperor: reset between 0 and +5
viii) Imperial Succession (Emperor dies peacefully and replaced by
heir: reset between -5 and +5

SCORE
The score reflects how well you have managed the Empire to date. You
may well end up with a negative score. Factors changing the score are:
i) Each region under Roman control per year: +1
ii) All 28 regions under control at the end of the conflict phase:
+1000
iii) Each officer killed in battle: -1
iv) Sack of Capital: -5000
v) New Dictator or Emperor: -25
vi) Imperial Succession (Emperor dies peacefully): +100
Clearly, the SCORE is a subjective estimate of the relative
importance of various events. Possibly, a better indicator of success
is simply the DATE when the very last region is lost to you.

HOMELANDS
Each nation has a HOMELAND assigned to it which it has an absolute
PRIORITY to recover if lost. The only exception is ROME. If you lost
ITalia, you may decide to TRANSFER YOUR CAPITAL to a new region (one
under your control), and it will be your new centre of operations.
You will be able to divert potential invasions of your territory
if you launch a successful raid and capture the invader's homeland.
Their armies will have no option but to abort their current campaigns
and return home as quickly as possible. The relevant information is
displayed in TABLE 2. An immediate benefit of the capture of an enemy
homeland is that you also capture their entire current treasury. This
will severely affect their ability to recruit armies in the next phase,
and greatly aid you. In the initial part of the game you may consider
rapid strategic knockout blows aimed at capturing the Carthagininan
homeland of AFrica, the Aacedonian homeland in GRaecia, and the Gaul's
homeland in GAllia.

THE MELTING POT OF HISTORY
In certain ways, nations are like organisms; they grow, mature,
and decay, sometimes disappearing from history forever. In this
simulation, certain races will disappear spontaneously at predetermined
time, reflecting internal dissentions etc, and other races will appear
in their place. Details are given in TABLE 2. After you have played
the game several times you will be able to plan ahead to anticipate
the arrival of powerful new nations. U may fine that your anticipation
of developing situations has not greatly helped you, particularly if
your fine but obsolete imperial army has been placed in the path of an
invading steamroller and been flattened. The ultimate question in this
game is:
WAS THE FALL OF ROME INEVITABLE GIVEN THE CIRCUMSTANCES AT THE
TIME?


TABLE 1
=======
REGION LAND INCOME RECRUITMENT NEIGHBOURING REGIONS
IT Italia 1000 1000 Legionaries AL SA SI GR
AF Africa 750 500 Auxiliaries MA SA SI CY
GA Gallia 750 500 Auxiliaries BR BE AL NA
GE Germania 1500 750 BE RA PA
GR Graecia 500 350 Auxiliaries IT IL TH CR SI
AS Asia 1000 750 Legionaires TH CA CP CR
ME Mesopotamia 500 350 AE SY
AF Aegyptus 400 400 Limitanei CY CR CP JU
JU Judaea 250 100 AE SY CP
DA Dacia 1500 500 PA IL GR AS
HI Hispania 500 300 Legionaries NA MA
MA Mauretania 250 150 Auxilliaries HI AF
TH Thracia 300 300 Auxilliaries DA IL GR AS
PA Pannonia 250 250 Limitanei GE RA IL DA
RA Raetia 250 200 Limitanei GE BE AL PA
AL Alpes 500 250 Legionaires IT NA GA BE RA
BR Britannia 200 100 Limitanei BE GA
NA Narbonensis 500 250 Legionaries GA AL HI SA
CY Cyrenaica 250 200 Auxiliaries AF SI CR AE
SY Syria 500 300 Limitanei CA ME JU CP
AR Armenia 250 150 CA ME
BE Belgica 500 250 Limitanei BR GA AL RA GE
CA Cappadocia 750 500 Legionaries AR SY AS ME
IL Illyricum 300 250 Limitanei PA DA TH GR
SI Sicilia 100 100 Legionaries IT SA AS CY GR
SA Sardinia 100 100 Legionaries NA IT SI AF
CR Creta 100 50 Auxiliaries GR AS AE CY CP
CP Cyprus 100 50 Auxiliaries AS CR EA JU SY


TABLE 2
=======
ARMIES COMBAT HOMELAND PERIOD INVASION ROUTES
VALUE
Legionaries 10
Auxiliaries 5*
Limitanei 7.5**
Carthaginians 10 Africa 273BC-525AD
Gauls 3 Gallia 273BC-200AD
Macedonians 7 Graecia 273BC-250AD
Phrygians 3 Cappadocia 273BC-75BC CA
Seleucids 4 Mesopotamia 273BC-100BC ME
Egyptians 4 Aegyptus 273BC-25AD
Numidians 3 Mauretania 273BC-25AD MA
Celtiberians 2 Hispania 273BC-200AD
Illyrians 5 Illyricum 273BC-3775AD
Celts 3 Britannia 273BC-375AD BR
Greeks 4 Graecia 273BC-0AD
Germans 4 Germania 115BC-825AD GE
Dacians 4 Dacia 190BC-275AD DA
Parthians 5 Mesopotamia 75BC-225AD ME
Armenians 2 Armenia 50BC-150AD AR
Marcomanni 3 Alpes AD-375AD RA
Berbers 2 Africa 50AD- MA AF CY
Jews 2 Aegyptus 50AD-150AD JU
Alemanni 4 Raetia 225AD-450AD RA
Franks 5 Gallia 225AD- BE
Persians 5 Mesopotamia 250AD-640A ME
Goths 5 Graecia 250-325AD TH
Gepids 2 Dacia 300AD-450AD DA
Visigoths 10 Hispania 350AD-475AD TH
Ostrogoths 10 Italia 400-563AD PA
Vandals 10 Mauretania 400AD-500AD RA BE
Huns 10 Pannonia 400AD-475AD PA DA
Slavs 2 Dacia 475AD DA
Saxons 4 Britannia 475AD BR
Lombards 7 Alps 500AD PA
Avars 3 Dacia 550AD-796AD DA
Arabs 10 Mauretania 625AD JU
Abbasids 5 Aegyptus 750AD-1000AD ME
Germans 10 Italia 850AD GE
Castilians 5 Hispania 1026AD HI
Turks 10 Asia 1075AD AR

FOOTNOTES

* AUXILIARIES are non-Roman soldiers led by Roman officers, acting as
support for the main Roman Legions
** LIMITANEI are garrison troops equivalent to auxiliaries. However,
their fixed fortifications and defence works give them an advantage in
combat, hence their enhanced combat value.
Invasions occur through INVASION ROUTES if homeland is occupied by
a hostile power. All nationalities may revolt in their homeland if it
is occupied by a hostile power and there is a non-zero population.

REGIONS
IT Italia
AF Africa
GA Gallia
GE Germania
GR Graecia
AS Asia
ME Mesopotamia
AE Aegyptus
JU Judaea
DA Dacia
HI Hispania
MA Mauretania
TH Thracia
PA Pannonia
RA Raetia
AL Alpes
BR Britannia
NA Narbonensis
CY Cyrenaica
SY Syria
AR Armenia
BE Belgica
CA Cappadocia
IL Illyricum
SI Sicilia
SA Sardinia
CR Creta
CP Cyprus

* * *
Document was found on Commodore64 site and contains minor distinctions
to Speccy version (but you'll work out all of it ;-)
[email protected] uploaded this manual to the "World of Spectrum"