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RISK UNIVERSALIS

CUSTOMS SERVER

Prepared under the direction of


The Community Management.

Updated • 27 February 2022


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CONTENTS
•••
Chapter I. Introduction
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Chapter II. Rules
4
Border 4
Demographics 5
Lore 5
Textboxes 6
Bonuses 7
Voting 7
Other Eras 7
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Chapter I.
INTRODUCTION
•••
I. Customs is a genre of Risk Universalis which diverges from the path of
history and allows players to create custom nations with unique cultures,
religions, and societal values in ways that are not possible in a
conventional historical setting. Customs emphasizes the utilization of
creativity and thought over realism to encourage the best possible
experience for its players.
II. Participants cannot be warned or banished for breaking the Customs
rules. They can only receive a logged warning if a staff member has
already informed the participant of their rule-breaking and received three
in-game warnings for refusal to comply.
III. While in Customs, players are expected to follow all rules listed in the
Community Guidebook that are not in contradiction with the rules listed
here.
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Chapter II.
RULES
•••
NAMES
I. A custom nation may not be named after the following;
○ A real-life nation, including alternate names for that nation
○ A real-life ethnicity or race, including alternate names for said ethnicity.
○ A real-life ruler or dynasty.
II. A custom nation may be named after geographical features such as
mountains, rivers, and seas, even if it conflicts with historical countries
using such names (ex. Confederation of the Rhine).
III. A country may not be named after a peninsula, region, or island, such as
Ireland, Iberia, or the Balkans unless such names derive itself from the
allowed geographic features (check above). (Nations like "The Baltic
Kingdom" are allowed as the Baltic region derives itself from the Baltic
sea.)

BORDER
IV. When creating a custom nation, keep in mind that a custom;
○ May not overextend over geographic boundaries(ie: major rivers,
mountains)
○ May have relatively similar borders to a real life nation if there is a
major cultural, linguistic, and/or religious change.
V. While it is acceptable to use a large paintbrush when painting borders,
the player must adjust their borders as soon as they have claimed their
nation. Any disputes should be solved through dialogue and compromise;
if this is not possible, then judgment is up to staff.
VI. When creating a custom, the player is free to paint over customs that do
not have text boxes, cities or are not relevant to the lore of any nation.
However, if the custom has any text boxes, cities, or is relevant to lore, it
may not be painted over.
VII. If the player paints colonies then leaves them unattended with no cities
or text boxes, other players are free to paint over it as they please.
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VIII. A hegemonic nation is a nation that spans a large area with various
geographic disadvantages, has a large number differing or conflicting
demographics, or is considered by a member of staff to be 'overpowered,'
without disadvantages or 'balances' applied to these factors/the custom
itself. These factors may be specific to certain regions.
○ If an appropriate counter-measure to factors which make a nation
hegemonic are applied, then a hegemony may be permitted.
Hegemonic nations may also be permitted through a server vote if
turnout in favor of the hegemony's existence is 55% or above (e.g.
if a hegemony is particularly large).
○ Whether or not a nation is hegemonic or solutions to hegemony are
considered satisfactory is up to the discretion of staff.

DEMOGRAPHICS
IX. The core territory of a custom nation (typically the land around the
capital) will have a majority of the dominant ethnicity. There are
exceptions such as when the capital is chosen for its strategic location
outside of core ethnic territory or when foreign (usually nomadic)
conquerors establish their capital in newly conquered territories.
Ultimately, all of this would depend on the lore of the nation.
X. Cultural, religious, governmental, and societal changes in a custom will
alter the essence of the custom, whether the changes were applied
through roleplay or lore. Staff members are required to ensure that these
aspects in a custom are incorporated into the roleplay in a realistic
manner.

LORE
XI. The Lore of a nation is defined as a nation's backstory, explaining the
origins of a nation before the era.
XII. Lores cannot simply be alternate history timelines of real political entities
or their successor states; they must be an original composition. This does
not mean a custom cannot be inspired by real political entities, cultures,
or historical events.
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XIII. In the case where the lores of two custom nations contradict and a
compromise cannot be found, the lore of the nation that is made first
takes precedence. The player could optionally record the time they wrote
their lore to reduce such disputes.
XIV. The lore of a custom nation can not have an excessively large impact on
the server during the time that is being roleplayed. Lores that have such
a great impact can be implemented through a server vote.
XV. The lore of all custom nations must include at least one aspect that makes
the custom unique on its own. Aspects that make a custom unique can be
its cultures, religions, governments, ethnicities, and social organizations
et cetera. These aspects must be explained thoroughly enough that others
can understand its functionality. The aspects that make a custom unique
must be incorporated into roleplay.
XVI. No current or past leader of a custom be it a military general, president,
dictator, or any other influential person may have existed in real life.

TEXTBOXES
XVII. A custom nation is required to have text boxes that indicate the
government, language (or culture), and religions.

BONUSES
XVIII. General bonuses are–
○ achieved by winning battles against players; skirmishes do not
count.
○ banned 1910+
○ unable to exceed +2.
XIX. Keep in mind that–
○ A nation cannot start with a general that has a bonus
○ A +1 bonus is achieved by winning 7 battles, and a +2 bonus is
achieved by winning 18 battles
XX. There should be no bonuses for cities unless the terrain allows or the
player invests adequately in building defences through roleplay.
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Exceptions can be given for cities that are relevant to the lore of a
custom.
XXI. No flat bonuses should be given to armies for any reason. Bonuses for
differences in quality of armies are relative and should rely
circumstantially on technology, morale, training, and logistics.

VOTING
XXII. Votes to enact a scenario that greatly alters the entire history of the
server can occur before a roleplay begins, but it must be realistic and
have a defined timeline. If a scenario does not meet both requirements,
then it cannot be put to the vote.
XXIII. It is up to staff to enforce the global political, technological, and societal
consequences of these voted scenarios.
XXIV. Voted scenarios cannot contradict each other.
XXV. A synopsis of a unique voted scenario should be written down somewhere
in the ocean and its location added to additional info.

OTHER ERAS
XXVI. The only alternative eras allowed besides alternative historical dates are
post-apocalyptic and Shattered World (including America Universalis).
All other eras that require the existence of real nations or their successors
such as Kaiserreich and Man in the High Castle are banned.

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