Here's my updated rules for my IOT game:
Imperium Offtopicum: Imperialism and Colonialism (Same game as before, but I changed the name.)
Setting:
The Roman Empire has gone the way of the Earth, it is no more. From the ashes have arisen new empires, new nations. The year is 1,000 AD. For 500 years, never has their been an Empire with the strength of mighty Rome. Now is your chance to create that empire.
Starting off:
Claim 3 territories anywhere in Europe, or Asia. All of the territories must be contiguous. to start the game. Fill them in with any color that hasn't already been used on the map. Also, tell me which territory your capital is. Also provide me with a name for your country, and a religion:
Religions you can choose:
Christianity
Islam
Hinduism
Buddhism
I am aware other religions did exist, but I kept it to 4 for gameplay reasons.
Christian and Muslim nations can Declare War on each other, and automatically have a casus beli to do so. Same with Buddhist and Hindu nations. However, be aware that occupying land of nations with a different religion can harm stability.
Playing the game:
This is a moderate complexity IOT, intended to be more complex then the very simple IOTs, but more simple than games like Ilduce's Imperium Offtopicum Advanced. With this combination, I hope to attract fans of both types, and hopefully not alienate everyone
Collecting Money:
You collect one gold for every territory you have AT THE BEGINNING OF YOUR TURN, multiplied by your economy rating. You may then claim 2 territories of your choice and spend your money.
Rules for claims:
Until you gain the ability to do otherwise, you may claim only territories touching your empire, or territories in the same region as other territories you control (More on regions later.) There will be special rules for Africa.
Spending Money:
There are several things that can be done with money:
Upgrading a Stat: You start with 10 in every stat, but the number can range from 0-20. It is wise to keep your stats as high as possible. What each statistic does will be explained simply here and more complex later:
Economy: Allows you to make more money each turn
Military: Gives you a better chance in combat.
Stability: Keeps your nation together.
Upgrading a stat costs 3 gold multiplied by your current rating in that stat.
Conducting Diplomacy: In the Middle Ages, diplomacy was traditionally done only with nations nearby, and most wars were fought one on one. Defense agreements were far less common, and will cost money.
You may conduct up to 2 diplomatic agreements per turn, provided you can afford it.
Types of Diplomacy that require the other nation to agree (The price must be paid, it doesn't matter who pays it, you can also split the cost any way you like.)
Free-Trade Agreement: Cost 70 Gold. Will increase both parties' economy rating.
Alliance: Cost 300 Gold, or 150 if you already have a Defensive Pact. An agreement that if one party goes to war, both parties go to war.
Defensive Pact: Cost 150 Gold. Same as alliance, but only applying to defense.
Diplomatic Actions that do not require consent of the other party:
Guarantee of Independence: Cost 100 Gold. Kind of like a one-sided defensive pact, you agree to defend them, but they do not agree to defend you.
Embargo: Cost 70 Gold. Cuts off all trade between the nation you specify and yourself. Will reduce both of your economy ratings.
For Free-Trade and embargo- You will lose what you gained (Or regain what you lost) when the agreement is called off.
Diplomacy may only be done between nations in the same diplomatic region or adjacent diplomatic regions until you research appropriate technology to do diplomacy everywhere.
Bonus Cards: These cost 40 Gold times the number you have already. These will have various effects. You may have up to 5 at a time, but may only play one per turn unless stated otherwise.
Castles: Cost 100 Gold times the number you have already in your empire. Will give a territory extra defense. Your capital starts with one and always has one. You may only have one per territory.
Technology: Technology is important for gaining diplomatic access to the world and establishing colonies.
Technology Level 1: Chivalry (Cost 200 Gold)- Allows you to use Knights in battle.
Technology Level 2: Imperialism (Cost 500 Gold)- Allows you to have 3 claims per turn (However, you may still only attack twice per turn)
Technology Level 3: Gunpowder (Cost 500 Gold)- Let's you use gunpowder units in battle.
Technology Level 4: Discovery (Cost 600 Gold)- Allows you to conduct diplomacy with all nations.
Technology Level 5: Colonialism- (Cost 1,000 Gold) Allows you to claim territories overseas.
Technology Level 6: Constitution- (Cost 1,000 Gold) Greatly increases your stability.
Technology Level 7- Enlightenment- (Cost 1,500 Gold)- Lets you use Enlightenment era units in battle.
Further techs will cost 2,000 Gold and will add greatly to your score at the end, however they will have no in game effects.
You may make any agreements between yourselves for no cost, however they will have no effect on the game. You may have private discussions with nations you can't have diplomacy with, but no formal agreements.
Calling Parliament:
Declaring War: To declare war, you must have a valid excuse, or your stability will take a hit. Your stability will still take a hit if you have an excuse, but a more minor hit.
The following are acceptable reasons to Declare War.
They embargoed you.
They are Christian and you are Muslim, or vice versa.
They are Hindu and you are Buddhist, or vice versa.
They declared war on someone you had an alliance or defense pact with.
Your ally declared war on them.
Border dispute (SOIs apply, but I can veto you if you are being ridiculous.)
Any other reason I approve of (I may add more base reasons as well.)
Attacking:
You can attack anything you can claim. You get 2 attacks per turn. When at war, you can't claim peacefully. Battles will be conducted through the Rise of Nations game.
I may have more to add, but how's my finalized ruleset?
Map here:
http://i55.tinypic.com/157bpna.png