This is now an Inactive Map Game.

So this is a new mapping game I (starring94) made, because I really liked the ones at AltHistory Wiki, so I thought we should make one here. Because Principa Moderni is an outstanding one, I fetched some things from there. So this mapping game (unlike the other ones here) starts in 1420. Keep in mind if there's no one wants to play this, this should be deleted, but at least, we can try to start it.


So we agreed with Drex that we are gonna start today. I think everyone should read the rules and the war mechanism again, just in case. So about the things happening in the world:

  • You can't start wars against each other, or the NPCs for 20 years (2 turns for now), just the create the diplomatic relations, trade agreements, etc. for everyone.
  • The Hundred Years' War is different than OTL, so the both sides (England, France) gonna have a 20 years ceasefire to rebuild their military, and other things, just like everyone else.
  • Britanny gonna appear on the map when it gets independence.
  • Happy will join when we sort out the things with him on the map. You can still have diplomatic relations with him, and he can answer that too.
  • To keep this page clean, we gonna have the happenings on another page. Link: 1420-1520 (A new era). You can talk in OOC (if someone needs me to explain what that means, say it in the comments) there too.
  • The basic stats about the countries will be found here: A new era:Power List.
  • The NPCs will upgrade their economy / military / military technology / etc. according to which one is the lowest.

[[File:|700px|Current map. Don't change it unless you're a mod, or you're allowed to edit it!]]


Just like every mapping game, this needs some rules too.

  • Unlike the other games, I want this to be a realistic one.
  • You have to write something for your nation every year if there is anything major happening. But keep that in mind that you can only do military / economic / naval / etc. upgrades only once a turn.
    • Until 1520, one turn means 10 years.
    • After 1620, one turn means 5 years.
    • After 1720, one turn means 3 years.
    • After 1820, one turn means 1 or 2 year(s).
  • You can't change the map, unless you're allowed to, or you're a mod.
  • Colonization
    • No colonization until 1490, but you can prepare for it in that time.
    • Keep in mind, that if you colonise something, you have to deal with that lands inhabitants if there are some.
    • When you start sending colonists to the new world, it takes you one turn to get there. When you found a colony, it will be 50 square km, which is equal to 1 pixel in the map. Your colony will grow 50 sq km every 50 years.
    • You can't colonize Africa until 300 years, unless you're the Ottoman Empire, or some state equal to that. In that case, expansion is 50 sq km per 2 turns.
    • Colonization speed doubles after 100 (1520), 200 (1620) and 400 (1820) years.
    • Colonial states can revolt after 300 years. If they win the revolutionary war, you won't control them. They will either be controlled by moderators, or by new players.
  • Multiple states
    • You can create vassal states, which means you can control them, but in the game they're controlled by another ruler.
    • You can make puppet states too, which means, that you will have full control over them.
  • You can change your country's name to your official nation's name when it holds the agreed ON territory fully for 100 years.


So basically there are 2 types of wars. The first one is the one with the algorithm and the second one is the one with military and administration power.

Wars with the Algorithm

So the complicated one is the one with the algorithm. Basically you get points before the war starts, and the points decide how will the sieges / wars turn out. Also you can find out with the algorithm whether the territory you conquer will have some revolt risk. So these are the point types:


If you're country's or colony's capital, or a major city is near the place of the war, you can get extra points.

  • If it's at the location of the war (siege): +25
  • If it's next to the location of the war: +20
  • If it's close from the location of the war: +15
  • If it's far away from the location of the war: +10
  • If it's on the other side of World: +5
  • War on Antarctica: 0

Territory type

Basically you can get points as the defender, and lose points as the attacker.

  • When the war is on an open field: +1 for the defender, -1 for the attacker
  • When the defender has no defense (interesting, right?): -1 for the defender, +1 for the attacker
  • When the attacker has no defense: +1 for the defender, -1 for the attacker
  • When the defender is on plateaus / mountains / highlands: +2 for the defender, -2 for the attacker

Military Development

  • When the defender has developed military / military technology in the last 5 turns: +2 for each development turn
  • When the attacker has mobilized its army: +1


  • When the country has developed economy in the last 10 turns: +2 for each development turn

Location bonus

If the defender is controlling it, and the war is happening near there, a country can get bonus points. If the attacker is controlling it, and the war is happening near there, the attacker gets the extra points.

  • Straits of Gibraltar, Suez and Panama canal (when built): +5
  • Øresund, Malacca Straits, Cape of Good Hope, Red Sea Opening, Hawaii, Fiji, Cuba, English Channel: +3
  • Genoa, Venice, Antwerp, Lubeck, Alexandria (Egypt), Shanghai, Nanjing, Hangzhou: +2
  • Lisbon, London, Stockholm, Elsastat, Seville, Constantinople / Istanbul, Aleppo, Baghdad, Barcelona, Samarkand, Delhi, Kozhikode, Khambhat, Mombasa, Mogadishu, Lanzhou / Xi'an, Guangzhou / Hong Kong, Yokohama, Nagasaki, Cuzco, Tenochtitlan: +1

Economic bonus

The one who has the better economy gets these bonus points. The other one gets none.

  • Much larger economy: +10
  • Larger economy: +5
  • Colonial Empire / Trading specified nation: +5
  • Golden Economic Age (due to random events): +3
  • Almost equal economy: +2 (to both)

Military modifier

If its a negative score in this, divide it by 2.

  • Won the three previous wars: +10 (in 200 years)
  • Naval dominance: +10
  • More troops than enemy: +5
  • Has lots of armed forces (depends on the age): +5
  • Has moderately sized armed forces (depends on the age): +3
  • Has not much / very little armed forces (depends on the age): -2
  • Lost the last 3 wars: -3
  • It (the defender) wasn't initially mobilized (no preparation or military advancement in the last 10 turns).


  • Defending heartland: +7
  • High troop morale: +6
  • Government supported by people: +5
  • Taking back recently lost territory: +5
  • Defending a new territory (20 years): +4
  • Resource rich area: +4
  • Has at least one ally helping: +3
  • Government or war not supported by people: -5
  • Fighting against more than one coalition / country who aren't allies: -10

Only one motive will be applied. If the difference between the lowest morale and the highest morale (if you have more) is more than 8, than the lowest morale will be applied.

Nation age

When the type of government changes, the timer will reset.

  • New nation (10 years since government change): -10
  • Young nation (20 years since government change): -5
  • Maturing nation (50-70 years since government change): 0
  • Mature nation (70-150 years since government change): +5
  • Old nation (150-200 years since government change): 0
  • Really old nation (More than 200 years since government change): -5


The population score is the number of digits of the population.

  • If the larger one has five times the pop.: +3
  • If the larger one has ten times the pop.: +5
  • If the larger one has more than fifteen times the pop.: +10

Treaty breaking

  • The attacker breaks a N(on) A(ggression) P(act) or a Treaty: -5
  • The attacker breaks the alliance with the defender: -10

War with military power

Every player nation has its own military, administrative, and economic power, which is displayed on the A new era:Power List page. This kind of war can happen if both players + at least one moderator decides to use this style. The outcome of the war will be determined by the player's military power, and the conquerable land depends on the difference of both players administrative power and the number of wars fought in the last 50 years.


Moderators can still play in the game, but they can't decide for their own nation. You can be a moderator if the current moderators accept your application.

  • Current Moderators:
    • starring94 (Map Editor and Creator)
    • Drexmapper (Map Editor and Main Historian)


You can edit this however you want, just don't delete someone else's countries.

Turn rotation

Turn rotation is by joining time. So if you joined first, you can decide your countries things first that turn.==

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