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xiaodave is offline xiaodave
Chieftain

Aug 2003
time: 05:36
  Old Post 10-06-2004 06:44
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Rules Proposal for Military Design Support Apolyton buy from Amazon

Proposal of Military Design Rules for use with Nation States

Militaries using this system will be purchased with a point buy system. First thing to do is figure out how many points a country has to spend. Find the countries Population Rating on the chart and find its Economic Rating on the second chart. Multiply the two numbers together and then multiply the result by six. Add in any bonuses the nation qualifies for to get your military budget. Then choose items off the list up to your nations total budget.


Population Rating Population
1 5-100 million
2 101-500 million
3 501 million-1 billion
4 1.001-1.5 billion
5 1.501-2 billion
6 2.001-3 billion
7 3.001+ billion


Economy Rating Economy

1 Imploded, Basket Case, Fragile
2 Weak, Struggling, Developing
3 Reasonable, Fair, Good
4 Strong, Very Strong, Thriving
5 Powerhouse, All-Consuming, Frightening

Multiply Population Rating by Economy Rating. Multiply that result by six.

Bonus Points:

Active Space Program: 6 points.
‘Defense’ listed in nations spending priorities: 6 points.
Private Sector Bonuses:
Arms Manufacturing District: 6pts for first, 3pts for second, 1 point for third.
IT, Automobile, Uranium: 4pts for first, 2points for second, 1 point for third.
4 points for 100% tax rate. Total govornmental control of production.


Military Worksheet

Steps:

1. Determine Population Rating. _________
2. Determine Economy Rating. _________
3. Multiply line 1 and line 2. _________
4. Multiply Line 3 by 6. _________
5. Total bonus points. _________
6. Add line 5 and line 4. _________

This is your military budget. Spend it on the following items.

Cost Unit

1 Army Division
˝ Reserve Division
˝ National Guard Division
˝ Guerilla Unit
˝ Conscripts
2 Mechanized Infantry
2 Amphibious Assault (Marines)
4 Armored Cavalry Division (Tanks)

4 Carrier Battle Group
3 Expeditionary Strike Group

1 Fighter Group
3 Bomber Group
1 Airlift Group

20 Nuclear Arms Program
2 100 warheads.




Obviously this system does not go into great detail, I leave that to rping to determine. The point costs and military budgets are designed to give the largest Nation States countries a military slightly larger than the current US Military. This is appropriate for the current RP situation but would require upward augmentation for a World War RP thread.

Point costs of nuclear warheads are representative of the arsenals of France, England and China. The USA and Russian stockpiles are an order of magnitude higher. If one wants nukes on that scale I would suggest changing it to 1000 warheads / 2points. Since nukes can’t really be used in RP I figure the lower scale works fine.

So there it is. A system that allows anyone to play in the military threads. Let me know what you think, what would you like to se added/taken out. If people want to play with larger armies than this, the system can be easily tweaked simply by changing the 6 point generic modifier to a higher number.

Last edited by xiaodave on 11-06-2004 at 13:19

foolish_icarus is offline foolish_icarus
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Nov 2002
time: 21:36
  Old Post 10-06-2004 07:52
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Perhaps this can be combined with the system proposed in the Military Calculator thread. They're almost the same anyway, the other just incorporates more specific unit details, which I think is good. But I like your proposal of how to come up with the points : Still leaving a significant difference between large/rich countries and small/poor ones to preserve some realism, but lessening it enough to make it more interesting. Tax Rate should also be factored in somehow.

joncha is offline joncha
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Jan 2003
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  Old Post 10-06-2004 07:57
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Interesting start, xiaodave.

I like the idea of incorporating into the work that Ras has already done. Maybe he can use his excel skills to map out some examples for us.

Rasputin is offline Rasputin

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the only problem i see with this is a small country jsut joining is going to have a sizable military. Now i know tha tis what some people want, but i am against the idea of newbies being so large.

Yes i know that will limit the military threads t ocertain posters, but imho that is waht works best. let the newbies ally with a larger nation ifthey want to roleplay a war, otherwise let them rp in the toher threads...

xiaodave is offline xiaodave
Chieftain

Aug 2003
time: 05:36
  Old Post 10-06-2004 08:56
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The best starting country will have at most 30 points to spend. Most will have 6-18. The biggest nations will have in excess of 200. I would argue that this is a healthy division of power.

I created this system to give new players a chance to play, so yes, new countries start out with a stronger military than they would realistically have and the largest countries end up with somewhat less than they would logically end up with.

All in all I think it makes for a healthier and more challenging game.

Mr. President is offline Mr. President
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quote:
Originally posted by Rasputin
the only problem i see with this is a small country jsut joining is going to have a sizable military. Now i know tha tis what some people want, but i am against the idea of newbies being so large.

Yes i know that will limit the military threads t ocertain posters, but imho that is waht works best. let the newbies ally with a larger nation ifthey want to roleplay a war, otherwise let them rp in the toher threads...


I don't agree. Small countries should be allowed to fight without having to worry about being steamrolled in under fifteen minutes.

Looking to the real world for certain things is okay, but the real world never had to deal with populations on the ridiculous scale that the NationStates server makes them.

The thing I like about this system is the way it abstracts population just a shade. I have never been an advocate of taking the NationStates population figure literally because it grows too fast and it justifies older nations having armies larger than other entire populations.

joncha is offline joncha
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Jan 2003
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  Old Post 10-06-2004 10:27
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What about some kind of "progressive" calculating system? Bigger multipliers for lower population than for higher ones. That way, big nations would still be dominant, but not ridiculously so.

Urban Ranger is offline Urban Ranger
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  Old Post 10-06-2004 12:27
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Military spending should adversely affect a country's economy if it's very high. Maybe something like this:

Using a multiplier of 6 - effective economic ranking is dropped 2 levels (this is the case if military is the primary goal of the country)

Using a multiplier of 5 - effective economic ranking is dropped a level (this is the case if military is mentioned as one of the goals)

GeneralTacticus is offline GeneralTacticus
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  Old Post 10-06-2004 12:38
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Looks pretty good to me, but I can see one problem: the price of a carrier battle group is the same as that for a tank division. Those things are ridiculously expensive, and should be a much bigger investment than that.

Mr. President is offline Mr. President
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Perhaps cost modifiers could be introduced for training and technology. For instance, a poorly-trained Army division might cost 0.5 points and an excellently-trained Army division 1.5 or 2 points.

Rasputin is offline Rasputin

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i like the idea of using conscripts as cheaper cost..

jsut dont think adding bonus points is the right thing to do for the industrys and defence priority, it should be a multiplier as the larger your econmy and population the larger the benifit of having Arms manufacturing and defence becomes.. if you only 6 mill pop your arms bonus shouldnt be the same as a larger nation....

GeneralTacticus is offline GeneralTacticus
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  Old Post 10-06-2004 14:45
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Oh, and somethign else I noticed: those industry modifiers only take effect if they're private sector ones. There is no reason why this should be so; I, after all, have a high IT rating without having a private sector at all. The bonuses should take effect simply from having a reasonably high level in the particular industry.

Rasputin is offline Rasputin

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agreed

xiaodave is offline xiaodave
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Aug 2003
time: 05:36
  Old Post 10-06-2004 22:22
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quote:
Originally posted by GeneralTacticus
Looks pretty good to me, but I can see one problem: the price of a carrier battle group is the same as that for a tank division. Those things are ridiculously expensive, and should be a much bigger investment than that.


Carriers are tremendously expensive is true, but remember how big a tank division is. Bear in mind the US has two tank divisions and twelve Carrier Battle Groups. In the end I couldnt go to 5 points for a carrier group without going to 7 for overall modifier. That is always an option, but I think these costs may work.

xiaodave is offline xiaodave
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Aug 2003
time: 05:36
  Old Post 10-06-2004 22:26
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quote:
Originally posted by GeneralTacticus
Oh, and somethign else I noticed: those industry modifiers only take effect if they're private sector ones. There is no reason why this should be so; I, after all, have a high IT rating without having a private sector at all. The bonuses should take effect simply from having a reasonably high level in the particular industry.


Id love to do it that way. But for fairness sake it has to be something that is verifiable. If it says IT in your nations description you should get a bonus for it, otherwise I dont think there should be one.

xiaodave is offline xiaodave
Chieftain

Aug 2003
time: 05:36
  Old Post 10-06-2004 22:34
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quote:
Originally posted by Rasputin
i like the idea of using conscripts as cheaper cost..


Conscripts would probably cost 1/2, reflecting thier nature as sub-professional and less well trained. Ill add them to the list.

quote:
jsut dont think adding bonus points is the right thing to do for the industrys and defence priority, it should be a multiplier as the larger your econmy and population the larger the benifit of having Arms manufacturing and defence becomes.. if you only 6 mill pop your arms bonus shouldnt be the same as a larger nation....


Two reasons this shouldnt be done: From a game balance point of view making them multipliers would break the engine. The large countries would go right back to dominating things off the chart.

From a real world prospective, if you are a bigger country you will have a bigger army and then need a bigger arms manufacturing and defense budget in order to keep it properly supplied. Hence the flat bonus. It is possible to make a seperate bonus table for nations whos army is over 100 pts and perhaps double thier bonuses, but thats as far as Id go with that.

xiaodave is offline xiaodave
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Aug 2003
time: 05:36
  Old Post 10-06-2004 22:38
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quote:
Originally posted by Mr. President
Perhaps cost modifiers could be introduced for training and technology. For instance, a poorly-trained Army division might cost 0.5 points and an excellently-trained Army division 1.5 or 2 points.


Abselutely. This would be a personal choice of each country but by spending a little extra you should get an elite unit of that type.

Rasputin is offline Rasputin

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as people say population is an automatic growth with Nation States , but the industrys and defence rating is linked to your choices in the issues , id like to see more wweighting put on the industrys and defence option rather than popualtion size...

xiaodave is offline xiaodave
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Aug 2003
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  Old Post 11-06-2004 04:18
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quote:
Originally posted by Rasputin
as people say population is an automatic growth with Nation States , but the industrys and defence rating is linked to your choices in the issues , id like to see more wweighting put on the industrys and defence option rather than popualtion size...


What do others think. I can actually see both sides of this one. Using population as a primary modifier is obviously more inclusive as, indeed, its a pretty static increase for everyone. The industry and government priority option would basically reward one specific type of govornment over all others, but, it would seem to be a logical conclusion to thier specific set of govornmental choices.

There cant really be a third multiplier as that would invalidate the basic premise of this system. The biggest countries would suddenly be 35-1 over a similar new nation. So the only option would be to promote the bonus section to being the second multiplier.

Im leaning towards keeping population as a primary modifier just based on the fact that its more inclusive.

Rasputin is offline Rasputin

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by maybe changing the population to a bonus addition isntead of multiplier then you get the same sort of numbers, also the smaller nations wont be so adversely affected..

multiply the defence rating by the industry type to get a number the nadd the population .

not sure what you mean by a tpye of government getting an advantage here

xiaodave is offline xiaodave
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Aug 2003
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  Old Post 11-06-2004 05:54
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quote:
Originally posted by Rasputin
by maybe changing the population to a bonus addition isntead of multiplier then you get the same sort of numbers, also the smaller nations wont be so adversely affected..

multiply the defence rating by the industry type to get a number the nadd the population .

not sure what you mean by a tpye of government getting an advantage here


The goverments that bend over backward for the military and private sector. It would greatly diminish everyone else. Socialist, Democracy, liberatarian alike in favor of a more despotic political outlook.

Rasputin is offline Rasputin

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but isnt that what nationstates is about, if we not going to bias the issues then we may as well start a whole new game..


from a quick look some democracys have defnece and good industrys too....

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  Old Post 11-06-2004 08:27
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quote:
Originally posted by Rasputin
as people say population is an automatic growth with Nation States , but the industrys and defence rating is linked to your choices in the issues , id like to see more wweighting put on the industrys and defence option rather than popualtion size...


The issues are very random, so are industrial choices.

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I don't think it makes any sense that there are 3 indicators in the game but only one of them is used. In fact, it does not make any sense at all for a very restrictive country to have a very high economic rating IRL. Therefore, politicial and civil right ratings must play a part in determining the real economic situation.

The first thing to do is to assign a numerical rating. Starting from Average as 0. Each step above Average is +1, each step below average is -1. Therefore Good is +1, Very Good is +2, Excellent is +3, Superb is +4, and so on. Do this up to World Benchmark. Ratings higher than WB gives a -1, as people spend an excess amount of time doing other things.

Suppose C is the civil rights ranking and P is the political rights ranking. The total modifier T is (C+P)/2, dropping any fractions. T is number of steps to move up or down the economic rating ladder. Suppose a country has Strong economy, and Excellent in both civil and political rights. The net shift here is +3, so the real economic rating is 3 steps up from Strong.

The exception is where a country has neither political or civil rights. In this case the economy of that country will be automatically be Imploded, as massive unrests and internal strifes batter the country.

Urban Ranger is offline Urban Ranger
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  Old Post 11-06-2004 08:55
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is not how big the armed forces is. It is how big an armed force in actual combat can a country maintain abroad, particularly when said force is separated from the home county by difficult terrain, such as a mountain range or an ocean.

xiaodave is offline xiaodave
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  Old Post 11-06-2004 09:01
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Except alot of the strongest militaries in history have been from countries with low political and civil rights. USSR, Napoleanic France, Hitlers Germany, Japan. Countries like these would be the best bad guys in the game. It doesnt make sense to weaken thier military so potentially dramatically.

I also thought about working the other indexes into the computation somehow. But I have yet to come up with a way that makes sense.

GeneralTacticus is offline GeneralTacticus
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  Old Post 11-06-2004 12:07
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quote:
Originally posted by xiaodave


Id love to do it that way. But for fairness sake it has to be something that is verifiable. If it says IT in your nations description you should get a bonus for it, otherwise I dont think there should be one.


Well, as long as you'e patient (i.e. as long as you can wait for the UN Report to come up again), it can be verified, and just excluding it would be grossly unfair to people who run nations without private sectors.

Rasputin is offline Rasputin

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hehehehehehehe, perosnal biases as to how their nations look at mometn are coming into this !!!

AS i stated already , ithink popualtion is overrated and a simple solution was to set a max pop to be used in calculator, as someone said the law of diminishig returns so to speak. that way smaller nations joining wont be walked over so easliy.

Doing this and then using my claculator to come up with a NUMBER of points instead of size of military would work for me. Youd enter your details into calculator then SPEND those points to create your own military.


You would also need to spend Points on supply and logistics....

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quote:
Originally posted by GeneralTacticus


Well, as long as you'e patient (i.e. as long as you can wait for the UN Report to come up again), it can be verified, and just excluding it would be grossly unfair to people who run nations without private sectors.


post an example of how your nations reports General with no private enterprise i havnet seen one..

but i tend to agree, certain things will have t obe taken as done. and we can keep a thread for all those type of dispalys if necessary

GeneralTacticus is offline GeneralTacticus
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quote:
post an example of how your nations reports General with no private enterprise i havnet seen one..


Um... what? Please try to be more coherent this time.

 
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