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10/12/02
Welcome to the Rules section...STOP

To start a game, every player must fill out an Info Sheet found here...STOP
Below are the rules for Nation, if you prefer to download the rules in .doc format, click here...STOP

Rules

Attack rolls: Roll a D6 for every Military Unit defending the territory and a d8 for every fortification in the territory, and a d6 for every unit attacking the territory. Highest Rolls wins.

Production: Every 5 turns, each territory produces 2 Military Units.

Factories: All nations start with 5 factories. Each factory produces 1 gp per turn. A factory costs 20 Monetary or one Military unit. A factory can be liquidated for one military unit.

Fortifications: All nations start with three Fortifications. Each one adds a d8 to the defense roll of a territory. A fortification costs 25 gp, or two Military Units.

Military units: Every territory starts with 2 military units. Every territory gets one additional military unit every five turns for free. Military units cost 15 gp each.

Capital: Capital is the capital city of the nation. Its is within one state, but must be conquered separately (ie. Your enemy's capital is in Wastington State. You capture Washington State, and now must launch an attack on the capital city, Seattle) Capitals do not generate troops, but may hold troops as long as the rest of the state does not (representing the troops of the state all rushing in to the defense of the capital). Capital automatically starts with one Fortification, and can have up to three. If a capital is defeated, defender and attacker roll a d6. If defender wins, the ruler (or the majority of the government) escapes. In that case, the nation continues on, but now cannot build factories or fortifications and territories no longer raise troops (troops must be bought). If the attacker wins the dice roll, the government and/or leader is captured. The remaining territories under that control become independents (continue with the troops in the territory, but do not attack, and cannot raise more troops) controlled by the Moderator.

Happiness: Every 5 turns, roll a 3d6 to determine the Happiness of the nation. Include any Economic and/or Governmental modifiers. The Moderator may impose additional penalties for circumstances (losing homeland, people hating the ruler, etc. Up to MOD discretion). Happiness is how happy the people are. If happiness is consistently low, disorder or even revolution may occur.

Interest: Every 5 turns, roll a 3d6 to determine the Interest of the nation. Include any Economic and/or Governmental modifiers. The Moderator may impose additional penalties for circumstances (losing homeland, people hating the ruler, etc. Up to MOD discretion) Interest is how much the people care about the current events. If the interest is high and bad shit is happening, people may go into disorder, or even revolution. If interest is high and good shit is happening, people may have good efficiency (+ to national monetary funds) or more patriotism (+ to the production of troops)

Opinion - Every 5 turns, roll a 3d6 to determine the Opinion of the nation. Include any Economic and/or Governmental modifiers. The Moderator may impose additional penalties for circumstances (losing homeland, people hating the ruler, etc. Up to MOD discretion) Opinion is what the people think about the government. If opinion is consistently low, disorder or even revolution may occur.

Disorder: Disorder stops all production until the people are happy/ high opinion again.

Revolution: If a government falls in opinion or happiness far enough, the moderator may call for a revolution. The moderator rolls a percentile die for each territory to see if they revolt. Each revolting state is counted as an independent (continue with the troops in the territory, and cannot raise more troops) and attacks only the country they are rebelling against. If 25% or more states revolt, it becomes a Rebellion. The Rebellion can raise troops and money like any other nation, and all the rebel states work together like any other nation. It is controlled by the Moderator. The Rebel states will only defend themselves. They will spend all gp on raiseing troops and fortifications. If the Rebel states survive war with their parent country and are recognized by the other nations, they will become a Moderator run nation.

Economic Policies:

Communism - all production goes to government, it is then dispersed to the people. Government provides for all services and businesses. Government owns all land. Good with Government Types: Democratic Dictatorship, Despotism, Monarchy, Imperial.
Pros: Good Happiness (+1 happiness per territory)
Cons: Low production (-1 per each factory)

Capitalism - Lower taxes, but government provides only 'public works' services, Good with Government Types: Populous Legislature, Representative Legislature, Council of Privileged, Confederacy, Despotism, Democratic Dictatorship, Monarchy, Imperial.
Pros: High production (+1 per factory)
Cons: High Opinion (Must please the people or risk disorder)

Socialism - higher taxes, some government paid programs (free medical, free educational) Good with Government Types: Populous Legislature, Representative Legislature, Democratic Dictatorship.
Pros: High Happiness (+2 total happiness)
Cons: Low Interest (-2 Interest)

Neo-Feudalism - Territories collect taxes, which are given to the over-government. Territories are responsible for maintaining internal affairs (ie roads, education, state government) Good with Government Types: Confederacy, Imperial, Monarchy, Council of Privileged, and Despotism.
Pros: Efficiency (+ 1 production AND units for each territory)
Cons: Low happiness (1/2 total happiness.)

Government Types:

Populous Legislature - Congress (Parliament) elected by popular vote.
Pros: Lower risk of disorder or revolution by
Cons: Legislature can stop laws or declaration of war

Representative Legislature - Congress (Parliament) representatives from elected from states.
Pros: Lower risk of disorder or revolution by
Cons: Legislature can stop laws

Council of Privileged (Aristocracy) - Council of corporative heads rule the nation.
Pros: +1 (per territory) Monetary Units
Cons: Risks disorder if happiness goes down

Confederacy - Council of leaders from each state. Each state has a legislature of its own.
Pros: High Military (+1 unit per territory)
Cons: Slow to attack (must have all states approval for joining troops from out of state)

Despotism - Single ruler through force
Pros: Can do whatever you want (opinion and interest have no effect)
Cons: Much higher chance of revolution if the despot loses support (happiness)

Democratic Dictatorship - single elected leader, appointed cabinets
Pros: Can do whatever you want (happiness and interest have no effect)
Cons: Much higher chance of revolution if the dictator loses face (opinion)

Monarchy (Dynasty) - A hereditary throne of power.
Pros: Cannot be overthrown without full blown rebellion
Cons: Higher chance of rebellion

Imperial - Rule of military leaders
Pros: Military Tradition (can re-roll each battle die once)
Cons: Higher chance of revolution

Fascism - Rule of a single powerful political party, most often led by a demagogue or representative of the party.
pros: Stability (+1 total production)
cons: relies on the power of a demagogue ( if Opinion is consistently low, revolution is guaranteed.)

Fundamentalism (Theocracy)- Rule of a religious power.
Pros: Crusade (If Happiness and Opinion are high enough (Moderator final decision), you may call a 'Crusade' Add 1d6 for every two military units in the your offense. Home territories likely to revolt (disorder is still regular)
Cons: Captured foreign territories TWICE as likely to revolt, low industry (-1 production)




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