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    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Stainless Steel 6.4 Hotseat - Wrath of the Khan 2


    (graphics by Myth)

    Welcome to Wrath of the Khan 2, a hotseat campaign in the Stainless Steel 6.4 early campaign, using Savage AI and with real recruitment disabled.

    In addition all players will need to download and install the following custom file, attached to this post. It should be placed in SS6.3/data/world/campaign/imperialcampaign to overwrite the file already there:
    - descr_strat

    The game is intended to simulate the Mongol invasion of Europe and will be played with 12 human controlled factions as follows:
    Spoiler Alert, click show to read: 


    1. The Mongols - phonicsmonkey
    AI. Turkish Sultanate - (formerly LooseCannon1)
    3. France - Thanatos Eclipse
    4. Holy Roman Empire - slysnake
    5. England - Rougeman
    6. Byzantine Empire - Silvershield
    7. Moors - Mithridate (formerly Ezilkannan)
    8. Kievan Rus - Nightbringer
    9. Khwarezm Shah - Myth RIP turn 20
    10. Denmark - The Celtic Viking
    11. Fatimid Caliphate - Zim
    12. Cumans - Visorslash



    The game will use custom victory conditions as follows:

    Spoiler Alert, click show to read: 
    Mongols:

    -Hold 50 provinces including Kiev and Cairo.

    OR

    - Hold 25 provinces including three of Budapest, Cracow, Benghazi and Constantinople.

    OR

    - Hold 15 provinces including two of Rome, Frankfurt, Tripoli and Lubeck.

    Non-Mongols:

    - Outlast the Mongols and capture an 15 additional provinces from one or more human non-Mongol players.

    OR

    - Capture and hold at least 3 Mongol cities and take 27 additional provinces from one or more human non-Mongol players before the Mongols win the game.


    Players should observe the following rules while playing the game:

    Spoiler Alert, click show to read: 

    Battles may be fought or auto-resolved at the players' discretion.

    No reloading the save to create a different outcome.

    Each player has 48 hours to complete his turn, post the save game to this thread and alert the next player in line by private message. If the deadline is missed the Admin may skip his faction or he can be subbed by an ally. Extensions will be granted on reasonable request.

    Do not recruit General's Bodyguard units. These may only be created by adoption, marriage, natural birth or man of the hour.

    Do not attack ships in ports.

    Armies boarding ships in ports can't stay there for more than one turn.

    Don't leave blockaded ports without beating the blockading ships first.

    Do not exploit the naval movement bug (to avoid this always select your navy by clicking on the ship on the campaign map and not by selecting the unit cards.)

    Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)

    No surrounding armies or agents to destroy them, either by occupying the tiles around the army or agent or by deliberately blocking all exit routes from the province in question. An escape route must always be left for a retreating army, except where that army has arrived by boat and has no contiguous friendly territory to escape into. (Surround & Destroy)

    Don't use repeated offers for bribe to increase your faction leader's dread.

    Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI.

    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, and thus lose all their movement points

    Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.

    In order to assist with the observance of these rules, please post the list of defeated armies in the game thread when uploading the save for the next player.

    Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.

    Assassins are allowed to target anyone except family members but players are limited to one assassination or sabotage attempt per turn. It must be the first action they do, before they spend money or do anything else. If a successful assassination or sabotage is questioned by a player the game admin will load the relevant save and attempt the assassination. If the results are different there will be penalties for cheating.

    Spies may infiltrate cities to open the gates as well as perform other spying actions but players are limited to one attempt per turn. It must be the first action they do, before they spend money or do anything else, OR the second action if they are also attempting an assassination / sabotage in the same turn. If a successful spying attempt is questioned by a player the game admin will load the relevant save and attempt the action. If the results are different there will be penalties for cheating.

    No crusades or jihads to be called or joined.

    No buildings to be destroyed for cash under any circumstances.

    No trading of provinces solely to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.

    No deliberate deals that would put you in debt above -10,000 florins

    No making vassals of AI-controlled factions.


    If there are any questions about the rules please ask the admin before playing the turn. In addition to the rules players are requested to abide by the spirit of the game and avoid exploiting the game mechanics on the campaign map to gain an unfair advantage. If a particular action is not specifically banned but is suspected to be an exploit please raise the issue in the thread before proceeding to play the turn. An extension will always be granted in this circumstance.

    Please note that there are considered to be no exploits on the battle map. Any and all actions on the battle map are permissible.

    Grace period:

    The first Mongol turn will be skipped in order to give the non-Mongol factions the chance to organise their troops, cancel AI recruitment and construction and prepare for the battle ahead.

    During the grace period, which will last one turn:

    - Do not recruit troops, agents or hire mercenaries.
    - Do not take any aggressive actions towards any faction, AI or human, including agent actions.
    Attached Files Attached Files
    Last edited by phonicsmonkey; 07-22-2012 at 02:55.
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