As I've already stated, from the beginning I was pensive about the rules being drawn up for NG3. I was a proponent of economy and all else, and in part I take a responsibility for the foundation of these awkward rules, but I will selfishly wash my hands of it for now. Regardless, I believe that with some house-ruling, the simple elegance of NG2 was preferable to the sheer book-keeping nightmare that NG3 seemed to turn to.
It should be clear what exactly happens, regardless of a "judge" to monitor the board and economy. As I have no doubt that a rules thread for the impending NG4 will show up, I feel it necessary to commit what it is I have thought of here, while it is fresh in my memory:
-Rules concerning the forfeiture of colonies and the absence of players should be formalized and made to cover all conceivable angles of contention. Simply put, a resolution to the handing over of colonies to an ally to stem the tide of a war should be completely barred. Also, a player whom leaves the game, announced or unannounced would have a nation in upheaval, and thus doubly difficult to master, requiring fives, rather than fours, to colonize. In the event that a player leaves during a war without rolling defense dice, the mean average of the attack dice should be used to determine if the land is gained.
-An economy system is, seemingly, preferred by many players, but the odd book-keeping of them should be limited or nonexistent. In that, I propose the following:
Resources should be varied (perhaps six or so different types?) but all perform the same function: to supply the army with a bonus multiplier (or dice) of some sort. (I feel that .1 per supply is perhaps a bit too little?) They should be made to occupy a few (perhaps 3 or 4, varying) adjacent territories, but only a single resource of a kind should be allowed to supply a single "front" (that is, war against a player). As such, while the player would have 4 of this resource, if they were in a single war, only 1 of those could be used, supplying up to 4 wars. This would encourage trade of supplies so that way differing resources might stack the supplies of an army. Trade would, simply, be in effect until one of the two players deliberately states that he is ending the trade.
(ex. I have 4 somethings. I trade two somethings for one whatchamacallit, so that I might use one of the remaining somethings and my one whatchamacallit to supply an army and add the multipliers together. With one remaining something, I could supply a second front with only a single multiplier.)
-A nation would, as per NG1 and 2, have as many dice as he has territories, but should he fight in multiple wars, would have to divide these dice towards each front as seen fit. Allies would have to state which front they are supplying allied armies to. Armies would not be allowed to "trail blaze" or blitzkrieg during a war, but must fight adjacent territories (or reasonably near coastal territories, to provide a geographical advantage to certain borders and so on.
-Finally, I believe that a passive bonus on territories based upon geography would be an interesting, final touch, such as mountainous regions adding a multiplier (or possibly dice?) to defending rolls, attacking across rivers giving a penalty, and so forth.
Personally, I have no problem, while kobo1d takes a back seat, in organizing and overseeing NG4 by rules of this style, and acting as a Non-national entity. Otherwise, I look forward to being a full-fledged player in NG4. Let this last debacle be a lesson to us all in the troubles of home-brewing rules, and I commend kobo1d for his laborious efforts in putting this together.
Red Text is for ninja edits while I was conceiving this post and should be read thus as amendments in hindsight, not particularly a necessity of these proposed rules.