Please add your comments in this thread. Nominate new rules and changes to exisitings rules and guidelines.
Will amend rules as comments are made and agreed upon.
Semi-Historical with DOWs but not restricted to any fixed dates other then the start of the war with danzig. Players should be mindful of there actions that are unhistorical or not normal game play as they can cause re-actions by other players and bring there entry into the war. Undefended borders or territory can lead to early war, defend your nation at all times. You cannot blame the aggressor if you invite him in by having no deterrant. US, Japan and Italy should be particulary mindful there early entry can damage the game and should consult there allies prior to any action. Any exploits of the game mechanics is not allowd if unsure discuss with your allies or the entire group.
General:
1) All rule discussions will take place on the forums under the appropriate thread.
2) Open game.
Diplomacy and war entry guidelines:
3) No major or minor war until Danzig event unless already at war or by an event.
4) No one may influence a Human controlled country without their permission.
5) A human controlled France must accept Vichy.
6) Anyone except the USA may Guarantee Independence of a country.
Guidelines for Italian war entry:
7) Italy may Ally with Germany on Danzig.
Trading of military units:
8) No country may trade any military units with a Human player until both countries are involved in a war with a common enemy.
9) No country may give minor country units until both in the war.
10) A human controlled France must not trade away any military units.
11) No country may buy any French forces through negotiations.
Spies:
12) No one may attempt to kill any ministers or leaders from a country they are not at war with.
Trading of resources, provinces & blueprints with other countries:
13) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
14) No one may trade for any resource in the first 7 days of a new game. From the 7th January 1936 you can trade with anyone you like. You may however accept any deal offered by an AI(This is so AI countries can offer historical trades)
15) No restrictions on trading blueprints with Allies or stealing them.
16) No one may trade provinces for the purpose of preventing Annexation of a country.
17) Provinces may be bought and sold freely from any country. A human controlled France is prohibited from giving away provinces and puppeting until January 1st 1941.
Surrounded armies & SR:
18) May not be disbanded when totally surrounded to save manpower. Players may negotiate for surrender of such divisions and allow the player to disband them for the manpower ie a temporary ceasefire, withdrawal from provinces, cities etc etc.
19) No SR away from a province that is adjacent to enemy units not in retreat.
All Bugs:
20) Pause the game. Ask the host to save. Discuss with your opponent the situation. If after discussion its decided they are bugged the game may be edited to correct the problem to the satisfaction of both parties.
21) Preventing Naval bugs can be avoided by the following:
Avoid long distance rebasing through hostile waters. Wait a minimum 4 hours before retreating from a naval battle. When selecting a retreat province avoid selecting a port not in that province. When setting ORG and strength for missions set it to 80-90% rather then the default 50% your units will retreat by themselves.
Air units:
22) Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.This does not apply to normal missions only to those on a base about to be captured by enemy ground units.
Military Control:
23) No one may take military control of AI controlled minor countries. Puppets, CW(SA, CAN, AUS & NZ) minors, historical Axis minors(Czh, Rom, Hun and Bul) and France are exempt from this ruling. Any player may freely control any EXP forces given by minors. No CW or Axis Minor may leave their home country until Danzig
Deployment of Naval units:
24) Naval units when built must be deployed. They may not be stored in the build que.
Finishing games:
25) All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group
Will amend rules as comments are made and agreed upon.
Semi-Historical with DOWs but not restricted to any fixed dates other then the start of the war with danzig. Players should be mindful of there actions that are unhistorical or not normal game play as they can cause re-actions by other players and bring there entry into the war. Undefended borders or territory can lead to early war, defend your nation at all times. You cannot blame the aggressor if you invite him in by having no deterrant. US, Japan and Italy should be particulary mindful there early entry can damage the game and should consult there allies prior to any action. Any exploits of the game mechanics is not allowd if unsure discuss with your allies or the entire group.
General:
1) All rule discussions will take place on the forums under the appropriate thread.
2) Open game.
Diplomacy and war entry guidelines:
3) No major or minor war until Danzig event unless already at war or by an event.
4) No one may influence a Human controlled country without their permission.
5) A human controlled France must accept Vichy.
6) Anyone except the USA may Guarantee Independence of a country.
Guidelines for Italian war entry:
7) Italy may Ally with Germany on Danzig.
Trading of military units:
8) No country may trade any military units with a Human player until both countries are involved in a war with a common enemy.
9) No country may give minor country units until both in the war.
10) A human controlled France must not trade away any military units.
11) No country may buy any French forces through negotiations.
Spies:
12) No one may attempt to kill any ministers or leaders from a country they are not at war with.
Trading of resources, provinces & blueprints with other countries:
13) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.
14) No one may trade for any resource in the first 7 days of a new game. From the 7th January 1936 you can trade with anyone you like. You may however accept any deal offered by an AI(This is so AI countries can offer historical trades)
15) No restrictions on trading blueprints with Allies or stealing them.
16) No one may trade provinces for the purpose of preventing Annexation of a country.
17) Provinces may be bought and sold freely from any country. A human controlled France is prohibited from giving away provinces and puppeting until January 1st 1941.
Surrounded armies & SR:
18) May not be disbanded when totally surrounded to save manpower. Players may negotiate for surrender of such divisions and allow the player to disband them for the manpower ie a temporary ceasefire, withdrawal from provinces, cities etc etc.
19) No SR away from a province that is adjacent to enemy units not in retreat.
All Bugs:
20) Pause the game. Ask the host to save. Discuss with your opponent the situation. If after discussion its decided they are bugged the game may be edited to correct the problem to the satisfaction of both parties.
21) Preventing Naval bugs can be avoided by the following:
Avoid long distance rebasing through hostile waters. Wait a minimum 4 hours before retreating from a naval battle. When selecting a retreat province avoid selecting a port not in that province. When setting ORG and strength for missions set it to 80-90% rather then the default 50% your units will retreat by themselves.
Air units:
22) Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.This does not apply to normal missions only to those on a base about to be captured by enemy ground units.
Military Control:
23) No one may take military control of AI controlled minor countries. Puppets, CW(SA, CAN, AUS & NZ) minors, historical Axis minors(Czh, Rom, Hun and Bul) and France are exempt from this ruling. Any player may freely control any EXP forces given by minors. No CW or Axis Minor may leave their home country until Danzig
Deployment of Naval units:
24) Naval units when built must be deployed. They may not be stored in the build que.
Finishing games:
25) All games to be played until a group vote decides otherwise. A tie means the game will continue. Players must abide by the vote if they wish to continue playing in the Aussie group
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