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| Tweet Topic Started: Oct 7 2008, 03:32 PM (1,262 Views) | |
| The Gunslinger | Oct 7 2008, 03:32 PM Post #1 |
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General Rules Starting Funds = 1000GD Capital city= 300/week Regular city= 100/week Income= Every Friday between 3 and 8 a.m. GMT-6 (sorry for not being more precise, but because of the time difference doing income at between those hours is easier for me and most of you will have your income before you get up in the morning) ![]() Picking a Capital Follow the instructions under the "Start Your Empire!" forum. First come first serve for cities, and you cannot change capitals once you have picked one. If you do want to change, reply to your original post and request one and you MIGHT get permission. Defense Points All players will be given a set amount of defense points at the beginning of each season, to spend on their capital. Defense points are not refundable; all choices you make are permanent. NPC capitals will also have a set defense. NPC Capitals/Player Capitals: 50 points to defend with - Walls start at 30 feet, 10 extra feet per 20 points - 5 Barrels of Boiling Pitch/10 Barrels Heated Sand for 10 points [Either or during battle, however you can chose which you wish to use before each battle] - Moats: 30 points, 4 feet deep; 50 points 12 feet deep (note that most moats have a shallow patch which allows defenders to cross and kick some ass; this shallow patch is not obvious however) - Trenches 20 points, 8 feet deep, with spikes 40 points and 10 feet deep - Trench covers 10 points (gigantic grass covered blankets to conceal trenches) - 500 Rocks (small, can be dumped) 10 points - Barbican: 30 points (Send me, DireWolf, a PM in which you state which defenses you have chosen and how they are placed around your capitol.) Movement Rules: #1- All purchased battalions start off in the player's capital city. #2- In order to move a battalion, the player must either move it to an adjacent city that he owns or have it attack an adjacent enemy city; both require paying the battalion's movement cost #3- After a battalion has moved into or attacked a city, that battalion cannot be moved again for a period of 24 hours. #4- If you wish to move your battalions through more than one city, you can either do each movement individually or post the total movement (which cities you are moving through and which city you end up at). If you choose this option, you must pay total movement cost upfront and your troops are frozen until they reach their target city. #5- In the Grand Library, a player's total number of battalions is listed at the top. Next to each of the city's he controls is a list of each battalion that occupies that city. #6- You cannot cancel movements. In order to return troops to their original positions you must make another movement. Attacking #1- Attacking an enemy city (npc or player owned) counts as a movement that must be made from an adjacent city. If a player owns two or more city's which are adjacent to the defending city, he may move troops from as many of those city's as he chooses. The player must state all troops which are attacking (and from where) in his attacking post. Example: Attacking Highgarden with 1 battalion of Archers from Hornhill, 1 battalion of Men at arms from Cider Hall, and 2 battalions of cavalry from Old Oak. #2- Post the city you are attacking, the city(s) where you are attacking from, the troops you are attacking with, and the total movement cost #3- If an attacking player takes an enemy city, all battalions which survive the battle are occupied in the obtained city Defending #1- Defending a city counts as a movement that must be made either by troops occupying adjacent cities (which move into the defending city), or by troops already occupying the defending city. #2- Post defending troops (including where they come from), and total movment cost #3- All troops which are in a defending city must either defend or move out of the city to an adjacent city. #4- If a city housing battallions is attacked and the defender cannot pay the movement cost to defend or move the troops out, the troops retreat to an adjacent city the player owns (taking the 25% loss for defending). If the player owns no adjacent cities, the battalions are lost. #5- You cannot only defend with siege weapons. Battle Posting In an npc battle, the attacker posts his attacking units and the moderator posts defenses/terrain. There are then 2 additional posts by both the attacker and defender before the battle is finished. In a pvp battle, the attacker posts attacking units and the defender posts defenses/terrain. There are then 3 additional posts by both the attacker and defender before the battle is finished. In a pvp capital battle, the attacker posts attacking/besieging units and the defender posts defenses/terrain. There are then 4 additional posts by both the attacker and defender before the battle is finished. After the attacker posts attacking units, the defender has 3 days to post defenses before losing the city. Once the battle has started, each player/moderator has 3 days to post (starting immediately after the other player has posted) before an automatic retreat (for 25% loss) is made by the absent player. This means that at any point in a battle you have a MAXIMUM of 3 days to post. However, each player in a pvp battle has a MAXIMUM of 7 days total to respond to enemy posts. This means that once a battle has begun (defender posts defenses), each player must make sure that the total time he makes his opponent wait (by not posting) does not exceed 7 days. If the attacker waits 3 days to respond to the defense post, 3 days to respond to the next post and more than 1 day to respond to the next post, his troops automatically retreat for 25% losses. So while you have 3 days to respond to any individual post, you only have 7 total "waiting" days available throughout the whole battle. Retreating A player can cause his army to retreat from a battle. If he was the attacker, the battalions return to the attacking city(s). If he was defending, the battalions retreat to an adjacent city the defender owns (you must state which city you are retreating to). When an army retreats they suffer a 25% loss (or one quarter of the battalions), rounded up. This means that if a player retreats with an army of 4 or fewer battalions, one battalion is lost (a player cannot retreat with only one battalion). If he retreats with 5-8 battalions 2 units are lost, etc. The battalions lost will be the least expensive units in the army (first men at arms are taken, then archers and pikemen, then cavalry, etc...) Attacking Player Capitols A player can only attack another player's capitol if the cost for the attacking battalions has reached the amount of 1500 GD. This rule should prevent players from being eliminated too early in the game. Besieging A player can only besiege an enemy capital and can only do so with an army of 1250 men or more. If he decides to besiege, the defender has 6 days instead of 3 to defend. However, troops at that capital cost twice as much to purchase and defending troops which are moved into the capital to defend are NOT within the walls. The defender cannot retreat when being besieged. Reinforcements/Tag Team None NPC Modding Winning npc battles is going to be more difficult this time around. Every npc city will be defended by 1-3 battalions (3 minor ones, 2 intermediate, or 1 strong) chosen at random and players will need both a good sized force and a strong RP to win without losses. The number of battalions you attack with will greatly influence how successful you are. If you attack with 1 battalion of Men at arms, don't expect to win without a brilliant RP (and even that won't fly all the time). If you attack with 2 or 3, you'd better have a decent strategy to win because you're against a roughly even foe and in order to have no losses you must be pretty darn fearsome. Attacking with a larger force means that you have an immediate advantage and you won't have to work as hard to win without damage; there is a benefit to investing troops into these battles. Obviously this means that the beginning game will be a bit slower than in past seasons, but this will help keep the game at an even playing field for longer and it should pick up soon after a few weeks when people have enough cash to invest in more battalions. PVP Rewards If an attacking player takes a defending player's city (regardless of whether he/she wins the battle, the defender retreats, or the defender never posts defenses), that player steals 100 GD (or, if less, the defender's remaining gold) from the defending player. If an attacking player takes a defending player's home capital (only by battle), that player gets a "sacking" bonus of 500 GD Empire Collapse If a player remains inactive for a period of 2 weeks (without prior notification), that player's empire collapses and all player cities become npc's. If a player fails to defend an attack on his capital city due to negligence (hasn't been active to do so), the player's empire collapses, the capital city immediately becomes a non capital npc city and it is given to the attacking player. Moving through another player A player can request to move through another player's city(s) in order to attack a city adjacent to one of the "host" player's cities. This movement can be through any number of cities, as long as the following rules are met: #1- The "guest" player must post in the Trade forum and list what city he is moving from, which troops he is moving, which "host" city's he intends to move through, the city he is attacking, and the total movement cost (the cost to move into each city, including the one being attacked) ex: 1 Battalion of men at arms starting from Highgarden, moving through Cider Hall and Ashford into Summerhall. Cost= 15 GD #2- If the host player accepts, the guest player immediately pays the total movement cost and his troops are in suspension until the attack can go through (if he starts at Highgarden and must go through Cider Hall and Ashford to get to Summerhall, then his attack starts in 3 days). #3- If the attack is interrupted (because the defending city becomes involved in a battle before the guest troops can arrive), the guest player can either keep his troops in suspension until the battle is finished and then attack the city or he can request permission to move back through the host's cities once again. If permission is granted, he pays the movement cost to move his troops from their current location back to his original city. If permission is not granted, the guest player must either attack the city he is currently in or lose the army Note that King's Landing is a neutral zone. Everyone may move through it at will as if they were moving through another player's city. Movement rules and costs still apply (although you obviously don't have to ask permission). Tribute/Trade Troops can only be tributed or traded to a city adjacent to the one they currently occupy. Movement costs must be payed by the person tributing or trading those troops. Gold can be tributed/traded for free. Cities can be tributed/traded for free. If you tribute a city, you tribute any troops currently in it. Moderator Action Order When verifying a request, defending an npc city, etc... moderators will go through the following actions: #1 Determine whether to Allow/Disallow the action #2 Deduct appropriate costs #3 Verify and implement the request Contesting a Mod/Admin decision If any decision made by a mod/admin seems unfair or incorrect, it may be contested in Suggestions and will be taken under review. NPC Capital Cities Winterfell, Riverrun, The Eyrie, Casterly Rock, Storm's End, Highgarden, and Sunspear are all NPC capital cities, and cannot be chosen as a starting point. These cities are especially difficult to defeat (defended by an army of 2500 GD total), but the rewards are the same as taking another player's capital. You get a 500 GD sacking bonus (this is only for the first person to take the city), and units can be purchased at the city. Victory There are no official alliances. Victory can only be obtained in two ways: #1- One player is left alive #2- All surviving players agree to a request for peace which must be officially made in diplomacy by one or more players who wish to end the game early under certain terms. Edited by DireWolf, Jul 21 2009, 08:36 AM.
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3:59 AM Jul 11