Ultima Ratio Regnum
The Final Argument of Kings
The Final Argument of Kings
We will be playing a 1066 Grand Campaign, starting out as Duchies in Western Europe, with the option of converting to EU2 when we get to the fifteenth century. Game time is 1930 Pacific Time on Fridays. The current roster is :
- King of Men, Saxony
- Justinian_A, Poitou
- germax, Tuscany
- Revo, Apulia
- wilcoxchar, Flanders
- Ccbasin, Bourgogne
- Sterkarm, Norfolk
- canadiancreed, Bohemia
- Cyrus the Great, Brittany
I will be the GM, except for disputes in which I am myself involved; in such cases, I will ask an uninvolved player to mediate.
The main rule will always be courtesy, consideration for others, and smiling (not gloating!) as you slip the dagger in; but we also have some others.
- Game time will be enforced in two ways : First, we will give out an on-time cookie of one month's income for those who show up on time. (The amount may be adjusted later.) Second, five minutes after game start, by the GM's watch, we will begin no matter who is present. If you are not present at that time, you will have to wait for the first crash to be picked up. If the game turns out to be stable that night... Well, that's the night you should have been on time, yes? This is harsh, but I've had bad experiences with letting the game time slide.
- To prevent pagan bashing, you are permitted one DOW against a pagan or Moslem per ruler lifetime. You can not save up these DOWs. If your ruler has the Crusader trait, you are given one extra DOW. In addition, it is always permissible to declare war on the owner of the current Crusade target. If a Moslem DOWs your ally, or vice-versa, you are permitted to respond; but you are not allowed to go above your DOW limit to help out a human player who is not your formal ally. Let the aggressor beware! This is intended to keep the Moslems as a viable threat for some way into the game. In order to help me enforce these rules, it would be much appreciated if everyone would put "New King" and "Pagan/Moslem DOW" in the chat when these things occur.
- In order to have a smooth start and avoid people killing their way to easy thrones, there will be no assassinations for the first five years.
- There will be an AAR reward of three month's income, or the addition (not removal) of one trait of your choice to your ruler. (And yes, this does mean that an AAR can give you an extra DOW through gaining the Crusader trait.) To qualify, your AAR must be at least 500 words, and posted 24 hours before game time. Also, bear in mind who will probably be doing the editing : To wit, me. If you post late Thursday, I may or may not see it that day, and who knows what I'll have time for between getting home from work, making dinner, and game time? If you post late, getting your edit should be considered a privilege and not a right.
- Obviously, it is forbidden to attack a player who is AI'd, and if the AI attacks you, peace treaties should be maximally lenient. (This can be adjusted a little for the respective power involved; if Germany attacks the county of Slesvig, it's not unreasonable for Slesvig to take a province or two if by some miracle they should win. AI or no AI.) However, this protection fades in proportion as people do not show. If you are gone for three weeks without posting, do not expect to find your realm intact on your return.
- It is as a general rule forbidden to annex another player's vassal, unless he has given you permission - either explicit, by agreeing to it out loud, or implicit, by not DOWing you when you DOW the vassal. However, if you have been at war with someone for three years, and they refuse to make peace, you are permitted to annex vassals. There is no other force-peace rule, apart from occupying someone's demesne entirely.
- Finally, note that we are all going to be fairly close together; this almost certainly means that some Duchies will be in untenable positions after a few years, as they lose out in the jockeying for power. This is deliberate, to avoid the arid stretch of AI bashing (might as well play SP!) that characterises the first part of many MP games. Again : This means that some of us will lose out to start with. Don't take it personally, don't get too attached to your first Duchy, and do plan to start elsewhere in Europe and get some revenge. (Keep in mind that it's easier to write a brief, heroic tragedy than a multi-generational family epic. Don't think of it as defeat, think of it as a good AAR opportunity.) If you have to start over, we'll try to find something of reasonably equivalent power to what the other players have; this means that you are not necessarily forced to start as a Duchy for your second life. The GM's judgment is final on what constitutes 'reasonably equivalent'; you are welcome to make requests and suggestions. In the interests of keeping people together, though, try to start somewhere reasonably close to the other players, even in your second incarnation, so that you'll be right in the game again.
I will update this post as and when I remember, which may mean that it gets weeks or months out of date. C'est la vie.
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