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.
- 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.
- 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).
-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)
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. (Except for Assassins which you only require a 30% chance to kill)
-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
Building 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.
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. |