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Rules (World War: 1913 Map Game)

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Rules

  • If you propose something that is ASB according to a mod that has 3 or more factors of ASBness, it will count as a full 3 strikes and the player will be kicked yet able to play another nation.
  • This game will have a 3 strike system for ASB. If you have 3 strikes you are kicked and are able to play as another nation.
  • If you continue to have ASB strikes with that nation you will be banned.
  • The Great War will be a focus for all nations in the war. A country can only withdraw if it has A: Contributed too much and is low on manpower reserves, B: If it is nearly conquered.

Algo

Template

  • Location:
  • Tactics:
  • Strength:
  • Chance:
  • Motive:
  • Morale:
  • Internal:

Total:

Military Tiers

Tier 1 (+10)

  • Germany
  • USA

Tier 2 (+8)

  • Russia
  • France
  • Italy

Tier 2.5 (+6)

  • Japan
  • Spain

Tier 3 (+5)

  • Ottoman Empire
  • China
  • Brazil

Tier 4 (+3)

  • Portugal
  • Netherlands
  • Belgium
  • England
  • Mexico
  • Chile
  • Greece
  • Persia
  • Argentina
  • Canada
  • Australia
  • South Africa

Tier 5 (+1)

ALL OTHERS

Technology Tiers

Tier 1 (+10)

  • USA
  • Germany

Tier 2 (+8)

  • France
  • Italy
  • England

Tier 2.5 (+6)

  • Russia
  • Spain
  • Netherlands
  • Portugal
  • Canada

Tier 3 (+5)

  • Belgium
  • Australia
  • Japan
  • Denmark
  • Canada

Tier 4 (+3)

  • Ottoman Empire
  • China
  • Brazil
  • Greece
  • Mexico
  • New Zealand

Tier 5 (+1)

ALL OTHERS

Industry Tiers

Tier 1 (+10)

  • USA
  • Germany

Tier 2 (+8)

  • Britain
  • Italy
  • Hungary
  • France
  • Spain

Tier 3 (+6)

  • Portugal
  • Netherlands
  • Belgium
  • Russia
  • England

Tier 4 (+4)

  • Japan
  • China
  • Denmark
  • Sweden
  • Ottoman Empire
  • Canada
  • India
  • Brazil

Tier 5 (+2)

ALL OTHER COUNTRIES

Countries Helping

Multiple Step Process:

  1. Do the algorithm for each country participating in the war.
  2. Divide Each country's total score by the number of Fronts
  3. Multiply each country's total by the following:
    • 1 for the Leader of the Front. One Per side of a front.
    • .75 for a secondary power of the front/main colony
    • .5 for a country sending military support/secondary colony
    • .25 for a country sending political/economic aid
  4. Add all participants of the front up for each side.

Location

ONE of the following:

  • +8 if the most populated core of the country is the front of the war
  • +6 if the the front of the war is within the country
  • +5 if the front is on the country's border
  • +3 if the front is nearby
  • +2 if the front is at a colony of the main country
  • +1 if the front is on a nearby island
  • +1 if the front is on the same continent
  • -4 if the front is on a different continent

Tactics

  • Attacker: +2
  • Defender: +5
  • Either side of a Counterattack:+3
  • Front is on a desert or tundra: +5 for the defender
  • Front is on an island: +2 for the defender
  • Front is in a Jungle/Forest: -2 for attacker
  • Guerilla warfare: -3 for attacker
  • Trench warfare: +5 defender

Strength

  • +Military Bonus from Tier x 2
  • +Technology Bonus from Tier
  • +Industry Bonus from Tier
  • Front leader with higher Military score: +7
  • Participating Nation with highest Technology score: +5
  • Front leader with higher Infrastructure score: +5
  • Side with higher population: +3
  • Every year of the war: -1
  • Every war in the past 10 years: -3

Chance

  • +RNG (1-10)

Motive

  • Life or Death: +12
  • Counterattack After Invasion: +9
  • Religious/Ethnic: +8
  • Ideological (Democracy vs. Monarchy): +7
  • Retain control of a colony: +6
  • Help an Ally: +4
  • Economic: +5
  • Regain land once owned by country: +7
  • Expansion: +3
  • Implausable war: -2

Morale

  • Every turn that the country has been losing in the front: -3
  • Every turn that the country has been winning in the front: +1
  • Motive is higher than 8: +2
  • Motive is lower than 6: -2
  • Motive lower than 4: -5
  • Motive is lower than 2: -10
  • Each war victory in past 20 years: +5
  • Five consecutive turns of victory in the front: +5
  • If five consecutive turns of loss in the front: -8
  • Fascist government: +2

Internal

This is a sliding scale, so you can be in between (example: Constitutional Monarchy)

  • Democratic Government: +4
  • Non-Democratic government that is supported by the people: +1
  • Government is "tyrannical"/totalitarian: -5

Victory

  • In order to conquer a country, you must have double their final score for two consecutive turns.

Damage

  • Every turn a defending leader country loses in a front, they lose one point in the tier bonus for a random one of the 3 tier categories.
  • Every country gets one of their lost points back per year after the war (every 2 turns).
  • Government begins to collapse after 5 years of loss, or 75% more points than the other side (100% is equivalent to double.

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