Log 3 - Parallel to god games, winning/losing conditions, and NPCs
These logs have been hilariously short lately so I'm going to start discussing related topics together.
First off, Nation States is a sandbox. A good example of sandbox in FGRP are god games. Which inevitably dies off because there's no goal or winning condition.
Urist McScoopbeard asked about what the point of the game is. In god games, there are many players and they come up with their own missions and then step all over everyone else to complete them. In this game, the players collectively run a single state, so things are different. I already mentioned that the winning state can't really be solidified at this point. I mean, really. Let's say we wanted world domination... but what if the playerbase actually just wanted to embezzle loads of money and then escape the country? What if they want to just get their pet policies through? What if they want to just run a country really well?
Maybe there can be multiple pre-set win conditions, but that would have to be very broad to cover al lsituation, something which seems a bit of an overkill since I wouldn't know yet if anyone else would want to copy the system I will build here.
Thus, in conclusion, the win conditions will have to be ascertained in the game.
As we have discussed winning conditions, we should also discuss losing conditions. This is easier. You simply lose if the government is overthrown, or your country is under foreign control for too long. The main "enemies" are NPCs, by which I don't mean just a person, but also an entity. An NPC in this game can range from a single celebrity, an official under your employ, a very good assassin, a political organization, another country, or the World Council. The NPCs can occasionally be your allies, but most of the time they're threats that you have to keep suppressed or appeased to not lose. Most of them act within a (hidden) set of behaviors, but since I'm not a computer i reserve the rights to make the NPCs do whatever I want, as long as it tells a good story and challenge the players to consider their choices.