
Originally Posted by
Nightbringer
Game Rules
1. Mod and Game Settings
1.1 Stainless Steel 6.4
1.1a Early Era Campaign
1.1b Savage Ai
1.1c BYG’s Grim Reality II
1.2 Very Hard Battles
1.3 Very Hard Campaign
1.4 Manage all Settlements
1.5 Defensive Battles Enabled
1.6 Battle Timer On
1.7 Hotseat Game
2. General Rules
2.1 Transported units may not exceed 2 times the number of ships in the fleet
2.2 “Merchant forts” may not be used
2.3 Agents may be destroyed by surrounding them with armies (represents extensive military operation to root out and kill the agent. Be warned, the GM shall ensure that other factions react to this as a hostile action
2.4 Do not exploit the naval movement bug
3. The Game Master
3.1 Nightbringer is the Game Master (GM)
3.2 If Nightbringer can no longer be the GM, or if >50% of the players vote for him to step down, a new GM may be chosen by player vote
3.3 The GM will not take control of a character
3.4 The GM has the right to (and likely will) exert any amount of control deemed appropriate over non-player factions in the game
4. The Save
4.1 Only the GM may end the turn, unless permission is specifically given to a player.
4.2 The save shall be named in the following format: game name_turn #_# of players who have played turn
4.3 Players shall have 48 hours to player their turn after the save has been uploaded
4.4 The GM shall have 24 hours after this to return the save to the players
4.5 A player shall have 24 hours to play any defensive battles
4.6 After playing a defensive battle, the player must save the game immediately and return the save to the GM
4.6a Due to the lack of turn scrolls, a faction’s turn may begin after a defensive battle, if this is the case, the player should not take any action or look at this faction’s position. Doing so will only decrease that player’s enjoyment of the game.
Player Rules
5. Role-play
5.1 Players are encouraged, but not required, to write battle reports and other in context (IC) stories
5.2 Players should post only IC posts in IC threads
5.3 Players should post only out of context (OOC) posts in OOC threads
5.4 Lies and other “immoral actions” performed IC should not be held against the player, and should be regarded as purely the action of their character
6. Battles
6.1 Players should play out all battles since auto resolve may be used to exploit horse archer armies, or prevent general death
6.2 Players should refrain from using Ai exploits as much as possible, this will not be enforced, but using exploits will only serve to break player immersion in the game
7. Finances
7.1 The faction money total should be ignored, if more money is required to meet individual finances, the GM shall add it
7.2 No money is owned by the faction
7.3 Every character has a personal supply of money
7.4 A character’s money supply is determined as such
7.4a At the beginning of the game, each character starts with 1000 florins.
7.4b Any new character will start with 1000 florins
7.4c During the turn, the cost of any unit, ship, agent, or building recruited/constructed by a character will be deducted from that characters funds
7.4d At the end of every turn, the total upkeep of all units, ships, and agents a character owns and the cost of any deals/agreements will be deducted from that character’s funds
7.4e At the end of every turn, the total income from all provinces a character owns, the income from any merchants that character owns, and their income from any deals/agreements will be added to that character’s funds
7.4f The King also adds the King’s purse to their income
7.4f If a character’s funds would drop into the negative they instead stay at zero
7.7 If a player fails to deliver a report, the GM will do it for them, but repeated offence may be grounds for expulsion from the game
7.8 Each player must declare where their money is kept, this may be either a province or with their character, this location may be changed at the end of any turn (unless it is within a besieged province)
7.9 If the province where a character keeps their money belongs to another player, that player may seize the entire sum whenever desired
7.10 If the province where a character keeps their money is captured by an enemy faction, 75% of the money is lots, while the other 25% is allocated to a new location by that character’s player
7.11 If a character who is keeping their money with them is defeated in battle, 50% of their money is lost.
7.12 Any financial deals with other factions must be paid by characters, but the expenses can be divided as desired between characters.
7.13 If a character refuses to pay their part of a deal with another faction, the GM will ensure that the faction responds appropriately to the lack of payment.
7.14 Any character may make private deals with other factions through the GM
7.15 Characters may transfer money between each-other as desired according to the following rules
7.15a The player giving money deducts the transferred money from their funds in their end of turn financial report
7.16b The player who is receiving money adds that to their income in their end of turn financial report
7.16c This means that the receiving player is not able to see this money till their next turn
7.16 Each player is responsible for delivering an accurate report of their finances to the GM every turn, either in private or in public when they post the save
8. Property
8.1 Nothing is owned by the faction
8.2 Every province, unit, ship, and agent is owned by a single character
8.2a Anything owned by a character may only be controlled by that character’s player, unless that player gives express permission to another
8.3 Provinces, units, ships, and agents will be allocated to characters at the start of the game by the GM
8.4 Units, agents, ships, and buildings may only be recruited/built in a province by the owner of that province, from that character’s personal funds
8.5 Units, agents, and ships recruited in a province are owned by that province’s owner
8.5a Any recruited, adopted, or born generals become the property their adoptee, recruiter, or oldest male relative, or of the King if this is not possible to determine, until they are controlled by a player
8.6 The owner of a province may allow another character to recruit/build in his province, or to take ownership of units built in that province
8.7 A character may only recruit/build as much as he has funds to pay for
8.8 A character may only recruit a number of agents equal to the number his provinces support (i.e., a character owning 1 province with 1 church may only recruit a single priest)
8.9 Each player is responsible for keeping track of which units, agents, ships, and provinces belong to him/her, any disputes will be resolved by GM decree
8.10 The owner of any unit, ship, or agent, is responsible for paying the upkeep of that unit/ship/agent
8.11 If the owner is unable to pay the upkeep for units during a turn, the GM has the right to take any action with these units between turns, and may remove or give ownership of the unit/ship/agent as wished
8.12 The owner of any unit, ship, agent, or province may transfer that property to another player in their end of turn financial report, as per the rules for money transfer
8.13 Any new settlements conquered become property of the character whose troops (or agent, if bribe) conquered this settlement
8.14 Any bribed troops become the property of that diplomat’s owner
8.15 Princesses are automatically the property (in game rules only, not in an ethical sense) of their oldest male relative, or of the King if this is not possible to determine.
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