Rules & Algorithm (No Victoria Map Game)

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Rules

 * Please be courteous towards other players.
 * Cheating and sockpuppeting are prohibited. Sockpuppeting is also against wiki rules, and using a sockpuppet can get you suspended.
 * Stay plausible. An implausible action will lead to a plausibility strike; you have three plausibility strikes (each of which expire after 30 turns), and if you use them up, you are banned from the game for 30 turns.
 * When fighting wars, please follow the algorithm. If you find the algorithm too difficult, you may request a mod to do it for you.
 * Have fun!

Algorithm
''Note: This algorithm was originally used for the map game Emancipation. This algorithm and its corresponding template belong to Tim, and full credit goes to him.''

An algorithm must be done for each turn of the war. Note that if sensible, multiple answers to parameters may come into play. Please ensure that when constructing an algorithm you justify each answer. For example:

Location

 * +15 if war is in home country
 * +10 if war is in a neighbouring country
 * +7 close to location of war
 * -5 far from location of war
 * -7 extremely far from location of the war.

Location bonus

 * +4 if war is in well known land
 * +2 if war is in a fairly known land
 * -2 if little is known about the land
 * -3 if war takes place in a land with no prior knowledge.

Tactical advantage

 * +2 Attacker’s advantage
 * +5 Defender’s advantage
 * +6 Surprise attack (Attackers)
 * +4 Home is island (Defenders)
 * +5 Home is desert (Defenders)
 * +8 Home is jungle/tropical (Defenders)
 * +10 (in winter), +12 (in spring) Home is tundra/arctic (Defenders)
 * +4 Amphibious landing (Attackers); -3 (Defenders)
 * +2 Defender Scorched Earth policy enforced (Downgrade by one infrastructure level), -2 for attackers
 * +1 Spies successfully infiltrate and provide intrigue, -1 if unsuccessful (RNG to determine the success of operation)

Nuclear weapons

 * Strategic nuclear weapon use on capital city: +10 for belligerent, -10 for defendant (of nuke). +2 per additional nuke for belligerent, -2 per additional nuke for defendant.
 * Strategic nuclear weapon use on major city: +7 for belligerent, -10 for defendant (of nuke). +1.5 per additional nuke for belligerent, -1.5 per additional nuke for defendant.
 * Strategic nuclear weapon use on minor city: +5 for belligerent, -10 for defendant (of nuke). +1 per additional nuke for belligerent, -1 per additional nuke for defendant.
 * Tactical nuclear weapon use: +5 for first tactical nuke, +.5 per additional nuke.
 * Nuclear weapon use for belligerent: -5 morale this turn and next turn.
 * Nuclear weapon use for defendant: -2.5 morale this turn only.

International support

 * +3 for every nation actively participating (ie. forces are physically in battle)
 * +2 for every nation providing any two of financial, technical and/or advisory support
 * +1 for every nation providing any one of financial, technical or advisory support
 * +0.5 for every nation providing limited support

Development
Calculate for each grade category (military, economy, technology and industry) For defending nations, also calculate for infrastructural development. (Although for infrastructure grade disadvantages also come into play.)
 * Grade advantage/(1.5*No. of nations participating)

Recent expansion

 * 0 No expansion in the past five years
 * -1 Insignificant expansion in the past five years
 * -2 Minor expansion in the past five years
 * -3 Some expansion in the past five years
 * -4 Major expansion in the past five years
 * -5 Huge expansion in the past five years

Motive

 * +3 Economic gain (land, money, resources, etc)
 * +2 Aiding Ally
 * +2 Defending territory not held for more than 10 years
 * +4 Defending territory not part of nation proper (eg. colony) but held for more than 20 years
 * +3 Taking territory of similar culture but not part of nation
 * +4 Pre-emptive strike
 * +5 Taking back territory recently held by nation but since lost
 * +6 Aiding Social/Moral/Ideological/Religious Kinsmen who are being oppressed
 * +6 Attacking to enforce political hegemony
 * +5 Defending Heartland from attack that will not cripple/ destroy nation
 * +9 Defending nation proper from possibly fatal attack
 * +10 Defending from attack that will wipe out nation and culture.

Modifiers

 * -2 Non-democratic Government
 * +3 Democratic government
 * -9 Government not supported by people
 * -3 War not supported by people (Democratic)
 * -2 War not supported by people (Non-Democratic)
 * +5 Troop Morale High (requires motive over or equal to 5, chance over 4, and larger strength)
 * -5 Troop Morale Low (any of the following: chance below 1, strength less or equal to 50% of opponents, recent war penalty over 5)
 * -5 (Attacker) +1 (Defender) Fighting Guerrilla War
 * -10 Multiple concurrent wars
 * -2 (per defeat) Defeat suffered within the previous two years.

Chance
NOTE: Assisting vassals/puppets will add 0.25 to your score; Assisting independent nations will add 0.5.
 * (Edit count/Last digit of UTC time)*π=x
 * Fifth decimal place of x=Chance
 * Edit count — The edit count of the user controlling the nation (at time of calculation). If the nation is not controlled by a player, this value is equal to 500.
 * Last digit of UTC time — eg. if the time was 15:26 UTC, 6 is the number used.

Age

 * -10 Newborn nation (less than 5 years since gov change; 3 years if popular revolt)
 * -5 Young nation (5–25 years since government change)
 * +0 Maturing nation (25–75 years)
 * +5 Mature nation (75–200 years)
 * +0 Old nation (200–300 years)
 * -5 Ancient nation (300–500 years)
 * -15 Antique nation (more than 500 years).

Nation size
The size of the nation in area.
 * -10 Very small (eg. OTL Fiji)
 * -5 Small (eg. OTL New Zealand)
 * 0 Medium (eg. OTL Spain)
 * +5 Modest (eg. OTL Sweden)
 * +10 Large (eg. OTL United States)
 * +15 Very large (eg. OTL Roman Empire)

Participation
Participation of the user controlling the nation.
 * -5 User not active (no action in past 4 turns)
 * 0 User moderately active (no action in past 2 turns or mod-controlled)
 * +5 User active (action every turn on average)

Troops
NOTE: Remember that troop numbers must be known before an algorithm can be done. Please specify all troop numbers when declaring war and when responding to a declaration of war.
 * No. of troops ÷ 10,000

Theatres of war

 * -5 for two theaters of war
 * -6 for each additional theater of war

Concurrent wars

 * -4 for two concurrent wars
 * -5 for each additional theater of war

Recent wars

 * 0 None in the past 10 years
 * -2 Conflict(s) in the past 10 years in which victory was achieved
 * -5 Conflict(s) in the past 10 years in which this nation was defeated

Total
The total is derived from the sum of all final values.

Focus bonus
Focus bonuses are derived from focus and/or idea benefits. They are percentage bonuses which are added to your total score. For example, if your total score pre-focus bonus is 66, and you receive a Blockade bonus, your Grand Total score becomes 66.6.


 * +5% Cultural affinity (Culture primary focus)
 * +10% Blockade (Military primary focus, only applies if siege warfare comes into play)
 * +5% Dreadnoughts (Exploration primary focus, only applies if naval warfare comes into play)
 * +5% Offensive (Imperialist idea, only applies for attacking player)
 * +5% Defensive (Imperialist idea, only applies for defending player)
 * +4% Great Banner (Nationalist idea)
 * +5% World revolution (Socialist idea)
 * +3% Smychka (Socialist idea)

Result calculation

 * Result % = (Grand TotalAttacker ÷ Grand TotalAttacker + Defender) * 100

''Note: If the algorithm determines that the war continues somehow, either side can choose to sue for peace. Peace negotiations are voluntary unless the attacker defeats the defender.''
 * 0 — 10%: Defender changes tide of war and becomes attacker. Significant damage (-50%, downgrade by one in military) inflicted on attacker troop numbers.
 * 11 — 20%: Defender successfully repulses attacker with great damage (-25%) to attacker troop numbers.
 * 21 — 30%: Defender successfully repulses attacker with moderate damage (-10%) to attacker troop numbers.
 * 31 — 40%: Defender successfully repulses attacker with minimal damage (-5%) to attacker troop numbers.
 * 41 — 50%: Defender causes moderate damage (-10%) to attacker troop numbers, but cannot stop attack. Attacker causes minimal damage (-5%) to defender troop numbers.
 * 51 — 60%: Defender causes minimal damage (-5%) to attacker troop numbers, but cannot stop attack. Attacker causes moderate damage (-10%, downgrade by one in military and infrustracture if damage continuous for two more turns) to defender troop numbers and infrastructure. Attacker makes minimal gains in defender territory.
 * 61 — 70%: Attacker causes great damage (-25%, downgrade by one in military, infrastructure and industry if damage continuous for one more turn) to defender troop numbers, infrastructure and industry. Attacker makes moderate gains in defender territory.
 * 71 — 80%: Attacker causes significant damage (-50%, downgrade by one in military, infrastructure and industry) to defender troop numbers, infrastructure and industry. Attacker makes significant gains in defender territory.
 * 81 — 90%: Attacker causes massive damage (-75%, downgrade by two in military, infrastructure and economy) to defender troop numbers, infrastructure and industry. Attacker makes huge gains in defender territory.
 * 91 — 100%: Attacker soundly defeats defender. (-80%, downgrade by two in military, infrastructure, industry; downgrade by one in economy) War automatically ends with surrender of defender.