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Thread: [Britannia Expansion - Custom Submod] The Isles of Chaos (Roleplay Hotseat)

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    Default [Britannia Expansion - Custom Submod] The Isles of Chaos (Roleplay Hotseat)

    The Isles of Chaos
    Mod: Britannia Expansion (Tweaked) Google Drive Standalone --- or --- MediaFire RAR + Hotfix
    __Players__
    England
    -~- Turkafinwe
    The Baron's Alliance
    -~- paladinbob123
    Scotland -~- Der Böse Wolf
    Ireland
    -~- zender9
    Wales -~- meatpuppet
    Norway -~- --Scattered--

    Admin
    -~- Jadli
    Co-Admin
    -~- Ramble12


    The Premise
    The British Isles have been a bed for war and chaos since the Normans came across the English Channel. No, that's not true. The Isles have always been a chaotic place, dotted with kingdoms, Covered in war, with nations trying to win the hearts of people to take up arms for causes that they usually couldn't care less about. Of course, they care when invading armies are storming their lands. There were the Romans, who came across the channel and tried to conquer the Isles. They only partially succeeded. There were the Saxons, a primal force of British fury that seemingly won the war of power for a while. Then there were the Normans, who beat them to a pulp and took their place. None of them ever boasted uncontested domination of the Isles.
    Click to view content: 
    It is the modern state of England, descendants of the Norman legacy, that is in a position to assert its authority over the entirety of the Isles. Yet, while the goal seems so close, it is truly still far away. The Welsh are lead by a new uniting upstart who is more than happy to contest England's superiority. Ireland, an almost secure English haven, has united under one King and become a true royal thorn in the side of the English command there. The Scots have never looked upon England as a superior power, and there's even upstarts from Scandinavia stirring up trouble. Was that enough? No, of course not. Now there's a band of Barons demanding the limitation of the King's power, and it won't be long before they start to cause trouble. England has a choice - work with the Barons and keep peace, if only for a little while, or mercilessly assail them until they howl their adoration and loyalty to the feet of the King. Fighting them is costly, and serves only to weaken them. Unity is advisable, at least for now. But letting them continue could be considered a sign of weakness, and their demands can only get worse. This is all while the Welsh want their taste of English territory, the Irish want their homes back, the Scots seek greater power and the Norwegian pests continue their antics... The Baron's Alliance is in a unique state for being the first true front against the English Crown. They stand for the People of England, the Law, blah blah blah. Truth is, they stand to drag the King down and bring up their own power in its place, and for once, they have the unity and means to have a shot at it. Yet there are many enemies around, many places loyal to the king, and other nations are quite likely to use the chaos of any open combat to tear into the English provinces. Thus, it is in the best interests of the Barons to declare their status as being a solid force, and then make further declarations to see how far the King can be tested. For now, they will likely wait, even act on the King's behalf for some task or another. But they cannot be held back forever... Wales, a place in dire straits for some time now, has been momentarily relieved by the potential issues of the Baron's Alliance and other issues across the English territory. The time is now, not long after the official declaration of independence from Wales, to secure a legacy and show the English who the true masters are. From there... what then? Will they strike at the Scots? Will they help liberate the Irish, or conquer them? Will they engage in combat with the Norwegian newcomers? Perhaps they will make alliances with some of these nations, or be conquered by them? Perhaps they will see the merits of aiding the Barons, or offering to aid against the Barons in exchange for a temporary respite? Time will tell, as well as the first moves of the newly united Welsh state... it is these first moves, and early pacts, that will determine their future... Ireland has been a scattered, ineffective territory - until now. Now, Ireland is in a position to become possibly a real country, a place of its own again, and this time with the strength of character that can only come from the true backbone of a king. The Irish must first deal with the English invaders, but from there, they have possible issues with the raids of the Norwegians, or even the Scots, or perhaps even the Welsh. Or perhaps England will quickly get over its squabbles and send a far greater force across the small sea to ensure Ireland stays "in its place". A king to unite the Irish brings opportunities, but it also brings problems and gambles, as well as hard decisions to be made... Scotland, a proud, old land where independence is key and where southern traditions and sophistication are simply unnecessary. That was then, at least. Now, England is a potent enemy, capable of being a true threat to the Scots should it settle its problems quickly and strike to the north. Now, the Norwegians have established a foothold to the north, and the first clear target is Scotland. If the Scots can defeat them quickly or convince them to move elsewhere for the time being is the question at the moment. Scotland will need to become united in order to face the possible issues of expansionist factions in the British Isles that are bent on being the greatest faction on the Isles. If Scotland can get its own borders in order, perhaps Scotland will be in a good position to emerge as a power to rival the traditionally powerful English... perhaps, they'll be able to do much better than just raid a few border towns... The Norwegian presence is small, and honestly, the glory days of taking the Isles ended many years ago. However, the King has decided that a change is in order - it is ripe time to take advantage of the issues and wars looming on the Isles to create a new territory, a place where colonies can form and last many more years than the colonies of the past. It will not be an easy task - the people of the Isles are no strangers to war, and will likely not take kindly to the interjection of old invaders. Still, perhaps pacts can be made, short term as they may be. They may take the geographically convenient route, and harass the Scots. Perhaps they can help tear the English down... or align with the English and put down the upstart other factions. Perhaps they can cause trouble in every theater, keeping everyone weak, so they can be handled piecemeal. Such actions would take considerable cunning from the Norwegian lords. The lack of knowing what the Norwegians are about to do can be considered one of their strengths, yet that position makes it difficult for them to trust anyone, let alone for anyone to trust them...
    War is brewing across the Isles, and the first actions of the various lords will change the course of history forever. Only one people can emerge as the greatest nation of the Isles. Yet it's a long, hard road to get there...

    Basic Rules
    This is a standard hotseat with an additional layer of rules for roleplaying. Much of the latter is a strong encouragement rather than regulation, though a degree of effort is expected. Otherwise, the basics should be familiar from other threads. 1> You shall not exploit bugs in the game including, but not limited to...
    Click to view content: 
    1) The naval fort bug: Using ships to bypass a fort or a settlement's Zone of Control.
    2) Spam siege/reinforcement bug: Besieging a fort/settlement with a far superior force to your own so you prevent that army from reinforcing in combat in a situation they otherwise could, or creating odd effects on player economy without properly using the siege procedure. Applies to naval situations as well.
    3) Ambush fort bug: Luring men in ambush position into ZoC of forts\settlement's to rob them of their movement points.
    5) Yoyo armies\forts bug: Attacking an army which the bug has been used on multiple times. This bug is distinctive, marked by an enemy army entering and leaving the fort after combat. it.
    6) Attacking ships inside port: Self explanatory, this should never happen.
    7) Recruitment pool fill up: Queuing up units in the recruitment slots to increase artificially units/agents maximum number you can recruit in one settlement.
    8) Recruiting mercenaries in forts with depleted movement points: Using forts to get illegal maximum movement points to mercenaries in a depleted army. 9) Placing armies into port-bound ships to avoid being attacked without conquest of the port's owning settlement.
    2> Auto Resolve battles with screenshots at minimum including the battle screen and the victory results. At least a good idea of where on the map things are occurring and the army strengths involved is appreciated.
    3
    > Heroic Victories are not allowed, unless it is the only possible outcome in a scenario.
    4
    > Posting defeats is not allowed. If the battle cannot be won, do not fight it.
    5
    > If an army is defeated by an earlier player in the turn order, it cannot be moved at all by the player that comes later in the turn order. Defeated forces in garrisons are exempt from this rule.
    6
    > You may not attack a player that has not played their first turn.
    7
    > No settlement exterminations.
    8
    > You cannot siege a settlement in order to stop a defeated army from moving into it.
    9
    > Settlements cannot be gifted in a region of conflict (see conditions below). When gifted, the new owners must destroy all but one of the free units they received. Built in 'turncoat' scripts are exempt.
    10
    > Buildings can only be destroyed under the following conditions: a) the territory does not border a neutral or enemy faction, b) there are no nearby enemy troops that can reach the settlement in 1 turn, and c) the settlement has been in the current owner's possession for more than 3 turns. It is prohibited to destroy buildings in advance of an assault, or a perceived assault.
    11
    > Refer to the mechanics section for the game's policies on the use of agents and the use of siege equipment. Not all of the mechanics are law. These two things are law.
    12
    > 48 hour play time with a 24 hour extension. Outside of these parameters, a player may be skipped, and repeated breakage for this rule outside of using time to put effort into the roleplay portion may result in replacement.

    Roleplay & Game Mechanics
    Per the above, the intent is a hotseat played by good sports who have an interest in the roleplaying aspect of the game. While specific rules do not govern what you post at the end of a turn (beyond saves and screenshots) and the degree to which you roleplay is up to you, it is possible for you to be removed by not roleplaying at all, sabotaging the roleplay or clearly acting in a way that is totally against the roleplay premise of the hotseat. This is a hybrid game where you are actively expected to partake in the roleplay as well as the hotseating portion. Forever deferring any sort of indication you've done something in character through your posts and/or behaving completely aloof and making complete decision making spins based on out of game elements is not appreciated.


    Agent Use

    Merchants
    A merchant must have a 60% chance to succeed in acquisition before being able to take over another merchant. Screenshots not required, but should be taken.
    Spies
    Spies may enter settlements and be recruited without a numbers cap. In a siege, you may only use the spies to open if there is over 60% chance of opening the gates and if there are less than 720 men in the settlement. If both conditions are not met, the spy will fail to open the gates, regardless of what the game tells you.
    Assassin
    To succeed an action, you must meet these minimum chances. Merchants: 60% Assassins: 40% Spies: 40% Generals: 80% Sabotage: 70% You may have one assassin, +1 for every 10 regions you hold. You should screenshot your actions, but you only need to post them at admin request

    Siege Mechanics
    To assault a settlement (aside from spy conditions), you must meet the Artillery Rules and the Equipment Rules. Screenshot evidence of following them is required.


    Artillery Rules

    Proper siege artillery is needed to take out a settlement's defenses.
    1 Ballista or Catapult
    can take out forts.
    2 Ballista or 1 Catapult
    can take out wooden walls of all types.
    2 Catapults or 1 Trebuchet can take out castles, cities, and large cities.
    Two Trebuchet
    can take out a fortress, citadel, and huge cities.
    Any Riabult (does not stack)
    can take out wooden walls.
    1 Bombard
    = 1 Catapult. 1 Higher Level Cannon = 1 Trebuchet. If it's simpler as an alternative, here are 'wall values' and the equipment for them:
    Click to view content: 
    Fort = 1
    Wooden Walls = 2
    City = 4
    Large City = 4
    Castle = 4
    Huge City = 8
    Fortress = 8
    Citadel = 8

    The equipment,
    Riabult = 2 vs Wooden Only
    Ballista = 1
    Catapult = 2
    Bombard = 2
    Trebuchet = 4
    Unlisted Advanced Cannons = 4
    I know, this logic wasn't the most lucid.
    Siege equipment may only participate in one battle and then wait a turn before being used again. Defending forces may include siege equipment in their own cities to cancel out your own assets (ie, a few catapults to make things harder). That said, it's poor sportsmanship to do something like throw 10 trebuchet in a settlement to make it nigh impossible to siege.


    Equipment Rules

    If there are less than 4 full units or less than 250 men in a besieged settlement, you must build a battering ram to assault. This applies to forts universally regardless of force strength. If there are more than 4 full units or 250 men in a besieged settlement, you must have a 1:1 ratio of ground units to enemy ground units (you do not need to match enemy artillery or cavalry in count). If this condition is met, build 4 ladders for a castle, five against a fortress, and six for a citadel. For equivalent structures (ie, castle vs city), see the above section. If a besieged settlement isn't big enough for ladders to have use, a battering ram is enough. That means settlements with wooden pallisades + motte and bailley and smalll towns. Ignore this section for rebel settlements - matching artillery is all that is required. You do not need to have both artillery and equipment in place to siege - only to assault.

    Diplomacy
    An agreement can be considered official or unofficial. Official agreements are legally binding for victory conditions and come in limited types. An official treaty is indicated through the fluff of a post, to be followed by ingame diplomacy. Unofficial treaties can be made with no statement at all to the world at large and can take virtually any form and shape; they do not affect Victory Conditions.
    Treaty of Vassalship
    Click to view content: 
    Proposed by a conqueror, or even proposed before the conquest's completion, that obligates the accepting faction to be in a military alliance with their master and have their roleplay fluff obligated to their liege. The military assets of that faction are expected to attack their lord's enemies.

    While the following in-game related terms can be negotiated to be less stringent, a conqueror can demand: - No more than 2 units in each settlement/5 in one turn's distance to the home region - The surrender of all but two regions to the superior faction - The removal of all merchants from competing (vassal or overlord's) resources - Render military assistance to their liege

    These terms must be followed, otherwise the vassaled faction is vulnerable to complete obliteration by their overlord. Vassal'ed factions in risk of destruction being offered these terms may swap their allegiance, but this is the proverbial 'rock and a hard place' - the party that is shafted is allowed to kill, and so the given vassal must choose wisely. Military actions, known assassination attempts, and merchant acquisitions can be taken as an act of war and a breach of the treaty. A broken treaty is free cassus belli to obliterate the offending faction per admin approval. Refusing terms notably harsher than this regarding military and region control is not cassus belli for destruction. However, what fluff is agreed upon is binding. The faction must be established as a vassal ingame.
    Treaty of Surrender
    Click to view content: 
    The faction to accept this treaty becomes a vassal ingame, and is to be neutral in all conflicts that would affect their liege. They may only participate in battles against their leige's enemies and may not hold alliance with their liege's enemies. However, this is not a true vassalship, and they are perfectly free to engage in conflicts outside of their host's field of interest and not be subject to extreme conditions per the above. Roleplay fluff should still be obliged to a given liege.

    Breaking these loose conditions is cassus belli for destruction at the hands of the offering faction. More stringent terms than this should refer to the Vassalship, otherwise they are not a binding cassus belli if refused.
    Note that you do not need to kill any faction to meet victory conditions, and should not unless reasonable terms are used. For what levels are required, see the Victory Conditions. A Vassalship can take place of Surrender, and it can be offered in Surrender's stead. A faction refusing reasonable terms will be, upon destruction, sufficient to meet victory conditions for whatever faction is affected by it. A faction cannot be destroyed without reasonable offering of at least one of these terms first. Only if they are refused or broken are you authorized for complete annihilation the rest of the game.

    Victory Conditions
    While roleplay is encouraged throughout the game, these are general objectives to keep in mind. If a victor is not agreed upon by the players, consider these conditions an official end for the hotseat. For starters, a victor cannot be under one of the above treaties. You may not gift settlements to help further a faction's win conditions, nor is it in good taste to surrender if you have a reasonable chance of winning. If you want to quit, have a replacement found. It is not sporting to default at the first sign of not making your win condition. Roleplaying is the focus after all, and survival or at least making a good show is a glorious mark upon your record in this hotseat. If the Baron's Alliance overshadows England or is the official 'heir' to the English legacy (be it subjugating england or just agreed upon mutually in fluff), it may follow England's conditions instead. An alliance between unusual factions lasting to late game may result in a gentleman's agreement to fit particular treaties to achieve win conditions. They can fight out who wins, come to an agreement, or default to one party simply being greater than the other.

    Conditions per faction
    Click to view content: 
    England > Must have Wales as a Vassalship, the Surrender of Ireland and the Surrender of Scotland. > Must posses all of its starting territories, plus ten more. > Must Vassalize the Baron's Alliance to secure the ultimate power of the English King. No competition. And none of that funny business about becoming something new, either. You're the King, damn it.
    The Baron's Alliance
    > Must have England under a Vassalship to permanently debunk the strength of the English crown. > Scotland, Ireland, and Wales must be obliged to a Treaty of Surrender. > Must posses starting territories plus ten more; the territories of vassal England can count towards this. > Must control London and Dublin; England may not control either province.
    Scotland
    > Must have all starting territories + ten more. > Must have England subjugated to a Treaty of Surrender (or the Barons in their place) and have Norway forced off the British Isles mainland completely and made as a vassal.
    Wales
    > Must have starting territories + 23 more, including two starting English territories. > Must have England as a vassal and two of three factions under a Treaty of Surrender: Scotland, Norway, and Ireland. You may create a treaty to control England alongside the Irish if you desire - or you can take them out too.
    Ireland
    > Must have the entirety of Ireland under control + 20 more regions. > Must have England as a vassal and two of three factions under a Treaty of Surrender: Scotland, Norway, and Wales. You may create a treaty to control England alongside the Welsh if you desire - or you can take them out too.
    Norway > Must have either England or Scotland completely subjugated as a vassal, and either Wales or Ireland subject to a Treaty of Surrender. > Must have all islands in the British Isles, plus 20 regions on the mainland, including three regions out of the starting territories of England or Scotland. Remember; vassalship can replace surrender, legal destruction can take place of vassalship, and odd agreements can be made if the hotseat has developed things differently and are still in a 'winning' position of dominance.
    Last edited by Dismounted Feudal Knight; September 19, 2020 at 09:12 AM. Reason: Formatting broke, if the admin can fix it, that would be lovely as this is my final edit

  2. #2
    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    In terms of factions, I'd like either Norway, the Baron's Alliance, or Wales. I'll go with whichever one is remaining after other people pick.

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    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Appendix note - Baron's Alliance will get a decent starting position, if enough people sign up. What that position will be is not presently set in stone.

  4. #4
    Jadli's Avatar The Fallen God
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Nice work on mixing steam and TWC rules, tho few things:

    - " You either win a battle, or you reload the turn and not fight it at all. No defeats." Almost sound like if you you were not allowing reloading, tho I guess thats just wording mistake?

    - The part with heroic victoires might be better replaced with this, as sometimes AR is just broken
    Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds are higher for the attacker than 1:1.

    - Assassins shouldnt be allowed to kill any sort of general/family member, especially in a RP HS. Only with one assassin you could basicallly kill almost all generals in a faction...

    - Considering its supopsed to be more roleplay than competitive, and its relatively a small map, higher restrictions for sieges seems interesting. However, the amount of of siege eq (balllistas/catapults/trebs/etc) might have gotten a little bit out of hand. Most of settlements are less developed anyway, so you wouldnt be able to get soo many trebs anyway. Maybe requiring only 1 as per original rules would be enough. Tho, to limit it a little bit, you could use defensive siege eq - Thus if the defender had for example one catapult inside, it would "take out" invader's catapult, so he would need to...

    Got a slightly lost here tho

    > If there are more than 4 full units or 250 men in a besieged settlement, you must have a 1:1 ratio of ground units to enemy ground units (you do not need to match enemy artillery or cavalry). If this condition is met, you must create a ladder for half of your ground forces rounding up. Using 7 infantry units requires 4 ladders, 8 infantry units takes 4 ladders, 10 infantry units takes 5 ladders, and so on - not applying to cavalry and artillery.



    Got a slightly lost here. By 1:1 ratio you mean only the amount of units I assume? As finding out what the odds between the ground units would be problematic.

    > However, you must have at least 7 foot units when besieging and requiring ladders, or 3/4ths of your main attacking force (rounding up when in doubt, 5 units = 4 must be foot troops) must be foot troops. Any less than 5 units in an army can only be used in the first condition above, where the garrison force is also quite small, and the same requirements do not apply.

    I understand the 7 foor units, but I dont get the rest

    > If a besieged town isn't big enough for ladders to be relevant, skip these rules, and only use the equipment rules above.

    How would it be evaluated which cities are?

  5. #5
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Quote Originally Posted by Jadli View Post
    - " You either win a battle, or you reload the turn and not fight it at all. No defeats." Almost sound like if you you were not allowing reloading, tho I guess thats just wording mistake?
    Wording error, as reloading can't really be avoided and the idea is to simply disallow defeats.

    Quote Originally Posted by Jadli View Post
    - The part with heroic victoires might be better replaced with this, as sometimes AR is just broken
    Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds are higher for the attacker than 1:1.

    Right then.

    Quote Originally Posted by Jadli View Post
    - Assassins shouldnt be allowed to kill any sort of general/family member, especially in a RP HS. Only with one assassin you could basicallly kill almost all generals in a faction...
    That can be changed too. I suppose I was simply underestimating their potency.

    Quote Originally Posted by Jadli View Post
    - Considering its supopsed to be more roleplay than competitive, and its relatively a small map, higher restrictions for sieges seems interesting. However, the amount of of siege eq (balllistas/catapults/trebs/etc) might have gotten a little bit out of hand. Most of settlements are less developed anyway, so you wouldnt be able to get soo many trebs anyway. Maybe requiring only 1 as per original rules would be enough. Tho, to limit it a little bit, you could use defensive siege eq - Thus if the defender had for example one catapult inside, it would "take out" invader's catapult, so he would need to...
    The idea was to accommodate fortresses and citadels being pretty huge enemies, which, unless I forgot how the game started, isn't many settlements at the start of the game. You can cover a lot of ground without hitting a large+ city or a fortress and at that point needing to create further equipment. If you don't have that much siege equipment yet, the idea is to develop infrastructure so you can have a proper line of siege assets.

    I could chop some of the numbers down, and put all cities at the requirements level of just the regular city. + a mechanic where enemy siege equipment 1:1 stops the player's siege equipment (1 catapult eliminates 1 player catapult, etc...).

    Quote Originally Posted by Jadli View Post
    > If there are more than 4 full units or 250 men in a besieged settlement, you must have a 1:1 ratio of ground units to enemy ground units (you do not need to match enemy artillery or cavalry). If this condition is met, you must create a ladder for half of your ground forces rounding up. Using 7 infantry units requires 4 ladders, 8 infantry units takes 4 ladders, 10 infantry units takes 5 ladders, and so on - not applying to cavalry and artillery.

    Got a slightly lost here. By 1:1 ratio you mean only the amount of units I assume? As finding out what the odds between the ground units would be problematic.
    1:1 purely refers to how many foot troops are required to start a siege. If the enemy has 3 spear militia and two archer units, they must be matched with 5 foot units of your own to breach the walls. No requirements on the type of unit and matching any artillery/cavalry. Purely to avoid weird sieges where people somehow decide to use a bunch of horses or something and only a couple infantry units, but have the overwhelming odds that they could swarm the enemy. You can start the siege with whatever you want, but to swarm the defenses and defeat the enemy without waiting it out, you must match the amount of enemy foot solders with your equivalent amount of foot solders.

    Also, there's no requirements on starving out an enemy force - if an army doesn't quite meet requirements, it can simply besiege until it's defeated or until the settlement gives in.

    I tried to keep the math simple for what composed "half" of the infantry getting ladders, but it's possible that idea could just be scrapped. Maybe in favor of all infantry getting ladders, or some well-thought set numbers depending on army size.

    Quote Originally Posted by Jadli View Post
    > However, you must have at least 7 foot units when besieging and requiring ladders, or 3/4ths of your main attacking force (rounding up when in doubt, 5 units = 4 must be foot troops) must be foot troops. Any less than 5 units in an army can only be used in the first condition above, where the garrison force is also quite small, and the same requirements do not apply.

    I understand the 7 foor units, but I dont get the rest
    Intended to regulate armies from being able to strike without an appropriate amount of ground troops to storm the entry.
    To start with, less than 5 units can't be used if there's a "big" garrison, the conditions of which were defined in the first rule of that subsection.
    "Rounding up" was actually an error on my part, I was intending to round down, which is a pretty important distinction for being able to understand the section and define what troops can do a proper siege.
    "3/4ths" of the attacking force, rounding up, would come to the following composition:
    4 out of 5 units - foot units
    5 out of 6 units - foot units, assuming 66% is close enough to meet the requirement
    6/8 - exactly 3/4ths foot units
    7/9 - foot units
    7/10 - foot units, as only 7 are needed before the 3/4ths rule doesn't come into play anymore.

    Quote Originally Posted by Jadli View Post
    > If a besieged town isn't big enough for ladders to be relevant, skip these rules, and only use the equipment rules above.

    How would it be evaluated which cities are?
    If you are incapable of building ladders, there is no obligation to build them. Low level towns in some cases just don't let you build ladders. If you can't build enough ladders based on the game mechanics, you don't have to follow the rules involving extra siege equipment. The walls would be so tiny that it doesn't take much to knock them down.


  6. #6
    Biarchus
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    I would be up for it. Thinking on making videos of this campaign hotseat. I just have to study the rules because they seem to be really good.

    I could be England or Ireland.

  7. #7
    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Glad to hear, and feel free to make videos.

    If there's any question about the rules, feel free to ask, and also note the conversation above your post, as it contains stuff that will likely result in slightly edited/simplified rules.

  8. #8

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Ireland

  9. #9

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    i would like to join as scotland please

  10. #10

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    I'm in.

    The wise coffin will play, it seems England.
    Visceraljouster will play Ireland.
    CommodusIV wants Wales, or Norway or the Barons' Alliance, so I'll take Scotland.

    However I need to study the rules as I haven't understood all yet after a first quick read.

    Cheers.

  11. #11

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Quote Originally Posted by ScotlandIsBest View Post
    i would like to join as scotland please
    Oh it seems we posted at the same time but your message appeared before mine so you get priority.

    You take Scotland and I'll take, in this case, Norway.

  12. #12
    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Alright, status update for positions. It seems we are filled. I need some more posts to my name before the forum will let me do anything to the OP.

    England - The Wise Coffin
    Scotland - ScotlandIsBest (:o shocker)
    Ireland - visceraljouster
    Wales - CommodusIV
    Norway - Der Böse Wolf
    The Baron's Alliance - {reserved}

    Following post will contain more hotseat-relevant information. For now, we can consider recruitment closed.
    Last edited by Dismounted Feudal Knight; October 14, 2017 at 02:31 PM.

  13. #13
    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    ^ Blimey, I am going to love it when I can edit. Anyways.

    > Please post any and all questions regarding rules. I can simplify or clarify them as necessary. There's better ways to write the mechanics, I'm sure, but I need more input on what exactly is unclear.
    > Our admin has suggested a mod/save setup to use at the start. Instead of straight vanilla, we will utilize the files found in the hotseat "The Five Kings of Britannia", which means a mod to create a more balanced starting environment. I'll work to secure a good download for it and include it in the opening post. It shouldn't be a complicated process to put the files together - it seems to be simply a matter of drag and drop to overwrite various existing files. I'd suggest creating a backup of the Britannia folder for this roleplay if you want to keep the vanilla structure together.
    > Assassins will not be able to assassinate royal family members, princes or kings.
    > The siege equipment rules may be tweaked for readability - again, please ask about specific points of confusion. The idea is to form a hotseat best for all of us, and part of that is having the rules clear to all and acceptable to everyone.

  14. #14
    Jadli's Avatar The Fallen God
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    To install (into british_isles folder), use this link ( + hotfix - extract into british_isles/data/world/maps/campaign/imperial_camapign). It is a slightly edited version (with some changes to the map etc), but it should be compatible with the original verison, thus you dont need to download it if you already have britanny folder. Credits goes to saleska2 . I will check the files and maybe make some changes.

    I assume we can start roughly in 48 hours? In the meantime we can finish the rules etc

    The Barons will be played by LegendaryGiraffe
    Last edited by Jadli; October 14, 2017 at 02:46 PM.

  15. #15

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    I have the mod 'Ruke Britannia' installed and it is modfoldered.

    However If I in,stall the new files required for this HS, I'm afraid it will affect the mod, am I correct ?

  16. #16
    Jadli's Avatar The Fallen God
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    well, you can use separate folders for each I suppose

  17. #17
    Dismounted Feudal Knight's Avatar my horse for a unicode
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    You can simply copy the entire mod folder away into a safe place, set up a vanilla set of Britannia files, and then install into the fresh Britannia files.

  18. #18
    Jadli's Avatar The Fallen God
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    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Well, actually you all download it, so you can see starting positions. If you dont like something, say so and we can change the scenario a bit. Right now it seems its pretty ready.

    EDIT

    I initially put wrong links there, so download again ( seems saleska has too many of them...)
    Last edited by Jadli; October 14, 2017 at 02:49 PM.

  19. #19

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    Quote Originally Posted by CommodusIV View Post
    You can simply copy the entire mod folder away into a safe place, set up a vanilla set of Britannia files, and then install into the fresh Britannia files.
    I'm sorry, I'm not sure I understood what you mean.

    I have the vanilla Britannia in (C > M2TW > mods > british_isles

    The mod Rule Britannia is in (C > M2TW > mods.

    What do you suggest I do now ? Copy Rule Britannia to say, (D and then what ?
    And what happens to my campaign already stated on Rule Britannia if I move the files ?

    I also have questions regarding diplomacy if you please:

    Diplomacy
    An agreement can be considered official or unofficial. Official agreements are posted at the time of their presentation by the player who creates them, and can compose of either text in a player's post at the end of their turn, or of a screenshot(s) of the treaty as written ingame. It may also be followed by ingame diplomacy.
    Unofficial treaties can be made with no statement at all to the world at large; however, there is no true obligation to follow them.
    Official treaties may be made in one of the following formats, or created freeform and recorded in their entirety. While ingame penalties do not exist for not following them, you will lose your reliability if you break them (for the course of the game). Treaty types relative to the game are as follows:
    > Treaty of becoming a Vassal. Proposed by a conqueror, or even proposed before the conquest, that obligates the accepting faction to be in a military alliance with their master. The military assets of that faction are expected to attack their lord's enemies. While the following in-game related terms can be negotiated, a conqueror can demand up to: no more than 2 units in each settlement/5 in one turn's distance to a region in the case of recruitment, the surrender of all but two regions to the superior faction, the removal of all merchants from competing (vassal or overlord's) resources, military assistance against other factions, all under pain of a public declaration of the faction's destruction upon failure to meet the terms (should the council of nobles, aka the admin, consent to the action). Military actions, assassination attempts, and merchant acquisitions can be taken as an act of war and a breach of the treaty, and the ruling faction has no obligation to show the vassal any mercy for the duration of the game. This can be used in place for a Treaty of Surrender as a win condition, though it is not required. This is accompanied with the ingame faction becoming a Vassal.
    > Treaty of Surrender. The faction to accept this treaty becomes a vassal ingame, and is supposed to no longer participate in wars. This counts towards a faction's Win Condition. If the treaty is broken, you may be considered less reliable, and there is no obligation to spare you for this broken treaty. However, breaking the treaty will allow you to participate in war against your overlord and align with your former overlord's enemies, and no longer counts towards their Win Condition. Useful if you want another player to keep on going, but don't want them to be an all-out slave faction. Under this treaty, the surrendering faction may only attack its overlord's enemies, and hold no alliances with enemies of the

    Further treaties can be arranged between players. Players can agree to harsher variants of the above, but are not obliged to do so. Refusal of the first treaty is not grounds for destruction if the treaty contained items restricting gameplay beyond what has been allowed.

    In win conditions, three scales are used. Requiring a treaty of surrender is a third scale action, a treaty making a faction a vassal is a second scale action, and destruction is a third scale action. Typically, factions require one second scale action and two third scale actions. First and second scale factions can be used in place of second/third scale actions, and first can take place of third, if the enemy faction leaves you with no choice. Specific conditions are noted below - all you need to know here is that making someone a vassal instead of making them surrender is OK, and destruction of a faction legally is also OK in place of an otherwise standard winning condition.

    An agreement can be considered official or unofficial. Official agreements are posted at the time of their presentation by the player who creates them, and can compose of either text in a player's post at the end of their turn, or of a screenshot(s) of the treaty as written ingame. It may also be followed by ingame diplomacy.
    I think all public treaties should be followed ingame, otherwise it'll be difficult to follow what's happening if it's just posted in the forum. Also if it's not done officialy ingame, then the diplomats will be useless. Correct ?

    a conqueror can demand up to: no more than 2 units in each settlement/5 in one turn's distance to a region in the case of recruitment
    Can you explain this? A vassal may only have 2 units in each settlement ?
    I didn't get the second part.
    What about field armies ?

    Also, will the conqueror order his vassal where to attack, or is the vassal free to attack his master's ennemies wherever he wants to ?

    While the following in-game related terms can be negotiated, a conqueror can demand up to: no more than 2 units in each settlement/5 in one turn's distance to a region in the case of recruitment, the surrender of all but two regions to the superior faction, the removal of all merchants from competing (vassal or overlord's) resources, military assistance against other factions
    So the governor may not demand more from his vassal than:
    - no more than 2 units in each settlement/5 in one turn's distance to a region in the case of recruitment
    -
    the surrender of all but two regions to the superior faction
    -
    the removal of all merchants from competing (vassal or overlord's) resources
    -
    military assistance against other factions

    + other ingame related stuff like tribute. Correct ?

    This can be used in place for a Treaty of Surrender as a win condition, though it is not required


    Did you mean IN PLACE OF a Treaty of Surrender ?

    > Treaty of Surrender. The faction to accept this treaty becomes a vassal ingame, and is supposed to no longer participate in wars. This counts towards a faction's Win Condition. If the treaty is broken, you may be considered less reliable, and there is no obligation to spare you for this broken treaty. However, breaking the treaty will allow you to participate in war against your overlord and align with your former overlord's enemies, and no longer counts towards their Win Condition. Useful if you want another player to keep on going, but don't want them to be an all-out slave faction. Under this treaty, the surrendering faction may only attack its overlord's enemies, and hold no alliances with enemies of the


    So in a treaty to become a vassal, the vassal will have to do what the master imposes on him as described in your text, but the vassal can still hold alliances on his own
    (not with enemies of his master I suppose ?) and attack neutral factions ?
    While in a treaty of surrender the vassal can ONLY attack his master's enemies and nothing else ?
    What are the obligations imposed by the master in the case of a treaty of surrender in regards to merchants, territories...
    Also who proposes the treaty of surrender, the master or the conqueror or the soon to be conquered ?

    If the conqueror can propose a treaty of surrender, in which case scenario is it best to propose a treatr to become vassal vs a treaty for surrender ?

    In win conditions, three scales are used. Requiring a treaty of surrender is a third scale action, a treaty making a faction a vassal is a second scale action, and destruction is a third scale action. Typically, factions require one second scale action and two third scale actions. First and second scale factions can be used in place of second/third scale actions, and first can take place of third, if the enemy faction leaves you with no choice. Specific conditions are noted below - all you need to know here is that making someone a vassal instead of making them surrender is OK, and destruction of a faction legally is also OK in place of an otherwise standard winning condition


    What is a first scale condition then ?

    Norway
    > Must have either England or Scotland completely subjugated as a vassal, and either Wales or Ireland subject to a Treaty of Surrender.


    Subjugated or destroyed, correct ?

  20. #20

    Default Re: [HS] [RP] Britannia: The Isles of Chaos [Vanilla, Britannia Campaign]

    One more question: are the heroic victories rule also applicable to naval battles ?

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