Rules of The New World Order (Map Game)

Basic
The main goal of these rules are to keep the game realistic. Every turn must be plausible and no one can achieve world domination in ten turns,
 * A turn is a day. Each turn is composed of a maximum of three actions, which can be either militaristic, economic, diplomatic or constructive or a combination of the four.
 * Turns are randomly released every two days. Each turns lasts six months.
 * Any conquered lands have their inhabitants, and they must be dealt with. Don't expect no resistance on occupied foreign soil.
 * Keep in mind the linguistic effects of conquering and colonisation.
 * A map is created every two years (or four turns)
 * Each player will "call" a nation, this will be their main nation.
 * The moderators of this game have the power to grant and regulate all technology for each state as well as regulate plausibility. They also have the right to create random yet plausible and fair events in any and every nation throughout the course of the game.
 * Espionage is allowed and will be detailed later, there is a clear distinction between espionage and meta-gaming.
 * Alliances and unions are allowed as is bargaining to achieve these, although remember to be plausible.
 * If a nation is inactive then it is considered to have become isolationist and is fair game for conquering and attacking. However, there will be resistance.
 * There are super-national confederations (e.g. The Holy Roman Empire, The Kalmar Union, The European Union, The African Union, etc). They function like alliances and can be broken and formed.
 * The game ends in the present year (2016).
 * Creating articles detailing on your country is highly encouraged.
 * If you are new, you may start the game in the turn that you joined.
 * No editing any past turns to contradict events which have already happened.
 * Not everyone can have an industrialised, liberal, stable, peaceful nation.
 * You are not allowed to change between nations without a mod's consent and approval.

Plausibility
Common sense. If it is not plausible then it should not be in the game. This is an attempt to simulate a real geopolitical situation that can occur in real life. Also, just because it is plausible or even if it occurred in real life doesn't mean that it follows the rules. Just because you play as the British Empire, France, China or JAPAN does not mean you will become a superpower, let alone a great power.

'''Common Implausibilities: '''
 * Advancing technology too fast. You should never invent something or discover something too far 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 1405 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.
 * 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

Location index

 * Capital is the location of war ~ +20
 * Capital is next to the location of war ~ +15
 * Capital is close to location of war ~ +10
 * Capital is far away from the location of war ~ +5

Tactical Advantage
Defender: Attacker:
 * Impassable terrain
 * Sea ~ +20%
 * Jungle ~ +15%
 * Desert ~ +10%
 * Steppe ~ +5%
 * Flat and/or easily traversable land ~ -20%
 * Flat and/or easily traversable land ~ +20%
 * Impassable terrain
 * Steppe ~ -5%
 * Desert ~ -10%
 * Jungle ~ -15%
 * Sea ~ -20%

Now divide number by 24.

Economic index

 * 100 ~ developed, highly advanced economy (e.g United States or Korea)
 * 80 ~ developed economy (e.g Poland)
 * 60 ~ developing, industrialised economy (e.g Philippines or China)
 * 40 ~ developing, industrialising economy (e.g Bangladesh)
 * 20 ~ underdeveloped, agrarian economy (e.g much of Africa)

Adjustments

 * Economic adjustments
 * Economic autarky ~ +30%
 * Largely self-reliant ~ +20%
 * Large trade deficit (Exports > Imports) ~ +10%
 * Strong consumption ~ +5%
 * Weak consumption ~ -5%
 * Large trade deficit (Exports < Imports) ~ -10%
 * Largely Import-dependent ~ -20%
 * Lacks large agricultural sector, totally import-dependent ~ -30%
 * Education
 * High literacy rate ~ +10
 * Medium literacy rate ~ +0%
 * Low literacy rate ~ -10%
 * Labour costs
 * Ageing population ~ -30%
 * High wages ~ -20%
 * Increasingly high wages ~ -10%
 * Youthful population ~ +10%
 * Low wages ~ +20%

Now divide by 120 (maximum)