Rules (Romae Delenda Est Map Game)

This is the Rules page for Romae Delenda Est

Rules
These are the rules to Romae Delenda Est. Follow them to have a great and enjoyable time playing this Map Game.
 * The main goal of these rules is to keep the game realistic. Keep everything plausible. (i.e. Can't take the world in ten turns)
 * Remember, this is a time when not every nation knew each other, therefore, Rome cannot be allied with American tribes in 215 B.C.
 * A turn is one year. Each turn is composed of one action, which can be militaristic, diplomatic, etc.
 * Turns begin at 21:00 UTC. Do not edit past turns.
 * One Turn per day
 * Colonalization will not take place until 1300-1490 A.D.
 * Exploration (or any sort of sea travel) takes one turn.
 * There is no fast Traveling unless major roads are developed or motorized vehicles. (i.e. Carthage cannot have an army march from Carthago Nova to Karelia in one turn, or Rome cannot have an army march from Rome to Old Prussia)
 * You can move armies and soldiers through other peoples lands, but beware, some may not like it.
 * 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. A moderator marked as Mapmaker will edit the map.
 * Every map must be saved as a .png on the current map template.
 * Each player will "call" a nation, one nation per player. Until decolonization.
 * The moderators of this game have the power to grant and regulate technology for every nation, 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.
 * 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 more than a week without warning), 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 were 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.
 * If you are new, you start the game in the turn you joined.
 * No editing past turns beyond the immediate. No editing any past turns to contradict events which have already happened.
 * Not everyone can have an industrialized, liberal, stable, peaceful nation.
 * Unless your nation has been destroyed in a war or vassalized as a result of war(see the mods for the last one), you may not switch nations.
 * Nation Scores are upgraded by .25
 * You may only upgrade 1 time between two turns. So in 215 but in 216 you may not..
 * You may only upgrade 1 thing at a time.
 * The Nation tiers decribe how your nation operated and worked at the time and require quite a bit of time to advance
 * You Cannot advance a tier in 10 years it takes awhile.
 * Certain conditions can cause your Nation to Advance faster along the path such as Trade with a nation of a Higher tier for those kinds of technology
 * Referring to Trade, Technological advancement through trade can only happen if a Nation is actively helping them learn or is selling them these technologies (Such as the Romans teaching some British tribes how to make iron/Bronze weapons)
 * Tier Advancement will be done through the Applications Page.