What's the best rules and game modifications (such as misc) to avoid abuse?

Colonizor48

Lt. General
22 Badges
Feb 5, 2021
1.332
1.194
  • Stellaris: Apocalypse
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Battle for Bosporus
  • Stellaris: Federations
  • Hearts of Iron IV: La Resistance
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Darkest Hour
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
Bruh the good part about this games mp are that people dont impose 5 quadrilion different rules for no reason.
 

Rosa Parks IV

Corporal
11 Badges
Feb 12, 2021
36
17
  • Crusader Kings II
  • Crusader Kings II: Sword of Islam
  • Darkest Hour
  • Europa Universalis IV
  • For the Motherland
  • Hearts of Iron III
  • Hearts of Iron III: Their Finest Hour
  • Magicka
  • Semper Fi
  • Stellaris
  • Hearts of Iron IV: Cadet
Bruh the good part about this games mp are that people dont impose 5 quadrilion different rules for no reason.
So we are in agreement then, less rules for people to read, more tweaks to mod that has the creation of, and therefore reading of, such rules, complete unnecessary?

For example:

I found these two misc edits to be particularly popular:

"Set buildings to be buildable only in provinces (from game map view). 0 – Disable, 1 - Enable (Ports, Air Bases, Nuclear Reactors, Rocket Test Sites), 2 - Enable ( 1 + provincial AA and Radars)".

It is unrealistic and gamey to build several air fields and radars just to have them in limbo and as soon as you conquer a critical province, you will put them all down.

Likewise, it is popular to edit to misc under "If Blue Prints can be sold to non-allied countries. 0 = No, 1 = Yes (player could offer BP), 2 = Yes (player could offer and ask for BPs)" and set it to no. This is because there is now no need to put a rule in that says "You are not allowed to sell blue prints to neutral nations for resources", since that is widely considered a chore to do if legal, and will just put the technological level out of balance.

Similarly, but a bit more advanced is to set the misc file on the line "Added extra upgrade progress to units in supply." to 0, so that you are required to spend IC to upgrade units. This, in combinations with a tweak to the files in the divisions folder, can disable many cheats and exploits, without the need for players to read many rules.

But your reply was so vague I still don't know if we agree with each other or not.
 

Nick3210

Captain
1 Badges
Aug 7, 2013
382
180
  • Darkest Hour
My special MP Mod have many special MP-events and settings, which replace many mp-rules.
That is, some MP-abuses are technically protected and there is no need to prescribe them in the Rules.


Although if you want to play not a childish chaotic noob-game, but serious smart MP game with team strategy, MP rules are absolutley necessary.
For example, here are MP-Rules of our multiplayer community, which acquired the current view after 12 years of smart MP games.

#############################
Attention! This is minimal Short List of the Rules of Multiplayer Game, that all newcomers should know!
Players playing as key Majors (GER, SOV, ENG, USA, JAP) should know the Full Rules!

#################################################################

1. The Game

0.0 Industrial and military Alliance's strategy determined by the leader of the Alliance - Germany/UK. USSR, USA and Japan have independent development and determine the development strategy for their puppets (M-Go, Mongolia)

1.7 Allowed viewing the Saves ONLY between sessions of the Game. Viewing the Saves during re-host and during the Game is FORBIDDEN.

1.8 Eavesdropping on opponents voice chats, watching streams and similar violations of FairPlay principles are forbidden. Entering the voice chat of opponents to negotiate, player must immediately and loudly warn about it.

4.1 Forbidden all wars (for players) until 1.09.1939

4.2 Wars always declared by the leader of the Alliance only.

- When Game goes with AI-controlled USA and Japan, is forbidden to capture provinces of USA and Japan and to take control of their armies/fleets.

7.1 Diplomacy and intelligence

- forbidden to kill the Ministers in peacetime

- forbidden to discredit, sabotage production and researching in the minor countries (less than 5 tech-teams slots) in peacetime

- forbidden to make coups d'état

- forbidden to carry out more than one intelligence operation per day for the whole Alliance

- forbidden to use missions in diplomacy and intelligence repeatedly for a short period of time (which becomes possible due to lags).

7.2 Military actions

- redeployment of Units from two provinces from the front line is forbidden. (Between the province with Unit and the nearest front line should be at least 2 provinces!)

- forbidden to redeploy Unit, which was attacked from the air for the previous three days.

- forbidden to throw off the airborne division in the province, to which the enemy Units retreats. (even if the TransportPlane with airborne forces has already in Air - it must be stopped!)

- forbidden the 'expeditionary forces'.

- forbidden the 'military access' (except for game events/decisions).

- forbidden to sell/transfer units between countries. (!!Except for cases which are specially stipulated by the Full List Of Rules!!)

- forbidden disbanding of the Units in wartime, if they are located in an active war theater and have the lack of supply directly from the capital (for example - Malta/Cyprus)

- forbidden to spy for location of enemy fleet by a third country that does not take part in the war (for example, to spy by not-in-war Spain/USSR/USA ships ) It is allowed to observe only the coastal Maritime provinces of your country.

- forbidden the transfer of provinces, except of the transfer to the country of its national provinces

- forbidden amphibious assault with the combination of Marines and 'Hard-type' units

- forbidden to dissolve the Units in the encirclement. But it is allowed to detach brigades from them.

- forbidden to keep your divisions in peacetime on the territory of the AI-country, with the aim to save supplies (cheat). The British Empire has the right to relocate/rebase its divisions and fleet to France since 1 June 1939

- forbidden to use 'multiple landing' by Navy for cheating supplying instead of the 'convoys'.

- forbidden to improve skills, by attacking the Organisation of the guerrilla Units. Attack on the guerrilla Units by aircraft allowed only by using the "Ground Attack" command.

7.4 Other Abuses

- countries with 5 or more tech-team slots have no right to change their land doctrines.

- forbidden to use 'half-supply' cheat for supplying your Army.

- forbidden speculation 'Money-Supply-Money-Supply' with the aim of obtaining abuse profit.

- forbidden to retreat the fleet directly to the port (except when the fleet is located directly in the coastal province of this port)

- forbidden to attach missiles to the aircraft and relocate them to another airport. Rocket relocated only by 'redeploying' mission.

- forbidden all other dirty cheats and abuses.
#################################################################
 
Last edited: