NationStates Jolt Archive


E20 Economic thread (closed) - Page 3

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Whittlesfield
10-11-2006, 16:13
Serbia is controlled by AHE, no?
Sukiaida
10-11-2006, 18:21
Shit our econ stuff is due? I'll finish it later. By the way, when can Spain go onto a major war footing? I started National Effort in January of 1912 I believe.
Bazalonia
10-11-2006, 23:50
Total Purchase Points: 8 + 5 + 4 + .3 (from 1 Available Food) = 17.3 + 12 Loan from US

Current Build (1913)

4 x Merchant Units: 12
Military Upkeep: 1.6
Social Spending Lvl 3: .84
Intitiation of an Intel Agency: 5.5

Foreign Spending:

Coal from US: .36
Germany: 1
Britian for Dreadnought: 4 (3/3)
Reserved for potential SRC Actions: 4 pts, 4 food

Excess: 0.00

Growth (8 + 5 + 4 -2.44) * 3% = 43.67
Growth: 1.224 (new Production Centre Next Year)
Safehaven2
11-11-2006, 17:14
Serbian Gains:
1 Production Centre in Belgrade <Is this Damaged?>
Production Centre in Bucharest: <Most likely damaged?>
.


Prod centers are to be scrapped to provide a new one in Oddessa.
Canadstein
11-11-2006, 17:30
Yeah AHE controls Serbia, not Bulgaria so I don't know why you posted Serbia with that since no Bulgarians are stationed there.
Abbassia
11-11-2006, 17:38
see previous post where I was reporting coalition economic gains in the Balkans
Cylea
11-11-2006, 18:11
I have an economic rules question. Should the US be running out of energy resources already (1913 builds)? Under the current rules I dont think there are enough energy resources (oil and coal) to actually run all the world's needs. I know that my problem is not that there are not enough resources for me, but that there are not enough for me and all the people who are supposedly purchasing from me.

Realistic as that may or may not be, I think this is going to stifle a lot of player actions if it is not re-examined. I guess I am just wondering if that is the intent.
Galveston Bay
11-11-2006, 18:43
Serbia is controlled by AHE, no?

indication I have is that the economic benefits are being split up by the Coalition

which you wouldn't have a voice in
Galveston Bay
11-11-2006, 19:14
Bulgarian Projected Build 1913:
Production Centre: 12 -Total War-
Resources: 5
Coal: 1 -have MTB flottila sit in Varna-

Income: 18 points
Military Maintenance: 6.25
Level 3 Social Services (Bulgaria)= 1.2 points:
Level 1 Social Services (Greece+Rumania+Serbia)= 1.46 points

Jan/Feb: 1.5 points
2 Police Unit 1.5

Mar/Apr: 1.5 points
2 Police Unit 3/3

May/Jun: 1.5 points
2 Police Unit 1.5

Jul/Aug: 1.5 points
2 Police Unit 3/3

Sep/Oct: 1.5 points
2 Police Unit 1.5

Nov/Dec: 1.5 points
2 Police Unit 3/3

MTB burns gasoline, not coal... but its needs are pretty small and there should be plenty of oil available from Rumania to fuel it

(one oil point fuels 20 maintenance points worth of units after all)
Galveston Bay
11-11-2006, 19:15
Prod centers are to be scrapped to provide a new one in Oddessa.

unless Odessa had a production center, you can't do that. Scrapping repairs damaged production centers, and doesn't build new ones
Safehaven2
11-11-2006, 19:37
In thaqt case scrap the one in Belgrade to repair the one in Bucharest.
Haneastic
11-11-2006, 20:10
see Japanese thread... 20% reduction due to inflation and shortages of capital

I posted a reply in my thread over a possible misunderstanding in the effects of the embargo
Samtonia
11-11-2006, 20:43
Here are Sweden's builds for the last few years. This year as well.


1908
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year (0.72)
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 Maintenance - 7.9 Points, Supply Staff Cost - 4 Points, Level III Social Spending - 1.5 Points [13.4 Total Points]

1909
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year
Tech Level: 4.5
Production Centers: Stockholm 3
Resources: Stockholm 10
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 2 Shipping Units
Food Production: 8 Food Production Units

1909 Income:
Production Income - 12 Points,
Resources - 13 Points,
Commerce - 2 Points [27 Total Points]

1909 Costs:
Military Maintenance - 7.9 Points
Level III Social Spending - 1.5 Points
Shipping Unit (Year 1 of 1): 3
Cruise Ship Unit (Year 1 of 2): 3
Naval Yard in Stockholm (0 of 24 points): 11.5

1910
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year (1.65)
Tech Level: 4.5
Production Centers: Stockholm 4
Resources: Stockholm 9
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units
Food Production: 8 Food Production Units

1910 Income:
Production Income - 16 Points,
Resources - 12 Points,
Commerce - 3 Points [31 Total Points]

1910 Costs:
Military Maintenance - 7.9 Points
Level III Social Spending - 1.5 Points
Cruise Ship Unit (Year 2 of 2): 3
Naval Yard in Stockholm (11.5 of 24 points): 12.5
Donation to IRC: 2

1911
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year (1.58)
Tech Level: 4.5
Production Centers: Stockholm 5
Resources: Stockholm 8
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line
Food Production: 8 Food Production Units

1911 Income:
Production Income - 20 Points,
Resources - 11 Points,
Commerce - 3.5 Points [34.5 Total Points]

1911 Costs:
Military Maintenance - 8.9 Points
Level III Social Spending - 1.5 Points
Zeppelin Research- 12
Blimp Research- 6
Donation to IRC- 4.1
Explore for resources: 2

1912
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year (2.035)
Tech Level: 5
Production Centers: Stockholm 6
Resources: Stockholm 7
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line
Food Production: 8 Food Production Units

1912 Income:
Production Income - 24 Points,
Resources - 10 Points,
Commerce - 3.5 Points [37.5 Total Points]

1912 Costs:
Military Maintenance - 8.9 Points
Level III Social Spending - 1.5 Points
Donation to IRC: 3
Research Dreadnought warships : 12
Research Battle Cruisers: 6
Airline Zeppelin Construction: 6



Sweden 1913 Budget
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year (2.035)
Tech Level: 5
Production Centers: Stockholm 6
Resources: Stockholm 7
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line, 1 Airline(Zeppelin)
Food Production: 8 Food Production Units

1913 Income: [41.5 Total Points]
Production Income - 24 Points,
Resources - 10 Points,
Commerce - 6.5 Points
Zeppelin (Airline): 1

1913 Costs:
Military Maintenance - 8.9 Points
Level III Social Spending - 1.5 Points
Level III Social Services to Finland- 1 point
Payment to Russia: 5
Aid to IRC: 2.1
War Loans: 7
DN Construction (Year 1 of 3): 4
DN Construction (Year 1 of 3): 4
BC Construction (Year 1 of 3): 4
Ato-Sara
11-11-2006, 20:49
Portuguese 1912 build http://forums.jolt.co.uk/showpost.php?p=11613955&postcount=2

What year is it now i'm confused?
Haneastic
11-11-2006, 21:22
Portuguese 1912 build http://forums.jolt.co.uk/showpost.php?p=11613955&postcount=2

What year is it now i'm confused?

1913
Canadstein
11-11-2006, 22:13
I was just wondering when I went threw the Netherland build that it never has anything to do with Suriname (Dutch Guiana). So does Dutch Guiana have no value?
Samtonia
11-11-2006, 22:14
Things for Galveston Bay to note:

1. Sweden has advanced to Tech 5. I don't know if it gets better food production or if there are any other benefits attained by going to Tech 5, but if there are, it's now gone to tEch 5.

2. Norway is undertaking exploration for mineral resources, especially around the Svalbard area. 2 points have been given for that effort.
Haneastic
11-11-2006, 22:35
build edited, hopefuly for the last time
Malkyer
11-11-2006, 22:40
French build will be up as soon as GB posts what, if any, economic benefits come from the areas of Europe and the Middle East occupied by Allied troops.
Haneastic
12-11-2006, 16:35
French build will be up as soon as GB posts what, if any, economic benefits come from the areas of Europe and the Middle East occupied by Allied troops.

plus what you lost
Malkyer
12-11-2006, 17:22
plus what you lost

Shipping, Indochina, Madagascar, and Equatorial Africa have already been taken into account.
Ato-Sara
12-11-2006, 20:53
Portuguese 1913 build: http://forums.jolt.co.uk/showpost.ph...55&postcount=2
Canadstein
13-11-2006, 14:23
I can delete this post if I wasn't accepted as the Netherlands. Just ask me.

1913 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 5 (Rotterdam 3, Amsterdam 2), food production: 22 (23.2 points)

Colonial Empire

Dutch East Indies: Population 47, 12 resources, 5 oil, food production 50 (16.6 points)
Dutch Caribbean 1 resource, 1oil, 4[2x] shipping, 1 [2x] liner unit (11 points)
(50.80 points to spend)

Market Economy Peacetime

Growth: 1.12

Domestic Spending: [34.2 points]

Level III Social Spending [1.80 points]
7 shipping units [21 points]
Creation of the BVD (Domestic Security Service) [10 points]
Aid to Red Cross [1.40 points]

Colonial Spending: [9.7 points]

Level I Social Spending [4.70 points]
Improvements to transportation in DEI [5 points] (2/6 years]

Military Spending: [1 point]
Fortress (Rotterdam) [1 point] (3/5 years)

Military Upkeep: [5.9 points]
Army:
2 garrison units [.5 points]
1 marine brigade [.25 points]
1 reserve infantry corps [.25 points]
3 garrison units (DEI) [.75 points]
1 coast defense fortress (Batavia, DEI) [.5 points]

Navy:
2 destroyer flotillas [.5 points]
1 submarine flotilla [.25 points]
5 protected cruisers (Holland, Zeeland, Friesland, Nood Brabant, Utrecht) [.5 points]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
4 light cruisers (Java, Sumatra, Aruba, Borneo) [.4 points]
2 naval bases [1 point]
1 naval yard

Total Spending: 50.80 points
(4/10 until 5.5 tech Level)
Galveston Bay
13-11-2006, 19:03
I can delete this post if I wasn't accepted as the Netherlands. Just ask me.

1913 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 5 (Rotterdam 3, Amsterdam 2), food production: 22 (23.2 points)

Colonial Empire

Dutch East Indies: Population 47, 12 resources, 5 oil, food production 50 (16.6 points)
Dutch Caribbean 1 resource, 1oil, 4[2x] shipping, 1 [2x] liner unit (11 points)
(50.80 points to spend)

Market Economy Peacetime

Growth: 1.08

Domestic Spending: [34.2 points]

Level III Social Spending [1.80 points]
7 shipping units [21 points]
Creation of the BVD (Domestic Security Service) [10 points]
Aid to Red Cross [1.40 points]

Colonial Spending: [9.7 points]

Level I Social Spending [4.70 points]
Improvements to transportation in DEI [5 points] (2/6 years]

Military Spending: [1 point]
Fortress (Rotterdam) [1 point] (3/5 years)

Military Upkeep: [5.9 points]
Army:
2 garrison units [.5 points]
1 marine brigade [.25 points]
1 reserve infantry corps [.25 points]
3 garrison units (DEI) [.75 points]
1 coast defense fortress (Batavia, DEI) [.5 points]

Navy:
2 destroyer flotillas [.5 points]
1 submarine flotilla [.25 points]
5 protected cruisers (Holland, Zeeland, Friesland, Nood Brabant, Utrecht) [.5 points]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
4 light cruisers (Java, Sumatra, Aruba, Borneo) [.4 points]
2 naval bases [1 point]
1 naval yard

Total Spending: 50.80 points
(4/10 until 5.5 tech Level)

corrections:
improvements to transportation in DEI 9 points (14 of 30 points spent) have been spent so far, so 5 more points makes it 19 of 30 points spent

protected cruisers were laid up last year, you could bring them back, but at a cost of 2 points per ship (10 points instead of .4 points)... probably not worth it

naval yard costs 1 point to maintain

you only have 1 garrison unit at home, not 2
Sukiaida
13-11-2006, 21:18
Here is the link to mine.

http://forums.jolt.co.uk/showthread.php?t=497212
Galveston Bay
13-11-2006, 22:49
I was just wondering when I went threw the Netherland build that it never has anything to do with Suriname (Dutch Guiana). So does Dutch Guiana have no value?

has no significant value in game terms
Galveston Bay
13-11-2006, 22:56
Territorial and resource changes 1911 – 12
Germany
Has stripped Poland, Baltic states, Belorussia, and western Ukraine from Russia, French Equatorial Africa from France,

Resource gains:
Gains 1 resource point from French Equatorial Africa, 7 points from Western Ukraine, 3 points from Minsk,
Food production gains 34
Population under control: Poland 7 million (only includes the Russian part), Baltic States 5 million, Belorussia 7 million, Western Ukraine 1 million (20 million)

Resource losses
Saarbrucken had 1 resource and 1 coal production point and is in French hands

Net changes:
Resources: + 10
Food production: 28 (Poland, Ukraine, Balts and occupied Belorussia on food rationing)
Coal production – 1
Also has lost 8 million people to Allied occupation of Rhineland (under their control) plus roughly 2 million no longer available for military service as are casualties
However, the Germans can mobilize 3 million Germans, plus 550,000 Poles, 350,000 Balts for military service, and in extremis mobilize another 2.9 million overage or underage German men available for emergency service. In addition, 350,000 German men become available each year for service.

Russia
Has lost territories indicated above
- 20 million in population, - 30 food production, - 21 resources plus no commerce as all ports enemy held or blockaded, plus another 1 million people lost to Japanese control,
plus roughly 3 million men of military age no longer available Russian can mobilize 7.5 million men at this time, but 1 million of those are of questionable utility (Central Asians) for reasons of trust. However, 800,000 Ethnic Russian men are available each year. \


France
Has lost Indochina, Madagascar, French India, French Equatorial Africa – 11 resources
Has gained Saarland + .5 resources, + .5 coal, Damascus + 3 points
Net change: - 7.5 resources, + .5 coal
300,000 French become newly available for military service each year

Japan
Has 250,000 men become available for military service each year and can recruit up to 1 million Koreans and 1 million Manchurians for service plus as many as 100,000 a year of Koreans or Manchurians to fill out losses (no more then one million though). Japan has gained .5 resources from Madagascar

Spain
Has gained 2 resources from formerly German Morocco

Siam
100,000 Siamese become available for military service each year
Siam has gained 3 resources from French Indochina, 1 from French India, and .5 from French Madagascar. Up to 1 million Vietnamese are willing to serve but only to defend Vietnam or Siam from direct attack. Few Laotians or Cambodians are interested.

Ottoman Empire
Has lost its 1 point a year from the Haj, and 6 points it was getting from Damascus

Albania
is contributing 3 resources a year, plus 4 food production points to Bulgaria

Coalition general control
(divided however they divide it)
See this link
http://forums.jolt.co.uk/showpost.php?p=11925724&postcount=489

Alliance also has some points it might get from Greece
Galveston Bay
13-11-2006, 22:58
Things for Galveston Bay to note:

1. Sweden has advanced to Tech 5. I don't know if it gets better food production or if there are any other benefits attained by going to Tech 5, but if there are, it's now gone to tEch 5.

2. Norway is undertaking exploration for mineral resources, especially around the Svalbard area. 2 points have been given for that effort.


1. food production increases by 10%
2. technology to extract isn't there yet (tech 5.5)
Canadstein
14-11-2006, 01:35
1913 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 5 (Rotterdam 3, Amsterdam 2), food production: 22 (23.2 points)

Colonial Empire

Dutch East Indies: Population 47, 12 resources, 5 oil, food production 50 (16.6 points)
Dutch Caribbean 1 resource, 1 oil, 4[2x] shipping, 1 [2x] liner unit (11 points)
(50.80 points to spend)

Market Economy Peacetime

Growth: 1.03

Domestic Spending: [34.2 points]

Level III Social Spending [1.80 points]
7 shipping units [21 points]
Creation of the BVD (Domestic Security Service) [10 points]
Aid to Red Cross [1.4 points]

Colonial Spending: [6.95 points]

Level I Social Spending [4.70 points]
Improvements to transportation in DEI [2.25 points] (16.75/30 points)

Military Spending: [4 point]
Fortress (Rotterdam) [1 point] (3/5 years)
Payment to Germans to make Fighter Aircraft [3 points]

Military Upkeep: [5.15 points]
Army:
1 garrison unit [.25 points]
1 marine brigade [.25 points]
1 reserve infantry corps [.25 points]
3 garrison units (DEI) [.75 points]
1 coast defense fortress (Batavia, DEI) [.5 points]

Navy:
2 destroyer flotillas [.5 points]
1 submarine flotilla [.25 points]
4 light cruisers (Java, Sumatra, Aruba, Borneo) [.4 points]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [.4 points]
2 naval bases [1 point]
1 naval yard [1 point]

Total Spending: 50.80 points
(4/10 until 5.5 tech Level)
Samtonia
14-11-2006, 02:25
1. food production increases by 10%
2. technology to extract isn't there yet (tech 5.5)

How then, pray tell, am I to get coal? Seeing as the player nations of the world manufacture nowhere near the level needed- what is assumed for this? NPC nations make a lot of coal? Coal can be bought on the open market?

Also, a question regarding advancement. Is there always going to be a 10-year gap in between, or will tech be able to be advanced more quickly after 5? Seeing as some nations did get lots of tech quite quickly after WW2.... just wondering for the far, far future.
Galveston Bay
14-11-2006, 06:15
How then, pray tell, am I to get coal? Seeing as the player nations of the world manufacture nowhere near the level needed- what is assumed for this? NPC nations make a lot of coal? Coal can be bought on the open market?

Also, a question regarding advancement. Is there always going to be a 10-year gap in between, or will tech be able to be advanced more quickly after 5? Seeing as some nations did get lots of tech quite quickly after WW2.... just wondering for the far, far future.

remember 1 coal fuels 20 maintenance points of naval units, so there should be some available.

North America has lots
New Dornalia
14-11-2006, 18:16
IC:

1912

Nationalist China (Republic of China)
Economic and military data as of Jan, 1 1912
KMT China (Republic of China)
Resource points
Changsha 4, Kwieyang 6, Chengtu 6, Chungking 12,
Special Resources:
3 Coal
Production Centers:
2 at Changsha
population under KMT control 170 million
food production 208
Excess food sales: 7.6-8 points

Aid Column-

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

Aid from UK-5pts

Aid from USA-11.25 points

Loan from USA-3pts

Market Economy Peacetime. Normal income, growth 3%

Total Income: 40 (rounded, factoring in Aid, growth post mil/social spending) 65.25

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

KMT Army
Guangdong Army-based in Guangzhou
3 garrison units
Guangxi Army-based in Nanning
1 garrison unit
Hunan Army-based in Changsha
2 garrison units
Jiangxi Army-based in Nanchang
3 garrison units
Zhejiang Army-based in Hangzhou
3 garrison units
Fujian Army--currently in Jiangxi Province
1 garrison unit
Sichuan Army
3 garrison units
(2 at Chengdu, 1 at Chungking)
5 light infantry divisions (all tech level 5)
Guazhou Army--based in Guiyang
3 garrison units .75, upgrade to 5 garrison units (4 points)

1st Army--New Model Army (currently in Jiangxi)
4 Regular Infantry corps (plus one Portuguese Corps as advisors)
1 Light infantry unit
1 militia unit
1 cavalry division (technically from Sichuan, but attached to NMA)

2nd Army--Republican Guard (Guangdong)
4 infantry corps--at Guangzhou
2 militia unit--at Guangzhou

Ministry of State Security Special Republican Peacekeeping Force--
1 Police Unit-.25

Republican Navy-

Matenance=12 rounded

Social Spending=Level 1-17 pts

5 points on MSS training, equipment

Points lost to various acts of palm-greasing and "special favors" -2.25 points

Growth= .78 (plus last year's makes 1.06-or a production center)

Builds-

4 pts for a Supply Unit
2 points for two light infantry brigades

Edited 1912 build.

IC:

1913-In progress

Nationalist China (Republic of China)
Economic and military data as of Jan, 1 1913
KMT China (Republic of China)
Resource points
Changsha 3, Kwieyang 6, Chengtu 6, Chungking 12,
Special Resources:
3 Coal
Production Centers:
3 at Changsha
population under KMT control 185 million
food production 220
Excess food sales: 7 points

Aid Column-

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

Aid from UK-5pts

Aid from USA- 20 pts total this year

Market Economy Peacetime. Normal income, growth 3%

Total Income: 37 (rounded, factoring in Aid, growth post mil/social spending) 65.25

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

KMT Army
Guangdong Army-based in Guangzhou
3 garrison units
Guangxi Army-based in Nanning
1 garrison unit
Hunan Army-based in Changsha
2 garrison units
Jiangxi Army-based in Nanchang
3 garrison units
Zhejiang Army-based in Hangzhou
3 garrison units
Fujian Army--currently in Jiangxi Province
1 garrison unit
Sichuan Army
3 garrison units
(2 at Chengdu, 1 at Chungking)
5 light infantry divisions (all tech level 5)
Guazhou Army--based in Guiyang
3 garrison units .75, upgrade to 5 garrison units (4 points)

1st Army--New Model Army (currently in Jiangxi)
4 Regular Infantry corps (plus one Portuguese Corps as advisors)
1 Light infantry unit
1 militia unit
1 cavalry division (technically from Sichuan, but attached to NMA)

2nd Army--Republican Guard (Guangdong)
4 infantry corps--at Guangzhou
2 militia unit--at Guangzhou

Ministry of State Security Special Republican Peacekeeping Force--
1 Police Unit-.25

Republican Navy-
2 DD2, and 6 CLs-.8
2 BCs -.5

Matenance=13.2

Social Spending=Level 1-19 pts

5 points on MSS training, equipment

Points lost to various acts of palm-greasing and "special favors" -2.25 points

Growth= 1.10 (plus last year's makes 1.16-or a production center)

Builds-

3 for a land bomber unit from USA
2 for a fighter unit from USA
1 observation unit for 1 point from USA
9 points to UK
19 pts on Infrastructure improvements
Galveston Bay
14-11-2006, 19:01
1913 Netherlands Build
Navy:
2 destroyer flotillas [.5 points]
1 submarine flotilla [.25 points]
4 light cruisers (Java, Sumatra, Aruba, Borneo) [.4 points]
2 naval bases [1 point]
1 naval yard [1 point]

Total Spending: 50.80 points
(4/10 until 5.5 tech Level)

what happened to your Battle cruisers?
Whittlesfield
15-11-2006, 18:01
The Greek Exile government, which still has control of the various Greek islands has 400,000 people under its control, food production of 5, and 1 resource plus its shipping.

1913 (Gov't in exile)
Income:
Resources: 1
Prod Centre: 0
Excess food points: 0.8 (4*0.2)
Commerce: 4.5 (3 shipping used as transports)
Aid from the British Empire: 10
Total:16.3
---------
Social spending lvl 2: 0.08
Military upkeep: 2.9
Mining Sea of Crete: 5
To France: 1 (3/3)
Naval Base: 6
Light Infantry Brigade to Marine Brigade: 1

Total:15.98 (0.32 free for use later in year)
Haneastic
16-11-2006, 03:23
The Greek Exile government, which still has control of the various Greek islands has 400,000 people under its control, food production of 5, and 1 resource plus its shipping.

total Income: 16.3 (3 Merchant units converted to transports)



Military maintenance: 2.9

Mining Sea of Crete: 5

naval base: 6

Light Infantry to Marine Brigade 1

0.08 social spending (level 2)

total:15.08 (1.22 free)

I'm confused, how is your income 16 points? You have 1 resource and whatever merchant units left not turned into transports
Amestria
16-11-2006, 03:33
I'm confused, how is your income 16 points? You have 1 resource and whatever merchant units left not turned into transports

England is giving Greece 10 points. Greek freedom has always been a great liberal cause in England.
Haneastic
18-11-2006, 22:32
For tech 5.5, does it require level 3 social services for your entire nation (eg. Japan, Korea and Manchuria), or just the home nation?

This has probably been figured, but can we hurridely advance an areas tech (for example advance Manchuria from tech 3 to tech 5 sooner than 20 years?)

Is Korea tech 5 with Japan?
Sukiaida
18-11-2006, 22:49
And to add to that question. Can the tech lvl 5 nations reach tech lvl 5.5 now with the war? Cause that usually hurries up tech rather quickly. So just a question. To go along with my earlier one about my tech lvl.
Haneastic
18-11-2006, 23:02
And to add to that question. Can the tech lvl 5 nations reach tech lvl 5.5 now with the war? Cause that usually hurries up tech rather quickly. So just a question. To go along with my earlier one about my tech lvl.

Can't reach tech 5.5 until 1925 I guess
Sukiaida
18-11-2006, 23:06
That's what I meant. Does that move forward because of the war and all.
Galveston Bay
18-11-2006, 23:29
Can't reach tech 5.5 until 1925 I guess

tech level 5.5 requirements will not be posted until 1920
Haneastic
22-11-2006, 00:37
For tech 5.5, does it require level 3 social services for your entire nation (eg. Japan, Korea and Manchuria), or just the home nation?

This has probably been figured, but can we hurridely advance an areas tech (for example advance Manchuria from tech 3 to tech 5 sooner than 20 years?)

Is Korea tech 5 with Japan?

bump
Whittlesfield
22-11-2006, 15:32
Can I spend 0.5 growth points to repair a damaged production centre?
Safehaven2
22-11-2006, 15:35
The Athens prod center got shipped to Turkey. Bucharest one is in Bulgaria. GB got those orders before the conference started.
Whittlesfield
22-11-2006, 15:36
No, the Athens production centre is merely damaged.
Safehaven2
22-11-2006, 15:37
The Athens prod center got captured intact as there was no fight to take Athens. Then we had it shipped out of Greece, to Turkey, while the Rumanian prod center got itself shipped to Bulgaria.
Whittlesfield
22-11-2006, 15:40
No, I tell you the truth then I state that it is damaged.

Citing the failure of Greece to honor its treaty commitments after the Balkan War, and interest due on reparations, the Occupation authority with the help of Austrian troops strips every available bit of Greek industrial plant and sends it to Turkey and Bulgaria.

OOC
game terms, Athens production centers are now considered damaged, and the Bulgarians and Turks just get 1 production center each for free in Istanbul and Sofia respectively
Safehaven2
22-11-2006, 15:45
Didn't see that post...sorry.
Whittlesfield
22-11-2006, 15:46
No problem.

Anyway, once peace has been settled, I will (in my next build) increase social spending to Level 3 to help alleviate any problems in Greece after the occupation.
The Lightning Star
26-11-2006, 16:22
South Africa 1914 Build, Tech Level 4
Spending Type: Market Economy Peacetime, Growth: 3%

1914 Budget:
14 from resources, 2 commerce, 16 from 4 production centers (1 Cape Town, 1 Pretoria, 1 Bloemfontein, 1 Pietermaritzburg), .5 from food = 32.5 points

Energy:
NA

Population: 5 Million People

Food production
NA

Maintenance:
x2 Cavalry division - .50 Points
x1 Cavalry division (Being Upgraded to Motorized Infantry) - .25 points
x2 Destroyer flotilla - .50 points
x1 Police Unit - .25 points
x3 Light Cruisers - .30
x1 Intelligence Agency - 5 points
Total Spent: 6.8

Total Remaining: 25.7

Social Services:
Level III Social Services - 1.5 points

Total Spent: 8.3

Total Remaining: 24.2 points

Construction:
none

Total Spent: 8.3

Total Remaining: 24.2

Military Purchases:
x1 Motorized Infantry Division (Upgrade from Cavalry Division) - 3 points

Total Spent: 11.3

Total Remaining: 21.2

Foreign Aid:
United Kingdom: 21.2 points

Predicted 1915 Budget:
14 from resources, 2 commerce, 16 from 4 production centers (1 Cape Town, 1 Pretoria, 1 Bloemfontein, 1 Pietermaritzburg), .5 from food = 32.5 points (.7 Production Centers in Growth, new production center in 1916)
Canadstein
26-11-2006, 17:57
1914 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 6 (Rotterdam 3, Amsterdam 3), food production: 22 (27.2 points)

Colonial Empire

Dutch East Indies: Population 47, 12 resources, 8 oil, food production 50 (20.6 points)
Dutch Antilles: 1 resource, 1 oil, 11 shipping, .5 liner unit (13.5 points)
(61.30 points to spend)

Market Economy Peacetime

Growth: 1.27+12 from 1913

Domestic Spending: [29.20 points]

Level III Social Spending [1.80 points]
Upkeep of the BVD (Domestic Security Service) [5 points]
7 shipping units [21 points]
First Dutch/Danish Antarctic Expedition (Lead by Hendrik Olivier) [.5 points]
Setup of Temporary Base (Neumayer) [.5 points]
Aid to Greece (Crete) [2.20 point]

Colonial Spending: [17.95 points]

Level I Social Spending [4.70 points]
Improvements to transportation in DEI [13.25 points] (30/30 points)

Military Spending: [5 point]
Payment to British (2 light cruisers) [2 points]
Fortress (Rotterdam) [1 point] (4/5 years)
1 marine brigade [2 points]

Military Upkeep: [7.15 points]
Royal Netherlands Army:
1 garrison units [.25 points]
1 marine brigade [.25 points]
1 reserve infantry corps [.25 points]
1 fighter plane units [1 point]

Royal Dutch East Indies Army:
3 garrison units (DEI) [.75 points]
1 coast defense fortress (Batavia, DEI) [.5 points]

Royal Netherlands Navy:
2 destroyer flotillas [.5 points]
1 submarine flotilla [.25 points]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
4 light cruisers (Java, Sumatra, Aruba, Borneo) [.4 points]
2 naval bases [1 point] (Batavia, Willemstad)
1 naval yard [1 point] (Amsterdam)

Total Spending: (59.30 points)
(5/10 until 5.5 tech Level)
Middle Snu
26-11-2006, 18:47
French Indochina become Tech Level 4 in 1914. What benefits, if any, does it get?
Whittlesfield
26-11-2006, 18:52
Spent half a growth point to repair the damaged production centre.

1914
Income:
-------
Resources:
..........
Athens: 5
Crete: 1
Total: 6

Production Centres:
...................
Athens: 1
Cut spending modifier: *2
Total: 2

Food production:
................
16 (Mainland)
5 (Crete and surrounding islands)
Total food production: 21 units
Required: 5 units
Excess sold: 16 units
Total points gained: 3.2

Commerce:
.........
Merchant Shipping (7): 7
Ocean Liner: 0.5
Total: 7.5

......
Total:18.7
......

Outgoings:
----------

Military maintenance:
............................
Navy: 2.65
Army: 0.7
Total: 3.35

Social spending:
.....................
Level III 3 points per 10 million
Total: 1.5

Acquisitions:
................
4 Merchant Shipping units: 12
1 Motor Torpedo Flotilla: 1
Total: 13

Other:
........
Rebuilding efforts: 0.85
Total: 0.85

..............
Total:18.7
..............

Growth
.........
Growth carried over: 0.21
Growth earned this year: (20.7 - 4.85)*0.5 = 0.7925
Total growth: 1.0025 (1 production centre created | 0.0025 carried over)
Haneastic
26-11-2006, 20:12
sure you can use growth points to repair production centers?


Japanese Empire 1914 Builds
Population: 67
Production Centers: 37x2=74
Shipping: 11
Resources: 20 (6 from food)
Coal: 9
Total: 114
Tech Level: 5
Growth: 0%

Military Maintenance: 27
3 Infantry Corps
3 Cavalry Division
1 Menjiang Cavalry Division
3 Static Infantry Corps
2 HQ units
7 Motorized Brigades
2 Motorized HQ
4 Theater Supply Units
7 Garrisons
3 Fortress Corps
2 Fortresses (Lushun, Harbin)
8 Light Infantry Divisions
1 Imperial Guards (Light Infantry)
3 Siege Artillery

2 Dreadnoughts
4 Battlecruisers
10 Light Cruisers
1 Tech 5 Destroyer
1 Long Range Sub
2 Transport Group

Mothballed:
4 Armored Cruisers
3 torpedo boat flotillas
9 Battleships
9 Protected Cruisers
3 Tech 4.5 Destroyer Squadrons

Intelligence Agency

3 Observation Planes

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan, Tainan, Port Arthur

Level 2 Social Safety for Japan (includes Korea and Manchuria): 15
Left: 72


Buy:
6 Super Dreadnoughts: 36
2 Fighter Unit: 6
1 Fortress in Changchun (Year 1): 1
1 Fortress in Mukden (Year 1): 1
1 Fortress in Pyongyang (Year 1): 1
Infastructure in Manchuria (1/3): 4
Aviation Industry (31/100): 17
Pay to France: 6
Ato-Sara
26-11-2006, 22:27
http://forums.jolt.co.uk/showpost.php?p=11613955&postcount

Portuguese 1914 build, GB if you want them I've got planned builds all the way to 1918.
Samtonia
26-11-2006, 23:04
Prospective Budgets for Scandinavia (minus Denmark, his will be up whenever he finishes it). People that were loaned to, I need to know when you're aying the loans back so that can be worked into the budget.


The Kingdom of Sweden's 1914 Budget
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year
Tech Level: 5
Conscript Forces
Production Centers: Stockholm 6
Resources: Stockholm 7
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line, 1 Airline(Zeppelin)
Food Production: 9 Food Production Units

1913 Income: [49.5 Total Points]
Production Income - 24 Points,
Resources - 9 Points,
Commerce - 3.5 Points
Zeppelin (Airline)- 1 Point
Norwegian Payment: 26

1913 Costs:
Military Maintenance - 8.9 Points
Level III Social Spending - 1.5 Points
Aid to IRC: 6.1
DN Construction (Year 2 of 3): 4
DN Construction (Year 2 of 3): 4
BC Construction (Year 2 of 3): 4
DN Construction (Year 1 of 3): 4
DN Construction (Year 1 of 3): 4
DN Construction (Year 1 of 3): 4
Aircraft Research (0 of 100): 23



Kingdom of Norway's 1914 Budget
Population: 2.3 million
Tech level: 4
Conscript Forces
Market Economy (Normal): Growth 3%
Total Growth: .99

Income: 26.5
Production centers: 2 (Stavanger 2)
Resources: 4 (Stavanger 4)
Food production: 9
Commerce: 6 shipping unit
Cruise Ship Line: .5


Expenditures
Military maintenance: 3.15
Level 3 social spending: .7
Aid to International Red Cross: 2.65
Infrastructure improvements (Year 2 of 3): .5
Payment to Sweden: 18.5
Amundsen Expedition Funding: 1



Republic of Finland's 1914 Budget
Population: 3.5 million
Tech Level: 5
Volunteer Military
Market Economy Peacetime Growth Rate: 3% per Year
Growth: .23

Income: 9
Production centers: 1 (Helsinki 1)
Food Production: 3
Resources: 5 (Helsinki 5)


Expenditures
Level III Social Spending: 1
Military Upkeep: .5
Motorized infantry division: 3
Light/Mountain Infantry Division: 2
Light/Mountain Infantry Division: 2
Bazalonia
26-11-2006, 23:36
Danish Budget for 1914 can be found here (http://forums.jolt.co.uk/showpost.php?p=11710195&postcount=1)....
Cylea
27-11-2006, 02:42
I believe that all loans the US gave out (and their current status) can be found here.

http://forums2.jolt.co.uk/showpost.php?p=11609255&postcount=4

If you guys could toss me TGs with your plans on repayment, or post on my thread I would really appreciate it. I know that it is mentioned in your builds (like OE is giving back 2 points in 1914) I should hopefully find it, but just in case I miss something...ya know...

:p
[NS]Parthini
27-11-2006, 05:26
OOC: Greece, I gave you 10 points of aid in 1914.
New Dornalia
27-11-2006, 22:19
IC:

1914-In progress

Nationalist China (Republic of China)
Economic and military data as of Jan, 1 1913
KMT China (Republic of China)
Resource points
Changsha 2, Kwieyang 6, Chengtu 6, Chungking 12,
Special Resources:
3 Coal
Production Centers:
3 at Changsha
population under KMT control 185 million
food production 220
Excess food sales: 7 points

Aid Column-

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

Aid from UK-5pts

Aid from USA- 30 pts total this year (was 40, but 10 were lost to "personal expenses")

Market Economy Peacetime. Normal income, growth 3%

Total Income: 44 (rounded, factoring in Aid, growth post mil/social spending) 65.25

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

KMT Army
Guangdong Army-based in Guangzhou
3 garrison units
Guangxi Army-based in Nanning
1 garrison unit
Hunan Army-based in Changsha
2 garrison units
Jiangxi Army-based in Nanchang
3 garrison units
Zhejiang Army-based in Hangzhou
3 garrison units
Fujian Army--currently in Jiangxi Province
1 garrison unit
Sichuan Army
3 garrison units
(2 at Chengdu, 1 at Chungking)
5 light infantry divisions (all tech level 5)
Guazhou Army--based in Guiyang
3 garrison units .75, upgrade to 5 garrison units (4 points)

1st Army--New Model Army (currently in Jiangxi)
4 Regular Infantry corps (plus one Portuguese Corps as advisors)
1 Light infantry unit
1 militia unit
1 cavalry division (technically from Sichuan, but attached to NMA)

2nd Army--Republican Guard (Guangdong)
4 infantry corps--at Guangzhou
2 militia unit--at Guangzhou

Ministry of State Security Special Republican Peacekeeping Force--
1 Police Unit-.25

Republican Navy-
2 DD2, and 6 CLs-.8
2 BCs -.5

Matenance=13.2

Social Spending=Level 1-19 pts

5 points on MSS training, equipment

Points lost to various acts of palm-greasing and "special favors" -2.25 points

Growth= 1.41 (plus last year's makes .87)

Builds-

OOC: Following assumes components are purchased from an outside power.

one Motorized HQ-10
2 Motorized infantry corps-12
1 Infantry Corps-4
29 pts on Infrastructure improvements
Galveston Bay
27-11-2006, 22:23
This is the principal thread for economics rules and will be updated as the game progresses.

Current Special Rules Timeline in effect
effective Tuesday, November 28, the game year will be 1914

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

[B]Special rules f /B]
No nation can be at wartime spending. Only nations that have suffered damage to economic centers can be at National Effort at the start of the year.

If you gave your women suffrage during the war you can't take it back.

Inflation is a problem. All nations that were at wartime spending in 1913 have problems with inflation this year as there are shortages of civilian goods. Commerce is halved, as is income from resources.
If your nation wasn't at war in 1913 you don't have this problem.

Unemployment is a problem however, as the newly released soldiers have to find jobs and the economy has to absorb them. The civilian population though is strongly (very strongly) against continued mobilization, so you can only keep 3% of your population in the military (2% if volunteer force). So if you had 10% of your population in the military in 1913, you known have 7% of your population unemployed. For each % over your unemployment lose double that percentage of your production. Large numbers of unemployed also means social disruption, and for every 1 million unemployed there are another 2 million dependents who need help too. These people are automatically on emergency food rationing as they lack the means to feed themselves. You can help this by spending 1 point per 1 million people for unemployment benefits, which allows them to eat normally.

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.

special rules in effect for 1914
Middle Snu
28-11-2006, 01:23
French Indochina become Tech Level 4 in 1914. What benefits, if any, does it get?

Bump
Galveston Bay
28-11-2006, 02:27
Bump

it can build industrial centers, and just as importantly, can have growth with those centers

incidently, surplus Siamese and Vietnamese growth (should there be any) can be funnelled into Laos and Cambodia
Haneastic
28-11-2006, 02:59
is the loss of commerce and resources for 1914 only?

Builds edited as well
Amestria
28-11-2006, 03:15
Does Germany or Japan suffer any additional adverse effects? Germany went to Total War Spending in 1913 and Japan had some intense economic problems resulting from the war/American embargo, so would not they both have additional problems?
Safehaven2
28-11-2006, 03:37
And Russia to, they were cut off from the outside world for a good while there, with all their ports under occupation(If the American embargo had such an effect on Japan, this should be even worse on Russia, at least Japan still had access to other imports, Russia had nothing.), had most of the war fought on its soil, suffered 6 million dead betwen Civs and Soldiers. Was on food rationing amongst other things.
Kilani
28-11-2006, 03:53
And Russia to, they were cut off from the outside world for a good while there, with all their ports under occupation(If the American embargo had such an effect on Japan, this should be even worse on Russia, at least Japan still had access to other imports, Russia had nothing.), had most of the war fought on its soil, suffered 6 million dead betwen Civs and Soldiers. Was on food rationing amongst other things.

Actually, we managed to have at least one port open throughout the entire war, except for a short period in between the fall of Vladivistok and the siezure of the Middle East and much of the fighitng took place on soil that no longer belongs to me except for Kiev which will cost me much to repair. =(
Galveston Bay
28-11-2006, 04:58
is the loss of commerce and resources for 1914 only?

Builds edited as well

ooc
won't say.;. you wouldn't be able to predict that
Galveston Bay
28-11-2006, 04:59
Does Germany or Japan suffer any additional adverse effects? Germany went to Total War Spending in 1913 and Japan had some intense economic problems resulting from the war/American embargo, so would not they both have additional problems?

ooc
won't say at this time, its likely though
Sukiaida
28-11-2006, 07:20
Good thing Spain never borrowed money. So half of income and half of resources. Alright. And since Ferrol was damaged, I can remain at National Effort.
Abbassia
28-11-2006, 10:40
Population: 5.7 Million People
Tech Level: 4

Income:
Production Centers: 8 points -Normal Spending-
Resources: 2 points -Inflation-
Shipping: 1.5 points -Inflation-
Unemployment Losses: -1 point

Total: 10.5 points

Expenses:
Unemployed Support: 1 point
Level III Social Services: 1.71 points
Military Maintenance: 3.175 points

2 Infantry Corps 1.50
1 Mountain Division 0.10
1 Light Infantry Brigade 0.10
2 Police Units 0.50
1 MTB Flotilla 0.10
1 Reserve Infantry Corps 0.375
4 Reserve Police Units 0.5

Relocation of Greek from Salonika: 3 points

Military Construction:
Upgrade Mountain Division to a Motorised Infantry Division: 1 point

Still to be decided: 0.615 points

Growth: (0.03*(10.5-(2.71+3.175)))/2= 0.0695

Accumelated Growth= 0.17
Sukiaida
28-11-2006, 19:13
Spain
Rulers: Queen Maria Christina
Prime Minister: Valerino Weyler
Government: Monarchy/Military Dictatorship
Year: 1914
Population 20,160,000
Tech level 4.5
National Effort Market Economy: 1%

Spanish Possesions:
Balearic Islands
Canary Islands
Ceuta (enclave on Moroccan coast)
Melilla
RIF

Production:

Production centers 5 (Madrid 1, Ferrol 2, Seville 2)
Resources 13 (Ferrol 3, Malaga 6, Seville 4)
Morrocan Resources: 1
Food production: 47
Need: 20
Surplus: 27
Earned from Surplus: 5 Points

Commerce:
Internal Trade: 1 Shipping Unit
USA: 1 Shippings Units
United Kingdom: 0 SHipping Unit
World Market: 0 Shipping Units (At the moment)

Fuel Used: 4 Coal
1 Oil
Fuel Produced: 0 Coal
0 Oil
Fuel Imported: 4 Coal (World Market)
1 Oil (United States)
Expenses:
Social Spending 3: 6 Points
Intelligence Agency (IE- Intelligencia Espana): 5 Points

Regular Navy (Volunteer):
All Ships 4.5 Tech

Naval Yard: Cadiz
Naval bases: Bilboa, Cartegena, Palma, Canary Islands
Cost: 3 Points

Atlantic Fleet (Based on Canary Islands)
2 BB1 (Pre-Dreadnaught Battleship)
2 Destoyer Flotilla (1 4.5 and 1 5)
3 CA (Armored Cruisers)
1 Transport Group

Meditterranian Fleet (Based in Palma, Baelric Islands)
3 CA (Armored Cruisers)
2 CP (Protected Cruisers) (Scrapped)
2 Destroyer Flotilla (1 4.5 and 1 5)
1 Torpedo Boat Flotilla

Total Navy Cost: 3 Points

Conscript Army:
Regular Army:
3 Regular Infantry Corps
2 Fighter Unit (French)
2 Observation Plane Units (French)
1 Supply Unit
1 Seige Artillery Unit
1 Flak Division

Spanish Foreign Legion:
1 Elite Mountain Division (Based in Ceutra)
1 Elite Light Infantry Division (Base in the RIF)

Stationed in Ceutra(Inside Fortress: Built and Developed by SPain in 16th Century):
1 Fortress
1 mountain division
1 Garrison Unit
Stationed in Melilla (Also has a fortress built in the 16th century, smaller than Ceutra's.):
1 light infantry brigade (guards)
1 Garrison Unit
1 Fortress
Stationed in RIF:
1 Garrison Unit

Stationed in Baleric Islands
1 Light Infantry Division (Marines)

Stationed in Canary Islands

Reserve Army:
2 Infantry Corps
7 Static Infantry Corps
1 Cavalry Divisions


Army Costs: 13.75
Regular Military: 484,000 Men
Reserve Military: 490,000 Men

Total Expense: 30.5 Points
Total Production:43 Points
Spending Money: 12.5
Economic Growth: .1 (The growth of the last 2 years is set to repair the damaged center)

Spending: 1914
Ferrol Workers Aid (1)
Ferrol Port Repair (3)
Unemployment Workers Aid (2.5)
2 Shipping Units (6)

Spending: Remains of 1913
4 Shipping Units (12 Points)
1 Police Unit (2 Points)

Unemployment Due to War: 1%
SPain Population Link:http://www.library.uu.nl/wesp/populs...ope/spainc.htm
Koryan
28-11-2006, 23:17
Is Brazil still in a depression? And do Brazil, Argentina, etc. suffer wartime penalties or is that replaced by the depression?
Galveston Bay
29-11-2006, 03:38
Is Brazil still in a depression? And do Brazil, Argentina, etc. suffer wartime penalties or is that replaced by the depression?

sorry, forgot about Brazil and Argentina

yep, both are still dealing with their depressions.. but they should recover fairly soon
Kilani
29-11-2006, 04:10
GB, I need the populaton and military for the Ukraine so I can calculate SS, etc.
Canadstein
29-11-2006, 13:15
Can I put a production in Dutch Guyana? Also you told me that I have a aircraft industry, but what are the restrictions?
Sukiaida
29-11-2006, 17:04
Probably limited to your population size I'd gather.
Galveston Bay
30-11-2006, 02:06
1914 Imperial China
Population 200 million, tech level 3, capital Lanchow,
controls provinces of Shaanxi, Shanxi, southwestern Inner Mongolia, Langchow, Ningxia, Gangsu, Shandong, Heibi, Sinkiang, Beijing and Qinghai
Resources: 26 (Xian 6, Langchow 6, Lanchow 6, Tientsin 6, Xining 3) other major cities: Tsingtao, Taiyuan, Tsinan, Chengchow, Golmul, population 200 million, food production 225
1914 budget: resources 27 + 25 foreign aid: military: 20 light infantry divisions (2 points), level 1 social services 20 points, build 1 production center at Lanchow 24 points, build 1 supply unit (4 points), purchase 1 observation plane unit 1 point, acquire 1 gunboat unit (1 point) for coastal anti pirate patrol


1914 Republic of Mexico
Population 15 million, tech level 3, production centers 2 (Mexico City, Leon), resources 11 (Chihuahua 6, Leon 5), Oil 2 (Yucatan 2) food production 35
Government has 11 points (peacetime spending only because of labor issues), while Rebels have 8 points (and can spend all of them)
Each side has 30 light infantry brigades, 4 cavalry divisions, with the Rebels holding the northern and southern states, and the government holding the central states

Baltic States, Poland and Ukraine all received considerable private assistance from expatriates around the world, especially in the US and Canada. Considerable migration occurred during and immediately after the war, resulting in population figures below.

1914 Baltic Union (Latvia, Estonia, Lithuania)
although all three are independent, they maintain a unified foreign and defense policy
population 6 million, tech level 5, production centers 2 (Riga), Resources 2 (Tallin), food production 10, peacetime spending budget: 10.2, military: 2 infantry corps, 6 reserve infantry corps, 1 minesweeper flotilla, 1 PT boat flotilla, (4 points military, level 3 social spending (1.8 points), remainder spent on recovery and civilian assistance this year

1914 Poland
population 26 million, tech level 5, production centers 5 (Warsaw 2, Lodz 1, Krakow 2), Coal 3 (Katowice, new find), food production 40, budget: 27, military: 4 infantry corps, 4 cavalry divisions, 8 reserve infantry corps (8 points), level 2 social spending (5.2 points), purchase 1 observation plane unit (1 point), remainder on recovery and civilian assistance this year. Most of the ethnic Ukrainian population moved to Ukraine.

1914 Ukraine
population 13 million, tech level 3, resources Odessa 5, Kiev 5, Dniepepetrovsk 5, food production 10, budget: 8, military: 2 infantry corps, 6 reserve infantry corps, 1 minesweeper flotilla (3.85 points), level 2 social services (2.6 points), remainder on recovery and civilian assistance. If a production center is built in Kiev with 5 years, then Ukraine will be tech level 5. Considerable numbers of ethnic Ukrainians have moved here in last couple of years.

Austria loses 5 million, Russia 30 million, and Germany 10 million because of migration and border changes. In addition, German food production reduced by 5, Austrian food production reduced by 5 and Russian food production reduced by 50 because of border changes.

However, some land reforms and tech advancement brings Russian food production up by 60

1914 Macedonia
Population 3 million, tech level 3, food production 3, resources 2 (Skopje) budget 1914 1, no military at start of 1914, but under Bulgarian protection

1914 Albania gains 500,000 in population, food production 1, and 1 resource (at Tirane)

Greece loses 1 million population, 1 resource and food production of 2

Montenegro 1914
Population 500,000 (many fled Serbia during war), tech level 3, 1 resource, no military


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

update, note some economic losses by Germany, Russia, Austria and Greece
Galveston Bay
30-11-2006, 02:07
also
Serbia lost 600,000 people during the war to the flu and fighting

1.5 million remain in Austrian Serbia, food production is 1, and the production center at Belgrade is damaged and will require repair.
Galveston Bay
30-11-2006, 02:08
Can I put a production in Dutch Guyana? Also you told me that I have a aircraft industry, but what are the restrictions?

Dutch Guyana (Surinam) is tech level 2, and until it becomes tech level 3, you cannot place a production center there. You can however place one in the Dutch East Indies, because infrastructure improvements have raised it to tech level 3.
Galveston Bay
30-11-2006, 02:14
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

Current Recessions and Economic Slow Downs
Depression in Japan -- no growth 1911 - 13 as economic strain of 2 wars is a problem
In 1914, the Depression in Japan continues, and inflation from demobilization and the end of the war also plagues Japan
Other nations that fought the war are also facing the inflation issue, except for Poland and the Baltic States which recieve a lot of help from expatriates and emigres.
the Depressions in Brazil and Argentina continue but look like they will end by the end of 1914

Aviation Industry rules
The US, Russia, UK, Germany and France may build any Blimp or aircraft unit type
Rumania, Austria Hungary, Sweden and Japan can build only observation planes
The Netherlands can only build fighters
Only Germany and France can build Zeppelins
Only the US and UK can build Blimps
only Zeppelins can be used as airline units at this time.


note rules
Haneastic
30-11-2006, 02:19
I think you mean Ukraine has a population of 30 million, not 3.

What resources, population, food do I get from my small lands in China I still hold?
Malkyer
30-11-2006, 02:21
Dutch Guyana (Surinam) is tech level 2, and until it becomes tech level 3, you cannot place a production center there. You can however place one in the Dutch East Indies, because infrastructure improvements have raised it to tech level 3.

Along this line, I am assuming that French West Africa is tech level 2, and thus I would have to upgrade it before building a production center at Dakar, correct?
Kordo
30-11-2006, 02:22
also
Serbia lost 600,000 people during the war to the flu and fighting

1.5 million remain in Austrian Serbia, food production is 1, and the production center at Belgrade is damaged and will require repair.

The Belgrade production center was rebuilt in late '13 just to be noted by GB.

On another note, so the plan you offered me (on moving 1.5 million serbs to Africa) still would be feasible correct?
Amestria
30-11-2006, 03:33
On another note, so the plan you offered me (on moving 1.5 million serbs to Africa) still would be feasible correct?

Probably, but it would be in violation of that peace treaty the AHE just signed.
Amestria
30-11-2006, 03:51
GB, you probably should point out that the Ukraine is legally an autonomous self-governing territory within the Russian Empire.
Sukiaida
30-11-2006, 04:08
I gather I have to upgrade Morocco in order to actually make it uhh have an industrial center.
Amestria
30-11-2006, 04:21
French Morocco is tech 3...I don't know about the rest of the country...

BTW: We need the economies of Kurdistan, Basra, Baghdad (Russian Client State), and Armenia (Russian Client State).
Canadstein
30-11-2006, 04:32
Dutch Guyana (Surinam) is tech level 2, and until it becomes tech level 3, you cannot place a production center there. You can however place one in the Dutch East Indies, because infrastructure improvements have raised it to tech level 3.

So could I bring it to tech level 2 by improving infrastructure and having level 1 social services?
Malkyer
30-11-2006, 04:40
Tech level 3 – requires level 1 social services, transportation infrastructure improvements

Dutch Guyana is already Tech Level 2. The above is what is required to reach Tech Level 3, which is when you can build a production center in Suriname.

Although, wouldn't a production center in the Dutch East Indies be more useful, if you're going to shell out the money anyway?
Galveston Bay
30-11-2006, 05:49
I think you mean Ukraine has a population of 30 million, not 3.

What resources, population, food do I get from my small lands in China I still hold?

actually its 13, not 30...lol... 1920 population of entire Ukraine was 26 million, and only have of it is self governing

not really, the part of China you hold is pretty much worthless desert or is included in your Manchurian figures for ease of play
Galveston Bay
30-11-2006, 05:52
Spain


Stationed in Ceutra(Inside Fortress: Built and Developed by SPain in 16th Century):
1 Fortress

Stationed in Melilla (Also has a fortress built in the 16th century, smaller than Ceutra's.):

1 Fortress
]

unless you built those fortresses over the course of this game, they don't count as fortress... fortifications from the gunpowder age before shells, high explosives, and high velocity rounds are quant relics, not real fortresses.
Galveston Bay
30-11-2006, 05:54
The Belgrade production center was rebuilt in late '13 just to be noted by GB.

On another note, so the plan you offered me (on moving 1.5 million serbs to Africa) still would be feasible correct?

will make note of it

also, yes, if you have somewhere to ship them, your evil plan can indeed be carried out

or you could simply annex Montenegro and kick all of the Serbs into that country
Galveston Bay
30-11-2006, 05:56
Along this line, I am assuming that French West Africa is tech level 2, and thus I would have to upgrade it before building a production center at Dakar, correct?

correct
Galveston Bay
30-11-2006, 05:57
Probably, but it would be in violation of that peace treaty the AHE just signed.

he asked if it was feasable, not ethical...lol
Galveston Bay
30-11-2006, 06:21
1914 Greater Palestine (RL Jordan, Israel and Palestine)
Population 1.3 million (90,000 European Jews, 5,000 Jews from Middle Ages period on, about 50,000 Christian Arabs and others, 100,000 Druze, remainder are Moslem Arabs with a small scattering of various Christians in Jerusalem)
tech level 2, 1 resource, food production 3

1914 Lebanon
population 250,000 (90% Christian, various sects, 10% other)
tech level 2, 1 resource, food production .4

1914 Syria
population 2 million, tech level 2, 3 resources, food production 4
Galveston Bay
30-11-2006, 06:24
1914 Kurdistan
population 1 million, tech level 2, resources 2 (Mosul), food production 3,

1914 Baghdad
population 1 million, tech level 2, resources 0, food production 6

1914 Basra
population 400,000, tech level 2, resources 0, food production 1
[NS]Parthini
30-11-2006, 06:29
OOC: What about Saudi Arabia? Also, do the other Arab states have anything of economic value?

Also, when is Persia gonna get more oil?
Galveston Bay
30-11-2006, 06:38
Parthini;12015184']OOC: What about Saudi Arabia? Also, do the other Arab states have anything of economic value?

Also, when is Persia gonna get more oil?

nope, none of them do until oil shows up

the Trucial States and Kuwait get most of their earnings from commerce and fishing that doesn't justify a resource point at this time
Kilani
30-11-2006, 08:14
Budget, 1914

Population: 130 million

Normal Spending, Tech Level Five

4.5 million men in the military at the end of the war.

reduced to 3.9 million men as troops are demobilized.

.5% unemployment. (1% economic penalty)

Production Centers: 35
-St Petersburg 2
-Moscow 3
-Tula 1
-Irkutsk 4
-Kharkov 3
-Rostov 7
-Omsk 9
-Volgograd 1
-Tbilisi 3
-Sverdlvosk 2

Normal Spending: 140

Resource Centers: 34
-Rostov 6
-Omsk 4
-Sverdlovsk 10
-Kharkov 9
-Tbilisi 3
-Irkutsk: 1
-Kursk 5
-Voronezh 5
-Kerch 5

Fuel Centers:

Oil
-Baku 5
-Grozny 2
-Maikop 3
-Perm 2

Natural Gas
-Karaganda 1
-Add Baku 5

Coal
-Ufa 5
-Novosikirsk 1
-Rostov 4

Merchant Marine: 7 shipping units [3 Baltic (Sweden 2, Norway 1), 2 Internal (River Barges, etc) 2 Pacific (USA 2)]

7 points

Commerce, resources halved.

TOTAL: 138.6

Growth Spending: 84.1

Growth: 3% [2.52]

1 new production center in Rostov, 1914

1 new production center in Sverdlvosk, 1914


Food production: 83 million

Constant Spending

Level II Social Services: 26.6 points
Intelligence Agency (Secret Police): 5 points

Domestic Projects


12 (Railroads [4 Trans-Siberian, 4 Central Asia-China, 4 Basra-Caucaus])
15 (Debt payments to the US [35/97])
12 (production Center in N. Persia [24/24])
2 (production center for Armenia [10/24])
15 (Aid to Imperial China)
1 (fortress in Vladivistok [2/5])
1 (Fortress in Petrograd [2/5])
3 (1xDN Baltic)
6 (4 CLs from the UK)
5 (Intelligence Operations)
4 (Aid to Kurdistan)
2 (Aid to Basra)
2 (Feed 600,000 unemployed and their dependents)
2 (relocate homeless/build temporary shelters)
3 (1 light naval bomber)
3 (DN, Black Sea)
6 (upgrade three milita to Regular Infantry)

Military Upkeep

Army

Active Duty
3 HQs: 3 points
13 Regular Infantry Corps: 9.75
3 Light Infantry Divisions: .20
3 Marine Brigades: 1.5
2 Fighter Units: 2
1 Light Bomber Unit: 1
2 Observation Aircraft Units: 1
2 Garrison Units: .5
7 Police Units: 1.75
3 Cavalry Corps: 1.5
2 Baghdad Cavalry Divisions: .5

Reserves
3 HQs: 1.5
20 Militia Corps: 1
5 Militia Cavalry Corps: .25
3 Fortress Corps: .75
3 Regular Infantry Corps: 1.10
3 Artillery Divisions: 6
4 Observation Air Units: 1

TOTAL: 43.5

Navy

Baltic Sea Fleet

BC:

Borodino: .25
Kutusov: .25
Suvarov: .25
Prince Bagration: .25
Markarov: .25

1 minesweeper flotilla: .10
1 coast defense submarine flotilla: .25


Black Sea Fleet

1 MTB Flotilla: .3
1 DD Flotilla: .10

CLs:

Marie: .10
Alexandra: .10

TOTAL: 2.55

Naval Yards
Sevastapol: 1
St. Petersburg: 1

Naval Bases
Batumi: .5

Mothballed:

CP Aroura

TOTAL: 4.7

Military Total: 39.7

Total Spent: 158.6 points
Whittlesfield
30-11-2006, 12:33
Actually, as I didn't control the land I lost (with the exception of Corfu) when we began in 1906, and I didn't gain any food production or resources when I got that land, I don't believe I should lose anything. I've also advanced to tech 4 since we started, and I gained nothing from that, so I don't see why I should lose anything. I have nothing against the other countries gaining anything, but I just don't see why I should lose something that I never gained from those lands =/

I hope you can see my point.
Canadstein
30-11-2006, 13:00
Dutch Guyana is already Tech Level 2. The above is what is required to reach Tech Level 3, which is when you can build a production center in Suriname.

Although, wouldn't a production center in the Dutch East Indies be more useful, if you're going to shell out the money anyway?

I don't want my whole economic in DEI. If they have more power then the Netherlands they might not want to be a colony anymore.
Sukiaida
30-11-2006, 15:34
In relation to the fortresses, I believe then they would be called forts then, not fortresses. As I did built them up during the Moroccan Crisis/War for defense. Uhhh how do I handle Forts? Cause they do have something? How about it's a fortress unit if they are inside them and I can have them listed as forts? I can build them up as real fortresses later.

Also need to discuss land reform with you. Sent a TG on my proposal. You could use it for RUssia or other country with landless peasants as well if you want. I think it's a good proposal personally.

Oh and I need the population of Spanish Morocco. (I believe it's about 200,000 at this time.) And also what tech lvl Spanish Morocco is at.
Galveston Bay
30-11-2006, 17:48
Actually, as I didn't control the land I lost (with the exception of Corfu) when we began in 1906, and I didn't gain any food production or resources when I got that land, I don't believe I should lose anything. I've also advanced to tech 4 since we started, and I gained nothing from that, so I don't see why I should lose anything. I have nothing against the other countries gaining anything, but I just don't see why I should lose something that I never gained from those lands =/

I hope you can see my point.

actually no I don't see your point. You did lose signficant territory, so your population has decreased because a lot of people lived in that territory.

Until your factories get fixed your tech level 3
Galveston Bay
30-11-2006, 17:50
In relation to the fortresses, I believe then they would be called forts then, not fortresses. As I did built them up during the Moroccan Crisis/War for defense. Uhhh how do I handle Forts? Cause they do have something? How about it's a fortress unit if they are inside them and I can have them listed as forts? I can build them up as real fortresses later.

Also need to discuss land reform with you. Sent a TG on my proposal. You could use it for RUssia or other country with landless peasants as well if you want. I think it's a good proposal personally.

Oh and I need the population of Spanish Morocco. (I believe it's about 200,000 at this time.) And also what tech lvl Spanish Morocco is at.

forts are a specific type of unit, and come with fortress troops. When you buy the troop unit you get a free fort with it. Fortresses are much more complex and can be manned by any troops, and cost independently (and more). See military thread for differences

Land reform is possible, but there are also risks of backlash. Keep that in mind. The current Civil War in Mexico is about when land reform meets oligarchical backlash
Sukiaida
30-11-2006, 18:52
Mexican Land Reform is very different than what I proposed in the TG though. Mexico was always trying to divide foreign property up to it's small holdings. Mexico also took land from large landowners and the church. My form of land reform doesn't do that. So, big difference in the way they are dealt with. Mexican land reform was more like a communist restructuring. Mine is more of a land grant system. Less of a backlash. Also it was the failure of a land reform in SPain that helped cause the Civil War. If I don't do land reform I am in even worse risk of Civil War than if I do land reform.

So does that mean my TG is approved? You said it's possible. So I put the proposal for 1915 in my Imperial SPain thread. Hope ya like it. If you'd have the Cortes's reaction to it, as well as the people's reaction I'd appreciate it. It'd help me in knowing what to do. The Parliment of Spain was created for advice, so asking them would be best. I have the parties that are accepted up. I gather the Nationalists will be ansy about it. The Conservatives will be against it. The Socialists would be for it, and the Republicans will probably be for it. At least that's what I think, but I'd prefer for you to show the popular reaction. It's a proposal right now in 1914.
Ato-Sara
30-11-2006, 20:25
Hey GB, the Imperial China build for 1914 has a surplus of 4 points. (9 points if you count the 5 points available from selling the 25 surplus food.)

Is there a particular reason for this, becasue I find it odd that the Imperial Chinese would just waste nine points.
Amestria
30-11-2006, 20:34
Hey GB, the Imperial China build for 1914 has a surplus of 4 points. (9 points if you count the 5 points available from selling the 25 surplus food.)

Is there a particular reason for this, becasue I find it odd that the Imperial Chinese would just waste nine points.

Well, the Imperial Military GB posted as somewhat incomplete (they have two or three infantry corps GB neglected to mention and a portion of those four points would be going towards upkeep) and its only May/June of 1914 (something could come up and in China one has to be careful about selling surplus food). Plus, your taking over soon, once GB posts on the old Emperor dieing from years of over work (so you will have some freedom to decide what to do with any spare points and food surpluses that exist).
Galveston Bay
30-11-2006, 22:21
Hey GB, the Imperial China build for 1914 has a surplus of 4 points. (9 points if you count the 5 points available from selling the 25 surplus food.)

Is there a particular reason for this, becasue I find it odd that the Imperial Chinese would just waste nine points.

if 9 points available, then the Imperial Chinese will build 4 Police units and 1 observation plane unit

infantry corps mentioned by Amestria were disbanded into light infantry divisions, which are more suitable for future Imperial Plans (by current Emperor, who alas, won't live to see then through)
Ato-Sara
30-11-2006, 23:30
if 9 points available, then the Imperial Chinese will build 4 Police units and 1 observation plane unit

infantry corps mentioned by Amestria were disbanded into light infantry divisions, which are more suitable for future Imperial Plans (by current Emperor, who alas, won't live to see then through)

Thanks for the info GB.
Kilani
01-12-2006, 00:43
exactly how much coal does Russia have and where?
Sukiaida
01-12-2006, 00:52
Wait some nations are getting increases in their coal and oil production? Doesn't that mean that some coal and oil trade dependent nations will get some exploration too? Just curious.
Galveston Bay
01-12-2006, 01:00
in addition to the increases in coal, natural gas and oil reserves found in the United States and Russia,

oil is found in Venezuela (5 oil points available)

oil is also found in Kurdistan (2 oil points at Mosul)

and oil in Persia increases by 2 points at Bushehr in addition to the 1 oil point already present at Bandar Shapar

However, these new finds create a glut in the oil market. For now, oil and natural gas resources are worth only 1 point for every 2 oil or natural gas points available for export.
Sukiaida
01-12-2006, 01:02
Well that answers my question on that. Alright, thanks for the answer. Now just the other thing. Sorry, just a little nervous wondering how I phrased everything. I know I am uhhh rushing... sorry.
Galveston Bay
01-12-2006, 01:08
mineral discoveries in Australia result in Australia getting 6 points of resources at Townsville

other discoveries in Africa result in 6 points to Salisbury (Rhodesia) and 3 more points for Belgian Congo

demand for Rubber results in + 2 points for Malaysia, + 1 for Thailand, and + 2 for Brazil

increased demand for cocoa results in + 2 points for British Nigeria, + 3 for French Ivory Coast, and + 1 for Brazil

ooc soft drink industry, chocolate, and other foods that use cocoa suddenly show a massive growth spurt about now because demand for alchohol in the US falls off because of the Prohibition in many of the states (even if the amendment doesn't pass, its still the law of the land in a lot of places) which causes the need for Americans to find substitutes
Cylea
01-12-2006, 01:13
in addition to the increases in coal, natural gas and oil reserves found in the United States and Russia,

oil is found in Venezuela (5 oil points available)

oil is also found in Kurdistan (2 oil points at Mosul)

and oil in Persia increases by 2 points at Bushehr in addition to the 1 oil point already present at Bandar Shapar

However, these new finds create a glut in the oil market. For now, oil and natural gas resources are worth only 1 point for every 2 oil or natural gas points available for export.

Does any of the Venezuelan oil go to the US (like peru's resources go to the US for example), and if not are there any ways to assure that it does so?
Galveston Bay
01-12-2006, 01:16
Does any of the Venezuelan oil go to the US (like peru's resources go to the US for example), and if not are there any ways to assure that it does so?


3 of 5 do
Ottoman Khaif
01-12-2006, 01:22
Does Turkey get any more coal points?
Kilani
01-12-2006, 01:23
Does Turkey get any more coal points?

You can always buy oil and coal from Russia and Kurdistan. :D
Galveston Bay
01-12-2006, 02:11
Does Turkey get any more coal points?

nope, not yet
The Lightning Star
01-12-2006, 02:47
Now that the war is over...

GB, can you PLEASE tell me my food and energy production? I've been asking for a month, and everyone told me to ask you after the war is over. And now that the war is over...
Rodenka
01-12-2006, 04:12
Rumanian Build, 1914 (http://forums.jolt.co.uk/showpost.php?p=11998653&postcount=21)
Amestria
01-12-2006, 07:21
The Islamic Kingdom of Kurdistan's Budget

Population 1 million, tech level 2, capital Mosul, resources 2 (Mosul), oil 2 (Mosul) food production 2

1914 budget: resources 2 + 4 Foreign Aid (Russia) + 1 point from oil sales = 6 points

1914 expenses: Level 1 Social Services (.1 of a point), improved transportation infrastructure (.2 points, 1/3 complete), 1 reserve Militia Corp (.5 of a point), corruption/tribal patronage (1.2 points)

1914 Builds: Mountain Infantry Division (2 points), upgrade reserve Militia Corp to Reserve Regular Infantry Corp (2 points)

(Note: Russia is providing Kurdistan with tech 5 weapons and advisers)
Whittlesfield
01-12-2006, 13:07
actually no I don't see your point. You did lose signficant territory, so your population has decreased because a lot of people lived in that territory.

Until your factories get fixed your tech level 3
Okay, I guess I didn't explain it well. Anyway, I've already repaired my factory with half a growth point.

Also, when I gained Greek Macedonia in 1906, I didn't gain any extra resources or food production, which is why I don't see why I should lose any when I lose Greek Macedonia.

As regards to the population, Bulgaria is paying for the deportation of the Greek population of Thessaloniki, and Greek Macedonia itself was sparsely populated at this time, and was so until the Greek-Turkish population transfers when many Greeks from Anatolia settled in Greek Macedonia.

Sorry for being a constant pain, but when you're a small country, every little helps!
Koryan
01-12-2006, 18:51
Brazil + Depression + Rebellion = 1914 Brazilian Builds (http://forums.jolt.co.uk/showpost.php?p=12021708&postcount=56)
Galveston Bay
01-12-2006, 19:27
Okay, I guess I didn't explain it well. Anyway, I've already repaired my factory with half a growth point.

Also, when I gained Greek Macedonia in 1906, I didn't gain any extra resources or food production, which is why I don't see why I should lose any when I lose Greek Macedonia.

As regards to the population, Bulgaria is paying for the deportation of the Greek population of Thessaloniki, and Greek Macedonia itself was sparsely populated at this time, and was so until the Greek-Turkish population transfers when many Greeks from Anatolia settled in Greek Macedonia.

Sorry for being a constant pain, but when you're a small country, every little helps!


if your production centers were damaged, they do not provide growth. You only get economic growth if you have functioning industrial centers, and yours were damaged (and therefore not producing)

Population figures indicated are for adjustments made from start of game to present, so use them.
Galveston Bay
01-12-2006, 19:29
Now that the war is over...

GB, can you PLEASE tell me my food and energy production? I've been asking for a month, and everyone told me to ask you after the war is over. And now that the war is over...

1906 (game start) figures
Dominion of South Africa
Population 5.3 million (20% white,10% mixed, remainder Black with no rights), tech level 3, production centers 0, resources 18 (Pretoria 12, Capetown 6), food production: 8, no energy at this time

ooc
you will get some coal later though)

for any adjustments since then, check with Parthini
Sukiaida
01-12-2006, 20:07
Spanish Morocco's population, and will I be able to raise the division I wanted from the Moroccans. (In real history the high unemployment in Morocco made it easy for Spain to recruit Moroccans into the Legion, but this was the mid-1920's the early 1930's, so no idea what it would be right now.)
Galveston Bay
01-12-2006, 20:31
Spanish Morocco's population, and will I be able to raise the division I wanted from the Moroccans. (In real history the high unemployment in Morocco made it easy for Spain to recruit Moroccans into the Legion, but this was the mid-1920's the early 1930's, so no idea what it would be right now.)

I need the French, Spanish and Germans to define who owns what in Morocco

only then will I provide population figures

as of the Algeciras Conference on Morocco
http://forums.jolt.co.uk/showthread....1#post11609521
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, 1 resource for home use which is used to provide level 1 social services- schools and clinics undere French direction plus maintenance for the a calvalry division which is basically the Moroccan Spahi division used to provide police forces for the Sultan as per treaty)
Sukiaida
01-12-2006, 20:46
Spain owns Melilla, Ceutra, and the RIF. Thats what I own. Germany I know owns Tangier, Rio Muni, and that's all I can remember.

France owns Rio de Oro, Algerias, and that's all I can remember.

All I own are the Canary Islands, Ceutra, the Rif, and Melilla. That's Spain's update. Now to wait on France and Germany.
Amestria
01-12-2006, 23:10
I need the French, Spanish and Germans to define who owns what in Morocco

only then will I provide population figures

as of the Algeciras Conference on Morocco
http://forums.jolt.co.uk/showthread....1#post11609521
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, 1 resource for home use which is used to provide level 1 social services- schools and clinics undere French direction plus maintenance for the a calvalry division which is basically the Moroccan Spahi division used to provide police forces for the Sultan as per treaty)

France controls/administers all of Morocco except what Spain and Germany control (Spain controls Melilla, Ceutra, and the RIF while Germany controls the cities of Rabat, Agadir and Tangier).

In addition to the Moroccan Spahi division a Moroccan Garrison Unit loyal to the French backed Sultan is also maintained with the one point (France built it for the Sultan immediately after he was installed). It is stationed in Fes. So in French Morocco there are two Garrison Units policing 4.5 million people (and that is in addition to any African Army troops stationed in Morocco).
Galveston Bay
02-12-2006, 00:05
France controls/administers all of Morocco except what Spain and Germany control (Spain controls Melilla, Ceutra, and the RIF while Germany controls the cities of Rabat, Agadir and Tangier).

In addition to the Moroccan Spahi division a Moroccan Garrison Unit loyal to the French backed Sultan is also maintained with the one point (France built it for the Sultan immediately after he was installed). It is stationed in Fes. So in French Morocco there are two Garrison Units policing 4.5 million people (and that is in addition to any African Army troops stationed in Morocco).

figure the German portion is 400,000, the Spanish portion 1 million, and the remainder is French as far as population goes. Some of the RIF rebels are from outside areas. Intelligence work will quickly determine that all of the arms were provided by the Germans during the last war, and the Germans realized the futility in trying to get them back after the war.
Sukiaida
02-12-2006, 00:09
Alright, thanks I am going to record that. I can have a single industrial center there then. As a sort of incentive. (Also unemployment is a major problem in Morocco in Spain. So any Spanish jobs are well appreciated. I hope I can be as succesful as RL SPain. By the 1930's the Moors are some of the best troops Spain has.)
Whittlesfield
02-12-2006, 00:37
if your production centers were damaged, they do not provide growth. You only get economic growth if you have functioning industrial centers, and yours were damaged (and therefore not producing)

Population figures indicated are for adjustments made from start of game to present, so use them.

Its the resource points and food production that I'm referring to.
I've had a production centre for a couple of years, so I'm using the growth carried over from previous years to repair my production centre.
Galveston Bay
02-12-2006, 01:23
Its the resource points and food production that I'm referring to.
I've had a production centre for a couple of years, so I'm using the growth carried over from previous years to repair my production centre.

say what? You don't get to do that. Growth is applied immediately or carried over to the next year in order to provide enough partial points to justify a new industrial center, and face it, if you had any spare capacity, the Coalition stole it anyway. Resources and food production do not fuel growth, only industrial production does. In other words, if you have industrial production, THEN you can use your resources and food production and commerce etc as an additional modifier to your growth. Industry is the engine basically, and without it, the rest of the economy (the rail cars) sit on the tracks, and are valuable, but only if someone elses production wants to buy them.
Rodenka
02-12-2006, 21:42
Where can I find the oil info?
Galveston Bay
03-12-2006, 06:26
Due to a general slow down in business caused by the effects of the flu, ALL 1914 growth is halved, quartered for US
Canadstein
03-12-2006, 17:29
1915 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 6 (Rotterdam 3, Amsterdam 3), 18 shipping, 1 liner unit, food production: 22 (45.7 points)

Colonial Empire

Dutch East Indies: Population 49 million, 12 resources, 8 oil, food production 50 (20.6 points)
Dutch Antilles: Population 55 thousand, production center 1 (Willemstad), 1 oil (5 points)
(71.30 points to spend)

Market Economy Peacetime

Growth: 1.02+.39 from 1914= 1.41

Domestic Spending: [35.8 points]

Level III Social Spending [1.80 points]
Upkeep of the BVD (Domestic Security Service) [5 points]
8 shipping units [24 points]
Aid to Rumania [3 points]
Aid to Greece [2 points]

Colonial Spending: [4.90 points]
Level I Social Spending [4.90 points]

Military Spending: [23 point]
Fortress (Rotterdam) [1 point] (5/5 years)
1 garrison unit (DEI) [2 points]
2 light infantry divisions (DEI) [2 points]
1 cavalry division (DEI) [3 points]
Payment to British (2 super dreadnoughts) [9 points] (1/3 years)
1motorized infantry corps [6 points]

Military Upkeep: [7.60 points]
Royal Netherlands Army:
1 garrison units [.25 point]
2 marine brigades [.50 point]
1 reserve infantry corps [.25 point]
1 fighter plane unit [1 point]

Royal Dutch East Indies Army:
3 garrison units (DEI) [.75 point]
1 coast defense fortress (Batavia, DEI) [.5 point]

Royal Netherlands Navy:
2 destroyer flotillas [.5 point]
1 submarine flotilla [.25 point]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
6 light cruisers (Java, Sumatra, Aruba, Borneo, Curaçao, Willemstad) [.6 point]
2 naval bases [1 point] (Batavia, Willemstad)
1 naval yard [1 point] (Rotterdam)

Total Spending: (71.30 points)
(6/10 until 5.5 tech Level)
Safehaven2
03-12-2006, 17:47
figure the German portion is 400,000, the Spanish portion 1 million, and the remainder is French as far as population goes. Some of the RIF rebels are from outside areas. Intelligence work will quickly determine that all of the arms were provided by the Germans during the last war, and the Germans realized the futility in trying to get them back after the war.

I've actually got 750,000 people according to LR. Here's a copy of the tg. A lot of Morrocans immigrated to German because of pro-Moroccan policies exc.

" The United Kingdom of Lesser Ribena
Received: 83 days ago The populations are (inclusive of extra immigration):

Rabat - 250,000
Tangier - 50,000
Agadir - 450,000

Total - 750,000 "
Rodenka
03-12-2006, 19:37
Rumanian Build, 1915 (http://forums.jolt.co.uk/showpost.php?p=11669231&postcount=6)
Galveston Bay
03-12-2006, 20:02
I've actually got 750,000 people according to LR. Here's a copy of the tg. A lot of Morrocans immigrated to German because of pro-Moroccan policies exc.

" The United Kingdom of Lesser Ribena
Received: 83 days ago The populations are (inclusive of extra immigration):

Rabat - 250,000
Tangier - 50,000
Agadir - 450,000

Total - 750,000 "

works for me, previous post only included 1906 numbers
Whittlesfield
03-12-2006, 20:06
Wait, so what happens with growth? If I have, say, 0.8 growth, what would happen the following year?
[NS]Parthini
03-12-2006, 20:07
http://forums.jolt.co.uk/showpost.php?p=12030530&postcount=333

British Build
The Lightning Star
03-12-2006, 21:14
The Union of South Africa approaches the British Government, once again asking if the areas of Basutoland and Swaziland could be handed over to South African control. Also asked is if the British Government would be willing to sell bomber units to the South African Government, as well as train the crews. The South African government would be willing to pay x2 the cost of the units in order to purchase them.
Cylea
03-12-2006, 22:20
USA final 1914 Build:

http://forums.jolt.co.uk/showpost.php?p=12031182&postcount=428
Bazalonia
03-12-2006, 22:31
USA final 1914 Build:

http://forums.jolt.co.uk/showpost.php?p=12031182&postcount=428

I'm repaying my Loan in Full this year(inc 10% interest) which I didn't see mentioned in there.
Cylea
03-12-2006, 22:54
I'm repaying my Loan in Full this year(inc 10% interest) which I didn't see mentioned in there.

hopefully edited in--thanks for the catch
Safehaven2
03-12-2006, 23:40
1914 Poland
population 26 million, tech level 5, production centers 5 (Warsaw 2, Lodz 1, Krakow 2), Coal 3 (Katowice, new find), food production 40, budget: 27, military: 4 infantry corps, 4 cavalry divisions, 8 reserve infantry corps (8 points), level 2 social spending (5.2 points), purchase 1 observation plane unit (1 point), remainder on recovery and civilian assistance this year. Most of the ethnic Ukrainian population moved to Ukraine.


Poles got 24 points to start a prod center from me.
Haneastic
04-12-2006, 01:17
Japanese Empire 1915 Builds
Population: 67
Production Centers: 40x2=80
Shipping: 22
Resources: 39 (6 from food)
Coal: 9
Total: 150
Tech Level: 5
Accumulated Growth: .3
Growth: 5%

Military Maintenance: 30
3 Infantry Corps
3 Cavalry Division
1 Menjiang Cavalry Division
3 Static Infantry Corps
2 HQ units
7 Motorized Brigades
2 Motorized HQ
4 Theater Supply Units
7 Garrisons
3 Fortress Corps
2 Fortresses (Lushun, Harbin)
8 Light Infantry Divisions
1 Imperial Guards (Light Infantry)
3 Siege Artillery

6 Dreadnoughts
4 Battlecruisers
10 Light Cruisers
1 Tech 5 Destroyer
1 Long Range Sub
2 Transport Group

Mothballed:
4 Armored Cruisers
3 torpedo boat flotillas
9 Battleships
9 Protected Cruisers
3 Tech 4.5 Destroyer Squadrons

Intelligence Agency

3 Observation Planes
2 Fighter Units

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan, Tainan, Port Arthur

Level 3 Social Safety for Japan (includes Korea and Manchuria): 15
Left: 105


Buy:
6 Super Dreadnoughts (2/3): 36
1 Fortress in Changchun (2/5): 1
1 Fortress in Mukden (2/5): 1
1 Fortress in Pyongyang (2/5): 1
Infrastructure in Manchuria (2/3): 4
Aviation Industry (48/100): 52
Heavy Cruiser (1/2): 2
8 Light Cruisers (2/2): 8
Galveston Bay
04-12-2006, 04:30
Poles got 24 points to start a prod center from me.

what year was that assistance received?
Safehaven2
04-12-2006, 04:50
end of 13
Galveston Bay
04-12-2006, 05:35
end of 13

already factored it in then

2 Polish coal resources go to Germany
Sukiaida
04-12-2006, 20:35
Seems the depression is over in 1915 then.
Galveston Bay
04-12-2006, 20:42
Seems the depression is over in 1915 then.

yes, the Recession is now over
Sukiaida
04-12-2006, 20:43
All I needed to do my build. BRB
Galveston Bay
04-12-2006, 20:44
already factored it in then

2 Polish coal resources go to Germany

in addition, 1 Baltic resource point goes to Germany
Sukiaida
04-12-2006, 20:47
http://forums.jolt.co.uk/showthread.php?t=497212

Spanish Spending
Samtonia
07-12-2006, 05:57
A few minor corrections from the 1914 budget have also been put in.


The Kingdom of Sweden's 1915 Budget
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year
Tech Level: 5
Conscript Forces
Production Centers: Stockholm 6
Resources: Stockholm 7
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line, 1 Airline(Zeppelin)
Food Production: 9 Food Production Units

1915 Income: [57 Total Points]
Production Income - 24 Points,
Resources - 9 Points
Commerce - 3.5 Points
Zeppelin (Airline)- 1 Point
Norwegian Payment: 18
Turkish Loan Repayment: 1.5

1915 Costs:
Military Maintenance - 8.9 Points
Level III Social Spending - 1.5 Points
DN Construction (Year 3 of 3): 4
DN Construction (Year 3 of 3): 4
BC Construction (Year 3 of 3): 4
DN Construction (Year 2 of 3): 4
DN Construction (Year 2 of 3): 4
DN Construction (Year 2 of 3): 4
Destroyer Flotilla Construction (For Norway): 6
Destroyer Flotilla Construction (For Norway): 6
Coastal Submarine Construction: 6
Aircraft Research (32 of 100): 4.5

(Note: Destroyer Flotillas paid for by Swedish Loans to Norway, to be paid back within next few years)



Kingdom of Norway's 1915 Budget
Population: 2.3 million
Tech level: 4
Conscript Forces
Market Economy (Normal): Growth 3%
Total Growth: 1.67

Income: 22.5
Production centers: 3 (Stavanger 3)
Resources: 3 (Stavanger 3)
Food production: 9
Commerce: 6 shipping unit
Cruise Ship Line: .5


Expenditures
Military maintenance: 2.75
Level 3 social spending: .7
Infrastructure improvements (Year 3 of 3): .5
DNs (From Sweden, Year 2 of 3): 12
Submarine Flotilla (From Sweden): 6
Ships laid up (Mothball Fleet): Coast defense BB1: Norge, Eidsvold
CP: Tordenskjold, Harald Haarfagre, Gefjun, Forseti, Eir, Heimdal
1 torpedo boat flotilla



Republic of Finland's 1915 Budget
Population: 3.5 million
Tech Level: 5
Volunteer Military
Market Economy Budget cuts Growth Rate: 5% per Year
Growth: .51

Income: 7
Production centers: 1 (Helsinki 1)
Food Production: 3
Resources: 5 (Helsinki 5)


Expenditures
Level III Social Spending: 1
Military Upkeep: .5
Improve Infrastructure: 5.5
(This to improve connections to other Scandinavian nations)
Kilani
07-12-2006, 08:29
Kingdom of Armenia

1915

population: approx. 3 million

In addition, a very large (about 3 million) expatriate and émigré population can be found overseas, and it has provided considerable assistance.

Tech level 3

Normal Spending

resources 2 (Yerevan 1, Trabzon 1)

16 points on loan from the USA

potential hydroelectric resources

food production 4

Level II Social Spending: .6

Completion of Production Center: 14 [24/24]

1 Light Infantry Division (Russian equipment): 1 [1/2]

Shipping unit: 2.4 [2.4/3]


Kingdom of Baghdad

1915

Normal Spending

Tech Level 2

population 1 million

resources 0

food production 6

1 point from selling excess food

Level II Social Services: .2

Infrastructure Improvement: .2 [Year 1 of 3]

Shipping Unit (River barges): .6 [.6/3]



Kingdom of Kurdistan

1915

population 1 million

tech level 2

resources 2 (Mosul)

food production 3

Military:
1 Mountain Division
1 Infantry Corps (Reserves)

Energy
-Mosul 2 (1 point from oil exports)

3 points total

Level II Social Spending: .2

Infrastructure Improvements: .2 [.6/.6]

Shipping unit (River barges): 2.1 [2.1/3]

Military upkeep: .5


Empire of Persia (Russian client state)

Tech Level 3

Population 5 million

Resources: 0
1 Production Center (Tehran)

Normal Spending

Growth: 3% [.12]

Military
1 Infantry Corps

Reserves
2 static corps
1 militia corps

Upkeep: 1 point

Level II Social Spending: .5 points

To Russia for a river gunboat flotilla on Tigris/Euphrates Rivers: 1 point (Note: built in Russia and transported to Baghdad via rail)

Upgrade Militia to Static Corps: 1 point

Qajar Royal Courts: .5 points
Ato-Sara
07-12-2006, 08:37
Imperial China 1915 Build
Population: 200 million
Tech level: 3
Government: Imperial Monarchy (Capital Lanchow)
Economy: Market [Peace time Economy {3% Growth}]

Economic Budget: 35 (Production Centres [4]: Lanchow 1. Resources [26]: Xian 6, Langchow 6, Lanchow 5, Tientsin 6, Xining 6. Surplus Food [5] 25 Surplus Food 5.)
+ 12 points aid from Russia

Domestic Spending:

Level 1 Social Services- 20 points

Production centre at Lanchow 12/24- 12 points

Foreign Spending:


Military Spending:

5x Police Units- 10 points

Maintenace:

-Navy-
Gunboat Flotilla-'shèn' (1914) .10 points
Sub Total: .10 points

-Army-
20 Light infantry divisions 2 points
4 Police units 1 point
2 Observation plane units 1 point
Sub Total: 4 points

Total: 4.10 points

Population: 200
Food production: 225
Surplus/Defecit: +25
__________________
The Lightning Star
07-12-2006, 12:24
South Africa 1915 Build, Tech Level 4
Spending Type: Market Economy Peacetime, Growth: 3%

1915 Budget:
14 from resources, 2 commerce, 16 from 4 production centers (1 Cape Town, 1 Pretoria, 1 Bloemfontein, 1 Pietermaritzburg), .5 from food = 32.5 points

Energy:
NA

Population: 6 Million People

Food production
8

Maintenance:
x2 Cavalry division - .50 Points
x1 Motorized Infantry division - .25 points
x2 Destroyer flotilla - .50 points
x1 Police Unit - .25 points
x3 Light Cruisers - .30
x1 Intelligence Agency - 5 points
Total Spent: 6.8

Total Remaining: 25.7

Social Services:
Level III Social Services - 1.5 points

Total Spent: 8.3

Total Remaining: 24.2 points

Construction:
none

Total Spent: 8.3

Total Remaining: 24.2

Military Purchases:
x1 Fighter Unit (from UK) - 6 points (to UK, 3 for unit, 3 for payment)

Total Spent: 13.3

Total Remaining: 18.2

Foreign Aid:
United Kingdom: 18.2 points (+6 for Fighter Unit)

Predicted 1916 Budget:
14 from resources, 2 commerce, 20 from 5 production centers (1 Cape Town, 1 Pretoria, 1 Bloemfontein, 1 Pietermaritzburg, 1 Durban), .5 from food = 36.5 points (.7 Production Centers in Growth, new production center in 1918)
New Dornalia
07-12-2006, 17:54
RoC builds coming up--in this post.
Galveston Bay
08-12-2006, 00:31
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 1 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 1 point 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)

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 Budget cuts, growth 4%. 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 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 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 24 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 3 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


Note changes and adjustments in Blue

If you have shipping, simply multiply your existing shipping units x 5, for liners, multiply x 5 as well. This is your new merchant marine. Note that you can have 1 unit per 250,000 people (1 million for liners) except for Greece, Norway and Netherlands, who can have 1 unit per 100,000 (but no bonus for liners).

NOTE THAT GROWTH RATES HAVE BEEN CHANGED
Canadstein
08-12-2006, 00:51
So if I have 26 shipping units x 5= 130. So how many points do I have? Also so a shipping unit only makes .10 point?
Koryan
08-12-2006, 00:53
Economics rules in effect 1915

So we edit our 1915 builds or just wait until our 1916 builds?
Sukiaida
08-12-2006, 00:55
I don't think our points change at all. Its set up so we don't lose anything of what we have, just our numbers change. That's all. Of course it means we have to spend 10 points for it to mean anything major.

Or wait, I think we lose half our points when we do the math. Cause 500,000 is now only worth .5 points, not 1 as it used to be. So yeah we lose half our shipping plus's. Don't that beat all. Hmmm.
Galveston Bay
08-12-2006, 01:06
So if I have 26 shipping units x 5= 130. So how many points do I have? Also so a shipping unit only makes .10 point?

so 130 shipping units would give you 26 commerce points. Meant to make it .2 points, not .1 (wrong key)
Galveston Bay
08-12-2006, 01:07
So we edit our 1915 builds or just wait until our 1916 builds?

1916 builds
Sukiaida
08-12-2006, 01:09
Ok.... confusing me, but alright I think we have it down now right????
Kordo
08-12-2006, 01:10
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.

So its 48 Points now for a factory?
Malkyer
08-12-2006, 01:11
So its 48 Points now for a factory?

It's been 48 points for a production center during all of E20 v.2.0, unless you are building one to replace a resource point, in which case it is 24.
Galveston Bay
08-12-2006, 01:16
another change

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.
Sukiaida
08-12-2006, 01:21
So we desginate whether one of our merchant shipping is a tanker unit, but it still adds the normal merchant shipping .2 to our stuff. Alright. And if I get about 10 more shipping units, my 5 designated for shipping internally will be exactly 10%. I already designated that earlier, but I'll make it an even 10%.
Galveston Bay
08-12-2006, 01:23
It's been 48 points for a production center during all of E20 v.2.0, unless you are building one to replace a resource point, in which case it is 24.

correct
Haneastic
08-12-2006, 02:50
Technically we do not have to change the shipping as technically it's the same points

Are we allowed to change shipping units to tankers without points needed? Will they be beneficial to stay with fleets?

Also, what's the total food I get from manchuria, Korea and the rest of my holdings?
Amestria
08-12-2006, 04:06
1. What is the shipping capacity of Russia's "vast internal waterways," in other words how many shipping units can Russia build that are internal.

2. How many shipping units can Russia put in the Caspian Sea?

3. Will the immigration of so many prosperous and economically productive Jewish individuals/families to Greater Palestine lead to any economic benefits? If yes, when?
Galveston Bay
08-12-2006, 04:56
1. What is the shipping capacity of Russia's "vast internal waterways," in other words how many shipping units can Russia build that are internal.

2. How many shipping units can Russia put in the Caspian Sea?

3. Will the immigration of so many prosperous and economically productive Jewish individuals/families to Greater Palestine lead to any economic benefits? If yes, when?

1. 50% of the current Russian merchant fleet is internal and coastal waterways, which includes the Caspian Sea. That rate will stay the same.

2. Enough tankers to move those oil points, the rest are just general shipping and don't have to be specified

3. Not yet
Galveston Bay
08-12-2006, 05:24
Technically we do not have to change the shipping as technically it's the same points

Are we allowed to change shipping units to tankers without points needed? Will they be beneficial to stay with fleets?

Also, what's the total food I get from manchuria, Korea and the rest of my holdings?

if you have for example 100 shipping units, 40 of those could be designated as tankers, the rest general shipping. Which is more then enough tankers. More reasonable figure given demand would be probably 10 at most for Japan (gives some cushion)

Manchurian food production 85, Korean food production 20
Abbassia
08-12-2006, 12:14
Population: 5.7 Million People
Tech Level: 4

Income:
Production Centers: 8 points -Normal Spending-
Resources: 4 points
Shipping: 3 points
Loan from Germany: 12 points
Loan from Canada: 5 points

Total: 32 points

Expenses:
Level III Social Services: 1.71 points
Military Maintenance: 3.325 points

2 Infantry Corps 1.50
1 Motorised Infantry Division 0.25
1 Light Infantry Brigade 0.10
2 Police Units 0.50
1 MTB Flotilla 0.10
1 Reserve Infantry Corps 0.375
4 Reserve Police Units 0.5

Construct Production Centre: 24 points

Upgrade 1 Reserve Police Unit to a Reserve Motorised Infantry Division: 1 point

Humanitarian (Level II Social Services) Aid to Albania: 0.6 points
Aid (Level III Social Services) to Macedonia: 0.9 points
Aid to Pro-Bulgarian Parties in Macedonia: 0.5 points

Growth: 0.02*(32-(1.71+3.325+.9+.6))= 0.5093

Accumelated Growth= 0.75
The Lightning Star
09-12-2006, 14:58
Here's a question:

In RL, South Africa was a first-world country equivalent to those first world nations in Europe, North America, etc, and it had pretty much most (if not all) of the technologies they had, at least until 1994. However, I am at tech level 4, and the rest of the first world is at five, and it'll take me around 20 years to reach that level (it takes 10 years at tech level 4 to reach level 4.5, and 10 at tech level 4.5 to get to tech level 5). How am I supposed to become a first-world nation, like SA was in RL and still arguably is, if I am constantly going to be 15-20 years behind the "big boys"?
New Dracora
09-12-2006, 16:29
Aussie Build 1915 (http://forums.jolt.co.uk/showpost.php?p=12060000&postcount=30)

Special Notes:
* Population increase to 5 million

* Tribute to Mother England: 20 units

* Aid to NZ: Construction of Tech 4 road and railroad infrastructure improvements, cost 0.2 (1 of 3) units

* New Production Center (Adelaide): 1 Growth Point, 1 Resource Point

* 6.325 units held in reserve
Samtonia
09-12-2006, 18:21
Here's a question:

In RL, South Africa was a first-world country equivalent to those first world nations in Europe, North America, etc, and it had pretty much most (if not all) of the technologies they had, at least until 1994. However, I am at tech level 4, and the rest of the first world is at five, and it'll take me around 20 years to reach that level (it takes 10 years at tech level 4 to reach level 4.5, and 10 at tech level 4.5 to get to tech level 5). How am I supposed to become a first-world nation, like SA was in RL and still arguably is, if I am constantly going to be 15-20 years behind the "big boys"?

Perhaps there will be bonuses to certain nations? I mean, right now, Norway is also only at Tech 4 but I assume that in my case once Norway would hit their stride and catch up (and then surpass) most other big powers in technology I'll get some special rate (less than 10 years, in all probability). These are just assumptions, but I would assume that the same thing would also happen to you.
[NS]Parthini
09-12-2006, 18:29
Well, you have 10 years to get close/catch up, since no one can get 5.5 until '25, and then 6 at '39. You have plenty of time to get yourself caught up.
Malkyer
09-12-2006, 18:30
Here's a question:

In RL, South Africa was a first-world country equivalent to those first world nations in Europe, North America, etc, and it had pretty much most (if not all) of the technologies they had, at least until 1994. However, I am at tech level 4, and the rest of the first world is at five, and it'll take me around 20 years to reach that level (it takes 10 years at tech level 4 to reach level 4.5, and 10 at tech level 4.5 to get to tech level 5). How am I supposed to become a first-world nation, like SA was in RL and still arguably is, if I am constantly going to be 15-20 years behind the "big boys"?

You'll catch up as time progresses; I had the same concern last E20.
Sukiaida
09-12-2006, 21:24
Yeah I'll use SPain as an example. I was tech lvl 4 and about 20 years behind the rest of Europe at tech lvl 5. I turned 4.5 and became 10 years behind in 1907. By tech lvl 5.5 the rest of europe will have gotten there in 1925 and I'll have gotten there in 1927. So then I'll only be 2 years behind. And I'll be equal by the time tech lvl 6 rolls around. See what I mean? It's easier to go through the lower levels than the higher ones, so catching up eventually happens.
[NS]Parthini
09-12-2006, 22:49
http://forums.jolt.co.uk/showpost.php?p=12061427&postcount=356

Uber pwnage
Haneastic
09-12-2006, 23:43
Japanese Empire 1916 Builds
Population: 86
Production Centers: 49x2=98
Shipping: 22 (110 Units) (22 Internal)
Resources: 39
Coal: 9
Total: 168
Tech Level: 5
Accumulated Growth: .3
Growth: 5%

Military Maintenance: 31
3 Infantry Corps
3 Cavalry Division
1 Menjiang Cavalry Division
3 Static Infantry Corps
2 HQ units
7 Motorized Brigades
2 Motorized HQ
4 Theater Supply Units
7 Garrisons
3 Fortress Corps
2 Fortresses (Lushun, Harbin)
8 Light Infantry Divisions
1 Imperial Guards (Light Infantry)
3 Siege Artillery

6 Dreadnoughts
4 Battlecruisers
18 Light Cruisers
1 Tech 5 Destroyer
1 Long Range Sub
2 Transport Group

Mothballed:
4 Armored Cruisers
3 torpedo boat flotillas
9 Battleships
9 Protected Cruisers
3 Tech 4.5 Destroyer Squadrons

Intelligence Agency

3 Observation Planes
2 Fighter Units

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan, Tainan, Port Arthur

Level 3 Social Safety for Japan (includes Korea and Manchuria): 24
Left: 113


Buy:
6 Super Dreadnoughts (3/3): 36
1 Fortress in Changchun (3/5): 1
1 Fortress in Mukden (3/5): 1
1 Fortress in Pyongyang (3/5): 1
Infrastructure in Manchuria (3/3): 4
Heavy Cruiser (2/2): 2
9 Heavy Cruisers (1/2): 18
Seaplane Carrier Technology: 6
Production Center in Osaka: 24
Production Center in Harbin (6/24): 4
2 Ocean Liner Units(1/2): 6
1 Infantry Corps: 4
Upgrade 3 Static Infantry Corps: 3
Marine Brigade: 2
Marine Brigade: 1
Canadstein
09-12-2006, 23:53
1916 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 6 (Rotterdam 3, Amsterdam 3), 130 shipping units, 1 liner unit, food production: 22 (53.7 points)

Colonial Empire

Dutch East Indies: Population 50 million, production center 1 (Batavia), 11 resources, 8 oil, food production 50 (23.6 points)
Dutch Antilles: Population 56 thousand, production center 1 (Willemstad), 1 oil (5 points)
(82.3 points to spend)

Market Economy Peacetime

Growth: .82+.41 from 1915= 1.23

Domestic Spending: [42.75 points]
Level III Social Spending [1.80 points]
Upkeep of the BVD (Domestic Security Service) [5 points]
6 shipping unit [6 points]
Building of production center (Batavia) [24 points]
Aid to Rumania [3.95 points]
Aid to Greece [2 points]

Colonial Spending: [5.25 points]
Level I Social Spending (DEI) [5 points]
Level I Social Spending (Dutch Guiana) [.08 point]
Improvement of infrastructure (Dutch Guiana) [.17 point]

Military Spending: [24 points]
Payment to British (2 super dreadnoughts) [15 points] (2/3 years)
1 marine brigades [2 points]
3 heavy cruisers (Van Speyk, Johan Willem Frisco, Zeeland] [3 points] (1/2 years)
1 assault engineer brigade [2 points]

Military Upkeep: [10.30 points]
Royal Netherlands Army:
Fortress (Rotterdam) [1 point]
1 garrison units [.25 point]
1 reserve infantry corps [.25 point]
2 marine brigades [.50 point]
1 motorized infantry corps [1 point]
1 fighter plane unit [1 point]

Royal Dutch East Indies Army:
4 garrison units [1 point]
1 coast defense fortress (Batavia) [.5 point]
2 mountain infantry division [.20 point]
1 cavalry division [.25 point]

Royal Netherlands Navy:
2 destroyer flotillas [.5 point]
1 submarine flotilla [.25 point]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
6 light cruisers (Java, Sumatra, Aruba, Borneo, Curaçao, Willemstad) [.6 point]
2 naval bases [1 point] (Batavia, Willemstad)
1 naval yard [1 point] (Rotterdam)
Total Spending: (82.3 points)
(7/10 until 5.5 tech Level)
Galveston Bay
10-12-2006, 19:05
Here's a question:

In RL, South Africa was a first-world country equivalent to those first world nations in Europe, North America, etc, and it had pretty much most (if not all) of the technologies they had, at least until 1994. However, I am at tech level 4, and the rest of the first world is at five, and it'll take me around 20 years to reach that level (it takes 10 years at tech level 4 to reach level 4.5, and 10 at tech level 4.5 to get to tech level 5). How am I supposed to become a first-world nation, like SA was in RL and still arguably is, if I am constantly going to be 15-20 years behind the "big boys"?

Not until the 1980s it wasn't, and even then, only in selected technologies. You look closer and you will see that most goods and machinery were imported until after World War II.
Galveston Bay
10-12-2006, 19:05
Yeah I'll use SPain as an example. I was tech lvl 4 and about 20 years behind the rest of Europe at tech lvl 5. I turned 4.5 and became 10 years behind in 1907. By tech lvl 5.5 the rest of europe will have gotten there in 1925 and I'll have gotten there in 1927. So then I'll only be 2 years behind. And I'll be equal by the time tech lvl 6 rolls around. See what I mean? It's easier to go through the lower levels than the higher ones, so catching up eventually happens.

correct
Bazalonia
11-12-2006, 00:03
Danish 1915 Build

Current Build (1915)

Military Upkeep: 1.6
Social Spending Lvl 3: .84
Intel Agency Funding: 5
Operation Safehaven: .8
2 Cruise Liners: 2 (1/2)
Antarctic Expedition: .5

Foreign Spending:

Dreadnought from Sweden: 4 (1/3)
Destroyer from Sweden: 6
Coal from US: 1.5

Danish 1916 Build

Population 2.9 million (tech 4)
Production centers: 3
Resources: 4 (Copenhagen 4, Greenland 1)
Food production: 8 (Enough to support 8 million)
Colonies: Iceland, Faeroe Islands, Greenland (negligible population that require food imports)
Commerce: 28 shipping units

Total Available: 22.6

Military Upkeep: 1.6
Social Spending Lvl 3: .87
Intel Agency Funding: 5
Operation Safehaven: .8

2 x Cruise Liners: 2 (2/2)
1 Merchant Marine: 1

Foreign Expediture:

2 x Heavy Cruiser (From Sweden): 4 (1/2)
Destroyer Flotilla (From Sweden): 6
Coal From US: 1.28
Aid to Greece: 0.05

Expected Coal Reserves: .92
Amestria
11-12-2006, 05:13
How much additional food production does Russia get in 1916, 1917, 1918, 1919, and 1920 owing to continued land reform and economic growth (more incentive for peasants to be more productive as there is more to buy)?
Galveston Bay
11-12-2006, 06:23
How much additional food production does Russia get in 1916, 1917, 1918, 1919, and 1920 owing to continued land reform and economic growth (more incentive for peasants to be more productive as there is more to buy)?

the big increase given earlier carries over until Russia reaches its next tech level (would actually have increased year by year, but easier game wise the way I posted)
Galveston Bay
11-12-2006, 19:08
Economics rules in effect 1915





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

]


note major change that goes into effect 1917 budget
Koryan
11-12-2006, 23:05
Brazil reaches 4.5 in 1916. Any food production increases?
Galveston Bay
11-12-2006, 23:09
Brazil reaches 4.5 in 1916. Any food production increases?

sorry, no, not until it reaches tech 5 .. then a small one
at tech 5.5 a big one though (tractors begin to show up)
Whittlesfield
11-12-2006, 23:15
Surely Greece could get something for tourism, with my ocean liners and many islands...?
Koryan
11-12-2006, 23:20
Okay, just one question:

I had 4 liner units before the economic change meaning I now have 20. The maximum income is 1 point (10 units), meaning the other 10 are useless now?

If that's correct, can I change the extras to tanker units (for oil imports).
Whittlesfield
11-12-2006, 23:24
Liners are supposed to be be one per one mil population now.
Koryan
11-12-2006, 23:25
I know, I have 24 million people. My concern is the 1 point profit limit for liners.

Edit: Oh, and I guess I lied about the one question thing. Are the extra rubber and cocoa resources able to be converted into production centers or are they just a temporary thing?
Whittlesfield
11-12-2006, 23:48
What's the limits on zepplin airliners?
Kordo
12-12-2006, 01:15
Does Montengro have anyone doing its builds and could I perhaps take over?
Galveston Bay
12-12-2006, 01:19
Surely Greece could get something for tourism, with my ocean liners and many islands...?

until the advent of jet air travel, tourism was something rich people did, and there are only so many rich people after all. Only the rich travelled by Zeppelin and propeller driven airliner (internationally anyway), while middle class people were doing well to travel once or twice in a life time, and then they went by 2nd class passage aboard ships. Usually because they were emigrating somewhere else, or on government or church related (mission) service. Needless to say, the working class didn't travel.

So if anything, I am inflating the amount of available points you can earn, but it provides the needed justification in game terms to have tourism industries at all, which did after all exist.

so not until tech level 7 in other words
Galveston Bay
12-12-2006, 01:20
Does Montengro have anyone doing its builds and could I perhaps take over?

not really, it has enough income to provide level 1 social services and thats about it
Galveston Bay
12-12-2006, 01:21
I know, I have 24 million people. My concern is the 1 point profit limit for liners.

Edit: Oh, and I guess I lied about the one question thing. Are the extra rubber and cocoa resources able to be converted into production centers or are they just a temporary thing?

permanent increase.. be happy
Galveston Bay
12-12-2006, 01:25
What's the limits on zepplin airliners?

Rigid Airships (Zeppelins) -- require research (see below) Each Zeppelin unit is 20 airships, and can be used as a military unit or used as an airline unit (provides 1 point of income a year, maximum 2 points)

(from the military thread)
Novum Elephantum
12-12-2006, 03:17
1914 Poland
population 26 million, tech level 5, production centers 5 (Warsaw 2, Lodz 1, Krakow 2), Coal 3 (Katowice, new find), food production 40, budget: 27, military: 4 infantry corps, 4 cavalry divisions, 8 reserve infantry corps (8 points), level 2 social spending (5.2 points), purchase 1 observation plane unit (1 point), remainder on recovery and civilian assistance this year. Most of the ethnic Ukrainian population moved to Ukraine. 24 Points from Germany to start production center

growth: .54 factories

1915
Normal Spending
Population: 26 million
Tech Level: 5
Production Centers: 5 (Warsaw 2, Lodz 1, Krakow 2)
Coal: 3 (Katowice)
Food: 40 (14 spare=3 production points sold)
Income TOTAL: 26
growth: .5 (1.04 factories=>1 new center @Wroclaw, .04/1 growth required for factory)

Military Maintenance: 8.5
Level II Social Services: 5.25

12 points to finish production center @Katowice
.25 points-bonus for wounded veterans (no in game effect)


1916
Budget Cuts
Population: 26 million
Tech Level: 5
Production Centers: 7 (Warsaw 2, Lodz 1, Krakow 2, 1 Katowice, 1 Wroclaw)
Coal: 3 (Katowice)
Food: 40 (14 spare=3 production points sold)
Income TOTAL: 20
growth: 1.02 (1.06/1 factories=> new factory at Lvov)

Military Maintenance: 8.5
Level II Social Services: 5.25

6 Shipping Units: 6
Outfitting Polar expedition: .25
Abbassia
12-12-2006, 09:43
Population: 5.7 Million People
Tech Level: 4

Income:
Production Centers: 12 points -Normal Spending-
Resources: 3 points
Shipping: 3 points
Coal Export: 1 point

Total: 19 points

Expenses:
Level III Social Services: 1.71 points
Military Maintenance: 2.95 points

1 Infantry Corps 0.75 -1 Infantry Corps moved to Reserve-
1 Motorised Infantry Division 0.25
1 Light Infantry Brigade 0.10
2 Police Units 0.50
1 MTB Flotilla 0.10
2 Reserve Infantry Corps 0.75
1 Reserve Motorised Infantry Division 0.125
3 Reserve Police Units 0.375

Upgrade 1 Reserve Police Unit to a Reserve Infantry Corps: 2 points
Upgrade 1 Reserve Police Unit to a Reserve Infantry Corps: 2 points

Infrastructure Project: 1 point (Year 1 out of 3)

Repay loan to Germany: 2 points (Year 1 out of 20)
Repay loan to Canada: 5 points
Aid to Albania: 0.6 points
Aid (Level III Social Services) to Macedonia: 0.9 points
Aid to Pro-Bulgarian Parties in Macedonia: 0.5 points

Growth: 0.02*(18-(1.71+2.95+.9))= 0.25

Accumelated Growth= 1 production centre
Amestria
12-12-2006, 10:42
not really, it has enough income to provide level 1 social services and thats about it

Montenegro also has a 50,000 man army (probably equals one militia corp or one reserve static corp).
Whittlesfield
12-12-2006, 13:00
until the advent of jet air travel, tourism was something rich people did, and there are only so many rich people after all. Only the rich travelled by Zeppelin and propeller driven airliner (internationally anyway), while middle class people were doing well to travel once or twice in a life time, and then they went by 2nd class passage aboard ships. Usually because they were emigrating somewhere else, or on government or church related (mission) service. Needless to say, the working class didn't travel.

So if anything, I am inflating the amount of available points you can earn, but it provides the needed justification in game terms to have tourism industries at all, which did after all exist.

so not until tech level 7 in other words
But I have zepplin airliners and ocean liners...
Whittlesfield
12-12-2006, 13:25
Greece gave Montenegro a Torpedo Boat flotilla and 0.6 points in 1915.
Kilani
12-12-2006, 17:08
Russian Budget, 1916

Population: 144 million (20 million Central Asians, est.)

Cut Spending, Tech Level Five


Production Centers: 42
-St Petersburg 2
-Moscow 3
-Tula 1
-Irkutsk 5
-Kharkov 3
-Rostov 11
-Omsk 9
-Volgograd 1
-Tbilisi 3
-Sverdlvosk 5
-Kursk 1

Normal Spending: 164

Resource Centers: 39
-Rostov 2
-Omsk 4
-Sverdlovsk 5
-Kharkov 9
-Tbilisi 3
-Kursk 4
-Voronezh 5
-Kerch 5

Fuel Centers:

Oil
-Baku 5
-Grozny 2
-Maikop 3
-Perm 2

Natural Gas
-Karaganda 1
-Add Baku 5

Coal
-Ufa 5
-Novosikirsk 1
-Rostov 4

Merchant Marine: 35 shipping units [20 Baltic/Atlantic, 20 Internal (River Barges, etc), 15 Pacific]

7 points

84 points for production centers + 40 resource points +7 commerce points + 4 points from oil exports = 130 points

TOTAL: 135 [Normal Spending: 218]

Maintance: 72.775

Growth calculated from: 140.225 points

Growth: 4% [5.69 + .1 growth from ’14 + .31 in ’13 = 6.1 growth]


Food production: 90

Funding Avaliable: 52.4 points

Constant Spending

Level II Social Services: 24.4 points
Level III Social Services in all major cities: 6 points
Intelligence Agency (Secret Police): 5 points


Domestic Projects

15 (Debt Payment to the United States [65/93])
13 (Aid to China)
4 (DN, Baltic [8/12], contracted to American shipyards)
4 (DN, Black Sea [12/12])
2 (Forts@Petrograd, Valdivistok [10/10])
8 (2 Trans-Siberian RR [10/50], 3 Central Asian RR [13/40], 3 Basra-Caucus RR [13/25])
1 (Intelligence Operations)
4 (Air Depot, Petrograd])
2 (upgrade a milita corp to regular)

Military Upkeep

Army

Active Duty
3 HQs: 3 points
13 Regular Infantry Corps: 9.75
3 Light Infantry Divisions: .20, one paid for by Armenia
3 Marine Brigades: 1.5
2 Fighter Units: 2
1 Light Bomber Unit: 1
1 Light Naval Bomer Unit: 1
2 Observation Aircraft Units: 1
2 Garrison Units-Paid for by Armenia
7 Police Units: 1.75
3 Cavalry Corps-Paid for by Armenia

Reserves
3 HQs: 1.5
17 Militia Corps: 1
5 Militia Cavalry Corps: .25
3 Fortress Corps: .75
6 Regular Infantry Corps: 2.25
3 Artillery Divisions: 6
4 Observation Air Units: 1

TOTAL: 41.7
Navy

Baltic Sea Fleet

DN:

Imperator Nicholay II: .25
Imperatritsa Alexandra: .25
Alexei: .25
Imperatritsa Maria: .25

BC:

Borodino: .25
Kutusov: .25
Suvarov: .25
Prince Bagration: .25
Markarov: .25

1 minesweeper flotilla: .10
1 coast defense submarine flotilla: .25
1 MTB Flotilla: .10
1 DD Flotilla: .10
CLs:

Tatiania: .10
Kiev: .10
Rostislav: .10
Olga: .10

Black Sea Fleet

1 MTB Flotilla: .10
1 DD Flotilla: .10

CLs:

Marie: .10
Alexandra: .10

TOTAL: 2.65

Naval Yards
Sevastapol: 1
St. Petersburg: 1

Naval Bases
Batumi: .5


TOTAL: 4.95

Military Total: 42.825
Galveston Bay
12-12-2006, 17:38
Montenegro also has a 50,000 man army (probably equals one militia corp or one reserve static corp).

unless someone gave it some money, it can RAISE 1 militia corps, but doesn't actually have a significant army in game terms otherwise. Its leaders are also realistic enough to know that raising an army is pointless when the entire Austrian Army is right across the border and it would be easily swamped in case of war.

It politely accepted the torpedo boat flotilla from Greece, but is using it as a Coast Guard for dealing with smugglers.
Galveston Bay
12-12-2006, 17:40
But I have zepplin airliners and ocean liners...

who sold you Zeppelins? or did you research them?
Amestria
12-12-2006, 23:26
unless someone gave it some money, it can RAISE 1 militia corps, but doesn't actually have a significant army in game terms otherwise. Its leaders are also realistic enough to know that raising an army is pointless when the entire Austrian Army is right across the border and it would be easily swamped in case of war.

Montenegro fought quiet a few wars against the Turks and its neighbors in the 19th century (with Russian help prior to 1906) and its King is an old warrior prince, so it would likely maintain a small army for reasons of national pride. In addition there is the matter of Montenegro being right next to the chronically unstable Albania, with its many tribes and blood feuds. Also, Montenegro being able to police and defend its own borders, albeit to a limited extent, would deny the Austrians an excuse to occupy or annex them.
Samtonia
12-12-2006, 23:52
Prospective Budgets of all kinds


The Kingdom of Sweden's 1916 Budget
Population: 5.5 Million
Market Economy Peacetime Growth Rate: 3% per Year
Tech Level: 5
Conscript Forces
Production Centers: Stockholm 6
Resources: Stockholm 7
Energy Resources: 1 Coal and 1 Hydroelectric
Commerce: 3 Shipping Units, 1 Cruise Line, 1 Airline(Zeppelin)
Food Production: 9 Food Production Units
Total Growth: .57 (.14 to Finland)

1916 Income: [53.4 Total Points]
Production Income - 24 Points,
Resources - 9 Points
17 Shipping Units- 3.4 points
5 Oil Tankers
Zeppelin (Airline)- 1 Point
Norwegian Payment: 15
Danish Payment: 16
Turkish Loan Repayment: 1

1916 Costs:
Military Maintenance - 8.4 Points
Level III Social Spending - 1.7 Points
DN Construction (Year 3 of 3): 4
DN Construction (Year 3 of 3): 4
DN Construction (Year 3 of 3): 4
Aircraft Research (36.5 of 100): 6.2
Infrastructure Improvements: 1.1
Transport Group Construction: 3
Transport Group Construction: 3
Heavy Cruiser Construction (Year 1 of 2): 2
Heavy Cruiser Construction (Year 1 of 2): 2
Light cruiser (CL) Construction (Year 1 of 2): 1
Light cruiser (CL) Construction (Year 1 of 2): 1
Destroyer flotilla (DD) Construction: 6
Destroyer flotilla (DD) Construction: 6
Heavy Cruiser Construction (Year 1 of 2): 2
Heavy Cruiser Construction (Year 1 of 2): 2
Destroyer flotilla (DD) Construction: 6
Destroyer flotilla (DD) Construction: 6



Kingdom of Norway's 1916 Budget
Population: 2.3 million
Tech level: 4.5
Conscript Forces
Market Economy (Normal): Growth 3%
Total Growth: .67

Income: 19.7
Production centers: 3 (Stavanger 3)
Resources: 3 (Stavanger 3)
Food production: 9
18 Shipping Units: 3.6
5 Oil Tankers
5 Passenger Liner: .5


Expenditures
Military maintenance: 2.9
Level 3 social spending: .7
DNs (From Sweden, Year 3 of 3): 12
Oil Purchase: 1
Swedish Repayment: 3



Republic of Finland's 1916 Budget
Population: 3.5 million
Tech Level: 5
Volunteer Military
Market Economy Budget cuts Growth Rate: 4% per Year
Total Growth: 2.47

Income: 7
Production centers: 3 (Helsinki 3)
Food Production: 3
Resources: 3 (Helsinki 3)


Expenditures
Level III Social Spending: 1
Military Upkeep: .5
Improve Infrastructure (Year 2 of 3): .7
New Dornalia
13-12-2006, 08:26
OOC: All are finished, but any last minute changes are possible...

[SIZE="1"]IC:

1915-In progress

Nationalist China (Republic of China)
Economic and military data as of Jan, 1 1913
KMT China (Republic of China)
Resource points
Changsha 2, Kwieyang 6, Chengtu 6, Chungking 12,
Special Resources:
3 Coal
Production Centers:
3 at Changsha
2 at Kweiyang
population under KMT control 185 million
food production 220
Excess food sales: 7 points

Aid Column-

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

Aid from UK-19pts (rounded from 18.75)

Aid from USA-30pts

Market Economy Peacetime. Normal income, growth 2%

Total Income: 56 (rounded, factoring in Aid, growth post mil/social spending) 65.25

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

KMT Army
Guangdong Army-based in Guangzhou
3 garrison units
Guangxi Army-based in Nanning
1 garrison unit
Hunan Army-based in Changsha
2 garrison units
Jiangxi Army-based in Nanchang
3 garrison units
Zhejiang Army-based in Hangzhou
3 garrison units
Fujian Army--currently in Jiangxi Province
1 garrison unit
Sichuan Army
3 garrison units
(2 at Chengdu, 1 at Chungking)
5 light infantry divisions (all tech level 5)
Guazhou Army--based in Guiyang
3 garrison units .75, upgrade to 5 garrison units (4 points)


1st Army--New Model Army (currently in Jiangxi)
4 Regular Infantry corps (plus one Portuguese Corps as advisors)
1 Light infantry unit
1 militia unit
1 cavalry division (technically from Sichuan, but attached to NMA)

2nd Army--Republican Guard (Guangdong)
4 infantry corps--at Guangzhou
2 militia unit--at Guangzhou

Ministry of State Security Special Republican Peacekeeping Force--
1 Police Unit-.25

Republican Navy-
2 DD2, and 6 CLs-.8
2 BCs -.5

Matenance=13.2

Social Spending=Level 1-19 pts

5 points on MSS training, equipment

Points lost to various acts of palm-greasing and "special favors" -2.25 points

Growth= 1.33 (plus last year's makes 2.20)

Builds-

OOC: Following assumes components are purchased from an outside power.

2 Motorized infantry corps-12
37 pts on Infrastructure improvements
6 points on 2 Motor Infantry Divisions
Convert 2 Garrison Units in the Guangdong, Zhejiang, Guazhou, Sichuan, Jiangxi Armies to Light/Mountain Infantry Divisions-0 points (subtracting the difference, it turns out to be kinda, well, free!)

1916-In progress

Nationalist China (Republic of China)
Economic and military data as of Jan, 1 1913
KMT China (Republic of China)
Resource points
Changsha 2, Kwieyang 6, Chengtu 6, Chungking 12,
Special Resources:
3 Coal
Production Centers:
3 at Changsha
2 at Kweiyang
population under KMT control 185 million
food production 220
Excess food sales: 7 points

Aid Column-

Missionary aid to KMT- 1pt

Overseas Chinese aid to KMT- 1pt

Aid from UK-25pts

Aid from USA- ?

Market Economy Peacetime. Normal income, growth 2%

Total Income: 36(rounded, factoring in Aid, growth post mil/social spending) 81

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

KMT Army
Guangdong Army-based in Guangzhou
1 garrison unit
Guangxi Army-based in Nanning
1 garrison unit
Hunan Army-based in Changsha
2 garrison units
Jiangxi Army-based in Nanchang
1 garrison units
Zhejiang Army-based in Hangzhou
1 garrison units
Fujian Army--currently in Jiangxi Province
1 garrison unit
Sichuan Army
1 garrison units
(1 at Chungking)
5 light infantry divisions (all tech level 5)-.50
Guazhou Army--based in Guiyang
1 garrison units .25, upgrade to 5 garrison units (4 points)

1.75 Provincial Armies

1st Army--New Model Army (currently in Jiangxi)
4 Regular Infantry corps (plus one Portuguese Corps as advisors)
2 Motor Infantry Corps
1 Light infantry unit
8 Light/Mt. Infantry Divisions

2nd Army--Republican Guard (Guangdong)
4 infantry corps--at Guangzhou
2 Motor Infantry Divisions
3 militia Corps--at Guangzhou

Ministry of State Security Special Republican Peacekeeping Force--
1 Police Unit-.25

Republican Navy-
2 DD2, and 6 CLs-.8
2 BCs -.5

Matenance=19

Social Spending=Level 1-19 pts

5 points on MSS training, equipment

Points lost to various acts of palm-greasing and "special favors" -2.25 points

Growth= .72 (plus last year's makes .92)

Builds-

OOC: Following assumes components are purchased from an outside power.

20 points for infrastructure improvements
10 points for a Motor HQ
2 Motor Inf Divisions-6 points
Amestria
13-12-2006, 09:21
1915: one Motorized HQ-10
1916: one Motorized HQ-10

I do not believe KMT China can build an HQ at its current tech level, let alone two Motorized ones (an HQ is a General Staff plus complex supply unit). A nation has to be at tech 5 to get an HQ or have a special history (KMT China is neither).

It may be possible for another nation to build an HQ for China, but you’re going to have to check with GB on that.

At tech 3 KMT China can purchase/build some supply units.
Whittlesfield
13-12-2006, 13:15
It politely accepted the torpedo boat flotilla from Greece, but is using it as a Coast Guard for dealing with smugglers.
Yeah that was the plan because I remember you saying before it had no navy to police its coastline.
Whittlesfield
13-12-2006, 13:16
who sold you Zeppelins? or did you research them?
France
[NS]Parthini
13-12-2006, 16:55
KMT, I gave you 25 points in 1915, and will probably do the same for 1916.

Also, I'll build you HQs if you want.
Sukiaida
13-12-2006, 23:20
By the way, I'll need the resources and food increases for 1917 for Spain before I can do my build. Since Spain is going to tech lvl 5 in 1917. Just a note because it's due on Monday, and this gives a few days beforehand to write it down.
Middle Snu
14-12-2006, 00:45
1916 Siamese Builds
5 production center (2 Bangkok, 1 Chiang Mai, 1 Phnom Penh, 1 Saigon), 45 food
production, 8 resources
Tech Level 4
24 million population
Cut Spending for 10 production+8 resources+12 shipping+4.2 food=34.2 points

Military Upkeep
Regulars:
8 infantry corps-6
2 garrisons-.5
2 coast defense garrison-1
1 supply unit-.5
7 light infantry divisions-.7

Navy:
1 PT flotilla-.1
1 destroyer flotilla-.25
5 CL-.5
Total Military: 9.55
Social Spending: 24 million at level II=4.8
Total Nondiscretionary Spending=14.35

To build:
To Britain- 5
Energy-1
6 light infantry divisions-12 (reserve troops)
1 CL-1 (year 1/2) (built in Japan)

Growth: 1 production center (Chiang Mai)
Galveston Bay
14-12-2006, 20:17
April 1916
A late season storm smashes into the Netherlands, killing 10,000 people and inflicting severe damage in the coastal regions

ooc
historically happened in January but variable dates used

http://en.wikipedia.org/wiki/Zuiderzee

IC
Dutch Parliament calls for a massive national project to prevent such an occurance in the future and to drain the Zuider Zee and claim it as farmland.

OOC
This will cost the Netherlands 2 points a year for 50 years basically. However, beginning after 10 years, the Netherlands will gain 2 points every 5 years in food production.

Short term effect for 1916 is that Netherlands suffers the loss of 25% of all income due to severe damage suffered.
Ato-Sara
15-12-2006, 20:26
http://forums.jolt.co.uk/showpost.php?p=12029263&postcount=2
Imperial China 1916 build.
New Dornalia
15-12-2006, 21:49
It may be possible for another nation to build an HQ for China, but you’re going to have to check with GB on that.

At tech 3 KMT China can purchase/build some supply units.

OOC: I did indicate the parts and training were coming from abroad for those shiny new battle implements--and very well too, there was an OOC Header before each list of things to buy stating that fact.
Amestria
15-12-2006, 22:12
OOC: I did indicate the parts and training were coming from abroad for those shiny new battle implements--and very well too, there was an OOC Header before each list of things to buy stating that fact.

The issue was not that you were buying them from overseas but that KMT China is still mostly tech 2 (I was wondering if it could actually support tech 5 motorized units), so just to be safe I checked with GB on this and here is what he says.

reviewed all relevent threads.. he is fine, he can build motorized units because he can buy trucks overseas

So yes, the RoC's builds are fine.
Sukiaida
15-12-2006, 22:14
So Spain could buy them as well for overseas purchases of trucks and stuff?
Amestria
15-12-2006, 22:15
So Spain could buy them as well for overseas purchases of trucks and stuff?

Yes.
Kilani
16-12-2006, 00:59
Kingdom of Baghdad (Russian Client State)

1916

Normal Spending

Tech Level 2

population 1 million

resources 0

food production 6

1 point from selling excess food

Level I Social Services: .1

Infrastructure Improvement: .2 [Year 2 of 3]

Shipping Unit: .1 [.7/1]

Military Upkeep: .6

Military:

2 cavalry divisions: .5

Russian gunboat flotilla in the Tigris/Euphrates Rivers: .10


Kingdom of Armenia (Russian Protectrate)

1916

population: approx. 3 million

In addition, a very large (about 3 million) expatriate and émigré population can be found overseas, and it has provided considerable assistance.

Tech level 4

Normal Spending

resources 1 (Yerevan 1)

Production Centers: 1 Trabzon

Shipping: 4 units (.8 points)

potential hydroelectric resources

5.8 points

food production 4

Level II Social Spending: .6

1 Light Infantry Division (Russian equipment): 1 [2/2]

Shipping unit: 1

Debt payment: 1 [1/16]

Russian Maintanence: 1.8

Being paid for:

3 Russian cavalry corps
1 Light Infantry Division
2 Garrison Units


Empire of Persia (Russian client state)

Tech Level 4

Population 5 million

Resources: 0
1 Production Center (Tehran)

Normal Spending

4 points

Growth: 3% [.07+.12]

Military
1 Infantry Corps

Reserves
3 static corps

Upkeep: 1.125 point

Level II Social Spending: .5 points

1 Police Unit: 2

1 Cavalry Division : .3 [.3/3]




Kingdom of Kurdistan (Russian Ally)

1916

population 1 million

tech level 3

resources 2 (Mosul)

food production 3

3 shipping units (.6 points)

Military:
1 Mountain Division
1 Milita Corps (Reserves)

Energy
-Mosul 2 (1 point from oil exports)

3.6 points total

Level II Social Spending: .2

Military upkeep: .15

2 shipping units: 2

Production Center in Mosul: 1 [1/24]

Upgrade Milita Corp to Infantry Corp: .25 [.25/2]
New Dracora
16-12-2006, 10:01
New austerity budgets for the government beginning 1917 (see rules below).

...

Austerity?

And why do the growth levels keep dropping?
Canadstein
16-12-2006, 14:12
1916 Netherlands Build
Kingdom of Netherlands
Population 6 million, tech level 5, production centers 6 (Rotterdam 3, Amsterdam 3), 130 shipping units, 1 liner unit, food production: 22 (53.7 points)

Colonial Empire

Dutch East Indies: Population 50 million, production center 1 (Batavia), 11 resources, 8 oil, food production 50 (23.6 points)
Dutch Antilles: Population 56 thousand, production center 1 (Willemstad), 1 oil (5 points)
(82.3- 20.57(from the storm)=61.73 points to spend)

Market Economy Peacetime

Growth: .82+.41 from 1915= 1.23

Domestic Spending: [20.75 points]
Level III Social Spending [1.80 points]
Upkeep of the BVD (Domestic Security Service) [5 points]
6 shipping unit [6 points]
Plan Zuider Zee [2 points] (1/50 years)
Rebuild destroyed areas in the April 1916 storm [1.43 point]
Aid to Rumania [3.95 points]
Aid to Greece [2 points]

Colonial Spending: [5.25 points]
Level I Social Spending (DEI) [5 points]
Level I Social Spending (Dutch Guiana) [.08 point]
Improvement of infrastructure (Dutch Guiana) [.17 point]

Military Spending: [24 points]
Payment to British (2 super dreadnoughts) [15 points] (2/3 years)
1 marine brigades [2 points]
3 heavy cruisers (Van Speyk, Johan Willem Frisco, Zeeland] [3 points] (1/2 years)
1 assault engineer brigade [2 points]

Military Upkeep: [10.30 points]
Royal Netherlands Army:
Fortress (Rotterdam) [1 point]
1 garrison units [.25 point]
1 reserve infantry corps [.25 point]
2 marine brigades [.50 point]
1 motorized infantry corps [1 point]
1 fighter plane unit [1 point]

Royal Dutch East Indies Army:
4 garrison units [1 point]
1 coast defense fortress (Batavia) [.5 point]
2 mountain infantry division [.20 point]
1 cavalry division [.25 point]

Royal Netherlands Navy:
2 destroyer flotillas [.5 point]
1 submarine flotilla [.25 point]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
6 light cruisers (Java, Sumatra, Aruba, Borneo, Curaçao, Willemstad) [.6 point]
2 naval bases [1 point] (Batavia, Willemstad)
1 naval yard [1 point] (Rotterdam)
Total Spending: (61.73 points)
(7/10 until 5.5 tech Level)
Abbassia
16-12-2006, 16:14
1914
Population 3 million
Tech level 3

Income
Resources: 2 points -Halved due to Inflation-
Shipping 1 -Halved due to Inflation-

Total= 1.5 points

Expenditure:
Level 1 Social Services: 0.33 points
Light Infantry Brigade (Macedonian Army): 1 point
Production Centre: 0.67 points

1915
Income:
Resources: 2
Shipping: 1

Total points: 3 points

Expenditure:
Military Maintenance: 0.1
PT flotilla: 1 point
Production Centre: 1.9 points

Forigen Aid Programs:
Bulgaria->Level 3 Social Services

1916
Income:
Resources: 2
Shipping: 1

Total points: 3 points

Expenditure:
Military Maintenance: 0.2
Upgrade Brigade to Mountain Division: 1 point
Production Centre: 1.8 points (Progress: 4.37/24)

Forigen Aid Programs:
Bulgaria->Level 3 Social Services
Haneastic
16-12-2006, 23:38
Japanese Empire 1917 Builds
Population: 88
Production Centers: 58x2=116
Shipping: 22 (110 Units) (22 Internal)
Resources: 47
Coal: 9
From Siam: 1
Total: 195
Tech Level: 5
Accumulated Growth: .85
Growth: 3%

Military Maintenance: 35
7 Infantry Corps
3 Cavalry Division
1 Menjiang Cavalry Division
2 HQ units
1 Motorized Corp
1 Motorized Brigade
2 Motorized HQ
4 Theater Supply Units
7 Garrisons
3 Fortress Corps
2 Fortresses (Lushun, Harbin)
8 Light Infantry Divisions
1 Imperial Guards (Light Infantry)
3 Siege Artillery

6 Marine Brigades

6 SuperDreadnoughts
6 Dreadnoughts
4 Battlecruisers
1 Heavy Cruiser
18 Light Cruisers
1 Tech 5 Destroyer
1 Long Range Sub
2 Transport Group

Mothballed:
4 Armored Cruisers
3 torpedo boat flotillas
9 Battleships
9 Protected Cruisers
3 Tech 4.5 Destroyer Squadrons

Intelligence Agency

3 Light Bombers
2 Fighter Units

Naval Yards
Kure, Yokosuka, Kobe, Nagasaki,
Naval bases
Hiroshima, Yokohoma, Pusan, Tainan, Port Arthur

Level 3 Social Safety for Japan (includes Korea and Manchuria): 24
Left: 140


Buy:
1 Fortress in Changchun (4/5): 1
1 Fortress in Mukden (4/5): 1
1 Fortress in Pyongyang (4/5): 1
9 Heavy Cruisers (2/2): 18
2 Battlecruiser (2/3): 8
2 Ocean Liner Units(2/2): 6
Marine Brigade (2/2): 1
5 Improved Battlecruiers (1/3): 25
3 Seaplane Carriers: 6
Convert BC’s and DN’s to oil (1/2): 20
5 Armored cruisers: 8
Convert 4 Battlecruiers to Fast battleships: 8
4 Super Dreadnoughts (1/3): 24
2 Light Cruisers (1/2): 2
Light Cruiser for Siam (1/2): 1
Oil: 8
Amestria
16-12-2006, 23:53
Japanese Empire 1916 Builds
Growth: 5%

Japanese Empire 1917 Builds
Growth: 5%

OOC: As of 1916 growth from Cut Spending is 4% and in 1917 it becomes 3%. Please edit your builds, 5% growth in 1916 and 1917 from cut spending is no longer how it works.
Bazalonia
16-12-2006, 23:59
Danish 1917 Build

Military Upkeep: 1.6
Social Spending Lvl 3: .87
Intel Agency Funding: 5
Operation Safehaven: .8
Fortress (South Jutland): 1 (1/5)
Coastal Defense Unit(Copenhagen): 3

Foreign Expenditure:

2 x Heavy Cruisers: 4 (2/2)
Destroyer from Sweden: 6

Excess: 0.73
Growth: (23 - 2.47) x 2% = .41
Canadstein
17-12-2006, 00:45
1917 Netherlands Build
Kingdom of Netherlands
Population 6.5 million, tech level 5, production centers 6 (Rotterdam 3, Amsterdam 3), 136 shipping, 1 liner unit, food production: 22 (55.3 points)

Colonial Empire

Dutch East Indies: Population 50 million, production center 1 (Batavia 1, Surabaya 1), 19 resources, 8 oil, food production 50 (35.6 points)
Dutch Antilles: Population 56 thousand, production center 1 (Willemstad), 1 oil (5 points)
(95.9 points to spend)

Market Economy Peacetime

Growth: .73 +.23 from 1916= .96

Domestic Spending: [38.47 points]
Level III Social Spending [1.86 points]
Upkeep of the BVD (Domestic Security Service) [5 points]
Plan Zuider Zee [2 points] (2/50 years)
29 shipping unit [29 points]
Aid to Greece [.61 point]

Colonial Spending: [5.08 points]
Level I Social Spending (DEI) [5 points]
Level I Social Spending (Dutch Guiana) [.08 point]

Military Spending: [40 points]
Payment to British (2 super dreadnoughts) [12 points] (3/3 years)
3 heavy cruisers (Van Speyk, Johan Willem Frisco, Zeeland) [3 points] (2/2 years)
Research of Seaplane Carriers [6 points]
1 seaplane carrier [2 points]
Long range submarines [12 points]
1 naval base (Padang) [5 points]

Military Upkeep: [12.35 points]
Royal Netherlands Army:
Fortress (Rotterdam) [1 point]
1 garrison units [.25 point]
1 reserve infantry corps [.25 point]
3 marine brigades [1.50 points]
1 motorized infantry corps [1 point]
1 fighter plane unit [.5 point]
1 assault engineer brigade [.25 points]

Royal Dutch East Indies Army:
4 garrison units [1 point]
1 coast defense fortress (Batavia) [.5 point]
2 mountain infantry division [.20 point]
1 cavalry division [.25 point]
1 marine brigade [.5 point]

Royal Netherlands Navy:
2 destroyer flotillas [.5 point]
1 long range submarine flotilla [.5 point]
4 battle cruisers (Tromp, De Ruyter, Nassau, Witte de With) [1 point]
6 light cruisers (Java, Sumatra, Aruba, Borneo, Curaçao, Willemstad) [.6 point]
2 naval bases [1 point] (Batavia, Willemstad)
1 naval yard [1 point] (Rotterdam)

Total Spending: (95.9 points)
(8/10 until 5.5 tech Level)
Novum Elephantum
17-12-2006, 00:59
1917
Budget Cuts
Population: 26 million
Tech Level: 5
Production Centers: 8 (Warsaw 2, Lodz 1, Krakow 2, 1 Katowice, 1 Wroclaw, Lvov 1)
Coal: 3 (Katowice)
Shipping: .6 (uses Danzig as main POC)
Food: 40 (14 spare=3 production points sold)
Income TOTAL: 22.6
growth: 1.18 (1.2/1 factories=> new factory at Warsaw)

Military Maintenance: 8.5
Level III Social Services: 7.8

Infrastructure Improvements (1/3): 5.2
Shipping Unit: 1
Veteran Bonus: 0.1
Haneastic
17-12-2006, 00:59
OOC: As of 1916 growth from Cut Spending is 4% and in 1917 it becomes 3%. Please edit your builds, 5% growth in 1916 and 1917 from cut spending is no longer how it works.

I am aware, please bear with me, my computer is very slow today, and I can;'t even access my builds right now on the saved document to change it

EDIT- everything updated
Middle Snu
17-12-2006, 01:15
1917 Siamese Builds
6 production center (2 Bangkok, 2 Chiang Mai, 1 Phnom Penh, 1 Saigon), 45 food production, 7 resources
Tech Level 4
24 million population
Austerity Level Spending for 6 production+7 resources+12 shipping+4.2
food=29.2 points

Military Upkeep
Regulars:
8 infantry corps-6
2 garrisons-.5
2 coast defense garrison-1
1 supply unit-.5
13 light infantry divisions-1.3

Navy:
1 PT flotilla-.1
1 destroyer flotilla-.25
5 CL-.5
Total Military: 10.15
Social Spending: 24 million at level II=4.8
Total Nondiscretionary Spending=14.95

To build:
To Britain- 5
Energy-1
1 CL-1 (year 2/2)
1 CL-1 (year 1/2)
3 Reserve Militia Corps-6

Growth: 1 production center (Saigon)+.26 production centers
Haneastic
17-12-2006, 03:10
I have a suggestion for wars and such, when more money is needed:

War Bonds

Simulates governments asking for money to pay for production
Regular War Bonds: Between 1-5 points for each 10 Million People
Emergency War Bonds: Between 6-10 Points for every 10 Million People

However, after the war, the governemnt must pay back the bonds they took. The government pays double what they borrowed for 2 years if egular, and 3 years if emergency


This is a rough draft, so comments appreciated
Amestria
17-12-2006, 03:32
I think War Bonds (and similar financial contributions from the citizenry) are implied during Wartime and Total War Spending/Production.
Galveston Bay
17-12-2006, 05:58
I think War Bonds (and similar financial contributions from the citizenry) are implied during Wartime and Total War Spending/Production.

they are, hence the growth penalty post war
Ato-Sara
17-12-2006, 12:55
What energy resouces does Imperial China have?
Haneastic
17-12-2006, 15:25
What energy resouces does Imperial China have?

none are listed, so you'd have to buy all you need
Haneastic
17-12-2006, 16:36
When we export growth to colonies, we have the same penalty exporting it correct (only 25% actually exported)?
Rodenka
17-12-2006, 20:42
Rumanian Build 1917 (http://forums.jolt.co.uk/showpost.php?p=11669231&postcount=6)
Amestria
17-12-2006, 23:41
Hey GB,

A large number of countries world wide now practice State Capitalism (not Free Market Capitalism): Imperial Russia, Imperial China, Nationalist Turkey, the Kingdom of Siam, the Kingdom of Bulgaria, Liberia, and a significant number of South American countries.

Imperial Germany and Imperial Japan are borderline (I don’t know where they stand exactly with their free market’s with state sponsored “commercial officers” and large military lobbies that defacto control policy). KMT China may also be practicing State Capitalism (and anyway the regimes corruption parasitically ties it to large sections of the emerging economy).

This number will certainly increase in earnest when Fascism sweeps Central Europe (as it looks likely to) and encourages similar movements elsewhere.

None of this presently falls under the present Free Market/Command Economy dynamic, so we really need to come up with the rules for the State Capitalist Economics system.
Galveston Bay
18-12-2006, 00:46
Hey GB,

A large number of countries world wide now practice State Capitalism (not Free Market Capitalism): Imperial Russia, Imperial China, Nationalist Turkey, the Kingdom of Siam, the Kingdom of Bulgaria, Liberia, and a significant number of South American countries.

Imperial Germany and Imperial Japan are borderline (I don’t know where they stand exactly with its free market’s with state sponsored “commercial officers” and large military lobbies that defacto control policy). KMT China may also be practicing State Capitalism (and anyway the regimes corruption parasitically ties it to large sections of the emerging economy).

This number will certainly increase in earnest when Fascism sweeps Central Europe (as it looks likely to) and encourages similar movements elsewhere.

None of this presently falls under the present Free Market/Command Economy dynamic, so we really need to come up with the rules for the State Capitalist Economics system.

will be looking over the economic thread this week, including some rules revisions
Sukiaida
18-12-2006, 01:29
Uhh since 1917 is due I need the boost in resources and stuff in relation to my tech lvl 5 increase that happens in 1917. So uhh my economics are on hold til I can get that. I suppose it'll be handled when you check these things today or tommorow. Uhh yeah.