Scenario: Ego´s UMP Mod 1453 http://www.filefront.com/17248359/UM...ENTVERSION.rar
Game Time: Wednesday, 19.00-23.00 CET. Starting september 8th - maybe even the 1st.
GM & host: Aladar
http://www.europa2.ru/cgi-bin/league/league.cgi?action=show&game=XVI&league=ic&season=Valkyrie.net 2010&lang=eng&yearsave=1453
We'll be using hamachi - feel free to join "Longliveeu2" channel - password 1234
Roster: Aladar, Golden Deliciou, PJL, Mioz, Nelson, Ampo, Van Engel, Husky, Pepsi
Spain: Nelson/Therion - 203916072
France: Ampo - 337767705
England: Husky - 556428353
Austria: Golden - 602949285
Russia: PJL - 229812584
Denmark: Aladar - 261661173
Brandenburg: Mioz - 316831222
OE: Pepsi-Max - 646058761
Venice: Van Engel - 203916072
Vassalization:
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, but must do so by DOWing the overlord, unless otherwise agreed between them and their erstwhile master.
1. Any NAP agreement signed for a duration exceeding 20 years is null for whatever portion extends beyond the 20 year period, meaning that either side can declare it invalid past that point without taint to their honor. This does not prevent from regularly renewing NAP agreements, but at no given time can anybody be sure of the security of a border for decades and decades or even centuries, as is often the case in games.
2. This makes #1 a little redundant, but now any agreement with clauses that extend for over 20 years can be broken after the 20 year period without a loss of honor.
3. As a vassal :
* You cannot enter any other alliance than that of your overlord, nor start one of your own unless ok'd by your leader(excepting AI that are your vassals).
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord.
* You cannot give MA to any power without your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord if *he* is the aggressor in a war.
4. The land-naval slider will be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
5. Using certain exploits is forbidden. See below for more details.
* Attacking an enemy fleet with pirates, and attacking with small fleets to hinder an enemy shore landing. This second part I want to discuss, as I don't think that it is really necessary, given that one who uses this tactic will lose the ships and warscore only to slow down his enemy.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
* Increase the stability of the nation you declare war on.
* Change the religion of a protestant or Counter-Reformed-Catholic
nation 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. This includes (but is not limited
to) the 'sale' of something in game.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Ceding TPs to reduce Bad Boy.
* Deploying pirates for any reason(the only things people do with pirates tend to be heavy on the gamey side).
* Using MA to deprive another country of supplies without being at war with them
* Using MA to place 1 ship fleets in another country's ports in order to maintain them there for spying without the other person having any way of dislodging them.
8. no exploration with 100 or 100+ ships. Within known seazones avoiding attrition with 100+ ships is allright
9. when pausing the game, communicate with all other players
10. * Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with. Perhaps we should also allow someone to break a truce if they have +3 stability, and stab costs of more than 1000D, just to open up more options.
11. No non aggression pact will be binding beyond 20 years, which means that if you and somebody sign a nap for 40 years, after the 20 year period either part can break it without a loss of honor, citing this rule, even if they act as though they fully intend to honor such a longterm nap. There is nothing that says you can't continually renew your naps for however long you like.
12. Brandenburg will become Prussia in 1701 no matter what
13. Spanish bankcrupty events will be slept and insteed the Gold Inflation Rule used. All nations with goldincome in the session ending after or close to 1575 and 1650 will be edited 1% inflation per 300 goldincome taken from stats.
Force peace rule:
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 and 99 warscore of his own (separately).
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 and 99 warscore of his own against the losing alliance leader. It is the losing leader's stability that is taken into consideration.
Examples:
Alliance 1: FRA, BB
Allaince 2: HAB, ITA, SPA
FRA gets +99 ws on HAB while BB gets +10 ws on HAB. ITA and SPA have 0 warscore. Alliance 1 now has +99 ws on HAB and leader FRA has +99 ws. They can force-peace HAB when HAB gets -3 stab and after 5 years.
HAB is force-peaced.
Then ITA gets +50 ws on FRA and SPA gets +50 ws on FRA. Alliance 2 now has +99 ws on Alliance 1, but leader ITA only has +50 ws on leader FRA. They can not force-peace.
ITA now gets +99 ws on FRA and FRA gets +20 ws on SPA. Leader ITA can still not force-peace leader FRA for alliance, as Alliance 2 only has +79 ws on Alliance 1. But ITA can force-peace FRA separately, as they have +99 ws.
FRA is force-peaced separately, splitting the wars into: ITA vs BB and SPA vs FRA, BB.
Force-peace is now following cases 1 and 2.
Game Time: Wednesday, 19.00-23.00 CET. Starting september 8th - maybe even the 1st.
GM & host: Aladar
http://www.europa2.ru/cgi-bin/league/league.cgi?action=show&game=XVI&league=ic&season=Valkyrie.net 2010&lang=eng&yearsave=1453
We'll be using hamachi - feel free to join "Longliveeu2" channel - password 1234
Roster: Aladar, Golden Deliciou, PJL, Mioz, Nelson, Ampo, Van Engel, Husky, Pepsi
Spain: Nelson/Therion - 203916072
France: Ampo - 337767705
England: Husky - 556428353
Austria: Golden - 602949285
Russia: PJL - 229812584
Denmark: Aladar - 261661173
Brandenburg: Mioz - 316831222
OE: Pepsi-Max - 646058761
Venice: Van Engel - 203916072
Vassalization:
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, but must do so by DOWing the overlord, unless otherwise agreed between them and their erstwhile master.
1. Any NAP agreement signed for a duration exceeding 20 years is null for whatever portion extends beyond the 20 year period, meaning that either side can declare it invalid past that point without taint to their honor. This does not prevent from regularly renewing NAP agreements, but at no given time can anybody be sure of the security of a border for decades and decades or even centuries, as is often the case in games.
2. This makes #1 a little redundant, but now any agreement with clauses that extend for over 20 years can be broken after the 20 year period without a loss of honor.
3. As a vassal :
* You cannot enter any other alliance than that of your overlord, nor start one of your own unless ok'd by your leader(excepting AI that are your vassals).
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord.
* You cannot give MA to any power without your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord if *he* is the aggressor in a war.
4. The land-naval slider will be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
5. Using certain exploits is forbidden. See below for more details.
* Attacking an enemy fleet with pirates, and attacking with small fleets to hinder an enemy shore landing. This second part I want to discuss, as I don't think that it is really necessary, given that one who uses this tactic will lose the ships and warscore only to slow down his enemy.
* Releasing one or more vassals during wartime, to hinder an enemy.
* Force-burning of manufactories, i.e. repeated move and halt orders to an
army in a province with a manufactory.
* Using lag to your advantage. This includes (but is not limited to):
Sending lag colonists, building lag fortresses, sending lag missionaries,
using lag diplomats. (The exception is using lag diplomats to send cash).
* Declaring a 'fake' war on a country, with the aim to:
* Increase the stability of the nation you declare war on.
* Change the religion of a protestant or Counter-Reformed-Catholic
nation 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. This includes (but is not limited
to) the 'sale' of something in game.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Ceding TPs to reduce Bad Boy.
* Deploying pirates for any reason(the only things people do with pirates tend to be heavy on the gamey side).
* Using MA to deprive another country of supplies without being at war with them
* Using MA to place 1 ship fleets in another country's ports in order to maintain them there for spying without the other person having any way of dislodging them.
8. no exploration with 100 or 100+ ships. Within known seazones avoiding attrition with 100+ ships is allright
9. when pausing the game, communicate with all other players
10. * Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with. Perhaps we should also allow someone to break a truce if they have +3 stability, and stab costs of more than 1000D, just to open up more options.
11. No non aggression pact will be binding beyond 20 years, which means that if you and somebody sign a nap for 40 years, after the 20 year period either part can break it without a loss of honor, citing this rule, even if they act as though they fully intend to honor such a longterm nap. There is nothing that says you can't continually renew your naps for however long you like.
12. Brandenburg will become Prussia in 1701 no matter what
13. Spanish bankcrupty events will be slept and insteed the Gold Inflation Rule used. All nations with goldincome in the session ending after or close to 1575 and 1650 will be edited 1% inflation per 300 goldincome taken from stats.
Force peace rule:
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 and 99 warscore of his own (separately).
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 and 99 warscore of his own against the losing alliance leader. It is the losing leader's stability that is taken into consideration.
Examples:
Alliance 1: FRA, BB
Allaince 2: HAB, ITA, SPA
FRA gets +99 ws on HAB while BB gets +10 ws on HAB. ITA and SPA have 0 warscore. Alliance 1 now has +99 ws on HAB and leader FRA has +99 ws. They can force-peace HAB when HAB gets -3 stab and after 5 years.
HAB is force-peaced.
Then ITA gets +50 ws on FRA and SPA gets +50 ws on FRA. Alliance 2 now has +99 ws on Alliance 1, but leader ITA only has +50 ws on leader FRA. They can not force-peace.
ITA now gets +99 ws on FRA and FRA gets +20 ws on SPA. Leader ITA can still not force-peace leader FRA for alliance, as Alliance 2 only has +79 ws on Alliance 1. But ITA can force-peace FRA separately, as they have +99 ws.
FRA is force-peaced separately, splitting the wars into: ITA vs BB and SPA vs FRA, BB.
Force-peace is now following cases 1 and 2.
Last edited: