Rules (Cthulhu Sleeps Map Game)

This is a list of Rules for the Map Game Cthuhlu Sleeps. If you are playing, you MUST READ THIS.

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. Size rules do not apply, nor do limits on the number of total colonies, except within plausibility. The size and population of vassal states not vassalized through war should not be more than half that of your main nation. It should take four to five turns  at least  to vassalize a state. The farther away the potential vassal from your home nation's heartlands the longer it will take to vassalize. Furthermore, the religion, culture and geopolitics of a region will effect how long it takes to vassalize or if vassalizing is even plausible. You can annex vassal states after they have been ruled over by you for a couple decades.

Puppet States
You may have puppet states subordinate to your nation. They do not need to be contiguous to your nation. However, for each puppet state a nation has, a point will be deducted from the main nation's score in every war, regardless of whether the puppets are involved or not.

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.

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. Newly independent nations are in full unity after 16 turns (4 years).

Moderators
All Moderators must The duties of a Moderator: In a vote to induct a new moderator, all users may vote, but a majority of the mods MUST accept it.
 * Have a reputation for being fair and plausible on Map Games.
 * Have at least 3,000 edits (negotiable)
 * Be active for at least 6 days a week.
 * Have played the game for at least 32 turns (except for the starting mods).
 * Find and correct implausible posts.
 * Correct incorrectly made algorithms.
 * Vote to induct or impeach new mods.
 * Updating the map every 8 turns (2 years).

In a vote to impeach an existing moderator, only mods may vote.

Plausibility
Common sense. If it's not plausible, it shouldn't be on the game. This is an attempt to signify a real-life alternate history. Also, just because it's plausible or even if it occurred in real life doesn't mean it follows the rules. Just because you play as Britain doesn't give you a chance to become a mega-superpower.

Common Implausibilities:
 * Advancing technology too fast. You should never invent something or discover something more than ten years ahead of real life, If you have a special circumstance, which could occur, please contact a moderator to ask permission.
 * Expanding too fast. Massive expansion takes time to achieve, and nations that have expanded vast amounts in short periods of time (like the Mongols, Nazi Germans or Napoleonic French) have had their empires collapse, break apart and be defeated soon after doing so.
 * Having real-life people exist. No real-life people born after 1860 will exist in this map game. 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 others.
 * Massive cultural shifts. Cultural shifts take many decades, have to have good reason, and tend to not be drastic. Religious changes in nations, other than secularism rising in the twentieth century, will almost always just be a denominational change, unless they have been conquered by another nation.
 * Being overly liberal for the time period. Especially in the west, religious freedom was a foreign concept in most nations prior to the nineteenth century. In almost all nations, women did not become leaders and important figures with equal rights until the twentieth century. Don't get ahead of real life, like technology