Spudgun3

CWE Rules chill group

Mar 31st, 2021 (edited)
151
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 4.29 KB | None | 0 0
  1. Specific CWE rules: (additionally, regular chill group rules below)
  2.  
  3. Ruleset for the game: As it is a cold war game, i thought id introduce some rules/mechanics thatll make it fun for everyone.
  4.  
  5. There will be 3 factions, NATO, Warsaw Pact and the Non-aligned movement.
  6.  
  7. Both NATO and Warsaw Pact members cannot willingly switch sides unless under one of the following conditions:
  8. 1. They fall to a revolution/coup of the opposing ideology.
  9. 2. They are directly attacked by another member of the same bloc for which the bloc leader supports one side over the other.
  10. 3. They are kicked out by the head of the bloc.
  11. 4. Some exceptional negotiations regarding alliance members can be made between the two heads of the blocs for example the real life Stalin Note regarding Germany.
  12. 5. North Korea is a special exception, where they can switch between only Non-aligned or Warsaw Pact.
  13.  
  14. Non-aligned countries are able to join either bloc and are not forced to choose any side.
  15. Proxy Wars:
  16.  
  17. Proxy wars are a new mechanic for this game intended to add some interesting, smaller scale wars where larger powers may participate. Proxy wars begin at the agreement of all of the initial members, for example for a proxy war over the Benelux, France, Prussia, Belgium and Netherlands must agree at the start.
  18. 1. In a proxy war, each side may only send the agreed upon number of professional stacks, and must only fight in the 'proxy' countries (Such as Netherlands and Belgium)
  19. 2. Proxy wars are not mandated, and may occur over anything as long as the players agree to it. Let a GM know about a proxy war as it is starting. Proxy wars may be pre-planned or can be agreed upon quickly by both sides at the start of a war.
  20. 3. Proxy wars may escalate at any time if both sides agree to it. In this case, it becomes a typical war and all things typically allowed become allowed. Let a GM know when this is happening.
  21. 4. In proxy wars, wargoals may only be taken off of the 'proxy' countries unless escalated.
  22. 5. Supporters of a conflict cannot blockade each other.
  23.  
  24. Normal chill group rules:
  25.  
  26. 1. No joining wars to sabotage peace deals/war effort without consulting the original participants.
  27. When declaring a war on a player, the game must be paused and either announce your intention and initial goals for the war either in voice chat or in text chat(the important thing is the person you're declaring on must know what you want). You may add additional war goals however not exceeding 100 war score. Intervention in ongoing wars must also be accompanied by a pause and then announcement.
  28.  
  29. 2. When a peace offer is on the table immediately accept or decline or pause to negotiate a possible counter offer. No holding onto old peace deals later in the war.
  30.  
  31. 3. No deleting armies during wars inside enemy territory you don't control. Also no abusing the retreating mechanics. You may not retreat multiple provinces under any circumstances. If this happens pause instantly and notify a mod. If the troops are in the process of retreating THROUGH a battle or unit they must be deleted. This also includes retreating multiple provinces THROUGH units, again pause and notify a moderator if this happens instantly.
  32.  
  33. 4. No transporting units through countries not at war to attack someone you're fighting, or go into occupied territory (friendly or not). To transport through a puppet(for example) they must be called into the war. Also if you are at war and your satellites border your enemies you must call your satellite into a war as to not abuse the above rule, you may not attack an enemy in a neutral country.
  34.  
  35. 5: Seperate wars may be merged if it makes sense in the context at a moderators discretion.
  36.  
  37. 6: No releasing nations if someone is justifying on you, and no intentional nation-ruining.
  38.  
  39. Also finally, if you need to ask yourself 'is this an exploit' then you either should not do it or ask other other players for clarification. Again if you're not sure either don't do it or ask first.
  40. Just 2 basic rules in regard to nation selection to clarify
  41. 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)) DoD is exempt from this rule.
  42. 2. To play any dominion/satellite/releasable nation you require permission from the parent nation(exception Romania)
Add Comment
Please, Sign In to add comment