Fred wrote:I just don't see what situation could arise where the aims of a 'legitimate' nation-raid (assuming, for a moment, that such a thing exists) could not be achieved by other means.
As to malicious nation-raiding, we need to be clear about what and who are the targets for maliciousness in our criteria for this, if we're going to allow some nation-raids and disallow others.
Something like an Anglophone "Federal Republic of Deltaria" pre-cultural protocols with five active parties seems a legitimate target in my eyes, if the overall purpose is doing long-term RP and if the already existing players repeatedly refuse calls to be more respectful towards the old culture. Another hypothetical example is a republican Luthori, where players ignore the nation's strong monarchistic background and play as if they were in a US-clone. Cases like these, where interesting and creative RP is blocked by active but non-RP-ing parties, can justify nation-raiding as the only viable means for establishing, restoring, or protecting a nation's culture.
Apart from obvious cases of maliciousness (i.e. trolling), perhaps the best measure for distinguishing malicious from benign nation-raids is the quality of resulting RP. If a nation-raid is conducted solely to spite a player, then it is less likely to produce good RP. Likewise, malicious nation-raids I assume would generally not be interested in the long-term development of a nation, usually ending when their limited goal was achieved (the nation-raid that removed Sekowo's colonies in the 2900s comes to mind).