NationStates Jolt Archive


E20 Economic thread (closed)

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Galveston Bay
28-08-2006, 01:33
This is the principal thread for economics rules and will be updated as the game progresses.

Current Special Rules Timeline in effect
effective Tuesday, January 2, the game year will be 1919

This is the principal thread for economics rules and will be updated as the game progresses.

The booming economies and budget surpluses that are developing in the American, British, Australian and Canadian economies mean that the legislatures and voters want less taxes and more government spending cuts.

New austerity budgets for the government beginning 1917 (see rules below).

NEW RULES
Corruption (effective 1921)
This is an endemic problem, pretty much no matter the government you have, but is less of a problem in democratic nations where the rule of law is supreme. Your nation has a corruption rating, and you subtract that percentage from your total income before you determine how much of a budget you have to spend on other things. Corruption penalties will change with time. Colonial corruption is considered before any resources or other income go to their home countries. Incidently, fractions are rounded up to the nearest whole number.

Penalties
Norway, Denmark, Finland, Sweden, Switzerland, Germany, UK, Australia, Canada, New Zealand, South Africa – 1%
France, Belgium, Netherlands, Baltic States, German and British colonies – 2%
USA post Prohibition, US colonies and territories – 3%
Imperium, Rumania, Bulgaria, Poland, - 3%
Japan, French Colonies – 4%
Italy and Italian colonies, Mexico, other Spanish Central American countries – 5%
Greece, Turkey, Brazil, Portugal, Portuguese colonies, Spain, Russia, Ukraine, Japanese colonies – 6%
all other Middle Eastern countries and colonies - 7% (unless under direct European rule, then see appropriate colonies)
Other Spanish South America (varies – see South American NPC thread)
Siam, Indochina, Imperial China – 7%
KMT China – 10%

important note
http://forums.jolt.co.uk/showpost.php?p=12198818&postcount=863

more important notes
nasty events in the Major events thread
http://forums.jolt.co.uk/showpost.ph...&postcount=262

http://forums.jolt.co.uk/showpost.ph...&postcount=263

http://forums.jolt.co.uk/showpost.ph...&postcount=265

Nations can only increase their budgets 1 level in response (austerity to reduced spending, reduced to normal etc), as economic theory still believes that low taxes are the key to solving serious economic crisis, along with of course high tariffs (one of the reasons for reduced commerce). It will take a few years to figure out this is not the answer

1925 Depression
1925 - Depression has begun. All commerce, energy and resources are worth 50% of value. Production is figured normally, then a 25% penalty applies (for reduced demand).
Any nation that doesn’t have level 3 social spending finds that the people are demanding it immediately.
Galveston Bay
28-08-2006, 01:34
Economics rules in effect 1915

Nations principally gain income from their own internal production, commerce and colonial resources. Production centers provide a variable amount of income, while resources and commerce are fixed income. So to determine your build points, you add your domestic income plus your commerce plus whatever foreign aid you receive and that is what you have to spend each year.

Economic points are used to buy and maintain military units, as well as for social spending, loaning to other nations (or paying them back), economic improvements and special research projects.

Resources represent things like gold deposits, timber, specialty agricultural productions, and other productions that result from extraction industries. Each year each resource provides 1 point of income. Resource values will change from time to time as new discoveries are made. There is no upper limit to how many resources a nation may have

Commerce represents your international trade and for some nations may very well exceed what they produce domestically. That is fine and allowed and historically valid. Commerce points are added to the economy after production points are determined.

Merchant marine (international trade) adds .20 build point a year for every 100,000 tons of shipping (1 shipping unit) at tech levels 4 – 6. . shipping isn’t just overseas trade but also internal trade, such as river barges, Great Lakes cargo ships etc. Each shipping units costs 1 points, build time 6 months. A nation cannot have more then 1 shipping units per 250,000 people (somebody has to man them after all). Exceptions are Greece, Norway and the Netherlands, which have historically disproportionate sized merchant marines. They may have 1 shipping unit per 100,000 people.

Passenger liners can also be built (maximum 1 per 5 million people). They provide .1 points a year for each unit, and can be used during wartime as fast transports. A maximum of 1 point can be earned from ocean liners, and they count in addition to what is earned from merchant shipping. They cost 3 points a year for 2 years and consist of 4 ocean liners large enough to carry 1,000 passengers or more (2 ocean liners at tech level 5.5, 1 at tech level 6)

Tankers do not add anything additional to commerce (except that they are counted as a merchant shipping unit) but you must have 5 tankers for every 1 oil point that your import. Up to 40% of your commercial shipping can be tankers, and must be indicated as such as of 1915. If you do not import oil, you don't have any tankers. The US is a special case, as the East Coast imports oil from the Gulf Coast, so it too has a large tanker fleet. Russia has a similar situation, as its oil exports are sent by tanker from Baku on the Caspian Sea to Astrakhan and from there by river barge to cities in the interior of Russia for export by rail to ports like St. Petersburg. So in the case of Russia, up to 25% of its merchant shipping is considered tankers, and nearly all of these tankers are for coastal and internal waterways.

Russia, the US, and Canada have vast internal and coastal waterways, and 50% of their shipping is not ocean going, but coastal and internal shipping. Germany has 20% of its shipping in use for the same purpose (ore shipments up the Rhine). Japan, Britain, Sweden, Italy and France have 20% of its shipping devoted to coastal routes, while all other nations have 10% of their shipping devoted to coastal and internal waterways. This kind of shipping is much harder to attack in wartime and of course is unaffected by embargos, should one develop.

Tourism is income earned from having very large numbers of guests into your country who spend on food, lodging etcetera. For most nations, until the arrival of the jet airliner, this income is too small to be noticeable. However, whoever owns Marseilles, Mecca, Cuba, Jerusalem, Florida, gets 1 point a year.

Production centers represent factories and other facilities that change unfinished resources to semi finished or finished goods. Unlike resources and commerce, governments can vary the amount of income they receive. Income can be modified as follows:


Market Economy Austerity Level, growth 4%, each production center provides 1 point, default position for UK, Australia, Canada, and United States unless otherwise indicated.
Market Economy Budget cuts, growth 3%. Each production center provides 2 points

Market Economy Peacetime. Normal income, growth 2%
Command Economy Peacetime Normal income, growth 1%
Peacetime is the norm. Each production center provides 4 points

Market Economy National Effort, and each production center is worth 6 points, growth 1% (essentially simulates large scale budget deficits)

Command Economy National Effort, production centers are worth 6 points, growth 0% (requires level 3 social spending to offset social costs). Market economies cannot go to national effort unless they are at war, are having an economic depression, or have suffered a major natural disaster that has damaged production centers. Command economies cannot go to national effort unless they have 1 police unit for every 10 million people.

National effort is a short situation, as a long term effort will strain the economy. Each production center is worth 6 points. Incidentally, if National Efforts continue for more than 5 years, there is a penalty. Accumulated budget deficits in the Market economies trigger a recession of 1 year for every year of the national effort (-2% growth for duration). In Command Economies social unrest begins unless social services are increased to the next level, even if you have police units.

Market Economy Wartime (not available until second year of war), production centers x 9, growth 1%

Command Economy Wartime (not available until second year of war), each production center is worth 9 points, no growth

Market Economy Total War (not available until second year of war), Production centers worth 12 points, no growth first year, -1% growth second and additional years. Plus -2% growth for each year postwar for every year Total War economy was in place. (simulates post war recession, large budget deficits).

This is to simulate the fact that Market economies have more capital available and more slack then Command economies but are slower to respond. They also can accumulate massive debts.

Growth
Points added to the economy from growth create new production centers. Nations must actually have at least 1 production center to benefit from growth. Players adds up their commerce, tourism, resource and production income, SUBTRACT how much they spent on maintenance for the military and for social services, and then multiply the REMAINDER by their percentage of growth to figure out how many new production centers they get. If less then 1, that growth is saved year to year until 1 is reached. New production centers are created first at resource areas (1 production center replaces 1 resource point) and then elsewhere. Special note: When figuring growth, an economy that is at cut spending or austerity gets to add in its production as if it was at normal peacetime spending.

If a country has reached its economic productivity maximum and still has growth, one quarter of those production centers normally created represent excess capital available to the private sector and will appear in a country of the players choosing (basically your banking industry is loaning people money). If the player doesn’t choose a country, then the referee will choose one. Production centers can only be placed in a country that is tech level 3, and that is not a war or in civil war

Economic potential is the maximum build point limit that can be reached with just internal production (factories) at tech levels 4 – 6 is 1 production center, or "factory," per 1 million people. Once that limit is reached, your economy simply cannot expand further. This is the maximum potential for your national economy. At tech level 7, that increases to 2 production centers per 1 million people, and at tech level 8 it becomes 3 production centers for every 1 million people.

Foreign Aid is allowed, and nations may loan build points to one another, or even give them as a gift.

Special Costs and improvements

Social service spending provides education and a social safety net and is useful in preventing rebellion and subversion.

Education and Safety net (medical, welfare):
Level I: 1 point per 10 million people gives you basic schools and clinics. Available at tech level 1.
Level II: 2 points per 10 million people gives you the above plus high schools, public hospitals, orphans and widows assistance, available at tech level 3. At tech level 5.5 cost rises to 3 points per 10 million.
Level III: 3 points per 10 million people gives you the above plus public universities, social security type assistance for the elderly and disabled. Available at tech level 4 and at tech level 6, this increases to 4 points per 10 million people.

Level IV: 5 points per 10 million people gives you the above plus unemployment insurance, food assistance (like food stamps), junior colleges. Available only once your nation has had a depression for one or more years and tech level 5 has been reached. At tech level 8 this cost increases to 6 points per 10 million people
Level V: 10 points per 10 million people gives you all of the above plus free health insurance, and a basic living allotment to all who aren't working. Not available until tech level 7, and it acts on economy the same as National Effort (as far as growth is concerned). At tech level 8, this increases to 15 points per 10 million people. (why do you think the real life costs of Medicare, National Health Insurance etc is climbing so much)

Special Infrastructure
You may improve your transportation infrastructure (increased rail links, or highways etc) by spending 2 points per 10 million people for three years. This will automatically move an area that is tech level 1 or 2 to tech level 3. There will be social costs to this in some cases. This will increase your strategic moves available during wartime, and help accelerate your move up the tech level ladder as well.

You can also choose to improve your road and railroad infrastructure after reaching tech level 4. This simply adds extra strategic movement for military forces, and costs as above but is required in order to reach tech level 5 and again at tech level 5.5.

Major historical projects like the Panama Canal, can be built, and the amount varies.
Panama Canal 2 points a year for 10 years (tech level 4.5)
Other projects will vary in cost and availability.

Rural electrication, available at tech level 5.5, costs 1 point for every 10 million people and boosts your economy by 10% permanently. This is a 3 year project and the points must be spent each year. This is a revolutionary change and brings the rural and urban portions of your society closer together. Builds national cohesion in addition to its economic benefits. Only available if you are tech level 5.5 and is required to reach tech level 6.

Industrial centers may be built (for 48 points or 24 points if built to replace a resource area) or repaired (for 12 points). In addition, 2 damaged industrial centers can be combined (reflects salvage efforts) to form 1 undamaged industrial center. This represents direct government spending on industrialization, and only command economies may build industrial centers in their own countries. (as its direct competition with the free market). No more then 5 production centers a year may be added in this way by any one country.

Economic Pacts
Joining an economic pact or creating a large trade agreement between multiple nations will give you an added boost to your economy. However, there are some stipulations. Such pacts or agreements must take place between at least four nations, and at least two of those must be either tech level 7 or have some necessary resource (i.e. oil) that other nations need.
After being in an economic pact for five years, your annual growth will get a +1% increase. This represents the maximum amount that you economy can be bolstered by that pact. Being in mulitiple pacts will not increase your growth further

Energy Rules
Each nation has a certain number of energy points that it produces domestically. Energy points fuel domestic production. They also fuel commerce, military forces, and tourism. Only coal (tech level 4-5) and then oil (tech levels 5+) can be used to fuel commerce, military forces and tourism, but any energy source can be used to fuel domestic production. Each energy point fuels production, commerce, tourism and military forces to a varying degree of efficiency based on tech level. Fuel is generally considered to be available on the world market unless otherwise indicated. Energy supplies in excess to needs can be sold on the world market. Treat them as resources for this purpose.

Tech level 4 – 7
1 energy point fuels 20 points of domestic production (not production centers, actual production as energy use increases if demand increases). Military units require oil or coal (warships that burn coal only) equal to their maintenance cost. 1 Oil point can fuel up to 20 maintenance points of military units. Coal or oil can be used to fuel shipping. At tech level 5.5, hydroelectric power becomes available and information will be provided on the hydroelectric potential of the nation and areas it controls for each player as they reach it (request that when you get there). Hydroelectric power resources cost 36 points to develop for each point and can only be used to fuel domestic production.

Food Production rules
Each nation has a food production figure indicated. That is how many people (1 point feeds 1 million) it can feed using its own internal resources, and is adjusted for tech level. As with energy, food is generally available on the world market unless otherwise indicated. Excess food can also be sold. Every 5 points of food converts to 1 resource point.

Special Rule: Food production is penalized by 2% for each percentage point of men mobilized into military service until tech level 7 above the usual 3% norm. So for example, if the Russians have food production of 180, and a population of 175 million, and have mobilized 5% of their population (9 million men, or roughly 360 divisions worth of troops), Russian food production is reduced by 4% (down from 180 to 172). Which means Russia starts to have food shortages and either has to import or ration food. If Russia starts losing agricultural areas it suffers even more shortages

Famine
If your food production is below what you need, you have to buy food (which is simply assumed, just like for energy). If your food production is less then what you need you have food rationing if you can't buy food, and if it falls below 50% of what you need you end up with a famine. Famine will eliminate the excess population that you have. So if you produce enough food to feed 2 people and have 5 people in your population, your population is reduced to 4 people as the excess dies off.

Emergency measures
Government can take emergency measures if they are at National Effort or Wartime spending. These include the following:
Food Rationing: each food point can feed 2 million people instead of 1 million.
Emergency gardens: at the cost of 10% of your industrial production, you can redirect people into food production. This increases food production by 20%. (fewer workers available)
Fuel rationing: Reduces the amount of oil needed by 50%, reduces domestic production by 10% (efficiency is reduced)

These are not popular, and the people of your nation will only put up with them as long as they see that a clear emergency exists. If continued after the emergency ends, the people get restless.

Forced Labor
You may use POWs and forced labor obtained from occupied countries to make up for your manpower in the army. You must have 1 police unit for every 1 million people so enslaved. In addition, no more then 10% of an occupied countries population can so be enslaved, and this of course is going to be rough on the country so victimized. Which may come back to haunt you later. This of course is an atrocity, and could also bring you retribution... if you lose. You can also use slave labor for special projects like railroads etc which cuts the cost by 50%.

You can also use the unemployed as forced labor, but requires the same police forces. They no longer cause social problems, but then they aren't going to like you much in the long term.

You do have to account for these people as far as food production requirements are concerned. You can however but them on food rationing (which will kill 10% of them a year) or Emergency food rationing (which kills 25% a year) or if your particularly nasty, destructive labor rationing (which kills 50% of them a year).

Needless to say, Democratic countries may not use slave labor.

Intelligence Agencies
Funding does not ensure a competent or effective intelligence agencies. It does help though. Base cost is 10 points and creates a 5,000 person organization able to analyze data, do some spying and code breaking and able to investigate dangerous threats to the government (kind of a combination of the US FBI and CIA or KGB in the real world). To maintain an intelligence agency costs 5 points a year (assume that everyone who has one already has been funding it for the course of the game, and has done so for 1947... next year though, you will have to budget for it)

Having an intelligence agency allows you to occasionally get secret information from the Referees on what is going on in the world, and effectiveness varies widely. Most intelligence agencies are good at knowing what their neighbors can do or are planning, and effectiveness decreases the further away they are looking.

Secret Research
Secret Research is, obviously, research that you want to keep secret. This can be anything from nuclear weapons programs to missile technology to new infantry weapons. In order to conduct secret research, budget the requisite number of points to the project and then call it something else.

Example: Nation X wants to build nuclear weapons, but doesn't want its neighbor Nation Y finding out. When Nation X spends 24 points on the nuclear research, they can call it something like "Renovating Science Departments in Universities."

Tech level advancement requirements
Tech level 3 – requires level 1 social services, transportation infrastructure improvements

Tech level 4. – requires level 2 social services, 1 production center per 50 million people.

Tech level 4.5 – requires 1 production center per 10 million people and 10 years at tech level 4

Tech level 5 – requires 1 production center per 5 million people, transportation infrastructure improvements (yes, spend again as it represents paved roads for cars and trucks), and 10 years at tech level 4.5

Tech level 5.5 – requires 10 years at tech level 5, level 2 social services for 10 years, and transportation infrastructure improvements (yes, again, this time represents telephone lines,) Not available before 1925 unless circumstances change.

Tech level 6 -- requires 10 years at tech level 5.5, level 3 social services for 10 years, rural electrification, not available before 1939 unless circumstances change
Galveston Bay
28-08-2006, 01:35
What tech level means
tech level 0 is tribal / stone age. Examples at this point are limited to isolated areas of New Guinea, the Arctic, Amazon, and portions of Africa and Oceania.

tech level 1 is pre industrial, no signficant transportation network outside of limited regions, no significant machinary, and few products from higher tech are found. Examples would be Rome or Middle Ages England or most of Africa 1920 in RL.

tech level 2 is still pre industrial, but significant commerce between regions occurs, some machinary exists (mills for example), and some products from higher tech levels are commonly found (like weapons, tools, clothes etc). This is the gunpowder era, and centralized states are the norm. Example would be UK about 1650 or much of the colonial nations and parts of Latin America in 1900.

tech level 3 is non industrial, but generally a lot of commerce, communications and machinary can be found, and significant and even large amounts of products from higher tech levels are in use everywhere. Railroads and barge traffic are often found as well, its just that the engines and locomotives are imported. UK around 1820, or most modern but not industrialized nations 1906.
A typical soldier has a rifle and artillery is generally muzzle loading unless imported breech loading weapons have been introduced.

tech level 4 is coal and steam powered technology. Even if the industrial base doesn't exist to build products of tech level 4 -5, often the ability to repair or provide parts exists. Iron is common as a construction material. Equilivant tech is USA or UK circa 1860. Generally soldiers are equipped with single shot breech loading rifles (or imported magazine rifles) but machine guns are rare and artillery is still only capable of direct line of sight fire. Warships are made of iron or wood sheathed in Iron.

Tech level 4.5 is still coal and steam powered tech, but the first internal combustion engines are found. Steel is common and replaces iron. The automobile, telephone, and aircraft are invented in this time period or shortly after. Equilivant tech is USA or UK circa 1895. Soldiers have magazine fed rifles, and have access to machine guns in limited numbers but artillery is capable of indirect fire. Warships are made of steel and have electrical equipment aboard.

Tech level 5 is the beginning of the age of oil and gasoline powered technology. Aluminum becomes available as a construction material. Radio as first a communications medium and then as an entertainment medium comes about. Biplane Aircraft become a weapon of war, as do trucks, and then armored fighting vehicles. Warships are made of steel and reinforced steel, and have artillery capable of reaching 12 or more miles. Submarines become an effective weapon of war, and eventually ships capable of carrying aircraft are introduced. Silent movies become a common entertainment. Chemical weapons such as Mustard Gas are introduced. UK 1905 - 1927.

Tech level 5.5
Aluminum becomes a common building material. Radio becomes common, and television is invented. Sound movies are invented and become common. Improvements are made in tech level 5 tech, and radar is invented. Soldiers frequently have a submachinegun or rifle, and tanks and trucks are normal weapons of war, as are monoplane aircraft.

Tech level 6 is the beginning of the electronics age. Weapons introduced at tech level 5 become powerful, larger and more reliable. Chemical weapons such as nerve gas are invented, as are city busting atomic weapons. Helicopters, jets, and rockets are introduced and then become common. Radar, Television and Sonar come into use. The first assault rifles come into service along with antitank rocket launchers. Half tracked vehicles capable of carrying infantry cross country alongside tanks come into service. US circa 1945.

Tech level 6.5 The Nuclear age. Atomic weapons become more powerful and eventually the thermonuclear weapon is invented. Color motion pictures become common, as does broadcast television. Heavy jet military aircraft come into service, while civilian airliners become common for domestic airlines. The Passenger train and Ocean liner face their first serious competition. Soldiers generally have an assault rifle. Slow but capable infantry carrying armored personnel vehicles come into service. US circa 1955.

Tech level 7 The Space Age. Tactical nuclear weapons are introduced, as are turbine engine helicopters, jet transport aircraft, and light infantry carrying armored personnel carriers. Anti vehicle and aircraft missiles come into service, as do Mach I and then Mach II combat aircraft. First satellites and orbital manned missions to space occur. Electronic mainframe computers are invented and become somewhat common. Soldiers generally have an assault rifle and relatively lightweight body armor. Nuclear powered warships are introduced. Plastics become a common material for consumer products. USA circa 1960

Tech level 7.5 The Space Age II. Improvements on preceeding technology and missions to the Moon are possible. Computers become more powerful, but still bulky. Plastics are common and are more durable. First lightweight electronic computers are invented and show up in some military aircraft and warships. USA circa 1972

Tech level 8 Postindustrial Age. Desktop computers are invented and become common, as does the VCR. The Space shuttle becomes available, as do complex long duration satellites. The internet is invented as a military communications system. Cable television becomes common. GPS is invented. USA circa 1985

Tech level 8.5 Information age. The internet becomes a communications medium, as well as a medium of commerce. Computers are common in all vehicles, and briefcase sized computers become common. Cellular phones and satellite phones become common. USA circa 2006

Tech level 9... you will find out when we get there

Real effects of tech level advancement regarding food production
tech 3 - improved transportation of agricultural products to market (usually by railroad). Food production is no longer localized.
tech 4 - further improvements in transportation (more rail), limited refrigeration,improved tools like animal driven reapers (instead of peasants harvesting by hand), canning becomes a major industry
tech 4.5 more improvements, refrigeration more common, canning widespread
tech 5 - first tractors, and trucks available to haul products to market or to rail hubs.
tech 5.5 -- refrigerated trucks, tractors widespread (for crops like wheat), first pesticides
tech 6 -- pesticides become common, tractors and trucks normal,
tech 6.5 -- as above but also first applied genetic engineering for Agricultural products (practical not lab)
tech 7 - improvements in genetic engineering, pesticides, and techniques
tech 7.5 - as above
tech 8 -- as above but improved inventory control and transportation networking
tech 8.5 -- as above, but now overnight transportation of speciality agricultural products a norm
tech 9 -- who knows, but probably further improvements in genetic engineering
Galveston Bay
28-08-2006, 01:36
reserved
Galveston Bay
28-08-2006, 16:58
Special Rules
Transcontinental Railroad projects
Cape to Cairo Rail line 1 point per 100 miles, maximum 300 miles a year

Baghdad to Berlin railline 1 point per 200 miles in Europe, 1 point per 100 miles in Asia, maximum 400 miles a year in Europe, 300 miles a year in Asia. No bridges of Dardenelles (uses ferries)

Upgrading TransSiberian Railway from single track to double track 1 point per 200 miles, maximum 400 miles a year

Aviation Industry rules
(see military thread)
only Zeppelins can be used as airline units at this time.

Resource increases
Hydroelectric power becomes available at tech level 5.5
You must build production centers (36 points each) that represent dams. You call them hydroelectric resources when you construct them, and they take 4 years to build (so 9 points a year for 4 years for each hydroelectric resource). They represent either megadams like the Hoover Dam, or lots of smaller dams, or several large dams. Hydroelectric resources can only be used to power industrial production.
Nations that are tech level 5.5 can build hydroelectric resources for nations that are lower tech.

There will be long term environmental consequences, but at this time in history, nobody knows that. Hydroelectric power cannot be exported (ok, in real life it can, but its complicated and we are going to say for game purposes it can't)

Hydroelectric potential
North America
USA - 10
Canada -4
Mexico - 1
Honduras - 1
Nicuaruaga - 1

Europe
Poland - 3
Hungary -1
Czechslovakia - 2
Bosnia - 2
Bulgaria - 3
Rumania - 1
France - 1
Russia - 12
Germany - 4
Belgium - 1
Sweden - 2
Norway - 1
Finland - 1
Spain - 2

Asia
Imperial China - 3
KMT China - 2
Japanese Manchuria - 2
Korea - 2
Japan - 1
Philippines - 1
India - 2
Burma - 2
Vietnam - 1
Siam - 1

Latin America
Colombia - 1
Peru - 1
Brazil - 6

Africa
Egypt - 2
Belgian Congo - 2
Nigeria -3

adjustments will be made later for tech level increases. Note that a lot of this potential power isn't really needed.

Dams that aren't needed cost 1 point a year to maintain once fixed, those that are in the grid earn enough income to pay for themselves.
Kilani
28-08-2006, 17:35
Question, GB....It says I have 17 resource points. But the stuff in the parenthes adds up to 102. What's with that?
Middle Snu
28-08-2006, 21:50
At some point, resource points were sextupled. 102 is probably the correct number.
Sukiaida
28-08-2006, 22:08
Well I think mine evens out.
Middle Snu
28-08-2006, 22:21
Industrial centers may be built (for 48 points or 24 points if built to replace a resource area) or repaired (for 12 points). In addition, 2 damaged industrial centers can be combined (reflects salvage efforts) to form 1 undamaged industrial center. This represents direct government spending on industrialization, and only command economies may build industrial centers in their own countries. (as its direct competition with the free market). No more then 5 production centers a year may be added in this way by any one country.


How, exactly, do industrial centers "replace" resource areas? Also, can free-market countries build industrial centers in other countries?

Two other questions:
Do Intelligence Agencies exist at this point, and if so do they really cost 5 points to maintain? That seems a bit pricy, as 5 points is about a quarter of Italy's total spending.

What, exactly, is counted for growth? Do nations without production centers get growth? Do resources count towards growth?
[NS]Parthini
28-08-2006, 22:29
Did we increase the amount of points production centers give? Also, what year can we do Rural Electrification? Lastly, can we do rural electrification for our colonies like India that would be separate to Britain?
Middle Snu
28-08-2006, 22:35
Parthini;11609878']Did we increase the amount of points production centers give? Also, what year can we do Rural Electrification? Lastly, can we do rural electrification for our colonies like India that would be separate to Britain?

Production centers now give twice the points they did before.
Rural Electrification is available as soon as you hit tech level 6.
Not sure about doing rural electrification in India, but I can't see why not.
Sukiaida
28-08-2006, 22:39
So each production center is worth 2 Points now right?
Middle Snu
28-08-2006, 22:43
So each production center is worth 2 Points now right?

No. Each production center is worth 2 points at Cut Spending, 4 at Normal Spending, 6 at nation effort...

For instance, Spain has 1 production center, 18 resources, and a shipping unit. At Cut Spending, this would give Spain (2 points for production+18 points for resources+1 point for shipping)=21 points.

At National Effort, Spain would get (6 points for production+18 points for resources+1 point for shipping)=25 points.
Galveston Bay
28-08-2006, 23:05
How, exactly, do industrial centers "replace" resource areas? Also, can free-market countries build industrial centers in other countries?

essentially the extraction industry is replaced by an industry that not only does the extraction but also converts the resources into semifinished or finished goods or products. Example would be citrus industry where the fruit is simply exported elsewhere is instead converted into canned orange juice.


Two other questions:
Do Intelligence Agencies exist at this point, and if so do they really cost 5 points to maintain? That seems a bit pricy, as 5 points is about a quarter of Italy's total spending.

yes, but are very rare. The British, French, and Germans have one, and to a lesser extent so do the Russians (although its more for internal security). Most everyone else just have military intelligence if they have one at all. One reason is because they are indeed pricey.

What, exactly, is counted for growth? Do nations without production centers get growth? Do resources count towards growth?

nations without production centers do not get growth. However, nations that have both production centers and resources do get growth.

For instance, Spain has 1 production center, 18 resources, and a shipping unit. At Cut Spending, this would give Spain (2 points for production+18 points for resources+1 point for shipping)=21 points at 5% growth gains a free production center the next year from growth (which would replace one of its resources giving it 2 production centers and 17 resources plus the shipping unit for 22 points at the same spending level)
Galveston Bay
28-08-2006, 23:07
Parthini;11609878']Did we increase the amount of points production centers give? Also, what year can we do Rural Electrification? Lastly, can we do rural electrification for our colonies like India that would be separate to Britain?

rural electrification is not available until tech level 6, and India would have to reach tech level 6 before it would be able to do rural electrification. The UK is seperate
Kilani
28-08-2006, 23:31
At some point, resource points were sextupled. 102 is probably the correct number.


So, I basically have 102 points from resources?
[NS]Parthini
28-08-2006, 23:37
Would I be able to use the growth to make a production center without using a production center?

Also, would I be able to use my growth to give India a production center, even if Britain was not at the max?

Lastly, do I include colonies (India, Africa, Caribbean) with my growth or are the separate, or is it up to me?
Middle Snu
28-08-2006, 23:39
So, I basically have 102 points from resources?

I believe so.

A bit of general advice for everyone: should you wish to increase your economy, the quickest way to do so is to go Cut Spending for large growth bonuses and spend whatever points remain on Merchant Marine. The only good reason to spend points to gain production centers is if you plan to industrialize a country with resources but no production centers.
Middle Snu
28-08-2006, 23:47
Kingdom of Bulgaria
Population 4 million, tech level 3, production centers 0, resources 1 (Sofia 1), Coal 1, food production 4

Is Bulgaria actually the poorest nation on earth, or is it supposed to have 6 resources? (Thinking it may have been overlooked here.)
Canadstein
28-08-2006, 23:53
Is Bulgaria actually the poorest nation on earth, or is it supposed to have 6 resources? (Thinking it may have been overlooked here.)

That would be funny since Ethiopia would have more resources.
[NS]Parthini
28-08-2006, 23:59
Does that mean that British Resources get multiplied by six :D
Amestria
29-08-2006, 00:13
Parthini;11610326']Does that mean that British Resources get multiplied by six :D

No.
Middle Snu
29-08-2006, 00:14
I believe that they already have been.
Amestria
29-08-2006, 00:21
So, I basically have 102 points from resources?

Yes, your resource income is according to GB "over 100," not 17, thats a typo.
Galveston Bay
29-08-2006, 00:23
Yes, your resource income is according to GB "over 100," not 17, thats a typo.

and now fixed..its 102

Parthini, your resources, especially your colonies, are correct
Elephantum
29-08-2006, 00:53
Do I have to deal with any builds (donations and such), which would all likely go towards buying land and building settlements on said land, or do I get off free until I get a homeland running? Also, if you ever need any NPC builds done (although as I understand it they're divded among the mods), I could do some.
Middle Snu
29-08-2006, 01:00
A minor issue: the rules say that transportation improvements will boost an area from tech 1 or 2 to tech 3 automatically, but the advancement criteria for tech 3 say that Level 1 social spending is needed as well. Which is correct?
Sharina
29-08-2006, 01:55
TAG for reference.
Safehaven2
29-08-2006, 02:36
tag
New Dracora
29-08-2006, 02:40
How exactly does the process of resource exploration work? i.e how do we go about discovering new resources?
Middle Snu
29-08-2006, 02:53
Basically, some nations gain resources as time goes on. The process is automatic.
Galveston Bay
29-08-2006, 04:37
a few more tweaks added, mainly so that nations that are at cut spending get to figure growth as if they were at normal spending when adding up their production. Also added in the rules so you can sell your excess food and energy (coal and oil only at this point)

So for example, if the US is at cut spending, and has 40 points for production at cut spending, that is increased to the normal spending amount of 80+84 for resources +10 for commerce + 22 excess food resources + 12 colonial + 30 (estimated) excess energy points for a total of 238 production x 6% = 14.28 production centers.

This may seem high, but the US economy doubled in size 1900 - 1913 and then did it again by 1920
Canadstein
29-08-2006, 04:42
Would countries have a decrease in population since some of their cizitens are going to America? So that would increase American's population.
Kirstiriera
29-08-2006, 05:00
I am not as clear on the points distribution to the Military, Energy and on the Social Services.
My nation has a history for having a high standard of living as well as being able to use its natural resources to its benefit...
Sharina
29-08-2006, 05:15
I would like to suggest that there are to be some policy or ways to encourage population growth. America had its immigration, and Asia + India + Africa (Nigeria) has its large families.

Is there any way to create conditions for a 5% population growth or something? What about hospitals, a food surplus, good social / health spending, "Population Growth Incentives", etc?
New Dornalia
29-08-2006, 05:17
How would groups like the KMT and WZO function under the rules? Just curious.
Galveston Bay
29-08-2006, 07:35
regarding questions regarding emigration.... the birth rate is sufficiently high enough, and the death rate low enough where that isn't a real problem.

Sharina, population growth will come soon enough. At this point, in many nations, the death rate is relatively high so that birth rate keeps pace.

As nations progress in tech level, and things like vaccines, antibiotics and plentiful food become available, populations will increase until they stabilize after industrialization.

5% is an obscenely high population growth, and not substainable except during the settlement periods of the Americas and earlier periods in human history where humans reached a virgin territory.
Galveston Bay
29-08-2006, 07:37
How would groups like the KMT and WZO function under the rules? Just curious.

working on that actually
New Dracora
29-08-2006, 07:47
Basically, some nations gain resources as time goes on. The process is automatic.

Mkay, in that case I'll make certain to constantly remind everyone about the Sydney and Bowen basin coalfields, Mt Isa, Mt Morgan, Gympie, Weipa, Olympic dam, La Trobe valley, the Kimberlies, Bass Strait, Timor sea and the other numerous resources sites that are not yet presently covered. ;)

Found this, resource section for Australia needs editing me thinks.... (coal! \o/)
A Chronology of Australian Mining (http://www.doir.wa.gov.au/documents/gswa/GSD_Fact_Sheet_6.CV.pdf#search=%22Australian%20mining%20history%22)
Galveston Bay
29-08-2006, 16:32
Mkay, in that case I'll make certain to constantly remind everyone about the Sydney and Bowen basin coalfields, Mt Isa, Mt Morgan, Gympie, Weipa, Olympic dam, La Trobe valley, the Kimberlies, Bass Strait, Timor sea and the other numerous resources sites that are not yet presently covered. ;)

Found this, resource section for Australia needs editing me thinks.... (coal! \o/)
A Chronology of Australian Mining (http://www.doir.wa.gov.au/documents/gswa/GSD_Fact_Sheet_6.CV.pdf#search=%22Australian%20mining%20history%22)

resources given for Australia, and most other nations, are not for where they actually are, but where the principal point of export and collection for shipment is. Basically to provide an easy reference point.
Elephantum
29-08-2006, 17:30
As a note (since we're talking about population growth), Russia's population declines 2 million (minus growth), between 1880 and 1914, so most have already left, but they will lose half a million Jews who flee due to fierce anti-Semitism between now and 1914. Many flee to the US, about 6,000 of this 500,000 flee to Palestine (joining 30,000 other Russian refugees), and others go to Western Europe and South America.
Abbassia
29-08-2006, 17:50
I was wondering, what if a extractive Economy wants to increase its Resource production (or food Production), is this possible?
Elephantum
29-08-2006, 18:12
Perhaps something like a +1 production bonus that lasts for 10 years, but afterwards the resource is gone (over-extracting)?
Abbassia
29-08-2006, 19:51
But what about resources like cash crops and likewise manageable goods, surely these resources cannot be depleted, also 10 years is rather arbitary for all resources, isn't it?
Sharina
29-08-2006, 21:37
regarding questions regarding emigration.... the birth rate is sufficiently high enough, and the death rate low enough where that isn't a real problem.

Sharina, population growth will come soon enough. At this point, in many nations, the death rate is relatively high so that birth rate keeps pace.

As nations progress in tech level, and things like vaccines, antibiotics and plentiful food become available, populations will increase until they stabilize after industrialization.

5% is an obscenely high population growth, and not substainable except during the settlement periods of the Americas and earlier periods in human history where humans reached a virgin territory.

Understood.

However, I was wondering if I could migitate the death rates by increasing social services to Level II (better education means better doctors and healthcare systems) and build hospitals in Chile to treat the sick and wounded?

Sorry if I'm kind of chafing at the mouth, but I'm trying to find a way to increase Chile's population so that I'll have more people and economy to work with. Probably not a 5% population growth, but I'd be quite happy if I could manage somewhere between 2% to 3% growth. After all, Brazil zoomed from 20 million in 1900 to 200 million in 2000.
Galveston Bay
30-08-2006, 03:28
Perhaps something like a +1 production bonus that lasts for 10 years, but afterwards the resource is gone (over-extracting)?

really don't want to mess with this unless we really have to
Galveston Bay
30-08-2006, 03:30
Understood.

However, I was wondering if I could migitate the death rates by increasing social services to Level II (better education means better doctors and healthcare systems) and build hospitals in Chile to treat the sick and wounded?

Sorry if I'm kind of chafing at the mouth, but I'm trying to find a way to increase Chile's population so that I'll have more people and economy to work with. Probably not a 5% population growth, but I'd be quite happy if I could manage somewhere between 2% to 3% growth. After all, Brazil zoomed from 20 million in 1900 to 200 million in 2000.

and has horrific social problems as a result to go with that

increased social spending will help however, just not sure how much
Elephantum
30-08-2006, 03:38
really don't want to mess with this unless we really have to

I understand and, to be honest, completely agree. That just seemed the simplest way to make a rule to that end. However, as Abbassia pointed out, it doesn't take all situations into account.
New Dracora
30-08-2006, 05:46
resources given for Australia, and most other nations, are not for where they actually are, but where the principal point of export and collection for shipment is. Basically to provide an easy reference point.

Ah ok, that makes more sense.

Also... I don't suppose you could spare a coal point or two to represent the resource operations of the time at Newcastle, La Trobe valley and Blair Athol could you? *innocent stare*
Galveston Bay
30-08-2006, 18:12
military thread to go up later today, with costs of units
Whittlesfield
30-08-2006, 18:15
Sounds good.
Sukiaida
31-08-2006, 02:37
Yep sounds good.
Thiomalea
31-08-2006, 03:00
somebody reassure me or re-educate me, I have 7.5 million people and 6 food points, am I in a Famine?
New Dornalia
31-08-2006, 03:25
working on that actually

Cool. Just need a slight update on those rules. I want to do something, but I need economic stats first.
Kirstiriera
31-08-2006, 03:28
Thiomalea, I believe you would be in a food deficit situation... (You only have 6 food production points, when 7.5 points of food production may be needed for your population.)
Thiomalea
31-08-2006, 03:32
Thiomalea, You would be in a food deficit situation... (You only have 6 food production points, when 7.5 points of food production are needed for your population...)

oh right, I get it now.
Galveston Bay
31-08-2006, 06:05
somebody reassure me or re-educate me, I have 7.5 million people and 6 food points, am I in a Famine?

in normal peacetime conditions its assumed food is imported.. only in unusual circumstances do you have to worry about famines
Sukiaida
31-08-2006, 14:32
So basically it's a, "we'll cross that bridge when we get there sorta thing."
Cylea
31-08-2006, 15:10
assuming a food deficit during peace time, do you have to allocate budget points to bring that food in, just as nations with surpluses can gain points by selling?
Sukiaida
31-08-2006, 15:14
OOH good question. I'd gather it's probably the same cost. Like If 25 surplus food brings 2.5 points. If you need 25 points of food, it costs 2.5 points.
Galveston Bay
31-08-2006, 17:16
assuming a food deficit during peace time, do you have to allocate budget points to bring that food in, just as nations with surpluses can gain points by selling?

you just gain points from selling (representing taxes etc). Governments don't have to allocate budget points to bring food in during normal conditions.
[NS]Parthini
01-09-2006, 03:05
What's the maximum amount we can get from commerce?

Also, do we have to pay the 5 points for intel agencies and (although this should go somewhere else) have I already begun Super Dreadnought Research or do I have to begin it now?

Also, can I do infrastructure upgrades for Britain or have they already been done?
Middle Snu
01-09-2006, 03:14
I believe it's .2 per extra food point.
Sukiaida
01-09-2006, 04:15
You mean it's not .01 like it used to be?
Galveston Bay
01-09-2006, 04:32
You mean it's not .01 like it used to be?

yep, it changed
Galveston Bay
01-09-2006, 04:35
Parthini;11623055']What's the maximum amount we can get from commerce?

Also, do we have to pay the 5 points for intel agencies and (although this should go somewhere else) have I already begun Super Dreadnought Research or do I have to begin it now?

Also, can I do infrastructure upgrades for Britain or have they already been done?

no maximum, as there are now limits on how many shipping units you can have based on population. Yes you have to maintain your intelligence agency, no you can't research superdreadnoughts... you have to build historical ships in order of construction first (you have a lot of dreadnoughts to build first)

infrastructure upgrades for the UK already occured in the mid 19th Century when the UK went from tech level 3 to 4
[NS]Parthini
01-09-2006, 04:45
I read that 5 food points turn into 1 resource point so that's what I've done.

What tech level are all of my colonies, and is Ireland, since it's a part of the United Kingdom tech level 5?

Also, are we going to have a separate build thread, because I recommend it so that we don't clog this one up and so it will be easier to reference.

And no maximum.... hmmm *grins*

Do my 4 transport units count towards shipping? And what is the deal with Ocean Liners?
Cylea
01-09-2006, 18:32
i was under the impression builds would go on our nation threads at the front and that we would just supply the link to them here.
Galveston Bay
01-09-2006, 19:01
i was under the impression builds would go on our nation threads at the front and that we would just supply the link to them here.

that was my request
Galveston Bay
01-09-2006, 19:03
Parthini;11623388']I read that 5 food points turn into 1 resource point so that's what I've done.

What tech level are all of my colonies, and is Ireland, since it's a part of the United Kingdom tech level 5?

Also, are we going to have a separate build thread, because I recommend it so that we don't clog this one up and so it will be easier to reference.

And no maximum.... hmmm *grins*

Do my 4 transport units count towards shipping? And what is the deal with Ocean Liners?

tech levels are generally 1 or 2 except Ireland which is 3, and possibly others.. will look at it.

no your transports don't count

Ocean liners are considered commerce, essentially the same as airlines, maximum of 3 points worth of commerce from them however.
Sukiaida
01-09-2006, 21:08
Good I got some changes to do then.
Koryan
01-09-2006, 21:37
Tech level 4. – requires level 2 social services, 1 production center per 50 million people.

So, would Brazil advance to Tech Level 4 this year? It has 1 production center for it's pop of 20 million and can pay for Level 2 Social Services. It just seems a little wierd that the country would advance in tech on the first year of the game.
Galveston Bay
02-09-2006, 00:12
So, would Brazil advance to Tech Level 4 this year? It has 1 production center for it's pop of 20 million and can pay for Level 2 Social Services. It just seems a little wierd that the country would advance in tech on the first year of the game.

its possible..
Haneastic
04-09-2006, 15:05
Japanese Empire 1906 Builds
Population: 59 (47 Japanese, I had some slight different info than GB)
Production Centers: 5x2=10
Shipping: 4
Resources: 27
Food: 14
Total: 41
Growth: 5%

Military Maintenance: 28.15
2 BC
16 BB
8 AC
12 PC
60 DD
40 TB
2 Infantry Corps
5 Substandard reserve Infantry Corps
5 Reserve Infantry Corps
1 HQ
1 Cavalry Corp
3 Marine Brigades
3 Substandard Cavalry Divisions
15 Reserve Militia Corps
2 Reserve HQ’s

Level 2 Social Safety for All: 12
Left: 19.85

Buy:
8 Shipping Units: 24
2 Protected Cruisers: 2
Protected Cruiser: .85
Artitsa
04-09-2006, 15:25
shouldn't you only be getting income points for food if its a surplus? AND, five food points make one resource point, so in this case, you'd only be looking at two points.
Lesser Ribena
04-09-2006, 15:51
Also don't foget your armies are only provisional listings until GB turns them into in-game units.
Haneastic
04-09-2006, 17:50
shouldn't you only be getting income points for food if its a surplus? AND, five food points make one resource point, so in this case, you'd only be looking at two points.


sorry about that, I didn't see all the rules, will be updated tonight.

LR: I roughly calculated what you posted and converted it
Galveston Bay
05-09-2006, 19:13
Special Rules
Transcontinental Railroad projects
Cape to Cairo Rail line 1 point per 100 miles, maximum 300 miles a year

Baghdad to Berlin railline 1 point per 200 miles in Europe, 1 point per 100 miles in Asia, maximum 400 miles a year in Europe, 300 miles a year in Asia. No bridges of Dardenelles (uses ferries)

Upgrading TransSiberian Railway from single track to double track 1 point per 200 miles, maximum 400 miles a year

Fortresses
cost 1 point a year to maintain, but take 1 point a year for 5 years to build

new and answers to some questions I have been getting
Koryan
06-09-2006, 22:05
Market Economy Budget cuts, Income reduced by 1 /2, growth 5%. Each production center provides 2 points

So industrial output is halved AND total income is halved? (including Food exports, Natural Resources?) Wouldn't this mean production centers would actually be worth 1 point?
Haneastic
06-09-2006, 22:12
So industrial output is halved AND total income is halved? (including Food exports, Natural Resources?) Wouldn't this mean production centers would actually be worth 1 point?

4 for a production center is normal. I think maybe only the production center is halved. Anyways, here's my new tenative build:

Japanese Empire 1906 Builds
Population: 59 (47 Japanese, I had some slight different info than GB)
Production Centers: 5x2=10
Shipping: 4
Resources: 29 (2 from food)
Coal: 5
Total: 48
Growth: 5%

Military Maintenance: 17.65
4 infantry corps
1 cavalry division
1 light infantry division (Guards)
15 reserve infantry corps
1 light infantry brigade (Special Naval Landing Force)
14 Battleships
8 Armored Cruisers
12 Protected Cruisers
3 destroyer flotillas
3 torpedo boat flotillas

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan (Korea), Tainan (Formosa), Port Arthur (Manchuria)

Level 2 Social Safety for All: 12
Left: 18.35

Buy:
6 Shipping Units: 18
1 Shipping Unit: .35

+2 from China= 2 Fortresses (Lushun, Harbin)
Galveston Bay
07-09-2006, 16:54
So industrial output is halved AND total income is halved? (including Food exports, Natural Resources?) Wouldn't this mean production centers would actually be worth 1 point?

no, just industrial output... sorry if that isn't clear

fixed it, and production centers are worth 2 points at cut spending level
Abbassia
07-09-2006, 17:24
The Economic data regarding Albania would be helpful
Galveston Bay
07-09-2006, 18:05
The Economic data regarding Albania would be helpful

Albania (includes Macedonia and Kosovo) tech level 2, population 2.3 million, resources 3, food production 6
1 light infantry brigade, no navy, 1 fortress (Skutari)
Abbassia
07-09-2006, 18:09
Thanks,

EDIT: Although, Do I keep the Ottoman fortress in Skutari?
Sukiaida
07-09-2006, 19:55
YAY!!! Welcome as Albania.
Canadstein
07-09-2006, 23:48
Ethiopia 1906 Build

Population: 12.5 million
Resources: 3

Maintenance: .50 points
5 Light Infantry Divisions (1 Imperial Guard and 4 Regional Forces)

Training of Troops: 2.50 points
2 Militia Divisions
2 Militia Brigades
Amestria
08-09-2006, 08:07
Budgets

Budget: 1906 (Normal Spending)

Growth: 3% (1.92) One New Production Center in Montpellier

Income: 28 production points + 30 resource points + 6 commerce points = 64 points

Social Expenses: 8.2 points for Level II social services in Metropolitan France and French Colonial Communities + .1 for Level I social services in New Caledonia + 1 point for Algerian road and railway improvement (year 1 of 3) + 1 point for Algerian Level II Social Services = 10.3 points

Military Expenses/Maintenance : 53.7

French Army (conscript force)
Regular Army (may not serve outside of France in peacetime)
1 HQ: 1 point
4 Infantry corps: 2 points
2 Cavalry Corps: 1 point
2 Mountain Divisions: .20
1 fortress division (Verdun): .5 point
Verdun Fortress: 1 point
1 light infantry brigade (marine light infantry): .25

Reserve Army
2 HQ: 2 points
20 Infantry corps: 10 points
12 reserve infantry corps: 3 points
4 cavalry corps: 2 points

Armée d'Afrique (can only be stationed in France during wartime)
1 HQ unit: 1 point
3 infantry corps (Algeria): 1.5 points
3 reserve infantry corps (Algeria): .75
4 cavalry corps (Algeria): 2 points

Colonial Army
1 garrison unit (French Equatorial Africa): .25
1 garrison unit (Madagascar): .25
1 cavalry corps (French Northwest Africa): .5
3 garrison units (French Indochina): .75
1 garrison unit (New Caledonia): .25
1 garrison unit (Tahiti): .25

Legion Estranger (French Foreign Legion)(cannot be in France except during wartime)
2 Light infantry brigades (Algeria): .20
1 Light Infantry brigade (French Indochina): .10
1 Light infantry brigade (Djibouti): .10


French Navy
Tech level 5 warships
1 destroyer flotilla: .10 points

Tech level 4.5 warships

BB1: 4 points

CA: 4.75

CP: 2.4

1 destroyer flotilla: .10 points

1 torpedo boat flotilla: .10
2 coast defense submarine flotillas: .20
2 gunboat flotillas (1 for Africa, 1 for Pacific): .20

Naval yards: Brest, Toulon, St Nazaire: 3 points
Naval Bases: Cherbourg, Dunkirk, Oran, Dakar, Saigon, Tahiti: 3 points
Other major ports: Marseilles, Bordeaux

5 points for Intelligence Agency
Galveston Bay
08-09-2006, 20:25
population of Cuba added in
Galveston Bay
08-09-2006, 20:42
Morocco adjusted
Sukiaida
08-09-2006, 20:48
Wait I thought we just linked to our budgets.
Abbassia
09-09-2006, 09:56
1906:
Population: 2.3 Million
Tech Level: 2

Income:
Resource points: 3 points
Food Export: 0.74 points
From Bulgaria: 1.95 points

Total: 5.69 points

Expenses:
Maintenance: 1.1 points
Level I Social Services: 0.23 points
2 Reserve Infantry Corps: 4 points (using weapons provided by Bulgaria)
Infrastructure Construction: 0.36/0.46

______________________________________________
Bulgarian Economic Build
______________________________________________
1906
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4

Total Income: 7 points

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
2 Reserve Infantry Corps Construction: 4 points
To Albania: 1.95 points
Amestria
09-09-2006, 10:10
How did you arrive at six points?
Abbassia
09-09-2006, 10:13
Oh sorry my mistake
Amestria
09-09-2006, 21:42
From Albania: 0.41 points

Abbassia: Albania would NOT send Bulgaria money or aid, its too poor.
Abbassia
09-09-2006, 21:50
Abbassia: Albania would NOT send Bulgaria money or aid, its too poor.

It would if it had a military pact with it and wanted to develop a better army.
Abbassia
09-09-2006, 21:51
1906:
Population: 2.3 Million
Tech Level: 2

Income:
Resource points: 3 points
Food Export: 0.74 points

Total: 3.74 points

Expenses:
Maintenance: 1.1 points
Level I Social Services: 0.23 points
To Bulgaria: 2.05
Infrastructure Construction: 0.37/0.46

______________________________________________
Bulgarian Economic Build
______________________________________________
1906
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4
From Albania: 2.05 points

Total Income: 9.05

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
2 Regular Infantry Corps Construction: 8 points

Done with final build
Amestria
09-09-2006, 22:02
1906:
Population: 2.3 Million
Tech Level: 2

Income:
Resource points: 3 points
Food Export: 0.74 points

Total: 3.74 points

Expenses:
Maintenance: 1.1 points
Level I Social Services: 0.23 points
To Bulgaria: 2.05
Infrastructure Construction: 0.37/0.46

______________________________________________
Bulgarian Economic Build
______________________________________________
1906
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4
From Albania: 2.05 points

Total Income: 9.05

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
2 Regular Infantry Corps Construction: 8 points

No way in hell poor Albania would give 2/3rds of its income to Bulgaria when it has its own pressing needs... Clearly Abbassia should not handle the Albanian builds if he thinks this is okay. This is a cheap and transparant ploy to benefit Bulgaria as he assumes control of it.
Safehaven2
09-09-2006, 22:05
I have to agree with Amestria, Albania would not give Bulgaria any money, they barely have any themselves.
Abbassia
09-09-2006, 22:18
1906:
Population: 2.3 Million
Tech Level: 2

Income:
Resource points: 3 points
Food Export: 0.74 points
From Bulgaria: 1.95 points

Total: 5.69 points

Expenses:
Maintenance: 1.1 points
Level I Social Services: 0.23 points
Regular Infantry Corps: 4 points (using weapons provided by Bulgaria)
Infrastructure Construction: 0.36/0.46

______________________________________________
Bulgarian Economic Build
______________________________________________
1906
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4

Total Income: 7 points

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
Regular Infantry Corps Construction: 4 points
To Albania: 1.95 points

Edited it so Bulgaria gives Albania Money with same result
Amestria
09-09-2006, 22:30
Edited it so Bulgaria gives Albania Money with same result

If Bulgaria felt a war was coming up (which they surely do) they would use that money to build themselves up, not someone else, and then there is the military...would they let their government send two points, a big chunk of Bulgaria's budget, to Albania which could have been used on Bulgaria's military if you were worried about war...?

Now Albania does guard the Eastern Border, but still...this issue needs to be clarified and ruled on by a mod.
Sharina
09-09-2006, 23:25
If Bulgaria felt a war was coming up (which they surely do) they would use that money to build themselves up, not someone else, and then there is the military...would they let their government send two points, a big chunk of Bulgaria's budget, to Albania which could have been used on Bulgaria's military if you were worried about war...?

Now Albania does guard the Eastern Border, but still...this issue needs to be clarified and ruled on by a mod.

Perhaps Bulgaria has already maxed out its military capacity and is using the money to increase Albania's military capacity?
Haneastic
09-09-2006, 23:40
Perhaps Bulgaria has already maxed out its military capacity and is using the money to increase Albania's military capacity?

that's not it at all, you missed the conversation on this
Galveston Bay
10-09-2006, 01:11
If Bulgaria felt a war was coming up (which they surely do) they would use that money to build themselves up, not someone else, and then there is the military...would they let their government send two points, a big chunk of Bulgaria's budget, to Albania which could have been used on Bulgaria's military if you were worried about war...?

Now Albania does guard the Eastern Border, but still...this issue needs to be clarified and ruled on by a mod.

ooc
I am ok with it this year because both nations are newly freed from Turkish rule and would be inclined to cooperate at bit in the short term until they determined who their threats were.
Toopoxia
10-09-2006, 01:17
Alright, correct me if I slip up and do somthing wrong here

Belgium 1906 Build

Maintenance
2.25
Education and Safety Net
3 Level III
Military
4 Garrison Divisions

Total: 13.5
Amestria
10-09-2006, 01:26
This is Belgiums army:

Belgian Army (volunteer force)
1 garrison unit, 1 fortress (Leige), 1 infantry corps, 1 reserve infantry corps

colonial forces
1 garrison unit (Belgian Congo)

Your Maintenance should be 2.25 points
Haneastic
10-09-2006, 01:28
This is Belgiums army:

I think that's what he was buying
Amestria
10-09-2006, 01:29
I think that's what he was buying

Maintenance should be 2.25 points.
Toopoxia
10-09-2006, 01:31
This is Belgiums army:



Your Maintenance should be 2.25 points

gah my bad, I missed off the Infantry Corp, I'll edit now...
Amestria
10-09-2006, 01:41
gah my bad, I missed off the Infantry Corp, I'll edit now...

You also need to update the military listed in your factbook.
Toopoxia
10-09-2006, 01:43
You also need to update the military listed in your factbook.

I think I need to redo my Factbook, otherwise it's gonna be a real pain continuosly switching between Thiomalea and Toopoxia.
Amestria
10-09-2006, 02:15
I think I need to redo my Factbook

Probably...
Abbassia
10-09-2006, 17:04
1906:
Population: 2.3 Million
Tech Level: 2

Income:
Resource points: 3 points
Food Export: 0.74 points
From Bulgaria: 1.95 points

Total: 5.69 points

Expenses:
Maintenance: 1.1 points
Level I Social Services: 0.23 points
2 Reserve Infantry Corps: 4 points (using weapons provided by Bulgaria)
Infrastructure Construction: 0.36/0.46

______________________________________________
Bulgarian Economic Build
______________________________________________
1906
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4

Total Income: 7 points

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
2 Reserve Infantry Corps Construction: 4 points
To Albania: 1.95 points

Made a change in military builds, basicly building reserves instead of Regulars.
Cylea
10-09-2006, 20:30
Link to US build for 1906:

http://forums.jolt.co.uk/showpost.php?p=11609243&postcount=2

an ooc note. American economy is jawdropping. That is all. :)
Haneastic
10-09-2006, 20:35
OOC: *jaw drops*

Oh...My...God...

We are so screwed
[NS]Parthini
10-09-2006, 21:12
http://forums.jolt.co.uk/showpost.php?p=11664879&postcount=71

Not too shabby :)
[NS]Parthini
10-09-2006, 21:44
Do I really only have 5 coal in my entire Empire?
Safehaven2
10-09-2006, 21:59
Parth, you have way to many points from food considering it takes 5 food points to make 1 point money wise, and I don't think you have more than 20 extra food, especially with Britain and India being short on home grown food.
[NS]Parthini
10-09-2006, 22:02
Parth, you have way to many points from food considering it takes 5 food points to make 1 point money wise, and I don't think you have more than 20 extra food, especially with Britain and India being short on home grown food.

Ack, you're right. I miscalculated everything.

Builds are so stupid...
Safehaven2
10-09-2006, 22:08
Link to US build for 1906:

http://forums.jolt.co.uk/showpost.php?p=11609243&postcount=2

an ooc note. American economy is jawdropping. That is all. :)

Cylea, you can't build Battlecruisers, you have to research them for 6 points first.
Lachenburg
10-09-2006, 22:52
Canadian Federal Budget 1906 (http://forums.jolt.co.uk/showpost.php?p=11610829&postcount=2)
Cylea
10-09-2006, 23:01
Cylea, you can't build Battlecruisers, you have to research them for 6 points first.

ya, i was just reminded of that. My bad--its corrected. Thanks!
Galveston Bay
10-09-2006, 23:09
Parthini;11665028']Do I really only have 5 coal in my entire Empire?

good thing North America has lots to ship to you isn't it
[NS]Parthini
10-09-2006, 23:49
Can I export growth before I am maxed out?
[NS]Parthini
10-09-2006, 23:59
http://forums.jolt.co.uk/showpost.php?p=11605786&postcount=2

fixed British Build
Amestria
11-09-2006, 01:35
Moroccan Budget for 1907

Population 4.5 million (including modern day Western Sahara), tech level 2, production centers 0, resources 6 (Casablanca 6), food production 5

2 resources each to France and Germany, 1 resource to Spain, .5 for Level I Social Services, .25 for maintenance of one Spahi Cavalry division, and .25 of a point for the maintenance of one Garrison unit.
Malkyer
11-09-2006, 01:40
Population 4.5 million (including modern day Western Sahara), tech level 2, production centers 0, resources 6 (Casablanca 6), food production 5

Isn't Western Sahara the Spanish colony of Rio de Oro at this point in history?
Amestria
11-09-2006, 01:42
Isn't Western Sahara the Spanish colony of Rio de Oro at this point in history?

Spain is the protecting power and its still part of Morocco.
Koryan
11-09-2006, 22:02
Brazilian 1907 Builds (http://forums.jolt.co.uk/showthread.php?p=11669217#post11669217)
Rodenka
11-09-2006, 22:04
Rumanian '07 Build (http://forums.jolt.co.uk/showpost.php?p=11669231&postcount=6)
Galveston Bay
11-09-2006, 22:41
NPC 1906-07 builds


Peru
population 3.6 million, tech level 2, production 0, resources 6 (Lima 6, 3 to US, 3 for domestic use)
1906 builds (budget 3) level 2 social services .72 points, army (1 garrison unit) .25 points, construction production center (for Lima year 1 of 12) 2 points
1907 as above

Persia
Population 10 million, tech level 2, resources 2, oil 1 (Ahvaz 1) food production is 10 (oil resource goes to British)
Persia
1 cavalry corps
1906 builds (budget 2), level 1 social services 1 point, military maintenance .25, corruption penalty .75 points

Republic of Mexico
Population 14.5 million, tech level 3, production centers 0, resources 12 (Chihuahua 6, Leon 6), Oil 2 (Yucatan 2) food production 35
Mexico conscript force
Regulars
3 garrison units (Mexico City, Tampico, Vera Cruz), 3 cavalry divisions (Chihuahua, Monterrey, Leon)
Reserves
20 militia infantry divisions, 3 militia cavalry divisions
1906 builds (budget 18) level 1 social services 1.5, military maintenance 7.25, corruption penalty 1.25, production center construction (Mexico City year 1 of 3) 8 points
1907 builds (as above)

Kingdom of Denmark
Population 2.5 million, tech level 3, production centers 0, resources 6 (Copenhagen 6), food production: 8
Colonies: Iceland, Faeroe Islands, Virgin Islands, Greenland (negligible population that require food imports), however Fishing rights provide Denmark with 1 resource a year
Commerce: 1 shipping unit
Royal Danish Navy
Tech level 4
Coast defense BB2
Tordenskjold
CP
Heimdal, Gejser, Hekla, Valkyrien
No naval bases or yards, major port: Copenhagen (repair work done in England or Germany)
Danish Army conscript force
Regular forces
1 garrison unit
reserve forces
2 infantry corps
1906 builds (budget 4.5) military budget: 1.1, level 2 social services .5, construction of production center at Copenhagen (year 1 of 8) 3 points
1907 builds (as above)

Kingdom of Norway
Population 2.3 million, tech level 3, production centers 0, resources 6 (Stavanger 6) food production: 7, commerce: 1 shipping unit
Royal Norwegian Navy
Tech level 4.5
Coast defense BB1
Norge, Eidsvold
CP
Tordenskjold, Harald Haarfagre
Plus 1 torpedo boat flotilla
Naval base: Oslo (repair work at either British or German ports)
Norwegian Army conscript force
1 coast defense fortress unit (Oslo), 3 reserve light infantry brigades
1906 builds: (budget 7.5) military maintenance: 1.75, level 2 social spending .5, production center construction (year 1 of 5) 5 points, coast defense fortress unit for Narvik (year 1 of 8) .25 points
1907 builds (as above)

Kingdom of Serbia
Population 2.6 million, tech level 3, production centers 1 (Belgrade 1) Coal 1, food production 4
Military is a conscript force
Regular forces
4 mountain divisions
Reserve forces
3 infantry corps
Builds 1906 – military maintenance 1.8, partial level 1 social services (funded from food exports and excess left over after military spending to 2.3 million people, in other words, rare in rural areas), 2 points to convert 1 infantry corps into a fortress corps
Builds 1907- military maintenance is 1.9, level 1 social services for entire population (.26 points), add a mountain division (2 points) (excess funded from food exports)
(Belgrade now is the home of a reserve fortress corps)

Lack significant economies in game terms or spend entire budget on domestic concerns (and will be added should it be needed)
Switzerland
New Zealand
Paraguay
Ecuador
Venezuela
Colombia
Uruguay
Bolivia
Nicaruaga
Haiti
Dominican Republic
Guatemala
Honduras
Costa Rica
El Salvador
Liberia
Galveston Bay
11-09-2006, 23:15
new

Passenger liners can also be built (maximum 1 per 5 million people). They provide .5 points a year for each unit, and can be used during wartime as fast transports. A maximum of 2 points can be earned from ocean liners, and they count in addition to what is earned from merchant shipping. They cost 3 points a year for 2 years and consist of 4 ocean liners large enough to carry 1,000 passengers or more.
Haneastic
11-09-2006, 23:15
Japanese Empire 1907 Builds
Population: 61
Production Centers: 8x2=16
Shipping: 11
Resources: 27 (2 from food)
Coal: 5
Total: 59
Growth: 5%

Military Maintenance: 18.65
4 Infantry Corps
1 Cavalry Division
1 Light Infantry Division (Guards)
15 Reserve Infantry Corps
1 Light Infantry Brigade (Special Naval Landing Force)
14 Battleships
8 Armored Cruisers
12 Protected Cruisers
3 destroyer flotillas
3 torpedo boat flotillas

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan (Korea), Tainan (Formosa), Port Arthur (Manchuria)

Level 2 Social Safety for All: 12
Left: 28.35

Buy:
Aid to the KMT: 2
5 Shipping Units: 15
Operation Manchuria: 1.35
2 Dreadnoughts (contracting Germany to build it): 8
(Reserve) Infantry Corp: 2

+2 from China= 2 Fortresses (Lushun, Harbin)
Amestria
11-09-2006, 23:33
In 1907 Russia provides 5 points to the Shah of Persia for his own use.

http://forums.jolt.co.uk/showpost.php?p=11608284&postcount=3
Galveston Bay
11-09-2006, 23:47
NPC 1906-07 builds


Peru
population 3.6 million, tech level 2, production 0, resources 6 (Lima 6, 3 to US, 3 for domestic use)
1906 builds (budget 3) level 2 social services .72 points, army (1 garrison unit) .25 points, construction production center (for Lima year 1 of 12) 2 points
1907 as above

Persia
Population 10 million, tech level 2, resources 2, oil 1 (Ahvaz 1) food production is 10 (oil resource goes to British)
Persia
1 cavalry corps


1906 builds (budget 2), level 1 social services 1 point, military maintenance .25, corruption penalty .75 points
1907 builds, as above +5 points aid from Russia used to buy 2 light infantry divisions and 1 light infantry brigade

Republic of Mexico
Population 14.5 million, tech level 3, production centers 0, resources 12 (Chihuahua 6, Leon 6), Oil 2 (Yucatan 2) food production 35
Mexico conscript force
Regulars
3 garrison units (Mexico City, Tampico, Vera Cruz), 3 cavalry divisions (Chihuahua, Monterrey, Leon)
Reserves
20 militia infantry divisions, 3 militia cavalry divisions
1906 builds (budget 18) level 1 social services 1.5, military maintenance 7.25, corruption penalty 1.25, production center construction (Mexico City year 1 of 3) 8 points
1907 builds (as above)

Kingdom of Denmark
Population 2.5 million, tech level 3, production centers 0, resources 6 (Copenhagen 6), food production: 8
Colonies: Iceland, Faeroe Islands, Virgin Islands, Greenland (negligible population that require food imports), however Fishing rights provide Denmark with 1 resource a year
Commerce: 1 shipping unit
Royal Danish Navy
Tech level 4
Coast defense BB2
Tordenskjold
CP
Heimdal, Gejser, Hekla, Valkyrien
No naval bases or yards, major port: Copenhagen (repair work done in England or Germany)
Danish Army conscript force
Regular forces
1 garrison unit
reserve forces
2 infantry corps
1906 builds (budget 4.5) military budget: 1.1, level 2 social services .5, construction of production center at Copenhagen (year 1 of 8) 3 points
1907 builds (as above)

Kingdom of Norway
Population 2.3 million, tech level 3, production centers 0, resources 6 (Stavanger 6) food production: 7, commerce: 1 shipping unit
Royal Norwegian Navy
Tech level 4.5
Coast defense BB1
Norge, Eidsvold
CP
Tordenskjold, Harald Haarfagre
Plus 1 torpedo boat flotilla
Naval base: Oslo (repair work at either British or German ports)
Norwegian Army conscript force
1 coast defense fortress unit (Oslo), 3 reserve light infantry brigades
1906 builds: (budget 7.5) military maintenance: 1.75, level 2 social spending .5, production center construction (year 1 of 5) 5 points, coast defense fortress unit for Narvik (year 1 of 8) .25 points
1907 builds (as above)

Kingdom of Serbia
Population 2.6 million, tech level 3, production centers 1 (Belgrade 1) Coal 1, food production 4
Military is a conscript force
Regular forces
4 mountain divisions
Reserve forces
3 infantry corps
Builds 1906 – military maintenance 1.8, partial level 1 social services (funded from food exports and excess left over after military spending to 2.3 million people, in other words, rare in rural areas), 2 points to convert 1 infantry corps into a fortress corps
Builds 1907- military maintenance is 1.9, level 1 social services for entire population (.26 points), add a mountain division (2 points) (excess funded from food exports) + 3 points of aid from Russia used to upgrade another infantry corps into a fortress corps, and 1 point used to help Montenegro improve its reserve militia corps into a reserve infantry corps.
(Belgrade now is the home of a reserve fortress corps)

Lack significant economies in game terms or spend entire budget on domestic concerns (and will be added should it be needed)
Switzerland
New Zealand
Paraguay
Ecuador
Venezuela
Colombia
Uruguay
Bolivia
Nicaruaga
Haiti
Dominican Republic
Guatemala
Honduras
Costa Rica
El Salvador
Liberia

amended to reflect Russian aid to Persia and Serbia
Canadstein
12-09-2006, 01:32
Ethiopia 1907 Build

Population: 12.5 million
Resources: 3

Maintenance: 2.20 points
4 Light Infantry Divisions (1 Imperial Guard and 3 Regional Forces)
2 Militia Divisions
2 Militia Brigades

Training of Troops: .50 points
2 Militia Brigade

Secret Plan: .30 points
Ato-Sara
12-09-2006, 07:00
Portuguese 1907 Build (http://forums.jolt.co.uk/showpost.php?p=11613955&postcount=3)
Amestria
12-09-2006, 10:08
French Budgets (http://forums.jolt.co.uk/showpost.php?p=11632409&postcount=4)
Haneastic
12-09-2006, 23:22
French Budgets (http://forums.jolt.co.uk/showpost.php?p=11632409&postcount=4)

Amestria, your production centers replace resource units, so you should lose 3 resource points from your 1907 budget
Kirstiriera
13-09-2006, 00:29
Swedish Preminary Build for 1906 and Military Lists: http://forums.jolt.co.uk/showthread.php?t=497597

OOC: I may need some help with the numbers and things like that, but I have a good idea of what I want the Kingdom to be... I admit to need help with correcting the builds and making sure I was on the right track...
Safehaven2
13-09-2006, 01:21
http://forums.jolt.co.uk/showpost.php?p=11635023&postcount=2
My stuff
Amestria
13-09-2006, 02:10
Amestria, your production centers replace resource units, so you should lose 3 resource points from your 1907 budget

Those resources are coming from the colonies.
Haneastic
13-09-2006, 02:11
Those resources are coming from the colonies.

yea, but didn't they already exist in 1906? A production center replaces a resource point, so eventualy all resources are gone and there's only production centers
Amestria
13-09-2006, 02:16
yea, but didn't they already exist in 1906? A production center replaces a resource point, so eventualy all resources are gone and there's only production centers

That applies to France, not the colonies. The growth is happening in France only, the colonies do not grow.
Haneastic
13-09-2006, 02:22
That applies to France, not the colonies. The growth is happening in France only, the colonies do not grow.

But you have resources in France don't you? They get replaced by production centers as the rules say
Amestria
13-09-2006, 02:34
But you have resources in France don't you?

No.
Galveston Bay
13-09-2006, 03:58
But you have resources in France don't you? They get replaced by production centers as the rules say

France already replaced its resources at home with production centers

industrializing colonies is a player option but not required
Amestria
13-09-2006, 11:41
How much in todays dollars is one point worth? Is it worth 1 billion, 100 million, 50 million, or ten million? I ask because I am confused (last time it was one billion but now that I think about it that is very out of date given we are back to the begining of the century). So what, roughly, does one point equal in todays dollars?
Galveston Bay
13-09-2006, 16:00
How much in todays dollars is one point worth? Is it worth 1 billion, 100 million, 50 million, or ten million? I ask because I am confused (last time it was one billion but now that I think about it that is very out of date given we are back to the begining of the century). So what, roughly, does one point equal in todays dollars?

several million, and it increases over the cost of the century very steadily, sometimes abruptly. Its not really in dollar values anyway but more of a game mechanic
Amestria
13-09-2006, 19:15
Gb: Tg
[NS]Parthini
13-09-2006, 21:49
France already replaced its resources at home with production centers

industrializing colonies is a player option but not required

So we can Industrialize our colonies before we have maxed out our homelands?
Malkyer
14-09-2006, 00:47
Argentine Budget 1907 (http://forums.jolt.co.uk/showpost.php?p=11622765&postcount=2)
Haneastic
14-09-2006, 01:10
Argentine Budget 1907[http://forums.jolt.co.uk/showpost.php?p=11622765&postcount=2 (http://forums.jolt.co.uk/showpost.php?p=11622765&postcount=2)

Battlecruisers are automatically tech 5
Canadstein
14-09-2006, 02:40
How much does a production center cost?
Ottoman Khaif
14-09-2006, 02:42
How much does a production center cost?

24 points I belive.
Elephantum
14-09-2006, 02:44
Industrial centers may be built (for 48 points or 24 points if built to replace a resource area) or repaired (for 12 points). In addition, 2 damaged industrial centers can be combined (reflects salvage efforts) to form 1 undamaged industrial center. This represents direct government spending on industrialization, and only command economies may build industrial centers in their own countries. (as its direct competition with the free market). No more then 5 production centers a year may be added in this way by any one country.

From the main post
Artitsa
14-09-2006, 02:55
How much does a production center cost?

It won't matter.
Canadstein
14-09-2006, 02:58
It won't matter.

Did I ever say anything about my country. I was just wondering okay? Don't assume anything.
Artitsa
14-09-2006, 03:08
:) Sorry.

Anyways a lot of us were decided that you performed so well this time around, you could probably move up to a more important country.
Canadstein
14-09-2006, 03:17
I will once I'm done with Ethiopia. I plan on taking Mexico. Yep pretty far away from Europe and the only real major power is United States of America. Also sorrying for a being rude too you in the last post.
Cylea
14-09-2006, 03:32
I will once I'm done with Ethiopia. I plan on taking Mexico. Yep pretty far away from Europe and the only real major power is United States of America. Also sorrying for a being rude too you in the last post.

And I might point out that the same United States is rapidly mobilizing, has a President with an itchy trigger finger, and a rapidly increasing displeasure with most nations south of its border...but hey, w/e. Join the shooting gallery! ;)
Canadstein
14-09-2006, 03:38
Yeah well I'm going to get rid of the President since he is a dicator. During this whole time a revolution happen and I think that America will get involve by support who they like best.
Cylea
14-09-2006, 05:11
indeed they may....
Abbassia
14-09-2006, 10:20
1907:
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4
From Austro-Hungary: 2

Total: 7

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
1 Reserve Infantry Corps: 2 points
2 Reserve Mountain Division: 4 points
Shipping Investment: 1.95 points
Sukiaida
14-09-2006, 19:15
http://forums.jolt.co.uk/showthread.php?t=497212

There is SPain's 1907 Budget
Galveston Bay
14-09-2006, 21:53
1907:
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4
From Austro-Hungary: 2

Total: 7

Expenses:
Maintenance: 0.65
Social Services level I: 0.4 points
2 Reserve Infantry Corps Upgraded into regular status: 4 points
1 Reserve Infantry Corps: 2 points
Shipping Investment: 1.95 points

the maximum number of troops you can have with a population of 4 million, including reservists, is 10% of the population (400,000)

to get the structure you want your army will have to look like this
Bulgaria conscript force
Regular forces
4 mountain divisions, 1 cavalry division (100,000)
reserve forces
2 mountain divisions, 1 cavalry division, 3 infantry corps (285,000)

this leaves you about 15,000 men available, which would man the 3 naval units you are planning to get.
Abbassia
14-09-2006, 21:56
the maximum number of troops you can have with a population of 4 million, including reservists, is 10% of the population (400,000)

to get the structure you want your army will have to look like this
Bulgaria conscript force
Regular forces
4 mountain divisions, 1 cavalry division (100,000)
reserve forces
2 mountain divisions, 1 cavalry division, 3 infantry corps (285,000)

this leaves you about 15,000 men available, which would man the 3 naval units you are planning to get.

Oh, That never crossed my mind therefore I will be changing th build to accomedate this.
Haneastic
15-09-2006, 21:48
Japanese Empire 1908 Builds
Population: 61
Production Centers: 12x2=22
Shipping: 16
Resources: 24 (2 from food)
Coal: 5
Total: 69
Growth: 5%

Military Maintenance: 18.65
4 Infantry Corps
1 Cavalry Division
1 Light Infantry Division (Guards)
16 Reserve Infantry Corps
1 Light Infantry Brigade (Special Naval Landing Force)
14 Battleships
8 Armored Cruisers
12 Protected Cruisers
3 destroyer flotillas
3 torpedo boat flotillas

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan (Korea), Tainan (Formosa), Port Arthur (Manchuria)

Level 2 Social Safety for All: 12
Left: 38.35

Buy:
Operation Manchuria: 1.35
2 Dreadnoughts (contracting Germany to build it) (2/3): 8
2 Battlecruisers (contracting from Britain: 8
Improve Railroads and Roads (1/3): 12
2 Infantry Corps: 8
1 Reserve infantry Corp: 2

+2 from China= 2 Fortresses (Lushun, Harbin) (3/5)
Cylea
15-09-2006, 21:55
US Build for 1907. (sorry its so late, I'll get on 1908 early to make up for it!)

http://forums.jolt.co.uk/showpost.php?p=11685970&postcount=113
Sukiaida
15-09-2006, 21:56
http://forums.jolt.co.uk/showthread.php?t=497212

There is my 1908 build. Yep.
New Dornalia
15-09-2006, 21:57
1908 (1907's in my KMT thread)

1 pt from Foreign donations, 1 pt from Missionaries (OOC: This may have been a 1 time thing, if so, correct me on this, GB).

Free Spy network (Missionaries)

1 pt to begin organizing KMT Cells in South China
1 pt to begin recruitment in Eastern China, Shanghai and Beijing

All Info is SIC of course.
Galveston Bay
15-09-2006, 21:59
1908 (1907's in my KMT thread)

1 pt from Foreign donations, 1 pt from Missionaries (OOC: This may have been a 1 time thing, if so, correct me on this, GB).

Free Spy network (Missionaries)

1 pt to begin organizing KMT Cells in South China
1 pt to begin recruitment in Eastern China, Shanghai and Beijing

All Info is SIC of course.

its ongoing until indicated otherwise
New Dornalia
15-09-2006, 22:02
its ongoing until indicated otherwise

OOC: Kickass. Thanks, man.
Sharina
16-09-2006, 01:10
1906 Chile Build:

Economy Income: 12 resource points
Food Income: 0.8 points
Earthquake: -1 resource point

Other Income:

20 points from Canada (loan)
1 point from Portgual
9 points from America

Expeditures:

Level II Social Services: 0.6 points
Military Maintainence: 2.05 points

Spending:

6 points for 2 merchant shipping
24 points for 1 prod center
3 points for 1 cavalry division
2 points to upgrade 2 reserve militia corps to 2 reserve infantry corps
1 point to construct a fortress in Santiago (year 1 of 4... 1 / 4 points)
2.15 points for Project A

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

OOC:

I will post my 1907 builds once I know what has been happening in 1907 so far, plus any events that may arise from Project A in 1907.
Koryan
16-09-2006, 02:51
1908 Brazil Budget (http://forums.jolt.co.uk/showpost.php?p=11687070&postcount=9)
Haneastic
16-09-2006, 15:19
A fortress takes 5 years Sharina
Sharina
17-09-2006, 00:33
1906 Chile Build:

Economy Mode: Cut Spending
Production Centers: 1

Income:

Production Income: 2 points
Resources: 11 points
Commerce: 2 points (2 shipping)
Food Income: 0.8 points

Total Income: 15.8 points

Expeditures:

Level II Social Services: 0.6 points
Military Maintainence: 3.35 points

Spending:

3 points to upgrade 3 reserve militia corps to 3 reserve infantry corps
1 point to construct a fortress in Santiago (year 2 of 5... 2 / 5 points)
1 point to repay Canada Loan (1 / 22 points)
3 points to construct 1 passenger liner (year 1 of 2... 3 / 6 points)
0.6 points to Improve Infrastructure (year 1 of 3... o.6 / 1.8 points)
1.4 points to Project A
1 point to "Population Growth Incentive" (sustain a 2% to 2.5% population growth)
[NS]Parthini
17-09-2006, 17:06
Do you get production centers from Growth if you don't already have one? Somewhere I remember that...
Galveston Bay
17-09-2006, 18:47
Parthini;11692692']Do you get production centers from Growth if you don't already have one? Somewhere I remember that...

first production center has to be bought
Cylea
18-09-2006, 05:49
France cuts the following from its 1907 budget, giving it 3.2 spare points as of August (according to my math).

ooc: unfortunately probably not that much--halfway through the year means that to be fair you should probably only have 1.6 points left
New Dracora
18-09-2006, 08:01
Aussie Build 1908 (http://forums.jolt.co.uk/showthread.php?p=11696367&posted=1#post11696367post11696367)

A note to the US, Brazilian, and Russian players - We need to start trading soon, preferably the next build. Agreed?
Sukiaida
18-09-2006, 17:17
Oh by the way I know that I am just at my limit for a military and am building four ships. These 4.5 tech ships are to replace my tech 4 ships. So those are going to be scrapped once the tech 4.5 ships are finished.
Koryan
18-09-2006, 21:11
A note to the US, Brazilian, and Russian players - We need to start trading soon, preferably the next build. Agreed?

I already put the food-for-oil/coal trades in my 1908 build. Since it's an equal trade (10 food = 2 points, 1 oil/1 coal = 2 points) it doesn't really matter if Russia and the US aren't trading yet.
Samtonia
19-09-2006, 02:17
Norway 1908 builds:
7.5 income plus 6 loan(USA)
Military maintenance: 1.75
Level 2 social spending: .5
Production center construction (year 3 of 5): 5
Coastal defense fortress unit (Narvik) (Year 3 of 8): .25 points
Shipping Unit: 3
Cruise Ship Line (Year 1 of 2): 3
Kirstiriera
19-09-2006, 02:56
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year
Tech Level: 4.5
Production Centers: Stockholm 2
Resources: Stockholm 11
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 2 Shipping Units
Food Production: 8 Food Production Units

1908 Income: Production Income - 8 Points, Resources - 14 Points, Commerce - 2 Points [24 Total Points]
1908 Costs: Military Maintence - 7.9 Points (not including refueling), Supply Staff Cost - 4 Points, Level III Social Spending - 3 Points [14.9 Total Points]

OOC: I have TG Middle Snu several times and he is willing to help me with my builds.
New Dracora
19-09-2006, 06:36
I already put the food-for-oil/coal trades in my 1908 build. Since it's an equal trade (10 food = 2 points, 1 oil/1 coal = 2 points) it doesn't really matter if Russia and the US aren't trading yet.

Mkay, we'll make it 1908 then.

*Goes off to edit his build.*
Cylea
19-09-2006, 18:51
United States Build for 1908

http://forums.jolt.co.uk/showpost.php?p=11703193&postcount=123

A note to some: the US is in fact not participating in the Pacific Trade Deal in 1908. (see my thread for the reason) Hate to make people edit their builds again, but just for accuracy and all.
Koryan
19-09-2006, 21:20
Mkay, we'll make it 1908 then.

*Goes off to edit his build.*

No, I was saying that the point values are equal for Brazil and I'd be exporting food and importing coal/oil anyway so it doesn't matter if the rest of you aren't trading yet.
Sukiaida
19-09-2006, 22:09
If I put research into getting natural resources, would it be possible to get some. Example, Spain has small supplies of Oil, Natural Gas, and more Coal. So if I put research into it, when could I be able to start to get these natural resources. Just curious as they are all important for the future of my country.

Aka need info on Economic Research.
Canadstein
20-09-2006, 00:01
1908 Serbian Build
Kingdom of Serbia
Population 2.6 million, tech level 3, production centers 1 (Belgrade 1) Coal 1, food production 4
Military is a conscript force
Military Maintenance: 1.50
Regular forces
5 mountain divisions (3 facing Kosovo, 2 facing Macedonia)
Reserve forces
2 infantry corps (Border of Bulgaria)
1 fortress corps (Belgrade)
Level 2 Social Safety for All: .78
Tech level 4 Infrastructure .56
Left 1.16

Reached Tech Level 4 this year so does that mean I can get tech level 4 infrastructure?
Rodenka
20-09-2006, 02:50
Rumania 1908 Build (http://forums.jolt.co.uk/showpost.php?p=11669231&postcount=6)
Galveston Bay
20-09-2006, 03:25
If I put research into getting natural resources, would it be possible to get some. Example, Spain has small supplies of Oil, Natural Gas, and more Coal. So if I put research into it, when could I be able to start to get these natural resources. Just curious as they are all important for the future of my country.

Aka need info on Economic Research.

no

fossel fuel exploration and development is market driven, and at the moment there is a massive surplus as the Americans and Russians have huge amounts of oil and coal, and its readily available on world market.

Natural gas by the way is little used at this point, because coal is so available.

Large scale use of natural gas doesn't really happen until tech level 6, and for that matter, really big demand for oil takes place then too.
Samtonia
20-09-2006, 03:37
Galveston, sorry to nag and or bother you, but are you making progress on that shipping unit exception? Just being an old maid and wondering..... :P
Galveston Bay
20-09-2006, 07:17
Galveston, sorry to nag and or bother you, but are you making progress on that shipping unit exception? Just being an old maid and wondering..... :P

still considering it, will probably post a rule concerning it tomorrow
Sukiaida
20-09-2006, 17:55
So basically I have to wait for the Spanish Oil and COal to be found til it's in huge demand. Great dependent on others for supplies. I hate that.
Hosagovinia
20-09-2006, 22:55
Tag, and I guess Gavelston Bay is doing my builds for this year. :)
Bazalonia
21-09-2006, 02:51
tagorrific!
Sharina
21-09-2006, 12:19
Slight modfiications to the Argentine 1908 build.

Government Spending:

1x Battle Cruiser (tech level 5, built by Britain)-4 points (year 3 of 3)
Naval Yard-12 points (complete)
4x Light Cruiser (tech level 5, built in America)-4 points* (year 2 of 2)

2 points for upgrading 1 Reserve Infantry Corps to 1 Regular Infantry Corps
1.5 points to Project-I

Blue = unchanged from original build
Red = changed from original build
Galveston Bay
21-09-2006, 17:52
NPC 1906-07 builds plus 1908 builds


Peru
population 3.6 million, tech level 2, production 0, resources 6 (Lima 6, 3 to US, 3 for domestic use)
1906 builds (budget 3) level 2 social services .72 points, army (1 garrison unit) .25 points, construction production center (for Lima year 1 of 12) 2 points
1907 as above+ 10 points from US for a production center + 5 points for military aid used to buy 2 fortress divisions and 1 gunboat flotilla – 2 points from production center investment + 2 points for construction of merchant shipping unit
1908 level 2 social services .72 points, 1 point military, 1 point to finish shipping unit, + 12 points from US to finish production center for Lima+1 point US military aid (convert garrison unit to light infantry division) (will have 1 production center 1909)

Persia
Population 10 million, tech level 2, resources 2, oil 1 (Ahvaz 1) food production is 10 (oil resource goes to British)
Persia
1 cavalry corps
1906 builds (budget 2), level 1 social services 1 point, military maintenance .25, corruption penalty .75 points
1907 builds, as above +5 points aid from Russia used to buy 2 light infantry divisions and 1 light infantry brigade

Republic of Mexico
Population 14.5 million, tech level 3, production centers 0, resources 12 (Chihuahua 6, Leon 6), Oil 2 (Yucatan 2) food production 35
Mexico conscript force
Regulars
3 garrison units (Mexico City, Tampico, Vera Cruz), 3 cavalry divisions (Chihuahua, Monterrey, Leon)
Reserves
20 militia infantry divisions, 3 militia cavalry divisions
1906 builds (budget 18) level 1 social services 1.5, military maintenance 7.25, corruption penalty 1.25, production center construction (Mexico City year 1 of 3) 8 points
1907 builds (as above)
1908 builds (as above) (will have 1 production center beginning 1909)

Kingdom of Denmark
Population 2.5 million, tech level 3, production centers 0, resources 6 (Copenhagen 6), food production: 8
Colonies: Iceland, Faeroe Islands, Virgin Islands, Greenland (negligible population that require food imports), however Fishing rights provide Denmark with 1 resource a year
Commerce: 1 shipping unit
Royal Danish Navy
Tech level 4
Coast defense BB2
Tordenskjold
CP
Heimdal, Gejser, Hekla, Valkyrien
No naval bases or yards, major port: Copenhagen (repair work done in England or Germany)
Danish Army conscript force
Regular forces
1 garrison unit
reserve forces
2 infantry corps
1906 builds (budget 4.6) military budget: 1.1, level 2 social services .5, construction of production center at Copenhagen (year 1 of 8) 3 points, 3 points to Germany
1907 builds (as above) + 8 points from US for production center – 3 points from production center construction + 3 points for minesweeper flotilla and PT boat flotilla, 3 points to Germany
1908 builds military budget 1.6, level 2 social services .5, 3 points to Germany, 8 points from US for production center + 2 points internal investment on industrial center (will have 1 production center beginning 1909)

Lack significant economies in game terms or spend entire budget on domestic concerns (and will be added should it be needed)
Switzerland
New Zealand
Paraguay
Ecuador
Venezuela
Colombia
Uruguay
Bolivia
Nicaruaga
Haiti
Dominican Republic
Guatemala
Honduras
Costa Rica
El Salvador
Liberia
Galveston Bay
21-09-2006, 17:55
Commerce represents your international trade and for some nations may very well exceed what they produce domestically. That is fine and allowed and historically valid. Commerce points are added to the economy after production points are determined.

Merchant marine (international trade) adds 1 build point a year for every Half million tons of shipping (1 shipping unit) at tech levels 4 – 6. . Shipping isn’t just overseas trade but also internal trade, such as river barges, Great Lakes cargo ships etc. Each shipping units costs 3 points, build time 6 months. A nation cannot have more then 1 shipping units per 2 million people (somebody has to man them after all). Exceptions are Greece, Norway and the Netherlands, which have historically disproportionate sized merchant marines. They may have 1 shipping unit per 500,000 people.

new information
Haneastic
21-09-2006, 21:17
Commerce represents your international trade and for some nations may very well exceed what they produce domestically. That is fine and allowed and historically valid. Commerce points are added to the economy after production points are determined.

Merchant marine (international trade) adds 1 build point a year for every Half million tons of shipping (1 shipping unit) at tech levels 4 – 6. . Shipping isn’t just overseas trade but also internal trade, such as river barges, Great Lakes cargo ships etc. Each shipping units costs 3 points, build time 6 months. A nation cannot have more then 1 shipping units per 2 million people (somebody has to man them after all). Exceptions are Greece, Norway and the Netherlands, which have historically disproportionate sized merchant marines. They may have 1 shipping unit per 500,000 people.

new information


If we buy like 6 shipping units, can we get another one as a bonus? Like half the income would be .5 for the other half of the year, so they add up to another one? A stupid question, but one that's been nagging me
Bazalonia
22-09-2006, 02:55
Builds 1906-1908 Updated on the Danish D.N Page.

Though I do have a question about why we are giving Germany 3 points. I didn't see anything in the Special rules and noticed nothing in the German D/N page.

Can anyone help me out?
Galveston Bay
22-09-2006, 05:38
If we buy like 6 shipping units, can we get another one as a bonus? Like half the income would be .5 for the other half of the year, so they add up to another one? A stupid question, but one that's been nagging me

no bonus shipping units, but you can spend fractional points
Galveston Bay
22-09-2006, 05:41
Builds 1906-1908 Updated on the Danish D.N Page.

Though I do have a question about why we are giving Germany 3 points. I didn't see anything in the Special rules and noticed nothing in the German D/N page.

Can anyone help me out?

represents essentially subordinate status of Danish economy to German economy

eventually that will change even without political action
Bazalonia
22-09-2006, 06:06
So, the danish economy currently relies on items from germany so Danish Crowns go into the pockets of the German companies. And filter back to the government.
Galveston Bay
22-09-2006, 16:55
So, the danish economy currently relies on items from germany so Danish Crowns go into the pockets of the German companies. And filter back to the government.

however, for 1909, Denmark will have only 5 resources plus a production center plus its resource from Icelandic fishing. (production center replaced 1 resource)

so next year only 2 resources go to Germany
[NS]Parthini
23-09-2006, 02:24
South African Builds: http://forums.jolt.co.uk/showpost.php?p=11718794&postcount=5

British Builds:

http://forums.jolt.co.uk/showpost.php?p=11718701&postcount=142

http://forums.jolt.co.uk/showpost.php?p=11718778&postcount=143

ph33r t3h R0y@1 N@vy!!1!

(I blame Lachenburg and my network for the delay :p)
Haneastic
23-09-2006, 14:27
Will Japan benefit from manchurian resources in 1909, or wil have to wait until 1910 to solidify my control that much?
Kilani
23-09-2006, 15:31
GB, does RUssia have any coal?
Canadstein
23-09-2006, 15:36
1909 Serbian Build
Kingdom of Serbia
Population 2.6 million, tech level 4, production centers 1 (Belgrade 1) Coal 1, food production 4
Military is a conscript force
Military Maintenance: 1.50
Regular forces
5 mountain divisions (2 facing Kosovo, 2 facing Macedonia, 1 Border of Bulgaria)
Reserve forces
2 infantry corps (1 Border of Bulgaria, 1 Belgrade)
1 fortress corps (Belgrade)
Level 2 Social Safety for All: .78
Plan X 1.72
Elephantum
23-09-2006, 15:51
GB, does RUssia have any coal?

I'd imagine you have a fair amount, although perhaps it is not accessible this early in the RP.
Abbassia
23-09-2006, 16:07
1908:
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4

Total: 7

Expenses:

Maintenance: 1.3

Military:
2 Reserve Infantry Corps 0.25
1 Regular Cavalry divisions 0.25
8 Mountain Divisions 0.8

Social Services level II: 0.8 points
Production Centre: 4.9 points (4.9/24)

Please Note that I have estimated my Post-War Army with reference to the Balkan War and what I have been training in 1907.
_____________________________________________________
1909:
Population 4 million
Tech level 3

Income:
Production centers 0,
Resources 6 (Sofia 6)
Coal 1
Food production 4
From Rumania: 2 points (Year 1 out of 3)

Total: 7

Expenses:

Maintenance: 1.3

Military:
2 Reserve Infantry Corps 0.25
1 Regular Cavalry divisions 0.25
8 Mountain Divisions 0.8

Social Services level II: 0.8 points
Production Centre: 6.9 points (11.8/24)
Safehaven2
23-09-2006, 17:47
1908
German Empire
Population: 60 million, Tech level 5, production centers: 20 (Koln 2, Dusseldorf 2, Hamburg 1, Berlin 2, Essen 2, Munich 1, Breslau 1, Leipzig 1, Stettin 1, Frankfurt 1, Strasbourg 1, Chemnitz 1, Hanover 1, Bremen 1, Nuremberg 1, Stuttgart 1) Resources: 2 (Saarbrucken 1, Breslau 1), Oil 1 (Hannover 1) Coal 3
Food production: 47
German Empire:
Pacific territories: Resources 1, food production 2, population 2 million (tech level 0)
German East Africa: Resources 3, food production 4, population 3.5 million
German Equatorial Africa: Resources 1, food production 2, population 2 million
German Southwest Africa: Resources 1, food production .5, population .5 million
German Morocco (Rabat, Agadir and Tangier): Resources 2, food production ??, population: .75 million
Commerce: 15 shipping units, 2 ocean liner units, 2 Zepellin


80 Production, 2 resources, 17 shipping, 2 Zepellin, 6 colony’s, 3 Denmark, 2 Morocco-112

2 points-B to B railroad(3/4)
56-maintenance
5 points-intel agency
12 points-II social
2 points-KMT
4 points-Dreadnaught(year 2/3)(Nassau)
8 points-2 Dreadnaught(year1/2)(Helgoland, Ostfriesland)
6 points-1 Destroyer flotilla
6 points- 1 sub flotilla
5 points-5 CL’s(year ½)
2 points-2 shipping
2 points-Moroccan Garrison
New Dornalia
23-09-2006, 17:50
Nationalist China (Republic of China)
Economic and military data as of November 1, 1908
KMT China (Republic of China)
Shanghai (British political control, Nationalist economic control)
1 production center
Resource points
Changsha 6, Kwieyang 6
population under KMT control 100 million
food production 150

Market Economy Peacetime. Normal income, growth 3%

Total Income: 16

other major cities:
Nanking, Hangchow, Foochow, Hangchow, Nanning,

KMT Army
Guangdong Army
80,000 men
4 garrison units
Guangxi Army
45,000 men
1 garrison unit, 1 light infantry division
Hunan Army
80,000 men
1 light infantry division, 2 garrison units, 1 cavalry division
Jiangxi Army
60,000 men
3 garrison units
Zhejiang Army
60,000 men
3 garrison units
Fujian Army
40,000 men
2 garrison units

Matenance=3.95

Aid Column-

2 points of Aid from Germany

Secret Foreign Assistance--4 points

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

OOC: A possible 10 pts of aid from Russia

Social Spending=Level I-10 pts

Builds-

2 Regular Infantry corps 8 points (using German advisors, US Aid)
Ato-Sara
23-09-2006, 17:54
1908 and 1909 builds for Portugal (http://forums.jolt.co.uk/showpost.php?p=11613955&postcount=3)
Haneastic
23-09-2006, 19:10
Japanese Empire 1909 Builds
Population: 63
Production Centers: 15x2=30
Shipping: 16
Resources: 26 (2 from food)
Coal: 5
Total: 77
Growth: 5%

Military Maintenance: 19.9
6 Infantry Corps
1 Cavalry Division
1 Light Infantry Division (Guards)
17 Reserve Infantry Corps
1 Light Infantry Brigade (Special Naval Landing Force)
14 Battleships
8 Armored Cruisers
12 Protected Cruisers
3 destroyer flotillas
3 torpedo boat flotillas

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan (Korea), Tainan (Formosa), Port Arthur (Manchuria)

Level 2 Social Safety for All: 12
Left: 45.1

Buy:
2 Dreadnoughts (contracting Germany to build it) (3/3): 8
2 Battlecruisers (contracting from Britain) (2/3): 8
Improve Railroads and Roads (2/3): 12
1 Shipping Unit: 2
HQ unit from Germany: 6
HQ unit from Britain: 6


+17 from Manchuria?= 2 Fortresses (Lushun, Harbin) (4/5)
4 Shipping Units: 12
1 Theater Supply Unit: 4

Not sure if I get the Manchurian stuff yet
Malkyer
23-09-2006, 19:18
French Build 1909 (http://forums.jolt.co.uk/showpost.php?p=11699766&postcount=2)
Cylea
23-09-2006, 20:05
US Build 1909

http://forums.jolt.co.uk/showpost.php?p=11721413&postcount=153
Koryan
23-09-2006, 22:34
Your weekly dose of rain forest (http://forums.jolt.co.uk/showpost.php?p=11722072&postcount=12)
Galveston Bay
24-09-2006, 00:22
1908
Major coal find in Rhodesia near Salisbury.

ooc
game terms, 5 coal
Bazalonia
24-09-2006, 00:55
Danish 1909 Build

http://forums.jolt.co.uk/showpost.php?p=11710195&postcount=1

Complete 1909 Build
Samtonia
24-09-2006, 02:02
Kingdom of Norway's 1909 Budget
Population: 2.3 million
Tech level: 3

Income: 11.5
Production centers: 0
Resources: 6 (Stavanger 6)
Food production: 7
Commerce: 2 shipping unit
Loan from USA: 3

Command Economy: 2% Growth per year
(1909: .64)

Expenditures
Military maintenance: 1.75
Level 2 social spending: .5
Production center construction (year 4 of 5): 5
Coastal defense fortress unit (Narvik) (Year 4 of 4): 1.25 points
Cruise Ship Line (Year 2 of 2): 3
Purchase of 4 CP from Denamrk (0 of 3 points): 0
Repayment of Loan from USA (0 of 11.5 Points): 0

EDIT- A bit of a budgetary change, as Denmark is selling me CPs cheaper than Germany.
Hosagovinia
25-09-2006, 04:32
Albania builds for 1909

Tech Level: 2
Production Centers: 0
Resources: 3
Food Production: 6 (3.7 units left over = .37 points)

Total Income: 3.37

Domestic Expenditures:

Level I Safety Net: .25 points
Special Infastructure Improvements: .50 points
Total: .75 points

Maintenence Costs:

Army of Albania: .60 point
Fort Skanderbeg (Fortress in Skutari): 1 point
Total: 1.6 points

Military Expenditures:

None

Foreign Expenditures:

None

Total Expenditures: 2.35 points
Reserve: 1.02 points
Sukiaida
25-09-2006, 07:37
Spanish Builds 1909

http://forums.jolt.co.uk/showthread.php?t=497212
Abbassia
25-09-2006, 08:25
Albania builds for 1909

Tech Level: 2
Production Centers: 0
Resources: 3
Food Production: 6

Total Income: 3

Domestic Expenditures:

Level I Safety Net: .25 points
Special Infastructure Improvements: .50 points
Total: .75 points

Maintenence Costs:

Army of Albania: .60 point
Fort Skanderbeg (Fortress in Skutari): 1 point
Total: 1.6 points

Military Expenditures:

None

Foreign Expenditures:

None

Total Expenditures: 2.35 points
Reserve: .65 points

Sorry you cannot reserve points, also you get income from excess food production:

You have a population of 2.3 million
You produce 6 points food
You have excess 3.7 food points
Which are worth 0.37 points (each food point is worth 0.1 points)
Hosagovinia
25-09-2006, 12:45
Sorry you cannot reserve points, also you get income from excess food production:

You have a population of 2.3 million
You produce 6 points food
You have excess 3.7 food points
Which are worth 0.37 points (each food point is worth 0.1 points)

Why can't I have reserve points? Everyone else has them. And if I can't have them, how do you expect me to save up for a production center? I don't mean to be rude, but I think your wrong on that one. No one said anything when I asked in my N/D thread. And if you are right, thats bogus. I can't save left over money just like in real life? I thought this was a reality RP.
Cylea
25-09-2006, 14:17
Why can't I have reserve points? Everyone else has them. And if I can't have them, how do you expect me to save up for a production center? I don't mean to be rude, but I think your wrong on that one. No one said anything when I asked in my N/D thread. And if you are right, thats bogus. I can't save left over money just like in real life? I thought this was a reality RP.

OOC: Some clarification then. You can in fact not save points to use the next year. I am one of the guilty parties you listed having reserve points but that is only for emergencies that happen during the current budget year. When we turn to 1910 that reserve will disappear. For example, I dont know if somebody is going to try to have a support a coup in Haiti (again...) so I have 0.2 points not used that I can declare are funneled into an emergency cause later. But if I dont use them, they are wasted.

You can 'save up' for a production center by putting those 0.65 points into beginning construction now. Thus in 1910 you would have 0.65 of 24 points spent with 23.35 to go. Hope this made sense, and sorry about the confusion.
Galveston Bay
25-09-2006, 21:22
NPC builds 1909
Chile
http://forums.jolt.co.uk/showpost.php?p=11729918&postcount=12

Peru
population 3.9 million, tech level 2, production center 1 (Lima), resources 5 (Lima 5, 3 to US, 2 for domestic use), 1 shipping unit
military forces: (volunteer) 1 light infantry division, 2 fortress divisions, 1 river gunboat flotilla (65,000)
1909 Budget: production 2 (cut spending) + 2 resources + 1 commerce = 5
military 1.2 points
level 2 social services: .78 points
transportation infrastructure upgrade .78 points (year 1 of 3)
purchase tech level 5 escort flotilla from US 2 point (year 1 of 2) (forming a coast guard)

Republic of Mexico
Population 15 million, tech level 3, production centers 1 (Mexico City), resources 11 (Chihuahua 6, Leon 5), Oil 2 (Yucatan 2) food production 35
Mexico conscript force
Regulars
3 garrison units (Mexico City, Tampico, Vera Cruz), 3 cavalry divisions (Chihuahua, Monterrey, Leon)
Reserves
20 militia infantry divisions, 3 militia cavalry divisions
1909 builds (cut spending) (budget 19) level 1 social services 1.5, military maintenance 7.25, corruption penalty 2.25, production center construction (Leon year 1 of 3) 8 points


Lack significant economies in game terms or spend entire budget on domestic concerns (and will be added should it be needed)
Switzerland
New Zealand
Paraguay
Ecuador
Venezuela
Colombia
Uruguay
Bolivia
Nicaruaga
Haiti
Dominican Republic
Guatemala
Honduras
Costa Rica
El Salvador
Liberia

Various warlord states of China will be dealt with separately
Sharina
25-09-2006, 22:00
Argentina 1909 Build:

Income:

Production Centers: 4
Resources: 5
Energy: 1 Coal
Misc. Points: 3 (from Bolivia)
Food Production: 24 (3.6 points income from surplus food)
US Aid: 15 points

Total Income: 34.6 points.

Expenses:

Military Maintainence: 5.85 points.
Level II social services: 1 point.

Total Expenses: 6.85 points.

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

1909 purchases:

9 points for 3 merchant shipping
6 points for 2 ocean liners (6 / 12 points... year 1 of 2)
4 points for 4 Light Cruisers (tech 5... 4 / 8 points... year 1 of 2)
1 point for 1 Motor Torpedo Boat flotilla (tech 5)
6 points for 3 mountain infantry divisions
1 point for construction of fortress in Bueno Aires (1 / 5 points... year 1 of 5)

0.75 points in reserve for emergency use. If not used, the points shall be put into "Population Growth Incentive" (goal of sustaining a 2% - 2.5% population growth rate).
Hosagovinia
25-09-2006, 22:28
OOC: Some clarification then. You can in fact not save points to use the next year. I am one of the guilty parties you listed having reserve points but that is only for emergencies that happen during the current budget year. When we turn to 1910 that reserve will disappear. For example, I dont know if somebody is going to try to have a support a coup in Haiti (again...) so I have 0.2 points not used that I can declare are funneled into an emergency cause later. But if I dont use them, they are wasted.

You can 'save up' for a production center by putting those 0.65 points into beginning construction now. Thus in 1910 you would have 0.65 of 24 points spent with 23.35 to go. Hope this made sense, and sorry about the confusion.


Thanks for the clairification.
New Dracora
26-09-2006, 07:56
Aussie Build 1909 (http://forums.jolt.co.uk/showpost.php?p=11733649&postcount=18)
Cylea
26-09-2006, 15:11
Aussie Build 1909 (http://forums.jolt.co.uk/showpost.php?p=11733649&postcount=18)

ermmm, the last I heard about this was in the Pacific Trade Deal Thread:

Britain informs Australia that as much as it Australia wishes it were still so, Australia is not an independant state and is subject to the deliberations of the Crown. Thus, the Foreign Office denies the functionality of this trade agreement under the insubordination of Australia, and reminds them that no agreements will be allowed unless London is specifically informed beforehand.

British Diplomats also request that the other involved nations turn down the agreement at home.

and this immediately following it:


Crossposted from US Thread:

...In related news the Pacific Trade Deal treaty is brought before the Senate and surprisingly stalls before it can be brought to a serious vote. Debate on the subject seems to take the line that the United States is too involved in keeping neighbors pacified to seriously consider such a wide-ranging deal to the four corners of the globe. Roosevelt, knowing a battle not worth fighting when he sees one, decides to save his political capital for an announcement he is planning in the next few months. Australia is assured that Washington does indeed desire closer ties, but that perhaps there are other, less far reaching schemes that could be considered.

so I guess the question is, the Pacific Trade Deal is still running? Because I was ignoring it in my builds...
New Dracora
27-09-2006, 01:18
I was wondering what you were refering to earlier, don't now how I could've missed that.

Anyway, I still think this deserves an honoury - "Damn Americans!"
Cylea
27-09-2006, 01:53
I was wondering what you were refering to earlier, don't now how I could've missed that.

Anyway, I still think this deserves an honoury - "Damn Americans!"

I suppose it does... :-\
Sukiaida
27-09-2006, 22:15
How do we calculate our population increase?

Also it says that food production increases with tech level. So for those who went from tech lvl 4 to tech lvl 4.5, how does it change?
Haneastic
27-09-2006, 22:17
How do we calculate our population increase?

Also it says that food production increases with tech level. So for those who went from tech lvl 4 to tech lvl 4.5, how does it change?

population increase is either 2% or 2.5%
Sukiaida
27-09-2006, 22:20
A year?
[NS]Parthini
28-09-2006, 01:55
Woot for 300 points!

http://forums.jolt.co.uk/showpost.php?p=11740771&postcount=178

Also, I'm assuming that upgrading from a Naval Base to a naval yard only costs the difference between the two.
Bazalonia
28-09-2006, 02:05
[Funding does not ensure a competent or effective intelligence agencies. It does help though. Base cost is 10 points and creates a 5,000 person organization able to analyze data, do some spying and code breaking and able to investigate dangerous threats to the government (kind of a combination of the US FBI and CIA or KGB in the real world).

Would I be able to split this 10 pt funding over a number of years?
Also do 12,15pt spent in creating the organisation make it better?
Finally does increased Intelligence agency maintenance help?
Haneastic
28-09-2006, 02:12
Would I be able to split this 10 pt funding over a number of years?
Also do 12,15pt spent in creating the organisation make it better?
Finally does increased Intelligence agency maintenance help?

you can spend the 10 points over several years, signifies a slower movement in doing it.

You can soend extra, usually it gets you more agents, sometimes you might be better off spending it for an area (eg. increase agents in Russia)
Bazalonia
28-09-2006, 02:19
Extra Maintenance? or extra initial funding?
Safehaven2
28-09-2006, 02:20
Can you use points you get from other countries towards your growth?
Haneastic
28-09-2006, 02:29
Can you use points you get from other countries towards your growth?

I think so, since they money's going into the economy

Bazalonia- extra funding for them
Galveston Bay
28-09-2006, 02:34
Parthini;11740782']Woot for 300 points!

http://forums.jolt.co.uk/showpost.php?p=11740771&postcount=178

Also, I'm assuming that upgrading from a Naval Base to a naval yard only costs the difference between the two.

correct
Galveston Bay
28-09-2006, 02:35
How do we calculate our population increase?

Also it says that food production increases with tech level. So for those who went from tech lvl 4 to tech lvl 4.5, how does it change?

use historic population growth figures unless otherwise indicated, and I will adjust food production periodically
Galveston Bay
28-09-2006, 02:37
Would I be able to split this 10 pt funding over a number of years?

yes

Also do 12,15pt spent in creating the organisation make it better?

sometimes, but not always (look at the RL CIA)

Finally does increased Intelligence agency maintenance help?

as above
Galveston Bay
28-09-2006, 02:38
Can you use points you get from other countries towards your growth?

yes, its essentially colonial income
Sukiaida
28-09-2006, 03:40
So whee can I find this growth? And do I check my colonies for their numbers? Cause I'd want to make some militias for crowd control in my colonies.
Cylea
29-09-2006, 17:52
US Build for 1910 (I wont be all that avaliable this weekend, so I'm getting it out of the way early).

http://forums.jolt.co.uk/showpost.php?p=11746865&postcount=188
Sukiaida
29-09-2006, 19:30
Spain's 1910 Builds

No major events foreseen and will be gone for weekend.

http://forums.jolt.co.uk/showthread.php?t=497212
Haneastic
29-09-2006, 21:54
Japanese Empire 1910 Builds
Population: 65
Production Centers: 20x4=80
Shipping: 22
Resources: 38 (2 from food)
Coal: 9
Total: 149
Growth: 3%

Military Maintenance: 20.5
6 Infantry Corps
1 Cavalry Division
1 Light Infantry Division (Guards)
17 Reserve Infantry Corps
1 Light Infantry Brigade (Special Naval Landing Force)
14 Battleships
8 Armored Cruisers
12 Protected Cruisers
3 destroyer flotillas
3 torpedo boat flotillas
2 Dreadnoughts
2 HQ units
Theater Supply Unit

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan (Korea), Tainan (Formosa), Port Arthur (Manchuria)

Level 2 Social Safety for All: 12
Level 2 Social Safety for Manchuria: 2
Left: 114.5

Buy:
2 Battlecruisers (contracting from Britain) (3/3): 8
4 Dreadnoughts (1/3): 16 (from Germany)
Improve Railroads and Roads (3/3): 12
10 Light Cruisers (1/2): 10 (from Germany)
2 Fortress’s (5/5): 2 (Lushun, Harbin)
6 Fortress Corps: 24
Garrison Unit: 1
Production Center in Seoul: 1
Operation: Manchuria: .5
4 Infantry Corps: 16
4 Infantry Corps for CSG: 16
4 Garrison Unit: 8

+1 from ROC: 1 Light Cruiser for them (1/2)
Will be gone on saturday and part of sunday