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Post by Amasa on Wed Mar 08, 2017 9:29 pm

Nationgame (Simplified)
This is a simpler version of Nationgame.

All participating players create a landmass/country/nation.
Countries may be no smaller than 80,000 miles squared (about the size of Great Britain) and no bigger than 6,600,000 miles squared (about the size of Russia). In all honesty, just be reasonable. Don’t have a 1 kilometer map or a map that’s so big it lags paint. Cause that’s a thing. No one wants that.
-Maps are to be made on a Microsoft Paint pallet (or something similar or conformable).
-1 pixel is equal to 1 kilometer
Green represents Grass/Forests/Temperate
Tan represents Sand
Grey represents Mountains
White represents Snow
Blue represents Oceanic
Turquoise (Light Blue) represents Rivers
Black represents Volcanic

All terrains come with bonuses, but have a natural disaster attached to them
Temperate: -1 Turn to create cities/Potential for Droughts
Sand: -1 Turn to create cities/Potential for Sandstorms
Mountain: +1 Turn to foreign enemies’ traversals/Potential for Earthquakes
Snow: +1 Turn to foreign enemies’ traversals/Potential for Blizzards
Oceanic: +500 Resource Generation per turn/Potential for Tsunamis
River: +100 Resource Generation per turn/Potential for Floods
Volcanic: +500 Resource Generation per turn/Potential for Eruptions

Natural Disasters
Natural disasters are probability-based events that can occur depending on your city’s location (if you are within 10 kilometers of an area, or in an area, you will be affected).
Events such as Tsunamis and Eruptions have a slightly different probability generator than the other natural disasters, and have much worse effects.
Probability is based off of a 1/6th chance (a dice roll). The more areas you are in, the higher the chance a natural disaster will happen. (Ex: Being in the Sands gives a 1/6th chance for a natural disaster. Being in the Sands, near a River, and next to the Ocean gives you a 3/6th chance for a natural disaster-Potential for a Sandstorm, a Flood, and a Tsunami).
In the case that a city is in several danger zones, use the name of the zone’s alphabetical value to determine its place on the die, starting from six and going backwards. (For example, being in the Sands, the River, and the Ocean, Oceans (Tsunami) would be assigned to 3, Rivers (Flood) would be assigned to 4, and Sands (Sandstorm) would be assigned to 6)
After having rolled, if landing on a value that is not a natural disaster, your city is safe. If rolling on a natural disaster (for example Sandstorm), roll again.
1: No Damage
2: Minor Damage
3: Decent Damage
4: High Damage
5: Critical Damage
6: Completely Destroyed
Each disaster warrants its own debuffs, upon getting a 6, all of whatever it debuffs will be taken away.
Severe Disasters (Tsunamis and Eruptions) only need to be landed on. If it is on 6, per se, getting a six means it activates, there is no severity. They automatically destroy the city. (They are higher risk, but provide excellent bonuses)

Differing Disasters
All natural disaster take something away from the population, it could be Structures, People, or Resources. Severe Disasters (Tsunamis and Eruptions) destroy cities entirely and kill 100% of the population.
2: Resource Production reduced by 10% for a turn
3: Resource Production reduced by 30% for a turn
4: Resource Production reduced by 50% for a turn
5: Resource Production reduced by 70% for a turn
6: Resource Production Gone
2: City Population decreased by 10% for a turn
3: City Population decreased by 30% for a turn
4: City Population decreased by 50% for a turn
5: City Population decreased by 70% for a turn
6: City Population Gone
2: Housing decreased by 10% for 5 turns
3: Housing decreased by 30% for 5 turns
4: Housing decreased by 50% for 5 turns
5: Housing decreased by 70% for 5 turns
6: Housing decreased by 100% for 5 turns
2: City Population decreased by 10% for a turn
3: City Population decreased by 30% for a turn
4: City Population decreased by 50% for a turn
5: City Population decreased by 70% for a turn
6: City Population Gone
2: City Population decreased by 10% for a turn
3: City Population decreased by 30% for a turn
4: City Population decreased by 50% for a turn
5: City Population decreased by 70% for a turn
6: City Population Gone

Every person in your nation consumes 1 Resource per turn and needs 1 Housing.
The population in each city increases by 50% per turn. This 10% becomes civilians.
If the city’s population is divisible by 10, 10% of the population becomes Government Workers (example, if a city has 10 people, 1 person is Governmental. If there are 90, 9 people are Governmental. If 878 people, 87 are government workers… it’s rounded to the lower number)
Population can be dedicated to 3 different classes:
Civilians are self-sufficient and generate 1 resource, and also take up 1 Housing
Soldiers provide defense (or aggression) against militant forces. They can defend a city and take up 1 housing, or go on a conquest. If on Conquest, they do not take up Population.
Governmental is 10% of a city’s population. They keep a city together, but it doesn’t do much in game. They take up 1 Housing.

The Capitol and Cities have population limits. If people go over this limit, the city is deemed “Overpopulated”. Overpopulated Cities do not produce resources, and will disband after 5 turns. All persons will be lost.
To avoid this, attempt “Migrating” civilians to another city. This takes a turn. You can move as many people as you like, just try not to overpopulate the other city. People move 10 kilometers per turn, but if they are not within a city after 5 turns, they die.

Upon starting the game, you have a Capitol at Tech Level 1.
Cities cost 5000 Resources, and can be placed anywhere.
The Capitol generates 500 Resources per turn.
Cities generate 100 Resources per turn.
The Capitol and Cities upgrade per Tech Level. Their population limit is increased.
Capitols only generate Technology Points if their population is at least 50 (They always generate resources)
Cities only generate Technology Points AND Resources if their population is at least 100.
Tech Level 1: 100
Tech Level 2: 1,000
Tech Level 3: 10,000
Tech Level 4: 100,000
Tech Level 5: 1,000,000
Tech Level 1: 50
Tech Level 2: 500
Tech Level 3: 5,000
Tech Level 4: 50,000
Tech Level 5: 500,000

Tech Levels
There are 5 Tech Levels.
Tech Levels increase your society’s technology, sort of like going from Stone Age to Bronze Age to Iron Age or Roman Age to Colonial Age.
Increasing Tech Level requires a certain population (as seen in the above section).
Increasing Tech Level increases Housing by a set number, increases Resource Production by 10% (each level) and increases Military Effectiveness by 10% (each Level)

(For all the aggressive non-pacifists)
Civilians can be converted to Military.
Military, unlike civilians, do not die upon not being in a city. So they can effectively be kept out of a city for as long as one likes, though if outside a city they will be unable to defend it.
Military move 10 kilometers per turn, and can be sent against other cities to capture them.
If against another military, two factors are considered: Size and Tech Level.
-Two armies, both of which are made of 100 people each, will destroy each other. Nothing will be left.
-Two armies, one made of 100 people, the other made of 45. 55 people will be left of the larger army, the other army will be gone.
-Two armies, one with a tech level of 5 will be 50% more efficient. The higher tech army has 100 members, the other army has 125. The Advanced Army counts as 150 people, leaving them 25 people left in their army, with the other army gone.
-Three armies, two of them aligned against one. The lone army has 100 people; the other armies have 75 each. The combined armies count as 150, and will have 50 people left. 25 for each nation will be left.
The military cannot be more than 40% of the nation’s Total Population.


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