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Does anybody know how to change number of players in game lobby? I mean those flags. Last time Azzi did it and he is gone now. There are only 10 flags in 36 scenario by default I guess.
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But this is not my home connection :( Despite being far from most players (based in Europe) Geo (Ohio, USA) has provided hosting without any major problems so far IMO.

I think it's 20 flags you can choose in 1936 scenario.

Is that work connection? :)
 
Ive spoken to Geo so you can count me in.

****Also i realise you have your own rules here but seeing as there very similar in intention to that of the aussie rules, may i present the aussie rules to you for suggestion. These rules were revamped over many many games for 8 years. So they are well balanced and completely remove the idea of the gangnbang. (ie jap china gangbanging ussr in 1941). Of course its just a suggestion, i will simply go with the flow :) but this would tie off some loose ends i see in your rules and give evrey nation a good chance without hindering axis expansion.


1. Semi Historical game. All rule discussion must take place prior to a new game commencing and must be approved by all players in the group.

Diplomacy and war entry guidelines

2. No war until Danzig unless via an event. ie. Japan and China.

3. No allying of minors prior to Danzig.

4. Base USA & USSR war entry is 1st January 1942.

5. Any unhistorical DOW's or Alliances will result in USA and USSR increasing or decreasing there base war entry by 6 months.

6. Italy may ally Germany after Eithopia is annexed with the following restrictions:
a)No German, Axis Allies or Italian air, Ground or ships may be in each other countries until they are at Major war.

b)Once in the German alliance Italy may not leave prior to Major war.

7. Base Japanese War entry Date January 1st 1941, however should USA refuse to trade min 20 of each resource for 20 Supplies the Japanese may attack earlier unless agreement reached on another trade.

8. Neither Russia nor Japan may DOW each other until 1st January 1943. should Japan select to attack russia at khalkin Ghol the war must be finished in a time frame befitting a border skirmish. (3 months).

9. Russia must accept the Historical Molotov - Ribbontrop pact if offered and NAP must be honoured. If historical M/R pact is offered then Germany MAY NOT DOW Russia before 1st of January 1941. Extended NAP's are to be negotiated between the German and USSR player at their discretion.

10. Trading of military units:
a) USA is permitted to supply UK with escort fleets if Gibralter Falls.
b) A human controlled France must not trade away any military units.
c) Military sales between nations are prohibited until both nations are at war.
d) Starting units may be sold except for Capital Naval Units (USA, Japan).

11. No one may influence a Human controlled country without their permission.

12. No one may attempt to kill any ministers or leaders from a country they are not at war with.

13. Supply Exploits:
a) No Expeditioning of forces to Minors to save Supplys.
b) A capital may not be diliberately surrounded for the purpose of preventing supplies and convoys from being sent from such a province.
c) If a capital is left vacant it must be occupied immediately. The agressor will play fair. Any major dramas should be brought to everyones attention

14. Trading of resources, provinces & blueprints with other countries:
a) Any resource may be traded with any other country.
b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
c) No restrictions on trading blueprints with Allies or stealing them.
d) No one may trade provinces for the purpose of preventing Annexation of a country.
e) Provinces may be bought and sold freely from and country. And in some instances can be edited.

15. Military access:
a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.
b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.
c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.

16. Surrounded armies may not be disbanded when totally surrounded to save manpower.

17. Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.

18. Province improvements:
a) USA may not build coastal forts until China Falls.
b) No other country may build forts past level 5; exceptions are Gibraltar and Malta.
c) All airbases and Naval bases must be built in the province and not placed from build queue.

19. No country may change its starting land doctrine.

20. All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group.

21. No SR from province that is adjacent enemy units not in retreat.



As i say its just a suggestion, i realise you have your own rules but there a bit messy at best. With these rules usa and ussr are shackled by peace until 42. And all gangbangs are avoided with all options still open to axis.
 
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I agree to Mighty G rules.
 
I'm alright with Lodovico's rules (although it's gonna be hard times for SU fighting on two fronts from June 22 1941 against China and Japan alongside Germany).
But I see the pros of Mighty G's "aussie" rules and also can accept these.
 
Waiting for an clarification from Lodovico but if he agrees count me in as Australia.

Haha was it no more HoI Arma MP for you? :D
Welcome back Azzi :D

Mighty G, what country shall you take? :)

19. No country may change its starting land doctrine.

Italy has trench :(
I want BLITZ BLITZ :p

EDIT: Have somebody heard from isd?
 
Mighty G rules seem to be basically the same, although they are more precise. Can anybody point out any important difference which justifies updating some of the rules on the page 1? I will gladly include it.

I see these quite important changes but they don't seem to change the balance much:

1. USA and Japan war entry - 1st Jan 42 or 7th Dec 41? Doesn't really matter.

2. Italy joining earlier - no significant change

3. Russo-Japanese war - this is one major change. I wanted to make the Axis stronger. With Mighty G rules this war can start really in 43 which is too late IMO. Any ideas? Ok, if you guys think that the Axis is too strong in my settings, let's change it! I play UK after all :D

4. Molotov Ribbentropp - I am changing this - it must historical from both sides!

5. About resources for the Axis - I think that my rule is better - AI tends to cancel trades after reloading the game, so one month of quarantine of the Allies could be worthless for the Axis in case of frequent reloading.

6. About switching land doctrines - it is allowed. Any relevant example of exploiting this? (Italy can adopt Blitzkrieg, why not?)

If anybody sees any problems with the rules, possible exploits etc., tell me! Do you think that SU is screwed when facing Germany, Japan and China at once?


Azzi and Mighty G - what countries do you want to play? Or will you just pop to sub what is needed?

EDIT: Azzi - you have Australia
Mighty G - you must either coop with Geo in the USA or pick up country for a player who does not arrive tomorrow.
 
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I agree with Ludovico, the Mighty G rules are good, but with some changes. The ones proposed are good, but I would also add that I think that this one:

e) Provinces may be bought and sold freely from and country. And in some instances can be edited.

should be removed. Maybe, if there's some extraordinary situation, like a bug or something we could allow this, but I think it's too exploit-y
 
2. Italy joining earlier - no significant change

3. Russo-Japanese war - this is one major change. I wanted to make the Axis stronger. With Mighty G rules this war can start really in 43 which is too late IMO. Any ideas? Ok, if you guys think that the Axis is too strong in my settings, let's change it! I play UK after all :D

6. About switching land doctrines - it is allowed. Any relevant example of exploiting this? (Italy can adopt Blitzkrieg, why not?)

2. What date can I join the Axis?

3. I think it's better if the Japs can first invade Australia and then SU :D

6. Would it be a good move if I change the land doctrine? Or a loss?
If it's a good move, should I just abandon the old ones and then the Blitz part will be opened?
 
2. What date can I join the Axis?

3. I think it's better if the Japs can first invade Australia and then SU :D

6. Would it be a good move if I change the land doctrine? Or a loss?
If it's a good move, should I just abandon the old ones and then the Blitz part will be opened?

1. You can join the Axis when you have annexed Albania.
2. Japan can try to invade Australia before attacking SU. It is his choice. Japan and China can join the Axis on 22nd June 41 and they must DoW the USA on 7th Dec 41.
3. You can switch to Blitzkrieg. It is the most obvious alternative for Italy since Germany has got it. But you should also consider that researching roughly 5-6 doctrines takes some time...you won't be able to get blueprints until 39. So don't end up like Germany and Austria in the last game where they switched and eventually had to fight me with 50 org.