The Barbarian Invasion
To take part in this campaign you must have the mod De Bello Mundi Installed. Download links and instructions can be found here
http://www.twcenter.net/forums/showt...De-Bello-Mundi
The Red Line is the Campaign Border You may not cross this with any unit.
Victory/Defeat Conditions
1) Hold the most Regions by Turn 100
2) Have all remaining Factions Declare you as the one True power and surrender to your rule becoming either a Vassal or Declaring complete surrender and leaving the HS entirely.
3) Simply Destroy all other Factions
1) You will lose if your nation is destroyed. Obvious, i know
The Factions
Admin Vipman
Britons- tavix Eliminated turn 19
Germans- Fernandez_1492
Romans- Vipman
Thracians- Macrath
Gauls- Loose Cannon
Celtiberians- ebs
New Rule updated 3/11/2014- it's not allowed to use siege units to directly assault cities neither on human or AI factions
Rules |
Battles
- All battles are auto-resolved. Screenshot required for all battles against human players displaying odds (Not necessary for overwhelming odds), and result of battle. Armies involved in battle must be shown in screenshots with banners visible and also unit card of ballista/catapult used to assault the city.
- You are not allowed to move armies next turn if they were defeated by a player that comes after you in turn order. (Basically all defeated armies can not move 1 turn)
- Prisoners cannot be ransomed after battle. Release or execute.
- Heroic victories are not allowed, unless a clear victory cannot be obtained and admin approval is given.
- Not allowed to draw out army from ambushing position by attacking it with 1 unit army.
Naval
- Ships cannot be attacked in ports. Ships in ports cannot contain land troops.
- Ships cannot leave a blockaded port until the blockade is broken. This counts only for naval blockade.
- Demolishing a port to get around the previous rule isn't allowed, you must wait until the following turn before moving ships stationed in the blockaded port.
- Not allowed to bypass an enemy ZoC with land armies by using fleet bug.
Sieges
- Ballista can assault wooden walls, catapult required to assault city with stone walls or higher.
- You cannot sally out when facing certain defeat for any reason such as denying the attacker the option to sack/exterminate or luring him/her in a trap.
- You cannot besiege a settlement solely to deny the besieged army from participating in battles (with enemy forces next to the settlement).
- Sieging with a clearly inferior force (such as to deny trade/recruitment/...) is forbidden.
Expeditions/Invasions Allowed:
- Only one stack per faction can participate.
- Cannot attack same cultured faction through tricks (by abandoning Invasion, attacking, and then rejoining for example. Or by going near and then attacking with another army.).
Agents
- Assassins limited at 2 per faction, and +1 for every 12 regions owned. No sabotage. Assassins can only kill agents, family members/generals/princesses not allowed. They require 50% chance
- A Spy can enter a settlement only if he has at least 60% chance.
- Spies can open gates only if there are 5 or less units inside
- Spies aren't allowed to spread plague.
- Bribing allowed.
- Merchants can seize other merchants, minimum chance required: 50%.
AI factions & Diplomacy
- No gifting provinces in war zone (regions sharing a land border with an enemy faction)
- No money gain allowed through diplomacy with AI factions.
- Minimum chances and restrictions of agents do not apply to actions against AI factions.
- Gifting settlements is allowed, but spawned troops must be disbanded except for one unit. This unit cannot move the turn of accepting the gifted settlement.
- Not allowed to suicide your faction by giving away money, regions etc
- 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.
Forting and watchtowers
- Only 1 fort per region per faction allowed
- Not allowed to place watchtowers to prevent forting.
Destroying buildings & Exterminate
- No destroying buildings when settlement is under siege
- No destroying wonders
- Exterminating not allowed!
Exploits (+ any other that I can't think of but is obvious)
- Indirectly breaking sieges or port blockades by alliance with factions allied to the enemy faction (turning them neutral) not allowed.
- Merchant stacks not allowed (placing several merchants in an army or fort/military-unit securing a resource).
- You cannot kill agents by surrounding them with troops.
- No surrounding of an army solely to deny a retreat.
- Luring ambushers into ZoC of forts\settlement solely to deny them movement is forbidden.
- No usage of various movement bugs allowed.
- No repeated attacks on 'yoyo/fort buged armies'.
General
- 24h to play your turn, though you may ask for an extension (not more than 12h) or someone to sub.
- Notify next player of his turn. Use private message instead if requested by the player.
- Original moves must be kept when replaying turns, especially if they involve battles versus other players. The factions which were the reason of the replay, can move forces involved freely, but other battles must be done as in the original save.
No Hostile acts against other human factions on the first turn. This Includes Crossing into another players borders with either military units or Agents.
When discrepancies will arise or aspects not covered by the rules above, the Admin on its own discretion will rule out about such cases.
If you believe someone might have broken the rules, you should not post it publicly! Pm the admin who will then investigate 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.
the rules are subject to change so feel free to comment on what needs to be changed/added/removed.
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