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File:Kama yelabuga.jpg

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

File:Rue de tamanrasset 01.jpg

Tamanrasset, Algeria.

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 by you in the next round or by an fellow ally of yours in the same round.

Also see

  • Map game rules
  • Scenario: 1991: new world order map game
  • The 16 minor alternate states
  • 'renewed' GDR
  • It's those 2 people again
  • 'remnant' USSR.
  • Game #1,
  • Game #2
  • Game #3,
  • Game #4
  • Game #4
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