Hello guys, i wanted to check for interested in an Eofts Game.
We will be using the Emperor Wars mod, which in turn uses the Reality Mod.
What both mods do in short is basically:
Improving Rebels (you now have to deal with much more intelligent rebels and different kinds to. Vuldroks, Ascorbites, Ur-Ukar, basically all teh races and rebels from the Fluff Universe are present now and an active competitor for control of the planets. And with active i mean ACTIVE. Undefended Cities will fall prey to them just as well as you have to deal with sudden raids on your supplies or on your hapless engineers)
Improving the Xeno Threat ( Symbiots are more intelligent, more active and more of a threat)
New Tech and New Units ( Each Faction gets its own thematic units. Decados gets Kossacks and Jakovians, Hazat Dercishes and Archons and so on and so forth)
MERCENARIES! ( lacking tech or resources? Hire the Muster! Or other Mercs from the League)
New Methods of Income ( you can now build serfs, prostitutes, slaves, luxury liners etc. pp. all of which allow you to play differently then before. You could rely on your own resources and tech, or simply form for example a more Decados thematic economy of Feudal Serfs and Slave/Prostitution Trade and hire lots of Mercenaries instead)
lots of balancing and other stuff.
Basically the mod is hilarious fun if a bit confusing at times and sadly lacking a tutorial on many units. I still haven't figured out all of the features but apparently the league and the church are also more active.
In any case as always the Houses:
al-Malik: Boksi
Hawkwood: Margrave
Hazat: karlito
Decados: Ghazkull
Li-Halan: empty
House Rules:
1. The initial single Holdings on Other Players Homeworlds and on Church and Leagueheim Worlds are considered Embassies and should be treated as such. You may not abuse them for any kind of shenangian. Using them as a Base for Invasion however is allowed. You may not use the units contained within to steal ruins, relics or other stuff.
2.If you move spies to these Embassies you may move them around even without an declaration of war. I mean we can assume that Noble Houses do this anyway.
3. You may not touch the Unit Pay slider.
4. House Traits may be freely chosen.
5. No attacks on the Imperial Eye, until 2 turns after a player has been given command of the Imperial Eye. This will give the Eye transports enough time to move away. Without this rule, the Eye will be seriously crippled, since almost all of their landers will be taken out by players.
6. You may not reload the saved game file, and begin your turn again, just because you don't like the way your turn is going. Nor may you play a turn repeatedly in order to explore more territory.
7. No selling ministry resources. Otherwise, a minister can sell resources belonging to his ministry, adding the money to his house coffers. It is OK for your house units/cities to consume ministry resources.
8. You may not deliberately leave your ministry cities, resources or spaceships undefended and open to capture by an ally, or by your own forces once your term of office is over. This is a devious way of transferring ministry property to the control of your house.
9. You must leave an open route to each of your labs. Surrounding a lab with cities or units, or putting it on a single-hex island, means that the Church's Inquisitors will not attack it if you research a proscribed technology. Taking advantage of this fact would make the Church's proscriptions irrelevant
10. You may not deliberately starve your cities in order to start a plague, aiming to infect other players' cities and units too. This is a sneaky trick which undermines the value of plague bombs. Alternative: switch the Plague option off, when you begin a game. However, if you do this, Plague Bombs will be ineffective.
11. You may not start building a unit with the specific intention of cancelling the build. This is a sneaky way to transfer resources from one location to another, since the resources used to build the unit reappear in the building city, and are not returned to their original location.
12. No selling maps to the Vau. Selling maps to the Vau is money for nothing. It has no cost associated with it. Therefore it's just pointless mouse clicking. (Also, in my "It's War!" scenario, it gives a big advantage to Li-Halan, who gets first chance to sell maps of all the known worlds.)
13. The Regent may not declare himself Emperor in an election year. If he does so, the usual 10 turn delay before he becomes Emperor is not enforced.
14. A noble may not vote unless he has been on the surface of Byzantium continuously since the previous election. He is banned from voting even if he took off and landed again in the same turn. If a noble is allowed to stay in orbit or jump around the surface of Byzantium, it's too easy for him to avoid assassins. You can consider this rule to be a statute of the Imperial constitution.