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Jul 24, 2003
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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:
  • 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:
  1. Obey the GM. He is your King and Absolute Ruler.
  2. 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.
  3. There's a stab hit rule:
    If you get a peace proposal by an opponent in a war and
    1. You are at stab -3
    2. The relevant war score for the peace offer is -99 for you
    3. 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.
  4. 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.
  5. Using certain exploits is forbidden. See below for more details:
General rule: if you think something is an exploit, then it is likely that it is one. When in doubt ask the GM.

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:
  1. FAL
  2. Wonko
  3. Ozzeh
  4. Lurken
  5. smn
  6. Tonio
  7. Robertus
  8. Cheech
  9. 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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Roster for the eleventh session:

  1. Cheech - England
  2. Wonko - France
  3. Merik - The Ottoman Empire
  4. Smn - Austria
  5. FAL - Russia
  6. Robertus - Portugal
  7. Ozzeh - Spain
  8. Lurken - Sweden
  9. Tonio - Venice
  10. Sandel_NL - The Netherlands

Roster for the tenth session:
-------------------

  1. Cheech - The Ottoman Empire
  2. Wonko - Venice
  3. Merik - The Netherlands
  4. Smn - Austria
  5. FAL - Russia
  6. Robertus - France
  7. Ozzeh - Spain
  8. Lurken - Sweden
  9. Tonio - England
  10. Sandel_NL - Portugal

Roster for the ninth session:
-------------------

  1. Cheech - England
  2. Wonko - Venice
  3. FAL - Austria
  4. Smn - The Netherlands
  5. Debbie - Sweden
  6. Robertus - France
  7. Ozzeh - Spain
  8. Daniel A. - The Ottoman Empire
  9. Sandel_NL - Portugal
  10. AI - Russia

-----------------

Roster for the eight session:

  1. Cheech - Sweden
  2. Wonko - Austria
  3. FAL - The Ottoman Empire
  4. Daniel A. - England
  5. Dud - Russia
  6. Mulliman - France
  7. Robertus - Spain
  8. Ozzeh - Portugal
  9. Sandel_NL - The Netherlands
  10. Tonio - Venice
  11. Alistus/AI - Brandenburg

-------------------------

Roster for the seventh session:

  1. Cheech - Sweden
  2. Wonko - Russia
  3. FAL - England
  4. Smn - Austria
  5. Aladar - The Ottoman Empire
  6. Daniel A./Mulliman - France
  7. Robertus - Spain
  8. Ozzeh - Venice
  9. Lurken - The Netherlands
  10. Tonio - Portugal
  11. Dr. Bob - Brandenburg

Roster for the sixth session:
-------------------

  1. France - Cheech
  2. Austria - Eskimo
  3. Spain - Tonio
  4. Portugal - Wonko
  5. England - Daniel A.
  6. The Ottoman Empire - Robertus
  7. Russia - PJL
  8. Sweden - FAL
  9. Venice - Smn
  10. Brandenburg - Elio Vasa/AI
  11. The Netherlands - Ozzeh

Roster for the fifth session:
-------------------

  1. France - Cheech
  2. Austria - Tonio
  3. Spain - Ozzeh
  4. Portugal - Daniel A.
  5. England - Lurken
  6. The Ottoman Empire - Robertus
  7. Russia - Eskimo
  8. Sweden - Fredrik/AI
  9. Venice - Smn
  10. Brandenburg - PJL
  11. The Netherlands - Wonko

Roster for the fourth session:
-------------------

  1. France - Robertus
  2. Austria - Wonko
  3. Spain - Ozzeh
  4. Portugal - Smn
  5. England - Daniel A.
  6. The Ottoman Empire - Lurken
  7. Russia - Eskimo
  8. Sweden - Lord Ederon
  9. Poland - FAL
  10. Venice - Cheech
  11. Brandenburg - PJL
  12. The Netherlands - Tonio

Roster for the third session:
-------------------

  1. France - Robertus
  2. Austria - Wonko
  3. Spain - Mulliman
  4. Portugal - Smn
  5. England - Delosandes
  6. The Ottoman Empire - FAL
  7. Russia - Raspoutine
  8. Sweden - Ozzeh
  9. Poland - Eskimo
  10. Venice - Cheech
  11. Brandenburg - PJL
  12. The Netherlands - Tonio
Roster for the second session:
-------------------

  1. France - Cheech
  2. Austria - Wonko
  3. Spain - FAL
  4. Portugal - Smn
  5. England - No player
  6. The Ottoman Empire - PJL
  7. Russia - Robertus
  8. Sweden - Ozzeh
  9. Poland - Lurken
  10. Denmark - Raspoutine
  11. Venice - Tonio
  12. Brandenburg - Mulliman

Roster for the first session:
-------------------

  1. France - Cheech
  2. Austria - Wonko
  3. Spain - FAL
  4. Portugal - Ozzeh
  5. England - Lurken
  6. The Ottoman Empire - PJL
  7. Russia - Robertus
  8. Sweden - Fredrik
  9. Poland - smn
  10. Denmark - Raspoutine
  11. Venice - Tonio
  12. Brandenburg - Mulliman
  13. Persia - Eskimo
 
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Lazy people award of the first session: Robertus
Lazy People award of the second session: Robertus, PJL
Lazy People award of the third session: Robertus, PJL, Raspoutine, Ozzeh
Lazy People award of the fourth session: Robertus, PJL, Eskimo

After that I introduced the 2500 ducat reward and things improved.
 
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Summary after 4 sessions:

du-sum4.JPG


Ratings

First Session Rating:

du-1.JPG


Second Session Rating:

du-2.JPG


Third Session Rating:

du-3.JPG


Fouth Session Rating:

du-4.JPG
 
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FAL said:
You are aware that you will lose the country of your preference at a certain time, eh? :D

Yes indeed I am. A very good idea I must say. I like the experimental character of it. Also it´s going to have an entirely new flair and dynamic which will be most interesting to observe...:D

Anyway I´m in and looking forward to the groove...
 
ME

I really prefer a 19.00CET start instead, and end at 23.00 CET.
4 hours per session is enough...

Those days i work on sundays, i get home around 18.30 CET, so it's probably a bad idea for me to sign up as a perm if the game starts 17.00 CET.
 
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I'll sign up for this too.
 
Ozzeh said:
Oh, and by saying that the SDA (Secret Dutch Alliance) will persevere!

I just deleted some more posts by you, it is a way to keep spamming down. However, it is a lot of work to do it that way, so next time I will just deduct posts from your post count.
 
Comments from a fellow gamer. Feel free to take what you want and ignore what you don't :D

FAL said:
Rules:
[*]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.

I understand why you do this, to avoid high MP bug, but I think it detracts from the system, and certain nations are more penalised than others. One major issue is that it makes diploannexation high risk, which will lead to either frustration or high badboy for everyone involved. The second issue is certain nations(such as Austria, but especially Poland), will have more problems than others staying above centralisation 7. Also, there is the issue of event-driven vassalage.

FAL said:
Using certain exploits is forbidden. See below for more details:
[*]Declaring a 'fake' war on a country, with the aim to:
[*]Change the religion of a protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.

:confused:
I'm really confused by this. A fake war to change someone else's religion, who could do it anyway on his own? Uhh.... :confused:

FAL said:
[*]Converting from Catholiscism to either Counter-reformed-Catholicism or Protestantism and then switching back to Catholiscism before the Edict of Tolerance.

You might want to allow event-driven changes, for example England, which moved back and forth between religions with each monarch change(something that does fit with the theme of the game).
 
Fredrik82 said:
Perhaps this shouldnt be in the forbidden list, but neither in a "allowed" list that encourage it either.
As it gives you a cheap way of getting CB from the AI.

Fair enough, I move it to the forbidden list.

I can't recall anyone sending loans to the AI in a campaign anyway. But then again, how to discover it?
 
Tem_Probe said:
I understand why you do this, to avoid high MP bug, but I think it detracts from the system, and certain nations are more penalised than others. One major issue is that it makes diploannexation high risk, which will lead to either frustration or high badboy for everyone involved. The second issue is certain nations(such as Austria, but especially Poland), will have more problems than others staying above centralisation 7. Also, there is the issue of event-driven vassalage.

I understand the issues with this rule, but I had precisely the same rule in Finding Neverland and it worked. Sure, it's a pain if you have to take badboy to annex countries as a low CEN country, but rather that than the huge manpower the bug brings with it.

:confused:
I'm really confused by this. A fake war to change someone else's religion, who could do it anyway on his own? Uhh.... :confused:

That rule is just there to be sure ;)
 
Fredrik82 said:
ME

I really prefer a 19.00CET start instead, and end at 23.00 CET.
4 hours per session is enough...

Those days i work on sundays, i get home around 18.30 CET, so it's probably a bad idea for me to sign up as a perm if the game starts 17.00 CET.

If more people have an issue with the starting time, we might start later. I really like the 17:00-22:00 timeslot though. Finding Neverland had a wonderful pace of 30 years per session this way, plus I could hit my bed early enough :D
 
Okay, so far I have:

Players:
  • FAL
  • Wonko
  • Ozzeh
  • Mulliman
  • Fredrik
  • PJL

Subs
  • Raspoutine

Daniel, Tem_probe will you join as well?

If we get 10 players before coming sunday, we could hit the road. If not, I'd like to start sunday december 11th.