Spudgun3

Neighbour Campaign Rules

Mar 16th, 2024 (edited)
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  1. Neighbourules
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  5. 0. General Rules
  6. 1. Alliances
  7. 2. War Decs and CBs
  8. 3. Interventions and ongoing wars
  9. 4. Combat
  10. 5. Seperate Peace / Peace
  11. 6. Stalemate
  12. 7. Economic
  13. 8. Releasing nations and nationruining
  14. 9. Host Nation Rules (if Sikkim host) + GM rules
  15. 10. China Rules (if no China)
  16. 11. Divided Monarachy Rules (If divided monarchy)
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  20. 0. General Rules
  21. 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.
  22. B. Be able to maintain at least 2 speed. If you cannot go above 1 speed, you will be automatically kicked with no compensation.
  23. C. Follow all host instructions when a ruling is given, repeated purposeful failure to do so is grounds for a kick
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  27. 1. Alliances
  28. 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.
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  32. 2. War Decs and CBs
  33. A. All player wars, with the exception of transfers, must be announced with a REASONABLE PAUSE, the target country must be mentioned explicity.
  34. B. If you a using a casus belli that truce breaks, you MUST announce 3 months prior to declaring
  35. C. Attacking AI or player nations that a player has sphered counts as attacking that spherelord and MUST be announced and paused as a result
  36. D. You cannot attack an AI nation in the sphere of a player you are at war with.
  37. D. Once an AI has been peaced out, they are no longer able to be called in for that wars entire duration (Fuck you Loco)
  38. E. Every declared war is treated as 101% warscore maximum. Limited peace is negotiated, not enforced by rules. If both war targets agree. Both players MUST bring this to the GM BEFORE the limited surrender for it the be enforced by the GM. The initial wargoal does not need to be a part of any negotiated deal.
  39. F. 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.
  40. G. Intentionally starting wars with the intent to fish peace treaties is not allowed.
  41. H. 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 )
  42. I. You may force a player to call in a puppet or sphereling
  43. J. The use of liberate nation CBs to liberate nation-breaking nations before 1890 is not allowed.
  44. K. War cannot be declared on a nation that is in the process peacing out or by the nation who is being peaced out.
  45. L. 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)
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  48. 3. Interventions and ongoing wars
  49. A. If a player wishes to join an ongoing 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.
  50. B. Players have 1 month 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.
  51. C. 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.
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  56. 4. Rules of Engagement
  57. A. Combat units are NOT allowed to retreat more than one province from battles. Rule breaking units must be deleted.
  58. B. Combat units are NOT allowed to retreat through enemy units. Rule breaking units must be deleted.
  59. C. Combat units are NOT allowed to retreat through enemy frontlines. Rule breaking units must be deleted.
  60. 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.
  61. E. Troops leftover in enemy territories or neutral territories must always return to allied lands as soon as possible after a peace deal has been accepted unless they have military access. ( They are marked as exiled if they do not. )
  62. 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.
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  64. Keep in mind I WILL BE SIDING LARGELY WITH OCCUPATIONS FOR ENCIRCLEMENTS, if you get a breakthrough and dont occupy a province PUT A FEW BRIGADES THERE.
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  67. 5. Seperate Peace / Peace
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  69. A. Do NOT spam peace offers with the intent to grief.
  70. B. Do NOT hold onto a past peace offer. ( aka holding the peace in the corner )
  71. C. Do NOT stab hit peace offers.
  72. D. No peace offer can exceed 101% warscore.
  73. E. The cbs initiating a player war must be apart of the peace.
  74. 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)
  75. G. Surrenders must be stated in chat with a pause and CANNOT be retracted. Ask for terms BEFORE you decide to surrender.
  76. H. A war leader may NOT surrender the entire war unless all great powers on their side have consented to peace.
  77. I. A surrender by a non-war leader player means the victorious side MUST send a peace offer to that individual player, whih adds to the overall 101% maximum, as soon as possible. (You only get 101% to spend for the entire war)
  78. 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.
  79. K. If a player has been seperate peaced out, they can no longer join the same war on the same side of the conflict, or dec a seperate war on any of the enemy participants until 2 years have passed or the war has ended
  80. 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)
  81. 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.
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  85. 6. Stalemate
  86. 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).
  87. 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.
  88. C. Sacrificing token units to keep a war going will not be allowed.
  89. 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)
  90. E. On a primarly landbased front (like Germany - Russia) with no outstanding natural features like mountains (France - Spain) a stalemate cannot be called, this is host discretion
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  94. 7. Economic
  95. A. No spamming factories and forts to raise the WS total of a state (Up to GM discretion)
  96. B. Cut down to size, humiliate, pay reparations, and dismantle fortifications are the only other CBs permitted.
  97. C. You cannot willing go bankrupt, and if I see exploiting / fraud I'll fuck you up.
  98. D. No deleting factories in a state you are about to lose to the enemy in a peace offer.
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  102. 8. Releasing nations and nationruining
  103. A. You may only release a nation if it is not nation ruining (Host Discretion). It must also be 4 or more provinces ( not states ) in size.
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  107. 9. Host Nation Rules (if Sikkim host) + GM rules
  108. A. IF SIKKIM HOST:
  109. I. 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.
  110. II. You cannot build a CB of ANY kind on the host nation or declare on a war of any kind on the host nation.
  111. B. Otherwise:
  112. I. You must comply with vision alliances to the host if they are for the purpose of resolving a rule dispute
  113. II. If the rule dispute involves the Host you may ask for the Cohost to judge your case (in this case Ethan)
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  117. 10. China Rules (if no China)
  118. A. China is off limits unless there is a Chinese player, with the exception of:
  119. a. Manchuria
  120. b. Formosa
  121. c. Hainan
  122. d. Mongolia
  123. e. Tibet
  124. f. Xinjiang
  125. g. and any treaty port
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