Europe 1430, Number II (Map Game)

Note: This is in NO WAY attempting to replace the original Europe 1430 game. It just sounded like a good starting point for us as well. The game structure, however, is different, based on Principia Moderni.

Starting Map


This is the starting map

Rules

 * The main goal of these rules is to keep the game realistic, therefore every turn must be plausible; one cannot take over the world in 10 turns.
 * This game shall last until the present day. Afterwards, it shall be converted into a regular timeline
 * As long as the states are hereditary monarchies, one controls a particular monarch in a royal house as well as their successors, and a monarch may control more than one state as is detailed later. Royal marriages are thus encouraged for plausibility. This may lead to succession crises, etc.
 * A turn is one day. Each turn is composed of one action, which can be militaristic, diplomatic, etc.
 * Exploration (or any sort of sea travel) takes one turn.
 * Any land which is conquered has inhabitants, and they must be dealt with.
 * Keep in mind the linguistic effects of conquering and colonizing.
 * Every person must do an action every year, but only one action.
 * Every five turns, a map is to be made. Each player should edit the map according to their nation's actions.
 * Every map must be saved as a .png on the current map template.
 * Negotiations will be on the Talk Page.
 * Each player will "call" a nation, one nation per player. The game will start once decided on the talk page
 * The creator of this game, Cosman246, has the power to grant and regulate technology for every nation, as well as regulate plausibility. They also have the right to create random events in any and every nation throughout the course of the game.
 * Actions like espionage are allowed and will be detailed later.
 * Alliances and dynastic unions are allowed, as is bargaining to achieve these.
 * If a nation is inactive (does not respond for five days), it is considered in civil disorder and thus fair game for conquering even if one was allied with it. However, resistance is stronger than if it was normally conquered.
 * There are supernational confederations (e.g. the Holy Roman Empire, the Kalmar Union), and they function like alliances. They can be broken (e.g. the dissolution of the Holy Roman Empire) and they can be formed (e.g. the unification of Spain)
 * You can hire raiders/pirates and make them raid any nation's ship, but this greatly reduces that country's relationship with your nation.
 * The game ends in the present.
 * Profile pages for your country are recommended. See here for an example.
 * If you are new, you start the game in the turn you joined.

Multiple Nations
It is possible to create multiple nations. However some rules must be observed.

Vassal States
You may have vassal states subordinate to your nation, but contiguous to your nation. They are ruled by your first nation's government, but are allowed to keep their own interests. You may have up to two vassal states, and they are in the category of colonies.

Dynastic or Personal Union
Dynastic or personal union is multiple countries ruled by a single dynasty or person, respectively. This can be accomplished by overthrowing the dynasty in another country. The other country must border your first country. The rules are the same as standard expansion, but it may be a better idea than invasion if the second nation is an ally or has a different religion. The second nation may have an extra half turn or full turn, with the first nation having a half turn.

Independence
Bordering nations may gain independence at any time. Colonies may gain independence beginning in 1776. Players may add a quarter turn per year and keep alliance with the first nation, or add a half turn and break alliances. After thirty years, the number of turns doubles for that nation.

Full Unity
A nation not in dynastic or personal union and without vassal states is in full unity. When not in full unity, the country is more susceptible to invasion, despite having more turns. Independent nations are in full unity after 15 turns.

Moderators (effective 1430)

 * There should be three to five moderators at all times.
 * Anyone may comment on a post believed to be implausible, but only moderators may roll them back.
 * Moderators are in charge of inducting new members, and controlling the maps.
 * Moderators should be active often to inspect moves for historical implausibility.
 * Moderators may cause natural events with a majority among them voting in favour. Moderators may cause events affecting all players or only players who have expanded implausibly.
 * Moderators may have specific roles if they wish.
 * If there is enough support, someone may be elected or impeached every 10 years.

Requirements

 * Not having expanded implausibly for fifteen turns, as determined by other moderators.
 * Played for at least ten moves.
 * Must use a user account for most of their edits.
 * Must be active at least 3 days a week.

Signups

 * Union of Calmar--
 * England--
 * Brittany--
 * Scotland--
 * France--
 * Navarre--
 * Aragon--
 * Castile--
 * Granada--
 * Portugal--
 * Maranids--
 * Zayyanids--
 * Hafsids--
 * Mamluks--
 * Andorra--
 * Avignon--
 * Provence--
 * Papal States--
 * Naples--
 * Benevento--
 * Albania--
 * Ottoman Empire--
 * Byzantine Empire--
 * Turkish Emirates--
 * Trebizond--
 * Georgia--
 * Khanate of the Golden Horde--
 * Moldavia--
 * Wallachia--
 * Poland-Lithuania--
 * Teutonic Knights--
 * Pskov--
 * Novgorod--
 * Muscovy--
 * Tver--
 * Rostov--
 * Ryazan--
 * Knights of St. John--
 * Cyprus--

Holy Roman Empire

 * Burgundy--
 * Switzerland--
 * Luxembourg--
 * Habsburg--
 * Bohemia--
 * Brandenburg--
 * Hungary--
 * Savoy--
 * Milan--
 * Valais--
 * Genoa--
 * Mantua--
 * Venice--
 * Ferrara--
 * Florence--
 * Siena--