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AWD - Hotseat rules & stuff Empty AWD - Hotseat rules & stuff

on Fri Jan 12, 2018 8:35 am
A World Divided

AWD - Hotseat rules & stuff Jvjp4mZ

So lately I have been kinda busy with this project. It appears I am the only person left to host SS HotSeats. This is also the reason why I have declined admin positions/player spots lately.

I love using the full SS map but realised I couldnt possibly have all factions again so I shook things up a bit, this is not historically accurate. At this very moment I am adding needed troops to all factions so the descr.strat will be up today for people to check everything more accurately.

If you wish to join, please note down 3 factions you would prefer, if you are not as experienced, please include either England or Russia in your 3 choices. It is not first to come first to take. I expect all players to play their best. I will be taking this HS as serious as I can after my blunders in SSAF and TFK.


England - ArBo
France - Saleska
Castille - Ramble12
TO - Captainnorway
Romans - Themzr
Russians - RedStar
Fatimids -

If you wish to discuss rules please do keep playing unless it is a very important ruling which might result in a replay.

- Time to play your turn is 24h. The Admin may grant a 24h extension if needed ONLY If you ask for them. If you are late you will be skipped. After 24 hs with no response you will be skipped.You can come back and upload your turn but ONLY If the next player hasn't played his turn by then.It is adviced to get a subbed, this subber may be from both inside or outside the game. He can know your PW and plans so he can sub you if you cant make it.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, spies spreading plague.. etc
- Exploiting AI factions is not allowed ( demanding money, regions or anything else to improve your position)
- List of known bugs
The naval fort bug: No using ships to bypass a fort or a settlements Zone of Control.
Spam siege bug: Besieging a fort or a settlement with a force far superior in it, in order to either prevent that army from reinforcing or in order to cut down a settlements income is not allowed.
Heroic victory bug: No Heroic victories at all. If you get a heroic victory you must reload until you get a different result, and if you cannot get a different result then you will not be allowed to play the battle.
Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
Siege reinforcement bug: when the army is adjacent to a fort or a settlements that has been put under siege it cannot reinforce armies adjacent to him which he should have been able to reinforce on normal occasions. Attacking an army which the siege reinforcements bug applies to is not allowed
Navy inside ports attacked bug: no using this bug to attack ships which are inside ports.
Yoyo armies\forts bug: no attacking an army which the bug has been used on multiple times. You can see when this bug occurs, as the enemy army enters the fort and then leaves it.

Military rules
-No one turn peace(tho you cant attack factions that havent played their turn yet)
- No Jihad or Crusades allowed.
- All battles are auto-resolved. Screenshots must be posted with: odds and result screens, mouse over the odds bar to show the ratio, the armies involved with their banners visible on the campaign map, unit card of siege unit must be visible if used to directly assault settlement.
- 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.Armies standing in fortifications (fort/settlement) when defeated are excluded from this rule.
- Heroic victories vs players aren't allowed.
- You are not allowed to post a defeat
- Ships cannot leave blockaded ports. No attacking ships in ports using a game bug. It's not allowed to keep units protected by placing them in ships docked in a port. Ports cant be blockaded by ground units
- You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
-Not allowed to besiege a settlement/fort to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- You are not allowed to lure an ambushing army a tile further to bring it in range of more of your forces.
- Limit of 2 forts per region/per player, at least 4 units required to be stationed at each fort.
- Each unit of siege equipment can be used just once in each turn to take settlement/fort.
-catapults can assault only basic wooden walls/stone walls/castles,
-trebuchets can also assault large/huge stone walls and fortresses/citadels.
-Mangonels are not allowed to assault stone walls but are allowed to assault wooden walls.

Agent rules
-Spies need 60% to infiltrate a settlement, 2 spies needed to open the gates
- Limit of 3 assassins per faction. +1 Assassin for every 20 regions you control.
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 50% chance to kill other agents, for enemy assassins just 30% is required.
- Princesses are not allowed to steal Family Members. They may steal general with 35%.
- Merchants need 60% to acquire other merchant's assets. Only allowed in your own regions, Rebel Controlled Regions, or regions you have aquired Trade rights to. Screenshots required
- Bribed units/agents cant move for one turn.

Settlement rules
-In order to Destroy any buildings you must have held control of the settlement for at least 3 turns.
- You may not destroy a building if the settlement is under siege or an overwhelming enemy force is 1 turn away.
- You are allowed to destroy Temples immediately.
- Not allowed to exterminate settlements.
-You may not trade settlements with your other faction
-Whenever a settlement is gifted, disband all but 1 unit.
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