TESNB V SIGN UP - Hotseat Rules and List of Players
+2
ScotlandIsBest
Jadli
6 posters
- JadliSite Owner
- Join date : 2018-01-11
Reputation : 7
Posts : 149
Location : Brno, Czech Republic
TESNB V SIGN UP - Hotseat Rules and List of Players
Fri Jan 12, 2018 10:52 am
The Elder Scrolls Newbloods V
Morrowind
Are you new to the hotseating or havent even started yet? Then this is a hotseat for you!
Welcome to Morrowind dear Newbloods. We will be using my Unoffcial Patch 1.41 for The Elder Scrolls. Info about the mod and download links can be found HERE. This campaign shall be taking place in Morrowind, a region of Tamriel, during the events of The Elder Scrolls III Morrowind and The Red Year.
Only newbloods are allowed to join. Newbloods are those, who have no, or a very little experience with hotseating.
- Description:
Dagoth Ur. A being of immense power, a God some would say, residing and drawing power in the heart of Red Mountain. His desires are simple - destroy the corrupt Tribunal, any resisting houses of Morrowind and foreign invaders such as the Empire, and upon doing so, recreate the land in his image of power. A new Morrowind, one that serves him and his powerful supporters, the Ash Vampires. And when he is done, and all are subjugated to his immortal will, the rest of the world will follow. His will is achieved through a vast array of powerful magic and the use of Dunmer he has already bent through diseases such as the Blight and Corpus, spread through ash storms from the Red Mountain.
It is prophesied that Indoril Nerevar, an ancient champion since days before the Dunmer even had the name of Dunmer, would be reborn by the promise of the Daedric God Asura so that he may right the wrongs started many years ago, relative to the current issue of Dagoth Ur. This reincarnation, who would be known as the Nerevarine, would be the one to end the corruption the Dunmer suffer, and set things right for their people.
Heretical, says the Tribunal. There is no prophecy, only nonsense spawned by outsiders. For years the Tribunal has worked to end the Nerevarine Prophecy, yet despite their efforts, there are still some - particularly, the Ashlanders - who have always held faith in the reincarnation of the ancient hero. "A prisoner born on a certain day to uncertain parents" would pass seven trials to fulfil his destiny as the Nerevarine. Perhaps the most concerning part of the prophecy, and a possible reason for the Tribunal's resistance, is the fact that the seventh trial says: "His mercy frees the cursed false gods, binds the broken, redeems the mad.". Perhaps the Tribunal are the false gods? Perhaps it refers to the ever mounting threat of Dagoth Ur, which the Nerevarine may be the only one capable of truly defeating if legend holds true... or perhaps it refers to both.
Admin - Jadli
Co-admin - OPEN
Factions
Tribunal Temple - OPEN
Great House Hlaalu - TheCzarsHussar
Great House Redoran - ScotlandIsBest
Great House Telvanni - RogueGeneral
Great House Dres - dijitalpaladain
Tamriel Empire - OPEN
Great House Dagoth (unplayable)
Tribes of Blackmarsh (unplayable)
Events
The Sixth House
Red Year
The Rules
- Spoiler:
- Time for alliance to play your turn is 24h. The Admin may grant an extension occasionally.
- No exploits/bugs allowed: Posting defeats, making walls of units on map to disallow enemy agents to move and stomping/killing agents with units, surrounding armies/navies to deny retreat, intentionally spreading a plague with agents/units, stepping on a merchant to remove him from a trade resource, exploiting AI factions ( for example demanding/accepting money or settlements from AI factions), and more.
- Suiciding a faction you play is not allowed, and may result into a removal from all GS events.
- Diplomacy is allowed, however there can be only one winner.
- List of known bugs:
1) The naval fort bug: No using ships to bypass a fort's or a settlement's Zone of Control.
2) Ambush fort bug: No luring men in ambush position into ZoC of forts\settlement's as such robbing them of their movement points.
3) 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.
4) 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.
5) Attacking ships inside the port - Attacking ships that are inside ports is not allowed.
6) Recruitment pool fill up - Quing up units in the recruitment sloots to increase artifically units/agents maximum number you can recruit in one settlement.
7) Recruting mercenaries in forts with depleted movement points - Using forts to get illegal maximum movement points to mercenaries in a depleted army.
8) Using ships to get more movement range - Using ships to give more movement range to armies on seas.
Military rules
- No one turn peace ( although you cannot attack land of the enemy alliance, if they hasnt played their first turn yet. You can cross lands of a faction that hasnt played its 1st turn yet, if your army doesnt stand in enemy territory after its movement).
- 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. In some matches manual battles against AI will be allowed.
- 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 a settlement when defeated are excluded from this rule.
Heroic victories against players are not be allowed. However, occasionally it happens player cant get any other type of victory then heroic victory. In such cases heroic victories may be allowed, but only if the odds are higher for the attacker than 1:1.
- 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.
-Not allowed to besiege a settlement to deny its garrison participation in battle.
- You are not allowed to besiege a settlement to deny enemy retreat into it.
- Not allowed to build watchtowers.
- You are not allowed to lure an ambushing army a tile closer to bring it in range of more of your forces.
- Limit of 2 forts per region per faction. At least 4 per fort are required.
- Each unit of siege equipment can be used just once in each turn to take settlement.
Ballistas can assault wooden walls and forts,
catapults can also assault basic stone walls/castles,
and trebuchets can also assault also large stone walls and fortresses.
- Huge stone walls, citadels and capitals cannot be assaulted by any unit of siege equipment, only a siege.
Agent rules
- Spies are not allowed to open Gates on players, unless there is at least 60% (for capitals, huge stone walls, citadels its 80%) chance of entering into the settlement. If a spy was has been in city for several turns, you will have to leave the settlement and enter it again. If inside the settlement is at least 1200 soldiers (720 for capitals, citadels, huge stone walls ), than a spy may not open the gates anyway. Screenshots must be provided
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 60% chance to kill other agents, for enemy assassins/spies just 30% is required. Screenshots must be provided
- 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. You can bribe only settlements/forts that your armies can directly march into.
Settlement rules
- Destruction of buildings is not allowed. Only exceptions are churches of foreign religions. They can be destroyed immediately after taking a settlement
- Not allowed to exterminate settlements.
- Two factions can trade maximally one settlement per turn. Such settlements musnt be in war zone.
List of Hotseat Guides
- ScotlandIsBest
- Join date : 2018-01-12
Reputation : 8
Posts : 44
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 7:51 am
Redoran or dres
- ArBo1 Staff Hotseat Victory
- Join date : 2018-01-12
Reputation : 5
Posts : 48
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 10:07 am
Since I have only 5 posts, I'm a total Newblood... I'll join as Telvanni, please
- JadliSite Owner
- Join date : 2018-01-11
Reputation : 7
Posts : 149
Location : Brno, Czech Republic
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 11:20 am
Nice try ArBo, but... no
Also, you have been in the community for some time already ScotlandIsBest, but I think Ill let you join anyway tho, unless we have that many newbloods
Also, you have been in the community for some time already ScotlandIsBest, but I think Ill let you join anyway tho, unless we have that many newbloods
- LordPureLegacy
- Join date : 2018-01-12
Reputation : 3
Posts : 21
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 3:06 pm
I will be here to fill any empty spots as needed jadli
- ArBo1 Staff Hotseat Victory
- Join date : 2018-01-12
Reputation : 5
Posts : 48
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 3:52 pm
Don't release LPL on those Newbloods Jadli
- ♞Rogue General♞
- Join date : 2018-01-13
Reputation : 1
Posts : 1
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 13, 2018 4:37 pm
I'll be honest I don't know much about the Elder Scrolls universe aside from Skyrim, so I'll play anything. I've also never played a hotseat either so this will all be very interesting.
- JadliSite Owner
- Join date : 2018-01-11
Reputation : 7
Posts : 149
Location : Brno, Czech Republic
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Wed Jan 17, 2018 9:29 am
Well, what factions would you and ScotlandIsBest play?
- ScotlandIsBest
- Join date : 2018-01-12
Reputation : 8
Posts : 44
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Jan 20, 2018 6:10 pm
maybe redoran?
- JadliSite Owner
- Join date : 2018-01-11
Reputation : 7
Posts : 149
Location : Brno, Czech Republic
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Sat Feb 03, 2018 7:33 am
Well, two spots left. Will hopefullly fins two more newbloods soon. Busy with exams again, so this will likely start in two weeks at soonest
- Iron Aquilifer
- Join date : 2018-02-15
Reputation : 1
Posts : 1
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Mon Feb 26, 2018 12:55 am
Not played any HSs in this new ES mod, so I would be interested in either the Empire or Tribunal. However if that is not acceptable I can offer myself up as co-admin
- JadliSite Owner
- Join date : 2018-01-11
Reputation : 7
Posts : 149
Location : Brno, Czech Republic
Re: TESNB V SIGN UP - Hotseat Rules and List of Players
Mon Feb 26, 2018 9:08 am
Well, the game is for people who have no or very little experience with hotseating, whether some one played or havent played this mod yet is not that relevant.
Ill gladly have you as coadmin tho
The thread might move to TWC soon...
Ill gladly have you as coadmin tho
The thread might move to TWC soon...
Permissions in this forum:
You cannot reply to topics in this forum