RE: 1792 AltHist-A PBEM
Posted: Thu Sep 24, 2009 11:03 am
Rules Summary "Player Aid Card":
1.0 Definitions
Defines a few terms in the other rules, including, "home province", "conquered province", "occupied province", and "yellow card".
2.0 Setup/Special
Requires that Austria and Prussia send a cease fire request to France on the first turn of the game and that France accept it. Also requires that Austria and Prussia void their alliance with each other as soon as they are at peace with France.
3.0 Protectorate Abuse Prevention
Prevents the transfer of whole protectorates or even portions of protectorates to other players at any time. Exceptions include several Spanish and Austrian territories at the beginning of the game and the regions of Wurzburg, Salzburg, Malta, Palatinate, Kleves, Berg, Malta, Corfu. See rules for details on these exceptions.
4.0 Increased Difficulty of Amphibious Operations
Limits the number of troops at sea for any given nation (see rule for details). Limits the number of troops a player can land in an enemy controlled province (see rules for details). Requires that players wishing to land multiple units per turn in enemy held provinces "plan" these invasions three to four turns in advance with the sending of a carefully worded email to our records keeper, Gil (see rules for details). Prevents troops from being given a landing order when their ships are in bad weather. Finally, the rule lays out a big Picardy-Kent-English Channel exception to all of this.
5.0 Quick Surrender Prevention
Stipulates that the earliest a nation may put in a surrender order to any nation which had declared war on it be in the fourth month of hostilities between those nations. The war may not end earlier than this--even by arrangement. That is, once a war occurs, it must run four months before the players can agree to end it.
6.0 Surrender Knock Out Rule
Once you have surrendered to another country, you may not declare war on ANY other nation (major or minor) for the next 18 months without that player's express written consent.
7.0 Peace Treaty Changes
When dictating peace terms: 1) home provinces (those with ONLY the player's flag in them) now cost twice as much to take (see 7.1 for a list of errors made in CoG:EE and reclassification of several provinces in Russia, Prussia, Austria, Poland, and Britain), 2) Leaders now cost three times as much to remove, 3) You can now force other players to liberate protectorates anywhere on the map, 4) You can force other players to create protectorates with their own lands and even force their liberation. This process is facilitated with a special treaty mechanism/procedure outlined in 7.5 and 7.6.
8.0 Neutral Territory Violation
When surrendering to a player, you have 4 months to remove your forces from his land and then you may not enter an order to violate his neutrality for a full two months after the end of the enforced peace. Players accepting a surrender must also vacate the loser's lands within 4 months and may not enter an order to violate his neutrality for a full two months following the end of the enforced peace. The only exceptions occur if players have a peace treaty term/regular treaty term which allows for such neutrality violations. 3 months after the end of any enforced peace, neutrality violation is governed strictly by vanilla.
9.0 Declarations of War on Nations Whose Lands You Occupy
Prevents you from entering a declaration of war on any player whose lands you occupy within the first three months of an enforced peace between you. However, if he has units on your lands, even the 3 month limit no longer applies. Additionally, no one may ever declare war on Britain while they have troops in England/Scotland/Wales/Ireland.
10.0 Forager Ability Abuse Prevention
Limits most nations to 2 irregular cavalry with forager status, plus 2 light infantry with forager status. Austria, Turkey, Poland, and Russia may have up to 8 irregular cavalry and 4 light infantry with the forager ability. Spain may also have 2 regular infantry units with forager ability (since they start the game with these). Other than this, forager status upgrades are disallowed.
20.0 Player Mistakes and Redos
Lays out some guidelines for procedures in the event of player mistakes. If a mistake is discovered more than one turn after it occurred, play continues, but there may be any number of yellow cards given out by Marshal Villars for it. Any player can call out a mistake, even if it does not affect him directly.
Hope that helps everyone!
1.0 Definitions
Defines a few terms in the other rules, including, "home province", "conquered province", "occupied province", and "yellow card".
2.0 Setup/Special
Requires that Austria and Prussia send a cease fire request to France on the first turn of the game and that France accept it. Also requires that Austria and Prussia void their alliance with each other as soon as they are at peace with France.
3.0 Protectorate Abuse Prevention
Prevents the transfer of whole protectorates or even portions of protectorates to other players at any time. Exceptions include several Spanish and Austrian territories at the beginning of the game and the regions of Wurzburg, Salzburg, Malta, Palatinate, Kleves, Berg, Malta, Corfu. See rules for details on these exceptions.
4.0 Increased Difficulty of Amphibious Operations
Limits the number of troops at sea for any given nation (see rule for details). Limits the number of troops a player can land in an enemy controlled province (see rules for details). Requires that players wishing to land multiple units per turn in enemy held provinces "plan" these invasions three to four turns in advance with the sending of a carefully worded email to our records keeper, Gil (see rules for details). Prevents troops from being given a landing order when their ships are in bad weather. Finally, the rule lays out a big Picardy-Kent-English Channel exception to all of this.
5.0 Quick Surrender Prevention
Stipulates that the earliest a nation may put in a surrender order to any nation which had declared war on it be in the fourth month of hostilities between those nations. The war may not end earlier than this--even by arrangement. That is, once a war occurs, it must run four months before the players can agree to end it.
6.0 Surrender Knock Out Rule
Once you have surrendered to another country, you may not declare war on ANY other nation (major or minor) for the next 18 months without that player's express written consent.
7.0 Peace Treaty Changes
When dictating peace terms: 1) home provinces (those with ONLY the player's flag in them) now cost twice as much to take (see 7.1 for a list of errors made in CoG:EE and reclassification of several provinces in Russia, Prussia, Austria, Poland, and Britain), 2) Leaders now cost three times as much to remove, 3) You can now force other players to liberate protectorates anywhere on the map, 4) You can force other players to create protectorates with their own lands and even force their liberation. This process is facilitated with a special treaty mechanism/procedure outlined in 7.5 and 7.6.
8.0 Neutral Territory Violation
When surrendering to a player, you have 4 months to remove your forces from his land and then you may not enter an order to violate his neutrality for a full two months after the end of the enforced peace. Players accepting a surrender must also vacate the loser's lands within 4 months and may not enter an order to violate his neutrality for a full two months following the end of the enforced peace. The only exceptions occur if players have a peace treaty term/regular treaty term which allows for such neutrality violations. 3 months after the end of any enforced peace, neutrality violation is governed strictly by vanilla.
9.0 Declarations of War on Nations Whose Lands You Occupy
Prevents you from entering a declaration of war on any player whose lands you occupy within the first three months of an enforced peace between you. However, if he has units on your lands, even the 3 month limit no longer applies. Additionally, no one may ever declare war on Britain while they have troops in England/Scotland/Wales/Ireland.
10.0 Forager Ability Abuse Prevention
Limits most nations to 2 irregular cavalry with forager status, plus 2 light infantry with forager status. Austria, Turkey, Poland, and Russia may have up to 8 irregular cavalry and 4 light infantry with the forager ability. Spain may also have 2 regular infantry units with forager ability (since they start the game with these). Other than this, forager status upgrades are disallowed.
20.0 Player Mistakes and Redos
Lays out some guidelines for procedures in the event of player mistakes. If a mistake is discovered more than one turn after it occurred, play continues, but there may be any number of yellow cards given out by Marshal Villars for it. Any player can call out a mistake, even if it does not affect him directly.
Hope that helps everyone!