Alternative History

Algorithm[]

Location[]

Location goes by the location of the nearest large concentration of troops.

  • Defending nation: at heartland: +25
  • On the border +20
  • A city close to the border +15
  • Far from the border +10
  • Opposite side of nation +5
  • No former presence +0 (you have to have troops in the location before the attack)

You can only have one; it will be the average of all the leaders involved if a coalition.

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.

  • Large aerial assault capability +3 (Requires outnumbering)
  • Large naval assault capability +3 (Requires outnumbering)
  • Large land assault capability +3 (requires outnumbering)
  • 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

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.

Power is averaged in a coalition war.

Ahem: from now on, Power will work as a MULTIPLIER to development. You can increase your power, too, through development.

Industrial Strength[]

  • UK: +10
  • France, US, Germany: +7
  • Italy, Russia, Ottomans: +5
  • China, colonies of the UK and France, rest of Europe, Ethiopia, South America, Saudi Arabia: +3
  • Everyone else: +1

Industry is added up for all participants in a war.

Scores will be changed over time.

Development

  • Military and Economic: Power x # of turns of development in that past 10 years (20 turns)
  • Infrastructure: Power x # of turns of development in that past 10 years (20 turns) (defender only)

Nuclear Weapons/Chemical Weapons[]

  • +7 if major city is destroyed
  • +7 for first nuclear attack
  • +6 if minor city is destroyed
  • +5 for retaliatory attack
  • +10 for the first nuclear attack ever (can only be used for the first use of a nuclear weapon)
  • (Stacks)
  • +10 First use of Chemical weapons in a war (before 1920)
  • +7 First use on Front
  • +5 Stategic uses
  • +5 Strategic retaliation
  • +3 limited tactical Uses
  • +3 Tactical retaliation
  • Note Usage of these WMD's will severely reduce relations with nearly all nations and you will be considered barbaric for using these weapons. They can cause a reactionary or retaliatory uses of certain weapons. They may also draw other nations into the war your fighting. If i feel these are being abused ill regulate them. 

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
  • Pre-emptive Strike: +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 not 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
  • Implausibility: -2 per impluasibility
  • Warning: Negative motive scores are possible!!
  • Lead nation's motive, not average.

​Population[]

  • Greater than 100 million +20
  • Greater than 50 million +15
  • Greater than 30 million +10
  • Less than 30 million +5
  • Larger than opponents: + 2
  • 2x size of opponent's: + 5
  • 5x size of opponent's: + 10
  • 10x: +15
  • Every further order of Magnitude (eg 20x, 30x): +20
  • Average of all nations in coalition. Population is done by Front. If you have 60 million in a large contiguous empire versus a large overarching colonial empire of 150 million then your going to be essentially equal to someone with an extremely large colonial empire in terms of ability to fight and field troops. This means having the larger colonial empire will not usually make or break a war and will be handled on terms of ability to ship troops from the colonies to fight.

Allies[]

  • Leader Nations: +10 each participating
  • Military aid: + 5 each participating
  • Supplies: + 3 each participating
  • Cultural support: +2
  • 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
  • Please note that Vassals CANNOT give Cultural aid

Environmental[]

The environment also has something to do with this game due to the nature of the turns and the algorithm being by font. They will be handled as such.

  • Desert: Attacker -2 Defender +2
  • Mountains: Attacker -5 Defender +5
  • River: Attacker -3 Defender +3 (Home attacker +5 due to land knowledge)
  • Major Forest (ardennes, Rainforests) Attacker -4 (null after 1940)
  • Northern Winter (only applies during winter months to Russia, Scandinavia, Canada and the Northern United states) Attacker -5 Defender +5 (+7 to home nations attack during winter)

Recent Wars[]

  • Each turn at war in the past 15 years is a - number
  • Leader: -3
  • Military aider: -2
  • Supplier: -1

Troops/Ships[]

  • Amount of Troops/Ships Nation 1:
  • Amount of Troops/Ships Nation 2:
    • Divide larger by the smaller. 
  • Chance of better troop/ship performance:
    • The leading involved parties on the front will take the last number in their edit count and multiple by Pi. the third number in your calculation will be compared to the other players final calculation. Whoever has the better third number gets to apply it to their overall troop score. Post your edit count # at the time of doing the chance. Doing it incorrectly will result it it being discarded and the number of the other player being applied to the algo (This means no gaming your edit counts for the highest numbers guys.)

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.

There will be on algo per phase/front of the war. The Per front algo will be conducted until someone has claimed a convincing victory or a treaty is signed or someone pulls out of the area to reconcentrate troops.

Following the close of an algo on a front the players will take their edit count again and multiple it by 1.57 (half of pi) which will denominate how many troops you lost during the offensive. If you have an edit count of 9 and multiply by 1.57 then you going to get 14.13. This will mean you will lose 14% of your troops and will need to make adjustments or attempt to reinforce them. During a Great War your edit count multiplied by 3.14 will be used to show casualty numbers.

If a certain war appears Implausible or otherwise, the mods reserve the right to change the amount of land gained.

Discussion[]

Mod applications[]

Please post why you think you would be a good mod, some relevent experience, and your Edit count The Wings of Freedom #FP (Talk to Me)

Saturn120[]

I personally think I would do a good job as a moderator for Quietly Into the Night because of my experience as being a precious mod before in CPvsTE and having some decent quality time as a major power in PMIII. Not to mention that I know how the wiki and game mechanics work, so I could easily help out any players that could need help on anything. I could do anything practically, execpt for maps (IPads suck at that, lol). As well Aseeing that I've had a nice, 11 months on the wiki, as well as a Stirling nomination, and about 2,700 edits, I think that I would be a great addition to the "Mod Squad" of the game. Saturn120 (Talk/Blog) 20:56, January 9, 2015 (UTC)

Backed up and approved The Wings of Freedom #FP (Talk to Me)

Ottoman Invasion of Yemen[]

Ottoman Empire[]

  • Location: On the border = +20
  • Power: Large land assault capability = +3
  • Large naval assault capability = +3
  • Industrial Strength: Ottomans = +5
  • Development: 3 x 1 = +3
  • Motive: Taking territory of similar culture but not part of nation = + 4
  • Modifiers: Non-democratic Government supported by people = + 3
  • Population: 5x size of opponent's = + 10
  • Allies: Ottomans (L) = +10
  • Environmental: Desert = -2
  • Troops/Ships: 150,000/15,000 = Unknown Yemen military size
  • Chance/Troops Performance: 2 x 3.14 = 6.283185307179586, third number is 8, +8
  • Total = 57 (Current), may change due to unknown Yemen military size

Yemen[]

  • Location: On the border = +25
  • Power: No assault = +0
  • Industrial Strength: Everyone else = +1
  • Development: ?
  • Motive: Defending Heartland from attack that will not cripple/ destroy nation = + 6
  • Modifiers: ?
  • Population: Less than opponents = +0
  • Allies: Yemen (L) = +10
  • Environmental: Desert = +2
  • Troops/Ships: 15,000
  • Total = 38 (current), can change due to lack of Yemen Troops/Ships

Results[]

3(1.57)= 4.71% Casualty rate, 150,000(0.0471) = 7,065 Ottoman soldiers dead