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Rules
Topic Started: Oct 12 2013, 01:46 PM (378 Views)
LotosSlayer

House of Lords
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[align=center]Please read the rules carefully.

If you have questions regarding any aspect of the rules, please ask them on the Inquiries regarding House Rules thread
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CHAPTER I: GM AND PLAYERS ROLES AND RESPONSIBILITIES

Authority of the Game Master (GM)
1. The game will have a Game-master (hereafter known as the GM). The Game-master strictly enforces the rules, and may appoint an assistant to help enforce the rules. His decisions will be final. The GM may halt the game at any point to investigate rule violations or to deal with any problems between players. The player retains the right to leave the game if he is unable to accept decisions from the GM, and will not be chastised in any way for doing so.

2. The GM may remove ANYONE from the game at any point for unsportsmanlike conduct, attempts to exploit/cheat the game, or attempting to contravene his decisions.

3. Once the campaign has commenced, all nation switching will be solely at the discretion of the GM. If you take actions that bankrupt your country, that is not a valid reason for switching to a new nation. Annexed players will be moved to the best available country.

Player Responsibilities and Absence Protection
4. The responsibilities of players are as follows:
a. to participate actively in forum diplomacy
b. to be on-time to the start of the session
c. to have the correct checksum
d. to search for a sub if necessary and to inform the GM as to the identity of the sub
e. to inform the GM at least one or two days in advance of an absence
f. to inform the GM in advance of a late arrival to the session
g. to maintain civility at all times

5. A nation with an absent player is not to be attacked/occupied, unless a sub is present or the player was involved in a war in the previous session.

6. A player country which has been under AI control for more than One (1) session will be reassigned by the GM to another interested player. This means that you may not have more than one absence (announced in advance) in a row. The GM may be flexible on this in extenuating circumstances such as prior perfect attendance or a natural/man-made disaster that prevents access to a computer for a significant number of days.

7. In the event that a new player takes over for a country, that player should post an embassy thread on or before Tuesday before their first session. Failure to do so will result in a 2-hour NAP for that player. In addition, that player must join for 2 full sessions before they can receive absence protection.

Prohibition against “Back-seat GMing”
8. "Backseat-GMing" is not permitted in this game. Examples of this include:
a. telling the host to re-host without the approval of the GM
b. forcing or attempting to force, delays during the start of the session or during re-hosts
c. attempting to circumvent any decisions made by the GM
d. using abusive, profane, or otherwise uncivil words or actions to criticize the GM or other players

Prohibition against Nation Ruining
9. No nation ruining. This can include releasing nations that occupy the majority of your country, or holding out for too long when a war is lost. Sadly this is largely up to GM decision.

10. Edits are at the discretion of the GM. Mistakes, Bankruptcies, prestige loss for unanswered alliance calls etc. are not reasons for edits, re-hosts or other actions to reverse the course of the game.

Regarding In-Session Delay of Gameplay
11. Extended pauses are not permitted during play. This includes periods spent at war. The game will run on slowest speed during peace negotiations; Players at war who wish to conduct negotiations during the session will have to have a SHORT pause only to cease troop movements and impose a battlefield truce. Forcing players who are at peace to sit paused for an indefinite amount of time is not fair.

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CHAPTER II: DIPLOMATIC PROTOCOL

Forum Participation
12. Players are expected to participate actively on the forums. Multi-player games involve more than simply showing up to Friday sessions. Efforts to post on the forums, to engage in diplomacy and to communicate with fellow players is not only recommended, it is required.

13. The GM reserves the right to replace any player(s) who do not adequately participate in forum diplomacy.

Alliance Limitations
Note: Great Wars and Crisis Wars are not subject to the Alliance rules.

14. The Top-5 Military Powers (Class A Powers) cannot be allied to one another.

15. In 1880, Class A powers will be defined as the Top-6 Military Powers.

16. Military power class is calculated by ranking all human player countries in order of soldier population.

17. Military power class is calculated and published prior to each session and remains in place for the duration of the session.

18. Japan will not be included in the Class A ranking, even if qualified to be placed therein, until 1880.

Formal Alliances
19. All alliances are to be made on the forum via statements on embassies, where both parties have to sign.
i.e
Austria and Spain agree to both a defensive and offensive alliance.
Signed by Austria [X]
Signed by Spain [X]

20. Defensive alliances obligate the contracting parties to mutual defence, while offensive alliances obligate the contracting parties to mutual offensive wars/attacks. Players can decide to do one or the other, or both at the same time.
a. Alliance treaties can be general agreements of mutual defence/offense or agreements of mutual defence/offense in certain circumstances. Example: Austria and Prussia agree to mutual defence in the event of a Russian attack on either party.

21. Alliances are valid for one session. Alliances may be renewed if desired by the contracting parties between each game-play session. You cannot create new or switch alliances DURING a session, only on the forums in-between sessions.
a. 21a. Existing alliances are to be made clear on countries' embassies and are to be updated each session. Renewals of existing alliances are likewise to be made clear with all parties indicating their renewal through communication on the forum. Alliances not clearly renewed, are considered to have expired after a session.

22. Dishonouring an Alliance will carry the penalty of -20% points of the violator’s prestige.
a. A violation of an Alliance occurs if the conditions specified in the treaty are met and member refuses to act upon the agreed terms.

23. Treaties other than alliances contracted between players requiring a time-limit (Example: Non-aggression pacts) are only valid for one session and my be renewed each session if so desired.
a. A violation of treaties other than alliances may stipulate their own penalties in the document's text

24. A violation of an Alliance occurs if the conditions specified in the treaty are met and member refuses to act upon the agreed terms.

Dissolving an Alliance
25. A signatory to an Alliance may dissolve an Alliance at any time

26. Announcing the dissolution of alliances can be done with a typed message through in-game chat with 5 stars before and 5 stars after the text. (ie. ***** France dissolves alliance with Italy*****)
a. A corresponding verbal message via TeamSpeak is optional but recommended.

27. Dissolving an Alliance carries the penalty of -40 of the dissolver’s prestige.

28. After 1880, the penalty for Dissolving an Alliance will carry the penalty of -80 points of the dissolver’s prestige. Note: Dissolving an Alliance differs from Dishonouring an Alliance insofar as “dissolving” does not carry the additional prestige penalty of “dishonouring” an ally’s call as per the game mechanics.

Other Diplomatic Documents
29. Not all documents on the forums involving signatory parties need to be Alliances. Non-Aggression Pacts and other treaties are permitted, with penalties for violations included in the treaty terms, the penalties being decided by the players who agree to the treaty.

Declarations of War
30. In order to encourage in-character communication during the session, players are expected to issue a formal declaration of war 60 seconds before declaring war upon another human participant. Formal declarations of war may be delivered by a typed message through in-game chat with 5 stars before and 5 stars after the text. (ie. ***** France declares war on UK*****)
a. A corresponding verbal declaration via TS is optional but recommended.

31. Declarations of War must be public. All participants must receive a copy of the declaration.

32. The 60 second timer begins once the verbal statement or typed message has been fully completed.

33. Once 60 seconds have passed, the GM will notify all players. At this time the declaring party must enter into a state of war with the party upon whom war has been declared.

34. Declarations of War must include the war-goals of the attacking party. (Ie. *****France declare war on the UK for South Bengal, North Bengal*****)

35. The attacking party may revise war-goals within the first year of the war through issuing public statements according to the protocol established for formal declarations of war.

36. Formal declarations of war are not required when declaring war on AI nations. Declaring war on AI nations that are within the sphere of a human player similarly do not require a formal declaration of war.

37. Crises War do not require a formal declaration of war.

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CHAPTER III: WAR & PEACE

Infamy Limit
38. The infamy limit will be the in-game limit of 25 to avoid containment wars being declared by AI-ed player nations. This applies to any point in the session. You may not declare any war or add any war-goal that would take you above this limit, even if you would be under the limit by the end of the session. If an event or glitch pushes your infamy over this limit, you must inform the GM, who may make allowances for the situation.

Colonial Wars
39. To promote colonial wars and prevent wars dragging on, once an overseas territory is taken by an attacker it is the duty of the defender to reclaim it in a timely manner. If an attacker can take and hold the entirety of a colonial province, and defend it for a total of three (3) years, the defender must peace to turn over control if that is the attacker's only war-goal.

40. This may only apply to a maximum of two (2) states at a time. This may not apply if the attacker's mainland is being occupied or significant amounts of their own colonies occupied by the defender(s). Damage and occupation through separate wars may not apply.

Non-colonial Wars
41. In an effort to not have wars drag on forever, in the event that a non Great War drag on for an extended period of time, the GM may give a time limit for a stalemate to be broken. If no change takes place and no change is likely to occur, a peace may be enforced.

Participation in Ongoing Wars
42. If two Class A powers are at war, a third Class A power cannot directly declare a simultaneous war on either of the Class A combatants.

43. This restriction does not apply to countries outside the Class A status.

44. Declaring war on a country’s allies or sphere of influence is not limited by ongoing conflicts.Example: France and UK are at war. Russia may not directly declare war on either party but may declare war on either party’s sphere of influence or allies.

45. A country is free to defend or not defend its sphere of influence and allies. (Read Chapter II: Diplomatic Protocol in detail.)

Class A called into War
46. In the event that a Class A power declares war on a non-Class A power, but this non-Class A power is allied with more than one other Class A power, the non-Class A power must choose which Class A power will participate in the conflict. Example: France (Class A) declares war on Spain (non-Class A). Spain is allied to the UK(Class A) and Prussia (Class A). In the 1 minute following the French Declaration of War, Spain will have to choose whether UK or Prussia fulfils its alliance obligations. The party which is not selected will not be penalised for dishonouring an alliance.

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CHAPTER IV: MILITARY TACTICS

Unit Movement and Placement
47. No attacks from, or retreats to, may be made from neutral nations and their territories that are not currently in a player versus player war. Armies that retreat to neutral territories in these wars are considered to be "interned" and may not leave that territory until the end of the war.

48. Troops going between home territories may pass through neutral territories

49. Troops that are walking through a country as it peaces must return to an allied/home territory before initiating entering hostile land. Any battles that are active may continue to their end, though no reinforcements may be added.

50. The Suez & Panama canal regions may be passed through if neutral. For example, a Columbia player may walk through the Panama Canal area, if it is neutral.

51. In the event that countries are in multiple wars against one another, a player may only move into territory involved in their own specific war. Territory that is occupied will be considered under the ownership of its original owner. (Ie. UK is at war with USA and in a separate war with Japan. Japan may not land troops in the USA and then have the troops enter British-held Canada.)

52. No retreating more than one province from a battle. (Retreating is understood at the movement of units during which time the game mechanics prevent them from being attacked.)

53. Armies & navies may be placed strategically, but not on top of warring countries military forces prior to starting/joining a war.

Mobilisation
54. A nation may only mobilize once during a war. Even if you are subsequently called into another war at the same time, you may still not demobilize or remobilize

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CHAPTER V: ECONOMICS

55. Setting maximum buy orders manually in the trade screen is prohibited. (you may not buy more goods than you would buy under auto-buy mode)

56. Military goods must always be set to auto-buy.

57. After 1870, all players must keep their military stockpile slider set to 50% during peacetime. All military goods must be kept on auto-buy in the trade screen after this date.

58. During a real player v player war, players involved in the war must have their military stockpile slider to 100%

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CHAPTER VI: ADDITIONAL INFORMATION

Releasing Nations
59. Releasing nations that are part of a cultural unions is not allowed, as they can be brought back into the union by event in some circumstances. If you wish, you may petition the GM to allow it, with the following understanding. If an event pops up to bring the released nation back into your country, you MUST not accept, and must accept any penalties the event may cause. You may also not release nations of less than four (4) provinces, to prevent abuse.

Regarding Chinese Sub-states
60. China and its sub-states are considered to be neutral territory in the game. They may not be attacked or sphered except in the following circumstances:
a. Any nation may attack China to force the release of its puppets Korea, Tibet, Mongolia.
b. Attacking China to acquire any/all of the 'Hong Kong and Macao', Port Arthur ("Chinese Manzhouli"), or 'Formosa' regions is permitted.
c. The sub-states of Mongolia & Manchuria are now annexable by any player.
d. Russia may sphere Manchuria long enough to enact the Peking Convention decision. They MUST then arrange another GP to remove Manchuria from their sphere of influence.

Rule Infractions
61. Each rule infraction shall come with the following penalties:
a. A base deduction of 50 prestige points
b. A treasury penalty up to 4 months of income @ maximized taxes, to be redistributed equally to all other players in the game who did not break the rule.

The GM will enforce an alternative prestige penalty of approximately 30% if the nation in question has less than 51 prestige. The 30% penalty may also be applied in lieu of the base deduction if it would be a greater penalty and the GM feels that the rule violation was particularly severe or deliberate. After 3 infractions or at any time pursuant to other rules, the GM may remove any player from the game or reassign him to a smaller nation and that decision will be final.
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