User:Candiesrgood/Sandbox I/Tota Terra Invertitur (Map Game)

Welcome to Terra Inversa – a map game in which Earth is upside-down. In this alternate reality, the Northern Hemisphere is the Southern Hemisphere, and vice versa. While a seemingly insignificant change, the reversal of the poles will affect the world in a myriad of ways; for example, the Chinese interior is arid, most of Europe is taiga or tundra, both Northern Africa and Siberia are green, while the East Asian coast has a climate comparable to the Mediterranean.

In this game, each player would be able to create their own alternate nation (although thinly based on real-life peoples that inhabit the area) – of course, with the discretion of the moderators. The game will start circa ~500 BCE, with each turn initially being ten years-long. In time, each player would be able to contact other nations, settle frontier-lands, propagate their cultures and practices, for a select few, forge empires.

Other distinguishing features of the game are:
 * A comprehensive population algorithm recording not only total population but other indicators such as birth rate, death rate, growth rate, age distribution/composition
 * A hidden war algorithm that will be jointly-run by moderators
 * The ability of players to petition the moderators, and veto their decisions

Population

 * Initial population is determined to the number of people living in the region circa ~500 BCE – though this is debetable and could be vastly-different due to higher technology


 * Population will be determined by the moderators via a hidden algorithm. Certain aspects of the population (for example, the urbanization rate and class composition) will be left to the players – however, it may receive critique from the mods.


 * The population will be affected by numerous factors including but not limited to: the staple crops cultivated and agricultural techniques, pro-natalist versus anti-natalist policies, socio-political stability, and the disease management


 * Regular armies will be capped to ~20% of the urban population; for example, a standard player nation might have an urbanization rate of ~5% – therefore, a maximum of 1% could be theoretically raised
 * This only applies to government militias; mercenaries, auxiliaries, foreign subjects, slaves could be used to augment military forces – though this is subject to the discretion of the moderators

Nations
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