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Mowers

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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.
 
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Originally posted by Mowers
7) In 1650 half of the player owned manufactories in the game must be removed the players may decide which ones.

By 1650 trade and infra should be maxed out already so the decision which manufactories to cull will be easy ... :D
 
Even though I don't have a say in this I really don't think forcing other countries with high BB levels to release their vassals should be a rule. It should be more of a balance of power type thing. If someone is a badboy they should have the right to refuse to release vassals without infringing the rules. If they do this though, they should face a massive coalition to pressure them to do it, not the threat of being expeled.
 
May I also point out that the Ottomans should have their 1419 CB shields in the 1492 scenario, otherwise they are going to be screwed in Europe with the BB rule.

And that it may be a good idea to not allow force conversions of pagans, thus forcing Spain to take the Native American in a more historical manner (and with more BB points).
 
I also don't think the max of 3 provinces from the AI should apply when fighting pagans and most definately not when fighting for territory you have CB shields over. This would further disadvantage the Ottomans especially.
 
AI 3 province rule corrected, it was a typo orginally, missed out the word 'European.'

Ottoman Shields added to base file

The vassal release is meant to change the game when I expect it to get a little stagnent and to account for the inability of the event engine to cope with ahistoric patterns. By this time players will have developed a degree of strait jacket diplomacy and this should help shake it. The only other option I can think of is changing players but whenever I suggest this you can hear the screams of protest in the Antartic.

Manufactory cull switched to 1620 and choice altered.

In response to another post on the ahistorical colonization developments I have reduced the number of colonies in development allowed from 6 to 4. This ought to dramatically slow down development, keep the new world open for longer and make the game more interesting.
 
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so is ICQ a requirement to play? (assumed so)

second question... i can't apply if i don't know approximately what time (US eastern) we will be playing...

i will delete this if it is in the wrong spot
 
Originally posted by Lord Joseph
so is ICQ a requirement to play? (assumed so)

second question... i can't apply if i don't know approximately what time (US eastern) we will be playing...

i will delete this if it is in the wrong spot

ICQ is a requirement

there may be a seperate US game.
 
Lord Joseph, see the AAR forum "The Great North American Grand Campaign". We're North American based. Sadly, most of us can only get together Saturday nights.

I would be willing to start another though with the condition that it has to meet around 9:30 weeknights.

Duuk
 
Country List

What about Danmark? I think it should at least be selectable instead of Sweden on the player's choice. Maybe it would be interesting to give Denmark a slot for its own.



Re: Rules for "developing" colonies

By "developing" you mean any kind of colonising (tradeing posts and colonists), right?




Re: Host

Do you intend to play over V-Net or direct IP? I hear that direct IP game run a bit smoother without far less CTDs.
 
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Tps aren't developping cities (don't change culture either). Though what about stop over colonies? Also, if this is to prevent culture being set for the rest of the game, colonies don't do that, cities do (generally speaking, it's more complicated than that). IF u take over a colony and send a settler it changes cullture and religion.
 
Re: Country List

Originally posted by Jens Z
What about Danmark? I think it should at least be selectable instead of Sweden on the player's choice. Maybe it would be interesting to give Denmark a slot for its own.

Re: Rules for "developing" colonies

By "developing" you mean any kind of colonising (tradeing posts and colonists), right?

Re: Host

Do you intend to play over V-Net or direct IP? I hear that direct IP game run a bit smoother without far less CTDs.

If you put Denmark in who do you replace apart from Sweden?
I think that having Denmark instead of Sweden could be an interesting option.

Colonizing doesnt include trade posts.

Direct IP or vnet- doesnt seem to make any difference apart from people inadvertly dropping in all the time which is frustrating so I use Direct IP
 
The inadvertant dropping in makes me beg and whimper wanting to be able to password protect v-net games.

Duuk
 
Originally posted by Mowers
9) In 1700 both naval and land military techs are lowered by 5 for all playable countries.

I'd like to point out that this rule harms weakest countries most. OE and Russia hav slower research rates than western powers. Regaining those 5 levels will be a lot more painful for them.
And what happens if it is year 1700 and German state only recently emerged as human controlled country will the rule apply?

Also what happens if let say Poland conquers Russia before 1600, are you going to install Russian player by artificial means?

Another problem is creation of North American nation - what if conditions for this are not met? Are you going to force players to relase colonies?

Just thought it may be usefull to consider those potential difficulties before game starts.
 
Originally posted by Marcus Aemilius


I'd like to point out that this rule harms weakest countries most. OE and Russia hav slower research rates than western powers. Regaining those 5 levels will be a lot more painful for them.
And what happens if it is year 1700 and German state only recently emerged as human controlled country will the rule apply?


True ...