~Teutonic Warfare III~
The Map
This HotSeat will be using the Medieval II Kingdoms - Teutonic Campaign
If you would like to take part in this campaign simply make a post in this thread and claim your faction.
The Factions/Players
Teutonic Order - HouseStarkFTW
Lithuania - Saleska
Novgorod - Wilson30501
Denmark - Tulkasthevaliant
Poland -Eggman3
Holy Roman Empire - Speeda325
ADMIN:
Jadli
The 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. Once you have been subbed/skipped it is final. Do not ask to replay if you do not like the results.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect
Military rules
- No Jihad or Crusades allowed.
-players cannot attack/enter lands of those players who have not yet played their turn for the first time in the hotseat.
- 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 (ballista/catapult) 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.
- 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 can also be blockaded by ground forces - At least two units are required for each ship in port in order to hold the blockade.
- You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
- Limit of 3 forts per region/per player, at least 4 units required to be stationed at each fort.
Agent rules
- Spies are not allowed to open gates
- Limit of 3 assassins per player. +1 Assassin for every 10 regions you control.
-Assassins can do everything except sabotage as long as they have 30% for success, however faction leader and faction heir cannot be killed by assassins, but any other family member can be killed, if the chance is higher than 60%.
- Princesses can steal through marriage other factions family members/generals only if they have 30% of chances.
- Merchants can seize other merchants only if they have 30% of chances. No exploiting merchants in the form of merchant stack - (Putting several merchants in an army or fort/military-unit securing a resource).
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. *exception: your starting regions
- You have not yet held that settlement for 3 turns
-You are not allowed to exterminate settlements