- 1 Basics
- 2 Algorithm
- 2.1 Algorithm
- 2.1.1 Location:
- 2.1.2 Tactical Advantage
- 2.1.3 Nations Per Side on the War
- 2.1.4 Military Development
- 2.1.5 Economic Development
- 2.1.6 NPC Bonus
- 2.1.7 Expansion
- 2.1.8 Infrastructure Development
- 2.1.9 Motive
- 2.1.10 Chance
- 2.1.11 Nation Age
- 2.1.12 Population
- 2.1.13 Participation
- 2.1.14 Recent Wars
- 2.1.15 Results
- 2.1.16 Other
- 2.2 Coalition wars
- 2.3 Example Normal War
- 2.4 Change Proposals
- 2.1 Algorithm
Ok, let's get started.
First off, we need an algorithm. We want this to be as plausible as possible, given that, you know, we're pulling nations out of our ars- ehh, hats.
So you did. Commented. ;)
Tis I. I hate algorithms because sometimes they produce the worst possible results. I think we should round up a group of sensible, seasoned players to judge who should win the war and by how much.
23:36, May 3, 2013 (UTC)
Agree with you there, Scraw, but a game like this needs 20-30 people, and there is no way- no, effing, way- that we can sustain a game like this without an algorithm. Look what happened to BFE.
On the other hand, we can input a misc. section in the algorithm, where mods can give a boost to one side who would normally win but due to qurks of the algorithm loses.
By the way, we need more mods, at least 3 more, maybe 4. Any ideas?
If they're willing, I'd suggest Monster Pumpkin and/or Andr3w77.
00:29, May 4, 2013 (UTC)
Good idea. I'd suggest Von and Lurker too?
So why don't we go with the PMII algorithm, but add a miscellanous section and a couple of other minor additions to fit this game?
Below is a copy of the PMII algorithm. I set up a proposals section below, so post any suggested changes there. You may declare a war on any country at any time. You may have any NPC declare war on you as long as it is plausible. Small border expansion can be completed without a war algorithm, but major expansion or invasions require the war algorithm to be completed. In order to declare war, you must specify what country.
An algorithm for war has been developed and is used in any war involving a player. This includes player-versus-player wars and player-versus-NPC wars. Everyone should try to copy the algorithms and construct their own. These algorithms are final. Disregarding the outcome of the algorithm will result in a ban!
In cases of civil wars, other wars where both factions are controlled by the same player, or in an instance where the players controlling the lead nations agree to a fixed outcome, algorithms do not have to be used.
You are not allowed to break off territory into new vassals or vassalize new nations in the middle of a war to increase the nations on your side. Wars can only be retconned if all players involved agree to do so.
Location goes by capital city.
- at the location of the war: 5
- next to the location of the war: 4
- close to the location of the war: 3
- far from location of the war: 2
- other side of the world: 1
- Antarctica: 0
- attacker's advantage: 1
- Larger Colonial Empire:5
- high ground: 2
- Note: A country receives high ground if:
1) Its capital has a high topographical prominence, meaning it is surrounded by areas of significantly lower elevation. Even plateaus count, but it must be so that the enemy has to climb the mountain to capture the capital.
2) For countries being invaded from the coast, they get high ground if their capital is 300 m or higher.
3) A country invading via sea does not get high ground.
4) A country gets high ground if their capital is more than 300 m higher than the capitals of the neighboring countries.
5) A country invaded from a bordering country, and its capital is 500 m higher or more.
Nations Per Side on the War
- L for leader (+4), M for military aid (+3), S for supplies (+2), V for vassalization or subordination (-1) and then W for withdrawal (-1). So a list of belligerents read like China (L), Zhuang Warlords (MVW), Japan (M), Korea (MW), Hawaiian rebels (MV), Mali (SW), creating a score of 13.
- NOTE:Military aid is defined as sending some troops to join another nation's forces, not declaring full-on war on an enemy nation someone else is fighting. This would result in a coalition algorithm (see below)
- The aid 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.
- Country has developed military: +2 for each turn dedicated to military or military technology in the last 15 years gets you the basic military development score.
- 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.
- Country has developed economy: +2 for each turn dedicated improving the economy in the last 15 years.
- The economy 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.
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 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, the NPC nation would receive six points of bonus, two for each department (economy, infrastructure and military)
- Expansion: -1 for every turn used for non-colonial expansion in the past 15 years
- +1 for each turn spent developing infrastructure in the last 15 years for the defender
- Economic: Fighting for resources= +3
- Defending: Fighting to defend territory you already own= +5
- Social/Moral Friend: Fighting for social/moral reasons to help an ethnicity/race in the nation= +5
- Social/Moral Kinsmen: Fighting for social/moral reasons to help a minority of your nation's main ethnicity/race in another nation= +7
- Religious: Fighting for your nation's dominant religion, against a nation which is severely increasing discrimination, increasingly restricting access to or damaging holy sites, brutally opposing conversion attempts, or has recently changed its religion/denomination= +7
- Life or Death:Opponents purpose is to destroy your nation= +10
If there are multiple motives, the one told to the army will be selected.
0 to 9 points will be awarded to each person based on chance. Factors will be the opponent's edit count (on Althist's main articles. The main articles' edit count can be found in Edicount Page. and the precise time when the country declares war or acknowledges the other's declaration of war. The product of the non-zero digits of the time by UTC (0:00 yields 1) will be written as a percentage of the opponent's edit count at the exact time of the declaration. The result is multiplied by pi and the hundredths digit is the amount of points that person gets (e.g. 123.8377% yields 3).
- Edit count=x
- nonzero digit in time*nonzero digit in time=y
- Chance=Hundredth place of z
For NPCs, the chance will be defined as the thousandth place of z, using the exact same algorithm as the player nation.
Goes by the last major change in the system of government.
- New nation (less than 5 years since gov change)= -10
- New to average nation (5-20 years since government change) = -5
- Average nation (20-100 years)= +0
- Old nation (100-300 years)=+5,
- Ancient nation (past 300 years)=-5
- The population score is the number of digits in the population + the additional bonus, which is below:
- +2 to the larger nation that is less than five times the population of the smaller
- +10 if the larger nation is between five and ten times the population of the smaller
- +20 if the larger nation is more than ten times the population
All nations get a +10 on this
- Every war that you sent military aid to in the last 15 years is -1.
- Every year of war in the last 15 years that you fought as a leader is -1.
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.
- If your nation has recently had a popular revolt soon after a new weak government was formed (like Adolf Hitler or Napoleon Bonaparte) your score is multiplied by 1.5 for all wars in the next ten years. However, you cannot have multiple popular revolts of this nature in a row without government changes in between.
- Nations in civil disarray cannot take territory in wars. Instead of the final results algorithm being (p)*(1-1/(2x)), they will have it be (p)*(1-1/(x)). This will require wars there to last twice as long to gain the same amount of territory, as it will take longer to subdue them because they are used to civil conflict. The amount of initial territory you can take from them is multiplied by *1.5 due to lack of unity.
- City-states still get the *1.5 for the amount of territory they lose in the initial results algorithm and can take territory as long as the nation they take it from has territory to take close enough for the city-states to rule without it being considered a colony.
- If you take 33.33% of your opponent's territory or more, you can topple their government and do whatever is plausible to their nation that you wish.
- It may be implausible for a nation to take or lose the full amount of territory listed in the algorithm.
- You can add together winning percentage scores in order to total 33.33% if all of the wars happened within a 30 year period. Meaning if in two wars with 14 years between them both score 17.00%, then added together we get 34.00% which is enough for the losing nation's government to collapse. You can use any number of wars as long as they take place in the 30 year period. This 30 year period starts from the end of the first war. The nations must be the same nations fighting in all of the wars for this rule to apply. For example, if England invades France and wins by 28.50%, Germany cannot use the 28.50% combined with their war victory of 21.28% against France. The exception to this rule is if the original nations are both part of a larger coalition of nations e.g. Germany and England invade France. Sending military aid or supplies does not count as being part of the coalition.
For a coalition algorithm, all of the nations that have declared full-on war would have their own algorithm section (with them being the leader, their nation age and military buildup, etc.) The real change is for the results. Then, all the nations on each side would be added up together, and the winning side gets to take territory from each nation. However, the nations that do better on each side would get more, while nations that did really bad may be temporarily occupied.
Example Normal War
- Tactical Advantage:1 (attacker's advantage)
- Strength: Castille (L):4
- Military Buildup: 7 turns, 7/2=3.5~+4
- Economic Improvement: 1 turn, less improved, +0
- Infrastructure:NA, offensive
- Motive: 7 (religious)
- Edit count=95
- Nation Age: 5 (Old nation)
- 7 digits in population
- More than five times larger than Granada +10
- Recent Wars:Sent military aid to 2 wars, -2
- Tactical Advantage:0
- Strength: Granada (L), Aq Qoyunlu (S):6
- Military Buildup: 2 turns, less developed, +0
- Economic Improvement: 3 turns, 3/1=+3
- Infrastructure:+2, defensive
- Motive: 10 (life or death)
- Edit count=335
- Nation Age: +5 (Old Nation)
- 7 digits in population
- Recent Wars:Sent military aid to one war, fought as war leader for 2 years. (-1)+(-2)=-3
- Total: 50
Currently Castillan victory. Castille can take ((53/(53+50)*2)-1=2.91% of Granadan territory at most, and can decide how long the war lasts. Castille's player will have the war last 4 years, so they can gain up to (2.91)*(1-1/(2*4))=2.54% of Granada's territory
Ok. Put this on the Rules page.
01:17, May 11, 2013 (UTC)
I propose this as a change: for chance, instead of using the editcout on main articles(the one you have to go to a special page to), how about we use the total editcout found on the user page?-Lx (leave me a message) 02:00, May 11, 2013 (UTC)