The table of war factors (After the Cuba Crisis Map game)

No war algorithm?
None is to be used beyond The table of war factors, so use your common scene and reed! Always say how many troops, tanks, aircraft, ships, etc, that you use so as to give the mods a good grasp of the situation so they can judge the outcome fairly.

Nota bene

 * Remember things like:
 * 1) Nukes, chemical weapons and bio weapons are a major force on the battle field. If you want to use them, you MUST NOT GO CRAZY, IT'S NO DD1983!
 * 2) Nuclear war is limited by a doomsday clause- Maximum total yield per player each year is 500 KT (0.5 MT) and a total of 5000 KT (5 MT) by all players added together in any one round.
 * 3) Population limits military size. The Russian army is larger than the entire population of Luxembourg for an obvious reason- there are many more Russians than Luxembourgers.
 * 4) Don't go crazy since over-expatiation causes trouble.
 * 5) Stay realistic. No daft stuff like Monaco conquering the world in a year!
 * 6) The more mines, oil well, transport, infrastructure, bases, weapons, troops and factories you make, the better, since trade sanctions can stop vital imports like oil, aircraft and food.
 * 7) A long war will sap morale for both parties, especially the losing side.
 * 8) Jungle, desert, small atoll type islands, high mountains, big cities, major forts, major bunkers and polar zones make good defensive lands.
 * 9) Inserting spies in to a country will help you conquer and\or sabotage it's infrastructure.
 * 10) The mod(s) decided the outcome from their wisdom, but you can complain if you think it is biased.