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| Rules to the Game; Version 2.01 | |
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| Tweet Topic Started: Aug 24 2006, 03:58 PM (2,193 Views) | |
| Commodore Profler | Aug 24 2006, 03:58 PM Post #1 |
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Rules to the Game 1. State Finances 1a. GDP for each Country 1b. Revenues and Taxes 1c. Industrial Production Point total for each Country 1d. Debt mechanisms 2. Military Tech 2a. Military Technology Levels 2b. Technology Levels at the beginning of 1856 3. The Army 3a. Conscription 3b. Reserves 3c. Raising Army Units 3d. Updating Outdated Soldiery 3e. Upkeep 3f. Serfdom 4. The Navy 4a. The Price of Warships 4b. Upkeep 4c. Naval Dockyards 5. Civilian and Military Construction, the Colonies 5a. Constructing Railroads 5b. Constructing Fortifications 5c. Colonization 1. - State Finances The following data are accompanied by a brief explanation of what each figure represents and how it affects game play. While some rules of thumb as to the economic model used in game are given, at a basic level the mods will reward realistic economic policy over time while penalizing unrealistic behavior. 1a. - GDP for each Country GDP is representative of your nation's economic potential and performance. It is affected principally by trade and by your nation's resource, manufacturing and financial sectors. We will post new GDP figures every 4 years, as an indicator of everyone's position in the grand economic scheme of things. United Kingdom of Great Britain and Ireland: - £1,363 mil Kingdom of France: - £698 mil Russian Empire: - £630 mil Austrian Empire: - £519 mil German Federation: - £370 mil Kingdom of Prussia: - £210 mil Kingdom of Italy: - £296 mil Kingdom of the Netherlands: - £237 mil Kingdom of Spain: - £181 mil Mehemite Empire: - £384 mil Kingdom of Sweden-Norway: - £126 mil Kingdom of Poland: - £94 mil Kingdom of Portugal: - £103 mil Kingdom of Denmark: - £71 mil Kingdom of the Hellenes: - £52 mil Kingdom of Serbia: - £24 mil Empire of Japan: - £96 mil United States of America: - £802 mil United States of Mexico: - £121 mil Republic of Columbia: - £53 mil Argentine Republic: - £42 mil Brazilian Empire: - £75 mil Republic of Chile: - £59 mil Kingdom of Peru: - £62 mil Republic of Ecuador: - £8 mil Republic of Venezuela: - £41 mil Republic of the Andes: - £25 mil 1b. - Revenues and Taxes for each Country Revenue represents the amount of GDP that your government has available to it when creating budgets. You may attempt to increase your annual revenue by instituting reforms and raising taxes, but be aware that excessive ahistorical reforms will be penalized and that uncharacteristically high taxes will damage your capacity for economic competition, credit rating and GDP growth. Should your revenue exceed your spending, you will be permitted to keep the surplus for future spending as reserves, but be warned that accumulation of large surpluses may also be penalized. Should you wish to avoid this, lowering taxes will reduce your revenue and likely serve to lower your credit rating and improve economic performance. Likewise, should your spending exceed your revenue, the deficit will be added to your national debt. This in itself is not something to be concerned about as we will not penalize realistic use of debt mechanisms that historically existed for a very good reason, but since modern deficit economics are most certainly not in existence in the game, be aware that consistent overspending in a developed state will not have favorable long term consequences. Revenues will be updated yearly, based on economic performance, national stability and your economic policies from the last budget. To make life easier for the mods (and so that they might look upon you kindly), please send a PM detailing changes in economic policy or tax raises/cuts in particular to the Keynes account after each budget. These will then be taken into account when calculating your revenues for the next game year. United Kingdom of Great Britain and Ireland: - £98.5 mil Kingdom of France: - £69.7 mil Russian Empire: - £56.3 mil Austrian Empire: - £58.2 mil German Federation: - £14.8 mil Kingdom of Prussia: - £15.6 mil Kingdom of Italy: - £16.1 mil Kingdom of the Netherlands: - £17.9 mil Kingdom of Spain: - £9.8 mil Mehemite Empire: - £14.8 mil Kingdom of Sweden-Norway: - £8.6 mil Kingdom of Poland: - £5.7 mil Kingdom of Portugal: - £5.9 mil Kingdom of Denmark: - £4 mil Kingdom of the Hellenes: - £3.2 mil Kingdom of Serbia: - £1.6 mil Empire of Japan: - £2 mil United States of America: - £16.1 mil United States of Mexico: - £6.7 mil Republic of Columbia: - £3.8 mil Argentine Republic: - £2.8 mil Brazilian Empire: - £3.4 mil Republic of Chile: - £4.1 mil Kingdom of Peru: - £4.2 mil Republic of Ecuador: - £0.3 mil Republic of Venezuela: - £1.9 mil Republic of the Andes: - £1.4 mil 1c. - Industrial Production Point total for each Country IPP represent the industrial potential of your nation, particularly its annual capacity to manufacture the armaments of industrial warfare. In developed nations, an annual excess of IPP will allow private industry to serve consumer needs. United Kingdom of Great Britain and Ireland: - 1589 IPP Kingdom of France: - 414 IPP Russian Empire: - 122 IPP Austrian Empire: - 202 IPP German Federation: - 157 IPP Kingdom of Prussia: - 129 IPP Kingdom of Italy: - 35 IPP Kingdom of the Netherlands: - 21 IPP Kingdom of Spain: - 24 IPP Mehemite Empire: - 27 IPP Kingdom of Sweden-Norway: - 23 IPP Kingdom of Poland: - 10 IPP Kingdom of Portugal: - 12 IPP Kingdom of Denmark: - 9 IPP Kingdom of the Hellenes: - 6 IPP Kingdom of Serbia: - 4 IPP Empire of Japan: - 3 IPP United States of America: - 354 IPP United States of Mexico: - 26 IPP Republic of Columbia: - 9 IPP Argentine Republic: - 8 IPP Brazilian Empire: - 12 IPP Republic of Chile: - 14 IPP Kingdom of Peru: - 13 IPP Republic of Ecuador: - 1.5 IPP Republic of Venezuela: - 5 IPP Republic of the Andes: - 5 IPP 1d. – Debt Mechanisms The National Debt A nation’s National Debt is a state's primary source of raising funds, borrowing money from institutions at home to cover spending in excess of revenue. States will pay interest on their national loans, the percentage of interest charged being equal to a state's credit rating. Bonds, while also representing a part of the National Debt, will be considered separate and issued on an individual basis as detailed below. Credit Rating Credit Ratings represent first and foremost the interest which a state will pay on its National Debt (this is not the interest rate as defined by your central bank, it is out of direct player control and represents instead the real cost of borrowing on the state). It also functions as a more abstract indicator of economic performance. The condition of a state's economy, it's current and intended borrowings and other external economic factors will all influence a nation's credit rating. e.g. The United Kingdom, with a credit rating of 1.4, would pay 1.4% interest on its national debt of £834 mil, amounting to interest payments of £11.27 mil. United Kingdom of Great Britain and Ireland: – 1.4 (£834 mil debt) Kingdom of France: – 3.3 (£175 mil debt) Russian Empire: – 4.3 (£132 mil debt) Austrian Empire: – 3.7 (£105 mil debt) German Federation: – 5.1 (£53 mil debt) Kingdom of Prussia: – 5.8 (£66 mil debt) Kingdom of Italy: – 4.5 (£49 mil debt) Kingdom of the Netherlands: – 3.2 (£40 mil debt) Kingdom of Spain: – 4.2 (£45 mil debt) Mehemite Empire: – 6.0 (£30 mil debt) Kingdom of Sweden-Norway: – 4.4 (£32 mil debt) Kingdom of Poland: – 6.1 (£24 mil debt) Kingdom of Portugal: – 4.0 (£18 mil debt) Kingdom of Denmark: – 5.0 (£21 mil debt) Kingdom of the Hellenes: – 5.3 (£16 mil debt) Kingdom of Serbia: – 6.2 (£6 mil debt) Empire of Japan: – 8.6 (£4 mil debt) United States of America: – 2.8 (£90 mil debt) United States of Mexico: – 4.6 (£17 mil debt) Republic of Columbia: – 5.1 (£6 mil debt) Argentine Republic: – 7 (£9 mil debt) Brazilian Empire: – 5.2 (£6 mil debt) Republic of Chile: – 4.4 (£8 mil debt) Kingdom of Peru: – 4.9 (£9 mil debt) Republic of Ecuador: - 6.4 (£9 mil debt) Republic of Venezuela: – 5.0 (£6 mil debt) Republic of the Andes: – 5.2 (£4 mil debt) 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 provide high returns 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. External Loans External Loans are loans which are taken from other countries. Repayment is negotiated between the two states. Foreign loans do not affect your GDP or Revenue, though may influence credit ratings. If a player defaults on an external loan, other players will be unlikely to lend money to that player and their credit rating will suffer, moreover, that creditor may have a causus belli. 2. - Military Tech 2a. - Military Technology Levels Military technology is meant to represent the advances of the Military, the Navy and the Army separately to represent the military advances of the armed forces of a particular state. There is also another modifier, being the Aircraft Tech, this will only appear much later in the game. Army-based Tech Levels Napoleonic (1): 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 (2): 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 or start for major powers) Breech Loaded Weaponry (3): 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 (4): 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 (5): 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 remodelled 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 affects only Rifles. (Average date of tech: 1890) Machine Guns (6): 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 (7): 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 Napoleonic (1): Napoleonic Navies have carried out the reforms which allowed larger ships to operate at sea for longer and longer periods of time during the Napoleonic wars. 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 acquisition of the best timber available allows ships to last for years without major hull repairs. In the modern combat environment, these ships are hopelessly outclassed by themselves, but remain numerous enough that even the most advanced navies retain a number of them in service. Many will be converted into floating batteries, store ships etc. as the march of time and technology renders them further obsolete. Paddlewheel Steam Propulsion (2): 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 reconnaissance and Experimental Purposes. Shell-based Weaponry (3): 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. Players may install shell-firing cannon on ships at a cost of £2,500 per cannon. Each shell-firing cannon will replace 2 smoothbore cannon from the ship. No ship may carry more than 48 shell-firing cannon. e.g. A 20 gun sloop may be upgraded to carry 8 shell-firing cannon, at the loss of a further 8 smoothbore cannon, leaving it with 12 guns, 4 smoothbore, 8 shell-firing. Steam-based Screw Propulsion (4): 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 Propeller. 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. Ships can be converted to a Steam-Screw/Sail propulsion at the cost of 50% of the original cost of the hull (minus guns). Additional IPP will also be necessary to carry out the conversion, which will take ¼ of the ships’ original construction time to complete.
Ironclads were first considered 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 truly revolutionary construction. Many of these Ironclads were constructed out of the existing frames of old wooden-sailing ships of war. To convert an existing ship (must have steam propulsion) to an ironclad, 150% of the ship’s original cost must be paid, and the following amounts of IPP will be required:
Any vessel larger than a gunboat may be cut down to become a floating battery for 20% of the ship’s original cost and 10 IPP. Floating batteries may be fitted with steam propulsion, in which case normal conversion rules apply, but using Cruising Frigate IPP upgrade requirements. All guns onboard ironclad vessels must be shell-firing cannon. To add further shell-firing cannon to any on the ship prior to conversion, they may be purchased individually for £2,500. *Two French Ironclads were constructed with 2 gun decks, but these vessels sacrificed substantial manoeuvrability for their additional firepower. Monitors (6): USS Monitor was the first ever ironclad warship commissioned by the United States Navy. She is most famous for her participation in the first-ever naval battle between two ironclad warships, the Battle of Hampton Roads on March 9, 1862 during the American Civil War, in which Monitor fought the ironclad CSS Virginia of the Confederate States Navy. Monitor was innovative in construction technique as well as design. Parts were forged in nine foundries and brought together to build the ship; the whole process took less than 120 days. In addition to the "cheesebox", its rotating turret, Monitor was also the first naval vessel to be fitted with Ericsson's marine screw. Ericsson anticipated some aspects of modern submarine design by placing all of Monitor's features except the turret and pilothouse underwater, making it the first semi-submersible ship. In contrast, Virginia was a conventional wooden vessel covered with iron plates and bearing fixed weapons. Monitors represent an entirely revolutionary class of vessel, heavily armoured, and armed with modern weaponry in rotating turrets. Presenting a low gunnery profile thanks to their semi-submersible construction, monitors are absolutely ideal for inshore and river actions, due to their shallow draft. Turreted Ships (7): Ericsson's unique breakthrough of turret armed weaponry on Monitor was viewed with interest by the Navies of the world. The Royal Navy set about converting the Battleship HMS Royal Sovereign to act as a testbed for the new technology. The conversion process was begun as early as April 1862 and saw the ship cut down to the lower deck, then given more freeboard with reinforced bracing to ensure a stable gun platform. Originally built as a 131 gun 3-decker steam powered ship of the line, the ship was fitted with 5 10.5 inch guns in 4 turrets, with a bridge constucted on the heavy forward turret. Battleships (8): Dreadnoughts (9): Aircraft Tech Early Aircraft: Forward-Firing Aircraft: Long Range Bombers: 2b. - Technology Levels at the beginning of 1856 United Kingdom of Great Britain and Ireland: Army = 2, Navy = 4 Kingdom of France: Army = 3, Navy = 4 Russian Empire: Army = 2, Navy = 4 Austrian Empire: Army = 2, Navy = 4 German Federation: Army = 3, Navy = 2 Kingdom of Prussia: Army = 3, Navy = 3 Kingdom of Italy: Army = 2, Navy = 3 Kingdom of the Netherlands: Army = 1, Navy = 3 Kingdom of Spain: Army = 1, Navy = 3 Mehemite Empire: Army = 1, Navy = 1 Kingdom of Sweden-Norway: Army = 3, Navy = 3 Kingdom of Poland: Army = 1, Navy = 2 Kingdom of Portugal: Army = 1, Navy = 2 Kingdom of the Hellenes: Army = 1, Navy = 2 Kingdom of Denmark: Army = 1, Navy = 2 United States of America: Army = 2, Navy = 4 United States of Mexico: Army = 2, Navy = 3 Republic of Colombia: Army = 1, Navy = 2 Argentine Republic: Army = 1, Navy = 2 Brazilian Empire: Army = 2, Navy = 2 Chilean Republic: Army = 1, Navy = 3 Peruvian Republic: Army = 1, Navy = 2 Republic of Venezuela: Army = 1, Navy = 2 Republic of Ecuador: Army = 1, Navy = 2 Republic of the Andes: Army = 1, Navy = 2 3. - The Army Infantry and Cavalry Divisions in 'Bellum Et Pax' start off in the traditional setup and tactics of the Napoleonic era. At this time, Strategists have almost entirely reformed the Army to reflect the realities which became evident during the Great war against Napoleon. The Corps system is effectively 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-Napoleonic opinion of Divisions which were setup as needed during a campaign and resulted in the battalions and regiments of the unit being unfamiliar with each other, causing difficulties in the movement of the army on the battlefield. 3a. – Conscription Armies in this period may consist of both conscripts and volunteers, with most continental powers adopting a form of compulsory military service for their citizens. 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 represented by different upkeep costs to standing armies in peacetime and wartime (it should be noted that for most states it will not be possible to maintain very large volunteer armies and that conscription is expected). Remember that the population is generally against the idea of being conscripted into the military in large numbers and the possibility of galvanising public opinion against your government is present. 3b. - Reserves Reserve formations consist of former soldiers retained for potential service in time of need. While volunteer armies will often maintain reserve formations, large and effective reserves exist only in states with conscription, where conscripts will serve a designated time in the reserves after their active service. Reserve units can be called up on declaration of War to multiply available force or as a measure to escalate diplomatic tensions and threaten a neighbouring power. A player’s available reserve formations are his ‘reserve pool’ and he may add formations to this by raising new troops at the reduced price given in section 3c below. Reserve formations can be mobilised at the cost of £1,000 for each 1,000 men. However the process of Mobilisation is a hard one to stop and once it begins it takes two Months to complete. The player must declare to a mod where the troops will be called up or confusion may set in upon mobilisation, should this occur the player will not be allowed to mobilise the said forces. Should the player attempt to cancel the mobilisation, it will take some 4 months in order to complete the demobilisation and those troops will be considered mobilised for the purposes of upkeep for that year. 3c. - Raising Army Units If a player wishes to increase the size of his army in either war or peace, a one off payment must be made. Costs are listed in terms of divisions here for ease of use. Divisions Infantry Division (1): - 10,000 Men - £250,000 - 1 IPP - 5 Months Training Infantry Division (2): - 10,000 Men - £280,000 - 2 IPP - 5 Months Training Infantry Division (3): - 10,000 Men - £320,000 - 3 IPP - 5 Months Training Infantry Division (4): - 15,000 Men - £570,000 - 6 IPP - 5 Months Training Infantry Division (5): - 15,000 Men - £630,000 - 8 IPP - 5 Months Training Infantry Division (6): - 15,000 Men - £750,000 - 10 IPP - 5 Months Training Cavalry Division (1): - 10,000 Men - £320,000 - 1 IPP - 6 Months Training Cavalry Division (2): - 10,000 Men - £360,000 – 1.5 IPP - 6 Months Training Cavalry Division (3): - 10,000 Men - £400,000 - 2 IPP - 6 Months Training Cavalry Division (4): - 12,000 Men - £540,000 - 4 IPP - 6 Months Training Cavalry Division (5): - 12,000 Men - £600,000 - 5 IPP - 6 Months Training Cavalry Division (6): - 12,000 Men - £660,000 - 6 IPP - 6 Months Training Conscription When the troops being raised are Conscripts, the financial costs are reduced by 40% e.g. A 3rd generation Conscript Infantry Division costs £192,000 and 3 IPP rather than the listed price Reserves When raising Reserve divisions to increase the size of the reserve pool, you pay only 20% of the listed cost. e.g. A 3rd generation Reserve Infantry Division costs £64,000 and 3 IPP rather than the listed price 3d. - Updating If you wish to update your military from one level to another, assuming you have the technology, you must pay 3/4 of the difference in price between lowest and highest. For example, you have Infantry Division (2): - 10,000 Men - £280,000 - 2 IPP - 5 Months Training This costs to upgrade to Infantry Division (3): - 10,000 Men - £320,000 - 3 IPP - 5 Months Training £30,000, (3/4 of the difference in cost to train, £40,000) and .75 IPP. It also takes a month to process. Weapons purchased from foreign powers incur only 1/4 of the cost in money and none of the cost in IPP. 3e. - Upkeep While the initial cost of raising troops represents simply that of manufacturing new weapons, establishing new administrative systems etc, the upkeep cost represents the day to day cost of maintaining your army. If a State fails to pay its upkeep for the Army, its army will find itself low on provisions and morale as supplies, pay and maintenance are neglected. As a rule of thumb, combat effectiveness will be halved and desertions will take place when upkeep is not paid, but reducing upkeep payments can be potentially useful for a player in times of economic difficulty. Standing Army Upkeep (1): £16,000 for each 1,000 Men. Standing Army Upkeep (2): £20,000 for each 1,000 Men. Standing Army Upkeep (3): £24,000 for each 1,000 Men. Standing Army Upkeep (4): £36,000 for each 1,000 Men. Standing Army Upkeep (5): £48,000 for each 1,000 Men. Standing Army Upkeep (6): £60,000 for each 1,000 Men. Conscription Upkeep paid for conscript troops is 20% lower than that paid for volunteer troops. e.g. 10,000 3rd generation Conscript Infantry cost £192,000 in upkeep each year Reserves Soldiers in your reserves cost only 5% of the upkeep required for standing forces. e.g. 10,000 3rd generation Reserve Infantry cost £12,000 in upkeep each year Militia Militiamen cost the equivilent upkeep as reserves. 3f. – Serfdom Serfdom was a state of almost servitude in which peasants were bound 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 60% 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 - Mehmite Empire 4. - The Navy 4a. - The Price of Warships Three-Decker Ship-of-the-Line (1): - £90,000 - 12 IPP - 48 Months Construction (Hull mounts 90-130 guns) Two-Decker Ship-of-the-Line (1): - £70,000 - 6 IPP - 32 Months Construction (Hull mounts 40-90 guns) Cruising Frigate (1): - £40,000 - 2 IPP - 12 Months Construction (hull mounts 32-40 guns) Escort Frigate (1): - £20,000 - 1 IPP - 8 Months Construction (hull mounts 20-32 guns) Sloop (1): - £16,000 - 1 IPP - 6-20 Guns - 50 Crew - 10 Marines - 1 Deck - 6 Months Gunboat (1): - £4,000 - <6 Guns - 10 Crew - 5 Marines - 1 Deck - 2 Months Owing to the great variety of vessels being commissioned in this period, players will be free to choose the number of guns on their vessels and what if any technological advances have been used in the vessel’s construction. Players should attempt to mirror history wherever possible, since unrealistic ship construction will be penalised. Each gun mounted on a ship (excluding Sloops and Gunboats) will add £500 to the price of the vessel (thus the actual minimum price for a 3-decker would be £135,000). Each 2 smoothbore guns replaced with a shell-firing cannon will cost £2,500 as listed in the rules above. (Tech level 3 required) To build any ship with Steam-Screw power, the hull price (minus the cost of any guns) is increased by 50% and the additional IPP costs given in the rules above must be added to that of the original hull. Additionally, the construction time will be increased by ¼. (Tech Level 4 required) N.B. A ships company can be estimated at approximately 8 men and 1 marine for each gun (16 men and 2 marines for shell-firing guns) Ironclad vessels Armoured Ship-of-the-Line (5): - £280,000 - 36 IPP - 36 Months Construction (Hull mounts 30-50 guns) Heavy Armoured Frigate (5): - £300,000 - 40 IPP - 24 Months Construction (Hull mounts 20-40 guns) Light Armoured Frigate (5): - £180,000 - 20 IPP - 18 Months Construction (hull mounts 10-20 guns) Floating Battery (5): - £50,000 - 10 IPP - 2 Months Construction (hulk mounts <20 guns) Armoured Sloop (5): - £45,000 - 10 IPP – 4-10 Guns - 8 Months Construction Armoured Gunboat (5): - £12,000 – 5 IPP - <4 Guns - 2 Months Construction As detailed above, all Ironclad vessels are steam powered and mounted with shell-firing guns. Each gun mounted on a ship (excluding Sloops and Gunboats) will add £2,500 to the price of the vessel (thus the actual minimum price for a Large Armoured Frigate would be £350,000). N.B. An ironclad’s company can be estimated at approximately 15 men and 2 Marines for each gun Monitor (6): - £100,000 - 20 IPP – 1-3 Guns - 50 Crew - 6 Months Construction Armoured Cruiser: Protected Cruiser: Battleship: Heavy Cruiser: Coastal Defence Ships: Light Cruiser: Destroyer: Torpedo Boat: Submarine: Dreadnought Battleship: Battlecruiser: Super Dreadnought: 4c. - Upkeep Wooden Hulls Three-Decker Ship-of-the-Line (1): - £56,000 pa Two-Decker Ship-of-the-Line (1): - £40,000 pa Cruising Frigate (1): - £32,000 pa Escort Frigate (1): - £24,000 pa Sloop (1): - £16,000 pa Gunboat (1): - £4,000 pa Steam Power Converted Wooden Hulls Three-Decker Ship-of-the-Line (1): - £100,800 pa Two-Decker Ship-of-the-Line (1): - £72,000 pa Cruising Frigate (1): - £57,600 pa Escort Frigate (1): - £43,200 pa Sloop (1): - £28,200 pa Gunboat (1): - £7,200 pa Ironclads Armoured Ship-of-the-Line (5): - £76,000 pa Heavy Armoured Frigate (5): - £72,000 pa Light Armoured Frigate(5): - £48,000 pa Armoured Sloop (5): - £30,000 pa Armoured Gunboat (5): - £8,000 pa 4c. - Naval Dockyards Naval Dockyards are important to the construction of ships, without adequate size of dry-docks 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, though they will also benefit your fleet in terms of supply, repair and construction capacity appropriate to their size. Size of Dockyards: Small Dockyard: Can build: Merchant Ships, Gunboats, Sloops, Escort Frigates. Armoured Gunboat, Armoured Sloop. Torpedo Boats, Destroyers, Submarine and Light Cruisers. Medium Dockyard: Can build: Cruising Frigates, 2-Deckers (up to 80 guns) Light Armoured Frigates and Monitors. Armoured Cruisers. Coastal Defence Ships and Heavy Cruisers. Large Dockyard: Can build: 2-Deckers, 3-Deckers. Heavy Armoured Frigates, Armoured Ships-of-the-line. Battleships. Battlecruisers. Great Dockyard: Can build: Dreadnoughts. Super-Dreadnoughts. Building Ports: Small Dockyard - £750,000 6 IPP, 24 Months Construction Medium Dockyard - £1,500,000 12 IPP, 36 Months Construction Large Dockyard - £3,000,000, 24 IPP, 48 Months Construction Great Dockyard - £6,000,000, 40 IPP, 60 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. Steel Dockyards can be built from scratch by simply summing the initial and upgrade costs together for that dockyard size. Small Dockyard: - £1,000,000 20 IPP, 24 Months Construction Medium Dockyard: - £1,500,000 40 IPP, 36 Months Construction Large Dockyard: - £2,000,000 60 IPP, 48 Months Construction Great Dockyard: - £3,000,000 80 IPP, 60 Months Construction e.g. To build a Steel-capable Medium Dockyard from scratch, a player must spend £3,000,000 and have 52 IPP available 5. - Civilian and Military Construction, the Colonies 5a. - Constructing Railroads The invention of the locomotive and it's spread across the globe was a huge factor in the industrialisation of the leading countries of this century. The new railroads enabled goods to travel as never before opening up the world to the advent of free trade and cheaper and more widely available goods, linked countries together as more cohesive and inter dependant entities, opened up vast new lands for settling and were of unprecedented usefulness in military situations when the mobility afforded by them was one of the reasons forthe shock Prussian victory over France in the Franco-Prussian War. Generally governments did not pay for the construction of railroads,as that displays theories of state planned economic development, an alien concept to the governments of the ninteenth century. Rather the work was usually undertaken by commercial companies looking to make their fortune, governments would generally finance these companies with subsidies to encourage growth in the railroad networks and ensure it was a viable industry for companies to enter into. To reflect this in Bellum Et Pax it costs £6,900 per mile to construct railroads, this payment reflects governmental subsidies towards the company building said railroad. Finance was not the only issue when creating railroads, the tracks and locomotives that are required to run railroads consumed huge amounts of iron and steel and only a select few nations had the industrial stength to produce such large amounts of these materials and refine them into the components of the railroad. The large investment in railroads in the 19th century was thus also a huge investment into industry and led to the advancement and expansion of industry in turn, thus in Bellum Et Pax, a total of 1.75 Industrial Power Points must be paid per mile of railroad built to reflect the industrial production required to build them. e.g. To finance a railroad from London to Manchester for example, a distance of 181 miles (290km) a player would have to spend £1,248,900 and have 316.75 IPP available 5b. - Constructing Fortifications Polygonal Fort: The polygonal style of fortification is also described as a "flankless fort". Many were built during the government of Lord Palmerston, and so they are also often referred to as Palmerston forts. Their low profile makes them easy to overlook. In response to the vulnerabilities of star forts, military engineers evolved a much simpler but more robust style of fortification. The ditch became deep and vertical sided, cut directly into the native rock. It was laid out as a series of straight lines surrounding the fortified area that gives this style of fortification its name. The ditch was swept by fire from defensive blockhouses (caponniers) set in the ditch, and firing positions cut into the outer face of the ditch itself (counterscarp battery). The profile of the fort becomes very low indeed, surrounded outside the ditch by a gently sloping open area (glacis), so as to provide no protection for an enemy while the fort itself provides a minimal target for enemy fire, and the narrow ditch a difficult target for plunging shellfire. The counterscarp, (the outside of the ditch) is usually vertical, while the upper edge of the scarp is steeply sloping and often revetted in stone, to help shed shells into the ditch. Access to the fort was down a curving ramp cut into the glacis, then through a gatehouse set deep in the scarp of the ditch, reached by a rolling bridge that withdrew into the gatehouse. The majority of the fort is underground, with deep passages giving access to the counterscarp batteries and the ditches defensive blockhouses (caponniers) from within the fort. Magazines and machinery halls are deep under the surface, with only the emplacements for the fort's guns exposed at the surface. Polygonal Fort Cost: 40 Smoothbore Guns: £400,000, 40 IPP/40 Shell Firing Guns: £1,200,000, 120 IPP (Additional Guns: £1,000, 1 IPP per smoothbore, £3,000, 3 IPP per shell-firer). Redoubt: A redoubt is a fort or fort system usually consisting of an enclosed defensive emplacement outside a larger fort. It is meant to protect soldiers outside the main line of defense and is often hastily constructed. Redoubts were a component of the military strategies of most European empires during the colonial era, although the concept of redoubts has existed back to medieval times. Redoubt Cost: 10 Smoothbore Guns: £100,000, 10 IPP/10 Shell Firing Guns: £300,000, 30 IPP (Additional Guns: £1,000, 1 IPP per smoothbore, £3,000, 3 IPP per shell-firer). Blockhouse: Blockhouses may be made of masonry where available, but were commonly made from very heavy timbers, sometimes-even logs arranged in the manner of a log cabin. They were usually two or even three storeys, with all storeys being provided with embrasures or loopholes, and the uppermost storey would be roofed. If the structure was of timber, usually the upper storey would project outward from the lower so the upper storey defenders could fire on enemy attacking the lower storey, or perhaps pour water on any fires. When the structure had only one storey, its loopholes were often placed close to the ceiling, with a bench lining the walls inside for defenders to stand on, so that attackers could not easily reach the loopholes. Blockhouse Cost: £50,000. Stockade: A stockade is an enclosure of palisades and tall walls made of logs placed side by side vertically with the tops sharpened to provide some security. Builders could also place stones or thick mud layers at the foot of the stockade, improving the resistance of the wall. From that the defenders could, if they had the materials, raise a stone or brick wall inside the stockade, creating a more permanent defense while working protected. Stockade Cost: £10,000. Land Battery: A Land battery is a special type gun emplacement or anti-shipping naval interdiction fortification used in coastal defence to protect areas like anchorages, harbours, and rivers or in restricted waters such as straits or channels, or coastal inland waterways which have the tactical and strategic purpose of area denial to the enemy. Land Battery Cost: 20 Smoothbore Guns: £200,000, 20 IPP/20 Shell Firing Guns: £600,000, 60 IPP (Additional Guns: £1,000, 1 IPP per smoothbore, £3,000, 3 IPP per shell-firer). Field Works Eduard Totleben, the Commander of Russian forces during the Siege of Sevastopol pioneered the implementation of fields works in battle against an enemy force, to better deal with new, more lethal armaments and munitions. It was in the ceaseless improvisation of defensive works and offensive counterworks to meet every changing phase of the enemy's attack that Totleben's peculiar power and originality showed itself. He never commanded a large army in the open field, nor was he the creator of a great permanent system of defence like Vauban. But he may justly be called the originator of the idea that a fortress is to be considered, not as a walled town but as an entrenched position, intimately connected with the offensive and defensive capacities of an army and as susceptible of alteration as the formation of troops in battle or manoeuvre. Trenches and fletches can be dug and built by the soldiers of your Army, one fletch 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. - Colonisation Colonisation 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. |
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| Metternich | Sep 22 2006, 07:43 PM Post #2 |
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PLEASE NOTE SECTION 3d. - Updating WHEN UPGRADING YOUR INFANTRY, REGARDLESS OF WHETHER YOU HAVE PURCHASED MODERN WEAPONS OR HAVE MADE THEM |
| Whether a Nation Today be Mighty and Rich depends not on the Abundance or Security of its Power or Riches, but Principally on Whether its Neighbours Possess More or Less of it. - Philip Von Hornigk, German Mercantillist, c. 1690 | |
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| Londinium | Oct 17 2006, 05:08 PM Post #3 |
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Lord Liverpool
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Version 2.01 Update - Railroad IPP costs changed from 3 IPP per mile to 1.75, due to excessive costs previously. |
![]() King George III, by the Grace of God, King of Great Britain and Ireland, King of Hannover and Defender of the Faith. Lord Liverpool, Prime Minister of the United Kingdom of Great Britain and Ireland | |
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2:20 PM Jul 11