So maybe what we can like do for powerplaying is try to implement a turn-based warfare system in NXG. For example, let's say Nation A, controlled by Player A, invades Nation B, controlled by Player B. One option is that after Nation A's turn (i.e., Player A makes a move on the front), there is a week-long period where Player A must wait for Player B to respond. When Player B makes his move, the same principle applies; just now Player B has to wait for Player A's response. Or, let's say either one is inactive for real-life responsibilities (we are humans, after all). Maybe a manager (or even a department dedicated to this concept) could take control of said nation until its respective user returns or the war ends. Or, if the nation is semi-active, there is a grace period (moderation can decide the total length later), and Player A waits through both the week and the grace period for a response. What about cases such as "I march all the way to so-and-so's capital and take over the nation" or something similar? I propose a three-or-more-strike system per user, where each strike serves as a warning to that respective person. If they run out of strikes, their involvement is retconned, and all parties return to the period before that nation's involvement or, if the nation was a key part of the war's commencement, the entire conflict is retconned. How might this work? For example, Nations A, B, and C are in a war. Nation A power-plays and gets a strike for it. However, they continue with their decision, and eventually, after they reach their last strike, Nation A's involvement is retconned. If A started the war, the war is retconned; if they were an external party that intervened in the conflict, the war returns to the period before A's intervention. This is just an idea, and nothing here is official, so please take this with a grain of salt lmao.
@Hanz1918 for bringing up the issue