Global Federation Guidelines of War (suggestion)
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Global Federation Guidelines of War (suggestion)
Greetings!
This is a suggestion for a war system. Some of you may have already read this proposal of mine, so here is it again:
War and battles are said to be unpredictable, but their outcome can be vaguely defined by a series of factors, resulting in a more accurate decision of an arbitation.
These, most important factors would be the following:
- supply of the troops (could be determined via the the arms manufacturing + agricultural aspect of the nations)
- number of the troops (the number of troops deployed in the action)
- technological level of the troops (via the scientific advancement + arms manufacturing of the nations)
- geographical position of the attacker/defender (via battle location and directions illustrated on the world map)
Now, these all need to be numerized and balanced, in order to prodive an equation-like result. I'm saying equation like, because what I have in mind still keeps the "luck" factor (which is, as lots of generals say, the most important part of a battle). How would this look?
numbers + supply + technology + geography = battle score
Both the attacker and the defender has a battle score. The battle score would not instantly determine the outcome of a battle/conflict, but would provide a % of chance for the outcome of the battle, which would help the arbitation decide. Every conflict would have it's own separate thread in the regional events thread, with a nation completely neutral to the conflict doing the arbitation. This would ensure that each nation can only act after the others turn is done, and vice-versa.
Here is an example below:
Comments, thoughts, and constructive criticism is welcome.
Thank you for reading!
This is a suggestion for a war system. Some of you may have already read this proposal of mine, so here is it again:
War and battles are said to be unpredictable, but their outcome can be vaguely defined by a series of factors, resulting in a more accurate decision of an arbitation.
These, most important factors would be the following:
- supply of the troops (could be determined via the the arms manufacturing + agricultural aspect of the nations)
- number of the troops (the number of troops deployed in the action)
- technological level of the troops (via the scientific advancement + arms manufacturing of the nations)
- geographical position of the attacker/defender (via battle location and directions illustrated on the world map)
Now, these all need to be numerized and balanced, in order to prodive an equation-like result. I'm saying equation like, because what I have in mind still keeps the "luck" factor (which is, as lots of generals say, the most important part of a battle). How would this look?
numbers + supply + technology + geography = battle score
Both the attacker and the defender has a battle score. The battle score would not instantly determine the outcome of a battle/conflict, but would provide a % of chance for the outcome of the battle, which would help the arbitation decide. Every conflict would have it's own separate thread in the regional events thread, with a nation completely neutral to the conflict doing the arbitation. This would ensure that each nation can only act after the others turn is done, and vice-versa.
Here is an example below:
- Long calculations, and example:
I'll be using an example here, with statistics of me and another country from the time I first made this proposal. Both our nations were developed, but in different aspects. The equation is:
The statistics for the battle score are the following:
Arms manufacturing (NS tracker)
Kingdom of Apepistan: 13
Republic of Example: 4
Agriculture: (NS tracker)
Apepistan: 4
Example: -1
Scientific advancement: (NS tracker/50)
Apepistan: 309/50 = 6
Example: 108/50 = 2
Number of troops: (Thousands)
Apepistan: 20.000 = 20
Example: 40.000 = 40
Geographical Position:
Apepistan: attacking from flat terrain = 0
Example: defending on forest-hill terrain = 5- Terrain equation:
Attacking from:
Landing: -10
Mountain: -10
River crossing: -5
Hills/forests: -5
Desert: -5
Flatlands: 0
Defending on:
Mountain: +10
Hills/forests: +5
Flatlands: 0
Desert: -5
City: +5
Note: River crossing and landing modifiers only apply to attackers, while city only applies to defender. I've tried to use terrain types that are present on the WA map.
The equation is: arms manufacturingx2 + number of troops/1000 + agriculture + scientific advancement/50 + terrain.
Apepistan:
13x2 + 20 + 4 + 6 + 0 = 56
Example:
4x2 + 40 - 1 + 2 + 5 = 54
Overall:
Apepistan: 56
Scouting: 54
So in this scenario, 20.000 troops from Apepistan are attacking 40.000 troops of Example who are defending on a heavily forested hill-area. Even though Apepistan has the upper hand in supply and technology, the numbers and the position of Example balance the scales. The arbiter could check the numbers, and then decide. Since the number are pretty balanced, the following results would be logical to choose from:
-Apepistan wins with huge losses
-Example wins with huge losses
-Both sides suffer huge losses but the battle has no decisive results
Also, about morale:
Determining war exhaustion and the mindset of soldiers deployed is almost impossible. I believe it would be more fair if morale would be the following:
Number of battles lost = negative points to morale
Number of battles won = positive morale
So if you had 3 won and 5 lost battles in a war, it'd be a -2 morale to your troops.
Comments, thoughts, and constructive criticism is welcome.
Thank you for reading!
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
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Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
I love it, gives RP a fresh look. Just one thing though, will we be keeping the population times Defense forces divided by 100,000 rule to calculate our army?
Re: Global Federation Guidelines of War (suggestion)
Lockdownn wrote:I love it, gives RP a fresh look. Just one thing though, will we be keeping the population times Defense forces divided by 100,000 rule to calculate our army?
That depends on which formula we are using for determining the overall population.
As an example, the USA's population is 320,206,000, and has an overall military personell of 2,349,750. China, with a much bigger population, has less military personell than the USA.
It's really hard to determine, on "war, economic motivation, education, family and friends, politics, and identity and psychosocial factors."
Overall, on average, about 50% of a nations population is male, and 20% of the overall male population is conscriptable. (from the age of 18-30, and healthy) But again, this depends on the overall demographics of the country. This site gives a rather good insight of the demographics of IRL countries:
http://www.indexmundi.com/factbook/countries
Summa summarom, we'll never be able to come up with a precise and fair overall formula for determining one's military strength. I suggest we first come up with a way to determine population, and then we can fiddle around with the defense forces tracker ( IC population x (defense forces tracker value/1000), for example, and see how it goes.
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
Age : 31
Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
I have an idea, it's a bit of a long formula, but I believe we can make it work.
To calculate your RP Military -population:
-----------------------------------------------------------------------------------------------------------------------------------
NS-Population x NS-Defense Forces x NS-Arms Manufacturing x NS-Scientific Advancement /10,000,000 = RP-Military Population
-----------------------------------------------------------------------------------------------------------------------------------
Too long? lol, Hopefully we all agree on something before a massive war breaks out.
To calculate your RP Military -population:
-----------------------------------------------------------------------------------------------------------------------------------
NS-Population x NS-Defense Forces x NS-Arms Manufacturing x NS-Scientific Advancement /10,000,000 = RP-Military Population
-----------------------------------------------------------------------------------------------------------------------------------
Too long? lol, Hopefully we all agree on something before a massive war breaks out.
Last edited by Lockdownn on Thu Apr 16, 2015 4:20 pm; edited 1 time in total
Re: Global Federation Guidelines of War (suggestion)
Lockdownn wrote:I have an idea, it's a bit of a long formula, but I believe we can make it work.
To calculate your RP-population:
-----------------------------------------------------------------------------------------------------------------------------------
NS-Population x NS-Defense Forces x NS-Arms Manufacturing x NS-Scientific Advancement /10,000,000 = RP-Population
-----------------------------------------------------------------------------------------------------------------------------------
Too long? lol, Hopefully we all agree on something before a massive war breaks out.
Why would arms manufacturing and defense forces and scientific advancement have to do anything with how large a nations population is?
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
Age : 31
Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
Lockdownn wrote:Oops, fixed.
Oh, alright. It kinda makes sense now.
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
Age : 31
Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
Lockdownn wrote:I have an idea, it's a bit of a long formula, but I believe we can make it work.
To calculate your RP Military -population:
-----------------------------------------------------------------------------------------------------------------------------------
NS-Population x NS-Defense Forces x NS-Arms Manufacturing x NS-Scientific Advancement /10,000,000 = RP-Military Population
-----------------------------------------------------------------------------------------------------------------------------------
Too long? lol, Hopefully we all agree on something before a massive war breaks out.
In my opinion, the original formula works best for military size. I prefer Apepistan's idea to use those other statistics to kind of calculate their competency.
Also, when this proposal gets hammered out, I suggest we wait on our constitution to get done before doing any kind of voting on it.
Re: Global Federation Guidelines of War (suggestion)
I agree. Any other suggestions from anyone?Xolox wrote:Lockdownn wrote:I have an idea, it's a bit of a long formula, but I believe we can make it work.
To calculate your RP Military -population:
-----------------------------------------------------------------------------------------------------------------------------------
NS-Population x NS-Defense Forces x NS-Arms Manufacturing x NS-Scientific Advancement /10,000,000 = RP-Military Population
-----------------------------------------------------------------------------------------------------------------------------------
Too long? lol, Hopefully we all agree on something before a massive war breaks out.
In my opinion, the original formula works best for military size. I prefer Apepistan's idea to use those other statistics to kind of calculate their competency.
Also, when this proposal gets hammered out, I suggest we wait on our constitution to get done before doing any kind of voting on it.
Re: Global Federation Guidelines of War (suggestion)
I also prefer the original formula for military size.
Well, if this gets accepted, we'll need a way to determine war moderators. Or does one simply volunteer to do so if war breaks out?
Well, if this gets accepted, we'll need a way to determine war moderators. Or does one simply volunteer to do so if war breaks out?
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
Age : 31
Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
If war does break out, you should not have one war mod. So yes, someone neutral and out of the conflict from the beginning should volunteer if they so choose. It should not be someone set as they may or may not be involved. And we don't wanna have to mess around with adding another.Apepistan wrote:I also prefer the original formula for military size.
Well, if this gets accepted, we'll need a way to determine war moderators. Or does one simply volunteer to do so if war breaks out?
This also supports the idea of having a separate war thread for the action, and you can display the current news in the news thread.
Re: Global Federation Guidelines of War (suggestion)
I believe we should try to make our wars into a simplified game, so that we can incorporate a tiny bit of strategy into it. As of now, there isn't much room for strategy.
We should have each participant give his battle plans and planned troop movements(just lines with force size written by them) to a war mod who will compare these maps and determine where the troops movements come close enough that the scouts would see each other and a battle would take place.
We should have each participant give his battle plans and planned troop movements(just lines with force size written by them) to a war mod who will compare these maps and determine where the troops movements come close enough that the scouts would see each other and a battle would take place.
Re: Global Federation Guidelines of War (suggestion)
Xolox wrote:I believe we should try to make our wars into a simplified game, so that we can incorporate a tiny bit of strategy into it. As of now, there isn't much room for strategy.
We should have each participant give his battle plans and planned troop movements(just lines with force size written by them) to a war mod who will compare these maps and determine where the troops movements come close enough that the scouts would see each other and a battle would take place.
So basically the warring nations send their battle plans for their turns to the war mod via a telegram, for example, and then the war mod posts them and the result in the war thread? Sounds good with me.
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
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Re: Global Federation Guidelines of War (suggestion)
That actually sounds pretty cool! I can't wait until it's usable!Apepistan wrote:Xolox wrote:I believe we should try to make our wars into a simplified game, so that we can incorporate a tiny bit of strategy into it. As of now, there isn't much room for strategy.
We should have each participant give his battle plans and planned troop movements(just lines with force size written by them) to a war mod who will compare these maps and determine where the troops movements come close enough that the scouts would see each other and a battle would take place.
So basically the warring nations send their battle plans for their turns to the war mod via a telegram, for example, and then the war mod posts them and the result in the war thread? Sounds good with me.
Re: Global Federation Guidelines of War (suggestion)
I will try to have some of this written down in proposal form tomorrow.
Re: Global Federation Guidelines of War (suggestion)
Xolox wrote:I will try to have some of this written down in proposal form tomorrow.
Thank you in advance.
Apepistan- Global Moderator
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Join date : 2015-01-17
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Re: Global Federation Guidelines of War (suggestion)
I know I said I'd write something up, but school is getting in the way. I should have something down by the end next week.
What do y'all think of having a nation's amount of WMDs public being mandatory, and making them to limited to the amount of weeks the nation has been in the region. Also, WMD number should affect troop count in some way, in my opinion.
What do y'all think of having a nation's amount of WMDs public being mandatory, and making them to limited to the amount of weeks the nation has been in the region. Also, WMD number should affect troop count in some way, in my opinion.
Re: Global Federation Guidelines of War (suggestion)
I agree. Maybe the more WMD's you have the less troops you're allowed to spawn?Xolox wrote:I know I said I'd write something up, but school is getting in the way. I should have something down by the end next week.
What do y'all think of having a nation's amount of WMDs public being mandatory, and making them to limited to the amount of weeks the nation has been in the region. Also, WMD number should affect troop count in some way, in my opinion.
Re: Global Federation Guidelines of War (suggestion)
Guess ill deactivate some nukesLockdownn wrote:I agree. Maybe the more WMD's you have the less troops you're allowed to spawn?Xolox wrote:I know I said I'd write something up, but school is getting in the way. I should have something down by the end next week.
What do y'all think of having a nation's amount of WMDs public being mandatory, and making them to limited to the amount of weeks the nation has been in the region. Also, WMD number should affect troop count in some way, in my opinion.
Re: Global Federation Guidelines of War (suggestion)
- Spoiler:
- Arbonation wrote:
Guess ill deactivate some nukesLockdownn wrote:
I agree. Maybe the more WMD's you have the less troops you're allowed to spawn?Xolox wrote:I know I said I'd write something up, but school is getting in the way. I should have something down by the end next week.
What do y'all think of having a nation's amount of WMDs public being mandatory, and making them to limited to the amount of weeks the nation has been in the region. Also, WMD number should affect troop count in some way, in my opinion.
Re: Global Federation Guidelines of War (suggestion)
That kind of doesn't make much sense, imo. There is no logical reason to explain why a nation with a big military would have only a few WMD-s. I think it'd be more logical if we'd limit the maximum amount of troops one can deploy per turn. For example you can deploy only 100.000 troops or 1 WMD per turn. If you prepare the deployment for a whole turn, you can deploy 200.000 troops or 2 WMD-s, or 100.000 troops and 1 WMD, etc.
Apepistan- Global Moderator
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Join date : 2015-01-17
Age : 31
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Re: Global Federation Guidelines of War (suggestion)
If the honourable representative of Apepistan is happy with their proposal I motion we move it to the council for voting.
Legitimate rules for gaining military and population numbers are much needed for further development!
Legitimate rules for gaining military and population numbers are much needed for further development!
Apocryphi- Retired Map Moderator
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Re: Global Federation Guidelines of War (suggestion)
I have nothing to add, and I think we've discussed it enough.
The main points are:
- the equation to determine battles
- war mods and separate war threads
I think the max. number of troops and/or WMDs to possess or deploy should be a different discussion.
The main points are:
- the equation to determine battles
- war mods and separate war threads
I think the max. number of troops and/or WMDs to possess or deploy should be a different discussion.
Apepistan- Global Moderator
Role-Play Moderator - Posts : 352
Join date : 2015-01-17
Age : 31
Location : Austria-Hungary
Re: Global Federation Guidelines of War (suggestion)
Well the war mods and separate threads are a must. As long as the clarifications are clearly explained and posted for everyone to see.Apepistan wrote:I have nothing to add, and I think we've discussed it enough.
The main points are:
- the equation to determine battles
- war mods and separate war threads
I think the max. number of troops and/or WMDs to possess or deploy should be a different discussion.
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