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Zombie CWE rules

Sep 16th, 2022
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  1. 1. No joining wars to sabotage peace deals/war effort without consulting the original participants.
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  3. 2. When declaring war on a player or a players sphereling, or intervening in a war, you must pause the game and announce it in text chat.
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  5. Surrenders:
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  7. Surrenders are UNRETRACTABLE! Do NOT type surrender in chat UNLESS you want it to be binding. Specify if it's sep. or alliance-wide
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  9. You can surrender seperately or alliance-wide, however only the loser may initiate a sep. peace. If they are fully-sieged the winner can force a seperate peace too.
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  11. You can surrender to specific terms, or unconditionally. Both seperately and alliance-wide the enemy must give you specific terms to surrender by if the loser requests it. The loser can then surrender to those specific terms, or unconditionally at any time.
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  13. If the warleader wants to surrender seperately, he can request a save edit to remove the warleader status. In addition, if a warleader is about to be, or is full-occupied, the rest of the alliance can request the warleader status be moved to avoid a alliance-wide force peace due to warleader.
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  15. 3. Don't "hold" peace offers past their expiry date, and all warscore in any war/merged war is capped at 100, seperate peaced included. Seperate peace WS only counts 50% of that towards the total WS (but individually may only go up to 100/101). Warscore MAY go to 101 ONLY if all the wargoals manually added together is equal to or less than 100
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  17. 4. No multi-province retreat, retreat behind the enemies' "lines" (contextually decided by GM)
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  19. 5. No transporting units through countries not at war to attack someone you're fighting, or go into occupied territory (friendly or not, dosen't matter) (and vice versa).
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  21. 6. If you are at war and your satellites border your enemies you must call your satellite into a war if requested, you may not attack an enemy in a neutral country. Therefore, you can't go into enemy puppets until they are called in since its technically neutral territory.
  22. 7. Seperate wars may be merged if it makes sense in the context at a moderators discretion. This ALSO applies to a.i wars if it is being used to further the interest in a diffrent war (i.e invading through a.i Belgium to hit France and France moves troops in to help Belgium) and the wars are clearly overlapping.
  23. a GM can decide to disallow tickers on a.i land to force peace out the alliance-wide war if the a.i war is merged.
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  25. 8. No releasing nations if someone is justifying on you, and no intentional nation-ruining. And don't transfer away wargoals or soon-to-be wargoals lol.
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  27. 9. Dominions may not use their own infamy or CBs that normally cost infamy, and needs to rely on their overlord for it (UK dominions such as Australia and Canada).
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  29. 10. Negotiated Transfers need to be a legitimate deal and not one-sided (contextually decided by GM), and may not be used as an excuse to call someone into a player war as a means for them to add territory, e.g. for infamy. In addition, calling a non-participant into a player war to add wargoals or to gain a truce is also forbidden. TLDR: Don't infamy slave or add wargoals as a non-participant in a war.
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  31. 11: Don't add 2 tickers on the same land.
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  33. 12: Don't intentionally create enclaves/exclave against players in which the player has no land or sea access to the rest of their country. Removing only land access can still be disallowed if important. Can be overridden by GM if it the enclave/exclave is negligible, or the player is intentionally making it hard to add non-enclave wargoals.
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  35. 13: China rules: If China rules are enforced, all Chinese land cannot be conquered or sphered with the exception of: Manchuria, xinjiang, Mongolia, Inner Mongolia, Taiwan, Hainian island and any treaty ports included in the mod.
  36. 14: You are not allowed to trucebreak against a player if you won the war against them until 2 years have passed. Exception is if they join a player war, then you are allowed to trucebreak to enter said war regardless.
  37. 15: You are not allowed to add more than 100% in tickers in any given war. You are also required to take all ticker based wargoals if you win a war via tickers (100%'s them out with the help of tickers). In GW's tickers are not allowed to be added untill the GM declares a stalemate, the previous rule still applies in GWs.
  38. Should a war drag out to extreme lengh with little happening and tickers/diplomacy not resolving it, the GM may intervene and call a GM-stalemate, in which states occupied will be given to the occupiers.
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  40. 16: Do not build factories in states after surrender or after its added as a wargoal to increase it's warscore cost in the peace
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  42. Just 2 basic rules in regard to nation selection to clarify
  43. 1. Only 1 person per formable(example; Prussia/Bavaria, Sardinia/Sicily, Denmark/Sweden(this one may be an exception if Sweden doesn't plan on forming scandi)) Non-vanilla mods are exempt from this rule.
  44. 2. To play any dominion/satellite/releasable nation you require permission from the parent nation(exception Romania).
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  46. Rules ONLY for CWE:
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  48. Proxy wars: When a war is going on, a country may join it as a "proxy" war, by announcing it in chat "Joining x side, proxy war".
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  50. When you are a proxy participant, you may send units either through land or sea to the actual war participants to fight in, however coming from a proxy participant via land to the main participant counts as neutral (so you can only go from a proxy participant into friendly, not hostile)
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  52. There may be no fighting on land inside either proxy participants (ie. if Mexico and U.S were in a proxy war againts eachtoher, they can't fight eachother on the border directly unless it is escalated)
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  54. You may NOT blockade the proxy war participant directly, but you may intercept eachothers navies if it's not near the proxy participant's coast.
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  56. No nukes in proxy wars, obviously.
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  58. A proxy war may be escalated to a real war by a proxy participant announcing 3 months in advance, OR if any other nation joins the other side WITHOUT it being a proxy intervention it can be escalated with no wait time.
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  60. When proxy war is surrendered, only the non-proxy participants can add wargoals and have wargoals added on them.
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  62. Some stuff about nukes:
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  64. Do NOT nuke if they have already surrendered
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  66. If you press the nuke button, pause and announce so to give a fair chance to retailiate or surrender via the nuke event, and it should go without saying, but don't hold peace offers to nuke without chance to retaliate.
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  68. And also, Soviet satelites won't be under the normal dominion rules, but they are only allowed to use their infamy for themselves
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