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

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    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.

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