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Mr_B0narpte

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Mar 15, 2009
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Hey fellow AoDers,

We're starting up a new AoD game very soon. All nations are up for grabs. We'll be using a much improved 1936 scenario alongside the 1.09 update. The war will take months to complete, but it'll be great fun throughout. We already have 6-8 players interested, so if we get several more players we might be able to have 2 AoD online games in order to allow everyone to play major nations.

We normally play from 18/1900 utc on random days of the week.

Below is our current rule-set, this may change. Bear in mind this is from endless AoD online sessions, we aim to have fairly historic and fair games.

A. Strategy
1. All play will be 100% historic until 30 August 1939 with the exception that if an event allows several choices, a player may chose an ahistoric path. Germany must go to war via the Danzig or war event on 30 August 1939. After that date, players are free to no longer follow history with the exceptions as listed below.

2. One exception is, after the Marco Polo bridge event, both Japan and China may declare war on non aligned, non player controlled Asian countries. After 30 August 1939 there are no restrictions on Declarations of War for any countries other than specifically addressed in other rules or imposed by the game mechanics.

3. Countries may not disband their starting units until 30 August 1939. The only exceptions are Cavalry, level one ships and Militia. Japan and China are exempt from this rule completely.

4. After 30 August 1939, there is no restrictions on what units you can disband. However, all units to be disbanded must be in supply, not adjacent to enemy controlled provinces and at full ORG. Units in a pocket or about to be may not be disbanded. If there is any question about a forming pocket, the player that wishes to disband the units must pause and get a reading from the other players.

5. Players are forbidden to run on 0 supplies. If some unforeseen event such as in the war for Japan or Italy causes supplies to drop into negative balance, players must take action to return to a positive balance immediately even if this means reducing production to nil.

6. The espionage tab on AoD is allowed. If it causes stability issues, it will be banned completely, apart from sending spies to other nations.

7. Paratroopers and rockets are not allowed.

8. No form of unit stealing is allowed. Annexed countries units are gone for good to include all land, sea and air units.

9. Once at war, the player must turn on the automated convoy system. If a temporary situation arises where a player needs to control his convoys, he must stop the game and advise the other players of the situation. This should be a temporary situation lasting only a few weeks or so.

B. Tactics
1. Units can only be ordered to fight to the death (victory or valhalla) if they belong to player controlled nations. The same applies to the use of scorched earth tactics.

2. Expeditionary forces are not allowed. Non player controlled countries may only be controlled via MC. The UK and its Commonwealth allies are exempt from this rule.

3. Capitals cannot be directly targeted for logistical strikes in order to reduce infrastructure. This can cause units to go out of supply wherever they are located. When targeting a capital, the entire region must be selected rather than just the capital. This rule only applies to capitals. Any other province can be individually selected for logistical strikes. However, capital bombing is allowed if the defender only has control of the capital region and nothing more.

4. It is forbidden to move ships directly from port to port and coast to coast. Ships moving between ports must enter at least one sea zone. This includes transporting units - you cannot load units onto a transport ship (TP), and then have that unit move to another land province without having the TP first move into a sea province. This ban also applies to shipping land units via a TP to neighbouring provinces without the TP first moving into a sea province.

C. Diplomacy and Trading
1. Non-historic alliances are not allowed. No Japan-USSR alliance, for example. Japan may join the Axis. China may join the Allies after the US is allied to the UK and at war with Japan. After 30 August 1939, ahistorical alliances are allowed between a player controlled country and an AI controlled one. China may not join any alliance while Japan remains at peace with all other player controlled nations. Once Japan is at war with a player controlled nation China may join the alliance of that country.

2. Germany must give the full Molotov-Ribbentrop pact and the USSR must accept. The pact must be honored at least until 30 April 1940, when the non aggression pact expires. The two countries can either honour the historical agreement, or negotiate their own clandestine agreement so long as it does not break any other rule.

3. The US, UK and USSR must accept fully funded trades with Germany, Italy and Japan, provided they have adequate resources for themselves (i.e. 5k stockpile). They must prioritise trading with these nations over trading with AI non-allied nations. For the UK, this rules lasts until 30 August 1939. For the USA and USSR, the trades must be maintained with Germany and Italy until either:
* the expiry of the Molotov-Ribbentrop pact
* the fall/annexation of France

After either of these conditions have been met, the USA and USSR players can chose whether or not to continue trading with Germany and Italy.

The USA has to continue trading with Japan until either:
* the oil embargo event
* the fall/ annexation of China
* the Japanese declaration of war on the Allies

After any of these conditions have been met, the USA player can chose whether to continue trading with Japan.

4. All trades must be at least at 100% of market value (i.e. on the screen it has 100% accept chance when asking for resources - as in $1 for 3 rares or thereabouts) and remain so until both countries are in the same alliance or at war with the same player controlled country. Free trades are allowed after either of these conditions are met. The USA is allowed to perform free trades to any member of the Allies or Comintern once the Lend-Lease event (ID number 3700) has been triggered.

5. Unit trading or selling via the diplomacy screen is completely banned.

6. The granting of Military access to any nation is banned, unless it is done via event.

7. A player can only issue a Guarantee of Independence (GoI) if they, rules permitting, promise to honour it by declaring war on the aggressor within one month. If the rules do not permit a retaliatory declaration of war, then the Guarantee of Independence cannot be made in the first place. This rule does not apply to pre-existing GoIs (i.e. ones that exist at the start of the scenario, or ones created by event).

8. Before joining any alliance at war, you have to declare war on one human controlled member of the opposing alliance beforehand (i.e. USA has to declare war on Germany/Italy/Japan/etc before allying with the UK).

D. USA war entry

Alongside rule C8, the USA player if they want to, can join the war against the Axis when any of the below conditions are met. Germany will have to declare war on the USA if the US player feels prepared to fight.

A. China has fallen and Japan is at war with the Allies or the USSR.

B. Germany has invaded the UK mainland (i.e. England, Wales, Scotland & Northern Ireland), Ireland, or Canada.

C. Suez, Gibraltar and India have fallen to the European Axis.

D. The Axis have invaded the USSR and captured either Moscow, Sverdlovsk, Novosibirsk, Alma-Ata, Tashkent, Semipalatinsk, Kubyshev.

E. The date is 7 December 1941.

If any is interested please post below or message me.