Map: Crete and Cyprus are added as playable areas. Both are Greek, and Orthodox; both have a population value of 0, and both have a default social state value of 0. Crete is considered adjacent to the Ionian Sea, the Aegean Sea, and the Eastern Mediterranean; Cyprus is adjacent to the Eastern Mediterranean and the Aegean Sea.
Note: If playing the SPI edition, you can get an overlay for the map here. If playing the Decision Games edition, just place markers and such in the appropriate islands -- you'll have to imagine that the sea zone boundaries are different, though.
Venetian Sea-Faring: When using these rules, Venice is considered a sea-faring power, with the ability to ignore two consecutive sea areas between the base and target provinces of an endeavor (rather than the normal one area). Endeavors may be conducted against provinces three sea areas away as if they were one sea province away (i.e., 1 additional gold cost).
Venetian Tolerance of Orthodoxy: Venetians treat Catholic and Orthodox provinces as being "of the same religion."
Croatia: There is a sea link between Croatia and the Adriatic.
Defeat in the East Scenario:
Add:
Republic of Venice: 9-9-9 (Enrico Dandolo)
Possessions: Venice (court), Croatia.
Handicap: 20
Crete and Cyprus begin as Byzantine provinces. Venice is at social state +4, not +3.
Give the Byzantine Empire an additional 5 handicap points.
Twilight of the Middle Ages Scenario:
Add:
Republic of Venice: 5-5-3 (Andrea Contarini)
Possessions: Venice (court), Croatia, Greece, Crete, Cyprus.
Handicap: 15
Crete and Cyprus begin at social state +2, Venice at +4.
Venice has claims to Macedonia and Jerusalem.
Give the Turkish States an additional 5 handicap points.
















