• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Bobb4

Captain
27 Badges
Oct 31, 2007
338
24
  • Hearts of Iron III: Their Finest Hour
  • War of the Roses
  • Battle for Bosporus
  • Crusader Kings III
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Steel Division: Normand 44 - Second Wave
  • Age of Wonders III
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Hearts of Iron IV: Together for Victory
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV Sign-up
  • Crusader Kings II
  • Victoria 2: Heart of Darkness
  • Victoria 2
  • Crusader Kings II: The Old Gods
  • Sword of the Stars II
  • Semper Fi
  • Heir to the Throne
  • Hearts of Iron III
  • For the Motherland
  • Divine Wind
  • Europa Universalis III: Chronicles
  • Europa Universalis III
As a newbie I find the various game rules very confusing.
Could some experienced player not create a sticky containing the latest game (house) rules.
The polite do's and don'ts of HOI2 DD-ARM.

Edited for clarity. When I mean latest rules. I meant the various multiplayer game rules in one thread.
We have the Aussie rules already below, I know there are more as I am playing a game following another house rule set.
If that could be posted here and or a sticky made of all the various rules it would help make entry into the online HOI2 world easier for all us noobies :cool:
Second edit for clarity.
This in noway endorses any rule-set just makes it easy for someone to print them out and play according to them.
A thread with 50-updates is hard to follow. a simple latest rule-set should be easy to put together in a post as a sticky.
As far as I can tell there are about 5 maybe more rules-sets
In the game I am currently playing I broke the house rules on day one.
This forces everyone to restart. If I had known them I would not have done it. :eek:
 
Last edited:

Galverizer

Colonel
37 Badges
Apr 16, 2002
830
8
  • BATTLETECH: Flashpoint
  • Steel Division: Normandy 44
  • PDXCON 2017 Gold Ticket holder
  • BATTLETECH
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris - Path to Destruction bundle
  • Stellaris: Megacorp
  • Imperator: Rome
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Ancient Relics
  • BATTLETECH: Season pass
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Crusader Kings III
  • Pillars of Eternity
  • Europa Universalis III
  • Europa Universalis IV
  • Gettysburg
  • Majesty 2
  • March of the Eagles
  • Sengoku
  • 500k Club
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Europa Universalis IV: Common Sense
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
Bobb4 said:
As a newbie I find the various game rules very confusing.
Could some experienced player not create a sticky containing the latest game (house) rules.
The polite do's and don'ts of HOI2 DD-ARM.

Guess thats the "Aussie rules"

I suggest you print them out.

1) All rule discussions will take place on the Paradox forums under the appropriate thread.

2) Semi Historical game.

Diplomacy and war entry guidelines

3) No major or minor war until Danzig event unless already at war or by an event.

4) No one may Ally an minor country until the Danzig event has fired. Then anyone may Ally anyone they choose.

5) Guidelines for USA & Japan entry:
a) Base USA war entry is 1st January 1942.

b) Each seperate Axis DOW/Alliance with the following countries: Turkey, Spain,Tibet, Persia brings forward USA entry by 6 months eg and attack on Spain would allow USA to join the war 1 July 1941(may not DOW Japan unless Tibet was the country attacked). If Turkey and Persia are DOW/brought in to alliance USA may enter 1st January 1941.Italy may enter when Paris is captured and it must be after March 1940.

c) The reverse is also true: Should the UK ally with anyone of the above countries USA war entry is put back 6 months.No CW troops in the Med(SA,NZ & and Australia must remain in their home provinces until Italy is in the war).

d) However Japan may DOW UK & USA anytime from start of 1941 & USA may enter immediately should Japan DOW on the UK. Saying this any events which fire due to a successful Sealion may be honoured.The only CW puppets allowed in the Med prior to war with Italy are Oman, Yemen and Iraq.

e) Should Gibralter be captured the USA may send unlimited Destroyers and CVL ships to the UK. This in adddition to the 6 months reduction for Spanish attack. This is needed for the extra length of UK convoys.Canadian troops may be deployed to Europe or the UK only after Danzig event.

f) Also should Russia not be attacked by 1st June 1942 the USA may enter the European war at anytime.This is needed so we do not end up with a facical UK vs German/Italy for years on end because of some deal made with the Russians.

g) If Russia decides to enter the war over a Sweden or Turkey attack the 6 month reduction for USA entry does not apply.

h) USA is not required to join...but they may.

6) Guidelines for Italian war entry:

a) Italy may enter when Paris is captured and it must be after March 1940.

b) No CW troops in the Med(SA,NZ & and Australia must remain in their home provinces until Italy is in the war).

c) The only CW puppets allowed in the Med prior to war with Italy are Oman, Yemen and Iraq.

d) Canadian troops may be deployed to Europe or the UK only after Danzig event.

e) CW troops may leave their home country if an Ally brought into the Axis in their region. These troops can only be used for attacking such a minor and Axis forces within that country.

7) Guidelines for Russia & Japan war:

a) Neither Russia or Japan may DOW each other until 1st January 1943 and Russia must be at war with Germany.

b) Both Russia and Japan must garrison all common borders with 1 division of any type.

c) No country other than those agreed for USA in 5e may trade and military units with a Human player until both countries are involved in a war with a common enemy.

8) Guidelines for Russia & Germany war:

a) What ever is negotiated through NAP and Ribbontop pact.


9) Trading of military units:

a) No country other than those agreed for USA in 5e may trade and military units with a Human player until both countries are involved in a war with a common enemy.

b) A human controlled France must not trade away any military units.

10) A human controlled France must accept Vichy.

11) No one may influence a Human controlled country without their permission.

12) Spies:

a) No one may attempt to kill any ministers or leaders from a country they are not at war with.

b) No other restrictions apply.

Supply exploits

13) Basing of troops in minor Allies:

a) Apart from the exceptions below no one may base any military units in a minor ally or puppet to save supply costs.

b) If Italy puppets Eithopia they may leave the units that started there.

c) Oweing to Japans small IC base they base a troops in their puppets prewar as they are large countries and a big garrison force is not unrealistic. They may not however give territory to a puppet pre war for the purpose of basing naval units at a major port.

d) Puppeting of a country pre war is permitted but not to save supply costs. No foreign troops are permitted in such puppeted countries until 3 months before that country enters the war.

14) Surrounded capital exploit:

a) A capital may not be diliberatley surrounded for the purpose of preventing supplies and convoys from being sent from such a province.

b) If a capital is left vacant it must be occupied if troops are available for such a purpose with regards to other players military requirements. If a situation arises that the basing of a large number of foreign troops are also out of supply due to the above situation it needs to be brought to the attention of the country causing such a situation and it will be corrected at the early convenience.

Trading of resources, provinces & blueprints with other countries

15) Resources:

a) Any resource any be trading with any other country.

b) The Allies may not trade for rares in the first month of the game. They may accept any trade offered.

c) No one may trade for any resource in the first 7 days of a new game. From the 7th January 1936 you can trade with anyone you like. You may however accept any deal offered by an AI.

16) Blueprints:

a) No restrictions on trading blueprints with Allies or stealing them.

17) Provinces:

a) No one may trade provinces for the purpose of preventing Annexation of a country.

b) Provinces may be bought and sold freely from and country. A human controlled France is prohibited from giving away provinces and puppeting until January 1st 1941.

Military

18) Military access:

a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.

b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.

c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.

19) Surrounded armies:

a) May not be disbanded when totally surrounded to save manpower.


20) Naval Bugs:

a) Pause the game. Ask the host to save. Discuss with your opponent the situation. If after discussion its decided they are bugged and its going to game breaking the attacking player must break off all attacks naval and air. The affected player is to tell the other player when his forces have reached the next province then attacks may commence. A small group of naval units passing in the middle of hostile territory that gets attack and more than likely be destroyed is not sufficent. It must be a game breaking situation.

b) Preventing such bugs can be avoided by the following:
Avoid long distance rebasing through hostile waters. Wait a minimum 4 hours before retreating from a naval battle. When selecting a retreat province avoid selecting a port not in that province. When setting ORG and strength for missions set it to 80-90% rather then the default 50% your units will retreat by themselves.

21) Air units:

a) Air units that have been given a rebase command and keep retreating back to a base about to be captured must be permitted to leave such a province. To keep engaging them to prevent such a rebasing mission is not in the spirit of the game. The damage done to such units is more then enough penalty.

b) This does not apply to normal missions only to those on a base about to be captured by enemy ground units.

22) All games to be played until a group vote decides otherwise. A tie means the game will contiue. Players must abide by the vote if they wish to continue playing in the Aussie group
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
Game rules for 36 campaign :



IMPORTANT !!!!

0.0 : This ruleset doesn't cover all aspects and holes of the game engine.It does just show the historical way to follow.So instead of creating dozens of new rules,the players must agree in playing fair,respecting their opponents and the gameplay,so any unfair action done or going to be done shall be discussed with players that will take the right decision in order to keep a nice way of playing.


IMPROVEMENTS AND DOCTRINES

0.1 : Coastal/land forts level max is 5
0.2 : It's forbidden to switch to another naval/land doctrines tree

SPECIAL RULES

0.3 : no nukes
0.4 : no rockets or flying bombs till 43


TRADES

1.1 :The 2nd day of the game Axis are the first to make trades,later come the allies
1.2 :The first trades already in place must be respected till the war between the two sides concerned
1.3 :The trades between GER/SU and USA/JAP must be free and fair till the war or embargo event(for usa)
1.4 :The Allies/Komintern are able to cancel some trades when their new factories put their ressource growth in the red


SPYS


2.1 : Coups or funding partisans(bugged) are not allowed on humans players
2.2 : Stealing techs are the only intelligence operation authorized on AI nations(AI isn't able to kill correctly the spies)


UNITS IN THE FRONT


3.1 : Urban Limit for stacking units is 36
3.2 : Amphibious landing is unlimited
3.3 : No SR through a territory that contain enemies ground units which are not retreating,or when you're bombed by air
3.4 : Recycling units(disband) is allowed only if they aren't already encircled or outflanked
3.5 : During peace time you must supplie ALL your OWN divisions,air and fleet in your OWNED provinces


DIPLOMACY


4.1 : No war till Danzig except for events
4.2 : Phoney wars isn't allowed,and when you are able to take last Victory Points or Anex do it quickly
4.3 : You must respect peace treaties and no agression pacts
4.4 : Selling units is forbiden when one of the two sides are in peace,except between UK-Commonwealth,China-JAP and ITA-GER
4.5 : When you join one Alliance you must stay in till the end
4.6 : Allies-Kommintern cannot grant military access to each other

070601171642.jpg
GERMANY RULES

5.1 : Axis alliances allowed :
-Austria,Hungary,Romania,Bulgary,Italy,Argentina,Nationalist Spain,Finland(after the end of Winter War event),Japan(at Pearl Harbour event)​

5.2 : Germany must accept to DOW Poland at Danzig event

5.3 : R/M pact go historical,germany is allowed to dow ussr from april 41

5.4 : Germany can break the R/M pact,if he do it bring forward USA entry by 6 months

070601172516.jpg
ITALY RULES


6.1 : Italy can join axis at anytime after the Albania event

6.2 : Italy mustn't accept surrender event when his homeland is invaded(event bugged)

070601174001.jpg
JAPAN RULES

7.1 : Japan independent alliances :
-Japan can't ally any Chinese warlord country in the middle earth,Siam is allowed by event​

7.2 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.

7.3 : Japan must DOW Nat China at Marco Polo Bridge event

7.4 : Japan must accept no agression pact with SU at Khalkin Ghol event

7.5 : Japan may not DOW the SU until it has achieved the following strategic objectives: The capture of Guam, the annexation of the Philipines, the capture of Borneo, the annexation of the Dutch East Indies, the capture of Singapore, the capture of Rangoon, the capture of Port Moresby, and the Australian VP possessions.

7.6 : Japan can DOW Allies from May 41

7.7 : Japan can DOW USA at anytime after his DOW against allies

7.8 : Japan must accept surrender event when his homeland is invaded

bwy1189699357q.jpg
UK RULES


8.1 : Allies alliances allowed :
-All countries the Axis DOW​
and all countries in the world from 1944




070601174248.jpg
USA RULES


9.1 : USA conditions to enter the Allies :
-Axis put a feet in North or South America
-UK homeland is being invaded at 50%+ by Axis
-3 months after when Japan DOW allies
-at Pearl Harbour event
-at december 41​

9.2 : USA cannot garrison Philipines of units to respect the Japanese surprising attack and the rule that say you must supply all your troops in your own territory while at peace

9.3 : USA mustn't accept Yamamoto assassination if Pearl Harbour is under Japan hands


070601174407.jpg
USSR RULES

10.1 : Komintern alliances allowed :
-Republican Spain,Brazil or all countries having marxist/stalinist ideology

10.2 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.

10.3 : SU must accept and honnor R/M Pact

10.4 : R/M go historical(full pact),USSR can dow germany at jan 42

10.5 : SU must wait and accept End of Winter WAR event and take his owned provinces,in the other hand if SU want to Bring Socialism,NAP is broken and germany can DOW USSR from april 40

10.6 : USSR can break R/M pact from Vichy event,if he do it put back USA entry by 6 months


070601174518.jpg
NAT CHINA RULES

11.1 : China in case it's played by human from the start must accept peace event with Clan Gangxi



NB

If one of these rules isn't respected by one player the game will be SAVED and this player will get DISSENT by the edit of the save !

R/M ->ribbentrop molotov pact in 24 august 39
DOW->declaration of war
SR->strategic redeployment
NAP->no agression pact
 

jackda

AUGUST STORM Developer
25 Badges
Jun 7, 2006
3.189
298
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: No Step Back
  • Hearts of Iron IV: By Blood Alone
  • Battle for Bosporus
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Expansion Pass
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Field Marshal
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Crusader Kings II
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Mount & Blade: Warband
  • Crusader Kings II: Holy Knight (pre-order)
  • 500k Club
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
Game rules for 36 campaign (2vs2 or more)



SET UP RULES

2vs2: Must be played by human players:

UK/USSR vs GERMANY/ITALY


3vs3: Must be played by human players:

UK/USSR/USA vs GERMANY/ITALY/JAPAN

0.01 : Italy may join after dantzig
0.02 : the axis side is VICTORIOUS if Berlin is still German controlled AFTER May,8th 1945



4vs3/4: Must be played by human players:

UK/USSR/USA/FRANCE vs GERMANY/ITALY/JAPAN/Ger player decides

0.03: Italy may join in 1936
0.04 : the axis side is VICTORIOUS if Berlin is still German controlled AFTER May,8th 1945




IMPROVEMENTS AND DOCTRINES

0.1 : Coastal/land forts level max is 5

0.2 : It's forbidden to switch to another naval/land doctrines tree

SPECIAL RULES


0.3 : No major or minor war until Danzig event unless already at war or by an event.

0.4 : No one may Ally an minor country until the Danzig event has fired. Then anyone may Ally anyone they choose.

0.5: no nukes till 45

0.6 : no rockets or flying bombs till 43

0.7 : No one may influence a Human controlled country without their permission.

0.8 : No one may attempt to kill any ministers or leaders from a country they are not at war with.


0.9 : Supply exploits


0.10 : No one can puppet a country before he has conquested it , then he MUST wait at least 1 month before creating a puppet state ( no government can be made instantaneously!)


a) Apart from the exceptions below no one may base any military units in a minor ally or puppet to save supply costs.

b) If Italy puppets Eithopia they may leave the units that started there.

c) Oweing to Japans small IC base they base a troops in their puppets prewar as they are large countries and a big garrison force is not unrealistic. They may not however give territory to a puppet pre war for the purpose of basing naval units at a major port.

d) Surrounded armies may not be disbanded (or strat redeployed) when totally surrounded to save manpower.

e) A capital may not be diliberatley surrounded for the purpose of preventing supplies and convoys from being sent from such a province.

f) If a capital is left vacant it must be occupied if troops are available for such a purpose with regards to other players military requirements. If a situation arises that the basing of a large number of foreign troops are also out of supply due to the above situation it needs to be brought to the attention of the country causing such a situation and it will be corrected at the early convenience.
No one may trade provinces for the purpose of preventing Annexation of a country.

g) Provinces may be bought and sold freely from and country. A human controlled France is prohibited from giving away provinces and puppeting until January 1st 1941.

Military access

a) No one is permitted to allow military access to foreign troops unless they are at war with a common enemy.

b) The USA does receive military access to the UK through events but this may not be used until the USA is at war with Germany.

c) If you manage to gain Military access to a neutral minor your forces may pass though but may not launch attacks from such a country.




TRADES

1.1 :The 2nd day of the game Axis are the first to make trades,later come the allies

1.2 :The first trades already done before to start playing must be respected till the war between the two sides concerned

1.3 :The trades between GER/SU and USA/JAP must be free and fair till the war or embargo event(for usa)

1.4 :The Allies/Komintern are able to cancel some trades when their new factories put their ressource growth in the red




SPYS

2.1 : Coups or funding partisans(bugged) are not allowed on humans players

2.2 : Stealing techs are the only thing authorized on AI nations(AI isn't able to kill correctly the spies)




UNITS IN THE FRONT

3.1 : Urban Limit for stacking units is 36

3.2 : Amphibious landing is unlimited

3.3 : No SR through a territory that contain enemies ground units which are not retreating,or when you're bombed by air

3.4 : Recycling units(disband) is allowed only if they aren't already encircled

3.5 : During peace time you must supplie ALL your OWN divisions,air and fleet in your OWNED provinces




DIPLOMACY

4.1 : No war till Danzig except for events

4.2 : Phoney wars isn't allowed,and when you are able to take last Victory Points or Anex do it quickly

4.3 : You must respect peace treaties and no agression pacts

4.4 : Selling units is forbiden when one of the two sides are in peace,except between UK-Commonwealth,China-JAP and ITA-GER

4.5 : When you join one Alliance you must stay in till the end

4.6 : Allies-Kommintern cannot grant military access to each other

4.7 Both Russia and Japan must garrison all common borders with 1 division of any type.






GERMANY RULES


5.1 : Germany must accept to DOW Poland at Danzig event

ITALY RULES

6.1 : Italy may enter when Paris is captured and it must be after March 1940 (2vs2).


JAPAN RULES


7.2 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.

7.3 : Japan must DOW Nat China at Marco Polo Bridge event

7.4 : Japan must accept no agression pact with SU at Khalkin Ghol event

7.5 : Japan may not DOW the SU until it has achieved the following strategic objectives: The capture of Guam, the annexation of the Philipines, the capture of Borneo, the annexation of the Dutch East Indies, the capture of Singapore, the capture of Rangoon, the capture of Port Moresby, and the Australian VP possessions.

7.6 : Japan can DOW Allies from May 41

7.7 : Japan can DOW USA from 7 december 1941

7.8 : Japan must accept surrender event when his homeland is invaded

7.9 : Japan independent alliances :
-Japan can't ally any Chinese warlord country in the middle earth,Siam is allowed by event


7.10 Special Rule Chinese limited war (4vs3):

7.10.1-From 1937 to war with USA, Japan must not attack chinese troops for more than 1 time a week (and only conquest 1 province/month)

7.10.2 Japan can now ally any Chinese warlord country

7.10.3-Japan is alowed to DOW Soviet Union without any restriction once the nap is over.





UK/FRANCE RULES

8.1 : A human controlled France must not trade away any military units.

8.2 : France must accept Vichy event

8.3 : After Paris has fallen French fleet MUST rebase in a major port in metropolitan France

8.4 : No CW troops in the Med(SA,NZ & and Australia must remain in their home provinces until Italy is in the war).

8.5 : The only CW puppets allowed in the Med prior to war with Italy are Oman, Yemen and Iraq.

8.6 : Canadian troops may be deployed to Europe or the UK only after Danzig event.

8.7 : CW troops may leave their home country if an Ally brought into the Axis in their region. These troops can only be used for attacking such a minor and Axis forces within that country.





USA RULES

9.1 : USA cannot be played by human from 36 (unless France is AI during ALL the game) till vichy event and join only if :

Base USA war entry is 1st January 1942.

b) Each seperate Axis DOW/Alliance with the following countries: Switzerland Turkey, Spain,Tibet, Persia brings forward USA entry by 6 months eg and attack on Spain would allow USA to join the war 1 July 1941(may not DOW Japan unless Tibet was the country attacked). If Turkey and Persia are DOW/brought in to alliance USA may enter 1st January 1941.Italy may enter when Paris is captured and it must be after March 1940.
Puppeting China also brings forward USA entry by 6 months

c) The reverse is also true: Should the UK ally with anyone of the above countries USA war entry is put back 6 months.No CW troops in the Med(SA,NZ & and Australia must remain in their home provinces until Italy is in the war).

d) Should the UK DOW ANY minor (other than those above) USA war entry is put back 3 months.

e) However Japan may DOW UK & USA anytime from start of 1941 & USA may enter immediately should Japan DOW on the UK. Saying this any events which fire due to a successful Sealion may be honoured.The only CW puppets allowed in the Med prior to war with Italy are Oman, Yemen and Iraq.

f) Should Gibralter be captured the USA may send unlimited Destroyers and CVL ships to the UK. This in adddition to the 6 months reduction for Spanish attack. This is needed for the extra length of UK convoys.Canadian troops may be deployed to Europe or the UK only after Danzig event.

g) Also should Russia not be attacked by 1st June 1942 the USA may enter the European war at anytime.This is needed so we do not end up with a facical UK vs German/Italy for years on end because of some deal made with the Russians.

h) If Russia decides to enter the war over a Sweden or Turkey attack the 6 month reduction for USA entry does not apply.

i) USA is not required to join...but they may.

j) USA cannot garrison Philipines of units till Janvier 1942 to respect the Japanese surprising attack and the rule that say you must supply all your troops in your own territory while at peace

k) USA mustn't accept Yamamoto assassination if Pearl Harbour is under Japan hands





USSR RULES

10.1 : Komintern alliances allowed :
-Republican Spain,Brazil or all countries having marxist/stalinist ideology/left wing radical

10.2 : Each side(JAP-SOV)must put one regular unit(not militia)per province in the whole bordering.No war between Jap-Sov dont significate that they must empty their respective borders.

10.3 : SU must accept and honnor R/M Pact

10.4 : R/M can go historical(full pact),germany can dow from april 41 or limited,germany/ussr can dow from april 40 (only if Fance is human controled)

10.5 : SU must accept End of Winter WAR event and take his owned provinces,in the other hand if SU want to Bring Socialism ,NAP with ger will end immediately

10.6 : If SU DOW any country of the eastern Europe NAP with ger will end immediately
And USA entry is reduced by 3 monthes (for each DOWed country)




NAT CHINA RULES (4vs3)

11.1 : China must accept peace event with Clan Gangxi

11.2 : Chinese limited war special rule (optional)
During limited war time China must supply Japan with 12 rares/10 supply /10 metal /10 oil/20 energy/day for nothing ( as two countries currently at war cant trade with each other ,USA must provide Japan with those ressources)
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
damn I forgot them :rofl:
 

aphrochine

War Plan Orange Member
80 Badges
May 19, 2005
2.711
110
  • Pillars of Eternity
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Warlock: Master of the Arcane
  • 500k Club
  • Cities: Skylines
  • Crusader Kings II: Holy Knight (pre-order)
  • Europa Universalis IV: El Dorado
  • Pride of Nations
  • Crusader Kings II: Way of Life
  • Semper Fi
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Mare Nostrum
  • Stellaris
  • Hearts of Iron IV Sign-up
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Field Marshal
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: No Step Back
  • Europa Universalis IV: Art of War
  • Crusader Kings II
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Divine Wind
  • Europa Universalis IV
  • Hearts of Iron II: Armageddon
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III Collection
  • Heir to the Throne
  • Magicka
  • March of the Eagles
  • Europa Universalis IV: Res Publica
I'm not being critical, but I've always wondered what game experiences has led you guys to such long and complex rules??

In WPO, we have very few rules in comparison. We do not create a rule, until we encounter a need for it. By in large, there are plenty of things in the game events and mechanizisms to encourage a relatively historical game, so there really isnt a huge need to manually restrict DoWs.
 

unmerged(64512)

Nuked man
Jan 14, 2007
1.039
0
In my point of view there are 2 factors explaining why ppl make this kind of ruleset :
1-there rules give limits to other ppl initiatives that make a game more safe from ahistorical ways and give to each country more chances of being not anexed/ocupied earlier
2-the original mechanics of the game do a situation with axis side underpowered than allies side,allies were economicaly stronger than axis historicaly but their industrial power became obviously superior from 1941,that's more or less what ppl try to correct through these restricting rules.

hiensen