A World of War: World 9 - The Great Return (Map Game)/Rules

These are the rules that every player must adhere to in THE GREAT RETURN, the ninth instalment in the "A World of War" series.

Joining The Game

 * To join the game, you must first choose a nation. Here is a list of all nations in the game.
 * After you pick a nation, you have to write out the name of the nation along with a phrase in comments section of the main page. This phrase is "Ducks Are Bestest Awesomest Creachers lmao get me in or i smake you". This is to ensure new players have read the rules before joining the game. Saying this phrase is also your virtual agreement to all of these rules.

Turn Composition
===Example Confederation=== *Government: President Jane Doe holds a referendum on whether she should become a dictator. She then rigged the referendum so that she would win. The nation is now a dictatorship. *Economy: The economy slightly falters due to countries not trading after the establishment of the dictatorship. *Military: President Jane Doe introduces a conscription program, increasing the number of reserve troops from 70,000 to 140,000. She also forcefully acquires a weapons manufacturing company and starts producing weapons for her bigger military. *Diplomacy: The Example Confederation sends an ultimatum to the Commonwealth of Examplia, threatening war if they do not become a puppet of the Example Confederation.
 * There are four main subheadings that you must include. These are government, economy, military, and diplomacy.
 * Government includes what actually happens within your government, and what governmental decisions you take. Most players just tend to add policies here. For example, the institution of a free nationalized Healthcare system. However, this section can also include party politics, government budgets, or other events.
 * Economy is about the financial situation of your nation. So stuff like the wealth gap, average income, total GDP, etc. Most players shrug this off, but it is recommended that you at least update your GDP every turn.
 * Military is obvious. The composition of your military, new military technological advancements, and any conflicts your nation is engaged in.
 * Diplomacy is where all correspondence with other nations go, NPC or Players. All correspondence with these nations must go in this section and this section only. If it is in another section, it will not be considered. Please keep this in mind.
 * Of course, you can add other things, such as various statistics about your nation, infrastructure, industry, technology, etc. It's up to you, as long as these four subheadings are included.
 * This is how a normal turn will look:

Other Outstanding Rules

 * Things like territorial changes, capital changes, reclaimed land, and subdivisions (grey borders) should clearly be written out in the turn to avoid any miscommunication when the mapmaker is making the map. It is also recommended but not required that you put any of these at the top or bottom of your turn.
 * You must post your turn on the main page. Comment turns will not be counted.
 * Players are not allowed to edit subpages. They can only edit the main page.
 * Overpowered players will be warned, kicked, or banned. This means stuff like "Example Confederation takes over all of Europe, creates a huge city of ten million inhabitants, and raises its total army count to 100,000,000 all in one year." Two warnings leads to a kick. Four warnings leads to a second kick. Five warnings leads to a ban.
 * Italics indicate something secret which only the player and the staff know about. That is the only thing Italics should be used for. Bold should only be used for headings and subheadings.
 * NPC Events and Mod Events can be overwritten by the Administrators and Owners.