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Nation Game 2: To Pick the Rules

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1 Nation Game 2: To Pick the Rules on Wed Mar 17, 2010 5:24 pm

kobo1d

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Last thread in the series, this one isn't a poll. How should the rules be changed for the next game?

Here is my proposed set:

Rules for war are:

1. You must declare war and give some sort of reason as to why you are going to war before attacking.
2. Defender may either accept attacker's terms (if there are any) or go to war.
3a. Attacker must declare what territory they are attacking at (and it should make geographical sense) EVERY time he attacks.
3b. Attacker and defender both roll one dice for each territory they own and one dice for every ally who is aiding them.
3c. Allies in a war of their own can not 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.
5. 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.
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
51+ Colonies = +6


Rules for 'actions' are:
1. Everyone gains four actions at 12:00 AM and loses any they had left over from the previous day.
2. Nations may colonize an area or battle for it. Either way counts as using one action.
3. Defending nations, however, do not use actions in battles.

Rule 3c is already in effect. Tell me if there are more currently unwritten rules like this that I can't remember right now.

I think 3d is a good addition that makes sense fluffwise.

I also suggest changing the proportions in rule 6 because our Europe map has about 180 more territories than our World map.

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2 Re: Nation Game 2: To Pick the Rules on Wed Mar 17, 2010 5:28 pm

I will probably be much more strict on OOC content in this game. I'm currently letting it slide and even adding to it, but next game the OOC thread will HAVE to be used for OOC messages.

Other than that, though, kobo1d, it looks good.

EDIT: Oh, yeah, we will need some sort of rules for length of the joining process (i.e. how many 'turns' until no one new can join) and some sort of AFK rules, as The Holy Roman Empire has shown us in this game.

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3 Re: Nation Game 2: To Pick the Rules on Thu Mar 18, 2010 2:30 pm

Depending on the era we choose for the next game there should be rules on how nations can reach each other for attack. Planes in WWII were unable to fly long distance(WITHOUT REFUELING).

Example being the attack on Japan would have been impossible without the use of Pearl Harbor, and even then they still had to refuel at an aircraft carrier.

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4 Re: Nation Game 2: To Pick the Rules on Thu Mar 18, 2010 5:08 pm

i don't understand why we want WWII again...

were in a WWII setting

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5 Re: Nation Game 2: To Pick the Rules on Thu Mar 18, 2010 6:03 pm

kobo1d

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I'm hoping someone votes for Fantasy in the setting poll and breaks the tie with WW2.

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6 Re: Nation Game 2: To Pick the Rules on Fri Mar 19, 2010 4:45 pm

Why rules for anything other thn war can't we just use common sense and lots of roleplaying?

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7 Re: Nation Game 2: To Pick the Rules on Fri Mar 19, 2010 11:23 pm

kobo1d wrote:

1-10 Colonies = +1
10-20 Colonies = +2
20-30 Colonies = +3
30-40 Colonies = +4
40-50 Colonies = +5
51+ Colonies = +6



I would be hesitant about this because it makes allies much less valuable, and in particular really penalizes small countries. As it is, with the way wars work big countries can easily steamroller small ones, and the only real counter is to try to obtain lots of allies. With this the 1 or 2 dice a small country would provide is basically worthless. I would prefer a 1 per 5 or even 1 per 3 ally rule.

In addition I would propose a way to allow countries to spend their actions on defense , to allow more possibilities in wars.
Maybe something like
All out Defense (1 action) - gain a 50% bonus to dice for one defense roll, however if the defender wins they may not claim one of the attackers territories.

This would also help small countries survive, and create a tactical choice for nations, risk a regular defense in the hope of gaining territory, or spend an action to try to make sure they don't loose territory.

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