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Oct 22, 2001
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CONTENTS
Post 1. Basics About The Game
Post 2. Rules
Post 3. MT And Random Leaders
Post 4. Power
Post 5. Our Starting Position
Post 6. How we get started

========================================================

1. BASICS ABOUT THE GAME


GM AND DATES

GMs: Daniel A (also host) and the apprentice GM Absolut.

Weekday: Thursday

Game time: CEST 19-23 (moved to CET when summertime ends = October if we still play at that time, we may have to postpone the game during some time of the summer)

Start date: Thursday May 11th 2006

Stats and save: Click here
Pre game discussion thread: Click here
AAR thread: Click here


SCENARIO

Basic scenario: Watk3.1 Grand MP Scenario (Watk3.1 = World according to Kasperus). You just need to install this basic MOD and then use the starting save we have constructed - the save includes all changes to the basic scenario you need.

To get Watk3.1 Click here and extract it to a copy of a clean 1.09 eu2 installation.

Make sure you have installed it correctly and that it loads correctly in single player.
You need winrar to extract the mod files.
Download it Click here

Dates to play: January 1st 1419 – December 29th 1819


AIM

This game has an explicit aim. The aim of the game is to do as well as you can" or "to end up as high as possible in the end ranking". Ideally you try to win but if you cannot do that any longer you try to come 2nd etc.

The ranking will be decided based upon your degree of power. Read more about the power formula in post 3.


REQUIRED CHARACTER TRAITS

You must be a nice and reliable person.

“Nice” means you are generally well mannered. This has nothing to do with a devious and treacherous playing style. The following three statements may be a good guideline
a) “We ask for nothing from you but that you behave like when you go home to some friends for a nice board-game session where you do your best to try and win the game within the rules.”
b) “You may portrait an opponent as a devious, treacherous, megalomaniac. Be it the truth or a lie."
c) “You will be a fox and a wolf while playing and making diplomacy, but you will be a gentleman in your behaviour.”
This should be enough but in case you still not understand what is expected here is a short list at a deeper level
1) No insults toward another player, unless done in a way that is clearly a joke
2) No accusing a player of cheating unless you have strong evidence
3) No rudeness toward fellow players
4) You may make any comment you wish on an opponent’s activity in the game as long as that activity is allowed. But you must of course make it without breaking item 1-3 above. Thus you may call him a backstabber, a warmonger, a gangbanger etc. Any such statement in it self cannot be interpreted as an implication that your opponent is doing something morally wrong because for game actions we have no moral dimension. They only have a legal dimension, either they are allowed or they are not allowed.
Thus, to say “you are a gangbanger” is allowed. But to say: “you filthy swine are a gangbanger” (without a joke emoticon) is not allowed because it breaks the rudeness-rule above.
5) There is no difference between “kings” and “players” in this game. We have no RP although you may do that in your AAR. But any statement that refers to a king of a nation is equal to one directed at the one playing that nation.
6) If according to the GMs anyone breaks the “nice”-rule and the victim asks for an apology they must give one.
7) This list is not complete. If there is a an issue that comes up that has not been addressed in these rules, it will be resolved by the GMs

“Reliable” means that once you sign on you will dedicate yourself to the game. You will follow the game thread (checking unread posts normally once a day and at most every second day unless there are extraordinary circumstances stopping you), you will be on time (exactly defined below) and in the rare cases where it is impossible for you to play due to RL issues you will do your best to find a sub yourself. You are not expected to quit the game merely because you become e.g. bored for a reason such as the game going badly for you or that you lose your interest for EU in a more general sense. If you know you have a weak character and often allow yourself to avoid doing your duty towards your fellow gamers (or indeed humans in general), then this is not your game.

If you like to role play you may have a problem. As can be seen above the game has a specific aim and that is to end up as succesful as possible. This means all your actions must be made for the benefit of your nation in the general standing. Thus, if your RP in such a way that an action typically does not benefit your nation then you have have broken the spirit of the game, you have lost control of your RP tendency and then this game is apparently not your type of game.


PLAYERS AND NATIONS

Code:
NATION            NAME       STARTING INFLATION   ICQ    

 Albania          Fraese      4.1%                 339-782-719
 Brabant          Gamlasemlan 4.1%                 303-119-418 
 China (Naples)   Lyko        0.1%                  55-323-830

 Helvetia         Elio                                          [gave up] 
 Livonian Order   labalag     5.7%                 190-282-991 [quit without giving notice]
 Moldavia         Daniel      4.9%                 279-304-318 

 Portugal         KingJohn    0.1%                 225-570-338
 Saxony           Alistus     2.1%                 286-649-071
 Scotland         Absolut     4.3%                 206-522-90

 Skane            FJ          2.1%                 211-547-342


SUBS

Try these, they have shown interest to sub if they are available
Ganjaman 129-090-261
Dr Bob 278-543-055
Majoman 269-620-648
Miozozny 316-831-222
Lurken 267-216-225
Cobjor 316-374-337


THE FUNCTION OF THE GMs

Do not obey the GMs just because they are GMs, they are not your Gods and Masters. Obey the rules, they are your God. The GMs are bound by the rules just as any normal participant is.

The GMs duties are
- to administrate the game and ensure the smooth running of the game when started
- in case of interpretation needed of a rule it is the GMs who will decide upon the interpretation (all deliberation upon the interpretation will be done in public and everyone is allowed to join the debate)
- to execute the disciplinary power in the game, i.e. should a case of disciplinary penalty be in question it is the GMs who will decide to apply it and hand out the penalty (this includes but is not limited to the protecting of players - be it a GM or any other player - from personal attacks from other players or outsiders)

It is assumed that the interpretative and disciplinary function of the GMs will mainly take place regarding (hopefully only in theory) cheating and potential breaks of basic rule 1 and 2 (see post 2).


REWARDS

Everyone who will be on time for the session will get a reward and everyone who writes an AAR of some substantial length gets an reward. Read more about rewards/AARs etc in post 1 of the AAR thread.


BEING IN GAME ON TIME

To "be in game on time" means for the first session that you are in vnet and ready to dl at the latest 19.00. I have an atomic clock I will use to decide this. We will wait till all are there.

For the rest of the sessions the game will be launched at 19.00 (as soon as all present have dled and picked and we do not know about anyone on his way into vnet) regardless of how many are present. Only those who take part in this try to start the game will be considered to having arrived at time. We will then rehost after about 10 minutes for latecomers, providing they have told either of the GMs that they have arrived in vnet. If not we will continue play until such a message is observed by us.

Thus it will be very simple to decide who is on time and who is not.


THE STANDINGS

For each nation their rank (RA) and their total number of power points (PP) - truncated to the nearest integer - are given.

Code:
      ALBANIA  BRABANT  HELVETIA LIVONIA  MOLDAV.  PORTUG.  NAPLES*  SAXONY  SCOTLAND  SKÅNE
      RA  PP   RA  PP   RA  PP   RA  PP   RA  PP   RA  PP   RA  PP   RA  PP  RA  PP    RA  PP
1434   7  10    1  23    2  18    3  14    4  14    6  13    8  11    7  12   5  13     9  10
1455   9  14    3  23    4  21    6  17    5  18    1  26    7  14    2  24   8  12    10   9
1472   9  15    5  21    1  23    2  22    6  20    4  21    8  16    3  22   7  19    10  14 
1500   3  29    2  31    7  24    9  20    8  22    4  27   10  18    1  50   5  25     6  24   
1530   5  35    2  47    8  31   10  30    4  40    3  43    7  31    1  55   9  30     6  31 
1530e  6  32    2  45    7  31    5  37    3  41    4  40    8  30    1  66  10  26     9  28  
1557   8  32    5  42   10  28    7  32    1  65    2  55    6  35    3  52   9  30     4  42     
1587   4  44    7  40   --  --    5  44    1  72    3  68    9  33    2  68   8  37     6  43     
1605   6  42    7  40   --  --    4  43    2  78    3  75    9  25    1  84   5  43     8  33   
1624   5  51    6  46   --  --    4  55    2  72    3  71    9  28    1  81   7  42     8  35
1640   4  47    8  35   --  --    5  47    3  67    1  82    9  23    2  72   6  41     7  40  
1662   5  62    8  31   --  --    4  76    3  81    1 109   --  --    2  91   7  44     6  47
1680   4  73    9  40   --  --    5  71    3  80    1 103    7  57    2  87   6  58     8  50      
1680** 5  61    9  43   --  --    4  63    3  72    1  88    8  44    2  79   6  50     7  48       
1700   4  60    9  30   --  --    5  59    3  70    2  71    6  53    1  79   7  46     8  43
1728   3  82    9  33   --  --    4  61    2  86    5  59    6  57    1 104   7  51     8  44   
1754   3  66    9  40   --  --    6  53    2  97    4  63    7  47    1 105   5  59     8  45
* From 1680 as China instead of Naples

Between 1530 (the end save of the session) and 1530e (the edited starting save for the next session) some important changes were made in the power formula, among which was that we lessened the impact of manus and introduced power points for treasury size.

**In 1680 a new revised power point system was introduced. The 2nd row for 1680 shows the new numbers.

====================================

Due to the incompability of the different power points system used and the fact that two nations have been dropped, Helvetia and the Livonian Order, the points for all sessions were recalculated using the new power system and that results in the following table:
Code:
         ALB     BRA     NA/CH    MOL    POR     SAX     SCO     SKÅ
         RA PP   RA PP   RA PP   RA PP   RA PP   RA PP   RA PP   RA PP
1434     4  34   2  48   3  35   1  48   8  26   5  29   7  27   6  27     
1455     4  48   5  48   8  26   2  51   3  50   1  58   6  37   7  29
1472     4  48   3  54   8  34   2  56   6  43   1  66   5  44   7  37
1500     5  53   2  66   8  37   4  60   3  62   1  89   7  45   6  49     
1530     5  60   1  92   6  59   3  84   4  71   2  88   8  45   7  56
1557     7  56   4  72   6  60   1 104   2  95   3  85   8  51   5  60
1587     4  68   5  64   8  45   3  91   2  96   1  96   7  46   5  63
1605     4  63   5  58   8  33   3  95   1 104   2 102   6  57   7  42
1624     4  74   5  66   8  33   3  82   2  83   1 101   7  45   6  46
1640     4  60   6  49   8  28   3  80   1  88   2  84   7  47   5  54  
1662     4  77   7  39   8  31   3  87   1 112   2 100   6  49   5  65
1680*    4  70   8  47   7  48   3  79   1  98   2  89   5  62   6  56     
1700     4  60   8  30   5  53   3  70   2  71   1  79   6  46   7  43
1728     3  82   8  33   5  57   2  86   4  59   1 104   6  51   7  44
1754     3  66   8  40   6  47   2  97   4  63   1 105   5  59   7  45   
1776     3  66   8  24   5  57   2  85   4  63   1 107   6  56   7  48   
1799     4  83   8  26   7  78   1 125   2 120   3 105   5  83   6  80  
1819     7  51   8  14   5  84   1 115   2 106   3 103   6  81   4  84  

 *From this session Naples switched to China
 
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2. RULES


This is as far as we know the first game of its type. Thus the GMs reserve their right to modify the rules as the game goes on. This is under normal circumstances, in any game that you play to win, out of the question, but to ensure playing quality we do reserve this right here. However, we accept the fact that any such change undermines the value of the basic approach: plan to win.


BASIC RULES

1. Be nice and reliable - as defined above
2. Play to be as succesful as you can, i.e. getting as many power points as you can (pay special attention to avoid role playing when such play is contradictory to getting power points)
3. We only play a session if at most two nations are not played. To be ghosted counts as not being played.
4. Do whatever you want as long as it is not forbidden


DETAILED RULES

1. There's a forced peace rule to prevent eternal wars:

If you have been at war for 3 years or more with another nation
- and that nations sends you a stab hitting peace offer
- and you are at stab -3
- and the peace offer is based upon a war score of -99 for you,
then you must accept the stab hit peace offer.

Note: it is recommended that you pause the game and inform your opponent that you are about to force him to a peace this way, then he can check the current WS.


2. Vassalship between humans.

If you are vassalised by another human
a) you must stay as a vassal at least 20 years (the vassaliser may cancel the vasssalship any time he wants)
b) you cannot enter any other alliance than that of your master
c) you must accept a proposal of TA/MA from your Master
d) you cannot start a war or join a war without consent from your Master
e) apart from that you may do anything you want
f) 5 manpower will be transferred from your nation to the vassaliser at the end of the session (regardless if the vassalisation still exists or not), providing your opponent asks for it in his AAR; this MP will be given to his capital province and taken from your MP richest province, and if the MP of that is not enough then from your next richest etc (alphabetical order used as tiebreaker)


3. If you give an opponent MA in a peace treaty you are not allowed to revoke it until 20 years have passed


4. After each session a land slider value below 3 will be reset to 3. A value above 7 will be reset to 7.


5. On Jan 1 1815 the following additional rules apply.
a) you are not allowed to DOW a human player
b) You are not allowed to have an embargo on a human nation unless you are in war with that nation. The reason for this rule is that if a nation is embargoing you and you are not allowed to DOW him you cannot get rid of the embargo.
c) You are not allowed to have TA with a human nation. This is to stop the possibility that some nations cooperate vs a 3rd without the latter having a chance to counter it by declaring war.

6. The loan mechanism may not be abused. You may use the loans as a money transfer (then the loan must be for one month and for 1% interest) between two nations when state gifts would take too long time or cost to many diplomats; or you may use loans as a temporary aid for someone e.g. in need to pay back loans (in this case the loan can not be for more than a year and not for more than 5% interest).

7. When unpredicted situations occur during the game the GM may, after consulting with 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.

8. You are not allowed to

a) Attack an enemy fleet with pirates, as well as comparatively very small fleets to inhibit loading/landing

b) As a naval nation (a nation with the land/naval slider below 5) to sign a TA's with other human played naval nations (if you, after having signed a TA with such a nation, then move the slider below 5 you must immediately remove the TA)

c) Release one or more vassals during wartime, to hinder an enemy

d) Force-burn a manufactory, i.e. repeated move and halt orders to an army in a province with a manufactory

e) Declare a 'fake' war on a country with the agreed aim of increasing the stability of the nation you declare war on

f) Exploit simultanity, i.e. 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.

g) Trade maps with the AI.

h) Sign a peace deal with the AI that bankrupts it in the same day (a rarely used bug)

i) Use lag to your advantage. This includes (but is not limited to): Sending lag colonists, building lag fortresses, sending lag missionaries, using lag diplomats. (The exceptions are using lag diplomats to send cash and for the host to take advantage of the lag of the players).

j) Annex a human player nation before 1500

k) And of course not to make obvious cheats like editing the save (unless the GM publicly said so)


PENALTIES

When someone breaks any of the basic rules or knowingly breaks another rule, then a disciplinary penalty may be issued. The most severe is disqualification. In other cases no penalty will be handed out, we will merely, by the use of edits, decided upon by the GMs, try to restore equity making sure no one (including the AI) innocent is harmed - the latter means that in practice in normal cases the one breaking the rule will end up losing from the error.
 
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3. MT AND LEADERS


We use random leaders. Each session you will get 4 leaders.

You can freely choose between admirals and generals. Later on you will also have the possibility to substitute one of the normal leaders for a conquistador or an explorer.


LEADER STATS

The stats of the leaders depends on the Military Tradition (MT) system used (see post 1 of the AAR thread for more info on MT).

These stats will be generated by Tonio's leader generating program. Basically it is some kind of "normal distribution", a "bell curve" with its “medium” set = the MT value. So if you have a MT value of 4 then a random leader for you the next session will have average stats of 4.

The maximum possible value for a leader will be 5.


CONQUISTADORS AND EXPLORERS

For each session starting in the year 1500 or later you can ask for either a conquistador or an explorer (not both and not two of a kind). Life span of these leaders are exactly 7 years. If you ask for one you get one less of the normal type of leader.


REQUEST FOR LEADERS

The request for leaders is made in the AAR. Read more in post 1 of the AAR thread.
 
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4. POWER

[Last material change made October 11 2006]

The program used for harbouring stats (at Tonio’s stats site) will calculate a power value for each nation according to formulas described below. This value will be written on the stats page.

The same algorithm for calculating the power value will be used for all nations.

There are a number of categories of power that are calculated and then added together. As far as possible the economic value of each category has been used for the calculation. That is, from a power formula point of view, it does not matter if you invest your money into manufactories or CCs (just to make two examples), both will give you the same power. Thus we can say that instead of trying to subjectively estimate the power of a category we have simply objectified it and instead calculated the number of ducats it cost to buy it. For a few categories, like morale, this has not been possible, they can not be immediately estimated in ducats, and thus we have had to estimate their power value on a subjective basis instead.


==========================================
MODIFIERS
==========================================

YEAR MODIFIER (YM)

We use a year modifier to make the power number totals more comparable between sessions. It is abbreviated YM in the formulas below. The use of this also makes the average power values presented at Tonio’s site more accurate as power [for those aspects where the YM is applied] will not “automatically” increase just because you become richer as the game goes on.

When analyzing MP games it can be found that income increase with about 0.7-0.8% per year. However the rate of expansion is not linear. In some periods – especially early on - income increase more rapidly than else. But we will for simplicity assume it does increase linearly. Thus we compute the number of years played in the game from start (call that Y). Then the year modifier is set to 1.007 ** Y (note: ** = exponential expression). Example: if Y = 3 then the year modifier is set to 1.007*1.007*1.007.


VALUE MODIFIER (VM)

After having computed an economic value for an category (be it treasury or army etc) we must then transform that into power points. We give 1 power point for each 500d in value. We abbreviate it VM.

Please note that income is different from other categories. As an example: would you prefer to have 9,000d in yearly income and assets (CCs, shipyards, manus, armies etc) worth 1000d or would you prefer income of 1,000d and assets of 9,000? Well, of course you would prefer the former alternative. Thus for income the equivalent of the value modifier will be lower, it is set to 50.


INFLATION MODIFIER (IM)

When the category is money from start (i.e. presently treasury an income) we will divide the value of the aspect with a decimal number portraying the inflation of the nation in question. Assume inflation is 10%. Then we will divide by 1.1. We abbreviate this modifier IM. The reason for this is of course that the real value of your money decreases when inflation increases. If nation A has 1000d in his treasury and 0% inflation and nation B has 1100 and 10% inflation then they in practise both have the same amount of money.



==========================================
PARTS OF THE FORMULA
==========================================

PP = power point.


======== CATEGORIES ADJUSTED WITH YM ===================

The following categories are all adjusted by the YM and thus their value is intended to be the about the same whatever the year of the save.


A) INCOME

For each 50d in yearly income (peace and event income not included) you get 1 PP after modifier adjustments.

Formula: (All income – income from peace and events) / IM / YM / 50


B) TREASURY

Formula: Treasury size / IM / YM / VM.


C) CURRENT MP POOL

For each 25,000 men in your current MP pool you get 1 PP. Apply YM only.

Formula: Current MP pool value / YM / 25000

Comment: it would have been preferable to use the cap of the MP pool rather than the current one, as the latter may be low because of ongoing wars. However the cap is not stored in the save. Because of this we have the rule that no new wars may be declared after 1814. Hopefully all will be at peace when the game ends and thus their current MP pool will be equal to the cap of their MP pool.


D) TECHS

For each infra/trade tech level you get 6 tech points. For each LT/NT you get 1 tech point. Add those points together. Apply YM and then divide by 2. That is the number of power points you get for your tech.

Formula: (trade level * 6 + infra level * 6 + land tech level + naval tech level) / YM / 2


E) FLEET SIZE

We add the present cost of building the war ships and galleys you have. To avoid having players just build fleets at the end the max number of power points you can get from it is 30.

PP = Min(30,
(Number of galleys * galley cost + Number of warships * war ship cost)
/YM /VM)


F) ARMY SIZE

Formula: the same as for fleet size formula but of course values for infantry etc are used instead of for warships etc.


G) SHIPYARDS

The first shipyard costs 1000d and for each new one you have to pay 100d more than for the previous one. Thus the total value for all shipyards can and is added together.

Formula: total cost of shipyards / YM / VM


H) MANUS
An average value of 2000d for each manufactory is assumed.

Formula: (number of manus * 2000) / YM / VM


H) CCs

The first CC costs 1000d and for each new one you have to pay 250d more than for the previous one. Thus the total value for all CCs can and is added together.

Formula: total cost of CCs / YM / VM



======== CATEGORIES NOT ADJUSTED WITH YM ===================

The following categories are not adjusted with the YM. This means that their value will normally increase with time, hence they are the reason the total power value of a nation normally will increase with time.


I) FORTRESSES

For each 0.25 of average fort level you have more than the one human player with the lowest average fort level you get 1 PP.

Set average fort level = (number of minimal fortresses * 1
+ number of small fortresses * 3
+ number of medium fortresses * 6
+ number of large fortresses * 11
+ number of mighty fortresses * 21
+ number of maximal fortresses * 41)
/ number of city provinces

Formula: PP = (Your average fort level - the lowest average fort level) * 4.


J) ARMY AND NAVY MORALE

For each 0.05 higher* land morale at 100% maintenance you get 1 PP.
For each 0.1 higher* naval morale at 100% maintenance you get 1 PP.
*Higher than the one with the lowest morale of this kind.

Your morale is capped at 7 as this is the max morale you can get in the game, regardless of the number shown at the stats site.


K) CoTs

For each percent of the world trade value you control (by owning the COTs) you get 1 PP. The "world trade value" is the total trade values of all COTs. This number can be seen when inspecting the CoT and as well in the stats where it is added in parenthesis after the name of the CoT.

Presently Tonio's stat page do not use the "world trade" but only the trade in those COTs that are owned by human nations.
 
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5. OUR STARTING POSITION

The selected starting nations are in alphabetical order:
- Albania
- Armangnac (southern France)
- Brabant
- Helvetia
- Livonian Order (in the East coast of the Baltic)
- Moldavia
- Naples
- Portugal
- Saxony
- Scotland
- Skåne

All provinces in “Europe” look like this
- they have their type of product unchanged
- they have a basic tax value of 8
- they have a basic production value of 8 (a gold province has a value of 4, which equals 8 at 50% production efficiency)
- they have a basic MP value of 5
- they are catholic
- they have the culture of aborigin

All selected starting nations
- have religion catholic
- have only one culture, namely aborigin
- owns 4 provinces
- have cores on these 4 provinces and of all capitals of other nations played by humans
- have an army of 8000 infantry and 2000 cavalry
- have all DP sliders set at 5
- have 1 diplomat, zero merchants and zero colonists
- have 1000d in treasury
- have a COT in their capital
- have level 1 in all techs and zero ducats invested in all
- have the exact same knowledge of provinces and sea zones (in fact it is Portugal’s, somewhat edited to eliminate bugs)
- have no monarchs

Only random events have been kept. Thus no historical events for any nations in the game, nor any religious events or flavor events.

There are no COTs in Europe except those that are owned by starting nations.

All leaders for the human played nations have been removed. Instead random leaders will be generated.


DEGREE OF RANDOMNESS

As can be seen a lot of effort has been made to remove randomness and make it into a game of skill. Those “random” characteristics that still remain are mainly

1. Random events

2. Random leaders

3. Type of goods in the provinces. The modification of the production value that stems from different demand and supply percentages make the provinces not exactly equal in terms of income from production.

4. The position on the map, e.g..
- how strong are the neighbours?
- are there many 1-province minors as neighbours, easy to conquer but costsome in BB?
- climate
- access to port
- potential land access to easy colonisable areas
- shorter way for explorers/conquistadors to travel by Sea to colonisable areas

While number 3 would require a MOD of our own, which we do not want to construct (we aim at having a standard WatK3.1 MOD installation with only a modded save file) and number 4 is close to impossible to eliminate, number 1 and 2 have been added purely for fun.
 
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6. HOW WE GET STARTED

AN AUCTION

As all nations are not exactly equal from start we will try to make them that by the use of an auction. Each player makes a bid for each nation. Then for each nation the highest bidder will get that nation.

Bids are made by
1. offering a starting inflation value
2. offering a decrease of the treasury from start (only used for tiebreaking, should two or more players offer the same amount of inflation)

When the bids are made we will first give the nation who have received the highest bid to the one who made that bid. All of his other bids for other nations will then be removed and we proceed to the highest bid for any nation that is left, and so on.

The inflation cost for the nation you select will be 0.1% more inflation than the 2nd highest bid for that nation. In case of the difference being smaller than that the price will be the offer you made. "In case there are two or more players offering the same amount of inflation and the treasury deduction is used as a tiebreaker the amount of ducats the winner must pay from his treasury is the amount offered by his closest opponent + 1d."

All bids must be made not later than at 22.00 CEST Monday evening the 8th of May 2006.

To make it easier to compare the bids, please make them in the alphabetical order, i.e.

- Albania
- Armangnac
- Brabant
- Helvetia
- Karaman
- Livonian Order
- Moldavia
- Naples
- Portugal
- Saxony
- Scotland
- Skåne

N.b. you are not allowed to make the same bid for two nations. If you want to offer the same amont of inflation then differentiate between them by giving each of them a different amount of treasury decrease.


MONARCHS

When the auction is finished and you have been given your nation you decide upon the monarch values.

Each player has 20 monarchs at disposal. Two with 1 in skill in each of ADM, MIL and DIP. Two with 2, two with 3 and so on until two with 10. Be careful in what order you put the monarchs. Each monarch shall rule for 20 years, the dates for this will be pre-set by the GMs.

You will just fill in the name (optional) of your monarchs, replace the question marks with a number between 1 and 10, same value for all stats and finally replace the * with a correct monarch ID. For IDs use:

For Albania between 4740-4759.
For Armangnac between 24025-24044.
For Brabant between 4640-4659.
For Helvetia between 2076-2095.
For Karaman between 3001-3020.
For the Livonian order between 7021-7040.
For Moldavia between 25040-25059.
For Naples between 44025-44044.
For Portugal between 6750-6769.
For Saxony between 6190-6209.
For Scotland between 4820-4839.
For Skåne between 25020-25039.

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 1" category = monarch
rank = 100 startdate = { year = 1419 month = January day = 1 }
deathdate = { year = 1439 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 2" category = monarch
rank = 100 startdate = { year = 1439 month = January day = 1 }
deathdate = { year = 1459 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 3" category = monarch
rank = 100 startdate = { year = 1459 month = January day = 1 }
deathdate = { year = 1479 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 4" category = monarch
rank = 100 startdate = { year = 1479 month = January day = 1 }
deathdate = { year = 1499 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 5" category = monarch
rank = 100 startdate = { year = 1499 month = January day = 1 }
deathdate = { year = 1519 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 6" category = monarch
rank = 100 startdate = { year = 1519 month = January day = 1 }
deathdate = { year = 1539 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 7" category = monarch
rank = 100 startdate = { year = 1539 month = January day = 1 }
deathdate = { year = 1559 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 8" category = monarch
rank = 100 startdate = { year = 1559 month = January day = 1 }
deathdate = { year = 1579 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 9" category = monarch
rank = 100 startdate = { year = 1579 month = January day = 1 }
deathdate = { year = 1599 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 10" category = monarch
rank = 100 startdate = { year = 1599 month = January day = 1 }
deathdate = { year = 1619 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 11" category = monarch
rank = 100 startdate = { year = 1619 month = January day = 1 }
deathdate = { year = 1639 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 12" category = monarch
rank = 100 startdate = { year = 1639 month = January day = 1 }
deathdate = { year = 1659 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 13" category = monarch
rank = 100 startdate = { year = 1659 month = January day = 1 }
deathdate = { year = 1679 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 14" category = monarch
rank = 100 startdate = { year = 1679 month = January day = 1 }
deathdate = { year = 1699 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 15" category = monarch
rank = 100 startdate = { year = 1699 month = January day = 1 }
deathdate = { year = 1719 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 16" category = monarch
rank = 100 startdate = { year = 1719 month = January day = 1 }
deathdate = { year = 1739 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 17" category = monarch
rank = 100 startdate = { year = 1739 month = January day = 1 }
deathdate = { year = 1759 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 18" category = monarch
rank = 100 startdate = { year = 1759 month = January day = 1 }
deathdate = { year = 1779 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 19" category = monarch
rank = 100 startdate = { year = 1779 month = January day = 1 }
deathdate = { year = 1799 month = January day = 1 } ADM =? DIP =? MIL =? }

historicalmonarch = { id = { type = 6 id = * } name = "Monarch 20" category = monarch
rank = 100 startdate = { year = 1799 month = January day = 1 }
deathdate = { year = 1820 month = January day = 1 } ADM =? DIP =? MIL =? }


FREE DP SLIDER MOVES

You are allowed to 3 free DP slider moves. You make them at the same time as you make the monarch list.


PM TO FAL

Do not post your auction bids, your monarch values or your free DP slider moves. PM them to FAL. Auction bids according to above and monarchs and DP sliders at the latest on Tuesday evening 22.00 CEST.

Please add a treasury decrease amount for each bid in the auction, to speed up the process of distributing the nations. Use a value you hope is unique, i.e. not 10 or 100 or similar but 9 or 87 etc.


KARAMAN NOT PLAYED

Karaman will only be played if we are 12 players. If they are not played their COT will be deleted.


STARTING SAVE

The current starting save can be found at our stats page
http://www.europa2.ru/cgi-bin/leagu...kyrie.net VIII&game=XX&yearsave=1419&lang=eng
 
Last edited:
Oct 22, 2001
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Well done Aladar ;)

Tonio, please check the power formulas. I changed the fortress formula and I hope we agreed upon the army size and fleet size (=power) formulas.

If anyone else has opinions about these formulas you can still put forward your views. As you can see a lot of importance has been given to the economic strength of your nation.
 
Oct 22, 2001
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Absolut said:
Subscribing. :)

EDIT: So this means that you can send your bids to FAL?

No, it means you MUST send them to FAL. :) When FAL has received the bids from all participants he will send them to me and I will post them and conclude the outcome as to which nation each player gets.
 

unmerged(36826)

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Dec 11, 2004
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Daniel, you might want to check through your posts, I think you have made 3 different references about leaders, saying "random with stats of 2-4"/"MT between 2-5 stats"/"max attribute is 6"
 

TheArchMede

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When is the deadline for deciding whether Karaman is played?

Do I need to send in 2 sets of bids, one set to be used if Karaman is played and another if it isn't?

Are negative bids allowed? i.e. can I set it so that I get an increased starting treasury if I end up with a nation that I think has a really bad position. I suggest they should be, or you may end up with a multi-way tie on 0 for the last few nations.
 
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Dr Bob said:
Daniel, you might want to check through your posts, I think you have made 3 different references about leaders, saying "random with stats of 2-4"/"MT between 2-5 stats"/"max attribute is 6"

I could find only 2.

The first one says that the MT value varies between 2 and 5.

Then it says that the MT value will be the average value for your leaders. Say your MT value is 5 (i.e. the maximum), then your leaders will average 5. However, the next question is what the highest possible stat values for them are. Well that is 6 as I say.

I hope Tonio's generator can handle these two different aspects.
 

King John

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Daniel A said:
I could find only 2.

The first one says that the MT value varies between 2 and 5.

Then it says that the MT value will be the average value for your leaders. Say your MT value is 5 (i.e. the maximum), then your leaders will average 5. However, the next question is what the highest possible stat values for them are. Well that is 6 as I say.

I hope Tonio's generator can handle these two different aspects.

The other one is on the first page of your other thread