-You are not allowed to expand outside the red line, you can fight and conquer there but must give up regions immediately and only occupy
1 turn peace, though you may attack players that have played their first turn.
Since reloading is allowed ,Heroic victories are
banned. So if you obtain one of them, you must reload until you get a different type of result.
-
Turns must be played within 24h or you will be likely skipped This will be a fast hotseat but with lenient extensions as RL takes priority - but you have to ask/keep us posted!
- Notify next player who comes after your turn by post message or leaving message on message board!
You can go outside the border but must not keep any captured lands there.
Nor use said land to gain money from the AI, building destruc rules still applies.
The neutral admin can use his own discretion to best enforce these rules in the spirit of a good fun competition,
I endorse hard lining the rules when in doubt over making exceptions in general however.
The rules are here to guide us for equal, fair and balanced gameplay.
Battle Rules:
- 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.
- All Player vs Player battles must be auto-resolved. Battles against AI can be played. Note: Screenshots are to be posted as evidence of auto-resolve.(The Odds and Results windows must not be edited in any way. Editing out Map info, Cash, and any Units/Agents/Regions not involved in the attack is fine).
-No attacking ships inside a port.You cannot leave a blocked port without fighting the enemy ships first. If a player keeps an army inside a fleet inside a port,
other players are allowed to attack that fleet even if it's inside a port
or the admin can choose to have the player fined (if you don't know how, ask me).
-you can build only two forts per region max per faction.
-You cannot sally out from your settlement/fort, or attack the army besieging your settlement/fort if the result is a defeat.
-You are not allowed to besiege settlements to deny enemy reinforcements.
-No surrounding enemy armies with one stack armies, solely to deny any survivors a retreat. Blocks of landbridge ,bridges or similar,to cut the retreat is allowed
Agents Rules:
- Spies
aren't allowed to spread plague in any case not matter what.
- Spies can be used against forts and settlements as long as you have at least 60% of chances of infiltration. You'll need 2 to open a fort/settlement. ( You have to
re-infiltrate if a defending spy has been placed and you are to show post screens for each spys odds)
- Each faction cannot recruit more than a assassin every 5 regions owned beyond 9. So to recruit the second assassin you'd need to own 10 regions or more. For the third
15 or more and so on.. Suicide any additional assassins
immediately or contact admin to remove them.
- Assassins cannot sabotage Assassins can only kill:"Priests/imams/spies/merchants/generals/FMs" as long as they have 50% of chances. Only 30% is needed vs enemy assassins
-Merchants can seize other merchants only if they have 50% of chances.
- No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort/military-unit securing a resource).
- Pic must be taking for successful bribery, only the treasury may be edited away.
- Bribed units cannot be moved until the next turn - same reason as defeated army rule.
- No stealing generals/fm
-
All the agents rules are applicable humans and not AI
Building Rules:
- Only Inns/Guilds are allowed to be
manually destroyed
- If a settlement is under siege then it is NOT ALLOWED to destroy any buildings in the settlement.
- You are not allowed to exterminate a settlement in the map . This is because it will destroy many buildings in the settlement(Possibly downgrade a settlement). This is also valid against the AI
Diplomacy rules
Crusades/Jihads are banned and not to be called or joined
-No allying Pope
-No giving provinces in a warzone inside the border to AI (it means regions bordering-by land- with a
human faction you're at war with). It's ok giving it to a human-controlled faction.
-Any new player taking command of a faction previously held by another player cannot attack a faction he's officially allied with for at least 5 turns, or until the allies of that faction break/
show clear intent of breaking the deal.
- Any regions that are gifted, sold, traded with another Faction must have all units except one disbanded immediatly!
-Is not allowed to vassallage AI factions or gain money from them via diplomacy by gifting regions.
-Faction Suicide is illegal. Anyone suspecting someone else trying to commit suicide or not playing to the best of his abilities must report it to an admin immediately. Any party involved in the splitting up or taking advantage of such gameplay will be fined accordingly.
Bugs/Exploits:
The mov.bugs cannot be used. All bugs in general are banned unless explicitly allowed.