Will be using: http://www.gamefront.com/files/21493227/Westeros.rar and auto-resolve
Gameplay/rules will be very similar to GoT: http://www.twcenter.net/forums/showthread.php?t=541320
Each faction will have two numbers beside them. Numbers are the +/- from beginning settlements.
The first is the amount of settlements until a faction is "destroyed". When a faction is "destroyed" the human player is out of the game and their turns will be skipped. Also if you lose your starting capital the faction is automatically destroyed so guard it well and aim for others (exception: Tully may lose Riverrun)
Settlements are balanced based on starting armies, position of threats, and easily gainable/losable settlements for each faction.
+/- settlements for (defeat,victory)
Lannister: complete noob Initial 11 (-5, 6)
Tyrell: Mithridate Initial 12 (-4, 6)
Stark: Loose Cannon Initial 12 (-5, 4)
Arryn: vozd Initial 8 (-4, 4)
Greyjoy: DiegoLima Initial 4 (-1, 6)
Renly: KingRussell Initial 9 (-4, 4)
Joffrey: xXAmonXx Initial 6 (-5, -) *Wins only by holding KL for 30 turns*
Tully: Hopelessly Hopeless Initial 9 (-6, 3) In alliance victory reduced to 1
Stannis: Antoniusz Initial 2 (-1, 4)
Martell: ljomx Initial 9 (-4, 4)
Current Admin: Dux
Co-admin:
Admin will not play any turns. If a player goes over the allotted time they are skipped and nothing will be done regardless of any consequences if skipped. If a player is about to be skipped for the 2nd turn in a row the faction is declared destroyed until/if we find a new player.
Winning:
You may win solo or in an alliance
When you achieve the above number for your faction, to win you must post on the board that you have enough and maintain your +/- for 2 full turns. Don't declare victory until you know you can defend your lands from every other faction. It is up to the players to keep track of how many settlements each other have so if you have enough feel free not to post to strengthen your defense.
Alliances:
If you want to ally with another faction your victory numbers are combined. You may have multiple alliances (public/private) however *max 2 factions to win* When your alliance gains the correct amount you must publicly post on the thread your alliance. Then you must maintain your +/- for 4 full turns. I suggest you keep your real alliances secret.
Any settlement under siege during the final turn will not count.
Joffrey and KL
All Joffrey has to do is sit tight and defend KL so in the end every other faction is an enemy and eventually will be targeted by everyone. That is why no faction may attack Joffrey until turn 6. This applies to settlements and any army in his own lands. If he wanders out however he is fair game. You may only attack his ships during the first 5 turns if he has units on them. Blockades are ok.
Whoever allies with Joffrey must post on the board. Players may not do this until turn 10. Multiple factions may ally with Joffrey as I doubt the Joffrey player will turn down help. Allying with Joffrey supersedes your own victory/defeat making it possible to go under your destruction limit. However the max 2 alliance for victory still stands. If Joffrey has multiple allies and still holds KL on turn 26, Joffrey must post HIS SOLE ALLY after this turn. If you are an ally and are NOT the faction chosen and under the destruction limit you lose so tough luck. Either way Joffrey must post his ally on turn 26.
While allying with Joffrey you may not attack him. If you wish to break off the alliance you must give 2 turns notice. You can't attack him but he may attack you during those 2 turns.
Joffrey may not break off an alliance,until turn 26, just as joffrey cannot refuse an alliance. When a player breaks off an alliance with joffrey the during the 2 turn notice they are still allied with joffrey, meaning they cannot declare victory till the 2 turns are up.
Whoever holds Kings Landing (excluding Joffrey) may immediately declare victory but in order to win must hold for 5 full turns. (Includes solo or alliance) If during this time they lose their capital/fall under their settlement limit they will still be considered a destroyed faction
Destroyed Factions
Spoiler Alert, click show to read:
Rules:
Rules may be added/changed at ANY time to account for game glitches/bugs. Some of these aren't in other hotseats so I expect some disagreements and I am open to changes. If anybody feels a rule should be added/removed/changed feel free to post.
Spoiler Alert, click show to read:
Breaking any of the rules will result in punishments based on the situation which will be considered fair by the admin and the other players. May involve loss of turns, units and settlements.
Changes:
I have made quite a few changes regarding unit placement and starting $$ to hopefully balance gameplay. Again feel free to make comments.
Spoiler Alert, click show to read:
Here is a test file so you can see the changes. http://www.mediafire.com/?1157mc661v60qvf
With these changes most factions have some sort of decision to make earlier on so depending on what you do diplomatically a lot of things can happen the 1st few turns
Console will hopefully be enabled this time so things that pop up can quickly be resolved
I know it's a lot and hopefully understandable and hopefully there is enough interest to try it out.
I hope I balanced the factions enough so to make it more interesting/fun I was hoping that we randomly assign factions. I guess we'll see how it goes. Post if you have any comments, questions, suggestions...













