Rules (Standard Future Map Game II)

The rules for Standard Future Map Game II. It is imperative you read up on this before you start playing.

Rules

 * Each nation will have its own set of rules pertaining to Tier and Global Influence. Read up on this before doing anything drastic.
 * Plausibility is key. Any instance that defies this will be removed and the author given a warning. 3 or more implausibilities will result in a banning of the user for 20 turns.
 * Please remain civil to other players, and no racism will be tolerated whatsoever.
 * Players that are inactive for over 5 turns will be removed from the game to ensure others may join, and likewise for players that have similar posts each turn.
 * If a nation wants to advance to a higher Tier, the player must contact the Mods about why their nation should advance to a higher Tier. If 3 or more Mods agree on Tier advancement, the nation will advance to the Tier above the one said nation is currently on.

Technological Advancement Rules

 * The rate at which your nation progresses depends on said nation's Tier.
 * Technologies can only be developed at certain stages.
 * Any nation caught using technology that is not permitted at the current turn will be disabled from researching said technology for 5 years after it is available.
 * There will be no sudden advancement in technology unless a mod event permits it.

War Rules

 * Players will not be able to declare war on other nations without a mod-approved casus belli.
 * Escalation to war will require at least 3 years of tension.
 * The outcome of every war will be determined by a mod.
 * A declaration of war will take 2 years to finalize before troops can be mobilised.

Nuclear Weapons Rules

 * Only Tier 1 and 2 nations may use nuclear weapons.
 * The use of nuclear weapons must be approved by a group of at least 2 mods.