Rules (Rise of the South Map Game)

General Rules

 * Make sure that all actions during your turns are plausible and realistic.
 * New turns begin at 21:00 UTC Time.
 * One turn if equivalent to 3 months or a quarter of year.
 * Harassment, abuse, vandalism, and uncrossing something that an moderator has crossed out will not be tolerated.
 * Sock-puppeting will lead to an immediate kick from the game.

Nations

 * You can discuss diplomacy with any nation you have contact with.
 * Each player can play as only one nation. However, he may play as many colonies, vassals, and/or puppet states that his nation currently controls, but other players can play as them when they want to.
 * No self-destruction of your nation. Examples of this would be random coups, revolutions, and civil wars randomly occurring in your turn. The mod events will say if any of this occurs.
 * If a nation hasn't posted for more than 10 days, the current player will be considered inactive and can be removed from that nation by another player that chooses to play as that nation.
 * If you're a new player to this game, you may not instantly join a union with another nation, unless a moderator says that it's plausible.
 * You're obliged to make a nation page for your current nation.
 * To play as a nation simply place your signature next to the nation's name (Includes vassals, colonies, puppet states etc).
 * A union counts as one nation in the algorithm.
 * Switching nations is only allowed if you've been eliminated in the game or have been given permission from a moderator.
 * Make sure that you've read the timeline to this game.
 * Keep in mind how large your nation's economy is and what you your nation can do.
 * Keep in mind what resources that your nation contains.

Dissent

 * At the start of the game everybody's national dissent starts at 0.0.
 * National dissent is what tells you if your population is unhappy, having a large national dissent value will have severe consequences.
 * If you're national dissent value has increased it will always decrease every turn by .5 (default).
 * Moderators can target your nation in mod events that can lead to your dissent value increasing.

NPC Nations

 * All NPC nations will conduct their actions by the mod events, you may not say that an NPC nation has done something to benefit your nation.
 * Ex: We have asked Ukraine for a trade offer, in which they have accepted.

Military Development

 * Large implausible recruitment of troops will be crossed out, unless it has a valid reason.
 * If creating "fake equipment" (weaponry that has never been created in OTL) you may not say that its the best weapon in the world or something like that. Your current technology score will determine whether it's better than another nations equipment.
 * Unit hierarchy can be used to increase your score in the war algorithm. (See algorithm for more details).

Technology

 * Every three out of five turns you may upgrade your scores by .50.
 * You may only level up one tech per turn.
 * You cannot go past level three until the year of 1885.
 * You cannot go past level four until the year of 1900.
 * These tech rules will be changed throughout the game in order to keep it challenging.
 * If you're landlocked you cannot have a naval score.
 * All primary nations start at level 2.

Army Technology
 * Level 2 - Requires 10,000 troops within your army.
 * Level 3 - Requires 60,000 troops within your army.
 * Level 4 - Requires 150,000 troops within your army.
 * Level 5 - Requires 300,000 troops within your army.

Navy Technology
 * Level 2 - Requires 15 Combat Vessels
 * Level 3 - Requires 25 Combat Vessels
 * Level 4 - Requires 50 Combat Vessels
 * Level 5 - Requires 80 Combat Vessels

Industrial Technology
 * Level 2 - Population of 100,000
 * Level 3 - Population of 300,000
 * Level 4 - Population of 2,000,000
 * Level 5 - Population of 10,000,00

War

 * Any NPC nation can declare war on you as long as it's plausible.
 * You may declare war on other nations as long as it's plausible.
 * You're required to use the algorithm for all battles in the game. Although is not required if you're capturing unguarded to lightly guarded territories.
 * All nations are encouraged to think tactically and describe the course of action of the battle and your current war.
 * Multiple algorithms may be done every turn.
 * Keep in mind how your troops will mobilize to capture a certain area.

Declaration of War

 * In your turn you're required to make your declaration of war against another nation(s).
 * All objectives/casus bellis both decrease or increase your national dissent. Keep in mind that your minimum national dissent score is 0.0.

Casus Belli

 * Unjustly Attack (-5 Dissent)
 * Terrorist Attack (-3 Dissent)
 * Political Blunder (-2 Dissent)
 * Attack Ally (-3 Dissent)
 * None (+5 Dissent)

Objectives
Acquire/Retake Core: (-2)
 * Wish to annex a province/state that is our rightful land.

Annex Territory: (+1)
 * Wish to annex a province/state

Add to Sphere of Influence: (+2)
 * Wish to add a nation/state to your sphere of influence.

Assert Hegemony: (+1)
 * Take back land that is a part of another nation's sphere of influence.

Conquest: (+4)
 * Conquer another nation/state.

Containment: (0)
 * Believe that this state has become too powerful and must be contained.

Demand Concession: (+2)
 * Demand that this state cedes us land.
 * If core (-2)

Establish Protectorate: (+1)
 * We wish to establish this state as a protectorate.

This is unfinished.