1. The Crusade mechanic renders this entire game meaningless because you could easily overwhelm the horde with stacks of maintenance-free troops being spat out by all nations for 10 turns. You cannot use the crusade function, and if one is called, you cannot join.
2. No taking of settlements with
spies opening the gates.
3. "Big Evil" faction only gets to start with
one province, but unlimited money and more troops than you can shake a stick at (approximately equal to what the Mongol Horde starts with in the game). The one province handicap means that having all that money is meaningless because you won't be able to begin replacing your troops as fast as the other nations can destroy them, or make their own.
4. "Big Evil" faction might begin with the Volga-Bulgar region, Baghdad, or the Jedda region. Not sure which would be best. I think
Volga-Bulgar.
5.
Directly gifting territories is not allowed. You may trade 1 province for 1 province at a time. (eliminates easy solve of every nation giving most of their territory to England, who then is already bigger than the Mongols by a factor of 10. The challenge is derived from group planning and coordination.... think of this like the Rebel Alliance versus the Galactic Empire, or many independent civilizations repelling the Borg Collective.)
6.
Gifting money is not allowed, not even during province trades or under any other circumstances.
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