User blog:EthanConquistador/Project Isis - Dev Diary I: Rules

Here I am, the first clues to the mystery. But Project Isis has no valid name, so I'll uncover it later. So, if you found a mistake or suggestions, try send me a message to me and I'll update it.


 * ONE NATION PER PLAYER!!!!! But the person who controls whole NPC.
 * The time starts at 320 BCE, where Alexander died. It will end at about Winter 2100, the XXII century.
 * At 320 BCE, the speed is 20 years. (17 turns)
 * At 0 CE, the speed is 10 years. (100 turns)
 * At 1000 CE, the speed is 5 years. (200 turns)
 * At 1500, the speed is 2 years. (250 turns)
 * At 1750, the speed is 1 year. (170 turns)
 * At 1930, the speed is 1/2 years. (168 turns)
 * At 2014, the speed is 1/4 years. (344 turns)
 * This takes 1249 turns. If the half and quarter years does not been used, then it's about 350 turns of per one year turn. Meaning it's 917 turns shorter.
 * At 400 BCE, the speed is 50 years. (8 turns)
 * At 0 CE, the speed is 25 years. (40 turns)
 * At 1000 CE, the speed is 10 years. (50 turns)
 * At 1500, the speed is 5 years. (50 turns)
 * At 1750, the speed is 2 years. (90 turns)
 * At 1930, the speed is 1 year. (84 turns)
 * At 2014, the speed is 1/2 years. (168 turns)
 * This takes 440 turns which is quicker. But there's too many provinces in the map game, we decide to make the slow version.
 * Remember, the expansion can take up to 5 provinces per expansion, if you're in war, you can occupy 10 provinces and 5 provinces for expansion. You can only expend by near the border near two provinces away.
 * You can use the historical countries at the time of the current map. Official nations may be allowed, as long they are not in Europe too much, since mostly all official nations came from Europe. Do not overlap an existing country if you want to choose an official nation, you CANNOT overlap the existing countries to claim your country as an official nation part such as Gaul, Rome, Estrucians, Greece, Cappadocia, Bosphorus and the Anatolian countries been overlapped by Miracium, Trebzon, Sacrania, Franchere and Vordiakren.
 * Events can be still here, but the regional areas can have their own unique events.
 * Tech limits, which is pretty nasty to people.
 * There will be a casus belli on the New World, colonial conquest casus belli for the European Nations against the New World.
 * Nomads will have cavalries increased, they have 50% bonus on the offensive cavalries. Penalty to the nomad tech group can only reach Upper Iron Age. They also have a penalty on science at -50%.
 * The Western Tech Group, they have no cavalry damage bonuses. If a neighbouring non-European tech country, they can westernise itself to the Western Tech. They can reach the Nanotech Age.
 * To westernise, they need to be close to the Western Tech Group nation, which will slowly do itself and will be done at 15 turns or 30 turns if it is the slow time version.
 * You cannot westernise until 1520.
 * You cannot westernise if you're in the Eastern (or Ottoman) tech group.
 * The Muslim Tech Group has about 15% bonus on the offensive cavalry. They have a religion bonus if they are in an Islamic group. They only reach until Industrial or Progressive Age.
 * The Eastern Tech Group is also similar to the Western, they have about 20% on cavalry offenses. They can reach until the Nanotech Age.
 * The Ottoman Tech Group is similar to Western, they have about 15% bonus on the cavalry offenses. They possibly reach until the Nanotech Age.
 * The New World Tech Group has penalty on science on -70%, they have no cavalry bonuses (because horses are extinct in the Americas until the Great Exchange). They can only reach until the Lower Iron Age.
 * The Indian Tech Group has a cavalry bonus of 35%. Has science penalty of 15%. They can only reach until Enlightenment Age.
 * The Persian Tech Group has a cavalry bonus of 25%. The Persian Tech Group will end if the Caliphate wipes Persia off the map, this also applies to Anatolian city-states (eastern ones). Once a nation releases Persia, it stays at the Muslim tech group. They can only reach until Industrial Age.
 * The East Asian Tech Group has no cavalry bonuses. They can only reach until the Atomic Age.
 * The Sub-Saharan Tech Group has 20% cavalry offence bonus and has -30% science penalty. They can only reach until the Medieval Age.
 * Strategic Resources give you some powerful units.
 * If you have a swordsman or any iron unit, and iron is here, it increases 20% damage.
 * The resources are used for the map game: Coal, Iron, Copper and Wood. And there's more but I don't know yet.
 * Resources on money, science is available also, like gold and silver.
 * The resources are also available for combining, such as tin and copper to form bronze, and requires a building to manufacture that resource.
 * Casus bellis can be used for wars.
 * You can get a casus belli within 5-10 turns.
 * The list of casus bellis can be used are here:
 * Colonial Conquest - Only for the European Nations, ones who have the colonial idea and only used for that casus belli on the New World nations.
 * Reconquest - Only for the nations have been defeated by other countries annexing the province and the core still theirs.
 * Conquest - Only for the provinces you have claimed.
 * Coalition - Only used for the coalition leader against one nation. All nations in a coalition against that nation automatically joins.
 * Trading Embargo - Only used when someone embargos you.
 * Liberate - Only used when a nation conquered the other nation's cores and the that nation does not exist, this applies to player's nation and the NPC.
 * Holy War - Can only declare war on heathens that are not part of the state religion of their nation.
 * Crusade - Only used on the ones who control the province of Rome and is Catholic. Some Catholic nations automatically joins this crusade.
 * Jihad - Similar with the crusade but without the province of Rome and Catholic but Islam.
 * There should be one person who controls the NPC nations. They need some respect to give time.
 * They must not do silly movements for example Romans conquered Gaul in one turn.
 * They need to follow the rules.
 * They cannot create an alien empire which applies to the rules.
 * A program is needed before preparing the game. Because since we do not have a program to run things at Map Game 2.0. Since we made the map game, we need a program that caculates, battles, science and more.
 * Manpower is also needed, but one manpower equals 10 men.
 * It will slowly doubles itself 10x for each era.
 * The eras will be: Lower Bronze, Upper Bronze, Lower Iron, Upper Iron, Middle Ages, Renaissance, Discovery, Enlightenment, Industrial, Progressive, Atomic, Digital and Nanotech.
 * Researching the tech on the later eras will double itself at 10x.
 * Same with manpower, which it double itself on 10x.
 * The Upper Bronze, Upper Iron, Enlightenment, Progressive, Atomic, Digital does not get the manpower doubled.
 * Upper Bronze, Upper Iron, Discovery and Digital does not double the science points.
 * The Technology Tree is divided into six groups, Military, Economy, Infrastructure, Adminstration, Science and Diplomacy.
 * The Military Group has about 120-140 techs and focuses on units, power and warfare.
 * The Economy Group has 100-130 techs and focuses on trade, wealth and tax.
 * The Infrastructure Group has 120-130 techs and focuses on population, food and building.
 * The Adminstration Group has 95-110 techs and focuses on government, colonies and laws.
 * The Science Group has 100-115 techs and focuses on advancement, space and archaeology.
 * The Diplomacy Group has 120-125 techs and focues on relations.
 * The Science Points are caculated by population, every thousand equals one science point. And also science buildings which can be found by the Buildings page.
 * Religion is also been included, beliefs, existing religions and stuff.
 * Existing religions are been listed here:
 * Christianity Group (Catholic, Protestant, Orthodox and Reformed) - Can build catherdrals. Can be founded between 40 BCE to 300 CE.
 * Islamic Group (Sunni, Shia) - Can build mosques. Has a stronger penalty when converting an Islamic province to a new religion at +15%. Can be founded between 0 CE to 1000 CE.
 * Hinduism
 * Buddhism
 * Confucanism
 * Taoism
 * Zoroastrian
 * Judaism
 * Pagan Group (Totemism, Animist and Shamanism) - Has a penalty on a pagan province into a new religion at -25%.
 * And the beliefs are founded here and you can only choose about two beliefs for your panthenon and costs 20 faith or religious points:
 * God-King -
 * Fertile Waters - Increased 5 food points for any coastal provinces. Excluding lakes.
 * God of the Sun - Increased 1 food point on an arid region. Excluding the Flood Plains.
 * The Sacred Waters -
 * Goddess of Joy -
 * God of War - Damage bonuses to the units increased to 15%.
 * Traditional Rituals -
 * Goddess of Hunting -
 * God of Sacrifice - Population decreases at -2.5%.
 * God of Seas - Food increases by 2 in a coastal province.
 * Sacred Food - Food incrases for the capital by 40% and other provinces at 10%.
 * Canopic Sacrifice - Population decreases by 2%. But can build tombs.
 * God of the World -
 * Mythological Creatures -
 * God of the Underworld -
 * Goddess of Nature (Mother Nature) - Food increases by 20% on the jungle or forest provinces.
 * Worshipping Ancestors -
 * God of Percipitation - Food increases by 5% in tropical zones.
 * If you choose Atheism, then zealot revolts will likely appear and tries to convert your religion into they one they demanded. For example, if a zealot rebel is Hinduism and they finish overthrowing, the state religion changes to Hinduism.
 * It takes about five turns to convert that religion to yours. Three turns if you convert a Pagan group religion and six turns if you convert an Islamic group religion.
 * More available in the Religion section.
 * Government can change, but rebels can change the type of the government.
 * Monarchy, Republic, Communism, Fascism, Oligarchy, Depotism, Democracy, Tolitiarian, Theocracy, Socialist and Nazism includes in the map game, but Nazism is offensive, so we do not include it, it will be replaced by Fascism.
 * Monarchy and Republic can have random types of government. Such as absolute Monarchy and merchant Republic. More details at the government section.
 * Monarchy rebels are called Pretenders and can replace the house to another.
 * If a monarch dies and his heir is still young below 15, a regency starts, this applies to an event.
 * A republic has about 4-10 years per election depending on the government type of Republic. Republic is not recommended for fast paced, as it takes a long time to decide which one.
 * Food is also avaiable, one food gives 100 people born each turn.

And here is the rules set listed in those rules and we are still finishing our province map.