-If someone suspects another player has broken a rule please report it to the admin through a private message, don't post it in the thread!
-Faction turn order has been rearranged. Weakest factions are first and strongest factions last.
-When your turn is over, notify the next person in the turn order via PM or visitor message.
Agents:- Assassins can only kill other assassins, spys, merchants, diplomats, princesses, and priests/imams/heretics.
- Assassins cannot sabotage buildings when 3 or more units are inside the settlement.
- Only 1 merchant can stand over each resource.
- It's not allowed to spread the plague using spies
The following 5 notes are not rules. They are just general information on how agents work in the game.
- There are agent recruitment limits on spies and assassins.
- Spies, assassins and merchant min success chances reduced to 0%
- The effects of religious unrest have been doubled.
- Bribing has been disabled.
- The AI doesn't like to be gifted regions
Battles and Siege units:
All Battles will be Auto-Resolved.
Player VS Player battles must have screenshots. The battle pictures must include a mouse over the odds and results. In the case of a siege, the battle picture must show siege equipment and spies.
Attacking:
- Heroic battles are not allowed. If you achieve a heroic battle, you must replay the battle to get a less OP result.
-You are not allowed to sally out if you are defeated. Reload until you get a draw or a victory, or do not sally at all. This is to allow besieging armies the option to sack / exterminate a city.
-Sacking / Extermination of cities is Allowed without restriction.
Siege on a settlement:
- A minimum of 2 spies or 60% infiltration chance are required to open a cities gates.
Surrounding:
- You cannot surround an enemy army/navy with 1 or 2 unit armies when attacking.
Fleets:
- Fleets cannot transport/hold units while inside a dock.
- Fleets cannot be attacked while inside a dock.
Defeated Armies:-Defeated Armies/Navies are not allowed to move until the following turn.
-Armies/Navies 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 previous rule. The defeated army may be attacked before the following turn if they retreat to a settlement, fort, or is reinforced by new units.
- If a defeated land unit moves inside a fleet, then at least one naval unit inside that fleet is also considered defeated that turn. The remaining naval units may move.
- Defeated armies can be part of a battle but only as a defending army.
Towers and Forts:
- Factions can construct a maximum of 2 forts in each of their owned regions. If a region already has 2 forts, the faction owner cannot build another fort in that region, even if they do not own one or both of the current forts.
- Forts can be placed on top of resources.
- If a fort is over a resource, only 1 merchant can be inside the fort.
The following 3 note are just general information on forts.
- Increased fort cost to 5000.
- Forts are permanent wooden forts.
- Forts have 1 free upkeep unit.
Papal States:
- Papal States are not automatically supported by the other catholic factions.
- There is no College of Cardinals.
- Alliances with the Papal States are allowed.
Settlements:Destroyed buildings:
- You cannot destroy any port types.
- You must occupy a settlement for 2 turns before you can destroy buildings.
- Only 1 building can be destroyed per turn in a settlement.
Receiving a settlement from another faction:
- When you receive a region from another faction (by trade, or a gift) you must disband all units within the settlement except for 1 unit. This unit may not move for 1 turn but it can contribute in battles if it is still inside the settlement.
- You cannot give regions to the AI unless it is in a peace offer.
Gifting Settlements:
- You may only trade or gift 1 region per 2 turns.
- You are not allowed to gift a region that is in a war zone (bordering by land a faction you are at war) to another faction. You may gift a region that is not in a war zone if you have controlled that settlement for 3 turns (including the turn captured).
Settlement revolt:
- After gaining a settlement by a revolt ("rebellion against another faction") you may use all of the units inside that settlement as normal on the same turn.
Crusades and Jihads:- Crusades and Jihads are disabled.
Turns, Reloading and Subbing turns:
- You can reload your turn.
- You have 24 hours to play your turn, from the time it is released.
- If you know your going to be away in the future, organize a person to sub your faction.
- If a player is repeatedly late for their turns they may be booted at the discretion of the administrator and other players.
Purposely Killing your faction:- You cannot intentionally kill off your faction for any reason. Examples of killing your faction: leaving settlements vulnerable to invasion when your faction has obvious capabilities to defend its settlements or giving away your income to another faction or killing off family members in a irresponsible manner or using no units to defend the faction etc ....
- Players will be kicked if this rule is broken.
- A turn may be replayed if this rule is broken.
Allowed Bugs:- No Bugs are allowed.