Rules (Emancipation Map Game)

Welcome to the Official Rules Page for the Emancipation Map Game.

By participating in this map game, you agree to follow all rules as set down below, as well as general Wiki Conventions and all Wikia Policies. It is your responsibility to regularly check the rules, as moderators may make changes if deemed necessary, without warning. Ignorance of the rules is not an excuse for breaking them.

Thank you, and enjoy Emancipation!

General Rules

 * The primary purpose of an alternate history map game is to explore potential outcomes given a set point of divergence. To do this effectively, plausibility is the primary metric, and each player is responsible for maintaining plausible development in his/her nation. A three-strike system will be in place to enforce strict plausibility. Remember, Warning, kick, ban.
 * Warning: You will receive a notice on your talk page warning you to be plausible.
 * Kick: If you continue to act implausibly, you will receive a three-day long block from the game, in which you will not be allowed to post.
 * Ban: If after the kick you still do not follow plausibility rules, your name will be put on the Wall of Shame on the game's talk page and will not be allowed to rejoin until the head moderator (Tim), if at all, decides to remove you from the Wall.
 * If this indefinite ban is cancelled, you will be allowed to rejoin the game, but another implausible act and you will be banned without possibility of permission to rejoin.
 * The length of each turn will be 6 months. Each turn will begin at 00:00 UTC each day.
 * Players of a colonial empire may play as all components of said empire, but will be obligated to allow another player to play as a territory should they choose to. Players cannot play as the entirety of supranational unions such as the German Confederation.
 * Moderators may not moderate their nation's region. (Example: If a moderator was playing as a European country they may moderate anywhere except Europe.)
 * Moderators must research before creating mod events, to ensure plausibility.
 * A new map will be made every five years, starting at 1865. Interim maps may be authorised by the moderator staff. Only mods may make the official maps, based upon the Map Issues section of the Talk Page.
 * Players may not create new sciences or technologies on their own but must instead approach the Moderator Staff with the technology and provide explanations why they should discover the advancement; it will then be announced in the Mod Events section of the turn.
 * No real-life figures born after 1865 may exist.  There are billions of name combinations, other than very common ones or repeat names in royal families, it is unlikely that any of the same names that are for famous people in our world would be for famous people in this world.
 * You may only switch nations if you have been defeated completely in a war with another player. However, you do not have to switch and can possibly keep on playing as part of a colonial empire.
 * Each turn must be distinct from the previous turns. Copying and pasting base turns will not be tolerated, and will result in warnings and suspensions.
 * Have fun. Remember, Emancipation is only a game, and should be treated as such. Outside arguments, especially those on chat, may result in disciplinary action by the Moderator Staff.

War algorithm
An algorithm must be done for each turn of the war.

Location

 * +15 if war is in home country
 * +10 if war is in a neighbouring country
 * +7 close to location of war
 * -5 far from location of war
 * -7 extremely far from location of the war.

Location bonus

 * +4 if war is in well known land
 * +2 if war is in a fairly known land
 * -2 if little is known about the land
 * -3 if war takes place in a land with no prior knowledge.

Tactical advantage

 * +2 Attacker’s advantage
 * +5 Defender’s advantage
 * +6 Surprise attack (Attackers)
 * +4 Home is island (Defenders)
 * +5 Home is desert (Defenders)
 * +8 Home is jungle/tropical (Defenders)
 * +10 (in winter), +12 (in spring) Home is tundra/arctic (Defenders)
 * +4 Amphibious landing (Attackers); -3 (Defenders)
 * +2 Defender Scorched Earth policy enforced (Downgrade by one infrastructure level), -2 for attackers
 * +1 Spies successfully infiltrate and provide intrigue, -1 if unsuccessful (RNG to determine the success of operation)

Nuclear weapons

 * Strategic nuclear weapon use on capital city: +10 for belligerent, -10 for defendant (of nuke). +2 per additional nuke for belligerent, -2 per additional nuke for defendant.
 * Strategic nuclear weapon use on major city: +7 for belligerent, -10 for defendant (of nuke). +1.5 per additional nuke for belligerent, -1.5 per additional nuke for defendant.
 * Strategic nuclear weapon use on minor city: +5 for belligerent, -10 for defendant (of nuke). +1 per additional nuke for belligerent, -1 per additional nuke for defendant.
 * Tactical nuclear weapon use: +5 for first tactical nuke, +.5 per additional nuke.
 * Nuclear weapon use for belligerent: -5 morale this turn and next turn.
 * Nuclear weapon use for defendant: -2.5 morale this turn only.

International support

 * +3 for every nation actively participating (ie. forces are physically in battle)
 * +2 for every nation providing any two of financial, technical and/or advisory support
 * +1 for every nation providing any one of financial, technical or advisory support
 * +0.5 for every nation providing limited support

Development
Calculate for each grade category (military, economy, technology and industry) For defending nations, also calculate for infrastructural development.
 * Grade advantage/(1.5*No. of nations participating)

Recent expansion

 * 0 No expansion in the past five years
 * -1 Insignificant expansion in the past five years
 * -2 Minor expansion in the past five years
 * -3 Some expansion in the past five years
 * -4 Major expansion in the past five years
 * -5 Huge expansion in the past five years

Motive

 * +3 Economic gain (land, money, resources, etc)
 * +2 Aiding Ally
 * +2 Defending territory not held for more than 10 years
 * +4 Defending territory not part of nation proper (eg. colony) but held for more than 20 years
 * +3 Taking territory of similar culture but not part of nation
 * +4 Pre-emptive strike
 * +5 Taking back territory recently held by nation but since lost
 * +6 Aiding Social/Moral/Ideological/Religious Kinsmen who are being oppressed
 * +6 Attacking to enforce political hegemony
 * +5 Defending Heartland from attack that will not cripple/ destroy nation
 * +9 Defending nation proper from possibly fatal attack
 * +10 Defending from attack that will wipe out nation and culture.

Modifiers

 * -2 Non-democratic Government
 * +3 Democratic government
 * -9 Government not supported by people
 * -3 War not supported by people (Democratic)
 * -2 War not supported by people (Non-Democratic)
 * +5 Troop Morale High (requires motive over or equal to 5, chance over 4, and larger strength)
 * -5 Troop Morale Low (any of the following: chance below 1, strength less or equal to 50% of opponents, recent war penalty over 5)
 * -5 (Attacker) +1 (Defender) Fighting Guerrilla War
 * -10 Multiple concurrent wars
 * -2 (per defeat) Defeat suffered within the previous two years.

Chance
NOTE: Assisting vassals/puppets will add 0.25 to your score; Assisting independent nations will add 0.5.
 * (Edit count/Last digit of UTC time)*π=x
 * Fifth decimal place of x=Chance
 * Edit count — The edit count of the user controlling the nation (at time of calculation). If the nation is not controlled by a player, this value is equal to 500.
 * Last digit of UTC time — eg. if the time was 15:26 UTC, 6 is the number used.

Age

 * -10 Newborn nation (less than 5 years since gov change; 3 years if popular revolt)
 * -5 Young nation (5–25 years since government change)
 * +0 Maturing nation (25–75 years)
 * +5 Mature nation (75–200 years)
 * +0 Old nation (200–300 years)
 * -5 Ancient nation (300–500 years)
 * -15 Antique nation (more than 500 years).

Nation size
The size of the nation in area.
 * -10 Very small (eg. OTL Fiji)
 * -5 Small (eg. OTL New Zealand)
 * 0 Medium (eg. OTL Spain)
 * +5 Modest (eg. OTL Sweden)
 * +10 Large (eg. OTL United States)
 * +15 Very large (eg. OTL Roman Empire)
 * -10 Extremely large (eg. OTL Russia)

Participation
Participation of the user controlling the nation.
 * -5 User not active (no action in past 4 turns)
 * 0 User moderately active (no action in past 2 turns or mod-controlled)
 * +5 User active (action every turn on average)

Troops
NOTE: Remember that troop numbers must be known before an algorithm can be done. Please specify all troop numbers when declaring war and when responding to a declaration of war.
 * No. of troops ÷ 10,000

Theatres of war

 * No. of theatres ÷ 2 = x
 * –x is the value used.
 * NOTE: It is considered multiple theatres if the enemies fighting you in each theatre are allied or otherwise associated. If this is not the case, then concurrent wars are occurring instead.

Concurrent wars

 * No. of concurrent wars ÷ 1.5 = x
 * –x is the value used.
 * NOTE: It is considered multiple concurrent wars if the enemies fighting you in each war have no and/or very little connection to each other.

Recent wars

 * 0 None in the past 10 years
 * -2 Conflict(s) in the past 10 years in which victory was achieved
 * -5 Conflict(s) in the past 10 years in which this nation was defeated

Total
The total is derived from the sum of all final values.

Result calculation

 * Result % = (TotalAttacker ÷ TotalAttacker + Defender) * 100

NOTE: If the algorithm determines that the war continues somehow, either side can choose to sue for peace. Peace negotiations are voluntary unless the attacker defeats the defender.
 * 0 — 10%: Defender changes tide of war and becomes attacker. Significant damage (-50%, downgrade by one in military) inflicted on attacker troop numbers.
 * 11 — 20%: Defender successfully repulses attacker with great damage (-25%) to attacker troop numbers.
 * 21 — 30%: Defender successfully repulses attacker with moderate damage (-10%) to attacker troop numbers.
 * 31 — 40%: Defender successfully repulses attacker with minimal damage (-5%) to attacker troop numbers.
 * 41 — 50%: Defender causes moderate damage (-10%) to attacker troop numbers, but cannot stop attack. Attacker causes minimal damage (-5%) to defender troop numbers.
 * 51 — 60%: Defender causes minimal damage (-5%) to attacker troop numbers, but cannot stop attack. Attacker causes moderate damage (-10%, downgrade by one in military and infrustracture if damage continuous for two more turns) to defender troop numbers and infrastructure. Attacker makes minimal gains in defender territory.
 * 61 — 70%: Attacker causes great damage (-25%, downgrade by one in military, infrastructure and industry if damage continuous for one more turn) to defender troop numbers, infrastructure and industry. Attacker makes moderate gains in defender territory.
 * 71 — 80%: Attacker causes significant damage (-50%, downgrade by one in military, infrastructure and industry) to defender troop numbers, infrastructure and industry. Attacker makes significant gains in defender territory.
 * 81 — 90%: Attacker causes massive damage (-75%, downgrade by two in military, infrastructure and economy) to defender troop numbers, infrastructure and industry. Attacker makes huge gains in defender territory.
 * 91 — 100%: Attacker soundly defeats defender. (-80%, downgrade by two in military, infrastructure, industry; downgrade by one in economy) War automatically ends with surrender of defender.

Grades
In Emancipation, the tier system does not exist. In its place are Grades. They range from Grades A to E, with A being the top, and E being the bottom. For example, an A-Grade military will have a huge advantage over, say, a D-grade one. Grade Promotion requests can be made on the Talk page.

Military

 * Austria
 * Prussia
 * United Kingdom


 * Bavaria
 * Brazil
 * China
 * Confederate States
 * Denmark
 * France
 * Netherlands
 * Ottoman Empire
 * Russia
 * Spain
 * United States


 * Anhalt-Bernburg
 * Anhalt-Dessau
 * Annam
 * Argentina
 * Baden
 * Belgium
 * Benin
 * Bolivia
 * Bremen
 * Brunei
 * Brunswick
 * Chile
 * Ecuador
 * Ethiopia
 * Granadine Confederation
 * Hamburg
 * Hanover
 * Hesse-Darmstadt
 * Hesse-Kassel
 * Holstein
 * Italy
 * Japan
 * Korea
 * Luxembourg
 * Mexico
 * Nassau
 * Papal States
 * Persia
 * Portugal
 * Reuss-Greiz
 * Reuss-Gera
 * Rwanda
 * Ryūkyū
 * Saxe-Weimar-Eisenach
 * Saxony
 * Schaumburg-Lippe
 * Siam
 * Sweden-Norway
 * Württemberg


 * Afghanistan
 * Andorra
 * Ankole
 * Anziku
 * Aro
 * Baguirmi
 * Baol
 * Basutoland
 * Bhutan
 * Bora Bora
 * Bornu
 * Buganda
 * Bunyoro
 * Burma
 * Burundi
 * Cambodia
 * Cayor
 * Dahomey
 * Dominican Republic
 * El Salvador
 * Frankfurt
 * Greece
 * Guatemala
 * Gumma
 * Ha'il
 * Hawaii
 * Honduras
 * Janjero
 * Jimma
 * Johor
 * Kabulistan
 * Kaffa
 * Kénédougou
 * Khiva
 * Kong
 * Kongo
 * Liechtenstein
 * Limburg
 * Lippe
 * Luba
 * Lübeck
 * Manipur
 * Massina
 * Matabeleland
 * Mecklenburg-Schwerin
 * Mecklenburg-Strelitz
 * Maguindanao
 * Monaco
 * Montenegro
 * Morocco
 * Muscat and Oman
 * Negeri Sembilan
 * Nicaragua
 * Oldenburg
 * Orange Free State
 * Ouaddai
 * Oyo
 * Pahang
 * Paraguay
 * Perak
 * Peru
 * Samoa
 * San Marino
 * Saxe-Altenberg
 * Saxe-Coburg-Gotha
 * Saxe-Lauenburg
 * Saxe-Meiningen
 * Schleswig
 * Schwarzburg-Rudolstadt
 * Schwarzburg-Sonderhausen
 * Selangor
 * Serbia
 * Sikkim
 * Sokoto
 * South Africa
 * Sulu
 * Switzerland
 * Toro
 * Toucouleur
 * United States of the Ionian Islands
 * Uruguay
 * Venezuela
 * Waldeck-Pyrmont
 * Zanzibar


 * Costa Rica
 * Couto Misto
 * Fiji
 * Futa Jallon
 * Futa Toro
 * Gora
 * Gera
 * Gomma
 * Haiti
 * Huahine
 * Jolof
 * Kaabu
 * Khasso
 * Koya Temne
 * Liberia
 * Limmu-Ennarea
 * Loango
 * Lunda
 * Maldives
 * Nepal
 * Raiatea
 * Rapa Nui
 * Rarotonga
 * Tahiti
 * Tonga
 * Welayta
 * Yeke
 * Zululand

Focus
Each nation in Emancipation may choose two aspects of their society on which they would focus — a primary focus and a secondary focus. A Focus allows a nation to more easily develop in these areas. The Focuses and their effects are listed below.


 * Culture
 * If chosen as a secondary focus, culture will provide the following benefits:
 * Festivals: The prominence of culture places importance on festivals, increasing happiness within the nation. This decreases the likelihood of rebellion or unrest.
 * Tourism: The influence propagated by your culture will cause tourism to your nation to increase. This will result in an increase in revenue, and in influence on other nations.
 * If chosen as a primary focus, culture will provide the following benefits in addition to the secondary focus benefits:
 * Affinity: The culture of your nation will be more influential over others, thus making it easier to place them under your sphere of influence. If you go to war with a neighbouring country, you will automatically receive the Cultural affinity benefit in the war algorithm.
 * Sphere of influence: Your nation will find it easier to establish a sphere of influence around you based on culture. A sphere of influence will often bend NPC countries' responses in your favour.
 * Military
 * If chosen as a secondary focus, military will provide the following benefits:
 * Loyalty: There will be a decreased likelihood of a revolt or mutiny in your armed forces.
 * Mobility: Your military will be able to move more quickly than most others, and will be more versatile, flexible and resilient, allowing you to outmanoeuvre your enemy.
 * If chosen as a primary focus, military will provide the following benefits in addition to the secondary focus benefits:
 * Efficiency: Your country's military will be far more efficient than others. Your armies will cost less to maintain, and expansion and development of the armed forces will be accelerated, should you choose to direct your attention to these aspects.
 * Blockade: Siege warfare fought by your armed forces will be far more effective, providing you with a 10% algorithm bonus.
 * Religion
 * If chosen as a secondary focus, religion will provide the following benefits:
 * Reformation: Changes to the tenets of your religion (or resistance to change) by its leaders are less likely to produce instability and massive unrest in your nation.
 * Heavenly brotherhood: It will be easier to rally your people together and unify them using your religion as a motive. This will result in a lowered likelihood for popular discontent towards wars or changes in government policy.
 * If chosen as a primary focus, religion will provide the following benefits in addition to the secondary focus benefits:
 * Word of God: The spread of your religion will be greatly accelerated, and it will hold more influence over your neighbours.
 * Donations: Revenue from the clergy and religious activity will increase, contributing to your treasury.
 * Exploration
 * If chosen as a secondary focus, exploration will provide the following benefits:
 * Fair winds: Your ships and explorers will be faster when exploring and surveying the world, allowing you to complete exploration missions at an accelerated rate.
 * Spice trade: Trade negotiations with foreign peoples will be smoother, and are more likely to produce favourable results.
 * If chosen as a primary focus, exploration will provide the following benefits in addition to the secondary focus benefits:
 * Dreadnought: You will be able to more easily develop and expand your navy, and in event of a war fought at sea you will receive a 5% algorithm bonus.
 * Harmony: Native peoples you encounter will be more likely to be friendly towards your explorers and settlers, making it easier for assimilation and the establishment of colonies.
 * Commerce
 * If chosen as a secondary focus, commerce will provide the following benefits:
 * Safety net: In the event of a national or worldwide economic failure, your nation will be able to rebuild its economy more quickly than others.
 * Tax Office: Collection of taxes and revenue from businesses and individuals will be more efficient, allowing the state to more quickly build up its treasury.
 * If chosen as a primary focus, commerce will provide the following benefits in addition to the secondary focus benefits:
 * Industrial Revolution: Industrialisation will be accelerated, allowing easier promotions to higher industrial Grades.
 * Wirtschaftswunder: A focus on commerce will motivate your population to accelerate development, allowing you to more quickly advance through the technological Grades, and maintain your position in your Grade level.

Ideology
In addition to focuses, nations of selected regions may choose ideas from ideology tracks. You must not choose more than one idea from each ideology. However, the ideology your primary idea relates to will become your main ideology. Certain ideologies, however, are incompatible with each other, and if you choose an idea from a certain ideology, you may not be able to choose ideas from another ideology. One must keep in mind that when choosing an idea, the choice of idea does not guarantee that the benefits will affect your nation. It is how you use the elements created by the idea that determines the effectiveness of the potential benefits. If not used correctly, it may result in unfavourable consequences. Also note that some nations already have these ideas as an inherent part of their identity, and thus may choose other ideas without fear of losing existing ones.


 * Imperialism — An ideology geared toward conservatism and the formation of an empire. Imperialism is associated with conservatism, though liberal tendencies can be adopted. Incompatible with nationalism.
 * Capitalism — An ideology which values the potential of money. Incompatible with socialism.
 * Liberalism — An ideology supporting the rights of the individual. Liberalism embraces democracy and freedom. Compatible with all other ideologies.
 * Nationalism — An ideology which places the importance of nationhood and patriotism above all else. Incompatible with imperialism.
 * Socialism — An ideology characterised by common and democratic control of the means of production. Incompatible with capitalism.

The number of ideas you may choose are based on the region in which your nation is located:
 * Western Europe: 3
 * Eastern Europe: 2
 * East Asia: 2
 * South Asia: 1
 * North America: 3
 * South America: 2
 * North Africa: 0
 * Central Africa: 0
 * Southern Africa: 1
 * Australia: 2
 * Pacific Islands: 0

Changing to new ideas is possible, but may result in unrest or other unpleasant side effects. Also, when choosing your first idea, you must commit to said idea for at least fifteen turns. After that, you must commit to new ideas for at least ten turns. With that in mind, please choose your ideas wisely.