Talk:Triple Entente vs. Central Powers (Map Game)

Previous Games

 * The First: /Archive 1/
 * The Second: /Archive 2/

Location

 * Capital City - +9
 * Major City - +7
 * Inside the Country - +5
 * In a country near yours - +3
 * In a country bordering the same sea as yours - +2
 * In a country on the other side of a continent or on another distant continent - -2

Population

 * Number of digits in population:
 * + 2 for larger population
 * + 10 for population over twice as large
 * +20 for population more than 10x as large
 * (Special circumstances MAY apply- ask a moderator).

Military

 * Extremely Strong Military (ie Top 5 in the world): +15
 * Strong Military: +10
 * Good Military: +8
 * Decent Military: +5
 * Average Military: +2
 * Poor Military: 0
 * Terrible Military: -2
 * No Standing Army: -5
 * A Mod will determine your Military score based on your turns of military development (specifictiy is rewarded) and plausibility.
 * Equipping a draft automatically multiplies your military score by 1.5 (unless you have no standing army, in which case you get no bonus, or you have a terrible military, in which you get +1)

Economy

 * Extremely Strong Economy (ie Top 5): +20
 * Strong Services/Trading Economy (After 1960s only): +17
 * Strong Industrial Economy: +15
 * Strong Agricultural Economy: +10
 * Decent Economy: +5
 * Poor Economy: 0
 * Terrible Economy: -2
 * In a Recession: -5
 * In a Depression: -10
 * Defaulting on Debt: -20
 * A Mod will determine your Economy score based on your economic development (specificity is rewarded) and plausibility. 
 * Switching economies may not be possible for your nation.

Motive

 * Economic (Gains land, resources, etc): + 3
 * Aiding Ally: + 3
 * Defending territory not owned by nation more than 20 years: + 4
 * Defending territory not part of heartland but held for more than 20 years: + 5
 * Taking territory of similar culture but not part of nation: + 5
 * Pre-emptive Strike against a nation rapidly building military forces: + 5
 * Taking back territory recently held by nation but since lost: + 6
 * Aiding Social/Moral/Ideological/Religious Kinsmen who are being oppressed: + 7
 * Attacking to enforce political hegemony: +7
 * Attacking to enforce political doctrine: +6
 * Defending Heartland from attack that will not cripple/ destroy nation: + 5
 * Defending Core/heartland from possibly fatal attack + 9
 * Defending from attack that will wipe out nation and culture: + 10 (pre-nuclear era), + 15 (post-nuclear era, regardless of whether other nation is nuclear armed or not)
 * Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 10
 * Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 15
 * Each coalition gets exactly ONE- repeat, ONE- motive for the whole thing.
 * Additionally;
 * ​Democratic states recieve a +3 bonus (for coalitions, that's +3 per democratic nation)
 * Drafts recieve a -1 penalty per every digit of population.
 * A nation with a significantly stronger economy recieves a +7 bonus.
 * A nation with a significantly stronger military recieves a +5 bonus.

Technology Milestones

 * Machine Gun - +3
 * Airplanes - +6
 * Railroad Artillery - +6
 * Bombers - +9
 * Tanks - +12
 * Mechanical Rockets - +15

Fronts

 * Two fronts - -4
 * Three fronts - -8
 * Four Fronts - -16
 * ETC.

Allies in the Fight
Only one of this is applied, you will not get two bonuses even if your ally is doing both.
 * Every nation actually at war alongside you: +10
 * Every nation contributing soldiers or armed vehicles - +4
 * Every nation contributing recon and non-lethal aid - +2

Mod Adjudications

 * Each algorithm/war has special circumstances, which may warrant additional points or subtraction of points. Each mod may do so at their discretion, but there must be agreement regarding a specific addition/subtraction. Moreover, this power may not be abused so any mod with a vested interest in the outcome of the algorithm is barred from making adjudications on any such algorithm. Players may talk to an individual mod who made an adjudication at their discretion.
 * Mods: You must sign your name and give reasons for your adjudications. They can be removed by the other mods or adjusted as they see fit, given that there is consensus amongst the other mods. AP (talk) 20:10, October 19, 2014 (UTC)

Location
Based on shortest possible sea route, taking into account blockades, etc.

One of: Any of:
 * Next to homeland: 5
 * Next to captured area or close to homeland: 4
 * Close to captured area or far from homeland: 3
 * Far from captured area or halfway around the world from homeland: 2
 * No where close to any territory: 1
 * -3: For every blockade needing to be crossed

Tactical
One of: Any of:
 * Defender: 5
 * Surprise attack: 5
 * Every sea battle won this turn: -2
 * Every sea battle lost this turn: -4

Strength
One of: One of:
 * Large Navy: 9
 * Medium Navy: 6
 * Small Navy: 3
 * Fully Modern: 6
 * Partially Modern: 3
 * Ancient: 0

Motive
See "Land Algorithm Motive"

Technology
Any of:
 * Radio: 3
 * Airplanes: 3
 * Modern Battleships: 9
 * Submarines: 6
 * Bombers: 6
 * Aircraft Carriers: 12

Secondary Nations
Any of:
 * Participation: 6
 * Some Millitary: 3
 * Supplies: 1

Discussion
For the sea algorithm, use your head. Mods have the last word on any naval maneuvers.

Technology Milestones
The Algorithms above will incorporate Technology Milestones as a way of determining the country's current techology level. Technology Milestones can be traded, stolen, sold, given, or even lost. Use them wisely. Once you obtain a milestone, you never lose it.

List of Milestones

 * Machine Gun - Research available from the start, already known by Europe, North America, South America, and Eastern Asia.
 * Radio - Reseach available from the start, already known by Europe, North America, and parts of East Asia.
 * Airplanes - Research available from the start, can be completed by 1903 at the earliest.
 * Modern Battleships - Research available from the start, can be completed by 1906 at the earliest.
 * Submarines - Research available from the start, already known by Europe.
 * Tanks - Research available from 1914, can be completed by 1916 at the earliest.
 * Bombers - Research available from 1911, can be completed by 1912 at the earliest.
 * Chemical Weapons - Research available from the start, already known by Europe
 * Railroad Artillery - Research available from 1917, can be completed by 1918 at the earliest.
 * Aircraft Carriers - Research available from 1918, can be completed by 1918 at the earliest.
 * Mechanical Rockets - Research available from 1936, can be completed by 1942 at the earliest.
 * Nuclear Weaponry - Research available from 1937, can be completed by 1945 at the earliest.

Research Speed
Different nations have different levels of research. This can change for a nation depending on how long they spend industrializing.

You are as good as your research is. Be logical and spend time doing limited research. Not everyone can be the best at everything, use your head. While there are no set research speeds, mods will be watching to control your research. If you are overextending, you will be notified and possibly given some sort of punitive action.

Let's get going!
Ok, firstly, I have the permission to work over the Algo, right?

22:12, October 16, 2014 (UTC)

AP's already working on it, as far as I say, go for it.

"This is not your grave  but you are welcome in it. " 21:27, October 17, 2014 (UTC)

im pissed guns T.T i wanted germany, With Blood and Iron (talk) 00:49, October 18, 2014 (UTC)

Take the French- let's duke it out.

01:36, October 18, 2014 (UTC)

For motive, though, seriously, can we use the AvA motive? It's way more thorough.

I'm bringing it over; change it back if you really want, but...

20:42, October 19, 2014 (UTC)

Motive was way too convoluted. I changed it back, though I might incorporate some parts of the AvA algo.AP (talk) 08:16, October 20, 2014 (UTC)

The current one is a bit lacking, though...

22:30, October 20, 2014 (UTC)

Yeah, I know. Would you mind condensing the AvA motive to a simple size and then adding it to the current algo?AP (talk)

Sure. I'll ditch the modifiers, that should help. 22:49, October 20, 2014 (UTC)

Bavaria
Would it be possible for me to play as Bavaria? Even though it was a member-state of the German Empire, it exercised so-called Sonderrechte (special rights). These included full peacetime control over the Bavarian Army, full control over the railways, beer factories, postal service, and the maintenance of a separate Bavarian consulate service overseas.

I guess this is directed mainly at Guns. Callumthered (talk) 22:14, October 19, 2014 (UTC)

I love that "beer factories" is one of the things noted.

Sure, go ahead.

22:48, October 19, 2014 (UTC)

Just out of interest, how would Bavaria's power and influence algorithm work? Does it get the same score as Germany as a whole, or does it get its own score? And n the latter case, what would its sovereign status be? Callumthered (talk) 20:56, October 21, 2014 (UTC)

Same score- part of the same nation. No worries. Just don't foment revolution xD

22:05, October 21, 2014 (UTC)

War algo
Could the mods please make an algo for my Serbian Invasion of Montenegro?. IrishPatriot (talk) 15:56, October 21, 2014 (UTC)

Yeah, give me an hour. 22:06, October 21, 2014 (UTC)

I'm pretty sure the moderators don't want you to have this war, considering you had an algorithm and it was deleted by AP. He also crossed out your declaration in your turn. Mscoree (talk) 22:12, October 21, 2014 (UTC)