Alternative History
Register
Advertisement

The Rules of PMIV. It is mandatory to follow them at all times while moderating or playing the game. Here also lies the algorithm of PMIV, the method in which conflicts and battles are resolved. It's important to learn the algorithm, or algo for short, to learn the vitals of the game itself.

Rules[]

  1. It's strongly recommended to read up on your nation or region during the time period, and if you join later on in the game, learn the history of your region from archived turns.
  2. If a moderator is inactive in his duties for at least ten years in game, he will be considered as “honorary moderator” and will not have power unless requesting a return to the game with serious commitment.
  3. You only have two turns in-game to protest an implausible action. After this, the events taken place are deemed canon. However, if plausibility has suffered a big enough injury, a total of a ten-turn retcon can take place with a moderator super majority.
  4. A player can be completely removed from the nation if they are inactive for five days. If their post is more than 70% identical (copy pasted) for a week and unresponsive, they can be considered for removal from the game.
  5. If two nations are in a personal union and are culturally similar, then after fifty years in personal union, the leading nation may choose to merge the two nations.
  6. You have one "free" switch to another nation every 100 years. You can also switch if your nation has been forcefully vassalized/conquered.

Time-specific Rules[]

  1. Until 1600, a nation may only have three historically accurate allies which must be listed here. Coalitions against an aggressive, growing nations may contain up to six nations. Coalitions must be historically accurate and can be moderated.
  2. If any mod discovers a colonial claims map before the New World is discovered, the players involved will be banned indefinitely.

Moderator Rules[]

  1. Burden of proof of plausibility is put on the player, not the moderator.
  2. Moderators cannot use absolutely any moderator powers in the region that they are playing in.
  3. Any change on the rules must be approved by a majority of the moderators.
  4. If an annual event or moderator response is a question, the moderators must hold a council. The council will decide the outcome with a super majority vote.
  5. In the end, moderator decision is final.

Colonization Rules[]

  1. If you defeat someone's main nation in the algorithm, you cannot claim their colonies without physically attacking the colonies. The opposite also applies, as you cannot claim a main nation without physically attacking it.
  2. You cannot establish colonies if you do not have access to a coastline. You cannot "rent", "lease", or otherwise "borrow" someone else's ports and coastlines to reach your colonies. This may be allowed in a special exception with the approval of a two-thirds majority of the moderators.
  3. Without moderator approval, a colonial war can not escalate into an Old World War. However, Old World Wars may include Colonial theaters
  4. If you somehow come into the possession of a colony without being an established colonizer, you are not automatically a colonizer, and you must be confirmed by at least three mods as a colonizer.
  5. New Colonizers can be named as time goes on, but must be confirmed by three mods. Sitting Moderators can not count in one of those three when attempting to colonize themselves.
  6. If you are not a confirmed colonizer, and you attempt to colonize, instant strike. Even if you believe yourself to have the capability, and even if you do have the capability, if you attempt to colonize before confirmation its a strike. If you continue your attempts you continue to get strikes. Your strikes will not be removed if you attempt to colonize pre-confirmation and later get confirmation. If a moderator removes your strike for this offense, than your strike will be re-added at the current game year, and the moderator in question will receive a strike. Confirmations can not be done over chat and must be done on the game's talk page. This is your only warning. Strikes issued for this reason can not be overturned unless a mistake is made on the striking moderator's part on the confirmation of the colonizer.
  7. Colonial Populations can not grow on their own until 1550 at the earliest. Thus the only way to grow colonies before 1550 is with settlers from the main land.
  8. Do not create dozens of small colonies for the sake of an algo advantage. 
  9. Colonies are counted as separate nations under the control of the main nation. So the recent war penalty, population, max military, government type, etc applied to the homeland is not the same as the one applied to the colony and vice versa. Do not attempt to manipulate the algo and subvert commonsense.
  10. All colonies must begin on the coast. Ideal and recommended locations for starting a colony are near fresh water sources like rivers and places that serve as good ports.
  11. Colonies should expand primarily along the coastline. Inland expansion should move along rivers. 
  12. You may claim the borders of your colony once you establish it. However, other people may expand into your claimed area. You cannot attack them for expanding into your claim zone unless you border them. In order to establish dominance in your claim, you must engage in a colonial war.
  13. Colonial claims can and will overlap. Expansion is first come first serve. If someone is on your land, fight them for it.

Land Flashpoint Algorithm[]

The Land Flashpoint Algorithm is how combat encounters are decided in PMIV. The algorithm is multiplicitive, which just means that the values for each type of score are multiplied rather than added. This algo is intended for use with armies. 

This also means that while fighting major wars, troops concentrations need to be determined on the game page. 

Structure[]

  • Battle Name (Year)
    • Attacker
      • Total:
      • Troops:
      • Infantry Equipment:
      • Armor Equipment:
      • Support:
      • Morale:
      • Experience:
      • Terrain:
      • Defensives: N/A
    • Defender
      • Total:
      • Troops:
      • Infantry Equipment:
      • Armor Equipment:
      • Support:
      • Morale:
      • Experience:
      • Terrain:
      • Defensives:
    • Result:

Troops[]

Troops are the number of soldiers you have in the army group fighting on any given front. Troops are measured to the nearest thousands and constitute the backbone of the combat phase. Troop score is calculated by taking your overall number of troops and dividing by 1000.

If you are having trouble with army sizes, or your suggested army size is implausible, ask any moderator for the maximum army size you can field. Army size includes all allies and vassals on the same front. Now on top of this in an era with enlarging populations, you can reconstitute your armies with roughly a 60% rebuild. Which means if your entire army is wiped out you can bring reconstitute upward of 60% of the armies strength. 

Time Adjustment: Now with the industrial era in the near future and the more in depth battles starting to come into play, the mobilization factors are potentially. No longer are your nonprofessionals delegated to garrison duty. They can be used offensively as well. However, the 60% rebuild will now be factored directly into your manpower pool. This means as long as you have manpower you can recruit soldiers for your professional army. If you start to suffer manpower shortages, peace out, turtle up, or accept your fate.

  • Army
    • Feudal Nations: 0.0075 times population
    • Democracies: 0.05 (until 1870) 1.5% Post 1870 (Peacetime)
    • Dictatorships: 0.04 (until 1870) 2.0 % post 1870 (Peacetime)
    • Absolute Feudal Monarchies: 0.01 times population
    • Absolute Monarchies: 0.024 times population (cannot be achieved until at least 1620)
    • Parliamentary Monarchies: 0.015 times population.
    • Revolutionary Republic: 0.12 times population (not achievable until the mods allow for the enlightenment to take hold enough for these)
    • Enlightenment Empire 0.10 (same as above)
    • Parliamentary English Empire 0.10 (same as above)
    • (most of these are soon to be replaced with conscription laws)
    • Nomadic Hordes: 0.01 times population
    • Non-feudal Nations: 0.015 times population
    • Naval-concentrated, non-feudal nations: 0.01 times population
  • For Industrial States
    • Volunteer Army: 1.00% of population
    • Limited Conscription: 2.00%
    • Extensive Conscription: 5.00% (not available until 1850)
    • Service by Requirement: 10.000% (Not Available until 1875)
    • All Adults Serve: 15.00% (not available until 1890 or what can be considered the First World War equivalent)
    • Total Mobilization: 25.00% (not available until Great Wars are a thing)

Infantry Equipment[]

Equipment represents the combat effectiveness of the weapons employed by a standard infantry unit of company size in your fielded army. This usually takes the form of small arms, motorized, mechanized, and communications equipment. Equipment is a modifier score meaning that it has a base score of 1.00 to which the values are added.

  • Standard Small Arm
    • Late Assault Rifles (AK-74):0.75
    • Early Assault Rifles (AK-47): 0.65
    • Late Semi-Automatic Rifles (eg. M1 Garand): 0.55
    • Early Semi-Automatic Rifles(eg. Mondragon): 0.35
    • Lever-Pinion Rifles: 0.25
    • Modern Bolt-action Rifles: 0.25
    • Lever-Action: 0.20
    • Early Bolt-Action (Magazine Fed): 0.20
    • Breach-Loading (Single Shot): 0.15
    • Flintlock Rifles: 0.07
    • Flintlock Muskets: 0.05
    • Matchlock Muskets: 0.00
  • Motorization/Mechanization (Armored Personnel Carriers)
    • Fully Mechanized & Motorized: 0.75
    • Partially Motorized & Mechanized: 0.65
    • Lightly Motorized & Mechanized: 0.50
    • Fully Motorized: 0.45
    • Partially Motorized: 0.35
    • Lightly Motorized: 0.20
    • Fully Horse-drawn: 0.15
    • Foot and Horse: 0.10
    • Foot and Donkey: 0.05
    • Only Foot: 0.00
  • Battlefield Communications
    • Universal radio: 1.00
    • Squad level radio: 0.75
    • Company level radio: 0.50
    • Regiment level radio: 0.35
    • Scarce radio: 0.25
    • Motorcycle: 0.15
    • Bicycle: 0.10
    • Horse: 0.00
    • Runner: -0.10
  • Specials (By Mod Approval Only)
    • Mechanized Thrust Genius (Great Leader by mod event): +0.10 to mechanized score
    • Rapid Advance Genius (Great Leader by mod event): +0.10 to motorized score

Armored Equipment[]

Equipment represents the combat effectiveness of the weapons employed by a standard Armored unit of company size in your fielded army. Equipment is a modifier score meaning that it has a base score of 1.00 to which the values are added. Only TWO of the there can be used in any one Algorithm.

  • Medium/Main Battle Tank
    • Fourth Generation Main Battle Tanks (Armata T-14): 0.75
    • Third Generation Main Battle Tanks (T-80): 0.60
    • Second Generation Main Battle Tanks (T-62): 0.50
    • First Generation Main Battle Tanks (T-54): 0.40
    • Late Medium Tanks (T-44): 0.30
    • WWII Era Medium Tanks (T-34):0.20
    • Inter-War Era Medium Tanks (T-28): 0.10
  • Light Tanks
    • Fourth Generation Modern Light Tanks (No OTL Equivalent): 0.65
    • Third Generation Modern Light Tanks (2S25 Sprut-SD): 0.60
    • Second Generation Modern Light Tanks (SK-105 Kürassier): 0.45
    • First Generation Modern Light Tanks (PT-76): 0.30
    • WWII Era Light Tanks (T-50): 0.20
    • Inter-War Era Light Tanks (BT-2/7): 0.15
    • Early Light Tanks (Renault FT): 0.10
  • Heavy Tanks
    • Fourth Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • Third Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • Second Generation Modern Heavy Tanks (No OTL Equivalent): 0.40
    • First Generation Modern Heavy Tanks (T-10/IS-10): 0.40
    • WWII Era Heavy Tank (IS): 0.35
    • Inter-War Era Heavy Tank (KV-1): 0.25
    • Early Heavy Tanks (Mark I): 0.10

Support[]

Support represents the strength of the specialty units supporting your standard combat groups. This usually takes the form of artillery, armor, and naval/aerial auxiliaries. Support is a modifier score meaning that it has a base score of 1.00 to which the values are added. (No more than one value can apply from each category, then add all of the values for each category to the base). In Airborne Assaults, unless vehicles and equipment have been specifically developed for airborne invasion, the support category will not include Artillery, Armor, or Anti-Tank.

  • Field Artillery
    • Minimal: 0.10
    • Moderate: 0.20
    • Full: 0.30
  • Heavy Artillery (Must have Motorization at the level of artillery support unless stationary)
    • Minimal: 0.10
    • Moderate: 0.25
    • Full: 0.35
  • Naval (If applicable)
    • Acts like Heavy Artillery depending on the number of ships (A mod will make this call)
  • Infantry Mortars
    • Minimal: 0.05
    • Moderate: 0.10
    • Full: 0.20
  • Aerial
    • Full Aerial Supremacy & Full CAS Support: 0.40
    • Partial Aerial Supremacy or Partial CAS Support: 0.25
    • Minimal Aerial Supremacy or Minimal CAS Support: 0.10
  • Anti-Tank (On the offense Anti-Tank acts at the level lower than is present)
    • Minimal: 0.05
    • Moderate: 0.10
    • Full: 0.20
  • Specials (By Mod Approval Only)
    • Blitzkrieg Tactical Genius (Great Leader by mod event): +0.20 to armored score
    • Ground Support Ace (Great Leader by mod event): +0.20 to aerial score
    • Artillery Coordination Expert (Great Leader by mod event): +0.10 to artillery score
    • Ambush Master (Great Leader by mod event): +0.20 to overall score

Morale[]

Morale represents the men's willingness to fight. Morale is critical to any fight and is dependent on both the National War Score Phase and the recent battles. Morale is a modifier score meaning that it has a base score of 1.00 to which the values are added.

  • Positioning Penalties
    • Encircled: -0.30
    • Out of Supply: -0.50
    • Surrounded and Out of Supply: -0.90
  • Conscription Laws
    • Volunteer Only: 0.10
    • Limited Conscription: 0.05
    • Mandatory Service: -0.05
    • Massive Conscription: -0.25
  • Specials (By Mod Approval Only)
    • Warrior Code (With mod approval): 0.15
    • Reconquest of lost territories: 0.10
    • Defense of homeland: 0.15
    • Inspirational General (Great Leader by mod event): 0.30
    • Glorious Last Stand (With mod approval): 0.50
    • Naval Invasion: -0.20
    • Under Attack from Chemical Weapons:
      • With Gas Equipment: -0.10
      • Without Gas Equipment: -0.30

NOTE: If morale falls below 0, the army disbands or surrenders depending on the logical option.

Experience[]

Experience is pretty self-explanatory, but can be extremely influential. Experience is dependent on recent wars and battles. Experience is a modifier score meaning that it has a base score of 1.00 to which the values are added.

  • Officers
    • Untrained: -0.50 (No Military Academy)
    • Green: -0.10 (National Military Academy)
    • Veteran (1-2 Battles): 0.10
    • Experienced (1+ Wars): 0.20
  • Non-Commissioned Officers
    • Untrained: -0.10
    • Green: -0.05
    • Veteran (1-2 Battles): 0.20
    • Experienced (1+ Wars): 0.30
  • Training
    • No training: -0.50
    • Minimal training: -0.10
    • Basic training (Reservists): 0.00
    • Extensive training (Professional Army): 0.20
  • Specials (By Mod Approval Only)
    • Experienced Staffer (Great Leader by mod event):+0.20

Terrain:[]

  • Attacker
    • Mountains: 0.45
    • Hills: 0.85
    • River Crossing: 0.50
    • Marsh: 0.65
    • Jungle: 0.45
    • Desert: 0.85
    • Plains/Grassland: 1.10
    • Forest: 0.75
  • Defender
    • Mountains: 1.45
    • Hills: 1.10
    • River Crossing: 1.50
    • Marsh: 1.25
    • Jungle: 1.20
    • Desert: 0.90
    • Plains/Grassland: 1.00
    • Forest: 1.10

Defensives[]

Defensives are pretty self-explanatory, they are physical barriers set up to protect troops from bombardment and fire. Defensives are the least complex section and have calculations built in. Entrenchments can be built by troops in place, while strategic lines require peacetime production and several years of work to build.

  • Light Entrenchments: 1.10
  • Heavy Entrenchments: 1.20
  • Fortress and Entrenchment Line: 1.40
  • Strategic Line: 1.60
  • Specials (By Mod Approval Only)
    • Fortification Expert (Great Leader by mod event): +0.20

Result[]

To calculate the total score on a front you multiply Troops, Equipment, Support, Morale, and Defensives together. This is the combat score for the front and will determine the overall strength of your forces on the front.

The Result calculation uses https://percentagecalculator.net/. Put the larger of the two results in the first blank of the second line, and the smaller in the second. This should yield a percentage of 100+. For every percent above 100%, the winning army can capture 1% of the loser's territory up to 100%. If the attacker scores a raw 200% the defender must capitulate. 

Aerial Algorithm[]

 The Aerial Algorithm is done once per year over a front and determines the level of air-superiority available to either side. To calculate your score, take your number of planes in each category, multiply it by the modifier for their type, and then add the modified numbers together.

Fighter Strat. Bomber CAS Multi-Role Tac. bomber Drones
5th Generation (2005+) 6.50 0.00 5.00 6.00 0.10 0.00
4.5th Generation (1991-2005) 5.00 0.00 3.50 4.50 0.10 0.00
4th Generation (1971-1990) 4.50 0.00 3.00 4.00 0.10 -
3rd Generation (1961-1970) 3.50 0.00 2.00 3.00 0.10 -
2nd Generation (1956-1960) 2.50 0.00 1.50 2.00 0.10 -
1st Generation (1945-1955) 2.00 0.10 1.25 - 0.25 -
WWII Era (1935-1944) 1.50 0.25 1.00 - 0.50 -
Inter-War (1920-1934) 1.25 0.25 - - 0.50 -
Early (1919 and before) 1.00 - - - 0.25 -

Naval Algorithm[]

The Naval Algorithm is fairly simple with only two categories: Ships and Technology. Ships obviously takes into account the composition of a naval force. Meanwhile, technology represents the overall level of naval competency and the technology employed by the officer corps of the navy.

Total fleet sizes are to be followed in accordance with the Malta Naval Treaty.

Ships[]

(Under Construction)

Surface Combat (Think Battle of Jutland)

Age Battleship Battle Cruiser Heavy Cruiser Light Cruiser Destroyer Other Small Surface Craft Sub All Carriers
1880s 10 N/A 7 4 3 1 N/A N/A
1890s 15 N/A 8 5 4 2 N/A N/A
1900-1906 20 15 10 8 7 3 5 1
1907-1913 35 25 15 10 8 4 10 2
1914-1925 45 35 20 12 10 5 20 3
1926-1935 50 45 25 15 12 6 30 4
1936-

1941

55 50 30 20 15 7 40 5
1942-1950 60 50 35 30 25 8 50 6
1951+ 60 50 55*/35 75*/30 75*/25 45*/12 75*/50 7

Note: "*" indicates the score if the boats are equipped with missile launch systems.

Naval-Air Combat (Think Battle of Midway)

Age Battleship Battle Cruiser Heavy Cruiser Light Cruiser Destroyer Other Small Surface Craft Sub
1900-1906 5 5 5 5 5 5 1
1907-1913 5 5 5 5 5 5 1
1914-1925 10 5 5 5 5 5 1
1926-1935 10 10 10 10 10 5 1
1936-

1941

10 10 10 10 10 5 1
1942-1950 15 10 10 10 10 5 1
1951-

1961

15 15 20 20 20 10 1
1961-1975 25 25 30 30 30 15 15
1976+ 25 25 35 35 35 20 15
Super Carriers Fleet Carriers Light Carriers Escort Carriers
1900-

1906

- - - -
1907-

1916

- - - -
1917-

1925

- 40 30 20
1926-

1935

- 50 40 30
1936-

1941

- 65 55 35
1942-

1950

- 85 65 45
1951-

1961

- 100 75 55
1961-

1975

150 120 95 65
1976+ 200 150 120 85

A modernized ship operates in the age bracket directly above after their original bracket.

Ask Steph if you have any weird ships you want to use or if you have a question.

Weird Ships to Date[]

Ship Surface Naval-Air
AA Cruiser No Affect +5 Score
Pocket Battleship Battle Cruiser at -5 Score Heavy Cruiser
Cruiser Escort Carrier Heavy Cruiser at -5 Score Escort Carrier at -5 Score
Flightdeck Cruiser Heavy Cruiser at -5 Score Light Carrier at -5 Score
Amphibious Assault Ship Escort Carrier

Light Carrier

Flightdeck Battle Cruiser

Battle Cruiser at -5 Score

Light Carrier

Technology[]

  • Naval Communications
    • Widespread radio: 1.00
    • Limited Radio, Signal Lights and Signal Flags: 0.45
    • Signal Lights and Flags: 0.20
    • Limited Signal Flag: 0.00
  • Officer
    • Untrained: -0.50 (No Naval Academy)
    • Green: -0.10 (National Naval Academy)
    • Veteran (1-2 Battles): 0.10
    • Experienced (1+ Wars): 0.20
  • Seamen
    • Untrained: -0.80
    • Green: -0.20
    • Veteran (1-2 Battles): 0.10
    • Experienced (1+ Wars): 0.20
  • Naval Tradition
    • Highest Tradition: 0.30 (UK, Burgundy, Iberia)
    • High Tradition: 0.15 (France, Brazil, Belka, Borealia, China)
    • Normal Tradition: 0.00 (Most other industrialized nations)
    • Low Tradition: -0.15 (Everyone else)
  • Technological Edge
    • Eclipsed: 0.25
    • Ahead: 0.15
    • Parity: 0.00

NOTE: Technological Edge is how we avoid Algo Abuse, it rewards active play and attention to military technology and development. A tribunal of mods will make the final call as to the technological edge a nation might have over another.

Specials (With Mod Approval Only)[]

  • Naval-Aviation Expert (+5 to all Carriers)
  • Admiral of the Line of Battle (+5 to both Battleships and Battle-Cruisers)
  • Iron-Willed Admiral (+1 to all Destroyers and Other Smaller Surface Craft)
  • Convoy Raider (+5 to Submarines)
  • Defending a Straight: +3 to Small Surface Craft
  • Defending an Archipelago: +2 to Small Surface Craft and Destroyers

Navy Composition and Battle Location[]

Blue-water navy Green-water navy Archipelagic Navy Brown-water navy
Open Ocean 1.25 Modifier 0.80 Modifier 0.40 Modifier 0.10 Modifier
Littoral Area 0.80 Modifier 1.50 Modifier 0.80 Modifier 0.40 Modifier
Archipelago 0.50 Modifier 0.80 Modifier 1.75 Modifier 0.80 Modifier
Riverine 0.20 Modifier 0.50 Modifier 0.90 Modifier 2.00 Modifier

Blue Water Navy Characteristics

  • Large capital ships with large endurance (e.g. USA, UK, Japan)
  • Many carriers
  • Many cruisers employed in a fleet support capacity
  • Many destroyers employed in a fleet support capacity
  • Few smaller surface ships

Green Water Navy Characteristics (e.g., Italy, Turkey)

  • Mid-sized capital ships with mid range endurance
  • Few carriers
  • Several or more cruisers in support roles
  • Many destroyers
  • Fewer other smaller surface ships

Archipelagic Navy Characteristics (e.g., Greece)

  • Smaller capital ships with limited endurance
  • Very few carriers, if any
  • Several or more cruisers employed as squadron leaders
  • Many destroyers
  • Very many other small surface ships
    • Fast attack craft with light weapons and torpedoes

Brown Water Navy Characteristics (e.g., US patrol boats in Vietnam War)

  • No capital ships
  • No aircraft carriers
  • No cruisers
  • No destroyers
  • River-Going fast attack craft with light weapons and shallow drafts

Coastal Support[]

  • Coastal Air Support
    • For every 50 Naval Bombers or 100 Close Air Support Planes or Tactical Bombers add a carrier of the age of the planes. Additionally, for every 50 fighters the enemy has subtract a carrier of the age of the enemy fighters.
  • Coastal Artillery Batteries
    • If there is a coastal fortress in range of the battle, add the most recent battle-cruiser score.

Note: These Scores are unmodified.

Result[]

To calculate the total score add all of your ship's strengths, then multiply that by the total technology value and the Composition Modifier. After those operations add the coastal support score in its raw form.This is the combat score for the front and will determine the overall strength of your forces on the front.

The Result calculation uses https://percentagecalculator.net/. Put the larger of the two results in the first blank of the second line, and the smaller in the second. This should yield a percentage of 100+. The defeated fleet will lose, however, many ships of their choice so that their ships score is reduced by the percent over 100. For instance, if the winner has a score of 112 and the loser a score of 100, then the loser must take 12% of his ship score in sunk ships.  

Tiers[]

Industrial Tiers[]

Pre-Industrial[]

  • Nepal
  • Afghanistan
  • The rest of the world

Proto-Industrial India[]

  • Independent Anatolian states
  • Thailand
  • The rest of Latin America
  • Kashmir
  • Uluru

Lightly Industrialized[]

  • Swahili
  • Arabia
  • Persia
  • Egypt
  • New England
  • Savannah
  • Hungary
  • Brésil
  • Guyana
  • Indian states
  • Most European Colonies

Moderately Industrialized[]

  • Borealia
  • Aztlán
  • FS Arcadia
  • Poland
  • Scandinavia
  • Italy
  • China-Korea
  • Czechia
  • French Nigeria
  • Iberian Morocco and Algeria
  • Belkan Libya

Fully Industrialized[]

  • Russia
  • United Kingdom
  • France
  • Iberia
  • Burgundy
  • Belka
  • Germany

Technology Tiers[]

Highest Tier[]

  • Russia
  • United Kingdom
  • France
  • Iberia
  • Burgundy
  • Belka
  • Germany

High Tier[]

  • Borealia
  • Brésil
  • Guyana
  • Aztlán
  • FS Arcadia
  • Poland
  • Scandinavia
  • Italy
  • China-Korea

Middle Tier[]

  • Swahili
  • Arabia
  • Persia
  • Egypt
  • New England
  • Savannah
  • Hungary
  • Indian states
  • Czechia

Lower Tier[]

  • Ethiopia
  • Uluru

Lowest Tier[]

  • Rest of the world

Comments []

Old Algo[]

Template War (Dates)[]

Prewar Stage[]

  • Attacker name: total score
    • ​Population: pop score - penalties = pop score (actual population)
    • Government: gov score (government type)
    • Economy: econ score (econ tier)
    • Technology: tech score (tech tier)
  • ​Defender name: total score
    • ​Population: pop score - penalties = pop score (actual population)
    • Government: gov score (government type)
    • Economy: econ score (econ tier)
    • Technology: tech score (tech tier)

Battle Stage[]

  • Battle name (year)
    • Attacker name: total score * penalties = total score
      • ​Army size: army score (actual military, percentage of total military)
      • Navy size: naval score (actual navy)
      • Location: loc score (location name)
      • Region Penalties:
      • Great leader: bonus scores or N/A (leader name)
      • Blunder: blunder score
    • Defender name: total score * penalties = total score
      • ​Army size: army score (actual military, percentage of total military)
      • Navy size: naval score (actual navy)
      • Location: loc score (location name)
      • Region Penalties
      • Defensive Fortifications
      • Great leader: bonus scores or N/A (leader name)
      • Blunder: blunder score

Final Stage[]

  • Attacker name: total score
  • Defender name: total score
  • Final Result: Battle Tier tier (percentage score), summary of result

Algorithm[]

Only mods will be allowed to do the algorithms.

National War Effort Timer:[]

The National War Effort will be adjusted once per day to reflect on how the war is going for either side, this means that the timer is variable.

  • Initial Positions and Allied support.
Allies are sending support on a large scale/Your troops have been well positioned and are prepared: +20
You and your allies on fighting together on the same front but aid is limited/Your forces were rushed to the Front in an organized fashion: +15
Your allies are fighting on a different front but are holding down enemy troops and cooperation exists between countries/Your Forces were rushed to the front in a surprise engagement: +10
Your allies are engaging the enemy and holding them down however they can not aid you/Your forces cannot be rushed to that particular front, Your on the defensive.: +5
You/your allies are losing the war: -5
Your allies have suffered several setbacks and are unable to hold down sufficient enemy numbers as you fight on several fronts/You are losing on a singular front: -10 (an armistice can be secured with a status quo ante bellum)
Your allies have collapsed and you are now facing the full force of the enemy while fighting on several fronts/You are alone on several fronts: -15 (at this point it might be wise to seek a armistice with less then favorable terms)
You are alone against several enemies on a single front: -20
you are alone in the war against multiple enemies on more then one front: -30 the war is lost. Be ready to accept surrender demands.
  • Population:
less than one million: +5
1-10 million: +15
11-20 million: + 25
21-45 million: +35
46-100 million: +45
100 million and over: +65
  • Industry:
Pre-industrial Society: -10
Small Industry: + 10
Medium industry +20
Large Industrial Base: +35
Massive Industrial Base (only a few countries can have this at the moment): +65
  • National Power:
Super Power: +50
Great Power: +30
Middle Power: +15
Regional Power: +5
Small or weak Country: 0
  • Government Type and Support for Government:
Absolute Monarchy or Dictatorship supported by the people: +5
Limited Constitutional Monarchy Supported by the People: +10
Constitutional Monarchy supported by the people: +10
Democracy Supported by the people: +15
Oligarchy: +5
A.M. or Dictatorship not supported: -15
L.C.M. not supported: -10
C.M. not supported: -5
Democracy not supported: -5
Capital is overrun, or Revolution takes place: -50 (entire war effort collapses and your forced to sign peace treaty or your government is forced to go into exile, this happens once your timer runs out, if an unpopular government has been at war for five years, or if the enemy occupies 40% of the heartland)
Government in Exile: -5 to which every country in hosting the exiled government, though it allows the government in exile to control some of their colonies and continue the war effort without a timer but at a third of their original strength.
  • Military structure:
Large Professional Army with Massive Conscription Pool (only possible for Great Powers and Super Powers at the outbreak of WW 2 who have a population more then 100 million): +30
Large Professional Army with large Conscription Pool (only the Great Powers Powers who are stable and powerful economy can develop this): +20
Medium Sized Professional Army with large conscription Pool (for great powers only): +15
Small Professional Army with large conscription pool (only attainable if you have a stable and prosperous country): +10
Large Army with Mass Conscription (for countries like China or those that have large populations over 100 million): +10
Professional Army: +5
Small modern Army: 0
Weak Army (poorly trained, poorly equipped): -5


  • Naval Power:
Large Navy capable of fighting across the world(only two of these can arise at a time): +20
Large Navy capable of Fighting across one or two of the Oceans (only great powers are capable of this): +15
Medium Sized Navy: +10
Small Navy: +5
NO Naval Power if you are a coastal Country: -10
  • Blockaded:
Crippling Blockade (applicable only if the other power is unable to break the blockade and is more then three years into the war): -20
Absolute Blockade and country is not able to trade with the outside world: -15
Partial Naval Blockade: -5
  • Fronts in the War:
Overwhelming victories on the front lines: +20
One Front which you are winning: +10
Two Fronts which you are winning +5
fighting on more then 2 fronts: 0
Stalemate on one front and winning on another: 0
Stalemate on one front or beginning of a war: 0
Stalemates on two fronts: -5
Stalemates on all fronts: -10
Fighting 3 or more fronts (this applies to colonies as well): -10
Losing on a front: -15
losing on two fronts: -20
losing on all fronts: -40 (collapse of war effort soon)
  • Population weariness or Morale:
Population is extremely nationalistic, supports the war effort completely, and isn't suffering from supply shortages (only possible if the country is under a totalitarian populist, like OTL Hitler or Japan): +20

Region penalties are cumulative (i.e. add all that apply)

  • List of Region Modifiers for Attackers
    • Same Region: 0%
    • Bordering Region - Land: 0%
    • Bordering Region - Sea: -(20)%
      • Naval concentration: No penalty
    • Next Region over (add as applicable): -(20)%
    • On Same continent: No penalty
    • Other Continent: -35%
      • Multi-continental Empire: +35%
    • Stacking Penalty Limit: -95%
Example:[]
  • Naples with a naval concentration invades Southern France.
    • Naples starting region: Southern Europe
    • France Starting Region: Western Europe
    • Sea attrition (Med sea) which is canceled out by naval concentration.
    • Southern Europe to Western Europe with a naval concentration leaves out any attrition allowing the full force of the Neapolitan population to count.
    • (note a map will be made which will discuss and work out the specifics of regions. However before this time, mods should be relatively able to answer the questions about which region your nation resides in.
Population Stands behind the war effort and are well supplied: +10
Population is largely supportive of the war and in well supply: +5
Population is nationalistic, supports the war but is ill supplied: +5
Population is neutral toward the war but is well supplied: 0
Population is not supportive of the war: -5
Population is weary of the war (5 years in if well supplied, 2 years in if ill supplied):-10
Population is tired of the war and is ill supplied:-15
Population is suffering because of war effort and wide spread social problems are occurring: -30 (revolution next turn)
  • Army Condition and Morale:
Nationalistic Zealots, and well supplied: +20
High Morale and well supplied: +15
Good Morale and well supplied:+10
Above average morale and sufficiently supplied: +5
Well supplied but low morale: 0
strong morale but lack of decent supplies: 0
wavering morale: -5
ill supplied, and wavering morale: -10
Low Morale: -15
Desertions begin (occurs if the troops are low in morale for several turns and if the war efforts is going poorly) :-20
Mass desertions (collapse of all war fronts): -50 (enemy breaches all defences)
  • War Effort Score:
  1. If the war effort is higher then 150 you can fight the war for 8-10 years depending on variables.
  2. If the war effort in between 100 and 150 you can last 5-7 years depending on you allies and on the size of your country.
  3. If your war effort is between 50 and 100 you can last 2-4 years
  4. If your war effort is less then 50 you can last one year at war on your own.
  5. If you have a negative war effort your war effort has collapsed and you'll be forced to go into exile with the enemy occupying your heartland if you are fighting with another ally backing you heavily or you'll be forced to sign a peace treaty which the enemy dictates within plausible demands.
  6. If an enemy drops a nuclear weapon on you and you can't retaliate the war is automatically lost but nukes will be limited this game.

Depending on how things are near the end of a war even a losing party can get favorable terms in an armistice if they weren't completely defeated or if they had made sufficient gains to counter the losses of allies.

Land Algo[]

This algo is for each individual front. if you are fighting well on a front but the enemy open ups a second front which puts you at risk then the first front will be forced to withdraw farther inland counting as a battle lost in a losing front. This algo is also only viable until 1930 where it will be replaced by a more modern algo to represent the change in warfare during the era.  

The Algorithm is going to focus heavily on more strategic aspects of organizing a military campaign. The Military warfare of this will focus heavily on objectives and realistic ability to fight in certain time periods. Before you start any algorithm, you must chose an overall strategic objective which will mostly focus on certain things. Taking Cities, Strategic locations, Breaking defensive lines, and making various advances.

The Objectives are currently as follows

Seizing City -

Seizing Strategic location -

Breaking defensive lines -

Decisive Battle -

Seizing Region -

These objectives will give direction and limitations toward your attack. Each objective will only yield so much territory and will cause a certain amount of casualties and will also require certain things to carry out. Seizing a city can go multiple ways. Unless declared an open city (to avoid huge collateral damage to cultural artifacts or production capability) then a City will have to be seized militarily. Some cities may be lightly defended and some may be defended to the last man.

The other player may make that decision but in order to conserve forces may only offer token resistance. The Besieging and Seizing of cities is an extremely viable tactic to break the political will of nations rather than conducting huge costly general offensives. Taking major cities (and in the case of huge sieges) can lead to easier time demanding your war goals and overall will give many attacking nations the opportunity to destroy entire armies and render the enemy less than capable of defending themselves afterward.

The Other objectives are rather obvious as well. Seizing a strategic locations (Gibraltar, for example) will yield huge amounts of benefits for the attacker if they are successful. They are able to seize strategic locations such as choke points, advantageous defensive positions, industrial territory and resources that are needed for a grand strategic element. Breaking defensive lines will result in mostly fighting to break a defensive line at the front. Trenches, Forts, things of that sort. Decisive battle will depend heavily on the players actions. Offering a decisive battle have many advantages and disadvantages. Particularly in terms of territory gained or lost. A Decisive battle can couple with many of these other objectives and is the only objective than can pair with other objectives. Decisive battles can only occur in extreme amounts of manpower and equipment (hundreds of thousands or even millions of men and tons of equipment.) In the case of smaller nations it will be scaled down. But a Decisive battle means that if there was a clear cut victor, then it can lead to destroyed armies, captured men and equipment in mass amounts, and the seizure of extremely strategic locations. However Decisive battle means that if you lose as well, you'll suffer the same issue as well as a potential counter attack by a victorious defender wishing to push the advantage due to the bonus involved in fighting or pursuing a disorganized or faltering army. However this remains a choice of the player as casualties can prevent a successful counter or pursuit Objectives are required in order to wage an effective campaign and overall just cause you manage to win a victory to secure something does not necessarily mean you can keep it. Seizing core regions of Germany for Example will not lead to the ability to take the entirety of the Rhineland for example.

Troop Morale: Troop morale is going to be handled by the overall troop moral rather than national morale (which handles in your overall ability to wage war for a period of time)

  • Economic (Gains land, resources, etc): +2
  • Defending territory not owned by nation more than 20 years: +3
  • Defending territory not part of heartland but held for more than 20 years: + 4
  • Taking territory of similar culture but not part of nation: + 5
  • Aiding an Ally: + 5
  • Pre-emptive Strike: +5
  • Taking back territory recently held by nation but since lost: + 10
  • Defending Heartland from attack that will not cripple/ destroy nation: + 6
  • Aiding Social/Moral Kinsmen who are being oppressed: + 6
  • Attacking to enforce political hegemony: +7
  • Defending Core/heartland from possibly fatal attack + 8
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 8
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 9
  • Defending from attack that will wipe out nation and culture: + 10

Military Quality:

  • Top Quality: +30 (This is the top quality of military hardware, and development)
  • High Quality: +25 (This is a military with a relatively high development, but is not leading the way or on par with the other Great Powers)
  • Sub Top Quality: +20 (Your military is relatively well equipped, most of its equipment is imported or contracted, and in rare cases self developed.)
  • Medium Quality: +15 (Your Military imports most or all of its weapons, or resorts to outdated technology for its standard weaponry, All colonial troops will get this as their quality standard.)
  • Low Quality: +10 (Your military uses outdated weapons almost exclusively)
  • Poor Quality: +5 (Your military is in the stone age compared to the rest of the world, the occasional firearm is there, but the majority of your forces still use extremely outdated weaponry.)

Military Quantity:

  • Huge Quantity: +30 (Your military has the ability to field immense amounts of manpower from its large population at little cost to its production)
  • Large Quantity: +25 (Your military can field a large amount of manpower from its large population, with some cost to its production)
  • Moderate Quantity: +20 (Your military can field a moderate amount of manpower from its moderate population at some cost to its production)
  • Modest Quantity: +15 (Your military can field a smaller amount of manpower from its population at greater cost to its population.)
  • Small Quantity: +10 (Your military can only field a small amount of its manpower from its population without great cost to its production)
  • Negligible Quantity: +5 (Your military can barely field any men from its population and will incur great cost to its production if it fields too many)

Defensive fortification:

  • Strategic Defensive Line: +45 (not available until 1875)
  • Strategic Fortress: +25
  • Fort and heavy trench defences: +20
  • Medium Trench lines: +15
  • Light defensive fortifications: +7

Support:

  • Heavy Artillery Support +15 (you have Artillery Pieces to cover your whole army, only available for great powers and above. Subject to change if a GP is arming a smaller power in enough numbers to matter)
  • Heavy Cavalry Support: +15 (Cavalry is a large part of your armies battle plans, they are sophisticated doctrine wise, Cavalry must make up at least 15% of your army)
  • Heavy Fleet Support: +15 (Consists of at least one battleship of the line, and 20-30 attendant ships
  • Medium Artillery Support: +8 (Artillery can cover some units of your army but not all of it, open to Regional Powers, The Army must be below 40,000 in strength if the user is a Great Power. Armies at or below 40,000 default to this except for armies around 20,000 strong)
  • Medium Cavalry Support: +8 (The Cavalry makes up some portion of the army but is not a complete screening force. Cavalry must make up 10% of the army.)
  • Medium Fleet Support: +10 (One Battleship, with small attendant fleet of at least 10-15)
  • Light Artillery Support: +5 (default for regional powers and small powers. Artillery only makes up a small part of the army, generally occurs in developing or poorer nations)
  • Light Cavalry Support: +5 (Cavalry only makes up a upmost to a regiment of soldiers and is not consistent with being a large cavalry force.)
  • Light Fleet Support: +5 (battle group consistent of 7 or more ships destroyer or larger but not including capital ships)

Troops: Troops will be handled in the case of the total concentration of troops you have on that particular Front. For every 100,000 troops you will be gaining a +10 in an algo every derivative of this will scale proportionally so that means every 10,000 troops is +1. hence having a large amount of troops can in fact save you in an algorithm, but at the cost of Atrocious casualties for this cost of Battle. This does not mean you can just throw millions of troops into an algorithm and win, you do in fact need to proportionally attack a nation to simulate a the real cost of war. One would not simply throw millions of German troops into an attack on Bulgaria when a much more force appropriate response would be much more cost effective.

Leadership: Great Generals +25, Great Leaders +50, Great Admirals +25, and now Grand Admirals +50 are now back. They are by mod event only but you can attempt to cultivate one of your leaders or generals for such a position.

Location of Battle[]

To find where land battle takes place, find the closest two major cities that is occupied by both sides. If the attacking player doesn't specify a plan, assume that the two armies will meet at a point between the two major cities.

All of the land categories are rather obvious, if a player has done their research then it should be relatively obvious what to classify everything as. A River of almost any type can be used, a Mountain range must be specifically labeled as a mountain range on historic maps, and if ignored mountain passes or river crossings in a different country could prove as a circumvention to your defense.

  • Attacking- (Land Battle)
    • Near/at Strategic Fortress: -8
    • Near/at Fort: -6
    • Near a major religious site: -5
    • Near the center of government/state: -4.5
    • Near a city: -3.5
    • Near a major river or the coast with naval superiority: -3
    • Near a populated border: +2
    • Near a major river or the coast: +1
    • Near a desolate location far away from anyone: 0
    • Decisive Battle: 0
  • Attacking- (Land Battle in Hostile Mountains)
    • Near Capital: -10 (note very few nations capitals are in the mountains.)
    • Near/at City: -8
    • Near Major Fortress: -6
    • Near/at General Fort: -4.5
    • Near Religious site: -4
    • Normal attacking: -3
    • Decisive Battle: 0
  • Attacking- (Assault on a City/Fort)
    • Besieging a center of government/very well-fortified city: -8
    • Besieging a Strategic Fortress: -6
    • Besieging a Fort: -5.5
    • Besieging a major religious site: -5
    • Besieging a major city: -4
    • Far from centralized location: 0
  • Attacking-Sea
    • Near/at Capital: -10
    • Near Major Fortress: -7
    • Near a major religious site: -5
    • Near/at General Fort: -4.5
    • Near the center of government: -4.5
    • Near a city: -3.5
    • Far from any coast: 0
  • Defending- (Land Battle)
    • Near a major religious site: +7
    • Near the center of government/state: +12
    • Near major friendly fortress/Heavily Fortified city: +9
    • Near/at general fort: +4.5
    • Near a city: +4
    • Near a major river or the coast with naval superiority: +3.5
    • Near a populated border: +2
    • Near a major river or the coast: +1
    • Near a desolate location far away from anyone: 0
  • Defending- (Land Battle in Friendly Mountains)
    • Near/At Capital (if applicable): +16
    • Near Major Fortress/Extremely fortified city: +13
    • Standard Fort: +12
    • Near/At City: +10
    • Near Major River: +9
    • Coastal mountains: +9
    • Mountains: +7
  • Defending- (Assault on a City/Fort)
    • Besieged center of government/very well-fortified city: +12
    • Defending major Fortress: +9
    • Besieged a major religious site: +7
    • Besieged a major city: +4
  • Defending-Sea
    • Defending near landing site: +10
    • Near a major religious site: +5
    • Near the center of government: +4.5
    • Near a city: +3.5
    • Near the coast or in a major river: +1
    • Far from any coast: 0
  • Defending- (Battle on a Major River)
    • Near Capital (if applicable) +10
    • Near Major Fortress: +8
    • Defended River crossing: +7 (army must have at least one turn to establish necessary fortifications)
    • Contested River Crossing: +5 (army will meet the enemy at the crossing but has no built up defenses)

Standard Protocol for most sieges, for most armies, is to outnumber the defending garrison by 3 to 1. As such, battles which assault cities and other strategic locations will follow this example. In the case of major cities and strategic forts, YOU MUST capture the city or fort to continue on into the country from that avenue. If you embark on a military campaign, a well-fortified position must be taken in a siege with the minimum 3:1 ratio to incur no penalty and can only be circumvented by Great Generals and Great Leaders. Conducting a Siege means that the involved manpower will not be available for other combat operations unless you pull them from duty to another front, or break the siege.

  • Penalties for Breaking Protocol
    • If you have 3 to 1 odds during a siege you will incur no penalties
    • If you have 2 to 1 odds, you will incur an extra 10% casualties and a 15% detriment to your score
    • If you have 1 to 1 odds or less, you will incur an extra 20% casualties and 25% detriment to your score.
    • Add on: Unprofessional troops now take no Malus when defending Cities, Strategic fortresses and general Forts
    • If you intend to fortify cities it must take a minimum one turn. It can also only be within marching or in the warpath of the states objectives of the enemies goal.

If you attempt to bypass a well-fortified position a 20% penalty will be added to your final battle section score due to the exposed rear or flank of your army due to the massive strategic disadvantage left by a large enemy garrison based around a well-fortified position and capable of Harassing the attacking army. This is specifically true due to the increased viability of asymmetric warfare which would impart casualties, attrition and a loss of morale.

Ships will be handled in a much more specific fashion. You will specifically have to keep track of how many ships your nation maintains (if you don't it will be assumed you do not have a navy or it is in port and will not be used). Alongside this, a Local navy would need to be beaten in order to conduct any sort of Amphibious invasion, and fleets in being (as in a fleet in port that forces planning around it) will also be used. If a fleet is in port and you wish to conduct an invasion or coastal attack you would still need to deal with the Fleet which would come out to meet you almost definitely. the Geography of this as well will come into play with nearby fleets. A Nearby fleet could easily come around and help a beleaguered allied fleet which would in turn shift the tide of the battle. Supply ships are for the most part counted as non combatant but targets nonetheless.

  • Battleships:
    • Top Quality: 25
    • High Quality: +20
    • Sub top: +17
    • Medium: +15
    • Low: +10
  • Cruisers/Second Rate Ships of the Line: +20
    • Top Quality: +20
    • High Quality: +15
    • Sub top: +13
    • Medium: +10
    • Low: +5
  • Destroyers: +17
    • Top Quality: +14
    • High Quality: +12
    • Sub top: +9
    • Medium: +7
    • Low: +3
  • Frigates: +13
    • Top Quality: +13
    • High Quality: +9
    • Sub top: +6
    • Medium: +3
    • Low: +2
  • Corvetters: +10
    • Top Quality: +10
    • High Quality: +7
    • Sub top: +5
    • Medium: +3
    • Low: +2
  • Gunboats: +7
    • Top Quality: +7
    • High Quality: +5
    • Sub top: +3
    • Medium: +2
    • Low: +1
  • Fleets, and Battle groups cannot be exceedingly huge in this era. Realistically you cannot be fielding fleets in the hundreds against each other effectively. Effective combat sizes are fleets between 20-50 and battle groups from about 3-20 ships. In order for an allied fleet to come an assist it must be within a relatively close distance and cannot be coming from across the planet to aid. Fleet actions were mostly decided within a day or two and in most cases less. Hence a fleet must be within a week's travel of the decisive engagement.
  • Under new want to balance out modern navies vs dated navies, the algo will now reflect a new percentage since a battleship can effectively be considered different levels of heavy ships from different eras same as other ships. the idea is your tier in military quality will determine the points your ships get now.
  • There will now be a randomly generated chance for naval engagements. Due to the size of oceans and the difficulty of spotting another fleet at sea, there will now be an engagement chance, and disengagement chance. 1-5 will equal an engagement and 6-11 will show no engagement
  • If you are engaged and wish to disengage then 1-3 will delineate a disengagement, 4-7 = partial disengagement, and 8-10 will be a failed disengagement. 
  • In the terms of a partial disengagement, some of your ships will be taking part in some sort of battle. If you choose to disengage you must choose roughly 1/3rd of your fleet which must include some ships up to a cruiser capacity to handle the fleet which is chasing your own. The battle will be calculated with the lower 1/3rd strength fleet against the enemies full strength fleet. Casualties will be handled by mods until a better system can be worked out. specificity and detail can and will help ships survive if the possibility exists

Chance: Chance will be calculated as such. The last number of each player's edit count will be divided by 3.14 and then multiplied by 2. This will allow for a random enough number. in the case of Decimals we will always round down.

Total:

Casualties: For now are mod decided but a true equation to handle casualties will come up soon.

  • Army
    • Feudal Nations: 0.0075 times population
    • Democracies: 0.05 (until 1870) 1.5% Post 1870 (Peacetime)
    • Dictatorships: 0.04 (until 1870) 2.0 % post 1870 (Peacetime)
    • Absolute Feudal Monarchies: 0.01 times population
    • Absolute Monarchies: 0.024 times population (cannot be achieved until at least 1620)
    • Parliamentary Monarchies:0.015 times population.
    • Revolutionary Republic: 0.12 times population (not achievable until the mods allow for the enlightenment to take hold enough for these)
    • Enlightenment Empire 0.10 (same as above)
    • Parliamentary Englishtenment Empire 0.10 (same as above
    • (most of these are soon to be replaced with conscription laws)
    • Nomadic Hordes: 0.01 times population
    • Non-feudal Nations: 0.015 times population
    • Naval-concentrated, non-feudal nations: 0.01 times population
  • For Industrial States
    • Volunteer Army: 1.00% of population
    • Limited Conscription: 2.00%
    • Extensive Conscription: 5.00% (not available until 1850)
    • Service by Requirement: 10.000 (Not Available until 1875)
    • All Adults Serve: 15.00% (not available until 1890 or what can be considered the First World War equivalent)
    • Total Mobilization: 25.00% (not available until Great Wars are a thing)

PRO TIP: You can send your entire military strength abroad in a fight but this will incur penalties such as revolts at home of nobility, Peasants, separatists. It is highly encouraged that unless you are fighting within a good marching distance of your home territory (neighboring nations in the region) the threat of revolt will be a decent possibility.. The more forces you deploy, further away, the more unrest at home you will have unless you have established or left a strong policing unit. (roughly 15-25% of your nation’s armed forces would be expected to be retained within the homeland for an extended campaign abroad and will be used as the general rule of thumb. This is generally only deterrent for smaller revolts like peasants and your own nobility rather than separatists and claimants to your throne is applicable.

Country rankings (New Algo)[]

Quality tiers[]
  • Top Quality +30
    • Belka
    • Britain
    • Burgundy
    • France
    • Iberia
    • Russia
    • Germany
  • High Quality +25
    • Brésil
    • Aztlán
    • Borealia
  • Sub Top Quality +20
    • New England
    • Savannah
    • Japan
    • Arabia
    • China, Korea
    • Texas
  • Medium Quality +15
    • Bohemia
    • Scandinavia
    • Poland
    • Hungary
    • Egypt
    • Swahili
    • Avalon
  • Low Quality +10
    • Vietnam
    • Persia
    • Ethiopia
    • Gran Panama
  • Poor Quality +5 
    • Any unmentioned pre-colonial African nation (i.e., Mali)
    • Thailand
    • Laos
    • Great Khanate
    • Any unmentioned central Asian-Indian states (i.e., Afghanistan) 
    • Nepal
    • Siam
Quantity tiers[]
  • Huge Quantity +30
    • Belka
    • China, Korea
    • Russia
  • Large Quantity +25
    • France
    • Britain
    • Burgundy
    • Iberia
    • Germany
  • Moderate Quantity +20
    • New England
    • Borealia
    • Aztlán
    • Brésil
    • Arabia
    • Swahili
  • Modest Quantity +15
    • All unmentioned Arcadian states
    • Poland
    • Bohemia
    • Scandinavia
    • Sicily
    • Hungary
    • Egypt
    • Ethiopia
    • Persia
    • Texas
    • Gran Panama
    • Peru
    • Mapuche
  • Small Quantity +10
    • Tondo / Philippines
    • Vietnam
    • Thailand
    • Laos
    • Anatolia (states within its region, i.e., Pontus)
    • Any unmentioned Indian states (i.e., Nepal)
    • Siam
    • Avalon
    • Vinland
  • Negligible Quantity +5
    • Great Khanate
    • Any unmentioned pre-colonial African nations (i.e., Mali) 
Power level tiers[]
  • Super Power +50
    • To Be Determined
  • Great Power +30
    • Burgundy
    • Britain
    • France
    • Russia
    • Iberia
    • Belka
    • Germany
  • Middle Power +15
    • China, Korea
    • Japan
    • Borealia
    • Aztlán
    • Brésil
  • Regional Power +5
    • The remaining available player nations
  • Small or Weak +0
    • Any unmentioned pre-colonial African nation
Industrialization Ranking[]
  • Massive Industrial Base +65
    • Belka
  • Large Industrial Base +35
    • Burgundy
    • Britain
    • France
    • Iberia
    • Borealia
    • Germany
    • Brésil
  • Medium Industry +20
    • Aztlán
    • Russia
    • China
    • Japan
    • New England
    • Swahili
    • Arabia
    • Egypt
  • Small Industry +10
    • Swiss Confederation
    • Avalon
    • Savannah
    • Scandinavia
  • Pre-Industrial Society -10
    • All unmentioned nations 

Stop reading here

Older algo[]

Location[]

Location is determined by your location relative to your combatant.

The percentage of your population which can count toward the algo will change in relation to the region you’re located in. At maximum your population will count in full in one connected region from your home region. Sea zones do not count, and will be considered a detrimental region to all unless you maintain a naval concentration. Which negates this. While negating the sea attrition to your population score will be in full as you land on the land region.

For each movement beyond your initially no detriment region allowance. so moving from say Eastern Europe to Western Europe (which has to go through Central Europe) 20% of your population will effectively not be counted in the algorithm to symbolize the difficulty of resupply of a major army abroad infrastructural issue, etc.. If your invading another continent then you suffer an automatic 35% reduction of your population involvement. Unless your an empire which straddles continents (Byzantines, Ottomans, Russia just a few examples)

Extra continental invasions which are forced to cross more than two major sea regions or are geographically separated as conventional history dictates, will suffer from major penalties.

The least percentage of population included will remain capped at 5%.

Region penalties are cumulative (i.e. add all that apply)

  • List of Region Modifiers for Attackers
    • Same Region: 0%
    • Bordering Region - Land: 0%
    • Bordering Region - Sea: -(20)%
      • Naval concentration: No penalty
    • Next Region over (add as applicable): -(20)%
    • On Same continent: No penalty
    • Other Continent:-35%
      • Multi-continental Empire: +35%
    • Stacking Penalty Limit: -95%
Example:[]
  • Naples with a naval concentration invades Southern France.
    • Naples starting region: Southern Europe
    • France Starting Region: Western Europe
    • Sea attrition (Mediterranean Sea) which is canceled out by naval concentration.
    • Southern Europe to Western Europe with a naval concentration leaves out any attrition allowing the full force of the Neapolitan population to count.
    • (note a map will be made which will discuss and work out the specifics of regions. However, before this time, mods should be relatively able to answer the questions about which region your nation resides in.

Population[]

The first thing done is an algo is that the population is found of the entire alliance for both sides—leading nation, allies and vassals.

  •  (Total Population * 0.02)/5000 = Score.
    • Only up to +100 counts Population score cap (until further notice)
    • Only +30 counts in Naval algos until further notice
      • Population of Leading nation is used.
      • If under joint coalition control the average of both populations will be used. (coalition members must be within similar size population wise otherwise delegation to a general coalition leader is needed)

Economy[]

  • Tier I - +5
  • Tier II - +7
  • Tier III - +10
  • Tier IV - +20
  • Tier V - +30

Technology[]

  • Tier I - +5
  • Tier II - +7
  • Tier III - +10
  • Tier IV - +20
  • Tier V - +30

Tiers will scale with the time period and will be subject to moderator approval as well as my own. Note that tech tiers for coalitions will be counted as a weighted average based on troops sent to war.

If an industrial state multiple your tech and eco score by 50% respectively.

Battle Stage[]

This stage may be repeated up to three times, depending on the size and scale of the war. Note that in this stage, "Attacker" does not mean the nation that declared war first, but means the nation that is in the enemy's territory, attacking enemy cities or troops.

Army/Navy Size[]

If you are having trouble with army sizes, or your suggested army size is implausible, ask any moderator for the maximum army size you can field. Army size includes all allies and vassals on the same front. Now on top of this in an era with enlarging populations, you can reconstitute your armies with roughly a 60% rebuild. Which means if your entire army is wiped out you can bring reconstitute upward of 60% of the armies strength. 

Time Adjustment: Now with the industrial era in the near future and the more in depth battles starting to come into play, the mobilization factors are potentially. No longer are your nonprofessionals delegated to garrison duty. They can be used offensively as well. However, the 60% rebuild will now be factored directly into your manpower pool. This means as long as you have manpower you can recruit soldiers for your professional army. If you start to suffer manpower shortages, peace out, turtle up, or accept your fate.

Finding Maximum Army/Navy Size[]

0.3 per 1000 men (untrained)

0.5 per 1000 men (trained Conscript) (not in effect until 1750-55)

0.7 per 1000 men (trained)

  • Army
    • Feudal Nations: 0.0075 times population
    • Democracies: 0.05 (until 1870) 1.5% Post 1870 (Peacetime)
    • Dictatorships: 0.04 (until 1870) 2.0 % post 1870 (Peacetime)
    • Absolute Feudal Monarchies: 0.01 times population
    • Absolute Monarchies: 0.024 times population (cannot be achieved until at least 1620)
    • Parliamentary Monarchies: 0.015 times population.
    • Revolutionary Republic: 0.12 times population (not achievable until the mods allow for the enlightenment to take hold enough for these)
    • Enlightenment Empire 0.10 (same as above)
    • Parliamentary English Empire 0.10 (same as above
    • (most of these are soon to be replaced with conscription laws)
    • Nomadic Hordes: 0.01 times population
    • Non-feudal Nations: 0.015 times population
    • Naval-concentrated, non-feudal nations: 0.01 times population
  • For Industrial States
    • Volunteer Army: 1.00% of population
    • Limited Conscription: 2.00%
    • Extensive Conscription: 5.00% (not available until 1850)
    • Service by Requirement: 10.000% (Not Available until 1875)
    • All Adults Serve: 15.00% (not available until 1890 or what can be considered the First World War equivalent)
    • Total Mobilization: 25.00% (not available until Great Wars are a thing)

PRO TIP: You can send your entire military strength abroad in a fight but this will incur penalties such as revolts at home of nobility, peasants, separatists. It is highly encouraged that unless you are fighting within a good marching distance of your home territory (neighboring nations in the region) the threat of revolt will be a decent possibility. The more forces you deploy, further away, the more unrest at home you will have unless you have established or left a strong policing unit. (roughly 15-25% of your nation’s armed forces would be expected to be retained within the homeland for an extended campaign abroad and will be used as the general rule of thumb. This is generally only deterrent for smaller revolts like peasants and your own nobility rather than separatists and claimants to your throne is applicable.

Professional Armies/ Modern Navies[]

As we come closer to the modern day, the innovation of professionally trained, equipped and drilled armies became commonplace in many areas on the planet. This was mostly due to the limitations of a hastily raised feudal force, the higher innovation of better firearms, and better infantry tactics as well as the inability to just massively arm and equip hundreds of thousands of troops. This means that in this era the movement to professional armies makes the raising of large hordes of troops in the tens of thousands or more extremely unattractive. 

The same can be said of navies which as they got progressively more modern, became progressively more expensive meaning naval sizes became much smaller. The bringing together of specific fleets and ships contained will allow for Naval focused powers to maintain such main fleets of battle in full which have better combat ability and training than the generally trained naval forces of other nations. The trade off however is the focusing in on a much more potent naval force means it is much smaller. fielding 1000s of ships for main line battle is no longer practical and hence naval focus will bring the numbers into much more manageable numbers. First of all, Non colonial actors with a naval focus will be allowed to field two full strength Naval fleets at any time consisting of at maximum 150 ships. The same applies for colonial actors but they will also get a small extra battle fleet which is considered a colonial fleet by all standards and is used to protect shipping, and fight battles in the far flung colonies of the world. It is expected that you will never be able to bring your entire fleet to bear in one gigantic engagement due to needs of patrol routes, other fleets engaging etc etc. The maximum fleets should be engaging each other is roughly 40-50 ships in larger battles and between 15-20 ships in smaller engagements. However engagements as few as one-to-five ships are not unheard of. If larger battles are to take place beyond the 60 ship limit mods must be notified as to the reasoning and it must be approved. No more numbers getting out of hand.

With the addition of large conscript armies I will be adding the rules regarding them. While they do not count as professional troops in the algorithm (which generally should still be used for delicate operations) conscripts do not count as high in algos as professional troops. Professional troops when included with Conscript army will be rationed out to showcase the effectiveness of Professional or Veteran/elite in the scheme of a grand battle. So if 50% of the troops are professional troops 50% of the troop score will be under Professional scores and the other 50% are under pure conscript score. Professional troops do not as easily outclass the conscripts as they do mass levies and hence mass conscription does not take the same de-buffs. With their inclusion of many of the same tactics, Conscripts will only take at max a 15% loss in battle score this means that in a Professional force vs conscripts the Professional force gains a 15% combat modifier to the battle score. Losses will also only be 15% higher as well. However limiters in casualties will be added. for every 50,000 ahead the enemy army is, the casualties are cut in half symbolizing a mass armies ability to simply overwhelm a dedicated professional force.

Professional Armies vs Unprofessional armies:

  • Curiassiers and Hussars
    • First new evolution of cavalry in the form of modern warfare.
    • Gains 10% on the previous advance. This compounds and gives a total of 60% combat bonus against nonprofessional troops
    • New Cavalry inflicts 15% more casualties on a defeated army that is tier 2 or higher.
    • Can be trained separately and attached to Unprofessional armies. This will take 25% off the malus for an unprofessional army vs a professional army. 
  • Grenadiers:
    • Newest evolution of Line infantry, extra 10% in algos vs nonprofessionals bringing the cap to 50%.
    • Gains 10% on previous Line infantry with troop efficiency.
    • Add on: Grapeshot. Armies which use and adapt grapeshot will inflict 10% more casualties on Professional troops. They will also inflict 15% higher casualties on unprofessional troops. Grapeshot can only be added to professional armies.
  • European Line Infantry:
    • Max professional force in peacetime; 60,000
    • Time to Train five years. (or two battles and upkeep - whichever comes first)
    • Max Professional force during war time 80,000. Top economic tier is required
    • Has 40% combat bonus against unprofessional troops unless commanded by GL.
    • Takes 50% less casualties against unprofessional troops (in addition to having higher troops counts bonuses for less casualties)
  • Unprofessional troops:
    • Half of max troop count in peace time
    • No training time needed
    • Full troop count in war time
    • No bonuses, suffers 30% higher casualties against professional troops
    • No combat bonus
  • Industrial Era Army
    • In This era the primacy of industrial era soldiers has begun, they will have a 200% bonus to their troop score against nations with small industry, and pre-industrial.
    • Industrial era troops are supposed to be able to wipe out nonindustrials or small industrials with relative ease as per OTL.

Additional Notes:

  • If 65% of the Professional army is wiped out, you must spend two years to train the new recruits being introduced into this army. If you don't wait, the army suffers a 10% malus in fighting a full strength professional army.
  • During war time, a second professional army standing at 60% strength of your first entire professional force can be raised (if at max)
  • Colonial forces cannot be raised to professional armies until 1765. (this is due to racist tendencies in colonial actors and not wanting to give the colonies a military on par with the mother country).


Modern Navies:

  • Ships of the Line:
  • Newest fleet doctrine. Participates in a battle line formation for maximized use of cannons.
  • allows for the logistics and ability to expand the fleet by 50 ships allowing for a fleet of 350 ships for naval focus states, and 150 ships for land focus.
  • New Tactics and better discipline leads to a 20% bonus against older fleets from the previous iteration.
  • Allows the raising of the Marines. Ostensibly forces used during boarding or amphibious operations. Marines give a 15% improvement in score in their use. The marines must however make up at least 10% of the landing force for this to take place.
  • Naval focused nations:
    • Two main modern fleets consisting of a maximum of 150 ships tops each.
    • 30% bonus against fleets raised from less modern ships or ships that are jury-rigged for combat.
    • Higher speeds and range allow for fewer ships to cover more territory.
    • Fewer ships and higher training means more effective combat.
    • 50% less casualties against outdated ships.
    • (Colonial only) 50 ship colonial fleet made for trade protection and colonial fleet maneuver.
    • If the colonial fleet is adopted reduce your peacetime/wartime army strength by 25% due to costs.
    • Can still raise outdated or lesser ships for combat duty or patrol duty while better ships fill in or you are out of ships.
  • Land Focused nations:
    • One Modern fleet consisting of 100 ships.
    • Land focused nations can't move more than three sea regions away from their core territories. (If a leased territory is controlled, one sea zone.
    • Relies heavily on re-purposed and outdated ships.
    • cannot operate to invade colonies unless they are within range of the three sea zones.
  • Land Focus colonial empires:
    • One modern fleet of 150 ships.
    • One Colonial fleet of 50 ships.
    • Relies on outmoded or re-purposed ships. Two sea zone limitation from colonies unless traveling back home.

Mercenaries[]

If you want to hire mercenaries to fight in wars, you must follow this formula. As all states hired mercenaries during this period well into the Age of Enlightenment, you have have a maximum 20% of your total military strength consisting of mercenaries. (Translation: you can multiply your troops by 1.25, but at a cost detailed below):

  • A mod will run an RNG to determine the behaviour of the mercenaries.
    • 1-3 = extremely professional fight on payment and promises of some sort of civilized loot system
    • 4-7 = Semi Professional, will cause some scale of looting damage to your own territory or whatever territory your own. Loot system is relatively disorganized and semi violent. Their unruly behavior over long period of time may anger your allies.
    • 8-10 = Unprofessional mercenaries. You have hired absolute scum, their looting system consists of burning the city, taking everything and murdering and raping the populous. Holding these troops on home soil can see national property damaged, and likewise for your allies lands. Your forces and Allied forces will tolerate these men for a minimum of five years before the mercenaries are forced to leave the army for a different region.

Location of Battle[]

To find where land battle takes place, find the closest two major cities that is occupied by both sides. If the attacking player doesn't specify a plan, assume that the two armies will meet at a point between the two major cities.

All of the land categories are rather obvious, if a player has done their research then it should be relatively obvious what to classify everything as. A river of almost any type can be used, a Mountain range must be specifically labeled as a mountain range on historic maps, and if ignored mountain passes or river crossings in a different country could prove as a circumvention to your defense.

  • Attacking- (Land Battle)
    • Near/at Strategic Fortress: -8
    • Near/at Fort: -6
    • Near a major religious site: -5
    • Near the center of government/state: -4.5
    • Near a city: -3.5
    • Near a major river or the coast with naval superiority: -3
    • Near a populated border: +2
    • Near a major river or the coast: +1
    • Near a desolate location far away from anyone: 0
    • Decisive Battle: 0
  • Attacking- (Land Battle in Hostile Mountains)
    • Near Capital: -10 (note very few nations capitals are in the mountains.)
    • Near/at City: -8
    • Near Major Fortress: -6
    • Near/at General Fort: -4.5
    • Near Religious site: -4
    • Normal attacking: -3
    • Decisive Battle: 0
  • Attacking- (Assault on a City/Fort)
    • Besieging a center of government/very well-fortified city: -8
    • Besieging a Strategic Fortress: -6
    • Besieging a Fort: -5.5
    • Besieging a major religious site: -5
    • Besieging a major city: -4
    • Far from centralized location: 0
  • Attacking- Sea
    • Near/at Capital: -10
    • Near Major Fortress: -7
    • Near a major religious site: -5
    • Near/at General Fort: -4.5
    • Near the center of government: -4.5
    • Near a city: -3.5
    • Far from any coast: 0
  • Defending- (Land Battle)
    • Near a major religious site: +7
    • Near the center of government/state: +12
    • Near major friendly fortress/Heavily Fortified city: +9
    • Near/at general fort: +4.5
    • Near a city: +4
    • Near a major river or the coast with naval superiority: +3.5
    • Near a populated border: +2
    • Near a major river or the coast: +1
    • Near a desolate location far away from anyone: 0
  • Defending- (Land Battle in Friendly Mountains)
    • Near/At Capital (if applicable): +16
    • Near Major Fortress/Major fortified city: +13
    • Standard Fort: +12
    • Near/At City: +10
    • Near Major River: +9
    • Coastal mountains: +9
    • Mountains: +7
  • Defending- (Assault on a City/Fort)
    • Besieged center of government/very well-fortified city: +12
    • Defending major Fortress: +9
    • Besieged a major religious site: +7
    • Besieged a major city: +4
  • Defending-Sea
    • Defending near landing site: +10
    • Near a major religious site: +5
    • Near the center of government: +4.5
    • Near a city: +3.5
    • Near the coast or in a major river: +1
    • Far from any coast: 0
  • Defending- Battle on a Major River)
    • Near Capital (if applicable) +10
    • Near Major Fortress: +8
    • Defended River crossing: +7 (army must have at least one turn to establish necessary fortifications)
    • Contested River Crossing: +5 (army will meet the enemy at the crossing but has no built up defenses)

Standard Protocol for most sieges, for most armies, is to outnumber the defending garrison by 3 to 1. As such, battles which assault cities and other strategic locations will follow this example. In the case of major cities and strategic forts, YOU MUST capture the city of fort to continue on into the country from that avenue. If you embark on a military campaign, a well-fortified position must be taken in a siege with the minimum 3 to 1 ratio to incur no penalty and can only be circumvented by great generals and great leaders. Conducting a siege means that the involved manpower will not be available for other combat operations unless you pull them from duty to another front, or break the siege.

  • Penalties for Breaking Protocol:
    • If you have 3 to 1 odds during a siege you will incur no penalties.
    • If you have 2 to 1 odds, you will incur an extra 10% casualties and a 15% detriment to your score.
    • If you have 1 to 1 odds or less, you will incur an extra 20% casualties and 25% detriment to your score.
    • 'Add on:' Unprofessional troops now take no Malus when defending Cities, Strategic fortresses and general forts
    • If you intend to fortify cities it must take a minimum one turn. It can also only be within marching or in the warpath of the states objectives of the enemies goal.

If you attempt to bypass a well-fortified position a 20% penalty will be added to your final battle section score due to the exposed rear or flank of your army due to the massive strategic disadvantage left by a large enemy garrison based around a well-fortified position and capable of harassing the attacking army. This is specifically true due to the increased viability of asymmetric warfare which would impart casualties, attrition and a loss of morale.

There is also an annual Marching Limit for your forces, meaning that the location of a Battle must be within the marching limit of friendly-controlled territory

  • Marching Limit Modifiers
    • Base Value: I Don't Know, like 1500 km?
    • Insert other modifiers here

Great Generals/Leaders[]

Great Leaders may maintain control/good use over all elements of a nations military this means planning for all fronts

Great Generals are only able to lead within one army/front

  • Great General or Admiral
    • Great Leader - +45 (this would be considered a great king such as Genghis, etc, Event decided extremely rare)
    • General - +25 (Delegated via Event, can reach Great Leader status if they are able to take the throne. Much more common, usually requires distinguished service in a large good war.)
    • Admiral - +20 (Delegated via Event)

Attrition (Attacking)[]

  • Winter: (determined by RNG by uninvolved mod and if not applicable mod supervised uninvolved player)
    • Heavy Winter: 85% 1-2
    • Moderate Winter: 25% 3-6
    • Light Winter: 10% 7-8
    • Low Impact Winter: 0.5% 9-10
  • Mountains
    • Contested Mountains: 50% (this means plain and simple doing a mountain crossing, no historically traveled pathways, etc)
    • Contested Mountain Pass 15%:
    • Contested River crossing: 5%

Blunder[]

RNG done by Unbiased, Uninvolved Mod

-0 to -20

Strategic Defenses[]

All nations will gain a maximum amount of four Strategic defensive areas (hinging on their population) and are used specifically to guard strategic choke points such as mountain passes, gaps in terrain, or important territories in the nation. For every three million people you will gain a strategic defense point/fort which will give a major boost to the defensiveness to a region and can effectively deter an enemy from a major offensive. They take roughly a decade to construct and prepare, and are a significant investment by the country. Their placement is roughly the same as a heavily fortified city, and in order to place these (and determine their coverage or even necessity as you can be denied if you lack the necessity) you must give a legitimate area for this fort, and give a predicted region of coverage. If they do not match up you will be denied. This will be handled by the resident algorithm moderator.

Casualties[]

  • Batte Tier 0: Both forces take 5% casualties, armies are still engaged and nobody has won a convincing victory yet.
  • Battle Tier 1: 15% of the losing force is lost. This requires both nations being within at least 25,000 troops of each other in the battlefield. In a Siege battle 10% of the losing forces will be killed, wiped unless on the second algo or a resounding defeat.
    • Victors: will incur 10% casualties in this Tier. In a Siege battle the Attacker will incur 13% casualties.
  • Battle Tier 2: 30% of the losing force will be wiped out or captured. In a Siege 25% of the defeated force will be destroyed. (not applicable in a second algo defeat or in this case a siege which equates to the necessary amount to take a strategic fort or city)
    • Victors: Will incur 6% casualties. In a Siege they will incur 15% casualties.
  • Battle Tier 3: 75% of the losing force is wiped out or captured. In a Siege the entire force is wiped out or captured.
    • Victors: Will incur 2% casualties. In a Siege 5% of the attacking force suffers casualties.
  • Battle Tier 4: Losing force ceases to exist. In a Siege the the Losing force also ceases to exist.
    • Victor: Attacking force takes minimal casualties. Siege, Attacking force takes 0.5% of casualties.

Attacker[]

If an enemy is not within the 25,000 mark on troop comparison then all these values will be halved for the attacker. If the enemy has 50,000 less than you then they are halved once again. (this applies to the attacker.) This applies in every order of magnitude (and will be subject to change when populations have expanded enough to warrant the changing of the numerical amounts)

Defender[]

If an enemy attacking you is not within the 25,000 mark all values will be halved for the Defender. At another order of 25,000 the values will be halved again. (this is subject to change following the increase in population which will change the numerical values)

Victory or Defeat[]

To achieve a victory or be subject to a defeat, a few things must happen. You must have seized or won decisive battles or sieges in the territory in question. No longer will 200% clear an enemy from the battle all together.

To win victories the enemy must be defeated in the field or beaten while besieging. Just showing up with an army will not guarantee you victory.

  • Battle Tier 1 - 200-300% - Winner has won a battle with the enemy convincingly but not decisively (normal battles). Enemy can regroup and retreat in good order. In the case of Sieges a second algo is required as 500% will be minimum for sieges of fortified cities and major forts.
  • Battle Tier 2 - 300-500% - Winner has won a decisive battle and the enemy retreats in good order but with a decent amount of casualties.
  • Battle Tier 3 - 500-900% - Winner has won a crushing decisive victory enemy forces have suffered at least 40-50% casualties and are retreating out of the region. If caught in a city when this happens the garrison is entirely wiped out or taken prisoner.
  • Ultimate Tier - 900%+ - Winner has shattered the enemy into a full scale retreat from this region and any adjoining ones. The army will attempt to retreat to the nearest fortified city to regroup 55-60% casualties are expected. In the case of a siege the entire force is wiped out with a significant surrender as well. -5 for the next algo for the loser in this situation due to the morale of such a significant loss. That -5 morale de-buff will last one year.

Use this calculator https://percentagecalculator.net/ to make your percentage calculations

Country Rankings[]

Economic Tiers[]

  • Tier 1 +3
    • Everyone not listed in the other tiers
  • Tier 2 +5
    • Chimu
    • Croatia
    • All other Player HRE states
    • Tondo
    • Majapahit
  • Tier 3 +10
    • Ottomans
    • Hungary
    • Poland
    • Russia
    • Brandenburg
    • Austria
    • Norway
    • Papal States
    • Khmer
    • Oman
    • Venice
    • Benin
  • Tier 4 +15
    • Persia
    • Japan
    • Milan
    • Delhi
    • Sicily
    • Denmark
    • Sweden
    • Portugal
    • Bahmanid
    • England
    • Bengal
    • Swahili
  • Tier 5 (best) +25
    • Korea–China
    • Iberia
    • France
    • Burgundy
    • Bulgaria
    • Caliphate

Tech Tiers[]

  • Tier 1 +3
    • (this is for tribes and non metalworking societies)
  • Tier 2 +5
    • Mzerka and Wiyot
    • Chimu
    • Mexica triple alliance
    • All Higher Native Civilizations, baring the Chimu, haven’t worked too much on metallurgy so I’m not sure if they would make the cut.
  • Tier 3 +10
    • Hungary
    • Bahamanid
    • Denmark
    • Sweden
    • Norway
    • Croatia
    • Ottomans
    • Benin
  • Tier 4 +20
    • Austria
    • Milan
    • Two Sicilies
    • Gurkani
    • The Caliphate
    • Portugal
    • Poland
    • Delhi Raj
    • Russia
    • Venice
    • Swahili
  • Tier 5 (best) +30
    • Korea–China
    • Burgundy
    • France
    • Iberia
    • Belka
    • England
    • Prussia
    • Poland
    • England

Discussion[]

Hey, the Salish have a centralized government, and increasing Aztlán influence, and I think they have reached tech tier 3. Thoughts?

--Falconis

Footnotes[]

Advertisement