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unmerged(11034)

Captain
Sep 16, 2002
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ive got this document for sniperwiking, and maybe is posted here somewhere, but i couldnt find it.
i like most over these rules alot and they surely make the game better balanced.









Hearts of Iron multiplayer - House rules

For the 1936 standard scenario, v 1.03



Alliances:

Axis: Germany, Italy and perhaps Japan (If Japan would like to join the Axis side)
Allies: UK, USA (NOT allowed to declare war on the Comintern)
Comintern: USSR (NOT allowed to declare war on the allies)

Nat.China is NOT allowed to join the axis. They are allowed to join the allies.
(If Nat.China should be able to join Comintern is still not solved, so untill it´s solved,
China is forbidden to join Comintern)

Japan is not allowed to join either the allies or the comintern, the are only allowed
to be outsiders or part of the axis.

Brazil (allowed to join any alliance? Rule not set yet!)

Rules:

1. USSR are not allowed to declare war (on any country) untill they have a
landborder with Germany OR France have been annexed/"vichied" by Germany!
(Maybe we have to set a rule that says 1 month after France has fallen? Or maybe this is enough?)


2. The Ribbentrop pact should be according to history


3. No nukes


4. Tech Trading, you are only allowed to trade the "Theory" techs and ONLY within your alliance,
USA/UK and GERMANY/ITALY only! Japan, Russia, China and Brazil are on their own.

"Early Infantry Weapons" is a theory tech, it allows you to reseach
"light mortar", light mortar is an application of the theory.

It´s very easy to spot the theory techs inside the game so it shouldn´t cause any problems.
This rule is great because the "theory" techs is not enough to actually produce or improve
anything. You still need to research the techs below the "theory" in the techthree.

Special USA-Nat.China tech rule:
The USA are allowed to give Nat.China the following techs anytime it wants:

Infantry:
Early Infantry --> Light Mortar
Basic Infantry Weapons --> 3-4 diffrent techs in this subtree choosen by USA/China

Industry:
Hydrogenation --> Basic Syntetic Oil Plants (coal to oil)
Polymerisation --> Syntetic rubber plants (oil to rubber)
Plastics --> None (only the theory tech this time)

Land Doctrines:
Great war experinces analysis --> 2 diffrent techs in this subtree choosen by USA/China

Electronics:
Decimetric Radar --> 2 diffrent techs from this subtree choosen by USA/China



5. There are several sealanes that you can´t travel through if the enemy controlls it.

They are:
Kattegatt
Gibraltar Strait
The English Channel

Kattegatt:
If a player controlls Denmark and Oslo then ships can´t pass
through Kattegatt into (or out from) the Baltic (Östersjön).

Gibraltar Strait:
The player that contolls Gibraltar decides who are allowed to
pass through Gibraltar Strait or into.

The English Channel:
If an alliance controlls both sides of any of the three(3)
narrow passages in the channel, then they prevents enemy ships
from sailing through it or into.

The Sea of Marmara (Near Istanbul, Turkey)
If an alliance controlls both sides of the channel
then they prevents enemy ships from sailing through or into.


In peace time, everyone is allowed to sail all seasquares.
Submarines are exepted from this rule, they are allowed to sneak everywhere.
Convoys are also allowed to (try) and pass.

Besides passing through, it´s also forbidden to place a navy in these squares unless you control them.
So you can´t place a navy in the "Gibraltar Strait" seasquare, Kattegatt or the English Channel squares
in question.


6. Stay realistic and somewhat historical
(ie, USA shouldn´t go rampage in South America, Italy shouldn´t attack USA in 1936 and so on)


7. Make this game as funny and enjoyable as possible for every involved player, not only yourself!


8. Don´t exploit any faults or bugs in the game.




9. Don´t do anything that isn´t mentioned in these rules that you feel is wrong. (ask first)


10. Don´t quit the game because it´s going bad for you, stick with it to the end! No quitters!


11. You are allowed to choose and play another country if your starting country is annexed.
However, this country must be of the same alliance as your starting country.


13. The US may build a maximum of 6 Paratrooper divisions, Germany max 4 divisions, the rest max 3 div


14. If Germany are going for operation sealion (attacking UK homeland) prior to 1936-37, then
they have to declare war on the USA. If Germany starts war later and manage to capture 3 provinces
or London, they have to declare war on USA.


15. ABSOLUTELY NO CHEATING! If anyone is found cheating his name and IP
will be exposed on the official HOI MP forums :)
 
How do you get the IP of cheaters?

Also, why should the Comintern be allowed to DoW on the Allies? I don't see any historical reason why it would be impossible (If the SU goes for Scandinavia (which it might have done), why shouldn't the allies fight them?)

Perhaps the MR pact should be a matter of diplomacy between Germany and the Soviet Union. Both might be "very" unhappy if Poland is annexed by either one, so they might just decide to share it as neither wants a war right now...

Else than that, many good suggestions, although I don't really favor your tech-sharing system...
 
Why no Nat China in Comintern?

There was a long history of support for the Kuomintang from the Soviets going back to Sun Yat-Sen. The Soviets sent advisors. Chiang Kai-shek received training in Russia. He at times cooperated with Moscow and at one point in the 30s an alliance against the Japanese was a possibility. I think the possibility of Nat Chi joining Comintern should be kept alive, because that is historically valid. Remember, not everything that DID happen in history was BOUND to, and some issues were very closely decided. My test for these issues is, "Could this have happened with a small change of circumstances?" If so, let it go. If the what if depends on somebody acting outside of his nature (for example, Napoleon knowing when to stop), then I don't give the counter-factual much credence. Napoleon was going to go too far, but the June 1944 storm was not necessarily going to abate enough for D-Day to go forward.
 
Interesting suggestions. However, I don't agree with some of them.

Maybe the history-role-playing rules should be put in an "add-on package". I quite enjoy an open game-play. If Italy decides to attack Germany in the game - fine with me.

USSR - not allowed to DOW anybody before landborder with Germany.
Why is that? Any SU player doing that will find himself with high dissent very soon. If it is to prevent an early attack on Germany - get a good German player that knows how to fight a two front war.

The Ribbentrop pact should be according to history.
I agree, but only because of the event-reload-bugs that gives SU no other option than dowing Germany.

Tech Trading, you are only allowed to trade the "Theory" techs and ONLY within your alliance, USA/UK and GERMANY/ITALY only! Japan, Russia, China and Brazil are on their own.
I think no tech-trading at all makes for a much better game.


In summary: The only rule we use in our games are "Rippentrop-Molotov" must be honoured and "no tech-trading".
 
USSR - not allowed to DOW anybody before landborder with Germany. [\quote]
Why is that? Any SU player doing that will find himself with high dissent very soon. If it is to prevent an early attack on Germany - get a good German player that knows how to fight a two front war.

ok, its '37 germany dows france and war with allies, if a russian player wants a quik victory it should dow poland (10% diss, so what), and attack germany from the east, i think you should be a hell of a good hitler to stop russian bear from the east while fighting allies in the west, i dont think its possible to win this scenario if youre playing germany.
 
Originally posted by casherings
ok, its '37 germany dows france and war with allies, if a russian player wants a quik victory it should dow poland (10% diss, so what), and attack germany from the east, i think you should be a hell of a good hitler to stop russian bear from the east while fighting allies in the west, i dont think its possible to win this scenario if youre playing germany.

Well, perfect! Germany cannot DOW France in '37 because it must be scared of SU. In my opinion that's a natural way of getting a more historical gameplay.

And in '39 I played Germany against human France and human SU. SU dowed poland + me after he noticed I was hiding behind Poland and not conquering it. Well, after he got Poland I had France finsihed and the SU troops were in a big surprise (mentioned in another thread the '144 div encirclement').
 
''Well, perfect! Germany cannot DOW France in '37 because it must be scared of SU. In my opinion that's a natural way of getting a more historical gameplay.

And in '39 I played Germany against human France and human SU. SU dowed poland + me after he noticed I was hiding behind Poland and not conquering it. Well, after he got Poland I had France finsihed and the SU troops were in a big surprise (mentioned in another thread the '144 div encirclement').

I know i was russia in that game, i screwed up. remember before we started that last save, russia was in a much better position. The reason i lost was because i made some increadible stupid mistakes.

next time ill dow poland and you the moment you dow france and see how you will do then
 
House Rules shouldn't effect strategy

In my humble opinion your house rules are extremely restrictive and will only promote predictable game play. Why all the restrictions? What's wrong with the USSR going ape and attacking all over. Could've happened. France almost had a Nazi and a Communist Coup in the 20's-30's - they might have moved towards the Russian axis of influence.

House rules should only be in place to balance out/neutralize game bugs (like the Rippentrop bug for example)
 
I agree with Dieflederman, some of the greatest games I have played have been with free-flowing democracy. In one game I had with him, Poland joined the Axis, Italy tried to join the Allies, France joined the commintern, Japan signed a NAP with USSR, Poland double crossed Germany and started to spy for the commintern (but may have been a double agent), and the USA tried to join all three alliances. Everyone was wheeling and dealing, nobody was sure who to trust. I (as USSR) could not declare war on other countries as I wanted most of my divisions on the western front in case of an Axis invasion, but had to keep a number of div's on the eastern front to protect against a possible back stab from Japan. It was fun :)
 
Re: House Rules shouldn't effect strategy

Originally posted by Diefledermas
In my humble opinion your house rules are extremely restrictive and will only promote predictable game play. Why all the restrictions?

House rules should only be in place to balance out/neutralize game bugs (like the Rippentrop bug for example)

I agree - too many house rules make the game boring and too predictable. We only use them so that everybody has a chance to win - not always Germany.