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Rules (Industrial Revolution: Reborn Map Game)

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These are the rules to Industrial Revolution: Reborn . Follow them to have a great and enjoyable time playing this Map Game.

  • 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. China cannot have an army march from Hong Kong to Kazakhystan in one turn, or Ottoman Empire cannot have an army march from Tunisia to Bosnia)
  • You can move armies and soldiers through other peoples lands with consent
  • Armies moved through jungles, tundras or land with Xenophobia natives will lose soldiers
  • Any land which is conquered has inhabitants, and they must be dealt with.
  • Keep in mind the linguistic effects of conquering and colonizing.
  • 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.
  • 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 0.25
  • Read about your nation's history
  • You may only upgrade one time between two turns. So in 1781 but in 1782 you may not..
  • You may only upgrade one 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 a while. 
  • 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 British teaching the Chinese how to make guns)
  • Tier Advancement will be done through the Applications Page.
  • Expansion into unihabited lands will go like this:
    • One turn will be used for exploring land around your nation.
    • The next turn will be used for exanding into the land around your nation.
    • You cannot expand twice in two turns, but you may explore twice.
    • You can do this every other turn, such as:
      • Explore-Expand-Wait-Explore-Explore-Wait-Expand-Explore
  • 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.
  • Turns begins at UTC 9:00. Do not edit past turns.
  • 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 10th 2013, or year 1780.
  • One OTL Day will be a year and one turn.
  • 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.

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