Rome: Total War

Rome: Total War

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rs rules (random setup rules)
By ______SPITFYR______
Rs rules are played as cwb, but a random number generator will decide a matchup and 2 extra rules. One player picks the money for both factions and the other player picks his faction. Then the game is played.
   
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rs rules
Rs rules are played as cwb, but there are: 1 strong rule (that definitely will change the way the game is played) and 1 weak extra rule (that might change the way the game is played)


a random number generator will make 4 random numbers:

1.number: 1.faction(1-17)
2.number: 2.faction(1-17) (has to be different then the first number except both numbers are 1(rvr))
3.number: strong rule(1-9)
4.number: weak rule(1-6)

Then one player has to give each faction a amount of money ranging from 5k to 25k in 100 steps.
The other player takes one of the faction and the game is played.


An example:
You get the numbers 8,14,1,2
Factions are gaul and numidia.
The strong rule is max 4 archer.
The weak rule is the game is played in the syrian desert.
So player one chooses 14,5k for gaul and 15k for numidia. The second player picks numidia and the game is played.


faction numbers(not counting the first line(3 roman factions), then from left to right)
1.rome
2.macedon
3.egypt
4.seleceuds
5.carthege
6.parthia
7.pontus
8.gaul
9.germania
10.britania
11.armenia
12.dacia
13.greece
14.numidia
15.scythia
16.spain
17.thrace

strong rules:
1.max 4 archer
2.max 4 cav
3.max 10 units
4.max 3 of a unit card
5.no units that cost more then 600 (without upgrades)
6.no upgrades for units that cost more then 550 (without upgrades)
7.Only attack upgrades
8.Only defense upgrades
9.Only experience upgrades

weak rules:
1.Game is played in winter and calm weather
2.Game is played in the syrian flat
3.max 2 ele
4.no ha/ca limit
5.no chariot allowed(ca is still okay)
6.No hoplite or phalanx units
1 Comments
Snare Apr 13, 2023 @ 12:12am 
Yo, this looks fun. I'd put a limit to the amount of time someone can take at deciding the money and also at picking a faction because that could easily go on for a very long time.

Also, the "no ha limit/chariots/hoplites" rules impact can be huge depending on the matchup, while the "only this type of upgrade" rules seem rather ineffectual in comparison. They should probably be swaped in the strong and weak rules lists.