OK, we've got 10 players, I think we can start.
I've been curious to do this kind of game for a while. Essentially, no one may build a second fort; if you are given a fort by an event, or if you conquer an enemy fort, you must destroy it at the earliest possible opportunity and cannot recruit any units from it (except for a commander which will then destroy the fort, if you have no units in the province where the fort appeared).
I am open to suggestions on how to make the game workable under this constraint (see rule 3). Anyone with constructive criticism or ideas is welcome to post them.
Rules
Era: MA
Players: Wound up with 10.
Settings: Renaming on, Easy Research, Magic sites 55
Mods: CBM 1.6, Indy Commanders Only (
http://forum.shrapnelgames.com/showp...0&postcount=42)
Diplomacy: Non-binding
Map: Streamlands (
http://forum.shrapnelgames.com/showthread.php?p=713433)
Other rules
1) Fighting to the last breath is expected in this game. Seriously. When you start losing, the end will come VERY swiftly. Might as well play it out.
2) No water nations.
3) Since each nation's fort is very vulnerable, none of the following spells may be cast on another player's fort for the first 20 turns:
Seeking Arrow
Hurricane
Baleful Star
Rain of Toads
Horror Seed
Leprosy
Black Death
Blight
Melancholia
Fires from Afar
Volcanic Eruption
Raging Hearts
Flames from the Sky
Locust Swarms
Beckoning
Wolven Winter
Murdering Winter
Tidal Wave
They still may be cast on non-fort provinces at any time. After that, all bets are off. I'm not sure how enforceable that is--if anyone has suggestions I would be grateful.
Hosting: Start at 24 hours, but delays will be fairly liberal.
Victory Condition: Concession by the other players
Players:
Belac.........Vanheim
Grijalva......Bandar Log
Shovah32......Abysia
Frozen Lama...Ermor
Agent Smith...Jotunheim
Veto..........Pythium
Trom..........Caelum
Don_Pablo.....Mictlan
Statttis......C'tis
Michai......Pangaea