Nation-Building

Introduction

In this chapter you will learn how to construct the nations created during the World-Building process. We will adopt the following definition of a nation (taken from the Merriam New Collegiate Dictionary): "A contiguous geographical area comprising a number of societies that possess the same or similar traits or that share a dominant cultural orientation." Thus nation building is directly involved with the creation of cultures.

There are two ways of building nations in Borigon. The first option is to use current information about an existing nation to create the atmosphere of your game, this is most useful for contemporary or historical games. Ignore steps 4, 5, 6.

The second method is to use each step in the Nation-Building process described below.

Nation-Building Steps

  1. Develop a name for your nation.
  2. Develop a basic concept for your nation. Describe how your nation has adapted to its environment. Think carefully about the environment and what the people would need to survive in that environment. Make a list of things necessary for survival and determine what the people of your nation could reasonably learn. What would nature (or supernatural forces) provide for the nation to survive?
  3. Make a rough sketch-map of the nation.
  4. Determine the initial population of the nation. This also tells you how many Inhabitant Points (IP) you start with. Every 100 inhabitants produces one IP.
  5. Determine the languages and dialects that are being spoken. These can be along ethnic lines, cultural lines, or both.
  6. Determine the length of a cycle. A cycle is a measure of the rise and fall of the nation you are construction. The life of a nation may have numerous cycles to work through. It is suggested that the length of a cycle not be more than 5 times the lifespan of the race (where appropriate). Every 100 years of the cycle will give back one Nation Point (NP) (to be spent on getting specific things for your nation).
  7. Work through the cycles of development.

Cycles of National Development

Each nation goes through weak periods and strong periods. The nation may go through several birth phases following declines. New regimes come into power, and then fade away.

The Birth Phase

Every nation starts in the Birth Phase, this is characterized by the following steps of development (given as an example above):
  1. Add 10 to the NP due to your cycle length. The result is the total number of NP available for the birth phase of your nation.
  2. Modify your starting national attributes (if this is the first birth phase then all national attributes start at 0 and must be modified to be improved). At this stage the attributes cost 1 NP per pip (and these are created and paid for just like skills).
  3. Choose or change the habitation form of your nation according to habitation-building below.
  4. Invent a story about how your nation got started (or got to its present form).
  5. Purchase new national paths with NP.
  6. Purchase national conditions with NP (or gain NP back if you choose a detriment).
  7. Modify existing national abilities and conditions.
  8. Purchase national adventures (bee National Adventures below).
  9. Purchase a reduction in the cycle time (1 century per NP spent), this is optional.

When you have worked through this phase decide if you want to go on to the next.

The Youth Phase

The second development phase is called the Youth Phase, and is characterized by rapid development. Here are the steps:

  1. Add 20 to the NP due to your cycle length. The result is the total number of NP available for the youth stage of your nation.
  2. Improve your national attributes at a cost of 1 pip per 3 NP spent.
  3. Purchase the form of your nation, if it is to be different from that in the Birth Phase.
  4. Distrubute the population.
  5. Invent a story about how your nation has changed.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase national adventures.
  8. Purchase a reduction in the cycle time (1 century per NP spent).

The Development Phase

The third phase is called the Development phase, and is characterized by a nation struggles to survive. It has surpassed its meager beginnings and is taking on a life of its own.

  1. Add 20 to the NP due to your cycle length. The result is the total number of NP available for the developing stage of your nation.
  2. Improve your attributes at a cost of 1 pip per 3 NP spent.
  3. Purchase the form of your nation, if it is different from that in the Youth Phase.
  4. Distrubute the population.
  5. Invent a story about how your nation has changed.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase a reduction in the cycle time (1 century per NP spent).

The Mature Phase

The fourth phase is the Mature Phase. Here a nation comes into it own. It is no longer threatening to collapse.

  1. Add 30 to the NP due to your cycle length. The result is the total number of NP available for the mature stage of your nation.
  2. Improve your attributes at a cost of 1 pip per 3 NP spent.
  3. Purchase the form of your nation, if it is different from that in the Developing Stage.
  4. Distrubute the population.
  5. Invent a story about how your nation has changed.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase a reduction in the cycle time (1 century per NP spent).
  8. Invent some Great Achievement.

The Golden Age

The next phase is the Golden Age of the nation. Here a nation is at its height both politically and socially. It is expanding on all fronts with many new developments and achievements.

  1. Add 40 to the NP due to your cycle length. The result is the total number of NP available for the Golden Age of your nation.
  2. Improve your attributes at a cost of 1 increase per 3 NP spent.
  3. Purchase the form of your nation, if it is different from that in the Mature Stage.
  4. Distrubute the population.
  5. Invent a story about how your nation has changed.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase a reduction in the cycle time (1 century per NP spent).
  8. Invent some Great Achievement.

Old Age

The next phase is Old Age. Here a nation is beginning its decline. It has overreached itself, or maybe there has been a catastrophe of some kind. In this phase of development your land gains some detrimental condition (of your choice) with no NP gained from it.

  1. Add 20 to the NP due to your cycle length.
  2. Improve your attributes at a cost of 1 increase per 10 NP spent.
  3. Purchase the form of your nation, if it is different from that in the Golden Age.
  4. Distrubute the population.
  5. Invent a story about how your nation has changed.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase a reduction in the cycle time (1 century per NP spent).
  8. Lose 1d10 levels of national abilities and conditions (this may not be used to reduce detriments, though detriments can be increased with these points).

Twilight

The final phase is Twilight. Here a nation is at the end of its current incarnation, it may rise again or something new may arise out of its ruin. In this phase of development your land gains some detrimental condition (of your choice) with no NP gained from it.

  1. Add 10 to the NP due to your cycle length.
  2. Improve your starting attributes at a cost of 1 increase per 10 NP spent.
  3. Purchase the form of your nation, if it is different from that in Old Age.
  4. Invent a story about how your nation has changed.
  5. Distrubute the population.
  6. Purchase new national paths, including new projects. You can also use this to modify existing national facilities and conditions.
  7. Purchase a reduction in the cycle time (1 century per NP spent).
  8. Roll on Random Events Table.
  9. Lose 2d10 levels of national abilities and conditions (this may not be used to reduce detriments, though detriments can be increased with these points).

You may then begin a new cycle with the Birth Phase for the next cycle of your nation, or you may build a new nation out of its ruins.

National Attributes

The attributes listed below determine the emphasis placed on certain endeavors made by a nation or a society. These are very important for all of the abilities listed later are based upon these. All attributes begin at a value of 0. The attributes are:

National Paths and the Modification of Abilities and Conditions

A path is the means by which the abilities and assets of a nation are acquired. These are analagous to the Life Paths of character development. Choose the path, and then spend the number of NP you wish on the chosen path. This is handled just like Character Life Paths. For every NP spent on a path you can purchase assets from each of the national/societal attributes, conditions, and then resources. These are created just like skills or conditions, where NP is used just like HP. If an ability is based on a national attribute, then it starts with the score in that attribute. If attributes are raised at a later date, then that many pips are applied to the ability. With every full increase in a score a new asset will be developed that is related to the ability.

Adverse abilities can be purchased, they return NP at the same rate that most abilities subtract it.

For each ability gained, explain why an ability is acquired and how.

Support from Population

NP can be used to increase the overall populace of the nation by 1%. If this is done then that point has been expended and may not be used for anything else.

Every hundred population produces a single Inhabitant Point (IP). IPs are used to support various activities. There are five voluntary classes of IP: Food, resource, facility, project, and military/security. There is a sixth category of IP, the rebel; this occurs when the populace becomes hostile to the government, see below for details.

You must have one quarter as many food IP as you have total IP. This number can be reduced by one for every basic food-oriented facility level (see below), by two for every difficult food-oriented facility level, and by four for every extreme food-oriented facility level. Failure to do this results in the death of any excess IP. One way to mitigate this is to employ slavers and prey upon a neighboring nation to gather slaves to make up the necessary IP. If a race has an easy capability to live off the land (such as a skill of 2+ in survival), they do not suffer this penalty, instead any surplus IP spend their time gathering food. If a race is considered superb at gathering food (such as a skill of 4+ in survival), they do not suffer any detriment and those IP can be used for other purposes. Another way is to immediately purchase a population increase to cover the shortfall, this is only an option if you have the NP available to do it.

You must divide the number of resource IPs by the number of national resources (see below for details). If you cannot do this, those resources are untapped. Slaves or a population increase can also be employed here to mitigate any shortfall.

You must have at least one facility IP for every national facility you develop. If you cannot do this, the excess facilities fall into disrepair. Slaves or a population increase can be employed to mitigate this shortfall.

You must have at least one project IP for every national project you develop. Every IP you apply to a specific project increases its chance of success. Slaves or a population increase can be employed for project IPs.

You must have one military/security IP to raise every hundred soldiers/police. Slaves or a population increase can be employed for this purpose.

You must have one military/security IP to raise every hundred soldiers/police. Slaves or a population increase can be employed for this purpose.

It is always advisable to leave some IP left over for the possibility of rebels.

National Resources

National resources fall into one of two categories: Natural and Supernatural. The level of a resource is the quantity of IN it will provide.

A natural resource is one that requires no power to develop it. You can discover such a national resource by spending one NP to locate it. At this point you describe the resource in detail. This can be anything you can imagine, so long as it can be used by anyone with only mundane abilities. If the resource is described as being rare (such as a gold mine, or a source of gems), then you must assign a single IP to be able to develop it by one pip (it is a basic resource). If the resource is everywhere (such as a particularly good tree for construction materials), then you must spend three IP to develop it by one pip (it is an extreme resource). If the resource is somewhere in between (say a type of mineral spring that produces good water), then you must spend two IP to develop it by one pip (t is a difficult resource).

A supernatural resource is one that requires power to develop it and/or confers power to others. The only Development Points that can be used for supernatural resources are MM, PS, or RL. It requires two such points to discover such a resource. You must then describe the resource in detail. If the resource is rare (such as a magical spring that confers the ability to dream the future) then you must use two of the appropriate IP to develop it by one pip (it is a basic supernatural resource). If the resource is common (a magical metal suitable for making magical weapons, for example) then you must expend six appropriate IP to develop it by one pip (it is a extreme supernatural resource). If it is somewhere in between (say, you have discovered a healing herb) it takes four IP to develop it by one pip (it is a difficult supernatural resource). Note that these costs are for a single benefit, if a resource produces many such benefits then the cost must be paid for each such benefit.

When something has been developed as a national resource the benefits of it may be used by the entire nation.

National Facilities and Projects

NPs may be used to develop national facilities and projects that are appropriate to the category from which the points originate. The cost of a national project or facility is one NP for basic facilities, two NP for difficult facilities, and three NP for extreme facilities, double these costs for power projects. To determine if a project has succeeded for the next Development Cycle take the number of IP you have applied to the project as a base, add one for each previous cycle you have attempted this project, subtract one for difficult projects and two for extreme projects, then subtract a d10 roll. Any positive result is a success. A success indicates that you may construct a national facility in the next phase.

National Conditions

Rebels

Rebels are members of the population that are opposed to the way the nation is being run and who refuse to conform to the needs of the nation. Every rebel IP is lost for the purposes of application to food, resources, facilities, or projects. In any development cycle where there are rebel IP roll a d10 and subtract it from the number of rebel IP; if the result is positive then there is unrest. If unrest begins, then the number of rebels will automatically double. In any development cycle where there is unrest perform a similar roll; if the result is positive then the unrest becomes a civil war.

Another way for rebels to be developed is to have a lack of food. For every three IP killed due to lack of food one IP is converted to a rebel.

Another way for rebels to be developed is to have a rapid change in government. Roll 3d10, the result is the total percent of IP converted to rebels after a coup or other national takeover. A roll resulting in 12 would convert 12% of IP to rebels.

Another way for rebels to be developed is by lack of activity. If you have IP left over (for use in the military, for example), roll 1d10, this is the percentage of the result that turn into rebels.

Rebel IP can be used in one of four ways. To create a criminal class, an illegal secret society (see the Society-Building chapter for details), passive resistors, and active rebels. A criminal class means that there is a criminal element to society composed of thieves, thugs, bandits, and the like. Illegal secret societies exist as either organized criminal groups, enemy espionage operations, illegal conspiracies, illegal cults, and so on. Passive resistors are those who simply refuse to do their civic duties in a nonviolent way. Active resistors are those who are willing to do violence for what they believe is right.

Normally the rebels are active only at a low level. The criminal element simply does what they need to do to survive. The secret societies are mostly concerned about staying secret. Passive resistors stoically adhere to their beliefs while suffering in silence. Active resistors are content to write slogans on walls and to have occasional meetings about what should be done.

When unrest breaks out these elements become more active. The criminal element becomes more brazen, striking in daylight and in well-to-do urban areas. Secret societies see it as an opportunity to further their goals. Passive resistors will automatically double their numbers. Active resistors will engage in pWhen civil war breaks out these elements become a real threat to the nation. The criminal element becomes an army of opportunists seeking to take advantage from both sides. Secret societies will take sides according to their nature. Passive resistors will become active. Active resistors will become a rebel army.etty violence and vandalism against the government and the nation.

Great Achievements

In time your nation will make something appropriate to the paths it has taken that will be seen as a wonder of the World. This will have a direct effect of being at a level of 10 for the relevant attribute based on the definition of the wonder. Examples of these Great Achievements are: The Pyramid of Giza, The Great Wall of China, The Kennedy Space Center, the Library of Alexandria, The National Supercomputing Center, etc.

National Adventures

These are major endeavors your nation has embarked upon using national resources.
Border War: This represents a dispute over territory between two nations. This costs 2 NP per area being fought over. An area is a vague term for border regions in dispute. Roll for the outcome of the war based on appropriate skills (both sides roll, the defender subtracts their result from the attackers roll), the result is the number of disputed regions gained by the attacker (or lost).
Claiming the Land: This represents a nation gaining complete control over a single region on the map. The region must have been explored prior to this. This costs 20 NP per region favorable to the race, the cost is double for hostile terrain/conditions. For every such region add 10 to the NP count at the beginning of each phase.
Diplomacy: A nation sends out envoys and ambassadors to make peace with other nations. This costs 1 NP per diplomatic mission.
Exploration: Here a nation has sent out one, or many, expeditions to learn of the land. This costs 1 NP per major expedition sent. If planar boundaries are crossed, then the cost is multiplied by the number of planar boundaries + 1.
Major War: This represents a larger-scale war possibly involving more than two nations, and the purpose need not be territorial. This costs 4 NP per region of area being fought over. Roll for the outcome of the war as with a Border War (both sides roll, the defender subtracts their result from the attackers roll), the result is the number of disputed regions (times two) gained by the attacker (or lost).
World War: Here a nation, or group of nations, has decided to take over the world! This costs 6 NP per region of area being fought over. Roll for the outcome of the war (both sides roll, the defender subtracts their result from the attackers roll), the result is the number of regions (times three) gained by the attacker (or lost).
Planar War: Here a war is being fought across dimensional boundaries. The cost is as that of the kind of war (border, major, or world) multiplied by 1 + the number of planar boundaries that need to be crossed.

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