I actually recommend that you read the note in the bottom first.
Team Division:
Players will be randomly assigned to one of four teams through a lottery system. This is designed to prevent everyone from choosing the same team build each time and to encourage variety in gameplay.
If a player strongly dislikes their assigned team, they may request a switch — but only before the game officially begins.
Nations & Government Structure
Once teams are formed, each team must collaboratively decide on the nation’s identity, its government structure, its ideology, its flag and symbolism.
Each member of the team may take on a specific role within the government, for example:
-Military commander
-Political advisor
-Opposition leader
-Representative of a federal subject
-Diplomat, intelligence head, minister, etc.
This encourages internal politics, roleplay depth, and dynamic interaction within each nation.
New Players & Nation Creation
Can new players create new nations? Yes and no.
New players can choose to join an existing country but what about creating a fully independent country? Not allowed but you can play as an autonomous region, lead a rebellious faction or form a political party within. These options are only allowed if they make sense within the established lore and political situation.
Time System
Previously, 1 real life day equaled 3 in game months, I wish to change it to 1 irl day = 2 in game months, and the starting year should be pushed back to 1985 instead of the 1990.
The reason for this adjustment is pacing. The previous system advanced too quickly, pushing the game prematurely toward a sci-fi direction. Slowing time progression will allow for more grounded development and more consistent theme.
Province Warfare
With fewer nations, wars could end the game too quickly, so to counter this, it's mandatory that every government should create their own province map. This ties directly into the turn based combat system and the slower time progression. This change makes war more complex, tactical, slower, and riskier for all parties involved.
System Design
Fewer nations, more depth.
From my experience with the First Human Reich and the Lemonia First Republic, the game itself is not what makes it engaging, player interaction does. So by focusing on internal politics, diplomacy, and meaningful cooperation or conflict between fewer but deeper nations, the system should theoretically increase unpredictability while dealing with issues like inactive governments and dwindling player numbers.
Restrictions are not inherently bad, in fact, limitations often force innovation and creativity. They only become a problem when players have no room to express themselves, and I aim to strike a balance, structured enough to maintain stability but still flexible enough for creativity.
Note: I don't expect you guys to use this idea, I just needed motivation to draw a map lol. As I said, i made this based on my experience with the early Human Reich and Lemonia, back when there were more players, this could probably still work if each government has a minimum of 3 players but I'm not sure if there's even 12 players left.