@Little_Miss_Hitler @Sharpandquic @oli @John @lake @hotsauce2910 @Sukhy @TheRedcoat @Kave00 @Champion
Nations with >80 million population based on this link may utilize 5 army groups.
Nations with >10 million population may utilize 4 army groups.
Nations with <10 million population may utilize 3 army groups.
Nations which nobody has claimed are assumed to have 2 army groups.
4 turns must go by before the population of captured territories can contribute to number of army groups.
Losing a battle results in the destruction of 1/3 of losing army groups engaged in the battle rounded up.
These army groups may be distributed in general areas of your nation or in general enemy areas when invading. Movement will be tracked once combat is initiated. Warplaning on a turn-by-turn basis begins once combat is initiated. Realistic army group movement will be enforced.
A “combat thread” will be made once a war begins. A GM will make a nice map of the war situation on past turns showing previous troop movements, results of battles, etc.
##OUTCOME OF BATTLES
Outcomes of battles are decided by a random number generator. https://www.randomizer.org/ between numbers 1-100. Any number >50 results in success of attacking force, =<50 results in success of defending force. These values are subject to modification based on the following:
Several factors affect the RNG rolls.
a. Nations may submit warplans to the GM(@Little_Miss_Hitler ) and two combat GMs (@Sharpandquic /@Champion ) at least two turns in advance of military action. If the combat may directly or indirectly affect a GM’s country, plans do not need to be submitted to affected GMs.
b. If, for instance, Germany tells the GMs that it is going to invade through Belgium and capture Paris, the GMs may evaluate the likelihood of success. If France’s warplan calls for a defensive perimeter around the Belgian border, then France would be in a favorable position versus the German offensive. Alternatively, if Germany’s plan calls for something ridiculous or even just difficult such as a naval invasion of Britain, they may be penalized.
The GMs reserve the right to affect the RNG rolls up to ±40% based on the opposing warplan’s perceived likelihood of success. This includes effects such as surrounding an army group.
The size of opposing military forces.
a. The number of a nation’s army groups in a single battle is compared to the opposing side’s; coalitions’ number of army corps are added together similarly and compared in the same manner. The side with a larger army, depending on how overwhelming the size, may receive up to a 50% combat bonus.
a. Losing a battle constitutes a 10% fighting disadvantage until two turns go by without a loss. This effect stacks after repeated losses.
b. Losing >50% of territory of one’s nation constitutes a corresponding decrease in battle effectiveness.
**c.**Forcing an enemy to surrender results in a 25% combat boost for the next 5 turns.
This next section will be re-posted in another selection thread where you will choose your nation’s traits. Please make them somewhat realistic.
a. Political Ideology:
Totalitarianism; Total War- may rebuild a single lost army group per two turns. Effect is exhausted after 6 consecutive turns of usage; must skip two turns to regenerate effect.
Authoritarianism or Illiberal Democracy; may rebuild lost army group every three turns.
Democratic; Is unaffected by morale resulting from loss of territory. May rebuild lost army group every four turns.
b. National Character:
Imperialist; +25% to RNG range in offensive wars.
Internationalist; Stacks coalition bonus of 12.5% based on number of allied nations engaged in a battle.
Non-aligned; Cannot form military alliances unless involved in a war, except with other non-aligned nations. May move army groups through un-claimed nations without penalty.
c. National Focus:
Militarism; +20% to RNG range except against other militarist nations.
World Order; May guarantee independence of other nations. Must give somewhat realistic public ultimatum at least one turn in advance before declaring aggressive war. (A nation who was guaranteed independence and is attacked would count as a “defensive war”.)
Pacifism; Cannot be invaded by other Pacifist or World Order nations unless in alliance with members who at war with specific Pacifist/World Order nations. Cannot fight aggressive war unless already at war.