Rules (World War: 1913 Map Game)

Rules

 * If you propose something that is ASB according to a mod that has 3 or more factors of ASBness, it will count as a full 3 strikes and the player will be kicked yet able to play another nation.
 * This game will have a 3 strike system for ASB. If you have 3 strikes you are kicked and are able to play as another nation.
 * If you continue to have ASB strikes with that nation you will be banned.
 * The Great War will be a focus for all nations in the war. A country can only withdraw if it has A: Contributed too much and is low on manpower reserves, B: If it is nearly conquered.

Template
Total:
 * Location:
 * Tactics:
 * Strength:
 * Chance:
 * Motive:
 * Morale:
 * Internal:

Tier 1 (+10)

 * Germany
 * USA

Tier 2 (+8)

 * Russia
 * France
 * Italy

Tier 2.5 (+6)

 * Japan
 * Spain

Tier 3 (+5)

 * Ottoman Empire
 * China
 * Brazil

Tier 4 (+3)

 * Portugal
 * Netherlands
 * Belgium
 * England
 * Mexico
 * Chile
 * Greece
 * Persia
 * Argentina
 * Canada
 * Australia
 * South Africa

Tier 5 (+1)
ALL OTHERS

Tier 1 (+10)

 * USA
 * Germany

Tier 2 (+8)

 * France
 * Italy
 * England

Tier 2.5 (+6)

 * Russia
 * Spain
 * Netherlands
 * Portugal
 * Canada

Tier 3 (+5)

 * Belgium
 * Australia
 * Japan
 * Denmark
 * Canada

Tier 4 (+3)

 * Ottoman Empire
 * China
 * Brazil
 * Greece
 * Mexico
 * New Zealand

Tier 5 (+1)
ALL OTHERS

Tier 1 (+10)

 * USA
 * Germany

Tier 2 (+8)

 * Britain
 * Italy
 * Austria-Hungary
 * France
 * Spain

Tier 3 (+6)

 * Portugal
 * Netherlands
 * Belgium
 * Russia
 * England

Tier 4 (+4)

 * Japan
 * China
 * Denmark
 * Sweden
 * Ottoman Empire
 * Canada
 * India
 * Brazil

Tier 5 (+2)
ALL OTHER COUNTRIES

Countries Helping
Multiple Step Process:
 * 1) Do the algorithm for each country participating in the war.
 * 2) Divide Each country's total score by the number of Fronts
 * 3) Multiply each country's total by the following:
 * 4) *1 for the Leader of the Front. One Per side of a front.
 * 5) *.75 for a secondary power of the front/main colony
 * 6) *.5 for a country sending military support/secondary colony
 * 7) *.25 for a country sending political/economic aid
 * 8) Add all participants of the front up for each side.

Location
ONE of the following:
 * +8 if the most populated core of the country is the front of the war
 * +6 if the the front of the war is within the country
 * +5 if the front is on the country's border
 * +3 if the front is nearby
 * +2 if the front is at a colony of the main country
 * +1 if the front is on a nearby island
 * +1 if the front is on the same continent
 * -4 if the front is on a different continent

Tactics

 * Attacker: +2
 * Defender: +5
 * Either side of a Counterattack:+3
 * Front is on a desert or tundra: +5 for the defender
 * Front is on an island: +2 for the defender
 * Front is in a Jungle/Forest: -2 for attacker
 * Guerilla warfare: -3 for attacker
 * Trench warfare: +5 defender

Strength

 * +Military Bonus from Tier x 2
 * +Technology Bonus from Tier
 * +Industry Bonus from Tier
 * Front leader with higher Military score: +7
 * Participating Nation with highest Technology score: +5
 * Front leader with higher Infrastructure score: +5
 * Side with higher population: +3
 * Every year of the war: -1
 * Every war in the past 10 years: -3

Chance

 * +RNG (1-10)

Motive

 * Life or Death: +12
 * Counterattack After Invasion: +9
 * Religious/Ethnic: +8
 * Ideological (Democracy vs. Monarchy): +7
 * Retain control of a colony: +6
 * Help an Ally: +4
 * Economic: +5
 * Regain land once owned by country: +7
 * Expansion: +3
 * Implausable war: -2

Morale

 * Every turn that the country has been losing in the front: -3
 * Every turn that the country has been winning in the front: +1
 * Motive is higher than 8: +2
 * Motive is lower than 6: -2
 * Motive lower than 4: -5
 * Motive is lower than 2: -10
 * Each war victory in past 20 years: +5
 * Five consecutive turns of victory in the front: +5
 * If five consecutive turns of loss in the front: -8
 * Fascist government: +2

Internal
This is a sliding scale, so you can be in between (example: Constitutional Monarchy)
 * Democratic Government: +4
 * Non-Democratic government that is supported by the people: +1
 * Government is "tyrannical"/totalitarian: -5

Victory

 * In order to conquer a country, you must have double their final score for two consecutive turns.

Damage

 * Every turn a defending leader country loses in a front, they lose one point in the tier bonus for a random one of the 3 tier categories.
 * Every country gets one of their lost points back per year after the war (every 2 turns).
 * Government begins to collapse after 5 years of loss, or 75% more points than the other side (100% is equivalent to double.