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  1. #1
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default [SS 6.4]Clash of Gods! 2



    Points:

    Westerners: 0/300
    Easterners: 0/300




    CLASH OF GODS! 2

    And so it begins...

    Team West:
    Myth leading the Moorish Caliphate
    Silver Shield leading the Kingdom of Poland
    Nightbringer leading the Kngdom of France

    vs.

    Team East:
    freakkriek leading the Turkish Sultanate
    Mithridate leading the Republic of Novgorod
    LooseCannon1 leading the Fatamid Caliphate


    Victory conditions:

    he first side to accumulate 300 points wins! Points are related to the respective side's target cities:

    Target cities for the Westerners:


    Cairo
    Mecca
    Constantinople
    Kiev
    Novgorod
    Antioch

    Must hold and have at 100% Catholic: Jerusalem and Baghdad as special objectives. Enemy team must not be holding Paris or London.


    Target cities for the Easterners:


    Rome
    Tunis
    Hamburg
    Oslo
    Cordoba
    Caen

    Must hold and have at 100% Muslim, Orthodox or Pagan: Paris and London as special objectives. Enemy team must not be holding Jerusalem or Baghdad.

    Points are measured as such:

    Capture target city: 10 points.
    Hold target city: 5 points every turn.
    Convert target city to 50% of your faith: 5 points (only if holding the settlement, awarded once)
    Convert target city to 100% of your faith: 15 points (only if holding the settlement, awarded once)

    Rules

    Spoiler Alert, click show to read: 
    Each player has 48 hours to complete his turn (not counting weekends). After that the Admin may skip his faction or he can be subbed.

    Do not bypass or ignore zones of control to lift a siege (or in any other way).

    Do not attack ships in ports.

    Armies boarding ships in ports can't stay there for more than one turn.

    Don't leave blockaded ports without beating the blockading ships first.

    Don't stack merchants in armies or forts to get more than one to stand on the same resource (Merchant Fort)

    No surrounding armies or agents to destroy them. (Surround&Destroy)

    Don't attack units who were left next to a settlement in order to capture it on the same turn in order to cheat the garrison script. In fact don't cheat the garrison script period. (this only applies vs AI factions)

    Don't use repeated offers for bribe to increase your faction leader's dread.

    Enable "Unlimited men on battlefield" in order to not abuse when leading battles vs the AI (PM me for instructions, though SS has this on by default)

    Armies that are defeated in battle by a player that comes after them in the turn list may not move the following turn. This is to make it fair for people who are defeated by players that come before them in the turn list, and thus lose all their movement points

    Armies that are defeated in battle may not be attacked on the following turn, as they are banned from moving, either by the game mechanics or by the rule above. They must be allowed to move first, or must be reinforced. If the defeated army retreats to a settlement or fort, this rule does not apply.

    Ballistas can't open anything, catapults can open wooden walls, trebuchets or better can open anything.

    Assassins are allowed to target anyone but the players are limited to one assassination attempt per turn. It must be the first action they do, before they spend money or do anything else. Upon a successful assassination the game admin can load that player's save and attempt the assassination. If the results are different there will be penalties for cheating.

    Spies are limited to one infiltration of a settlement/fort per turn, and it must be the first thing the player does, or the second one if the player also wishes to attempt an assassination. Upon a successful infiltration the game admin can load that player's save and attempt the infiltration. If the results are different there will be penalties for cheating.

    Crusades and Jihads cannot be called, joined or used/exploited in any way.

    ONLY religious buildings can be destroyed upon the conquest of a settlement and ONLY if they are of a religion different than your own.

    No trading of provinces to receive free troops. If you trade provinces, make sure they have no garrison prior to the exchange.

    No deliberate deals that would put you in debt above -10,000 florins.


    How to set up your game:

    Stainless Steel 6.4 Late Eara, Gracul AI (10 for aggressiveness), Disable Real Recruitment. DO NOT TICK ANYTHING ELSE EXCEPT RR AND THE CORRECT AI!

    When the game starts, we pass down the save to the next player in line via PM and in a message here in this thread. Saves are archived (rar, zip etc.) and uploaded in the .org uploader or another similar file hosting service. The game will be set up at VH/VH, follow AI off, Manage All Settlements on, Long campaign, No advice, and there will be a battle time limit.

    Helpful tips for those who are new to Hotseat games can be found here.
    Last edited by Myth; 10-08-2012 at 13:44.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
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  2. #2
    Norse Uikikr Member Mithridate's Avatar
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    Default Re: [SS 6.4]Clash of Gods! 2

    First off: nice work, looking really forward to this now

    how about changing the spy rule, demanding 2 spies to open gates and a minimal success chance to infiltrate a set number between 60-80%? Previously infiltrated spies have to re-infiltrate if a spy is present. Spies should be contered with spies, even with set rules you can have say 5 spies near a target and simply try each one at the start... odds of success are big.
    Last edited by Mithridate; 10-09-2012 at 17:52.

  3. #3
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: [SS 6.4]Clash of Gods! 2

    How about a minimum of 3 spies and we leave it at that? 3 turns of advanced preparation is quite adequate IMO. If someone consistently has 5 spies and alaways manages to get one in I'd call that pretty obvious reloading shenanigans.

    Oh, and glad you like the title image!

    First turn up! @LooseCannon1
    Last edited by Myth; 10-08-2012 at 17:11.
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  4. #4
    Norse Uikikr Member Mithridate's Avatar
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    Default Re: [SS 6.4]Clash of Gods! 2

    But it can be very hard to prove, while having a "no opening gates/infiltrating when enemy spy is present" and/or % limit can be easily checked.
    You all know what i think, up to the rest to voice

  5. #5
    Strategist and Storyteller Senior Member Myth's Avatar
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    Default Re: [SS 6.4]Clash of Gods! 2

    How would the player know the enemy has a spy inside? Is it 100% detection once you infiltrate?
    The art of war, then, is governed by five constant
    factors, to be taken into account in one's deliberations,
    when seeking to determine the conditions obtaining in the field.

    These are: (1) The Moral Law; (2) Heaven; (3) Earth;
    (4) The Commander; (5) Method and discipline.
    Sun Tzu, "The Art of War"
    Like totalwar.org on Facebook!

  6. #6

    Default Re: [SS 6.4]Clash of Gods! 2

    alright i ll go with hre then. if u aint into the moors Myth im okay with them if u rather go with hre now


    just forget about the spies i thought of it as a lil extra something like an extra linebacker to have a more bold blitz but whatever just leave them out
    Last edited by SilverShield; 10-08-2012 at 20:07.
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