Clash of Kingdoms
13 Factions, 1 Winner: Using Retrofit MP 2.0 (Link Below)
http://www.twcenter.net/forums/downl...o=file&id=2098
AI controlled Scotland, Milan, Portugal, Russia, and Papal States.
The European Kingdoms are at war. From the English Channel to the Black Sea war rages. Who will emerge victorious?
Current players (TWC Account/Discord Account):
England - Mergor / Mergor#4244
France (Dead - Killed by England - turn 4)
Holy Roman Empire - Peaman/ PeaMan#7515
Spain - Fwoot
Venice - speeda325
Sicily- dannyalex
Byzantine Empire - Dead
Moors - Peaman / PeaMan#7515
Turks - Your Total War Master / yourtotalwarmaster#2696
Egypt - OPEN
Denmark - KeenX / KeenX#6416
Poland - General Dragon / Eternus#4096
Hungary - Dead
Admin: King Athelstan/ Athelstan#3623
Co-Admin: Paladinbob123
The Rules
Any major rulebreak's consequence will result in kicking from the hotseat.
I declare that the right to change rules if players voted on it are possible.
General Rules
- Time to play your turn is 24h. The Admin may grant a 24h extension if needed.
-Alliances and non-aggression pacts can be made publicly or privately. In order to make a pact public, the announcement must be written down as a commentary on this thread, making the pact, official. An agreement can also be made public via diplomat in game. If someone breaks a secret alliance or pact it will just suffer moral consequences within the players involved only. Either party can choose to make a breach of pact public if they so choose as well.
- If you are late with no notification you will be subbed or skipped by the admin.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed
-No exploiting the AI
-Roleplay is encouraged but not required.
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
Screenshot of proof Example: https://www.mediafire.com/view/kjnop...ample.jpg/file
- 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.
- 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
- Any siege equipment can attack all walls.
- Watchtowers are not allowed to be constructed on strategic points such as bridges or resources.
- You are not allowed to attack players which has not played their first turn yet.
- No Crusades or Jihads
Agent Rules
- Spies need 15% to enter forts/settlements. Screenshots required. If a spy is already in a settlement, it has to leave and re-enter.
- Assassins need 30% to kill generals (not family members)/agents and sabotage but need 60% to kill princesses/family members. NO assassinating Faction heir/Faction Leader
- Merchants can seize other merchants only if they have at least 30% chance
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 (Starting regions not included)
- You are not allowed to exterminate settlements