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Cohen

First Lieutenant
16 Badges
Feb 19, 2006
217
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PLAYER SELECTION:

Axis "Must" Team:
Germany - Italy - Japan

Axis "Extra" Optional Minor Choiches:
Romania, Hungary, Finland, Bulgaria

Allied "Must" Team:
Great Britain - France / USA - Soviet Union
(I know SU is Comintern, but it will be considered Allied for rule terms, even if ingame they belong to different alliances)

Allied "Extra" Optional Minor Choiches
Canada, Australia, New Zeland, South Afrika

The "Must" nations should be covered at start, and kept on unless a nation become crippled (less than 20 IC).
The France Player will swap to USA after France become Vichy or in 1943, whatever comes first.
The Teams are pre-arranged, and cannot be swapped by any mean.
All players should accept any surrender event - I underline EVENT (Vichy, Italian Surrender, Bitter Peace and so)

WINNING CONDITIONS:
Allies get automatic victory when all 3 Axis Major powers have either surrendered or have been annexed.
Axis get automatic victory when 3 out of the 4 Allied + Comintern Powers have either surrendered or have been annexed.
Bitter peace counts as Soviet Union surrendering.
Vichy counts as France defeated.

End of Game Victory Calculation:
Nation Victory Point Value:
MUST Nation: 4
Extra Nation: 1

The points will be taken fully if the opposing Nation has been annexed or, if MUST, has less than 5 provinces in his homeland.
The points taken for an opposing MUST nation with less than 10 provinces in his homeland are 3.
The points taken for an opposing MUST nation with less than 20 provinces in his homeland are 2.
The points taken for an opposing MUST nation any of his homeland province held by enemy is 1.
The conquered provinces should have a Land Connection to the Capitol, or at least have 2 Major Naval Bases withing in case of Sea Connection (this to prevent end airborne drops to get VPs).

Example:
End of 47, Italy has Surrendered, and France has been Vichyed. Thus 4 points for both Axis and Allies.
The Soviet Union has annexed Finland, but German troops still held Odessa only in Soviet Homeland, thus 1 point for both Axis and Allies.
Japan is being invaded and lost 2 provinces, both of them with Major Naval Base, grating 1 more point to the Allies, giving them the winning edge.

Results, difference beetween scores:
0 = Draw
1-2 = Marginal Victory
3-5 = Tactical Victory
6+ = Strategic Victory

FAIR PLAY RULES:
Germany and UK are "Alliance Leaders". They choose the overall plan, and allied players should do their best to accomplish the tasks given, and follow orders.
To Alliance leaders can tell what to do, not how to do. (example, Ger Player tell Ita Player to hold Lybia. It stops there, then it's up to Ita Player to setup things)
- DO NOT Strat move units away from Border when at War with that Bordering nation. Even if you do not risk encirclement
- DO NOT disband troops doomed to death.
- DO NOT exploit supply of Puppets and Allies by parking troops inside them
- DO NOT keep wars active to benefit of the halved consumer's good.
- DO NOT coup other players.
- DO NOT deploy more than 24 DIVs in Urban locations.
Anything there that could be missing, can be fixed immediately ingame if it could seem an exploit, or something game breaking, or gamey.
Ask if you're not sure. Finding a way to avoid rules here is a quick way to get booted from the game.
Any players attempting to screw the game will be booted, and the game could be restart with a previous save, or edited to fix the problem if possible.

TRADING RULES:
Allied players cannot never ever trade with:
Romania, Finland, Bulgaria and Hungary, and any AI nation that joins the Axis side. (this is to prevent the rich Allied players to suck up Axis Minors IC asking for supplies giving them useless materials).
Axis players cannot never trade trade to get supplies by any Allied Aligned power, USA excluded until they join Allies.

Allied players cannot never ever trade for rares unless their stock is negative.
Axis player will trade first in 2nd Jan 36, when they're done, Allied players can start up their trading.
Starting Trades cannot be cancelled until the nations are at war.

DIPLOMATIC RULES:
The most common rule, no war are allowed until Danzig Event fires, except those via events.
If an AI minor power asks you for Alliance before Danzig, you can accept.
Finland, Bulgaria, Romania and Hungary cannot be couped by Allied players.
Italy can join Germany since 1936 OR France can leave Allies to join back at Danzig Event (before to trade any blueprint with UK) - Alliance Players choice.
Axis can start political activity after 1st Jan 1938. Allies can start political activity after the 1st AI Minor joins Axis not by event, or is couped.
Before that time, players can influence other players only if they're willing to be influenced by them.

NATIONAL SPECIFIC RULES:

Axis:
Axis upon allying up any Asiatic Minor, should specify the "belonging" of that Nation, be it Germany or Japan. They will follow the rules for the belonging nation.
If European or Asiatic - only the forces belonging to that sector can operate withing so on.
European Forces cannot never operate in Asiatic land, and vice versa.
Japan-Germany (Italy as Germany attachment) is an economical-blueprint alliance, not a military alliance, thus their operating sectors are separated and no major power would admit to be weak and needing the help (and thus influence increase) of another one so far.
IF Portugal joins Axis, Portugal forces can operate in both theathers due to Timor colonial land in Pacific.

Germany:
German land-air forces cannot operate eastward of India unless it is Soviet Homeland.
German fleet cannot operate in Pacific Ocean, and in Indian Ocean only along.
German player is allowed to ask for a save before any "annexxing" event (Anshluss, Czech and such), and demand for a rehost in case he doesn't like the result.
About Ribbentrop - Molotov Pact, they can pick whatever they prefer the most. To this will change SU DoW timing - if Germany accepts R-M historical pact, he cannot ally up with any Baltic Minor (latvia, lettonia, estonia).
Germany must trigger Danzig event.

Japan:
Japan can join Axis, and the war at any given time. This will trigger to some USA and Commonwealth Rules.
Japan cannot Puppet China. China can be annexxed to (this is to prevent Japan to get huge manpower and a lot of extra IC) - Japan belligerance in case of annexxation of China will be lowered manually to 45).
Japan land - air forces cannot operate westward of India.
Japan navy cannot operate outside of the Pacific and Indian ocean.
Japan must accept Pearl Harbour event.

Allies:
Soviets and Allies cannot cooperate by any means except via events and trades. (like giving mil.access each other - they cannot)
Trades beetweek SU and W.Allies (USA included) cannot be below 50% and only after Axis are at war with USA (USA cannot give supplies for free to SU, for example).
SU and W.Allies cannot trade at all before they're all at war with Axis.
USA player can't trade with UK below 50% efficiency at any given time, as lend lease act.
Poland cannot be Military Controlled.
W.Allies as democracies cannot DoW anyone until 1st Jan 1941 (ie - Italy doesn't join war immediately. They cannot declare war on Italy) unless it grants Military Access to an enemy nation currently at war.

UK & Commonwealth Minors:
Australian and New Zealand troops can operate only in Pacific Theather. (not westward of India) - and they can move away from homeland ONLY after Japan is at war with UK, until Japan is annexxed or surrender.
South Afrika troops cannot move away from homeland before UK is at war with Axis. They can operate in Afrika and Middle East until any Axis presence in Afrika is vanished (provinces). After Axis lost their last province in Afrika, SA troops can operate anywhere. If Axis retake some Afrikan provinces, SA troops will be still free operating.
Canada troops cannot move away from homeland until UK is at war with Axis, and they can operate only in UK and France until France falls (Vichy or whatever). Then they can operate freely in Mediterranean theather and West Europe Theather.

France:
France cannot build Land Forts until 1940.
France should defend their main land with their army. Leaving main land to save the army from Vichy is an exploit.

Soviet Union:
By default Soviet Union cannot DoW anyone, except via event, until 1st Jan 1942. Axis can DoW at any given time.
Soviet Union cannot annex any minor power DoWed via event, indeed he must accept any peace offer // event that gives them the land they asked for.
Warning - If Soviet Union DoW Axis, when rules allows them, or due to Axis allying up with Finland, or Romania meanwhile they're at war with SU, the GDE event will not be triggered manually.

If Axis DoW SU, after 2 months that Axis troops invaded the first SU 1936 homeland province (not Poland conquered province, for istance), if GDE event hasn't triggered yet, the scenario will be edited so it triggers.
If Axis doesn't respect a signed R-M Pact (historical or not), SU can DoW Germany in 1st June 1940.
If Axis doesn't sign up R-M Pact, SU can DoW Germany in 1st Jan 1941.

Soviet Union cannot DoW anything else than Axis before 1st Jan 1943.

USA:
USA troops and airforce cannot move away from USA mainland (except those already stationed in isles).
Ships can be moved, in isles, but they must stay in harbours.
None can grant USA Military Access.
USA can join W.Allies in 1st jan 1942 unless any of the following occurs - given they can by sliders:

A South America Minor Power joins Axis - reduce by 1 month the time limit.
Argentina or Brazil join Axis - reduce by 3 months the time limit.
Messico joins Axis - can immediately invade Messico, and Messico only, then sign separate peace with the Axis Major which got Mexico. No joining the Allies.
Any non South American Axis, non Spanish, non Portughese, unit in American soil (South or North America) - immediate DoW on the power having troops in America (ie Japan landing in S.America).
Any South America Minor Power joins Allies - delay by 1 month the time limit.
Argentina or Brazil joins Allies . delay by 3 months the time limit.
Comintern getting a minor in continental America - USA cannot trade anymore with SU, and should declare war on SU.

Japan join Axis, and Axis is at war with Allies - 3 months after the triggering date, modified by what above.
Axis have non airborne troops on UK soil, and are not repelled - 1 month after the triggering date.
SU lost Moscow, Kiev, Stalingrad, Leningrad - 2 months after the triggering date.


NEUTRALS:
Spain:
Whoever wins the Spanish Civil War cannot be target of diplomatic actions (not even influence) aside trades by both sides until France Homeland is conquered by Germany (be it a Vichy or not).

Nat. China:
If China isn't annexed by Japan, China cannot be allied by anyone.
If China asks someone to ally up with, the player should refuse.
If China asks for peace to Japan, and Japan accept, China will be considered fully neutral (none can influence it or so, except trading) until Japan and USA are at war. Then players can start to play diplomatically with China.
All China minor states follow the very same instructions above.






_______________
In order to balance a bit more the game, those nations will receive extra IC:
Ger - 30
Jap - 15
Ita - 15
Austria - 6