Nation Game

the forums

You are not connected. Please login or register

Nation Game 5: The Game

Go to page : 1, 2, 3  Next

View previous topic View next topic Go down  Message [Page 1 of 3]

1 Nation Game 5: The Game on Tue Jul 20, 2010 11:54 pm


Nation Game 1:

Nation Game 1 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.


The world map is divided up into 456 territories, from which the players form their nations. Each territory is valuable in its own way. All generate income.


Each territory generates 1 income per turn. A player's capitol city, a space determined at the start of the game by the player, generates an additional income per turn as well. A player who has captured an opponent's capitol city doesn't gain the bonus 1 income per turn from the ex-capitol.


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 income for that turn. Each turn, a player may spend their income, or bank it for later. Income 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)


An adjacent unclaimed territory may be annexed by a player. The cost (in income) 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 income) 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 income, and the next two territorial expansions (your 7th and 8th) cost 3 income each. If you have 49 territories, annexing the 50th would cost 24 income; the 51st would cost 25.

Army Creation:

Income may be spent to build a military force. An "army" costs 5 Income to create, and costs 1 Income 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.


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 income 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). 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 for Player 2 and 3,2,4=9 for Player 3.

Player 4 decides to use 1 of his armies to help the attack vs. Player 3.

Player 4 rolls 2=2 to help Player 1 vs. Player 3.

Player 2 has 5 armies.

Player 2 rolls 1,5,1,5,5=17 for Player 1.

Player 3 has 3 armies.

Player 3 rolls 3,2,6=10 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 incom 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 income 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 income per turn in exile, and may still trade with foreign powers. Should they have 3 income, 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.


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 10 semi-adjacent territories on the map of their choosing. Each player begins with 10 income, 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.


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.

Here is the map. WE each start with ten terrotories since there will be few player(atleast i think few...)

Last edited by Monty on Wed Jul 21, 2010 12:27 am; edited 1 time in total

View user profile

2 Re: Nation Game 5: The Game on Wed Jul 21, 2010 12:02 am

Nation Name: Montgomery's Nationalists

Nation: 75, 83, 84, 192, 193, 194, 199, 200, 201, 202

Capitol: London 84

Description: After winning the Election against Churchill, Montgomerry quickly set about turing Britain into what he saw as the empire she was destined to be, and a Nationalist movement swept the nation and its colonies in africa.

(Ignore the 205 marked as mine it will be corrected next map update.)

View user profile

3 Re: Nation Game 5: The Game on Wed Jul 21, 2010 12:33 am

Starting at: 45 47 51 50 56 59 58 57 54 55,
Capital at: 50

Nation name: Southern Alliance of Nations or SAN

Description: After a large scale disagreement between South Eastern Territories a small conflict happened, once resolved, the two nations involved in the war joined together, and took over the land of the other combatants. Now that they are a conjoined nation one in the south one in the north, they wish to expand outward and become a flourishing prosperous nation.

10 gold spending 10 on expanding into: 43 35

Income next turn: 13

Last edited by Head of the Alliance on Wed Jul 21, 2010 2:26 am; edited 1 time in total

View user profile

4 Re: Nation Game 5: The Game on Wed Jul 21, 2010 1:39 am

Yeah i'm fucking retarded I didn't read the thread title like a dipshit. Someone delete these posts.

View user profile

5 Re: Nation Game 5: The Game on Wed Jul 21, 2010 2:02 am

Nation Name: African Empire of Death (A.E.D)
Nation: 216,217,218,219,220,221,222,223,224,225

Capitol: 219

Description: The rebel group death korps successfully leads a rebellion against foreign powers in a number of african nations and sets itself up as the sole power. Led by a single emperor the A.E.D plans to spread its influence across the globe in a tide of terror and death.

banking 10 gold.

View user profile

6 Re: Nation Game 5: The Game on Wed Jul 21, 2010 2:06 am

You only start with five territories ... right?

View user profile

7 Re: Nation Game 5: The Game on Wed Jul 21, 2010 2:12 am

Head of the Alliance wrote:You only start with five territories ... right?


View user profile

8 Re: Nation Game 5: The Game on Wed Jul 21, 2010 3:23 pm

Name: The Holy Roman Empire
Territories: 85, 86, 87, 102, 103, 109, 110, 104, 105, 116
Capital: 104
Treasury 10
Income: 11

The Weimar Republic could not last; it was overthrown by German rebels seeking to recreate the Holy Roman Empire. They succeeded, and want their new Empire to stretch across Europe.

View user profile

9 Re: Nation Game 5: The Game on Wed Jul 21, 2010 10:24 pm

Annexing 205, and 206 10-10=0 Monty expands the National Empire further into the resource rich ivory coast.

View user profile

10 Re: Nation Game 5: The Game on Thu Jul 22, 2010 1:21 am

Oil dicovered!:
Earlier yesterday, The Head of the Alliance was sent a message from South American Oil company bored that a large deposit of Oil has been found under Argentinean soil. Three of the four companies are shipping there Oil to the SAN Alliance because they feel that they are going to handle such a rescore to the best of its abilities, SAN engineers are working on designs that can use the Oil. Including designs for the Automotive Industries.

Mexican politicians are claiming that the SAN has no rights to the Oil, but has had no impact, at the moment the SAN and Mexican governments are bumping heads on territory claims so conflict on the simple matter are expected.
-Johab Avereli,SAN Daily

View user profile

11 Re: Nation Game 5: The Game on Thu Jul 22, 2010 2:41 am

Name: United States
Territories: 21, 28, 20, 14, 27, 26, 19, 18, 24, 18, ( 17, 23, 13, 12, 16, 1, 32)
Capital: 21
Treasury 10
Income: 11

Its the United States. I'm not original. Sue me.

*The () means things over the 10 allotment, but would be part of the US. During WW2. Dunno if you would give it to me or not.

View user profile

12 Re: Nation Game 5: The Game on Thu Jul 22, 2010 2:27 pm

You can't have a territory twice so the second eighteen goes to the first one you reserved.

View user profile

13 Re: Nation Game 5: The Game on Fri Jul 23, 2010 1:18 am

collecting another 13 gold, making 26 gold.
spending 19 gold on expanding into 60, 63, 66.
Now I have 7 gold and banking it.

View user profile

14 Re: Nation Game 5: The Game on Fri Jul 23, 2010 10:50 am

His Majesty...THE EMPEROR! has risen to command


161 as capitol (Osaka)

and teal please

View user profile

15 Re: Nation Game 5: The Game on Fri Jul 23, 2010 2:52 pm

Whoops, I missed a turn.

Collecting 10 gold (11-1 upkeep), for a total of 20 in the treasury.

Expanding by military force into 111, 117, leaving me with 10 gold.

Income: 13
Upkeep: 1

View user profile

16 Re: Nation Game 5: The Game on Fri Jul 23, 2010 3:30 pm

Spending 7 gold on expanding into 247.

The SAN have moved into South Antartica, estabishing and building small Airforce bases and military camps, but no military forces have been put into training. The SAN find it as a good way to turn there warm weather soldiers to also be able to adapt to Sub Zero conditions.

View user profile

17 Re: Nation Game 5: The Game on Fri Jul 23, 2010 10:34 pm

Collecting. for today 13- 1 for wed upkeep -1 for todays upkeep. 12

Last edited by Monty on Sat Jul 24, 2010 11:19 pm; edited 1 time in total

View user profile

18 Re: Nation Game 5: The Game on Sat Jul 24, 2010 1:15 am

Collecting 11 income, +10 from the starting treasury makes 21, spending 16 gold to expand into 22, 23, and 16, which leaves me with 5 gold left for this turn.

View user profile

19 Re: Nation Game 5: The Game on Sat Jul 24, 2010 1:33 am

collecting 16 gold spending it on expanding into 38.
Leaving me with 8 gold.

View user profile

20 Re: Nation Game 5: The Game on Sat Jul 24, 2010 7:32 pm

Nation: USSR
Lands: 70, 71, 72, 80, 81, 82, 91, 92, 93, 94
Capitol: 82 Moscow

Desc: Lenin has risen to power, and the Communist revolution hase begun, tremb;e in fear for the Red Army waits on no one!!!!!

View user profile

21 Re: Nation Game 5: The Game on Sat Jul 24, 2010 11:02 pm

Collecting twelve golds and stockpiling them for a total of 22.

View user profile

22 Re: Nation Game 5: The Game on Sat Jul 24, 2010 11:28 pm

12+11-1 =22 gold (annexing 67) -6 (annexing 4) -6 -5 for a new army =5 gold left over for the bank.

British News: Today our headlines are on the crisis developing ti western Africa as rebel forces are trying to oust british factories, they however have had almost no succes as the second they rose to attack General Monty had troops on location to shut them dow. IN other news word has been sent to select nations to whom Monty himself will be paying a visit. These Nations include The USSR, His Majesty's Holy Empire, and the SAN. There appears to be tension brewing between Our Nationalists and the AED, a so called Death Korps who has taken root in southern Africa, when asked for a statement The General only said" We will do what any empire would, we will do what needs to be done.: This is Jim Callahagn and that concludes tonights British News, have a wonderful evening

View user profile

23 Re: Nation Game 5: The Game on Sun Jul 25, 2010 5:28 pm


Expanding into both 12 and 15

View user profile

24 Re: Nation Game 5: The Game on Sun Jul 25, 2010 9:59 pm

the japanese empire hordes its jew gold +11 gold

View user profile

25 Re: Nation Game 5: The Game on Sun Jul 25, 2010 10:43 pm

Collecting 18 gold plus 8.
26 gold.

View user profile

Sponsored content

View previous topic View next topic Back to top  Message [Page 1 of 3]

Go to page : 1, 2, 3  Next

Permissions in this forum:
You cannot reply to topics in this forum