Okay this is what happens when the two sides are determined.
The game takes place on some island which looks like this excel sheet.
https://docs.google.com/spreadsheets/d/14n32UcJWOq99g-ec9q15JdT68t2iiCzpUgPqYFUIc-g/edit?usp=sharingAs you can see, there are 18 tiles in this map. Aside from the 2 capital provinces, the other 16 tiles are empty at the moment.
I'll prepare a list of 16 tiles for you to draw from. Each tile contains a terrain type, and exactly half of them also has an extra resource.
The first side who have at least 3 supporters will occupy the top side of the map. They will be drawn 1 tile, which they can put anywhere on the map.
Then the second side gets 2 tiles drawn. However, they have to put one on their own side (which is row 4-6) and one on the first side (which is row 1-3).
To save time, whenever a proposal got 3 people supporting it (including the proposer), it will be done.
This goes on until there are only 3 tiles left. The second side does this turn normally, and as there is only 1 space left with 1 tile the first side can't choose.
At the same time, the second side must also place railways in 3 tiles on their side.
Afterwards, they first side decides their 3 tiles of railways.
Railways initially allows logistics by rail so choose carefully.
Now the interesting part. Each side must also think of 3 pieces of infantry/non-mechanized arms as your initial weapons.
- One pre-1910 weapon. This will be initially an import but will soon achieve domestic production.
- One pre-1900 weapon. You already knows the technique of making this weapon so it is as good as a local design.
- One weapon of your own design, which production is reasonable for a 1910 third-world power (think Siam or the central Americas).
The cut-off time is when you submit your railway construction. Choose wisely.