As the best hotseat ever comes to a close that means it time for a new game!
Six two man teams fight for the control of Europe, North Africa and the Middle East. Using SS 6.4 Late Era, disable Real Recruitment, and Savage AI and playing on very hard/very hard.
VICTORY CONDITIONS
The winning team must control 100 regions. OR
All other human teams must surrender. (Only available after turn 75)
TEAMS
1. Venice KingRussell
12. Teutonic Order ebs
2. Castile bcman3
11. Genoa Savalan
3. Denmark jemdkyl
10. Kiev StOuFf
4. Aragon Dr Mac
9. Lithuania. freakkriek
5. Sicily Mithridate
8. Norway Onix
6. Scotland Loose Cannon
7. Portugal jado818
The AI gets all the nice easy, big powers while we start with the smallest ones.
Game Master
I need someone not playing in this game to volunteer. His word will be final.
The Rules
1. Reloading is allowed. Because of this "Heroic" victories are not allowed and you must replay any battles (land or sea) where you win this way.
2. Use of bugs and exploits is banned. This includes the merchant fort and movement bug. If you think a bug or exploit is used asked the Game Master.
3. The defeated army rule and turn of respect. Fine-Replay turn.Part A: All defeated armies or fleets are not allowed to move on the turn after they have been defeated, nor can they be attacked on the turn after they have been defeated, except in cases where Part B applies.
Part B: Exceptions to Part A:
1. If you attack an enemy army, and your army is defeated, your army is allowed to be attacked that turn.
2. If an enemy reinforces his defeated army in the field on his turn, that army is allowed to be attacked.
3. If an enemy army retreats into a Fort, City, or Castle and is besieged on the same turn that that it is defeated, it may be attacked on the following turn. If the army is not besieged on the same turn that it is defeated, it may still be besieged on the following turn, but may not be attacked until the third turn.
4. A defeated army retreats next to an undefeated target, or if an undefeated army is moved up next to a defeated army, the defeated army may be attacked again.
5. The defeated army retreats in such a way that it completely impedes the progress of enemy forces (such as stopping in the center of a mountain pass.) This exception does not apply in the cases of forts, cities, or castles.
4. No attacking ships in port unless they are carrying land units for a 2nd turn. No hiding land units on a ship in port(if out of movement points-replay and leave them on the docks. No sailing from a blockaded port without fighting your way out.
5. All player vs.player battles must be auto-resolved with screenshots attached. READ THISScreen shots must show your army and ENEMY army completely. You may only edit out your treasury and the mini-map. YOU MUST SHOW THE ODDS. Total 3 screen shots needed per battle. Battles with odds greater than 4:1 do not need screen shots. See examples below.
6. You must Pm the next player after posting the save. Each player has 24 hours to complete his turn. A 12 hour extension will be granted if requested. Your ally may sub you. Players missing three turns in a row may be replaced.
7. No sallying out out settlements under siege unless you have odds of 1:1 or better. Fine 5000 PLUS 5000 florins given to sieging faction.
Crusades/Jihads
1. No joining or calling a Crusade or Jihad during the first 10 turns.
2. You may have one Crusade/jihad army from turn 11 to 50.
3. No abusing the Crusade/Jihad conditions. The entire army must use 2/3 of it's movement point toward the target city. You may not attack any other settlements on the way to the target. You may attack other enermy or his allies armies or forts that impede your progress. Fine 10,000
Buildings
1. No destroying buildings when under siege. Fine 10,000
2. Extermination is not allowed if the region has over 50% of you religion. Fine 5000
3. No destroying buildings until the 4th turn you control a region. Fine 5000
4. Maximum ONE fort per region. Place then wisely. Fine 2000 per extra fort.
Politics
1. No allying Papal States. Fine 10,000
2. No gifting regions in a war zone to AI or another player. Fine 10,000
3. Trading regions is allowed but you must disband all but one unit in region received. Fine 5000
Agents
1. No spreading plague with spies. Fine 10,000
2. You may have one assassin for every 10 regions you have. With region 11 you get a second, region 21 a third, etc. Fine-extra assasins frozen in place until number reduced.
3. Assassins may not kill family members. Fine 10,000
4. Assassins must have 60% chance of success (as verified by screen shot-see below) for sabotage and killing other types of agents. Assassins need 30% chance to kill other assassins. Assassin move must be the first thing you do on a turn. Fine 5000
5. Two spies are needed to open gates of a fort with over 60% chance of success. Spies cannot open gates of settlements. Fine replay first time, replay and 5000 fine
ROLEPLAYING
After the first turn, all posts should be in a role-playing style. You do not have to stick to one character so try creating something in between your turns. Players who write more than 20 words for 4 out of 5 turns will receive a bonus. DECLARE ANY WARS at start in thread and list your reasons for it. Bonus will be 5000 florins.
MAP UPDATES
HISTORY OF WARS
Please announce any concerns/questions you have in the thread. I'm claiming Scotland for this and reserving 5 spots for the people in AOC 2 at the end (Stouff, KingRussell, Onix, freakkreak, jado818).