Rules (A Whole New World Map Game)

General Rules

 * Be Plausable and logical.
 * Game Starts in 1492 and ends in 1898.
 * Declonization will happen. European Nations may be able to hold onto port cities/small enclaves, but as the game nears it's end, colonies will most likely rebel.
 * As they go free, American nations will be added
 * No Meta Holdings. Don't Scramble for Important areas in OTL just because they where important
 * Colonization Speed and Ablity will be scaled  by tiers
 * Wars will be decided with an algorithim.
 * Mods may make desicions for NPC nations
 * If a player doesn't post for 10 turns, they will be removed from their nation
 * Turns will go by Full Years, and Start at 10pm EST
 * Nations that aren't part of the nations list are npc, mod controlled nations

Colony+Epxansion Rules

 * Each European Nation will be put into a colonial tier if it has the potential to colonize. Tiers will go from 1 to 6.
 * Colonies will have their native inhabitants (at first) that will need to be dealt with in some way.
 * Colonies will act as a vassal when you post and in the algorithim. The Only time this is not true is when a colony is invaded by another nation. Colonies that are invaded do not count as
 * At various points in history, colonies became Kingdoms under the crown of the motherland. These would still be subjugated and posted for under your main nation, but count as a Personal Union in the Algorithim. Remember that making a colony a kingdom has other implications that need to be accounted for
 * The Base Colonial expansion rate is 25 pixels per turn. This is then Multipled by your colonization stage.
 * The Base Expansion rate for your nation's homeland (if you annex colonies to be part of your homeland or make them kingdoms in a crown) is 100 pixels per turn, and this increases as time goes on, which will be announced via mod event.
 * If you don't post your own map, I will guess your expansion. Don't make me guess.
 * Decentrlized Nations can be expanded into without an algo.
 * You may Create a vassal from your own nation if there is a reason too. You can not create Random Vassals to help you in the algoritim
 * More are likely to be added as issues arise

War Rules

 * Each turn  a  nation may do two of the following:
 * Develop Military
 * Develop Economy
 * Develop Infrastrucutre
 * Wage or Continue a war
 * Expand

Location
Location goes by your nearest militarized area or center of administartion (Capital or Colonial Capital)
 * +25 For being at the location of the war
 * +20 for being near the location of the war
 * +15 for being close to the location of the war
 * +10 for being far from the location of the war
 * +5 for being extremely far from the location of the war
 * -5 For being on the oppisiste side of the world

Exploration

 * +10 for invading an adequetly explored terrain
 * +5 For invading a territory with some prior exploration
 * -5 for invading a territory with little prior exploration
 * -10 for invading a territory with no prior exploration

Climate and Terrain

 * -15 for fighting in the Artic (Unless your nation is centered in the Artic)
 * -10 For fighting in the Subartic or Freezing Areas (Unless your nation is based in this climate)
 * -10 for fighting in a desert  (Unless your homeland is centered in a desert)
 * -2 for fighting in a tropical area  (Unless your homeland is centered in a tropical area)
 * -5 for fighting in extreme heat (unless your homeland has extreme heat)
 * -10 for fighting in a jungle (Unless your homeland is centered in a jungle)
 * -8 for fighting in a mountin range  (Unless your homeland is centered in a mountin range)

Nation Age

 * -10 for a newborn Nation (less than 15 years old, 5 years for a popular revolt or rebellion)
 * -5 for a young nation (16-50 years old)
 * +0 for a maturing nation (50-75 years old)
 * +5 for a mature nation (75-200 years old)
 * +0 for an aging nation (200-300 years old)
 * -5 for an old nation (300+ years old)

Development

 * +2 for Each turn of Military development
 * +2 for each turn of economic development
 * +2 for each turn of Infrastrucutre Development (Defenders Only)

NPC Development
Each turn, NPCs will develop 1 catagorey, with priority to Infrastructure, then economy, then military. Nations that rebel will be given scores via mod event.

Strategic Modifers

 * Fully moblized (Must be stated in turn):+5
 * Defender's Bias:+5
 * Amphibous Landing:+6 for defenders
 * Larger Economy:+3
 * Much Larger Economy:+5
 * Naval Dominance:+5
 * Home is an Island: Defender +4
 * Attackers Bias:+2

Nations Per Side
Nations that are leaders are the main nations involved in the war. They have their development scores counted.
 * +10 per Leader
 * +5 Per Military Aider (M)
 * +3 For Supplies (S)
 * -2 for Vassal (V)
 * -2 for each Personal union state beyond the third (V)

Participation
+10 for each side

Chance
Find the average of all the digits in your edit count, then round to the nearest whole number. NPC nations will use an RNG to decide chance.

Recent Wars

 * -3 for each year you led a war in the past 15 years
 * -2 for each year you sent military aid in the past 15 years
 * -1 for each year you sent supplies in the past 15 years

Expansion

 * For Stages 1-3, -2 for each year of expansion in the past 15 years
 * For stages 4-5, -1 for each year of expansion in the past 10 years
 * For stage 6-8, -2 for each year of expansion in the past 10 years.

Total
Add everything up, and that is your total. If you have popular revolt, multiply by 1.5

Result
Mods will handle this part, but you need 33% to collapse.

Non Player Nations
Player nations may make requests to nonplayer nations that will be handled by an active, unbaised moderator Players may push their influence on smaller, npc nations in an attempt to vassalize them. This takes time and effort, and can not be done willy-nillly. You can also try to infuelence the people of the nation to act in a specific way.
 * In the event that there is no mod that fits this bill, an RNG will be use with Screenshots posted.

Technology
Can never go more than 10 years beyond OTL.