Double Domination: Roman Rumble
Note: The 'Double Domination' style of game, as well as the characters of Jim and Bob, were created by knul and are used with permission. I encourage you to go read the original Double Domination: Germany vs Japan. This AAR is inspired entirely by his work.
AAR Style: Double Domination
Game Version: Death and Taxes 3.4
Starting Point: October 1399
Countries: Byzantium and Austria
Finally, my AAR Red Lioness of Holland remains my first priority. This AAR will be updated when possible, but probably not as often.
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Jim: Hello folks, and welcome to another exciting episode of Double Domination. Boy, do we have an exciting match for you folks tonight!
Bob: That's right Jim. Our teams for tonight have chosen two powerful nations situated quite close to one another. The fighting will start in Europe and will only spread from there. But we're getting ahead of ourselves. Why don't you explain the rules for our first time viewers.
Jim: Alright. "Double Domination" is a kind of gameplay that involves sending two teams of players back in time to control nations in Earth's history. Each team plays in ten year increments for their respective team while the other team sits on the bench and watches.
Bob: Why don't they both play at the same time?
Jim: Well, the time machine is only big enough for one team at a time.
Bob: Sounds reasonable to me. Well, I'll go ahead and introduce our combatants. In the red corner, we have the team who's chosen to represent Byzantium!
Audience: *cheers*
Jim: Byzantium is an extremely powerful nation, despite starting with only two provinces and five thousand troops.
Bob: That's right. Although it has an awful starting position, if it can get off to a good start, Byzantium is quite strong in every other way. Viewers familiar only with the 'vanilla' version of history might be surprised by how many advantages Byzantium has this time around. In addition to its staggering forty six cored provinces awaiting to be retaken, Byzantium starts controlling a moderately rich center of trade in its capital, and has some great unique missions, unique modifiers, and unique decisions. The most powerful of all is the ability to restore the powerful Roman Empire.
Jim: Which is why they're one half of the Roman Rumble that we're holding tonight.
Audience: *cheers*
Jim: But in the blue corner is the team hoping to shut Byzantium down.
Bob: So Byzantium hopes to restore the Roman Empire, and Austria hopes to form the Holy Roman Empire. Who is the true heir to Ceasar? I don't know, but I can promise it will be bloody!
Audience: *cheers*
Jim: The Byzantine team won the coin toss, so they're headed into the Chronodyne XS-35. While the fission power reactors spin up, lets remind the audience of our rules.
Bob: First and foremost, the contestants are required to follow the rules of the Referee. His word is law. Secondly, they are forbidden from directly fighting until 1770 for the Final Battle. Any wars that DO occur for whatever reason between the two teams' nations will be erased from the timeline immediately by the Ref.
Jim: This leads to some strange circumstances with entangling alliances. For simplicity and fairness, teams are not allowed to manually ally or guarantee nations during the course of play. However, alliances resulting from other sources, such as the release of a nation during a peace treaty, is fine.
Bob: Alliances and guarantees made by the natives while the teams are away are also valid. To prevent a lucky alliance made by natives from stymieing the other team's expansion routes, each team is allowed to ask the Referee to nullify one alliance per turn.
Jim: Now on to balance issues. The Byzantine team complained that so long as Austria is the Holy Roman Emperor, they won't be able to attack any Imperial subjects without drawing Austria into the war. How will they deal with that?
Referee: The Byzantine team will be given an equivalent advantage. The Austrian team is hereby not allowed to invade any city required for the restoration of the Roman Empire until the Final Battle begins.
Bob: Which cities are those?
Jim: There's seventeen of them, but most are in the starting lands of the Ottomans or southern Italy. The only ones Austria would realistically be interested in during the early game are Venice and Rome itself.
Bob: Ouch. So no rushing for Rome then, huh?
Jim: That's right. The Byzantines are guaranteed to be able to nab that powerful city, so long as they can take it from the natives. Venice is nothing to scoff at either.
Bob: Any other balancing issues?
Referee: Two minor points. The Byzantine team is not allowed to take the National Idea 'Unam Sanctam' nor use the Imperialism casus belli until the Austrian team does so first.
Jim: Alright then. Looks like the Byzantine team is loaded into the timeline. Let's get down to the action!