Rules updates

Started by P3D, March 15, 2007, 03:33:29 AM

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P3D

1909 Propulsion tech (Year 1912 engines) now has 20,000HP/shaft limit (was 18000).
1912 Propulsion tech has unlimited HP/ shaft

Turboelectric machinery moved forward to 1906.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Merchant marine and passenger liner construction BP cost was halved. 1000NRT/light displacement tonnage now cost $0.25 and 0.25BP.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Some Gun and artillery shell technologies are now available for research earlier.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Reduced construction cost for LVL 0 harbor to $5 and 0.5BP (was $5 and 1BP)
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Adjusted the effect of the last two armor techs on deck armor - reduced a bit to conform to OTL state-of-the-art.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

I managed to determine roughly how much different ship components cost by weight. If you want to sell, keep it in mind.

http://www.navalism.org/index.php?topic=658.msg9464#new
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Airship rules were updated.
One hangar now can house 2 airships of the given size.
Airship endurance was increased. Now for every 1000m3 an airship can stay in the air for 2hr, at a speed of 40kts - with reduced payload.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

Borys

Ahoj!
Mine Warfare changed from
1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small expendable vessels- suicide duty. Electrical Contact mines
1908: Advanced (+1): advanced paravanes, active charges. Pressure mines. Advanced contact mines
1915: de-gaussing and other methods against magnetic and pressure mines. Magnetic mines
1920: active searching unmanned anti mineweapons. Mobile mines.


to the new version. See RULES section
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

P3D

#23
Rules changes that will be valid 1909/H1.

Technology changes
Coming later

Economy

BP will be boosted all over the place.

BP capacity increase would cost $150 for 0.5BP. Increment was halved from 1BP. Any territory will be able to maintain 0.5BP for every 2IC.
The allowed amount of money to be spend on Research is now BP/3, rounded up. E.g. 12BP allows to research 4 techs, but 12.5BP allows 5.

Shipbuilding

Ship cost in $ equals BP cost. Disregard SS2 price.
Ships built under the destroyer rule cost $1.25 for each BP.
Submarine cost is double the BP cost (no change here).
Ship cost does not have to be played in advance, at laying down.

Ships purchased from abroad cost 25% more to maintain and refit/repair, due to the foreign fittings and machinery. Exception is if the relevant technology was adapted by the country (e.g. Japan and the Kongou) .

Ship component production cost
Armor steel: 1000t armor cost $1 (unchanged)
Guns, Machinery, complete gun mounts (turrets, gun+armor+hoists etc.), functional misc. weight: 1000t cost $2 (unchanged)

Shipbuilding 'general steel': 1000t cost $0.5.

New Refit and repair rules

Repair: The ship cost in % of damage (unless specified). If damage is severe, the BP needed for repair will be specified by the moderators.

Refit is needed every 10 years (starting from commissioning/end of previous refit). This covers all modifications to keep a ship up-to-date. But in needs a drydock to check the hull and repair accumulated underwater damage.
Refitting time is 3 months below 500t, 6 months below 6000t, and 12 months over 6000t.
Refit would cost only money (No BP), 20% of ship cost.

Machinery must be replaced after 30 years if a vessel is kept longer in commission.

Installing new major changes that does not require moving bulkheads could be done at no extra coast at refit/repair, but must be paid separately (new turrets, new engines, new armor etc).
If not done during a refit, installing major component cost is 5% the ship price plus any additional component cost.
If moving bulkheads and changing the hull is necessary, the cost is 25% in $ and 10% in BP of the original ship, plus the cost of the new components.

Refitting with Fire Control: $0.5 (and the 5% cost unless done during a refit) or $0.25 for destroyers

Transition from the current 15-year rule
Ships commissioned in 1897 and earlier (that were soon due to refit by the old rules) must undergo a refit ASAP, otherwise their combat ability would be affected.

Mine warfare

One mine is considered to weight 1ton - 'long' ton, as in displacement, iirc 1016kg
1000 t of mines cost 0.25BP and $0.5 (increased cost)
Player define the area (sq.nm) numbers of mines in every minefield.
Minefields degrade 10% of their starting size every 6 months.
Every nation has 10,000t of mines stockpiled unless depleted in war.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Tech changes
Most of the secret technologies are revealed. However, some of the techs will take twice as long to develop as others (how it was handled).

Battleship techs
The old 1910 and 1914 techs are merged into
1911: Improved protection schemes (e.g. AoN), quad turrets, turreted secondaries (double time)


Armor technology
(note: those haven't yet researched KC, please do so - your armor would still be treated as KC)

1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 0
1915 All Imp. KC types +10%

Having advanced armor allows you to have thinner armored plate with the same efficiency. E.g. with the 5.4" 'improved KC' armor would be as strong as 6" 'KC'.

Additional techs

ASW
1910: ASW tactics, primitive depth charges
1916: hydrophones, improved depth charges
1926: further improvements

Night fighting
1908: basic tactics, searchlight, night scopes
1912: starshell + improved tactics
1918: Illuminating shells with parachute, improved night scopes

Submarines
Based on miketr's table:

1900
1905
1910
1915
1920

Torpedoes
1890 Primitive (-2) : 800m@26kts range, 50kg warhead (-1 dam.), compressed air 0.5t, 16" dia.
1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t, 16"
1899 Baseline (0):3000@26, 1500@30, 100kg warhead(+0 dam.), early wet heater 1t, 18"
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t, 18"
1908 Cutting Edge (+3): 7000@26, 3000@35, 100kg warhead, imp. wet heater, 1t, 21"
1913: (+5) 15000@26, 10000@30,7000@35, 200kg warhead (+1), 2t, 21"
1918: (+8) 20000@26, 15000@30, 10000@35, 300kg warhead (+2) 3t weight, 24"

Rangefinding, Fire Control and Gunnery
(development takes twice as long as a normal tech)
1908: centralized FC, early directors - 12kyd
1912: primitive FC computers -18kyd
1918: Central director stations, long base-length RF - 24kyd
1928: Search radars, spotting planes, electromechanical FC computers - 30kyd

Radar technology (double-time tech)
1905: Advanced (+1): Early Huelsmeyer-type "radar", listening dishes, War tuba's.
1915: Cutting Edge (+3): refined Huelsmeyer-type "radar"
1925: Futuristic (+5): primitive "modern" search RADAR

Railway guns
1900: Railway guns of up to 150mm, armored trains
1905: Advanced (+1): Railway guns of up to 254mm
1910: Cutting Edge (+3): Railway guns of up to 356mm
1915: Futuristic (+5): Unrestricted calibre railway guns

Other
1900 Underway Recoaling
1915 Underway Refueling

Electric Torpedo Proplusion
1905: 2000@20/1000@30, +0 damage, 2t
1914 3000@20/1500@30, +1 damage, 2t
1925 4000@25/2500@35, +1 damage, 2t
1935 5000@30/3500@35 +1 damage, 2t
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

P3D

Here's the New Spreadsheet I was using.
The first purpose of a warship is to remain afloat. Anon.
Below 40 degrees, there is no law. Below 50 degrees, there is no God. sailor's maxim on weather in the Southern seas

Borys

Ahoj!
December 23rd 2007
1 - added stockpiled Corps

2 - changed Corps upgrade costs, from "Upgrading army units cost is the rating difference plus one times the basic unit cost ($2 and 0.25BP)." to current wording

3 - added Corps Transfiguration
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

Borys

#27
Ahoj!
December 27th 2007
1 - Move back to SS price for ships.
QuoteShip cost in $ equals BP cost. Disregard SS2 price.
Ships built under the destroyer rule cost $1.25 for each BP.
Submarine cost is double the BP cost (no change here).
no longer applies

2 - AMC/auxiliary/patrol vessel construction rules ammended
Quote
If someone wants to expand the merchant marine, or build auxiliary ships for the navy - like coalers or generic military transport ships, they cost $0.25 and 0.25BP for each ton of light displacement - which is (roughly) equal to the transport capacity of the ship, expressed in NRT (Net Register Tonnage). The 75% discount reflects cheaper materials and much simpler construction.
The same BP discount is valid for passenger liners. Their $ price, however, must be paid full - from the economic budget.

and
Quote

AMC - Armored Merchant Cruisers
Freighters and passenger liners were usually build to accept a few gun mounts to be used as auxiliary cruisers. They operate normally during peacetime. In wartime, the weapons are installed.

During construction, the cost of any military equipment must be paid from the military budget, and at full price, in addition to the price of the vessel - paid from the economic development budget.

no longer apply.

Borys

Added by Maddox

New rules will only apply Next HY.
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

Borys

Ahoj!
27th December

Added Overhaul rules, which partly replace old Refit and Reconstruction rules.
Borys
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

Borys

31.XII.2007
Added the following to construction guidelines:

11 - Slips and drydocks
Overal ship lenght is taken is considered.

12 - Fire Control system
FC requeries Miscelenous Weight
Battleships (+15K) - 250 tonnes
Cruisers - 100 tonnes
Destroyers - (-2K) 25 tonnes
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!