From:           Shaper <baswell@rintintin.Colorado.EDU>
Date:           Wed, 12 Jan 1994 03:49:10 GMT
Subject:        Pax Britannia


Pax Britannia.  This game is set in the years leading up to the great 
War, with several major Powers competing to retain their global power, or 
increase it.  Foremost among these nations is Britain, with her empire 
already in place.  Nations such as Japan, France, Germany, Italy, Russia, 
and those upstart yanks across the pond are striving to increase their power
through colonizing the world.  As the game develops on conflicts arise 
between nations, tensions can build, culminating in the Great War.  
Meanwhile, smaller conflicts can arise over a variety of things.

The United States, with its Monroe Doctrine, gets very angry if anyone 
tries to force it's way to power in her hemisphere.  Japan considers 
China and the surrounding provinces her exclusive territory.  France gains 
bonus points for have defensive treaties against Germany.  etc.  China (a 
non-player) will revolt (and is generally crushed at that point) once too 
many Powers start building their influence within her borders.  The Turks 
another non-player) will go on a jihad against anyone who takes control 
of their territories.  Various minor powers, such as Belgium and Spain, 
nonplayers all, also add to the ruckus of international politics.  The 
game is designed to simulate the global conflicts of the late 1800's.

Game mechanics are interesting.  There are various degrees of control and 
influence which you can develop n a territory.  Interest is the lowest form 
of control.  It implies a mere presence, and produces only minimal income.  
Several nations may have an interest in the same territory.  Influence is a 
step up.  It produces more income, but also requires a maintenance cost.  It
also may be shared.  Protectorates begin a new stage of colonizing.  You 
must conquor the natives, and maintain a constant military force in that 
territory.  It is then your exclusive property, and other nations are kicked 
out.  They may retain only a small interest in your teritory.  This action 
will give previously influential nations Cause For War - "Cassus Belli" 
against your nation.  Finally, possessions are completely yours.  Nobody else
may even hold an interest in it.  Upgrading a territory to a possession will
also give any influential countries cassus belli.  Occasionally, through 
random events, a possession may demand to be made a Dominion or a State.

Cassus Belli can be resolved in two ways - first, a Congess of Europe may 
be called to mediate the dispute.  All European powers are given a vote, 
and may propose solutions.  Once a proposal passes, the nations in 
question must decide whether or not to abide by the decision.  Failure to 
do so means cassus belli agianst him by all powers present in the 
Congress.  Whether or not the war is pursued is another question 
entirely.  However, if more than five powers become involved, it is 
called the Great War and the game ends.  The first player to have 
declared war is then subjected to a massive penalty, as well as the fifth 
player.  Other participants in the war recieve lesser penalties.
America and Japan, the two non-european powers may be invited to the 
Congress of Europe.  However, the invitation must be unanimous - if any 
European Power is opposed to their presence, then they are not invited to the
Congress (unless they are party to the dispute).

War itself is interesting.  Armies and fleets are represented by tokens, 
with a number printed on them declaring how many fleets or armies are 
there.  CHANGE IS NOT MADE.  That means that if you attack with a "10" 
counter and your opponent kills only one army, your entire ten units are 
destroyed.  Success or failure is determined by the ratio of atticking to 
defending forces.  Vastly outnumbered forces are generally wiped out, 
inflicting only minimal damages.  (This is one of the strongest points of 
the game, IMO.  The dice rolling is weighted so that a single defender 
won't get very lucky and keep rolling 1's (or whatever), thus eliminating 
half the opponent's fleet of battleships with a single transport (to 
draw an analogy with another wargame).  At best, that single transport will 
flee to other waters.

Treaties in this game are binding, and create tension and Cassus Belli if 
broken.  THey are written out on paper and signed by the players 
involved.  They need not be made public knowledge, however.
 
The other very strong point of the game is the victory conditions.  
The winner is determined by a point system.  However, given the varying 
degrees of influence each nation started with, some coutries have an 
advantage.  To offset this, the strongest coutries initially are given 
large divisors.  Britain must divide her total points at the end of the 
game by 10 to determine her winning conditions.  France divides by 7, 
America by 5 or so, and Italy by merely 2.  This make the game much more 
even, and adds a lot of strategy to the game.  Italy does well to gain 
only a little territory, whereas Britain, with her vast influence, must 
maintain everything and increase vastly.  Thus, Italy wants the game to 
last, whereas Britain's best bet is to cause the Great War to happen as 
quickly as possible, while she has her advantage - but she must do it 
without letting the other nations declare war upon her and cut her up into 
little pieces.

I enjoyed the game greatly.  it was a nice change from Diplomacy and Civ, 
giving our gaming group something new to eperiment with (along with 
Republic of Rome and similar games).  It's not perfect - Russia seems to 
be at the greatest disadvantage despite her low divisor, and there are a 
few bugs in it - but it is definitely an enjoying game, and well worth 
looking into.  As with any game, I recommend trying it with a gaming 
club, if at all possible, beforehand.

MB