Difference between revisions of "Land of Nonsense War Rules"

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(Equiping your army)
(Equiping your army)
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*Barbed wire to stop enemy infantry for $500 a square or added defense if in a city
 
*Barbed wire to stop enemy infantry for $500 a square or added defense if in a city
 
*Tank barriers to stop enemy vehicles for $600 a square or added defense if in a city
 
*Tank barriers to stop enemy vehicles for $600 a square or added defense if in a city
 +
 +
Miliatary bases can be done several ways:
 +
* players may agree to have a set number of bases on the map
 +
* players may agree to have a number of available bases that may be purchased for a price
 +
**Bases act as cities in giving reinforcments and defense
 +
**Bases may be placed on nonclaimed land or agreed with another country to be placed on their territory.
  
 
====Ranks and divisions====
 
====Ranks and divisions====

Revision as of 01:44, 28 August 2006

The Land of Nonsense's rule of war is a mathematical device used to provide the probability of victory in a war or battle. The system uses NSeconomy to calculate various real world factors that go into war such as geography or troop moral.

  • NOTE:War does not actually effect your Nation States Nation- its just a way of showing who has a better army.

Starting War

Before starting a war several things needs to be done:

  • A Neutral Moderator is chosen- this is important as the neutral moderator does the mathematics to determine the probability of each side winning
  • Sides of the war needs to be chosen: self explanitory
  • Statistics of the players country needs to be taken down. The information is taken once and will not change as your individual country on Nation states changes. The information needed is: (all taken on the day before the war)
    • Population
    • % spending on Defense
    • Amount of $ put in Defense
    • % in education
    • % in Public Transport
    • % in Healthcare
    • GDP
  • Fing out your Tech Value by this equation
1+ (2 X % in Education) + % in defense =Tech Value

Creating your Armies

Several Factors go into your army, such as size which is determined by this equation:

Pop X Def % X 1/2 = your potential army manpower
  • At the begining of the war you start with 1/3 of your potential army manpower and gain 10% per day

Divisions of the Army

Divisions of the Army include: Air Forces, Ground Forces, Sea Forces, Special Opps, and potentially a space force. You may give bonus's to any of these divisions as long as you equal out the armies power to 1 ex:

Example: Army of the Skankin Penguins
Penguin National Guard (Ground forces) X.8 Amphibious Assualt Squad (Special Opps) x1.2
Sky Squad (Air Forces} X .5 International Penguin Navy X 1
Planet Smashers (Special Opps) X 1.5
  • Notice how the average off bonuses equal 1
  • These bonuses are multiplied to ratio in a battle


Equiping your army

Your Defense spending and military manpower will be used to purchase equipment and vehicles for your army. The cost of these are listed

Basic For all Countries Sea
Types of Units ideal start Cost $ Cost Manpower quota Speed vehicle power Manpower Special Description
Land
Basic infantry 40 2,000,000 1000 2 square /day 0 250 1,000 men with standard guns
Artlillery 12 4,000,000 900 1 sd 2 100 can be used if 1 square away 250 artillery guns
Tanks 30 5,000,000 900 4sd 3 150 ____ 300 tanks
Support Vehicle 20 3,000,000 800 4sd 1 100 can hold 1 units 400 vehicles

Anit Air

15 2,500,000 500 1 sd 2 50 takes out air -

Battleship

5 10,000,000 1400 10 sd 3 150 ____ 1 battleship

Destroyer

10 5,000,000 800 10 sd 2 100 _______ 2 destroyers

Cruiser

15 4,000,000 600 10 sd 1 50 _______ 2 cruisers

Transport

20 3,000,000 0 10 sd 0 0 can hold designated # of troops enough boats to transport 3 units

air craft carrirer

3 15,000,000 2000 10 sd 2 100 can hold 4 units of airplanes 1 air craft carrier

subs

15 4,000,000 700 12 sd 2 100 can be invisible fo a day 3 subs

Air

Fighter

50 2,000,000 400 16 sd 2 25 _______ 300 planes

Bomber

40 3,000,000 700 15 sd 4 10 ________ 300 bombers

attack helicopter

30 2,500,000 500 12 sd 2 60 _________ 250 helicopters

transport helicopter

10 2,000,000 0 14 sd 1 25 can hold units enough to hold 1 unit

Space

Station

1 50,000,000 3000 5 sd 5 0 ______ 1 large space staion
fighter 15 5,000,000 600 10 sd 2 0 ____ 300 fighters
destroyer 3 15,000,000 1000 7 sd 3 0 _________ 1 large destroyer

death star

0 100 trillion 100 billion 5 squares a day 100 0 can kill anything 1 death star

orbital space weapons

3 20,000,000 400 3 sd 2 0 can target ground targets 1 large space gun
Space Transport 0 10,000,000 0 1 day to get uints in space then 1 day to deploy 0 0 enough to carry 1 unit

Units are bought with:

  • Money - calculated from the amount you spend on defense
  • Manpower quota- the amount of manpower you have at the time- (at the beggining of the war its Pop X Def X 1/2)

Special units can be made by manipulating the stats and telling the neutral moderator. A system will be made eventually.

Special abilitys can be thought of and purchased such as

  • Sandbags for $1 a man for added defense
  • Barbed wire to stop enemy infantry for $500 a square or added defense if in a city
  • Tank barriers to stop enemy vehicles for $600 a square or added defense if in a city

Miliatary bases can be done several ways:

  • players may agree to have a set number of bases on the map
  • players may agree to have a number of available bases that may be purchased for a price
    • Bases act as cities in giving reinforcments and defense
    • Bases may be placed on nonclaimed land or agreed with another country to be placed on their territory.

Ranks and divisions

Within each of your army divisions numbers need to be given to troops for easier communication of moving them- ex: The Penguins National Guard 102nd. or the Amphibious assualt squad 23rd Calvary.

Daily War Activity

  • Every Day players must give the moderator where their armies have moved too on the grid version of the map.
  • The moderator plots out where each army is located and moving on the map and when two armies are in the same square a battle takes place- for this see battling.
  • The moderator tell each player where the battle is happening and player may ajust for the next day accordingly.
  • Space is fought on a special black map

Probability of Winning the War

This equation can be used to calculate the probability of winning a war when Country A takes on Country B
(A's Manpower/B's Manpower) + (A's Tech Value/ B's Tech Value) +(A's BudgetB's Budget)=A's Ration


Reverse and do the same for B Then:

     A's Ratio /  A's ratio + B's ratio    =   Probaility A will win

=Special Factors

  • A 10% probabilty shoud be add if a country is on the complete defence from another nation.
  • When 2 or more countries are on a team: add the manpower, average the tech value and add the budget together.

Example

Country A has:

  • 13 mill in manpower
  • a 1.43 tech level
  • 600 billion in budget

Country B has

  • 15 mill in manpower
  • a 1.13 tech level
  • 300 billion in budget

then: 13/15+ 1.43/1.13+600/300 =4.13 ratio for A 15/13 + 1.13/1.43+ 300/600=2.44 ratio for B

    • 4.13 to 2.44 chance of A winning

that come to be a 63% chance of winning the war.

Battles

Battle come when 2 armies come within the same quadrant. Battles are mainly handled by the moderator

Chance of winning a battle

Just like the probability of winning the war the chance of winning the battle is in an equation: (# of A's troops/# of B's Troops) + (A's tech value/ B's Tech Value) + (Power of A's vehicles/ Power of B's vehicles) = A's ratio (reverse for b and theres your ratio and probability)

  • The probabilty will be used in determining the victor of the battle.
  • Additions to the ratio can be added such as
    • the ratio multiplied by the Division of the army
    • A X 1.3 defense bonus
    • A X 1.5 bonus for on home turf
    • A + .2-3 for geographical and enviroment features
    • A -2 to +2 for troop placement
    • a -.1 or +.1 for moral

Chance of the battle continuing

The closer the ratios are the more likely the battle will continue for a second day. The top ratio will be divided by the bottom and then subtracted by 7 and divided by 10 to get the chance of the battle continuing. Ex: A has a 55% chance of winning B has a 45% chance so 55/45=1.22 then 7-1.22= 57% chance of it to conitnue tommorrow. or A has a 75% chance and B a 25% chance so 75/25=3 then 7-3= 40% chance.

  • If a battle continues:
    • Players may reinforce the battle with available units
    • Daily casualties are calculated and subtracted and daily the new battle ratios are made.
    • At any point a player may retreat.

Winning a battle

The probabilty will be used with the website http://www.random.org/nform.html - the percentages will provide the chance of a winner. First the chance of the battle continuing for another day is resolved- if it is 30% the # is drawn and if is 1-30 the battle continues 31-100 a victor is decided. The victor is done the same way the contiuation of the battle works- lets say a person has a 70% chance of winning a battle if 1-70 comes up he wins if 71-100 he looses.

After a Battle

  • The moderator anounces the victor as soon as possible.
  • Casualtie rates are calculated using a yet to be made way of determining it
  • Casualties may be healed by the % a country puts into healthcare
  • .1 moral is given to the victor and -.1 moral for the loser

Battling on home soil

  • Each player gets a Line of site around their units and country to give them a day's advance of when a enemy is comming.
  • Each player gets a 1.6 defence bonus for home soil battles
  • Each Player need to divide 7-15 up their cites to a percentage of economy to hold- ex: Main town may hold 10% of your economy- each of those cities must hold at least 3%
  • When a city is lost that percentage of the city holds is deducted from your economy (not from actual Nation states but from the war funds)
  • No moral restrictions apply- only bonus's

Winning

A player wins when one person gives up or is seen to be anialated