THIRST FOR GLORY II

"Jan Sobieski liberates Vienna " by Jan Matejko
Since the Thirst for Glory is definitively ended I decided to continue idea of Power & Prestige system and start new game - Thirst for Glory II
So, here are game time, players, rules, all P&P system, syntax etc. If anyone interested, post below.
Statistics, Points and Edits
Statistics from europa2.ru, P&P Points, Generated Leaders and Edits requests can be found here SECOND PAGE, POSTS 26,27,28,29
Scenario
Ryo Balanced 1492 (with some edits) - We tested it in previous Thirst for Glory and in many other games, and I can ensure you it is good scenario.
Game time and date:
First session: friday, 9 XII 2005, 21:00CET
Sessions: Fridays: from 21:00 CET to 01:00 CET or longer if start time was delayed by more than 30min. We also continue after 01 if all players will agree to play on. In case someone have to go and do not want to be ghost or sub session is finished.
Players:
CHI China - Daniel A - 279-304-318
ENG England - RappaR - 280-622-275
FRA France - GAME MASTER - HALthePolishLion - 317-899-057
HAB Austria - NEED A PLAYER - ???
RUS Russia - King John - 225-570-338
SPA Spain - NEED A PLAYER - 206-522-909
TUR Ottoman Empire - Kanth - 199-503-674
USA United States - NEED A PLAYER - ???
Rules
No player alliances during peace
No map trading with AI
No exploitation of lag -- including vassalization, colonists, annexation, etc
No moving the land/naval slider from 5. This will be edited back to 5 post session if moved by either player or event.
No DoWing for the purposes of raising another nation's stability or to collect war taxes while at peace.
No fake wars -- provinces will be edited between sessions.
No more than 3 provinces can be take in one peace treaty, COT count as 2 (this will change after 1700 - 5 provinces in one peace treaty).
Forced Peace Rules
Peace may be forced on you if the following requirements are met.
1) You are at least 8 WE (in capital).
2) You are at -3 stability.
3) It's a stabhitting peace offer
- stab hits can be offer only if you have 99WS and WE in enemy capital is at least 4.
If these three conditions are met, you must accept the peace. This is to promote reasonable warfare.
Obey forced peace rules, and the other 3823947239874 rules here.
P&P System
Power
Power is a concept by which countries are rewarded for wielding influence through the use of brute force. In this game it will be modeled in points.
You may gain power in the following ways:
Issuing a declaration of war against another human (1 points)
Receiving a declaration of war from another human (1 points)
Taking a province in war from a human (3 points per province)
Force-Vassalization of a human (5 points)
Winning a war (3 point)
Fighting a war (Diminishing returns, based on a natural logarithm formula Note that multiple wars cannot be stacked. You are either at war or not at all at any time.)
Using armies and navies( Army/Navy Usage Power factor = [ number of your infantry lost in combat + (number of your lost cavalry * 2) + (number of your lost artillery * 400) + (number of your lost warships * 4000) + (numer of your lost galleys * 1000) ] / 60 000 )
15 points at the end of every session will be distributed on the basis of current army. For example, if you are Russia and you have 500k army, and the entiere human-played world combined has 2500k mans, you would get 500 000 / 2 500 000 * 15 = 3 power points.
Similarly, 15 points at the end of every session will be distributed on the basis of fleets. For the purposes of calculation, galleys will count 1/4 the cost of warships, and transports will not count at all. This is in order to get a more accurate reading of the actual value of a fleet.
Please note that fake wars will not be considered when computing power points.
You may lose power points in the following ways:
Losing a war (-3 power)
Become vassal in a war (-5 power)
You may spend power points in the following ways:
Constructing a barracks (cost: 5 points for the first one, 1 point for every subsequent one, price is double before LT 41).
Constructing a shipyard (cost: 5 points, 1 point for every subsequent one, price is double before NT 11).
Conscription - manpower increase of one (cost: 2 points per point of manpower. cannot be used more than twice on any individual province between sessions.
Constructing a war academy (cost: 5 points for the first one, 1 point for every subsequent one, price is doubled before LT 18)
Constructing a naval academy (cost: 4 points for the first one, 1 point for every subsequent one, price is doubled before NT 16).
Improving the level of a fortress. Costs are as follows:
.5 power, .0 prestige for improving no fort to a minimal fort
2 power, 0 prestige for improving a minimal fort to a small fort
3 power, 0 prestige for improving a small fort to a medium fort
5 power, 0 prestige for improving a medium fort to a large fort
7 power, 0 prestige for improving a large fort to a mighty fort
10 power, 0 prestige for improving a mighty fort to a maximum fort
Prestige
Prestige points are meant to represent your economic, cultural, and diplomatic might. They are somewhat similar to power points, but unlike power points they can also be lost, depending on your actions in game. Note that prestige can never go below zero.
You may gain prestige points in the following ways:
Having human vassals (+.5 prestige per European province owned by each vassal per session).
Owning CoTs (+2 prestige per CoT per session)
Owning European provinces (+1 prestige)
Owning Non-European provinces (+0.5 prestige per inhabited colony)
Owning colonial provinces (+.3 prestige per non European province)
Winning a war (+10 prestige)
Staying at peace for a session. (+5 prestige)
100 prestige points will be distributed on the basis of percentage of income.
Being the leader in a technology (+5 prestige for each leader in each category)
Existing! (+25 prestige)
Increasing your income (+1 prestige per 10% increase)
You may lose prestige points in the following ways:
Being a vassal (-1 prestige per European province per session)
Losing a war (-10 prestige)
Income decrease (-1 prestige per 20% income lost)
Breaking rule -50% of prestige
You may spend prestige points in the following ways:
Note for all calculation purposes, costs will be based on the number of refineries you currently have. So if you have 2 refineries already, the cost will be 5 + 3 + 3 = 11 prestige for a third.
Construct a fine arts academy (4 prestige for the first, +4 additional for every one thereafter, cost doubled if you lack the technology).
Construct a refinery (5 prestige for the first, +5 additional for every one thereafter, cost doubled if you lack the technology)
Construct a goods refinery (5 prestige for the first, +5 additional for every one thereafter, cost doubled if you lack the technology).
Claim a culture. ( (total # of provinces of that culture) * (total # of provinces of that culture - # owned by player + 1) * 4. This makes it very expensive to claim cultures that you do not almost completely control.)
Gain a core (5 prestige, must be state religion or culture and have been controlled for 50 years).
Increase tax value (3 prestige, +1 tax value, may be used twice per province per session).
Encourage immigration (3 prestige, +25% population to province, may only be used once per province per session)
Convert a province (3 + 2 point for every point towards innovative + 1 point for every 50,000 population (rounded up). This value is doubled for non state cultured province. For example, if I wanted to convert Shanghai which had 210k population as a European power which lacked han culture, with 9 inno, it would cost me ((3 + 8 (4 points towards inno x 2) + 5 (210k)) x 2 = 32 prestige points.
You may only convert provinces if
1) There is no nationalism in the province. (I.e. you have controlled it for 30 years or it is a core)
2) It is not currently under enemy control.
Reduce Badboy (5 points / BB point)
Deflation (4 / (max(mayor coverage / 4, .1) + infra level / 50) + last year income / 1000 rounded up). So for example, if you're at .2 governor coverage (i.e. governors in 20% of your provinces) and infra 6, and had 3001 income last year, a point of deflation would cost you (4 / (.1 + .12) + 4) = 22.18 points. If you have 1.00 governor coverage (i.e. governors in all provinces) and you're at infra 10 and had an income last year of 8000, a point of deflation would cost you (4 / (.25 + .2) + 8) = 16.88 points. If you're at infra 0 and have governors all over and an income of 7000, deflation will cost you (4 / (.25 + 0) + 7) = 26.75 points. Note that all points here will be rounded up to the nearest quarter point. So if it would cost you 12.1234 to do something, it will actually cost you 12.25, etc. I.e. the worse the governor coverage the cheaper it is, the higher the infra level the cheaper it is, the lower the income the cheaper it is, the lower the population it is the cheaper it is.
DP Slider Movement (10 points / slider movement, maximum of 3 per session. Additionally, each one of these you make will cost you one stability point.)
Point Expenditures:
Points may be carried over across sessions without penalty. Points may not be traded between players.
The GM will post points gained after every session. This is example of how it will look like (each country will have its points in diffrent color):
Ottoman Empire
Prestige Income
Previous : 1.97
Existing : 25
European Provinces : 34 * 1 = 34
Colonial Provinces: 102 * .25 = 25.5
CoTs : 5 * 2 = 10
Income Increase : 6.14345088027563% = 1
Income Share : (12703.262 / 75525.135) * 50 = 8
Peace resolutions: 5
Total Base Prestige : 105.47
Power Income
Previous : 3.23
Manpower : (813.090 / 5700.853) * 10 = 1
Navy : ( 7364 / 39158.06) * 10 = 2
DoWs given or received: 0 * 3 = 0
Years at war : 2.74 + log(0.1 + .1) = 1.13
Peace resolutions: 1
Total Base Power : 8.36
Military Tradition
Previous MT : 10.35 * 0.5 = 5.18
Wars fought : 0 * 0.5 = 0
Years at war : 2.74 + log(0.1 + .1) = 1.13
Total Military Tradition : 6.31
Relevant Wars :
April 2 2001 : France accepted peace with Ottoman Empire on the following terms : France pays 500$ in indemnities.
May 20 2001 : England accepted peace with Ottoman Empire on the following terms : Return to Status Quo.
Zeitgeists P&P special Perl program
In this program we will do all edits. It is allowing to edit all changes mentioned in previous text, providing that you all will learn its syntax for requesting edits, which I attach below.
Syntax For Requesting Edits:
Important: Do not include <>s in your orders!
Every request should start with these 3 lines.
tag = <your country's tag>
prestige = <your country's prestige>
power = <your country's power>
After the header, any combination of the following commands may be listed. You can list whatever you want, but it will only do edits as long as it has points. Therefore, list your most important edits first.
taxvalue <province id> <desired increase>
manpower <province id> <desired increase>
culture <culturename>
core <province id>
fort <province id>
shipyard <province id>
barrack <province id>
population <province id>
conversion <province id>
manufactory <province id> <desired manufactory>
-- where desired manufactory can be one of these values
"luxury" - fine arts
"refinery" - refinery
"goods" - goods
"navalequipment" - naval equipment
"weapons" - weapons
dpslider <slider> <move>
-- where slider can be one of these values
"aristocracy"
"centralization"
"innovative"
"mercantilism"
"offensive"
"land"
"quality"
"serfdom"
-- and move can be
"+" (move slider up one)
"-" (move slider down one)
deflation <amount (positive)>
bbreduce <amount (positive)>
provincetransfer <province id> <tag>
vassaltransfer <vassaltag> <tag>
moneytransfer <amount> <tag>
Note in this game, human tags are:
CHI - China
ENG - England
FRA - France
HAB - Austria
POL - Poland
RUS - Russia
SPA - Spain
TUR - Ottoman Empire
Further note that you will not be charged for province, money, or vassal transfers.
Here is example of how can look such list of edits (I sugest to post it in orange, so I can easily find it):
tag = TUR
prestige = 105.47
power = 8.36
culture georgian
conversion 541
conversion 557
taxvalue 357 2
taxvalue 358 2
manpower 357 2
manpower 358 2
deflation 1
Military Tradition
Random leaders are generated every session based on your military tradition. This represents your officer corps-- and generally nations that fight a lot will have veteran and therefore better generals, on average. They will also tend to have more generals than peaceful nations.
You get military tradition points for the following:
- Previous session MT * 0,5
- Using armies and navies (Army/Navy usage factor * 0,05)
- DOWs (each dow is 0,5 MT)
- Fighting a war
The total number of years you were at war. You get diminishing returns here; so whereas the first couple of years are very good for leaders, each successive year will contribute less and less.
I hope everybody like this rules and system, because I am too lazy and not going to change them
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