Talk:1900 Map Game

Location:

 * Defending Nation: +10
 * On Border: +8
 * City near border +6
 * No former presence, core of army away from battle: +0

Motive

 * Economic (Gains land, resorce, etc): +4
 * Defending territory not owned by nation more than 20 years: +6
 * Defending territory not part of heartland but held for more than 20 years: + 8
 * Taking territory of similar culture but not part of nation: + 8
 * Aiding an Ally: + 10
 * Pre-emptive Strike: +10
 * Reconquest of core region: + 12
 * Unification: +15
 * Defending Heartland from attack that will not cripple/ destroy nation: + 12
 * Aiding Social/Moral Kinsmen who are being oppressed: + 12
 * Attacking to enforce politcal hegemony: +14
 * Defending Core/heartland from possibly fatal attack + 16
 * Defending from nuclear armed nation that has a motive over 5 and has not yet used their weaponry: + 16
 * Defending from nuclear armed nation, regardless of motive, that has used said weaponry: + 18
 * Defending from attack that will wipe out nation and culture: + 20
 * Counter attack:+5
 * Modifiers:
 * Non-democratic Government supported by people: + 4
 * Democratic government supported by people: + 5
 * Government not supported by people: -5
 * Troop Morale high (requires motive over 10, chance over 6, and stronger development scores in at least one category): + 10
 * Troop Morale low (any of the above:  lower development scores in all categories, recent war penalty over 16): -10
 * Fighting Guerilla War: -10 attacker, + 2 defender
 * Implausibility: -4 per impluasibility
 * Undergoing revolt: -14
 * No Government:-25
 * Warning: Negative motive scores are possible!!
 * Lead nation's motive, not average.

Population

 * Greater than 100 million +30
 * Greater than 50 million +15
 * Greater than 30 million +5
 * Less than 30 million + 2
 * Larger than opponents: + 4
 * 2x size of opponent's: + 5
 * 5x size of opponent's: + 10
 * 10x: +20
 * Every further order of Magnitude (eg 20x, 30x): +30
 * ONLY of the leading nations

Landscape
Knowledge of landscape: +10 for in one's homeland, +5 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar) -6.
 * Urban warfare: Attacker -2, Defender +2
 * Storming on to a coastline from the sea or on to an island, the attacker - 4 and defender + gains 5.
 * Storming in to a desert, high mountains, or jungle the, attacker -3 and + defender gains 4.
 * 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 +5 and the attacker gets a disadvantage of -6