Nice, here we go.
The Pizza said:
For cycling players out when one side has a greater number, when should this be done? Will there be any rules pertaining to this?
Can be done at anytime during the gameplay. I would recommend devising a system saying when "X" player dies next, "Y" player comes in with "X" player dropping. Just a suggestion though.
Any chance we can get pics of the castles/cities, or are they the same as in Singleplayer?
In there current state, they are the same scene as Singleplayer.
Also, can we get Curaw's spawn points fixed for the defenders so that we don't all start in the hall?
That was purposeful in it's intent. As it's your settlement now you may place the defender spawns anywhere you would like. Defenders place spawns 0-7. Attacker spawns, on that map at least, are in a nominal position.
They were all placed in the hall, or "keep", to eliminate the randomness of the Siege gamemode where someone you just killed does not spawn behind an attacker which is not a logical path. Really I feel just a 1-2 minute "parlay" period at the beginning would offset any thoughts that the spawns are too far to defend the front walls.
Are the non-city/castle/village squares going to be random plains for the map or are there scens made for these? If so, where can I find them?
Rural lands will non-random plains with characteristics of the grid square. That means a grid square with a large amount of trees will be represented by an in game scene that is more or less a forest. I'm not looking to implement too many, if any, "custom maps" with structure or advantage points. Singleplayer and the way it spawns maps similar to the area you are (usually) is the intent. That way if an army falls back to a mountainous area for an advantage, they get it.
If two armies meet on a village square, is that the scene on which the battle takes place?
Yes. Also raiding parties raiding a village will take place on that villages scene similar to Ismirala Village in the Curaw Campaign.
When a lordship chooses to upgrade something, will everyone be informed (i.e. an update on here)?
There will be a "ROCK Turn Thread" in place where a standardized turn posting form will be made to make all movements & declarations. This was honestly the hardest thing to "foresee" in it's implementation when devising the ruleset. The form will simple, yet detailed, and make every move that a lordship makes very purposeful of their wishes. An example will be the movement, if you wish to move two squares you will list both of the squares, not just "Army moves from G-7 to G-9" as if there are settlements or other there I may miss your intent of making that move. I want to represent the lordships movement and turn decisions exactly to what you want to do.
About Sea movement, I'm totally lost as to how many turns it would take to cross a given number of Sea tiles. If an army wanted to cross 3-4 Sea tiles (consecutively), how many turns would that take?
Also pertaining to Sea tiles, how do we define a Sea tile? Several tiles have some amount of both land and sea in them.
Posting from the ruleset for clarity.
- Sea Movement
- Armies are allowed to move by sea, from any square adjacent to the main body of water to any other square adjacent to the main body of water.
- Moving by sea will cause the armies movement to be delayed 1 turn cycle.
- Inland rivers and tributaries are not concidered as the main body of water, and are therefore not accessable by sea movement.
- An army that has successfully completed a sea movement must wait a period of 2 turn cycles before performing another sea movement.
Simply put you may move from any square that borders the Argud Bay (main body of water) to any other square with the same border. That movment will take place 1 turn cycle after you announce the movement.
Example: You could move your army from F-9 to F-16. You annouce it on Turn 3 and your army will land in F-16 on Turn 5, so 1 Turn was waited while the army traveled. In this example, you moved 7 grid squares which would take 4 turns to accomplish by land.
As far as what is a Sea tile, if the Sea touches the land in that square, it's acceptable as a Sea Tile. As stated in the rules, rivers do not allow you continue your travel so you are limited to those squares that directly border Argud Bay.
Do we choose which tile our armies begin on? Are there rules for this?
That is actually part of the 10% not finished on the ruleset. The map and it's details has been one of those things you have to see to understand the full implecations of the rules partaining to it. The leading concept for this at the moment is allowing a lordship to start their army/armies in any grid square that they control. I think that will add a depth of strategy to the opening moves and make it fair to the lordships.
Great questions.