
- We shall use Interregnum 1.08. LINK
- We shall play on VH/weakling.
- No edits except in case of bugs or events not working properly.
Day/Time: Sunday at 18:00GMT/20:00CEST
First session: Sunday 19th April
STATS
Player list:
- Hanseatic League: Dr Bob
- Teutonic Order: PJL
- Scotland: Samilou
- Brittany: Martmol
- Genoa: MattyG
- Bavaria: Cicero
- Al Andalus: Beregic
- Mameluks: Mats_SX
- Abbasid Caliphate : Monkii-sama
- Byzantium: Colonel_General
- Cossack Ulus: Therion
Unconfirmed: Blaster, Joohoo
Honorary: Cobjor, TC Pilot
Host: Martmol
Rules: (Please make an effort and read them - I tried to make them more eye-friendly)
Human relations:
1. Stab hit rule to prevent eternal wars is described below in detail.
2. 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 required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord in a war.
3. You are not allowed to send alliance peace-offers without consulting and getting agreement from every ally in question.
4. Tricking an enemy into signing an alliance peace by offering an alliance peace after a seperate peace is verbally agreed is strictly forbidden.
5. Demands from humans wars are capped at 3 provinces before 1550, 5 from 1551 to 1700 and 10 thereafter. COTs count as 2 provinces, colonies as 1/2 and TPs as 1/3. All the values are per alliance.
6. Based on the above, turboannexations are forbidden. In case of there being a chance of a human government falling in the middle of a war, a pragmatic solution shall be applied.
7. It's forbidden to annex a human player.
8. When a player cannot attend a session, the utmost effort should be made to find a sub. In case of failure, he shall be ghosted. In case ghosting causes problems of some sort, he shall have to be AIed.
9. If a player cannot attend or find a sub when at war, the utmost effort should be made to establish peace before session.
In case a player fails to attend without notice:
- Whitepeace with enemies if he has zero or positive WS.
- If he has negative WS, enemies can sue for peace for that amount of WS or less.
Houserules:
* Attacking an enemy fleet with a comparatively very small fleets, only made to inhibit loading/landing is forbidden. [Kamikaze and suicide bombers are a recent invention]
* Vassals cannot be released during wartime. [In "real life" no enemy would acknowledge the rights of a nation conveniently released during a war]
* Force-burning of manufactories, i.e. repeated move and halt orders to an army in a province with a manufactory is not allowed.
* Using lag to one's advantage is forbidden.
* A 'fake' war cannot be declared 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 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 is forbidden. This includes (but is not limited to) the 'sale' of something in game.
* Converting from Catholicism to either Counter-Reformed-Catholicism or Protestantism and then switching back before the Edict of Tolerance is forbidden.
* Trading maps with the AI is forbidden.
* Sending loans to the AI in order to get a CB is forbidden. Loans can only be given to AI vassals.
* Breaking a truce, except when the truce is a result of a province swap deal in game, is forbidden. You are not allowed to dow AI alliance members or vassals of someone you have a truce with unless these AI members were invited at the time of the truce.
* No exploring with 100 ships (and thus avoiding attrition).
* Making TPs just to cede them for BB reduction is forbidden
Mats said:Mats_SX's absolutely brilliant force-peace-rule (Modified):
Case 1: War between two nations.
If one side manages 99 warscore, the loser is at -3 stability and the war has been going on for at least 5 years, the winner can force peace with a stab-hitting peace offer.
Case 2: War between an alliance of 2 or more versus 1 nation (gang).
For any separate peace, see case 1.
If the alliance leader wants to force peace for the alliance against the 1 nation, he requires 99 alliance warscore.
Case 3: War between 2 alliances of 2 or more nations.
For any non-alliance peace between two nations, see case 1.
For any alliance to separate nation peace deal (for any member of the other alliance, even leader), see case 2.
If the winning alliance's leader wants to force-peace the whole other alliance, he needs 99 warscore for his alliance on the other alliance. It is the losing leader's stability that is taken into consideration.
NB: When you perceive that a force-peace criterion is met, you must pause the game and inform your opponent that you are about to force him to a peace, so that he can check the current WS.
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