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Therion

Field Marshal
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Sep 7, 2006
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- 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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Sounds found.

However, it all depends on day and time. I get back too when I might be able to play.

Eidt: Link to scenario, plz!
 
I'm interested as al andalus or hansa
 
I am interested, but can only play on Sundays or Thursdays (my to-be free days). Much preferred Sunday.

I want more rules also. Force-peace is a tender issue. Slider rules? Vassal rules? Pirates? Burning of manus? Releasing of vassals during war? Defender of the True Faith? etc etc etc. There is a reason there is a list of rules moving through games.

Random leaders? Those are nice.
 
I am interested, but can only play on Sundays or Thursdays (my to-be free days). Much preferred Sunday.

I want more rules also. Force-peace is a tender issue. Slider rules? Vassal rules? Pirates? Burning of manus? Releasing of vassals during war? Defender of the True Faith? etc etc etc. There is a reason there is a list of rules moving through games.

Random leaders? Those are nice.

seconded
 
I'm an anarchist. :p

Jokes apart, yes, I will quote usual rules.

Not sure about random leaders though, since every country (at least those in the country list) appears to be balanced in this mod. So there would be no need of them. I will have to ask MattyG/Beregic on this one.
 
the basic rules are a "must"(no trading maps with ai,100ships,pirates,etc)

regarding random leaders; the mod would loose it's flavour , might switch to vanilla mod in that case . same for any type of slider rules (this mod's engine has a whole range of random events that involves militarry sliders and more). maybe scripting random leaders only in late game (post 1600's) would be a compromise of some sorts.

however, personally, i think MattyG should be the main source of establishing particular rules, if any extra needed(like the pope status), since he is the mod's creator and thus has more possible imputs.
 
The idea of the random leaders is to give a player an edge over the AI, and also to add a random factor to human vs human conflict. Even a 2-2-2 random leader can do lots of good for a human in the early sessions, as it allows him to steal sieges from his AI allies.

Concerning the rules, I would like it if you did not just copy the usual list, but read it and alter it in a way you feel is appropriate. Not all rules are standard in the list (thinking of the Uni2 list atm), even though most are.

I do not know of the leaders in the mod, but leaders of 4+ stats (good leaders) is a very good part of the game experience IMO, and if the game lacks such, they might be a good addition. What I meant when saying "random leaders" initially was the "usual" 2-4 statted randoms, where 4 is a rare stat to get. As I mentioned their main task is to kick AI.
 
I am interested, but having 3 games a week is a bit much. We might wanna start this after Uni 2 is done.
 
Mats,

I wrote the opening post in less than 5 minutes. It is nowhere near complete. That is not a constitution written in stone and I shall be letting it grow 'organically' for some time and more things/rules shall undoubtedly be added later on. Primarily, I just wanted to get an idea on how many people are interested, since I doubted we would be able to fill half the roster. However, the response so far says otherwise and things are looking very promising.

Obviously, that is not to say I want to discourage further inputs. Every input is appreciated.

Now, can anyone remind me which ports need to be forwarded for EUII?
 
Mats said:
The idea of the random leaders is to give a player an edge over the AI, and also to add a random factor to human vs human conflict. Even a 2-2-2 random leader can do lots of good for a human in the early sessions, as it allows him to steal sieges from his AI allies.
Why should the AI be disadvantaged though? I mean, we already have things he doesn't (brains). I really think that random leaders are rather useless, except in the case of powers that persist ahistorically (like Venice) in normal games.

Monkii said:
I am interested, but having 3 games a week is a bit much. We might wanna start this after Uni 2 is done.
True.
 
Mats,

I wrote the opening post in less than 5 minutes. It is nowhere near complete. That is not a constitution written in stone and I shall be letting it grow 'organically' for some time and more things/rules shall undoubtedly be added later on. Primarily, I just wanted to get an idea on how many people are interested, since I doubted we would be able to fill half the roster. However, the response so far says otherwise and things are looking very promising.
It's fine. I apologize if I came off as rough on you. It was not intended. I just like to point out things I feel are important :)
I already dled the scen and are checking things out :D Even making plans :p

Now, can anyone remind me which ports need to be forwarded for EUII?
47400-47700 and 2300-2400. Remember to open them for your local IP, not internet IP.

EDIT: Nvm the numbers before. The above numbers are the correct ones. If you want to, I can try connecting with you now. Remember that V-net is down though, so we'll have to use IP.

AND, I want Abbasid Caliphate.
 
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47400-47700 and 2300-2400. Remember to open them for your local IP, not internet IP.

EDIT: Nvm the numbers before. The above numbers are the correct ones. If you want to, I can try connecting with you now. Remember that V-net is down though, so we'll have to use IP.
Thank you. It's ok. I have been able to connect to Aladar. It's strange though. I have only configured TCP/IP without forwarding ports and still managed to connect and communicate.
 
Thank you. It's ok. I have been able to connect to Aladar. It's strange though. I have only configured TCP/IP without forwarding ports and still managed to connect and communicate.
So why do you need to forward them now? I mean, if it worked?

And there are a TON of events I just noticed. There's no way but extensive playing experience to determine what way leads to the best net result :D Awesome.
Oh, and leaders seem to be aplenty as well.
 
I am available for MP play.

Although, my opportunities are very limited, and the time I can start is limited.

I work and I am a father before I am a gamer.

I will play any country (poorly!).

Don't assume that, because I wrote the mod, that I have any real idea how to play well.:D
 
I am interested in participating in this campaign -sounds like something different from the usual WATK type game., Sun-Weds nights would suit me beast Does this use the WATK or vanilla map?
 
I am interested in participating in this campaign -sounds like something different from the usual WATK type game., Sun-Weds nights would suit me beast Does this use the WATK or vanilla map?
Vanilla. But tax, manpower, goods and a whole lotta more (everything, basically!) is completely changed. So while the province borders are the same, the data of each province makes in effect for a completely different map.