FANDOM


Well, this is my sandbox, thus far. Here is where I often list my ideas for both in-wiki projects, and projects outside the Wiki.

To-Do List

  • Africa Rising (Map Game) (In Progress)
  • Ascendacy of Man Project Recruitment and Basics (On Hold)
  • Trailer and animated shorts for the Ascendancy of Man Universe. (On Hold)
  • More remixes for the purposes of trailer usage, and searching for original soundtrack for the Ascendancy of Man Universe and potential animators and contributors. (On Hold)
  • An Altverse-style science fiction exopolitical role play, on the Constructed World Wiki. (On Hold) 
  • Future Life RPG (Cancelled)
  • Starship Corp. Google Docs Game(s) (Fail)
  • First Contact (Map Game) (Success, died a few days later)
  • MarsSim Political Game (On Hold)
  • The Helios Legacy Novel (In Progress)

Squad-Based Tactical Battle Algorithm

Example Turn

Deployment

Can range from 1 soldier to 200 squad members and/or vehicles: + 1 - 200 (It varies on the game you wish to play in).

Local Climate

  • Normal: +0 
  • Stormy: -15
  • Rainy: -5
  • Sandstorm: -10 
  • Cold: -15
  • Glacial: -20
  • Warm: +10
  • Humid:+15
  • Hot: -10
Modifiers
  • Night Time: -5 without night vision technology. Otherwise +2.
  • Day time: +5
  • Breathable Atmosphere: +5
  • Toxic Atmsophere: -5
  • Reduced Visibility: -10
  • Radioactive: -25

Mission Objectives

Can range from securing strategic location to breaking through enemy lines. 

  • Secure Strategic Target: +5
  • Sabotage Key Target: +3
  • Secure Unimportant Target: +1
  • Sabotage Unimportant Target: +1
  • Secure Object of Interest: +2
  • Protect Strategic Target: +8
  • Project Unimportant Target: +1
  • Project Key Target: +7
  • Protect Uimportant Target: +1
  • Protect Object of Interest: +6
  • Break Defensive Line: +6
  • Defend Defensive Line: +10
  • Cut off Supply Lines: +8
  • Defend Supply Lines:+12

Troop Numbers

x troop numbers/y troop numbers

Training

  • Disorganised Rabble: -20
  • Very Untrained: -15
  • Untrained: -10
  • Recruit: +0
  • Regular:+10
  • Veteran:+15
  • Elite:+20

Morale

  • Extremely High Morale: +20
  • Very High Morale: +15
  • High Morale: +10
  • Above Average Morale: +5
  • Average Morale: +0
  • Below Average Morale: -5
  • Low Morale: -10
  • Very Low Morale: -15
  • Extremely Low Morale: -20

Equipment

  • Is superior to enemy's: +5
  • Is significantly superior to enemy's: +10
  • Dwarfs enemy's: +15
  • Equal Equipment: +0
  • Is inferior to enemy's: - 5 
  • Is significantly inferior to enemy's: - 10
  • Dwarf's enemy's: - 15
Modifiers
  • Broken Equipment: -5
  • Weather Damages Equipment: - 10
  • Improvisation: -2
  • Significant Improvisation: -6

Location

  • Metropolis: +15 Defender, -15 Attacker
  • City: +10 Defender, -10 Attacker
  • Town: +5 Defender, -5 Attacker. 
  • Plains: +0 Both Sides
  • Desert: +2 Defender, -2 Attacker
  • Jungle: +4 Defender, -4 Attacker
  • Barren: +0 Both Sides
  • Plateau: +5 Defender, -5 Attacker
  • Military Fortress: +25 Defender, -25 Attacker
  • Military Base:+20 Defender, -20 Attacker
  • Military Outpost: +15 Defender, -15 Attacker
  • Swamp: -5 Both Sides. 
  • Tundra: -10 Both Sides
  • Polar Ice Cap: -30 both sides
  • Mountains: +30 Defender, -30 Attacker.

Technology

  • Is superior to enemy's: +5
  • Is significantly superior to enemy's: +10
  • Dwarfs enemy's: +15
  • Equal technology: +0
  • Is inferior to enemy's: - 5 
  • Is significantly inferior to enemy's: - 10
  • Dwarf's enemy's: - 15
Modifiers
  • Clarketech: +5 bonus.
  • Primitive: -5 penalty. 

Tactics

  • Flying to the X: +2
  • Flying to the Y: +5
  • Flying to the Z: +0
  • Amphibious Landing: -2
  • Ambush: +4
  • Expected Attack: -3
  • Orbital Drop to the X: +7
  • Orbital Drop to the Y: +10
  • Orbital Drop to the Z: +4

Tactical Aid (Optional)

  • Air Strike: +5 Attacker, +10 Defender
  • Naval Strike: +3 Attacker, +5 Defender
  • WMDs: Automatic Battle Outcome if RNG result annihilates entire squad. Otherwise, +20 attacker, +25 Defender
  • Supplies: +6 Attacker, +8 Defender
  • Artillery Strike: +4 Attacker, +6 Defender
  • Orbital Bombardment: +15 attacker, +20 Defender
  • Drone Support: +2 Attacker, +4 Defender
  • Reconaissance: +1 Attacker, +3 Defender

Additional Squads (Optional)

  • +5 per small squad. 
  • +10 per medium squad.
  • +15 per large squad.

WARNING: You can only call about 2 small squads, 1 medium squads and one large squad per battle. 

Actions (optional)

Will be RNG determined. 

  • Eliminate x unit: 1 - 5 for success, 6 - 10 for failure. 
  • Throw primed explosives: 1 - 3 lands on indicated target. 4 to 6 lands off target. 7 - 10 explodes on user's hand. 
  • Use vehicle: 1 - 5, vehicle operation success. 6 to 10 - vehicle operation failure.
  • Call in Additional Squads (optional): 1 - 5, Success; other squads in range. 6 to 10, other squads out of range. 
  • Stun/Capture x unit: 1 - 5 for success, 6 - 10 for failure. 
  • Steal weapon: 1 - 5 for success, 6 - 10 for failure
  • Use miscellaneous equipment: 1 - 5 for success, 6 - 10 for failure. 
  • Call for Tactical Aid (optional): 1 - 5, Success; tactical aid in range. 6 to 10, tactical aid out of range. 

Chance

  • Will be decided by an RNG from 1- 10. 

Result 

Subtract for larger number, and proceed as with the SSS2 algorithm and proceed with the next turn if avoiding actions. Add up casualties if using actions and proceed with the next turn. Repeat process until either user aborts the mission or has all units eliminated. 

Abort Mission? 

  • Yes: Automatic Defeat. RNG determines casualties during retreat. 
  • No: Battle continues. 

Will be asked every turn. 

Battalion-Based Tactical Battle Algorithm

Example Turn

Deployment

Can range from 1 batallion to 20 battalions: + 100 - 200 (It varies on the game you wish to play in).

Local Climate

  • Normal: +0 
  • Stormy: -15
  • Rainy: -5
  • Sandstorm: -10 
  • Cold: -15
  • Glacial: -20
  • Warm: +10
  • Humid:+15
  • Hot: -10
Modifiers
  • Night Time: -5 without night vision technology. Otherwise +2.
  • Day time: +5
  • Breathable Atmosphere: +5
  • Toxic Atmsophere: -5
  • Reduced Visibility: -10
  • Radioactive: -25

Mission Objectives

Can range from securing strategic location to breaking through enemy lines. 

  • Secure Strategic Target: +5
  • Sabotage Key Target: +3
  • Serure Unimportant Target: +1
  • Sabotage Unimportant Target: +1
  • Secure Object of Interest: +2
  • Protect Strategic Target: +8
  • Project Unimportant Target: +1
  • Project Key Target: +7
  • Protect Uimportant Target: +1
  • Protect Object of Interest: +6
  • Break Defensive Line: +6
  • Defend Defensive Line: +10
  • Cut off Supply Lines: +8
  • Defend Supply Lines:+12

Troop Numbers

x troop numbers/y troop numbers

Training

  • Disorganised Rabble: -20
  • Very Untrained: -15
  • Untrained: -10
  • Recruit: +0
  • Regular:+10
  • Veteran:+15
  • Elite:+20

Morale

  • Extremely High Morale: +20
  • Very High Morale: +15
  • High Morale: +10
  • Above Average Morale: +5
  • Average Morale: +0
  • Below Average Morale: -5
  • Low Morale: -10
  • Very Low Morale: -15
  • Extremely Low Morale: -20

Equipment

  • Is superior to enemy's: +5
  • Is significantly superior to enemy's: +10
  • Dwarfs enemy's: +15
  • Equal Equipment: +0
  • Is inferior to enemy's: - 5 
  • Is significantly inferior to enemy's: - 10
  • Dwarf's enemy's: - 15
Modifiers
  • Broken Equipment: -5
  • Weather Damages Equipment: - 10
  • Improvisation: -2
  • Significant Improvisation: -6

Location

  • Metropolis: +15 Defender, -15 Attacker
  • City: +10 Defender, -10 Attacker
  • Town: +5 Defender, -5 Attacker. 
  • Plains: +0 Both Sides
  • Desert: +2 Defender, -2 Attacker
  • Jungle: +4 Defender, -4 Attacker
  • Barren: +0 Both Sides
  • Plateau: +5 Defender, -5 Attacker
  • Military Fortress: +25 Defender, -25 Attacker
  • Military Base:+20 Defender, -20 Attacker
  • Military Outpost: +15 Defender, -15 Attacker
  • Swamp: -5 Both Sides. 
  • Tundra: -10 Both Sides
  • Polar Ice Cap: -30 both sides
  • Mountains: +30 Defender, -30 Attacker.

Technology

  • Is superior to enemy's: +5
  • Is significantly superior to enemy's: +10
  • Dwarfs enemy's: +15
  • Equal technology: +0
  • Is inferior to enemy's: - 5 
  • Is significantly inferior to enemy's: - 10
  • Dwarf's enemy's: - 15
Modifiers
  • Clarketech: +5 bonus.
  • Primitive: -5 penalty. 

Tactics

  • Flying to the X: +2
  • Flying to the Y: +5
  • Flying to the Z: +0
  • Amphibious Landing: -2
  • Ambush: +4
  • Expected Attack: -3
  • Orbital Drop to the X: +7
  • Orbital Drop to the Y: +10
  • Orbital Drop to the Z: +4

Tactical Aid (Optional)

  • Air Strike: +5 Attacker, +10 Defender
  • Naval Strike: +3 Attacker, +5 Defender
  • WMDs: Automatic Battle Outcome if RNG result annihilates entire hostile force. Otherwise, +20 attacker, +25 Defender
  • Supplies: +6 Attacker, +8 Defender
  • Artillery Strike: +4 Attacker, +6 Defender
  • Orbital Bombardment: +15 attacker, +20 Defender
  • Drone Support: +2 Attacker, +4 Defender
  • Reconaissance: +1 Attacker, +3 Defender

Additional Battalions (Optional)

  • +5 per small battalion. 
  • +10 per medium battalion.
  • +15 per large battalion.

WARNING: You can only call about 3 small batallions, 2 medium batallion and 1 large batallion per battle. 

Actions (optional)

Will be RNG determined. 

  • Eliminate x batallion: 1 - 5 for success, 6 - 10 for failure. 
  • Capture x position: 1 - 5 for success, 6 - 10 for failure. 
  • Call in Additional Battalions (optional): 1 - 5, Success; other battalions in range. 6 to 10, other battalions out of range. 
  • Stun/Capture x Number of Troops within x hostile Batallion: 1 - 5 for success, 6 - 10 for failure. 
  • Call for Tactical Aid (optional): 1 - 5, Success; tactical aid in range. 6 to 10, tactical aid out of range. 

Chance

  • Will be decided by an RNG from 1- 10. 

Result 

Subtract for larger number, and proceed as with the SSS2 algorithm and proceed with the next turn if avoiding actions. Add up casualties if using actions and proceed with the next turn. Repeat process until either user aborts the mission or has all units eliminated. 

Abort Mission? 

  • Yes: Automatic Defeat. RNG determines casualties during retreat. 
  • No: Battle continues. 

Will be asked every turn. 

Prototype Nuclear War Algorithm (The Gold Algorithm)

The following is a prototype algorithm for use in map games regarding the extensive use of strategic nuclear weapons. Hopefully, a user stumbles upon this and updates it.

Pre-Launch Phase

Technological Capability

A nation's technological capability is key to determining the effectiveness of your delivery systems, warheads, and anti-missile defences, if any.

Delivery Systems
  • Aircraft Only: +3
  • Aircraft and Land Launch (missile launcher only): +6
  • Aircraft and Land Launch (both missile launcher and silo): +9
  • Aircraft, Land Launch and Submarine Launch (Nuclear Triad): +12
Warhead Blast Yield

This need to be accounted for each warhead of the same yield. In other words: for every 10 warheads of the same yield, there is a set of bonus multiplier. This can change to 100 or 1000 depending on the amount of warheads a nation has, and the amount launched. The default however, is every 10 warheads is a bonus multiplier depending on the warhead yield you are using. For example: if you launch 30 fission warheads against the opponent, you have the initial points in blast yield * 3 = your point count.

  • <100 kt (Tactical Nuclear Weapons): +1
  • 100 - 500 kilotonnes (Strategic Fission Nuclear Weapons): +5
  • 500 kt - 50 Mt (Strategic Thermonuclear Weapons): +10
Missile Defences

Missile defences can reduce the number of hostile warheads that detonate on your cities. This can be determined by the effectiveness of your defences and type.

  • Type
    • No Defences: +0
    • ABM defences: +2 to +6 (varies by effectiveness)
    • ABM and SDI Defences: +4 to +8 (varies by effectiveness)
  • Effectiveness
    • 20% to 40%: 5% to 10% of warheads destroyed.
    • 40% to 60%: 10% to 20% of warheads destroyed. (ABM only limit)
    • 60% to 80%: 20% to 60% of warheads destroyed. (ABM and SDI limit)

These are all ranges regarding estimates for effectiveness and actual effectiveness will be determined by both moderator RNG and R&D.

Warhead Effectiveness

The effectiveness of the warhead's detonation is determined by a combination of RNG, and R&D, and will affect the score of the warhead yield, so if you have the 30 warheads launched from the earlier example, then you get a 61% effectiveness rating, then it becomes the initial yield points * 3 * 0.61. This gives you your total points.

  • 20% to 40%: 5% to 10% of the intended yield is used effectively.
  • 40% to 60%: 10% to 20% of the intended yield is used effectively.
  • 60% to 80%: 20% to 60% of the intended blast yield is used effectively.
  • 80% to 90%: 60% to 95% of the intended blast yield is used effectively.

Due to the limitations of missile defence technology, I did not add the additional effectiveness of 80% to 90% to the missile defence effectiveness.

Industrial Capability

The Industrial Capability determines how many warheads a nation can sustain before it becomes prohibitively expensive to maintain, along with the ability to maintain continuity of government.

Population
  • Less than 10 million: +5
  • 10 to 20 million: +10
  • 20 to 40 million: +15
  • 40 to 80 million: +20
  • 80 to 100 million: +25
  • More than 100 million: +30
GDP
  • Less than 50 billion USD: -20
  • 50 to 100 billion USD: -10
  • 100 to 500 billion USD: 0
  • 500 billion to 1 trillion USD: +10
  • More than 1 trillion USD: +20

War Trigger

A war is always caused by a motivation. Nuclear War is no different, but in this case, a trigger is necessary due to the doctrine of MAD. This as a result, replaces the Causus Beli in a nuclear conflict. Triggers are divided into two types: intentional and accidental.

Intentional
  • Opponent has indirectly supported nuclear terrorism in your nation: +1
  • Rogue State has threatened to (and has used) warheads: +5
  • Opponent has used tactical warheads in conventional conflict: +10
Accidental
  • Rogue commander gives a nuclear launch order: +1
  • Diplomatic incident spirals out of control and involves nuclear warheads: +5
  • Radar Malfunction is misreported as an actual launch: +10

Government

The government section is divided into two: the government type and government continuity. Government type is the system the nation used to govern and the continuity of government refers to the plans set in place to preserve said government.

Government Type
  • Democracy
    • Theocratic Republic: +10
    • Indirect Democracy: +5
    • Social Democracy: +3
    • Constitutional Monarchy: +2
    • Direct Democracy: +1
  • Oligarchy:
    • Theocratic Oligarchy: +7
    • Military Junta: +4
    • Plutocracy: +2
    • Transitional Government: +1
  • Autocracy:
    • Theocratic Dictatorship: +9
    • Populist Dictatorship: +6
    • Military Dictatorship: +5
    • Absolute Monarchy: +4
Government Continuity
  • No formal plan in place: -25
  • Has formal plans, but no method for executing them: +0
  • Has formal plans and can fully execute government continuity: +25

Launch Phase

Now, the war really starts off. Here is the section for the conflict itself (both first strike and retaliation).

First Strike/Retaliation (Target Nation)

Targeted Areas
  • Military Bases: +3
  • Non-Essential Population Centres: +5
  • Strategic Population Centres: +7
  • Military Bases and Population Centres: +10
Warheads Launched
  • Less than 100: +1
  • 100 to 500: +3
  • 500 to 1,000: +5
  • 1,000 to 10,000: +7
  • More than 10,000: +10

Add this with the initial blast yield (and bonus) and multiply by average warhead effectiveness to find out how many detonated.

Inflicted Casualties

To go with casualty estimates, add in the number of detonations (on average), multiply the percentage of warheads destroyed by missile defences (if any), find the number of remaining warheads (if any) then divide by the pre-exchange population and you get how much of said population is killed. For example: say you launch 23,000 thermonuclear warheads, and 2,000 fission warheads. Only 96% of the surviving warheads on average detonated, while 12% of your launched warheads were destroyed. 21,120 warheads detonated, and the target nation has 150,000,000 people, and under that, 14.1% of the population is killed by said detonations.

Post-Launch Phase

Results can be done after the exchange is conducted. A word of warning: a nuclear was has no winners, but rather has the survivors. So, the results determine who loses the least.

Overall Result

The overall result is determined by the fallout spread, survivors across your pre-exchange territory and how much you effectively control, assuming you survive.

Fallout Spread

Determined by a combination of RNG (which represent wind patterns) and warhead design. Fission warheads can release 50% more fallout than a thermonuclear warhead, though thermonuclear warheads compensate by increased blast yield. Fallout spread is 30% higher when air burst detonations occur. This takes into account spread of fallout worldwide, and locally. To determine the spread of fallout, add the total detonations, and the total amount of rads released (which varies by blast yield and warhead type; determined by each warhead type detonation percentage, and the percentage of that energy that is rads, added by the total amount of rads released in al detonations), times the RNGed wind patterns which varies between 1 and 100, and then you have your number of spread out rads. An example from earlier says 21,120 warheads were detonated. Under those conditions, if the 1,740 detonated fission warheads released 573.36 rads each (assuming air burst, 480 kt of TNT, and 58% of the energy released being fallout), and the thermonuclear ones released released 259.2 rads each (assuming air burst, 1.6 Mt of TNT, and 12% of the energy released being fallout), then you have a total of 852.56 rads on average released per warhead and a total of 21,956.56 rads released, times the RNGed spread rate of fallout gives you your final result of a spread of 13,393.5 rads spreading in a single nation/region alone. Add this for other targeted nations in the same war, and you have the amount of rads spreading worldwide.

Remaining Survivors

To determine total number of survivors, add in the total pre-War population minus the initial blast casualties minus the short-term casualties from fallout, and you have your new population across territory before the exchange.

Effective Control

To determine this, a moderator needs to determine for percentage of communications infrastructure lost, percentage of government officials and military commanders killed, the surviving leadership's effectiveness, the emergency plans that are implemented and effectiveness of said plans.

NOTES

This algorithm has some rules for usage to prevent the overuse of nuclear weapons.

  1. Only the main moderators (Scrawland, Edge, Josh, and Forsaken, for example) are the only ones who can authorise the use of the algorithm via a three to four vote.
  2. The Creator (Scrawland for example) can veto the use of the algorithm, if necessary. This is replaced with the top moderator of the Creator is involved, and same for the next top moderator and so on.
  3. The buildup to the exchange needs to be plausible.
  4. The authorisation to the player to launch is given via a set of made-up launch codes. These are created by the Creator/Moderator with Veto Power, if the creator is involved (Scrawland in this example), who then issues them to the other top moderators (three in this case), who then provide the codes to the involved parties. If the involved parties are in an alliance, each nuclear armed member must receive their own codes separately.
  5. Once the involved parties receive their launch code notification, it must be added into the turn in order to begin the actual use of the algorithm.

Discussion

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