User talk:Edgeofnight/Sandbox

Location

 * Based on Pixel Distance

Power

 * One for each of the following catagories: Army, Navy, Airforce.
 * Large:+3
 * Medium:+2
 * Small:+1

Development
Each Turn you may develop 2 of the following:
 * Military
 * Economy
 * Infrastrucutre
 * Industry

Number of Troops
Friendly troops/Enemy Troops

Population
Based on the Population that supports the government.
 * Population Less than 1 million:+1
 * Population Greater than 1 million:+2
 * Population greater than 3 million:+3
 * Population Greater than 5 Million:+5
 * Population Greater than 10 million:+8
 * Population Greater than 15 million:+12
 * Population greater than 20 Million:+15
 * Population Greater than 25 Million:+18
 * Population Greater than 30 Million:+20
 * Population Greater than 35 millon:+25
 * Population Greater than 40 Million:+28
 * Population Greater than 50 Million:+30
 * Population Greater than 60 Million:+35
 * Population Greater than 70 Million:+40
 * Population Greater than 80 Million:+45
 * Population Greater than 90 Million:+48
 * Population Greater than 100 million:+50

Support
+1 for each % of the population that supports your government

MODIFIERS

 * Support Over 70%:+5
 * Support Under 50%:-5
 * Support Higher than Oppenents:+5
 * Support Lower than Oppenents:-5

Motive
You may have as many motives as you want, but in the end, you divide by the number of motives.

Calculating Motive
Add up total from your various motives, then divide by the number of motives and add modifers

Location

 * +20 for defender
 * +15 for attacker who borders the nation
 * +10 for attacker who is near the defending nation
 * +5 for attacker who is far from the location of the war
 * +0 for an attacker on the other side of the world

Numbers

 * +1 for every 50,000 soliders
 * +1 for every  10 attack submarines and/or 10 men-o-war, Ironclads, dreadnaughts, battleships
 * +1 for every Aircraft Carriers

+5

 * United Kingdom
 * France
 * Germany
 * Russia
 * Austria/The US

+4

 * Austria/The US
 * Netherlands
 * Italy
 * Norway
 * Japan
 * Sweden

+3

 * Spain
 * Portugal
 * Major British Colonies (India, Canada, Australia)

+2

 * The rest of Europe
 * South America
 * China
 * Colonies of the British and France

+1

 * Everyone else

Development
+1 for each turn you develop Military or economy, and +2 for each turn you develop Infrastrucutre (Defense only)
 * You may develop one of the following per turn assuming you are not at war
 * Military
 * Economy
 * infrastrucutre
 * Take Development Scores from any L or C involved in the War
 * Multiple by your power.

Power

 * +3 for large Land
 * +3 for Large Naval
 * +3 For large air
 * +2 for Medium Air
 * +2 for medium Land
 * +2 for medium naval
 * +1 for small land
 * +1 for small aieral
 * +1 for small naval.

Landscape and Geography

 * Waring in Home Nation:+10
 * Warining in an adjcent nation:+5
 * Warining in a territory held for more than 20 years:+10
 * Warining in a territroy held, but lost, in the last 20 years:+8
 * Storming a coast line:+2 to the defender, -2 to the attacker
 * Crossing a major mountin range:+5 to Defender, -5 to the attacker
 * Waring in an extreme Climate:-2 to defender, -5 to attacker
 * Warning in a polar region (unless attacker is also polar):+5 to defender, -5 to attacker
 * Waring in an Urban Region:+5 to defender, -5 to attacker
 * Waring in a major city Greater than 1 million people:+10 to defender, -10 to attacker
 * Waring in a Rural Region:+2 to defender, -2 to attacker

War Penelties

 * Conccurent Fighting:-5 for each front
 * Consecutive Years of Fighting:-3 for each year of consecutive fighting
 * Leading in a war during the last 10 years:-2 for each year
 * Coalition Member in a war in the last 10 years:-1.5 for each year
 * Sent men to a war in the last 10 years:-1 for each year
 * Supplier in a war in the last 10 years:-.5 for each year

Nations Per Side

 * Leader(L): Main Nation in the War, Can only be one per side:+10
 * Coaltion Member (C): Contribues Man Power, Supplies, andhelps lead a war, but not the main nation:+5
 * Military (M): Contributes man power, but it's presence in overall leadership is minimal to non existant:+3
 * Supplies (S): Contributes weapons, food, etc.:+2
 * Political Support (P): Puts pressure on one side, but does not get involved in the war:+1
 * Vassal or Puppet (V): A subordinante nation:-2. Vassals may be C, M, or S. NOTE:Unlike other Games, Vassals, even if it is a C, will always be a -2 in this section.

Population
One of the Following: One of the Following:
 * +1 for every digit in the population
 * Population less than 30 million:+2
 * Population Greater than 30 million:+5
 * Population Greater than 50 Million:+10
 * Population greater than 100 Million:+15
 * Population Greater than 200 Million:+20
 * Population Greater than 300 million:+25
 * Population Greter than 400 milion:+30
 * Population Greater than 500 million:+35
 * Population Greater than 1 Billion:+50
 * Larger than oppenents:+2
 * 2-5 times larger than oppenets:+5
 * 5-10 times larger than oppenets:+10
 * 15-20 times larger than oppenents:+15
 * 20 times larger or more:+20

Motive

 * Economic (Gains land, resorce, etc): +2
 * Defending territory not owned by nation more than 20 years: +3
 * Defending territory not part of heartland but held for more than 20 years: + 4
 * Taking territory of similar culture but not part of nation: + 4
 * Aiding an Ally: + 5
 * Pre-emptive Strike: +5
 * Taking back territory recently held by nation but since lost: + 6
 * Defending Heartland from attack that will not cripple/ destroy nation: + 6
 * Aiding Social/Moral Kinsmen who are being oppressed: + 6
 * Attacking to enforce politcal hegemony: +7
 * Defending Core/heartland from possibly fatal attack + 8
 * Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 8
 * Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 9
 * Defending from attack that will wipe out nation and culture: + 10
 * Modifiers:
 * Non-democratic Government supported by people: + 3
 * Democratic government supported by people: + 4
 * Government not supported by people: -5
 * Troop Morale high (requires motive over 5, chance over 6, and stronger development scores in at least one category): + 5
 * Troop Morale low (any of the above: chance below 1, lower development scores in all categories, recent war penalty over 8): -5
 * Fighting Guerilla War: -5 attacker, + 1 defender
 * Implausibility: -2 per impluasibility
 * Warning: Negative motive scores are possible!!
 * Lead nation's motive, not average.

Participation

 * +10 to both sides for this.

Result
Add up and do this every turn you are at war

Brave New World
The US loses the Cold War.

Nations List

 * United Global Allied Collective (UGAC, NATO sucessor)
 * France (Co - Leader)
 * Algeria (French Puppet)
 * Libya (French Puppet)
 * Free Sudan (French Puppet)
 * Britian (Co - Leader)
 * Canada (Domain under heavy Influence)
 * Austrialia (Domain under Heavy Influence)
 * Spain
 * Italy
 * Netherlands
 * Norway
 * Sweden
 * Denmark
 * Greece
 * Turkey
 * South Africa

Location
Location is how close the nation is to the place of the conflict. Goes by capital city.
 * At the war: +10
 * Next to the war: +8
 * Close to the war: +4
 * Far from the war: -8
 * Halfway around the world (separated by ocean): -10

Tactical Advantage

 * Attacker’s advantage: +2
 * Defender’s advantage: +5
 * Surprise attack: Attackers +6
 * Home is island: Defenders +4
 * Home is desert: Defenders +6
 * Home is jungle/tropical: Defenders +8
 * Home is tundra/arctic: Defenders +10
 * Amphibious landing: Defenders +8

Strength

 * Every nation militarily helping with belligerents/defenders: +Military Tier
 * Every nation nonmilitarily helping with belligerents/defenders: +Military Tier/2
 * Every vassal militarily helping with belligerents/defenderes: +Military Tier/2
 * Every vassal nonmilitarily helping with belligerents/defenders: +Military Tier/4
 * Every nation militarily occupied by nation: -1.5
 * Side with greater population: +5
 * Side with greater industry: +5

Technology

 * Every nation militarily helping with belligerents/defenders: +Tech Tier
 * Every vassal militarily helping with belligerents/defenders: +Tech Tier
 * Total technology: +TotalTechTier/(Number of nations*.75)

Motive

 * Life or death (country’s sovereign existence is threatened): 10
 * Religious: 7
 * Social/moral: 6
 * Political: 5
 * Economical: 3
 * Total motive: TotalMotiveCount/(Number of nations*.75)

Morale

 * Recent major military defeats (within past year): -2 per defeat
 * Extermination of conquered peoples: -3
 * Motive is less than 6: -1
 * War lasted beyond 7 years: -3
 * Total motive: TotalMotiveCount/(Number of nations*.75)

Industry

 * Full participation: +Industry Tier
 * Partial participation: +Industry Tier/2

Troop Numbers

 * (First digit in troop numbers + Number of digits in troop numbers)/1.5
 * EX: 1,000,000
 * (1+7)/1.5 = 5.66667

Chance
Chance will be a random number generated as follows: Chance will be a percentage bonus to your war score rather than a flat number change. This number is generated pre turn
 * Nation with the larger military tier/same military tier: a random number between 0 and 12
 * Nation with the Smaller Military Tier: a random number between 0 and 20

Fronts and Total
Once added up, the total score is multiplied by 1.5 divided by the number of fronts. If there is only one front, disregard this part and simply use the total.

Grand Total = Total*(1.5/Fronts)

Result
A score differential of xx will mean that one side capitulates; the algorithm changes annually, so be careful! An advantage may disappear in a day. Build up your score differential until you win.

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

Population
This is taken from Leaders only.
 * +1 for every 125,000 people for the first 500,000
 * +1 for having a population greater than 500,000,  +.75 for every subsquent 125,000 people up to 1 million
 * +1 for having more than 1 million, +.5 for each subsequent 125,000 people
 * +1 for having more than 2 million people, +.25 for each subquent 125,000 people

Defending

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

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 friendly Coastline:+5
 * Near  friendly coastline: +10

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:-24
 * Fighting in Rocky Mountains: -30
 * Fighting in a desert:-8

Numbers REVISE
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: 1.5% of Population
 * Naval Concentrated: .5% of Population
 * Maximum Navy Size
 * Land Concentrated: .045% of Population
 * Naval Concentrated: .9% of population
 * +1 for every 10,000 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

 * The First Vassal Gains 2/3's the war score, the second vassal 1/2, and each subsequent vassal gains 1/4th

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 lose 50 points

Multiple Fronts

 * -10 for each front

Popular Revolt or Major Enemy

 * 15% 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.