- Click image to enlarge.
This version includes a major addition to the map and gameplay: two inserts representing two additional realms, bringing starting points from 10 to 12. The anomalous Holy Land problem with just a Holy Site and a Port has been solved, by adding a capital and two cities and transforming it into a full realm: the Geonim Jewish Network, which really did exist in the Middle East in the 7-9th centuries AD. While Palestine was clearly under Muslim control at the time, a Jewish revolt could easily have taken place, as often before or after.
The second addition is that of the Aghlabid Emirate, centered on Sicily, but active throughout the Western Mediterranean, from Malta to the Balearics, often as pirates.
Each insert contains the cities of other realms which connect to the two new realms by battle territories, for ease of reference. However, they will be "dead" tarritories, in that they will not have "live" xml numbers displayed - just a "See Map" reference. The inserts are clearly mentioned on the main map, again for ease of reference.
The values on each territory are the map starting army values in an 8 player game (4 neutral realms).
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Pork is in hospital right now and I don't long how serious his ailment is or when he will return home. I am sure we all wish him speedy recovery.
Due to the circumstances, I am posting a very rough preliminary draft of what we are working on. The background map we have now is much clrearer than the old, yet maintains the "ancient" look desired. All problems concerning connecting seas, windlines and dark spots have been eliminated.
The symbols are not final and need cleaning up and work, but the idea is to have an ancient map with black ink symbols, except for Jerusalem, in red.
This is just a very rough and preliminary working draft, which I post only because I don't know when Pork will be back and able to work on this project again. Any comments and advice welcome, as long as the preliminary nature of this draft is kept im mind. Thanks.
Total territories: 108
Starting points: 12
10 Territory Realms: 5
5 Territory Realms: 7
Battle Sites: 23
Win: Conquer and hold any 5 Holy Sites.
Note on the graphic direction.We considered two approaches to this map: one looking at this historical period from within, ie based on design and decorations patterns specific to the times - mostly islamic in nature; the second, providing an external view of the entire area - as might have been seen from an probe passing Earth more or less at that time. The advantage of the second is that it focuses not on the differences, but the commonalities shared by the contenders and on the re-presentation of this entire geographical area as a single system with interlinked and interconnecting events, each deeply affecting each other.Such a view also moves away from any particular religion and hints at the fact that Islam, Christianity and Judaism were present thoughout the area, that the population of no single empire of the time belonged strictly to one or the other religion, and that religions themselves had their own internal divisions: Mecca for Sunnis, Karbalah for Shiahs, Athos for Orthodox and Rome for Catholics (divisions which were now forming even if, in the case of Christianity, formal separation would occur only centuries later), Jerusalem for all, Kurtubah an amazing mix of all 3.
By providing an unfamiliar perspective of the times, by focusing on cities and centers of powers as well as linkages between them as opposed to territories with fixed boundaries which at the time in any case did not exist, and by paying hommage to Idrisi's famous arabic map of the times oriented exactly as this view of Earth from space (thus in efect claiming that no single spacial view is the correct one, that all are scientifically possible and most are culturally determined) we hope to create a fun, enjoyable game of conquest which also make players think beyond accepted boundaries and traditions and encourages them to understand different perspectives, different cultures, different mentalities which, at the end of the day, are part and parcel of the same living organism: the planet as a whole. Globalisation was as real in 150 After Hijrah as it is today - even if in a different form. An interesting lesson the 8th century AD could teach the 21st...
http://www.mapsofwar.com/images/EMPIRE17.swfWhat you need to know:Name: 150 After Hijrah: The Battle for God
Short narrative: Between 700 and 900 AD, the core of the Ancient World was utterly transformed by the ebb and flow of peoples, cultures, armies and religions. New dynasties rose and fell, great cities were built whilst others were destroyed, and the seeds of future conflicts whose reverberations we still feel today were set.
150 After Hijrah: The Battle for God attempts to illustrate this complex and fascinating period by focusing on ten key dynasties, 3 Christian and 7 Muslim, which marked this historical epoch, as well as on the 6 most important religious sites of the times (Christian, Muslim and Jewish).
Game type: Starting points: 2,3,4,5 players: 2 starting points each (10 armies each - 6 armies before player's first move), remaining starting points neutral (10 neutral armies each).
6,7,8 players: 1 starting point each, remaining starting points neutral (10 armies each).
The Starting Points are the Capitals of each Empire (10 in all; see names below)
Total number of Territories: 106
"Continents": 11
- seven with Capital, Port, Religious Site, 2 (regular) Cities: 5 territories total
-five with Capital, Port, 8 (regular) Cities: 10 territories total.
Rules: Five types of territories:
Cities (60)
Ports (11): Autodeploy 2 armies per turn; All ports can attack each other.
Religious Sites (6): Autodeploy 3 armies per turn; Jerusalem: Autodeploy 6 armies per turn once conquered by a player.
Capitals (10): Autodeploy 4 armies per turn
Battle sites (19): 1 army per turn manual deployment once conquered by a player.
In addition to the bonuses specified above, each player receives
1 bonus army for each 2 territories of the same empire he/she holds. These armies are manually deployable at the start of the round (NOT autodeployable!)
Battle sites are not part of any empire. Ports, capitals and religious sites are part of their respective empires. as designated by the map codes next to their locations.
Connections (attack lines) between cities: along roads indicated by the straight black lines on the map.
Win: Conquer
all Six religious sites or destroy all opponents.
Starting strength of neutral territories: See map above.
This is it. Nothing else.
Cities' names may be adjusted to represent local spelling
Samanid SultanateS1: Bukhara
S2: Daybul
S3: Samarkand
S4: Balkh
S5: Kabul
S6: Kandahar
S7: Urgench
S8: Nishapur
S9: Herat
S10: Ormuz
Abbasid CaliphateAB1:Baghdad
AB2: Basra
AB3: Karbala
AB4: Isfahan
AB5: Mosul
Ummayad CaliphateU1: Damascus
U2: Beirut
U3: Mecca
U4: Muscat
U5: Aleppo
Fatimid CaliphateFA1:Fustat
FA2: El-iskandaryia
FA3: Barqa
FA4: Siwa
FA5: Ghazza
FA6: Aswan
FA7: Aydhab
FA8: Dunqulah
FA9: Meruwah
FA10:Aksum
Idrisid SultanateI1: Fez
I2: Tangiers
I3: Tlemcen
I4: Tahert
I5: Tunis
I6: Al-Mahdyia
I7: Al Qayrawan
I8: Tarabulus
I9: Sijilmasa
10: Marrakesh
Aghlabid EmirateAS1: Balharm
AS2: Falita
AS3: Missina
AS4: Kerkent
AS5: Taras
AS6: Bari
AS7: Kaljari
AS8: Alighera
AS9: Ayacco
AS10: Mayurka
Al-Andalus CaliphateAA1: Tulyatulah
AA2: Balanciya
AA3: Qurtuba
AA4: al-Ishbunah
AA5: Barcino
Frankish KingdomF1: Paris
F2: Marseilles
F3: Reims
F4: Mayence
F5: Bordeaux
Lombard KingdomL1: Pavia
L2: Genoa
L3: Roma
L4: Napoli
L5: Milano
Eastern Roman EmpireR1: Constantinopolis
R2: Athina
RP: Ephesos
R3: Hagion Oros Athos
R4: Ancyra
R5: Adrianopolis
Kievan RusK1: Kyiv
K2: Tmutarakan
K3: Azov
K4: Chernihiv
K5: Volhynia
K6: Minsk
K7: Novgorod
K8: Yaroslavl
K9: Pereyslavl
K10: Ryazan
Geonim Jewish NetworkG1: Beth-shean
G2: Yafa
G3: Yerushalayim
G4: Ashkelon
G5: Machaerus
Battle Sites (Name, Year - to be included in xml only):
B1: Guadalete 711
B2: Poitiers 732
B3: Verona 774
B4: Bari 847
B5: Mazara 827
B6: Butera, 845
B7: Ifriqiya, 809
B8: Alcudia, 707
B9: Pliska 811
B10: Ravenna 751
B11: Raab 790
B12: Demmin 798
B13: Bolghar, 700s
B14: Mtskheta 735
B15: Theodosiopolis 752
B16: Zab 750
B17: Akroinon 740
B18: Al-Aqsa 705
B19: Al-Askar 750
B20: Merv 748
B21: Tihamah, 820
B22: Fakhkh 787
B23: Baqdura 741
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I would like to propose a map depicting the history of the Islamic Caliphate at its height, in 800 AD. I would include the major Christian empires and kingdoms of the times, and would focus on the four key sources of power which shaped that era: war, trade, religion, politics.
The map would have ten regions: four Christian (Kingdom of the Franks, Kingdom of the Lombards, Eastern Roman Empire, Kievan Rus) and six caliphate regions which asserted their autonomy at some point: the Abbasid caliphate, the Ummayad Caliphate, the Al-Andalus Caliphate, the Idrisid Sultanate, the Fatimid Caliphate, and the Samanid Sultanate.
Although these ten states did not all exist at exactly the same time as depicted, they spanned in some form of another the 600 AD to 1000 AD era, and together form a fascinating composite of the dynamics of the times. In particular, they illustrate that civilizations were not monolithic, and that most clashes between the powers of the time were as much clashes within civilisations as between civilisations.
Five of these realms contain a particularly important religious centres of power: Rome in the Lombard Kingdom; Mount Athos in the Eastern Roman Empire; al-Kurtubah in the Al-Andalus Caliphate; Meccah in the Ummayad Calipahte; Karbalah in the Abbasid Caliphate. In addition, there is a sixth religious centre holy to all of them: Jerusalem.
Each realm contains a capital (political power), a major port (trade/economic power), and a number of provinces (military power).
The dynamics of the game are similar to the New World Map. The realms containing BOTH a religious AND a political power centre (Al-Andalus, Ummayad, Abbasid, Lombard, East Roman) will have two army generating points and five territories (excluding ports), the other five, only one, and start with 10 territories (excluding ports). Jerusalem will start neutral and be stacked with 10 armies. Ports will also start neutral and contain 6 armies. The total number of territories will be 86.
Each political centre will be the starting point of the realm, with 7 armies, and autodepoy 3 armies per turn. Each religions centre of power will auto-deploy 2 armies per turn except Jerusalem, which when conquered, will autodeply 5 armies. Each port, once conquered, will auto-deploy 1 army per turn. All ports can attack each other directly. All religious and trade armies deployed or generated in religious centres of power or ports can self-defend or attack enemy troops in the regionās capital. To be redeployed, however, they would need to be moved first to the political capital ā illustrating how economic / trade power and religious power can be converted to military power.
In addition, 1 army will be awarded for each 2 territories held of the same realm, and the usual 1 army for each three territories held anywhere.
The game is won by holding all six religious centres of power or destroying all enemies.
The artistic direction I'd like to take this is to re-create the famous early Islamic map of the Middle East and Europe drawn from an Arabic view of the world:
Please find below a rough depiction of what the map would look like.