Naval Construction, Upkeep, and Modification

Started by snip, August 01, 2017, 09:40:32 AM

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Shipbuilding Costs

The cost of a warship is defined as follows: Light Displacement / 1000. 

Ships are paid for in both Cash and BP.

Shipbuilding Time

The minimum amount of time required to complete a ship is six months, if 500t light displacement or less.

If the ship is 501 t light displacement or larger, the minimum building time is:  Cost + 9 months.  This figure is rounded up 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)

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 build more than one, provided the ships under construction meet some requirements (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. The maximum number of ships built is determined by the maximum number that can fit with an additional ten meters of overall length for each hull. All ships constructed in a drydock at one time must be launched at the same time.

Shipbuilding Technology

The technology used in a ship must be completed prior to the half-year in which the ship itself is laid down. This is applicable to everything governed by tech research. Once the laid down, the design may not be changed until it is completed with one exception.

Ships can undergo a Basic Refit when the hull is 75% completed for no additional cost or modification to construction time.

Upkeep of Warships

Ships require constant minor repairs and material replacements in order to remaining functioning.  This is strictly a dollar cost - no BP is required for upkeep - and is based on original construction costs. Upkeep is 2.5% of construction cost, per half-year. 

Out-of-Port Resupply

While away from port, ships require some measure of resupply. This is accomplished with Misc Weight assigned to Resupply. The weight is not allocated to any specific cargo, tho players may specify more detail if they wish. This weight can be placed anywhere on the ship. It is considered that all equipment necessary for transfer and movement of supply is accounted for in the weight. For every 100t of Misc weight allocated to Resupply, 1000t of military ship can be supported. This tonnage can be equipped on ships built to Civilian standards or ships built to Military standards. For simplicity, it is assumed that this tonnage can be supported indefinitely.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

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Refits

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.

Basic Refit

A basic refit is limited to changing external fittings, specifically:  above-deck torpedoes, mine-laying/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 cannot be done in a refurbishment.  Note that "tonnage" refers to those in a SpringSharp report's "Distribution of weights at normal displacement"

QuoteArmament 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 defense (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.

QuoteArmament 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).
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

snip

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 minimum build time. The BP requirement is 3.75% of the BPs required to build her.

Scrapping

Scrapping may take place at any coastal area.  No slip or dock is required for this purpose. The scrap value of a ship is:  0.15 * (ship's original dollar/BP cost). Scrapping a ship takes 25% of the time originally required to construct it. The player earns back this value in the half-year following completion of scrapping.

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.

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.

Foreign-built ships

Any nation may contract another player-nation to construct, refit, or repair a ship. The necessary costs are equivalent to the normal costs for whatever action is being performed. 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.

Ships purchased from a foreign power that are not constructed to a domestic design have an upkeep of 5% instead of the normal 2.5% Any foreign-built ship can be "domestified" by a Refurbishment level refit. This returns the upkeep to 2.5%.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon