Algorithm (Onwards)

This is the general algorithm for Onwards.
Wars involving players, as well as NPC nation votes in UN resolutions, and certain NPC-player diplomatic responses (alliances, trade agreements, peace offers, union + regional union proposals), will be decided by the mods via a modified d100 dice roll. This sheet is for moderator use only. DO NOT ROLL YOUR OWN OUTCOMES. 
==War Algorithm==
Base roll: d100
* Aggressor nation: +0
* Defending nation: +20
* Relative Nation Strength:
** Much Stronger: +25
** Stronger: +10
** Equal: +0
** Weaker: -10
** Much Weaker: -25
* Terrain:
** Favorable terrain (e.g. plains): +20 for attacker, -20 for defender
** Unfavorable terrain (e.g. urban areas, desert): -10 for attacker, +10 for defender
** Very unfavorable terrain (e.g. mountains, jungle): -30 for attacker, +20 for defender
* War Support:
** War is very popular (locked to defenders and democratic nations): +20
** War is supported: +15
** War is not supported: -15
** War is despised: -30 and -1 Relative Strength Modifier
** If there are no major victories within 2 turns of the start of a war, there will be a 5% chance that war support drops by 1, with an additional 2% chance added per turn. Winning a major battle has a 10% chance of increasing war support by 1.
** Negative modifiers are halved in authoritarian states (-7 and -15 instead of -15 and -30), while democratic nations have access to the highest tier of support.
* Technological Superiority:
** Highly Superior: +30
** Superior: +10
** Equal: +0
** Inferior: -10
** Highly Inferior: -30
* Infrastructure: This refers to infrastructure in the nation being attacked, not the attacking nation.
** Good infrastructure: +5 for attacker, +25 for defender
** Okay infrastructure: +0 for attacker, +5 for defender
** Mediocre infrastructure: +0 for attacker, -5 for defender
** Bad infrastructure: -5 for attacker, -25 for defender
* Guerilla Warfare: +0 to existing modifiers if stronger or much stronger than enemy nation, +5 if equal to enemy nation, +25 if weaker or much weaker than enemy nation.
* Air Supremacy: If your nation achieves air supremacy over the opposing nation, your nation gains a +15 modifier to all rolls, and has a 10% chance per turn to lower the opposing nation’s infrastructure modifier by 1.
* Blockade: If your nation fully blockades an enemy nation, the opposing nation gains a -15 modifier to all rolls, and there is a 10% chance per turn that war support in the opposing nation drops by 1. Partial blockades will lead to a -5 modifier to rolls and a 2% chance of a drop in war support.
** Encirclements function similarly to full blockades for military divisions stuck in the area of encirclement.
* Scorched Earth Tactics: If your nation uses scorched earth tactics, the opposing nation gains a -15 modifier to all rolls, but you have a 25% chance per turn to lower your nation’s infrastructure modifier by 1.
* Multiple Fronts: Fighting on two fronts will lead to a -10 modifier for all rolls, with each additional front adding an additional -10 modifier.
* WMD Usage: Using WMDs in war can lead to extremely good outcomes for your war, but beware the diplomatic and environmental consequences.
** Chemical Weapons: +20 to attacker rolls, -20 to defender rolls
** Biological Weapons: +30 to attacker rolls, -20 to defender rolls, 30% chance of -1 to opposing nation’s war support, possible grave consequences
** Nuclear Weapons: +50 to attacker rolls, -20 to defender rolls, instant -1 to infrastructure modifier, 30% chance of -2 to infrastructure modifier, 50% chance of -1 to opposing nation’s war support, possible grave consequences
* Important case-by-case modifiers will be added at the discretion of the mods.
==Diplomacy Algorithm==
Base roll: d100
* Relations:
** Good: +20
** Positive: +10
** Neutral: +0
** Negative: -10
** Bad: -20
* Relative Nation Strength (for alliance offers):
** Much Stronger: +20
** Stronger: +10
** Equal: +0
** Weaker: -10
** Much Weaker: -20
* Base nation unification modifier: -50
** High popular support for unification: +20 (on top of base modifiers)
** Moderate popular support for unification: +0
** Low popular support for unification: -50
* Base regional union (eg. EU) formation modifier: -10 
** High popular support for regional union: +20 (on top of base modifiers)
** Moderate popular support for regional union: +0
** Low popular support for regional union: -20
* Important case-by-case modifiers will be added at the discretion of the mods.
==UN Algorithm==
Base roll: d100
* Popular support (for democracies), ruling party support (for autocracies):
** Very high support: +20
** High support: +10
** Moderate support: +0
** Low support: -10
** Very low support: -20
* Geopolitical considerations: This measures how advantageous a resolution is to a certain country.
** Very advantageous: +40
** Advantageous: +20
** Ambivalent: +0
** Disadvantageous: -20
** Very disadvantageous: -40
* Bloc which nation is aligned with supports this resolution: +25
* Bloc which nation is aligned with opposes this resolution: -25
* Pressure by other nations: d11 roll, roll - 6 towards the side the other nation has pressured said nation towards (for a minimum of -5 and a maximum of +5).
* Important case-by-case modifiers will be added at the discretion of the mods.
Category:Onwards (Map Game)