Rise of the Usurper
Using Roberts Rebellion Submod
Created by Parafix and SoulGamesInc
RotU Descr_Strat File
House Targaryen
REDBOOSTY
House Baratheon
saleska2
House Stark
OPEN
House Lannister
DEAD
House Greyjoy
Belthasar Bolton
House Tyrell
Jadli
House Martell
DEAD
House Tully
King of Dawn
House Arryn
Open
Admin Faction
BerryKnight
This hotseat is set at the onset of the War of the Usurper. The great houses of Westeros have called their banners and now march to war.
This conflict will determine the fate of Westeros for generation to come. Can the rebel houses bring an end to the tyranny of the Dragon Kings?
Will the Iron Throne crush this rebellion like every other to have become before them? It will be up to each house to command their armies
and determine their fate in the battles to come.
Please read the rules over carefully and post with your preferred factions. We will begin once the hotseats fills up.
Admin Faction |
This faction will be used to create mini events.
For example;
Faith uprising
Slaver & Bandit Raids
White Walkers
Iron Bank debt collectors
Each Admin faction force will hold ancillaries which can be taken upon defeat.
For example;
Chests of Gold
Lost Valyrian Swords
Special armor
|
The Iron Bank of Braavos |
The Iron Bank will now be open for business.
The Bank will be run via the Admin Faction, all players can send diplomats & messages requesting loans at their discretion.
Loan interest is set at a fixed rate of 20%
Warning - Unpayed debts will result in the Bank finding its due one way or the other. |
Sellswords |
Players may now hire sellsword companies.
Any player can message the admin via pm and request to hire these mercenaries at roughly twice their regular recruitment cost. The mercs are spawned at the factions starting capital and cannot be spawned anywhere else. Once the units are spawned in they're prohibited from moving or participating in battles for one turn. (This includes serving as reinforcements)
If this rule is broken the recruitment cost is forfeited the men will be disbanded and the player will be barred from recruiting mercenaries again. Only one group can be recruited every three turns. Lastly, each group can only be recruited twice per player. The composition of these groups is as followed:
Small Sellsword Band: 4,000 Gold
1 Armoured Spearmen
2 Levy Spearmen
Medium Sellsword Band: 8,500 Gold
1 Armoured Swordsman
2 Amoured Spearmen
2 Levy Spearmen
Large Sellsword Band: 11,000 Gold
1 Armoured Swordsman
2 Armoured Spearmen
4 Levy Spearmen |
Finances |
Each faction will be held responsible for keeping it's finances under control. If any faction goes bankrupt, the following fines will be issued.
-2000 = Minor Troop Desertion
-4000 = Small Stacks of Deserters Begin Pillaging Home Territories
-6000 = Major Troop Desertion
-8000 = The Loss of General Loyalty Traits
-12000 = Faction Destruction |
Agents & Captives |
Agents can be captured if they are inside a fort/settlement captured by the enemy
or if they are surrounded with units on each side (North, South, East, West)
Enemy agents can only be surrounded and captured if they are inside of you or your allies territory.
Diplomats can be bribed.
Merchants can be bribed at 35% odds.
Princesses can steal enemy generals at 35% odds. However, princesses cannot be used to steal generals from an army that is sieging.
Pictures must always be provided whenever an agent is bribed or a general is stolen.
A general can be captured if you have him trapped in a fort/castle you are besieging or could have killed him in battle. You can ransom generals
back or trade them for other prisoners. There will be no trial by combat option for captured generals. |
Spoils of War |
After killing an enemy, you may request the ancillaries of fallen enemies.
For example; If Targaryen defeats Robert Baratheon and kills him, Targaryen may claim his Warhammer.
Random ancillaries will be decided by the admin, however lordships cannot be taken. |
Objectives |
Each faction will have a set of objectives which will result in large rewards.
Targaryen
Capture or Kill Robert Baratheon = Dark Sister
Stark
Hold two or more settlements south of the Neck by turn 20 = Horn of Winter
Tully
Hold all Riverland settlements by turn 20 = The Hammer of Justice
Arryn
Capture and hold either Kings Landing or Dragonstone for 5 turns = Lamentation
Lannister
Capture and hold either Kings Landing or Riverrun for 5 turns = Brightroar
Tyrell
Achieve 7 Star command with a Hightower General = Vigilance
Martell
Capture and hold Storms End for 5 turns = Blackfyre
Greyjoy
Capture and hold either Oldtown, Winterfell or Casterly Rock for 5 turns = Red Rain
|
Diplomacy Rules |
Stark/Arryn start allied to Baratheon and Martell/Tyrell start allied to Targaryen. These alliances cannot be broken. The remaining factions are allowed to ally with and fight with whoever they want at their discretion. However, a marriage alliance made between two true-born (non-bastard) members of the ruling houses cannot be broken unless the FL/FH dies without siring any true-born children. For example, if Cersei Lannister weds Willas Tyrell then the houses of Lannister and Tyrell will remain allied unless Willas Tyrell were to die without siring any children. If Willas Tyrell were to die but a child was born by Cersei Lannister then the alliance stands.
Forced marriage alliances through captives does not affect the above rule. |
Rules |
1. 2 forts per region
2. 6 forts max per faction and 5 (half-strength) unit requirement for each fort
3. Adoptions and MoH are allowed
4. No excessive replays to insure victories
5. No watchtowers
6. No one turn peace, unless the player has yet not played. (No attacking / entering / forting in enemy territory unless they have already played)
7. No Destroying Buildings
8. No diplomat / agent stomping.
9. PM/VM the next player that it is their turn. You have 24 hours to play each turn before you are skipped.
10. No bug abuse! When you think someone has used a bug report it here and the admin will look into it. If in doubt, just ask us. No sailing from a blockaded port without defeating the blockading ships, it is illegal to burn down ports in order to get around this rule.
Armies must not end a turn be hidden in ships inside of ports. This is because that army would be unreachable.
No sallying forth in a siege if the outcome is a defeat. This counts towards all sieges including forts.
No YoYo army bug.
11. Heroic victories are 100% banned and illegal. If you get a heroic victory repeatedly, contact an Admin and we may allow it.
12. Post pictures of battle odds, involved armies, their banners and the results. It is advised to hide everything else, especially the mini map and your finances. (Pictures must be 100% of what is required, no exceptions)
13. Settlements gifted should disband all units save one. No gifting regions in a war zone ( bordering faction at war with, or under threat )
14. Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies standing in defenses, even if defeated, don't lose movement points. So player 'a' is allowed to move the army that reinforced another while in a fort even if defeated by 'b'. Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this.
15. Armies and agents bribed are not allowed to move the turn they are bribed.
16. No sacking home regions. If you lose a home region and then reclaim it you're barred from sacking or annihilating the population.
17. Due to some potentially sketchy naval AR in this submod naval battles will be required to be 1:1 in odds or better for the
player initiating the battle. This way we can avoid issues that may potentially arise.
18. The admin retains the right to make decisions on anything not explicitly covered by these rules. |