Hello everyone!

Well with a couple of new faces around here, and just two games running currently, I think this is a fine time to get something new started.

The concept is based on something I have been kicking around in my head for a while now, but is certainly not set in stone.

Essentially, Crusade mechanics are fully allowed, but all players are required to play as Catholic factions. I feel that this should give some real weight to what the Pope thinks, and possibly lead to some interesting situations of contest when crusades are called.

As to other rules, and mod choice, I think just about anything would be fine. I would probably lean towards stainless steel 6.2 for mod personally.

In any case, if you are interested please speak up, and if you have an opinion about rules o mod, please let it be known!

Here are the basic set of rules we use in almost all games for reference. Obviously, the rule against crusades would be removed, and a requirement of only playing catholic factions would be added.


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 not allowed to open anything.

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.