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*Technology: 0 being the worst, 3 being poor, 4 being normal and 6 being cutting edge. |
*Technology: 0 being the worst, 3 being poor, 4 being normal and 6 being cutting edge. |
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*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. |
*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. |
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− | *Each nation fall into a military-economic power category, If your a failed state 0, 1 for a city state |
+ | *Each nation fall into a military-economic power category, If your a failed state 0, +1 for a city state, +2 if your a normal nation, +3 for a regional power, +4 for a great power and +5 If you're a super power. |
*Side with greater population: +3 |
*Side with greater population: +3 |
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*Side with greater industry: +2 |
*Side with greater industry: +2 |
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*Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2 |
*Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2 |
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*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. |
*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. |
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− | *If either side nation deploys over 500 |
+ | *If either side nation deploys over 500 main battle tanks (OTL Tiger V or better), 1,000 bombers, 10 attack submarines and/or 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 levels 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 |
*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 |
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*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. |
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* 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. |
* 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. |
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*Strength: # of troops divided by a factor of 10,000 (IE, 100,000 = 10 points) |
*Strength: # of troops divided by a factor of 10,000 (IE, 100,000 = 10 points) |
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− | *After the 1st round, a non player nation is assumed to deploy all reserve forces in a battle. OTL Portugal- Active personnel- 32.992 (2013) and reserve personnel- 210,930. |
+ | *After the 1st round, a non player nation is assumed to deploy all reserve forces in a battle. OTL Portugal- Active personnel- 32.992 (2013) and reserve personnel- 210,930. Players can chose if thier reserves are also delpoyed for there nations. |
*Add the totals up and find the biggest total. The biggest wins. |
*Add the totals up and find the biggest total. The biggest wins. |
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*Do this for every turn your warring in. |
*Do this for every turn your warring in. |
Revision as of 04:09, 13 February 2015
War Algorithm
- Trade sanctions by a Regional power (then OTL Egypt) or grater - 1, if 2 have jointly imposed sanctions -2 and if more than 3 or more have jointly imposed sanctions -5.
- Many or major defenses and fortified places already built in reality or late erected by player : Defender + 10
- Technology: 0 being the worst, 3 being poor, 4 being normal and 6 being cutting edge.
- 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 military-economic power category, If your a failed state 0, +1 for a city state, +2 if your a normal nation, +3 for a regional power, +4 for a great power and +5 If you're a super power.
- Side with greater population: +3
- Side with greater industry: +2
- Side with greater Agriculture: +1
- Side with greater land area: +1
- Spies were used used against the nation before the war started +5 to those who used them.
- 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 main battle tanks (OTL Tiger V or better), 1,000 bombers, 10 attack submarines and/or 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 levels 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 +2.5 and the defender -1.
- Every nation militarily helping with their side= +2
- Every nation offering supplies to their side= +1
- Every vassal nation any way helping with their side= +1
- Every 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 or the Albanian Alps)
- 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 10,000 (IE, 100,000 = 10 points)
- After the 1st round, a non player nation is assumed to deploy all reserve forces in a battle. OTL Portugal- Active personnel- 32.992 (2013) and reserve personnel- 210,930. Players can chose if thier reserves are also delpoyed for there nations.
- 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 the record.