Talk:Axis vs Allies Revitalized (Map Game)

Map Issues
Portugal and colonies need to be added to the map. I also believe Portuguese colonies of Cape Verde, Madeira Islands and São Tomé and Príncipe have been shown as if they are controlled by Spain. It would be appreciated if this is fixed, thank you RexImperio (talk) 14:13, June 7, 2014 (UTC)

Location
Location goes by the location of the nearest large concentration of troops. You can only have one; it will be of the Leader nation closest to the area.
 * Defending nation: at heartland: +5
 * On the border +4
 * A city close to the border +3
 * Far from the border +2
 * Opposite side of nation +0
 * No former presence +0 (you have to have troops in the location before the attack)

Power
Aerial assault is tangent with location. For the attacker, your aerial power must be close enough to the location of attack, with your land nearby for the planes to return to.

Naval assault is only applicable when attacking a coast.

Land assault is also tangent with location. No requirements for land assault other than being somewhat near to the border. Land, aerial, and naval is compounded. If you have large naval, medium air, and medium land, your score is 9 or 7. You cannot have medium aerial and large aerial at the same time.
 * Large aerial assault capability +3
 * Large naval assault capability +3
 * Large land assault capability +3
 * Medium aerial assault capability +3 (if enemy has no aerial power) +2 (if the enemy has aerial power)
 * Medium naval assault capability +3 (if the enemy has no naval power) +2 (if the enemy has their navy stationed in or around the location)
 * Medium land capability +3 (if three or more times larger than enemy) +2 (if less than three times larger than enemy)
 * Small aerial/naval/land capability: +1

Power is averaged in a coalition war.

''' Ahem: from now on, Power will work as a MULTIPLIER to development. You can increase your power, too, through development. '''

Industrial Strength
Industry is added up for all participants in a war.
 * US, Germany, USSR,UK: +5
 * France, Japan: +4
 * Italy, Czechoslovakia: +3
 * China, colonies of the UK and France, rest of Europe, Ethiopia, South America, Saudi Arabia: +2
 * Everyone else: +1

Scores will be changed over time.

Development

 * Military and Economic: Power x # of turns of development in that past 10 years (20 turns)
 * Infrastructure: Power x # of turns of development in that past 10 years (20 turns) (defender only)

Nuclear Weapons

 * +7 if major city is destroyed
 * +7 for first nuclear attack
 * +6 if minor city is destroyed
 * +5 for retaliatory attack
 * +10 for the first nuclear attack ever (can only be used for the first use of a nuclear weapon)

Chance

 * The last digit of each editor's edit count. In case of PC-NPC war, NPC automatically gets 5.

Motive

 * Economic (Gains land, resorce, etc): +2
 * Defending territory not owned by nation more than 20 years: +3
 * Defending territory not part of heartland but held for more than 20 years: + 4
 * Taking territory of similar culture but not part of nation: + 4
 * Aiding an Ally: + 5
 * Pre-emptive Strike: +5
 * Taking back territory recently held by nation but since lost: + 6
 * Defending Heartland from attack that will not cripple/ destroy nation: + 6
 * Aiding Social/Moral Kinsmen who are being oppressed: + 6
 * Attacking to enforce politcal hegemony: +7
 * Defending Core/heartland from possibly fatal attack + 8
 * Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 8
 * Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 9
 * Defending from attack that will wipe out nation and culture: + 10
 * Modifiers:
 * Non-democratic Government supported by people: + 3
 * Democratic government supported by people: + 4
 * Government not supported by people: -5
 * Troop Morale high (requires motive over 5, chance over 6, and stronger development scores in at least one category): + 5
 * Troop Morale low (any of the above: chance below 1, lower development scores in all categories, recent war penalty over 8): -5
 * Fighting Guerilla War: -5 attacker, + 1 defender
 * Implausibility: -2 per impluasibility
 * Warning: Negative motive scores are possible!!
 * Lead nation's motive, not average.

​Population

 * Greater than 100 million +20
 * Greater than 50 million +15
 * Greater than 30 million +10
 * Less than 30 million +5
 * Larger than opponents: + 2
 * 2x size of opponent's: + 5
 * 5x size of opponent's: + 10
 * 10x: +15
 * Every further order of Magnitude (eg 20x, 30x): +20
 * ONLY of the leading nations

Allies

 * Leader Nations: +10 each participating
 * Military aid: + 5 each participating
 * Supplies: + 3 each participating
 * Cultural Support: +2 each participating
 * Vassal: -2 each participating
 * Withdrawal: - 2 each nation which was participating and then left
 * ex: China (L) Vietnam (M) France (S) Britain (C) Japan (MV) Korea (SV) = 10 + 5 + 3 + 2 + 3 + 1 = 24
 * Please note that Vassals CANNOT give Cultural aid

Recent Wars

 * Each war in the past 15 years where nation was a...
 * Leader: -4
 * Military aider: -2
 * Supplier: -1

Results
The equation for gains from war algorithms is (p)*(1-1/(2x)), where x is the number of the years the war goes on and p is the amount of territory determined by the algorithm ((y/(z+y))*2)-1 where y is the winner's score and z is the losers). So if your war lasts one year, you only get 50% of the territory, but if you let the war last five years, you get 90% of the territory. The minimum amount of territory you can win from an algorithm is 1%, otherwise it is a percentage of the loser's territories to two decimal places e.g. 13.69% not 13.69242%.

A great calculator for this is http://web2.0calc.com/ you just copy and paste the equations into the box and replace the letters with the numbers for that specific war. And then you just copy the answer to the main page. Or folks, just use Google. Their automatic calculator is a great aid in working out all this.

There will be on algo per phase/front of the war- NOT PER BATTLE, and ONLY for MAJOR wars.

If a certain war appears Implausible or otherwise, the mods reserve the right to change the amount of land gained.

Reborn Algo
Reborn Algo, awesome algo should be used. Talk:Axis vs Allies: Reborn (Map Game). OCT MARIUS, HAIL HIM

They already made the choice oct. CAPTAIN OBVIOUS IS HERE TO SAVE THE DAY

THis algo is pretty much that with some tweaks WHY seriously why???!!! 22:16, June 3, 2014 (UTC)

This needs to stop....
So this disappointing me, but after putting some thought into it, the mods of this game are not acting correctly. After discussing this with other players, some glaring issues have arisen. For one thing, everyone is jumping the gun on there plans for the game. Turkey has already adopted gender equality. Japan has allied with Canada. The USSR has done a political 180 on the first turn. Brazil is overdeveloping and trying to influence two neighbors, at least one of those neighbors hates them. There is a lot more I could go into, but I don't feel like writing it. Now I know AvA R-word is looked at like a black sheep, but it worked to an extent. While it was geared towards expansion for the most part, R-word was within a releam of believably. While many of you will bring up the large pseudo-empires such as Saudi Arabia, Brazil/FOA, Germany, France and to a lesser extent, the US, many of us achieved these through work and diplomacy. The Develop multiple categories is often blamed for this, but I know that only two of Saudi Arabia's vassals where achieved through war, the other where from diplomacy, opportunity and influence. So lets fix this. How? well for starters I'd recommend restarting the game and forgetting this first turn ever existed. From there I don't know. I have been accused of kissing his ass before, but Feud has expressed interest in the game and modding and was a damn good mod last game. the argument of 5 players to 1 mod will be brought up, but we have 29 players at the moment, let it slide. I am no better here. I made an alliance with out thinking about the logistics and politics of it, but oh well. The Past is in the Past. We are at a point were the game will fall apart it this continues, but we must also remember that if this devolves into a finger pointing match it will also sink the game. So lets just dissucss how to fix the future.-- Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 01:17, June 4, 2014 (UTC)

Idea. Eiplec becomes a moderator without a nation. Eiplec does not play the game, and will simply read posts and mod them to the fullest extent without even an unconcious biased drive to only mod to the benefit of my own country, or to mod to the benefit of allies, etc. &#34;SO SAYETH THE EAGLE&#34; - Fascist Eagle ಠ_ಠ (talk) 01:27, June 4, 2014 (UTC)

Hey hey now my Federation was actually plausible. It was Supernationalism, conquest, and Diplomacy at its finest. However i will say R-word worked and it worked well and i will say that this ridiculousness does need to stop. if it continues im gonna resign/ make all the necessary corrections myself and you guys dont want that. I know whats relatively proper for this era and none of you are following it for the most Part.

This is why the Great Scraw tried to be a mod. He has no nation and no interest in gaming the game.

01:35, June 4, 2014 (UTC)

While some may aruge that Feud is not a good mod based on your experinces and opinons of him from PM3, I see no reason for Scraw and Eip to not be mods. 5 players to 1 mod will be used again, but there is no reason to deny them modship. Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 02:11, June 4, 2014 (UTC)

Wait a minute, in OTL Turkey, on December 5, 1934 full political rights, to vote and be elected, were given to women. I'm not going to comment on the other things, but I hardly believe a difference of a year in giving gender equality could be considered ASB Sky Green 24 16:44, June 4, 2014 (UTC)

Also, MP told me we would be approving Scraw as a mod, I don't know who crossed his name out Sky Green 24 16:44, June 4, 2014 (UTC)

Japan also canceled the alliance with Canada TechnicallyIAmSean (talk) 17:39, June 4, 2014 (UTC)TechnicallyIAmSean

Oh my god people. Scraw can get his modship. But we wont take mods over complaints anymore. Everyoe cant be a mod. I dont give a flying fuck if Nik himself came back and wanted to mod. Some people not to be named have gotten their titties in a twist and ranted at 4 O'CLOCK IN THE MORNING about things that when i got to read were fixed. Then he continues to inslut me and threatens to resign. Now apparently the USSR has a changed foreign policy when in OTL THEY DID trade wth other european nations for designs and THEY DID have a NAP with Japan. Brazil, i will give you but he is new and seemed to have fixed that. Feud you have no right to deny him vassalization of Uruguay after last game. And those who call R Word Plausible need to stop smoking. And although we may have some problems, ad we did overlook a few things. There has been FAR WORSE. Oh, and the Brazilian influence of Paraguay WAS CROSSED OUT. Implausibilities will be crossed out when seen. but dont expect us to notice it immediately after it is posted. WHY seriously why???!!! 19:23, June 4, 2014 (UTC)

Is there a reason everything Tibet did has been crossed out? Krasnoyarsk (talk) 19:28, June 4, 2014 (UTC)

it's 100% ASB to have an alliance with Japan. As with Canada. Saturn (Talk) 19:32, June 4, 2014 (UTC)

Is this a reply to my post? Because it doesn't explain why literally everything Tibet did has been crossed out. Has there been a mistake? If not, why is all of it so ASB that it can be crossed out without any explanation?Krasnoyarsk (talk) 20:07, June 4, 2014 (UTC)

For the record, regarding the Scraw mod issue, Scraw is a mod by the virtue of him being the co-owner of the franchise, along with myself.

"This is not your grave  but you are welcome in it. " 23:17, June 4, 2014 (UTC)

Sky as it stands i spent a solid 20 years building up the base in the game with foreign support. He does not thave the same luxury. It also takes years to construct ships like this and Brazil has 0 plans for these. Along with this Brazil economy was total trash right now and i brought it out with foreign means not domestic means. He cant do alot of the stuff he did. As for the USSR they were not on the cusp of a policy shift, they were isolationist and were more concerned with keeping their 5 year plans afloat and whatnot. The USSR outside of some moderate diplomacy did not really care for the outside world all that much.

I personally agree with Krasnoyarsk, everything Tibet did was crossed out. It just seems weird. TechnicallyIAmSean (talk) 14:08, June 5, 2014 (UTC)TechnicallyIAmSean

Feud, I don't quite understand why you are talking to me when Toby was the one who posted the things about Brazil and the USSR... I don't recall making any comment on USSR whatsoever. Sky Green 24 15:45, June 5, 2014 (UTC)

Switching
Is it okay if I switch to playing as Thailand? -Seiga  2014 June 05, 03:10 (CET)

Granted. "This is not your grave  but you are welcome in it. " 01:15, June 5, 2014 (UTC)

Not here for 3 days OTL
I won't be for 3 days so we will be improve our infrastructure Alt History since the dawn of time 06:10, June 6, 2014 (UTC)

Development.
In an attempt to clear up some confusion about this, unless things have changed since we talk on chat about it, the mods came to the conclusion that only one category could be developed FOR THE ALGO, your post may include multiple developments, but only one can count. Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 11:11, June 6, 2014 (UTC)

Czechoslovakia and Allies
Location: Power: Industrial Strength: Development: Chance: Motive: Population: Allies: Recent Wars: Total: +106
 * On the Border +4
 * Large Aerial Assault Capability +3
 * Large Land Assault Capability +3
 * Total Assault Capability +6
 * Development Modifier: 6*3 = +18
 * Czechoslovakia: +3
 * Austria: +2
 * Hungary: +2
 * USSR: +5
 * Total: +12
 * Czechoslovakia: Military, Military, Military (*3)
 * Edits: 3,409
 * Chance: +9
 * Economic: +2
 * High Morale: +5
 * Democratic Government supported by people: +4
 * Total: +11
 * Less than 30 million: +5
 * Larger than opponent: +2
 * Total: +7
 * Czechoslovakia, LMSC: +10, +5, +3, +2, Total: +22
 * Hungary, MS: +5, +3, Total: +8
 * Austria, MS: +5, +3, Total: +8
 * USSR, MSC: +5, +3, +2 Total: +12
 * Total: +50
 * N/a

Yugoslavia
Location: Power: Industrial Strength: Power: Chance: Motive: Population Allies: Recent Wars: Total: +39
 * Defending Nation: +5
 * Total: +5
 * Small Land Assault Capability: +1
 * Small Aerial Assault Capability: +1
 * Modifiers: *2
 * Total: +2*2=4. +4
 * Yugoslavia: +2
 * Total: +2
 * Military: +2
 * Edit Count: 1,123
 * Chance: +3
 * Total: +3
 * Defending Core/heartland from possibly fatal attack: + 8
 * Government not supported by people: -5
 * Troop Morale Low: -5
 * Total: -2
 * Less than 30 million: +5
 * Total: +5
 * Yugoslavia, LMSC: +10, +5, +3, +2: +22
 * Total: +22
 * N/a

Result:

 * ((106/133)*2)-1 = 0.5939849624
 * (0.5939849624)*(1-1/(4)) = 0.4454887218 * 100 = 44.55%

Yugoslavian Government collapses, Tito is voted in.

I am not sure you are allowed to be LMSC in a single algo. Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 22:51, June 6, 2014 (UTC)

Argentina
Location: Power: Industrial Strength: Development: Chance: Motive: Population: Nations Per Side:  Recent Wars: Total:58
 * On the Border +4
 * Large Aerial Assault Capability +3
 * Large Land Assault Capability +3
 * Total Assault Capability +6
 * Development Modifier: 6*3 = +18
 * Argentina +2
 * Argentina +3 (Argentina was NPC until 1935, so it has 2 turns in military and 1 in economy.)
 * Edits:4006
 * Chance: 6
 * Economic: +2
 * High Morale: +5
 * Democratic Government supported by people: +4
 * Total: 11
 * Less than 30 million: +5
 * Larger than opponent: +2
 * Total: +7
 * Argentina: +10
 * N/a

Uruguay
Location: Power: Industrial Strength: Development: Motive: Population ​Nations Per Side: Recent Wars: Total:28
 * Defending Nation: +5
 * Small Land Assault Capability: +1
 * Small Aerial Assault Capability: +1
 * Total: +4*2=8. +8
 * Uruguay: +2
 * Military: +1, Economy: +1, infrastructure +2= 4
 * Defending Core/heartland from possibly fatal attack: + 8
 * Government not supported by people: -5
 * Troop Morale Low: -5
 * Total: -2
 * Less than 30 million: +5
 * Total: +5
 * Uruaguay (L)=+10
 * N/a

Result
((58/(28+58))*2)-1=.348837

(.348837)*(1-1/(2(7)))= 33%

Seven years and Uruaguy is taken.

Well I did this diffrently, using NPC development cycles for the turns Argentina didn't have a player. and I also did the scores (what I think to be) better for Uruaguy herehere. Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 03:02, June 7, 2014 (UTC)

Upon further review, I switched them myself. I am almost 100% positive Crim messed something up when he got 48 to 21.-- Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 02:59, June 7, 2014 (UTC)

7 yers just to get 33%? That's meta. You can have 4 years. I can't work it out right now - Local, who has not got time to log in before he leaves

Andy acctually told me to swap them out. Also how in gods name is that meta? Two wrongs may not make a right, '' but it makes me feel a lot better in the end! '' 15:01, June 7, 2014 (UTC)

Leave of absence
I will be away next turn. I'm visiting relatives for the weekend. - Local