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- Rules
- New and improved! Please read and comment below if you feel I've missed anything, or if there are obvious problems.
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- Table of contents:
- 1 - 2 War Declarations
- 3 - 4 Interventions and Ongoing Wars
- 5 - 8 Conduct of War
- 9 - 14 Peace Offers and CBs
- 15 - 20 Seperate Peace and Surrenders
- 21 - 27 Treaties and Alliances
- 28 - 29 Crises Rules
- 30 - 31 Economic Rules
- 32 China Rules
- 33 - 34 Releasing and Nation Ruining
- 0. The precise wording of each of these rules is of secondary concern to
- the spirit they are attempting to capture. If something is technically
- allowed, but goes against the spirit of the rule, then it's probably not okay,
- up to GM discretion.
- 0.1 No abusing glitches or bugs.
- 0.2 Be sensible.
- War Declarations:
- 1. All player vs player wars must be announced with a pause and a statement of wargoals.
- 1.1 Up to GM's discretion to intepret vague wargoals.
- 2. Nations already in player-vs-player wars may not be declared upon.
- 2.1 Nations in a player-vs-player war may still declare war on other players.
- 2.2 Nations in a player-vs-player war may not declare war on nation who have declared intent to join the ongoing war.
- Interventions and Ongoing Wars:
- 3. If a nation wishes to join an ongoing PvP war, then they must give 3 months notice in chat before they are allowed to join. The nation must join the war within 6 months of the notice, or lose the right to join the war.
- 3.1 A player nation may not join a war where a side have surrendered. With the exception being that the nation announced to join the war 3 months prior to the surrender.
- 3.2 Interventions into a player-AI war require no prior notice, but must be accompanied by a pause. This extends to both the use of the 'intervention' mechanic, and AI call to arms.
- 3.3 If a player enters a player-AI war on the side of an offencive AI, then the player must announce their wargoal(s) upon joining. The CB the AI used to declare war must be part of the wargoals.
- 4. No player may join a war with the intention of becoming war leader to surrender to the opposite side of the war, or white peace'ing out nations from the war to undermine CBs being added on them.
- Conduct of War:
- 5. Military Units are not allowed to retreat more than one province from battles.
- 5.1 If a land unit is retreated through enemy units, then those troops must be deleted.
- 5.2 Units may not be retreat through the enemies front lines.
- 6. Military units are not allowed to move from neutral territory to enemie territory or vice versa during PvP wars.
- 7. Troops left from previous wars may always return to allied lands, but cannot move through enemy land until they do so.
- 8. Each nation is allowed to be mobilised only once per war. Up to the GM's discretion if remobilisation is allowed in case of simultaneous wars.
- Peace Offers and CBs:
- 9. Wargoals are the CBs a side intends to peace out the war for. CBs that are not war goals may still be added freely in a war (informally known as tickers), but may not be part of the peace offer unless added as a wargoal later.
- 10. For the first year of war, for the attacker, wargoals are limited to what is stated at the declaration.
- 10.1 For the defender during the first year, they are limited to wargoals in proportion to the stated wargoals by the attacker.
- 10.2 abuseing rule (10) and (10.1) by intentionally starting wars with smaller CBs to get truces are not allowed and any such attempts will be punished. Consult rule (0) and (0.1).
- 11. The CB initiating a PvP war should always be a wargoal.
- 12. Once a PvP war has lasted for a year, then wargoals may be freely updated/changed by either side.
- 13. The sum value of all wargoals may not go over 100%, even in the context of separate peace treaties.
- 14. Multiple CBs targeting the same region(s) may not be added to the war to gain multiple tickers on the same piece of land.
- 14.1 CBs on wargoal land should only be added by the nation whos wargoal it is to avoid conflict with rule (14).
- Seperate Peace and Surrenders:
- 15. A surrender by a player nation in a PvP war means that the victorious side must send a peace offer to the surrendering nation(s) involving the wargoals on said nation(s). Surrenders should be stated in chat and accompanied by a pause.
- 16. Should a side in the war achieve 100% warscore from battles/occupations/blockades, then their wargoals must be accepted (as long as they keep to rule 13).
- 17. If a side has not stated wargoals, then a statement of surrender is taken to mean a demand for terms; the surrendering party can then retract their surrender if the wargoals are unacceptable.
- 18. The war leader for a side may only surrender when all players on their side agree to a surrender.
- 19. Non warleaders may offer or accept a separate peace. They are to pause the game, retreat from any ongoing battles and Then they may then be formally peaced out, and the warscore they expended will be recorded.
- 19.1 If a nation surrenders, and then their side goes on to win the war, they are still counted as having lost the war, and the terms agreed upon at surrender are enforced before the war is concluded.
- 19.2 The opposite warleader to a seperate peace may decline the seperate peace if it would harm their side in any way.
- 20. PvP wars where a stalemate have occoured, with no action taken by any side in the conflict to break this stalement for an extended time, may be ended by the GM on terms set by the GM (up to the GM's discretion).
- Treaties and Alliances:
- 21. A Treaty is a thread on the forums, signed by all the players involved. Verbal-only treaties will not be enforced.
- 21.1 Note: Alliances are not required to join wars.
- 21.2 The Negotiated Transfer CB is interpreted as an informal treaty, and treaty rules apply to their use.
- 22. Treaties involving the acquisition of land give the acquirer 3 infamy per region.
- 22.1 Treaties are not allowed to edit the cores of a region, or to transfer away core land, or to involve the transfer of populations, or to involve the transfer of infamy. See rule (0.1).
- 22.3 All edits that are mandated by treaty are subject to GM approval. If there is a term of a treaty that is not allowed, then the treaty is not in effect until an amendment has been made.
- 23. The maximum infamy penalty for any treaty is 10 infamy.
- 24. Treaties only last a single session.
- 24.1 For treaties to span multiple sessions, a renewal of the treaty is required between every session.
- 24.2 Treaties posted and/or signed during a session will only take effect in the session after.
- 25. Attacking the sphere of a Great Power counts as attacking said Great Power (activates defencive alliances of the great power).
- 25.1 Attacking AI nations allied to player nations does not count as attacking the player nation (does not activate defencive alliances)
- 25.2 Attacking an AI nation allied to a player is considered an agressive act towards said player, and will breaking existing NAPs between theese players.
- 25.3 Joining in the defence of a nation does not break NAPs as long as previous defence treaties existed between the nation comming to aid, and the nation asking for aid existed before the outbreak of the war. (Def treaties > NAPs)
- 26. If a nation have signed a treaty to do a certain action, but cannot due to game mechanics, then the treaty is not considered broken.
- 27. Nations are not bound by treaties with nations that are over the infamy limit (25 infamy).
- Crises Rules:
- 28. No player may back a crisis with the sole purpose of surrendering it.
- 29. No wargoals are allowed to be added to crises from the aggressor’s side. Should the defender win without a CB on their side, they can demand an equivalent wargoal from the losing side.
- 29.1 In a crisis where both sides have a crisis wargoal, neither side may add any further wargoals.
- 29.2 Rule (29) and (29.1) no longer apply should the crisis war turn into a great war.
- Economic Rules:
- 30. Stockpiling is allowed, but exclusively for actual demand. Players are not allowed to stockpile and then flash sell, or cyclically build and destroy structures to consume all the world supply for any goods.
- 31. You are not allowed to have more than 1000 points above your naval supply cap.
- China Rules:
- 32. Your not allowed to conquer or puppet China or Chinese countries.
- 32.1 With the exception of: Manchuria, Outer Manchuria, Heilongjian, Rehe, Formosa, Hainan, Xinjiang, Mongolia, Inner Mongolia, Tibet, Qinghai and the Treaty Ports.
- 32.2 This includes any substates, or nations holding Chinese land.
- 32.3 The CBs 'Cut down to size', 'Humiliate', 'Pay Reparations', and 'Dismantle Fortifications' are permitted.
- Releasing and Nation Ruining:
- 33. Intentionally sabotaging your nation (Nation ruining) is not allowed (up to the GM's discretion).
- 33.1 This includes signing a treaty with penalties so high that incurring them would result in permanently crippling one's nation.
- 34 Nations may not be released through the political tab if less than 4 of their cores are owned and releasable.
- 34.1 Nations that are a part of your cultural union (if any), or are subject to wargoals, existing or being prepared, are not allowed to be released or traded away.
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