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The rules for the Solar Wars: Battle for Earth map game.
- Make sure that all actions carried out per turn are realistic and plausible.
- Turns begin at 21:00 UTC. Do not edit past turns, after two hours have eclipsed since the start of a new turn.
- One turn is equivalent to three month. Each day you may write out the actions of your nation.
- You are allowed to post diplomacy in the current turn, as well as in the previous turn, if it does not counteract something in the current turn.
- 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 fifteen days or more (hasn't posted anything during this time) than their country can fall into civil disorder or civil war.
- 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.
- A nation can hire raiders and pirates to attack other nations, but this severely weakens ties between the two countries.
- 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
- If you have a creative idea for your nation that is not listed here, add it, but make sure you include some sort of backstory when you make your first post. Even if an existing nation is not listed here you can still claim it if it is not already claimed.
- Make sure you read the Timeline for information about some nations
- Unions are allowed through dynastic or personal claims, in a realistic and timely manner, however nations cannot use unions to unrealistically bypass conquests.
- A union counts as one nation in the algorithm.
- 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.
- If you are a new player you may not immediately join a union or greater nation.
- The stability of a nation is determined by numerous internal and external factors, such as national integrity, wars, rebellions, and economic conditions.
- If a nation frequently conquests or colonizes, their stability may decrease.
- Attempting to subjugate large areas or groups of people may lower your stability.
- If your stability is low then rebellions, civil wars, or other internal problems become more likely.
- 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, which will be posted with each new turn.
- If there is a conflict of interest, another moderator must handle a dispute.
- 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.
- In your turn you can offer a nation a trade agreement or other deal, between your two nations.
- On your turn you can also make deal offers with people, even if you don’t have a pre-existing agreement, for trading resources.
- Resources can be brokered within a peace treaty.
- In order to establish a permanent trade agreement that reaches its maximum potential, there must be a clear, safe route between the two nations.
- Each nation starts with a military score of seven, an economic score of seven, and an infrastructure score of three.
- Each turn that a nation posts, they may expand one of these three areas.
- Nations may only have a total of twenty-five in any given category.
Expanding your Nation
- Nations can be expanded through war and by conquering local city-states or tribes.
- In order to declare war on another nation you must write your declaration on your turn.
- Conquest of a player nation or major NPC nation requires an algorithm.
- Depending on your circumstances, you may also expand your nation through colonization.
- You may declare a war on any country in your turn.
- You may have any NPC declare war on you as long as it is plausible.
- Use the appropriate algorithms for all attacks.
- Each enemy encounter is a single battle. Keep in mind that it may take several battles to crush your enemies.
- Upon entering enemy territory remember that after pushing back enemy forces, you must allot time to occupation. Keep in mind how big an area might be, and how many soldiers you have to enter the countryside. Also keep in mind where they are getting their supplies. If a clear stockpile or route for supplies isn’t available, your forces may have to pillage the local villages or face death from attrition. Once an area is occupied, you do not own it. It is still the defender’s land, but you are currently controlling it. Annexation of enemy’s land is later agreed upon in the peace treaty.
- 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 may 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.