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-Lyko-

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1. GENERAL INFO


BASICS

GMs: Lyko and Daniel A
Host: A GM or someone else with a good hosting ability
Weekday: Tuesdays
Game time: CET 19:15-23:15
Start date: Tuesday November 21:st
Dates to play: January 1st 1453 – December 29th 1819


SCENARIO

Basic scenario: Drake’s 1453 scenario based upon Watk3.1 (Watk3.1 = World according to Kasperus). You just need to install this basic MOD (see link in next paragraph) and then use the starting save we will construct - the save includes all changes to the basic scenario you need.
Make sure you have installed the MOD correctly and that it loads correctly in single player.

Click here to get the save.


PLAYERS

The nations will be distributed according to the following wise principles, in this order

1. Strong players will be put in weak nations and vice versa
2. Players will be given the nation of their choice as far as possible
Code:
BB-Semlan        303-119-418
Rus-Drake        280-012-044
OE-FJ            211-547-342
ENG-PJL          173-370-218
FRA-Bulldozer    71-996-456 
SPA-Lyko         55-323-830 
AUS-Boris        280-817-960 
VEN-Tonioz       2-725-707
SWE-Daniel       279-304-318
POL-Alistus      286-649-071

If we become 11 (we will not be more than that to ensure good connections) we will have both Poland and BB.


LINKS

Stats and save:Click here
AAR thread: Click here
To get Watk3.1 Click here and extract it to a copy of a clean 1.09 eu2 installation.
You need winrar to extract the mod files for Watk3.1 Download it Click here
Daniels AAR


AIM

This game has an explicit aim. The aim of the game is for everyone to have a good time while playing a game as games should be played, i.e. with the intention of doing the best you can in the long-term perspective. If you do not accept to do this then this is not your type of game.

Anyone wanting to join merely to have some “fun” is politely asked to withdraw and to do that quickly.

Role play is of course entirely out of the question when choosing what to do in-game. A little nice role-play in ways of expression and in AARs is most wellcome as long as it does not interfere with the aim of the game.


CONDITIONS FOR PARTICIPATING

You must be a nice and reliable person.

In case you are unsure if you are a nice person you can study post 1 of the ToS thread where you will find a more detailed definition of what that is. However, if you believe you need that to determine whether you fit this criterion or not the probable answer is that you are not nice…

You must also have a good connection. Hamachi is strictly forbidden, so are players who crash often or are very slow to dl the save. We want a smooth game with long 30-year sessions and few and quick rehosts.


THE FUNCTION OF THE GMs

The GMs are your servants. They will administer the game according to the rules. The GMs are bound by the rules just as any normal participant is but also have some special duties.

The GMs duties are
- to administrate the game and ensure the smooth running of the game when started
- to interpret the rules in case of need
- to execute the disciplinary power in the game

Note: the GMs will participate in the game just as any other player. They have no duty to put special attention to the game log. If you need the GM to act but fail to get his attention by simple measures, then instead pause the game and e.g. make a message with ducats or stars (****) or whatever, something that triggers the attention of one of the GMs.


BEING IN GAME ON TIME

If you arrive in time to the game you will get a reward, you choose between -4 BB or 1% deflation.

To "be in game on time" means for the first session that you are in vnet and ready to dl at the latest 19.00. Daniel has an atomic clock I will use to decide this. We will wait till all are there.

For the rest of the sessions the game will be launched at 19.15 (as soon as all present have dled and picked and we do not know about anyone on his way into vnet) regardless of how many are present. Only those who take part in this try to start the game will be considered to having arrived at time. We will then rehost after about 10 minutes for latecomers, providing they have told either of the GMs that they have arrived in vnet. If not we will continue play until such a message is observed by us. If we are fewer than the minimum players required to play (presently 2 less than the number of perm players, see rules section) it will just be stated by one of the GMs that now is the time when we would have started and then that is the time to decide who is present in time.

Thus it will be very simple to decide who is on time and who is not.


PENALTIES

When someone breaks any of the basic rules or knowingly breaks another rule, then a disciplinary penalty may be issued. The most severe is disqualification. In other cases no penalty will be handed out, we will merely, by the use of edits, decided upon by the GMs, try to restore equity making sure no one (including the AI) innocent is harmed - the latter means that in normal cases the one breaking the rule will end up losing from the error he made.


ENDING WORDS

There are quite some rules about what your duties, what you as a player must or must not do. These rules exist for two reasons
- to increase the joy of playing for the other players in the campaign
- to ease the burden of work put upon the shoulders of the GMs

Remember these two principles whenever you believe you have been “hurt” by a rule.
 
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2. RULES


BASIC RULES

1. Be nice and reliable - as defined above
2. Play long-term
3. We only play a session if at most two nations are not played by a human.
4. Do whatever you want as long as it is not forbidden
5. We will not do any edits besides
a) edit requests as defined below
b) compensation for being AI (how much depends on the circumstances)
c) to eliminate the effects of what the GMs consider to be game bugs that the player cannot foresee


DETAILED RULES

1. There is a forced peace rule to prevent eternal wars:
If you have been at war for 3 years or more with another nation
- and that nations sends you a stab hitting peace offer
- and you are at stab -3
- and the peace offer is based upon a war score of -99 for you,
then you must accept the stab hit peace offer.
Note: it is recommended that you pause the game and inform your opponent that you are about to force him to a peace this way, then he can check the current WS.

2. Vassalship between humans.
If you are vassalised by another human
a) you must stay as a vassal at least 20 years (the vassaliser may cancel the vasssalship any time he wants)
b) you cannot enter any other alliance than that of your master
c) you must accept a proposal of alliance/TA/MA from your Master
d) you cannot start a war or join a war without consent from your Master
e) apart from that you may do anything you want

3. If you give an opponent MA in a peace treaty you are not allowed to revoke it until 20 years have passed

4. After each session a land slider value below 3 will be reset to 3. A value above 7 will be reset to 7.

5. The loan mechanism may not be abused. You may use the loans as a money transfer (then the loan must be for one month and for 1% interest) between two nations when state gifts would take too long time or cost to many diplomats; or you may use loans as a temporary aid for someone e.g. in need to pay back loans (in this case the loan can not be for more than a year and not for more than 5% interest).

6. When unpredicted situations occur during the game the GM may, after consulting the players, issue additional ad hoc rules to deal with the situation. A good example is if a human nation is AIed, the GM may then state whether this nation is on-limits or off-limits. The GM may however never punish a nation for actions already taken that break this new rule.

7. Cores.
You will have cores on
- those provinces that are your cores in the starting file
- the capitals of all other human played nations
- before each session (except the first) you may claim one core anywhere in the world

8. Claiming of cultures. If you control 100% of all provinces of a certain culture for at least 50 years or at least 75% for 75 years or at least 50% for 100 years you may claim that culture as your state culture.You can claim a maximum of 2 cultures.

9. Gold inflation. After a session ending after 1570 and 1650, inflation from gold will be edited in. The inflation assessed will be based upon the income from the gold provinces, not the number of provincess. In the edit request in the AAR the players will, after these sessions, report their annual income from gold providing you control these mines a full year. The you'll get 0.3% for each 100d of your annual gold income. If you fail to write this number in the edit request you will instead get 1% for each 100d of your annual gold income.

10. There is a maximum of provinces the winning side my take in a war between humans. When calculating that number we use a special system, a province point (PP) system. A CoT province counts as 2 PP if the trade value is below 500, if it's above it counts as 3 PP. A colony (i.e. below 1000 inhabitants) counts as 0.5 PP and a TP counts as 0.25 PP. All the rest counts as 1 PP.
In wars ending before 1550 the maximum a single nation can take from another is 3 PP. After that but before 1650 it is 5 PP. Later it is 7 PP. For an alliance add 3 PP. If you turboannex a human all your territorial gains from that will be edited back to the human.
N.b., these rules do not apply for wars between humans and the AI or in Deals between different human played nations.

11. It is forbidden to

a) attack an enemy fleet with pirates, as well as comparatively very small fleets to inhibit loading/landing

b) As a naval nation (a nation with the land/naval slider below 5) to sign a TA's with other human played naval nations (if you, after having signed a TA with such a nation, then move the slider below 5 you must immediately remove the TA)

c) Release one or more vassals during wartime, to hinder an enemy

d) Force-burn a manufactory, i.e. repeated move and halt orders to an army in a province with a manufactory

e) If you change religion from catholic to counter-reformed you may not switch back until the edict of Tolerance

f) Declare a 'fake' war on a country with the agreed aim of either
1. increasing the stability of the nation you declare war on,
or
2. to change the religion of a protestant or Counter-Reformed-Catholic nation back to Catholicism before the Edict of Tolerance.
or
3. to lose TPs in order to get rid of BB points


g) Exploit simultanity, i.e. 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.
"An agreement about a deal must only be fulfilled when a transaction that is part of the fulfillment of the deal occurs. If e.g. two parties agree to sell a province the time of no return occurs when the buying party starts sending money or DOWs to take the province, whatever occurs first. However, this may not be done before the other party has agreed that this is the time to go ahead and realising the deal."

h) Trade maps with the AI.

i) Sign a peace deal with the AI that bankrupts it in the same day (a rarely used bug)

j) Use lag to your advantage. This includes (but is not limited to): Sending lag colonists, building lag fortresses, sending lag missionaries, using lag diplomats. (The exceptions are using lag diplomats to send cash and for the host to take advantage of the lag of the players).

k) Annex a human player nation before 1500

l) To DOW a AI nation that are in alliance with a human with whom you have a truce.

m) It will be Forbidden to sign MA's with nation in the Middle east and Asia. This will end after 1600. It will be forbidden to have a MA with nations in Asia that are your vassals until 1500.

n) fake wars with killing soldiers/warships/cannons forbidden

And of course not to make obvious cheats like editing the save (unless the GM publicly said so)
 
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3. MT AND LEADERS

All historical leaders will be deleted. We will only have random leaders with an average life span of 25 years. They will arrive at the start of the session.

Each session every player receives four leaders of his own choice (admirals or generals). From sessions starting in the year 1500 or later you can ask for either a conquistador or an explorer (but not both and not two of one sort, just one). Then you will have only three normal leaders. Life span of conqs and explorers is exactly 7 years.

The maximum value for a leader will be 4.5 for the entire game.

The min value will be 2.

The average value will be according to a special formula given in post 1 of the AAR thread.
 
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Ok some Rules to discuss

Prov limit- Shall we have this rule or not? and if we do get it, shall it increase after a period of time.

No MA thru Asia and middleeast before a certain Date. good for some bad for others.

This game is focused on realible people so be ready for that.:)

If there are rules that u want to have in the game just bring it up for discussion.

Look on the land slider chooses, core and culture claims.
 
This looks very similiar to the ToS first posts. :p

Anyhow, can you claim cores anywhere in the world, including provinces you dont own?
 
if u read more into it bob then u'll see that it's allowed. just don't abuse it. it sais that u can help someone to pay a loan, stategifts etc.
 
-Lyko- said:
if u read more into it bob then u'll see that it's allowed. just don't abuse it. it sais that u can help someone to pay a loan, stategifts etc.

Then put etc in, at the moment the use of "or" implies you may only do those 2 things and nothing else.
 
Dr Bob said:
Remarkably similiar, and it kinda looks like Lyko has schizophrenia :p


didn't u know we are brothers? :rolleyes:
 
=-Lyko-]Ok some Rules to discuss
No MA thru Asia and middleeast before a certain Date. good for some bad for others.

How about declaring war on every nation on your way to asia, but you only walk trough them and don´t conduct a "real war"?
 
Lemeard said:
How about declaring war on every nation on your way to asia, but you only walk trough them and don´t conduct a "real war"?

It would be easier to just vassalise your way there.
 
It certainly does look similar to ToS... in a good way :p.

Just dropping and to say that I have read the rules, and am a bit occupied at the moment to comment. Or to clarify: I am still incredibly fucking jet-lagged. My body is 7 hours behind swedish time. I couldn't sleep last night and got up for a job interview at 6 AM. Since I am such an amazing person, I managed to get the job though, so don't you worry!

And Daniel, I will be very reliable this game also :D

And yeah, in how many weeks do the GMs think we might start this thing?
 
I couldn’t find the 1453 scenario on my list, and I have already installed the WaTK 3.1 + fix...

I only have the 1419 and 1492, made by Fal.

Can someone help me?
 
Ironfist said:
I couldn’t find the 1453 scenario on my list, and I have already installed the WaTK 3.1 + fix...

I only have the 1419 and 1492, made by Fal.

Can someone help me?

The 1453 one is released by Drake. You can play it if you have installed the Watk3.1 mod + fix.

Download it for example from here:
http://www.europa2.ru/SP/VIII-1453.zip

(extract it to your scenarios directory)
 
since its probaly either first pick or top 3preference(best of the 2 anyway)

my preference :
1) ottos
2) russia
3) bb if no poland
4) sweden if no dk
 
I would be interested if the start time was moved a bit to 1815.