Map Game Wiki
Tag: rte-source
Tag: rte-wysiwyg
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*Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.
 
*Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.
 
*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 on your continent and in polar regions (''unless the attacker is also polar or in the Saharah Desert'')-10.
 
*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 on your continent and in polar regions (''unless the attacker is also polar or in the Saharah Desert'')-10.
*Each nation fall into a [[The industrial and economic power categories (Ravaged World Map Game)| industrial and economic]], +1 for each category. State of Economy andIndustry/infrastructure: +10 (Flourishing), +7.5 (good), +5 (Mild), +2.5 (Poor), 0 (Non-existent or collapsing)
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*Each nation fall into a [[The industrial and economic power categories (Ravaged World Map Game)| industrial and economic]], +1 for each category. State of Economy andIndustry/infrastructure: +10 (Super power), +8(Flourishing), +6 (good), +4 (Mild), +2 (Poor), 0 (Non-existent, faild state, or collapsing)
 
*If your a failed state, devistated territory, rebel/resistance/partisan cell or city state 0 due to lack of resorces! If you're a super power +4, since you have loads at your desposal! All other states +1.
 
*If your a failed state, devistated territory, rebel/resistance/partisan cell or city state 0 due to lack of resorces! If you're a super power +4, since you have loads at your desposal! All other states +1.
 
*Side with greater population: +3
 
*Side with greater population: +3
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*If eiter or boath sides did not update there economy, industry, transport, millitery and/or infrastrucure in the last 20 years then they will lose -5 as a penity for neglecting there nation's integrity.
 
*If eiter or boath sides did not update there economy, industry, transport, millitery and/or infrastrucure in the last 20 years then they will lose -5 as a penity for neglecting there nation's integrity.
 
*Strength: # of troops divided by a factor of 50,000 (IE, 1,000,000 = 20 points)
 
*Strength: # of troops divided by a factor of 50,000 (IE, 1,000,000 = 20 points)
*Add the totals up and find the biggest total. The biggest wins and the margin desides lesses.
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*Add the totals up and find the biggest total. The biggest wins and the margin desides lesses.
 
::A margin of 10:9 (111% vs 100%) equals 5% of land lost by the looser, a margin of 5:4 (125% vs 100%) equals 10% of land lost by the looser, a margin of 3:2 (150% vs 100%) equals 20% of land lost by the looser, a margin of 2:1 (200% vs 100%) eaquls half the looser nation is over run altermaicly and the rest is in disarray, 3:1 (300% vs 100%) equils the looser beeing over run and ''crushed autamaticly'', leading to the looser's ''formal surrender'' in one round!
 
::A margin of 10:9 (111% vs 100%) equals 5% of land lost by the looser, a margin of 5:4 (125% vs 100%) equals 10% of land lost by the looser, a margin of 3:2 (150% vs 100%) equals 20% of land lost by the looser, a margin of 2:1 (200% vs 100%) eaquls half the looser nation is over run altermaicly and the rest is in disarray, 3:1 (300% vs 100%) equils the looser beeing over run and ''crushed autamaticly'', leading to the looser's ''formal surrender'' in one round!
 
*Do this for every turn your warring in.
 
*Do this for every turn your warring in.
 
*The result goes here [[War Algorithm result page (Ravaged World Map Game)| War Algorithm result page]] for record.
 
*The result goes here [[War Algorithm result page (Ravaged World Map Game)| War Algorithm result page]] for record.
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[[Category:Ravaged World (Map Game)]]
   
 
== Question ==
 
== Question ==

Revision as of 19:24, 18 December 2015

War Algorithm

  • Many or major OTL/ATL 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: +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 on your continent and in polar regions (unless the attacker is also polar or in the Saharah Desert)-10.
  • Each nation fall into a industrial and economic, +1 for each category. State of Economy andIndustry/infrastructure: +10 (Super power), +8(Flourishing), +6 (good), +4 (Mild), +2 (Poor), 0 (Non-existent, faild state, or collapsing)
  • If your a failed state, devistated territory, rebel/resistance/partisan cell or city state 0 due to lack of resorces! If you're a super power +4, since you have loads at your desposal! All other states +1.
  • Side with greater population: +3
  • Side with greater industry: +3
    • Side with greater agriculture: +1
  • Fighting in large, flatish, open places like the Canadian Paries, North German Plain, Egyptian desert and Bylorussia: Attacker +1, Defender -2.
  • Urban warfare in big cities of over 5,000,000 people like today's London, Tokyo, New York, Shanghi, Mumbi and Berlin, Attacker-2, Defender+2
  • War Weariness: If you have been fighting for more than 3 turns in a row -5 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), 500 bombers, 10 attack submarines and/or 10 men-o-war, ships of the line, Ironclads, dreadnaughts, 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.
  • Bio weapons give the attacker +5 and the defender -2.
  • 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 if the attacker makes it clear this is what he wants to do.)
  • 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 -5
  • 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.
  • If eiter or boath sides did not update there economy, industry, transport, millitery and/or infrastrucure in the last 20 years then they will lose -5 as a penity for neglecting there nation's integrity.
  • Strength: # of troops divided by a factor of 50,000 (IE, 1,000,000 = 20 points)
  • Add the totals up and find the biggest total. The biggest wins and the margin desides lesses.
A margin of 10:9 (111% vs 100%) equals 5% of land lost by the looser, a margin of 5:4 (125% vs 100%) equals 10% of land lost by the looser, a margin of 3:2 (150% vs 100%) equals 20% of land lost by the looser, a margin of 2:1 (200% vs 100%) eaquls half the looser nation is over run altermaicly and the rest is in disarray, 3:1 (300% vs 100%) equils the looser beeing over run and crushed autamaticly, leading to the looser's formal surrender in one round!

Question

What about the military assets (Tanks, ships, AA Guns, fortifications etc.) a nation already has? Do we have any? Is it a standard number or different? - Jeffrey Arenburg

Armed forces and manpower are for the most part the same as in reality, but the Nazi Germans and Japanese are about 10% more, while the Americans, British and Soviets about 10% less than in real life, due to the nukeing of Kursk, the plague fleas and the crusging of D-day. Camarune (Camaroon) and South Morocco are stillbackward and only have a few hundred troops.Christina Pill (talk) 18:08, December 16, 2015 (UTC)