EU Campaign II - Signup & discussion Thread

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MaHuD

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Material borrowed and adjusted from the EU Campaign I by Narrator, Ursca, okiN and Nireco.

What is an online campaign?
An online campaign is a linked series of matches governed by some overarching ruleset and campaign structure. They can be fairly simple or quite intricate, depending on the game and rules being used.

Why should we want this?
The object of this specific campaign is to provide context for matches, making them more interesting by tying them to a large-scale strategic campaign game.

So how does it work?
The rules for this particular campaign are largely based on the rules for the classic board game Diplomacy. We've essentially taken that rule set and converted it to support resolving battles by playing Warband matches. Inspiration has also been drawn from the Oceanic Campaign.

Here are the rules for taking part in the campaign, mostly borrowed from the Oceanic Campaign.

1. A clan is a band of players sharing tags and heraldry, i.e. the ordinary meaning of the word
    a. A clan may possess territory on the campaign map, such a clan is called a kingdom
    b. A clan that doesn't possess any territory is called a mercenary clan and may still participate by offering their services in battle to a kingdom. This involves helping kingdoms fill up their teams if they have trouble getting enough members, or joining together with kingdoms to allow larger battles to happen.
    c. Each kingdom will only be able to play a single faction over the course of the campaign. Each of the prospective player kingdoms may indicate any number of preferences in order. These will be taken into account while selecting the method for assigning factions.

2. Every clan that wishes to participate must submit the following:
    a. A king (and optionally up to two generals) in charge of diplomacy and orders for the kingdom
    b. Clan heraldry (whether or not it is in the banner pack)
    c. A clan thread or website with a full member list

3. Players not belonging to a clan may offer their services to clans as mercenaries.
    a. Individual mercenaries are simply advised to introduce themselves in the thread, but there are no compulsory formalities.

Here are the strategic rules, to govern the campaign map, written in collaboration by Narrator, okiN and Nireco. They basically cover the fundamentals of Diplomacy as well, but if you find any particular point confusing, you might want to refer to the original Diplomacy game rules for a full explanation. However, be aware that some things have been changed to allow the conversion to Warband use.

Game overview
Example campaign map of the previous Campaign:
http://www.ircwarband.com/upload/campaign_files/lyonesse_map_colour.png
(Work for a new map is in progress, but it is also dependent and how many clans wish to join, and if any rules are changed or not.)

The campaign map is composed of provinces, some of which contain supply centers, which define the limits of how many armies or fleets a given kingdom can control at one time. Some supply centers are castles or towns that influence the amount of archers or cavalry a kingdom can use in battle. Unit movement is possible between neighboring provinces. The kingdoms use their units to fight battles and expand their territory.

All kingdoms are given a certain amount of provinces to start with, which contain supply centers and are called home supply centers. These will also contain units at start, and are the only places where new units can be produced. One of the home supply centers is also the kingdom's capital, but for the strategic rules this has no relevance.

A few special neutral supply centers are independents. These contain a single army that always holds its position. When attacked they are played by Mercenaries. Independents can be supported by other armies on the map. If a kingdom successfully supports the same independent twice against another kingdom, the independent can be annexed out of gratitude by the supporting Kingdom. If multiple Kingdoms supported the same independent for the second time in the same turn, teams can decide to duel it out or have the adjudicator decide with a random roll who gets it.

The game ends when one kingdom controls 15 or more supply centres at the end of a game year.

Turn structure

The game is divided into two turns per game year, beginning in spring and fall, starting with the spring turn. I've given some time frames for each phase of a turn, working off the basis of fortnightly turns.

At the start of each turn, there is some time for diplomacy. This includes all negotiations, forging alliances etc and also serves as a planning phase. All of this can done either in public or in private. Lying and betrayal are allowed, but keep in mind that if you are untrustworthy, others will refuse to make deals with you. A few days are reserved for this.

Orders
After the plotting is done, the kings and generals of each side submit their orders to the adjudicator over another day or so. Units can be ordered to move, support, hold or convoy. Once received and checked, all orders take place simultaneously. A day or two are reserved for the adjudicator to check all the orders and determine the result.

Battles
After all orders have been received, the battles occurring are determined by the adjudicator. He then makes a post declaring all battles in need of resolution, and players try their best to fight them. This is the longest phase in a turn, and will likely have over a week devoted to it. Either side may employ mercenaries to make up for missing players, but members of the same mercenary clan may not fight against each other. If either side is supported by an ally, players from the allied kingdom should also play on the team.

If a match can't be arranged within a reasonable time frame, the adjudicator decides the outcome, awarding the victory to one of the two sides. This can be influenced by a difference in support, but other factors may also be in play, for example if one side is clearly responsible for the failure to play a match.

Retreat
An unit defeated in battle must retreat to an empty province. After all battles have been resolved, all sides with retreating armies must submit retreat orders to the adjudicator. If there are no retreating armies, this phase is skipped. In any case, this phase shouldn't take more than a day unless there are exceptional circumstances that warrant a delay.

If more than one unit retreats to same province, they are all disbanded. If there are no free provinces that a unit can retreat into, it is disbanded.

Checking supply centers
At the end of each game year, after all other actions for the Fall turn have been resolved, supply centers and units are checked.

If a kingdom has more supply centers than units, it will create new units in its home supply centers, but only if those provinces are empty and haven't been conquered by enemy kingdoms. In such provinces, new units are created either until the unit total matches the supply center count, or until all home supply centers contain a unit. Players creating new units in coastal home supply centers can choose between fleets and land armies.

If a kingdom has more units than supply centers, it will need to disband armies until the numbers match. Another short phase, this shouldn't take more than a day. Again, if there is no need for this phase, it is skipped. After this, a new game year begins.

Orders

Move/Attack
The unit moves to a neighbouring province. If the province controlled by another kingdom, this is considered an attack.

Land armies can only move on land and fleets can only move in sea and coastal provinces. Also, if coastal a province have multiple coasts in contact with different sea provinces, the fleet residing there must be marked to one of the coasts and can't move through the land area to the other coast.

If two or more moves are conflicting, the one with highest support will be made. If they have the same support, one is selected randomly (that unit made a forced march, managed to finish preparations early, or something along those lines).

However, if two opposing armies with the same support attack an undefended province, they fight a battle there. The winners of the random selection will fight as the defenders, but if they lose the battle, they will retreat as attackers.

If one of the armies moving into a contested supply centre belongs to the province's owner, they will automatically move there first and fight as defenders.

An exception to the rules can be caused by this in combination with a chained attack. (unlikely to happen) When multiple factions attack the same province, only 2 can fight depending on the semi-random selection. The armies that lost the selection, and were unable to attack the province will have their orders changed to "hold" and it is therefor possible that they have to defend against an incoming attack. (as opposed to being destroyed due to not being able to retreat after loosing the semi-random selection)

Example:
Army ProvA to ProvB

Support
The unit supports the combat actions of a specific, friendly unit. If the supported unit is attacking, then the supporting unit must be able to move into the attacked province. If the supported unit is defending, then the supporting unit must be able to move into the province being defended. If the supporting unit is attacked, its support command is changed to hold, canceling the support. Allied factions can agree to support each others' armies. Two units can support each other.

Example:
Army ProvC supports Army ProvA to ProvB
Army ProvD supports Army ProvB

Hold
The unit stays in the province it currently is in, defending it against possible enemy attacks.

Example:
Army ProvB holds

Convoy
A fleet can convoy one selected army over a single sea province. The convoy is interrupted if the convoying fleet is defeated in battle. If it is attacked, but the attack fails, then the convoy will still be successful.

The convoyed army is given a move/attack order from its starting province to the province on the other side of the convoy.

Example:
Army ProvA to ProvC
Fleet ProvB convoys Army ProvA to ProvC

Battle

If the attacked province is empty, victory is automatic.

Every supporting unit gives a +1 battle advantage to its respective side.

The sides taking part in the battle agree on the base amount of players taking part. The default number is 10 players per team, and unless the sides can agree on a different number, this should be used. Thus each kingdom should be able to field at least 10 players for any given battle.

Each team has an amount of players according to the following formula: n + 0.2nx, where n is the base amount of players per team and x is the advantage. The resulting value is rounded down to give the final number of players.

The battle is then fought in Warband. If the result is a tie, it is considered attacking unit's loss.

Outcome of the battle:
  • If the attacker loses, it retreats back to the province it attacked from.
  • If the attacker wins, it will move to the province it conquered
  • If the defender loses, the defender retreats to a neighboring empty province different to the one it was attacked from.

Two units attacking each other
The attack with more support takes place. If both have the same support, it is randomly determined which of the two fights as an attacker, and the other fights as a defender in the province they were going to attack from.

In chained attacks (A->B->C, C holds)
The battle A->B is automatically A's victory, as B moved away to attack C.

The battle B->C is fought. If B loses, it is unable to retreat to the province taken by A, and is destroyed.

The Adjudicator & Deputies

The adjudicator & Deputies are impartial and handle the organization of the campaign. They is responsible for determining the results of all the orders, and he have the power to resolve any and all crises and disputes. They also have a final say on any proposed rule changes.

The tactical rules govern the specifics of combat resolution with Warband matches.

1. Each province on the campaign map is assigned a specific battle map to be used in matches.
    a. Empty provinces are maps that are similar to random plains/steppe/forest maps, supply centres are exclusively non-random maps, capitals, towns, and castles are castles.
    b. Exception: Port Assault is not tied to any province. However, if a coastal supply centre is attacked by a fleet or a convoyed army, Port Assault will be used.
    c. In battles between fleets out at sea, a special scene with boats will be used. (that has yet to be produced)

2.  The game mode for supply centers is Fight & Destroy. Normal provinces are on battle and finally the home supply centers, capitals, castles and towns will be fought using the Siege game mode.
    a. On Siege battles, the defender always defends the castle. Or Port Assault, the defender always spawns away from the ships. On Village, the defender always spawns inside the walls. On Snowy Village, Ruins or Ruined Fort, the defender always spawns in the village. On other maps, the defenders choose their own spawns. (We haven't decided yet on all the maps, and people are free to submit more maps. this list is therefor not up to date!)
    b. On random maps, the defender may choose to reset the map up to two times to achieve a satisfactory result.

3. Each kingdom involved in a battle must use the faction assigned to their kingdom.
    a. Mercenaries and allied soldiers supporting a kingdom in battle also fight using that kingdom's faction.

4. For every battle there are class limitations. The standard class limitations are 25 percent rounded down ranged and 20 percent rounded down cavalry max.
      a. Every Town Supply Center possessed by a Kingdom allows them to field 10 percent extra cavalry
      b. Every Castle Supply Center possessed by a Kingdom allows them to field 10 percent extra ranged
      c. Supporting armies (regardless of Kingdom) do not give a bonus to the percentages. They do however give a battle advantage, which in turn can increase how many archers or cav can be in a battle. Example; An army with 1 battle advantage fights as 12

5. Default settings:

For battle and Fight & Destroy

10 players to a team
Best out of 5 rounds
Round time 6 min
No bots
Melee/Ranged FF on 100% friend
120 percent starting gold
75 percent combat bonus gold
25 round combat bonus.
Camera on teammate view
Manual block
Normal speed

For Siege:

Yet to be determined through testing.

    a. The kingdoms doing battle can agree to change any of these settings, or to introduce special "house rules" such as champion battles, class type limits or the use of bots, so long as they do not conflict with any of the other rules.
    b. On any point where agreement cannot be reached, the default setting should be used.


being worked on. To get an idea of how it will look like roughly, please look at the maps for the old campaign. Note that there will be quite some differences, but you will get the gist of it. Alternatively you can look for diplomacy maps on google.
http://www.ircwarband.com/upload/campaign_files/lyonesse_map_colour.png
http://img210.imageshack.us/img210/7627/lyonessestate2.png
Work in progress, feel free to submit scenes if you desire so.
Supply Centers are scenes with some housing and the defending side having a slight advantage and in Fight & Destroy mode so it requires the two objectives. A naval battle is a scene with a bunch of boats lined up. (We could server side code boats to move and eventually have the boats board, but people would probably dislike this because it requires waiting around until the boats are in position.

We're playing with a maximum of nine kingdoms/factions; one for each of the Native kingdoms except for khergits and four duplicates as "rebels". If those slots are all filled but there are still clans interested in playing, they can either join as mercenary clans or try to form a coalition with one of the existing kingdoms, preferably a small one.
Note that we are using an application system and not a first come first served system.

Adjudicator
MaHuD
Arch3r
Deputies
Dasvi
Feel free to apply by sending a private message.
Do keep in mind that Adjudicators and Deputies will not not be playing the game in any sort of way.


Kingdoms
[1]
[2]
[3]
[4]
[5]
[6]
[7]
[8]
[9]

Mercenary clans
Code:
[url= ] name [/url]

Individual mercenaries
Code:
[url=] name [/url]
Stamford
]SirFortesque: )
Arkantos TW
 
I plan to launch it after the WNL, to not get in their way.
As for a sign-up template, there is non. Only a few things that need to be mentioned as described under "rules for participation".
 
Captain Lust said:
This is pretty hype. Would love to see this on a set of brand new maps.

Ive got Goldrush waiting in the wings since the last iteration of it didn't really get enough play time on IG before it was taken down. Also got a new open map in the works which is more traditional. Would love to see some play testing for them competitively and get some feedback in that regard.

Mahud let me know if you want the maps and/or help making more.
 
Hype_train_comin'_through.jpg


hB51C4184
 
Captain Lust said:
This is pretty hype. Would love to see this on a set of brand new maps.
I would like that as well, sadly I myself am a horrible scener but, luckily several people have shown interest in helping out.

@Azan,

I would love to have a look at the map and could use more for sure. If you could PM or send via steam that would be great. :smile:


StamfordLion said:
I shall be a glorified peasant/mercenary!
Excellent! I added you to the list of mercenaries.
 
I am not sure if CoR is going to apply or not. Though based upon the enthusiasm of some I think they will apply at least. I won't be affiliated with them in anyway during the game though. (not playing in the matches)
We are looking for more people to be in the team, or perhaps the clans that join want to have some sort representative system. We are open to suggestions. :smile:
 
Folms said:
Two CoR Adjudicators?
Me and MaHuD are like best mates and play on Teamspeak with eachother because we are in the same clan. So then we were like, this EU Campaign I was pretty cool. Then we decided on hosting a new one and we went brainstorming and decided to mainly keep the previous rules. So for now I'm helping building up the campaign and then likely step out as adjudicator.
 
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