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    Bureaucratically Efficient Senior Member TinCow's Avatar
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    Default KOTR Postmortem and Next-Gen Rules Discussion

    This post contains the most up-to-date version of the rules. My original post has been moved to the spoiler at the top of post #2.

    1. General

    *1.1 - Game Settings:

    M2TW with the 1.3 patch
    Hard Campaign, Very Hard Battles.
    Large Unit Size
    Battle Timer On
    Show CPU Moves
    Manage All Settlements
    Only two land units (including a general) may travel on each ship.
    LIST OF MODS TO BE USED

    *1.2 – Avatars: Each player will roleplay a nobleman of FACTION. On joining the game, each player will choose an avatar to represent this nobleman. Avatars can be ‘family members’ or recruitable generals. Players are reminded that due to limitations imposed by M2TW, only avatars on the family tree will be able to marry, have children, and have a chance of becoming FACTION HEIR and FACTION LEADER. Recruitable generals can be spawned at any time, but family member creation is beyond our control. Players may not use agents as avatars, since agents cannot fight battles and have a different set of stats from family members and recruitable generals.

    1.3 – Battles: A player whose avatar leads an army that is involved in a battle will be expected to fight that battle. This will involve downloading the savegame of the battle, playing it and then uploading the resulting savegame. Uploading the post-battle save must be done within 48 hours of the pre-battle savegame being uploaded. If the deadline expires, the battle is autoresolved. If a player cannot fight a battle that is assigned to them, the battle may also be fought by any player whose avatar will also be present in the battle. Under no circumstances will a battle be fought by a player whose avatar is not present in the battle. If there is no player available to fight a battle, it must be autoresolved. If there are no allocated avatars involved in the battle at all, it must be autoresolved.

    1.4 – Game Management: At the start of each turn, the CHANCELLOR will post an annual report on the events of the last turn, including a save game file for the new turn. After the annual report is posted, players will have 24 hours to download the save, and make their personal moves. Players can move their avatars, move any army (Private, Royal, or otherwise) their avatar commands, move any military units that start the turn inside a settlement they control (garrison units), move any military units that start the turn inside a fort in a province they control (fort units), and fight any battles against the AI that they are capable of fighting with their avatar’s army. The CHANCELLOR may move any avatar or army that has not been moved in this way as he best sees fit, including moves that result in battles, except that he cannot move a player’s avatar, Private/Royal Army, garrison units, or fort units in any manner that player has expressly prohibited. Any player involved in a Civil War may give permission for another player to move their avatar and armies by posting that information in a public thread. The CHANCELLOR may extend the time limit beyond 24 hours at his discretion, but all players are encouraged to act as swiftly as possible to keep the game moving.

    1.5 – Events: Whenever they desire, but no more often than once every 10 turns, econ21, TinCow, or anyone they choose may create an in-game Event. Events are not limited in scope, subject matter, or method of implementation. All game rules, including * marked rules, can be violated to implement an Event. The players can prevent the implementation of any single Event through a simple majority of unweighted votes.


    2. Feudal Heirarchy

    2.1 – Rank Gain and Loss: All noblemen enter the game at the rank of Knight. Noblemen will be promoted to a higher rank as soon as they meet the requirements for that rank. If, at any point, a nobleman ceases to meet the requirements of their existing rank, they will be demoted to the highest rank whose requirements they meet.

    2.2 – Gaining and Losing Provinces: Except as stated in Rule 2.7, noblemen gain control of all provinces they personally conquer. In the event that multiple noblemen are part of the conquering army, the nobleman controlled by the player who actually fought the battle is considered the conqueror. If the battle is autoresolved, the commanding nobleman is considered the conqueror. If no nobleman is involved in the battle whatsoever, the FACTION LEADER is considered the conqueror. At the start of the game, TinCow will determine which noblemen receive control of the starting provinces, to a maximum of one province per nobleman. Noblemen can only lose control of one of their provinces if they voluntarily give it to another nobleman, if it is conquered by an AI faction, or if it is occupied by the army of a nobleman who has made a Declaration of War against them (See Section 5).

    2.3 – Retinue: At any time, a nobleman may give any retinue item/member they possess to another nobleman or remove it from their avatar without giving it to anyone else. If a retinue item/member cannot be transferred or removed due to game coding, console commands may be used to allow the transfer or removal.

    2.4 – Wills & Inheritance: On his death, all of a nobleman’s provinces and retinue are distributed according to the most recent valid Will. In order for a Will to be valid, it must have been posted in a public thread or PMed to econ21 or TinCow prior to the nobleman’s death. Except as noted below, a Will provision is only valid to the extent that it names a living, of-age avatar that is controlled by another player as the inheritor of the province or retinue stated. A player's next avatar may only inherit a single province and a single retinue. A Will may name multiple noblemen as inheritors, so long as each province and/or retinue is only bequeathed to a single nobleman. Any provisions of the Will that do not meet these requirements will be invalid. Valid provisions of a Will will not be negated due to the existence of invalid provisions in the same Will. If there is no valid Will provision for an owned province, the nobleman’s immediate Lord gains possession of the province. If the nobleman also has no Lord, the FACTION LEADER gains possession of the province.

    2.5 – Oaths of Fealty: In order to become a Vassal of another player, a nobleman must take an Oath of Fealty by specifically swearing allegiance to that player in a public thread. The prospective Lord has the right to refuse to accept the Oath. An Oath of Fealty can be broken if either the Lord or the Vassal specifically revokes it in a public thread. If a Vassal breaks an Oath of Fealty without the permission of his Lord, he cannot swear a new Oath of Fealty until 5 turns have passed. A nobleman can only have one Lord at a time, but he may have an unlimited number of Vassals. Oaths of Fealty cannot be sworn or broken while the GOVERNING BODY is in session.

    2.6 – Loyalty in a Feudal Chain: A Vassal’s loyalty is always to his Lord, even if his Lord is himself a Vassal of another nobleman. If a nobleman swears or breaks an Oath of Fealty, his relationship to his Vassals remains unchanged. In this way, a Lord can bring his entire chain of followers into the service of another nobleman without anyone else having to change their status. Similarly, a nobleman will take his entire chain of followers with him if he breaks his Oath of Fealty.

    2.7 – Feudal Ranks: In the event of a conflict, Rule 2.7 takes priority over all other rules. The feudal ranks and positions are as follows:

    Spoiler Alert, click show to read: 
    Knight:
    Requirements: None
    Influence: 1
    Powers:
    (1) Can propose one Edict per GOVERNING BODY Session.
    Penalties:
    (1) Cannot lead more than a half stack army unless it is a Private or Royal Army.
    (2) Cannot run for CHANCELLOR.

    Baronet:
    Requirements: Must have personal control of a province.
    Influence: 1
    Powers:
    (1) Can propose one Edict per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Baronet is loyal to a higher rank.
    Penalties:
    (1) Cannot lead more than a half stack army unless it is a Private Army, a Royal Army, or within the borders of a province they personally control.
    (2) Loses control of all provinces if they fail to vote in two consecutive Normal GOVERNING BODY Sessions. All provinces lost in this way are given to the Baronet's Lord. If the Baronet has no Lord, the provinces are given to the FACTION LEADER.

    Baron:
    Requirements: Must have personal control of a province. Must have at least 1 nobleman as a vassal.
    Influence: 1 + up to 1 Stat Influence.
    Powers:
    (1) Can propose one Edict or Amendment per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Baron is loyal to a higher rank.

    Viscount:
    Requirements: Must have personal control of a province. Must have a total of at least 2 noblemen as vassals, vassals of vassals, etc.
    Influence: 1 + up to 1 Stat Influence.
    Powers:
    (1) Can propose one Edict or Amendment per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Viscount is loyal to a higher rank.
    (4) Owns one Private Army.

    Count:
    Requirements: Must have personal control of a province. Must have a total of at least 3 noblemen as vassals, vassals of vassals, etc.
    Influence: 1 + up to 2 Stat Influence.
    Powers:
    (1) Can propose one Edict or Amendment per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Count is loyal to a higher rank.
    (4) Owns one Private Army.
    (5) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Count is loyal to a higher rank.

    Marquess:
    Requirements: Must have personal control of a province. Must have a total of at least 4 noblemen as vassals, vassals of vassals, etc. Must have served 5 consecutive turns as a Count at some point in time.
    Influence: 1 + up to 2 Stat Influence.
    Powers:
    (1) Can propose two Edicts or Amendments per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Marquess is loyal to a higher rank.
    (4) Owns one Private Army.
    (5) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Marquess is loyal to a higher rank.
    (6) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain, unless the Marquess is loyal to a higher rank. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.

    Duke:
    Requirements: Must have personal control of a province. Must have a total of at least 5 noblemen as vassals, vassals of vassals, etc. Must have served 5 consecutive turns as a Marquess at some point in time.
    Influence: 1 + up to 3 Stat Influence.
    Powers:
    (1) Can propose three Edicts or Amendments per GOVERNING BODY Session.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property, unless the Duke is loyal to a Grand Duke.
    (4) Can call Emergency GOVERNING BODY Sessions.
    (5) Owns one Private Army.
    (6) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain, unless the Duke is loyal to a Grand Duke.
    (7) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain, unless the Duke is loyal to a Grand Duke. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.
    (8) Once per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman in their chain of followers to themselves or anyone else in their chain of followers, unless the Duke is loyal to a Grand Duke.
    (9) Cannot be banned from a GOVERNING BODY Session.
    (10) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.

    Grand Duke:
    Requirements: Must have personal control of a province. Must have a total of at least 6 noblemen as vassals, vassals of vassals, etc. Must have served 10 consecutive turns as a Duke at some point in time.
    Influence: 1 + up to 4 Stat Influence.
    Powers:
    (1) Can propose an unlimited number of Edicts or Amendments per GOVERNING BODY Session and their Edicts and Amendments do not need to be seconded.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) All provinces conquered by any of their vassals become their property.
    (4) Can call Emergency GOVERNING BODY Sessions.
    (5) Owns one Royal Army.
    (6) Once per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement owned by any nobleman in their feudal chain.
    (7) Once per full 10 turn CHANCELLOR term, can destroy one building in any settlement owned by any nobleman in their feudal chain. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power.
    (8) Once per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman in their chain of followers to themselves or anyone else in their chain of followers.
    (9) Cannot be banned from a GOVERNING BODY Session.
    (10) Can declare war on any AI faction at any time, for any reason.
    (11) Can veto one Edict or Amendment per GOVERNING BODY Session.
    (12) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.
    Penalties:
    (1) Cannot swear an Oath of Fealty to another nobleman.

    FACTION HEIR:
    Requirements: Must be the in-game FACTION HEIR
    Influence: +1 to the Stat Influence cap of their other rank
    Powers:
    (1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the FACTION HEIR are added on top of the Influence and Powers of the nobleman’s other feudal rank(s), unless the Power specifically states otherwise.
    (2) In the absence of the FACTION LEADER, the FACTION HEIR can ban noblemen from a GOVERNING BODY Session. Banned noblemen cannot speak or propose legislation, but they are permitted to vote.
    (3) In the absence of the FACTION LEADER, the FACTION HEIR can adjudicate on rule disputes. However, if a rule dispute directly involved the FACTION LEADER or the FACTION HEIR, the nobleman of the highest feudal rank will be the adjudicator. If there are multiple noblemen of that rank, the dispute will be decided between them by a simple, unweighted vote. In the event of a tie, the FACTION HEIR will cast a tie-breaking vote.
    (4) Owns one Royal Army. This Power voids the ability of the FACTION HEIR to own a Private or Royal Army through the Powers of any other feudal rank.

    FACTION LEADER:
    Requirements: Must be the in-game FACTION LEADER
    Influence: Authority Stat
    Powers:
    (1) Can propose an unlimited number of Edicts or Amendments per GOVERNING BODY Session and their Edicts and Amendments do not need to be seconded.
    (2) Can set the build queue and tax rate for their settlement and all unallocated settlements under their control. Can destroy any building in their settlement and all unallocated settlements under their control.
    (3) Can call Emergency GOVERNING BODY Sessions.
    (4) Owns one Royal Army.
    (5) Twice per full 10 turn CHANCELLOR term, can Prioritize one building in any build queue in any settlement. This power cannot be used on any settlement controlled by a nobleman who is in a state of War with the FACTION LEADER.
    (6) Twice per full 10 turn CHANCELLOR term, can destroy one building in any settlement. Buildings in the barracks, archery range, stable, siege engine, and gunsmith lines cannot be destroyed with this power. This power cannot be used on any settlement controlled by a nobleman who is in a state of War with the FACTION LEADER.
    (7) Twice per full 10 turn CHANCELLOR term, can force a transfer of one retinue member/item from any nobleman to themselves or any other nobleman. This power cannot be used on any nobleman who is in a state of War with the FACTION LEADER.
    (8) Can declare war on any faction at any time, for any reason.
    (9) Can veto one Edict or Amendment per 3 ranks of Authority.
    (10) Decides which nobleman, if any, a Princess should marry.
    (11) Once during his reign, the FACTION LEADER may automatically assume the post of CHANCELLOR. The FACTION LEADER must declare he is exercising that right at a GOVERNING BODY session; he will then be appointed CHANCELLOR with no election. This right can only be invoked once, but the FACTION LEADER may also compete in normal CHANCELLOR elections at other GOVERNING BODY Sessions.
    (12) Can ban noblemen from a GOVERNING BODY Session. Banned noblemen cannot speak or propose legislation, but they are permitted to vote.
    (13) Can adjudicate on rule disputes. However, if a rule dispute directly involves the FACTION LEADER or the FACTION HEIR, the nobleman of the highest feudal rank will be the adjudicator. If there are multiple noblemen of that rank, the dispute will be decided between them by a simple, unweighted vote. In the event of a tie, the FACTION LEADER will cast a tie-breaking vote.
    (14) May seize control of any ships that start the turn in a port inside a province controlled by anyone in their feudal chain (controlled port). Ships may not be seized if there is are units on board that are not controlled by someone in the RANK's feudal chain. Ships seized in such a way cannot be moved by the CHANCELLOR without the RANK's permission, unless they are outside a controlled port and do not have a nobleman on board that is in the RANK's feudal chain.
    (15) Banishment
    Spoiler Alert, click show to read: 
    The FACTION LEADER can banish noblemen from all FACTION controlled provinces. While Banished, a nobleman can be attacked by any other nobleman without the need for a Declaration of War, unless the Banished nobleman is not inside a FACTION controlled province. Any provinces owned by the Banished nobleman can also be attacked without the need for a Declaration of War. Any provinces conquered in this manner will become the property of the nobleman who conquered them. The Banished nobleman cannot be attacked on the same turn that the Banishment is ordered, unless he is in the same FACTION controlled province as the FACTION LEADER, or an adjacent FACTION controlled province to the FACTION LEADER. The Banished nobleman can defend himself, but cannot initiate an attack without making a Declaration of War. No units may be disbanded or removed from the Banished nobleman's armies or settlements without his permission. The FACTION LEADER will determine the fate of a Banished nobleman who is captured in battle. A Banishment can be ended by an Edict passed by the GOVERNING BODY. If the Banished nobleman is in a feudal chain at the time the Banishment is issued, the highest ranking nobleman in that feudal chain can call an Emergency GOVERNING BODY Session. This session can only be called on the same turn that the Banishment is issued.

    The duration of the Banishment is determined by the FACTION LEADER's Authority. With an Authority of 5 or lower, this power may not be used. With an Authority of 6 or 7, one nobleman may be Banished for 5 turns. With an Authority of 8 or 9, one nobleman may be Banished for 10 turns. With an Authority of 10, two noblemen may be Banished for 10 turns each. Regardless of the level of Authority, this power cannot be used within 10 turns of a previous use. Banishment ends when a Banished nobleman is publicly pardoned by the FACTION LEADER, the time limit expires, an appropriate Edict is passed, or the FACTION LEADER dies.

    Penalties:
    (1) Cannot hold another feudal rank except CHANCELLOR.
    (2) Cannot swear an Oath of Fealty to another nobleman and cannot have any Vassals.
    Inheritance: On the death of a FACTION LEADER, all Oaths of Fealty pertaining to the nobleman who is the new FACTION LEADER are instantly broken. The new FACTION LEADER takes control of all provinces owned by the previous FACTION LEADER, unless they were given away by a valid Will. The new FACTION LEADER retains possession of any provinces he controlled prior to inheriting the throne.

    CHANCELLOR:
    Requirements: Must have been elected CHANCELLOR
    Influence: During Emergency Sessions called during his term, 2 + up to 5 Stat Influence, or the nobleman's normal Influence, whichever is higher. For every term of 6 turns or more that a nobleman serves as CHANCELLOR, he will receive a permanent +1 bonus to his Influence and a permanent increase of +1 to the maximum Stat Influence of his feudal rank. This bonus is cumulative for noblemen who serve multiple terms as CHANCELLOR. The in-term bonus does not apply to the FACTION LEADER. The post-term bonus does not apply to the FACTION LEADER or to any nobleman who ceased to be CHANCELLOR because he was impeached.
    Powers:
    (1) This rank is always held at the same time as other feudal ranks. The Influence and Powers of the CHANCELLOR are added on top of the Influence and Powers of the nobleman’s other feudal ranks.
    (2) Unless otherwise restricted by the rules, the CHANCELLOR can do anything he wants inside the game except use console cheats, which may be used only as specifically allowed by the Rules. Edicts are only binding on the CHANCELLOR to the extent that the GOVERNING BODY chooses to enforce them.
    Limitations on Powers:
    (1) The CHANCELLOR must respect all settlement tax rates and build queues. With the exception of Prioritized Buildings, the CHANCELLOR is not required to build anything. However, if anything is built in a settlement, it must be the first item on the build queue. If no build queue is posted for a settlement, the CHANCELLOR can build whatever he likes. The CHANCELLOR may upgrade a province’s walls at any time unless such an upgrade is forbidden in advance by the nobleman who owns the settlement.
    (2) No money can be spent on any construction until all Prioritized Buildings have been funded, unless the noblemen who Prioritized them agree otherwise. If there are multiple Prioritized Buildings, and not enough funding for all of them, the CHANCELLOR may choose which to construct first. Rule 4.3 takes precedence over all prioritized buildings.
    (3) The CHANCELLOR must respect all requests for the transfer or deletion of retinue members/items, as long as these requests comply with the rules.
    (4) (4) The CHANCELLOR cannot disband a unit in a Private Army, Royal Army, city garrison, fort, or controlled fleet if the owner of the a Private Army, Royal Army, city garrison, fort, or controlled fleet gives orders which prevent such a disbanding. This Limitation does not apply to merging depleted units, which the CHANCELLOR may do freely.
    (5) Cannot remove a building from any build queue if construction has already begun on it, unless the owner of the province agrees otherwise.



    3. GOVERNING BODY

    3.1 –Sessions: The GOVERNING BODY will meet in a Normal Session every 10 turns. Out of session, there can be open debate and deliberations. Each Normal and Emergency Session consists of 3 real time days of debate, followed by 2 real time days of voting. econ21 or TinCow can change the length of individual sessions at will.

    3.2 – Proposing Legislation: During each session, noblemen may propose Edicts and Amendments, up to the limit allowed by their rank. Edicts and Amendments must be seconded by two other noblemen before they can be put to the vote.

    3.3 – Edicts: Edicts require a simple majority of votes to pass and remain in effect until the next normal session of the GOVERNING BODY. Tied Edicts fail. If contradictory Edicts are passed, the one with the most votes takes priority.

    *3.4 – Amendments: Amendments require a two-thirds majority of votes to pass and can permanently modify the rules in any way, except for rules marked with a *.

    3.5 – Influence: Each nobleman’s voting power is equivalent to his total Influence, as defined by Rule 2.7. No nobleman’s Influence may ever be lower than 1. For the purposes of determining Stat Influence, a nobleman can gain 1 point of Stat Influence for each of the following conditions that he meets: (a) 5+ ranks of Command (b) 10 ranks of Command (c) 5+ ranks of Chivalry or Dread (d) 10 ranks of Chivalry or Dread (e) 10 ranks of Loyalty (f) 8+ ranks of Piety (g) 20+ total stat points (h) 30+ total stat points (i) 40 total stat points (j) nobleman’s name is modified by a trait title that bestows more negative than positive stat points (i.e. the Mad) (k) nobleman is married to a FACTION Princess.

    3.6 – War: Except as allowed by rank powers under Rule 2.7, any declaration of war must be authorized by an Edict.

    3.7 – Elections: At each Normal Session, on the death of the CHANCELLOR, or on the impeachment of the CHANCELLOR, there is an election for the post of CHANCELLOR. Ties lead to a fresh ballot. A second tie is decided by seniority (avatar age).

    *3.8 – Impeachment: The CHANCELLOR can be impeached and removed from office by a two-thirds majority vote of the GOVERNING BODY. Impeachment takes effect immediately after the vote is passed. After impeachment, a fresh election is held to elect a new CHANCELLOR, although the FACTION LEADER may also exercise his power to become CHANCELLOR at that point. The nobleman replacing the impeached CHANCELLOR serves out the remainder of the impeached CHANCELLOR’S term. All Edicts passed in the GOVERNING BODY session that elected the impeached CHANCELLOR remain valid, unless overturned by new Edicts at the Emergency Session that impeached him.


    4. Armies

    4.1 – Private Armies: Private Armies will consist of a minimum of 3 infantry regiments, 2 ranged regiments, and 1 cavalry regiment. For the purposes of this rule, Generals’ Bodyguard units do not count as cavalry regiments. The owner of a Private Army will determine who commands the Army, where it is to move (if at all), and whom to attack.

    4.2 – Royal Armies: Royal Armies will consist of a minimum of 4 infantry regiments, 3 ranged regiments, and 2 cavalry regiments. For the purposes of this rule, Generals’ Bodyguard units do not count as cavalry regiments. The owner of a Royal Army will determine who commands the Army, where it is to move (if at all), and whom to attack.

    4.3 – Army Replenishment: If a Private or Royal Army falls below the minimum strength level, all military recruitment must be allocated to restoring the Army to minimum strength before money can be spent on other recruitment, unless the owner agrees otherwise. In the event of a conflict, a Royal Army takes priority over a Private Army. This rule does not apply to armies involved in a Civil War.

    4.4 – Historical Army Composition: An army of 10 units or less cannot have more than 3 units of heavy cavalry. An army of 11 units or more cannot have more than 5 units of heavy cavalry. For the purposes of this rule, bodyguard units do not count as heavy cavalry. Armies that do not meet these requirements cannot fight battles under any circumstances, though they can be used for transportation.


    5. Civil War

    *5.1 – Declaration of War: A nobleman must make a Declaration of War towards a specific nobleman in a public thread before they can attack any of that nobleman’s armies or settlements. A Declaration of War applies to all noblemen of lower rank in the vassal chains of both the nobleman who makes the Declaration and the nobleman who is the target of the Declaration, including vassals who swear an Oath of Fealty after the Declaration of War has been made. A Declaration of War does not apply to any noblemen in the vassal chain who are above the declarer or the target. Neither the nobleman who made the Declaration of War, nor anyone below him in his vassal chain, can attack the target of that Declaration, or anyone below the target in his vassal chain, until the target(s) have been provided with one full turn's worth of movement. This rule does not limit movement in any way, nor does it prevent the target(s) of the Declaration of War from attacking the declarer(s).

    *5.2 – Civil War through Oath Breaking: If a Vassal breaks an Oath of Fealty, anyone above him in the feudal chain may choose to instantly enter a state of Civil War. For the purposes Rule 5.1, the nobleman who broke the Oath of Fealty will be considered the person who issued the Declaration of War, and the nobleman who chooses to enter the state of Civil War will be treated as the target of the Declaration of War. If a Civil War begins in this manner, any nobleman who would lose the right to own a Private Army as the result of the breaking of the Oath of Fealty will be allowed to retain ownership of his Private Army until the Civil War ends.

    *5.3 – Ending a Civil War: A Civil War will end when all noblemen on one side are dead or all living noblemen on both sides publicly agree to a Peace Treaty. So long as it is limited to changes to the provinces, settlements, armies, Oaths of Loyalty, and retinue of the noblemen signing the Peace Treaty, it will be considered binding law. All terms of a Peace Treaty that go beyond these limits, particularly those that increase a nobleman’s influence or powers beyond those allowed by the rules, will only be binding if adopted by a two-thirds majority of the GOVERNING BODY at the next normal session. Individual noblemen may unilaterally remove themselves from a Civil War within one turn of the Declaration of War that brought them into it by breaking all Oaths of Loyalty that tie them to any nobleman involved in the War and by publicly declaring Neutrality. Neutrality cannot be claimed by a declarer, a target, or any nobleman who has been involved in a PvP Battle during that specific Civil War.

    5.4 – PvP Battles: Whenever two hostile armies enter adjacent squares, a PvP Battle will occur, even if the armies have movement points remaining. If both players agree, the battle will be fought via multiplayer, with econ21, TinCow, or anyone they choose acting as umpire. The umpire will determine the map and the precise composition of the armies. If the battle is not fought via multiplayer, there will be a 24 hour voting period to determine how the battle will be fought. The voting options will be (a) Tabletop Battle (b) Abbreviated Tabletop Battle and (c) AI Battle. All players may vote, even those not involved in the battle, all votes will be unweighted, and the option that receives the most votes will be chosen. Tabletop Battles will be in the style of the Battle of Bern and the Battle of Trent and will be umpired by econ21, GeneralHankerchief, or anyone they choose. Abbreviated Tabletop Battles will be identical to a Tabletop Battle, but will be 1 turn in length. Players will determine their starting positions and outline a general strategy for the battle. The umpire will then play out the battle and determine the victor. The umpire may allow a maximum of 1 or 2 additional turns beyond the starting turn if they so choose. The Abbreviated Tabletop Battle will be run by econ21, GeneralHankerchief, or anyone they choose. AI Battles will be custom battles in the TW engine in which the AI will control all units on both sides. AI battles will be umpired by econ21, TinCow, or anyone they choose. The umpire will determine all settings to be used in the battle, including the map and the precise composition of the armies. Regardless of the type of battle chosen, the umpire must attempt to have the battle replicate the in-game state of affairs to the best of his ability. Regardless of the type of battle chosen, the umpire will determine the results, including, but not limited to, units to be disbanded as casualties, avatars to be killed off as casualties, and changes in the control of provinces. Console commands may be used to implement the results.
    Last edited by TinCow; 05-21-2008 at 00:53.


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