Rules (Industrial Revolution: Reborn Map Game)


 * 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.
 * Any land which is conquered has inhabitants, and they must be dealt with.
 * Every five turns, a map is to be made. The mapmakers should edit the map according to their nation's actions.
 * Each player will "call" a nation, one nation per player.
 * 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, 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.
 * If you are new, you start the game in the turn you joined.
 * The game will start on September 5th 2013, or year 1780.
 * One OTL Day will be a year and one turn.
 * Turns start at 10 a.m. UTC every day, anybody can start the turn, not just a mod.
 * Archive every 15 years.
 * No nukes before 1910, no space before 1930. Random.org on who gets them first.
 * There won't be any UN until I delete this rule.
 * You can be an occupied nation and declare independence.
 * Random.org will decide who gets nukes first.
 * I will try everything for this map game to be able to switch to Visual Mode. Don't add complex styles to this page.
 * Important inventions can only be invented under mod word.