
Start Date:
ASAP
Players:
Boehm
Powerslave
natt och dag
Sir Executor
Ramo
System:
EUII Version 1.05
Scenario:
Grand Campaign
Settings:
Difficulty Level: Very Hard or Hard - what do u prefer?
AI Agressiveness: Normal
Forced Annexation: On
Fog of War: On
Dynamic Missions: Off
Base Victory Points: On
Turn Length:
7 years
Player Rotation Order for Each Round:
ABCDE
CBAED
EBDAC
BEADC
DAECB
ABCDE (repeat cycle)
Selectable Nations:
(Any small/medium power situated close to the Baltic)
Denmark
Sweeden
Novgorod (with possibility to become Russia removed)
Lithuania (with inheriatance event removed!)
Poland (with inheriatance event removed)
Teutonic Order
Prussia
Pommern
Brandenburg
Magdeburg
Mecklenburg
Holstein
Norway (with inheritance event removed)
....if this is not enough perhaps some North Sea powers could be included as well...eg:
Bremen
Oldenburg
Friesland
Gelre
Scotland
Player Order for the Initial Round (The big auction):
Each player will be given 500(?) ducats and 3(?) DP clicks (value = 150 ducats per DP click). An auction will be held to pick starting positions. Whatever is not spent in the auction, will go into the initial treasury for your nation.
Editable Game Features:
Players will be able to edit the AI file for their nation
The AAR:
An AAR will be created for this game. Posting updates there is not mandatory (although it is encouraged ). If you have the time/desire to do so, great go for it. If not, that's okay too. We all have RL to deal with.
Additional Ground Rules:
1. Each player selects their country during their first turn.
2. For the first two turns you can attack anyone but you can't annex or make a vassal of a human controlled country. After that you can annex anyone.
3. Each player has up to 2 days to complete as much of their turn as they can.
4. Save games should be zipped. At the end of a player's turn, that player will email the zipped save game all players. The next players turn then begins.
5. Absolutely no cheating.
6. No reloading (other than CTD forced.)
7. An existing player who loses their country can rejoin the game during the next turn (in their scheduled slot). They must select a country of roughly equal or lesser power to the other human countries in play at that time. At the start of their new turn, and before playing, they will announce in the MP forum what their intended choice is. Any disputes over the selection will be resolved prior to gameplay.
8. Diplomacy outside of the actual game mechanics is legitimate.
9. Expansion by taking excessive loans and having planned bankrupcies is considered cheating. Please see rule 5.
10. Loans to the AI, turbo annexing, and inciting native uprisings to destroy another nation's colonies/TP's you have MA with are also considered as illegal cheats/exploits.
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