TheDemonLords Tips for writing good Military World Building Number 1 - What is the philosophy(s) of the country or region
The easiest way to highlight this is comparing the likes of the US Military with say the Imperial Japanese Airforce or ISIS fighters.
The US places a high premium on the lives of their Service Members - one of their Credo is No man left behind. This means that they will often risk elite tier units and operators to rescue wounded soldiers.
Conversely - on the other side of the spectrum, countries have repeatedly used suicide attacks (ISIS and Kamikaze pilots respectively)
In addition to this - you have things like how the Military is structured - a military that is under control of a Democratically elected government with a free press is much more likely to be more... Restrained when it comes to the excesses of War, whereas a Military force that believes the Enemy to be infidels or untermensch or any other dehumanized group is going to be a lot more War-crime happy
As a general rule - Militaries that tend-towards valuing human life will opt for more precision weaponary, better body-armour, better medical evac support, limited effects on target (so things like poison rounds)
Whereas Militaries that have less accountability to the people or a belief in the inferiority of the enemy are more likely to have area-of-effect weapons, Excessively injurious weapons, Conscript troops with little or no training etc.
This is not a hard and fast rule - for example a Military that believes in Racial Superiority might have a callous outlook on their own service members (We dont need body amour - we are the choosen people!) or they might have a protective outlook on their own service members (Each drop of pure blood is precious and should not be wasted!)
TheDemonLords Tips for writing good Military World Building number 2 - Work backwards
What do I mean by this? Well - before you get to designing your new fancy-pants cool weapon for your awesome world that you are creating - stop and ask yourself:
What is the function that this Military entity is created to address?
You might roll your eyes and go 'Duh to fight wars!' - but you would be hopelessly wrong. To use real world examples - Different Militaries have different goals in existence. Sweden and Switzerland for example are famous for their neutrality - consequently their Militaries are designed around defence of the homeland, in Swedens case - in the 20th century, this was specifically around defending against Russian aggression. This lead to things like the S-Tank - which was a response to the threat that large numbers of Russian armour would roll into Sweden - so a low-profile turretless tank that could ambush, move, reconceal and repeat where they were not expected to have numerical superiority was the order of the day.
The NZDF on the other-hand has a lot of experience with humanitarian missions in the Pacific islands.
Then you have the countries with Blue-water navies, the US being the best example where the primary goal of their military is to project power - to be the big stick that keeps everyone in line.
Let us consider a World Building example - you are inventing a new military force for story and world building reasons - let us even throw in that there is something unique you want them to be doing (Clone troops, Power Armour, AI weapons, Alien races - whatever) - and like all World Builders you are excited about getting into the detail of your cool new force... (we have all been there) But you are struggling to make them seem real - well, first and foremost is probably because you haven't thought about the adversary or roll that your force is expected to counter or fulfill.
It doesnt make a lot of sense to have a military that is filled with heavy tanks with mega-armour, if they are going to be fighting against a few uncivilized tribes with bows and arrows, likewise if you want a military that is made up of super-ninjas who slash and stab - having them pitted against Cyborgs with hardened exo-amour also doesnt make a lot of sense.
First - think about what you want your military to do
- Peacekeeping military
- Homeland defense militia
- Asymetric warfare terrorists or rebels
- De-facto police force
- Global super-power/world police
- Island nation or Xenophobia
- Sphere of influence around unstable neighbours
- Humanitarian force
The list goes on - the point is this - the first step to make your military feel realistic is to have it be a reasonable response to the perceived mission it is seeking to fulfill.
TheDemonLords Tips for writing good Military World Building number 3 - Everything is a Compromise
In the real world - even the most Overpowered bit of Military gear has numerous compromises that are a result of desired role.
Consider the .223 NATO round that is used in most infantry rifles. It is a good round that can accurately and effectively engage a Man-sized target within 400 metres. It has light recoil and good terminal ballistics. It is the product of the realization that most infantry-on-infantry engagements in WW2 took place within 400 metres (which is about the distance that you can identify someone without optics).
There are many rounds that have greater range, greater stopping power, terminal ballistics etc. but they all have their trade-offs, Greater range generally means a bigger cartridge which means for a given weight, the soldier in the field can carry less ammo. Greater stopping power generally means a heavier bullet which increases recoil making full-auto uncontrollable.
This is not limited to Rounds - Aircraft, Ships, Tanks, Subs - everything has a trade-off. Less Amour means more agility, better stealth means less fuel efficient, Larger fighting compartment means bigger target etc. etc.
In the real world - weapon designers consider how and where the system is likely to be used and then make the compromises based on that. A Main Battle Tank (MBT) is going to be in a position where it is attracting an awful lot of attention, so it needs to be heavily armoured to take the hits and keep fighting. Whereas a Scout vehicle needs only to be able to outrun anything it can't fight - and often will have a light anti-armour missile or similar system to give anything that it can't outfight a bloody nose so as to think twice.
Sometimes it is the right call to have a less impressive bang, for a more practical bang.
Also - an addendum to this rule - this is also why Super-Weapons tend to suck both in World Building and in real life.
TheDemonLords Tips for writing good Military World Building number 4 - The Human Factor - or who is doing your fighting
I am going to say Human for the sake of brevity - but regardless of what is doing your fighting - there are limitations - Endurance, Carrying Capacity, Logistics etc. Even in the modern military with mechanised infill and exfil - there is still a need for a Soldier to carry supplies in and out of the battlefield. Even if you have an all Robot army - they still need power - the point is the individual soldier or fighting unit has needs:
What are they and then the follow-up: How does addressing these needs impact their equipment.
You want all of your soldiers to be armed with massive super-assault-rifles - Thats cool... How does that look when you have been stuck in the middle of a Jungle or Dessert or other horrible place for a week because your supply shipment was intercepted.
Think about the limitations of the individual soldier and then think how a Military might work around these or compromise on these.
TheDemonLords Tips for writing good Military World Building number 5 - It is rarely overkill, it is usually good enough
So this is kind of an amalgamation of all the above points to talk about something we see often here - which is specifically about designing Weapons. Often people will want really cool sounding Fusion-plasmo-blaster 9000s for their standard infantry weapon that can do everything from stun a person to nuke the sun...
THIS IS A BAD WEAPONS SYSTEM
In the real world - whilst we have some very destructive weapons systems, generally we try to have it be just lethal enough to get the job done. As above with compromise - adding capability always comes at a cost. Having your standard infantry rifle being effective against tanks is cool and all, but that capability will come at a cost - and 9 times out of 10 it probably isnt worth it - it is probably more worth it scaling down the power or cost or size or weight or any N number of things that would make this capability feasible to make it a better weapon.
Now - if your world building has a guerrila force fighting against an all-mechanized force, then it makes more sense if the likely thing you are going to be fighting is tanks, then this makes sense - but most of the time - Militaries will want something that is only just good enough to get the job done - and so limiting the capabilities of your weapons system to make it effective against the most likely target leads to a more immersive world.
KerrAvon2055 Wonderful suggestion about Logistics - both good and bad
Robert H. Barrow “amateurs talk about tactics, but professionals study logistics.”
If we think back to WW2, at the start of it, America was not the biggest or most powerful military. Not by any stretch. However what America did, better than anyone else, was Logistics. Quick link to My favorite History resource - The Fat Electrician talking about American WW2 Logistics.
Even putting funny internet rants aside, Americas ability to scale up manufacturing, then ship material halfway around the world was second to none. Another set-piece in history was the Berlin Airlift. Even today, one could argue that it is not the technological superiority of the US Military that is it's most potent tooth, it's the fact that within 18 hours, they can have boots on the ground, anywhere in the world. Then follow that up with a Carrier fleet, resupply etc. etc.
It is the often overlooked and not very sexy part of the Military that World Builders tend to forget. To put this in real context - for the US Military, they typically run a Tooth-to-Tail Ratio of 1:10.
This means that for every 1 service member who is going out on door-kicking missions, there are 10 service members supporting them.
Considering the Logistics of your World is a major consideration. The best bit about this is that there are two ways to go on this - Either you can have a hyper-competent US Military system with lots of organized Transports etc.
Or you can have the reality of the US military: "Your part is on Back-order" - both are equally valid.
In short - designing a Military unit, weapons system, vehicle etc. that feels realistic will require you to think about Logistics to a degree:
- How is it going to get from the Base to where it is going to be used.
- How is it going to be sustained in the field (food, water, parts, ammunition)
- What facilities does it need to sustain (Field hospital, Motorpool tent, Mechanics bay etc.)
Etc. etc.
Please, feel free to add your thoughts on what makes a good world-built military, try to answer the meta-question, if possibile.