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    Default Dual Alliances: Double Jeopardy 6.3

    Dual Alliances: Double Jeopardy 6.3
    I am the GameMaster, For any questions or requests concerning this game please
    Email me at Destinationcritical@gmail.com or send me a PM.


    TWCenter.net = DA: DJ (TW.net) site

    Settings:

    - Difficulty : Very Hard
    - Manage all cities = True
    - Show CPU Moves = False
    - Disable Console = True
    - No battle time limit = False
    - Autoresolve Battles = True
    - Use Passwords = True

    Rules:

    Your expected to play your turn every 48 hours or you will be subbed, If it happens for a second time in a row you will be replaced. Exceptions will be given if you give prior notice. Turns are uploaded through the upload tool in the forum
    Do not cheat.
    Spoiler Alert, click show to read: 

    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 attack the kingdom that the Crusade/Jihad was declared on - Using the Crusading army to attacking an alternative enemy or settlement is considered Cheating. (However, crusading armies can be used to defend settlements, or as used as reinforcements in defense of settlements).
    Furthermore, The Crusading/Jihading army while it can attack forts and armies of the enemy target kingdom, it Cannot capture or besige 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, Period.
    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


    FAQ:
    Spoiler Alert, click show to read: 

    What can I do with a Jihad/Crusading army?
    The answer is almost anything is acceptable upon the target of the Jihad/Crusade, with the very important exception of not being able to attack, capture or besiege a settlement of theirs that isn't the specific target of the Jihad/Crusade.

    Therefore, you are allowed to besiege, capture forts of the enemy target of the Jihad/Crusade and attack destroy their armies.
    For example, In the Crusade against the Moors, you are allowed to use your Crusading army to attack Moorish forts, Moorish armies and Moorish navies with impunity.

    Can I use a Jihad/Crusade army for defense of settlements and strategic fort locations?
    Yes, Jihad and Crusade armies can be used for strategic locations, whether you have build a fort with a Jihad/Crusade to block the enemy from escape, or move a Jihad/Crusading army into a settlement for defense purposes.
    For example, Lets say the Kingdom of Jerusalem builds a Crusading army, but instead of heading towards Granada they decide to move their troops into the city of Jerusalem. this is within their right to do so.

    What happens if someone uses a Jihad/Crusade army to defend a city, and an alternative enemy not part of the Crusade/Jihad attacks that settlement (or fort), can I retaliate?
    Yes!, this is the only exception where a Jihad/Crusade army is boxed in by an enemy, even if its not the targeted enemy, they are allowed to use force to free themselves from entrapment... However, you are not allowed to pursue the army that attacked you once free.
    For example, lets say Jerusalem calls a Crusade against the Moors, but instead decides to use their army for the Defense of the city of Jerusalem instead of attacking Moorish troops, and as a Result the Turks attack Jerusalem. This will enable the defending KOJ troops to attack and free themselves from the besieging Turks. This is the ONLY exception.

    How long can Crusade/Jihad armies be used for defense?

    Normally, if a Jihad/Crusade army stays in one place for too long, by the 3rd turn of inactivity people will begin to desert. So therefor you have a limited among of 3 turns, if you remain in a defensive settlement, city or fort for more than 3 turns and have not lost any strength, it will be considered cheating...


    Teams: (By turn order)

    1. TriforceV - England & Aragon
    2. Nightbringer - France & Norway
    3. Invicta- Venice & Hungary
    4. Askthepizzaguy - Poland & Genoa
    5. Dead- Crusaders & Scotland
    6. Tavix - Holy Roman Empire & Portugal
    7. Core-i7-inside - Leon & Sicily
    8. pesto alla genovese - Denmark & *Kiev*
    9. -=King Xami=- - Seljurks & Moors
    10. Grumpybean - Cuman Empire & Lithuania
    11. phonicsmonkey - Fatamids & Kwarezemian
    12. Thanatos Eclipse - Byzantine Empire & Novgorodv
    Last edited by TriforceV; 05-21-2011 at 16:53.

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