All righty, I'll have the new thread up later today. I'll repeat this in the OP, but here are a couple of changes:
To make the early game a little more fun, players may begin with one province/territory at the onset and expand from there. Unclaimed territory in the late game will evolve into its own nation, and players will have to wrest control by force.
Combat.
Dice were too random. Dance videos were too subjective. I'm giving my idea of scale simulation of combat a chance. As stated before, by default battles consist of equal numbers of equitable troops following a similar battle plan, but I will also take into consideration player-dictated tactics. We finally have room for actual military strategy!
I also thought of a way to account for real military strength: each territory can contribute to the development of a military unit each turn. This does not affect the simulation itself, but provides a numeric record of standing armies. The "cost" of each unit varies by requisite manpower: one soldier takes one territory, a tank needs three, helicopters need two, etc. Now, I won't implement this unless an overwhelming majority of players want it, since a) it requires significant micromanagement, and b) I cannot accurately account for naval units.
Of course we will re-use the UN and battle threads. Just a friendly reminder: War & Battles is for combat, UN is for in-character dispute resolution, and the main thread is for roleplaying everything else. Hint hint, Mathalamus.