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unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
players available atm :

Hiensen
Dan
Gekko
Knutti
Panzer General
 
Last edited:
we could give it a try np
 
Cool!

Make sure people review the rules and the changes. There text file called, "scenarionotes" and one called "rules." If you need anything let me know, and if there are any problems or confusions, I will be more than happy to edit for any mistakes. 1.06 has been running on a few games for while and seems relatively trouble free.

A few things to expect:

First thing people will notice is that trade is much harder, so it is much harder to exploit the AI.

Another thing, is that the game is intended to be played with the possibility of war between Soviet Union and Japan prior to Danzig. This can come about in a number of ways, but the main thing that should be known is that these wars will be ended by event, sooner or later, Molotov/Ribbentrop also negotiates the war. There is not much to be won or lost in this war, and it is not intended to be the big show.

There is an more detailed explanation of the "Border War" in the scenario notes.

Soviet player will notice that he has a huge peacetime_ic_modifier like the USA, at start. This is lifted overtime, and the way it works out for those who build IC, is that SU ends up with slighly less IC than vanilla by Danzig. Its to complicated to explain how that works.

Each player should read the scenarionotes about his country that is the best thing.

Have fun!

Again, if there are problems let me know.
 
OK Cueball, I think best could be to paste scenario-notes and rules there in the thread it will be more easier for lazy people to check them.
I think I'm going to test your mod in sp this week I want to see how goes all your events :)
 
Cool. It plays fairly well through in SP, though it was all designed for MP, so there may be so me odd things that happen... I have never played a game all the way through in SP.
 
Suggested rules for MP play:

The following rules are based on creating a balanced game with a historical flavour, and exceptions or exploits not covered by these rules will be decided by the players in game, based on historical precedent, obvious "gaminess" is prohibited.


IMPROVEMENTS AND DOCTRINES

0.1: Coastal/land forts level max is 5
0.2: It's forbidden to abandon doctrine

SPECIAL RULES

0.3: no nuclear weapons till 44
0.4: no rockets or flying bombs till 43

TRADES

1.1: The 2nd day of the game the Axis are the first to make trades, later come the Allies
1.2: The first trades already in place before the game starts must be respected until the war within the context of the allowances made in the other rules.
1.3: The trades between GER/SU and USA/JAP must be free and fair till the war or embargo event (for USA)
1.4: The Allies/Comintern is able to cancel some trades when their new factories put their resource growth in the red
1.5: Free trades only between allied countries at war.
1.6 : The Allies may not trade for rares with AI countries that they are not allied to with the exception of deals suggested by the AI itself.
1.7 : Trading and selling units is forbidden, except between allied nations, and then only non-capital class ships higher than class I (No CV's, CVL, BB's or CA's), and if payment is received at 100% negotiation.
1.8 : No trading, selling or donating VP provinces, unless that province is a core province of the receiving nation.

SPIES

2.1 : Coups or funding partisans are not allowed against any nation, all other options are allowed.

UNITS IN THE FRONT

3.1 : Urban Limit for stacking units is 36
3.2 : Amphibious landing is unlimited
3.3 : No SR with units adjacent to enemy units, or when you're bombed from the air
3.4 : Recycling units (disbanding) is allowed only if they aren't already encircled
3.5 : You must supply ALL your OWN divisions, air and fleet in your OWNED provinces
3.6 : Expeditionary Force can be given to an ally only when supplying these units is impossible (example Africa Corps in Italian Libya). (Spartan Rule 7.4)
3.7 : Expeditionary forces from minor allies must be returned to those allies if ally is under Military control

DIPLOMACY

4.1 : No war until Danzig except those wars prompted by events
4.2 : Phony wars are not allowed - when you are able to take the last victory points or annex, do so quickly
4.3 : You must respect peace treaties and non aggression pacts, unless changed by event or otherwise through the AI.
4.4 : When you join one Alliance you must stay in it until the end
4.5 : Human players playing minor countries may not join their parent alliance unless they are at +200 relations with the alliance leader, without exception.
4.6 : No country may GOI any other country.
4.7 : No new alliances with minors until the fall of Czech except by event.

INFLUENCING

5.1 : Influencing of opponent player countries is forbidden.
5.2 : Influencing historical minor Allies of the opposing alliance is forbidden, (For Example, UK may not influence Hungary but could influence Nationalist Spain)

GERMANY RULES

6.1 : Axis alliances allowed: Austria, Hungary, Romania, Bulgaria, Italy, Argentina, Nationalist Spain, Finland (after the end of Winter War event), and Japan (if Japan may, see Japan 7.9)
6.2 : No Axis minors when played by Humans (Hungary -- Romania -- Bulgaria) may join Axis until after the fall of Czechoslovakia in March 1939. Human Nationalist Spain and Argentina may join Axis after Danzig. Note: All these Alliances are governed by rule 4.5.
6.3 : Axis powers may not give military Access to Japan until it is in the Axis.

ITALY RULES

7.1 : Italy can join axis at any time after Albania event as governed by 4.5 for minors.
7.2 : Italy must NOT accept the surrender event when its homeland is invaded (event bugged)

JAPAN RULES

8.1 : Japan independent alliances: Japan cannot ally any Chinese warlord country (Tibet included) but alliance with Siam is allowed by event
8.2 : Japan MUST accept the surrender event when its homeland is invaded
8.3 : Japan may not join Axis until it is at war with USSR.
8.4 : Japan may not accept any peace offer from China prior to the Fall of the Dragon event, other than those occurring through scripted events.
8.5 : Japan may not DOW UK until after the Vichy event fires or USA 3 months after Vichy and human player is controlling USA.
UK/FRANCE RULES

9.1 : Allied alliances allowed: Any except for historical Axis minors
9.2 : France may not have more than three regular army units in the Free French zone of Africa at Vichy.

USA RULES

10.1 : USA cannot be played by a human until the Vichy event.
10.2 : USA may only join the Allies if it could naturally declare war on both Germany and Italy (assuming Italy is in Axis), or in the case where Japan is at war with UK, USA can not Join allies until it could naturally declare war on all three (assuming Italy is in Axis and even if Japan is not).
10.3 : USA may DOW Japan independently of the Allies if it has sliders to do so. (Hence, USA could be at war with Japan but not Germany).

USSR RULES

11.1 : Comintern alliances allowed: Republican Spain, Brazil or any countries having Marxist/Stalinist or LWR ideology, after Danzig.
11.2 : SU must honour the MR Pact
11.3 : SU may not give military access to the Allies for the purpose of defending the SU motherland.
11.4 : USSR may ally any minor after Danzig.
11.5 : Soviet player must accept the historical peace agreement with Finland in the Winter War.
 
it works
 
we are still looking for players, 2 more and it will be ok :)