- You are not allowed to attack anyone in the first 10 turns. This is to prevent early wars and invasions and rather concentrate on the development of your faction, diplomatic deals and careful war plans for the future.
- After first 3 turns you are allowed to attack Rebel and AI settlements and conquer them.
- Spies are not allowed to open gates and they cannot be used to conquer enemy settlements or forts. This is to prevent blitz wars and rather concentrate on slow paced wars by using siege machines and siege weapons.
- You must honor your agreements. That means if you make a NAP or an alliance with other faction you must first inform them of your ill intentions and only then attack them. You can also inform them indirectly by sending your merchants, priests, princesess or armies on their territory (however armies cannot attack the same turn).
- Assassins can only kill: Priests /spies/assassins/merchants/ diplomats /generals". The have to have a min. of 90% of succed in their action if they wish to kill generals and a min. of 40% to kill other agents (must be shown by screenshot).
- Your agents are not allowed to linger on enemy territory for spying, except spies. This is to make things more realistic as diplomats, princesess, merchants and priests weren’t on enemy territory in times of war. This prohibition does not apply to a time of peace. If you won't respect that your agents can be killed on enemy territory by common soldiers (only in time of war).
- Castles and towns with stone walls can only be conquered by use of trebuchets, while wooden castles and small towns with wooden walls can be conquered by catapults. Forts can be conquered by catapults. (must be shown by screenshot).