Nation Selection - 30 Jan, 20:00-22:00 EST (Saturday)
First Session - 06 Feb, 20:00-22:00 EST (Saturdays) |
Final Rankings
Brian - Italy - 10 "Ironheart"
William - Ottoman Empire - 4
Jordan - Romanian People's Rep. - 3
Josh - Indian People's Rep. - 2
Jorge - Japan - X
Weston - France - 1
William - Ottoman Empire - 4
Jordan - Romanian People's Rep. - 3
Josh - Indian People's Rep. - 2
Jorge - Japan - X
Weston - France - 1
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 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 also 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 gain during scoring until it is recovered. This means that players will never lose score, but cannot gain score unless they have conquered more than they have lost.
- 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 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 also 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 gain during scoring until it is recovered. This means that players will never lose score, but cannot gain score unless they have conquered more than they have lost.
- 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.
4 Player Elimination
If any player is loses their starting capital or over half of their starting provinces, they can request to be reinstated as a puppet. At the start of next session, the player will be reinstated with all provinces owned by the nation that holds the most of their starting provinces, plus their starting capital state if this would not already be included, as a puppet of the above nation. They can then choose to work with their current overlords or begin conspiring against them.
5. Player Subjects
Players with player-controlled subjects may not annex their subjects.
6. Peace Conferences
Peace Conferences will ignore the in-game points system and use the Player Controlled Peace Conference Mod and the below house rules:
https://steamcommunity.com/sharedfiles/filedetails/?id=846066944&searchtext=player+led+peace
- All nations must be given the states they occupy at the end of the war unless the they have no access to that state through land they control or through sea (landlocked enclaves). Any such state must be given to a conference participant of the occupier's choice that does have access.
- Players may give or trade their occupied states to other player nations in the conference as long as the receiving party can access the states as described above. Players may not trade for AI occupied land during the conference, and any trading with AI occupied land must be done through in-game diplomacy before the war ends. However, players may give their occupied states to AI with access if they wish.
- All states that were not occupied at the end of the war must be given to the winning faction leader (weather player or AI) as puppet or satellite states where possible. The faction leader (or top scoring player if the faction leader is AI) may choose how to divide these states among puppets/satellites if multiple options are available. This will generally require all conference points be passed to a single player. If any states do not have an option to puppet then they are instead annexed by the faction leader if the faction leader has access as described above. If he does not have access then he must chose a nation that does to receive the state. A player controlled faction leader can give or trade these states with other players as described above.
- In all the above scenarios players may always choose to puppet or liberate any states they would receive or to simply leave the states under the control of their current governments.
This system unevenly rewards players who were able to go on the offensive in the war and will leave those who were forced to defend their own land with less to show for it unless you can convince other players to hand over their conquests. Keep this in mind before you allow other faction members to use you as their shield. Note that as land is occupied, it will generally go to a participant in the faction that has claims on it or shares a border with it rather than just to the owner of the forces that are present.
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.
4 Player Elimination
If any player is loses their starting capital or over half of their starting provinces, they can request to be reinstated as a puppet. At the start of next session, the player will be reinstated with all provinces owned by the nation that holds the most of their starting provinces, plus their starting capital state if this would not already be included, as a puppet of the above nation. They can then choose to work with their current overlords or begin conspiring against them.
5. Player Subjects
Players with player-controlled subjects may not annex their subjects.
6. Peace Conferences
Peace Conferences will ignore the in-game points system and use the Player Controlled Peace Conference Mod and the below house rules:
https://steamcommunity.com/sharedfiles/filedetails/?id=846066944&searchtext=player+led+peace
- All nations must be given the states they occupy at the end of the war unless the they have no access to that state through land they control or through sea (landlocked enclaves). Any such state must be given to a conference participant of the occupier's choice that does have access.
- Players may give or trade their occupied states to other player nations in the conference as long as the receiving party can access the states as described above. Players may not trade for AI occupied land during the conference, and any trading with AI occupied land must be done through in-game diplomacy before the war ends. However, players may give their occupied states to AI with access if they wish.
- All states that were not occupied at the end of the war must be given to the winning faction leader (weather player or AI) as puppet or satellite states where possible. The faction leader (or top scoring player if the faction leader is AI) may choose how to divide these states among puppets/satellites if multiple options are available. This will generally require all conference points be passed to a single player. If any states do not have an option to puppet then they are instead annexed by the faction leader if the faction leader has access as described above. If he does not have access then he must chose a nation that does to receive the state. A player controlled faction leader can give or trade these states with other players as described above.
- In all the above scenarios players may always choose to puppet or liberate any states they would receive or to simply leave the states under the control of their current governments.
This system unevenly rewards players who were able to go on the offensive in the war and will leave those who were forced to defend their own land with less to show for it unless you can convince other players to hand over their conquests. Keep this in mind before you allow other faction members to use you as their shield. Note that as land is occupied, it will generally go to a participant in the faction that has claims on it or shares a border with it rather than just to the owner of the forces that are present.
The nations available are listed below, in order of most desirable starting conditions (left to right).
Italy
Brian - Bid 2 |
Portugal
Banned |
Turkey
William - Bid 2 |
France
Weston - Bid 4 |
Romania
Jordan - Bid 1 |
The nations below will only be included if more than 5 players are in the campaign
Japan
Jorge - Bid 6 |
British Raj
Josh - Bid 0 |
Communist China
Banned |
SCore 1 - 01 January 1937
World Tension - 6%
Italy
0 (0) Conquests |
Turkey
0 (0) Conquests |
France
0 (0) Conquests |
Romania
12 (12) Conquests Sofia Plovdiv |
Japan
0 (0) Conquests |
British Raj
0 (0) Conquests |
SCore 2 - 01 January 1938
World Tension - 18%
Italy
0 (0) Conquests |
Republic of Turkey
0 (0) Conquests |
French Commune
0 (0) Conquests |
Romanian People's Rep.
66 (54) Conquests Sofia Plovdiv Budapest |
Japan
18 (18) Conquests Beijing |
British Raj
0 (0) Conquests |
SCore 3 - 01 January 1939
World Tension - 37%
Italy
0 (0) Conquests |
Ottoman Sultanate
0 (0) Conquests |
French Commune
0 (0) Conquests |
Romanian People's Rep.
177 (111) Conquests Sofia Plovdiv Budapest |
Japan
55 (37) Conquests Beijing |
British Raj
0 (0) Conquests |
SCore 4 - 01 January 1940
World Tension - 100%
Italy
200 (200) Conquests Cairo Alexandria |
Ottoman Sultanate
200 (200) Conquests Sofia Plovdiv |
French Commune
0 (0) Conquests Metz Lille Le Havre Paris |
Romanian People's Rep.
377 (200) Conquests Budapest Vienna |
Japan
155 (100) Conquests Nanjing |
British Raj
0 (0) Conquests |
SCore 5 - 01 January 1941
World Tension - 100%
Italy
500 (300) Conquests Cairo Alexandria Marseille |
Ottoman Empire
700 (500) Conquests Sofia Plovdiv Athens Baghdad Tehran |
Nation Francaise
0 (0) Conquests Marseille |
Romanian People's Rep.
577 (200) Conquests Budapest Vienna |
Japan
155 (0) Conquests Naha |
British Raj
0 (0) Conquests |
SCore 6 - 01 January 1942
World Tension - 100%
Italy
2200 (1700) Conquests Cairo Alexandria Marseille London Dover Portsmouth Birmingham Leeds Hull Liverpool Newcastle Edinburgh Glasgow |
Ottoman Empire
1200 (500) Conquests Sofia Plovdiv Athens Baghdad Tehran |
Nation Francaise
0 (0) Conquests Marseille |
Romanian People's Rep.
777 (200) Conquests Budapest Vienna |
Japan
155 (0) Conquests Naha |
Indian People's Rep.
0 (0) Conquests |
SCore 7 - 01 January 1943
World Tension - 100%
Italy
3900 (1700) Conquests Cairo Alexandria Marseille London Dover Portsmouth Birmingham Leeds Hull Liverpool Newcastle Edinburgh Glasgow |
Ottoman Empire
1700 (500) Conquests Sofia Plovdiv Athens Baghdad Tehran |
Nation Francaise
0 (0) Conquests Marseille |
Romanian People's Rep.
977 (200) Conquests Budapest Vienna |
Japan
155 (0) Conquests Naha |
Indian People's Rep.
0 (0) Conquests |
SCore 8 - 01 January 1944
World Tension - 100%
Italy
5600 (1700) Conquests Cairo Alexandria Marseille London Dover Portsmouth Birmingham Leeds Hull Liverpool Newcastle Edinburgh Glasgow |
Ottoman Empire
2200 (500) Conquests Sofia Plovdiv Athens Baghdad Tehran |
Nation Francaise
0 (0) Conquests Marseille |
Romanian People's Rep.
1177 (200) Conquests Budapest Vienna |
Japan
155 (0) Conquests Naha |
Indian People's Rep.
0 (0) Conquests |
Missing Screenshots
SCore 9 - 01 January 1945
World Tension - 100%
Italy
7500 (1900) Conquests Cairo Alexandria Marseille London Dover Portsmouth Birmingham Leeds Hull Liverpool Newcastle Edinburgh Glasgow Pretoria Cape Town |
Ottoman Empire
2300 (100) Conquests Sofia Plovdiv Athens Gaziantep Malatya |
Vichy France
0 (0) Conquests Marseille |
Romanian People's Rep.
1377 (200) Conquests Budapest Vienna |
Japan
155 (0) Conquests Naha |
Indian People's Rep.
400 (400) Conquests Baghdad Tehran Gaziantep Malatya |
SCore 10 - 01 January 1946
World Tension - 100%
Italy
9100 (1600) Conquests London Dover Portsmouth Birmingham Leeds Hull Liverpool Newcastle Edinburgh Glasgow Pretoria Cape Town Zurich Genoa |
Ottoman Empire
2300 (0) Conquests Athens Gaziantep Malatya Trabzon Samsun Kastamonu Bursa Ankara Izmir |
Vichy France
0 (0) Conquests |
Romanian People's Rep.
1677 (300) Conquests Budapest Sofia Plovdiv |
Japan
155 (0) Conquests Naha |
Indian People's Rep.
1600 (1200) Conquests Baghdad Tehran Gaziantep Malatya Trabzon Samsun Kastamonu Bursa Ankara Izmir Cairo Alexandria |