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im here now, and wtf:p. you want to play on saturday night, dont you have anything better to do at that moment?
 
We have to decide on some rules here, people, or the game will just end up in conflict. I have made a little draw, mostly stolen from DaD;

1. Obey the GM. He is your King and Absolute Ruler.
2. The GM reserves the right to edit out the effect of a bug, when he thinks this is necessary. See rule 1.
3. There's a stab hit rule to prevent eternal wars:
* If you have been at war for 3 years or more with another nation
* and that nations sends you a stabhitting peaceoffer
* and you are at stab -3
* and the peace offer is based upon a warscore of -99 for you, then you must accept the stab hit peace offer.
Note: it is recommended that you pause the game and inform your opponent that you are about to force him to a peace this way, then he can check the current WS.​
4. Naval/Land sliders will be locked at 5. Any further moves will be reset after session.
5. 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 allowed to start any wars without permission of your overlord
* You cannot give or acquire 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.​
6. Formal Alliances (involving two or more players) must be disbanded after conclusion of war. They are not allowed during peacetime.
7. Using certain exploits is forbidden. See below for more details.

General rule: if you think something is an exploit, then it is likely that it is one. When in doubt ask the GM.

The following is forbidden. The list is probably not complete.

  • Attacking an enemy fleet with pirates, as well as comparatively very small fleets, only made to inhibit loading/landing.
  • 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:
    o Increase the stability of the nation you declare war on.
    o Change the religion of a Protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.
  • Exploiting Simultaneity: 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 Catholicism to either Counter-reformed-Catholicism or Protestantism and then switching back to Catholicism before the Edict of Tolerance.
  • Sending loans to the AI.
  • Signing a peace deal with the AI, that bankrupts it in the same day.
  • 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 of someone you have a truce with.
  • exploring with 100 ships (and thus avoiding attrition).
  • Ceding TPs to reduce Bad Boy.

The following is allowed:

  • Not leaving a human alliance, despite the alliance leader asking you to do so.
  • Landing armies in the port of a country you are in war with, because you still have Military Access.
  • Sacking capitals for maps
  • Stealing sieges
 
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Elidioemperor said:
Why aren't alliances allowed during peacetime?
That makes no sense.
That's to prevent static player alliances, just watching out for eachother for all game. Like if England and Spain allied, France could never just fight the one of them. With having alliances set up for one war at a time, gameplay will be more dynamic, as a nation may suddenly backstab a former ally, with the ally being unknowing. This is of course only limited to player-to-player alliances. AI allies are very much allowed.

But, as I said, these are just suggestions. Of course they should be discussed.
 
That's to prevent static player alliances

That rule is artificial and doesn't help a dynamic game. If you want to break a player alliance just try to negotiate with one of the alliance partners that's the key nothing else.

If you want me to play this I'd like to have a player rooster designed either for RPG or for game balance. It is up to you wich game style you prefer but but if you want a stable dynamic and interesting game you need:

England
France/Dauphine
Spain
Austria
Musovy/Russia
Ottomans

further nations substantially increase the fun-factor:
1 Scandinavian power (Denmark/Sweden)
1 Central European Power (either Brandenburg or Poland)
1 Asian/Middle-Eastern Power (Mughals, Persia etc.)
1 additional Mediteranean Power (both Genua and Venice are options but the Pope could be interesting as well)

the OP for example wants Poland but as interesting as this nation may be it's power during the early phase of the game makes it nessecary to have Muscovy and a Scandinavian nation. If there is no such player to be found Poland wich is more a luxury than anything else should not be chosen. Plain and simple.

-Each nation needs one or more rivals wich are able capable of rivaling it's power and limiting it's expansion
-Each nation needs one or more possible allys to have some place for diplomatic maneuvering
-Each nation needs some room to expand.

IF and only if such a player rooster is created I will take Austria.
If you like I'd be capable of doing the edits and/or taking the role of the GM.

If we get enough players and you want me to take the job as GM I may also play China as it would be an interesting nation to play.
 
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SorelusImperion said:
That rule is artificial and doesn't help a dynamic game. If you want to break a player alliance just try to negotiate with one of the alliance partners that's the key nothing else.
OK, so we remove that rule, then. But it is a good tool for backstabbing. Now you'll have to leave the alliance and then dow, which is obvious, effectively eliminating the element of surprise.
 
which is obvious, effectively eliminating the element of surprise.

No not nessecarily. Keep in mind that there are a lot of reasons why a player might decide to leave the alliance. For example he might do so in order to invite a few AI vassals and annex them. Furthermore he might just decide to remain neutral in a war. Diplomacy is very complex and while it certainly becomes a bit harder to backstab it isn't completely impossible. It just costs you stability and makes timing important (just remain in the alliance and pretend to be a friend untill the time to dow has come) wich certainly fits into the time as you aren't ruling an totalitarian state but a nation with various factions each pursuing it's own agenda.

:)
 
you are aware that if you allow alliance during peacetime, and you want to dow your (ex) ally, you need to end the alliance first, then wait 14(?) days and dow, ditching the element of suprise and giving time for your ex-ally to prepare his armies
 
14 days are not enough to make such a drastic strategic change. Usually an army needs about a month to move from one province into another while you will have your armys ready to attack. RMs and the information you get through them are usually far better indicators for a possible backstab.
 
martmol said:
you are aware that if you allow alliance during peacetime, and you want to dow your (ex) ally, you need to end the alliance first, then wait 14(?) days and dow, ditching the element of suprise and giving time for your ex-ally to prepare his armies
My point exactly. And I thought it was a month, due to diplomat en route.
 
i'm fine with all the rules, except maybe the controversial one about peace time alliances. If we'd have a vote on it, i'd vote against that rule.

Also, i wonder, what about breaking truces by event? Just wp immediatly? Because, ofcourse, that elongates your truce-time again, but if we'd have a vote on that i'd vote for respecting the truce, no matter what event.

Any ideas on what day already?
 
we need a Muscowy and a Spain player, interested?

for balance purposes, we're looking for you! Don't be afraid if this is your first mp game, it's mine too. And i've noticed in a little tester that even getting kicked around by another human is quite entertaining. I mean it's fun to try to put up a good fight.

So... interested? Judt let us know what time you can play and which countrry, if you wanna be another country that's fine too, i guess, just read the above posts.
 
quest for conquest? :rolleyes: :rofl:
 
"Hidden Agenda of Evil Apple Swapping"?

As good a name as any ;)


EDIT: Is everyone ok with the first session being Thursday 08/05/08, from 21:30GMT to 23:30GMT?


I'd also like to add some rules for this game, corcerning people not turning up for the games:

- Try to be on time, if you can't try to find someone who can to replace you. If you still can't do that you can not play that session.
- If a player doesn't play for one session, his country will be AI controlled for that whole session. No other player may DoW that country.
- If there is a war going on, or a war is started by the AI against a human player that player should try to end the war as a white peace. No land is allowed to be taken.
- If the AI declares war on a human player and wins, taking some land, then the human player who controls that nation has to give that land back in the next session as soon as the truce ends.
 
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