Alternate History

Rules (Rise of the South Map Game)

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General Rules

  • Make sure that all actions during your turns are plausible and realistic.
  • New turns begin at 21:00 UTC Time.
  • One turn if equivalent to 3 months or a quarter of year.
  • Harassment, abuse, vandalism, and uncrossing something that an moderator has crossed out will not be tolerated.
  • Sock-puppeting will lead to an immediate kick from the game.
  • Each turn passes by a certain amount of time until a year is reached in the game.
    • Every turn goes 1 year until 1905
    • Every turn goes by 0.25 until the end of the game.


  • You can discuss diplomacy with any nation you have contact with.
  • Each player can play as only one nation. However, he may play as many colonies, vassals, and/or puppet states that his nation currently controls, but other players can play as them when they want to.
  • No self-destruction of your nation. Examples of this would be random coups, revolutions, and civil wars randomly occurring in your turn. The mod events will say if any of this occurs.
  • If a nation hasn't posted for more than 10 days, the current player will be considered inactive and can be removed from that nation by another player that chooses to play as that nation.
  • If you're a new player to this game, you may not instantly join a union with another nation, unless a moderator says that it's plausible.
  • You're obliged to make a nation page for your current nation.
  • To play as a nation simply place your signature next to the nation's name (Includes vassals, colonies, puppet states etc).
  • A union counts as one nation in the algorithm.
  • Switching nations is only allowed if you've been eliminated in the game or have been given permission from a moderator.
  • Make sure that you've read the timeline to this game.
  • Keep in mind how large your nation's economy is and what you your nation can do.
  • Keep in mind what resources that your nation contains.
  • Colonies do not count in the algorithm as separate nations but as part of your nation.
  • If you're a primary nation you must/have to make a detailed page about your nation.
  • If you have autonomous or semi-autonomous states within your nation/state/empire you may not play as them (Prevents Meta-Gaming).

Picking a Primary Nation

  • To play as a primary nation (Nation with a major role in the world) you must have three of five of the following:
    • Have experience with map games (At least one or two months).
    • Must have a clean history of being mostly plausible.
    • Must have at least 1,000 edits.
    • Must be a respectful player (Doesn't disrespect/abuse other players).
    • Must know the history of the nation that you intend to play as.


  • At the start of the game everybody's national dissent starts at 0.0.
  • National dissent is what tells you if your population is unhappy, having a large national dissent value will have severe consequences.
  • If you're national dissent value has increased it will always decrease every turn by .25 (default).
  • Moderators can target your nation in mod events that can lead to your dissent value increasing/decreasing.

NPC Nations

  • All NPC nations will conduct their actions by the mod events, you may not say that an NPC nation has done something to benefit your nation.
    • Ex: We have asked Ukraine for a trade offer, in which they have accepted.

Military Development

  • Large implausible recruitment of troops will be crossed out, unless it has a valid reason.
  • If creating "fake equipment" (weaponry that has never been created in OTL) you may not say that its the best weapon in the world or something like that. Your current technology score will determine whether it's better than another nations equipment.
  • Unit hierarchy can be used to increase your score in the war algorithm. (See algorithm for more details).


  • Every other turn you may upgrade your scores by .25.
  • You may only level up one tech per turn.
  • You cannot go past level three until the year of 1885.
  • You cannot go past level four until the year of 1900.
  • These tech rules will be changed throughout the game in order to keep it challenging.
  • If you do not keep track of your scores (Not put on your nation page or the Score Page) it will not count in any of your algorithms.
  • If you're landlocked you cannot have a naval score.
  • All primary nations start at level 2.
  • All other nations start at level 1.

Army Technology

  • Level 2 - Requires 10,000 troops within your army.
  • Level 3 - Requires 60,000 troops within your army.
  • Level 4 - Requires 150,000 troops within your army.
  • Level 5 - Requires 300,000 troops within your army.

Navy Technology

  • Level 2 - Requires 15 Combat Vessels
  • Level 3 - Requires 25 Combat Vessels
  • Level 4 - Requires 50 Combat Vessels
  • Level 5 - Requires 80 Combat Vessels

Industrial Technology

  • Level 2 - Population of 100,000
  • Level 3 - Population of 300,000
  • Level 4 - Population of 2,000,000
  • Level 5 - Population of 10,000,000


  • Any NPC nation can declare war on you as long as it's plausible.
  • You may declare war on other nations as long as it's plausible.
  • You're required to use the algorithm for all battles in the game. Although is not required if you're capturing unguarded to lightly guarded territories.
  • All nations are encouraged to think tactically and describe the course of action of the battle and your current war.
  • Multiple algorithms may be done every turn.
  • Keep in mind how your troops will mobilize to capture a certain area.

Declaration of War

  • In your turn you're required to make your declaration of war against another nation(s).
  • All objectives/casus bellis both decrease or increase your national dissent. Keep in mind that your minimum national dissent score is 0.0.

Casus Belli

  • Unjustly Attack (-5 Dissent)
  • Terrorist Attack (-3 Dissent)
  • Political Blunder (-2 Dissent)
  • Attack Ally (-3 Dissent)
  • None (+5 Dissent)


Acquire/Retake Core: (-2)

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

Annex Territory: (+1)

  • Wish to annex a province/state

Add to Sphere of Influence: (+2)

  • Wish to add a nation/state to your sphere of influence.

Assert Hegemony: (+1)

  • Take back land that is a part of another nation's sphere of influence.

Conquest: (+4)

  • Conquer another nation/state.

Containment: (0)

  • Believe that this state has become too powerful and must be contained.

Demand Concession: (+2)

  • Demand that this state cedes us land.
    • If core (-2)

Establish Protectorate: (+1)

  • We wish to establish this state as a protectorate.

Free People: (-2)

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

Humiliate: (+3)

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

Release Puppet: (+1)

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

Restore Order: (0)

  • 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: (0)

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

None: (+5)

  • You have no objective.

Installing a New Government

All dissent values are meant for the country that the regime change is focused on.

If attempting to establish Communist government: (+2)

If attempting to establish Democratic government: (+3)

If attempting to establish a Dictatorship

  • In Communist country: (0)
  • In poor/ravaged non-communist country: (+2)
  • In Democratic country: (+5)


If you're a pacifist nation: (+3)

Religious Motive: (-3)

If you're breaking a treaty: (+2)

Frequent Enemy/Always Hated: (-1)



Location goes by capital city.

  • At the location of war: 5
  • Next to the location of war: 4
  • Near the location of war: 3
  • Far from location of war: 2
  • Other side of the world: 1
  • Antarctica: 0

Tactical Advantage


  • High Security Fortress/Base: 15
  • Trenches/Dug in Defenses/Fortifications: 10
  • Makeshift Defenses/Urban Area/Ruins/Basic Earthworks: 8
  • High Ground/Ambush: 6
  • No Defenses/Open Field/Etc: 3


  • Surprise Attack: 5
  • No Defenses/Open Field/Etc: 3

If an amphibious assault is being conducted, the defender immediately gets the High Ground/Ambush bonus of 6 points.

Nations of Per Side

  • M for Military Aid (+3)
  • S for Supplies (+2)
  • V for Vassal, Puppet State, Colony, etc... (-1)
  • G for General (+3)

Example: Finland (MSVG(+7))


  • +2 Points for every victory that certain unit of troops have accomplished during the course of the war with your current enemy.
  • -1 Point for every loss that certain unit of troops have had during the course of the war with your current enemy.

Military Development

  • Your current military score x 10
  • If your navy is nearby:
    • Navy score x 3
  • If you're defending:
    • Industry score x 5
  • -1 Point for turn used that includes a battle that requires an algorithm.
    • Expansion score resets as soon as your nation isn't at war with anyone.
    • Expansion score is not used if battle is within your nation.


  • Motive is life or death (Nation's sovereignty is under threat): 10
  • Motive is religious: 7
  • Motive is social/moral: 6
  • Motive is political: 5
  • Motive is economical: 2

The motive with the most amount of points will be used.


Current national dissent score x 2

  • This is then subtracted from your total score.


You can recruit generals to command your troops in an algorithm. Once every two turns you can recruit one general. Multiple factors will be listed below as well as describing its benefit.

  • When you recruit a general you can train him for a total of ten turns. However, it will take about 4 turns to bring your general on the battlefield.
    • Every turn that you train your general you get one extra point in your algorithms
    • You can train your generals even after they've already been trained and already introduced in your military.
  • For every battle that your general has won, he will gain experience.
    • For every battle that your general has won, you get an extra two points in the algorithm that he is currently fighting in.
    • For every battle that your general has lost, you get an extra one point in the algorithm that he is currently fighting in.
  • To determine whether your general has been killed/wounded, take your opponent(s) score and use the same number to subtract it from your score.
    • If you've won the battle your general has lived (Other than the first rule below this one)
      • If the total is 10 through -10 your general is wounded and won't be available for two turns.
      • If the total is -20 your general has been seriously wounded and won't be available for the next four turns.
      • If the total is -30 your general has surrendered and has been captured but can be re-acquired if freed from prison.
      • If the total is -40 your general has been killed in action.
        • Also leads to -5 points in your total score.
  • Generals that already exist can be introduced into your military.
    • Experience points from battles and wars that have occurred before the game starts count.
  • You can only have a certain amount of generals depending on large your military is.
    • 1-10,000 - 1 General
    • 10,000 - 50,000 - 2 Generals
    • 50,000 - 150,000 - 3 Generals
    • 150,000 - 300,000 - 4 Generals
    • 300,000 - 600,000 - 5 Generals
    • 600,000 - 1,200,000 - 6 Generals
    • 1,200,000 - 2,000,000 - 10 Generals
    • 2,000,000 - 4,000,000 - 14 Generals
    • Anything greater than 4,000,000 - 20 Generals

Number of Troops

Friendly Troops x Army Score/Enemy Troops x Their Army Score


You immediately get 10 points in the algorithm.

Unit Hierarchy

Instead of attacking/defending with random amounts of troops, you can assign a unit to the region based on otl military organization. However, these certain military units must be designated before the battle and the name of the unit is also required.

Example Name: 56th Armored Corps

If a designated Division is based in this certain area(s): +3 (Requires 10,000-30,000 troops)

If a designated Corps is based in this certain area(s): +4 (Requires: 40,000-80,000)

If a designated Army is based in this certain area(s): +5 (Requires: 100,000-200,000 troops.

If a designated Army Group is based in this certain area(s): +7 (Requires: 400,000-1,000,000)

If a designated Region (Requires General) is based in this certain area(s): +10 (Requires: 1,000,000-10,000,000)

Example War

Battle of Prague


  • Location: 5
    • Near the battle
  • Tactical Advantage: 8
    • Urban Area
  • Nations Per Side: 5
    • Qing Dynasty (MS(5))
  • Military Development: 35
    • Army: 25
    • Industry: 10
  • Morale: -2
  • Motive: 10
  • Dissent: -6
  • Number of Troops: 3
    • 100,000(2.5)/100,000(1)
    • 250,000/100,000= 2.5 = 3
  • Participation: 10
  • Unit Hierarchy
    • 504th Army: 5

Total: 73

German Empire

  • Location: 3
  • Tactical Advantage: 3
  • Nations Per Side: 5
    • France (MS)
  • Military Development: 10
  • Morale: 2
  • Motive: 5
  • Number of troops: 0
  • Participation: 10
  • Unit Hierarchy:
    • 302nd Army: 5

Total: 43


The German army was stopped by Bohemian troops at Prague. The Germans were forced to then fall back after suffering heavy casualties.


If you feel anything of the algorithm needs to be changed please say it on the talk page.

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