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Thread: Beyond the Dark -RPG HS (SS 6.4)-Sicily and Castille player needed

  1. #1

    Default Beyond the Dark -RPG HS (SS 6.4)-Sicily and Castille player needed

    Settings of the HS: mod Stainless Steel, Late Era campaign.
    You'll need to check "savage AI" and "Disable Real recruitment" options like showed here:
    Spoiler Alert, click show to read: 


    Introduction

    Chaos spread after the fallof the Western Roman Empire, new barbarian kingdoms were formed and a new powerful religion spread once again from the middle east: the so called Islam!
    Such chaos has brought the continent to a dark age, precious knowledge was lost, and people start to live in fear. The commerce halted, the flourishing of the arts has been dying down, people built castles and fortresses to live within to protect themselves form the fear of the unknown.
    Now after few centuries spent in such state, at the doors of the XIV century AD ,men are starting to look out of their windows again.
    Trade and arts are flourishing again.
    New desire for discoveries and search for opportunities is nourishing the imagination of the men.
    The once barbaric kingdoms established themselves as also the islamic caliphates, although weakened by the Mongol's invasion, are strong and ready to lead once more a jihad against Europe.
    The wind coming from the russian steppes, brings news of few warlords ready to unify that immenses piece of lands.
    14 young leaders are trying to build an empire and bring under the same rule all the people from Europe, Africa and Middle East.
    And while those leaders are led by their ambitions, a guild with unknown ends led by a misterious men named Giumbix, is manouvoring the threads of the politics to keep the people divided:divide and conquer..
    Will this era give the birth to the men who will unify the world, and brings people beyond the dark era?

    Admin : Vipman

    Doxe The Knight Of The Rivers (Matto16 replaced on turn 84)
    The Holy Emperor - Onix
    The Caliph yuonyuon (EBS replaced on turn 91)
    King Stouff
    Spoiler Alert, click show to read: 
    destroyed by the King of France Drako on turn 84

    Sultan of the Seljuks Bcman3
    King of France Drako
    The Holy Emperor - Onix (Jemdkyl replaced on turn 85)
    The Basileus of the Romans - Invicta
    The Caliph of the Moors - Dux
    Rey - Stouff[/COLOR][/B]
    The King Pesto alla Genovese
    The Kievan Grand Duke - makrell
    Grand Duke Predator1994 (Onix replaced on turn 90)
    Grand King Desley of Norwegen


    Admin (he'll check about possible cheats and resolve conflicts about the rules) /GameMaster of the HS : Giumbix
    Additional admins (for the purpose of clearing passwords and posting maps

    Rules of the HS- read carefully!
    Rules added after the HS started are in RED
    Spoiler Alert, click show to read: 
    Basic Rules:

    - Reloading turns is allowed (because it can't be banned) but not encouraged. There's no real prize. By reloading a player will deprive himself of the joy of surprise and unexpected events (even if negative). Reloading would increase the time to play a turn, and will thus make less joyful to play it.
    Since reloading is allowed ,Heroic victories are banned. So if you obtain one of them, you must reload until you get a different
    type of result. Remember that once you upload save and ss ,they're to be considered final (it means you cannot replay the save changing the battles you fought due to agreements reached after the save has been posted)
    - Turns must be played within 24h,and player can get an 12h extension if asked(but it should be done only occasionally). The philosophy is to play fast, rather than spending hours on a turn.
    - 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.
    Beware: -Defeated army's rule only applies to armies which should have lost mov.points. (24/02/2013)
    - Its ALLOWED to use seige equipment to attack city straight away 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 or few units stack armies, solely to deny any survivors a retreat. Blocks of landbridges ,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). If the army in the fleet inside the port, is a defeated army, it can't be attacked until the defeated army will be allowed to move .
    -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, but if a faction A also occupy the fort of faction B then it needs to leave one fort free).
    -"You cannot sally out from your settlement/fort, or attack the army besieging your settlement/fort if the result is a defeat" (2/2/2013)
    - Settlements outside the RED line on the map (look at the post below) can be captured and kept for a maximum of 3 turns. Within this period the settlement has to be gifted back to the AI (either to the enemy or any other AI faction). This is to give the player the chance to fight back the AI. (14/5/2013)


    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 the 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.
    -Jihads: whenever a Jihad is available to be called, any muslim faction can ask to have it called. However it will be the faction with the imam with the highest piety to call it,
    and decide the target. If 2 or more muslim factions have their best imam with the same level of piety, it will be the one with the second best imam to call it..and so on.
    - Only 1 army is 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, and they should represent a real obstacle or threat to the crusade/jihad army . 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 and Pagans factions .



    Agents Rules:

    - Spies aren't allowed to spread plague in any case not matter what.
    - Spies can be used against forts and settlements as long as you have at least 60% of chances of infiltration. You'll need 2 to open a fort/settlement.
    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" as long as they have 60% of chances.
    -Princesses can steal through marriage other factions family mamembers/generals only if they have 60% of chances.
    -Merchants can seize other merchants only if they have 60% of chances.
    - No exploiting merchants in the form of merchant stack - (Putting several
    merchants in an army or fort/military-unit securing a resource).
    -All the agents rules are applicable against both, humans and AI: please respect them
    -Clarifications: you don't need to post in the thread ss about assassinations/sabotage/merchant seized. You can send those to the admin, so that if the victim requests a check to the admin, the admin won't have to waste unnecessary time. (12/06/2012)

    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 in the map . This is because it will destroy many buildings in the settlement(Possibly downgrade a settlement). This is also valid against the AI


    Diplomacy rules

    -No allying Pope
    -No giving provinces in war zone to a faction controlled by the 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.
    -when a new player joins, he need tor respect his official alliances for at least 4 turns, and respect for at least 2 turns peace with factions he's not actively at war since at least 2 turns (which means factions with which there has not been battle played). The same apply to existing players in regard of the new player. (added 24/02/2013) The rule doesn't apply if one of the 2 factions in question, had already a change of player in the last 5 turns (and as such already observed the forced period peace in teh last 5 turns).


    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.
    Last edited by invicta; June 22, 2013 at 12:41 PM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  2. #2

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Maps

    Turn 76
    Spoiler Alert, click show to read: 


    Turn 81
    Spoiler Alert, click show to read: 


    Turn 86
    Spoiler Alert, click show to read: 


    Turn 91
    Spoiler Alert, click show to read: 



    Turn 96
    Spoiler Alert, click show to read: 



    Turn 101
    Spoiler Alert, click show to read: 



    Turn 106
    Spoiler Alert, click show to read: 


    Chronology of wars and official diplomatic deals

    Diplomatic Deals
    Spoiler Alert, click show to read: 

    Official Alliances
    Alliance signed between Kingdom of Hungary and the Eastern Roman Empire
    Alliance signed between Kingdom of Castille and the HRE
    Alliance signed between Kingdom of Hungary and the Grand Dukedom of Kiev
    Alliance signed between Kingdom of Hungary and the Kingdom of Norway: Hungary had to choose between stay allied with Norway or with France, which was attacked by Norway. Hungary chose to keep France as ally.
    Alliance signed between Kingdome of Norway and theHRE around turn 90
    Alliance signed between Kingdom of Norway and the Grand Dukedom of Lithuania: broken by Lithuania on turn 94, which back stabbed kingdom of Norway.
    Alliance signed between Kingdom of Hungary and the Grand Dukedom of Lithuania around turn 94
    Alliance signed between Grand Dukedom of Kiev and the Grand Dukedom of Lithuania around turn 94



    Official NAPs
    -20 turns of peace signed between the Eastern Roman Empire and the Kingdom of Hungary : treaty expires on turn 98: became an alliance later
    -20 turns of peace signed between the Eastern Roman Empire and the Fatmid's Empire : treaty expires on turn 98: broken by the Fatmids on turn 80, Fatmids (Jado818) sent a message to the Turks instigating them to attack the ERE and promising to attack them
    Spoiler Alert, click show to read: 

    -40 turns of peace signed between the Eastern Roman Empire and the Grand Duchy of Kiev: treaty expires on turn 118
    -20 turns of peace signed between the Holy Roman Empire and the Kingdom of Hungary : treaty expires on turn 98: broken by Hungary around turn 91-92 (HRE player changed before that)
    -20 turns of peace signed between the Grand Duchy of Kiev and the Kingdom of Hungary : treaty expires on turn 98: upgraded an alliance.
    -20 turns of peace signed between the Grand Duchy of Kiev and Seljuk Sultanate : treaty expires on turn 108
    -20 turns of peace signed between the Republic of Venice and the Eastern Roman Empire : treaty expires on turn 98
    -20 turns of peace signed between the Holy Roman empire and the kingdom of Scotland: The holy Emperor received the city of Cologne in exchange for the treaty. It is unknown the duration of the treaty
    -15 turns of peace signed between the Grand Duchies of Kiev and Lithuania : treaty expires on turn 108 upgraded an alliance.
    -15 turns of peace signed between the Eastern Roman Empire and the Fatmid's Empire : treaty expires on turn 97 broken by the ERE, due to the presence of siege weapons placed in the range of its borders.
    -20 turns of peace signed between the Eastern Roman Empire and the Turkish Sultanate : treaty expires on turn 112
    -5 turns of peace signed between the Kingdom of Sicily and the Moorish Caliphate : treaty expires on turn 88NAP with Moors expires in turn 88. broken one turn earlier by Sicily
    -20 turns of peace signed between the Kingdom of Sicily and the Turkish Sultanate and the Egypt's Caliphate: treaty expires on turn 103
    -10 turns of peace signed between the Moorish Empire and the ERE: treaty expires on turn 94
    -10 turns of peace signed between the Eastern Roman Empire and the Fatmid's Empire : treaty expires on turn 101



    Nb: expire on turn x, means it's the first turn in which the factions can re-open the hostilities without breaching the agreement. Expample: epire on turn 90, means that on turn 90 factions can attack each other again.
    Last edited by invicta; July 22, 2013 at 02:52 PM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  3. #3
    Matto16's Avatar Steward of Middle Earth
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Here we go...

    Everything was great I have only one small complain. My ship in this picture is in lake south of Constantinople. Bug I presume.

    Kingdom of Sicily up.

  4. #4
    StOuFf's Avatar Protector Domesticus
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    oh seems the AI bought a mercenary ship near the lake. very ing usefull! ^^
    just disband it ^^

  5. #5

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    24hrs for Sicily are almost up : if he won't make in time I'd have to ask Egypt (is convenient as he comes right after) to play his turn.
    I wanna say few things now that the HS is starting
    Guys we're 14 players, and if we can't respect the 24hrs we will end up playing 1 turns each month: I hope no one want that, and you can't seriously expect to have a fast pace if you're not the 1st to help the HS to progress fast.
    This is not a thesis for your university, and neither you have to take the most important decision of your life: relax yourself, and do not stress yourself, you'll have more fun this way.
    This is a game: don't forget it.
    You're not supposed spending hours in reloading to play the best possible best save.
    Neither diplomacy talk can be an excuse: you'll need to do that before your turn comes or after it.
    If you have 5 minutes (like Lord Luka who had the time to open the save) play in those 5 minutes.
    Do not slow down the HS for such stupid reasons.
    If you have serious reason to not play your turn, then send a pm to someone to have you subbed.
    And if at the end of the day you do not even have 5 minutes free (hard to believe ,but possible) then you should wonder what you're doing here.
    This is a vademecum, and I hope everyone will keep that in mind.

    I launched here last March a HS for 9 players where we played 1 turn per day. I only had a window of 1&30 minutes to play each day, and even when I was at war with a faction 6 times more powerful than mine or played some battles against the AI, I never spent more than 20-30 minutes on the save.
    If I (and all the players who played that HS) can do it, you can do it too: just release yourself from the slavery of playing the perfect turn
    Last edited by invicta; January 16, 2013 at 07:16 AM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  6. #6
    Lord Luka's Avatar Senator
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Egypt!

    EDIT: I just realised I accidentally broke a rule so i replayed my turn and uploaded the new save.I apologise for the delay.It won't happen again.
    Last edited by Lord Luka; January 16, 2013 at 11:56 AM.

  7. #7
    StOuFf's Avatar Protector Domesticus
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Quote Originally Posted by invicta View Post
    just release yourself from the slavery of playing the perfect turn
    this is possibly the hardest thing to do for me.
    but you raise a few good points i must say.

  8. #8

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Quote Originally Posted by StOuFf View Post
    this is possibly the hardest thing to do for me.
    but you raise a few good points i must say.
    I can't speak for everybody, but personally what i like the most of HSing is the diplomacy stuff (which can comfortably be dealt between a turn and teh next one), the plots and in general the relations with other humans factions. I'd dare to say that moving armies ,engaging battles are the most boring part.
    In this HS, if you check the times in which the saves were posted, many turns were played within 10 minutes from the time the turn before was posted in the thread:
    http://www.twcenter.net/forums/showthread.php?t=532988
    which include time to unload and unpack the save, time to zip and post the save.
    And it's not just one player or just once.
    So I think it's possible if we all put an effort.
    We played 60 turns in a bit more than 2 months.

    And one last thing: diplomacy is much more determining factor in a HS. Much more than how you move your armies.
    In the previous rpg HS I launched, most of you saw how many countless victories Novgorod achieved, yet he was unable to break the Turks as they had solid support from Egypt and a solid peace deal with ERE.
    Novgorod would have been crushed at a certain point (between turn 85-90), despite his numerous victories, if England didn't decide to send some support-both diplomatic and financial.
    It was the diplomacy that was going to crush Novgorod, and it was diplomacy that saved him.
    Military victories/defeat might slow down or accelerate the process, but imo a master in diplomacy with little skills in battles will win against a master in battle with little diplomacy skills.
    Last edited by invicta; January 16, 2013 at 07:48 AM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  9. #9
    Tonno's Avatar Protector Domesticus
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    After the experience in the UDS HS, I would propose that you allow new spy every 15th region.
    "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<<

  10. #10

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Quote Originally Posted by Tonno View Post
    After the experience in the UDS HS, I would propose that you allow new spy every 15th region.
    One spy per 15 regions sounds like a good idea, I hate it when siege equipment becomes pointless because everybody spams spies. I'd be ok with spy wars again though. I'm thinking about a hotseat in the future where spies have a high upkeep like 2K a turn or something. Make them super rare ;p

    Playing the turn now. Sorry about the delay, so many hotseats to do all at once.



    update...
    (and wow, I have 6 assassins. I'll have to find a way to get rid of some of them)


    Caliph Makki al-Fatimiyyun, having grown tired of the war minded Crusader States, was finally forced to take action in response to the incursions of foreign armies onto Egyptian soil. The Caliph personally lead assaults against Jerusalem and Acre and through his faith was able to vanquish the infidels. The Caliph's investment in the newest and most high tech siege equipment proved a wise decision. These mighty trebuchet's were worth the price of every golden trinket traded to learn how to construct them.

    Celebrations erupted as the cities of Jerusalem and Acre were liberated from the oppression enforced at sword point by the blood thirsty Crusaders. Tortosa and Antioch have been laid siege to and with Allah's help will return to the benevolent control of the Caliph soon.


    The Caliph desires peace and was forced to take these actions to stop an unrelenting assault by these so called holy warriors. To prove our intentions toward peace diplomats have been dispatch to the Caliph of the Seljuks and the Basileus of the Eastern Roman Empire. The Caliph wishes for there to be peaceful trade and is willing to sign a non-aggression pact for 20 turns (negotiable) if the leaders of these kingdoms are willing.

    If the leaders of any other nations wish to initiate peaceful trade relations with Egypt the Caliph will not block it. Our kingdom has many fine wares that your royal houses might find desirable. Let our prosperity be mutual.
    Last edited by jado818; January 16, 2013 at 08:51 PM.

  11. #11
    StOuFf's Avatar Protector Domesticus
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Seljuks up!

    The Rise of the North

    Summer 1295 A.D. - Speech of King Somairle - Aberdeen



    "The years of opression must come to and end. We Scots have been under the rule of the English for decades now. It is time to claim what is rightfully ours. We seek independence from the English Kingdom and if this means we have to kill every English soldier down there in the south, so be it!

    Our land, our animals, our fields, our women, our sons and daughters. We must protect what is ours at all costs. Follow me to the South and we shall free ourselves with steel and fire!"

    After this speech a large host of 10.000 soldiers marched south to attack Nottingham were England tried to gather its troops to fight the Scots back. All 4 English armies south of Nottingham have been defeated and England has nothing left to defend its regions.
    What began as a war for independence lead to the British Civil War.




    Last edited by StOuFf; January 16, 2013 at 09:52 PM.

  12. #12

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Hot damn, that's a lot of scots!

  13. #13
    Bcman's Avatar Senator
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    France up.
    Last edited by Bcman; January 17, 2013 at 06:24 PM.
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

  14. #14

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    I don't think you are allowed to attack a human player for the first 2 turns. You can stage an attack, but it has to be 3 turns out.

  15. #15

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    As much as I love seeing armies be decimated, there's a rule against it (for now )

    You cannot attack other human factions within the first 2 turns.

    Re-do your turn and I shall play as France.

  16. #16
    Vipman's Avatar Protector Domesticus
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    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.
    According to the rule everyone must retreat all their armies from all other regions controlled by human players and is not allowed to take any of them on turn 3.

    Basically peace is forced for 2 turns and everyone must retreat their armies, on turn 3 wars can start/continue, on turn 4 settlements can be conquered. Who doesn't want to be fined would better retreat his armies. Too bad armies weren't teleported by console, well it's too late for that, so maybe next time.

    My advice would be for people to try and solve things diplomatically, to give away, sell, or exchange regions to eliminate the weird borders and assure peace. But of course some may think war is a better solution.
    Last edited by Vipman; January 17, 2013 at 04:49 PM.

  17. #17

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Quote Originally Posted by Giumbix View Post
    According to the rule everyone must retreat all their armies from all other regions controlled by human players and is not allowed to take any of them on turn 3.
    Players can capture settlements on turn 3, but the siege weapon used to do that must be in their region on land -when their turn starts-(so in zones dense with regions it might happens I guess). It can't be on ship, because otherwise a player might put 3-4 siege weapons and 2 stacks in few ships in zones the strait of Gibraltarand potentially having in your range 7-8 regions, exploiting the fact that Moors can't sink your ships. It can't defend either because it would need to put 1 elite full stack within each settlement, which is impossible and so unfair.

    From land is different because it would be much more difficult that the same army from within its regions could have in its range more than 2 settlements. So the opponent might predict the attack and if he can defend himself from it. I don't know if I'm clear.

    We used the same rule in the previous RPG, the reason of the rule is that being random, there could be situations where a player could be crashed or close to it, without even having played a turn .
    And that ,again would be unfair, as he didn't have the chance to move his troops.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  18. #18
    Bcman's Avatar Senator
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Crap i looked at another persons hotseat instead of this one for the rules sorry

    Can you attack computers?
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

  19. #19

    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    Yah, computer is ok to attack. It's just humans that you have to wait a turn.

    Maybe you can work out some form of diplomacy to have Kiev trade you the settlement so you don't have to go to war for it.

    It doesn't look like they will be able to hold the settlement after their 2 turn safety is over lol.

  20. #20
    Bcman's Avatar Senator
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    Mar 2011
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    Chicago IL
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    Default Re: Beyond the Dark -RPG HS (SS 6.4)

    ya the one thing the turks have at the moment is massive dept but a large large large army around 4 or 5 stacks.


    France up
    Bye day the banished sun circles the earth like a grieving mother with a lamp- The Road

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