The Quest for Conquest 5
date= thursday
Game Master: martmol
CO-GM: ?
time: 18.00 till 22.00 CET
Host: drake
stats:http://www.europa2.ru/cgi-bin/leagu...eason=Valkyrie.net XII&lang=eng&yearsave=1488
AAR-Thread: ?
BASIC RULES
1. Be nice and reliable
2. Play long-term
3. We only play a session if at most two nations are ghosted/AI
4. Do whatever you want as long as it is not forbidden
5. We will not do any edits besides
a) edit requests as defined below
b) compensation for being AI (how much depends on the circumstances)
c) to eliminate the effects of what the GMs consider to be game bugs that the player cannot foresee
1. THE FUNCTION OF THE GMs
The GMs are your servants. They will administer the game according to the rules. The GMs are bound by the rules just as any normal participant is but also have some special duties.
The GMs duties are
- to administrate the game and ensure the smooth running of the game when started
- to interpret the rules in case of need
- to execute the disciplinary power in the game
Note: the GMs will participate in the game just as any other player. They have no duty to put special attention to the game log. If you need the GM to act but fail to get his attention by simple measures, then instead pause the game and e.g. make a message with ducats or stars (****) or whatever, something that triggers the attention of one of the GMs.
2. When unpredicted situations occur during the game the GM may, after consulting the players, issue additional ad hoc rules to deal with the situation. A good example is if a human nation is AIed, the GM may then state whether this nation is on-limits or off-limits. The GM may however never punish a nation for actions already taken that break this new rule.
3. Cores.
You will have cores on
- those provinces that are your cores in the starting file
- the capitals of all other human played nations
- before each session (except the first) you may claim one core anywhere in the world
4. Claiming of cultures. If you control 100% of all provinces of a certain culture for at least 50 years or at least 75% for 75 years or at least 50% for 100 years you may claim that culture as your state culture.You can claim a maximum of 2 cultures. Exceptions are Chinese culture.
5. If you change religion from catholic to counter-reformed you may not switch back until the edict of Tolerance
6. There's a stab hit rule to prevent eternal wars:
*If you have been at war for 5 years or more with another nation
*and that nations sends you a stabhitting peaceoffer
*and you are at stab -3
*and the peace offer is based upon a warscore of -99 for you,
-then you must accept the stab hit peace offer.
7. After each session I will edit out the vassals of each nation with centralization below level '8' and a maximum manpower pool of at least '50'. This way, high manpower nations will not profit too much from the manpower bug. You have always Ten years the time to diplo-annex though. This rule will be ignored until 1520.
8. 5.In 1575 and 1650 I will edit in 1% inflation for each 100d of gold income you have, you'll get 1% inflation (formula: gold income/100)
9. Brandenburg will become Prussia no matter what. And they will get Prussian events
10. After the session ended close to the year 1580, the Netherlands will be released with some cookies, IF we find a player and host is good enough.
11. 8.Everyone who will be on time for the session will get a cookie for the next session. You can choose between 1% deflation, two scaled stategifts or -3 badboy.
12. 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, the overlord can then choose to attack them after that again or let them go.
13. 11.If you are forceconverted you are not allowed to change back before 20 years (you are allowed to change from protestand to reformed or vice versa if you where catholic, and you are allowed to change from catholic to counterreformed if you where protestant/reformed). Also you can change back after 20 years, regardless of other rules.
14. The Burgundian inheritance will be slept, and then triggered for Austria before the session that lies closest to 1476-1484 period.
15. Spanish Bancruptcy events are slept.
16. If you give up MA in a peacedeal you are not allowed to break it before 20 years has passed, unless they are part of a coalition that dows you or an ally (and you accept the call), or they join against you in an exisiting war that you did not start.
17. No custom events (sleeping/triggering will be used instead if deemed neccecary)
18. land locked on 3-7, to keep it fair.
The following is forbidden.
-Attacking an enemy fleet with pirates, as well as comparatively very small fleets, only made to inhibit loading/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.
-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.
-No truce breaking, except in the case of a fake war
- no MA trough non-european ai's
-To DOW a nation that is in alliance with a human with whom you have a truce.
The following is allowed:
-Not leaving a human alliance, despite the alliance leader asking you to do so.
-Landing armies in the port of a country you are in war with, because you still have Military Access.
-Sacking capitals for maps
random leaders
Everyone will receive two random generals and two admirals each session (possibly influenced by land slider)
mimimum 2/2/2/0 max 4/4/4/2 average 3/3/3/0,5, lifetime: 10-20 (15 average)
(theese may be upped nearing nappy times)
1 explorer and 0,5 conqs from 1550, lifetime: 5-10 (7,5 average)
No custom events (sleeping/triggering will be used instead if deemed neccecary)
AAR's:
The rewards for an AAR will be scaled based on the year we end. AAR's should at least be around 20 lines of continous text, gm's reserves the rigth to decrease the amount given or even not give anything if they consider the AAR to not fit theese criteria.
Before 1500 - 300d
Before 1600 - 600d
Before 1700 - 1000d
Before 1800 - 1500d
After 1799 - 2000d
notes:
ToT will remain deactivated
roster:
Drake- France
free- Sweden
john- England
amp- Austria
fnuco - bb
ego- Spain
Mungo- russia
Martmol- ottoman empire
Hamachi:
For those that can use hamachi:
log in on conquest-channel 5, password is quest.
how to dowload watk 3.1 + drakes 1453 scenario:
ake a clean (unmodified) install of eu2 with 1.09 patched. Copy your clean eu2 folder and name it whatever you like (watk for example)
download watk here: http://hagen.let.rug.nl/~s1054864/watkmpmod/watkmp.rar
(credit to FAL for his hosting and modding)
patch it over the copy you just made and you should be set.
Click on the eu2.exe icon in the watk folder to start the mod.
intrested in joining this game? post 3 countries you would like to play.
any comments on the rules please post them and ill take them in consideration :wacko:
now lets try to finish the game
date= thursday
Game Master: martmol
CO-GM: ?
time: 18.00 till 22.00 CET
Host: drake
stats:http://www.europa2.ru/cgi-bin/leagu...eason=Valkyrie.net XII&lang=eng&yearsave=1488
AAR-Thread: ?
BASIC RULES
1. Be nice and reliable
2. Play long-term
3. We only play a session if at most two nations are ghosted/AI
4. Do whatever you want as long as it is not forbidden
5. We will not do any edits besides
a) edit requests as defined below
b) compensation for being AI (how much depends on the circumstances)
c) to eliminate the effects of what the GMs consider to be game bugs that the player cannot foresee
1. THE FUNCTION OF THE GMs
The GMs are your servants. They will administer the game according to the rules. The GMs are bound by the rules just as any normal participant is but also have some special duties.
The GMs duties are
- to administrate the game and ensure the smooth running of the game when started
- to interpret the rules in case of need
- to execute the disciplinary power in the game
Note: the GMs will participate in the game just as any other player. They have no duty to put special attention to the game log. If you need the GM to act but fail to get his attention by simple measures, then instead pause the game and e.g. make a message with ducats or stars (****) or whatever, something that triggers the attention of one of the GMs.
2. When unpredicted situations occur during the game the GM may, after consulting the players, issue additional ad hoc rules to deal with the situation. A good example is if a human nation is AIed, the GM may then state whether this nation is on-limits or off-limits. The GM may however never punish a nation for actions already taken that break this new rule.
3. Cores.
You will have cores on
- those provinces that are your cores in the starting file
- the capitals of all other human played nations
- before each session (except the first) you may claim one core anywhere in the world
4. Claiming of cultures. If you control 100% of all provinces of a certain culture for at least 50 years or at least 75% for 75 years or at least 50% for 100 years you may claim that culture as your state culture.You can claim a maximum of 2 cultures. Exceptions are Chinese culture.
5. If you change religion from catholic to counter-reformed you may not switch back until the edict of Tolerance
6. There's a stab hit rule to prevent eternal wars:
*If you have been at war for 5 years or more with another nation
*and that nations sends you a stabhitting peaceoffer
*and you are at stab -3
*and the peace offer is based upon a warscore of -99 for you,
-then you must accept the stab hit peace offer.
7. After each session I will edit out the vassals of each nation with centralization below level '8' and a maximum manpower pool of at least '50'. This way, high manpower nations will not profit too much from the manpower bug. You have always Ten years the time to diplo-annex though. This rule will be ignored until 1520.
8. 5.In 1575 and 1650 I will edit in 1% inflation for each 100d of gold income you have, you'll get 1% inflation (formula: gold income/100)
9. Brandenburg will become Prussia no matter what. And they will get Prussian events
10. After the session ended close to the year 1580, the Netherlands will be released with some cookies, IF we find a player and host is good enough.
11. 8.Everyone who will be on time for the session will get a cookie for the next session. You can choose between 1% deflation, two scaled stategifts or -3 badboy.
12. 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, the overlord can then choose to attack them after that again or let them go.
13. 11.If you are forceconverted you are not allowed to change back before 20 years (you are allowed to change from protestand to reformed or vice versa if you where catholic, and you are allowed to change from catholic to counterreformed if you where protestant/reformed). Also you can change back after 20 years, regardless of other rules.
14. The Burgundian inheritance will be slept, and then triggered for Austria before the session that lies closest to 1476-1484 period.
15. Spanish Bancruptcy events are slept.
16. If you give up MA in a peacedeal you are not allowed to break it before 20 years has passed, unless they are part of a coalition that dows you or an ally (and you accept the call), or they join against you in an exisiting war that you did not start.
17. No custom events (sleeping/triggering will be used instead if deemed neccecary)
18. land locked on 3-7, to keep it fair.
The following is forbidden.
-Attacking an enemy fleet with pirates, as well as comparatively very small fleets, only made to inhibit loading/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.
-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.
-No truce breaking, except in the case of a fake war
- no MA trough non-european ai's
-To DOW a nation that is in alliance with a human with whom you have a truce.
The following is allowed:
-Not leaving a human alliance, despite the alliance leader asking you to do so.
-Landing armies in the port of a country you are in war with, because you still have Military Access.
-Sacking capitals for maps
random leaders
Everyone will receive two random generals and two admirals each session (possibly influenced by land slider)
mimimum 2/2/2/0 max 4/4/4/2 average 3/3/3/0,5, lifetime: 10-20 (15 average)
(theese may be upped nearing nappy times)
1 explorer and 0,5 conqs from 1550, lifetime: 5-10 (7,5 average)
No custom events (sleeping/triggering will be used instead if deemed neccecary)
AAR's:
The rewards for an AAR will be scaled based on the year we end. AAR's should at least be around 20 lines of continous text, gm's reserves the rigth to decrease the amount given or even not give anything if they consider the AAR to not fit theese criteria.
Before 1500 - 300d
Before 1600 - 600d
Before 1700 - 1000d
Before 1800 - 1500d
After 1799 - 2000d
notes:
ToT will remain deactivated
roster:
Drake- France
free- Sweden
john- England
amp- Austria
fnuco - bb
ego- Spain
Mungo- russia
Martmol- ottoman empire
Hamachi:
For those that can use hamachi:
log in on conquest-channel 5, password is quest.
how to dowload watk 3.1 + drakes 1453 scenario:
ake a clean (unmodified) install of eu2 with 1.09 patched. Copy your clean eu2 folder and name it whatever you like (watk for example)
download watk here: http://hagen.let.rug.nl/~s1054864/watkmpmod/watkmp.rar
(credit to FAL for his hosting and modding)
patch it over the copy you just made and you should be set.
Click on the eu2.exe icon in the watk folder to start the mod.
intrested in joining this game? post 3 countries you would like to play.
any comments on the rules please post them and ill take them in consideration :wacko:
now lets try to finish the game
Last edited: