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Aladar

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Apr 22, 2002
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INVITATION TO NEW THURSDAY GAME ”TEST OF SKILL”

This is only a thread where we present this new game. The real game thread will be constructed later on.


GM AND DATES

GM: Aladar and Daniel A (also host)
Weekday: Thursday
Game time: CEST 18.30-23 (moved to CET when summertime ends = October if we still play at that time, we may have to postpone the game during some time of the summer)

Start date: Thursday May 11th 2006


REQUIRED CHARACTER TRAITS

You must be a nice and reliable person.

“Nice” means you are generally well mannered. This has nothing to do with a devious and treacherous playing style. If you still do not understand what qualities we are looking for, then this is not your game.

“Reliable” means that once you sign on you will dedicate yourself to the game. You will follow the game thread, you will be on time and in the rare cases where it is impossible for you to play due to RL issues you will do your best to find a sub yourself. You are not expected to quit the game merely because you become e.g. bored for a reason such as the game going badly for you or that you lose your interest for EU in a more general sense. If you know you have a weak character and often allow yourself to avoid doing your duty towards your fellow gamers (or indeed humans in general), then this is not your game.

If you like to role play and cannot control this tendency this is not your game. You are required to play for the benefit of your nation in the general standing, not to satisfy any notions of “having a fun game”. If the fight for improving your nation does not make it fun enough, then this is not your game.


SCENARIO

Basic scenario: Watk3.1 Grand MP Scenario (Watk3.1 = World according to Kasperus), edited (heavily). No MODs required, you just need to install the basic MOD and then use the starting save we have constructed..

To get Watk3.1 click on this link:. http://home.quicknet.nl/qn/prive/kw...vel/watk3.1.rar
If I have understood it correctly the fix made to correct an error found in the DbD game is included in this rar-file.

The save game will be available at Tonio’s site shortly.

Dates to play: January 1st 1419 – December 29th 1819

We have constructed 12 potential starting nations, all in Europe (as defined by the game). If we end up fewer nations that should not be a big problem. Although perhaps 8 is a minimum number. If we end up with more players than 12 wanting to participate we might increase the starting number of nations.

The selected starting nations are, in no specific order:
- Portugal
- Denmark
- Eire
- Armangnac (southern France)
- Switzerland
- Naples
- Brabant
- Livonian Order (in the East coast of the Baltic)
- Albania (in case end up with 10 players it will be eliminated)
- Moldavia
- Saxony
- Karaman (in Anatolia, in case we end up with 11 players it will be eliminated)

All provinces in “Europe” look like this
- they have their type of product unchanged
- they have a basic tax value of 8
- they have a basic production value of 8 (a gold province has a value of 4, which equals 8 at 50% production efficiency)
- they have a basic MP value of 5
- they are catholic
- they have the culture of aborigin

All selected starting nations
- have religion catholic
- have only one culture, namely aborigin
- owns 4 provinces
- have cores on these 4 provinces and no more
- have an army of 8000 infantry and 2000 cavalry
- have all DP sliders set at 5
- have 1 diplomat, zero merchants and zero colonists
- have 1000d in treasury
- have a COT in their capital
- have level 1 in all techs and zero ducats invested in all
- have the exact same knowledge of provinces and sea zones (in fact it is Portugal’s, somewhat edited to eliminate bugs)
- have no monarchs

The reason for the last item, no monarchs, will be explained in the next chapter.

Only random events have been kept. Thus no historical events for any nations in the game, nor any religious events or flavor events.

There are no COTs in Europe except those that are owned by starting nations.

All leaders for the human played nations have been removed. Instead random leaders will be generated. Their stats will vary between 2 and 4 with an average of 3. From the first session that starts in the 16th century one may request a conquistador or an explorer instead of the normal random leaders.

The Golden Horde has been given aborigin culture as sole culture for game balance purposes.

The Inca Empire has been given two extra start provinces (total of 6). The AI for Iroquois has been set to expansion = 3, hopefully to encourage colonisation. The Incas have 3 from start.


MONARCHS

Each player has 20 monarchs at disposal. Two with 1 in skill in each of ADM, MIL and DIP. Two with 2, two with 3 and so on until two with 10. Before the game starts each player posts his line of monarchs in the game thread and it will be included in the save. Be careful in what order you put the monarchs. Each monarch shall rule for 20 years, the dates for this will be pre-set by the GMs.

You will just fill in the name (optional) and then replace the question marks with a number between 1 and 10, same value for all stats.

historicalmonarch = {
id = { type = 6 id = 7493 } name = "Monarch 1" category = monarch
rank = 100 startdate = { year = 1419 month = January day = 2 }
deathdate = { year = 1439 month = January day = 1 }
ADM =? DIP =? MIL =? }
historicalmonarch = {
id = { type = 6 id = 7493 } name = "Monarch 2" category = monarch
rank = 100 startdate = { year = 1439 month = January day = 2 }
deathdate = { year = 1459 month = January day = 1 }
ADM =? DIP =? MIL =? }

[Repeated all in all 20 times with the correct years inserted]

Probably you will be requested to send your monarch “file” to a 3rd party who will insert them into the starting save just before start, so that no one gets knowledge of any other player’s selection of monarch line up.


AIM

This game has an explicit aim. The aim of the game is to win. And in this game this is defined as ending up as the most powerful. That is the easy part. Unfortunately we have no simple winning formula as today. But we may get one later on (looks at Tonio J), perhaps not until the game has started and is on its way. Perhaps we will never have it.

A simple way to estimate the degree of power at any given moment will be to simply count the number of provinces. Since all European provinces have almost the same characteristics this gives a strong indication. But of course that is not the whole truth and later on colonial expansion will play a big part as well, as does tech levels etc.

Note that while fighting a war normally is bad in the long run for a nation, it may indeed be in the interest of your nation. To decrease the power and wealth of other nations and increase your own is what the game circles around. But war is just one of the tools you have at your disposal.


TRIAL

This is as far as we know the first game of its type. Thus the GMs reserve their right to modify it as the game goes on. This is under normal circumstances, in any game that you play to win, out of the question, but to ensure playing quality we do reserve this right here. However, we accept the fact that any such change undermines the value of the basic approach: plan to win.

We will give an example of what we might do. Assume that the tendency to play peaceful and tech is too strong, then we might introduce the military tradition concept as that designed by King John. For those who do not know how it works it basically means that the more wars you participate in the higher average of your random leaders the next session – the exact details vary between games.


DEGREE OF RANDOMNESS

As can be seen a lot of effort has been made to remove randomness and make it into a game of skill. Those “random” characteristics that still remain are mainly

1. Random events

2. Random leaders

3. Type of good in the provinces (the modification of the production value that stems from different demand and supply percentages makes the provinces not exactly equal in terms of income from production)

4. The position on the map, e.g..
- how strong are the neighbours?
- are there many 1-province minors as neighbours, easy to conquer but costsome in BB?
- climate
- access to port
- potential land access to easy colonisable areas
- shorter way for explorers/conquistadors to travel by Sea to colonisable areas

While number 3 would require a MOD of our own, which we do not want to construct, we aim at having a standard WatK3.1 installation with only a modded save file, and number 4 is close to impossible to eliminate, number 1 and 2 have been added purely for fun. You see, we are not adverse to having a fun game. J


WHAT HAPPENS NEXT

It is our hope that this scenario meets with the approval of at least 8 players, then we will have a game. On the 2nd of May we will close down the opportunity to join the game. We will then proceed to the next phase which is:


AN AUCTION

As all nations are not exactly equal from start we will try to make them that by the use of an auction. Each player makes a bid for each nation. Then for each nation the highest bidder will get that nation.

Bids are made by
1. offering a starting inflation value
2. offering a decrease of the treasury from start (only used for tiebreaking, should two or more players offer the same amount of inflation)

When the bids are made we will first give the nation who have received the highest bid to the one who made that bid. All of his other bids for other nations will then be removed and we proceed to the highest bid for any nation that is left, and so on.

It is expected that this will take a few days to complete.


THE FUNCTION OF THE GMs

Do not obey the GMs just because they are GMs, they are not your Gods and Masters. Obey the rules, they are your God. The GMs are bound by the rules just as any normal participant is.

The GMs duties are
- to administrate the game and ensure the smooth running of the game when started
- in case of interpretation needed of a rule it is the GMs who will decide upon the interpretation (all deliberation upon the interpretation will be done in public and everyone is allowed to join the debate)
- to execute the disciplinary power in the game, i.e. should a case of disciplinary penalty be in question it is the GMs who will decide to apply it and hand out the penalty

It is assumed that the interpretative and disciplinary function of the GMs will mainly take place regarding (hopefully only in theory) cheating and potential breaks of basic rule 2 and 3 (see next paragraph).


RULES

We will try to have few but very clear rules.

Basic Rules

1. Be kind and reliable - as defined above
2. Play to win – as defined above
3. Do whatever you want as long as it is not forbidden


Detailed Rules

1. 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.

2. You may take no more than 3 provinces from any human nation in a war (and max from an alliance)

3. You are not allowed to

a) Attacking an enemy fleet with pirates, as well as comparatively very small fleets

b) As a naval nation (a nation with the land/naval slider below 5) to sign a TA's with other human played naval nations (if you after having signed a TA with such a nation and you then move the slider below 5 you must immediately remove the TA)
made to inhibit loading/landing.
c) Releasing one or more vassals during wartime, to hinder an enemy

d) Force-burning of manufactories, i.e. repeated move and halt orders to an army in a province with a manufactory

e) Declaring a 'fake' war on a country, with the aim to increase the stability of the nation you declare war on or Change the religion of a protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.

f) 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.

g) Converting from Catholiscism to either Counter-reformed-Catholicism or Protestantism and then switching back to Catholiscism before the Edict of Tolerance.

h) Cancelling being the vassal of another player within 10 years, except when an event allows you to do so.

i) Trading maps with the AI.

j) Signing a peace deal with the AI, that bankrupts it in the same day (a rarely used bug)

k) Declaring war on an ally of a player you have truce with is illegal. If you wish to break truce, you must declare war on the nation directly, not force them to take -5 stability to join a defensive war against you.

l) To keep an MA in a nation you are at an offensive war with. All attacking nations must cancel military access through any attacked nations immediately following a declaration of war (as soon as they have diplomats available).

m) and of course not to edit the save unless publicly stated by the GMs

There is presently no prohibition to use lag to your advantage as long as you do not directly earn ducats from it. The host has other benefits. If someone puts forward the possibility to make really bad things using lag this rule may have to change.


PENALTIES

When someone breaks basic rule 1 or 2 or knowingly breaks another rule, then a disciplinary penalty may be issued. The most severe is disqualification. In other cases no penalty will be handed out, we will merely, by the use of edits, decided upon by the GMs, try to restore equity making sure no one (including the AI) innocent is harmed.


REWARDS

Everyone who will be on time for the session will get a reward.
Also everyone writing at least a 20 lines AAR titled

<AAR> <NATION name> <YEARS>

will get a reward. The reason you must use this kind of title is that is shall be easy for the editor to spot your AAR.

The rewards for each are a choice between:
- 1% deflation
- 3 badboy
- A state gift, 10d per European province owned

You must end the AAR with a specification of the reward you want and in case of choosing the state gift you must specify the number of such provinces you own.


DISCUSSIONS

Before the nations are selected we are open to all suggestions. After that only bugs (i.e. things are not as we have said they should be) or things all agree upon will be edited. It is thus important you inspect the map and scenario before making your bids in the auction.
 
Agh, would really have liked to join this one :).
Sadly, its the wrong day and i have too many games already.
 
Dr Bob said:
My God, Daniel and Aladar are the same person....


Seriously, that AAR state gift reward looks kinda crap. I would say 100 ducats per province is a better amount.

I agree with Bob on that one, otherwise, the rules seem good.
 
Dr Bob said:
My God, Daniel and Aladar are the same person....


Seriously, that AAR state gift reward looks kinda crap. I would say 100 ducats per province is a better amount.

That could mean a 2,5k gift for France for example.

And, well, not my kind of game definitely, but at least this game is very clear in aims and outlook. And it was time that good old Daniel GM a game.
 
Well we might be able to change the weekday, depends on how many games daniel are in i guess. Monday/Wednesday/Sunday are current gamedays for me.
 
I can only join if the current date is as it is, otherwise Ill have to choose not to join.
 
arcorelli said:
That could mean a 2,5k gift for France for example.

And, well, not my kind of game definitely, but at least this game is very clear in aims and outlook. And it was time that good old Daniel GM a game.

Yup, but the current value means that at the start you get 40 ducats, and with 40 provinces 400 ducats...not sure if that is worth doing imho

And yes I am sure everyone will watch daniel GM :D
 
Dr Bob said:
My God, Daniel and Aladar are the same person....


Seriously, that AAR state gift reward looks kinda crap. I would say 100 ducats per province is a better amount.

I disagree with both solutions. Both gives better reward to big nation. If you want to scale that, you should scale it on the other side. (And don't tell me this is a skill game, so "best" nations gets better rewards) :)
 
balinus said:
I disagree with both solutions. Both gives better reward to big nation. If you want to scale that, you should scale it on the other side. (And don't tell me this is a skill game, so "best" nations gets better rewards) :)

So you like progressive taxing I see?

damn commie :mad:

However 400ducats means nothing to a 600MI England and a whole lot to a 80MI BB so it has to be scaled in this way for the large nations to want to do it.

Or they ask for deflation, which makes more sense
 
Dr Bob said:
Yup, but the current value means that at the start you get 40 ducats, and with 40 provinces 400 ducats...not sure if that is worth doing imho

And yes I am sure everyone will watch daniel GM :D

Well, then put 25 ducats (is 100 for the beginning). 100 is way too much (and no idea why I am discussing this since it is not my game :p )
 
arcorelli said:
Well, then put 25 ducats (is 100 for the beginning). 100 is way too much (and no idea why I am discussing this since it is not my game :p )

50 seems good, and do not worry, I am not in the game either

I am just giving passerby's the benefits of my wisdom :cool:
 
Hmmm, I bid -100 inflation for Switzerland :) (if it can be editted that way without crashing).
 
A few suggestions:

First, I'd take away the 3 prov restriction on peacing alliances. That makes victory against an alliance far less lucrative than it should be. I would change it to restrict peaces to 3 provs in any human-human peace.

I'd define clearly how many ships makes up a "small force" to stop people from landing. Just settle this in a definitive number- it'd be bad to leave stuff like this open to interpretation.

I would add a land naval locked slider rule. Not just because it's better for gameplay, but it'd be much easier to decide a winner this way. Otherwise there's a good chance there will be a master of the seas and a master of the land. If you want a winner, all should be competing in the same playing field.
 
For AAR rewards, why not just leave the money alternative as a set value? If it's 500 for everyone, and you have a high income, you're better off taking the deflation, and if you're a small nation you're better off taking the money. You actually have more of a thoughtful decision to make, whether your income warrants deflation or money.

If it's defined by how many provs you have, people with either always choose money(if you have the reward too high), or they'll only choose money when they have too low inflation(if the reward is too low), and then there's not much point in having a choice.
 
Daniel or Aladar (yes, we now you are same person :D ), did you Ryo`s EoS scen ?
 
Good luck with the game DanielAladar. The world will be watching Daniel being a GM :)

A few comments on the stuff in post 1

Basic scenario: Watk3.1 Grand MP Scenario (Watk3.1 = World according to Kasperus), edited (heavily). No MODs required, you just need to install the basic MOD and then use the starting save we have constructed..

WatK3v1 is a mod too, so the 'No MODs required' part is a bit confusing.

2. You may take no more than 3 provinces from any human nation in a war (and max from an alliance)

Is there a good reason to make this a max from an alliance too?

a) Attacking an enemy fleet with pirates, as well as comparatively very small fleets

What is a 'comparatively very small fleet'? If I have 10 ships in port and an enemy fleet blocks this port, can I attack that enemy fleet with these 10 ships even if I have 150 warships in another war theatre?

b) As a naval nation (a nation with the land/naval slider below 5) to sign a TA's with other human played naval nations (if you after having signed a TA with such a nation and you then move the slider below 5 you must immediately remove the TA)
made to inhibit loading/landing.

'made to inhibit loading/landing' is in the wrong place here.

[...]or Change the religion of a protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.
[...]
g) Converting from Catholiscism to either Counter-reformed-Catholicism or Protestantism and then switching back to Catholiscism before the Edict of Tolerance.

Double.

k) Declaring war on an ally of a player you have truce with is illegal. If you wish to break truce, you must declare war on the nation directly, not force them to take -5 stability to join a defensive war against you.

Note that this is a very tricky rule.

EXAMPLE: If I am France and fight the alliance of Austria and Spain, I might be able to stab hit Spain out of the war separately first. Then finish my war with Austria.
Am I then forbidden to attack Spain before my truce with Austria has expired? I would say so, since it was my own skill that made this possible.

EXAMPLE 2: I am France and in war with the alliance of Austria and Spain. I fight them both and ultimately make peace with the alliance. However, before I am able to dow Venice too with France, Spain and Austria invite Venice in their alliance. Am I then not allowed to dow Venice because I have a truce with Austria and Spain?

l) To keep an MA in a nation you are at an offensive war with. All attacking nations must cancel military access through any attacked nations immediately following a declaration of war (as soon as they have diplomats available).

I always believed it is your own duty to cancel any MA if YOU want to no longer have an MA exist. So, if I have MA with you and we end up in war, it's your own responsibility to cancel it. Why place the burden on the one wanting to dow?

Also, I would propose to add one extra rule to this otherwise good list:

n) Do not look in the history log of the host save.

There is presently no prohibition to use lag to your advantage as long as you do not directly earn ducats from it. The host has other benefits. If someone puts forward the possibility to make really bad things using lag this rule may have to change.

Strongly advice against this. Allowing someone to send lag colonists or building lag fortresses is not really a good thinng. You do not directly earn ducats from this, but it still can be very benefitable.
 
lag fortress is definite cheat imho