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Shattered Congress Ruleset

Last updated: 23/08/2026

 

1. General Rules

1.1. RP Standard. The Heavy RP campaign seeks to create a living world that reflects not just game actions but also RP. Participants must commit to a high standard of RP and may be removed from the campaign at any time for failing to meet that standard. 

1.2. Rules as Intended (PDX RP Rule 0). “Just because you bend the wording of a rule into a pretzel but don't break the specific RAW (Rule As Written) does not mean you didn't break the RAI (Rule As Intended). Rules are subject to interpretation and if a staff member believes you broke a rule as it was INTENDED to function, you can expect the same consequences.”

1.3. Host Decisions. Hosts reserve the right to make decisions about the game, including about things that are within or outside the rules. If something is not explicitly against the rules, but a host judges it can damage the game, it will be rejected. At the same time, if you think something is fun, interesting, and plausible, but if it falls outside the rules, ask a host for permission!

1.4. Discord Name Parity. Players must change their Discord server nickname to in some way match the nation they are playing as.

1.5. Respect. Be respectful, especially of other players. If you have complaints about the way another player is acting, take them to a host. Remember that even if a nation is your enemy, a person is sitting behind that nation who is not.

1.6. Exploits/Powergaming/Cheese/Rule Breaking. Do not be cheesy. Our hosts are experienced at dealing with cheese and will not accept it. This includes things like conveniently moving your capital to bumfuck nowhere right before a war, repeated naval intercepts with dead navies, having someone else start a play to give you land and manipulate infamy, transferring a state to form a tag and then transferring it back, nation ruining when you are about to be conquered, etc. Any attempt to be cheesy or exploit things that go against RP will be reverted and punished.

 

2. Diplomacy Rules

2.1. Diplomacy. All diplomacy must be done through the diplomacy threads on the PDXRP discord. Diplomacy is not allowed to be done on general chat or via DMs. Major internal and external happenings should be roleplayed in-character with quality posts.

2.1.1. Out-of-channel Diplomacy. Using any means outside the official discord channel or the in-game VC to conduct diplo is expressly forbidden. In addition, it is forbidden to use OOC spaces, such as #v3-general or DMs, to try to do diplo or influence people’s gameplay in any way (for example by constantly repeating that you plan to do X, when you actually plan to do Y). Lying or misleading people OOC in order to manipulate them in game is not allowed and will result in punishment.

2.2. Spoilered Diplomacy/Threads. Diplomacy that is spoilered or inside a thread is considered to be viewable only by the nations tagged in the post or thread. You are not allowed to read or make use of the information in spoilered diplomacy/threads unless you have been specifically tagged.

2.2.1. Private Threads. In exceptional circumstances, especially if there is suspicion of a nation reading threads not meant for that nation, players may request the host to create a private thread that only they can read.

2.3. Diplomacy with AI Nations. AI Nations should be treated the same as player nations to the extent possible. It should not be the case that just because there is no player in a country, all of its neighbors decide to partition it, or all of its allies decide to abandon it.

2.3.1. Most diplomacy with the AI, such as joining power blocs, swaying AI, being reverse swayed by the AI, having AI take on your debt, etc, must be previously approved by the host, considering the goals of making a fun, interesting, and plausible game.

2.3.2. Inside a formable region, no host permission is needed for AI joining a Power Bloc or Alliance, though this should still be roleplayed.

2.3.3. No host permission is needed for Trade and Investment related Agreements, Power Bloc Embassies, or to take on the AI’s debt.

2.4. Colonization. Starting colonies should make sense. Do not spam the colonize buttom everywhere you can just because the game allows you to.

 

3. Diplomatic Plays and Wars

3.1. Host Approval. Starting ANY war for ANY reason, including against an AI nation, needs prior approval from the host. In addition, starting overseas plays will need Colonial Exploitation/Resettlement, and starting colonial plays in Subsaharan Africa will need Civilizing Mission.

3.2. Prior Roleplay. Any player who wants to start any diplomatic play must first do extensive roleplay leading up to the play, considering the historical and political context of their nation. This includes return state plays or plays against AI. Plays should NEVER come as a surprise to the target nation or those around that. There should be troop build ups, attempts to negotiate, internal political debates about war, and so on.

3.3. Declaring a Play. After obtaining host approval, you must use the /diploplay command on the diplomatic plays channel and select the correct region so that the applicable players are pinged. In-game, you should declare the play on the strategic region of your main wargoal. Do not attempt to redirect the play to another strategic region just to cheese interests.

3.4. Joining a Play. Joining a play must be reasonable and reflect the RP involved. Unless you have an alliance with either side, you should not be joining a war to attack someone you haven’t done any diplo with. You do not need host approval to join a war, but if you have done insufficient RP a host may instruct you to leave the war.

3.4.1. When to Join. If you intend to join a play, you must join it as soon as possible when it is declared, and reply to the diplo post. If for whatever game mechanic reason you cannot join a play that you should be allowed to, you are allowed to join when it starts by using the “join war” interaction (this must be done immediately when the war starts).

3.5. Wargoals. Wargoals must be reasonable and time-appropriate. You should not expect to conquer multiple states off a player out of a single war with a small amount of RP, especially earlier in the campaign.

3.5.1. Regional Wars. Until 1870, all wargoals must be in the same region, and the war must be fought in that region. This means if a play is started involving European land, wargoals to take land in America or Asia should not be added to that play by either side, and if a play is started over colonies in Asia, the war must not be fought by naval invading European capitals. Convoy raiding is valid anywhere.

3.5.2. Helpful Wars. All wargoals added must have proper roleplay prior. Under no circumstances should wars be declared to assist the player they are declared upon, subject to host discretion. This especially applies to Ban Slavery and Open Market/Investment.

3.5.3. AI War Reps. War reparations cannot be taken from the AI in offensive wars.

3.5.4. Economic / Territorial Wargoals Mixing. A single war should not mix economic and territorial wargoals (except combining treaty port and investment rights in a single play). For example, Prussia cannot add investment rights in France as a war goal together with conquering Alsace Lorraine.

3.6. Status quo Peace. If a war stalemates and all sides are at 0 or less war support and not ticking down, any nation may approach the host to seek a status quo peace that enforces all currently controlled wargoals on both sides. The host may give a certain amount of time (like 1 year) for either side to make a breakthrough before enforcing this.

3.7. GP Alliances. Until Multilateral Alliances is researched, every Great Power can only have a single Great Power ally.

3.8. Limited Interventions. Any interested nation with RP justification to do so can join a war in a limited intervention. This means they can send a limited number of troops and ships (see below) and cannot add any wargoals or have any wargoals put on them. You cannot conscript for limited wars.

  • 1836-1849: 20 troops and ships
  • 1850-1859: 30 troops and ships
  • 1860-1869: 40 troops and ships
  • 1870-1879: 50 troops and ships
  • 1880+: 60 troops and ships

3.8.1. You cannot join a Great War via a limited intervention.

3.9. Invasions. You cannot naval invade a state that already has a front on it.

3.10. Great Wars. After 1880, the Host may declare a war involving more than two Great Powers to be a Great War. In Great Wars, nations will only capitulate once they have had their capital taken. If a war becomes a Great War, all in-game wargoals will be discarded, and an RP peace conference will decide the result after the war.

 

4. Power Blocs, Markets, Subjects, Unifications and Regime Changes

4.1. Power Bloc RP. Power Blocs explicitly represent an unequal relationship of Spheres of Influence. Joining someone’s Power Bloc implies accepting a lower position to their nation and surrendering some of your autonomy to them, and the RP must reflect that. If you want to make a wholesome Power Bloc of Equals, that will require the Multilateral Alliances tech.

4.2. GPs in Power Blocs. A Power Bloc is not allowed to have more than one Great Power unless both GPs have researched Multilateral Alliances. If a PB Member becomes a GP, they have 5 years from the date they first became one to leave the Bloc. The timer does not reset if you stop being a GP and then climb back.

4.3. Leaving Power Blocs. Leaving a Power Bloc requires one of the following: a) the PB leader’s permission, b) the Host’s permission, or c) winning any war against your PB leader.

4.4. Markets. Nations are not allowed to join an overseas foreign market in a different continent unless they either become subjects (Protectorate does not count for this) or they have researched International Exchange Standards. 

4.5. Real Subjects Only. All subjects must be real subjects. You are not allowed to make an agreement where you will only be a subject for X years, or only be a subject on paper, or would gain independence upon request, or anything of the sort. Becoming a subject means fully accepting your overlord as your overlord.

4.6. Subject Loyalty. Subjects are expected to generally stay loyal to their overlords, especially after they have been recently subjugated. Being disloyal requires extensive RP, including RP involving the overlord, so that it does not come out of the left field. Staying loyal means cooperating with the overlord economically and joining regional wars when applicable. It does not mean being forced to accept lowered autonomy, nor joining every single one of the overlord’s wars even when it makes no sense to do so.

4.6.1. If the subject starts with an independence journal entry or event, they are exempted from the above. However, if they attempt an independence play and lose, then the above applies.

4.7. Subject Law Harmony. Subjects (except protectorates and tributaries) are expected to maintain a certain degree of legal harmony with their overlord. For example, it should not be the case that subjects of backwards monarchies become communist utopias.

4.8. Unrecognized Nations. Unrecognized nations cannot join power blocs led by recognized nations unless they become subjects.

4.9. Forced Subjects. At the host’s discretion, any overseas land directly controlled by a nation may be turned into a subject. The subject may be forced to have closed borders for the health of the campaign.

4.10. Forced PB Members. If a Power Bloc has 200 or more leverage advantage on a nation, that nation needs RP justification AND host approval to refuse joining the power bloc.

4.11. Regime Change. If a nation is subject to a regime change, the parties put in power must RP as being friendly (but not subjugated to) the nation that did the regime change, as they were put in power with their help. It’s also possible to, with prior host approval, use regime change wars to force nations to join or leave Power Blocs.

4.12. Unifications. You cannot unify while at war. You cannot unify with nations that belong to a different country’s Power Bloc unless you meet one of the following: 1) permission from the Power Bloc owner; 2) enforcing a Humiliate war goal on the Power Bloc owner; or 3) enforcing a Regime Change wargoal on the Power Bloc member(s).

 

 

5. Host Approval

5.1. Host Approval. The following require prior Host approval:

  • Starting any diplomatic play (or any action that has a % chance of becoming a diplo play it the AI refuses)
  • Performing any action that would result in annexing a player by event (for example, the Italian unification button)
  • Annexing a subject or releasing a new nation (releasing new colonial subjects out of overseas lands does not need approval)
  • Making a treaty that includes any of the following articles:
    • Any form of land transfer or change except fixing split states
    • Becoming a subject peacefully
    • If you have Isolationism: Goods transfer or Investment Rights
  • Changing INTO the following laws:
    • Before 1860: Slavery Banned
    • Always: Industry Banned, Technocracy, Ethnostate, State Atheism, Cooperative Ownership, Command Economy, Single Party State or Collectivized Agriculture
    • Always: Enacting any more severe form of slavery than your existing law (for example, Slavery Banned into Slave Trade, or Legacy Slavery into Debt Slavery)
  • Changing OUT OF the following laws:
    • Before 1860: Traditionalism, Serfdom
  • Moving your capital (except Russia to Moscow) / trade hub / market capital
  • Converting a country’s religion (except Japan to Shinto)
  • Incorporating overseas/colonial states

 

6. Save Edits, Dice Rolls, and reflecting RP in the game

6.1. Follow the Game. As a general rule, your roleplay should follow the game, and not the other way around. If a nation is starving and in turmoil, you cannot pretend in-RP that it is prospering. If a population is full of loyalists, you cannot pretend it is full of rebels who hate the government. If a leader is unpopular, you cannot pretend they are beloved, or vice-versa. If your head of government is a pacifist, you should not be declaring multiple wars without an RP justification for how that happened.

6.2. Save Edits. Despite the above, as this is a Heavy RP game, save edits may be done to make the game reflect the RP. This could include changing the ideology or popularity of a certain character, adding radicals to a nation, and so on. On the player side, this will mostly be done through the Council Action system, which you can access in the Dashboard. Where the Council Action system does not suffice, you may put in a Save Edit request, but you should not be making Save Edits requests to give yourself buffs just because you did some RP. That’s what the Council Actions are for.

6.3.1. Save Edit Timing. As a general rule, save edit requests should be submitted by Thursday. Save Edits submitted Friday/Saturday are unlikely to be considered.

6.3. Requesting Dice Rolls. For RP chains involving complex interactions between characters and nations, you may put in a Roll Request, in which case the Host will evaluate a range of outcomes for your request and do a dice roll to determine which one happens. This may or may not result in a save edit.

6.3.1. No Vanity Rolls. This does NOT mean you are allowed to make a post and ask for a roll to get a buff. Rolls are for RP outcomes, not to give yourself buffs. Also, we will not be doing rolls for coups on AI nations, as there is now an in-game function for that.

6.3.2. No Excessive Roll Requests. Unlike previous HRP games, where everything even remotely RP related became a roll request, you should not be making a role request here for every little thing. Roll Requests are specifically for complex RP chains, not for minor things. The Dice Roll and events in this campaign will be more host-led than past HRPs.

6.4. No Godmodding. You cannot control a character or nation belonging to another player, or decide what happens to them. If you invite a character from another nation to your country and you want to kill them, you can make a post about trying to do it and ask for a roll, but you cannot decide the outcome yourself.

 

7. Regional Restrictions

7.1. Russia and China. Russia and China are not allowed to get rid of either Traditionalism or Serfdom until the Springtime. Even after that, you will need Host Permission to leave either of these laws. And when you finish getting rid of Serfdom, you must wait 10 years before requesting to leave Traditionalism.

7.2. Russia in Central Asia. Russia is not allowed to expand South into Central Asia until after it has annexed all the starting subjects in the region. In addition, Russia will not be allowed to deploy its full army down into Persia/India, and any Russian wars in that region will require host approval.

7.3. Russia in the Caucasus. Russia is not allowed to push down from the Caucasus (into the Ottoman Kars/Persia) until it has annexed Circassia and the Caucasian Imamate.

7.4. Japan. Japan needs host approval before it can leave Closed Borders/Isolationism.

7.5. Subsaharan Africa. Expanding in Africa as a colonial power or a subject will require the Civilizing Mission technology (there may be exceptions made to allow you to expand against immediate neighbors if you are playing something like South Africa).

 

8. Changelog

23/08/2026 - Initial version.