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Rules (Quietly into the Night Map Game)

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Basic Rules

These are the basic rules to the game

  • The main goal of these rules are to keep the game realistic. Every turn must be plausible and no one can achieve world domination in ten turns,
  • A turn is one day. Each turn is composed of actions, which can be militaristic, economic, diplomatic or constructive.
  • Turns begin at 00:00 UTC. Do not edit past turns.
  • Any conquered lands have their inhabitants, and they must be dealt with.
  • Keep in mind the linguistic effects of conquering and colonisation.
  • Every five years a map is to be made. A moderator marked as the Mapmaker will edit the map.
  • Every map must be saved as a .png on the current map template.
  • Each player will "call" a nation, this will be their main nation.
  • The moderators of this game have the power to grant and regulate all technology for each state 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. 
  • Espionage is allowed and will be detailed later, there is a clear distinction between espionage and meta-gaming.
  • Alliances and unions are allowed as is bargaining to achieve these, although remember to be plausible.
  • If a nation is inactive then it is considered to have become isolationist and is fair game for conquering and attacking. However, there will be resistance.
  • No Great Power can have more than one long term stable Alliance with another Great Power (no 300 year alliances between the US and British empires)
  • Any other Great power alliances will be of convinience, and will not result in stable long term relationships.
  • There are supernational confederations (e.g. The Holy Roman Empire, The Kalmar Union, The European Union, The African Union, etc). They function like alliances and can be broken and formed. 
  • You can commission privateers to raid a nation's shipping but they will reduce relations with the nation you hired them against.
  • The game ends in the present year.
  • Profile pages for your state are highly recommended. See here for an example.
  • If you are new, you may start the game in the turn that you joined.
  • 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 annexed in a war or vassalized as a result of war (see the mods for the last one), you may not switch nations.

Turns

Each nation has one turn during which it may do one of the following actions.

  • Work on the nation's military.
  • Work on the nation's economy.
  • Work on the nation's infrastructure.
  • Expand the nation. 
  • Start or remain in a conflict.

There are no rules on what you can write about; it just has to be relevant to your nation ; be significant, plausible and appropriate. Two guidelines for all posts are:

  • Always include a name for your nation. If your nation is the United States, you can use "America," "The Americans," "The US," "The USA," etc. Avoid "The White House declares xxx," or "Montana expands north into unclaimed territory," but instead "The American government declares xxx" or "American colonists in Montana push north into unclaimed territory."
  • When you expand into another nation, always include the actual name. A map is included on the Principia Moderni talk page with the names of various nations. But don't write "The US expands into China more," if you are invading Tibetan Kingdoms. It would be even better to write, "The US invades the Tibetan Kingdom of Lhasa, expanding south as far as Mount Everest."

Vassals/Puppets

In other games the usual is that a player who vassalizes or gains a puppet state can and usually play as a vassal state. In this game this is not the case. you will be required to maintain good relations or at least some semblance of authority over your vassals and other players will be able to play as them. You may form power blocs through alliances (NATO, SEATO, Warsaw Pact, etc.) but unless real relationship building takes place these will not hold up and will fall apart.

You will be able to invade someone to establish as puppet or vassal state. or in the case of colonial empires annex a colonial state. However for puppets and vassals, they will be considered open nations that another player can control. Colonial empires will be given two extra options which more or less allow for an inclusion into the empire proper (giving extra manpower, population etc.) or a protectorate nation which gives part of its income to its protector as well as some access to its resources in exchange for protection. The Protectorate is under no obligation to help the protecting state.

Players will be able to play as vassals, puppets, and Protectorates however they must play within their bounds, they must play as if the government in general has been put in place as a pro (insert influential or conquering nation here) government. So if Poland has been turned into a puppet of the German empire and the conquering Germans made a legitimate effort to put a Pro German government in Poland then the player must in fact play as a pro-German government (who can send a little support to rebels on the side if they have a few powerful sympathizers) If a puppet or vassal state has no player then it will be treated as an NPC state as well with a clear majority of treaties and propositions allowed by the more powerful partner in the union. (Creation of an economic treaty, alliance etc.) 

The big thing here is that puppet governments must be played plausibly and if a dominant country is advancing the puppet nations exponentially to a higher standard of life then they most likely won't rebel. However, if a dominant country is wholesale just exploiting a previously powerful civilized country for resources then it can and probably will revolt at some point. This creates a fine balance that all players will have to find. 

"Breaking" Nations

  • Outright defeat in a war does not mean you gain the ability to split apart a nation at will. Nations of Similar or well unified cultures will remain a large singular nation.
  • Multi Ethnic Empires can lose or have multiple ethnic territories broken off but not territory that is core territory of the empire. (No breaking Austria-Hungary and giving Hungary Vienna)
  • Highly Unified Federations (USA cannot be broken up through direct war and require decades of failures and wars to be broken apart.

The Infection

The Infection is a major development in global affairs as of late. While mostly unknown it is a highly infective and relatively smart virus. It infects all parts of the body and re-purposes the body for one purpose. To infect other human beings.

As the infected are still living beings they can still be stopped via general body trauma and organ failure. They have been observed to drink, hunt, and eat albeit not always successfully. They do in generally seem to require much less sustenance than a normal human being and are hence much more effective in running down and infecting more people.

Active methods to for stopping the infection are currently unknown.


Sympthoms:

Stage 1:

  • Fever
  • Nausea
  • Fatigue

Stage 2:

  • Vomiting
  • Seeking dark or covered areas
  • Introversion

Stage 3:

  • Recovery from Nausea and Fever.
  • Fatigue is more prominent. Infected will attempt to seek a dark place to rest
  • Coma.

Stage 4:

  • Repurposing of living body to become vector for the virus
  • Reversion to semi primal intelligence levels.
  • Active searching for uninfected to infect by any means necessary
  • Killing of sensed Immune persons.

War

Regular wars

All in game wars will be fought using algorithms. These algorithms take into account how many troops you have, your military and economic development as well as various other factors that should be considered in a war. 

You may declare a war on any country at any time. You may have any NPC declare war on you as long as it is plausible. Small border expansion can (But is unlikely to) be completed without a war algorithm, but major expansion or invasions require the war algorithm to be completed. In order to declare war, you must specify what country is under attack.

An algorithm for war has been developed and is used in any war involving a player. This includes player-versus-player wars and player-versus-NPC wars. Everyone should try to copy the algorithms and construct their own. These algorithms are final. Disregarding the outcome of the algorithm will result in a ban!

In cases of civil wars, other wars where both factions are controlled by the same player, or in an instance where the players controlling the lead nations agree to a fixed outcome, algorithms do not have to be used.

You are not allowed to break off territory into new vassals or vassalize new nations in the middle of a war to increase the nations on your side. Wars can only be retconned if all players involved agree to do so or a moderator deems the war implausible. 

Great Wars

Great Wars are those involving most or all of the worlds Great Powers in dynamic and protracted conflict. Great Wars can consist of one nation vs all, or two or more sides. This type of war will have a few differing factors but will not differ greatly overall from the grand scheme of normal wars. 

In the terms of Great wars, the usually implausible can be made plausible by the very nature and destructiveness of these wars. Due to the economic and population exhaustion that can be accrued through these wars, heavy reparations, and major disarmaments for over a decade can be allowed. However breaking apart a singular ethnic state can still cause issues but can be allowed. However more likely than not a largely single ethnicity state will reunify and turn back around and viciously fight whoever broke them apart in the first place. 

Treaties

Treaties will be a requirement to end all wars regardless of size and scope. This is to prevent any discrepancies in the game and prevent issues cropping up for out of game meta conversations on territory.

Treaties that are considered too ridiculous or implausible will go under moderator review and will be either helped to be made legitimate or a new treaty will be made under fairer pretenses.

War Gains

The Percentages in terms of Gains will be posted as such.

0-5%: essentially a stalemate in minor favor of one side one way or another

6-10%: Minor territorial, economic, or influence concessions

11-23%: Moderate Territorial, economic or influence concessions. major Ethniticies or nations may be released from a nations control during this period if plausible (no removing Tartars from russia, it would need to be Poland or something being removed. This also allows for an eviction of a nations influence from an area they are attempting to annex or make a puppet out of.)

24-33%: Major territorial, economic, or influence concession. (This can lead to the dissolving of a Power bloc. So say is the USSR was invaded and lost heavily in Europe their entire power bloc could be dissolved over it. This is not recommended due to the potential of a powerful leader rising up and wreaking all kinds of havoc)

These are mostly a guide book of how and what you may do during a victorious war. This more or less allows the general abilities of a victory in a war. For the sake of clarity i will elaborate.

A Stalemate is self explanatory and essentially no major changes will occur, a treaty will be signed but will be considered more or less a white peace. 

A Minor victory between 6-10% is going to allow some minor territorial concessions like a small advance in border territory rather than gaining huge swaths of land. 

A Moderate Victory is probably going to be the most common with medium sized territorial concessions being granted Unless another nation has legitimate claims to a moderate chunk of territory and is victorious then core territory cannot be annexed. This does however allow for the solving of most border disputes with a war. This also allows the releasing of some minor nations and populations but only about one.

A Convincing victory essentially allows for almost any and all treaty terms to be enforced within reason. (No splitting up the British empire at its height.) A Nations core territory can have multiple ethnic nations carved out of it to serve as buffers. However, splitting territory far away that wasn't even influenced by the war will result in it being turned down as a term of war. 

Plausibility

Common sense. If it is not plausible then it should not be in the game. This is an attempt to simulate a real life alternate history. Also, just because it is plausible or even if it occurred in real life doesn't mean that it follows the rules. Just because you play as England, France, China or Muscovy does not mean you will become a superpower.

Common Implausibilities:

  • Advancing technology too fast. You should never invent something or discover something too far 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 1900. 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.
  • 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

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