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| Rules to the Game; Version 1.1 | |
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| Tweet Topic Started: Oct 30 2005, 09:25 PM (2,592 Views) | |
| PostmanPat | Oct 30 2005, 09:25 PM Post #1 |
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Major General
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Rules to the Game 1. State Finances 1a. Pound total for each Country 1b. Industrial Production Point total for each Country 1c. Internal and External Loans 2. Military Tech 2a. Military Technology Levels 2b. Technology Levels at the beginning of 1819 3. The Army 3a. The Price of Army Units 3b. Upkeep 3c. Reserves, Conscription and Serfdom 4. The Navy 4a. The Price of Naval Ships 4b. Naval Dockyards 5. Civilian and Military Construction, the Colonies 5a. Constructing Fortifications 5b. Colonialization 1. - State Finances 1a. - Pound total for each Country United Kingdom of Great Britain and Ireland: - £380 (£220 Internal Debt) Russian Empire: - £280 (£320 Internal Debt) Kingdom of France: - £285 (£540 Internal Debt) Austrian Empire: - £260 (£210 Internal Debt) Kingdom of Prussia: - £170 (£120 Internal Debt) Kingdom of Spain: - £80 (£223 Internal Debt) Ottoman Empire: - £160 (£210 Internal Debt) Kingdom of Sardinia: - £46 (£40 Internal Debt) Kingdom of the Two Sicilies: - £54 (£85 Internal Debt) Kingdom of Sweden-Norway: - £49 (£56 Internal Debt) United States of America: - £68 (£105 Internal Debt) Kingdom of the Netherlands: - £81 (£112 Internal Debt) Bavaria: - £46 (£80 Internal Debt) Egypt: - £35 (£40 Internal Debt) Kingdom of Portugal: - £55 (£65 Internal Debt) Kingdom of Denmark: - £24 (£45 Internal Debt) Mexico: - £14 Republic of Gran Columbia: - £14 (£42 Internal Debt) Argentina: - £25 (£34 Internal Debt) Brazil: - (Until Full Independence, Brazil has no independant Income) Peru: Republic of Chile: - £18 (£21 Internal Debt) Principality of Serbia: - £5 1b. - Industrial Production Point total for each Country United Kingdom of Great Britain and Ireland: - 15 IPPs Russian Empire: - 5.5 IPPs Kingdom of France: - 10 IPPs Austrian Empire: - 5 IPPs Kingdom of Prussia: - 1.8 IPPs Kingdom of Spain: - 2 IPPs Ottoman Empire: - 1.2 IPPs Kingdom of Sardinia: - 0.4 IPPs Kingdom of the Two Sicilies: - 0.4 IPPs Kingdom of Sweden-Norway: - 1.3 IPPs United States of America: - 1.2 IPPs Kingdom of the Netherlands: - 1.8 IPPs Bavaria: - 0.4 IPPs Egypt: - 0.3 IPPs Kingdom of Portugal: - 0.3 IPPs Kingdom of Denmark: - 0.8 IPPs Mexico: - 0 IPPs Republic of Gran Columbia: - 0.1 IPPs Argentina: - 0.2 IPPs Brazil: - 0.2 IPPs Peru: Republic of Chile: - 0 IPPs Principality of Serbia: - 0 IPPs 1c. - Internal and External Loans; Bonds Internal Loans Internal Loans are loans taken in both peacetime and wartime to boost Public Finances, these loans are only in Pounds and cannot be exchanged for IPPs. There is no limit on the number of loans you may take, however the circumstances of the loan will determend if the Population and ruling classes of your Country will support the loan. Naturally a small loan will be more likely to be accepted by the population. You must however be wary of taking internal loans, because taking internal loans drains the finances of the population, lowering their ability to put money into the economy, sustaining it. For each 10 Pounds which are taken in a loan, 1 Pound is taken from your overall total. For this to be paid back, the loan must be paid in it's entirety. For Example: Russia takes out an Internal loan of 100 Pounds, 10 Pounds is taken off of it's overall total as interest. For Russia to gain it's 10 Pounds back from it's total, it must repay the 100 Pounds. If a player was to default on that loan, that player would lose 25% of his income. External Loans External Loans are loans which are taken from other countries, IPPs cannot be loaned as they cannot be moved from country to country. Repayment is negotiated between the two states. Foreign loans do not affect the Economy. If a player defaults on an external loan, other players will be unlikely to lend money to that player, moreover, that player may have a good reason for war. Bonds
Bonds may be issued over any period, bear in mind that over long periods of time bonds must have a greater pay-off for holders. Players with a poor history for returning on bonds will be prohibited from getting a high uptake in the future, players who don't return at high rate will lose the faith of the population. An advisory percentage per year in maturity is 3.5% as a rate of interest, 4% in wartime. The full payment can be worked out on a compound interest calculator such as this one http://www.moneychimp.com/calculator/compo..._calculator.htm. 2. - Military Tech 2a. - Military Technology Levels Military technology is ment to represent the advances of the Military, the Navy and the Army seperately to represent the military advances of the armed forces of a peticular state. There is also another modifier, being the Aircraft Tech, this will only appear much later in the game. Army-based Tech Levels Pre-Napoleonic (1): Before Napoleon's era, the technology of firearms is quite widespread. Using old muskets as well as cold steel to fight battles, these armies are at a disadvantage when fighting Modern Wars. However in 1819, few states are advanced in the most recent technologies of war which came out during the first years of the 19th Century. (Average date of tech: From start of Game) Napoleonic (2): During the Napoleonic wars, several technologies emerged to change the way wars were fought. Namely the introduction of advanced methods of Artillery and the introduction of rockets, albeit with little effect. The period also emerged a modern way of military thinking, with the introduction of the Corps system as well as the Divisional system. The most striking change was the emergence of the Citizen Army. (Average date of tech: From start of Game) Rifled Muskets (3): Rifled Muskets revolutionized the way wars were conducted, the first major conflict where the power of the Rifled Musket emerged was during the American Civil War. The Rifled Musket resulted in a new escalation in the amount of deaths in war, as Casualties in major battles were upwards of 30% at times. (Average date of tech: 1850) Breech Loaded Weaponry (4): Breech Loaded Weaponry was known as the scourge of the African Kingdoms. Without Breech Loaded weaponry, the European conquest of Africa would have been far difficult, seeing as the traditional method of fighting of the African tribes (An all-out charge not unlike the highland charge of Scotland) would have been able to destroy formations of Europeans as they worked to load their muzzle operated muskets. (Average date of tech: 1860) Sabot Rounds and Shells (5): Sabots are a wooden or metallic piece of materiel which is fixed to a round or a shell for it to fit within a larger bore. This is important due to the trapping of gases behind the round, propelling the round at greater speeds through the rifling. Sabot supported shells and rounds are also not spherical, but are bullets. (Average date of tech: 1865) Repeater Weaponry (6): Repeater Weaponry emerged during the later part of the 1860s, mostly due to their use in the later stages of the American Civil War and the Franco-Prussian War shortly there afterwards. The first "repeater rifles" which were brought into use were generally remodeled rifles dating from earlier periods, such as the French Lebel and the German Mauser M1871. The most important development with the Repeater was the tube magazine and most importantly, the multi-round nature of the armament. This tech effects only Rifles. (Average date of tech: 1890) Machine Guns (7): The modern Machine Gun type weapon was first used during the American Civil War, however it's true power was only unveiled during the European conquest of Africa and during the Great War. In Africa, the Machine Gun finally broke the power of the Zulus and resulted in previously unknown amounts of expansion through into the interior. Machine Guns completely changed warfare from an Attacking player's advantage to the Defender's advantage. (Average date of tech: 1900) Armoured Vehicles (8): Tanks at first had a very simple purpose of supporting the Infantry in their movements during the First World War, however Tanks fulfilled their role greatly and some have considered the appearance of the Tank on the Western Front as the change in the fortunes of the Entente in France. (Average date of tech: 1916) Navy-based Tech Levels Pre-Napoleonic (1): Pre-Napoleonic Navies are the level of most navies at the beginning of the game. These navies however are of obsolete technology by 1819, as the Coppering of hulls, advanced Gunnery, Construction and the updated administration of the Navy has put a hole between the most advanced Navies and those who are still struggling to keep up. Napoleonic (2): Napoleonic Navies have begun the reforms which allow larger ships to operate at sea for longer and longer periods of time. Advanced Gunnery and the Professional nature of the modern naval officer means that the Fleet is kept at tip-top shape during periods out of port. The seasoning of lumber and the aquisition of the best timber available allows ships to last for years without major hull repairs. Paddlewheel Steam Propulsion (3): The Steam Engine emerged as a useful and practical form of transportation in about the 1800s and 1810s, however at first they used Paddlewheels as their form of Propulsion. While Steam finally could be used in the Navies of Europe, they could only be used on smaller ships with little military ability. Limited to fewer then 10 Guns, these small craft however were useful for coastal reconaissance and Experimental Purposes. Shell-based Weaponry (4): Explosive Shells on a Flat trajectory were first invented in 1823 by the Frenchmen Henri-Joseph Paixhans, the Shells would be first used at the battle of Navarino onboard French Naval Ships, where they would result in the destruction of the Turkish-Egyptian Fleet. The Shells were adopted by other fleets in the 1840s and would signal the end of the Wooden Ship, as ships which could last upwards of 10 Hours in battle could be destroyed in 10 minutes. Shells once introduced, may only take up 10% at most of any Wooden Sailing Warship. To refit a Ship with shells, you must pay 15% of it's original cost for the Shell-based Guns. Steam-based Screw Propulsion (5): Screw Propulsion came along around the same time as Paddlewheel propulsion, however Screws at first were deemed as inferior by Robert Fulton, the most credited inventor of the Hydrodynamic Screw Propellor. Josef Ressel patented another version of the Screw in 1827, but it wasn't until John Ericsson's 1839 introduction of the screw on a ship which traversed the Atlantic in 40 days that Navies considered their use. The British Admiralty introduced the screw into the Royal Navy in 1848. Existing Ships can be converted to a Steamed-Screw/Sail propulsion at the cost of 20% of the original cost of the Ship. As well the conversion will cost IPPs as well, signifying the importance of Coal in the use of Steam.
Ironclads were first thought up as a Military resource shortly after the launching of the "SS Great Britain" which was the first ship in history to be built with an iron hull as its frame. Testing of such an idea was begun by both the British and the French navies on their potential use in battle, however it wouldn't be until the beginning of the construction of "La Gloire" by the French navy before the British attempted to catch up with the construction of "HMS Warrior" which was to be a truely revolutionary construction. Many of these Ironclads were constructed out of the existing frames of old wooden-sailing ships of war. Wooden Sailing ships can be converted to Ironclads by the cost of 120% of the Original Price for the Sailing ship, as well as the following prices of IPPs. First, Second and Third Rates when converted are turned into Heavy Ironclads, while Fourth, Fifth and Sixth Rates are turned into Light Ironclads.
Battleships: Dreadnoughts: Aircraft Tech Early Aircraft: Forward-Firing Aircraft: Long Range Bombers: 2b. - Technology Levels at the beginning of 1819 United Kingdom of Great Britain and Ireland: Army = 2, Navy = 2 Russian Empire: Army = 2, Navy = 1 Kingdom of France: Army = 2, Navy = 2 Austrian Empire: Army = 2, Navy = 1 Kingdom of Prussia: Army = 2, Navy = 1 Kingdom of Spain: Army = 2, Navy = 1 Ottoman Empire: Army = 1, Navy = 1 Kingdom of Sardinia: Army = 1, Navy = 1 Kingdom of the Two Sicilies: Army = 1, Navy = 1 Kingdom of Sweden-Norway: Army = 2, Navy = 2 United States of America: Army = 1, Navy = 2 Kingdom of the Netherlands: Army = 2, Navy = 2 Egypt: Army = 1, Navy = 1 Kingdom of Portugal: Army = 2, Navy = 1 Kingdom of Bavaria: Army = 2, Navy = 1 Kingdom of Denmark: Army = 1, Navy = 2 Mexico: Army = 2, Navy = 1 Republic of Gran Columbia: Army = 2, Navy = 1 Argentina: Army = 2, Navy = 1 Brazil: Army = 2, Navy = 1 Republic of Chile: Army = 2, Navy = 1 3. - The Army 3a. - The Price of Army Units Infantry and Cavalry Divisions in 'Bellum Et Pax' start off in the traditional setup and tactics of the Napoleonic era. At this time, the Strategists of the time are beginning to reform the Army to reflect the realities which became present within the Great war against Napoleon. The Corps system is becoming a universally accepted reform and with it the adopting of Divisions of units which would serve together on a constant basis to boost the unit cohesion during war. This is contrary to the pre-revolutionary opinion of Divisions which were setup as needed during a campaign and resulted in the battalions and regiments of the unit being unfamilier with each other, causing difficulties in the movement of the army on the battlefield. The size of Infantry Divisions will alter over time, with the adoption of larger and larger units as history continued. Starting in 1870, the standard Division which can be purchased will be set at 15,000 Men. Naturally as time goes on, these Divisions will require more IPPs and money to be purchased. Divisions Infantry Division (1): - 10,000 Men - £10 - 0 IPPs - 5 Months Training Infantry Division (2): - 10,000 Men - £10 - 0 IPPs - 5 Months Training Infantry Division (3): - 10,000 Men - £10 - 1 IPPs - 5 Months Training Infantry Division (4): - 10,000 Men - £10 - 2 IPPs - 5 Months Training Infantry Division (5): - 15,000 Men - £20 - 4 IPPs - 5 Months Training Infantry Division (6): - 15,000 Men - £20 - 6 IPPs - 5 Months Training Cavalry Division (1): - 10,000 Men - £15 - 0 IPPs - 6 Months Training Cavalry Division (2): - 10,000 Men - £15 - 0 IPPs - 6 Months Training Cavalry Division (3): - 10,000 Men - £15 - 0.5 IPP - 6 Months Training Cavalry Division (4): - 10,000 Men - £15 - 1 IPP - 6 Months Training Cavalry Division (5): - 10,000 Men - £20 - 1.5 IPPs - 6 Months Training Cavalry Division (6): - 10,000 Men - £20 - 2 IPPs - 6 Months Training 3b. - Upkeep Upkeeping the Army is vital to the Maintenance and paying of the regular soldiers. If a State fails to pay its upkeep for the Army, its army wll find itself low on provisions and morale. In total, it's ability to fight battles will be halfed. Army Upkeep: £5 for each 10,000 Men. With Conscription: £6 for each 10,000 Men. 3c. - Reserves, Conscription and Serfdom - Reserve formations are the results of Conscription, units that can be called up upon the result of a leadup to a declaration of War or as a measure to force another cuntry to yield to your will. Upon declaration of War, reserves can be called up to the front at the cost of one pound for each 20,000 Men. However the process of Mobilization is a hard one to stop and once it begins it takes two Months to complete. The player must setup where it's troops will be called up or confusion may set in upon mobilization, should this occur the player will not be allowed to mobilize the said forces. Should the player attempt to cancel the mobilization, it will take some 4 months in order to complete the demobilization. - Serfdom was a state of almost servatude in which peasants were bounded to the land. This offered benefits to a state which needed to field a large army, such as Russia. In Bellum et Pax, each state which has Serfdom pays 80% of the total for Upkeep and costs for training for all units. These states start with Serfdom in place at the beginning of the Game: - Russian Empire - Ottoman Empire - Conscription is the process of forcing members of the population into the Army to maintain a large amount of personnel for use in the armed forces during wartime, or sometimes as a show of power during peacetime. In 'Bellum et Pax', Conscription is used through the use of hiring a certain amount of troops on a yearly basis. Their term of service is dictated by the player and it can be as long as they wish, however remember that the population is generally against the idea of being conscripted into the military and the possibility of galvenizing public opinion against your government is present. Conscription in the game is shown by a raising of costs of Upkeep signifying the costs of maintain the Administration for Conscription to be ran in your Country. Costs of upkeep are raised by 20%, while the costs for raising troops is lowered by 20%. 4. - The Navy 4a. - The Price of Naval Ships First Rate Ship-of-the-line (1): - £50 - 2 IPPs - <100 Guns - 800 Crew - 100 Marines - 3 Decks - > 2,000 tonnes Displacement - 24 Months Construction Second Rate Ship-of-the-line (1): - £40 - 1 IPP - 80-100 Guns - 700 Crew - 80 Marines - 3 Decks - ~ 2,000 tonnes Displacement - 20 Months Construction Third Rate Ship-of-the-line (1): - £30 - 0.5 IPPs - 65-79 Guns - 500 Crew - 50 Marines - 2 Decks - 1,300–1,600 tonnes Displacement - 16 Months Construction Fourth Rate Frigate (1): - £20 - 0.2 IPPs - 50-64 Guns - 320 Crew - 40 Marines - 2 Decks - ~ 1,000 tonnes Displacement - 12 Months Construction Fifth Rate Frigate (1): - £10 - 0.1 IPPs - 32-50 Guns - 200 Crew - 30 Marines - 1 Deck - 700-1,450 tonnes Displacement - 8 Months Construction Sixth Rate Frigate (1): - £5 - 0 IPPs - 20-28 Guns - 140 Crew - 20 Marines - 1 Deck - 450-550 tonnes Displacement - 6 Months Construction Paddlewheel Steam-Brig (3): - £10 - 1 IPP - 5-10 Guns - 50 Crew - 0 Marines - 1 Deck - 200-300 tonnes Displacement - 4 Months First Rate Ship-of-the-line (Steam/Sail Hybrid) (5): - £60 - 5 IPPs - <100 Guns - 800 Crew - 100 Marines - 3 Decks - > 2,000 tonnes Displacement - 24 Months Construction Second Rate Ship-of-the-line (Steam/Sail Hybrid) (5): - £48 - 4 IPP - 80-100 Guns - 700 Crew - 80 Marines - 3 Decks - ~ 2,000 tonnes Displacement - 20 Months Construction Third Rate Ship-of-the-line (Steam/Sail Hybrid) (5): - £36 - 3 IPPs - 65-79 Guns - 500 Crew - 50 Marines - 2 Decks - 1,300–1,600 tonnes Displacement - 16 Months Construction Fourth Rate Frigate (Steam/Sail Hybrid) (5): - £24 - 2 IPPs - 50-64 Guns - 320 Crew - 40 Marines - 2 Decks - ~ 1,000 tonnes Displacement - 12 Months Construction Fifth Rate Frigate (Steam/Sail Hybrid) (5): - £12 - 1 IPPs - 32-50 Guns - 200 Crew - 30 Marines - 1 Deck - 700-1,450 tonnes Displacement - 8 Months Construction Sixth Rate Frigate (Steam/Sail Hybrid) (5): - £6 - 0.5 IPPs - 20-28 Guns - 140 Crew - 20 Marines - 1 Deck - 450-550 tonnes Displacement - 6 Months Construction Heavy Ironclad (6): - £200 - 10 IPPs - 30-40 Guns - 550 Crew - 60 Marines - ~5,500 tonnes Displacement - 18 Months Construction Light Ironclad (6): - £140 - 6 IPPs - 15-29 Guns - 300 Crew - 40 Marines - ~4,000 tonnes Displacement - 12 Months Construction Monitor (6): - £50 - 3 IPPs - 2-5 Guns - 50 Crew - 10 Marines - 900 tonnes Displacement - 4 Months Construction Floating Battery (6): - £20 - 1 IPPs - 2-5 Guns - 20 Crew - ~300 tonnes Displacement - 2 Months Construction Armoured Turret-Ship: Armoured Cruiser: Armoured Frigade (Broadside Firing): Gunboat: Pre-dreadnought Battleship: Heavy Cruiser: Coastal Defence Ships: Light Cruiser: Destroyer: Torpedo Boat: Submarine: Dreadnought Battleship: Battlecruiser: Super Dreadnought: 4b. - Naval Dockyards Naval Dockyards are important to the construction of ships, without adequate size of drydocks and other facilities, it would be impossible to build the largest of ships. Later on, once metal built ships come into use, Dockyards must be further upgraded to allow Steel-built ships to be constructed. Great Dockyards are only for the Construction of Dreadnoughts and Super-Dreadnoughts. Size of Dockyards: Small Dockyard: - Can build Merchant Ships, unrated and 6th Rates. Steam Raiders, Gunboats. Torpedo Boats, Destroyers, Submarine and Light Cruisers. Medium Dockyard: - Can build 5th, 4th and 3rd Rates, Light Ironclads and Monitors. Armoured Cruisers, Armoured Frigade (Broadside Firing). Coastal Defence Ships and Heavy Cruisers. Large Dockyard: - Can build 2nd and 3rd Rates. Heavy Ironclads, Armoured Turret-Ships, Pre-dreadnought Battleships and Battlecruisers. Great Dockyard: - Can build 1st Rates. Dreadnoughts and Super-Dreadnoughts. Building Ports: Small Dockyard: - £30, 0 IPPs, 12 Months Construction Medium Dockyard: - £40, 3 IPPs, 24 Months Construction Large Dockyard: - £60, 5 IPPs, 36 Months Construction Great Dockyard: - £100, 10 IPPs, 48 Months Construction Steel Upgrades for Ports: To upgrade Dockyards to the Steel category, dockyards will be upgraded by their current size. All Docks start out in the "Sail" category. To build Sail category Dockyards, IPP costs are taken out. Steel Dockyards can be built somewhere without the prior Sail upgrades. Small Dockyard: - £40, 20 IPPs, 24 Months Construction Medium Dockyard: - £60, 40 IPPs, 36 Months Construction Large Dockyard: - £80, 60 IPPs, 48 Months Construction Great Dockyard: - £120, 80 IPPs, 60 Months Construction 5. - Civilian and Military Construction, the Colonies 5a. - Constructing Fortifications Fortifications are built in order to prevent enemy armies to easily breakthrough into a city, usually they are used to hold an army in place while an army is brought to do battle. Fortifications aren't very expensive, however the expense depends on the nature and the position of such a project. City Walls or Port Walls: - £40, 36 Months Construction (Can hold 140 Medium sized Cannon) Stone Fort: - £10, 12 Months Construction (Can hold 60 Medium sized Cannon) Palisade Fort: - £1, 6 Months Construction (Can hold 10 Medium sized Cannon) Constructions such as Redoubts and Trenches can be dug and built by the soldiers of your Army, one redoubt can be built in a week by 500 men. 100 Meters of Trench can be dug by 500 men within a period of half a day. 5b. - Colonialization Colonization will work through a very open system; either, a power will invade and conquer a certain area, or gain it in a peace treaty resulting from a military action, or a power will gain claims, as was very common, through the offering of economic incentives to local rulers. There is also the rarer possibility of a gain through discovery - an uninhabited isle perhaps, or an arctic one. Both main methods - aggressive and economic - will be handled through regional moderators who will simulate the attitudes and responses - perhaps military responses unless we find someone in the mood for Zulu kamikaze - to the colonial aspirations of the players in the game. If successful, colonisation will offer up a great deal of benefits to the colonising players especially for the early part of the 19th century in which we start, accounting for the strength of Britain and France worldwide in the first part of that century; increased long term income will be gained by colonial ownership both by decreased external importation and through the exploitation of a new open market and the goods within that state - I.e. gold in the Transvaal. Finally unsuccessful colonial attempts may well have negative repercussions - especially if they lead to massacres. Often this will give a nation a good motive for all out war - perhaps even against a supporting third party - but they will create a feeling of anti-colonial sentiment at home and could damage the financial institution of an involved company - the John company for example.[/i] |
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| PostmanPat | Dec 26 2005, 06:55 AM Post #2 |
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Major General
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v1.1 Changes. Military Changes: - Land Upkeep is now 5 Pounds per 10,000 Men. - First Rate Sail Warship now costs 50 Pounds. - Second Rate Sail Warship now costs 40 Pounds. - Third Rate Sail Warship now costs 30 Pounds. - Fourth Rate Sail Warship now costs 20 Pounds. - Fifth Rate Sail Warship now costs 10 Pounds. - Sixth Rate Sail Warship now costs 5 Pounds. - Added Costs for Paddlewheel Steam-Brigs, Steam-Brigs and Steam-Frigates. - Added Descriptions for Paddlewheel Steam Propulsion, Shell-based Weaponry and Steam-based Screw Propulsion. Military Construction Changes: - Palisade Forts now cost one Pound. - Cost of Dockyards in Pounds is Doubled, IPP Costs remain the same. Clarifications: - Sail Dockyards do not have IPP Costs. |
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| PostmanPat | Feb 12 2006, 05:25 PM Post #3 |
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Major General
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February 12th, 2006 - Be Aware that these rule changes take effect at the Beginning of Winter, 1831. Conscription Rule Changes The Need to hire a number of troops each year will be abolished. Should player wish to implement Conscription the new following rules apply: - Upkeep for Conscripted Units is now 6 Pounds per 10,000 Men. - Unit Raising costs are cut by 20%. Naval Upkeep First Rates: - 1 Pound per Ship. Second and Third Rates: - 0.5 Pounds per Ship. Fourth, Fifth and Sixth Rates: - 0.2 Pounds per Ship. |
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| PostmanPat | Mar 5 2006, 09:40 PM Post #4 |
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Major General
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March 5th, 2006 Several more Rule changes and Additions: Tech Changes - Adding Shell Guns to ships now costs 15% of original price, instead of the 20% that it used to be. - Converting Ships to Level 5 Screw/Sail Hybrids costs 20% of Original Price along with the following IPP costs: [*] First Rate: 10 IPPs [*] Second Rate: 8 IPPs [*] Third Rate: 6 IPPs [*] Fourth Rate: 4 IPPs [*] Fifth Rate: 2 IPPs [*] Sixth Rate: 1 IPP [*] Unrated: 0.5 IPPs Brigade Rules Brigade Rules for the game, having been made redundant have been removed from the Rules. Ship Costs Costs for Ships converted to a Screw/Sail Hybrid have been added to the Rules. Sail Port Dockyards Costs for Sail Dockyards previously unknown have been added to the game: Small Dockyard: - £30, 0 IPPs, 12 Months Construction Medium Dockyard: - £40, 3 IPPs, 24 Months Construction Large Dockyard: - £60, 5 IPPs, 36 Months Construction Great Dockyard: - £100, 10 IPPs, 48 Months Construction |
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| PostmanPat | Apr 2 2006, 08:15 PM Post #5 |
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Major General
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April 2nd, 2006 The Following Additions to the rules have been made: Ironclad Ships (6): Ironclads were first thought up as a Military resource shortly after the launching of the "SS Great Britain" which was the first ship in history to be built with an iron hull as its frame. Testing of such an idea was begun by both the British and the French navies on their potential use in battle, however it wouldn't be until the beginning of the construction of "La Gloire" by the French navy before the British attempted to catch up with the construction of "HMS Warrior" which was to be a truely revolutionary construction. Many of these Ironclads were constructed out of the existing frames of old wooden-sailing ships of war. Wooden Sailing ships can be converted to Ironclads by the cost of 120% of the Original Price for the Sailing ship, as well as the following prices of IPPs. First, Second and Third Rates when converted are turned into Heavy Ironclads, while Fourth, Fifth and Sixth Rates are turned into Light Ironclads.
Heavy Ironclad (6): - £200 - 10 IPPs - 30-40 Guns - 550 Crew - 60 Marines - ~5,500 tonnes Displacement - 18 Months Construction Light Ironclad (6): - £140 - 6 IPPs - 15-29 Guns - 300 Crew - 40 Marines - ~4,000 tonnes Displacement - 12 Months Construction Monitor (6): - £50 - 3 IPPs - 2-5 Guns - 50 Crew - 10 Marines - 900 tonnes Displacement - 4 Months Construction Floating Battery (6): - £20 - 1 IPPs - 2-5 Guns - 20 Crew - ~300 tonnes Displacement - 2 Months Construction |
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| PostmanPat | May 17 2006, 08:43 PM Post #6 |
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Major General
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May 17th, 2006 Steam/Sail Upkeep Rules First Rates: - 5 Pounds per Ship. Second and Third Rates: - 3 Pounds per Ship. Fourth, Fifth and Sixth Rates: - 0.5 Pounds per Ship. Ironclad Upkeep Rules Heavy Ironclad: - 20 Pounds per Ship. Light Ironclad: - 10 Pound per Ship. Monitor: - 5 Pounds per Ship. Floating Battery: - 0 Upkeep. |
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| PostmanPat | Jun 17 2006, 09:10 PM Post #7 |
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Major General
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June 17th, 2006 Serfdom Changes - Serfdom is now set to 80% of regular prices, instead of 50%. |
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| PostmanPat | Jun 18 2006, 04:24 AM Post #8 |
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Major General
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June 18th, 2006 Tech Edits Repeater Weaponry (6) Repeater Weaponry emerged during the later part of the 1860s, mostly due to their use in the later stages of the American Civil War and the Franco-Prussian War shortly there afterwards. The first "repeater rifles" which were brought into use were generally remodeled rifles dating from earlier periods, such as the French Lebel and the German Mauser M1871. The most important development with the Repeater was the tube magazine and most importantly, the multi-round nature of the armament. This tech effects only Rifles. |
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8:36 AM Jul 11