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==War Algorithm==
 
==War Algorithm==
 
* Many or major OTL/ATL defences and fortified places: Defender + 10
*State of Economy: +10 (Flourishing), +7.5 (good to Okay), +5 (Mild), +2.5 (Poor), 0 (Non-existent or collapsing)
 
 
*Knowledge of landscape: +10 for in one's homeland, +7 for in one's colony, + 5 for warring in an adjacent nation/colony, -1 for low knowledge of an non-adjacent lands which are on you/you colony's continent, -5 for no knowledge of a distant realm that is not even on your continent and -10 in polar regions or the Sahara (''unless the attacker is also polar or in the Sahara Desert'').
* Many or major defenses and fortified places: Defender + 10
 
  +
*If you’re a failed state, devastated territory, rebel/resistance/partisan cell or city state -1 due to lack of resources! If you're a super power, principal powers or great powers of the game +4, since you have loads at your disposal! All other states 0.
*Technology: 0-9; with 0 being the worst, 3 being poor, 6 being normal and 9 being ahead of time.
 
  +
*Side with greater infrastructure: +3
*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.
 
  +
*Side with greater Technology: +5 Pre industrial = 0
*Each nation fall into a [[The industrial and economic power categories (Ravaged World Map Game)| industrial and economic]], +1 for each category. If your a failed state or city state 0. If you're a super power +4
 
 
*Side with greater population: +3
 
*Side with greater population: +3
*Side with greater industry: +3
+
*Side with greater industry: +3 Pre industrial = 0
  +
*Side with greater agriculture: +2
*Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2
 
  +
*Larger land mass + 1
*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.
 
  +
*Defeated last time -1 to the last time's loser
*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.
 
  +
*Fighting in large, flattish, open places like the Canadian Parries, North German Plain, Egyptian desert and Byelorussia: Attacker +5, Defender -4.
*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
 
 
*Urban warfare in big cities of over five million people like today's London, Tokyo, New York, Shanghai, Mumbai 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 1 turn.
  +
*Fighting on 2 or more fronts- -3 for who ever is doing so.
 
*If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alike were invented), 500 bombers, 20 attack submarines and/or 10 men-o-war, ships of the line, 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: -5 In face of larger army, -10 for completely surrounded, +10 for in face of a smaller army, +15 for surrounding enemy. If defeated last turn, then the loser 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 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.
 
*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.
 
* 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.
 
* Chemical weapons give the attacker +2 and the defender -1.
* Every nation militarily helping with their side= +2
+
* Every nation or major vassal/colony militarily helping with their side= +3
* Every nation offering supplies to their side= +1
+
* Every nation or major colony/vassal offering supplies to their side= +2
* Every vassal nation, guerrilla force or terrorist cell any way helping with their side= +1
+
* Every guerrilla force or resistance/partisan group helping way helping with their side= +1
  +
*Motive
*Religious motives= +6.5 to the attacker and - 0.5 to the defender.
 
*Political and moral motives= + 6 to the attacker.
+
**Religious motives= +6.5 to the attacker and - 0.5 to the defender.
*Ethnic and cultural war motives = + 4 to the attacker.
+
**Political and moral motives= + 6 to the attacker.
* Economic war motives = + 2 to the attacker.
+
**Ethnic and cultural war motives = + 4 to the attacker.
  +
**Economic war motives = 3 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.)
 
  +
**To get a local/regional tactical advantage= + 2 to the attacker.
*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
 
  +
**Non given= 0 to the attacker
* 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.
 
 
*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, but it does not get applied if the attacker is from the same sort of environment (ie: Niger would not mined invading Mali since they are both mostly desert, so no disadvantage to Niger).
*Strength: # of troops divided by a factor of 50,000 (IE, 1,000,000 = 20 points)
 
 
* Victim nations' life or death = + 12.5 to the nation who is fearing being wiped from history, +7.5 if facing losing over 10% of its territory.
*Add the totals up and find the biggest total. The biggest wins.
 
  +
*If either or both sides did not update their economy, industry, transport, military and/or infrastructure in the last 20 years then they will lose -5 as a penalty for neglecting their nation's integrity.
*Do this for every turn your warring in.
 
 
*Strength: # of troops divided by a factor of 100,000 (i.e., one million = 10 points)
  +
*If the attacking nation has tripled its size or captured a land mass greater than the size of Greenland (both apply) in less than 5  turns in a row, then - 7.5 to the attacker each turn unless he stops for 2 turns to consolidate the gains.
 
*Add the totals up and find the biggest total. The biggest wins and the total percentage decides the losses.
  +
::A total % of 50.01% equals one px of land lost by the loser,
  +
::A total % of 50.1% equals two px of land lost by the loser,
  +
::a total % of 53% equals three px of land lost by the loser,
  +
::a total % of 56% equals 5% of land lost by the loser,
  +
::a total % of 58% equals 10% of land lost by the loser,
  +
::a total % of 60% equals 20% of land lost by the loser,
  +
::a total % of 66% equals 33% the loser nation is over run automatically and the rest is in disarray,
  +
::a total % of 70% equals 50% the loser nation is over run automatically and the rest is in disarray,
  +
::a total % of 75% equals 60% the loser nation is over run automatically and the rest is in disarray,
  +
::a total % of 77% equals 66%% the loser nation is over run automatically and the rest is in disarray,
  +
::a total % of 80% equals 75%% the loser nation is over run automatically and the rest is in disarray,
  +
::a total % of 85% equals the loser being overrun and ''crushed automatically'', leading to the loser’s ''formal surrender'' in one round!
  +
:Note that the 11 hugest nations and territories can't be defeated in 1 algo', instead you need 2 different consecutive Algo's to defeat 50% of the nation each time. The second algo can only start after the first ends in either a victory or a surrender. The huge nations are- the USA, the USSR, KMT China, French W. Africa, Mongolia, Brazil, Argentina, Canada, British India, Greenland and Australia.
 
*Do this for every turn you’re 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.
   
== Question ==
+
== Questions ==
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? - [[User:Jeffrey Arenburg|Jeffrey Arenburg]]
+
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? - [[User:Jeffrey Arenburg|Jeffrey Arenburg]]
   
Armed forces and manpower are largly the same as in reality, but the Nazis are about 10% more and the Soviets about 10% less than in real life, due to the nukeing of Kursk.[[User:Christina Pill|Christina Pill]] ([[User talk:Christina Pill|talk]]) 18:08, December 16, 2015 (UTC)
+
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.[[User:Christina Pill|Christina Pill]] ([[User talk:Christina Pill|talk]]) 18:08, December 16, 2015 (UTC)
  +
  +
Who are superpowers? And what are the technological points? Regards, [[User:Laptop_Zombie|Laptop Zombie]] 09:16, December 19, 2015 (UTC)
  +
  +
Superpowers are USA, UK, Nazi Germany, Japan and Italy. I guess technological points are about technological investments we make. - [[User:Jeffrey Arenburg|Jeffrey Arenburg]]
  +
  +
I have simplified the Algo. The complex tier page has gone for a simpler valuing system interested in the Algo. [[User:Christina Pill|Christina Pill]] ([[User talk:Christina Pill|talk]]) 22:08, December 19, 2015 (UTC)
  +
  +
*The primary powers/super powers are Germany, Japan, Great Britain, the USSR, Canada, the USA and Italy. I decided to add Canada after all.[[User:Christina Pill|Christina Pill]] ([[User talk:Christina Pill|talk]]) 22:08, December 19, 2015 (UTC)
  +
[[Category:Sel/c]]
 
[[Category:Ravaged World (Map Game)]]
 
[[Category:Ravaged World (Map Game)]]
  +
[[Category:Algorythms]]
  +
[[Category:Algorythm]]

Latest revision as of 01:15, 14 October 2017

War Algorithm

  • Many or major OTL/ATL defences and fortified places: Defender + 10
  • Knowledge of landscape: +10 for in one's homeland, +7 for in one's colony, + 5 for warring in an adjacent nation/colony, -1 for low knowledge of an non-adjacent lands which are on you/you colony's continent, -5 for no knowledge of a distant realm that is not even on your continent and -10 in polar regions or the Sahara (unless the attacker is also polar or in the Sahara Desert).
  • If you’re a failed state, devastated territory, rebel/resistance/partisan cell or city state -1 due to lack of resources! If you're a super power, principal powers or great powers of the game +4, since you have loads at your disposal! All other states 0.
  • Side with greater infrastructure: +3
  • Side with greater Technology: +5 Pre industrial = 0
  • Side with greater population: +3
  • Side with greater industry: +3 Pre industrial = 0
  • Side with greater agriculture: +2
  • Larger land mass + 1
  • Defeated last time -1 to the last time's loser
  • Fighting in large, flattish, open places like the Canadian Parries, North German Plain, Egyptian desert and Byelorussia: Attacker +5, Defender -4.
  • Urban warfare in big cities of over five million people like today's London, Tokyo, New York, Shanghai, Mumbai 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 1 turn.
  • Fighting on 2 or more fronts- -3 for who ever is doing so.
  • If either side nation deploys over 500 Tanks (or main battle tanks after the Panzer III and alike were invented), 500 bombers, 20 attack submarines and/or 10 men-o-war, ships of the line, 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: -5 In face of larger army, -10 for completely surrounded, +10 for in face of a smaller army, +15 for surrounding enemy. If defeated last turn, then the loser 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 or major vassal/colony militarily helping with their side= +3
  • Every nation or major colony/vassal offering supplies to their side= +2
  • Every guerrilla force or resistance/partisan group helping way helping with their side= +1
  • Motive
    • 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 = 3 to the attacker
    • To get a local/regional tactical advantage= + 2 to the attacker.
    • Non given= 0 to the attacker
  • 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, but it does not get applied if the attacker is from the same sort of environment (ie: Niger would not mined invading Mali since they are both mostly desert, so no disadvantage to Niger).
  • Victim nations' life or death = + 12.5 to the nation who is fearing being wiped from history, +7.5 if facing losing over 10% of its territory.
  • If either or both sides did not update their economy, industry, transport, military and/or infrastructure in the last 20 years then they will lose -5 as a penalty for neglecting their nation's integrity.
  • Strength: # of troops divided by a factor of 100,000 (i.e., one million = 10 points)
  • If the attacking nation has tripled its size or captured a land mass greater than the size of Greenland (both apply) in less than 5  turns in a row, then - 7.5 to the attacker each turn unless he stops for 2 turns to consolidate the gains.
  • Add the totals up and find the biggest total. The biggest wins and the total percentage decides the losses.
A total % of 50.01% equals one px of land lost by the loser,
A total % of 50.1% equals two px of land lost by the loser,
a total % of 53% equals three px of land lost by the loser,
a total % of 56% equals 5% of land lost by the loser,
a total % of 58% equals 10% of land lost by the loser,
a total % of 60% equals 20% of land lost by the loser,
a total % of 66% equals 33% the loser nation is over run automatically and the rest is in disarray,
a total % of 70% equals 50% the loser nation is over run automatically and the rest is in disarray,
a total % of 75% equals 60% the loser nation is over run automatically and the rest is in disarray,
a total % of 77% equals 66%% the loser nation is over run automatically and the rest is in disarray,
a total % of 80% equals 75%% the loser nation is over run automatically and the rest is in disarray,
a total % of 85% equals the loser being overrun and crushed automatically, leading to the loser’s formal surrender in one round!
Note that the 11 hugest nations and territories can't be defeated in 1 algo', instead you need 2 different consecutive Algo's to defeat 50% of the nation each time. The second algo can only start after the first ends in either a victory or a surrender. The huge nations are- the USA, the USSR, KMT China, French W. Africa, Mongolia, Brazil, Argentina, Canada, British India, Greenland and Australia.

Questions

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)

Who are superpowers? And what are the technological points? Regards, Laptop Zombie 09:16, December 19, 2015 (UTC)

Superpowers are USA, UK, Nazi Germany, Japan and Italy. I guess technological points are about technological investments we make. - Jeffrey Arenburg

I have simplified the Algo. The complex tier page has gone for a simpler valuing system interested in the Algo. Christina Pill (talk) 22:08, December 19, 2015 (UTC)

  • The primary powers/super powers are Germany, Japan, Great Britain, the USSR, Canada, the USA and Italy. I decided to add Canada after all.Christina Pill (talk) 22:08, December 19, 2015 (UTC)