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DesertFoxx

Prince des Tenebres
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Nov 12, 2003
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I've had this damned game since it came out, I remember eagerly anticipating its release way back when as Paradox teased us with the earliest screenshots...and as an avid EU2/HoI/HoI2 player it has always bugged me that I've never quite gotten the hang of playing Victoria, and it occured to me that I didn't really get to be terribly good at other paradox games until I started playing MP. That being said, I'm looking to get into the Victoria multiplayer community... I look at the game and see that it seems to have enormous potential for being as good as Paradox's other two flagship games, and yet my limited understanding of the game is restricting my enjoyment of it, so I'm looking for a game that can take on a relative newbie to the game...
I'm on the west coast of the US, but keep irregular hours so I'm willing to play in a game at just about any time of day (depending on my work schedule).

So how do I go about finding a new game? And any other advice anyone has would be most appreciated.
 
Come to think of it, it would be nice to play a small game 2 nights a week, with maybe 4-5 players... think we could find a few more and play around 8pm EST?
 
sainte-therese said:
When people play MP, how much time do they typically put in a session? It's something I could consider, if it is not a long time at once.

3-4 hours generally speaking.
 
once you get into MP, you will find that playing 4 hrs at a time isnt really much when you take out crashes and rehosts etc. I would expect a weekly game of 4 hrs to carry on for 8-9 months.

(I would say 4 hrs is the standard)
 
Well, if that 4 hours takes into account having to reconnect after a D/Ced, and things like that, maybe that is possible.

How is MP "done"? Is the time slow? Do players pause? What is done in the event a player accidently exists and needs to return, etc?
 
sainte-therese said:
How is MP "done"? Is the time slow? Do players pause? What is done in the event a player accidently exists and needs to return, etc?

Gamespeed will be something between very slow and below normal, dependant on the quality of the host, and on the amount of players. Players try to avoid pausing, and for the normal things it wont be needed at this speed. However, due to lag issues it is sometimes necessary to pause in order to split/merge units, or to promote factory workers. If a player exits(crashes), the game will be rehosted. If the player is in a war, there will be an immediate rehost, if not it make take a few months.
 
sainte-therese said:
Oh, and are there any special informal rules for MP? And how is it determined which player gets which nations?
You know there is a noobie quickguide right?
 
Sleepyhead said:
I assume so to. Perhaps we should search for it?

As stated in my edit, that guide is of a technical nature. Your charge of "idiot, read the stickies" is inappropriate here. Did you read that thread? If you had, you would have known that already. So whence this disingenuity?
 
sainte-therese said:
Oh, and are there any special informal rules for MP? And how is it determined which player gets which nations?

Here are our rules for The Gathering Storm II:

Rules

Rule 1 - ANNOUNCMENT OF WARS
All player vs. player wars must be announced with reason given. Even if the reason is trivial or percieved but not true, it MUST be stated everytime, no exceptions. You are encouraged to state reasons for ALL wars, for roleplaying and diplomatic richness, but it is not required by rule, just frowned upon.

Rule 2 - UNCIV WAR BAN
No "unprovoked" agression toward uncivs before 1845. There are some exceptions. I dont count those in the Med as being included here, there should be a heavy European presence there early, and it doesnt throw off game balance. If you get an event putting you at war with an unciv, or if by some godforsaken reason they DOW you, you may proceed as usual.

Rule 3 - HUMAN NATIONS CONTROLLED BY AI
Do not attack a AI controlled player nation. If a war comes defend yourself, but dont rape them. THESE WARS CAN ONLY END IN WP.

Rule 4 - NATIVE TROOP LIMITS
limit native troops to no more than 1/2 the total number of regular troops (1/3 of total army). All cultures whose home nation is not civilized at the start of the game is considered native for the whole game. For instance, if Korea civilizes and you annex them, those troops are still native for these purposes eventhough they are actual regulars. This will prevent people from building all foreign armies with the huge MP uncivs.

This does not apply if you give a colony statehood, the regulars there would be OK. So the only real situation we are changing is if you conquer or aquire territory that is now civilized, but was not in 1836. If you conquer them as unciv, then somehow statehood them, it is OK.

Also, you must strictly watch your cultural support limits. For each culture, you cannot have more divs that can be supported by pops. IE, French 60/50 would be a no-no. When you build divs, make sure you have the pops to support. This will be checked regularly.

Rule 5 - SPORTSMANSHIP
Keep any snide or inflamatory comments to yourself. The air of sportsmanship must be maintained at all times.

Rule 6 - COUNTRY CHANGING
No switching countries. If for some reason something catastrophic happens like the UK overruns your entire country, then we can
negotiate a switch, however, the country you switch to must be roughly the same standing in the world as your original country. You cant switch countries because you screwed up, or arnt happy with your power level.

Rule 7 - COLONIAL WARS
No colonial wars agaisnt human players, (unless unciv or both agree)

Rule 8 - TAKING CLAIMS
If claims are taken in a war that allow a claim to be formed, it cannot be claimed unitl post-war.

Rule 9 - TECH TRADING
No tech trading is allowed, with AI or human.

Rule 10 - ABSENT PLAYERS
No diplomacy whatsoever may be conducted with an AI player nation. If an alliance was in effect before the session, it may be renewed, but no new treaties or sales/trades etc.


As for picking nations, people just usually list their choices and we sort it out from there. In opur current game, we have no Russia or UK player. This makes the game more interesting.
 
sainte-therese said:
As stated in my edit, that guide is of a technical nature. Your charge of "idiot, read the stickies" is inappropriate here. Did you read that thread? If you had, you would have known that already. So whence this disingenuity?
I know I saw a guide here somewhere.


EDIT: Sloooooooooooooooooooooooooooooooooooow.
 
Ccbasin said:
Here are our rules for The Gathering Storm II:

Rules

Rule 1 - ANNOUNCMENT OF WARS
All player vs. player wars must be announced with reason given. Even if the reason is trivial or percieved but not true, it MUST be stated everytime, no exceptions. You are encouraged to state reasons for ALL wars, for roleplaying and diplomatic richness, but it is not required by rule, just frowned upon.

Rule 2 - UNCIV WAR BAN
No "unprovoked" agression toward uncivs before 1845. There are some exceptions. I dont count those in the Med as being included here, there should be a heavy European presence there early, and it doesnt throw off game balance. If you get an event putting you at war with an unciv, or if by some godforsaken reason they DOW you, you may proceed as usual.

Rule 3 - HUMAN NATIONS CONTROLLED BY AI
Do not attack a AI controlled player nation. If a war comes defend yourself, but dont rape them. THESE WARS CAN ONLY END IN WP.

Rule 4 - NATIVE TROOP LIMITS
limit native troops to no more than 1/2 the total number of regular troops (1/3 of total army). All cultures whose home nation is not civilized at the start of the game is considered native for the whole game. For instance, if Korea civilizes and you annex them, those troops are still native for these purposes eventhough they are actual regulars. This will prevent people from building all foreign armies with the huge MP uncivs.

This does not apply if you give a colony statehood, the regulars there would be OK. So the only real situation we are changing is if you conquer or aquire territory that is now civilized, but was not in 1836. If you conquer them as unciv, then somehow statehood them, it is OK.

Also, you must strictly watch your cultural support limits. For each culture, you cannot have more divs that can be supported by pops. IE, French 60/50 would be a no-no. When you build divs, make sure you have the pops to support. This will be checked regularly.

Rule 5 - SPORTSMANSHIP
Keep any snide or inflamatory comments to yourself. The air of sportsmanship must be maintained at all times.

Rule 6 - COUNTRY CHANGING
No switching countries. If for some reason something catastrophic happens like the UK overruns your entire country, then we can
negotiate a switch, however, the country you switch to must be roughly the same standing in the world as your original country. You cant switch countries because you screwed up, or arnt happy with your power level.

Rule 7 - COLONIAL WARS
No colonial wars agaisnt human players, (unless unciv or both agree)

Rule 8 - TAKING CLAIMS
If claims are taken in a war that allow a claim to be formed, it cannot be claimed unitl post-war.

Rule 9 - TECH TRADING
No tech trading is allowed, with AI or human.

Rule 10 - ABSENT PLAYERS
No diplomacy whatsoever may be conducted with an AI player nation. If an alliance was in effect before the session, it may be renewed, but no new treaties or sales/trades etc.


As for picking nations, people just usually list their choices and we sort it out from there. In opur current game, we have no Russia or UK player. This makes the game more interesting.


For rule 1, does that mean a war just for the sake of land grabbing is OK, as long as the player announces it?

On rules 4 and 9, I assume that those rules are enforced by the honor system?