Talk:Rules (Cthulhu Sleeps Map Game)

Ammendments
I'd like to propose some things to be added:

General Rules

 * Make sure that all actions carried out per turn are realistic and plausible
 * Turns begin at 21:00 UTC. Do not edit past turns.
 * One turn is equivalent to three month. Each day a new turn begins. Each day you may write out your actions. Each unit you control can do one thing per turn.
 * Keep in mind the linguistic effects of conquering and colonizing
 * Any land which is conquered has inhabitants, and they must be dealt with
 * Every ten turns, a map is to be made
 * Each player will "call" a nation, one nation per player
 * The creator of this game and all moderators have the power to grant and regulate technology for every nation, as well as regulate plausibility. They also has the right to create random events in any and every nation throughout the course of the game
 * Every so often an archive of game progress will be made.

Nations

 * If a nation is inactive for five days or more (hasn’t posted anything during this time) than their country can fall into civil disorder or civil war. A country’s stability (see below) also determines their fate.
 * If you know that you will be unable to post as your nation for several days (such as going on vacation) alert a moderator so that you aren’t eliminated
 * Conferences and congresses can be called by nations to discuss large alliances/coalitions/treaties on the talk page
 * A nation can hire raiders and pirates to attack other nations, but this severely weakens ties between the two countries
 * If you join late you start the turn you join
 * You may vassalize nations and post for them if no one plays as them, but you must allow new players to play as them, if they ask and you think they are a good fit.
 * Profile pages for your countries are highly recommended. Feel free to create pages to explore interesting alternate history within the game
 * ’Call’ your choice below in the list of nations by your name/signature
 * Switching nations is allowed if you are eliminated, or if granted permission in game, however you may not frequently or excessively switch nations to metagame or escape consequences.
 * If you are a new player you may not immediately join a union or greater nation.
 * All NPC nations will be operated by the moderators. This includes answering diplomacy from players and doing various tasks. On some occasions NPC’s will complete actions at the start of every turn in the form of moderator events.


 * Random.org should be used where applicable
 * If there is a conflict of interest, another moderator must do the ranom.org number generation.
 * If a NPC nation declines your offer, you cannot continue to ask every turn. Only send another request if some of the circumstances have changed.

Stability
Eg: the Prince of Mercia has been assassinated. Your control in that region is falling as the Worker’s Union gathers more support around his death. Your stability drops from 40 to 35.


 * At the start of the game everyone’s stability is 50 unless otherwise noted
 * You need stability of at least 35 to advance in any technology
 * The lower stability your nation has the more susceptible it is to rebellions, revolutions, lower production, weaker defense, and other weaknesses. If you do not quell the rebellion/raise your stability then your nation may collapse.
 * If your stability is higher than 80 you are considered in a technological boom/golden age
 * If your stability is under 40, it will increase after the following have been met:
 * You have not been at war for twelve turns
 * You are not openly moving soldiers into foreign countries, or to aid in a major war
 * Rebels in your nation have been cleared
 * You do not have a major political switch in your government
 * Moderators may target your nation for a random event involving your stability, usually depending on your current situation/decisions.

Stability

 * You may declare a war on any country on your turn
 * You may have any NPC declare war on you as long as it is plausible
 * Use the appropriate algorithms for all attacks
 * Each enemy encounter is a single battle
 * Keep in mind that it may take several battles to crush your enemies.
 * Upon entering enemy territory remember that after pushing back enemy forces, you must allot time to occupation. Keep in mind how big an area might be, and how many soldiers you have to enter the countryside. Also keep in mind where they are getting their supplies. If a clear stockpile or route for supplies isn’t available, your forces may have to pillage the local villages or face death from attrition. Once an area is occupied, you do not own it. It is still the defender’s land, but you are currently controlling it. Annexation of enemy’s land is later agreed upon in the peace treaty.
 * This algorithm must be used for any war/battle/conflict involving a player. This includes player-versus-player wars and player-versus-NPC wars. Moderators will post these algorithms. These algorithms are final.Disregarding the outcome of the algorithm will result in a ban!
 * All nations are encourage to think tactically and develop actual plans for invasions/battles. By publishing a description of your actions (or making a page documenting your pre-battle maneuvers) you will be more likely to succeed.

Declaration
Copy and paste this.

Mscoree (talk) 02:28, October 29, 2013 (UTC)