CuChulainn
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# r/Europe EU4 Anbennar Ruleset Campaign 3 :::success ## 1. META The most important rule: this is a non competetitive game - it means that we play WITH each other NOT AGAINST. Be nice, ask people what they want, be considerate. ::: You need to own EU4 on Steam as we play with the Steam Multiplayer launcher. Nakama Crossplay has too many issues. We will play with a mod that you can find here https://steamcommunity.com/sharedfiles/filedetails/?id=2634228047 ### 1.1 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. ### 1.2 Beginning of Session We will start on time, the lobby will be open from 18:50 CE(S)T, please make sure beforehand that your checksum is correct and that everything is working properly. If you encounter severe problems with your game, please notify a mod that participates in the campaign. If you are late we will start without you and you will not get save edits if your AI screws you over. #### Hotjoins If you drop you will have the chance to hotjoin two times, if both times you drop again we'll rehost during the break and hop it's fixed. ### 1.3 PAUSES Only host, moderators and players who have unconditionally surrendered reserve the right to pause the game. There will be a 15 minute break around half time (21:00 CEST). Please stay in the game and don’t leave so we don’t have to rehost. ### 1.4 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. ### 1.5 PUNISHMENTS Punishments for breaking any rules will be carried out on a case by case basis at the admin team’s discretion. ### 1.6 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 lose a war, please accept that you lost rather than ruin your nation to drag down the other player. ## 2 PLAYABLE NATIONS, MISSING SESSIONS & PROTECTION The following nations are not allwed to be picked. Lorent, Gawed, The Command - we will play without the forbidden plains region so no lake Federation or Centaurs. Lorent and Gawed can be reformed. ### 2.1 NATION ASSIGNMENT Players will submit a list of 5 nations they wish to play. Signing up with a friend to coop a nation is fine however signing up for neighboring countries to ally each other the entire game is strongly discouraged. While we are a casual group stuff like that messes up the balance of power immensely. :::success It is **NOT** first come first serve. ::: ### 2.2 NEW WORLD Moving your Capital to the new world (exodus) **is 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). ### 2.3 SUBJECT NATIONS :::success Player subjects are allowed (vassals, colonies). Player marches and tributaries are banned. However you may "encourage" players to be your unofficial tributary, as in "protection money". ::: - 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**). **PLAYER COLONIAL NATIONS** - Player Colonial nations do **not have to be loyal to their overlord** **PLAYER VASSALS** - Player vassals are allowed. - Player subjugation through war means the player has to leave if they lose. However if the winner chooses out of role play reasons or the kindness of their heart that they want to allow a player to still play after they vassalised them, they may do so. The vassalised player then may continue to play. - Payer vassal have to be loyal. - 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 UNIONS** - 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. ### 2.5 SUBSTITUTING A NATION :::success In the event that a player misses one or more sessions, they can have another player substitute for their nation. A substitute can only play with the overlords approval. Exception to that rule applies in the case of the overlord not being able to find a sub - then mods may place players who are willing to sub on that nation, even if the overlord declines that sub. ::: 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 nation needs to be approved by the moderators. ### 2.6 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. - Protection can not be granted in the first session or after 1600 without informing the mods. - 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 there is suspicion of a player intentionally dropping out to avoid wars, they may not be granted protection at the admins’ discretion. :::success - **It is obligatory to set AI settings to seek fast peace. However it is recommended to set your AI settings to: seek fast peace, keep allies and rivals, do not start wars. If your AI declares war on another nation, you are liable to lose land in the final peace deal regardless of protected status. This also applies if you do not enable "seek fast peace"** - Protected Nations may not be called into offensive wars against other players. - If a player drops and wants to hotjoin, you may not declare war on any ally that player has if the dropped players AI **wouldn't** join the defensive war - Moderators reserve the right to grant any nation protection at any point. ::: ### 2.7 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. They must pick something at a reasonable distance away from your original country. 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. ### 2.8 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. ## 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 game will be paused at surrendering side's request. The winners will be given 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 95% 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. - “GP Intervention” is not allowed without permission from the alliance leader. - Players may only send Condottieri once per war. - You can only demand provinces that you occupy in a forced peace deal (stab hit and 95%). - If the defeated side agrees you can gain unoccupied provinces. - You may not declare wars on players for mana farm or power projection - In case of either the emperor of the HRE being called to arms, only they themselves may join, they can not call in their allies. - You may not ally an AI mid war. - You may not use the subjugation CB to vassalize a player nation unless annexation would cost you 100% warscore or less. ### 3.2 ALLIANCE LIMIT Players are allowed to have as many alliances as they want to, be free, go wild. ### 3.3 Witch King and Undead Armies :::success As a witch King ruler who **does not have the army of the dead** you may have allies, however you must abide by your diplo slots and you diplo slots will be halfed. So instead of 4 allies you may only have 2. Of those only one may be a great power. Only national ideas and idea sets increase your diplo slot limit. Things like being Emperor, government reforms, events, bonuses from religions etc do **do not apply**. If you are a witch king **and you use army of the dead** you may have no allies, may not receive subs, gifts, condottieri etc. You may not guarantee a nation, accept a defender of faith call to arms, use GP intervention, send condottieri. You are on your own as the evil you have chosen to be. ::: Switching your racial military to undead army mid war is not allowed. ### 3.4 NATION RUINING Nation Ruining as in destryoing your nation without any satisfactory explanation is banned and will get you banned. ### 3.4 Cheating and Exploits Cheating and usage of exploits is not allowed. **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) **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 #### 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 dropping the estates loyalty below 30%, with the sole purpose of letting the rebels fight invading armies. Event spawned rebels are not included in this rule (if violated it may result in a kick) #### Mercenary Companies Having the same merc company twice is not allowed (pre and after age of absolutism) #### 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. #### 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. This include swapping religion just to get rid of your estates #### Estate Contribution Exploit Receiving subsidies for a month to raise your total income so that when you use the sell titles interaction, you receive a larger sum than you should. #### 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, therefore 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. ### 3.5 Bug prevention :::success #### Even gold mines To prevent a bug with goldmines you must always dip develop them to an even number. Failing to do so will result in deduction of diplo points. :::

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