WFB - War for Britannia Rules and Players
+4
Mergor
PeaMan
LordPureLegacy
ArBo
8 posters
- Hannibal20011 Staff Hotseat Victory
- Join date : 2018-01-11
Reputation : 13
Posts : 105
Location : Romania
WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 1:47 pm
War for Britannia
(using Balanced British Isles by Saleska2- https://drive.google.com/file/d/0B5yndybKc5a_RXE2YU1jMXc1d3c
replace the descr_strat with this one - https://drive.google.com/open?id=0B1wy9maDbX6GSy1GRXFYM0laVlU)
replace the descr_strat with this one - https://drive.google.com/open?id=0B1wy9maDbX6GSy1GRXFYM0laVlU)
Players:
Kingdom of England: Arbo
Kingdom of Norway. Hannibal2001
Kingdom of Ireland: LordPureLegacy
Kingdom of Wales: Peaman
Kingdom of Scotland: ScotlandIsBest
The Baron's Alliance: Mergor
Rebels: CommodusIV
Admins: captainnorwayKingdom of England: Arbo
Kingdom of Norway. Hannibal2001
Kingdom of Ireland: LordPureLegacy
Kingdom of Wales: Peaman
Kingdom of Scotland: ScotlandIsBest
The Baron's Alliance: Mergor
Rebels: CommodusIV
- General Rules:
- - Time to play your turn is 24h. The Admin may grant a 24h extension if needed.
- If you are late with no notification you will be subbed or skipped by
the admin. Do not expect the admin to spend a lot of time on your turn. Once you have been subbed/skipped it is final. Do not ask to replay if you do not like the results.
- If you need to be subbed/skipped too often you will be replaced.
- No exploits/bugs allowed. F.e. movement bug, naval attack spam, merchant stack/fort, agent stomping, surrounding armies/navies to deny retreat, armies on ships to go through enemy zone of control (brown tiles where armies should stop), spies spreading plague.. ect
- Military Rules:
- - No one turn peace, but you are not allowed to attack someone who has not played their turn yet.
- No Jihad or Crusades aloowed.
- Manual battles are allowed. 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 (ballista/catapult) 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.
- Not allowed to sally out if the result is a defeat.
- You are not allowed to post a losing Naval Battle.
- Not allowed to post a losing battle.
- Heroic victories are not allowed in Naval battles.
- 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 can also be blockaded by ground forces - At least two units are required for each ship in port in order to hold the blockade.
- You are not allowed to construct watch towers. This is to prevent blocking the possible construction of forts.
-Troops spawned by events get's one turn invincibility, unless stated otherwise.
- Siege equipment can only attack forts/settlements once a turn.
- Ballista can attack any wall.
- Not allowed to siege a settlement/fort to deny the garrison from assisting in battle.
- Agent Rules:
- - Spies need 40% to open gates (screenshots required)
- Spies have to re-enter settlements the same turn the settlement is captured.
- Assassins cannot sabotage and are not allowed to kill Family members, 45% to kill Generals and need 30% to kill other agents.(screenshots required)
- Princesses are not allowed to steal Family Members. They may marry other players Family Members only through diplomatic means.
- Merchants are allowed to eliminate other merchants only in your own regions or regions you have acquired Trade rights to. Screenshots required
- Bribed armies/agents are allowed to move the same turn they were bribed.
- Settlement Rules:
- - You may only destroy Temples, Guilds, Military Buildings and buildings that produce Spies or Assassins.
-In order to Destroy any buildings you must have held control of the settlement for at least 3 turns.
- You are allowed to destroy Temples immediately.
- You are not allowed to destroy building when a superior enemy army is in range.
- You are not allowed to destroy ports if they are blockaded.
- When receiving a region through diplomacy all units except 1 must be disbanded.
- Not allowed to exterminate settlements
- Hannibal20011 Staff Hotseat Victory
- Join date : 2018-01-11
Reputation : 13
Posts : 105
Location : Romania
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 1:49 pm
You can state 3 preferences for the factions. Rules are also open for debate.
My preferences: Norway, Ireland, The Barons Alliance
My preferences: Norway, Ireland, The Barons Alliance
- ArBo1 Staff Hotseat Victory
- Join date : 2018-01-12
Reputation : 5
Posts : 48
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 2:02 pm
Am I wrong or are the rules the exact same as in T5K? Since I play in that one I wouldn't mind shaking things up a bit (manual battles? Pretty please? Or changes to spies/artillery), but that's only my personal preference.
Preferences: England, England, England, Wales, Ireland
Preferences: England, England, England, Wales, Ireland
- LordPureLegacy
- Join date : 2018-01-12
Reputation : 3
Posts : 21
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 4:12 pm
Norway, Ireland, Scotland (rock, paper, scissors for Norway hanni?)
- PeaMan
- Join date : 2018-01-12
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Posts : 23
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 5:14 pm
Ireland as I'm Irish :p but any will do me
- Mergor
- Join date : 2018-01-12
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Posts : 49
Location : Hungary
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 5:17 pm
Baron's alliance, scotland, ireland. Fear me ArBo, fear....
- Mergor
- Join date : 2018-01-12
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Posts : 49
Location : Hungary
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 5:38 pm
Because my points will fade in discord as we are talking about a lot of things, here's two things I suggest.
1: Use saleska's modified version of balanced british isles as I removed all the bugs and fixed the scripts so norway doesn't have to wait for it's king. I can further modify it if needed to be eligable for manual.
2: Let's cut the MP to half or 2/3. It will make for a slower game sure, but everybody will hate this HS if they have to defeat and take 6-7 targets every turn, because the mp for a manual HS is ridiculously high. It is far more easy in manual to advance anyway, and it will be fun to defend, not just a "let's scout for 2 ours and try to defeat everything with 1-2 units"-
1: Use saleska's modified version of balanced british isles as I removed all the bugs and fixed the scripts so norway doesn't have to wait for it's king. I can further modify it if needed to be eligable for manual.
2: Let's cut the MP to half or 2/3. It will make for a slower game sure, but everybody will hate this HS if they have to defeat and take 6-7 targets every turn, because the mp for a manual HS is ridiculously high. It is far more easy in manual to advance anyway, and it will be fun to defend, not just a "let's scout for 2 ours and try to defeat everything with 1-2 units"-
- ArBo1 Staff Hotseat Victory
- Join date : 2018-01-12
Reputation : 5
Posts : 48
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 6:15 pm
Are we doing the rebel thing now? If we're not, I suggest we consider using Dragon's mod for manual, but it can't be modded so if we want rebels we'll have to make something of our very own.
I agree MP need to be tuned down a bit. Half seems too drastic though, could make attacking very difficult since there are only prebuilt forts.
I fear Thee not, Mergor - Thy vile rebellion shall be crushed anon.
I agree MP need to be tuned down a bit. Half seems too drastic though, could make attacking very difficult since there are only prebuilt forts.
I fear Thee not, Mergor - Thy vile rebellion shall be crushed anon.
- ScotlandIsBest
- Join date : 2018-01-12
Reputation : 8
Posts : 44
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 6:29 pm
Scotland,Norway,Wales
- RedStar1 Staff Hotseat Victory
- Join date : 2018-01-12
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Posts : 21
Re: WFB - War for Britannia Rules and Players
Wed Jan 24, 2018 9:23 pm
1. Kingdom of England
2. Kingdom of Wales
3. The Baron's Alliance
2. Kingdom of Wales
3. The Baron's Alliance
- Hannibal20011 Staff Hotseat Victory
- Join date : 2018-01-11
Reputation : 13
Posts : 105
Location : Romania
Re: WFB - War for Britannia Rules and Players
Fri Jan 26, 2018 6:45 pm
The list of players has been made. Apologies to RedStar, you can join the next hotseats. In any case the hotseat should start around Monday after we're done with the mod and the admin makes the save.
- Hannibal20011 Staff Hotseat Victory
- Join date : 2018-01-11
Reputation : 13
Posts : 105
Location : Romania
Re: WFB - War for Britannia Rules and Players
Sat Jan 27, 2018 3:20 pm
Before we start everyone will need to download the mod from the OP and then go to data/world/maps/imperial_campaign and replace that descr_strat with this one - https://drive.google.com/open?id=0B1wy9maDbX6GSy1GRXFYM0laVlU
- CommodusIV
- Join date : 2018-01-11
Reputation : 4
Posts : 35
Re: WFB - War for Britannia Rules and Players
Sat Jan 27, 2018 11:53 pm
Mod is installed. Dunno if it's intentional, but the pre-existing save lacks a rebel player spot.
- Mergor
- Join date : 2018-01-12
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Posts : 49
Location : Hungary
Re: WFB - War for Britannia Rules and Players
Sun Jan 28, 2018 1:54 pm
The Pre-Existing save was for T5K, another britannia based HS running on sals modified version by me
- CommodusIV
- Join date : 2018-01-11
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Posts : 35
Re: WFB - War for Britannia Rules and Players
Sun Jan 28, 2018 5:18 pm
Ah good. No troubles then.
- PeaMan
- Join date : 2018-01-12
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Posts : 23
Re: WFB - War for Britannia Rules and Players
Sun Feb 18, 2018 6:22 pm
Scotland up - save sent via discord
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