Stainless Steel 6.3 New Bloods The Second Wave
As an intro into the world of M2TW Hotseats and following on from the success of the original "New Bloods" Hotseat, grouchy13 and Goro are proud to announce that we are running a second Hotseat once again made up wholly of New players.This hotseat will start to allow new players to gather experience in a fast moving environment where they can develop their skills and learn how hotseats work generally in a relaxed enviroment.This Hotseat is closed to the veterans of the hotseat community and the open factions will be available for any other new players.
Factions:
(Any AI or Open faction may be asked for after the start of the game once it has started)
The Holy Roman Empire: Sogesu
Republic of Venice:
Republic of Genoa: Core-i7-inside
Seljuk Sultanate: S6k6l6v
Kingdom of Denmark
Lithuania:
Kingdom of Aragon: JohnGlave
Kingdom of Norway: Makrell
Kingdom of Sicily: Szycha03
Kingdom of France: invicta
Kingdom of Scotland: Bakerzoid
Cuman Khanate:
The Byzantine Empire:
Republic of Novgorod:
Moorish Caliphate: Tonno
Kingdom of England:
Fatimid Caliphate: Playeraka
Kingdom of Portugal:
Kingdom of Poland:
Kingdom of Hungary:
The Crusader States:
Kievan Rus:
Kingdom of Leon: looka
Khwarezmian Empire: river44
Options are: Early Era-Savage AI-Disable Real Recruitment
RULES:
Jihad and Crusades
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- No crusade abuse. Only settlements on the way to the crusade, and of the targeted Faction can be attacked. This goes for Jihads too. No joining a Crusade/Jihad to get units and/or movement points and then leaving the invasion.
- Any army can only join the crusade/jihad if they have the intention to go all the way towards the target and capture it
- Jihad or Crusade armies are not allowed to fight in battles against armies of same religion.
- Exploitation of Jihad/Crusade movement points is illegal
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Battles:
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- All Player vs Player battles must be auto-resolved.
- Battles against AI can be played.
Note: Screenshots are to be posted as evidence of auto-resolve(only for player vs player battles).
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Agents:
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- You must have 2 spies or more to open another human player's gates.
- No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort securing a resource).
- No killing generals|family members with assassins(only other agents can be assassinated).
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Buildings:
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- You can only destroy military and religious buildings 3 turns after the city's capture
- You shall not be allowed to destroy buildings in a settlement if it is under seige.
-Ports cant be destroyed.
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Other:
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- No attacking ships inside ports
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- No circling armies in order to destroy them entirely (it mean no surrounding enemy army with several single units,because if enemy army is defeated there will be no survivors,and that is bug)
- Spawned troops when someone gives you a settlement that is near a war zone have to be disbanded IMMEDIATELY the same turn. If settlement is not in a war zone you are allowed to keep one of them to maintain public order in the settlement.
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-Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list, and thus lose all their movement points
-Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.
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choose who you wish to be your sub throughout the game (Your ally, friend ect.) or alternatively, the play- Turns must be posted within 24 hours of previous turn(+ 12 additional hours for SUB if turn is not played),You may er furthest away will be the sub. If not the admin will sub the turn if there is no objection from the player
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- Any actions that may be considered an exploit will be judged by the administrator and other players that are part of this hotseat before decision is made