Talk:Age of Authority (Beginner's Map Game)

Algorithms
This is how you decide the outcome of your wars. You copy the template below and follow through the algorithm to find the outcome.

Template

 * Attacking nation
 * Pre-War score:
 * Population score:
 * Motive:
 * Government:
 * Campaign score:
 * Military score:
 * Location:
 * Attrition:
 * Great leader (if applicable):
 * Defending nation
 * Pre-War score:
 * Population score:
 * Motive:
 * Government:
 * Campaign score:
 * Military score:
 * Location:
 * Attrition:
 * Great leader (if applicable):
 * Final score
 * Difference:
 * Attacking nation Post-War:
 * Defending nation Post-War:
 * Result:

Pre-War stage
This determines the effectiveness of your nation overall during the war. It is your health level, so to speak, so try to keep it up! The total Pre-war score is the sum of its componants:
 * Pre-War score = Population score + motive + government

Population
The population score is based on the current population of your nation, not including any vassals or other political anomalies
 * Population score = (0.02*population)/100,000

Motive
The Motive score is the reason why you are fighting the war. Sometimes, nations just war for the sake of expanding, which would be the "William wants more land" scenario. (But you could get a better score by finding a better reason).
 * Rebelling against a larger empire -> Motive = 6
 * Religious reason -> Motive = 5
 * Defeding against invasion -> Motive = 5
 * Beating a historic rival -> Motive = 3
 * Economic reason -> Motive = 2
 * "William wants more land" -> Motive = 1

Government
This score is based on the type of government your current nation has, or political system
 * Theocracy -> Government = 7
 * Successor to Rome/China -> Government = 6
 * Monarchy -> Goverment = 5
 * Oligarchy/confederacy -> Government = 4
 * Feudalism -> Government = 3
 * Warlord/tribal -> Government = 3
 * Citystate -> Government = 3
 * Republic -> Government = 2

Campaign score
The Campaign score is how you determine the result of who won the military engagement during the campaign. This will cut down the Pre-war score (health) of either you or your opponant, depending who wins. The total campaign score is a sum of its componants:
 * Campaign score = Military score + location + attrition + great leader bonus (if applicable)

Military
The military score is based on the number of troops you are committing to this campaign. Be generous, but keep in mind the size of your military may be limited. As a simple rule of thumb, the maximum military of a nation is usually 1% of the total population.
 * Military score = (3 * troop number)/10,000

Location
Location is based on where the campaign takes place, as a kind of terrain
 * Holy site -> Location = 6
 * The nation's capital -> Location = 5
 * Highly urbanized area -> Location = 4
 * Around a major river on on coast -> Location = 3
 * Desolate region or at sea -> Location = 0

Attrition
Attrition occurs when a nation is fighting in a climate unfamiliar to them, causing much less success as resources are scarce.
 * Mountains -> Attrition = -6
 * Desert -> Attrition = -5
 * Jungle -> Attrition = -4
 * At sea -> Attrition = -3

Great Leader
Great Leader is a bonus score given when your leader is renowned military leader and a legendary hero. It must be approved by an unbiased mod, and must be prepared with decades building up his career and skills (or be based on an OTL great leader).
 * Great leader score = 30 (if the bonus is given)

Post-War
In the final score, you first find the difference between the campaign scores. This difference is subtracted from the Pre-War score of the loser:
 * Post-War score loser = Pre-War score - campaign score difference
 * Post-War score winner = Pre-War score

Result
The final result is found by dividing the greater Post-War score from the lesser: The meaning of this result depends on the margin of success:
 * Result = larger Post-War / lesser Post-War
 * Result < 1.2 -> Stalemate
 * Result = 1.2 to 1.4 -> Objective achieved
 * Result = 1.4 to 1.7 -> Small territoral gain
 * Result = 1.7 to 2.0 -> Large territoral gain
 * Result > 2.0 -> total annexation

Algorithms
Post your algorithm here, and it will be reviewed/corrected by a mod.

Map Complaints
can you label the map on the main page to show which country is which?

General discussion
Can you add more Countries? Especially in Europe and more iconic Countries that aren't mod controlled? I was thinking maybe Some Germanic tribes or Slavic nations, something like that to make it more interesting, cause I don't think a lot of people are really going to be interested if there isn't any Apealing Nations if they are looking for a specific one.

A lot of nations don't exist at this time. It's only 100 AD. Its a simple map game because there are much fewer nations to keep track of Oh, I didn't mean to push that button! † Oh, well leave a message I guess  03:08, October 3, 2017 (UTC)

Alright.

How does one say what they have done for their turn? (I've never played a map game before.) Datmongoosetho (talk) 03:54, October 3, 2017 (UTC)

You can hold your horses for now, the game isn't ready yet lol. When it is time to post, you just edit the latest turn to add a bulletted paragraph describing what happened in your nation during the turn. I'll add a template to the talk page to clear things up. Oh, I didn't mean to push that button! † Oh, well leave a message I guess  03:56, October 3, 2017 (UTC)

Template for Turns

 * Name of nation: Description of what happens in your nation over the last four years goes here. Typically some important things to consider include the government, the economy, military, religion, and science. Not all nations are made equal, so research as much as you can on the strengths and weaknesses of your nation. You are free to play as many different entities within your nation, as long as you are plausible. Expand into hinterland by X pixels, but make sure to consider plausible geographic boundaries for your nation to expand. Declarations of war must be clearly marked in bold before posting an algo. Any other references or requests from other nations must be in bold. (Add a MOD RESPONSE if the nation doesn't have a player)
 * ​Name of dependencey: Anything indirectly connected to your nation, including vassals, colonies, protectorates, free cities, enclaves, tribes, or rebel movements can be set off as their own subbullet, as long as its also played by you. Make sure to consider what happens in a dependency with the same focus as what happens in your main nation. NOTE: Many nations don't have any dependency, so this paragraph is not required.
 * Name of nation Dip: You can send a diplomacy by putting it at the end of your turn or at the end of another nation's turn. Make sure the diplomacy is in bold so they can see it!