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Archives[]

The page should be archived every 25-40 battles.

  • Archive 1

Algo[]

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This page is under construction. and is still being written! Any major unauthorized edits will be reverted.

Land War Algo[]

Tier[]

  • Tier bigger than enemy by 19 or more:+37
  • Tier bigger than enemy by 18-16: +33
  • Tier bigger than enemy by 13-15: +29
  • Tier bigger than enemy by 11 or 12: +27
  • Tier bigger by 10: +24
  • Tier bigger by 9: +22
  • Tier bigger by 8: +19
  • Tier bigger by 7: +16
  • Tier bigger by 6: +14
  • Tier bigger by 5: +13
  • Tier bigger by 4: +12
  • Tier bigger by 3: +10
  • Tier bigger by 2: +8
  • Tier bigger by 1: +6
  • Same tier: +3
  • Tier smaller by 1: 0
  • Tier smaller by 2: -2
  • Tier smaller by 3: -4
  • Tier smaller by 4: -7
  • Tier smaller by 5: -10
  • Tier smaller by 6: -14
  • Tier smaller by 7 or more: -17

Landscape[]

  • Location-points:+point*2
  • Defending: +12
  • Attacking an enclave/exclave inside your country: 9
  • Rebellion attack: +8
  • Attacking on border: +5
  • Attacking close to border (like across a lake, Spain attack Morocco, etc.): +2
  • Far away but on your continent:-2
  • Not even on your continent (e.g, Chile attacking Angola): -6
  • planet/star no more than 10 AU: -12
  • Planet/star no more than 1 light years: -20
  • Planet/star in your galaxy: -26
  • Andromeda:-30
  • Harsh Climate: attacker-8, defender+8
  • Climate Extremism:attacker-16, defender+11
  • Landlocked:-10
  • a siege: attacker-6 defender+15
  • fort near border: 5-10 per fort, max total of 35 points (defender buff only).

Economy/Agriculture/Population[]

Note: average country have 33% more population on 2075. The growth rate is about 0.04% because of climate chaos and land limitation. But, you can colonize Mars!

Economy[]
  • a planet of thriving economy (colonized more than 150 years ago):+8*economy points
  • a planet of growing economy (80-150):+5*economy points
  • a planet of starting economy (20-79):2*economy points
  • just colonized:economy point-1
  • economy better than enemy by 2:9
  • economy better than enemy by 3:16
  • economy better than enemy by 4:25
  • economy better than enemy by 5-7:36
  • economy better than enemy by 8-9:49
  • more difference than 10: 59
Agriculture[]
  • Agricultural efficiency: requires technology over 5. + (Technology-5)*Economy*Agriculture/5
  • Agriculture-economy balance: +(-|agriculture-economy| +2)
  • Supply:agriculture*naval/2
Population[]

Population top 5 in game: +30

Population top 25 in game: +12

Population last 50: -5

Population 1 billion+ (level6): +25

Population 1000 M (level5)+: +15

Population 600 M (level4)+: +9

Population 300 M (level3)+: 5

Population 100 M (level2) +: 2

Population 1M-100 M (level 1): 0

Population less than 1M (level0): -1

  • Population smaller than enemy:-5
  • Population bigger than enemy:+5
  • Population: Amount of population/100 M (e.g. USA-Canada have a population of 459.8766 Million so it gets 4.60

Casus Belli[]

  • No Casus Beli:-10
  • Have a Casus Belli: mod decided whether if it is good (15) or bad (-7)
  • Defense: +15

Motive[]

  • Economic:+3
  • Defend against popular rebel: +5
  • Defend newly held territory (less than 5 years): +7
  • To unify a culture: +8
  • Defend territory that are not really important: +10
  • Reunification: +11
  • aiding ally: +11
  • counter: +11
  • access to sea/ocean: +13
  • defending heartland: +16
  • Revolting:+19
  • Defending enemy with lethal weapon (e.g. Kaptyen-16-8) +20
  • Revolts defending:+21
  • Defending enemy that will Danger the nation:+25
  • Defending enemy that will kill the nation:+30
  • Defending enemy that will end a popular revolt:+37.

Modifiers[]

  • Implausibility:minus 10 per implause
  • Guerrilla War:-11 defending from guerrilla, +4 guerrilla
  • Defender undergoing revolt: +7 attacker -15 defender
  • Attacker undergoing revolt: -30 attacker +2 defender
  • Recent war: -10 per recent war in past 5 years, -6 per past 10 years, -2 per past 20 years.

Type of Government[]

Monarchy: +(2*Motive+economy*tech/3)

Democrat: +(3*population level+1/2economy+agriculture)

Socialist: +(agriculture*2+(10-tier)-2)

Islamic:+population

Vassal:+motive/2-tech

Government not supported by people:-19

Aids[]

Military support:+11 Logical:+7 Economy:3

Luck[]

Use two integers from 1-100 from random.org and use the bigger one to divide the smaller one then add a random integer from 5-10 to it.

  • troop morale high:requires economy 4+, luck overall 10+:+15 and a random.org 1/2 chance
  • troop morale low: luck overall 6.5-:-20 and a random.org 4/5 chance

(The below ones is if you have some time)

Step 2:If you think you're lucky, you can also roll a dice on random.org. If you get the same one in two different rolls, you can random.org a number between 100-106. The outcome, divided by 100, is a multiplier.

Step2.1: if you get two 1's at the same time, add a .05 to your multiplier.

Step2.2: if you fail to roll two at the same time, you will get a multiplier from 97-103.

Step3: if you still have some time, get a random integer from 0-101. If it is 0, you gets a bigger multiplier, and if it is 101, you get a smaller multiplier. Please make sure to send us a screenshot of this.

Step3.1: if you gets an epic win, you random.org an integer from 110-160 and this will be the multiplier.

Step3.2: if you gets an epic fail, you random.org an integer from 55-75 and this will be the multiplier.

Step4: calculate them together.

Note: the multiplier is for your TOTAL Score.

troop[]

The side with more troop gets+20. The side with much bigger troop gets+40.

Bonus/buff/penalty[]

  • Just changed to a democratic government: 1.2* buff.
  • Just changed to a non-democratic, but a different government: 1.05* buff.
  • Just changed to a Monarchy from a democratic government: 0.95* penalty.
  • Just changed to another government from a democratic:0.92* penalty
  • Political instability: .80 to .50 penalty depending on the situation (how the Rwanda almost defeated DRC).
  • Government not supported by people, but still fair: .95~.85 penalty
  • Disease: .90~.60 penalty.
  • Civil war occurring: .50 penalty
  • Newborn nation bonus: 1.25

After that multiply the buff/penalty together.

War result[]

Just make sure this is plausible. But, the economy and population will go down by a bit. especially economy which might change you from 10 to 5. If you lose lots of war, your tier will go down quickly.

Naval battle Algo[]

Casus Beli, Modifiers, luck, population, motive(with a few changes) type of government, aids and tier still apply, as in the land battle. But I'm not writing the same thing because it do take a long time.

Port[]

  • side with the nearest port:+12
  • A country's best port (decided by mods): vary from -10 to +15
  • Without a port(this is possible): -25
  • the best port is the nearest one:+10

Navy quality[]

  • Naval point bonus:4*Naval point
  • Side with better naval point:+13
  • Side with much better naval:+27
  • Supply:+Resource+agriculture
  • Quality: +economic point
  • Balance: If naval point is the 2nd or 1st out of your points, -2; if it is last two, -3.

Motive[]

  • Any attack by a revolt:+3
  • Economic:+3
  • Defend newly held territory (less than 5 years): +7
  • To unify a culture: +8
    • (modifier) Surprise sea attack (Like Pearl Harbor): +9
  • Defend territory that are not really important: +10
  • Reunification: +11
  • aiding ally: +11
  • counter:+11
    • (modifier)strategic attack a somewhat bigger navy (1.9* or more of your size): +11
    • (modifier)Trying to strategic attack a much bigger navy: +15
  • defending heartland:+16
  • Revolting:+19
  • Defending enemy with lethal weapon(e.g. Kaptyen-16-8) +20
  • Revolts defending:+21
  • Defending enemy that will Danger the nation: +25
  • Defending enemy that will kill the nation: +30

Example[]

2073 ISIS surprise sea bombard on China[]

China[]

Tier

Bigger than enemy by 2:+8

Total: +8

Port

Nearest port:+15

Port quality: pretty good (+8)

Total: +23

Navy quality

Naval points: 7 * 4= +28

Better than enemy: +13

Supply: 6 (resources) +9 (agriculture)= 15

Quality:+7

Total:63

Motive

Defending not really important: +10

Total:+10

Landscape

Defending:+12

Total: +12

Population

Population top5:+30

Population lv6: +25

Population bigger: +5

Population divided by 100M: approx 16

Total: +76

Casus Belli

Defending: +15

Total: +15

Type of government

Socialist:2*9+9-2=25

Total: 25

Aids/supports

Kazakhstan: Logical(+7)

Total:+7

Troop

Bigger army: N/A( mostly reserves at that time; both 1 mil)

Luck

63 and 61: 1.032

random integer: 7

Total: 8.032

Multipliers

Two dice: 2-2

Random integer 100-106: 101

0-101: 11

Grand Total

8+23+63+10+12+76+15+25+7+0+8.032=247.032

247.032*1.01=249.5

ISIS[]

Tier

Tier smaller than enemy by 2: -2

Port

Best port: +3 (medium)

Total:3

Navy quality

Points: 5*4=20

Supply: 2+1=3

Quality: +4

Total:27

Motive

Economic:+3

Modifier-Surprise sea attack: +9

Total:12

Landscape

Not even on your continent/other side of the globe:-6

Total:-6

Population

Lvl 3: +5

Top 50:+12

Population smaller than enemy:-5

Population divided by 100M: 1.05 (104,789,672)

Total:13.05

Casus Belli:

Vote result: 6.33

Total:6.33

Type of government

Islamic: +3

Total: 3

Aids

Saudi Arabia: +4

UAE: +4

Total: +8

Luck

32 and 83: 2.594

Random number: 6

total:8.259

Luck-multiplier:

Dice: 5 and 4

Number from 97 to 103: 99

Number from 0 to 101: 38

Grand total

69.64*0.99=68.944

Result[]

ISIS loses heavily as the Chinese already discovered them near India. China declare war upon ISIS and calls its ally Kazakhstan to aid. ISIS starts a military buildup since they discovered China is way outta their predictions.

Casualties[]

China

  • 1 planes
  • 1 artillery
  • 1 tank
  • 7 ships
  • 22 men
  • 1 gluon-neutron gun

ISIS

  • 56 planes
  • 111 men
  • 2 Plutonium-241 bomb

Wars[]

Insert title here[]

Insert combatant 1 here[]

Insert combatant 2 here[]

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