Board Thread:Fun and Games/@comment-5878064-20160504144911

This is a game based off of Ancom's Game which is based off of Bain's Game.

DESCRIPTION:

'''The game starts in 2116. A century ago, a global nuclear warfare occured and all civilizations perished. It is up to the player to create a massive empire and rule the world!'''

You start as a Tribe rank, and to gain influence you must expand and gain more land. You must maintain your stability, or the A.I. will rebel.

To start, pick a name and starting region.

Stability decreases as you expand. The larger the region, the more stability you lose, at MOST (i.e. Sakha Republic), 20. Going to war decreases stability even faster, 7 per turn. To increase stability, you can just say "z increases stability" where z is the name of your country.

 You can establish cities, which will give you military boost in the regions surrounding that city. However, if another player attacks you and captures that city, then after a 2 turn delay, they will start gaining the boost.

 RULES:

1: You can only do your turn AFTER I announce the year and declare the events that took place. The map shows the PREVIOUS year, and who controlled what in that year.

 2: You can only expand toward regions you have a border with (or, you can colonize it, depending on your rank).

3: You get 6 chances. Breaking the rules gives you 1 strike. Once you get 6 strikes, you can either give all your land to another nation, or you can declare it unclaimed. You can not join again.

  4: You can't "claim" land, you have to expand to it, one region at a time.

 5: I control all A.I., and what happens is decided along with other non-biased uninvolved people.

 6: The more moves in one turn, the more your stability decreases. As your rank increases, you lose less and less stability.

 7: A country's size doesn't represent their strength.

RANKS:

(Ranks don't affect strength or who you can attack)

1: Tribe: Starting rank, can only expand or attack, but you're weak as fuck so there's no point.

2: Tribal Empire: Achieved when expanding to a couple more regions, is stronger.

3: Duchy/Movement: Formed when you have a lot of people united under your rule. Can make small colonies in their continent (Europe, Asia, Australia, Africa, etc.)

<p style="font-weight:normal;font-size:14px;line-height:22px;">4: Kingdom/Republic: Forms after a few years of being a Duchy/Movement and getting a little bit more of land. Can form colonies anywhere in their supercontinent (Afro-Eurasia, Americas) although the further they are, the higher the chance of them breaking away is.

<p style="font-weight:normal;font-size:14px;line-height:22px;">5: Empire/Federation: Forms once you conquer at least 3 tribal empires, 2 duchies/movements, or 1 kingdom/republic. Can manipulate other people's stability. Can use missiles every 5th turn, to take over one region (it has to be previously controlled, you can't use a missile on unused land)

<p style="font-weight:normal;font-size:14px;line-height:22px;">6: Intercontinental Superpower : Forms after expanding a buch of one's inter-continental colonies to a varying degree, can ruin ANY economy, has a hard stabillity to manipulate. Can form colonies on other supercontinents.



<p style="font-weight:normal;font-size:14px;line-height:22px;">CURRENT PLAYERS:

None.

A.I.:

None.

DEAD PLAYERS/A.I.:

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