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Thread: [Custom Mod] Age of Crusades - 1105AD (Roleplay Hotseat)

  1. #1
    Mergor's Avatar T H E | G O R
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    Default [Custom Mod] Age of Crusades - 1105AD (Roleplay Hotseat)

    1105AD - Age of Crusades
    (A mod made for hotseat purposes by bayarder, Mergor, Hannibal2001)
    1105 AD - A new chapter in European history. The Great Seljuk Empire is starting to rise once again after a humiliating defeat from the crusaders 6 years ago. The Cumans, whose lands are stretching from the Caucasus to the Ural mountains are threatening the Kievan Rus, and are even ready to breach the Carpathian mountains to raid Hungarian lands. The great Holy Roman Empire is in a civil war. The current Emperor Henry V forced his own father to abdicate, pushing the empire into chaos. And as the old kings die, and the sons become kings, the current peace in Europe will shatter.

    Admin:
    Mergor

    Co-Admin
    (-)


    Download these files: https://drive.google.com/open?id=1VH...87ctnZ3UlHwXJF

    Factions: (In turn order)
    - Papal States (Hannibal2001)
    - Scotland (ScotlandIsBest)
    - Genoa (Potatoto)
    - Venice | Dead
    - Russia (REDBOOSTY)
    - Poland (PeaMan)
    - Hungary (BerryKnight)
    - England (ArBo)
    - Denmark (CommodusIV)
    - Sicily (Dragon.)
    - France (paladinbob123)
    - HRE (captainnorway)
    - Seljuks (zender9)
    - Byzantines (joker0002710)

    Admin Factions:
    - Fatimids
    - Rebels


    The mod features:
    - historical accuracy, rich family trees, portraits
    - Every faction plays differently
    - Reworked economy and buildings
    - Reworked unit stats, more mercenaries, permanent, but expensive forts
    - Stronger excommunication, shipping mechanic, events, special rebels
    - Agent limit now tied to the number of settlements you have



    Map


    RP Rules
    RP is strongly encouraged, important events must be covered with RP which will be rewarded by the admin.

    General Rules
    NO CROSSING THE LINE ON THE MAP
    - Time to play your turn is 24h for both factions until turn. The Admin may grant a 24h extension if needed. If you are late you will be skipped. It is advised to get a subbed, this subber may be from both inside or outside the game. He can know your PW and plans so he can sub you if you cant make it.
    - No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, spies spreading plague.. etc
    - Exploiting AI factions is not allowed ( demanding money, regions or anything else to improve your position)
    - List of known bugs
    The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
    Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
    Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
    Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
    Siege reinforcement bug: when the army is adjacent to a fort or a settlement that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
    Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
    Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.


    Military rules
    -No one turn peace(tho you cant attack factions that haven't played their turn yet)
    - No Jihad or Crusades allowed.
    - 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 banners visible on the campaign map, unit card of siege unit 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.
    - 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 cant be blockaded by ground units
    - You are not allowed to construct watchtowers. This is to prevent blocking the possible construction of forts.
    -Not allowed to besiege a settlement/fort to deny its garrison participation in battle.
    - You are not allowed to besiege a settlement to deny enemy retreat into it.
    - You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
    - Each unit of siege equipment can be used just once in each turn to take settlement/fort.
    - Ballistas can assault forts and wooden walls, catapults, trebuchets can assault all walls.
    - The Pope is defeated when the faction has no armies to defend it's capital. When this happens the pope the admin makes a 5-10 turn forced NAP between the factions and the pope must also lift the excommunication for that time.
    - You cannot move any units you may have at the northeast corner of the map.

    Agent rules
    -Spies need 50% to infiltrate a settlement, 1 spy is enough to open the gates. A spy needs to re-enter the settlement if he was already in the settlement when it was captured.
    - Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 40% chance to kill other agents, for enemy assassins just 30% is required.
    - Princesses are not allowed to steal Family Members. They may steal general with 35%.
    - Merchants need 60% to acquire other merchant's assets.

    - Bribed units/agents cant move for one turn.

    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 building if the settlement is under siege or an overwhelming enemy force is 1 turn away.
    - You are allowed to destroy Temples immediately.
    - Not allowed to exterminate settlements.
    -You may not trade settlements with your other faction
    -Whenever a settlement is gifted, disband all but 1 unit.

    The Crusader Kings
    The First Crusade was a huge success. Generals like Bohemond de Hauteville or Baldwin of Boulogne established their own kingdoms. However, these kingdoms are fragile on their own even with a weakened Seljuk Sultanate. Foreign aid or a new crusade would surely help them keep the Holy City in Christian hands. Merchant Republics, like Venice and Genoa, have already established trade routes in which reinforcements can arrive.

    - Shipping armies between marked ports are now possible

    - Shipping an army will take 1-3 turns depending on the distance between the two ports

    - To ship an army, you must step on the province in which the marked port is present and contact the admin. The turn you sent your armies doesn’t count! An army will arrive at the start of your turn, on the tile of the marked port, with full movement points.

    - You have to send at least 6 units +1 general to be able to ship armies

    - Prices: 1000/general, 750/cavalry and siege equipment, 500/foot soldiers

    |London;Hamburg| <-- 1 turn --> |Toulouse;Genoa;Venice;Naples| <-- 1 turn --> |Constantinople;Kiev| <-- 1 turn --> |Antioch;Jerusalem;Nicosia(Cyprus);|

    The Rebels
    The rebels are not a big faction, and they won't go towards world conquest. Instead, the map will have smaller regions where the rebels work together, and behave differently:

    - England and France: Defensive, can recruit mercenaries, can take back lost territories

    - The Holy Roman Empire: Mixed, can recruit mercenaries, can attack player controlled armies, can take back lost territories*

    *HRE territories: Marseille, Dijon, Antwerp, Metz, Bern, Milan, Staufen, Innsbruck, Florence, Nuremberg, Hamburg, Frankfurt, Magdeburg, Vienna, Prague

    - Eastern and Central-Europe: Special: The Cumans and the Pechenegs - Will come in waves, will go slowly towards other kingdoms other than Russia, will siege cities (but they won't take them) will attack player controlled armies.
    - Vilnius, Riga, Helsinki, Tbilisi: Special: They Will behave like they are independent kingdoms: Mixed, can recruit mercenaries, can attack player controlled armies, can conquer player controlled settlements.

    - Other rebels present from the start of the game: Defensive

    - Naturally spawned rebels: Defensive, they will try to band together.

    The Events
    Every faction except Genoa and Venice will have an event (Similar to those in TES). The events are secret, and I won't tell you when and how will they happen. Of course, you can sometimes figure out the nature of the event if you read your faction's history

    Faction Attributes
    England: Strong archers and infantry, good navy, defensible position
    Denmark: Cheap ships, strong navy, strong infantry, presence in Ireland
    France: Strong and cheap cavalry, weaker presence in the Holy Land
    Sicily: Strong ships and infantry, cheap cavalry, stronger presence in the Holy Land
    Venice: Cheap ships, strong navy, good infrastructure, big treasury, presence in Antioch
    Genoa: Cheap ships, strong navy, good infrastructure, big treasury, presence in Jerusalem
    Pope: The power of excommunication
    Russia: Strong infantry, lot of ways to expand
    Poland: Cheap infantry, strong cavalry, northern expansion
    Hungary: Cheap infantry, strong cavalry, southern expansion
    Byzantines: Strong all-around, poor infrastructure, lots of territories, small treasury
    Seljuks: Exceptionally strong cavalry, huge treasury, possible enemies everywhere
    HRE: Strong all-around, good infrastructure, good economy, in a civil war


    Last edited by Mergor; June 07, 2019 at 03:26 AM.

  2. #2
    Mergor's Avatar T H E | G O R
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    Default Re: [RPHS] Age of Crusades - 1105AD

    Choose 3 factions when you enter: First should be the one you want the most. Second, the one you'd also like to play. Third is the one you'll settle for if you don't get the first two

  3. #3

    Default Re: [RPHS] Age of Crusades - 1105AD

    Denmark-Russia-Poland

    I really want denmark

  4. #4
    Hannibal2001's Avatar Simply Barbaric
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    Default Re: [RPHS] Age of Crusades - 1105AD

    The Pope - Byzantine Empire - France

    Spoiler Alert, click show to read: 


    Let's go on a crusade boyzzzz!

  5. #5

    Default Re: [RPHS] Age of Crusades - 1105AD

    I've gotten 3 less HotSeats in the last couple of days so could use another one... and since I've been studying history lately I've been interested in one of these kind RP HotSeats.

    Nvm I rly cant choose, will come back for this...

    Poland>Byzantium>Hungary
    Last edited by saleska2; December 04, 2017 at 10:53 AM.

  6. #6
    cowcow's Avatar Ordinarius
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    Default Re: [RPHS] Age of Crusades - 1105AD

    england/byz/turks
    Last edited by cowcow; December 02, 2017 at 04:32 PM.

  7. #7

    Default Re: [RPHS] Age of Crusades - 1105AD

    England/france/Genoa please
    Last edited by paladinbob123; December 02, 2017 at 03:06 PM.

  8. #8
    LordPureLegacy's Avatar Decanus
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    Default Re: [RPHS] Age of Crusades - 1105AD

    HRE/Venice/france
    Study Strategy Over The Years And Achieve The Spirit Of A Warrior. Today Is Victory Over Yourself Of Yesterday; Tomorrow Is Victory Over Lesser Men.- Miyamoto Musashi

  9. #9
    General Dragon.'s Avatar Champion of Dragons
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    Default Re: [RPHS] Age of Crusades - 1105AD

    Sicily-Genoa-France
    Last edited by General Dragon.; December 03, 2017 at 02:18 PM.

    "
    The Dragon is wise, a sage among the ignorant. He knows not all that glitters is gold."

  10. #10
    ArBo's Avatar Senator
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    Default Re: [RPHS] Age of Crusades - 1105AD

    England - France - Hungary

    Glad you did manage to get the HS up in the end

  11. #11
    Ramble12's Avatar Domesticus
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    Default Re: [RPHS] Age of Crusades - 1105AD

    France>Seljuks>Denmark
    Edit: Nvm. I won't really have time for a HS soon. So am not going to join
    Last edited by Ramble12; December 03, 2017 at 11:45 AM.

  12. #12
    REDBOOSTY's Avatar Centenarius
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    Default Re: [RPHS] Age of Crusades - 1105AD

    Russia-Danmark-Poland
    "The object of war is not to die for your country, but to make the other bastard die for his"

    -G. Patton

  13. #13
    Mergor's Avatar T H E | G O R
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    Default Re: [RPHS] Age of Crusades - 1105AD

    England is so popular... Why?

  14. #14
    LordPureLegacy's Avatar Decanus
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    Default Re: [RPHS] Age of Crusades - 1105AD

    I think its because this time they will have a challenge getting control of the British isles am I wrong?
    Study Strategy Over The Years And Achieve The Spirit Of A Warrior. Today Is Victory Over Yourself Of Yesterday; Tomorrow Is Victory Over Lesser Men.- Miyamoto Musashi

  15. #15

    Default Re: [RPHS] Age of Crusades - 1105AD

    France seems by far the most popular tho, England is just the overall strongest in the current save do to their insane fleet.

  16. #16
    Mergor's Avatar T H E | G O R
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    Default Re: [RPHS] Age of Crusades - 1105AD

    You are not wrong LPL

    Sal, did you check denmarks fleet? They have a far better one in terms of stats and overall ships. (And I also might remove some cogs from England)

  17. #17

    Default Re: [RPHS] Age of Crusades - 1105AD

    Yeah Denmark fleet is stronger but is required to be far more spread out, England his main enemies are right where he needs his fleet. Tho I dont think the gap between strongest and 7th strongest for example is very big, England just happens to currently be the strongest imo.

  18. #18
    Mergor's Avatar T H E | G O R
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    Default Re: [RPHS] Age of Crusades - 1105AD

    True, however the english won't conquer the british isles easily..

    And since some of you don't want to download the mod because it's not the final one, here is some pics of the map:

    Scotland and Ireland


    Northern Italy


    The Holy Land

  19. #19

    Default Re: [RPHS] Age of Crusades - 1105AD

    Alright, alright. Lets have a looksee.

    Denmark, Genoa, Russia sound nifty. Anything will do, really.

  20. #20

    Default Re: [RPHS] Age of Crusades - 1105AD

    HRE-Papal-France

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