Talk:The Sanguine Planet (Map Game)

Colonial Modifiers

 * State of Economy: +10 (Flourishing), +7.5 (good to Okay), +5 (Mild or socialist/communist), +2.5 (Poor), 0 (Non-existent or collapsing)
 * Many or major defenses and fortified places: Defender + 10
 * Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.
 * Each colony falls into a power category, +1 for each category. If your a fledgling or mostly abandoned colony it's + 0. If you're a super power +5
 * Side with greater population: +3
 * Side with greater industry: +3
 * Side with greater help from Earth: +5
 * War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battlefatigue until you make peace for at least 2 turns.
 * Regional tactical Advantage: +5 defender/-3 attacker (for example crossing a canyon or crater)
 * Food supplies: +5 plentiful, +3 substantial, +1 for sufficient, -2 for insufficient, -5 for severely lacking, -15 for starvation.
 * Water supplies: +10 plentiful, +6 substantial, +2 for sufficient, -4 for insufficient, -10 for severely lacking, -30 for dehydration rampant.

Landscape ModifiersEdit

 * 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, -5 for no knowledge of a distant realm that is not even in your hemisphere and in polar regions (unless the attacker is also polar) -7.
 * Colonized/Inhabitated terrain: +5 defender/-3 attacker
 * Orbital drop or sub-terranean attack, the attacker - 4 and defender + 5.
 * Storming in to a desert, high mountains, polar or biodome the, attacker - 3 and defender + 4.
 * Armed expatiation in large extremism climates like the Polar caps or Olympus Mons
 * 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

Military ModifiersEdit

 * Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle
 * Nuclear war gives the atomic user +10 and defender -10 for strategic arms, or +5 and -5 for tactical arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total.
 * Chemical weapons give the attacker +2 and the defender -1.
 * Orbital weapons give attackers +5 for each and defenders +7.
 * Mass rail guns: +8 to defender, +6 to attacker for each
 * Hover-technology: +10 to attacker, +6 to defender.
 * Practical lasers or plasma use: +15

Political ModifiersEdit

 * Every colony helping with their side= +2
 * Every colony offering supplies to their side= +1
 * Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1
 * Religious motives= +4.5 to the attacker and - 0.5 to the defender.
 * Political and moral motives=  + 6 to the attacker.
 * Ethnic and cultural war motives = + 4 to the attacker.
 * Economic war motives = + 5 to the attacker.
 * Victim conoies' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory.
 * Strength: # of troops divided by a factor of 20,000 (IE, 1,000,000 = 50 points)