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==War Algorithm==
 
==War Algorithm==
*State of Economy: +10 (Florishing), +7.5 (Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or colapsing)
+
*State of Economy: +10 (Flourishing), +7.5 (good to Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or collapsing)
* Many or major defences and fortified places: + 10
+
* 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.
*War Weariness: -5 Every turn while in war, after the first turn
 
 
*Knowledge of landscape: +20 for in one's homeland, + 10 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'')-11.
*Technology: 0-10; with 0 being the worst, 5 being normal and 10 being ahead of time.
 
  +
*Each nation fall into a [[The military-economic power categories (An Alternate 1921 Map Game)| power category]], +1 for each category. If your a failed state 0. If you're a super power +5
*Knowledge of landscape: +20 for in one's homeland, + 10 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.
 
 
*Side with greater population: +3
 
*Side with greater population: +3
 
*Side with greater industry: +3
 
*Side with greater industry: +3
  +
*Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2
*Morale: -10 In face of larger army, - 20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy
 
  +
*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.
*Storming on to a coastline from the sea or on to an island, the attacker - 10 and defender + gains 10.
 
  +
*If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alke were invented), 1,000 bombers, 10 attack submarines and/or 10 men-o-war, Ironclads, dreadnoughts, battleships or aircraft carriers (depends on historic time) in the war then they get +1 for land, sea and/or air. Remember to say how many you deploy or it will be guessed or ignored by a mod. Modern large war ships also take time to build.
*Storming in to a desert or jungle the, attacker - 10 and + defender gains 10.
 
 
*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 defnder- 10 for Strategic arms or +5 and -5 for tactical arms. +1 to the attacker and -1 to the defender if the capial is hit
 
 
*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, polar or jungle the, attacker - 3 and + defender gains 4.
 
* 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.
 
* Every nation militarily helping with their side= +2
 
* Every nation militarily helping with their side= +2
 
* Every nation offering supplies to their side= +1
 
* Every nation offering supplies to their side= +1
* Every vassal nation any way helping with their side= +1
+
* Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1
*Religious, ethnic and cultural war motives = + 5 to the attacker.
+
*Religious motives= +6.5 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 = + 2 to the attacker.
 
* Economic war motives = + 2 to the attacker.
*Tactical Advantage: +5 defender/-3 attacker (for exsampel crossing the Kalahari desert)
+
*Regional tactical Advantage: +5 defender/-3 attacker (for example crossing the Kalahari desert)
*Armed exspantion in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to lodgistic 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
+
*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
* Life or death = + 10 to the nation who is fearing being wiped from history.
+
* Victim nations' 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)
+
*Strength: # of troops divided by a factor of 20,000 (IE, 1,000,000 = 50 points)
 
*Add the totals up and find the biggest total. The biggest wins.
 
*Add the totals up and find the biggest total. The biggest wins.
 
*Do this for every turn your warring in.
 
*Do this for every turn your warring in.
  +
*The result goes here [[War Algorithm result page (An Alternate 1921 Map Game)| War Algorithm result page]] for record.
  +
[[Category:An Alternate 1921 Map Game]]
  +
[[Category:Community]]
  +
[[Category:Help]]

Revision as of 02:03, 20 December 2016

War Algorithm

  • State of Economy: +10 (Flourishing), +7.5 (good to Okay), +5 (Mild), +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.
  • Knowledge of landscape: +20 for in one's homeland, + 10 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)-11.
  • Each nation fall into a power category, +1 for each category. If your a failed state 0. If you're a super power +5
  • Side with greater population: +3
  • Side with greater industry: +3
  • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2
  • 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.
  • If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alke were invented), 1,000 bombers, 10 attack submarines and/or 10 men-o-war, Ironclads, dreadnoughts, battleships or aircraft carriers (depends on historic time) in the war then they get +1 for land, sea and/or air. Remember to say how many you deploy or it will be guessed or ignored by a mod. Modern large war ships also take time to build.
  • 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
  • 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, polar or jungle the, attacker - 3 and + defender gains 4.
  • 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.
  • Every nation militarily helping with their side= +2
  • Every nation offering supplies to their side= +1
  • Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1
  • Religious motives= +6.5 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 = + 2 to the attacker.
  • Regional tactical Advantage: +5 defender/-3 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 +5 and the attacker gets a disadvantage of -6
  • Victim nations' 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)
  • Add the totals up and find the biggest total. The biggest wins.
  • Do this for every turn your warring in.
  • The result goes here War Algorithm result page for record.