Rules (A Million Lords Under One Map Game)

The rules of the map game.

Rules

 * 1) Research your nation and its time period! It's up to you, the player, to operate plausibly. Implausible actions will be striked out/retconned without mercy!
 * 2) Control of a player nation will revert to NPC status after a five day absence, at which point it can be claimed by another player.
 * 3) Players may switch nations after 30 years, at moderator discretion. You may only switch nations if you have been at peace for five years.
 * 4) There shall be no metagaming! This includes nation ruining, making colonial claims prior to the discovery of the New World, making plans with other players that have not been verified using IC channels, using modern-day knowledge to plant colonies at strategic locations or "discover" superior technologies ahead of schedule, or acting on any OOC information.
 * 5) Furthermore, the fog of war is in effect. Movements in foreign countries are unknown to you without a physical presence (agents, soldiers, ships) with which to gather intelligence. Of course, rumors will spread and most public information will make its way to you within good time.
 * 6) All diplomacy, be it overt or secretive, must either be posted on the game page or otherwise viewed and confirmed by a moderator.
 * 7) If two nations are in a personal union and are culturally similar, then after fifty years in personal union, the leading nation may choose to merge the two nations.
 * 8) In order to form an alliance, both nations must be in good standing with each other. If you are unsure about your relations with other countries, ask a moderator.
 * 9) Families of differing faiths/cultures, if the differences are irreconcilable, cannot marry. Alliances with sufficiently disparate cultures are unlikely to be realized. Diplomatic relations with distant nations are tenuous at best.

Guidelines

 * 1) The most expensive undertakings are the three C's: campaigns, colonies, and construction projects. Be wary of expenses when making big decisions.
 * 2) Governments should not burden themselves with too many diplomatic relations. A safe limit is three alliances. Having more could cause unnecessary headaches in the future.
 * 3) Aim for plausibility, but have fun! Enjoy the game and don't try to reduce others' enjoyment.