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Thread: Rules! Must read this!

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    Default Rules! Must read this!

    Warriors of the La Tène

    RTW with the 1.5 patch
    Europa Barbarorum v1.1 with Force Diplomacy mod

    Hard Campaign, Medium Battles
    Large Unit Size
    Show CPU Moves Off
    Battle Timer Off
    Manage All Settlements

    General Rules (OOC)

    1.1 Avatar
    Each player will roleplay an Arjos of a tribe in Arverni's confederation.
    On joining the game, each player will choose an avatar to represent this chief, and which tribe to join. Avatars can be family members (FM) or recruitable generals (RGB).
    Players are reminded that due to the limitations of the RTW engine, only avatars on the family tree will be able to marry, have children and have a chance to become the Verrix. Recruitable generals can be spawned, but the only way for them to enter the family tree is if they are offered as adoption candidates to existing FMs. However, the would-be adopter retains the right to reject such an offer for any reason or no reason at all, and unlike regular adoptions, the adoptee can also choose not to be adopted.
    No 'Man Of Great Potential' offers at the start of a turn will be accepted.

    1.2 Battles
    A player whose avatar leads an army that is involved in a battle will be expected to fight that battle.
    This will involve downloading the saved game of the battle, playing it and then uploading the resulting saved game.
    Uploading the post-battle saved game must be done within 48 hours of the pre-battle saved game being uploaded.
    If the deadline expires, the battle is auto-resolved.
    If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar is also present in the battle.
    Under no circumstance will the battle be fought by a player whose avatar is not present in the battle.
    If there is no player available to fight the battle, it must be auto-resolved.
    If there are no allocated avatars involved in the battle at all, it must be auto-resolved.

    1.3 Game Management
    At the start of a turn the Verrix will post a seasonal report on the events of the last turn, including a saved game file for the new turn.
    After the seasonal report is posted, players will have 24 hours to download the save, and make their personal moves.
    Players can move their avatar, move any army their avatar commands and fight any battle against the AI that they are capable of fighting with their avatar's army.
    The Verrix may extend the time limit beyond 24 hours to a maximum of 72 hours at his own discretion, but all players are encouraged to act as swiftly as possible to keep the game moving.
    Players may not move avatars or armies into the territory of a neutral or allied faction (that hasn't given us military access) without a declaration of war from the Chief Assembly, the Verrix or an Edict.
    In case a player doesn't vote in 2 consecutive Chief Assembly Celtic_Punk, Cultured Drizzt fan or The Celtic Viking can kill that avatar off. This includes family members.

    1.4 Events
    Whenever they desire, but no more than once every 10 turns, Celtic_Punk, Cultured Drizzt fan or The Celtic Viking, or anyone they choose, may create an in-game event.
    Events are not limited in scope, subject matter or method of implementation.
    All game rules can be violated to implement an event.
    The players can prevent the implementation of any single event through a simple majority of unweighted votes.

    1.5 Game Masters
    Celtic Punk, Cultured Drizzt fan and The Celtic Viking will serve as Game Masters and are responsible for management of the game and enforcement of the game rules. They can delegate any of their powers to another person whenever they desire.

    1.6 Teleportation
    The move_character console command can be used when needed for character movement. When a character has to go to a specific city as soon as possible but movement points do not suffice, he will be teleported by any of the GMs, or anyone else they choose. The avatar in question must be within a settlement in order to use this option. Teleported avatars cannot move during the turn any more, and will have to remain motionless the next turn after teleporting as well. Armies and fleets can not be moved this way.

    Rank/Office System (IC)

    2.1 Rank/Office Gain and Loss
    All players enters the game as the rank of Arjos.
    An Arjos can be promoted to a higher rank as soon as they meet the requirements for that rank.
    If, at any point, an Arjos ceases to meet the requirements of their present rank, they will be demoted to the highest rank that they do meet the requirements for.

    2.2 Retinue
    At any time, a player may give any retinue item they possess to another player or remove it from their avatar without giving it to anyone else.
    If a retinue item cannot be transferred or removed due to game coding or distance between avatars, console commands may be used to allow the transfer or removal.

    2.3a Confederate Ranks
    Confederate Ranks are ranks that are acknowledged by the Confederacy, and thus active on that level.

    Arjos
    Requirements: None
    Confederate Influence: 1
    Powers:
    (1) Can propose 1 Edict per years
    (2) Can propose 1 Constitutional Edict per Chief Assembly

    Vollorix
    Requirements: must own at least 1 settlement and have 2 or more followers, and state in a public thread that he has created a new tribe
    Confederate Influence: 3
    Powers:
    (1) Can with the agreement from all other Vollorix call for an Emergency Chief Assembly (the Verrix is ignored on this point)
    (2) Can declare his tribe independent from the Confederation. A Vollorix who has done that, as well as everyone belonging to his tribe, can no longer speak or vote in Chief Assemblies.
    (3) Can propose 3 Edicts per year
    (4) Can propose 2 Constitutional Edicts and 1 Law per Chief Assembly

    Verrix
    Requirements: must be elected to this position by the Chief Assembly. The Verrix replaces the Vollorix in his tribe.
    Confederate Influence: 4 + 1 for every in-game influence points
    Powers:
    (1) Can request military aid from any of the confederation's tribes. This means raising his preferred soldiers in any of their settlement. The Verrix will pay for the raising and the upkeep of these soldiers himself.
    (2) Can call for Emergency Chief Assemblies
    (3) Can call for Emergency Tribal Assemblies
    (4) Can propose 4 Edicts per year
    (5) Can propose 4 Constitutional Edicts and 2 Laws per Chief Assembly
    (6) Can veto 2 Edicts/16 turns, and can veto any Constitutional Edicts and any Law proposals per Chief Assembly
    (7) Can declare war for the whole Confederacy on any Eleutheroi kingdom at any time, for any reason.
    (8( Can declare war for the whole Confederacy on any non-Confederate tribe at any time, for any reason.
    (9) Can ban chiefs from the Chief Assembly. Banned chiefs cannot speak in the Chief Assembly, but they can vote.
    (10) Can deal out punishments to members of the Confederation for breaking the constitution.
    (11) Owns the Confederate Army

    2.3b Tribal Ranks
    Tribal ranks will mostly be decided by the tribes themselves, but there are some that each tribe must have. These obligatory ranks are listed below. Each tribe are free to add their own powers to these ranks, but the powers listed here are the bare minimum, and cannot be removed save by a Rule Change.

    Treasurer
    Requirements: must be elected to this position by his tribe
    Tribal Influence: 2
    Powers:
    (1) Treasurers are responsible for the monetary expenditures within their tribe. He has full control over the building queue as well as the tribal resources.

    Vollorix
    Requirements: must own at least 1 settlement and have 2 or more followers, and state in a public thread that he has assumed this position
    Tribal Influence: 3
    (1) Can call for Emergency Tribal Assemblies
    (2) Can declare war at any Eleutheroi kingdom at any time for any reason. This Declaration of War (DoW) only involves his own tribe.
    (3) Owns a Tribal Army

    Government (IC)

    3.1 Assemblies
    The chiefs will meet in a Chief Assembly after each 16 turns.
    Tribes will hold internal Tribal Assemblies each 16 turns.
    Out of an assembly, there can be open debates and deliberations.
    Each Chief and Emergency Assembly consist of 3 real days of debate, followed by 2 real days of voting.

    3.2 Proposing Legislations
    During each assembly, chiefs may propose Constitutional Edicts and Laws, up to the limit that their rank allows them.
    Constitutional Edicts must be seconded by two, Laws and Edicts by three other Senators before they can be put to the vote.


    * Edicts: can be proposed at the start of every year and they remain valid until the end of that year. They require a simple majority of votes to pass.
    * Constitutional Edicts: can be proposed during Chief Assemblies. They require a simple majority of votes to pass and remain in effect until the next Chief Assembly. Tied CEs fail. If contradictory CEs are passed, the one with the most votes takes priority.
    * Laws: they require a two-thirds majority of votes to pass and can permanently modify the constitution and IC part of the rules in any way.

    3.3 Rule Changes (OOC)
    Rule changes require a two thirds majority of unweighted votes (1 vote per player) to pass. Rule changes can permanently alter the Game Rules. Any player can propose rule changes regardless of IC rank. Celtic_Punk, Cultured Drizzt fan and The Celtic Viking can veto any rule change. Game rules are enforced by IC or OOC means, as the GMs see fit. RCs must be proposed during Assemblies.

    3.4 War
    Except as allowed by rank powers under Rule 2.3, any declaration of war must be authorized by a Constitutional Edict.

    3.5 Elections
    At the death of the Verrix, an election on the next Verrix will be held amongst the assembly. The candidates will be the Vollorixes.
    At the death of a Vollorix, the tribe will elect a new one.
    During each Chief Assembly, each tribe will also hold their own elections for their tribe’s Chancellor.
    Ties lead to a fresh ballot. A second tie is resolved through seniority.

    3.6 Impeachment
    Treasurers can be impeached and removed from office by a two-thirds majority vote of the Tribal Assembly.
    The impeachment has immediate effect and after the vote has passed.
    After impeachment, a fresh election is held to elect a new Treasurer.
    The Chief replacing the impeached Treasurer serves out the remainder of the impeached Treasurer’s term.
    All CEs passed in the Tribal Assembly that elected the impeached Treasurer remain valid, unless overturned by new CEs at the Emergency Tribal Assembly that impeached him.

    3.7a Tribal Incomes
    Each tribe will have their own Tribal Income to pay for things like soldiers and civic expansions. This income will be roughly equal to the amount of profit that a tribe's settlements make, updated each summer.

    3.7b Personal incomes
    Beyond the tribe’s income, each chief will also have a personal income. How big his income is is decided by his rank and position, as shown by the list below.

    Chiefs: 800 mnai / year
    Treasurer: 1000 mnai / year
    Vollorix: 2000 mnai + 20% of his tribe's income / year
    Verrix: 3000 mnai + 20% of all tribe's income / year

    Armies (IC)

    4.1 The Confederate Army
    The Confederate army is owned by the Verrix and can have up to 20 units. The Verrix is expected to lead this army into battle. After the Verrix dies, it will pass to the new Vollorix of the dead Verrix’s tribe. If the Confederate Army exceeds the limitations of a tribal army, and the new Vollorix isn’t chosen as the new Verrix, enough units will have to be disbanded to meet the limitations.

    4.2 Tribal Armies
    Each tribe will have one tribal army that is owned by the tribe’s Vollorix. The Tribal Army can consist of up to 15 units.

    4.3 Warbands

    Warbands are smaller armies that each Tribe can have any amount of. They can be no bigger than 10 units.

    4.4 Personal Guards
    Personal Guards are units that are bought by Chiefs through their personal finances. Each Chief is responsible to pay for their upkeep. If the chief can’t pay the upkeep and falls into debt then these units will be disbanded.

    4.5 Emergency Levies
    If a settlement has a [GARRISON] or a [GARRISONLVL2] building and comes under siege, it can call up its police force and peace keepers as a levy if needed. A [GARRISON] allows a maximum of 1 unit of Lugoae to be raised, and a [GARRISONLVL2] allows a maximum of 2 Lugoae to be raised. These Lugoae have the same amount of experience as a freshly raised unit from that settlement would have, but will have no upgrades on either arms or armour even if a blacksmith is present. If there is no space for more units in the settlement, then this feature can't be used.

    This feature, however, doesn't come for free. If the defenders are victorious, or if the siege is broken by in any other way, there will be a die roll for each raised unit to determine the cost from damage and anarchy that resulted from taking away the policemen from their duties. The result will yield the following cost:

    6: 1060 mnai
    5: 1260 mnai
    4: 1360
    3: 1460 mnai
    2: 1560 mnai
    1: 1660 mnai

    4.6 Unit Limitations
    Arjos can only be commanded by a Vollorix or the Verrix.

    Civil War (OOC)

    5.1 Disputes
    If two chiefs or tribes (or more) have a dispute over something, they can choose to resolve the matter through a battle. The killing of other Chiefs is generally prohibited, unless each side agree that it is to the death.

    To solve a dispute through battle, one side must challenge the other in a public thread and the other side must accept.

    5.2 Declaration of War
    A chief must make a Declaration of War (DoW) against a specific Chief in a public thread before they can attack that Chief.
    If a DoW is declared on the Vollorix of the declarer’s own tribe, all his soldiers will go through a loyalty test.
    If a DoW is declared on the Verrix all the declarer’s soldiers will go through a loyalty test.

    5.3 Ending of Civil War
    A Civil War will end when all Chiefs on one side are dead or all living Chiefs on both sides publicly agree to a Peace Treaty.
    So long as it’s limited to changes to the provinces, settlements, armies and retinue of the Chiefs signing the Peace Treaty, it will be considered binding law.
    All terms of a Peace Treaty that goes beyond these limits, particularly those that increase a Chief’s influence or powers beyond those allowed by the rules, will only be binding if adopted by a two-thirds majority of any Assembly that would be affected at the next normal session.
    If a chief has declared war on the Verrix or the Confederacy, individual chiefs may unilaterally remove themselves from a Civil War within one turn of the DoW by publicly declaring neutrality.
    Neutrality cannot be claimed by a declarer, a target, or any chief who has been involved in a PvP battle during that specific Civil War.

    5.5 PvP Battles
    Whenever two hostile enter the same province, a PvP battle can be triggered by either side by declaring that they wish to attack. Once it is declared, a battle will begin, even if the armies have movement points remaining.
    The battle site will be determined by the positioning of the defending army.
    All other players in that region must pick a side or declare neutrality in that battle even if they have declared themselves neutral at the start of the Civil War.
    If both players agree, the battle will be fought via multiplayer, with the GMs or anyone they choose acting as an umpire. The umpire will determine the map and the precise composition of the armies.
    If the battle is not fought via multiplayer, there will be two options how that battle is to be fought: (a) Tabletop Battle and (b) AI Battle.
    Tabletop Battles will be in the style of the Battle of Antiocheia and will be umpired by any of the GMs or anyone they choose. Players will determine their starting positions and outline a general strategy for the battle. The umpire will then play out the battle and determine the victor. The umpire may allow additional turns beyond the starting turn if they so choose.
    AI Battles will be custom battles in the TW engine in which the AI will control all units on all sides. AI battles will be umpired by a GM or anyone they choose. The umpire will determine all settings to be used in the battle, including the map and the precise conditions of the armies.
    Regardless of the type of battle chosen, the umpire must attempt to have the battle replicate the in-game state of affairs to the best of his ability. Regardless of the type of battle chosen, the umpire will determine the results, including, but not limited to, units to be disbanded as casualties, avatars to be killed off as casualties, and changes in the control of provinces. Console commands may be used to implement the results.
    Last edited by The Celtic Viking; 02-26-2010 at 17:35.
    'Who Dares WINS!' - SAS
    "The republic stands for truth and honour. For all that is noblest in our race. By truth and honour, principle and sacrifice alone will Ireland be free."-Liam Mellows


    Who knows? If it's a enough day we may all end up Generals!"

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