1/16: Bonuses, Rule Updates

Started by The Rock Doctor, February 03, 2009, 11:44:38 AM

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The Rock Doctor

First, the good news.  As always, we Mods appreciate all you folks have done to make the sim more interesting and real. 

Population increases are 2% unless specified otherwise.  There is a possibility of localized population increases beyond that in the European enclaves in Bharat, but for the moment, these folks are in tent cities and not a part of your economies.

Jefgte, Korpen, Guinness, Valles:  Good work with drawings.  Your industrial sectors operated efficiently enough that you'll gain a one-time bonus of 500 t of ship materials in 1/16.

Guinness:  Nice story telling - additional 0.5% population increase.

Foxy, Charles, P3D:  A fun time with the Afrikakrieg.  Your loyal citizens buy up popular subscriptions totalling $2 , $4, and $4 (for military or civilian use) respectively, in support of your armed forces.

Mike, Tan, Walter, Blooded, Logi, Ledeper:  Good news reporting.  Add a bonus of $5 for civilian uses in 1/16

Korpen, Mike:  Thanks for the help updating Ottomans and Firanj:  Add a bonus of $5C for civilian uses in 1/16, as global trade increases.  (Note: we'll deal with Mughal/Bharat updates at 1/18).

Sachmle:  Darned fine work with Janes updates:  DKB foundaries produce a one-time bonus of 1,500 t of ship materials in 1/16.

Kaiser Kirk - Foreign news and expenditures - specific info sent via PM.

If anybody feels we have omitted somebody, speak up...

Edit:  Added Ledeper, per Maddox' suggestion.

The Rock Doctor

Next bit o'business:  DD Rules.

No decision is going to please everybody.  That being the case, the Mods have opted to apply the "fudge factor" developed by Guinness.  This will apply to all ships built using the DD/TB rules, old as well as new.

Guinness is working on having his hand-written application hosted directly on the site, so we'll keep you updated on that.

maddox

Actualy, Rocky, I should kick myself, but Ledeper with his Artic expedition did some good writing too.

The Rock Doctor

#3
We are making some amendments to the Naval Tech list.  We apologize for the confusion, but think the end results will be better in general.

-The 1917 Engine tech will be the last one for some time; once you have it, your engine year corresponds to the year the ship is laid down.  We did not feel it necessary to require further research for something that is simply incremental improvements on existing tech.

-The BB/AC tech gains a new entry to allow for "treaty"-style cruisers with turreted guns or, in the case of capital ships, turreted secondaries.  

-The Aircraft Carrier tech is introduced.  Existing carriers are grandfathered as flawed prototypes.

-We have amended the 1910 Protected/Light Cruiser entry - with powered mountings available, we will not restrict mounting armor.  If you wish to retroactively increase mounting weight on applicable ships, at the expense of miscellaneous weight, that's okay.  Just make a note in the sims.  We do not anticipate a new "Protected Cruiser/Light Cruiser" tech until anti-aircraft cruisers come along.

-An MTB Tech, based on P3D's work, replaces the ICE Tech.  I have to confirm the tech dates are appropriate, but otherwise, the chart is good.  I will confirm what your old ICE Tech converts to on the new MTB Tech Table.  If you are currently researching an ICE tech, and do not want it converted to the MTB Tech, you may switch the research to a different tech without penalty; just note the change in your 1/16 sim report.

-"Improved Capped Shells" has been deleted, until such time as there is significant battle experience to justify further development.

-A 1920s ASW tech has been deleted, until such time as there is significant battle experience to justify further development.

-A level of "Radar" has been pushed back to a more appropriate date.

Quote
Naval Propulsion
1895 Baseline(0): Complex Reciprocating Engines, Engine Year 1900
1902 Advanced (+1): Engine year 1905, Max. Turbine power 5,000 HP/Shaft,
       Direct-drive Turbines
1905 Cutting Edge (+3) Engine year 1909, Max. Turbine power 12,000 HP/Shaft
1909: Engine year 1912, Max. Turbine power 20,000 HP/Shaft
1913: Engine year 1916, Max. Turbine power 35,000 HP/Shaft
1917: Engine year 1920, Max. Turbine power 40,000 HP/Shaft, Engine year = year laid down.

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 Oiling

BB/AC Architecture - Main battery in turrets
1880: Main guns in twin turrets, secondaries in casemate
1890: Mixed main armament or AQY with double turrets+casemates
1904: All-big-gun ship with wing turrets, superfiring turrets (restricted axial firing arcs), improved turret hydraulics, Torpedo Bulkheads
1906: Superfiring turrets (unrestricted firing arcs), triple turrets
1912: Quadruple turrets
1920:  No restriction (high or low) on caliber of turreted guns

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 - Main battery in deck mounts/casemates
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 (require hoists); powered gun mounts; unrestricted weapon armor

Destroyer and TB architecture - Top speed no less than 20kts, composite hull strength > 0.49
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

MTB Tech (Replaces ICE tech)


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

An armor tech not related to the metallurgical aspects of the main tree, and not required as a pre-requisite to later techs on that main tech tree:

1912 Sloped external belts; "All or Nothing" Protective Schemes

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:  Torpedoes as capable as normal torpedoes at "slow" setting.

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


ASW

1910: ASW tactics, depth charges
1916: hydrophones, depth charge throwers

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: Spotting planes, Central director stations, long base-length RF - 24kyd
1930:  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"
1930: Futuristic (+5): primitive "modern" search RADAR

The Rock Doctor

Before any wise-acre speaks up:  Yes, I'll correct the sub-table link when I get the updates into the Rules.

Walter

QuoteMike, Tan, Walter, Blooded, Logi, Ledeper:  Good news reporting.  Add a bonus of $5 for civilian uses in 1/16
Bishop Ximinez thanks the moderators for this generous donation to his magnificent Cathedral. He has also sent out Bishops Fang and Biggles to intercept the donations heading to the other nations. ;D
QuoteBefore any wise-acre speaks up:  Yes, I'll correct the sub-table link when I get the updates into the Rules.
Uhm, the sub table link is not working. *runs away* ;D

The Rock Doctor


Walter

Do I lose the bonus if I were to send the most fearsome person the Gran Columbia to cause chaos and disorder? :)

The Rock Doctor

If you write it up well, maybe you get more.  But I'm still smiting you.

Walter

*Drags Ambassador Chimama and friends out of Wesworld and sends them to Gran Columbia*

... maybe I should have changed 'Morocco' to 'Gran Columbia'. ;D
*runs away*

Carthaginian

So for those of us that were planning larger vessels with diesels, how do we handle it now that the tech is completely dissolved? In that case, how are diesel-powered vessels larger than MTB's supposed to be handled? Do we just use a diesel engine with our engine tech year?

Are there still horsepower limits, or will it stand to reason that since I have have electric motors on my large ships rather than geared drives that I can just couple as many diesel generators as needed to make the HP within a reasonable limit?
So 'ere's to you, Fuzzy-Wuzzy, at your 'ome in old Baghdad;
You're a pore benighted 'eathen but a first-class fightin' man;
We gives you your certificate, an' if you want it signed
We'll come an' 'ave a romp with you whenever you're inclined.

miketr

1st...

I think that Maddox has done some nice writting for Calcutta and should get a bonus.

2nd Charles and Rock have done there own stuff for Bombay in response to my silliness in Bharat so that should get something.

3rd I like these bonus amounts better than the ones given in 1914... those were too big.

4th Here is the MIA sub table...  Again...



Michael

miketr

Quote from: Carthaginian on February 03, 2009, 02:51:24 PM
So for those of us that were planning larger vessels with diesels, how do we handle it now that the tech is completely dissolved? In that case, how are diesel-powered vessels larger than MTB's supposed to be handled? Do we just use a diesel engine with our engine tech year?

Are there still horsepower limits, or will it stand to reason that since I have have electric motors on my large ships rather than geared drives that I can just couple as many diesel generators as needed to make the HP within a reasonable limit?

I am also interested in the answer to this as I have a few diesel powered patrol boats and mine sweepers.  I planned as the horse power available went up to build bigger ships with diesels.

Michael

Carthaginian

I had a class of minelayer planned that was exclusively diesel-powered, and it was almost 2000t light! I had always intended to give some of my longer-ranged ships a diesel on a central shaft in order to 'extend cruising range' (at least in RP terms) when the tech was mature enough.

I like where the techs are going, though... the development is getting a lot more streamlined and the gaps are filling in nicely. About the time we get beyond 'big guns and dive bombers,' we should have things near perfect for the next N-verse.
So 'ere's to you, Fuzzy-Wuzzy, at your 'ome in old Baghdad;
You're a pore benighted 'eathen but a first-class fightin' man;
We gives you your certificate, an' if you want it signed
We'll come an' 'ave a romp with you whenever you're inclined.

Guinness

SS2 gives no advantage to diesels in either weight or range, so it seems like a good idea to have one less rule to cover them. Capital ship diesel engines stays in, as does electric propulsion, for role playing purposes.

So we want to allow diesels on "non-capital" ships, while still keeping the capital ship diesel tech viable. We could make a rule to codify that, but I think for the time being, unless we really really need a rule, let's just keep diesel implementation on small ships sane. So something under 2000 tons can certainly be exclusively diesel powered, I think, for instance. But if you think your ship falls under the "Capital Ship" category, which to me is anything over 10,000 tons, but we have not codified that in a rule as yet, you should develop the Capital Ship Diesel tech.

Does that address everyone's concerns?