The War to End All Wars: Play-by-Email rules.

 Map  Units  Alliances Sequence of Play Other features
 Straits  Infantry  Neutrals Phase 1: Diplomatic Actions Conquest
 Manpower limits  Ottoman Empire Phase 2: Technology Surrender
 Artillery  Italy Phase 3: Building New Units Victory Conditions
 Tanks  Japan Phase 4: Combat&Movement Conditional Orders
 Trenches  China Phase 5: Plunder Miscellaneous
 Anti Air Guns  Spain Phase 6: Incorporation
 Rockets  United States of America Phase 7: Deploying Units Main Tables
 Battleships  British Empire (while neutral) Phase 8: Collecting Resources Advancements
 Destroyers/Cruisers  Colonial Powers Phase 9: Special Rules Resolvement Reconaissance
 Transports  Allied Powers Task Force orders
 Aircraft Carriers  British Empire (as Allied Power) Penalties for Attackers
 Submarines  French Empire Incorporation
 Fighters  Russian Empire Colonies Allowance
 Bombers  Central Powers
 Industrial complexes  German Empire
 Ports  Austria-Hungary
 Cities  British Empire (as Central Power)

The Map:

The War to End All Wars is a World War I strategy game which covers the principal theatres of operation in detail--the Western front, the Eastern Front, the Italian (Southern) Front, and the conflict in the Middle East. These areas are represented on the more detailed European map section. However, you will also note that there are separate map sections for North America, Africa, and Asia. These maps cover the lesser theatres such as the colonial conflict in Africa and the island seizures of the German holdings in the pacific. Further, these map sections, combined with the rules, allow for possibilities and conflicts in regions that did not occur during The Great War.
Movement between maps is a simple matter. Any sea zone or land territory which connects to a sea zone or land territory on another map will have the name of the territory/territories that the zone connects with. A full list of these connection points is as follows:  (P=Pacific, A=Africa, E=Europe, M=Middle East, N=North America, CA=Central Asia)

North American Map Section:

Territory/Zone: Connects to:
Bristol Bay Sea of Okhost (P)
Eastern Pacific Ocean N. Pacific Ocean (P)
Middle Pacific Ocean Central Pacific Ocean (p),  Bismark Sea (P)
Gulf of Tehuantepec Coral Sea (P), Gulf of Mexico (N)
Gulf of Mexico Gulf of Tehuantepec (N)
Hudson Bay Northern Atlantic (E), Middle Atlantic (E)
Western Atlantic Middle Atlantic (E), Southern Atlantic (E)
Caribbean Sea Southern Atlantic (E), Cape Verde (A)

African Map Section:

Territoy/Zone:  Connects to:
Cape Verde Caribbean Sea (N), Southern Atlantic (E)
Western Indian Ocean Central Indian Ocean (P)
Red Sea Eastern Indian Ocean (P), Eastern Mediterranean (E), Palestine
Spanish Morocco Seville (E)
Suez Canal Palestine (M)

Asian Map Section

Territory/Zone  Connects to
Coral Sea: Gulf of Tehuantepec (N)
Bismark Sea Middle Pacific Ocean (N)
Central Pacific Ocean Middle Pacific Ocean (N)
Northern Pacific Ocean Bristol Bay (N), Eastern Pacific Ocean (N)
Sea of Okhost Bristol Bay (N)
Central Indian Ocean Western Indian Ocean (A)
East Indian Ocean Persian Gulf (M), Red Sea (M)
Pakistan Ahvaz (M)
Afghanistan Terhan (M)
Turkmen Tehran (M)
Western Kazan Kazan (CA), Volgograd (CA)
Urals Mts. Perm (CA), Nizhniy (CA), Kazan (CA)

European Map Section

Territory/Zone Connects to:
Volgograd Western Kazan (CA)
Kazan Urals Mts. (CA), Western Kazan (CA)
Nizhiy Urals Mts. (CA)
Perm Urals Mts. (CA)
Tehran Afghanistan (CA), Turkmen (CA)
Ahvaz Pakistan (CA)
Persian Gulf East Indian Ocean (P)
Eastern Mediterranean Red Sea (A), Suez Canal (A), Egypt (A), Libya (A)
Ionian Sea Algeria (A), Libya (A)
Western Mediterranean Algeria (A), Spanish Morocco (A)
Seville Spanish Morocco (A)
Southern Atlantic Cape Verde (A), Western Atlantic (N), Caribbean Sea(N)
Middle Atlantic Hudson Bay (N), Western Atlantic (N)
Northern Atlantic Hudson Bay

Other Key Map Features:

Denmark:

Whichever nation controls Denmark may allow or disallow naval movement between the Baltic Sea and Skagerrak sea zone areas. If Denmark remains neutral, then no nations may send naval vessels between these two sea zones.

Hamburg:

The territory of Hamburg contains the Kiel Canal. This canal allows ships to travel between the Baltic Sea zone and Skagerrak sea zone. Whichever nation controls this territory at the start of any turn may use the canal to allow travel between the two sea zones.

Gibraltar:

Gibraltar is a massive fortified island just off the coast of lower Spain. On this map it appears as part of the Spanish (Iberian) peninsula. Travel from Gibraltar to the adjacent land territories functions as normal. However, due to the larger guns on Gibraltar, the nation which controls Gibraltar may allow or disallow any surface naval movement between the Western Mediterranean sea zone and Southern Atlantic sea zone. Lastly, due to the fortifications on Gibraltar any infantry in that territory defending against an attack on Gibraltar gets to roll 3 dice for defense, just as if they were 3 separate infantry units (but still only take 1 hit per unit).

Switzerland:

Due to the mountains of Switzerland, neither Artillery or Biplanes with a fuel range of less than 5 can enter into this territory. Any infantry in Switzerland shall have a defense rating of 8. No aircraft can land within Switzerland.

Afghanistan:

Similar to Switzerland, the mountains of Afghanistan prevent non-infantry units from entering the territory. Any infantry within Afghanistan will have a defense of 7.
Also, if Afghanistan is conquered, then there is a chance of rebellion. On roll of 1 in 1D10  there would be rebellion with 1D10 roll for 2 rebel infantry with minimum of zero rebels and they would act as attackers. The roll is only in effect while Afghanistan is conquered and until it is free. When rebellion succeeds, any war state with former owners cease and Afghanistan keeps all their units that survive. If a rebellion occurs, then Afghanistan could no longer be influenced by any nation (but it can still be attacked).
No aircraft can land within Afghanistan.

Tibet:

The mountains of Tibet prevent all non-infantry units from entering the territory. Any infantry unit within Tibet will have defense value of 7. No aircraft can land within Tibet.

Suez Canal:

The Suez Canal, while being attached by land to Palestine, is a wide waterway, as well as fortified. Anyone attacking across the canal will suffer penalties as if it were straits. Any attack from Egypt against Suez Canal is not subject of this limitation.

English Channel-Bay of Biscay

Ship entering English Channel from Bay of Biscay (and vice versa) spends only one movement point.

Straits:

Any and all straits are represented on the map by a set of arrows that point at two land territories. A strait represents two land territories that are separated by a very narrow waterway. Ships may pass through that waterway, yet land units may still move across straits. Land units attacking across straits would be subject to the following penalties: Infantry -2, Artillery -2. No other units can attack. Defenders have one virtual coastal defender which defends at 1 and can be used as first casualty. Straits represented on the maps are:
Spanish Morocco Seville
Northern Ireland Glasgow
Corsica Sardinia
Sicily Taranto
Constantinople Izmir
Constantinople Sinope
Sevastopol Krasnodar
Sumatra Java
Tokyo Hokkaido
Hokkaido Sakhalin
Suez Canal Palestine
General note concerning some straits. Any nation holding Suez Canal can disallow all naval movement between Red Sea and Eastern Mediterranean Sea. Any nation holding at least one province of Constantinople-Izmir strait, or of Constantinople-Sinope strait can disallow all naval movement between Aegean Sea and Western Black Sea. Any nation holding at least one province on the Sumatra-Java strait can disallow all surface movement between Java Sea and Celebes Sea. Any Nation holding the Philipine islands can disallow all surface movements between South China Sea and Philipine Sea. US can disallow all naval movement through Panama Canal - between Gulf of Mexico and Gulf of Tehuantepec.

Units

Infantry

Infantry were the primary units of all WW1 armies. Infantry have meager attack values but defend well. In fact, at the start of play infantry are the only unit with good defensive capabilities and are required to effectively use the defensive bonuses of a trench.

Manpower limits

Infantry, as are all things, a limited commodity. It takes soldiers to form an infantry unit. Each infantry unit is roughly equal to 10,000 men, or one WW1 division. Of course, each nation had a different organizational standard for their divisions so we had to go a lot further than a count of divisions to get a proper estimation of each nation's manpower limit. This manpower limit assumes that for every infantry unit lost (representing shattered and disorganized divisions), half of the fighting men are killed and the other half may join newly formed (purchased) infantry units. This means that once a nation has built as many total infantry units as its manpower limit represents, then all of its "class A" fighting men are dead, wounded or already in uniform. After that point, old men and adolescents are needed to fill the ranks of new infantry. Comparatively, these units are less effective soldiers, needing twice as many to make an equal strength infantry unit. That's twice as many supplies to equip that infantry unit.
The "bottom line" so to speak is this: Once a nation has reached its manpower limit, all infantry units purchased after that point cost twice as much as normal. Perhaps even more important, once this happens, on any given turn where the more expensive infantry units are purchased, a nation risks facing mutinies within its armies.
 

Artillery

By WWI cavalry had become fairly impotent as improvements in weapons held by the average foot soldier made mounted troops far too vulnerable. For most nations cavalry were merged into infantry formations and were used primarily for scouting while artillery surmounted the throne as the main offensive weaponry of the war. Artillery attack well but defend poorly. Trenches can severely hinder artillery's offensive potency. Artillery units cannot accompany units moving in enemy territory. If all units attacking with artillery are gone, then the attack ceases after that round of combat. Also, artillery can protect any designated adjacent province by using its attack rating for that province if that artillery unit is not attacked during the same turn from different location (air attacks are not counted). The battle ceased if there are no friendly units in designated province.
If artillery unit is attacked during the same turn from different location (other then it supports or attacks) then, after artillery unit ends supporting (attacking) fire for first round of combat, artillery must defend (by default) a territory it is in using defense value (if there are other units left). Only when artillery defend herself against such attack, then artillery can resolve primary task.  If the province where artillery is placed is attacked and no supporting infantry units exist in that province, then artillery unit defends at 1, but defends with defense value if there are still other friendly (other then artillery, AA guns and rockets) units in the same province. Also, artillery units cannot move, as other defenders do, from the territory if they are attacked, but can move in order to support attack or defense.
 

Tanks

In 1914 Germany, Britain, and the USA had tank prototypes although historically they did not see use until 1917 (by Britain) on the western front. WWI tanks were more like large armored houses with mounted machine guns than the modern mechanized terrors they became in WWII. Slow as they were, WWI tanks proved capable of negating some of the defensive advantages of trenches.
If there is one tank unit in an attack force, it will negate one negative point applied to infantry for attacking across a trench. If there are five accompanying tanks, then both negative points applied to infantry from a regular trench are nullified.

Trenches

Trenches were fortified tunnels dug by armies which ran all along the battle lines that then solidified into bloody killing zones. A trench gave defenders some refuge from artillery shells and made for great locations to mount heavy machine guns to blunt enemy advances. Trenches also served to protect troops from those rare air attacks and disguised the army's size from reconnaissance. They also served as supply depots for ammunition and as battlefield hospitals.
Units attacking across a trench receive the following penalties to their attack value. PENALTIES APPLIED CAN NEVER REDUCE A UNIT'S ATTACK VALUE TO LESS THEN ONE.
Unit Trench Super Trench
Infantry -2 -3
Artillery -3 -4
Tanks -2 -2
Aircraft -3 Can't
Rockets -3 Can't
Trench units are built to guard a single territory from attack from another single territory. When a player builds a trench unit, he must designate the territory it will protect and also must designate which territory it will be facing. The map will show the position of the Trench unit on the border line between those two territories with the arrow facing the opposing side. If the opposing player later builds a trench of their own along that same border, then the map will show a double-sided trench marker facing both directions. Trenchs can be built only if the unit and the province belong to the same nation.
At least one Infantry unit must be in a territory at the start of any turn that a trench marker is to be built in that territory. If an army attacks across a trench and captures the territory it was invading, then the trench and all other trenches that guarded that territory are destroyed. Also, a trench can not be placed along a coastline to guard against the sea.
Home city territories can build trenches by lower cost. For that purpose, nation must have at least 5 infantry units in city at the beginning of the turn and must spend 10 resources to build trenches facing ALL surrounding provinces in the same time. This rule is not available for conquered cities.
A Super Trench is a much more extensive trench network which nations may attempt to develop through weapons research (see Phase 2). It provides better defensive advantages and provides complete cover against attacking aircraft. Any aircraft attacking across a super trench cannot hit any of the defending land troops, and thus the aircraft cannot participate in the main battle and cannot be taken as loses. Aircraft can, however, attack across a super trench if there are defending aircraft in the territory, but they may only battle the aircraft there and not the land units. Tanks attacking supertrenches will not nullify penalties for accompaning infantry.
Note: Trenches protect only units on the first line. If trenches are built in provinces that are not adjacent to enemy provinces, they cannot be used as a shelter against air or rocket attacks.
 

Anti Air Guns

Anti-Aircraft weaponry was a new element in warfare during WWI and thus fairly unreliable at best. Various attempts were made to guard vital industries, bridges and other important resources against aerial reconnaissance and bombing. Extremely large helium balloons were put into the air, each with durable metal cables thick enough to destroy wooden bi planes that ran into them. For the purpose of this game, Anti-Air Gun units represent any and all of the various efforts to damage aircraft.
Each AA unit gets only one die roll against enemy planes entering the given territory; this is not one die role per plane. Multiple AA units may be placed in one territory. The AA roll against aircraft happens before any other combat. Planes destroyed do not get to attack. AA units may not be used in an attack, nor may they accompany troops moving into an enemy territory.
Also, similar to artillery AA guns cannot move if the territory they are in is attacked.
Ships with AA guns mounted can shoot down aircrafts only if attacked. Such ships use AA guns then as though the AA were placed in provinces--one roll for each gun before air attack and then the ships fire during each round of combat as usual (see 4.5 Naval Combat).
 

Rockets

Historically, rockets were not a viable option until WWII with Germany's V-l. However, the potential was there for crude, very short-ranged rockets to have been developed at an earlier time. No nations begin with rocket units, but all have the capacity to research and develop the technology.
Rocket units are land units that may be used in one of two ways. The first type of rocket attack is strategic bombing. If the rocket unit is within range of a city it may shoot at the city and reduce that nation's infantry maximum by 1. If within range of an industrial complex, the rocket may reduce the enemy's saved resources by 2. At the highest technological stage a rocket may reduce the enemy's saved resources by 1D1O. The rocket's second form of attack targets units. A rocket may fire into an enemy held territory within its range and try to destroy any enemy units there. Each rocket gets one shot per turn. If you roll equal to or less than the rocket's attack value on a D1O, then the rocket has destroyed a unit. The choice of which unit to lose is always the defender's (see phase 4.8: Land Combat). No defense roll is possible against rocket attacks. A rocket cannot fire on any turn that it moves. Units protected by a Super Trench are invulnerable to rockets.
Like artillery and AA-guns, rocket units cannot move if the territory they are in is attacked.
 

Battleships

The Ironclads of WWI were the king of the seas. In addition to naval combat, battleships may also shore-bombard to assist beach-landing units. The shore-bombardment attack value of a battleship is different than its normal attack value. Under the attack value listing, a second number is listed which represents its shore bombardment rating. The battleship may shore-bombard each and every round of a naval invasion (beach-landing) combat. The first time a battleship is hit, it is considered only damaged and must be hit another time in order to be destroyed. Damaged battleships may not attack or shore-bombard (attack/support value is 0), but may move and defend. A damaged battleship may be repaired for 20 resources if it had started the turn in a sea zone next to a port controlled by that nation or any of its allies, but the battleship cannot take any action that turn.
 

Destroyers/Cruisers

These are the support ships of the navy. Destroyers only have about half the fire-power of a battleship and can be destroyed with a single hit but are also the fastest ships around. Destroyers cannot shore bombard.
 

Transports

These are military and merchant ships designed to carry troops across sea zones.
All transports begin play with a maximum load capacity of two troop points. An infantry unit uses one troop point to transport and all other land and air units require two troop points each. A transport cannot carry more troop points than its maximum capacity, though its maximum capacity can be increased by weapons research.
A transport that is picking up more than one unit may pick up those units from more than one territory as long as all of the territories are adjacent to the sea zone the transport is in. Likewise, the transport may unload units into different territories so long as all territories are adjacent to the sea zone the transport is in. A transport may move before picking up units, but may not move after dropping them off. If at any time a transport is sunk while carrying troops, then whatever was being transported is also sunk.
 

Aircraft Carriers

Historically, aircraft carriers didn't first see use until the early 1920's, but aviation could have progressed to that point via technological advances. No nations start with aircraft carrier technology, but it may be developed. In addition to needing at least one breakthrough in aircraft carrier technology a nation needs to have fighters with a fuel capacity of 5 or higher (explained later) to launch from an Aircraft carrier. Aircraft carriers grant a nation two great advantages in naval conflicts. First, an aircraft carrier allows extended aerial operations for a limited number of fighters. This can become especially handy when hunting down submarines. More importantly, with fighters onboard an aircraft carrier supplements those other naval units when attacked by land-based aircraft (See phase 4.7: Air Combat).
Aircraft carriers at the lowest technology level can carry 2 fighter units, and, like battleships, require 2 hits to be destroyed. Damaged carriers require 25 resources to repair. A damaged carrier cannot launch fighters though fighters may still land on it.
 

Submarines

Submarines are submersible torpedo boats designed to sneak up on merchant convoys and sink important weapons and supplies. Submarines are able to avoid standard detection through their ability to dive beneath the surface of the water. During game play a submarine is able to share the same sea zone as enemy ships and then target and fight specific portions of the enemy fleets. Historically, submarines were responsible for sinking thousands of tons of supplies and the German submarine fleet nearly drove the British population into starvation in 1915.
During play there are two phases dedicated to the submarine warfare element of the WWI naval conflict. The first of these is the Submarine Detection phase where ships may attempt to locate and sink submarines sharing a sea zone with them. The second is the Submarine Interception phase where submarines may opt to attack segments of the enemy fleets based upon the actions of those ships.
 

Fighters

The typical fighter plane in 1914 was a single propeller bi-plane. The biplane was very limited in range and couldn't carry much in the way of ammunition. With technological advances, these planes become much better, but in the early stages aircraft were used primarily for scouting and tactical strikes not as a major offensive force.
Movement for aircraft works differently than for other units. Movement is measured in fuel expended not distance covered. All fighters begin with fuel points. It takes 1 fuel point to enter any land territory and I fuel point for each round of combat the fighter participates in (Anti-Air shots do not count as a round).
For example: A fighter attacks the territory adjacent to it. It used 1 fuel point to move to that territory. The fighter participates in the first round of combat, which uses another fuel point. With only one fuel point remaining the fighter must now leave the combat and land in a friendly controlled territory adjacent to the territory the combat round was fought in.
Movement into or out of a sea zone requires 2 fuel points This represents the fact that most sea zones are at least twice the size as any land territory. This means that fighters must have a minimum of 5 fuel points before they can enter into a sea zone for combat purposes In the same manner a fighter needs 5 fuel points before it can be used on an Aircraft Carrier.
Fighters have a distinct advantage against land units not covered by antiaircraft weapons (AA) as they are not equipped with the long range heavy weaponry needed to be effective against aircraft. If an attacking force is all air (no land units) and there are no antiaircraft units on defending province, then all defending land units get -3 to their normal defensive value. This penalty is negated if the troops are in a territory with a trench in it. This makes the role of a trench even more important in limiting the attack capabilities of an attacking force.
Using new technologies give fighters decent defensive value against land troops, but attacking value doesn't change against land units except with last available technology. Such advancement is not followed in air combats - more advanced fighters have decent advantage over earlier versions of fighters. To see how newer fighters fight against earlier versions of fighters consult the following table:
Level of own fighters
against enemy fighters
Level of enemy fighters
0
1
2
3
4
0
2
1
1
1
1
1
2
2
1
1
1
2
2
2
2
1
1
3
2
2
2
2
2
4
3
3
3
3
3
Example: French has fighters level 2 vs German fighters level 1: French uses 2 as attacking value in air combat against Germans, but Germans use only 1.
Example: Germans has fighters level 4 vs Russian fighters level 3: German uses 3 as attacking value in air combat, while Russian uses 2.
 

Bombers

With the exception of Italy, in 19l4 no nation had truly developed bombers for use in the military. Bombers were basically larger bi-planes designed to travel longer distances and carry more bombs. This was accomplished by sacrificing the bi-plane's maneuverability--thus, giving all bombers a combat value of 1 in air combats.
Bombers may be used in one of several ways. Bombers may attack units just as fighters can. Bombers may also do industrial bombing and tactical bombing (see Phase 4.1: Industrial & Tactical Bombing). Bombers expend fuel for movement and combat in the same way as fighters. Bombers may not be stationed on aircraft carriers.
Also, instead of combat an aircraft may choose to rebase itself. When rebasing an aircraft can not attack nor fly over enemy territory. A rebasing aircraft, either fighter or bomber, will have doubled standard movement for the turn. If aircraft is rebasing over enemy controlled sea zone then it will spend 4 movement points instead of 2.
 
 

Industrial complexes

These represent major industrialized regions within a certain territory. All newly purchased Artillery, Tanks, Anti-Air Guns, Rockets, Fighters and Bombers must be placed on the maps within territories where the producing nation has Industrial Complexes. The Industrial Complex must be in a territory under the producing nation's control at the beginning of that nation's turn in order for any newly built units to be placed there during the unit placement phase. Newly built Industrial Complexes may only be placed:
1) In a territory originally held by the nation.
2) Territory under the nation's current control.
Industrial Complexes have a defense rating of 1. If a player chooses, the Industrial Complex may participate in the defense of the territory it is in, but if it does it is subject to possible destruction like any other unit. If the Industrial Complex does not participate in the battle it can not be destroyed.
Industrial complexes have no limit to the number of units that may be built in them within a single turn except in colonies.
 

Ports

Ports represent a nation's access to ships. Newly constructed ships may only be placed into a sea zone adjacent to a territory containing a port held by the nation producing the ships. Ports, like industrial complexes, have a defense rating of 1 and have the option of participating in combat if the territory they are in is attacked.
Most importantly, ports are the places where the nation (or side) who own them can have additional defense using small combat boats. For each three naval units the nation with the port have there during the combat, she receives 1 virtual defender (rounded up) who attacks and defends at 0 but can be used as casualty.

Note: By default both Industrial complexes and ports would not participate in any defense of a territory. Any nation willing to use it for a defense must give an order if they would participate in combat.
 

Cities

Cities are marked on the map by small circles in certain land territories. Cities represent areas of high population and are the easiest locations for newly formed (Purchased) infantry units to enter the game. Infantry units may be placed in territories containing no cities, but an additional 5 resources must be spent for each infantry placed on the maps in that fashion. A nation must have control of any territory in order for an infantry unit to be placed at all. Infantry can only be placed in territories originally held by the purchasing nation at the beginning of the game.
Cities can be auxiliary building center for building new artillery units, but the price is high. One must pay additional 10 resources for each artillery unit built in this way.
Cities also have a defensive rating of 1 and participate in the defense of the territory they are in. Cities cannot be destroyed, nor can they be chosen as a casualty in combat. A city stops rolling defense against an invading force when there are no other friendly units remaining in that territory (excluding industrial complexes and ports), at which time the territory would fall under enemy control (assuming the invaders had surviving units).

Conquest

A nation is considered conquered when all of its supply centers have been captured or destroyed. Supply centers are all territories which belonged to the nation on the start of war. A conquered nation may no longer collect resources or build units though its existing units may continue to fight on. A conquered nation may also choose to declare a "government in exile" and name a host nation for its armed forces. The host nation must be an ally. The host then assumes command of the forces of the "government in exile" . The exiled nation's units may function as units of the host's army (i.e., movement and combat) and will remain under the host's control until the conquered nation is liberated. Liberation occurs once the conquered nation's capital has been allied controlled for two full turns. While a government is in exile, all of its remaining territories not already captured by the enemy are assumed to be territories originally held by the host nation.
Example: If Bulgaria is a Central Power nation and occupy and incorporate Serbia earlier in the game, then if the territory of Bulgaria is conquered by Allied Powers then, rather then losing resource points of Serbia, Bulgaria can name Austro-Hungary as the host nation, and Austro-Hungary will, then, collect resources from Serbia until Bulgaria is liberated again.

Surrender:

At the end of any turn, any nation may offer to conditionally surrender to enemy nations. The surrender does not have to be accepted, but if any nation declines, it may influence the entry of a Neutral Major Power (see Phase 9). The nation that offered the surrender remains at war with any nations that do not accept the surrender.
If the nation is in main war and offers surrender to the nations of the opposite side, then if the majority of the opposite side accepts surrender (default) they cease fighting and surrender is considered accepted to ALL nations of the opposite side. If the majority of the opposite side declines then they ALL continue fighting. In both cases, all declining nations are counted to see how it would influence the entry of a Major Neutral Powers.
For this game purpose, all resource income points are considered to be one vote, that means that major nations have major influence in considering if the surrender is to be accepted.
The terms of surrender are as follows: The surrendering nation and all nations that accept the surrender are no longer at war. If the surrendering nation has control of territories originally held by the nation(s) accepting the surrender, all of those territories revert back to their original owner's control. Any units owned by the surrendering nation wihin those territories are moved to the nearest territory still under the surrendering nation's control.
Any territories held and incorporated by the nation(s) accepting the surrender (victorious nations) remain under those nation's control. The victorious nation(s) cannot declare war on the surrendering nation on any future turn. The surrendering nation must give 1/4 of the remaining resources it collects every turn to the victorious nation(s) (rounded up). This giving of resources (war tribute) continues until such a time that the surrendering nation is again at war with the victorious nation(s) or two full years have passed (12 turns) since the surrender. The surrendering nation may declare war upon the victors again any time after three turns have passed since the surrender, but doing so may effect the entry of Neutral Major powers. A nation may surrender only once per game. If they have surrendered, then re-enter the war, they may not offer to surrender again. They may, however, still accept surrenders offered to them.

Local War

Any war, other then limited war described below, declared by one neutral nation against the other neutral nation is considered to be a local war. Local war lasts until one side or another conquer one province (or more in the same turn) or if the peace is declared. Local war can have big influence on other neutrals and main war nations.

Limited War

Few nations have oportunity to declare limited war against their neighbours. Duration of limited war and who can declare limited war are described in special actions for certain neutrals. Limited wars cannot have influence on other neutrals.

Replacement Pool:

All players, that didn't succeed to have leadership over one of major nations or starting minor nations, will be put on the replacement pool table. Players need to leave data about name, e-mail address and what side they would like to join.
If minor neutral joins the main war or if any of the main war nations position is vacant, then the side with vacant position can pick the player from the list and if they agree with position they must contact moderator to do a replacement.
If major neutral nation position is vacant then moderator should pick replacement. If minor nation is attacked by major neutral then moderator should fill the position from replacement list, too.

Initial Deployment

Game starts after all active players deploy their units on the map. 50% units (rounded up) are deployed in predeterminated provinces/sea zones, last 50% (rounded down) should be deployed by active players for each nation at the own provinces and at the sea zones adjacent to own land provinces. Units cannot be deployed onboard transports. Also, if two or more enemy units share the same sea zone, then all units will be removed to appropriate sea zone adjacent to own land provinces by moderator choice.
No one can deploy units prior to first turn in allied lands or to colonies (for British Commonwealt, German Empire and French Empire only)

The Alliances:

The First World War began due to an interlocking series of defensive alliances, with the hot point beginning in the Balkans in a dispute between Serbia and the Austro-Hungarian Empire. The Central and Allied Powers begin with the following member nations:

Central Powers:

German Empire
Austro-Hungarian Empire

Allied Powers:

Russian Empire
French Empire
Serbia
Japan begins the game at war with Germany, though is not yet at war with any other Central Power nations and is not specifically allied with the Allied Powers.

Cooperation

All nations currently allied with each other may share territories and jointly participate in multi- national attacks. Nations allied in one of the major alliances cannot change allegiance until the end of war (with the exception of Bolsheviks).

Neutrals

The Ottoman Empire, Italy, British Empire, Japan, China, Spain and the USA begin the war as major neutrals and may be influenced by certain actions and events. All things and events affecting major neutrals would be known only by themselves and some things that affect other neutral nations or nations in main war would be known to subjects either.
All neutrals, except Japan and British Empire, must collect 10 points for one side or another to be able to declare themselves as a member of Central Powers or Allied Powers and to declare war against oposite camp. All minor neutrals have starting status, which is written in National Standings page where if they are dead neutral, then they have 0 points, if they are favorable to Central Powers camp then they start with -5 points, and if favorable to Allied Powers camp they start with +5 points.
Minor neutrals are affected with diplomatic influence where they can have 0-8 points in favor of nation (and camp) that succesfully attempted diplomacy influence on them, and several points if some actions are done against them.
Any neutral nation which reaches 10 or more cannot declare new local war even if she lose points by influence or because of some events in next turns and even if she is below 10 in next turn(s). If she is below 10 points, neutral nation cannot join main war by will until 10 points are reached again.

Note: if there is written 0-5 points or 0-3 or something like that, then it means that random number is drawn between 0 and 5 or 0-3 respectively.
Note: if minor (non-player) neutral reaches status when it can declare herself as a member of one camp or another, then notification about it would be sent to influenting side and then they can choose a player from the replacement pool to take command over that nation. Influenting side, however, wouldn't know which nation is going to join them, until when a player is chosen. If new player is not chosen, then minor neutral can lose status in next turn if influenced by oposite side or if some events force it to lose status.

Things and event that affect major neutrals are explained below:

The Ottoman Empire

While neutral the Ottoman Empire only collects half of the full income per turn (rounded up). While neutral the Ottoman player may opt to declare war on neutral minor and neutral major nations. If it enters such a war, while at war with a neutral minor nation the Ottoman Empire will collect 3/4 of full income per turn (rounded up). If at war with a neutral major nation, the Ottomans may collect their full amount of resources per turn. While Ottoman is engaged in a minor war it can not enter the primary war.
Ottomans must collect 10 points to enter the main war on one side or another which can be awarded by certain actions and events:
- Each turn Ottomans can have 0-7 points toward CP side because of strong German presence in the Ottoman army,
- if the Russian fleet leaves the Black Sea for any reason, then 0-10 points toward CP side,
- if Arabia or Persia enter the main war on the Allied Powers side, then 0-5 points toward CP side for each country,
- if Arabia or Persia enter the main war on the Central Powers side, then 0-5 points toward AP side for each country, this event is taken only if Arabia or Persia are not attacked by Allied Powers nations,
- if British Option #2 is done when British Empire is alligned with the Allied Powers, then 0-10 points toward Allied Powers side,
- if Bulgaria enters the main war on Central Powers side, then 0-10 points toward Central Powers side,
- The Ottomans can influence themselves toward Allied Powers side  for  0-10 points for 10 resources spent.
If attacked by Allied Powers, Ottomans enter on the Central Powers side. If attacked by Central Powers Ottomans enter on the Allied Powers side.
When Ottomans achieve 10 points for one side or another, then Ottomans cannot declare new war against neutrals before Ottomans enter the main war but can choose when would they declare themselves as Allied Power or Central Power whichever status they reached.
If, for whatever reason, the Ottoman Empire ever declares war on the Central Powers, there is a chance that the German officers that were so abundant in the leadership of the Ottoman armies will rebel launching the Ottoman nation into a civil war. There is a 7 in 10 chance of this happening. If it does happen, then roll 1D10 for each and every Ottoman unit, excepting those troops in Constantinople, which will remain loyal to the Ottoman nation. For all other units, there is a 4 in 10 chance that it will follow the German leadership and rebel. For those units that rebel, they will be replaced with German units of the same type without adding to total German manpower. If rebel units share the same territory as Ottoman units after these rolls have been concluded, then conduct a battle between these forces with the German units considered to be the attackers. Disregard the effects of any trenches protecting such territories for these battles. Once everything is resolved, if there are any German units remaining, then the German player will control those units henceforth and they will be treated as German units, with any territory they hold being under German occupation, though not yet incorporated.

Italy

Italy begins the war as a neutral. While neutral Italy only collects half of its full income per turn. While neutral the Italian player may opt to declare war on neutral minor nations and neutral major nations. If it becomes at war with a neutral minor nation, then Italy shall collect 3/4 of full income per turn for the duration of that war. If at war with a neutral major nation, then it will collect its full amount of resources per turn.
Similar to Ottoman Empire, Italy must collect 10 points to enter the main war on one side or another which can be awarded by certain actions and events:
- Because of initial success of Allied Powers diplomacy and secret service, Italy can have 0-3 points toward Allied Powers side each turn,
- If the Central Power capture the territory of Paris, the 0-20 points toward Central Powers side and then Italy can have 0-3 points toward Central Powers side each following turn,  i.e. Italy is leaning toward Central Powers side,
- If Austro-Hungary gives the territory of Trieste, in addition to paying 15 resources, then, on roll 7, 8, 9 or 10 on D10 die, Italy can have 0-20 points toward Central Powers side and the following turn Italy can have 0-3 points toward Central Powers side each following turn, i.e. Italy is leaning toward Central Powers side. However there is 10% chance that it would fail (on roll 1 on same D10 die roll) and then Italy can have 0-20 points toward Allied Powers side instead toward Cental Powers side,
- If France gives the territory of Marseille, in addition to paying 15 resources, then, on roll 7, 8, 9 or 10 on D10 die, Italy can have 0-20 points toward Allied Powers side and the following turn Italy can have 0-3 points toward Allied Powers side each following turn, i.e. Italy is leaning toward Allied Powers side. However there is 10% chance that it would fail (on roll 1 on same D10 die roll) and then Italy can have 0-20 points toward Central Powers side instead toward Allied Powers side,
- If France pays 15 resoures there is 20% chance (1-2 on D10) that Italy can have 1 point more per turn toward Allied Powers side (and 1 point less per turn toward Central Powers side). That can be done once per turn,
- If France loses Alsace-Lorraine or Britian loses the territory of Suez to the CP, then Italy can  have 1 point more per turn toward Central Powers side (and 1 point less per turn toward Allied Powers side). This is negated when France and British Empire recover the territory(ies) This is cumulative per province.
- If Germans lose Ruhr or Austro-Hungaria lose Trieste or Bosnia then Italy can  have 1 point more per turn toward Allied Powers side (and 1 point less per turn toward Central Powers side). That is negated when Central Powers recover the territory. This is cumulative per province.
- If British Empire declares war on Austro-Hungary and Germany unprovoked, then Italian government feels obligation to honor the Triple Alliance pact, but attracted by French promises they also feel that they can "forget" it. The following table reflects it:
1 Italy gets 20 points for the Allied Powers side 
2-3 Italy is twice attracted toward Allied Powers side (if current affiliation is toward Allied Powers) or changes affiliation to Allied Powers side (if current affiliation is toward Central Powers)
4 No changes
5-8 Italy changes affiliation and goes toward Central Powers side (if current affiliation is toward Allied Powers) or Italy is twice attracted toward Allied Powers side (if current affiliation is toward Central Powers)
9-10 Italy gets 20 points for the Central Powers side.
This can happen only if Italy is leaning on Allied Powers side less then 6 points (or if Italy is leaning on Central Powers side). If Italy is leaning on Allied Powers by 6 or more then 6 points then Italy will simply be attracted twice toward Allied Powers side. Whatever is done, there would be no notifications about this event to Central Powers or Allied Powers side.
- Any nation may spend 20 resources for a 10% chance (1 on D10 die) to coax Italy to switch its affiliation prior to it actually entering the war. In other words, since Italy begins leaning towards the Allied side, if Germany or another Central power were to spend the 20 resources and get a successful roll, then Italy would be destined to enter on the Central Power and would collect 0-4 points toward Central Powers side instead of the Allies. And if Italy's affiliation changes, the opposing side may then spend money to try and sway Italy back with 0-4 points for Italy toward that side. Nations which belong to the side Italy is leaning towards may also spend the money for an attempt (at 10%) to block a successful attempt made by the opposing side (ie. Italy is leaning twice toward that side). Italy gets to keep the 20 resources.
When Italy achieves 10 points (or more) for one side or another then Italy cannot declare new war against neutrals before Italy enters the main war, but can choose when would they declare themselves as Allied Power or Central Power - whichever status she reaches.

Japan

Japan begins the war only collecting 15 of its resources each turn. This is representative of the fact that WWI was a mere opportunity for Japan to seize Germany's Pacific holdings. However, the Japanese player may opt to use the event of the war and the fact that most world-class powers are otherwise occupied in an attempt to gain even more territorial gains. Japan is neutral in this regard;  they are not allied with the Allies or the Central Powers, rather they are out for their own interest and gains. As such Japan has a variety of options available to it and can declare both limited wars and major wars on both sides, Russia, and China.
At any time Japan may spend 25 resources to gear up its war industries and begin collecting 40% (30 resources) of its full income per turn. The turn following this action, Japan has a wide variety of options available to them. These are detailed below:
1) Japan may declare war on the Ottoman Empire. If they do this Japan will collect an additional 10 resources per turn.
2) Japan may declare war on the Austro-Hungarian Empire. If they do this Japan will collect an additional 10 resources per turn.
3) If Japan is at war with the Ottomans and Austrians, if any Central Power nation captures the Suez Canal, then Japan may begin collecting an additional 10 resources per turn.
4) Japan may declare a limited war on Russia. While the war continues, Japan will collect an additional 10 resources per turn. The war ends when Russia captures Korea or Japan captures any two Russian territories. Any time while Japan is in a limited war with Russia or after they have won a limited war with Russia, Japan may pay 15 resources to go to full war with Russia. If in a full war with Russia, Japan will collect its full amount per turn for the duration of the war.
Note: for all above actions Japan will be penalized if no real actions are done as mentioned in Phase 1.1. Declaration of war, also, all actions done by Japan can have consequences in other neutrals status so Japan must consider every movement.
5) Japan may declare war on China. If they do so this will be a full war and Japan will collect its full amount of resources for the duration of the war. If China had entered the war prior to Japan declaring war on it, then a declaration of war on China will mean a declaration of war on all nations belonging to the side China belongs to.
6) Japan may declare war on the Western Allies. This would be all Allied nations except for Russia. Japan will collect its full number of resources per turn until the end of the game.
If at any time, other than Russia capturing Korea in a limited war with Japan, Japan loses one of its original territories, then Japan will go to full war production. All of the above are merely increases on the maximum number of resources Japan is allowed to collect per turn. In no circumstance will this allow Japan to collect more resources per turn than the total resource value of all the territories under Japan's control. Also, no nations may lend money to Japan until Japan is collecting its maximum number of resources per turn free of restrictions.

China

China begins the game neutral and only collects 12 resources while it remains neutral. At the start of play no nations may attempt to influence China.
China can enter into limited wars with Germany, Britain, France, and/or Russia or with adjacent minor neutrals. Before declaring any limited war China must pay 15 resources to gear up its war time economy. Then while engaged in any limited war, China will collect 60% of full income per turn (initially 25). China may also freely declare war on any minor neutral nation which it shares a border with. Any minor war with China ends when China captures one territory belonging to the opposing nation or that nation captures one Chinese territory, or both nations agree to a cease of hostilities. While China is engaged in a minor war, it can not enter the primary war.
Britain, France, and Germany all have the option of giving China a territory to open diplomatic channels with China or even more. Britain would have to surrender Hong Kong, France Indo-China, and Germany Jiaozhou. If any of these nations select this option, then the nation selecting this option (not their allies) may begin to diplomatically influence China for 0-3 points per attempt and that costs 10 resources. For more informations see British option #2 (Allied Powers) or #1 (Central Powers), French option #4 and German option #1.
And last, but not least, China can influence herself to join the main war, but only if the economy is raised to 60% of full income. The goal is to reach 10 points toward the desired side to join the main war. To achieve that the price is high - 15 resource points for 0-2 points toward the desired side in main war. However, if China were to roll 0 twice in a row, and if still neutral, then the tidings in China will cause political elements to try to join both sides and with same price both sides will get 0-2 points per turn at once. Both political blocks would start from previously achieved points and will be influenced by tidings of the world situation separately. Whenever 10 points is reached, then China can join the main war at will in the following turn. If China doesn't declare war then, points will be accumulated for both sides.
If 10 is reached for both Allied Powers and Central Powers side simultaneously, then civil war occured. Army will split between units loyal to Chinese republic and units loyal to Emperor. For each unit there would be a die roll and on 1-6 units remain as republican units (for current player), and on 7-10 units become imperial units (new player). If there are units from both fraction in the same province, then they would fight acting both as attackers. After this turn is resolved both sides collect full amount of resources until the end of hostilities and after that the winner takes the charge over China and can join the side for which his fraction was leaning toward. If she doesn't join the main war, then China collects 60% of full income until they enter the main war, or are attacked from another major neutral.

Spain

Spain begins the game neutral, with a fresh memory of the Spanish-American war. Because Spain lost that war and because Spain found out that they are not capable of competing with larger European Powers for a world domination, Spain is not willing to start new war again.
Spain, as all minor neutrals do, only collects 1/4 (rounded up) of the full income while neutral. While Spain collects only 1/4 of the full income, her possibilites are minimized--Spain can only be influenced similar to minor neutral and wait for the outcome. However, Spain must collect 10 points to enter the main war on one side or another. When influenced (for 10 resources and on 9 or 10 on D10 die) Spain obtains 0-3 points toward the side that attempts influence.
France cannot try to influence Spain while Spanish garrison rule exists. To override Spanish garrison rule France must do French option #1.
United States cannot influence Spain. Furthermore, If US enters the war before Spain, then there is 2 in 10 chance that Spain will have 0-20 points toward opposing side--see Spanish/American Relations.
But, if Spain spends 40 resources, she can boost economy to higher level, thus collecting half of the full income (rounded up). Following this, any attempt to influence Spain is worth more so Spain can have 0-5 points toward the side that attempts influence.
When Spain is collecting half of full income there are various opportunities for Spain:
1) Spain can declare war on any minor neutral and while in such war she collects 3/4 of the full income (rounded up) during the war.
2) Spain can opt to influence herself toward one side or another--for a cost of 10 resources and 9 or 10 on D10 die she will receive 0-3 points toward that side.
3) Spain can opt to declare war on any major neutral nation, for free and only if hit 1 or 2 on D10 die.
When Spain achieves 10 points for one side or another, then Spain cannot declare new war against neutrals before Spain enters the main war, but can choose when would they declare themselves as Allied Power or Central Power whichever status she reached..

United States of America

The US begins the war as a neutral and is very much seeking an isolationist policy. While neutral the US collects only 15 resources per turn. The US player can spend 40 resources at any time to gear up its war spending and begin collecting 35 resources per turn.
The US has the opportunity to join either the Central Powers or the Allies, though it is much more likely to join the Allies. The US Public Opinion, henceforth referred as "US Entry," will be tracked by a number that starts at zero and may go up or down depending on global events. If at any time the US Entry reaches 10, then the US may join the Allies on the following turn. If the US entry reaches -10, then the US may join the Central Powers on the following turn. These events are detailed below:
1) US Trade to Russia is cut off: + 0-2
2) Naval blockade of US trade to Germany or Britain (as CP): 2 in 10 chance of - 0-2
3) Naval blockade of US trade to Britain (as AP) or France: 2 in 10 chance of + 0-2
4) Japan declares full war on Russia: + 0-2
5) Japan declares war on China (while China is neutral): - 0-4. Also, chance that USA will declare war on Japan (1-5 on D10 die).
6) Zimmerman Note is discovered: + 0-4
7) British Propaganda is discovered: - 0-6
8) Nation from side the US currently favors surrenders: 0-2 Points towards that side.
9) Nation from side the US currently favors is conquered: 0-4 Points towards that side.
10) Refusal to accept an offer to Surrender. 0-2 point against the side which refuses the surrender.
11) End of turn economic roll: - 0-2/ + 0-2 see below.
At the end of every turn roll 1D10. The US will naturally favor the side which is producing the greatest number of resources. On a roll of 8, 9 or 10 the US Entry will move 0-2 points towards the side with the greater resource production. On a roll of 1 the US entry will move 0-2 points toward the side with the lesser production.  Japan automatically counts towards Allied productions unless it has opted for war with the western allies.

US Playing Options

The US begins play collecting 15 resources. Also, while neutral, the US automatically lends 10 resources to England, 8 resources to Germany, and 5 resources to France and there is opportunity for 5 to Russia, too--see Variable US trade section. These are not gifted resources, but representative of the US merchants selling wartime goods on credit to these nations. These resources do not count against the US production, but the trade stops once the US enters the main war.
There is a list of options US can do while neutral.

Option #1: Gear Up Production

The US player may spend 40 resources at any time to raise its resources collected per turn to 35.

Option #2: Declare War on Neutrals

The US player may attempt to enter into wars with neutral minor nations and neutral major nations, though this will not be easy. To enter into such a war the US player must seek to get a declaration of war approved by the US Congress and have to raise economy (US Option #1). They must spend 10 resources per attempt and can only make 1 attempt per turn. If seeking war on a minor nation, then there is a 4 in 10 chance the declaration of war will be approved. When seeking war on a neutral major nation, there is only a 2 in 10 chance of it being approved. Should the declaration of war attempt fail, then the US entry status (see below) will shift 0-2 points closer to zero. If at war with a minor nation, the US will not collect any additional resources per turn. If at war with a major nation, then the US will begin to gear towards full war time production.

Option #3: Lend Resources

The US, being neutral and a major supplier of wartime goods, may opt to gift resources to any nation active in the main war. They must gift at least 5 resources if they chose to gift any. Unlike other nations, ALL of the gifted resources arrive to their destination rather than just half. These resources come out of the US player's saved resources, NOT the resources the US is not currently collecting. If the US lends resources to a nation on the side the US Pubic Opinion is currently leaning towards, there is a 1 in 10 chance that the US Public Opinion will move 0-2 points towards the opposing side.
Hence if the US Entry is currently at 3 and the US gifts 10 resources to Serbia, there is a 1 in 10 chance the US Entry would drop by 0-2 points. If the US gifts the resources to a nation belonging to the side which US Public Opinion is not leaning towards, there is a 2 in 10 chance the US Entry will move 0-2 points towards the side the Public Opinion currently favors. If US public opinion is at zero, then no effect can happen to it by the gifting of resources.

Option #4: Influence Public Opinion

The US player can try to take his/her destiny into his/her own hands and launch a media campaign to try and influence the US Public and other branches of government. This can be done once per turn and costs 10 resources per attempt. 1D10 is rolled. On a 7, 8, 9, or 10 the US Public Opinion will move 0-2 points in the direction the player wanted it to. On a  roll of a 1 the US Public will move 0-6 points in the opposite direction.

Option #5: Influence Minor Nation

This option allows the US player to try and influence minor neutral nation towards joining either the Allied or Central Powers side, just as if any active participant had tried to make a diplomatic influence attempt. It cost the US 15 resources to attempt this while neutral. There is a 2 in 10 chance of success (9 or 10 on D10 die), just like any standard diplomatic roll. There is also a 1 in 10 chance (1 on D10 die) that the US Public Opinion will find out about these dealings and shift 1 point towards the side the US player had not tried to influence the nation towards.
Example: If the US player, regardless of where the US Entry is at, tries to influence Arabia towards becoming allied to the Allied Powers, there is a 2 in 10 chance that US Public Opinion will shift 1 point towards the Central Power side. This roll is independent of the roll to determine the success of the diplomatic attempt.

British Empire (while neutral)

The British Empire at the start of the game is considered neutral. While neutral British Empire collects only 1/2 of its full income. When British Empire enters the main war, then it collects full income.
Government of British Empire feels that steaming German industrial power should be considered as a great threat for their supremacy on world seas and for British influence on the continent. German steel industry already outmatched British, and German fleet is quickly built and now is considered as a threat to British fleet. Because of their concern, British, when neutral, are not able to declare war on any major neutral or minor neutral but have free option to join main war if some events occur or to join main war unprovoked.
The British Empire enters the main war on the Allied Powers side if the following events are done:
1. German fleet crosses Skagerrak and enters open sea (including submarines, empty transports excluded),
2. Central Powers attack or incorporate any province belong to British Empire at the start of the game or attack any unit belong to British Empire,
3. Central Powers attack Belgium or Denmark,
4. Russian Empire loses three provinces to Central Powers including Japan if Japan declares full war against Russian Empire,
5. Central Powers (Germans or Austro-Hungary) lose two provinces to Allied Powers,
6. Central Powers take Alsace-Lorraine,
7. Any other neutral major nation enters the war on Central Powers side.
British Empire enters the main war on the Central Powers side if the following events are done:
1. Allied Powers attack or incorporate any province belong to British Empire at the start of the game or attack any unit belong to British Empire - warning, for this purpose Japan is counted as Allied Power,
2. France attacks Spain if Spain is still neutral.
If at least one of above events is accomplished (either Allied Powers option or Central Powers option) then British Empire can have Causus Belli to join main war and is not considered to join main war unprovoked.

Major nations and colonies

Canada, South Africa, India and Australia follow the British Empire when British Empire join the main war. Gifting of resources between British Empire, Canada and Australia is without penalties and comes in phase 8 like any other transfer of resources. Canada, India, South Africa and Australia receive only 1/4 of the full income while neutral. Canada and Australia cannot declare war to any minor neutral alone, nor they can join the main war without British Empire. Additionaly, as British Empire, India, South Africa, Canada and Australia forms Commonwealth, they share knowledge about technology advancements. Therefore, any technology advancement, known by one member of Commonwealth, is automatically known to other members. However, only one try per technology in single turn is allowed for research.
Similar to British Commonwealth, France and French colonies and Germany and German colonies share technology, but only one try per technology in a single turn is allowed for research.

General note regarding Major neutrals and their actions against minor neutrals

All major neutrals that took aggresive actions against minor neutrals must know that this actions also affect all major and minor neutrals, but the effect is delayed until mentioned major neutrals enter the main war. Only when they enter the main war, these points are added to other major and minor neutral status. Limited wars are not affected with this rule.
In the table below, there are events regarding main war that can affect neutrals if some events happen:
No.
Event
Ottoman
Empire
Italy
Spain
China
USA
Distant
minor
neutral
Neighbouring
neutral
1
CP declare war against neutral nation*
0
+0-5
+ 0-2
+ 0-2
+ 0-3
+ 0-2
+ 0-3
2
AP declare war against neutral nation*
- 0-3
-0-5
- 0-2
- 0-2
- 0-3
- 0-2
- 0-3
3
Ottomans join CP
n/a
- 0-2
+ 0-1
0
- 0-3**
-0-1
- 0-2
4
Ottomans join Allies
n/a
+ 0-2
- 0-1
0
+ 0-3
+0-1
+ 0-2
5
Italy joins CP
- 0-4
n/a
- 0-1
0
- 0-4
- 0-1
-0-2
6
Italy joins AP
+ 0-3
n/a
+ 0-1
0
+ 0-4
+ 0-1
+0-2
7
Spain joins CP
- 0-4
- 0-4
n/a
+ 0-1
- 0-2
-0-1
- 0-2
8
Spain joins AP
+ 0-3
+ 0-4
n/a
- 0-1
+ 0-2
+0-1
+ 0-2
9
China joins CP
- 0-2
- 0-2
- 0-2
n/a
- 0-4
-0-1
- 0-2
10
China joins AP
+ 0-2
+ 0-2
+ 0-1
n/a
+ 0-4
+0-1
+ 0-2
11
USA joins CP
- 0-2
- 0-6
+ 0-2
- 0-20
n/a
-0-3
- 0-2
12
USA joins AP
+ 0-2
+ 0-6
0
+ 0-20
n/a
+ 0-3
+0-2
13
Japan joins CP
- 0-2
- 0-2
0
+ 0-18
+ 0-4
-0-1
- 0-2
14
Japan joins AP
+ 0-2
+ 0-2
0
- 0-10
- 0-4
+0-1
+ 0-2
15
British Empire enters the war on CP side unprovoked
-0-2
- 0-1
- 0-1
- 0-2
+ 0-20
+ 0-2
+ 0-2
16
British Empire enters the war on AP side unprovoked
+0-1
see Italy
+ 0-1
0
- 0-3
0
0
17
Minor neutral joins CP
- 0-1
- 0-1
- 0-1
-0-1
- 0-2
- 0-1
- 0-2
18
Minor neutral joins AP
+ 0-1
+ 0-1
+ 0-1
+0-1
+ 0-2
+ 0-1
+ 0-2
*If main war side declare war against neutral nation, then events in rows below also apply.
**Ottomans can inflict points on USA only if enter the war on CP side in first three turns.

Example:
Allied Powers declare war against Netherland:
- Netherland automatically joins CP. All neutral nations get points in following way: Ottomans 0-1 and 0-3 against Allied Powers, Italy 0-1 and 0-5 against AP, Spain 0-1 and 0-2 against AP, China 0-1 and 0-2 against AP, USA 0-2 and 0-3 against AP, Belgium and Denmark (as neighbouring neutrals) 0-2 and 0-3 against AP, all other neutrals 0-1 and 0-2 against AP.

Next table presents diplomatic response for neutrals if some neutrals takes aggresive actions. All responses are done against aggresive nation in the column Events, but their effect is delayed until aggresive nation joins main war.
No. Event Ottoman
Empire
Italy Spain China USA Distant
minor neutral
Neighbouring
neutral
1 Ottomans declare war
against major power
0-6 points
toward zero
0-4 0 0-2 0-4 0 0-2
2 Ottomans declare war
against minor neutral
0 0-2 0 0-2 0-4 0-2 0-4
3 Italy declares war
against major power
0-2 0-6 points
toward zero
0-4 0-2 0-4 0 0-2
4 Italy declares war
against minor neutral
0-2 0-2 points
toward zero
0-2 0-2 0-4 0-2 0-4
5 Spain declares war
against major power
0-2 0-4 0-6 points
toward zero
0-2 0-4 0 0-2
6 Spain declares war
against minor neutral
0-2 0-2 0-4 points
toward zero
0-2 0-4 0-2 0-4
7 China declares war
against major power
0 0 0 0-6 points
toward zero
0-4 0 0-2
8 China declares war
against minor neutral
0 0 0 0 0-4 0-2 0-4
9 USA declare war
against major power
0 0 0-6 0 0-6 points
toward zero
0 0-2
10 USA declare war
against minor neutral
0 0 0-2 0 0 0-2 0-4
11 Japan declares war
against major power
0 0 0 0-10 0-4* 0 0-2
12 Japan declares war
against minor neutral
0 0 0 0-4 0-4 0-2 0-4
*If Japan as neutral declares war against China as neutral then there is 50% chance that USA (as neutral) will ally China in the war against Japan, 20% is chance for each following turn.

Example:
Italy declare war against Switzerland:
Ottomans will take 0-2 points against Italy which will come in effect when Italy joins main war and if Ottomans are still neutral, Spain and China will have 0-2 points, USA will have 0-4 points, Belgium (neighbouring neutral) will have 0-4 points and other minor neutrals will have 0-2 points against Italy which will come in effect when Italy joins main war and if mentioned neutrals are still neutral in that time.

Next table represent events that affect neutrals when some nations deliberately forbid pass through major straits, but some other events are here too. All values are considered after each turn and taken against nation that took aggresive action. If nation is not in main war then effect is delayed until aggresive nation joins main war.
No. Event Ottoman
Empire
Italy Spain China USA Distant
minor neutral
Neighbouring
neutral
1 Panama canal is closed 0 0 0 0-1 0-1 0-1 0-1
2 Gibraltar strait is closed 0-1 0-2 0-2 0 0-1 0-1 0-1
3 Suez Canal is closed 0-1 0-2 0-1 0-1 n/a 0-1 0-1
4 Bosporus-Dardanelle strait is closed n/a 0-1 0-1 0 0-1 0-1 0-1
5 Main war nation declares
unrestricted submarinewarfare*
0-1 (0-1) 0-2 (0-1) 0-1 (0-1) 0-1 (0-1) 0-2 (0-1) 0-1 (0-1) 0-1(0-1)
6 More then 5 units of main war nations
deployed in adjacent province
0-2 0-2 0-2 0-2 0-2 n/a 0-2
*In brackets are values for each consecutive turns, other value is for first turn event takes effect.

Example:
Ottoman Empire declares Bosporus-Dardanelle strait closed for any nation. All neutral nations except China gets 0-1 point against Ottoman Empire while Ottoman Empire is neutral, or 0-1 point against side the Ottoman Empire is a member.

In next table are events that comes in effect if main war nations declare war or by any other means affect nations that are involved in local war.
Event
Attacked
neutral
(A)
Involved
neutral
(B)
against
C
Italy,
Ottomans
against C
USA,
China,
Spain
against
C
Other
neighbouring
minor
neutrals
against C
Other
distant
minor
neutrals
against
C
B against C
each
consecutive
turn if  B is 
still in
war with A
Other neutrals
each
consecutive
turn against B
if still in war
with A
Main war nations (C)
declare war against
neutral major nation (A)
joins
opposite
camp
n/a 0-5 0-2 0-3 0-3 n/a n/a
Main war nations (C)
declare war against
neutral minor nation (A)
involved in local war
joins
opposite
camp
0-7 0-3 0-2 0-6 0-3 n/a n/a
Main war nations (C)
succesfully influence
minor nation (A) involved
in local war
(if favorable to C)
n/a 0-6 - 0-1 - 0-1 - 0-1 - 0-1 0-3 0-1
Main war nations (C)
succesfully influence
minor nation (A) involved
in local war
(if not favorable to C)
n/a 0-6 0-2 0-2 0-2 0-2 0-3 0-1
Main war nations (C)
attack major neutral
nation (A) involved in
local war with minor
neutral nation
joins
opposite
camp
ends
war
0-5 0-2 0-3 0-3 n/a n/a
Main war nations (C)
attack major neutral
nation (A) involved in
local war with another
major neutral nation
joins
opposite
camp
0-7 0-3 0-2 0-3 0-3 n/a 0-1
Example:
Ottoman Empire and Italy are in war with each other, Allied Powers declare war against Ottoman Empire:
Ottoman Empire joins Central Powers side, Italy gets 0-7 point against Allied Powers, USA, Spain and China gets 0-2 points against AP, other minor neutrals gets 0-3 points against AP. If Italy doesn't end the war, the next and following turns Italy still in war with Ottomans. all neutrals can have 0-1 point against Italy which will come in effect when Italy joins main war.

Example:
Italy is in war with Switzerland, Central Powers succesfully influenced Switzerland and Switzerland joins the Central Powers:
Italy gets 0-6 points against Central Powers, if favorable to CP, all neutrals get 0-1 points toward Central Powers, if not favorable, all neutrals get 0-2 points against Central Powers. If Italy continues war against Switzerland, then Italy can have 0-3 points against Central Powers each turn the local war lasts, but all other neutrals will have 0-1 point against Italy in the same time.

Allies

British Empire

British Empire cannot use below options while neutral.

Option #1: Ottoman Trade Fiasco

Historically Britain had a purchase order from the Ottoman Empire to deliver two heavy cruisers to the Ottomans. They chose instead to put those ships into the British navy. While the Ottoman Empire was already decidedly a German ally, the British failure to deliver those ships prompted the Ottomans into the war sooner. If the British player chooses to give the Ottomans one of its two beginning Battleships (this represents the two heavy cruisers), then the Ottoman Empire will get 0-6 points toward Allied Powers. If this is done, the battleship will instantly be moved off the map and placed under the Ottoman Empire's control in the same sea zone as the rest of their fleet. The British may exercise this option on any turn prior to Ottomans enter the main war and after British Empire enters the war on Allied Powers side.

Option #2: Seek Chinese Favor

The British player may chose to give the territory of Hong Kong back to China, along with paying China 10 resources. If done, there is a 1 in 10 chance that China will have 0-20 points toward Allied Powers side (see Chinese rules). However, there is a risk involved. Seeking China's favor may upset the fragile alliance Britain had with Japan and there will be a 1 in 10 chance that Japan will declare war on Britain. This option may be done on any turn where China is not yet in the war and only once. The Chinese player gets to keep the 15 money and the territory regardless of further events, and can be diplomatically influenced by British Empire the following turns if didn't join allies and can be done after British Empire enters the war on Allied Powers side.

Option #3: Influence US Public Opinion

Historically, it is argued that Winston Churchill took measures to try and sway the US public opinion against Germany. A propaganda campaign can target many news vehicles and include allowing ships to be sunk when they could otherwise be saved, and many other elements. For game purposes, this will simply be an expenditure of 15 resources. The moderator will roll 2D10. On a 18, 19, or 20 the US Public Opinion will raise 1 point. On a result of 2 the US media will discover the propaganda for what it is, and the US Public Opinion will drop 3 points.

French Empire

Option #1: Spanish Relations

Traditionally France is not allowed to try to influence Spain. Bad blood remaining between those two nations since the Napoleonic Wars. See the Spanish Garrison special rule. If France gives Spain 10 resources there is a 7-10 chance Spain will normalize relations with France, and the Spanish Garrison rule will be void, and France may attempt to influence Spain on future turns.
If France and Spain are allied by other means and Spanish Garrison rule still exists, then they cannot share the same provinces or waters. Any such attempt will end in combat, although they won't change affiliation.

Option #2: Supporting Russia

France and Russia initially made up the backbone of the Allied powers, with nations like Britain, and later Italy gingerly stepping into the roll. France and Russia had a long-standing defensive alliance against Germany. Because of this, for a cost of 5 resources, France may gift Russia any number of resources at FULL VALUE, rather than losing half of them per turn like a normal gift.

Option #3: Influence Italy

Prior to WWI France and Italy had been on fairly unfriendly turns, with Italy viewing France as its most dangerous regional enemy. Only the promises of monetary and military support from Britain and France, and a premature partitioning of Austro-Hungarian lands prompted Italy to join the war. This game begins assuming those overtures are already being made, hence why Italy is set to join the Allies and gets initially 0-3 points toward Allied Powers. France may continue to the courtship of Italy a bit further. For 15 resources there is a 2 in 10 chance that Italy may be prompted to enter the war a earlier and that Italy gets 0-4 points for succesful attampt and 0-4 points each turn instead 0-3. France may attempt this once per turn, and only prior to Italy's entry into the war, and only while Italy is leaning towards the Allied side (see Italy's description above). If France is successful in advancing Italy's entry turn, they may continue to use this option to attempt to advance it even further.

Option #4: Influence China

The French player may chose to give the territory of Indochina to China, along with paying China 10 resources. If done, there is a 2 in 10 chance that China will have 0-20 points toward Central Powers side (see Chinese rules). However, there is a risk involved. Seeking China's favor may upset the fragile alliance French had with Japan and there will be a 1 in 10 chance that Japan will declare war on French. This option may be done on any turn where China is not yet in the war and only once. The Chinese player gets to keep the 15 money and the territory regardless of further events, and can be diplomatically influenced by France the following turn if didn't join allies.

Option #5: Seek Italy's Favor

The French player may opt to gift Marseille to Italy, along with paying Italy 15 resources for a 4 in 10 chance (7, 8, 9 and 10 on D10 die) of Italy taking 0-20 points toward the Allied Powers side. However, there is a 1 in 10 chance (1 on same D10 die) this will be seen as a sign of weakness and Italy will get 0-20 points toward Central Powers side. The Italian player gets to keep the 15 resources and the territory regardless of the outcome. Marseille automatically becomes incorporated into Italian lands.
 

Russian Empire

Option #1: Supporting France

As the other core member of the Allied powers, like France, Russia can gift any number of resources per turn to France as it desires, with the full amount arriving, for a cost of 5 resources.

Option #2: Supporting Serbia

Russia was the primary diplomatic supporter of Serbia, and in fact it was the Russian military mobilization against Austria that finally sent Europe down the unavoidable path to war. For a cost of 2 resources, Russia may gift 5 resources to Serbia. This option may only be used once per turn.

Option #3: Properly Supply the Army

Russia's military preparation for war in 1914 was a sad state of affairs. As the army began to mobilize Russia quickly began coming up short on supplies to properly equip all its soldiers. For instance, only 2 out of 3 Russian soldiers in 1916 even were equipped with a gun--with the expectation that once in battle those without would claim a firearm from fallen foes. This was a primary cause of the high desertion rate the Russian army faced, with many of the deserters returning to the civilian populace and becoming supporters of the revolutionary movement. If Russia chooses this option, its infantry will cost 6 resources for the remainder of the war. On any turn where the moderator would roll for the chance of the Russian revolution beginning, the roll will have a 1 in 10 less likely chance of success.

Central Powers

German Empire

Option #1: Seek Chinese Favor

The German player may opt to give the territory of Jiaozhou back to China, along with paying China 10 resources. If done, there is a 2 in 10 chance that China will have 0-20 points toward Central Powers side (see Chinese rules). However, there is a risk involved. Japan will look down on Germany's attempt to bring China into the war and there is a 1 in 10 chance, even if China stays neutral, that Japan will instantly go up to full production and declare war on the rest of the Central Powers. The Chinese player gets to keep the 15 money and the territory regardless of further events and can be diplomatically influenced by German Empire the following turn if didn't join Central Powers.

Option #2: Sway US Public Opinion

Like Britain, Germany may attempt to run a propaganda campaign on the US public. This option will cost them 15 resources. 2D10 are rolled. On a 19 or 20 the US Public Opinion will lower by 0-2 points. On a 2 the US Public Opinion will raise by 0-4 points.

Option #3: Support Irish Rebellion (if British is Allied Power)

Any turn that Germany has a submarine in the Irish Sea zone, Germany may spend 10 resources to deliver arms and supplies to the anti-British Irishmen. Each turn they do this there is a 2 in 10 chance that Ireland will rebel against Britain. If a rebellion happens, Ireland's rebellion will get 1D10 infantry units and 1 artillery unit which immediately attack any British forces in the two Irish territories. The German player gets to place these forces in Ireland's two territories however they chose. Once assigned to territories, a combat will occur with any British forces, treating the Irish rebels as attackers and the British forces there as defenders. Each time a roll is made to support an Irish rebellion, there is also a 1 in 10 chance that the Irish people will learn of Germany's meddling and further support the British war effort (on a 1 the Irish support the Brits, on a 9 or 10 they rebel). If this happens, Britain will get +20 to its manpower limit for the British Isles. Once one or the other result happens, no further attempts may be made to support an Irish Rebellion.

Option #4: The Zimmerman Note

With certain promises and an inside contact within the Mexican government, Germany can attempt to gain Mexico as an ally through this action in addition to the standard means of diplomatic influence. An attempt will cost 15 resources. On a 9 or a 10, Mexico will get 10-20 points toward Central Powers side. On a 1-3, the US Public Opinion will raise 0-4 points.

Option #5: Sneak Supplies to German East Africa

Germany implemented several inventive ways to get supplies from Germany down to German East Africa. It will cost 6 resources to do this. On any turn this option is used, Germany may build an additional two units in German East Africa (at normal cost and reducing manpower in mainland,