DrakeRox
05-30-2014, 00:01
https://dl.dropboxusercontent.com/u/92776053/coollogo_com-155035911.png
Hotseat based on A KORAH Sub-Campaign
By Badger-dude
This will be the first Kings of River and Hills Hotseat using Badger-dude new submod Age of Kingdoms. There are only seven factions included which is the perfect number for hotseat in my opinion as turns won't take too much time with reliable players who will play their turns on time. Players will have the option to choose factions according to their wishes but the players with good reputation (fast, reliable and inclined to role playing) will have priority. When I mentioned Role Play I wasn't referring to long posts with a hundreds words but short interesting posts maybe with pictures that can make hotseating atmosphere much more friendly and deep.
Map and the background:
https://dl.dropboxusercontent.com/u/92776053/AgeOfKingdoms.jpg
- Winning Condition:
Dominate Westeros either by conquer all other faction or that all houses sworn they loyalty to you as you become too strong for them.
Admin: Drakerox (https://forums.totalwar.org/vb/member.php?98842-DrakeRox)
- Factions and Players:
Kingdom of the Rock: Dead
Kingdom of the Reach: Dead
Kingdom of the North: Silenced Ape (https://forums.totalwar.org/vb/member.php?98881-Silenced-Ape)
Kingdom of the Mountain and the Vale: SoulGamesInc (https://forums.totalwar.org/vb/member.php?98828-SoulGamesInc)
Kingdom of Iron Isles: Open
Kingdom of the Stormlands: irishviking5 (https://forums.totalwar.org/vb/member.php?98852-irishviking5)
Kingdom of Dorne: TheBlackWolf (https://forums.totalwar.org/vb/member.php?98872-TheBlackWolf)
- Rules:
You have 24 hours to take your turn, if you don't ask for an extension or don't have appointed a personal sub you will be skipped.
It is not allowed to abuse bugs to your or anyones advantage. These are the known bugs:
The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
Fort watchtower bug: Constructing watchtowers in order to prevent forting is not allowed. You can construct watchtowers, but you will be asked to replay if it is obvious the reason why the watchtower has been built is to prevent forting
Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
Yoyo armies\forts bug: no attacking an army which the bug has been used on mutliple times. You can see when this bug accures, as the enemy army enters the fort and then leaves it.
You are not allowed to encircle an army, just to deny its retreat.
Destroying buildings is not allowed in these 3 situations
If the settlement is under siege
A far superior army is one turn away from the settlement. *exception: if it is turn one it is allowed
You have not yet held that settlement for 3 turns *exception: does not apply on turn 1-3 on home regions
4 units per fort.
You are not allowed to sally out to attack a besieging army just to deny the enemy of sacking the settlement.
You have to VM/PM the next player after you upload your save.
Posting pictures of battle odds, and results is mandatory. All pics must show the attacking and deffending forces. You are advised to delete your finance and minimap
The recruitments of spies\assasins and their use is prohibited
Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies in fortification, even if defeated, don't lose movement points. So player 'a' should be allowed to move the army that reinforced another while in a fort and was defeated by 'b'.
Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this
No sailing from a blockaded port without first defeating the blockade (land or sea units alike).
It is not allowed to accept money or regions from dying/obliterated factions.
It is not allowed use a princess to steal a general, unless there is more then 35% of success. (pics must be posted)
Settlements gifted should disband all units, except for one to keep public order.
One turn peace for everybody *exception: a faction who is before you in the turn order placed units in your territory. Example: Lannister can't attack Tully in turn 1. Tully can attack Lannister if he placed his troops in his territory.
The recruitment of siege equipments and their use is prohibited.
It is illegale to place armies or any kind of land forces (Archers, Infantry, Cavalry) onto ships which are inside ports. This is to prevent players from hiding their men inside the port, where they are untouchable
It is illegale to burn down ports in order to get around rule 11- if your port is blockaded and there are ships inside that port, if you burn down the port the ship is not allowed to move
in case someone preforms a trick\move which isn't forbidden by the rules that the admin does not like, that action (if it should be allowed or not) goes to a vote and if more then half the players agree then that rule will become valid next turn
The admin's decision is final.
Hotseat based on A KORAH Sub-Campaign
By Badger-dude
This will be the first Kings of River and Hills Hotseat using Badger-dude new submod Age of Kingdoms. There are only seven factions included which is the perfect number for hotseat in my opinion as turns won't take too much time with reliable players who will play their turns on time. Players will have the option to choose factions according to their wishes but the players with good reputation (fast, reliable and inclined to role playing) will have priority. When I mentioned Role Play I wasn't referring to long posts with a hundreds words but short interesting posts maybe with pictures that can make hotseating atmosphere much more friendly and deep.
Map and the background:
https://dl.dropboxusercontent.com/u/92776053/AgeOfKingdoms.jpg
- Winning Condition:
Dominate Westeros either by conquer all other faction or that all houses sworn they loyalty to you as you become too strong for them.
Admin: Drakerox (https://forums.totalwar.org/vb/member.php?98842-DrakeRox)
- Factions and Players:
Kingdom of the Rock: Dead
Kingdom of the Reach: Dead
Kingdom of the North: Silenced Ape (https://forums.totalwar.org/vb/member.php?98881-Silenced-Ape)
Kingdom of the Mountain and the Vale: SoulGamesInc (https://forums.totalwar.org/vb/member.php?98828-SoulGamesInc)
Kingdom of Iron Isles: Open
Kingdom of the Stormlands: irishviking5 (https://forums.totalwar.org/vb/member.php?98852-irishviking5)
Kingdom of Dorne: TheBlackWolf (https://forums.totalwar.org/vb/member.php?98872-TheBlackWolf)
- Rules:
You have 24 hours to take your turn, if you don't ask for an extension or don't have appointed a personal sub you will be skipped.
It is not allowed to abuse bugs to your or anyones advantage. These are the known bugs:
The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
Fort watchtower bug: Constructing watchtowers in order to prevent forting is not allowed. You can construct watchtowers, but you will be asked to replay if it is obvious the reason why the watchtower has been built is to prevent forting
Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
Yoyo armies\forts bug: no attacking an army which the bug has been used on mutliple times. You can see when this bug accures, as the enemy army enters the fort and then leaves it.
You are not allowed to encircle an army, just to deny its retreat.
Destroying buildings is not allowed in these 3 situations
If the settlement is under siege
A far superior army is one turn away from the settlement. *exception: if it is turn one it is allowed
You have not yet held that settlement for 3 turns *exception: does not apply on turn 1-3 on home regions
4 units per fort.
You are not allowed to sally out to attack a besieging army just to deny the enemy of sacking the settlement.
You have to VM/PM the next player after you upload your save.
Posting pictures of battle odds, and results is mandatory. All pics must show the attacking and deffending forces. You are advised to delete your finance and minimap
The recruitments of spies\assasins and their use is prohibited
Armies defeated by a player (b) that comes after the original player (a)'s turn cannot move next turn, so if Tyrell defeats a Lannister army that army cannot move next turn. - Exception: Reinforcing armies in fortification, even if defeated, don't lose movement points. So player 'a' should be allowed to move the army that reinforced another while in a fort and was defeated by 'b'.
Addendum to the same rule: no sallying out of a fort\castle which has forces which were defeated last turn. This is to make it fair for those who come last at the turn order, because they will not be able to do this
No sailing from a blockaded port without first defeating the blockade (land or sea units alike).
It is not allowed to accept money or regions from dying/obliterated factions.
It is not allowed use a princess to steal a general, unless there is more then 35% of success. (pics must be posted)
Settlements gifted should disband all units, except for one to keep public order.
One turn peace for everybody *exception: a faction who is before you in the turn order placed units in your territory. Example: Lannister can't attack Tully in turn 1. Tully can attack Lannister if he placed his troops in his territory.
The recruitment of siege equipments and their use is prohibited.
It is illegale to place armies or any kind of land forces (Archers, Infantry, Cavalry) onto ships which are inside ports. This is to prevent players from hiding their men inside the port, where they are untouchable
It is illegale to burn down ports in order to get around rule 11- if your port is blockaded and there are ships inside that port, if you burn down the port the ship is not allowed to move
in case someone preforms a trick\move which isn't forbidden by the rules that the admin does not like, that action (if it should be allowed or not) goes to a vote and if more then half the players agree then that rule will become valid next turn
The admin's decision is final.