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Dispatch → Meta → Gameplay
Rules of Engagement
Nations that are choosing to go to war with another nation in the region must submit their reasoning (territorial, "beef", or for fun), to the WA Delegate,
Zvlokiquix where Combat Ratings will be calculated and shared with the nations involved.Disclosure: Nations have the right to not participate in war with other nations. Nations may opt out of war only during Peace Time and not during a war. This will result in forfeiture and the winner will be declared by default if this is done during War Time.
1.) All nations that are at war with one another have a Combat Ratings
---1a.) This is determined by the values of your nation's population, Defense Forces, Health, Arms Manufacturing, Automobile Manufacturing, Information Technology, and Scientific Advancement.
---1b.) Bonuses or deductions are given if your nation has any of the following policies: Conscription, Space Program, WMDs, Airplanes Banned, Computers Banned, or Cars Banned.
---1c.) All of this is plugged into a formula I tried to make as balanced as possible and is subject to change if problems arise.
---1d.) The Combat Rating is rounded to the nearest whole number
2.) Nations can form alliances.
---2a.) This adds the nations' # of Soldiers together
---2b.) Nations must declare war on the same nation independently in order to have adding Combat Rating
---2c.) A Nation that is attacked or is attacking does not automatically draw in their allies into the conflict
---2d.) Allies can be added at anytime during the conflict
3.) The number of troops for a nation is determined by the nation's population divided by 5,000,000 multiplied by Defense Force Statistic
---3a.) Your Combat Rating is the number of RNGs (1-100) you get when attacking or defending. The lesser of the two opposing sides' Combat Ratings will be used for the amount of RNGs used to determine battle outcome.
---3b.) Example, Side A has a CR of 19 and Side B has a CR of 12. Side A gets 19 RNGs while Side B has 12; however, the highest 12 RNGs of Side A will be pitted against all 12 of Side B's RNGs.
---3c.) Each of the 12 RNGs can only used once. So, Side A has 12 RNGs (98, 87, 87, 75, 72, 68, 66, 63, 60, 53, 51, 43) and Side B has 12 RNGs also (92, 88, 86, 82, 79, 77, 72, 65, 63, 59, 58, 55). These RNGs are pitted against one another in their respective order (Side A v Side B: 98 v 92, 87 v 88, 87 v 86, 75 v 82.....etc) In this case, Side A wins 2 times (98 v 92) and (87 v 86), thus Side B loses 2 times and Side A loses 9 times. There is one tie which is a wash and neither side loses. 1 loss is equal to losing 100 soldiers
---3d.) This repeats until one side loses all troops or one side surrenders.
4.) The winner determines the punishment for the losing nation depending on the circumstances of the war ending.
---4a.) If the winner was the aggressor and they win by surrender, then they may take SOME of the land that belongs to the defending nation. Approximately proportional to the number of troops remaining of the losing, defending nation.
---4b.) If the winner was the aggressor and they win by annihilation, then they may take ALL of the land that belongs to the defending nation. This will result in that nation having to find a new plot of land on the map.
---4c.) If the winner is the defending nation, regardless of surrender or annihilation, they may take SOME or ALL of the land from the aggressor which would make them have to stake a new claim. The winning defending nation is also granted immunity from the aggressor for double the length of time the war last.
---4d.) If the war was started not over a territorial dispute, the winner may have the loser suppressed from the RMB for one week if the war ends in forfeiture. If the war that was started not over a territorial dispute is won by annihilation, the winning nation may have that nation ejected from the region.










