Welcome Guest [Log In] [Register]
Welcome to Blut Und Eisen. We hope you enjoy your visit.


You're currently viewing our forum as a guest. This means you are limited to certain areas of the board and there are some features you can't use. If you join our community, you'll be able to access member-only sections, and use many member-only features such as customizing your profile, sending personal messages, and voting in polls. Registration is simple, fast, and completely free.


Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Rules
Topic Started: Sep 1 2014, 06:58 AM (362 Views)
eidur

Viceroys
I. Combat

1.1. 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.
1.2. Troops passing into neutral territory must return to the most appropriate home/allied territory.
1.3. 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.
1.4. Troops that are on neutral soil when PvP war starts, must return to the homeland the most appropriate way possible before they can engage in combat.
1.5. 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.
1.6. 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.
1.7. When an army is surrounded, you're not allowed to retreat.
1.8. Armies & navies may not be placed on top of opponent's armies before the war declaration or joining an already ongoing war.

II. War and Alliance

2.1. Attacking side must list their intended wargoals, publicly, upon declaring the war. Additional wargoals if the war drags on for 3 years and the defender refuses to accept defeat; or if additional countries join the defending side after the war starts that the country that was declared a war on was not officially allied with via forum treaty.
2.2. Defender must state wargoals when asked to do so by the attacking party or a GM. Unless the war drags on for significant amount of time, he may demand up to same the warscore value wargoals as the attackers
2.3. 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.
2.4. Upon declaration of war on another player, you're required to pause the game and make an announcement in the chat. (For example, ******Ireland declares war on Romania to cut down to size*****)
2.5. Player declaring a war on one already involved in a PvP war will have to wait 6 months after announcing his intention to do so.
2.6. Leader of war can only peace out if majority of alliance agrees. In the case of only 2 players being on one side, player having more wargoals has the majority vote.
2.7. Players are not allowed to send peace offers to raise enemy's war exhaustion more than once per 6months.
2.8. NAPs don't take priorty before defensive alliances, the way treaties will be enforced is: defensive alliance>NAP>offensive alliance
2.9. Player can join exisitng player war 3 months after announcing their intention.
2.10. During the first 3 years of a war total warscore of the wargoals added cannot be more than 100%, then it grows by 20% per year. Note that in peace offer player still cannot demand more than 100 warscore.
2.11. Players can demand only the wargoals that the in-game mechanics allow.


III. China

3.1.China and its substates are considered to be neutral territory in the game.
a)exceptions are: treaty ports that you can acquire with a special CB, Formosa, Manchuria and inner Mongolia.

IV.Other

4.1. Using game mechanics to destroy the market is not permitted. For example setting maximum buy orders manually in the trade screen (you may not buy more goods than you would buy under auto-buy mode).
4.2. The infamy limit will be the in-game limit of 25.
4.3. Releasing nations that are part of a cultural unions is not allowed. You may also not release nations of less than four (4) provinces, to prevent abuse.
4.4. No nation ruining. If you're considering if a certain action is nation ruining, it probably is.
4.5. Mid-session treaties can be created but both signatories must paste agreement via Steam to a GM AND take PrtScrn screenshot of steam chat.
4.6. Players are not allowed to release or give away states that are being justified or demanded as a wargoal.
4.7. With the consent of all parties, a formal treaty may be made as a separate thread. One country shall post it, and all other parties shall sign it. Treaties must be posted in Treaties forum of the game.
a)Once signed, unless specified treaty shall carry a prestige penalty of 10% and 2.5 infamy.
B) Maximum treaty duration is 2 sessions and unless specified treaty will last for 1 session.

V. Alliance restriction rules


5.1. Total EFS of one side of the war cannot be higher than 100
a. Rule 5.1. is no longer in effect if either side of the war is pursuing 3 or more major wargoals and after Great Wars are discovered.
- major wargoals are: acquire state, take capital, cut down to size, liberate country, release people, place in the sun if colony is over 150k people
- liberating India, Prussia, PLC, Sweden etc. will be counted for 3 wargoals and lift the rule
For point a. to be in effect both sides of the war need to have at least 70 EFS.
5.1
a. EFS difference rule doesnt apply in 1v1 wars
b. Sphere leader can always defend his protectorate regardless of EFS difference
c. Starting multiple wars to go around this rule is prohibited
d. If a country separately peaces out of the war, it's EFS stays calculated to it's alliance score.

5.2. Wargoals a winning side can take are restricted by EFS difference of the alliances.
a. For every 10 EFS one side has more than the other, their maximum wargoals are reduced by 20% (0-10 100%, 11-20 80%, 21-30 60%, 31-40 40%, 41+ 20%)
b. Winning side can always press for it's original wargoal (1)

Session 1 EFS table
http://i1.minus.com/iGdkb6JnXV2M4.png

Session 2 EFS table
http://i3.minus.com/ibvUTJNkR5aLL2.png

Session 3 EFS table
http://i5.minus.com/isDrKqb0gxMK1.png

Session 4 EFS table
http://i4.minus.com/iPnU3lmVsWqYW.png

Session 5 efs table
http://i1.minus.com/ibcgLmM9BoDNWg.png

Session 6 EFS table
http://i5.minus.com/ib1nPiNEUTcbUS.png

Session 7 EFS table

http://i2.minus.com/ihL11kL7l9DM0.png

Session 9 EFS table
http://i7.minus.com/iAJioAxeuzPiA.png

Session 10 EFS table
Posted Image
Offline Profile Quote Post Goto Top
 
1 user reading this topic (1 Guest and 0 Anonymous)
« Previous Topic · World in Revolution VII · Next Topic »
Add Reply