Prepare (Map Game)

It's 1700, the colonial era hits a kickstart, everyone is aiming for land in the new world, how much is yours? prepare!

Rules

 * 1) Game starts when 4 people sign up
 * 2) One country per person
 * 3) Must be plausible
 * 4) Turn is one year.
 * 5) Game is archived every 10 years.
 * 6) Game ends 1950, or when everybody stops playing
 * 7) No Nukes, Its, early modern times!
 * 8) You control your colonies
 * 9) One turn=One Year
 * 10) complaints go on talk page!

Moderators
Mod The old baby (talk) 23:39, January 13, 2013 (UTC)

Mapmaker Whipsnade (talk) 01:58, January 14, 2013 (UTC)

Nations

 * Spanish Empire The old baby (talk) 23:41, January 13, 2013 (UTC)


 * British Empire Whipsnade (talk) 01:48, January 14, 2013 (UTC)


 * French Empire Sine dei gloriem (talk) 02:42, May 9, 2013 (UTC)


 * Portugese empire


 * Holy Roman Empire


 * Tsardom of Russia


 * Swedish Empire


 * Ottoman Empire


 * Qing Dynasty


 * Mali Empire


 * Papal States


 * Saxony


 * Vinece


 * Naples


 * Sardina


 * Kingdom of Dahomey


 * Ethiopia


 * Kongo Empire The River Nile-2 (talk) 20:43, January 16, 2013 (UTC)


 * Nkore
 * Dafur
 * Siam
 * Annam
 * Khmer Empire
 * Shogunate of Japan
 * Ryūkyū Kingdom
 * Korea (Joseon Dynasty)
 * Mughal Empire
 * Sirmur
 * Denmark–Norway
 * Hungary
 * Mantua
 * Modena
 * Parma 90.244.83.191 16:50, May 11, 2013 (UTC)
 * Sicily
 * Swiss Confederation
 * Tuscany
 * United Provinces of the Netherlands
 * Morocco
 * Safavid Dynasty Violently Calm (talk) 01:03, May 14, 2013 (UTC)
 * The Golden Horde
 * Dutchy of Prussia

If you want to play a nation not on there, you can add it.

Algorithm

 * State of Economy: +10 (Florishing), +7.5 (Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or colapsing)
 * Many or major defences and fortified places: + 10
 * War Weariness: -5 Every turn while in war, after the first turn
 * Technology: 0-10; with 0 being the worst, 5 being normal and 10 being ahead of time.
 * Knowledge of landscape: +20 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent.
 * Morale: -10 In face of larger army, - 20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy
 * Storming on to a coastline from the sea or on to an island, the attacker - 10 and defender + gains 10.
 * Storming in to a desert or jungle the, attacker - 10 and + defender gains 10.
 * Nuclear war gives the atomic user +10 and defnder- 10 for Strategic arms or +5 and -5 for tactical arms. +1 to the attacker and -1 to the defender if  the capial is hit
 * Every nation militarily helping with their side= +1
 * Religious, ethnic and cultural war motives = + 5 to the attacker.
 * Economic war motives = + 2 to the attacker.
 * Tactical Advantage: +5 defender/-3 attacker (for exsampel crossing the Kalahari desert)
 * Armed exspantion in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to lodgistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6
 * Life or death = + 10 to the nation who is fearing being wiped from history.
 * Strength: # of troops divided by a factor of 10,000 (ie, 1,000,000 =100 pints)
 * Add the totals up and find the biggest total. The biggest wins.
 * Do this for every turn your warring in.

Map usage rules
A few general rules concerning the map as to ensure "image success:"


 * 1) Always copy the full-size version of the map to avoid pixelation.
 * 2) Make all nations different colours.
 * 3) Try to make one for each half-year.
 * 4) Coloured circles on nations mean they are a protectorate, client/satellite state, etc. of another nation.
 * 5) It's not always beneficial to draw border lines willy-nilly; if possible, try to find resources such as on Wikipedia to get inspiration.

Present game map
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Game
[[Category:p]]