Talk:Axis vs Allies: Reborn (Map Game)

Location
Location is how close the nation is to the place of the conflict. Goes by capital city.
 * At the war: 5
 * Next to the war: 4
 * Close to the war: 3
 * Far from the war: 2
 * Halfway around the world: 1

Tactical Advantage

 * Attacker’s advantage: 1
 * Defender’s advantage: 2
 * Home is desert: Defenders +3, attackers -3
 * Home is island: Defenders +4, attackers -4

Strength

 * Every nation militarily helping with belligerents/defenders: 3
 * Every nation nonmilitarily helping with belligerents/defenders: 2
 * Side with greater population: 3
 * Side with greater industry: 3
 * "Big Cheese" Advantage (USA, Soviet Union, UK, Japan, Turkey for now):+4

Motive

 * Life or death (country’s sovereign existence is threatened): 10
 * Religious: 7
 * Social/moral: 6
 * Political: 5
 * Economical: 3

"Special" Status
In many points in history, a revolution (Hitler, Napoleon) has led to massive military successes at first. However, such revolutions have also led to massive failures (Mussolini, the South in Amer. Civil War). If a revolution has taken place in your nation in the past 7 years into an autocratic dictatorship, you are eligible for a bonus in military. If all of the above, +10.
 * If revolution to autocratic dictatorship in past 7 years.
 * If you get 6 or more in chance.

Morale

 * Recent military defeats (battles): -2
 * Extermination of conquered peoples: -3
 * Motive is less than 6: -1

Nuclear weapons

 * Strategic nuclear weapon use on capital city: +10 for belligerent, -10 for defendant (of nuke). +2 per additional nuke for belligerent, -2 per additional nuke for defendant.
 * Strategic nuclear weapon use on major city: +7 for belligerent, -10 for defendant (of nuke). +1.5 per additional nuke for belligerent, -1.5 per additional nuke for defendant.
 * Strategic nuclear weapon use on minor city: +5 for belligerent, -10 for defendant (of nuke). +1 per additional nuke for belligerent, -1 per additional nuke for defendant.
 * Tactical nuclear weapon use: +5 for first tactical nuke, +.5 per additional nuke.
 * Nuclear weapon use for belligerent: -5 morale this turn and next turn.
 * Nuclear weapon use for defendant: -2.5 morale this turn only.

Economic situation

 * Great economy: +5
 * Fair economy: +3
 * Average economy: +1
 * Poor economy: -3
 * Crashing economy: -5

Chance
Take the UTC time at that moment. (ie 21:32). Then, multiply those numbers. Any zeros count as one. Then take the declaring user's edit count. Then divide the UTC number by the edit count. Multiply that number by 3.14 Take the fifth digit in the number, and there's your chance. Then, for the opponent, take the eighth number. And there you go!
 * 2*1*3*2= 8
 * ie 2831.
 * 8/2831= 0.00282585658
 * 0.00282585658*3.14= 0.00887318966
 * 7
 * 8

Plausibility Points
Take the difference between the user with more plausibility points and multiply it by 1.5. That number is added to their score. If it is against a non-user nation, the user automatically receives a +2.

Result
Take (p)*(1-1/(2x)), where "x" is the amount of years the war goes on and "p" is the result of the equation ((y/(z+y))*2)-1, where "y" is the score of the winner and "z" is the score of the loser. If conquered land has been nuked, cut conquest in half.

Changes from Axis vs Allies: Revolutions

 * Added mod rules section
 * Added regulations to mapmaking
 * Added Plausibility Points
 * Added inactivity penalty.
 * Added proxies.
 * Changed start time to 22:00:00 UTC.

Patch 1

 * Added plausibility points to War Algorithm.
 * User will be penalized 1 point from their Plausibility Points if the miss a day without any notice.

Patch 2

 * Removed penalty for inactivity in Plausibility Points.

Discussion
Thanks for dealing with the last game's problems with 'power gameing' and mod bias.The River Nile-2 (talk) 21:28, January 6, 2013 (UTC)

who was the biased mod? Sine dei gloriem (talk) 21:29, January 6, 2013 (UTC)

Well, Zaire vs S. Africa was a bit ASB on the previous game as the mod and the player power-gamed and hyper-conquered. Don't worry, Sine dei gloriem, since both you and Pitakang are not the fellows I was talking about. What ever, let's forget about the other game and start anew on this one. The River Nile-2 (talk) 21:38, January 6, 2013 (UTC)

ok. and yeah i remember zaire's player aswell made a Turkish empire aswell, lets hope this doesnt happen here Sine dei gloriem (talk) 21:40, January 6, 2013 (UTC)

I'm still going to build my empire. If Japan, Germany, Britian, and Italy can do it, I see no reason I can't. Of course it will be more plausible. I'm gonna build up to it like the Japanese, come up with some lousy excuse of friendship or something, and then go in for the kill. The East Asian African Co-Prosperity Sphere. Unless, you have a problem with that... Vivaporius says: "I don't need a slogan!" 18:20, January 9, 2013 (UTC)

That's OK.The River Nile-2 (talk) 23:42, January 12, 2013 (UTC)

"Come up with some lousy excuse of friendship or something" The quote of the week

Thanks
Thanks, PitaKing, for fixing my flag (Francoist Spain), since I didn't know how to fix it. I really appreciate it. Stewdio333 (talk) 21:23, January 4, 2013 (UTC)

No problem! Although it's Pita Kang, not King, lol. PitaKang- (But here's my number | So call me maybe) 23:36, January 4, 2013 (UTC)

I actually misread your name as PitaKing for the longest time. The first time I saw your name, I thought 'I like pita bread too'. CrimsonAssassin (talk) 23:22, January 7, 2013 (UTC)

^^Exactly what I thought. Fegelein! Fegelein! Fegelein! 23:28, January 7, 2013 (UTC)

Plausibility Points
Interesting concept. Will they be used in war algorithms? ChrisL123 (talk) 23:58, January 4, 2013 (UTC)

Yup. Just a thought. PitaKang- (But here's my number | So call me maybe) 00:13, January 5, 2013 (UTC)

How are these going to work? I'm asking because there's really nothing on the main page... Also, there was no "powergaming" by me or Scraw on the last game. Evidently, I(and obviously Scraw) do not tolerate implausibility. The Turkish Empire was an example and so was the near-miss we had with that implausible African Empire. I hope the mods in this game are as much anti-implasogasm as I am. Though, I'm not worried since Scraw is still there,AP (talk) 02:17, January 7, 2013 (UTC)


 * Still you ignore the tons of information I and others gave you (funny thing is I and two other players told you you were wrong). Regardless, so long as your willing to read it and own up to the proof, then we'll be fine. Vivaporius says: "I don't need a slogan!" 18:22, January 9, 2013 (UTC)

I agree about limiting hyper-expatiation and hyper conquest.The River Nile-2 (talk) 16:03, January 7, 2013 (UTC)

Mongolia
Mongolia was under heavy Soviet influence throughout its history, so can it be coloured in the USSR colour like Manchuria is with Japan?

And BTW, can we control our puppet states or does it go under the "one country per player" rule? Fed (talk) 16:49, January 8, 2013 (UTC)

It's been coloured in.The River Nile-2 (talk) 21:38, January 8, 2013 (UTC)

Thanks. Fed (talk) 21:40, January 8, 2013 (UTC)

Algorimth (Or Whatever Like That) and something else
I am one of the final two players of Axis vs Allies Revised, the only Map Game of the Axis vs. Allies series that have finished by date. I am willing to tell what I am feeling as not good in this map game: Laptop_Zombie 05:01, January 9, 2013 (UTC)
 * 1) I do not like the characteristic of Chances in the Algorimth calculated in such a random way. I myself don't like the idea of Algorimth, believing this was one of the reasons map game can go too difficult to understand and so challenge people like me to understand these map games. This is one of the reasons why I left the position of Denmark in AvA Revolutions. Too complicated.
 * 2) Rather than having quite a random thing for nukes, it would be better to force players to explain all their scientific researches out in the game, so mods could determine who can get nukes first. And being Big Cheese doesn't have any meaning in nukes, it's about science, not military or population, about its discovery.
 * 3) Using proxies? Ridiculous. ALL UNCHOSEN NATIONS SHOULD BE GOVERNED BY MODS, or they should be incorporated as colony, autonomous regions or associated states.
 * 4) Signature rules away? Only 3 tiles please.

I played as Egypt in Axis vs Allies Revised and was the 3rd nation. I loved Axis vs Allies Revised.The River Nile-2 (talk)

So no algorithm, because that decides alot for me The old baby (talk) 11:13, January 9, 2013 (UTC)

I doesn't mean Denmark in Congress of Vienna, I mean in AvA Revolutions I was the player of Denmark, then I left. Laptop_Zombie 12:53, January 9, 2013 (UTC)

That has nothing to do with what i asked.

I agree with Laptop and River Nile, algorithms make the game too complicated, but you still must be plausible, as I took a similar amount of time in invading the part of China I did as otl, being a little faster by using Chemical weapons instead of bio weapons

I personally believe the algorythm is necessary for wars; I mean, otherwise we'll eventually end up with Finland conquering the world. It happened in most early map games for a reason.

Big Cheese does matter for nukes. Maybe not for nuclear research, but nukes also need a lot of resources and military power, something, say, Bhutan will not have.

And how come no proxies? Proxies were extremely important in this age of history. Fed (talk) 00:01, January 13, 2013 (UTC)

Axis vs Allies: Revised did better than any other Axis vs Allies game, and it had no algorithm for computers. If we do get a finland take over  the world type player, we just ban him for implausibility, but have that said we should still have an algorithm for player vs player wars.The old baby (talk) 00:10, January 13, 2013 (UTC)

Well, proxy was actually invaded all the time, and it became more difficult to make maps. In AvA Revised, all the proxies were cleaned not long after, and all nations annexed their proxy, starting with USSR - Kurdistan. Interestingly, the CoA was formed by Russia (OTL Soviet Union), China and Hindustan (OTL India) and all their colonies and proxies fully integrated. Laptop_Zombie 01:29, January 13, 2013 (UTC)

A new War Algorithm idea

 * State of Economy: +10 (Florishing), +7.5 (Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or colapsing)
 * Many or major defences and fortified places: + 10
 * War Weariness: -5 Every turn while in war, after the first turn
 * Technology: 0-10; with 0 being the worst, 5 being normal and 10 being ahead of time.
 * Knowledge of landscape: +20 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent.
 * Morale: -10 In face of larger army, - 20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy
 * Storming on to a coastline from the sea or on to an island, the attacker - 10 and defender + gains 10.
 * Storming in to a desert or jungle the, attacker - 10 and + defender gains 10.
 * Nuclear war gives the atomic user +10 and defnder- 10 for Strategic arms or +5 and -5 for tactical arms. +1 to the attacker and -1 to the defender if  the capial is hit
 * Every nation militarily helping with their side= +1
 * Religious, ethnic and cultural war motives = + 5 to the attacker.
 * Economic war motives = + 2 to the attacker.
 * Tactical Advantage: +5 defender/-3 attacker (for exsampel crossing the Kalahari desert)
 * Armed exspantion in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to lodgistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6
 * Life or death = + 10 to the nation who is fearing being wiped from history.
 * Strength: # of troops divided by a factor of 10,000 (ie, 1,000,000 =100 pints)
 * Luck and weather conditions- 0-10 on Random Dot Org (to be used only as a tie breaker)
 * Add the totals up and find the biggest total. The biggest wins.
 * Do this for every turn your warring in.
 * The River Nile-2 (talk) 16:39, January 13, 2013 (UTC)