Really a fort violation? Ok. I assume it's because i have 1 unit in the fort..lol seriously? Apologies but i did not know that was a rule, i wouldn't have built the fort if i had known..It's not like it's even strategically placed..lol
I think some folks might just be upset that the game isn't going exactly how they would like it too... won't name names, but he constantly needs an extra 24hrs to take his turns lol
Also how do you expect people to follow any specific rules when the RULES are just a link to the HS Rules Compendium, which is just an example of common rules used in HotSeats and is in no way a clear list of rules to follow for this campaign.
So here is the list of "Rules" for our campaign
| Agents |
No assassinations or sabotage. No recruiting of assassins allowed.
OR
- No assassinations or sabotage. Recruiting of assassins allowed as spying units.
OR
- Assassinations or sabotage allowed to kill agents, minimum chance required: 35%.
OR
- Assassinations or sabotage allowed to kill agents, minimum chance required: 35% and family members, minimum chance required: 45%.
- No spies to open gates.
OR
- Spies can open gates, minimum chance required for opening the gates: 35%.
OR
- Spies can open gates if settlement is defended by less than 6 full units. (adapted from Matto16)
- No bribing.
OR
- Bribing allowed.
- Indirectly breaking sieges or port blockades by alliance with factions allied to the enemy faction (turning them neutral) not allowed.
OR
- Indirectly breaking sieges or port blockades by alliance with factions allied to the enemy faction (turning them neutral) allowed.
- Stealing generals not allowed
OR
- Minimum chance to steal general: 35%
- Spies aren't allowed to spread plague, unless needed to open the gates in a succesfull siege during the same turn of infiltration.
- Merchants can seize other merchants, minimum chance required: 50%. (adapted from Mithridate)
- Merchant stacks not allowed (placing several merchants in an army or fort/military-unit securing a resource). (adapted from Mithridate)
- You cannot kill agents by surrounding them with troops, unless this move was needed for other purposes.
|
And now let's examine the "RULES" for forts in this campaign as this is the rule i am being accused of violating
Player-made (non-permanent) forts require a minimal garrison of 4 units.
- No fort ammount limitations
OR
- Maximum of 4 forts per player per region.
- Watchtowers not allowed
OR
- Watchtowers allowed- Not allowed to place watchtowers to prevent forting. (adapted from
Uriyaca)
- Rules for sieges apply- Not allowed to to lure the attacker into the fort by disband/suicide sally to set up a trap.
- Not allowed to besiege a fort solely to deny the besieged army from participating in battles (with enemy forces next to the fort).
- Not allowed to sally from forts (except for sieges lasting longer then 1 turn) unless victory or draw is achieved.
- Allowed to disband troops
OR
- Variations on (not) allowing suicidal sallies and disbanding possible.
- No repeated attacks on 'yoyo/fort buged armies'. You can see when this bug accures, as the enemy army enters the fort and then leaves it. (adapted from Uriyaca)
So what do i just pick which one of these rules to follow? Or simply wait for someone to break one of the possible rules then report it.
How can a rules list have OR options..lol
Can't really blame people for not following each specific rule when this is the Rule list we are working with.