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COO 1880 Rules

Posted: Mon Sep 02, 2019 6:33 pm
by admin
Game starts in January 1880

Designed to simulate the 1880-1910 period. It focuses on longer term thinking and payoffs. Players will embody the spirit and character of a historical figure in charge of the affairs of their chosen nation. Unlike previous sims, we will have no players as autocrats or supreme rulers. There will always be a level of authority over the player. Ie. you may be chancellor of Germany with broad mandate, but there is still the Kaiser who must approve of certain actions. The Russian players ultimately similarly need to get the Ok for certain things from the Tsar, according to his royal prerogative. This is to keep things grounded and serve as a realism check so that nonsense wars and implausible diplomatic actions do not occur. More info was about this aspect will be posted within your forums

Recruitment Costs

Army Recruitment

Each nation will have unique "Cost per Combatant" to upkeep and recruit troops listed in your informational area. This also applies to artillery pieces, which are paid per artillery piece. These costs include weapons and crews. Separate stand alone costs for weapons will be listed in your army thread.

Note: Prices listed below are per man recruited:

Mountain Infantry: Reg Inf Cost per Combatant * 5
Regular Infantry: Reg Inf Cost per Combatant * 4
Reserve Infantry: Reg Inf Cost per Combatant * 2.5
Militia/Colonial/Gendarme Infantry: Militia/Colonial Inf Cost per Combatant * 2

Regular Cavalry Regiment: Reg Cav Cost per Combatant * 10
Militia/Colonial/Gendarme Cavalry: Reg Cav Cost per Combatant * 8

Per Artillery Piece (Light): Light Art Cost per Combatant * 3
Per Artillery Piece (Medium): Medium Art Cost per Combatant * 3
Per Artillery Piece (Heavy): Heavy Art Cost per Combatant * 3
Per Artillery Piece (Siege): Heavy Art Cost per Combatant * 5
Per Engineer/Sappers, etc: Engineer Cost per Combatant * 6


NOTE: Guard units cannot be recruited directly. You can make requests to form new regiments from existing soldiers, which may or may not be granted in limited numbers. Engaging your regular soldiers in fighting will more likely result in guards units forming.

NOTE: Everyone has additional third line reserves and militia that can be activate 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.

Navy Recruitment

Ships are purchased based on a "per ton" cost which is unique to each nation. See your private nation information for details. The more you buy, the cheaper this per ton cost is. This represents your shipyards being more experienced, new industry popping up to supply construction materials, more shipyards being built by private firms, etc. As ships become more complicated, this cost may rise.


Army Maintenance


Army maintenance is based on a "Per Combatant Cost" which is unique to each nation. This is a comprehensive cost including pay, food, supply, ammunition for training, and incidental costs. Higher per combatant costs tend to indicate higher combat effectiveness, however it may not always be the case, and it will not be a linear scale - A £95 combatant will not automatically be a 35% better soldier than a £70 combatant. There are many factors to the performance of soldiers, including morale, leadership, preparations, and culture. Throwing money at a man will not necessarily make him a better soldier.

Soldiers engaged in active military campaign cost twice as much in maintenance.

Ex. If A regular soldier from Italy costs £50 per year, and his sent to invade Albania, he will cost £100 per year. If he is only on campaign for 6 months to subdue the country, then he only costs double for those 6 months. So that is £25 for the 6 months of peace, and £50 for the 6 months of war.

A soldier in occupation who is in an active role, but not actively moving on campaign, costs 1.5 times the peacetime maintenance cost.

Ex. If Italian soldiers need to occupy Albania for a full year after the war is over, due to resistance, that £50 per man becomes £75


Navy Maintenance

Ships cost a yearly maintenance fee which encompasses the following: Officer and sailor pay, food, repairs from regular service, fuel for exercises, and other fees incurred from peace time operations. High quality navies - or navies trying to become higher quality - usually cost more. You have to do more training, you do more sailing around, you burn more fuel, your officers demand higher pay, etc. A far flung empire requires more sailing and maintenance to police it.

This fee is paid per ton of active warship and is modified by the below.

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


Weapon Generations

Weapons underwent significant changes in this era. You have juxtaposition of some countries utilizing weapons side by side where one cannon might be unchanged since the times of napoleon, where others are advanced breechloading type weapons. In order to avoid tremendous administration workload of researching artillery models, we will assign you generic artillery units. All NEW orders or artillery must specify what model and caliber. There are only two generations at start but as the game progresses, new designs may transcend the below categories as good hydraulic recoil and better metallurgy develops.

Pre-1870 Artillery - Older, usually muzzleloading, but very rarely breachloading . Slower to load and make ready, less advanced shells. The lowest grade available.

Modern Artillery - Newer, usually breechloading, sometimes muzzleloading. Uses easily loaded bags of propellant and advanced type shells. Later pieces utilize cased powder, spade or recoil brakes, and other advancements in sighting and rate of fire.


Forts


Small Fort Construction Time: 12 Months
Large Fort Construction Time: 24 Months

Small Coastal Fort - 10 Heavy Guns - 175,000
Large Coastal Fort - 20 Heavy Guns - 450,000

Small Land Fort - 4 Heavy Guns, 6 Medium Guns - 200,000
Large Land Fort - 8 Heavy Guns, 12 Medium Guns - 450,000

- If you are a nation which cannot produce heavy artillery, you need to get approval from the admin for final costs to represent importing these arms, also to check plausibility.

- You do not have to pay upkeep on the forts or the weapons.

- You cannot dismount these weapons and use them in your army. That would circumvent the rules and costs that have been finely tuned for balance purposes.

- Your forts are stocked with the best guns you can make at that time. You will have to and should modernize these guns from time to time. A Coastal fort built in 1880 with rifled muzzleloader guns and old shot placement technology would be demolished by a battleship in 1895 with breechloading smokeless 12" guns and modern rangefinders.

- Your fort comes with a skeleton garrison that can operate the guns. If you are stocking it with infantry, you will have to do so from your regular army.

- You can build simple water batteries with no fortifications by sending guns, but you have to recruit these as fully crewed units according to the rules of artillery recruitment, and pay upkeep as artillery units. You get the added bonus of being able to detach them for field work if the need arises, however. Do not abuse this. This is mostly something I would expect to be done in Colonial regions but I could see it possibly happening elsewhere.

Re: Rules

Posted: Mon Sep 02, 2019 6:46 pm
by admin
Industrial Capacity (IC) will represent the gross potential of your nations industrial weapon making industry. This encompasses all factors that go into the manufacture of weapons, armor, engines, etc.

You will have the following two distinct categories of IC

Artillery
Naval

Note:In wartime, if you mobilize your economy, you will have access to a greater number of IC points than in peace time.



Artillery

Gun IC Costs:

Light Artillery:
3'' to 3.8" gun- 10

Medium Artillery:
3.9'' to 4.5'' gun - 25
4.6'' to 6.1'' gun - 40

Heavy Artillery:
6.2'' to 8'' gun - 65
8.1'' to 13.4'' gun - 90

Heavy Siege:
13.5'' and larger - 140


Expansion of Artillery IC

Costs Per Point:
£10,000

Time to construct:
12 months

Note: A maximum of 10% expansion can be conducted at one time.
Note: Artillery IC is not required to build guns for warships, that is covered by Naval IC

Naval

Each ship will have a unique IC cost based on the below formula

Ship IC cost = 0.0056 x normal displacement in long tons

Naval IC will be listed in two forms:

Regular IC: Amount of IC that can be put toward construction of light ships, cruisers, armored cruisers, torpedo boats, etc.

Heavy IC: Heavy IC represents your ability to make capital ships. Capital ships are battleships, sea going ironclads, coastal defense ironclads, and coastal defense battleships. A heavy IC point can also be put toward regular ship purchases, which means investment in HIC is dual purpose, but investment in IC can only be used toward light ships.



Expanding Naval IC:

Costs Per IC Point:
£300,000

Costs Per HIC Point:
£600,000

Time to construct:
18 months

NOTE: IC/HIC will naturally expand, contract, or stay neutral depending on how many ships you are building. A Nation seeking rapid naval expansion is well advised to invest in Naval IC and not count on this natural expansion.

NOTE:[/b] There is no limit to the amount of IC/HIC you can construct at one time, however - maxing your credit out to build HIC and then not having any money left to use that capacity once it is completed, would be a very bad idea and could have disastrous results. If this is abused in some form, a cap may be instituted.

Re: Rules

Posted: Mon Sep 02, 2019 6:51 pm
by admin
Shipbuilding


Minimum Ship Construction Times -

Battleships / Sea Going Ironclad: 30 months
Armored Cruisers / Coastal Defense battleship / Coastal Defense Ironclad: 24 months
Unprotected / Protected Cruisers: 18 months
Sloops/Gunboats/Torpedo Ships: 12 months

You must project how long you will have a ship under construction, and spread IC evenly throughout that period. You are, for instance if economic conditions worsen, allowed to pause or extend construction, and reallocate IC accordingly. You must round your yearly IC expenditures to the nearest tenth. Ex. You cannot spend 16.3905 on a ship. You would round up to 16.4.

Ex. Italy wants to build a 10,000 ton ironclad. This is 56 HIC (Tonnage times .0056). They want to build this in 48 months. That is 14 HIC per year. The price of pasta falls to record lows in Year two after paying a total of 28 HIC for this ship. They only devote 7 HIC to this ship for the next 4 years to finish it.

Thus the expenditures of HIC look like 14/14/7/7/7/7 over 6 years for 56 HIC.

You must pay a minimum of 25% a ships total cost in £ to lay it down. The rest of the cost must be paid before the ship can be commissioned.


Example:

Japan in 1908

Industrial Capacity
Regular IC 65
Heavy IC: 50


In 1908 Japan could build 115 IC worth of cruisers, or destroyers, or they could build 50 HIC worth of capital ship, and 65 IC worth of destroyers/cruisers.

Re: Rules

Posted: Mon Sep 02, 2019 6:53 pm
by admin
Finances

All financial transactions will occur in pounds sterling. Upkeep must be paid based on your force total that existed on January 1st. This means that your first years upkeep is listed as a mandatory expense in your financial thread. You can disband troops and decommission ships at your discretion, but it will not impact your finances until next year.

It is expected that everyone will take on debt from time to time in order to progress your nation. The only real exception to this is Great Britain, which largely focused on paying down debt during this era. The trick is balancing debt, projecting your growth, and being smart about it. Too much debt will cast doubts on your ability to pay it back, which means the credit agency's will start to downgrade your rating and your long term interest rate will increase year-to-year. Debt is a mixture of long and short term obligations, loans from banks, and other misc. IOU money generating practices. This is all mixed into a single interest rate and debt number for our purposes.

If your country hits financial difficulties and your credit rating is downgraded, your entire debt's interest rate will not suddenly double, however you may find your yearly interest rate up a few points and also be cutoff from the ability to borrow new debt at low rates and any new debt must be borrowed at inflated rates.

Re: Rules

Posted: Thu Sep 05, 2019 8:04 pm
by admin
Colonial Expeditions To Africa:

You may sponsor ONE governmental colonial expedition to an area which you have no previous colonial footprint. This does not include NPC explorers and merchants who may or may not explore the world under your flag.

If you already have an established colonial base, you are granted an additional colonial expedition that is only capable of expanding that particular colonial base.

Ex. Spain could send one colonial expedition to explore a location in west africa. Spain also has a base in Equatorial Guinea, so it could support one expedition to expand Guinea.

The official map of Africa will be listed in Turn 1, and future updates will be posted in new turns as they happen. This map ONLY displays effective control, and does not include claims or treaty rights which may or may not exist. Colonial powers often claimed and negotiated for land which they did not plan on effectively occupying for years. If you colonize a stretch of land someone considers theirs, they may react very violently to that. On the flip side, if you claim a stretch of land without occupying it, and cannot get any of your fellow powers to recognize it, your claims are effectively worthless.

Colonial expeditions are calculated in cost as such (per year): (250 * Regular Infantry Cost Per Combatant) * 10

There may be additional costs associated with establishing a colony/colonial administration if you secure land.