Rules of Irradiated Earth

The official rules of Irradiated Earth are undergoing revamp. Here are the current ones as of May 7th, 2012.

Faction rules

 * Your faction must be entirely created by you. The use of existing factions is not allowed, such as the New California Republic, the Brotherhood of Steel or the Enclave.
 * Your faction must consist of canon creatures with canon abilities. You cannot, however, play as aliens or any other race that is not derived from humans. Ghouls and other human mutations that still can think rationally are excluded and count as humans because of their behavior.
 * Your faction cannot have a population exceeding four to five million persons based on location.
 * Your faction cannot control and unreasonable amount of land that is not possible for any Fallout-based factions. You can, however, claim, patrol and settle lands that do not exceed sizes larger than the subdivisions of Alaska and Yukon combined.
 * Your faction can only inhabit lands that:
 * Were not previously settled in any Fallout games; meaning that you cannot have control of New Vegas and such.
 * You earned through role play with non-player controlled factions in a non-historical faction; meaning you can own New Vegas if you play out a war with the NCR for control of the Mojave.
 * Your faction cannot use vehicles that use gasoline. No exceptions.
 * Vertibirds are not allowed unless you take one in an RP fashion.
 * The use of rail-based technology that existed before the Great War (monorails, trams, etc.) is allowed for people who can properly maintain such technology (meaning Ceaser's Legion cannot control the New Vegas monorail).
 * Small river boats using wind are also exempt if you can maintain and operate them realistically.
 * Your faction can only have electricity if it has a realistic premise to use such power. Tribes, such as the White Legs, are incapable of using such technology for example.
 * Your faction can only truly govern lands that it can fully defend and manage.
 * Avoid clumping your faction's land borders next to other. Allow for expansion and breathing space.

Engagement rules

 * Fallout is a hostile world; so therefore you are always at war with non-peaceful factions unless you have an agreement.
 * An example of such agreements is Oil City, which has made peace and recognition treaties with both of its neighbors.
 * To be continued...