Map Game Wiki
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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.
* Many or major defenses and fortified places already built in reality or late erected by player : Defender + 10
+
* Many or major defences and fortified places already built in reality or late erected by player : Defender + 10
* Growing econamy +1 and a shrinking econamy -1.
+
* 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.
 
*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.
*Each nation fall into a genralized world power category. If your a failed state -1 (exsample- our DRC), for a city state +1 (exsample- our Monaco), if your a normal nation +2 (exsaple- our New Zealand), for a regional power +3 (exsample- our South Africa), for a great power  and +4 (exsample- our France) and If you're a super power +5 (our USA, Russia and China).
+
*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
 
*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
 
*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.
*Urban warfare in big cities of over 5,000,000 people like OTL London, Tokyo, New York, Shanghi and Berlin, Attacker-2, Defender+2
+
*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.
 
*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
 
* Every vassal nation any way helping with 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 (don't go crazy and make to many)= +1
+
* 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.
 
**Political and moral motives=  + 6 to the attacker.
 
**Political and moral motives=  + 6 to the attacker.
 
**Ethnic and cultural war motives = + 4 to the attacker.
 
**Ethnic and cultural war motives = + 4 to the attacker.
 
** Economic war motives = + 2 to the attacker.
 
** Economic war motives = + 2 to the attacker.
** Other = + 1 to the atacker.
+
** Other = + 1 to the attacker.
 
** None given = No points issued!
 
** None given = No points issued!
 
*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.
   
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]]
 
[[Category:Site administration]]
 
[[Category:Site administration]]

Revision as of 02:43, 16 February 2015

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War Algorithm

File:Kama yelabuga.jpg

View on the Taima River from Devil's Tower in Yelabuga.

  • 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.