The Long Road - a Hotseat for Stainless Steel 6.4
Original thread:http://www.twcenter.net/forums/showthread.php?728948-The-Long-Road-an-SS-6-4-Hotseat-(recruitment-open
)
The Factions/Players/Turn Order:
1- Egypt - DEAD (killed by Crusader States)
2 - Crusader States - Captainnorway (took over turn 9)
3 - Seljuk Sultunate - elghazi (took over turn 4)
4 - Kwarezmian Empire - StoUFf
5 - Cuman khanate - kolu2210
6 - Republic of Novgorod - xXamonXx
7 - Kievan rus - VACANT
8 - Lithuania - cjm81499
9 - Kingdom of Poland - Schweik
10 - Hungary - Black-Wolf
11 - Byzantium - SirCumfrance
ADMIN:
Joerock22
CO-ADMIN:
RockeZz_19
The Rules
- Time to play your turn is 24h. The Admin may grant a 24h extension if needed.
- If you are late with no notification you will be subbed or skipped by the admin. Do not expect the admin to spend a lot of time on your turn. Once you have been subbed/skipped it is final. Do not ask to replay if you do not like the results.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, 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
Military rules
- You are not allowed to move any units or capture any regions beyond the black line
- No Jihad or Crusades allowed.
-players cannot attack/enter lands of those players who have not yet played their turn for the first time in the hotseat.
- Battles against the AI can be played manually or be auto-resolved. Battles vs players must be autoresolved. 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.
- 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 turn list.Armies standing in fortifications (fort/settlement) when defeatedare excluded from this rule.
- You are not allowed to post a losing Naval Battle.
- 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.
- Ports can also be blockaded by ground forces.
- not allowed to build watchtowers
-limit 3 of forts per region per player,4 units have to be stationed in a fort in order to keep it. Forts can always be abandonded
Agent rules
- Spies need 40% to enter settlements/forts. Spies are allowed to open gates. pictures are required.
-If a settlement is taken and with a spy in it. The spy must leave the settlement and re-enter with minimum 40% chance in order to open the gates.
-Assassins are not allowed to kill any family members,only generals,if they have more than 50% chance(princesses count as family members)
- Princesses can steal through marriage other factions family members/generals only if they have 30% of chances. you are not allowed to steal general to break a siege.
-Screenshots required only if you assassinate or steal family members/generals
Settlement rules
-Only temples and other religion buildings may be destroyed
-Settlements may not be exterminated
- When receiving a region through diplomacy all units except 1 must be disbanded.
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: your starting regions
- You have not yet held that settlement for 3 turns
Rules can be changed before the HotSeat begins