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Algorithms are used to decide wars. To propose an algorithm, use this pages talk page. If your algo is not here and you want it here, post it on the talk page. If your algo is here and you don't want it here, post it on the talk page. Rules for proposals are also going on the talk page.

OG Almost 2 AlgoEdit

Incomplete with out a scores page. Designed by Dax

LocationEdit

Location goes by the location of the nearest large concentration of troops.

  • Defending nation: at heartland: +10
  • On the border +8
  • A city close to the border +6
  • Far from the border +4
  • Opposite side of nation +0
  • No former presence +0 (you have to have troops in the location before the attack)

You can only have one; it will be of the Leader nation closest to the area.

PowerEdit

Aerial assault is tangent with location. For the attacker, your aerial power must be close enough to the location of attack, with your land nearby for the planes to return to.

Naval assault is only applicable when attacking a coast.

Land assault is also tangent with location. No requirements for land assault other than being somewhat near to the border.

  • Large aerial assault capability +6
  • Large naval assault capability +6
  • Large land assault capability +6
  • Medium aerial assault capability +6 (if enemy has no aerial power) +4 (if the enemy has aerial power)
  • Medium naval assault capability +6 (if the enemy has no naval power) +4 (if the enemy has their navy stationed in or around the location)
  • Medium land capability +6 (if three or more times larger than enemy) +4 (if less than three times larger than enemy)
  • Small aerial/naval/land capability: +2

Land, aerial, and naval is compounded. If you have large naval, medium air, and medium land, your score is 9 or 7. You cannot have medium aerial and large aerial at the same time.

Power is averaged in a coalition war.

Ahem: from now on, Power will work as a MULTIPLIER to development. You can increase your power, too, through development.

National ModifiersEdit

Industrial Strength

  • 1: +10
  • 2: +9
  • ...
  • 10: +1

Economic Modifiers

  • 1: +5
  • 2: +4
  • ...
  • 10: -5

Stability Modifiers

  • 1: +5
  • 2: +4
  • ...
  • 5: 0
  • 6: -2
  • ...
  • 10: -10

Infrastructure

  • 1: +5 to attack
  • 2: +4 to attack
  • ...
  • 5: 0
  • 6: +1 to defense
  • 10: +5 to defense

Scores will be changed over time.

Nuclear WeaponsEdit

  • +14 if major city is destroyed
  • +14 for first nuclear attack
  • +12 if minor city is destroyed
  • +10 for retaliatory attack
  • +20 for the first nuclear attack ever (can only be used for the first use of a nuclear weapon)

ChanceEdit

  • The last digit of each editor's edit count. In case of PC-NPC war, NPC automatically gets 5.

MotiveEdit

  • Economic (Gains land, resorce, etc): +4
  • Defending territory not owned by nation more than 20 years: +6
  • Defending territory not part of heartland but held for more than 20 years: + 8
  • Taking territory of similar culture but not part of nation: + 8
  • Aiding an Ally: + 10
  • Pre-emptive Strike: +10
  • Reconquest of core region: + 12
  • Unification: +15
  • Defending Heartland from attack that will not cripple/ destroy nation: + 12
  • Aiding Social/Moral Kinsmen who are being oppressed: + 12
  • Attacking to enforce politcal hegemony: +14
  • Defending Core/heartland from possibly fatal attack + 16
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 16
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 18
  • Defending from attack that will wipe out nation and culture: + 20
  • Modifiers:
  • Non-democratic Government supported by people: + 6
  • Democratic government supported by people: + 8
  • Government not supported by people: -10
  • Troop Morale high (requires motive over 5, chance over 6, and stronger development scores in at least one category): + 10
  • Troop Morale low (any of the above: chance below 1, lower development scores in all categories, recent war penalty over 8): -10
  • Fighting Guerrilla War: -10 attacker, + 2 defender
  • Implausibility: -4 per implausibility
  • Undergoing revolt: -14
  • Warning: Negative motive scores are possible!!
  • Lead nation's motive, not average.

​PopulationEdit

  • Greater than 100 million +40
  • Greater than 50 million +30
  • Greater than 30 million +20
  • Less than 30 million +10
  • Larger than opponents: + 4
  • 2x size of opponent's: + 10
  • 5x size of opponent's: + 20
  • 10x: +30
  • Every further order of Magnitude (eg 20x, 30x): +40
  • ONLY of the leading nations

LandscapeEdit

  • Knowledge of landscape: +10 for in one's homeland, +5 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar) -6.
  • Urban warfare: Attacker -2, Defender +2
  • Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.
  • Storming in to a desert, high mountains, polar or jungle the, attacker -3 and + defender gains 4.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6

AlliesEdit

  • Leader Nations: +20 each participating
  • Military aid: + 10 each participating
  • Supplies: + 6 each participating
  • Cultural Support: +4 each participating
  • Vassal: -4 each participating
  • Withdrawal: - 4 each nation which was participating and then left
  • ex: China (L) Vietnam (M) France (S) Britain (C) Japan (MV) Korea (SV) = 10 + 5 + 3 + 2 + 3 + 1 = 24
  • Please note that Vassals CANNOT give Cultural aid

Recent WarsEdit

  • Each war in the past 15 years where nation was a...
  • Leader: -8
  • Military aider: -4
  • Supplier: -2

Almost 2 AlgoEdit

The one most people refer to as the Almost 2 algo. Desinged by Edge

Location:Edit

  • Defending Nation: +10
  • On Border: +8
  • City near border +6
  • No former presence, core of army away from battle: +0

PowerEdit

Land is always applicable, Navy is only applicable when an attack on the coast is made. Air attacks must be plausible, if you have no air bases in the region you can't use it.

  • Large aerial assault capability +3.5
  • Large naval assault capability + 3.5
  • Large land assault capability +3.5
  • Medium aerial assault capability +3 (if enemy has no aerial power) +2 (if the enemy has aerial power)
  • Medium naval assault capability +3 (if the enemy has no naval power) +2 (if the enemy has their navy stationed in or around the location)
  • Medium land capability +3 (if three or more times larger than enemy) +2 (if less than three times larger than enemy)
  • Small aerial/naval/land capability: +1
  • Land, aerial, and naval is compounded. If you have large naval, medium air, and medium land, your score is 9 or 7. You cannot have medium aerial and large aerial at the same time.
  • Power is averaged in a coalition war.
  • Power is a multiplier for development.

TiersEdit

Tier 1Edit

  • No More than 5 tier one nations at once, also this is Out of character knowledge, I don't want to see tiers mentioned in game.

Tier 2Edit

  • No more than 7 tier two nations at once

Tier 3Edit

Tier 4Edit

TierlessEdit

Any nation not listed above has no tier. 

Points:

  • Tier 1 nations get plus 20
  • Tier2:+15
  • Tier 3:+10
  • Tier 4:+5
  • 1 tier above enemy:+2
  • 2 Tiers above enemy:+4
  • 3 Tiers above enemy:+6
  • 4 Tiers above enemy:+8
  • Tier 1 invading a tier-less nation: +10
  • These are subject to change over time, though there are restrictions on movement. To push a nation out of a tier (IE you want to enter tier 1 or 2 but they are full) you need to have a larger economy and be all around better than them.

Power Caps:

Each Tier has caps on its power:

  • Tier 1:No Cap
  • Tier 2:8.5
  • Tier 3: 6
  • Tier 4:4
  • Tierless:3

WMDSEdit

Will be added when they become relevant.

MotiveEdit

  • Economic (Gains land, resource, etc): +4
  • Defending territory not owned by nation more than 20 years: +6
  • Defending territory not part of heartland but held for more than 20 years: + 8
  • Taking territory of similar culture but not part of nation: + 8
  • Aiding an Ally: + 10
  • Pre-emptive Strike: +10
  • Reconquest of core region: + 12
  • Unification: +15
  • Defending Heartland from attack that will not cripple/ destroy nation: + 12
  • Aiding Social/Moral Kinsmen who are being oppressed: + 12
  • Attacking to enforce political hegemony: +14
  • Defending Core/heartland from possibly fatal attack + 16
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 16
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 18
  • Defending from attack that will wipe out nation and culture: + 20
  • Counter attack:+5
  • Modifiers:
  • Non-democratic Government supported by people: + 4
  • Democratic government supported by people: + 5
  • Government not supported by people: -5
  • Troop Morale high (requires motive over 10, chance over 6, and stronger development scores in at least one category): + 10
  • Troop Morale low (any of the above:  lower development scores in all categories, recent war penalty over 16): -10
  • Fighting Guerrilla War: -10 attacker, + 2 defender
  • Implausibility: -4 per implausibility
  • Undergoing revolt: -14
  • No Government:-25
  • Warning: Negative motive scores are possible!!
  • Lead nation's motive, not average.

PopulationEdit

  • Greater than 100 million +30
  • Greater than 50 million +15
  • Greater than 30 million +5
  • Less than 30 million + 2
  • Larger than opponents: + 4
  • 2x size of opponent's: + 5
  • 5x size of opponent's: + 10
  • 10x: +20
  • Every further order of Magnitude (eg 20x, 30x): +30
  • ONLY of the leading nations

LandscapeEdit

Knowledge of landscape: +10 for in one's homeland, +5 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar) -6.

  • Urban warfare: Attacker -2, Defender +2
  • Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.
  • Storming in to a desert, high mountains, or jungle the, attacker -3 and + defender gains 4.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6

AlliesEdit

  • Leader Nations: +10 each participating
  • Military aid: + 5 each participating
  • Supplies: + 4 each participating
  • Cultural Support: +2 each participating
  • Vassal: -2 each participating
  • Vassal is an L:-5
  • Withdrawal: - 2 each nation which was participating and then left
  • ex: China (L) Vietnam (M) France (S) Britain (C) Japan (MV) Korea (SV) = 10 + 5 + 3 + 2 + 3 + 1 = 24
  • Please note that Vassals CANNOT give Cultural aid

Recent WarsEdit

Each war in the past 15 years where nation was a...

  • Leader: -8
  • Military aider: -4
  • Supplier: -2

Military, Economic and Infrastructural developmentEdit

Military, economy, and Infrastructure can be developed as the game progresses. Each turn you may develop 2 of the categories. Infrastructure applies only to defenders and is not multipled by power.  Development points last 20 turns each.


NPC development is a bit confusing. NPCs develop in this order: Infrastructure-Milititary and Infrastructure-Economy, Giving them 10 points in Military adn economy and 20 points in Infrastrucutre. 

Treaty BreakingEdit

Attacker breaks non-aggression pact/treaty: -5

Attacker breaks alliance: -10

Multiple FrontsEdit

  • -20 for fighting on 2 fronts
  • -15 for every front after

Alt 92 AlgoEdit

Used in both versions of the game. Designed by Dax.

National ModifiersEdit

  • State of Economy: +10 (Flourishing), +7.5 (good to Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or collapsing)
  • Many or major defenses and fortified places: Defender + 10
  • Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.
  • Each nation fall into a power category, +1 for each category. If your a failed state 0. If you're a super power +5
  • Side with greater population: +3
  • Side with greater industry: +3
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battlefatigue until you make peace for at least 2 turns.
  • Regional tactical Advantage: +5 defender/-3 attacker (for example crossing the Kalahari desert)

Landscape ModifiersEdit

  • Knowledge of landscape: +20 for in one's homeland, +10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar) -11.
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker -2, Defender +2
  • Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.
  • Storming in to a desert, high mountains, polar or jungle the, attacker - 3 and + defender gains 4.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to
  • logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6

Military ModifiersEdit

  • If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alke were invented), 1,000 bombers, 10 attack submarines and/or 10 men-o-war, Ironclads, dreadnuughts, battleships or aircraft carriers (depends on historic time) in the war then they get +1 for land, sea and/or air. Remember to say how many you deploy or it will be guessed or ignored by a mod. Modern large war ships also take time to build.
  • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the loser from that battle is -5 to his opponent in this battle.
  • Nuclear war gives the atomic user +10 and defender -10 for strategic arms, or +5 and -5 for tactical arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total.
  • Chemical weapons give the attacker +2 and the defender -1.

Political ModifiersEdit

  • Every nation militarily helping with their side= +2
  • Every nation offering supplies to their side= +1
  • Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1
  • Religious motives= +6.5 to the attacker and - 0.5 to the defender.
  • Political and moral motives=  + 6 to the attacker.
  • Ethnic and cultural war motives = + 4 to the attacker.
  • Economic war motives = + 2 to the attacker.
  • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory.
  • Strength: # of troops divided by a factor of 20,000 (IE, 1,000,000 = 50 points)

Power CategoriesEdit

  • America: +25

Global Power(s) +20

  • China
  • UK
  • France

4:Secondary Power(s) +15

  • Brazil
  • Russia
  • India
  • Japan
  • Germany
  • Saudi Arabia

3:Regional Powers: +10

  • Canada
  • Australia
  • New Zealand
  • Yugoslavia
  • Turkey
  • Argentina
  • Chile
  • Netherlands
  • Israel

2:Minor Powers +5 to alg

  • North Korea
  • Iraq
  • Thailand
  • Morocco
  • South Africa
  • Peru
  • Ecuador
  • Venezuela
  • Oman
  • UAE
  • Qatar
  • South Korea
  • Italy
  • Kazakhstan
  • Papuan Republic

1:Everyone else

  • Add the totals up and find the biggest total. The biggest wins.

Do this for every turn your warring in.

Alternate EuropeEdit

Designed by Darius

Casus BelliEdit

(Only counts for the first attack.)

  • None -5 to attacker (ur lazy)
  • Fake/staged event -4 to attacker (at least you did something to justify the war)
  • Provoked -3 to attacker (people don't care who started first, they don't like war)
  • Defending country honor -2 to attacker (f*ck the honor, people will die)
  • Helping allies -1 to attacker (population: -y don't ya help'em with supplies instead of sending us to die?)
  • Political casus belli 0 (so that island is your? How'dya like my spear in yo head)
  • Reuniting lands and similar cultures +1 to attacker (hey, bro, wanna join?)
  • Defending your people +2 to attacker (did you just killed a bunch of my people? Come here mothe....)

MotivesEdit

(Only one can be selected, "fake motives" is applied for certain reasons)

  • Life or Death of country +5 to defender (fear of losing all territory makes your men fight harder)
  • Independence +3 to defender (Nations don't usually want to lose freedom or live in vassal/puppet state)
  • Religion +3 to attacker (Crusade, Jihad and stuff)
  • Political +2 to attacker (To strengthen positions in some territories, to get influence there and etc.)
  • Social or moral +2 to attacker (Other culture is making human sacrifices, and you don't like that, so you go and kill'em)
  • Economical +1 to attacker (You want iron or gold, dontchya?)
  • Expansion and influence gaining 0 to attacker (Triggers "Independence", but if you just want land or influence choose this to avoid bigger penalty for fake motives)
  • Fake motives -5 to attacker.
    1. If you fight Carthage for Sicily, you must conquer Sicily, not some distant region. Of course you can keep small portion of other conquered lands, but not too much.
    2. If you go to war because of religion, you must mention that you destroy temples, forbid praying to some gods and etc.

Landscape and fortificationEdit

  • Landscape
  • Plains: 0.5 to defender*
  • (Arctic/Hot) Desert: 1 to defender (yes it is hard landscape but not only for attacker, also no resources for making field defenses)
  • Forests/swamps/hills: +2 to defender*
  • Landing on beach: +3 to defender*
  • Island: +3.5 to defender*
  • Mountain: +4 to defender*
  • Mountainous island: +5 to defender*
[*value is doubled if there is no fortification and defending army had one turn to prepare. Applied only to landscapes marked with asterisks]

Fortifications


  • Fortress:+7 to defender (+landscape factor)To fortify something, you need to have Economy and Military at 5 or higher and it takes two turns.</span>
  • Great Walls: +15 to defender (+landscape factor)
    • To build a wall you need to have Economy at 7 or higher. You can build particular amount of pixels every three turns (this also depends on your economy (max= economical power*5)) If you leave your walls with no soldiers they can be easily taken by enemy and used against you. Also, if wall is not too long, enemy (or you) can choose to bypass it, that will take one turn.

[Both, Forts and Walls will be marked on the political map.]

Battlefield and army factorEdit

It is very important for your troops to be on terra firma when they are fighting. So choose the battlefield wisely.

  • Homeland +3 to defender.
  • Allied/vassal state +2 to defender.
  • Neighbour state +1 to defender.
  • Neutral lands 0.
  • Enemy allied state -1 to attacker.
  • Enemy homeland -2 to attacker.
  • Terra incognita -3 to attacker.

Superior tactics and rested army with high morale is also a important thing if you want to defeat your enemy.

  • Face to face fight +1 to the superior army.
  • Enough of that c**p! -3 to army that has been fighting for 3 turns in a row.
  • Bad memories -3 to army that lost last turn (All the crazy stuff they did last turn, those would not be the best memories.(flop joke again))
  • If you fight on two or more fronts, your armies will be split equally on all of them, unless you mention how many you send to fight on each.
  • If you leave a front unguarded (no soldiers), no matter what bonuses you have, they don't count and enemy takes the amount of land equal to his expansion limit.
  • Army score army size divided by 1000.

Economy and MilitaryEdit

  • Economical categories:
  1. Imploded.
  2. Collapsing/Recovering/Growing
  3. Struggling
  4. Weak
  5. Fragile
  6. Developing
  7. Reasonable
  8. Fair
  9. Good
  10. Strong
  11. Stronk
  12. Thriving
  13. Powerhouse
  14. All-Consuming
  15. Frightening
  • Military categories:
  1. Non existent
  2. Local Garrison
  3. Defensive Power
  4. Insignificant Power
  5. Local Power
  6. Moderate Power
  7. Regional Power
  8. Great Power
  9. Continental Power
  10. ​World Superpower
  • defender gets both bonuses, attacker only gets bonus for military category.
  • military category is always lower than economical category. (because you can't feed everyone for five bucks)

FortuneEdit

There are always some factors that cannot be defined properly but really influence the battle, for example half of your army ate bad berries and right when the battle starts they get really sick or something like that, to represent that small chance of luck for one or another army there is Random Org, the system is kinda complicated but eh, sometimes Tyche has really incredible things to offer.

So the idea is like this.

Step 1: Two RNG's are made from 1 to 101, one for each fighting side. This determines a small chance of Epic WIN/FAIL. 1 represents win, 101 represents fail and other 99 numbers show that no miracle happened that day.

Step 1.1: If somehow someone was so unlucky to get 101, another RNG is made from 50 to 100, number that you get, divided by 100, represents multiplier for the final score of that side

Step 1.2: If somehow someone was so lucky to get 1, another RNG is made from 100 to 150, number that you get, divided by 100, represents multiplier for the final score of that side

Step 2: If no epicness was in that battle, two other RNG's are made from 95 to 105, number that you get for each side, divided by 100, represents multiplier for the final score of that side

(As I said it is pretty complex but in case I will be using it Google Spreadsheets, their functions and some XML will help me for sure.)

ResultEdit

Count the scores for both sides.

Multiply the scores by Fortune coeficient.

Find winning coeficient (losing score/winning score)

Take portion* of losing army. (represents losing side casualties)

That number depends on what role do you play in battle:
  • Defender wins (if any of the sides is defending) - 50% of losing army total and 0 battle role multip.
  • Attacker wins (if any of the sides is defending) - 75% of losing army total and 0.5 battle role multip.
  • Face to face battle (no defence bonuses) - 100% of losing army total and 1 battle role multip.

Multiply losing army casualties by winning c-eficient (casualties*coef.), this represents winning side casualties.

[Very important]  Even if you have better score, you can not lose all of your soldiers, otherwise you will be the losing side. i.e. Sparta has 0.5 winning coef. in the face to face battle and 1000 men, Athens have 3000 men. If we count by the algorithm, Sparta will lose 1,500 men, so it will be declared the losing side. Real Athenian casualties will be counted like this: Full size of spartan troops/coef.

Winning side can take (expansion limit/coef*battle role multiplier)px of land.

Shattered Stars and StripesEdit

Needs a new Tier list, but other than that this algo is universally usable. Designed by Edge

Tier 1:  Tier 2: ​Tier 3 ​Tier 4: ​Tier 5:

Each tier gets +5 for the algorithm, baring the lowest tier (IE: Tier 1will get +20, Tier 5 Gets +0) Bonuses will also be reward for being a higher tier than your opponent: +1 for each tier you are above your opponent. (So in the case of a T1-T5 War, T1 gets an extra +5 for being 5 tiers above T2). Over time you can move up tiers

Military: +1 for each turn developed. This is then multiplied based on your tier

  • x2 for Tier 1 and 2
  • X1.5 for tier 3 and 4
  • X1 for Tier 5

Economy: +1 for each turn developed. It is then multiplied by tier using the same scale as before.

Motive:

  • Economic (Gains land, resource, 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: + 4
  • Aiding an Ally: + 5
  • Pre-emotive Strike: +5
  • Taking back territory recently held by nation but since lost: + 6
  • 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 + 10
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 15
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 20
  • Defending from attack that will wipe out nation and culture: + 20
  • MODIFIERS:
  • Non-democratic Government supported by people: + 3
  • Democratic government supported by people: + 4
  • Government not supported by people: -5
  • WAR not supported (See Vietnam) -5
  • Fighting Guerrilla War: -5 attacker, + 1 defender
  • Implausibility: -2 per implausibility

Population:

  • Population smaller than opponents: +0
  • Population less than 5x larger than opponents: +2
  • Population 5x-9x larger than opponents:+5
  • Population 10x larger than opponents or greater: +10
  • Population greater than 1 million: +1
  • Population Greater than 3 million:+3
  • Population Greater than 5 million: +5
  • Population Greater than 10 million: +10
  • Greater than 50 mil:+20
  • greater than 100 mil:+25

Number of troops: For every 10,000 troops, +1 point. BE REALISTIC WITH THIS! VERMONT COULD NOT FIELD 80,000 TROOPS.

Tactical/Other Advantages: 

  • More troops than enemy: +2
  • Significantly more troops (At least twice as many, but less than 5x as many):+5
  • Army dwarves enemy (More than 5x greater): +10
  • Greater navy:+2
  • Control of the Seas (much greater Navy) (When Applicable): +10
  • Blitz: +5
  • Economies evenly matched: +2 for both sides
  • Economy smaller than enemy: -2
  • Economy larger than enemy: +2
  • Economy much larger than Enemy:+5
  • Economy much smaller than Enemy:-5
  • Economy is Dwarved by enemy:-10
  • Economy dwarves enemy's:+10
  • Has not lost past 3 wars:+5
  • Lost more than 2 previous wars:-2
  • High Morale ( Must have motive over 8, higher development, gov and war must be supported): +5
  • Low Morale ( Motive less than 5, gov OR war not supported, lower development scores.) -5
  • Defender's Advantage: +2
  • Total War: +5 for first year of war, then minus -1 for each concurrent year

WMDS:  No US state currently has assess to WMDs, EU, China, and Russia are the only ones who do. Over time this will change. 

  • WMD used on military targets: +5
  • WMD used on small city: +5 per city, -2 to defender for each city
  • WMD used on major city: +10 for each city, -3 for each city
  • WMD used on capital: +20, -10 or defender.

War Penalties:

  • -2 for each year of war in the past 10 turns
  • -5 if you where a leader in the past 10 turns
  • Troops and Ships will be lost in war, remember that
  • Concurrent years of war was leftover from the last algo.
  • You can not develop during wars!!!

NPC development: NPC nations revive 2 points (1 in each) for every turn they aren't at war or expanding.

Location Bonuses: 

  • Desert:-2 to both sides
  • Mountain ranges:-5 to attacker, +5 to defender
  • Invading a climate with severe weather or weather that is different from yours: -5 to attacker
  • More to be added

Popular Revolt: ALL US states will revive a popular revolt bonus for the first 5 turns to keep foreign nations form steam rolling them early on. Popular revolt will grant each recently independent state a 1.5x bonus for the final score. Popular revolts can be given later.

Allies:

  • +5 per leader
  • +3 for military support
  • +2 for supplies
  • +1 for political support
  • -1 for vassals (Military support or supplies)
  • -8 for vassals (leaders)

The only scores counted for military and economy are Leaders, and vassals may be leaders.

Multiple concurrent Fronts/Wars:

  • -10 for having 2 concurrent fronts
  • -10 for every front after.

Infrastructure:

+2 for each turn developed. Defender only.

Result:

Add up and find the larger number.((y/(z+y))*2)-1 determines the maximum amount of territory gained, while (p)*(1-1/(2x)) determines the amount won per year. Y is the winners score, Z is the loser, P is the result of the first equation, and x is the number of years 

Shattered Stars and Stripes RevisedEdit

This algorithm is better done, but requires more work to adapt to a game that isn't Shattered Stars and Stripes Revised. The Tier list, State Capitals, Location and Special Locations would need to be redone or removed for this to work in a normal map game. Designed by Edge.

TiersEdit

This is the first part of the algorithm, your tier. Underlined  nations could move upe or down at any time. Italics are vassals/puppets of other nations.

Tier 1Edit

  • 5 nation Max.

Tier 2Edit

  • 8 Nations Max

Tier 3Edit

  • 15 nations max.

Tier 4Edit

Tier 5Edit

  • Any other nation not listed above is tier 5, the bottom tier. Nations may move tiers as time goes on.

Tier RulesEdit

Regarding Tiers, you are not to change your tier (or anyone elses for that matter) with out permission. Tiers will be scaled as the game goes on, as the differnce between nations within tiers could get extreme.

Points for TiersEdit

  • Tier 1: +5
  • Tier 2:+4
  • Tier 3:+3
  • Tier 4:+2
  • Tier 5:+1
  • 1 tier above:+2
  • 2 Tiers above:+4
  • 3 tiers above:+6
  • 4 tiers above:+8
  • Tier 1 invades a tier 5:+10

DevelopmentEdit

Every turn when you are not at War or expanding, you can develop two things: Military, Economy, or Infrastructure. You can also double develop, putting both of your points into one category. Military and Economy grant +1 for a single develop, or +2 for a double develop. Infra grants +1.25 for a single development, and +2.5 for a double development. Military and Economy are multiplied by your power.

NPCs Double Develop Military. then Infra, then Eco.

ModifiersEdit

These are added After Multiplication.

Military modifiersEdit

Modifers are added AFTER you multiple your scores. You can not get both "More troops" and "Army dwarfs enemy's" you get one or the other

  • More troops:+2
  • Significantly more troops (2X-5X):+5
  • army dwarfs enemy's (greater than 5X): +10
  • Greater Navy:+2
  • Control of the Seas:+10
  • Much smaller armed forces:-2
  • Armed forces dwarfed:-5


Economy ModifiersEdit

  • Evenly Matched Econ:+1 to both sides.
  • Larger economy:+2
  • Much larger economy:+5
  • Economy dwarfs enemy's:+10
  • Much Smaller economy:-3
  • Economy Dwarfed:-6

PowerEdit

  • Giant Navy:+4
  • Giant Land:+4
  • Giant Air:+4
  • Large Land: +3
  • Large Navy;+3
  • Large Air force:+3
  • Medium Land: +2 
  • Medium Navy:+2
  • Medium Air:+2
  • Small Land:+1
  • Small Navy:+1
  • Small Air:+1

Your power has caps based on tiers:

  • Tier 1:+12
  • Tier 2:+9
  • Tier 3:+7
  • Tier 4:+5
  • Tier 5:+3

Power is a multiplier.

TechnologyEdit

As the game goes on, the technology will change. For now, technology remains at the modern level. The higher your tier, the faster you develop technology. Mechs, KEM, Combat Armor, etc. Keep this plausible.

  • Tech far surpasses enemy's:+10
  • Far Better Tech:+5 
  • Better Tech:+2
  • Tech is evenly  matched:+2 to both
  • Worse Tech:-2
  • Tech is far worse by enemy:-5
  • Tech  is far inferior to enemy's:-10

LocationEdit

  • Defending Nation:+10
  • On Border:+8
  • Near border:+6
  • Close to location of the War:+4
  • In the same Region:+2
  • Far from the front/invading Alaska.:+0
  • Other Side of Country/Invading Hawaii:-5

Location goes by where the core of your power is.

Special LocationsEdit

For holding certain locations within the US, you will gain a few extra points on the algorithm.

  • New York City (+3) (New York)
  • Washington DC (+5) (Federal Republic of DC/New York)
  • Chicago (+3) (Illinois)
  • Philadelphia (+2) (Pennsylvania/New York)
  • New Orleans (+2) (Louisiana)
  • San Fransico (+1) (California)
  • Las Vegas (+1) (California)
  • Seattle (+1) (Washington)
  • Los Angeles (+3) (California)
  • Houston (+2) (Texas)
  • Phoenix (+2) (Arizona)
  • More will be added

MotiveEdit

  • Economic (gains land/resources):+2
  • Strategic (Counters Rival's expansion, takes area of importance):+3
  • Enforce Political Hegemony:+5
  • Limiting potential rival:+4
  • Defending Core from a non-lethal attack:+5
  • Defending a territory from a non-lethal attack:+3
  • Defending from a lethal Attack:+10
  • Defending from a "Major Enemy":+8
  • Defending from a "Major Enemy" with the intent to destroy your nation:+15
  • Attacking a "Major Enemy" with No intent to kill (IE Limit or weaken a major enemy):+8
  • Attacking a "Major Enemy" with the intent to Kill:+10
  • Counter Attacking Major enemy, regardless of motive:+10
  • Defending from a state that has WMD's, but does not have the intent to kill:+5
  • Defending from a state that has WMD's that intends to kill:+15
  • Defending from a state that has used WMD's, regardless of the attackers motive:+15
  • Counter Attack:+4
  • Pre-Emptive Strike:+4
  • Aiding an Ally:+3
  • Taking a territory of Similar culture, but not part of nation:+5
  • MODS:
  • Democratic Gov Supported:+4
  • Non Demo Supported;+3
  • Gov Not Supported:-5
  • Gov in Anarchy:-20
  • High Morale(High development scores, troops numbers are relatively equal to or greater than opponents, gov and war supported):+5
  • Low Morale(Lower scores, smaller troops, gov or war not supported):-5
  • WAR not supported:-3
  • Implausibility: -2 per implausibility

WMD'sEdit

  • A WMD is a Nuclear, Biological, Chemical, Radiological, or any other weapon that causes death and destruction on a large scale.
  • +5 for using a WMD on a military target
  • +10 to attacker for deployment against a minor city, -5 to defender
  • +15 for a major city, -10 to defender
  • +30 for capital, -30 to defender. 

Number of TroopsEdit

  • You take the number of troops you have and divide it by your opponents. 

Recent WarsEdit

Recent Wars now goes by years at war. These fade after 10 years.

  • -3 for every year you are a leader or Coalition member.
  • -2 for every year you are a Military Aider
  • -1 for every year you are a supplier

Nations per SideEdit

  • Leader:+10
  • Coalition Member (Acts as a leader in all regards except this section):+5
  • Military Aider:+5
  • Supplies:+3
  • Political support:+1

VassalsEdit

  • 1 vassal as A major Coalition Member:-5
  • 2 vassals as Coalition Members:-10
  • 3 or more vassals as Coalition Members:-10 for each additional
  • Vassal as aider:-1 per vassal for the first 3, then -3 for each additional
  • Vassal as a Leader:-20
  • From Final result
  • TAKES EFFECT THE 2028 TURN.
  • Per Nation.

Popular Revolt/Major EnemyEdit

Popular revolt is a special bonus given by mods during Popular Revolutions. These Bonuses last 5-10 turns. This bonus multiples your end result by 1.5, so if your final score was 60, you would get 90. While you can have both of these at once, they do not stack.

PopulationEdit

  • Population Less than a Million: 0
  • Population greater than 1 million: +1
  • Population greater than 3 million: +3
  • Population greater than 5 million: +5
  • Greater than 10 million: +10
  • <20: +15
  • <30=20
  • <50=25
  • ,75=30
  • <100=+35
  • Larger Population:+2
  • 2-5 times larger:+5
  • 5-9 times larger:+10
  • 10-12 times larger:+15
  • 13-15 times larger:+20
  • <15 times larger:+25
  • Any higher will be decided by mods.

Plausibility CitationsEdit

  • Any player found to break the rules (or be dumb really)
  • First strike is a -2, second is a -3, and third on is -5. These stack, so you can get -10 or 15
  • Strikes fade after 20 turns

State CapitalsEdit

For each state capital you hold you get +1. DC is included with this.

FrontsEdit

  • Fighting on two separate fronts would cost you -30
  • Three fronts would be -45
  • Four fronts would be -70
  • Each additional front (god help the man who has to do that algo) would cost -30 for each additional front.

ResultEdit

Add up and find the larger number.((y/(z+y))*2)-1 determines the maximum amount of territory gained, while (p)*(1-1/(2x)) determines the amount won per year. Y is the winners score, Z is the loser, P is the result of the first equation, and x is the number of years 

VivempiresEdit

Despite the fact that it is based on the New Almost 2 algorithm, it is different enough to warrant being posted here. This algorithm needs a score (referred to as Tiers) page and a redone Industrial Capability section to be applicable. Designed by Edge.

Location:Edit

  • Defending Nation: +10
  • On Border: +8
  • City near border +6
  • No former presence, core of army away from battle: +0

PowerEdit

Land is always applicable, Navy is only applicable when an attack on the coast is made. Air attacks must be plausible, if you have no air bases in the region you can't use it.

  • Large aerial assault capability +3.5
  • Large naval assault capability + 3.5
  • Large land assault capability +3.5
  • Medium aerial assault capability +3 (if enemy has no aerial power) +2 (if the enemy has aerial power)
  • Medium naval assault capability +3 (if the enemy has no naval power) +2 (if the enemy has their navy stationed in or around the location)
  • Medium land capability +3 (if three or more times larger than enemy) +2 (if less than three times larger than enemy)
  • Small aerial/naval/land capability: +1
  • Land, aerial and naval are compounded. If you have large naval, medium air, and medium land, your score is 9 or 7. You cannot have medium aerial and large aerial at the same time.
  • Power is averaged in a coalition war.
  • Power is a multiplier for development.

Industrial capabilityEdit

  • +5:
  • +4:
  • +3:
  • +2:
  • +1:

Number of troopsEdit

  • Your troops/enemies troops
  • Your ships/enemy ships

Military tiersEdit

  • Tier 1:+2
  • Tier 2:+1
  • Tier3 3:+0
  • Tier 4:-1
  • tier 5:-2
  • Largest:+3

Economy tiersEdit

  • Tier 1:+2
  • Tier 2:+1
  • Tier3 3:+0
  • Tier 4:-1
  • tier 5:-2
  • Largest:+3

navy TiersEdit

  • Tier 1:+2
  • Tier 2:+1
  • Tier3 3:+0
  • Tier 4:-1
  • tier 5:-2
  • Largest:+3

Points for tierEdit

You take your average, so for a nation with a tier 1 military, economy, and a tier 2 navy, they would get +5, which would then be divided by 3 and rounded to the closest whole number.

WMDSEdit

Will be added when they become relevant.

MotiveEdit

  • Economic (Gains land, resource, etc): +4
  • Defending territory not owned by nation more than 20 years: +6
  • Defending territory not part of heartland but held for more than 20 years: + 8
  • Taking territory of similar culture but not part of nation: + 8
  • Aiding an Ally: + 10
  • Pre-emptive Strike: +10
  • Reconquest of core region: + 12
  • Unification: +15
  • Defending Heartland from attack that will not cripple/ destroy nation: + 12
  • Aiding Social/Moral Kinsmen who are being oppressed: + 12
  • Attacking to enforce political hegemony: +14
  • Defending Core/heartland from possibly fatal attack + 16
  • Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 16
  • Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 18
  • Defending from attack that will wipe out nation and culture: + 20
  • Counter attack: + 5
  • Modifiers:
  • Non-democratic Government supported by people: + 4
  • Democratic government supported by people: + 5
  • Government not supported by people: -5
  • Troop Morale high (requires motive over 10, chance over 6, and stronger development scores in at least one category): + 10
  • Troop Morale low (any of the above:  lower development scores in all categories, recent war penalty over 16): -10
  • Fighting Guerrilla War: -10 attacker, + 2 defender
  • Implausibility: -4 per implausibility
  • Undergoing revolt: -14
  • No Government:-25
  • Warning: Negative motive scores are possible!!
  • Lead nation's motive, not average.


PopulationEdit

  • Greater than 100 million +30
  • Greater than 50 million +15
  • Greater than 30 million +5
  • Less than 30 million + 2
  • Larger than opponents: + 4
  • 2x size of opponent's: + 5
  • 5x size of opponent's: + 10
  • 10x: +20
  • Every further order of Magnitude (e.g. 20x, 30x): +30
  • ONLY of the leading nations


LandscapeEdit

Knowledge of landscape: +10 for in one's homeland, +5 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar) -6.

  • Urban warfare: Attacker -2, Defender +2
  • Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.
  • Storming in to a desert, high mountains, or jungle the, attacker -3 and + defender gains 4.
  • Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6


AlliesEdit

  • Leader Nations: +10 each participating
  • Military aid: + 5 each participating
  • Supplies: + 4 each participating
  • Cultural Support: +2 each participating
  • Vassal: -2 each participating
  • Vassal is an L:-5
  • Withdrawal: - 2 each nation which was participating and then left
  • ex: China (L) Vietnam (M) France (S) Britain (C) Japan (MV) Korea (SV) = 10 + 5 + 3 + 2 + 3 + 1 = 24
  • Please note that Vassals CANNOT give Cultural aid

Recent WarsEdit

Each war in the past 15 years where nation was a...

  • Leader: -8
  • Military aider: -4
  • Supplier: -2

Military, Economic and Infrastructural developmentEdit

Military, economy and Infrastructure can be developed as the game progresses. Each turn you may develop two of the categories. Infrastructure applies only to defenders and is not multiplied by power. Development points last 20 turns each.


NPC development is a bit confusing. NPCs develop in this order: Infrastructure-Military and Infrastructure-Economy, Giving them 10 points in Military and economy and 20 points in Infrastructure. 


Treaty BreakingEdit

Attacker breaks non-aggression pact/treaty: -5

Attacker breaks alliance: -10

Puppets/Vassals/ProxiesEdit

  • -1 for the first puppet
  • -3 for the second puppet
  • -10 for each following puppet/proxy

Multiple FrontsEdit

  • -20 for fighting on 2 fronts
  • -15 for every front after

SSS:ND AlgosEdit

Standard AlgorithmEdit

Unlike last Game(s), all tiers, except tier 5, have caps.

NOTE: When Tier 5 empties out, the tiers will be re-balanced.

TiersEdit

Tier 1Edit

  1. Allied States
  2. Pennsylvania
  3. Illinois
  4. Ohio
  5. California

Tier 2Edit

  1. Texas
  2. Massachusetts
  3. Michigan
  4. Indiana
  5. Washington
  6. Virginia
  7. Florida

Tier 3Edit

  1. Missouri
  2. Louisiana
  3. Carolina
  4. Oregon
  5. Alabama
  6. Maryland
  7. Georgia
  8. Connecticut
  9. Mississippi
  10. Colorado

Tier 4Edit

  1. Rhode Island
  2. New Hampshire
  3. Minnesota
  4. Oklahoma
  5. Maine
  6. Wisconsin
  7. Nebraska
  8. Utah
  9. Kentucky
  10. DC
  11. Iowa
  12. Arizona

Tier 5Edit

Any nation not listed above is tier 5

Points per TierEdit

Your Tier Invading a Tier 1 Invading a Tier 2 Invading a Tier 3 Invading a Tier 4 Invading a Tier 5
Tier 1 +5 +8 +10 +12 +15
Tier 2 +3.5 +4 +6 +8 +10
Tier 3 +2 +2.5 +3 +5 +7
Tier 4 +.5 +1 +1.5 +2 +4
Tier 5 +0 +0 +0 +.5 +1

Military and EconomyEdit

+1 for each turn developed. This is then divided by your opponent's scores and the final result is multiplied based on your tier. Points last 20 turns.

NPC nations develop Military and then Economy and then infrastructure

InfrastructureEdit

+2 for each turn developed. Developments last 25 turns

Development MultipliersEdit

  • Due to the subjective nature of Power, it will be replaced with a more constant multiplier.
  • Tier 1: *2.5 to the final development score
  • Tier 2:*2 to the final development score
  • Tier 3:*1.5 to the final development score
  • Tier 4 and 5:*1 to the final development score

Strategic ModifiersEdit

Larger EconomyEdit

Yes:+5

No:-5

Even:0

Applies to Attacker only.

Larger IndustryEdit

Yes:+5

No:-5

Even:0

Applies to Attacker only.

Air SuperiorityEdit

Yes:+5

No:-5

Even:0

Applies to Attacker only.

Naval SuperiorityEdit

Yes:+5

No:-5

Even:0

Applies to Attacker only.

Other BonusesEdit

  • Defender Bonus:+5
  • Attacker Bonus:+2
  • Surprise attack:+4
  • Defender Prepared:+8

MotiveEdit

  • Economic (gains land/resources)+2
  • Strategic (Counters Rival's expansion, takes area of importance)+3
  • Enforce Political Hemogony:+5
  • Limiting potential rival: +4
  • Defending Core from non-lethal attack:+5
  • Defending a territory from a non-lethal attack:+3
  • Defending from a lethal Attack:+10
  • Defending from a "Major Enemy":+8
  • Defending from a "Major Enemy" with the intent to destroy your nation:+15
  • Attacking a "Major Enemy" with No intent to kill (IE Limit or weaken a major enemy):+8
  • Attacking a "Major Enemy" with the intent to Kill:+10
  • Counter Attacking Major enemy, regardless of motive:+10
  • Defending from a state that has WMDs , but does not have the intent to kill:+5
  • Defnding from a state that has WMDS that intends to kill:+8
  • Defending from a state that has used WMDs, regardless of the attackers motive:+10
  • Counter Attack:+4
  • Pre-Emptive Strike:+4
  • Aiding an Ally:+3
  • Taking a territory of Similar culture, but not part of nation:+5
  • MODS:
  • Democratic Gov Supported:+4
  • Non Demo Supported:+3
  • Gov Not Supported:-5
  • Gov in Anarchy:-20
  • Gov Neutral:+0
  • High Morale(High development scores, troops numbers are relatively equal to or greater than opponents, gov and war supported):+5
  • Low Morale(Lower scores, smaller troops, gov or war not supported):-5
  • WAR not supported:-3
  • Implausibility: -2 per implausibility

PopulationEdit

  • Population less than 1 million:+0
  • Population greater than 1 million:+1
  • Population greater than 2 million:+2
  • Population greater than 3 million:+3
  • Population greater than 4 million:+4
  • Population greater than 5 million:+5
  • Population greater than 6 million:+6
  • Population greater than 7 million:+7
  • Population greater than 8 million:+8
  • Population greater than 9 million:+9
  • POpulation greater than 10 million:+10
  • Population greater than 15 million:+15
  • Population greater than 20 Million:+20
  • Population greater than 25 million:+25
  • Population greater than 35 million:+30

MODIFIERS:

  • Larger Population:+2
  • 2-5x larger:+5
  • 5-9x larger:+8
  • 10x-15x larger:+12
  • 15x-20x larger:+15
  • 20x-30x larger:+25
  • Greater than 30x larger:+30

TechnologyEdit

  • Far Better Tech:+10
  • Better Tech:+5
  • Slightly better Tech:+2
  • Evenly matched:+2 to both Sides
  • Worse tech:0

Climate and GeographyEdit

  • Crossing the Rocky Mountains:-15
  • Crossing the Appalician Mountains:-5
  • Invading a territory in the Desert:-10
  • Invading an area with extreme winters:-15
  • Invading a territory during the Dust bowl:-10
  • If you are invading a territory with similar climate/conditions to your home territory then disregard the penalties.

Special LocationsEdit

+5Edit

  • DC (DC)

+4Edit

  • New York (New York)
  • Chicago (Illinois)
  • Philadelphia (Pennsylvania)
  • Detroit (Michigan)
  • Los Angeles (California)

+3Edit

  • Toledo (Ohio)
  • Boston (Massachusetts)
  • St Louis (Missouri)
  • Pittsburgh (Pennsylvania)

+2Edit

  • Baltimore (Maryland)
  • Buffalo (New York)
  • Kansas City (Missouri)
  • Seattle (Washington)
  • Lansing (Michigan)
  • Pittsburgh (Pennsylvania)
  • Richmond (Virginia)
  • New Orleans (Louisiana)

+1Edit

  • Dallas (Texas)
  • Albany (New York)
  • Richmond (Virginia)
  • Cleveland (Ohio)
  • San Francisco (California)
  • El Paso (Texas)

LocationEdit

Goes by your center of power.

  • +25: Defender
  • +20: On Border
  • +15: Near Location of the War
  • +10: Distance between the war and center of power
  • +5: Far From Location of the war
  • +0: Other Side of the Country

CapitalsEdit

  • +1 for every capital you hold

MODIFIERS:

  • +1 for holding two capitals (Total of +3)
  • +3 for Holding five capitals
  • +10 for holding ten capitals

Nations Per SideEdit

  • Leader (L): Main nation, only 1 leader per war (any more is a coalition algo):+20
  • Military Aider (M): Sends men and supplies:+10
  • Supplies (S): Sends weapons, food, medicine:+5
  • Political Support (P): Backs your nation up politically:+2

Number of TroopsEdit

  • +1 for every 10,000 troops

MODIFIERS:

  • More Troops:+2
  • Significantly more Troops (2-3 times more)+5
  • 3-5 times more troops:+10
  • 5-10 times more troops:+20

Recent WarsEdit

  • -3 for every year you are an L or CL in the past 15 turns
  • -2 for every year you are an M or CM in the past 15 years
  • -1 for every year you are an S or CS in the past 15 years
  • -10 for every year you were at Total War for the past ten years, after which, you receive a -5 for every year for the following five years.

Vassals/PuppetsEdit

  • Vassals and Puppets can be formed as the Game goes on, and they can be used in war at a price
  • -10 if a vassal or puppet is a leader
  • -2 for every vassal sending military aid for the first three vassals
  • -3 for each additional vassal or puppet sending military aid
  • -1 for each vassal sending supplies for the first three vassals
  • -2 for each additional vassal or puppet sending supplies

Popular Revolt, Major Enemy, Total WarEdit

  • Mods may grant nations a popular revolt or major enemy bonus, and players may activate a Total War Bonus
  • Popular revolt lasts 5-15 turns and grants each nation a 1.5 multiplier for any war.
  • Major Enemy lasts an unspecified period of time and grants a nation a 1.5 multiplier against certain nations


FrontsEdit

Assuming the nation fighting on multiple fronts has development scores, divide their scores by the number of fronts. Furthermore, follow the chart below:

Role Penalty
Leading on multiple fronts with development scores -20 per additional front and divide development by the number of fronts
Leading on multiple fronts (with no development scores)

-35 per additional front

Military aid to multiple fronts -15 per front
Supplies -5 per front.

TotalEdit

Add up and factor in any modifiers and you get the score for both sides.

ResultsEdit

Mods will handle this.

TierEdit

Average your tiers. So for example, 2 tier 1s, a tier 5, and 2 tier 2s would get an average of 2.2. In this case, you round, meaning the Coalition's Tier is 2. Points for tier remains the same as the Standard algo

Military and EconomyEdit

Coalition Total for this. Then divide by the other sides score and multiply as normal

Infrastructure (Defensive Coalitions only)Edit

The nation that is being invaded is what is counted

Strategic ModifiersEdit

  • Same as Normal.

MotiveEdit

Coalition Average for this.

PopulationEdit

Population of the leading nations. Average their score and round. (New York gets +10, Nevada gets +0, the Coalition gets +5 and then modifiers)

TechEdit

Same as normal

Climate and GeographyEdit

same as normal

Nations Per SideEdit

  • Coalition Leader (CL): The back bone of the coalition: Leads the nations and contributes the most to the war (Example: UK, US, and USSR in WW2 for the Allies, Germany and Japan for the Axis):+15
  • Coalition Member (CM): Contributes men and supplies, may help lead the war, but it is not a major power in the war (Canada in WW2 for the allies, Italy for the Axis):+8
  • Coalition Supplier (CS): Supplies weapons and other necessities: +2

Vassals and PuppetsEdit

Same as normal

Recent WarsEdit

Same as normal algo

LocationEdit

+25 to defender and average location score for attacker.

TroopsEdit

Same as normal

CapitalsEdit

Same as normal

SpecialsEdit

Same as normal

FrontsEdit

Same as normal

Popular Revolt, Total War, and Major enemyEdit

To get Popular revolt and major enemy every nation in the coalition must have the requirements. For total war, if one nation declares total war and the others don't, the nation that declared total war has its scores added twice before division.


TotalEdit

Add up and the bigger score wins

ResultEdit

Covered By mods

A New Beginning AlgorithmEdit

Location indexEdit

  • Capital is the location of war ~ +20
  • Capital is next to the location of war ~ +15
  • Capital is close to location of war ~ +10
  • Capital is far away from the location of war ~ +5

Tactical Advantage (defender)Edit

  • Impassable terrain
    • Sea ~ +20%
    • Jungle ~ +15%
    • Desert ~ +10%
    • Steppe ~ +5%
  • Flat and/or easily traverseble land ~ -20%

Tactical Advantage (attacker)Edit

  • Flat and/or easily traversible land ~ +20%
  • Impassable terrain
    • Steppe ~ -5%
    • Desert ~ -10%
    • Jungle ~ -15%
    • Sea ~ -20%

Now divide number by 24.

Economic indexEdit

  • 100 ~ developed, highly advanced economy (e.g United States or Korea)
  • 80 ~ developed economy (e.g Poland)
  • 60 ~ developing, industrialised economy (e.g Philippines or China)
  • 40 ~ developing, industrialising economy (e.g Bangladesh)
  • 20 ~ underdeveloped, agrarian economy (e.g much of Africa)

Economic adjustmentsEdit

  • Economic autarky ~ +30%
  • Largely self-reliant ~ +20%
  • Large trade deficit (Exports > Imports) ~ +10%
  • Strong consumption ~ +5%
  • Weak consumption ~ -5%
  • Large trade deficit (Exports < Imports) ~ -10%
  • Largely Import-dependent ~ -20%
  • Lacks large agricultural sector, totally import-dependent ~ -30%

EducationEdit

  • High literacy rate ~ +10
  • Medium literacy rate ~ +0%
  • Low literacy rate ~ -10%

Labour costsEdit

  • Ageing population ~ -30%
  • High wages ~ -20%
  • Increasingly high wages ~ -10%
  • Youthful population ~ +10%
  • Low wages ~ +20%

Primary sectorEdit

  • Strong ~ +10%
  • Bad ~ -10%

Secondary sectorEdit

  • Strong ~ +10%
  • Bad ~ -10%

Tertiary sectorEdit

  • Strong ~ +10%
  • Bad ~ -10%

InfrastructureEdit

  • Completely modernised, rapidly developing infrastructure ~ +10%
  • Highly modernised infrastructure ~ +5%
  • Essential, basic infrastructure ~ 0 (no change)
  • Somewhat fulfilled essential infrastructure ~ -5%
  • Nonexistent infrastructure ~ -10%

Work ethicEdit

  • Cultural values encourages obedience to work and authority, high level of innovation ~ +10%
  • High level of innovation ~ +5%
  • "Normal"/Satisfactory ~ 0
  • Low level of innovation ~ -5%
  • No cultural values that enhances the work ethic ~ -10%

Now divide by 210 (maximum)

Military indexEdit

  • Naval power
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Land power ~ +10
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Aerial power ~ +10
    • Strong ~ +10
    • "Normal" ~ 0
    • Weak ~ -10
  • Dual combination ~ +20
  • Trio combination ~ +30

Global influenceEdit

  • Superpower ~ +25%
  • Great power ~ +10%
  • Middle power ~ +5%
  • Small power ~ 0

Population adjustmentEdit

  • High number of troops ~ +10%
  • 2-times higher number of troops ~ +5%
  • Similar number of troops ~ 0%
  • 2-times less number of troops ~ -5%
  • Small number of troops ~ -10%

Casus Belli/Motives adjustmentsEdit

  • Civil war ~ +20%
  • Raw materials/economic ~ +15%
  • Helping an ethnicity in another region ~ +10%
  • Defending ally/defending prestige, territory ~ +5%
  • Provoked ~ 0
  • Warmongering/attacking for no reason ~ -5%
  • Staged event ~ -10%
  • None ~ -15%

FrontsEdit

  • -5% for each front occurring at the same time

War exhaustionEdit

A war occurring 10 years ago resulted in;

  • Reduced to rubble ~ -10%
  • Heavily affected ~ -5%
  • Nothing ~ 0%
  • Economically stimulated ~ +5%
  • Additions to existing sphere of influence ~ +10%

AidEdit

  • Aid from Superpowers
    • Military aid ~ +1%
    • Economic aid ~ +1%
    • Humanitarian aid ~ +1%
    • Cultural support (by propaganda) ~ +1%
    • Combination of the two ~ +2%
    • Combination of the three ~ +3%
    • Combination of the four ~ +4%
  • Aid from Great powers
    • Military aid ~ +0.5%
    • Economic aid ~ +0.5%
    • Humanitarian aid ~ +0.5%
    • Cultural support (by propaganda) ~ +0.5%
    • Combination of the two ~ +1%
    • Combination of the three ~ +1.5%
    • Combination of the four ~ +2%
  • Aid from Middle powers
    • Military aid ~ +0.1%
    • Economic aid ~ +0.1%
    • Humanitarian aid ~ +0.1%
    • Cultural support (by propaganda) ~ +0.1%
    • Combination of the two ~ +0.2%
    • Combination of the three ~ +0.3%
    • Combination of the four ~ +0.4%
  • Aid from Small powers
    • Military aid ~ +0%
    • Economic aid ~ +0%
    • Humanitarian aid ~ +0%
    • Cultural support (by propaganda) ~ +0%
    • Combination of the two ~ +0%
    • Combination of the three ~ +0%
    • Combination of the four ~ +0%

Troop moraleEdit

  • Extremely confident/Ultra-nationalistic/Patriotic ~ +15%
  • Confident/Nationalist/Patriotic ~ +10%
  • Confident, relatively patriotic ~ +5%
  • Low morale ~ 0
  • Very low morale, low effort ~ -5%
  • Some desertions, very low effort ~ -10%
  • Mass desertions, little fighting ~ -15%

Now divide by 55.92.

Total indexEdit

Add all the three indexes and divide them by 3.

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