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Ferrum Mare Dempsey Rules

Jan 3rd, 2026
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  1. -------------------------------
  2. Table of Contents
  3.  
  4. 0. Preface and Intent
  5. 1. Alliances
  6. 2. War Declarations and CBs
  7. 3. Interventions and Ongoing Wars
  8. 4. Rules of Engagement
  9. 5. Peace Offers and Separate Peace
  10. 6. Stalemate Rules (Important enough for their own section)
  11. 7. Economic Rules (China Rules)
  12. 8. Releasing Nations and Nation Ruining
  13. 9. Host Nation Rules
  14. 10. Ragequit Clause
  15. -------------------------------
  16.  
  17. 0. Preface:
  18. A. The precise wording of each rule is of secondary concern to the opinion of the Host in interpretting the rule. They have the final say, always.
  19. B. Be able to maintain at least 2 speed. If you cannot go above 1 speed, you will be automatically kicked with no compensation.
  20. C. Streamer friendly language in VC's with streamers and in ingame chat. I WILL KICK YOU LOCO
  21.  
  22. -------------------------------
  23.  
  24. 1. Alliances:
  25. A. Joining a conflict REQUIRES that you have the intent to participate in that conflict. Joining a war for a free peace treaty will not be allowed. A land based power must have a reasonable ability to move troops to the defending nation or fight the attacking nations, either before the war, or access to get to.
  26. B. Vision alliances are allowed.
  27.  
  28. -------------------------------
  29.  
  30. 2. War Declaration and CBs
  31. A. All Player wars, except transfer wars, MUST be announced with a pause and a statement of Wargoals. ( These initial wargoals MUST be TAKEN in the peace of that war. )
  32. B. You MAY declare war on a player in a player war, but if the conflict are related by GM discresion they may get merged(They mostly will get merged barring colonial wars). You MUST announce 3 months if declaring on a player in a player war
  33. C. You must also give a reasonable amount ( Host decision ) of time based on how devastated a loser was to declare a chain (war immediately after another) war. (Generally 1 year, 3 months if it's primarily a naval conflict)
  34. D. Attacking AI or player nations that a player has sphered counts as attacking that player (reference war declaration rules and declaration rule L. specifically.)
  35. E. AI spherelings are protected while their sphere leader is in a player war.
  36. F. Every declared war is treated as 100% warscore maximum. Limited peace is negotiated, not enforced by rules. If both war targets agree, this can bypass 5E. Both players MUST bring this to the GM BEFORE the limited surrender for it the be enforced by the GM.
  37. G. If a player war becomes a great war, all ongoing player wars with nations in the great war are merged, unless BOTH targets in a war do not want it merged. Once unmerged, it cannot be remerged. This must be done within the 1st month of the great war.
  38. H. Intentionally starting wars with the intent to fish peace treaties is not allowed.
  39. I. Adding multiple CBs on the same target or general target to double dip tickers is NOT allowed. ( Example: Release two sicilies + take state sicily + etc )
  40. J. If you have surrendered a war, or a peace is being settled for a war you are in; you may not within that window declare any wars.
  41. K. (Forced Expansion Rules)
  42. 1. If you are in a player war or are declaring a player war, you may build or have a cb prepared, and declare intent to attack one of the enemy players' spherelings or allies that are not in the ongoing (or any) player war. (CB must be ready to go and added as per the 2A Rule)
  43. 2. Should the target not join the ongoing war, it will become a different, second war up to 100%.
  44. 3. If this forced expansion is used on a player who has declared intent to join the ongoing war, they must join immediately. This cannot be used if the target declared intent to join a different player war.
  45. 4. CBs used to force the target to join the ongoing war must be included in the final peace.
  46. 5. If a player in a player war has a neutral puppet, their enemy may demand that puppet join the ongoing war. Doing so gives the overlord of the puppet 1 month to add them to the war.
  47.  
  48. -------------------------------
  49.  
  50. 3. Intervention and Ongoing Wars:
  51. A. If a player wishes to join an ongoing player war, or declare war on a player in a player war, they must give a 3 month notice in chat and state which side they intend to join. This is referred to as intent to join. You may not keep refreshing intent because of cold feet or any other reason. Declaring intent integrates them into the ongoing war and will be interpreted as already being in a player war. They must pause, type the war AND which side, and give a date. They MUST join the side they announced to join.
  52. B. A nation that has declared intent to join any player war is now "locked" into that conflict and considered apart of that player war already. Read, rule B in War declaration and CBs rules.
  53. C. Players have 2 months (60 days) to respond to a call to arms before they must declare/redeclare intent to join that war. You do NOT get protection from being declared on if you reannounce, unless you were mechanically unable to join the war.
  54. D. Interventions (friendly influence intervention specifically) into an ongoing player - ai war requires a 3 month announcement and must be accompanied by a pause.
  55. E. No player may join a war with the intention of surrendering immediately or hijacking the war ( becoming war leader ) and surrendering the war or white peacing specific nations from the war to undermine CBs that were added on them.
  56.  
  57. -------------------------------
  58.  
  59. 4. Rules of Engagement
  60. A. Combat units are NOT allowed to retreat more than one province from battles. Rule breaking units must be deleted.
  61. B. Combat units are NOT allowed to retreat through enemy units. Rule breaking units must be deleted.
  62. C. Combat units are NOT allowed to retreat through enemy frontlines. Rule breaking units must be deleted.
  63. D. Combat units are NOT allowed to move from neutral territory into enemy territory or vice versa during player wars. ( The general rule of thumb for this is you can go neutral to friendly, friendly to neutral, neutral to neutral. You can NEVER go neutral to enemy or enemy to neutral. Occupied territories you own are considered friendly. If you are locked into combat on an occupied territory you cannot retreat into neutral from this battle.
  64. E. Troops leftover in enemy territories or neutral territories must always return to allied lands as soon as possible unless they have military access. ( They are marked as exiled if they do not. )
  65. F. You are NOT allowed to delete units about to be attacked or are on the frontlines ( less than 3 provinces away from enemy units ) to avoid getting those stacks wiped and/or losing battle warscore.
  66. G. Each nation may only mobilize a single time per war. If a nation has started mobilization before the war began, that mobilization is still the single one they get for that war.
  67. H. The use of liberate nation CBs to liberate nation-breaking nations before 1890 is not allowed.
  68.  
  69. -------------------------------
  70.  
  71. 5. Peace Offers and Separate Peace
  72. A. Do NOT spam peace offers with the intent to grief.
  73. B. Do NOT hold onto a past peace offer. ( aka holding the peace in the corner )
  74. C. Do NOT stab hit peace offers.
  75. D. No peace offer can exceed 101% warscore.
  76. E. The cbs initiating a player war must be apart of the peace.
  77. F. All war goals added during a war MUST be apart of the peace IF the total warscore is over a threshhold(hosts discretion) at the time of surrender(Tickers don't have to be added unless the current warscore is a reasonable reason for surrendering).
  78. F2. Tickers may not exceed 100.
  79. G. Surrenders must be stated in chat with a pause and CANNOT be retracted. Ask for terms BEFORE you decide to surrender.
  80. H. A war leader may NOT surrender the entire war unless all great powers on their side have consented to peace.
  81. I. A surrender by a non-war leader great power means the victorious side MUST send a peace offer, apart of the overall 101% maximum, as soon as possible.
  82. J. Should a side achieve 100% warscore from battles/occupations/blockades/etc then their wargoals up to their maximum 101% must be accepted by the losing side so long as they follow the earlier rules.
  83. K. Nations that have been peaced out seperately from a war may NOT rejoin the same war on either side, UNLESS it is a great war OR 2 years have passed since peacing out.
  84. L. Nations that wish to separate peace but are an important avenue for invasion or other reasons will become a DMZ once they are peaced from the war. A DMZ requires the surrendering nation move all their troops out of the way of all other players armies and give military access to all members in both sides of the war they just left. The surrendering powers land is not considered neutral and battles / blockades are allowed to occur in this land. (The entire point of this rule is so people are not indefinitely occupied or sat on)
  85. M. The nation who decides how warscore is divided is the nation in the 1st war(incase of merged wars) who DECLARED the war and was DECLARED ON. For great wars warscore is given with agreement of all great powers in an alliance.
  86. N. No enclaves
  87.  
  88. -------------------------------
  89.  
  90. 6. Stalemate Rules (Important enough for their own section)
  91. A. Stalemate will be called if no serious geo-strategic offensives are made after a year during any sort of player conflicts (intervention, great war, normal war, etc).
  92. B. Once a stalemate call has been made, both sides have 6 months to start a serious military offensive to reset the timer / discontinue the timer.
  93. C. Sacrificing token units to keep a war going will not be allowed.
  94. D. Once a stalemate has officially caused a war to end, the nation with more fully occupied states is the "winner" in terms of great war capitulation and other CB's. They may take up to 100% warscore of FULLY OCCUPIED states. The losing nation then does a 3 war transfer to get up to 100% warscore of their FULLY OCCUPIED states. In the case of an equal amount of states FULLY OCCUPIED, the GM will decide who the "victor" is(Most likely the naval power).
  95. E. If you have a large front that somebody could attack on but both sides refuse to because they're seeking defensive advantages, it does NOT qualify as a stalemate
  96.  
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  98.  
  99. 7. Economic Rules (China Rules)
  100. A. China is off limits unless there is a Chinese player, with the exception of:
  101. a. Manchuria
  102. b. Formosa
  103. c. Hainan
  104. d. Mongolia
  105. e. Tibet
  106. f. Xinjiang
  107. g. and any treaty port
  108. B. Cut down to size, humiliate, pay reparations, and dismantle fortifications are the only other CBs permitted.
  109. C. You cannot willing go bankrupt, and if I see exploiting / fraud I'll fuck you up.
  110. D. No deleting factories in a state you are about to lose to the enemy in a peace offer.
  111. E. If there is a Chinese player, you are NOT allowed to sphere them until 1865.
  112. F. If there is a Chinese player, they are NOT allowed to eat their substates before 1865.
  113.  
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  115.  
  116. 8. Releasing Nations and Nation Ruining
  117. A. You may only release a nation if it is not nation ruining. It must also be 4 or more provinces ( not states ) in size.
  118.  
  119. -------------------------------
  120.  
  121. 9. Host Nation Rules
  122. A. You must at ALL TIMES be allied to the host nation, and if that alliance breaks for whatever reason ( war declarations between players usually does this ) you must immediately refresh or accept an alliance from the host nation.
  123. B. You cannot build a CB of ANY kind on the host nation or declare on a war of any kind on the host nation. Doing so will get you fucking smacked.
  124.  
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