Alternate History

Rules (Second Age of Imperialism Map Game)

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This is the Official Rules Page for the Second Age of Imperialism Map Game! Please, follow all of these rules, in addition to the general community guidelines for map games. Thank you, and good luck!

A lot of the credit goes to the illustrious Principia Moderni series (esp. their third installation) for their standards which have been used in constructing these rules.

Basic Rules

  • Plausibility over all! We want to create a fun ATL where each person can have a good time while still having a bit of fun, needed, competition.
  • Every day in real-life is 1 year in-game, until 1900, in which every day will be one-half of a year. Do not edit past turns past 1 hour of the new turn being posted (unless with a really good excuse). Turns will start at a TBD time every day.
  • A new map will be made at least every 5 years. Interim maps may be authorized by the moderator staff. Only mods may make the official maps, based upon the Map Issues section of the Talk Page.
  • Technology will follow the below technology template, which will be enforced via mod events. The template will begin with OTL dates, but will change based upon ATL changes. If there is a technology which is not addressed by the template, please let us know.
  • The game ends when we have reached the present year, which will be 2015. That gives us a solid 226 years to develop our nations and do all other map game like activities, but we will have even more turns than that. We should have a total of 341 turns.
    • With these many turns, we will archive the map game regularly (every 15 years).
  • You may only switch nations if you have been defeated completely in a war with another player. Exceptions may be made on a case-by-case selection. However, you do not have to switch and can possibly keep on playing as part of a colonial empire.

Each Turn

Every turn, which represents one year, the average nation will get 3 points worth of actions to spend. Points do not carry over (ie, if you spend 1 point one year, you do not get 4 the next year). Here is the weight of various activities you can write about:

  • Counter an economic recession: 12 points (4 years of only economic recovery)
  • Initiate a war and initial offensive: 3 points (must be in all in 1 year)
  • Launch an offensive: 2 points (can be in 2 consecutive years for a winter campaign -- see Algo)
  • Defend your nation: 2 points
  • Develop economy: 3 points (increases development score by 0.25 points)
  • Develop military: 3 points (increases development score by 0.25 points)
  • Develop infrastructure: 3 points (increases development score by 0.25 points)
  • Intimidate a Much Smaller State to Be your Vassal: 12 points

Diplomacy does not cost any points.

Colonization and Expansion

Additionally, you can colonize or expand using some, or all, of you points.

  • Expand a colony: 0.5 points (amount of expansion TBD)
  • Expand your base nation: 1 point
  • Establish a colony: 6 points (must be consecutive years)
  • Declare war on a native people/nation: 1.5 points
  • Launch a colonial offensive: 1 point
  • Stop a colonial rebellion: 3 points (by not doing this, the colony may declare independence)

National Bonuses

Every nation has its strong suits. For example, the British navy was the best of its time while the French army managed to conquer almost all of Europe in a decade. To reflect these advantages, different nations will get "national bonuses."

  • All bolded nations get 9 points to spend per turn.
  • All italicized nations get 6 points to spend per turn.

  • France: Does not cost any points to declare war; Costs 1 point to launch an offensive
  • Great Britain: All colonial/expansion actions cost half as many points as normal
  • Russia: Is not affected by Recent Wars Penalty
  • USA: Enemy-of-My-Enemy Support is a multiplier of 3.


To determine the most fair outcome of a war, we mix a number of factors ranging from will to fight, population, economy, infrastructure, military prowess, technological advancements, etc. In order to compile all of these pieces of data, we use the lovely algorithm! I know, loads of fun!

Note: Mods may overrule use of an algorithm in the case of an implausible result.



  • At the Front: 10
  • Next to the Front: 8
  • Slightly removed from the Front: 6
  • Distant from the Front: 2
  • Across a major Sea from the Front: 0

Tactical Advantages


  • Infrastructure over 1: 1
  • Infrastructure over 2: 3
  • Infrastructure over 5: 6
  • Defensive line along Front: 4
  • Natural Geographic Defense:
    • Mountains: 3
    • Desert: 1
    • Tundra: 2


  • Great General (from Mod Events): 8
  • Superior Tactics (must be approved): 4

Relative Strength

Note: The size of the economy/military does not necessarily correlate directly to which nation has a larger economy/military score.

  • Larger Economy: 2
  • Larger Military: 2
  • Much Larger Economy: 4
  • Much Larger Military: 4


Losing a war costs 1 military score, 1 economy score, and 0.5 infrastructure scores.

Internal Support

  • Non-democratic government supported by people: 4
  • Democratic government supported by people: 5
  • Government not supported by people: -10
  • War not supported by people (democratic) : -3
  • War not supported by people (non-democratic): -2

External Support

  • Colonial Support:
    • One to Four Colonies: 1
    • Five to Seven Colonies: 2
    • Seven to Ten Colonies: 3
    • Ten or More Colonies: 4
  • Allied Support:
    • One to Two Supporting Allies: 2
    • Three to Four Supporting Allies: 3
    • Four or More Supporting Allies: 5
  • Enemy-of-my-Enemy Support: Multiply 1 by the number of nations sending this type of support
  • Coalition Support: 6


  • Larger Population by 2x or less: 1
  • Larger Population by 2x-5x: 5
  • Larger Population by 5x-10x: 8
  • Larger Population by 10x+: 10

Recent Conflicts

  • Recent War (within past decade): -2 for each year

National Tradition

This score factors in your nation's age, the tradition of military greatness, and other factors. For example, in a largely naval war Great Britain would have an advantage, while Prussia would have an advantage in a cavalry sense. This part of the algo varies on a case by case basis, so leave it empty and a mod will edit it, if applicable.


Results of a war will be quite straightforward, the side with the higher algorithm score will win the war, and the side with the lower algorithm score will lose the war.

However, what makes this Map Game a bit more fun is the process of writing treaties. Should no treaty be worked on towards the end of the war, the mods will create plausible terms that probably are less favorable to the attackers, so it is good to make a treaty.

Example - War of the First Coalition (1792-1797)

First Coalition

Austria, Prussia, Great Britain, Portugal, Two Sicilies, Ottoman Empire

  • Location: 8
  • Tactical Advantages: 0
  • Relative Strength:
  • Development:
  • Internal Support: 4
  • External Support:
  • Population:
  • Recent Conflicts:
  • National Tradition:
  • Total:

French Alliance

France, Spain, Italian states

  • Location: 10
  • Tactical Advantages: 3+8+4 = 15
  • Relative Strength:
  • Development:
  • Internal Support: 5
  • External Support: 6
  • Population:
  • Recent Conflicts:
  • National Tradition:
  • Total:

Theaters of War

Warfare between world powers almost always takes place in the form of a world-war. Therefore, in your algorithm it is important to note different 


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