Results 1 to 30 of 287

Thread: Successor game rules, draft one.

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #3
    Wandering Metsuke Senior Member Zim's Avatar
    Join Date
    Jan 2007
    Posts
    5,190

    Default Re: Successor game rules, draft one.

    4. - Government

    (a) - Sessions: The Council of the Realm (Conseil du Royaume) 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. Zim or anyone delegated by him can change the length of individual sessions at will.

    (b) - Proposing Legislation: During each session, Nobles may propose Edicts and Amendments, up to the limit allowed by their rank. Edicts and Amendments must be seconded by two other Nobles before they can be put to the vote.

    (c) - Edicts: Edicts require a simple majority of weighted votes to pass and remain in effect until the next normal session of the Council. Tied Edicts fail. If contradictory Edicts are passed, the one with the most votes takes priority. Edicts can only be enforced by IC means. Edicts cannot contradict the Game Rules.

    (d) - Codex Amendments: Amendments require a two-thirds majority of weighted votes to pass and remain in effect permanently, or until repealed by another Codex Amendment. Codex Amendments can only be enforced by IC means. Codex Amendments cannot contradict the Game Rules.

    (e) - Rule Changes: Rule Changes require a two-thirds majority of unweighted votes (1 vote per player) to pass. Rule Changes can permanently change the Game Rules. Any player can propose Rule Changes, regardless of IC rank. Zim can veto any proposed Rule Change, but does not vote. Game Rules are enforced by IC or OOC means, as Zim sees fit.

    (f) - Influence: Each Noble’s voting power is equivalent to his total Influence. No Noble's Influence may ever be lower than 1. Influence is increased permanantly by 1 if a Noble marries a Princess of the royal family and 1 for each term a noble serves as Chancellor.

    (g) - War: Except as allowed by rank powers under Rule 3 (f), any declaration of war must be authorized by an Edict.

    (h) - 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).

    (i) - Impeachment: The Chancellor can be impeached and removed from office by a two-thirds majority vote of the Council. Impeachment takes effect immediately after the vote is passed. After impeachment, a fresh election is held to elect a new Chancellor, although the King may also exercise his power to become Chancellor at that point. The Noble replacing the impeached Chancellor serves out the remainder of the impeached Chancellor's term. All Edicts passed in the Council session that elected the impeached Chancellor remain valid, unless overturned by new Edicts at the Emergency Session that impeached him.

    5. - Armies

    (a) - Armies: Except as stated in Rule 5 (b), all Nobles own all army units that begin a turn in a stack led by their avatar, in the garrison of a settlement they own, and in the garrison of a fort inside a province they own, regardless of how the units got there. Nobles instantly own any Captain-led stack that their avatar moves onto. No one may move or disband any units owned by a Noble without his permission.

    (b) - Seizing Armies: Any Noble may move his avatar onto an army owned by another Noble from the same feudal chain. If this occurs, the Noble with the highest feudal rank instantly owns the entire combined army. If both Nobles are of the same rank, the eldest Noble will own the entire combined army. The King may instantly seize any army his avatar moves onto, regardless of the status of the Noble that previously owned it, unless that Noble is in a state of Civil War against the King. A Noble may not move his avatar onto an army owned by a Noble from outside his feudal chain unless both Nobles agree to the move beforehand. If there is a subsequent disagreement about who owns the units in the army, where the army is to move, or who commands the army, the King will decide. This Rule does not apply to garrisons of settlements or forts. Avatars may never be seized.

    (c) - Naval Fleets: All Nobles own all fleets that begin a turn in the port of a settlement they own, regardless of how the fleet got there. Otherwise, naval fleets are owned by the Noble with the highest feudal rank who is onboard the fleet. If there are multiple Nobles of the same rank, the eldest Noble will own the fleet. No one may move or disband any ships in a fleet owned by a Noble without his permission.

    (d) - 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.


    6. - Civil War

    (a) - Declaration of War: A Noble must make a Declaration of War towards a specific Noble in a public thread before they can attack any of that Noble’s armies or settlements. A Declaration of War applies to all Nobles of lower rank in the vassal chains of both the Noble who makes the Declaration and the Noble 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 Nobles in the vassal chain who are above the declarer or the target.

    (b) - 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 6 (a), the Noble who broke the Oath of Fealty will be considered the person who issued the Declaration of War, and the Noble who chooses to enter the state of Civil War will be treated as the target of the Declaration of War.

    (c) - Ending a Civil War: A Civil War will end when all Nobles on one side are dead or all living Nobles on both sides publicly agree to a Peace Treaty. A Noble's public agreement to a Peace Treaty will also remove all Nobles below him in his feudal chain from the Civil War, unless the vassal Nobles specifically state otherwise in a public thread. So long as it is limited to changes to the provinces, settlements, armies, Oaths of Fealty, retinue, or the title of Duke of the Noble(s) 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 Noble’s influence or powers beyond those allowed by the rules, will only be binding if adopted by a two-thirds majority of the Council at the next normal session. Individual Nobles 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 Fealty that tie them to any Noble involved in the War and by publicly declaring Neutrality. Neutrality cannot be claimed by a declarer, a target, or any Noble who has been involved in a PvP Battle during that specific Civil War.

    (d) - Civil Wars on the Campaign Map: While a Civil War is in progress, all players involved in the Civil War will lose their ability to make any moves on the campaign map. On every game turn, all players involved in the Civil War will submit a PM to Zim giving movement orders for that turn. These movement orders can include up to a maximum of two of the following orders:

    (1) - Gather: The player may gather units he owns that are located in the same province as his avatar, but which are not currently located in his avatar's army. All units specified in this manner will be teleported into the avatar's army.

    (2) - Move: The player may move his avatar's army into any adjacent province. If a player desires to cross a body of water, Zim will determine how many Move orders are required to cross it, and whether the player can end a turn at sea.

    (3) - Defend: The player fortifies his army in a specific province, providing a terrain advantage if a battle occurs in that province before the player moves again.

    After the turn ends, Zim will implement all moves for players involved in the Civil War, utilizing the console. The orders will be executed simultaneously for all players, but in the sequence they were listed in the PMs (i.e. Order 1 will be implement for all players, followed by Order 2 for all players). If this movement results in a player entering a province with a hostile AI-controlled army, Zim will determine whether a battle against the AI will occur. Movement will continue in this manner until two hostile player-controlled armies enter the same province. When this occurs, a PvP Battle will begin. All PvP Battles will be considered Meeting Engagements, in which neither side has a terrain advantage, unless one of the armies was Defending the province where the battle occurred. If this happens, the defending army will get a terrain advantage in the following manner: (1) If the province is owned by the Defender, the battle will be a siege assault of the settlement. (2) If the province is not owned by the Defender, the battle map will be chosen such that a terrain advantage, such as a high mountain, fort, or bridge is given to the Defender. The Umpire of the battle will determine the precise nature of the terrain advantage.

    (e) PVP Recruitment: Recruitment during Civil Wars will take place through a draft system, outlined as below.

    (1) Each turn of civil war, players can prioritise recruitment (draft) one unit for every settlement they own or have conquered during the war, replacing their normal prioritizations until the next Council session (normally 10 turns).

    (2) Drafts take precedence over ALL other monetary expenditures in the game and are executed by the GM when implementing combatants' move orders, recruiting by settlement in a random order, but with priority given to settlements that did not draft in the previous turn.

    (3) When the civil war is over, each player must give orders to the GM to disband one full strength unit for every unit drafted during the war (the GM will umpire any unit transfer exploits designed to evade disbandment).



    (f) - PvP Battles: Whenever a PvP Battle occurs, if both players agree, the battle will be fought via multiplayer, with Zim or anyone he chooses 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 The Battle of the Iron Bridge and the Battle of the Basileis and will be umpired by Zim or anyone he chooses. 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 Zim or anyone he chooses. 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 Zim or anyone he 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 Zim; 07-18-2009 at 08:38.
    V&V RIP Helmut Becker, Duke of Bavaria.



    Come to the Throne Room for hotseats and TW rpgs!

    Kermit's made a TWS2 guide? Oh, the other frog....

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO