PDA

View Full Version : [SS 6.4] Fall of the Eastern Roman Empire - cooperative hotseat



Myth
11-05-2012, 21:27
Hey guys, this is a new game format that I'm proposing. Instead of the regular hotseat where we all fight one another, this will be a cooperative game versus the AI. Now now, hold your horses. This isn't just any old AI. This is the ERE in Stainless Steel. On crack. With unlimited gold.

And to make matters worse, you're on a strict time restraint - fail to meet your objectives in time, and you lose.

So, then. Here (https://forums.totalwar.org/vb/local_links.php?action=jump&catid=279&id=10319) is the save. What are the rules:

- Players may choose any faction bar the ERE and the Kwarezmian Shah
- Players may never be allied to the ERE and may not stay at peace with them past turn 10.
- Players may use the diplomacy mechanics present in M2TW to manipulate AI factions (especially the Kwarezmians, if you want to survive)

You have two phases of the game.

Phase 1: The Romani have had a long line of brilliant and dedicated rules. Corruption has been rooted out and the empire has returned to the ascetic virtues of antiquity. The strong centralized rule of the Basileos made possible for the Eastern Roman Empire to retain much of it's territories, and the past thirty years have seen a multitude of military successes across the map. The military reforms done in 1169 allowed the army to expand vastly, using the virtually limitless riches that Constantinople holds. Two major fronts have formed, where the ERE armies are pushing past the battered and nearly vanquished Hungarian forces and are now establishing footholds on the Italian Peninsula and central Europe, while in the east the Turks have been reduced to poverty and turned to flight, as the spearhead of the glorious Roman armies drives further into Muslim territories.

Your nations are poorer, smaller, weaker and have been ruled by leaders of dubious quality before you. It is up to you men now to take the reigns of your realms and to consolidate your position, while working to weaken the Romans. Do not think it will be easy. Your main priorities are to survive and to slowly halt the expansion of the Empire.

Choose a Capital city for your faction: Before the start of the game you name your capital city and the Admin changes it for you (because it costs gold in SS). If you lose it you are eliminated from the game. You may change your capital once every 5 turns at your own expense. You do this yourself in-game but must report it to the admin or it will be deemed invalid and your previous choice will be counted.

Objectives: Capture (1 + number of players) ERE settlements every 5 turns or lose the game. The set number of required provinces is increased +1 for each 5 turns that pass. This means that you have until turn 5 to capture 3 settlements if two human players participate. Then, you will have until turn 10 to capture 4 settlements, then until turn 15 to capture 5 et. You may capture them at any point until the last human player ends his turn 5. If you don't meet your quota for the period you lose the game.

You may capture any number of other AI settlements in addition to that, but they do not count towards your quota. You will still need to, though, as you won't have the resources to contend since the ERE faction has unlimited gold for the purpose of this game.

Phase 2: You enter this phase whenever you manage to lay siege to Constantinople. Constantinople can be besieged only if you blockade the port prior to, or while you lay siege to the city, otherwise your effort will be deemed invalid by the admin and you will not be allowed to enter Phase 2. Once the human forces lay siege to Constantinople (and blockade the port), you must wait out the siege until the defenders sally. You may not assault Constantinople with siege weapons, spies or any other means - the defenders must sally! This is to reflect the historical impenetrability of the city. You may use siege weapons and agents as per the general rules below for any other fight BUT the taking of Constantinople.

Once you enter Phase 2 you no longer lose the game if you don't meet your captured cities quote. You may still be eliminated if any AI faction takes your current capital. Once Constantinople is in human hands you must hold it for 5 turns to win the game. Lose it (to anyone but another human faction) and you lose the game. If the Kwarezmian Shah takes Constantinople before the players, you lose the game. (this is to prevent Jihad abuse)

Roleplaying, AARs and in-character posts are encouraged but no special bonuses will be given.

General Rules:

Each player starts with 20,000 gold.
You may use Assassins as you like, though we will have a gentleman's agreement that you do not reload. Each successful assassination of a character should be mentioned.
Spies can do all their regular actions and they can open fort doors. They CANNOT open settlement doors.
Catapults can open anything, though this is Stainless Steel and thus you will need a ton of siege to break the thick stone walls when leading battles.
It is preferable you lead battles, unless they are heavily favoured to win or lose (one unit versus a fullstack etc.)
The players are allied (naturally) and may not fight each other unless this would grant them a tactical advantage (attacking your ally's city which has a weak garrison in order to garrison it with your own stack for example)
You MAY use Crusades and Jihads as you like!

Each player has 48 hours to complete his turn (not counting weekends). After that the Admin may skip his faction or he can be subbed.

Do not bypass or ignore zones of control to lift a siege (or in any other way).

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.

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. (Surround&Destroy)

Don't attack units who were left next to a settlement in order to capture it on the same turn in order to cheat the garrison script. In fact don't cheat the garrison script period. (this only applies vs AI factions)

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 (PM me for instructions, though SS has this on by default)

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.

Ballistas can't open anything, catapults can open anything.

Assassins are allowed to target anyone. Do not reload and ruin everyone's fun, please. If I catch you reloading there will be consequences.

Use spies as you wish, they cannot open anything but forts.

Crusades and Jihads can be called and joined.

ONLY religious buildings can be destroyed upon the conquest of a settlement and ONLY if they are of a religion different than your own.

No trading of provinces 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.

Nightbringer
11-06-2012, 01:08
I'd join in, sounds like fun.

Myth
11-06-2012, 08:47
Just a clarification on the rules - if the AI lifts your siege on Constantinople before you can take the city, you return to Phase 1.

Anyone? freakkriek LooseCannon1