VI. Non-event points
Cyrodiil
MAP
- There are 9
alliance fortifications (including Weye and Fort Alessia) around Rumare Bay. Each alliance will start with three alliance fortifications, once they are unlocked by an event. You are not allowed to leave any alliance fortification empty. These forts have several exceptions from siege and spy rules (check the rules).
- Any new fort you build in the mainland, must be further from an alliance fortification than can a character with regular movement points march in one turn ( so far it cant reach even ZoC of alliance fortifications).
- Each alliance can also have maximally one fort on Imperial Isle. Such fort must not be directly blocking an access into Imperial City (
the violet area). Such fort wouldnt be considered an "alliance fortification", thus requirement for siege equipment and spies are the same as for normal forts.
- You can take Imperial City any time, but you get no points for holding it, unless you own at least 5 alliance fortifications.
- For each 3 continuous turns you hold Imperial city you get
a point.
- Will decide till the next turn whether I keep this part, change it or remove it:
(- If an alliance manages to gain dominance (controls 9 or more settlements in Cyrodiil, or controls at least 5 alliance fortifications), the other two alliances may join forces. They can remain allies for 3 turns after the first alliance is not dominant anymore.)
Use of ships in Rumare Bay is restricted by the following rules. Every alliance has two spots for their ships (on map -
Dominion, Pact, Covenant). During your turns you can use ships to transport your units, but after that they must return them to their spots (in each spot can be maximally 3 ships). You are not allowed to attack other ships, and neither block the other alliance ships. The Bay must remain sailable for all alliancs.
- The ships cant sail further south than the white line south/east of Imperial Isle is.
- If you manage to take Bruma/Weye/Fort Alessia/Imperial City, you can use these ports as another place, where you can keep a ship.
Doesnt count for Cheydinhal port.