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A nationstates.net wargame

Posted: 2003-03-26 06:00pm
by Setzer
I have also posted a copy of this on the nationstates forum:

OK ,I've been playing Nationstates for a while, and I think I've figured out a guideline for wargaming. First, you take your country's population:

374 million

and multiply it by your per capita income. This is figured out by your country's economic rating:

Frightening: 50,000/ per capita
All consuming: 45,000
Powerhouse: 40,000
Wealthy: 35,000
Thriving: 30,000
Very Strong: 25,000
Strong: 20,000
Good: 15,000
reasonable: 10,000
fair: 8,000
fragile: 5,000
weak: 2,500
developing: 2,000
struggling: 1,500
basket case: 1,000
imploded: 500

Mine currently has 374 million, and an all-consuming economy

You then subtract your average tax rate, say 5%, and then you have your budget, in this case, 935 billion, with a GDP of roughly 16 trillion

You can then set a portion of your budget to be used on defense.

Here is the price list:

Division (from 8,000 to 45,000 men): 5 billion

In the case of Divisions, the nation can decide exactly how they are laid out.
The ration of tank divisions to infantry divisions should be about 1 : 4

Now for planes:

old jet (such as an F-4 or MiG-21): 10 million
Modern jet (such as an F-14, F-18, Harrier, or MiG-29) : 30 million
State of the art jet (such as an F-22, S-37, EF-2000 or Rafale) :100 million

Note that right now this only covers fighters

Now for the Navy:

Carrier: 5 billion
Battleship: 3 billion
Cruiser: 1.3 billion
Destroyer: 800 million
Submarine: 1 billion
Frigate: 400 million
Fast attack craft: 200 million
Landing ship: 10 million
Supply ship: 50 million
repair ship: 50 million

budgets are drawn up each time a nation grows in size. The Idea is to keep track of how much you spend, and build up your forces over time.

However, some rules of thumb apply.

1. You can't spend more than 10% of your Gross national product on defense. I don't mean your national budget, but your total national income.
A country can't survive economically spending that much on a nonproductive service like the military. (say what you will about needs for defense, a billion dollars spent on education will benefit more people and creat more jobs that a billion spent on defense)

2. You can't have more that 10% of your national population in the military. German, in ww2, had a population of roughly 80 million. They had about 8 million men (those between 15-60) in arms. After that they had to resort to putting old men and 10 year old boys in the army. Of course, by then it was 1945, so it made little difference.


3. Military equipment costs 1/3rd its purchase price in maintenance. You are not required to pay maintenance, but let's see how well your tanks work with out mechanics to fix them.

These rules are, of course, subjet to revision, and I'd welcome any comments. However, I am not always able to get into the nationstates.net forum, so please E-mail any suggestions to:

Chichiri617@aol.com

Thanks.

Of course, you guys can just post here. I have no problems accessing this board.

Posted: 2003-03-26 06:48pm
by irishmick79
Interesting....I would also recommend some kind of "quality factor" for your military capabilities as well. A multiplier of sorts, that makes your military equipment that much more devestating. Naturally, higher quality equipment would give you higher ratings on the battlefield but be significantly more expensive to produce.

Posted: 2003-03-26 08:40pm
by ArmorPierce
but in the end, nukezone is better :)