This will be my last hotseat for quite some time because I am already in enough of them, however I could not resist to make one using my own small modding project which can be found here http://www.twcenter.net/forums/showt...-and-Blood-0-8. So all you need is Badger's 0.8 version of Fire and Blood submod which can be found here http://www.twcenter.net/forums/showt...-05-13-Release and you can already participate in this game. There will be no limitation of who can join but you should have at least some basic knowledge of hotseating so that our game will run smoothly.
There is only one King
Fire and Blood 0.8
Another condition to join this game would be that you have enough time to play your turn in 24 hours because we do not wish to be skipping and subbing all the time.
To speed up gameplay, we will be using 'Composite' Factions which means that one player will play as multiple factions with the exception of Stannis and Arryn. The game will be set up so that turns can be played straight. Diplomacy and RP are highly desirable.
Factions;
- King Balon Greyjoy/ The Free Folk: Invicta
- House Hightower/ House Redwyne: Old Gentleman
- King Stannis Baratheon/ The Night's Watch: Mithridate
- House Martell/ House Yronwood: The Knight of the Rivers
- House Arryn: MikauZora
- House Bolton/ House Frey/ House Darry: Matto16
- House Stark/ House Tully: The Forgotten
- King Renly Baratheon/ House Tyrell: Duke Dude
- King Joffrey Baratheon/ House Lannister: Dr. Mac
Rules;
- There are some empty settlements as I wasn't be able to fill them with troops. Enemy forces are not allowed to take them in their first turn while their owners - Tully and Renly should fill them as quickly as they can.
- You have 24 turns to take your turn, if you don't ask for an extension or don't have appointed a personal sub you will be skipped.
- It is not allowed to abuse bugs to your or anyones advantage.
- You are not allowed to encircle a character, just to deny its retreat - This applies to all character types including diplomats, princesses
- All buildings except baracks can be destroyed in castles, none in cities.
- Destroying buildings is not allowed in a settlement under siege.
- Only two forts per region allowed. The minimum number of men in the fort must be equal or greater then 400 men. Cavalry Units/Generals Count as double.
- You are not allowed to attack a besieging army just to deny the enemy of sacking the settlement.
- You have to VM/PM the next player after you upload your save.
- Posting pictures of battle odds, and results is mandatory. You do not have to post the pics if the person you fought against in the battle does not demand pics. All pics must show the attacking and deffending forces. You are advised to delete your finance and minimap
- The recruitments of spies\assasins and their use is prohibited
- Armies defeated cannot move next turn Exception: Reinforcing armies in fortification, even if defeated, don't lose movement points. So player 'a' should be allowed to move the army that reinforced another while in a fort and was defeated by 'b'.
Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this- No sailing from a blockaded port without first defeating the blockade (land or sea units alike).
- It is not allowed to accept money or regions from dying/obliterated factions.
- It is not allowed use a princess to steal a general, unless there is more then 35% of success. (pics must be posted)
- Settlements gifted should disband all units, except for one to keep public order.
- One turn peace for everybody.
- The recruitment of siege equipments (Ballista, Catapults, etc.) and their use is prohibited.
- Armies which are stationed on a ship in port purely for the purpose of 'hiding' from enemy land forces will not be allowed to attack on the turn they are disembarked. (This only applies when it is essentially bug abuse
- It is illegal to burn down ports. If your port is blockaded and there are ships inside that port, if you burn down the port the ship is not allowed to move that turn.
- The admin's decision's need to be respected. Arguing with the admin is not allowed, and if you refuse to respect the admin's ruling you will be kicked out from the Hotseat
- No giving land or money to dying factions
- Crossing the Wall is not allowed in this hotseat unless you have successfully besieged and taken a castle along the wall.
- No blockading an army/settlement/port on turn 1. Nor can you surround a port/settlement/army to deny all avenues of movement..
- No forting inside enemies land on turn 1
- No violating another's borders on turn 1 - no armies can end their turn in another's land; exception: Gregor Clegane cannot be attacked by Tully despite he is placed in their land. This is because Tully's turn is before Lannister's and they cannot move him before that.