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Thread: Worldy Clash [SS 6.4 LATE ERA] [FULL]

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  1. #1

    Default Worldy Clash [SS 6.4 LATE ERA] [FULL]




    INVITED PLAYERS ONLY, You can choose your region and factions. 1 player per region

    invited players:
    kolu2210 (replaced by Loose Cannon)
    Zender9 (replaced by joerock22)
    Ramble12
    StOuFf
    Saleska2

    Players/Region:
    1 - Ramble12 - Denmark and Norway.Turku, half stack in Kalmar
    2 - Joerock22 - Moors and Aragon.
    3 - Loose Cannon - Venice and ,
    Hungary. Corinth for Venice.
    4 - Saleska2 - Kiev. Kutaisi with fullstack in it, Tmutarakan with half stack in it, Azaq.

    5 - StOuFf - Abbasid Caliphate, half stack somewhere good.


    ADMIN
    kilicarslan33

    Faction choice:

    You first choose a region, 1,2,3,4 or 5. In these regions all factions will be playable. Now as some factions are just far stronger than others there will be a point system which works as follows:

    -You have 100 total points.
    -Each faction you choose costs a specific amount of points
    -You may choose up to 2 factions
    -You may choose a faction and then choose to use 10 points to take another rebel settlement near you as an additional starting region, this region must be bordered to you, however if you claim multiple regions you may choose regions which are bordered to another one you claimed. The settlements will have 2 units of simple miltia placed in them. (max. 3 additional regions for 30 points)
    -You may also choose to use 10 points to get half a stack of units in any settlement of your choice (including claimed ones). These will be made of low tier/high tier infantry. If a player uses 10 points to put an army in a settlement he may choose to move a general there.


    Points per region:
    Spoiler Alert, click show to read: 

    1.
    Scotland - 30
    England - 50
    Norway - 30
    Denmark - 50
    HRE - 100
    France - 70

    2.
    Portugal - 30
    Castille - 40
    Aragon - 40
    Moors - 60
    Genoa - 30

    3.
    Sicily - 40
    Venice - 40
    Byzantium - 60
    Poland - 50
    Hungary - 50

    4.
    TO - 30
    Lithuania - 20
    Kiev - 30
    Novgorod - 70
    Cumans - 30

    5.
    Turks - 60
    Egypt - 90
    Kwarezmians - 50
    Mongols - NOT PLAYABLE


    The Rules
    - Time to play your turn is 36h until turn 10, after that 48 hours for your turn 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 need 60% infiltration to open gates
    - Limit of 2 assassins per player. +1 Assassin for every 25 regions you control.

    - Assassins cannot sabotage and need 60% to kill other agents/generals/family members and 30% to kill other assassins
    - 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 as long as they have 60% chance. Screenshots required
    -you are not allowed to move bribed units

    Settlement rules

    -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



    Last edited by joerock22; June 08, 2017 at 02:02 PM. Reason: added myself and Loose Cannon to roster

  2. #2

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Am considering putting 2 people per region, would like ideas on that. (would be 10 player HS then)

  3. #3

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Sorry for double post.

    As I dont expect everyone I invited to join, feel free to post if you are interested!

  4. #4
    Ramble12's Avatar Domesticus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Region 1- Denmark, please

  5. #5

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Quote Originally Posted by Ramble12 View Post
    Region 1- Denmark, please
    That leaves you with 50 more points!

    You can choose another faction from the points list or take extra settlements/units!

  6. #6
    Oathsworn's Avatar Biarchus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Maybe I can admin this. But if there is more experienced admins I can move away
    If you wonder about the guy in my profile photo,
    Here he is: https://www.youtube.com/watch?v=d39FBRxBM8k

  7. #7

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Quote Originally Posted by Oathsworn View Post
    Maybe I can admin this. But if there is more experienced admins I can move away
    That would be awesome! Will get another admin so no worries

  8. #8
    Oathsworn's Avatar Biarchus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Thanks.

    The point system looks really good btw. Nice job!
    If you wonder about the guy in my profile photo,
    Here he is: https://www.youtube.com/watch?v=d39FBRxBM8k

  9. #9
    zender9's Avatar Domesticus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    When you claim a rebel settlement do we get any units for that settlement or we have to place some? I'm choosing group 2 btw.

  10. #10

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    You get 2 units of simple militia.

  11. #11
    kolu2210's Avatar Campidoctor
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    I choose region 5 will wait on rest

  12. #12

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Just for everyones knowledge, Mongols will be almost fully deleted and ingame events will be aswell.

  13. #13
    kolu2210's Avatar Campidoctor
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    But will mongols be tured off?

  14. #14
    zender9's Avatar Domesticus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Ok my first plan was choosing Genoa and asking marseille bordeaxue and pamplona put half stacks to each of them and with last 10 point put a half stack to caffa.But then i said to myself '' come on be realistic'' don't spend 60 points for 3 settlements and 1.5 stacks.Get moors with 12 settlements and surely more than 1.5 stacks

    My final decision is Genoa+Moors+half stack to Caffa. Also a question does catapult enters everywhere ?

  15. #15

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Quote Originally Posted by kolu2210 View Post
    But will mongols be tured off?
    Mongols will be reduced to like generals only and there will be no more spawnings from them, otherwise Kwarezmians and Cumans have no chance at all.

    Quote Originally Posted by zender9 View Post
    Ok my first plan was choosing Genoa and asking marseille bordeaxue and pamplona put half stacks to each of them and with last 10 point put a half stack to caffa.But then i said to myself '' come on be realistic'' don't spend 60 points for 3 settlements and 1.5 stacks.Get moors with 12 settlements and surely more than 1.5 stacks

    My final decision is Genoa+Moors+half stack to Caffa. Also a question does catapult enters everywhere ?
    Catapult enters everywhere


    Also, Rebels in some settlements like Constantinopel and Athens will have a bit of reduction in units

  16. #16
    kolu2210's Avatar Campidoctor
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Actually scratch that group 3 gimme Venice and sicily

  17. #17

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Quote Originally Posted by kolu2210 View Post
    Actually scratch that group 3 gimme Venice and sicily
    That leaves you with 20 points

    EDIT: put turks down by 20 points so they can compete in the early game.
    Last edited by saleska2; September 19, 2016 at 03:39 PM.

  18. #18
    zender9's Avatar Domesticus
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Also i have a suggestion for rules.Just like the one with defeated armies cannot move because of turn order, bribed units and stolen generals musn't move.Its exactly same thing with the turn order rule.When you bribe a faction's unit which comes after you on turn order you can use it with full movement points but when you bribe a faction's which is before you on turn order you can only use it's remaining (maybe none) movement points.So this must be added to rules.

  19. #19

    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    Quote Originally Posted by zender9 View Post
    Also i have a suggestion for rules.Just like the one with defeated armies cannot move because of turn order, bribed units and stolen generals musn't move.Its exactly same thing with the turn order rule.When you bribe a faction's unit which comes after you on turn order you can use it with full movement points but when you bribe a faction's which is before you on turn order you can only use it's remaining (maybe none) movement points.So this must be added to rules.
    Yeah, will do that.

    Now to something important I have been thinking about all the time: Jerusalem.

    I think they might just be way beyond broken. Their tier 2 units being better than most tier 4 units and with a lower upkeep. I think lategame they are uncomparable to any other faction. I though they might be doable as a 100 point faction because they cant keep up with other factions but just by conquering egypt they are easily the strongest faction already so I decided to currently ban them and put the Turks and kwarezmians a bit lower.

  20. #20
    kolu2210's Avatar Campidoctor
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    Default Re: Worldy Clash [SS 6.4 LATE ERA] [INVITED PLAYERS ONLY]

    70 is more fair for Turks and 60 for k-sah I say

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