Explaining the rules

Started by P3D, March 16, 2007, 06:18:29 PM

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P3D

Apparently many people has problems with the rules. I saw the same problems with new people on the old forum.

So ask your questions about the new rules here, and I'll try to make it clear.
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

A quick review of the rules.

Every country has three major economical characteristics.
- Population size in million
- Build Points (BP) - representing heavy industry
- Industrial capacity (IC)- representing mines, other industry in general.

For industrialized countries, revenue for six months is the sum of IC and population.
A country with 50 milllion and 60 IC has a revenue of $110.

If you build an industry (IC), your revenue will be increased by $1.

Developing nations and colonies does have lower budget. Population over the IC value gives you less income, only 20% ($0.2/million). You get $1 for each IC and another $1 for each million below the IC value, like industrialized countries.
Basically, 1IC here worth $2. You get an additional (Pop-IC)x$0.2.

Take Mughal with 100 million but only an IC of, say, 40.
It is like you have a total of 100 coins. 40 of this are 1 euro coins, but the rest 60 (100-40) are only 20 Eurocent coins. You then have a total of 52 euros.
The example does not work with $US, as there is neither $1 or 20-cent coins in circulation. I had to use euros

Building a point of IC in this case increases your revenue by $1.8.
It's like getting an euro coin,  and replacing a 20-cent coin wih another euro.
This works only until your IC reaches the population level and the country becomes industrialized.
You ran out of cents, you have only euros.
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

Earl822

Does an army consume ammo is large amounts during peace time?

Borys

Ahoj!
Usually not. Nor during mobile fighting. Only sieges, or extended battles require special amunition expenditure.
Any particular reason you ask?

Borys
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

P3D

Ammo consumption is only for WWI-like battles, like on both front. The ammo consumption peacetime and during colonial policing does not cost much and more or less neglected/covered in upkeep cost.
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

Earl822

#5
Ok, was just checking as I was trying to sort my army out.

Also I've posted a provisional OOB for my army in the UNK Board, details of the units will follow as I get them worked out.

The Rock Doctor

As an observation, the SS cost of a coastal defence installation will vary with the size of the hull one inputs to sim the guns on.  We might need to find some more consistent way of calculating the cost.

P3D

I think I'll just give some fixed cost for double and triple turrets, for simplicity.
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!
And open mounts - the most typical arrangement.

Borys
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

swamphen

Under the old system, the DKB was paying 1 MBP/quarter rent to the MK for Hankow. What should that be now?

P3D

I'd say pay $1 as  some 'token' lease. Not more as merchant marine is not represented well in the sim.

BTW,

I drafted some plans that merchant marine would give some revenue, but I was voted down - the new rules are complicated enough it seems.
Now we can say only that the profit of your merchant marine - and that of your China trade - is represented in your IC and revenue, but your rules-wise profit from Hankow is minimal.
If in the future the sim decide for some merchant marine rules, then you might start paying more.
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

maddox

Renegotiate with Phoenix.  Seems easiest for all.

miketr

I see in the tech section a comment to enter the MISC weight for torpedo's in to SS.  Where does one find said weight?

Michael

Borys

Here you are, Sir!
Torpedo Technologies

1890 Primitive (-2) : 800m@26kts range, 50kg warhead (-1 dam.), compressed air 0.5t
1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t
1899 Baseline (0):3000@36, 500@30, 100kg warhead(+0 dam.), early wet heater 1t
1905 Advanced (+1): 5000@26, 2200@35, 100kg warhead, imp. wet heater, 1t
1908 Cutting Edge (+3): 7000@26, 3000@35, 100kg warhead, imp. wet heater, 1t
1910: 10000@26, 7000@30, 200kg warhead (+1), imp. wet heater, 1.5t
1914: 15000@26, 10000@30,7000@35, 200kg warhead (+1), 2t
1918: 20000@26, 15000@30, 10000@35, 300kg warhead (+2) 3t
NEDS - Not Enough Deck Space for all those guns and torpedos;
Bambi must DIE!

miketr

for example...

1890 Dated (-1): 1200@26, 400@35, 100kg warhead (+0 dam.), compressed air 0.5t

Its the 0.5 T as in ton?

So two would be 0.5 * 2 = 1 t

Michael