1. 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.
2. It is not allowed to abuse bugs to your or anyones advantage. These are the known bugs:
The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
Fort watchtower bug: Constructing watchtowers in order to prevent forting is not allowed. You can construct watchtowers, but you will be asked to replay if it is obvious the reason why the watchtower has been built is to prevent forting
Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
Yoyo armies\forts bug: no attacking an army which the bug has been used on mutliple times. You can see when this bug accures, as the enemy army enters the fort and then leaves it:
Spoiler Alert, click show to read:
The bug: a defeated army whom CAN fit a fort, enters it, and then leaves it, making it posssible for the enemy to attack again and again until nothing remains of that army
What is supposed to happen is the defeated army who can fit the fort, enters it and stays there. Making it impossible for the enemy to attack again and again
Why it happens: a retreated army, and you can test it yourself, will never retreat to one of an enemy's ZoC squares. Because of this, when this situation happens (example):
A lannister army is adjacent to a fort. An enemy army (Stark for example) lands on one of the fort's ZoC squares, and then attacks the Lannister army. The lannister army retreats to the nearest safe location, like the AI always does. He attempts to retreat to the fort
He reaches the fort and enters it. But a problem- the retreating army is adjacent to the Stark's army ZoC square. The Lannister army is forced to leave the fort and pops up beside it. This bug happens only in forts, not in towns\castles
3. You are not allowed to encircle an army, just to deny its retreat.
4. Destroying buildings is not allowed in these 3 situations:
If the settlement is under siege
A far superior army is one turn away from the settlement. *exception: if it is turn one it is allowed
You have not yet held that settlement for 3 turns *exception: does not apply on turn 1-3 on home regions
5. You can have 2 forts per region and every fort has to be garrisoned by a minimal of 4 units. The minimum number of men in the fort must be equal or greater then 300 men, Cavalry counts as double (only on Huge settings)
6. You are not allowed to attack a besieging army just to deny the enemy of sacking the settlement.
7. You have to VM/PM the next player after you upload your save.
8. 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
9. The recruitments of spies\assasins and their use is prohibited
10. Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army 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
11. No sailing from a blockaded port without first defeating the blockade (land or sea units alike).
12. It is not allowed to accept money or regions from dying/obliterated factions.
13. It is not allowed use a princess to steal a general, unless there is more then 35% of success. (pics must be posted)
14. Settlements gifted should disband all units, except for one to keep public order.
15. One turn peace for everyone *exception: a faction who is before you in the turn order placed units in your territory. Example: Lannister can't attack Tully in turn 1. Tully can attack Lannister if he placed his troops in his territory.
An hostile act who breaks the 1 turn peace rule is one of the following:
Attacking an army\force of another player
Blockading a port
Besieging a settlement
16. The recruitment of siege equipment and their use is prohibited.
17. It is illegale to place armies or any kind of land forces (Archers, Infantry, Cavalry) onto ports which are inside ports. This is to prevent players from hiding their men inside the port, where they are untouchable
18. It is illegale to burn down ports in order to get around rule 11- 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.
19. It is not allowed to kill a princess or diplomat with armies (that means surrounding them to prevent their movements and then place your troops on their place).
20. In case someone preforms a trick\move which isn't forbidden by the rules that the admin does not like, that action (if it should be allowed or not) goes to a vote and if more then half the players agree then that rule will become valid next turn
21. 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
- Map at turn 17 :
Spoiler Alert, click show to read:
Last edited by DrakeRox; September 04, 2014 at 02:58 PM.
Matto, can I throw you an idea? Do not use the Rules from the Compendum. They are just a guide and they do not state but they just give options of rules to be taken, such as:
"Forting and watchtowers
- Player-made (non-permanent) forts require a minimal garrisson of 4 units.
- No fort ammount limitations OR
- Maximum of 4 forts per player per region.
- Watchtowers not allowed OR
- Watchtowers allowed- Not allowed to place watchtowers to prevent forting. (adapted from Uriyaca)
- Rules for sieges apply- Not allowed to to lure the attacker into the fort by disband/suicide sally to set up a trap.
- Not allowed to besiege a fort solely to deny the besieged army from participating in battles (with enemy forces next to the fort).
- Not allowed to sally from forts (except for sieges lasting longer then 1 turn) unless victory or draw is achieved.
- Allowed to disband troops OR
- Variations on (not) allowing suicidal sallies and disbanding possible."
I mean, which of all the possibilities should the player take as the rule?
Better make the propper set for this HS, that also makes sure that they do not change drastically with edition you do not control
Matto, can I throw you an idea? Do not use the Rules from the Compendum. They are just a guide and they do not state but they just give options of rules to be taken, such as:
"Forting and watchtowers
- Player-made (non-permanent) forts require a minimal garrisson of 4 units.
- No fort ammount limitations OR
- Maximum of 4 forts per player per region.
- Watchtowers not allowed OR
- Watchtowers allowed- Not allowed to place watchtowers to prevent forting. (adapted from Uriyaca)
- Rules for sieges apply- Not allowed to to lure the attacker into the fort by disband/suicide sally to set up a trap.
- Not allowed to besiege a fort solely to deny the besieged army from participating in battles (with enemy forces next to the fort).
- Not allowed to sally from forts (except for sieges lasting longer then 1 turn) unless victory or draw is achieved.
- Allowed to disband troops OR
- Variations on (not) allowing suicidal sallies and disbanding possible."
I mean, which of all the possibilities should the player take as the rule?
Better make the propper set for this HS, that also makes sure that they do not change drastically with edition you do not control
Thank you for warning me. I was planning to use Uriyaca rules as I really like them but then something came between and I made a mistake.
Well I would like to play as Arryn if I'm not deemed too experienced, if so, then Joffrey (that would be funny cos I only played like 7 turns in total in the single westeros hotseat I am in ).
Last edited by Jiub; January 06, 2014 at 12:56 PM.
I'm happy to be Co-Admin if you want to play Matto.
Also i posted on my channel about This & The Carrion Kings, so hopefully both will fill up a little faster.
I will take Tully if Jiub is getting Joffrey, and Stannis if he is getting Arryn. It depends on admin decision, just put us against each other. Don't make it Tully/Arryn though obviously.
I'd prefer Tully/Joffrey.
Last edited by jemdkyl; January 06, 2014 at 05:23 PM.