Instructions
Really really Important stuff can be sent to mapzor@drowningtoaster.co.uk
Countries
Each Member/Player has their own region of land that they occupy, and the player is in control of that land, all of its citizens and everything political. Its effectively like being president or leader of that country. For instance, if you are the light green country, you control everything that is not a natural process that goes on in the area that is your colour. - Keep in mind, that like the government of a country, you won't realisticly always have complete control over everything, you may occasionally experience odd goings on or problems [sometimes these are random, sometimes the work of foreign entities who may even be trying to infiltrate your country]. For example, a fire at a significant building. These are usualy minor things that can be resolved with little effort.
Politics and General Gameplay
Most of the general gameplay is based around conversation with other players and diplomacy. This bassically means that if it is utterly impossible to communicate with any player, then there is little point being a member as your country will just be taken instantly. However, it is possible to play by email communtication to one other player, and it is also possible to play via the ShoutMix Chat box at the bottom of this webpage. The way the gameplay functions is that players can talk to each other about political plans, form allies with each other, or declare war. If you are at war with someone, its just a case of telling them what your armed forces are doing to them, and vice versa [this is a lot like roleplay, and has its restrictions - you can not suddenly pretend you have a billion gazillion troops, countries will often choose pre-defined strengths and weakness at the start of the game], and hope that either the conflict resolves itself or you win. If you lose a war or a battle, you are considered an easy target and it is likeley that you will be attacked again. Also, losing wars decreases your economy, reduces peoples morale and overall makes you more likeley to lose wars in the future. However, the rules are laid back and flexible, which makes it possible for countries to pull themselves back up from defeat. If a conflict is unresolvable, it is often left up to impartial players to decide (usually Sam P.), or it becomes a stalemate and both countries effectiveley lose. If you are invading another country, if you win or are winning a battle, you usually claim some of their land and push them back towards their capital. If your land is completeley invaded, you have to plead to people to give you some land, or you are excluded from the game. It is generally viewed that if one of you allies is at war, you help them out. Although it is better for your country to be peaceful, wars are fun, and it is a good idea to be involved in at least one at some point.
The Map
The actual map may look like it has been competeley made up. However, that is not entireley true. The map is based around what the county of Shropshire, UK would look like if sea levels rose a few hundred feet. Obviously it is not to scale, as the map is the equivalent scale to the earth. However, the map is flat, to make things easier.
On this website we provide a shoutbox on the main page as well as TZW forums which has a section especially for the game - neither of them require an account, though you are encoraged to register for the forum to avoid confusion and identity confusion.
The forums are especially usefull as each topic and event can be discussed individually, polls can be made, and images can be posted by users.