Round 2 Rules and test save

  1. King Athelstan
    King Athelstan

    Will be played on SS 6.4 with a modified descr.strat.
    Here's a test save to make sure it works:

    General rules

    - Time to play your turn is 24h for each faction. The Admin may grant a 24h extension if needed.
    - There will be no skips/subs. If you are instantly late, or if you break the rules several times, you will be kicked from the HS and your opponent wins the match.
    - 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.
    Hotseat will be played on Hard.

    Military rules

    -No one turn peace (however you cannot attack or enter in the land of your opponent if he hasn't played his)

    - No Jihad or Crusades allowed.
    - All battles against players 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.
    Battles against the AI may be fought manually
    - 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, though they are against the AI
    - You are not allowed to post a defeat, though they are allowed against the AI
    - 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 can be also blockaded by ground units - 2 full units per a ship in blockaded port.
    - You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
    -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.
    - Limit of 3 forts per region/per player, at least 4 units required to be stationed at each fort.
    - Each unit of siege equipment can be used just once in each turn to take settlement/fort.
    Ballistas may not assault anything
    A trebuchet, or 2 catapults are needed to assault a citadel, one catapult needed for everything else.

    Agent rules

    - Spies are not allowed to open Gates on players, unless there is at least 40% chance of entering into the settlement/fort ( if a spy was has been in city for several turns, you will have to leave the settlement/fort and enter it again). This does not apply to rebels.
    - Limit of 3 assassins per player. +1 Assassin for every 9 regions you control.
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 40% 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 acquired Trade rights to. Screenshots required
    - Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.
    Cannot assassinate HRE generals at all.
    Not allowed to open gats on turn 1, even against AI.

    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

    18 capturable regions:
    - Krakow
    - Esztergom
    - Halych
    - Baia
    - Plock
    - Kassa
    - Wroclaw
    - Zagreb
    - Thorn
    - Várad
    - Palangal
    - Belgrade
    - Hrodna
    - Brasov
    - Stettin
    - Targoviste
    - Prague
    - Vienna

    * You can put troops in the Sofia region if the units are more to the north the the settlement itself, and the region itself cannot be captured

    A massive thank you goes to Mergor for helping me with the map (rep the guy), and as you might see it was based on one from last year. Factions will be selected by the same bidding system as in last round.

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