NationStates Jolt Archive


economics thread for OOC Alternate history 1900 - 2000 RP - Page 3

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Kordo
30-10-2005, 18:28
Errr, GB, how many points do I get per turn?
Vas Pokhoronim
30-10-2005, 18:37
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with whatever allies are still around after research is completed. The 7 Infantry being built in the Ruhr should be considered German Workers Army. Essentially, Russia is giving Germany 7 production points a turn for 2 turns, and theoretically Berlin could decide to do something else with those points. But Moskva issues a strong recommendation . . .

Napalm (4 pts over 2 turns) 2 pts (2 total)
Tactical Voice Radio (12 pts over 6 turns) 2 pts (4 total)
Strategic Bombing (12 pts over 6 turns) 2 pts (6 total)
Nerve Gas (12 pts over 12 turns) 1 pt (7 total)
2 Theater Supply Units (4 pts over 2 turns) 2 pts (9 total)
7 Infantry (14 pts over 2 turns) 7 pts (16 total) These will be built in the Ruhr.
Upgrade 6 Ukrainian Cavalry to Motorized (12 pts over 2 turns) 6 pts (22 total)

Czechoslovakia
I’m going ahead and using Czechoslovakia’s 3 production points, as well, since he hasn’t logged on in days, and hasn’t left a post in E20 in weeks.

3 points to Hungary.
Galveston Bay
31-10-2005, 01:29
I will read over everything tonight and tomorrow.. remember, they don't start until the January turn (and we are still in November) and also remember, no more than 2 corps can be in a hex at any given time. Incidently, and I forgot to say this, but new builds must start on a city. Look at the map and check how many cities you have. If you have 10 cities and plan to start 30 corps, they will not start on the same turn.

I once again urgue you to spread things out, and remember, I do count build times, so very few things will start in Jan or even March.

Be sure and do any editing between now and midnight tomorrow (my time, which is Pacific Standard Time). The January 1926 turn will probably start on Tuesday
Sharina
31-10-2005, 02:08
1926 Build for China:

14 Factory points a turn. 13 native industry and 1 point from Vietnam. Total points for 1926 = 84.

1. 3 Factories to be built (36 poiints). Start building in Jan. 1926.

2. 2 Garrison Units to be built (6 points). 1 in Canton and 1 in Shanghai. They begin building in Jan. 1926.

3. 2 HQ units to be built, starting in Jan. 1926 (6 points). One will be placed in Shanghai, and the second one will be placed in Tienstin.

4. 15 Infantry Corps (30 points). They are to be built and then deployed around Canton, Shanghai, and Tienstin (they will be placed one hex outside of the city after they finish building).

-----------------------

5. My HQ unit that begun building in June 1925 with 6 of my 18 extra points (the other 12 went to a rush built factory that GB approved to be completed by Jan 1926). The HQ unit shall be completed by June 1926, and deployed in Canton.
Galveston Bay
31-10-2005, 04:24
Hungary, 2 points a turn (Hungary isn't as industralized as Czechslovakia)

updated lists
http://forums.jolt.co.uk/showpost.php?p=9850819&postcount=49

http://forums.jolt.co.uk/showpost.php?p=9850820&postcount=492
Of the council of clan
31-10-2005, 04:28
GB quick Question?


you allocated 5 points to me in 1924-1925 and I never used them, so I held them in Reserve as they were mine. So Do i have those 5 points on a per turn basis or did i get them for the whole year?

And yes I know I'm not getting those 3 points in 1926 now.
Galveston Bay
31-10-2005, 04:30
GB quick Question?


you allocated 5 points to me in 1924-1925 and I never used them, so I held them in Reserve as they were mine. So Do i have those 5 points on a per turn basis or did i get them for the whole year?

And yes I know I'm not getting those 3 points in 1926 now.

5 points for the year 1925.. the US spent a lot that year on the US Army (which is coming in handy right now)
[NS]Parthini
31-10-2005, 04:41
Build Points for Worker's Republic

20 Points-Turn

Jan/Feb

1 Sub-6 Points
2 Garrison-6 points-Fortify North Coast
2 Motorized Inf-8 Points

Mar/Apr
1 Fighter-3 points
2 Armored Cav-12 points
1 Armored Tank-5 points

May/Jun

1 Sub-6 Points
2 Garrison-6 points-Fortify North Coast
2 Motorized Inf-8 Points

Jul/Aug

1 Fighter-3 points
2 Armored Cav-12 points
1 Armored Tank-5 points

Sep/Oct

1 Sub-6 Points
2 Armored Tank-10 points
1 Motorized Inf-4 points

Nov/Dec

2 Alpine Corps-6 points
2 Fighter-6 points
2 Motorized Inf-8 Points
Galveston Bay
31-10-2005, 05:00
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) r)

the war moderator says "bless you"
Galveston Bay
31-10-2005, 05:01
Parthini']Build Points for Worker's Republic

20 Points-Turn

Jan/Feb

1 Sub-6 Points (arrives in Sept)
2 Garrison-6 points-Fortify North Coast (available in May)
2 Motorized Inf-8 Points (available in May)

Mar/Apr
1 Fighter-3 points
2 Armored Cav-12 points
1 Armored Tank-5 points

May/Jun

1 Sub-6 Points
2 Garrison-6 points-Fortify North Coast
2 Motorized Inf-8 Points

Jul/Aug

1 Fighter-3 points
2 Armored Cav-12 points
1 Armored Tank-5 points

Sep/Oct

1 Sub-6 Points
2 Armored Tank-10 points
1 Motorized Inf-4 points

Nov/Dec

2 Alpine Corps-6 points
2 Fighter-6 points
2 Motorized Inf-8 Points

don't forget to factor in build times.
[NS]Parthini
31-10-2005, 05:18
This is totally requiring too much thinking. I have to go to bed now so I can't do it.
Of the council of clan
31-10-2005, 06:07
Revised 1926 Builds

January Turn (15 Points)(5 US points from 1925)
2xAmphibious Corps
1xInfantry Corps


1 point held in reserve
Vas Pokhoronim
31-10-2005, 16:01
Still waiting on some information from GB regarding the manufacturing centers of Southern France. These orders take that into account, however.

1926: January and February 22 pts
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with our allies.

Napalm (4 pts over 2 turns) 2 pts (2 total)
Tactical Voice Radio (12 pts over 6 turns) 2 pts (4 total)
Strategic Bombing (12 pts over 6 turns) 2 pts (6 total)
Nerve Gas (12 pts over 12 turns) 1 pt (7 total)
2 Theater Supply Units (4 pts over 2 turns) 2 pts (9 total)
Upgrade 6 Ukrainian Cavalry to Motorized (12 pts over 2 turns) 6 pts (15 total)
Up to 7 production points will go towards compensating France for the loss of the industrial centers West and South of the Seine Line. These industrial centers are, after all, being dismantled by the Red Army and shipped back to the Urals for safety's sake. If any of these seven points are left over, they will go to the construction of German infantry in the Ruhr.

Czechoslovakia
I’m going ahead and using Czechoslovakia’s 3 production points, as well, since he hasn’t logged on in days, and hasn’t left a post in E20 in weeks.

3 points to Hungary.

Venetian Industry to Magnitogorsk (3 strat moves – 28 pts, 1 strat move/turn/3 turns)
Vladivostok Industry to Magnitogorsk (3 strat moves – 28 pts, 1 strat move/turn/3 turns)
Vas Pokhoronim
31-10-2005, 16:10
Revised 1926 Builds

January Turn (15 Points)(5 US points from 1925)
2xAmphibious Corps
1xInfantry Corps


1 point held in reserve
As I understand the point system, you can only spend up to 2 pts on any one thing (such as a corps) in a single turn, and only for a few specific things like industry, research, and some advanced combat units. Therefore, if this is your build schedule for Jan/Feb '26, you have 12 points unspent, rather than 1.

If I'm wrong about that, my whole conception of industry is screwed.
Artitsa
31-10-2005, 16:34
yeah it can be pretty confusing...
Vas Pokhoronim
31-10-2005, 16:39
Such a misunderstanding would also explain Parthini's totally nonsensical post above. As I understand it, for the year (120 points), he wants:
4 armored cavalry (24) 6 turns
4 garrisons (12) 3 turns
7 motorized infantry (28) 4 turns
4 armored assault (20) 5 turns; these same points would be much better spent on mechanized infantry, and Trotsky is countermanding assault corps construction in favor of mechanized units
3 submarines (18) 6 turns
4 fighters (12) 3 turns
2 alpine (6) 3 turns


But the way construction actually works over time, a schedule might look something more like:

20 Points-Turn

Jan/Feb
4 armored cavalry (4 pts, 4 pts total/turn)
3 submarines (3 pts, 7 pts total/turn)
2 garrisons (2 pts, 9 pts total/turn)
4 mechanized infantry (4 pts, 13 pts total/turn)
7 motorized infantry (7 pts, 20 pts total/turn)

Don't assume this is an actual schedule, though. I'm personally commandeering German production for the year, in order to try to make it work out. As he's scheduled it, it's going to hard if not impossible to get everything he wants within a year, so I'm going to try to manipulate it.
Lesser Ribena
31-10-2005, 17:07
OK, disregard all previous posts, this is the new and difinitive UK post taking into account everything and using the no more than 2 points per turn rule and build times etc.:

Britain (and Canada, Australia, New Zealand) hereby switches to a turn by turn basis in the same manner as the rest of the world.

British Builds

20 points per turn

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)
2 points to begin to build 1 bomber unit (2/4 complete)
2 points to begin to build 1 HQ unit (2/6 complete)
2 points to begin to build 1 mech inf unit (2/5 complete)
1 point to begin to build 1 HQ unit (1/6 complete)

6 points left (to be used to rebuild production facilities in Nantes)

Canadian Builds

3 points per turn

3 points- used to further build factory there (now on 9/12 complete)

Since they're currently NPC here's Australia and New Zealand's builds:

Australia

4 points per turn

JAN-FEB

4 points onto a mechanised corps (now 4/5 complete)

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)
Vas Pokhoronim
31-10-2005, 17:22
Saying, "The time for divisions among our command is over. We must unite under a single leadership or the Revolution is lost," Marshal Trotsky submits the following plan to the German Workers' Ministry of War Production. "You may choose otherwise, if you wish," Trotsky continues, "but not under my command."


20 Points-Turn

Jan/Feb
4 armored cavalry (4 pts for 6 turns, 4 pts total/turn)
3 submarines (3 pts for 6 turns, 7 pts total/turn)
2 garrisons (2 pts for 3 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 5 turns, 13 pts total/turn)
7 infantry (7 pts for 2 turns, 20 pts total/turn)

Mar/Apr
4 armored cavalry (4 pts for 5 turns, 4 pts total/turn)
3 submarines (3 pts for 5 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 4 turns, 13 pts total/turn)
7 infantry (7 pts for 1 turn, 20 pts total/turn) finished this turn

May/Jun
4 armored cavalry (4 pts for 4 turns, 4 pts total/turn)
3 submarines (3 pts for 4 turns, 7 pts total/turn)
2 garrisons (2 pts for 1 turn, 9 pts total/turn) finished this turn
2 garrisons (2 pts for 3 turns, 11 pts total/turn)
2 fighters (2 pts for 3 turns, 13 pts total/turn)
4 mechanized infantry (4 pts for 3 turns, 17 pts total/turn)
3 infantry (3 pts for 2 turns, 20 pts total/turn)

Jul/Aug
4 armored cavalry (4 pts for 3 turns, 4 pts total/turn)
3 submarines (3 pts for 3 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
2 fighters (2 pts for 2 turns, 11 pts total/turn)
4 mechanized infantry (4 pts for 2 turns, 15 pts total/turn)
3 infantry (3 pts for 1 turns, 18 pts total/turn) finished this turn
2 fighters (2 pts for 3 turns, 20 pts total/turn)

Sep/Oct
4 armored cavalry (4 pts for 2 turns, 4 pts total/turn)
3 submarines (3 pts for 2 turns, 7 pts total/turn)
2 garrisons (2 pts for 1 turn, 9 pts total/turn) finished this turn
2 fighters (2 pts for 1 turn, 11 pts total/turn) finished this turn
4 mechanized infantry (4 pts for 1 turn, 15 pts total/turn) finished this turn
3 infantry (3 pts for 2 turns, 18 pts total/turn)
2 fighters (2 pts for 2 turns, 20 pts total/turn)

Nov/Dec
4 armored cavalry (4 pts for 1 turn, 4 pts total/turn) finished this turn
3 submarines (3 pts for 1 turn, 7 pts total/turn) finished this turn
3 infantry (3 pts for 1 turns, 10 pts total/turn) finished this turn
2 fighters (2 pts for 1 turns, 12 pts total/turn) finished this turn

8 production points reserved for November/December turn, 1926

Builds for the year (subject to change turn by turn):
13 infantry, 4 mechanized infantry, 4 armored cavalry, 4 garrisons, 4 fighters, 3 submarines
Galveston Bay
31-10-2005, 17:23
As I understand the point system, you can only spend up to 2 pts on any one thing (such as a corps) in a single turn, and only for a few specific things like industry, research, and some advanced combat units. Therefore, if this is your build schedule for Jan/Feb '26, you have 12 points unspent, rather than 1.

If I'm wrong about that, my whole conception of industry is screwed.

I haven't been holding people to that, because its complex and new, but I would prefer that people do it that way. I have been holding people to build times and absolute costs though. The way the Jensai posted a few posts back in absolutely the best way to show things as it helps me figure out what is coming and when, as well as the players.
[NS]Parthini
31-10-2005, 17:30
The Worker's Republic is grateful for Trotsky's assistance in our schedule.

OOC: This whole system is too confusing for someone spends most of his mathematical capablilities trying to get into college. I was also very busy this weekend so I didn't have time to fix it all. Next year will be a different story.
Kordo
31-10-2005, 21:18
Since I'm going to be getting involved in this little war of ours.....

1926 Build w/ 24 Points (1 Domestic, 3 from the Czech's)

3 Infantry (6 points)
2 Motorized Infantry (8 points)
1 Mechanized Corps (5 points)
1 Fighter (4 points)
Lesser Ribena
31-10-2005, 21:21
GB is there a minimum period for research to be finished in?

I began Strategic Bombing researcg in August last year (I think?!) at the maximum rate and already having the required 12 points in reserve. Is the minimum 6 turns? or something else?

EDIT: I just checked and it looks like it might have been begun in June if that changes anything.
Galveston Bay
31-10-2005, 22:21
GB is there a minimum period for research to be finished in?

I began Strategic Bombing researcg in August last year (I think?!) at the maximum rate and already having the required 12 points in reserve. Is the minimum 6 turns? or something else?

EDIT: I just checked and it looks like it might have been begun in June if that changes anything.

it takes 6 turns no matter what (which is pretty fast even in wartime). I would suggest throwing any extra points into merchant shipping, 1 carrier unit of 8 escort carriers (remember that carriers can be 2 fleet, or 4 light or 8 escort carriers) and escorts. We may need them.
Vas Pokhoronim
31-10-2005, 22:35
Parthini']Next year will be a different story.
If we're still around next year . . .
[NS]Parthini
01-11-2005, 00:04
Oh I will be....

Actually, I was talking about next week....
Kilani
01-11-2005, 02:08
updated to reflect cut off of aid to Japan, and different priorities, by the way, the US will not be providing the Japanese information on radar


The French, however, will...BTW, GB. I should have two new fighter units and two new bomber units coming into the line this turn from this year's construction.
Independent Macedonia
01-11-2005, 02:15
just reminder for 1926:
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
01-11-2005, 02:19
The French, however, will...BTW, GB. I should have two new fighter units and two new bomber units coming into the line this turn from this year's construction.

when were they started? also remember you lost 3 points a turn with the fall of Brest (in July turn, costing you 9 points for the year), and 3 points a turn for the fall of Nantes (September turn, costing you 6 points for the year), plus you lose another 6 points this turn when the factories in Toulouse and Marseille are shut down to evacuate them, costing you a total of 21 points (the aircraft under discussion cost you 10 points, still leaving you with a deficit).

And would you really provide technology information to the Japanese when you finally get radar next year (assuming France is still around at that point?) Up until the end of October you were at war with them, and the Japanese Navy utterly destroyed an entire French fleet at the opening of the war. IC wise that doesn't make a lot of sense.
Kilani
01-11-2005, 02:31
when were they started? also remember you lost 3 points a turn with the fall of Brest (in July turn, costing you 9 points for the year), and 3 points a turn for the fall of Nantes (September turn, costing you 6 points for the year), plus you lose another 6 points this turn when the factories in Toulouse and Marseille are shut down to evacuate them, costing you a total of 24 points (the aircraft under discussion cost you 10 points, still leaving you with a deficit).

And would you really provide technology information to the Japanese when you finally get radar next year (assuming France is still around at that point?) Up until the end of October you were at war with them, and the Japanese Navy utterly destroyed an entire French fleet at the opening of the war. IC wise that doesn't make a lot of sense.

The planes were started in the beginning of the year. The deficit would most likely be made up by cutting out intended submarine construction (12 points), as well as the artillery intended for deployment in Spain (9 points) and ta unit of maritime bombers/fighters (5 points).

Build for 1925 (http://forums.jolt.co.uk/showpost.php?p=9808789&postcount=371)

And then of course there is the new industry that should be finished by now, allowing me to make up at least part of the deficit. Rather unfortunately, the rest is already been commited to combat or was destroyed in the years fighting.
Of the council of clan
01-11-2005, 04:22
when were they started? also remember you lost 3 points a turn with the fall of Brest (in July turn, costing you 9 points for the year), and 3 points a turn for the fall of Nantes (September turn, costing you 6 points for the year), plus you lose another 6 points this turn when the factories in Toulouse and Marseille are shut down to evacuate them, costing you a total of 24 points (the aircraft under discussion cost you 10 points, still leaving you with a deficit).

And would you really provide technology information to the Japanese when you finally get radar next year (assuming France is still around at that point?) Up until the end of October you were at war with them, and the Japanese Navy utterly destroyed an entire French fleet at the opening of the war. IC wise that doesn't make a lot of sense.\



OOC: ok i'll make this clear, I'm out of the war, I didn't switch sides, I'm out.

if you still want to give me Radar tech, go for it, if you don't i'll just wait to get in the future.
[NS]Parthini
01-11-2005, 04:46
Supposedly, Sweden is lending me 2 build points a turn due to steel. Any objections?
Galveston Bay
01-11-2005, 05:15
Parthini']Supposedly, Sweden is lending me 2 build points a turn due to steel. Any objections?

its already factored in to your total... remember when I said you need Swedish iron ore... those are the 2 points
Vas Pokhoronim
01-11-2005, 16:02
1926: January and February 22 pts
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
Tactical Voice Radio - 2 pts (12 pts over 6 turns)
Strategic Bombing - 2 pts (12 pts over 6 turns)
Nerve Gas - 1 pt (12 pts over 12 turns)
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
1 Submarine - 1 pt (1 pt over 6 turns)
Upgrade 6 Afghan Cavalry to Motorized - 6 pts (12 pts over 2 turns) Complete in Mar/Apr
6 Production Points to France in compensation for loss

Czechoslovakia
I’m going ahead and using Czechoslovakia’s 3 production points, as well, since he hasn’t logged on in days, and hasn’t left a post in E20 in weeks.

3 points to Hungary.

Other Projects:
Vladivostok Industry to Magnitogorsk (3 strat moves – 1 strat move/turn/3 turns) Complete in Jan/Feb
Venetian Industry to Magnitogorsk (3 strat moves – 1 strat move/turn/3 turns) Complete in Mar/Apr
French Industry to Novosibirsk, Perm, Sverdlovsk (18 strat moves, 6 strat move/turn/3 turns) Complete in May/Jun
1 Light Ship completed in Nov/Dec '25, laid up for 1 coastal battery at Riga
2 Light Ships completed in Jan/Feb '26, laid up for 2 Railway Siege Guns
Galveston Bay
01-11-2005, 17:18
1926: January and February 22 pts
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
Tactical Voice Radio - 2 pts (12 pts over 6 turns)
Strategic Bombing - 2 pts (12 pts over 6 turns)
Nerve Gas - 1 pt (12 pts over 12 turns)
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
1 Submarine - 1 pt (1 pt over 6 turns)
Upgrade 6 Afghan Cavalry to Motorized - 6 pts (12 pts over 2 turns) Complete in Mar/Apr
6 Production Points to France in compensation for loss

Czechoslovakia
I’m going ahead and using Czechoslovakia’s 3 production points, as well, since he hasn’t logged on in days, and hasn’t left a post in E20 in weeks.

3 points to Hungary.

Other Projects:
Vladivostok Industry to Magnitogorsk (3 strat moves – 1 strat move/turn/3 turns) Complete in Jan/Feb
Venetian Industry to Magnitogorsk (3 strat moves – 1 strat move/turn/3 turns) Complete in Mar/Apr
French Industry to Novosibirsk, Perm, Sverdlovsk (18 strat moves, 6 strat move/turn/3 turns) Complete in May/Jun
1 Light Ship completed in Nov/Dec '25, laid up for 1 coastal battery at Riga
2 Light Ships completed in Jan/Feb '26, laid up for 2 Railway Siege Guns

you don't need to use those strategic moves, those moves occured in the November December turn (or before) and only required 8 strategic moves total.
Galveston Bay
02-11-2005, 07:58
ensure your builds for 1926 reflect what you want.. in 24 hours from the time of this post all january february builds are considered final. I have to have some cutoff point after all.
Sharina
02-11-2005, 15:30
I shall re-interiate my build plans.

Total = 84 points (13 industry points + 1 point from Vietnam)

3 factories (36 points)
2 HQ* (6 points)
7 Garrisons+ (21 points)
9 points to Australia as reparations. (9 points)
7 Infantry Corps (14 points)

HQ from June 1925 should be completed by June 1926, and I wish that one to be deployed to Canton.

------------------------------
* = 1 HQ is to be deployed to Shanghai and the 2nd HQ is to be deployed to Tienstin (both completed by Jan 1927)

+ = Garrisons to be deployed as follows...

2 to Burma (If Burma gains independence then these 2 garrisons will be redeployed to Hong Kong)

1 to Cambodia (second garrison)

1 to Canton (second garrison)

1 to Shanghai (second garrison)

1 to Tienstin (second garrison)

1 to Port Arthur

---------------------------------
Should I gain the 1 extra industry point from Burma, that will go towards either more infantry corps or more garrisons.

I forgot where my 5 original garrisons are. I know I placed 1 in Canton, Shanghai, Tsingtao, and Cambodia. But I forgot where that 5th one is- if it is in Vietnam, I will withdraw it to Port Arthur should Vietnam acquire independence.
Artitsa
02-11-2005, 15:40
Final revised Point Allocations for 1926 (5 a turn, 30 for a year)
- 2 Factories for a total of 24 points, 4 points a turn for 6 turns.
- The remaining 6 points will go towards linking Venezeula with Colombia, and building several hospitals and schools in Venezeula.
Vas Pokhoronim
02-11-2005, 18:49
1926: January and February 22 pts
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
Tactical Voice Radio - 2 pts (12 pts over 6 turns)
Strategic Bombing - 2 pts (12 pts over 6 turns)
Nerve Gas - 1 pt (12 pts over 12 turns)
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
1 Submarine - 1 pt (1 pt over 6 turns)
Upgrade 4 Afghan Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete in Mar/Apr
6 Production Points to France in compensation for loss
2 Production Points for railway construction linking Kabul and [Classified]

Czechoslovakia

3 Production Points to Hungary.

Other Projects:
Vladivostok Industry to Magnitogorsk Complete in Jan/Feb
Venetian Industry to Magnitogorsk Complete in Mar/Apr
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
1 Light Ship completed in Nov/Dec '25, laid up for 1 coastal battery at Riga
2 Light Ships completed in Jan/Feb '26, laid up for 2 Railway Siege Guns
Galveston Bay
02-11-2005, 19:16
Final revised Point Allocations for 1926 (5 a turn, 30 for a year)
- 2 Factories for a total of 24 points, 4 points a turn for 6 turns.
- The remaining 6 points will go towards linking Venezeula with Colombia, and building several hospitals and schools in Venezeula.

that should be enough to provide schools and clinics for all of the significant rural towns, as the Germans built a lot of schools and hospitals during their years in country
Artitsa
02-11-2005, 20:05
sweet deal... perhaps they will love me now? Prolly not.
Galveston Bay
03-11-2005, 00:58
This is how it will look based on what you provided me, and the best I could interpret based on perceived intent. This is how it should look under the rules. Telegram me if something is off.

Builds for January 1926

Japan (7 points a turn)
2 carriers (Zuikaku, Shokaku) in May 1926, (already payed for)
January Turn (15 Points)(5 US points from 1925)
2xAmphibious Corps (12 points, finish in January 27)
1xInfantry Corps (2points, finish march 26)
1 point held in reserve

Germans (20 points a turn)
Jan/Feb
4 armored cavalry (4 pts for 6 turns, 4 pts total/turn)
3 submarines (3 pts for 6 turns, 7 pts total/turn)
2 garrisons (2 pts for 3 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 5 turns, 13 pts total/turn)
7 infantry (7 pts for 2 turns, 20 pts total/turn)

Mar/Apr
4 armored cavalry (4 pts for 5 turns, 4 pts total/turn)
3 submarines (3 pts for 5 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 4 turns, 13 pts total/turn)
7 infantry (7 pts for 1 turn, 20 pts total/turn) finished this turn

May/Jun
4 armored cavalry (4 pts for 4 turns, 4 pts total/turn)
3 submarines (3 pts for 4 turns, 7 pts total/turn)
2 garrisons (2 pts for 1 turn, 9 pts total/turn) finished this turn
2 garrisons (2 pts for 3 turns, 11 pts total/turn)
2 fighters (2 pts for 3 turns, 13 pts total/turn)
4 mechanized infantry (4 pts for 3 turns, 17 pts total/turn)
3 infantry (3 pts for 2 turns, 20 pts total/turn)

Jul/Aug
4 armored cavalry (4 pts for 3 turns, 4 pts total/turn)
3 submarines (3 pts for 3 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
2 fighters (2 pts for 2 turns, 11 pts total/turn)
4 mechanized infantry (4 pts for 2 turns, 15 pts total/turn)
3 infantry (3 pts for 1 turns, 18 pts total/turn) finished this turn
2 fighters (2 pts for 3 turns, 20 pts total/turn)

Sep/Oct
4 armored cavalry (4 pts for 2 turns, 4 pts total/turn)
3 submarines (3 pts for 2 turns, 7 pts total/turn)
2 garrisons (2 pts for 1 turn, 9 pts total/turn) finished this turn
2 fighters (2 pts for 1 turn, 11 pts total/turn) finished this turn
4 mechanized infantry (4 pts for 1 turn, 15 pts total/turn) finished this turn
3 infantry (3 pts for 2 turns, 18 pts total/turn)
2 fighters (2 pts for 2 turns, 20 pts total/turn)

Nov/Dec
4 armored cavalry (4 pts for 1 turn, 4 pts total/turn) finished this turn
3 submarines (3 pts for 1 turn, 7 pts total/turn) finished this turn
3 infantry (3 pts for 1 turns, 10 pts total/turn) finished this turn
2 fighters (2 pts for 1 turns, 12 pts total/turn) finished this turn

8 production points reserved for November/December turn, 1926

Builds for the year (subject to change turn by turn):
13 infantry, 4 mechanized infantry, 4 armored cavalry, 4 garrisons, 4 fighters, 3 submarines

Russian
1926: January and February 22 pts
Russia - 20 pts/turn + 2 from Romania (help with researching napalm).
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
Tactical Voice Radio - 2 pts (12 pts over 6 turns)
Strategic Bombing - 2 pts (12 pts over 6 turns)
Nerve Gas - 1 pt (12 pts over 12 turns)
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete in Mar/Apr
1 Submarine - 1 pt (1 pt over 6 turns)
Upgrade 4 Afghan Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete in Mar/Apr
6 Production Points to France in compensation for loss
2 Production Points for railway construction linking Kabul and [Classified]

Czechoslovakia 3 points a turn (to Hungary)

Other Projects:
Vladivostok Industry to Magnitogorsk Complete in Jan/Feb
Venetian Industry to Magnitogorsk Complete in Mar/Apr
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
1 Light Ship completed in Nov/Dec '25, laid up for 1 coastal battery at Riga
2 Light Ships completed in Jan/Feb '26, laid up for 2 Railway Siege Guns
Total = 84 points (13 industry points + 1 point from Vietnam)

China 13 points a turn
1 HQ available May 26 (previously purchased)
6 points for 3 factories (need 30 more points to finish in Jan 27)
2 points for 2 HQs (need 10 more points, finish Sept 26)
5 points for 5 Garrison units (10 more points needed, finish in May 26)

other units desired this year are 2 more garrisons, 7 infantry corps, plus some points to be allocated to Australia if peace treaty is signed.

Hungary (4 points a turn including assistance)
1 point mechanized corps (Jan 27)
2 points infantry corps (March 26)
1 point motorized corps (Aug 26)

other units desired this year are 2 infantry corps, 1 fighter unit, 1 motorized corps


Yugoslavia
January builds 5 points a turn
1 point – factory (available jan 28)
2 points fighter unit (march 26)
2 points infantry corps (available March 26)

other units desired this year are 2 mechanized corps, 1 armored corps, 1 infantry corps, 1 garrison corps

France (12 points a turn including assistance)
January builds
1 point HQ unit (available in Jan 27, 5 more points needed)
4 points for 4 Infantry corps (available in Mar 26, 4 more points needed)
2 points for fortifications (available in Mar 26, need a location when started, 2 more points needed)
2 points for flak artillery and anti tank artillery (available in July 26, 4 more points needed)
1 point to changed armored corps to armored cavalry corps (converts from 6 point to 8 point unit)
2 points for 2 motorized infantry corps (finish in May 26, 4 more points needed)
3 points are needed to finish radar research (and have not been allocated, so consider it at a halt for the moment)

Ottoman Empire (4 points a turn plus a one time bonus of 8 points for Jan turn)
4 points for 2 infantry corps (available Mar 26, these are 5 point corps)
2 points for 1 HQ unit (available Jan 27, 5 more points needed)
2 points to upgrade a 4 point infantry to a 7 point mechanized corps (available March 26)
4 points for 2 factories (available in Jan 27, 20 more points needed)

Argentina 3 points a turn
1 point for conversion of motorized corps to mechanized corps (available Mar 26)
1 point for factory (2 more points needed to finish and to be available Aug 26)
1 point for light ship (could be 5 cruisers or 20 destroyers or 40 ASW corvettes)(available Nov 26, 3 points already spent, 4 more needed, also need to specify which type of light ship being finished)

other units desired this year are 1 infantry corps (Zionists), 1garrison corps, 1 fighter unit

Bulgaria 2 points a turn
1 point factory (completed January 28)
1 point shipping unit (completed Nov 27)

Sweden 4 points a turn
1 point (light ship 2 light cruisers, 12 destroyers, finish in Mar 28, 7 more points needed)
1 point (shipping unit, 4 more points needed, complete in Nov 27)
2 points a turn to Germany

South Africa (3 points a turn)
2 points for factory (complete in Jan 27)
1 point for headquarters unit (complete in Jan 27)
2 points for 1 militia unit (available January 27)(points can’t be saved from year to year)

Greece (1 point a turn)
1 point for factory (finish in Jan 27)

Belgium (4 points a turn)
4 points for 2 factories (complete Jan 27)

Netherlands (3 points a turn)
1 point a turn to Germany (already included)
1 point capital ship (2 Machenson class battle cruisers based on German ship for service in Dutch East Indies)

India (2 points a turn + US assistance)
1 point convert garrison unit to motorized infantry (available March 26)
2 point for 1 fighter unit (March 26)

Canada 2 points a turn + 3 points a turn to UK (already included)
2 points to continue factory (6 more points needed, finish in July 26)

Australia & New Zealand 3 points a turn (+3 points to UK, already included)
4 points to build a pair of 7 point infantry corps (3rd and 4th Anzac corps)(available Mar 26)

UK 20 points a turn
1 point to convert 7 point Infantry corps at Alexandria to 8 point motorized infantry corps (March 26)
2 points to convert 6 point garrisons at Port Said and Suez to 7 point motorized infantry corps (March 26)
2 point to covert 6 point UK infantry corps and Indian 6 point infantry corps at Singapore to 7 point motorized infantry corps (March 26)
2 points to covert 6 point UK mechanized infantry corps in Milan to 7 point armored cavalry corps (March 26)
2 points to convert 7 point UK infantry corps in Bordeaux to 8 point motorized infantry corps (March 26)
2 points to continue strategic bombing research (available July 26, 4 more points needed)
6 points to rebuild damaged factories at Nantes and Brest (5 more points needed, finish in Jan 27)
1 point to continue 1 bomber (1 more point needed, available May 26)
1 point to start 1 HQ (5 more points needed, finish Jan 27)
1 point to convert 5 point garrison at Dover to 6 point motorized infantry corps

USA
monthly production available January 26 is 43 points
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 Philippines for 1 fighter unit (which arrives Mar 26)
2 points for 2 carrier units (6 Enterprise class carriers - Enterprise, Yorktown, Wasp, Hornet, which will show up in 10 turns, or July 1927, requires 1 point a turn, each will carry 100 aircraft, have protection of 2, speed of 7, range of 6)
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)
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 (available in March)
4 points to start 4 artillery units (finish in May)
2 points to start 2 shipping unit (3 more points needed, available in Sept 26)
2 points (further radar work, 2 more points needed, finish in May 26)

Spain (under US control) 2points a turn +2 points US aid
2 points / rebuilding Madrid (finish in Jan 27)
2 points / upgrading Spanish rail (add +1 to strategic moves

Italy (8 points a turn plus US assistance)
2 points for 2 infantry corps (Jan 26)
4 points to repair all warships
2 points for bomber units (available May 26, 4 more points needed)

Portugal 1 point a turn
1 point to upgrade 4 point infantry in Vigo to 5 point motorized infantry corps (March 26)
Galveston Bay
03-11-2005, 00:59
incidently, if you aren't listed, its because I either couldn't find you or your failed to provide instructions
Jensai
03-11-2005, 01:18
France (12 points a turn including assistance)
January builds
1 point HQ unit (available in Jan 27, 5 more points needed)
4 points for 4 Infantry corps (available in Mar 26, 4 more points needed)
2 points for fortifications (available in Mar 26, need a location when started, 2 more points needed)
2 points for flak artillery and anti tank artillery (available in July 26, 4 more points needed)
1 point to changed armored corps to armored cavalry corps (converts from 6 point to 8 point unit)
2 points for 2 motorized infantry corps (finish in May 26, 4 more points needed)
3 points are needed to finish radar research (and have not been allocated, so consider it at a halt for the moment)

Just to make sure, you realize that the points needed to finish those unit are being spent and the ones in my builds labeled "Finished" are continuing from earlier turns? I just want to mkae use w don't have a misunderstanding...

One fortification will go to Pais an another adjacent to Paris, preferably in a wooded or protected area. I'll go back and specify for the others.
Jensai
03-11-2005, 01:26
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)

Radar research (1 Point)

Anti-Tank Unit (1 point)

March/April

1 HQ (continued from last turn, 1 points)

4 Infantry Corps (4 points-Continued from last turn, FINISHED)

2 Fortifications (2 Points- continued from last turn, one to be placed in Paris, the other adjacent to Paris. FINISHED)

2 Motorized Corps (continued from last turn, 2 points)

Radar Research (continued from last turn, 1 point)

2 Infantry Corps (2 points)

Anti-Tank Unit (continued from last turn, 1 Point)

May/June

1 HQ (continued from last turn, 1 point)

2 Infantry Crops (continued from last turn, 2 points-FINISHED)

4 Infantry Corps (4 Points)

Anti-Tank Unit (continued from last turn, 1 Point-FINISHED)

Radar Research (continued from last turn, 1 Point-FINISHED

2 Motorized Crops (continued from last turn, 2 Points)

1 Fighter Unit (1 Point)

July/August

HQ Unit (continued from last turn, 1 Point)

4 Infantry Corps (continued from last turn, 4 Points-FINISHED)

2 Motorized corps (continued from last turn, 2 Points-FINISHED)

1 Fighter Unit (continued from last turn, 1 Point)

2 Fortifications (one placed along the Siene River, another in Boulogne. 2 Points)

2 Infantry Corps (2 Points)

Heavy Artillery (1 Point)

September/October

1 HQ (continued from last turn, 1 Point)

1 Fighter Unit (continued from last turn, 1 point)

2 Forts (continued from last turn, 2 points-FINISHED)

2 Infantry Corps (continued from last turn, 2 points-FINISHED)

Heavy Artillery (continued from last turn, 1 Point)

2 Motorized Corps (2 Points)

3 Infantry Corps (3 points)

1 Fortification (Placed along Meuse River, 1 Point)

November/December

1 HQ (continued from last turn, 1 Point-FINISHED)

Heavy Artillery (continued from last turn, 1 Point-FINISHED)

1 Fighter Unit (continued from last turn, 1 Point-FINISHED)

2 Motorized Corps (continued from last turn, 2 Points-Continue construction next year)

3 Infantry Corps (continued from last turn, 3 Points-FINISHED)

1 Fortification (continued from last turn,1 Point-FINISHED)

1 Garrison (1 point-Continued next year)

Upgrade 2 Infantry Corps to Motorized Corps (2 Points-Finished January of Next Year)



Edited for Clarity
Galveston Bay
03-11-2005, 01:43
Just to make sure, you realize that the points needed to finish those unit are being spent and the ones in my builds labeled "Finished" are continuing from earlier turns? I just want to mkae use w don't have a misunderstanding...

One fortification will go to Pais an another adjacent to Paris, preferably in a wooded or protected area. I'll go back and specify for the others.

yes, I understood... also, did you realize you didn't fund Radar research?
Of the council of clan
03-11-2005, 02:16
Projected MAR 1926 Builds (11 Points)
Refit of Kaga and Akagi to extend flight deck/hangar to accomodate more aircraft) 4 points total(1 point for two turns each)(projected completion May 1926.)
1 Factory for 6 points total. Completion Mar 1927
1 point reserve

Projected May 1926 Builds (11 Points)
Refit of Carriers Kongo and Hei to also extend Flight Deck/Hangar same as above, Projected Completion July 1926
1 Factory, Completion May 1927
1 Point Reserve

Projected July 1926 Builds(11 Points)
1 Factory July 1927
5 points Reserve

Projected September 1926 Builds (16 Points)
1 Capital Ship Counter (Fast Battleships Amagi and Atago) 12 points total projected completion September 1928
4 points reserve

Projected November 1926 Builds (14 points)
2 Factories to be completed November 1927
2 Points to Argentina(economic Assistance)
Kalden
03-11-2005, 02:59
yes, I understood... also, did you realize you didn't fund Radar research?

Yeah, I did after you posted that stuff up. I'll go back and change it.
Jensai
03-11-2005, 03:18
Build Edited
New Dornalia
03-11-2005, 03:18
Say, what of my build proposals? I remember saying something about using my points to invest in more factories.

Well, for organization's sake-

1926-

2 points, adding more factories.

If this doesn't work, tell me.
Ottoman Khaif
03-11-2005, 03:22
Change for production for 1926

Then to building two new inf corps, I will be upgrading 2 infantry crop to 2 mechanized corps ,this is my change for the production for 1925
Sharina
03-11-2005, 07:19
Okay-

I'm ok with my build. However, I'm supposed to have +1 point from Vietnam (you stated that a couple times last week I believe). Therefore, I should have 14 points a turn- 13 native Chinese points and the 14th point from Vietnam.

Then once I occupy Burma (at least until war ends or peace is signed) it should give me another point bringing my total up to 15 a turn. There aren't any British troops in Rangoon so the industry won't be trashed when my troops occupy it.

The 2 Vietnam and Burma points will go towards more Garrisons and the Australian reparation points.
Galveston Bay
03-11-2005, 07:40
Okay-

I'm ok with my build. However, I'm supposed to have +1 point from Vietnam (you stated that a couple times last week I believe). Therefore, I should have 14 points a turn- 13 native Chinese points and the 14th point from Vietnam.

Then once I occupy Burma (at least until war ends or peace is signed) it should give me another point bringing my total up to 15 a turn. There aren't any British troops in Rangoon so the industry won't be trashed when my troops occupy it.

The 2 Vietnam and Burma points will go towards more Garrisons and the Australian reparation points.

forgot about Vietnam.. I will adjust tomorrow
Manarth
03-11-2005, 15:40
Argentina 3 points a turn
1 point for conversion of motorized corps to mechanized corps (available Mar 26)
1 point for factory (2 more points needed to finish and to be available Aug 26)
1 point for light ship (could be 5 cruisers or 20 destroyers or 40 ASW corvettes)(available Nov 26, 3 points already spent, 4 more needed, also need to specify which type of light ship being finished)

other units desired this year are 1 infantry corps (Zionists), 1garrison corps, 1 fighter unit

Argentina: 2 + 1 (factory) +1 (Increased Wartime Production) / turn @ 6 turns = 4/turn = 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 (2 Antartica Class Light Crusers, 12 destroyers) @ 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

Here's what I'm building. I believe the 4 buildponts you gave me earlier was the result of increased wartime production or something like that... Having been given it, I'd rather keep it than have it redisappear.

Also, I'm sorry that I haven't posted month by month, or included build points allocated in previous months.
Galveston Bay
04-11-2005, 21:40
Hungary (2 points a turn including assistance)
1 points infantry corps (May 26)
1 point to covert infantry corps to motorized corps

Russia has cut aid for now

Russia
1926: March and April 27 pts
Russia - 22 pts/turn + 2 from Romania (help with researching napalm) +3 from Czechoslovakia.
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete
Radar – 2 pts (1 more pts needed for completion) Complete in May/Jun
Tactical Voice Radio - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Strategic Bombing - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Nerve Gas - 1 pt (12 pts over 12 turns) Complete in Nov/Dec 27
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete
1 Submarine - 1 pt (1 pt over 6 turns) Complete in Nov/Dec 26
Upgrade 4 Ukrainian Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete
Upgrade 5 Siberian Infantry to Motorized - 5 pts (10 pts over 2 turns) Complete in May/Jun (will require they move out of contact with Japanese forces or that the Japanese forces do)
2 Production Points for Railway Construction linking Kabul and Rawalpind Complete
2 Antitank units– 2 pts (4 more needed for completion) Complete in May/Jun
1 Bomber – 1pt (4 more needed for completion) Complete in Nov/Dec

Other Projects
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
Other French Industry to be moved beginning this turn, if possible

Yugoslavia
January builds 5 points a turn
1 point – factory (available jan 28)
2 points for 2 infantry corps (available March 26)
2 points to convert 2 infantry corps to 2 motorized infantry corps

other units desired this year are 2 mechanized corps, 1 armored corps, 1 infantry corps, 1 garrison corp

Japan (11 Points)
2 points for Refit of Kaga and Akagi to extend flight deck/hangar to accomodate more aircraft) 4 points total(1 point for two turns each)(projected completion May 1926.)
1 Factory for 6 points total. Completion Mar 1927
1 point reserve
remainder ?

Germany
4 armored cavalry (4 pts for 5 turns, 4 pts total/turn)
3 submarines (3 pts for 5 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 4 turns, 13 pts total/turn)
7 infantry (7 pts for 1 turn, 20 pts total/turn) finished this turn

France (12 points a turn including assistance)
March builds
1 point HQ unit (available in Jan 27, 4 more points needed)
4 points for 4 Infantry corps (available in Mar 26, 4 more points needed)
1 point for fortifications for Paris (available in Mar 26, )
1 point for anti tank artillery (available in July 26, 1 more point needed)
1 point to radar research (2 more points and 2 more turns needed)
2 points for 2 motorized infantry corps (finish in May 26, 2 more points needed)
2 points for 1 infantry corps (available May 26)
the point spent on the other fortification hex is lost as the hex was taken by Allied forces previous turn

Bulgaria 2 points a turn
1 point factory (completed January 28)
1 point shipping unit (completed Nov 27)

Sweden 4 points a turn
1 point (light ship 2 light cruisers, 12 destroyers, finish in Mar 28, 7 more points needed)
1 point (shipping unit, 4 more points needed, complete in Nov 27)
2 points a turn to Germany

South Africa (3 points a turn)
2 points for factory (complete in Jan 27)
1 point for headquarters unit (complete in Jan 27)
2 points for 1 militia unit (available January 27)(points can’t be saved from year to year)

Greece (1 point a turn)
1 point for factory (finish in Jan 27)

Belgium (4 points a turn)
4 points for 2 factories (complete Jan 27)

Netherlands (3 points a turn)
1 point a turn to Germany (already included)
1 point capital ship (2 Machenson class battle cruisers based on German ship for service in Dutch East Indies, 8 more turns needed)

India (2 points a turn)
2 points to build one infantry corps

Canada 2 points a turn + 3 points a turn to UK (already included)
2 points to continue factory (4 more points needed, finish in July 26)

Australia & New Zealand 3 points a turn (+3 points to UK, already included)
2 points to upgrade a pair of 7 point infantry corps (3rd and 4th Anzac corps) to motorized infantry (available May 26)
2 points to start 1 fighter unit, 1 bomber unit

UK 20 points a turn
1 point to convert 7 point Infantry corps at Alexandria to 8 point motorized infantry corps (March 26)
2 points to convert 6 point garrisons at Port Said and Suez to 7 point motorized infantry corps (March 26)
2 point to covert 6 point UK infantry corps and Indian 6 point infantry corps at Singapore to 7 point motorized infantry corps (March 26)
2 points to covert 6 point UK mechanized infantry corps in Milan to 7 point armored cavalry corps (March 26)
2 points to convert 7 point UK infantry corps in Bordeaux to 8 point motorized infantry corps (March 26)
2 points to continue strategic bombing research (available July 26, 4 more points needed)
6 points to rebuild damaged factories at Nantes and Brest (5 more points needed, finish in Jan 27)
1 point to continue 1 bomber (1 more point needed, available May 26)
1 point to start 1 HQ (5 more points needed, finish Jan 27)
1 point to convert 5 point garrison at Dover to 6 point motorized infantry corps

USA
monthly production available January 26 is 43 points
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
3 points to India (to start 3 bomber units, 6 more points needed, July 26 available)
2 points to Philippines for 1 fighter unit (which arrives Mar 26)
2 points for 2 carrier units (6 Enterprise class carriers - Enterprise, Yorktown, Wasp, Hornet, which will show up in 9 turns, or July 1927, requires 1 point a turn, each will carry 100 aircraft, have protection of 2, speed of 7, range of 6)
3 points for 3 bomber units (arrive May 26)
1 point to finish 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 to finish an artificial port (2 more points needed, available May)
2 points for 2 HQs (shows up July 26)
4 points (tactical voice radio, chemical warfare, requires 20 more points total to complete both, which will finish in Jan 27)
2 points to Italy (allows conversion of 2 Italian 4 point infantry in Marsielle to 5 point motorized corpsLeghorne to 2 Italian 5 point Alpine corps (available in May)
4 points to start 4 artillery units (finish in May)
2 points to start 2 shipping unit (2 more points needed, available in July 26)
2 points (further radar work, available iin May 26)
2 points to start 2 more shipping units (available Sept 26)
4 point for 2 fighter units (available May)

Spain (under US control) 2points a turn +2 points US aid
2 points / rebuilding Madrid (finish in Jan 27)
2 points / upgrading Spanish rail (add +1 to strategic moves

Italy (8 points a turn plus US assistance)
2 points for 2 infantry corps (2 more points needed, available May 26)
4 points to start 4 artillery units (2 field artillery, 2 flak, available in May, 12 more points needed)
2 points for bomber units (available May 26, 2 more points needed)

Portugal 1 point a turn
1 point to upgrade 5 point motorized infantry in Vigo to 6 point mechanized corps (May 26)

Korea
2 points a turn going to 2 factories (available Jan 28)
Jensai
05-11-2005, 00:41
The four Infantry corps should be avaliable. They're two points a piece and I spent one point on each of them last turn and now one more on each of them this turn.

Thanks
Galveston Bay
05-11-2005, 00:54
The four Infantry corps should be avaliable. They're two points a piece and I spent one point on each of them last turn and now one more on each of them this turn.

Thanks

they were accounted for and have shown up (just posted the current balance of forces in the war thread)
Kilani
05-11-2005, 00:55
they were accounted for and have shown up (just posted the current balance of forces in the war thread)


Righto, thanks GB.
Vas Pokhoronim
05-11-2005, 05:47
1926: March and April 27 pts
Russia - 22 pts/turn + 2 from Romania (help with researching napalm) +3 from Czechoslovakia.
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete
Radar – 2 pts (1 more pts needed for completion) Complete in May/Jun
Tactical Voice Radio - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Strategic Bombing - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Nerve Gas - 1 pt (12 pts over 12 turns) Complete in Nov/Dec 27
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete
1 Submarine - 1 pt (1 pt over 6 turns) Complete in Nov/Dec 26
2 Submarines - 2 pts (2 pts over 6 turns) Complete in Jan/Feb 27
Upgrade 4 Ukrainian Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete
Upgrade 5 Siberian Infantry to Motorized - 5 pts (10 pts over 2 turns) Complete in May/Jun
2 Production Points for Railway Construction linking Kabul and (Rawalpindi? Hell, I forgot where exactly) Complete
2 Antitank units– 2 pts (4 more needed for completion) Complete in May/Jun
1 Bomber – 1pt (4 more needed for completion) Complete in Nov/Dec

Other Projects
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
Other French Industry to be moved beginning this turn, if possible
Galveston Bay
05-11-2005, 05:57
1926: March and April 27 pts
Russia - 22 pts/turn + 2 from Romania (help with researching napalm) +3 from Czechoslovakia.
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete
Radar – 2 pts (1 more pts needed for completion) Complete in May/Jun
Tactical Voice Radio - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Strategic Bombing - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Nerve Gas - 1 pt (12 pts over 12 turns) Complete in Nov/Dec 27
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete
1 Submarine - 1 pt (1 pt over 6 turns) Complete in Nov/Dec 26
Upgrade 4 Ukrainian Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete
Upgrade 5 Siberian Infantry to Motorized - 5 pts (10 pts over 2 turns) Complete in May/Jun
2 Production Points for Railway Construction linking Kabul and (Rawalpindi? Hell, I forgot where exactly) Complete
2 Antitank units– 2 pts (4 more needed for completion) Complete in May/Jun
1 Bomber – 1pt (4 more needed for completion) Complete in Nov/Dec

2 pts still unspent; GB check your TGs.

Other Projects
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
Other French Industry to be moved beginning this turn, if possible


your Admirals, with some trepidation, ask for 2 more points to start 2 more submarines
Galveston Bay
05-11-2005, 06:02
Hungary (2 points a turn including assistance)
1 points infantry corps (May 26)
1 point to covert infantry corps to motorized corps

Russia has cut aid for now

Russia
1926: March and April 27 pts
Russia - 22 pts/turn + 2 from Romania (help with researching napalm) +3 from Czechoslovakia.
All research will be shared with allies once research is completed.

Napalm - 2 pts (4 pts over 2 turns) Complete
Radar – 2 pts (1 more pts needed for completion) Complete in May/Jun
Tactical Voice Radio - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Strategic Bombing - 2 pts (12 pts over 6 turns) Complete in Nov/Dec 26
Nerve Gas - 1 pt (12 pts over 12 turns) Complete in Nov/Dec 27
2 Theater Supply Units - 2 pts (4 pts over 2 turns) Complete
3 Submarines - 3 pts (1 pt each over 6 turns) Complete in Nov/Dec 26
Upgrade 4 Ukrainian Cavalry to Motorized - 4 pts (8 pts over 2 turns) Complete
Upgrade 5 Siberian Infantry to Motorized - 5 pts (10 pts over 2 turns) Complete in May/Jun (will require they move out of contact with Japanese forces or that the Japanese forces do)
2 Production Points for Railway Construction linking Kabul and Rawalpind Complete
2 Antitank units– 2 pts (4 more needed for completion) Complete in May/Jun
1 Bomber – 1pt (4 more needed for completion) Complete in Nov/Dec

Other Projects
French Industry to Novosibirsk, Perm, Sverdlovsk Complete in May/Jun
Other French Industry to be moved beginning this turn, if possible

Yugoslavia
January builds 5 points a turn
1 point – factory (available jan 28)
2 points for 2 infantry corps (available March 26)
2 points to convert 2 infantry corps to 2 motorized infantry corps

other units desired this year are 2 mechanized corps, 1 armored corps, 1 infantry corps, 1 garrison corp

Japan (11 Points)
2 points for Refit of Kaga and Akagi to extend flight deck/hangar to accomodate more aircraft) 4 points total(1 point for two turns each)(projected completion May 1926.)
1 Factory for 6 points total. Completion Mar 1927
1 point reserve
remainder ?

Germany
4 armored cavalry (4 pts for 5 turns, 4 pts total/turn)
3 submarines (3 pts for 5 turns, 7 pts total/turn)
2 garrisons (2 pts for 2 turns, 9 pts total/turn)
4 mechanized infantry (4 pts for 4 turns, 13 pts total/turn)
7 infantry (7 pts for 1 turn, 20 pts total/turn) finished this turn

France (12 points a turn including assistance)
March builds
1 point HQ unit (available in Jan 27, 4 more points needed)
4 points for 4 Infantry corps (available in Mar 26, 4 more points needed)
1 point for fortifications for Paris (available in Mar 26, )
1 point for anti tank artillery (available in July 26, 1 more point needed)
1 point to radar research (2 more points and 2 more turns needed)
2 points for 2 motorized infantry corps (finish in May 26, 2 more points needed)
2 points for 1 infantry corps (available May 26)
the point spent on the other fortification hex is lost as the hex was taken by Allied forces previous turn

Bulgaria 2 points a turn
1 point factory (completed January 28)
1 point shipping unit (completed Nov 27)

Sweden 4 points a turn
1 point (light ship 2 light cruisers, 12 destroyers, finish in Mar 28, 7 more points needed)
1 point (shipping unit, 4 more points needed, complete in Nov 27)
2 points a turn to Germany

South Africa (3 points a turn)
2 points for factory (complete in Jan 27)
1 point for headquarters unit (complete in Jan 27)
2 points for 1 militia unit (available January 27)(points can’t be saved from year to year)

Greece (1 point a turn)
1 point for factory (finish in Jan 27)

Belgium (4 points a turn)
4 points for 2 factories (complete Jan 27)

Netherlands (3 points a turn)
1 point a turn to Germany (already included)
1 point capital ship (2 Machenson class battle cruisers based on German ship for service in Dutch East Indies, 8 more turns needed)

India (2 points a turn)
2 points to build one infantry corps

Canada 2 points a turn + 3 points a turn to UK (already included)
2 points to continue factory (4 more points needed, finish in July 26)

Australia & New Zealand 3 points a turn (+3 points to UK, already included)
2 points to upgrade a pair of 7 point infantry corps (3rd and 4th Anzac corps) to motorized infantry (available May 26)
2 points to start 1 fighter unit, 1 bomber unit

UK 20 points a turn
1 point to convert 7 point Infantry corps at Alexandria to 8 point motorized infantry corps (March 26)
2 points to convert 6 point garrisons at Port Said and Suez to 7 point motorized infantry corps (March 26)
2 point to covert 6 point UK infantry corps and Indian 6 point infantry corps at Singapore to 7 point motorized infantry corps (March 26)
2 points to covert 6 point UK mechanized infantry corps in Milan to 7 point armored cavalry corps (March 26)
2 points to convert 7 point UK infantry corps in Bordeaux to 8 point motorized infantry corps (March 26)
2 points to continue strategic bombing research (available July 26, 4 more points needed)
6 points to rebuild damaged factories at Nantes and Brest (5 more points needed, finish in Jan 27)
1 point to continue 1 bomber (1 more point needed, available May 26)
1 point to start 1 HQ (5 more points needed, finish Jan 27)
1 point to convert 5 point garrison at Dover to 6 point motorized infantry corps

USA
monthly production available January 26 is 43 points
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
3 points to India (to start 3 bomber units, 6 more points needed, July 26 available)
2 points to Philippines for 1 fighter unit (which arrives Mar 26)
2 points for 2 carrier units (6 Enterprise class carriers - Enterprise, Yorktown, Wasp, Hornet, which will show up in 9 turns, or July 1927, requires 1 point a turn, each will carry 100 aircraft, have protection of 2, speed of 7, range of 6)
3 points for 3 bomber units (arrive May 26)
1 point to finish 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 to finish an artificial port (2 more points needed, available May)
2 points for 2 HQs (shows up July 26)
4 points (tactical voice radio, chemical warfare, requires 20 more points total to complete both, which will finish in Jan 27)
2 points to Italy (allows conversion of 2 Italian 4 point infantry in Marsielle to 5 point motorized corpsLeghorne to 2 Italian 5 point Alpine corps (available in May)
4 points to start 4 artillery units (finish in May)
2 points to start 2 shipping unit (2 more points needed, available in July 26)
2 points (further radar work, available iin May 26)
2 points to start 2 more shipping units (available Sept 26)
4 point for 2 fighter units (available May)

Spain (under US control) 2points a turn +2 points US aid
2 points / rebuilding Madrid (finish in Jan 27)
2 points / upgrading Spanish rail (add +1 to strategic moves

Italy (8 points a turn plus US assistance)
2 points for 2 infantry corps (2 more points needed, available May 26)
4 points to start 4 artillery units (2 field artillery, 2 flak, available in May, 12 more points needed)
2 points for bomber units (available May 26, 2 more points needed)

Portugal 1 point a turn
1 point to upgrade 5 point motorized infantry in Vigo to 6 point mechanized corps (May 26)

Korea
2 points a turn going to 2 factories (available Jan 28)


updated, still a little iffy on Japanese plans... tg me
Vas Pokhoronim
05-11-2005, 06:11
your Admirals, with some trepidation, ask for 2 more points to start 2 more submarines
Edited to their Right-deviationist satisfaction.
Sharina
05-11-2005, 07:07
My builds shall continue as planned (I gave you my year build for 1926).

Also I have a major question. Is there any way to increase level of corps? I mean, increase a 5 point Regular Infantry to a 8 point Regular Infantry? Will I have to expend production points to do so, or is the only way through combat?
Galveston Bay
05-11-2005, 10:15
My builds shall continue as planned (I gave you my year build for 1926).

Also I have a major question. Is there any way to increase level of corps? I mean, increase a 5 point Regular Infantry to a 8 point Regular Infantry? Will I have to expend production points to do so, or is the only way through combat?

tech level adjusts that... you are tech level 5, and a 5 point corps is about as good as it gets for that tech level for regulars (elite tech level 5 units are 6 points). Remember, the rating is not just experience, but also the firepower of the corps and tech level 5 corps have less effective artillery than tech level 6 corps. New corps built with production points loaned to you from say Russia or Germany however would represent higher tech equipment, giving a Chinese infantry corps a 6 or 7 point rating. So if you spent 1 point and Germany or Russia loaned you 1 point, than a new Chinese corps would be worth 2 points.
Of the council of clan
05-11-2005, 10:18
updated, still a little iffy on Japanese plans... tg me



NS won't let me into that part of their website, something about cookies


why are you still iffy about my builds?

11 points

2 ships at two builds apiece is 4 points for two turns(or since its one carrier counter its only 2 points?)
1 factory at 1 point for 6 turns becomes 6 points

so that is either 10 or 8 points and leaves me with either a 3 or 1 point reserve
Galveston Bay
05-11-2005, 10:24
NS won't let me into that part of their website, something about cookies


why are you still iffy about my builds?

11 points

2 ships at two builds apiece is 4 points for two turns(or since its one carrier counter its only 2 points?)
1 factory at 1 point for 6 turns becomes 6 points

so that is either 10 or 8 points and leaves me with either a 3 or 1 point reserve

one carrier counter equals 2 fleet carriers, so yes, only 2 points. Hence the uncertainity.

incidently, need confirmation that Japan is pulling out of Siberia
Of the council of clan
05-11-2005, 10:28
one carrier counter equals 2 fleet carriers, so yes, only 2 points. Hence the uncertainity.

incidently, need confirmation that Japan is pulling out of Siberia



pulling out, definetly.
Of the council of clan
05-11-2005, 10:32
OOC: updated.
Projected MAR 1926 Builds (11 Points)
Refit of Kaga and Akagi to extend flight deck/hangar to accomodate more aircraft) 2 points total(1 point for two turns each)(projected completion May 1926.)
1 Factory for 6 points total. Completion Mar 1927
3 point reserve

Projected May 1926 Builds (14 Points)
Refit of Carriers Kongo and Hei to also extend Flight Deck/Hangar same as above, Projected Completion July 1926
1 Factory, Completion May 1927
5 Point Reserve

Projected July 1926 Builds(16 Points)
1 Factory July 1927
9 points Reserve

Projected September 1926 Builds (21 Points)
1 Capital Ship Counter (Fast Battleships Amagi and Atago) 12 points total projected completion September 1928
1 Factory September 1927
3 points reserve

Projected November 1926 Builds (13 points)
2 Factories to be completed November 1927
1 Points to Argentina(economic Assistance)
[NS]Parthini
05-11-2005, 22:25
How many points do I get for Burgundy and Belgium?
Manarth
06-11-2005, 00:41
Originally Posted by Manarth
Argentina: 2 + 1 (factory) +1 (Increased Wartime Production) / turn @ 6 turns = 4/turn = 24 points total + 1 Point Economic Assistance in November(Japan) = 25 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 (2 Antartica Class Light Crusers, 12 destroyers) @ 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)
Economic Assitance to Britain (For India use only) 1/turn -> 4 turns = 4 points (starting in May/June 1926)
Factory (built in La Plata) @ 2/turn -> 1 turn = 2 points (5 turns remain: Finished in 1927)

Total Spent: 24 points
Total Reserve: 1 points

Total for 1926: 25 points
Vas Pokhoronim
06-11-2005, 02:08
Parthini']How many points do I get for Burgundy and Belgium?
OoC: You don't get any, and neither do I. In fact we might lose some rebuilding.

The Democratic Republics of Belgium and Burgundy are now signatories of the Warsaw Pact, with the option of withdrawing when and if (1) the present war ends, or (2) the legitimate Government of France loses control of all its territory.

In the meantime, they are not required to commit troops, nor provide material support. It is only required of them that (1) they allow Pact forces full freedom of movement within their domains, and (2) the do not seek to build any offensive capacity of their that could be used against Pact forces [OoC: Belgium will be allowed to fortify their coastline, though their defensive works must be manned by Pact soldiers; other military buys are prohibited.]. In return, the other Pact signatories pledge themselves to the defense of the Democratic Republics of Belgium and Burgundy, and to reconstruction of all facilities damaged in the recent military action, and reparations and compensation for all other losses.

OoC: Galveston Bay neglected one very important element of my invasion plan, which is that military force was preceeded by an impassioned plea to allow us essentially these terms in order to supply strategic depth for the defense of France from the Anglo-American invaders. In other words, the Union tried a diplomatic alternative first. Things would've worked out the same, of course, but these niceties do make a difference. I should've written the diplomatic appeal myself, I suppose. GB has enough work as it is.
Galveston Bay
06-11-2005, 02:17
Germany gets 1 point for the Saar valley, but the production from Metz, Brussels and Leige will require rebuilding as they were taken during combat. See shopping list for how much that costs.
Lachenburg
06-11-2005, 03:36
OoC: You don't get any, and neither do I. In fact we might lose some rebuilding.

The Democratic Republics of Belgium and Burgundy are now signatories of the Warsaw Pact, with the option of withdrawing when and if (1) the present war ends, or (2) the legitimate Government of France loses control of all its territory.

In the meantime, they are not required to commit troops, nor provide material support. It is only required of them that (1) they allow Pact forces full freedom of movement within their domains, and (2) the do not seek to build any offensive capacity of their that could be used against Pact forces [OoC: Belgium will be allowed to fortify their coastline, though their defensive works must be manned by Pact soldiers; other military buys are prohibited.]. In return, the other Pact signatories pledge themselves to the defense of the Democratic Republics of Belgium and Burgundy, and to reconstruction of all facilities damaged in the recent military action, and reparations and compensation for all other losses.

OoC: Galveston Bay neglected one very important element of my invasion plan, which is that military force was preceeded by an impassioned plea to allow us essentially these terms in order to supply strategic depth for the defense of France from the Anglo-American invaders. In other words, the Union tried a diplomatic alternative first. Things would've worked out the same, of course, but these niceties do make a difference. I should've written the diplomatic appeal myself, I suppose. GB has enough work as it is.

What's this? I leave for a little while and my nation gets annexed.

Quite annoying, indeed.
Galveston Bay
06-11-2005, 08:52
What's this? I leave for a little while and my nation gets annexed.

Quite annoying, indeed.

ooc
war moderator here... actually 3/5 of your army died heroically and then the rest surrendered. The Pact decided they needed some strategic depth and poor Belgium is in the way. On the plus side, the LTA promises to Liberate you. Although it might be hard on your country when that happens.

You have the option of forming a Government in Exile, and Belgium still has Belgian Congo (as the LTA fleets aren't going to let the Pact get it, thats for sure)
Lesser Ribena
06-11-2005, 17:41
British, Canadian, Indian, Australian and New Zealand builds March-April 1926:

India (2 points a turn)
2 points to build one infantry corps

Canada 2 points a turn + 3 points a turn to UK (already included)
2 points to continue factory (2 more points needed, finish in July 26)

Australia & New Zealand 3 points a turn (+3 points to UK, already included)
2 points to continue 1 bomber unit (1 more needed, available July 26)
1 point to continue 1 fighter unit (2 more needed, available July 26)

UK 20 points a turn
2 points to continue strategic bombing research (available July 26, 2 more points needed)
5 points to rebuild damaged factories at Nantes and Brest (0 more points needed)
1 point to finish 1 bomber (0 more points needed, available May 26)
2 points to continue 1 HQ (3 more points needed, available August 26)
6 points to start 3 mechanised infantry units (6 more needed, available July 26)
4 points to start 2 bomber units (4 more needed, available July 26)
Vas Pokhoronim
06-11-2005, 18:23
British, Canadian, Indian, Australian and New Zealand builds March-April 1926:
UK 20 points a turn
6 points to start 3 mechanised infantry units (6 more needed, available July 26)
4 points to start 2 bomber units (4 more needed, available July 26)
How exactly are you managing to build mechanized infantry and bombers in three turns?
Kilani
06-11-2005, 18:39
How exactly are you managing to build mechanized infantry and bombers in three turns?

You can put two points per turn into any given unit. That allows you to build a mech corps in two turns or a bomber in three. You should do it too, Vas.
Galveston Bay
06-11-2005, 19:17
You can put two points per turn into any given unit. That allows you to build a mech corps in two turns or a bomber in three. You should do it too, Vas.

that is correct
Lachenburg
06-11-2005, 19:26
ooc
war moderator here... actually 3/5 of your army died heroically and then the rest surrendered. The Pact decided they needed some strategic depth and poor Belgium is in the way. On the plus side, the LTA promises to Liberate you. Although it might be hard on your country when that happens.

You have the option of forming a Government in Exile, and Belgium still has Belgian Congo (as the LTA fleets aren't going to let the Pact get it, thats for sure)

Well, at least I can make some Martyrs now.

And yes, I do intend to create government in exile (see the Belgian New Journal Post for further details).
[NS]Parthini
06-11-2005, 22:01
With the 5 points a year I get for Metz, I wish to build:

1 Mech Infantry: 1 for 4 turns Finished Sept/Oct

Nov/Dec 1 point reserve
Galveston Bay
07-11-2005, 00:14
Parthini']With the 5 points a year I get for Metz, I wish to build:

1 Mech Infantry: 1 for 4 turns Finished Sept/Oct

Nov/Dec 1 point reserve

actually, that is the Saar (as in Saarbruchen)
Vas Pokhoronim
07-11-2005, 00:57
that is correct
What the hell? Why didn't anyone tell me that before? Jesus.
Safehaven2
07-11-2005, 01:45
Don't mean to be a pain but I believe as Sweden I have four points not two. I know there are two points going to Germany as my steel but in last years count you had me as having four points PLUS the two going to Germany.
Vas Pokhoronim
07-11-2005, 06:48
NA PA LM
Galveston Bay
08-11-2005, 01:48
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 2
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 (3 for Shanghai, 3 for Canton, 2 for Mukden, 1 each Peking, Tsingtao, Changsa, Lanchow, 1 from Vietnam)
Hungary 2
Germany 21 (1 for Saarbruchen, 2 from Sweden, 1 from Netherlands, 1 from Denmark, 2 from Essen, 2 from Dusseldorf, 3 from Berlin, 1 from Poznan, 2 from Konigsburg, 2 from Vienna, 1 each Hamburg, Munich, Hannover, 1 Turkey)
Russia 26 +2 a turn from Rumania, plus the Czech production as well) +2 in July from factories taken from Lille (France)
Czechslovakia 3
Yugoslavia 5+2

France 12 (minus 2 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, Paris has been wrecked, and will require repairs. The Russians moved the factories in Toulouse, Marseilles and Lille to Russia, and they will have to be repaired)

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 (has to be repaired)
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

MAJOR CHANGE... the war is approaching the end of its second year, and the warring nations are getting better at building some units (and some are getting better than others. For example the US build a merchant ship once in 24 hours during World War II, and usually built them in about a week). A number of unit types just got cheaper, and yes that means if you have spent 2 points under the old system for a garrison unit, you finish it earlier and under budget.


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 (5 turns Russia and Germany)
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 (3 turns for US)
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)

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


Fighter (represents 500 aircraft) 1 / turn for 2 turns
Bombers (represents 250 -500 aircraft) 1 / turn for 4 turns (3 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 4 turns (3 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 (doesn’t include fortifications) 1 / turn for 2 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 3 turns (2 turns US)

mechanized corps (represents 3 divisions) 1 / turn for 4 turns (3 turns US)

armored cavalry corps (represents 3 divisions) 1 / turn 5 turns (4 turns US, Russia)

Horse cavalry corps 1 / turn for 2 turns (1 turn Russia)

Alpine corps 1 / turn for 3 turns

Amphibious troops (marines and assault craft) 1 / turn for 6 turns (5 turns US, Japan, UK)

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

anti tank units 2 points / 2 turns attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3

Katyusha / Multiple Rocket launcher units 2 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3

Flak artillery 2 points / 2 turns, attack strength 1, defense strength 3 (doubled against aircraft)

Railroad artillery 3 points / 3 turns. Attack 5 Defense 1, can only be moved by strategic movement. Railroad artillery Attack is doubled against fortifications and cities.

Field artillery 3 points / 3 turns. Attack 3, defense 3, move 3.

Coast artillery 3 points / 3 turns. Attack 0 Defense 5, can only be moved by strategic movement. Has a defense strength of 1 if attacked by ground combat forces attacking from land. The 5 points of defense are for amphibious landings only.

Fortifications 1 / turn for 2 turns (1 turn Russia)

Theater supply units 2 points / 2 turns, no attack, defense 1, move 4, extends supply range

Factories (economic development, increases resource points available) 2 / turn for 6 turns

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.

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)

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.

Torpedo research – gives a +1 to die roll for attacks made by light ships and submarines.

Napalm – doubles bombing factors against militia corps, infantry corps, horse cavalry corps, motorized infantry corps, artillery units, headquarters and theater supply units. In addition, for nations that have strategic bombing (in other words, bought the research, it doubles strategic bombing rating as well)
Independent Macedonia
08-11-2005, 01:54
GB can you give me the status of what i have, what i am still building now, and how many points i have in reserve? I think i have a bunch of reserve because i factored in that i was building 2 mechs and not upgrading, and the fighter costs now. Oh well, just let me know here or through TG asap.
Galveston Bay
08-11-2005, 02:15
GB can you give me the status of what i have, what i am still building now, and how many points i have in reserve? I think i have a bunch of reserve because i factored in that i was building 2 mechs and not upgrading, and the fighter costs now. Oh well, just let me know here or through TG asap.

I am reviewing all builds tonight and tomorrow and will post then... its complicated to say the least
Safehaven2
08-11-2005, 02:26
OK, since I do have 4 points and not 2 it changes some things in my build.

INstead of 1 point for each thing i was building it would have been 2 so the shipping counter should be done this turn with 1 point left over and the light ship counter will be done next turn.

Next turn the light ship will be completed and the other 3 points will be put into upgrading 3 of my corps a level.

After that for the next 3 turns all 4 of my points will be put into torpedo research.
Independent Macedonia
08-11-2005, 02:28
I am reviewing all builds tonight and tomorrow and will post then... its complicated to say the least

Yeah i know what you mean, i am getting swamped with info and i only have to keep up with ONE nation, i would hate to be in your shoes.
Persone Italiane
08-11-2005, 03:49
For the remainder of 1926 i will be building infantry corps. thats all. i now have 2 points a turn because of recent factory completion.
Vas Pokhoronim
08-11-2005, 04:46
1926: May and June 33 pts
Tactical Voice Radio - 2 pts (6 spent of 12 needed)
Strategic Bombing - 2 pts (6 spent of 12 needed)
Improved Chemistry - 1pt (3 spent of 12 needed)
1 Submarine - 1 pt (3 spent of 6 needed)
2 Antitank units - 2 pts Complete
1 Bomber - 2pts (3 spent of 5 needed)
Assistance to Hungary - 5 pts (3 military + 2 for industry)
Upgrade 4 Ukrainian Motorized to Armored Cavalry - 4 pts Complete
Upgrade 1 Turkish Infantry - 1 pt
5 Armored Cavalry - 10 pts
Fortifications at Liege, Metz, and Strasbourg (if they're available for use this turn, if not, they should be placed at Koln, Saarbrucken, and Stuttgart)

Other Projects
Petrograd Surface Fleet (12 destroyers, 18 corvettes) scrapped for Coastal Defense Battery at Petrograd
Artitsa
08-11-2005, 05:01
*waits patiently for two factories to be completed... as well as the decision regarding Venezeula*
[NS]Parthini
08-11-2005, 05:06
OOC: A few things.

1) Not a criticism but a question. Why can America build infantry units so much quicker than everyone else, and why can you also build Katyushas? Also, why can't I build faster Subs?

2) Shouldn't I have something like 23 points now? I had 20 points at the beginning of the year (18+2 from Sweden). Now I have 1 from Saar and 1 from the Netherlands and one from the Ottomans.
Vas Pokhoronim
08-11-2005, 05:07
Also, Germany was building two garrisons, which came in under budget, so there are two extra points there. We'll build a flak unit at Hamburg. The two garrisons will be placed at Koln and Stuttgart.
Fluffywuffy
08-11-2005, 05:51
Okay, I've got 8 points per turn, as Venice is occupied by the evil Russkiy bastards.

May/June
3x infantry corps at 2 points each (to be ready next turn)
1x mechanized corps at 2 points (to be ready in two turns)

July/August

3x mechanized corps at 2 points each (1 to ready next turn, 2 in 2 turns)
1x infantry corps at 2 points each

Sept/Oct

2x mechanized corps at 2 points each (2 to be ready next turn)
2x infantry corps at 2 points each (to be ready next turn)

Now let's see if I actually got this right....
Galveston Bay
08-11-2005, 06:17
OK, since I do have 4 points and not 2 it changes some things in my build.

INstead of 1 point for each thing i was building it would have been 2 so the shipping counter should be done this turn with 1 point left over and the light ship counter will be done next turn.

Next turn the light ship will be completed and the other 3 points will be put into upgrading 3 of my corps a level.

After that for the next 3 turns all 4 of my points will be put into torpedo research.

warship and research construction is limited to 1 point a turn per item.. you cannot rush either. See build list that I am about to post
Galveston Bay
08-11-2005, 06:19
Okay, I've got 8 points per turn, as Venice is occupied by the evil Russkiy bastards.

May/June
3x infantry corps at 2 points each (to be ready next turn)
1x mechanized corps at 2 points (to be ready in two turns)

July/August

3x mechanized corps at 2 points each (1 to ready next turn, 2 in 2 turns)
1x infantry corps at 2 points each

Sept/Oct

2x mechanized corps at 2 points each (2 to be ready next turn)
2x infantry corps at 2 points each (to be ready next turn)

Now let's see if I actually got this right....


I am about to post all builds I am aware of... see post shortly. Also, telegram me at once.
Galveston Bay
08-11-2005, 06:22
Parthini']OOC: A few things.

1) Not a criticism but a question. Why can America build infantry units so much quicker than everyone else, and why can you also build Katyushas? Also, why can't I build faster Subs?

2) Shouldn't I have something like 23 points now? I had 20 points at the beginning of the year (18+2 from Sweden). Now I have 1 from Saar and 1 from the Netherlands and one from the Ottomans.

US builds Infantry as fast as everyone else...it builds motorized, mechanized and armored units a lot faster because it built more cars than everyone else on the planet put together before the war. As stated previously, the 1 point from the Dutch, and the 1 point from the Turks are already included in your totals (although I need to edit Germany it seems, and will). The Saar point begins this turn.

As to submarines, a good point, I will speed up German production capability by 1 turn. Russians will also get this bonus.
Galveston Bay
08-11-2005, 06:26
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 2
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 (3 for Shanghai, 3 for Canton, 2 for Mukden, 1 each Peking, Tsingtao, Changsa, Lanchow, 1 from Vietnam)
Hungary 2
Germany 21 (1 for Saarbruchen, 2 from Sweden, 1 from Netherlands, 1 from Denmark, 2 from Essen, 2 from Dusseldorf, 3 from Berlin, 1 from Poznan, 2 from Konigsburg, 2 from Vienna, 1 each Hamburg, Munich, Hannover, 1 Turkey)
Russia 26 +2 a turn from Rumania, plus the Czech production as well) +2 in July from factories taken from Lille (France)
Czechslovakia 3
Yugoslavia 5+2

France 12 (minus 2 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, Paris has been wrecked, and will require repairs. The Russians moved the factories in Toulouse, Marseilles and Lille to Russia, and they will have to be repaired)

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 (has to be repaired)
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

MAJOR CHANGE... the war is approaching the end of its second year, and the warring nations are getting better at building some units (and some are getting better than others. For example the US build a merchant ship once in 24 hours during World War II, and usually built them in about a week). A number of unit types just got cheaper, and yes that means if you have spent 2 points under the old system for a garrison unit, you finish it earlier and under budget.


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 (5 turns Russia and Germany)
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 (3 turns for US)
Repair damaged warships (includes carriers) 1 / turn for 2 turns (1 turn US)

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


Fighter (represents 500 aircraft) 1 / turn for 2 turns
Bombers (represents 250 -500 aircraft) 1 / turn for 4 turns (3 turns US, UK)
Maritime bombers & fighters (1,000 aircraft) 1 / turn for 4 turns (3 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 (doesn’t include fortifications) 1 / turn for 2 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 3 turns (2 turns US)

mechanized corps (represents 3 divisions) 1 / turn for 4 turns (3 turns US)

armored cavalry corps (represents 3 divisions) 1 / turn 5 turns (4 turns US, Russia)

Horse cavalry corps 1 / turn for 2 turns (1 turn Russia)

Alpine corps 1 / turn for 3 turns

Amphibious troops (marines and assault craft) 1 / turn for 6 turns (5 turns US, Japan, UK)

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

anti tank units 2 points / 2 turns attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3

Katyusha / Multiple Rocket launcher units 2 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3

Flak artillery 2 points / 2 turns, attack strength 1, defense strength 3 (doubled against aircraft)

Railroad artillery 3 points / 3 turns. Attack 5 Defense 1, can only be moved by strategic movement. Railroad artillery Attack is doubled against fortifications and cities.

Field artillery 3 points / 3 turns. Attack 3, defense 3, move 3.

Coast artillery 3 points / 3 turns. Attack 0 Defense 5, can only be moved by strategic movement. Has a defense strength of 1 if attacked by ground combat forces attacking from land. The 5 points of defense are for amphibious landings only.

Fortifications 1 / turn for 2 turns (1 turn Russia)

Theater supply units 2 points / 2 turns, no attack, defense 1, move 4, extends supply range

Factories (economic development, increases resource points available) 2 / turn for 6 turns

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.

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)

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.

Torpedo research – gives a +1 to die roll for attacks made by light ships and submarines.

Napalm – doubles bombing factors against militia corps, infantry corps, horse cavalry corps, motorized infantry corps, artillery units, headquarters and theater supply units. In addition, for nations that have strategic bombing (in other words, bought the research, it doubles strategic bombing rating as well)


a couple of corrections added
Galveston Bay
08-11-2005, 06:33
in addition to what is already on the map

Arriving this turn (May 26)
LTA forces
1 US 12 point mechanized corps (Lisbon), RADAR available for all US carriers, battleships, heavy cruisers and fighters, 1 US artificial port (US East Coast), 2 US shipping units, 2 US fighter units, 3 US bomber units, 4 US field artillery units (US East coast),

2 Italian 5 point motorized infantry corps (Marseilles), 2 Italian 4 point infantry corps (Naples), 2 Italian 3 point flak units (Milan, Rome), 2 Italian 3 point field artillery units (Rome, Turin), 2 Italian bomber units (Turin

2 UK 9 point mechanized corps (Port Said, Suez), 1 UK 8 point mechanized corps (Alexandria), 2 British 9 point mechanized corps (Bordeaux), 1 UK bomber unit (London), 1 UK 6 point motorized infantry corps (Dover), 1 Anzac 8 point motorized corps (New Zealand), 1 Anzac 8 point motorized corps (Sydney), 1 Canadian light ship (40 corvettes), 1 UK Carrier (fleet carrier Ark Royal, 75 aircraft, protection 2, speed 6, range 6, plus light carriers Pegasus, Unicorn, 28 aircraft, protection 1, speed 4, range 4),
1 UK capital ship (battleships King George V, Prince of Wales, firepower 4, protection 5, speed 6, range 6),

1 Portuguese 6 point mechanized corps (Vigo)
1 Indian 5 point infantry corps (Calcutta),
1 South African 3 point militia unit (Pretoria),

Other Forces
2 Japanese carrier unit (refitted Akagi, Kaga, now 90 aircraft, protection 2, speed 5, range 5)
1 Argentine 7 point mechanized corps (Madagascar)

Pact Forces
2 Yugoslav 4 point infantry corps (Zagreb), 2 Yugoslav 6 point motorized infantry corps (Belgrade),
1 Hungarian 4 point infantry corps (Budapest), 1 Hungarian 5 point motorized infantry corps (Budapest),
4 Russian 8 point motorized infantry corps (2 at Saarbruchen, 2 at Karlsruhe),
1 Russian 8 point motorized infantry corps (Kharbolovsk),
4 Russian 5 point motorized infantry corps (Ukraine, replaces 4 Russian 3 point cavalry corps),
2 German 5 point garrison corps (Kiel, Hamburg),


This is everything I could find, and includes some units getting accelerated completion time because of the recent change in unit costs and time frames.
Galveston Bay
08-11-2005, 06:35
May June 1926 builds
Hungary (2 points a turn)
Army wants 2 points for a fighter unit

Russia
1926: May June 33 pts
Napalm - 2 pts Complete, Russian bombers special effect
Radar – 1 point (Complete) Russian fighters +1
Tactical Voice Radio - 2 pts Complete in Nov/Dec 26
Strategic Bombing - 2 pts Complete in Nov/Dec 26
Nerve Gas - 1 pt Complete in Nov/Dec 27
3 Submarines - 3 pts Complete in Nov/Dec 26
Upgrade 4 Ukrainian Cavalry to 5 point Motorized infantry- 4 pts Complete May / June
Upgrade 5 Siberian Infantry to Motorized - 5 pts Complete in May/Jun
2 Antitank units– 2 pts Complete in May/Jun
1 Bomber – 1pt (2 more needed for completion) Complete in Sept / Oct 26
10 points unassigned

Yugoslavia
January builds 5 points a turn
1 point – factory (available jan 28)
2 points to convert 2 infantry corps to 2 motorized infantry corps
1 point to start 1 armored corps (Jan 27)
1 point to start 1 garrison corps (Sept 26)

other units desired this year are 2 mechanized corps, 1 infantry corps

Japan (11 Points)
1 point for factory (complete in May 1927)
1 point for factory (complete in March 1927)
2 points for refit (Kongo, Kirishima to 90 aircraft, protection 1, speed 6, range 5)
7 points unassigned (Navy wants some more light ships, specifically destroyers and at least 1 amphibious unit, preferably 2, Army wants some artillery)

Germany 21 points
4 armored cavalry (4 pts, complete Oct 26)
3 submarines (3 pts, complete Nov / Dec 26 )
2 garrisons (2 pts, complete May / June 26 )
4 mechanized infantry (4 pts, complete July / Aug 26)
2 fighter units (4 points, complete July / Aug 26)
3 Infantry (3 points, complete July / Aug 26)
1 point unassigned

France (0 points a turn)

Bulgaria 2 points a turn
1 point factory (completed January 28)
1 point shipping unit (complete Nov 27)

Sweden 4 points a turn
1 point (light ship 2 light cruisers, 12 destroyers, finish in Mar 28, 7 more points needed)
1 point (shipping unit, 4 more points needed, complete in Nov 27)
2 points upgrade 2 Swedish 5 point infantry corps to 2 Swedish 6 point motorized infantry corps
2 points a turn to Germany

South Africa (3 points a turn)
2 points for factory (complete in Jan 27)
1 point for headquarters unit (complete in Jan 27)

Argentina (5 points a turn including assistance)
1 point for a 5 point infantry corps (JMC, available July 26)
1 point for factory (available Jan 27)
1 point for factory (available Mar 27)
1 point to UK
1 point for light ship (2 cruisers, 12 destroyers, available Nov 26)

Greece (1 point a turn)
1 point for factory (finish in Jan 27)

Belgium (0 points a turn)


Netherlands (3 points a turn)
1 point a turn to Germany (already included)
1 point capital ship (2 Rotterdam class battle cruisers firepower 4 protection 5, speed 6, range 3, based on German ship for service in Dutch East Indies, available July 27)

India (2 points a turn)
2 points to build one 5 point infantry corps (July 26)

Canada 2 points a turn + 3 points a turn to UK (already included)
2 points to continue factory (2 more points needed, finish in July 26)

Australia & New Zealand 3 points a turn (+3 points to UK, already included)
2 points to start 1 fighter unit, 1 bomber unit

UK 21 points a turn
2 points to continue strategic bombing research (available July 26, 2 more points needed)
6 points to rebuild damaged factories at Nantes and Brest (completed, available for July 26 production)
1 point for 1 HQ (3 more points needed, available Sept 26)
6 points to start 3 UK 8 point mechanized corps (6 more points needed, available July 26)
3 points to start 3 UK bomber units (available Sept 26)
2 points for 1 fighter unit (available July 26)

USA monthly production available 43 points
2 points to Spain (to rebuild Madrid production, requires 12 points total and Madrid returns to production in Jan 27)
3 points to India (to start 3 bomber units, 3 more points needed, July 26 available)
2 points for 2 carrier units (4 Enterprise class carriers - Enterprise, Yorktown, Wasp, Hornet, which will show up in 7 turns, or July 1927, requires 1 point a turn, each will carry 100 aircraft, have protection of 2, speed of 7, range of 6)
2 points for 2 HQs (shows up July 26)
2 points to start 2 carrier units (2 Enterprise class – Ranger, Intrepid, 4 Independence class light carriers – Independence, Constellation, President, Congress, each carries 55 aircraft, has protection 1, speed 7, range 6), carriers will be completed in January 28.
4 points (tactical voice radio, chemical warfare, requires 12 more points total to complete both, which will finish in Jan 27)
6 points to start 6 bomber units (September 27)
3 points for coast artillery units (for Truk, Pearl Harbor, Manila)
1 point for garrison unit (Truk)
3 points for flak artillery units (for Pearl Harbor, Manila, Truk ),
2 points (Napalm) requires 10 more points, complete in May 28
2 points to start 2 more shipping units (available July 26)
3 points to start 3 Algerian garrison units (Bone, Algiers, Oran, 6 more points needed),
2 points for 2 Parachute corps (4 more points needed, available Nov 26)
3 points to British Egyptian garrison to convert 3 motorized infantry corps to 3 mechanized infantry corps (available immediately)
2 points to convert British 8 point motorized infantry corps in Bordeaux to 9 point mechanized corps (available immediately)
1 point to upgrade Uruguay 2 point infantry corps to 4 point Garrison unit (increase in tech level and firepower)

Spain (under US control) 2points a turn +2 points US aid
2 points / rebuilding Madrid (finish in Jan 27)
2 points / upgrading Spanish rail (add +1 to strategic moves

Italy (8 points a turn)
2 points for 2 motorized infantry corps ( available July 26)
4 points to complete 4 artillery units (2 field artillery, 2 flak, available in May 26 )
2 points to complete 2 bomber units (available May 26)

Portugal 1 point a turn
1 point to upgrade 4 point infantry in Madrid to 5 point motorized corps (July 26)

Korea
2 points a turn going to 2 factories (available Jan 28)

based on what I could find when I typed the list... will be edited. You have until tomorrow this time to make requests for changes.
Galveston Bay
08-11-2005, 06:36
Parthini']OOC: A few things.

and why can you also build Katyushas?

the US used similar weapons during World War II, just not in the numbers the Soviets did... the US Marine Corps especially liked them.
Artitsa
08-11-2005, 06:46
Once again I'm not on the list.
Galveston Bay
08-11-2005, 07:41
Once again I'm not on the list.

true, I always seem to forget you... you know what your points are though, so what are you building?
Malkyer
08-11-2005, 12:50
South Africa (3 points a turn)
2 points for factory (complete in Jan 27)
1 point for headquarters unit (complete in Jan 27)
[/COLOR]

I've seen myself listed as having both four points and three. I've built two factories, so I should have four. Which is it?

If it is four, put my remaining point into researching tactical voice radio, if I'm technologically capable.
Artitsa
08-11-2005, 18:16
true, I always seem to forget you... you know what your points are though, so what are you building?

I have a total of 30, 24 of which are building two factories, and the other 6 goes to Venezeula.
Of the council of clan
08-11-2005, 18:18
the US used similar weapons during World War II, just not in the numbers the Soviets did... the US Marine Corps especially liked them.


If i remember correctly the rockets were mounted on Landing Craft and smaller vessels.
Galveston Bay
08-11-2005, 19:03
If i remember correctly the rockets were mounted on Landing Craft and smaller vessels.

they were also used on trucks and Shermans as well

http://www.rickard.karoo.net/articles/battles_okinawa1.html#usmarine

4.5 inch rockets in multiple racks, essentially identical to the Katyusha
Vas Pokhoronim
08-11-2005, 19:44
Also, Germany was building two garrisons, which came in under budget, so there are two extra points there. We'll build a flak unit at Hamburg. The two garrisons will be placed at Koln and Stuttgart.
Actually, scratch that - since Germany's got a two point surplus this turn, we'll take advantage of that and relocate Koln's industry to Dresden, in preparation for pulling our defensive lines back to the Rhine.

And remember, my post for Russia is very different from Galveston Bay's is.
Galveston Bay
08-11-2005, 20:27
Since the war finally seems to ending, as economic mod I am going to thoroughly overhaul the points system.

First thing that occurs though is this... everyones points will decrease by a half or more (minimum of 1 point). Reason is simply. During wartime nearly 1/3 of your economy can be shifted into war production, emergency industrial expansion etc. The price of that is rationing of practically everything, from toilet paper and soap to basic food stuffs like bread, eggs and milk. In some nations, particularly the European ones, the enormous manpower demands, and the economic toll are such that some civilians are actually malnourished at this point. Even the post World War II Soviet Union had to do this after World War II was done.

Some nations have substantial rebuilding to do, others have wartime militaries far in excess of what they can afford for long.

So your points are going to be reduced, pretty much effective for July 1 1926 and after for 18 months. Effective January 1, 1928 they will be reduced again, to 1/3 of what you had on March 1926.

In addition, you will have to reduce your militaries so that they do not exceed 3% of your population (minimum size of 1 ground unit).

ground combat units consist of 100,000 men
air units and naval units consist of 25,000 men

so if you had a population of 10 million, 3% would work out to be 300,000 and a balanced military would be 1 ground combat unit, 4 air units, and 4 warships. Lets say 1 infantry corps, 2 fighters, 1 bomber, 1 naval air unit, 1 capital ship (2 battleships), 2 light ships (5 cruisers, 20 destroyers), and 1 submarine unit (20 submarines) as a permanent peace time military. Of course a nation of 10 million probably will not be able to afford the actual upkeep costs of that armada of ships and planes, but its a number to start with.

You can also have 1 reserve ground combat unit for every 1 million people you have. They will have 2 points less in combat strength than a permanent unit (so if France has an 8 point infantry corps as its regular army corps, its reserve units would be 6 point infantry corps). If you have a peacetime budget of 6 points or more, you can also have reserve air and naval units (4 naval or air units for every 1 million people). These represent ships that are laid up.

As time goes by you will also have to rebuild units, including ships, as they become obsolete. Every 10 years you will have to repurchase a ground unit (including reserves), every 5 years you will have to repurchase a naval or air units. Cost is half price (or repair price for warships and submarines).

Otherwise, the value of that unit will decrease as its weapons become obsolete or worse.

This is based on reality, and its the easist way I can think of to simulate it.

Remember, we are leaders of our countries, not their general staffs or admirals, and the details shouldn't be all consuming.

Research can also be conducted, however, the point costs remain the same. You can even buy factories and increased rail road capacity, but those costs remain the same as well.

In addition, a new cost schedule and price list will be updated soon. Warships, aircraft and mechanized forces are becoming both more capable and more expensive.

All those electronics you see, those add up quick.
Fluffywuffy
08-11-2005, 23:20
Well, since we are moving more towards peace and will have to build stuff for peace, I'll use all 4 of my points to build 2x factories. Assuming peace breaks out, which is likely.
Malkyer
08-11-2005, 23:47
Check your TGs, Galveston.
Independent Macedonia
09-11-2005, 00:31
Stopping building of everything except for industry, and upgrading our two infantry units to mech. All the freed up points will be put into industry.
[NS]Parthini
09-11-2005, 00:37
What about building for hospitals, schools, civilian ports, airports, etc?
Galveston Bay
09-11-2005, 00:42
Parthini']What about building for hospitals, schools, civilian ports, airports, etc?

still pondering rules for that
Rodenka
09-11-2005, 00:45
GB, not to be a hard ass or anything, but did you actually allocate points to research rockets? I know the war is over and all, but still...
Galveston Bay
09-11-2005, 01:03
GB, not to be a hard ass or anything, but did you actually allocate points to research rockets? I know the war is over and all, but still...

wasn't necessary... the Russians got Katayushas for free, and are the same tech level, and don't have Robert Goddard either. The idea is an old one, the British used them during the Napoleonic Wars and the attack on Baltimore during the War of 1812 (Rockets Red Glare)

The US never built any either, but neither have the Russians yet.
[NS]Parthini
09-11-2005, 01:06
Lucky we didn't. I had a nasty idea of combining Napalm, Nerve Gas and Rockets. Can you say Hell?
Artitsa
09-11-2005, 01:40
Yeah cause the Napalm won't cancel the nerve gas out ;)
Vas Pokhoronim
09-11-2005, 03:14
Since the war finally seems to ending, as economic mod I am going to thoroughly overhaul the points system.

First thing that occurs though is this... everyones points will decrease by a half or more (minimum of 1 point). Reason is simply. During wartime nearly 1/3 of your economy can be shifted into war production, emergency industrial expansion etc. The price of that is rationing of practically everything, from toilet paper and soap to basic food stuffs like bread, eggs and milk. In some nations, particularly the European ones, the enormous manpower demands, and the economic toll are such that some civilians are actually malnourished at this point. Even the post World War II Soviet Union had to do this after World War II was done.

So your points are going to be reduced, pretty much effective for July 1 1926 and after for 18 months. Effective January 1, 1928 they will be reduced again, to 1/3 of what you had on March 1926.

So, if I do a Five Year Plan, and keep wartime controls temporarily (for, say, five years), can I keep more points? The labor mobilizations of the early Communist states were pretty stunning, after all. Granted, I'm running a democracy, but it's a five year election cycle anyway.
[NS]Parthini
09-11-2005, 04:50
Yeah cause the Napalm won't cancel the nerve gas out ;)

You still die... and there isn't anything you can do about it. Or, potentially...
Galveston Bay
09-11-2005, 04:55
So, if I do a Five Year Plan, and keep wartime controls temporarily (for, say, five years), can I keep more points? The labor mobilizations of the early Communist states were pretty stunning, after all. Granted, I'm running a democracy, but it's a five year election cycle anyway.

Possibly, let me look up and think about the ramifications... however, capitalist societies will grow just as fast I suspect without the massive government spending implicit in the increased points available. Its a toughy, as economics is always subject to debate when it comes to macroeconomics.
Artitsa
09-11-2005, 05:22
Parthini']You still die... and there isn't anything you can do about it. Or, potentially...

I know, but why waste the space and money on a nerve agent?
Vas Pokhoronim
09-11-2005, 07:09
Possibly, let me look up and think about the ramifications... however, capitalist societies will grow just as fast I suspect without the massive government spending implicit in the increased points available. Its a toughy, as economics is always subject to debate when it comes to macroeconomics.
It is a highly debatable subject. One of the major disagreements I have with Marx (as well as with all his refuters) is the absurd contention that economics is an objective science.
Sharina
09-11-2005, 09:21
Wait- let me get this straight...

June 1926 = points are cut in 1/2 correct? So this means everybody will have half industry from this point onwards?

How will this affect our scheducled production for the year of 1926? As it stands, I'm currently engaged in long term production- 3 factories (each = 2 points for 6 turns) and 2 HQ's (each = 1 point for 6 turns).

Now I'm even more confused what to do with the points that I do have. I think my head is gonna explode. :headbang:
Manarth
09-11-2005, 09:52
I know I'm normally pretty silent in reguards to games mechanics, but I thought I'd throw in my 2 cents of thought on post-war economics:

Even though peace has been declaired, I don't think either side will be scaling back their economy unless it's their governments decision. While as an abstract idea (i.e. every's government does the exact same thing) it helps the economics moderators quite a bit, it puts a slight damper on the realism of the game. If, say, Argentina for instance, wants to continue on a wartime economy until January 1927, mearly because it's begun quite a few projects and wants to see them into completion, perhapse a more gradual slowdown is acceptable (for example a 1/3 drop in production, to show that the order while important has lost it's "must have" importance).

Rather, a better idea might be to apply economics to the point system: Any points not in use by the government in question is instead used for "general economic production"... in other words, private consumption. With the war just having ended, it's understandable that a lot of people are still interested in completing the last several things they were working on, and (especially for socialist/communist nations which have near total economic control) should be allowed to affect either the free market or socialist economics to ensure that those retain some priority. After all, no one's going to stop building ships, or factories, or tanks just because the war has ground to a hault. The materials are bought, paid for, and in the case of ships and factories, partially assembled.

Therefor, it stands to reason that while it is in the interest of economics to move off the warfooting as soon as possible, it is not economically viable that everyone do so starting immediately. As Kaiser Wilhelm was told when he asked at the beginning of WWI if it was really a bright move to invade France "The [train] schedules have already been set". In other words for some it's too late to stop the builds they have started.

In Summation: The Manarthian plan for post-war economics.

Point totals remain the same, as production isn't changing but mearly shifting focus to the private sector.

Order of importance for production points:

-Reparations (over time)
-Rebuilding
-Projects currently in progress (NB: The project must actually have begun in order to count as "In Progress". Certain nations may have to cancel projects due to treaty limitations (not sure if any are in violation).)
-Peacetime Economics (At least 2/3 of wartime production, in order to keep your population satisfied. Lower than that causes shortages for your people, questions about arms races from your peers, provided the first three items are finished, or you have the resources to spare. Less extreme reactions in a Socialist/Communist government from the population of cource.)
-Additional Military projects (Should not be started unless points are left after Peacetime Economics is satisfied.)
Galveston Bay
09-11-2005, 17:07
In Summation: The Manarthian plan for post-war economics.

Point totals remain the same, as production isn't changing but mearly shifting focus to the private sector.

Order of importance for production points:

-Reparations (over time)
-Rebuilding
-Projects currently in progress (NB: The project must actually have begun in order to count as "In Progress". Certain nations may have to cancel projects due to treaty limitations (not sure if any are in violation).)
-Peacetime Economics (At least 2/3 of wartime production, in order to keep your population satisfied. Lower than that causes shortages for your people, questions about arms races from your peers, provided the first three items are finished, or you have the resources to spare. Less extreme reactions in a Socialist/Communist government from the population of cource.)
-Additional Military projects (Should not be started unless points are left after Peacetime Economics is satisfied.)

I will consider that... its also pretty normal for nations after a war to cut projects even if they are half way finished with them.
Sharina
09-11-2005, 21:54
I will consider that... its also pretty normal for nations after a war to cut projects even if they are half way finished with them.

What does this mean for China?

I have 3 factories and 2 HQ's that won't be completed until Jan. 1927. I've already invested quite a bit of points into these projects. The rest can be reduced or cut although I need to keep building garrisons to guard all my major industrial centers- I have more than ample population to support at least a million man or 10 corps standing army.
Galveston Bay
10-11-2005, 20:34
Economic Strength January 1929

Assumes economic recovery postwar, all factories currently under construction are completed, and the inevitable short term recession that has since ended. These are your base points as of this date, and they will change over the course of the game. All points are at the annual rate as posted below, assuming Normal Spending.

You can modify your points as follows:
Cut Government Spending (natural growth increases by 5%, points cut in half)
Return to normal spending (as below, normal growth of 2%)
National Effort (think 5 year plans and the New Deal, multiply points by 2, natural growth reduced to 1%)
Wartime economy (multiply points by 3, natural growth +10% first year, Recession post war reduces growth by -1% for each year of wartime economy).
Total War economy (multiply points by 4, no natural growth for duration of war, Depression post war reduces growth by -5% for each year of Total War economy).

In addition, during major wars, you spend your points on a bimonthly schedule instead of an annual one.

North America
USA 125 (oil)(LTA, Pan America)
Canada 10 (LTA, Pan America)

Latin America and Caribbean
Mexico 3 (oil)(Pan America)
Central America 2 (Pan America)
Cuba 1 (Pan America)
Peru 1 (Pan America)
Uruguay 1 (Pan America)
Venezuela 3 (oil)
Dutch West Indies 2 (oil)
Colombia 7 (LTA, Pan America)
Ecuador 2 (LTA)
Chile 4 (LTA, Pan America)
Argentina 5
Brazil 5 (rubber)

Oceania
Australia 10 (LTA)
New Zealand 2 (LTA)
Philippines 3 ( LTA)

East and South Asia
India 8 (LTA)
China 26
Japan 30
Japanese Formosa 2
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
Korea 5
Siam 1
Vietnam 2
Portuguese Timor 1
Afghanistan 1
Dutch East Indies 4 (oil)

Africa
South Africa 10 (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
French West Africa 1 (LTA)
Portuguese Africa 2 (LTA)
Belgian Congo 3 (LTA)
British Protectorate of Egypt 3 (LTA)
Algeria 2 (LTA)
Morocco 2 (LTA)
Italian Tunisia 1 (LTA)
Italian Libya 1 (LTA)

Eurasia and Mideast
UK 40 (LTA)
British Ireland 2 (LTA)
Italy 15 (LTA)
Portugal 2 (LTA)
Czechslovakia 9 (Pact)
Yugoslavia 8 (Pact)
Spain 8
Hungary 4 (oil) (Pact)
Rumania 5 (oil) (Pact)
France 28
Belgium 10
Sweden 10
Norway 3
Denmark 3
Netherlands 4
Bulgaria 2
Greece 2
Ottoman Empire 10 (oil)
Burgundy 10

Germany 50 (Pact)
Russia 60 (oil)(Pact)

OOC
a working draft...... oil and rubber are going to start to matter a lot more too by the way

tech level 6
tech level 5
tech level 4
tech level 3 or less
[NS]Parthini
10-11-2005, 23:14
Russia should have Oil too.
Malkyer
10-11-2005, 23:42
Ten points a turn? It's like I'm a real country :p
Galveston Bay
10-11-2005, 23:59
Economic Strength January 1929

Assumes economic recovery postwar, all factories currently under construction are completed, and the inevitable short term recession that has since ended. These are your base points as of this date, and they will change over the course of the game. All points are at the annual rate as posted below, assuming Normal Spending.

You can modify your points as follows:
Cut Government Spending (natural growth increases by 5%, points cut in half)
Return to normal spending (as below, normal growth of 2%)
National Effort (think 5 year plans and the New Deal, multiply points by 2, natural growth reduced to 1%)
Wartime economy (multiply points by 3, natural growth +10% first year, Recession post war reduces growth by -1% for each year of wartime economy).
Total War economy (multiply points by 4, no natural growth for duration of war, Depression post war reduces growth by -5% for each year of Total War economy).

In addition, during major wars, you spend your points on a bimonthly schedule instead of an annual one.

North America
USA 125 (oil)(LTA, Pan America)
Canada 10 (LTA, Pan America)

Latin America and Caribbean
Mexico 3 (oil)(Pan America)
Central America 2 (Pan America)
Cuba 1 (Pan America)
Peru 1 (Pan America)
Uruguay 1 (Pan America)
Venezuela 3 (oil)
Dutch West Indies 2 (oil)
Colombia 7 (LTA, Pan America)
Ecuador 2 (LTA)
Chile 4 (LTA, Pan America)
Argentina 5
Brazil 5 (rubber)

Oceania
Australia 10 (LTA)
New Zealand 2 (LTA)
Philippines 3 ( LTA)

East and South Asia
India 8 (LTA)
China 26
Japan 30
Japanese Formosa 2
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
Korea 5
Siam 1
Vietnam 2
Portuguese Timor 1
Afghanistan 1
Dutch East Indies 4 (oil)

Africa
South Africa 10 (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
French West Africa 1 (LTA)
Portuguese Africa 2 (LTA)
Belgian Congo 3 (LTA)
British Protectorate of Egypt 3 (LTA)
Algeria 2 (LTA)
Morocco 2 (LTA)
Italian Tunisia 1 (LTA)
Italian Libya 1 (LTA)

Eurasia and Mideast
UK 40 (LTA)
British Ireland 2 (LTA)
Italy 15 (LTA)
Portugal 2 (LTA)
Czechslovakia 9 (Pact)
Yugoslavia 8 (Pact)
Spain 8
Hungary 4 (oil) (Pact)
Rumania 5 (oil) (Pact)
France 28
Belgium 10
Sweden 10
Norway 3
Denmark 3
Netherlands 4
Bulgaria 2
Greece 2
Ottoman Empire 10 (oil)
Burgundy 10

Germany 50 (Pact)
Russia 60 (oil)(Pact)

OOC
a working draft...... oil and rubber are going to start to matter a lot more too by the way

tech level 6
tech level 5
tech level 4
tech level 3 or less

additional modifications made
Galveston Bay
11-11-2005, 00:01
).

Tech level 0 -- primitive agriculture, examples New Guinea (currently owned by the Netherlands, Germany and Britian in 1900), cannot field an army but might have modern small arms if imported or supplied.

Tech level 1 -- agriculture, no industry, extractive economy, example Belgian Congo (later Zaire/Congo), can field a primitive army and might have modern small arms and primitive artillery.

Tech level 2 -- agriculture, very limited industry, central and independent government. example China, Spain, most Latin American states about 1900, can field a modern army but must buy modern weapons elsewhere although can produce black powder weapons sufficient for needs.

Tech level 3 -- industrial but not in the top 10. Not considered a Great Power. Can field a modern army and produces its own small arms, but large warships (bigger than a torpedo boat or destroyer), heavy artillery (bigger than 70 mm) must be imported. Can also build mines, produce barbed wire, and has a telegraph network built on its own, along with railroads. Netherlands and Belgium in 1900.

Tech level 4 -- a great power, industrial, and in the top 10 rankings previously posted. Can produce all of the weapons of war of a modern state.
Primitive aircraft and dirigibles are being developed late in this tech level. Wireless telegraph also late in the period. Also late in the period are dreadnoughts, battle cruisers, and poison gas. Moving from coal to oil as primary energy source.

Tech level 5 -- major powers around 1916. Primitive Tanks, ocean going submarines, combat and civil aircraft, voice radio all show up, as does light and submachine guns, anti tank weapons. Aircraft carriers and fast battleships show up. Oil is king, although coal is still very important.

Tech level 6 -- major powers around 1942. World War II era equipment, and late in the period long range missiles, intercontinental bombers, jets, and eventually nuclear weapons and atomic power. Capable of launching a satellite late in the period (although a primitive one) and primitive helicopters.

Tech level 7 -- major powers around 1960. ICBMs, supersonic military aircraft, armored personal carriers, body armor, Vietnam War era weapons and aircraft. Commercial atomic power available, and manned spaceflight, even a moon landing if enough money spent. First electronic computers.

Tech level 8 -- major powers around 1980. Microchip revolution begins. Cruise missiles, stealth aircraft, become available. The Industrial World as it is in 1990 basically.

Tech level 9 -- USA around 2010 in real life. Should we get that far.
Nation State economic ratings and this thread

a reminder on tech levels. In 1928, any nation that is tech level 6 can build aicraft and ships and vehicles that existed in the real world 1935 or earlier.

Tech level 5 nations can build aircraft, ships, and vehicles that existed in the real world 1925 or earlier.

Tech level 4 nations can build ships that existed 1905 or earlier, but cannot build cars, trucks, tanks etc or aircraft.
Kilani
11-11-2005, 02:30
The French are going to embark on a "Five Year Plan" of sorts, as the government encourages everyone to buckle down and work hard to get the country back on it's feet after the war.
Sharina
11-11-2005, 09:46
I would like the following to be built (or utilized as a standing army) using my war-time economy. My reasoning to extend my war-time economy for a small period of time is so that China will be able to develop a standing army and solid defenses, something it never had up to this point. China is not going to build offensive weapons or military, as it only needs to build a good, strong, and solid defensive military (hence the high numbers of garrison units).

----------------------------------

1. 2 Garrisons per every city with industry in it (Canton, Shanghai, Peking, Tienstin, Mukden, Lanchow, and Kunming) which should be 14 garrisons total.

2. 6 Fighters total (3 stationed in Canton and 3 in Shanghai)

3. 5 HQ units (1 in Canton, Shanghai, Kunming, Peking, and Mukden)

4. Repairs to my two damaged Chinese battleships.

5. Reparations as per the treaty conditions.

---------------------------
After these are built, I would like to pour all remaining points into economic and industrial development. I believe I have 3 factories already under construction, so these should be added to my peacetime industry rating once China reverts back to its peacetime economy.

Once I get my industry to around 10 points a turn, I'd like to focus all research on aircraft and aerospace based fields exclusively. For instance, develop 4 engine bombers, long range fighters, carrier technology, heliocopters, and eventually jet planes.

Please inform me whether all this would be possible or not. To be honest, I'm getting more confused with the point system every time it goes through a revision.

Also, what do you recommend for China to do from 1929 onwards? I want to focus on economic, industrial, and technological development? I want to reach tech level 6 as quickly as possible so I can start focusing on exclusive aerospace research and development.

I don't know what these mean as I'm not that good with economics...

You can modify your points as follows:
Cut Government Spending (natural growth increases by 5%, points cut in half)
Return to normal spending (as below, normal growth of 2%)
National Effort (think 5 year plans and the New Deal, multiply points by 2, natural growth reduced to 1%)
Wartime economy (multiply points by 3, natural growth +10% first year, Recession post war reduces growth by -1% for each year of wartime economy).
Total War economy (multiply points by 4, no natural growth for duration of war, Depression post war reduces growth by -5% for each year of Total War economy).

Layman terms would be helpful. What does natural growth mean? What does 1% natural growth exactly means? Does it mean my industry increases by 1% every year, or is it something different?
[NS]Parthini
11-11-2005, 23:53
O_o

SATELLITES!

When can we build those! I AM SO READY FOR WAR IN SPACE! HUZZAH!
New Dornalia
12-11-2005, 00:16
Korea will undergo National Effort Spending, as listed above. I might as well have Emperor Gang and Syngman Rhee do something worthwhile (in RL, it turned out that Gang was an active person, so I've gotta keep up!).
Fluffywuffy
12-11-2005, 02:15
GB, the Brits appear to agree that Djoubiti (sp?) should go to Italy. Not 100% certain, but still....

Sharina, I believe natural growth is the annual rate at which the economy grows without government aid. So having spending cuts would get a 5% growth rate per year (unless there are extenuating circumstances). A national effort, however, nets only 1% per year. If you are crafty, I suppose, you can use a national effort to get things you really need, and fast. Better for developing nations or nations with problems, I suppose.

Italy is, for one year, going on a national effort type thing with the intention of rebuilding everything that was lost, and then some. I assume that makes 30 points. +2 more points for Libya and Tunisia (and maybe another one from Djoubiti). All of these will be spent rebuilding.

Oh yeah, since military tech has evolved to 1935 tech level, has everything else? Cause if it has, it might change things like oil discovery dates.
Sharina
12-11-2005, 04:58
GB, the Brits appear to agree that Djoubiti (sp?) should go to Italy. Not 100% certain, but still....

Sharina, I believe natural growth is the annual rate at which the economy grows without government aid. So having spending cuts would get a 5% growth rate per year (unless there are extenuating circumstances). A national effort, however, nets only 1% per year. If you are crafty, I suppose, you can use a national effort to get things you really need, and fast. Better for developing nations or nations with problems, I suppose.

Italy is, for one year, going on a national effort type thing with the intention of rebuilding everything that was lost, and then some. I assume that makes 30 points. +2 more points for Libya and Tunisia (and maybe another one from Djoubiti). All of these will be spent rebuilding.

Oh yeah, since military tech has evolved to 1935 tech level, has everything else? Cause if it has, it might change things like oil discovery dates.

Gotcha.

In light of this new information, I'd like the following for China from 1926 - 1929.

1. 2 Garrisons per every city with industry in it (Canton, Shanghai, Peking, Tienstin, Mukden, Lanchow, and Kunming) which should be 14 garrisons total.

2. 6 Fighters total (3 stationed in Canton and 3 in Shanghai)

3. 5 HQ units (1 in Canton, Shanghai, Kunming, Peking, and Mukden)

4. Repairs to my two damaged Chinese battleships.

5. Reparations as per the treaty conditions.

6. Return my interned fleet to Chinese ports, and China will not expand its Navy again until the next war at least.

----------------------------------

Important Note: I'd like to convert the remaining Infantry Corps I have into Garrison units (Is this possible?). I also have 5 garrison units that I started out with so I only really need to build 9 new ones, and if I can convert my existing 6 infantry corps to garrisons, then I only need to build 3 new garrisons.

After all this is said and done, I'd like to continue maximum spending on economy and industry (invest in increasing production points and catching up to Tech Level 6 and improve my economy to Very Good or better).

Throughout all this, I would like to do a National Effort thing (New Deal or 5-Year-Plan stuff) and continue investing in economy and then eventually full-time aerospace research as I want China to specialize in aircraft and aerospace in the same way Japan and UK specializes in Navy, the Germans specialize in submarines and tanks, etc.

Does this sound good, guys? Hopefully I got all this right. :)
Galveston Bay
12-11-2005, 09:39
Sharina, I believe natural growth is the annual rate at which the economy grows without government aid. So having spending cuts would get a 5% growth rate per year (unless there are extenuating circumstances). A national effort, however, nets only 1% per year. If you are crafty, I suppose, you can use a national effort to get things you really need, and fast. Better for developing nations or nations with problems, I suppose. .

that is exactly right....

and no, the technology advances are not going to speed up oil discoveries. Oil discoveries are more market driven than anything else... oil prices in the 1920s at times reached pennies per barrel (a huge glut on the market). There is no shortage of oil on the world market.

Historically no big discoveries in North Africa until the 1950s
Gintonpar
12-11-2005, 11:45
Brazil is going to cut government spending. By the way, should we get some more points because of the huge injection of industry from Britain?
Alt Aus
12-11-2005, 15:08
For Sweden and my ten points this year, basically I just want to build two more shipping units, 4 factories and put the rest of the points towards infrastructure. Including building more railroads and upgrading existing ones, improving ports, hopsitals, electricity, running water, schools, airports, universities exc.

So the first turn would look like this

Turn 1:
2 points for 2 shipping units(8 more points needed-4 turns)
6 points for 2 factories(18 more points needed-3 turns)
2 points infrastructure

It wouldn't change untill turn 4 when the 2 factories will be complete giving me 12 points/turn instead of 10. That extra 2 will go into the bank basically if I'm allowed to do that. Also in turn 5 when the shipping is done those points will start going into infrastructure.
Of the council of clan
12-11-2005, 15:13
For Sweden and my ten points this year, basically I just want to build two more shipping units, 4 factories and put the rest of the points towards infrastructure. Including building more railroads and upgrading existing ones, improving ports, hopsitals, electricity, running water exc.


i think its 10 total points, not 10 points per turn
Alt Aus
12-11-2005, 15:21
You sure? That means I have less points then a did a few years ago and I wasn't in the war so my points shouldn't have gone down. Meh, your going to screw my whole schedule.
Galveston Bay
12-11-2005, 16:54
i think its 10 total points, not 10 points per turn

its 10 points per year, which is a normal turn except during major wars
Ottoman Khaif
12-11-2005, 18:02
The Year of 1927 turn one
The Ottomans will send be sending two points to Japan to bulid my carriers and two points to Germany to build my new fleet. The remaining six points goes as the following

two points for upgrading two inf corps to mech corps
two points for building new fighter units
two points for building two shipyards
Fluffywuffy
12-11-2005, 19:04
Okay, I've decided to change my build.

I have 32 points (possibly a 33rd), and am on a national effort system for this year.

24 points are being allocated to replacing lost factories. I'm assuming that it'll fix everything.

2 points are to be invested in the Italian education system. The goal is to have the best universities in Europe, so that we can promote innovation.

The remaining 6 points will go to fixing damaged railways/roadways. If there is any left over (that is, it costs less than 6 points), it will go to building new roads.

Next Year

Italy will still be on a National Effort system, but this will be the last year. 32 points, maybe more.

8 points to the education system
6 points to improve the infrastructure (roads, railways, etc.) of southern Italy
6 points to improve the infrastructure of the north
12 points to continue rebuilding (if necesary--if not, it is split between the infrastructure of n. and s. Italy)
Lesser Ribena
12-11-2005, 20:49
Britain will return to a normal peace time economy, the army will be reduced in size down to around 120% of pre-war levels and will withdraw it's garrisons from Commonwealth nations once a local army can be raised and trained. The Navy will not scrap any modern ships but many will be sold/goven to the new Commonwealth countries (GB you know more about the state of my navy than I do, i'd really appreciate some help in dividing it up to reduce it to a manageable peace time force). The airforce will maintain it's current number of aircraft and will participate in training Commonwealth forces and developing new and better aircraft. The extra money from reducing defence spending will go into the new NHS system that the government has pioneered and will become the first free healthcare system in the world (I think, though not sure).
Ottoman Khaif
12-11-2005, 20:56
Britian...Russia and number of other nations beat you to the title of first free healthcare sometime ago..
Kirstiriera
13-11-2005, 20:16
The Kingdom will over the next 3 years or so develop a set of factories and hopefully will be able to utilise our mineral resources as well as our natural talent for production and agriculture to spread to the war-torn economies of the World in a National Workers' Scheme to revolutionise the nation and advance into the 1930's with a new vigor and new place in the world... (and it did not hurt to be neutral in the last war for us as much as we believed)...

Queen Catherine will still keep her record of domestic reforms and policies...
Philanchez
13-11-2005, 20:29
Britian...Russia and number of other nations beat you to the title of first free healthcare sometime ago..

I believe every Pact and former Pact nation has free healthcare and has had free healthcare since wayyyy before the war...
Malkyer
13-11-2005, 21:39
Okay, here goes. I'm going to begin a national effort (sort of a Five Year Plan) to improve South Africa. As I understand it, that doubles my points, so I've got 20 for this year. I'm going to use my production to finish the fighter and bomber unit I ordered during the war (4 points), and the rest of it will go toward factories and railroads (to be completed next year).
New Dornalia
14-11-2005, 01:48
As I announced my intention to begin a National Effort, like Malkyer, I presume to have 2x points (only in my case, I only get ten points, then).

For those points, I will spend 2 points on more factories, and 4 points on improving my nation's healthcare and educational systems respectively (taking a cue from the Pandemic and Fluffywuffy's plans), and the rest to be put into domestic fighter production.

If this isn't kosher, tell me.
Kilani
14-11-2005, 02:16
France will put forth a five-year plan. The points will be used to build three armored cavalry divisions, an alpine division, plus garrisons at Paris, Brest, Calais, Corisca, and Marseilles for the active army. Reserves will come later. In addition, the airforce will be rebuilt based around the surviving Free French units, with two fighter units being built. De Gualle's Free French corp will be upgraded to Armored cavlary

The navy will build 20 destoyers for the start of the new navy.

The rest of the points will go into building factories and public works (roads, schools, utilities, etc.)

72 points for Five Year Plan

Military

3 Armored Cavalry Corps-15 points
1 Alpine Corps-3 points
Upgrade Mechanized Corps to Armored Cavalry Corps-1 point
4 garrisons-8 points

2 Fighter Units-4 points.
1 Light Ship counter-8 points

39 points

Civilan/Public Works

2 Industry-24 Points

Rebuilding Merchant Fleet-5 points

Roads, etc.-2 points

Total: 33 Points


Sum Total: 72 Points


Military Upon completion of Five-Year Plan: 4 Armored Cavalry Corps, 1 alpine Corps, 2 Fighter Units, One Bomber Unit, One light Ship counter, plus sub counter, 4 Garrisons.
Of the council of clan
14-11-2005, 03:53
I'm going to do a 3 year plan(only want to do it for 3 years instead of 5)

so double points to 64 points a year for 1927, 1928, 1929

1927
Repair 1 Capital Ship Counter (convert my last two coal burning battleships to oil) (complete May 1927) (2 points)
3 Fighter Counters (6 points)
3 light ship counters (5 Heavy Cruisers, 40 Destroyers) (24 points)
1 Amphibious Corps (5 points)
3 Bomber Counters (12 points)
3 Maritime Air Counters (9 Points)
1 Flak Artillery (4 points)
2 points Economic Assistance to Argentina

1928
3 Field Artillery Units (27 points)
3 Factories (36 points)
1 Point Reserve

1929
1 Carrier Counter (IJN Yamato, Stats later, but 180 Aircraft, 70-80,000 tons) 12 points(completed Jan 1931)
4 Merchant/Amphibious Shipping Counters (20 Points)
Upgrade 5 Infantry Corps to Mech corps (10 points)
Upgrade 2 Infantry Corps to Armored Cav Corps(6 points)
1 Light Ship Counter (5 Heavy Cruisers) (5 points)
Torpedo Research (LONG LANCE BIATCH!!) (12 points)


Final Forces should be
Active Army, 5 Mech Infantry Corps, 2 Armored Corps, 2 Amphibious Corps, 2 Garrison Corps (formosa and Japan), 4 Infantry Corps Reserve
Air Force
5 Fighter Units, 5 Naval Air Units, 4 Bomber Units
Navy
4 Capital Ship counters
4 Aircraft Carrier Counters (8 Fleet Carriers, with 1 finished in 1931)
4 Submarine Counters(I think)
6 Light Ship Counters(20 Heavy Cruisers, 10 Light Cruisers)
Sharina
14-11-2005, 04:15
Assuming that these projects started in 1926 (at least the garrisons and the fighters), and I have my whole 84 points intact for 1926 then reduction to a New Deal economy by 1927 (2 x 26 points = 52 points). The garrisons and fighters should be completed by Jan. 1927, freeing me up to focus on the HQ units (2 extra ones, as I will have 3 completed by Jan. 1927), reparations, and economy factory stuff.



1. 2 Garrisons per every city with industry in it (Canton, Shanghai, Peking, Tienstin, Mukden, Lanchow, and Kunming) which should be 14 garrisons total.

2. 6 Fighters total (3 stationed in Canton and 3 in Shanghai)

3. 5 HQ units (1 in Canton, Shanghai, Kunming, Peking, and Mukden)

4. Repairs to my two damaged Chinese battleships.

5. Reparations as per the treaty conditions.

6. Return my interned fleet to Chinese ports, and China will not expand its Navy again until the next war at least.

----------------------------------

Important Note: I'd like to convert the remaining Infantry Corps I have into Garrison units (Is this possible?). I also have 5 garrison units that I started out with so I only really need to build 9 new ones, and if I can convert my existing 6 infantry corps to garrisons, then I only need to build 3 new garrisons.

After all this is said and done, I'd like to continue maximum spending on economy and industry (invest in increasing production points and catching up to Tech Level 6 and improve my economy to Very Good or better).

Throughout all this, I would like to do a National Effort thing (New Deal or 5-Year-Plan stuff) and continue investing in economy and then eventually full-time aerospace research as I want China to specialize in aircraft and aerospace in the same way Japan and UK specializes in Navy, the Germans specialize in submarines and tanks, etc.

Does this sound good, guys? Hopefully I got all this right. :)

So here's the run-down for my build for 1927 and 1928 using the New Deal economy "plan"...

1927:

3 Factories (36 points)
2 HQ units (12 points)
Repairs to Battleships (2 points)
Reparations (2 points - should be like this - 2 points / 18 points)

1928:

3 Factories (36 points)
Reparations (16 points - should be complete at 18 points / 18 points)

-----------------------------

God, this is giving me an headache because I don't know how many extra points I'll gain from building my 3 factories that were being built in 1926, then the new factories built in 1927 and 1928.
Ottoman Khaif
14-11-2005, 04:30
The Year of 1927 turn one
The Ottomans will send be sending two points to Japan to bulid my carriers and two points to Germany to build my new fleet. The remaining six points goes as the following

two points for upgrading two inf corps to mech corps( Competed by 1928)
two points for building new fighter units(Competed by 1928)
two points for building two shipyards(competed by 1929)

The Year of 1928 turn two
Ottomans will be still sending points(two each) to Japan and Germany for the ships

one point for upgrading one inf corp to mech corp(competed by 1929)
two points for building two shipyards(competed by 1929)
three points for building a factory(competed by 1929)

The Year of 1929 turn three
Ottomans will be still sending points(two each) to Japan and Germany for the ships
one point for upgrading a cav corp to mech(competed by 1930)
four points for building four factories( competed by 1932?)
Kilani
14-11-2005, 08:57
France will put forth a five-year plan. The points will be used to build three armored cavalry divisions, an alpine division, plus garrisons at Paris, Brest, Calais, Corisca, and Marseilles for the active army. Reserves will come later. In addition, the airforce will be rebuilt based around the surviving Free French units, with two fighter units being built. De Gualle's Free French corp will be upgraded to Armored cavlary

The navy will build 20 destoyers for the start of the new navy.

The rest of the points will go into building factories and public works (roads, schools, utilities, etc.)

72 points for Five Year Plan

Military

3 Armored Cavalry Corps-15 points
1 Alpine Corps-3 points
Upgrade Mechanized Corps to Armored Cavalry Corps-1 point
4 garrisons-8 points

2 Fighter Units-4 points.
1 Light Ship counter-8 points

39 points

Civilan/Public Works

2 Industry-24 Points

Rebuilding Merchant Fleet-5 points

Roads, etc.-2 points

Total: 33 Points


Sum Total: 72 Points


Military Upon completion of Five-Year Plan: 4 Armored Cavalry Corps, 1 alpine Corps, 2 Fighter Units, One Bomber Unit, One light Ship counter, plus sub counter, 4 Garrisons.

I've done my math horribly wrong.

1927-1932 will see a Five Year Plan to get the French back on their feet.

28 points a year x 2 for National Effort = 56 points ayear.

Times 5 = 180 points for Five years.

Instead of posting for each year indvidually, I will be posting it en masse.

Military Builds/Research


4 Armored Cavalry Corps-20 points
1 Alpine Corps-3 points
Upgrade Mechanized Corps to Armored Cavalry Corps-1 point
4 garrisons-8 points
2 Fighter Units-4 points.
2 bomber units-8 points
2 maritime bombers-8 points
2 Light Ship counters (five cruisers, 20 destroyers)-16 points
Repair 14 submarines and build six more-2 points
Finish RADAR research-3 points
Improved RADAR-12 points
Rocket Research(long-range, bazooka, etc.)-12 points
2 Coastal Artillery Units (Calais, Brest)-4 points
Radar Network-2 points

103 points total

Civilian/Industrial
5 Industry-60 points
Merchant Shipping-5 points (500,000 tons)
Improve Infrastructure(redo Rail gauge, expand rail network)-6 points
Education-6 points

77 points total
Artitsa
14-11-2005, 15:02
OOC: I have no fucking clue what Im doing... this is confusing.

Colombia will also be doing a National Effort to keep pace with the rest of the world. 7 points annually x 2 = 14 for a five year plan:

1926 (14 points):
0.5 Factory (6 points)
4 Points to Venezeula
4 Points to build Merchant Vessels

1927 (14 points)
0.5 Factory (6 points)
4 Points to Venezeula
4 Points to Modernization of Hospitals

1928 (16 points)
1 Factory (12 points)
4 Points to Venezeula

1929 (18 points)
1 Factory (12 points)
4 Points to Venezeula
2 Points to Infrastructure

1930 (20 points)
1 Factory (12 Points)
2 Bomber Unit (8 points)

**Colombia is also deactivating two Infantry Corp; So the Military should look like this:
1 Alpine Corp
1 Mechanized Corp
3 Fighters
1 Battlecruiser
4 Heavy Cruisers
20 Destroyers
4 Submarines
Philanchez
14-11-2005, 15:12
I still dont understand the point system but can someone tell me how many points I have? If you dont want to then just do this...Also Im doing an initiative thing to get double points...

1927-
Create as many mech corps as allowed by treaty
Beef up navy as much as possible according to treaty
Create four fighter groups or corps whatever they should be called(baelerics, bilboa, cadiz, and madrid
Indistrialization

1928-
Continue above

1929-
same as above unless im done with the military things then just do Industrialization
Vas Pokhoronim
14-11-2005, 16:56
I've done my math horribly wrong.

The Union was going to give France the ten points to make up the difference - but if you don't need it, it's not like I can't use it . . .
Vas Pokhoronim
14-11-2005, 17:13
Since a lot of people are doing Five Year Plans (I created a monster, apparently . . .), and since 1932 is an American election year, I'd like to suggest jumping forward to 1932, instead of 1929.
Lesser Ribena
14-11-2005, 18:40
UK and possessions:

All reduced to normal government spending:
UK 40 (LTA)
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

NPC Commonwealth Nations:
British Ireland 2 (LTA)
Canada 10 (LTA, Pan America)
New Zealand 2 (LTA)

PC Commonwealth Nations:

Australia 10 (LTA)
India 8 (LTA)
South Africa 10 (LTA)


Expenditure:

1926 UK (July, August, September-October, November-December turns):
84 points (Still on war economy):

2 points to finish strategic bombing research
3 points to finish 1 HQ
6 points to finish 3 UK 8 point mechanized corps
9 points to finish 3 UK bomber units
2 points to build 1 fighter unit
30 points to start National Health Service
10 points to build 2 shipping units
10 points to build 2 new battlecruisers
2 points to begin 2 submarine units

1927 UK (back to standard production):
40 points:

20 points to improve NHS
10 points to finish 2 sub units
10 points to build 2 large carriers

1928 (half points, reduced economy):
20 points:
8 points for 2 light ships (5 cruisers)
8 points for 2 heavy bomber units
4 points of further investment in NHS

At the end a strong navy (I will scrap older vessels) and a streamlined and professional army (disband many new units) and a cutting edge RAF will emerge alongside one of the best healthcare systems in the world.

The following states will reduce to half economy immediately:
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

Their points will go into improving local infrastructure, education and healthcare provision. 1 infantry unit will be built in each location to act as a native garrison (2 units in Egypt, West and East Africa, Malaya and Burma.)

Commonwealth NPC's:

All to go onto standard economy immediately:
British Ireland 2 (LTA): 2 militia corps, 1 fighter unit, 1 infantry unit
Canada 10 (LTA, Pan America): 2 mech units, 1 fighter unit, 1 bomber unit, 1 Light surface ships (5 cruisers), 1 HQ unit, 1 Fortification.
New Zealand 2 (LTA): 2 militia corps, 1 fighter unit, 1 infantry unit

The intention is to become less reliant on the British military and develop forces that can replace British garrisons as soon as possible.

GB I know that you have a lot on your plate at the moment but could you please reorganise my military along the following lines:

NAVY
6-7 battleship units, 3-4 carrier units, 3-4 light ship units (heavy cruisers), 4-5 light ships units (light cruisers), 5-6 light ship units (destroyers), 3-4 submarine units, 2-3 Naval Air units,

RAF
4-5 fighter units, 4-5 bomber units, 2 heavy bomber units,

ARMY
2 armored cavalry corps, 3-4 mechanized corps, 3 garrison units, 1-2 flak units, 2 coast artillery units, 1 amphibious corps, 2-3 HQs

RESERVE
6 mechanized corps, 1-2 HQs (Army Reserve)

The above list is purely a work of my imagination and I don't think that I have sufficient forces to fill the above positions, if not then don't worry just leave them out. If I have too many forces then just stick them in the reserves.
Vas Pokhoronim
14-11-2005, 18:48
By the way, based on my reading of the relevant posts, and my conversations with Galveston Bay, I think there's a misunderstanding about investment in industry, though I'm not sure what the best way to explain it might be. But here goes.

During wartime, an investment of 12 production points will yield 1 industry. We all know that.

The thing is, is that that 1 industry, during peacetime (i.e., "Normal Spending"), is worth only 1/3 the value of a wartime production point. See following snip:

Cut Government Spending (natural growth increases by 5%, points cut in half)
Normal Spending (as below, normal growth of 2%) Standard production point values
National Effort (think 5 year plans and the New Deal, multiply points by 2, natural growth reduced to 1%)
Wartime Economy (multiply points by 3, natural growth +10% first year, Recession post war reduces growth by -1% for each year of wartime economy).
Total War economy (multiply points by 4, no natural growth for duration of war, Depression post war reduces growth by -5% for each year of Total War economy).

We were operating in effectively a Wartime Economy through the Second Great War (it didn't really last that long, after all . . .), meaning that our production point values were three times the Normal levels. Thus, for instance, by the end of the War, Russia and Germany combined were spending up to 48 points per turn, or 288 per year. Had we bought 1 factory, for 12 points, our annual total for wartime production would therefore have been 289 points. However, if we then returned to Normal Spending, our production would have been cut by two thirds, bring us down to 96 and one-third of a point. In other words, the 12 points we'd spent would only have given us one-third of a "real" factory, at Normal levels of spending.

Essentially what this means is, in order to buy one full factory, to give you the benefits of 1 production point at Normal Spending, you have to spend 36 points, not 12.

In other words, at each level of Spending, 1 factory effectively costs:

Cut Government Spending - investing 72 pts yields an extra point the next year
Normal Spending - investing 36 pts yields an extra point the next year
National Effort - investing 18 pts yields an extra point the next year
Wartime Economy - investing 12 pts yields an extra point the next year
Total War - investing 9 pts yields an extra point the next year

I hope that makes sense. If we take Normal Spending as the standard by which all other levels are measured, essentially what you're doing is buying the equivalent of 4 factories that you can use during total war, 3 factories you can use during wartime, 2 you can use during a national effort, and only half of one that you can use during laissez-faire.

There's more to this, as well. Notice the differing "Natural Growth" rates. By slashing spending, the US will add 5% to its industrial capacity every year. Since his "Normal" industrial capacity is 125, that's (Normally) 6 and one-quarter factories he's building a year, without paying for them. Since he's slashed spending, it's only 3 extra points he gets to use every year, but that should still show some of the advantages of his strategy. Conversely, at National Effort levels, the Union will only be experiencing a 1% natural growth rate. Since our total prodcution at Normal Spending is 96, that means we're just shy of adding a full additional factory every year. So you'll want to consider that, as well.

Finally, there's the Recession. You'll notice, for Wartime Economy, there's an initial boom of natural growth, followed by a postwar recession which applies a 1% contraction to your economy for each postwar year that you were on war footing. This will be two years. In other words, those of on National Effort programs will not experience any natural growth until the beginning of 1929, whereas the US, having slashed spending, will still grow at 4% per year (adding five "Normal" factories, of which he can use two and a half, without paying for any of them).

I hope this makes sense.
Of the council of clan
14-11-2005, 18:59
If we're jumping to 1932

I'll add two more years and make mine a 5 year plan

1930 (66 points)
1 Carrier Counter(1 More Yamato Carrier)12 points
3 Factories (36 points)
Tactical Radio Research (12 Points)
6 Points Reserve

1931 (74 Points)
1 Carrier Counter (Another Yamato Fleet Carrier)
3 Factories (36 Points)
Strategic Bombing (12 points)
Advanced Radar (12 points)

1932 Reduce Economy to regular levels (36 points, 2% growth)
Galveston Bay
14-11-2005, 19:28
By the way, based on my reading of the relevant posts, and my conversations with Galveston Bay, I think there's a misunderstanding about investment in industry, though I'm not sure what the best way to explain it might be. But here goes.

During wartime, an investment of 12 production points will yield 1 industry. We all know that.

The thing is, is that that 1 industry, during peacetime (i.e., "Normal Spending"), is worth only 1/3 the value of a wartime production point. See following snip:

Cut Government Spending (natural growth increases by 5%, points cut in half)
Normal Spending (as below, normal growth of 2%) Standard production point values
National Effort (think 5 year plans and the New Deal, multiply points by 2, natural growth reduced to 1%)
Wartime Economy (multiply points by 3, natural growth +10% first year, Recession post war reduces growth by -1% for each year of wartime economy).
Total War economy (multiply points by 4, no natural growth for duration of war, Depression post war reduces growth by -5% for each year of Total War economy).

We were operating in effectively a Wartime Economy through the Second Great War (it didn't really last that long, after all . . .), meaning that our production point values were three times the Normal levels. Thus, for instance, by the end of the War, Russia and Germany combined were spending up to 48 points per turn, or 288 per year. Had we bought 1 factory, for 12 points, our annual total for wartime production would therefore have been 289 points. However, if we then returned to Normal Spending, our production would have been cut by two thirds, bring us down to 96 and one-third of a point. In other words, the 12 points we'd spent would only have given us one-third of a "real" factory, at Normal levels of spending.

Essentially what this means is, in order to buy one full factory, to give you the benefits of 1 production point at Normal Spending, you have to spend 36 points, not 12.

In other words, at each level of Spending, 1 factory effectively costs:

Cut Government Spending - investing 72 pts yields an extra point the next year
Normal Spending - investing 36 pts yields an extra point the next year
National Effort - investing 18 pts yields an extra point the next year
Wartime Economy - investing 12 pts yields an extra point the next year
Total War - investing 9 pts yields an extra point the next year

I hope that makes sense. If we take Normal Spending as the standard by which all other levels are measured, essentially what you're doing is buying the equivalent of 4 factories that you can use during total war, 3 factories you can use during wartime, 2 you can use during a national effort, and only half of one that you can use during laissez-faire.

There's more to this, as well. Notice the differing "Natural Growth" rates. By slashing spending, the US will add 5% to its industrial capacity every year. Since his "Normal" industrial capacity is 125, that's (Normally) 6 and one-quarter factories he's building a year, without paying for them. Since he's slashed spending, it's only 3 extra points he gets to use every year, but that should still show some of the advantages of his strategy. Conversely, at National Effort levels, the Union will only be experiencing a 1% natural growth rate. Since our total prodcution at Normal Spending is 96, that means we're just shy of adding a full additional factory every year. So you'll want to consider that, as well.

Finally, there's the Recession. You'll notice, for Wartime Economy, there's an initial boom of natural growth, followed by a postwar recession which applies a 1% contraction to your economy for each postwar year that you were on war footing. This will be two years. In other words, those of on National Effort programs will not experience any natural growth until the beginning of 1929, whereas the US, having slashed spending, will still grow at 4% per year (adding five "Normal" factories, of which he can use two and a half, without paying for any of them).

I hope this makes sense.

thank you for explaining to everyone, it reduces the number of posts I have to make. This week I will be figuring out everything (especially since we are going to 1932). I want everyone to post what forces they had left that were completed or they intended to finish as of the end of 1926. For some nations (Spain and France) this should be easy, as they had none or a small exile force. Other nations, like Russia, Germany, Britian and the US had huge forces.

Then in the same post, tell me what you are going to keep as a peacetime military, and what you want to keep as a reserve force (which show up for free when mobilized).

REMEMBER

You will have to periodically upgrade your forces or they become obsolete.

Effective immediately, you have 1 pilot unit for every air unit you had left or had finished by the end of 1926. From now on, the pilots stick around even when you replace the airplanes. You need a pilot unit to man an air unit, or it sits in storage (which also has some use as an immediate reserve). Pilots are sometimes eliminated in combat. In peacetime, you generally train enough pilots to keep your numbers up, and you can add more pilots if you want.

Pilots 2 points, 6 turns to train
fighter units 2 or 3 points (single or twin engined)
bomber units 2, or 3 or 4 points (single, twin or four engined)
naval air units 2 or 4 or 4 points (single, twin, or four engined)
air transports 3 or 4 points (twin or single engined)
carrier bombers and fighters 2 points

You need to post in the military thread or your news thread what your principal air craft types are. Remember, if it wasn't in production by 1936, you can't have it.

Effectively immediately, technology growth slows to a near halt immediately postwar as everyone has more urgent concerns and there is a surplus in aircraft, weapons etc at the moment. In addition, the need for the consumer and civilian economies to catch up with military technology is a real issue.

So as of 1932, when play starts again (which I think should be when I finished sorting through all of this), you are still building what was available in 1936 historically.

I will post a new price list today, and I will update as quickly as possible as far as economics are concerned.

If your nation is a democracy, or democratic socialist, your legislative branch is screaming for massive reduction in forces (they are very expensive you see) and you need those able bodied men back in your work force, or back in the agricultural work force. I would expect to see forces fall by half or more, especially ground forces.

Also remember, you are going to have to replace aircraft periodically or your enemies will blow them out of the sky if they are flying Hurricane Is and you have I-15s.

Your mechanized and armored units have similar issues, and will need to be reformed periodically (that will also be on the price list). To simplify that process, every ground unit you have will have a maintainence cost, and yes, mechanized units are a lot more expensive than infantry units. You don't pay it, and the next year it goes from being an armored cavalry unit to a mechanized unit etc.

Tanks are really bad about becoming obsolete in a hurry, and they wear out damn quick too.

There is a really, really good reason why peacetime militaries are a lot smaller than war time ones, and why most armies at the start of World War II (the historical one) where mostly infantry, or if motorized fully, where pretty small.
Sharina
14-11-2005, 20:21
Actually, from what I understand so far, the small nations can't benefit much from "Cut Government Spending" because they simply do not have enough points to have any significant effect with 5% growth. Large industrial nations with 70+ normal production points will be able to have a 5% growth rate have an significant effect.

Anyways, I should have the following finished by 1926 and it should be my entire standing army. I will not expand my military beyond 14 garrisons, 6 fighters, and 5 HQ's as it will be enough for a peace-time defense force of such a large nation.

14 garrisons
6 fighters
3 HQ's
3 Factories

1927: (Start New Deal program) 33 points a year (26 original points plus 6 from the 3 new factories built in 1926) times 2 for 66 points total due to New Deal program

2 HQ's (12 points)
4 Factories (48 points)
2 points to reparations (2 points out of 18)
2 points to repair the battleships (2 points)
12 points in reserve (extra points generated by the factories built in 1926)

1928: 39 points a year times 2 = 78 points a year. (New Deal doubles my points)

5 Factories (60 points)
16 points to reparations (16 points out of 18, should be completed)
2 points in reserve

1929: 51 points a year times 2 = 102 points a year. (New Deal doubles my points) - 12 extra peace-time points a year from the 1 extra factory out of 4 (The other 3 went to contribute the 6 extra points a turn in 1928) built in 1927 and 5 in 1928 (6 factories total = 12 peace time points or 24 New Deal points) as 3 factories equals 6 production points a year in peacetime and doubled to 12 points under New Deal program.

6 Factories (72 points)
Research "Tech Level 6" (12 points)
Research "4 Engined Bombers" (12 points, should give China 1936's level bomber aircraft)
8 points in reserve

1930: 57 points a year times 2 = 114 points a year. (New Deal doubles my points)

6 Factories (72 points)
Civilian Infrastructure* (24 points)
Research "Advanced Fighters" (12 points, should give China 1936's level fighter aircraft)
Research "Advanced Radar" (12 points)
2 points in reserve

1931: 69 points a year times 2 = 138 points a year. (New Deal doubles my points)

9 Factories (96 points)
Civilian Infrastructure* (24 points)
Research "Rocketry" (12 points, assuming the Pact didn't research rockets and share it with China yet- if I already have Rocketry, then research Jet Propulsion or Jet Fuel)
8 points in reserve

1932: 87 points a year (Undecided whether to continue a 2nd New Deal / 5-Year-Plan or change to a Normal or Government Cut mode)

Builds undecided until the government / economy mode is decided on.

----------------------------

* = Civilian Infrastructure means that China will build hospitals, schools, highways, railroads, sewer systems, dams, expansion of cities, apartment buildings, and so forth. Basically focus industry on helping improve the rest of China to Tech Level 5 or 6 and enhance living standards throughout China.

-----------------------------

Hopefully I got all this right. :)
Galveston Bay
14-11-2005, 20:43
OOC
This will be updated as things move along and this list replaces all previous lists for all purposes. I will add more today.

Naval units
Tech Level 5 Naval units
Tech 5 Light ship (10 destroyers or 20 corvettes / sub chasers)
Cost 8 Build time 1 year (or 6 wartime turns)
Tech 5 light cruiser attack 1, protection 0, speed 6, range 5, 1 point, 1 year to build
Tech 5 heavy cruiser attack 2, protection 1, speed 6, range 3, 2 points, 2 years to build
Tech 5 superdreadnought (13.5 – 15 inch guns), attack 4, protection 4, speed 4, range 4 (can trade protection, speed and range around)
Tech 5 superdreadnought (16 inch guns), attack 5, protection 5, speed 4, range 4 (can trade protection, speed and range around)
Tech 5 light carrier (40 -60 aircraft), protection 1, speed 5, range 5
Tech 5 fleet carrier (80 -100 aircraft), protection 2, speed 5, range 6 (can trade range for speed)
Tech 5 submarine unit (20 submarines) attack 1, protection 0, speed 2, range 4, 6 points, 1 year
Repair a damaged warship 2 points, 2 months

Tech Level 6 naval units
Tech 6 transport unit (represents 500,000 tons of shipping, can carry 2 infantry type units, or 1 mechanized type unit or 3 air or artillery units from port to port). Protection 1, Speed 3, Range 4
Tech 6 Shipping unit (represents 500,000 tons of shipping and also and more importantly, .20 production points). Used as a place holder for attacks directed at shipping. Can be converted into a transport unit.
Tech 6 Light ship (10 destroyers or 15 destroyer escorts/frigates or 20 corvettes) attack 1, defense 1, speed 7 or 5 or 4 (destroyers, frigates and corvettes), range 4, Cost 8 Build time 1 year (or 6 wartime turns)
Tech 6 submarine unit (10 submarines), attack 1, protection 0, speed 3, range 5, 4 points, 1 year
Tech 6 light cruiser attack 1, defense 1, speed 7 range 6 (can trade a point of speed for a point of range) Cost 6 build time 2 years
Tech 6 heavy cruiser attack 1, defense 2, speed 7, range 6 (can trade a point of speed or protection for a point of range) Cost 7 build time 2 years
Tech 6 Battleship attack 4, protection 6, speed 4, range 6 (can trade a point of speed or attack or range for a point of protection) Cost 10 build time 4 years (14 inch guns)
Tech 6 Battleship attack 4 protection 7, speed 4, range 6, (can trade) Cost 11 build time 4 years (15 inch guns)
Tech 6 Battleship attack 5, protection 8, speed 6, range 7 (can trade) Cost 12 build time 5 years (16 inch guns)
Tech 6 Super battleship attack 6, protection 8, speed 5, range 5, Cost 15 build time 6 years (18 inch guns)
Tech 6 Fleet carrier protection 2, speed 6, range 6, Cost 8, build time 3 years (80 – 100 aircraft, or halve aircraft and get an armored deck)
Tech 6 Light carrier protection 1, speed 6, range 6, Cost 7 build time 2 years (30 -55 aircraft, or half that and get an armored flight deck)
Tech 6 Escort carrier protection 0, speed 4, range 5, Cost 4 build time 1 year (20 – 30 aircraft)
Tech 6 Amphibious assault fleet (represents 1 million tons of assault shipping and landing craft, can carry 2 infantry, motorized, mountain, airborne or amphibious corps which can conduct an opposed amphibious landing or land where no harbor exists. It can also carry 1 mechanized or armored corps, which can also make assault landings. This replaces the old amphibious unit) protection 1, range 3, speed 3, 6 points, 1 year to build.
Tech 6 Ocean Liners (represents 2 Queen Mary sized or 4 smaller sized ocean liners, can carry 1 non motorized corps from port to port). Protection 2, range 5, speed 6, Cost 10, 2 years to build.

Upgrade a tech level 5 warship or Ocean liner unit to tech level 6 (improves protection by +1, better damage control and some other improvements) Cost 2 points, refit time 1 year

Repair a damaged tech level 6 warship, half its build cost, 2 months
Air units
Single engined aircraft – 500 planes, multi engined – 250 planes
Pilots 2 points, 6 turns to train
fighter units 2 or 3 points (single or twin engined)
bomber units 2, or 3 or 4 points (single, twin or four engined)
naval air units 2 or 4 or 4 points (single, twin, or four engined)
air transports 3 or 4 points (twin or single engined)
carrier bombers and fighters 2 points

Remember, you need 1 pilot unit for every air unit you want to have operational. You are allowed to have extra pilot and aircraft units that haven’t been assigned pilots or aircraft (it’s a reserve)

Ground units
Represent 60,000 men (usually 2-3 divisions plus corps support units).

militia corps combat value 1 -4, cannot move, 1 point, 1 turn

Garrison troops (doesn’t include fortifications) combat value 2 -8, cannot move, 3 points, 3 turns

Infantry corps combat value 3 – 10, move 2 or 3, 2 points, 2 turns

armored corps combat value 6 – 12 (halved if attacking or defending in a city, mountain, forest or swamp hex), move 5 or 6 or 7, 6 points, 4 turns

motorized corps combat value 4 – 8, move 5 or 6, 3 points, 3 turns

mechanized corps combat value 5 – 10 (halved if attacking in a city, mountain, forest or swamp hex, defends normally), moves 5 or 6 or 7, 4 points, 4 turns

Horse cavalry corps combat value 1 – 5, moves 4 or 5, 2 points, 2 turns

Alpine corps combat value 4 -5, moves 4 (may move normally through mountain and alpine hexes, tripled if defending in those areas), 3 points, 3 turns

Marine corps combat value 4 – 10 (retains full strength if making assault landing, all other units are halved if making an assault landing), move 3, 4 points, 3 turns

Airborne corps combat value 2 – 5 (can make airborne assaults, takes 1 air transport unit to carry), move 2, 3 points, 3 turns

Headquarters units combat value 1, move 3 or 4 or 5, 6 points, 6 turns, can reorganize disorganized units, including air units, and provide supply if can trace a line to a valid supply source.

Upgrading a corps from infantry to motorized, motorized to mechanized 1 / turn for each level of upgrade. Corps cannot enter combat while being upgraded

anti tank units attack strength 1 defense strength 3 (doubled against armored, armored cavalry and mechanized), move 3, cost 2 points, 2 turns

Katyusha / Multiple Rocket launcher units 2 points / 2 turns attack strength 3 (doubled against infantry and horse cavalry in clear terrain not in a fortification) defense strength 1, move 3, cost 2 points, 2 turns

Flak artillery attack strength 1, defense strength 3 (doubled against aircraft), cost 2 points, 2 turns.

Railroad artillery 3 points / 3 turns. Attack 5 Defense 1, can only be moved by strategic movement. Railroad artillery Attack is doubled against fortifications and cities. Cost 3 points, 3 turns

Field artillery Attack 3, defense 3, move 3. cost 2 points. 2 turns.

Mechanized field, anti tank, flak, add +2 to move, cost +1, production time +1 turn

Coast artillery 3 points / 3 turns. Attack 0 Defense 5, can only be moved by strategic movement. Has a defense strength of 1 if attacked by ground combat forces attacking from land. The 5 points of defense are for amphibious landings only.

Fortifications (permanent, doubles defense strength all defending units, destroyed if captured) 2 points, 2 turns

Theater supply units no attack, defense 1, move 4, extends supply range cost 2 points. Production time 2 points.


Remember, the Military moderator (me) determines the combat value of your units, and you won't know what you have until they enter combat usually. Such is the uncertainties of peace time hopes and war time realities

new price list, can now be found on page one of this thread.. I am still figuring out where everyone is economically.
Lesser Ribena
14-11-2005, 22:26
OK in light of new prices and a jump to 1932, here's a new British builds list:

UK and possessions:

All reduced to normal government spending:
UK 40 (LTA)
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

NPC Commonwealth Nations:
British Ireland 2 (LTA)
Canada 10 (LTA, Pan America)
New Zealand 2 (LTA)

PC Commonwealth Nations:
Australia 10 (LTA)
India 8 (LTA)
South Africa 10 (LTA)


Expenditure:

1926 UK (July, August, September-October, November-December turns):
84 points (Still on war economy):

2 points to finish strategic bombing research
3 points to finish 1 HQ
6 points to finish 3 UK 8 point mechanized corps
9 points to finish 3 UK bomber units
2 points to build 1 fighter unit
30 points to start National Health Service
10 points to build 2 shipping units
10 points: Tech 6 Battleship attack 4, protection 7, speed 4, range 5 Cost 10 build time 4 years (14 inch guns)
2 points carried to next year

1927 UK (back to standard production, 2% growth):
42 points:

20 points to improve NHS/state education
8 points 2x Tech 6 submarine units (20 submarines total), attack 1, protection 0, speed 3, range 5, 4 points, 1 year
Tech 6 Fleet carrier protection 2, speed 6, range 6, Cost 8, build time 3 years (80 – 100 aircraft)
Tech 6 light cruiser attack 1, defense 1, speed 7 range 6 (can trade a point of speed for a point of range) Cost 6 build time 2 years

1928 UK(half points, reduced economy, 5% growth):
21 points (inc 2% growth from last year):

Tech 6 heavy cruiser attack 1, defense 2, speed 7, range 6 (can trade a point of speed or protection for a point of range) Cost 7 build time 2 years
3 points for 1 bomber unit
2 points for 1 pilot unit
9 points of further investment in NHS/state education

1929 UK(half points, reduced economy, 5% growth)
22 points (inc 5% growth)

7 points into NHS/state education
Tech 6 Super battleship attack 6, protection 8, speed 5, range 5, Cost 15 build time 6 years (18 inch guns)

1930 UK(half points, reduced economy, 5% growth)
23 points (inc. 5% growth)

3xFlak artillery attack strength 1, defense strength 3 (doubled against aircraft), cost 2 points, 2 turns.

2xCoast artillery 3 points / 3 turns. Attack 0 Defense 5,

2xFortifications (permanent, doubles defense strength all defending units, destroyed if captured) 2 points, 2 turns

7 points into NHS/education

1931 UK(half points, reduced economy, 5% growth)
24 points (inc 5% growth)

1xair transports 4 points (single engined)
1xpilots 2 points
1xTech 6 Battleship attack 5, protection 8, speed 6, range 7 (can trade) Cost 12 build time 5 years (16 inch guns)
6 points NHS/education

At the end a strong navy (I will scrap older vessels) and a streamlined and professional army (disband many new units) and a cutting edge RAF will emerge alongside the best free healthcare system in the world and a damned good education establishment. I hope this will garner some kind of usefullness in the future.

The following states will reduce to half economy immediately:
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

Their points will go into improving local infrastructure, education and healthcare provision. 2 infantry units will be built in each location to act as a native garrison.

Commonwealth NPC's:

All to go onto standard economy immediately and then down to half economy for the next 4 years:
British Ireland 2 (LTA): 2 infantry corps, 1 fighter unit, 1 mech unit
Canada 10 (LTA, Pan America): 2 mech units, 1 fighter unit, 1 bomber unit, 2 Tech 6 light cruiser attack 1, defense 1, speed 7 range 6 (can trade a point of speed for a point of range) Cost 6 build time 2 years , 1 HQ unit,
New Zealand 2 (LTA): 1 infantry corps, 1 fighter unit, 1 mech unit

The intention is to become less reliant on the British military and develop forces that can replace British garrisons as soon as possible.

GB I know that you have a lot on your plate at the moment but could you please reorganise my military (you have all the relevent data still?) along the following lines:

NAVY
8-9 battleship units, 5-10 carrier units, 10-15 light ships(heavy cruisers), 40-50 light ships (light cruisers), 100-150 light ships (destroyers), 4-5 submarine units, 2-3 Naval Air units,

RAF
4-5 fighter units, 5-6 bomber units, 1 transport unit, plus required pilots

ARMY
2 armored cavalry corps, 3-4 mechanized corps, 3 garrison units, 1-2 flak units, 2 coast artillery units, 1 amphibious corps, 2-3 HQs

RESERVE
6 mechanized corps, 1-2 HQs (Army Reserve)

The above list is purely a work of my imagination and I don't think that I have sufficient forces to fill the above positions, if not then don't worry just leave them out. If I have too many forces then just stick them in the reserves.
Lesser Ribena
14-11-2005, 22:28
OK in light of new prices and a jump to 1932, here's a new British builds list:

UK and possessions:

All reduced to normal government spending:
UK 40 (LTA)
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

NPC Commonwealth Nations:
British Ireland 2 (LTA)
Canada 10 (LTA, Pan America)
New Zealand 2 (LTA)

PC Commonwealth Nations:
Australia 10 (LTA)
India 8 (LTA)
South Africa 10 (LTA)


Expenditure:

1926 UK (July, August, September-October, November-December turns):
84 points (Still on war economy):

2 points to finish strategic bombing research
3 points to finish 1 HQ
6 points to finish 3 UK 8 point mechanized corps
9 points to finish 3 UK bomber units
2 points to build 1 fighter unit
30 points to start National Health Service
10 points to build 2 shipping units
10 points: Tech 6 Battleship attack 4, protection 7, speed 4, range 5 Cost 10 build time 4 years (14 inch guns)
2 points carried to next year

1927 UK (back to standard production, 2% growth):
42 points:

20 points to improve NHS/state education
8 points 2x Tech 6 submarine units (20 submarines total), attack 1, protection 0, speed 3, range 5, 4 points, 1 year
Tech 6 Fleet carrier protection 2, speed 6, range 6, Cost 8, build time 3 years (80 – 100 aircraft)
Tech 6 light cruiser attack 1, defense 1, speed 7 range 6 (can trade a point of speed for a point of range) Cost 6 build time 2 years

1928 UK(half points, reduced economy, 5% growth):
21 points (inc 2% growth from last year):

Tech 6 heavy cruiser attack 1, defense 2, speed 7, range 6 (can trade a point of speed or protection for a point of range) Cost 7 build time 2 years
3 points for 1 bomber unit
2 points for 1 pilot unit
9 points of further investment in NHS/state education

1929 UK(half points, reduced economy, 5% growth)
22 points (inc 5% growth)

7 points into NHS/state education
Tech 6 Super battleship attack 6, protection 8, speed 5, range 5, Cost 15 build time 6 years (18 inch guns)

1930 UK(half points, reduced economy, 5% growth)
23 points (inc. 5% growth)

3xFlak artillery attack strength 1, defense strength 3 (doubled against aircraft), cost 2 points, 2 turns.

2xCoast artillery 3 points / 3 turns. Attack 0 Defense 5,

2xFortifications (permanent, doubles defense strength all defending units, destroyed if captured) 2 points, 2 turns

7 points into NHS/education

1931 UK(half points, reduced economy, 5% growth)
24 points (inc 5% growth)

1xair transports 4 points (single engined)
1xpilots 2 points
1xTech 6 Battleship attack 5, protection 8, speed 6, range 7 (can trade) Cost 12 build time 5 years (16 inch guns)
6 points NHS/education

At the end a strong navy (I will scrap older vessels) and a streamlined and professional army (disband many new units) and a cutting edge RAF will emerge alongside the best free healthcare system in the world and a damned good education establishment. I hope this will garner some kind of usefullness in the future.

The following states will reduce to half economy immediately:
British Burma 3 (oil) (LTA)
British Malaya 4 (rubber)(LTA)
British Borneo 2 (oil) (LTA)
British East Africa 3 (rubber) (LTA)
British West Africa 3 (oil, rubber)(LTA)
British Egypt 3 (LTA)

Their points will go into improving local infrastructure, education and healthcare provision. 2 infantry units will be built in each location to act as a native garrison.

Commonwealth NPC's:

All to go onto standard economy immediately and then down to half economy for the next 4 years:
British Ireland 2 (LTA): 2 infantry corps, 1 fighter unit, 1 mech unit
Canada 10 (LTA, Pan America): 2 mech units, 1 fighter unit, 1 bomber unit, 2 Tech 6 light cruiser attack 1, defense 1, speed 7 range 6 (can trade a point of speed for a point of range) Cost 6 build time 2 years , 1 HQ unit,
New Zealand 2 (LTA): 1 infantry corps, 1 fighter unit, 1 mech unit

The intention is to become less reliant on the British military and develop forces that can replace British garrisons as soon as possible.

GB I know that you have a lot on your plate at the moment but could you please reorganise my military (you have all the relevent data still?) along the following lines:

NAVY
8-9 battleship units, 5-10 carrier units, 10-15 light ships(heavy cruisers), 40-50 light ships (light cruisers), 100-150 light ships (destroyers), 4-5 submarine units, 2-3 Naval Air units,

RAF
4-5 fighter units, 5-6 bomber units, 1 transport unit, plus required pilots

ARMY
2 armored cavalry corps, 3-4 mechanized corps, 3 garrison units, 1-2 flak units, 2 coast artillery units, 1 amphibious corps, 2-3 HQs

RESERVE
6 mechanized corps, 1-2 HQs (Army Reserve)

The above list is purely a work of my imagination and I don't think that I have sufficient forces to fill the above positions, if not then don't worry just leave them out. If I have too many forces then just stick them in the reserves.
Gintonpar
14-11-2005, 22:35
This is getting pretty complicated.

erm. im rather lost.

if we are jumping the I guess I'd do a five year plan with investment in industry? god i havn't got a clue.
Kilani
14-11-2005, 22:48
OK...After reading all of the other posts, I'm revamping my build...again

1927-1932 will see a Five Year Plan to get the French back on their feet.

28 points a year x 2 for National Effort = 56 points ayear.

Times 5 = 180 points for Five years.

Instead of posting for each year indvidually, I will be posting it en masse.

Military Builds/Research

1 HQ-6 points
2 Armored Cavalry Corps-10 points
2 Mechanized Corps-8 points
1 Alpine Corps-3 points
Upgrade Mechanized Corps to Armored Cavalry Corps-1 point
4 garrisons-8 points
2 Fighter Units-4 points.
2 bomber units-8 points
1 maritime bomber-4 points
2 Light Ship counters (five cruisers, 20 destroyers)-16 points
Repair 14 submarines and build six more-2 points
Finish RADAR research-3 points
Improved RADAR-12 points
Rocket Research(long-range, bazooka, etc.)-12 points
2 Coastal Artillery Units (Calais, Brest)-4 points
Radar Network-2 points
2 Pilots-12 points

109 points total

Civilian/Industrial
2 Industry-36 points
Merchant Shipping-15 points (1.5 million tons tons)
Improve Infrastructure(redo Rail gauge, expand rail network)-10 points
Education-10 points

71 points total
New Dornalia
14-11-2005, 22:50
Okay, since I am officially confused, can somebody help me out with my economic planning? All this talk of upgrading my forces and 1/3rd points is stressing me out.

As it is, I plan to devote spending on healthcare, industry, and new pilots and a fighter force up to 1932, then I'll switch to normal spending.
Malkyer
14-11-2005, 23:02
Galveston, I have no idea what I'm doing, so please let me know if this is at all feasible. Also, if any of these point costs are incorrect, let me know.

1926 [Wartime Economy]
1x Fighter unit (4 points)
1x Bomber unit (4 points)
.5x Naval Air Unit (2 points)

1927 [National Effort]
.5x Naval Air Unit (2 points)
1/3x Factory (18 points)

1928 [National Effort]
1/3x Factory (18 points)

1929 [National Effort]
1/3x Factory (18 points, completed)

1930 [National Effort]
Education Funding (20 points)

1931 [National Effort]
1x Light Ship (replace old naval vessels and add new destroyers)*

1932 [National Effort]
1x Capital Ship (four light carriers)*

*I will post the point cost as soon as I find the cost list.

South African Military in 1932 (assuming everything is completed):

Army
1x Mechanized Corp (organized on Swiss model)

Navy
1x Light Ship (5 cruisers, 20 destroyers)
1x Capital Ship (4 light carriers)
1x Naval Air Unit

Air Force
1x Fighter Unit
1x Bomber Unit
Vas Pokhoronim
14-11-2005, 23:09
Note that I will not be posting the Five Year Plan (the original, you wankers) until all costs have been determined and posted.

But I am wondering about the remainder of 1926, if the various countries stay on war footing or not. There are various conflicting posts, some of which seem to supercede others on the question of how many production points we can spend for the remainder of '26. I was going to check how much GB spent, but he's deleted his post.
Sharina
14-11-2005, 23:53
OOC:

This is my major beef with this point system. It just keeps getting more and more complicated to the point where NOBODY can understand or utilize it. Everybody has begun going "Huh? WTF?" lately with this point system, so we need to keep the point system SIMPLE for us E20'ers.
Malkyer
15-11-2005, 00:00
OOC:

This is my major beef with this point system. It just keeps getting more and more complicated to the point where NOBODY can understand or utilize it. Everybody has begun going "Huh? WTF?" lately with this point system, so we need to keep the point system SIMPLE for us E20'ers.

Seconded. While I understand theoretically why we need a point system to keep track of economic strength, from a practical standpoint it isn't necessary. Before the Second Great War, we knew where we stood because of the economic rankings and the tech levels (I think those are still a good idea). If someone went beyond their capabilties (read: Comstan as Ecuador), they were reprimanded and if nothing changed then they were ejected.

I can even see the need for such a point system during a large war like the last one, but frankly I think it's too confusing and complicated for use during peacetime or small wars.

We're all reasonably intelligent people, and if we need help or are confused as to what our country is able to do in a given time period, then I'm sure other players or the mods would be willing to help.

And I, for one, am not a wanker copying Vas' Five Year Plan. I have a National Effort. Five Year Plans are for commies :D
Philanchez
15-11-2005, 00:08
I still dont understand the point system but can someone tell me how many points I have? If you dont want to then just do this...Also Im doing an initiative thing to get double points...

1927-
Create as many mech corps as allowed by treaty
Beef up navy as much as possible according to treaty
Create four fighter groups or corps whatever they should be called(baelerics, bilboa, cadiz, and madrid
Indistrialization

1928-
Continue above

1929-
same as above unless im done with the military things then just do Industrialization

Just extend that over two more years and add garrissons to the same citys that have fighters...Oh and Im gonna have to get someone to post builds and stuff for me as I REALLY dont understand this....

ME+MATH=CRAP!
Fluffywuffy
15-11-2005, 00:12
Since we're jumping to 1932, here is the Italian Economic Revitalisation Plan (to avoid using "Five Year Plan"). The IERP will be formulated in 1927, mainly written up by a few Senate leaders and some help from King Umberto II. 1926 will have all of its points go towards rebuilding. I also think that I can double the points from my colonies. 1% growth rate, if I am doing this right, yields half a point in normal spending points by 1930.

Finally, the military is going to be downsized, but we will build a carrier. Some old ships will be scrapped. I am still working on military info.
1926 base points: 15, +2 colonies
1932 points: 18, +2 colonies

1927 (National Effort--34 points)
18x points for factory
12x points for education
2x points for fleet carrier
2x points for carrier aircraft

1928 (National Effort--35)
18x points for factory
12x points for infrastructure (rails, etc.)
4x points for fleet carrier

1929 (National Effort--36)
18x points for factory
12x points for full farm mechanization
2x points for fleet carrier
4x points for fortifications (Brenner Pass, Tripoli)

1930 (National Effort --38 points (growth rate gives +1))
18x points for factory
12x points for intelligence services
8x points to starting a factory

1931 (Reduced Spending--9.5 points)
9x points for factory (8 points spent already, 17 to be spent)

1932 (Reduced Spending--9.975 points (rounding up to 10))
10x points for factory (17 points already spent, 27 to be spent)

I may have completely screwed up. I don't know.
Kilani
15-11-2005, 00:16
OOC:

This is my major beef with this point system. It just keeps getting more and more complicated to the point where NOBODY can understand or utilize it. Everybody has begun going "Huh? WTF?" lately with this point system, so we need to keep the point system SIMPLE for us E20'ers.

Thirded.
Philanchez
15-11-2005, 00:22
Fourthed!
Galveston Bay
15-11-2005, 00:37
Note that I will not be posting the Five Year Plan (the original, you wankers) until all costs have been determined and posted.

But I am wondering about the remainder of 1926, if the various countries stay on war footing or not. There are various conflicting posts, some of which seem to supercede others on the question of how many production points we can spend for the remainder of '26. I was going to check how much GB spent, but he's deleted his post.

nothing yet, as I figured I would wait until I posted how much everything costs first. However, I have been busy the last few days.

You may chose to stay on a war footing if you wish, but it adds a third year to your economic penalty. Democractic societies are going to want to bring the boys home damn quick though. France and Spain don't get ANY builds for 1926, as they don't have any factories available to spend points from until they get fixed, and really France doesn't have much in 1927 either, as the US and UK are still fixing them for part of that year.

For those who have problems with the system. Its actually pretty simple, and if you would wait until I finished posting everything it will keep you much saner.

Short of hunting down the prices of actual tanks, planes, factories, railroads etc I can't think of another way to do it, and many of you were complaining about GDP, GNP etc.

Economics isn't simple, and this is about as simple as it gets.

I am also thinking it might be time to start a new economics thread, as this one has posts that are messed up and can't be easily fixed on the opening couple of pages, places were we need the information easily available.

That sound reasonable to you Vas and Sharina?
Ottoman Khaif
15-11-2005, 00:52
Middle Eastern Union will be doing a five year plan to impove their nation, therefore giving a me 20 points a year...think I..

The Year of 1927 turn one
The Ottomans will send be sending three points to Japan to bulid my carriers and three points to Germany to build my new fleet. The remaining points goes as the following

three points for upgrading three inf corps to mech corps( Competed by 1928)
four points for building two fighter units (Competed by 1928)
seven points for building two shipyards(competed by 1929)

The Year of 1928 turn two
Ottomans will be still sending points( three each) to Japan and Germany for the ships

one point for upgrading one inf corp to mech corp(competed by 1929)
seven points for building two shipyards(competed by 1929)
six points for building six factory(competed by 1931)

The Year of 1929 turn three
Ottomans will be still sending points(three each) to Japan and Germany for the ships
two point for upgrading 2 cav corps to mech(competed by 1930)
six points for building six factory(competed by 1931)
six points for 2 Field artillery (competed by 1930)

The Year of 1930 turn four
Ottomans will be still sending points(three each) to Japan and Germany for the ships(which by compete by 1932????!)
six points for building six factory(competed by 1931)
eight points for four Pilots (competed by 1931)

The Year of 1931 Turn Five
Ottomans will be still sending points(three each) to Japan and Germany for the ships(which by compete by 1932????!)

One -Tech 5 Light ship (10 destroyers or 20 corvettes / sub chasers)
Cost 8 Build time 1 year (or 6 wartime turns) for eight points

One Theater supply units for 2 points.

bomber units for 4

The Year of 1932 Turn Six, the MEU govt ends the five year plan( my head hurts now..) and goes back to 10 points a year..

10 points for 10 factories( compete by 1935?)
Vas Pokhoronim
15-11-2005, 02:27
OOC:

This is my major beef with this point system. It just keeps getting more and more complicated to the point where NOBODY can understand or utilize it. Everybody has begun going "Huh? WTF?" lately with this point system, so we need to keep the point system SIMPLE for us E20'ers.
I like the point system - it'll get less complicated after the initial implementation, and it avoids the subjectivity and apparent arbitrariness of having things run purely by the Moderators.

I didn't like the old way, myself. It was impossible to determine where you stood in the world. Everybody just kept announcing "Massive Reforms!" and saying they were doing this and that and the other to totally modernize their country, but there was no real system in place for determining how well they were doing, how far along they were getting, what kind of infrastructure they had - anything. It was all just made up. So it was easy to get into a situation like the "Cops-and-Robbers" arguments - "I shot you!" "No you didn't!"

I'd rather have something independent to be able to refer to, some clear rules that work the same for everybody. If someone has any constructive suggestions as to how we might manage to make the system more user-friendly, I'm sure GB would welcome them as much as I would. I expect this system will be tweaked quite a bit before we're really done with it.

But just whining and complaining about how complicated it is just leaves longstanding problems unsolved, without even addressing anything new. I for one don't appreciate it, and don't see it as contributing to the dialogue that keeps this game going.
Fluffywuffy
15-11-2005, 02:37
If someone has any constructive suggestions as to how we might manage to make the system more user-friendly, I'm sure GB would welcome them as much as I would.

Can't think of anything. The only thing I can think of is to use some text formatting on the build point list on the first page. That's pretty much all I can think of, and that really isn't a major problem. $50 says someone comes up with something better.
Galveston Bay
15-11-2005, 03:49
a new economics thread is about to be created, so that the vital information is on the first page
Galveston Bay
15-11-2005, 05:17
a new economics thread is about to be created, so that the vital information is on the first page

it can be found here

http://forums.jolt.co.uk/showthread.php?t=454115

Now you might want to post your builds
France, you have your normal points beginning 1928
Spain and Italy, yours are normal beginning 1927
Burgundy, Belgium and Burma also return to normal beginning 1928

(use the 1932 figures to keep yourself sane)

incidently, let this thread die as it is now obsolete