Talk:Shattered Stars and Stripes: Another One

Temporary Algorithm
So i ran into some issues when testing the algo I created for this game, so we will be using this one for now.

Nations Per Side

 * Leaders (L): Directly involved in the conflict, no more than 1 per side per front. 100% of War Tier Score
 * Allies (A): Send men to support, and contribute to leadership, but not the main leader of the war.  30% of War Tier Score + Troops sent. 3 per war (Includes M as well) (Must be an ally before the start of the war to join as an A)
 * Military Supporter: Contribute manpower, but not involved with leadership. 20% of War Tier Score+ Troops Sent. Max 3 per war (Includes A as well)
 * Supplier (S): Contributes weapons, medical supplies, food aid, etc. No boots on the ground. +10% of War Tier Score. Max 5 per conflict
 * Political/Ideological Support: Denounces invasion or conflict, but does not send anything to help. +2 for each. Max 5 per conflict.

Military Tier factors in Quality and Quantity of Forces, economic tiers are based off of 2015 GDP.

Military Tiers
Runnoff tiers may be made later

Tier 1 (+25)
5 Nations Max
 * Virginia
 * Florida
 * Texas
 * California
 * Pennsylvania

Tier 2 (+20)
7  Nations Max
 * New York
 * Ohio
 * Colorado
 * Illinois
 * Louisiana
 * Michigan
 * Massachusetts

Tier 3 (+15)

 * Maryland
 * New Jersey
 * Oregon
 * Missouri
 * Mississippi

Tier 4 (+10)

 * Utah
 * New Mexico
 * Alaska
 * Hawaii
 * Indiana
 * Wisconsin
 * Minnesota
 * Connecticut
 * Oklahoma

Tier 5 (+5)

 * Everyone else

Tier 1 (+15)

 * California
 * FSA
 * Florida
 * Texas
 * ASA
 * 5 Nations Max

Tier 2 (+12)
7 Nations max
 * Illinois
 * Pennsylvania
 * Ohio
 * New Jersey
 * Massachusetts
 * Michigan
 * Maryland

Tier 3 (+9)

 * Minnesota
 * Indiana
 * Colorado
 * Mississippi
 * Wisconsin
 * Arizona
 * Missouri
 * Connecticut
 * Louisiana
 * Oregon
 * Alabama

Tier 4 (+6)

 * Kentucky
 * Oklahoma
 * Iowa
 * Kansas
 * Utah
 * Nevada
 * Arkansas
 * Nebraska

Tier 5 (+3)

 * Everyone else

Population
This is taken from Leaders only. So, Massachusetts would get +6, while California would get 37.25 for population.
 * +1 for every million of people for the first 15 million.
 * between 15 million and 30 million, add 2 and than .75 for each million.
 * between 30 million and 45 million, add 5 and than .5 for each million
 * between 45 million and 60 million, add 8 to the current score, and than .25 for each million
 * between 60 million and 75 million, add 12 to the current score.
 * for 75 million and up, add 15 to the score

Defending

 * At Capital:+15
 * At Major City:+10
 * At Minor City/Suburbia:+5
 * Meeting in an open field/defenseless
 * Open Waters:0
 * Near Coastline:+5
 * Near Coastal City:+10

Attacking

 * At Defender's Capital:0
 * At Major City:+5
 * At Minor City/Subria:+10
 * Meeting in an Open Field/defender is defenseless:+15
 * Open Waters:+10
 * Near Coastline:+5
 * Open Waters:0

Counter-Attacking

 * Liberating Capital:+10
 * Liberating Major City:+7
 * Liberating Minor City/Subria:+5

Modifiers
For attacker when in enemy territory
 * Storming a Coastline:-6
 * Fighting in Appalachian Mountains:-10
 * Fighting in Rocky Mountains: -30
 * Fighting in a desert:-8

Numbers
In the event of an NPC war, divide 1/2 of their max manpower equally across all battles and fronts unless mod specified.
 * Maximum Army Size:
 * Land Concentrated: 2% of Population
 * Naval Concentrated: 1% of Population
 * Maximum Navy Size
 * Land Concentrated: .045% of Population
 * Naval Concentrated: .9% of population
 * +1 for every 15,000 men
 * +1 for every 15 ships

You may have up to 3%(land) or 2% (Naval)   in your army at a single time, but the limits above are what you can deploy to a single front at once.

If your stablity is over 60% you gain back 5% of your man power per year.

You can not raises forces from a territory in your region that you have not held for 3 turns, and for nations outside of your region the number is 5 turns.

Recent Wars
Penetlies fade after 10 turns with or without conflict or 5 turns with no military conflict
 * -6 for each recent year you where an L or A in a major war
 * -4 for each recent year you where an L or A in a minor war
 * -2 for each recent year you supported someone militarly
 * -1 you where a supplier in a war.

Vassal Penelty

 * First vassal: subtract 5% of Final score
 * Second vassal: 15% of Final Score
 * Third Vassal and on: An additional 10% for each additional vassal invovled in the war. This is subtracted from your final score.

Government Strength
100%-60% stability is a strong state and gains an additional 5 points

60%-40% is a weak state and gains 0 points

40%-20% is a failing state and loses 5 points

20%-10% is a failed state and loses 10 points

10% or lower means there is a state in name only, and you lost 50 points

Regional Unity Bonus
Outsiders refer to the main nation. If New York makes Vermont a vassal, who than unites New England, than that still gets the outsider for the regional bonus. However, if Vermont breaks free from New York, Vermont will get the underdog bonus in every war after its revolutionary war.

To get the regional bonus, the entire region must be under a single government. If Virginia has both the Carolina's as vassals, than there is no regional bonus granted. If so much as a single county isn't under your control, you don't get the bonus.

If you have a region united and a revolt takes place, you do not get the regional bonus when you go to crush the revolt.

If you unite a region as one power, and than switch your core to another within said region, you do not get the bonus. Illinois can not unite the Great Lakes, transfer their core by any means to Wisconsin, and get the underdog bonus

The bonus is given at mod discretion. I think I have found every possible loop hole, but if I find a player to be using a loophole than no bonus will be given. (Map will be up soon)
 * Red: New England
 * Normal: Massachusetts, Outsiders (+5%)
 * Unlikely: Connecticut (+100%)
 * Underdogs: New Hampshire, Vermont, Maine, Rhode Island: (+200%)
 * Orange: Mid Atlantic
 * Normal: New York, Pennsylvania, Outsiders (+10%)
 * Unlikely: New Jersey (+100%)
 * Underdogs: Maryland, Delaware, (+1000%)
 * Yellow: South
 * Normal: North Carolina, Virginia, Outsider (+10%)
 * Unlikely: South Carolina (+200%)
 * Underdogs: Kentucky, West Virginia (+200%)
 * Green: Great Lakes
 * Normal: Illinois, Ohio, Michigan, Outsiders (+20%)
 * Unlikely: Indiana (+150%)
 * Underdogs: Wisconsin (1500%)
 * Light Green: Deep South
 * Normal: Florida, Georgia, Outsider (15%)
 * Unlikely:Alabama (+150%)
 * Underdogs: Tennessee, Mississippi (+250%)
 * Light Blue: Great Plains
 * Normal: Minnesota, Missouri, Outsiders (+10%)
 * Underdogs: North Dakota, South Dakota, Iowa, Nebraska, Kansas (500%)
 * Blue: Rockies
 * Normal: Colorado, Utah, Outsiders (15%)
 * Underdogs: Nevada, Idaho, Montana, Wyoming (500%)
 * Purple: Southwest
 * Normal: Texas, Outsider (10%)
 * Unlikely: Louisiana, Arizona (300%)
 * Underdog: Oklahoma, Arkansas, New Mexico (800%)
 * Pink: Pacific
 * Normal: California, Outsiders (10%)
 * Unlikely: Oregon, Washington (500%)
 * Underdogs: Hawaii, Alaska. (200,000%)

Multiple Fronts

 * -10 for each front

Popular Revolt or Major Enemy

 * 50% increase

"Lion in sheep's clothing"

 * If you are invading a nation you have requested a peaceful merger with, they gain a 40% bonus in the algorithim and require one additional victory
 * The additional victory does not grant you a victory point.
 * if you are invading a nation you are currently an ally with, you lose 30% of your final score. If the alliance is broken for at least 1 full turn before the invasion no penelty is applied, however the alliance must be removed from the list below to count as broken.

Result
The final result you use the Victory points Counter below. To collapse a nation, you must deplete its victory points to 0. Each Attack or Counter Attack Won lets you take a Victory point from the nation you are invading and add it to your. Defensive wins net no victory points. You may have up to 5 battles per year per front. You must have battles in a nations heartland to conquer, and the number of victories needed in the heartland is equal to victory points at the start of the game. If the game dies before an endgame, than the victor will be deicded by who gained the most victory points in the game (Final Victory Points-Current Victory Points)