Bmw wrote:+1 i think they should also add certin types of voodoo to this so if there trying to takeover the nation like what happened to the usa (after the rothschild incident)
I disagree with having voodoo add danger. At least for now. That is a suggestion which is VERY difficult to make clear and consistent - and also, some sort of infighting inside a nation should be expected.
As for the original idea, I've thought about it, and although I can see reasons for it, I'm concluding that my vote will be "no". I think if you're willing to pay the price of hired diplomats, such actions should be allowed. And there's always the option to get others to attack for you. I DO see some need to give people a stronger sense of belonging to their nations, though. Yet, I think the current restrictions are strong enough, regarding danger and plunder.
Also, keep in mind the following strategy by a pirate attacking a "one-nation guild": As a pirate, attack them as much as you want. Then, get hired diplomats cast on you, and enter the nation as a citizen. With strong restrictions on plunders/voodoo before turning pirate, you're now limiting their ways to retaliate (***HARK they could always hire someone, though HARK***). It's hard enough within the current frames, I think.
Finally: Even with such restrictions in place, the determined pirate always has the option to attack anyway, and become pirate. THEN he could get hired diplomats cast on him, and enter the nation as a citizen again.
Too much text; sorry. In short: I think some way to induce a stronger sence of national belonging by making changing (actually, leaving) a nation more difficult may be a good idea. But I think stronger restrictions on plundering your own citizens are not necessary, as I think the existing restrictions are strong enough.