Proposed Rules for Nation Game 4:
Unless otherwise specified, all rules implemented in NG2 are in effect! Consider this an amendment rather than a brand new rules set! Any changes are noted in red text.
In summation, the holdovers from NG2 are that: A nation is given four military actions during the course of a 24-hour turn, to begin every day at 12:00pm EST (GMT -5). The actions are divided into two varieties: colonization and conquest. Colonization is a simple six-sided dice roll of 4 or better to gain the new territory. Conquest is to be further described in "Warfare", below.
Warfare:
1. You must publicly declare war before rolling any conquest dice, stating both a reason and terms of surrender on part of the defending nation. Both of these are required.*
2. Defender may either accept attacker's terms or go to war.
3a. Attackers then declare an adjacent territory for each action being spent on conquest, and roll any amount of dice, up to the amount of territories of their nation, and one for each who is aiding them, and for every milestone. The total is then multiplied by resource modifiers (if any). Should an attacker be in a war with multiple nations, it must divide their attack/defense dice as well as resources between each war front.
3b. Defender then rolls one dice for each territory they own, one dice for every ally who is aiding them, and for every milestone. The total is then multiplied by resource modifiers (if any).
3c. Allies in a war of their own cannot provide aid.**
3d. Territories gained through war cannot be added to your total until the war is over.
4. If attacker wins, he gains attacked territory. If defender wins, he gains one of his territories back, or, if he still owns them all, gains one of the attacker's territories. The first year of the war, an attacker may not lose territories for failed war attempts, due to the need to establish the fighting line on part of the defender.
5. War ends when the two nations come to a formal agreement, one nation gains all of the other nation's land, or when either party gives in to terms set by the other.
6. Allies now provide aid dice proportional to how many colonies they own, as explained below:
1-10 Colonies = +1
10-20 Colonies = +2
20-30 Colonies = +3
30-40 Colonies = +4
40-50 Colonies = +5
... and so on in this fashion.
There will be scattered throughout the map clusters of resources in adjacent territories. Each resource of a type is capable of providing a +.1x multiplier to a single war front. These may be traded to adjacent nations passively by agreement between two nations for whatever terms agreed between them, often for resources, but for other services or territory as well. Trade is considered to be ongoing unless a limit of turns is set in place by the trade agreement, and requires only a single one of the agreeing nations to state intention to end the trade, and that very turn, the resources traded are considered unavailable to the other players as per their agreements. Note: In the event of a series of trades requiring a continued chain of trade between multiple players (such as trading a resource received from another player), it is possible to break the chain of trade between all players by cutting off the resource from the original source.
Recommended additional rules:
-No nation is allowed to start within 7 provinces of any other nation.
-Overseas colonization is restricted to a distance set in pixels depending on the map, typically a distance being the mean average length or width (whichever is greater) of the provinces on the map, or whatever is reasonable. Overseas expansion beyond this distance is strictly prohibited.
-A nation must declare a capitol which gains a bonus +.5x defense multiplier, but if captured, allow the conqueror of the capitol to demand the surrender of three provinces of the conqueror's choice.
-A third action apart from Colonization or Conquest called Taxes or Tithes, in which a player collects 1 gold from every territory they own, as well as 3 from any possessed capitols. This passive resource benefits no bonus, but may be traded to denote a "debt" to another player for resources or other terms, such as military aid for a number of turns and so on.
*Author's Note: In life, warfare is very rarely an act of genocide, and usually a resource dispute, or one of territory, politics, or some other means by which compromise can still be achieved! To this end, I find it necessary to prohibit the game from becoming too war-oriented by making terms of surrender a necessity.
**Author's Note: While there is nothing to prohibit it, and it can be incredibly wise in some situations, it is typically poor form to, rather than support an ally, go to war yourself to divide the dice of a nation and weaken it. Hopefully, with the Terms of War clause, it will prohibit this from becoming a problem in NG4, but I want each player to be conscious of this issue.