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Thread: House Rules and a (minor) Modification Question

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  1. #1

    Default Re: House Rules and a (minor) Modification Question

    What´s with this "region" thing behind every region name? That´s something new in 1.2 (I only have the leaked version so far and currently lack the time to do the whole de- and reinstall hog)? I mean, it´s good that the correct region names are back ("Ile de France region" instead of "Paris region") but then they could´ve done it properly. Not that it´s difficult to do, and there is already an edited descr_regions.txt on TWC (I know because I use it), but still, that looks like kind of sloppy work.

  2. #2
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: House Rules and a (minor) Modification Question

    alpaca's fishy houserules ®

    1. Never adopt anyone except when he's marrying one of your faction's daughters
    2. Never build or recruit anything except when you have a governor in the city
    3. Only generals can lead armies and/or move units about
    4. Never attack a city unless you have at least one governor in every city you control
    5. Try not to exploit the game (including stuff like the merchant fort exploit or micromanaging your characters by taking advantage of the weird way the trait triggers are done)
    6. Role-Play your characters as good as possible
    7. Don't sabotage
    8. Don't use spies on settlements
    9. Never reload
    10. Have well-composed armies (not spamming certain unit types)


    I think you can imagine that rules 1-4 are pretty restrictive to expanding and completely remove the ability to blitz.

  3. #3
    Dux Nova Scotia Member lars573's Avatar
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    Default Re: House Rules and a (minor) Modification Question

    Mine are.

    1.Avoid building out of era units. No pikes before at least 1350. No feudal knights before 1150. No civalric knights or Latinkon/skithkon before 1275.
    2.Hold back amrour upgrading for Europeans. EG Never higher than heavy mail till 1220 or so. Islamic and Byzantine can go 1 higher earlier.
    3.If it's an island it has a city. With two exceptions, Great Britain and Sicily.
    4.Short campagins for smaller factions (Sicily and Italians, Denmark, Scotland etc)
    If you havin' skyrim problems I feel bad for you son.. I dodged 99 arrows but my knee took one.

    VENI, VIDI, NATES CALCE CONCIDI

    I came, I saw, I kicked ass

  4. #4

    Default Re: House Rules and a (minor) Modification Question

    Alpaca:
    I go along with your rules for the biggest part, but is point 4 actually possible?
    If I remember correctly, at least RTW tried to maintain a 2/3 character/settlement relation, I assume M2TW didn´t change that so much.

  5. #5
    Harbinger of... saliva Member alpaca's Avatar
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    Default Re: House Rules and a (minor) Modification Question

    Quote Originally Posted by Ciaran
    Alpaca:
    I go along with your rules for the biggest part, but is point 4 actually possible?
    If I remember correctly, at least RTW tried to maintain a 2/3 character/settlement relation, I assume M2TW didn´t change that so much.
    In my current England campaign I just added a special rule for Crusades where until I established a nice Kingdom there, a general can have 2 provinces.
    Anyways, right now I have 6 settlements with only 4 generals because William died lately, but I got a nice number of kids.
    I think the game tries to maintain a 1:1 ratio, but you have a good chance of getting children until enough of them come of age, so you can expand a bit before your old generation dies and then get the next child boom.

    You can't really expand much, but that's the exact aim of that rule. I'm trying to play a game where I am more or less restricted to my historical area. It's also much harder to fight the AI if you don't have unlimited money.

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