Much like several of the other campaigns on here, I'll post the rules here - we're using Mowers' rules (very slightly modified) and also included here is a small 'how to make MP work well' piece of information.
General MP guidelines:
1) Use tab for chatting and (if you're making secret plans to backstab someone) please make sure you have the right countries selected. Do NOT, under any circumstances, use alt-F12.
Also, if the pause window hangs on you, press escape to get out of it.
2) Please don't alt-tab out of the login room.
3) In the login room, do not change selectable countries until everyone has arrived and is ready to play.
4) If you are lagging, pause the game to allow yourself to catch up. Lag can cause crashes.
5) When the Formation of Russia occurs, the game will crash. At this point, whoever is hosting must save the game, exit, load up the game in single player as Russia, play through the Formation of Russia, and then save it again and allow players to rejoin in MP. Other major events may require this as well.
6) If you crash out, go back to our game (IP) and wait around for everyone to show up.
7) If you show up late and we've started without you ICQ us and we'll exit and let you in.
8) If you have a firewall (software) or a hardware firewall (i.e. router) put yourself in the DMZ in order to play (it is also possible to play by opening up ports, but to be foolproof just put yourself in the DMZ unless you've run MP with just ports open).
9) If we crash and reload, come back with a different screen name (this prevents some ingame crashes).
10) Everyone should be running 1.05 with no mods.
Ok, and onto house rules (acknowledgements to Mowers)
The basic rules.
1) Dont economically trash a country for short term gains.
2) You may not read the game log file without the hosts permission. Use of Jos Theelans EUreader is acceptable to read game stats.
3) If anyone crashes then they are picked up in 8-12 months unless they are in a war of note. No player may be attacked
whilst crashed or 'missing' (or not present for the game), stand-ins may be attacked however....
4) Never abandon a game because you are losing.
5) It takes a big man to sign a crippling peace treaty, it takes an idiot to fight till there is nothing left.
The exploit rules
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D. (we'll use the tax rule as well)
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
5) The 'sweep and cover' tactic is forbidden. Explanation will be given at game start.
The game balance rules
1) You may only take 3 provinces from any European AI (or player) in a peace. Trade posts and unfinished colonies count as half.
2) CC's are limited to 10 per country until the French revolution occurs when you can implement as many as you like.
3) You may only have 4 colonies and 4 TP's in development at any one time
The Historical rules.
1) Portugal and Holland may not be politically annexed.
2) You may not transfer money to other countries in the last 10 years of your rule.
3) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost.
4) We can play if we have 5/8 players, though it is best if we can get standins for the remainder. Non-present players cannot be attacked by human players unless called by allies or unless they have missed 3 sessions in a row.
5) In the first game play session post 1620 all American gold resources have their mine value reduced by 1/2.
6) In the first game session post 1620 Spain takes a 20% inflationary hit. In the session that begins post 1640 Spain takes a 20% hit. If Spain is not either the biggest gold producer or the largest state in the americas then the country that has the largest number of developed colonies (gold provinces counting as times 3) suffers the same penalities as suggested here.
7) In 1670 both naval and land military techs are lowered by 5 for all playable countries. Trade and infrastructure are reduced by one point. Russia, Germany and the Ottomans have only a 3 military tech reduction. Germany may not be reduced lower than either France or Austria.
8) The MGC file will be altered to reduce American populations by half in the session starting post 1500.
9) In 1792 all fortifications are reduced by 1 levels
10) Holland, Russia, New German state and any new world power recieve a one off bonus of 6000D upon starting as that country.
*can someone explain where this comes from*
11) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level, unless it happens by event.
12) If any of the following countries are protestant or Reformist post 1600 they recieve a number of tax free manufactories. USA or Protestant new world power- Unlimited, England- 9, Holland- 7, Any German minor, Sweden or Denmark- 6. Any other Protestant or Reformist country- 4. You must be protestant or reformist for 10 years before you can claim the bonus and if you are not protestant or reformist for more than 80 of the next 100 years then you lose the bonus.
Other house rules/comments welcome.
General MP guidelines:
1) Use tab for chatting and (if you're making secret plans to backstab someone) please make sure you have the right countries selected. Do NOT, under any circumstances, use alt-F12.
Also, if the pause window hangs on you, press escape to get out of it.
2) Please don't alt-tab out of the login room.
3) In the login room, do not change selectable countries until everyone has arrived and is ready to play.
4) If you are lagging, pause the game to allow yourself to catch up. Lag can cause crashes.
5) When the Formation of Russia occurs, the game will crash. At this point, whoever is hosting must save the game, exit, load up the game in single player as Russia, play through the Formation of Russia, and then save it again and allow players to rejoin in MP. Other major events may require this as well.
6) If you crash out, go back to our game (IP) and wait around for everyone to show up.
7) If you show up late and we've started without you ICQ us and we'll exit and let you in.
8) If you have a firewall (software) or a hardware firewall (i.e. router) put yourself in the DMZ in order to play (it is also possible to play by opening up ports, but to be foolproof just put yourself in the DMZ unless you've run MP with just ports open).
9) If we crash and reload, come back with a different screen name (this prevents some ingame crashes).
10) Everyone should be running 1.05 with no mods.
Ok, and onto house rules (acknowledgements to Mowers)
The basic rules.
1) Dont economically trash a country for short term gains.
2) You may not read the game log file without the hosts permission. Use of Jos Theelans EUreader is acceptable to read game stats.
3) If anyone crashes then they are picked up in 8-12 months unless they are in a war of note. No player may be attacked
whilst crashed or 'missing' (or not present for the game), stand-ins may be attacked however....
4) Never abandon a game because you are losing.
5) It takes a big man to sign a crippling peace treaty, it takes an idiot to fight till there is nothing left.
The exploit rules
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D. (we'll use the tax rule as well)
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
5) The 'sweep and cover' tactic is forbidden. Explanation will be given at game start.
The game balance rules
1) You may only take 3 provinces from any European AI (or player) in a peace. Trade posts and unfinished colonies count as half.
2) CC's are limited to 10 per country until the French revolution occurs when you can implement as many as you like.
3) You may only have 4 colonies and 4 TP's in development at any one time
The Historical rules.
1) Portugal and Holland may not be politically annexed.
2) You may not transfer money to other countries in the last 10 years of your rule.
3) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost.
4) We can play if we have 5/8 players, though it is best if we can get standins for the remainder. Non-present players cannot be attacked by human players unless called by allies or unless they have missed 3 sessions in a row.
5) In the first game play session post 1620 all American gold resources have their mine value reduced by 1/2.
6) In the first game session post 1620 Spain takes a 20% inflationary hit. In the session that begins post 1640 Spain takes a 20% hit. If Spain is not either the biggest gold producer or the largest state in the americas then the country that has the largest number of developed colonies (gold provinces counting as times 3) suffers the same penalities as suggested here.
7) In 1670 both naval and land military techs are lowered by 5 for all playable countries. Trade and infrastructure are reduced by one point. Russia, Germany and the Ottomans have only a 3 military tech reduction. Germany may not be reduced lower than either France or Austria.
8) The MGC file will be altered to reduce American populations by half in the session starting post 1500.
9) In 1792 all fortifications are reduced by 1 levels
10) Holland, Russia, New German state and any new world power recieve a one off bonus of 6000D upon starting as that country.
*can someone explain where this comes from*
11) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level, unless it happens by event.
12) If any of the following countries are protestant or Reformist post 1600 they recieve a number of tax free manufactories. USA or Protestant new world power- Unlimited, England- 9, Holland- 7, Any German minor, Sweden or Denmark- 6. Any other Protestant or Reformist country- 4. You must be protestant or reformist for 10 years before you can claim the bonus and if you are not protestant or reformist for more than 80 of the next 100 years then you lose the bonus.
Other house rules/comments welcome.
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