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Nation Game 3.2

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1 Nation Game 3.2 on Tue Apr 27, 2010 4:16 pm

kobo1d wrote:Nation Game 3:

Nation Game 3 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 (without a resource node) generates 1 gold per turn. Roughly 1 in 36 territories, determined at random at the start of the game, generates 2 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.

Resources:


Resource providing spaces (“nodes”) are determined at random at the start of the game. Roughly 5 in 36 spaces provides a standard resource, and there are 5 different standard resources across the globe. Each resource grants a cumulative 10% bonus on all military dice rolls. Multiple resource nodes of the same type do not stack. There may be special types of resources that do not have nodes, only available through trade with a non-nation entity. You may supply resources to neighboring nations, for free or at a cost, but allowing another nation to use your only node of a resource denies yourself its bonus for the duration of the trade.

Example: If you have access to one resource, you would multiply the total of an attack or defense roll by 1.1, if you have 5 resources, each roll would be multiplied by 1.5.

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.

Non-Nation Entities:

Selected veteran players may elect to play as a meta-national entity. These players generate 3 gold per turn and have access to a unique resource for which they have a limited but monopolist supply. They have access to 6 nodes of their special resource, which they may do with as they wish. They may trade this resource with other nations as they see fit. They are capable of having army dice, but not capable of holding a territory. If a territory were to be taken by a non-nation, it instead becomes unoccupied again. Like nations, non-nation entities gain bonuses from resources in war (including their own if they haven't traded away all 6 nodes.)

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.

EDIT: Midnight is 12:00 AM, not PM. ;P

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2 Re: Nation Game 3.2 on Tue Apr 27, 2010 4:19 pm

Any nations seeking mercenary aid can bid on the Garden of Eden's three well-trained armies - the finest on the planet.

The current high bid is four gold.

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3 Re: Nation Game 3.2 on Tue Apr 27, 2010 4:20 pm

So are we supposed to stop posting on the original nationgame 3 thread and start posting on this one?

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4 Re: Nation Game 3.2 on Tue Apr 27, 2010 4:23 pm

That's the idea, yes. I close threads after 30 pages to keep some semblance of order around here. Razz

No more OOC, please.

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5 Re: Nation Game 3.2 on Tue Apr 27, 2010 4:27 pm

ThePlankO'wood wrote:
Diplomat Ryinto Johsay arrived at the Hargothian capital and delivered a letter to Lord Freddrick written by Dictator Tory Atuolo.

"Dear, Lord Freddrick,
Me and my people are low on supplys, we only have rubber to armor our troops and noting else. I wish that my country, and yours, can trade our goods with one, another. I wish to give you 1G each turn for 1 shipment of Uranium, for 2 turns from this turn forward starting 12:00 tonight. May an Alliance also come beetween our people stand together, sholder to shoulder, and fight our common enemies. Deals beetween us should be friendly, so let us disscuss our plans and trade, in unicent. Please accept our offer to make this Red Planet safer for the two of our countrys. Also please accept this Dragon fruit considered lucky
Your Hopefull friend,
Tory Atuolo."

Ryinto leaves the office without saying a word and waits outside for a response.


Frederick enters his office and is handed the above document by his ajutant. He reads over it and calculates some numbers.

The ajutant waits pensively beside him.

"Tell the Pacific that we will accept the deal if they raise it from 2g total to 3g total...It does not matter if the payment of 2g happens next month or the month after just that it does happen"

The ajutant scribbles down the message on a piece of paper, about to leave and form it into a proffesional retort when Frederick stops him.

"Is the new army ready?"

"Yes Sir"

"Carry on then"

income for this turn!

3g left over from last turn (i'm sorry, I dunno where I was getting 4g...I seem to be getting very absent minded recently considering I even wrote down 3g...)
6g from territories this turn
-2g for army upkeep (quick question, do I pay army upkeep for the turn my army comes in or only the turn after? If it's the turn after, just -1g.

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6 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:05 pm

OOC: Turn 4: beginning with 8 gold, building 1 army, leaving me with 1 gold.
Turn 3: 0 + 8 (t) -2 (u) -5 (army) = 1


Scene; presidential chambers, man in uniform yelling at his phone.
"I did not authorize this! I ordered you- How could they? We had guards posted! Oh yeah?! Tell them they're summarily demoted to anchors, go meet the idiots in the navy about it!"
An aging man enters the scene.
"Now, now, no need to get so upset about this. Remember, militias are the only way to prevent a country from falling to tyranny."
"Stano, you know I respect your opinion on democracy, but these are not organized militiamen! They're some country bumpkins with a protector complex! We have to stop this!"
"They already took the armaments, you know very well they're not going to give them back before trying it on those who ask rudely."
"I will not beg some maniacs-"
"See, why not let them keep them?"
"You have gone mad."
"No, not quite yet. This is much preferable to a draft, and-"
"You are insane Stano! What when they rob banks? What when they decide they're done with the 'patriot' theme and decide to emulate the mafia?"
"I've talked to them. They seem competent. Hear me out; they're led by a man who only recently got back from the GULAGs. He was with the expedition, he knows his way around a gun, and I think-"
"These are criminals! They took the guns! They could've asked, the parliament is a goddamn spinning advertisement on this anyway."
"I don't think they'll go plundering the countryside. They've given me this for you."
The old man produces a paper, the man in uniform reads through it with visible anger, leans back in resignation.

"So this is how we'll be drafting in the future. 'Hey you, there's guns in that place, if you can steal one you can keep it'."
"You're too grim about this. They practically were an army before this anyway, you know how those 'ex-soldier fellowships' are."
"My point exactly. They can't agree on a single thing, and if, then it's to wage war. I don't know what part is worse."

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7 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:08 pm

Ryinto recives the letter and sends it back to his nation, soon after many days he recives the reply.

"Dear, Lord Freddrick,

I view these terms acceptable and you shall recive you 3g shortly, and I hope to rescive the supllys I have asked for. I find this trading of politics succsessfull and hope both of our beutifull nations prosper.
Written by
Tory Atuolo"

Ryinto walks back into the office and hand the lord his new letter.

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8 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:27 pm

((Fluff for the invasion of the Caliphate.))


The Red Army landed on the beach on April 28th. On April 29th they had secured the entire coastal region. On April 30th, they marched on the Caliphate's capital. On April 31st, they seized it.

Sergeant Volkov's squad had only lost one man. That was a record; when they moved against the Japanese last month, they lost three. The Caliphate wasn't putting up a fight; there were a few armed civilians, sure, but they were carrying outdated weapons. A few even tried to charge a Soviet fireteam with swords. Swords!
This whole operation didn't feel right. Volkov was constantly looking over his shoulder, waiting for a Muslim ambush. But it never came. They marched right into the capitol and raised the Red Banner with minimal resistance, almost nil casualties.

An interrogation of a few low-ranking government officials revealed the reason for the lack of resistance: the Caliphate's armies were fighting for Japan. Sergeant Volkov relaxed; the ambush wouldn't come, after all.
_________________________


Volkov telegraphed the generals back in New Moscow. The capitol of the Caliphate was now part of the Soviet Union. Victory had been achieved. The new infrastructure was up in days. Propaganda output was tripled, to convert the people to Communism. Dissenters were shot or imprisoned. Islam was not destroyed, as the outrage among the people would make their work slow and shoddy at best, but plans were put into effect to discourage daily prayers and convince the people that there is no God.

The Kaaba was dug up. That huge hole in the middle of the city was hardly an effective hiding place. The officers debated what to do with it. China recommended sending it to the Holy Terran Chantry as a relic to be preserved for its cultural significance. The JCU recommended destroying it. The officers debated these suggestions, as well as considering leaving it where it was found to serve as a symbol of Soviet mercy and understanding. No decision has been reached as of yet, though China and the JCU are welcome to send diplomats to take part in the negotiations, as this is a victory not just for Russia, but for all members of the Comintern.



Last edited by Premier Cherdenko on Tue Apr 27, 2010 6:29 pm; edited 1 time in total

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9 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:28 pm

Alright, the war with the japanese seem to be over.
And our people wants something in return, since we had massive casualties.We want and will (as it was agreed with all allies in the war) annex the japanese provinces of 332, 333 and 275.
We do understand the pain the Japanese People has been through, however, and we would like to make a deal with them.If they are to accept us as their protectors and closest allies, and turn democratic, we shall let them exist as a nation, controlling the provinces of the region known by us as Chaco (275, 276, 291 and 277) and we will allow them to expand as they please, as long as they don't involve us (or themselves) in any other war.
Anyway, its a new year starting, and new money as well!
First, let me see what I have got.
I had 7g.7g-7(of the three provinces annexed)=0g.0g+9g(of all my provinces that don't produce any resource and the ones I annexed)-2g(my armies).That gives me seven gold, of which I will spend In expansion to the East!
Annexing 448, for God and Glory.(-6g)


Also, I declare neutrality in this new conflict

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10 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:38 pm

Premier Cherdenko wrote:

The Kaaba was dug up. That huge hole in the middle of the city was hardly an effective hiding place. The officers debated what to do with it. China recommended sending it to the Holy Terran Chantry as a relic to be preserved for its cultural significance. The JCU recommended destroying it. The officers debated these suggestions, as well as considering leaving it where it was found to serve as a symbol of Soviet mercy and understanding. No decision has been reached as of yet, though China and the JCU are welcome to send diplomats to take part in the negotiations, as this is a victory not just for Russia, but for all members of the Comintern.

JCU diplomats arrive on the scene when the invitation was given...

two in total, bearing Saki for the Russians who they would deliberate with.

both voiced there opinions for the destruction of the religious symbol, to break the chains that religion has put these people under, to free these people from those chains and show them that only through Communism can you be free.

.....................War is Peace..............
.................Freedom is Slavery............
...............Ignorance is Strength...........

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11 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:44 pm

Where once we were enemies now we are allies, the Kaiser exspresses his support for both the JCU and USSR

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12 Re: Nation Game 3.2 on Tue Apr 27, 2010 6:55 pm

My advisor came into my office and informed me that "We have collected tribute from our six colonies"

"Excellent", I replied."Put some of it to good use to create an army"

I saw a end approaching faster than i thiught it would. i liked the way this was going. Twisted Evil

______________________________________________________

I have 14 gold total now, and i spend 5 of it to create a new army, and pay 1 for my other armiy's upkeep. I am still at eight gold.

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13 Takeing point 58.... If unclaimed on Tue Apr 27, 2010 7:12 pm

As the brotherhood disbands for the evening 3 brothers walk of in the distance discussing there lands.
"Aye brothers we need new lands for production of our potatoes and barley." Cpt MacArthur said
"Aye we need the supplies for our population is growing." said Mr O'Donnell
"Then we shall expand then..... but to which territory?"
"I say south to 58 i believe that it is currently uninhabited and has rich farming lands"
"Agreed then boys. To the south we go"

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14 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:23 pm

Transport planes have landed in soviet held territory, The famous Field Marshal Uburgen is leading the Panzer 121st and the 113th and 75th infantry to support the Soviets.



Last edited by Kaiser Arger on Tue Apr 27, 2010 7:25 pm; edited 1 time in total

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15 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:23 pm

The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6

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16 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:23 pm

Game Mas wrote:The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6
Another fine example of German superiority in battle.

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17 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:28 pm

O'Neil looked at the maps and saw an area ripe for expansion. O'Neil called up his aide.
"Tell the colonists to get ready this area here marked 66 is their new destination."
The aide began to leave when the president called out to him,"Oh and before you leave ask Boru to release his Kern Guard they will escort the settlers"
The aide nodded and left the room.
A few hours later O'Neil watched with pride as the Kern Guard march out of town hoping that not one of their rifles would have to be fired.
----------------------------------------
Make new army 5 jew golds take 66 5 jew golds still have 9 left.

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18 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:35 pm

Kaiser Arger wrote:
Game Mas wrote:The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6
Another fine example of German superiority in battle.
Did the soviets invade me again this turn?

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19 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:38 pm

ElaborqteLove wrote:
Kaiser Arger wrote:
Game Mas wrote:The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6
Another fine example of German superiority in battle.
Did the soviets invade me again this turn?
No.
I spent all my money this turn on a new army, anyway.

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20 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:40 pm

If I did the math correctlly, then now I have ten gold. And if thats correct i'll build the two armys I wanted to build last turn and begin there training.

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21 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:41 pm

Premier Cherdenko wrote:
ElaborqteLove wrote:
Kaiser Arger wrote:
Game Mas wrote:The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6
Another fine example of German superiority in battle.
Did the soviets invade me again this turn?
No.
I spent all my money this turn on a new army, anyway.
So who's he assisting you on?

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22 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:46 pm

ElaborqteLove wrote:
Premier Cherdenko wrote:
ElaborqteLove wrote:
Kaiser Arger wrote:
Game Mas wrote:The member 'Kaiser Arger' has done the following action : Roll Dice

'Six Faces' : 6, 5, 6
Another fine example of German superiority in battle.
Did the soviets invade me again this turn?
No.
I spent all my money this turn on a new army, anyway.
So who's he assisting you on?
No idea.
I think he misread my fluff earlier as a declaration of a second attack.

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23 Re: Nation Game 3.2 on Tue Apr 27, 2010 7:54 pm

Apologies, i did misread... shame to waste such a roll.

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24 Re: Nation Game 3.2 on Tue Apr 27, 2010 8:02 pm

International Brodcast
"The Grand Council of the Caliph's armies has been given leave to command the future events of New kaaba. They are asking for a coming of terms from aggression. The Caliph acted only in defense of what he thought was a friend to the faithful. When we acted in defense of the defenseless we were beset upon, and wish nothing more now but to return to a time of peace. We will only act in our own defense from this point on."

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25 Re: Nation Game 3.2 on Tue Apr 27, 2010 8:06 pm

ElaborqteLove wrote:International Brodcast
"The Grand Council of the Caliph's armies has been given leave to command the future events of New kaaba. They are asking for a coming of terms from aggression. The Caliph acted only in defense of what he thought was a friend to the faithful. When we acted in defense of the defenseless we were beset upon, and wish nothing more now but to return to a time of peace. We will only act in our own defense from this point on."
Premier Vladimir Zaytsev has no public comment, though his personal secretary claims he will be waiting for the French to make a decision before making one of his own.

In other news, word spreads that the uranium shipments to China have stopped. (China no longer has free uranium; they're welcome to buy some, though. Very Happy)

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