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PIECES | HOUSES | MOVEMENT | FINANCE | COMBAT
BASICS
1: | In Micronations the kids of the neighborhood are forming their own countries and economies. When you first join the game you will be assigned a random number that will represent your kid. On the main screen you will be able to enter the large map, start a business, or start a micronation. The large map does not display other kids on the map, but it does enable you to alter the terrain periodically. If you control a business or micronation you can enter the regular map with them on the main screen. Your game will last 1 week, after this you can restart a new one. |
2: | In order to gain any personal wealth you need to start a business. When you do this you will receive 5 shares of its stock. Businesses are represented by a 2 letter abbreviation with an additional word to help identify it. In order to get funding for your business you will have to sell company shares or bonds to houses that possess enough currency. When you have entered the map with a business you will be able to hire any available NPC kid on the map you can afford by clicking on the hire button. |
3: | If your business has 1 or more employees you can use the employees button to select and control them. Employees will be able to prospect in attempt to find resources, gather resources, manufacture goods from resources, construct bases with resources, and trade items. Any tile that has a - can't be prospected on. Any tile with a ! doesn't have resources to gather. Any tile with a + has prospected resources on it. Kids can carry 1 resource or good at a time, but if they are controlling a wagon they can carry 10. Manufacturing must be done at a base. Bases require 10 resources for completion. Bases owned by businesses are always under the sovereignty of the closest house. |
4: | The owner of a base can set buying and selling prices of resources and goods, 0 means they aren't for sale. Pieces can be sold for as well, but must be priced individually and must be empty. These pieces can't be operated unless sold or removed from sale. In order to sell any items a kid of the entity must be present and not busy. |
5: | To gain in score you must enter the large map and purchase goods at bases or houses. Each good purchased will give you 1 point. |
6: | Another option is to create a micronation. These can't provide wealth for you directly, but can be used strategically to better your situation (or make someone else's situation worse). Micronations can tax transactions that happen on tiles they are sovereign over. Micronations are also necessary for creating currency. To utilize kids micronations can draft them as conscripts by using the draft button. Only available kids at houses under sovereignty of the micronation can be drafted. Conscripts can fulfill the same function as employees, but are also able to engage in combat with conscripts of other micronations, annex houses into their micronation, and conquer bases owned by other micronations. Conscripts also don't require wages. |
7: | Pieces controlled or owned by businesses have blinking flags to differentiate them from pieces controlled or owned by micronations. Bikes, rafts, and wagons without a kid operating them will have blinking images. Damaged or incomplete bases will be placed upside down. |
7: | Watch out for parents, don't let them ruin your fun! |