FANDOM


War Algorithm for French takeover of the Netherlands 2016.5Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 245,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Cuse Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-
    • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai and Berlin. Randsted conurbanisation- France-2, Netherland+2.
    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, or in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlans +10.
    • War Weariness:N/A
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army 
  • Result= Netherlands= 45.95, France= 52.15. The Dutch partly beat off the French forces and blow some dykes to isolate there strong points. France has captured Zeeland province, both the cities of Den Helder and Lieden, and has also got a 1 px beach head at Haarlem and a 2px enclave on the Belgian/Dutch border near Maastricht. 


War Algorithm for ECOWAS conquest of Kanem Bornu 2017Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primitive tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. ECOWAS+6 Kanem Bornu+2
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. ECOWAS+2 Kanem Bornu+1
    • Side with greater industry: +3 ECOWAS+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. ECOWAS+3 Kanem Bornu+1
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3 ECOWAS +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. ECOWAS= 205,000 (divided by 2 fronts) or 4.05 (2.02). Kanem Bornu= 15,000 or 0.30
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. Nigeria= 5 Kanem Bornu= 1
  • Casas Belli-
    • Religious motives= +6.5 to ECOWAS and - 0.5 to Kanem Bornu.
  • Terrain-
    • Knowledge of landscape: Kanem Bornu +15 for in one's homeland, ECOWAS + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): N/A
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, ECOWAS - 4 and Kanem Bornu + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Kanem Bornu +10.
    • War Weariness: N/A
    • Morale: Kanem Bornu -10 In face of larger army, ECOWAS +5 for in face of a smaller army
  • Result= Kanem Bornu= 23.25, ECOWAS= 49.52. Boko-Haram are badly defeated and lose 50% of the nation to ECOWAS.

War Algorithm for ECOWAS conquest of AsawadEdit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primitive tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. ECOWAS+6 Asawad+2
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. ECOWAS+2 Asawad+0
    • Side with greater industry: +3 ECOWAS+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. ECOWAS+3 Asawad+1
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3 ECOWAS +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. ECOWAS= 205,000 (divided by 2 fronts) or 4.05 (2.02). Asawad= 15,000 or 0.30
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. Nigeria= 5 Asawad= 1
  • Casus Belli-
    • Religious motives= +6.5 to ECOWAS and - 0.5 to Asawad.
  • Terrain-
    • Knowledge of landscape: Asawad +15 for in one's homeland, ECOWAS + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. Azawad +5, ECOWAS -6
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): N/A
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, ECOWAS - 4 and Asawad + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Asawad +10.
    • War Weariness: N/A
    • Morale: Asawad -10 In face of larger army, ECOWAS +5 for in face of a smaller army
  • Result= Asawad= 27.25, ECOWAS= 43.52. Ansar Dine is partly defeated and lose 10% of the nation to ECOWAS.

War Algorithm for French takeover of the Netherlands 2017Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 228,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-

Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin. Randsted conurbanisation- France-2, Netherland+2.

    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlans +10.
    • War Weariness:N/A
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army.  If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Nethelands -5.
  • Result= Netherlands= 40.95, France= 52.15.The Dutch partly defeated The city of Haarlem, Terschelling Island and the provinces of North Brabant and Limburg are taken.

War Algorithm for ECOWAS conquest of Kanem Bornu 2017.5Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primitive tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. ECOWAS+6 Kanem Bornu+2
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. ECOWAS+2 Kanem Bornu+1
    • Side with greater industry: +3 ECOWAS+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. ECOWAS+3 Kanem Bornu+1
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3 ECOWAS +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. ECOWAS= 205,000 (divided by 2 fronts) or 4.05 (2.02). Kanem Bornu= 15,000 or 0.30
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. Nigeria= 5 Kanem Bornu= 1
  • Casus Belli-
    • Religious motives= +6.5 to ECOWAS and - 0.5 to Kanem Bornu.
  • Terrain-
    • Knowledge of landscape: Kanem Bornu +15 for in one's homeland, ECOWAS + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): N/A
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, ECOWAS - 4 and Kanem Bornu + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Kanem Bornu +10. Defeated last time, Kanem Borno -5
    • War Weariness: N/A
    • Morale: Kanem Bornu -10 In face of larger army, ECOWAS +5 for in face of a smaller army
  • Result= Kanem Bornu= 18.25, ECOWAS= 49.52. Boko-Haram is crushed by ECOWAS.

War Algorithm for French takeover of the Netherlands 2017.5Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side= Germany+2
    • Every nation offering supplies to their side= Danes, Czech and Croatian support. Dutch+3
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 228,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-
    • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai and Berlin. Randsted conurbanisation- France-2, Netherlands+2.
    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, or in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlands +10.
    • War Weariness:N/A
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army.  If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Netherlands -5.
  • Result= Netherlands= 45.95, France= 52.15.The mostly defeat France, but southern Gelderland falls.

War Algorithm for French takeover of the Netherlands 2018Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side= Germany, Danes, Czech and Croatian Netherlands+8 Spain. France +2
    • Every nation offering supplies to their side=  
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 228,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Casos Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-
    • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai and Berlin. Randsted conurbanisation- France-2, Netherlands+2.
    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, or in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlands +10.
    • War Weariness:France- 5
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army.  If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Netherlands -5.
  • Result= Netherlands= 53.95, France= 56.15.The nearly defeat France, but 3 pixels in South Holland Province fall to France.

War Algorithm for French takeover of the Netherlands 2018.5Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side +2= Germany, Danes, Czech and Croatian support. Dutch +8. Spain. France +2.
    • Every nation offering supplies to their side+1= Padania. France +1.
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 228,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-
    • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai and Berlin. Randsted conurbanisation- France-2, Netherlands+2.
    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, or in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlands +10.
    • War Weariness:-5
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army.  If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Netherlands -5.
  1. Result= Netherlands= 53.95, France= 52.15.A narrow defeat for France and 1px in South Holland Province returns to the Netherlands.

2018.5 Argentine invasion of ChileEdit

  • Forts
    • Many or major OTL/ATL defenses and fortified places:N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. Chile=7 Argentina=7
  • WMD
    • Nuclear war N/A
    • Chemical weapons N/A.
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page Argentina=3 Chile=3
    • Side with greater industry: +3 Argentina +3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page Chile=3 Argentina=3
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to.N/A
    • Side with greater population: +3 Argentina + 3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. Chile= 60,560 (1.21). Argentina= 73,100 (1.42).
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. Argentina and Chile= 1
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to Argentina.
  • Terrain-
    • Knowledge of landscape: +15 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 to)-11. Argentina + 10 Chile + 15
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 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 N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): The Andes Mountains Chile +4 defender Argentina -3 attacker 
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+3 Santiago de Chile. Chile+3, Argentina-2 
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, the attacker - 4 and defender + gains 5. Argentina -4 Chile +5
  • Psychology
    • 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. Chile+10
    • War Weariness: N/A
    • 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. Chile- 10 Argentina +5
  • Calculations-
    • Add the totals up and find the biggest total. The biggest wins.
    • Do this for every turn your warring in.
    • The result goes on the War Algorithm result page for record.
  • War Algorithm: Wars are resolved with the War Algorithm.
  • Simple maths: Troop numbers are related to population numbers. The Russian army is currently at ~1,500,000 and the population is at ~145,000,000. The population of Mongolia is ~2,000,000 and the armed forces number 25,000. Get it?
  • International decisions: You can't just say like "I hand ultimatum to Russia, they must join union with Poland or be crushed. They accept", well you can, but I'll delete it. No one, except mods can decide for non-player countries (NPC). Furthermore, mods must explain the decision that was made- i.e. Russia declines offer because of recent wars with your nation.
  • Result- Argentina 29.42, Chile 35.25. Both nations were reasonably equally matched. It was all up to terrain and the Andes Mountains. Argentina looses the wester, 20% of Cuburt Province


2019 Chilean invasion of ArgentinaEdit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primitive tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. Chile=7 Argentina=7
  • WMD
    • Nuclear war N/A
    • Chemical weapons N/A.
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page Argentina=3 Chile=3
    • Side with greater industry: +3 Argentina +3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page Chile=3 Argentina=3
    • Every nation militarily helping with their side= Bolivia for Argentina. Argentina+2
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3 Argentina + 3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. Chile= 80,560 (1.25). Argentina=227,100 (4.82).
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. Argentina and Chile= 1
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to Chile.
  • Terrain-
    • Knowledge of landscape: +15 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 to)-11. Argentina + 15 Chile + 10
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 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 N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): The Andes Mountains- N/A
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+3 Bones Aries 12,801,364. Argentina+3, Chile-2
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle then, the attacker - 4 and defender + gains 5. N/A
  • Psychology
    • 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. Argentina+10
    • War Weariness: N/A
    • Defeated last time: Argentina -1
    • 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. Chile- 10 Argentina +5
  • Calculations-
    • Add the totals up and find the biggest total. The biggest wins.
    • Do this for every turn your warring in.
    • The result goes on the War Algorithm result page for record.
  • War Algorithm: Wars are resolved with the War Algorithm.
  • Simple maths: Troop numbers are related to population numbers. The Russian army is currently at ~1,500,000 and the population is at ~145,000,000. The population of Mongolia is ~2,000,000 and the armed forces number 25,000. Get it?
  • International decisions: You can't just say like "I hand ultimatum to Russia, they must join union with Poland or be crushed. They accept", well you can, but I'll delete it. No one, except mods can decide for non-player countries (NPC). Furthermore, mods must explain the decision that was made- i.e. Russia declines offer because of recent wars with your nation.
  • Result- Argentina 22.43, Chile 15.61. Argentina wins closely. The Argentine territory is freed and the eastern 25% of Chile’s Cautín Province is captured by Argentina. The east of El Tamarugal Province Falls to Bolivia.

2019 Confederate invasion of CubaEdit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primitive tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. CSA=7 Cuba=4
  • WMD
    • Nuclear war N/A
    • Chemical weapons N/A.
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page CSA=3 Cuba=1
    • Side with greater industry: +3 CSA +3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page CSA=4 Cuba=1
    • Every nation militarily helping with their side= N/A
    • Every nation offering supplies to their side= N/A
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3 CSA + 3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. CSA- 100,000 (2.0), Cuba- 20,000 (0.4)
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population. CSA and Cuba= 1
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to the CSA.
  • Terrain-
    • Knowledge of landscape: +15 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 to)-11. Cuba+ 15 CSA + 10
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 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 N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): N/A
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+3. N/A
    • Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle then, the attacker - 4 and defender + gains 5. Cuba + 5, CSA - 4
  • Psychology
    • 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. Cuba+10
    • War Weariness: N/A
    • Defeated last time: N/A
    • Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. Cuba- 10 CSA +5
  • Calculations-
    • Add the totals up and find the biggest total. The biggest wins.
    • Do this for every turn your warring in.
    • The result goes on the War Algorithm result page for record.
  • War Algorithm: Wars are resolved with the War Algorithm.
  • Simple maths: Troop numbers are related to population numbers. The Russian army is currently at ~1,500,000 and the population is at ~145,000,000. The population of Mongolia is ~2,000,000 and the armed forces number 25,000. Get it?
  • International decisions: You can't just say like "I hand ultimatum to Russia, they must join union with Poland or be crushed. They accept", well you can, but I'll delete it. No one, except mods can decide for non-player countries (NPC). Furthermore, mods must explain the decision that was made- i.e. Russia declines offer because of recent wars with your nation.
  • Result- Cuba=27.4, CSA= 36.0. The CSA takes the northern 25% of the Cuban territory on the Island of Cuba.

War Algorithm for French takeover of the Netherlands 2019Edit

  • Forts
    • Many or major OTL/ATL defenses and fortified places: N/A
  • Technology
    • Technology: 0-9; with 0 being primative tribesmen with stuff like assegais and isihlangus, 1 being Roman tec, 2 being medieval technology, 3 being Napoleonic technology, 4 being WW1 tech, 5 being WW2 technology, 6 being 1960's tech, 7 being 1980's tech, 8 being 2010 technology and 9 being latest cutting edge technology. See the National power tables page for ratings. France+7 Netherlands+7
  • WMD
    • Nuclear war- N/A
    • Chemical weapons. N/A
    • Biological weapons are banned in this game!
  • Finance and production
    • State of Economy: +4 (Flourishing), +3 (Good), +2 (Modest), +1 (Poor), 0 (Non-existent or collapsing). See the National power tables page for ratings. France+4 Netherlands+4
    • Side with greater industry: +3  France+3
  • The 'Numbers game'
    • Each nations fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See the National power tables page for ratings. France+4 Netherlands+3
    • Every nation militarily helping with their side +2= Germany, Danes, Czech and Croatian support. Dutch +8. Pedania and Spain. France +3.
    • Every nation offering supplies to their side+1= Hungary. Dutch +1.
    • Every vassal nation or guerrilla force in any way helping with their side= N/A
    • Acts by terrorists do not give any advantage in terms of algorithms, but rebel armies add 1 point to the side that they are loyal to. N/A
    • Side with greater population: +3  France +3
    • Armed Strength: 1 point for every 50,000 troops in the combatant's total military. France= 228,656 or 4.57. Netherlands=  47,660 or 0.95
    • Labour force: 1 point for every 50,000,000 people in the combatant's total population (Dutch= 3, French= 13).
  • Casus Belli-
    • Political motives (anti-communism and alike)= + 2 to the attacker. France +2
  • Terrain-
    • Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai and Berlin. Randsted conurbanisation- France-2, Netherlands+2.
    • Knowledge of landscape: Netherlands +15 for in one's homeland, French + 10 for warring in an adjacent nation.
    • Armed expatiation in large nations and regions with extremism climates like OTL 2012 Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. N/A
    • A sub-national regional tactical advantage can occur in some otherwise not extreme places  (for example crossing the OTL 2012 Kalahari desert between co-joining parts of Namibia, S. Africa and Botswana): Dykes blown +4 Dutch/-3 French.
    • Urban warfare in big cities of over 5,000,000 people like OTL 2012 London, Tokyo, New York, Shanghai, Bombay and Berlin, N/A
    • Storming on to a coastline from the sea or on to an island, or in to desert, high mountains, polar or jungle the, France - 4 and Netherlands + gains 5.
  • Psychology
    • Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, Netherlands +10.
    • War Weariness:-5
    • Morale: Netherlands -10 In face of larger army, France +5 for in face of a smaller army.  If defeated last turn, then the looser from that battle is -5 to his opponent in this battle. Netherlands -5.
  1. Result= Netherlands= 54.95, France= 53.15. A narrow defeat for France and 2px in South Holland Province returns to the Netherlands.

Confederate invasion of  Remnant USAEdit

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