Hidden 9 yrs ago 9 yrs ago Post by The Nexerus
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Sorry for the rapid-fire questions, but I believe this is the last one. Do we add GNP from land provinces, colonies, and so on onto 'available industry', add the modifiers to it, and then include it under total spending? Or is total spending and the tension modifiers applicable only to GNP from industry? It is labelled 'Available Industry', so I would assume only industry applies. Same sort of question then for budget balance—if we ignore land provinces and colonies for total spending, do we then tack on the GNP gained from those secondary sources only to the budget balance, but not total spending?
Hidden 9 yrs ago Post by Theodorable
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No, you add Land Provinces and Colonies as well!

I need to add that to the budget! That's completely my fault!
Hidden 9 yrs ago Post by The Nexerus
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There's also no accounting in the sheet for how many artillery pieces (and of which sort) are possessed. I'll include that under 'rifles' in my budget.

These are just small oversights that most people probably assumed over already, but I like to try and make sure things are completely clear.
Hidden 9 yrs ago Post by Lone Wanderer
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@The Nexerus Join us on the Chatzy.
Hidden 9 yrs ago Post by Theodorable
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Nope, you are correct! This is another grievous mistake on my part. I'll edit it in to the sheet.
Hidden 9 yrs ago Post by The Nexerus
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Chatzy.


This is a thing for everyone else, too, incidentally.

Hidden 9 yrs ago Post by The Nexerus
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The OP needs the resource cost of different kinds of artillery, the GNP and resource costs for artillery, and the resource costs of Minor and Major Shipyards.
Hidden 9 yrs ago 9 yrs ago Post by Talis
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The Age of Imperialism


Welcome! The Age of Imperialism is a geopolitical simulator where you represent a nation in the vestiges of the early 20th century. This RP is intended to go until the year of 1950. This is a game as well as a role play. Story is paramount, as if the game itself. A mixture of two will see you the most successful.

The Earth, instead called the Known World is reminiscent of ours technologically, but not culturally or geographically.

Here are a few mechanics that you can expect to see.

  • A Time of Ideologies: While the 19th century saw the Great Powers rise and fall, nations here have found the comfort of similar ideology to create an intricate web of alliances. You will not stand alone when the enemy comes knocking.
  • Modernization: Costing time and money, balancing between building and modernizing may be the difference between victory and defeat.
  • Technological Innovation: The right technology at the right time is everything.
  • Imperialism: While the Continent is important, colonies grant abundant resources, which may be the difference between being a paper tiger and a true threat.
  • Political Crises: Become the greatest nation in the world by having the most Prestige, accrue prestige by savvy political maneuvers.



  • GEOGRAPHY
    -- The Continent: The cradle of civilization, the Continent has long been the home for the most of the known world. These nations are the premier powers in the world.
    -- Faresia: Often called the Far Lands, Faresia is a muggy, tropical land that is home to the orients.
    -- Sarelian Islands: Mostly uninhabited, it has been modestly explored and is known to be extremely rich in resources.
    -- Serranthia: The Serranthian subcontinent is huge, desolate and home to uncivilized tribes people.
    -- Vakellia: A rocky, wind-swept continent with a mild and pleasant climate moderated by ocean currents.





Technology

Current available technologies, along with the first year available.
Researching a technology costs $10 Billion + $1 Billion for every additional year of advancement.

Army Technology
  • Weaponry
    [Bolt Action Rifle (1895)]
    [Hand Grenade (1901)]
    [Machine Gun (1901)]
    [Artillery (1885)]
    [Heavy Artillery (1905)]
  • Firepower
    [Indirect Artillery (1900)]
    [Heavy Barrage (1905)]
    [Counter Battery (1908)]
    [Concentration Fire (1910)]
    Saturation Fire (1912)]
  • Tactics
    [Mass Assault (1899)]
    [Infiltration (1908)]
    [Flanking (1912)]
  • Developments
    [Trench Warfare (1900)]
    [Deep Defense (1906)]


Naval Technology
-- Destroyers: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)]
-- Light Cruisers: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)]
-- Armored Cruisers: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)]
-- Pre-Dreadnoughts: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)]
-- Submarines: [Armor (1895)] -- [Guns (1895)] -- [Engines (1895) -- [Reliability (1895)]




Industry

Major Factories generates $15,000,000,000/year or 2 Resource/year (Limit 2 in any Province)
Minor Factories generates $8,000,000,000/year or 1 Resource/year (Limit 5 in any Province)
Major Shipyards can produce any warship (Limit 1 in any Coastal Province)
Minor Shipyards can produce any warship except Pre-Dreadnoughts and other capital ships (Limit 2 in any Coastal Province)
Railroads allow swift movement of soldiers and supplies in a Province.




RESOURCES

* There are four resources: Steel, Oil, Precious Metals and Rare Materials.
* Resources do not stack. Instead, like budget they are simply slotted.
* Example: If you have 2 Steel Resources in your nation, every Turn you have 6 Steel Available.
* Trading Resources: You can trade Resources for other Resources, or GNP for Resource Use.
* Example: Etellia trades 1 Available Steel to Murenheidt for 1 Available Precious Metals. This requires a Trade Agreement!
* Deficiency: If you don't have enough resources to build a unit or building, it builds at -50% speed.

STEEL:
- Steel is required to build Factories, Railroads and Ships.
- Represented by a Mining Cart on the map.
- Generates 3 Steel per Turn.

OIL:
- Oil: Oil is a fuel required to move your naval ships. This however does not take place until an unspecified year.
- Represented by a Pumpjack on the map.
- Generates 30 Oil per Turn.

LUXURIES:
- Luxuries are rare, expensive products like diamonds or tea that generate a huge profit.
- Represented by a Diamond on the map.
- Generates $12,000,000,000 per turn.

RARE MATERIALS:
- Rare Materials are hard to come by resources like rubber, tungsten, chromium and aluminum used in building Ships, Artillery and Factories.
- Represented by Pyramid Bricks on the map.
- Generates 2 Rare Materials per turn.




Provinces

Provinces provide the following benefits:
* Land Provinces generate 0.5 Billion GNP.
* Coastal Provinces allow 3 Trade Ships.
* Colonial Land Provinces $5 Billion/year
* Colonial Coastal Provinces $2 Billion/year




National Unity

* National Unity represents your nation's unity and loyalty.
* Hidden statistic recorded on a scale of 0%-100%
* Low unity allows the formation of independence movements, mutinies, rebellions, etc.
* High unity prevents dissent




Manpower

The amount of able bodied men available for military service in your nation.
* National Manpower: The amount of able bodied men available in your national territories. They may become Conscripts, Regulars or Professionals.
* Colonial Manpower: The amount of able bodied colonials available in your colonies. They may only become Conscripts. They are created in your colonies, though may be shipped anywhere.
* Every 1,000 soldiers you recruit, costs 1 Manpower
* Every year, you gain 10 National Manpower
* Every year, you gain 1 Colonial Manpower if you control any colonies




World Tension

* Represents how tense and close to war the world is
* Goes on a scale of 0%-100%
* Every nation can perform 2 Tension Actions per Turn/Year.

WORLD TENSION 0-15%:
- All unaligned nations have +5% National Unity.
- All unaligned nations have +10% GNP boost.
- All Status Quo nations have +20% GNP boost.
- Status Quo nations have +10% National Unity.

WORLD TENSION 15-40%:
- All unaligned nations have +0% National Unity.
- All Status Quo nations have +10% GNP boost.
- Status Quo nations have +5% National Unity.

WORLD TENSION 40-60%:
- All unaligned nations have -5% National Unity.
- Status Quo nations have +0% National Unity.
- Expansionist nations have +5% National Unity.
- Expansionist Nations receive one time use of $8,000,000,000.

WORLD TENSION 60-85%:
- All unaligned nations have -10% National Unity.
- All Expansionist nations have +10% GNP boost.
- Status Quo nations have -10% National Unity.
- Expansionist nations have +10% National Unity.

WORLD TENSION 85%-100%:
- All unaligned nations have -50% National Unity.
- All Expansionist nations have +20% GNP boost.
- Status Quo nations have -15% National Unity.










The World





ACTIONS
(At the beginning of every year, you budget for the next 1 turn)


PURCHASES
MILITARY
  • Supply Army (1$ Billion GNP): Pays for and feeds 50,000 troops. (If you have troops and do not pay/feed them, they will decrease by 50% per turn until they are gone).
  • Conscription ($1 Billion GNP): Creates 10,000 Conscripts, Requires 10 Manpower
  • Train Regulars: ($3 Billion GNP): Creates 10,000 Regulars, Requires 10 Manpower
  • Train Professionals: ($6 Billion GNP): Creates 10,000 Professionals, Requires 10 Manpower
  • Produce Rifles: ($2 Billion GNP, 1 Steel): Produces 10,000 Rifles
  • Produce Light Artillery: ($5 Billion GNP, 1 Rare Materials): Produces 50 Light Artillery
  • Produce Heavy Artillery: ($8 Billion GNP, 1 Steel, 1 Rare Materials): Produces 50 Heavy Artillery
  • Build Naval Class: ($X Billion GNP): (Submarine is $1 Billion GNP/1 Turn, Destroyer is $2 Billion GNP/1 Turn, Light Cruiser is $4 Billion GNP/1.5 Turns, Armored Cruiser is $8 Billion GNP/2 Turns, Pre-Dreadnought is $12 Billion GNP/2 Turns). Use following form to designate class:
    Ship Type: (Submarine, Destroyer, Light Cruiser, Armored Cruiser, Pre-Dreadnought)
    Ship Class: (You name your ship classes. For example, Fubuki-class, Ticonderoga-class, etc)
    Ship Stats: (Built to specification of the year they're ordered. List here)
    Order Amount: For every amount you order, two things occur: The subsequent cost decreases, the speed of construction increases.
    Ship Names: (Names of the Ships to be Completed)
    Discount:
    * 1 Ship: No discount.
    * 2 Ships: 10% Discount / 2 Months off Construction Time
    * 3 Ships: 20% Discount / 3 Months off Construction Time
    * 4 Ships: 25% Discount / 5 Months off Construction Time
    * 5 Ships: 30% Discount / 6 Months off Construction Time
    Build Status:
    * Serial: Build one after the other at the same shipyard.
    * Parallel: Build as many at one time as possible, shipyards permitting.


INDUSTRY
  • Colonize: (Costs $20 Billion GNP for Island Colony = Island Colonies generate $2 Billion a year.) (Costs $30 Billion GNP for Landmass Colony = Landmass Colonies generate $5 Billion a year.)
  • Establish Naval Base (Cost $10 Billion GNP. Costs $5 Billion to maintain). A naval base on a small island will provide us a presence in an area and a refueling point for our fleets.
  • Build Industry ($X Billion GNP): (Minor Factory is $15 Billion) (Major Factory is $28 Billion) (Minor Shipyard is $15 Billion) (Major Shipyard is $25 Billion). Minor's take 1 year. Major's take 2.
  • Modernize: ($X Billion GNP): Naval vessels can be modernized. Base price is $2 Billion GNP per category (Guns, Reliability, Engine, Armor), plus $1 Billion for every year. (So if you're updating 1895 Guns to 1900 it's $2+$5).
  • Build Railroad: ($4 Billion GNP): Creates railroad in selected Province. Price is doubled in Colonial Provinces. Takes 1 Year to build.
  • Research Army: (X$ Billion GNP): ($10 Billion GNP + Years Ahead) = Research Price. You cannot research beyond UPCOMING YEAR.
  • Research Navy: (X$ Billion GNP): ($5 Billion GNP + Years Ahead) = Research Price. You cannot research beyond UPCOMING YEAR.


SOCIAL
  • Build Great Work ($10 Billion GNP): For every extra $2 Billion GNP on top of the initial build cost, Unity increases by 1%.
  • Appoint Commander ($5 Billion GNP): This will randomly generate a commander for your nation. That commander can then be assigned to a Fleet or an Army. They will be maintained in your dossier. You may have a limit of 10 Commanders. (PLEASE NAME THE COMMANDER).
  • Build Monument ($X Billion GNP): For every $10 Billion GNP, this gives 1 Prestige.


* Building Ships For Other Nations: If a nation wants a ship built, and you offer your shipyards, they pay for the cost in GNP to you for the ship to be built, plus whatever additional price is negotiated.

Example: NATION A requests an Armored Cruiser be built in NATION B's shipyard. NATION A pays Nation B $8 Billion GNP for Armored Cruiser's GNP cost to NATION B, and NATION B on top of that requests an additional $2 Billion GNP for the service.

* Building a Ship: If you budget for a ship that takes more than 2 Turns, that price will be deducted for all budgets for all the years that ship is being constructed.

TENSION ACTIONS
LOWERING TENSION
-- Demobilize
* Our troops are ordered to stand down and return to their garrison and training duties. (-2% World Tension)
* We have returned to normalcy and the threat of war has passed us. (Factories, Shipyards and Railroads return to normal cost).
-- Denounce:
* The militant actions of a nation are deplorable. (-5% World Tension)
* The villainous won't enjoy being criticized for their actions. (Targeted Nation gets CB against you)
-- Guarantee
* We must guarantee a nation's sovereignty, lest it be overtaken. (-5% World Tension, If a nation declares war on selected nation, we are called to war.)
* We must be careful in which nations we promise to keep safe. (Limit 1 Nation).
-- Embargo
* Trading with this country would only support their villainous endeavors. (-4% World Tension, Removes 1 of Targeted Nations Trade Agreement Bonuses).
-- Defensive Alliance
* Allying with a smaller power will help preserve the existing balance of power. (-5% World Tension, Limit 1 Nation).
-- Puppet Nation
* Following a war we can install a government friendly to us in the territory we have conquered, so they remain some autonomy. (-4% World Tension, Conquered Provinces Become Puppet).
-- Release Nation
* A nation that has long sought independence in our nation will have it. (-5% World Tension, +15% National Unity, +5% more per additional province. Select a province to become new nation.)
-- Restore Status Quo
* We must intervene in a war to ensure the balance of power is maintained. Intervene in defenders side. (-10% World Tension. If failure, +15% World Tension).
-- Trade Agreement
* Free trade will mellow the waters. Select a Nation. (-3% World Tension, +10% GNP for Home Nation & Selected Nation). (MAX 1 PLAYER NATION. 2 NPC NATIONS).
-- Arms Treaty (Gives +1 Tension Point by all Signatories)
* Weapons of war must be reduced if there is to be peace.
* Choose 2 Naval or 1 Army Type.
* Signatories may discuss Limitations in quantity or quality of selected types.
* Treaty last 5 Years.
* Breaking Treaty means losing 1 Tension Point slot for 3 Years.
-- Join FACTION: Status Quo
* We must maintain the empires at all cost. (+5% National Unity, +2 Prestige). (THIS REQUIRES BOTH TENSION ACTIONS)

INCREASING TENSION
-- Border Tension: Stationing troops on their border will very well show them our intention. (+3% World Tension, Targeted Nation grants CB against you).
-- Mobilize: Our troops have been ordered to standby. If we give them the order, it's time. (+2% World Tension).
-- Incite Unrest: We must help liberate the oppressed among our enemies. (+5% World Tension, -10% National Unity for a target nation)
-- Fabricate Claims: Our propaganda machines will give us a good reason to go to war. (+5% World Tension). Grants CB on selected nation.
-- Regional Alliance: Allying with another great power will aid us. (+8% World Tension, +5% National Unity).
-- Annex Region: This land has always belonged to us, and now we take it back. (+10% World Tension). Peacefully reclaims region bordering yours.
-- Colonial War: Over land that's distant and foreign, we will take what we have long desired. (+12% World Tension). Declares War for Colonial Land. Requires a Colonial CB
-- Conquest: We will take the land we have sought after. (+15% World Tension). Declares War for National Land on your home continent. Requires a Conquest CB.
-- Join FACTION: Expansionist: The old ways must be destroyed. (+7% World Tension, +10% National Unity, Permanent +5,000,000,000 GNP). (THIS REQUIRES BOTH TENSION ACTIONS)


CONFERENCE
-- Call a Conference (2 TENSION ACTIONS: Calling a conference of nations together to discuss a certain event. An outcome must be reached! (X Tension Rating, Depending on Outcome).
1. CHOOSE CONFERENCE GEOGRAPHIC EMPHASIS:
-- Varius (Must own Varian Provinces)
-- Serranthia (Must own Serranthian Provinces)
-- Faresia (Must own Faresian Provinces)
-- Sarelia (Must own Sarelian Provinces)

2. CHOOSE CONFERENCE SUBJECT:
-- POLITICAL
* Create a New Province: If agreed upon, two provinces can be generated from a single province, splitting ownership.
* Provincial Ownership: Discuss who owns a province based on geopolitical factors.
* Partitioning: A state may be partitioned by larger, more powerful states.
* Peace: With war either on the horizon or already breaking out, we must send a delegation to negotiate a ceasefire.
-- MILITARY:
* Discuss Disarmament: The continued accumulation of weapons of war must be addressed.
-- ECONOMIC:
* Discuss Trade: To discuss trade in a region in a manner befitting our nations.
* Trade Pact: Discuss the creation of a trade pact featuring multiple nations.
-- COLONIAL:
* Discuss Future Colonization: Uninhabited lands may be claimed for the future. (May be used by any nation with Colonies).
* Discuss Colonial Ownership: Discuss who owns a province based on geopolitical factors.
* Discuss Decolonization: To provide for the eventual independence of future colonial nations.

MORE OPTIONS WILL BE ADDED WHEN NECESSARY.





WAR FORM: When at war, you may fill out this form at any time and PM it to Theo.

* Please note that 1 War Form is for 1 Operation. Multiple War Forms may need to be filled out. *

[b]Operation Type[/b]: [LAND] or [NAVAL]
[b]Commander[/b]: (Name and Stats (X/X/X)
[b]Unit Name[/b]: If [ARMY] then name of army. If [NAVAL] then name of fleet. (Example: 15th Army, 1st Fleet, etc.)
[b]Units Attached[/b]:
-- SHIP: [Ship Name] | [Ship Type] | [Class (if applicable)] | [Technology]
-- DIVISION: [Division Name] | [Training] | [Technology]
[b]Objective[/b]: (Example: capture of enemy capital, destruction of enemy fleet)
[b]Maneuvers[/b]: (How are they going to accomplish the goal?)
[b]Intended Duration[/b]: (Can be anywhere from 1 day to 1 year).
[b]Start date[/b]: (The date the operation starts)
[b]Auxiliary Plan[/b]: (If X happens, what is your reactionary plan?)
Hidden 9 yrs ago 9 yrs ago Post by Theodorable
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ETHNICITY SYSTEM

Ethnicities are divided into three categories:
Respected- Ethnicity is respected and generally preferred in certain specialized areas, but still closed off from some areas of power
Accepted - Accepted Ethnicity are tolerated, but not endorsed.
Oppressed - Ethnicity is oppressed and considered inferior to official groups.

Nations start out with one "Core" ethnicity that is considered National. Others are automatically oppressed unless upgraded or bought at nation start.

Effects (Per 10%. That means each modifier occurs every 10% of the population that ethnicity occupies).
-- Respected: +5% GNP. -2 Manpower/Year.
-- Accepted: -2% National Unity. +1% Tension, +5 Manpower/Year.
-- Oppressed: -5% National Unity, +2% Tension, +10 Manpower/Year. Oppressed Ethnicity are also likely to rebel or join attackers if they think they have a chance at a better situation.

DEALING WITH ETHNICITIES
-- Recognize Ethnicity (2 Tension Points): Recognize a people as a distinct and official ethnicity within the nation.
* Creates a New Oppressed Ethnicity within your nation that begins with 10% population.
* One time +50 Manpower Boost.

-- Award Autonomy (1 Tension Point): Give an Ethnicity the right to self-govern itself within the nation.
* -5% National Unity. (one time unity drop in that year)
* Selected Ethnicity becomes Respected and increases by 10%.

-- Assimilation Campaign (1 Tension Point): Forcefully assimilate an ethnicity into the dominant culture!
* +5% World Tension.
* Decrease Oppressed by 10%.
* Other Nations where selected Ethnicity is Respected or Accepted get a CB against you.

-- Strip Rights (1 Tension Point): Strip rights from an ethnicity and confiscate their wealth, lowering their ranking in your nation.
* +4% Tension.
* +10,000,000,000 GNP Per rank selected Ethnicity is reduced by.
* Selected Ethnicity becomes Oppressed.
* Other Nations where selected Ethnicity is Accepted or Respected get a CB against you.

-- Grant Rights (1 Tension Point): Grant new rights and privileges to an ethnicity, bringing them up the social ladder.
* -10% National Unity (one time unity drop in that year)
* -15,000,000,000 GNP.
* -5% World Tension.
* Raises selected Ethnicity up one rank.
Hidden 9 yrs ago Post by AspenIvan
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Notice: I will be gone all tomorrow (Saturday) and part of Sunday for a conference. I will probably not be able to post or chatzy or anything. Hope y'all have fun, and see you Sunday evening.
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Notice #2: Welp, I'm not gone after all. Turns out illness + insomnia =/= making it to conferences.
Hidden 9 yrs ago Post by TommyToledo
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Guess who's back. Sorry about my long, unannounced haitus. Had a lot of school stuff dropped on me. If Theo would allow me, I'd gladly join again. Sorry again and best of luck to all of you.
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Hidden 9 yrs ago 9 yrs ago Post by The Nexerus
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@TommyToledo Come to the Chatzy if you can. A lot to talk about.
Hidden 9 yrs ago 9 yrs ago Post by The Nexerus
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I'm been running into a lot of problems with this RP lately. I'll stick around, but fair warning if I leave in the future.

Well, fair warning. Nothing to do with the RP, just RL stuff. Hope you all have fun!
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Sorry for my long absence this past couple of days. I had to attend a four day seminar and I forgot to tell you guys. Will be posting soon and I'll be giving Theo the necessary info he needs.
Hidden 9 yrs ago 9 yrs ago Post by Theodorable
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WAR TIME BUDGETS


[center][b]NATION NAME[/b]
([i]Year[/i])[/center]

[b]EDUCATION[/b] (% HERE) [DECAY]

[b]INDUSTRY[/b]
-- [b]FACTORIES[/b]: [Add [MINOR FACTORIES] + [MAJOR FACTORIES x 2]]

[b]DOCKYARDS[/b]
-- [b]DOCKYARDS[/b]: [Add [MINOR SHIPYARDS] + [MAJOR SHIPYARDS x 2]]

[b]INDUSTRIAL PRODUCTION[/b]
-- [PRODUCTION 1] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]
-- [PRODUCTION 2] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]
-- [PRODUCTION 3] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]

[hider=PRODUCTION BASELINE]
SUPPLIES = 100,000/Month
Rifles = 10,000/Month
Light Artillery = 125/Month
Heavy Artillery = 70/Month
Machine Guns = 800/Month
Armored Car = 30/month [Requires Research]
Tank Prototype = 6/month [Requires Research]
Consumer Goods = $20,000,000,000/Month
Luxuries = +1 Unity/Month
Factory Construction = $60,000,000,000
Dockyard Construction = $30,000,000,000

3 Supplies/Per Soldier = High Morale, Well Fed, Supplied
2 Supplies/Per Soldier = Normal Morale, Military Rations, Normal Ammunition
1 Supply/Per Soldier = Low Morale, Minimal Rations, Conserving Ammunition

-- If design has +1 Simplicity = +5% Production/Per Month for every +1.
-- EVERY 2 MONTHS OF CONTINUAL PRODUCTION is +5% PRODUCTION. (Number/Month increases by 5% up to 20% total).
[/hider]

[[b]TOTAL MONTHLY PRODUCTION[/b]]: [X UNITS] [Y UNITS] [Z UNITS]

[[b]SUPPLY STOCKPILE[/b]: XXX]

[b]RESOURCES[/b]:
[RESOURCES GO HERE]

[b]MONTHLY RECRUITMENT[/b] (5 SLOTS)
-- [10,000 CONSCRIPTS] -- 1 SLOT
-- [10,000 REGULARS] -- 2 SLOTS
-- [10,000 PROFESSIONALS] -- 3 SLOTS

[b]CULTURAL MINORITIES[/b]
[MINORITIES HERE]

[b]DESIGN COMPANY[/b]
[DESIGN COMPANY HERE]

[b]ARMY[/b]
-- [[b]Conscripts[/b]: X00,000]
-- [[b]Regulars[/b]: X00,000]
-- [[b]Professionals[/b]: X00,000]

[b]RIFLES[/b]:
-- [[b]Rifle A[/b]: X00,000 (Year)]
-- [[b]Rifle B[/b]: X00,000 (Year)]

[b]ARTILLERY[/b]:
-- [[b]Artillery A[/b]: X00,000 (Year)]
-- [[b]Artillery B[/b]: X00,000 (Year)]

[b]HEAVY ARTILLERY[/b]:
-- [[b]Heavy Artillery A[/b]: X00,000 (Year)]
-- [[b]Heavy Artillery B[/b]: X00,000 (Year)]

[b]MANPOWER[/b]
-- [[b]NATIONAL[/b]: XXX]
-- [[b]COLONIAL[/b] XXX]

[b]ARMY TECHNOLOGY[/b] (LIST ALL TECHNOLOGIES) [IF YOU HAVE RESEARCHED IT. [b]BOLD IT[/b]. IF YOU HAVEN'T, LEAVE IT.
-- [Bolt Action Rifle (1895)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Hand Grenade (1901)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Machine Gun (1901)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Artillery (1885)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Heavy Artillery (1905)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Firepower[/b]
-- [Indirect Artillery (1900)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Heavy Barrage (1905)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Counter Battery (1908)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Concentration Fire (1910)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Saturation Fire (1912)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Tactics[/b]
-- [Mass Assault (1899)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Infiltration (1908)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Flanking (1912)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Developments[/b]
-- [Trench Warfare (1900)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Deep Defense (1906)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]NAVY TECHNOLOGY[/b] (SIMPLY FILL IN THE YEAR NEXT TO THE CATEGORY YOUR NATION HAS)
-- [b]Destroyers[/b] = (Tech Year)
-- [b]Submarines[/b] = (Tech Year)
-- [b]Light Cruisers[/b] = (Tech Year)
-- [b]Armored Cruisers[/b] = (Tech Year)
-- [b]Pre-Dreadnought[/b] = (Tech Year)
-- [b]Dreadnought[/b] = (Tech Year)

[b]WAR TIME RESEARCH[/b]
[FLIGHT]: (0/$75,000,000,000)
[ARMORED CAR]: (0/$20,000,000,000)
[TANKS]: (0/$100,000,000,000)
[POISON GAS]: (0/$45,000,000,000)
[GAS COUNTERMEASURES]: (0/$50,000,000,000)
[COMMAND STRUCTURE]: (0/$45,000,000,000)
[OIL POWERED SHIPS]: (0/$60,000,000,000)




[b]PURCHASES[/b] (Factories, Dockyards, Request Designs, etc go here!)

[b]PURCHASE 1[/b]: [ITEM] [COST]




[b]ARMY ORDER OF BATTLE[/b]: (LIST STANDING ARMY HERE AND LOCATIONS. LIST BY LOCATION.) [LIST SUPPLY USE AS WELL]

[b]RESERVES[/b]: (SOLDIERS PUT IN RESERVE DO NOT CONSUME SUPPLIES. REQUIRE 1 MONTH CALL UP.)

[b]NAVAL ORDER OF BATTLE[/b]: (LIST NAVAL UNITS HERE AND THEIR LOCATIONS. LIST BY LOCATION, NOT CLASS).
Hidden 9 yrs ago 9 yrs ago Post by AspenIvan
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AspenIvan

Member Seen 8 mos ago

It was inevitable. As inevitable as war. The plague now arrives, afflicting us with...

AGEOFIMPERIALISMBALL!



I had to guess for Anvegad and Sumaya's flags, plz send me pics if you want me to change them. Also theo feel free to send me flags for NPC IR members.

And everyone else send me things too! The more I have, the more shitty nationball comics I can draw!
1x Like Like 3x Laugh Laugh
Hidden 9 yrs ago Post by Boop_Im_A_Dragon
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Boop_Im_A_Dragon

Member Seen 2 yrs ago

I see your Imperial Restoration and I raise you Sociatatem loose alliance based off contradicting Ideals

2x Like Like
Hidden 9 yrs ago Post by AspenIvan
Raw

AspenIvan

Member Seen 8 mos ago

Revised:

Hidden 9 yrs ago 9 yrs ago Post by Theodorable
Raw
GM
Avatar of Theodorable

Theodorable NRP Entrepreneur

Member Seen 4 yrs ago

WAR TIME BUDGETS


-- Updated RESEARCH COSTS (11/25)

[center][b]NATION NAME[/b]
([i]Year[/i])[/center]

[b]EDUCATION[/b] (% HERE) [DECAY]

[b]INDUSTRY[/b]
-- [b]FACTORIES[/b]: [Add [MINOR FACTORIES] + [MAJOR FACTORIES x 2]]

[b]DOCKYARDS[/b]
-- [b]DOCKYARDS[/b]: [Add [MINOR SHIPYARDS] + [MAJOR SHIPYARDS x 2]]

[b]INDUSTRIAL PRODUCTION[/b]
-- [PRODUCTION 1] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]
-- [PRODUCTION 2] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]
-- [PRODUCTION 3] (PRODUCTION MODIFIERS) = [FINAL PRODUCTION]

[hider=PRODUCTION BASELINE]
SUPPLIES = 100,000/Month
Rifles = 10,000/Month
Light Artillery = 125/Month
Heavy Artillery = 70/Month
Machine Guns = 800/Month
Armored Car = 30/month [Requires Research]
Tank Prototype = 6/month [Requires Research]
Consumer Goods = $20,000,000,000/Month
Luxuries = +1 Unity/Month
Factory Construction = $60,000,000,000
Dockyard Construction = $30,000,000,000

3 Supplies/Per Soldier = High Morale, Well Fed, Supplied
2 Supplies/Per Soldier = Normal Morale, Military Rations, Normal Ammunition
1 Supply/Per Soldier = Low Morale, Minimal Rations, Conserving Ammunition

-- If design has +1 Simplicity = +5% Production/Per Month for every +1.
-- EVERY 2 MONTHS OF CONTINUAL PRODUCTION is +5% PRODUCTION. (Number/Month increases by 5% up to 20% total).
[/hider]

[[b]TOTAL MONTHLY PRODUCTION[/b]]: [X UNITS] [Y UNITS] [Z UNITS]

[[b]SUPPLY STOCKPILE[/b]: XXX]

[b]RESOURCES[/b]:
[RESOURCES GO HERE]

[b]MONTHLY RECRUITMENT[/b] (5 SLOTS)
-- [10,000 CONSCRIPTS] -- 1 SLOT
-- [10,000 REGULARS] -- 2 SLOTS
-- [10,000 PROFESSIONALS] -- 3 SLOTS

[b]NATIONAL UNITY[/b]

[b]CULTURAL MINORITIES[/b]
[MINORITIES HERE]

[b]DESIGN COMPANY[/b]
[DESIGN COMPANY HERE]

[b]ARMY[/b]
-- [[b]Conscripts[/b]: X00,000]
-- [[b]Regulars[/b]: X00,000]
-- [[b]Professionals[/b]: X00,000]

[b]RIFLES[/b]:
-- [[b]Rifle A[/b]: X00,000 (Year)]
-- [[b]Rifle B[/b]: X00,000 (Year)]

[b]ARTILLERY[/b]:
-- [[b]Artillery A[/b]: X00,000 (Year)]
-- [[b]Artillery B[/b]: X00,000 (Year)]

[b]HEAVY ARTILLERY[/b]:
-- [[b]Heavy Artillery A[/b]: X00,000 (Year)]
-- [[b]Heavy Artillery B[/b]: X00,000 (Year)]

[b]MANPOWER[/b]
-- [[b]NATIONAL[/b]: XXX]
-- [[b]COLONIAL[/b] XXX]

[b]ARMY TECHNOLOGY[/b] (LIST ALL TECHNOLOGIES) [IF YOU HAVE RESEARCHED IT. [b]BOLD IT[/b]. IF YOU HAVEN'T, LEAVE IT.
-- [Bolt Action Rifle (1895)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Hand Grenade (1901)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Machine Gun (1901)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Artillery (1885)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Heavy Artillery (1905)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Firepower[/b]
-- [Indirect Artillery (1900)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Heavy Barrage (1905)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Counter Battery (1908)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Concentration Fire (1910)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Saturation Fire (1912)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Tactics[/b]
-- [Mass Assault (1899)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Infiltration (1908)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Flanking (1912)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]Developments[/b]
-- [Trench Warfare (1900)] = [Insert Your Nations Most Up to Date Year For This Technology]
-- [Deep Defense (1906)] = [Insert Your Nations Most Up to Date Year For This Technology]

[b]NAVY TECHNOLOGY[/b] (SIMPLY FILL IN THE YEAR NEXT TO THE CATEGORY YOUR NATION HAS)
-- [b]Destroyers[/b] = (Tech Year)
-- [b]Submarines[/b] = (Tech Year)
-- [b]Light Cruisers[/b] = (Tech Year)
-- [b]Armored Cruisers[/b] = (Tech Year)
-- [b]Pre-Dreadnought[/b] = (Tech Year)
-- [b]Dreadnought[/b] = (Tech Year)

[b]WAR TIME RESEARCH[/b]
[FLIGHT]: (0/$350,000,000,000)
[ARMORED CAR]: (0/$65,000,000,000)
[TANKS]: (0/$340,000,000,000)
[POISON GAS]: (0/$80,000,000,000)
[GAS COUNTERMEASURES]: (0/$100,000,000,000)
[COMMAND STRUCTURE]: (0/$100,000,000,000)
[OIL POWERED SHIPS]: (0/$200,000,000,000)




[b]PURCHASES[/b] (Factories, Dockyards, Request Designs, etc go here!)

[b]PURCHASE 1[/b]: [ITEM] [COST]




[b]ARMY ORDER OF BATTLE[/b]: (LIST STANDING ARMY HERE AND LOCATIONS. LIST BY LOCATION.) [LIST SUPPLY USE AS WELL]

[b]RESERVES[/b]: (SOLDIERS PUT IN RESERVE DO NOT CONSUME SUPPLIES. REQUIRE 1 MONTH CALL UP.)

[b]NAVAL ORDER OF BATTLE[/b]: (LIST NAVAL UNITS HERE AND THEIR LOCATIONS. LIST BY LOCATION, NOT CLASS).
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