COO 1900 Rules
COO 1900 Rules
COO 1900 is designed as a hybrid of several other games. It is not designed to maintain peaceful world building, and it is not designed to simulate constant war. You are expected to come into conflict of various degrees with your fellow players. There will be winners and losers, but just as in real history, losers can quickly become winners, through determination and smart diplomacy.
Diplomacy is a requirement. War is just one tool in the box of a smart statesman. Do you know why war "Scares" happened, but no war followed? Because the leaders did not want to go to war, and in fact were willing to compromise. Compromise allows multiple people to "win". Your populace and government will not hate you if you compromise. Your populace may however hate you if you send them to the meat grinder for 4 years and end up losing the war anyway.
Table of Contents
1.) Player Roles
2.) Finances
3.) Expenses and Railroads
4.) Weapons and their effectiveness
5.) Navy Construction
6.) Military maintenance
7.) Mobilization of the Army and War Plans
8.) Quality of Troops
Diplomacy is a requirement. War is just one tool in the box of a smart statesman. Do you know why war "Scares" happened, but no war followed? Because the leaders did not want to go to war, and in fact were willing to compromise. Compromise allows multiple people to "win". Your populace and government will not hate you if you compromise. Your populace may however hate you if you send them to the meat grinder for 4 years and end up losing the war anyway.
Table of Contents
1.) Player Roles
2.) Finances
3.) Expenses and Railroads
4.) Weapons and their effectiveness
5.) Navy Construction
6.) Military maintenance
7.) Mobilization of the Army and War Plans
8.) Quality of Troops
Last edited by admin on Mon Aug 24, 2020 12:02 pm, edited 4 times in total.
Re: Rules 2.0
1.) Player roles
A team lead will be selected for each nation. This person will personify the head of the government, in some nations that is the monarch, in others it is the Prime Minister/President. Players who join this nation will be given other roles such as Army, navy, or diplomacy. Players are responsible for maintaining separate Orders of Battle for their Army and Navy forces. A single thread can be maintained for the entire Army, and a single thread for the Navy forces. The positioning of troops and ships must be clearly stated, with a summary of each location at the top of their respective station. Army troops should be broken up into basic units, but it is not a requirement. An army that is separated into corps is more flexible in wartime.
An Example orbat would be:
Quality and Morale are new mechanics. See the rule entry "Quality of Troops" for those.
The following nations are playable:
Germany
Britain
France
Austria
Italy
Ottoman Empire
Russia
Japan
USA
A team lead will be selected for each nation. This person will personify the head of the government, in some nations that is the monarch, in others it is the Prime Minister/President. Players who join this nation will be given other roles such as Army, navy, or diplomacy. Players are responsible for maintaining separate Orders of Battle for their Army and Navy forces. A single thread can be maintained for the entire Army, and a single thread for the Navy forces. The positioning of troops and ships must be clearly stated, with a summary of each location at the top of their respective station. Army troops should be broken up into basic units, but it is not a requirement. An army that is separated into corps is more flexible in wartime.
An Example orbat would be:
Note on Orbats: Guns do not need to be deployed as a whole unit. You may have raised 25 light artillery guns (one unit) in 1900, but that doesnt mean they need to be deployed together. ie. 10 can go to Singapore, 10 can go to South Africa, 5 to China, etc...1st Army
Location: Calais
Commander: Monsieur Le Frog
Quality: .75
Morale: .75
Total: 30k Infantry armed with 1886 Lebel, 15k Cavalry, 3k Engineers, 150 75mm Model 1897, 60 Mortier de 220 mm modèle 1880
1st Corps: 10k Infantry (1886 Lebel), 5k Cavalry, 1,000 Engineers, 50 75mm Model 1897, 20 Mortier de 220 mm modèle 1880
2nd Corps: 10k Infantry(1886 Lebel), 5k Cavalry, 1,000 Engineers, 50 75mm Model 1897 20 Mortier de 220 mm modèle 1880
3rd Corps: 10k Infantry(1886 Lebel), 5k Cavalry, 1,000 Engineers, 50 75mm Model 1897, 20 Mortier de 220 mm modèle 1880
Quality and Morale are new mechanics. See the rule entry "Quality of Troops" for those.
The following nations are playable:
Germany
Britain
France
Austria
Italy
Ottoman Empire
Russia
Japan
USA
Last edited by admin on Wed Aug 26, 2020 10:56 am, edited 6 times in total.
Re: Rules 2.0
2.) Finances
Each nation receives revenues in January. Expenses for upkeep of active ships and soldiers are due around this time as well. A ship or soldier which is raised later in the year does not count for upkeep until the following January.
Domestic: Revenues raised via various direct taxation at home
Commerce: Revenues raised primarily through customs and the flow of goods
Colonies: Revenues raised through your colonies. Your colonies are generally expected to be self governing and only send back what surplus they can part with.
Other: Special revenues that do not fit the criteria above. Rarely used.
You have a large amount of control over your revenues. New taxation, etc, can be passed in your legislative bodies. This increases revenues for your next year, but may have a direct impact on your growth rate. Germany did not build a dreadnought fleet to rival Britain just by spending whatever they happened to have on hand at the time. They passed several highly debated naval bills which caused them to raise revenues and increase the deficit. States that try to extract maximum tax revenues generally see decreased economic growth.
From time to time you will put on debt. This is fine. Depending on which nation you are, it may even be required to take on debt to stay relevant. A nation like France was constantly taking on debt. A nation like UK had an explicit policy to pay off their debts unless it was exceptional circumstances
Interest rates are determined based on how credit-worthy you are as a state. Taking on more debt does not necessarily decrease this rating. Taking on massive amounts of debt in the short term would decrease your credit rating. Having bad things happen to your nation which casts in poor light your ability to repay your debt will certainly decrease your credit rating. Most debts are held in bonds and for our purposes the yield on existing debt will not change year to year. If you make consistent poor decisions, You may run into issues long-term being cutoff from further low interest borrowing. I would expect that to be more of a concern for the fringe great powers than the first rate powers.
Each nation receives revenues in January. Expenses for upkeep of active ships and soldiers are due around this time as well. A ship or soldier which is raised later in the year does not count for upkeep until the following January.
Domestic: Revenues raised via various direct taxation at home
Commerce: Revenues raised primarily through customs and the flow of goods
Colonies: Revenues raised through your colonies. Your colonies are generally expected to be self governing and only send back what surplus they can part with.
Other: Special revenues that do not fit the criteria above. Rarely used.
You have a large amount of control over your revenues. New taxation, etc, can be passed in your legislative bodies. This increases revenues for your next year, but may have a direct impact on your growth rate. Germany did not build a dreadnought fleet to rival Britain just by spending whatever they happened to have on hand at the time. They passed several highly debated naval bills which caused them to raise revenues and increase the deficit. States that try to extract maximum tax revenues generally see decreased economic growth.
From time to time you will put on debt. This is fine. Depending on which nation you are, it may even be required to take on debt to stay relevant. A nation like France was constantly taking on debt. A nation like UK had an explicit policy to pay off their debts unless it was exceptional circumstances
Interest rates are determined based on how credit-worthy you are as a state. Taking on more debt does not necessarily decrease this rating. Taking on massive amounts of debt in the short term would decrease your credit rating. Having bad things happen to your nation which casts in poor light your ability to repay your debt will certainly decrease your credit rating. Most debts are held in bonds and for our purposes the yield on existing debt will not change year to year. If you make consistent poor decisions, You may run into issues long-term being cutoff from further low interest borrowing. I would expect that to be more of a concern for the fringe great powers than the first rate powers.
Re: Rules 2.0
3.) Expenses and Railroads
Railroads
Railways can be built for 1 IP per mile in areas that are close to your industrial heartland, such as Austria-Hungary building in Hungary, or Russia building in Poland. 2IP for mile for remote areas as as France building a trans-africa railway, or Russia completing the Trans-Siberian railway.
Recruitment Costs
Army Recruitment[/b] (All regiments are 1,000 men unless they are MG or Artillery, they should be deployed in terms of # of guns)
Infantry = 3 months to raise
Weapons and Artillery = 6 months to construct and raise
Infantry Regiment: 10IP to raise, 5IP upkeep
Reserve Regiment: 8IP to raise, 2IP upkeep
Colonial Infantry Regiment: 4IP to raise, 3IP upkeep
Mountain Infantry Regiment: 15IP to raise, 7IP upkeep
Engineer Regiment 15IP to raise, 7IP upkeep
Cavalry Regiment: 20IP to raise, 10IP upkeep
Machine Gun Regiment (100 guns): 10IP to raise, 5IP upkeep
Light Artillery Battery (25 guns): 60IP to raise, 10IP upkeep
Medium Artillery Battery (25 guns): 100IP to raise, 15IP upkeep
Heavy Artillery Battery (25 guns): 116IP to raise, 20IP upkeep
Siege Artillery Battery (10 guns): 120IP to raise, 25IP upkeep
Superheavy Artillery Battery (10 guns): 156IP to raise, 35IP upkeep
Weapons Costs when purchased separately:
1000 rifles you currently are authorized to issue: 1 IP, 9IP for an Unarmed Regiment.
100 Heavy Machine Guns/Crew Served Machine Guns: 4IP, 8IP for Crew
100 Light Machine Guns/Squad Automatic Weapons: : 3IP, regular soldiers can be the "crew"
Light Artillery Battery (25 guns): 40IP, 30IP for Crew
Medium Artillery Battery (25 guns): 80IP, 35IP for Crew
Heavy Artillery Battery (25 guns): 100IP, 40IP for Crew
Siege Artillery Battery (10 guns): 104IP, 45IP for Crew
Superheavy Artillery Battery (10 guns): 140IP, 50IP for Crew
Note: Guard units cannot be built. They can only be promoted, in limited numbers.
Old Values in Spoiler:
Fortifications -- Prices may vary based on location
Fortifications can be constructed by paying twice the raising costs of the associated artillery battery. If you want to place a fortress on the coast with 10 heavy coastal guns, then you would pay 300IP to emplace them (2 x siege artillery battery), and them upkeep them at the normal cost for those artillery guns per year. It will then take some time to build the fortress. If you have special requirements (ie. trying to build especially tough or complex forts) then we will have to work out an adjusted cost.
Railroads
Railways can be built for 1 IP per mile in areas that are close to your industrial heartland, such as Austria-Hungary building in Hungary, or Russia building in Poland. 2IP for mile for remote areas as as France building a trans-africa railway, or Russia completing the Trans-Siberian railway.
Recruitment Costs
Army Recruitment[/b] (All regiments are 1,000 men unless they are MG or Artillery, they should be deployed in terms of # of guns)
Infantry = 3 months to raise
Weapons and Artillery = 6 months to construct and raise
Infantry Regiment: 10IP to raise, 5IP upkeep
Reserve Regiment: 8IP to raise, 2IP upkeep
Colonial Infantry Regiment: 4IP to raise, 3IP upkeep
Mountain Infantry Regiment: 15IP to raise, 7IP upkeep
Engineer Regiment 15IP to raise, 7IP upkeep
Cavalry Regiment: 20IP to raise, 10IP upkeep
Machine Gun Regiment (100 guns): 10IP to raise, 5IP upkeep
Light Artillery Battery (25 guns): 60IP to raise, 10IP upkeep
Medium Artillery Battery (25 guns): 100IP to raise, 15IP upkeep
Heavy Artillery Battery (25 guns): 116IP to raise, 20IP upkeep
Siege Artillery Battery (10 guns): 120IP to raise, 25IP upkeep
Superheavy Artillery Battery (10 guns): 156IP to raise, 35IP upkeep
Weapons Costs when purchased separately:
1000 rifles you currently are authorized to issue: 1 IP, 9IP for an Unarmed Regiment.
100 Heavy Machine Guns/Crew Served Machine Guns: 4IP, 8IP for Crew
100 Light Machine Guns/Squad Automatic Weapons: : 3IP, regular soldiers can be the "crew"
Light Artillery Battery (25 guns): 40IP, 30IP for Crew
Medium Artillery Battery (25 guns): 80IP, 35IP for Crew
Heavy Artillery Battery (25 guns): 100IP, 40IP for Crew
Siege Artillery Battery (10 guns): 104IP, 45IP for Crew
Superheavy Artillery Battery (10 guns): 140IP, 50IP for Crew
Note: Guard units cannot be built. They can only be promoted, in limited numbers.
Old Values in Spoiler:
Spoiler!
Fortifications can be constructed by paying twice the raising costs of the associated artillery battery. If you want to place a fortress on the coast with 10 heavy coastal guns, then you would pay 300IP to emplace them (2 x siege artillery battery), and them upkeep them at the normal cost for those artillery guns per year. It will then take some time to build the fortress. If you have special requirements (ie. trying to build especially tough or complex forts) then we will have to work out an adjusted cost.
Last edited by admin on Mon Jul 12, 2021 8:07 am, edited 12 times in total.
Re: Rules 2.0
4.) Weapons and their effectiveness
a.) The weapons listed in your army thread are what you start out with in each category. After the game starts, you can make other weapons that arent listed, as long as your country historically manufactured it or you acquire a production license.
As a rule of thumb, light artillery is roughly 75-80mm. Medium artillery is roughly 90-105mm. Heavy Artillery is in the 150mm range and Siege is around 200-280mm. Superheavy artillery is considered anything 281mm and larger.
b.) The machine gun was a controversial weapon in some countries. Its effectiveness in terms of a widescale war was not known off the bat. There are build restrictions in place for all countries for machine guns. You should get permission from your Parliament or army command (read:admins) to make sure whatever quantity you are looking for passes socialist objections realism standards. Basically, if you are building one or two units per year for the beginning period of the game, fine. If you try to build 500 machine guns right off the bat, not fine. Each nation has different tolerances for how many machine guns it is allowed to build.
C.) Effectiveness
A rule of thumb is that you can build new weapons starting in the year they were first put into service. An artillery piece designed in 1905 and put into service in 1906 can only be built starting 1906.
You want to vigilantly keep track of what model each weapon is. This is extremely important because as technology changes, weapons become obsolete. When a weapon is obsolete, you should replace it. Do not build generic weapons, and always denote what type of weapon you are building in your budget - This is why we have given you starter weapon info.
Without making an exhaustive list of different weapons, there are certain things you can look for to figure out how effective your weapons are.
A hierarchy of tiers of weapons might look like:
Rifles:
I.) Single shot, black powder
II.) Magazine fed, bolt action, black powder
III.) Magazine fed, bolt action, smokeless powder
IV.) Magazine fed, bolt action, smokeless powder, spitzer bullet
Artillery:
I.) Muzzle loading, black powder, bagged powder charge
II.) Breech Loading, black powder, bagged powder charge
III.) Breech loading, smokeless, QF Shell, Spade Recoil Brake
IV.) Breech loading, smokeless, QF Shell, Hydraulic Recoil Brake
a.) The weapons listed in your army thread are what you start out with in each category. After the game starts, you can make other weapons that arent listed, as long as your country historically manufactured it or you acquire a production license.
As a rule of thumb, light artillery is roughly 75-80mm. Medium artillery is roughly 90-105mm. Heavy Artillery is in the 150mm range and Siege is around 200-280mm. Superheavy artillery is considered anything 281mm and larger.
b.) The machine gun was a controversial weapon in some countries. Its effectiveness in terms of a widescale war was not known off the bat. There are build restrictions in place for all countries for machine guns. You should get permission from your Parliament or army command (read:admins) to make sure whatever quantity you are looking for passes socialist objections realism standards. Basically, if you are building one or two units per year for the beginning period of the game, fine. If you try to build 500 machine guns right off the bat, not fine. Each nation has different tolerances for how many machine guns it is allowed to build.
C.) Effectiveness
A rule of thumb is that you can build new weapons starting in the year they were first put into service. An artillery piece designed in 1905 and put into service in 1906 can only be built starting 1906.
You want to vigilantly keep track of what model each weapon is. This is extremely important because as technology changes, weapons become obsolete. When a weapon is obsolete, you should replace it. Do not build generic weapons, and always denote what type of weapon you are building in your budget - This is why we have given you starter weapon info.
Without making an exhaustive list of different weapons, there are certain things you can look for to figure out how effective your weapons are.
A hierarchy of tiers of weapons might look like:
Rifles:
I.) Single shot, black powder
II.) Magazine fed, bolt action, black powder
III.) Magazine fed, bolt action, smokeless powder
IV.) Magazine fed, bolt action, smokeless powder, spitzer bullet
Artillery:
I.) Muzzle loading, black powder, bagged powder charge
II.) Breech Loading, black powder, bagged powder charge
III.) Breech loading, smokeless, QF Shell, Spade Recoil Brake
IV.) Breech loading, smokeless, QF Shell, Hydraulic Recoil Brake
Last edited by admin on Fri Aug 21, 2020 8:00 pm, edited 3 times in total.
Re: Rules 2.0
5.) Navy Construction
For construction purposes there are two types of ships: Armored and Unarmored.
Armored Vs. Unarmored
Armored ships are classified as ships having an armored belt greater than 3 inches. If the ship has a 3.0 inch belt or less, it does not count as armored. This allows most light cruisers of the current 1910-1920 era to remain counting as unarmored for price concerns despite the adoption of armored belts on most light cruisers.
Old Values
Ships are purchased based on a "per ton" cost which is unique to each nation. See your private nation information for details. If your Armored ship per ton cost was .05 and you wanted to buy a 10,000 ton battleship, you would do 10,000 * .05 = 500IP. If you wanted to build a 2,000 Ton unprotected cruiser, you would look for your unarmored per ton construction cost and do that math.
Navy ships can be laid down starting in the year they were historically laid down. The ability of your nation to make custom designs is limited. It is possible but there would have to be a good reason. Some countries inherently had better designs and more forward thinking naval bureaus. An example of a bad reason would be: "My real like counterparts chose a bad design". An example of a good reason might be if for instance "my country did not have a reason to build coastal battleships but I have reason X"
SUBMARINES: It is determined that submarines break the formula of cost due to small weight and advanced (for the time) technology. From here on out they will cost 2.0 per ton costs to build and may be subject to further review.
For construction purposes there are two types of ships: Armored and Unarmored.
Armored Vs. Unarmored
Armored ships are classified as ships having an armored belt greater than 3 inches. If the ship has a 3.0 inch belt or less, it does not count as armored. This allows most light cruisers of the current 1910-1920 era to remain counting as unarmored for price concerns despite the adoption of armored belts on most light cruisers.
Old Values
Spoiler!
Ships are purchased based on a "per ton" cost which is unique to each nation. See your private nation information for details. If your Armored ship per ton cost was .05 and you wanted to buy a 10,000 ton battleship, you would do 10,000 * .05 = 500IP. If you wanted to build a 2,000 Ton unprotected cruiser, you would look for your unarmored per ton construction cost and do that math.
Navy ships can be laid down starting in the year they were historically laid down. The ability of your nation to make custom designs is limited. It is possible but there would have to be a good reason. Some countries inherently had better designs and more forward thinking naval bureaus. An example of a bad reason would be: "My real like counterparts chose a bad design". An example of a good reason might be if for instance "my country did not have a reason to build coastal battleships but I have reason X"
SUBMARINES: It is determined that submarines break the formula of cost due to small weight and advanced (for the time) technology. From here on out they will cost 2.0 per ton costs to build and may be subject to further review.
Last edited by admin on Sun Sep 05, 2021 8:51 am, edited 3 times in total.
Re: Rules 2.0
6.) Military maintenance
Navy Maintenance
Ship upkeep is paid on a "Per Ton" basis. A 10,000 ton at .003 per ton will result in an upkeep of 30 IP. Each nation has a unique upkeep rating. If you keep track of your tonnage properly. If you adequately keep track of your additions/subtractions, naval maintenance is a single calculation.
Reserve ships have reduced peace time crews which are often on leave with their regular jobs. They are in a semi state of readiness and must have their full crew mobilized in order to reach combat effectiveness. They have an upkeep modifier of .5 and can be activated in relatively short order by paying the other half of the maintenance cost of the ship.
Mothballed ships are typically tied up outside a major shipyard, have no crew, no ammo on board, no fuel on board, and receive minor maintenance to keep them seaworthy. These ships have a modifier of .20 for upkeep and can be activated by paying the other .8 of the yearly maintance. These ships take a while longer to procure a crew, and get it ready for combat. They may or may not be less combat effective after activation due to reduced crew experience, and slightly deteriorated quality of equipment
Army Maintenance
Soldiers engaged in active military campaign cost additional amounts of IP. These costs are assessed per year.If your campaign lasts less than 6 months, anyone involved in the campaign has a modifier of 1.5 for upkeep. If they are engaged for longer than 6 months, the costs for that year would be multiplied by a modifier of 2.0
Reservists can be activated by paying the 3IP difference between them and active duty soldiers.
There are flat rates listed here in the rules for raising and up-keeping troops. Care should be taken however, to reference your modifiers in your private army thread which will modify recruitment/maintenance costs. This is to simulate different costs in different nations. The UK raised notoriously expensive troops. Russia raised notoriously cheap soldiers.
Upkeep Modifiers
Listed in your financials thread are the following modifiers.
Upkeep Modifier: Multiply your entire army's upkeep by this amount.
Regular Recruitment Modifier: When you raise Infantry/Cavalry/Colonial/Engineer/Mountain, etc, multiply the cost by this amount
Gun Recruitment/Construction Modifier: When you construct Artillery/Machine guns, crews, or complete units etc, multiply the cost by this amount
Navy Maintenance
Ship upkeep is paid on a "Per Ton" basis. A 10,000 ton at .003 per ton will result in an upkeep of 30 IP. Each nation has a unique upkeep rating. If you keep track of your tonnage properly. If you adequately keep track of your additions/subtractions, naval maintenance is a single calculation.
Reserve ships have reduced peace time crews which are often on leave with their regular jobs. They are in a semi state of readiness and must have their full crew mobilized in order to reach combat effectiveness. They have an upkeep modifier of .5 and can be activated in relatively short order by paying the other half of the maintenance cost of the ship.
Mothballed ships are typically tied up outside a major shipyard, have no crew, no ammo on board, no fuel on board, and receive minor maintenance to keep them seaworthy. These ships have a modifier of .20 for upkeep and can be activated by paying the other .8 of the yearly maintance. These ships take a while longer to procure a crew, and get it ready for combat. They may or may not be less combat effective after activation due to reduced crew experience, and slightly deteriorated quality of equipment
Army Maintenance
Soldiers engaged in active military campaign cost additional amounts of IP. These costs are assessed per year.If your campaign lasts less than 6 months, anyone involved in the campaign has a modifier of 1.5 for upkeep. If they are engaged for longer than 6 months, the costs for that year would be multiplied by a modifier of 2.0
Reservists can be activated by paying the 3IP difference between them and active duty soldiers.
There are flat rates listed here in the rules for raising and up-keeping troops. Care should be taken however, to reference your modifiers in your private army thread which will modify recruitment/maintenance costs. This is to simulate different costs in different nations. The UK raised notoriously expensive troops. Russia raised notoriously cheap soldiers.
Upkeep Modifiers
Listed in your financials thread are the following modifiers.
Upkeep Modifier: Multiply your entire army's upkeep by this amount.
Regular Recruitment Modifier: When you raise Infantry/Cavalry/Colonial/Engineer/Mountain, etc, multiply the cost by this amount
Gun Recruitment/Construction Modifier: When you construct Artillery/Machine guns, crews, or complete units etc, multiply the cost by this amount
Last edited by admin on Mon Aug 24, 2020 10:24 am, edited 2 times in total.
Re: Rules 2.0
7.) Mobilization of the Army and War Plans
The army reserves can be mobilized for temporary training purposes for around a month by paying 1IP per unit (1,000 men) of reserves. (Flat fee not impacted by modifier)
Reservists can be activated for war purposes by paying the 3IP difference between them and active duty soldiers. (Not a flat fee, multiply it by your upkeep modifier)
A General mobilization for war can be performed by paying the cost to activate all of the reserves
NOTE: Everyone has additional third line reserves and militia that can be activated in the event of total mobilization, but for our purposes those will not be tracked, and will only be accessible in total-war-mobilization scenarios.
General Mobilization of the Army - The army puts into action its selected warplan. Reserves are called up, men are brought back to their units, supplies are arranged, the nations rail is commandeered for military traffic, and the army moves to execute its warplan. Once ordered, this cannot be stopped. If this occurs, it is a de-facto declaration of war. It was the chain reactions of mobilizations in 1914 that caused WW1 to break out into a world war.
Each nation has different war plans. German war plans for instance required that if General Mobilization occurred, then the army must attack. There were no provisions for mobilizing the army and not fighting someone. This is not because they were stupid and didn't ever think of fighting a war any other way. There are many benefits to having a general staff, officer corps, and base of regular soldiers who are all aligned on a single plan and have been practicing and carrying out a single plan in training for multiple years. They were able to quickly and effectively activate troops, move them according to plan, and invade according to plan (well, mostly)
Russia in contrast to Germany, made plans to mobilize on a defensive footing and did not necessarily require an attack as part of their plan.
A war plan that is written out by the player and trained on for several years will be more successful than a war plan put into action on an ad-hoc basis after a declaration of war.
The army reserves can be mobilized for temporary training purposes for around a month by paying 1IP per unit (1,000 men) of reserves. (Flat fee not impacted by modifier)
Reservists can be activated for war purposes by paying the 3IP difference between them and active duty soldiers. (Not a flat fee, multiply it by your upkeep modifier)
A General mobilization for war can be performed by paying the cost to activate all of the reserves
NOTE: Everyone has additional third line reserves and militia that can be activated in the event of total mobilization, but for our purposes those will not be tracked, and will only be accessible in total-war-mobilization scenarios.
General Mobilization of the Army - The army puts into action its selected warplan. Reserves are called up, men are brought back to their units, supplies are arranged, the nations rail is commandeered for military traffic, and the army moves to execute its warplan. Once ordered, this cannot be stopped. If this occurs, it is a de-facto declaration of war. It was the chain reactions of mobilizations in 1914 that caused WW1 to break out into a world war.
Each nation has different war plans. German war plans for instance required that if General Mobilization occurred, then the army must attack. There were no provisions for mobilizing the army and not fighting someone. This is not because they were stupid and didn't ever think of fighting a war any other way. There are many benefits to having a general staff, officer corps, and base of regular soldiers who are all aligned on a single plan and have been practicing and carrying out a single plan in training for multiple years. They were able to quickly and effectively activate troops, move them according to plan, and invade according to plan (well, mostly)
Russia in contrast to Germany, made plans to mobilize on a defensive footing and did not necessarily require an attack as part of their plan.
A war plan that is written out by the player and trained on for several years will be more successful than a war plan put into action on an ad-hoc basis after a declaration of war.
Last edited by admin on Sun Mar 21, 2021 10:42 am, edited 4 times in total.
Re: Rules 2.0
8.) Quality of Troops
Your finances thread where modifiers are will list two numbers: Quality/Skill and Morale.
Quality/Skill is an amalgamation and representation of your army's training, command/Leadership skill, planning, and individual soldier skill.
Morale is a representation of the general morale of your army. In broad strokes, its how long your soldiers fight before they rout.
Each army group should have this quality and morale listing in the Orbat. All army units and groups will have the same Quality/Morale at start, but this may drift during the game depending on events.
Other figures that will impact battle assessment
Quality and Morale are just two pieces of calculation. Other things that will effect battle calculation will be:
1.) Number and quality of Artillery
2.) Quality of small arms
3.) Number and quality of machine guns
4.) Supply/Logistics
5.) Terrain/Entrenchments/Fortifications
6.) War plans
Changing these figures
It is possible to improve these figures, or decrease them through in game actions. Detailed training exercises, raising reserves consistently for drill, and winning/losing battles and wars will change these figures. These are generally not meant to radically change in short periods. Radically improving your army should be based on a 5-10 year plan. Please note that raising your quality level will, after a certain level, result in increased upkeep costs, so you will want to balance your goals.
Note: You do not know what other nations have for morale or quality, nor do you how these figures impact battle assessment. Keep the numbers secret for your own benefit.
Your finances thread where modifiers are will list two numbers: Quality/Skill and Morale.
Quality/Skill is an amalgamation and representation of your army's training, command/Leadership skill, planning, and individual soldier skill.
Morale is a representation of the general morale of your army. In broad strokes, its how long your soldiers fight before they rout.
Each army group should have this quality and morale listing in the Orbat. All army units and groups will have the same Quality/Morale at start, but this may drift during the game depending on events.
Other figures that will impact battle assessment
Quality and Morale are just two pieces of calculation. Other things that will effect battle calculation will be:
1.) Number and quality of Artillery
2.) Quality of small arms
3.) Number and quality of machine guns
4.) Supply/Logistics
5.) Terrain/Entrenchments/Fortifications
6.) War plans
Changing these figures
It is possible to improve these figures, or decrease them through in game actions. Detailed training exercises, raising reserves consistently for drill, and winning/losing battles and wars will change these figures. These are generally not meant to radically change in short periods. Radically improving your army should be based on a 5-10 year plan. Please note that raising your quality level will, after a certain level, result in increased upkeep costs, so you will want to balance your goals.
Note: You do not know what other nations have for morale or quality, nor do you how these figures impact battle assessment. Keep the numbers secret for your own benefit.
Last edited by admin on Mon Aug 24, 2020 12:42 pm, edited 6 times in total.
Re: COO 1900 Rules
Map Resources
All maps are taken from books around 1895-1903. They should be broadly accurate for our start time.
Europe general map
https://imagizer.imageshack.com/img923/546/951DbG.jpg
British Isles with railroads
https://imagizer.imageshack.com/img922/3092/2e9tXu.jpg
France with railroads
https://imagizer.imageshack.com/img922/7150/DpzM1M.jpg
Italy with railroads
https://imagizer.imageshack.com/img923/3531/4ryhE2.jpg
Eastern Europe with railroads
https://imagizer.imageshack.com/img922/9748/oJzDqF.jpg
Polish/Prussian/Lithuanian zoomed in map with railroads
https://imagizer.imageshack.com/img923/9591/fNM1nC.jpg
Balkans with railroads
https://imagizer.imageshack.com/img923/3923/EzkOx8.jpg
Asia with railroads and estimated future railroads
https://imagizer.imageshack.com/img922/5505/WPlrGF.jpg
East Asia Close Up
https://imagizer.imageshack.com/img924/5712/Jgm0h8.jpg
Middle East with Railroads
https://imagizer.imageshack.com/img924/9549/w2ETPo.jpg
India/Southwest Asia with Railroads
https://imagizer.imageshack.com/img924/2931/C8b13G.jpg
Africa with Railroads
https://imagizer.imageshack.com/img922/6669/CG1VqU.jpg
Australia/Polynesia with Railroads
https://imagizer.imageshack.com/img924/8492/CWSV49.jpg
Atlantic Ocean cables and depths
https://imagizer.imageshack.com/img922/3192/BW8j6U.jpg
Pacific Ocean cables and depths
https://imagizer.imageshack.com/img922/8715/NlsSo3.jpg
World major commercial ship routes
https://imagizer.imageshack.com/img922/8914/7wna1X.jpg
All maps are taken from books around 1895-1903. They should be broadly accurate for our start time.
Europe general map
https://imagizer.imageshack.com/img923/546/951DbG.jpg
British Isles with railroads
https://imagizer.imageshack.com/img922/3092/2e9tXu.jpg
France with railroads
https://imagizer.imageshack.com/img922/7150/DpzM1M.jpg
Italy with railroads
https://imagizer.imageshack.com/img923/3531/4ryhE2.jpg
Eastern Europe with railroads
https://imagizer.imageshack.com/img922/9748/oJzDqF.jpg
Polish/Prussian/Lithuanian zoomed in map with railroads
https://imagizer.imageshack.com/img923/9591/fNM1nC.jpg
Balkans with railroads
https://imagizer.imageshack.com/img923/3923/EzkOx8.jpg
Asia with railroads and estimated future railroads
https://imagizer.imageshack.com/img922/5505/WPlrGF.jpg
East Asia Close Up
https://imagizer.imageshack.com/img924/5712/Jgm0h8.jpg
Middle East with Railroads
https://imagizer.imageshack.com/img924/9549/w2ETPo.jpg
India/Southwest Asia with Railroads
https://imagizer.imageshack.com/img924/2931/C8b13G.jpg
Africa with Railroads
https://imagizer.imageshack.com/img922/6669/CG1VqU.jpg
Australia/Polynesia with Railroads
https://imagizer.imageshack.com/img924/8492/CWSV49.jpg
Atlantic Ocean cables and depths
https://imagizer.imageshack.com/img922/3192/BW8j6U.jpg
Pacific Ocean cables and depths
https://imagizer.imageshack.com/img922/8715/NlsSo3.jpg
World major commercial ship routes
https://imagizer.imageshack.com/img922/8914/7wna1X.jpg
Last edited by admin on Mon Aug 24, 2020 1:34 pm, edited 1 time in total.
