Welcome to the Sunday games of Victoria 2!

In this thread, you can find all the information you need to know before signing up.

IMPORTANT: We are open to players of all skill level, however we require:

* Regular attendance:

* Simulation mindset:

* Sportsmanship:

* Strict adherence to rules:

very few

simple

TIME AND DATE

US East:

UK

Central Europe:

WHAT WILL YOU NEED?

TEAMSPEAK INFO

VERSION & CHECKSUM

WHERE TO SIGN UP

HOUSE RULES

MOST IMPORTANT

AGAINST DIPLOMACY ABUSE

TREATY RULES

HOW TO BE A DECENT HUMAN BEING 101

With our Sunday games, the goal is to be casual, experimental and hands-off. I'll keep the rules to an absolute minimum, and we'll use the Sunday games as sort of an incubator for new ideas (e.g. how can we make China playable?). By staying away from some of the more rigid rules that other communities use, our games might go in more extreme directions, but hopefully this will allow us to discover new territories within the game's parameter space. When in doubt, player agency always comes first.Starting date is Sunday, 21st of June.We will be using our community's own mod, which features the following:* Vincinio's Multiplayer Balance fixes.* Vincinio's "Negotiated Transfer" casus belli, which enables in-game diplomatic transfer of land with no losses.* My own flavor decisions and China edits to make China playable without requiring any additional house rules.* Chad's set of decisions that enable in-game money transfersTreaties and forum diplomacy will be allowed, but obviously not forced. Every treaty will be valid after my written approval, which will make sure that active treaties do not have vague statements or nonsensical items in them. If you don't want to bother with treaties at all, you can simply stay away and you'll be fine.We will be very rarely going to speed 3. Default speed for big enough player wars is 1, otherwise the game will almost always remain in speed 2.Out of 10-11 sessions, it's fine to miss 2 or 3 if there is good reason, but not more. It's also extremely important to let me know in such a case so that a substitute player can be found to run your country for you.If you are going to quit the game at the first sign of adversity or land loss, don't even bother signing up. Aside from near-annexations or situations where your gameplay is entirely dead, we expect you to stick around until the end and try to do the best with your nation. Our games are competitive, but we're not exclusively interested in "winning". Imagine the worst possible scenario that can happen to your nation without killing it, and only sign up if you can see yourself playing with that nation until 1936 or until killed.Simply put, be competitive and ambitious about how well you can do with your given nation without becoming an asshole. Don't carry over grudges from one game to another.We only haveandrules, but we enforce them rigorously because they are needed for proper gameplay. Please check the bottom of this post for a complete list of house rules and only sign up if you find them agreeable.Every Sunday.1pm - 5pm (EDT): 6pm - 10pm (BST)7pm - 11pm (CEST)* Victoria 2 (Steam isn't required)* A House Divided* Heart of Darkness* DSCH Flavor Mod v.2, which builds on Vincinio's Balanced Multiplayer 1.5 ( download link: https://dropbox.brown.edu/download.php?hash=9e0c328e * Teamspeak (Microphone/talking not required, but don't expect everyone to be able to keep up with all the written text)We'll be using: 64.34.162.240:9533Please make sure that your teamspeak is set to "push to talk".Make sure you assign a push-to-talk hotkey that does not interfere with the gameplay.Game version is Victoria 2 Heart of Darkness 3.03 (checksum NSPY). This is base game checksum.Mod checksum is: YVZQHere: sign-ups-list-of-available-countries-t489.html1. When retreating you may move your army only by 1 province. Retreating more than 1 province away, even if it was done automatically through game mechanics, will mean you will have to delete that stack. Also, if you are the attacking side in a battle, you can only retreat to a province that you could've possibly attacked from (i.e. retreating behind enemy lines is forbidden).2. You can only use military access though neutral country if your enemy has it also. If your enemy refuses the given military access, you can still use the neutral territory.3. It is forbidden to release any country that can partially or completely be re-integrated into your country peacefully.4. When declaring war on a player, or when joining a player war, you need to pause the game and write formal declaration of war in chat, containing the wargoal. After that game will be paused for 1 minute.5. Maximum warscore that can be demanded in a war is 100% - you may not request more from the losing side unless the loser agrees.6. Once a country surrenders, the other side has to accept peace. In such a case, if the aggressor is the winning side, he can add additional goals up to 20% warscore. If the defender is the winnings side, he can either add goals up to 40% warscore or a single goal up to 60%. This doesn't mean that either side can exceed the 100% limit on the total warscore.7. The earliest a country can surrender is 2 months after the start date of the war.8. If you demobilize during an ongoing war, you cannot remobilize until the end of that war. This applies to all the wars that were active at the time of demobilizing.---9. Getting into a war on an ally's or sphereling's side only to peace out by submitting to all the demands of the attacker, is banned if the sphereling is a Secondary Power. In the case of a player sphereling, the player needs to consent to any such peace made.10. Great Powers are banned from peacing out of the crisis wars unless the country targeted by the crisis agrees/forced to agree with the peace terms.11. Deliberately extending wars against AI countries that are clearly won, is forbidden. Since AI cannot formally surrender, once the AI is giving you all your desired wargoals, or once their country is 100% occupied, the player has to make peace.12. Joining 'Negotiated Transfer' wars is banned for all 3rd parties.---13. When you receive provinces with ports via treaties, if a region had to be divided for you to receive these provinces, you cannot repeat this action for another 20 years.14. The treaty-breaking penalties will be applied only for the treaties that are validated by DSCH.15. If as a result of a treaty, a country's net loss of land exceeds two regions, 2 infamy is added to the other side per region gained beyond the first two. Treaty terms also cannot contain the loss of more than 25% of any country's cores owned at the time of signing.16. Treaties and forum diplomacy is not mandatory, but if you are using them, you are bound by these extra rules: treaty-rules-guidelines-read-this-first-t497.html---17. If you cannot show up for a session, you are advised to find a substitute for yourself. If you can't, we'll do our best to find one for you but if we can't either, then AI will run your country. If you don't show up without any prior notice, you will be kicked from the game and placed on a banlist.18. Pausing is not allowed except for unexpected massive rebellions, real-life issues or to ask for game speed to be decreased. The game will keep running during peace negotiations, but either side can ask for speed 1 until the negotiations are concluded.19. No sore losers! Friendly banter is cool, but everyone is here to have fun, not to nurse your bruised ego. When starting the game with your chosen country, make peace with the fact that you will probably not realize all your dreams and goals, and maybe even collapse entirely.20. You need to convincingly pass as someone who's 15 years old or older in order to play.