Italian Wars 4.0 Mod Download
http://www.twcenter.net/forums/showt...n-4-0-lt-lt-lt
HotSeat Sub Mod Download
http://www.twcenter.net/forums/showt...HotSeat-SubMod
DO NOT DOWNLOAD/INSTALL Italian Wars 4.1 patch.
INVITED PLAYERS ONLY FOR THE FIRST 5 DAYS!
Admin
joerock22
Coadmin
Jadli
Factions/Players
Alliances/factions will be randomized - players can trade factions within alliances
TEAM 1:
France - OPEN
Swabia - OPEN
TEAM 2:
HRE - Hannibal2001
Venice - OPEN
TEAM 3:
Ottoman Empire - OPEN
Naples - Captain Melon
TEAM 4:
Papal States - OPEN
Spain - Kolu2210
Map updates
HS SPECIAL RULES
ITALY IS IN TOTAL WAR. Any form of diplomacy outside of your allianc is discouraged:
- Every 5 turns, admins will judge which alliance made the greatest military efforts against the greatest number of other alliances. Florins will be awarded to the winning alliance.
- The primary consideration will be the number of other alliances attacked.
- Ties are allowed but thought will also be given to the significance of the military efforts each alliance made.
- The rewards are completely at the admins discretion
- A wash can be decided if every alliance made serious efforts
THE RULES
Read carefully
- 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. Multiple late turns will result in a skip/replacement. Do not expect anyone 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.
- Teams are encouraged to share passwords.
- No exploits/bugs allowed. Refer to known exploits/rules subthread. Everything there on exploits is binding here.
Military rules
-One turn peace. You may only attack another player if they have already played their first turn.
- All battles 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.
- 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 defeated are excluded from this rule.
- Heroic victories vs players aren't allowed (exception when 3+ heroic victories happen with no average/close/clear victories)
- No posting defeats of any kind
- 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.
- Only Second Tier (IE built from only the second level+ gunpowder building) cannons can attack Large+ Cities.
- Mercenary cannons (including ribaults) cannot attack cities. They are allowed to attack towns.
Agent rules
- Spies are not allowed to open Gates
- Assassins cannot sabotage. Not allowed to kill family members/princesses. Anything else can be killed with a 60% chance or 30% for other assassins.
- Princesses are not allowed to steal Family Members. They may marry generals with a 40% chance. They may marry other players characters only through diplomatic means.
- Merchants are allowed to eliminate other merchants with a 30% chance.
Settlement rules
- You may only destroy Temples, Guilds, Military Buildings and buildings that produce Spies or Assassins.
-In order to Destroy any buildings you must have held control of the settlement for at least 3 turns. Temples may be destroyed immediately.
- When receiving a region through diplomacy all units except 1 must be disbanded.
- Not allowed to exterminate settlements
Victory Conditions
Defeat all other alliances