# r/Europe EU4 Ruleset Campaign 6 # 1. META ## 1.1 WHEN AND HOW LONG Sundays from 18:00 - 22:00 CE(S)T First session on 6th of September Because of instability of the latest patch we will revert to patch 1.28.3 for the duration of the game. ::: success However especially patch 1.30 added a lot of stuff so we made a mod that ports a lot of that to 1.28. We also took this oppertunity to add some extra stuff we wanted. ::: ## 1.2 ADMINISTRATOR RULINGS ARE FINAL If any scenario arises that is not covered by these rules, or a conflict occurs due to unclear or open-ended rules, the administrators reserve the right to make a ruling at their own discretion. That ruling is final. ## 1.3 REHOSTS Rehosts happen at the host’s or moderators’ discretion, in situations such as the game bugging or the host crashing. The players are required to join back as soon as they can in case the game is rehosted. Regular hotjoins will happen after each rehosts to catch lobby bugs, and then every hour into the game, exceptional hotjoins might happen if important players disconnect during wars. All players are expected to set their AI settings in the event they crash. ## 1.4 PAUSES Only host, moderators and players who have unconditionally surrendered reserve the right to pause the game. The game will be paused in the event of a mid session break, unconditional surrender, allowing lagging players to catch up, or resolving conflicts that may arise. There will be a 15 minute break around half time (20:00 CEST). Please stay in the game and don't leave so we don't have to rehost. ## 1.5 SOLVING DISPUTES In the event of a dispute, the involved parties may be asked to join a separate Discord channel to allow quick administrator arbitration. ## 1.6 GAME SPEED Every player is expected to be able to maintain the minimum of speed 2. While some players may be allowed to catch up if they fall behind on rare occasions, repeated offenses of lagging and falling behind even at speed 2 may lead to the player being asked to leave the campaign. ## 1.7 PUNISHMENTS Punishments for breaking any rules will be carried out on a case by case basis at the admin team’s discretion. ## 1.8 RESPECT Be respectful to other players and show sportsmanship. EU4 is a game above all else, and we want to have fun. There is no winner in this campaign and everyone can set out their own goals. Please do not launch personal attacks against other players or make gameplay decisions based on strong feelings for the player. If you lost a war, please accept that you lost rather than ruin your nation to drag down the other player. # 2 PLAYABLE NATIONS, MISSING SESSIONS & PROTECTION ## 2.1 BANNED NATIONS For the sake of game balance, the following nations cannot be picked by any player: - **ASHIKAGA** - **MING** will be broken up into custom nations which can be picked, more info on those in [here](https://hackmd.io/@Chairswing/HJ_1Pi9zw). - The main nation a player played in the previous campaign. ## 2.2 NATION ASSIGNMENT Players will submit a list of nations they wish to play. The mods will manually assign players to nations. Players are not allowed to pick more than 3 countries in the same continent. A maximum of 2 majors are allowed in your picks. The following nations are considered majors: - England, France, Castile, Aragon, Burgundy, Austria, Bohemia, Hungary, Poland, Muscovy, Ottomans, Mamluks, Timurids, Bahmanis, Vijayanagar, Bengal, Jaunpur. Submissions with no valid Discord or Steam name will be ignored. Make sure to create a Discord account as that's where most of the organisation happens. ::: success Signing up with a friend and signing up for neighboring countries to ally each other the entire game is strongly discouraged. While we are casual group stuff like that messes up the balance of power immensely. ::: It is **NOT** first come first serve. ## 2.3 NEW WORLD New World Natives will be allowed to be played, moreover, moving your Capital to the new world (exodus) will be allowed. - Independent countries with their Capital in the new world may not expand into more than 2 Colonial regions until 1550, 3 if they started as New World Natives (including their starting region). - Players are only allowed to jump into their own colonial nations the moment they are formed. They may also attempt an exile by changing their capital to the new world, however using an island like Bermuda to go around the in-game mechanic is considered an exploit. There is a fine line between exiling and nation ruining, which is determined at the moderators’ discretion. It is advised to ask the moderators beforehand. ## 2.4 SUBJECT NATIONS Player subjects are banned. - Wars declared for subject land have to be announced so at start and when they have 99% warscore on the subject at any point 4 years after start of the war, including ticking warscore from the overlord, the overlord has to accept peace for the occupied subject land, subject war score is visible in the subjects diplo screen (**also applies to AI subjects**). - **Moldavia** and **Crimea** must choose independence in the event. - If **Ava** and one of its tributaries is played, **Ava** must revoke tributary status from that player. If **Ava** is AI that player may stay tributary. ### PLAYER COLONIAL NATION - Player Colonial nations are banned. ### PLAYER VASSAL - Player vassals are banned. - Player subjugation through war means the player has to leave if they lose. - The player subjects at the start of the game have a 10 year grace period after the truce has ended until they must either leave the country or be granted independence. - Giving away player subjects land is not allowed. ### PLAYER PERSONAL UNION - The player subjects of the junior partner of a PU have a 10 year grace period after the truce between the PU partners has ended until they must either leave the country or be granted independence. - If a nation is forced into a PU due to a war with the Enforce Personal union casus beli, the junior partner has 10 years after the truce is done to declare their independence. If they lose the independence war or fail to declare in that time they will have to leave the nation. - Giving away player subjects land is not allowed. ## 2.5 VACANT NATIONS Any nation that has not been picked by a player or that had its previous player drop out is considered VACANT, If you want to play a vacant nation moderator approval is required. ## 2.6 SUBSTITUTING A NATION In the event that a player misses one or more sessions, they can have another player substitute for their nation. A substitute can only be chosen with consent from the original player. The player is required to notify the admins of the chosen substitute. If unable to do so, the sub must provide proof of the player’s consent to the admins. A substitute player is subject to the original player’s will and must follow their ideas and plans as close as they can. A substitute from a nearby duoing nation needs to be approved by the moderators. ## 2.7 PROTECTED NATIONS - If a player cannot make it to a session and can't find a substitute, they can ask the admins for protection. A protected nation cannot be declared war upon and if it finds itself in a war as a secondary participant, it must be white peaced. - A player can only be granted protection 1 time. Protection cannot be granted in the first session or after 1600. - If a player crashes mid session, they will be granted protection until they join back or the remainder of the session. If they are able to join back within the next 20 minutes, this will not count towards the protection limit. - If a player doesn’t have any more protection and crashes mid session, they will only be protected for 20 minutes. - If there is suspicion of a player intentionally dropping out to avoid wars, they may not be granted protection at the admins’ discretion. - **It is recommended to set AI settings to not declare wars, seek fast peace and keep allies and rivals**. If your AI declares war on another player, you are liable to lose land in the final peace deal regardless of protected status. - Protected Nations may not be called into offensive wars against other players. - Moderators reserve the right to grant any nation protection at any point. ## 2.8 SWITCHING NATIONS If a player has suffered major setbacks and feels like they cannot make a comeback, they can ask the admins to switch nations at the following rehost. They must pick something at a reasonable distance away from your original country. (e.g. You cannot switch from Austria to Milan). Make sure you have tried every diplomatic option available before giving up on your country, as leaving prematurely can create huge imbalances. Purposely ruining your country by taking up useless loans, deleting your army, giving out your provinces or releasing vassals before switching is not allowed. After switching nations, the player’s original country becomes VACANT. ## 2.9 PLAYERS NOT SHOWING UP If a player does not show up for a session without telling the admins beforehand, their nation will be granted protection for the first 15 minutes of playtime. This nation may be protected for the whole session based on moderator discression. If the player has still not contacted the admins after the break, the nation becomes VACANT. # 3 GENERAL GAME RULES ## 3.1 WARS * Neither the defender nor the attacker can use “A Call to Arms!” to call in new allies in a player war that has already started (you may call in allies you already had before the war started, but not to avoid them being co-belligerents). * In the event of an unconditional surrender, the winning side must peace out instantly. The game will be paused to give the winners time (at moderator’s discretion) to prepare the peace deal. Winners may only send peace offers to the player who surrendered. * If a participant in a war is at negative 99% warscore, they must accept any peace deal for their occupied land from the winning side. Also, in rare special cases, the moderators may reserve the right to force a surrender on a nation to prevent abuses. * "Enforce Peace” is not allowed to be used without the main defender’s consent. * "GP Intervention" is not allowed without permission from the alliance leader. * Players may only send Condottieri once per war. ::: success * You can only demand provinces in the peace deal that you occupy ::: ## 3.2 ALLIANCE LIMIT Players are allowed to have alliances to the amount that their diplo slot allows them not including AI allies. (4 base; national ideas, ideas and governments can increase this, temporary modifiers like events, missions etc, do not count). ::: danger ::: ~~- An alliance with a GP (Great Power) counts for two alliance slots.~~ ::: ::: success ::: - An alliance with a top 5 GP (Great Power) counts for two alliance slots. ::: ::: danger ::: ~~- The top 5 GP can not be allied to each other nor enforce peace to defend each other.~~ ::: ::: success ::: - The top 5 GP can not be on the same side of a war. If they do, the other side war leader can decide who has to white peace out. (Waiting a year to prevent the 25 prestige hit is allowed but the GP cant fight during this time) ::: ::: danger ::: ~~- Similarly top 5 GP cant great power intervention to help each other.~~ ::: ## 3.3 NATION RUINING Nation Ruining, defined as carrying out actions that hurt your nation with no real benefit, and cannot be satisfactorily explained to an admin, is not allowed. Examples of nation ruining include: releasing all available vassals, declaring war on a nation with the sole intention to give away land or enter vassalage, deleting armies / navies before switching nation or leaving the game, taking out the maximum amount of loans to give the money away without purpose, ::: success ::: Giving away a significant portion of your nation. ::: This list is not exhaustive and administrators reserve the right to call out nation ruining behaviour on the spirit of the rule. ## 3.4 Cheating and Exploits Cheating and usage of exploits is not allowed. In general, exploits are making use of game mechanics in a way that is not their intended purpose and gaining an unfair advantage over other players. GMs reserve the right to determine what counts as an exploit and what doesn’t. If you’re unsure, please check with a GM. If you know an exploit not listed here, please inform us. Examples of exploits include, but are not limited to: ### Economy #### Loan Size Exploit Methods and actions that artificially increase the loan size or cap are not allowed. #### Foreign Debt Players may not take on foreign debt before they bankrupt with the sole purpose of wiping away someones debt for nothing (since they were going to bankrupt anyway) #### Estate Contribution Exploit Being subbed for a month to raise your total income so that when you use the estate interaction from the Burghers for money, you receive a larger sum than you should. ### Military #### Manpower Farm Queuing units and canceling one before it finishes to "bank" manpower is not allowed. Additionally any other methods that intentionally generate manpower far over the cap are also banned. Subject to moderation ::: success ### Professionalism farm Drilling 0 strenght regiments to get to gain professionalism without paying for troops. ::: #### Estate Rebel Spawning/Estate Bombing A player may not intentionally spawn estate Rebels via removing estates from power in provinces, with the sole purpose of the rebels to fight invading armies. Event spawned rebels are not included in this rule #### Exceeding Mercenary limit Using mercenary templates to circumvent the hard merc cap is banned. Whilst this is hard to enforce and some players may accidentally go over merc FL, as a general rule any methods of circumventing merc FL hardcap is banned. #### Neutral Transports The use of using neutral transports to evade enemy fleets is banned #### Garrison Armies Merging Sallied out Garrison armies with the rest of your armies after battle is banned. :::success #### Privateering efficiency Going over 100% Privateering efficiency is banned for game balance. ::: ### Monarch Points + Other #### Mission spamming In the event that a mission exists that has spammable potential (monarch points or other), I.E. multiple clicking, this is banned. #### Autosave spam Related to this, any other action which can be abused by repeatedly clicking it during an autosave to create multiple instances like adding provinces to the HRE for Imperial authority are also banned. #### Estate Abuse Abusing estate interactions as such that you gain monarch points, gold or manpower, then switching estates (common example is Muslim nations in India) to either avoid Estate Disasters or to extort a new fresh set of estates and thus circumventing cooldowns is banned. ::: success This include swapping religion just to get rid of estates on your provinces. ::: #### AI vassals to increase FL late game Using a lot of vassals late game combined with policies and ideas to get a huge boost to your FL is not allowed, therefor a max of 8 AI vassals are allowed. ### Diplomacy #### Coalition A player may not join a coalition with the intent to white peace or give land away from AI, letting the target of said coalition avoid the consequences of aggressive expansion or potentially profit from it. A full war must be fought. Subject to moderation #### AI Ally Lands In the same principle as the coalition rule, allying AI and calling them in against player nations, and intentionally giving up AI land to said players is banned. #### Revolution target A player may not declare on the revolutionary target and immediately peace out or stay in a ‘fake war’ to avoid the revolutionary malus or gain score. A full war must be fought or the player/s who agreed to fake war will subject to punishment