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Rules of The New World Order (Map Game)

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Basic

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 a day. Each turn is composed of a maximum of three actions, which can be either militaristic, economic, diplomatic or constructive or a combination of the four.
  • Turns are randomly released every two days. Each turns lasts six months.
  • Any conquered lands have their inhabitants, and they must be dealt with. Don't expect no resistance on occupied foreign soil.
  • Keep in mind the linguistic effects of conquering and colonisation.
  • A map is created every two years (or four turns)
  • 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.
  • There are super-national 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.
  • The game ends in the present year (2016).
  • Creating articles detailing on your country is highly encouraged.
  • 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 industrialised, liberal, stable, peaceful nation.
  • You are not allowed to change between nations without a mod's consent and approval.

Grammar and Spelling

Please try to keep the spelling and grammar errors at the minimum. Any infractions to this rule will lead to penalties mentioned below.

Penalties

  • 1st warning ~ Warning by mod
  • 2nd warning ~ Temporary ban (a turn)
  • 3rd warning ~ Permanent ban

Plausibility

Events that are not feasible or impossible are considered implausible. This is an attempt to simulate a real geopolitical situation capable of being conceived in our world. Examples include:

  • Rapid technology advancement. Inventions created ahead of the time period are banned, and will result in a permanent ban from the game. Creating inventions ahead of your capabilities are also banned, and will also result in a permanent ban.
  • Massive territorial expansion. Massive territorial expansion takes time to achieve, and expansion is nearly impossible due to this mapgame's modern setting. Many historical countries that have expanded rapidly has fractured and balkanised after a short period of time.
  • Massive cultural shifts. Cultural shifts take many, many decades, have to have good reason, and tend to not be drastic. Religion will change little throughout the course of this game, but increasing secularism is a possibility.
  • Similar to above is ideological shifts. Religious freedom is a foreign concept in this time period, along with racial and gender equality. Base ideological changes on your country's history.

Penalties

  • 1st warning ~ Warning by mod
  • 2nd warning ~ Temporary ban (a turn)
  • 3rd warning ~ Permanent ban

Algorithm

Location index

  • Capital is the location of war ~ +20
  • Capital is next to the location of war ~ +15
  • Capital is close to location of war ~ +10
  • Capital is far away from the location of war ~ +5

Tactical Advantage (defender)

  • Impassable terrain
    • Sea ~ +20%
    • Jungle ~ +15%
    • Desert ~ +10%
    • Steppe ~ +5%
  • Flat and/or easily traversable land ~ -20%

Tactical Advantage (attacker)

  • Flat and/or easily traversable land ~ +20%
  • Impassable terrain
    • Steppe ~ -5%
    • Desert ~ -10%
    • Jungle ~ -15%
    • Sea ~ -20%

Now divide number by 24.

Economic index

  • 100 ~ developed, highly advanced economy (e.g United States or Korea)
  • 80 ~ developed economy (e.g Poland)
  • 60 ~ developing, industrialised economy (e.g Philippines or China)
  • 40 ~ developing, industrialising economy (e.g Bangladesh)
  • 20 ~ underdeveloped, agrarian economy (e.g much of Africa)

Economic adjustments

  • Economic autarky ~ +30%
  • Largely self-reliant ~ +20%
  • Large trade deficit (Exports > Imports) ~ +10%
  • Strong consumption ~ +5%
  • Weak consumption ~ -5%
  • Large trade deficit (Exports < Imports) ~ -10%
  • Largely Import-dependent ~ -20%
  • Lacks large agricultural sector, totally import-dependent ~ -30%

Education

  • High literacy rate ~ +10
  • Medium literacy rate ~ +0%
  • Low literacy rate ~ -10%

Labour costs

  • Ageing population ~ -30%
  • High wages ~ -20%
  • Increasingly high wages ~ -10%
  • Youthful population ~ +10%
  • Low wages ~ +20%

Primary sector

  • Strong ~ +10%
  • Bad ~ -10%

Secondary sector

  • Strong ~ +10%
  • Bad ~ -10%

Tertiary sector

  • Strong ~ +10%
  • Bad ~ -10%

Infrastructure

  • Completely modernised, rapidly developing infrastructure ~ +10%
  • Highly modernised infrastructure ~ +5%
  • Essential, basic infrastructure ~ 0 (no change)
  • Somewhat fulfilled essential infrastructure ~ -5%
  • Nonexistent infrastructure ~ -10%

Work ethic

  • Cultural values encourages obedience to work and authority, high level of innovation ~ +10%
  • High level of innovation ~ +5%
  • "Normal"/Satistfactory ~ 0
  • Low level of innovation ~ -5%
  • No cultural values that enhances the work ethic ~ -10%

Comparative advantage

  • Information and communications technology (including electronics and semiconductors) ~ +20%
  • Robotics ~ +15%
  • Automobiles ~ +15%
  • Other heavy-industries ~ +10%
  • Basic, light industries ~ +5%
  • Services ~ +5%
  • Tourism ~ +5%

Bonus

  • Large fiscal reserves ~ +10%
  • High credit rating ~ +10%

Now divide by 250 (maximum)

Military index

  • Naval power
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Land power ~ +10
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Aerial power ~ +10
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Dual combination ~ +20
  • Trio combination ~ +30

Global influence

  • Superpower ~ +25%
  • Great power ~ +10%
  • Middle power ~ +5%
  • Small power ~ 0

Population adjustment

  • High number of troops ~ +10%
  • 2-times higher number of troops ~ +5%
  • Similar number of troops ~ 0%
  • 2-times less number of troops ~ -5%
  • Small number of troops ~ -10%

Casus Belli/Motives adjustments

  • Civil war ~ +20%
  • Raw materials/economic ~ +15%
  • Helping an ethnicity in another region ~ +10%
  • Defending ally/defending prestige, territory ~ +5%
  • Provoked ~ 0
  • Warmongering/attacking for no reason ~ -5%
  • Staged event ~ -10%
  • None ~ -15%

Fronts

  • -5% for each front occurring at the same time

War exhaustion

A war occurring 10 years ago resulted in;

  • Reduced to rubble ~ -10%
  • Heavily affected ~ -5%
  • Nothing ~ 0%
  • Economically stimulated ~ +5%
  • Additions to existing sphere of influence ~ +10%

Aid

  • Aid from Superpowers
    • Military aid ~ +1%
    • Economic aid ~ +1%
    • Humanitarian aid ~ +1%
    • Cultural support (by propaganda) ~ +1%
    • Combination of the two ~ +2%
    • Combination of the three ~ +3%
    • Combination of the four ~ +4%
  • Aid from Great powers
    • Military aid ~ +0.5%
    • Economic aid ~ +0.5%
    • Humanitarian aid ~ +0.5%
    • Cultural support (by propaganda) ~ +0.5%
    • Combination of the two ~ +1%
    • Combination of the three ~ +1.5%
    • Combination of the four ~ +2%
  • Aid from Middle powers
    • Military aid ~ +0.1%
    • Economic aid ~ +0.1%
    • Humanitarian aid ~ +0.1%
    • Cultural support (by propaganda) ~ +0.1%
    • Combination of the two ~ +0.2%
    • Combination of the three ~ +0.3%
    • Combination of the four ~ +0.4%
  • Aid from Small powers
    • Military aid ~ +0%
    • Economic aid ~ +0%
    • Humanitarian aid ~ +0%
    • Cultural support (by propaganda) ~ +0%
    • Combination of the two ~ +0%
    • Combination of the three ~ +0%
    • Combination of the four ~ +0%

Troop morale

  • Extremely confident/Ultra-nationalistic/Patriotic ~ +15%
  • Confident/Nationalist/Patriotic ~ +10%
  • Confident, relatively patriotic ~ +5%
  • Low morale ~ 0
  • Very low morale, low effort ~ -5%
  • Some desertions, very low effort ~ -10%
  • Mass desertions, little fighting ~ -15%

Now divide by 55.92.

Total index

Add all the three indexes and divide them by 3.

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