Ikaroqx - Librarian - IMO that's too complex for this sort of game, but here's a workaround: if a region revolts in the New World, and isn't successfully retaken by the player next turn, the region will turn dark grey and a new faction, called New World Rebels, will be created. This faction will represent all new world rebels, and emergent countries like the ones you listed. It'll be GM controlled, and it can only attack. It cannot conduct diplomacy. It will not be allowed to build forts or cities, but it can build ships. There will be only 4 dice options when attacking a region:
1 - failure and the enemy launches a counterattack
2 - defeat
3 - defeat, but with a +1 bonus
4 - Victory and the region is taken
This is to prevent this rebel faction from becoming too powerful - after all, it's supposed to represent a temporary revolt that can be quashed.
Librarian - I wanted it to emulate today's revolutions in the new world, I guess that could work, but only if it could eventually return to a vassalised of it's previous state? and gain (vassal)independence? For example, the rebels can only enter diplomacy with their former owners, they may only conduct diplomacy with Vassalage of itself in the deal, then when it is vassalised, it can go to a different country (like the USA for England) but controlled by SOAB (for USA)?
What your trying to do is only have it as a small rebellion like an old world one, what I am trying to do is to allow more strategy, like if there is the USA, do the enemies of England support the rebels.
Ikaroqx - How about this: One rebel faction, the New World Rebels whenever a revolt occurs and the player does not take it back in one turn. They will be coloured dark grey, but to differentiate them from each other, they'll have an outline of the colour of the faction they revolted from. For example, say there's a revolt in England NA, a region will turn grey, and they'll have a red outline.
My reasoning for this is to prevent using up/ running out of too many colours, especially if more people join this game or the next one.
Ooh, here's another idea: If the rebels get 5 regions, they'll become an independant faction, like the ones you say. Dunno how they'll be controlled then though.
However, during the revolt/ revolution phase, who would control the rebel faction? I suppose the GM would, but that'd mean also conducting diplomacy, whereas GM aren't supposed to play their own factions.
Librarian - I agree more with Ivan, diplomacy cannot be attempted by the rebel factions, only the other nations can offer to annex them or grant independence. And roll to see if they accept or not. The difference being is, if you choose independance, the nation is inactive and cannot attack but can defend, and only expands if gifted regions, If annexation, they are controlled by the peace maker but keep their colour. Perhaps for the annexed it has a darker grey and a lighter grey for independent.
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