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Hearts of Iron IV THE HOLY RULESET alt-history ruleset
FINAL SAY ON RULES IS DETERMINED AT HOSTS DISCRETION
If you are confused about any rule, always ask the host before you trigger a rule break.
Generally used for the following mods:
This ruleset is still a WIP, if you find anything that may need changed, please report them to @kieranw02 or go fuck yourself
General Game Rules
- Historical AI focuses disabled.
- During wars, game speed is limited to 2x speed, 3x normal(can be 4, subject to host opinion).
- The game may be paused at the beginning of a Player vs AI war but disallowed for Player vs Player wars.
- Intentionally lagging the game will get you blacklisted.
- No Cheating. This includes exploiting.
General VC Rules
- You MUST be in discord during the game playtime. The last thing any of us want is to search through voice channels for a player who’s not in discord.
- No cluttering voice chats with noise.
- Joining channels with low participant count for private conversations is not allowed. If you want to talk privately, DM them.
- Do not deafen for longer than 5 minutes. Communication is key.
Faction Rules
Supermajors | Majors | Strong Minors |
Germany | United Kingdom | Kalmar Union/Scandanavia |
Soviet Union/USSR/SSSR | France | Carpathia |
United States of America | Italy | Iberia/ Iberian Union |
Unified North America | Japan | Independent Raj |
Anglosphere | Unified South America | Middle East United |
Japan occupying China | Unified China | Benelux |
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| La Plata |
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| Porto-Brazil |
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| Poland |
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| Golden Circle(Mexico) |
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| Czechoslovakia |
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| China Puppet/ Manchu annexed China |
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| Majapahit |
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| Mughal |
- AI is allowed within a faction, so long as the AI is NOT a major or supermajor.
- Factions may only be limited to a maximum of 6 players, specifics include the following:
- 1 super major nation
- 2 major player nations
- 3 strong minor player nations(more strong minors can be added to a faction only under the condition they are AI)
- Factions are limited to a maximum of 4 AI nations.
Faction player count can be increased +1 player per year from January 1st 1940(+1 player January 1st 1940, +1 player January 1st 1941, etc.)
Supermajors may not puppet other supermajors to bypass faction limit.
War Rules
Player vs Player Wars
- Minors can not declare war against minor player nations before January 1st 1938
- Minors can not declare war against major player nations before January 1st 1938
- Majors can not declare war against minor player nations before January 1st 1939
- Majors can not declare war against major player nations before January 1st 1939
Player vs AI Wars
- Minors can not declare war against minor AI nations before January 1st 1937
- Minors can not declare war against major AI nations before January 1st 1938
- Majors can not declare war against minor AI nations before January 1st 1938
- Majors can not declare war against major AI nations before January 1st 1939
If you are guaranteeing the independence of a country and an AI nation declares war on your protected nation, you may use this as an opportunity to fight the attacking nation and claim their land.
Extra War Info
- Though war dates are set, players are allowed to justify prior and may get focuses ready but the war declaration is SET to the dates above. NO EXCEPTIONS.
- If a player declares or joins a war before their allowed date, they lose all right to demand anything in the resulting peace conference. NO EXCEPTIONS.
- If you intend to go to war with a nation but a separate player nation outside of your faction declares against it first, you must wait 6 months before you can declare as well(prevents dogpiling).
- As a minor, you are not allowed to call major faction nations to arms to cheese a war in your favour.
- Memeing to get an advantage in a war is NOT allowed.
- Germany can declare against Czechoslovakia early if Czechoslovakia denies sudetenland
Guarantee Rules
- You may not guarantee the independence of a nation unless it is from the start of the game, done by focus or selected as a decision popup.
- If you are guaranteeing the independence of a nation, you MUST follow through with the war regardless of whether the nation guaranteed is AI or a player.
Volunteer Rules
- No tank volunteers prior to Jan 1st 1941(This rule does not apply to Spanish civil war)
- Volunteers are not allowed for the AI side of a war(This also applies to civil wars)
- Volunteers are limited to 3 divisions MAXIMUM from player nations to help with wars(This limit does not apply to civil wars)
- If an AI nation attempts to send you more than 3 volunteer divisions, you are allowed to accept.
Axis vs Comintern Rules
- No Germany vs Soviet Union/ USSR/ SSSR war until June 1st 1940
Japan vs China/Chinese Warlord Rules
- Volunteers/Lend lease is NOT ALLOWED to China/Chinese Warlord/ Communist China until after January 1st 1940(Does not apply if Japan is AI)
- No tank volunteers to China or Warlords or Communist China until January 1941
Spain Civil War Rules
- Players are not allowed to send volunteers to the AI side of the Spanish civil war unless there is no Spain player.
Peace Conference Rules
- Game rule dictates peace conferences are player-led
- You may not claim from a peace conference land that which you did not take, unless given permission from the country who took that land during the war.
- A peace conference cannot last longer than 3 minutes
- Claim over navy is only allowed for those who participated on that front of the war.
- Only the 3 nations with highest war score (on that front) have claim on the navy
- If a world war occurs and there are two different regions where war takes place, claim on navy is only allowed for those in the region who fought over land(US+UK vs Mexico+France; if they did not help one another but were a part of the same peace conference, US can not lay claim to french navy and UK can not lay claim to mexican navy).
Nation-specific Rules
- Spain can not sell or buy land until after the Spanish civil war.
- China and Japan can not sell or buy land until after the Sino-Japanese war, unless Japan and China won’t go to war.
State Transfer Rules
- You can only transfer puppet lands that you took in a peace deal
- UK is not allowed to annex starting puppets off rip BUT can SELL their colonies AS A COLONY to other nations(EXAMPLE; British Malaya sold to US as US Malaya)
- States(including puppets/colonies) may not be transferred under the idea of cheesing the land to save it from invasion from potential war(EXAMPLE; france transfers maginot to switzerland to save themselves from germany to get it back at a later date when they are safe).
- States can only be transferred with the intent of permanent transfer to another nation(nation forming excludes this rule; Dutch east indies ALLOWED to form Majapahit and giving land right back after formation of nation BUT land is not allowed to be passed back and forth for strategic purposes, such as for resources, factories etc).
Agency Rules
- No coups against players unless they request it.
- No coups against AI.
- No propaganda.
- No boosting party popularity.
- These rules can be bypassed if a player requests it on themselves.
Puppet rules
- No more than 4 puppets per nation (This limit excludes starting puppets of the allies)
Banned
- No space marines
- No paradropping player nations. Paratroopers can ONLY be used against AI
- NO EUROPA UNION FOCUS PATH. NO EXCEPTIONS
- NO LEAGUE OF NATIONS. NO EXCEPTIONS
- NO MULTI DOCTRINES
- NO BRITISH PEOPLE
RULES ARE SUBJECT TO CHANGE AND MORE CAN BE ADDED IN FUTURE. THIS IS STILL A WIP HOWEVER IF A RULE IS NOT STATED HERE, IT WILL NOT BE ENFORCED UNLESS ANNOUNCED BY HOST FOR FUTURE INSTANCES.
Blacklist: