Results 1 to 30 of 559

Thread: SS 6.4 - "Europa I" - Late Era

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Victory Against All Odds Member Húrin the Steadfast's Avatar
    Join Date
    Mar 2012
    Posts
    110

    Default SS 6.4 - "EUROPA I" - Late Era


    SS 6.4 - Late Era - RR disabled - Savage AI - Very Hard/Very Hard
    Objectives: Have 30 regions + the amount of regions you own from the start of the game. Have 100 prestige.
    Administrator: Húrin the Steadfast

    This is a SS 6.4 hotseat with complex mechanics like Infamy, Prestige and National Stability.
    RPG is optional but strongly encouraged. Players who write stories ( 200+ words without spam) will receive financial bonuses added to they're faction. The bonus is 1500 gold per story. The bonus is only added by 1 story every 1 turn, making more stories then one in a turn does not give you more gold. Also, some pictures won't hurt.

    FACTIONS

    Kingdom of England - Rougeman - Infamy 0/30 - Prestige 5 - Stability - 0.1
    The Egyptian Caliphate - Nightbringer - Infamy 0/30 - Prestige 7.5 - Stability - 0.05
    The Moorish Caliphate - Mithridate - Infamy 0/30 - Prestige 14 - Stability - 0.05
    Holy Roman Empire - freakkriek - Infamy 0/30 - Prestige 2 - Stability - 0.1875
    Kingdom of Sicily - OPEN - Infamy 0/30 - Prestige 5.5 - Stability - 0.1
    The Crusader States - Myth - Infamy 0/30 - Prestige 5 - Stability - 0.2
    Republic of Novgorod - LooseCannon1 - Infamy 0/30 - Prestige 0 - Stability - 0.2


    NATIONAL IDEAS
    Every faction must choose a national idea, that will give a certain bonus from the start to his faction:

    Imperialism: Gain 100% prestige from all settlement captures and vassals.
    Mercantilism: Receive 125% more prestige from merchant income modifier.
    Centralization: Receive an additional 35% of your starting florins at the start of the game.
    Band of Brothers: Receive a 3/4 stack army with random quality in a random position of your territory.
    Propaganda: Reduce your Infamy gain by 50% from all modifiers and increase your Infamy reduction every 3 turns by 50%.
    Diplomacy: Gain +2 Prestige for each ally. Lose no prestige from failing to join allies in wars.
    Divine Intervention: Ability to make your faction immune to any military aggression from other human factions for 5 turns. Can be used in any point of the game for one time only.
    Administration: Receive 75% less stability loss from negative bonuses.


    NATIONAL STABILITY
    Each faction has a Stability meter, which ranges from -3 to +3. The lower it is, the more negative bonuses you receive. The higher it is, the more positive bonuses you receive. Stability is influenced by: Prestige, Casus Belli, financial status, diplomatic relations (how many factions at war with, how many allied), current war progress (how well are you doing in your current war against a human).
    Bonuses can be: Financial, army morale (chance for some random units to desert), population amount.

    National Stability is updated for factions every 5 turns. These are not limited and new ones will be added without notification. National Stability modifiers are:

    *have prestige +25 or more +0.2
    *have prestige +50 or more +0.3
    *have prestige +75 or more +0.4
    *have prestige +100 or more 0.5
    *not bankrupt 0.1
    *allied with 5 or more 0.1
    *at war with nobody +0.15
    *war with human successfull +0.1
    *have 50,000 florins or more +0.2


    *have prestige -25 or less -0.2
    *have prestige -50 or less -0.3
    *have prestige -100 -0.4
    *bankrupt -0.1
    *war with 5 or more -0.1
    *war with human unsuccessfull -0.15
    *have more then 20 regions -0.05
    *have more then 30 regions -0.1
    *have more then 40 regions -0.15



    INFAMY
    Each faction has an Infamy meter, which ranges from 0 to 30. The higher it is, the more negative bonuses you receive. The lower it is, you receive no effects. Infamy reduces over time. Infamy is increased by: Human enemy settlement captures, battles won, destroying human factions, forceful vassalization.
    Negative bonuses can be: If over 30 limit, all other factions receive financial bonuses for capturing settlements from you. Also they do not need Casus Belli to declare war to you. Also all positive stability and prestige effects are reduced by 50%.

    Infamy is updated for factions every 5 turns. These are not limited and new ones will be added without notification. Infamy modifiers are:

    *reduce in 5 turns -1.5


    *human settlement capture +1
    *battle won against human +0.2
    *destroy human faction +10
    *force human to become vassal +5
    *betray ally +3
    *break an agreement +1.5



    PRESTIGE
    Each faction can acquire Prestige. This ranges from -100 to 100. If you reach 100, you have completed one victory condition. You receive no effects if it is higher or lower.
    Prestige is increased by: Human enemy settlement captures, battles won, destroying human factions, having vassals, merchant income, capture important settlements (Jerusalem, Constantinople, Rome, London, Krakow, Kiev, Cordoba).
    Prestige is decreased by: Losing settlements, battles lost, not joining wars declared by allies, betraying allies, being at war with too many AI factions (4 or more).

    Prestige is updated for factions every 5 turns. These are not limited and new ones will be added without notification. Prestige modifiers are:

    *human settlement capture +1
    *battle won against human +0.2
    *destroyed human faction +15
    *have human vassal +5
    *merchantilism +0.5 per 500 income
    *important settlement captured +5
    *stability is 3 +10
    *have more then 20 regions +2
    *have more then 30 regions +5
    *have more then 40 regions +8


    *Lose settlement -1
    *battle lost against human -0.2
    *don't join wars declared by allies -3
    *betray ally -5
    *break an agreement -2
    *at war with 4 ai factions or more -3
    *stability is -3 -10



    CASUS BELLI
    Casus Belli means "reason for war". You must have Casus Belli, if you declare war on a human faction. Also if you decide to declare war on a human faction, you must announce your Casus Belli choice in the thread. Casus Belli choices are:

    No Casus Belli - (Decrease National Stability by 2, 0% infamy increase, 0% Prestige increase)

    Aggression - "They are a threat to our faction" (100% infamy increase, 75% Prestige increase)
    No conditions.

    Imperialism - "They would be better off integrated into our faction" (100% infamy increase, 150% Prestige increase) for:
    Destroy faction.

    Reconquest - "They hold regions that are originally ours" (0% infamy increase, 100% Prestige increase) for:
    Capture specific settlements that were originally yours.
    Sicily: Ragusa, Durazzo, Tunis, Rome, Ancona.
    Moors: Palma, Valencia, Toledo, Lisbon, Silves.
    HRE: Bruges, Arhus, Venice, Dijon, Zagreb.
    England: Caen, Rennes, Caernarvon, Edinburg, Galway.
    Novgorod: Reval, Mensk, Bryansk, Kiev, Serdobinskaya.
    Egypt: Kerak, Jerusalem, Acre, Nicosia, Qarisiya.
    Jerusalem: Damascus, Antioch, Gaza, Aleppo, Alexandria.

    Defender: If the attacked player wins the war, these modifiers apply: 50% Infamy, 100% Prestige for: Everything, unless "Reconquest" settlements are taken, in which case Infamy hit is still 0%.


    RULES
    Spoiler Alert, click show to read: 
    BASIC
    Reloading IS ALLOWED.
    Every turn must be played within 24 hours of the previous post made. If a player needs to be subsituted, then he must PM the Admin(me).
    If a player does not announce a need for substitute and is over the time limit, he will be removed from the hotseat once that happens 3 times.
    Everything that happens in the hotseat should not be taken personally by any player of this hotseat.
    Players are not allowed to attack other human factions in the first 2 turns. The game starts at turn 2, so you can only start attacking human factions at turn 4.
    BATTLE
    If an army is defeated, it may not move the next turn. Also it may not be attacked the next turn. The last part doesn't apply, if the army retreats into a fort, settlement or fleet.
    Player VS Player battles must be autoresolved showing the battle pictures of mouse over odds and results, also siege equipment or spies, if it is a siege.
    You are not allowed to completely destroy human armies. They must have a way to retreat.
    You cannot attack fleets inside ports.
    You are not allowed to move your fleet away from a blockaded port. You must destroy the blockading fleet first.
    You cannot keep your fleet in docks, if your fleet has armies in them. This rule does not apply to any agents.
    SETTLEMENT
    Only military and religious buildings are allowed to be destroyed.
    You can only destroy buildings once you have control of that settlement for 3 turns(including the turn captured). So if you captured a settlement in turn 10, you can destroy buildings on that settlement at turn 13.
    You are not allowed to destroy buildings, if that settlement is under siege.
    If you receive a settlement, that is gifted to you, you must disband all units inside that settlement except one.
    Only 2 forts per 1 region are allowed. If you control 10 regions total, you can make a maximum of 20 forts in the game.
    Extermination IS ALLOWED.
    AGENTS
    You need at least 2 spies to open gates of a human settlement or fort. Against the AI, only 1 spy is needed.
    Assassins cannot sabotage. Assassins are only allowed to assassinate other agents in their own regions.
    No exploiting merchants in the form of a merchant stack.
    CRUSADES AND JIHADS
    Crusades and Jihads are BANNED.
    DIPLOMACY
    You are not allowed to ally Papal States.
    You are not allowed to gift a region, that is in a war zone(bordering by land a faction you are at war) to another faction. You may gift a region, that is not in a war zone if you have controlled that settlement for 3 turns (including the turn captured), so if you captured a settlement at turn 20, you can gift that settlement to another faction at turn 23.
    You are not allowed to intentionally destroy your own faction. This includes but is not limited to moving your armies into obviously bad positions, gifting most of your regions to any other faction etc.
    EXPLOITS
    All bugs, exploits and cheats are not allowed to be used in the game.



    MAPS
    Spoiler Alert, click show to read: 
    Turn 1
    Click image for larger version. 

Name:	map1.jpg 
Views:	316 
Size:	96.4 KB 
ID:	4464
    Turn 5
    Click image for larger version. 

Name:	Untitled.jpg 
Views:	277 
Size:	96.5 KB 
ID:	4958
    Turn 10
    Click image for larger version. 

Name:	map2.jpg 
Views:	297 
Size:	95.6 KB 
ID:	5276
    Last edited by Húrin the Steadfast; 11-19-2012 at 13:08.

    We must secure the existence of our people and a future for White Children.
    "Are you a racist?" - No, i am a realist.

  2. #2
    Strategist and Storyteller Member Myth's Avatar
    Join Date
    Apr 2010
    Posts
    3,921

    Default Re: SS 6.4 - "Europa I" - Late Era

    Hello and welcome Húrin (read the book a few months back, loved it btw!).

    I like this idea and I would participate but there are some details to iron out:

    1. It requires a lot of Admin intervention to enforce the rules/bonuses/penalties. Some of them may not even be possible in SS without modding or the Admin playing EVERY non-human faction.
    2. You can't force players to uphold the diplomatic penalties or bonuses versus other factions. If a faction declares war for no reason and goes to -2 how am I supposed to act? Is it not the point of hotseats that I may choose my own faction's reactions and ations?
    3 Before giving us the starting options to choose from and various bonuses, it is imperative to explain to everyone what each of your new game mecahnics do and what they mean. I've played very little EU and it was too sluggish for me and seemed too much like Sims where I had to breed kings and princes, then a medieval war game.

    So, what is prestige, infamy, stability etc.? How are they measured? Who keeps track of the numbers? How do they affect the M2TW game?

    If this is played in SS Early without timeskipping the starting gold bonus is laughable because we play VH which means 10k starting gold. 25% of that is 2500 which is insignificant for Early SS where you have more gold than you know what to do with anyway.

    May I suggest skipping forward in time to about the year 1200? SS's early era units are too boring, even with RR off. Oh, and you must determine how victory is achieved. Will this still be a conquest/landgrab classical HS game? Do we play by the Grand Campaign victory conditions for each faction?
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  3. #3
    Victory Against All Odds Member Húrin the Steadfast's Avatar
    Join Date
    Mar 2012
    Posts
    110

    Default Re: SS 6.4 - "Europa I" - Late Era

    Quote Originally Posted by Myth View Post
    Hello and welcome Húrin (read the book a few months back, loved it btw!).

    I like this idea and I would participate but there are some details to iron out:

    1. It requires a lot of Admin intervention to enforce the rules/bonuses/penalties. Some of them may not even be possible in SS without modding or the Admin playing EVERY non-human faction.
    2. You can't force players to uphold the diplomatic penalties or bonuses versus other factions. If a faction declares war for no reason and goes to -2 how am I supposed to act? Is it not the point of hotseats that I may choose my own faction's reactions and ations?
    3 Before giving us the starting options to choose from and various bonuses, it is imperative to explain to everyone what each of your new game mecahnics do and what they mean. I've played very little EU and it was too sluggish for me and seemed too much like Sims where I had to breed kings and princes, then a medieval war game.

    So, what is prestige, infamy, stability etc.? How are they measured? Who keeps track of the numbers? How do they affect the M2TW game?

    If this is played in SS Early without timeskipping the starting gold bonus is laughable because we play VH which means 10k starting gold. 25% of that is 2500 which is insignificant for Early SS where you have more gold than you know what to do with anyway.

    May I suggest skipping forward in time to about the year 1200? SS's early era units are too boring, even with RR off. Oh, and you must determine how victory is achieved. Will this still be a conquest/landgrab classical HS game? Do we play by the Grand Campaign victory conditions for each faction?
    Hello. I will answer your questions in the order you asked:

    1) The admin intervention i will be making will only be through the console, as i am not a modder.
    2) The point of those bonuses and penalties is to make the players more responsible, as the game now has a lot more consequences.
    3) I explained the mechanics a bit in the first post. You need to specify what you want to know. But basically they are there to make the game more complex and harder to play. I am not sure if Prestige will be implemented though, probably not.

    I will be handling most of the things that go on in the hotseat, the players do not need to do more.

    The game will be played in Late Era, like i wrote in the title.
    National Ideas are not final and are just there to give you an idea of what they are. The +25% gold start capital was pretty random.
    The game mode will be Hard/Hard as i have always used it and think its the best.
    The 2 hotseats i have hosted back in twcenter.net have both been with skipping turns, however it takes a lot of work to do it, so i prefer to start from turn 1/2.
    The victory conditions will be something like this: Control 40 regions + the amount of regions you own from the start of the hotseat.

    Lastly, the mechanics Stability and Infamy will be shown in the first post about every faction. This will make it easier for me to check them and players to see as well. It will be interesting.

    The ruleset will be mostly standard from twcenter.net. The important parts are that reloading is allowed and its auto-resolve against humans only. However if the majority opposes these rules, i will change them.

    There will also be map pictures in the first post every 5 turns with no delay. The hotseats of this forum seems to lack them.

    If you have more questions, please ask.
    Last edited by Húrin the Steadfast; 03-01-2012 at 11:09.

    We must secure the existence of our people and a future for White Children.
    "Are you a racist?" - No, i am a realist.

  4. #4
    Norse Uikikr Member Mithridate's Avatar
    Join Date
    Oct 2011
    Location
    Northern Sweden
    Posts
    674

    Default Re: SS 6.4 - "Europa I" - Late Era

    As stated on .com Im in :)

  5. #5
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
    Join Date
    Apr 2007
    Location
    Cometh the hour, Cometh the Caliph
    Posts
    4,859

    Default Re: SS 6.4 - "Europa I" - Late Era

    Welcome to the Org and to the Throne Room @Húrin the Steadfast!

    As I said over at the TWC I really like this idea and think it's somewhat similar in approach to our Glorious Achievements game in that it tries to create outcomes that are not like in a typical hotseat.

    I particularly like the idea that you can be penalized if you go to war without a cassus belli.

    You should find the guys here a good spice of innovative thinking to refine your ideas and get this game off the ground.

    If you want a large group of players and don't find enough on one of the sites alone you could consider dual-hosting the game across both fora as TriforceV did with the Dual Alliances game.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  6. #6
    Senior Member Senior Member Ibn-Khaldun's Avatar
    Join Date
    Aug 2007
    Location
    Estonia
    Posts
    5,489
    Blog Entries
    4

    Default Re: SS 6.4 - "Europa I" - Late Era

    Another Estonian in here?!

    Anyway, I'll be following this. Looks interesting.

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO