Stainless Steel 6.4 Early Era: Clash of the Warlords
Admins: LordLuka
Kingdom of Denmark: The Norseman
Fatimid Caliphate: StOuFf
Kingdom of Scotland: ebs
The Holy Roman Empire: LordLuka
Kingdom of England: LordLuka
The Byzantine Empire: pesto alla genovese
Moorish Caliphate: StOuFf
Republic of Novgorod : ebs
Kievan Rus: ebs
Khwarezmian Empire: StOuFf
Spoiler Alert, click show to read:
Dead:Kingdom of Norway,Kingdom of Leon,Kingdom of France,The Crusader States,Republic of Genoa,Kingdom of Sicily,Lithuania,Kingdom of Portugal,Kingdom of Poland,Kingdom of Hungary,Cuman Khanate,Republic of Venice
In the Campaign setup check Savage AI, Disable Real Recruitment and Longer Assimilation!
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.
- First Crusade/Jihad can only be called 8 or more turns after the start of HS.
- 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
- 2 Crusading/Jihad armies per faction max.
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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.Only gates of forts are allowed to be opened.Using spies to open gates of towns and castles is not allowed.
- No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort securing a resource).
- Assassins are not allowed to kill family members or sabotage.
- You are allowed to have 1 assassin for every 10 regions you own.That means you can have 1 assassin if you have 10 or less regions, 2 if 20 or less regions etc.
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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 can't be destroyed.
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Other:
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- Heroic victories are not allowed so if you get one you must replay your turn
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- Reloading is allowed
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- No attacking ships inside ports
- No leaving blockaded ports untill you break the blockade
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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)
- You are not allowed to trade a region, that is in warzone(bordering by land with a faction you are at war).Only regions that are not in warzone can be traded.All spawned troops need to be disbanded immediately.
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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 player furthest away will be the sub. Turns must be posted within 24 hours of previous turn(+ 12 additional hours for SUB if turn is not played). If not the admin will sub the turn.
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- No alliances with Pope.
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- If you won't play your turns on time you will be subbed. If this happens many times without a proper explanation, your faction will be made AI.
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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.