The Nation Game is a game of diplomacy, trade, and war. Each player controls an entire nation in a fictional world. The goal of the game is to defeat the other players; through military might, diplomatic savvy, or clever resource management. Roleplaying is highly encouraged.
Territory:
The world map is divided up into 456 territories, from which the players form their nations. Each territory is valuable in its own way. Most generate gold, some instead provide valuable resources.
Gold:
Each territory generates 1 gold per turn. A player's capitol city, a space determined at the start of the game by the player, generates an additional gold per turn as well. A player who has captured an opponent's capitol city doesn't gain the bonus 1 gold per turn from the ex-capitol.
Turns:
Every day, at midnight (12:00 AM) EST, a new turn begins. If a player doesn't post for 4 turns, their nation is dissolved. If you feel this might be a problem for you at some point, bring it up and we can try to work something out. A player must post each day to generate gold for that turn. Each turn, a player may spend their gold, or bank it for later. Gold may be spent on expansion, army creation, or traded with another player. Each turn, a player may also elect to use their military to attack another player's territory(ies). (Actions have been done away with, you are only restricted by the limited amounts of gold and armies you have)
Expansion:
An adjacent unclaimed territory may be annexed by a player. The cost (in gold) of such expansion is equal to half the number of territories you control, rounded down. Expansion gets progressively more expensive as your territory increases, to represent the difficulty of maintaining a massive empire. During a war, the cost of expansion into unclaimed territory is doubled, becoming equal (in gold) to the number of territories you control.
Territories may not be freely given to another player, but players may grant another player the ability to colonize their territory, as if were empty. This sort of territory annexation has no distance restrictions, and costs half the price of regular expansion in gold (1/4th the number of territories you control, rounded down).
Example: If you control 5 territories, annexing a nearby territory (your 6th) costs 2 gold, and the next two territorial expansions (your 7th and 8th) cost 3 gold each. If you have 49 territories, annexing the 50th would cost 24 gold; the 51st would cost 25.
Army Creation:
Gold may be spent to build a military force. An "army" costs 5 gold to create, and costs 1 gold per turn to maintain. Players that cannot afford their army upkeep must disband any units they can no longer afford. Players may choose to purposefully disband a military unit. Despite the name, armies may represent many kinds of armed forces: army, navy, air force, etc. Armies cannot be used the turn they are purchased.
War:
Step 0: Before you may attack another player, you must declare war and give some sort of reason for the war. The defender may either accept the attacker's terms (if there are any), or go to war.
Step 1: Player declares what player they are attacking/defending (and it should make geographical sense).
Step 2: If the player is involved in multiple wars, the player must choose how many of his armies to devote to each player. Each player may only battle another player once per turn.
Step 3: Player rolls a die for each army he decided to use in Step 2. Please mention any resource bonus when rolling.
Step 4: Allies may provide dice of their own to assist another player. Assisting allies should make sense geographically, but can provide as many of their armies as they choose. Any armies an ally provides may not be used in that ally's own wars. Do not roll dice for your allies, they need to publicly confirm their assistance and roll their dice for you. Allies with resource bonuses may apply them to their rolls.
Step 5: At the end of the turn, the rolls are compared and whichever player (plus their allies) rolled the higher amount wins the battle. The winning player may spend gold to annex the opponent's territory as if through expansion, but at half of the regular price (1/4th the number of territories you control, rounded down).
End of Battle:
For each territory that has changed hands during a war, the player who lost the battle no longer gains the gold/resources from that territory, but the winning player does.
War ends when the two nations come to an agreement, one nation gains all of the other nation's land, or when the attacker gives up.
Example of a War:
Player 1 is in a war on two fronts. He has 10 armies (dice), and 3 resources. He chooses to attack Player 2 with 7 of his 10, and Player 3 with another 3.
Player 1 rolls 1,4,3,6,5,1,1=21(x1.3)=27.3 for Player 2 and 3,2,4=9(x1.3)=11.7 for Player 3.
Player 4 decides to use 1 of his armies to help the attack vs. Player 3. Player 4 has 5 resources.
Player 4 rolls 2=2(x1.5)=3 to help Player 1 vs. Player 3.
Player 2 has 5 armies and 1 resource.
Player 2 rolls 1,5,1,5,5=17(x1.1)=18.7 for Player 1.
Player 3 has 3 armies and 5 resources.
Player 3 rolls 3,2,6=10(x1.5)=15 for Player 1.
Player 1 wins the battle with Player 2, and loses the battle with Player 3 (even with the help of Player 4). Player 1 spends some of his gold to claim some of Player 2s adjacent territory on the victorious front, but loses some on his other side when Player 3 elects to spend his gold to claim some of Player 1's territory.
Civil Wars/Revolts:
If a player has been eliminated, they may continue posting and possibly make a comeback at a later date. When a player is eliminated, if they are interested in rejoining later, they roll a d6 for each remaining army they have at the time of their defeat. Any 5's or 6's rolled at this time represent a rebel force that remains solvent and under the control of the eliminated nation. These armies do not have a military upkeep cost until the exiled player regains a territory.
Players generate 1 gold per turn in exile, and may still trade with foreign powers. Should they have 3 gold, in addition to enough to create an army(s), they may do so, forming immediately in their previous capitol. At this time, all of the revolting ex-nation's army dice must be rolled to take the ex-capitol. The opponent holding the ex-capitol treats this as an attack on said territory as any other attack.
Victory:
The game is over when the players mutually consent to end the game. Usually this is when one nation becomes unrepeatable, or the game becomes static.
Beginning the Game:
Each player starts with 5 adjacent territories on the map of their choosing. Each player begins with 10 gold, and one standing army. Players do not have to pay military upkeep on their 1st turn. New nations may join for five 'turns' (days) after the game has started.
Players who seek to join the game after the cutoff date may do so in the same manner as an eliminated player rejoining the game. The new player first chooses a name for their faction/ethnic group and a desired homeland province, and starts generating 1 gold per turn. At this time, new players receive 1 army to represent their guerrilla resistance force. New players may begin trading with other nations immediately. Should a new player have 3 gold, in addition to enough to create an army(s), they may do so, forming immediately in their desired capitol. The opponent holding the ex-capitol treats this as an attack on said territory as any other attack, but may not use their free defense dice to assist.
Roleplaying:
Fluff is HIGHLY encouraged and OOC should be kept to a minimum in this thread. Take it to the OOC thread, please. It is looked down upon if you cannot explain how you are attacking / colonizing a colony, HOWEVER it is not against the rules per se. Just please use common sense.
Please do not attempt to play more than one nation. Yes, we can check I.P.s ( As if sent by god, man im an oldfag here.)