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TC Pilot

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Aug 23, 2003
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Alright, since it doesn't seem like the other campaign is going to happen, I've decided to try my luck in getting one started.

After many months of whinging about it, I think it's time we have ourselves a MP campaign using the Interregnum mod! For those of you not in the know, Interregnum is an alt-history mod where all the traditional great powers of EU2 have either been crippled or wiped out. So, instead of Spain, we have Al-Andalus, instead of OE, we have Byzantium, France and England have been broken up into smaller kingdoms, and Bavaria is poised to dominate the HRE, even China is different. The mod also comes with a very large assortment of events, including crusades in Iberia and the Baltic, an Alternate Reformation (Luther is elected Pope), and a Revolution in Byzantium.

Interregnum.png

You can download the mod here: http://www.mediafire.com/?ai2pmi2p3537ezr

I've slightly modded the game to allow for an early alternative path for Portugal (Porto), in order to allow a viable option for anyone who wants to play in Iberia without using Al-Andalus, which I consider to be pretty overpowered. Given the open-ended nature of Interregnum, there's no set countries you can or cannot choose. The only exception is Al-Andalus, which, if played, must pick the events that do not sleep the Iberian Crusade.

Installation is pretty simple. Just place the mod in its own folder in your EU2 directory, then run the Interregnum.bat file to start it up.


Please post your available times and days, and country choices if possible. If I get enough interested people (at least 6, I think) ideally I would like to get this started by next week.

-----​

Tentative Game Time: Wednesdays, 20:00 - 24:00 CET

Game Roster:
TC Pilot: Byzantium
Delian: Mameluks
Aladar: Teutonic Order
Urko: Al-Andalus
Pepsi: Bavaria

Stats

Game RulesVassalization:

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 NOT be reset to 5 between every session. Because Interregnum is alt-history, giving many countries the chance to go in many different, ahistorical directions, this limitation has been repealed, unless it becomes apparent that it drastically imbalances the game.

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. (may be irrelevant if Alternate Reformation fires)
* 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. (may be irrelevant if Alternate Reformation fires)
* 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

13. No claiming DOTF or converting to counter reformed catholicism.

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:

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.
 
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Hey TC,

Mmmm... Never played this map.

As the more you repeated how not to pick Al-Andalus is the more I wanted to pick it (also out of jingoism xD), I want to ask, what are those crusade events? I don't find them in the event folder :S.

I got most days available. And Al-Andalus long term suffers the 'it's muslim and the taxbase in iberia low' problems without the American gold, so it's just stronger in the beginning. Byzantium and Bavaria seem stronger to me though provoking a crusade if sounds like that is not a big problem anyway xd.

I have weekdays available and saturdays.
 
As the more you repeated how not to pick Al-Andalus is the more I wanted to pick it (also out of jingoism xD), I want to ask, what are those crusade events? I don't find them in the event folder :S.

They're in Epochal_Iberia.

Basically, Al-Andalus gets an event in the first few days of the scenario giving it cores on the Iberian states and declaring war, or else you can choose peace (and losing some cores). If Al-Andalus goes to war and the Hussites don't exist, the Pope can call on the Emperor (usually Bavaria, but maybe not) to start a crusade around 1445. That usually results in all of Europe declaring war on Al-Andalus, with predictably ugly results. If the Crusade is a success (and that depends on what initial goals you set), Bavaria gets huge rewards around 1490, namely gaining cores and inheriting every German state currently vassalized, followed by the formation of Germany.

As for tech, Al-Andalus can switch to Latin tech around 1490, and it can convert to Mutazelite, which has a tech speed equal to Protestant. Actually, even the "regular" Muslim has tech speed equal to Catholic and Orthodox.

Playing Al-Andalus is fine, but I think in the interest of balance we should require the Iberian player not to sleep the crusade event. It's just too easy to become overpowered that way, like what happened with OE the first time we tried MyMap.

Edit - since the mod isn't too well known, I guess it would help to list possible countries:

France:
-Burgundy: best option to reunify France and get all the bonuses from that. Can try at game start or wait until Charles the Bold, or just leave it be and not piss off all of Europe
-Britanny: can easily conquer most of France, has good naval and colonizing potential
-Savoy: starts with Italian, French, and Occitan culture, so it can expand in any direction, but will eventually lose 1 via events.
-Languedoc: it can form Occitania, for those who have a thing for the Hugenots.

Britain:
-Eire: basically Interregnum's version of Portugal. First to get explorers
-Scotland: can easily unite Britain, with possible expansion into Ireland and Norway, and has great late-game Industrialization events
-Wessex: little England, can turn Protestant early, starts with Henry V and Bedford, and can restore England. Wait long enough and you can get Marlborough, Wellington, and Nelson, who pretty much have no equal in Interregnum

Germany:
-Bavaria: the obvious choice. Good monarchs, chance to unify Germany, still a great power even if the Crusade fails
-Saxony: basically a German country for those who don't want it to be so easy
-Swabia: the Habsburgs. Event chain will let Swabia inherit Milan in the mid-1400's, and gain Italian culture. Played right, it has a chance to be completely unstoppable

Italy:
-Genoa: imagine Venice combined with Genoa
-Sicily: great starting monarchs and chances to go crusading in North Africa, plus conquering all of Italy is fun

Balkans:
-Byzantium: Duh, it's byzantium. A virtually unfathomable event tree to pick who comes to the throne, plus the chance for a Revolution!
-Hungary: I've seen Hungary conquer the Slavic lands and inherit Poland. Scary stuff

Middle East:
-Mameluks: can form a new Sultanate and become a vastly rich and colonial power
-Caliphate: basically, the Ottoman Empire if you moved it east 1,000 kilometers

Scandinavia:
-Hanseatic League: If you like trade, pick them. They start out with 3 COTs (Novgorod, Holstein, and Antwerp), and can easily compete with Ireland. Only downside is how spread out it is (try defending Florance, London, and Novgorod-with-no-sea-connection), and lack of culture (it has one culture: Hanseatic)
-Nordridge: Imagine Sweden+Denmark
-Teutonic Order: Imagine if those wacky Poles and Lithuanians didn't win at Tannenberg. The Order has events for Crusading in Russia, and can easily conquer all of it.
-Cossacks: not exactly a powerhouse, but combine plains with Cossack cavalry and a chance to create a super-Ruthenia, and if you're into that kind of thing, a republic even
-Poland: a rump of its historical self, but if you hold on long enough, in the early 1600's, you get a 555 general who lives for over 20 years and enough events (like, +50,000 to land tech) to make Poland look like historical Sweden on steroids. Play the Poland Reborn! save file to see what I'm talking about.
 
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Aha... So crusaders, eh?

Well. then there're 2 possibilities

A) Surviving

B) You cry like a woman, after you lost what you didn't know how to defend like a man

(The mother of the last king of Granada to him, after surrendering the city).

P.D. I then confirm Andalusiya
 
Nice. I recall last time we played, and I was Mamluks -> Sharay Sultanate. That was a really challenging and fun game! I can't participate this time around, as I'm becoming a father any time now, but I'll check in on you guys every now and then.

Tip: Mail or PM people that pretend to be absent but may still be interested. You know, the usual gang.
 
Perhaps i wanna play Nordige, or Teutonic order.
One question, Nordige doesnt get norweigan culture? it does after all got core on all the land

And i cant get Interregum 1.09 to work, the game works fine. but it doesnt find the scenarios ingame (grandcampaing, poland reborn). any idea what to do?
 
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There shouldn't be anything different from the last time you ran it. You sure you're starting the game through the .bat file, and not the regular EU2.exe?

Also, it doesn't look like Nordridge gets Norwegian culture. I'm not quite sure the rationale behind that, or how it affects Nordridge's viability, but it's a general trend throughout Interregnum that many countries have very limited cultural sets. That's part of what gives a country like Swabia such potential to dominate.
 
yeah i did as you said. i did even reinstall EU2 and removed all other mods. but still i cant find anything when i start it. The only thing there is to click on is the old save from Interregnum 1.08 but that one is deleted
 
What "old save from 1.08"? You mean "Poland Reborn!"?

The only thing I can think of is that you're installing it incorrectly. But if you still have the older version I gave you last time, they're identical, except for a couple added events in Porto's file.
 
well i had an old mod, interregum 1.08 (this here in thread was named 1.09)
So basicly 1.09 doesnt work, the only things viseble is my saves from 1.08, for exampel Autosave, and i played with scotland.
 
I haven't quite decided what country to play. Probably either Byzantium, Burgundy, or Eire, with an outside chance of Swabia.

If it's alright with everyone, I think we'll play on Wednesday, baring some new infusion of players (fyi, Pepsi might be joining us). At least until the middle of August, when my classes start and I'll have to see how my schedule pans out.

I'm aiming for us to start next week, ideally.
 
TC,

Thanks for the heads up.

I think I've played this mod, or perhaps it was Aberration. At any rate, my preference would be for an historical (for which I might be able to carve out reliable time). For something like this, it'll be a while before I can make a commitment.

I'd also like to see who else comes around. I know Johnny is interested in playing again, but won't have a reliable connection for a while. I think Drake is playing CK II (lucky devil-haven't had time for that either) on Sundays, and he generally can't play any other time these days (but perhaps summer is different). But if they can play, hell. Maybe I'll have to, too, no matter the scenario.
 
Another thing to bear in mind.

I don't know whether any of you have been following Magna Mundi (the new game, not the mod). If it's stable in MP and succeeds in ~15% of what it promises, it's the sequel to EU II we wanted, and spectacularly failed to get, in EU III.

The release date is unknown, but it's apparently gold as of May 31 (or not-this is ambiguous). Assuming the latter two conditions are met, John and I already plan to start a (probably Sunday) game immediately upon release all else be damned.

Unless there are major problems, I would expect a release date from Paradox in the next few days. Might be worth waiting.