Europa (Map Game) Rules

READ THESE BEFORE YOU ASK TO PLAY

List of main Rules
Breaking any of these rules will give you first a warning, then a kick (out of the game for a week), then a ban (out of the game and can’t come back). If you go back when you have a ban anyway, the turns will be deleted.
 * 1) The EAS Mapper is the creator of the game, and has the most power. Sometimes, The EAS Mapper may leave the game, and so one of the administrators may take the owner position.
 * 2) An administrator has the same powers as The EAS Mapper. However, The EAS Mapper can demote and promote administrators.
 * 3) Turn moderators moderate turns. They can also work with players to solve crises and absolve players from getting into trouble with the owner and/or administrators, as well as helping the NPC event writer write the events correctly.
 * 4) NPC event writers write the NPC events. They work in close conjunction with turn moderators and mapmakers in order to correctly determine the actions of the non-player-controlled nations.
 * 5) Don’t ask for mod, NPC writer, or turn mod. You won’t get it, and you’ll have to wait 5 turns before I can decide to promote you.
 * 6) You can put the turns down, and that’s it. New rules could be made or stuff like that, but only The EAS Mapper and mods can put it down.
 * 7) Overpowered turns are not permitted. For example, making your nation or group of people extremely powerful within a few turns, or possessing WMDs within a few turns.
 * 8) Don't be stupid. Examples such as Vatican City invading Europe.
 * 9) You can join as anything. This includes vassals or rebel groups. However, you may be limited in what actions you can do.
 * 10) Staff control technological growth. You cannot decide to randomly skip 10 years of research in the period of one turn. This is why staff will control how technological advancements work in the game, in whatever way they see fit.
 * 11) There is a catchphrase to enter the game. The catchphrase: Europadonia. This is to make sure that everyone reads the rules. (Read rules 13 and 14 as well.)
 * 12) This is not a meme map game! So don’t make up names like We Are Steamed Hams Republic.
 * 13) If you don’t want things to be going publicly in-game, put it in bold. Because if you don’t, well that’s your fault!

Players and Statistics
United Kingdom - The EAS Mapper

Money - 928,000,000,000 pounds

Manpower - 192,160

Nukes - 120

Tech - No Technological Advancement Selected

Alliances - NATO

Ideology - Democracy

Guns - 1,000,000

Tanks - 227

Capitalism
​​​​​​Gimmick: N/A

Bonuses: x1.5 multiplier for every time you gain money, disabled during times of war and internal crisis. Free Cb against Communists

Negatives: Has an NPC that acts the Communist Movement in that nation, named '[COUNTRY] Communists' that reacts the your actions.

Communism
Gimmicks: Has subtypes, Trotskyism (Free CB Against Capitalists and Plutocrats), Stalinism (Can partake in imorall government practices without causing revolts), Posadists (Faster Nuke Production)

Bonuses: 2x Multiplier for communist revolts supported by you

Negatives: NPCs that are not communist rarely support anything you do

Fascism
​​​Gimmick: Has Subtypes, Nazi (Can make concentration camps, a new produceable thing), Blackshirt (Free CB onll nations), Strasserism (Communist nations like you more)

Bonuses: Revolts are rare

Negatives: Non-Fascist NPCs rarely support you

Privatism
Gimmick: Has a special part of its player stats which lists the nations inside it

Bonuses: One internal nation could take control and put a new ideology in pace

Negatives: Wars inside the country are often

Technocracy
Gimmick: N/A

Bonuses: Faster Production

Negatives: Diplomacy with all other nations is shaky at first (Due to the leader having no political ties with them)

Dictatorship
Gimmick: Have Technocracy level production of Guns, Tanks, and Fighter Jets

Bonuses: x1.5 Bonus Multiplier to economic gain for 3 turns after war is declared by you

Negatives: Democratic Nations rarely support you

Plutocracy
Gimmick: Can change into a Privatist State easily

Bonuses: x2 Bonus for economic gain

Negatives: Has an NPC for Democratic and Communist, Democratic Nations rarely support it

Oligarchy
Gimmick: Can pick the Capitalist bonus as there're gimmick or the Communist Gimmick

Bonuses: Can make authoritarian decisions but has no diplomatic drawback

Negatives: The Democratic Movement of that nation is an NPC

Authoritarianism
Gimmick: Has subtypes, Monarchy (Easier to be formed in Constitutional Monarchies), One Party State (Can be formed by and become a Democracy with ease)

Bonuses: Has a Technocratic level bonus to gun and tank production during the turn when they are suppressing revolts

Democracy
Gimmick: Can quickly switch to any ideology through election

Bonuses: Revolts rarely ever happen

Negatives: Has an NPC of the other major party of the nation that can sometimes veto your acts (Can be repealed by changing ideologies)

Time and money to make certain things (in USD)
Nuke - 4 Years, $82,000,000 per nuke (Up to 5 at a time) (Technocracy/Posadist time: 3 Years)

Tank - 2 Months, $4,000,000 per tank (Up to 10 at a time) (Technocracy time: 1 Month)

Gun - 1 Month, $600 per gun (Up to 10,000 at a time) (Technocracy time: 3 Weeks)

Fighter Jet - 6 Years, $18,000,000 per jet (Up to 5 at a time) (Technocracy time: 5 Years)

Mile of Road - 6 Months, $2,000,000 per mile (Urban price: $3,000,000) (Technocracy time: 5 Months)

Mile of 4 Lane Highway - 1 Year, $4,000,000 per mile (Urban price: $8,0000,000) (Technocracy time: 10 Months)

Mile of 6 Lane Highway - 1 1/2 Years, $7,000,000 per mile (Urban price: $11,000,000) (Technocracy time: 1 Year)

Bridge - 4 Years, $50,000 (Technocracy time: 3 Years)

Mile of Railway - 6 Months, $200,000,000 per mile (Technocracy time: 5 Months)

Small Nuclear Reactor - 4 Years, $750,000,000 (Technocracy time: 3 Years)

Large Nuclear Reactor - 4 Years, $10,000,000,000 (Technocracy time: 3 Years)

Nuclear Power Plant - 4 Years, $8,000,000,000 (Technocracy time: 3 Years)

Concentration Camp - 1 Year, $200,000 (Exclusive to Fascism, Communism and Capitalism)