M
Mowers
Guest
THIS POST HAS BEEN HEAVILY EDITED.
There are a number of different ways to play EU and everyone plays it for slightly different reasons.
Compling rules is a difficult task. But I have drawn up 3 sets of rules.
The first set, expected rules, are just basic ettiquete rules. They are less rules and more of an expected code of conduct that would apply to any game.
The second set, the exploit rules, contain rules to stop game exploits.
The 3rd set are game balance rules to make the game more enjoyable.
The forth set are my personal historical rules that I feel are important for MP play and are very much open to debate.
Take them, alter them, reject them. But I've changed the format to better help people play EU to set standerds. I personally wouldnt advise playing without the first 2 sets.
The basic rules.
1) Dont economically trash a country for short term gains.
2) You may not read the game log file without the hosts permission. Use of Jos Theelans EUreader is acceptable to read game stats.
3) If anyone crashes then they are picked up in 8-12 months unless they are in a war of note. No player may be attacked
whilst crashed or 'missing', stand-ins may be attacked however....
4) Never abandon a game because you are losing.
5) It takes a big man to sign a crippling peace treaty, it takes an idiot to fight till there is nothing left.
The exploit rules
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D.
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
The game balance rules
1) You may only take 3 provinces from any European AI in a peace. Trade posts and unfinished colonies count as half.
2) CC's are limited to 10 builds per country until the French revolution occurs when you can implement as many as you like.
3) You may only have 4 colonies and 4 TP's in development at any one time
The Historical rules.
1) Portugal and Holland may not be politically annexed.
2) You may not transfer money to other countries in the last 10 years of your rule.
3) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost.
4) If you have 5 regular players you play on but need 3 stand ins to complete the 8. If you really cant get 8.... then play
can continue but the '8th country' may not be attacked- but no less than 7.
5) In the first game play session post 1620 all American gold resources have their mine value reduced by 1/2.
6) The largest gold producer pays an additional 50% manufactories tax
7) The MGC file will be altered to reduce American populations by half in the session starting post 1500.
8) Holland, Russia, New German state and any new world power recieve a one off bonus of 6000K upon starting as that country.
9) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level. If reduced by event then it must subsequently be altered.
10) If any of the following countries are protestant or Reformist post 1600 they recieve a number of tax free manufactories. USA or Protestant new world power- Unlimited, England- 9, Holland- 7, Any German minor, Sweden or Denmark- 6. Any other Protestant or Reformist country- 4. You must be protestant or reformist for 10 years before you can claim the bonus and if you are not protestant or reformist for more than 80 of the next 100 years then you lose the bonus.
I have also drawn up 2 sets of suggested country mix. One is for competition purposes and one is for simulation purposes. I guess the competition level ones could be anything really but the simulation rules I have put _alot_ of thought into, indeed its been one of the major preoccupations for me this year.
PLAYABLE COUNTRIES FOR SIMULATION PURPOSES
France
England
Spain
Ottoman Empire
Austria
Portugal (1492-1600)
Holland (Emergence-1700)*
Russia (1600-1820)
USA (Emergence-1820)
South American State (Emergence-1820)
Any German state (1700-1820)
Mameluks OR Venice (1492- Emergence of Holland)
Poland OR Sweden OR Denmark (1492- Emergence of New world power)
*Players choice to be Holland or any German state thereafter.
PLAYABLE COUNTRIES FOR COMPETITION PURPOSES
France
Spain
England
Muscowy
Ottomans
Austria
Sweden
Brandenberg
Penalty for infringing rules accidentally is having to create a vassal.
There are a number of different ways to play EU and everyone plays it for slightly different reasons.
Compling rules is a difficult task. But I have drawn up 3 sets of rules.
The first set, expected rules, are just basic ettiquete rules. They are less rules and more of an expected code of conduct that would apply to any game.
The second set, the exploit rules, contain rules to stop game exploits.
The 3rd set are game balance rules to make the game more enjoyable.
The forth set are my personal historical rules that I feel are important for MP play and are very much open to debate.
Take them, alter them, reject them. But I've changed the format to better help people play EU to set standerds. I personally wouldnt advise playing without the first 2 sets.
The basic rules.
1) Dont economically trash a country for short term gains.
2) You may not read the game log file without the hosts permission. Use of Jos Theelans EUreader is acceptable to read game stats.
3) If anyone crashes then they are picked up in 8-12 months unless they are in a war of note. No player may be attacked
whilst crashed or 'missing', stand-ins may be attacked however....
4) Never abandon a game because you are losing.
5) It takes a big man to sign a crippling peace treaty, it takes an idiot to fight till there is nothing left.
The exploit rules
1) You may only convert to CRC once.
2) You must answer peace offers within one month
3) Manufactories, tax them or just ban or cap them. I use the tax rule, Manufactories may only be built at the end of a session. For each one you build you must have 1,000 D that can be deducted from the file as a tax. For every mutiple of 10 thereafter the price increases by 1000 D.
4) Players are not allowed to force conversions of pagans through peace treaties in the ToT
The game balance rules
1) You may only take 3 provinces from any European AI in a peace. Trade posts and unfinished colonies count as half.
2) CC's are limited to 10 builds per country until the French revolution occurs when you can implement as many as you like.
3) You may only have 4 colonies and 4 TP's in development at any one time
The Historical rules.
1) Portugal and Holland may not be politically annexed.
2) You may not transfer money to other countries in the last 10 years of your rule.
3) If at any time your BB goes over 35 then you must release vassals until it goes below 35. If BB is over 35 during a break it will be reduced by by 1BB for every stability point lost.
4) If you have 5 regular players you play on but need 3 stand ins to complete the 8. If you really cant get 8.... then play
can continue but the '8th country' may not be attacked- but no less than 7.
5) In the first game play session post 1620 all American gold resources have their mine value reduced by 1/2.
6) The largest gold producer pays an additional 50% manufactories tax
7) The MGC file will be altered to reduce American populations by half in the session starting post 1500.
8) Holland, Russia, New German state and any new world power recieve a one off bonus of 6000K upon starting as that country.
9) All playable countries start with a one off 20% inflation increase. You may not reduce inflation below this level. If reduced by event then it must subsequently be altered.
10) If any of the following countries are protestant or Reformist post 1600 they recieve a number of tax free manufactories. USA or Protestant new world power- Unlimited, England- 9, Holland- 7, Any German minor, Sweden or Denmark- 6. Any other Protestant or Reformist country- 4. You must be protestant or reformist for 10 years before you can claim the bonus and if you are not protestant or reformist for more than 80 of the next 100 years then you lose the bonus.
I have also drawn up 2 sets of suggested country mix. One is for competition purposes and one is for simulation purposes. I guess the competition level ones could be anything really but the simulation rules I have put _alot_ of thought into, indeed its been one of the major preoccupations for me this year.
PLAYABLE COUNTRIES FOR SIMULATION PURPOSES
France
England
Spain
Ottoman Empire
Austria
Portugal (1492-1600)
Holland (Emergence-1700)*
Russia (1600-1820)
USA (Emergence-1820)
South American State (Emergence-1820)
Any German state (1700-1820)
Mameluks OR Venice (1492- Emergence of Holland)
Poland OR Sweden OR Denmark (1492- Emergence of New world power)
*Players choice to be Holland or any German state thereafter.
PLAYABLE COUNTRIES FOR COMPETITION PURPOSES
France
Spain
England
Muscowy
Ottomans
Austria
Sweden
Brandenberg
Penalty for infringing rules accidentally is having to create a vassal.
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