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Algorithm (Industrial Revolution: Reborn Map Game)

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War 

  • You may declare a war on any country on your turn
  • You may have any NPC declare war on you as long as it is plausible
  • Use the appropriate algorithms for all attacks
  • Each enemy encounter is a single battle
  • Keep in mind that it may take several battles to crush your enemies.
  • Upon entering enemy territory remember that after pushing back enemy forces, you must allot time to occupation. Keep in mind how big an area might be, and how many soldiers you have to enter the countryside. Also keep in mind where they are getting their supplies. If a clear stockpile or route for supplies isn’t available, your forces may have to pillage the local villages or face death from attrition. Once an area is occupied, you do not own it. It is still the defender’s land, but you are currently controlling it. Annexation of enemy’s land is later agreed upon in the peace treaty.
  • This algorithm must be used for any war/battle/conflict involving a player. This includes player-versus-player wars and player-versus-NPC wars. Moderators will post these algorithms. These algorithms are final. Disregarding the outcome of the algorithm will result in a ban!
  • All nations are encourage to think tactically and develop actual plans for invasions/battles. By publishing a description of your actions (or making a page documenting your pre-battle maneuvers) you will be more likely to succeed.

Declaration

Use the following algorithm to determine if your stability drops when declaring war. Add up the number at the end, and that is how many points you lose (negative does nothing). Note if you fail to reach one of your objectives then your stability drops by two. 

The casus belli "faked terrorist attack" includes any events that you created in your turn. Faked terrorist attacks must be used cautiously. Every time they are used there is a small chance that the public will uncover the true, which can have negative consequences.

Casus Belli

  • Unjustly attacked (-5)
  • Terrorist attack (-3)
  • Attacked ally (-2)
  • Faked Terrorist Attack (-1)
  • Political blunder (-1)
  • None (+3)

Casus belli is not needed for tribes or City-State engagements unless said Tribe/City State is a vassal to a larger more powerful nation.

Objective

Acquire Core Wish to annex a province/state that is our rightful land. (-2)

Annex Territory Wish to annex a province/state. (+3)

Add to Sphere We wish to forcefully establish this state under our sphere of influence, establishing a puppet state. (+2) Assert Hegemony Forcefully take back state(s) that are culturally similar to ours from another great power's sphere of influence. (+1) Civil War Take back land that has been claimed by rebels. (0)

Conquest We wish to forcefully annex this smaller state (+4)

Containment We believe this state is becoming too powerful and must be contained. (+1)

If in a coalition of three or more nations: (0) Cut Down to Size We wish to partially remove this nation's military so they are no longer a threat. (+2)

Demand Concession We demand this state cede one of their colonies to us.

(+3)

Establish Protectorate We wish to establish this state as a protectorate.

(+2) Free People We wish to liberate provinces that have been wrongfully occupied or annexed, and give them back to their rightful owners.

(-1) Humiliate We wish to lower this nation's prestige and political standing.


(+3) Release Puppet We demand that this state release other nations that they have forced into becoming a puppet.

(+1) Restore Order Used to annex a nation that is comprised completely of our core states. We believe every one of its provinces belong to us.

(0) War of Unification We are annexing states that are culturally part of a greater nation.

(0) No Objective We don't even know why we're here, we're just mad.

(+4) Modifiers Pacifist government: (+2) Religious motive: (-2) Breaking treaty: (+3) Frequent Enemy: (-1)

Total Add up your score from all of the declarations and objectives. If your number is positive, subtract that number from your stability. If it is zero, or negative, nothing happens.

When declaring war it is encouraged to write your declaration on the talk page, so you can specify your objectives.

Algorithm

Location

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

Tactical Advantage

Defender:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Tribal Ambush/Unconvential Warfare (Only works for Tribes against higher tiered civilizations): 2
  • Basic earthworks, makeshift defenses, ruins, Rivers: 3
  • Fortifications, Dug in defenses: 4
  • High-security fortress, City walls: 5
  • Multi-Layered/Leveled City Walls: 7

Attacker:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Seige Equipment: 5 (takes two turns to build outside of a city. the only exception is Catapults)

A country receives high ground/ambush if: 1)The battle location, or area where the army in question is located has a high topographic 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 location. 2) The defenders are meeting a force invading from the coast. This means in all invasions involving crossing water in boats/ships and meeting an enemy immediately at the beach starts at this level.


Nations Per Side on the War

  • 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

Military Development:

  • Your current army score * 10
  • If you are defending, your Economic score is also included, multiplied by 4
  • If the battle is near water, and you have a navy stationed nearby then your naval score is also included, multiplied by 3

Expansion:

  • Expansion by location: -1 for every area occupied over the past 15 years. (ie. if Carthage is attacking both Romian Italy and Western Egypt they receive a -2, as they are attacking TWO fronts and thus are using more supply lines. This still applies to occupied areas that are connected to another).
  • War-Weariness: -1 for every turn you are at war for the past 15 (This means even if you fighting two battles in one turn you only get -1 for that turn in the algo - however, attacking two places would result in a -2 in Expansion by location). 

Motive:

  • motive is life or death (country's sovereign existence is threatened): 10
  • motive is religious: 7
  • motive is social or moral: 6
  • motive is political: 5
  • motive is economic: 3

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

Nation Tiers:

Depending on the Nation Tier or obvious Exceptions such a a Tribal Nation trading with a Iron age nation(hence Acquiring the weapons) points will be given. 

1 tier above = +5

2 Tiers = +10

etc etc etc. 

If a Tribal nation however is Trading with Iron age nations this may in fact be nullified if the nation has acquired these weapons/Armors through trade,Raiding or the like

Chance

0 to 9 points will be awarded to each person based on chance. The Chance will be decided by a Random Number Generator of 1-10.

Stability

  • Your current stability divided by two

Participation

All nations get a +10 on this

Number of Troops

  • Friendly soldiers / Enemy soldiers

Naval Battle Algorithm

Location

Location goes by nearest friendly port.

  • 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

Tactical Advantage

Defender:

  • Open Water: 1
  • Expecting attack: 2

Attacker:

  • Open Water: 1
  • Ambush: 2

Nations Per Side on the War

  • 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

Military Development:

  • Your naval score * 10
  • If you are defending, and you are near a port, your economic score is * 4.

Expansion:

  • Expansion by location: -1 for every area occupied over the past 15 years. (ie. if Carthage is attacking both Romian Italy and Western Egypt they receive a -2, as they are attacking TWO fronts and thus are using more supply lines. This still applies to occupied areas that are connected to another).
  • War-Weariness:
    • One turn at sea: -2
    • Two turns at sea: -3
    • Three turns at sea: -4
    • All War-Weariness can be negated by stationing your navy in a friendly port for one full turn.
    • If you station them at a port for part of a turn, and then send them out again, it is +1 on your current war-weariness.

Motive:

  • motive is life or death (country's sovereign existence is threatened): 10
  • motive is religious: 7
  • motive is social or moral: 6
  • motive is political: 5
  • motive is economic: 3

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

Nation Tiers:

Depending on the Nation Tier or obvious Exceptions such a a Tribal Nation trading with a Iron age nation (hence Acquiring the weapons) points will be given. 

1 tier above = +5

2 Tiers = +10

etc etc etc. 

If a Tribal nation, is however, trading with a naval power this may in fact be nullified if the nation has acquired these ships through trade, gifts, raiding, etc.

Chance

0 to 9 points will be awarded to each person based on chance. The Chance will be decided by a Random Number Generator of 1-10.

Weather

0 to 10 points as decided by a Random Number Generator and posted on by a mod with chance. It affects the attacker if the defender is not expecting and prepared for an attack.

1-4 = Clear Weather = 0 for attacker/unprepared defender, +1 for prepared attacker/prepared defender.

5-6 = Choppy Waters = -1 for attacker/unprepared defender, 0 for prepared attacker/prepared defender.

7-9 = Small Storm = -2 for attacker/unprepared defender, -1 for prepared attacker/unprepared defender.

10 = Large Storm = -3 for attacker/unprepared defender, -2 for prepared attacker/prepared defender.

Stability

  • Your current stability divided by two

Participation

All nations get a +10 on this

Number of ships

  • Friendly ships / Enemy ships

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