Before immediately turning away thinking "EEPS, BIG BLOCK OF TEXT, NO WANTY", I urge you to read it. It's not that hard. I'll create a summary for those who just want the brief rules, shortly.
Summary is at the very bottem.
---Conquest of Australiasia---
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Contents:
1) Standard Rules
2) Map
3) Technology
4) Regions
5) Staticwolf's rules
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1) Each turn, a player can choose to attack, bank, or assist. Attacking will attempt to conquer another player, banking will give you bank points, assisting will help someone who is being attacked. Each turn, a player also receives Nation Points, which change each turn and are a random number between 1 and 10.
2)

From now on, regional upgrades will be listed below the map by region number. Make sure to check them before you decide to attack!
3) There are 3 tech trees that provide benefits:
-Banking benefits: (1)Farming, (2)Irrigation, (3)Crop rotation
-Attacking benefits: (1)Pillaging, (2)Supply carts, (3)Rations
-Defence benefits: (1)Sentry, (2)Watchtower, (3)Border Patrol
Technological advances benefit your entire nation. Each level provides a new level of the relevant skill. Each level of the banking technology increases the base amount you should receive when banking. Level 1 banking will mean a base of 2 bank points are harvested from each area. Level 2 will make that 3, and level 3 will make it 4. The attacking/defence benefits work differently. With each level, attack/defence power increases by 130%/160%/200% through the entire nation respectively (if a decimel is reached, it is rounded down).
Level 1 technological advances cost 10 bank points. Level 2 advances cost 15. Level 3 cost a hefty 25. You must also gain each on in the respective order.
4) Regions can have improvements made specifically to them. They can, however, only have ONE bonus active at any time. The 3 bonus options are:
-Siege weaponry (grants a 30% bonus when attacking from that region to another)
-Fortifications (grants a 30% defence bonus when defending in that region)
-Banking (grants an extra bank point from that region each turn)
Only one regional bonus may be built at a time. Each costs 5 bank points to create, and will be overwritten if another bonus is made in that region.
5)
In my version of the game, there are some major differences. As you have seen, there are technologies and region specific advances. These will all be represented on the map by a certain icon.
There are a few other rules to be aware of also. Specific to the Australasia map, the large area of tiny islands can have no bonuses made to them at all. They do still take advantage of nation bonuses, however.
You may, also, attack multiple regions at once. However, for each region attacked, this diminished the strength of each attack (2 attacks = 1/2 strength at each, 3 attacks = 1/3 strength at each, etc). This also means you can attack while being attacked (defending). However, the same rules apply.
Attacking regions also costs bank points. When attacking, you must designate how many bank points you want to spend before ending the attack. The nation points will then be added onto this and divided by the amount of places in battle (see last paragraph). If you have more bank points than the enemy has designated to defend with, you win the area. If you do not, you will lose and gain no territory. However, you will lose all bank points put into the fight regardless of the outcome. REMEMBER THAT NATION POINTS ARE INCLUDED IN BATTLES! If I put in 5 bank points and have 5 nation points, I will fight with 10 points. Regardless of the outcome, even if my forces are VASTLY stronger than the enemy's, I will not get back any points.
Regional defence/offense bonuses effect the total points, NOT the nation points or bank points. If you have (for example) 10 points and attack from a single area with an offensive bonus, you shall attack with 13 points. The same rules apply for national offence and defence bonuses. It should be noted, bonuses are added as a whole (if you have lvl 3 offence and a regional bonus, you will get 230% bonus on attacking, rather than 200% and then 30% on that).
When attacking across unowned/allied territory, it costs 1 bank point for every region you cross to get there. You MUST designate a course yourself to get there using the regional numbers. You can not cross territory unless given permission, and if you plot a course but it is impassible, you will be charged nothing and the army will not march to it's destination.
As a note, it costs 2 bank points to attack over the sea.
You can conquer a neutral area at any time. However, you must be connected by borders or sea routes, and it costs 3 bank points. You may capture one neutral region per turn.
NEW RULE!
Your first area is a capital. Capitals ALWAYS generate at least 2 bank points per turn, unless you have banking tech or a regional banking bonus (therefore, making a possible maximum of 6 points per turn in the capital, if you have lvl3 banking and regional banking). Capitals will always remain capitals unless captured. If a capital is captured, it becomes a regular region again. Capitals are also required to receive nation points. Without a capital, you will not receive nation points. If you lose your capital, you can pay 12 bank points to rebuild it any area in your possession at your choice. You may NOT move your capital while you have one, and you may ONLY ever have one capital at a time.
Below, post your nation name, colour, and region starting number. I BEG OF YOU to use lighter colours please. If it's too dark, I'll take the liberty of lighting it up. If I deem your choice of area stupid (too close to another starter territory), I'll ask you to choose a different one, otherwise I'll choose for you.
Summary:
Each turn, choose to attack, defend or assist someone in an attack/defence. Each turn, you also generate one bank point for each region owned, unless you have bonuses (see main rules). Conquering a neutral region costs 2 bank points. Your capital always generates at least 2 bank points per turn, unless it has the regional upgrade (+1 per turn) or you have level 2/3 banking. (Base of 3/4 per turn per region). That's roughly all you need to know to start with.
The year is roughly 1700-1800. Colonial glory days