GAME TACTICA
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GAME TACTICA
Nation Selection - TBD
First Session - TBD
Discord: ​https://discordapp.com/invite/mvD8vAR
Twitch: https://www.twitch.tv/officialmrscruff/

Conquest of Paradise II - starting conditions

Scoring Rules
Scoring - Victory Cards and Tier Objectives

In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.

Scoring Intervals - Scoring will occur immediately at the election of each new Emperor of the Holy Roman Empire.

Ages and Scoring - Unless otherwise stated, these scoring is multiplied by the number of the Age it takes place in, meaning objectives become much more valuable over time. Score can also be gained in some ways that are immediate and any immediate score will be multiplied by the number of the Age it takes place during unless otherwise stated. (Discovery - x1, Reformation - x2, Absolutism - x3, Revolution - x4). 
Advice: Treachery works best when executed close to the end of an Age, giving others little chance to retaliate before score is counted, but it can also be difficult to quickly pry away an objective from another player. Generally it is more reliable to obtain objectives as early as possible and defend them, rather than steal them. On the other hand, securing objectives early and aggressively can set the field against you in the campaign's early diplomacy. Waiting until the late game to make decisive moves can pay off, as the Age multiplier can quickly catapult a player into the lead as long as previous leaders are deprived of their own sources of score.

Tiers - This campaign will have only 1 Tier, but players are in groups with unique scoring rules.
In order to allow players some choice in competitiveness and difficulty, the nations are placed in tiers that share most of their scoring objectives. A player cannot gain score from objectives from other tiers than their own. Players in Tier 1 will always place before players in Tier 2 in final rankings for the purpose of prestige and future nation selection, no matter the score. In other words, the highest score in Tier 2 will rank directly behind the lowest score in Tier 1 as long as the player finishes the game. This is to ensure that players who wish to challenge themselves with difficult starts and competitive opponents are not unduly punished for a tough campaign. The winner (highest score) from each tier, however, will win +5 to their Gametactica prestige and a Paradox DLC of their choice.
Advice: Allies from other tiers will likely be more reliable than allies from your own tier, since you should not need to directly compete over objectives or ranking. However, allies from other tiers are also less likely to be focused on similar goals.

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Victory Cards - Victory Cards will not be used for this campaign.

Objectives - Scoring objectives differ depending on the nation's group (scoring will occur at the coronation of each new Holy Roman Emperor). Objectives count as owned by a nation if that nation owns it or if one of their AI subjects own it (the AI subject does not count as owning the objective unless otherwise specified). Any player that is a subject (including a tributary) must give half the value of any objectives owned to his overlord. If the overlord is an AI, then these points are simply lost. If an objective happens to be in a player's protected area, the objective province does not count as protected.
 
Enlightened Imperialists

(Colonizing great powers)
-  gain 1000 points for each Primary Trade Node where they hold the top Province Trade Power
- gain 200 points for each Secondary Trade Node where they hold the top Province Trade Power

Misguided Savages
(One located in each Primary Trade Node)
-  gain 1000 points for each Primary Trade Node where they hold the top Province Trade Power
- gain 200 points for each Secondary Trade Node where they hold the top Province Trade Power

​Inrtepid Privateers
(Initially European nations that can have the option to become Pirate nations and have the option of colonizing Pirate Havens that can trigger Pirate Nation events)
- steal a percentage of points earned by any nation from any trade node where this nation is the top contributor to Pirate trade power equal to the total Pirate trade power in that node.


Primary Trade Nodes 
Ivory Coast
Coromandel
Siam
Chesapeake Bay
Mexico
Lima

Secondary Trade Nodes
English Channel
Sevilla
Gulf of Aden
Malacca
Cariibbean

Pirate Havens - Players may never colonize, annex, or move armies into a province designated a Pirate Haven unless the player is part of the Intrepid Privateers group.
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Pirate Haven Provinces
Suqutra
​Masqat
Maroantsetra
Palembang
Pattani 
Tsushima
Bahamas
Jamaica
Tortuga

​Rewards

- $20 worth of Paradox DLC

- Prestige - Earn 1 Prestige for your name on the Campaign Player List for participating in the campaign plus 1 Prestige for each player that you place higher than. The highest scoring player will earn an additional 5 Prestige.

-Titles - In addition, the highest scoring player within each starting group will earn a title for their name on the Campaign Player List.
​!Clarification for this campaign: A player's starting group cannot change!
Top scoring
Top scoring
​Top scoring 

- Nation selection in a future campaign will go in order of prestige earned in this campaign, except players who received prizes will pick last (in order of final score).
Other Campaign Rules
​1. Diplomacy Campaign Rules - Rules to frustrate our most successful players

- The Gametactica campaign mod will make maintaining alliances difficult for Great Powers, forcing them to use other diplomatic options such as Guarantees and Enforce Peace in order to shepherd their sphere of influence.

2. The 30% Treaty Rule - To encourage riskier and shorter wars

In order to encourage more frequent, shorter wars that do not devolve into world-spanning conflicts, we will be using the 30% Rule in this campaign. At any point in a war that the primary aggressor/defender has 30% or more war-score, they may send a peace treaty demanding a white peace or the annexation of one province that they occupy, that is owned by the primary defender/aggressor, and that they share a border with by land or sea, and this peace treaty cannot be refused. To be unrefusable, the treaty must contain no other conditions except a white peace or the annexation of the single province and the province must not be a nation's capital. The sending player may pause the game for this treaty, so that the war-score will not change and the rule can be enforced. For this rule, provinces owned or occupied by non-tributary subjects count as being owned or occupied by their overlord.

3. Home Area Protection - Protection rules to maintain a minimal power base of every player.

Any player who loses their capital Area holdings to another nation will be able to pay a nominal fee to immediately seize the territory back. In this way, each player's starting Area is safe from annexation and players are not allowed to eliminate other players.

4. Endless Player Restart - Protection rules to maintain a minimal power base of every player.

If a player is eliminated by the AI, his starting capital, and all provinces in his capital's area that still have cores of his nation, will be released at the start of the next session as a vassal of the nation that now owns his starting capital province.

5. One-Time Absence Protection - Protection rules to maintain a minimal power base of every player.

During a missed session, a player may invoke protection for their nation one time. Other players may not attack a protected nation, and may not demand any peace terms from their nation if they find themselves at war by other means. Otherwise absent players' nations are not protected in missed sessions and players cannot take advantage of protection after the year 1750 regardless. If a war continues into a player's protected session, his enemies may not demand the ceding/release of land they did not occupy at the start of the protected session, or release nations that do not entirely exist within land they occupied at the start of the protected session, but other treaty terms that have no direct effect on province ownership are allowed in this situation. This protection is ignored in any wars initiated by the protected nation that target another player, so players are responsible for ensuring their nation is passive during their absence in their AI settings. Please inform one of the game hosts anytime before the start of a session if you will be absent and would like to use your protection. Protection may be used if arriving late but not for departing early.

6. Switching to a new Nation

A player may use the vassal release mechanic or colonial nation release mechanic to switch to playing another nation. Protected Areas in the campaign will not be changed. Players may switch nations via any in-game decision available, but their Protected Area will never change.

7. Nation Selection

Selection Order - Nation selection in this campaign will draw from the final rankings of each player's most recent Gametactica campaign (using the previous rewards description). Excluding recent title-winners (who will be selecting last), all players returning from previous campaigns will be able to to select nations in order of their final ranking descending from top score to lowest score, followed by any new players in a randomly determined order, followed by recent title-winners in order of final ranking. A player who has played in earlier campaigns but did not participate in the most recent campaign will be allowed to use the final ranking of their latest campaign to determine their selection placement, and will be placed directly behind the player of equivalent ranking from the most recent campaign. Any players who missed more than 50% of sessions in their last campaign will not pick according to score and will be placed at the end of the selection order in a random ranking determined by d100. A roll of 80 or higher will also place them before the 'title-winner' group, just to make things a bit less predictable. 
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​Tiers - Tiers are not being used in this campaign. Please remember to choose a tier that reflects the challenge and intensity that you wish to experience. While you will interact and compete for the same resources with all other players, your score will only be compared to players from within your own tier. Tier 1 is rewarded with first choice from the (undisclosed) prize pool (winner only) and earliest choices in nation selection in the next campaign (according to the latest "rewards" update seen below), and is intended for players seeking difficult starts, intense diplomacy and intrigue, and experienced competition. Tier 4 is intended for players seeking more secure starts, more room to learn, more leniency for absences, and a fair amount of cooperation alongside their competition, but will have later placement for the next nation selection and its winner gets last selection from the prize pool. With four tiers, it is hoped that each player will be given some chance to customize their game experience.

Imbalance - Obviously, even within tiers, the nation choices are imbalanced in strength, making earlier selection positions very valuable for grabbing the "best" nations in any one tier. The choices available have been selected to allow each player good opportunities to use diplomacy and intrigue to compensate for any lacking in raw military or economic might. Any viewing of the previous campaign final rankings should be sufficient evidence to support the fact that starting nation strength does not predict final ranking.

Hidden Nations - Once any tier has had all available nations claimed, any Hidden nations in that tier will become available for selection, with possibly drastic changes to that tier's balance of power. This means that these secret nations will be impossible to pick by those with the earliest picks and that some unfortunate players may be be forced to select a lone available nation before more hidden nations become available. These new nations could be of major or insignificant power, may not appear at all if a tier is left unfinished, and will likely be great sources of hope and disappointment for those stuck with the last picks. The campaign designer(s) is not permitted to select one of these secret nations if any other choice is available.

8. Discord War Camps - Public channels for private coordination

Please do not enter occupied War Camp channels unless invited by an occupant. These channels are available for both plotting in peacetime and coordination during wartime. Refusing to respect War Camp privacy will lead to being kicked from the Discord.

9. Shared Bloodlines - Mentoring - Only possible in campaigns with Tiers

In order to mitigate the steep learning curve of EU4 for new players and to prevent the worst forms of manipulation, it is helpful to have at least one player that any newer player can know is a trustworthy source of advice. Towards that end, two players may agree to play in a Shared Bloodlines format in this campaign, conferring the below unique mechanics:
- Both players will choose their nation together, at the earliest selection position of the two players.
- The players must choose two nations in different Tiers. The player in the higher tier will be considered the "Mentor".
- The Mentor's nation selection must own 10 provinces or less and the Mentor may never exceed ownership of more than 10 provinces throughout the course of the campaign. Ownership for this purpose will include all Personal Unions, due to their inheritance mechanics, but excludes Vassals, Colonial Nations, and provinces assigned to a Trade Company. Willful violation of this rule will cause the independent release of all foreign cores within the Mentor's nation and all subjects at the end of the session. Violation of this rule outside of the Mentor's control must be immediately rectified by province release in-game.
- All score from Victory Cards and the specific provinces designated as Age Objectives will be combined from both players and split evenly between them. Other objectives will not be split due to possible improportionalities between Tier scoring systems.
- Any victory cards from either nation that fall on land that would penalize their partner will be rerolled.
MoDs
Gametactica Campaign Mod 
https://steamcommunity.com/sharedfiles/filedetails/?id=2388202502
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Increased Diplomat Reliance:
- Alliances require a mutual 75+ opinion to create and maintain. This means your diplomats will be more vital to alliances, and actions such as guaranteeing independence and enforcing peace will be more useful as unilateral actions.
Decreased ability to rapidly expand:
- Higher war-score costs for annexations. This means discounts from casus belli will be important to your goals.
- Higher Aggressive Expansion, Over-Expansion, and Increased rebellion strength. This means expanding quickly is far more risky and supporting rebels is far more effective.
Idea Group changes:
- Increased significance of non-military Idea Groups
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The nations available are listed below, in order of most desirable starting conditions within each grouping.
The Hidden nations for each group will be revealed when all other nations in the group have been selected or if any player only has a single nation to choose from during his turn.
Enlightened Imperialists

Misguided Savages
TBD
Inrtepid Privateers
​TBD
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