CCRP IV War System

The War/Battle System to be used for CCRP IV. May be tested in World War II Iteration II.

Turn Based System
The System is intended to act like a strategy game. So, each player on the sides involved will be given 5 actions to be used. This encourages multiple people in a nation. Once one side has finished using their actions their turn is up and the other side will respond to each action without using an action (Such as reporting their casualties, how their troops respond etc.). Attacks and reinforcement require actions, not defense. After they finish responding they can use actions of their own. Once they use their actions the turn is up and passes onto the other side. Turns continue like this. Siege does not require any actions after the initial action used to begin a siege unless you move reinforcements. Mass bombing raids, attacks, beginning a siege, bombarding a coast, landing troops, pushing forward, capturing cities, etc all require one attack each to do. These can fail due to a good response, just to attempt them requires Actions. In the event of a multi sided war of more than two basic sides (having several allies fighting alongside you against your enemy and their allies is still a two sided war) the cycle will just go on to the third side and they will have a chance to respond before it restarts the cycle. To decide who goes where in the cycle confer with the other side or ask the admins.

Split Areas
The map will be split into zones. These zones are used as a way of better determining capture area, battles etc. This applies to the turn based action system, you cannot for instance use an action to push forward, and then another to push forward/capture before they have a chance to respond. You can use different kinds of attacks in the same area, but using the same attack in your turn in the same zone more than once is illegal in most cases.

Efficiency System
More complicated, will be done later.

Max Cap
Relates to Political System

Luck System
A player recieves luck based on the following: Defender +2 chance Attacker +5 chance Ally/Reinforcements +2 chance Your success in an action can also be impacted by luck. Take this for example: The 5th Infantry Division of Antarmany consisting of 20,000 men is attacking the capital of Kazaustralia. Kazaustralia's capital defence has 12,000 men with limited equipment. The attacker makes the action to push forward into the capital. Once the capital is under siege and the turn passes on to the defender, they can defend with luck. First, you get the number of troops you have, divide it by 1000 and multiply by your chance. Then take that away from the number of zones you occupy (counting ones recently captured in a war) multiplied by 10. This may be a negative number. The attacker does the same. If the defenders result is lower than the attacker's, the defender will win and the siege will end. Let's say Kazaustralia has 18 zones and antartamy has 16. Defender: (12,000 ÷ 1000) × (18 × 10) = -6 (20,000 ÷ 1000) × (16 × 10) = 14.75

The defender wins.

Intelligence System
The system of standardized spying

Spying
On your turn you can use an action on a general area (For Example Canciona, not just a province), it will have 50% of success (an admin will use a random number generator) and if it succeeds the other side has to tell you one action they were planning for that area. If there was no plans for the area then they can say "Nothing is to be found"

Assasinations
Spies can assasinate using actions. You play the action on the area and name your target, but they have to be in that specific province. If they are under low to no guard and are in the province you have a 75% Success Rate. 50% if Moderately Guarded. 25% if they are well defended or in some form of bunker.