1. You may not gift regions in a war zone to the Pope or any AI faction.
2. Player v Player battles must be auto resolved and screenies posted as proof. Battles against AI may be fought on the battle map.
3. All defeated armies or fleets are not allowed to move on the turn after they have been defeated, nor can they be attacked on the turn after they have been defeated,
except in cases where Rule 4 applies.
4: Exceptions to Rule 3:
1. If you attack an enemy army, and your army is defeated, the enemy is allowed to attack that army on his turn.
2. If an enemy reinforces his defeated army in the field on his turn, that army is allowed to be attacked.
3. If an enemy army retreats into a Fort, City, or Castle and is besieged on the
same turn that that it is defeated, it may be attacked on the following turn. If the army is
not besieged on the same turn that it is defeated, it may still be besieged on the following turn, but may
not be attacked until the third turn.
5. No attacking ships inside a port. Similarly, you cannot leave a blocked port without fighting the enemy ships first. Because of this rule, armies cannot be on a fleet that is in port.
6. Spies are not allowed to open the gates of any Human region or fort (due to there high price).
7. No Merchant Stacks or leaving troops on a resources solely to deny access.
8. After 24 hours your turn will be subbed (skipped if no notice given). You may choose your sub or if viable I will sub you. If this happens more than twice in a row, or 3/4 times, or so on (if I think I am subbing/skipping them too much without notice) a replacement will be found.
9. Only Military Buildings may be destroyed and only if you have owned the settlement for 3 or more turns. (Ports are not military buildings) You cannot destroy them at all if the settlement is under siege.
10. Assassins can only kill other agents, and only other agents that are IN your territory. If someone suspects this rule has been violated, please report it to me.
11. No surrounding enemy armies with one unit stacks, solely to deny them a retreat.
12. Any regions that are gifted/sold/traded with another Faction must have all units bar one immediatly disbanded.
13. You must PM the next player when it becomes there turn. Repeated failure to do this simple task will result in an ingame fine.
14. Rules are subject to change and/or updating. It is each players responsibility to keep themselves upto date with the rules.
15. Difficulty will be Hard/Hard.
16. All players must use there logic in deciding if there actions are considered an exploit or not. Where discrepancies arrive a vote between all players will decide the outcome.
17. Players may make use of the “Ship Movement bug” to transport their armies by sea more efficiently, allowing players to wage war more effectively from great distances. For more information, see here:
http://forums.totalwar.org/vb/showth...=1#post1389969
18. Reloading is allowed.
19. Heroic victories are banned, if you get them, you must reload until you do not get a heroic victory. Similarly, if you engage 20 or more ships and are able to sink them in one battle, you must reload so that they are not defeated in one battle. If you fight it in 2 or more battles in a turn and it sinks, this is okay.
20. A maximum of 2 forts per region is allowed.
21. Players may not use spies to spread Plague.
22. Players cannot expand East of Utrecht, Metz, Dijon, and Marseilles, nor pick a faction to the East of this Border. Calgari and Sardinia are allowed.