Origo Mundi (Map Game)

Welcome to Origo Mundi, a game about creating your own alternate nation in an unknown world.

In this game you will create your own alternate nation, starting from the dawn of its creation. Players will be able to explore to find new players and uncover the rest of the map, spread their culture and practices, and create the foundations of new empires.

The main features of the game are as follows:


 * Completely alternate nations, cultures, religions, etc that are all player created and developed.
 * Fictional world map that is unknown to each player at the start. Each player will receive a map of only what their nation has discovered so far, and must explore the world to piece together the bigger picture,
 * Computer programs for easy war algorithms and realistic statistics tracking, which will be ran by the moderators.

Moderators
Full Moderators:
 * Vandenhoek (talk)

Plausibility Moderators:
 * Nathan1123
 * ForsakenPear

Rules
Currently being expanded.

Maps

 * At the start of the game each player will receive their own personal map (PMed from the mods via Discord), which will show you where your starting location is situated. You will not be able to view the entire world map, only what you have discovered so far.
 * Each turn players may choose to explore the area around them. The mods will then send you a new map, expanding upon what you have knowledge of. Remember to be specific about where you send explorers.
 * No sharing your map with other players that you are not in contact with. If you have discovered another player you may arrange to trade maps in-game, at which point the mods will update each of your maps with details from the other person’s.

Population

 * The population of each nation will be tracked by the moderators, by tracking each individual city, rural area, and their individual classes. The exact population of your nation will be unknown to you.
 * To find out the approximate population of your nation you can conduct a census, but keep in mind that this will require an investment of time and money for your nation. Additionally how accurate the census information is will be based on a number of factors, including amount of money spent, technology level, your nation’s infrastructure, and overall area.
 * When you select the population of your city/nation in the nation creation section, keep in mind that you are only selecting the male population (or female if a matriarchy), so your total population will be approximately double what you select.
 * Cities and nations should have a plausible amount for each class. Noblemen represent the ruling elite and wealthiest inhabitants, citizens typically represent your middle class or lesser property owners, and the third tier represents the majority of your inhabitants. Noblemen should be a smaller fraction of the population, with most of your nation’s inhabitants being landless poor or serfs. (A generic city might have 1000 nobles, 2500 citizens, 6000 landless poor, for example.)
 * Recruiting armies will be based on the manpower you select. For example infantry will be drawn from your landless inhabitants typically, elite cavalry will be drawn from your noblemen, and any foreign auxiliaries will be drawn from your foreigner section. Keep in mind that this limits how many of each type of unit you can recruit into your army.
 * Your population will grow as turns pass, based on a growth rate determined by the moderators. This growth rate will be set based on the actions you take in your turns to either positively or negatively affect your population, as well as your climate/biome, random chance, and other factors. Additionally each class of your society may have different growth rates depending on your actions.

Money

 * At the start of the game no currency exists, however, each player may invent their own forms of currency as the game progresses.
 * The starting wealth section of the nation creation represents how much money your nation has saved in its treasury, in either gold or whatever valuable you choose to use.
 * Your income in the form of taxes will be based on your government type, level of administration, infrastructure, classes, legislative policies, and other factors, and will be tracked by the moderators.
 * Anything undertaking ordered by the government, buildings, ships, armies, or other projects will require money to be spent, and if too many things are built at once expect it is possible to exceed your income.

Nation Creation

 * Nations will be created with a point system, with points being spent on your nation’s starting attributes. Each new nation is limited to 175 points, which can be spent as follows:
 * City’s Start Location (guarantee that you will start in a certain biome):
 * Subarctic climate/tundra: 5 points
 * Desert: 5 points
 * Rainforests, Monsoons, tropical: 10 points
 * Savannas, Grasslands, Steppes: 10 points
 * Continental, Oceanic: 15 points
 * Mediterranean: 15 points
 * Location bonuses:
 * On Body of Water: 10 points
 * On Coast/Ocean: 20 points
 * On River Delta:10 points
 * On Navigable River Delta:15 points
 * On River: 10 points
 * On Navigable River: 15 points
 * Near mountains: 10 points
 * Major Island (e.g. Britain): 20
 * Small Island: 15
 * Starting resources (guarantee that you start with an abundance of something):
 * Rare Commodities: 30 points
 * Precious Metals: 20 points
 * Precious Gems: 15 points
 * Tin: 10 points
 * Iron: 10 points
 * Copper: 5 points
 * Religion Organization (if any):
 * Animism: 0
 * Disorganized polytheism (germanic paganism): 5
 * Formalized traditional (hinduism): 10
 * Semi monotheistic/henotheism (atenism): 15
 * Full monotheistic (judaism): 20
 * Starting Buildings
 * Granary: 2
 * Town Center/Forum: 5
 * Temple: 3
 * Government Center: 5
 * Harbor (requires Sailing; Coastal or on a Navigable River/Lake): 10
 * Library (requires Writing): 10
 * Walls: 5
 * Barracks: 5
 * Technology:
 * Sailing: 5
 * Ships (requires Sailing): 10
 * Calendar: 5
 * Bronze Working: 5
 * Iron Working (requires Bronze Working): 10
 * Horseback Riding: 10
 * Writing: 10
 * Basic Mathematics: 5
 * Advanced Mathematics (requires Writing and Basic Mathematics): 5
 * Advanced Astronomy (requires Writing and Calendar): 5
 * Negatives:
 * Hostile native population (e.g. Sparta): -15
 * Hostile neighboring natives: -10
 * Disease rife area: -10
 * Unpredictable flooding: -10
 * Drought prone:
 * Volcanism/Seismic Instability:-5
 * Federal government:
 * Theocracy - 15
 * Empire - 15
 * Monarchy - 10
 * Feudal - 5
 * Republic - 20
 * Tribal - 5
 * Administration:
 * Unitary - 15
 * Feudal - 10
 * Republic - 20
 * Oligarchy - 10
 * City-state - 5
 * Nomadic - 0
 * Urban population:
 * Noblemen: 10 points per 1000
 * Citizens: 5 points per 1000
 * Landless poor: 1 point per 1000
 * Foreigners: 0.5 points per 1000
 * Slaves: 0.5 per 1000
 * Rural population:
 * Citizens: 4 points per 1000
 * Poor/serfs: 1 point per 1000
 * Foreigners: 0.5 point per 1000
 * Size of Empire (everyone starts with five for free, measured per pixel):
 * Urbanized Area: 20 points
 * Rural area: 1 points
 * Loosely claimed: 0.5 point
 * Starting gold/currency supply: 1 point per 1,000 kg/gold, or an equivalent value

Government Examples
This chart is to give you an idea of what each government system and administration level might entail:

Example Nation

 * Name: Example
 * Current leader(s):
 * Points:
 * Location:
 * Starting resources:
 * Religion:
 * Starting Buildings:
 * Technology:
 * Negatives:
 * Government Type:
 * Administration Level:
 * Urban population:
 * Rural population:
 * Size of Empire:
 * Starting gold/currency supply:
 * Nation Description and History: