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Algorithim (American Succession Map Game)

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  • Location index: (x * y)/50
      • Capital is the location of war = +50
      • Capital is right next the location of war = +30
      • Capital has relatively easy access to location of war = +15
      • Capital is far away from location of war = +10
      • Capital is fighting a state in another hemisphere = +5
    • Tactical Advantage (add to quotient above)
      • +10% = Attacker's advantage
      • +5% = Impassable terrain (for defenders)
      • -5% = Large, maritime colonial empire
  • Military index: (s * a)/33
  • Superpower-status ~ 60
      • Great power-status ~ 50
      • Regional power-status ~ 45
      • Middle power-status ~ 30
      • Small power-status ~ 10
      • Non-existent ~ 5
      • Adjust for the following additional factors:
        • +10% if nationalist and economy, military, technological capabilities are wholly devoted to conflict
        • -30% if mass desertions occur
        • -20% if ill-supplied
        • -15% if the troops are conspiring against each other
        • -10% if low-morale
        • -5% if communications with the central government is cut-off
        • +10% if defending at river.
  • Economic development index: 0 if $100, 1 if $75,000 (using logarithmic scale), maximum score is 1
      • Add the following percentages and adjust by using factors:
        • +20% if economy is developed
        • +15 if economy is industrialised and/or advanced
        • +10% economy is consumption-led
        • +5% if economy is self-sufficient
        • -20% if there is a lack of raw materials
        • -20% if export-dependent
        • -10% if said event will cause low consumer confidence
        • -5% boom in raw materials (see: Dutch Disease)
        • -40% if Great Depression
    • Casus belli additional adjustments
    • 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%
      • Civil war: Starter of civil war gets +15%
  • Demographic adjustments (for attacker)
    • Above 5-times larger than defender: +50%
    • 5-times larger than defender: +40%
    • 4-times larger than defender: +30%
    • 3-times larger than defender: +20%
    • 2-times larger than defender: +10%
    • Barely any differences in population size:
    • 2-times smaller than defender: -10%
    • 3-times smaller than defender: -20%
    • 4-times smaller than defender: -30%
    • 5-times smaller than defender: -40%
    • Above 5-times smaller than defender: -50%
  • Infrastructure (D + B)/75
    • Highly Developed: +10
    • Developed +8
    • Moderate +5
    • Bad +6
    • Scorched earth +10
      • Additional bonuses
      • Winter +5%
      • Mountains +20%
      • Plains -30%
      • Desert - 25%
      • Tundra +10%
  • Morale (M*LW)/25
    • Morale is high: +15
    • Morale is Moderate +5
    • Morale is low +0
    • Morale is gone -5
      • Bonuses:
      • Patriotic War (Soviets) +50%
      • (Not to be implemented yet) (defender) Length of war ((time/percentage gained last turn)/(Enemy Morale)) = Outcome

The algorithm result is the geometric mean of the 5 indices.

How much land the winning nation takes is determined by this algorithm. (((losing score * 100)/(winning score * 100))*2)-1 =

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