Rules and Algorithm (Libera et Impera Map Game)

The Rules of Libera et Impera. It is mandatory to follow them at all times while moderating or playing the game. Here also lies the algorithm of Libera et Impera, the method in which conflicts and battles are resolved. It's important to learn the algorithm, or algo for short, to learn the vitals of the game itself.

Rules

 * 1) It's strongly recommended to read up on your nation or region during the time period, and if you join later on in the game, learn the history of your region from archived turns.
 * 2) If a moderator is inactive in his duties for at least ten years in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
 * 3) You only have two turns in-game to protest an implausible action. After this, the events taken place are deemed canon. However, if plausibility has suffered a big enough injury, a total of a ten-turn retcon can take place with a moderator super majority.
 * 4) A player can be completely removed from the nation if they are inactive for five days. If their post is more than 70% identical (copy pasted) for a week and unresponsive, they can be considered for removal from the game.
 * 5) 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.
 * 6) You have one "free" switch to another nation every 100 years. You can also switch if your nation has been forcefully vassalized/conquered.

Time-specific Rules

 * 1) Until 1725, a nation may only have six historically accurate allies which must be listed (Libera et Impera Map Game) here. Coalitions against an aggressive, growing nations may contain up to twelve nations. Coalitions must be historically accurate and can be moderated.

Moderator Rules

 * 1) Burden of proof of plausibility is put on the player, not the moderator.
 * 2) Moderators cannot use absolutely any moderator powers in the region that they are playing in.
 * 3) Any change on the rules must be approved by a majority of the moderators.
 * 4) If an annual event or moderator response is a question, the moderators must hold a council. The council will decide the outcome with a super majority vote.
 * 5) In the end, moderator decision is final.

Colonization Rules

 * 1) If you defeat someone's main nation in the algorithm, you cannot claim their colonies without physically attacking the colonies. The opposite also applies, as you cannot claim a main nation without physically attacking it.
 * 2) You cannot establish colonies if you do not have access to a coastline. You cannot "rent", "lease", or otherwise "borrow" someone else's ports and coastlines to reach your colonies. This may be allowed in a special exception with the approval of a two-thirds majority of the moderators.
 * 3) Without moderator approval, a colonial war can not escalate into an Old World War. However, Old World Wars may include Colonial theaters
 * 4) If you somehow come into the possession of a colony without being an established colonizer, you are not  automatically a colonizer, and you must be confirmed by at least three mods as a colonizer.
 * 5) New Colonizers can be named as time goes on, but must be confirmed by three mods. Sitting Moderators can not count in one of those three when attempting to colonize themselves.
 * 6) If you are not a confirmed colonizer, and you attempt to colonize, instant strike. Even if you believe yourself to have the capability, and even if you do have the capability, if you attempt to colonize before confirmation its a strike. If you continue your attempts you continue to get strikes. Your strikes will not be removed if you attempt to colonize pre-confirmation and later get confirmation. If a moderator removes your strike for this offense, than your strike will be re-added at the current game year, and the moderator in question will receive a strike. Confirmations can not be done over chat and must be done on the game's talk page. This is your only warning. Strikes issued for this reason can not be overturned unless a mistake is made on the striking moderator's part on the confirmation of the colonizer.
 * 7) Colonial Populations can not grow on their own before they exceed 1.000 people. Thus the only way to grow colonies before reaching that is with settlers from the main land.
 * 8) Do not create dozens of small colonies for the sake of an algo advantage.
 * 9) Colonies are counted as separate nations under the control of the main nation. So the recent war penalty, population, max military, government type, etc applied to the homeland is not the same as the one applied to the colony and vice versa. Do not attempt to manipulate the algo and subvert commonsense.
 * 10) All colonies must begin on the coast. Ideal and recommended locations for starting a colony are near fresh water sources like rivers and places that serve as good ports.
 * 11) Colonies should expand primarily along the coastline. Inland expansion should move along rivers.
 * 12) You may claim the borders of your colony once you establish it. However, other people may expand into your claimed area. You cannot attack them for expanding into your claim zone unless you border them. In order to establish dominance in your claim, you must engage in a colonial war.
 * 13) Colonial claims can and will overlap. Expansion is first come first serve. If someone is on your land, fight them for it.