Well, I did some surfing of the MP forum to look at the rules other games used, and here's an idea for the rules we could use for the game.
There are a couple of things I've put in that I'm not sure about:
In Part (1) (ii) (a), can all players re-boot CK within five minutes in the event of CTD?
And does the whole idea presented here about voting on whether an AAR is good enough to be worth a bigger reward hold water? It might be overly cumbersome, and possibly devisive. If people like the idea of bigger rewards for better AARs, but not the voting system, it might be better to just have it so the GM decides if they like the AAR enough (or someone else in the event that it's the GMs AAR).
Thoughts?
fasquardon
Rules & Recommendations:
Part (1) - stability of the game and the players.
i) Re-hosts & starting:
a) We will wait for no more than 5 minutes after game start (by the host's watch) for players to arrive. If you aren't here by then, tough cookies. Likewise, we will not wait more than 5 minutes before re-starting the game after a crash.
b) Do not select your state before the host.
c) Do not leave the game set-up if someone is downloading.
d) Do not go afk without warning. Try to avoid unnecessary afks. When going afk, an estimated time for your absence would be appreciated. Remember to say when you are back.
e) Do not alt-tab away from CK.
f) If the game is being really unstable, don't take out your frustration on other players, we're gonna be as pissed as you.
g) If a player crashes, the game is rehosted at the start of the next year unless he is in war in which case an immediate rehost.
h) If you know you will be away for a game session, either find yourself a sub, or accept that you will be AI'd.
ii) While the game is running:
a) When the game starts, say "in". Do absolutely nothing with the mouse until the host tells everybody "start". If you click on *anything* before everybody has joined, the game might crash. You *may* chat with others, including private-messages, but as everybody is reporting in, your message might go unnoticed in the plethora of messages.
b) Do not go afk without warning. Try to avoid unnecessary afks. When going afk, an estimated time for your absence would be appreciated. Remember to say when you are back.
c) Do not alt-tab away from CK.
d) DO NOT PAUSE. If you urgently need to get the game paused, ask the host to pause. If the host is temporally AFK or is not able to see your messages, then pause until the situation is cleared with the host. While paused, make sure someone is still manipulating the game.
e) Let a few seconds pass before accepting an annexation offer.
f) Remember to be courteous at all times when speaking out of character. In-character insults are, of course, part of the game.
g) It helps if CK is the only program running, particularly when you are the host. Also, it helps to de-fragment your hard-disk regularly.
Part (2) - game play considerations.
i) Avoiding gamey-ness:
a) We encourage roleplaying. Try to get into the headspace of your ruler, rather than doing things just because they will increase your power.
b) Avoid grabbing Duke & King level titles, if you do, then present the other players with a reason for the action that might make sense for the period, eg: "My ruler is descended from X (a previous king of the claimed title), but the usurper Y (present king of the claimed title) maintains an unjust salic law that denies me my rightful throne!" Because we hope to be playing this game for a long time yet, players with weaker states will be granted more leeway, for example, a player who controlled only the Duchy of Normandy could claim the throne of England based on a claim like: "The last king promised me this throne on his death bed!" If he timed it so that he made his claim only shortly after a change of English monarch (you can't go wrong by imitating William the conqueror). Where as a player who controlled all of France would not be impressing anyone with a claim like this.
c) There are no limitations on usurping however.
d) No heathen-bashing without an excuse that might make sense for the period. eg. Russian Principalities may bash the heathens in historical Russia, but not in Egypt; Italy may bash heathens in Jerusalem if it is a crusade target, but not if there is no crusade. As the situation in the game changes, players may ask for a vote of players to decide if their area of heathen-bashing might be extended, in such a case, they should present an argument that might make sense for the period. Ties are broken by the GM, or if the GM is not present, the host. This is to restrict the formation of impossible-looking empires, and to extend the lives of the heathens a bit.
ii) War and Peace:
a) When declaring war against another player, or an AI controlling the state of a player who has warned the group that they will be absent, the player must publicly declare their war-aims. These may change during the course of the war, but again, they must be publicly declared. If a player is absent for longer than they said they would be, their state is considered an AI one, and other players may declare war without stating their aims.
b) When declaring war against non-heathens, the player must give a role-played reason (though it doesn't have to be a good one).
c) It is, as a general rule forbidden to annex another player's vassal, unless he has given you permission - either explicit, by agreeing to it out loud, or implicit, by not DOWing you when you DOW the vassal. However, if you have been at war with someone for three years, and they refuse to make peace, you are permitted to annex vassals. There is no other force-peace rule, apart from occupying someone's demesne entirely.
d) If a war starts, and a player ally is AI'd, it is O.K. to call on them.
e) If you and your allies have no further war-making capacity, make peace. Do not refuse peace-offers simply out of spite.
Part (3) - AARs and Rewards.
a) We strongly encourage AARs, as these greatly add to the atmosphere of a game.
b) AARs must be at least 500 words long to be eligible for a reward. The normal AAR reward is either three month's income, or the addition (not removal) of one trait of your choice to your ruler. Make sure to post your AAR at least 24 hours before the game so the person editing gets a chance to see it. You may save up AAR rewards, but you may not ask for money if you do.
c) If you feel that your AAR is particularly good, you may request a more substantial reward. The other players (you can't vote for yourself) will then vote on whether they agree that your AAR is good enough to justify the reward requested. Ties are broken by the GM, or if the GM is not present, the host. Your AAR *must* be posted 72 hours before the start of the game, so that the other players have a chance to read it and decide on the matter. Voting is closed 24 hours before the game.
What are the minimum requirements of "a particularly good AAR"?
i) It should exceed 1000 words.
ii) It should have relevant screenshots (i.e. not clip-art - we want information on your empire).
iii) It should be entertaining.
What are you voting on if the player has made a request?
i) Did you enjoy reading it.
ii) Has the author requested a reasonable reward?
iii) Try to put aside in-game rivalries. If the ruler of all Germany, France and Iberia writes a good AAR, it should be judged on the same level as an AAR written by the Duke of Iceland.
Some ideas as to a reasonable level of reward per word:
i) +1 permanent improvement to an attribute for every 1000 words.
ii) Removal of one trait of your choice from your ruler for every 1500 words.
iii) Addition of 1 county claim per 2000 words.