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Rules (Ninety-Five Theses Map Game)

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This is the Official Rules Page for the Ninety-Five Theses Map Game. Please, follow all of these rules, in addition to the general community guidelines for map games. Thank you.

Basic Rules

  • Plausibility over all! We want to create a fun ATL where each person can have a good time while still having a bit of fun, needed, competition. To keep up this standard, there will be a strike system to help keep plausibility in line. Here's how it works.
    • First strike, warning.
    • Second strike, one-day to seven-day ban.
    • Third strike, week ban, potenial removal from game.
  • Every day in real-life is one year in-game. Please do not edit past turns past four hours of the new turn being posted (unless with a really good excuse). Turns will start at 00:00 UTC every day.
  • A new map will be made every five years starting at 1520. Interim maps may be authorized by the moderator staff. Only mods may make the official maps, based upon the Map Issues section of the Talk Page.
  • Players may not create new sciences or technologies on their own but must instead approach the Moderator Team with the technology and provide explanations why they should discover the advancement; it will then be announced in the Mod Events section of the turn.
  • Technology will follow a tier system, which would be used for keeping technology plasuible for any time period.
  • The game ends when we have reached the last in-game year, which will be 2017. That gives us a solid five-hundred years to develop our nations and do all other map game like activities.
    • With these many turns, we will archive the map game regularly (every 10 years).
  • No real-life figures born after 1520 may exist.
  • You may only switch nations if you have been defeated completely in a war with another player. Exceptions may be made on a case-by-case selection. However, you do not have to switch and can possibly keep on playing as part of a colonial empire. You may claim an open nation after ten years of inactivity.
  • Each turn must be distinct from the previous turns. Copying and pasting base turns will not be tolerated, and will result in warnings and suspensions. 
  • Have fun. Remember, Ninety Five Theses is only a game, and should be treated as such.

Algorithm

Location

Location is how close the nation is to the place of the conflict. Goes by nearest point of convenient resupply.

  • At the war: +20
  • Next to the war: +16
  • Close to the war: +10
  • Far from the war: -5
  • Halfway around the world (separated by ocean): -20

Tactical Advantage

  • Defender’s advantage: +12
  • Surprise attack: Attackers +15
  • Home is island: Defenders +8
  • Home is desert: Defenders +12
  • Home is jungle/tropical: Defenders +12
  • Home is tundra/arctic: Defenders +18 in winter, +12 in spring
  • Amphibious landing: Defenders +12 (yes, this means invaded islands will receive a +20 bonus)

Strength

  • Leading nations: +Military Tier*1.3
  • Every nation militarily helping with belligerents/defenders: +Military Tier/2
  • Every nation nonmilitarily helping with belligerents/defenders: +Military Tier/4
  • Every vassal militarily helping with belligerents/defenderes: +Military Tier/4
  • Every vassal nonmilitarily helping with belligerents/defenders: +Military Tier/8
  • Every nation militarily occupied by nation: -1.5*Military Tier/2
  • Side with much greater population: +10
  • Side with marginally greater population: +7
  • Side with much industry: +16
  • Side with marginally larger industry: +10

Technology

  • Every nation militarily helping with belligerents/defenders: +Tech Tier
  • Every vassal militarily helping with belligerents/defenders: +Tech Tier/2
  • Total technology: +TotalTechTier/(Number of nations*.75)

Motive

  • Life or death (country’s sovereign existence is threatened): +20
  • Religious: +12
  • Social/moral: +10
  • Political: +7
  • Economical: +7
  • Total motive: TotalMotiveCount/(Number of nations*.75)

Morale

  • Recent major military defeats (within past year): -4 per defeat
  • Extermination of conquered peoples: -7
  • Motive is less than 6: -5
  • War lasted beyond 7 years: -5 per year
  • Total morale: TotalMoraleCount/(Number of nations*.75)

Nuclear weapons

  • Strategic nuclear weapon use on capital city: +10 for belligerent, -10 for defendant (of nuke). +2 per additional nuke for belligerent, -2 per additional nuke for defendant.
  • Strategic nuclear weapon use on major city: +7 for belligerent, -10 for defendant (of nuke). +1.5 per additional nuke for belligerent, -1.5 per additional nuke for defendant.
  • Strategic nuclear weapon use on minor city: +5 for belligerent, -10 for defendant (of nuke). +1 per additional nuke for belligerent, -1 per additional nuke for defendant.
  • Tactical nuclear weapon use: +5 for first tactical nuke, +.5 per additional nuke.
  • Nuclear weapon use for belligerent: -5 morale this turn and next turn.
  • Nuclear weapon use for defendant: -2.5 morale this turn only.

Industry

  • Leaders: +Industry Tier
  • Full participation: +Industry Tier/2
  • Partial participation: +Industry Tier/4

Troop Numbers

  • Number of troops divided by 10,000

Chance

Take the UTC time at that moment. (ie 21:32). Then, multiply those numbers. Any zeros count as one.

  • 2*1*3*2= 8

Then take the declaring user's edit count.

  • ie 2831.

Then divide the UTC number by the edit count.

  • 8/2831= 0.00282585658

Multiply that number by pi

  • 0.00282585658*pi= 0.00887318966

Take the fifth digit in the number then multiply by 1.5, and there's your chance.

  • 7*1.5= 10.5

If anon user or NPC, use 1000 for edit count.

On top of your main nation, vassal and additional participant will each receive .25 of your chance score.

Fronts and Total

Once added up, the total score is multiplied by 1.5 divided by the number of fronts. If there is only one front, disregard this part and simply use the total.

Grand Total = Total*(1.5/Fronts)

Score Differential

  • For defending nation
  • +65 for Tier 6
  • +55 for Tier 5
  • +44 for Tier 4
  • +31 for Tier 3
  • +16 for Tier 2
  • +10 for Tier 1

Military Tiers

Tier 6 (+25)

  • France
  • Spain
  • Austria

Tier 5 (+17)

  • China
  • Kalmar Union
  • Ottoman Empire
  • England
  • Portugal

Tier 4 (+12)

  • Scotland
  • Russia
  • Venice
  • Poland Lithuania
  • Hungary
  • Brandenburg
  • Bavaria
  • Switzerland
  • Genoa
  • Turfan
  • Kashgar
  • Bukhara
  • Persia
  • Minsk
  • Zhytomyr

Tier 3 (+7)

  • Hasfids
  • Benin
  • Oyo
  • Nabhani Sultanate
  • Korea
  • Teutonic Knights
  • Lowlands
  • Saxony
  • Livonian Order
  • Milan
  • Florence
  • Papal States
  • Ryazan
  • Astrakhan
  • Ayutthaya
  • Kazan
  • Nogai
  • Timurid
  • Bengal
  • Delhi
  • Kazakh Khanate
  • Sistan

Tier 2 (+4)

  • Oman
  • Aztecs
  • Ethiopia
  • Sibir
  • Mongolia
  • Khiva
  • Khmer Empire
  • Navarre
  • Pfalz
  • Cologne
  • Liege
  • Saluzzo
  • Montferrat
  • Mantua
  • Ferrara
  • Modena
  • Pontremali
  • Lucca
  • Elba
  • Pimbino
  • Siena
  • Tyrol
  • Württemberg
  • Munster
  • Salzberg
  • Würzburg
  • Brunswick-Lüneburg
  • Lorraine
  • Mecklenburg
  • Pomerania
  • Rhodes
  • Wallachia
  • Ashikaga Japan
  • Tibet
  • Oirat
  • Kashmir
  • Futa Toro
  • Wagadugu
  • Gurma
  • Kenkodogo
  • Mamprussi
  • Gonja
  • Dagomba
  • Bono
  • Heman
  • Allada
  • Agona
  • Ife
  • Warri
  • Brass
  • Bonny
  • Bamoun
  • Kebbi
  • Yauri
  • Zamfara
  • Gobir
  • Biram
  • Zaria
  • Kano
  • Daura
  • Katsina
  • Daniski
  • Hadejia
  • Empire of Bornu
  • Mandera
  • Bagirmi
  • Wadai
  • Cherokee
  • Inca
  • Brunei

Tier 1 (+2)

  • Matsumae
  • Mutsu
  • Dewa
  • Echigo
  • Aizu
  • Shimotzuke
  • Hitachi
  • Shimosa
  • Kasuza
  • Satomi Awa
  • Sagami
  • Suruga
  • Musashi
  • Etchu
  • Noto
  • Inaba
  • Mikawa
  • Ise
  • Owari
  • Yamashiro
  • Omi
  • Harima
  • Kwatchi
  • Hosokawa Awa
  • Iyo
  • Izumo
  • Aki
  • Suo
  • Tsushima
  • Chikuzen
  • Bungo
  • Hyuga
  • Higo
  • Hizen
  • Chikugo
  • Satsuma
  • Ryukyu
  • Majapahit
  • Pajajaran
  • Johore Sultanate
  • Aceh Sultanate
  • Padir
  • Pasai
  • Perlak
  • Aru
  • Jambi
  • Palembang
  • Demak Sulatanate
  • Gresik
  • Bali
  • Sumbawa
  • Bimi
  • Sambas
  • Sulu
  • Sukada
  • Sampit
  • Banjarmasin
  • Pasir
  • Kutei
  • Berau
  • Makassar
  • Luwu
  • Butung
  • Laiwu
  • Bungku
  • Buol
  • Banggai
  • Gorotnalo
  • Jailolo
  • Tidore
  • Bacan
  • Magindanau
  • Ternate
  • Pegu
  • Laos
  • Ava
  • Shans Tribes
  • Toungoo
  • Cheingmai
  • Assam
  • Mrohaung
  • Dai Viet
  • Vijayanagara 
  • Ceylon 
  • Multan 
  • Sindh 
  • Gujarat 
  • Malwa 
  • Kandesh 
  • Ahmadnagar 
  • Bijapur 
  • Bahmani 
  • Berar 
  • Gajapatis
  • Bikaner
  • Jalsalmeer
  • Marwar
  • Mewar
  • Mandia
  • Garha
  • Deogarh
  • Patan
  • Koch
  • Maldives
  • Baluchi
  • Yemen
  • Papuan Angu tribe
  • Kongo
  • Ndongo
  • Lunda
  • Rwanda
  • Nkore
  • Karagwe
  • Bunyoro
  • Buganda
  • Rozwi
  • Great Zimbabwe
  • Adal
  • Funj
  • Michoacan
  • Culican
  • Chametlan
  • Astatlan
  • Tonallan
  • Coinan
  • Poncitlan
  • Cuitzeo
  • Ayutitlan
  • Azmola
  • Colimotl
  • Xilotan
  • Huextla
  • Metztitlan
  • <Hueyacocotlan
  • Tlaxcalans
  • Huetzcotzingo
  • Cholula
  • Yopitzingo
  • Tototopec
  • Nuuntoo
  • Coatlicamac
  • Guaspaltepec
  • Xaltepec
  • Ualtepec
  • Coatzacualco
  • Yahualulco
  • Potonchan
  • Chilapa
  • Xicallanco
  • Chanputun
  • Ahcanul
  • Chakan
  • Cehpech
  • Ahkinchel
  • Chauaca
  • Cupul
  • Hocaba
  • Susuta
  • Tutulxiu
  • Ecab
  • Cohcuah
  • Huaymil
  • Mazanahau
  • Tayasal
  • Chiapen
  • Chicomuceltec
  • Comitan
  • Cupanahuastla
  • Uatlan
  • Chiya
  • Iximiche
  • Cuscatlan
  • Guayaqil

Industry

Tier 6 (+33)

  • France
  • Spain
  • Austria
  • China

Tier 5 (+26)

  • Kalmar Union
  • Ottoman Empire
  • England
  • Portugal
  • Venice

Tier 4 (+17)

  • Scotland
  • Poland Lithuania
  • Russia
  • Hungary
  • Brandenburg
  • Bavaria
  • Switzerland
  • Genoa
  • Turfan
  • Kashgar
  • Bukhara
  • Persia
  • Minsk
  • Zhytomyr

Tier 3 (+7)

  • Hasfids
  • Benin
  • Oyo
  • Nabhani Sultanate
  • Korea
  • Teutonic Knights
  • Lowlands
  • Saxony
  • Livonian Order
  • Milan
  • Florence
  • Papal States
  • Ryazan
  • Astrakhan
  • Ayutthaya
  • Kazan
  • Nogai
  • Timurid
  • Bengal
  • Delhi
  • Kazakh Khanate
  • Sistan

Tier 2 (+3)

  • Khmer Empire
  • Navarre
  • Pfalz
  • Cologne
  • Liege
  • Saluzzo
  • Montferrat
  • Mantua
  • Ferrara
  • Modena
  • Pontremali
  • Lucca
  • Elba
  • Pimbino
  • Siena
  • Tyrol
  • Württemberg
  • Munster
  • Salzberg
  • Würzburg
  • Brunswick-Lüneburg
  • Lorraine
  • Mecklenburg
  • Pomerania
  • Rhodes
  • Wallachia
  • Brunei

Tier 1 (+1)

  • Inca
  • Ashikaga Japan
  • Tibet
  • Oirat
  • Kashmir
  • Futa Toro
  • Wagadugu
  • Gurma
  • Kenkodogo
  • Mamprussi
  • Gonja
  • Dagomba
  • Bono
  • Heman
  • Allada
  • Agona
  • Ife
  • Warri
  • Brass
  • Bonny
  • Bamoun
  • Kebbi
  • Yauri
  • Zamfara
  • Gobir
  • Biram
  • Zaria
  • Kano
  • Daura
  • Katsina
  • Daniski
  • Hadejia
  • Empire of Bornu
  • Mandera
  • Bagirmi
  • Wadai
  • Matsumae
  • Cherokee
  • Mutsu
  • Dewa
  • Echigo
  • Aizu
  • Shimotzuke
  • Hitachi
  • Shimosa
  • Kasuza
  • Satomi Awa
  • Sagami
  • Suruga
  • Musashi
  • Etchu
  • Noto
  • Inaba
  • Mikawa
  • Ise
  • Owari
  • Yamashiro
  • Omi
  • Harima
  • Kwatchi
  • Hosokawa Awa
  • Iyo
  • Izumo
  • Aki
  • Suo
  • Tsushima
  • Chikuzen
  • Bungo
  • Hyuga
  • Higo
  • Hizen
  • Chikugo
  • Satsuma
  • Ryukyu
  • Majapahit
  • Pajajaran
  • Johore Sultanate
  • Aceh Sultanate
  • Padir
  • Pasai
  • Perlak
  • Aru
  • Jambi
  • Palembang
  • Demak Sulatanate
  • Gresik
  • Bali
  • Sumbawa
  • Bimi
  • Sambas
  • Sulu
  • Sukada
  • Sampit
  • Banjarmasin
  • Pasir
  • Kutei
  • Berau
  • Makassar
  • Luwu
  • Butung
  • Laiwu
  • Bungku
  • Buol
  • Banggai
  • Gorotnalo
  • Jailolo
  • Tidore
  • Bacan
  • Magindanau
  • Ternate
  • Pegu
  • Laos
  • Ava
  • Shans Tribes
  • Toungoo
  • Cheingmai
  • Assam
  • Mrohaung
  • Dai Viet
  • Vijayanagara 
  • Ceylon 
  • Multan 
  • Sindh 
  • Gujarat 
  • Malwa 
  • Kandesh 
  • Ahmadnagar 
  • Bijapur 
  • Bahmani 
  • Berar 
  • Gajapatis 
  • Bikaner
  • Jalsalmeer
  • Marwar
  • Mewar
  • Mandia
  • Garha
  • Deogarh
  • Patan
  • Koch
  • Maldives
  • Baluchi
  • Yemen
  • Papuan Angu tribe
  • Kongo -
  • Ndongo
  • Lunda
  • Rwanda
  • Nkore
  • Karagwe
  • Bunyoro
  • Buganda
  • Rozwi
  • Great Zimbabwe
  • Adal
  • Funj
  • Michoacan
  • Culican
  • Chametlan
  • Astatlan
  • Tonallan
  • Coinan
  • Poncitlan
  • Cuitzeo
  • Ayutitlan
  • Azmola
  • Colimotl
  • Xilotan
  • Huextla
  • Metztitlan
  • <Hueyacocotlan
  • Tlaxcalans
  • Huetzcotzingo
  • Cholula
  • Yopitzingo
  • Tototopec
  • Nuuntoo
  • Coatlicamac
  • Guaspaltepec
  • Xaltepec
  • Ualtepec
  • Coatzacualco
  • Yahualulco
  • Chilapa
  • Xicallanco
  • Chanputun
  • Ahcanul
  • Chakan
  • Cehpech
  • Ahkinchel
  • Chauaca
  • Cupul
  • Hocaba
  • Susuta
  • Tutulxiu
  • Ecab
  • Cohcuah
  • Huaymil
  • Mazanahau
  • Tayasal
  • Chiapen
  • Chicomuceltec
  • Comitan
  • Cupanahuastla
  • Uatlan
  • Chiya
  • Iximiche
  • Cuscatlan
  • Guayaqil
  • Oman
  • Aztecs
  • Ethiopia
  • Sibir
  • Mongolia
  • Khiva

Technology

Tier 6 (+22)

  • France
  • Spain
  • Austria
  • China
  • Kalmar Union
  • England
  • Portugal
  • Venice
  • Genoa
  • Milan

Tier 5 (+15)

  • Ottoman Empire
  • Scotland
  • Poland Lithuania
  • Hungary
  • Brandenburg
  • Bavaria
  • Switzerland
  • Genoa
  • Russia
  • Minsk
  • Zhytomyr
  • Teutonic Knights
  • Lowlands
  • Saxony
  • Livonian Order
  • Milan
  • Florence
  • Papal States
  • Navarre
  • Pfalz
  • Cologne
  • Liege
  • Saluzzo
  • Montferrat
  • Mantua
  • Ferrara
  • Modena
  • Pontremali
  • Lucca
  • Elba
  • Pimbino
  • Siena
  • Tyrol
  • Württemberg
  • Munster
  • Salzberg
  • Würzburg
  • Brunswick-Lüneburg
  • Lorraine
  • Mecklenburg
  • Pomerania
  • Rhodes
  • Wallachia

Tier 4 (+11)

  • Poland Lithuania
  • Turfan
  • Kashgar
  • Bukhara
  • Persia

Tier 3 (+6)

  • Hasfids
  • Benin
  • Oyo
  • Nabhani Sultanate
  • Korea
  • Ryazan
  • Astrakhan
  • Kazan
  • Nogai
  • Ayutthaya
  • Timurid
  • Bengal
  • Delhi
  • Kazakh Khanate
  • Sistan
  • Ethiopia

Tier 2 (+3)

  • Khmer Empire
  • Inca
  • Ashikaga Japan
  • Tibet
  • Oirat
  • Kashmir
  • Futa Toro
  • Wagadugu
  • Gurma
  • Kenkodogo
  • Mamprussi
  • Gonja
  • Dagomba
  • Bono
  • Heman
  • Allada
  • Agona
  • Ife
  • Warri
  • Brass
  • Bonny
  • Bamoun
  • Kebbi
  • Yauri
  • Zamfara
  • Gobir
  • Biram
  • Zaria
  • Kano
  • Daura
  • Katsina
  • Daniski
  • Hadejia
  • Empire of Bornu
  • Mandera
  • Bagirmi
  • Wadai
  • Matsumae
  • Cherokee
  • Mutsu
  • Dewa
  • Echigo
  • Aizu
  • Shimotzuke
  • Hitachi
  • Shimosa
  • Kasuza
  • Satomi Awa
  • Sagami
  • Suruga
  • Musashi
  • Etchu
  • Noto
  • Inaba
  • Mikawa
  • Ise
  • Owari
  • Yamashiro
  • Omi
  • Harima
  • Kwatchi
  • Hosokawa Awa
  • Iyo
  • Izumo
  • Aki
  • Suo
  • Tsushima
  • Chikuzen
  • Bungo
  • Hyuga
  • Higo
  • Hizen
  • Chikugo
  • Satsuma
  • Ryukyu
  • Majapahit
  • Pajajaran
  • Johore Sultanate
  • Aceh Sultanate
  • Padir
  • Pasai
  • Perlak
  • Aru
  • Jambi
  • Palembang
  • Demak Sulatanate
  • Gresik
  • Bali
  • Sumbawa
  • Bimi
  • Sambas
  • Sulu
  • Sukada
  • Sampit
  • Banjarmasin
  • Pasir
  • Kutei
  • Berau
  • Makassar
  • Luwu
  • Butung
  • Laiwu
  • Bungku
  • Buol
  • Banggai
  • Gorotnalo
  • Jailolo
  • Tidore
  • Bacan
  • Magindanau
  • Brunei
  • Ternate
  • Pegu
  • Laos
  • Ava
  • Shans Tribes
  • Toungoo
  • Cheingmai
  • Assam
  • Mrohaung
  • Dai Viet
  • Vijayanagara
  • Ceylon
  • Multan
  • Sindh
  • Gujarat
  • Malwa
  • Kandesh
  • Ahmadnagar
  • Bijapur
  • Bahmani
  • Berar
  • Gajapatis
  • Bikaner
  • Jalsalmeer
  • Marwar
  • Mewar
  • Mandia
  • Garha
  • Deogarh
  • Patan
  • Koch
  • Maldives
  • Baluchi
  • Yemen
  • Michoacan
  • Culican
  • Chametlan
  • Astatlan
  • Tonallan
  • Coinan
  • Poncitlan
  • Cuitzeo
  • Ayutitlan
  • Azmola
  • Colimotl
  • Xilotan
  • Huextla
  • Metztitlan
  • Hueyacocotlan
  • Tlaxcalans
  • Huetzcotzingo
  • Cholula
  • Yopitzingo
  • Tototopec
  • Nuuntoo
  • Coatlicamac
  • Guaspaltepec
  • Xaltepec
  • Ualtepec
  • Coatzacualco
  • Yahualulco
  • Chilapa
  • Xicallanco
  • Chanputun
  • Ahcanul
  • Chakan
  • Cehpech
  • Ahkinchel
  • Chauaca
  • Cupul
  • Hocaba
  • Susuta
  • Tutulxiu
  • Ecab
  • Cohcuah
  • Huaymil
  • Mazanahau
  • Tayasal
  • Chiapen
  • Chicomuceltec
  • Comitan
  • Cupanahuastla
  • Uatlan
  • Chiya
  • Iximiche
  • Cuscatlan
  • Guayaqil
  • Oman
  • Aztecs
  • Sibir
  • Mongolia
  • Khiva

Tier 1 (+1)

  • Papuan Angu tribe
  • Kongo
  • Ndongo
  • Lunda
  • Rwanda
  • Nkore
  • Karagwe
  • Bunyoro
  • Buganda
  • Rozwi
  • Great Zimbabwe
  • Adal
  • Funj

Technology Tiers

The Technological Tier system is based upon historical development. The lower on the Technological Tier scale you go, the less you will be able to fight and win against technologically-superior enemies. For every tier you go down, a state with higher technology will be able to more easily defeat a lower technological state. 

They will work with a percentage basis. For every tech tier your above another state you will gain a 5% bonus to your score. For example, if you are in the Western Group and are fighting a state in the Muslim group you would have a 20% bonus to your score which turns a score of 100 to 120 accounting for the superior technological and military doctrine differences.

  1. Western Europe and East Asia
  2. Ottomans and East Europe
  3. Muslims and South Asia
  4. African
  5. Andean
  6. Mesoamerican
  7. Tribal and Nomadic

Advancing Technology Tiers

Changing technology groups is entirely possible in this game, and in a lot of cases could be extremely beneficial for your nation. However, it is a defined process that will take time and has no guarantee of success. Your state will have to take decades to embark on a process of adopting the new technology tier. Your production and culture have to be meshed, or adapted to handle the new technology and ideas.

For example: Poland while in Europe, is an eastern European state and while not much less powerful than her neighbors historically lagged just a bit in technology. If they wished to adopt a western technology movement, it would take them between 20-40 years to do so while they fully adapted their production centers and other cultural aspects to handle the change to a new technological tier.

In general, advancing technological tier is a long and drawn-out process that could actually hurt your nation in the long run. Due to the stability issues assumed with those kinds of technological changes, you can end up with revolts of all sorts from nobles down to peasants. The instability incurred from these changes will affect your nation drastically over the period, hence undergoing a technology advancement will be a serious and powerful decision.

To begin a technology tier advancement, you must:

  • Directly border a state with the technology tier you want; or
  • Secure an agreement with a state of the desired technology group that specifilcally delineates that a trade agreement has been reached to provide technology/expertise for some other product or service. (This could be a protectorate agreement, a monopoly on certain trade or otherwise, but it can't be undertaken lightly); and
  • Consult the Moderators to determine the plausibility of such and action and establish a time-table for your technological advancement.

Temporary Improvements

Another option to gain a local edge is to temporarily purchase a technology improvements. In this case, technology (such as firearms) would be purchased from a modern or semi-modern nation for a period of up to 10 years (renewable). While advatangeous, without a full-scale trade agreement (as mentioned above), you cannot permanently advance a technology tier.

For example: A small Indian principality purchases Western arms and expertise from a colonial state such as Portugal would maintain a significant military advantage over its neighbors and could very well use this 10 years advantage to embark on a few wars of conquest and secure vastly more territory for itself. The downsides however are the lack of permanence and the potential for angering the nation providing arms and hence the loss of said advantage.

Technology

Every nation may choose a primary and a secondary technological focus. The three technological focuses are: administrative, diplomatic, and militaristic.

Each nation may select a primary focus and a secondary focus (the secondary focus must be different than the primary focus).

After maintaining a technology focus for an extended period of time, you will develop tradition that emphasizes that focus. This will augment the bonuses of the focus, but it also makes it difficult to switch technology focuses after 30 years. While there can be a gradual transition from a secondary to primary focus over a long period of time, every 50 years there may also be a drastic shift that, while threatening stability, allows for a sudden change in the primary focus.

Primary Focus

  • Administrative Primary Focus - This focus allows your nation to effectively organize the state, boost internal cohesiveness, and the scientific development of your country. Selecting this primary focus gives you:
    • Increased manpower; effective government policies will raise manpower from untraditional and rural areas
    • Increased religious conversion; heavy handed tactics and more zealous conversion can speed up conversion of conquered territories to your set religion
    • Increased cultural assimiliation; assimilating natives or settling conquered territories is easier and less risky
    • More effective taxation and production; you can then save the funds or spend the money toward warfare, science, or infrastructure
  • Diplomatic Primary Focus - This focus allows your nation to more effectively co-ordinate your diplomatic corps, secure trade, have larger naval forces, and receive preferential access to mercenaries. Selecting this primary focus gives you:
    • Increased trade power; merchants are able to diplomatically secure trade deals, potentially allowing small nations to become great powers
    • Preferred access to modern mercenaries; these states have access to the best armies and weapons that money can buy
    • Higest-level naval technology; with the best ships, you can better secure trade routes, engage in privateering, and avoid amphibious landing penalties
    • Colonization bonus; having a world-class navy and trade possiblities means you can charter new colonies with ease
  • Militaristic Primary Focus - This focus, for the warfare-oriented player, puts you on the forefront of military technology, and can increase your potential for developing notable military tactics, strategies and technologies. Selecting this primary focus gives you:
    • Highest-level military technology; developing, training, and employing the most recent technologies gives you substantial dividends in warfare
    • Combat and siege warfare bonus; your nation's focus on the military provides you with a 5% algo bonus and 10% siege bonus
    • Reduced revolt risk; maintaining a strong military presence reduces the risk of revolution and minimizes any possible revolts
    • Increased army mobility; your armies can move further and faster than their counterparts, allowing for outflanking and other benefits

Secondary Focus

  • Administrative Secondary Focus
    • Small manpower increase
    • Slightly more effective taxation and production
  • Diplomatic Secondary Focus
    • High-level naval technology
    • Small trade power increase
  • Militaristic Secondary Focus
    • High-level military technology
    • Small (5%) combat bonus

Technological Ideas

In addition to your focuses, you may be able to select a technological idea to provide an additional unique element to your nation's policies. The number of ideas you may have depends upon your nation's technology tier. Currently, the following tiers may have the following number of ideas:

  • Western European: 1
  • All Others: 0

Additionally, there are limitations to which idea you can choose based upon your technological focuses. Your first idea must be in the category of your Primary Technological Focus. Your second idea must be in either your Primary or Secondary technological focus.

Administrative Diplomatic Militaristic
Economic (increases taxation efficiency and production) Statecraft (additional diplomatic reputation and alliance limit) Aristocratic (decreased cavalry cost and military tradition)
Expansion (increased cultural assimiliation and colonial administration) Espionage (increases privateer and spy efficiency and defense) Plutocratic (increases manpower and morale)
Innovative (faster technology growth and greater cultural progress) Exploration (increases, or enables, colonial exploration and expansion) Offensive (increases military ability in foreign nations)
Humanist (increased tolerance and religious unity) Influence (increases vassal relations and decreases expansion penalties) Defensive (increases military ability in home and allied nations)
Religious (decreased tolerance and increased conversion) Trade (increases trade power and trade income) Quality (increases military tradition and leadership)
Management (greater infrastructure and great building construction abilities) Naval (increases navy size and combat abilities) Quantity (increases manpower and army size)

Vassal Rules

A nation is allowed to have a vassal under his/her main nation. This vassal state has an obligation to its main nation to follow its decrees. One of the most integral parts of feudalism, the amount of vassals of a nation and their power could make or break their lords. Vassals may:

  • Expand their own infrastructures, militaries, or economies at the behest of their lords
  • Aid other vassals in projects and undertakings
  • Aid their lords in times of war and famine

Vassals enjoy protection and benefits from their lords, but at the cost of their own crown’s power. A vassal may not:

  • Declare wars without a war declaration from their lords
  • Form colonies

During and after the Renaissance, feudalism will largely be abandoned and vassalizing/puppeting other nations through diplomacy will be increasingly difficult. Vassals are expected to be turned into puppet states (which follow the same rules and algorithm) once feudalism has been abandoned. By 1800-1900, the concept of puppet states will largely go the same way.

Vassalization and making a nation a puppet state requires an algorithm taking into account your nation’s culture, population, wealth, influence, and size.

Location

  • Completely surrounding the nation: -15
  • Next to the nation: -10
  • Separated by one small nation: +5
  • Separated by a large nation: +10
  • Separated by an ocean: +15

Economy

-1 per turn of economic development for the player in the last 15 years.

Motive

  • Economic reasons - -3
  • Part of similar cultures - -5
  • Former subject - -7

Modifiers

  • The current year is past 1800- +50
  • Currently at war (either side)- +20
  • Has vassalized a nation in the past 50 years- +5 per nation
  • Has lost a war in the past 10 years- +3
  • Owns a vassal- +2 per vassal
  • Has won a war in the past 10 years- -3
  • Cultural affinity- -3
  • Alliance- -5
  • Dynastic ties- -7
  • Recent political marriage- -10

Technology Group

Refer to your technology group. Subtract the tech group of the target nation from yours. Then subtract that score from the total vassalization algo score. What's that mean? Say you've got a nation with 22 tech points and you're going after a nation with 15. 22-15 is 7, so your score here would be -7. That said, if you're going after a nation with the same tech group as yours, your score here is 0. Here's hoping this is straightforward enough.

Chance

Edit count = x nonzero digit in time*nonzero digit in time = y x / y * pi = z Chance = Hundredth place of z

Nation Age

Applies to either (meaning add the score for both yours and the target nation)

  • 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) = +5
  • Ancient nation (300–500 years) = +10
  • Antique nation (more than 500 years) = +10

Population

You may not vassalize a nation more populous than yours

  • -2 if your nation is less than five times more populous than the target nation
  • -10 if your nation is between five and ten times more populous than the target nation
  • -20 if your nation is more than ten times more populous than the target nation

Result

75+score. The final result is how long it takes to vassalize a nation. The minimum time it takes is 5 years.

Vassalization algorithm developed by Crim & Edited by Sat.

Footnotes

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