Talk:Axis vs Allies R-word (Map Game)

enough players
i think the number of players is adequate to begin. Nkbeeching (talk) 21:11, November 19, 2013 (UTC)

I concur. Let the games begin!

21:59, November 19, 2013 (UTC)

Vassals
Vassals should be allowed, they are in real life, especially WWII. OCT MARIUS, HAIL HIM

It says you can't create stupid vassals, not that you can't create vassals. Course with you it'll be a moot point but...

The Mighty Guns is too Glorious (or lazy) to go to source mode and type out his real sig  (Dammit, Guns!)  23:30, November 19, 2013 (UTC)

Indeed.

Scraw

Algo
We might need one.

The Mighty Guns is too Glorious (or lazy) to go to source mode and type out his real sig  (Dammit, Guns!)  23:31, November 19, 2013 (UTC)

Working on it.

Scraw

Location
Location goes by the location of the nearest large concentration of troops. You can only have one.
 * 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

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

Scores will be changed over time.

Development

 * Military: + 2 for every turn in the last 10 years
 * Economic: + 2 for every turn in the past 10 years
 * Infrastructure: + 3 for every turn in the past 10 years (defender only)
 * Culture: + 1 for every turn in the past 10 years (stacks with economic bonus)

Nuclear Weapons

 * +7 if major city is destroyed
 * +7 for first nuclear attack
 * +6 if minor city is destroyed
 * +5 for retaliatory attack
 * -2 for any nuke used by anyone other than the Big Seven (UK, US, Ge, Ru, Ja, Fr, It)
 * +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
 * 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 no 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
 * Warning: Negative motive scores are possible!!

​Population

 * Greater than 100 million +5
 * Greater than 50 million +3
 * Greater than 30 million +2
 * Less than 30 million +1
 * Larger than opponents: + 2
 * 2x size of opponent's: + 5
 * 5x size of opponent's: + 10
 * Every further order of magnitude: + 10

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

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.

Discussion
um i think we also need a naval algo, guerilla penalty in occupied territory, and also troop morale. Nkbeeching (talk) 09:34, November 20, 2013 (UTC)

Naval Algo? Why? It's one algo per war lol.

As for the other two, algo's not done yet,

The Mighty Guns is too Glorious (or lazy) to go to source mode and type out his real sig  (Dammit, Guns!)  20:06, November 20, 2013 (UTC)

NOW it's done. Complaints any?

The Mighty Guns is too Glorious (or lazy) to go to source mode and type out his real sig  (Dammit, Guns!)  20:18, November 20, 2013 (UTC)

Finland

 * Location: + 5

USSR

 * Location: +4
 * Power: +6 (large land medium air)
 * Industry: +5
 * Development: +4
 * Nukes: N/A
 * Chance: +8
 * Motive: +6 +3
 * Population: +5 +10
 * Allies: USSR (+10)
 * Recent Wars: -0
 * Total: 61

Finland

 * Location: +4
 * Power: +1
 * Industry: +1
 * Development: +0
 * Nukes: N/A
 * Chance: +5
 * Motive: +3 +4
 * Population: +1
 * Allies: Finland (+1)
 * Recent Wars: -0
 * Total: 20

Results
((61/81)*2) - 1 = .5061

50.61 * (1-(1/4)) = 37.95%

USSR crushed Finland and Stalin decides to not purge his generals.