Talk:Land of Opportunity (Map Game)

Algorithem Sine dei glroiem's algorythm will be used
Random.org is also a factor with a number calculated between 1 and 10

Terrain
Arid Desert: +2 DEF/-2 ATK

Sandy Desert: +1 Def/-1 ATK

Mountains: +5 DEF/-5 ATK

Ambphibious: +4DEF/-4 ATK

Valley: -1 DEF/+1 ATK

Forest: +1 DEF/-1 ATK

Redwood Forest: +2 DEF/-2ATK

Jungle: +3 DEF/-3ATK

Plains: +0 DEF/-0ATK

Hills:+2DEF/-2ATK

City: +2 DEF/-2ATK

Capital: +3DEF/-3ATK

War
1,000 Soldiers : 1

1 Galleon Naval Support) : 1

1 Galley (Naval Support): .5

Destroyed Supply Lines: -3DEF/ATK

Reasons (for Agressors)
Trade Reasons: -2ATK

Regaining Land: +1 ATK

Ethnic Reasons: +2 ATK

Economic Reasons: -2ATK

Conquest/Nationalism: +1ATK

Colonial Reasons: -1ATK

Capital is Conquered (for regaining capital only): +4ATK

Unification: +4ATK

Revolution: +3ATK

Religion (main cause of war): -2 ATK

Religion (not main cause of war): -1ATK

Invaion of Malacca
RNG: +4-5 =-1

Troops: +50-40 =10

Naval Support: 2 + 1.5 =3.5

-Galleons: 2

Galleys: 3

Unification: +4 =4

Religion (Siam is Buddhist, Malacca is Sunni): -1 =-1

Invading Capital: -3 =-3

10+3.5+4-1-1 =7.5

Siam conquers Malacca ====Invasion of Khmer First attack ====

Siam

 * Location:Nearby +5,
 * Strenght: Side with Greater Industry +10, Side with greater Population +8, Control of the Seas +2, Size of the army( Huge )+6 -2(tired militar),Development:6
 * Tactical Advantage:Attackers Advantage:+2
 * Random:5/5: 1.0 - 10
 * Motive:to Gain land +2
 * Casus Belli:Imperial Manifesto +4 ( despite the Irredentist fitting the most accurate in this case is this one because siam is portraying itself as the only one capable of reuniting the Penninsula)
 * total:53

Khmer Empire

 * Location:within your country +6
 * Strenght: Side with greater Population +8, Size of the army( medium )+4,Development:0
 * Tactical Advantage:defendersAdvantage:+4
 * Random:4/1: 4
 * Motive:Provoked +8
 * Casus Belli:self defense +5
 * total:39

Result
((53/(92)*2)-1)= 0.1521% = siam may take 15 percent of the Khmer lands and if he takes the other 30 percent from now to ten years he may annex the khmers - wa lasts two years Sine dei gloriem (talk) 03:30, February 2, 2013 (UTC)

Siam
Location: +6

Strength: + 26

Tactical Advantage: -1

Motive: +2

Cassus Belli: +2

Random: 5/7= .71 = 7.1

Total: 40.1

Dei Viet
Location: +6

Strength: +5

Tactical: 10

Motive: +10

4/8=.5=5

Total: 36

Result:

((40.1/(36+40.1)x2)-1)= 5.3% War will last 6 years if annexation is demanded. The war was going on for 1 years before the algorythm, so Siam must wait until 1508 until annexation can be achieved.

Discussion didn't add the selvatic penalty because siam is as much as selvatic as the khmer, i think this is correct

Ming Empire

 * Location:Nearby +5,on Enemy soil +7
 * Strenght: Side with Greater Industry +10, Side with greater Population +8, Size of the army( Huge )+6
 * Tactical Advantage:Attackers Advantage:+2, Hard Lands -3
 * Random:9/3: 13.0 = 3
 * Motive:Revenge +7
 * Casus Belli:Reconquest +10( some of the previous Mongol territories was from the Qing empire
 * total:55

Mongol Khanate

 * Location:Nearby +5
 * Strenght:Size of the army( medium )+4,Development:3
 * Tactical Advantage:defendersAdvantage:+4
 * Random:8/4: 2.0 = 2
 * Motive:Provoked +8
 * Casus Belli:self defense +5
 * total:31

Result

 * ((55/(31+55)*2)-1)=0,2790697 = the Ming Empire May take 28 % of the Mongol Khanate, and war lasts ((18*55)/31)=31.93/8)3.99*0.5) =1.995 -- Meaning war lasts Two years and if he continues the war until 4 he can annex fully the Mongol Khanate

Discussion

 * Any one dissagrees? Sine dei gloriem (talk) 22:44, February 3, 2013 (UTC)

Map Discussion
this map is the most Accurate map of the 1492 and with Spanish french and Portuguese colonies added aswell as the conquest of Arabia by the turkish Sine dei gloriem (talk) 01:27, February 1, 2013 (UTC)

Siam also conquered the Malayan penninsula. Daxus Inferno (talk) 01:30, February 1, 2013 (UTC)

how much does the war last? also can i propose an alternate Algorythm Sine dei gloriem (talk) 01:32, February 1, 2013 (UTC)

Feel free to edit the algorithm, but if it seems goofy I will tweek it. The war lasted about a year.

i mean an entire different algorythm, that if you agree, we could use Sine dei gloriem (talk) 01:40, February 1, 2013 (UTC)

Sure, post the algorithm, I'm sure you're better at this than me. Daxus Inferno (talk) 01:41, February 1, 2013 (UTC)

Proposed Algorythm - Sine dei gloriem Algorythm
===Location ===


 * Isolated Nation: of the nation has not been contacted nor Explored previously and its Separated from the Attacker's Mainland or Homeland region by Different Seas and or if its Heavily defended( Island only) +10 for Defendant, -5 for attacker


 * Mountainious: if the nation Attacked(Defendant) is or present considerable amounts of Mountain Systems which in some way mean a difficulty for the attacker to invade,+9 For defendant, -5 for attacker


 * Flatlands: if a nation has a flat consistent surface or Easily takeable land +8


 * on Enemy Soil: if the Attacking nation has troops in the Defendants territory, it can be accounted if there's civil dissarray, or an intervension or a previous alliance with the Defendant nation Ex: French Troops in Spain to invade Portugal During the Napoleonic Wars +7


 * In the Country Within yours: if the Nation its been invaded by Enemy troops in the Borders +6


 * Nearby:Neighbouring country: the attacker has a Common Border with the Defendant +5


 * Desertic or Selvatic Enviroment: if the Defendant Nation has a Great amount of Desertic Regions or Forest and Selvatic Environment +5 for defendant, -5 for attacker


 * Island: the Homeland or War front is Situated in an Island, well defended yet already known or Explored Ex: Britain, +4, for defendant and -2 for attacker


 * on another landmass: if the attacker nation is situated in a whole different land mass, separated by One or More Water bodies ( Ex, Spain and the Aztec Empire's) +3 for defendant -1 for attacker


 * Bordering the Same sea: if the nation has a coastline with by example the Mediterraneum, to the Coastline of the Defendents Ex, France And Algeria attacker gets +2,


 * on the Other Side of the World: it means that if the attacker nation (say Great Britain) invades a nation on the Other side of the World( Say Qing Empire) the Attacker nation Receives -1 and the Defendent +1


 * Antarctica: if the Weather of the Invaded or Occupied Regions are or Present Low Temperature Ex. Russia

Strength

 * Side with greater Industry: it means more Infrastructure +10


 * Side with Greater Population: it means +8


 * Control of the Seas: it means that a Nation has Most if not all of its fleet in an specific sea or Coastal region (+6 For Defenders ,+2 for attackers)


 * Size of the Army: it means the Size of the pending on its Historical Supposed time army number of the era


 *     Big Army +8    ( more than 100.000 men)


 *     Huge Army +6    (80.000 to 100.000 Men)


 *     Medium Army +5    (60.000 to 80.000 men)


 *     Small     <span id="cke_bm_479E" style="display: none;">  Army +4<span id="cke_bm_485E" style="display: none;">  (30.0<span id="cke_bm_480E" style="display: none;">  00 to 60.000 men)


 * <span id="cke_bm_486S" style="display: none;">  Tiny Army +<span id="cke_bm_486E" style="display: none;">  3 (from 100.<span id="cke_bm_487E" style="display: none;">  000 to 30.000 men)


 * Small states armies (City-states - 1.000 to 10.000 men)


 * Allies in war: +5 per each ally in war, +2 in Vassals, +3 in Supplies


 * Tired Military: -2


 * Development: 3 points per each infrastructure Economic and Military Build up done in the last 15 turns, and if the three are done 6 points ( 2 per infrastructure, 2 per economy and 2 for build up)

===Tactical Advantage ===


 * Attacker's advantage: +2 its Granted to the nations  that started the war


 * Defender's Advantage: +4 its granted to the nations on defendant position or attacked nations


 * Hard Lands: it means any land that Represents a Difficult (by any reason) that are not mainly environmental if not by the lack of paths or Infrastructure +6 for defendants -3 for attackers


 * Island +6: it means any Landmass separated from mainland (e.g Britain from europe)

===Random ===


 * there are two options for this the normal Random number or a 2 digit code, divided between each other (e.g 5 / 6 = 0.83 = 8.3)

Motive

 * Life or Death:+10 it means that the nation existence is threatened by an outside threat


 * Provoked:+8 it means that the nation its been attacked


 * Revenge: +7 it means a nation that its attacking an enemy to recover its "Honor"


 * Religious+7 (if its Religion Based)+4 if not: any campaign that face's peoples of two different religions


 * Social Moral:+6 if it enters the war due to some minory or Social group being attacked or to aid an Ally in war


 * Political:+5 to aid a similar-Friendly nation


 * Economical:+4 if the war is to gain a highly producing region of the enemy Empire


 * To gain land:+2 it means that the only motive is to gain  land or expand


 * To Gain Prestige:-4 it means the war is done for prestige in front of the World Powers

Casus Belli
the Casus belli points are given to All states and can only be given one specific depending on the reasons ingame of the War, its similar to the Motive points but Specifically based in Ingame information
 * Reconquest: +10 - it means any Campaign that Refers to one single nation facing another nation that Represents the Opposite or that are seen as enemy (Say the Caliphate of Cordoba and Castille or the Franks)
 * Crusade:+8 it means any Religious based assault at an Enemy of the Opposite religion (Ex Spanish-Venetian coalition against the Ottomans) of two or more Nations against one or more nations
 * Throne Claims:+6 - +2 ,Six if the Nation claiming the other's throne has actual grounds ( say aragon and naples) +4 if the nation has no grounds at all,
 * Intervention:+5 it means any state intruding an ally or enemy state to Keep or aid the current Government (mainly used for Vassals or Allies in Civil war)
 * Self Defense: +5 it means if the nation is invaded or attacked by a enemy without reason
 * Imperial Manifesto: +4, it means any sort of Pro imperialist movement that portrays one nation as Superior to all
 * Irredentism-Nationalism: +2 though not Present in this specific era it can be said as any movement that enforces the believe to unify an ethnic group under one same banner (Say the French taking over the Gaul,Spain taking over Hispania and Venice doing the same with Italy)
 * No Casus Belli: -2, it means that if there's no real reason outside pure expansionism the player will be given -2 in the algorythm

Total:

 * it means the result, the result will be ((60/(60+55)*2)-1) = 0.0434782 =4.35% of land can be taken by the attacker, by the way i would like to say that at difference that most of the other map games to topple the government there would only be needed 30% of land taken, and to vassalize between 23 to 25% of land and if a nation has faced a war where 21 % of its land has been taken but more than 10 years have passed even if you take the other 9% you can't annex the nation, because, depending on how strong was the nation prior, (Ex Eastern Roman empire during the Arabian invasion of north africa)to the war, the government is likely to have already recover of the war, this is mainly to avoid a Over expansionism of Nations and to be as much plausible as possible, aswell as to avoid powerfull nations to be annexed by smaller nations just because they took the 30%
 * another thing is, that a city state, or a small state( Luxembourg - venice) Can't annex a Local power, even if they get 30% this is to avoid the ottoman empire becoming Venetian or France falling to the Luxembourgish

Discussion
its this, its quite long, but i think it says every important aspect of a war and of a location, does anyone like this or should i fix anything Sine dei gloriem (talk) 02:24, February 1, 2013 (UTC)

I think you should nerf it a bit, also add some stuff for specific regions, like I added something just for the Redwood forest becuase it is an extremely unique place that NO ONE wants to invade. Ever. Also add a cassus belli for unification, because that has been a big thing in some places like Korea, Germany, Italy and more. But let's go with it, you should nerf and edit it a bit in the future.Daxus Inferno (talk) 14:32, February 1, 2013 (UTC)

Ok, that's the ireedentism-nationalism lol. Daxus Inferno (talk) 14:32, February 1, 2013 (UTC)

the forest are already covered within the Selvatic Area, btw i add some stuff i forgot Sine dei gloriem (talk) 01:46, February 2, 2013 (UTC)

Ottoman Caliphate

 * Location:Nearby +5, Mountainious -5,
 * Strenght:Side with Greater Population +8,Huge army +6, tired military -2,Control of the Seas +2,Develop 0 (Ottoman Empire +5,Egypt +5)
 * Tactical Advantage: Attackers advantage +2
 * Random: 2/4:0.5 -- 5
 * Motive: To gain land +2
 * Casus Belli:No casus belli -2
 * Total:31

Dulkadir-Ramadanids Sultanates

 * Location:In the Country Within yours +6,Mountainious +9
 * Strength:Small army +4,Develop:+3,Allies (Dulkadir +5,Ramadanids +5)
 * Tactical Advantage: Defenders Advantage +4
 * Random:1/1 = 1.0 - 10
 * Motive:Life or Death +10,Ramadanids +5 to aid a friendly nation (two motives for the two nations)
 * Casus Belli:Self Defense +5
 * Total:66

Result

 * The war ends with ((66/(66+31)*2)-1) :0,360824 -- 36 % of the Ottoman Empire falls to the Dulkadir and Ramadanids Dinasty war lasts ((21*66)/31)=44.7096/8)5.5887*1.5) = 8,38305 -- the war last Eight years
 * Ingame Result: the Dulkadir and Ramadanid Sultanate face destruction from the ottomans, yet allah shows himself to the Sultan And Says him that he will defeat if he goes to war, and that the truth will impose itself and with this he would be the next Caliph of the Muslims

Discussion

 * You Rushed yourself with no Preparation, with an algorythm that is much more Severe than all, this is how it ends, with the ottomans falling appart, what an irony, outside Dean Any Complain? Sine dei gloriem (talk) 01:27, February 4, 2013 (UTC)
 * Realy? You cant add a god speakibg to an algorithm, I should have won easily you taco! You cant destroy me this way! An army that grand doesnt just disapear!
 * i never added the god, that's the ingame explanation morale, and the belief their are figthing on the winning side, its pretty much the same way Mohammed united arabia, with some morale, and a god, lol, outside that its the algorythm and the otts are not fully fading away, there will be a rump ottoman emirate in north eastern anatolia
 * and yes your army is huge and all, but here the location has new and more different rules and the collapse % is 30 not 33.333, and you didn't had developed your military, absorbed one of your vassals, and infact your collapse is not due to them if not the fact that they endure you, then civil war, then new nations, and the Dulkadir takes the levant, and Karamanids or whatever they are called become the new Sultanate of Rum,also i think i'm going to add a +10 for revolutionary states so the result +10 for being revolting nations

Spanish - Morroco War
Spain Morroco
 * Location:Nearby +5,Desertic -5,Bordering the Same sea +2,Flatland +8
 * Strenght:Side with Greater Industry:+10, Side with Greater Population:+8,Control of the Seas +2,Size of the army(Huge Army +6),Allies in war(Spain +5)Tired Military:-2 (fighting the rebels) Military Build up:(Including Navy) +9
 * Tactical Advantage:Attackers Advantage +2
 * Random:9/3=3
 * Motive:Religious +7
 * Casus Belli: Reconquest +10
 * total:70
 * Location: in the country within yours +6,Desertic +5,Bordering the Same sea -2
 * Strenght:,Control of the Seas +6,Size of the army(medium Army +5),Allies in war(Morroco+5 Granada +5) Military Build up:3
 * Tactical Advantage:defenders Advantage +4
 * Random:8/6=1.33 - 1.5
 * Motive:Provoked +8
 * Casus Belli: Self defense +5
 * total:51.5

Result
((70/(70+51.5)*2)-1)= 0.1522 so spain gains 15.25% of Morroco.Granada is reannexed

Discussion
ill do british irish war later

North America Names
Septentrionalium Terrae Liberarum (Northern Land of Liberty):

North America:

Northern New World:

Terra Liberarum (Land of the Free): Daxus Inferno (talk)

Urcretzis Arazi (Land of the Free):

Tanah Percuma (Land of the Free):

Tanah Nama Manusia (Land of Many Names):

Dunia Baru (The New World):

Vinland:

Novi Orbis (The New World):Wegscuba (talk) 21:32, February 11, 2013 (UTC)

Septentrionalium Novi Orbis (The Northern New World):

Liberia:

Northern Liberia:

Yeni Kuzey Kara (New Northern Land):

New Utara Tanah (New Northern Land):

Amplitudo Terre (Grande Land):

Grandeur Arsa (Land of Grandeur):

South America Names
Andea:Alexlee8991 (talk) 12:52, February 12, 2013 (UTC)

Amazonia: Daxus Inferno (talk), Wegscuba (talk) 21:33, February 11, 2013 (UTC)

Aurum (Gold, referring to the gold that the Europeans believed was there): 50.59.107.98 17:58, February 11, 2013 (UTC) (using a different IP adress at the moment)

Thidin Kong Maena (Land of Rivers):

Yeni Vatan (New Homeland):

Nova Patria (New Homeland):

Terram Carmeli (Fertile Land):

Viridi Terre (Green Land):

Lang Wilderness (Long Wilderness):

Long Wilderness:

Forest of the Damned:

Silva Damnatorum (Forest of the Damned):

Colombia: DS|Fear the Mutated Dean Sims Bomb, Fear It 18:53, February 11, 2013 (UTC)

Fix It
the posts are jacked upWegscuba (talk) 21:09, February 10, 2013 (UTC)

I'm much aware, and I have done what I can to fix them but for the most part the revert back to their current status, feel free to help me Daxus Inferno (talk) 21:38, February 10, 2013 (UTC)