Ryoken's Comprehensive House Rules:
Since there are a few people on the forum, most notable Daniel A, who have been asking for some kind of comprehensive rule system; I shall provide one. You are fully entitled to dispute any of these and use the system in whole or in part. I am providing these rules to provide a common baseline of established principles of multiplayer games. I divided the rules into two sections to allowing people to strike out a section they dislike.
Game Exploitation
1. Pirate Spamming: Any use of privateers that is not intended to reduce trade values is illegal. Privateers played virtually no role in conventional fleet actions and their use to disrupt enemy fleet movements or army off-loading is an unrealistic exploitation of the game engine.
2. Vassal Release: Any release of vassals during wartime is illegal unless it is explicitly part of a peace agreement between players. Releasing vassals to hinder an enemy offensive is an exploitation of the badboy and peace resolution systems as well as representing a failure to think long-term.
3. Leaving An Alliance: Any player asked to leave an alliance by that alliance leader must immediately leave the alliance. The alliance game mechanics do not reflect the fluidity of alliances in multiplayer, nor does the CB system. No non-vassal should ever be forced to remain allied to anyone.
4. Turbo-Burning: The use of repetitive movement order changes in order to trigger multiple burn-checks to destroy manufactories is illegal. If the manufactory isnt destroyed by your army on the first check, it should not be destroyed.
5. Forcing Peace: If you have -99% or -100% warscore and you are at -3 stability, you must accept a stab-hitting peace offer. Your stubbornness should not get in the way of the long-term viability of your nation.
6. Exploiting Truce: 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.
7. Exploiting Simultaneity: Any public agreement between players that would occur simultaneously in the real world but that, due to limitations in the game engine cannot be done simultaneously, must be adhered to. This rule includes, but is not limited to, any type of "sale".
8. Military Access: All attacking nations must cancel military access through any attacked nations immediately following a declaration of war. If you were declaring war yourself, you would be forced to cancel the access first, thus using an allied DOW to keep access constitutes exploitation.
9. Counter-Reform Catholicism: A Counter-Reform Catholic nation cannot declare war on a catholic nation that has all catholic player allies. The CRC morale bonus represents the power of faith and righteous warfare, thus it cannot be used against nations which are already Catholic. However, it should be useful against catholic nations that are "in league" with non-catholic nations.
Behavior Control
1. Map Distribution: Map trading of all types are allowed. At the end of the first session to go past the year 1600, the Atlantic Ocean and Caribbean Sea will be revealed to all player nations. At the end of the first session to go past the year 1650, the location of all American COTs will be revealed to all player nations. At the end of the first session to go past the year 1700, the location of all Asian and African COTS will be revealed to all player nations. COT/Map knowledge monopolies undermine fair competition and exploit the limitations of the exploration system. It is unrealistic to prevent historic spread of knowledge of the world's geography throughout Europe.
2. Galleys: Galleys may be used throughout the world freely. The high cost of warships makes them non-cost-effective and the game lacks a way to represent homewater patrol ships. Galleys must serve this purpose. If the player is willing to risk large war score losses due to the defeat of galleys used to prevent pirates, I see no reason to prevent them from doing so.
3. Player Alliances: A maximum of three players per alliance. A nation that requires more than three other nations to be defeated is an extremely rare occurence, however should the GM rule that such a nation exists this rule is invalid for the duration of the war against that nation.
4. War Demands: Upon any declaration of war against another player, the attacking alliance must immediately make public war demands. If the defending alliance agrees to those demands, peace must be concluded as soon as the demands may be made using the game engine (non-core provinces need to be captured, for example). The attacker may not change their demands if the defender agrees at this time. However, if the defender refuses to immediately submit to the attacker's demands, they may be changed at a later date. You may not make war against a nation simply to ruin it, you must make demands. This game is set in the age of Limited War, not Total War.
5. Substitutes: Substitute players are not allowed to make non-tangible agreements (NAPs, for example) that extend beyond the duration of the sessions they are subbing. The permanent player cannot be held hostage to the negotiations of a substitute. However, tangible losses like provinces and cash are permanent.
6. Treaty Law: Any treaty that is publicly made on the forums is considered binding international law. Violation of such an agreement will result in a -5 stability edit at the end of the session. If the player has less than +2 stability, each stability point loss avoided due to low stability will translate into +2 inflation. Thus a player at -2 stability would drop to -3 stability and gain 8 inflation.
7. Player Vassalization: A player which is force-vassalized must remain a vassal for at least 15 years. Forced and Diplomatic Vassals are required to submit to any request by their overlord that is not self-destructive. A vassal wishing to disobey his overlord must immediately cancel vassalization (this rule cannot be used to break vassage during the first 15 years).
8. The GM: Any player participating in a game is bound to respect the decisions of the GM. If they do not like a GM's decisions, they may leave the game. Disagreement with the GM is allowed. However, if the GM asks that such disagreement cease for the duration of the session and continue on the forums or ICQ/MSN after the session is over, all players must respect that decision.
Since there are a few people on the forum, most notable Daniel A, who have been asking for some kind of comprehensive rule system; I shall provide one. You are fully entitled to dispute any of these and use the system in whole or in part. I am providing these rules to provide a common baseline of established principles of multiplayer games. I divided the rules into two sections to allowing people to strike out a section they dislike.
Game Exploitation
1. Pirate Spamming: Any use of privateers that is not intended to reduce trade values is illegal. Privateers played virtually no role in conventional fleet actions and their use to disrupt enemy fleet movements or army off-loading is an unrealistic exploitation of the game engine.
2. Vassal Release: Any release of vassals during wartime is illegal unless it is explicitly part of a peace agreement between players. Releasing vassals to hinder an enemy offensive is an exploitation of the badboy and peace resolution systems as well as representing a failure to think long-term.
3. Leaving An Alliance: Any player asked to leave an alliance by that alliance leader must immediately leave the alliance. The alliance game mechanics do not reflect the fluidity of alliances in multiplayer, nor does the CB system. No non-vassal should ever be forced to remain allied to anyone.
4. Turbo-Burning: The use of repetitive movement order changes in order to trigger multiple burn-checks to destroy manufactories is illegal. If the manufactory isnt destroyed by your army on the first check, it should not be destroyed.
5. Forcing Peace: If you have -99% or -100% warscore and you are at -3 stability, you must accept a stab-hitting peace offer. Your stubbornness should not get in the way of the long-term viability of your nation.
6. Exploiting Truce: 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.
7. Exploiting Simultaneity: Any public agreement between players that would occur simultaneously in the real world but that, due to limitations in the game engine cannot be done simultaneously, must be adhered to. This rule includes, but is not limited to, any type of "sale".
8. Military Access: All attacking nations must cancel military access through any attacked nations immediately following a declaration of war. If you were declaring war yourself, you would be forced to cancel the access first, thus using an allied DOW to keep access constitutes exploitation.
9. Counter-Reform Catholicism: A Counter-Reform Catholic nation cannot declare war on a catholic nation that has all catholic player allies. The CRC morale bonus represents the power of faith and righteous warfare, thus it cannot be used against nations which are already Catholic. However, it should be useful against catholic nations that are "in league" with non-catholic nations.
Behavior Control
1. Map Distribution: Map trading of all types are allowed. At the end of the first session to go past the year 1600, the Atlantic Ocean and Caribbean Sea will be revealed to all player nations. At the end of the first session to go past the year 1650, the location of all American COTs will be revealed to all player nations. At the end of the first session to go past the year 1700, the location of all Asian and African COTS will be revealed to all player nations. COT/Map knowledge monopolies undermine fair competition and exploit the limitations of the exploration system. It is unrealistic to prevent historic spread of knowledge of the world's geography throughout Europe.
2. Galleys: Galleys may be used throughout the world freely. The high cost of warships makes them non-cost-effective and the game lacks a way to represent homewater patrol ships. Galleys must serve this purpose. If the player is willing to risk large war score losses due to the defeat of galleys used to prevent pirates, I see no reason to prevent them from doing so.
3. Player Alliances: A maximum of three players per alliance. A nation that requires more than three other nations to be defeated is an extremely rare occurence, however should the GM rule that such a nation exists this rule is invalid for the duration of the war against that nation.
4. War Demands: Upon any declaration of war against another player, the attacking alliance must immediately make public war demands. If the defending alliance agrees to those demands, peace must be concluded as soon as the demands may be made using the game engine (non-core provinces need to be captured, for example). The attacker may not change their demands if the defender agrees at this time. However, if the defender refuses to immediately submit to the attacker's demands, they may be changed at a later date. You may not make war against a nation simply to ruin it, you must make demands. This game is set in the age of Limited War, not Total War.
5. Substitutes: Substitute players are not allowed to make non-tangible agreements (NAPs, for example) that extend beyond the duration of the sessions they are subbing. The permanent player cannot be held hostage to the negotiations of a substitute. However, tangible losses like provinces and cash are permanent.
6. Treaty Law: Any treaty that is publicly made on the forums is considered binding international law. Violation of such an agreement will result in a -5 stability edit at the end of the session. If the player has less than +2 stability, each stability point loss avoided due to low stability will translate into +2 inflation. Thus a player at -2 stability would drop to -3 stability and gain 8 inflation.
7. Player Vassalization: A player which is force-vassalized must remain a vassal for at least 15 years. Forced and Diplomatic Vassals are required to submit to any request by their overlord that is not self-destructive. A vassal wishing to disobey his overlord must immediately cancel vassalization (this rule cannot be used to break vassage during the first 15 years).
8. The GM: Any player participating in a game is bound to respect the decisions of the GM. If they do not like a GM's decisions, they may leave the game. Disagreement with the GM is allowed. However, if the GM asks that such disagreement cease for the duration of the session and continue on the forums or ICQ/MSN after the session is over, all players must respect that decision.
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