I figured we've gone long enough without another EU2 campaign, so let's start organizing things and get this started, shall we?
Details will be posted as we get a clearer idea of how many people can play, what mods and scenarios, game times, etc.
So, everyone interested, list your preferred day and time for each game session, your preferred mod and scenario start. Let's hold off on countries until a bit later though.
Session Time: The plan is to play once a week, on Sundays at 14:00-18:00 CET.
Files: Everything you'll need is here: https://www.mediafire.com/?uq4ymudb9cx4q7d
Player Roster:
TC Pilot:
HAL:
CG (yah):
King John:
Ampoliros:
Abeir Toril:
admiral_drake:
Pepsi:
Rules (copied verbatim from the last campaign):
Vassalization:
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 be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
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.
* 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.
* 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 since most uses are banned anyway
* 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
12. Spanish Bancrupty events will be slept
13. gold and trade inflation will be added in 1575 and 1650, gold and trade will be added up and for every 500combined income you will gain 1% inflation
14. No claiming DOTF or converting to counter reformed catholicism.
15. No trading maps, period. Asking for MA and using it to explore the others territory is ok, as is sacking the capital for maps.
16. if you DOW a vassal of another player you must dow the overlord. if this isnt possible you must break RM/MA so the other player can dow you without any stabhit.
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.
no warships in europe
you can build warships in europe
you can use warships to transport troops from europe to ROTW
you cannot use warships in combat inside europe after 1500 (to allow those that start with warships to use them)
if you get caught in combat after this year you have to retreat as soon as the batle starts
Military acces
You have to cancel MA on an opponent request
it doesnt matter if your atwar or at peace
this includes Ma in vassals
+ NO military acces with any ai country outside europe*
unles you take the MA in a peacedeal
Details will be posted as we get a clearer idea of how many people can play, what mods and scenarios, game times, etc.
So, everyone interested, list your preferred day and time for each game session, your preferred mod and scenario start. Let's hold off on countries until a bit later though.
Session Time: The plan is to play once a week, on Sundays at 14:00-18:00 CET.
Files: Everything you'll need is here: https://www.mediafire.com/?uq4ymudb9cx4q7d
Player Roster:
TC Pilot:
HAL:
CG (yah):
King John:
Ampoliros:
Abeir Toril:
admiral_drake:
Pepsi:
Rules (copied verbatim from the last campaign):
Vassalization:
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 be reset to 5 between every session. You are allowed to make slider moves, but just be aware that you will lose them at the end of the session.
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.
* 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.
* 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 since most uses are banned anyway
* 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
12. Spanish Bancrupty events will be slept
13. gold and trade inflation will be added in 1575 and 1650, gold and trade will be added up and for every 500combined income you will gain 1% inflation
14. No claiming DOTF or converting to counter reformed catholicism.
15. No trading maps, period. Asking for MA and using it to explore the others territory is ok, as is sacking the capital for maps.
16. if you DOW a vassal of another player you must dow the overlord. if this isnt possible you must break RM/MA so the other player can dow you without any stabhit.
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.
no warships in europe
you can build warships in europe
you can use warships to transport troops from europe to ROTW
you cannot use warships in combat inside europe after 1500 (to allow those that start with warships to use them)
if you get caught in combat after this year you have to retreat as soon as the batle starts
Military acces
You have to cancel MA on an opponent request
it doesnt matter if your atwar or at peace
this includes Ma in vassals
+ NO military acces with any ai country outside europe*
unles you take the MA in a peacedeal
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