POLICON » Classic » The Rules
Document History
Documentation of all additions, retractions, revisions, and modifications of any and all rules are posted here. See the amendments to see what has been changed in every revision.
- Version 1.0.0 - 14 May 2010
- Version 1.0.1 - 19 May 2010
- Version 1.0.2 - 29 May 2010
Section I. Starting the Game
1. Find a Continent
All players must select a Continent to base their country in. Choose any 10 neutral territories from a continent in the Continents board.
2. Post a Profile
When a game operator has approved your post in the continents topic, you may post a nation profile in the Country Profiles board.
3. Startup Items
After your sectors have been confirmed and your profile posted, you may receive the following:
- Cash: ¢100,000 At the close of each period, periodic account updates occur.
- Territories: 10 -1 is a city & serves as the capital
- Population: 10,000
- Resources: All resources in territories
- Goods: 50,000 Food; 100 Steel; 100 Power
- Infrastructure: 9 Territorial Capitol Buildings (1 in each non-capital territory); 1 Capitol Building (in capital city); Power Plant (in capital city)
- Startup Boost: In their first week, new players recieve any new assets constructed or manufactured part of their production orders instantaneously. In their second week, all players newly constructed or manufactured assets come online by the end of the game period. By their third week, all production occurs as per usual, stipulated in the assets list.
Section II. Game Structure
1. Countries
Overview: Each country is controlled by one player. A player may not control more than one country. Each country possesses a number of sectors, beginning with 10 at startup. A country may originate on a single continent, but may expand to multiple continents after startup. Each country also possesses the following assets that are tracked throughout the game and must be updated in its profile as soon as these statistics change:
- Territories: The territories owned, their continent location, terrain type, and locations of cities and the capital territory.
- Population: The total number of citizens residing within the territories.
- Stocks: The total stockpile available of all money, resources, goods, and units available for use and their location if applicable.
- Accounts: Historical accounting statements of the country's history.
2. Game Periods
One game period completes after 7 days and a subsequent period begins at 12:00 AM (EST) every Sunday. At the close of each period, periodic account updates occur. The player may
make any decision to produce, purchase, sell, or exchange assets at any point in the game. The player may move a unit the maximum amount of territories in its movement
range once every 24 hours.
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Section III. Geography
1. Political Map
The political map represents all countries with their current territorial possessions. Each week during the end of the game period, the map will be updated as countries update their territories.
2. Terrain
The topographic map displays all territories by terrain type. Each terrain provides different types of resources which may be harvested, and some also provide force multipliers in battle.
- Plains: +2,000 Population/period
- Forest: +1,000 Population/period
- Mountains: +500 Population/period
- Tundra: +500 Population/period
- Desert: +500 Population/period
- Sea:
3. Cities
Cities are an important feature which have specific features that allow civilization to flourish. Any territory may be converted to a city (replacing
its existing terrain) after population benchmarks in intervals of 50,000 have been achieved. Cities bring in +5,000 population/period and all
infrastructure may only be placed in cities.
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Section IV. Economy
1. Assets
Assets are classified as natural resources, goods, infrastructure, and units which hold economic value. For in depth information, statistics, and purposes of every economic asset in the game, please view the Economic Assets List. Assets are subdivided in the following way:
- Natural Resources: Natural resources are found naturally within each territory and are
automatically harvested in each game period. They are transformed into goods in factories.
- Sustenance: Crops
- Fuels: Coal, Oil
- Metals: Iron, Titanium, Copper
- Precious: Silver, Gold
- Atomic: Uranium
- Goods: Goods are tangible objects utilized to satisfy the needs of consumers and
producers. They are manufactured from natural resources (and/or other goods) in factories.
- Consumer Goods: Food, Leisure
- Industrial Goods: Power, Gas, Steel, Circuits, Weapons, Deuterium
- Infrastructure: Infrastructure encompasses all permanent structures which
assist in production or distribution of goods and services. Infrastructure is fixed in a specific sector
of a territory and may replace a terrain feature if one exists in that sector.
- Power Plants: Power plants produce power from various fuel sources.
- Factories: Factories manufacture goods from natural resources (or other goods).
- Transportation: Transporatation infrastructure assists in moving assets around the world.
- Entertainment: Entertainment infrastructure provides leisure and distributes consumer goods to consumers.
- Government: Government infrastructure provides vital functions of government.
- Units: A unit is any specific asset designed to continually perform a specific task.
- Transport: Transport units offer various modes to move assets around the world.
- Military: Military units serve to attack or comandeer other countries' assets and protect one's own.
2. Economic Actions
All economic actions (construction, manufacturing, consumption, disbandment) must be posted in the Domestic Market board. All posts must record the action and all changes in resource, good, and money stocks that the action affects. All timed production actions begin at the time of the initial post.
- Construction: Construction is the act of erecting infrastructure (buildings & transportation). Any building may be constructed in a certain number of days from the time the order was given. Upon giving the order, the resource and monetary costs are drained from the country's stocks; after the required time has elapsed, the building comes online providing all benefits.
- Manufacturing: Manufacturing is the act of transforming natural resources (or goods) into (other) goods inside factories. Each factory requires input resources that are manufactured into the final output goods. Upon giving the order, the inputs and monetary costs are drained from the country's stocks; after the required time has elapsed, the output goods are added to the country's stocks.
- Consumption: Consumption is the act of selling consumers goods to citizens.
- Food: 1 Food must be sold per 1,000 citizens per period. Any excess population that remains unfed dies.
- Leisure: Every entertainment infrastructure has a liesure multiplier. At the end of each period, the sum of the multipliers will be multiplied by the population to as revenue.
- Convertibility: Precious metals may be irreversibly converted into cash immediately upon their sale:
- 1 Silver = ¢50
- 1 Gold = ¢100
- Disbandment: Any asset may be disbanded at any point. The asset is instantly transformed into its component goods and resources (whichever is closest to the final good in the production process) and 1/2 of its monetary value.
- Upkeep: All infrastructure and units have a monetary cost (10% of their price) that must be paid at the end of each game period to keep them in working order. Failure to pay the necessary upkeep cost results in their disappearance. Operating a building each period also requires power. Power is subtracted from the stock of power units at the end of each period to account for each building.
- Taxes: The player can tax a certain percentage of an asset in various ways to collect as tax revenue:
- Income Tax: A % on the previous period's population to be collected as revenue
- Sales Tax: A % on the sale of consumers goods
- Property Tax: A X% on the price of all existing infrastructure
- Tariff: A % on the price of an imported asset
Section V. Expansion
1. Unit Movement
Each unit has a movement cost, where food and fuel sources are drawn from the country's stocks with every entry into an adjacent territory. Each unit also has a maximum amount of adjacent territories that it may enter within a 24 hour tactical period. All movement actions must be posted in the Movement board.
2. Annexation
To annex a territory, a player must move 5 ground (personnel and/or vehicle) military units into a territory without any hostile military units. The units must remain there until the next game period, after which, the territory may be annexed.
3. TCBs
ollowing annexation, the player must construct a Territorial Capitol Building within the newly annexed territory in order to acquire the benefits of the territory.
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Section VI. Income Periods
1. Frequency
One game period completes every Sunday, 12:00 PM (EST).
2. Income Actions
At the transition time, the following period account updates occur:
- Resources for the beginning period are harvested.
- Taxes are collected from all economic actions of the ending period.
- Upkeep is paid for the ending period.
- Population which didn't purchase food in the ending period die.
- New population increases for the beginning period.
- All unoccupied territories with 5 ground units in them are annexed for the beginning period. ( A TCB must be constructed before all benefits of the new territory may be acquired, i.e. resources, ability to construct, gain population, etc)
3. National Account Statements
Upon the close of each period, account statements will be posted summarizing the actions taken by the country in the previous period, as well as new statistics about that country. All that is required is for countries to post the updated numbers for the following (though displaying the change is preferred):
- Territories
- Population
- Revenues (taxes & sales from last period)
- Expenditures (purchases & upkeep from last period)
- Net Income (Revenues - Expenses)
- Resource Stockpiles
- Good Stockpiles
- Money Stockpile
Section VI. Income Periods
1. Exchanges
Countries may voluntarily make mutual trading contracts with other countries for resources, goods, units, or land.
- Transport: Transport units must transport goods to other countries. Transport units can only load and unload cargo within a territory with a port (air/sea). Transport units have no movement cost (food or fuel).
- Land Title Transfer: Countries may exchange the title to territories. Upon doing so, the seller irrevocably transfers all infrastructure and units presently contained within that territory to the other country.
- Unit Transfers: Countries may exchange units with each other, following the same procedure as exchanging land.
2. Alliances & Organizations
Players may form alliances and organizations with other players for any reason or purpose. An alliance containing three
or more members may request a private alliance board by PMing a Game Operator with a request containing the names of at least
three members involved, a board name and description, and a board password. An organization is different from an alliance only
that it has a publicly-viewable board. Organizations may be formed by three or more players by posting in the Organizations
Board and then requesting a board through the same process as Alliances (minus the password).
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