2014-09-29

“Man cannot discover new oceans unless he has the courage to lose sight of the shore.” - André Gide



Welcome to the Age of Exploration, Renaissance, Conquests and Holy Wars, a semi-historic alternative roleplay. You the player, starting in the year of 1500 AD, decide the fate of your country, creating history anew and hopefully far into the future. News about the New World have reached almost every corner of the known world, and now nations of Europe scramble to claim what they can. Will you set sails and start a new life in the remote lands, or fortify your borders and seek fame in the Old World? Whatever you choose, The Land of Glory awaits you!

I have come up with some interesting gameplay restrictions, features and rules, and some ideas I have borrowed from other roleplays (I would like to give EVERYONE credits for cool and innovative ideas I found and used. I can't name you all here, but if you find something from your roleplay, thank you and hope you don't mind), hopefully creating a roleplay that will be appealing to all of you.

“Look back over the past, with its changing empires that rose and fell, and you can foresee the future too.” - Marcus Aurelius



I require roleplayers who understand that roleplays are meant to be fun and exciting by simulating leaders as well as people of a nation, involving in politics, waging wars, plotting and scheming AND BY FAR MOST IMPORTANT THING, KNOWING WHEN TO SURRENDER AND BACK DOWN WITHOUT SUICIDING. That being said, I do not want players who think they are Gods of roleplay, who think they invented roleplaying or players who quit when they don't get it their way. I also do not want players who will treat this as a regular game wanting to WIN the damn thing.

“Losing a war and a few provinces is no reason to quit. You can take those back later, in your enemy's moment of weakness." - from Europa Universalis IV.



House rules are very important so please read:

1. The use of GM is prohibited.
2. Please do not exploit glitches and bugs in the game to get advantage over other players.
3. Please do not cheat when it comes to colonization.
4. Railguns are NOT allowed.
5. Railways cannot be built, unless in these provinces (they are major trade centers and this simulates the boost income from trade): Rome, Constantinople, Alexandria, Hamburg (Hanseatic Trade League), Venice, Seville and Archangel (which is the city of Novgorod).
6. Only lvl 3 forts are allowed until game admin says otherwise. Lvl 5 forts are allowed in Rome, Constantinople and Jerusalem.
7. The number of battleships you can have is limited to number of harbors you have. A country with 1 harbour can only have 1 battleship, but it can ALWAYS buy more battleships. This limit is put to simulate the naval powers like England, Spain, France etc.
8. Battleships cannot be used to bombard shores and lands. They are used in naval warfare only. But if a player is invading you by sea, you can use ships to neutralize the threat.
9. Use one of many Casus Belli’s available for wars, but you do not have to. Attacks for no reason happened often, however these actions will be looked down upon!
10. Put a word rhyming with Matt (fat, bat, cat etc.) at the beginning of your application to let me know you’ve read the most important 10 rules.
11. Follow the Landshuffle correctly.
12. Inactivity will cause you to be kicked after 2 days unless you tell us why.
13. Please, I beg of you, if you get bored with RP, do not suicide your troops or troll or choke the RP with inactivity. Just leave the game so we can find a replacement.
14. No trolling and OOC-ing.
15. No land grabbing. Follow the rule about number of provinces taken in wars.
16. Serious and active roleplayers only. I do not ask 20 articles per day, but once in a day or two is mandatory.
17. Try to make the Alternate history plausible.
18. Please start roleplaying from day 1 about your country. You don’t have to roleplay about the landshuffle.
19. Wars are not permitted until landshuffle has ended, with the exception the admin tell so otherwise.
20. No metagaming - the use of OOC information.
21. Roleplay the random events made by game admin.

List of nations available in this roleplay:

Catholic nations

Holy Roman Empire is a complex Empire made up from over three hundred states, but as this cannot be simulated, in this roleplay it will be divided into two major nations:

- Margraviate of Brandenburg [The German Empire] - Eureka.
Ruler: Joachim I Nesor
Noble House: Hohenzollern
Titles: Margrave, Prince-Elector

Government Type: Absolute Monarchy
Rivals: Kingdom of France, Kingdom of Poland
Additional Information: N/A

- Archduchy of Austria [Austria-Hungary] - Intelmax
Ruler: Maximilian I
Noble House: Habsburg
Titles: Archduke, Holy Roman Emperor, Prince-Elector
Government Type: Absolute Monarchy
Rivals: Kingdom of France, Kingdom of Hungary
Additional information: N/A

The feature planned for them is that Emperors will switch every five ingame years or if they die due to disease, war, accidents, age and such (there will be some random events, which I will cover later). The first Emperor is from Austria, and he will hold the position for five years or until he dies. Then the German leader becomes Emperor and so on. These two nations HAVE to work together and act as one when needed, but they are still two separate nations. The Emperor holds the power and other nation is obliged to do his bidding, but it could refuse and give the Emperor a valid casus belli.

Polish-Lithuanian Commonwealth is a Union of Poland and Lithuania under the Polish King:

- Kingdom of Poland [Poland] -
Ruler: John I Albert
Noble House: Jagiellon
Titles: King
Government Type: Absolute Monarchy
Rivals: Holy Roman Empire, Teutonic Order
Additional Information: Moves capital to Cracow.

- Grand Duchy of Lithuania [Lithuania] -
Ruler: N/A
Noble House: N/A
Titles: Grand Duke, Governor-General, Regent
Government Type: Absolute Monarchy
Rivals: Grand Duchy of Muscovy, Teutonic Order
Additional Information: The leader of Lithuania is appointed by King of Poland. So whether it’s a Grand Duke or Governor-General, it’s up to these two players to decide, as well as whether it will be a Polish or Lithuanian noble. Because of the Commonwealth, Lithuania is under Catholic nations.

Lithuania retained its institutions, including a separate army, currency, and statutory laws but Poland is the leader of Union and Lithuania will have to obey the Polish King. However, Poland is Catholic and Lithuania is still Orthodox (I know they were Pagan, but this is alternate), which could cause some troubles and headaches for the Polish King as well as give cause to Lithuanians to rebel and break the Union. Please note that this should not be the primary goal for the player of Lithuania, as breaking the Union will leave it without many friends and allies and will result in automatic war between the two nations. Two is stronger than one, just saying.

Kalmar Union is the Union of Scandinavian countries under the Danish King, very similar to the Polish-Lithuanian Commonwealth:

- Kingdom of Denmark [Greenland] - Westar
Ruler: John I
Noble House: Oldenburg
Titles: King
Government Type: Absolute Monarchy
Rivals: Holy Roman Empire, Kingdom of Sweden
Additional Information: Denmark is one of the special countries in this roleplay because it starts as Greenland (which was not yet discovered). So the player of this nation CANNOT build anything (recruitment offices can be built and stay activated until player finishes LS. After that, recruitment offices will be shut down) in the mainland Greenland as it Denmark does not actually own it, until it starts discovering it province by province. Even then, rules of the colonization will apply, which will be explained later on. All troops will be transferred to provinces of Denmark located in Europe. Capital will be moved to Copenhagen.

- Kingdom of Norway [Norway] - Jack the Ripper
Ruler: N/A
Noble House: N/A
Titles: Governor-General, Regent
Government Type: Absolute Monarchy
Rivals: N/A
Additional Information: Same as in case of Poland-Lithuania, King of Denmark can appoint a Governor-General of Norway from his own bloodline, or take a Norwegian noble and have him rule in his name. Player in the Union will have to discuss this between themselves.

- Kingdom of Sweden [Sweden] -
Ruler: N/A
Noble House: N/A
Titles: Governor-General, Regent
Government Type: Absolute Monarchy
Rivals: Republic of Novgorod, Kingdom of Denmark
Additional Information: Same as Norway, Danish player can appoint a Swedish noble or have a noble from his own House to rule Sweden. The only difference between Sweden and all other in Unions is that Swedes have a strong sense of independency and do not like the Kalmar Union.

This Union is practically the same as Poland-Lithuania. Danish King is the ruler of the Union and other members will have to obey him, but nations inside it are nations for themselves. Members can break away from the Union, but will result in automatic war between the nations.

- Kingdom of France [France] - Josef II von Habsburg
Ruler: Louis XII
Noble House: Valois
Titles: King
Government Type: Absolute Monarchy
Rivals: Kingdom of England, Holy Roman Empire

Additional Information: One of the main colonization countries.

- Kingdom of England [Great Britain] - xXEllXx
Ruler: Henry VII
Noble House: Tudor
Titles: King
Government Type: Absolute Monarchy
Rivals: Kingdom of France, Kingdom of Spain
Additional Information: One of the main colonization countries.

- Kingdom of Spain [Spain] - KFO
Ruler: Ferdinand V
Noble House: Trastámara
Titles: King
Government Type: Absolute Monarchy
Rivals: Kingdom of France, Kingdom of England
Additional Information: One of the main colonization countries, strong dislike for other religions.

- Kingdom of Hungary [Rumania] - Zander
Ruler: N/A
Noble House: N/A
Titles: King, Regent
Government Type: Absolute Monarchy
Rivals: Holy Roman Empire, The Ottoman Empire
Additional Information: After the death of Matthias Corvinus from the noble Hungarian House of Hunyadi, throne was up for grabs. It is up to player to choose whether he wants to have an Austrian ruler from the House of Habsburg, a Polish ruler from the House of Jagiellon (both of these will result in a personal Union) or someone from the Hungarian noble Houses, starting a new dynasty and a whole new chapter in Hungarian history. The decisions will either bring the mentioned nations closer or drive them apart. Moves capital to Budapest.

- Teutonic Order [Finland] -
Ruler: N/A
Noble House: N/A
Titles: Grand Master
Government Type: Theocracy
Rivals: Kingdom of Poland, Kingdom of Lithuania
Additional Information: Player chooses his own Grand Masters who rule until death. Main job of the Teutonic Order is to fight Muslim nations when called upon. That is their sacred duty. They can also act as mercenaries for Christian nations in some other wars, if the pay is right of course. Other than that they act as every other nation (due to being Theocracy, they will be frowned upon if a lot of wars are waged against Catholic nations). Moves capital to Konigsberg.

- Papal States [Italy] - Dominus Pontifficus
Ruler: Alexander VI
Country: Spain
Titles: Pope
Government Type: Theocracy
Rivals: N/A
Additional Information: Papacy is the special and unique country in this roleplay because it is the smallest nation territory wise, but the biggest nation roleplay wise. Pope is still a major figure in the 16th century, and for that I have designed series of features for it which will be explained later on. Needs a very strong roleplayer.

Orthodox nations

- Republic of Novgorod [North Russia] - Xilaw
Ruler: N/A
Noble House: N/A
Titles: Prince
Government Type: Merchant Republic
Rivals: Kingdom of Sweden, Grand Duchy of Muscovy
Additional Information: Novgorod was under Rurik rule for centuries and couple of decades ago was about to become a part of greater Russian nation. However, several prominent noble families stood up against this idea and deposed the Ruriks and kept their independence. Muscovy, with the Crimean Khanate at their doorstep, really did not have choice but to accept this. They keep it neutral most of the times, but from time to time, relations deteriorate. Players have to choose a leader from one of the noble Houses of Novgorod.

- Grand Duchy of Muscovy [Russia] - Ahem Dies
Ruler: Ivan III Vasilyevich
Noble House: Rurik
Titles: Grand Prince
Government Type: Absolute Monarchy
Rivals: Grand Duchy of Lithuania, The Ottoman Empire/Crimean Khanate
Additional Information: Moves the capital to Moscow.

- The Byzantine Empire [Greece] - CzarHellios
Ruler: N/A
Noble House: N/A
Titles: Emperor
Government Type: Autocracy
Rivals: The Ottoman Empire, Kingdom of Hungary
Additional Information: Moscow never became the “Third Rome”. Why? Because the second one never fell. In this RP, Byzantium managed to survive the siege of Constantinople and actually regain few territories from Ottomans and Venetians, with the help of Holy Roman Emperor and Russian nations. Player has to choose a ruler from one of the Greek noble Houses and start writing a new chapter in history books. If you have trouble finding adequate picture for an Emperor, try searching Medieval Patriarchs of Constantinople. If you still have trouble, feel free to contact me. I think I have some pictures stashed around.

Muslim nations

- The Ottoman Empire [The Ottoman Empire] -
Ruler: Bayezid II
Noble House: Osman
Titles: Sultan
Government Type: Absolute Monarchy
Rivals: Kingdom of Hungary, Persian Shahdom
Additional Information: Moves capital to either Drama or Brusa. Has Crimean Khanate as vassal.

- Crimean Khanate [Caucasus] -
Ruler: N/A
Noble House: N/A
Titles: Khan
Government Type: Hereditary Monarchy
Rivals: Grand Duchy of Muscovy, Grand Duchy of Lithuania
Additional Information: Is vassal of Ottoman Empire. Can still vote for a Caliph and it doesn’t have to be the Ottoman ruler.

- Mamluk Sultanate [Egypt] - Joe CambareriIII
Ruler: Al-Ashraf Qansuh al-Ghawri
Noble House: Burji
Titles: Sultan
Government Type: Absolute Monarchy
Rivals: Persian Shahdom, The Ottoman Empire
Additional Information: Starts as Caliph. This special feature will be explained later on.

- Sultanate of Morocco [Morocco] - Wrayth
Ruler: N/A
Noble House: N/A
Titles: Sultan
Government Type: Absolute Monarchy
Rivals: Kingdom of Spain, Songhai Empire.
Additional Information: Because of its position between East and West, Morocco focuses more on trade then on warfare. This unique location gave them the insight to European arts of warfare, technology and exploration stories. Position is perfect for conquest of New World. Player has to choose a ruler from one of the Moroccan noble Houses.

- Kingdom of Tlemcen [West Algeria] -
Ruler: Abu Abdallah IV
Noble House: Zayyanid
Titles: Sultan, Emir
Government Type: Absolute Monarchy
Rivals: Songhai Empire, Hafsid Kingdom
Additional Information: Moves capital to Oran, but not a must.

- Hafsid Kingdom [West Libya] -
Ruler: Muhammad IV
Noble House: Hafsid
Titles: Sultan, Emir
Government Type: Absolute Monarchy
Rivals: Kingdom of Tlemcen, Kingdom of Spain
Additional Information: Moves capital to Tunisia, but not a must.

- Songhai Empire [East Algeria] - Gran Ulf el Conquistador
Ruler: Askia Mohammad I
Noble House: Askia
Titles: Mansa (trans. Emperor or King of Kings)
Government Type: Absolute Monarchy
Rivals: Sultanate of Morocco, Kingdom of Tlemcen
Additional Information: A new powerhouse in N. Africa and Europe in general, Songhai Empire took the opportunity of political unrests between Berber dynasties and seized control of some of the most important provinces in Africa. Became one of the richest nations in world due to vast amount of gold and salt mines. Has a very low potential to colonize since it’s surrounded by rivals and enemies. Moves capital to Mali.

- Persian Shahdom [Arabia] - Matthausen
Ruler: Ismāʿil I
Noble House: Safavid
Titles: Shāh, Shāhanshāh, Ayatollah
Government Type: Absolute Monarchy, Theocracy
Rivals: The Ottoman Empire, Mamluk Sultanate
Additional Information: The thing about Persia is that it’s a monarchy and theocracy in one. Religion (Twelver Shia) is a close and very important aspect of the nation but monarchy part of it is that dynasties exist and throne is hereditary. Moves capital to Damascus.

AI Nations:

- SUSA: They are the Seminole and Creek tribes
- CUSA: They are the Quapaw and Powhatan tribes
- NUSA: They are the Mohawk tribes
- S.CANADA: They are the Iroquois tribes
- N.CANADA: They are the Algic tribes
- GREENLAND: They are the Inuit tribes
- NEWFOUNDLAND: (various tribes) Sioux (3 provinces between the USAs), Huron (Detroit), Skraelings (Halifax and Corner Brook) and Inuits (most northern provinces)
- ASTRAKHAN: Golden Horde
- SIBERIA: They are Nenets (Siberian tribe)
- PERM KRAI: They are Komi (Indigenous people from Perm Krai region)
- PORTUGAL: Well, it’s obvious, they are Ancient aliens.

- SERBIA: Zeta region of Serbia will represent Republic of Ragusa. Independence and protection guaranteed by Ottomans.
- E.LIBYA: I ask everyone not to attack this nation until I say so, as it can be used for a nation later on.

Please do not jump all over the AI nations straight away. Let them be for at least 20 days or so. Thank you.

Technology groups and its capabilities:

I could probably make more tech groups, but I don’t want to complicate too much, so in this RP, there are two tech groups.

1. European tech group: Europe has exited Dark Ages centuries ago and from that point on out, dominated the world stage. It may be divided on West and East, but they all have the same capabilities. They are allowed to build everything (except railways of course).

- Holy Roman Empire
- Polish-Lithuanian Commonwealth
- Kalmar Union
- Kingdom of France
- Kingdom of England
- Kingdom of Spain
- Teutonic Order
- Papal States
- Kingdom of Hungary
- Byzantine Empire
- Republic of Novgorod
- Grand Duchy of Muscovy

- Ottoman Empire

2. Afro-Asian tech group: Basically, it’s the Muslim world. Their Golden age has passed and now they have to work hard and smart to keep up with the Europeans. Luckily, their natural resources can keep them on par with others. They are not allowed to build battleships and artillery.

- Sultanate of Morocco (due to it’s unique position mentioned before, this nation is allowed to build artillery)
- Songhai Empire
- Kingdom of Tlemcen
- Hafsid Kingdom
- Mamluk Sultanate
- Persian Shahdom

- Crimean Khanate

Modernization/Westernization:

Countries can modernize and get a stronger technology allowing them to create more Buildings and units, this can be done through different ways:
1. Through Conquest: If a country conquers another converting it part of it’s ‘’empire’’ then the leader have the choice to give it’s tech to his vassal/s but also if a country with lower tech conquers a country with higher tech, then the country can take the higher tech. First example: Ottoman Empire (European tech) conquers and vassalise the Mamluk Sultanate (African tech) then Ottoman Empire has the choice to give the Mamluk Sultanate European tech. (The risk is that your vassal will become stronger and will have more chance if they do a rebellion). Second example: Persian Shahdom (Afro-Asian tech) invades and vassalize Ottoman Empire (European tech), than Persia can learn European tech.
2. Through Submission: A country can ask to become vassall of another country in exchange of it’s technology.
3. Though Trade: A country may contact another country to trade an amount of resources, cash or favors in exchange for some of it’s technology. For example, Muslim country contacts European country, and for a price of resources, cash, or favors, said European nation becomes the Muslim nations 'westernizer' for a period of 20 days. During this period, the nation being westernized is not only in the sphere of influence of the westernizer, but also has RP consequences such as adopting their culture or religion. It is up to the player to RP these changes within their country depending on whether they want them to be big or small. However, they must happen. PLEASE NOTE THAT WESTERNIZATION IS HIGHLY FROWNED UPON BY BOTH SIDES SINCE YOU ARE TRADING WITH THE ENEMY!TREAD CAREFULLY!

Special features:

Papacy is one of the special features in this game, the other one being Caliphate. I’ll cover Papacy first. Every Catholic nation has a Cardinal, who is a part of College of Cardinals (Total War style). Every five years, a new Pope is elected by the Cardinals/Nations. Vote will be held and nation whose Cardinal is elected does NOT get to be the Pope, but the player who plays Papal States is the Pope from that nation. However, if a Cardinal/Pope is from Spain, like it’s the case now, he will be more inclined towards Spain and it’s ideas, ambitions, political situations, excommunications, wars etc. Why do we have a separate Papal player you may ask? Well it’s because Popes didn’t always do as told and if every player would play a Pope, it may damage the game balance as he would be able to spam the awesome powers. This way, if Spain is like: “I want Holy War against Morocco and France excommunicated”, the Papal player could be like: “No no, that’s not going to happen. I like France”.

The Papal powers and perks:

- Ability to excommunicate any Cardinal from the College, resulting in that players inability to vote or participate in Papal activities.
- Ability to add one more Cardinal from a specific nation (Example: France has one Cardinal in the College. If he works closely with the Pope, he can be granted another Cardinal, which means that player playing France will have TWO votes in elections). Respect the Pope fellas.
- Ability to excommunicate any Catholic nation, giving a valid casus belli for other nations.
- Ability to call upon a Holy War against the Muslims (both offensive and defensive). This power can be used only once in five years.
- Ability to reconcile two warring nations.
- In good relations with all nations. Everyone likes Pope… well most of the time anyways.
- May receive gifts from rulers in order to get favor with the Pope.
- Can give missions to certain nations

Every Catholic nation is required to pay Church tax and tribute in resources. This is because Papal States only has three provinces and these are required in order for player to survive.

- Church tax is 5.000 gold (cash) every year.
- Tribute is 2000 resources every year (You can give 2000 of one resource or add up more resources to the number of 2000).

Nation from which Pope comes from does NOT need to pay these tributes. So that’s a five year break for the winner of Papal elections. Please send these tributes so the player roleplaying Pope can live a luxurious life. Catholic rulers have the option to buy Papal Indulgence (money for reparation of sins, which also increases favor with the Pope) as well as ask for Divorce with Pope (this is option which is hardly granted due to Church position on divorce, however, money talks…). Please note that Papal player cannot wage wars so freely like other nations, but it can receive provinces as gift. As far as Holy Wars go, players are obliged to provide any amount of troops that exceeds 15. If a player refuses to join this war, other nations will not take this lightly and can get a casus belli even without excommunication.

Unlike the Papacy, Caliphs are played by each player individually. There is still an election, but since they do not have Cardinals/Imams like Catholics, and since there is no country like Papal States, players get to be both rulers of their countries and a Caliph. Caliph is basically a title that passes from one ruler onto another. Elections are held every five years. Current Caliph is Mamluk Sultan.

Onto the Caliph powers and perks:

- Ability to call a Holy War against Catholics (This war is strictly a defensive war, and it can be used in case Pope calls a Holy War against a nation or if there is a random war, like Spaniards invading Morocco and such). Use this power wisely as you have only one during 5 years.
- Ability to reconcile two warring nations.
- Ability to scorne Muslim nations resulting in everyone declaring war on that nation. Can only be used once in five years.
- Representer of Muslim world and is respected by all nations (meaning other nations are more likely to accept deals made by the Caliph himself).
- Always joins the defensive war, no matter if it is a Holy one or not. For that he gets the best deals in peace offers (so if Spain attacks Morocco and loses the war, and peace offer is that Spain pays 20.000 gold, the Caliph could take 15.000 and give 5.000 to Morocco even though Morocco suffered the most. This is not very popular, but that’s the Caliph for you).
- May receive gifts from other nations.

Caliph gets no donations and every member of Muslim world is obliged to provide any amount of troops that exceeds 15 in case of Holy War. The exception here is the Persian Shahdom which is Shia. They got no right to vote and cannot become the Caliph. However, they can join Holy Wars and if in good relations with Caliph, could ask for help. Please note that if Persia refuses to join Holy War, it will not affect their rating as they are not obliged to participate. However, if they decide to join, they will get more respect from the rest of Muslim world. Players cannot vote for themselves when Papal/Caliph election takes place!

Colonization of America (and Greenland) rules:

To be able to colonize you need to have a harbor, lvl 3 factory and a battleship. Once your country reached these requirements, you can start colonizing America (Greenland can be colonized as well, as Denmark does not own it yet. Please treat this piece of land as any other AI nation). You can conquer 3 provinces at once, but will have to wait for 10 days to conquer 3 more and so on.

Please note that countries may not build railways, factories or barracks in the New World until much later in game (will be announced by game admin). This is to avoid army production in the new world, as it would be unrealistic. New World and colonies back then were mainly to get resources and the manpower was not enough to build big cities, so focus it on Europe, Africa and Asia. If you wish to have artillery or other factory units then you will have to ship it from your homeland to there.

Casus Belli and Rules of War:

In this game, a Casus belli is not hard to get because the 1500 was an age of expansionism and any tiny reason was a justification for war. Anyway, I recommend to you that you should not do too much war against other players as you will gain a high amount of enemies in response.
Casus Belli’s are as following:

1. Insult - If a nation bashes another nation through newspaper, or a spy is captured. You cannot take provinces with this Casus Belli.
2. Place in the Sun - Target colonial possessions of another nation. You cannot take mainland provinces with this Casus Belli. It’s for colonies strictly.
3. Vassalization - Make another nation your vassal. You cannot take any provinces with this Casus Belli.
4. Release Vassal - Release a vassal from another nation, making it your own. You cannot take provinces with this Casus Belli.
5. Cut down to size - If the neighbouring nation is getting too powerful, you can cut down its army size. You cannot take provinces with this Casus Belli.
6. Conquest - If you just want to expand, use this Casus Belli. However, please follow the rules of warfare. This is a very unpopular Casus Belli and will cause other nations dislike and distrust.
7. Reconquest - If you lost provinces during a war, you can use this Casus Belli to take them back. Works only on provinces you lost before. This Casus Belli will not cause other nations dislike.
8. Excommunication - Gained when Pope excommunicates a nation because of wrongful doing. This is the only Casus Belli that could be used for conquest and not have a negative impact on world.
9. Dishonorable - Gained when a Catholic or Muslim nation refuses to join Holy War. You cannot capture more than one province with this Casus Belli!
10. Independence - Used to break away from Unions or Vassalage.
11. Imperial Ban - Gained when a member of HRE doesn’t heed the call of Emperor. You cannot capture more than one province with this Casus Belli!

The Rules of War are:

For the New World (America and Greenland included):

1. You can only battle in the New World if you have a colony there.
2. The amount of land you can annex from enemy player/s is 3 for each war in case of victory, regardless his amount of territories overall.
3. To secure a victory in the New World all you have to do is leave the opponent/s with half their initial territories, then your opponent/s are forced to surrender under any conditions as long as conditions follow the rules.
4. When writing the peace treaty, you can claim any land (up to 3) from the enemy in the New World.

Please note that the these rules only apply for other players. For AI rules, check colonization.

For the Old World (Europe, Asia and Africa):

1. In the Old World, the amount of land you can anex from each war in case of victory is 3 if the opponent/s have 15+ territories, 2 if the enemy has 10-15 territories and 1 if the enemy has less than 10 territories.
2. To secure a total victory in the Old World you have to conquer the opponent/s capital, then the enemy is forced to surrender under any conditions as long as the conditions follow the rules. This victory is more unpopular. However, peace can also be made without conquering opponents capital as a peace treaty between the two warring nations. This type of peace can be influenced by other powers as well.
3. During war, you are allowed to invade any amount of land but once peace is made, the land MUST be returned except the ones you have claimed in the peace treaty.
4. When writing the peace treaty, you can only claim land you have conquered during the war.
5. You are not required to go to war for just land however, you can attempt to puppet or vassalize other nations in order to gain a long lasting alliance and obedience, or you can wage war to cut down enemy’s size of army.

Peace Period: After a war, the participants of it, cannot wage war against each other until 5 ingame years have passed (10 days), but can enter in war with other opponents. Example, Spain has signed a peace treaty with France after a war, then these countries have to wait 10 days until they can enter a war with each other again. However Spain can wage war against Morocco in that period.

Alliances and Rivals

- Number of alliances that a nation can have with the same religion nations is ONE. They are sealed by marriages between the two ruling dynasties.
- Nations can also have ONE ally of another religion, but these are very rare and looked upon by other nations and Pope/Caliph..
- Rivals cannot ally with each other, they are often perceived as enemies in everything but war. Rivals can still engage in trade agreements but cannot join coalitions created by one another.

Coalitions

Coalitions are created for the sake of making your enemy the enemy of others, hereby declaring them the ‘common enemy’. Once you join a coalition you are practically becoming a rival of that nation in everything but name. Coalitions can only have many nations in them but only including two great powers. If a coalition is created against you, you will need to either bribe the nations within this coalition so that they will leave it. Once a nation has left that coalitions they can only join it again. If you are part of a Coalition you cannot join another.

Random Events

Often roleplay can become stagnant due to people not having the guts to go to war, or people simply roleplaying about internal affairs.They can occur at anytime usually when the roleplay has gone a bit sour. These can range from an occurrence of a disease or even a border shooting between two nations to spike some tension. This will give people reasons to roleplay when international diplomacy is diar.

Examples:
- Border disputes (Soldiers raid villages etc.)
- Natural Disasters (earthquakes, floods, fires etc.)
- Diseases
- Inventions
- Religious Zealots
- New Ideologies/Religions
- Accidents for your ruler or heirs. It happens!
- Pirates!

You may ask yourself how events are made and why would a ruler be killed in event? Game admin will write certain events and then with pure randomness (maybe write every nation on piece of paper) choose a nation that will be hit with it. As for rulers dying by accident, this will be a very rare event and will not be used to cripple other nations. If everything works correctly in this roleplay, then this type of events will create random Unions between nations due to alliances being sealed by royal marriages. That is why players are asked to keep a realistic family, and not have like 20 sons.

Units

It is up to every country to name their units but try to stay with cultural names, example: spanish infantry can be called tercios and polish tanks can be called winged hussars, anyway here is an unit-name list that can work with every country:

Infantry = Infantry
Armoured cars = Light cavalry
Tanks = Heavy cavalry/Elite units
Artillery = Bombards/ Mortars
Battle Ships = Carrack/Caravel later Galleon in 1530

Railguns will not be used in this roleplay!
Number of battleships you can have is determined by number of harbours you have!

Reminder: Only lvl 3 forts are allowed (lvl 5 in Rome, Constantinople and Jerusalem) and that railways are not allowed (only in trade centers like: Rome, Constantinople, Alexandria, Hamburg, Venice, Seville and Archangel (Novgorod)

Heavy tanks will have a different role in this roleplay. It will represent your ruler (King, Emperor, Grand Master etc.) in battle. You can only have ONE heavy tank per ruler. During peace, your leader cannot be stationed on the borders to protect provinces as it would be unrealistic. Instead, he resides in the capital and if it comes to an attack, you can send him in to support the defence. Please note that if your heavy tank is destroyed, your ruler is dead and you HAVE to roleplay his death!

Timeline:

Two days is one year!

2 days = 1 year!

5 hour honor period!

Landshuffle Map:

(Right Click and select View Image to see the whole map)

Attached Images

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