Vassalization:
If you get vassalised by a human player you must stay that way for 20 years, unless the overlord chooses to break it. After 20 years the vassal can break vassalage, but must do so by DOWing the overlord, unless otherwise agreed between them and their erstwhile master.
1. Any NAP agreement signed for a duration exceeding 20 years is null for whatever portion extends beyond the 20 year period, meaning that either side can declare it invalid past that point without taint to their honor. This does not prevent from regularly renewing NAP agreements, but at no given time can anybody be sure of the security of a border for decades and decades or even centuries, as often occurs.
2. This makes #1 a little redundant, but now any agreement with clauses that extend for over 20 years can be broken after the 20 year period without a loss of honor.
3. As a vassal :
* You cannot enter any other alliance than that of your overlord, nor start one of your own unless ok'd by your leader(excepting AI that are your vassals).
* 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, provide troop support, or help him in any other way not included in the five clauses above.
4. The land-naval slider will be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
5. Using certain exploits is forbidden. See below for more details.
* Attacking an enemy fleet with pirates, and attacking with small fleets to hinder an enemy shore 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. A break of any aspect of a deal after the initial exchange, like a refusal to continue to make payments or maintain a monopoly, is ok. However, if a peace deal is made that requires staggered payments or monopoly rights or anything like that, it MUST be honored by the tributary for the duration of the five year truce.
* 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.
* Deploying pirates for any reason(the only things people do with pirates tend to be heavy on the gamey side).
* Using MA to deprive another country of supplies without being at war with them
* Using MA to place 1 ship fleets in another country's ports in order to maintain them there for spying without the other person having any way of dislodging them.
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, or when ok'd by both parties. You are not allowed to dow AI alliance members or vassals of
someone you have a truce with.
11. Brandenburg will become Prussia in 1701 no matter what
12. Spanish bankcrupty events will be slept and insteed the Gold Inflation Rule used. All nations with goldincome in the session ending after or close to 1575 and 1650 will be edited 1% inflation per 150 gold income taken from stats.
13. No claiming DOTF or converting to counter reformed catholicism.
14. No trading maps, period. Asking for MA and using it to explore the others territory is ok, as is sacking the capital for maps.
15. Trade inflation will be applied every third session, starting in the session after or close to 1575. After deducting 400D, trade income will result in inflation at a rate of 1 for every 1000.
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.
NEW RULES:
1) Warships can not be used in Europe for battle. They can be used for transportation, but if engaged by another fleet, they must retreat immediately. Europe will be defined as all of the Mediterranean, and all coastal provinces of Europe, excluding Iceland, and ending off the Southern tip of Spain.
2) If you attack an AI vassal of another human, you must absorb whatever stabhits are necessary for the overlord to enter the war against you. If you have an RM, you must break the RM. If they have MA, you must cancel their MA so they can DOW. If it costs a stab for them to DOW, you must DOW them. If they can simply DOW you without any cost to stab, then you need not do anything.
3) Building manus in another's provinces(acquiring provinces temporarily to build on them, and then returning the province), is illegal.