Rules updates and revisions will be posted here regularly.
Fortification rules added.
http://www.navalism.org/index.php?topic=135.0 (http://www.navalism.org/index.php?topic=135.0)
Those with the 1905 engine technology will appreciate that I increased the Max Shaft Power for the technology from 4000 to 5000HP - pimarily in order not to decrease the speed of my destroyer design ;), secondarily to decrease the gap between this and the following technology (or should I switch the priorities? bah!).
But we all know how off SS speed estimates are for small crafts. And thanks for Rock Doctor for pointing out my mistake in the design.
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
Ahoj!
Added possibility of Garrison abandoning Fortifications.
http://www.navalism.org/index.php?topic=135.0
Borys
Added some rules for constructing river boats.
Army ammo consumption is cut by 20%.
The Excel sheet I made available for easier report writing reflects this.
Cruiser Architecture rules are amended due to Swamphen's request. Now his 170mm guns can be installed as armored cruiser main armament.
Ahoj!
Ammended Fortification/Fortified Line construction times, to make them simpler and easier to use.
Borys
Amended rail construction cost and increased cost of industry expansion.
Fortification rules revised, airship rules added, research rules amended and clarified.
Updated(=increased) naval infrastructure prices to reflect the increase in ship cost.
Added some submarine construction guidelines.
Updated the budget calculator.
dpapp.bol.ucla.edu/Sample_Report.xls (http://dpapp.bol.ucla.edu/Sample_Report.xls)
Added some BB design guidelines.
Advanced BB techs allows you to design ships with turret arrangement with wing turrets and superfiring 'X'. This arrangement, however, won't allow X to fire end-on over Y, due to the not fully closed sighting hoods.. It was only done to reduce armored citadel length.
Coastal Fortress rules updated/clarified in the Fortress section.
IC and BP construction cost cut back 25% to allow historical economic expansion (~2%).
1 IC now cost $75.
1 BP now cost $300.
Update sim reports accordingly.
Ahoj!
Destroyer Architecture Technology - updated and brought forward
Ahoj!
Added possibility of clandestine digestion of imported know-how.
Borys
Added guidelines for purchasing ships.
http://www.navalism.org/index.php?topic=658.0
1909 Propulsion tech (Year 1912 engines) now has 20,000HP/shaft limit (was 18000).
1912 Propulsion tech has unlimited HP/ shaft
Turboelectric machinery moved forward to 1906.
Merchant marine and passenger liner construction BP cost was halved. 1000NRT/light displacement tonnage now cost $0.25 and 0.25BP.
Some Gun and artillery shell technologies are now available for research earlier.
Reduced construction cost for LVL 0 harbor to $5 and 0.5BP (was $5 and 1BP)
Adjusted the effect of the last two armor techs on deck armor - reduced a bit to conform to OTL state-of-the-art.
I managed to determine roughly how much different ship components cost by weight. If you want to sell, keep it in mind.
http://www.navalism.org/index.php?topic=658.msg9464#new
Airship rules were updated.
One hangar now can house 2 airships of the given size.
Airship endurance was increased. Now for every 1000m3 an airship can stay in the air for 2hr, at a speed of 40kts - with reduced payload.
Ahoj!
Mine Warfare changed from
1890: long stick and Very Slow Forward. Hand detonated mines
1900 Baseline (0): primitive paravanes and dragged booms behind small expendable vessels- suicide duty. Electrical Contact mines
1908: Advanced (+1): advanced paravanes, active charges. Pressure mines. Advanced contact mines
1915: de-gaussing and other methods against magnetic and pressure mines. Magnetic mines
1920: active searching unmanned anti mineweapons. Mobile mines.
to the new version. See RULES section
Rules changes that will be valid 1909/H1.
Technology changes
Coming later
Economy
BP will be boosted all over the place.
BP capacity increase would cost $150 for 0.5BP. Increment was halved from 1BP. Any territory will be able to maintain 0.5BP for every 2IC.
The allowed amount of money to be spend on Research is now BP/3, rounded up. E.g. 12BP allows to research 4 techs, but 12.5BP allows 5.
Shipbuilding
Ship cost in $ equals BP cost. Disregard SS2 price.
Ships built under the destroyer rule cost $1.25 for each BP.
Submarine cost is double the BP cost (no change here).
Ship cost does not have to be played in advance, at laying down.
Ships purchased from abroad cost 25% more to maintain and refit/repair, due to the foreign fittings and machinery. Exception is if the relevant technology was adapted by the country (e.g. Japan and the Kongou) .
Ship component production cost
Armor steel: 1000t armor cost $1 (unchanged)
Guns, Machinery, complete gun mounts (turrets, gun+armor+hoists etc.), functional misc. weight: 1000t cost $2 (unchanged)
Shipbuilding 'general steel': 1000t cost $0.5.
New Refit and repair rules
Repair: The ship cost in % of damage (unless specified). If damage is severe, the BP needed for repair will be specified by the moderators.
Refit is needed every 10 years (starting from commissioning/end of previous refit). This covers all modifications to keep a ship up-to-date. But in needs a drydock to check the hull and repair accumulated underwater damage.
Refitting time is 3 months below 500t, 6 months below 6000t, and 12 months over 6000t.
Refit would cost only money (No BP), 20% of ship cost.
Machinery must be replaced after 30 years if a vessel is kept longer in commission.
Installing new major changes that does not require moving bulkheads could be done at no extra coast at refit/repair, but must be paid separately (new turrets, new engines, new armor etc).
If not done during a refit, installing major component cost is 5% the ship price plus any additional component cost.
If moving bulkheads and changing the hull is necessary, the cost is 25% in $ and 10% in BP of the original ship, plus the cost of the new components.
Refitting with Fire Control: $0.5 (and the 5% cost unless done during a refit) or $0.25 for destroyers
Transition from the current 15-year rule
Ships commissioned in 1897 and earlier (that were soon due to refit by the old rules) must undergo a refit ASAP, otherwise their combat ability would be affected.
Mine warfare
One mine is considered to weight 1ton - 'long' ton, as in displacement, iirc 1016kg
1000 t of mines cost 0.25BP and $0.5 (increased cost)
Player define the area (sq.nm) numbers of mines in every minefield.
Minefields degrade 10% of their starting size every 6 months.
Every nation has 10,000t of mines stockpiled unless depleted in war.
Tech changes
Most of the secret technologies are revealed. However, some of the techs will take twice as long to develop as others (how it was handled).
Battleship techs
The old 1910 and 1914 techs are merged into
1911: Improved protection schemes (e.g. AoN), quad turrets, turreted secondaries (double time)
Armor technology
(note: those haven't yet researched KC, please do so - your armor would still be treated as KC)
1880 Cast Iron -20%
1890 Compound -10%
1900 Krupp Cemented 0
1915 All Imp. KC types +10%
Having advanced armor allows you to have thinner armored plate with the same efficiency. E.g. with the 5.4" 'improved KC' armor would be as strong as 6" 'KC'.
Additional techs
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
Submarines
Based on miketr's table:
(http://mysite.verizon.net/mtrohde/Iberia/Navy/subs5.GIF)
1900
1905
1910
1915
1920
Torpedoes
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"
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
Railway guns
1900: Railway guns of up to 150mm, 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
Other
1900 Underway Recoaling
1915 Underway Refueling
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
Here's the New Spreadsheet I was using.
Ahoj!
December 23rd 2007
1 - added stockpiled Corps
2 - changed Corps upgrade costs, from "Upgrading army units cost is the rating difference plus one times the basic unit cost ($2 and 0.25BP)." to current wording
3 - added Corps Transfiguration
Ahoj!
December 27th 2007
1 - Move back to SS price for ships.
QuoteShip cost in $ equals BP cost. Disregard SS2 price.
Ships built under the destroyer rule cost $1.25 for each BP.
Submarine cost is double the BP cost (no change here).
no longer applies
2 - AMC/auxiliary/patrol vessel construction rules ammended
Quote
If someone wants to expand the merchant marine, or build auxiliary ships for the navy - like coalers or generic military transport ships, they cost $0.25 and 0.25BP for each ton of light displacement - which is (roughly) equal to the transport capacity of the ship, expressed in NRT (Net Register Tonnage). The 75% discount reflects cheaper materials and much simpler construction.
The same BP discount is valid for passenger liners. Their $ price, however, must be paid full - from the economic budget.
and
Quote
AMC - Armored Merchant Cruisers
Freighters and passenger liners were usually build to accept a few gun mounts to be used as auxiliary cruisers. They operate normally during peacetime. In wartime, the weapons are installed.
During construction, the cost of any military equipment must be paid from the military budget, and at full price, in addition to the price of the vessel - paid from the economic development budget.
no longer apply.
Borys
Added by Maddox
New rules will only apply Next HY.
Ahoj!
27th December
Added Overhaul rules, which partly replace old Refit and Reconstruction rules.
Borys
31.XII.2007
Added the following to construction guidelines:
11 - Slips and drydocks
Overal ship lenght is taken is considered.
12 - Fire Control system
FC requeries Miscelenous Weight
Battleships (+15K) - 250 tonnes
Cruisers - 100 tonnes
Destroyers - (-2K) 25 tonnes
I added a line to the Research rules. It is not a change, but serves on a plate what is already in the rules.
REMEMBER - TECHNOLOGY BECOMES AVAILABLE IN THE FIRST HALF YEAR AFTER SUCCESS IN RESEARCH (OR COMPLEING DIGESTION)
21st January 2008
Added
Motorisation
Light Armour
Heavy Armour
technologies, no change to existing techs.
Borys
Added:
Money and BP can be carried over from one HY to another, but not from year to year.
To the economy rules. These rules were "somewhere out there", so I put them in the logical place.
Borys
Rule Changes for 1/1912:
These are limited, and not profound.
1. Ship construction costs are, indeed, as previously discussed:
Light displacement / 1000 = $ cost.
For submarines, the cost is then multiplied by two. For ships built to torpedo-boat rules, the cost is multiplied by 1.25.
Rules for building to civilian standards remains unchanged.
2. Fire Control Weight
We are revising slightly to tie weight to ship type, rather than ship displacement.
-Ships built to BB/AC rules require 250 t for FC.
-Ships built to DD/TB rules require 25 t for FC.
-Everything else equipped with FC, including protected cruisers, requires 100 t.
If a ship is laid down before 1912 and is in conflict with the above, we will grandfather it; if you have already posted a 1912 design which is in conflict, we will have to ask you to revise the design.
FC weight will continue to be part of a ship's miscellaneous weight until you achieve the second level of Fire Control tech (1912) and, in the case of existing ships, then refit those ships. We will amend the tech tree shortly to clarify this.
3. Naval Infrastructure Building Rates.
Increased from $5 per half-year to $6, for the simple reason that it now means $1 per month.
Possible Future Changes
The Mods are discussing options for reducing unnecessary complexity, but are not ready to implement anything at this time. Contact us with ideas if you wish.
I've added the armored train, light armor, and heavy armor units in tabular form to the "Army Units" thread. This info will be deleted from the "Land and Air Technology" thread.
Motorization also moved.
Note that 1900 Motorization offers no tangible benefits beyond experimentation and as the basis for future research. You can't purchase 1900 motorization for your units. If you already have - feel free to refund yourself in the next half-year.
Three Updates/Notices:
1. I have amended two starting dates for Aircraft techs. The 1915 tech is deferred to 1917; 1920 is pushed back to 1921. It is my view that the previous starting dates allowed for aircraft development that was far more rapid than sim events could possibly justify.
I apologize if this mucks up any 1915 sim reports in the offing, but I couldn't well tinker with the 1913 tech at this point, and the 1920 tech was too far away to make a dent in the problem.
2. The 25,000 / 5,000-strong small units will be allowed. If you don't like them, don't use them. If you do like them, use them sparingly, because if the mods can't keep track of your order of battle, we will become agitated.
3. The Mods will not be enforcing any rules restricting IC : Population ratios in "colonies". We see some merit in the argument that increasing economic power can lead to increasing nationalism and calls for self-governance - but not enough to create rules about it.
I have consolidated the Naval Gun Research Rules, and appended them to the basic Research post. I do not believe any rule changes have been made, only clarified. I have also edited the gun table so that the maximum bore diameter and gun tech years are a little more straight-forward.
The mods will discuss the issue of researching really old tech, and will add something to the rules if appropriate.
I'm going to start working on a clean-up of the fortification rules next.
Updates for 1/1918 include:
Extend Naval Techs
DDs: 1924-2,500 destroyers, quintuple tubes
Subs: New sub table which extends to 1940
Torpedoes: add 1928(double-time) Reliable Oxygen Torpedoes (aka Long Lance Torpedoes)
Gun Techs: Haven't actually updated these, but I'm copying the table into the Naval Tech tree to eliminate some confusion.
Extend Non-Naval Techs
Infantry: Extend Infantry Tech to 1935
Aircraft: Extend Aircraft Tech to 1937
Anti-Aircraft Artillery: New AA tech tree
If a nation has already invested in AA tech, accomplishments on the old tree map to the new as such:
1900 -> 1903
1908 -> 1910
1914 -> 1918
New Rocketry Tech
Update to Research Rules:
"Obsolete techs", which are defined by techs that do not require double time to research for which the first research date is now 15 years are now considered to be generally well understood globally and can be digested by any nation as though that tech had been acquired from another nation, provided that the nation has all the precursor techs, of course.
Ship Construction Rules
More than one ship may now be built in a drydock at the same time subject to a number of constraints, provided that dry dock has been given the extra equipment necessary to make that possible via a one-time surcharge. Note that this capability is only possible in drydocks, not slipways or floating drydocks. All ships built together in the same dock must be launched at the same time. Drydocks that have been upgraded to allow multiple coincident ship construction are designated with a '+', ie Type 2+ Drydock.
Fortifications and Coast Defense
Updated fortification and coast defense cost tables. The former system for estimating costs for coast defense batteries is retired.
Armored Unit Costs
Update cost tables for both light and heavy armored units.
Changes for 1/1920:
Summary of Changes:
1. Submarine rules clarified so that it is clearly understood that a submarine of the 1920 tech level or newer may carry any mix of mines and torpedoes at a 1-2 ratio. So a sub might for instance carry a total of 20 torpedoes and no mines, or a total of 40 mines and no torpedoes, or a total of 10 torpedoes and 20 mines, etc.
2. Put the 1920 Light Cruiser tech back, and clarified: 1920 Light Cruisers allow for no gun caliber or mounting limitations.
2. Current regime of buying individual aircraft and building aircraft tech specific bases is supplanted with a new system whereby aircraft are purchased in units similar to army units, and airfields/airbases persist similar to naval infrastructure. Full text of that is below.
3. Attempted to clarify ship architectures in the ship design guidelines