Alternative History
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War

  • You may declare a war on any country on your turn.
  • You may have any NPC declare war on you as long as it is plausible.
  • Use the appropriate algorithms for all attacks.
  • Each enemy encounter is a single battle.
  • Keep in mind that it may take several battles to crush your enemies.
  • Upon entering enemy territory remember that after pushing back enemy forces, you must allot time to occupation. Keep in mind how big an area might be, and how many soldiers you have to enter the countryside. Also keep in mind where they are getting their supplies. If a clear stockpile or route for supplies isn’t available, your forces may have to pillage the local villages or face death from attrition. Once an area is occupied, you do not own it. It is still the defender’s land, but you are currently controlling it. Annexation of enemy’s land is later agreed upon in the peace treaty.
  • This algorithm must be used for any war/battle/conflict involving a player. This includes player-versus-player wars and player-versus-NPC wars. Moderators will post these algorithms. These algorithms are final. Disregarding the outcome of the algorithm will result in a long ban!
  • All nations are encourage to think tactically and develop actual plans for invasions/battles. By publishing a description of your actions (or making a page documenting your pre-battle maneuvers) you will be more likely to succeed.

Declaration

Use the following algorithm to determine if your stability drops when declaring war. Add up the number at the end, and that is how many points you lose (negative does nothing). Note if you fail to reach one of your objectives then your stability drops by two. 

The casus belli "faked terrorist attack" includes any events that you created in your turn. Faked terrorist attacks must be used cautiously. Every time they are used there is a small chance that the public will uncover the true, which can have negative consequences.

Casus Belli

  • Unjustly attacked (-5)
  • Terrorist attack (-3)
  • Attacked ally (-2)
  • Faked Terrorist Attack (-1)
  • Political blunder (-1)
  • None (+3)

Casus belli is not needed for tribes or City-State engagements unless said Tribe/City-State is a vassal to a larger more powerful nation.

Objective

Acquire Core Wish to annex a province/state that is our rightful land. (-2)

Annex Territory Wish to annex a province/state. (+3)

Add to Sphere We wish to forcefully establish this state under our sphere of influence, establishing a puppet state. (+2) Assert Hegemony Forcefully take back state(s) that are culturally similar to ours from another great power's sphere of influence. (+1) Civil War Take back land that has been claimed by rebels. (0)

Conquest We wish to forcefully annex this smaller state. (+4)

Containment We believe this state is becoming too powerful and must be contained. (+1)

If in a coalition of three or more nations: (0) Cut Down to Size We wish to partially remove this nation's military so they are no longer a threat. (+2)

Demand Concession We demand this state cede one of their colonies to us.

(+3)

Establish Protectorate We wish to establish this state as a protectorate.

(+2) Free People We wish to liberate provinces that have been wrongfully occupied or annexed, and give them back to their rightful owners.

(-1) Humiliate We wish to lower this nation's prestige and political standing.


(+3) Release Puppet We demand that this state release other nations that they have forced into becoming a puppet.

(+1) Restore Order Used to annex a nation that is comprised completely of our core states. We believe every one of its provinces belong to us.

(0) War of Unification We are annexing states that are culturally part of a greater nation.

(0) No Objective We don't even know why we're here, we're just mad.

(+4) Modifiers Pacifist government: (+2) Religious motive: (-2) Breaking treaty: (+3) Frequent Enemy: (-1)

Total Add up your score from all of the declarations and objectives. If your number is positive, subtract that number from your stability. If it is zero, or negative, nothing happens.

When declaring war it is encouraged to write your declaration on the talk page, so you can specify your objectives.

Algorithm

Location

Location goes by nearest able territory

  • at the location of the war: +25
  • next to the location of the war: +20
  • close to the location of the war: +15
  • far from location of the war: +10
  • other side of the world: +5
  • Antarctica: 0

Tactical Advantage

Defender:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Tribal Ambush/Unconventional Warfare (Only works for tribes against higher tiered civilizations): 4
  • Basic earthworks, makeshift defenses, ruins, rivers: 3
  • Fortifications, Dug in defenses: 4
  • High-security fortress, City walls: 5
  • Multi-Layered/Leveled City Walls: 7

Attacker:

  • No defenses, open field, etc: 1
  • High ground/ambush: 2
  • Tribal Ambush/Unconventional Warfare (Only works for tribes against higher tiered civilizations): 4
  • Seige Equipment: 5 (takes two turns to build outside of a city. the only exception is Catapults)

A country receives high ground/ambush if: 1) The battle location, or area where the army in question is located has a high topographic prominence, meaning it is surrounded by areas of significantly lower elevation. Even plateaus count, but it must be so that the enemy has to climb the mountain to capture the location. 2) The defenders are meeting a force invading from the coast. This means in all invasions involving crossing water in boats/ships and meeting an enemy immediately at the beach starts at this level.


Nations Per Side on the War

  • M for military aid (+3), S for supplies (+2), V for vassalization or subordination (-1) and then W for withdrawal (-1). So a list of belligerents read like China (L), Zhuang Warlords (MVW), Japan (M), Korea (MW), Hawaiian rebels (MV), Mali (SW), creating a score of 13.

Expansion:

  • Expansion by location: -1 for every area occupied over the past 15 years. (ie. if Carthage is attacking both Roman Italy and Western Egypt they receive a -2, as they are attacking TWO fronts and thus are using more supply lines. This still applies to occupied areas that are connected to another).
  • War-Weariness: -1 for every turn you are at war for the past 15 (This means even if you fighting two battles in one turn you only get -1 for that turn in the algo - however, attacking two places would result in a -2 in Expansion by location). 

Military Development

  • Country has developed military: +2 for each turn dedicated to military or military technology in the last 20 years gets you the basic military development score.
  • The military development scores for both sides will be completed, then the larger side will be divided by the smaller one. The result, rounded to the nearest whole number, will be the number of points the higher scoring side gets on the algorithm. The lower scoring side gets none.

Economic

  • Country has developed economy: +2 for each turn dedicated improving the economy in the last 20 years.
  • Bonuses like larger economies also are brought into account.

Motive:

  • motive is life or death (country's sovereign existence is threatened): 10
  • motive is religious: 7
  • motive is social or moral: 6
  • motive is political: 5
  • motive is economic: 3

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

Economic Bonus:


  • Much larger Economy: +10
  • Larger Economy: +5
  • Equally matched economy: +2 (to both nations)
  • Smaller Economy: -2
  • Receding Economy: -3
  • In Golden economic age: +3
  • Larger Trade/Colonial Empire: +5
  • These bonusus are added to the Economic development category

Modifier

  • Single Nations:
  • Non-democratic Government supported by people: + 4
  • Democratic government supported by people: + 5
  • Government not supported by people: - 8
  • WAR not supported by people (democratic) : - 3
  • WAR not supported by people (non-democratic): - 2
  • Troop Morale high (requires stability over 15, chance over 4, and stronger development scores in at least one category): + 5
  • Troop Morale low (any of the above: chance below 1, lower development scores in all categories, recent war penalty over 8): - 5
  • Fighting Guerrilla War: -5 attacker, + 1 defender

Nation Tiers:

Depending on the Nation Tier or obvious exceptions such as a tribal nation trading with a Iron age nation (hence, acquiring the weapons) points will be given. 

1 tier above = +5

2 Tiers = +10

etc, etc, etc. 

However, if a tribal nation is trading with iron age nations this may in fact be nullified if the nation has acquired these weapons/arms through trade, raiding or the like.

Chance

0 to 9 points will be awarded to each person based on chance. The chance will be decided by a Random Number Generator of 1-10.

Stability

  • Your current stability divided by two.

Participation

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

Number of Troops

  • Friendly soldiers/Enemy soldiers.

Naval Battle Algorithm

Location

Location goes by nearest friendly port.

  • at the location of the war: +25
  • next to the location of the war: +20
  • close to the location of the war: +15
  • far from location of the war: +10
  • other side of the world: +5
  • Antarctica: 0

Tactical Advantage

Defender:

  • Open Water: 1
  • Expecting attack: 2

Attacker:

  • Open Water: 1
  • Ambush: 2

Nations Per Side on the War

  • M for military aid (+3), S for supplies (+2), V for vassalization or subordination (-1) and then W for withdrawal (-1). So a list of belligerents read like China (L), Zhuang Warlords (MVW), Japan (M), Korea (MW), Hawaiian rebels (MV), Mali (SW), creating a score of 13

Military Development:

  • Your naval score * 10
  • If you are defending, and you are near a port, your economic score is * 4.

Expansion:

  • Expansion by location: -1 for every area occupied over the past 15 years. (ie. if Carthage is attacking both Romian Italy and Western Egypt they receive a -2, as they are attacking TWO fronts and thus are using more supply lines. This still applies to occupied areas that are connected to another).
  • War-Weariness:
    • One turn at sea: -2
    • Two turns at sea: -3
    • Three turns at sea: -4
    • All War-Weariness can be negated by stationing your navy in a friendly port for one full turn.
    • If you station them at a port for part of a turn, and then send them out again, it is +1 on your current war- weariness.

Motive:

  • motive is life or death (country's sovereign existence is threatened): 10
  • motive is religious: 7
  • motive is social or moral: 6
  • motive is political: 5
  • motive is economic: 3

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

Nation Tiers:

Depending on the Nation Tier or obvious exceptions such a tribal nation trading with a Iron age nation (hence acquiring the weapons) points will be given. 

1 tier above = +5

2 Tiers = +10

etc, etc, etc. 

If a tribal nation is, however, trading with a naval power this may in fact be nullified if the nation has acquired these ships through trade, gifts, raiding, etc.

Chance

0 to 9 points will be awarded to each person based on chance. The Chance will be decided by a Random Number Generator of 1-10.

Weather

0 to 10 points as decided by a Random Number Generator and posted on by a mod with chance. It affects the attacker if the defender is not expecting and prepared for an attack.

1-4 = Clear Weather = 0 for attacker/unprepared defender, +1 for prepared attacker/prepared defender.

5-6 = Choppy Waters = -1 for attacker/unprepared defender, 0 for prepared attacker/prepared defender.

7-9 = Small Storm = -2 for attacker/unprepared defender, -1 for prepared attacker/unprepared defender.

10 = Large Storm = -3 for attacker/unprepared defender, -2 for prepared attacker/prepared defender.

Stability

  • Your current stability divided by two

Participation

All nations get a +10 on this

Number of ships

  • Friendly ships/Enemy ships


Tiers 

Post-Neolithic Hunter-Gather Nomadic Hunter-Gatherer
Stone Age Unorganized Settled Tribe Unorganized Nomads
Bronze Age Organized Tribe Nomads Theocratic Tribes
Early Iron Age Tribal Chiefdom Tribal Confederation Centralized Nomads Theocratic Chiefdom Early Empire
Iron Age Early City-State Early Kingdom Early Republic Early Khanate Theocratic Kingdom Empire
Late Iron Age City-State Kingdom Republic Early Khanate Theocratic Kingdom Empire
Mid-Classical Leagic City-States Centralized Kingdom Centralized Republic Khanate Theocratic Kingdom Empire

Bonuses

Mil Score Econ Score Bonus Misc.
Hunter-Gatherer -5 -5 N/A Uncentralized, No written language, nothing but huts
Nomadic Hunter-Gatherer -4 -5 N/A Uncentralized, mobile, few huts, no written language
Unorganized Settled Tribe -4 -4 N/A Small religious buildings, unorganized, republic-esque
Unorganized Nomads -3 -4 N/A unorganized, mobile, few homes, no written language
Organized Tribe -3 -3 N/A Villages, organized, written language
Nomads -2 -3 N/A Few villages, mobile, lower tech
Theocratic Tribes -2 -3 Religious Calling: +1 Unwavering support from the people, written language
Tribal Chiefdom 0 0 Chief Mandate: +3 moderately centralized, little power of chief, organized force
Tribal Confederation 0 1 United Peoples: +2 barely centralized, more equal than others republic, more population, less organized forces
Centralized Nomads 1 0 Mobile: +2 lower tech, villages, nomadic head, organized forces, mobile
Theocratic Chiefdom 0 0 Religious Calling: +1 Unwavering support from the people
Early Empire 2 2 Imperial Ambitions: +1 more organized forces, centralized leader, more support in war from people
Early City-State 1 1 Close-Knit: +1 most stable, economic advantage, lower population, organized, but little forces
Early Kingdom 2 1 1/3rds King: +1 moderately centralized leader, organized forces, one people
Early Republic 1 2 Will of Some People: +1 more than one main culture, organized but different forces, more population, 
Theocratic Kingdom 1 1 Religious Calling: +2 Unwavering support from the people, centralized head
Empire 3 3 Imperial Ambitions: +3 Centralized leader, strong culture, more support in war, most organized forces, can bring much of population to war
City-State 2 2 Close-Knit: +2 most stable, economic advantage, lower population, organized, but little forces
Kingdom 3 2 2/3's King: +2 more centralized, organized forces, central leader
Republic 2 3 Will of More People: +2 wealthy in power, more population, many cultures
Early Khanate 2 1 Mobile: +3 mobile, central leader, lower tech, 
Leagic City-State 3 3 Several Close-Knit: +4 most stable, economic advantage, lower population, organized, but less
Centralized Kingdom 4 3 Full King: +3 Central authority, ease of political advancement, more organized forces
Centralized Republic 3 4 Focused Will: +3 Will of the people, many cultures, stable, more population

Stability

Ways to Increase:

  • Time Without War: Going 30 turns without a war will give you 1.5 stability, and is cumulative, so that by going 60 turns without war, you get 3 stability.
  • Victory In War: Winning a war automatically gives 1 stability to the winner, and the margin of victory will be used to determine if more stability should be given, i.e, winning a war by 15% will give 1 stability extra along with the 1 already given, and winning by 30% will give 2 stability, so on and so forth.
  • Excessive Economic Growth: Mod determined based upon player turns, but is an automatic five point bonus to stability that will remain so long as the players nation does not go economically recessive.
  • Lost a War: If you have lost a war, by say, 60%, and you are 6 stability in the hole ... That stability can be given back after a mod determined amount of time, dependent on conditions of the losing side, and player effort to reverse the effects of losing a war (Economic troubles, etc.). Please, don't wait for mods to determine it themselves, ASK them.

Ways to Decrease:

  • Loss in War: Losing in a war automatically takes away 1.5 stability, and the margin of victory will be used to determine if more stability should be taken away, i.e, losing a war by 15% will take away 1.5 stability along with the 1.5 already taken, and losing by 30% will take away 3 stability, so on and so forth.
  • Population Boom: Having a population boom is great and all, but, it also means that there are more mouths for the economy to feed, more people to keep track of, possible more outlaws, and generally, more people to mess things up, so, having a population boom will take away anywhere from 0.25 stability to 0.5 stability, but will contribute to the economic, military, and overall growth of a nation with more people.
  • Civil Unrest: There are several stages to civil unrest.
    • Minor Dissention/Whispers in the streets: -1
    • Hidden Dissention/Hidden Meetings: -2
    • Open Dissention/Public Meetings: -4
    • Demonstrations: -5
    • Minor Riots: -6
    • Major Riots: -8
    • Pre-Civil War: -10
  • Mass Desertion: Should you not pay your soldiers a fair wage, make them march and war for far too long, or subject them to defeat after humiliating defeat, they will desert en masse, leading to a -5 drop in stability, as well as a drop in feasible troop numbers.
  • Economic Recession: There are several stages to economic recession:
    • Drop to Normal Economy from a boom: -5
    • From Normal Economy to recessive: -2
    • Recessive: -2 (As previously stated)
    • Scarce Luxuries: -3
    • Scarce Normalities: -4
    • Scarce Needs: -5
    • Famine: Lower-Tiered, IE, two or more tiers lower than the highest current tier.
      • Lower-tiered nation in a famine: -5
        • If it continues, it will lead to civil unrest.
      • Higher-Tiered Nation in a famine: -3
        • If it continues, it will lead to civil unrest.


Base Stability

Base Stability increases as tiers go up, starting at 10 for Post-Neolithic and increasing by ten as tiers increase.

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