THIS IS STILL A LONG WAY OFF AND I HAVE NO INTENTIONS TO END THE CURRENT ONGOING GAME ANY EARLIER THAN NEEDED AND PRO CAPS.
THE GAME WILL START SUNDAY FEBRUARI 10 @ 19.00 GMT.
Options settings:
Spies: Cost Money
Lucky Nations: Random
Colonists: 100
Inflation: On
Startdate: 1399
Version:
- 20th of April
- 5.2, ZZFZ
- http://forum.paradoxplaza.com/forum/...-of-April-2012
General Rules:
-You may not change your nation. The country you pick in 1399 is the country you stick with, unless something goes horribly wrong. Your own incompetance, resulting in the loss of some provinces early on, is not regarded as "horribly wrong". Really only if something happens entirely outwith your control and you can reasonably argue you were the victim of very bad luck will you be allowed to move. Players are encouraged to run some test games of their chosen/desired nation, at least for the first 50 or so years of game time, as that's when the worst mistakes can be made.
-"Sow Discontent" Spy Mission is banned. Too easy to keep people at -3 stability.
PvP Rules:
-Call to Arms and not Intervention. Players should not ally with others just to get a free CB on another country. If you wish to aid a nation at war with another, ally with them and join their war via Call to Arms. This keeps it fair(er) on the other player as it's only one war with the relevent CB. Note: If you have a CB on a player nation that is not Intervention, you're still totally free to use that CB to enter a new war on your own. This is simply to prevent exploiting of the Ally>Intervention mechanism for a free CB.
-Do not declare war on the vassal of a country if you have a truce with the owning country. It is an unfair way of bypassing the truce penalties.
Colonial Empire Rules:
-If a nation has overseas provinces occupied by an enemy power and is unable or unwilling to recapture them, they are obliged to accept their transference to the conquering power during a peace deal, regardless of what the warscore is. This rule will be player by ear ingame, with the players generally deciding whether or not the colonies are un-recapturable. Actively contesting the colonies (eg having an army there fighting to retake the colonies) counts as trying: the conquering power must drive you out completely before this rule applies.
-Recruiting land regiments in the following areas is forbidden in wartime: North and South America, Sub-Saharan Africa (eg the non-Muslim tech areas) and anywhere you have to use a colonist to acquire (eg Caribbean , the Phillipinnes, various islands), except in cases where the provinces border your homeland (eg Russia can recruit land regiments in colonised Russia).
AI Sub Rules:
-No DoWing a player under AI control. If a player has to miss a session or two, but allows us to leave the AI in control of them, players must not use that as an opportunity to attack that country for whatever gain. The players can organise it amongst themselves whether or not to continue without someone anyway if they're making a habit of not turning up. Again, no attacking of this nation is permitted unless the community as a whole agrees that said nation is no longer really worth calling a player nation.
-If a player-country under AI control DoWs a player, the AI must be White Peaced. It's unfair on the player to come back to a country with no money or something because of a stupid AI.
Player - Factions:
---------------------------
Europe
1 Pat - Portugal
2 Green - Austria
3 Abbs - England > Great Britain
4 Ynen - Teutonic Order
5 Poach - Castille > Spain
6 Apple -HansaSweden
7 Rickie - Byzantium
8 Dan - Switzerland
9 Border Patrol - Muscowy > Russia
10 IZob - Burgundy
11 Cryers - Venice
12 A TW Player - Sweden
13 AtlasJackal - Poland
Far East
14 Musty - Minamoto
15 Rex - Vijayanagar
Sunday, 19:00 GMT is when this game will take place.
Map Session #1