And now for some ruleset, made in about 2 hours by a tired me:
Joining:
Choose 10 provinces IN EUROPE. at random, you get either a great power (with the 10 provinces) or a secondary power (5 provinces)
Nation name, flag, etc. Just be realistic please.
ANYTHING UNCLAIMED PROBABLY WILL BE NPC'ED, Especially in Asia and Africa
Owning the world
Because Europe will be pretty much claimed by all sorts of nations, You're going to have to think of another way to conquer the map.
Here's a few things to know:
Land Provinces
A land province generates 2£ a turn (year) and can be acquired by various means.
Naval Provinces
A naval province dictates how far you can supply your navy. you can have, aside from the upkeep-free coastal naval provinces, you can have one province per squadron.
Suez Canal
The suez canal starts off as part of the Province of Suez, a land province. As soon as I give the ability to build it via update, the de facto controller of Suez can buld it and whoever owns Suez owns the canal sea zone.
Conquering land provinces:
There are ways to do this, three ways to be exact:
Spheres of Influence
Spheres of influence are when you make an NPC your Sphereling. You get half of their income and soldiers. They will tend to join your wars if it looks profitable for them. After a while they might even join you. Costs 5 £
Peace Deals/Treaties
If you are at war with a country, you can recieve provinces as parts of a peace deal. In addition, in peace, you can sign treaties which do the same thing. Costs depending on agreement
Colonization
This is the standard version. This is tied to your Poor Strata number however, so the more colonies, the less armies etc. Costs are 1£
Pops
Pops are divided into three groups:
Poor Strata
Poor Strata form the main basis of armies and navies, 1000 Poor Strata = 1 army or 1 navy
Middle Strata
Middle Strata forms the economical basis, 1000 Middle Strata = 1 £
Rich Strata
Rich Strata forms a little bonus to £. 1000 Rich Strata = .5 £, but gives a 10% chance of actual fun economy events.
Each province has 4000 Poor pops, 2000 Middle Pops and 500 Rich pops. this can be increased through events.
Research
Research has been reworked. No longer do you spend money trying to research tech, instead you have events fire at random for each nation.
Research events WILL BE SPOILERED. I ask of you that only the recipient looks and then decides whether he wants to tell the world.
Diplomacy
As Victoria II proves, Conquest is not an option, and for god's sake, the one famous board game in the time period is Diplomacy. RP is encouraged. I'll try and give each NPC a different agenda - potential Saxony might have different ideas than Persia.
Bonuses:
The game will offer some bonuses for specific sea routes. These are areas on the edge of the map.
these are:
Greenland = although Greenland seems worthless, if sailing from Europe to America it might prove useful. 1 upkeep-free naval province
India = India is very rich, and having colonies here might actually be beneficial. +1£ per province controlled in the zone.
Cape = The Cape of Good Hope is still somewhat important as a trade post. +2£ pet turn.
America = America is a land of opportunity. Maybe we can trade. +2£ per turn, subject to events
The White Sea = important. Somehow. +1£ per turn.
ARMIES AND NAVIES: (I confess this is just written up now)
Armies cost 2£ each and 1000 poor pop each.
Navies cost 3£ each and 1000 poor pop each.
You'll have to balance these if you want to rule Africa, needless to say.