My housemates and I love playing this mod in hotseat, but the problem we were always faced with was that our expansion was far too rapid as our latent competetiveness just drove us to win, rather than enjoy the slower pace of a normal game.
For our newest hotseat, we've tried to impose some rules that will hopefully make it a slower paced, and far more challenging game. I thought i'd share them here to see what you guys think, and maybe get some more suggestions...
Economy
One of the major problems for some of us was having far too much money, more than could be spent each turn. Given that we're all playing as catholic factions this time, we've set the following:
- on turn 10, given 10,000 florins to the Pope.
most of our games have led to us using the large starting florin amount for ages and ages without being able to spend it. This should level the playing field at the beginning, and slow us down from the offset.
- also set up a 10 turn regular tribute to the Pope, set to the floring value of 10% of the total population of all your cities (with each city pop. rounded to the nearest 500).
This should control our spending and budgets, and because it's not a % of income, means we can go into the red if not careful. My worry is that this is too much money in the long run, and when cities get huge, will be a massive problem...
- every 10 turns this amount is to be reaudited and a new tribute established.
Towns and Cities
- no low tax rates
prevents farming chivalry for characters
- no low happiness by choice
essentially we have to maintain green happiness by any means (except low taxes) possible.
- Garrisons must be present in all towns.
should keep money down
This amounts to:
-in border towns (defined as any territory bordering enemy/neutral state) - 5 full units minimum. For every 1000 population = 1 extra unit.
- in interior towns - no minimum. For every 2000 population = 1 unit
- only 1 unit per garrison can be peasants.
- Garrisons are to be audited and updated every 10 turns.
Diplomacy
- Only trade rights and map information with allies.
not sure how good trade rights are yet. This rule could be subject to change
- only allowed 1 war at a time. Must try to conclude any further wars as quickly as possible. Offers of peace should be genuine and always 'balanced' at least if possible.
Military
- armies over 3 units must be led by a General
- You can only siege an enemy settlement with an equal number of unit cards as the enemy has defending.
- Generals do not count as a unit card slot.
- No messing around with sallying heavy cavalry when defending sieges.
- We also need some army comp rules. One of the main problems with our last games was that Spear Militia spam won every battle somehow.
Crusades
- no declaring crusades
- must join crusade, if declared by Pope, within 10 turns
- crusade must be led by faction heir or leader
- must either walk the whole way, or go to venice and hire merc boats from there.
- no army composition rules apply
- must build 5 priests to accompany crusade. if any die en route, must abandon crusade
- only 1 stack, must move as fast as possible
Agents
- spies not allowed to open gates
- merchants only allowed to farm on allied territory, not home.
- no priests allowed unless commanded by Pope (must stay in that territory) or for crusade.
That's about it... Thoughts?




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