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Thread: Age Of Creed II - SS 6.4 - Late era

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  1. #1

    Default Age Of Creed II - SS 6.4 - Late era





    SETTINGS:Stainless Steel 6.4 - Late Era - Disable real recruitment - Savage AI
    --------------------------------------------------------------------------------------------------
    Administrator - Panic
    Co-Administrator - Visorslash
    --------------------------------------------------------------------------------------------------
    Victory condition: Eliminate other human alliances
    --------------------------------------------------------------------------------------------------



    Tonno
    Húrin the Steadfast

    Jiub
    Norseman


    Loose Cannon
    invicta


    David
    Defeated:
    Spoiler Alert, click show to read: 

    Defeated by alliance I
    Tavix
    Defeated -> Annexed by England





    Turn order:
    Spoiler Alert, click show to read: 

    Sicily - Jiub
    Fatimids - Invicta
    Turks - LooseCannon
    England - CROPrasec
    Novgorod - Lucatony
    Hungary - Hurin
    Kiev - Tavix
    Poland - Tonno
    Spain - Desley

    --------------------------------------------------------------------------------------------------
    SETUP PRINTSCREEN:
    Spoiler Alert, click show to read: 


    Age Of Creed II Rules:
    Spoiler Alert, click show to read: 
    Basic Rules:
    Spoiler Alert, click show to read: 

    - no reloading turns

    - Turns must be played within 24h,and player can get an 12h extension if asked.

    - If a player does not play his turn within 24h,and does not ask for extension he will be subbed.Constantly subbing needed player will be remove from the hotseat.

    - Notify next player who comes after your turn by post message or leaving message on message board!

    Battle Rules:
    Spoiler Alert, click show to read: 
    - 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.Therefore you are not allowed to attack that defeated army.

    - Its ALLOWED to use seige equipment to attack city straight instead of waiting seige equipment to construct.Seige equipment must be shown on a battle proof image.

    - All Player vs Player battles must be auto-resolved. Battles against AI can be played. Note: Screenshots are to be posted as evidence of auto-resolve.(The Odds and Results windows must not be edited in any way. Editing out Map info, Cash, Unit Cards, and any Units/Agents/Regions not involved in the attack is fine)

    - No surrounding enemy armies with small stack armies, solely to deny any survivors a retreat.


    Crusades and Jihads Rules:
    Spoiler Alert, click show to read: 
    - Crusades can be called only by the player Who has the most Papal Favor POINTS!

    - First Crusade from the start of the game can be called after turn 8!

    - Only two armies of the same faction are allowed to join in a crusade/jihad,No MORE!

    - No crusade or Jihads abuse. Only the crusade/jihad target is allowed to be attacked or armies that are near the target and would be able to defeat your crusading/jihading army.No joining a Crusade or a Jihad to get units or movement points and then leaving the invasion.Once you join in crusade or jihad you MUST go all the way to the crusade or jihads target and attempt to capture it.

    - No leaving jihad/crusade and and rejoining to prevent loss of soldiers over time.

    Agents Rules:
    Spoiler Alert, click show to read: 
    - Not allowed to use spies to open human player gates.Aganist AI its allowed.

    - Assassins are not allowed to sabotage

    - Assassins can only kill:"Priests/imams/spies/assassins"

    - No exploiting merchants in the form of merchant stack - (Putting several
    merchants in an army or fort securing a resource).

    Buildings Rules:
    Spoiler Alert, click show to read: 
    - Only religious buildings are allowed to be destroyed at any time except under siege.

    - After owning a city for 4 turns only military and religious buildings can be destroyed(Ports are not military buildings and therefore not allowed to be destroyed)

    - If a settelment is under seige then it is NOT ALLOWED to destroy any buildings in the settlement.


    Diplomacy Rules:
    Spoiler Alert, click show to read: 
    - Spawned troops when someone gifts you a settlement that is near a war zone have to be disbanded IMMEDIATELY the same turn. If settlement is not in a war zone you are allowed to keep one of them to maintain public order in the settlement.

    - Settlements can only be gifted to another nation after owning a settlement for 4 turns.
    -Any new player taking command of a faction previously held by another player must follow the other players political ideas for 10 turns, or until the allies of that faction break the deal.

    -No allying Pope and giving provinces in war zone


    Navy and ports Rules:
    Spoiler Alert, click show to read: 
    - No attacking ships inside a port.You cannot leave a blocked port without fighting the enemy ships first.
    - No putting units inside a ship that's docked inside a port.


    Decision of settlements destiny:
    Spoiler Alert, click show to read: 
    You are not allowed to exterminate a settlement of the same religion as you are. This is because it will destory many buildings in the settlement(Possibly downgrade a settlement) which will make admins work impossible to track down rules violator from previous rule that you are not allowed to destroy civilian buildings.
    For an example if Islamic nation captures Christian nations settlement but theres atleast 50 percent Islam religion in that region then its not allowed to exterminate.
    Sack and occupation are allowed options.



    Map information:
    Spoiler Alert, click show to read: 
    Start of the game
    Spoiler Alert, click show to read: 

    End of turn 10
    Spoiler Alert, click show to read: 

    Turn15

    Turn20

    Turn25

    Turn30

    Turn35

    Turn40












    Last edited by Jiub; June 03, 2012 at 08:40 AM.

  2. #2
    Loose Cannon's Avatar Primicerius
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    Default Re: Age Of Creed II - 8 Factions available -

    I'm in. Have to think about faction to choose-HRE, England, Turks. Just don't activate the movement bug or if you do give it to someone else first.
    Old age and treachery will always beat youth and exuberance-David Mamet

    Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon

  3. #3
    Core-i7-inside's Avatar Domesticus
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    Default Re: Age Of Creed II - 8 Factions available -

    Hungary

  4. #4

    Default Re: Age Of Creed II - 8 Factions available -

    I must add that this hotseat is only for the players who have been active and dont usually miss their turns.I will make several tests and see if the movement bugg occurs.

  5. #5
    Desley's Avatar Praefectus
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    Default Re: Age Of Creed II - 8 Factions available -

    Kievan Rus for me

  6. #6

    Default Re: Age Of Creed II - 8 Factions available -

    Russia



  7. #7

    Default Re: Age Of Creed II - 8 Factions available -

    egypt
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  8. #8
    Core-i7-inside's Avatar Domesticus
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    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by invicta View Post
    egypt
    There is no Egypt.

  9. #9
    Mihajlo's Avatar Centenarius
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    Default Re: Age Of Creed II - 8 Factions available -

    Unfortunately Im not able to accept any new HS's. In a 3-4 weeks max Im leaving my country in kinda half world trip for next 7-9 months and wont have much free time (very very limited).
    I wish you luck and good game
    (btw ottomans+egypt (or even kwarz's- mongols can be taken easy in first 4-5 turns if you play smart) sounds better imo, moors will expand too fast too much over 3 ai factions on Iberia..)

  10. #10

    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by Mihajlo View Post
    Unfortunately Im not able to accept any new HS's. In a 3-4 weeks max Im leaving my country in kinda half world trip for next 7-9 months and wont have much free time (very very limited).
    I wish you luck and good game
    (btw ottomans+egypt (or even kwarz's- mongols can be taken easy in first 4-5 turns if you play smart) sounds better imo, moors will expand too fast too much over 3 ai factions on Iberia..)
    Thank for the advice. If anyone else thinks that there should be egypt-turks alliance instead of moors-egypt then let me know and i will change for the sake of good balanced campaing

  11. #11

    Default Re: Age Of Creed II - 8 Factions available -

    oh no..
    I just want to play a fast late era HS with Egypt
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  12. #12

    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by invicta View Post
    oh no..
    I just want to play a fast late era HS with Egypt
    I was planning anyway to change Turks to Egypt. So, Moors - Egypt alliance will be cuz then there will be some breathing space between turks ,hungary and kievan rus. ( and possibly some room for conflict zones over turks lands )

  13. #13

    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by Panic View Post
    I was planning anyway to change Turks to Egypt. So, Moors - Egypt alliance will be cuz then there will be some breathing space between turks ,hungary and kievan rus. ( and possibly some room for conflict zones over turks lands )
    Nice then. I hope I can play as Egypt then.

    Quote Originally Posted by Panic View Post
    Thank for the advice. If anyone else thinks that there should be egypt-turks alliance instead of moors-egypt then let me know and i will change for the sake of good balanced campaing
    Did you consider making this one a 10 players HS?
    This way the map would be filled more nicely.
    You could keep Turks -Egypt and add another combo made by 1 Italian faction+1 Iberian (probably best combo in that case would be Leon+Sicily)
    Last edited by invicta; June 20, 2011 at 10:12 AM.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


  14. #14

    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by invicta View Post
    Nice then. I hope I can play as Egypt then.


    Did you consider making this one a 10 players HS?
    This way the map would be filled more nicely.
    You could keep Turks -Egypt and add another combo made by 1 Italian faction+1 Iberian
    I dont know about ten. I am afraid that then it will be slow one which i dont want. Ten players i can consider only if i get the most active players in this hs

  15. #15
    Loose Cannon's Avatar Primicerius
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    Default Re: Age Of Creed II - 8 Factions available -

    Turks or Moors then whichever faction we're using
    Old age and treachery will always beat youth and exuberance-David Mamet

    Old age and forgetfullness makes it . . .er, I forgot-Loose Cannon

  16. #16
    Sogesu's Avatar Campidoctor
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    Default Re: Age Of Creed II - 8 Factions available -

    Very interesting game. England for me please.

  17. #17

    Default Re: Age Of Creed II - 8 Factions available -

    Okay, help me to decide, which one is better choice 1) Egypt -Turks 2) Egypt - Moors alliance ?

  18. #18
    Tonno's Avatar Protector Domesticus
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    Default Re: Age Of Creed II - 8 Factions available -

    Egypt kwerzem alliance...
    "For after the their baptism the Croats made a covenant, confirmed with their own hands and by oaths sure and binding in the name of St. Peter the apostle, that never would they go upon foreign country and make war on it, but rather would live at peace with all who where wiling to do so; and they recived from the same pope of Rome a benediction on this effect, that if any other foreigners should come against the country of these same Croats and bring war upon it, then might God fight for the Croats and protect them, and Peter the disciple of Christ give them victories."
    Constantine Porphyrogenitus >>De Administrando Imperio<<

  19. #19
    Sogesu's Avatar Campidoctor
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    Default Re: Age Of Creed II - 8 Factions available -

    Quote Originally Posted by Tonno View Post
    Egypt kwerzem alliance...
    I agree. Egypt is already very powerful at begining. If give it Moor or Turks as ally. A vast lands in Antolia and Kwarez will be exploit and give them huge advantage.

  20. #20

    Default Re: Age Of Creed II - 8 Factions available -

    Why don't we wait to see til tomorrow how many people will want to join?
    Jiub Timur Tavix, Tonno and maybe some other active player might be willing to join.
    We are 6 so maybe til tomorrow we could be 10 active players if you wanna consider that option.
    If we remain 8, i Think Moors-Egypt is a better combo to fill the map, imo.
    In 10 Turks- Egypt with the Italian-Iberian combo too, imo.
    Never argue with an idiot; they'll drag you down to their level, and beat you with experience.


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