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Thread: Kingdoms Teutonic Hotseat: The Frozen North (completed, winner Visorslash)

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    Throne Room Caliph Senior Member phonicsmonkey's Avatar
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    Default Kingdoms Teutonic Hotseat: The Frozen North (completed, winner Visorslash)

    The Frozen North



    *The game is complete and Denmark is the winner. Congratulations Visorslash!*

    This is a hotseat campaign in Kingdoms: Teutonic with the 1.5 patch and a custom mod, for 8 human players as follows:

    Spoiler Alert, click show to read: 
    1. Mongols: phonicsmonkey (formerly Tristan de Castelreng)
    2. HRE - slysnake RIP - turn 29
    3. Novgorod - Ignoramus RIP - turn 6
    4. Norway - Zim RIP - turn 28
    5. Denmark - Visorslash
    6. Poland - Nightbringer RIP - turn 10
    7. Lithuania - Thanatos Eclipse RIP - turn 19
    8. Teutonic Order - Myth


    The rules are as follows:
    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 FN-faction-turn number (eg. FN-Mongols-1)

    - 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.

    - All battles between human-controlled factions are to be auto-resolved

    - 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 and Mangonels can open wooden walls, Trebuchets can open stone walls.

    - No crusades or jihads can be called or joined by a human player.

    - 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, no leaving a blockaded fort without defeating the blockading navy, no deliberate use of diplomatic exploits to increase faction leader's Dread.


    If a player is in doubt about whether an in-game action is permissible he shall consult the GM who will make a ruling. Players are requested to compete in a good spirit and use their judgment and sense of fairness at all times.

    If a player is suspected of cheating, please make a private report to the GM and avoid making a public accusation or resorting to flaming in the game thread or elsewhere.

    The first save game file is here and the Mongols are up.

    Everyone needs to complete the modding detailed in the other thread and then replace their descr_strat with this file before they can play.

    Have fun!
    Last edited by phonicsmonkey; 11-09-2011 at 23:16.
    frogbeastegg's TWS2 guide....it's here!

    Come to the Throne Room to play multiplayer hotseat campaigns and RPGs in M2TW.

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