Nation Selection - TBD
First Session - TBD Wednesdays 19:30-22:00 EST |
Together For Victory - 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.
Ages and Scoring
Scoring is counted on January 1st of every year. Achieving objectives is only counted at the start of each year, and will not count for any score if lost the day before. Unless otherwise stated, such as with Victory Cards, these scores are multiplied by the World Tension, meaning objectives tend to become more valuable later in the game. Score might also be gained in some ways that are immediate and any immediate score will generally be multiplied by the World Tension.
Advice: Treachery works best when executed close to the end of a Year, 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 Tension multiplier can quickly catapult a player into the lead as long as previous leaders are deprived of their own sources of score.
Factions and Scoring
Any players who share a faction will also share score gain. The score for any objectives held by players in a faction will be divided by all players in that faction.
Advice: While working together can be a sure way to victory, stronger nations will be incentivized to leave factions or create their own factions in order to maximize their score.
Objectives
- Any city with a victory point value of 40 or higher will be a primary objective in this campaign. Each nation will gain 500 points during scoring for each primary objective they have gained control of during the campaign. Any city with a victory point value of 10 or higher will be a secondary objective in this campaign. Each nation will gain 100 points during scoring for each secondary objective they have gained control of during the campaign. This means that objectives already held by a nation at the start of the campaign do not count for points during scoring, however, any such objective lost by a nation during the campaign will subtract 100 points from that player's score during scoring until it is recovered.
- 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 must give half the value of any objectives owned to his overlord. If the overlord is an AI, then these points are simply lost.
In-game points will be ignored for this campaign. Instead, players may accumulate points as described below.
Ages and Scoring
Scoring is counted on January 1st of every year. Achieving objectives is only counted at the start of each year, and will not count for any score if lost the day before. Unless otherwise stated, such as with Victory Cards, these scores are multiplied by the World Tension, meaning objectives tend to become more valuable later in the game. Score might also be gained in some ways that are immediate and any immediate score will generally be multiplied by the World Tension.
Advice: Treachery works best when executed close to the end of a Year, 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 Tension multiplier can quickly catapult a player into the lead as long as previous leaders are deprived of their own sources of score.
Factions and Scoring
Any players who share a faction will also share score gain. The score for any objectives held by players in a faction will be divided by all players in that faction.
Advice: While working together can be a sure way to victory, stronger nations will be incentivized to leave factions or create their own factions in order to maximize their score.
Objectives
- Any city with a victory point value of 40 or higher will be a primary objective in this campaign. Each nation will gain 500 points during scoring for each primary objective they have gained control of during the campaign. Any city with a victory point value of 10 or higher will be a secondary objective in this campaign. Each nation will gain 100 points during scoring for each secondary objective they have gained control of during the campaign. This means that objectives already held by a nation at the start of the campaign do not count for points during scoring, however, any such objective lost by a nation during the campaign will subtract 100 points from that player's score during scoring until it is recovered.
- 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 must give half the value of any objectives owned to his overlord. If the overlord is an AI, then these points are simply lost.
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.
Top score - "Ironheart"
- 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. Nation Selection
Selection Order - Nation selection in this campaign will be determined by bidding. For the first nation in the list, each player will secretly bid a number of Civilian Factories. The player who bids the most factories will win control of that nation, and that number of factories will be destroyed in that nation's capital province (and from random additional provinces if needed). If there is a tie for the bid (or all bid 0) then all tied players will roll a d100 and the player rolling the highest can choose that nation if wanted or pass to the next highest roll. If no players want the nation then the lowest roller must play the nation. This system continues for each nation on the list until all players have been assigned.
2. Time Frame
Campaign will start at the 1936 setup and end on January 1, 1946.
3. 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.
Selection Order - Nation selection in this campaign will be determined by bidding. For the first nation in the list, each player will secretly bid a number of Civilian Factories. The player who bids the most factories will win control of that nation, and that number of factories will be destroyed in that nation's capital province (and from random additional provinces if needed). If there is a tie for the bid (or all bid 0) then all tied players will roll a d100 and the player rolling the highest can choose that nation if wanted or pass to the next highest roll. If no players want the nation then the lowest roller must play the nation. This system continues for each nation on the list until all players have been assigned.
2. Time Frame
Campaign will start at the 1936 setup and end on January 1, 1946.
3. 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.
The nations available are listed below, in order of most desirable starting conditions (left to right).
Italy
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Portugal
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Turkey
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France
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Romania
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The nations below will only be included if more than 5 players are in the campaign
Japan
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British Raj
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Communist China
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