Alternative History
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When you have a game set this far back in time plausibility and the Algo must be pinpointed for a successful game (other than, you know, MONIES) For this much of the rules and algo are that of PM3 with minor tweaks to complement the time period.

Ground Rules[]

The basic rules of the game

  • Mods will be looking for implausibility, we want a realistic game
  • If you are implausible, refer to #1.
  • One turn, One day. Don't edit past turns or start a turn before 0:00 UTC
  • Over expansion is a form of implausibility.
  • Don't forget that war affects both military and economy. conquered lands also have inhabitants, and probably not with the same ethnicity, religion, or language as you
  • Like PM3, we will make a map every five turns
  • One nation. Switching is only permitted in the event of invasion or leave of more than a month.
  • Mods will regulate your plausibility and technology.
  • PLAUSIBLE alliance, unions, and meetings can be asked for via diplomacy
  • Unions and Alliances can be broken
  • Game ends present day.
  • Create a Nation Page. it  helps you organize for yourself and for the game.
  • Don't be overly liberal
  • Refer to Rule #1

Your turns[]

You can post one turn on the Current year. You can do the following

  1. Work on Military
  2. Work on Economy
  3. Work on Infrastructure
  4. Start a war
  5. End a War
  6. etc

You can write whatever you want. just be plausible. Plausible I say, don't make me bring in the big gun.

Other states[]

You can have vassals, puppet states, or marry into a nation. Keep vassals in Moderation, we have seen what has happened with PM3

Vassals[]

  • You may have vassal states subordinate to your nation, but contiguous to your nation or another vassal.
  • They are governed by your nation, but can have their own interests, military, and economy
  • Be realistic, Dai Veit won't vassalize China in ten turns >_<
  • For every vassal you have in an algo you are deducted 2 points

Puppet States[]

  • Like Vassals, must be subordinate to your nation. Does not have to be contiguous to it
  • for every puppet you have you are deducted 2 points.

Dynastic and Personal Union[]

  • These unions are multiple nations ruled by a dynasty or person.
  • Can be accomplished by overthrowing or marrying into a dynasty in a second country.
  • You don't control Nations that are in a Dynastic union with you. Personal unions leave you in control, though.
  • As like Vassalizing. BE REALISTIC.

Revolts and Independence[]

  • Vassals will revolt, especially if you have tons of them.
  • Colonies can get independence starting at 1750

expansion[]

Time Since First Colony Founded Expansion rate per full turn

(Major Powers)

Expansion rate per full turn (Regional Powers) Expansion rate per full turn (Other Nations)
<50 years 100px 75px 50px
50–100 years 200px 150px 100px
100–200 years 500px 300px 200px
200-300 years 750px 600px 500px
200< years 1000px 800px 700px

Plausibility[]

Realism and Plausibility are what is gonna make this game work. Try not to be over expansionist, overly liberal, or too far ahead of OTL in Technology. Also, a christian nation isn't gonna convert to Islam in 20 years. take your time

Maps[]

  • Only Map Makers can touch the map
  • Point out map errors in the Complaints section of the TalkPage
  • If you want to be a Map Maker, post your name in Mods, followed by (mapmaker). If you are bolded you are accepted. If you are crossed out you were declined
  • Map is put up every five years

Moderators[]

  1. Mods' word is law
  2. Mods keep the plausibility of the game. we are watching you!
  3. If you feel the mods are wrong. don't be afraid to tell us

If you want to be a mod, Post your name in Mods with (Moderator). bolded means you are accepted crossed out means declined

If a mod is, how can I say this nicely, Mod-Challenged, than you can call for an impeachment. A vote will be held on the talkpage. Don't forget that you must have a real reason for the impeachment to start a vote, no "He invaded my nation in *map game*"

Algo[]

We will be using the Principia Moderni III algo (with some minor tweaks)

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: Zero

Tactical Advantage[]

Defender:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Tribal Ambush/Unconventional Warfare (Only works for Tribes against higher tiered civilizations): 3
  • Fortified Capital: 3

Attacker:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Siege Equipment: 5 (must be explicitly with the army and stated in the post.)

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[]

  • L for Leader (+ 5) M for military aid (+ 3), S for supplies (+ 2), V for vassalization or subordination (- 2) and then W for withdrawal (-1). Along with this nations having more than two personal union nations involved in the war will get an additional - 2 per union state involved. The Same applies for having three or more vassals involved in the war which each will equate to - 2 in an algo. During some times the usage of mass amounts of vassals will be considered acceptable (your nation may be destroyed and annexed this must be explicit from the get go of the war). Another example is a global type or major colonial war in which major powers used nearly all their resources available to hold onto their respective territories and empire. These will be approached in a case by case basis. 
  • In the case of a Coalition war this limitation is per leader and not grouped together with all leaders. So France, Britain and Spain could all have their respective blocs involved and would not be penalized. 

Military Development[]

  • A 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.

Economic Scores[]

  • A Country has developed economy: + 2 for each turn dedicated improving the economy in the last 15 years.
  • Economic Bonus can be applied after division for certain things like larger economy, Rapid industrialization, etc.

Economic Bonus:

  • Much larger Economy: + 10
  • Larger Economy: + 5
  • Equally matched economy: + 2 (to both nations)
  • Smaller Economy: - 2
  • Receding Economy: - 3
  • In Golden economic age: + 3
  • Larger Trade/Colonial Empire: + 5

Infrastructure[]

  • + 2 for every turn that it is built up in the last 15 years
  • It only counts for the defender algo

Expansion[]

  • Expansion: - 2 for every turn used for non-colonial expansion in the past 15 years

Motive[]

  • Economic (Gains land, resources, etc): + 3
  • Aiding Ally (+ 3)
  • Defending territory not owned by nation more than 20 years: + 4
  • Defending territory not part of heartland but held for more than 20 years: + 5
  • Taking territory of similar culture but not part of nation: + 5
  • Pre-emptive Strike against a nation rapidly building military forces: + 5
  • Taking back territory recently held by nation but since lost: + 6
  • Aiding Social/Moral/Ideological/Religious Kinsmen who are being oppressed: + 7
  • Attacking to enforce political hegemony: + 7
  • Defending Heartland from attack that will not cripple/ destroy nation: + 5
  • Defending Core/heartland from possibly fatal attack + 9
  • Defending from attack that will wipe out nation and culture: + 10 (pre-nuclear era), + 15 (post-nuclear era)
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 10
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 15
  • Warning: Negative motive scores are possible!!

modifiers[]

  • Single Nations:
  • Non-democratic Government supported by people: + 4
  • Democratic government supported by people: + 5
  • Government not supported by people: - 10
  • WAR not supported by people (democratic) : - 3
  • WAR not supported by people (non-democratic): - 2
  • Troop Morale high (requires motive over 5, chance over 4, 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 Guerrilla War: - 5 attacker, + 1 defender
  • Multiple concurrent wars: - 15
  • Coalitions:
  • Democratic or democratic-supporting nations: + 6
  • Mostly non-democratic nations: - 3
  • High Morale (same criteria): + 6
  • Low Morale (same criteria): - 6
  • Unpopular war in multiple nations: - 3 per nation wherein the war is unsupported
  • Guerrilla: -10 Attacker, - 2 Defender
  • Nations fighting multiple concurrent wars: - 10 per nation
  • Supported government modifiers also only apply to player nations (Main nation and Personal Unions not Vassals) unless otherwise specified by a Moderator

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

Chance[]

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
  • x/y*pi=z
  • Chance=Hundredth place of z

NPC score[]

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 (ex: Moravian Serbia) 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, Serbia would receive six points of bonus, two for each department (economy, infrastructure and military).

Special NPC Bonus nations[]

Some Non Player Countries are stronger than others, usually because these nations used to be part of a powerful empire, hence they are stronger than normal NPCs.

This bonus is worked out like the normal NPC bonus, where 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 development areas (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. With their final score will be divided by two then rounded to the nearest whole.However, the special NPC bonus doesn't divide by two, so it is just the number of total buildups.

E.g. If a nation existed for 15 years, or spent 15 turns not doing anything, this would mean that the infrastructure, military and the economy were updated in five turns each. The NPC nation would receive fifteen points of bonus, five for each department (economy, infrastructure and military).

Nation Age[]

Goes by the last major change in the system of government.

  • Newborn nation (less than 5 years since gov change)= - 10
  • Young nation (5–25 years since government change) = - 5
  • Maturing nation (25–75 years)= + 0
  • Mature nation (75–200 years)= + 5
  • Old nation (200–300 years)= + 0
  • Ancient nation (300–500 years)= - 5
  • Antique nation (more than 500 years)= - 15

population[]

  • 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

Recent Wars[]

- 5 for every war fought in[1]the last 15 years

Participation[]

All nations get a + 10 on this (Nations as in side, if two nations are participating, such as one sending supplies and military, there is still only a +10 for the side).

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%.

Coalition Wars[]

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 build up, etc.) but because it is a coalition some of the scores for each side are worked out differently than in the usual algorithm.

These differences are that location, motive and nation age scores are done as an average of the coalition e.g. Nation A has a location score of 4 and Nation B has a location score of 2. Thus (4+2)/2 = 3, meaning the location score for the coalition of Nations A and B is 3.

All other scores in the coalition war is a total of each nation's individual score e.g. Nation A has a military development of + 5 and Nation B has a military development of + 3. Thus the coalition of A & B has a military development of + 8. Also strength, military development and economic development scores are still divided by the other side's score for that category. Chance is a single score done using the data from the player that started the war in the first place and the player who they declared war against. Ergo the first players on each side.

Furthermore if only one nation has a bonus (e.g. an industrialization bonus, height bonus, popular revolt bonus, etc.) then it cannot be applied to the entire coalition as all nations in the coalition may not be as industrialized as the other side. You need a Super majority of 75% to gain these sort of bonuses, e.g. eight nations of your ten nation coalition have a popular revolt bonus, meaning the whole coalition gets the bonus. This does not apply to Locations Bonus (Gibraltar, Venice, Cape of Good hope, etc.)

Another difference is the result of a coalition war: all the nations on each side are 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.

Nations can only leave the coalition war if both sides agree to it, meaning separate peace agreements can be formed between nations in either side. If both sides don't agree to the peace then that nation is still in the war as the other side will still be attacking them.

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