Diplomacy Universalis 1.5
Game day: Sundays
Timeslot: 17:00-22:00 CET
Scenario: Good old PE 1520 (slightly modified be me). Get it here
Stats: here
AAR: here
Random leader settings:
Random generals/admirals capped at 5/5/5/2 will be used.
No random explorers and conquistadors.
Before 1795:
Average M/F/S: 3.1/2.8/2.8
Average Siege: 1
Average life period: 17
Max 2 generals, max 2 admirals. Influence of the land/naval slider is 10% on this.
After 1795 (Nappy times:
Leaders which apper in 1795 (or after that) will have:
Average M/F/S: 4/3.6/3.6
Average Siege: 1
Average life period: 25
Max 2 generals, max 2 admirals. Influence of the land/naval slider is 10% on this.
General game Settings
The concept of this game is more or less invented by RedPhoenix. He was also the GM of the first Diplomacy Universalis in which I participated. This 1.5 version of it differs slightly from it.
Diplomacy Universalis is all about country switching. After each session a random amount of players will change to a new country.
The goal of this switching is to simulate that you are the new ruler of a country, with possible a differant policy than your predecessor had.
See it as a new monarch taking over the country.
The advantages of this system are:
In addition to the country switching, DU requires each player to rate each other player.
You need to rate your fellow players in the following fields:
The score can be anything from 1 to 9. With ‘9’ meaning that said player achieved things beyond belief during the session. ‘1’ meaning a total failure.
A '5' should be an average performance for a country.
Try to judge the performance of your fellow players after each session in the three categories listed above. Try to be unbiased. Think of them as being monarchs you read about in your history books. How did they perform?
Try to judge players in correspondence with their countries. IE, it’s more easy to become rich with Portugal than with Russia, so try to reward it in this way too.
If a player takes over a 1,000 ducat monthly income england, it isn't hard to perform well economically with it, but if a player takes over the ruins of a country that just suffered from a gangbang, and he still does well economically, he should be rewarded for it.
The average score of all players will be the final score of each player.
You are thus required to do two things after each session:
After the end of the campaign, All scores after each session will once again be averaged and this will be your final score after the campaign. The player with the highest score becomes the overall winner. We will also have an Administrative winner, a Diplomatic winner and a Military winner.
Rules:
The following is forbidden. The list is probably not complete.
The following is allowed:
GM: FAL, ICQ #: 202-402-373
Host: FAL
Core Players:
Interested/not sure if can play/sub?
Game day: Sundays
Timeslot: 17:00-22:00 CET
Scenario: Good old PE 1520 (slightly modified be me). Get it here
Stats: here
AAR: here
Random leader settings:
Random generals/admirals capped at 5/5/5/2 will be used.
No random explorers and conquistadors.
Before 1795:
Average M/F/S: 3.1/2.8/2.8
Average Siege: 1
Average life period: 17
Max 2 generals, max 2 admirals. Influence of the land/naval slider is 10% on this.
After 1795 (Nappy times:
Leaders which apper in 1795 (or after that) will have:
Average M/F/S: 4/3.6/3.6
Average Siege: 1
Average life period: 25
Max 2 generals, max 2 admirals. Influence of the land/naval slider is 10% on this.
General game Settings
The concept of this game is more or less invented by RedPhoenix. He was also the GM of the first Diplomacy Universalis in which I participated. This 1.5 version of it differs slightly from it.
Diplomacy Universalis is all about country switching. After each session a random amount of players will change to a new country.
The goal of this switching is to simulate that you are the new ruler of a country, with possible a differant policy than your predecessor had.
See it as a new monarch taking over the country.
The advantages of this system are:
- It promotes a fluid diplomacy, alliances will end, new ones will be formed. NAPs will be possible broken, because the new monarch doesn’t like it.
- It simulates the influence of different monarchs, with different abilities on a country. No longer will a country be played by an economized-focused player for 300 years.
- It keeps everyone’s experience fresh and entertaining. You aren’t forced to play from start till end a country you possible don’t like anymore. If you get crushed in a war, you aren’t forced to play with the remaining shatters.
- It’s very newbie friendly, since a newbie will just be a less skilled monarch in the game.
- It’s very sub friendly, since a sub will just be a new monarch in the game.
- The campaign will have a clear winner at the end.
- We will learn from each other.
In addition to the country switching, DU requires each player to rate each other player.
You need to rate your fellow players in the following fields:
- Diplomacy
- Administration
- Military
The score can be anything from 1 to 9. With ‘9’ meaning that said player achieved things beyond belief during the session. ‘1’ meaning a total failure.
A '5' should be an average performance for a country.
Try to judge the performance of your fellow players after each session in the three categories listed above. Try to be unbiased. Think of them as being monarchs you read about in your history books. How did they perform?
Try to judge players in correspondence with their countries. IE, it’s more easy to become rich with Portugal than with Russia, so try to reward it in this way too.
If a player takes over a 1,000 ducat monthly income england, it isn't hard to perform well economically with it, but if a player takes over the ruins of a country that just suffered from a gangbang, and he still does well economically, he should be rewarded for it.
The average score of all players will be the final score of each player.
You are thus required to do two things after each session:
- Briefly describe with you did with your country. This doesn’t have to be a long post, but if you want to get a good score, make sure your fellow gamers know why you did certain things.
- Rate your fellow players. If you want, you can explain your rates.
After the end of the campaign, All scores after each session will once again be averaged and this will be your final score after the campaign. The player with the highest score becomes the overall winner. We will also have an Administrative winner, a Diplomatic winner and a Military winner.
Rules:
- Obey the GM. He is your King and Absolute Ruler.
- Vassals not allowed for nations 0-7 CENTRALIZATION. Nations with vassals ending a session at <8 CENT will lose their vassals. Exceptions will possibly be made for nations with small starting manpower up to the discretion of the GM. See rule 1.
- There's a stab hit rule:
If you get a peace proposal by an opponent in a war and- You are at stab -3
- The relevant war score for the peace offer is -99 for you
- and you have been in war for at least 3 years at -99 WS with the nation making the proposal
you must accept the proposal.
- Naval nations (nations with the land/naval slider below 5) aren't allowed to sign TA's with other human played naval nations. This to break the traditional trade blocks and promote trade wars.
- Using certain exploits is forbidden. See below for more details:
The following is forbidden. The list is probably not complete.
- Attacking an enemy fleet with pirates, as well as comparatively very small fleets, only made to inhibit loading/landing.
- Releasing one or more vassals during wartime, to hinder an enemy.
- Force-burning of manufactories, i.e. repeated move and halt orders to an army in a province with a manufactory.
- Using lag to your advantage. This includes (but is not limited to): Sending lag colonists, building lag fortresses, sending lag missionaries, using lag diplomats. (The exception is using lag diplomats to send cash).
- Declaring a 'fake' war on a country, with the aim to:
- Increase the stability of the nation you declare war on.
- Change the religion of a protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.
- Exploiting Simultanity: Using the game engine to break a deal, that would occur simultaneously in the real word. This includes (but is not limited to) the 'sale' of something in game.
- Using bugs listed in the bug thread to your advantage.
- Converting from Catholiscism to either Counter-reformed-Catholicism or Protestantism and then switching back to Catholiscism before the Edict of Tolerance.
- Cancelling being the vassal of another player within 10 years, except when an event allows you to do so.
- Vassalizing countries when you are below centralization 8 (EXCEPTION: Brandenburg)
- Avoiding the Spanish bankruptcy events, despite owning the provinces that trigger them for the majority of the time.
- Trading maps with the AI.
- Sending loans to the AI.
The following is allowed:
- Breaking a truce, even when at negative stab.
- Not leaving a human alliance, despite the alliance leader asking you to do so.
- Landing armies in the port of a country you are in war with, because you still have Military Access.
- Sacking capitals for maps
GM: FAL, ICQ #: 202-402-373
Host: FAL
Core Players:
- FAL
- Wonko
- Ozzeh
- Lurken
- smn
- Tonio
- Robertus
- Cheech
- Mulliman
Interested/not sure if can play/sub?
- King John
- Lord Ederon
- Bluelotus
- Daniel A.
- Delosandes
- RedPhoenix
- Raspoutine
- Fredrik
- Dr. Bob
- Aladar
- Alistus
- Dud
- Debbie
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