User:LurkerLordB/Easternization (Map Game)

In our world, Europe was the dominant region, and European Christianity, Languages, Art, Clothing, and Politics dominated the world. Once America, Canada, Australia, and other former European colonies broke away and began influencing the world, the influence's name changed from being "European" to "Western". When nations attempt to be like Europe or the US, it is called westernization.

But what if westernization didn't happen? What if the East Asian nations spread their religions, languages, art, clothing, and politics across the world? This process, called "Easternization", is the subject of this Map game, The POD is 1296, when following the death of Kublai Khan the Mongol Empire breaks into Yuan Mongolia, China (under the Chiu Dynasty), and Korea all break away. In year 1350, when this map game begins, the resulting changes in trade have caused borders of other nations to be slightly different. The Eastern Nations are prospering, yet their age has only just begun...

Playable Nations:
Sign three ~ here to claim a nation. If you don't play for more than a week with no explanation, you are deactivated
 * Ahom:
 * Arakan:
 * Bagan:
 * Champa:
 * Chiengmai:
 * China:
 * Cheras:
 * Chutiya:
 * Delhi:
 * East Gangas:
 * Gujarat:
 * Hoysalas:
 * Japan:
 * Kachari:
 * Kakatiyas:
 * Khmer:
 * Korea:
 * Laos:
 * Lavo:
 * Nepal:
 * Pandyas:
 * Paramaras:
 * Pegu:
 * Phayao:
 * Sokhothai: LurkerLordB
 * Vietnam:
 * Yadavas:
 * Yuan Mongolia:

Basic Rules:

 * Stay plausible
 * A new turn will begin every day, a turn will be 5 years
 * Moderators can enforce the rules
 * All wars between established nations will use an algorithm
 * LurkerLordB will control NPC nations
 * To make colonies, you must have a coastline
 * You don't have to make nation pages, but it would be nice

Colonization Rules:

 * A colony is any territory not connected by land to one's main territory that requires sailing a greater distance than the width of the Gulf of Mexico to arrive at
 * You can found 2 colonies every 50 years
 * Borders of Colonies will be in dark red
 * The borders do not count for size or expansion
 * Colonial expansion (table below) is used if colonizing uncivilized (black colored) unclaimed territory on the map, civilized (grey colored) territory must be conquered, not colonized
 * Once colonies themselves reach a certain age, expansion on that colony gets a bonus (on the table)
 * 50 km=1 px
 * If a colony is older than 50 years, a bonus +100 square km is given for expansion in that colony
 * If a colony is older than 150 years, a bonus +500 square km is given for expansion in that colony

Combatant:
Results are the winner's total divided by the total number of points, converted to percentages. A nation with vassal states loses an extra 5% of their territory, a nation with protectorates loses 7% more
 * Location:
 * At the war:5 points
 * Near the war:4 points
 * Far from the war:3 points
 * At the other side of the world:1 point
 * Belligerents: 3 points for every nation giving military aid, 2 points for every country giving supplies, vassals' aid is -1 than it would be normally, if a nation helps but then stops, then their aid goes down by 1
 * Population: +3 if greater but less than 3x, if 3x more populated than the other, +8
 * Motive:
 * Economic: Fighting for resources= +3
 * Defending: Fighting to defend territory you already own=+5
 * Religious/Moral:Fighting for religious or moral beliefs=+7
 * Life or Death:Opponents purpose is to destroy your nation=+15
 * Participation: 10
 * Ownership:
 * Owned territory for 10 years or less:-1
 * Owned territory for 10-50 years:+1
 * Owned Territory for 50-100 years:+5
 * Owned Territory for 100+ years: +7
 * Chance: Random Number generated by a moderator off of a random number site (0-9)
 * Expansion: -1 for every turn spent expanding in the past 10 turns (50 years)
 * Military Buildup:+1 for every turn spent building up the military for the past 10 turns (50 years)
 * Infrastructure/economy: (defender only) +1 for every turn spent improving the infrastructure of your nation for the past 10 turns
 * Colonial Empire:The nation possesses a colonial empire of greater size than either itself or the other main nation: +5
 * Attacker's Advantage:+10
 * High Ground:+2
 * Revolting:+15
 * Eastern Nation:+6
 * Automatically for any of the first availible nations
 * For other nations:
 * +2 for having the dominant religion be founded in South or East Asia
 * +2 for adopting South or East Asian styles of dress, food, architecture, or language
 * +2 for having an eastern-style government

Turns

 * 1 turn per day
 * 5 years per turn
 * One one turn you can expand existing colonies, and do one of the following: conquer territory, build up your infrastructure, build up your economy, improve your military, vassalize a nation OR do two of the following: found a new colony, minor improvements to military, economy, or infrastructure (+5 on algorithm)
 * You can do an unlimited number of plausible cultural events

Controlling Multiple nations:
You can control multiple nations at the same time, but with restrictions:
 * You can have an unlimited number of vassal states, but they must either border your nation or border other vassal states. If you have a vassal state, you lose 5% more of your territory if you lose a war
 * You can have an unlimited number of protectorates (overseas), but making a protectorate from a colony counts as founding a whole new colony, and making one from conquered territory counts as two
 * If your colonies declare independence, you can conrol only 1 of your former colonies

Moderator Revolts:

 * If you are over-expanding, you may have a moderator controlled revolt occur in your nation
 * Revolts must be either given their independence, or fought against in a war, but they get +15 to their algorithm