Oppenheimer's Comet: War Algorithm

All credit to SolaceEaSw

War Template

 * Attacking Nation:
 * Pre-War Score:
 * Government:
 * Economy:
 * Technology:
 * Reputation:
 * Population:
 * War Score:
 * Military:
 * Location:
 * Attrition Modifier:
 * Great Leader:
 * Reason:
 * Luck:
 * Defending Nation:
 * Pre-War Score:
 * Government:
 * Economy:
 * Technology:
 * Reputation:
 * Population:
 * War Score:
 * Military:
 * Location:
 * Attrition Modifier:
 * Great Leader:
 * Reason:
 * Luck:
 * Result:
 * Attacking Total Score:
 * Defending Total Score:
 * Difference:
 * Attacking Casualties:
 * Defending Casualties:

Main Score

 * Government
 * Dictatorial Empire: +15
 * Republic: +10
 * Constitutional Monarchy: +7
 * Oligarchy: +5
 * Absolute Monarchy: +5
 * Armed Militia (ie People's Liberation Army): +2
 * Economy
 * Rank I: +2
 * Rank II: +3
 * Rank III: +4
 * Rank IV: +5
 * Rank V: +8
 * Technology
 * Rank I: +2
 * Rank II: +4
 * Rank III: +5
 * Rank IV: +6
 * Rank V: +8
 * Reputation
 * Global Power: +15
 * Great Power: +10
 * Regional Power: +5
 * No Power: +0
 * Population
 * <5,000,000: +2
 * 5,000,000-10,000,000: +4
 * 10,000,000-25,000,000: +5
 * 25,000,000-50,000,000: +6
 * 50,000,000-250,000,000: +7
 * 250,000,000-500,000,000: +8
 * >500,000,000: +10

War Score

 * Military
 * Score = (.9 * troop number)/40000
 * Army Size [as a notification, most of these max sizes are in the case of total mobilization and is literally almost impossible to maintain this large of a military in peacetime without facing large economic pressure, not to mention that these sizes are only renewable for up to 25% after an additional 2 years of training, so using them sparingly during a large scale conflict is the best advice]:
 * Armed Militia: (population * .075)
 * Dictatorial Empire: (population * .05)
 * Republic: (population * .04)
 * Constitutional Monarchy: (population * .03)
 * Oligarchy: (population *.025)
 * Absolute Monarchy: (population * .025)
 * Location of the battle
 * Capital City: +10 for defending, -10 for attacker
 * Fortified Region: +7 for defending, -5 for attacker
 * Standard city: +4 for defending, -2 for attacker
 * Around river or coast: +3 for everybody
 * Desolate place: +0 for everybody
 * Attrition Modifier (usually for only the attacker)
 * Unfamiliar region (never controlled/visited ever): -2
 * At sea: -4
 * Jungle: -4
 * Desert: -5
 * Winter: -8
 * Mountains: -10
 * Great Leader
 * Great Admiral: +5
 * Great Commander: +10
 * Great Leader: +15
 * Luck
 * Random number generated through google by unbiased mod; number from 10 through -10
 * Reason
 * Attacking:
 * Resources: +2
 * Enforce hegemony: +4
 * Aiding suppressed race or peoples: +5
 * Total annihilation: +6
 * Defending:
 * Defending against enemy trying to steal resources: +4
 * Defending against enemy trying to enforce hegemony: +6
 * Defending against non-fatal attack to heartland: +8
 * Defending against fatal attack to heartland: +10

Result

 * Tier I (Difference <5): Stalemate, both sides suffer 5% casualties
 * Tier II (Difference 5-20): Victory. Victory suffers 10% casualties, Loser suffers 25% casualties
 * Tier III (Difference >20): Overwhelming victory. Victor suffers 15% casualties, Loser suffers 45% casualties

Mexican Invasion of Cuba

 * Mexico:
 * Pre-War Score: 53
 * Government: +15
 * Economy: +8
 * Technology: +8
 * Reputation: +15
 * Population: +7
 * War Score: 26.75
 * Reason: +4
 * Military: +33.75 (1,500,000 active)
 * Location: -5 (fortified region)
 * Attrition Modifier: -2
 * Great Leader: +5
 * Luck: -9
 * Cuba:
 * Pre-War Score: 25
 * Government: 10
 * Economy: 4
 * Technology: 6
 * Reputation: 0
 * Population: 5
 * War Score: 36
 * Military: +18 (800,000 active)
 * Location: +7
 * Attrition Modifier: N/A
 * Great Leader: N/A
 * Reason: +6
 * Luck: +5
 * Result:
 * Mexico Total Score: 79.75
 * Cuba Total Score: 61
 * Difference: Tier II. The fortified region is secured by Mexico, allowing for a foothold in Cuba.
 * Mexico Casualties: 150,000 (1,350,000 remaining)
 * Cuba Casualties: 200,000 (600,000 remaining)