Ah, okay
Anyway, I've come to the conclusion that perhaps we shouldn't vote on which ruleset we want; so far I have seen little to no criticism or suggestions for improvements on eachothers' rules, just everyone - myself included- pushing for
their rules to be used. I propose that instead we make a conglomerate of all three rulesets, using ideas that we like from each set.
Mad_Dawg's Ruleset
The main feature of this ruleset is his use of territorial and battle complexity - different sized territories, and numbers of players showing up to a scrim determining teams size [as in, if twice as many members showed up for Team 2 then for Team 1, Team 2 would be able to field half again as many members as Team 1 could]. However, the most recent poll was for just that issue, and the result was a 7:3 [no one voted for the other two options] poll in favor of armies determining only which territories could be defended, not their army sizes, and that the number of players on each team in the battles would be equal on both sides and determined by how many players could show up on both sides - that is, if 10 could show up on Team 1, and 15 on Team 2, Team 2 would nonetheless play with 10, so that the sides were fair and as close to an actual clan match as possible.
However, I do like that he tries to keep the territorial complexity to a minimum - there is no micromanagement for territories required other than having an army there or castle, town, and village territories.
Outlawed's Ruleset
While I really like this, I don't think it's the right rules for this; the overwhelming majority [for the record, I, personally, was in favor of complex rules] wanted to keep it as simple as possible while still retaining some strategy. Right off the bat, this ruleset has resources, such as gold, clay, or wood, which you get from provinces and use to trade for other resources, or input into their main uses; multiple types of buildings can be made, your resources can determine what type of weapons you can use in the actual battle, etc. For example:
Barracks, (Cost 1 Wood,1 Clay, 1 Ore, 1 Wheat, 1 Gold)
By building a barracks you will be able to do two things, first and foremost your Kingdom will have access to Footmen. You will also be able to access Infantry upgrades for all your different weapons. (See Troop Tiers)
and, as mentioned above, your 'research' or tech tree advancement, determines what weapons and armor you can use in the battle. You can read more here; it's quite extensive.
http://s1.zetaboards.com/PaladinsRoundTable/topic/3240176/1/
Again, I don't think this is really the ruleset for this game. While it is fantastically awesome, the point of the US campaign is to organize clan matches and also intertwine with that a small element of strategy.