The Great Peace Algorithm Page (Map Game)

National War Score Phase
The Algorithm is divided into two major phases, the "National War Score Phase" and the "Combat Phase." A new National War Score Phase will be created at the beginning of every new year in the war, and shows the national willingness to fight. If the National War Score Phase has a nation in the negative, it will need to sue for peace or face a popular revolt against the war. Furthermore, the National War Score Phase will impact the morale of your troops in the Battle Phases.

Battle Phase
The "Battle Phase" is the algorithm that decides the outcome of a battle. There can be many Battle Phases in each year and they can represent anything from small skirmishes to clashes between army groups. The Battle Phase depends primarily on troop numbers and the relative effectiveness of the troops. Battle Phases can also be subdivided into Naval and Land battles, which have different algorithms.

National War Score Algorithm
Structure
 * Nation (Year)
 * Total:
 * Population
 * Industry
 * Technology
 * Government
 * War Eagerness
 * War Weariness
 * Readiness
 * Fronts
 * War Progress

Population

 * Greater than 200 Million: 20
 * Greater than 100 Million: 10
 * Greater than 50 Million: 5
 * Greater than 10 Million: 3
 * Greater than 5 Million: 1
 * 5 Million or fewer: 0

Industry

 * Pre-Industrial: 0
 * Proto-Industrial: 2
 * Lightly Industrialized: 4
 * Moderately Industrialized: 7
 * Fully Industrialized: 10

Technology

 * Highest Tier: 5
 * High Tier: 4
 * Middle Tier: 3
 * Lower Tier: 2
 * Lowest Tier: 1

Government

 * Autocracy supported by the citizens: 3
 * Democracy supported by the citizens: 5
 * Autocracy not supported by the citizens: 1
 * Democracy not supported by the citizens: -1

War Eagerness

 * Zealous Nationalism: 10 (Requires mod approval)
 * Supported War: 5
 * Un-Supported War: -2
 * Revolts: -5
 * Civil War: -20

War Weariness

 * Fully Supplied: 5
 * Well Supplied: 2
 * Rationing: 0
 * Under Supplied: -2
 * Poorly Supplied: -5
 * Facing strategic bombing: -10
 * Starving: -20

Readiness

 * Armies in Position with Supplies Stockpiled: 5
 * Armies in Position or Supplies Stockpiled: 3
 * Armies Rushed to Position with Supplies Stockpiled: 1
 * Armies Rushed to Position without Supplies Stockpiled: -1
 * Armies Unable to Reach Front: -3

Fronts

 * One Front: 5
 * Two Fronts: 0
 * Three Fronts: -5
 * Subtract 5 for each additional front

War Progress
As the war progresses each side should face challenges in preserving their National War Timer. Military victories are one way to prevent capitulation while defeats will weaken your score. For EVERY year the war drags on ALL nations involved will subtract one from their war timer. In addition, defeat on a front will subtract three from the score while victory will add two to the score. These are cumulative across all fronts meaning that if Germany is winning against France in one front, winning against Yugoslavia in another, and losing to the Soviets on a third it will incur a net loss/gain of zero for the year.

Final Calculation
Aside from the minor impact on moral the National War Score is used to determine when a country needs to capitulate. When the score reaches 0 or lower a country must surrender unconditionally.

Structure

 * Battle Name (Year)
 * Attacker
 * Total:
 * Troops:
 * Equipment:
 * Support:
 * Morale:
 * Experience:
 * Defensives: N/A
 * Defender
 * Total:
 * Troops:
 * Equipment:
 * Support:
 * Morale:
 * Experience:
 * Defensives:
 * Result:

Troops
Troops are the number of soldiers you have in the army group fighting on any given front. Troops are measured to the nearest thousands and constitute the backbone of the combat phase. Troop score is calculated by taking your overall number of troops and dividing by 1000.

Equipment
Equipment represents the combat effectiveness of the weapons employed by a standard combat unit in your fielded army. This usually takes the form of small arms, artillery, armor, motorized, mechanized, and communications equipment. Equipment is a modifier score meaning that it has a base score of 1.00 to which the values are added.


 * Standard Small Arm
 * Modern Assault Rifles: 1.00
 * Semi-automatic Rifles: 0.50
 * Modern Bolt-action Rifles: 0.25
 * Poorly Made Bolt-Action: 0.00
 * Motorization
 * Fully Motorized: 0.60
 * Partially Motorized: 0.20
 * Not Motorized: 0.00
 * Mechanization
 * Fully Mechanized: 0.75
 * Partially Mechanized: 0.50
 * Not Mechanized: 0.00
 * Battlefield Communications
 * Widespread radio: 1.00
 * Company level radio: 0.50
 * Regiment level radio: 0.35
 * Scarce radio: 0.20
 * Motorcycle: 0.10
 * Horse: 0.00
 * Runner: -0.10

Support
Support represents the strength of the specialty units supporting your standard combat groups. This usually takes the form of artillery, armor, and naval/aerial auxiliaries. Support is a modifier score meaning that it has a base score of 1.00 to which the values are added. (No more than one value can apply from each category, then add all of the values for each category to the base).
 * Artillery
 * Massive artillery support: 0.30
 * Full artillery support: 0.20
 * Moderate artillery support: 0.10
 * Minimal artillery support: 0.05
 * No artillery support: 0.00
 * Armor
 * Full armor support: 0.30
 * Moderate armor support: 0.15
 * Minimal armor support: 0.10
 * No armor support: 0.00
 * Naval (If applicable)
 * Full naval support: 0.15
 * Moderate naval support: 0.10
 * Minimal naval support: 0.05
 * No naval support: 0.00
 * Aerial
 * Full aerial support: 0.20
 * Moderate aerial support: 0.15
 * Minimal aerial support: 0.10
 * No aerial support: 0.00

Morale
Morale represents the men's willingness to fight. Morale is critical to any fight and is dependent on both the National War Score Phase and the recent battles. Morale is a modifier score meaning that it has a base score of 1.00 to which the values are added. NOTE: If morale falls below 0, the army disbands or surrenders depending on the logical option.
 * National War Score
 * Less than half that of the enemy: -0.20
 * Less than that of the enemy: -0.05
 * Within 10 points of the enemy: 0.00
 * Greater than that of the enemy: 0.05
 * More than double that of the enemy: 0.20
 * Positioning Penalties
 * Encircled: -0.30
 * Out of Supply: -0.50
 * Surrounded and Out of Supply: -0.90
 * Ideology
 * Communist (When defending): 0.20
 * Fascist: (When attacking): 0.20
 * Democratic/Monarchist: 0.10
 * Conscription Laws
 * Volunteer Only: 0.10
 * Limited Conscription: 0.05
 * Mandatory Service: -0.05
 * Massive Conscription: -0.25
 * Specials (By Mod Approval Only)
 * Warrior Code (With mod approval): 0.15
 * Reconquest of lost territories: 0.10
 * Defense of homeland: 0.15
 * Great Leader (By mod event): 0.50
 * Glorious Last Stand (With mod approval): 0.50
 * Naval Invasion:-0.20

Experience
Experience is pretty self-explanatory, but can be extremely influential. Experience is dependent on recent wars and battles. Experience is a modifier score meaning that it has a base score of 1.00 to which the values are added.
 * Officers
 * Untrained: -0.50 (No Military Academy)
 * Green: -0.10 (National Military Academy)
 * Veteran (1-2 Battles): 0.10
 * Experienced (1+ Wars): 0.20
 * Non-Commissioned Officers
 * Untrained: -0.10
 * Green: -0.05
 * Veteran (1-2 Battles): 0.20
 * Experienced (1+ Wars): 0.30
 * Training
 * No training: -0.50
 * Minimal training: -0.10
 * Basic training (Reservists): 0.00
 * Extensive training (Professional Army): 0.20

Defensives
Defensives are pretty self-explanatory, they are physical barriers set up to protect troops from bombardment and fire. Defensives are the least complex section and have calculations built in. Entrenchments can be built by troops in place, while strategic lines require peacetime production and several years of work to build.
 * Light Entrenchments: 1.05
 * Heavy Entrenchments: 1.10
 * Strategic Line: 1.35

Result
To calculate the total score on a front you multiply Troops, Equipment, Support, Morale, and Defensives together. This is the combat score for the front and will determine the overall strength of your forces on the front.

The Result calculation uses https://percentagecalculator.net/. Put the larger of the two results in the first blank of the second line, and the smaller in the second. This should yield a percentage of 100+. For every percent above 100%, the winning army can capture 1% of the loser's territory up to 100%. If the attacker scores a raw 200% the defender must capitulate.

Naval Algorithm
The Naval Algorithm is fairly simple with only two categories: Ships and Technology. Ships obviously takes into account the composition of a naval force. Meanwhile, Technology represents the overall level of naval competency and the technology employed by the officer corps of the navy.

Ships
(Under Construction)

Surface Combat (Think Battle of Jutland) Naval-Air Combat (Think Battle of Midway)

Technology

 * Naval Communications
 * Widespread radio: 1.00
 * Limited Radio, Signal Lights and Signal Flags: 0.45
 * Signal Lights and Flags: 0.20
 * Limited Signal Flag: 0.00
 * Officer
 * Untrained: -0.50 (No Naval Academy)
 * Green: -0.10 (National Naval Academy)
 * Veteran (1-2 Battles): 0.10
 * Experienced (1+ Wars): 0.20
 * Seamen
 * Untrained: -0.80
 * Green: -0.20
 * Veteran (1-2 Battles): 0.10
 * Experienced (1+ Wars): 0.20
 * Naval Tradition
 * Highest Tradition: 0.30 (UK, Japan)
 * High Tradition: 0.15 (USA, Netherlands, Germany, France, Italy, Argentina, Brazil, Chile, Greece)
 * Normal Tradition: 0.00 (Most other industrialized nations)
 * Low Tradition: -0.15 (Everyone else)

Pre-Industrial

 * Mongolia
 * Afghanistan
 * The rest of the world

Proto-Industrial

 * Chinese States
 * India
 * Iran
 * Georgia
 * Armenia
 * Azerbaijan
 * Thailand
 * Philippines
 * The rest of Latin America

Lightly Industrialize

 * Spain
 * Portugal
 * Greece
 * Kingdom of Serbs, Croats and Slovenes
 * Hungary
 * Poland
 * Romania
 * Bulgaria
 * Turkey
 * Mexico
 * Brazil
 * Argentina
 * South Africa

Moderately Industrialized

 * France
 * Union of Federated Soviets
 * Switzerland
 * Austria
 * Czechoslovakia
 * Denmark
 * Sweden
 * Norway
 * Italy
 * Canada
 * Australia
 * Japan

Fully Industrialized

 * The United Kingdom
 * The United States of America
 * The Weimar Republic (Germany)
 * Belgium
 * The Netherlands
 * Luxembourg

Highest Tier

 * The United Kingdom
 * The United States of America
 * The Weimar Republic (Germany)
 * Belgium
 * The Netherlands
 * Luxembourg
 * France
 * Switzerland
 * Austria
 * Czechoslovakia
 * Denmark
 * Sweden
 * Norway
 * Italy
 * Canada
 * Australia
 * South Africa
 * Greece
 * Kingdom of Serbs, Croats and Slovenes

High Tier

 * Japan
 * Argentina
 * Chile
 * Red Russia
 * White Russia
 * Turkey
 * Spain
 * Portugal