Monday, October 21, 2019
Machiavellis Italy - A Renaissance Simulation Essays - Free Essays
Machiavelli's Italy - A Renaissance Simulation Essays - Free Essays Machiavelli's Italy - A Renaissance Simulation This activity is a simulation. A simulation is like a game, but instead of a random subject, like word meanings or running around a board faster than someone else, a simulation uses historical variables and player decisions, coupled to a probability system, and the goal of the simulation is to achieve an outcome that represents the possibilities of history by manipulating successfully all of the aforesaid possibilities. In this simulation, you and a partner(s) will be controlling one of the historical city-states of the Italian Renaissance period, and attempting to dominate southern Europe politically, economically, and militarily. You will have a myriad of options available to you to do that, all of which were prevalent and possible at the time. It is an excellent way to understand, in as real a way as possible, the turbulent times of the 1400-1500s, and the difficulties associated with ruling a Renaissance city-state. It is one thing to study it; it is another to do it. Students will also gain a much keener sense of the problems associated with the practice of diplomacy and realpolitik in any time, as the vagaries of human nature and random events can not be perfectly, if even somewhat predicted. The rules are written like game rules. Each section deals with a different aspect of the simulation. We will do some practice, and then advance to the actual playing of the simulation. You will have to read through the rules, and then practice a turn to get the feel of how it works, and the mechanics of it will become easier as you try different things out. Welcome to Machiavelli's world of 1450. TABLE OF CONTENTS I. Object of the simulation/how to win. II. Definitions of terms used in the rules III. Turn sequence A. Basic B. Detailed IV. Control of territories and cities on the board V. Units in the simulation: functions, movement A. Armies: capabilities, uses, and possibilities B. Cavalry: capabilities, uses, and possibilities C. Fleets: capabilities, uses, and possibilities D. Garrisons: capabilities, uses, and possibilities E. Mercenaries: contracting, use, management, capabilities, and possibilities F. Miscellaneous: pirates, other armies of intervention, captured units VI. Unit Orders and explanations VII. Play Cards: explanations Cities Families Trade Persons of Influence Historical Events Papal Offices Spy/Assassin Mercenaries/condottierri I. OBJECT OF THE SIMULATION: to have control of 20 provinces and their cities, including all of one's own, with none in rebellion or containing any Units not your own. If this condition isn't met by a certain or agreed upon time limit, the victor is that player with the most Influence Points. II. DEFINITIONS Army - a square piece representing a citizen army of about 1,000 men, marked with the coat of arms of the controlling power Assassination - the killing of a head of family, ruler of a city- state/nation, or a person of influence by a spy Cards - a set of cards that are used in the game to introduce elements into the simulation that historically had major effects on political, economic, diplomatic, and military outcomes City - a built up area within a province that is controlled by a major family of the Renaissance period, provides income, houses Persons of Influence and garrisons, and provide better protection against outbreaks of plague. Contract - an agreement between two Renaissance states in the simulation that is written down and includes indemnities for non-performance that are kept in escrow by the Umpire Control - a condition where some asset in the simulation is held solely by one player, and is defined differently for each asset Defection - Families, represented by cards in the simulation, may defect to a neutral state or into other players' control depending upon acts or circumstances that arise during the simulation Die Roll Modifier - something in the simulation that positively or negatively affects the chances of something happening that is determined by a roll of a die or dice. Diplomacy - that part of a simulation turn when players from different Renaissance states may engage in diplomacy/negotiations Dowry - a cash payment made from one family, held by one player(s), to another family, held by another player(s), in order to write a Marriage Order. Elites - famous people from the Renaissance period who help a player build Influence, which may be used in Papal Elections. Escrow - an account held by the umpire that represents deposits made by players as a condition of a contract, as the great banking houses of Italy did at that time Family - a representation
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