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Dispatch → Meta → Reference

by The Cryptocracy of The Greys. . 14 reads.

Battle Simulation Framework

GLOBAL ELITE ROLEPLAY SYSTEM
Battle Reference

A stat-driven framework for resolving conflicts between nations. All inputs are drawn from real NationStates data, so every nation's capability is objective and verifiable. The system is designed to be competitive: legal forces meet legal forces, and the outcome is decided by the numbers and the modifiers, not by the narrative.

Resolution proceeds in four steps: set the budget, price the force, apply the stat modifiers, and record the consequences.

STEP 1 - THE FORCE CAP

Each nation's total military is its Military & Reserves figure from NSEconomy.

  • Offense: deploy up to 10% of total military.

  • Defense: deploy up to 15% of total military.

This is your budget for a single engagement. It is measured in infantry-equivalents (see Step 2), not raw unit counts.

STEP 2 - THE UNIT RATIO SYSTEM

Units are not counted as raw bodies. Each unit type converts into an infantry-equivalent cost, and a force is legal only if its total converted cost is at or under the cap. This prevents unlimited stacking of high-value assets.

Unit

Cost (per unit)

Infantry (all types)

1

CBRN Units

1

Tanks

5

APCs / IFVs

10

UGVs

50

Helicopters

50

Drones / UAVs

50

Artillery

100

Cyber Units

100

Electronic Warfare

100

Rocket Systems / SAMs

500

AI Systems

500

Satellites

500

Amphibious Ships

500

Destroyers / Frigates

1,000

Fighter Jets (incl. stealth/hypersonic)

1,000

Bombers

2,000

Submarines

2,000

Carriers

10,000

Legality check: multiply each unit count by its cost, sum the total, and compare to the cap.
Example: 10,000 infantry (10,000) + 1 carrier (10,000) = 20,000 infantry-equivalents. Both cost the same against the budget.

STEP 3 - STAT MODIFIERS

Once a force is legal, the engagement is not decided by size alone. Census stats become combat modifiers, which is where a smaller, sharper nation can defeat a larger one.

Stat (NS census)

Effect

Scientific Advancement

Tech advantage - every 100 = 5 years

Defense Forces

Training tier - every 5,000 = one tier

Information Technology

Cyber band (see below)

Intelligence

Stealth advantage - every 20 = one tier

Industry (Manufacturing + Arms Mfg)

Sustainment - every 10,000 combined = one battle without penalty

Patriotism

Morale and aftermath (see Step 4)

Information Technology bands:

Score

Band

0 - 10,000

Basic Digital

10,000 - 40,000

Advanced Digital

40,000 - 85,000

Basic Quantum

85,000+

Advanced Quantum

A full band advantage in Information Technology is a decisive edge in the cyber and electronic-warfare phases.

STEP 4 - PATRIOTISM (CONSEQUENCES)

Patriotism is the scoreboard that makes outcomes matter beyond a single fight.

  • No decisive victory: attacker loses 10.

  • Loss: attacker loses 20.

  • Defender penalties are halved.

  • Below 0: collapse risk.

  • Patriotism resets after one month of peace.

This discourages doomed offensives and ensures a defeat carries a real cost.

RESOLUTION

Engagements resolve in phases - cyber and electronic warfare, air, sea, then ground - with each phase feeding the next. Winning the information fight changes the air fight; winning the air fight changes the landing; and so on.

Two results are recorded separately:

  • Tactical result: who won the engagement.

  • Strategic result: who achieved their objective.

These are not always the same. A force can win every battle and still fail its objective, or take heavy losses and still secure the outcome it needed.

FORCE REPORT RULES

Each side submits a Force Report listing its deployed ground, air, and naval units, plus a targets-and-strategy section.

  • Forces must be within the cap.

  • No unit identifiers. Write "3 battleships," not a named class. Identifiers are removed.

  • No definite commands. Write "my ships ATTEMPT to..." rather than "my ships destroy..." Definite phrasing is stripped, because it assumes an outcome the system decides.

The strategy section is where planning matters. A well-reasoned plan that uses terrain, tempo, deception, or a known enemy weakness can outperform a larger force that simply masses units.

SUMMARY

  1. Your budget is a percentage of your real military - 10% attacking, 15% defending.

  2. Every unit costs infantry-equivalents; your force is legal only if it fits.

  3. Your NS stats decide tech, training, cyber, stealth, and sustainment.

  4. Patriotism records the consequence.

The inputs are objective, the caps are fixed, and the stats are pulled from your actual nation. A better-built nation with a better plan wins. That is the point of the system.

Raw • Report