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  1. #1

    Default RPH Under Darker Skies





    This HS is based on Stainless Steel 6.4 later Era with Savage AI and Disable RR options checked
    This is a skip a few HS, which means it starts on a advanced date . It start on turn 61.

    There's a thread in the AAR section about this HS:
    http://www.twcenter.net/forums/showthread.php?t=526872

    In this HS ,RPG is strongly encouraged and also will give some little benefits.
    Players who will write at least 2 post in RPG style every 10 turns will get 4k bonus. Also the player who will distinguish more with his RPG posts (the admin/game-master will decide the winner every 10 turns played, and his decision is indisputable ) will get 2 elite units in its capital (among the ones he can actually recruit).


    To win the HS every player must reach 3 conditions:
    1-Conquer 60 settlements (in addition to the ones he already owns. So if someone starts with 7 settlements, he'd need at least 67 settlements)
    2- Destroy a human faction which will be decided by the Admin-Game master. The faction will be known only by the admin and the player. Also every one of you will have one (and one only) faction with the aim to destroy you. One thing is sure: the faction you have to destroy, will have a different faction to destroy than you. This will exponentially increase complexity of the diplomacy.

    3- Conquer 3 key settlements. 1 of them is the starting capital. Of the other 2, 1 will be unique and the last one won't be unique (which means other factions will have the same objective).




    Here's the rest of the rules of the HS
    Spoiler Alert, click show to read: 
    Basic Rules:

    - Reloading turns is allowed, but Heroic victories are banned. So if you obtain one of them, you must reload until you get a different
    type of result.
    - Turns must be played within 24h,and player can get an 12h extension if asked.
    - If player does not play his turn within 24h,and does not ask for extension he will be subbed.Constantly subbing needed player will be remove from the hotseat (if you have not time to play on a constant basis do not even bother joining. You'll waste yours and other players time).
    - Notify next player who comes after your turn by post message or leaving message on message board!



    Battle Rules:

    - 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.
    - Its ALLOWED to use seige equipment to attack city straight instead of waiting siege equipment to construct.Siege equipment must be shown on a battle proof image.
    - 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.(The Odds and Results windows must not be edited in any way. Editing out Map info, Cash, and any Units/Agents/Regions not involved in the attack is fine).
    Composition of the army must not be edited and being visible. Also it happened that numbers in the result of a battle did not match (number of soldiers - loss = men remaining). If something like what happened in this post: http://www.twcenter.net/forums/showt...6#post10512526 (see ss 2 & 4) happens to you it mean one only thing: you either might have cheated or you have not a vanilla install and that cause a bug in the results. Either way it's your fault and you'll need to replay the battle until you get a clean result.
    - No surrounding enemy armies with one stack armies, solely to deny any survivors a retreat. Blocks of landbridge ,bridges or similar, to cut the retreat is allowed
    if not in contact with the enemy army (which means the red zone around the enemy army)
    -No attacking ships inside a port.You cannot leave a blocked port without fighting the enemy ships first. If a player keeps an army inside a fleet inside a port,
    other players are allowed to attack that fleet even if it's inside a port (if you don't know how, ask Invicta).
    -you can build only one fort per region max (it is meant per faction, so if faction A built a fort in region 1 ,also faction B can build his fort in the same region).


    Crusades and Jihads Rules:

    - Crusades can be called by all non-excommunicated Catholic factions with a vote system. As soon as a Crusade will be available,
    any catholic faction ,which has not been excommunicated can call the vote. Once the vote is called and the possible targets made public,
    each player must send within 24 hrs his target choice to the admin (so that no one take advantage from knowing other players choices).
    Each vote will count as many points as how much Papal favor that faction will have at the moemnt of the vote.
    Once the target has been decided tha crusade will be called by the faction with most papal favor points. If more than one have the most papal favor points,
    than the crusade will be called by the one who is closer to come next in the turn order.
    - Only two armies are allowed to join in a crusade/Jihad,No MORE!
    - No crusade or Jihads abuse. Only the crusade/jihad target is allowed to be attacked.No joining a Crusade or a Jihad to get units or movement points and then leaving the invasion.Once you join in crusade or jihad you MUST go all the way to the crusade or jihads target and attempt to capture it. Armies or forts of the enemy target
    can be attacked if on the way to the crusade/jihad target (They must really be on your way to the target . You can't use them for instance, to break a siege on one of your cities)
    - Crusade and Jihad armies cannot be used to fight each others.
    -Crusade/Jihads cannot be called against Orthodox factions



    Agents Rules:

    - Spies aren't allowed to spread plague.
    - Spies can be used against forts as long as you have at least 60% of chances of infiltration. You'll need 2 to open a fort.
    - Spies can open gates of settlements, but you need at least 60% chances of infiltration, and at least 2 spies. Plague can't be spread in any case
    If someone take a settlement in which you ad spies (whether it was your or not) already, and you intend to conquer it, you still need to take out of the settlements the spies to prove you have the 60% of chances of infiltrating in the turn you're going to conquer it.
    - Each faction cannot recruit more than a assassin every 25 regions owned. So to recruit the secon assassin you'd need to own 26 regions or more. For the third
    51 or more and so on.. If you have 26 regions recruit a second assassin, and after some turns the number of regions decrease to 25 or less you must immediately suicide
    one of the assassins.
    - Assassins can sabotage everywhere as long as they have at least 60% of chances. Assassins can only kill:"Priests/imams/spies/assassins/merchants/generals" but only in your regions or allied regions (like officially shown in the diplomacy scroll)
    - No exploiting merchants in the form of merchant stack - (Putting several
    merchants in an army or fort/military-unit securing a resource).
    - Human merchants can be seized only in your regions!



    Buildings Rules:

    - Only Inns/Guilds are allowed to be destroyed
    - If a settlement is under siege then it is NOT ALLOWED to destroy any buildings in the settlement.
    - You are not allowed to exterminate a settlement . This is because it will destroy many buildings in the settlement(Possibly downgrade a settlement). This is also valid against the AI
    Extermination is only allowed if the settlement has more than 60% of the population converted to another religion. (Example: If you are a Catholic faction,
    you can't exterminate settlements with at least 40% of the population converted to catholicism. Only sack or occupation are the possible options in that case)

    Diplomacy rules

    -No allying Pope
    -No giving provinces in war zone to a faction controlled by teh AI (it means regions bordering-by land- with a faction you're at war with).It's ok giving it to a human-controlled faction.
    -Any new player taking command of a faction previously held by another player cannot attack a faction he's officially allied with for at least 5 turns, or until the allies of that faction break the deal.
    - Any regions that are gifted, sold, traded with another Faction must have all units except one disbanded immediatly!
    -Is not allowed to vassallage AI factions
    -Faction Suicide is illegal. Anyone suspecting someone else trying to commit suicide or not playing to the best of his abilities must report it to an admin immediately. Any party involved in the splitting up or taking advantage of such gameplay will be fined accordingly.


    You cannot attack other human factions within the first 2 turns. Also if you have army on another human faction at the start you'd need to evacuate it within 2 turns. If you put ships in with stacks and a siege weapon within the range of a settlement of another human player, you can't use it on turn 3 to take such settlement.

    Bugs/Exploits:
    The mov.bugs cannot be used. All bugs in general are banned unless explicitly allowed.


    When discrepancies will arise or aspects not covered by the rules above, the Admin on its total own discretion will rule out about such cases.
    If you believe someone might have broken the rules, you should not post it publicly! Pm first to the admin who will first investigate on the matter.
    If the breaking of the rules is confirmed, then it'll be the admin to report it publicly along with the appropriate fine/punishment.



    Every player,as the HS starts, will be invited to choose a player who will sub him in case of absence or impossibility to play the turn. You can change your choice by notifying it to the admin.
    I as admin, will be in charge of :resetting passwords and post map updates.
    You as player will be in charge to : subbing player who do not play their turns in time, find new players when someone quits.
    The Admin-Game Master, will be in charge of choosing the objectives for every factions and to check breaking of rules if that occur during the campaign. Punishments will be strict, so try to not break the rules. and the decision of the Admin are indisputable.

    PS: be nice to everybody and enjoy the game. Also, betrayal double-crossing breaking deals and so on is part of the game and as such is not a valid excuse to leave the game if that happen to you.
    It's up to you decide who do you want to trust or not, and so if you make a mistake live with the consequences of your choices.



    Player list:
    : David93
    Stouff
    : Loose Cannon
    : Pesto alla Genovese
    : Hurin: destroyed
    : Invicta
    : Mithridate
    : The Norseman
    : Max.k
    : Tonno
    : DrMac , destroyed
    : Norseman:faction destroyed






    Map at the start

    Note : the red line is to indicate the limit beyond which you cannot expand. That is to not give advantages to the factions on the border of an easy expansion and since they are also among the strongest in game to rebalance the game and keep a live threat for them. Situation won't be difficult to manage if managed in time and in the correct way. Also Mongols power was greatly reduced and the strongest units disbanded.
    If you conquer a settlement beyond that line you must give it back to a IA faction within 3 turns.

    Chronology of war which has been ended.
    Spoiler Alert, click show to read: 

    1st Sicily vs Genoa War : Fought between turn 62-67. Sardinia passed under Genoease control and Tunis passed under Sicilian control
    1st France vs Aragon&Norway War : started on turn 63, peace was reached with Aragon on turn 68 with no substantial territorial changes .Tribute was paid from France to Aragon (4k x 10 turns?). War with Norway ended on turn 71 (?) .France received a compensation of 5k (?). France lost Antwerp to Norway (which later was captured by England) and acquired Burgos from Aragon.
    1st war England vs Norway& Poland : Started on turn 67, it ended on turn 70.
    Norway acquired Hamburg and Stettin which were given them from England (which acquired from Poland following the peace proposal).
    England acquired Antwerp, Bergen and Eikundarsund from Norway and a payment of 16k from Poland
    2nd war between Sicily-Genoa : started on turn 70 ended on turn 75. Sicily gained Sardinia.
    1st war between England vs Genoa: started on turn 74 in support of Sicily, the war ended 2 seasons later. Frankfurt and Staufen were temporarily captured and later
    returned to Genoa.
    1st Sicily vs France war : started on turn 73. In support of Genoa, France attempt to invade Sicilian lands. It ended on turn 77 with the total destruction of France and the capture of the last French settlement: Tolouse. Other than that Sicily gained also Marseilles and Lyon.
    1st England vs France war : started on turn 75 . Due to the conflict with Genoa, and intentions of France to intervene in the conflict to support his ally (Genoa), the conflict broke violently between the 2 crowns of England and France. The war ended on turn 77 when France got destroyed . England captured : Rennes, Angers, Paris, Metz, Rheims, Cologne, Groeningen, Clermont (given to Aragon in exchange for a military alliance) Dijon (sold to Genoa for 15k).
    1st Teutonic Order vs Norway war : started on turn 71. Due to a change in the leadership, on turn 80 a peace is signed: TO gives to Norways Reval and Riga, and TO become an ally of the Norwegian-Polish axis.
    2nd England vs Norwegian+Genoa war: started in turn 86. England found plague spread in one of his settlements (Cologne). Norway is been found responsible and the NAP with Genoa/Norway/Poland is broken due to this. War ended on turn 90: Staufen and Bern which had been captured from Genoa, has been returned to it. Clermont ended in the hands of Sicily. Norway has been destroyed. New NAP of 15 turns signed with Poland and Genoa.



    List of current wars
    Spoiler Alert, click show to read: 

    1st Russia vs Turks War:
    2nd Aragon vs France war : started on turn 7


    Map updates:
    Updated political maps will be posted every 5 turns with 2 turns of delay. This is what I think the right compromise, as putting them with greater delay is pretty much unrealistic (and this is a RPG HS).
    News of great events , didn't need more than 2 years to travel across the continent. Also, by watching carefully the SS, anyone is aware in real time of the situation and changes in the map
    Maps below are in order of (start of the turn) turn 65, 70 ,75, 80 and so on..

    Spoiler Alert, click show to read: 

    T65



    T70



    T75


    T80


    T85


    T90


    T95

    Last edited by Jiub; July 26, 2012 at 12:43 PM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  2. #2

    Default Re: RPG Skip a Few


    The Preamble

    We live without doubt in a dark age for the humanity.
    Spoiler Alert, click show to read: 

    The certainties upon which our world was based on are all collapsing.
    The main temporal Holy Roman Empire is being destroyed by the combined attacks of the Kingdoms of Denmark,France and Poland, with the Republic of Genoa
    trying to inflict them the fatal blow. Soon there will be no more imperial crown.
    Spoiler Alert, click show to read: 

    The spiritual power and authority of the Roman Church has been constantly undermined by scandals, the increasing corruption of the clergy and the fight with the HRE which in the end damaged both of them. Kings and common people lost respect for the Church.
    Spoiler Alert, click show to read: 

    No one cares much any more. Popes are being slayed by the Normans of Sicily and the Genoese. Excommunication seems now to be an empty word..
    No one cares any more about joining and participating to the Crusades.
    Christendom lost its way, its unity and seems irreparably fading.

    And while Muslim power seems finally having completely defeated Christian kingdoms in the Holy land, an even bigger thread seems on the verge of wipe them too: The Mongols.
    Spoiler Alert, click show to read: 

    Those men on horses coming form the veery and unknown far east, are slowly but steadily wiping out the Kwarezm Empire. Those are not men to make deal with. They simply come, destroy ,conquer and kill as many as it please them in the process..
    Those horders of unbleievably skilled warrioriors are approaching with their armies on the Russian steppes and the middle east. It seems their thirst of new conquest can't be satisfied, and their rulers believed they are destined to rule the whole world!
    Spoiler Alert, click show to read: 


    The Priory of Sion

    In this chaos, destruction and disorder a secret society seems to be responsible for pulling the threads of those barbarian acts: someone says this society is name the 'Priory of Sion'.

    Spoiler Alert, click show to read: 


    The myth says that originally this society was founded in the Holy land by the Templars on the new founded abbey.

    The secrets of the Templars

    The purposes of this society are not completely clear, but few rumors spread among the people.
    Those rumors say that those Templars found out secrets that if told, they revolutionize the concept of the world and religion as we all know.
    They used those secret to blackmail the Roman Church and undermine its power. For some unknown reason, their main purpose it to keep humanity divided
    fighting each other. That way no other major power could emerge and challenge them.

    The Grand Master : the man behind the curtain..
    This society is led by a Grand master, named by his followers with the code-name Jiub which seems to be an acronym for : 'Jesus is under ban'.
    No one really knows his true identity, but the legend says that he knows all the rulers of the known world. He constantly works in persuading kings
    and Sultans into fight between each others, using the infinite gold and resources that his order has at its disposal to corrupt their souls with the mirage of prizes and rewards if they comply to his evil requests.

    He's certainly the main culprit for this chaos, and he'll do anything in his (immense) power to avoid that any ruler might emerge from this chaos and unify the world bringing again order and God under the roof of every home.
    We desperately need in this era a new charismatic leader, capable of fighting at the same time both other rulers and the Grand Master ,breaking the wall of clouds in this dark era and bring the rays of the sun back to the people
    Last edited by invicta; November 21, 2011 at 09:50 AM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  3. #3

    Default Re: RPG Skip a Few

    I think its the same factions that people picked when Tonno was creating, i myself stayed to the same faction the entire time, HRE and im sure most others did too.
    Former administrator of "Heroes and Villains", "Days of Glory" and "Europa I"

  4. #4
    Tonno's Avatar Protector Domesticus
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    Default Re: RPG Skip a Few

    U need to edit the rules stuff...

    It says u can use movment bug. And then u say all bugs are baned from using... I think that is not proper sentence
    "For after the their baptism the Croats made a covenant, confirmed with their own hands and by oaths sure and binding in the name of St. Peter the apostle, that never would they go upon foreign country and make war on it, but rather would live at peace with all who where wiling to do so; and they recived from the same pope of Rome a benediction on this effect, that if any other foreigners should come against the country of these same Croats and bring war upon it, then might God fight for the Croats and protect them, and Peter the disciple of Christ give them victories."
    Constantine Porphyrogenitus >>De Administrando Imperio<<

  5. #5

    Default Re: RPG Skip a Few

    Quote Originally Posted by Tonno View Post
    U need to edit the rules stuff...

    It says u can use movment bug. And then u say all bugs are baned from using... I think that is not proper sentence
    You didn't read well..

    Bugs/Exploits:
    The mov.bugs cannot be used. All bugs in general are banned unless explicitly allowed.


    Mov.bug banned

    Quote Originally Posted by Desley View Post
    The battle rule should be fixed aswell.. it shouldnt be allowed to attack the same army every turn..
    That's the Vasilefs application. I think it's the best one because avoid some paradox and it fair to everybody.
    For instance, if I attack your ships ,transporting a full stack with a siege weapon, if I defeat the ship but not sink they could get even closer to my shores.
    Than for the defeated army rule, I can't attack it next turn and let my settlement be conquered.
    The same can happen on land.
    Vasilefs application (which I tried on the first Retrofit) is in my opinion the best one and the fairest.
    Last edited by invicta; November 10, 2011 at 11:51 AM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  6. #6
    Tonno's Avatar Protector Domesticus
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    Default Re: RPG Skip a Few

    But u know that one army can allways stay blocked...

    If Sicily attackes Poland, Poland can't move on its turn, then Sicily can attack that army next turn as well.
    "For after the their baptism the Croats made a covenant, confirmed with their own hands and by oaths sure and binding in the name of St. Peter the apostle, that never would they go upon foreign country and make war on it, but rather would live at peace with all who where wiling to do so; and they recived from the same pope of Rome a benediction on this effect, that if any other foreigners should come against the country of these same Croats and bring war upon it, then might God fight for the Croats and protect them, and Peter the disciple of Christ give them victories."
    Constantine Porphyrogenitus >>De Administrando Imperio<<

  7. #7
    Desley's Avatar Praefectus
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    Default Re: RPG Skip a Few

    Please no movement bug, that sucks so bad.
    Id like to have Poland as my faction.

    Also perhaps we should only allow people to reload for battles, but not for scouting the seas or the lands for armies.
    Will and act until victory

  8. #8
    Tonno's Avatar Protector Domesticus
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    Default Re: RPG Skip a Few

    Mov. Bug FTW!!!

    EDIT
    Can u add in the first post that back-stabbing, double-crossing and disrespecting pacts is encouraged
    "For after the their baptism the Croats made a covenant, confirmed with their own hands and by oaths sure and binding in the name of St. Peter the apostle, that never would they go upon foreign country and make war on it, but rather would live at peace with all who where wiling to do so; and they recived from the same pope of Rome a benediction on this effect, that if any other foreigners should come against the country of these same Croats and bring war upon it, then might God fight for the Croats and protect them, and Peter the disciple of Christ give them victories."
    Constantine Porphyrogenitus >>De Administrando Imperio<<

  9. #9

    Default Re: RPG Skip a Few

    So we can choose factions, is it lottery or the factions we chose before?
    Former administrator of "Heroes and Villains", "Days of Glory" and "Europa I"

  10. #10
    Desley's Avatar Praefectus
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    Default Re: RPG Skip a Few

    The battle rule should be fixed aswell.. it shouldnt be allowed to attack the same army every turn..
    Will and act until victory

  11. #11
    Onix's Avatar Ordinarius
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    Default Re: RPG Skip a Few

    i want to play denmark-there is no matter what conditions it has, i just want to...

  12. #12

  13. #13
    tavix's Avatar Vicarius
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    Default Re: RPG Skip a Few

    Ill pick the Romans, pls.
    Im doing Hotseats and Lets Play Campaigns,
    check me out on youtube:https://www.youtube.com/channel/UCVA..._B_BC6YbudjfBA

  14. #14
    Desley's Avatar Praefectus
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    Default Re: RPG Skip a Few

    I prefer the classical rule.. I really hate the other rule.. especially now people can reload all they want.. 1 loss and your army might be doomed.
    Will and act until victory

  15. #15

    Default Re: RPG Skip a Few

    Ok lets go for the classical. Desley did you wanna keep Castille or change faction?


    Also I just added to the rules:
    -Crusade/Jihads cannot be called against Orthodox factions
    Last edited by invicta; November 10, 2011 at 12:25 PM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  16. #16
    Desley's Avatar Praefectus
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    Default Re: RPG Skip a Few

    Poland svp.
    Will and act until victory

  17. #17

    Default Re: RPG Skip a Few

    TO for me. Lith is too weak there
    Btw, what is mov. bug?..

  18. #18

    Default Re: RPG Skip a Few

    Hey can i change my faction to Egypt, since other people are choosing too...
    Former administrator of "Heroes and Villains", "Days of Glory" and "Europa I"

  19. #19
    Onix's Avatar Ordinarius
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    Default Re: RPG Skip a Few

    Vasilefs took romans. or he already refused?

  20. #20

    Default Re: RPG Skip a Few

    He has chosen them with Early Era, but if he confirms he wants to play this one with Romans then he'll have them.

    @Hurin : Loose Cannon booked Egypt, we'd have to wait him for a confirm I guess.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


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