economics thread for OOC Alternate history 1900 - 2000 RP - Page 2
I was under the impression that Colombia had moved away from solely relying on one major export... like Coffee.. since I industrialized.
Galveston Bay
13-09-2005, 01:03
I was under the impression that Colombia had moved away from solely relying on one major export... like Coffee.. since I industrialized.
you have, but but your principal export is steel, something that is even hardier to compete in
Fluffywuffy
13-09-2005, 01:21
As y'all probably know by now, King Vittorio Emanuelle III of Italy is dead. He was inept, and his (historical) reign was riddled with illogical things. He deposed Mussolini, for example, and then fled from Rome. I'm pretty sure he appointed Mussolini in the first place! To mimic this, I made him do stupid things like demand Constantinople from the Turks.
His son, Umberto II, was historically more popular and a better ruler. He didn't rule for long, but he essentially had power from 1943-46. In '46 the legacy of his father caused the monarchy to lose power, but by close margins. I've also heard of active U.S. meddling in that referandum.
In short, Umberto II is a better leader. He's not going to like fascists (he hated them historically, but that can only go downhill when they kill his father), and Mussolini is already dead. There will probably be short economic issues due to uncertainty, but eventually Umberto II will show his talent.
Finally, Umberto II is going to look for a wife. While rumors abound that he is gay, he still must provide an heir. I believe he historically married a princess from Belgium, but that particular princess is probably too young to marry.
On the economics side, Italy should continue to grow. We've essentially made Albania an economic vassal, and China has gotten some Italian assistance in road building in exchange for millions in investment money towards the Joseon engine/Wankel. Education is to see some more reforms, and some efforts in education are being made to lessen the differences between the various Italian dialects.
New Dornalia
13-09-2005, 01:31
Finally, Umberto II is going to look for a wife. While rumors abound that he is gay, he still must provide an heir. I believe he historically married a princess from Belgium, but that particular princess is probably too young to marry.
Korea can help with that part. :)
Korea can help with that part. :)
So can Hungary!
Amestria
13-09-2005, 03:09
On the economics side, Italy should continue to grow. We've essentially made Albania an economic vassal,
Albania is not an economic vassal! Sure the government owes a great deal to Italian aid, but we owe just as much to Belgium and a little to England. Furthermore Albania currently has Free Trade Agreements with both Greece and Yugoslavia. Thus Italian companies, due to tariffs, are losing out in the Albanian market because Greek and Yugoslavian goods are cheaper. Lower prices and competition are also helping to fuel economic growth in Albania. I will post Albania's economic stats as soon as I've finished them...
Galveston Bay
13-09-2005, 05:07
I will be posting some more economic stats over the next couple of days (I found more reference information). Included will be stats on steel production, which I will have to fiddle with a little to add Colombia, China and modify some other nations a bit, energy production, economic strength (which some will also find sobering) etc.... I also have to modify them a little to adjust for our 1920 vs the historical 1920, as damage in our Great War wasn't as severe.
I will be posting some more economic stats over the next couple of days (I found more reference information). Included will be stats on steel production, which I will have to fiddle with a little to add Colombia, China and modify some other nations a bit, energy production, economic strength (which some will also find sobering) etc.... I also have to modify them a little to adjust for our 1920 vs the historical 1920, as damage in our Great War wasn't as severe.
Isn't the "Economic Strength" measured in NS terms?
The "Fair", "Good", "Strong", "Powerhouse" etc. categories?
Galveston Bay
13-09-2005, 05:34
Isn't the "Economic Strength" measured in NS terms?
The "Fair", "Good", "Strong", "Powerhouse" etc. categories?
yes, I am using that, but some actual numbers will be provided as well
Amestria
13-09-2005, 10:22
Galveston Bay, telegram...
Vas Pokhoronim
13-09-2005, 16:05
Russia is developing an export industry in agricultural machinery and military equipment and vehicles. Don't know how it'll take to become major, but we've got contracts in South America and the Balkans.
New Dornalia
13-09-2005, 20:13
Korea relies on automobiles, textiles, and a limited mix of steel and chemicals to have something to export.
Fluffywuffy
14-09-2005, 01:00
Albania is not an economic vassal! I beg to differ. Your nation, as it did in OTL, has taken huge loans from Italy to do pretty much everything in your nation. I'd have to imagine that demanding more interest, or other funny things like that, are going to destroy your economy. While I will not under take such things, the possibility still remains.
And as for your telegram about fortifications, I know little about Albanian geography or the fortifications of the time. If your country is mountaneous, and the mountains are on the border, then the mountain passes would be especially fortified, with bunkers, heavy guns, and the like. A less fortified second line would be made. It would mainly be barbed wire, with a trench.
If your border is relatively flat, then we will have less fortifications. There would be a line of barbed wire and a few bunkers with 75mm cannons and machine guns. The main purpose would be to slow down an advance while the bulk of the forces fall back to a more defensible area. That area would have more defenses.
Amestria
14-09-2005, 02:08
I beg to differ. Your nation, as it did in OTL, has taken huge loans from Italy to do pretty much everything in your nation. I'd have to imagine that demanding more interest, or other funny things like that, are going to destroy your economy. While I will not under take such things, the possibility still remains.
The Italian government manipulating it's own agreements would not exactly cause confidence in the Italian economy.
You have overestimated your contribution to Albanian growth. Although Italy's contribution has been the largest and most important, it is not the only one. Albania has many sources of investment. Also, unlike in RL, Albania is using the money to modernize and build itself up (in RL it was wasted by Zog). Land reform (also never done in real life), will result in a large rise in growth and living standirds (as it has in countries where it was done properly). As soon as Galveston Bay responds to my telegram, I will post details on Albania's growth so that a more complete picture of the country can be realized...
Galveston Bay
14-09-2005, 04:48
The Italian government manipulating it's own agreements would not exactly cause confidence in the Italian economy.
You have overestimated your contribution to Albanian growth. Although Italy's contribution has been largest and most important, it is not the only one. Albania has many sources of investment. Also, unlike in RL, Albania is using the money to modernize and build itself up (in RL it was wasted by Zog). Land reform (also never done in real life), will result in a large rise in growth and living standirds (as it has in countries where it was done properly). As soon as Galveston Bay responds to my telegram, I will post details on Albania's growth so that a more complete picture of the country can be realized...
I read it twice, and its noted, but I have no plans to immediately update the economics thread... I generally do so every 5 years, although I am going to update some things by the weekend (real life is slowing down plans). In any case, as I have explained periodically, economic change does not occur overnight. But Albania is crawling out of feudalism at a reasonable rate.
[NS]Parthini
14-09-2005, 16:39
A series of protests against limits on free enterprise have been held in Berlin this past week. Several leaders of the old Junkers have even been rumored to be attending.
In response to these protests, and with negotiation with the elected government of Venezuela, a plan to begin emigration of nearly 500,000 German and Austrian Non-Communists peacefully has been set up. Over the next 2 years, perhaps as many as a million Non-Communists will be located in Venezuela, whose government has shown a general disinterest in Communism.
Zeppelin routes have been set up to prepare for the emigration.
[NS]Parthini
14-09-2005, 16:45
In other news, the return of Dr Eckener and his zeppelin expedition to the Arctic has shown a renewed interest in exploration. A delegation of 3 Zeppelins and a exploration team of nearly 900 (including crew) has been sent to be led by Hugo Reichmann, an esteemed commander who led the Red Flying Corps to victory. They are to head for the North Pole and begin scouting the region. A non-permanent base is planned, with future expeditions to arrive soon.
is it good for Zion to build a University, would that be in character for Zion? Or would it be an extraveganse?
Parthini']A series of protests against limits on free enterprise have been held in Berlin this past week. Several leaders of the old Junkers have even been rumored to be attending.
In response to these protests, and with negotiation with the elected government of Venezuela, a plan to begin emigration of nearly 500,000 German and Austrian Non-Communists peacefully has been set up. Over the next 2 years, perhaps as many as a million Non-Communists will be located in Venezuela, whose government has shown a general disinterest in Communism.
All those opponets of communism that do not wish to leave Europe will be allowed into Hungary if they wish.
[NS]Parthini
15-09-2005, 01:33
While Germany commends Hungary for being willing to assist us, Germany and Venezuela have planned this and made preparations.
Galveston Bay
15-09-2005, 04:05
ooc
a couple of things... unless the German government is actually controlling where people are allowed to take ship to, most of these people are going to be more inclined to emigrate somewhere where they can get jobs and the climate is reasonably tolerable to northern Europeans... like North America, Argentina, Britian, the Netherlands, Scandinavia, and Australia, not somewhere like the jungles of Venezuela or Colombia... barely a tenth of your emigrants are going there, if that many.
However, the US and just as importantly Colombia is certainly watching closely, and if suddenly ships start showing up in Venezuela filled with fit young men than you can expect an abrupt and sudden response
Vas Pokhoronim
15-09-2005, 16:13
ooc
However, the US and just as importantly Colombia is certainly watching closely, and if suddenly ships start showing up in Venezuela filled with fit young men than you can expect an abrupt and sudden response
But of course they'd be fit young men! Who else emigrates to the New World? Old decrepit men? Consumption-ridden matrons? (Well, sometimes actually . . . )
I understand your suspicion, of course - I'd be suspicious, too, and the numbers are way too high, and the declaration of Protectorate is provocative at a delicate time (Moscow - or rather Warsaw - will have something to say about that . . .). But I'm not sure an abrupt response is really called for.
Then again, it's the US and Latin America. When have the Americans ever had a moderate and measured Latin American policy? The quick resort to overwhelming force in response to possibly nonexistent threats has characterized Washington's relations with their Southern neighbors since . . . hell, since Washington has had Southern neighbors.
In that context, I guess, Germany keeps asking for it.
Vas Pokhoronim
16-09-2005, 03:24
Russia is assuming Albania's debt of $231 million. Peace is easily worth that much in our opinion.
Galveston Bay
16-09-2005, 03:38
But of course they'd be fit young men! Who else emigrates to the New World? Old decrepit men? Consumption-ridden matrons? (Well, sometimes actually . . . )
I understand your suspicion, of course - I'd be suspicious, too, and the numbers are way too high, and the declaration of Protectorate is provocative at a delicate time (Moscow - or rather Warsaw - will have something to say about that . . .). But I'm not sure an abrupt response is really called for.
Then again, it's the US and Latin America. When have the Americans ever had a moderate and measured Latin American policy? The quick resort to overwhelming force in response to possibly nonexistent threats has characterized Washington's relations with their Southern neighbors since . . . hell, since Washington has had Southern neighbors.
In that context, I guess, Germany keeps asking for it.
and just think, except for threatening Mexico, Brazil and Venezuela, the US has actually been moderate in this timeline (chuckle).. after all, I haven't actually occupied anybody yet, and we are in 1921, when historically the US has been running Nicaruaga, Cuba, and Haiti for years, and invaded Mexico already once. Not to mention stealing Panama from Colombia and making it a de facto colony.
Aren't I a nice guy? (chuckle)
Seriously though, US policy has been pretty hands off, except when the countries involved threaten to invade their neighbors (Mexico and Ecuador), or try to join in alliances with nations viewed as threats (Brazil) or an outsider tries to make them a colony (Venezuela)
Galveston Bay
16-09-2005, 03:39
Russia is assuming Albania's debt of $231 million. Peace is easily worth that much in our opinion.
that seems kind of high, are you sure about that figure? Is that in 1920 dollars or more modern dollars.
Amestria
16-09-2005, 03:42
that seems kind of high, are you sure about that figure? Is that in 1920 dollars or more modern dollars.
That is 175 million in 1920s U.S. dollars and 56 million in Belgian Franks. That is Albania's entire Foreign debt plus interest (which also needs to be payed according to our agreements with Italy and Belgium).
Cross-Post
Labor Strike Broken up by Government Troops
After a week-long stand-off between a large portion of factory workers and factory security, government troops arrived and broke up the strike using machine-guns, rifles, armored cars, and clubs.
The mostly unarmed workers were protesting for a pay raise and shorter work-days. The Factory owners had refused to give in and the factory workers had vowed to stay on strike until their demands were met.
Over fifty workers were killed and hundreds more wounded.
Galveston Bay
19-09-2005, 16:28
Iron / Steel production 1922
country millions of tons
USA 42
UK 9
Germany 18
France 4
Burgundy 2
Belgium 2
Czechslovakia 2
Russia 4
Italy 1
Colombia 1
Japan 2
I would like to with Australia if possible over the next few years do these things.
1. Increase steel production to 1 million tons.
2. Build up a limited aircraft production capability, a few aircraft factories to build aircraft for the military and civilian purposes.
3. Build multiple tractor factories to make a few tousand tractors a year for use by Australia's farmers, which would in turn increase crop outputs.
4. Increase car production for the people of Australia, mostly trucks and such which would be usefull for Australia's industries and farmers but to a lesser extent cars for people to use.
4. Add ten thousand miles of railroad across the empire, and another ten of roadways.
5. Build up the textile industry to take advantage of the fact that Australia and her territories have many of the materialsneeded to make textiles.
6. Build more schools and hospitals mostly in Australia's territories to help improve conditions and to bring them up to Australian standards.
Vas Pokhoronim
23-09-2005, 00:43
Iron / Steel production 1922
country millions of tons
USA 42
UK 9
Germany 18
France 4
Burgundy 2
Belgium 2
Czechslovakia 2
Russia 4
Italy 1
Colombia 1
Japan 2
Four??? Our steel industry sucks. It's true, though, it didn't get off the ground until the early thirties . . . In this timeline I might be able to bump that up a couple of years. But yeesh. Our steel industry sucks.
Fluffywuffy
23-09-2005, 01:34
You complain of four, yet we Italians have but one! But then again, Italy probably doesn't have the resources to turn into steel.
Anyways, Italy is still building up. The Italian government has begun funding banks and such, and a national bank is to be founded (if one doesn't exist). Perhaps most important is the adoption of a new constitution.
In this new constitution, I hope to do away with some of Italy's old instability problems. The Senate will be the legislative branch, which passes legislation to the Prime Minister, who can veto legislation. His powers are similar to the U.S. President, except that he is not in control of any military. The King is commander-in-chief of the military, although he doesn't have the power to declare war. 4 year terms for Prime Minister. Hopefully this will help with the stability, as you'd be sure that so-and-so is leader for X years.
New Dornalia
23-09-2005, 01:52
Iron / Steel production 1922
country millions of tons
USA 42
UK 9
Germany 18
France 4
Burgundy 2
Belgium 2
Czechslovakia 2
Russia 4
Italy 1
Colombia 1
Japan 2
That's it. I'm pushing for more mines, dams, and limited subsidies for my steel industry. I need to compete.....
I noticed China isn't on the list of steel production.
Does this mean China doesn't produce steel? IIRC, China has iron and coal deposits in the Mongolian and Himalayan mountain ranges. :confused:
Ottoman Khaif
23-09-2005, 02:12
I noticed China isn't on the list of steel production.
Does this mean China doesn't produce steel? IIRC, China has iron and coal deposits in the Mongolian and Himalayan mountain ranges. :confused:
It means that China has not reach the level of producing a million tons a year. Give it another few years for that.
Philanchez
23-09-2005, 02:21
Please explain why my my economy is worse than so many other people. You said the civil war would only hurt for like five years because it was so short. Also why would a tech level four be reasonable and extractive? Ive enacted manysocial reforms which would effect the economy well if Im not mistaken. These include giving the people a say in gov't, public schools, mandatory school attendance, and workers rights. Could you please explain how this could make my economy worse than so many other nations?
Galveston Bay, you said I can't idustrialize without a substantial investment. Does that mean investments from other countries?
Galveston Bay
23-09-2005, 21:32
Spain, you went broke during the Great War, and spent a decade recovering economically from that. Workers rights do not improve the economy, but do improve social conditions and political stability, to a point. Education will improve the economy and has in your case. Democracy has some impact on economic conditions but less than you might think. Look at China in the present day. Finally, you are still better off than Spain was historically in 1923.
Danard, I believe you are Ecuador correct? Geographically you are at a huge disadvantage when it comes to building an industrial base. Limited rail access, no access to the sea on your own, and you started with basically a peasant and ranch economy with limited mining and a country ruled by a few families who controlled all of the money (what little there was) and land. Basically one step above feudalism. If you look at Ecuador in our timeline today you will see that is pretty much a description of what it looks like now. There simply isn't much capital in your country to invest, and most of the wealth is locked up in agriculture.
Incidently, that is one reason I have a particularly difficult time buying Bolivia as socialist at this time and place. Why would the upper classes, who have all the money, guns and connections allow such a thing to occur without either radical revolution or the rise of a substantial middle class.
Spain, you went broke during the Great War, and spent a decade recovering economically from that. Workers rights do not improve the economy, but do improve social conditions and political stability, to a point. Education will improve the economy and has in your case. Democracy has some impact on economic conditions but less than you might think. Look at China in the present day. Finally, you are still better off than Spain was historically in 1923.
Danard, I believe you are Ecuador correct? Geographically you are at a huge disadvantage when it comes to building an industrial base. Limited rail access, no access to the sea on your own, and you started with basically a peasant and ranch economy with limited mining and a country ruled by a few families who controlled all of the money (what little there was) and land. Basically one step above feudalism. If you look at Ecuador in our timeline today you will see that is pretty much a description of what it looks like now. There simply isn't much capital in your country to invest, and most of the wealth is locked up in agriculture.
Incidently, that is one reason I have a particularly difficult time buying Bolivia as socialist at this time and place. Why would the upper classes, who have all the money, guns and connections allow such a thing to occur without either radical revolution or the rise of a substantial middle class.
GB, one way I can see Bolivia turning socialist- the farmers and peasants working the land and ranches will want equality with the rich elite, which means a revolution and such. I may be wrong, though- I'm just trying to look at it from another perpsective.
BTW, any word on Chinese steel production? I noticed I wasn't on the list- do you have any rough numbers for Chinese steel production in 1923? IIRC, there's plenty of iron and coal in Mongolia and the Himalayas for steel production, I believe.
Galveston Bay
23-09-2005, 21:48
GB, one way I can see Bolivia turning socialist- the farmers and peasants working the land and ranches will want equality with the rich elite, which means a revolution and such. I may be wrong, though- I'm just trying to look at it from another perpsective.
BTW, any word on Chinese steel production? I noticed I wasn't on the list- do you have any rough numbers for Chinese steel production in 1923? IIRC, there's plenty of iron and coal in Mongolia and the Himalayas for steel production, I believe.
I can sort of live with a Bolivian revolution, but a counter revolution is just as likely.
I don't have reliable steel production numbers again until 1930, by which point you should catch up with some of the lower end countries listed
No, I am Bolivia. And contrary to popular belief, Bolivia is not Socialist.
Philanchez
23-09-2005, 22:14
THanks GB although Im not sure it will be stable for long. Id say maybe 5 more years untill civil war. I might have the Franco brothers win and then i will have an insane economy because of fascism and the like...after a long time though...
Galveston Bay
23-09-2005, 23:32
No, I am Bolivia. And contrary to popular belief, Bolivia is not Socialist.
I meant Bolivia and typed Ecuador for some reason... probably because I am at work and type things during breaks. I was under the impression you were socialist for some reason.
Maybe it is because of my non-agression pact with Brazil and that I did not like the Invasion of Venezeula, people began to assume I was socialist.
Galveston Bay, you said I can't idustrialize without a substantial investment. Does that mean investments from other countries?
You did not realy answer my original question. At least, I don't think you did.
What are some things South Africa can do to increase steel production? Not being able to compete with, say, the US or Germany, but having enough to produce military vehicles, ships, and the like.
Malkyer, I sent you a TG.
Galveston Bay
24-09-2005, 07:57
What are some things South Africa can do to increase steel production? Not being able to compete with, say, the US or Germany, but having enough to produce military vehicles, ships, and the like.
Historically they didn't start building their own military vehicles and aircraft until the early 1970s. However, possibly you can get the British to invest, or some of the big American corporations as time goes by (Ford has a car plant in South Africa for example, or is it GM? I forget which, but it was there in the 1970s)
Galveston Bay
24-09-2005, 07:58
You did not realy answer my original question. At least, I don't think you did.
indirectly I did answer it... essentally you need foreign investment. You don't have the capital resources internally.
Safehaven2
24-09-2005, 12:38
I would like to with Australia if possible over the next few years do these things.
1. Increase steel production to 1 million tons.
2. Build up a limited aircraft production capability, a few aircraft factories to build aircraft for the military and civilian purposes.
3. Build multiple tractor factories to make a few tousand tractors a year for use by Australia's farmers, which would in turn increase crop outputs.
4. Increase car production for the people of Australia, mostly trucks and such which would be usefull for Australia's industries and farmers but to a lesser extent cars for people to use.
4. Add ten thousand miles of railroad across the empire, and another ten of roadways.
5. Build up the textile industry to take advantage of the fact that Australia and her territories have many of the materialsneeded to make textiles.
6. Build more schools and hospitals mostly in Australia's territories to help improve conditions and to bring them up to Australian standards.
What do the Mods think?
Historically they didn't start building their own military vehicles and aircraft until the early 1970s. However, possibly you can get the British to invest, or some of the big American corporations as time goes by (Ford has a car plant in South Africa for example, or is it GM? I forget which, but it was there in the 1970s)
Ah. Thanks for the info. I'll work out some stuff, and then contact American and British corporations.
Galveston Bay
24-09-2005, 19:44
What do the Mods think?
this mod is too busy this weekend to answer immediately as I have to do some research on Australian economic development and its history.
Lesser Ribena
24-09-2005, 20:44
Crossposted from my news thread.
DEATILS OF BRITISH INVESTMENT IN BRAZIL
A team of engineers and construcion supervisors have been sent to Brazil, they will begin construction immediately upon arrival. The majority of the factories are likely to be situated on the coast near to the town of Fotaleza, a port will also be constructed here for the docking of large cargo vessels. The following factories are likely to be built:
Steel Mills (coal, Iron Ore and Manganese)
Alloy Manufacture (Nickel, Tin, Chromite, Beryllium, Copper, Tungsten, Zinc)
Aluminium Manufacture (Aluminium)
Acid Battery Production (lead, Sulphur)
Gold Manufacture (Gold)
Furniture Factories (Lumber)
Food Processing (Fruit, Cocoa, Coffee)
Subsideries of these industries such as arms manufacturing, automobile companies, aircraft companies etc. have also been set up. It is hoped that Britain will be able to get much of her manufactured goods from Brazil in the future. Also Britain sets up the aforementioned medical centres and commissions to appease the government. Together Brazila nd Britain can grow rich on the fruits of the nation.
British officials have also recently been offered jobs in local positions of authority once corrupt and rebellious Brazilian officials are deposed and arrested. The factories are to be protected by around 5000 Brazilian army personnel.
this mod is too busy this weekend to answer immediately as I have to do some research on Australian economic development and its history.
Ok thats cool.
Galveston Bay
06-10-2005, 21:08
I am in the process of making adjustments, stay tuned
Gintonpar
06-10-2005, 23:07
Crossposted from my news thread.
DEATILS OF BRITISH INVESTMENT IN BRAZIL
A team of engineers and construcion supervisors have been sent to Brazil, they will begin construction immediately upon arrival. The majority of the factories are likely to be situated on the coast near to the town of Fotaleza, a port will also be constructed here for the docking of large cargo vessels. The following factories are likely to be built:
Steel Mills (coal, Iron Ore and Manganese)
Alloy Manufacture (Nickel, Tin, Chromite, Beryllium, Copper, Tungsten, Zinc)
Aluminium Manufacture (Aluminium)
Acid Battery Production (lead, Sulphur)
Gold Manufacture (Gold)
Furniture Factories (Lumber)
Food Processing (Fruit, Cocoa, Coffee)
Subsideries of these industries such as arms manufacturing, automobile companies, aircraft companies etc. have also been set up. It is hoped that Britain will be able to get much of her manufactured goods from Brazil in the future. Also Britain sets up the aforementioned medical centres and commissions to appease the government. Together Brazila nd Britain can grow rich on the fruits of the nation.
British officials have also recently been offered jobs in local positions of authority once corrupt and rebellious Brazilian officials are deposed and arrested. The factories are to be protected by around 5000 Brazilian army personnel.
Brazil thanks her friend for this valuable assistance in developing our nation and we would indeed like to become great trade partners of the British, whose nation we admire greatly. We also propose that our countries sign a swift non-aggression pact. Tensions are rising in the World and we would dearly love never to fight our friends. America is a different prospect, but we have no quarrel with Britain.
Deepest Regards,
Brazil's Parliament and Politburo.
Galveston Bay
06-10-2005, 23:18
the economics thread will be updated tonight or tomorrow... this is the economy you are starting the war with.
It will take 12 - 24 months to go from peace time to war time economy. At most, one third of your economy is going to be military (with occasional exceptions). Some of you are going to go broke really quick, some of the bigger nations much later.
Most nations are dependent on imports for oil and coal. The exceptions are the USA (which exports both), Russia (which exports both), Germany (has its own coal), Britian (has its own coal), France (has its own coal).
There are NO intercontental pipelines. Oil is transported by barge, ship or train. If your oil comes from overseas, you aren't going to get any unless you have control of the seas. Even the US transports oil by sea from Texas to the Northeast US.
As soon as the first declaration of war hit, all private investment fled from nations viewed as hostile to the US or Britain. This is going to leave Brazil in a big lurch for example. Neutral nations will no longer invest overseas, but place their money in Switzerland for safe keeping or invest in the nations they can actually access if it looks like they are winning. Not much of this the first year though, they will be cautious.
Kirstiriera
07-10-2005, 02:35
Bulgaria's Parliament has passed a major set of human welfare reforms in the rural areas of Bulgaria...
(OOC: Why is Bulgaria not on the list of those nations who are on the Economic List of Nations?)
Galveston Bay
07-10-2005, 03:18
Bulgaria's Parliament has passed a major set of human welfare reforms in the rural areas of Bulgaria...
(OOC: Why is Bulgaria not on the list of those nations who are on the Economic List of Nations?)
because we have managed to overlook you, specifically I have overlooked you... sorry about that.
the economics thread will be updated tonight or tomorrow... this is the economy you are starting the war with.
It will take 12 - 24 months to go from peace time to war time economy. At most, one third of your economy is going to be military (with occasional exceptions). Some of you are going to go broke really quick, some of the bigger nations much later.
Most nations are dependent on imports for oil and coal. The exceptions are the USA (which exports both), Russia (which exports both), Germany (has its own coal), Britian (has its own coal), France (has its own coal).
There are NO intercontental pipelines. Oil is transported by barge, ship or train. If your oil comes from overseas, you aren't going to get any unless you have control of the seas. Even the US transports oil by sea from Texas to the Northeast US.
As soon as the first declaration of war hit, all private investment fled from nations viewed as hostile to the US or Britain. This is going to leave Brazil in a big lurch for example. Neutral nations will no longer invest overseas, but place their money in Switzerland for safe keeping or invest in the nations they can actually access if it looks like they are winning. Not much of this the first year though, they will be cautious.
A couple of questions.
1. China has coal, I believe.
2. Oil can be shipped from the Ottomans to China through the Trans-Siberian Railroad.
Galveston Bay
07-10-2005, 05:11
A couple of questions.
1. China has coal, I believe.
2. Oil can be shipped from the Ottomans to China through the Trans-Siberian Railroad.
China does have coal, but I addressed the oil issue in another thread.
After reading the latest, I must raise some serious objections.
1. Colombia tech level 5? I find that extremely difficult to believe. I can see Colombia being tech level 3.5 - 4, with the Panama Canal and substantial US investments. However, not tech level 5 as I shall explain below.
2. China only tech level 4, and Colombia one level above it in economy and technology? China has undertaken much more extensive modernization efforts than Colombia, and has far more resources to do so than Colombia. If anything, China should be tech level 5, with an economy of at least "Good".
3. Various other nations seem to jump ahead a lot.
Albania is undergoing a coup, so it should have poor economy and tech level should drop a bit due to loss of infrastucture in the civil war.
I'd like to know why Chile is Tech level 4. I'm willing to go with Chile being a tech level 4 if it has been getting substantial investments. However, I haven't seen Chile RP much of anything, even modernization efforts, unlike some players like China, Ottomans, Brazil, etc. who post their modernization efforts in the main thread or in the various news threads.
Basically, Colombia's uber-jump to Tech Level 5 and Good+ economy simply smells fishy if other nations such as China, Ottomans, etc. are not given similiar advances based on their *intensive* and RP'ed out modernization processes.
I agree with Sharina. Colombia becoming Tech Level 5 and equivalent with France and several other powerful European countries? Doesn't seem likely. I also think that Albania should be lower. They just got over a civil war about five-ten years ago and have just undergone a coup. Shouldn't that affect it at all?
Galveston Bay
12-10-2005, 06:48
I haven't updated the economics thread since 1920, so I will look at it again. However, when I did update this thread last time, Vas agreed with me on the ratings, and that was over a month ago in real time. Colombia has been investing a lot of money (and had a lot of investment to start with) to jump start, and is more like Japan than a Latin American country we are familiar with in our timeline.
Chile has had free trade with the United States since 1902, and has built up a bit of industry to support its exports (primarily copper, which would lead to a metals industry, and the support industry for that). The US has also invested heavily there, so Chile ranks up with some of the smaller European countries in industrial development.
Albania before it nearly got invaded was getting a lot of foreign investment. That obviously has dried up (as will nearly ALL investment from the big economic nations into neutral nations due to the war). So Albania has been making steps forward and steps backward. I gave it the rating I did because of all that investment and what he specifically indicated he was doing (before he was axed). Now as a npc nation that growth will slow considerably.
China was last rated at tech level 4 for the reasons I posted when I gave it that rating. It has a rather large industrial plant now, true, but the overwhelming majority of its people live pretty much as they have for thousands of years. In our timeline, even though China has grown hugely since the 1980s, hundreds of millions (over half) live in rural poverty. China's problem is its huge rural population, which like in India and the Ottoman Empire, mostly live by subsistance farming and aren't really productive in the overall economy. That acts as a huge brake on their overall economic rating. Russia has a similar problem, but is smaller in proportion and in overall numbers. It was also way ahead of China and India in 1900 in industrial and economic development. However, China will catch up with Russia within a generation at this rate. In real life as well.
The leading nations by the way are about to reach tech level 6 and will all do so before the end of the war. The other nations are going to be well behind them in scientific development.
I do know for a fact that in our real timeline, China will reach technological parity with the USA by 2010 - 2020.
Also, should I stay out of the war, I will implement reforms to China's farming sector to reduce the subsistence farming and replace it with farming similiar to the USA, Canada, and Australia. This should reduce the "brake drag" on China's technological, economic, and science development.
Also, another reason (my second major one actually) why I was somewhat miffed that China wasn't tech level 5 was because Galveston Bay said I could build battleships, Yamatos, tanks, planes, zeppelins, etc. and I believe those are Tech Level 5.
(I'll cross post this in the Main thread)
Galveston Bay
13-10-2005, 18:00
The Year 1920 . ..... damn, we lost economod as a country
and as flaky as the jolt forum / jennifer government connection has been its probably not worth bringing back.. sigh...
Galveston Bay
13-10-2005, 18:25
1925 update posted on the very first post
Of the council of clan
17-10-2005, 03:12
Ecuador is missing from this list.
Galveston Bay
17-10-2005, 05:01
how building will be handled
--------------------------------------------------------------------------------
Economic resources available per turn
LTA nations
USA 34 (in other words, 204 a year)
UK 15 (includes resources from British Empire)
Canada 2
South Africa 2
Japan 7
India 2
Australia 2
Colombia 3
Italy 10
Ecuador 1
Pact nations
Germany 16
Russia 17
Czechslovakia 2
Yugoslavia 3
France 12
Spain 4
Other nations
China 7
Korea 2
Netherlands 3
Belgium 3
Burgundy 3
Norway 2
Sweden 4
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)
1 / turn for 12 turns (10 turns for
US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
Mechanized corps (represents 3 divisions) 1 / turn for 4 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage.
Independent Macedonia
17-10-2005, 05:16
Yugoslavia will start construction on the following:
18 points for 1926 and 9 points left over from 1924
6 Infantry Korps (12 points)
2 Factories(12 points)
1 Garrisons(Including fortifications to be built in newly gained territory 3 points)
That is my full amount of resource points.
Also during the winter months i will have 35% of my troops on active front line duty and the rest behind the lines reorganizing.
Galveston Bay
17-10-2005, 05:23
USA builds 1924 - 25
204 points (1925) + 104 points (remainder of 1924)
2 capital ships (4 battleships) 15 points
16 light ships (15 cruisers, 140 destroyers, 240 smaller escorts) 64 points
10 Mechanized Corps (represents 30 divisions) 40 points
2 Mountain corps (represents 6 divisions) 6 points
Radar research (like buying a factory) 9 points (3 more points needed in 1926)
2 Amphibious Corps (represnts 6 divisions plus assault craft) 20 points
2 carriers (represents 32 escort carriers plus airgroups) 20 points
5 shipping counters (represents 5 million tons of shipping) 20 points
6 fighters (represents 5,000 aircraft) 12 points
5 maritime air (represents 5,000 aircraft) 20 points
2 transport aircraft (represents 2,000 aircraft) 8 points
2 bombers (represents 2,000 aircraft) 8 points
15 points economic assistance.... 2 to Colombia, 3 to Canada, 3 to Australia, 2 to Italy, 5 to Japan
16 points in reserve for repairing ships and other contigencies
USA started with 9 mechanized corps, 3 infantry corps, 3 HQ units, 3 fighters, 3 bombers, 3 maritime air, plus its fleet of 2 carriers, 7 capital ships, 30 light ships, 5 submarines, 18 shipping counters, 1 Amphibious unit, 1 Cavalry corps. In addition, another carrier unit was nearly completed.
Losses
2 capital ships, 1 light ship, 1 shipping counter
Well, it's Sunday night so I might as well post.
EDITED
72 points for the first six months of 1925
36 for the last three months of 1924
3 fortifications in the alps (6 Points)
2 maritime bomber groups (10 points, 2,000 aircraft)
2 fighter craft groups (8 points, 2,000 aircraft)
2 bomber aircraft groups (10 points, 2,000 aircraft)
6 infantry corps (12 points, 24 divisions)
5 mechanized corps (20 points, 15 divisions
2 industry (24 points)
1 submarine group (6 points, 20 submarines)
12 points in reserve for repairs and other such things.
Galveston Bay
17-10-2005, 05:26
Yugoslavia will start construction on the following:
One Infantry Korps
and Factories
That is my full amount of resource points.
Also during the winter months i will have 35% of my troops on active front line duty and the rest behind the lines reorganizing.
Also, will i need to buy a headquarters unit to reorganize my units that were hurt in the previous two battles?
Germany has 5 HQ units, France, Russia, Japan, USA, Britian, France, Italy each have 3 HQ units, Yugoslavia, Spain, China, Sweden, Turkey each have 1 HQ unit.
No other nations have any HQ units.
HQ units can reorganize 3 friendly units (which are adjacent, I handle that part), and also extend supply.
By the way, go ahead and post you builds for three turns of 1924, and 6 turns of 1925.
Italy, France, Germany, just post for one turn 1924, and 6 turns of 1925.
Replacing units represents not just the manpower, and the economic costs of their being busy, but also replacing (or building) their weapons, artillery, uniforms, transport etc.
GB, as I've posted in the Great War thread, I'd like some clarification on this point system- like "X points for Y turns".
Suppose I put 1 point for a carrier. Thats 12 turns, right? Does that mean I spend 1 point as 1 time only payment, or do I pay 1 point every turn for 12 turns (12 points total)?
Galveston Bay
17-10-2005, 05:40
GB, as I've posted in the Great War thread, I'd like some clarification on this point system- like "X points for Y turns".
Suppose I put 1 point for a carrier. Thats 12 turns, right? Does that mean I spend 1 point as 1 time only payment, or do I pay 1 point every turn for 12 turns (12 points total)?
answered in war thread.... either 12 points all at once, or 1 point per turn.
Independent Macedonia
17-10-2005, 05:48
edited my post, make sure i did it right please GB.
Ack- my apologies, GB. I posted my questions all over- its hard to keep track today.
Anyways, China has 63 points, correct? How long do I have to decide on my point allocation for the 9 months (Oct. thru June)?
Independent Macedonia
17-10-2005, 06:12
you are deciding for 9 turns sharina, each turn being 2 months. So in essence you are deciding for a year and a half of action to come.
Right-o.
I'd like to know what China currently has / starts out with. I believe I have 1 HQ unit (GB stated that earlier), two battleships, about 20 - 30 cruisers, and double as many destroyers, probably a couple hundred patrol boats (the 500 ton sized ones), along with 1 million men according to all my prior military stuff up to this point.
Galveston Bay
17-10-2005, 06:59
Right-o.
I'd like to know what China currently has / starts out with. I believe I have 1 HQ unit (GB stated that earlier), two battleships, about 20 - 30 cruisers, and double as many destroyers, probably a couple hundred patrol boats (the 500 ton sized ones), along with 1 million men according to all my prior military stuff up to this point.
2 capital ships, 15 light ships, 1 HQ, 10 Infantry corps, 2 cavalry corps, 1 Alpine Corps, 5 Garrison corps, 2 shipping counters (1 million tons shipping), 1 fighter, 1 bomber, 1 naval air
infantry units average at 5 points, cavalry at 2 points,
Galveston Bay
17-10-2005, 07:01
Yugoslavia will start construction on the following:
18 points for 1926 and 9 points left over from 1924
6 Infantry Korps (12 points)
2 Factories(12 points)
1 Garrisons(Including fortifications to be built in newly gained territory 3 points)
That is my full amount of resource points.
Also during the winter months i will have 35% of my troops on active front line duty and the rest behind the lines reorganizing.
acceptable, but remember, you just lost 2 more infantry corps
Post edited. Now has new spending. And what exactly is the difference between garrison troops and fortifications? Does it mean the fortifications come with troops to man them?
Galveston Bay
17-10-2005, 07:57
Post edited. Now has new spending. And what exactly is the difference between garrison troops and fortifications? Does it mean the fortifications come with troops to man them?
Fortifications do not come with the troops to man them, they double the defensive strength of the troops manning them. Garrison troops are coast artillery and low grade infantry units manning fixed positions, but not to the extent of fortifying an entire major section of a front (like the Maginot or Seigfried line historically, or like the Italian fortifications built over the last few years to guard their frontier). Garrison troops are really just holding a few key points with fortifications, and the remainder are simply garrison or security patrols and presence.
For example the US has a fortification built at the Panama Canal, and at Corregidor / Bataan, manned by a Colombian / US garrison unit (Panama) and Filipino / US garrison unit (Philippines). The Belgians have a fortification at Leige manned by a garrison unit, while the Swedes have a fortification at Stockholm, also manned by a garrison unit, and the Swiss have a fortification at Zurich, manned by a mountain corps. Colombia has a fortification built along the Venezulean border not currently manned by any troops.
2 capital ships, 15 light ships, 1 HQ, 10 Infantry corps, 2 cavalry corps, 1 Alpine Corps, 5 Garrison corps, 2 shipping counters (1 million tons shipping), 1 fighter, 1 bomber, 1 naval air
infantry units average at 5 points, cavalry at 2 points,
GB, sorry to bug ya with another few questions though.
What would you consider my 500 ton Yangtze Patrol Boats like? They aren't quite Light ships as my smallest light ship is destroyers at roughly 5,000 tons.
Also, what is exactly corps in terms of men? How many divisions is a corp? 10 divisions? From what I can remember, one division = 20,000 men I think.
Finally, you said 5 garrison corps- is that the garrison / fortification one (the 3 points thing)?
EDIT: I forgot to ask- when is the "deadline" to submit my plan for the supposedly 63 points I have between now and Dec. 1925?
If I figured correctly, I have 36 points (18 for 1925 and 18 from 1924, because I didn't build anything), so I will build:
6 Submarines
4 Factories
3 Fortifications (to be located at the Cape of Good Hope, Durban, and overlooking Lorenzo Marques, the Mozambican capital)
I'll save the rest of the points for the moment. If I am wrong about how the system works, let me know.
Colombian Point Allocations:
18 points for 1925 and 9 points left over from 1924
20 Destroyers at 1 point a turn for 8 turns.
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
So, thats 24 points of 27.
(GB Can you please explain how I can use the points you gave me?)
Notes: The 20 Destroyers will be primarily ASuW boats; The Fighters will be TC1D's, so my most advanced that I listed without being that one you turned down.. and could you let me know when I can use that one?
Galveston Bay
17-10-2005, 16:16
Colombian Point Allocations:
18 points for 1925 and 9 points left over from 1924
20 Destroyers at 1 point a turn for 8 turns.
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
So, thats 24 points of 27.
(GB Can you please explain how I can use the points you gave me?)
Notes: The 20 Destroyers will be primarily ASuW boats; The Fighters will be TC1D's, so my most advanced that I listed without being that one you turned down.. and could you let me know when I can use that one?
points given can be spent any way you want
Galveston Bay
17-10-2005, 16:23
If I figured correctly, I have 36 points (18 for 1925 and 18 from 1924, because I didn't build anything), so I will build:
6 Submarines
4 Factories
3 Fortifications (to be located at the Cape of Good Hope, Durban, and overlooking Lorenzo Marques, the Mozambican capital)
I'll save the rest of the points for the moment. If I am wrong about how the system works, let me know.
ooc
factories cost a total of 12 points, so I would suggest 1 factory (12 points), 1 fortification and 1 garrison unit (at Good Hope for 5 points), 1 submarine counter (representing 20 submarines for 6 points) and converting your single Infantry corps into a mechanized corps (2 points). 2 more garrison units and 2 more fortifications is 10 more points leaving you no points but you got 2 points from the US, and you could keep those as a reserve.
You start with 1 Infantry corps and 1 Cavalry Corps, plus 1 light ship (representing your navy).
Lesser Ribena
17-10-2005, 16:40
British Building:
15 points per turn = 135 points to spend for 18 month period
Expenditure:
2xLight surface ships (40 destroyers) 1 / turn for 8 turns = 16 points
Light surface ships (5 cruisers) 1 / turn for 8 turns = 8 points
Capital ships (2 battleships) 1 / turn for 10 turns = 10 points
Submarines (20 submarines) 1 / turn for 6 turns = 6 points
2xFighter (2,000 aircraft) 1 / turn for 4 turns = 8 points
Bombers (1,000 aircraft) 1 / turn for 4 turns = 4 points
Carriers (2 large carriers includes airgroups) 1 / turn for 10 turns = 10 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Factories (increases resource points available) 2 / turn for 6 turns = 12 points
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 4 turns = 4 points
8xInfantry corps (each represents 2 –10 divisions) 1 / turn for 2 turns = 16 points
2xMechanized corps (each represents 3 divisions) 1 / turn for 4 turns = 8 points
2xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 12 points
5xFortifications 1 / turn for 2 turns = 10 points
RESERVE= 11 points
The ships will be built in Portsmouth and other British shipyards and sent to join the Home Fleet at Scapa Flow. Aircraft will be spread about the Empire with particular attention paid to the UK. The factories will be built in the UK. The infantry will mainly be raised in the UK but some wil be raised in East Africa and Egypt. The mechanised corps will be raised in the UK. The fortifications will be constructed in Afghanistan, Egypt, East Africa and the British South coast. Merchant shipping shall supplement the merchant navy to replace losses.
Canada (NPC Dominion)
(I am posting for Canada as they have production points but no player)
2 points per turn = 36 points to spend
5xInfantry corps (each represents 2 –10 divisions) 1 / turn for 2 turns = 10 points
1xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 6 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Light surface ships (20 destroyers) 1 / turn for 8 turns = 8 points
RESERVE= 7 points for repairs etc
OOC: I'm still unsure about the mobilization of my infantry... I'm assuming what I have listed in the Military thread, and on the first page of my news thread is what I already have activated and ready to use. As such, I won't be "building" any additional ground forces. Please correct me if I'm wrong.
Argentina's Planned Building: 2 points/turn @ 2 months/turn @ 18 months = 9 turns (3 in 1924, 6 in 1925) = 18 total points
1924 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued in 1925)
Total for 1924 = 6 points
1925 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued from 1924)
Mechanization of III Corps @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 1 turn remains)
Light Surface Ships @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 5 turns remain)
Total for 1925 = 12 points
how much of an advantage does a factory provide?
your list is broken, it doesn't have me on it :(
Galveston Bay
17-10-2005, 18:08
OOC: I'm still unsure about the mobilization of my infantry... I'm assuming what I have listed in the Military thread, and on the first page of my news thread is what I already have activated and ready to use. As such, I won't be "building" any additional ground forces. Please correct me if I'm wrong.
Argentina's Planned Building: 2 points/turn @ 2 months/turn @ 18 months = 9 turns (3 in 1924, 6 in 1925) = 18 total points
1924 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued in 1925)
Total for 1924 = 6 points
1925 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued from 1924)
Mechanization of III Corps @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 1 turn remains)
Light Surface Ships @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 5 turns remain)
Total for 1925 = 12 points
you get 1 infantry corps for every 4 regular or 5 reserve divisions, or you could make them garrison units instead (same ratio). Argentina, Brazil, and Colombia all have about the same effectiveness in that respect.
Galveston Bay
17-10-2005, 18:08
how much of an advantage does a factory provide?
gives you an extra build point each turn
Galveston Bay
17-10-2005, 18:11
your list is broken, it doesn't have me on it :(
you don't have any build points, although Argentina or someone else can loan or give you some. You will need to have 4 divisions to create an infantry corps.
Galveston Bay
17-10-2005, 18:15
British Building:
15 points per turn = 135 points to spend for 18 month period
Expenditure:
2xLight surface ships (40 destroyers) 1 / turn for 8 turns = 16 points
Light surface ships (5 cruisers) 1 / turn for 8 turns = 8 points
Capital ships (2 battleships) 1 / turn for 10 turns = 10 points
Submarines (20 submarines) 1 / turn for 6 turns = 6 points
2xFighter (2,000 aircraft) 1 / turn for 4 turns = 8 points
Bombers (1,000 aircraft) 1 / turn for 4 turns = 4 points
Carriers (2 large carriers includes airgroups) 1 / turn for 10 turns = 10 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Factories (increases resource points available) 2 / turn for 6 turns = 12 points
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 4 turns = 4 points
8xInfantry corps (each represents 2 –10 divisions) 1 / turn for 2 turns = 16 points
2xMechanized corps (each represents 3 divisions) 1 / turn for 4 turns = 8 points
2xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 12 points
5xFortifications 1 / turn for 2 turns = 10 points
RESERVE= 11 points
The ships will be built in Portsmouth and other British shipyards and sent to join the Home Fleet at Scapa Flow. Aircraft will be spread about the Empire with particular attention paid to the UK. The factories will be built in the UK. The infantry will mainly be raised in the UK but some wil be raised in East Africa and Egypt. The mechanised corps will be raised in the UK. The fortifications will be constructed in Afghanistan, Egypt, East Africa and the British South coast. Merchant shipping shall supplement the merchant navy to replace losses.
Canada (NPC Dominion)
(I am posting for Canada as they have production points but no player)
2 points per turn = 36 points to spend
5xInfantry corps (each represents 2 –10 divisions) 1 / turn for 2 turns = 10 points
1xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 6 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Light surface ships (20 destroyers) 1 / turn for 8 turns = 8 points
RESERVE= 7 points for repairs etc
manpower issues restrict Canada to 2 corps only (I suggest mechanized corps or amphibious corps to use them to their best advantage). That would be 10 points. They can create an HQ, and the shipping is no problem. I wouldn't worry too much about fortifications, but some garrison units in the Empire would be a good idea. Australia is limited (by the way) to 3 Corps plus 2 garrison units, and New Zealand can create 1 Corps and 1 garrison unit. Once again because of manpower restrictions.
Galveston Bay
17-10-2005, 18:20
GB, sorry to bug ya with another few questions though.
What would you consider my 500 ton Yangtze Patrol Boats like? They aren't quite Light ships as my smallest light ship is destroyers at roughly 5,000 tons.
Also, what is exactly corps in terms of men? How many divisions is a corp? 10 divisions? From what I can remember, one division = 20,000 men I think.
Finally, you said 5 garrison corps- is that the garrison / fortification one (the 3 points thing)?
EDIT: I forgot to ask- when is the "deadline" to submit my plan for the supposedly 63 points I have between now and Dec. 1925?
destroyers in this era are roughly 1,000 - 2,000 tons, light cruisers are in the 4500 - 10,000 ton range. (in other words, your destroyers are too big) Patrol boats are considered light ships, and it takes 40 to equal a light ship counter. They would be weak in surface capability but could carry depth charges.
Garrison units are just garrison units, and do not have fortifications unless you build them. As you are neutral, you can have until tomorrow to submit build plan. I am going to be lenient this week because I just sprung this on everyone, and everyone needs to see it.
By the way, I need Parthini's builds for Germany and Russia. If I don't see anything from him by tomorrow, I will post the build schedule for those 2 nations.
In that case:
20 Destroyers at 1 point a turn for 8 turns.
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns
Mechanized corps (represents 3) 1 / turn for 4 turns
Alpine corps (represents 3) 1 / turn for 4 turns
Galveston Bay
17-10-2005, 19:01
Russian forces at start
40 Infantry (each is 4 divisions), 4 Mechanized Corps, 10 Cavalry Corps, 3 HQ units, 2 garrison units (at Vladivostok and Moscow), fortification at Vladivostok, 1 Amphibious unit, 1 Mountain unit, 3 fighter units, 2 bomber units, Pacific Fleet of 3 capital ships, 5 light ships, 1 shipping counter, 3 submarines, Black Sea fleet of 2 capital ships, 1 light ship, 1 submarine
Losses:
Pacific Fleet: 3 capital ships, 2 light ships, 1 submarine eliminated, 1 Amphib unit eliminated, 1 capital ship, 1 light ship requiring repairs (4 points needed).
Build points
July / August 17 -- 4 points to repair damaged ships, 5 points to replace amphib unit, 5 points to Germany, 3 points allocated to extending railroads to China via Central Asia, Afghanistan, and enlarging trans Siberian (treated as building a factory)
Remainder of 1924 – 34 points available, 10 points to Germany, 6 points railroad construction, 12 points for 2 Submarines (which will show up in March / April 1925 in Baltic Sea and will transfer to Northern Fleet out of Murmansk), 2 naval air units
Deployment: November 1924
Siberia: 6 Infantry, 1 Garrison, 1 HQ unit (all near Vladivostock) plus 1 Infantry in Sakkalin, plus 2 Infantry at Chita. 1 fighter unit at Vladivostok
Central Asia: 1 Mountain, 8 Infantry, 8 cavalry, 1 HQ, 1 fighter unit (all near Tashkent or approaching Afghani border)
Western area: 8 Infantry, 1 HQ, 1 fighter unit, 2 bomber units (2 Inf in Finland, remainder near Petrograd) plus 1 Garrison, 1 infantry in Moscow
Ukraine/ Caucasus: 10 Infantry, 12 Cavalry
Poland: 4 Infantry, 4 mechanized corps
Black Sea Fleet: 1 submarine, 2 capital ships, 1 light ship, 1 merchant shipping unit,
Pacific Fleet: 1 capital ship, 3 light ships, 2 submarines, 1 merchant shipping unit
Nearly completed: 1 Amphib unit (available March April), railroad extensions to Afghanistan, China and increased capacity to TransSiberian (requiring another 6 points and will finish in May / June 1925)
Russia has 96 points available for 1925
30 points will be transferred to Germany, 6 points spent on railroad extensions.
This leaves 60 points: Russia will build 3 submarines (16 points, finishing 1 a turn beginning August, Oct and Nov), begin construction of 3 light ships for Baltic fleet (40 destroyers, 10 cruisers, paying for all 3 up front for 24 points, and they will show up 1 a turn beginning March 1926), 2 fighter units and 2 bomber units (1 a turn beginning March 1925, 18 points total) and construct a fortification at Chita (2 points).
Russian submarines and warships are built in either the Black Sea or Baltic Sea. They may transfer by river and canal to Murmansk from the Baltic Sea, but Black Sea ships must start in Black Sea and travel by sea to move elsewhere. Submarines built in either the Black Sea or Baltic Sea can be transferred by rail to Vladistock. This takes 2 turns to accomplish.
ooc
since we lost Vas, and Parthini is having trouble posting, I am handling the Russians for the moment as war moderator.
Lesser Ribena
17-10-2005, 19:07
manpower issues restrict Canada to 2 corps only (I suggest mechanized corps or amphibious corps to use them to their best advantage). That would be 10 points. They can create an HQ, and the shipping is no problem. I wouldn't worry too much about fortifications, but some garrison units in the Empire would be a good idea. Australia is limited (by the way) to 3 Corps plus 2 garrison units, and New Zealand can create 1 Corps and 1 garrison unit. Once again because of manpower restrictions.
In which case switch Canadian production to the following:
Canada (NPC Dominion)
(I am posting for Canada as they have production points but no player)
2 points per turn = 36 points to spend
2xAmphibious troops (marines and assault craft) 1 / turn for 6 turns = 12 points
1xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 6 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Light surface ships (20 destroyers) 1 / turn for 8 turns = 8 points
RESERVE= 5 points for repairs etc
Also please switch out the fortifications for Britain to be the following:
British Building:
15 points per turn = 135 points to spend for 18 month period
Expenditure:
2xLight surface ships (40 destroyers) 1 / turn for 8 turns = 16 points
Light surface ships (5 cruisers) 1 / turn for 8 turns = 8 points
Capital ships (2 battleships) 1 / turn for 10 turns = 10 points
Submarines (20 submarines) 1 / turn for 6 turns = 6 points
2xFighter (2,000 aircraft) 1 / turn for 4 turns = 8 points
Bombers (1,000 aircraft) 1 / turn for 4 turns = 4 points
Carriers (2 large carriers includes airgroups) 1 / turn for 10 turns = 10 points
Merchant shipping (500,000 tons) 1 / turn for 5 turns = 5 points
Factories (increases resource points available) 2 / turn for 6 turns = 12 points
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 4 turns = 4 points
8xInfantry corps (each represents 2 –10 divisions) 1 / turn for 2 turns = 16 points
2xMechanized corps (each represents 3 divisions) 1 / turn for 4 turns = 8 points
2xHeadquarters units (allows reorganized of units) 1 / turn for 6 turns = 12 points
3xGarrison troops (includes fortifications) 1 / turn for 3 turns = 9 points
RESERVE= 12 points for repairs etc.
The ships will be built in Portsmouth and other British shipyards and sent to join the Home Fleet at Scapa Flow. Aircraft will be spread about the Empire with particular attention paid to the UK. The factories will be built in the UK. The infantry will mainly be raised in the UK but some wil be raised in East Africa and Egypt. The mechanised corps will be raised in the UK. Merchant shipping shall supplement the merchant navy to replace losses.
The garrisons wil be placed in the following areas: 2 in Afghanistan, 1 in Northern India.
Independent Macedonia
17-10-2005, 21:18
acceptable, but remember, you just lost 2 more infantry corps
So i have lost a total of 4? Anyway, whatever that number is, does those korps still exist and have to be reorganized by an HQ, or for all intents and purposes i can just replace them with the 6 korps i am building?
ooc
factories cost a total of 12 points, so I would suggest 1 factory (12 points), 1 fortification and 1 garrison unit (at Good Hope for 5 points), 1 submarine counter (representing 20 submarines for 6 points) and converting your single Infantry corps into a mechanized corps (2 points). 2 more garrison units and 2 more fortifications is 10 more points leaving you no points but you got 2 points from the US, and you could keep those as a reserve.
You start with 1 Infantry corps and 1 Cavalry Corps, plus 1 light ship (representing your navy).
Ah. Well then, I'll go with your suggestion because I still don't fully understand the whole point system. Anyway, to make it a nice list format:
South African Production:
1 Factory (12 Points)
1 Fortification w/ Garrison (based at Cape of Good Hope, total of 5 points)
1 Submarine counter (20 submarines at six points)
Convert the Infantry Corp to a Mechanized Corp (2 points)
I will keep the remaining six points as a reserve in case anything new comes up.
Safehaven2
17-10-2005, 22:30
36 points for this year and next.
So two factories coming to 24 points
500,000 tons of shipping 5 points
1 amphib corp at 5 points
Leaves me two extra points. Three questions, first, how many points does New Zealand have or did you include them in my total? How many troops am I starting off with and finally am I getting any help from America/Britian when it comes to extra points?
I spend all of my 12 of my points on building a factory.
Thanks, GB.
I just have one more question before I post my build (Once you answer my question then I can post up my build immediately- by tonight should you reply by then).
How many men and / or divisions are in a Corps?
Once I know this, then I'll be able to have a better idea where or what to distribute my points with. :)
Thanks, GB.
I just have one more question before I post my build (Once you answer my question then I can post up my build immediately- by tonight should you reply by then).
How many men and / or divisions are in a Corps?
Once I know this, then I'll be able to have a better idea where or what to distribute my points with. :)
I don't know if this is what you mean, Sharina, but usually a Corp has between 2-10 divisions, depending on quality. I hope that helps.
Lachenburg
18-10-2005, 00:12
Points Distribution 1925--The Federal Republic of Belgium
- 1 Factory/Infastructure Improvements (12 Points)
- 1 Fortification w/ Garrison (based at Verviers, total of 5 points)
Independent Macedonia
18-10-2005, 00:27
Points Distribution 1925--The Federal Republic of Belgium
- 6 Factory/Infastructure Improvements (18 Points)
6 factories would be 72 points not 18, since it costs 2 points a turn for 6 turns per factory.
Lachenburg
18-10-2005, 00:38
6 factories would be 72 points not 18, since it costs 2 points a turn for 6 turns per factory.
Edited.
Galveston Bay
18-10-2005, 00:57
So i have lost a total of 4? Anyway, whatever that number is, does those korps still exist and have to be reorganized by an HQ, or for all intents and purposes i can just replace them with the 6 korps i am building?
yes, you have lost 4, and yes you can replace them with the 6 corps you are building.
Galveston Bay
18-10-2005, 00:58
Thanks, GB.
I just have one more question before I post my build (Once you answer my question then I can post up my build immediately- by tonight should you reply by then).
How many men and / or divisions are in a Corps?
Once I know this, then I'll be able to have a better idea where or what to distribute my points with. :)
Chinese corps are 5 divisions for this purpose. That would be roughly 120,000 men for a Chinese unit.
Ottoman Khaif
18-10-2005, 01:17
GB, how many points does the Ottoman Empire get on this system..I ask because I am not on the list.
The Active Citizen Force will be maintaining a garrison unit at Diego Suarez, to assist the Argentines in occupation (at a cost of 1/turn for 3 turns).
Galveston Bay
18-10-2005, 01:28
GB, how many points does the Ottoman Empire get on this system..I ask because I am not on the list.
oops, and I actually meant to put you on it. You have 3 points a turn, and you are also exporting 1 point a turn to the LTA (thats your oil money), and 1 point a turn to the Pact (various metals). You haven't the industry to fully utilize all of your resources yourself. Palestine by the way has no points.
Turkey gets 1 point for Cyprus, 1 point for Turkey, 1 point for Persia, 1 point for Iraq and 1 point for Egypt (the other Egyptian point goes to Britian)
Ottoman Khaif
18-10-2005, 01:45
27 points for this year..I think
So I spend 12 points on building factories and 9 points building up my defense for crete base, the dradanelles and suez for this year, 3 points in training new troops, 2 points in building flaks for my Crete naval base for this year...I am not too sure if I did this right.
Safehaven2
18-10-2005, 02:03
36 points for this year and next.
So two factories coming to 24 points
500,000 tons of shipping 5 points
1 amphib corp at 5 points
Leaves me two extra points. Three questions, first, how many points does New Zealand have or did you include them in my total? How many troops am I starting off with and finally am I getting any help from America/Britian when it comes to extra points?
GB what you think?
Galveston Bay
18-10-2005, 02:10
GB what you think?
New Zealand is included in your total, otherwise looks ok to me, I would raise an infantry corps or a fighter with the other 2 points. The US has assigned 3 points to Australia for the next 18 months, which means you can raise that infantry corps as a mechanized or amphibious corps as well.
What would be the statis of the Bolivian economy, and how many points does Bolivia have?
Galveston Bay
18-10-2005, 02:29
What would be the statis of the Bolivian economy, and how many points does Bolivia have?
Bolivia has 1 point per turn, and can only build infantry or cavalry units at this time.
Bolivia has 1 point per turn, and can only build infantry or cavalry units at this time.
How many men are in an infantry corps?
New Building for 1925/1924
72 points for the first six months of 1925
36 for the last three months of 1924
1 Alpine Corps (3 points)
1 Garrison Troop Corps deployed at Brest (3 points
2 maritime bomber groups (10 points, 2,000 aircraft)
2 fighter craft groups (8 points, 2,000 aircraft)
2 bomber aircraft groups (10 points, 2,000 aircraft)
3 infantry corps (6 points, 12 divisions)
3 mechanized corps (12 points, 15 divisions
1 Armored Corps (6 points)
2 Artillery Corps (1 Flak at Brest, 1 Flak at Tarfia, 1 Coastal Defence at Tarfia in Southern Spain to cover the Strait 9 points-loaned from Russia)
2 industry (24 points)
2 submarine groups (12 points, 40 submarines)
13 points in reserve for repairs and other such things.
Galveston Bay
18-10-2005, 02:56
New Building for 1925/1924
72 points for the first six months of 1925
36 for the last three months of 1924
3 fortifications in the alps (6 Points)
2 maritime bomber groups (10 points, 2,000 aircraft)
2 fighter craft groups (8 points, 2,000 aircraft)
2 bomber aircraft groups (10 points, 2,000 aircraft)
6 infantry corps (12 points, 24 divisions)
3 mechanized corps (12 points, 15 divisions
1 Armored Corps (6 points)
3 Artillery Corps (1 Flak, 1 Heavy Arty, 1 Coastal Defence; deployed at Tarfia in Southern Spain to cover the Strait 9 points-loaned from Russia)
2 industry (24 points)
1 submarine group (6 points, 20 submarines)
13 points in reserve for repairs and other such things.
each turn is 2 months actually, so you are covering an 18 month period. Maximum stacking limit is 3 units total by the way, so a better idea would be 2 Flak units (1 at Brest, 1 at Tarfia), 1 Coastal defense for Tarfia, and the Spanish would be well advised to place an infantry corps there as well (artillery units have weak defense versus ground attacks)
You might also want to review your submarine losses carefully, they have been serious. Your generals aren't convinced that fortifications are needed for the Alps either, they expect to break through the Alps once the weather warms up.
Galveston Bay
18-10-2005, 02:57
How many men are in an infantry corps?
for Bolivia that would be 6 divisions, or 130,000 men
All right, I have decided on my build. Thanks for the info, GB.
Here what China will do with its 63 points.
1. 60 points for 5 factories.
2. Keep the other 3 points in reserve.
Galveston Bay
18-10-2005, 06:12
No word from India, so for now India is building 1 Infantry Corps a turn (which means it is building 9 Infantry corps this year). India starts with 4 infantry corps, 2 garrison units (Delhi, Colombo), 1 HQ (on the Northwest Frontier), 1 cavalry corps (in Afghanistan, along with 1 of the infantry corps), and 1 light ship unit (3 old cruisers, 9 old destroyers)
As Australia is temporarily an NPC nation, Britian will take it over. It will build 1 Cav corps (2 points), 1 mechanized corps (5 points), and 1 shipping unit (5 points).
Of the council of clan
18-10-2005, 15:01
so i have 63 points
2 Amphibious Units, 2 points for the next 6 turns
2 Aircraft carriers, 2 points for the next 12 turns
2 units of amphibious shipping, 2 points for the next 5 turns
4 Infantry Corps 4 points for the next two turns
1 bomber unit, 1 point for the next 5 turns
Galveston Bay
18-10-2005, 18:49
USA builds 1924 - 25
204 points (1925) + 104 points (remainder of 1924)
2 capital ships (4 battleships) 15 points
16 light ships (15 cruisers, 140 destroyers, 240 smaller escorts) 64 points
10 Mechanized Corps (represents 30 divisions) 40 points
2 Mountain corps (represents 6 divisions) 6 points
Radar research (like buying a factory) 9 points (3 more points needed in 1926)
2 Amphibious Corps (represnts 6 divisions plus assault craft) 20 points
2 carriers (represents 32 escort carriers plus airgroups) 20 points
5 shipping counters (represents 5 million tons of shipping) 20 points
6 fighters (represents 5,000 aircraft) 12 points
5 maritime air (represents 5,000 aircraft) 20 points
2 transport aircraft (represents 2,000 aircraft) 8 points
2 bombers (represents 2,000 aircraft) 8 points
15 points economic assistance.... 2 to Colombia, 3 to Canada, 3 to Australia, 2 to Italy, 5 to Japan
16 points in reserve for repairing ships and other contigencies
USA started with 9 mechanized corps, 3 infantry corps, 3 HQ units, 3 fighters, 3 bombers, 3 maritime air, plus its fleet of 2 carriers, 7 capital ships, 30 light ships, 5 submarines, 18 shipping counters, 1 Amphibious unit, 1 Cavalry corps, 4 Garrison Units (US west coast, US east coast, Philippines, Panama), 2 fortifications (Philippines, Panama). In addition, another carrier unit and 1 submarine was nearly completed.
Losses
2 capital ships, 1 light ship, 1 shipping counter
small revision to US building schedule
arrival schedule
Nov/Dec 2 fighters,
Jan / Feb 1 mountain, 1 amphib, 2 fighters, 1 bomber, 1 mechanized corps,
Mar / Apr 1 mountian, 2 mechanized corps, 1 amphib, 3 fighters, 1 bomber, 2 Nav air, 2 transport air, 1 shipping counter, 1 light ship,
May / June 3 mechanized corps, 1 shipping counter, 2 submarine, 2 light ship, 2 Nav Air,
July / August 4 mechanized corps, 1 shipping counter, 3 light ships,
Sept / Oct 3 light ships
Nov / Dec 3 light ships
1926
Jan / Feb 3 light ships, 1 capital ship
Mar / Apr 3 light ships, 1 capital ship
May / June Radar becomes available
Persone Italiane
18-10-2005, 22:03
I have 1 point a turn.
I will, over the next two years, build factories. This will take twice as long as normal, because i only have 1 point/turn availiable. If this is not okay, ill fix it.
Galveston Bay
18-10-2005, 22:57
I have 1 point a turn.
I will, over the next two years, build factories. This will take twice as long as normal, because i only have 1 point/turn availiable. If this is not okay, ill fix it.
that will work
Safehaven2
18-10-2005, 23:43
Hold up now, when did you mention anything about us being able to research GB?
Galveston Bay
18-10-2005, 23:51
Hold up now, when did you mention anything about us being able to research GB?
There was no game mechanic for that, so I had to come up with something to represent the expediture, and that is how much it costs to build the Manhatten Project in World In Flames.
So yes, you can do research, and point requirements will vary depending on what it is, and you have to have at least a good rationale for it (like having Tesla or Christie) and since we are using early (as in 1930 - 32) 1930s technology, radar would be showing up in the time frame indicated anyway.
Which means that the US will be able to build massive radar towers (like the early British Chain Home system) by the time 1927 rolls around, which might be useful, or not, by then.
telegram me on what you want to research, and provide a link showing how it is possible for you to do. Which means you will have to do your own research to find the possibilities.
Absolutely no nukes though, that has been agreed on by the referees, for complex reasons, including playability, as well as some realism concerns.
I also indicated in an earlier post that you could edit your builds as new rules are added. This is somewhat a work in progress while I get some of the bugs out.
New Building for 1925/1924
72 points for the first six months of 1925
36 for the last three months of 1924
1 Alpine Corps (3 points)
1 Garrison Troop Corps deployed at Brest (3 points
2 maritime bomber groups (10 points, 2,000 aircraft)
2 fighter craft groups (8 points, 2,000 aircraft)
2 bomber aircraft groups (10 points, 2,000 aircraft)
3 infantry corps (6 points, 12 divisions)
3 mechanized corps (12 points, 15 divisions
1 Armored Corps (6 points)
2 Artillery Corps (1 Flak at Brest, 1 Flak at Tarfia, 1 Coastal Defence at Tarfia in Southern Spain to cover the Strait 9 points-loaned from Russia)
2 industry (24 points)
2 submarine groups (12 points, 40 submarines)
RADAR (6 points this year, 6 more next year)
7 points in reserve for repairs and other such things.
Repost.
Galveston Bay
19-10-2005, 07:04
suggested Spanish builds (per request)
36 points available
replace 2 infantry corps (4 points)
build 5 garrison units (15 points)
build 1 Nav air, 2 fighters (9 points from Germany, essentally German aircraft)
build 1 heavy artillery (3 points)
build 2 coast defense, 2 flak units (12 points)
build 1 new infantry corps (2 points)
suggested Spanish builds (per request)
36 points available
replace 2 infantry corps (4 points)
build 5 garrison units (15 points)
build 1 Nav air, 2 fighters (9 points from Germany, essentally German aircraft)
build 1 heavy artillery (3 points)
build 2 coast defense, 2 flak units (12 points)
build 1 new infantry corps (2 points)
Spain will do that then. Thanks for the suggestions GB.
The Union of South Africa is raising another Corp of troops. The 2nd Zuid Afrika Korp will be an inheemse eenheid, or native unit. The black soldiers will be commanded by white officers and non-coms of the Active Citizen Force.
The 2nd ZAK will be used to help secure LTA-held territory in Africa.
OOC: I'm posting this here because raising a mechanized corp will use up four of my production points.
Kirstiriera
20-10-2005, 15:26
Naught Points toward Military... Mostly emphasis on farming and domestic matters as well as adapting to modern technology.
Just to make sure- my 5 factories should be completed by June 1925 as I started building them in June 1924, giving me +5 industry (1 factory for 2 points per 6 turns, or 12 points total). Thus, I should have +5 points for the next 3 turns, giving me 15 extra points, correct?
Galveston Bay
22-10-2005, 00:19
Just to make sure- my 5 factories should be completed by June 1925 as I started building them in June 1924, giving me +5 industry (1 factory for 2 points per 6 turns, or 12 points total). Thus, I should have +5 points for the next 3 turns, giving me 15 extra points, correct?
yes, that is correct
Galveston Bay
22-10-2005, 00:29
Economic resources available per turn
LTA nations
USA 34 (in other words, 204 a year)
UK 15+1 (includes resources from British Empire)
Canada 2
South Africa 2+1
Japan 7
India 2
Australia 2+1
Colombia 3
Italy 10 (minus 2 points each for Venice, Milan, Genoa, Naples, 1 point each for Corsica, Sicily)
Ecuador 1
Argentina 3
Chile 2
Pact nations
Germany 16
Russia 17
Czechslovakia 2
Yugoslavia 3+2
France 12 + 2 (minus 3 points Paris, 2 points each Lille, Marseilles, Nantes, Toulouse, Brest, 1 point for Corsica)
Spain 4 (minus 2 points Madrid, 1 point each Bilbao, Valencia)
Other nations
China 7+5
Korea 2
Netherlands 3
Belgium 3+1
Burgundy 3+1
Norway 2
Sweden 4
Ottoman Empire 3+1
Bulgaria 2
Greece 1
Brazil 3
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)
1 / turn for 12 turns (10 turns for
US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
militia corps 1 / turn for 1 turn (maximun of 1 per production point)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
armored corps (represents a special assault tank unit) 1 / turn 5 turns
motorized corps (represents 3 divisions) 1 / turn for 4 turns
mechanized corps (represents 3 divisions) 1 / turn for 5 turns
armored cavalry corps (represents 3 divisions) 1 / turn 6 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded.
Research projects -- special minimum 1 point, can be as many as 12 points, varies by country and type of research. There are tech level requirements. Referee approval required. Example is radar (12 points, takes a year, must be tech level 6)
Repair a production center -- 6 points (1 point per turn). So if you captured Milan for example, you must spend 6 points and it takes 6 turns to get that production area back in production. Unless specifically stated otherwise when it is captured, assume it is damaged and severely disrupted. For example, the Russians took Venice undamaged, so it can immediately be added to the Russia or Yugoslav or German production points.
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage
Clarification: For referee convenience, everything is considered to start on January 1 of each year unless specifically stated otherwise.
Ottoman Khaif
22-10-2005, 00:34
GB, not to brother you...you forget to list the Ottomans in the other nations list...
Independent Macedonia
22-10-2005, 00:47
whats the plus 2 on my name mean?
Galveston Bay
22-10-2005, 00:53
whats the plus 2 on my name mean?
your points per turn went up 2 for 1926 as you finished the two factories you were building
Independent Macedonia
22-10-2005, 00:57
okay lol, so monday or so i will have 5 factories?! sweet.
OOC: I'm still unsure about the mobilization of my infantry... I'm assuming what I have listed in the Military thread, and on the first page of my news thread is what I already have activated and ready to use. As such, I won't be "building" any additional ground forces. Please correct me if I'm wrong.
Argentina's Planned Building: 2 points/turn @ 2 months/turn @ 18 months = 9 turns (3 in 1924, 6 in 1925) = 18 total points
1924 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued in 1925)
Total for 1924 = 6 points
1925 Actions
Factory @ 2/turn -> 3 turns = 6 points (Continued from 1924)
Mechanization of III Corps @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 1 turn remains)
Light Surface Ships @ 1/turn -> 3 turns = 3 points (To be continued in 1926: 5 turns remain)
Total for 1925 = 12 points
Argentina: 2 + 1 (factory) / turn @ 6 turns = 18 points total
1926 Projected Production:
Mechanization of III Corps @ 1/turn -> 1 turn = 1 point (Finished at end of Feburary 1926)
Garrison for II Corps - Brazilian border @ 1/turn -> 3 turns = 3 points (Finished at end of June 1926)
Light Surface Ships @ 1/turn -> 5 turns = 5 points (Finished at end of October 1926)
I New Zion "Mule" Corps @ 1/turn -> 2 turns = 2 points (Finished at end of June 1926)
Factory (built in Cordoba) @ 2/turn -> 3 turns = 6 points (3 turns remain: Finished in 1927)
Fighter Aircraft @ 1/turn -> 1 turn = 1 point (3 turns remain: Finished in 1927)
Total for 1926: 18 points
Lachenburg
22-10-2005, 01:25
Points Distribution 1926--The Federal Republic of Belgium
- 2 Factory/Infastructure Improvements (24 Points)
0 Points left.
Ottoman Khaif
22-10-2005, 01:29
Points Distribution 1926-Ottoman Empire
- 3 Factory/Infastructure Improvements (36 Points)
- Railroad build ups in Persia and Syria(2 points)
Arm forces
-upgrade two inf corps to mech corps (6 points )
Points leftover, zero points
Note: I got 8 points from Britian do to a agreement over Kuwait
yes, that is correct
GB, I'd like to clear up another question I have.
According to you, I now have 15 extra points in addition to the original 3 points left over from the first round (1924 - mid 1925), so I have 18 points.
Can I put 12 of these points towards a factory, and keep the 6 in reserve? If so, can I work out the factory to 4 points for 3 turns- somewhat like in Civilization (accelerating production by switching shield production terrain from, say a forest square to a hill + mine square)?
Or do I have to wait until 1926 to use these 18 extra points?
Independent Macedonia
22-10-2005, 02:13
Extra points for 1925(venice):if i got this right i get 6 oxtra points, if not just accept 3 and give my one of these
2xAlpine Korps(to go to French/Spain border)
1926:
30 points for the year:
1 factory=12 points
1 Mechanized Korps=5 points(sent to Italian front)
1 Infantry Korps=2 points(Italian front)
1 Fighter unit=4 points(Trieste Air defense)
1 Garrison Korps=3 points(Sarajevo defense)
2 more Infantry Korps=Reserves for italian front
Of the council of clan
22-10-2005, 04:24
3 Factories for 36 points
3 Infantry Corps for 6 points
84 points for the year.
Research (RADAR, 6 points)
4 Fortifications (four in Pyrenees 8 points)
8 infantry Corps (16 points, 32 divisions, two turns, five to be deployed to Spain/Pyrenees, 2 in reserve, one to Italy)
3 mechanized corps (15 points, 15 divisions-2 to Spain/Pyrenees, 1 to Italy)
2 bomber units (10 points)
2 Fighter units (8 points)
2 Artillery Units (1 Coastal Defence for Atlantic Coast, 1 flak for Pyrenees, 6 points)
1 Alpine Corps (3 points)
10 points in reserve
[NS]Parthini
22-10-2005, 19:42
These are 1926 points right?
Lesser Ribena
22-10-2005, 19:46
UK and Canadian Spending for the next year:
UK (includes resources from British Empire)
15+1 per turn= 96 points for the year plus 11 from last year's reserve
total=107
expenditure:
2xMerchant shipping (500,000 tons) 10 points
2xFighter (represents 1,000 aircraft) 8 points
3xBombers (represents 1,000 aircraft) 12 points
1xMaritime bombers & fighters (1,000 aircraft) 4 points
4xInfantry corps (represents 3 divisions) 12 points
3xarmoured corps (special assault tank unit) 15 points
3xmechanized corps (represents 3 divisions) 15 points
2xHeadquarters units (allows reorganized of disorganized units) 12 points
total cost=88
8 points exported to Ottomans (as per a semi-secret territory deal)
reserve=11 points
Canada
2 per turn = 12 per year plus 7 from last year's reserve
total=19
expenditure:
Carriers (4 smaller carriers) 10 points (or is it 12 for Canada?)
2xMaritime Aircraft 8 points
Reserve=1 point
If cost is 12 for carriers then reduce maritime aircraft to single production and increase reserve appropiately.
Deployment:
UK:
2xMerchant shipping to join merchant navy
2xFighter 1 to be transferred to Italy theatre and 1 to the UK
3xBombers 1 to remain in UK, other 2 to go to Italy
1xMaritime bombers & fighters to join Home Fleet and bolster UK defences
4xInfantry corps Transfer to Indian Theatre
3xarmoured corps 1 to Italian theatre and 2 to Inidan
3xmechanized corps 2 to Italian theatre and 1 to Indian
2xHeadquarters units 1 to Italian theatre and 1 to India
Canada:
Maritime craft to board carriers and proceed to join the Indian Ocean fleet.
Add-ons to French Spending
84 points for the year + 4 loaned from Germany.
Research (RADAR, 6 points)
4 Fortifications (four in Pyrenees 8 points)
8 infantry Corps (16 points, 32 divisions, two turns, five to be deployed to Spain/Pyrenees, 2 in reserve, one to Italy)
3 mechanized corps (15 points, 15 divisions-2 to Spain/Pyrenees, 1 to Italy)
2 bomber units (10 points)
2 Fighter units (8 points)
2 Artillery Units (1 Coastal Defence for Atlantic Coast, 1 flak for Pyrenees, 6 points)
1 Alpine Corps (3 points)
3 garrison unit (9 points, 2 deployed to South-Western [Atlantic] Coast and 1 to Southern [Mediterrian] Coast)
4 infantry corps upgraded to Mechanized Corps (4 points, loaned from Germany)
1 point in reserve
[NS]Parthini
22-10-2005, 21:05
EDITED: Point allocation for 1926
Total=96
2 Alpine Corps= 6
4 armored= 20
6 fighter= 18
5 Motorized Inf Corps= 10
1 sub= 6
upgrade 10 corps to next level (motorized/mechanized)= 10
Rocket research= 12
4 points to France= 4
8 reserve= 8 points
Ottoman Khaif
22-10-2005, 21:55
GB, how much can two points do for Railroads?
I've decided to be Sweden as one of the countries GB suggested that were neutral, plan on staying neutral for now.
I don't know if I get to use 1924's points or not so I just left them out.
1925:
2 factories-24 points none in reserve
1926:
1 shipping counter to increase trade-5 points
1 light ship counter-8 points
1 maritime-5 points
1 economic development-12 points
6 points reserve
Assuming I can use my 12 1924 points I will build a factory then giving me an extra 12 points between 25 and 26 so I'd build another factory in 26.
I have 18 points for 1926, and 2 points left over from 1925, so I will build
1 factory at 2 points/turn for 6 turns (total of 12)
1 Headquarters unit at 1 point/turn for 6 turns (total of 6)
I'll keep two points in reserve for repairs, etc.
Vas Pokhoronim
23-10-2005, 03:57
Point allocation for 1926
Total = 102
2 factories = 24
5 fighters = 20
3 bombers = 15
3 armored cavalry = 18
5 infantry = 10
Chemistry research = 12
3 points reserve for railway construction, repairs, organization of Partisan (militia) units, et al.
Galveston Bay
23-10-2005, 04:37
I don't know about you guys, but I intend to wait to plan my builds until I know what the situation in Jan 1926 looks like.. but its up to you. I won't hold you to them until that time.
Vas Pokhoronim
23-10-2005, 04:56
In that case I reserve the right to last-minute edits.
I'm still waiting for an answer to my question about my points for 1926.
GB agreed that I now have +15 extra points from my 5 new factories up and running for the last 3 turns of 1925 (the factories were built in June 1924, then for 6 turns until June 1925). I also have 3 extra points from my original 63 points of which 60 went into the +5 factories.
Thus, as it stands in June 1925, I have 18 points in reserve (+15 factory points + 3 reserve points).
Now, I would like to know if I can build one factory with 12 points out of that 18 point reserve, and put it on accelerated build- 4 points a turn for 3 turns instead of 2 points a turn for 6 turns. That way, this will allow everything to be lined up nicely for the beginning of Jan. 1926 without hassles or loose ends.
I believe an accelerated build is possible owing to several reasons.
1. It'd be similiar as in Civilization. Shift a citizen working a 2 resource forest square to a 4 resource hill + mine square, thus halving the time needed to build, say, a Spearman from 10 turns to just 5 turns.
2. All the workers and extra material from the first 5 factories would be able to focus on a single 6th factory- which should allow for more construction in a shorter period of time.
3. GB stated that the amount of points can be altered on a per-turn basis for a "rush build" of sorts. I may be wrong though.
An answer would be appreciated as I need to know whether I'll have 13 factories (or 13 production points) by Jan. 1926. Thanks. :)
Independent Macedonia
23-10-2005, 17:48
repost for edit
Extra points for 1925(venice):if i got this right i get 6 oxtra points, if not just accept 3 and give my one of these
2xAlpine Korps(to go to French/Spain border)
1926:
42 points for the year:
1 factory=12 points
2 Mechanized Korps=10 points(Italian front)
1 Armored Korps=5 points(Italian front)
1 Infantry Korps=2 points(Italian front)
1 Fighter unit=4 points(Trieste Air defense)
1 Garrison Korps=3 points(Sarajevo defense)
2 more Infantry Korps=4 points(Reserves for italian front)
2 reserve points
I build a factory a year ago how come that Ecuador didn't get 1+? Also if you does this mean I have 12 points now? Also I don't know what to do with my points can I have some help GB?
Independent Macedonia
23-10-2005, 22:58
Comstan it takes Ecuador 2 years to build a factory because it costs 12 points to build a factory, you have a 1 point a turn building capacity and there are 6 turns in a year.
Edited my 1926 figure.
18 points a year:
1 Factory (12 Points, 2points a turn for 6 turns)
1 Half of Factory (LOL, 6 points)
Hey... can I get points for controlling french guiana and exploiting them ;)
GB, if possible could you sometime give us a layout of the attack/defense values of each unit? Also maybe movement values?
New Dornalia
24-10-2005, 02:12
I'm still confused about the points system.....
As it is though, I'll take a stab, and invest what points I have (2) into making the KVC possible. They will count as an infantry corps.
Of the council of clan
24-10-2005, 02:21
I'm still confused about the points system.....
As it is though, I'll take a stab, and invest what points I have (2) into making the KVC possible. They will count as an infantry corps.
An Infantry Corps is like 100,000 soldiers
I'll gladly take one of those from you.
Persone Italiane
24-10-2005, 02:28
As for Greece, 1926's one point per turn is still committed to finishing up last year's factory.
Adrasuvare
24-10-2005, 09:16
(ooc: Kirstiriera here)
Bulgaria's Plans for 1926
Points:12
1 Infantry Corp (2 points)
1 Shipping/Trade (5 Points)
5 Points left over for 1927 to be added for Development of National Welfare and Refunishing of Factories, etc...
Ecuador spends Three points on finishing the factory. Put the six in reserve.
[NS]Parthini
24-10-2005, 13:55
Parthini']EDITED: Point allocation for 1926
Total=96
2 Alpine Corps= 6
4 armored= 20
6 fighter= 18
5 Motorized Inf Corps= 10
1 sub= 6
upgrade 10 corps to next level (motorized/mechanized)= 10
Rocket research= 12
4 points to France= 4
8 reserve= 8 points
I edited my points.
Galveston Bay
24-10-2005, 17:41
I'm still waiting for an answer to my question about my points for 1926.
GB agreed that I now have +15 extra points from my 5 new factories up and running for the last 3 turns of 1925 (the factories were built in June 1924, then for 6 turns until June 1925). I also have 3 extra points from my original 63 points of which 60 went into the +5 factories.
Thus, as it stands in June 1925, I have 18 points in reserve (+15 factory points + 3 reserve points).
Now, I would like to know if I can build one factory with 12 points out of that 18 point reserve, and put it on accelerated build- 4 points a turn for 3 turns instead of 2 points a turn for 6 turns. That way, this will allow everything to be lined up nicely for the beginning of Jan. 1926 without hassles or loose ends.
I believe an accelerated build is possible owing to several reasons.
1. It'd be similiar as in Civilization. Shift a citizen working a 2 resource forest square to a 4 resource hill + mine square, thus halving the time needed to build, say, a Spearman from 10 turns to just 5 turns.
2. All the workers and extra material from the first 5 factories would be able to focus on a single 6th factory- which should allow for more construction in a shorter period of time.
3. GB stated that the amount of points can be altered on a per-turn basis for a "rush build" of sorts. I may be wrong though.
An answer would be appreciated as I need to know whether I'll have 13 factories (or 13 production points) by Jan. 1926. Thanks. :)
short answer is yes you can do that.
Macedonia, it takes 12 points to upgrade your railroads. 2 has no noticable affect. See strategic redeployment rules in the war thread for what railroads mean.
Galveston Bay
24-10-2005, 17:52
Economic resources available per turn
LTA nations
USA 34 (in other words, 204 a year)
UK 15+1 (includes resources from British Empire)
Canada 2
South Africa 2+1
Japan 7
India 2
Australia 2+1
Colombia 3
Italy 10 (minus 2 points each for Venice, Milan, Genoa, Naples, 1 point each for Corsica, Sicily)
Ecuador 1
Argentina 3
Chile 2
Pact nations
Germany 16
Russia 17
Czechslovakia 2
Yugoslavia 3+2
France 12 + 2 (minus 3 points Paris, 2 points each Lille, Marseilles, Nantes, Toulouse, Brest, 1 point for Corsica)
Spain 4 (minus 2 points Madrid, 1 point each Bilbao, Valencia)
Other nations
China 7+5
Korea 2
Netherlands 3
Belgium 3+1
Burgundy 3+1
Norway 2
Sweden 4
Ottoman Empire 3+1
Bulgaria 2
Greece 1
Brazil 3
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)
1 / turn for 12 turns (10 turns for
US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
militia corps 1 / turn for 1 turn (maximun of 1 per production point)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
armored corps (represents a special assault tank unit) 1 / turn 5 turns
motorized corps (represents 3 divisions) 1 / turn for 4 turns
mechanized corps (represents 3 divisions) 1 / turn for 5 turns
armored cavalry corps (represents 3 divisions) 1 / turn 6 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded.
Research projects -- special minimum 1 point, can be as many as 12 points, varies by country and type of research. There are tech level requirements. Referee approval required. Example is radar (12 points, takes a year, must be tech level 6)
Repair a production center -- 6 points (1 point per turn). So if you captured Milan for example, you must spend 6 points and it takes 6 turns to get that production area back in production. Unless specifically stated otherwise when it is captured, assume it is damaged and severely disrupted. For example, the Russians took Venice undamaged, so it can immediately be added to the Russia or Yugoslav or German production points.
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage
Clarification: For referee convenience, everything is considered to start on January 1 of each year unless specifically stated otherwise.
added a couple of things to help you all out
http://forums.jolt.co.uk/showpost.php?p=9829428&postcount=161
http://forums.jolt.co.uk/showpost.php?p=9829415&postcount=160
Galveston Bay
24-10-2005, 18:04
USA builds 1924 - 25
204 points (1925) + 104 points (remainder of 1924)
16 points in reserve for repairing ships and other contigencies
USA started with 9 mechanized corps, 3 infantry corps, 3 HQ units, 3 fighters, 3 bombers, 3 maritime air, plus its fleet of 2 carriers, 7 capital ships, 30 light ships, 5 submarines, 18 shipping counters, 1 Amphibious unit, 1 Cavalry corps. In addition, another carrier unit was nearly completed.
The US has spent 6 points to repair ships, and will use the rest of its point for 1924-25 as follows: upgrade 2 Moroccan garrison units to motorized infantry corps (4 points), upgrade 1 Moroccan infantry unit to a Alpine unit (1 point). These units will become available in Sept and Nov. Another 4 points will be sent to India to allow it to upgrade its production from 1 Infantry corps a turn to 1 Mechanized Corps a turn (for Sept and Nov turns). The remaining point will be used to start a new research project: tactical voice radio.
Galveston Bay
24-10-2005, 18:10
useful research projects costing 12 points:
radar -- gives a +1 to the air combat strength of fighters, carrier aircraft and anti aircraft fire of ships is increased. The US and France are currently researching this, and once the project is completed, the technology can be passed on to allies (who get it 3 turns later). Transfer is allowed for all research projects but must be specified.
tactical voice radio-- gives a +1 to the combat strength of all ground units, and a +1 to the movement allowance of motorized, mechanized and armored cavalry units.
Improved chemistry -- allows the creations of nerve type gases. When used, considered an atrocity, however, doubles the attack strength of all units in an attack where it is used. However, all units involved in the attack are disorganized at the end of combat (warfare and movement is really, really slow under chemical warfare conditions, just ask anyone who has ever had to use MOPP gear).
Strategic bombing -- +1 to the strategic bombing strength of all bombers, and gives bombers that don't have a strategic bombing rating to get a rating of 1.
If you have other suggestions, telegram them to me.
You can buy research as 2 points a turn for 6 turns, or 1 point a turn for 12 turns or a combination of the two. Take your pick.
OOC:
I'd like to know the deadline for posting my builds for both mid-1925 to Dec. 1925, and for the year of 1926.
I'd like to know as I'm undecided on whether to go for that extra factory with 12 of my extra points (to finish it so it'll be up and running by Jan. 1926), or build 3 HQ units with my 18 extra points (and have them finished by June 1926).
New Dornalia
24-10-2005, 20:02
An Infantry Corps is like 100,000 soldiers
I'll gladly take one of those from you.
Well.....
I could try an arrangement similar to the Flying Tigers, and allow reservists and active duty troops to quit and join the KVC. Otherwise, I would never be able to recruit that many.....not that I was planning to. How much, pointwise, for half of that?
Lesser Ribena
24-10-2005, 20:18
Ignore my last post as I am going to change my builds once we finish 1925.
UK and Canada expenditure for remainder of 1925:
UK= 11 points left
Canada= 7 points left
The UK will use her points to begin research into Strategic Bombing at a rate of 2 points every turn, Canada will supply the extra point needed for completion, if this is not allowed then this may have to spill over onto next years budget.
Canada will use her remaining 6 points to begin work on building a factory which will spill over to next year.
This is made on the basis that I don't have any repairs to make, if this is not the case then please inform me and i'll alter the above. Also the same assumption is made regarding the US sharing results of any research made. Britain will certainly share her research with interested parties.
Uh, do I get any economic point things?
I have reached a decision.
June 1925 - December 1925.
China has 18 points.
China will rush-build its 6th factory with 12 points, allowing the factory to be completed by December 1925 (4 points a turn for 3 turns). China will also build 1 HQ unit, worth 6 points which should be brought online in June 1926. That shall use up all of my 18 extra points.
I am still working out the build for the year of 1926, as I am under the assumption with the rush-built 6th factory, I should have 13 industry points at the start of 1926.
[NS]Parthini
25-10-2005, 04:02
Total=96
2 Alpine Corps= 6
9 Armored Cav= 54
6 fighter= 18
1 sub= 6
4 points to France= 4
4 reserve= 4 points
EDIT: Since I already have Katyushas and other rockets, no need for Rocket Research. So I put another 12 points to Armored Cav
Galveston Bay
25-10-2005, 21:02
a few things..
added some new units you can buy in the military thread
I won't look at 1926 builds until monday
Several nations have Naval High Commands who want points for more submarines, and to repair their damaged ships.
Sweden, your points begin effective Jan 1926, I have already factored in Swedish builds (and all other non player neutrals) into their forces.
Spain cannot be loaned points at this time as both of its rail links to the rest of Europe are in LTA hands.
Effective January 1926 the major nations will have been at war for 18 months.
Therefore, everyone gets a bonus to their build points from now on (I will post the changes to the new points as soon as I can). This represents the fact that after 18 months the switch over to war economies has been completed. This only applies to the nations that have actually been at war.
Incidently, when this war ends, expect a rather nasty recession as economies switch back over to peace. But that will wait until then. There also may be mitigating factors at work at that time.
Galveston Bay
25-10-2005, 21:15
Economic resources available per turn
LTA nations
USA 40 (in other words, 240 a year)
UK 20 (includes resources from British Empire)
Canada 3
South Africa 4
Japan 10
India 3
Australia 4
Colombia 3
Italy 10 (minus 2 points each for Venice, Milan, Genoa, Naples, 1 point each for Corsica, Sicily) (Venice is under Russian control who have allocated the points to Yugoslavia)
Ecuador 0
Argentina 4
Chile 3
Portugal 1+1
Pact nations
Germany 20
Russia 20
Czechslovakia 3
Yugoslavia 5+2
France 15 (minus 3 points each Paris, Lille, Marseilles, Nantes, Toulouse, Brest,), Brest has been destroyed and will have to be rebuilt or repaired by the owner.
Spain 4 (minus 2 points Madrid, 1 point each Bilbao, Valencia), Bilbao has been occupied undamaged and its point goes to Portugal
Other nations
China 12
Korea 2
Netherlands 3
Belgium 4
Burgundy 4
Norway 2
Sweden 4
Ottoman Empire 4
Bulgaria 2
Greece 1
Brazil 3
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage
Clarification: For referee convenience, everything is considered to start on January 1 of each year unless specifically stated otherwise.
In addition, if you post that you are building something and do not allocate points to it, it has not or will not happen. PERIOD. For example, the Germans wanted to build some carriers, but the German player has not allocated points for them. They are therefore still on the drawing board.
Galveston Bay
25-10-2005, 21:16
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)1 / turn for 12 turns (10 turns for US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
militia corps 1 / turn for 1 turn (maximun of 1 per production point)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
armored corps (represents a special assault tank unit) 1 / turn 5 turns
motorized corps (represents 3 divisions) 1 / turn for 4 turns
mechanized corps (represents 3 divisions) 1 / turn for 5 turns
armored cavalry corps (represents 3 divisions) 1 / turn 6 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded.
Research projects -- special minimum 1 point, can be as many as 12 points, varies by country and type of research. There are tech level requirements. Referee approval required. Example is radar (12 points, takes a year, must be tech level 6)
Repair a production center -- 6 points (1 point per turn). So if you captured Milan for example, you must spend 6 points and it takes 6 turns to get that production area back in production. Unless specifically stated otherwise when it is captured, assume it is damaged and severely disrupted. For example, the Russians took Venice undamaged, so it can immediately be added to the Russia or Yugoslav or German production points.
new unit types available for 1926
anti tank units 3 points / 2 turns attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3
Katyusha / Multiple Rocket launcher units 3 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3
Theater supply units 2 points / 2 turns, no attack, defense 1, move 4, extends supply range
artificial ports 4 points / 3 turns, no attack, defense 1, move 0, can only move by sea movement (must be carried by transport), acts as a minor port or makes a minor port into a major port
Independent Macedonia
25-10-2005, 22:12
So, at the end of 1925 i understand my standing army to be 1xHq 4xInf Korps 2x Alpine korps, and one garrison?
if that is correct i will do the following:
42 points for the year:
1 factory=12 points
2 Mechanized Korps=10 points(Italian front)
1 Armored Cav Korps=6 points(Italian front)
1 Infantry Korps=2 points(Italian front)
1 Fighter unit=4 points(Trieste Air defense)
1 Garrison Korps=3 points(Sarajevo defense)
2 more Infantry Korps=4 points(Reserves for italian front)
1 reserve points
Galveston Bay
25-10-2005, 22:28
So, at the end of 1925 i understand my standing army to be 1xHq 4xInf Korps 2x Alpine korps, and one garrison?
if that is correct i will do the following:
42 points for the year:
1 factory=12 points
2 Mechanized Korps=10 points(Italian front)
1 Armored Cav Korps=6 points(Italian front)
1 Infantry Korps=2 points(Italian front)
1 Fighter unit=4 points(Trieste Air defense)
1 Garrison Korps=3 points(Sarajevo defense)
2 more Infantry Korps=4 points(Reserves for italian front)
1 reserve points
that is correct. Remember that the mechanized will show up in July, the Armored Cav in Sept, the infantry in march, the garrison in May, the fighter in March, and the factory in January 27 based on build times.
Since I kind of count as a fighting nation (soon to contribute forces BTW Pact members) I am going to assume that I have one point a turn, and assign them to building 1 factory.
Galveston Bay
25-10-2005, 22:53
Since I kind of count as a fighting nation (soon to contribute forces BTW Pact members) I am going to assume that I have one point a turn, and assign them to building 1 factory.
actually you have 1 point per turn, and if you use your points you can repair a damaged factory (which would then give you 2 points per turn)
[NS]Parthini
26-10-2005, 00:02
OOC: I keep having to edit these... not that it's a bad thing....
Total=120
2 Alpine Corps= 6
10 Armored Cav= 60
6 fighter= 18
3 sub= 18
1 HQ= 6 points
4 points to France= 4
12 reserve= 12 points
Galveston Bay
26-10-2005, 00:34
Parthini']OOC: I keep having to edit these... not that it's a bad thing....
Total=120
2 Alpine Corps= 6
10 Armored Cav= 60
6 fighter= 18
3 sub= 18
1 HQ= 6 points
4 points to France= 4
12 reserve= 12 points
which means the Alpine units arrive in May, the Armor in Nov, the fighters in March, the HQ in July, the subs in July as well. You also have a number of damaged ships to fix that will be unable to operate until they get fixed (2 capital ships and 1 light ships for 6 points). The army is also a bit worried about the huge infantry casualties so far this war and want to know if maybe some of those could be built at some point? You might also want to space out your builds so that instead of getting 10 corps all at once and almost nothing until then, you get at least 1 ground unit and 1 air unit a turn to replace losses as they occur. Just a suggestion.
A quick question GB, I started building some submarines (one counter, I believe it was twenty actually subs) early in 1925, what's a rough idea of when they'll be finished?
Galveston Bay
26-10-2005, 00:45
A quick question GB, I started building some submarines (one counter, I believe it was twenty actually subs) early in 1925, what's a rough idea of when they'll be finished?
they are already assigned to your navy and are patrolling parts of the Indian and south Atlantic oceans based out of Capetown.
[NS]Parthini
26-10-2005, 02:48
which means the Alpine units arrive in May, the Armor in Nov, the fighters in March, the HQ in July, the subs in July as well. You also have a number of damaged ships to fix that will be unable to operate until they get fixed (2 capital ships and 1 light ships for 6 points). The army is also a bit worried about the huge infantry casualties so far this war and want to know if maybe some of those could be built at some point? You might also want to space out your builds so that instead of getting 10 corps all at once and almost nothing until then, you get at least 1 ground unit and 1 air unit a turn to replace losses as they occur. Just a suggestion.
Can I rush Mechanized Infantry to one turn? For example, I get 20 builds a turn. Could I use those 20 points to rush 4 Mechanized Infantry using the 5 points needed to build them just to build those units?
Also, I had several special units built but I never recieved them. What happened to:
1 sub, 2 bomber units, 3 fighter units, 1 paratrooper, 1 air transport unit, 2 flak units, 1 heavy artillery unit
I figure they might be useful so I would like to know where they are so I can put them where needed.
Argentina: 2 + 1 (factory) +1 (Madagascar?) / turn @ 6 turns = 24 points total
1926 Projected Production:
Mechanization of III Corps @ 1/turn -> 1 turn = 1 point (Finished at end of Feburary 1926)
Garrison for II Corps - Brazilian border @ 1/turn -> 3 turns = 3 points (Finished at end of June 1926)
Light Surface Ships @ 1/turn -> 5 turns = 5 points (Finished at end of October 1926)
I New Zion "Mule" Corps @ 1/turn -> 2 turns = 2 points (Finished at end of June 1926)
Factory (built in Cordoba) @ 2/turn -> 3 turns = 6 points (3 turns remain: Finished in 1927)
Fighter Aircraft @ 1/turn -> 1 turn = 1 point (3 turns remain: Finished in 1927)
Total Spent: 18 points
Total Reserve: 6 points
Total for 1926: 24 points
New Build Orders for France
90+4 from Germany
4 fortifications in the Pyrenees (8 points)
5 Infantry Corps (10 points, 20 divisions)
2 Motorized Corps (8 points)
2 Mechanized Corps (10 points)
3 fighter units (12 points)
3 bomber units (15 points)
RADAR research (6 points)
2 Anti-Tank Units (6 points)
2 HQ units (12 points)
7 in reserve
OOC: on Manarths comp.
Updated builds
(Built with Points from the US)
10xMechanized Corps=50 points/5 turns
2xArmored Corps=10 points/5 turns
2xAmphibious Corps=12 points/6 turns
Japanese Build Points
2xHeadquarters Units=12points/6 turns
3xFighter Units=12 points/4 turns
3xBomber Units=15 points/5 turns
1xFactory Unit=12 points/12 turns
1xAnti-Tank Unit=6 points/2 Turns
Lesser Ribena
26-10-2005, 22:07
A repost of the research done last year (for my referenceand for the attention of GB and Clan):
British 11 points + 1 point from Canada into Strategic Bombing at the rate of 2 points per turn (over 6 turns) this is now complete and in effect. A copy of the research is off to the US (takes 3 turns) and hopefully their research into RADAR can be sgared in return. The same goes for the Japanese and their research into strategic radios ( I think it was the Japanese who were researching that).
British Builds
20 points per turn= 120 per year
2 Headquarters units = 12 points
6 mechanized corps = 30 points
4 armored cavalry corps = 24 points
4 armored corps = 20 points
4 Bombers = 16 points
Repair a production center -- 6 points, repairs to be made to Nantes in France so that it can be used to boost British production.
RESERVE=12 points
Canadian Builds
3 points per turn= 18
6 points to finish off factory begun last year.
12 points for one artificial port
NO RESERVE KEPT
Lesser Ribena
26-10-2005, 22:11
DEPLOYMENT
Britain:
2 Headquarters units - Both to French theatre
6 mechanized corps - 5 to French Theatre, remaining one to India
4 armored cavalry corps -All to French Theatre
4 armored corps -All to French Theatre
4 Bombers -All to France and South England to begin bombimg raids there (with the added bonus of STRATEGIC BOMBING RESEARCH!)
Canada:
Artificial Port - To be deployed in France to improve offloading facilities there.
Revised Build Orders for France
72+4 from Germany
4 fortifications; 2 in Pyreness, 2 along Siene River (8 points)
16 Infantry Corps (Done in Spring '26, 32 points)
RADAR research (6 points)
1 Anti-Tank Units (3 points)
3 HQ units (18 points)
+3 in reserve
[NS]Parthini
27-10-2005, 00:11
Parthini']OOC: I keep having to edit these... not that it's a bad thing....
Total=120
2 Alpine Corps= 6
10 Armored Cav= 60
6 fighter= 18
3 sub= 18
1 HQ= 6 points
4 points to France= 4
12 reserve= 12 points
Last Edit
Points=120
4 to France
3 HQ=18 points
44 Infantry=98 points
Kirstiriera
27-10-2005, 17:03
Bulgaria has finally abolished Child Labour in 1926... and has started mining reforms to develop the resources of the nation in lieu of the lost trade with several nations because of the Great War... Bulgaria's domestic economy is still going well internally, but external pressure by the Russians and the Pact remains to be a little problem in spite of trading a little more with the Ottomans and others...
New Dornalia
27-10-2005, 17:42
Well.....
I could try an arrangement similar to the Flying Tigers, and allow reservists and active duty troops to quit and join the KVC. Otherwise, I would never be able to recruit that many.....not that I was planning to. How much, pointwise, for half of that?
Not sure if my question was answered...
Galveston Bay
27-10-2005, 18:03
Parthini']Can I rush Mechanized Infantry to one turn? For example, I get 20 builds a turn. Could I use those 20 points to rush 4 Mechanized Infantry using the 5 points needed to build them just to build those units?
Also, I had several special units built but I never recieved them. What happened to:
1 sub, 2 bomber units, 3 fighter units, 1 paratrooper, 1 air transport unit, 2 flak units, 1 heavy artillery unit
I figure they might be useful so I would like to know where they are so I can put them where needed.
you cannot rush the completion time on ground and air combat units, part of that turn requirement represents training time for one thing. Those units you are discussing, were those 1925 points?, or what you were going to build for 1926? I am pretty sure except for the flak you have them already if they were 1925. Problem is you guys change your builds so often I can't keep track. If the 2 flak units were 1925 points then you have them, and I would suggest you deploy one in Bremerhaven to ensure you navy isn't attacked in port again, and the other probably should stay with an HQ unit at all time.
provide me with the links so I can look at when you ordered them and how you paid for them.
Galveston Bay
27-10-2005, 18:04
Not sure if my question was answered...
you would not have to pay a point cost, the cost would actually be that you would have to scrap the equivilant units in your national forces.
New Dornalia
27-10-2005, 18:09
you would not have to pay a point cost, the cost would actually be that you would have to scrap the equivilant units in your national forces.
Thanks, that was nagging at me for a bit.
Then the equivalent of two regiments' worth would then be scrapped to raise the KVC. That's about 10,000 men, what I expected to raise.
Galveston Bay
27-10-2005, 18:10
Parthini']Last Edit
Points=120
4 to France
3 HQ=18 points
44 Infantry=98 points
Maximum size of army, navy and air force is 1 air or ground unit or 3 naval units for every million people you have... so in German case, that works out to be 76 ground and air (or fewer of those and some navy) units. You have to keep in mind all of the air and naval units you have, and your existing forces as well. Basically every ground and air unit in the game represents roughly 100,000 people, while naval units represent around 34,000 people, including support and administrative people who aren't actually in the unit but involved in supporting it.
That rule will be rigidly enforced. As casualties creep up, the total number of units you are allowed will fall.
Galveston Bay
27-10-2005, 18:12
Revised Build Orders for France
72+4 from Germany
4 fortifications; 2 in Pyreness, 2 along Siene River (8 points)
16 Infantry Corps (Done in Spring '26, 32 points)
RADAR research (6 points)
1 Anti-Tank Units (3 points)
3 HQ units (18 points)
+3 in reserve
dont forget to subtract 6 points a turn for the loss of Nantes and Brest
I'd like to post two different builds for China. One if the war should continue, and a second one if peace is actually reached between the LTA and the Pact. Should I post both builds or wait until we enter 1926 to do so?
Galveston Bay
27-10-2005, 19:06
it would be great if everyone waits until 1926.. you will notice that I haven't posted anything yet for example except for some promises to some nations, and no actual points are budgeted yet.
it would be great if everyone waits until 1926.. you will notice that I haven't posted anything yet for example except for some promises to some nations, and no actual points are budgeted yet.
No problem.
I assume my rushed factory will be done by Jan. 1926, giving China 13 industry a turn, and my HQ unit will be finished in June 1926 (started it in June 1925).
That good?
[NS]Parthini
27-10-2005, 22:15
you cannot rush the completion time on ground and air combat units, part of that turn requirement represents training time for one thing. Those units you are discussing, were those 1925 points?, or what you were going to build for 1926? I am pretty sure except for the flak you have them already if they were 1925. Problem is you guys change your builds so often I can't keep track. If the 2 flak units were 1925 points then you have them, and I would suggest you deploy one in Bremerhaven to ensure you navy isn't attacked in port again, and the other probably should stay with an HQ unit at all time.
provide me with the links so I can look at when you ordered them and how you paid for them.
Uhh... Whatever year is coming up I think.
Maximum size of army, navy and air force is 1 air or ground unit or 3 naval units for every million people you have... so in German case, that works out to be 76 ground and air (or fewer of those and some navy) units. You have to keep in mind all of the air and naval units you have, and your existing forces as well. Basically every ground and air unit in the game represents roughly 100,000 people, while naval units represent around 34,000 people, including support and administrative people who aren't actually in the unit but involved in supporting it.
That rule will be rigidly enforced. As casualties creep up, the total number of units you are allowed will fall.
Ok, here's the problem I have with this system. We are now in total war. Our homeland has been invaded, and I am trying to find a legitimate way to pull up all the Landswehr and Reserve I can to send them to France to expel the invaders. There really isn't a system for that in your system, as it mostly pertains to traditional capitalistic societies, something we aren't.
Another thing that bugs me about this system is that it doesn't allow for morale or any sort of tactics at all. It is just number crunching, which gives America and Britian an advantage. Germany has vastly more veteraned soldiers and would, I believe, use that to their advantage. Germany, Russia and France have been fighting wars with eachother for the past century and are used to fighting. Americans, even though they have "plans" have never (besides the Civil War) had to fight any large fight with an Army. At most, they have fought Spanish, Venezuelans and Mexicans, none of which have even the slightest bit of power the Germans had. I liked the old system better.
Galveston Bay
27-10-2005, 22:33
Parthini']Uhh... Whatever year is coming up I think.
Ok, here's the problem I have with this system. We are now in total war. Our homeland has been invaded, and I am trying to find a legitimate way to pull up all the Landswehr and Reserve I can to send them to France to expel the invaders. There really isn't a system for that in your system, as it mostly pertains to traditional capitalistic societies, something we aren't.
Another thing that bugs me about this system is that it doesn't allow for morale or any sort of tactics at all. It is just number crunching, which gives America and Britian an advantage. Germany has vastly more veteraned soldiers and would, I believe, use that to their advantage. Germany, Russia and France have been fighting wars with eachother for the past century and are used to fighting. Americans, even though they have "plans" have never (besides the Civil War) had to fight any large fight with an Army. At most, they have fought Spanish, Venezuelans and Mexicans, none of which have even the slightest bit of power the Germans had. I liked the old system better.
1 corps for every 1 million people works out to be 10% of your total population in the military, which is high even in total war. More than that and you will sacrifice production. 1 Production point taken away for every unit above that absolute limit. As far as your veterans are concerned, you no longer have any relative advantage vs the other warring powers as the war has gone on for 18 months. Many of your best junior officers and NCOs died in the Alps as well. Your initial corps included 10 and 9 point infantry units that once killed were not replaceable. Now you have 8 and 7 point infantry corps. Mechanized corps have more combat strength than infantry units, as well. So I am giving you a 1 or 2 point advantage a lot of the time.
When the war started, your corps were 10, 9, 8, 7 and a few 6 and 5 point units, while the Italians had a single 7 point corps, and the rest were 5, 4, and 3 point corps, the French had 7 and 6 point corps (and a few 5 pointers) and Alpine units would be a 3 except for training brings them up to 4 and 5 point corps (less artillery for one thing).
So you have no basis for complaint. Your army was indeed the best at war start. It wasn't my idea for the Pact to assault the Italians who were in mountain terrain with fortified hexes (effectively tripling their defense strengths)
[NS]Parthini
27-10-2005, 23:21
Ok. w/e
Is there a list of what my troop numbers are?
Ottoman Khaif
28-10-2005, 00:28
Points Distribution 1926-Ottoman Empire(edited)( 36 points in total, plus 8 points from Britain)
- 2 Factory/Infastructure Improvements (26 Points)
2 Mechanized Korps=10 points(Italian front)
1 Armored Cav Korps=6 points(Italian front)
1 Infantry Korps=2 points
Galveston Bay
28-10-2005, 05:00
Points Distribution 1926-Ottoman Empire(edited)( 36 points in total, plus 8 points from Britain)
- 2 Factory/Infastructure Improvements (26 Points)
2 Mechanized Korps=10 points(Italian front)
1 Armored Cav Korps=6 points(Italian front)
1 Infantry Korps=2 points
for 1926? which British points? The one a turn going to Britain? or some he is giving you? either way, need to know. you cannot start the units until January, and that means the infantry show up March. You cannot build mechanized or armored units unless Germany or Russian lends you points (you can't build tanks). the factories only cost 24 points, and take 6 turns.
Galveston Bay
28-10-2005, 05:02
Parthini']Ok. w/e
Is there a list of what my troop numbers are?
check war thread, just posted all troops for everyone currently involved in fighting
Ottoman Khaif
28-10-2005, 05:07
for 1926? which British points? The one a turn going to Britain? or some he is giving you? either way, need to know. you cannot start the units until January, and that means the infantry show up March. You cannot build mechanized or armored units unless Germany or Russian lends you points (you can't build tanks). the factories only cost 24 points, and take 6 turns.
OOC: the points from Britain came a treaty we sign in early 1925, which Britian give us 8 points. Here is a redone version
Points Distribution 1926-Ottoman Empire(edited)( 36 points in total)
- 2 Factory/Infastructure Improvements (24 Points)
2 Infantry Korps=4 points
1 mechanized corps=2 points
1 HQ= 6 points
Ottoman, Inf only cost 2 points apiece.
Vas Pokhoronim
28-10-2005, 06:04
You cannot build mechanized or armored units unless Germany or Russian lends you points (you can't build tanks). the factories only cost 24 points, and take 6 turns.
Actually, I seem to recall already building him some armored cars and tanks a few years back. It'd be somewhere in his Thread, if I'm remembering right. I definitely recall building a Russian arms factory, though.
Galveston Bay
28-10-2005, 23:08
Actually, I seem to recall already building him some armored cars and tanks a few years back. It'd be somewhere in his Thread, if I'm remembering right. I definitely recall building a Russian arms factory, though.
I forgot about that, I stand corrected. Turkey can produce mechanized and motorized corps, but not armored or armored cavalry corps without assistance.
Galveston Bay
28-10-2005, 23:53
Economic resources available per turn
LTA nations
USA 40 (in other words, 240 a year) +1 a turn from Central America+2 a turn from Spain (used in Spain)
UK 20 (includes resources from British Empire)
Canada 3
South Africa 4
Japan 10
India 3
Australia 4
Colombia 3 +2 a turn from Latin America & Ecuador
Italy 10 (minus 2 points each for Venice, Milan, Genoa, Naples, 1 point each for Corsica, Sicily) (Venice is under Russian control who have allocated the points to Yugoslavia)
Ecuador 0 (its points going to Colombia)
Argentina 4
Chile 3
Portugal 1+1
Latin America (The Central American nations 5 points, but 1 a turn goes to USA and 1 a turn to Colombia)
Pact nations
China 12
Germany 20
Russia 20 +2 a turn from Rumania,
Czechslovakia 3
Yugoslavia 5+2
France 12 (minus 3 points each Paris, Lille, Marseilles, Nantes, Toulouse, Brest,), Brest and Nantes have been destroyed and will have to be rebuilt or repaired by the owner, which is currently the UK
Spain 4 (minus 2 points Madrid, 1 point each Bilbao, Valencia), Bilbao and Valencia have been occupied and their points go to US, who will use them in Spain
Other nations
Burma 1 (goes to India and is included)
Malay 2 (goes to UK and already included)
Dutch East Indies 2 (1 point each to India and Japan and are already included)
Korea 2
Netherlands 3
Belgium 4
Burgundy 4
Norway 2
Sweden 4 (plus 2 a turn going to Germany)
Ottoman Empire 4 (plus 1 a turn going to Germany, 1 a turn going to British which are already included in their totals)
Bulgaria 2
Greece 1
Brazil 3
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies. YOU MAY ALSO CHOSE TO PLAN TURN BY TURN INSTEAD AND THAT IS HIGHLY RECOMMENDED. You never know what the military situation could bring and you may suddenly need to replace losses etc.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage
Clarification: For referee convenience, everything is considered to start on January 1 of each year unless specifically stated otherwise.
In addition, if you post that you are building something and do not allocate points to it, it has not or will not happen. PERIOD. For example, the Germans wanted to build some carriers, but the German player has not allocated points for them. They are therefore still on the drawing board.
updated to reflect current military and political situation
Galveston Bay
28-10-2005, 23:59
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)1 / turn for 12 turns (10 turns for US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
militia corps 1 / turn for 1 turn (maximun of 1 per production point)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
armored corps (represents a special assault tank unit) 1 / turn 5 turns
motorized corps (represents 3 divisions) 1 / turn for 4 turns
mechanized corps (represents 3 divisions) 1 / turn for 5 turns
armored cavalry corps (represents 3 divisions) 1 / turn 6 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded.
Research projects -- special minimum 1 point, can be as many as 12 points, varies by country and type of research. There are tech level requirements. Referee approval required. Example is radar (12 points, takes a year, must be tech level 6)
Repair a production center -- 6 points (1 point per turn). So if you captured Milan for example, you must spend 6 points and it takes 6 turns to get that production area back in production. Unless specifically stated otherwise when it is captured, assume it is damaged and severely disrupted. For example, the Russians took Venice undamaged, so it can immediately be added to the Russia or Yugoslav or German production points.
new unit types available for 1926
anti tank units 3 points / 2 turns attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3
Katyusha / Multiple Rocket launcher units 3 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3
Theater supply units 2 points / 2 turns, no attack, defense 1, move 4, extends supply range
artificial ports 4 points / 3 turns, no attack, defense 1, move 0, can only move by sea movement (must be carried by transport), acts as a minor port or makes a minor port into a major port
just a reminder
New Dornalia
29-10-2005, 00:05
I'm going to spend my points on building new factories, then.
Galveston Bay
29-10-2005, 00:45
US Planned builds for January 1926 (the US will build turn to turn as things are getting a little complicated in the world
monthly production avaiable 43
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
1 point to India (to convert 5 point garrison to a 6 point motorized infantry corps which arrives Mar)
1 points to Phillippines (start 1 fighter unit which arrive Mar 26)
3 points for 3 carrier units (6 Enterprise class carriers - Enterprise, Yorktown, Wasp, Hornet, Ranger, Intrepid which will show up in 10 turns, or July 1927, requires 1 point a turn)
3 points to start 3 bomber units (arrive May 26)
8 points to repair 4 British capital ships (8 battleships)
1 point to start conversion 10 point infantry corps in Lisbon to 12 point mechanized corps available in July 26 (special note, this is the only corps in the US Army that had 3 peacetime regular infantry divisions in it, making it somewhat elite)
2 points for start an artificial port (2 more points needed, available May)
2 points to start 2 HQs (shows up July 26)
4 points (tactical voice radio, chemical warfare, requires 24 points total to complete both, which will finish in Jan 27)
2 points to Italy (allows conversion of 2 Italian 4 point infantry in Leghorne to
2 Italian 5 point Alpine corps available in March)
1 point to start 1 Amphibious unit (replace the dead USMC corps killed at Brest)
3 points to convert 3 mechanized corps in Spain to armored cavalry corps (available in March)
2 points to convert 2 mechanized corps in Spain to armored corps
4 points to start 4 artillery units (finish in May)
2 points to start 2 factories (finish in Jan 27)
43 points total
Galveston Bay
29-10-2005, 00:49
I'm going to spend my points on building new factories, then.
you can spend 6 points for that in 1926 and another 6 in 1927 and that will give you +1 beginning in 1928 and still leave you 6 points each year for other needs.
New Dornalia
29-10-2005, 00:51
you can spend 6 points for that in 1926 and another 6 in 1927 and that will give you +1 beginning in 1928 and still leave you 6 points each year for other needs.
Hmm....that would work, indeed. Would I need a loan of points, or would I be able to do it all myself?
Galveston Bay
29-10-2005, 01:17
Hmm....that would work, indeed. Would I need a loan of points, or would I be able to do it all myself?
you should be able to do all that yourself. You also have the option of loaning other nations points should you want to.
New Dornalia
29-10-2005, 01:25
you should be able to do all that yourself. You also have the option of loaning other nations points should you want to.
Sweet...thanks!
I think I'll do an IC Post about offering to export war materials; that should cover the point loaning.
I have a couple important questions.
First, China is supposed to have 13 industry by 1926, not 12 industry. Galveston Bay approved my rush built extra factory (4 points a turn for 3 turns, beginning in June 1925 and ending by Janurary 1926). Thus, I should have 78 points for the whole year of 1926 (13 points times 6 turns = 78).
Second, where did the US gain 6 extra industry points a year? I recall the US didn't build any industry whatsoever for the first 9 turns (June 1924 until Janurary 1926). I can see 2 points coming from Latin America, which means the US should have 36 points. The US originally had 34 points a turn, then add the 2 Latin American points, which means the US will have 36 points, not 40.
-----------------------------
My build for 1926, assuming the peace treaty doesn't succeed...
1. 3 Factories (36 points)
2. 15 Infantry Corps (30 points)
3. 2 HQ Units (12 points)
This build is subject to change as situations arise. The Factories will be built regardless, though.
------------------------------
Once my 15 Corps are completed by April 1926, I wish to deploy 5 of them in Shanghai, 5 in Canton, and 5 in Tienstin. I wish to deploy 1 HQ unit (the one that should be completed in June 1926- the HQ unit I started building in June 1925 with my extra points) in Canton. 1 HQ unit (completed by Jan. 1927) will be deployed to Tienstin, and my 2nd HQ unit to be completed by Jan. 1927 will be deployed to Shanghai.
Galveston Bay
29-10-2005, 02:13
I have a couple important questions.
First, China is supposed to have 13 industry by 1926, not 12 industry. Galveston Bay approved my rush built extra factory (4 points a turn for 3 turns, beginning in June 1925 and ending by Janurary 1926). Thus, I should have 78 points for the whole year of 1926 (13 points times 6 turns = 78).
Second, where did the US gain 6 extra industry points a year? I recall the US didn't build any industry whatsoever for the first 9 turns (June 1924 until Janurary 1926). I can see 2 points coming from Latin America, which means the US should have 36 points. The US originally had 34 points a turn, then add the 2 Latin American points, which means the US will have 36 points, not 40.
-----------------------------
My build for 1926, assuming the peace treaty doesn't succeed...
1. 3 Factories (36 points)
2. 15 Infantry Corps (30 points)
3. 2 HQ Units (12 points)
This build is subject to change as situations arise. The Factories will be built regardless, though.
------------------------------
Once my 15 Corps are completed by April 1926, I wish to deploy 5 of them in Shanghai, 5 in Canton, and 5 in Tienstin. I wish to deploy 1 HQ unit (the one that should be completed in June 1926- the HQ unit I started building in June 1925 with my extra points) in Canton. 1 HQ unit (completed by Jan. 1927) will be deployed to Tienstin, and my 2nd HQ unit to be completed by Jan. 1927 will be deployed to Shanghai.
all the nations which had been at war since the start got a production bonus of between 10 -35% as they finished converting from peace to war economies, not just the USA. 18 months after your entry, you will get one too.
Stacking is an issue, only 2 corps can start in a hex, so spread them around your cities, you have plenty of them (8 required for all your units for example)
You might also want to consider building a bigger air force, and yes, I forgot to adjust for that extra build point a turn.
US Planned builds for January 1926 (the US will build turn to turn as things are getting a little complicated in the world
monthly production avaiable 43
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
1 point to India (to convert 5 point garrison to a 6 point motorized infantry corps which arrives Mar)
5 points to Phillippines (build 1 fighter, 1 bomber unit which arrive Mar and May)
1 point for 1 carrier unit (2 Enterprise class carriers - Enterprise, Yorktown, which will show up in 10 turns, or July 1927, requires 1 point a turn)
9 points to build 3 bomber units (arrive May 26)
5 points 1 USMC 9 point Amphibious unit (replace the one lost at Brest, arrives in Jan 27)
3 points convert 10 point infantry corps in Lisbon to 12 point mechanized corps available in July 26 (special note, this is the only corps in the US Army that had 3 peacetime regular infantry divisions in it, making it somewhat elite)
3 points to Japan (allow the Japanese to convert an infantry corps to a mechanized corps which will show up in Sept 26 if built from scratch or in May if an existing corps is converted that is not in contact with the enemy)
6 points to build a HQ (shows up July 26)
4 points (tactical voice radio, chemical warfare, requires 24 points total to complete both, which will finish in Jan 27)
2 points to Italy (allows conversion of 2 Italian 4 point infantry in Leghorne to 2 Italian 5 point Alpine corps available in March)
43 points total
Okay- I have a big question about this.
The USA had 34 points a turn for the 9 "turns" between June 1924 (Start of WW2) and Jan. 1926. The USA did not build any new factories.
Thus, where did the US get the 9 extra points? 34 + 9 = 43.
I can see the US getting 2 extra points a turn from Latin America, which should give the US 36 points a turn. That leaves us with the remaining 7 "mysterious" points.
The French industrial center that the LTA captured is trashed, and will take a year to fully repair and bring back online, and thats only 3 points a turn I believe (from the captured French city's production should it have been intact).
Where did these 7 mysterious extra points come from?
all the nations which had been at war since the start got a production bonus of between 10 -35% as they finished converting from peace to war economies, not just the USA. 18 months after your entry, you will get one too.
Stacking is an issue, only 2 corps can start in a hex, so spread them around your cities, you have plenty of them (8 required for all your units for example)
You might also want to consider building a bigger air force, and yes, I forgot to adjust for that extra build point a turn.
Hmm... so is that 10% - 35% increase why the US has 43 points now? I didn't see your reply until I typed my question. Sorry about that.
That aside, I probably won't be building airforce any time soon as I plan on solidfying my ground forces. If I go airforce right now, my ground forces will not be strong enough to resist any invasion. Therefore, I have to build up my ground army to powerful numbers before I can focus on air and navy numbers.
Galveston Bay
29-10-2005, 02:42
Okay- I have a big question about this.
The USA had 34 points a turn for the 9 "turns" between June 1924 (Start of WW2) and Jan. 1926. The USA did not build any new factories.
Thus, where did the US get the 9 extra points? 34 + 9 = 43.
I can see the US getting 2 extra points a turn from Latin America, which should give the US 36 points a turn. That leaves us with the remaining 7 "mysterious" points.
The French industrial center that the LTA captured is trashed, and will take a year to fully repair and bring back online, and thats only 3 points a turn I believe (from the captured French city's production should it have been intact).
Where did these 7 mysterious extra points come from?
http://forums.jolt.co.uk/showpost.php?p=9805116&postcount=321
original 1924-25 builds
USA builds 1924 - 25
204 points (1925) + 104 points (remainder of 1924)
2 capital ships (4 battleships) 15 points
16 light ships (15 cruisers, 140 destroyers, 240 smaller escorts) 64 points
10 Mechanized Corps (represents 30 divisions) 40 points
2 Mountain corps (represents 6 divisions) 6 points
Radar research (like buying a factory) 9 points (3 more points needed in 1926)
2 Amphibious Corps (represnts 6 divisions plus assault craft) 20 points
2 carriers (represents 32 escort carriers plus airgroups) 20 points
5 shipping counters (represents 5 million tons of shipping) 20 points
6 fighters (represents 5,000 aircraft) 12 points
5 maritime air (represents 5,000 aircraft) 20 points
2 transport aircraft (represents 2,000 aircraft) 8 points
2 bombers (represents 2,000 aircraft) 8 points
15 points economic assistance.... 2 to Colombia, 3 to Canada, 3 to Australia, 2 to Italy, 5 to Japan
16 points in reserve for repairing ships and other contigencies
USA started with 9 mechanized corps, 3 infantry corps, 3 HQ units, 3 fighters, 3 bombers, 3 maritime air, plus its fleet of 2 carriers, 7 capital ships, 30 light ships, 5 submarines, 18 shipping counters, 1 Amphibious unit, 1 Cavalry corps. In addition, another carrier unit was nearly completed.
so original US builds, like everyone elses, was for an 18 month period, not 12 months. The US did not have to spend all of its reserve points and later used them like this
http://forums.jolt.co.uk/showpost.php?p=9829536&postcount=426
The US has spent 6 points to repair ships, and will use the rest of its point for 1924-25 as follows: upgrade 2 Moroccan garrison units to motorized infantry corps (4 points), upgrade 1 Moroccan infantry unit to a Alpine unit (1 point). These units will become available in Sept and Nov. Another 4 points will be sent to India to allow it to upgrade its production from 1 Infantry corps a turn to 1 Mechanized Corps a turn (for Sept and Nov turns). The remaining point will be used to start a new research project: tactical voice radio.
so for 1926 the US will build like this
US Planned builds for January 1926 (the US will build turn to turn as things are getting a little complicated in the world
monthly production avaiable 43
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
1 point to India (to convert 5 point garrison to a 6 point motorized infantry corps which arrives Mar)
2 points to Phillippines (build 1 fighter unit which arrive Mar 26)
1 point for 1 carrier unit (2 Enterprise class carriers - Enterprise, Yorktown, which will show up in 10 turns, or July 1927, requires 1 point a turn)
12 points to build 4 bomber units (arrive May 26)
8 points to repair 4 British capital ships (8 battleships)
3 points convert 10 point infantry corps in Lisbon to 12 point mechanized corps available in July 26 (special note, this is the only corps in the US Army that had 3 peacetime regular infantry divisions in it, making it somewhat elite)
6 points to build a HQ (shows up July 26)
4 points (tactical voice radio, chemical warfare, requires 24 points total to complete both, which will finish in Jan 27)
2 points to Italy (allows conversion of 2 Italian 4 point infantry in Leghorne to 2 Italian 5 point Alpine corps available in March)
43 points total
NOTE that the US has always spread the arrival of units out so that they don't all show up at once, and that way the US has a steady stream of replacements and reinforcements available.... which ALL of you have the option of doing.
US growth from 34 to 40 is a modest 15%... some nations got a 33% increase
the other 3 points, 1 is from Latin America which I will start getting in January, and the other 2 are the undamaged Spanish production centers I took without a fight. Production centers taken without a fight are captured undamaged, those taken with a fight (like Nantes and Brest) are wrecked until repaired. So for example Russia occupied Venice without a fight, and is stripping its factories and sending them to Siberia. The US left the Spanish ones in place and is working on fixing the damaged 2 in Madrid. Strategies vary.
Oh ok-
Thanks. I was just at a loss where you gained the 7 extra points, but now I do understand.
Of the council of clan
29-10-2005, 05:39
(Updated Builds)
5 points of Assitance from the USA in 1925( I didn't use them because, well i wasn't paying attention and didn't know i had them) 3 points from 1926 for a total of 8 points
American points
8xMechanized Corps(40 points)5 turns
1xAmphib Corps(6 points)6 turns
Japanese Points (10x6=60 points)
2xHeadquarters Units (12 points) 6 turns
3x Fighter Units (12 points) 4 turns
3x Bomber Units(15 points) 5 turns
1x Factory Unit(12 points)12 turns
1xAmphib Corps(6 points) 6 turns
5 points in reserve
Galveston Bay
29-10-2005, 06:00
(Updated Builds)
5 points of Assitance from the USA in 1925( I didn't use them because, well i wasn't paying attention and didn't know i had them) 3 points from 1926 for a total of 8 points
American points
8xMechanized Corps(40 points)5 turns
1xAmphib Corps(6 points)6 turns
Japanese Points (10x6=60 points)
2xHeadquarters Units (12 points) 6 turns
3x Fighter Units (12 points) 4 turns
3x Bomber Units(15 points) 5 turns
1x Factory Unit(12 points)12 turns
1xAmphib Corps(6 points) 6 turns
5 points in reserve
however, remember, the US is spending turn by turn, so until you get those 3 points for Jan 26, you only have the 5 points already allocated for Japan from the US.
So whats my point total now? I started with 3... plus 1 from Latin America... and then?
Galveston Bay
29-10-2005, 07:10
So whats my point total now? I started with 3... plus 1 from Latin America... and then?
Originally Posted by Galveston Bay
Economic resources available per turn
LTA nations
USA 40 (in other words, 240 a year) +1 a turn from Central America+2 a turn from Spain (used in Spain)
UK 20 (includes resources from British Empire)
Canada 3
South Africa 4
India 3
Australia 4
Colombia 3 +2 a turn from Latin America & Ecuador
Italy 10 (minus 2 points each for Venice, Milan, Genoa, Naples, 1 point each for Corsica, Sicily) (Venice is under Russian control who have allocated the points to Yugoslavia)
Ecuador 0 (its points going to Colombia)
Argentina 4
Chile 3
Portugal 1+1
Latin America (The Central American nations 5 points, but 1 a turn goes to USA and 1 a turn to Colombia)
Pact nations
China 13
Hungary 2
Germany 20
Russia 20 +2 a turn from Rumania,
Czechslovakia 3
Yugoslavia 5+2
France 12 (minus 3 points each Paris, Lille, Marseilles, Nantes, Toulouse, Brest,), Brest and Nantes have been destroyed and will have to be rebuilt or repaired by the owner, which is currently the UK
Spain 4 (minus 2 points Madrid, 1 point each Bilbao, Valencia), Bilbao and Valencia have been occupied and their points go to US, who will use them in Spain
Other nations
Japan 10
Burma 1 (goes to India and is included)
Malay 2 (goes to UK and already included)
Dutch East Indies 2 (1 point each to India and Japan and are already included)
Korea 2
Netherlands 3
Belgium 4
Burgundy 4
Norway 2
Sweden 4 (plus 2 a turn going to Germany)
Ottoman Empire 4 (plus 1 a turn going to Germany, 1 a turn going to British which are already included in their totals)
Bulgaria 2
Greece 1
Brazil 3
Tell me at the start of the year how you plan to spend your points, and how much you plan to leave in reserve to replace losses, repair ships etc and for contingencies. YOU MAY ALSO CHOSE TO PLAN TURN BY TURN INSTEAD AND THAT IS HIGHLY RECOMMENDED. You never know what the military situation could bring and you may suddenly need to replace losses etc.
In other words, each Monday. I would prefer you post that in the economics thread. This should not be telegrammed as to ensure everyone is comfortable that no funny business is going on.
If nothing is received, I will assume everything is held in reserve for contingencies.
This is from the game "World in Flames" and yes, the US does have a substantial industrial advantage
Clarification: For referee convenience, everything is considered to start on January 1 of each year unless specifically stated otherwise.
In addition, if you post that you are building something and do not allocate points to it, it has not or will not happen. PERIOD. For example, the Germans wanted to build some carriers, but the German player has not allocated points for them. They are therefore still on the drawing board.
Galveston Bay
29-10-2005, 07:11
Originally Posted by Galveston Bay
Costs of Units / turns (each turn is 2 months)
Light surface ships (5 cruisers or 20 destroyers or 50 smaller vessels) 1 / turn for 8 turns
Submarines (represents 20 submarines) 1 / turn for 6 turns
Capital ships (2 battleships or battlecruisers) 1 / turn for 12 turns (10 turns for US, UK, Germany)
Carriers (2 carriers or 4 smaller carriers or 10 escort type carriers, includes their airgroups)1 / turn for 12 turns (10 turns for US, UK, Germany)
Merchant shipping / amphibious shipping (500,000 tons) 1 / turn for 5 turns (4 turns for US)
Fighter (represents 1,000 aircraft) 1 / turn for 4 turns (3 turns US, Germany)
Bombers (represents 1,000 aircraft) 1 / turn for 5 turns (4 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 5 turns (4 turns for US, Japan, UK)
Transport aircraft (US, Germany, UK, France, Russia only) 1 / turn for 5 turns (4 turns US, UK)
militia corps 1 / turn for 1 turn (maximun of 1 per production point)
Garrison troops (includes fortifications) 1 / turn for 3 turns
Infantry corps (represents 2 –10 divisions depending on quality of army) 1 / turn for 2 turns
armored corps (represents a special assault tank unit) 1 / turn 5 turns
motorized corps (represents 3 divisions) 1 / turn for 4 turns
mechanized corps (represents 3 divisions) 1 / turn for 5 turns
armored cavalry corps (represents 3 divisions) 1 / turn 6 turns
Horse cavalry corps 1 / turn for 2 turns
Alpine corps 1 / turn for 3 turns
Amphibious troops (marines and assault craft) 1 / turn for 6 turns
Factories (economic development, increases resource points available) 2 / turn for 6 turns
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)
Fortifications 1 / turn for 2 turns
Headquarters units (allows reorganized of disorganized units) 1 / turn for 6 turns
Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded.
Research projects -- special minimum 1 point, can be as many as 12 points, varies by country and type of research. There are tech level requirements. Referee approval required. Example is radar (12 points, takes a year, must be tech level 6)
Repair a production center -- 6 points (1 point per turn). So if you captured Milan for example, you must spend 6 points and it takes 6 turns to get that production area back in production. Unless specifically stated otherwise when it is captured, assume it is damaged and severely disrupted. For example, the Russians took Venice undamaged, so it can immediately be added to the Russia or Yugoslav or German production points.
new unit types available for 1926
anti tank units 3 points / 2 turns attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3
Katyusha / Multiple Rocket launcher units 3 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3
Theater supply units 2 points / 2 turns, no attack, defense 1, move 4, extends supply range
artificial ports 4 points / 3 turns, no attack, defense 1, move 0, can only move by sea movement (must be carried by transport), acts as a minor port or makes a minor port into a major port
Of the council of clan
29-10-2005, 07:16
however, remember, the US is spending turn by turn, so until you get those 3 points for Jan 26, you only have the 5 points already allocated for Japan from the US.
oooh
all these points, so confusing
:-p well ummmmmm
I'll just hold all points in reserve for the moment.
Originally Posted by Galveston Bay
Economic resources available per turn
(snip)
Pact nations
China 12
(snip)
(sigh)
China should be 13 points, along with the 1 extra point from Vietnam that you stated earlier for a total of 14 points.
5 pts a turn, so 30 pts.
1926 Build List!
1 x Factory at 3pts a turn for 4 turns (izat possible)
1 x Factory at 2pts a turn for 6 turns
1 x Merchant shipping 1pt a turn for 5 turns (After first factory is completed)
Lesser Ribena
29-10-2005, 19:32
Britain (and Canada, Australia, New Zealand) hereby switches to a turn by turn basis in the same manner as the US.
British Builds
20 points per turn (plus 2 sent from Australia and 2 from Canada)
1 point to upgrade mechanised inf to armoured cav (in Egypt)
3 points to upgrade garrison to armoured cav (in Egypt)
3 points to upgrade garrison to armoured cav (in Egypt)
1 point to upgrade inf corp to mechanised (in Singapore)
4 points to build 1 bomber unit
6 points to build 1 HQ unit
6 points left (to be used to rebuild production facilities in Nantes)
DEPLOYMENT: bomber unit to India, new HQ to Egypt,
Canadian Builds
3 points per turn
1 point- used to further build factory there (now on 7/12 complete)
2 points transferred to UK
New French Build
This is by Turn, as GB suggessted. Please note the point amounts are for THAT TURN. The total number of points spent are what they should be.
January/February
1 HQ (1 points)
4 Infantry Corps (4 points)
2 Fortifications (2 points)
Upgrade Armored Corps to Armored Cavalry(1 point-finished March)
2 Motorized Corps (2 points)
Flak Artillery (1 Point)
Anti-Tank Unit (1 point)
March/April
1 HQ (1 points)
4 Infantry Corps (4 points-FINISHED)
2 Fortifications (2 Points-FINISHED)
2 Motorized Corps (2 points)
Flak Artillery (1 point)
2 Infantry Corps (2 points)
Anti-Tank Unit (1 Point)
May/June
1 HQ (1 point)
2 Infantry Crops (2 points-FINISHED)
4 Infantry Corps (4 Points)
Anti-Tank Unit (1 Point-FINISHED)
Flak Artillery (1 Point-FINISHED
2 Motorized Crops (2 Points)
1 Fighter Unit (1 Point)
July/August
HQ Unit (1 Point)
4 Infantry Corps (4 Points-FINISHED)
2 Motorized corps (2 Points-FINISHED)
1 Fighter Unit (1 Point)
2 Fortifications (2 Points)
2 Infantry Corps (2 Points)
Heavy Artillery (1 Point)
September/October
1 HQ (1 Point)
1 Fighter Unit (1 point)
2 Forts (2 points-FINISHED)
2 Infantry Corps (2 points-FINISHED)
Heavy Artillery (1 Point)
2 Motorized Corps (2 Points)
3 Infantry Corps (3 points)
1 Fortification (1 Point)
November/December
1 HQ (1 Point-FINISHED)
Heavy Artillery (1 Point-FINISHED)
1 Fighter Unit (1 Point-FINISHED)
2 Motorized Corps (2 Points-Continue construction next year)
3 Infantry Corps (3 Points-FINISHED)
1 Fortification (1 Point-FINISHED)
1 Garrison (1 point-Continued next year)
Upgrade 2 Infantry Corps to Motorized Corps (2 Points-Finished January of Next Year)
Here's my stuff by turn. I I've got 26 points, 24 for 1926 and 2 left over from 1925.
January/February
1x Fighter (4 points)
March/April
1x Bomber (4 points)
1x HQ Unit (6 points)
May/June
1/3x Factory (4 points)
July/August
1/3x Factory (4 points)
September/October
1/3x Factory (4 points, finished this turn)
November/December
Nothing
RESERVE= 0 Points
Lesser Ribena
30-10-2005, 17:40
Since they're currently NPC here's Australia and New Zealand's builds:
Australia
4 points per turn
JAN-FEB
2 points onto a mechanised corps (now 2/5 complete)
2 points transferred to UK (and used to begin restoration of production in Nantes)
Lesser Ribena
30-10-2005, 17:41
Since they're currently NPC here's Australia and New Zealand's builds:
Australia
4 points per turn
JAN-FEB
2 points onto a mechanised corps (now 2/5 complete)
2 points transferred to UK (and used to begin restoration of production in Nantes)
New Zealand
I'm guessing 1 point per turn but it's not listed, unless it's contributions are included in Australia in which case ignore this.
JAN/FEB
1 point on a mech. corps (now 1/5 complete)