((OOC: One day, I might get this finished! ^^))
Not all of these rules will realistically recreate the time period of this game, however, some realism had to be sacrificed for improved gameplay and to try and reduce the likelyhood of problematic situations. If you have any questions about the rules, do not hesitate to contact the admin. Suggestions for improvement are also appreciated.

- No harrasment or bullying of any member
- No discrimination or offensive behaviour/language on grounds of race, gender, sexual orientation, age, dissability etc
- If an argument starts, don't get involved. Wait for a moderator to sort it out
- If you have a problem with a com member, you can discus it with them in your own time, and your own space, but never bring personal arguments into the com
- Each person may only play
one country at a time. Two people can play as one country if they wish, but one person cannot play two countries. Decieving admin in order to break this rule will result in banning without warning.
- Even though this com is supposed to be fun, please keep in mind that ruler names like "Queen b00biezlol" or state names like "Mingeland" aren't going to be acceptable. -___-

- The map is divided up into different zones, each with a different name. Zones may be neutral (not owned by anyone) collonial or provincial (owned by a country) Zones may not be owned by more than one country. Neutral territories may become collonial, and collonial may become either neutral or provincial, however, once a territory is provincial, it will always be provincial.
- There are two types of countries, PCs (Played Contries) and NPCs (Non-Played Countries)
- Each country has a capital city. The province the city is in is the country's 'capital province'
- It is automatically assumed that each country has a standing army, and that larger contries have larger armies, though the position and size of armies is not ever specified
- Each country has wealth. Wealth is calculated from money gained in peace agreements, income from colonies and provincial zone taxes. Every country calculates its wealth in ducats.
- Each country has an infrastructure value. This is calculated from the total infratructure value of its provinces, and is used in the war rules.
- Each country has a state religion.
- Each PC has a revolt risk. The higher the revolt risk, the more likely it is that part of that country will declare independance (see revolts section) It is in the interest of PCs to keep their revolt risk at a minimum, though this is not always easy.
- New players can join either by taking on an NPC or by founding a completely new country in a neutral territory.
- Players may abdicate (step down) at any time. Their country automatically becomes an NPC.
- A week within the com is equal to a year of time in-game.

- Diplomacy is a formal affair, and when contries enter into agreements with each other, they have to publicly declare so.
- PCs are allowed to control NPCs in diplomacy (ie. a PC can automatically ally itself to an NPC and so on, as the NPC has no consent to give anyway)
Aliances- Contries may enter into military alliances with each other. Military alliances may include a maximum of 5 PCs and a maximum of 2 NPCs. Contries within an alliance may leave it at any time, though their revolt risk will be raised. If a country goes to war (regardless of whether it declared war or had war declared upon itself) it may request it's allies to also go to war. If a nation turns down it's ally's request for war, it is automatically expelled from the alliance and it's revolt risk is raised, not to mention that it will show itself to be less trustworthy. Being a member of a strong alliance can mean the difference between victory and defeat in war, so choose your friends well.
- When a contry invites another country to join it's alliance, all contries already within the alliance must vote on if the new country may join. If the vote is a tie, it counts as acceptance.
Royal Marriage- Countries may enter into a royal marriage with each other. If a contry declares war on a nation with which it shares a royal mariage, it's revolt risk is raised. This therefore can act as assurance against war.
- Countries may only enter into a royal marriage with a country of the same religion/denomination.
Casus Belli- A casus belli is a justification for war, and if a country has a casus belli against another, it's revolt risk will go down if war is declared on that country. Casus belli expire when war is declared on the country in question.
Vassalage- Each PC with 10 or more territories may have a maximum of 1 vassal.
- Only NPCs with 5 or less territories may be a vassal. They must also already be in an alliance with the PC and share a royal marriage.
- Vassalage is a treaty where the vassal pledges aleigance and troops to a larger power in adition for protection. In war, a country gains the infrastructure and provincial tax of it's vassal.
Unification- Contries may merge with each other, however, only 2 PCs may do this. Merged contries may split at any time, but the two players must come to a decision amoung themselves about who keeps what.
Misc.- Any number of PCs may sign a peacetime treaty. This can be anything, such as promising not to attack an NPC, or promising not to colonise a certain area. If a country signs a treaty and subsquently breaks it, it's revolt risk is raised. The amount the revolt risk is raised shall be decided in the treaty itself.

- A country may declare a war on another country at any time. Once war is declared, it cannot be taken back until a peace agreement has been made, so it is essential to think carefully first. War cannot be declared on an NPC in an alliance with a PC.
- The country that declared war, and the country that had war declared upon itself may request their allies to join the war. They don't have to, or they may ask only some of their allies, and not others. If the requested allies accept, they join their ally in war, and thus the war can end up as a fight between two 'teams' (ie. England, Hannover and Prussia vs. Sweeden, Austria, Spain, France and Russia) All the contries on one side are at war with all the countries on the other side. The two contries who started the war become the 'leaders' of the alliances. Contries that are not leaders of their alliance may declare peace with the leader of the opposing alliance on seperate peace terms, but the war only counts as over when the alliance leaders settle peace between themselves. Once they do, all other agression between the alliances ceases. Contries that drop out of war early with a seperate peace deal incure no revolt risk penalty for doing so.

- When contries go to war, their total infrastructure is calculated. Each territory has it's own infratructure value, which takes into account manpower, natural resources, geographical defence etc.
- The difference in infratructure between the two alliances is calculated, and for every (###) infratructure in difference, the larger side gains a territory. In this way, an alliance vastly superior to another will occupy territory quickly, but in two very similar alliances, occupation takes a long time.
- Using infrastructure alone, it would be possible to calculate the outcome of any war with 100% accuracy beforehand, so there are other factors that can effect war.
- Deployment: A country can deploy troops at any time, which increases their effectiveness in the first year of war. This will remain secret to other countries, but there is a chance that the information will become public. If troops are deployed for more than 5 years without war, they un-deploy and the country suffers an increase in revolt risk.
- Conscription: This increases manpower, thus raising infrastructure. Conscription is done publicly, and its effects last for only 5 years, and cost (###)
- Random Factors. For realism, there are some uncontrolable factors, such as famine and military blunder by a general. These do not have a huge overall effect, but do keep wars unpredictable.
- If a war lasts for 20 years, it automatically ends to war exhaustion with no peace treaty.
- If a country joins an alliance that is currently at war, it does not automatically join the war. It may do so without any revolt risk penalties, but if it refuses, it does not suffer the revolt risk of contries who refused who were in the alliance when war was declared.

- Contries must come to their own decision over war. If both sides are of relatively equal strength, and simply cannot afford to stick out the war as long as it would last, they can agree to end the war with no penalties for either side. If one side is winning, it is most likely that the winning country will make demands of the loosing country. These demands can be anything, usually territory or money, though contries may also wish to impliment diplomatic restrictions, or something else. Each country may offer or demand anything during the war, no matter how bizzare or outrageous, but the peace treaty only comes into effect when the other country agrees. Any physical parts of the treaty (territory, money etc) are handed over immediately. If promises were included (ie. The loosing country promises not to invade certain countries for 5 years) then the loosing country should abide by them. If it does not, the wining country gains a permemant casus belli.
- If there is something unusual in the peace treaty, a mod should approve it first.
- Whenever peace is declared, the terms of the peace treaty must be displayed for everyone to see, even countries not involved in the war.
- Once peace is declared, the war is over, and the only way to get back to war is to declare it. Declaring war on a country you have a recent peace treaty with will raise revolt risk.
Colonisation- Any country with a coastline generates 1 coloniser a year. This may be sent to any neutral province that is either costal or borders with a province already owned by that country. This will become a colonial territory belonging to the country that sent the coloniser. Each year (every week out of game) there will be a moderator post to which elligable colonisers should reply with which territory they want. First come, first served.
- Contries can only support a limited size of colonial territory. For each provincial territory, a country may own 3 collonial territories. If a country gives up provincial land in a peace deal, or through a country gaining independance and thus has more colonial territory than it can support, it must abandon as many colonial territories as it cannot support. These territories become neutral again, or may be granted independance.
Revenue- Contries gain revenue from all territories. Provincial territories have a tax value of 3, collonial territories have an income value of 1. A country may chose to send it's coloniser to a colonial territory it already owns. This will increase the size of it's colony, and so the territory generates an income value of 2. Each coloniser adds a value of 1 to a territory, and this can be increased to a maximum of 3.
- You may upgrade a collonial territory to a provincial territory. You must have owned the territory for at least 10 years, it must have been upgraded to an income value of 3 and you must spend #@#@#@#@#@#@#@# to upgrade it. You may upgrade as many collonial territories you like at a time, and whenever you want as long as the conditions apply.
- Contries may raise tax to 4 or 5 per provincial territory, though this incurs a revolt risk penalty. If the tax is dropped back to 3, the pentalty is removed.

- Revolt risk is the percentage chance of the population of your country rising up against you. This is effected by different factors, and it is within a country's interest to make sure their revolt risk is as low as possible. If a country's revolt risk rises to 100%, part of it will declare independance immediately, regardless of when this occurs.
You can increase revolt risk by:
~ Declaring war without a casus belli +5%
~ Declaring war on a country that shares your state religion +5%
~ Declaring war on a country you share a peace agrement with (less than 5 years old) +20%
~ Declaring war on a country you share a peace agrement with (less than 10 years old) +15%
~ Declaring war on a country you share a royal marige with +10%
~ Troops un-deploying +15%
~ Refusing to join an ally in war +10%
~ Breaking a peacetime tready +(variable)%
~ Loosing a war +10%
~ Changing state religion +10%
~ Declaring war on a nation that has just gained independance from you (within 5 years) +15%
~ Changing the capital province +5%
~ Tax at 4 per Provincial territory +10%
~ Tax at 5 per Provincial territory +20%
(~ Tax at 3 per Provincial territory +0%)
You can decrease revolt risk by:
~ Declaring war with a casus belli -5%
~ Wining a war -10%
~ Lasting 5 years without being at war -5%
~ Revolution! -15%
Contries that are only 1 zone large have automaticly 0% revolt risk. Revolt risk also decreases by 2% every year

- Every 5 years, the 3 PCs with the highest revolt risk suffer a revolution. This means that either one of their provincial or 3 colonial zones become an independant nation. This nation will be an NPC. As a revolution has occured, the revolt risk within the original country drops.
- New countries automatically have a revolt risk of 0%
- New contries state religions are automatically the same as that of the country they gained independance from.
- New contries automatically have no alliances or royal mariges.
- If a country suffers revolution, it may automatically go to war against the new nation, though other contries are allowed to join the war without alliances on the side of the new nation.
- If one of a country's provincial zones gains independance, it will never be the capital province. Which province it is will be randomly selected from the provincial zones thar border with the sea, a neutral territory or another country.
- If one of a country's 3 collonial zones gain independance, the 3 zones must join together, not be seperated out. The first zone is randomised from all the collonial zones with at least 2 zones joined to it. This is the capital province. The next 2 zones are randomly generated from the zones nearby. These 3 zones are all automatically provincial, no longer colonial. If a country has no colony of at least 3 zones, only provincial territory can gain independance.

~ When a new player claims an NPC, they are allowed to change the country state religion and/or capital province immediately without the revolt risk penalties.
~ They start on a revolt risk of 0%
~ All previous diplomacy (alliances, royal mariages etc) is immediately cancelled with no penalties. The new country may begin diplomacy immediately.

~ A player may also join by forming a completely new country in any neutral province. The zone initially claimed will be the country's capital.
~ The country may engage in diplomacy immediately.