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Napoleonic Wars OnLine
Revolution and Reaction
Rule Book
Last modified March 31. 2008
This document provides the rules of Revolution
and Reaction (RAR), the diplomatic module of the Napoleonic Wars
OnLine
(NWOL). A player who has read and understood these rules should be able
to serve as a foreign minister or ambassador in RAR.
The rules are divided into five sections: Treaties,
Alliances, Declarations
of War and Peace, Transfers, and Ambassadors.
1. Treaties
1.1. The Foreign Minister of each state may
agree to
treaties with other nations. These treaties may deal with alliances or
declarations of peace; rules for such treaties are described below.
1.2. A treaty may either be secret or public,
and whether the treaty is public
or secret should be determined by the ministers of the states signing
the
treaty as part of the negotiations. If a treaty is public, then the
foreign
ministers of all states signing the treaty must notify the game
administrator of
the signing of the treaty. Upon receiving notification from all
ministers,
the game administrator will cause the treaty to be published in the NWOL Diplomatic Record. The
treaty will
be published as soon as two of the relevant ministers have notified the
game
administrator that they have signed. If players wish, the treaty may
contain
a clause saying that it does not take effect until all signatories
ratify
the treaty. If they do so, then the treaty is not published until all
relevant
ministers notify the game administrator that they have signed. If the
treaty is secret, then the
foreign ministers do not not need notify the game administrator that
they
have signed the treaty. However, if they wish to notify the game
administrator
that a secret treaty exists (they may wish to do this to establish a
basis
for a transfer: see rules on transfers below) they may do so, but
should
clearly indicate that the treaty is to be kept secret. A public treaty
may have secret clauses of which the game administrator is not
informed,
or of which the game administrator is informed but are not published in
the Diplomatic Record.
1.3. Treaties may include any other action
allowed by the
NWOL game system. Some historical examples include the payment of cash
to one partner, the agreement not to make a separate peace with a
mutual
enemy, an agreement to respect the neutrality of a third state, or not
to ally with a third state. Any terms the players wish to include in an
alliance may be included so long as those terms do not involve
violation
of the rules of NWOL and do not include actions taken outside the game.
2. Alliances
2.1. The Foreign Minister of each state may
form
alliances
with other nations. An alliance may either be secret or public, and
whether
the alliance is public or secret should be determined by the ministers
of the two states as part of the negotiations forming the alliance. If
an alliance is public, then the foreign ministers of both states must
notify
the game administrator of the formation of the alliance. This may be
done
as part of agreeing to a treaty, or may be done without a formal
treaty.
Upon receiving notification from both ministers, the game administrator
will cause the alliance to be published in the Diplomatic Record.
If the alliance is secret, then the foreign ministers
do not need to notify the game administrator of the formation of the
alliance. A public treaty of alliance may have secret clauses of which
the game
administrator is not informed.
2.2. Three or more states may form
multilateral
alliances. When notifying the game administrator of the formation of a
public multilateral alliance, each minister must name all other states
party to the alliance. Two states do not become allied unless each
minister
names the other in the notification. For example, if France announces
an
alliance with Holland and Bavaria, and Holland announces an alliance
with
Bavaria but not France, and Bavaria announces an alliance with France
but
not Holland, then only France and Bavaria are allied. France and
Holland
are not allied because this has not been announced by Holland, and
Holland
and Bavaria are not allied because this has not been announced by the
Bavarians.
2.3.
When an alliance is formed among three or more nations, but
not all of them have ratified it, the alliance goes into effect between
those nations which have ratified the alliance but not those which have
not. Example: France proposes an alliance between France, Prussia, and
Denmark. Prussia and France agree to the alliance but Denmark
does not. France and Prussia do become allied. If players wish, the
alliance may contain a clause saying that it does not take effect
untill
all signatories ratify it. If they do so, then that clause
supersedes this rule, and in the above example, France and Prussia
would not become allied until and unless Denmark ratified the treaty.
2.4. When formed, alliances are inactive.
While
inactive, alliances do not have any effect on other modules of NWOL,
and
countries with an inactive alliance are treated exactly the same way as
neutral nations in other modules. In order to take effect in other
modules,
alliances must be activated. To activate an alliance, the foreign
ministers
of each state must notify the game administrator that the alliance has
been activated. This may be done in the same notice in which the
alliance
is formed, if desired. The activation of the alliance takes place
immediately
upon receipt of the second notice by the game administrator. The
activation
of the alliance will be published in the Diplomatic Record. A
secret
alliance must be made public in order to be activated, though some of
its
clauses may remain secret; because the activation of an alliance is
published
in the Diplomatic Record, it must be public to be activated. A
Foreign
Minister may notify the game administrator of the formation of a public
alliance and its activation in the same message, thus those two events
may happen simultaneously. Ministers activating alliances may, but need
not, refer to existing treaties in the ratification. If both ratifying
ministers refer to the same treaty, the treaty will be referenced in
the notice of activation in the Diplomatic Record. Activation
of an
alliance
permits the armies and fleets of the allied states to undertake joint
operations in GITM and
PATE, and to use one another's territory and logistics. See the GITM
and
PATE rules for further details. Conditions under which an alliance will
be activated should normally be part of the alliance terms.
2.5.
When two nations ratify a treaty with a clause that forms an active
alliance between those nations, the ratification of the treaty will be
taken as a request to activate the alliance unless one or both nations
request otherwise in their note ratifying the treaty.
2.6. An active alliance may be inactivated by
the
foreign minister of either state by notifying the foreign minister of
the other state of the inactivation of the alliance, with a copy of
this email to the game administrator. (Two ministers are required to
activate
an alliance between two states, but only one is required to inactivate
it.) Inactivation takes place immediately if notice is received more
than
48 hours prior to a campaign turn, or more than 120 hours prior to a
peace or
truce turn. Otherwise it takes place immediately following the turn.
Inactivation
of alliances is published in the Diplomatic Record. Similarly,
an
alliance may be broken by the foreign minister of either state. If the
alliance is public, it may be broken publicly or secretly. To break an
alliance publicly, the foreign minister notifies the game
administration
of the breaking of the alliance, and the break will be published in the
Diplomatic
Record. If the alliance is broken secretly, the game administration
need not be informed. If one state breaks an alliance secretly the
other
state may subsequently break it publicly. When an alliance is
deactivated
or broken, it may not be reactivated or reformed unless the ministers
of
both states agree to the reactivation or reformation.
2.7. The terms of the alliance are negotiated
between
the two states and can be anything to which the two states agree that
is
permissible within the rules of NWOL. Alliances may be offensive,
agreeing
to attack another state immediately or under certain conditions. They
may
be defensive, agreeing to mutually defend against the attack of any
other
country, or the attack of one or more specific countries but not the
attack
of others. Alliances may contain both offensive and defensive terms.
3.
Declarations of
War and
Peace
3.1. A state may declare war on another state
with
which is is not already at war. To do so, the Foreign Minister sends an
email to the Foreign Minister of the state on whom war is being
declared,
with copies sent to the game administrator and to the Prime Minister of
his own state. The Prime Minister must reply to this email endorsing
the
declaration, sending a copy to the game administrator and the Foreign
Minister
of the state on whom war is being declared. War takes effect
immediately
if the Prime Minister's notice is received more than 48 hours prior to
a wartime turn, or more than 120 hours prior to a peace or truce turn,
or if
the state on whom war is declared has a unit in the territory of the
declaring state or a ship in the harbor of one of its ports. Otherwise
it takes effect immediately after the turn. The declaration of war will
be published in the Diplomatic Record. Once war is declared,
either
state may initiate a campaign. If a campaign is initiated, then further
declarations of war and deactivations of alliances can take effect if
they are received more than 48 hours prior to the first turn of the
campaign. Example: Prussia and Austria are allied. Austria declares war
on Russia more than 120 hours before the turn deadline and initiates a
campaign. Prussia may declare war on Russia or deactivate its alliance
with Austria, and these will take effect on T1 if received more than 48
hours before the turn deadline.
3.2. A nation may simultaneously declare war
on
two or more states, if it wishes to do so, by having the Foreign
Minister
send an email with the declaration to all affected Foreign Ministers,
as
well as to his own Prime Minister and the game administrator. All wars
take effect simultaneously as determined in rule 2.1, above.
3.3. If one nation deactivates an alliance
with
a second nation, the second nation may declare war on the first nation
if it wishes, but the first nation may not declare war on the second
nation
for three campaign turns or one peace or truce turn, whichever comes
first,
unless it has
no units on the second nation's territory and no ships in its harbors
at the time of the deactivation,
in
which case it must wait only during a campaign and then only for one
turn.
Example: Russia and Spain are actively allied at the start of a
campaign.
Prior to turn 3, Russia deactivates the alliance. On turn 3, Russia may
not declare war on Spain no matter where its units are. On turns 4 and
5
of the campaign, Russia may declare war on Spain only if its units and
ships were outside of Spanish territory at the start of turn 3. On turn
6 and later, Russia may
declare
war on Spain under any conditions. Spain may declare war on Russia at
any
time.
3.4. Two states at war may make peace. To do
so,
the Foreign Ministers of both states send an email to the game
administrator,
copies to the other Foreign Minister and both Prime Ministers,
announcing
the making of peace. Both Prime Ministers must reply to this email,
sending
copies to the game administrator, endorsing the peace. (One nation's
ministers
are required to declare a war, but two nations' ministers are required
to make peace.) Peace takes effect immediately upon receive of the
second
Prime Minister's endorsement. Peace agreements may be included in
treaties
or may be made without a formal treaty. Peace agreements, with or
without
formal treaties, are announced in the Diplomatic Record.
3.5. If two states are allied, and one
declares
war or makes peace with a third nation, the declaration of war or peace
is not binding upon the other ally. If three or more states wish to
make
peace simultaneously, the Foreign Minister of one notifies the game
administrator
with copies to the Foreign and Prime Ministers of all other states. As
each state's Foreign and Prime Ministers confirm the peace, the state
makes
peace with all other nations that have already confirmed. Example:
France
and Holland are at war with Austria, Prussia, and Bavaria. Holland's
Foreign
Minister sends notice of a five-way peace. All other Foreign Ministers
confirm the peace. France's Prime Minister endorses the peace, then
Prussia's
Prime Minister does so. France and Prussia thereupon make peace. Next,
Austria's Prime Minister endorses the peace. France makes peace with
Austria.
Next, Holland's Prime Minister endorses the peace. Holland makes peace
with Austria and Prussia. Last, Bavaria's Prime Minister endorses the
peace,
and Bavaria makes peace with France and Holland.
3.6.
When three or more states make peace, and not all of them
ratify it, peace is made by those who ratify but not by those who do
not.
A peace agreement may contain a clause stating that it does not go into
effect until all signatories ratify it, which supersedes this rule if
included.
3.7.
When two nations ratify a treaty with a clause that makes peace between
those nations, the ratification of the treaty will be
taken as a request to make peace unless one or both nations
request otherwise in their note ratifying the treaty.
3.8. Truces may be declared by any
combinations
of land and naval commanders, and do not require approval of the
Foreign
Ministers or Prime Ministers. However, truces have no effect except
insofar
as players choose to honor them themselves, and do not affect the
making
of war or peace in RAR.
4.
Transfers
4.1. As part of their diplomatic
negotiations,
states may transfer cities, crowns, victory points, and ships and TR
groups among themselves. Requests for transfers are made by emailing
the game
administrator. They take place prior to the running of the turn before
which they are made.
4.2. Nations transferring
victory points to other nations may not, during any one campaign,
transfer more victory points than half of the number it has earned
during that campaign, or 2% of its game starting score, whichever is
greater. Victory points transferred between two nations at war as part
of a peace agreement between them are exempt from this restriction.
4.3. A state may transfer a
city or off-map port that it controls to the control of another state.
The state receiving control of the city or port must be able to take
possession. To take control of a city, it must have a land unit in the
city tactical square, or a land unit in the strategic square if no
combat unit hostile to the receiving state is in the strategic square,
or a land unit in an adjacent strategic square if no combat unit
hostile to the receiving state is in the same or an adjacent strategic
square. To take control of an off-map port, the receiving state must
place a unit into the garrison, or have a warship in the port if there
is no unit in the garrison, or only units allied to the receiving
state in the garrison, at the time of the transfer.
4.4.
A state may transfer crowns from its treasury to the treasury of
another state at any time, and may transfer victory points to another
state at any time. Transfers of victory points (but not crowns) will be
noted in the Diplomatic Record.
4.5. All transfers of
cities, crowns, and victory points between nations are subject to the
approval of the game administrator. The game administrator may
block transfers that are deemed to not be in
the best interest of the transferring nation, even when they otherwise
conform to these rules. Transfers of victory
points are more likely to be blocked than transfers of crowns or
cities. This will particularly apply when the transfer will move the
recipient to a higher position in the score rankings and will not
affect the position of the transferring nation. Transfers between
nations in different size categories are more likely to be
blocked than
those that are within size category. In general, transfers of VPs, or
large numbers of crowns, to other nations will be approved only when
the transferring nation has been defeated in war and is conceding that
it would lose as many VPs or more if it continued to fight, or when the
transferring nation gain equivalent value in other ways from the
agreement (diplomatic position, territory, and so forth). If two states
have previously signed a treaty, either a public treaty or a secret
treaty of which the game administrator was informed, arranging for a
future transfer of VPs, this will be taken into account by the game
administrator when deciding whether or not to permit the transfers,
but does not guarantee that the transfer will be permitted. The game
administrator
will ask a state for an explanation of how a transfer is in its best
interests
before blocking the transfer.
4.6. States may transfer
ships from one nation to another. To do so, the transferring ship must
be in a port of the receiving state (either harbor or coastal waters),
and no ship hostile to either the transferring state or receiving state
may be present in the port. The crew manpower will be removed from the
manpower of the receiving ship and added to the manpower of the
transferring state (these happen immediately). The quality of the ship
will be adjusted by an amount equal to the difference in average
quality ratings for that ship type.
4.7.
When two nations ratify a treaty with a clause that transfers VPs, Crs,
ships or TR groups,
or a city from one to another, this does not constitute a request to
actually transfer the VPs/Crs/city/ship/TR. Transfers must be requested
separately from the treaty ratification.
5.
Ambassadors
5.1. The Foreign Minister of a state may
appoint
other
players to serve as ambassadors to other nations, or as deputy
ministers
to assist him, as he sees fit. However, neither ambassadors nor deputy
ministers nor other assistants have the power to submit treaties, form
alliances, or make declarations of war and peace to the game
administrator.
They may prepare such documents but the submission must come from the
Foreign Minister.
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