-Beside 1.0 we will be using new official patch 1.2 - LINK
( Its different version than unofficial english patch 1.3. so if you have been playing other TES hotseats, you will have to create new file using patch 1.2)
- And in this hotseat we will be using my modified files improving recruitment system - LINK
and edited export_descr_unit - LINK
Full download - LINK
Main Admin - BerryKnight
Co-admin - Jadli
Playable factions
Tamriel Empire - RockeZz_19
Clan of Crowned - OPEN
Kingdom of Daggerfall - cjm81499
Kingdom of Wayrest - DEAD (played by Captain Melon)
Kingdom of Skyrim - joerock22
Aldmeri Dominion - Captain Melon
Kingdom of Anequina- OPEN
Kingdom of Orsinium - Destroyed (Beligerence)
Lord Dagoth Ur - JCdestr0yer
Nerevarine The Reborned ( + The Tribunal Temple) - saleska2
The Undead - DEAD Ventos Mustel
Map updates
Turn 1
Turn 5
Turn 10
Turn 15
Turn 20
Turn 25
Turn 30
The Rules ( Read carefully, its different compared to other TES hotseats)
- You have 24hrs to complete your factions turn. This rule will be strictly enforced by the Admin..
- If you can not complete your turn within the time limit then inform the Admin before your 24hrs is up. The Admin may then choose to sub the turn or occassionally may grant a 12-24hr extension. If possible, name your ally/friend as your subber, so if you are late, he will sub you, instead of admin
-The Admin will not waste time trying to make contact with a late player. Its up to you to let the admin know you will be late. If you do not, then expect to be subbed. If you are late too often or constantly need extensions you will be replaced
- When admin intervention is needed you must send admin a PM explaining the situation. Don't bother posting issues about other players on the main Thread.
- No exploits/bugs allowed. F.e. movement bug, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect
- If you are discovered using an exploit/bug/cheat of any kind then you will be removed from the HotSeat. This is a 0 tolerance rule. So if you think what you are doing might be an exploit.. well then guess what? It probably is. Confirm with the Admin if needed before making a post.
Military rules
- Battles between human players are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit (ballista/catapult) must be visible if used to directly assault settlement.
-No Hostile actions against any player on turn 1. This includes entering another players land with an agent
- Battles vs AI can be played. No screenshots needed.
- 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 tringurn list. Armies standing in fortifications (fort/settlement) whendefeated are excluded from this rule.
- Heroic victories vs players aren't allowed (exception when it's impossible to get another result)
- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. .
- No sallying forth in a siege to deny your besieger the opportunity to sack your settlement.
- You are not allowed to siege a settlement for purpose to deny garisson in participating in the battle.
- You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
- Single unit of ballista/trebuchet/catapult can be used just once in each turn to take settlement.
- Limit of 2 forts per region/player. Minimum of 4 units per fort.
Agent rules
- Whether a spy may open gates the gates of the settlement depends on the size of the settlement´s garisson. If a settlements is defended by at least 720+ soldiers, then spies MAY NOT open the gates. If a settlement is defended by fewer than this number, then spies may open the gates without restriction. Screenshots must be posted.
- You are allowed to have 2 assassins + 1 for every 15 regions you own (when you have 15 regions you can have 3 assassins, 30 regions - 4 assassins)
- Assassins arent allowed to kill FL or FH and any family members. They can sabotage, and they can kill generals They need 60% chance to assassinate, against other assassins just 40% needed. Screenshots required.
- Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
Settlement rules
- No destroying buildings in settlements are at risk of capture ( if stronger enmy army is nearby).
Barracks ( + stables and buildings allowing you to build siege equipment) cant be destroyed. If you take enemy´s settlements, buildings in this settlement can be destroyed after 5 turns
- Settlements cant be gifted, if they are at risk of capture.
- When receiving a region through diplomacy all units except 1 must be disbanded.
Recruitment patch ( made by me
)
-The Recruitment is now based on religion, not your homeland, so you have to convert foreign settlememts first, but then you can hire there units as you can in your homeland ( for basic units its 25%, medium 50%, elite 75% and in some special cases its 85%)
-Added all units into game, (minimally 1/4 of them was missing ) - its for example all generals bodyguards, Knights of The Rose, Nomad light cav,...)
- and some special like Knights of The Iron, or Lily,... you are allowed to hire in special provincies, and some of them shared with factions with the same reĺigion, due the lore
- Upragading barracks, stables is now profitable, is most cases.
- You are now allowed to build religious buildings and roads in villages .