Talk:Ridickulouse Scenarios

Land Scape

 * Storming on to a coastline from the sea or on to an island, the attacker - 10 and defender + 15.
 * Storming in to a desert, high mountains or jungle the, attacker - 10 and + defender gains +15.
 * Regional tactical Advantage: +15 defender/-10 attacker (for example crossing the Kalahari desert)
 * 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 +20 and the attacker gets a disadvantage of -10
 * Knowledge of landscape: +25 for in one's homeland, +20 for warring in an adjacent nation (maritime borders count), -5 for low knowledge of an non-adjacent lands which are on you continent, -20 for not on you're continent, -20 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar)-30

Motive

 * Political: +10
 * Economic: -15
 * Liberation/Defending Independance: +20
 * Cultural/Religous: +26
 * Gain Land: -12
 * Victim nations' life or death = +30 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory.
 * Revolt: +22
 * If there are multiple motives the average will be found
 * Unification: +18
 * Tensions (like if America and USSR went to war): +10
 * Provoked: +10
 * No Motive: -20

Foreign Aid

 * For other nations aiding it will be oppsoite their nation rank x how many thousand soldiers they are sending. If America sends 1000 soldeirs to Al-Qaeda it will be 1000x4=4000=+4
 * Every nation offering supplies to their side= +5
 * Every vassal nation any way helping with their side= +20

Nation

 * State of Economy: +12 (Flourishing), +9. (good-OK), +7 (Mild), +5 (Depression), 0 (crumbling)
 * Many or major defenses and fortified places: Defender + 20
 * Technology: 0-9; with 0 being the worst, 2 being poor, 8 being normal and 14 being ahead of time.
 * Power: V -7, IV 0, III +7, II +10, I +15
 * Side with greater population: +13
 * Side with greater industry: +10
 * War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns (does stack)
 * Stability: Very (+12), Pretty (+7), Holding (+0), Somehwat (- 5), Low: (-10), Very Low (-12)
 * Infastructure: Grande (+12 atk, -12 def), Good (+8 atk, -8 def), OK (+5 atk, -5 def), Mediocre (0), Poor (-7 atk, +7 atk), Crumbling (-14 atk, + 14 def)
 * Federation/Feudal/Autonomous States/Militia: -10 atk/ +15 def

Military

 * Powerful: +15
 * Strong: +12
 * Stronger: +9
 * Mild: +6
 * Weak: +3
 * Horrid: +2
 * For every 5 thousand soldiers it is +  1 x {Insert Oppiosite Nation Rank Here}
 * Naval support: +6 per 10 ships
 * 1/2 x score for every front
 * -1/3 if there is conscription
 * -1/y for parts of nation occupied
 * -1/6 for every recent defeat

Other

 * Morale: -7 In face of larger army, -15 for completely surrounded, +7 for in face of a smaller army, +15 for surrounding enemy. If defeated last turn, then the looser from that battle is -6 to his opponent in this battle
 * RNG: A random number between 1-15 is chosen by random.org
 * Suprise: +30 atk, -10 def