Unification of the Isles: Britannia Hotseat (completed, winners Myth and Zim)
Kingdoms Campaign Britannia Hotseat
Settings:
1.5 patch
M/M
Autoresolve only
Rules
Spoiler Alert, click show to read:
- Players shall post a link to the save game in the main game thread and also send a private message to the next player in line to alert them that it is their turn. The save game file should follow the naming convention UotI-turn number-faction (eg. LS-1-Antioch)
- Players have 48 hours to play each turn, with extensions granted at request. The GM will skip a players' turn if the deadline is missed with no communication and a sub allied to the player cannot be found.
- No spies may be used to open the gates of settlements or forts.
- Siege equipment may only be used to open gates as follows: Ballista can open nothing, Catapults can open wooden walls, Trebuchets can open stone walls.
- No destroying buildings for cash under any circumstances.
- No fighting losing defensive battles on purpose in a besieged city, just to deny the invader the sacking option.
- If an army is beaten in battle by a faction that is after them in the turn order that army may not move on the following turn.
- An army which is beaten in battle may not be attacked on the following turn (because it is immobilized either by the game mechanic or by the rule above) by any faction unless it has retreated to a fort or settlement.
- No exploits, including (but not limited to): no merchant forts, no surround-and-destroy, no tribute deals that deliberately put you into debt greater than 10k, no deliberate diplomatic exchange of territories just to get a free garrison, no tribute deals with or monetary gifts to the Pope, no attacking ships in ports.
Players:
England - Myth
Norway - Zim
Wales - Ignoramus
Ireland - Nightbringer Scotland - Cecil XIX RIP Turn 4
Baron's Alliance - phonicsmonkey
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!
Moderator of The Throne Room
“Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
"Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
"Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
“While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx
So the naming scheme is UotI - Faction to have it's turn - turn number we just played?
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!
Moderator of The Throne Room
“Being a Humanist means trying to behave decently without expectation of rewards or punishment after you are dead.” ― Kurt Vonnegut
"Education: that which reveals to the wise, and conceals from the stupid, the vast limits of their knowledge." ― Mark Twain
"Imagination is a quality given a man to compensate him for what he is not, and a sense of humor was provided to console him for what he is." ― Oscar Wilde
“While money can't buy happiness, it certainly lets you choose your own form of misery.” ― Groucho Marx
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