A Brand New World (Map Game)

Basic Rules

 * Don't make your nation too overpowered
 * Turns begin at 00:00 UTC
 * Inactive nations can be invaded
 * There can be super-national confederations like the Holy Roman Empire, essentially acting like greater alliances
 * Don't edit past turns
 * New users can start in the game the turn they joined in
 * The game has no specific end date, the game will end when most users are inactive

Turns
Each nation has one turn per day, and each turn represents one year. There are no rules as to what you can write about, as long as it makes sense; don't make the unicorn gods from Mars help your Kyrgyz Empire take over the world. Make sure to always include the name of your nation, or everyone will have absolutely idea what you are talking about. Don't edit after you finish your turn. The changes to the map during the turns will be posted the day after

Joining
To join, all you have to do is submit a flag, name, and map of your nation; to make the map simply copy the map from above and paste it into whatever drawing software you use; then edit in and put the nation on it; Claus (me, the creator) will then edit the map you've saved and put it on the wiki and replace the map at the beginning of the page with the map including your nation. Then put your nation's name and your name in the list of nations. The nation can't be too large, and can have overseas colonies if the colonies are small. The game will start when five people join.

Expansion/Colonization
Keep in mind the ethnic and linguistic effects of colonization; the lands are inhabited. The distribution of ethnic groups of the world are the same as they are today, with the exception of the Americas, Oceania, and Siberia, where they are still populated by their native peoples. A healthy dose of rebellion should happen. Expansion takes time to do; don't just annex an entire continent in a single year. Keep it realistic.

You can make vassal and puppet states, although there are a few rules differentiating them from each other. Vassal states can only exist if they border the nation controlling them, and can be annexed into the state controlling them after a few years of existing. Puppet states can be separated from their father nation but overall are harder to fully annex. Unions are allowed; they are controlled by the users who controlled the multiple nations before they formed a union.

Wars
Civil wars should happen; especially if you are controlling a large, multi-ethnic empire or a succession crisis is happening if your nation is a monarchy. If a new nation does gain independence from a civil war or referendum, it will be an NPC nation until someone calls it as their own. (Everyone only control one nation, please)

There will be an algorithm for this game, but that will be made when the game starts. It covers the wars more in-depth in order to find which nation would be more successful in war.

Mods
Moderators are the players who control the game, essentially; to become a moderator a player must show that they would make a good moderator, not being aggressive, being a calm player, must be relatively active. Mods can also other people to gain their position; if the moderators give a two-thirds vote, that person becomes a mod. The moderators can control the following:
 * Banning users
 * Promoting users
 * Controlling NPC nations
 * Reverting implausible moves or godmodding
 * Cause revolts and natural disasters

Technology
Technology starts at an OTL 13th century level. Player nations can improve the technology to higher levels but only if they have the resources in their controlled regions to do so.

Foreign Affairs
Nations can request alliances with other nations if they wish; the player controls their country's government. Foreign affairs must be dealt with carefully and plausibly; don't declare war with an ally for absolutely no reason besides expansion.

Players
(Bold denotes moderators)
 * Claus the Mighty (talk) 23:53, October 30, 2015 (UTC)- Hellenistic Kingdom HK_flag.png