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Italia, Rinascimento: Italy is fragmented in dozens of different states, divided by ancient hatreds and by unstable boundaries. Shall one power emerge from the chaos and join together the Italian nation? The Dukes of Savoia, based in Torino, have to decide where to focus their interests: either in the French or Italian slope of the Alps. The Dukedom of Milano is ready to extend his power beyond his habitual borders. The Republic of Venezia, a traditionally maritime power, while sending fleets towards the eastern Mediterranean Sea, tries to find his way throughout the inland. Her traditional rival, the Republic of Genova, establishes a strong position at the opposite side of the peninsula. In Tuscany, the free cities of Pisa and Siena fiercely fight against the Republic of Firenze, which desires to rule the entire region. Sitting in the ancient city of Roma, the Pope governs the Stato della Chiesa, the large Papal State comprising the whole central Italy, and spreads his influence even in the hearth of the Kingdom of Napoli. The small free Dukedom of Ferrara, tight between the Venetian territories and the papal city of Bologna, shall use every diplomatic skill to gain the sympathy of both sides. The vast Kingdom of Napoli needs to consolidate its actual possessions before launching a powerful strike to the northern Italy. While the Italian powers are struggling each other, menacing enemies hanker after the prosperous cities and plan a full-scale offensive. The French press on the natural boundary of the Alps, eager to swarm around the rich plains. The Turkish wish to take possession of the Italian coasts in order to start a massif invasion and extend their dominion to the other side of the Mediterranean Sea.
This map is the best compromise we have found between historical consistency and playability; there are indeed several geographical inaccuracies, but we do hope they are exceeded by the desire of a better game.
Notes on Geography
New pot distribution system
Since the different powers start from very different positions, it seemed fair to develop a new pot-distribution system for the PPC (Points Per Centers) games. While the standard system assigns the pot proportionally to the centers owned by the different powers, the new system focuses on the difference between the present percentage of owned centers and units and the same percentage at the beginning of the game.
Example: Napoli starts the game with 4 units + 4 centers, equal more or less to 15% of the total number of units + centers in play (54); if at a certain point there are 45 units + 45 centers into play (i.e. owned by active players) Napoli needs 6 units + 6 centers (again 15% of the total) to keep his initial bet: if he owns more than that, he will gain points, if he owns less he will lose point.
It is important to note that the neutral centers and the centers of the players who left the game are not counted in the total of the owned centers, and thus they have no influence on the pot distribution. This can be a good advantage for small powers who keep on playing the game right to the end, since their portion of units + centers could increase rapidly due to abandon of other players.
For the ones interested in the quite complicated function that calculates the exact amount of each player, please do not hesitate to contact me or Oli.