Si Vis Pacem, Para Bellum
If you want peace, prepare for war...
DISCLAIMER! You either need RTW on steam, or on a win7 or older operation system to guarantee it properly working. If you have a retail version, use the CD key to add it to steam.
THE MAP
*Caralis doesn't start with Carthage. I'm too lazy to do a new map.
Admin: King Athelstan
Co-admin: PeaMan
Roman Republic - zender9
Macedon - Dead (REDBOOSTY)
Egypt - Epic Total War
The Seleucid Empire - Dead (ArBo)
Carthage - Mergor
Gaul - sumosimon
Germania - themzr
Britannia - General Dragon.
Armenia - Cherno Alpha
Dacia - yourtotalwarmaster
The Greek Cities - paladinbob123
Spain - GeneRombo
CULTURE GROUPS
LATIN
(Roman Republic)
+ Good military infrastructure, good generals
+ Can expand in every way
+ No weaknesses
PHONECIAN
(Carthage)
+ Good naval infrastructure, strong, big fleet
+ Big treasury
- Settlements are far from each other
WESTERN HELLENIC
(The Greek Cities, Macedon)
+ Stone walled cities, good civic infrastructure
+ High population, fast development
- Weak starting armies
EASTERN
(Armenia, Egypt, Seleucid Empire)
+ Capable fleet, army, infrastructure
+ Strong unit rooster, elephants, chariots
- Empty treasury
BARBARIAN
(Dacia, Spain, Gaul, Germania, Britannia)
+ Strong agents from the start
+ Numerous, big armies
- Bad infrastructure
The "How's"
How does it work?
With scripts, you can make hotseats in Rome: Total War. There is a catch however. While the scripts doesn’t let you randomly see an other player’s turn, there are no passwords. Thus, it is very easy to cheat and check any turn you like.
How do you make it work?
https://drive.google.com/open?id=1Ab-svVxTcaEFcz_KwC-IF2YaifzKry0I
Download these files, and overwrite if nessecary.
How do you prevent cheating?
While there isn’t a foolproof way to prevent cheating (There isn’t one in M2TW either) there are ways to make it so that one doesn’t cheat "randomly". More details are in rules under "Special rules". This HS will test TWC's playerbase's trustfulness, and I won't shy away from disallowing players from joining if necessary.
The Rules
Any major rulebreak's consequence is kicking from the hotseat.
I declare that the right to change rules if players voted on it are possible.
Special rules, and using the scripts
- Every save must be sent to the admin and to the next player in a private message. Post only the next faction’s name and the turn number on the thread itself.
- To enable any of said scripts, you need to press F1 on your keyboard, click on the question mark, and then on „show me how”.
- When ending your turn, activate the script, end your turn, then save. That save will be the next player’s turn.
Diplomacy
- Every diplomatic action is instant, "forced" and takes place on your turn, using the scripts.
- When using the script for diplomacy, make sure to do it with a freshly started game. Otherwise, the script may not work.
- Put every offer you have into the scroll, then press the question mark, then „show me how”. After that, the other faction should accept the agreement.
- You need to make pictures of any and all of your diplomatic actions. Both parties have to agree that that diplomatic action have been agreed upon.
General Rules
- Time to play your turn is 24h. 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.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed
-No exploiting the AI
Military Rules
- Battles can be played manually or be 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.
- Not allowed to sally out if the result is a defeat
- You are not allowed to post a losing Naval Battle.
- Settlement or forts can't be besieged to deny enemy reinforcements or to deny enemy retreat.
- 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
- You need at least 1:2 odds or higher to win a naval battle
- "Small" and "medium" elephants may brake down level 1 walls. "Heavy" elephants may brake down level 2 walls only.
- Any siege equipment can attack all walls.
- Watchtowers are not allowed to be constructed.
- You are not allowed to attack players which has not played their first turn yet.
- "Glitched" generals (Those that spawn on units which does not have generals and are out in the open) can't be used to make watchtowers or forts the turn they spawned
Agent Rules
- Spies can get in with any % but an overall 45% chance to open the gates is needed with pictures as a proof
- Assassins can kill agents and sabotage with any % but are not allowed to kill generals of family members
- Agent cap for "Latin" "Phonecian" "Eastern" and "Hellenic" factions is 8 spies, 2 assasins. For every 2 regions you control, starting from 4 regions, the agent cap rises +2 +1. (4-> 8s 2a | 6->10s 3a)
Agent cap for "Barbarian" factions is 10 spies, 4 assasins. For every 2 regions you control, starting from 4 regions, the agent cap rises +2 +1.
- Every diplomat can only make 1 bribe per turn.
Settlement Rules
- When receiving a region through diplomacy all units except 1 must be disbanded.
Destroying buildings is not allowed in these 3 situations:
- If the settlement is under siege
- A far superior army is one turn away from the settlement
- You have not yet held that settlement for 3 turns
- You are not allowed to exterminate settlements