Rules
GM Issues:
There are three GMs for this game. Casluerj is the primary GM and most GM issues will be resolved by him. Temujin and K'shar are Co-GMs are have their own responsibilities. However, both co-GMs will be looking for potential GM issues and keeping Casluerj informed. Casluerj will use the co-GMs for advice when facing difficult issues and extremely contentious issues will be resolved by a GM-vote to prevent animosity towards one person. GMs will abstain from voting on any issue which directly affects their nation. Even in the most extreme case; a conflict between two GMs; there will still be an impartial GM available for adjudication. The three GM system should be able to create a stable and fair environment for all players.
Rules:
- Don't make personal attacks on the players. Feel free to make personal attacks on in-game personalities (Henry VIII, Turenne, Columbus, etc.)and on countries in a general sense so long as such attacks are roleplayed.
- Edits are done between sessions and not during them, except by vote of GMs. All edits are subject to approval by vote of GMs if any GM objects. Cosmetic edits are allowed (changing colonies names for more appropriate ones etc) if the Editor-in-Chief has extra time.
- Maximum 3 provinces taken from a human in a war per alliance. Non-european provs count as 1/2, TPs count as 1/5, and CoTs as 2 provinces. After 1650 maximum of 5 provinces can be taken. After 1700, 7 provs and after 1800 no peace restriction. This only takes effect between humans. No rule between humans and AI.
- If at -3 stab and -99WS, you have to accept next stabhitting offer immediately. This is a vital rule and we will be paying attention for its accomplishment. Only an alliance leader can send a stab hitting peace offer.
- Cultural Rule: Any nation that control 75% of a culture for 30 years may claim that culture as state culture, but a nation can only claim ONE(1) culture. So plan it carefully as a culture gained by this way will not be removed in any case; Japanese, Han, Mongol, and Cantonese can't be claimed and Persian can only be claimed by OE or Mughals after 1700. The burden of proof in this matter lies on the players.
- A nation that controls a province that it isnt his core for 60 years and it has a state culture, will get a core on it. This doesnt have a limit like culture, ie, you can gain a core as much as you be able to claim it. Further the core prov MUST have the same religion of the country unless the country has Innovativiness >=9. Provinces with COLONIAL culture cannot be claimed.
- At the end of each session, a nation can claim ONE(1) province as a new core province. The core can be placed on any land province in the world, regardless of ownership.
- If you chose to become a Counter-reform country, you cannot switch back to Catholicism until the Edict of Tolerance.
- Using pirates to stop a load or deny a retreat is forbidden
- Use of Defender of the Faith is forbidden.
- Max of 2 human per alliance. An alliance represents two nations sharing a common brotherhood. Long-term multi-nation alliances did not really appear until the Napoleonic Era and beyond. Choose your ally carefully. This does not prevent coalition war, but you will need to declare war yourself rather than hitch along with a huge alliance.
- If a human is forced-vassalized he must remain this way for at least 20 years. Unless his liege frees him peacefully after those 20 years he must fight for independence (if he wants it). Vassals cannot declare war on the Overlord's allies or vassals without his permission.
- AAR and intense diplomacy are highly recomended.. don't let the game die during the weekdays. Each player who writes an AAR at least THREE(3) hours before game time will recieve a random reward from the following table:
- 300d
- -2BB
- - 0,2 Infla
- +1 Tax in Random Culture Prov
- + Manpower in Random Culture Prov
- +1 Stab
And in 1650 we change to present prizes:
- 500d
- -4BB
- -0,5 infla
- +2 Tax in Random Culture Prov
- +2 Manpower in Random Culture Prov
- +2 Stab
A GM will roll a six-sided dice for each player. If the player would recieve no benefit at all (at +3 stability and rolls a 6, for example), he will recieve a re-roll until he can recieve a benefit.
- Extraordinary Peace Options: If a player concludes a peace treaty after a REAL WAR (subject to GM judgement) that results in no land changing hands, but instead implements one or more of the following effects they will recieve a reward from the AAR table at the end of the session (max 1 Extraordinary Peace reward per session).
1. Ending a Trade Embargo
2. Prohibit Colonization in a region
3. Permit the victor to maintain monopoly in defeated COT
4. Demilitarization of at least 3 provinces
5. Trade Embargo on a 3rd party
6. Map Trading Restrictions
7. Forced to join/break an alliance
8. Denial of military access to a 3rd party
9. Non-Aggression pact for more than 10 years.
10. Ducat payment (single or recurring) of more than 1000d
Demilitarization is defined as reducing forts in a province by -1 and banning new fort constructions there for 30 years.
- Giving away cities to try to avoid some event to fire is considered gamey and wont be permitted.
- Moving capitols is permitted but the request nation will lose -3 stab points and 1000d. New Capital MUST be in Europe.
- Map trading with AI forbidden.
- Royal Marriage Editing: A RM can be edited between sessions for a fixed length of 50 years between two nations that could not otherwise RM each other (Protestant-Catholic, Muslim-Christian, etc)
Random Leaders:
15 Generals and 15 Admirals will be created per player nation.