War of the newbloods
download: http://www.twcenter.net/forums/showt...l-6-4-Released
In this HS we will be playing as teams/alliances. The rules will be a little bit different because of this so read them carefully
Your goal is to conquer the world as an alliance, you are not allowed to turn on a faction in your alliance.
To join the HS. Just say in which alliance you wanna play and your preferred faction.
Alliances/players:
Western Alliance - France/England - Selviu/Jdhoile
North-eastern Alliance - Teutonic Order/Novgorod - Montbaron/OPEN
South-Eastern Alliance - Jerusalem/Byzantium - Kolu2210/OPEN
ADMIN:
Saleska2
Team rules
-You are not allowed to give more than 1 settlement per turn to another faction in your alliance
-You are not allowed to take a settlement from a faction in your alliance
-Each team only needs 1 member total to be able to be played, however, any more players can always join in at any time.
-A player can for this reason control multiple factions.
-You are not allowed to refuse someone completely from joining your team [MAKE SURE YOU AGREE TO THIS]
-A team will all use the same password, if a team cant decide, a password will be given by the admin.
-You can choose within your team who plays what faction
-Respect the other members of your team
-You can request changes in factions within your team as long as they are reasonable (example: Switching Norway for Scotland)
-Alliances are allowed to team up with each other but only as an alliance as whole. (example: France can only get peace with the Northern Kingdoms if Portugal and Aragon also agree and make peace so diplomatics go as if you are one faction)
-A teammate can always sub another if he is about to be late.
The Rules
- Time to play your turn is 24h for each faction. The Admin may grant a 24h extension if needed.
- If you are late with no notification you will be subbed or skipped by the admin. Do not expect the admin to spend a lot of time on your turn. Once you have been subbed/skipped it is final. Do not ask to replay if you do not like the results.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect see the exploit list in community tavern.
Military rules
- No Jihad or Crusades aloowed.
-One turn peace. This means that players cannot attack/enter lands of those players who have not yet played their turn for the first time in the hotseat.
- All battles are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their bannersvisible on the campaign map, unit card of siege unit (ballista/catapult) must be visible if used to directly assault settlement.
- 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.Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.
- Heroic victories vs players aren't allowed (exception when it's impossible to get another result)
- Not allowed to sally out if the result is a defeat.
- You are not allowed to post a defeat
- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port.
- Ports can also be blockaded by ground forces - At least two units are required for each ship in port in order to hold the blockade.
- You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
- Limit of 3 forts per region/per player, at least 4 units required to be stationed at each fort.
Agent rules
- Spies are not allowed to open Gates on players. Spies may open gates on AI
- Limit of 3 assassins per player. +1 Assassin for every 10 regions you control.
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 50% chance to kill other agents.
- Princesses are not allowed to steal Family Members. They may marry other players Family Members only through diplomatic means.
- Merchants are allowed to eliminate other merchants only in your own regions or regions you have acquired Trade rights to. Screenshots required
Settlement rules
- You may only destroy Temples, Guilds, Military Buildings and buildings that produce Spies or Assassins.
-In order to Destroy any buildings you must have held control of the settlement for at least 3 turns.
- You may not destroy a settlement if the settlement is under siege or an overwhelming enemy force is 1 turn away.
- You are allowed to destroy Temples immediately.
- When receiving a region through diplomacy all units except 1 must be disbanded.
- Not allowed to exterminate settlements
-Only newbloods are allowed
-Faction starting forces and starting income are changed.
A similair HS like this will soon be hosted for more experienced players.













