UN Voting:
There are 35 capital cities in the game, and each capital will give a player 1 UN vote. To win the game, a coalition needs to obtain 20 UN votes.
Nominations for voting will occur during every spring, starting in Spring 2110. Each player may make ONE nomination per year for a coaltion (size of coalition is based the table below). A coalition must include one of the top three countries by SC count. If there are any ties, the top three will include all members of the tie, but counting will stop if there are three or more possible countries after the tie inclusion (Example 1: Egypt has 20, Germany and France have 19, and India has 18; Egypt, Germany and France are the mandatory possible coalition members. Example 2: Egypt has 20, Germany has 19, and France and India have 18; all four would be possible nominations).
After a coalition is nominated, players may immediately set a vote for them. They may change their vote if subsequent coalitions are nominated. All nominations and voting are secret. A non-vote is counted as voting against all nominations.
After the spring phase resolves, the adjudicator will reveal how many votes each nominated coalition got, and end the game if a coalition reached 20 votes.
Coalitions sizes are based on the following:
- From 2010 up to and including 2012, the coalitions must contain 2 countries
- From 2013 up to and including 2015, the coalitions must contain 3 countries
- From 2016 on, the coalitions must contain 4 countries
Special NMR rules:
- Retreats: If a power NMRs during retreats, retreats will be handled with the following preference:
- Retreat to supply center owned for 2 years or more
- Retreat to any other owned supply center
- Retreat to foreign supply center
- Retreat to territory adjacent to most owned SCs
- Retreat to territory adjacent to most SCs, regarless of ownership
- Retreat to territory alphabetically
- Builds: If a power NMRs during unit-placing and has available builds, they will build in a SC (alphabetically) with the unit type they start out with the most of (example: if a power starts out with two fleets and an army, their default NMR build will be a fleet). If they are unable to build with a fleet but have available inland supply centers, they will build with an army in those supply centers.
- Disbands If a power NMRs during unit-placing and is required to disband, they will disband the unit furthest away from their initial supply centers.
Canals:
The following territories are canals and can be passed through by fleets (like Denmark and Kiel in the original game): Denmark(den), Egypt(egy), Hamburg(ham), Istanbul(ist), and Panama(pan)
Land Bridges:
Land bridges are denoted by red lines on the map, and both fleets and armies may pass along them (like between Denmark and Sweden in the original game).
Islands:
The following territories are islands, in that both fleets and armies may occupy them, but they to not prohibit a fleet from convoying: Azores(azo), Bermuda(bmd), Cape Verde Islands(cpv), Cebu(ceb), Diego Garcia(die), Falkland Islands(flk), Fiji(fij), Galapagos(glp), Guam(gua), Hawaii(hwi), Hong Kong(hk), Jamaica(jam), Midway(mdw), Nauru(nau), New Caledonia(ncd), Okinawa(oki), Pitcarin Island(pit), Reunion(reu), Saipan(sai), Samoa(sam), Shanghai(sha), Singapore(sng), St Helena(sth), Surabaya(sby), and Tahiti(tah).
Map oddities discovered:
You cannot move from Palembang(plm) to Riau(ria) with a fleet, even though it looks like you can on the map. You must go through Singapore(sng) first. You can still pass between them with an army.