Not every rule makes the game necessarily more difficult, and I am still figuring out, if those rules make sense. I am currently playing an early game spartan campaign on RS2.6 (vh/vh; fge-garrison script enabled – I'm still not sure, if it's true that vh is more difficult than h, as some say, but I always thought it would be a myth) I started out with the first four rules, the others, I just came up with and want to play-test them in this campaign. What do you think?
- no construction of walls at all
- play 0-turn campaign, but recruit as it was a 1-turn campaign
- disbanding units is forbidden, except mercenary-units
- you have to retrain every unit you once made
- you role-play one character (family member until he dies)
- construction only, if governor is present, but you have to send a message from your character to the city which building to construct, you are allowed to queue up buildings, but when there is no message from your character (this can be one unit sent from the army your character is with) you have to leave the construction on auto-manage, this applies only for construction and not recruiting
- you are only able to play battles with your character, every other battle has to be auto-resolved
- its not allowed to go behind the enemy with missile-infantry units, when you are attacking (it's allowed when you are defending), to go behind means firing in the side of an enemy unit in a degree lower than -10 relative to the side the enemy is facing (or 4 o' clock)
- army composition:
- max. 3 horse-units (no matter which)
- as many generals as you want in one army
- max. 3 elite-hoplite units
- max. 3 phalangite-units