This thread is for discussing the house rules for the Dedicated European Game of Hearts of Iron (DEG HoI). As the rules are changed, I will edit this first post instead of making a new thread.
First some common abbreviations:
CG = Consumer Goods
CW = Commonwealth (includes UK, Canada, South Africa, Australia, New Zeeland)
AI = Any non-human controlled nation
DOW = Declaration of War
WE = War Entry
DEG HoI House Rules v1.033 (last update: June 7, 2004)
Players and nations:
1.1 Version: HoI 1.06, without any mods.
1.2 Players: We play only with dedicated, punctual, mature and polite European players with a fast internet connection (sorry, no Americans, Canadians or modem players). All players should have and use ICQ in order for the players to be able to communicate.
1.3 Players and teams: Minimum 6 players. We prefer evenly matched teams such as 3 vs 3 or 4 vs 4. We will tolerate 4 vs 3, but generally avoid 5 vs 3 games.
1.4 Nations played: Besides the 6 major nations (Germany, Italy, Japan, UK, USA, Soviets) we will accept the following nations: France, any CW minor (usually Canada or Australia), any Axis minor (usually Romania). We will NOT accept any Latin American/South American countries. Nationalist China is only acceptable if campaign starts in 1939.
1.5 Game sessions: If you can not make it to one of our regular game days, post on the HoI Forum or send an ICQ message to the other players. A stand-in will be used instead, unless the other players agree to cancel the session (canceling is usually a good idea if one of the major nations regular players can not make it).
General rules and limitations:
2.1 Nuclear weapons: Not allowed.
2.2 Paras: Allowed. Make as many as you want, and use them any way you want.
2.3 Amphibious invasion: Every alliance is limited to maximum six divisions per continent in simultanious seabourne invasions. The invading forces can only be reinforced over the six division limit after the invaded provinces are conquered.
2.4 Resources and supplies: You can only send to nations in your alliance (exception: USA and CW nations may send to Soviets if Soviets are at war with Germany AND if the war was started by the Axis).
2.5 Events: Players are allowed to choose any of the choices available during an event or election (only exceptions: France must accept Vichy if the Germans offer this, Japan must choose to become Paternal Autocrat).
2.6 Stacking limits: None.
2.7 Unit deployments: Newly produced or upgraded units must be deployed immediately. You can not keep them in the force pool. It is not allowed to move units around in the production que simply in order to delay their completion.
2.8 Strategic redeploy: As soon as a unit is ready to be redeployed it must be placed back on the map. You can not keep units in the strategic reserve. It is forbidden to strategically redeploy units into or out of a province that borders to an enemy province, or to a province where combat is currently taking place.
2.9 Surrounding enemy capital: Not allowed unless you attack the capital within a reasonable amount of time.
2.10 General exploits: Not allowed (includes accepting events that fire during each start up (like the Lend-Lease events), Japan annexing China before the Nanking event, using ghost armies to conquer enemy provinces, upgrading infrastructure in provinces that you will loose, Italy DOWing Vichy France, Allies or Soviets activating the Monroe Doctrine before the USA is in the war).
2.11 Major bugs: For major bugs such as important elections or events not happening and units that vanish, we will strive for an immediate editing of the save file and a re-host. If Japan has not had it’s election by 1 September 1937, we will edit the save file. Other events will be edited directly if they do not happen (includes Anschluss, Treaty of Munich, End of Czechoslovakia, Molotov-Ribbentrop Pact, Danzig or War)
Diplomatic actions:
3.1 Diplomatic actions at game start: At the start of each game (while it is still paused), all nations take turns performing diplomatic actions. The nation with the highest amount of Diplomatic Influence (DI) starts, and is allowed to perform one diplomatic action, followed by the nation with the second-most DI, etc. When all nations have performed one action, a new round is performed, until no nations want to perform any actions.
3.2 Type of government: You can not coup or influence a human player. USA may not become Stalinist.
3.3 Alliances: Soviets can not join Axis or Allies. Nationalist China can not join any alliance. Once a human nation has joined an alliance, it may not leave this alliance.
3.4 DOW: You are only allowed to DOW a country if your land forces take a direct part in the invasion of the country (example: an Axis Italy can not DOW Denmark on behalf of Germany). You may never DOW a country in Central America or South America unless the USA is a part of the Allies (you can of course first DOW the USA so they become a part of the Allies, and then DOW for example Brazil).
3.5 Military access: You may not ask for military access (exception: you can ask military access from a puppet you control). You may not attack from neutral land or make an amphibious assault from neutral ships.
3.6 Military control: If you assume military control over an AI nation you may not use this nations units at the expense of the host nations security (example: the UK may not take control of AI France and move the French Army to UK mainland before the fall of France).
3.7 Expeditionary forces: You may send an unlimited amount of expeditionary units of any type to a human-controlled nation in your alliance. You may not send expeditionary forces to AI nations or a country that is not part of your alliance (only exception: you may send 3 divisions to the Spanish Civil War, but only if you supported it via the event, and the divisions must be returned to you once the war is won by either side).
3.8 Coup+DOW: Couping a nation simply in order to be able to DOW at more favorable conditions (such as avoiding a French AI auto-DOW, avoid raising US WE, avoid dissent) is not allowed. You may “re-coup” a nation that has been couped by the opposing side, and then DOW them if you wish (example: the Italian player may not coup Turkey and DOW them in order to avoid the French AI auto-DOW, but if the UK coups Yugoslavia so it becomes democratic, the Italians may coup them back to paternal autocrat and then DOW them).
3.9 Annex: You must annex a country when this is possible (you can puppet instead if you want). You must try to capture the remaining provinces with victory points if this is possible.
3.10 Puppet: You are not allowed to puppet a human player (you can however annex them if you want).
3.11 Liberate puppet: You are not allowed to liberate a puppet.
3.12 Tech sharing to human nations: Not allowed (exception: CW nations may send both silver and gold tech to other CW nations, even if they are human controlled).
3.13 Tech sharing to AI nations: You may only send tech to AI nations in your alliance, and you may only send silver tech (exception: CW nations may send both silver and gold tech to AI controlled CW nations).
Game speed and hosting:
4.1 Pausing: All players may pause when necessary. IMPORTANT: since this is a multiplayer game, avoid pausing the game if you are not at war, and avoid doing it for non-essential tasks such as queuing research or making units. There will always be a mandatory pause on 1st January each year, until all players are ready.
4.2 Game speed: The host decides the game speed. During peace time this is generally “Above normal” and in war time “Below normal” or “Slow”. Any player may request a lower game speed. It is preferred to have a lower game speed than to have continual pausing.
First some common abbreviations:
CG = Consumer Goods
CW = Commonwealth (includes UK, Canada, South Africa, Australia, New Zeeland)
AI = Any non-human controlled nation
DOW = Declaration of War
WE = War Entry
DEG HoI House Rules v1.033 (last update: June 7, 2004)
Players and nations:
1.1 Version: HoI 1.06, without any mods.
1.2 Players: We play only with dedicated, punctual, mature and polite European players with a fast internet connection (sorry, no Americans, Canadians or modem players). All players should have and use ICQ in order for the players to be able to communicate.
1.3 Players and teams: Minimum 6 players. We prefer evenly matched teams such as 3 vs 3 or 4 vs 4. We will tolerate 4 vs 3, but generally avoid 5 vs 3 games.
1.4 Nations played: Besides the 6 major nations (Germany, Italy, Japan, UK, USA, Soviets) we will accept the following nations: France, any CW minor (usually Canada or Australia), any Axis minor (usually Romania). We will NOT accept any Latin American/South American countries. Nationalist China is only acceptable if campaign starts in 1939.
1.5 Game sessions: If you can not make it to one of our regular game days, post on the HoI Forum or send an ICQ message to the other players. A stand-in will be used instead, unless the other players agree to cancel the session (canceling is usually a good idea if one of the major nations regular players can not make it).
General rules and limitations:
2.1 Nuclear weapons: Not allowed.
2.2 Paras: Allowed. Make as many as you want, and use them any way you want.
2.3 Amphibious invasion: Every alliance is limited to maximum six divisions per continent in simultanious seabourne invasions. The invading forces can only be reinforced over the six division limit after the invaded provinces are conquered.
2.4 Resources and supplies: You can only send to nations in your alliance (exception: USA and CW nations may send to Soviets if Soviets are at war with Germany AND if the war was started by the Axis).
2.5 Events: Players are allowed to choose any of the choices available during an event or election (only exceptions: France must accept Vichy if the Germans offer this, Japan must choose to become Paternal Autocrat).
2.6 Stacking limits: None.
2.7 Unit deployments: Newly produced or upgraded units must be deployed immediately. You can not keep them in the force pool. It is not allowed to move units around in the production que simply in order to delay their completion.
2.8 Strategic redeploy: As soon as a unit is ready to be redeployed it must be placed back on the map. You can not keep units in the strategic reserve. It is forbidden to strategically redeploy units into or out of a province that borders to an enemy province, or to a province where combat is currently taking place.
2.9 Surrounding enemy capital: Not allowed unless you attack the capital within a reasonable amount of time.
2.10 General exploits: Not allowed (includes accepting events that fire during each start up (like the Lend-Lease events), Japan annexing China before the Nanking event, using ghost armies to conquer enemy provinces, upgrading infrastructure in provinces that you will loose, Italy DOWing Vichy France, Allies or Soviets activating the Monroe Doctrine before the USA is in the war).
2.11 Major bugs: For major bugs such as important elections or events not happening and units that vanish, we will strive for an immediate editing of the save file and a re-host. If Japan has not had it’s election by 1 September 1937, we will edit the save file. Other events will be edited directly if they do not happen (includes Anschluss, Treaty of Munich, End of Czechoslovakia, Molotov-Ribbentrop Pact, Danzig or War)
Diplomatic actions:
3.1 Diplomatic actions at game start: At the start of each game (while it is still paused), all nations take turns performing diplomatic actions. The nation with the highest amount of Diplomatic Influence (DI) starts, and is allowed to perform one diplomatic action, followed by the nation with the second-most DI, etc. When all nations have performed one action, a new round is performed, until no nations want to perform any actions.
3.2 Type of government: You can not coup or influence a human player. USA may not become Stalinist.
3.3 Alliances: Soviets can not join Axis or Allies. Nationalist China can not join any alliance. Once a human nation has joined an alliance, it may not leave this alliance.
3.4 DOW: You are only allowed to DOW a country if your land forces take a direct part in the invasion of the country (example: an Axis Italy can not DOW Denmark on behalf of Germany). You may never DOW a country in Central America or South America unless the USA is a part of the Allies (you can of course first DOW the USA so they become a part of the Allies, and then DOW for example Brazil).
3.5 Military access: You may not ask for military access (exception: you can ask military access from a puppet you control). You may not attack from neutral land or make an amphibious assault from neutral ships.
3.6 Military control: If you assume military control over an AI nation you may not use this nations units at the expense of the host nations security (example: the UK may not take control of AI France and move the French Army to UK mainland before the fall of France).
3.7 Expeditionary forces: You may send an unlimited amount of expeditionary units of any type to a human-controlled nation in your alliance. You may not send expeditionary forces to AI nations or a country that is not part of your alliance (only exception: you may send 3 divisions to the Spanish Civil War, but only if you supported it via the event, and the divisions must be returned to you once the war is won by either side).
3.8 Coup+DOW: Couping a nation simply in order to be able to DOW at more favorable conditions (such as avoiding a French AI auto-DOW, avoid raising US WE, avoid dissent) is not allowed. You may “re-coup” a nation that has been couped by the opposing side, and then DOW them if you wish (example: the Italian player may not coup Turkey and DOW them in order to avoid the French AI auto-DOW, but if the UK coups Yugoslavia so it becomes democratic, the Italians may coup them back to paternal autocrat and then DOW them).
3.9 Annex: You must annex a country when this is possible (you can puppet instead if you want). You must try to capture the remaining provinces with victory points if this is possible.
3.10 Puppet: You are not allowed to puppet a human player (you can however annex them if you want).
3.11 Liberate puppet: You are not allowed to liberate a puppet.
3.12 Tech sharing to human nations: Not allowed (exception: CW nations may send both silver and gold tech to other CW nations, even if they are human controlled).
3.13 Tech sharing to AI nations: You may only send tech to AI nations in your alliance, and you may only send silver tech (exception: CW nations may send both silver and gold tech to AI controlled CW nations).
Game speed and hosting:
4.1 Pausing: All players may pause when necessary. IMPORTANT: since this is a multiplayer game, avoid pausing the game if you are not at war, and avoid doing it for non-essential tasks such as queuing research or making units. There will always be a mandatory pause on 1st January each year, until all players are ready.
4.2 Game speed: The host decides the game speed. During peace time this is generally “Above normal” and in war time “Below normal” or “Slow”. Any player may request a lower game speed. It is preferred to have a lower game speed than to have continual pausing.
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