State of Economy: +4 (Flourishing), +3 (Good), +2 (Mild), +1 (Poor), 0 (Non-existent or collapsing). See- power categories page
Many or major defenses and fortified places: Defender + 10
Technology: 0-7; with 0 being medieval technology, 1 being Napoleonic technology, 2 being WW1 tech, 3 being WW2 technology, 4 being 1960's tech, 5 being 1980's tech, 6 being 2010 technology and 7 being latest cutting edge technology. See- power categories page
Knowledge of landscape: +15 for in one's homeland, + 10 for warring in an adjacent nation, -1 for low knowledge of an non-adjacent lands which are on you continent, -10 for no knowledge of a distant realm that is not even on your continent and in polar regions (unless the attacker is also polar to)-11.
Each nation fall into a military categories. It's +1 for each category. If you're a failed state or city state 0. If you're a super power +5. See- power categories page
Side with greater population: +3
Side with greater industry: +3
Urban warfare in big cities of over 5,000,000 people like London, Tokyo, New York, Shanghai, Bombay and Berlin, Attacker-2, Defender+2
War Weariness: If you have been fighting for more than 3 turns in a row -5 each turn due to battle fatigue until you make peace for at least 2 turns.
Morale: -10 In face of larger army, -20 for completely surrounded, +5 for in face of a smaller army, +10 for surrounding enemy. If defeated last turn, then the looser from that battle is -5 to his opponent in this battle
Storming on to a coastline from the sea or on to an island, o in to desert, high mountains, polar or jungle the, the attacker - 4 and defender + gains 5.
Regional tactical Advantage: +4 defender/-3 attacker (for example crossing the Kalahari desert)
Nuclear war gives the atomic user +10 and defender -10 for strategic class arms, or +5 and -5 for tactical class arms, or +2 and -2 for SDD/SDM sub-Hiroshima and 'suitcase' mini-bombs. Also add +1 to the attacker and -1 to the defender if the capital is hit. Also add +1 to the attacker and -1 to the defender x the number of nukes used in the attack as a grand total.
Chemical weapons give the attacker +2 and the defender -1.
Every nation militarily helping with their side= +2
Every nation offering supplies to their side= +1
Every vassal nation or guerrilla force in any way helping with their side= +1
Act of terrorism by a guerrilla force or terrorists= -1 to the victim and +1 to the attacker
Religious motives= +5 to the attacker and - 0.5 to the defender.
Ethnic and cultural war motives = + 4 to the attacker.
Moral motives (setting right a historic injustice)= + 3 to the attacker.
Political motives (anti-communism and alike)= + 2 to the attacker.
Economic war motives = + 1 to the attacker.
None given= - 5 to the attacker.
Armed expatiation in large extremism climates like Greenland, Niger, Nepal and Amazonia will also be very slow due to logistic and climate problems for any wood-be invader. In this case the defender gets an advantage of +5 and the attacker gets a disadvantage of -6
Victim nations' life or death = + 10 to the nation who is fearing being wiped from history, +5 if facing losing over 10% of it's territory.
Strength: 1 point for every 50,000 troops in the combatants total militery.
Add the totals up and find the biggest total. The biggest wins.
Do this for every turn your warring in.
The result goes on the War Algorithm result page for record.