Rules and Algorithm (Principia Moderni IV Map Game)

The rules and algorithm of PMIV.

Rules

 * 1) We reccomend reading "homework" in order to better understand the time period and your nation.
 * 2) Players are limited to act as the government of their nation should be: if one is an absolute ruler, it simply won’t democratize in a small time. If one is a democracy, it won’t change its policy until a change of party. For that effect, a “Revolution status” could be introduced: for a quick change of government and policies, a revolution may start, and the player may chose the side he will play, although during that time the nations enters “chaos”, unable to do any actions beside dealing with the revolution. Foreign nations may support sides, and enjoy this lack of government for absorption of colonies.
 * 3) A Revolution status can only go into effect after a plausible series of internal problems has built up over the previous generation. In other words, changes in government should be planned at least 60-80 years in advance, or be randomized by a mod event. During which the nation shall embark on chaos in which the player shall choose to play as one side.
 * 4) The same will apply for religious changes without a build up for such. (As OTL French Wars of Religions)
 * 5) Colonization depends on the size of one nation:
 * 6) It cannot have fully colonized a territory with the double of its population, prior to the arrival of colonizing nation, in less than 50 years;
 * 7) Regions that are plausibly susceptible to foreign diseases (Americas, Oceania, Sub-Saharan Africa) can be colonized fairly easily by urbanized states
 * 8) In these kind of regions, the demographic of the colony is mostly from the colonists, meaning that the population growth will be very slow for the first 200 years
 * 9) Regions that are better equipped against foreign disease cannot be colonized prior to industrialization except as port cities. After industrialization, they can be subsumed into colonies by wars of conquest
 * 10) In these kind of regions, any colony will be mostly native demographic, able to grow much quicker in population but much more unstable politically
 * 11) Only a limited number of port city colonies can be maintained proportional to the naval and economic capacity of the nation. If they are taken from a native, urbanized state (like Macau from China), it must be given in a treaty
 * 12) Uninhabited regions can only be colonized if all habitable access to it is also colonized (thereby substantiating the claim). Deserts may not be colonized until after the industrial revolution.
 * 13) To establish a colony prior to the industrial revolution, a nation needs: a) a decent, well-organized navy, and b) no more than one body of water separating the colony from the homeland (for instance, Italy can colonize Libya but not America, as one is separated by just the Mediterranean and the other is separated by both the Med and Atlantic), but could establish minor colonies (Delaware Sized Colony, Islands).
 * 14) After the Industrial Revolution, nations with large naval base can establish colonies most anywhere that isn’t already claimed (like the scramble for Africa)
 * 15) The better the naval force of one nation, the most regions it can colonize and the more distant its colonies can be;
 * 16) Regions in precedence of possibility of colonization: Limited gains in Northern Africa, Americas(Islands and Coasts), African Coast, India (Coast), China/Japan/Southeast Asia (Cities concessions), Americas (Interior), India (Fully), Asia (Except large territories), Africa, Pacific.
 * 17) The conditions above may be reduced if a nation has shown great technological and/or industrial advance.
 * 18) Any nation can create minor colonies which will be subject to a RNG. The RNG will establish if local population will be favorable to a foreign colonization (and allowing a minor nation to colonize) or if will fight it (and permit only major nations, with military capacities to sent troops there to colonize).
 * 19) Burden of proof of plausibility is put on the player, not the moderator.
 * 20) Any change on the rules must be approved by a majority of the moderators.
 * 21) If a moderator be inactive on its duties for at least 10 years in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
 * 22) Moderators would be banned from moderating in the region that their nation is in (i.e Italy, Holy Roman Empire).
 * 23) Moderators shall be assigned a region based on their level of knowledge, in which they shall focus their moderating powers on.
 * 24) After one turn is deemed closed for posting, the time for a player to request a revision of a mod decision or plausibility of a player is until the next turn ends.
 * 25) Passed two turns, the events previously stated will be deemed canon and unchanged.
 * 26) Unless plausibility suffers a major blow in which a up to ten turn total retcon of the game will happen. In order to get your mod responses more noticed write them in red and bold them. If lack of mod response persists message a mod on his/her talk page.
 * 27) For mod events/responses, a single mod will be required to answer, based on their assignment on the map game. Should the decision be questioned, the Mod council will deliberate, and a majority consensus will be required for a decision. Should the mod council be questioned then, and only then, the doubt may be brought to an overseer, whose word will be final.
 * 28) For wars occasionally the war will be decided by a “writeoff” in which users write their nations strategy and the moderators will judge and decide the winner of the war. Writeoffs will usually be used for multi-side/major coalition wars.
 * 29) No more than 1-2 (historically accurate) allies early on.
 * 30) Nations must have a strong causus belli to declare war. Allies must have a weak casus belli to join the war (Until WW1 Era).
 * 31) If any mods discover a Colonial Claims map before the new world is discovered, the players involved should be banned.
 * 32) A player can be removed from the signups if they are inactive for two (2) weeks. If their post is more than 70% identical (copy pasted) for two weeks, they can be considerd for removal from the game
 * 33) Your ruler isn't perfect. If you don't give him challenges, the mods will. If you don't kill him by the time he would have probably died, the mods will take care of it.

Time-specific Rules

 * 1) Until 1600, a nation may only have three historically accurate allies. Coalitions against an agressive, growing nations may contain up to six nations. Coalitions must be historically accurate and can be moderated.

Laws of First Stage

 * One Algo Per Front Per Year
 * Population is taken track of, along with this, army size limits are also taken track of.

Population
This is the combined population of the leading country, vassals, and all allies on the same front.
 * 0.002+ per 1,000 people

Casus Belli
For this section, people should pick motive that is most applicable, not the one with the highest scores, since there will be some overlap. The mean of allies motive is added to the attacking/defending motive.

Attacking

 * Patriotic rebellion (Oppressed/Dissident Populations)
 * +7
 * Reconquering historical holdings
 * +4
 * “Game of Thrones”
 * +2
 * Religious War (Only Theocracies)
 * + 5
 * Attacking Historic Rival/Enemy
 * + 3
 * Seizing a colony/vassal from Rival Power
 * +2
 * Economic Reasons
 * +1
 * Seizing a territory that has no historic connection to attacker
 * +0.5
 * No Casus Belli
 * -5

Attacking Allies

 * Religious War (Only Theocracies)
 * +4
 * Religious War (Non-theocratic)
 * +2
 * Defending vassal/client/colony from a hostile outside power
 * +2
 * Honoring Alliance
 * +1
 * "Seizing the Moment”
 * -1

Defending

 * Part One
 * Existential threat (Country's existence is on the table)
 * +3
 * Non-existential threat
 * +1
 * Part Two
 * Defending from a Religious War (Theocracies Only)
 * +5
 * Defending from a land seizing attack that is historically the defenders
 * +5
 * Defending from a land seizing attack where the land is historically neither parties
 * +2
 * Economic Reasons
 * +1
 * Defending from a land seizing attack that is historically the attackers
 * +1
 * Defending the Throne
 * +6

Defending Allies

 * Religious War (Theocratic)
 * +4
 * Religious War (Non-Theocratic)
 * +2
 * Honoring Alliance
 * +3

Government

 * Theocracy - 8+
 * Monarchy
 * Celestial Empire (China, Japan) - +6
 * Absolute/Despotic Monarchy - +5
 * Elective Monarchy - +5
 * Westminster Monarchy - +4
 * Feudal Monarchy - +3
 * Iqta' (Muslim) - +3
 * Oligarchy/Council - +4
 * Warlord/Tribal - +3
 * Merchant Republic - +2
 * Free City (Holy Roman Empire) - +3

Weariness
Wars in the last 20 Years Once the scores of this stage of the algo is found, advance onto the second stage.
 * Major War
 * -5 Every major war
 * Minor Conflict
 * Double every conflict, starting from -1 for 1 minor conflict
 * 1
 * -1
 * 2
 * -2
 * 3
 * -4
 * 4
 * -8 and so on

Laws of Second Stage

 * Attacking and Defending does not matter on who declared war, but where the conflict is taking place.
 * The scores of the Second Stage is different from that of the First. (See Below)

Army/Navy Size
If you are having trouble with army sizes, or your suggested army size is implausible, ask any moderator for the maximum army size you can field. Army size includes all allies and vassals on the same front.
 * 0.03+ Per 100 Men
 * 0.5+ Per 1 Ship

Location
The location of where the battle is taking place.
 * Attacking
 * Near a major religious site
 * +5
 * Near the center of government (Seat of the King, legislature, official capital, etc)
 * +4.5
 * Near a major city or population center connected with rest of realm
 * +3.5
 * Near a city or major population center distant
 * +2.5
 * Near a populated border
 * +1.5
 * Near a major river
 * +1
 * At Sea
 * +1
 * Near a desolate place far from anyone or in the middle of the ocean
 * +0.5
 * Sieges
 * An extremely well-fortified settlement
 * +6
 * A moderately well-fortified settlement
 * +4
 * Defending
 * Near a major religious site
 * +7
 * Near the center of government (Seat of the King, legislature, official capital, etc)
 * +6
 * Near a major city or population center connected with rest of realm
 * +5
 * Near a city or major population center enclave
 * +2.5
 * Near a populated border
 * +1.5
 * At Sea
 * +1
 * Near a major river
 * +1
 * Near a desolate place far from anyone
 * +0.5
 * Sieges
 * An extremely well-fortified or very populated settlement
 * +8
 * A moderately well-fortified or moderately populated settlement
 * +5

Great General or Admiral

 * General - +60 (Delegated via Event)
 * Admiral - +80 (Delegated via Event)

Attrition (Attacking)

 * Mountains
 * -10
 * Desert
 * -5
 * Tundra
 * -5
 * Jungle
 * -10
 * Along the Enemy Coast (Naval Only)
 * -5

Blockade (Naval) (Attacking)

 * Narrow strait
 * -20
 * Arctic waters
 * -10
 * Cape
 * -10

Blunder
RNG done by Unbiased, Uninvolved Mod

When the scores are found, find the difference between the two scores. The losing side of the battle will have the difference subtracted from their score of the first stage of the algo. This is the final score for one year of one algo. Every point difference is 1,000 men lost for the losing side and 300 men lost for the winning side, which carries over to the next second stage, if the war carries on for more than 1 year. If the score different in the second stage of the algo, is more than 6, half of the losing army is killed. If it is more than 12, the entire army of the losing side is killed.
 * -0 to -20