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Mr_B0narpte

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Mar 15, 2009
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Hello all!

Me and at least 3 others will be starting a game in September using the 1936 Grand Campaign Scenario.

We will be using the latest 1.11 beta, which can be found here or via Steam by right clicking on the game in the Steam Library, then Properties, then Updates, then select 'Experimental 1.11' and it will update automatically.

We will also be using Lord Jarski's brilliant modification that has improved every single AI in (and not in!) the game; added many more historical nations; utilised CORE for making the world's resource production more accurate (and therefore more scarce!). His latest update is here. But please note it's going to have some further updates very soon. However if you want to try it in single-player to see what the AI's are like, alongside what the world looks like it'll be very close to the end product. The page to his modification itself is here if you want more information.

You would install the 1.11 beta first, and then the Improved Mod afterwards, allowing it to replace the files.

Rules
1) No war in Europe until Danzig or War; No war in Asia until Marco Polo - Japan can only declare war on Asian-centered countries not in a major alliance from that point
2) Paratroopers can only be dropped on enemy provinces that are completely undefended
3) Capital bombing is banned/ or we will have severe limitations for it
4) No change of land doctrines until Danzig or war
5) No moving fleets port-to-port during war, they have to travel by sea
6) No ahistorical alliances with other players
7) No changes in a country's ideology are allowed



APPROVED RULES

Post: # 77898Post El Duck
Wed Mar 23, 2016 7:53 pm

RULES FOR ALL PLAYERS

1. Players may not disband their starting units until 30 August 1939. The only exceptions are Cavalry, level one ships and Militia.

2. After 30 August 1939 there is no restriction 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 organisation. Units in a pocket or about to be cannot be disbanded. If there is any question about a forming pocket, the player who wishes to disband the units must pause and get a reading from the other players.

3. No form of unit stealing is allowed. Annexed countries units are gone for good to include all land, sea and air units. The only two exceptions are UK expeditionary forces and some ships that revert to an allied country when the owning country is annexed.

4. Expeditionary forces are not allowed. AI countries may only be controlled via military control.

5. Capitals normally 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. However, direct targeting Logistical strikes on Capitals are allowed as long as at least the provinces in its area are bombed to the same absolute infrastructure level beforehand. For example in China, provinces still controlled by the Chinese might look like this:

Nanking 125 infra
Suzhou 105
Shangay 60

a) An attacker could bomb Nanking down to 105.
b) If he wanted to take the capital lower than that, then he would need to bomb Suzhou before directly targeting Nanking again.
c) If he wanted to bomb Nanking down to below 60, he would have to first reduce both Suzhou and Shangay.

The infrastructure in the capital must always remain the highest of area provinces still controlled by the defender."

In order to permit some degree of capital repair, LOG strikes on capitals during the local night which contains the magic hour are not allowed. This normally occurs in Europe.

In regions where the magic hour occurs during the local day capitals may be bombed to a level of 10 infrastructure. When that level is reached, bombing must be halted until the capital is repaired to 50 at which time bombing can again commence as long as the other conditions detailed above are still valid.



6. 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 neighboring provinces without the TP first moving into a sea province.

7. You cannot deploy land or coastal forts in a province that is under attack.

8. When attacking a province, you cannot rest your main attack force at 23:00 only to continue shortly after 0:00. You have to either cancel the attack completely or continue the full attack until victory/defeat.

9. 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.

10. Any AI nation DOWed by more than one alliance (including any non aligned powers not yet in their future "alliance) must be left without any kind of MC.

DOCTRINE SWITCH

1. Players of major countries may not switch either land or naval doctrines until after Danzig.
2. Players of minors may switch land and naval doctrines at any time.

INTELLIGENCE

1. The espionage tab on AoD is allowed. If it causes stability issues it will be banned completely, apart from sending spies to other nations.
2. Coups and partisan-area intel missions are forbidden until ww2 ends.


PRODUCTION

1. Players are forbidden to run on 0 supplies. If some unforeseen event or situation causes supplies to drop to 0, players must take action to return to a positive balance immediately even if this means reducing production to nil.
2. Paratroopers and rockets are not allowed. However, rockets are allowed for the sole purpose of nuclear bombing.
3. Province builds:
a) Rocket & nuclear test sites must be built province specific.
b) Synthetic plants (oil & rares), AAs, radars, forts can be built in a non prov-specific way and stockpiled if desired.
c) Ports and air bases can be stockpiled and be deployed as needed in in a player's home country or annexed country or to the home or annexed country of an ally. They may also add to existing bases in provinces either they or an ally have captured. The first port or airbase in a newly captured province must be built by the province specific method.

TRADE

1. 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.
2. The use of Open Negotiations for resource trading is banned if the two nations are overseas (i.e. UK cannot use open negotiations for resource trading at all, the USA cannot do so with European, Asian, and African nations). This prohibition is in effect after 30 AUG 39. However, the only exemption is resources can be asked for via open negotiations when offering AI nations blueprints.
3. A puppet master may only trade $ or supplies for the resources the puppets need to supply their industry or are willing to pay in exchange for blueprints, and no more supplies or money from them. As long as a puppet holds above 2500 $ or supplies, this restriction does not apply.
4. A puppet master is allowed to request edit of one insignificant province from the puppet to him, with the intention of allowing the puppet to send resources to master.
5. Players may manually control their convoys by turning off the automated convoy system. If under manual control it cannot be used for monkey business such as creating a single mass convoy to avoid raiders.

DIPLOMACY

1. Non-historic, and historically premature, alliances are not allowed, except where specifically said below. After 30 August 1939 there are no restrictions on alliances with AI nations.
2. Non-historical, and historically premature, declarations of war are not allowed, except where specifically said below. After 30 August 1939 this restriction is completely removed, except where specifically stated below.
3. Unit trading or selling via is banned.
4. The granting of Military access to any nation is banned, unless it is done via event.
5. 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).
6. 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).
7. Player-to-player agreements must be honored.

ENDING THE GAME

1. The game will continue until at least one major Capital falls or everyone agrees to end the game.
2. Any discussion of a Cold War must go on the presumption the Axis will fight to the bitter end; i.e. the Allies & Comintern have to clandestinely talk about a post war world. A public discussion can only take place once one of the situations outlined in the rule above has been met.


Rules for specific nations

CHINA

1. China is exempt from the ban on disbanding units, it can disband any unit it wants from the start of the scenario.
2. After the Marco Polo bridge event, China can declare war on neighboring AI nations in Asia that are not part of, or puppets of, either the Allies or Comintern. Portuguese Macau or Timor will not be counted as neighboring provinces.
3. Before at least one war against Japan, China may not join any alliance while Japan remains at peace with all other player controlled nations.
4. Once Japan is at war with another player controlled nation, China can then join the alliance of that country. China must leave such alliance at the end of the war. Only exceptions would be joining freely any alliance if China is under attack again or if China has a communist government, with the latter case allowing China to remain in the Soviet alliance.
5. Chinese will be limited to the range defined in the attached maps. This rule applies both before and after the fall of China.
6. Republic of China can have military control edited in over Communist China once both nations are at peace with one another. Should this happen, Republic of China cannot attack Communist China until Japan is defeated by either the Comintern or Allies. If China falls to the Axis, China can no longer have military control of any nations outside of its alliance, unless this is agreed by all players (ie a China outside of the Axis but still allied to Japan might want to have military control over Hungary/Romania etc to help out)
7.Republic of China can attack any of the following nations from the start of the game: Shanxi, Xibei San Ma, Yunnan, Guangxi Clique and Tibet.
8.Republic of China can take any of the following nation's armies as expeditionary forces: Guangxi Clique, Yunnan, Shanxi and Xibei San Ma. They also are free to inherit these forces.

GERMANY

1. Germany must go to war via the Danzig or war event on 30 August 1939.
2. Germany must offer the historical Molotov-Ribbentrop pact in the event. The pact must be honoured at least until 30 April 1940. The two countries can either honor the historical agreement, or negotiate their own clandestine agreement so long as it does not break any other rule. In case no agreement can be reached the default pact will be as follows:
a. No war between the parties prior to 0001, 1 MAY 40.
b. The Baltic states and Finland are in the sphere of influence of the USSR. They are free to take whatever action deemed necessary.
c. No DOW is allowed on Sweden, Turkey, Romanian, or Bulgaria during the life of the pact( until 1 MAY 40).
3. Germany will have to declare war on the USA, if any of the below conditions have been met and if the USA feels prepared to fight:
* China has fallen and Japan is at war with the Allies or the USSR.
* Germany has invaded the UK mainland (i.e. England, Wales, Scotland & Northern Ireland), Ireland, or Canada.
* Suez, Gibraltar and India have fallen to the European Axis.
* The Axis have invaded the USSR and captured either: Moscow, Sverdlovsk, Novosibirsk, Alma-Ata, Tashkent, Semipalatinsk, Kuybyshev.
* Dutch South America has been captured by the European Axis.
* The date is 7 December 1941.
4. Should the Germany surrender event trigger (ID number 38), Germany has to accept the surrender.

HUNGARY

Hungary can join the Axis via the end of Czechoslovakia event, or anytime from 30 August 1939.

INDIA

Indian troops will be limited to the range defined in the attached maps, and in the defined maximum (24 divs plus 1 HQ) amount for the extended area.

ASIAN MINORS

Asian minors (Siam, Philippines, Indonesians, Pakistan and such kind) are limited to Indian sphere ending in Persia, but also be allowed into Australia/NZ. In the case of "Arabians" this does not apply.

ITALY

Italy can join the Axis anytime from 30 August 1939.

JAPAN

1. Japan is exempt from the ban on disbanding units, it can disband any unit it wants from the start of the game.
2. After the Marco Polo bridge event, Japan can declare war on AI nations in Asia that are not part of, or puppets of, either the Allies or Comintern.
3. Japan can join the Axis anytime from 30 August 1939.

UK

1. The UK and its Commonwealth allies are exempt from the ban on expeditionary units In the case of a commonwealth nation being annexed the UK may assume the countries units.
a. Commonwealth nations are Australia, Canada, South Africa, New Zealand, Nepal and Rhodesia/Nyasiland.
b. Any six free France units led by De Gaulle will be treated as commonwealth nations if and only if they become in danger of annexation. These unit can be assumed by the UK.
c. Any 25 Indian land and any air units will be treated as commonwealth units if and only if India is in danger of being annexed. these units may then be assumed by the UK.
5. The UK must accept fully funded trades with Germany, Italy and Japan until 30 August 1939, provided it has enough resources for itself (i.e. stockpiles of 50k energy and oil, 25k rares and 15k metal). It must prioritize trading with these nations over trading with AI non-allied nations.
6. The UK has to accept the UK surrender event if triggered.

USA

1. The USA must accept fully funded trades with Germany, Italy and Japan, provided they have adequate resources for themselves (i.e. stockpiles of 50 energy, 25k rares, 15kmetal and oil). It must prioritize trading with these nations over trading with AI non-allied nations.
2. The USA must accept fully funded trades with Germany and Italy until either:
* the expiry of the Molotov-Ribbentrop pact
* the fall/annexation of France
3. The USA must accept fully funded trades with Japan until either:
* the oil embargo event
* the fall/ annexation of China
* the Japanese declaration of war on the Allies
4. 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. The USA 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.
* China has fallen and Japan is at war with the Allies or the USSR.
* Germany has invaded the UK mainland (i.e. England, Wales, Scotland & Northern Ireland), Ireland, or Canada.
* Suez, Gibraltar and India have fallen to the European Axis.
* The Axis have invaded the USSR and captured either: Moscow, Sverdlovsk, Novosibirsk, Alma-Ata, Tashkent, Semipalatinsk, Kuybyshev.
* Dutch South America has been captured by the European Axis.
* The date is 7 December 1941.
6. The USA has to accept the USA surrender event if triggered.

USSR

1. The USSR must accept the historical Molotov-Ribbentrop pact Germany will offer. The pact must be honoured at least until 30 April 1940. The two countries can either honor the historical agreement, or negotiate their own clandestine agreement so long as it does not break any other rule.
2. The USSR must accept fully funded trades with Germany, Italy and Japan, provided they have adequate resources for themselves (i.e. stockpiles of 50k energy and oil, 25k rares and 15k metal). It must prioritize trading with these nations over trading with AI non-allied nations.
3. The USSR’s trades with Germany and Italy must continue until:
* the expiry of the Molotov-Ribbentrop pact
* the fall/annexation of France
4. The USSR’s trades with Japan must continue until:
* Japan declares war on the Allies
* the fall/ annexation of China
5. The USSR must accept the Bitter Peace event if triggered.

SPAIN

If Spain is player controlled the following rules apply:

1. The human player must chose the Nationalist and must chose option A in the 1936 elections.
2. Spanish units cannot be moved until the Spanish civil war event except as needed to kill partisans.
3. Spanish units can't be named until the post war events are completed.
4. Spain cannot declare war on any country and must join the Axis by the Handaye event.
5. Before the Spanish civil war, Spain must fully fund the first 3 Madid infrastructure and triple speed. They should sleep this build after the first three.
6. Spain must complete the two ships under construction.
7. The human Nationalist player must kill all Spanish Republican land units prior to Annexation.

-------------------------

appendix

The following maps indicate where Chinese and Indian units may operate as follows:

24 Indian divisions plus 1 HQ in total-total-maximum in the areas mentioned (shown in the map in Green).
The areas in light blue are those where Indians have no limits on numbers.
The areas shown in purple are the areas where Chinese units may operate. (Chinese units may not leave those areas, as they have no rule giving them any exception).

If anyone is interested please comment below or message me.
 
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