User:Saamwiil/Algorithm Committee

It is well known that the PM3 algorithm needs much working, as has been shown by the Caliphatisation of wars, and the over reliance on certain parts of the algorithm, such as motives. For that reason this page, henceforth known as the the Hall of the Algorithm Committee, was created, with the specific intent to vanquish the implausibilities caused by the algorithm.

Composition
To insure that the Committee runs smoothly, there are certain rules specifying who may be members, and who may not, and whether or not there are too many members. The aforementioned necessary rules of the Committee Membership appear below:
 * The number of members in the committee shall increase and decrease as necessary, however it is preferable that the committee remains small.
 * Both mods and players may be a part of the committee, as to ensure that not only a minority of views will be included. It shall be encouraged that non-mods participate.
 * Players who are overly-biased, and have a history of implausibility are not encouraged to join the Committee.
 * All proposed members of the Committee may enter, given that the committee has no more than ten members, and that 40% of the committee approves of them joining.
 * Members of the committee deemed not to have the volition to help the algorithm improve may be removed, give that 80% of the members agree that a committee member has not the volition to improve the algorithm.
 * Members may also be removed if, given the same support amongst members of the committee, they are not able to contribute on the necessary basis.

Voting
To ensure that decisions are well planned, and beneficial for the rest of the Principia Moderni Series, ideas that do not reach consensus shall have a discussion period of one calendar week (seven days). Within these seven days, it is mandatory that the problem be discussed in rational terms, and no further voting may occur in this time period. After said time period expires, if an idea has a 66% of the committee voting in its favour, it shall pass into the Proposed Algorithm.

A member has three options when it comes to voting: For example, given that 4 members favour, 4 abstain, and 2 decline, it shall be counted as 4/6 or 66%. Therefore, the resolution passes.
 * Favouring -- This is counted as a +1 to the the amount of votes casted.
 * Abstaining -- The total amount necessary for an idea to pass is decreased by one.
 * Declining- Nothing is adding to the amount of committee members supporting a resolution.

If a member of the committee does not vote within three of the idea being presented, it is counted as an abstention.

Proposed Algorithm
After an idea has been decided upon, it does not carry immediate effect in the game, instead it is added to the Proposed Algorithm. This is where all approved ideas are compiled to be used as a part of the new algorithm, completely replacing the old algorithm. Given that 66% of members agree to publish the Proposed Algorithm, it will become the new algorithm. No implied abstentions are allowed (they simply do not vote).

Approved Ideas:


 * This is where approved ideas will go.

Members
Here is a list of the members of the committee:
 * Saamwiil -- Saamwiil, the Humble 23:23, July 23, 2014 (UTC)
 * Fed -- Fed (talk) 00:31, July 24, 2014 (UTC)
 * Sine -- Sine dei gloriem &#34;Ex Initio Terrae&#34; (talk) 00:19, July 24, 2014 (UTC)
 * Andy -- FOR THE GLORY OF THE PARTY! 16:39, July 25, 2014 (UTC)
 * Steph -- Stephanus rex (talk) 00:19, July 24, 2014 (UTC)
 * Feud --

Leaders
Positions in wars are unnecessary, be it Leader, M,S, or V, as they are radom numbers. As long as ne can reasonably transport the required materials/money/troops plausible, it does not matter who is Leader, or who is the vassal.

Discussion
I personally disagree with this particular motion, but I see that there are some strengths to what is trying to be addressed here. I will differentiate between the L, M, S, and V desigantions here:

I think this system works (no idea about C, though). Your proposal seems to be a bit unclear, but I think you are trying to eliminate V. There is some legitimate reason for there to be a V, and that is that we don't want someone to put in a hundred (LV)'s where each small vassal is also a leader.
 * If you are designated as "M," you are sending military aid w/o declaring war. This is much like the US involvement in Yugoslavia, where we sent in troops but did not declare war on any nation.
 * "S" means that you are sending supplies to the nations of one side or the other. For instance, the US is sending supplies (which can be money, weapons, food, medical, or otherwise) to Israel right now as they fight Hamas.
 * "V" means sub-ordination. It is like Vichy France fighting with Germany against the French underground during WWII. This does not mean that the nation with a "V" cannot be a leader also; it just means that the nation is sub-ordinate to another.
 * "L" means Leader. This means your nation has declared war on another nation. Additionally, you have to be able to send troops to the nation you are attacking or you must be able to field an army within your nation.
 * There is also "W" for withdrawl, which has been used less and less frequently. I tend to think that withdrawl should be handled by treaty, at which time there should be an updated algo, but the results should be a mixture of the first algo (for however many years that algo was the proper algo) and the second algo (however many years were in the second algo).
 * Additionally, there is "C" for cultural. I have no idea what this is, and/or what it means. It was added by Feud on July 13, 2014. (Edit Log here).

That is becoming more and more a reality in these mega-coalition wars, so I think that by getting rid of V we are increasing the change of having a ton of (LV)'s. I think it would be better to limit the ability of Vassals to declare war unless actually on the front-lines. For instance, Italy could not help Spain fight Portugal by actually declaring war; they would send M aid. 05:57, July 25, 2014 (UTC)

Nah, I don't think you understand the change. The L, M, S, and V are unnecessary, for it doesn't matter what your official position in a war is. $50 is still $50, no matter whether or not it is coming from a vassal, the leader, or some mildly interested nation. 300 troops are still 300 troops. This removes the arbitrary numbers associated with being a leader, versus just a supplies giver. This is the most basic step to the Algorithm Reform, and it has been discussed (in chat), of replacement systems to measure the new power. However, that is to go latter, as we are working on the basics. Saamwiil, the Humble 16:25, July 25, 2014 (UTC)

To Further explain what Saam said, the problem with the Nations Per Side system is that I could have a vassal for 3 turns and put it down as MV or LV and get points that it really doesnt deserve.  I am on the edge...  The EdgeofNight   16:40, July 25, 2014 (UTC)

If you have a vassal for three turns and put it as a LV, it does count in nations per side (that, because of the nature of the division, is worth absolutely nothing), but you get negative modifiers (less econ and mil development and quite possibly a "non-supported by people modifier). If you are not getting overthrown, you can't put more than 2 vassals as leaders in the war, and in the cases that you do, you get a -2 penalty per vassal (which, given the fact that most everything is averaged but that is not, is a very big malum).

As for the basic idea, what is the point? There were LVs IOTL in most every war, and I don't see how removing "nations per side of war" makes any sense given that that is an important thing. I thought you had an issue about vassals being definitionally not being able to be leaders, but that makes no sense, given that the "leader" description is not towards the nation itself but towards the nation's existance in the war. Fed (talk) 18:01, July 25, 2014 (UTC)

I think it's better discussed in a chat room, but I can tell you definately, that NPS has no use, and it's --n o t-- important. The change would be based on the fact that NPS is totally artificial, and does not take what the nations are actually doing into account. As aforemention, 3000 soldiers are the 3000 soldiers, no matter where they come from. $700 is $700 no matter who gives it. However, say you're sending supplies in the current system, $400 is no different than $92k. There's no need for NPS system. Saamwiil, the Humble 18:14, July 25, 2014 (UTC)

I disagree, the NPS is meant to be a way to show the difference between people who are just sending troops and people whose economy is fully behind the war. It's not the same being Germany or Hungary (L and LV) in WW2 to being Spain (M) or Portugal (S). That's the point of the section. Plus, then how to know which people to be counted in econ and mil modifiers? If I get supplies from Urdustan and China in a war against, I don't know, a rebellious Great Perm or Georgia, does that mean THEIR dev scores and modifiers apply to me? Fed (talk) 18:46, July 25, 2014 (UTC)

But see, a title is not necessary for that. If Spain gives arms, that is shown, if Germany puts its full economy behind the war that is shown. It's really just a title. What would affct you is how much China gives you. And dev scores are going to be changed. We were talking about it on chat. Economy and military are going to be proportional, and measured in a diffrent way than they are now. So leaders are unnecessary. E.g. When Crete revolted, even though Egypt was a vassal of the Ottoman Empire, it sent more forces into Crete, and did the most part of the fighting. Here, Egypt's being a vassal didn't matter, as it faught more than the Ottoman Empire.

But join chat at some point, and fully explain if yo're confused about something. Saamwiil, the Humble 19:01, July 25, 2014 (UTC)

Voting

 * Saamwiil -- Favouring -- Saamwiil, the Humble 16:31, July 25, 2014 (UTC)
 * Fed -- Against -- Fed (talk) 18:01, July 25, 2014 (UTC)
 * Feud --
 * Andy -- Favouring -- FOR THE GLORY OF THE PARTY! 16:39, July 25, 2014 (UTC)
 * Steph -- Aye -- Stephanus rex (talk) 00:59, July 26, 2014 (UTC)
 * Sine --

To Root or not to Root?
A second problem with the algorithm is the hard cap that is created by the math. Currently we use an inverse exponential function for the end calculations of the algorithm. This function has a lateral asymptote causing a hard cap to be placed on the potential winnings which is basically reached after a certain number of years. Thus a war for 10 years will produce in all but decimals the exact same result as a war for 15 years. Now I understand why it is necessary to slow down the rate of land accumulation as the war drags on. However I propose we switch to a Square Root system in which there is not hard cap, but rather a slowing of land gained after a certain number of years.

Ok everyone I got a new algo worked out, it is one equation now and faily simple:

sqrt(z/(y*18)x)=%

Z=losers score

Y= winners score

X= years of war

%= percent won

Discussion
How about hell no? This is way too complicated for the average player, I don't even understand it. We need to find ways to make algos more available to all players, as it is, most don't know how it works and rely on a few that are good, causing wars to drag on forever because the algo maker is swamped. this would just compound the problem. So I say do not Root.FOR THE GLORY OF THE PARTY! 16:45, July 25, 2014 (UTC)

Hai. Although I'm not a membere of the committe I'd like to point out something about this equation. I think you should have shown it as this sqrt((z/(y*18))*x)=%

Because depending on the equation, an algo with the following scores and years (75, 25, 2 years of war) would be: Now as you can see, according to your new formula, a 2-year war takes only 51.33% of land compared to what it would have with the old formula. I checked it with a 4-year war too, it takes 62.22% or so. I think it's a a massive decrease of winnings. This square root formula is perfect, although I think the variable 18 should be changed. I'm still checking what would be the best variable and I'll get back to you once later.
 * 1) 37.5% according to the old formula
 * 2) 19.25% according to the new one

Sky Green 24 - Join the party  10:25, July 30, 2014 (UTC)

And I'm back, now for the new variable.

If we were to use the 37.5% as the percentage we're aiming for after 2 years, we'd have this formula

sqrt((25/(75*c))*2)=0.375

which would in the end lead us to this

c=4.740740...

Now for the sake of tweaking it a bit, we'll go with c=5

now according to that formula we'll have this:

sqrt((25/(75*5))*2)=36.51%

The result is not to far away from the old formula, yet it gives us the same bonus as saam's original one.

Thank you for your attention. Sky Green 24 - Join the party  11:02, July 30, 2014 (UTC)

Feuds Reformed Algo (Proto tech tiers included)
New PMIII Algo

Location:

+25 At the location of the war

+20 near the location war

+15 close to the location of the war

+10 far from the location of the war

+5 other side of the world

Overall location of the singular leader is used.

Nation Power: TBD??

Superpower??

+5 Great Power : To be Listed

+4 Regional Power: To be Listed

+3 Minor Power

+2 Local Power

+1 No Power

Tactical Advantage:

Attacker:

+1 Open ground no defences, (coastal assaults with minimal naval support, minimum 20 warships for effective bombardment, fields, not your home nations territory)

+3 Ambush/Non-conventional warfare ( surprise assault, commando or special forces raid)

+5 Supported attack (Naval support {20 or more ships}, Air support {modern age must have substantial air forces in the area}, Artillery support {Artillery pieces must accompany army, not every nation can afford artillery pieces in this regard}

+10Know the Land {Territory must be previously owned for more than 50 years, or part of a nations home territory}

Defender:

+1 Open ground no defenses {defending location of battle is a field, or unfortified territory}

+3 Ambush/Non conventional warfare {defensive geurilla campaign, Ambush tactics, commando or special forces raids}

+5 Supported defense (Artillery support {must accompany army or be at nearby base, not all modern armies can maintain a full battery and may not apply for this} (Air Support {modern age and correct amounts}, Naval support {requires naval algo for sea dominance}

+10 Know the land {Territory must be previously owned for more than 50 years and have been included properly into the nation you do not get this for a vassals territory, only a vassal would get this., or part of a nations home territory}

Nations per side: This is just a list of participants no scores are given, you may list what support you provided. Main leader nations must be Delineated.

Military Development:

Country has developed military: +2 for each turn dedicated to military or military upkeep or development in the last 20 years

The military development scores for both sides will be completed, then the larger side will be divided by the smaller one. The result, rounded to the nearest whole number, will be the number of points the higher scoring side gets on the algorithm. The lower scoring side gets none.

Navy was mentioned = full mil turn for naval algos

Navy was not mentioned = score cut in half.

Military score is proportional to your Economy score in algos. Having a higher military score for the opening months or year or two of the war will mean more than having a large military with a failing economy later in the war.

Military scores count fully for the first two years of a fully committed war (this does not apply to low level conflicts like the 100 years war that waged in low degrees over a long period of time)

Military scores such as troops sent from other nations will count as extra +20 for major participants (those sending their full armies to fight for territory or out of alliance obligation etc etc is to cover overall involvement of these powers into the war.) or those just sending small troop amounts (+10) akin to an expeditionary force. And +5 for sending equipment or military supplies

All Decimals are rounded (so a 55.3 is rounded down to 55 and a 55.5 is rounded up to 56)

Military Bonus

Has not lost any of the previous three wars: +10

Has Naval dominance: +10

More total troops than enemy: +5

Nation is fully mobilized for war: +5 (must be specifically said in turn)

Nation has a moderately sized armed forces: +3 (60,000 to 20,000)

Nation has a small armed forces (20,000 or below) -2

Lost more than two recent wars: -3

Smaller armed forces: -3

Much Smaller armed forces: -5

Nation was not initially mobilized: -10 (no active troops or preparedness. Major powers are immune to this except for special cases, See German invasion of the USSR

Added after division

Economic Development

Country has developed economy: +2 for each turn dedicated improving the economy in the last 20 years.

Economic Bonus can also be applied after division for certain things like larger economy, Rapid industrialization, etc.

Bonuses like larger economies also are brought into account.

Economy score is proportional to your military score, in the first two years of war, only half of all economic scores will be implemented before division (on both sides)

Following those two years, Economy score will rise to full while military score can shrink to as low as half (subject to change or a chart depending on whats decided)

Nations which are fully invested in the war out of territorial want, alliances, or economics will gain +20 for their full involvement, +10 akin to helping fund the war without major involvement, and +5 for minor funding and financing

All decimals are rounded 55.3 is rounded down to 55 and 55.5 would be rounded up to 56

Economic Bonus:

Much larger Economy: +10

Larger Economy: +5

Equally matched economy: +2 (to both nations)

Smaller Economy: -2

Receding Economy: -3

In Golden economic age: +3

Larger Trade/Colonial Empire: +5

Added after division

Important locations:

Due to the importance of various locations across the world, scores have been attributed for holding these as they are major cruxes of trade, major military strongpoints, or heavy trade areas and trade cities which have considerable impact when held. These are overall added to the algorithm, and considering their major impact over history (and the fact the cities are subject to change) these will remain.

+5

-Straits of Gibraltar (Hispania)

-Suez and Central American canals (when built)

+3

-Sea of Marmara (Imperial Rome)

-Øresund (Scandinavia)

-Malacca Straits (Ayutthaya)

-Cape of Good Hope (Hispania)

-Red Sea Opening

-Hawaii

-Fiji

-Cuba (Hispania)

-English Channel

+2

-Genoa (Genoa/Hispania)

-Venice (Venezia/Hispania)

-Antwerp (Netherlands)

-Lubeck (Hansa)

-Alexandria (Egypt)

-Shanghai / Nanjing / Hangzhou (Ming)

+1

−Lisbon (Portugal)

−London (England)

−Stockholm (Scandinavia)

−Elsastat (Scandinavia)

−Seville (Hispania)

−Constantinople (Imperial Rome)

−Aleppo (Mamluks)

−Baghdad (Mansuriyya)

−Barcelona (Hispania)

−Samarkand (Tartary)

−Delhi (Delhi Sultanate)

−Kozhikode (Kozhikode)

−Khambhat (Hispania)

−Mombasa (al-Swahili)

−Mogadishu (al-Sumal)

−Lanzhou / Xi'an (Ming)

−Guangzhou / Hong Kong (Ming)

−Yokohama (Contested)

−Nagaski (Fusahito)

−Cuzco (Inca/Spain)

−Tenochtitlan (Before canal) (Aztecs/Hispania)

Geographic modifiers:

Geographic modifiers are locations in areas of conflict or denoted by various geographical concerns such as mountains, rivers, sea cliffs, deserts, etc etc.

Geographic modifiers are an overall score added to the algorithm that apply in many different ways.

Having to fight across a river, mountains, or overcome substantial fortications (which impeded movement of the attacker more than not) while making an advance through a country (which means the a war may potentially contain multiple battles along a contested front) will result in positive or negative scores depending on who is doing what.

Attacking/Non Native

Attacking over a River -5

Attacking against substantial fortifications/ fortified city (cities must be pre fortified, or have at least 2 turns to prepare) (Theodosian walls, great wall of china, Maginot line) -10

Attacking/fighting over a mountain range. -15

Some of these can apply if the area is not owned or held by either force in total. Such as asymmetrical warfare

Defending:

Defending over a river +2

Defending substantial fortifications +5

Defending a mountain range/mountain passes (unfortified +5) (Fortified +10)

Expansion

Expansion: -1 for every turn used for non-colonial expansion in the past 15 years

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

 *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)

 *Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 10

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 15

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> Motive in total is averaged

Modifiers

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Single Nations:

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Non-democratic Government supported by people: + 4

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Democratic government supported by people: + 5

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Government not supported by people: - 10

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *WAR not supported by people (democratic) : - 3

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *WAR not supported by people (non-democratic): - 2

<span style="font-size:14px;line-height:14px;background-color:rgb(242,242,242);"> *Troop Morale high (requires motive over 5, chance over 4, and stronger development scores in at least one category): + 5

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Troop Morale low (any of the above: chance below 1, lower development scores in all categories, recent war penalty over 8): - 5

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Fighting Guerrilla War: -5 attacker, + 1 defender

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Multiple concurrent wars: -15

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> Coalitions:

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Democratic or democratic-supporting nations: +6

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Mostly non-democratic nations: -3

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *High Morale (same criteria): +6 <span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">*Low Morale (same criteria): -6

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Unpopular war in multiple nations: -3 per nation wherein the war is unsupported

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">*Guerrilla: -10 Attacker, -2 Defender

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Nations fighting multiple concurrent wars: -10 per nation

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> *Supported government modifiers also only apply to player nations (Main nation and Personal Unions not Vassals) unless otherwise specified by a Moderator

If there are multiple motives, the one told to the army will be selected.

NPC Bonus

In every very year that a NPC nation is not at war or expanding, or having a disaster, it will build up one of the three (military, infrastructure and economy). The number of total buildups will be divided into the three categories as evenly as possible, with preference going infrastructure > economy > military. their final score will be divided by two then rounded to the nearest whole.

Ex: If a nation (ex: Moravian Serbia) existed for 11 years, or spent 11 turns not doing anything, this would mean that the infrastructure and the economy were updated in four turns, and the military in three. Dividing all those scores by two, Serbia would receive six points of bonus, two for each department (economy, infrastructure and military).

Special NPC Bonus nations

Some Non Player Countries are stronger than others, usually because these nations used to be part of a powerful empire, hence they are stronger than normal NPCs.

This bonus is worked out like the normal NPC bonus, where in every very year that a NPC nation is not at war or expanding, or having a disaster, it will build up one of the three development areas (military, infrastructure and economy). The number of total buildups will be divided into the three categories as evenly as possible, with preference going infrastructure > economy > military with their final score being divided by two then rounded to the nearest whole.However, the special NPC bonus doesn't divide by two, so it is just the number of total buildups.

E.g. If a nation existed for 15 years, or spent 15 turns not doing anything, this would mean that the infrastructure, military and the economy were updated in five turns each. The NPC nation would receive fifteen points of bonus, five for each department (economy, infrastructure and military).

Population

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">The population score is the number of digits in the population + the additional bonus, which is below:

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> +2 to the larger nation that is less than five times the population of the smaller.

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> +10 if the larger nation is between five and ten times the population of the smaller.

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> +20 if the larger nation is more than ten times the population.

Recent Wars

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> -2 for Leadership in any war in the past 15 years.

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> -1 for and Military or supply support in the past 15 years

Number of Troops

Friendly soldiers / Enemy soldiers.

Friendly ships/ Enemy Ships

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Troops and ships must be in a plausible amount for your nation. No troop spamming this will be paid attention to and mods will edit to reflect your nations true troop potential (no armies of 25 million guys even if you have the population of China, its just not doable)

<span style="font-size:14px;line-height:14px;background-color:rgb(242,242,242);">Naval battles must be conducted in the invasions of major territory overseas or in regards to attacking a major Naval Power. Major nations may not have a surface navy for whatever reason (German U-Boat fleet) and this can be circumvented.

Tech Tiers

Stage

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Well developed tribe system

Tribes focus on gathering food, with minimal farming

Outside of tribe chief there is no organized class system.

Stage

No manufactories

Economy based on sustenance farming/extremely minimal export farming

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">No middle class

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Powerful nobility

Traders are usually non native and primarily migrate between cities

Stage

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Primitive manufactories

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Economy based mostly on sustenance farming/minor export farming

Specialized artisans in limited amounts in various villages (artisanship not majorly widespread)

Low or non-existent middle class, minor trade presence

Feudal system still heavily prevalent

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">  Stage

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Pre industrial manufactories

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);">Massive use of slave labor in certain areas for plantations (or alternatively capitalist inspired plantation economy in which paid workers are used)

Reliance on specialized blacksmiths, hereditary but expanding field sized farmers, and others for economic output, with major output in these sources Growth of a middle class due to traders

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> Beginnings of diverse labor

Stage

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> The Air Furnace is developed

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> Agriculture begins to rapidly shift with fertilizers and rest years for the fields

<span style="line-height:14px;font-size:14px;background-color:rgb(242,242,242);"> Chemistry develops in leaps and bounds

Stage ​

§ Steam Power is developed and water wheels are heavily utilized

Various chemicals are produced in large amounts

Health care and anatomic understanding improve, birth rates still high but death rates on a massive decline

Urbanisation begins on a significant scale

Stage

Paper mills develop with the tech to produce large reels of paper

Cloth factories begin using machines and steam power to increase productivity massively to keep up with population boom's clothing demand

Railways appear

Some revolutionary rumbles appear

Stage

Civilian railways appear allowing easier access

Stronger cements are produced

Steel and Glass are available

A few colonies and nations will have rebellions in this period

Stage

Ironclads and Artillery become widely used in combat

Revolutions by poorer citizens in cities become frequent

Stage

Tanks and planes appear

Total War emerges with populations also targetted

Nationalism appears in larger multicultural nations

Stage

Atomic age begins a decade before the start of this age with certain nations able to make nuclear weapons

Wars between atomic powers CEASE, due to the threat and consequences of nuclear war

Colonies rebel for independence