A living global strategy sandbox from the late medieval world to the industrial age.
# The World in 1453 The year 1453 marks a turning point. Constantinople has fallen to the Ottoman Empire, trade networks connect Europe, Africa and Asia, and powerful courts compete for legitimacy, resources and influence. Across the world, regional states, confederations, city networks and empires govern diverse populations. This is a global historical sandbox rather than a fixed reenactment. Its timeline can advance through exploration, maritime expansion, dynastic conflict, religious and political reform, revolutions and industrialisation. Local geography is represented by the available world map; its regional cells are a playable framework, not a claim that modern administrative borders exactly match historical frontiers. Rulers, institutions, merchants, communities and individual characters pursue their own interests. Decisions affect people and places over time. Trade, diplomacy, culture, public welfare and political legitimacy matter alongside military power.
Begin in 1453, at a turning point between medieval orders and emerging global powers. Play as a ruler, diplomat, merchant, scholar, administrator or ordinary citizen. Build influence, govern territories, shape trade routes, negotiate alliances, reform institutions and navigate wars and revolutions. The world persists beyond any single protagonist: rival powers act independently, societies respond to decisions, and history can follow familiar paths or diverge through player choices. The campaign spans the Age of Exploration, dynastic struggles, imperial expansion, revolutions and industrial transformation through 1914.
# Simulation Rules ## TIME. Historical progression The world begins on 29 May 1453. Time advances through player actions and world events. Seasonal conditions, travel delays, harvest cycles and long-distance communication constrain decisions. Major historical eras may emerge, but no event is guaranteed to occur exactly as it did in real history. ## TERRITORY. Rule and sovereignty A territory's Ruling Power identifies its current governing authority. Control is not the same as legitimacy: occupation, disputed succession, local autonomy and foreign influence may coexist. A lasting change of sovereignty requires political capacity, local administration and recognition or durable control. Borders and allegiance can change through diplomacy, dynastic union, independence, revolt or war. ## GOVERNANCE. Institutions and legitimacy Rulers depend on officials, assemblies, local elites, law and public cooperation. Taxation can fund public works and institutions, but excessive extraction increases unrest and weakens legitimacy. Reforms take time and may face resistance from groups whose privileges or livelihoods are affected. ## ECONOMY. Revenue, trade and resources Treasuries are finite. Income comes from taxation, customs, production, trade and tribute. Roads, ports, navigable rivers and safe markets improve exchange. Blockades, piracy, corruption, disrupted harvests and unstable routes raise costs. Trade agreements need partners, enforcement and viable routes. ## DIPLOMACY. Treaties and rivalries Diplomatic outcomes depend on trust, leverage, shared interests, reputation and credible commitments. Alliances can be renegotiated; marriages and dynastic claims may reshape succession; treaties can fail when their costs become unacceptable. News travels at the speed of the era's available couriers and communications. ## SOCIETY. People and culture Communities have distinct languages, faiths, customs, occupations and local interests. Policies affect groups unevenly. Cultural exchange can strengthen knowledge and commerce; persecution, forced displacement and exploitation create lasting harm and instability. Civilian welfare is a persistent measure of political success, never a disposable resource. ## KNOWLEDGE. Exploration and innovation Navigation, printing, scientific exchange, engineering and later industrial technologies spread through networks of people and institutions. Discoveries require learning, investment and access to materials. New technologies create opportunities as well as social disruption. ## CONFLICT. War and peace Military campaigns are strategic political events, not tactical combat simulations. Outcomes depend on leadership, resources, supply, geography, alliances, morale and public support. Wars impose financial and social costs; negotiated settlements, autonomy arrangements and reconstruction can shape a durable peace. ## PROGRESSION. Character-led play A player inhabits one character at a time. Every role has distinct relationships, obligations, influence and constraints. Personal advancement comes from meaningful choices, relationships, knowledge, service and reputation rather than repetitive tasks. Other characters continue acting when the player is elsewhere. ## CHRONICLE. Consequences Important decisions create persistent changes in territories, institutions, relationships and public memory. The campaign journal records turning points. The simulation should allow unexpected outcomes and multiple viable lives: governing, trading, exploring, researching, negotiating, reforming or rebuilding.