DrakeRox
05-29-2014, 23:43
A KORAH hotseat with a few changes to the starting positions:
Oldstones will be a citadel
Casterly Rock will be a citadel
Highgarden downgraded to fortress; Brightwater Keep upgraded to fortress.
No more wooden castles. They bore me
Some castles would be slightly more developed than others. Example: Stonehelm, Karhold, Castamere, etc.
All regions with mineral resources will start with mines built.
A few changes in starting traits.
Some modification to king's purses, mayhaps.
Turn order changed.
Yronwood is now properly developed.
Castamere now has a gold mine.
The Arbor is now a city.
Victory conditions slightly tweaked; whoever fulfills them first wins
Admin: Drakerox (https://forums.totalwar.org/vb/member.php?98842-DrakeRox)
- Factions, Players and The victory conditions:
House Bolton, Kings in the Dreadfort: Open
Hold 21 regions, including The Dreadfort, Winterfell, the Wolf's Den; Destroy or outlast House Stark, House Arryn
_______________
House Stark, Kings of Winter: LexLuther (https://forums.totalwar.org/vb/member.php?98890-LexLuther)
Hold 21 regions, including The Dreadfort, Winterfell, the Wolf's Den; Destroy or outlast House Bolton, House Arryn
________________
House Mudd, Kings of Rivers and Hills: TheBlackWolf (https://forums.totalwar.org/vb/member.php?98872-TheBlackWolf)
Hold 21 regions, including Oldstones, Riverrun, Duskendale; Destroy or outlast House Durranion, House Arryn, House Lannister
________________
House Yronwood, Kings of the Dornish Mountains: themzr (https://forums.totalwar.org/vb/member.php?98899-themzr)(destroyed by Gardener)
Hold 21 regions, including Yronwood, Sunspear, Starfall, Oldtown; Destroy or outlast House Martell, House Gardener
________________
House Martell, Kings of Sunspear and the Rhoyne: Rhaegal (https://forums.totalwar.org/vb/member.php?98860-Rhaegal)(destroyed by Gardener)
Hold 21 regions, including Yronwood, Sunspear, Starfall, Storm's End; Destroy or outlast House Yronwood, House Durrandon
______________________
House Hoare, Reaver Kings: SoulGamesInc (https://forums.totalwar.org/vb/member.php?98828-SoulGamesInc)
Hold 18 regions, including Orkmont, Pyke, Oldtown, The Arbor, Lannisport, Torrhen's Square, Flint's Finger, Brightwater Keep; Destroy or outlast House
Gardener, House Lannister
_____________________
House Arryn, Kings of Mountain and Vale: Axis Sunsoar (https://forums.totalwar.org/vb/member.php?98866-Axis-Sunsoar)
Hold 21 regions, including The Eyrie, Runestone, Winterfell, The Dreadfort, the Wolf's Den; Destroy or outlast House Bolton, House Stark, House Mudd
_________________________
House Durrandon, Stormkings: Reborn (https://forums.totalwar.org/vb/member.php?98878-Reborn)
Hold 27 regions, including Storm's End, Duskendale, Oldstones, Highgarden; Destroy or outlast House Mudd, House Gardener
________________________
House Gardener, Kings of the Reach: The Forgotten (https://forums.totalwar.org/vb/member.php?98858-The-Forgotten)
Hold 24 regions, including Highgarden, Oldstones, The Arbor, Brightwater Keep, Casterly Rock, Duskendale , Stoney Heart; Destroy or outlast House Durranion, House Lannister, House Mudd
______________________________
House Lannister, Kings of the Rock: Luume (https://forums.totalwar.org/vb/member.php?98843-Luume) (destroyed by Hoare)
Hold 24 regions, including Casterly Rock, Lannisport, Castamere, Orkmont, Riverrun; Destroy or outlast House Gardener, House Hoare, House Mudd
_______________________________
It should become immediately apparent that some factions, due to having completely different and/or not conflicting objectives (or even having shared objectives) are pretty much natural allies. For example, both Arryn and Durranion have to destroy Mudd, and they have no conflict of interests over the settlements each needs to win. Besides, they are together in the turn order (yes, I did that on purpose). The same could be said of Mudd and Stark, or Mudd and Bolton.
These be the files. Note that you do not need them to play, but they're here so you can check out the changes. Make a back up of your files before overwriting, heh.
http://www.mediafire.com/?llblp22ptr2nc8p
- Rules :
- PM or VM the next player as you post your turn on the thread so the game moves as swiftly as possible.
- If you know you will miss your turn; nominate a sub and provide them with your password. If you miss your turn and haven't nominated a sub, you'll be skipped.
- Heroic victories are not allowed unless the same outcome is reached three consecutive times (save and load), the Admin always checks this to be sure.
- No bug abuse! When you think someone has used a bug report it here and the admin (me) will look into it. A list of common bugs and exploits can be found somewhere in this forum, but I feel rather lazy atm so look for it yourselves
- No sailing from a blockaded port without first defeating the blockading ships.
- No sallying forth in a siege to deny your besieger the opportunity to sack your settlement.
- Minimum of 4 units per fort, 2 forts/province
- Post pictures of battle odds, and results
- If any army of yours gets defeated, it shan't move next turn. If a defeated army of yours retreats to a settlement, you are not allowed to sally using the defeated units. Exception: Reinforcing armies in defense, when based on forts or settlements, even if defeated, don't lose movement points.
- Settlements gifted should disband all units save one.
- No watchtowers. They are permanent, therefore they block forts. A player can easily make advantage of this, at times even unintentionally.
- No building destruction. Burning down everything is a 'cheap' source of gold, and feels rather weird. Not that I never do it or anything, but I'd make it a rule in my hotseat.
- No adoptions; use your characters with caution. No marrying your noble ladies to randomly generated characters either; nor adopting generals after you win a battle with no leader; Named characters you start the game with, CAN be adopted (for example, Jonos Mallister, who is not a family member at game start, but is still a character; same for Raymund Vance and others).
- If the ruling house changes, the player must change as well ; for example, if both Tristifers die, and some bloke from another house rises to power... whoever played House Mudd previously would have to resign and give the spot to someone else.
- No sharing of ancillaries! Some of them give extra command, and that's easily exploitable to give many generals the crucial night fighter trait.
- No using of princesses/noble ladies to steal generals! Would you marry off your daughters to a sworn enemy? No? Me neither, you see
Oldstones will be a citadel
Casterly Rock will be a citadel
Highgarden downgraded to fortress; Brightwater Keep upgraded to fortress.
No more wooden castles. They bore me
Some castles would be slightly more developed than others. Example: Stonehelm, Karhold, Castamere, etc.
All regions with mineral resources will start with mines built.
A few changes in starting traits.
Some modification to king's purses, mayhaps.
Turn order changed.
Yronwood is now properly developed.
Castamere now has a gold mine.
The Arbor is now a city.
Victory conditions slightly tweaked; whoever fulfills them first wins
Admin: Drakerox (https://forums.totalwar.org/vb/member.php?98842-DrakeRox)
- Factions, Players and The victory conditions:
House Bolton, Kings in the Dreadfort: Open
Hold 21 regions, including The Dreadfort, Winterfell, the Wolf's Den; Destroy or outlast House Stark, House Arryn
_______________
House Stark, Kings of Winter: LexLuther (https://forums.totalwar.org/vb/member.php?98890-LexLuther)
Hold 21 regions, including The Dreadfort, Winterfell, the Wolf's Den; Destroy or outlast House Bolton, House Arryn
________________
House Mudd, Kings of Rivers and Hills: TheBlackWolf (https://forums.totalwar.org/vb/member.php?98872-TheBlackWolf)
Hold 21 regions, including Oldstones, Riverrun, Duskendale; Destroy or outlast House Durranion, House Arryn, House Lannister
________________
House Yronwood, Kings of the Dornish Mountains: themzr (https://forums.totalwar.org/vb/member.php?98899-themzr)(destroyed by Gardener)
Hold 21 regions, including Yronwood, Sunspear, Starfall, Oldtown; Destroy or outlast House Martell, House Gardener
________________
House Martell, Kings of Sunspear and the Rhoyne: Rhaegal (https://forums.totalwar.org/vb/member.php?98860-Rhaegal)(destroyed by Gardener)
Hold 21 regions, including Yronwood, Sunspear, Starfall, Storm's End; Destroy or outlast House Yronwood, House Durrandon
______________________
House Hoare, Reaver Kings: SoulGamesInc (https://forums.totalwar.org/vb/member.php?98828-SoulGamesInc)
Hold 18 regions, including Orkmont, Pyke, Oldtown, The Arbor, Lannisport, Torrhen's Square, Flint's Finger, Brightwater Keep; Destroy or outlast House
Gardener, House Lannister
_____________________
House Arryn, Kings of Mountain and Vale: Axis Sunsoar (https://forums.totalwar.org/vb/member.php?98866-Axis-Sunsoar)
Hold 21 regions, including The Eyrie, Runestone, Winterfell, The Dreadfort, the Wolf's Den; Destroy or outlast House Bolton, House Stark, House Mudd
_________________________
House Durrandon, Stormkings: Reborn (https://forums.totalwar.org/vb/member.php?98878-Reborn)
Hold 27 regions, including Storm's End, Duskendale, Oldstones, Highgarden; Destroy or outlast House Mudd, House Gardener
________________________
House Gardener, Kings of the Reach: The Forgotten (https://forums.totalwar.org/vb/member.php?98858-The-Forgotten)
Hold 24 regions, including Highgarden, Oldstones, The Arbor, Brightwater Keep, Casterly Rock, Duskendale , Stoney Heart; Destroy or outlast House Durranion, House Lannister, House Mudd
______________________________
House Lannister, Kings of the Rock: Luume (https://forums.totalwar.org/vb/member.php?98843-Luume) (destroyed by Hoare)
Hold 24 regions, including Casterly Rock, Lannisport, Castamere, Orkmont, Riverrun; Destroy or outlast House Gardener, House Hoare, House Mudd
_______________________________
It should become immediately apparent that some factions, due to having completely different and/or not conflicting objectives (or even having shared objectives) are pretty much natural allies. For example, both Arryn and Durranion have to destroy Mudd, and they have no conflict of interests over the settlements each needs to win. Besides, they are together in the turn order (yes, I did that on purpose). The same could be said of Mudd and Stark, or Mudd and Bolton.
These be the files. Note that you do not need them to play, but they're here so you can check out the changes. Make a back up of your files before overwriting, heh.
http://www.mediafire.com/?llblp22ptr2nc8p
- Rules :
- PM or VM the next player as you post your turn on the thread so the game moves as swiftly as possible.
- If you know you will miss your turn; nominate a sub and provide them with your password. If you miss your turn and haven't nominated a sub, you'll be skipped.
- Heroic victories are not allowed unless the same outcome is reached three consecutive times (save and load), the Admin always checks this to be sure.
- No bug abuse! When you think someone has used a bug report it here and the admin (me) will look into it. A list of common bugs and exploits can be found somewhere in this forum, but I feel rather lazy atm so look for it yourselves
- No sailing from a blockaded port without first defeating the blockading ships.
- No sallying forth in a siege to deny your besieger the opportunity to sack your settlement.
- Minimum of 4 units per fort, 2 forts/province
- Post pictures of battle odds, and results
- If any army of yours gets defeated, it shan't move next turn. If a defeated army of yours retreats to a settlement, you are not allowed to sally using the defeated units. Exception: Reinforcing armies in defense, when based on forts or settlements, even if defeated, don't lose movement points.
- Settlements gifted should disband all units save one.
- No watchtowers. They are permanent, therefore they block forts. A player can easily make advantage of this, at times even unintentionally.
- No building destruction. Burning down everything is a 'cheap' source of gold, and feels rather weird. Not that I never do it or anything, but I'd make it a rule in my hotseat.
- No adoptions; use your characters with caution. No marrying your noble ladies to randomly generated characters either; nor adopting generals after you win a battle with no leader; Named characters you start the game with, CAN be adopted (for example, Jonos Mallister, who is not a family member at game start, but is still a character; same for Raymund Vance and others).
- If the ruling house changes, the player must change as well ; for example, if both Tristifers die, and some bloke from another house rises to power... whoever played House Mudd previously would have to resign and give the spot to someone else.
- No sharing of ancillaries! Some of them give extra command, and that's easily exploitable to give many generals the crucial night fighter trait.
- No using of princesses/noble ladies to steal generals! Would you marry off your daughters to a sworn enemy? No? Me neither, you see