Peru Technology

Started by Jefgte, April 03, 2008, 05:49:58 AM

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Jefgte

Blue:  Finished
Green:  Being Researched
Black:  Un Researched


Naval Propulsion

1895 Baseline(0): Complex Reciprocating Engines, Engine Year 1900
1902 Advanced (+1): Engine year 1905, Max. Turbine power 5000HP/Shaft,
       Direct-drive Turbines
1905 Cutting Edge (+3) Engine year 1909, Max. Turbine power 12000HP/Shaft
1909: Engine year 1912, Max. Turbine power 20000HP/Shaft

1913: Engine year 1916, Max. Turbine power
1917: Engine year 1920, unlimited power/shaft
1922: Engine year 1925
1927: Engine year 1930

miscellaneous propulsion technology:
1900 Underway Recoaling
1906 Oil-firing boilers
    allows bunkers with larger than 10% percentage for oil
1906 Electric Propulsion

1912 Geared Drives
1912 Capital Ship Diesel Engines
1915 Underway Refueling

BB/AC Architecture
1880 Dated: Main guns in twin turrets, secondaries in casemate
1890 Baseline (0): Mixed main armament or AQY with double turrets+casemates
1904 Advanced (+1): All-big-gun ship with wing turrets, improved turret hydraulics,
Torpedo Bulkheads

1906 Cutting Edge (+3): Superfiring turrets, all centerline, triple turrets - T3x340 jan 1915
1911: Improved protection schemes (e.g. AoN), quad turrets, turreted secondaries (double time)
[Secondaries are 4-7" guns. 8-10" medium-caliber guns are not secondaries, but medium-caliber main guns

Aircraft/Seaplane Carriers
1910: experimental aviation ships; automatically granted upon completion of the 1910 Aircraft (1914 models) tech.
1915: floatplanes; flying-off decks for wheeled aircraft
1918: gunpowder catapults for floatplanes; separate landing and taking-off decks for wheeled aircraft
1922: hydraulic catapults; full length decks for wheeled aircraft; arrestor wires
1926: armored box carrier


Light Cruiser Architecture
1880 Baseline(0): guns in single mounts or casemates, on side/centerline
1900 Advanced(+1): ammunition hoists, deck torpedo armament, superfiring mounts

1910 Cutting Edge (+5): twin gun mounts
1920: turrets and barbettes

Twin gun mounts requires hoists, and they are power operated. Their armor is limited to splinter protection - 1".
Battleship Architecture is not valid for guns 6.5" and smaller. To have armored turrets with small guns, this technology is required.

Destroyer and TB architecture
1880 Baseline (0): single TTs - max 4, displacement 500t
1904 Advanced (+1):double TTs - max 8, displacement 750t
1908 Cutting Edge (+3): triple TTs - max 12, displacement 1000t,

1912: max displacement 1500t, 1918: quad TTs, 2000t
1918: quad TTs, 2000t

The delicate DD engines need additional research. Also Torpedoes  and reloads must be accounted for in the misc. weight in the SpringSharps.
Every ship that is built with a composite strength less than 1.00 - light fast combatant especially - is considered a destroyer.

Armor technology
1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 0

1915 All Imp. KC types +10%

Torpedo Technologies
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"

These are max capabilities. If there's a historical torpedo with less weight and lower performance, you can use that.

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

Submarines

Submarines
Tech years are 1900, 1905,
1910,
1915,
1920. You can build the corresponding subs stats given in the following table (if you have the required IC engine technology, that is):


Mine Warfare
1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small vessels.  Horn mines.

1908: Advanced (+1): advanced paravanes, active charges. Reliable horn mines, early antenna mines.
1918: Reliable antenna mines.
1922: Unreliable magnetic mines & countermessures.

Naval Artillery Shells
1880 Primitive(-2): Solid shot
1890 Dated (-1): High Explosive
1895 Baseline (0): Semi Armour-Piercing
1905 Advanced (+1): Armour-Piercing

1908 Cutting Edge (+3): Capped shells
1916: Improved capped shells

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

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

Line Infantry Weapons

1870 Primitive (-2) Rating 2 Artillery 0.5
1885 Dated (-1) 3/1
1895 Baseline (0) 4/2
1905 Advanced (+1) 5/3

1915 Cutting Edge(+3) 6/4

Special Units Weapons (Cavalry/Light&Mountain Infantry Weapons - more mobile than Line INF, with half the Artillery rating)
1870 Primitive (-2) Rating 2 Artillery 0
1885 Dated (-1) 3/0.5
1895 Baseline (0) 4/1
1905 Advanced (+1) 5/1.5

1915 Cutting Edge (+1) 6/2

Army Reserves
1895 Dated (-1): Can maintain one reserve unit per 2 active strength units
1900 Baseline (0): Can maintain one reserve unit per one active strength unit
1905 Advanced (+1): Can maintain two reserve units per one active strength unit

1910 Cutting Edge (+3): Can maintain three reserve units per one active strength unit OR at General Mobilization can begin moving units from depots on day 5

CBR warfare:
1880 Baseline(0) Blankets with smallpox, trebuchets with dead animals.
1905 Advanced (+1): Tear-producing substances, chlorine,plague fleas and rats etc.

1910 Cutting Edge (+3): Phosgene
1915: Futuristic (+5) mustard gas, anthrax spores
1920: Terrifying (+7) Early nerve gases,

Heavier-than-air crafts
Baseline: None, perhaps a few private experimenters with gliders
1902 Advanced: Primitive flying machines: Wright Flyer, Langly Aerodrome etc. 1906 historical year
1906 Cutting Edge: Historical 1910 aircraft level
1910: hostirical 1914 aircrafts
1913: historical 1916 aircrafts
1915: historical 1918 aircrafts
1920: historical 1922 aircrafts
1928: historical 1930 aircrafts

Dirigible airships

Dated: None
1898 Baseline: Type 0: Volume 10 000m³ nonrigid airships, 30kts
1905 Advanced (+1): Type 1 Volume: 20 000m³ and 4 tons military payload over 700 nm speed 40 kts
1910 Cutting Edge (+3) : Type 2 Volume: 40 000m³ and 9 tons military payload over 1200 nm speed 50 kts
1915: Type 3 Volume: 70 000m³ and 16 tons military payload over 2200 nm speed 60 kts
1920: 4 Volume: 130 000m³ and 31 tons military payload over 3900 nm speed 65 kts
1925: Volume: 210 000m² and 60 tons military payload over 5200 nm speed 70 kts

Anti-aircraft gun and altitudes
Baseline (0): High angle anti-ballon guns or machine guns (up to 1 pounders) = 1,000 feet - starting point for everyone.
High-angle anti-balloon guns are perfect for that role.

1908 Advanced (+1): High angle anti-air guns (20-40mm) = 5,000 feet
1914 Cutting Edge (+3): High angle artillery (40-80mm) = 15,000 feet
1925 Futuristic (+5): High altitude artillery (80mm+) = 30,000 feet

Internal Combustion Engines (Land, submarines, and air)
Dated (-1): none
1895 Baseline (0): Gas, petrol(gasoline) and alcohol-fueled engines up to 20HP
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines


1905 Cutting Edge(+3):Diesel engines, Land, airship and naval engines up to 750HP, 75 HP aeroplane engines

1910 Futuristic (+5): IC engines up to 2000HP, 120HP Aeroplane engines (1910)
1914: Engines up to 3000HP, 200HP Aeroplane engines (1916)
1920: Engines with no effective limit on max output (1920), Aeroplane engines 300HP

Amphibious Technology
Baseline(0) lifeboats and the use of enemy harbors.
1905 Advanced (+1) shallow draft barges and shallow draft support ships
1910 Cutting edge (+3) LST ships
1920 Futuristic (+5) Landing support ships and LST carriers
1928 Ultimate (+7): Mulberry harbors and amphibious vehicles.

Railway guns
1900: Baseline (0): Railway guns of up to 120mm, 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

Motorization
($0.5 and 0.25 BP per level of Motorization)
Baseline is granted automaticaly upon possession of both of the below:
1900 Advanced (+1): Land and airship engines up to 200HP, 50HP aeroplane engines
1895 Baseline (0) Line Infantry 4/2 or Special 4/1 Corps
1900 Baseline - 0; Experimental: A few cars and trucks have been bought by your army to see what they can do; everything else follows from this.1910 Advanced +1; Support Units: Several army support functions, but not all, such as HQ, logistics, artillery, etc have been equipped with trucks. This is the level that Nazi's Germany's infantry units were at during most of WW2; the Wehrmacht had more horses, mules and donkeys than the Kaisers army.
1920 Cutting edge +3); Uniform Support Motorization: Basically everything other than leg infantry now rolls to battle. This would be the level of the US infantry in WW2.
1930 Futuristic +5; Whole Motorization: The leg infantry now have wheels also.

Light Armor
(allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $2 per level plus a flat 1 BP)
1905 Advanced +1; Experimental Armored Cars: Someone in your army decided to slap a machine gun and some sheet steel onto one of those cars or trucks to see what it can do. This tech requires experimental motorization.
1910 Cutting edge +3; Armored Car Unit: A few units have been given armored cars; mostly for use in scouting.
1915 Futuristic +5; Basic Tankette: The need for better cross country mobility has led to use of tracks; 5 to 15 tons and no more than machine guns or light cannon. Reliability of the Tankette can be an issue. Still in numbers these can break trench lines.
1920 Way out +7; Improved Tankette: Faster and improved reliability of the Tankette; still a support unit and not a formation onto itself.

Heavy Armour
(allows a lower level attachment (regiment or brigade or whatever your armies equivalent is) or independent formation that costs $4 per level plus a flat 4 BP)
Requires Experimental Armored Cars or Motorized Support Units

1910 Advanced +1; Experimental Tank: Someone has decided that those armored cars or perhaps an artillery prime mover show the way to even larger mechanical monsters. The result is a tank like the British Mark I "Mother", French St Chamond or German AV7; and just like there real world contemporary would be highly unreliable mechanically. Requires Experimental Armored Cars or Motorized Support Units
1915 Cutting edge +3; Basic Tanks: Can now build fairly reliable tanks in numbers and have the tactics to make use of them. This allows the production of something like the British Mark IV/V or German A7V/U (a mark IV clone).
1925 Futuristic +5; Improved Tanks: Much better mechanical reliability and designs; use of turrets instead of hull mounts, smaller crews, etc.
1935 Way Out +7; PzIII
"You French are fighting for money, while we English are fighting for honor!"
"Everyone is fighting for what they miss. "
Surcouf