Ship Construction, Modification, and Upkeep

Started by The Rock Doctor, September 15, 2008, 07:43:13 AM

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The Rock Doctor

SHIP CONSTRUCTION

Where Ships Can Be Built


A ship may be built in either a slipway or drydock.  The ship's overall length - not waterline length - determines the minimum size of slip or dock necessary for the task.  A slip can only build one warship at a time. A drydock may bulid more than one, provided it has been upgraded for the purpose (see below).

The Player can pay the cash and BP costs at any rate (or rates, if he prefers not to keep them equal) he wishes, but certain amounts of each must be paid in order to launch and later complete the ship.

A ship may be launched (or, in the case of a dock, floated out) when the following conditions are met:

1)  At least 40% of the minimum building time has elapsed
2)  At least 40% of the necessary BP and dollar cost have been put into the ship

After a ship is launched/floated out, it takes one month for the slip or dock to be readied for a new job.

More than one ship may be built in a drydock at a time, provided that drydock has been upgraded for that purpose. All ships constructed in a drydock at one time must be launched at the same time. The number and size of ship which can be constructed in a dock at one time are subject to these limitations:

DD Type:Number of Ships per DockRules and Limitations
0+max of two shipseach ship may be no longer than 30m
1+max of four shipsIf 3 or 4 to be built, each ship may be no longer than 30m, if 2, each is limited to 50m
2+max of six shipsIf 5 or 6 to be built, each ship may be no longer than 40m, if between 2 and 4, each is limited to 70m
3+max of eight shipsIf 7 or 8 to be built, each ship may be no longer than 50m, if 5 or 6 each is limited to 70m, if less than 5, each is limited to 100m in length
4+max of ten shipsIf 9 or 10 to be built, each ship may be no longer than 50m, if 7 or 8, each is limited to 60m, if 5 or 6 , each is limited to 80m, if less than 5, each is limited to 120m in length
5+max of twelve shipsIf 11 or 12 to be built, each ship may be no longer than 50m, if 9 or 10, each is limited to 60m, if 7 or 8, each is limited to 70 m, if 5 or 6, each is limited to 90 m, if less than 5, each is limited to 150m


Shipbuilding Costs

The cost of a warship in BP - the physical materials required to construct the ship - is:  (light displacement - non-functional miscellaneous weight) / (1000). 

Non-functional miscellaneous weight is that which represents cargo capacity in void spaces - oil, coal, or bulk cargo.  Miscellaneous weight set aside for troop or passenger quarters, boats, aircraft/hangers/elevators/flight decks, wireless, fire control, and other components is considered functional miscellaneous weight and is included in the cost of construction.

The dollar cost of most ships is equal to the BP cost, and may be rounded to the nearest cent at the player's discretion.  If the warship is built to destroyer/torpedo-boat architecture, the dollar cost is increased by 25% to reflect the greater proportion of delicate machinery in the design.  If the warship is a submarine or a motor torpedo boat, the dollar cost is instead doubled, and any notion of non-functional miscellaneous weight is ignored.

Shipbuilding Technology

In most cases, the technology used in a ship must be completed prior to the half-year in which the ship itself is laid down.

There are a few exceptions, in which a ship's design can be modified without penalty, so long as:

1)  The technology is completed prior to the half-year in which the ship is launched
2)  If the modification adds weight to the design, there is either a "construction reserve" of miscellaneous weight that can be reduced to compensate or simple external fittings (deck mounted weapons) that can be omitted.

These exceptions are technologies that have limited physical impact on the ship, or affect components installed late in the construction of the ship:

Torpedo (above-deck installations only)
Mine Warfare (type of paravanes installed only)
ASW Warfare (type and number of depth charges only)
Night-Fighting
Range-Finding, Fire Control and Gunnery
Radar
Anti-Aircraft Guns


Shipbuilding Time

The minimum amount of time required to complete a ship is six months, if less than 501 t light displacement.

If the ship is larger than 500 t light displacement, the minimum building time is:  (light displacement / 1000) + 9 months.  This figure may be rounded to the nearest month.

A ship may be built on an expedited schedule.  This must be declared when the ship is a laid down; construction time is reduced by one third, but the dollar cost is increased by 50% and the Moderators may determine at their discretion that there are quality control issues associated with the ship.

A ship is completed (can fight and move on its own) when the following conditions are met:

1)  The minimum build time has expired
2)  All BP and dollar costs for the ship have been paid

Following its completion, a ship requires three months of "shakedown" time before it is completely operational.  It may perform its duties in this time period if required, but will not completely effective (see:  HMS Prince of Wales, 1941)

Upkeep of Warships

Ships require constant minor repairs and material replacements in order to remaining functioning.  This effort increases as the ship spends more time at sea.

This is strictly a dollar cost - no BP is required for upkeep - and is based on original construction costs.  Consequently, submarines and warships built to destroyer/torpedo-boat architecture will require greater upkeep than other vessels of similar size, while ships built to merchantile standards will require less upkeep than other vessels of similar size.

There are three stages of readiness, with associated upkeep costs:

Mobilized:  The ship is in all respects ready for immediate military operations, and spends considerable time at sea.  Upkeep is 5% of construction cost, per half-year.

Active:  The ship can undertake limited military operations immediately, and will only take a few days to become completely combat ready.  It spends the majority of the time in harbour.  Upkeep is 2.5% of construction cost, per half-year.

Reserve:  The ship is anchored in a secure location, with a minimal cadre of crew conserving its equipment and undertaking essential maintenance.  The ship is not capable of undertaking immediate operations.  Upkeep is 0.5% of construction cost, per half-year.

OVERHAULS AND REFITS

It is possible to overhaul a ship to return it to "good as built" condition.  Alternately, if new equipment is desired in addition to maintain the ship in good order, one can opt to give a ship a basic refit, a refurbishment, or reconstruction.

Overhauls

An overhaul is not a refit - no "new" equipment is installed.  It merely returns the ship to "as good as built" status - retaining the same effectiveness and technology that it did when originally constructed.  It is possible for a ship to go through its entire career undergoing only overhauls, and it will remain just as effective as it did when it was young; however, the ship might well be completely obsolescent in comparison to its newer counterparts.

A ship is due for an overhaul ten years after its date of completion or most recent overhaul or refurbishment. 

An overhaul costs 10% of the original dollar cost of construction.  It requires 2.5 months, or 25% of the ship's original minimum time of construction - whichever is greater.  A drydock is required for the entire duration of the overhaul.

Basic Refit

A basic refit is limited to changing external fittings, specifically:  above-deck torpedoes, minelaying/sweeping gear, simple deck-mounted guns with ammo lockers, wireless, fire control, searchlights, and early radars and listening devices.  Temporary alterations to superstructure - dummy funnels and disguises, or emergency berthing - are also possible.

The cost of the refit is strictly that of the specific items being installed. 

The time required is a half-month for torpedo-boats, one and a half months for battleships and armored cruisers, and one months for all other ships, including the shakedown period.  If Fire Control is being installed, the time required is doubled.

If the equipment can be manhandled or installed with the ship's own cranes, no external assistance is required.  Otherwise, any ship or port with cranes suitable for the task will suffice.

Refurbishments

A refurbishment is a more comprehensive refit which allows for replacement of obsolete or undesired fittings as well as overhauling any original equipment that remains.  Since a ship can get by on overhauls through its entire career, a refurbishment is never mandatory.  However, a ship that is refurbished is likely to be more effective than a ship that is merely overhauled.

A refurbishment costs 20% of the original dollar cost of construction, plus the dollar and BP costs of new components described below.  Refurbishments take the greater of 2.5 months, or 25% of the ship's original minimum time of construction plus one month per 2 BP of new components added to the ship.

See below for a description of what can and can not be done in a refurbishment.  Note that "tonnage" refers to those in a Springstyle report's "Distribution of weights at normal displacement"

Armament and machinery

All deck mounts and casemates, and secondary turret/barbettes, can be moved, added or deleted; main battery turret/barbettes can be replaced by turret/barbettes of equal or smaller roller diameter or other components allowed during refurbishments.  Newer machinery can be installed, but the weight can not exceed the previous set of machinery. 

BP cost = (tonnage/1000); $ cost = twice the BP cost.

Armor and functional miscellaneous weight

New armor decks, external belts, and external bulges for torpedo defence (not "torpedo bulkheads") can be added.  Existing armor decks, external belts, or weapon armor can be replaced or removed (not increased).  Functional miscellaneous weight can be added at the expense of non-functional miscellaneous weight or savings from removed components.

BP cost = (tonnage/1000); $ cost is equal to BP cost.

Hull, fittings & equipment

The waterline may be raised or lowered by 10%.  The trim may be changed. 

No BP cost; $ cost is equal to (tonnage/5000)

Fuel, ammunition & stores; non-functional miscellaneous weight 

Types of fuel can partially or wholly changed, but overall bunkerage not increased.  Changes to number and size of main-battery shells in magazines, but overall weight not increased.  Non-functional miscellaneous weight can be increased or decreased. 

No BP cost; $ cost is (tonnage/2000).

Reconstruction

This is the most elaborate type of refit, and marks a comprehensive change to the ship's internal structure or hull form.

The base dollar cost of a reconstruction is 25% of the original build cost.  There is also a BP requirement, 10% of original build requirement, as a result of widespread changes and movement of bulkheads.  Finally, there is also the dollar and BP costs of new components described below.  Refurbishments take the greater of 2.5 months, or 25% of the ship's original minimum time of construction plus one month per BP of new components added to the ship.

Armament and machinery

Main battery turret/barbettes can be raised.  Machinery spaces can be enlarged at the expense of other components. 

BP cost = (tonnage/1000); $ cost = twice the BP cost.

Armor and functional miscellaneous weight

Internal belts can be replaced or removed.  Torpedo Bulkheads can be added.

BP cost = (tonnage/1000); $ cost is equal to BP cost.

Hull, fittings & equipment

The bow may be lengthened by up to 5% of overall length.  A new section may be added amidships, up to 5% of overall length. 

BP cost = double the change in overall light displacement; $ cost is equal to BP.

Fuel, ammunition & stores; non-functional miscellaneous weight 

Overall bunkerage can be increased.  Overall weight of main battery magazine can be increased.

No BP cost; $ cost is (tonnage/2000).

Repairing Damage

A ship that is in perfect condition is said to be at 100%.  As damage is inflicted on the ship, the percentage rating decreases.  When the ship reaches 0%, it sinks.

However - reaching a state of 0% does not (usually) mean that the ship has been completely and utterly destroyed.  Consequently, it is generally easier and faster to repair a ship than to build an identical ship from scratch.

The cash cost of repairing a ship is:  (Original Cash Cost)*(% Damaged)*(0.5)

The BP cost of repairing a ship is:  (Original BP Cost)*(% Damaged)*(0.25)

The time required to repair the ship is:  (Original Build Time)*(% Damaged)*(0.5)

Moderators will advise what degree of infrastructure is required to repair each vessel, depending on the circumstances of the damage.

Example:  SMS Siligia is at 85% after a battle, so has sustained 15% damage. The dollar cost to repair her is 7.5% of original build cost, and the time of repairs is 7.5% of her original mininum build time.  The BP requirement is 3.75% of the BPs required to build her.

SCRAPPING

Scrapping a ship takes 25% of the time originally required to construct it. 

Scrapping may take place at a military port, or - if there is no military port present - a coastal town or city in a region that produces a minimum of 0.5 BP.  No slip or dock is required for this purpose.

Specific fittings may be removed from a ship for re-use in future ships.  The player must make note of this at the time of scrapping.

The scrap value of a ship is:  0.15 * (ship's original dollar/BP cost - dollar/BP cost of removed fittings).  The player earns back this value in the half-year following completion of scrapping.

Components removed from a ship during refurbishment or reconstruction can also be scrapped.

Damaged components removed from a ship during repairs can be scrapped, but their value is halved.

SPECIAL CIRCUMSTANCES

Mercantile Standards/Auxiliaries

A ship in government service may be built to mercantile standards if armament and armor take up no more than 2% of the ship's weight at normal displacement.  Such ships could include colliers, transports, survey ships, and others.

Tenders, as described below, can not be built to mercantile standards

In this case, the cash and BP cost of construction is quartered.  This also pertains to upkeep, future repair, refit, and scrapping of the vessel.  The time required to build, refit, repair, or scrap the ship remains unchanged, however.

Moderators have may require a ship to be built to normal military standards if they believe that the intent of a design is to produce a cheap warship.

Tenders

A tender is an auxiliary which can supply all the amenities of a port, to some degree.  It generally carries accommodation space and amenities for crews of small vessels, workshops, warehouses, stores, and fuel.  Up to half of the weight of these facilties may be simmed as extra fuel bunkerage; the remainder may only be simmed as miscellaneous weight.  Regardless, it all counts as functional miscelleneous weight for the purposes of costing.

For every thousand tonnes of facilities aboard the tender, four thousand tonnes of shipping may use the tender as their "port". 

Tenders may conduct overhauls, basic refits, and basic repairs to ships so long as the work would not require a drydock.  If the tender has twelve thousand tonnnes or more of facilities aboard, it is large enough to undertake refurbishments as well.

The BP cost of a tender is like any ship built to merchantile standards - 0.25 * (Light Displacement - Non-functional miscellaneous weight).  The cash cost, however, is not quartered.

Note:  The fixed size of tenders is deleted to allow individual tailoring of needs.  The  $5/$12 surcharge associated with tenders is also deleted.


Foreign-built ships

Any nation may contract another player-nation to construct, refit, or repair a ship. 

The dollar cost of building, refitting or repairing a ship in a foreign yard is 25% higher than doing so at home; this reflects differences in construction techniques and materials used between the different nations. 

Terms of the deal - who pays the dollars and contributes the BP, as well as any profits for the contractor - are otherwise strictly for the contractor and the purchaser to determine.

Small ships

It is possible to build small ships (less than 201 t light displacement) to mercantile  standards without the use of dedicated military infrastructure.  Two options are available:

1)  If the land mass or region has a coastal town/city and industrial output of at least 0.5 BP, it may build one small ship each half-year.  For each additional 0.5 BP, the area may construct an additional small ship.  Dollar and BP costs remain the same as if built in a miiltary yard.

2)  If the land mass is without either a coastal town/city or the industrial output, the components of a small ship can be built and assembled elsewhere, transported to the desired location, and assembled.  The time and cost of construction will be equal to that of normal construction, plus a penalty to be determined by a Moderator based on the specific circumstances of the ship.

These rules do not apply to small ships built to military standards, such as MTBs.  These will require slipways or docks in government shipyards.

Guinness

Edits:

29 Oct 2009 (for 1/1918): Multiple ship construction in dry docks added.