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| Rules; READ | |
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| Tweet Topic Started: Jul 18 2014, 09:56 AM (531 Views) | |
| Linny | Jul 18 2014, 09:56 AM Post #1 |
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General Rules Authority of the Game Master (GM): 1. The game will have a Game-master. 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. 1b. 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. 2. To promote the roleplay atmosphere and reduce the chance of getting too personal, all players must address other players and himself by the name of applicable country. 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 may be attacked [ie: to maintain status quo], but no wargoal can be demanded from the player-absent country 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 Thursday 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. 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. Absent player's duty to substitute player: Player who is going to be absent has duty to tell his sub of what he expects the sub to do. The absent player can tell another player to tell substitute what is expected of him. The authorized player must post on Attendance Notification thread that he has been authorized. [Note: if you falsely claim yourself as being authorized by the absent player to tell the sub what to do, you will be severely punished.] If there is no instruction from the absent player or from an authorized player, the GM will tell the substitute player some background as to what has happened so far. The sub can then make any decision he sees fit to further the interests of the country he is subbing. Releasing Nations: 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. YOU CANNOT RELEASE NATIONS/GIVE AWAY NATIONS THAT ARE BEING JUSTIFIED OR BEING DEMANDED AS WARGOAL. Make sure you CHECK before you release or give away, the responsibility is ON YOU. Regarding Chinese Sub-states: China and its sub-states are considered to be neutral territory in the game. They may not be allied. 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 Treaty Ports such as 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: Each rule infraction shall come with the following penalties: a. A 20% prestige penalty; and b. A 5% income penalty. c. And/or any reasonable punishment as the GM sees fit. |
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| Linny | Jul 18 2014, 09:57 AM Post #2 |
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Note: As general rule, these rules are players-oriented. DoW In order to encourage in-character communication during the session, players are expected to issue a formal declaration of war 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*****) Declarations of War must include the war-goals of the attacking party. (Ie. *****France declare war on the UK for South Bengal, North Bengal*****) a. A corresponding verbal declaration via TS is optional but recommended. Declarations of War must be public. All participants must receive a copy of the declaration. When this statement is announced, game will be paused until offensive player DoW through game mechanic and the defending player calls in his allies. Note: If two players happen to announce their DoW on two separate players at the same time, the player who announced first will get to DoW first. Parties who wish to join an ongoing war, due to alliance or other legitimate reason, MUST announce entry of their involvement into the war in the same manner as the DoW announcement. 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. Crises War do not require a formal declaration of war. Infamy Limit: Infamy is limited to 30. Players may not exceed that limit by the end of each session. Fake Wars Fake wars are allowed for purposes of territorial transfer but not for things like trading sphering right. Class System Until 1880, there will be 6 Class As which are determined by the number of soldier pops. After 1880, there will be 8 Class As. Every other countries will be considered Class B. Starting uncivs cannot be class A until 1880. Class As are pre-determined before a session. Your class at point of war remains that class for the duration of the war. Ie: Italy is at war and is B when war occurred in session1. In session2, Italy becomes A; Italy is still considered a B for the duration of the purpose in session2, and then will be considered A when the war concludes. Rules Of War Note: These apply only to player wars. War involving only one player on EITHER side [1v1, 2v1, 1v2] You may not call in an ally or an ally join you, if such would result in violation of : A Class A cannot be at war by more than 2 Class As and 1 Class B;1 Class A and 2 Class Bs; or 3 Class Bs. A Class B cannot be at war by more than 1 Class A and 1 Class B; or 3 Class Bs. War involving two or more players on BOTH sides [2v2, 2v3, 2v4 etc...] Note: This normally comes into effect when players want to/have to [due to alliance] help a player who was warred by multiple players. You may not call in an ally or an ally join you if such would result in violation of : There cannot be more than 1 Class A than the other side. There cannot be more than 2 Class Bs than the other side. EXCEPTION: These do not apply to Crisis Wars. You can only join in a war if you have a relevant pre-session alliance with a player in the war UNLESS: 1. a party in that war is being demanded THREE [3] or more PLAYER wargoals [which will make the war a MAJOR WAR and waive the requirement to have a pre-session alliance with the party being demanded such wargoals to fight on his side]; 2. one side is being demanded FIVE [5] or more PLAYER wargoals [which will make the war a MAJOR WAR and waive the requirement to have a pre-session alliance with the side being demanded such wargoals to fight on that side]; 3. if the player nation attacked is in your sphere at time of attack then you can join your sphere country in defending it; OR 4. it is Crisis War. If a player wants to intervene on the side of AI who is being attacked by two or more non-allied players, he may do so and the non-allied players at that point of intervention can help each other BUT the wargoal must be limited to the fate of the AI. Rules of War [A and B class restriction] still applies, the side in violation of it must conform to it if needed. Wargoals Players can demand only the wargoals that the in-game mechanics allow. Original Defensive player Warscore Limitation on demanding wargoals in war: 100% on ALL wars EXCEPT: 200% for war where the side being demanded wargoals have THREE [3] or more players BUT no more than 100% warscore may be demanded from each player. [NOTE: It is up to the player/side being demanded wargoals to look to make sure that more than 100% warscore is not being demanded from him] Original Offensive and Defensive players are RESPONSIBLE for adding/changing wargoals on their side. They may do so once every 3 years from the month of the DoW. If they are no longer in the war, War Leader on their side will take the responsibility. [Note: The announcement of wargoal at DoW counts as "once" so he may not add/change to it for the first 3 years of the war]. EXCEPTION: If the opposing party agrees to addition/change AND end of war will result with the addition/change, wargoal may be added/changed at anytime. Example: Germany wars Russia to free Ukraine. War is in year 2. Russia is losing but not enough to want a free Ukraine but may agree to freeing Poland. Germany is winning but is badly damaged that he wants the war to end swiftly as possible while gaining something. He will accept a free Poland instead of free Ukraine to end the war. Per rule Germany may not add/change since 3 years havn't past yet. However, this exception allows Germany to add/change wargoal within the 3 year period if Russia agrees and the war will end. Crisis wargoal: You cannot add additional wargoals in a crisis war. Surrendering War Leader player will be in charge of whether their side will surrender. Once they have agreed to surrender to the other side, all members of the surrendering side must also surrender to stated terms. It is strongly urged that members of each side communicate with regard to surrendering. Non-war leaders may surrender for themselves on their own. WARNING: Any improper use of this will result in a ban. Ie: A and B conspire against C. B dupes C into allying. A wars B, drags in C on B's side. B surrenders to A so as to deprive C of his territory. DO NOT send peace offer to the other party/side unless a surrender has occurred. The surrendering party must make sure that all the surrendered wargoals are included in the peace offer. Peace Conferences/Treaties Peace conferences/treaties can include ONLY the wargoals that game mechanics allow and the players who will be obtaining these wargoals will suffer/gain infamy/prestige as appropriate. Terms that are not allowed by game mechanics such as "Non-Aggression Pact/ Alliance / money etc... " shall be conducted in a separate treaty/agreement. Safe harbor period A player who has just been in an actual player war MAY NOT be attacked for 12 months, from the month in which the war concluded. The player MUST tell the GM of the month of which the war he was in just ended to get the benefit of this rule. Alliance/Treaty/Agreement system: Alliances, treaties and agreements must be posted on Treaties section to be enforced in case of violation. Alliances, treaties, and agreements NOT POSTED on forum will not be enforced in case of violation. They must be made pre-session. You do not need to have an alliance with a player to help him against an AI. "Alliances/agreements" to help a player against an AI do not count as "Offensive, Defensive, or Discretionary Defensive." HOWEVER: You CANNOT attack a player sphered AI with another player who is NOT your ally. If a war is still ongoing at end of session, Players may enter into the conflict through signing of alliance before next session. Alliances [3 Types of Alliances are recognized] Offensive: Must be posted and signed by Wednesday 9PM Eastern US Time. Defensive: Must be posted and signed by Friday 9PM Eastern US Time. Discretionary Defensive [ie: Ambiguous guarantee]- Think of this as a “showing of interest” in defending a particular player. It is not obligatory; it merely allows the player to be able to intervene in defending an attacked player by being “allied”. Post it in designated thread in Treaties Section by Friday 9PM NY time. [France grants discretionary defensive alliance to Italy for 1-1-15 session] When the offensive/defensive alliances can come in effect: Offensive/Defensive alliance determines only when players can be part of a war. Offensive alliance comes in effect ONLY THROUGH the ORIGINAL OFFENSIVE party demanding a wargoal. Examples: France wars Germany for land. France is the original offensive party. His offensive allies, while keeping within Rules of War, can join in the war against Germany. France wars Germany for land. Austria joins Germany through defensive alliance, demanding wargoal against France. Austria is not an original offensive party so Austria's offensive alliances do not come into effect even though he is demanding wargoal against France. Defensive alliance can come in effect when, AT ANYTIME, a player is being demanded a wargoal. Note: Operative word is "can", so you may word around it. If you do not want your defensive ally to gain a wargoal with your involvement, which is through defensive alliance, you can word it to the effect that "This defensive alliance does not come into effect if a party is demanding a wargoal other than white peace; Parties are required to mutually consent on the wargoals for the defensive alliance to be in effect; This defensive alliance does not come into effect if a party is being demanded a wargoal due to his involvement in a war outside the scope of this alliance etc..." Examples: Germany attacks Belgium for wargoal. Austria has defensive alliance with Belgium, so Austria joins in against Belgium. Germany then escalates by adding wargoal against Austria. At this point, Austria's defensive allies, if there are any and keeping within the Rules of War, can join in the war through their defensive alliance with Austria even though they are not allied to Belgium. If Austria's allies don't want to be involved in a war in such scenario, they can word the alliance as being not effective if the wargoal against Austria is result of Austrian involvement in a war. Germany attacks France for wargoal. France then adds wargoal against Germany. Germany's allies can then join in to protect Germany against the wargoal; or if they don't want to be involved in such situation they could word the alliance like above. By default rule, non-aggression pacts mean only that the parties agree not to request wargoals against each other or to help a third party in doing so. If players want other terms as part of the NAP, they must state so. Alliances are valid for one session. Other agreements are valid for up to 2 sessions. They must be MANUALLY renewed [no automatic renewal] for it have to effect of enforcement in case of violation. If a war occurs as a result of the alliance, treaty, or agreement then it is valid for the duration of the war. Alliance and Rules of War: Rules of War takes precedence over alliance obligation. [if an alliance requires you to join a war but doing so would violate the Rules of War, you may not join] Unless agreed by all parties involved, dissolving an alliance will carry 20% prestige penalty. Sanctions for violations: Dishonoring an alliance carries 30% prestige penalty and 5% income penalty for next session unless otherwise provided in the alliance. Dishonoring treaty or agreement carries 10% prestige penalty unless otherwise provided in the treaty/agreement. Colonial Wars: 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. This may only apply to a maximum of three (3) 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: 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. Mobilisation: 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. Stockpiling No Stockpiling. Unit Movement and Placement: No attacks from, or retreats to, may be made from AI neutral nations and their territories that are not currently in a player versus player war. Armies that retreat to neutral AI territories in these wars are considered to be "interned" and may not leave that territory until the end of the war. 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.) Claims of rule violations If you suspect that a player is violating a non-Rules of War rule, please SAVE the game/screenshot [preferably save] at the time and then take it to the Court with link to that save so I can look at it. You can state ingame that you believe a player is violating a rule; based on circumstances i will look into it there or deal with it after session. New players' obligation to agreements made by previous player of the country which they are taking over Unless there are reasons to suspect that former player made the agreement for improper reason that unduely burdens the new player, new player will still be held bound by agreements made by previous player. Agreements, in general, are attached to nations, not players. |
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| Linny | Aug 25 2014, 08:16 PM Post #3 |
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| Linny | Aug 29 2014, 05:15 PM Post #4 |
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| Linny | Sep 3 2014, 02:13 PM Post #5 |
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| Linny | Sep 18 2014, 10:18 AM Post #6 |
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Made this change as it occurred to me that allowing players to add wargoals to a crisis war is excessive, especially since a crisis war waives the Alliance Rule and restricts other players, even secondaries who have proper alliance with the GP being demanded, from joining.
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5:56 PM Jul 10