Team West:
Myth leading the Moorish Caliphate
Silver Shield leading the Kingdom of Poland
Nightbringer leading the Kngdom of France
vs.
Team East:
freakkriek leading the Turkish Sultanate
Mithridate leading the Republic of Novgorod
LooseCannon1 leading the Fatamid Caliphate
Victory conditions:
he first side to accumulate 300 points wins! Points are related to the respective side's target cities:
Target cities for the Westerners:
Cairo
Mecca
Constantinople
Kiev
Novgorod
Antioch
Must hold and have at 100% Catholic: Jerusalem and Baghdad as special objectives. Enemy team must not be holding Paris or London.
Target cities for the Easterners:
Rome
Tunis
Hamburg
Oslo
Cordoba
Caen
Must hold and have at 100% Muslim, Orthodox or Pagan: Paris and London as special objectives. Enemy team must not be holding Jerusalem or Baghdad.
Points are measured as such:
Capture target city: 10 points.
Hold target city: 5 points every turn.
Convert target city to 50% of your faith: 5 points (only if holding the settlement, awarded once)
Convert target city to 100% of your faith: 15 points (only if holding the settlement, awarded once)
Rules
Spoiler Alert, click show to read:
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 wooden walls, trebuchets or better can open anything.
Assassins are allowed to target anyone but the players are limited to one assassination attempt per turn. It must be the first action they do, before they spend money or do anything else. Upon a successful assassination the game admin can load that player's save and attempt the assassination. If the results are different there will be penalties for cheating.
Spies are limited to one infiltration of a settlement/fort per turn, and it must be the first thing the player does, or the second one if the player also wishes to attempt an assassination. Upon a successful infiltration the game admin can load that player's save and attempt the infiltration. If the results are different there will be penalties for cheating.
Crusades and Jihads cannot be called, joined or used/exploited in any way.
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.
How to set up your game:
Stainless Steel 6.4 Late Eara, Gracul AI (10 for aggressiveness), Disable Real Recruitment. DO NOT TICK ANYTHING ELSE EXCEPT RR AND THE CORRECT AI!
When the game starts, we pass down the save to the next player in line via PM and in a message here in this thread. Saves are archived (rar, zip etc.) and uploaded in the .org uploader or another similar file hosting service. The game will be set up at VH/VH, follow AI off, Manage All Settlements on, Long campaign, No advice, and there will be a battle time limit.
Helpful tips for those who are new to Hotseat games can be found here.
10-08-2012, 14:33
Mithridate
Re: [SS 6.4]Clash of Gods! 2
First off: nice work, looking really forward to this now :yes:
how about changing the spy rule, demanding 2 spies to open gates and a minimal success chance to infiltrate a set number between 60-80%? Previously infiltrated spies have to re-infiltrate if a spy is present. Spies should be contered with spies, even with set rules you can have say 5 spies near a target and simply try each one at the start... odds of success are big.
10-08-2012, 14:44
Myth
Re: [SS 6.4]Clash of Gods! 2
How about a minimum of 3 spies and we leave it at that? 3 turns of advanced preparation is quite adequate IMO. If someone consistently has 5 spies and alaways manages to get one in I'd call that pretty obvious reloading shenanigans.
But it can be very hard to prove, while having a "no opening gates/infiltrating when enemy spy is present" and/or % limit can be easily checked.
You all know what i think, up to the rest to voice
10-08-2012, 17:19
Myth
Re: [SS 6.4]Clash of Gods! 2
How would the player know the enemy has a spy inside? Is it 100% detection once you infiltrate?
10-08-2012, 20:05
SilverShield
Re: [SS 6.4]Clash of Gods! 2
alright i ll go with hre then. if u aint into the moors Myth im okay with them if u rather go with hre now
just forget about the spies i thought of it as a lil extra something like an extra linebacker to have a more bold blitz but whatever just leave them out
10-08-2012, 20:19
Mithridate
Re: [SS 6.4]Clash of Gods! 2
I really think we should have spies, they add a lot of strategy.
If you have a spy in your fort/city then the infiltration chance goes down to near nothing. An expert spy vs a useless defending one still have like 10% chance to infiltrate.
So you counter spies with spies. The minimal success chance would be to prevent some asshat to reload into a 5-15% chance fort ( now that my friends, is disgusting )
its easy for the admin to check too, simply use toggle_fow and select a spy and hold over whatever needs checking. v low chance = counterspy thus should not be possible to infiltrate. you can also usually see the ? in the agent when you move close and double click. But this way we have an easily regulated fair use of spies, no gray-area
2 spies to open any gates, You cannot open gates if the enemy has a counterspy. (easy to check by moving outside or with other spy, chance extremely low to infiltrate 5-20% = counterspy )
10-08-2012, 20:32
LooseCannon1
Re: [SS 6.4]Clash of Gods! 2
Quote:
Originally Posted by SilverShield
alright i ll go with hre then. if u aint into the moors Myth im okay with them if u rather go with hre now
just forget about the spies i thought of it as a lil extra something like an extra linebacker to have a more bold blitz but whatever just leave them out
You can't switch factions now as you would be getting the AI bonuses. Myth would need to pull the save and restart the game. And then notify freakkreik because he's playing Fatamids. I'm the Turks (and I've already sent him a pm about first save.)
10-09-2012, 02:09
Nightbringer
Re: [SS 6.4]Clash of Gods! 2
Wow, awesome title image Myth.
@SilverShield, why do you want to switch? You can say in a pm if it is secret. :)
10-09-2012, 16:52
freakkriek
Re: [SS 6.4]Clash of Gods! 2
First of all... LOVING the game image!!!! Great work, truly impressed
Secondly, i have no "prefered" spie rules but at the moment I am confused about what is possible...
I don't understand why it has to be that defined. Can't you just state that it doesn't matter how many spies you have in a city but, as previously suggested, you need a 60% chance to open gates to actually make use of that situation.
Thirdly, still have some work to do but the save will be up by this evening.
Good luck guys, really looking forward to this game
10-09-2012, 17:50
Mithridate
Re: [SS 6.4]Clash of Gods! 2
The 60% is chance to infiltrate, not open gates
if you dont have any rules for spies it can easily be abused, poorly defined rules can be even worse.
Thus i say best no opening gates when enemy spy is present inside (counterspying) and 2 are needed to open gates (along those lines)
Or no spies, to keep it simple but slightly... less exciting and tactical :P
thats pretty obvious if novogorod is human the polish chances just aint that good anymore. i told Myth that im up for hre if novgorod is for real and thats whats up . i told him before this was even on when he sent the pm about what thrid faction was best. u know i sent 2 pms and in the second i told him exactly that. im up for hre if novgorod is human or moors if he aint into them. so thats whats up
or moors if hes more into hre
Quote:
Originally Posted by Nightbringer
Wow, awesome title image Myth.
@SilverShield, why do you want to switch? You can say in a pm if it is secret. :)
10-09-2012, 20:34
Myth
Re: [SS 6.4]Clash of Gods! 2
OK sorry for the confusion guys, I must have missed it somehow. I'll restart the game. I think it's best that we need 2 spies per city/settlement to open them, and we are limited to one spying attempt per turn. The defending spy thing will work only if there is a 100% chance for you to discover the enemy defending spy once you infiltrate and I'm not sure that's the case.
10-09-2012, 23:58
Nightbringer
Re: [SS 6.4]Clash of Gods! 2
Quote:
Originally Posted by SilverShield
thats pretty obvious if novogorod is human the polish chances just aint that good anymore. i told Myth that im up for hre if novgorod is for real and thats whats up . i told him before this was even on when he sent the pm about what thrid faction was best. u know i sent 2 pms and in the second i told him exactly that. im up for hre if novgorod is human or moors if he aint into them. so thats whats up
or moors if hes more into hre
I think something went wrong because I never received that from from you, and it sounds like maybe myth didn't either. In any case, that makes sense.
As for spies, I would support simply making it so that you have to have at least a 60% chance of success for you to be allowed to assault a city independent of the normal siege weapon rules.
10-10-2012, 00:17
LooseCannon1
Re: [SS 6.4]Clash of Gods! 2
Quote:
Originally Posted by SilverShield
thats pretty obvious if novogorod is human the polish chances just aint that good anymore.
We were worried for Novgorod against Poland.:yes: We thought you might have a good chance before the Turks could get there in support.
That title image is awesome. hope it's easy to change.
Two spies/one infiltration attempt per turn sound like good rules.
10-10-2012, 13:36
Mithridate
Re: [SS 6.4]Clash of Gods! 2
To notice a defending spy one only has to check with a different spy (infiltration chance) or move outside and check infiltration chance with the already infiltrated spy (aye, thats a reload) Id much rather have no spies over 1 attempt/turn mainly due to abuse. Hell for admin to check and hell easy to manipulate and even harder to prove, but if you go for it then i shall oblige.
Novgorod vs HRE... will not be fun but what can a man do :P Im much more worried now than i was before, instead of a tight and intense war i shall face waves of Germans a little further into the future xD
10-10-2012, 14:35
Myth
Re: [SS 6.4]Clash of Gods! 2
OK guys let's make it 2 spies minimum to open doors. Two turns of consecutive infiltration attempts and don't bring a horde of spies so at least one would get in upon realoads. Rules, like contracts, are made for good people (that's a saying in Bulgaria). Let's stay honest and play for fun and victory, but be advised that if you are caught reloading to change agent success chance you will be kicked out of this game and might also be penalized further. So let's all agree to play and have at it!
BTW I checked the HRE starting position - they have so many armies it's scary. Their roster is a bit lackluster at start, but it's nothing bad. The Moorish roster is worse IMO.
10-10-2012, 21:20
SilverShield
Re: [SS 6.4]Clash of Gods! 2
man just leave the spies out. i just had the whole thing wrong alright true that i thought it was an easy issue but alright i see it aint and i already see the whole spy thing as a matter of grieving and anger already so really best just them leave them out. i see us better off without them
Its a good show, and with many people on the geeky side the extremely strong fandom really attracts as things gets spread around so much opening peoples eyes. It amuses me greatly that a major part of the officials, modders etc are bronies / even using Pony avatars^^
All in all, because its an open minded place with a large diversity of mostly good people.
Pony's or Honey boo boo...
This world is just going way out of control
anyway the Turks are up
BTW: what has been decided on the mongols? is it the plan to just remove them from the game or what?
Their last city was under siege, i sallied out and won with only family members on automate...
You know what, if My Little Pony is defending us from Honey Boo Boo, I'll call myself a supporter.
10-24-2012, 20:56
SilverShield
Re: [SS 6.4]Clash of Gods! 2
and Honey Boo Boo endorsed Barry. thats a lib conspiracy aint it. Fat and Furious. Geraldo and Hannity are on it hard. tho seriously Honey Boo Boo saw that lil lump on Kimmel last week had no idea about it but thats just x
i did just realize that Loose Cannon is living in a battleground state. so Honey Boo Boo aint nothing to the politics hell u in right now aint it man. a friend of mine from Cincinnati told me its just insane. she already fled the state. curious if theres already horses and bayonets adds. tho that thing made me laugh. Mitt took it up the ass. tho seriously this whole thing just went crazy. im just x lucky we just aint got that. they gave me some anti Meg Whitman adds last year but thats all. guess aint that fun when u in a swing state those days. but alright thats u guyses hell if u cant stop swinging. Loose just aint up for a serious relationship. hes just swinging. d cannon always on d loose. LooseCannon1 now i get it. anyways was worse if u was in Iowa right. at least it aint cold
10-24-2012, 21:28
Mithridate
Re: [SS 6.4]Clash of Gods! 2
You really should not compare "ponies" and Honey boo boo :) https://www.youtube.com/watch?v=sDdL4z5qfr4
The one is something utterly corrupt and filthy, the other what id call a beacon of light for quality and progress.
(yes, ponies = progress in this case^^) That we´re not so narrow minded and shut to new things and change not to mention:
That professional animators and writers make their own stuff from a supposed "show for little girls" says more than a little,
but as with most animes/cartoons its not for everyone. Tho it has long since reached the point that even if the series ends abruptly, fans will carry it on for quite some time.
Now, im not a diehard brony but i do spam these vids. Please indulge me for i love posting clips associated even loosely with events. (and i want 500 posts^^)
Just leave the Mongols be, best if they're destroyed by the AI (there was no need to sally).
10-25-2012, 13:23
LooseCannon1
Re: [SS 6.4]Clash of Gods! 2
@Mithridate How dare you call that po' white trash "corrupt and filthy":laugh4: Ok, I'll give you filthy. The little girl is six years old and only does what her mother tells her to do. No, i don't watch that show as I don't watch any "reality" tv (with the exceptions of KItchen Nightmares and home rebuilding shows).
@SilverShield. Yes, I have to quick on the mute button or swap channels as it's one Obama ad followed by a Rommney ad followed by all the local politicians. And then there are the robo-calls and the email spam/ Can't wait for November 7th. Then it'll just be Apple vs Samsung and Honda vs Toyota:dizzy2:
Its more in a broad sense for said crap on TV :no:
Ron Paul for president btw, will he be around next time i wonder
10-26-2012, 00:23
Nightbringer
Re: [SS 6.4]Clash of Gods! 2
In the interest of avoiding dispute here, if you guys would like to talk politics please feel free to create a thread, or join one, in the backroom. :)
I'll admit that Fari Cavalry are pretty darn good, and though they're no Longbowmen, Desert Archers get the job done better than most low tier ranged units.
Since I have recieved no orders about Mongol conduct, I am just improving the city they are currently stacked in. And every scripted stack i get will be disbanded.
Is anyone else having a problem with movement points? My generals don't move as far as they did on turn 1. In fact, they now move less than infantry units. I've checked against movement in singleplayer and there is a difference. can everyone check and compare. It's not a game breaker but irritating. France up
Mine are fine, I'd have noticed since I used a GB/cav squad to attack farther than my foot soldiers.
11-04-2012, 18:25
LooseCannon1
Re: [SS 6.4]Clash of Gods! 2
No unknown traits or ancillaries. Sultan has only added Privy Seal and Lord High Steward. No traits. Problem does not effect my one adoptee, only the starting Generals. I'll have one child come of age next turn, let's see what happens then.
11-04-2012, 20:18
Mithridate
Re: [SS 6.4]Clash of Gods! 2
Ive had no issues as my generals move as ridiculously far as always, very strange bug :inquisitive:
11-04-2012, 22:47
Nightbringer
Re: [SS 6.4]Clash of Gods! 2
perhaps it is only eastern GB? @freakkriek, have you noticed anything?
11-06-2012, 00:23
SilverShield
Re: [SS 6.4]Clash of Gods! 2
im on this guys fought a giant one yesterday and 2 really big ones just now. too busy for more of this now so later today or early tomorrow. too much of this for my computer right now anyway the x thing just went down right when thr 3rd one was almost over how about that huh x that
Should have it up by tomorrow, been busy and its a relatively big turn.
Sorry for the delay :shame:
11-11-2012, 19:44
Myth
Re: [SS 6.4]Clash of Gods! 2
Just to remind everyone, we're on a "Spies can't open anything" rule to prevent griefing.
11-12-2012, 08:59
Mithridate
1 Attachment(s)
Re: [SS 6.4]Clash of Gods! 2
pardon the wait :)
11-12-2012, 21:14
SilverShield
Re: [SS 6.4]Clash of Gods! 2
as far is i know the rule on spies is different i already took genoa with agents
Spies are limited to one infiltration of a settlement/fort per turn, and it must be the first thing the player does, or the second one if the player also wishes to attempt an assassination. Upon a successful infiltration the game admin can load that player's save and attempt the infiltration. If the results are different there will be penalties for cheating.
Quote:
Originally Posted by Myth
Just to remind everyone, we're on a "Spies can't open anything" rule to prevent griefing.