Hojo Rising
1. General
(a). - Game Settings:
TWS2
Hard Campaign, Very Hard Battles.
Clan Hojo
Large Unit Size
Battle Timer On
Show CPU Moves
Manage All Settlements
(b). - Avatars: Each player will roleplay a member of one of the prominent families of the Hojo clan. On joining the game, each player will choose an avatar to represent their character. Avatars can be in-game Generals, Captains or any of the different types of agents. They will control their character on the game map as well as, if applicable, any armies they command.
(c). - 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 savegame of the battle, playing it and then uploading the resulting savegame. Uploading the post-battle save must be done within 48 hours of the pre-battle savegame being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.
(d) - Game Management: At the start of each turn, the Supply Commissioner will post an seasonal report on the events of the last turn, including a save game file for the new turn. After the annual report is posted, players will have at least 24 hours to download the save, and make their personal moves. Players can move their avatars, move any unit or fleet their avatar owns, and fight any battles against the AI that they are capable of fighting with their avatar’s army. Player may also move any unit, fleet, or avatar they have been given specific permission to move by the respective owner, as long as that permission is posted in a public thread. The Supply Commissioner may extend the time limit beyond 24 hours at his 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 without the permission of an edict. Nor may they attack the settlements or armies of neutral or allied factions without a declaration of war resulting from an edict.
(e) - Game Master: Zim will serve as Game Master and is responsible for management of the game and enforcement of the Game Rules. Zim can delegate any of his powers to another person whenever he chooses.
2. - Ranks
(a). - Rank Gain and Loss: All players enter the game as prominent members of the Samurai class and in most cases heads of their family (with some exceptions for the latter in the cases of Monks and natural sons of the Daimyo). This gives them the right to participate in the Daimyo's councils and vote on matters such as censure. Players that have an in-game avatar will have a base rank depending on their avatar type (General, Captain, Ninja, Monk, Metsuke, or Geisha). Finally players may have additional special ranks conferring abilities and influence bonuses. Some of these are available to all avatars (chiefly the Commissioner ranks) and some are avatar type specific (heads of the agent types, heir, etc.
(b) - Base Ranks: These ranks automatically apply to new in-game avatars of the relevant type. The base ranks and positions are as follows:
Captain:
Requirements: Must be a captain attached to a troop unit.
Influence: 1
Powers:
(1) Can propose one Censure per Council Session.
General:
Requirements: Must be an in-game faction general.
Influence: 1
Powers:
(1) Can propose one Censure per Council Session.
Ninja:
Requirements: Must be an in-game Ninja agent
Influence: 1
Powers:
(1) Can propose one Censure per Council Session.
Metsuke:
Requirements: Must be an in-game Metsuke agent.
Influence: 1
Powers:
(1) Can propose one Censure per Council Session.
Monk:
Requirements: Must be an in-game Monk agent.
Influence: 1
Powers:
(1) Can propose one Censure per Council Session
(c) - Special Ranks: These ranks are held in addition to the base ranks. Where they differ special rank traits take precedence than those of the character's base rank. The special ranks and positions are as follows: Influence for special ranks is added on top of that for base ranks. Influence bonuses for multiple special ranks is cumulative.
Commissioner of Finance:
Requirements: Any avatar type can become Commissioner of Finance. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
Influence: +1
Powers:
(1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
(2) At any time the Commissioner of Finance may take the save and adjust the faction wide tax rate and/or set province specific tax exemptions.
Penalties:
(1) Cannot hold any other Commissioner ranks at the same time.
Commissioner of Warfare:
Requirements: Any avatar type can become Commissioner of Warfare. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
Influence: +1
Powers:
(1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
(2) Once per turn may submit a list to the Commissioner of Supply of units to recruit in the different provinces and ports. This power does not apply to the Clan Capital or to monk units.
Penalties:
(1) Cannot hold any other Commissioner ranks at the same time.
Commissioner of Development:
Requirements: Any avatar type can become Commissioner of Development. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
Influence: +1
Powers:
(1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
(2) Once per turn may submit a list to the Commissioner of Development of structures to build/upgrade in the different provinces. This power does not apply to the Clan Capital or to monk units.
Penalties:
(1) Cannot hold any other Commissioner ranks at the same time.
Commissioner of Supply:
Requirements: Any avatar type can become Commissioner of Supply. The rank is conferred by the Daimyo at each Council session or when no one holds the rank due to giving it up, the character dying, or loss due to censure. If the character is a general, they are given the rank in-game as well.
Influence: +1
Powers:
(1) Can propose one Censure per term at any time during the term itself or the Council following appointment. This ability and all others are lost upon loss of the rank.
(2) At the end of each turn the Commissioner of Supply takes control of the save. He moves all armies not controlled by a general or player led captain, and queues units and buildings in all provinces with the exceptions of the capital and monk units. Only units and buildings from the lists given by the Commissioners of Warfare and Development may be queued, but the Commissioner of Supply may choose which parts of the lists to fulfill, or choose not to recruit or engage in any construction that turn.
Penalties:
(1) Cannot hold any other Commissioner ranks at the same time.
Daimyo:
Requirements: Must be the in-game Daimyo.
Influence: +3
Powers:
(1) Can propose a Censure any time either during the Council or the regular term.
(2) Controls all faction diplomacy
(3) May take the save at any time and queue up units and/or construction within the capital province.
(4) Twice per term may give orders to the head ninja to be carried out by him or his subordinates before the end of the term.
(5) Appoints the 4 Commissioner at each Council. May also appoint a Commissioner midterm if an absence is created by a death, Censure, or abdication.
(6) May appoint a new heir at any time.
(7) This rank may not be lost via Censure
Penalties:
(1) Cannot hold any other special rank.
Heir:
Requirements: Must be the in-game Heir.
Influence: +2
Powers:
(1) Can propose up to 2 Censures any time either during the Council or the regular term.
(2) This rank may not be lost via Censure.
Head Ninja:
Requirements: The first ninja avatar created becomes the Head Ninja. Should he die or abdicate the rank passes to the highest skill player led ninja available.
Influence: +1
Powers:
(1) Can propose up to 2 Censures any time either during the Council or the regular term.
(2) Twice per term may give an order to a subordinate ninja to be finished before the next Council session.
Head Monk:
Requirements: The first monk avatar created becomes the Head Ninja. Should he die or abdicate the rank passes to the highest skill player led monk available.
Influence: +1
Powers:
(1) Can propose up to 2 Censures any time either during the Council or the regular term.
(2) Controls all Monk troop units and may merge the with other Clan armies or split them from an army at his discretion. Note that if the units are in a stack with a player led captain or general then that player fights the battle.
Head Metsuke:
Requirements: The first Metsuke avatar created becomes the Head Metsuke. Should he die or abdicate the rank passes to the highest skill player led Metsuke available.
Influence: +1
Powers:
(1) Can propose up to 2 Censures any time either during the Council or the regular term.
(2) Twice per term may give an order to a subordinate Metsuke to be finished before the next Council session.
3. - Government
(a) - Sessions: The Clan Council meets once every 8 turns. Out of session, there can be open debate and deliberations but some actions (such as appointing new Commissioners) are generally limited to the actual Council meetings. Each session consists of 3 real time days of debate, followed by 2 real time days of voting if a rules change is proposed. Zim or anyone delegated by him can change the length of individual sessions at will.
(b) - Rule Changes: Rule Changes require a two-thirds majority of unweighted votes (1 vote per player) to pass. Rule Changes can permanently change the Game Rules. Any player can propose Rule Changes, regardless of IC rank. Zim does not vote. Game Rules are enforced by IC or OOC means, as the GM sees fit.
(f) - Influence: Each Noble’s voting power is equivalent to his total Influence. No Noble's Influence may ever be lower than 1. Influence is increased permanantly by 1 if a Noble marries a Princess of the royal family and 1 for each term a noble serves as Chancellor.
(c) - Censure: As outlined under the individual ranks in Section 2, player characters have the ability to call for a Censure of another character. Generally this is meant to be because a character has disobeyed an order or failed in such a way as to lose honor, but obviously political reasons may come into play as well. When a Censure is made the turn cannot be advanced for 48 hours. The first 24 hours are spent in debate in the Council thread about the validity of the censure, and then a poll is made with a 24 hour time limit. A Censure requires a two-thirds majority to pass.
The player proposing the Censure must choose the level of censure he is attempting to apply.
(1)Level One Censure: -1 influence for 2 turns
(2)Level Two Censure: -2 influence for 4 turns and imprisonment for 2 turns (so no in-game actions are permitted and excluded from certain votes
(3)Level Three Censure: -3 influence for 6 turns and imprisonment for 4 turns
(4)Level Four Censure: loss of all special ranks except those exempt under their descriptions in section 2.
5. - Armies
(a) - Armies: With the exception of Monk units all units in a stack led by a player controlled general or captain are under the control of that player and he may move them along with his character for as long as he wishes. If two different general led armies are merged together, each player keeps control of the units that were in their stack before the merging. Any stacks led by a non player captain are moved by the Commissioner of Supply.
(b) - Seizing Armies: Any General may take control of troops without a player led general or captain by merging his character into them. Only the Daimyo may instantly seize any army his avatar moves onto, regardless of the presence of a player general, unless that general is in a state of Civil War against the Daimyo. A General may not move his avatar onto an army owned by a General unless both Generals agree to the move beforehand. This rule does not apply to garrisons of settlement. Avatars and monk troops may never be seized.
(c) - Naval Fleets: Naval fleets are moved by the Supply Commissioner unless an in-game general is on board, in which case the general commands the fleet.
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