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*Trade sanctions by a regional power (then OTL Egypt and Turkey) or grater - 1, if 2 have jointly imposed sanctions -2 and if more than 3 or more have jointly imposed sanctions -5. |
*Trade sanctions by a regional power (then OTL Egypt and Turkey) or grater - 1, if 2 have jointly imposed sanctions -2 and if more than 3 or more have jointly imposed sanctions -5. |
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− | * Many or major |
+ | * Many or major defences and fortified places already built in reality or late erected by player : Defender + 10 |
− | * Growing |
+ | * Growing economy +1 and a shrinking economy -1. |
*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 |
+ | *Each nation fall into a generalized world power category. If your a failed state -1 (example- our DRC), for a city state +1 (example- our Monaco), if your a normal nation +2 (example- our New Zealand), for a regional power +3 (example- our South Africa), for a great power and +4 (example- our France) and If you're a super power +5 (our USA, Russia and China). |
*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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*Side with greater land area: +1 |
*Side with greater land area: +1 |
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*Spies were used used against the nation before the war started +5 to those who used them. |
*Spies were used used against the nation before the war started +5 to those who used them. |
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− | *Urban warfare in big cities of over 5,000,000 people like OTL London, Tokyo, New York, |
+ | *Urban warfare in big cities of over 5,000,000 people like OTL London, Tokyo, New York, Shanghai 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. |
*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 250 main battle tanks (OTL '''Tiger II ''Ausf''. B''' or better), 250 bombers, 10 attack submarines and/or battleships or aircraft carriers 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. |
*If either side nation deploys over 250 main battle tanks (OTL '''Tiger II ''Ausf''. B''' or better), 250 bombers, 10 attack submarines and/or battleships or aircraft carriers 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. |
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* Every nation offering supplies to their side= +1 |
* Every nation offering supplies to their side= +1 |
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* Every vassal nation any way helping with their side= +1 |
* Every vassal nation any way helping with their side= +1 |
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− | * Every |
+ | * Every guerilla force or terrorist cell any way helping with their side (don't go crazy and make to many)= +1 |
− | *Cause beli |
+ | *Cause beli= |
**Religious motives= +6.5 to the attacker and - 0.5 to the defender. |
**Religious motives= +6.5 to the attacker and - 0.5 to the defender. |
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**Political and moral motives= + 6 to the attacker. |
**Political and moral motives= + 6 to the attacker. |
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**Ethnic and cultural war motives = + 4 to the attacker. |
**Ethnic and cultural war motives = + 4 to the attacker. |
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** Economic war motives = + 2 to the attacker. |
** Economic war motives = + 2 to the attacker. |
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− | ** Other = + 1 to the |
+ | ** Other = + 1 to the attacker. |
** None given = No points issued! |
** None given = No points issued! |
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*Regional tactical Advantage: +5 defender/-3 attacker (for example crossing the OTL Kalahari desert or the Albanian Alps) |
*Regional tactical Advantage: +5 defender/-3 attacker (for example crossing the OTL Kalahari desert or the Albanian Alps) |
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*The result goes here War Algorithm result page for the record. |
*The result goes here War Algorithm result page for the record. |
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− | The 12 big countries (the remnant USSR, China, USA, Australia, Canada, Saudi Arabia, Algeria, Greenland (a Danish colony), Democratic Republic of the Congo, Argentina, India and Brazil) have been given a special defence value due to there huge size which is-. |
+ | '''NB:''' The 12 big countries (the remnant USSR, China, USA, Australia, Canada, Saudi Arabia, Algeria, Greenland (a Danish colony), Democratic Republic of the Congo, Argentina, India and Brazil) have been given a special defence value due to there huge size which is- They are so big you cant conquer them with 1 attack and war-algo alone. Any attack will only affect 50% even if it is a total success. The remaining half must be attacked next round or by an fellow ally of yours. |
[[Category:Policy]] |
[[Category:Policy]] |
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[[Category:Site administration]] |
[[Category:Site administration]] |
Revision as of 02:43, 16 February 2015
War Algorithm
- Trade sanctions by a regional power (then OTL Egypt and Turkey) 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 defences and fortified places already built in reality or late erected by player : Defender + 10
- Growing economy +1 and a shrinking economy -1.
- 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 generalized world power category. If your a failed state -1 (example- our DRC), for a city state +1 (example- our Monaco), if your a normal nation +2 (example- our New Zealand), for a regional power +3 (example- our South Africa), for a great power and +4 (example- our France) and If you're a super power +5 (our USA, Russia and China).
- 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 OTL London, Tokyo, New York, Shanghai 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 250 main battle tanks (OTL Tiger II Ausf. B or better), 250 bombers, 10 attack submarines and/or battleships or aircraft carriers 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 guerilla force or terrorist cell any way helping with their side (don't go crazy and make to many)= +1
- Cause beli=
- 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.
- Other = + 1 to the attacker.
- None given = No points issued!
- Regional tactical Advantage: +5 defender/-3 attacker (for example crossing the OTL Kalahari desert or the Albanian Alps)
- Armed expatiation in large extremism climates like OTL 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.
NB: The 12 big countries (the remnant USSR, China, USA, Australia, Canada, Saudi Arabia, Algeria, Greenland (a Danish colony), Democratic Republic of the Congo, Argentina, India and Brazil) have been given a special defence value due to there huge size which is- They are so big you cant conquer them with 1 attack and war-algo alone. Any attack will only affect 50% even if it is a total success. The remaining half must be attacked next round or by an fellow ally of yours.