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Rules (The Rebellion Map Game)

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Rules in Depth

Editing

No Source Code Editing except for words only, no code

Game Play

Commonwealths, colonies, vassals, and puppet/client states can be controlled by there master nations player as well as other players, however, the master nations player must approve it.

Colonies and parts of countries may break off of countries if there is a valid reason.

Vassals and Puppets may be annexed by the master nation.

Colonies and Commonwealths are subject to orders from the master nation, but may have differing levels of internal and external control.

Mod word is law

You may do two of the following each turn, everything else is allowed.

  • Fight a War
  • Military Buildup
  • Expand Colonies
  • Establish Colonies.
  • Work on Economy

New Rules can be proposed by players and mods alike.

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: Zero

Tactical Advantage

  • attacker's advantage: 1
  • Larger Colonial Empire:5
  • high ground: 2
  • Note: A country receives high ground if:

1) Its capital has a high topographical 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 capital.

2) For countries being invaded from the coast, they get high ground if their capital is 300 m or higher.

3) A country invading via sea does not get high ground.

4) A country gets high ground if their capital is more than 300 m higher than the capitals of the neighboring countries.

5) A country invaded from a bordering country, and its capital is 500 m higher or more.

Nations Per Side on the War

  • L for leader (+4), 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.
    • NOTE:Military aid is defined as sending some troops to join another nation's forces, not declaring full-on war on an enemy nation someone else is fighting. This would result in a coalition algorithm (see below)
  • The aid 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.

Military Development

  • 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 Development

  • Country has developed economy: +2 for each turn dedicated improving the economy in the last 15 years.
  • The economy 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.

NPC Bonus

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 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, the NPC nation would receive six points of bonus, two for each department (economy, infrastructure and military)

Expansion

  • Expansion: -1 for every turn used for non-colonial expansion in the past 15 years

Infrastructure Development

  • +1 for each turn spent developing infrastructure in the last 15 years for the defender

Motive

  • 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

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) 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

For NPCs, the chance will be defined as the thousandth place of z, using the exact same algorithm as the player nation.

Nation Age

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

  • New nation (less than five years since gov change)= -10
  • New to average nation (5-20 years since government change) = -5
  • Average nation (20-100 years)= +0
  • Old nation (100-300 years)= +5,
  • Ancient nation (past 300 years)= -5

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

Participation

All nations get a +10 on this

Recent Wars

  1. Every war that you sent military aid to in the last 15 years is -1.
  2. Every year of war in the last 15 years that you fought as a leader is -1.

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%.

Other

  • If your nation has recently had a popular revolt soon after a new weak government was formed (like Adolf Hitler or Napoleon Bonaparte) your score is multiplied by 1.5 for all wars in the next ten years. However, you cannot have multiple popular revolts of this nature in a row without government changes in between.
  • Nations in civil disarray cannot take territory in wars. Instead of the final results algorithm being (p)*(1-1/(2x)), they will have it be (p)*(1-1/(x)). This will require wars there to last twice as long to gain the same amount of territory, as it will take longer to subdue them because they are used to civil conflict. The amount of initial territory you can take from them is multiplied by *1.5 due to lack of unity.
  • City-states still get the *1.5 for the amount of territory they lose in the initial results algorithm and can take territory as long as the nation they take it from has territory to take close enough for the city-states to rule without it being considered a colony.
  • If you take 33.33% of your opponent's territory or more, you can topple their government and do whatever is plausible to their nation that you wish.
  • It may be implausible for a nation to take or lose the full amount of territory listed in the algorithm.
  • You can add together winning percentage scores in order to total 33.33% if all of the wars happened within a 30 year period. Meaning if in two wars with 14 years between them both score 17.00%, then added together we get 34.00% which is enough for the losing nation's government to collapse. You can use any number of wars as long as they take place in the 30 year period. This 30 year period starts from the end of the first war. The nations must be the same nations fighting in all of the wars for this rule to apply. For example, if England invades France and wins by 28.50%, Germany cannot use the 28.50% combined with their war victory of 21.28% against France. The exception to this rule is if the original nations are both part of a larger coalition of nations e.g. Germany and England invade France. Sending military aid or supplies does not count as being part of the coalition.


Mods

Appointment of Mods

Mods will be appointed in three ways

  1. Election by the Players
  2. Emergency Selection by Joint Head Mod/s if a new mod is needed immediately
  3. Resigning mod chooses his successor

Positions and Occupant

Creator: (Fear the Mutated Dean Sims Bomb, Fear It)

Joint Head Mods: (Fear the Mutated Dean Sims Bomb, Fear It) and

Vice Head Mod: Vacant

Police Mod:  Wavy? What now, it's so bouncy (talk)

Police Mod: 

Responsibilities of Each Position

Creator: He created the game.

Joint Head Mod/s: Take care of violations of rules, maintain order, take out profanity, do mod events, welcome new players, remove posts, create new nations, admit new mods and approve applications for staff positions. warn players of violation/s

Vice Head Mod:Assumes position of one of the Joint Head Mods if one resigns or falls ill. Take care of violations of rules, maintain order, take out profanity, welcome new players, strike out posts. warn players of violation/s

Police Mod: Take care of violations of rules, maintain order, take out profanity, warn players of violation

Police Mod: Take care of violations of rules, maintain order, take out profanity, warn players of violation

Removal of Mods

Reasons for Removal

  • Cheating
  • Metagaming
  • Abusing Mod Powers

Removal Process

Mods can be removed in two ways:

  1. A clear majority vote by the players to remove him or her
  2. A clear majority vote by five players and the two Head Mods, if the accused, then the Vice Head Mod will make the vote in his absence. The five players will be chosen at random from the game by someone who does not play this game. Both mod and player votes are equal, so even if both mods vote to keep the other mod, and there is a majority of four or more to remove that mod, that mod is removed.

Other Jobs

Mapmakers

Spelling (optional position) Daxus Inferno (talk)

Violations

  • Flaming
  • Repeatedly (three times) Posting Insane/Implausible Posts
  • Editing other peoples posts
  • Removing other peoples posts
  • Erasing Mod announcements
  • Ignoring Mod decisions
  • Ignoring Algorithms
  • Changing the map or algorithm to benefit you or an ally

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