Rules and Algorithm (Principia Moderni IV Map Game)

The rules of PMIV

Rules

 * Recommend reading “homework” in order to better understand the time period (a simple Wikipedia page of the history of the nation you are playing as).


 * Limit the number of alliances based on plausibility and create a term that is not ‘alliance’ but suggests a strong friendship and cooperation, due to the overuse of alliances in map games.
 * Players are limited to act as the government of their nation should be: if one is an absolute ruler, it simply won’t democratize in a small time. If one is a democracy, it won’t change its policy until a change of party. For that effect, a “Revolution status” could be introduced: for a quick change of government and policies, a revolution may start, and the player may chose the side he will play, although during that time the nations enters “chaos”, unable to do any actions beside dealing with the revolution. Foreign nations may support sides, and enjoy this lack of government for absorption of colonies.
 * A Revolution status can only go into effect after a plausible series of internal problems has built up over the previous generation. In other words, changes in government should be planned at least 60-80 years in advance, or be randomized by a mod event. During which the nation shall embark on chaos in which the player shall choose to play as one side.
 * The same will apply for religious changes without a build up for such. (As OTL French Wars of Religions)
 * Colonization depends on the size of one nation:
 * It cannot have fully colonized a territory with the double of its population, prior to the arrival of colonizing nation, in less than 50 years;
 * Regions that are plausibly susceptible to foreign diseases (Americas, Oceania, Sub-Saharan Africa) can be colonized fairly easily by urbanized states
 * In these kind of regions, the demographic of the colony is mostly from the colonists, meaning that the population growth will be very slow for the first 200 years
 * Regions that are better equipped against foreign disease cannot be colonized prior to industrialization except as port cities. After industrialization, they can be subsumed into colonies by wars of conquest
 * In these kind of regions, any colony will be mostly native demographic, able to grow much quicker in population but much more unstable politically
 * Only a limited number of port city colonies can be maintained proportional to the naval and economic capacity of the nation. If they are taken from a native, urbanized state (like Macau from China), it must be given in a treaty
 * Uninhabited regions can only be colonized if all habitable access to it is also colonized (thereby substantiating the claim). Deserts may not be colonized until after the industrial revolution.
 * To establish a colony prior to the industrial revolution, a nation needs: a) a decent, well-organized navy, and b) no more than one body of water separating the colony from the homeland (for instance, Italy can colonize Libya but not America, as one is separated by just the Mediterranean and the other is separated by both the Med and Atlantic), but could establish minor colonies (Delaware Sized Colony, Islands).
 * After the Industrial Revolution, nations with large naval base can establish colonies most anywhere that isn’t already claimed (like the scramble for Africa)
 * The better the naval force of one nation, the most regions it can colonize and the more distant its colonies can be;
 * Regions in precedence of possibility of colonization: Limited gains in Northern Africa, Americas(Islands and Coasts), African Coast, India (Coast), China/Japan/Southeast Asia (Cities concessions), Americas (Interior), India (Fully), Asia (Except large territories), Africa, Pacific.
 * The conditions above may be reduced if a nation has shown great technological and/or industrial advance.
 * Any nation can create minor colonies which will be subject to a RNG. The RNG will establish if local population will be favorable to a foreign colonization (and allowing a minor nation to colonize) or if will fight it (and permit only major nations, with military capacities to sent troops there to colonize).
 * Burden of proof of plausibility is put on the player, not the moderator.
 * Any change on the rules must be approved by a majority of the moderators.
 * If a moderator be inactive on its duties for at least 10 years in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
 * Moderators would be banned from moderating in the region that their nation is in (i.e Italy, Holy Roman Empire).
 * Moderators shall be assigned a region based on their level of knowledge, in which they shall focus their moderating powers on.
 * After one turn is deemed closed for posting, the time for a player to request a revision of a mod decision or plausibility of a player is until the next turn ends. *Passed two turns, the events previously stated will be deemed canon and unchanged. *Unless plausibility suffers a major blow in which a up to ten turn total retcon of the game will happen. In order to get your mod responses more noticed write them in red and bold them. If lack of mod response priests message a mod on his/her talk page.
 * For mod events/responses, a single mod will be required to answer, based on their assignment on the map game. Should the decision be questioned, the Mod council will deliberate, and a majority consensus will be required for a decision. Should the mod council be questioned then, and only then, the doubt may be brought to an overseer, which word will be final.
 * For wars occasionally the war will be decided by a “writeoff” in which users write their nations strategy and the moderators will judge and decide the winner of the war. Writeoffs will usually be used for multi-side/major coalition wars.
 * No more than 1-2 (historically accurate) allies early on.
 * Nations must have a strong causus belli to declare war. Allies must have a weak casus belli to join the war (Until WW1 Era).
 * If any mods discover a Colonial Claims map before the new world is discovered, the players involved should be banned.