~A Lifetime of War~
(using Retrofit MP 2.0 - http://www.twcenter.net/forums/downl...o=file&id=2098)
Europe is in flames. Through decades of war young people have been sent to die in wars and there's no sign of peace for the people of Europe. A new age has begun. Who shall lead his country to greatness?
TWC and Steam accounts:
England - Dead
France - AI
Holy Roman Empire - Redboosty
Spain - AI
Venice - Subbed by Dragon.
Sicily - Subbed by Dragon.
Byzantine Empire - Ramble12 / Ramble12
Novgorod - AI
Moors - Dragon.
Turks - AI
Egypt - AI
Denmark - Saleska
Poland - AI
Hungary - AI
Admin: Hannibal2001
Co-Admin: Jadli
General Rules - Time to play your turn is 48 hours. If you don't ask for an extension and you are late, you will be subbed.
- 3 strike rule when it comes to a player being late. After being subbed 3 times he will be replaced.To break a public alliance/pact without ethics penalties, diplomats ought to be sent between the factions involved in the "breaking" procedure, to officially break the alliance between them, there's no need for a reason. In case of a public pact, a commentary must be written down between the factions involved so that the public pact is properly dissolved. It is of good faith to wait 2 turns before attacking, if that is the wish, once the alliance is no more.
- No exploits/bugs allowed, F.e. movement bug, naval attack spam, 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.. (no use of exploit list in tavern), merchant spam on a single resource (no more than one (1) merchant trading a resource)
-No exploiting the AI
- Alliances and non-aggression pacts can be made publicly or privately. In order to make a pact public, the announcement must be written down as a commentary in the rightful section, making the pact, official. An alliance can be officialized by a straight diplomatic procedure between the players diplomats. If someone breaks a secret alliance or a pact, it will just suffer its moral consequences within the players involved only. If someone breaks a secret alliance, he will not suffer GLOBAL ethics/moral penalties amongst all the other players in the hotseat, but to those involved in it (the secret alliance); and no one outside from it, can use this "secret breaking" as a pretext to generate mistrust on the one who broke it, in a GLOBAL SCALE.
- Negative public manners on other players and personal attacks of any kind will have serious consequences.
Military Rules - Battles can be played manually or be auto-resolved. Screenshots must be posted (if requested only) 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. (just one card of the siege unit is enough, you can hide the rest of the army cards through editing)
- 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.
- Not allowed to sally out if the result is a defeat.
- 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.
- You need at least 1:2 odds or higher to win a naval battle.
-No Crusades or Jihads
- It's not allowed to build towers to deny a fort on a strategic/key spot.
Agent Rules
- Spies need 15% to enter forts/settlements. screenshots required. If a spy is already in a settlement it had to leave and re-enterif they have 30% of chances.
-Assassins can do everything if they have 30% for success, however faction leader and faction heir cannot be killed by assassins, but any other family member can be killed, if the chance is higher than 60%.
- Princesses can steal through marriage other factions family members/generals
- Merchants can seize other merchants only if they have 30% of chances.
Settlement Rules - When receiving a region through diplomacy all units except 1 must be disbanded.
Destroying buildings is not allowed in these 3 situations:-You are not allowed to exterminate settlements
- 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
Events - The Sack of Constantinople: The player who first captures Constantinople, gets 5000 florins as a bonus. (All Factions)
- The Capture of Jerusalem: If a Catholic faction captures Jerusalem for the first time, the faction will get 5000 florins, 10 crusader units, and one catapult. (Catholic only)
- The Capture of Antioch: If a Catholic faction captures Antioch for the first time, the faction will get 5000 florins, 10 crusader units, and one catapult. (Catholic only)
- The Capture of Rome: If an orthodox faction Captures Rome the faction will get 5000 florins, and the best avaliable church in all of its settlements. (Orthodox Only)
- Destruction of the Byzantine Empire: The muslim faction which defeats the Byzantines will get 5000 florins, and the faction may choose one town which will get upgraded by one level. (Muslims only)
- Destruction of Spain: If a muslim nations defeats Spain, all of his generals will get a level of "Eager" trait. (Muslims only)
- Kill Constantine the Fortunate: Get a +3 moral bonus trait on the general along with the "Spymaster", "Mercenary Captain" ancillaries.
- Kill Prince Charles the Butcher: Get 3 levels of the trait "Despoiler" with a catapult in you capital.
- Kill Aleksei Pavlov: Get 4 levels of the trait "Eager" which grants +25% movement speed.
- Kill El Cid: Get one level of the trait "Eager" along with 3 levels of dread on you general.
Rewards England: Have 20 ships - 5000 florins
France: Have Metz, Rheims, Rennes, Caen, Bordeaux as your settlements -5000 florins
HRE: Have 4 stone walled cities - Frankfurt gets upgraded to the next settlement level
Spain: Capture Granada, Cordoba, and Valencia - 5000 florins
Venice: Have 35000 florins in your treasury, and 3 trade agreements in place -Venice Gets upgraded to the next settlement level, gain 5 war galleys.
Sicily: Have Genoa, Milan, Ajaccio, Cagliari as your settlements - 5000 florins
Byzantine Empire: Capture Antioch - Antioch gets upgraded by one settlement level.
Russia: Destroy a faction - 3 of your original settlements get upgraded by one level.
Moors: Capture Toledo, Zaragoza, and Algiers - 5000 florins
Turks: Capture Nicea, Nicomedia, and Smyrna - 5000 florins
Egypt: Have a port, and stone roads in Jerusalem, and also be able to recruit spies there - Get 2 free buildings in Jerusalem
Denmark: Sack 15000 florins from player and rebel controlled cities - Get two levels of the trait "Eager" on your king, get 3 dragon boat ships.
- Poland: Capture Vilnius, Thorn, Stettin - 5000 florins
- Hungary: Don't loose 2 of your 3 settlements for 15 turns - 5000 florins
Victory Requirements ENGLAND: Great naval power, and have a foothold in Normandy.
Special character: William The Conquer
FRANCE: Strong armies, have whole France for himself, but have no income. Can't win the game without it's starting provinces and Rheims, Caen, Rennes, Bordeaux, Metz.
Special character: Philipp, the Handsome
HRE: Stone walled cities, good income, but lacks castles and feudal knights. Can't win the game without it's starting provinces and Metz, Magdeburg, Genova, Firenze, Bologna, Hamburg, Bruges, Antwerpen.
Special character: Kaiser Henrik IV
SPAIN: "Reconquista" : Eager generals and militia armies to take back Iberia from the Moors, but poor infrastructure. Can't win the game without it's starting provinces and Valencia, Cordoba, Lissabon, Granada.
Special character: El Cid, the Warrior
VENICE: Huge starting bank, Venice is a trade center, 3 really good merchants, naval power. However, stronger factions surrounds them, and other settlements are poor.
Special character: Domenico, the Watcher
SICILY: The great army of the Normans, Palermo starts as a fortress. Only two settlements to start with. Can't win the game without it's starting provinces and Bologna, Firenze, Genova, Milan.
Special character: Roger, the Normann
BYZANTINE EMPIRE: Constantinople, the other beacon of Christianity with a very good infrastructure. The treasury is empty. Can't win the game without it's starting provinces and without destroying the Turks, and the Egyptians.
Special character: Constantine, the Tacitus
RUSSIA: The fictionary Cuman general, Aleksej Pavlov with a +50% movement point bonus. Every other family member has a +25% movement point bonus. Very bad infrastructure.
Aleksej Pavlov, the Cuman
MOORS: Culturally advanced cities, can recruit catapults in Granada from the start. Hardly any real armies. Can't win the game without it's starting provinces and Lissabon, the Spanish cities, Bordeaux, Toulouse.
Special character: Yusuf, The Builder
TURKS: Hordes of the East. Bad infrastructure, enemies everywhere. Can't win the game without it's starting provinces and Damascus, Jerusalem, Baghdad, Constantinople, Budapest.
Special character: Malik Shah, the Lord of Terrors
EGYPT: Mubarak, the powerful fictionary character to restore the Fatimid Caliphate. Have to defent against the Turks.
Special character: Mubarak
DENMARK: Veteran viking units, foothold in Scotland, extra income from looting cities. Isolated.
Special character: Prince Charles the Butcher
POLAND: Very good cavalry, good relations, good family members. Stuck between the HRE, Hungary, and the Russians.
Special character: Wladyslaw, the Good
HUNGARY: Fortified borders, has no special weaknesses.
Special character: Laszlo, the Just