Game name: Universalis I
Game Day: Thursday, 1st session 21st of august (optional 28th)
Timeslot: 19.00 to 23.00 CET
Requirements: WatK3v1 mod
Scenario: Based on the 1419 for WatK.
GMs: Aladar
Tracker of points: We need someone
Editor in Chief: Aladar and anyone willing to help
Host: Aladar
Rooster:
Aladar - Holland
HAL - France
PJL - Lithuania
Martmol - Japan
ShoGul - England
Bluelotus - Spain
R3lic - Portugal
Miozozny - OE
King John - Venice
Tonioz - Austria
Absolut - Brandenburg
Devil - Denmark
Admiral Drake - Hyderabad
SorelusImperion - Russia
Subs: Bunka, DSYoungEsp
Awaiting answer from:
Mulliman, EarendilHE
Europe: POR, SPA, FRA, ENG, RUS, DEN, BRA, AUS, VEN, HOL, LIT
Arabia: OE
India: Hyderabad
Asia: Japan
European nations will be populated first, then moving east
Mods so far made to the standard 1419-campaign:
- Increased size of Indian tribes in North America core provinses
- Increases size of Chimu and Inca to core provinses
- All african minors below northcoast of Africa/Mameluks converted to pagans
- Sri Lanka and all oceanic minors converted to pagans
- All playernations have been added the colonial culture
- All player nations will start with 1/1/1/1 stats
- Made fewer AI's in Europe, especially in the HRE.
- Added culture to some of the nations, like gaelic to England, berber to Portugal, Ugric to Denmark etc.
- Slightly raised manpower in HRE, specially aroind Austria
- Minor increase of population in Europe, especially in Portugal and Scandinavia
- Increase manpower in some player capitals to min. 2,5
- Deleting all historical leaders
- Inital starting cash based on income/size
- Cores on capitals
Major edits to the campaign:
- no historical leaders
- all playernations have orthodox tech
- colonial culture
Claiming of new cultures:
If you hold 30% of a cultures provinses for 30 years, you may adopt the culture. A maximum of 2 cultures can be added, and once added can not be lost. Other nations cultures can be claimed, like english, french and so on.
Random leaders:
Before 1. session all nations will get 4 great generals and admirals generated, 1 each century living for 25 years.
Generals: Max stats 6/6/6/3 generated with 16-18 points
Admirals: Max stats 6/6/6 generated with 15-16 points
Each session every nation will get 2 general and 2 admirals, mimimum 2/2/2/0 max 4/4/4/2 average 3/3/3/0,5, lifetime: 15 -25 (20 average).
From 1550 1 explorer and 1 conquistador, same stats as the random leaders, lifetime: 5-10 (7,5 average)
Instead of ontime bonusses and AAR-rewards a new pointsystem will be introduced, awarding points for ontime, playing, warfare, COTs and human vassels.
Rules
1. Obey the GM.
2. The GM reserves the right to edit out the effect of a bug, when he thinks this is necessary. See rule 1.
3. There's a stab hit rule to prevent eternal wars:
* If you have been at war for 5 years or more with another nation
* and that nations sends you a stabhitting peaceoffer
* and you are at stab -3
* and the peace offer is based upon a warscore of -99 for you, then you must accept the stab hit peace offer.
Note: it is recommended that you pause the game and inform your opponent that you are about to force him to a peace this way, then he can check the current WS.
4. Naval/Land sliders will be limited between 3 and 7. Any further moves will be reset after session.
5. In 1575 and 1650 I will edit in 1% inflation for each 3 gold mine you own outside Europe. TP's count too. (Spanish bankruptcy events will be slept)
6. Prussia will be created no matter what.
7. If you get vassalised by a human player you must stay that way for 20 years, unless the overlord chooses to break it. After 20 years the vassal can break vassalage, the overlord can then choose to attack them after that again or let them go.
As a vassal :
* You cannot enter any other alliance than that of your overlord.
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord
* You cannot give or aquire MA to any power withour your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord if *he* is the agressor in a war.
8. Using certain exploits is forbidden. See below for more details:
9. If Holland is still alive in 1580, the Dutch will be formed.
General rule: if you think something is an exploit, then it is likely that it is one. When in doubt ask the GM.
The following is forbidden. The list is probably not complete.
* Attacking an enemy fleet with pirates, as well as comparatively very
small fleets, only made to inhibit loading/landing.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
o Increase the stability of the nation you declare war on.
o Change the religion of a protestant or Counter-Reformed-Catholic
nation back to Catholicism before the Edict of Tolerance.
* Exploiting Simultanity: Using the game engine to break a deal, that would
occur simultaneously in the real word. This includes (but is not limited
to) the 'sale' of something in game.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members of
someone you have a truce with.
* exploring with 100 ships (and thus avoiding attrition).
* Ceding TPs to reduce Bad Boy.
The following is allowed:
* Not leaving a human alliance, despite the alliance leader asking you to do
so.
* Landing armies in the port of a country you are in war with, because you
still have Military Access.
* Sacking capitals for maps
* Stealing sieges
The follwing is prohibited:
- Pirates
- DOFT
Game Day: Thursday, 1st session 21st of august (optional 28th)
Timeslot: 19.00 to 23.00 CET
Requirements: WatK3v1 mod
Scenario: Based on the 1419 for WatK.
GMs: Aladar
Tracker of points: We need someone
Editor in Chief: Aladar and anyone willing to help
Host: Aladar
Mats_SX said:
Rooster:
Aladar - Holland
HAL - France
PJL - Lithuania
Martmol - Japan
ShoGul - England
Bluelotus - Spain
R3lic - Portugal
Miozozny - OE
King John - Venice
Tonioz - Austria
Absolut - Brandenburg
Devil - Denmark
Admiral Drake - Hyderabad
SorelusImperion - Russia
Subs: Bunka, DSYoungEsp
Awaiting answer from:
Mulliman, EarendilHE
Europe: POR, SPA, FRA, ENG, RUS, DEN, BRA, AUS, VEN, HOL, LIT
Arabia: OE
India: Hyderabad
Asia: Japan
European nations will be populated first, then moving east
Mods so far made to the standard 1419-campaign:
- Increased size of Indian tribes in North America core provinses
- Increases size of Chimu and Inca to core provinses
- All african minors below northcoast of Africa/Mameluks converted to pagans
- Sri Lanka and all oceanic minors converted to pagans
- All playernations have been added the colonial culture
- All player nations will start with 1/1/1/1 stats
- Made fewer AI's in Europe, especially in the HRE.
- Added culture to some of the nations, like gaelic to England, berber to Portugal, Ugric to Denmark etc.
- Slightly raised manpower in HRE, specially aroind Austria
- Minor increase of population in Europe, especially in Portugal and Scandinavia
- Increase manpower in some player capitals to min. 2,5
- Deleting all historical leaders
- Inital starting cash based on income/size
- Cores on capitals
Major edits to the campaign:
- no historical leaders
- all playernations have orthodox tech
- colonial culture
Claiming of new cultures:
If you hold 30% of a cultures provinses for 30 years, you may adopt the culture. A maximum of 2 cultures can be added, and once added can not be lost. Other nations cultures can be claimed, like english, french and so on.
Random leaders:
Before 1. session all nations will get 4 great generals and admirals generated, 1 each century living for 25 years.
Generals: Max stats 6/6/6/3 generated with 16-18 points
Admirals: Max stats 6/6/6 generated with 15-16 points
Each session every nation will get 2 general and 2 admirals, mimimum 2/2/2/0 max 4/4/4/2 average 3/3/3/0,5, lifetime: 15 -25 (20 average).
From 1550 1 explorer and 1 conquistador, same stats as the random leaders, lifetime: 5-10 (7,5 average)
Instead of ontime bonusses and AAR-rewards a new pointsystem will be introduced, awarding points for ontime, playing, warfare, COTs and human vassels.
Code:
[B]Instructions:[/B]
All province specific actions must be sent with ID number.
All provinces must be owned and controlled.
When a session starts, a nation may only keep 80p in its pool. Any point over that limit will be lost.
The deadline for sending in orders for point usage is 24h before session start.
Any action must be paid by the same country from that country's available pool of points.
[B]Points are gained according to following:[/B]
10 points for being on-time.
1 point for every year played/session.
3 points for every war won (player vs player).
1 point for every war lost (player vs player).
2 points for every CoT (at end of session).
10 points for every human vassal (at end of session).
[B]Points can be spent in different ways:[/B]
Lower badboy. 6p/1bb.
Raise manpower. 10p/.5mp. Only for provinces with <12mp.
Raise tax. 10p/1bt. Only for provinces with <15bt.
Gain gold. 1p/25d. (40p for 1000).
Deflation. 20p/0.5%.
Buy core. 8p. Must border an existing core. If you have no existing core on the continent then you can pick a beachhead province
from which to expand.
Convert province religion. 20p if state culture, 40p if other.
Convert province culture. 40p if non-state culture. 20p if state-culture. 10p if colonial culture. (All go to primary culture)
Hire general/admiral. 10p + 5p/stat on top of template 3/3/3. Max 17 total stats. Max 6 in any one stat. Lives for 25 years.
Hire explorer/conquistador. 10p. 4/1/1. Lives for 5 years. Max 4/session. Only available after 1550.
Build manufactory. 30p + 8p/manufactory already owned. Double cost if required Infra level is not researched.
Build shipyard/CC. 35p + 10p/every CC/shipyard already owned. Double cost if required land/naval level(s) is not researched.
Raise population. 5p/1000 if city >1000pop. 20p/1000 if 0<1000.
[B]Penalties:[/B]
Late for session without warning 12 hours in advance, or reasonable explanation: -10p.
Rule breach. GM decides the deduction according to the severity of the error.
Rules
1. Obey the GM.
2. The GM reserves the right to edit out the effect of a bug, when he thinks this is necessary. See rule 1.
3. There's a stab hit rule to prevent eternal wars:
* If you have been at war for 5 years or more with another nation
* and that nations sends you a stabhitting peaceoffer
* and you are at stab -3
* and the peace offer is based upon a warscore of -99 for you, then you must accept the stab hit peace offer.
Note: it is recommended that you pause the game and inform your opponent that you are about to force him to a peace this way, then he can check the current WS.
4. Naval/Land sliders will be limited between 3 and 7. Any further moves will be reset after session.
5. In 1575 and 1650 I will edit in 1% inflation for each 3 gold mine you own outside Europe. TP's count too. (Spanish bankruptcy events will be slept)
6. Prussia will be created no matter what.
7. If you get vassalised by a human player you must stay that way for 20 years, unless the overlord chooses to break it. After 20 years the vassal can break vassalage, the overlord can then choose to attack them after that again or let them go.
As a vassal :
* You cannot enter any other alliance than that of your overlord.
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord
* You cannot give or aquire MA to any power withour your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord if *he* is the agressor in a war.
8. Using certain exploits is forbidden. See below for more details:
9. If Holland is still alive in 1580, the Dutch will be formed.
General rule: if you think something is an exploit, then it is likely that it is one. When in doubt ask the GM.
The following is forbidden. The list is probably not complete.
* Attacking an enemy fleet with pirates, as well as comparatively very
small fleets, only made to inhibit loading/landing.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
o Increase the stability of the nation you declare war on.
o Change the religion of a protestant or Counter-Reformed-Catholic
nation back to Catholicism before the Edict of Tolerance.
* Exploiting Simultanity: Using the game engine to break a deal, that would
occur simultaneously in the real word. This includes (but is not limited
to) the 'sale' of something in game.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members of
someone you have a truce with.
* exploring with 100 ships (and thus avoiding attrition).
* Ceding TPs to reduce Bad Boy.
The following is allowed:
* Not leaving a human alliance, despite the alliance leader asking you to do
so.
* Landing armies in the port of a country you are in war with, because you
still have Military Access.
* Sacking capitals for maps
* Stealing sieges
The follwing is prohibited:
- Pirates
- DOFT
Last edited: