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  1. #1

    Default Personal rules for gameplay

    So, I've thought about it, and decided I will enact personal rules for my planned campaign as Sicily. I haven't really played Medieval II much at all, tried a migration campaign as Norway recently with SS 6.4 + Gracul AI, BGR IV-E, Really Bad AI 5.1.3, Longer Assimilation, and the Next Heir Crown. I managed to survive, took Normandy from England, then spread to Brittany and then Wales (where the English have brutally murdered the King's youngest son, and look to be preparing to march on Caernarvon! ). However, I'm not really attached to the faction or the campaign. Sicily has been - and always will be - a favourite (this started with Medieval I VI, which I sadly cannot play anymore due to the 8*** series and higher Nvidia graphics card problems). I'm English, and admire the Normans and their achievements (Normandy is a favourite holiday destination), so Sicily is naturally an enjoyable faction for me to play as, especially given that they start very small (England is too big for me - I like building up from a small faction, and they already have most of the British Isles as well as Normandy, which removes some of the fun).

    I digress, though. I have written some personal rules up, and thought I'd share them here in the forum, and start a discussion about personal rules, in particular for SS 6.4 campaigns.

    Here they are:
    - Family Members and Generals may openly declare war and engage other armies freely. Captains may only enter foreign territory once war has been declared, and even then they may only act defensively, never being the force that initiates combat. In the player’s own* territory (*this includes any recently conquered lands), Captains are allowed to engage other Captains, but they are not allowed to engage Family Members or Generals (invading foreign forces or Rebels) except in defense. Navies may only blockade foreign ports once war has been declared (not that this will significantly affect the AI’s economy).

    - It is considered fair play if the player always ends a siege by engaging the foreign force besieging the player, or the force holed up in the settlement the player is besieging. This means that the player should generally try to sally out, or accept being starved out, when under siege – this is to make it easier on the AI, which suffers greater casualties when attacking settlements (Castles are also a problem, as the AI has difficulty coping with the extra wall defences). When besieging a foreign settlement, the player should give the AI a fair chance to defend itself – meaning launching a direct assault. The player will no doubt suffer casualties in this instance, and it could even be very costly, but it gives the AI a chance as it may not be as willing as a Human player to take a gamble and refuse to go down without a fight.

    - No stakes in front of gates or down routes the AI has no choice but to take to reach the centre of a settlement! The AI has no idea how to cope with such a defensive mechanism, so it’s soldiers will drop like flies.

    - Tax rates can only be changed and construction and recruitment orders given/amended if a Family Member or General is present in the settlement concerned at the time. Once a Family Member or General leaves the settlement, all orders are final and must be carried through to a conclusion. A Family Member or General may enter the settlement at any time to change tax rates or construction/recruitment orders.
    NB: I know that SS 6.4 provides a Limited Activities script, but I've messed about a bit with the early era installed files, so I'd rather not reset everything again and have to make the same changes (I have actually got back-ups, but not sure what files would be changed). Besides, it's more fun when you make the choice to do this, and the game doesn't physically force you to do it.

    - All finances should be manually calculated – ignore what the Financial Scroll says! It is wrong anyway due to Byg’s Grim Reality, but using a natural calculator and not relying on the computer or blithely hoping that expenses do not exceed income too regularly is more fun and will keep the brain healthy.

    - Only foreign Diplomats, Princesses, Family Members and Generals have the authority to engage in talks on behalf of their nation. Captains and ungoverned settlements may not be contacted under any circumstances.

    - Only a Spy can freely observe foreign armies, agents, or settlements. Diplomats, Princesses, Merchants, Assassins, and armies led by Family Members, Generals, or Captains must be within one square of a foreign army, agent, or settlement in order to be allowed to view their details. This likely precludes most, if not all, navies from ever being able to observe the make-up of foreign armies. Also, a foreign Spy or Assassin – if visible on the campaign map – can never be observed except through the player using his/her own Spy and carrying out a spying mission.

    - Further to the above rule, a Spy must have a certain rating before he can observe at a distance – if a Spy only has up to and including 3 Subterfuge, he must also be within one square of a foreign army, agent, or settlement. With 4-6 Subterfuge, two squares; 7-9 Subterfuge, three squares; and finally 10 Subterfuge, four squares.

    - All agents have only one life. If a Spy, Assassin, or Merchant fail in a mission, then they fail – end of story. The AI gets no second chances, the player will never reload just to give them another try, so the player gets no second chances either. Same goes for diplomacy – if a Diplomat or Princess fails, and the foreign party leave the talks for the turn, the consequences must be accepted. This isn’t to say risks should not be taken – nail-biting gambles are part of the game, and can result in very favourable outcomes for the player. All this rule means is it is best to avoid taking stupid risks!

    - The Heir Crown may only be moved once, from the current Heir Apparent to the next intended Heir Apparent. Once this has been done, the decision is set in stone (in most cases), so choose wisely. If in doubt, the Heir Crown should remain with the current Heir Apparent until a clear successor to his upcoming throne is recognised. The next Heir Apparent should be the current Heir Apparent’s first born son, and if he has no sons to give the Heir Crown to, it goes to the second eldest son of the current Faction Leader (should the current Heir Apparent then father a son who comes of age before the current Faction Leader dies, the Heir Crown must be moved to this individual as soon as possible).

    - There are no reloads – all decisions are final after the turn has been ended. Make careful decisions in order to avoid catastrophe, or feeling like you wasted a character’s movement points and time!

    So, what are the rules other people put into play for a more fun campaign?

  2. #2
    The Source's Avatar Senator
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    Default Re: Personal rules for gameplay

    i usually expand my empires according to history eg. when england invaded wales and ireland, i would do the same when it comes near to that year,

  3. #3

    Default Re: Personal rules for gameplay

    -No pausing to give orders in battle (this has made things much more difficult for me)

    -No assassins (I nerfed them for everyone)

    -No bribing

  4. #4

    Default Re: Personal rules for gameplay

    Quote Originally Posted by TheBard View Post
    -No pausing to give orders in battle (this has made things much more difficult for me)

    -No assassins (I nerfed them for everyone)

    -No bribing
    How did you nerf assassins? I woukd like to do that to.
    Shogun 2, no thanks I will stick with Kingdoms SS.

  5. #5
    The Source's Avatar Senator
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    Default Re: Personal rules for gameplay

    Quote Originally Posted by stevehoos View Post
    How did you nerf assassins? I woukd like to do that to.

    im pretty sure its give_trait GoodAssassin 1/2/3

  6. #6
    Radzeer's Avatar Rogue Bodemloze
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    Default Re: Personal rules for gameplay

    One thing I started to do lately is that when I attack an AI army on the campaign map, I won't wait for the AI to charge on the battlefield either.

  7. #7
    Tiro
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    Default Re: Personal rules for gameplay

    1. No loading

    2. No battle pausing (unless there is a non gam reason)

    3. No killing to avoid unwanted faction heirs coming to power

    4. No more than one adoptions per generation (roughly 50 years), and the adoption must be a man of the hour, marriage offers are not part of the rule

    5. Only generals can command armies in enemy territory

    6. No using navies to outflank/raid a superoir enemy

    7. as much as possible, only be at war with one faction at a time (rebels excluded)

    8. Always attempt to have no more and no less than two vassals

    9. Make your national pl=olicies reflect the character of your king/emperor/caliph (as in, a chivalrous ruler wont hire assassins, an impious ruler wont go on crusade, a poor commander won't fight wars left and right.

    10. No crying
    Glory is fleeting but obscurity is forever.-Napoleon Bonaparte

  8. #8
    The Mouth's Avatar Ducenarius
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    Default Re: Personal rules for gameplay

    That's funny I'm playing as Sicily too, mainly expanding in the Middle East and Africa (While conquering the Geonese as the same time) One thing I've learned from this is that the Egyptians are stubborn bastards... Calling Jihads on me and constantly throwing stacks at me, but their quickly losing this war and soon the east shall be mine!

    But anyways my rules

    1. Besides outright cheating (One exception though: As long as it does not affect me or my enemies in any way possible I will sometimes Toggle the Fog of war) and the exploiting of glitches there are no rules! Whatever I can do to ensure my complete and utter domination shall occur!
    Besides after toggling the Fog of war once I can already see that this will be a very fun and challenging campaign.
    Last edited by The Mouth; September 11, 2011 at 07:28 PM.


    Ash nazg durbatulūk, ash nazg gimbatul, ash nazg thrakatulūk, agh burzum-ishi krimpatul.

  9. #9
    Indefinitely Banned
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    Default Re: Personal rules for gameplay

    -No building siege equipment, unless leading general is a siege expert or has the siege engineer ancillary (starve them out instead)

  10. #10

    Default Re: Personal rules for gameplay

    Those are interesting and challanging rules you set up. I'm currently playing Sicily too and i think it's quite easy since you get those early Muslim Archer who are such a great backbone to my early armies. On the other hand it takes quite long to build up the other wooden castles into castles to get those Archers. Still the big turning point for me was again that first Crusade, the bonus chivalry and easily to access heavy infantry pushes you up a few notches. Consider limiting the generals you sent along on a crusade, maybe onyl pious ones should be sent (6+ piety)?

  11. #11

    Default Re: Personal rules for gameplay

    Interesting replies. Definitely giving me other ideas.

    One thing I have done is to mod the starting ages of the Sicilian family members to younger ages, which might seem a little out of place, especially in a thread about personal rules (the aim being to make the game harder ). However, after reading up on Norman Sicily, I have a little problem with the 23 year old Simone not being the heir and the 15 year old Ruggero being the heir. I made Ruggero 16, keeping him as their heir, and Simone 14 instead, as their real life counterparts were both very young when they ascended to the throne (although Simon ascended first, 1101-1105 - but I can't exactly mirror Roger II only coming of age in 1112 and taking over from his mother ). I basically took a few historical liberties... But I love that I'm not using historical starting positions. Ever since the latest versions of the XL mod for Medieval I VI and another submod built on top of it, they gave all of southern Italy to the Sicilians (it was only one province, Naples, back then). I like conquering at least some of southern Italy. It gives a feel of...finishing the initial formation of a kingdom. It isn't already done for me.

    I might ban all adoptions and marriages myself (well, maybe not all marriages). There is room for a 'rule' on preserving the royal bloodline via incest.

    The piety concept for going on Crusade is also one to think about, as is campaigning according to the Faction Leader's personality.

    I've thought about rules before, but never got around to playing Medieval II. Just couldn't get attached to any faction... Until playing Norway on Saturday, and sending my spy down to Sicily to see how things were going. I just felt so jealous! They had that lovely island, and great troops! Better troops than I would have any time soon, anyway...
    Last edited by Kaidonni; September 12, 2011 at 07:52 AM.

  12. #12

    Default Re: Personal rules for gameplay

    My house rules:- I don't use siege equipment- No stakes - No spies to open gates- No bridge battles- No forts- No siege battles (always auto-resolve)- The free-upkeep number is the max number of units I use to "defend" settlements (usually only one)- My armies are capped at 10 units (general plus nine others). Whenever there are reinforcements available, I only use them to get my total number of units to ten (all other units remain passive)- No naval invasions- To counter the AI's stupidity when you are the attacker. When I attack I expect the AI to defend (I don't like fighting a defensive battle whilst being the attacker). When I know the AI will come to me (which is basically every single battle), I deploy my troops in the worst possible position to give the AI some sort of "offensive" advantage.- No crusades or Jihads (only my FL will "join" - not to conquer, but to prevent the other nobles from going bankrupt).- No diplomacy (only to get trade rights and map info), this basically means I'm at war with everyone.- No reloads of course. Disasters are the most fun events, period! - No blitzkrieg, I have to wait 5 turns before I am allowed to attack another settlement (after taking one).I must have forgotten a few rules, but these are the most important. I like playing like this to be challenged and overwhelmed by the AI. My most fun games have always been about the struggle to survive, conquering the world with unbeatable stacks, not so much.
    WTF is wrong with formatting?
    Last edited by Homeros; September 13, 2011 at 07:28 AM.

  13. #13
    Knight_of_Ni's Avatar Centenarius
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    Default Re: Personal rules for gameplay

    Not really a house rule per se, but I when I play as a large faction with a lot of borders (HRE, Byz, etc.) I like to split the families up into different branchs that control a separate area. And only those family members are allowed to go to war with the country on their border, unless it is to drive invaders from the homeland.
    Quote Originally Posted by Cougar109 View Post
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  14. #14
    Liandro's Avatar Miles
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    Default Re: Personal rules for gameplay

    Only a few rules, depends on the faction tho ... lose no settlement or restart, not reload, and take out the pope for Rome

  15. #15

    Default Re: Personal rules for gameplay

    I've been considering a new rule, but I can't quite figure out how it would work out...

    - There should be a limit to the number of men and horses that any fleet can transport. This should not be an arbitrary one-unit-per-ship limit, since some military units are smaller than others (General’s Bodyguards), and it would make little sense if one ship can transport over a hundred spearmen, but another only twenty men and their horses. It is possible for there to be a maximum limit per ship, and it can be shared out between the vessels in the fleet (so technically, one contingent of spearmen may be divided between two ships).

    There would need to be a logical formula. Obviously, men and their horses take up more room than just spearmen, but what should it be? One horse = three foot soldiers? And how many men per fleet? Each ship represents an individual ship according to the game, not a whole bunch of them...

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