
La guerra gallica di Cesare, la crisi politica di Roma e i regni rivali del Mediterraneo si scontrano nel 52 a.C.
La mappa di gioco di Roma utilizza 213 celle geografiche fisse che coprono la Gallia, l'Italia, il Mediterraneo, il Nord Africa e la frontiera orientale. Una cella terrestre può essere un poligono o un multipoligono quando un territorio è fisicamente frammentato, come nel caso della Grecia. Il territorio è rappresentato dallo stato di alleanza di ogni cella; le celle non si dividono durante il gioco. L'acqua è rappresentata da celle marittime generiche. I soggetti attivi sono un ristretto gruppo di personaggi, oltre ad alcune città e roccaforti fisse.
52 a.C. Interpreti una figura storica sulla mappa (un proconsole, un capo tribù, un senatore o un sovrano cliente), mentre la guerra in Gallia diventa una lotta per la sopravvivenza della stessa Repubblica romana.
Every turn is driven by character and cell stats, read as probabilities, not certainties. BATTLE. Combat power = men_under_command x martial_factor x (morale/100), where martial_factor is poor 0.6, seasoned 0.8, veteran 1.0, elite 1.25, legendary 1.5. The defender gains up to +30% on favorable terrain implied by the cell and when the contested cell's allegiance already matches them. If one side's combat power is >= 1.5x the other, it very likely wins: the loser loses 25-50% of men_under_command and drops 15-30 morale; the winner gains 5-15 renown and 5-10 morale. If the ratio is within 0.8x-1.25x, the clash is indecisive: both lose 10-20% men_under_command, no control flips. A commander at health wounded or worse fights at half combat power. TERRITORY. A settlement/fortification/port/territory cell changes allegiance only when the holding force is destroyed, routed, or defects. status is contested when opposing forces share the cell, besieged when an enemy force sits on a stronghold it does not hold, held otherwise. When many cells change allegiance together, update allegiance and status on every affected cell; territory changes never create new cells. BETRAYAL & POLITICS. Loyalty must drop one band before control changes; never skip bands. A character at loyalty wavering or rebellious, courted by a rival whose influence >= 70 or renown >= 80, is likely to defect: drop loyalty a band now, change allegiance only once it reaches rebellious. A Senate motion carries when the mover's influence exceeds the summed influence of active opponents times 0.6. Renown >= 80 pulls neutral adjacent cells toward that leader over time; renown <= 30 risks losing wavering allies. RESOURCES. wealth < 20 blocks reinforcements, bribes, and resupply (no men_under_command gain, no influence purchase). wealth >= 70 enables levies (+men_under_command) and bribes (shift a target's loyalty one band without battle). Plunder, tribute, and blockade move wealth visibly. ATTRITION & MORALE. A force unsupplied in hostile cells loses ~5% men_under_command per turn. morale < 20 causes desertion (10-20% men_under_command lost on a quiet turn) and refusal to give battle. Victories, supply, and omens raise morale; defeats and exhaustion lower it. HEALTH & TIME. health gates direct action; dead removes a non-player character from play (a successor may inherit station). Travel costs time by distance and era; rivals act from their stats each turn, on or off the player camera. Characters move only to existing cells. MultiPolygon cells (e.g. Greece) remain one logical subject.