Rules (PLEASE READ)
Dec 23, 2015 21:54:06 GMT 2
Post by Souryo on Dec 23, 2015 21:54:06 GMT 2
Alliance Rules:
1a. 1444-1480 Only 1 Player Ally allowed, 1480-1520, 2 Player allies allowed, after 1520, the limit is your diplomatic slots.
2a. Support Independence by a player counts as an alliance for the subject only.
3a. Proclaim Guarantee counts as an alliance for both the nation being guarenteed, and the guarenteer.
4a. If a nation does not wish to be guarenteed, the the guarenteer must revoke the guarentee.
5a. No chain alliances. If "A" is allied to "B", and "D" is allied to "E", then "C" cannot ally one from each alliances.
6a. Players cannot call in their allies in Coalition wars unless they are in the coalition.
7a. Vassals/Protectorates count as an alliance for the Overlord only.
Absent Rules:
1b. Players cannot declare war on an absent player's nation, if the player has a legitimate reason for being absent.
2b. Substitutes can declare war, and get declared on by other players.
3b. Substitutes must do what the absent player tells him to do, if the situation permits it.
4b. If a player who is losing a war against another player, was present for the beginning of the war, but absent for the end(with a legitimate reason), then the present player can sign a peace deal value less than, or equal to the war score immediately.
5b. If a player is absent for more than 2 sessions, then players can declare war on the nation.
6b. If the AI of a player nation declares war on a player, and is clearly able to destroy the player, then rules 1a and 5a are nullified for the defender for the duration of the war, and a white peace must be enforced as soon as the AI is willing to accept it.
Banning:
1c. Spamming in the chat results in a ban for a session.
2c. Excessive pausing with intentional trolling results in a ban for session.
3c. Ragequiting results in a ban from all games.
4c. Any trolling that harms the entire game and ruins it for all players will result in a ban.
5c. Players can vote for a ban of a player, if there is valid justification. The Admin can overrule the verdict.
6c. If the player violates The Absent Rules and Alliance Rules after 3 warnings, he will be banned for the session, and banned from all sessions if repeated next session.
Roleplay:
1d. Players must create a post for their nation, and keep it updated.
2d. Alliances must create a post for the alliance, and keep it updated.
3d. Large public treaties for with relative value must be posted with belligerents., signatures, and terms.
4d. No naming provinces, heirs, colonial nations, or client states to absurd non-relative stuff.
5d. You cannot claim, or post treaties about land you haven't discovered yet.
Anything not restricted in the above rules, must be assumed to be allowed, and changes to the rules cannot occur during games, unless it is necessary due to a game ruining exploit/abuse. No "common sense" rules that are hidden.
1a. 1444-1480 Only 1 Player Ally allowed, 1480-1520, 2 Player allies allowed, after 1520, the limit is your diplomatic slots.
2a. Support Independence by a player counts as an alliance for the subject only.
3a. Proclaim Guarantee counts as an alliance for both the nation being guarenteed, and the guarenteer.
4a. If a nation does not wish to be guarenteed, the the guarenteer must revoke the guarentee.
5a. No chain alliances. If "A" is allied to "B", and "D" is allied to "E", then "C" cannot ally one from each alliances.
6a. Players cannot call in their allies in Coalition wars unless they are in the coalition.
7a. Vassals/Protectorates count as an alliance for the Overlord only.
Absent Rules:
1b. Players cannot declare war on an absent player's nation, if the player has a legitimate reason for being absent.
2b. Substitutes can declare war, and get declared on by other players.
3b. Substitutes must do what the absent player tells him to do, if the situation permits it.
4b. If a player who is losing a war against another player, was present for the beginning of the war, but absent for the end(with a legitimate reason), then the present player can sign a peace deal value less than, or equal to the war score immediately.
5b. If a player is absent for more than 2 sessions, then players can declare war on the nation.
6b. If the AI of a player nation declares war on a player, and is clearly able to destroy the player, then rules 1a and 5a are nullified for the defender for the duration of the war, and a white peace must be enforced as soon as the AI is willing to accept it.
Banning:
1c. Spamming in the chat results in a ban for a session.
2c. Excessive pausing with intentional trolling results in a ban for session.
3c. Ragequiting results in a ban from all games.
4c. Any trolling that harms the entire game and ruins it for all players will result in a ban.
5c. Players can vote for a ban of a player, if there is valid justification. The Admin can overrule the verdict.
6c. If the player violates The Absent Rules and Alliance Rules after 3 warnings, he will be banned for the session, and banned from all sessions if repeated next session.
Roleplay:
1d. Players must create a post for their nation, and keep it updated.
2d. Alliances must create a post for the alliance, and keep it updated.
3d. Large public treaties for with relative value must be posted with belligerents., signatures, and terms.
4d. No naming provinces, heirs, colonial nations, or client states to absurd non-relative stuff.
5d. You cannot claim, or post treaties about land you haven't discovered yet.
Anything not restricted in the above rules, must be assumed to be allowed, and changes to the rules cannot occur during games, unless it is necessary due to a game ruining exploit/abuse. No "common sense" rules that are hidden.