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Pretty much calling dibs...
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The American Congregation of Jahamalad (ACJ, or just Jahamalad for short).
Colour: Green. Site: South-west canada/just north of Montana/Idaho. Round thereish. Also, I was REALLY hoping it wouldn't come to pretty much being a game of risk... But oh well. Two questions: 1) Can we bank and do other stuff in the same turn? 2) If one of our APs, when attacking, defeats a defender, then a) If the area is captured, do we keep that AP? b) If the area is lost, do we keep that AP?
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a.) Yes b.) Not possible, it will keep on attacking until someone had lost all their AP.
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So, we gonna start this, or wait for mystery guest number 1 to join and post an advertisement?
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START OF ROUND 1 ![]() A key? YES INDEED, AT NO EXTRA COST! You may be wondering who the hell Floridaville is, it's one of my friends that's playing, I'll just say what he does later. So yeah, what do you folks do? Remember, you each start out with 5 BP and 5 Territory. _____________________________________________ Floridaville researches.
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END OF ROUND 1 (Holy shit that was fast)
![]() The ACJ in preparing their military, spends most of their economy developing armies. They have become broke, but also now have the largest army. The UKNW used some of their economy to expand into southern area. The NNE being all dutch, decides to expand closer to the UKNW. They remain the most Dutch of everyone. In researching on how to change the colors of the pink forests, the nation of Selvas Fluorescentes, while looking at the pigment that causes pink, discovers it's explosive. They soon develop muskets. (I'll explain what each technology discovered does at the end of the post) Floridaville while researching historical documents, have discovered the secret to piracy. They can now get DVD's for free. Er wait, never mind, wrong kind. Tech Muskets: They allow one more dice roll during combat, and you automatically win ties. Pirates: They can be sent to disrupt trade or armies. They halt armies or trade for one round, and they can be used only once every 3 rounds. One does this by declaring whether if one country starts trading, they will disrupt. BEGGING OF ROUND 2 __________________________________________________ __ Floridaville converts 3 BP into AP. Floridaville will disrupt ACJ if they send an army to attack them. Floridaville offers to teach piracy to NNE for 5BP __________________________________________________ _____ *Oh if you want to check your stats, just PM me and I'll PM you them back.
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YOU CAN NEVER BE TOO SURE |
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The Fluorescentians celebrate their new-found marksmanship abilities and host shooting competitions in all major population centers. In an effort to find further fun toys, the original inventors of the pink explosive compound are commissioned to research additional uses for the delightfully vibrant and destructive substance.
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