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[RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Mon Jan 22, 2018 3:41 pm
1105AD - Age of Crusades
(A mod made for hotseat purposes by bayarder, Mergor, Hannibal2001)


1105 AD - A new chapter in European history. The Great Seljuk Empire is starting to rise once again after a humiliating defeat from the crusaders 6 years ago. The Cumans, whose lands are stretching from the Caucasus to the Ural mountains are threatening the Kievan Rus, and are even ready to breach the Carpathian mountains to raid Hungarian lands. The great Holy Roman Empire is in a civil war. The current Emperor Henry V forced his own father to abdicate, pushing the empire into chaos. And as the old kings die, and the sons become kings, the current peace in Europe will shatter.

Admin:
Mergor

Co-Admin
(-)

Download these files:https://drive.google.com/file/d/1VHFVn0xSZWDfEJnMEv87ctnZ3UlHwXJF/view

Factions: (In turn order)
- Papal States (Hannibal2001)
- Scotland (ScotlandIsBest)
- Genoa (Potatoto)
- Venice (LordPureLegacy)
- Russia (REDBOOSTY)
- Poland (CelivalTheGreat)
- Hungary (BerryKnight)
- England (ArBo)
- Denmark (CommodusIV)
- Sicily (Dragon.)
- France (paladinbob123)
- HRE (captainnorway)
- Seljuks (cowcow)
- Byzantines (saleska2)

Admin Factions:
- Scotland
- Fatimids
- Rebels

The mod features:
- historical accuracy, rich family trees, portraits
- Every faction plays differently
- Reworked economy and buildings
- Reworked unit stats, more mercenaries, permanent, but expensive forts
- Stronger excommunication, shipping mechanic, events, special rebels
- Agent limit now tied to the number of settlements you have

Map:

RP Rules:
RP is strongly encouraged, important events must be covered with RP which will be rewarded by the admin.

General Rules:
NO CROSSING THE LINE ON THE MAP
- Time to play your turn is 24h for both factions until turn. The Admin may grant a 24h extension if needed. If you are late you will be skipped. It is advised 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 settlement 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 haven't 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 watchtowers. 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.
- Each unit of siege equipment can be used just once in each turn to take settlement/fort.
- Ballistas can assault forts and wooden walls, catapults, trebuchets can assault all walls.
- The Pope is defeated when the faction has no armies to defend it's capital. When this happens the pope the admin makes a 5-10 turn forced NAP between the factions and the pope must also lift the excommunication for that time.

Agent rules
-Spies need 50% to infiltrate a settlement, 1 spy is enough to open the gates. A spy needs to re-enter the settlement if he was already in the settlement when it was captured.
- Assassins cannot sabotage and are not allowed to kill family members or generals. Assassins need at least 40% 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.
- 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.

The Crusader Kings:
The First Crusade was a huge success. Generals like Bohemond de Hauteville or Baldwin of Boulogne established their own kingdoms. However, these kingdoms are fragile on their own even with a weakened Seljuk Sultanate. Foreign aid or a new crusade would surely help them keep the Holy City in Christian hands. Merchant Republics, like Venice and Genoa, have already established trade routes in which reinforcements can arrive.

- Shipping armies between marked ports are now possible

- Shipping an army will take 1-3 turns depending on the distance between the two ports

- To ship an army, you must step on the province in which the marked port is present and contact the admin. The turn you sent your armies doesn’t count! An army will arrive at the start of your turn, on the tile of the marked port, with full movement points.

- You have to send at least 6 units +1 general to be able to ship armies

- Prices: 1000/general, 750/cavalry and siege equipment, 500/foot soldiers

|London;Hamburg| <-- 1 turn --> |Toulouse;Genoa;Venice;Naples| <-- 1 turn --> |Constantinople;Kiev| <-- 1 turn --> |Antioch;Jerusalem;Nicosia(Cyprus);|

Rebels:
The rebels are not a big faction, and they won't go towards world conquest. Instead, the map will have smaller regions where the rebels work together, and behave differently:

- England and France: Defensive, can recruit mercenaries, can take back lost territories

- The Holy Roman Empire: Mixed, can recruit mercenaries, can attack player controlled armies, can take back lost territories*

*HRE territories: Marseille, Dijon, Antwerp, Metz, Bern, Milan, Staufen, Innsbruck, Florence, Nuremberg, Hamburg, Frankfurt, Magdeburg, Vienna, Prague

- Eastern and Central-Europe: Special: The Cumans and the Pechenegs - Will come in waves, will go slowly towards other kingdoms other than Russia, will siege cities (but they won't take them) will attack player controlled armies.
- Vilnius, Riga, Helsinki, Tbilisi: Special: They Will behave like they are independent kingdoms: Mixed, can recruit mercenaries, can attack player controlled armies, can conquer player controlled settlements.

- Other rebels present from the start of the game: Defensive

- Naturally spawned rebels: Defensive, they will try to band together.

Events:
Every faction except Genoa and Venice will have an event (Similar to those in TES). The events are secret, and I won't tell you when and how will they happen. Of course, you can sometimes figure out the nature of the event if you read your faction's history Wink

Faction Attributes:
England: Strong archers and infantry, good navy, defensible position
Denmark: Cheap ships, strong navy, strong infantry, presence in Ireland
France: Strong and cheap cavalry, weaker presence in the Holy Land
Sicily: Strong ships and infantry, cheap cavalry, stronger presence in the Holy Land
Venice: Cheap ships, strong navy, good infrastructure, big treasury, presence in Antioch
Genoa: Cheap ships, strong navy, good infrastructure, big treasury, presence in Jerusalem
Pope: The power of excommunication
Russia: Strong infantry, lot of ways to expand
Poland: Cheap infantry, strong cavalry, northern expansion
Hungary: Cheap infantry, strong cavalry, southern expansion
Byzantines: Strong all-around, poor infrastructure, lots of territories, small treasury
Seljuks: Exceptionally strong cavalry, huge treasury, possible enemies everywhere
HRE: Strong all-around, good infrastructure, good economy, in a civil war
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Mon Jan 22, 2018 4:45 pm
3 things to clear up:

1: Due to a misunderstanding between me and ScotlandIsBest, I haven't defeated his besieging army up in Ireland. I didn't want to punish something after something was not clear, but keep in mind that Rebels will sally out if they can attack and win in sieges
2: HRE rebels are defending their territory as it was their own, so no staying on HRE lands at the end of your turn if you don't want your armies to be defeated. Telling you Celival
3: There is a capturable settlement in the Baelaric isles, named Palma. Don't forget about it Wink
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Fri Jan 26, 2018 1:49 pm
yeah i honestly never fought rebels in hotseat before so i forgot about that lol. and thats why i messaged u to withdraw them if my reinforcements werent coming up :p thank you
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Fri Jan 26, 2018 3:47 pm
Seems like the forum automaticly makes adfly links out of some sites, for example mediafire and sendspace. Use drive if you can.
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Fri Jan 26, 2018 3:50 pm
u can just delete the adfly part of the link. very easy
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Fri Jan 26, 2018 9:52 pm
Never liked mediafire or sendspace in the first place. Drive, or even direct upload to discord, mean less hassle and less need to edit posts and download third party utilities.
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Wed Feb 28, 2018 5:21 pm
Age of Crusades will be moved back to TWC!
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Re: [RPHS] Age of Crusades - 1105AD | Discussion and Rules

on Wed Feb 28, 2018 9:15 pm
shall we move the rp threads /and turn info/battles from the beginning of the "troubles" onto the original twc page to bring the original upto date?
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