The Four Kings, But It's Five Kings Instead [British Isles Kingdoms HS]
The Five Kings Of Britannia
Mod: Saleska2's Balanced British_Isles Note: Use this link for install (https://drive.google.com/open?id=0B5...XE2YU1jMXc1d3c)
INSTRUCTIONS TO INSTALL: 1. In your M2TW folder, delete "british_isles" in your "mods" folder.
2: Unpack the RAR file.
3: Copy paste the unpacked "british_isles" into your "mods" folder.
4: Check if the included save (WFK_England_1) works for you, if it does, everything is good (finally)
5: Enjoy the HS
Regular Rules Time to play your turn is 24h for both factions until turn. The Admin may grant a 24h extension if needed. If you are late you will be skipped. It is adviced to get a subbed, this subber may be from both inside or outside the game. He can know your PW and plans so he can sub you if you cant make it.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, spies spreading plague.. etc
- Exploiting AI factions is not allowed ( demanding money, regions or anything else to improve your position)
- List of known bugs
The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.
Military Rules -No one turn peace(tho you cant attack factions that havent played their turn yet)
- No Jihad or Crusades allowed.
- 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 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.
- You are not allowed to post a defeat
- 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 cant be blockaded by ground units
-Not allowed to besiege a settlement/fort to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
- Each unit of siege equipment can be used just once in each turn to take settlement/fort.
-catapults/ballistas can assault all walls.
Agent Rules -Spies need 60% to infiltrate a settlement, 2 spies needed to open the gates. A spy needs to re-enter the settlement if he was already in the settlement when it was captured.
- Limit of 3 assassins per faction. +1 Assassin for every 20 regions you control.
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 50% chance to kill other agents, for enemy assassins just 30% is required.
- Princesses are not allowed to steal Family Members. They may steal general with 35%.
- 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
- Bribed units/agents cant move for one turn.
Settlement Rules -In order to Destroy any buildings you must have held control of the settlement for at least 3 turns.
- You may not destroy a building if the settlement is under siege or an overwhelming enemy force is 1 turn away.
- You are allowed to destroy Temples immediately.
- Not allowed to exterminate settlements.
-You may not trade settlements with your other faction
-Whenever a settlement is gifted, disband all but 1 unit.
Rules copied from A New World and are subject to change before we start the hotseat
Last edited by Captainnorway; October 19, 2017 at 07:41 AM.
Since there are only permanent forts, all rules concerning fort placement and minimum amounts of units can be scrapped. Watchtowers could even be allowed.
Are we keeping the Four Kings rule that heroic victories are allowed (with odds of at least 1:2 for naval battles)?
If factions are to be chosen, I'll have the Baron's Alliance please
before all goes claiming factions I think we should establish who is going to play...
there are eight players but six factions, we should also decide if we will chose or randomize
The initiative of creating a new HS after Four Kings came from me and Mergor largely, and it's Saleska's mod, so I think the three of us should at least get to play.
EDIT: The actual idea came from LordPureLegacy, so I'd add him as well.
The initiative of creating a new HS after Four Kings came from me and Mergor largely, and it's Saleska's mod, so I think the three of us should at least get to play.
I also think you should get to play since you didn't get to play in Four Kings
What was my idea i forgot? and arbo and mergor you guys should play if your interested i mean you guys are the ones that helped set this hot seat up and you guys help numerously with others and i see no problem why not.
I meant the idea of making a new HS. I said it was me and Mergor that set it up, like you said, but then I remembered you proposed to make it so I though I should mention that.