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- New turns will begin every other day at 03:00 UTC. No editing past that.
- Each turn signifies four years.
- The map will be updated every 5 turns (20 years).
- The Game end in 2016.
- Inactivity for over six turns will cause your name to be removed from the nation you are playing. You may return whenever. However, you do not get priority, and if your country is taken, it’s taken.
- Every new player willing to join after the start of the map game can put their name on a nation, than post their turn on the day they joined.
- Keep all actions plausible and realistic. Things like a country turning into a republic in 1100 or Denmark suddently converting to Islam aren't logical.
- You can only play one nation. No suck puppetting. The only exceptions are colonies.
- Each region has its inhabitants, with their culture, language and religion, and must be dealt with. When you expand, remember that the local population is probably not same as the one in your country.
- Be as specific as possible, especially when describing the invasion of another territory. If you are not specific as to location, the mapmaker will most likely not understand exactly what you intend to do.
- Metagaming is strictly prohibited, and several offenses will result in a permanent ban.
- Keep the talks civic and mature.
- Do not edit the map unless you are a mapmaker. If you see any issues with the map, write about it on the talk page.
- You are encouraged to make pages within this category for nations, coalitions, treaties, peoples, or whatever else you believe merits a separate page.
- Each turn, you may do one of the following:
- Improve military.
- Improve economy.
- Improve infrastructure
- Expand the nation into unsettled land. (It is imperative that you are plausible with this).
- Declare or continue a war.
- There is no rule on what you can write about during your turn, as long as it is pertinent for your nation, like the change of ruler for exemple.
- The Mods have the final words. They can also regulate the technologie and create plausible and faire events.
- Inactive nations may fall to revolt and unrest, which will lead to part of their territory turning into freelands (light grey regions).
Types of vassalisation
- You can have vassal states, but they must be contiguous to your nation or to another of your vassals.
- Vasssal states must help you in your wars. Should they refuse to help, it give you every right to punish the vassal state.
- A Vassal state can only declare war on other vassal states from the same liedge and on the liedge himself.
- You do not control your vassal states, and although they are on your side, they have their own interests. If they are not controlled by a player, they are NPC.
- You can try to annexe a vassal state each 100 years. However, it could fail due to local reason, like tyrannic treatment of the local population.
- A decentralized empire is a group of nations united as vassals under a single crown that is often passed between the members of the empire. Exemple: Holy Roman Empire
- The relation between the vassals of the empire are treated as vassal states.
- Should the Imperial Crown change of hand, then the new nation to own the crown became independent and gain all vassals of the Empire, including the previous Emperor's nation. Exemple: The Duke of Bohemia become the new Emperor. All vassals of Germany, the previous Emperor, became vassals of Bohemia. Germany also became vassal of Bohemia.
- The Emperor can try to annexe his vassals after 100 years, althouh they can refuse. If they lose the Imperial Crown, but regain it later on, the countdown restart at the beginning. Exemple: Germany was Emperor for 80 years, but lost the Imperial Crown to Bohemia. Germany regained it, but must wait 100 years again to annexe his vassals.
- To create a decentralized empire, you must own at least 3 vassal states. And remember, you can lose this Empire to a vassal should things goes wrong.
- A tributary is a state that pay a tribute to another nation, which is his liedge. The liedge and the tributary don't need to be contiguous.
- A tributary is independent of his liedge, and is not controlled by his liedge.
- Once every 40 years, a ledge may call on his tributary to fight in his war. Should the tributary refuse, it give every rights to the liedge to punish the tributary.
- To improve his economy, a tributary must do the action twice, as the first time it goes to the liedge. Exemple: England pass his first turn improving its economy. This first time is concidered as if Denmark did the action, and thus improve Denmark's economy. The next turn, England improve its economy again. This time, it improve the economy of England.
- A personal union is when a monarch rule over two nations, which happen when you overthrow the royal house of another country or that you find a way to inherit it.
- The second nation of the personal union is still independent from the first.
- The second nation must help the first nation in its war.
- You can annexe the second nation after 60 years if it share a border with your nation, but it may cause revolts from the local population.
- Having your nation on the throne of another nation is not a Personal Union. It is only a permanent alliance, since both rulers are from the same dynasty. You do not control the other nation however, and it has no obligation to you other than honoring the alliance (which he will not if he choose to).
- The Light Grey regions on the map are regions where nations can expand at the start of the game.
- The Dark Grey regions are regions where you cannot expand until the colonial era (starting in 1500).
- You can only expand for a certain number of pixels depending on your rank among the nations.
- Remember that expanding too fast cause unrest in your nation, and may lead to the crumble of your newly formed land empire. Be sure to deal with the local population before expanding too much.
|Rank||px per turn|
|First Power||725 px|
|Secondary Power||1500 px|
|Other Nation||2000 px|
- No colonies before 1500. The beginning of the colonial period will be preceded by an event, where an explorer will seek financing for a kingdom to finance his expedition.
- You can only have colony if you are "boxed in", which mean that you are surrounded by nations (your border doesn't have free lands contiguous to it).
- You can't create more than 1 colony each 40 years.
- You have a maximum of 5 colonies, with cannot be bigger than 30,000 px.
- Each turn, you can expand your colonies by a number of pixels (that you divide between your colonies).
- Your First Colony will remain to 1px during its first turn, then will allow to grow the following turn.
Time since First
|First Power||Secondary Power||Other Nation|
- Side with greater economy: +3
- Side with greater infrastructures: +3
- knowledge of landscape: +2. Apply to defender if he had the lands for 20+ years or/and to the attack if he had the lands during the last 20 years.
- defender uses a scorched earth policy: -2/+2. Mods can inflict a famine or epidemic on both in the next round due to the problems caused by very short supplies.
- Defeated last time: -1 to the loser of the previous war between them.
- Fighting on two fronts: -2
- Fighting on three fronts: -5
- Fighting on four or more fronts: -8
- Allies: +2 for each ally participating
- Vassals: +1 for each vassal participating
- Biggest nation (including vassal in case of Decentralized Empire): +2
- The location of the war: +5
- Next to the location of the war: +4
- Close to the location of the war: +3
- Far from location of the war: +2
- Other side of the world: +1
- Antarctica: 0
- Homeland: 0/+3
- Your Colony: 0/+1
- Storming a desert: -1/+1
- Large jungle: -3/+3
- Perfidiously invading current ally: -6/+6
- No reason given: -5/0
- Trying to usurp imperial crown: -3/-1
- Aiding an ally: +2/0
- Gain of ressources or lands: +3/0
- Uniting similar people or culture: +4/0
- Colonial independance: +4/-2
- Punishing a disloyal vassal: +4/-4
- Holy war: +6/+2
- Defending against fatal attack: -4/+8
Only one motive.
- Strength: # of troops divided by 5,000 (so, 10.000 = 2 and 25,000=5) (This will change during the course of the game, as population will rise up, but in medieval era, an army 30,000 troops was a massive army)
- Bigger army: +5/-2
- Surrounded: +5/-5
- Defeat last turn: -4
- Country developped military each turn for the last 10 turns: +4 (reset after the war)
- HRE (Kingdom of Germany)
- Byzantine Empire
- Fatimid Caliphate
- Chalukya Empire
Great power: +2
- Kingdom of the Franks
- Empire of Bulgaria
- Song Dynasty
- Kingdom of Denmark
- Buyid Dynasty
- Kievan Rus (Principality of Kiev)
"Common" power: 0
- Every other nation
Adding up the results
Add the totals up and find the biggest total. The biggest wins and the total % decides the losses.
- A total % of 50% equals a draw leading to stalemate,
- A total % of 51% equals 1 pixel of land lost by the looser,
- A total % of 52% equals 2 pixels of land lost by the looser,
- a total % of 53% equals 3 pixels of land lost by the looser,
- a total % of 55% equals 5 pixels of land lost by the looser,
- a total % of 56% equals 5% of land lost by the looser,
- a total % of 58% equals 10% of land lost by the looser,
- a total % of 60% equals 20% of land lost by the looser,
- a total % of 66% equals 33% the looser nation is over run automatically and the rest is in disarray,
- a total % of 70% equals 50% the looser nation is over run automatically and the rest is in disarray,
- a total % of 75% equals 60% the looser nation is over run automatically and the rest is in disarray,
- a total % of 77% equals 66% the looser nation is over run automatically and the rest is in disarray,
- a total % of 80% equals 75% the looser nation is over run automatically and the rest is in disarray,
- a total % of 85% or more, equals 80% the looser nation is over run automatically and the rest is in disarray.