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Thread: SS Sign-up - Dual Alliance:Double Jeopardy

  1. #1

    Default SS Sign-up - Dual Alliance:Double Jeopardy

    Double Jeopardy

    Alright, since we have had some interest in the campaign I've decided to move it to the next phase and issue a general sign up for players.

    There is a few rules and regulations that will be updated since the last campaign 2 years ago.
    I'm hoping for a fair and balanced campaign and all these rules and regulations I suggest are open for debate.

    So far here is a list of the teams

    TEAMS:
    Alright, the teams are balanced fairly based on the distance, religion, strength.. etc.
    So the strongest catholic kingdoms; HRE is given the weakest kingdom; Templar's and so forth. Islamic/Orthodox nations are somewhat stronger but will have disadvantages the Catholic nations don't have. The game will be so that each players plays both their turns one right after the other, so no waiting for for other people to play multiple turns (hopefully will got quicker this way.)

    Catholic:
    1. Holy Roman Empire & Portugal - Tavix (Confirmed)
    2. France & Norway - Nightbringer (Confirmed)
    3. England & Aragon - TriforceV (Confirmed)
    4. Hungary & Scotland - Visorslash (Confirmed)
    5. Poland & Genoa - Askthepizzaguy(Confirmed)
    6. Crusaders & Venice - Swarbs (Confirmed)
    7. Leon & Sicily - Core-i7-inside (Confirmed)
    8. Denmark & *Kiev* - pesto alla genovese (Confirmed)
    Islam:
    9. Fatamids & Kwarezemian - phonicsmonkey (Confirmed)
    10. Seljurks & Moors - Sogesu (Confirmed)
    Orthodox:
    11. Byzantine Empire & Novgorod - Thanatos Eclipse (Confirmed)
    Pagan:
    12. Cuman Empire & Lithuania (*Mongol invasion*) - Playeraka (Confirmed)


    Version:
    SS 6.3

    Rules:
    (again these rules are open for debate, however here is what I propose)

    Game Type:
    Auto-resolve
    Reasons: The reason for auto-resolve is for a balanced form of game-play, Battlemode is an enjoyable part of the campaign - and is at the heart of what is Total war. However, during multiplayer many problems arise that often benefit the attacker, reducing the defender to always fort up his armies and avoid outright sieges in situations in which he may lose (even thought his army might be bigger) - For these reasons and many more, its easier to go with Autoresolve.
    Spies:
    Limited Use - Open Forts, not Settlements
    Reasons: Spies are an important part of any campaign, but one of their more infamous abilities, to open gates is naturally unfair, countless campaigns have been won on a legion of spies rather than armies, and it has made for some very disappointing results. For this reason spies will be unable to open gates of cities or castles, but will still have a free hand at opening fortifications.
    Siege Ware-fare:
    Limited Use - Siege Equipment will be muzzled
    Balista = Nothing
    Catapult = Wooden Walls ( forts, small towns, large towns, Wooden castle, motte+bailey)
    Trebuchet = Stone Walls ( Everything Except, Large Cities and Fortresses)
    Cannons = Anything
    Reasons: By limiting the ability of siege equipment, it will give city walls the respect they truly deserve. No longer will anyone be able to Sack Constantinople with simply 1 balista unit. It will require a more strategic approach.
    Crusade & Jihad
    Limited Use - Only one Crusading army per nation, with Specific Rules attached. (read rules)
    Crusade Rules:
    Only 1 Crusading/Jihad Army per Kingdom (since it's Dual alliance you will be allowed to have 2 one each per Kingdom you control) -
    In joining the Crusade/Jihad you need Declare that you did so on the fourms and who is the leader of your Crusading/Jihading Army (Example: Duke SoandSo Joins the Crusade for Venice!).
    In joining the Crusade/Jihad you must always keep your "Crusade/Jihad Flag Up" -
    In addition your Crusading/Jihading army can only be used on the kingdom that the Crusade/Jihad was declared on - Using the Crusading army in any other way (even attacking an alternative enemy that is blocking your path) is considered Cheating.
    Furthermore, The Crusading/Jihading army while it can attack forts and armies of the enemy target kingdom, it Cannot Sack any cities except for the actual TARGET city of the Crusade/Jihad.
    Finally, there are only 3 ways to Abandon a Crusade/Jihad:
    First, attack/defeat the Target City and succeed in the Jihad or Crusade
    Second, have your crusading army wiped out completely
    Third, Abandon the Crusade/Jihad have all your troops desert (including the original troops your started with), until all that's left is your general - then Declare your abandonment of the Crusade/Jihad.
    Abandoning a Crusade/Jihad and then attack/capture a settlement or alternative kingdom and rejoining it before the turn is up is also considered cheating.
    Reasons:
    Alright this might seem a bit complex, but all these rules have good reason attached to them. I thought about scraping Jihad/Crusade all together - but considering the circumstances of the game with slightly weaker Christian nations I felt that it was needed. -
    These rules were created in order to stabilize a very unstable system that have since plagued many multiplayer campaigns. It might seem overwhelming at first, but really these are simple rules that highlight only the boundries and reinforce the main purpose of its original ideal.
    Simply put if you have one jihad/crusade army and use it to go after the enemy targeted city, you won't have anything to worry about.
    Pillaging Cities
    No Destroying any property while under siege.
    Reasons:
    Nobody likes to lose a city/castle, so when prospects of protecting your land don't look too good you may feel tempted to make your rival's victory bittersweet by blowing up all your property before he takes it - But don't do it, the result is that the later part of the game resembles Scotched earth in which peasants become the most advanced infantry, and former Goliath cities like Constantinople are rendered useless.
    It takes 20-30 turns and countless amount of gold just to restore damage done by one bitter player. Any purposeful pillaging will be considered cheating.
    Basic Rules
    48 Hours to play your turn, If your unable to make the engagement you will be subbed.
    After 2 turns of inactivity you will be replaced, exceptions will be made however if notification and reasons are given for the absence. You may choose someone to sub for you if you can't make it for a few turns, or if unable someone will be chosen for you.
    While a replacement is being found for inactive players, a Regency will be named to take over the campaign (another player in the campaign) and will take over the responsibilities of that absent players kingdoms for 2 turns only.
    If no replacement is found afterward, than that individuals kingdoms will be sent to the AI.

    Please Role-Play and have FUN!.

    Also Don't Cheat.. Most of you are honest people who want to have a good time, but cheaters will always be found out. all turns are saved and recorded on everyone's system.
    Usually the transgressions are fairly obvious, However, If you suspect someone of cheating, then please tell me and I will investigate.
    Punishment for cheating will depend on the severity of the offense, minor offenses might only be given a warning and a deduction or minor penalty, depending on the situation. However, repeat offenders or serious violations of cheating will result in the explosion of that individual player from the campaign.
    You have been warned!!
    Just don't do it and have fun and lose with grace

    I think I'm done now ...

    So SIGN UP! people!
    Last edited by TriforceV; 11-24-2010 at 03:17.

  2. #2
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'd be willing to play France and Portugal
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  3. #3
    Knight of the Crusade Member Thanatos Eclipse's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    oh good, not near me ;)
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  4. #4
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by Thanatos Eclipse View Post
    oh good, not near me ;)
    Not yet, anyway
    frogbeastegg's TWS2 guide....it's here!

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  5. #5

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Never played Sicily or Poland so sign me up for them.

  6. #6

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'm keen. Although are we using SS6.3? Cos there is no Ireland in 6.3! Also the Templars are replaced by the Crusader States, who are actually pretty buff and start with Jerusalem, Antioch and Edessa. So whoever takes them could have a bit of an advantage.

    Triforce, can you confirm which version we're going with? Might affect what factions I choose! :)

    Also, is Kiev just being left out?

  7. #7

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by Swarbs View Post
    I'm keen. Although are we using SS6.3? Cos there is no Ireland in 6.3! Also the Templars are replaced by the Crusader States, who are actually pretty buff and start with Jerusalem, Antioch and Edessa. So whoever takes them could have a bit of an advantage.

    Triforce, can you confirm which version we're going with? Might affect what factions I choose! :)

    Also, is Kiev just being left out?
    Intresting, well I'll have to check out 6.3, and see whats up, ill keep you all updated!

  8. #8

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    If Kiev's available, I might switch...

  9. #9

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by Visorslash View Post
    If Kiev's available, I might switch...
    Not if I switch first...

    Actually, I'm more keen on the Denmark / Ireland or HRE / Templars option. Hence I'd quite like to know whether we're doing 6.2 or 6.3! :)

  10. #10

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I say 6.3 is the better option. And I bag Kiev.

  11. #11

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I also vote 6.3. And I shotgun the Crusader States. Although they probably shouldn't be combined with the HRE as that combo could be a bit too powerful...

  12. #12

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Maybe HRE and Portugal?

  13. #13

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Danm downloads.. Megaupload sucks, and the split up the file into 5 parts, its becoming really cumbersome trying to get 6.3 with all its files and all my other activites and engagements.. its coming along,

    But very slowly, ive downloaded so far 3 of the 5 files, but megaupload has barred me from downloading for awhile because Ive exceeded my download limit or some such BS...
    Anyways, shouldn't be too long now, I want to get my hands on it and rework the teams, but alas.. its slow.. ill keep updated

  14. #14

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'd suggest the following teams, using Kiev to replace Ireland. Just an initial suggestion, but if we do go with these I'd like the Crusaders and Venice :)

    HRE + Portugal
    England + Aragon
    France + Norway
    Crusaders + Venice
    Hungary + Castille
    Sicily + Poland
    Genoa + Scotland
    Kiev + Denmark

  15. #15
    Knight of the Crusade Member Thanatos Eclipse's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I haven't played 6.3 yet, but I might see some possible problems with these teams:

    France + Norway start out pretty close together compared to other teams, which would give france the upperhand over most of its neighbors

    Denmark + Kiev are different religions, although they're close enough that it could possibly be overlooked
    For Rome! Got Rome!!
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  16. #16

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Alright!.
    Finally I took a look at 6.3 and switched up the teams for optimal performance considering the older 6.2 team balance has now shifted.

    So here are the new teams (as posted on the front page).

    1. HRE & Portugal
    2. France & Norway
    3. England & Aragon
    4. Hungary & Scotland
    5. Poland & Genoa
    6. Venice & Crusader States
    7. Leon & Sicily
    8. Denmark & Kiev
    ----------------------
    9. Moors & Turks
    10. Fatamids & Khwarez
    ----------------------
    11. Byzantium & Novgorod
    ---------------------
    12. Cuman & Lithuania & (!!Mongol Invasion!!)


    So I'm ready to awnser any questions, the balance was set up accordingly, the strongest catholic nations teaming with the weakest, each are pretty much balanced - and have a distance apart from eachother.
    For the Islamic faction, the Moors and Turks are the strongest Islamic nations and their teaming up together, desipte the overwhelming stats of these two kingdoms, each are far from eachother and have many challenges, the other islamic nation team have weaker stats but are relatively more safely and closely positioned (Egypt and Khwarez).
    The Orthdox team has the biggest empire (Byzantime Empire) at its disposal and a strong partner of the Novgord (however they can't call crusade/jihad) and have alot of challenges from the start to contend with.
    The Pagan team is the worst starting team, however I will allow the Pagan team to take control of the Mongol Invasion when/if it comes giving them some additional perks for choosing such a team.

    Any question get back to me

  17. #17

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'll try Danes and Kiev.

  18. #18
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'll stick with Egypt and the Khwaz
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  19. #19

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by Thanatos Eclipse View Post
    France + Norway start out pretty close together compared to other teams, which would give france the upperhand over most of its neighbors
    They're not actually all that close together, and France will need to take Bruges or Antwerp before it can link with Norway. And the benefits to France will be countered a bit by the fact that it's surrounded by England and Aragon, who are also on the same team giving them an advantage in any war with France. That was my thinking when proposing those teams anyway.

    I'm up for Venice and the Crusaders! Also, I vote no one gets to control the Mongols - they are just too powerful for a human player to have them!

  20. #20
    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by Swarbs View Post
    Also, I vote no one gets to control the Mongols - they are just too powerful for a human player to have them!
    It's probably a moot point as I've never been in a hotseat that has lasted long enough to see the Mongol invasion
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

  21. #21

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Quote Originally Posted by phonicsmonkey View Post
    It's probably a moot point as I've never been in a hotseat that has lasted long enough to see the Mongol invasion
    I've been in a couple, but they were KGCM 4.2 hotseats, and I think they tend to last longer than SS ones so you're probably right.

  22. #22

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    In the KGCM HS, you got your ass kicked. (Joking)

    Maybe we could do a late era hotseat?

    Either way, can I switch to Hungary and Scotland?

  23. #23

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    What, Foxes and Lions? I seem to remember you being the one getting spanked like a schoolgirl in that one

    We could go for Late Era, but that kind of takes Byzantium out as a viable faction, unless the Seljuks and Venice are particularly forgiving...

  24. #24

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Because the two major powers in the east decided to wipe the floor with poor Milan and Sicily. (Note, I don't particularly like Italian factions) and I didn't start off with them from turn 1. AND, I ain't dead yet boyo.

  25. #25
    King Philippe of France Senior Member _Tristan_'s Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    I'll take France & Norway, if possible...

    At this point, I have no access to the game... My laptop's adaptor is dead...
    King Baldwin the Tyrant, King of Jerusalem, Warden of the Holy Sepulchre, Slayer of Sultans in the Crusades Hotseat (new write-up here and previous write-up here)
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  26. #26
    Knight of the Crusade Member Thanatos Eclipse's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Hey Triforce, I think you got Visor and Tristan switched in the team listing
    For Rome! Got Rome!!
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  27. #27

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    No he doesn't... :P

  28. #28

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Well 3 spots (Teams) remaining.. we should start pretty soon at this rate.

  29. #29

    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Do we need to wait for full teams to start? Can't we just start now and pick up the extra players as we go along? We just need to start with their factions turned human, so they don't get AI bonuses at the start.

  30. #30
    Know the dark side Member Askthepizzaguy's Avatar
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    Default Re: SS Sign-up - Dual Alliance:Double Jeopardy

    Seljuk Turks and Moors, please.

    IN!



    Some kind person please link me to the 6.3 download page.
    Last edited by Askthepizzaguy; 11-19-2010 at 08:53.
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    #Montytoostronger

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