Basic Rules:
-1 Turn of peace: you can't attack anyone on your first turn. And you can't leave any army on enemy territory at the end of your first turn.
- Reloading turns is allowed (because it can't be banned) but not encouraged. 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 your time schedule. No extension will be granted for no reason . If you can't play your turn, pls organize your subbing or you might be skipped. A player who fail to play twice in a row without explanation might be substituted.
-Delays: players who play who takes more than 20 minutes (and if it's not skipped) from the timeslot of the next player (the one published it here) will be fined with: 2k, if the faction has 5 or less than 5 regions., 5k if the faction has 15 or less regions, 10k if the faction has 25 or less regions, 15k if the faction has more than 25 regions. Half of such fine will be refund to the player who was subtratcted the money, if he still manages to play his turn within his time shedule .
- 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.
- Its ALLOWED to use seige weapons 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 (of battles against humans) 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.
- 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 (only in regions that were yours at the start of your turn, 04/08/2013)
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. Exception: 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" .No exception.
- Settlements outside the RED line on the map (look at the post below) can be captured and must be gave away the same turn . You can sack the settlement, but it has to be gifted
- You can't besiege a settlement/fort to prevent the garrison to reinforce an army next to it.
- You cannot besiege a settlement/fort to prevent an enemy army to retreat inside the settlement/fort, while rather having the enemy army retreat next to the fort/settlement and attack it again to lure out the army
outside the fort-settlement
-you can't purposely lure out an ambushed army if the result of the battle is a defeat.
(04/08/2013)
Crusades and Jihads Rules:
-Crusade/Jihads can be called only from turn 8 and onward.
- 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 per faction 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 .
Once a Crusade/Jihad target is named, you cannot:
-give away the target-settlement to any other faction.
-the garrison in the targeted settlement can't be moved (the faction has the duty of defend the settlement, not to leave it undefended, like it would have happened in the real world)
-make any deal with the Pope until the Crusade/Jihad ends .
-Assasinate the Pope (valid for any faction) until the crusade ends. (04/08/2013)
Agents Rules:
-Agents can perform any action within their capablities as long as they have 60% of chances (ss can be sent to the admin if you want to kep secret your doing). SS of spies opening the gate (you need 2 at least) are required to be posted always. Assassins exception: assassins cannot kill faction leaders or factions heirs as neither family member in crusade mode (generals can be always killed)
- Spies aren't allowed to spread plague in any case not matter what.
-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.
- 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
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 (it means made public in the thread with the terms of such agreements and posted in the 2nd post of the thread under the appropriate section) alliances and NAPs for at least 2 turns. The same apply to existing players in regard of the new player. The rule doesn't apply if one of the 2 factions in question, had already a change of player in the last 3 turns (and as such already observed the forced period peace in the last 2 turns).
-Lifting siege through diploamcy: if you have besieged a settlement, and your enemy allies during his turn with one of your allies, the siege will be lifted (since peace between you and your enemy will be enforced). This is allowed. So beware who you ally with,
-Diplomatic deals and loss of reputation: you can accuse of betrayal only when a player betrays an official deal. Deals made in secrecy, cannot be mentioned in the thread. So basically if you make a deal in secrecy with another faction, and that faction betrays you,
you can't denounce him in public. This way we can create a big distinction between official and shady diplomacy. If you break this rule, you'll be subject to a fine of 10k minimum , and thesame amount will be given to the player whom reputation has been damaged.
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.