These are replies to a
thread by Andrew in the MP forum. I will try to answer them according to our group.
* house rules should be agreed in advance and, ideally written down - see the DEG threads for examples. Likewise, use of patches and mods needs to be agreed.
We have found a general 'gentlemans doctrine' to be satisfying, but several people have expressed that they do not. We should write a list of things that is not accepted.
Regarding patches, we always use the latest update and no mods. (Currently 1.05b with updated panzer.txt.)
* will players stick to one country or move around? For example, a player might start as France and switch to the US. This might affect diplomatic relations. What happens if the allies coup Italy and so eject that player from the position?
A player sticks to his country until he is defeated. After that he may switch to another country of his choice. I have never experienced that one player is defeated and the game goes on, however.
* are historical alliances required or expected? The standard game has three alliances (Axis, Allies, Comintern) and victory is all about being a member of the winning alliance in 1947. Some groups seem to assume the Comintern and Allies should or will work together rather than being opponents. Can Nationalist China join the Axis? Can democratic Japan join the Allies? To what extent are players playing as a team or purely for themselves?
I think one should be allowed to join any alliance, however this opens for some exploits, e.g. democratic Japan joining Axis to lower US WE. I think most people will use common sense, it wouldn't be to fun if Italy and Japan joins the Allies.
I am very positive to the 3-alliance system, where the game is not over until only 1 alliance remains, so that Comitern will have to fight the Allies.
On Nationalist China, the best thing IMO is to leave them neutral, as them joining the allies will screw up Japans economy.
* is double-crossing allowed or expected? Some players get upset by double-dealing but some chicanery is historical (e.g. Pearl Harbor and Barbarossa were not expected and shocked the countries being attacked).
Not 100% sure what you mean here, but if you're talking about making deals with one country and then backstabbing them, I don't see why it shouldn't be allowed. It's dirty play, but in no way unhistorical or unrealistic. I think there should be more diplomacy.
* what can be done to save files? Some groups edit saves to correct things which they perceive as bugs or too ahistorical. E.g. if the French capital and army ends up in the Maginot line, so making an invincible redoubt, can or should the save file be edited to change this? Also note that save files allow the fog of war to be cleared away - is there an honour code to stop this?
I think one should be quite flexible about editing. When it comes to switching provinces between 2 countries, I think only those 2 players involved should decide. After all, that could be done in real life. When it comes to moving capitals like in your example above, I think we should vote in each case.
Regarding turning off fog of war, when editing the files, you use a text editor, so you dont see anything. However, everyone can make a save anytime in the game and opening this in singleplayer and watch whatever you like, but this such a low cheat that I don't expect anyone to do it.
Making a save to make strategies is OK, but only as long as you only look at your own country and with fog on. We just have to trust each other on this. I don't think it's a problem.
* what is the procedure for assembling the players and rehosting after a crash? Who contacts who and how?
If someone (not the host) crashes, the host saves and reload the game. You should be able to join the game at the same IP in short time. If the host crashes or you just get "connection lost" message without being able to talk to anybody, make a save and contact the host via ICQ. If the host did crash there should be someone able to send him a save.
A usual routine is to keep ICQ running (unless you experience crashes because of it) so one can keep contact in case of a crash.
* How is the game speed determined and when should the game be paused?
Speed is set to the lowest wanted level. Pausing is allowed anytime (but please don't use it if you don't have to). If someone has to be away from computer 5-10 minutes, we pause if wanted.
* how are the sessions timetabled? How long is each session and how are new dates agreed? The more players you have, the worse this gets. If standbys are used, what are their rights? Can they change policy and can they expect to keep the country in future sessions.
We should agree on the first session when the next sessions will be. Each session lasts until one has to go. Wether or not standbys can expect to keep their countries should be between the standby and the original player.
* when does a game finish? Do you or should you play to 1947? What happens if the Allies and Comintern crush the Axis? Do you play on with a rump Axis to see who wins control of the globe? What if some players want to resign but others want to play on?
I think the game should be finished when all players regards it as over. As long as there is 1 or more who wants to continue and there is more to do, the game should be caried out.
The above answers are my personal views and is open to suggestions.