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Sid Meier

Time Lord
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May 4, 2005
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Hail Pdoxers, Lurkers and Vnetters Lend me your ears!

I will wish to host/GM =) ) a game of Europa Universalis Duo.

And here's the rules borrowed from March Through Time with the following modifications in bold:

Game Rules

Game Play:

* If you wish to join, you must post here and get ICQ. An exception is made if we are in need of subs, which is chronic. In this case random Vnet people are accepted provided they talk, and sometimes when they don't. This is not a good thing, but we do it anyway.
* We will start the game at the scheduled time with the players that show, if you are going to be late or can’t make it, send an ICQ or post here. We can stop the game and rehost to pick up late players. A player is responsible for finding their own sub. Alas, we enforce the start-on-time thing a bit sporadically.
* Gentlemanly conduct is required at all times. You are certainly permitted to ravage another player's kingdom, carry off his daughters and his treasure, kill his armies, and force him to sign a humiliating peace; but be polite about it. No swearing, no name-calling.
* No diplomacy with the country of a player who isn't present. Also, no DOWing an AI'd player country; if it DOWs you, you can defend yourself and take a province or two, but no total rapings. However, a player who is often absent may find the rest of us not enforcing this rule any too strenuously.
* Avoid AFKs. By Murphy's Law, we will always crash in the middle of one, and then the rest of us are stuck waiting for our one AFK player. If it's something really unavoidable, ok, but at least give notice, and be prepared to find we've crashed and gone on without you. And AFKs of the style "watching the TV in the other room at the same time" is really a bit rude. We're here to play, not watch you watching TV.
* Map trading will be allowed with other players after 1470 , but not with AI, that means no MAP trading with the AI period.
* A player may not have more than three vassals. There will be a 100 year grace period from the start of the game due to conversion.
* Fake wars to raise a player’s stability will not be allowed. Example: Bad-Boy player is suffering with stability at -1. Friend decides he can help by declaring war on Bad-Boy to raise his stability, giving the Bad-Boy a stab boost to 0.
* A player who is force-vassalized must remain a vassal for at least 15 years. Forced and Diplomatic Vassals are required to submit to any request by their overlord that is not self-destructive. If a peace forces you to change religion, you must remain in your new religion for at least 15 years.
* Turbo-Burning is strictly forbidden. It is ok to move an army into a province and the manu burns. That's life, and the probability isn't so great. But it's not ok to start the army moving, stop, start, stop, and so on until the manu burns; that's an exploit, and makes the burning guaranteed. Anyone spotted doing this will be brutally nerfed. But I don't think this will happen, here we are all honorable men.
* No switching back to Catholicism from counter-reformed before the Edict of Tolerance.


War:

* If you attack a realm, AI or human, you must role-play a reason for it, and it must be publicly stated. It doesn't have to be a good reason; "He laughed when my horse stumbled at my recent tournament" will do. But some kind of reasoning is needed. Also, you'll probably find it easier to garner support for an attack on a player country if your reason has some kind of in game relevance.
* There will be no DOWing of a player’s vassal without a DOW of the player realm. Unless the player has had the vassal for more than 50 years, except at the beginning of the game there will be a 100 year grace period. Military Access must be canceled before DOWing a realm (AI/player).
* Do not make peace with someone's vassal if you are at war with the overlord. Peace with a vassal must be a part of a general peace treaty.
* Upon starting a player versus player war, the aggressor must state their war goals. Note, this applies to AI realms as well. This is necessary so all players will understand what the attacker is looking for and what the defender must consider to end the hostilities. For example; As the King of Italy I demand that Tunisia recognize me as their new ruler . During the conflict both sides can negotiate these demands.
* Player vs. Player Peace Offers: x provinces from enemy (+2 from an alliance). TPs count for 0, colonies ½ (less than 1000 inhabitants) and provinces with a COT count as 2.
o 1419 - 1650 = 4 provinces
o 1650 - 1750 = 6 provinces
o 1750 - 1819 = 8 provinces
* Player vs. AI: Max 4 provinces (+2 for an alliance).
* A player must accept a peace offer if all of the following apply :
o The War Exhaustion in his capital is at least 6, or the war has gone on for three years or more.
o His enemy's warscore is 99%.
o The peace offer would cause a stab hit if rejected.
* If a war starts and allies are called, where any ally that was a player country but that player is not present and their country is AI’d, it is ok to call on them to join.
* A player cannot release a vassal during wartime unless it is explicitly part of a peace agreement between players


Alliances:

* Formal Alliance: Any realms that are allied within the game and their alliance shows in the diplomacy window.
* Informal Alliance: Any group that works together against a common foe in a conflict but in the game they do not have a formal alliance. For the purposes of peace, these realms will be considered in a formal alliance.
* No more than 3 players in a formal alliance. No more than 2 player alliances working together informally during a conflict.


Edits:

* Manufactories, Shipyards and CC can be moved for 200d. Capitals for 800d and –2 stability.
* Holding 85% of provinces with a foreign culture, in your realm, for over 50 years will allow a player to adopt that culture. This can be done a maximum of 2 times. If you control less than 30% of provinces of a culture in your realm you will lose that culture.

* Any public agreement between players that would occur simultaneously in the real world but that, due to limitations in the game engine cannot be done simultaneously, must be adhered to. This rule includes, but is not limited to, any type of sale.
* Technology Rewards
o 1st player reaching Land Tech = 5: improvement of Fortress in capital (+1)
o 1st player reaching Naval Tech = 11: 5 warships
o 1st player reaching Trade level = 4: a Refinery
o 1st player to reach Infra level = 5: Bad-Boy reduction (-5)
* All edits will be finalized by ---- .

All edits must be agreed upon by a majority of the players, with the exception of moving. Do not ask for something to be edited after the deadline.
* We will maintain a clean, un-edited, save to compare with the edited one to ensure only those changes agreed to were applied. This is intended to protect the editor from accusations and players from becoming uncomfortable with so many edits occurring from week to week.

As you can see I made a few modifications mostly dealing with that I do not think a conversion to Vikky is certain or possible or worth it. While I believe that rping wars would make things more sociable I'm not sure if i ethically have the right to enfore it as a rule should I'ld much rather we agree of a sorts that we try to make the game as social and talkative as possible lots of diplomacy the more the better, many short wars can be as fun as a few bg ones.

As for edits while I like the idea of gaining cultures I do not wish however to add the aar rewards as an option, i'ld prefer balance between the players vs players and players vs ai.

Moving manus and capitols for the equivilent price ingame wise i believe is both realitic and acceptable.

The difficulties I'm unsure of but they seem adequate suject to change upon discussion.

The Time frame will be IMHO Tuesday or monday (or both) since MTT is saturday morning, Kings, Emnperors and Statesmen in CK on sunday and CQS friday nights and i work saturday, sunday, friday and wensday nigths.

Oh that also leaves Thursday :D

I'm thinking ngiht time since its less likely that i'll be called to do a stinking chore nut if the majority can only play mornings then mornings it is.

WATK mainly because testing it as China in SP I pwn europe. I'm a good deal ahead techwise :D 1540 and LT 16 Portugal has like LT 11 :rolleyes: .

Alsi I add little rewards based on rewaching a tech first because I want the game to be friendly yet competitive I want Darwinian Survivalism at its worst people chop chop!

So Countries and assorted players:

-China Sid Meier icq 205-365-489 email: blayne.bradley@gmail.com

Accepting new players starting now.

I hope to enjoy your company y'all.

oh and I also increased the amt of provs you can take in war by 1 just to make wars a little more justifiable to the people y'know.
edit bleh I accidentily delted large parts of rules lemme fix it.
 
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You say night-time. And when I study your profile I see you are American. Does that mean night-time from a USA point of view? And is it East or West Coast?

I guess this means Europeans that have a norma work to attend is out of the question.
 
I meant preferably night time, if the majority who want to play can only do morning then morning is fine. And yes I am Canadian so it would be EST.

Like I am availiable all of those 3 days it doesnt matter when i start I just wanna find the optimum time.
 
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what time is it in gmt or cet ?(europe)
 
I'm thinking either 8:00-9:00 AM to 1 or 2 PM EST or 8/9 PM-1/2 AM EST which would be....

I think 12/13GMT to 17/18 GMT or 0GMT-5GMT respectively. i think not sure.

I'm thinking 4-5 hour sessions adjustable according to the player's needs.