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Thread: Broken Crescent Hotseat - Wrath of the Khan
phonicsmonkey 02:49 08-28-2009


The Mongols are the winners! Congratulations SilverShield and TheLemongate before him.

This is the main game thread for the hotseat game Broken Crescent: Wrath of the Khan, the sequel to and continuation of the award-winning game Broken Crescent: Commanders of the Faithful.

The game also involves the following additional threads:
Yurt of the Khan - IC diplomacy thread
Legends of the Khan - story thread

Starting map:

Spoiler Alert, click show to read: 


Players (Colours indicate map key):
Spoiler Alert, click show to read: 

This is the turn order - please upload your save as "BCWotK-twodigitturnnumber-twodigitnextplayernumber.zip"

AI. Eastern Roman Empire
AI. Georgian Exiles - RIP, Turn 3
AI. The Kingdom of Jerusalem - RIP, Turn 2
1. The Caliphate----------- phonicsmonkey
2. The Great Sweljuks -------------- barcamartin
3. The Sultanate of GhaZim --------- Zim
4. The Solanki Rajputs ------------ Ramses II CP
5. Caliphate Mamluks ---------- Quirl al-Mustafa Mubarak
AI. The Kypchak Confederacy
AI. The Imamate of Oman and Arabia - RIP, Turn 7
6. The Mongols --------- The Lemongate




Victory Conditions:
Spoiler Alert, click show to read: 
Mongols:
- Take and hold 25 provinces
- Sack three of the following cities: Ghazni, Rayy, Delhi, Baghdad, Cairo (NB. These don't have to be held, they can be captured once, sacked and abandoned)

Non-Mongols:
- Outlast the Mongols
- Take and hold 15 provinces from Non-Mongol, human-controlled factions.


Rules:
Spoiler Alert, click show to read: 
- We will be playing version 1.05 with hotfixes, admin-enabled to allow me to access the saved games of missing players and to switch factions between player and AI control. This version of the mod is compatible with M2TW 1.2, 1.3 or Kingdoms, and installs in a separate folder so does not affect the vanilla installation.

- No spies allowed to enter cities or castles.

- No assassins to be used.

- Each turn should be completed within 48 hours. Extensions can be granted in extenuating circumstances, at the discretion of the GM. After 48 hours with no contact from a player the GM will arrange for the turn to be subbed either by a sub designated by the player, or a neutral third-party sub, or a faction allied to that player, or by the GM in that order of preference.

- All battles, including those between player-controlled factions, may be fought by the attacking player (against the VH AI), or auto-resolved.

- Please send a private message to the next player in line to alert them that it is their turn.

- Players are requested to compete in good faith and with a sporting spirit at all times.

- No exploits. The following exploits are banned. This list is not exhaustive, and in considering a course of action the player concerned should have regard for the rule regarding sportsmanlike conduct. If there is any doubt about exactly what actions these exploits involve, or whether a given action which is not specifically banned would constitute an exploit, please seek guidance from the GM or other players before completing the relevant turn.

- Re-loading of save game to play the turn again in a different way, or to create a different outcome.
- Merchant fort exploit.
- Surround and destroy exploit (relating to agents, also to armies or ships engaged in battle. An escape route of at least one tile must be left.)
- Deliberately setting up tribute deals which will result in a faction going more than 20k in debt.
- Deliberately exchanging territories for the sole purpose of gaining a free garrison.
- Deliberate manipulation of the diplomacy system in order to break a siege, or achieve any other unrealistic in-game outcome.



The Story:

Spoiler Alert, click show to read: 
- The Fourth Caliphate had hardly been formed when the news came from the far east that a horde of eastern marauders had been sighted in the deserts of Khwarezm.

- The worst fears of all were confirmed when the invaders attacked and massacred the Seljuk city of Samarqand, beginning a war with the nations of the Fourth Caliphate and the Indian Rajput Princes.

- The initial wave of Mongol Invaders pushed into Ghazni lands, meeting little resistance as they conquered first the plains, and then the mountains of Afghanistan. The Shah was slain at Firuzkh and his capital, the fortress of Ghazni itself fell to the invaders provoking much sorrow in the lands of the faithful.

- So successful and swift was the Mongol advance that the Rajput Princes sued for peace with the invader, becoming their vassal and an enemy of the nations of the Fourth Caliphate.

- Then began the second stage of the conflict, where the Mongols divided their forces into two arms. One arm was sent around the Caspian Sea to strike at Seljuk-held Georgia and Azerbaijan, while the other assaulted the Seljuk front door at Merv.

- Meanwhile the nations of the Fourth Caliphate began an extensive recruitment and fortification drive, securing their lands against attack.

- The Rajput princes invaded Ghazni from the east, pushing as far as Zanji and Saravan but leaving the capital Gwadar in the hands of the Ghaznavids.

- The Seljuks heroically held out against the Mongol advance in Georgia, finally defeating the invading force after many battles and the loss of thousands of lives.

- The Mongols were more successful in their frontal push, taking Merv and advancing as far as Nishapur.

- The city of Birjand, strategically placed between the Seljuk and Caliphate lands to the west, the Mongol-held north and the Rajput-held former Ghazni lands, became the focal point for a fierce series of confrontations between the invaders and the Fourth Caliphate forces.

- With Birjand re-taken and the Northern passage secure, the Caliph’s armies began a counter-offensive in Rajput-held Ghazni, retaking Zanji and Saravan and winning success after success as they pushed the front back past Turbat to the mountains of the Hindu Kush west of the city of Quetta.

- With the Mongols having received reinforcements from the east and their troops massing at Nishapur, the Seljuks make a fateful decision which leads to the Battle of Atrak River and the now-legendary death of the Six Atabegs, who take their place in the annals of Islamic history as heroes and martyrs to the ummah.

- This reversal, albeit minor for the Mongols, provokes a change of strategy and the invading hordes pause in their advance while they wait for a further wave of reinforcements.

- The peace does not last long and soon the Mongols have advanced again, this time in concert with the Rajputs who reinvade the lands of Ghazni.

- Soon all that had been gained by the Caliphate counter-offensive has been lost once more, with Zanji and Saravan, Turbat, Bam, Birjand, Kerman and Yazd, Hormuz and Chabahar falling to the invaders who have now pushed all the way to the Persian Gulf.

- A period of stalemate follows, with the opposing forces manouevring and each trying to find an advantageous point at which to attack, feint and counter-feint across a vast fortified front which stretches from the Caspian Sea to the Persian Gulf, protecting the Caliphate heartlands of Rayy and Baghdad from the invader.

- Finally, the Mongols and their Rajput vassals are able to break through and in a series of battles the Caliphate forces are catastrophically defeated, leaving the path open for the invader to strike the final blow.

- Caliph Suleyman dies of old age and his uncle Al-Qahir, acting as regent for the under-age new Caliph, surrenders to the Mongols, ending the war and with it the Fourth Caliphate of Islam.


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