Alternative History
Advertisement

Location[]

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 Advantage[]

  • Attacker's advantage: 1
  • Knowledge of landscape: 2
  • (This counts if: Defender has had territory for 20+ years OR Attacker has owned territory attacked within the past 20 years)
  • If Casus Belli exists (justification for the attack), then +1 for attacker. If it doesn't, +1 for defender.


Strength[]

  • Allies: for each ally +1 point
  • Participants: Material aid = 2 pts and Military = 3 pts. If a material aid nation withdraws, the nation loses 1 point if the war isn’t over 3 seasons after withdrawal. For military aid nations, the aided nation loses 1 point if the aiding nation changes sides (the other nation, however, gains only 2 points)
  • Country has developed military: 1 for each turn dedicated to military or military technology in the last 15 years. This resets after every war
  • Expansion: -1 for every turn used for expansion in the past 10 years, as it uses resources and money.
  • Major tech advancement on your side: 5
  • 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 population (ex. 15 000 000 and 50 000 000, 50 000 000 gets +2)
  • Larger industrial base: +2

Motive[]

  • 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 Popularity[]

  • Loved: 2
  • Liked: 1
  • Tolerated: 0
  • Not Liked: -1
  • Hated: -2
  • Controlled press: +1
  • Negative moderator event in past ten years: -1


Adjudications[]

  • Terrain at the front is urban: -1 Attacker / +1 Defender
  • Amphibious invasion: +2 Defender /-2 Attacker
  • Defending nation is island: +2 Defender /+2 Attacker
  • Adjudications must remain in the -1 /+1 format
  • Additional adjudications may be added by neutral mods (ex. China invades Siberia-its freezing cold, -2A /+2D, Saudi Arabia invades Yemen, they’re both desert nations, no adjudication)

Other[]

  • Country has no international trade: -2
  • Population center occupied: -2
  • Industrial centers occupied: -1
  • Opponent is hated by nation: +1
  • Usage of Chemical weapons/WMDs: +3 (only available after 1890) (opponent gets +1 in motive for each use)
  • Nuclear Arsenal; +10 (only available after 1950) (opponent gets automatic 10 in motive)


Chance[]

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