Konig des Menschen Rules

The Rules of KdM. It is mandatory to follow them at all times while moderating or playing the game.

Rules

 * 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.
 * If a moderator be inactive in his duties for at least 20 years 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 in personal union, the leading nation may choose to merge the two nations.
 * You have one "free" switch to another nation every 50 years. You can also switch if your nation has been forcefully vassalized / conquered.

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.
 * If any mod discovers a colonial claims map before the New World is discovered, the players involved will be penalized in game.

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 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

 * 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 100,000
 * 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.