Talk:Carpe Diem, Carpe Mundum Revived (Map Game)

Algorithm (Carpe Diem, Carpe Mundum Revied) {| class="toc" id="toc"

Contents
[hide] *1 Location
 * 2 Tactical Advantage
 * 3 Strength
 * 4 Motive
 * 5 Government Popularity
 * 6 Terrain
 * 7 Chance
 * }

LocationEdit
Location goes by nearest military base:


 * At the location of the war or border invasion: 5
 * Next to the location of the war: 4
 * Close to the location of the war: 3
 * Far from location of the war: 2
 * Other side of the world: 1

Tactical AdvantageEdit

 * Attacker's advantage: 1
 * Knowledge of landscape: 2
 * If Casus Belli exists (justification for the attack), then +1 for attacker. If it doesn't, +1 for defender.

StrengthEdit

 * Allies: for each ally +1 point (Contributing to war effort)
 * Country has developed military: 1 for each turn dedicated to military or military technology in the last 15 years. This resets after every war
 * Population: number of digits in population(100 000 000 = 9, 100 000=6), 2 pt bonus may be granted for larger population if both nations have equal digits in populaiton(ex. 15 000 000 and 50 000 000, 50 000 000 gets +2)
 * Larger industrial base: +2

MotiveEdit

 * motive is life or death (country's sovereign existence is threatened): 10
 * motive is religious: 7
 * motive is social or moral: 6
 * motive is political: 5
 * motive is economic: 3

Government PopularityEdit

 * Loved: 2
 * Liked: 1
 * Tolerated: 0
 * Not Liked: -1
 * Hated: -2

TerrainEdit

 * Terrain at the front is urban: -1 Attacker / +1 Defender
 * Amphibious invasion: -2 Defender /+2 Attacker
 * Defending nation is island: +2 Defender /+2 Attacker
 * Ajudiciations must remain in the -1 /+1 format
 * Mods may make additional adjudications based on events.

ChanceEdit

 * 0 to 9 points will be awarded to each person based on chance. Neutral mods will use Random.orgto determine the chance points awarded to each side.