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# r/Europe EU4 Anbennar Ruleset Campaign 5 ## 0. THE SPIRIT OF THE GAME 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. :::success **The Admin & Mods reserve the right to refuse a players access to the game due to previous or ongoing issues regarding their behaviour.** ::: Having a ruleset like this is only possible, if **YOU** the player do not try to push things to its limits. Consider the situation ingame and the roleplay before you begin going mega tryharding. If you already own half of Cannor, you probably don’t need undead armies to win. :::success **No trying to circumvent rules or game mechanics. There is no “technically this isn’t x”.** ::: We ask players to use the RP channels on the server, you can create threads there yourself. Keep your action on there civil and in character. ## 1. ADMINISTRATION ### 1.1 HOW TO PARTICIPATE You need to own EU4 on Steam as we play with the Steam Multiplayer launcher. Nakama Crossplay has too many issues. However you don't need to own all DLC, as only the host needs to own them all. :::success **If you want to host and think your pc and internet can do it please contact the mods** ::: You will be able to sign up using this link: https://docs.google.com/forms/d/1GZhlesj3k0mbizQlyER2cLZqjpXH4odQmb-COeg-edw/edit We will play with a mod that you can find here: https://steamcommunity.com/sharedfiles/filedetails/?id=2867719586 #### A helpfull player guide & setting introduction can be found here: Setting Primer: https://drive.google.com/file/d/1GG9JVVG4zsng45dsy7OsclfkgJIuJPLV/edit Player Guide: https://hackmd.io/s/r14LFrSS9 ### 1.2 MODARATOR 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 Moderators reserve the right to make a ruling at their own discretion. That ruling is final. ### 1.2 BEGINNING OF A SESSION The session starts at 19:00 CE(S)T, 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. If you are late, we will start without you and you will have to hot join. Save edits will be granted to fix AI changes if you have stated before the beginning of the session that you will be late or unable to make it. #### Hotjoins If you are joining later or if you drop you will have the chance to hotjoin. If you drop again you will be given a second and a third chance, if both times you drop again we'll rehost during the break and hope it's fixed. When hotjoining, don't click anything for at least a month tick, ideally two to decrease the chance of desynchs. ### 1.4 PAUSES Only host, moderators and players who have unconditionally surrendered reserve the right to pause the game. There will be a 10 minute break around half time (21:00 CEST). Please stay in the game and don’t leave. ### 1.5 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 session and see what they can do to fix make their internet contection better. ### 1.6 PUNISHMENTS :::success **Punishments for breaking any rules will be carried out on a case by case basis at the admin team’s discretion.** ::: If moderators deem your actions unhealthy for the campaign, you will be informed of such and will be asked to follow the guidance of the Admin or a Moderator. If this is not adhered to, the player will be warned and if it is further ignored, you will be banned. ### 1.7 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. :::success **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 :::success #### Changes in the map For game balance we decided to split up Lorent, Gawed & The Command as followed: ![](https://i.imgur.com/m0BziTK.jpg) ![](https://i.imgur.com/Rf0d9FM.png) The Forbidden plains and the Lakes are removed from the map as they are too isolated from the rest of the world. ::: ### 2.1 NATION ASSIGNMENT :::success **Tote will be seeded on a dwarf.** ::: You will be able to sign up using the link above or in campaign info. You will need to sign up for 5 nations, but you can also sign up for 'FILL' if you don't know what to play. You will hereby be seeded by the moderators where deemed necessary. However if you submit less than 5 nations you run the risk of being assigned a nation you did not originally wish to play. #### Co-oping Signing up with a friend to co-op a nation is fine. In Anbennar there are some nations that have mission trees to work together (Seghdihr & Azka-Sur, Khughdihr & Hammerhome, Cyranvar & Ovdal-Lodhum ...). As we are a chill RP lobby you can ask the mods and we will try to seed someone on your counterpart. :::success **It is NOT first come first serve.** ::: ### 2.2 BANNED NATIONS The following nations are banned at the beginning of the campaign: * Bhuvauri * Road Warriors * The Command ### 2.3 AELENTIR Aelentir will **NOT** be available to start on. Reseeds from 1500 onwards are allowed. You can't put new world spawnables down as your choice either (For example Jahari Examplars). You may play as the mother nation and then exodus if you wish when their new world spawnable appears (This happens through an in game event). Independent countries with their Capital in the Aelentir may not expand into more than 2 Colonial regions until 1550, 3 if they reseeded as New World Natives (including their starting region). ### 2.4 SUBJECT NATIONS Player subjects are allowed (vassals, colonies). **Player marches and tributaries are banned**. However you may "encourage" players to be your unofficial tributary, i.e. protection money. Wars declared for subject land have to be announced at the start of a war 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)**. :::success **This does not count for colonies** ::: #### Player Colonial nations Player Colonial nations **don't** have to be loyal to their overlord. #### Player Vassals Player subjugation through war means the player has to leave if the overlord wishes so. They do have to be loyal if they are allowed to stay on their nation by the grace of the their overlord. Giving away player subjects land is not allowed, unless the subject approves. #### Player Personal Unions If a Player Personal Union gets formed through a war the same rule applies as normal vassals. However if the Personal Union was not formed through war, and the overlord whishes the player subject to leave, the player subject has a 10 year grace period until they must either leave the country or have gained independence. ### 2.5 SUBSTITUTING A NATION In the event that a player misses one or more sessions, they can have another player substitute for their nation. In the case of the player not being able to find a substitute - then mods may place substitutes on that nation. A substitute player is subject to the original player’s will and must follow their ideas and plans as close as they can. :::success **The Moderators reserve the right to deny the substitution of a nation by certain players.** ::: ### 2.6 PROTECTED NATIONS If a player can't make it to a session and both the Moderaters and the player can’t find a substitute, they can ask the Moderators 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 without informing the Moderators, 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. This excludes the protection limit. 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. :::success **Moderators reserve the right to grant or refuse any nation protection at any point.** E.g. if there is suspicion of a player intentionally dropping out to avoid wars, they may not be granted protection at the Moderators discretion. ::: #### AI Settings :::success **It is obligatory to set AI settings to "seek fast peace".** ::: It is recommended to set your AI settings to: "seek fast peace", "keep allies and rivals" and "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". ### 2.7 SWITCHING NATIONS If a player has suffered major setbacks and feels like they cannot make a comeback, they can ask the Moderators to switch nations. They may pick something at a reasonable distance away from your original country. Possible options are reseeds in Aelentir, on player nations that need a new perm, on colonial nations ... . There will always be plenty of opportunities for a second chance. Make sure you have tried every diplomatic option available before giving up on your country, as leaving prematurely can create huge imbalances. :::success **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 Moderators beforehand, their nation will be granted protection for the first 15 minutes of playtime. This nation may be protected for the whole session if the player let's the Moderators know he can't play. ## 3. GAME RULES ### 3.0 ROLE PLAY CHANNEL, CONTEST & SAVE-EDITS :::success **Submissions for all three of these close on Sunday at Midnight to give time for Mods to implement changes.** ::: #### Role play channel In the server you will find an RP Channel, the AAR channel where you can create posts according to you RP. :::success **We will be implementing a new RP reward system to increase the RP even more, similar to the contest.** 1. Each week a player can write an After-Action Report (AAR). **It must be posted in the AAR channel.** 2. **An AAR must consist of "good amount" of text considering the actions of you nation in the previous session** (What is a "good amount" will be decided by the Moderators, but we think you can figure that out yourself). 3. Keep your text in character with your nation, explain your actions, write songs, write hero stories about the wars ... . These are all ideas what to write about. 4. **The reward will be 50 mana points in each catagory.** Furthermore, roleplay events can be writen for modifiers, requiring moderator approval. The moderators will decide a fair cost for the desired effect. #### Example: Pomvasson Pioneer's Pension As part of our focus on a professional standing army as opposed to typical conscription of serfs, a pension is assigned to all soldiers upon leaving our service, whether dead or alive. This pension scheme proved wildly popular following the end of the Arverynn conflicts, for who would wish to return to military service following the horrors witnessed on the battlefields, however the economists of the realm encountered an issue; funding. The recent wars have stretched the economy to the brink of collapse and there is simply no money for the soldier's pension. To lose the trust of the army would be unacceptable and the economists were left in disarray until one brave soul came up with a unique new idea; offering them permanent settling rights to previously uninhabited lands. The idea proved so wildly popular among the veterans of the army who wished to secure a legacy for their families and future generations, that the army saw most veterans leaving the army. [Effect: +1 Colonist for 50 years, -10,000 manpower, -30 army tradition] ::: #### Contest Every week there will be a contest, which will be announced at Thursday 12:00 CE(S)T. Submissions must be send in the contest channel. Rewards will be given from the money pot. Every nation can pledge money to the pot, it will be taken away from your nation. You will however gain prestige, the biggest patron will receive the most prestige. #### Save-Edits Save-Edits can be asked if AI made changes to your nation, edits that are not related to absence must be asked through the RP events (passing of missions due to bugs, events/missions that didn't work as they should have ...). The Save-Edits will be granted according to moderator discretion. ### 3.1 GENERAL RULES :::success **Race-Swapping (both Administration and Military) is strictly forbidden.** Unless done by missions, approved by a Moderator as a result of roleplay or through Army of the Undead. **A 1/1/1 Idea ratio for for the entire game is enforced.** ::: ### 3.2 ALLIANCE RULES Players have 4 alliance slots, these can be decreased and increased depending on your diplomatic idea groups (the number between brackets behind the diplomatic idea group name is the amount of slots you gain or lease by taking this group). One player is worth 1 alliance slot, a Great Power is worth 2 slots and a Top 3 Great Power is worth 3 slots. :::success **Top 3 GP’s can't ally each other. GP's will be decided at the start of every session by the Skanderbeg rating.** ::: #### Witch Kings & Army of the Undead Witch Kings and non-GP Army of the Undead players have only 2 alliance slots **but cannot ally other Witch Kings or Armies of the undead players.** :::success **Army of the Undead GP's can't have any allies.** ::: #### Monsterous nations Monsterous nations may only ally other monsterous nations, semi monsterous nations or demonsterous nations (They have no reduction of alliance slots however). Nations that are Semi monsterous or have demonsterised may ally nations as normal. ### 3.3 WARS This is above all an RP lobby and if you have, so try to RP. Don't fight just because you wan't to, find a valid and fun reason. Be reasonable in a peacedeal, take what you need for your missions and RP, don't kill a player if you don't need to. :::success **Try to make fair wars, roughly balance the numbers if possible. Communicate with each other. Some situations can be prevented by talking to each other.** ::: **Wars need to be called out 6 months ahead of time in the game chat** 6 months are enough to balance stuff out and prepare accordingly. To increase the RP in the game, write a reason for war in the chat whith your declaration. **When you have announced your war, you have to declare within 12 months.** :::success **Step-by-step on how to declare war** 1. Have an actual CB to use, no cb's against players are not valid. 2. All player wars must be announced before hand, so type in the Eu4 chat in game, something like this. *Invading Eborthil in 6 Months, For too long they have been stealing our trade! we denounce them and their allies!* 3. Either come to a diplomatic solution or after the 6 month period has expired (6 months must be a **full** 6 months, not 5 months and a bit. This is hard to enforce for moderators so please do your best to follow this rule.) , attack as normal. You have to declare within 12 months after the end of the declaration 6 month period or the cycle must start again. ::: #### Cassus Beli's :::success **No CB wars are strictly forbidden.** ::: You may not use the subjugation CB to vassalize a player nation unless annexation would cost you 100% warscore or less. You may not declare wars on players to "Show Strength" or "Humiliate Rival" unless the war is actually fought for, declaring then peacing out for Mana or Power projection is not allowed. #### Truce breaking :::success **Truce breaking of any kind is not allowed, against both the AI or Players.** ::: #### "A Call to Arms" 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. :::success **You may call in allies you already had before the war started, but not to avoid them being co-belligerents. However, if you decline a "Call to arms" you are not allowed to re-ally and join the war later.** ::: You may not ally an AI mid war #### Unconditional Surrender & 99% warscore 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 99% warscore, they must accept any peace deal for their current occupied land from the winning side.** You can only demand provinces that you occupy in a forced peace deal (If the defeated side agrees you can gain unoccupied provinces) :::success **In rare special cases, the moderators may reserve the right to force a surrender on a nation to prevent abuses.** ::: #### Snaking in peace deals against players Extraordinary snaking against a player is forbidden and you might be asked to give land back if you transgress as a punishment. #### Enforce Peace & GP Intervention "Enforce Peace" and “GP Intervention” are not allowed to be used without permission from the alliance leader. #### Magic The spell "Dominate to surrender" is banned against players. The spell "Field of Forbidence" is banned. #### Condottieri Players may only send Condottieri once per war per side of the war. Observer Condottieri of 1 unit do not count to this limit. Condottieri sent to a player or AI must ,at a maxamimum, be 1.5x combat width and at a minimum cost 1.25 maintenance. #### Empire of Anbennar In case of the emperor of the EOA being called to arms, the emperor of the EOA may not call in their allies. #### Mothballing forts No mothballing forts of a player who has surrendered. ### 3.4 ARMY OF THE UNDEAD If you use Army of the Undead and are a GP you may not receive subs, gifts, condottieri (observers do not count). You may not guarantee a nation, accept a defender of faith call to arms or send condottieri. :::success **You are on your own as the evil you have chosen to be, Try to RP it and please do not get too salty if and when players coalition you.** ::: Switching your racial military to undead army is allowed. :::success **It is not allowed to do this during a war. This will result in the player immediately being forced to unconditionally surrender.** ::: ### 3.5 NATION RUINING :::success **Nation Ruining, as in destroying your nation without any satisfactory explanation is an immediate ban.** ::: There are some limited examples of this not being considered a nation ruin, such as two smaller players mid – late game, uniting as one nation **as a result of RP.** This is purely under mod discretion and must be approved by a majority of said mods. ### 3.6 FORT RULES To make sure that someone does not spam forts we decided to add a fort rule. From now one forts can only border one other fort. #### Exceptions Verdant links count as adjecent provinces but can only have 1 fort. In the Serpentspine there has to be 2 free provinces between each fort in tunnels and caverns. Holds are excluded from this rule. This means you can build a fort on a road or a cavern next to a hold. ### 3.7 CHEATING & EXPLOITS :::success **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 Additionally, any other methods that intentionally generate manpower far over the cap are also banned such as slackening your recruitment far above your nations limit. Using Dookans ability to spawn more manpower above your cap is allowed however it must be comparable to your neighbours. This is Subject to moderation but cannot always be enforced. #### Black Flagging Players may not black flag their soldiers for the intention of moving through a nation that has not given mil access for them to then un black flag on an occupied territory. Players will be asked to move their troops back to their own home territory should they do this. #### 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. #### 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 bඞnned. #### Autosave spam Related to this, any other actions which can be abused by repeatedly clicking it during an autosave to create multiple instances 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, is banned. #### 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. ### 3.7 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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