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Aug 1, 2001
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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.
 
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Nice list Ryoken. I don't agree with all of your behaviour controls, though I agree with 90% of them and I think all of the exploits.
 
You have this bug of a missing ] in Behavior Control articla 4. :p

Nice list, I agree, though I'm not completely sure about that "Have to follow orders" thing with vassalship...
 
You don't ban lag-colonisation or lag-forts?
 
I tried to make the list actually useful to someone. So no, Jarkko. You cannot enforce lag-colonization without insanely intense GM monitoring. So it is useless to ban it, just like lag-merchants were. And I have never seen anyone lag-fort. What is the purpose? Unless you are lag-forting the same province with multiple forts, I see no other way to abuse it. And how are you going to enforce that as GM?
 
ryoken69 said:
I tried to make the list actually useful to someone. So no, Jarkko. You cannot enforce lag-colonization without insanely intense GM monitoring. So it is useless to ban it, just like lag-merchants were. And I have never seen anyone lag-fort. What is the purpose? Unless you are lag-forting the same province with multiple forts, I see no other way to abuse it. And how are you going to enforce that as GM?

I'd just say "don't do it" and if I found out it was done anyway, I'd ban the player from the game.

I think most players are mature enough to follow rules even when they can't be enforced, and what point is there to playing with people who knowingly cheat because it can't be detected?

Thankfully, blatant rulebreakers are few and far inbetween in my experience. :)
 
I like these house rules... I think the GM should be allowed to rule against a couple of them in specific situations, but you've pretty much covered that.
 
ryoken69 said:
I tried to make the list actually useful to someone. So no, Jarkko. You cannot enforce lag-colonization without insanely intense GM monitoring. So it is useless to ban it, just like lag-merchants were. And I have never seen anyone lag-fort. What is the purpose? Unless you are lag-forting the same province with multiple forts, I see no other way to abuse it. And how are you going to enforce that as GM?

I've lag-forted before, but it takes a lot of lag, and then if you rehost in that year you lose the money, so it's quite risky. I don't recommend it even if you can do it. How it works is that you pay the same amount for each level of fort, instead of having to pay more for the subsequent levels. You can only do it until the host gets that you've started building.
 
Some use for that dial-up of yours eh, Boc? :p

I occasionally lag-merchanted when it was still possible, but most often by accident of clicking too many times in a hurry. I really doubt that most players would try to lag colonize or lag fortificate as it's afaik quite hard to do it by accident. Not to mention the high amount of lag required.
 
Byakhiam said:
Some use for that dial-up of yours eh, Boc? :p

I occasionally lag-merchanted when it was still possible, but most often by accident of clicking too many times in a hurry. I really doubt that most players would try to lag colonize or lag fortificate as it's afaik quite hard to do it by accident. Not to mention the high amount of lag required.

Actually, I have found that virtually any host has lag. It is rare I dont experience lag. One way to monitor lag is to scroll around constantly, say between your homeland and colonies. You watch the smoothness of the scroll and you can track lag. Over time, you will see that lag is fairly predictable and you can then begin to try to exploit it. Common lag-points are month/year rollovers and during wartime.

I only use lag-colonization with TPs most of the time. It is pretty hard to get more than 2 TPs per colonist on most connections. However, once I had a session where I was averaging 5+ TPs per colonist. It just takes time to master really.

Like virtually any exploit, after a while you develop your own personal ethics about it. After all, no one can mentally accept they are a cheater, so they have to make up a justification. Mine is that I only use lag-colonists when I am a nation historically disadvantaged colonially (Brandenburg) or when I am subbing. I figure that as a sub I am going to do something else different from how they would have wanted it done, so I make up for it with tons of colonists.

Lag-Missionaries is actually the most devilish use. You can be inno 7 catholic pulling .1 a year or something and use that 1 you get every ten years to attempt 4-5 conversions. It is harder to pull off because you cannot right-click/click like with colonists, you have to actually access the religion screen. But if you are only getting 1 missionary every ten years, you can afford to wait for the really heavy lag.
 
ryoken69 said:
.....

Lag-Missionaries is actually the most devilish use. You can be inno 7 catholic pulling .1 a year or something and use that 1 you get every ten years to attempt 4-5 conversions. It is harder to pull off because you cannot right-click/click like with colonists, you have to actually access the religion screen. But if you are only getting 1 missionary every ten years, you can afford to wait for the really heavy lag.

'Waiting for really heavy lag'...

Not really what people had in mind when they envisaged the greatest moments of internet gaming... :wacko:
 
Mulliman said:
Pay someone to break his leg in a motocycle "accident"?

LOL

I've my 3rd operation tomorrow, just packing my bags to go in again.

The second one last month failed, so they have now "acquired more powerful cutting tools" which makes me feel very faint, but I have my trusty temazapan's to blot out the real world :)