Talk:Before The Great War (Map Game)

TerrainEdit

 * Island: 5 Defender, -5 Attacker
 * Plains: -1 Defender, 1 Attacker
 * Snowy Plains: 3 Defender, -2 Attacker
 * Tundra: -1 Defender, -5 Attacker
 * Forest: 3 Defender, -2 Attacker
 * Mountains: 5 Defender, -6 Attacker
 * Desert: -1 Defender, -1 Attacker
 * Jungle/Rainforest: -2 Defender, -4 Attacker
 * Marsh: 0 Defender, -2 Attacker
 * Crossing a strait/channel: -15
 * Crossing a large body of water: -25

Ability To Wage Full Scale War (ATWFSW)Edit

 * Every ally/nation participating in the battle with defenders or attackers: 3
 * Industrialized: 6
 * Agriculturalized: 6
 * Side w/Superior Technology: 6
 * Control of the Seas: 2+ attackers, or 6+ defenders. (The nation with a superior navy in that area, that has control of the seas of the areas, has a major advantage, due to blockading ports, or cutting off the enemy's supplies.
 * Fresh Military: If the army attacking or being attacked is new, +2
 * Tired Military: If the army atttacking or being attack is old and/or tired after fighting multiple battles: -2
 * Tie in army size: -1 Defender, -3 Attacker
 * Tanks: +2

Tactical AdvantagesEdit

 * Defender’s advantage: 5
 * General:
 * (Depending on who is leading the army, if he is detailed and the General is historically sucessful.)
 * +1
 * High Ground: 2 Attacker/Defender
 * Blitz: If the army is entirely light/medium tanks with air support. -4 Defender, +4 Attacker
 * Heavy Fortifications: Available if the defender is positioned in a historical stronghold or has constructed them for the past year. +5 Defender, -5 Attacker
 * Guerilla Tactics: +3 (Applies to all rebels)
 * Dug In: +4 Defender. -2 Attacker (Must state they are dug in, or are in trenches)
 * Defender Large Country: Defender +15, Attacker -20
 * Attacker Large Country: Attacker +10
 * Support from the Populace
 * Democratic Government supported by People +4
 * Non-democratic Government supported by People +2
 * Non-democratic Government unsupported by People -2
 * Democratic Government unsupported by people -4

FateEdit

 * Done using Random.org from one to twenty.

Army SizeEdit

 * If a side has an army 10 times the size of the opponents: +10
 * If a side has an army 8 times the size of the opponents: +8
 * If a side has an army 6 times the size of the opponents: +6
 * If as side has an army 4 times the size of the opponents: +4
 * If a side has an army 2 times the size of the opponents: +2
 * If a side has an army between 1 and 2 times the size of the opponents: +1

Special ConditionsEdit

 * Revolts
 * Popular Revolt (Mod Event): +15 Rebels, -5 Country
 * Revolt: +10 Rebels, -4 Country
 * Minor Revolt: +5 Rebels, -3 Country
 * Tiny Revolt: +2 Rebels
 * Dense Urban Areas: +3 Defender, -3 Attacker
 * Surrounded: -5
 * Same Culture: +10 Attackers

DevelopmentEdit

 * Each turn of development is a +2 on the dev score. The score is divided by the other side's score. Dev counts up to 20 years. Only Econ and Military count for Attacker, both count for Defender+Infrastructure. Then divide by the other sides' score.
 * NPC nations get 20 turns of dev. unless otherwise.

ResultsEdit
Add up all the scores and compare them. The winner wins the battle and the opponent who has lost must retreat, A battle may continue if one side is waiting for reinforcements. This can only occur if the side waiting for reinforcements can roll between a 1 and 5 on Random.org. A 6-10 results in a battle end.

In order to calculate land, take the winner's score and subtract the loser's score. Make that into a percentage. If it is greater 25%, then you can do whatever you want to a country and it's government.

Fleet SizeEdit

 * If a side has a fleet 10 times the size of the opponents: +10
 * If a side has a fleet 8 times the size of the opponents: +8
 * If a side has a fleet 6 times the size of the opponents: +6
 * If as side has a fleet 4 times the size of the opponents: +4
 * If a side has a fleet 2 times the size of the opponents: +2
 * If a side has a fleet between 1 and 2 times the size of the opponents: +0.1-0.9

Ship TypeEdit

 * Corvette: +1
 * Landing Ship: -1
 * Battleship: +4
 * Cruiser: +3
 * Frigate: +2
 * Destroyer: +3
 * Submarine: +2
 * Aircraft Carrier: +2
 * Torpedo Ship/Torpedo Destroyer: +1
 * Tanker: -1
 * Dreadnought: +5
 * Gun Boat: +1
 * Ironclads: +2

Tactical AdvantagesEdit

 * Attacker’s advantage: 1
 * Defender’s advantage: 2
 * Admiral:
 * (Depending on who is leading the fleet, if he is detailed and the Admiral is historically sucessful.)
 * Attacker: 1+ Defender: 1+
 * Submarine Strike: If submarines striked first. +2
 * Depth Charges: +1 for every ship equipped up to a max of 5.
 * Radar/Sonar: +2 for every ship equipped up to a max of 3.

FateEdit

 * Done using Random.org from one to twenty.

Ability To Wage Full Scale War (ATWFSW)Edit

 * Every ally/nation participating in the battle with defenders or attackers: 3
 * Side with greater industrial capability: 6
 * Side with better technology: 6
 * Fresh Military: If the fleet attacking or being attacked is new, +2
 * Tired Military: If the fleet attacking or being attacked just came from another battle or has been moving for the past six months: -2
 * Tie in army size: -1 Defender, -1 Attacker
 * Better/Stronger Weaponry: Example: If 10 Germans went up against 10 Frenchmen but had better rifles. If a Tiger II went against a Renault FT. If a Me 262 went against a P-26 Peashooter. If a side has stronger weaponry. If one side has a better rifle, or has a bigger caliber of gun on their tank, or a bigger bomb on their bombers than the enemy. +2
 * Heavier Armor: If a side has more armor on the ships than the other side. +2

Sea ConditionsEdit

 * Done using Random.org 1-10, used for both sides.

ResultsEdit
Add up all the scores and compare them. The winner wins the battle and the opponent who has lost must retreat, A battle may continue if one side is waiting for reinforcements. This can only occur if the side waiting for reinforcements can roll between a 1 and 5 on Random.org. A 6-10 results in a battle end.