List of Algorithms

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OG Almost 2 Algo
'''Incomplete with out a scores page. Desgined by Dax'''

Location
Location goes by the location of the nearest large concentration of troops. You can only have one; it will be of the Leader nation closest to the area.
 * 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)

Power
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. 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.
 * 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

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 Modifiers
Industrial Strength Economic Modifiers Stability Modifiers Infrastructure
 * 1: +10
 * 2: +9
 * 10: +1
 * 10: +1
 * 1: +5
 * 2: +4
 * 10: -5
 * 10: -5
 * 1: +5
 * 2: +4
 * 5: 0
 * 6: -2
 * 10: -10
 * 10: -10
 * 10: -10
 * 1: +5 to attack
 * 2: +4 to attack
 * 5: 0
 * 6: +1 to defense
 * 10: +5 to defense
 * 10: +5 to defense

Scores will be changed over time.

Nuclear Weapons

 * +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)

Chance

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

Motive

 * 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 Guerilla War: -10 attacker, + 2 defender
 * Implausibility: -4 per impluasibility
 * Undergoing revolt: -14
 * Warning: Negative motive scores are possible!!
 * Lead nation's motive, not average.

​Population

 * 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

Landscape

 * 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

Allies

 * 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 Wars

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

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

Location:

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

Power
Land is always aplicable, Navy is only aplicable when an attack on the coast is made. Air attacks must be plausable, 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 multipler for development.

Tier 1

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

Tier 2

 * No more than 7 tier two nations at once

Tierless
Any nation not listed above has no tier.

Points: Power Caps:
 * 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 tierless 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.

Each Tier has caps on it's power:
 * Tier 1:No Cap
 * Tier 2:8.5
 * Tier 3: 6
 * Tier 4:4
 * Tierless:3

WMDS
Will be added when they become relevent.

Motive

 * 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
 * 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 Guerilla War: -10 attacker, + 2 defender
 * Implausibility: -4 per impluasibility
 * Undergoing revolt: -14
 * No Government:-25
 * Warning: Negative motive scores are possible!!
 * Lead nation's motive, not average.

Population

 * 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

Landscape
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

Allies

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


 * Leader: -8


 * Military aider: -4


 * Supplier: -2

Military, Economic and Infrastructural development
Military, economy, and Infrastructure can be developed as the game progresses. Each turn you may develop 2 of the catagories. ''' 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 Breaking
Attacker breaks non-aggression pact/treaty: -5

Attacker breaks alliance: -10

Multiple Fronts

 * -20 for fighting on 2 fronts


 * -15 for every front after

Alt 92 Algo
Used in both versions of the game. Desgined by Dax.

National Modifiers

 * 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 Modifiers

 * 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 Modifiers

 * 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, dreadnaughts, 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 looser 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 Modifiers

 * 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 Categories
Global Power(s) +20 4:Secondary Power(s) +15 3:Regional Powers: +10 2:Minor Powers +5 to alg 1:Everyone else
 * America: +25
 * China
 * UK
 * France
 * Brazil
 * Russia
 * India
 * Japan
 * Germany
 * Saudi Arabia
 * Canada
 * Australia
 * New Zealand
 * Yugoslavia
 * Turkey
 * Argentina
 * Chile
 * Netherlands
 * Israel
 * North Korea
 * Iraq
 * Thailand
 * Morocco
 * South Africa
 * Peru
 * Ecuador
 * Venezuela
 * Oman
 * UAE
 * Qatar
 * South Korea
 * Italy
 * Kazakhstan
 * Papuan Republic
 * Add the totals up and find the biggest total. The biggest wins.

Do this for every turn your warring in.

Alternate Europe
Designed by Darius

Casus Belli
(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....)

Motives
(Only one can be selected, "fake motives" is applied for certain reasons)
 * Life or Death of country +5 to defender (fear of loosing all territory makes your men fight harder)
 * Independence +3 to defender (Nations don't usually want to loose 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.
 * 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.
 * If you go to war because of religion, you must mention that you destroy temples, forbid praying to some gods and etc.

Landscape and fortification

 * 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

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

Battlefield and army factor
It is very important for your troops to be on terra firma when they are fighting. So choose the battlefield wisely. Superior tactics and rested army with high morale is also a important thing if you want to defeat your enemy.
 * 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.
 * 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 Military

 * Economical categories:
 * Imploded.
 * Collapsing/Recovering/Growing
 * Struggling
 * Weak
 * Fragile
 * Developing
 * Reasonable
 * Fair
 * Good
 * Strong
 * Stronk
 * Thriving
 * Powerhouse
 * All-Consuming
 * Frightening


 * Military categories:
 * Non existent
 * Local Garrison
 * Defensive Power
 * Insignificant Power
 * Local Power
 * Moderate Power
 * Regional Power
 * Great Power
 * Continental Power
 * ​World Superpower


 * defender gets both bonuses, attacker only gets bonus for military category.
 * military category is always lower than economical category. (Cuz you can't feed everyone for five bucks)

Fortune
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.)

Result
Count the scores for both sides.

Multiply the scores by Fortune coeficient.

Find winning coeficient (loosing score/winning score)

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


 * That number depends on what role do you play in battle:

Multiply loosing army casualties by winning coeficient (casualties*coef.), this represents winning side casualties.
 * Defender wins (if any of the sides is defending) - 50% of loosing army total and 0 battle role multip.
 * Attacker wins (if any of the sides is defending) - 75% of loosing army total and 0.5 battle role multip.
 * Face to face battle (no defence bonuses) - 100% of loosing army total and 1 battle role multip.

[Very important]  Even if you have better score, you can not loose all of your soldiers, otherwise you will be the loosing 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 loose 1,500 men, so it will be declared the loosing 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 Stripes
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: California will get +20, Vermont 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 California-Vermont War, California gets an extra +5 for being 5 tiers above Vermont). Over time you can move up tiers

Military: +1 for each turn developed. This is then multiplied based on your tier Economy: +1 for each turn developed. It is then multiplied by tier using the same scale as before.
 * x2 for Tier 1 and 2
 * X1.5 for tier 3 and 4
 * X1 for Tier 5

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

Tactical/Other Advantages:  WMDS:  No US state currently has assess to WMDs, EU, China, and Russia are the only ones who do. Over time this will change. War Penalties: NPC development: NPC nations revive 2 points (1 in each) for every turn they aren't at war or expanding.
 * 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
 * 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.
 * -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!!!

Location Bonuses: 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.
 * 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

Allies: The only scores counted for military and economy are Leaders, and vassals may be leaders.
 * +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)

Multiple concurrent Fronts/Wars:
 * -10 for having 2 concurrent fronts
 * -10 for every front after.

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 Revised
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. Desgined by Edge.

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

Tier 1

 * 5 nation Max.

Tier 2

 * 8 Nations Max

Tier 3

 * 15 nations max.

Tier 5

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

Tier Rules
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 Tiers

 * 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
 * US Remnant:+8
 * USR invades a tier 5: +12 (for a total of +20)

Development
Every turn when you are not at War or expanding, you can develop 2 things: Military, Economy, or Infrastructure. You can also double develop, putting both of your points into 1 catagorey. 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.

Modifers
These are added After Multiplacation.

Military modifiers
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
 * Signifigantly 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 Modifiers

 * 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

Power
Your power has caps based on tiers:
 * Giant Navy:+4
 * Giant Land:+4
 * Giant Air:+4
 * Large Land: +3
 * Large Navy;+3
 * Large Airforce:+3
 * Medium Land: +2
 * Medium Navy:+2
 * Medium Air:+2
 * Small Land:+1
 * Small Navy:+1
 * Small Air:+1
 * Tier 1:+12
 * Tier 2:+9
 * Tier 3:+7
 * Tier 4:+5
 * Tier 5:+3
 * USR:Power+1

The USR will start the game with a large Naval and medium/large land. So it's power will be 5/6 according to the normal powers. However, the USR gets 1 extra point added to it's power, so it starts with 6/7.

Power is a multiplier.

Technology
As the game goes on, the tecnology 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 plausable.


 * 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

Location
Location goes by where the core of your power is.
 * 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

Special Locations
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) (Penslyvania/New York)
 * New Orleans (+2) (Louisiana)
 * San Fransico (+1) (California)
 * Las Vegas (+1) (California)
 * Seattle (+1) (Washington)
 * Los Angeles (+3) (California)
 * Houston (+2) (Texas)
 * Phenoix (+2) (Arizonia)
 * More will be added

Motive

 * 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 leathal attack:+5
 * Defending a territory from a non leathal attack:+3
 * Defending from a leathal 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
 * Defending from a state that has WMDS that intends to kill:+15
 * Defending from a state that has used WMDs, 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 relitivly equal to or greater than oppenets, gov and war supported):+5
 * Low Morale(Lower scores, smaller troops, gov or war not supported):-5
 * WAR not supported:-3
 * Implausibility: -2 per impluasibility

WMDS

 * A WMD is a Neuclear, Biological, Chemical, Raidological, 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 defnder
 * +30 for capital, -30 to defender.

Number of Troops

 * You take the number of troops you have and divide it by your oppenents.

Recent Wars
Recent Wars now goes by years at war. These fade after 10 years.
 * -3 for every year you are a leader or Coaliton member.
 * -2 for every year you are a Military Aider
 * -1 for every year you are a supplier

Nations per Side

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

Vassals

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

Popular Revolt/Major Enemy
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.

Population

 * 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.

Plausablity Citations

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

Fronts

 * Fighting on 2 seperate fronts would cost you -30
 * 3 fronts would be -45
 * 4 fronts would be -70
 * Each addtional front (god help the man who has to do that algo) would cost -30 for each addtional front.

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

Vivempires
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. Desgined by Edge.

Location:

 * Defending Nation: +10


 * On Border: +8


 * City near border +6


 * No former presence, core of army away from battle: +0

Power
Land is always aplicable, Navy is only aplicable when an attack on the coast is made. Air attacks must be plausable, 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.

Industrial capability

 * +5:


 * +4:


 * +3:


 * +2:


 * +1:

Number of troops

 * Your troops/enemies troops


 * Your ships/enemy ships

Military tiers

 * Tier 1:+2


 * Tier 2:+1


 * Tier3 3:+0


 * Tier 4:-1


 * tier 5:-2


 * Largest:+3

Economy tiers

 * Tier 1:+2


 * Tier 2:+1


 * Tier3 3:+0


 * Tier 4:-1


 * tier 5:-2


 * Largest:+3

navy Tiers

 * Tier 1:+2


 * Tier 2:+1


 * Tier3 3:+0


 * Tier 4:-1


 * tier 5:-2


 * Largest:+3

Points for tier
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.

WMDS
Will be added when they become relevant.

Motive

 * 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


 * 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 Guerilla War: -10 attacker, + 2 defender


 * Implausibility: -4 per impluasibility


 * Undergoing revolt: -14


 * No Government:-25


 * Warning: Negative motive scores are possible!!


 * Lead nation's motive, not average.

Population

 * 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

Landscape
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

Allies

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


 * Leader: -8


 * Military aider: -4


 * Supplier: -2

Military, Economic and Infrastructural development
Military, economy, and Infrastructure can be developed as the game progresses. Each turn you may develop 2 of the catagories. ''' 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 adn economy and 20 points in Infrastructure.

Treaty Breaking
Attacker breaks non-aggression pact/treaty: -5

Attacker breaks alliance: -10

Puppets/Vassals/Proxies

 * -1 for the first puppet


 * -3 for the second puppet


 * -10 for each following puppet/proxy

Multiple Fronts

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