rdfs:comment
| - These are the basic tenets set down by the now-retired original creator of the game, Cosman246. Although they have been edited many times, they still remain the basic idea of the 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.
* 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
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abstract
| - These are the basic tenets set down by the now-retired original creator of the game, Cosman246. Although they have been edited many times, they still remain the basic idea of the 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.
* 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.
* 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. He also has 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.
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