This thread is a place to post, discuss, and explain rules and penalties used in any M2TW/Kingdoms/mods hotseat game
General Game Rules
These first rules are mandatory in all hotseats.
1. Reloading is allowed.
2. The use of bugs and exploits is not allowed. This includes the merchant fort and surrounding agents to kill them. The movement bug is allowed if posted at start or upon agreement by players. The penalty is an in-game fine of 10,000.
3. The defeated army and turn of respect rule. All defeated armies/navies are not allowed to be moved or attacked again on the turn after they are defeated. This is to make it fair for people who are defeated by players that come before them in the turn, and lose all their movement points because of the game mechanics. If the army retreated into a city/castle/fort this rule does not apply The penalty is replay of turn and 10,000 florins.
4. All player vs. player battles must be auto-resolved. Screenshots must be posted as evidence of auto-resolve. The Odds & Results screens must not be edited in any way. Editing out Map info, Cash, Unit cards, and any Agents/Units/Regions not involved in the attack is allowed. Seige weapon unit cards must be shown, if used. Battles against the AI can be played. The penalty is 10,000 florins. Not used in an Ironman game.
5 No surrounding enemy army/agents/navies with one stack armies/navies. This prevents retreat of enemy army and it is automatically killed after battle. The penalty is [tbd].
6. If you receive a territory as a gift, the troops spawned must be disbanded immediately if it is near a war zone. If not you may keep up to 3 troops to maintain public order. The number of troops allowed to keep can be changed by the hotseat administrator.
7. Sallying out when outnumbered to prevent the attacking player's army from sacking is an exploit and is banned.
8. Ships may not leave a blockaded port without fighting through the blockade fleet. Ships in a blockaded port may not be attacked unless they hide an army for 2 turns.
9. Anything determined to be an exploit is banned.
Variable Rules
These areas have variations that the hotseat administrator may choose and should list in the opening post.
Spies
1. Spies may not open any gates
2. Spies may not open any gates of any human contolled city/castle/fort.
3. Two spies are needed to open any gate.
Assassins
1. No restrictions on use.
2. May be used only against agents. Priests/imans, merchants, spies, diplomats and assassins included. No generals or family members including princesses. Penalty 10,000 florins.
3. May be used against everyone except family members. This includes princesses. The penalty is 15,000 florins
4. May be used against everyone except faction leader and faction heir. The penalty is 20,000 florins.
5. May not be used for sabotage.
6. Use of the assassin must be the first thing done on a turn with a screenshot afterwards showing the same amount of florins. This is for admin to be able to verify the outcome.
Ports and Navies
1. Navies may not be attacked inside ports.
2. If port is blockaded, you must fight your way out.
Settlements/Buildings
1. Buildings in settlements under seige may not be destroyed. Penalty is 20,000 florins and admin will restore buildings next turn if seiging army wins.
2. Only religious buildings may be destoyed.
3. Only religious and military buildings may be destoyed. Ports are not military buildings.
4. Buildings may only be destoyed after x turns. Admin to determine x in opening post.
Crusades and Jihads
1. No abusing the game mechanics. Your armies must attack the targeted city, of the targeted faction, only. Maximum 2 armies on Crusade/Jihad. Admin may allow more or less armies to join.
Ironman rules
For only the toughest.
1. ALL battles may be fought. Screenshots required but only the mini-map and treasury amount may be edited out.
2. Spies may not spread plague.