Chivalry: The Heirs of Charlemagne
(Historical Roleplay Hotseat)
We will be using amazing Chivalry II: Sicilian Vespers mod!
You need to install 3.0 + 3.3 + Hotfix 2
We will be using Darkage Era (Heirs of Charlemagne) scenario, so you have to select it in the launcher (D)
Admin
Jadli (might find someone else to admin)
Co-admin
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Factions
Catholic
Regnum Francorum Occidentalis (Westt Fanks) - OPEN
Regnum Francorum Orientalis (East Franks) - OPEN
Regnum Italicum (Kingdom of Italy) - OPEN
(AI unless enough players Regnum Saxonum Occidentalis (Anglo-Saxons), Principatus Beneventum (The Langobards), Regnum Burgundiae (Burgundy), Comitatus Barcelona (The Catalans), Regnum Navarrae (The Basques), Regnum Astorurom (The Iberians), Serenixima Republica Veneta (Venice), Regnum Scotiae (The Scots))
Orthodox
Basiliea ton Romaion (The Byzantine Empire) - OPEN
Metz Hayk (Kingdom of Cilicia) - OPEN
(AI unless enough players: Rhos Khaganate (The Rus))
Muslim
Khalifah al-Umayyah (Moors - OPEN
Khalifah al-'Abbasiyun (The Abbasids) - OPEN
(AI unless enough players: Khalifah al-Aghlabiyya (The Berbers))
Pagan
Danmarkar Ríki (The Danes) - OPEN
Velká Morava (Great Moravia) - OPEN
Magyar Torzsek (The Magyars) - OPEN
(AI unless enough players: Balharsto Kanstvo (The Bulgars), Wojewodsztvo Polanie (The Poles), Velika Zupanija Raška (The Serbs), Khazar Khaganate (The Khazars), Pecenek Hanligi (The Pechenegs )
Map
Spoiler Alert, click show to read:
Historical (RP) Rules - WIP
- Below are written the baselines for when you are eligible to win. But apart from those, you of course also have to be the dominant faction globally.
- Allowed to ally to anyone throughout the game, but the final alliances might be restricted. And allying to enemy religions mght result into worsening of relations with other factions of your religion.
- Will likely be significantly altered before we begin, these are just some intitial ideas.
(- If we get full roster (15 players) everyone would be playing two factions to make it an all factions HS, so this would be removed)
Catholics
- Can win only if starting catholic settlements are not held by other religion + Brittany, Italy.
- To win, a player must either defeat or subjugate other catholic factions and thus become an emperor
Orthodox
- Can win as an ally with other orthodox factions, Can win only if starting othodox settlements are not held by other religion + Italy, Jerusalem
Muslim
- Can win as an ally with other muslim factions, all starting muslim settlements must be held + Hispania, Sicily, Asia Minor
Pagan
- Can win as an ally with other pagan factions.
- Can either stay pagan, or convert to the catholics or orthodox. Danes cant convert if they hold any land in Brittany. Moravia cant convert if the franks hold any slavic lands or if the franks hold any slavic land. Moravia cant convert if Magyars are converted to the same religion and vice versa. Magyars can convert only once they absorb one of the slavic realms entirely.
- If they stay pagan: Danes must control all of England and defeat West Franks. Great Moravia must defeat East Franks and Magyars. Magyars must defeat all the slavic faction and control Constantinopole. If these factions convert, then the catholic/orthodox rules apply
Hotseat Rules
- Time for a player to play his turn is 24h. The Admin may grant an extension occasionally.
- No exploits/bugs allowed: Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
- Suiciding a faction you play is not allowed, and may result into a removal from all hotseats.
List of known bugs: LINK
Military rules
- No one turn peace ( although you cannot attack land of the enemy alliance, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
- All battles can be fought manually or auto-resolved. You are allowed to fight battle manually, if the odds are at more than 1:2. Against AI you can always fight manual battles. 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 a settlement when defeated are excluded from this rule.
Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories maybe allowed, but only if the odds are higher for the attacker than 1:1 and it is a navy battle.
- 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.
-Not allowed to besiege a settlement to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- Not allowed to build watchtowers.
- You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
- Limit of 2 forts per region per faction. At least 4 per fort are required.
- Each unit of siege equipment can be used just once in each turn to take settlement.
Ballistas can assault wooden walls and forts,
catapults can also assault basic stone walls/castles,
and trebuchets can also assault also large stone walls and fortresses.
- Huge stone walls, citadels and lore capitals cannot be assaulted by any unit of siege equipment, only a siege.
Agent rules
- Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals, huge stone walls, citadels its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least 1200 soldiers (720 for capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
- Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
- Bribed units/agents cant move for one turn. You can bribe only settlements/forts that your armies can directly march into.
Settlement rules
- Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
- Not allowed to exterminate settlements.
- Two factions can trade maximally one settlement per turn. Such settlements musnt be in war zone.