Rules (Principia Moderni)


 * 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.
 * 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 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.

Turns
You are awarded turns for the following:

•main nation: 1 turn

•vassal states and colonies: 0.25 colonial turns

•second nation in dynastic or personal union: 0.5 turns

•no expansion in five years: 0.5 turns

Colonial turns may only be used within colonies and vassal states. Up to 0.5 may be rolled over from the user's main nation for that turn. They are worth:

•0.15: new settlement

•0.5: one pixel expansion

•1: equivalent to normal half turn, or three pixel expansion

Normal turns are as follows:
 * 0: diplomacy not against a player nation
 * 0.5: small economic construction (such as a building), continuing statements (e.g. XXX continues to update its technology), a full turn can be spread out over two years, up to three pixel expansion
 * 1: military, expansion, exploration, major economic upheaval, new technology

Colonization Rules

 * Colonies are defined as any possessions separated from its contiguous home country by an ocean (Britain-Canada) or multiple seas (Italy-Ethiopia). This also includes places significantly distanced from a main home country (France-Lebanon).
 * No colonies until 1500.
 * No external colonies until your country is "boxed in." There is exception if a state has a special connection to a certain area.
 * Only 2 new colonies are allowed per 50 year period. The maximum number is seven at one time, two of which can be "large size."  Large colonies are larger than OTL Peru (1,285,216 km2).  No exceptions.
 * Colonies begin as a slice off a coast, and expand slowly over a period of 30-100 years to full size.
 * The maximum number of external colonies after World War II is 3, which can't be large.
 * Colonies are designated on the map with black borders, as opposed to the usual white.
 * For every two colonies you have, you may use a half turn in any one of the colonies.

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 fewer turns. Independent nations are in full unity after 15 turns.

Moderators (effective 1440)

 * 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.