Completely (in)Accurate Invasion Simulator (CiAIS)
CiAIS Advanced
v0.1.0
(2023-08-30)
Index
- Introduction
- Logistics
- Taxes
- Rebellion
- Win conditions
- Loss conditions
- New Equations
Intro
CiAIS Advanced is exactly what it sounds like. CiAIS but advanced.
Namely, a few new things are added:
- Logistics and Supply
- Taxes
- Civil Unrest
- Different Win conditions
- Different Lose conditions
Logistics
The further a unit is away from a supply location (a base or outpost), the more attrition it will gain. Every degree from a supply location adds one attrition point, which is equivalent to -0.1 multi-l/s/m (see CiAIS::Units::Values). This means that if a unit is too far away from a supply location, it will not be able to fight as effectively. When a unit's multi-l falls below 0.0, that unit dies.
Note: distance from a supply location is calculated using taxicab distance for ease of calculation.
Taxes
Each player gets their 100¤ per round, but instead of being a flat out 100¤, this is considered as a standard tax rate of 10%. Lowering the tax below 10% will cause civil unrest to go down (see Civil Unrest further down), and a tax rate above 15% will cause it to go up. You have an opportunity to modify your tax rate every round.
Rebellion
Each player gets a civil unrest modifier. By default, this is placed at 0.
0 is the minimum, and it cannot go below that.
Civil unrest increases in the following ways:
Taxes
- For every percentage of tax above 15%, civil unrest will increase by 0.1 every round.
Military loss
- For every unit lost in battle, civil unrest will increase by 1
Economic failure
- If the bank balance goes below 0, civil unrest will increase by 5
Civil unrest decreases in the following ways:
Taxes
- For every percentage of tax below 10%, civil unrest will decrease by 0.1 every round.
Military victory
- For every battle that is won, civil unrest will go down by 1.
- If an enemy city is captured, civil unrest will go down by 5.
Domestic funding
- Every 100¤ given to domestic funding will decrease civil unrest by 0.1.
When civil unrest reaches 10, a rebellion will be triggered. This will cause you to lose power (Loss Condition 2), and you will be overthrown.
Win conditions
Win Condition 1: Last Man Standing
All other players have lost, and you are the last player left.
Win Condition 2: Allied Victory
All other players who are not in your alliance have lost.
ONLY VALID if you're in an alliance with at least one other player.
Win Condition 3: Timeout
There is no more time left to play the game, in which case the player with the highest bank balance wins the game.
Win Condition 4: Agreement
The game has ended for some unknown reason, and you have been nominated as the winner.
Loss conditions
Loss Condition 1: Captured
All of your land has been captured by other players.
Loss Condition 2: Overthrown
Civil unrest reached 10, and you were overthrown.
- Action 2a: Give your land and equipment to another player of your choosing
- Action 2b: Withdraw all your equipment from the board, and give your city to a random player
- Action 2c: Let the other players decide who gets what
Loss Condition 3: Timeout
There is no more time left to play the game, and you did not have the highest bank balance.
Loss Condition 4: Agreement
The game has ended for some unknown reason, and neither you nor your alliance are the winner.
New Equations
Probability + Attrition:
where:
Pa is the probability of unit A winning
Ma is the relevant multiplier of A
Mb is the relevant multiplier of B
ta is the attrition points of A
tb is the attrition points of B
Civil Unrest per round when tax > 15%
where:
u is civil unrest per round
t is tax percentage
Civil Unrest per round when tax < 10%
where:
u is civil unrest per round
t is tax percentage
This work is licensed under CC BY-NC-SA 4.0