Attrition/Static Warfare (The End of Peace Map Game)

Field Army Algorithm
With the advent of massive mobilization and industrial warfare, soldiers took to digging trenches. Warfare devolved into a brutal slug-fest of artillery bombardments and costly frontal assualts. Although there would still be individual pitched battles in this kind of warfare it would begin to see front-wide deployment of troops at all times in contrast to the more concentrated deployments of the Field Army.

Structure

 * Battle Name (Year)
 * Attacker
 * Total:
 * Troops:
 * Infantry Equipment:
 * Support:
 * Morale:
 * Experience:
 * Terrain:
 * Defensives: N/A
 * Defender
 * Total:
 * Troops:
 * Infantry Equipment:
 * Support:
 * Morale:
 * Experience:
 * Terrain:
 * 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 1,000.

Infantry Equipment
Equipment represents the combat effectiveness of the weapons employed by a standard infantry unit of company size in your fielded army. This usually takes the form of small arms, 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
 * Late Assualt Rifles (AK-74): 2.00
 * Early Assault Rifles (AK-47): 1.85
 * Late Semi-Automatic Rifles (eg. M1 Garand): 1.00
 * Early Semi-Automatic Rifles(eg. Mondragon): 0.85
 * Lever-Pinion Rifles: 0.60
 * Modern Bolt-action Rifles: 0.50
 * Lever-Action(Magazine Fed): 0.40
 * Early Bolt-Action (Magazine Fed): 0.35
 * Breach-Loading (Single Shot): 0.15
 * Flintlock Muskets: 0.05
 * Motorization
 * Fully Motorized: 1.00
 * Partially Motorized: 0.75
 * Lightly Motorized: 0.50
 * Fully Horse-drawn: 0.15 (All-Cavalry Forces)
 * Foot and Horse: 0.10
 * Foot and Donkey: 0.05
 * Only Foot: 0.00
 * Battlefield Communications
 * Universal radio: 1.00
 * Squad level radio: 0.95
 * Company level radio: 0.50
 * Regiment level radio: 0.35
 * Scarce radio: 0.25
 * Motorcycle: 0.15
 * Bicycle: 0.10
 * Horse: 0.10
 * Runner: -0.10
 * Specials (By Mod Approval Only)
 * Rapid Advance Genius (Great Leader by mod event):+0.10 to motorized score

Support
{| ! Type: ! Minimal !Moderate !Full !Massive
 * Field Artillery and Anti-Tank Guns
 * Rifled Breach Loader
 * 0.200
 * 0.300
 * 0.400
 * 0.500
 * 0.500


 * 0.125
 * 0.175
 * 0.250
 * 0.325


 * 0.075
 * 0.125
 * 0.200
 * 0.250


 * |}
 * Aerial
 * Full Aerial Supremacy & Full CAS Support: 0.20
 * Partial Aerial Supremacy or Partial CAS Support: 0.20
 * Minimal Aerial Supremacy or Minimal CAS Support: 0.20
 * Specials (By Mod Approval Only)
 * Ground Support Ace (Great Leader by mod event):+0.20 to aerial score
 * Artillery Coordination Expert (Great Leader by mod event):+0.10 to artillery score
 * Ambush Master (Great Leader by mod event):+0.20 to overall score
 * Artillery Coordination Expert (Great Leader by mod event):+0.10 to artillery score
 * Ambush Master (Great Leader by mod event):+0.20 to overall score

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.
 * Positioning Penalties
 * Encircled: -0.30
 * Out of Supply: -0.50
 * Surrounded and Out of Supply: -0.90
 * 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
 * Inspirational General (Great Leader by mod event): 0.30
 * Glorious Last Stand (With mod approval): 0.50
 * Naval Invasion:-0.20
 * Under Attack from Chemical Weapons:
 * With Gas Equipment:-0.10
 * Without Gas Equipment:-0.30

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+ Major Wars): 0.20
 * Non-Commissioned Officers
 * Untrained: -0.10
 * Green: -0.05
 * Veteran (1-2 Battles): 0.20
 * Experienced (1+ Major Wars): 0.30
 * Training
 * No training: -0.50
 * Minimal training: -0.10
 * Basic training (Reservists): 0.00
 * Extensive training (Professional Army): 0.20
 * Veterans (1-2 Battles): 0.30
 * Experienced (1+ Major Wars): 0.40
 * Specials (By Mod Approval Only)
 * Experienced Staffer (Great Leader by mod event):+0.20

Terrain

 * Attacker
 * Mountains: 0.35
 * Hills: 0.65
 * River Crossing: 0.85
 * Marsh: 0.65
 * Jungle: 0.85
 * Desert: 0.75
 * Plains/Grassland: 1.00
 * Forest: 0.95
 * Defender
 * Mountains: 1.65
 * Hills: 1.10
 * River Crossing: 1.50
 * Marsh: 0.85
 * Jungle: 0.55
 * Desert: 0.85
 * Plains/Grassland: 1.00
 * Forest: 1.10

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: 1.25
 * Heavy Entrenchments: 1.35
 * Fortress and Entrenchment Line: 1.50
 * Specials (By Mod Approval Only)
 * Fortification Expert (Great Leader by mod event):+0.20