Proposed phases:Main phase - 23 hours, 0:59am New york time to 23:59pm New york timeDuring this time, everyone makes their claims, rolls their dice, orders armies built, announces what they're doing, proposes transfers, accepts (or doesn't accept) transfers, and otherwise gives orders for their turn.
The Game Board does not change during this time.
Orders cannot be given preemptively for the any future turn.
Resolution phase - 1 hour, 23:59pm New york time to 0:59am New york timeDuring this time, the Game Master(s) process all orders the players have given. When this is complete, the Game Master(s) will post the updated map and spreadsheet, declare who won each war, and announce that the next turn is ready to be played.
All posts by all players are ignored during this time.
For the benefit of all players, the order in which things are resolved is the following:
Resoluion phase A: Grab War TerritoryIf, during the
previous resolution phase, a player was on the winning side of a war, that player is eligible to purchase territories from all nations on the losing side of that war.
The cost to purchase a territory in this manner is equal to (1/4 of that player's current number of territories), rounded down. This cost is recalculated for every territory claimed; a territory, when claimed, increases the current number of territories of the player who claimed it. This happens
after the claim to control that territory is processed, but
before the next claim is processed.
That is, a player with 11 territories pays (11 / 4 rounded down) gold, or 2 gold, to claim a territory. If he does, and he has at least 2 gold in his treasury, then 2 gold is deducted from his treasury, the claimed territory's ownership is transferred to him, and his total number of territories increases to 12.
If that player then claims another territory that turn, the cost to claim it is (12 / 4 rounded down) gold, or 3 gold.
The Game Master(s) will go down the posts during the previous main phase - in descending order of time posted. For each valid war claim (i.e. player is eligible), they will subtract gold from a player's treasury, award that player ownership of the territory they claimed, increase the number of territories the claimant has by 1, and decrease the number of territories the previous owner of the claimed territory has by 1.
If a player's treasury would be reduced below 0 by this action, the claim is invalid; the territory does not change owners, gold is not deducted from that player's treasury, and the total number of territories for any players involved in the claim do not change.
If any player is reduced to 0 territories owned by these actions, that player has
gone into exile; a d6 will be rolled for every army the exiled player owns, and the Game Master(s) then subtract 1 from that player's total number of armies for each 1, 2, 3, or 4 that was rolled.
A player may enter exile at most once per turn, and upon entering exile, cannot enter exile again until they purchase a territory. Players in exile generate 1 gold per turn, and do not lose gold to army upkeep.
Resolution phase B: IncomeThe Game Master(s) will add 1 gold to the treasury of each player, for every non-resource territory he or she controls.
The Game Master(s) will add 2 gold to the treasury of each player, for every Gold resource territory he or she controls.
The Game Master(s) will add 1 gold to the treasury of each player, if he controls the territory designated as his Capitol.
The Game Master(s) will add 1 Iron to a player's treasury for each Iron resource territory he controls.
The Game Master(s) will add 1 Rubber to a player's treasury for each Rubber resource territory he controls.
The Game Master(s) will add 1 Coal to a player's treasury for each Coal resource territory he controls.
The Game Master(s) will add 1 Oil to a player's treasury for each Oil resource territory he controls.
The Game Master(s) will add 1 Uranium to a player's treasury for each Uranium resource territory he controls.
If a player has access to any 'special' resources, the Game Master(s) add this resource to that player's treasury now.
Resolution Phase C: TransfersFor the sake of numerical simplicity, there is no surplus cost to transfer ownership of a Territory any more.If a Transfer has been agreed to by all participants involved (I.e. one player has Proposed, and all other players involved have Accepted), then that transfer is resolved as such:
The Game Master(s) subtract gold or resources from the treasury of the player who is
sending them.
The Game Master(s) add gold or resources from the treasury of the player who is
receiving them.
The Game Master(s) subtract armies from the Total army number of the player who is
sending them.
The Game Master(s) add armies to the Total army number of the player who is
receiving them.
The Game Master(s) change the ownership of any territory whose ownership was to be changed as part of this transfer.
If a player's number of a specific resource, of a player's total gold, or of total armies would be reduced below 0 by a transfer, that transfer is entirely cancelled, and none of the items involved in it are moved or changed.
If a player offered to give ownership of a territory
they did not have, the transfer is entirely cancelled, and none of the items involved in it are moved or changed.
Transfers which have been
proposed, but NOT
accepted, are not processed, and none of the items involved in the transfer take place.
Resolution phase D: SupplyThe Game Master(s) subtract gold from a player's treasury equal to the total number of armies he has, unless that player is in exile.
If this reduces a player to below 0 gold, then the Game Master(s) add 1 gold to that player's treasury, and subtract 1 from that player's total number of armies, and repeat this process until the player is at 0 gold.
For every different resource that a player has
at least one of in his treasury, the Game Master(s) grant a +0.1 bonus to the power of
all armies that player is using, for
this resolution phase only.
The Game Master(s) then set every player's number of
every resource to 0. (Resources cannot be stockpiled)
Resolution phase E: Neutral Territory claimThere is no longer an increased cost to claim territory in war.A player is eligible to loot any neutral territory that he is connected to via either the border of a territory he currently owns, or a waterway to a territory he currently owns. His borders are recalculated for every territory he claims - a player can 'chain' unclaimed territories.
The cost to purchase a territory in this manner is equal to (1/2 of that player's current number of territories), rounded down. This cost is recalculated for every territory claimed; a territory, when claimed, increases the current number of territories of the player who claimed it. This happens
after the claim to control that territory is processed, but
before the next claim is processed.
That is, a player with 7 territories pays (7 / 4 rounded down) gold, or 3 gold, to claim a territory. If he does, and he has at least 3 gold in his treasury, then 3 gold is deducted from his treasury, the claimed territory's ownership is transferred to him, and his total number of territories increases to 8.
If that player then claims another territory that turn, the cost to claim it is (8 / 4 rounded down) gold, or 4 gold.
The Game Master(s) will go down the posts during the previous main phase - in descending order of time posted. For each valid claim (i.e. player is eligible), they will subtract gold from a player's treasury, award that player ownership of the territory they claimed, and increase the number of territories the claimant has by 1.
If a player's treasury would be reduced below 0 by this action, the claim is invalid; the territory does not change owners, gold is not deducted from that player's treasury, and the total number of territories for the player involved in the claim does not change.
Resolution phase F: Resolving of warIf a player's Total number of armies is equal to 'x', then only the first 'x' dice rolls a player makes during a turn are considered valid for purposes of resolving war - that is, a player cannot declare more armies than he has.
For
every war currently active on the globe, the following happens:
For
every valid dice a player has dedicated to the conflict, the Game Master(s) multiply the value on that dice by that player's army power (1 for 0 resources, 1.1 for 1 resource, 1.2 for 2 resources, etc).
Then, for
every side of every currently active war, Game Master(s) sum the values (after multiplication) of
all dice on that side.
In
every war, the side whose sum is highest is declared the
winner, and all other sides involved are declared the
loser(s).
The player(s) on the Winner side of a war are then eligible to make claims on any territory owned by the player(s) on the Loser side of that war, for the duration of the next Main phase, and the next Resolution phase.
That is, a player can make claims on territory belonging to players he has defeated on the
turn after he defeated them, and this claim only persists for one turn.
If it is not declared
what a player is attacking with his dice roll, the Game Master(s) decide for them - if there is nothing that the player would obviously attack or defend against, the Armies are declared to be performing training exercises, and the dice rolls are wasted.
A player in
exile may use his armies to attack; if he participates in a successful attack, he is eligible to claim territories. Once a player in exile claims at least one territory, he is
no longer in exile.
Also, since kob1ld has no friggin' idea how to round down, I'm going to specify here that 0/4, 1/4, 2/4, and 3/4 rounded down are all equal to 0, not 1.
Resolution phase G: Armies are builtPlayers in Exile cannot build armies.
The Game Master(s) subtract 5 gold from the treasury of a player who declares he is building an army, and add 1 to the total number of armies that player possesses. If this reduces a player below 0 gold, then the Game Master(s) add 5 gold to that player's treasury, and subtract 1 army from that player's total number of armies (i.e., the army purchase is undone).
This is repeated for every army that player declared to build.
Benefits to this approach:
Less goddamn variables to track.
The Ownership flag of each territory, Each Player's total gold, Each Player's total armies, and a list of Wars (with victor displayed) are the only things to carry over between turns.
Hell, this gets rid of the "Has this player taken a turn yet" flag, which was the biggest pain in the arse for me generating turns in the first place.