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unmerged(95243)

Lt. General
Mar 22, 2008
1.638
0
anyone interested in a WATKABAOI 1337-1914 campaign?
you need the WATKABAOI mapmod and the UNLIMITED TIME PATCH

get the MP-version here:

Originally posted by Cool-Toxic
Here are two mirrors for the MP version of WATKABAOI 1.81.

Rapidshare

Filefront
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Stats
next session: wednesday 19-23 Central European Time
selectable countries:

France :Colonel_General (icq: 424108226)
England :
Austria :Mats_SX (icq: 462664593)
Muscowy/Russia:Monkii-Sama
Ottoman Empire:Beregic
Brandenburg : Martmol (icq: 333625259)
Poland: Nelson (203916072)
Castile/Spain:Wari Bana (icq: 350214224)
Venice/Italy: R3lic (icq: 497681639)
GM:Martmol;Mats_SX; Wari Bana
Editors:Martmol; Mats_SX

if anyone wants to play another country, just say so

if anyone is interested, but isn't sure he can attend every session: since this is a long campaign, and there are many players subs will be frequently needed...
basicly i'm free every evening except thursday, but you know how it is... ;) :cool: :D

RULES OF ENGAGEMENT:

1. THE FUNCTION OF THE GMs (by Martmol)

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.

2. 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.

further rules

a. There's a stab hit 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 stabhitting peaceoffer
* and you are at stab -3
* and the peace offer is based upon a warscore 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.
4. If you get vassalised by a human player you must stay that way for 10 years, unless the overlord chooses to break it. After 10 years the vassal can break vassalage, the overlord can then choose to attack them after that again or let them go.
As a vassal :
* You cannot enter any other alliance than that of your overlord.
* You must accept a proposal of TA/MA from your overlord.
* You are not allowed to start any wars without permission of your overlord
* You cannot give MA to any power without your Overlord's consent.
* You are *not* required to dow someone at the command of your overlord, send him cash at his command or generally help your overlord if *he* is the aggressor in a war.
5. Using certain exploits is forbidden. See below for more details.


* 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:
o Increase the stability of the nation you declare war on.
o 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.
* Converting from Catholiscism to either Counter-reformed-Catholicism or
Protestantism and then switching back to Catholiscism before the Edict
of Tolerance.
* Trading maps with the AI.
* Sending loans to the AI.
* Signing a peace deal with the AI, that bankrupts it in the same day.
* Ceding TPs to reduce Bad Boy.

6. A war is fought together if the two (human) nations are fighting the same war in-game. Then the leader of the alliance can sign a full-alliance peace.
7. Two (or more) nations fighting the same enemy in several different wars, are NOT fighting together. This means that even if the two (or more) nations consider themselves allies, their enemy might peace one of them, in order to deal with the other one easier. The enemy is in no way obligated to sign both (or all) the nations, despite them having discussed a peace involving both (as the two (or more) consider themselves allies).
8. no exploration with 100 or 100+ ships. Within known seazones avoiding attrition with 100+ ships is allright
9. when pausing the game, communicate with all other players
10. * Breaking a truce, except when the truce is a result of a province swap
deal in game. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with.
11. any peace agreements that are concluded between two parties, are valid until 10 years after the peace was signed, unless specified otherwise by the acting parties

Mats_SX's absolutely brilliant force-peace-rule (FPR)

Force peace rule:

Case 1: War between two nations.
If one side manages 99 warscore, the loser is at -3 stability and the war has been going on for at least 5 years, the winner can force peace with a stab-hitting peace offer.

Case 2: War between an alliance of 2 or more versus 1 nation (gang).
For any separate peace, see case 1.
If the alliance leader wants to force peace for the alliance against the 1 nation, he requires 99 alliance warscore and 99 warscore of his own (separately).

Case 3: War between 2 alliances of 2 or more nations.
For any non-alliance peace between two nations, see case 1.
For any alliance to separate nation peace deal (for any member of the other alliance, even leader), see case 2.
If the winning alliance's leader wants to force-peace the whole other alliance, he needs 99 warscore for his alliance on the other alliance and 99 warscore of his own against the losing alliance leader. It is the losing leader's stability that is taken into consideration.


Examples:
Alliance 1: FRA, BB
Allaince 2: HAB, ITA, SPA
FRA gets 99 ws on HAB while BB gets 10 ws on HAB. ITA and SPA have 0 warscore. Alliance 1 now has 99 ws on HAB and leader FRA has 99 ws. They can force-peace HAB when HAB gets -3 stab and after 5 years.
HAB is force-peaced.
Then ITA gets 50 ws on FRA and SPA gets 50 ws on FRA. Alliance 2 now has 99 ws on Alliance 1, but leader ITA only has 50 ws on leader FRA. They can not force-peace.
ITA now gets 99 ws on FRA and FRA gets 20 ws on SPA. Leader ITA can still not force-peace leader FRA for alliance, as Alliance 2 only has 79 ws on Alliance 1. But ITA can force-peace FRA separately, as they have 99 ws.
FRA is force-peaced separately, splitting the wars into: ITA vs BB and SPA vs FRA, BB.
Force-peace is now following cases 1 and 2.
 
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well, just waiting for some more people to show their interest :)

i'm relatively newbish myself so... don't fear if you're a noob, also don't fear if you are not a noob.

teoman, which country, and what time would you want to play?

i could host the game, but it would be good to have an experienced gm and an savefile editor
 
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hehe, you know al the events dont you?:p

well im intrested also.
 
it's the clean version of vanilla that i want to install it over, i get the copy from the library, but i believe it's clean still 'though...

I wanted to reinstall every mod, but also: :eek:o how do i have to unistall WATKABAOI? Will deleting the folder do?
 
viva la france, ill show you how to play it:D
 
yeah, i was just thinking: Austria starts very vulnerable, and is currently the only German power, so if we're gonna have an Austria, it would be good to have a Poland or Denmark or Brandenburg, but considering there's also a probably strong Muscovy/Russian player, i think Poland would be the best suited nation to add to the list...
 
then i'll take Ottoman Empire, i'd like it to get orthodox tech, is that possible?
or does it get that by event?

Seems like we have ourselves a game, gentlemen :cool:

...now let's discuss the date...

i know weekends seem best, but things will come in between so maybe, until after the summer we get a weekday, and then review it and possibly weekend day?