User blog:Disturbedfan1100/Map game 2.0

Since Ethan posted the map of the official countries, me and MrOwnerandPwner have been talking about making a map game out of that map (I know others had the same idea too). So we have been discussing about what kind of map game it would be. It would be more in-depth than the current map game and it would be more realistic.

So here are what we have planned for the map game: Thank you all for reading this, these ideas were made by me, Disturbedfan and MrOwnerandPwner! And thanks to Ethan for providing the official nations map! Please give us some feedback about our plans for the next map game! Sorry that this became such a huge wall of text...
 * Every nation starts with one province (the province where the capital is located).
 * Because alot of nations would start around Southern Europe, some players could start elsewhere, to give some breathing room for the other players.
 * Every nation can gain maximum of 3 non-controlled provinces per turn in peace time.
 * If the player has taken 7 or more provinces within the last 3 turns, the player suffers overextension penalty = loses his gold gain for the next 8 turns, no science output, the player cannot expand and the player cannot build any new units (land or sea) either.
 * In war, the player can gain maximum of 8 provinces in one turn (3 non-controlled and 5 enemy's provinces).
 * You can only gain provinces next to the provinces you owned last turn
 * ONE COUNTRY PER PLAYER!!!
 * If a player quits/surrenders, that country is removed from the play.
 * Player can turn his/her country into a vassal state of another player, giving the highest authority to the master country.
 * Vassal state can declare war for independency and try to gain independency again.
 * Realistic manpower, casus bellis (reasons to declare war), technological advancement and terrain.
 * No province can turn their population to an army in one turn.
 * It takes 5-10 turns to get a casus belli against someone.
 * In some occasions you can get casus belli instantly (these occasions will be discussed further).
 * Here is the list for instant casus bellis (Thanks Zephyrus!)
 * Crossing borders without military access
 * Having one of your core regions
 * Too much aggresiveness
 * Trading embargos
 * Bad behaviour to the people of a foreign country
 * "Revenge war"
 * Events
 * Spy caught
 * Dictatorship
 * You gain 5 manpower per province (8 with 50% mobilisation, 10 when mobilised completely)
 * Manpower is used to create units, every unit costs 1 manpower and presents 10 soldiers (this increases 10x by every era too)
 * The manpower grows 10x when advancing to another era.
 * Manpower is affected by climate and buildings
 * The effects of buildings, you can check from the buildings page.
 * The effects of climate, you can check from the climate page.
 * If you occupy a province, you gain 0.5 manpower for it (it doubles with every era)
 * There are 5 technology trees: Military, Government, Economics, Infastructure and Population.
 * Military: Upgrades to the army and navy, new tactics.
 * Government: Spies and their efficiency, lowers revolt risks in provinces and increases tax rate.
 * Economics: Better profit from trade, increases tax rate, increases the number of trade routes you can have.
 * Infastructure: New buildings and better defenses for fortifications.
 * Population: Lowers revolt risks, increases tax rate, later on allows propaganda.
 * You gain 1 science points per province (1 from normal province, 3 from capital) which can be upgraded with science buildings and as the game progresses.
 * You can research 3 techs tops at the same time
 * You must distribute your science points per every tech (researching 3 techs meaning dividing your science points by 3 and the result will be how many science points you get to invest in the tech)
 * If you research more techs, you also get a small boost
 * If you research 3 techs at the same time, you get a 10% increase in science points for each tech
 * Example: You have 3 science points, you can invest 1 science point per tech and to that, you gain 10% increase, meaning that you get 1.1 science points.
 * Terrains are just like in the real world (forests, deserts, plains, grasslands, mountains, hills).
 * Forest grants 10% defensive bonus and access to wild animals (food) and wood but it has -5% supply.
 * There are two types of deserts:
 * Rocky deserts (mostly just coast of Morocco, Algeria and Tunisia, also Hejaz).
 * It weakens the fertility of adjatent provinces by 20% and has -15% supply.
 * Sandy deserts (Sahara and most of the Africa and Middle East).
 * It weakens the fertility of adjatent provinces by 75% and has -40% supply.
 * Both deserts provide the largest amount of oil.
 * Mountains give 20% defensive bonus, 50% when fortified but have -15% supply.
 * Mountains also contain oil, not as much as desert do.
 * Mountains provide large amounts of raw materials (iron, tin, copper, aluminum, etc.).
 * The grasslands and plains provide largest amount of food and no defensive bonus but provide 10% offensive bonus.
 * Hills provide 5% defensive bonus and have a small raw material deposits.
 * There is also penalty to amphibious invasions (-60% when landing on an island).
 * Blockade is also more in-depth.
 * If you blockade a nation, depending if the nation is dependent on the resources from other countries, the blockade can destroy or harm the nation very badly.
 * Blockade penalty increases maximum of 20% per year (depending on the size of your navy and the year).
 * Blockade also affects on other nations if the blockaded nation is selling resources to other countries.
 * Exaple: Italy is selling wine to Norway. Italy is blockaded by Spain. Because there is no other way to transport the wine from Italy to Norway, Norway suffers from not having as much wine as it used to.
 * The players can't colonize much of Africa or Middle East from the beginning of the game
 * Player can gain 1 province for every 5 turn from Africa/Middle East (the same 3 province rule applies here too)
 * You can't colonize Africa/Middle East unless you own Gibraltar, Sinai, Israel, Lebanon, Syria or Iraq.
 * The speed increases once the year 1870 is reached.
 * We also now have limitations on how to colonize islands and places across water.
 * You can only gain 1 province in the island every turn (3 province rule applies here too)
 * You need tech lvls of 15 to be able to colonize across water
 * The year must be 600 BC before you can colonize across water
 * The island/land mass cannot be too far from your nation
 * We also have events for everyone!
 * Every 5 to 10 turns the player gets 1 to 3 events (good or bad events).
 * We use randomizer for these events, here is the link: http://www.mathayward.com/randomiser/ (Thank MrOwnerandPwner for this randomizer and of course the great ideas he has provided!)
 * Here are the rules for the randomizer:
 * First you write 1, 2, 3 in to the white box in the middle of the page. The number tells how many events you get.
 * After that, you copy a small list that we will provide later on to the randomizer. You do that as many times as you have events (1 randomize if you have 1 event, 2 randomize if you have 2 events, 3 randomize if you have 3 events).
 * The moderators trust that the players are telling the truth about the results!
 * If anyone is having too good luck with the randomizer, mods will intervene...!
 * There are also revolts and revolutions by the people that don't agree with you.
 * If you are a kingdom and you treat your people badly, the people can revolt and demand removal of the king or transform the country into a republic or a state.
 * Other political parties might also revolt against you and try to reform the government.
 * These revolts become more likely as the game and science progresses.
 * The way military works is the following:
 * Players do not have to tell others where their forces are (it's suggested to be told to allies and no-one else).
 * The provinces where the army is situated, doesn't have to be colored any diffirently than other provinces (normal coloring).
 * If you wish to know if someone has an army in certain province, the game uses Battleship-tactic.
 * The player guesses if the province has any armies, the player controlling the province then tells if there is an army in that province.
 * To be able to know how large the army is, you need a scout (or the player can tell if he/she wants to).
 * Only border provinces are scoutable, if you desire to know if there are armies in any other than border provinces, you must have a spy.
 * Trying to steal a technology or other information uses the Battleship-tactic as well (You guess right, you win. You guess wrong, you get nothing)
 * If player attacks against another player, the armies fighting will have percentage based combat
 * The calculations go like this: Army size + Military Tech (+ Terrain) (+ General)
 * In the outcome calculations the attacker must add 50% base chance of winning.
 * Example: Germany 650k strong army, the best military tech lvl, grassland offensive bonus and a general vs Russia 300k strong army, few techs behind and a leader.
 * Germany 65% + 100% + 10% + 20% = 195% total percentage
 * Russia 30% + 80% + 20% = 130% total percentage
 * Outcome: 195% (Germany) vs 130% (Russia) = 65% + 50% (base winning percentage) 115% chance of German victory.
 * Be sure to use a calculator when making these calculations!
 * ​Manpower is calculated from the climate, base manpower, buildings and laws.
 * Manpowers by climate will be added shortly.
 * Base manpower is 5 in Bronze Era (50 Iron, 500 Antiquity, 5000 Middle Ages...)
 * Creating troops takes time and costs money, just like in any other game.
 * Creating one infantry regiment takes 3 turns.
 * Creating one cavalry regiment takes 6 turns.
 * Cavalry can be upgraded to tanks later in the game.
 * Creating one cannon regiment takes 9 turns.
 * Cannons can be upgraded to artillery later in the game.
 * The costs of infantry, cavalry and cannons goes up as the game proceeds, as does their maintenance.
 * Before military tech lvl 10, your armies cost 0.1 gold per infantry, 0.2 gold per cavalry and 0.5 gold per cannon
 * From military tech lvl 10-20, your armies cost 0.2 gold per infantry, 0.3 gold per cavalry and 0.5 per cannon
 * From military tech lvl 20-30, your armies cost 0.2 gold per infantry, 0.4 gold per cavalry and 0.6 per cannon
 * From military tech lvl 30-50, your armies cost 0.3 gold per infantry, 0.5 gold per cavalry and 0.7 per cannon
 * From military tech lvl 50-60, your armies cost 0.5 gold per infantry, 0.7 gold per cavalry and 1 gold per cannon
 * From military tech lvl 60-70, your armies cost 0.6 gold per infantry, 0.8 gold per cavalry and 1.2 gold per cannon
 * From military tech lvl 70-80, your armies cost 1 gold per infantry, 1.5 gold per cavalry and 2 gold per cannon
 * From military tech lvl 80-100, your armies cost 2 gold per infantry, 3 gold per cavalry and 4 gold per cannon.
 * Cavalry and cannons include tanks and artillery, airplanes are considered cavalry in the maintenance and building costs.
 * Player can have maximum of 2 allies
 * Although other players can join in a war if they have a casus belli against either one of the participants of the war
 * ​Taxes are effected by population and techs
 * Base amount of taxes are 1 gold per province every 4 turns.
 * This can be increased by the player by raising or lowering it (100% tax rate = 2 gold per province every 4 turns, 0% tax rate = 0 gold per province every 4 turns)
 * Higher tax amount gives you a revolt risk penalty.
 * Taxes can also be increased by buildings too.
 * Religion (and culture) was also added in the last minute!
 * It takes 50 turns to convert a province to your religion
 * It takes 100 turns to convert a province to your culture
 * You gain religion points with two buildings: Temple and Cathedral
 * With religion points, you can form a religion
 * Forming a religion costs 500 religion points and adding a belief (bonus) to the religion costs 50 religion points.
 * You can have only one religion and that religion can have only 5 beliefs
 * Beliefs are listed here (with their bonuses, of course)
 * Church property = 1 gold per province which has state religion
 * Religious elite = 50 religion points more from Cathedrals
 * Inquisition = +40% faster conversion
 * Enlightenment = Can convert 50% of your religious points into research points
 * Brethrens = +20% faster culture conversion
 * Gods of creation = 50% faster building for buildings that take longer than 30 turns to build
 * Religious construction = 20% cheaper construction
 * Sand Gods = 10 religious points per desert province
 * Preservation = Gives +1 resource of all resources you have
 * Fertile lands = Gives +10% more food from Capital
 * Religious warriors = +20% faster recruitment
 * Ceremonies = 10 gold per 10 province which has state religion
 * Caliphate = You can turn your nation into a religious empire (you need to have +20 provinces, the holy land of your religion, a state religion and 1000 religious points)
 * Tolerant society = Lowers religious and nationalist revolt risk by 50% and gives +10 manpower per province (increases like military buildings)
 * Atheism = You can have no beliefs other than this. You gain +10% science and tax increase but you suffer a large religious revolt every turn (the rebels are as strong as the strongest army that the player has)

Here is the map we currently would like to use in the Map Game 2.0. There is also a vote going on for what map the Map Game 2.0 would use. Also, here are the events. Building list here.