Правила "Властелин Мира v.1.5"/Rules of the "LotW" v.1.5
Правила Rules
Правила на русском
Скрытый текст:
Каждый игрок, подавший заявку на участие в игре "Властелин мира" по Rome Total War, должен внимательно ознакомится с правилами.
Принятие игрока в игру означает его согласие соблюдать правила.
Rules in English
Скрытый текст:
Every player who signed up to “Lord of the World” should carefully read the rule set. Accepting the player in the game means his agreement to follow the rule set.
Course of the game:
Every player gets a faction by draw. The goal of the game is to get as many provinces as possible by moving armies on the map, conversing with other players, playing on-line battles. The strategic map is the one from RTW campaign. Strategic moves run on the forum. You must send information about your moves, attacks and battle results to Game Master. Battles run in Game Ranger. Total number of moves = 20. Winner is the player who got the most number of provinces after 20 moves.
I Game Master:
1. Game Master (GM) – is the one who can edit the rule set, when those changes are agreed by players. GM looks after the right players movement, makes tables of moves.
2. GM is chosen in the beginning of game and may be replaced by own decision or because of incompetence.
3. Decision to change the rule set GM accepts alone, based on players’ proposes, common sense, logic etc.
4. Players have right to discuss changes, propose corrections. Also they can discuss questionable situations, which may right now or later make disputes.
5. GM must answer players about that or another decision. Ignoring a propose also a kind of answer. Also, must inform about the exact time and the way of change.
6. Rule set changes GM does during the move or in the end of move. The change starts working next move.
7. Any propose is counted as filed after the end of discussion on the forum.
8. Decisions GM writes himself, in any section where runs the discussion.
II Finances (army):
Explanation: finances – the number of money, which player can use to buy army. So money = army, and moving money = moving armies.
1. Finances are determined by province profit which was used to recruit that army. Profit depends on province’s level of evolution.
For factions:
Gaul – every it’s province allows to recruit minimum 1 400 denarii (1 level) and maximum 4 200 denarii ((1 400 + 1 400 + 1 400) 3 level);
Germany – minimum 1 300 (maximum 3 900);
Numidia, Scythia, Dacia, Thrace, Spain – minimum 1 200 denarii, maximum 3 600;
Other factions – minimum 1 000 denarii, maximum 3 000.
2. Provinces rise it’s profit every move being under one’s master control.
Example:
For Rome profit from 1 province is: 1 move = 1k, 2nd move = 2k, 3rd move = 3k (3rd level).
3. Transfer armies between own provinces (or ally’s) works similar to checkers, only in neighboring provinces.
4. Money (armies) can’t be presented or borrowed. Ally only can render military assistance.
Explanation: military assistance is joint attack or defend.
5. Money does not accrue, but restores every move depending on number of provinces and their level. Location is same from previous move. In case of losing army (failed attack) – army restores in the capital of faction, if the faction does not have the capital – in nearest one to previous capital by GM’s decision. In case of losing province the player has right to write off money from any of his provinces.
6. Army that appears after getting a province, appears on the next move in the province player got.
7. Everyone counts his money himself, sending GM his reports. Reports must have the armies size (number of money), the movement and the final location.
8. If happened that two armies moved in direction of each other simultaneously (cross attack), happens a meeting engagement situation. Meeting engagement play only armies which met on the border of provinces.
Example:
from province A to province B – 2200 Faction 1
from province C to province B – 2200 Faction 1
from province B to province A – 3700 Faction 2
Meeting engagement play 2200 Faction 1 from A and 3700 Faction 2 from B. Army from C passes to B and, if B has defenders (army) – plays there.
9. Attack and “guest” moves are the same. In case that more than 1 army moved to a province, the master of the province hosts game in Game Ranger, chooses the map (province map) and his position. All armies that came to this province choose team number by their wish. Fight runs and the master of the province (old or new one) posts the result in the special forum section with mentioning the number of dead and alive armies.
If all the armies that came in are allies, the battle does not must to be played. If any player makes a protest, then the battle must be played.
Explanation: players that came in a province may or may not follow the allied relations, may pick any team or make own one. Number of teams and armies in one team is not limited. Player must to pick army following the number of money that was announced by himself when joined the province.
III Fighting:
1. Every player has right to Attack Action (AD)
(AD number = armies number).
2. Attack action is:
Army transfer to one of provinces;
Attack enemy province.
3. To attack neighboring province can only armies with unspent AD.
Example:
Scipio moves 1k army in it’s province which already has 3k army. And wants to attack it’s neighbor this move. AD for this 1k army is gone, that’s why Scipio may attack only with this 3k army. But next move it’s possible to attack with those 2 armies (4k). So, to move army (attack) from one province to another army must have AD. But, to protect the province you don’t need to have AD, all the armies that in the province at the moment will protect it.
4. AD does not accumulate and lend.
5. Army that came and stays in a province without permission from the Master of the province is an attack army.
6. Decisions about fights that were not played makes GM.
7. If it’s cross fight, only armies that met on the border are participating. Map – Grassy Flatland (Midday, Calm).
8. Attack and “guest” moves are counted as same.
9. Army that won a fight does not lose denarii. Army that lost a fight is counted as destroyed completely and goes back to it’s capital.
10. Alliances and diplomatic agreements do not obligate players to follow them.
IV On-line battles:
1. Run in Game Ranger, RTW 1.5 version with no modifications.
2. Player can pick army = number of money he used.
3. Rules:
Maximum 2 warlords;
Maximum 10 archers (ca and ha included);
Maximum 4 chariots (ca included);
Maximum 10 cavalry;
Maximum 2 elephants;
Maximum 3 artillery;
Red line camping is not allowed, using swamp (forest) is allowed.
4. Map for battles is the province map (download all the maps on the forum).
Host settings: the province master chooses any settings (weather, time of day).
First one who finishes picking army is the one who attacks. In cross fight case players do it at same time.
5. Player can seize only provinces that connected with his own by sea (one sea) or land. Enclaves are not allowed (only exception is that enclave was made by losing the connecting province). Next move player must to get connected with capital, otherwise the province will rebel. From enclave possible: to attack in capital direction (this means connecting with capital 1 province around at any direction); stay; use some money to attack and some to stay; move army to sea.
V Territory and defenses:
1. In the beginning every faction has 5-6 provinces.
2. One of provinces (by choose) player sets as a capital. Capital may be changed 1 time per 3 moves to any 3 level province.
3. Faction is counted as dead if it does not have provinces.
4. Provinces can not be presented, borrowed or swapped.
5. Capital protects in insignificant city with stone walls. Culture is any by province master choose. Capital must be picked on the first move.
6. If you got a province, it changes it’s master on the next move.
7. Rebel province is taken 2 moves: 1 move – army joins the province, 2nd move – army stays, 3rd move the province gets the master.
VI Moves:
1. Every move passes no longer than 1 week.
2. GM arranges deadline.
3. All the games must be played before the deadline.
4. After the end of previous move players get new AD to move their armies.
5. Information about their moves players send to GM no later than 24 hours after new move has started (maneuvers day). If the games were played earlier, then next move may be started earlier as well.
6. Every player makes moves by himself. Giving right to make move to another person is not allowed. Exceptions are illness, vocation, broken PC, but no longer than 1 move and player must post the player who will do it for him in advance.
7. GM checks by himself all the moves, is it follows the rule set or no. Any player has right to point a mistake by making post in a thread.
8. In some special cases player may edit his move, but only before the end of maneuvers. Decision about accept or reject the edit makes GM.
9. In case player did not send his maneuvers to GM, the move counts as done and army stays on last positions. In case that GM does not get maneuvers 2 or more moves in a row, he can kick the player from the game. Provinces and the faction count as rebel, free or waiting for another player by GM decision.
VII Questionable situations:
1. Responsible persons:
All questions about the rule set and game to GM
GM says the last word in all situations.
2. Private messages to GM about questionable situations must be duplicated on the forum.
3. Final decision can not be appealed.
4. The rule set has some principles (below). The principles have the same power as rules.
VIII Sea:
1. Every sea is counted as a neutral province, which can not be seized.
If there are more seas on the way, then you will make more moves until arrival.
2. How it works:
1st move, you embark and sail away;
2nd move, you land and fight.
Example:
You sail from Latium to Sardinia
1st move
Latium – Roman Sea 1000
2nd move
Roman Sea – Sardinia 1000
If there are more seas on the way, then you will make more moves until arrival.
3. Within one sea, between own provinces, armies can be transferred in 1 move.
4. Army that stays in a sea province can:
1 – move in a sea province with no limits;
2 – move in an own province with no limits;
3 – move in an another province 1 time per move.
5. When army is in a sea province, it can attack only 1 province, no matter how much money will be used.
Principles:
1. Ally help:
The main attack player is the one who will get the province. Ally is the one who supports to the main player to get it. Ally help is not limited. If 2 players (allies) can’t decide who will get the province that they seized, then they fight. Rules are same as for usual on-line battles. In case that ally can’t come on-line to play, another player (his ally) can take his money to enhance his army (calculating goes of faction minimum. For example, if Gaul supports Rome with 1400 denarii, then Rome can use 1ooo to enhance his army).
2. Mega armies:
If there is a fight with more than 30k denarii for each player, then they divide armies on 2.
3. PC support:
If there is a mega-army (more than 20k), player can use AI for help (player fights with AI in one team).
4. Replacement:
Player that didn’t take part in the game can sign up if there is a free faction. The one that participated in current game can’t do it.
5. Illness:
Player can announce illness on his territory for 2 moves. It may be done only 1 time per game. Attacks and moves on such territory are not allowed. Any armies that stay on such territory are counted as dead. After the illness all player armies restore in their provinces, no matter where they were before. Illness announce must be done before playing fights.
For example:
Move 1 – illness announce. No matter of played games, losing provinces, player territory saves as it was in the beginning of the move. All the armies on his territory are counted as dead. Move 2 – player territory is counted as infected. Nobody can attack it or walk through such territory. Master of the faction can’t make any moves with his armies and territory. In the beginning of 3rd move faction makes restart - all player armies restore in their provinces (depend on province level before the announce).
6. Fight missing:
If a player didn’t come to play an on-line battle, he gets defeat. If both of players didn’t come, then defend wins. “Activity” should be shown on the forum.
7. Move – fight:
Move is conditionally separated on 2 parts. 1 – maneuvers ( army transfers, agreements, announce). 2 – fights. First part of move finishes after 24 hours after start. Second part also separated on two, after playing all the battles, player should post a report (about the beginning of next move). Important note: move finishes after posting a report. Also, because it’s the end of move, armies that lost a fight move to the capital at this moment. Money deletion is made at this moment as well, it all must be written in the report.
8. All the things like making someone a general must be written on the forum, otherwise GM will not count it.
Some important things:
1. Generals may be chosen only of players who play the current game.
2. Capital may be only a province that reached 3rd level (the exception is the beginning of game). Choosing a capital player must before sending maneuvers.
3. Provinces of players that left the game are captured in 3 moves: 1 – army joins a province, 2-3 – stays, 4 move – the province gets a new master.
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