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Thread: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

  1. #1
    Jadli's Avatar The Fallen God
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    Default [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    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
    -

    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.


    Last edited by Jadli; March 04, 2021 at 01:34 PM.

  2. #2
    Jadli's Avatar The Fallen God
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne

    Historical Rules will likely be significantly, just some initial idea, how to keep things a bit historical, feel free to provide ideas (Merg promised to provide something better than mine). If we manage to hit 15 players, we could a All Factions HS (then the historical rules would likely be removed) and everyone would be playing two factions far from each other)

    Please, when signing up for a faction, also state whether you would like the HS to fully autoresolve (but manual battles allowed against AI) or semi manual battles (viat the odds requirement)

  3. #3
    PeaMan's Avatar Winter Is Coming
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne

    Interesting, is Ragnar Lodbrok or his sons in the mod?

  4. #4
    Potatoto's Avatar Centenarius
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    "Please, when signing up for a faction, also state whether you would like the HS to fully autoresolve (but manual battles allowed against AI) "

    I can play if it would be fully autoresolve as some faction which has no to very little contact with AI settlements like (I do not have this mod instaled so just judging by aded map) Burgundy, West Frankia, Byzantine, Iberians or Bulgarians. If there will be little players intres and half or so factions will be AI than I am also out.

  5. #5
    Jadli's Avatar The Fallen God
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne

    Quote Originally Posted by PeaMan View Post
    Interesting, is Ragnar Lodbrok or his sons in the mod?
    No, this is much later, a hundred years later after the first raids, Olaf I is now the leader it seems. Imho, Ragnar is kind of a mythical figure. If you are asking mainly due to the Vikings show, then rather dont ... that show is more like a historical fantasy...

  6. #6
    PeaMan's Avatar Winter Is Coming
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    Quote Originally Posted by Jadli View Post
    If you are asking mainly due to the Vikings show, then rather dont ... that show is more like a historical fantasy...
    I asked because I’m a Viking at heart, mythical figure or not he was most likely real, his sons are genuine historical figures. No harm in asking if they will be in the mod Anyways, good luck with the hotseat.

  7. #7
    Jadli's Avatar The Fallen God
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    Yea, I didnt mean to come rude . This is simply just a few decades after them

  8. #8
    Jadli's Avatar The Fallen God
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    Well, historical rules suggested by Merg. Will mix it somehow with the original idea. Though lets see if we actually get enough players...


    CHRISTIANS
    The True Roman Empire died, but it’s legacy did not
    - Limited Conquest: If you win a war against a Christian nation, you may only take up to 3 bordering provinces from them. Everything else must be returned. Minimum amount of admin enforced peace between wars is 5 turns in all wars (including ones against pagans or muslims)
    - The Control of Rome: If you captured Rome, you may win the game if all other Christian nations submit to you, but you cannot win in an alliance. Exception: You are a patron of a converted pagan nation.
    - Alliance victory: You may win in an alliance with Christian nations if all musulman factions are destroyed. You cannot win in an alliance with muslim or pagan factions.
    - Raids: Read Pagan rules.



    MUSLIMS
    The conquest of the Prophet Muhammad must continue, be it inwards or outwards.
    - The Uniting of Islam: You may win alone if you control all of the starting Ummayyad, Abbasid and Berber settlements.
    - The Expansion of Islam: You may win in an alliance with another musulman nation if you control all the 5 holy sites of Christianity (Rome, Constantinople, Antioch, Jerusalem, Alexandria) for 5 turns.
    - Hegemony of the Culture: You may win in an alliance if you have an income of 30000 and 5 large cities for 5 turns.
    - Raids: Read Pagan rules.




    PAGANS
    You may have strong warriors ready for war, but they might just control you more than you do them…
    - Limited Conquest: Until converted to Christianity, Hungarians can only capture x, Great Moravians can only capture y, and Danes can only capture z.
    - Raids: Pagans may raid any nation. To create a raid, you must name one or several generals which you will use in the raid. The units under those generals will also be part of the raid. These raiding armies cannot hire mercenaries, build forts, (all other general restrictions apply) and the armies itself cannot be split up in any way. The raid ends when all these armies are defeated once. While on a raid, you teritorry cannot be invaded by the raided faction, they must defeat the armies first. While on raid, you cannot garrisson captured cities, but you can exterminate.
    - Winning as pagans: You may win in an alliance with another nation, if you manage to sack or exterminate all the historical capitals of all your neighbouring factions. (Allies included)
    - Converting: You may convert to Christianity if a Christian nation offers their patronage. Both nations must pay x amount of money. Christian rules apply to a converted pagan nation.

  9. #9

    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    Hope this hotseat starts soon. I wish to play as the Danes.

  10. #10
    Laetus
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    i would be interestet as well

  11. #11
    KarlTSG's Avatar Laetus
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    Default Re: [HS] Chivalry: The Heirs of Charlemagne - SIGN UPS OPEN

    Sign me up - Italy or Abbasids, either is good with me

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