Konig des Menschen Rules

The Rules of KdM. It is MANDATORY to follow them at all times while moderating or playing the game. Though, it is important to keep in mind that these are judged in case-by-case basis, depending on the circumstances at the time.

Rules

 * Each turn is 3 days long, unless an admin has notified a change of schedule
 * It's strongly recommended to make your turns contain lore on your nation and if you join later on in the game, learn the history of your region from previous turns.
 * Your ENTIRE turn can be retconned if your turn is implausible or outright stupid.
 * If a moderator be inactive in his duties for at least 5 turns in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
 * You only have two turns in-game to protest an implausible action. After this, the events taken place are deemed canon. However, if plausibility has suffered a big enough injury, an undefined amount of turns is allowed.
 * A player can be completely removed from the nation if they are inactive for 5 turns.
 * If two nations are in a personal union and are culturally similar, then after fifty years after the personal union was formed, the more powerful nation may choose to merge the two nations with a wedding of the the heirs of the crown or throne of each nation (this rule does not apply to democratic nations, which can NOT be annexed without a national poll, which will be determined by the admins).
 * Say "Konig des [x=nation you choose]" to apply for a nation
 * You have one "free" switch to another nation every 8 turns. You can also switch if your nation has been forcefully vassalized / conquered.
 * You may NOT play as culture groups(hordes). They are identifiable by the factor of that they lack the borders that nations have, any player who played as a "horde" style nation must choose a new nation. When doing turns please take into account the differences between culture groups and nations. Culture groups can be divided but might not always be, and have no major strongholds and won't strike peace deals as easily since they're not a unitary nation and are far more likely to break them
 * If your turn has been commented in the comments, but hasn't been added to the page, it will be much more likely missed by the admin and you might lose a turns worth of gains and losses. Failure to have your turn added to the page is on YOU, not the admin or moderators. If you wish to add your turn but are incapable of doing so, notify the staff and they will try to add it for you. The admin may make mistakes even if your turn is on the page, if so, please notify the admin and the admin will try to fix the error
 * Do NOT ask to have your turn added to the page by the staff if you're just lazy and don't feel like adding it yourself.
 * Deliberately running a nation to the ground MIGHT lead to a ban of 10 turns or a retcon of your turn. If you wish to leave or change nations, you don't have to destroy your current nation
 * Major or important nations are strictly for experienced players. If you are inexperienced in map games and attempts to choose an important/major nations (example: Russia), it is entirely possible for staff to deny your application. If you do not know what is specifically important or major, be sure to ask staff.
 * Please REFRAIN from metagaming. Metagaming is basically using knowledge outside of what you would know and act upon it. This would be case-by-case, as there are some circumstances where it is a coincidence. However, things that are apparently obvious (especially towards sudden events), such as creating protection specifically against a certain virus before it happens or acting against "secret" messages between nations. Another example; a remote tribe in Africa can't know about the invention of fire-crackers, unless knowledge of it is spread to them. One could call this the "Baby Hitler" rule, by killing off an individual to prevent a major event from happening. As stated from the top of the page, this would be judged case-by-case.
 * SUB-RULE; Adding on, do not use knowledge of the future to prevent major events. For example, if a major war (such as World War 1) is going to exist, do not join as a nation to try to prevent it. Example: joining as Russia or France, making it powerful, and actually killing off Germany before the Triple Alliance (Germany, Austro-Hungary, and Italy) is formed.
 * Do NOT join as a nation just to spite another player. If you dislike another player, do not join a nation to make their gameplay and enjoyment of the map game difficult. If you have a problem, talk to staff about it and we can figure something out. We are looking for original intent. Again, this would be judged case-by-case.
 * Do NOT overstate your military power. Basically; do not make your army or navy bigger than what's possible for your nation during the period.

Specific Rules

 * A nation may only have three allies which must be listed in Alliances. Coalitions against an aggressive, growing nations may contain up to a maximum of six nations. During Great Tension periods, there is no maximum for alliances.These numbers will change after globalism comes into play.
 * If you have a high technology army, like Byzantium or Han, they cost a ton of money. If your economy is not in a good state, a long or bloody campaign will end in your men deserting you and you losing the war.
 * You may levy armies from other nations, you must negotiate the price with the other player, or if the other nation is an NPC, talk to a mod or admin
 * Depending on the culture of your nation you may have different sizes of standing military
 * Urbanized society (ex. Byzantium, Han)
 * A nation or society with a relatively large amount of culture or over 20% of their population living in cities (towns larger than 1 500 people)
 * Urbanized societies may have a standing army of max 1% of the population, but may have a reserve of up to 5%. The bigger the standing army the more it costs. Exceptions to the 1% standing and 5% reserve rule may come to play after the industrial era begins.
 * If you have vassals, their levied troops or forcefully levied troops don't count towards the 1% max or 5% reserve, but they MUST be stated in your turn independently from your own troops
 * Sustaining a large or army or long campaign REQUIRES a good economy.
 * The collapse of economy or the lack of funding for armies will mean your army will be useless and you WILL NOT be able to hold up a defense or mount an offensive
 * Rural society (ex. Ladoga, Songhai)
 * Rural or tribal cultures may have a standing army of 2%, but during wars, you can recruit all your well bodied men and women to fight for you, which means 25% of your population, but this is not recommended, as doing so would leave no one to tend for the homeland. Rural societies tend to have little to none of an economy, and most warriors in your army will take care of themselves, plunder food from conquered cities or farms and hunt and gather for themselves. A rural army is weaker than a well organized and professional army, but they usually have much bigger numbers to overpower the professional army.
 * Rural societies may NOT levy armies, but may ask their allies to send help in case of a war
 * Destruction of the economy will not cause a collapse of a RURAL army.
 * The New World and certain other places(such as Australia, New Zealand etc.) may NOT be found by powers not from said regions unless it is allowed by the Admin. Doing so will lead to a retcon of that part of your turn or in the worst case, your entire turn.

Moderator Rules

 * Burden of proof of plausibility is put on the PLAYER, not the moderator.
 * Moderators cannot use any moderator powers in the region that they are playing in.
 * If a moderator or player wants a rule changed, he must ask the Admin.
 * If an annual event or moderator response is a question, the moderator must ask the Admin.
 * In the end, moderator decision is final if the Admin agrees.

Colonization/Expansion Rules(These are for when the New World and/or Oceania are found by colonial powers)

 * If you defeat someone's homeland, you cannot claim their oversea territories; you must land troops. The opposite also applies, as you cannot claim a homeland without physically attacking it.
 * You cannot establish oversea territories if you have no coastline. However, you can buy ships and utilize others' ports if you have been given permission.
 * You must gain permission to colonize territory on other continents. Doing so without permission would see the player penalized in game.
 * Colonial Populations can not grow on their own until it has reached 3,000
 * Colonial nations are counted as separate nations under the control of the main nation. So the recent war penalty, population, max military, government type, etc applied to the homeland is not the same as the one applied to the colony and vice versa.
 * All colonies must begin on the coast. Ideal and recommended locations for starting a colony are near fresh water sources like rivers and places that serve as good ports.
 * Colonies should expand primarily along the coastline. Inland expansion should move along rivers.
 * You may claim the borders of your colony once you establish it. However, other people may expand into your claimed area. You cannot attack them for expanding into your claim zone unless you border them. In order to establish dominance in your claim, you must engage in a colonial war.
 * Colonial claims can and will overlap. Expansion is first come first serve. If someone is on your land, fight them for it.