Rules (Prima Luce Map Game)

Hello, and welcome to Prima Luce's official rules page. This page serves as a guideline to the player on guiding their society/culture/nation/empire/kingdom/tribe through the ages from 2000 BCE to the present day. So, without further ado, welcome to the rules section.

Basic Rules

 * 1) Be plausible.
 * 2) Remain consistent with the historical period's rate of technological innovation.
 * 3) Be consistent with previous turns unless a moderator suggests otherwise.
 * 4) Unless the turn or a section of it is implausible/ASB, then once a turn is made, there is NO bloody way you can turn back.
 * 5) The moderators' word is law.
 * 6) Players can create their own civilisations, societies, cultures and the like either once all the existing ones are filled up, or if you feel it is necessary. There will be some requirements on creating civilisations, though, which will be in a different section.
 * 7) The algorithm in-game will NOT be static, and will instead change and evolve over time.
 * 8) If the game extends itself past present-day equivalent technology, there must be NOT ONE TRACE of handwavium.
 * 9) Have fun!

Time Specific Rules

 * 1) For specific eras to begin/end, there must a series of events that lead to the end of the old era and the starts of a new era.
 * 2) Certain governments can become available at certain periods of time. For example: a direct democracy can emerge around the classical period, but it would have to wait until the equivalent of the Enlightenment to include representative democracies. If you have a government such as a fascist/totalitarian state or a communist dictatorship, for example, you might need to wait until the Industrial Revolution for the initial ideas to take form and even then, other factors need to be involved.
 * 3) You can have innovations happen earlier or later, but ONLY to a certain extent.

Systems of Government

 * 1) Systems of government are the types of societal structure a group of people have, which will give you bonuses and penalties in the algorithm, societal expansion, culture, colonisation, technological advancement and others.
 * 2) The list of governments is the following:
 * 3) Absolute Monarchy
 * 4) Constitutional Monarchy
 * 5) Confederation (Tribal)
 * 6) Feudal Monarchy
 * 7) Theocracy
 * 8) Plutocratic Oligarchy
 * 9) Military Junta
 * 10) Theocratic Oligarchy
 * 11) Cofederation (National)
 * 12) Direct Democracy
 * 13) Representative Democracy
 * 14) Communist Dictatorship
 * 15) Totalitarian Dictatorship
 * 16) Military Dictatorship
 * 17) Theocratic Dictatorship
 * 18) Theocratic Republic
 * 19) Anarchy/Failed State
 * 20) As time passes, some government types need to be unlocked.

Societal Expansion/Colonisation

 * 1) The rate of expansion/colonisation for a nation/civilisation/whatever is determined by several key factors:
 * 2) Logistics, which means communications, travel time, etc.
 * 3) Information, which means how efficient it is to deliver and transfer information from Point A to Point B.
 * 4) Government Efficiency, which means how effective a leader is, how effective is the various services and its branches are, degree of centralisation/decentralisation, and how effective the government is at controlling a portion of its citizens in a region.
 * 5) Culture, which means how unified is your culture, how the ethics of said culture are, how many ethnic groups and cultures you have in an Empire, and finally, if you do have multiple cultures, how they are kept from destabilising your society/empire/nation/civilisation/whatever.
 * 6) With the factors listed above, this means overextension will often lead to decline and may or may not cost your Empire (or at least your dominance over a region). Other factors that could lead to decline are many. Government inefficiency, cultural divides, overextension, lack of resources and the list goes on and on.
 * 7) Colonies are defined as the following: A nation or area under the full or partial political control of another nation, typically a distant one, and occupied by settlers from that nation. This means that depending on the degree of development of your society, a colony is basically an autonomous/semi-autonomous territory of your society, typically in another continent or a distant geographical area relative to you.
 * 8) You can only establish colonies in areas you have already explored that are distant to your society.
 * 9) The rate of territorial expansion into uninhabited land or colonisation is determined by the local geography, and the four factors I mentioned above.

Building Civilisations

 * 1) To create a civilised society, you have to meet the following requirements:
 * 2) Step One: Agriculture. You need to have a motivation for inventing agriculture and a knowledge on it as well.
 * 3) Step Two: Cities. You need to have enough food production to allow for a slurp is population and resulting growth to allow for the creation of cities.
 * 4) Step Three: Job Specialisation: Once you have large cities, you must then begin specialising your people in specific tasks and jobs.
 * 5) Step Four: Armed Forces: As you grow and you become jealous of other cities'/tribes'/cultures' resources, you must then become capable of organising a military force.
 * 6) Step Five: Societal Order. Once you can control multiple cities (or have the capacity to do so), you then need to organise your society, which includes government, religion, social hierarchy, etc.
 * 7) Step Six: Technological and Cultural Innovation: Once the previous steps have been fulfilled, you can then proceed to allow your citizens to create new technologies or develop your culture, which leads to things such as writing, metallurgy, horseback riding, the wheel, etc.
 * 8) The player CANNOT simply just create a society in ANY geographical area. Some areas will not allow easy and rapid development of civilisation without foreign intervention (examples including Central Africa, Siberia, the Amazon, etc.), and at some point, areas for creating civilised societies will be locked out, and at one point, this mechanic might stop being applicable short of newly independent colonies (which have cultures based on the coloniser's culture).