peloponnesian war > my rules

  0. component changes
  1. introduction
  2. diplomatic phase
  3. operations phase
  4. movement
  5. combat
  6. political phase
  7. economic phase
  8. leaders
  9. peloponnesian war scenario


7. Economic Phase

 

In the economic phase, city-states gather revenue and forces. It consists of five segments.

At the conclusion of the economic phase, all ravaged markers are removed from the map and the game turn marker is advanced to the next space on the turn track.

7.1 Revenue Collection Segment

Each major city-state has a treasury which contains its war chest. Money cannot be transferred between treasuries, but members of a coalition may, at their discretion, pay costs (for activation, sieges, etc.) incurred by the coalition leader. There is no limit to the amount in treasury. During the revenue collection segment, each major city-state receives its revenue for the turn. A major city-state receives revenue each turn from its home area and any tributaries. Athens and Corinth, as commercial city-states, also receive revenue for overseas trade routes.

7.1.1 Tribute

A major city-state receives tribute income equal to the number of its tributaries times its current tribute rate of 100, 200 or 300. To receive the full tribute amount for a tributary city-state, all fortress spaces in the tributary's home area must be friendly and unravaged. Otherwise, only half the usual amount (50, 100 or 150) is collected. Tributaries in rebellion produce no revenue.

The major city-state receives tribute of 500 for its home area if all fortress spaces are friendly and unravaged, or 250 otherwise.

Example: If the Athenian tribute rate is 100, and no spaces have been captured or ravaged, Athens receives 500 for Attica, 100 for Aegina, 100 for Euboea, and so on. Only 50 (half the tribute rate) would be collected for the Cyclades, because Melos is an unfriendly fortress space.

7.1.2 Messenia

As long as Messenia is a tributary of Sparta, it produces the maximum income (300 or 150 talents), regardless of the Spartan tribute rate. Messenia never rebels in the usual fashion; instead, Laconia and Messenia are vulnerable to helot rebellion (3.1.6). If a helot rebellion has occurred this turn, the Spartans receive no revenue (except for possible Persian alliance income). Sparta retains Messenia as a tributary even if not dominant.

7.1.3 Trade Routes

Each turn, Athens and Corinth gain additional revenue for trade routes. A trade route between two points is any chain of spaces from one point to the other which passes only over naval or combined paths. The starting space must be friendly. The endpoint and any intervening spaces may be neutral or unfriendly, and may contain neutral or unfriendly land forces, but all spaces, including both endpoints, must be free of unfriendly naval ZOI. Trade routes are checked only during the revenue collection segment.

Example: There are unfriendly naval SPs at Corcyra, and unfriendly land units at Naupactus. The Corinthians have a trade route from Corinth to Teichum, because Corinth, Teichum and all intervening spaces are free of unfriendly naval ZOI. However, there is no trade route from Corinth to Epidamnos because of the naval ZOI exerted by the unfriendly naval SPs at Corcyra. If Corcyra were neutral or allied to Corinth, the trade route would not be blocked.

Athens gains revenue of 1000 talents if the Athenians have a trade route from Piraeus to Byzantium.

Corinth gains revenue of 500 talents if the Corinthians have a trade route from Corinth to either Astacus or Teichum. They gain an additional 500 talents if they have a trade route from Corinth to Epidamnos.

If a commercial city-state receives no trade route income in the revenue segment, its bellicosity is reduced by one.

7.1.4 Sicilian Trade

If at least five spaces in Sicily, including Syracuse, are friendly to Athens or Corinth, that city gains an additional 1000 talents of revenue.

7.1.5 Persian Alliance

A city-state allied with Persia receives an additional 1500 talents.

7.1.6 Athenian Emergency Fund

The Athenians may never expend funds that would cause their treasury to be reduced below 1000 talents. This restriction is ignored if 4 or more tributaries are in rebellion, or Piraeus or Decelea are unfriendly to Athens.

7.2 Tribute Rate Segment

In the tribute rate segment, a major city-state may increase or decrease by one step its tribute rate for the next turn. If the tribute rate is increased, one of the major city-state's tributaries rebels immediately, following the usual rebellion rules (3.2.5). Choose a tributary at random, except that tributaries occupied by SPs of the major city-state cannot be chosen.

Each major city-state with tributaries has a resentment level, representing the ill will felt by its tributaries. Increased resentment makes tributary rebellions more likely (3.2.5). If a city-state has no tributaries, or is forced to disgorge its tributaries as a result of losing its dominant status (2.2.2), reset its resentment level to 0.

During the tribute rate segment, if the tribute rate for the next turn is 200, increase resentment by one. If the tribute rate is 300, increase resentment by two. If the city-state is the sole dominant power, decrease resentment by one. If the new resentment level is greater than the city-state's bellicosity, one of the city-state's tributaries rebels immediately. This is in addition to any rebellion caused by an increase in the tribute rate.

7.3 Naval Construction Segment

In the naval construction segment, new naval SPs are built, and existing ones are maintained.

A major city-state may build up to three naval SPs, at a cost of 300 talents per SP. Newly-constructed SPs are placed on the map immediately in the city-state's home or port space. If the space is unfriendly, naval SPs may not be built.

Existing major city-state naval SPs must be maintained by paying 50 talents per naval SP. The city-state may choose to to eliminate an SP rather than pay for its maintenance.

A major city-state may also pay the construction cost to build naval SPs for any of its minor allies (not tributaries), and for any sympathetic minor city-states, even if they are neutral. These SPs count against the construction limit. Minor city-state naval SPs do not require maintenance.

7.4 Hoplite Reinforcement Segment

In the hoplite reinforcement segment, new hoplite SPs are placed on the map in states which have not been too devastated by war. In each case below, the hoplite is placed on the map only if at least five spaces in the area or areas are untouched by war, meaning that they are:

In addition, the space where the SP is to be placed must be friendly.

Place a(n) if there at least five untouched friendly spaces in
Athenian hoplite SP in AthensAttica and Euboea combined
Acarnanian hoplite SP in StratusAcarnania
Argive hoplite SP in ArgosArgos
Sicel hoplite SP in LeontiniSicily
Spartan hoplite SP in SpartaLaconia and Messenia combined
Arcadian hoplite SP in PhliusArcadia
Corinthian hoplite SP in CorinthCorinth and Acarnania combined
Syracusan hoplite SP in SyracuseSicily
Theban hoplite SP in ThebesBoeotia

If the counter mix permits, a cavalry SP may be taken in place of a hoplite. Leontini counts as the home of Sicel SPs, even though it is not a city-state space.

Because of the danger of helot desertion, spaces in Laconia and Messenia must not be in the ZOI of neutral or unfriendly SPs to count as untouched.

7.5 Leader Reinforcement Segment

During the leader reinforcement segment, any leaders still on the map are removed and, along with any set aside after being used during the turn, are returned to the pool of leaders available for the next turn.

Certain leaders are not available until at least three of a city-state's leaders have been killed (8.). If that condition is met during the turn, the leader becomes available in the leader reinforcement segment.

If city-state has fewer than four leaders alive, a dead leader (the one with the lowest skill rating, resolving ties randomly) is returned to play to represent a new leader rising from the ranks.


ppw@mountford.net (discussion group)

brian@mountford.net (me)