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. NOT ALLOWED TO USE SIEGE UNITS TO ASSAULT EGYPTIAN SETTLEMENTS!!!
- You can sally out only if you win or get a draw.
- 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. It's not allowed to join with another stack if the first one is destroyed.
- 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.).
- Invasion target has to be decided by vote of the non excommunicated persian factions, each vote having points equal to the faction's influence with the persian emperor (papal crosses). The target will be the one with the most points. Following this rule the players should reach an agreement, if they don't then they will send their votes to the admin to settle it.
- Expedition target is decided by the greek faction with the most added influence points of all its philosophers.
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 already inside at the start of the turn must be taken out and infiltrate again!
- 1 spy needed to open gates. It's allowed only to open gates of settlement/fort that has less than 5 full units inside (total number of men must equal 5 full units)
- 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) to Persia. Not allowed to ally Persia.
- No money gain allowed through diplomacy with AI factions.
- Minimum chances and restrictions of agents do not apply to actions against AI factions.
- When gifting/trading settlements the spawned troops must be disbanded except for one unit.
- 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'.
Victory conditions
- Play to win. 35 regions + Starting Capital. Any other thoughts here?
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 if requested by the player.