[@ArenaSnow] Thanks for the comments. - As for the first part, it's exactly the reason for taking out 'freeform' and putting in 'backgrounds.' If I allowed freeform, I'd have to slap everyone I felt that were trying to be too powerful, or encourage people who were being too weak. Even still, we would have needed some sort of "background" similar idea, or everyone would either not know how much gold they could start with, or assume they could have whatever they want, and start the game with the spanish armada equivalent In other words; Don't look at "backgrounds" as restricting, look at them as starting points. A way to dip your toes into the water. They are meant to get you started, how you roleplay and what you gain after is really what matters. This just limits abuse, the door is still open to impove. - Current ship listing is just current ships that will be sailing in the New World, just for general information. You will be able to customize your ships later and turn a Sloop into a War Sloop, Slave Transport, whatever you want. Even put a big cannon on the front. - The manpower system was just something simple. I wish I had more time to spread out the rules and make a more indepth game rather than rock paper scissors, but then we'd also run into the problem of being a dice roll. Unfortunately, work with the Fire Department and my mother take majority of my time. Also, an apology for being late to this tonight. - The reasoning as to why a blacksmith or a court would increase population is that more peasants/common folk would actually want to move to a modernized and civilized society. No blacksmith? No nails. No nails? Improper housing. They, otherwise, serve other purposes than just population. As of this moment I have no plans to make population effect your Nation/Org sheet. The Nation Sheet is simply for your own use and not for number crunching. This is the problem with making multiplayer roleplays, especially with Nation Roleplays. Ever play Dungeon & Dragons, or Pathfinder? While focused on an individual character, there are structures for nation roleplaying or building. They all have numbers. In a general roleplay scene, with versus, maybe one of those old heroes versus villains games.... it's either you agree to play fun and fair and maybe choose to let someone land a hit, or dodge. But then you get those players who want to win everything. I'd rather make a story without numbers, but everyone wants to be competitive if they can, especially when they can take land and grow. - You are the character engaging the world I have created, but you don't know the story I've written out or the events that will unfold. The system I've made allows you to explore options, options that you don't know about from a glance but which I can give you should you seek the answer. It's like being a leader of a nation and having an advisor. You don't go to the barracks, and see soldiers training, you don't go to the factory and see the guns being made, and even if you did, would you understand everything going on? It is the job of the advisor to have the information you need ready and available at your fingertips. It's my way of also progressing the story for players.