It's like NGI, but hopefully without the bad parts. Very much unformed. Post if interested in joining, we still need to work out some specifics. Users will do their own map editing using this map:
I'd love to play, in which case I have dibs on the British Isles (UK and Ireland). But there's going to have to be some compromise, because I can only play on weekends, and I'm not interested in spending them catching up on the events of the week.
Doesn't matter to me if it's only on weekends. I was thinking a ruleset with guidelines such as:
A set amount of turns required to upgrade army unit production per turn (like 10 posts = 1 unit increase per turn) or conquering land increases unit production by one.
Bonuses (What's the difference between a set of ten bonuses that took ten turns each and a single bonus that took one hundred turns?) EDIT: Perhaps after a certain amount of posts made towards a bonus (such as 50) the bonus power could be multiplied by 1.5.
Research should be done before any upgrades to units can be made; this could potentially replace bonuses.
Research IS bonuses. Check NGI, all the bonuses are the results of R&D.
Anyway, I think there should be a bonus bonus for those that do longer bonuses over shorter ones. Going longer without the bonus means it should be more powerful than if they had been taking smaller bonuses each turn.
But, of course, research can be accelerated or split or whatnot, and it isn't just focused on military bonuses. It can also be used to expand military production, improve morale (if we're counting that), expand research, or it could just be used in roleplay (like Qwerty's avatar thing in NGI). Sometimes things may have dual purposes, like mechs (used in RP, and also give a bonus in battles).
As to military recruitment. Perhaps there'll be a steady increase based on current population, but you can increase production by researching projects or speeches or whatnot?
The last thing I want is to be too overly rule-laden or complex, though. I'm hoping it'll be more like the latter 3/4 of NGI, and not the first 1/4. Or at least take the good bits from both.
Unit production is still an issue. I think there should be a static post requirement to increase certain factors (such as unit production) I.E. ten posts of research or conquering another country. There should also be limiting factors like losing or reconquering territory does not affect your unit production.
As to military recruitment. Perhaps there'll be a steady increase based on current population, but you can increase production by researching projects or speeches or whatnot?
I like this. Unit production based on population + the ability to increase unit production through research/speech effort. Although the research should be a static amount of posts as I said before, or the amount can be determined based on population.
Making time post-based instead of just based on their posts would mean there'd be fewer "no RP just updating my research" posts. Those things are annoying.
That said, we can have research points instead, and yes, those could go into set unit increases. Probably just a proportion by number of controlled countries. Population would give too much of an advantage to certain players, and it'd be tricky to control.
Making time post-based instead of just based on their posts would mean there'd be fewer "no RP just updating my research" posts. Those things are annoying.
That said, we can have research points instead, and yes, those could go into set unit increases. Probably just a proportion by number of controlled countries. Population would give too much of an advantage to certain players, and it'd be tricky to control.
Definitely make time non-post based. Regular RPs in posts can be the outlook of a day while major RPs can pause most/all nation progression.
Yeah, I was talking about that in chat earlier. Honestly I think the best solution to resolve the issues with RP time versus RISK time is to ignore them. If, say, each page is one month in RISK-time, it can still be however long it needs to be in RP-time. Sure, you'll have developed a new technology in the time it takes characters to have lunch and disable an Antarctica full of nanobots, but whatever.
<name> is a RISK-like RP. Players start by choosing a country that isn't already claimed by another player and going into three separate branches of gameplay. The ultimate goal of the game is to create an in-depth story centered around all players and to eventually have a single player owning all countries, winning the game.
1. A player that owns a country gives the backstory of their country and any other desired roleplay elements in the beginning of the game. With each new post the player describes in a roleplay manner any events they deem significant currently occurring with their character/country and/or any interactions with other players.
2. All countries begin with the capability of producing army "units". These units count as one (1) number in GeneralVeers's WarSim. Units are used for both defending a territory and conquering territory. Depending on the amount of research (explained in the next point), army units in one country can be stronger than in others.
3. All countries are capable of producing research which leads to bonuses in the WarSim. Research is done by designating a set amount of posts required to reach research fulfillment (for example: <name> nation begins researching better bullet penetration technology. Requires ten posts. Progress: 0/10 posts). Research that takes longer to complete results in a larger bonus.
Research can also be used to increase army unit production and, if the post count is large enough (ex: 100 or over), can become a significant event in the game world (such as a large airbase or powerful technology that can impact many players).
It is recommended that each player records the amount of army units they have and their research progression. The moderator is not going to keep track of how many units each player has. The best way to keep track of research/unit production is to create spoiler tags at the bottom of each post containing your research progress and total amount of units --------------------------------------------------------------------------
A few rules must be in place to ensure equal gameplay:
UNDER CONSTRUCTION (REVISE AS NEEDED)
General Posting: A post cannot simply be a research progress or army unit production post. There must be a form of roleplay contained within the post. No double-posting is allowed.
Army Units: All countries begin with equal amounts and rates of army unit production. In order to increase unit production a country must either conquer another country or engage in a research length of 10 posts per unit increase. Losing or reconquering a territory does not affect unit production.
A unit increase can be the result of research into a new form of military unit (for example: instead of producing 2 of the same army unit each turn, there could be two separate types of army units)
Research Limitations: A maximum of 3 research projects can be engaged in at any time for each country. Research must be feasible to an extent in the actual world. When beginning research projects the first post counts as 0 on the progress meter.
Bonuses: Bonuses gained from research that requires more than 50 posts will be multiplied by a rate of 1.5. There are two types of bonuses: bonuses that affect army units and bonuses that affect held territory. Bonuses that affect army units give a greater chance of winning in a battle while bonuses that affect territory help defend the territory.
Bonuses that affect territory are restricted to each individual territory conquered (for example: if France conquers Spain, Spain does not gain France's bonuses).
Significant Events: There will be points in the game where significant events will occur that affect all countries. During these times, all research and country progression is halted so that the event may progress. Once the event finishes, country progression resumes.
Moderators: Game moderators do not necessarily fit under the rules above. Whatever they say, even if it is against the initial ruleset, is final.
Remember. play fair and be creative! Things that are not viable in the real world (I.E.: Mechs) are potential army units you can create!
I think your definition of research is too limited. It makes it sound like research only exists to create new bonuses, or at least mainly, and army production is the only side thing. In fact research can be for pretty much any technology or development whatsoever, which happens to include military expansion as a side thing. Research could also be for military or non-military RP uses (eg, launching a drone into low-Earth orbit to fire lasers or whatever at the enemy troops is a bit more complex than a simple bonus to the military, and some things, like Qwerty's avatar system from NGI, have no military value at all).
The post also doesn't describe that posts refers to total thread posts, not individual posts, or that larger projects provide larger bonuses per-post in exchange for not having the effects until the project is over. This is mentioned in the Bonuses section, but it might be useful to state it earlier, when initially discussing research.
Also, the Army Units should be refined. It should be based on total conquered nations (including annexed nations) (it can be kept as a counter in the user's posts), and with small multipliers based on research rates (ex, .2 more armies per current research rate, rounded).
The post should also make mention of natural events or random events that may have an affect on different aspects of gameplay. Natural disasters, such as earthquakes or meteor showers, but also the actions of NPC nations, and potentially acts that will affect some things previously considered stable (eg, a terrorist attacks one of your research bases, cutting this many research posts, but the resulting nationalism leads to this many new military units). Obviously there's a better way to word this somewhere. Maybe it can go under the "Moderators" section.
One aspect of the game I feel the intro is somewhat missing out on is the roleplay aspect. It is important to remember that roleplay should take a primary to the risk-like factors, and can (if logical) override the set aspects of the risk-like game. See NGI's final battles and storyline with Qwerty reprogramming VIROS and Antarctica going to plooey and such.
For my convenience I'm quoting your most recent version here. I'll strike out bits of my post that were addressed, bits of your post that I feel could be improved, and highlight in green any modifications I may make, and green italics any suggestions or thoughts.
<name> is a RISK-like RP. Players start by choosing a country that isn't already claimed by another player and going into three separate branches of gameplay. The ultimate goal of the game is to create an in-depth story centered around all players and to eventually have a single player owning all countries, winning the game.This is not the eventual goal of the game. NGI's potential 'successful' ending was about a three-way peace treaty. I think the eventual goal, if there is one, should be to achieve some form of peace or stability throughout the world, be it by war or treaties. Might be better to have no overall goal at all though.
1. A player that owns a country gives the backstory of their country and any other desired roleplay elements in the beginning of the game. With each new post the player describes in a roleplay manner any events they deem significant currently occurring with their character/country and/or any interactions with other players.
2. All countries begin with the capability of producing army "units". These units count as one (1) number in GeneralVeers's WarSim (seen at the top of the page) . Units are used for both defending a territory and conquering territory. Depending on the amount of research (explained in the next point), army units in one countryThis suggests that the bonuses are separated by country, when they are by empire. empire
[/color] can be stronger than in others.
3. All countries empires are capable of producing research which leads to bonuses in the WarSim. Research is done by designating a set amount of total thread posts required to reach research fulfillment (for example: <name> nation begins researching better bullet penetration technology. Requires ten posts. Progress: 0/10 posts). Research that takes longer to complete results in a larger bonus. However, research has many uses other than military ones. This is, after all, primarily an RP. They may be used to increase army production (at a rate of 1% per research point), or to increase research (by building new research facilities, etc), or for roleplay means (such as developing a stasis chamber for an aging leader necessary for the plot). Research may be very complex (for instance, investing research in education that will increase your speed of research drastically, but not for awhile).
Research can also be used to increase army unit production and, if the post count is large enough (ex: 100 or over), can become a significant event in the game world (such as a large airbase or powerful technology that can impact many players).
4. It is recommended that each player records the amount of army units they have and their research progression. The moderator is not going to keep track of how many units each player has or in which countries. The best way to keep track of research/unit production is to create spoiler tags at the bottom of each post containing your research progress in each project, current research rates, current military production rates, nations conquered and units in each, and total amount of units. The moderator will attempt to track some of these things on the world map, but the world map is not always a reliable source.
[color-green]5. [/color]The game runs by updating a world map. The moderator will update this post with the most recent map as needed, and will sometimes update the map itself to relate to recent battles, annexatons, Tesla Water explosions, and so forth. However, it would be very helpful if, after any battles you may simulate (be honest in your numbers and modifications), you would simply download the map, modify it as needed, and upload it to post it in your post. Armies will be represented by numbers in each nation, perhaps several numbers in some larger nations to show distribution. Important cities and bases will also be labelled, and geographical features may rise and fall as the game continues.[/color]
A few rules must be in place to ensure fair gameplay:
UNDER CONSTRUCTION (REVISE AS NEEDED)
General Posting: A post cannot simply be a research progress or army unit production post. A post would be of no tactical advantage, as it would benefit the other players equally well. There must be a form of roleplay and/or battle contained within the post. No double-posting is allowed.
Army Units: All countries begin with equal amounts and rates of army unit production. In order to increase unit production a country must either conquer another country or engage in a research length of 10 posts per unit increase. Losing or reconquering a territory does not affect unit production.
A unit increase can be the result of research into a new form of military unit (for example: instead of producing 2 of the same army unit each turn, there could be two separate types of army units)
Research Limitations: A maximum of 3 research projects can be engaged in at any time for each country. Research must be feasible to an extent in the actual world. When beginning research projects the first post counts as 0 on the progress meter.
Bonuses: Bonuses gained from research that requires more than 50 posts will be multiplied by a rate of 1.5Bonuses are granted according to a I'll work on this bit later, it'll probably be some equation to determine it, it just has to be more important than a simple post-50 bonus. There are two types of bonuses: bonuses that affect army units and bonuses that affect held territory. Bonuses that affect army units give a greater chance of winning in a battle while bonuses that affect territory help defend the territory.Not sure which WarSim you're looking at, but the one on the top only supports one bonus set per army. Certainly I have no issue with having a bonus that supports a specific area (like a missile encampment), but there simply isn't room in the WarSim for that. Perhaps this would be a better way of wording it. Territorial bonuses are added to the standard bonus when defending a specific territory, and they count for all nations that may have to defend that territory (unless the cause of the bonus is destroyed in RP or otherwise).[/color]
Bonuses that affect territory are restricted to each individual territory conquered (for example: if France conquers Spain, Spain does not gain France's bonuses). This can be undone by some minor research (half the original length to accomplish the bonus for one country) to establish the defensive bonuses in the new location.
Random Events: There will be points in the game where significant events will occur that affect all countries. During these times, all research and country progression is halted so that the event may progress. Once the event finishes, country progression resumes.[green]Completely unnecessary. Indeed, some random events are indeed significant, but we certainly don't have to let unaffected countries stop research! Slow, perhaps, but that's just part of random events. Random events will occur that may affect many aspects of gameplay. There is not really any way to predict them in most cases. They may have positive, negative, or neutral effects, and they may affect no country, every country, or anywhere in between.[/color]
Moderators: Game moderators do not necessarily fit under the rules above. Whatever they say, even if it is against the initial ruleset, is final.
Remember. play fairly and be creative! Things that are not viable in the real world (I.E.: Mechs) are potential army units you can create![/quote]
Alright, once I can figure out a good way of measuring bonus levels for long projects. I'm thinking maybe a linear multiplier increase, starting at 1 at somewhere around 10 posts and ending with a cap at 100 with, I dunno, how much should the max multiplier be? If we're basing it on 1.5 for 50 posts, it would be 2x for 100 posts and normal at one post. That might be fair.
We also need a name. The last thing we need is another ____ incident.
<name> is a RISK-like RP. Players start by choosing a country that isn't already claimed by another player and going into various branches of gameplay. There is no ultimate goal to the game, and the game can end in various ways including a global peace treaty, war victory or even total disaster. General gameplay is explained below.
1. A player that owns an empire gives the backstory of their empire and any other desired roleplay elements in the beginning of the game. With each new post the player describes in a roleplay manner any events they deem significant currently occurring with their character/empire and/or any interactions with other players.
2. All empires begin with the capability of producing army "units". These units count as one (1) number in GeneralVeers's WarSim (seen at the top of the page). Units are used for both defending a territory and conquering territory. Depending on the amount of research (explained in the next point), army units in one empire can be stronger than in others.
3. All empires are capable of producing research which leads to bonuses in the WarSim. Research is done by designating a set amount of total thread posts required to reach research fulfillment (for example: <name> nation begins researching better bullet penetration technology. Requires ten posts. Progress: 0/10 posts). Research that takes longer to complete results in a larger bonus. However, research has many uses other than military ones. This is, after all, primarily an RP. They may be used to increase army production (at a rate of 1% per research point), or to increase research (by building new research facilities, etc), or for roleplay means (such as developing a stasis chamber for an aging leader necessary for the plot). Research may be very complex (for instance, investing research in education that will increase your speed of research drastically, but not for awhile).
4. It is recommended that each player records the amount of army units they have and their research progression. The moderator is not going to keep track of how many units each player has or in which countries. The best way to keep track of research/unit production is to create spoiler tags at the bottom of each post containing your research progress in each project, current research rates, current military production rates, nations conquered and units in each, and total amount of units. The moderator will attempt to track some of these things on the world map, but the world map is not always a reliable source.
5. The game runs by updating a world map. The moderator will update this post with the most recent map as needed, and will sometimes update the map itself to relate to recent battles, annexations, Tesla Water explosions, and so forth. However, it would be very helpful if, after any battles you may simulate (be honest in your numbers and modifications), you would simply download the map, modify it as needed, and upload it to post it in your post. Armies will be represented by numbers in each nation, perhaps several numbers in some larger nations to show distribution. Important cities and bases will also be labelled, and geographical features may rise and fall as the game continues.
A few rules must be in place to ensure fair gameplay:
UNDER CONSTRUCTION (REVISE AS NEEDED)
General Posting: A post cannot simply be a research progress or army unit production post. A post would be of no tactical advantage, as it would benefit the other players equally well. There must be a form of roleplay contained within the post. No double-posting is allowed.
Army Units: All countries begin with equal amounts and rates of army unit production. Units are added to each empire once a new page in the thread begins. In order to increase unit production an empire must either conquer a country (which increases production of units by 1 unit for the empire) or engage in a research length of 1 post per 1% unit production increase in all conquered countries. Losing or reconquering a territory does not affect unit production.
For creative purposes, unit increase can be the result of research into a new form of military unit (for example: instead of producing 2 of the same army unit each turn, there could be two separate types of army units). All bonuses are constant for all units.
Research Limitations: A maximum of 3 research projects can be engaged in at any time for each country. Research must be feasible to an extent in the actual world. When beginning research projects the first post counts as 0 on the progress meter. Research progresses with all posts made by players during research.
Bonuses: There are two types of bonuses: bonuses that affect army units and bonuses that affect held territory. Bonus multipliers occur at every 10 posts up to 250 posts by a multiplier of .1 (for example: upon reaching 10 posts, the bonus is multiplied by 1.1, then 1.2 for 20 posts, and so on). Bonuses can be rendered invalid based on how they fair against another player's bonuses (example: bulletproof vests would do nothing against armies equipped with lasers).
Bonuses that affect territory are restricted to each individual territory conquered (for example: if France conquers Spain, Spain does not gain France's bonuses). This can be undone by some minor research (half the original length to accomplish the bonus for one country) to establish the defensive bonuses in the new location.
Random Events: Random events will occur that may affect many aspects of gameplay. There is not really any way to predict them in most cases. They may have positive, negative, or neutral effects, and they may affect no country, every country, or anywhere in between.
Thread Availability: This forum game has been designated as a weekend only game. Posts can only be put into the thread by players during Friday nights up to Sunday nights. Occasionally, there will be holidays where posting is allowed. The moderator will notify everyone if posting is allowed in advance for any time other than weekends.
Moderators: Game moderators do not necessarily fit under the rules above. Any gameplay a moderator deems unfair or unsportsmanlike will be dealt with at their discretion. Whatever they say, even if it is against the initial ruleset, is final.
Remember, play fairly and be creative! Things that are not viable in the real world (I.E.: Mechs) are potential army units you can create!
Bonuses should only apply where the research that created them is relevant. e.g. Bulletproof vests do nothing against armies equipped with lasers
I don't like this idea. It'd be too time-consuming to figure out which bonuses are relevant to the situation and it would cause arguments between players. Added to the game after deliberation.
<name> is a RISK-like RP. Players start by choosing a country that isn't already claimed by another player and going into various branches of gameplay. There is no ultimate goal to the game, and the game can end in various ways including a global peace treaty, war victory or even total disaster. General gameplay is explained below.
1. A player that owns an empire gives the backstory of their empire and any other desired roleplay elements in the beginning of the game. With each new post the player describes in a roleplay manner any events they deem significant currently occurring with their character/empire and/or any interactions with other players.
2. All empires begin with the capability of producing army "units" which at first count as one (1) number in GeneralVeers's WarSim (seen at the top of the page). Units are used for both defending a territory and conquering territory. Depending on the amount of research (explained in the next point), army units in one empire can be worth more points than other units.
3. All empires are capable of producing research which leads to bonuses in the WarSim. Research is done by designating a set amount of total thread posts required to reach research fulfillment (for example: <name> nation begins researching better bullet penetration technology. Requires ten posts. Progress: 0/10 posts). Research that takes longer to complete results in a more powerful bonus. However, research has many uses other than military ones. This is, after all, primarily an RP. They may be used to increase army production, increase research (by building new research facilities, etc), or for roleplay means (such as developing a stasis chamber for an aging leader necessary for the plot). Research may be very complex (for instance, investing research in education that will increase your speed of research drastically, but not for awhile).
4. It is recommended that each player records the amount of army units they have and their research progression. The moderator is not going to keep track of how many units each player has or in which countries. The best way to keep track of research/unit production is to create spoiler tags at the bottom of each post containing your research progress in each project, current research rates, current military production rates, nations conquered and units in each, and total amount of units. The moderator will attempt to track some of these things on the world map, but the world map is not always a reliable source.
5. The game runs by updating a world map. The moderator will update this post with the most recent map as needed, and will sometimes update the map itself to relate to recent battles, annexations, Tesla Water explosions, and so forth. However, it would be very helpful if, after any battles you may simulate (be honest in your numbers and modifications), you would simply download the map, modify it as needed, and upload it to post it in your post. Armies will be represented by numbers in each nation, perhaps several numbers in some larger nations to show distribution. Important cities and bases will also be labelled, and geographical features may rise and fall as the game continues.
A few rules must be in place to ensure fair gameplay:
UNDER CONSTRUCTION (REVISE AS NEEDED)
General Posting: A post cannot simply be a research progress or army unit production post. A post would be of no tactical advantage, as it would benefit the other players equally well. There must be a form of roleplay contained within the post. No double-posting is allowed.
Army Units: All countries begin with equal amounts and rates of army unit production. In order to increase unit production an empire must either conquer a country (which increases production of units by 1 unit for the empire) or engage in research that increases the rate of their unit production. Army units are created after a player posts a certain amount (1 unit every 3 posts). Research can increase the units made in an empire and the rate they're made).
More than one type of army unit can be made (example: you can research a unit that is more powerful than standard units but takes more posts to create)
Research Limitations: A maximum of 3 research projects can be engaged in at any time for each country. Research must be feasible to an extent in the actual world. When beginning research projects the first post counts as 0 on the progress meter. Research progresses with all posts made by players during research.
Bonuses: There are two types of bonuses: bonuses that affect army units and bonuses that affect held territory. Bonus multipliers occur at every 10 posts up to 750 posts by a multiplier of .05 (for example: upon reaching 10 posts, the research bonus is multiplied by 1.05, then 1.1 for 20 posts, and so on). Bonuses can be rendered invalid based on how they fair against another player's bonuses (example: bulletproof vests would do nothing against armies equipped with lasers).
Bonuses that affect territory are restricted to each individual territory conquered (for example: if France conquers Spain, Spain does not gain France's bonuses). This can be undone by some minor research (half the original length to accomplish the bonus for one country) to establish the defensive bonuses in the new location.
Random Events: Random events will occur that may affect many aspects of gameplay. There is not really any way to predict them in most cases. They may have positive, negative, or neutral effects, and they may affect no country, every country, or anywhere in between.
Thread Availability: This forum game has been designated as a weekend only game. Posts can only be put into the thread by players during Friday nights up to Sunday nights. Occasionally, there will be holidays where posting is allowed. The moderator will notify everyone if posting is allowed in advance for any time other than weekends.
Moderators: Game moderators do not necessarily fit under the rules above. Any gameplay a moderator deems unfair or unsportsmanlike will be dealt with at their discretion. Whatever they say, even if it is against the initial ruleset, is final.
Remember, play fairly and be creative! Things that are not viable in the real world (I.E.: Mechs) are potential army units you can create!
Let's just base majority gameplay off roleplay like it was done with NGI. Research is progressed by an individual's own posts only. Unit production starts out as 1 every 3 turns. The moderator can decide if an empire's actions are out of line or too overpowered. The game's played on weekends only.
Could we let it bleed into weekdays if the user DOESN'T post on the weekends at all. Sometimes it is inconvenient.
Also, let's keep it all in one thread this time. And someone should novelize the entire (interesting parts of the) storyline. We were unable to do that with NGI because a ton of NGI was risk in the beginning.
Our nation is humbly harbored in Australia - Henceforth known as Brohmzlunz Meiger. The nation itself is to be known as the "Aanz'werdtuab'terf'tur bi Forschair eh Dumpl'si", or "ABFEDeration".
Our government consists of three houses: the Swenet, consisting of three publicly elected representatives from our three provinces, which are known as the Nert(North-east), Sert(South-east), and Wert(West) - they are elected every three years; the Yunslous, consisting of three officials elected by the Swenet, also from the three provinces - they are elected every nine years; and the last house is of the Reul'Zhargon, the powerful executive officer of the nation, who is elected by the Yunslous every seventeen years. Though not written in the governmental charter of the ABFEDeration, the Reul'Zhargon has typically come from an upper class family of the Sert province, with a few exceptions from Nert, and a single elected individual from Wert many years ago.
It is worth noting that while the Yunslous and the Reul'Zhargon require a candidate to be born in Brohmzlunz Meiger, the Swenet may elect foreign-naturalized citizens, though this has never happened before.
We are not a violent nation, per se, but we have proven ourselves to be radical vanguards of new-age policies and ideologies. Our majority religion is less than fifty years of age. We call it Lus'rism, after the famous philosopher Rignum Lus'r, who bequeathed unto us the knowledge and belief that our nation holds the sacred duty to act of our own accord and defend ourselves as we see fit.
Our capital city is Phlundra, but each province has a local capital city, excepting Sert, where Phlundra is on the southern coast. The capital of Nert is Luft'hans (located near the Division between the lands), and the capital of Wert is Urig (located on the western coastline). Phlundra is the most populous, Urig is almost as large, and Luft'hans is the least populous of the three, though still of considerable size.
The economy of Brohmzlunz Meiger is mostly based on the export of coal, oil, and agriculture, and is centralized in the government. Most industries are run in Nert and Wert, but handled on a higher level in Sert. The coastal cities are typically more populated than the inland. We have a very large branch of research facilities on the island of Brohmzlunz Meener (Tasmania).
The current reigning Reul'Zhargon is Moisch Hoblagend, who has been in office for five years. He is native to Sert, and is popular in most of the nation, though considerably less popular near the capital of Nert.
The three current members of the Yunslous are Brattin Varmy (of Sert), Slure M'idein (of Wert), and Karmun Volvain (of Nert), the latter being the first female member to ever serve in the Yunslous.
The three current members of the Swenet are Marcy Avbolain, Krauss Inmal, and Cole Sunnheld, of Sert, Wert, and Nert, respectively.
The people of Brohmzlunz Meiger have been unhappy with a slow economic growth over recent years, but the Swenet and Reul'Zhargon are caught in a deadlock over what to do. The Yunslous is split between the two, and many citizens of Nert have called for governmental reform.
Recent research has been aimed at modifying agriculture to produce more hardy plants (Nert and Sert support this, but Wert is cautious), though some research has been dedicated solely to economics and how growth may be spurred.
I do not pity you if you just read all of that.
ALSO: I'm going to assume we start with 5 military units. Correct me if I am wrong. -------------- Reul'Zhargon Hoblagend sits in his office overlooking the Sertian Sea, contemplating his next move to try and sway the Swenet officials. Nertian outcries have called for change, and change is something Hoblagend is willing to provide, to a degree. The degree of change they propose is what he fears. Why, if the government underwent a full makeover, who's to say he would still have control over it by the end? He needs to find a middle ground, or face an uprising from Nert. It's in their blood - the philosopher Rignum Lus'r was a native of Nert, and spurned his religious ideologies unto them directly. Change is something they crave in their very souls - a change that threatens Hoblagend very much indeed. If he, and the rest of the government, cannot find a way to speed up this slump in the economy, they're going to have a lot of problems in ALL of the provinces.
Yeah, sorry for not mentioning, didn't mean to start it in this thread. This thread was for discussion only. I'll start a new thread for actual roleplay. We might as well scrap the entire system and just base our gameplay off NGI but with more
Also, you could actually novelize NGI if you cut out the nations that didn't do much. It's not hard to summarize the early RISK-like rise to power.
We should finish the game before we start it. I'll make a new thread when we're ready to actually start it. In the meantime, we haven't yet polished the post.