By participating in this map game, you agree to follow all rules as set down below, as well as general Wiki Conventions and all Wikia Policies. It is your responsibility to regularly check the rules, as moderators may make changes if deemed necessary, without warning. Ignorance of the rules is not an excuse for breaking them.
The primary purpose of an alternate history map game is to explore potential outcomes given a set point of divergence. To do this effectively, plausibility is the primary metric, and each player is responsible for maintaining plausible development in his/her nation. A three-strike system will be in place to enforce strict plausibility. Remember, Warning, kick, ban.
Warning: You will receive a notice on your talk page warning you to be plausible.
Kick: If you continue to act implausibly, you will receive a three-day long block from the game, in which you will not be allowed to post.
Ban: If after the kick you still do not follow plausibility rules, your name will be put on the Wall of Shame on the game's talk page and will not be allowed to rejoin until the head moderator (Tim), if at all, decides to remove you from the Wall.
If this indefinite ban is cancelled, you will be allowed to rejoin the game, but another implausible act and you will be banned without possibility of permission to rejoin.
Please keep disputes and debates civil, and refrain from using foul language. A similar three-strike system will be in place for this rule. We want players to be able to enjoy a friendly, casually competitive environment — all players have both the right to be respected and the responsibility to respect.
While you as the player have the freedom to change the attitude of your government towards certain issues, this is to a certain extent. Please ensure that whatever you do is at least partially in line with the historical realities of the time. For example, Prussia and Austria should not be allying with each other in the 19th century unless years of changes have occurred which would facilitate such an alliance. Moves which grossly violate this rule will be considered an example of implausibility, and you will receive a plausibility strike.
The length of each turn will be six months. Each turn will begin at 00:45 UTC (08:45 AWST, 19:45 EST) each day.
Players of a colonial empire may play as all components of said empire, but will be obligated to allow another player to play as a territory should they choose to. Players cannot play as the entirety of supranational unions such as the German Confederation.
Moderators may not moderate their nation's region. (Example: If a moderator was playing as a European country they may moderate anywhere except Europe.)
Moderators must research before creating mod events, to ensure plausibility.
Should a player believe that moderator(s) have engaged in misconduct, they should immediately report this to the other moderators on the talk page. Thereafter, an investigation will ensue, during which the accused moderators will be suspended from their moderator status and rights/duties thereof. If a moderator believes that other moderator(s) have engaged in misconduct, they may bring this before the moderator council and the same procedures will be followed.
To maintain your anonymity, should you wish to report a moderator for misconduct, please use this form.
The investigation will only proceed if at least two players lodge separate complaints unrelated to each other.
The report must be completely truthful. If any part of your report is found to be false, you will be penalised and temporarily banned from the game.
If the moderator(s) charged are found to indeed be engaging in misbehaviour, said moderator(s) will be warned on a first-time offence, and then stripped permanently of their place on the moderator council if misconduct is repeated.
An implicated former moderator (IFM) will be permanently barred from re-applying for moderatorship unless pardoned by a majority vote of the current moderators.
Expulsion from the moderator council does not mean that one has been banned from the game. An IFM will be permitted to continue playing under the conditions of the other rules.
If the moderator(s) charged with misconduct are found innocent of their charges, their rights and duties will be restored to them.
A new map will be made every five years, starting at 1865. Interim maps may be authorised by the moderator staff. Only mods may make the official maps, based upon the Map Issues section of the Talk Page.
Players may not create new sciences or technologies on their own but must instead approach the Moderator Staff with the technology and provide explanations why they should discover the advancement; it will then be announced in the Mod Events section of the turn.
No real-life figures born after 1865 may exist. 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 this world.
You may only switch nations if you have been defeated completely in a war with another player. However, you do not have to switch and can possibly keep on playing as part of a colonial empire.
Each turn must be distinct from the previous turns. Copying and pasting base turns will not be tolerated, and will result in warnings and suspensions.
Have fun. Remember, Emancipation is only a game, and should be treated as such. Outside arguments, especially those on chat, may result in disciplinary action by the Moderator Staff.
War algorithm[]
An algorithm must be done for each turn of the war. Note that if sensible, multiple answers to parameters may come into play. Please ensure that when constructing an algorithm you justify each answer. For example:
Tactical advantage
+2 (Attacker) +6 (Surprise) = +8
Location[]
+15 if war is in home country
+10 if war is in a neighbouring country
+7 close to location of war
-5 far from location of war
-7 extremely far from location of the war.
Location bonus[]
+4 if war is in well known land
+2 if war is in a fairly known land
-2 if little is known about the land
-3 if war takes place in a land with no prior knowledge.
Tactical advantage[]
+2 Attacker’s advantage
+5 Defender’s advantage
+6 Surprise attack (Attackers)
+4 Home is island (Defenders)
+5 Home is desert (Defenders)
+8 Home is jungle/tropical (Defenders)
+10 (in winter), +12 (in spring) Home is tundra/arctic (Defenders)
+4 Amphibious landing (Attackers); -3 (Defenders)
+2 Defender Scorched Earth policy enforced (Downgrade by one infrastructure level), -2 for attackers
+1 Spies successfully infiltrate and provide intrigue, -1 if unsuccessful (RNG to determine the success of operation)
Nuclear weapons[]
Strategic nuclear weapon use on capital city: +10 for belligerent, -10 for defendant (of nuke). +2 per additional nuke for belligerent, -2 per additional nuke for defendant.
Strategic nuclear weapon use on major city: +7 for belligerent, -10 for defendant (of nuke). +1.5 per additional nuke for belligerent, -1.5 per additional nuke for defendant.
Strategic nuclear weapon use on minor city: +5 for belligerent, -10 for defendant (of nuke). +1 per additional nuke for belligerent, -1 per additional nuke for defendant.
Tactical nuclear weapon use: +5 for first tactical nuke, +.5 per additional nuke.
Nuclear weapon use for belligerent: -5 morale this turn and next turn.
Nuclear weapon use for defendant: -2.5 morale this turn only.
International support[]
+3 for every nation actively participating (ie. forces are physically in battle)
+2 for every nation providing any two of financial, technical and/or advisory support
+1 for every nation providing any one of financial, technical or advisory support
+0.5 for every nation providing limited support
Development[]
Calculate for each grade category (military, economy, technology and industry)
Grade advantage/(1.5*No. of nations participating)
For defending nations, also calculate for infrastructural development. (Although for infrastructure grade disadvantages also come into play.)
Recent expansion[]
0 No expansion in the past five years
-1 Insignificant expansion in the past five years
-2 Minor expansion in the past five years
-3 Some expansion in the past five years
-4 Major expansion in the past five years
-5 Huge expansion in the past five years
Motive[]
+3 Economic gain (land, money, resources, etc)
+2 Aiding Ally
+2 Defending territory not held for more than 10 years
+4 Defending territory not part of nation proper (eg. colony) but held for more than 20 years
+3 Taking territory of similar culture but not part of nation
+4 Pre-emptive strike
+5 Taking back territory recently held by nation but since lost
+6 Aiding Social/Moral/Ideological/Religious Kinsmen who are being oppressed
+6 Attacking to enforce political hegemony
+5 Defending Heartland from attack that will not cripple/ destroy nation
+9 Defending nation proper from possibly fatal attack
+10 Defending from attack that will wipe out nation and culture.
Modifiers[]
-2 Non-democratic Government
+3 Democratic government
-9 Government not supported by people
-3 War not supported by people (Democratic)
-2 War not supported by people (Non-Democratic)
+5 Troop Morale High (requires motive over or equal to 5, chance over 4, and larger strength)
-5 Troop Morale Low (any of the following: chance below 1, strength less or equal to 50% of opponents, recent war penalty over 5)
-5 (Attacker) +1 (Defender) Fighting Guerrilla War
-10 Multiple concurrent wars
-2 (per defeat) Defeat suffered within the previous two years.
Chance[]
(Edit count/Last digit of UTC time)*π=x
Fifth decimal place of x=Chance
Edit count — The edit count of the user controlling the nation (at time of calculation). If the nation is not controlled by a player, this value is equal to 500.
Last digit of UTC time — eg. if the time was 15:26 UTC, 6 is the number used.
NOTE: Assisting vassals/puppets will add 0.25 to your score; Assisting independent nations will add 0.5.
Age[]
-10 Newborn nation (less than 5 years since gov change; 3 years if popular revolt)
-5 Young nation (5–25 years since government change)
+0 Maturing nation (25–75 years)
+5 Mature nation (75–200 years)
+0 Old nation (200–300 years)
-5 Ancient nation (300–500 years)
-15 Antique nation (more than 500 years).
Nation size[]
The size of the nation in area.
-10 Very small (eg. OTL Fiji)
-5 Small (eg. OTL New Zealand)
0 Medium (eg. OTL Spain)
+5 Modest (eg. OTL Sweden)
+10 Large (eg. OTL United States)
+15 Very large (eg. OTL Roman Empire)
Participation[]
Participation of the user controlling the nation.
-5 User not active (no action in past 4 turns)
0 User moderately active (no action in past 2 turns or mod-controlled)
+5 User active (action every turn on average)
Troops[]
NOTE: Remember that troop numbers must be known before an algorithm can be done. Please specify all troop numbers when declaring war and when responding to a declaration of war.
No. of troops ÷ 10,000
Theatres of war[]
-5 for two theaters of war
-6 for each additional theater of war
Concurrent wars[]
-4 for two concurrent wars
-5 for each additional theater of war
Recent wars[]
0 None in the past 10 years
-2 Conflict(s) in the past 10 years in which victory was achieved
-5 Conflict(s) in the past 10 years in which this nation was defeated
Total[]
The total is derived from the sum of all final values.
Focus bonus[]
Focus bonuses are derived from focus and/or idea benefits. They are percentage bonuses which are added to your total score. For example, if your total score pre-focus bonus is 66, and you receive a Blockade bonus, your Grand Total score becomes 66.6.
+5% Cultural affinity (Culture primary focus)
+10% Blockade (Military primary focus, only applies if siege warfare comes into play)
+5% Dreadnoughts (Exploration primary focus, only applies if naval warfare comes into play)
+5% Offensive (Imperialist idea, only applies for attacking player)
+5% Defensive (Imperialist idea, only applies for defending player)
+4% Great Banner (Nationalist idea)
+5% World revolution (Socialist idea)
+3% Smychka (Socialist idea)
Result calculation[]
Result % = (Grand TotalAttacker ÷ Grand TotalAttacker + Defender) * 100
0 — 10%: Defender changes tide of war and becomes attacker. Significant damage (-50%, downgrade by one in military) inflicted on attacker troop numbers.
11 — 20%: Defender successfully repulses attacker with great damage (-25%) to attacker troop numbers.
21 — 30%: Defender successfully repulses attacker with moderate damage (-10%) to attacker troop numbers.
31 — 40%: Defender successfully repulses attacker with minimal damage (-5%) to attacker troop numbers.
41 — 50%: Defender causes moderate damage (-10%) to attacker troop numbers, but cannot stop attack. Attacker causes minimal damage (-5%) to defender troop numbers.
51 — 60%: Defender causes minimal damage (-5%) to attacker troop numbers, but cannot stop attack. Attacker causes moderate damage (-10%, downgrade by one in military and infrustracture if damage continuous for two more turns) to defender troop numbers and infrastructure. Attacker makes minimal gains in defender territory.
61 — 70%: Attacker causes great damage (-25%, downgrade by one in military, infrastructure and industry if damage continuous for one more turn) to defender troop numbers, infrastructure and industry. Attacker makes moderate gains in defender territory.
71 — 80%: Attacker causes significant damage (-50%, downgrade by one in military, infrastructure and industry) to defender troop numbers, infrastructure and industry. Attacker makes significant gains in defender territory.
81 — 90%: Attacker causes massive damage (-75%, downgrade by two in military, infrastructure and economy) to defender troop numbers, infrastructure and industry. Attacker makes huge gains in defender territory.
91 — 100%: Attacker soundly defeats defender. (-80%, downgrade by two in military, infrastructure, industry; downgrade by one in economy) War automatically ends with surrender of defender.
NOTE: If the algorithm determines that the war continues somehow, either side can choose to sue for peace. Peace negotiations are voluntary unless the attacker defeats the defender.
Grades[]
In Emancipation, the tier system does not exist. In its place are Grades. They range from Grades A to E, with A being the top, and E being the bottom. For example, an A-Grade military will have a huge advantage over, say, a D-grade one. Grade Promotion requests can be made on the Talk page.
Military[]
Grade A (+25)
Prussia
France
Grade B (+20)
Bavaria
Confederate States
Denmark
Netherlands
Russia
Spain
Austria
United Kingdom
Grade C (+10)
British Raj
Brazil
China
Ottaman Empire
Anhalt-Bernburg
Anhalt-Dessau
Annam
Argentina
Baden
Belgium
Benin
Bolivia
Bremen
Brunei
Brunswick
Chile
Ecuador
Ethiopia
Granadine Confederation
Hamburg
Hannover
Hesse-Darmstadt
Hesse-Kassel
Holstein
Italy
Japan
Korea
Luxembourg
Mexico
Nassau
Papal States
Persia
Portugal
Reuss-Greiz
Reuss-Gera
Rwanda
Ryūkyū
Saxe-Weimar-Eisenach
Saxony
Schaumburg-Lippe
Siam
Sweden-Norway
Württemberg
Grade D (+5)
Afghanistan
Andorra
Ankole
Anziku
Aro
Baguirmi
Baol
Basutoland
Bhutan
Bora Bora
Bornu
Buganda
Bunyoro
Burma
Burundi
Cambodia
Cayor
Dahomey
Dominican Republic
El Salvador
Frankfurt
Greece
Guatemala
Gumma
Ha'il
Hawaii
Honduras
Janjero
Jimma
Johor
Kabulistan
Kaffa
Kénédougou
Khiva
Kong
Kongo
Liechtenstein
Limburg
Lippe
Luba
Lübeck
Manipur
Massina
Matabeleland
Mecklenburg-Schwerin
Mecklenburg-Strelitz
Maguindanao
Monaco
Montenegro
Morocco
Muscat and Oman
Negeri Sembilan
Nicaragua
Oldenburg
Orange Free State
Ouaddai
Oyo
Pahang
Paraguay
Perak
Peru
Samoa
San Marino
Saxe-Altenberg
Saxe-Coburg-Gotha
Saxe-Lauenburg
Saxe-Meiningen
Schleswig
Schwarzburg-Rudolstadt
Schwarzburg-Sonderhausen
Selangor
Serbia
Sikkim
Sokoto
South Africa
Sulu
Switzerland
Toro
Toucouleur
United States
United States of the Ionian Islands
Uruguay
Venezuela
Waldeck-Pyrmont
Zanzibar
Grade E (+1)
Costa Rica
Couto Misto
Fiji
Futa Jallon
Futa Toro
Gora
Gera
Gomma
Haiti
Huahine
Jolof
Kaabu
Khasso
Koya Temne
Liberia
Limmu-Ennarea
Loango
Lunda
Maldives
Nepal
Raiatea
Rapa Nui
Rarotonga
Tahiti
Tonga
Welayta
Yeke
Zululand
Technology[]
Grade A (+25)
United Kingdom
Prussia
France
Grade B (+20)
Switzerland
Brunswick
Ottaman Empire
Bavaria
Confederate States
Denmark
Netherlands
Spain
United States
Russia
Austria
Belgium
Saxony
Sweden- Norway
Wurttemberg
Papal States
Portugal
Hannover
Luxembourg
Italy
Hamburg
Grade C (+10)
British Raj
China
Siam
Ryukyu
Schamburg- Lippe
Rwanda
Ruess- Gera
Reuss- Griez
Persia
Nassau
Mexico
Korea
Japan
Holstein
Hesse- Kassel
Hesse- Darmstadt
Granadine Confederation
Ethiopia
Ecuador
Chile
Brunei
Bremen
Bolivia
Benin
Baden
Argentina
Annam
Anhalt- Dessau
Anahalt- Bermburg
Grade D (+5)
Afghanistan
Andorra
Ankole
Anziku
Aro
Baguirmi
Baol
Basutoland
Bhutan
Bora Bora
Bornu
Buganda
Bunyoro
Burma
Burundi
Cambodia
Cayor
Dahomey
Dominican Republic
El Salvador
Frankfurt
Greece
Guatemala
Gumma
Ha'il
Hawaii
Honduras
Janjero
Jimma
Johor
Kabulistan
Kaffa
Kénédougou
Khiva
Kong
Kongo
Liechtenstein
Limburg
Lippe
Luba
Lübeck
Manipur
Massina
Matabeleland
Mecklenburg-Schwerin
Mecklenburg-Strelitz
Maguindanao
Monaco
Montenegro
Morocco
Muscat and Oman
Negeri Sembilan
Nicaragua
Oldenburg
Orange Free State
Ouaddai
Oyo
Pahang
Paraguay
Perak
Peru
Samoa
San Marino
Saxe-Altenberg
Saxe-Coburg-Gotha
Saxe-Lauenburg
Saxe-Meiningen
Schleswig
Schwarzburg-Rudolstadt
Schwarzburg-Sonderhausen
Selangor
Serbia
Sikkim
Sokoto
South Africa
Sulu
Toro
Toucouleur
United States of the Ionian Islands
Uruguay
Venezuela
Waldeck-Pyrmont
Zanzibar
Grade E (+1)
Costa Rica
Couto Misto
Fiji
Futa Jallon
Futa Toro
Gora
Gera
Gomma
Haiti
Huahine
Jolof
Kaabu
Khasso
Koya Temne
Liberia
Limmu-Ennarea
Loango
Lunda
Maldives
Nepal
Raiatea
Rapa Nui
Rarotonga
Tahiti
Tonga
Welayta
Yeke
Zululand
Industry[]
Grade A (+20)
United Kingdom
France
Russia
Prussia
Grade B (+15)
Austria
Spain
Italy
Netherlands
United States
Grade C (+10)
British Raj
Confederate States
Portugal
Switzerland
Hannover
Saxony
Belgium
Sweden- Norway
Papal States
Hamburg
Luxembourg
Wurttemberg
Denmark
Bavaria
Ottoman Empire
Brunswick
China
Japan
Mexico
Persia
Argentina
Brazil
Grade D (+5)
Hawaii
Grade E (+1)
Economy[]
Grade A (+20)
Grade B (+18)
Austria
Bavaria
British Raj
Confederate States
Denmark
France
Netherlands
Prussia
Russia
Spain
United States
United Kingdom
Grade C (+10)
Brazil
China
Ottoman Empire
Anhalt-Bernburg
Anhalt-Dessau
Annam
Argentina
Baden
Belgium
Benin
Bolivia
Bremen
Brunei
Brunswick
Chile
Ecuador
Ethiopia
Granadine Confederation
Hamburg
Hannover
Hawaii
Hesse-Darmstadt
Hesse-Kassel
Holstein
Italy
Japan
Korea
Luxembourg
Mexico
Nassau
Papal States
Persia
Portugal
Reuss-Greiz
Reuss-Gera
Rwanda
Ryūkyū
Saxe-Weimar-Eisenach
Saxony
Schaumburg-Lippe
Siam
Sweden-Norway
Württemberg
Grade D (+5)
Afghanistan
Andorra
Ankole
Anziku
Aro
Baguirmi
Baol
Basutoland
Bhutan
Bora Bora
Bornu
Buganda
Bunyoro
Burma
Burundi
Cambodia
Cayor
Dahomey
Dominican Republic
El Salvador
Frankfurt
Greece
Guatemala
Gumma
Ha'il
Honduras
Janjero
Jimma
Johor
Kabulistan
Kaffa
Kénédougou
Khiva
Kong
Kongo
Liechtenstein
Limburg
Lippe
Luba
Lübeck
Manipur
Massina
Matabeleland
Mecklenburg-Schwerin
Mecklenburg-Strelitz
Maguindanao
Monaco
Montenegro
Morocco
Muscat and Oman
Negeri Sembilan
Nicaragua
Oldenburg
Orange Free State
Ouaddai
Oyo
Pahang
Paraguay
Perak
Peru
Samoa
San Marino
Saxe-Altenberg
Saxe-Coburg-Gotha
Saxe-Lauenburg
Saxe-Meiningen
Schleswig
Schwarzburg-Rudolstadt
Schwarzburg-Sonderhausen
Selangor
Serbia
Sikkim
Sokoto
South Africa
Sulu
Switzerland
Toro
Toucouleur
United States of the Ionian Islands
Uruguay
Venezuela
Waldeck-Pyrmont
Zanzibar
Grade E (+1)
Costa Rica
Couto Misto
Fiji
Futa Jallon
Futa Toro
Gora
Gera
Gomma
Haiti
Huahine
Jolof
Kaabu
Khasso
Koya Temne
Liberia
Limmu-Ennarea
Loango
Lunda
Maldives
Nepal
Raiatea
Rapa Nui
Rarotonga
Tahiti
Tonga
Welayta
Yeke
Zululand
Infrastructure[]
Grade A (+10)
France
United Kingdom
Grade B (+5)
Austria
Bavaria
Confederate States
Denmark
Netherlands
Spain
Prussia
United States
Grade C (+1)
British Raj
Brazil
China
Ottoman Empire
Anhalt-Bernburg
Anhalt-Dessau
Annam
Argentina
Baden
Belgium
Benin
Bolivia
Bremen
Brunei
Brunswick
Chile
Ecuador
Ethiopia
Granadine Confederation
Hamburg
Hannover
Hawaii
Hesse-Darmstadt
Hesse-Kassel
Holstein
Italy
Korea
Luxembourg
Mexico
Nassau
Papal States
Persia
Portugal
Reuss-Greiz
Reuss-Gera
Russia
Rwanda
Ryūkyū
Saxe-Weimar-Eisenach
Saxony
Schaumburg-Lippe
Siam
Sweden-Norway
Württemberg
Grade D (–5)
Afghanistan
Andorra
Ankole
Anziku
Aro
Baguirmi
Baol
Basutoland
Bhutan
Bora Bora
Bornu
Buganda
Bunyoro
Burma
Burundi
Cambodia
Cayor
Dahomey
Dominican Republic
El Salvador
Frankfurt
Greece
Guatemala
Gumma
Ha'il
Honduras
Janjero
Japan
Jimma
Johor
Kabulistan
Kaffa
Kénédougou
Khiva
Kong
Kongo
Liechtenstein
Limburg
Lippe
Luba
Lübeck
Manipur
Massina
Matabeleland
Mecklenburg-Schwerin
Mecklenburg-Strelitz
Maguindanao
Monaco
Montenegro
Morocco
Muscat and Oman
Negeri Sembilan
Nicaragua
Oldenburg
Orange Free State
Ouaddai
Oyo
Pahang
Paraguay
Perak
Peru
Samoa
San Marino
Saxe-Altenberg
Saxe-Coburg-Gotha
Saxe-Lauenburg
Saxe-Meiningen
Schleswig
Schwarzburg-Rudolstadt
Schwarzburg-Sonderhausen
Selangor
Serbia
Sikkim
Sokoto
South Africa
Sulu
Switzerland
Toro
Toucouleur
United States of the Ionian Islands
Uruguay
Venezuela
Waldeck-Pyrmont
Zanzibar
Grade E (–10)
Costa Rica
Couto Misto
Fiji
Futa Jallon
Futa Toro
Gora
Gera
Gomma
Haiti
Huahine
Jolof
Kaabu
Khasso
Koya Temne
Liberia
Limmu-Ennarea
Loango
Lunda
Maldives
Nepal
Raiatea
Rapa Nui
Rarotonga
Tahiti
Tonga
Welayta
Yeke
Zululand
Focus[]
Each nation in Emancipation may choose two aspects of their society on which they would focus — a primary focus and a secondary focus. A Focus allows a nation to more easily develop in these areas. The Focuses and their effects are listed below.
Culture
If chosen as a secondary focus, culture will provide the following benefits:
Festivals: The prominence of culture places importance on festivals, increasing happiness within the nation. This decreases the likelihood of rebellion or unrest.
Tourism: The influence propagated by your culture will cause tourism to your nation to increase. This will result in an increase in revenue, and in influence on other nations.
If chosen as a primary focus, culture will provide the following benefits in addition to the secondary focus benefits:
Affinity: The culture of your nation will be more influential over others, thus making it easier to place them under your sphere of influence. If you go to war with a neighbouring country, you will automatically receive the Cultural affinity benefit in the war algorithm.
Sphere of influence: Your nation will find it easier to establish a sphere of influence around you based on culture. A sphere of influence will often bend NPC countries' responses in your favour.
Military
If chosen as a secondary focus, military will provide the following benefits:
Loyalty: There will be a decreased likelihood of a revolt or mutiny in your armed forces.
Mobility: Your military will be able to move more quickly than most others, and will be more versatile, flexible and resilient, allowing you to outmanoeuvre your enemy.
If chosen as a primary focus, military will provide the following benefits in addition to the secondary focus benefits:
Efficiency: Your country's military will be far more efficient than others. Your armies will cost less to maintain, and expansion and development of the armed forces will be accelerated, should you choose to direct your attention to these aspects.
Blockade: Siege warfare fought by your armed forces will be far more effective, providing you with a 10% algorithm bonus.
Religion
If chosen as a secondary focus, religion will provide the following benefits:
Reformation: Changes to the tenets of your religion (or resistance to change) by its leaders are less likely to produce instability and massive unrest in your nation.
Heavenly brotherhood: It will be easier to rally your people together and unify them using your religion as a motive. This will result in a lowered likelihood for popular discontent towards wars or changes in government policy.
If chosen as a primary focus, religion will provide the following benefits in addition to the secondary focus benefits:
Word of God: The spread of your religion will be greatly accelerated, and it will hold more influence over your neighbours.
Donations: Revenue from the clergy and religious activity will increase, contributing to your treasury.
Exploration
If chosen as a secondary focus, exploration will provide the following benefits:
Fair winds: Your ships and explorers will be faster when exploring and surveying the world, allowing you to complete exploration missions at an accelerated rate.
Spice trade: Trade negotiations with foreign peoples will be smoother, and are more likely to produce favourable results.
If chosen as a primary focus, exploration will provide the following benefits in addition to the secondary focus benefits:
Dreadnought: You will be able to more easily develop and expand your navy, and in event of a war fought at sea you will receive a 5% algorithm bonus.
Harmony: Native peoples you encounter will be more likely to be friendly towards your explorers and settlers, making it easier for assimilation and the establishment of colonies.
Commerce
If chosen as a secondary focus, commerce will provide the following benefits:
Safety net: In the event of a national or worldwide economic failure, your nation will be able to rebuild its economy more quickly than others.
Tax Office: Collection of taxes and revenue from businesses and individuals will be more efficient, allowing the state to more quickly build up its treasury.
If chosen as a primary focus, commerce will provide the following benefits in addition to the secondary focus benefits:
Industrial Revolution: Industrialisation will be accelerated, allowing easier promotions to higher industrial Grades.
Wirtschaftswunder: A focus on commerce will motivate your population to accelerate development, allowing you to more quickly advance through the technological Grades, and maintain your position in your Grade level.
Ideology[]
In addition to focuses, nations of selected regions may choose ideas from ideology tracks. You must not choose more than one idea from each ideology. However, the ideology your primary idea relates to will become your main ideology. Certain ideologies, however, are incompatible with each other, and if you choose an idea from a certain ideology, you may not be able to choose ideas from another ideology. One must keep in mind that when choosing an idea, the choice of idea does not guarantee that the benefits will affect your nation. It is how you use the elements created by the idea that determines the effectiveness of the potential benefits. If not used correctly, it may result in unfavourable consequences. Also note that some nations already have these ideas as an inherent part of their identity, and thus may choose other ideas without fear of losing existing ones.
Imperialism — An ideology geared toward conservatism and the formation of an empire. Imperialism is associated with conservatism, though liberal tendencies can be adopted. Incompatible with nationalism.
Capitalism — An ideology which values the potential of money. Incompatible with socialism.
Liberalism — An ideology supporting the rights of the individual. Liberalism embraces democracy and freedom. Compatible with all other ideologies.
Nationalism — An ideology which places the importance of nationhood and patriotism above all else. Incompatible with imperialism.
Socialism — An ideology characterised by common and democratic control of the means of production. Incompatible with capitalism.
The number of ideas you may choose are based on the region in which your nation is located:
Western Europe: 3
Eastern Europe: 2
East Asia: 2
Middle East: 2
South Asia: 1
North America: 3
South America: 2
North Africa: 0
Central Africa: 0
Southern Africa: 1
Australia: 2
Pacific Islands: 0
Imperialism
Capitalism
Liberalism
Nationalism
Socialism
Expansion: Expansion of territories are faster.
Tech competition: The free market will allow for an incentive for innovation as businesses compete with one another, causing technological progress to accelerate.
Bill of Rights: The guarantee of personal freedoms will make your people more content and productive, allowing you to focus your efforts on other objectives.
Great Banner: Your people can be more easily united through sheer patriotism and nationalistic values.
Five-Year Plans: A state-planned economy allows for significantly greater efficiency and cohesion in production and distribution of goods. This will result in accelerated economic growth.
Offensive: Your armies will be more effective overseas.
Trade unions: Capitalism results in the establishment of trade unions, allowing easier communication between workers and the government, thereby lowering the likelihood of civil unrest.
Emancipation Manifesto: The grateful peasants or slaves freed by your government will become more productive in compensation. This will result in increased economic growth.
Manifest Destiny: The belief that your people were destined to create a greater state allows for the quicker expansion of territories and a greater incentive for technological and military advancement.
Dictatorship of the proletariat: Workers participating in the machinery of governance will allow the state to more effectively solve industrial problems and resolve economic crises.
Defensive: Your armies will be most capable at defending your territories.
Companies: Colonial and trade companies will allow wealth to build up more quickly.
Federalism: Federalism divides your nation into semi-autonomous subnational entities. This allows coordination between the various peoples of your nation, enabling it to better defend itself.
National service: Due to the nationalistic pride instilled in your people, they will be more willing to serve in the military and are less likely to protest against conscription, allowing you to expand your military at a quicker rate.
Commissariats: A complex system of checks and balances within your government will enable you to maintain peace and fairness in your country.
Centralism: Your central government will be able to more effectively manage your territories. There will be less risk of rebellions in outer territories, and a stronger sense of imperial identity.
Supply and demand: The supply-and-demand relationship between social groups in your country will allow it to be more self-sufficient and thus can act as a deterrent for economic collapse.
Tolerance: Religious tolerance will allow for greater harmony between the various peoples of your country, and will result in greater internal unity and coordination.
National purity: The adoption of national purity will compel the government and the people to seek the elimination of certain social/racial groups from the country, enabling the possibility for a more efficient and cohesive monocultural society.
World revolution: The establishment of a socialist sphere of influence will be easier for your country. Focus will be placed on the export of socialism, making it easier to influence other countries or expand.
Self-governance: Relegating semi-autonomy to your territories will enable them to be self-reliant and will survive if the core of your empire is attacked.
Gold standard: With the backing of gold, trade from your nation is more influential than from others.
Enlightenment: The Enlightenment which is a result of liberal policies and open-mindedness will greatly assist your country in developing technologically, industrially and culturally.
Cultural unity: Nationalism often entails the belief of supremacy of a country's culture above all others. Your people will be encouraged to worship your culture, and this will create another rallying point for the population.
Smychka: Union between the various social groups of your country, such as between the peasantry and workers, will result in better relations between the various classes in your nation, and an improved ability for self-sufficiency.
Changing to new ideas is possible, but may result in unrest or other unpleasant side effects. Also, when choosing your first idea, you must commit to said idea for at least fifteen turns. After that, you must commit to new ideas for at least ten turns. With that in mind, please choose your ideas wisely.