as for the MTW2 hotseat campaign we will play a usual mtw2 campaign without ai but all human players. we are 9 players with 1 faction each and 1 admin who leads the rest - so the most active factions will be the 9 used by u - the admin-factions wouldnt try to conquer the world, but they will act logical and dont do stupid things like the ai use to - and if u attack the admin factions they will strike back like all other players would also do!! so a lot of fun and brawling is guaranted!
to play your turn u will get a saved game file per email.the saved file has to be put in the folder called "saves" in your mtw2 folder. usually u find it at c:/program files/sega/mtw2/
after u put the file in it, u start MTW2 and then u go to "load campaign game" and load the game called like the saved file was named - the first one is called "GrandCampaign". this first saved-file is for the England-Admin who has to give the start shot!u will see something like shown in the ss:

type in your password and then start the turn. play your turn and end it like u do it in usual campaign. then the "start of a turn" thing will be shown again but with another faction-icon. here u press escape and choose the ability to save the game. then its the next players turn. after AI-England its "Darkwings" turn with France. and he will do the same, type in his pw and then play his turn, end it as usual, save it and so on! the saved files could be send to me or directly to the next player.
if u forgot your pw, email me and i send it to u again, i used that one u guys gave me before!
this is the turn-order:
1. England - Admin
2. France - Darkwing (GKO)
3. HRE - Admin
4. Spain - LND (GKO)
5. Venice - DickScratcher (Forumites)
6. Sizil - Preator (Forumites)
7. Milan - Admin
8. Scots - Ramchi (GKO)
9. Byzantinum - Legion22 (NO)
10. Russia - Admin
11. Moors - Admin
12. Turks - Admin
13. Egypt - Fondor (Ronin)
14. Danmark - Roryn (GKO)
15. Portugal - DalKilla (GKO)
16. Poland - Admin
17. Hungary - Admin
18. Papals - Admin
19. Rebels - Admin
So whenever u end your turn save the game when the start site of the next player is shown and then send it to the next player or to me as admin - both is fine. we just need to know where the file actually is, so let me always know please.try to end the turn within 24 hours so that we can play fast - i will check my mail a few times per day and finish the admin turns really fast.
btw, all battles will get auto resolved - so this wouldnt take a long time - i know that this blows somehow - but its the most balanced way - especially as this is a test campaign...
there are some small changes u will notice:
1st: in the real campaign there was a counter that showed u the number of yout turn - i changed this, it will show u the date now - so it starts with the year 1080 AD! its like in the ss:

the duration of one turn got reduced from 2 years to 6 month - so the game wouldnt jump from summer 1080 to winter 1082 as it does in ai campaign but from summer 1080 to winter 1080, it will be real years. as i didnt change the end date of the campaign u now have 900 turns to finish it, not the usual 250. not that we would need that long, but it just annoyed me, that in ai-campaign an army needed about 4 years to walk from york to london...
2nd: the diplomatics work as follows:
u send a diplomatic guy and make an offer (u can have realtions to everyone like in real campaign), then u press "make offer" like shown in ss:

then u will see something like in the next ss:

press the red button which i marked for u. then the window will close - no worries thats alright!
as the start of the guys turn to whom u made your offer will open a popup first and show him something like in ss:

NO WORRIES IT WILL BE IN THE GAME LANGUAGE OF YOUR GAME!
this guy could decide how to react - so say "yes", "no", or react with a "count-offer" and wait for answer.
so the diplomatics are really effective, but it will take at least one complete round to finish the discussion. good point is, that u wont have random wars or random alliances!!!!! at all the rules for diplomatics are as follows:
1st: u send an ambassador to the faction with which u would like to start diplomatic relations and make a first offer! (inside campaign)
2nd: after u did that u can email or pm the other player to explain what are u planing and what u offer and what u want. the other player may answer u and clarifay his point of view and so on. (outside campaign) - this is optional - if u dont want to do anything outside the campaign, dont do it.
3rd: after u came to a decission per email or pm contact u need to fix this result in campaign. (inside campaign)
4th: after u had your first diplomatic contact in campaign with a specific faction u have the permission to contact the player per email or pm as often as u want - but still dont forget to fix your discussion results with your ambassadors in game if possible!an example:
Spain wants to ally with Portugal to defeat the Moors quickly. So the Spaniards send an ambassador to Portugal to offer an alliance and to ask for military acces. After the player did this in campaign and finished his turn he decides to write a pm to the player of Portugal to explain more specific what he is up to. the Portugese think that an alliance would be good, but to support Spain he would need some tribut to manage the upkeep cost of the extra units he needs for this war. the two players come to the decission (through some pm´s) that Spain has to pay a 150 gold tribute for the next ten rounds to ensure Portugals help. As they agreed about this point, the Portugese make a counter-offer in their campaign turn and ask for the tribute. Spain will accept in his next trun and the deal is fixed!
(and seiously, dont forget to fix your agrrements in game. if u make an alliance and u want to attack together, u need to be allied in campaign so that the AI knows it. same with military access. if u go into a region and u dont have military access u would automaticly lose relationship-points if the MA is not granted in campaign...!)!
3rd: u wont find the usual campaign relations and diplomatic standings. in ai- campaign everyone is in war with rebels and nearly all other diplomatic relations are good. this changed a lot. nearly all factions has a real opponent from the first second of playing. this has something to do with the winning conditions (which i also modificated) of your faction, so that it would be hard for the spaniards to become good friends with the moors (for example...)!
the winner will be, who reach his winning conditions first - whenver u reach this point, send me the saved file and a ss and i will announce a winner!!