Khaarov Commonwealth: (McMonkey)
Vorak Dynasty: (Ingvar)
Herjaar Zatarn: (Jerec)
Murkland Colonies: (open)
Stold Zatarn: (Cobra)
Zefir Zatarn: (Rebelious)
Skern Zatarn: (Cupcoffee)
The latest in the Bitterfrost series, welcome to the gritty lands of Zarklaw.
I don't think there is any real need for a proper introduction as there is already a comprehensive read me along with the scenario file if you follow this link: http://forums.civfanatics.com/showthread.php?t=412523
The seven factions are:
Khaarov Commonwealth = The powerful kingdom of humans to the East. Usually neutral.
Vorak Dynasty = Arrogant feline warlords of the North. Ancient enemies of the Zatarn.
Herjaar Zatarn = The most aggressive and traditional faction of the Zatarn kingdom.
Murkland Colonies = Placid Shuuk lizard confederacy, backed by Khaarov agents.
Stold Zatarn = Insolationist Zatarn faction and famed, powerful siege-masters.
Zefir Zatarn = Ruling monarchy house of the Zatarn Kingdom, favouring subterfuge.
Skern Zatarn = Converts to Skeer theocracy. Fanatical mission to spread their faith.
Due to the scarcity of ToT players, I think we might get away with leaving the Murklanders to the AI, but we will need players for all the Zatarn dynasties as well as the Voraks.
As for house rules, I'm guessing we can have the usual ones, but what's the opinion when it comes to bribery?
With so many armies fielding mercenaries, it would make sense if we were allowed to bribe units.
House rules
-No reloading.
-No tech stealing or trading
-No rehoming of caravans.
-No ship chaining.
-No artificial creating of ZOC.
-No bribing of cities, you can bribe units though.
Be sure to use the Skern rules and events.