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Official Rules; UPDATED 03/14/2015
Topic Started: Jan 25 2015, 08:45 PM (500 Views)
Kristjan
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General Rules

1. The GMs have the final say over all aspects of the game. Either GM may remove ANYONE from the game at any point for unsportsmanlike conduct, attempts to exploit/cheat the game, or attempting to contravene rules and decisions. You may not attempt to act as a GM without prior approval. Rules shall be enforced for EVERY session, start to finish. So understand this before signing up.

2. The GM must initiate and approve ALL nation-switching. Annexed players will be moved to the best available country.

Player Responsibilities:

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

4. A Player who is going to be absent has a duty to tell his sub 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 in the 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(s) 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.

5. A nation with an absent player is considered to be NEUTRAL. It may not be attacked, wargoals may not be enforced against it, and any alliances with it must be broken until the player returns so that it is not auto-called in during defensive wars.

6. A player country which has been under AI control for more than One (1) session may 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. The GMs have final authority to keep an AIed player nation protected for as long as they deem in the game's interest.

Prohibition against Nation Ruining:

8. Nation-ruining is prohibited. The GMs will decide what constitutes deliberate ruining of a nation. This includes refusing to peace out when you have no hope of victory or releasing nations which make up a majority of your territory. This also includes deliberately attempting to ruin another player's nation by keeping a defeated nation in a state of war, or by making territorial demands that would deprive a nation of more than half of its industrial score or population.

Regarding In-Session Delay of Gameplay:

9. 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:

10. Players are expected to participate actively on the forums. Multi-player games involve more than simply showing up to Sunday sessions. The GM reserves the right to replace any player(s) who do not adequately participate in forum diplomacy.

Economics

11. No stockpiling. Goods must always be set to auto-buy in the trade screen.

Releasing Nations:

12. Releasing nations that are part of your cultural union is not allowed. You may also not release nations of less than four (4) provinces unless it is demanded as a "liberate country" wargoal, 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.

Mobilisation:

13. 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 and remobilize.

Edits:

14. 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. All edits are subject to GM approval. Edits that involve the splitting of states/regions will be prohibited due to save game issues.

Negotiated Transfer CB:
15. Use of the Negotiated Transfer CB may NOT be used to partition defeated nations in any way. All Negotiated Transfers must be preceeded by a publicly signed forum treaty, unless the GM directs or approves otherwise.

Giving Away Cores
16. If a nation gives away its cores under any diplomatic deal, or fake war, or any other circumstances other than through defeat in a real war, the GMs shall levy a penalty of 100 prestige prior to the discovery of Great Wars. The penalty shall rise to 200 prestige following the discovery of Great Wars.


Naval Supply Capacity:
17. Players may not exceed their maximum supply capacity for ships by more than 1000 points. If you are over this limit, you must disband ships until you are less than 1000 points over maximum supply capacity.
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Kristjan
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Alliance and War Rules

Alliance and Treaty Rules

1. All treaties are to be made on the forum via statements on the Treaties Sub-Forum, where the relevant 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]

2. The public treaty MUST specify if it is defensive, offensive, or both and only the type specified publicly is valid in-game. For example. you may not sign a defensive alliance and then claim it was actually offensive.

3. All alliances are only valid for one session but may be renewed each session by the contracting parties if desired (as per the deadlines below.). Mid-session alliances can be created but both signatories must paste agreement via ingame chat. A forum post is to be made after the session ends.
Ie:
France: "*****France and Spain enter an unconditional defensive alliance.*****"
Spain: "*****Spain and France enter an unconditional defensive alliance.*****"

4. NAPs don't take priority before defensive alliances, the way treaties will be enforced is: defensive alliance>NAP>offensive alliance. New NAPs may not be signed after 1900, and existing ones will invalidate automatically.

5. All treaties that do not involve alliances are valid for two sessions only.

New players' obligation to agreements made by previous player of the country which they are taking over:

Unless there are reasons to suspect that a former player made an agreement for improper reasons that unduly burden the new player, A new player will still be bound by all agreements made under the previous player. Agreements, in general, are attached to nations, not players.

6. Valid Alliances for each session will be determined using Eidur's EFS calculations:

6.1. Total EFS of one side of the war cannot be higher than 100
a. Rule 6.1. 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.
6.1
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.

6.2. 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%, 41-50 20%, etc)
b. Winning side can always press for it's original wargoal

This system is already in use for World in Revolution 7 here: http://z7.invisionfree.com/Blut_und_Eisen/...?showtopic=3441


War Declaration Rules

1. 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 must be publicly 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.

2. The 60 second timer begins once the verbal statement or typed message has been fully completed. Once 60 seconds have passed, the GM will notify all players. At this time the declaring party MUST press the declare war button with one of the declared wargoals added.

3. Declarations of War must include the war-goals of the attacking party. (Ie. *****France declare war on the UK for South Bengal, North Bengal*****) Players may only demand wargoals that the in-game mechanics allow.

4. Crisis Wars do not require a formal declaration of war.

5. Players which do not join a war on the first day, must wait 3 months after declaring intent to join a side, or to declare a separate war on a country already involved in a Great War. The deadline to join a non-Great War is 3 years from its original starting date. They must state their intended wargoals (if any) at the point of announcing intent to join a side.

6. A Sphere leader may always intervene to protect his spheres if they are attacked, and a formal notice is not required.

War Rules

1.
a )The original attacker and defender on each side of a war shall be counted as the War Leaders for negotiating peace. All nations in each alliance are presumed to support the wargoals announced by their leader. Defender must state wargoals when asked to do so by the attacking party or by a GM. The Defending War Leader may, as their primary wargoal, force a reasonable equivalent of demands as the Attacking War Leader should the Attacking party surrender.

b ) 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.

c ) EXCEPTION: During a Crisis the original crisis backer has final say over war goals for his side, but must include the original one and any promised to get nations to support the crisis in any peace treaty.

2. Wargoals for either side may be updated once a year from their original declaration.

3. During any war you may only demand a maximum of 100% of warscore. If a wargoal is added that results in the warscore needed going over 100%, then that last added wargoal is not allowed to be demanded in the peace treaty.

4. In a Crisis war you are not allowed to surrender land of the defendant prior to war breaking out unless they explicitly agree to it.

Example: A crisis breaks out where Greece wants to get East Macedonia from the Ottoman Empire player, the Russians backs Greece and the USA backs the Ottomans and then surrenders the crisis immediately without consulting the player that stands to lose land.

Consecutive Wars:

5. A country may not declare war on another country that is already involved in another player versus player war. This does not apply if the existing war is a Great War. Note that a consecutive war may not continue solely to influence the outcome of a Great War, or vice versa.

Separate Peaces:

6. A country may not send "stabhitting" peace offers to a single nation within a multi-party alliance. These are un-negotiated peace offers in-game that drive up war exhaustion and lower stability. These may be used in a 1v1 war however.

Infamy Limit:

7. Infamy is limited to 25. Players may not exceed that limit during each session. If the line is crossed via adding or justifying a wargoal, then that wargoal is NOT to be enforced. If the player is already over the infamy limit for ANY reason, no new justifications may be started.

Colonial Wars:

8. If an attacker can take and hold the entirety of a colonial region, 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 applies to a maximum of three (3) colonial regions at the same time per alliance. This does not apply if the attacker's mainland is being occupied by the owner of the colonies in question.

Non-colonial Wars:

9. 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.

Unit Movement and Placement Rules

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 unless both players have military access. 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. They may be disbanded and the soldier POPs used to raise new brigades on home territory.

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

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

4. No retreating more than one province away from a battle or behind enemy lines or for any other exploitative means. (Retreating is understood at the movement of units during which time the game mechanics prevent them from being attacked.)

5. Armies & navies may not be placed on top of enemy armies and navies prior to starting/joining a war.
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Kristjan
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China Rules

1. The following Wargoals may be used against China without limit:
- Free People, Liberate Country, Acquire Treaty Port, Release Puppet

2. Demand Concession/Acquire State/Acquire Substate region Wargoals may be used to conquer the following regions: Formosa, Hainan, Hong Kong and Macao, regions taken by China during the game that it did not have a core on in 1836

3. Establish Protectorate/Minor Conquest/Conquest Wargoals may only be used to annex the substates of Xinjiang, Mongolia, and/or Manchuria

4. The substates of Xinjiang, Mongolia and Manchuria may be sphered. Any and all of Anhui, Guangxi, Guangdong, Hunan, Fujian, Shanxi, Sichuan, and Taiping are not allowed to be sphered or to be kept in sphere if force-releasing them from China places them there.



Sanctions and Infractions

1. Dishonouring a signed alliance call carry a 20% prestige penalty.

2 .Unless agreed by all parties involved, dissolving a signed alliance will carry a 20% prestige penalty.

3. The GMs will enforce any penalties specified for breaking a treaty.

4. If territory is gained via violating the infamy rule, it will be restored to the original owner by the quickest means possible.

5. All other rule infractions shall come with 10% prestige penalty and one of the following

- A treasury penalty up to 6 months of income @ maximized taxes and tarrifs, to be redistributed equally to all other players in the game who did not break a rule.
OR
- Any alternative penalty a GM deems required.

GM rights:

The GMs reserve the right to make changes to rules. This will only be done if a rule doesn't work or some problem is overlooked in the rules, and both GMs must agree.
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