Military Calculator
I understand that the military plays a key part in roleplaying and I realize that there needs to be some kind of standard for calculating military strength. I have overlooked some other threads and have taken the liberty of creating my own model of a MilCal based upon XiaoDave’s proposal. I will hope that my model appeals to us all equally, but I am very interested in any comments or issues with it.
I have these goals to accomplish with this MilCal:
1- Make military information concrete, accessible and simple for all nations
2- Make a standard system we can all use
3- Maintain balance and fairness in the game
4- Prevent exploits
5- Aid in roleplaying (this is not meant for realistic interpretation)
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Levels of Economy
#units - economy
1 - Imploded, Basket Case
2 - Fragile, Weak
3 - Struggling, Developing
4 - Reasonable, Fair
5 - Good, Strong
6 - Very Strong, Thriving
7 - Powerhouse, All-consuming
8 - Frightening
Levels of Population
#units - Population --- 'tech' units available
1 - 5-50 million --- Guerilla, Conscripts available
2 - 50-100 million --- Army Division, Army Reserve available
3 - 100-300 million --- Artillery, Navy Reserve, Fighters available
4 - 300-500 million --- Airlift Group, Paratrooper Division, Destroyer Battle Group, Amphibious Assault
4 - 500 million-1 billion --- Tank Division, Mechanized Infantry, Submarine Battle Group
4 - 1 billion-2 billion --- Carrier Battle Group, Bombers available
4 - 1 billion-3 billion ---
Bonus Points
+1 pt for 100% tax rate
+2 pts for Major Industry in Arms or Auto Manufacturing
+3 pts for Defense as main priority
Total Points
- Points from Economy, Population and Bonus are added together
- Points can be traded/bought between nations
- Points are then spent on the military units desired (if available)
Unit Costs
---ARMY---
#pts - Unit --- effective in:
1/2 pt - Guerilla --- fighting in difficult terrain; jungle/forest/mountainous
1/2 pt - Conscript --- fighting in cities
1 pt - Army Reserve --- fighting in cities (better than conscripts)
1 pt - Regular Infantry Division --- fighting in cities (better than reservists)
2 pts - Artillery Division --- assaulting military forces from afar
2 pts - Mechanized Infantry Division --- fighting in cities and some open terrain (better than regulars)
3 pts - Tank Division --- fighting in open terrain (better than Mech Infantry)
---AIRFORCE---
#pts - Unit --- effective in:
2 pts - Fighter Group --- protecting skies from bombers and light bombing
3 pts - Bomber Group --- destroying industrial power and armor strength
1 pt - Airlift Group --- dropping infantry into hot spots
2 pts - Paratrooper Division --- dropped behind lines to disrupt supply lines
---NAVY---
#pts - Unit --- effective in:
1 pt - Navy Reserve --- general protection reserve
2 pts - Amphibious Assault --- sea to land shock troops
2 pts - Destroyer Battle Group --- rooting out submarines and general protection
2 pts - Submarine Battle Group --- disruption of shipping lanes
3 pts - Carrier Battle Group --- air support from sea
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This MilCal has gone through some vigorous testing and I have had some discussion on it from the NationStates' forum for them rip apart. For those who are obsessed with the 'money' aspects of calculating military this will not work out, but since there is some animosity towards the economic calculators and the issue of the calculated 'money' then I feel that this calculator can find its home here at Apolyton just warmly. I figure that now it has gone through some testing it is open to be voted and riped apart by the CAN. So please give me all or any ideas or issues of balance that you can think of.
I understand that the military plays a key part in roleplaying and I realize that there needs to be some kind of standard for calculating military strength. I have overlooked some other threads and have taken the liberty of creating my own model of a MilCal based upon XiaoDave’s proposal. I will hope that my model appeals to us all equally, but I am very interested in any comments or issues with it.
I have these goals to accomplish with this MilCal:
1- Make military information concrete, accessible and simple for all nations
2- Make a standard system we can all use
3- Maintain balance and fairness in the game
4- Prevent exploits
5- Aid in roleplaying (this is not meant for realistic interpretation)
--------------------------------------------------------
Levels of Economy
#units - economy
1 - Imploded, Basket Case
2 - Fragile, Weak
3 - Struggling, Developing
4 - Reasonable, Fair
5 - Good, Strong
6 - Very Strong, Thriving
7 - Powerhouse, All-consuming
8 - Frightening
Levels of Population
#units - Population --- 'tech' units available
1 - 5-50 million --- Guerilla, Conscripts available
2 - 50-100 million --- Army Division, Army Reserve available
3 - 100-300 million --- Artillery, Navy Reserve, Fighters available
4 - 300-500 million --- Airlift Group, Paratrooper Division, Destroyer Battle Group, Amphibious Assault
4 - 500 million-1 billion --- Tank Division, Mechanized Infantry, Submarine Battle Group
4 - 1 billion-2 billion --- Carrier Battle Group, Bombers available
4 - 1 billion-3 billion ---
Bonus Points
+1 pt for 100% tax rate
+2 pts for Major Industry in Arms or Auto Manufacturing
+3 pts for Defense as main priority
Total Points
- Points from Economy, Population and Bonus are added together
- Points can be traded/bought between nations
- Points are then spent on the military units desired (if available)
Unit Costs
---ARMY---
#pts - Unit --- effective in:
1/2 pt - Guerilla --- fighting in difficult terrain; jungle/forest/mountainous
1/2 pt - Conscript --- fighting in cities
1 pt - Army Reserve --- fighting in cities (better than conscripts)
1 pt - Regular Infantry Division --- fighting in cities (better than reservists)
2 pts - Artillery Division --- assaulting military forces from afar
2 pts - Mechanized Infantry Division --- fighting in cities and some open terrain (better than regulars)
3 pts - Tank Division --- fighting in open terrain (better than Mech Infantry)
---AIRFORCE---
#pts - Unit --- effective in:
2 pts - Fighter Group --- protecting skies from bombers and light bombing
3 pts - Bomber Group --- destroying industrial power and armor strength
1 pt - Airlift Group --- dropping infantry into hot spots
2 pts - Paratrooper Division --- dropped behind lines to disrupt supply lines
---NAVY---
#pts - Unit --- effective in:
1 pt - Navy Reserve --- general protection reserve
2 pts - Amphibious Assault --- sea to land shock troops
2 pts - Destroyer Battle Group --- rooting out submarines and general protection
2 pts - Submarine Battle Group --- disruption of shipping lanes
3 pts - Carrier Battle Group --- air support from sea
--------------------------------------------------------
This MilCal has gone through some vigorous testing and I have had some discussion on it from the NationStates' forum for them rip apart. For those who are obsessed with the 'money' aspects of calculating military this will not work out, but since there is some animosity towards the economic calculators and the issue of the calculated 'money' then I feel that this calculator can find its home here at Apolyton just warmly. I figure that now it has gone through some testing it is open to be voted and riped apart by the CAN. So please give me all or any ideas or issues of balance that you can think of.
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