Our group is currently building a campaign world (one nation per player) for the Pillars of the State campaign (as suggested in the DMG2 somewhere around page 170).
Today we encountered the "problem" of how to create a world where one nation is not completely and absolutely superior to any other nation (aka best economy, best diplomacy, best military, best science, best magic, best whatever).
Is there an existing framework for this? I seem to remember that some game or system was handling nations similar to characters (with attributes, skills, feats and stuff), but I can't recall what game/system that was from.
Ideally, the system would allow players to create/build their nations alone (without GM supervision) and let them customize individual areas (e.g. describe specific military advantages or units) but put some limits and constraints on them so that they cannot be good at everything and each nation has something unique.
I dug through my collection of books and found the mechanic I mentioned. It's from Sword&Sorcery's Advanced Player's Guide (a 3.5 supplement from 2004) and is called "Castle and Keep". It uses a set of 4 classes of community (civilian, military, arcane, and religious), 6 ability scores (force, mobility, resilience, learning, awareness, command), some feats and most of the normal 3.0/3.5 skill set to model communities ov varying sizes. You can multiclass your community and there are several levels of advancement which improve the stats of it.
It seems that this is pretty close that what I wanted, now the next question is: how can such a system be adapted to 4e (especially regarding the skill and multiclass aspect of the mechanic)?