The Future: Volatile Earth (Map Game)

Welcome to THE FUTURE: VOLATILE EARTH, a sequel to The Future (Map Game). The year is 2064; great empires have had their fifteen minutes of glory. Many have fallen, and some are still fighting potential new powers. The world is split, left to fend for themselves. The Golden Commonwealth and Confederation of Free States has been reduced to nothing, and there is no large organisation to keep the world stable. Who will lead the world into a bright new era of prosperity? Find out in The Future: Volatile Earth.

This game is created by KommunistKoala AP.

List of Countries - GDP - Military - Population

Rules

 * Do not be overpowered.
 * Ex: Castille takes over all of Europe, creates a huge city of ten million inhabitants, and raises its total army count to 100,000,000 all in one year.) This includes no nukes or out-of-this-world developments.
 * Turns are 3 days long. If you think you may have trouble posting your turn, contact a manager and they will work it out with you.
 * Small turns are not allowed.
 * Ex: Castille: Invades Valencia, army rises to 250,000 total, population rises a lot.
 * You must have this turn format for each turn (italics are recommended, and you can always add as much as you want):
 * Castille
 * Government:
 * Elections:
 * Parties:
 * Economy:
 * Science, Technology, and Infrastructure:
 * Military:
 * Conflicts:
 * Diplomacy:
 * Regions:
 * Cities:
 * ​Though expansion can be done without being overpowered, overexpansion is watched—especially if you are expanding through just wars.
 * If wage too many wars, your country will have problems. These problems include economic problems and instability.
 * Your expansions is also internationally monitored by other nations, especially the top five most powerful nations.
 * Funding rebellions and doing coups in other nations, especially player nations, depends on your rank as well as the other country's rank on the power scale. The higher you are and/or the lower they are, the better chances there are for the rebellion/coup to be successful.
 * The countries from 1-5 are locked, while the countries from 6-10 are reserved for experienced players. A manager will decide if you are experienced enough to play any of these nations if you ask.
 * To avoid bias, there must be two NPC makers. If both NPC makers are subject to bias in the NPC turns, a manager will make the turn.
 * If you and another player have a disagreement, either settle it with a formal treaty in the comments or ask a manager to settle it.
 * Example of a treaty/message between nations:
 * Official Message from the Castillian Republic
 * To: Valencia
 * Subject: Peace
 * Castille invites the Valencian president and/or representatives to the city of Granada to discuss peace between both nations.
 * If you break any of these rules, these are the consequences:
 * First offense: Warning
 * Second offense: Kick
 * Third offense: Kick for 2 turns and you cannot return with the same country
 * Fourth offense: Ban from the game

Players

 * The Bolívar - KKAP
 * Mexico - FSM
 * Russia(n Federation) - Batran?
 * Han Union - Lolistan?
 * Brazil - Beto99?

Staff

 * Manager: KKAP
 * Manager: FSM
 * Manager: Aen
 * Moderator:
 * Moderator:
 * Mapmaker: KKAP
 * NPC Maker:
 * NPC Maker:

Warnings, Kicks & Bans
None

Alliances (2 Nations)

 * Bolívo-Mexican Alliance
 * Chileo-Brazilian Alliance

Unions

 * Han Union (Japan and Korea)

Power Comparison (WIP)

 * 1) Russian Federation
 * 2) Mexico
 * 3) Brazilian Empire
 * 4) Han Union
 * 5) Australia
 * 6) The Bolívar
 * 7) Suthenburg
 * 8) China
 * 9) Hindustan
 * 10) Finland
 * 11) France
 * 12) Germany
 * 13) Egypt
 * 14) Irani Federation
 * 15) Canada
 * 16) Algeria
 * 17) Dixie
 * 18) Hungary
 * 19) Malaya