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Rules (Cthulhu Sleeps Map Game)

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This is a list of Rules for the Map Game Cthulhu Sleeps. If you are playing, you MUST READ THIS.

General Rules

  • Make sure that all actions carried out per turn are realistic and plausible
  • Turns begin at 21:00 UTC. Do not edit past turns.
  • One turn is equivalent to six months. Each day a new turn begins. Each day you may write out your actions. Each unit or entity you control can do one thing per turn.
  • Each turn, you may perform 1.5 actions.
    • Examples of full actions (1): Nation is Overrun with monsters, Declaration of War, research into nuclear weapons or space travel
    • Examples of 3/4 actions: Nation is swarming with monsters, continuing to fight a war.
    • Examples of 1/2 actions: Any type of development, 
  • Keep in mind the linguistic effects of conquering and colonizing
  • Any land which is conquered has inhabitants, and they must be dealt with
  • Every ten turns, a map is to be made
  • Each player will "call" a nation, one nation per player
  • The creator of this game and all moderators have the power to grant and regulate technology for every nation, as well as regulate plausibility. They also has the right to create random events in any and every nation throughout the course of the game
  • Every so often an archive of game progress will be made.


  • If a nation is inactive for five days or more (hasn’t posted anything during this time) than their country can fall into civil disorder or civil war. A country’s stability (see below) also determines their fate. 
  • If you know that you will be unable to post as your nation for several days (such as going on vacation) alert a moderator so that you aren’t eliminated
  • Conferences and congresses can be called by nations to discuss large alliances/coalitions/treaties on the talk page
  • If you join late you start the turn you join
  • You may vassalize nations and post for them if no one plays as them, but you must allow new players to play as them, if they ask and you think they are a good fit. 
  • Profile pages for your countries are highly recommended. Feel free to create pages to explore interesting alternate history within the game
  • ’Call’ your choice below in the list of nations by your name/signature
  • Switching nations is allowed if you are eliminated, or if granted permission in game, however you may not frequently or excessively switch nations to metagame or escape consequences. 
  • All NPC nations will be operated by the moderators. This includes answering diplomacy from players and doing various tasks. On some occasions NPC’s will complete actions at the start of every turn in the form of moderator events.
    • should be used where applicable
    • If there is a conflict of interest, another moderator must do the number generation. 
    • If a NPC nation declines your offer, you cannot continue to ask every turn. Only send another request if some of the circumstances have changed. 

Multiple Nations

It is possible to create multiple nations. However, some rules must be observed.

Vassal States

You may have vassal states subordinate to your nation, but contiguous to your nation. They are ruled by your first nation's government, but are allowed to keep their own interests. Size rules do not apply, nor do limits on the number of total colonies, except within plausibility. The size and population of vassal states not vassalized through war should not be more than half that of your main nation. It should take four to five turns at least to vassalize a state. The farther away the potential vassal from your home nation's heartlands the longer it will take to vassalize. Furthermore, the religion, culture and geopolitics of a region will effect how long it takes to vassalize or if vassalizing is even plausible. You can annex vassal states after they have been ruled over by you for a couple decades.

Puppet States

You may have puppet states subordinate to your nation. They do not need to be contiguous to your nation. However, for each puppet state a nation has, a point will be deducted from the main nation's score in every war, regardless of whether the puppets are involved or not.

Dynastic or Personal Union

Dynastic or personal union is multiple countries ruled by a single dynasty or person, respectively. This can be accomplished by overthrowing the dynasty in another country. The other country must border your first country. The rules are the same as standard expansion, but it may be a better idea than invasion if the second nation is an ally or has a different religion. The second nation may have an extra half turn or full turn, with the first nation having a half turn.

Full Unity

A nation not in dynastic or personal union and without vassal states is in full unity. When not in full unity, the country is more susceptible to invasion, despite having more turns. Newly independent nations are in full unity after 16 turns (4 years).


  • At the start of the game everyone’s stability is 50 unless otherwise noted
  • You need stability of at least 35 to advance in any technology
  • The lower stability your nation has the more susceptible it is to rebellions, revolutions, lower production, weaker defense, and other weaknesses. If you do not quell the rebellion/raise your stability then your nation may collapse.
  • If your stability is higher than 80 you are considered in a technological boom/golden age
  • If your stability is under 40, it will increase after the following have been met:
    • You have not been at war for twelve turns
    • You are not openly moving soldiers into foreign countries, or to aid in a major war
    • Rebels in your nation have been cleared
    • You do not have a major political switch in your government
  • Moderators may target your nation for a random event involving your stability, usually depending on your current situation/decisions.

Eg: the Prince of Mercia has been assassinated. Your control in that region is falling as the Worker’s Union gathers more support around his death. Your stability drops from 40 to 35.


As monsters begin to appear, you will need to fight them off.

Now, there are several types of monster infestation:

  1. Overrun: Your nation is overrun with monsters. In this case, you may not attack other nations. However, this type can only occur if you have a monster general- like Dracula, King Lycan, or such- within you territory. In this case, you must spend your turns fighting off the monsters, or risk collapse. Both monster control and anti-monster development will help. Any nation may attack you, in which case you will receive a huge penalty- but if they win they're status will go up to heavy infestation.
  2. Swarming: Your nation is swarming with monsters. You may attack other nations but will take severe penalties in both the war and stability. Any state with a monster general will automatically start in this category; however, they can be fought off. What's more, you may reach this level without having a monster general, so be ready!
  3. Heavy Infestation: Your nation is fighting off huge waves of monsters. You will incur a minor penalty in stability and war. If you fight a monster general, you will reach this stage; continued efforts will either destroy them or drive them out of your territory.
  4. Light Infestation: There are some monsters in you territory, but they are disorganized and you are fighting them off. In this case you will not incur a penalty. If you manage to fight a monster general down to this stage you will drive them out, or destroy them.
  5. No Infestation: Your nation is totally clear of monsters. You will receive a bonus for this. Congratulations: You have fought off an invasion and saved your people. But be on your guard, because those monsters are tenacious beasts, and can return!

Mods will decide how well you're fighting off them monsters.


  • You may declare a war on any country on your turn
  • You may have any NPC declare war on you as long as it is plausible
  • Use the appropriate algorithms for all attacks
  • This algorithm must be used for any war/battle/conflict involving a player. This includes player-versus-player wars and player-versus-NPC wars. Moderators will post these algorithms. These algorithms are final. Disregarding the outcome of the algorithm will result in a ban!
  • All nations are encourage to think tactically and develop actual plans for invasions/battles. By publishing a description of your actions (or making a page documenting your pre-battle maneuvers) you will be more likely to succeed.


Use the following algorithm to determine if your stability drops when declaring war. Add up the number at the end, and that is how many points you lose (negative does nothing). Note: if you fail to reach one of your objectives then your stability drops by two. 


Acquire Core

Wish to annex a province/state that is our rightful land.

Annex Territory

Wish to annex a province/state.

Add to Sphere

We wish to forcefully establish this state under our sphere of influence, establishing a puppet state.

Assert Hegemony

Forcefully take back state(s) that are culturally similar to ours from another great power's sphere of influence.

Civil War

Take back land that has been claimed by rebels.


We wish to forcefully annex this smaller state


We believe this state is becoming too powerful and must be contained.

If in a coalition of three or more nations: (0)

Cut Down to Size

We wish to partially remove this nation's military so they are no longer a threat.

Demand Concession

We demand this state cede one of their colonies to us.


Establish Protectorate

We wish to establish this state as a protectorate.


Free People

We wish to liberate provinces that have been wrongfully occupied or annexed, and give them back to their rightful owners.



We wish to lower this nation's prestige and political standing.


Release Puppet

We demand that this state release other nations that they have forced into becoming a puppet.


Restore Order

Used to annex a nation that is comprised completely of our core states. We believe every one of its provinces belong to us.


War of Unification

We are annexing states that are culturally part of a greater nation.


Install Political Government

If attempting to establish communist government: (+1)
If attempting to establish democratic government: (+2)
If attempting to establish a dictatorship:

  • In communist country: (+1)
  • In poor/ravaged non-communist country: (+2)
  • In democratic nation: (+3)

No Objective

We don't even know why we're here, we're just mad.



Pacifist government: (+2)
Religious motive: (-2)
Breaking treaty: (+3)
Frequent Enemy: (-1)


Add up your score from all of the declarations and objectives. If your number is positive, subtract that number from your stability. If it is zero, or negative, nothing happens.

When declaring war it is encouraged to write your declaration on the talk page, so you can specify your objectives.


All Moderators must

  • Have a reputation for being fair and plausible on Map Games.
  • Have at least 3,000 edits (negotiable)
  • Be active for at least 6 days a week.
  • Have played the game for at least 32 turns (except for the starting mods).

The duties of a Moderator:

  • Find and correct implausible posts.
  • Correct incorrectly made algorithms.
  • Vote to induct or impeach new mods.
  • Updating the map every 8 turns (2 years).

In a vote to induct a new moderator, all users may vote, but a majority of the mods MUST accept it.

In a vote to impeach an existing moderator, only mods may vote.


Common sense. If it's not plausible, it shouldn't be on the game. This is an attempt to signify a real-life alternate history. Also, just because it's plausible or even if it occurred in real life doesn't mean it follows the rules. Just because you play as Britain doesn't give you a chance to become a mega-superpower.

Common Implausibilities:

  • Advancing technology too fast. You should never invent something or discover something more than ten years 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 1860 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, unless they have been conquered by another nation.
  • 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

That Algorithm


  • (based off capital)
  • At War: +5
  • Near War: +4
  • Same continent: +3
  • Far from War: +2
  • Other side of World: +1


  • Last digit of each player's edit count. In NPC wars, the second last digit of the player's edit count.

NPC bonus

  • NPCs get an automatic + 5 for each development category except the last two, if they are the defenders. If they are attackers they only get it in military development. Speaking of which...


  • Military: +2 for each turn spent on this in the last 20 years.
  • Economic: +2 for each turn spent on this in the last 20 years.
  • Infrastructure: +3 for each turn spent on this in the last 10 years. (defender only)
  • Cultural: + 1 for each turn in the last 10 years
  • Anti-Monster: +1 for each turn in the last 10 years (defender only)
  • Monster-Control: +1 for each turn spent on this in the last 10 years. (attacker only)

Casus Belli

  • Strong Casus Belli (+ 4 attacker, - 4 defender)
  • Weak Casus Belli (+ 3 attacker, + 1 defender)
  • Faked Casus Belli (+ 2 attacker, + 1 defender)
  • No Casus Belli (- 3 attacker, + 3 defender)


If there are multiple motives, the one told to the army will be selected.

  • Economic: Fighting for resources= +3
  • Defending: Fighting to defend territory you already own= +5
  • Social/Moral Friend: Fighting for social/moral reasons to help an ethnicity/race in the nation= +5
  • Social/Moral Kinsmen: Fighting for social/moral reasons to help a minority of your nation's main ethnicity/race in another nation= +7
  • Religious: Fighting for your nation's dominant religion, against a nation which is severely increasing discrimination, increasingly restricting access to or damaging holy sites, brutally opposing conversion attempts, or has recently changed its religion/denomination= +7
  • Life or Death:Opponents purpose is to destroy your nation= +10

Nations at war

  • Leader Nations get a +5.
  • Military aid gets a +3
  • Supplies gets a +2
  • Cultural Support gets a +1
  • Withdrawal from a war incurs a -2 penalty.
  • Vassals incur a -1 penalty.
  • Vassals cannot give Cultural Support
  • Example: America (L) + Mexico (LV) + Brasil (MV) + Columbia (SV) + Argentina (MW) + Canada (C) = 5+4+1+1+1= 12 


  • +10 both sides AUTOMATICALLY. No more, no less. ALWAYS. Capische?

Recent Wars

  • -2 every year of war in the last 15 years, where the nation was a leader.
  • - 1 every years of military aid in the last 15 years.


  1. of digits in Population:
  • + 4 if the population is larger
  • + 8 if the popualtion is more than twice as large
  • + 14 if the popualtion is more than 5x as large
  • + 25 if the population is an order of magnitude larger (10x)
  • + 25 for each subsequent order of magnitude (so if it is 100x larger then you get + 50, 1000x then + 75)


  • Nation is overrun with monsters: - 25 (Cannot attack)
  • Nation is swarming with monsters: -15
  • Nation is fighting off large numbers of monsters: -10
  • Nation is fighting off few monsters: 0
  • Nation is clear of monsters: +10


  • Your stability score here.

War Plan

  • Good War Plan: +5
  • Weak War Plan: 0
  • No war Plan: -5


The equation for gains from war algorithms is (p)*(1-1/(2x)), where x is the number of the years the war goes on and p is the amount of territory determined by the algorithm ((y/(z+y))*2)-1 where y is the winner's score and z is the losers). So if your war lasts one year, you only get 50% of the territory, but if you let the war last five years, you get 90% of the territory. The minimum amount of territory you can win from an algorithm is 1%, otherwise it is a percentage of the loser's territories to two decimal places e.g. 13.69% not 13.69242%.

A great calculator for this is you just copy and paste the equations into the box and replace the letters with the numbers for that specific war. And then you just copy the answer to the main page. Or folks, just use Google. Their automatic calculator is a great aid in working out all this.


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